raze/source/games/sw/src/break.cpp
Christoph Oelckers d064706f93 - got rid of wallpicnum and overpicnum.
All map geometry npw uses texture IDs and no longer depends on Build's tile system.
(What's missing is a new map format, though, but this was a necessary prerequisite to make that worthwile...)
2022-12-29 14:14:53 +01:00

1102 lines
36 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "build.h"
#include "names2.h"
#include "panel.h"
#include "game.h"
#include "tags.h"
#include "sprite.h"
#include "sector.h"
#include "light.h"
#include "weapon.h"
#include "break.h"
#include "buildtiles.h"
BEGIN_SW_NS
static void DoWallBreakSpriteMatch(int match);
BREAK_INFO WallBreakInfo[] =
{
{ IRONRAILING, -1, SHRAP_METAL, BF_KILL, 0 },
{ NOTHING, -1, SHRAP_METAL, BF_KILL, 0 },
{ METALGRATE, METALGRATEBROKE, SHRAP_METAL, 0, 0 },
{ COMPASSN, COMPASSBROKE, SHRAP_GLASS, 0, 0 },
{ COMPASSNW, COMPASSBROKE, SHRAP_GLASS, 0, 0 },
{ WINDOWGLASS, -1, SHRAP_GLASS, 0, 0 },
{ ARMATURES, ARMATURESBROKE, SHRAP_METAL, 0, 0 },
{ COMPDISPLAY, COMPDISPLAYBROKE, SHRAP_GLASS, 0, 0},
{ DC220, -1, SHRAP_METAL, 0, 0 },
{ MPHONE, MPHONEBROKE, SHRAP_METAL, 0, 0 },
{ LITEDISP1, LITEDISP1BROKE, SHRAP_METAL, 0, 0},
{ LITEDISP2, LITEDISP2BROKE, SHRAP_METAL, 0, 0},
{ LITEDISP3, LITEDISP3BROKE, SHRAP_GLASS, 0, 0},
{ LITEDISP4, LITEDISP3BROKE, SHRAP_GLASS, 0, 0 },
{ LITEDISP5, LITEDISP5BROKE, SHRAP_METAL, 0, 0},
{ LITEDISP6, LITEDISP6BROKE, SHRAP_METAL, 0, 0},
{ LITEDISP7, LITEDISP6BROKE, SHRAP_METAL, 0, 0},
{ LITEDISP8, LITEDISP6BROKE, SHRAP_METAL, 0, 0},
{ PAYPHONE, PAYPHONEBROKE, SHRAP_COIN, 0, 0},
{ PAYPHONE2, PAYPHONE2BROKE, SHRAP_COIN, 0, 0},
{ BIGLIGHT, LITEDISP1BROKE, SHRAP_GLASS, 0, 0},
{ DARKDISPLAY, LITEDISP1BROKE, SHRAP_GLASS, 0, 0},
{ TWOLIGHTS, TWOLIGHTSBROKE, SHRAP_GLASS, 0, 0},
{ DARKDISPLAY2, DARKDISPLAY2BROKE, SHRAP_GLASS, 0, 0},
{ VENDINGMACHINE, VENDINGMACHINEBROKE, SHRAP_GLASS, 0, 0},
{ FOURLIGHTS, FOURLIGHTSBROKE, SHRAP_GLASS, 0, 0},
{ FOURLIGHTSV, FOURLIGHTSVBROKE, SHRAP_GLASS, 0, 0},
{ VENDINGMACHINE2, VENDINGMACHINE2BROKE, SHRAP_GLASS, 0, 0},
{ METALGRATE2, METALGRATE2BROKE, SHRAP_METAL, 0, 0},
{ TWOLIGHTSV, TWOLIGHTSVBROKE, SHRAP_GLASS, 0, 0},
{ LITEDISP9, LITEDISP9BROKE, SHRAP_GLASS, 0, 0},
{ LITEDISP10, LITEDISP10BROKE, SHRAP_GLASS, 0, 0},
{ LITEDISP11, LITEDISP11BROKE, SHRAP_GLASS, 0, 0},
{ LITEDISP12, LITEDISP12BROKE, SHRAP_METAL, 0, 0},
{ CARFRONT, CARFRONTBROKE, SHRAP_METAL, 0, 0},
{ CARBACK, CARBACKBROKE, SHRAP_METAL, 0, 0},
{ CARHOOD, CARHOODBROKE, SHRAP_METAL, 0, 0},
{ CARSIDE, CARSIDEBROKE, SHRAP_METAL, 0, 0},
{ CARROOF, CARROOFBROKE, SHRAP_METAL, 0, 0},
{ CARWHEEL, CARWHEELBROKE, SHRAP_METAL, 0, 0},
{ ATMFRONT, ATMFRONTBROKE, SHRAP_COIN, 0, 0},
{ PAYPHONE3, PAYPHONE3BROKE, SHRAP_COIN, 0, 0},
{ CASHREGISTER, CASHREGISTER, SHRAP_METAL, 0, 0},
{ DRAWER, DRAWERBROKE, SHRAP_COIN, 0, 0},
{ COMPMONITOR, COMPMONITORBROKE, SHRAP_GLASS, 0, 0},
{ COMPMONITORSIDE, COMPMONITORSIDEBROKE, SHRAP_METAL, 0, 0},
{ PCFRONT, PCFRONTBROKE, SHRAP_METAL, 0, 0},
{ PCKEYNOARD, PCKEYNOARDBROKE, SHRAP_METAL, 0, 0},
{ VANBACK, VANBACKBROKE, SHRAP_METAL, 0, 0},
{ VANFRONT, VANFRONTBROKE, SHRAP_METAL, 0, 0},
{ LITEDISP13, LITEDISP13BROKE, SHRAP_METALMIX, 0, 0},
{ LITEDISP14, LITEDISP14BROKE, SHRAP_METALMIX, 0, 0},
{ LITEDISP15, LITEDISP15BROKE, SHRAP_METALMIX, 0, 0},
{ LITEDISP16, LITEDISP16BROKE, SHRAP_METALMIX, 0, 0},
{ LITEDISP17, LITEDISP17BROKE, SHRAP_METALMIX, 0, 0},
{ LITEDISP18, LITEDISP18BROKE, SHRAP_METALMIX, 0, 0},
{ LITEDISP19, LITEDISP19BROKE, SHRAP_METALMIX, 0, 0},
{ LITEDISP20, LITEDISP20BROKE, SHRAP_METALMIX, 0, 0},
{ LITEDISP21, LITEDISP21BROKE, SHRAP_METALMIX, 0, 0},
{ GAMEROOMSIGN, GAMEROOMSIGNBROKE, SHRAP_METALMIX, 0, 0},
{ PINBALL1, PINBALL1BROKE, SHRAP_MARBELS, 0, 0},
{ PINBALL2, PINBALL2BROKE, SHRAP_MARBELS, 0, 0},
{ PINBALL3, PINBALL3BROKE, SHRAP_MARBELS, 0, 0},
{ PINBALL4, PINBALL4BROKE, SHRAP_MARBELS, 0, 0},
{ DANGERSIGN, DANGERSIGNBROKE, SHRAP_METAL, 0, 0},
{ LITEDISP22, LITEDISP22BROKE, SHRAP_METAL, 0, 0},
{ TITSUBISHI, TITSUBISHIBROKE, SHRAP_METAL, 0, 0},
{ ZILLACARSIDE, ZILLACARSIDEBROKE, SHRAP_METAL, 0, 0},
};
BREAK_INFO SpriteBreakInfo[] =
{
{ IRONRAILING, -1, SHRAP_METAL, BF_KILL, 0},
{ NOTHING, -1, SHRAP_METAL, BF_KILL, 0},
{ 138, -1, SHRAP_GENERIC, BF_KILL, 0},
{ COMPASSN, COMPASSBROKE, SHRAP_GLASS, 0, 0},
{ COMPASSNW, COMPASSBROKE, SHRAP_GLASS, 0, 0},
{ 270, -1, SHRAP_PAPER, BF_BURN, 0},
{ 271, -1, SHRAP_PAPER, BF_BURN, 0},
{ 272, -1, SHRAP_WOOD, 0, 0},
{ 274, -1, SHRAP_PAPER, BF_BURN, 0},
//{ 276, -1, SHRAP_WOOD },
//{ 277, -1, SHRAP_WOOD },
//{ 278, -1, SHRAP_WOOD },
{ WINDOWGLASS, -1, SHRAP_GLASS, 0, 0},
{ ARMATURES, -1, SHRAP_METAL, 0, 0},
{ 297, -1, SHRAP_METAL, 0, 0},
{ 299, -1, SHRAP_METAL, 0, 0},
{ 363, -1, SHRAP_METAL, BF_KILL, 0},
{ 365, -1, SHRAP_STONE, BF_TOUGH|BF_KILL, 0},
{ 366, -1, SHRAP_METAL, BF_KILL,5},
{ 367, -1, SHRAP_WOOD, BF_KILL, 0},
{ 368, -1, SHRAP_GIBS, BF_KILL, 0},
{ 369, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 371, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 372, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 374, -1, SHRAP_STONE, BF_TOUGH|BF_KILL, 0},
{ 375, -1, SHRAP_STONE, BF_TOUGH|BF_KILL, 0},
{ 376, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 377, -1, SHRAP_STONE, BF_KILL, 0},
{ 379, -1, SHRAP_WOOD, BF_KILL, 0},
{ 380, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL, 0},
{ 385, -1, SHRAP_BLOOD, BF_KILL, 0},
{ 386, -1, SHRAP_GIBS, BF_KILL, 0},
{ 387, -1, SHRAP_GIBS, BF_KILL, 0},
{ 388, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
{ 391, -1, SHRAP_GIBS, BF_KILL, 0},
{ 392, -1, SHRAP_GIBS, BF_KILL, 0},
{ 393, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 394, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
{ 395, -1, SHRAP_GIBS, BF_KILL, 0},
{ 396, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL, 0},
{ 397, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL, 0},
{ 398, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL, 0},
{ 399, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL, 0},
{ 400, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 401, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 402, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 407, -1, SHRAP_METAL, BF_KILL, 0},
{ 408, -1, SHRAP_PAPER, BF_BURN, 0},
{ 409, -1, SHRAP_PAPER, BF_BURN, 0},
{ 415, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL,5},
{ 418, -1, SHRAP_GENERIC, BF_KILL|BF_FIRE_FALL,5},
{ 422, -1, SHRAP_METAL, BF_KILL, 0},
{ 423, -1, SHRAP_BLOOD, BF_KILL, 0},
{ 424, -1, SHRAP_BLOOD, BF_KILL, 0},
{ 425, -1, SHRAP_BLOOD, BF_KILL, 0},
{ 428, -1, SHRAP_METAL, BF_BURN, 0},
{ 430, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0},
{ 431, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0},
{ 432, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0},
{ 433, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0},
{ 434, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0},
{ 435, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0},
{ 436, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0},
{ 437, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0},
{ 438, -1, SHRAP_GIBS, BF_KILL, 0},
{ 441, -1, SHRAP_WOOD, BF_KILL, 0},
{ 442, -1, SHRAP_STONE, BF_KILL, 0},
{ 443, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0},
{ 453, -1, SHRAP_WOOD, BF_KILL, 0},
{ 458, -1, SHRAP_STONE, BF_KILL, 0},
{ 459, -1, SHRAP_STONE, BF_KILL, 0},
{ 460, -1, SHRAP_METAL, BF_KILL, 0},
{ 461, -1, SHRAP_METAL, BF_KILL, 0},
{ 462, -1, SHRAP_METAL, BF_KILL, 0},
{ 463, -1, SHRAP_STONE, BF_KILL, 0},
{ 467, -1, SHRAP_STONE, BF_KILL, 0},
{ 468, -1, SHRAP_WOOD, BF_KILL, 0},
{ 475, -1, SHRAP_GLASS, BF_KILL, 0},
{ 481, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 482, -1, SHRAP_WOOD, BF_KILL, 0},
{ 483, -1, SHRAP_WOOD, BF_KILL|BF_TOUGH, 0},
{ 491, -1, SHRAP_WOOD, BF_KILL, 0},
{ 492, -1, SHRAP_METAL, BF_KILL, 0},
{ 493, -1, SHRAP_METAL, BF_KILL, 0},
{ 498, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 500, -1, SHRAP_METAL, BF_KILL, 0},
{ 501, -1, SHRAP_METAL, BF_KILL, 0},
{ 504, -1, SHRAP_METAL, BF_KILL,5},
{ 505, -1, SHRAP_BLOOD, BF_KILL,5},
{ 506, -1, SHRAP_GENERIC, BF_KILL,5},
{ 507, -1, SHRAP_GLASS, BF_KILL, 0},
{ 508, -1, SHRAP_GLASS, BF_KILL, 0},
{ 509, -1, SHRAP_GLASS, BF_KILL, 0},
{ 510, -1, SHRAP_GLASS, BF_KILL, 0},
{ 511, -1, SHRAP_METAL, BF_KILL, 0},
{ 512, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL,5},
{ 516, -1, SHRAP_WOOD, BF_BURN, 0},
{ 517, -1, SHRAP_WOOD, BF_BURN, 0},
{ 518, -1, SHRAP_WOOD, BF_BURN, 0},
{ 519, -1, SHRAP_WOOD, BF_FIRE_FALL|BF_KILL,5},
{ 520, -1, SHRAP_WOOD, BF_KILL, 0},
{ 521, -1, SHRAP_WOOD, BF_KILL|BF_FIRE_FALL, 0},
{ 537, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL, 0},
{ 541, -1, SHRAP_WOOD, BF_KILL|BF_FIRE_FALL, 0},
{ 586, -1, SHRAP_METAL, BF_KILL, 0},
{ 590, -1, SHRAP_METAL, BF_KILL, 0},
{ 591, -1, SHRAP_METAL, BF_KILL, 0},
{ 593, 608, SHRAP_GLASS,BF_TOUGH, 0},
{ 604, -1, SHRAP_METAL, BF_KILL, 0},
{ 613, -1, SHRAP_LARGE_EXPLOSION, BF_KILL, 0},
{ 614, -1, SHRAP_METAL, BF_KILL, 0},
{ 615, -1, SHRAP_METAL, BF_KILL, 0},
{ 618, -1, SHRAP_GLASS, BF_KILL, 0},
{ 646, -1, SHRAP_METAL, BF_KILL, 0},
{ 647, -1, SHRAP_LARGE_EXPLOSION, BF_KILL, 0},
{ 648, -1, SHRAP_LARGE_EXPLOSION, BF_KILL, 0},
{ 649, -1, SHRAP_METAL, BF_KILL, 0},
{ 656, -1, SHRAP_METAL, BF_KILL, 0},
{ 657, -1, SHRAP_METAL, BF_KILL, 0},
{ 658, -1, SHRAP_LARGE_EXPLOSION, BF_KILL, 0},
{ 659, -1, SHRAP_METAL, BF_KILL,5},
//{ 660, -1, SHRAP_STONE, BF_TOUGH|BF_KILL},
//{ 661, -1, SHRAP_STONE, BF_TOUGH|BF_KILL},
//{ 662, -1, SHRAP_STONE, BF_TOUGH|BF_KILL},
{ 663, -1, SHRAP_METAL, BF_KILL,10},
{ 664, -1, SHRAP_METAL, BF_KILL,5},
{ 666, -1, SHRAP_PLANT, BF_KILL, 0},
{ 670, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL, 0},
{ 671, -1, SHRAP_GLASS, BF_KILL|BF_FIRE_FALL, 0},
{ 673, -1, SHRAP_BLOOD, BF_KILL, 0},
{ 674, -1, SHRAP_GIBS, BF_KILL, 0},
{ 675, -1, SHRAP_GIBS, BF_KILL, 0},
{ 676, -1, SHRAP_GIBS, BF_KILL, 0},
{ 678, -1, SHRAP_GLASS, BF_KILL,5},
{ 679, -1, SHRAP_GLASS, BF_KILL,5},
{ 683, -1, SHRAP_GLASS, BF_KILL,5},
{ 684, -1, SHRAP_GLASS, BF_KILL,5},
{ 685, -1, SHRAP_GLASS, BF_KILL,5},
{ 686, -1, SHRAP_PAPER, BF_KILL,5},
{ 687, -1, SHRAP_STONE, BF_KILL|BF_TOUGH, 0},
{ 688, -1, SHRAP_STONE, BF_KILL|BF_TOUGH, 0},
{ 690, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 692, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 695, -1, SHRAP_STONE, BF_KILL, 0},
{ 696, -1, SHRAP_STONE, BF_KILL, 0},
{ 697, -1, SHRAP_STONE, BF_KILL, 0},
{ 698, -1, SHRAP_STONE, BF_KILL, 0},
{ 699, -1, SHRAP_STONE, BF_TOUGH|BF_KILL, 0},
{ 702, -1, SHRAP_STONE, BF_TOUGH|BF_KILL, 0},
{ 703, -1, SHRAP_STONE, BF_TOUGH|BF_KILL, 0},
{ 704, -1, SHRAP_STONE, BF_TOUGH|BF_KILL, 0},
{ 706, -1, SHRAP_PLANT, BF_KILL, 0},
{ 707, -1, SHRAP_PLANT, BF_KILL, 0},
{ 710, -1, SHRAP_PLANT, BF_KILL, 0},
{ 711, -1, SHRAP_PLANT, BF_KILL, 0},
{ 714, -1, SHRAP_STONE, BF_KILL,5},
{ 721, -1, SHRAP_GIBS, BF_KILL, 0},
{ 722, -1, SHRAP_GIBS, BF_KILL, 0},
{ 723, -1, SHRAP_GIBS, BF_KILL, 0},
{ 724, -1, SHRAP_GIBS, BF_KILL, 0},
{ 725, -1, SHRAP_PLANT, BF_KILL, 0},
{ 730, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 744, -1, SHRAP_GLASS, BF_KILL,5},
{ 2563, -1, SHRAP_PAPER, BF_BURN, 0},
{ 2564, -1, SHRAP_PAPER, BF_BURN, 0},
{ 3570, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN, 0},
{ 3571, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 3572, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 3573, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 3574, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 3575, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 3576, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 3577, -1, SHRAP_WOOD, BF_TOUGH|BF_KILL, 0},
{ 3578, -1, SHRAP_WOOD, BF_TOUGH|BF_KILL, 0},
{ 3579, -1, SHRAP_WOOD, BF_TOUGH|BF_KILL, 0},
{ 3580, -1, SHRAP_WOOD, BF_TOUGH|BF_KILL, 0},
{ 3581, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN, 0},
{ 3582, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN, 0},
{ 2640, -1, SHRAP_STONE, BF_KILL,5},
{ 2641, -1, SHRAP_STONE, BF_KILL, 0},
{ 2642, -1, SHRAP_STONE, BF_KILL, 0},
{ 2680, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 2681, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 2682, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 2683, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 2684, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 2685, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 2687, 2727, SHRAP_GLASS, 0, 0},
{ 2688, 2728, SHRAP_GLASS, 0, 0},
{ 2699, -1, SHRAP_WOOD, BF_KILL, 0},
{ 2709, -1, SHRAP_WOOD, BF_TOUGH|BF_KILL, 0},
{ 2720, -1, SHRAP_GIBS, BF_KILL, 0},
{ 2721, -1, SHRAP_GIBS, BF_KILL, 0},
{ 2722, -1, SHRAP_GIBS, BF_KILL, 0},
{ 2723, -1, SHRAP_GIBS, BF_KILL, 0},
{ 2724, -1, SHRAP_GIBS, BF_KILL, 0},
{ 2725, -1, SHRAP_BLOOD, BF_KILL, 0},
{ 2726, -1, SHRAP_BLOOD, BF_KILL, 0},
{ 2719, -1, SHRAP_GLASS, BF_KILL, 0},
{ 2750, -1, SHRAP_WOOD, BF_KILL, 0},
{ 2676, 3591, SHRAP_GLASS, 0, 0},
{ 2769, 3681, SHRAP_GLASS, 0, 0},
{ 2777, 3683, SHRAP_METAL, BF_TOUGH, 0},
{ 2778, 2757, SHRAP_GLASS, 0, 0},
{ 3448, 3451, SHRAP_METAL, BF_TOUGH|BF_KILL, 0},
{ 3449, -1, SHRAP_PAPER, BF_KILL, 0},
{ 3497, -1, SHRAP_GENERIC, BF_KILL|BF_TOUGH, 0},
{ 3551, -1, SHRAP_METAL, BF_KILL, 0},
{ 3552, -1, SHRAP_METAL, BF_KILL, 0},
{ 3553, -1, SHRAP_METAL, BF_KILL, 0},
{ 3554, -1, SHRAP_METAL, BF_KILL, 0},
{ 3555, -1, SHRAP_METAL, BF_KILL, 0},
{ 3556, -1, SHRAP_METAL, BF_KILL, 0},
{ 3557, -1, SHRAP_METAL, BF_KILL, 0},
{ 3558, -1, SHRAP_WOOD, BF_KILL, 0},
{ 3568, -1, SHRAP_WOOD, BF_BURN, 0},
{ 4994, -1, SHRAP_METAL, BF_KILL, 0},
{ 4995, -1, SHRAP_METAL, BF_KILL, 0},
{ 5010, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 5017, -1, SHRAP_PAPER, BF_KILL, 0},
{ 5018, -1, SHRAP_PAPER, BF_KILL, 0},
{ 5019, -1, SHRAP_PAPER, BF_KILL, 0},
{ 5060, -1, SHRAP_METAL, BF_KILL, 0},
{ 5061, -1, SHRAP_METAL, BF_KILL, 0},
{ 5073, -1, SHRAP_GIBS, BF_KILL, 0},
// Evil ninja Hari-Kari - can gib
{ 4218, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
// old ninja dead frames
{ 1133, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
{ 1134, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
// dead actors
{ 811, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
{ 1440, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
{ 1512, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
{ 1643, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
{ 1680, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
{ 4219+7, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
{ 4236, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0}, // Evil Ninja cut in half
{ 4421, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0}, // Dead Big Ripper
{ 4312, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0}, // Dead Coolie Ghost
{ 766, -1, SHRAP_COIN,BF_KILL, 0},
{ 767, -1, SHRAP_COIN,BF_KILL, 0},
{ 2700, -1, SHRAP_PAPER,BF_KILL, 0},
{ 2701, -1, SHRAP_PAPER,BF_KILL, 0},
{ 2702, -1, SHRAP_PAPER,BF_KILL, 0},
{ 2703, -1, SHRAP_PAPER,BF_KILL, 0},
{ 2704, -1, SHRAP_PAPER,BF_KILL, 0},
{ 2705, -1, SHRAP_PAPER,BF_KILL, 0},
{ 2218, -1, SHRAP_METAL,BF_KILL, 0}, // Caltrops are breakable
{ 689, -1, SHRAP_METAL,BF_TOUGH|BF_KILL, 0},
//{ 2540, -1, SHRAP_METAL,BF_TOUGH|BF_KILL},
{ 3354, -1, SHRAP_METAL,BF_KILL, 0},
{ 3357, -1, SHRAP_PAPER,BF_KILL, 0},
{ 4886, -1, SHRAP_GLASS,BF_KILL, 0},
{ 646, 708, SHRAP_METAL,BF_TOUGH|BF_KILL, 0},
{ 708, -1, SHRAP_METAL,BF_TOUGH|BF_KILL, 0},
{ 656, -1, SHRAP_METAL,BF_KILL, 0},
{ 663, -1, SHRAP_METAL,BF_KILL, 0},
{ 664, -1, SHRAP_METAL,BF_KILL, 0},
{ 691, -1, SHRAP_METAL,BF_KILL, 0},
{ 5021,-1, SHRAP_GIBS, BF_KILL, 0},
{ 712, -1, SHRAP_LARGE_EXPLOSION, BF_KILL, 0},
{ 713, -1, SHRAP_LARGE_EXPLOSION, BF_KILL, 0},
{ 693, -1, SHRAP_WOODMIX, BF_KILL|BF_TOUGH, 0},
{ 5041,-1, SHRAP_GIBS, BF_KILL, 0},
{ 5042,5077,SHRAP_GIBS, BF_TOUGH|BF_KILL, 0},
{ 5077,-1, SHRAP_WOOD, BF_TOUGH|BF_KILL, 0},
{ 3356,3358,SHRAP_WOOD, BF_TOUGH|BF_KILL, 0},
{ 3358,-1, SHRAP_WOOD, BF_TOUGH|BF_KILL, 0},
{ 900, -1, SHRAP_GIBS, BF_KILL, 0},
{ 901, -1, SHRAP_GIBS, BF_KILL, 0},
{ 902, -1, SHRAP_GIBS, BF_KILL, 0},
{ 915, -1, SHRAP_GIBS, BF_KILL, 0},
{ 916, -1, SHRAP_GIBS, BF_KILL, 0},
{ 917, -1, SHRAP_GIBS, BF_KILL, 0},
{ 930, -1, SHRAP_GIBS, BF_KILL, 0},
{ 931, -1, SHRAP_GIBS, BF_KILL, 0},
{ 932, -1, SHRAP_GIBS, BF_KILL, 0},
{ 1670,-1, SHRAP_GIBS, BF_KILL, 0},
{ 2219,-1, SHRAP_METAL,BF_KILL|BF_TOUGH, 0},
{ 4768,-1, SHRAP_GLASS,BF_KILL, 0},
{ 4792,-1, SHRAP_GLASS,BF_KILL, 0},
{ 4816,-1, SHRAP_GLASS,BF_KILL, 0},
{ 4840,-1, SHRAP_GLASS,BF_KILL, 0},
{ 4584,-1, SHRAP_GIBS, BF_KILL, 0},
{ 5062,-1, SHRAP_WOOD, BF_KILL|BF_TOUGH, 0},
{ 5063,4947,SHRAP_PAPERMIX, BF_KILL|BF_TOUGH|BF_LEAVE_BREAK, 0},
{ 4947,-1, SHRAP_PAPERMIX, BF_KILL|BF_TOUGH, 0},
{ 1160,-1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
{ 5104,-1, SHRAP_GIBS, BF_KILL, 0},
{ 3795,-1, SHRAP_GIBS, BF_KILL, 0},
{ 470,-1, SHRAP_GIBS, BF_KILL, 0},
{ 5205,-1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
//{ 969,-1, SHRAP_GIBS, BF_KILL|BF_TOUGH},
//{ 1277,-1, SHRAP_GIBS, BF_KILL|BF_TOUGH},
};
//////////////////////////////////////////////
// SORT & SEARCH SUPPORT
//////////////////////////////////////////////
static int CompareBreakInfo(void const * a, void const * b)
{
auto break_info1 = (BREAK_INFO const *)a;
auto break_info2 = (BREAK_INFO const *)b;
// will return a number less than 0 if break_info1 < break_info2
return break_info1->picnum - break_info2->picnum;
}
int CompareSearchBreakInfo(int* picnum, BREAK_INFO* break_info)
{
// will return a number less than 0 if picnum < break_info->picnum
return(*picnum - break_info->picnum);
}
BREAK_INFO* FindWallBreakInfo(FTextureID texid)
{
int picnum = legacyTileNum(texid);
return(BREAK_INFO*)(bsearch(&picnum, &WallBreakInfo, SIZ(WallBreakInfo), sizeof(BREAK_INFO), (int(*)(const void*, const void*))CompareSearchBreakInfo));
}
BREAK_INFO* FindSpriteBreakInfo(int picnum)
{
return(BREAK_INFO*)(bsearch(&picnum, &SpriteBreakInfo, SIZ(SpriteBreakInfo), sizeof(BREAK_INFO), (int(*)(const void*, const void*))CompareSearchBreakInfo));
}
//////////////////////////////////////////////
// SETUP
//////////////////////////////////////////////
void SortBreakInfo(void)
{
qsort(&SpriteBreakInfo, SIZ(SpriteBreakInfo), sizeof(BREAK_INFO), CompareBreakInfo);
qsort(&WallBreakInfo, SIZ(WallBreakInfo), sizeof(BREAK_INFO), CompareBreakInfo);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
BREAK_INFO* SetupWallForBreak(walltype* wallp)
{
BREAK_INFO* break_info;
break_info = FindWallBreakInfo(wallp->walltexture);
if (break_info)
{
wallp->lotag = TAG_WALL_BREAK;
wallp->extra |= (WALLFX_DONT_STICK);
}
if (wallp->overtexture.isValid() && (wallp->cstat & CSTAT_WALL_MASKED))
{
break_info = FindWallBreakInfo(wallp->overtexture);
if (break_info)
{
wallp->lotag = TAG_WALL_BREAK;
wallp->extra |= (WALLFX_DONT_STICK);
}
}
return break_info;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
BREAK_INFO* SetupSpriteForBreak(DSWActor* actor)
{
int picnum = actor->spr.picnum;
BREAK_INFO* break_info;
// ignore as a breakable if true
if (actor->spr.lotag == TAG_SPRITE_HIT_MATCH)
return nullptr;
break_info = FindSpriteBreakInfo(picnum);
if (break_info)
{
// use certain sprites own blocking for determination
if ((break_info->flags & BF_OVERRIDE_BLOCK))
{
// if not blocking then skip this code
if (!(actor->spr.cstat & CSTAT_SPRITE_BLOCK))
{
return (BREAK_INFO*)(-1);
}
}
if ((break_info->flags & BF_BURN))
actor->spr.extra |= (SPRX_BURNABLE);
else
actor->spr.extra |= (SPRX_BREAKABLE);
SetActorSizeX(actor);
actor->spr.cstat |= (CSTAT_SPRITE_BREAKABLE);
}
return break_info;
}
//////////////////////////////////////////////
// ACTIVATE
//////////////////////////////////////////////
DSWActor* FindBreakSpriteMatch(int match)
{
SWStatIterator it(STAT_BREAKABLE);
while (auto actor = it.Next())
{
if (SP_TAG2(actor) == match && actor->spr.picnum == ST1)
{
return actor;
}
}
return nullptr;
}
//---------------------------------------------------------------------------
//
// WALL
//
//---------------------------------------------------------------------------
int AutoBreakWall(walltype* wallp, const DVector3& hit_pos, DAngle ang, int type)
{
BREAK_INFO* break_info;
walltype* nwp;
wallp->lotag = 0;
if (wallp->twoSided())
{
nwp = wallp->nextWall();
// get rid of both sides
// only break ONE of the walls
if (nwp->lotag == TAG_WALL_BREAK &&
nwp->overtexture.isValid() &&
(nwp->cstat & CSTAT_WALL_MASKED))
{
nwp->lotag = 0;
}
}
if (wallp->overtexture.isValid() && (wallp->cstat & CSTAT_WALL_MASKED))
break_info = FindWallBreakInfo(wallp->overtexture);
else
break_info = FindWallBreakInfo(wallp->walltexture);
if (!break_info)
{
return false;
}
// Check to see if it should break with current weapon type
if (!CheckBreakToughness(break_info, type)) return false;
if (hit_pos.X != INT32_MAX)
{
// need correct location for spawning shrap
auto breakActor = insertActor(0, STAT_DEFAULT);
breakActor->spr.cstat = 0;
breakActor->spr.extra = 0;
breakActor->spr.Angles.Yaw = ang;
breakActor->spr.picnum = ST1;
breakActor->spr.scale = DVector2(1, 1);
SetActorZ(breakActor, hit_pos);
SpawnShrap(breakActor, nullptr, -1, break_info);
KillActor(breakActor);
}
// change the wall
if (wallp->overtexture.isValid() && (wallp->cstat & CSTAT_WALL_MASKED))
{
if (break_info->breaknum == -1)
{
wallp->cstat &= ~(CSTAT_WALL_MASKED|CSTAT_WALL_1WAY|CSTAT_WALL_BLOCK_HITSCAN|CSTAT_WALL_BLOCK);
wallp->setovertexture(FNullTextureID());
if (wallp->twoSided())
{
nwp = wallp->nextWall();
nwp->cstat &= ~(CSTAT_WALL_MASKED|CSTAT_WALL_1WAY|CSTAT_WALL_BLOCK_HITSCAN|CSTAT_WALL_BLOCK);
nwp->setovertexture(FNullTextureID());
}
}
else
{
wallp->cstat &= ~(CSTAT_WALL_BLOCK_HITSCAN|CSTAT_WALL_BLOCK);
wallp->setovertexture(tileGetTextureID(break_info->breaknum));
if (wallp->twoSided())
{
nwp = wallp->nextWall();
nwp->cstat &= ~(CSTAT_WALL_BLOCK_HITSCAN|CSTAT_WALL_BLOCK);
nwp->setovertexture(tileGetTextureID(break_info->breaknum));
}
}
}
else
{
if (break_info->breaknum == -1)
wallp->setwalltexture(FNullTextureID()); // temporary break pic
else
{
wallp->setwalltexture(tileGetTextureID(break_info->breaknum));
if (wallp->hitag < 0)
DoWallBreakSpriteMatch(wallp->hitag);
}
}
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool UserBreakWall(walltype* wp)
{
int match = wp->hitag;
const auto block_flags = CSTAT_WALL_BLOCK|CSTAT_WALL_BLOCK_HITSCAN;
const auto type_flags = CSTAT_WALL_TRANSLUCENT|CSTAT_WALL_MASKED|CSTAT_WALL_1WAY;
const auto flags = block_flags|type_flags;
bool ret = false;
auto actor = FindBreakSpriteMatch(match);
if (actor == nullptr)
{
// do it the old way and get rid of wall - assumed to be masked
DoSpawnSpotsForKill(match);
wp->cstat &= ~(flags);
if (wp->twoSided())
wp->nextWall()->cstat &= ~(flags);
// clear tags
wp->hitag = wp->lotag = 0;
if (wp->twoSided())
wp->nextWall()->hitag = wp->nextWall()->lotag = 0;
return true;
}
if (wp->walltexture == actor->texparam)
return true;
// make it BROKEN
if (SP_TAG7(actor) <= 1)
{
DoSpawnSpotsForKill(match);
DoLightingMatch(match, -1);
if (SP_TAG8(actor) == 0)
{
wp->setwalltexture(actor->texparam);
// clear tags
wp->hitag = wp->lotag = 0;
if (wp->twoSided())
wp->nextWall()->hitag = wp->nextWall()->lotag = 0;
ret = false;
}
else if (SP_TAG8(actor) == 1)
{
// clear flags
wp->cstat &= ~(flags);
if (wp->twoSided())
wp->nextWall()->cstat &= ~(flags);
// clear tags
wp->hitag = wp->lotag = 0;
if (wp->twoSided())
wp->nextWall()->hitag = wp->nextWall()->lotag = 0;
ret = true;
}
else if (SP_TAG8(actor) == 2)
{
// set to broken pic
wp->setwalltexture(actor->texparam);
// clear flags
wp->cstat &= ~(block_flags);
if (wp->twoSided())
wp->nextWall()->cstat &= ~(block_flags);
// clear tags
wp->hitag = wp->lotag = 0;
if (wp->twoSided())
wp->nextWall()->hitag = wp->nextWall()->lotag = 0;
ret = false;
}
return ret;
}
else
{
// increment picnum
wp->setwalltexture(wp->walltexture + 1);
DoSpawnSpotsForDamage(match);
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int WallBreakPosition(walltype* wp, sectortype** sectp, DVector3& pos, DAngle& ang)
{
int nx,ny;
DAngle wall_ang = wp->delta().Angle() + DAngle90;
*sectp = wp->sectorp();
ASSERT(*sectp);
// midpoint of wall
pos.XY() = wp->center();
if (!wp->twoSided())
{
// white wall
pos.Z = ((*sectp)->floorz + (*sectp)->ceilingz) * 0.5;
}
else
{
auto next_sect = wp->nextSector();
// red wall
ASSERT(wp->twoSided());
// floor and ceiling meet
if (next_sect->floorz == next_sect->ceilingz)
pos.Z = ((*sectp)->floorz + (*sectp)->ceilingz) * 0.5;
else
// floor is above other sector
if (next_sect->floorz < (*sectp)->floorz)
pos.Z = (next_sect->floorz + (*sectp)->floorz) * 0.5;
else
// ceiling is below other sector
if (next_sect->ceilingz > (*sectp)->ceilingz)
pos.Z = (next_sect->ceilingz + (*sectp)->ceilingz) * 0.5;
}
ang = wall_ang;
pos.XY() += wall_ang.ToVector() * 16;
updatesectorz(pos, sectp);
if (*sectp == nullptr)
{
pos.X = INT32_MAX; // don't spawn shrap, just change wall
return false;
}
return true;
}
//---------------------------------------------------------------------------
//
// If the tough parameter is not set, then it can't break tough walls and sprites
//
//---------------------------------------------------------------------------
bool HitBreakWall(walltype* wp, DVector3 hitpos, DAngle ang, int type)
{
int match = wp->hitag;
if (match > 0)
{
UserBreakWall(wp);
return true;
}
//if (hit_x == INT32_MAX)
{
sectortype* sect = nullptr;
WallBreakPosition(wp, &sect, hitpos, ang);
}
AutoBreakWall(wp, hitpos, ang, type);
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int KillBreakSprite(DSWActor* breakActor)
{
// Double deletion can easily happen with the break sprite code.
if (breakActor->ObjectFlags & OF_EuthanizeMe)
return false;
// Does not actually kill the sprite so it will be valid for the rest
// of the loop traversal.
// IMPORTANT: Do not change the statnum if possible so that NEXTI in
// SpriteControl loop traversals will maintain integrity.
SpriteQueueDelete(breakActor);
if (breakActor->hasU())
{
if (breakActor->spr.statnum == STAT_DEFAULT)
// special case allow kill of sprites on STAT_DEFAULT list
// a few things have users and are not StateControlled
KillActor(breakActor);
else
SetSuicide(breakActor);
}
else
{
change_actor_stat(breakActor, STAT_SUICIDE);
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int UserBreakSprite(DSWActor* breakActor)
{
int match = breakActor->spr.lotag;
int match_extra;
auto actor = FindBreakSpriteMatch(match);
if (actor == nullptr)
{
// even if you didn't find a matching ST1 go ahead and kill it and match everything
// its better than forcing everyone to have a ST1
DoMatchEverything(nullptr, match, -1);
// Kill sound if one is attached
DeleteNoSoundOwner(breakActor);
KillBreakSprite(breakActor);
return true;
}
match_extra = SP_TAG6(breakActor);
if (breakActor->spr.picnum == SP_TAG5(actor))
return true;
// make it BROKEN
if (SP_TAG7(actor) <= 1)
{
DoMatchEverything(nullptr, match_extra, -1);
//DoSpawnSpotsForKill(match_extra);
DoLightingMatch(match_extra, 0);
if (SP_TAG8(actor) == 0)
{
breakActor->spr.picnum = SP_TAG5(actor);
breakActor->spr.extra &= ~(SPRX_BREAKABLE);
}
else
// kill sprite
if (SP_TAG8(actor) == 1)
{
// Kill sound if one is attached
DeleteNoSoundOwner(breakActor);
KillBreakSprite(breakActor);
return true;
}
else if (SP_TAG8(actor) == 2)
// leave it
{
// set to broken pic
breakActor->spr.picnum = SP_TAG5(actor);
// reset
if (SP_TAG8(actor) == 2)
{
breakActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
}
breakActor->spr.extra &= ~(SPRX_BREAKABLE);
}
}
else
{
// increment picnum
breakActor->spr.picnum++;
DoSpawnSpotsForDamage(match_extra);
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int AutoBreakSprite(DSWActor* breakActor, int type)
{
BREAK_INFO* break_info;
break_info = FindSpriteBreakInfo(breakActor->spr.picnum);
if ((int16_t)breakActor->spr.hitag < 0)
DoWallBreakMatch(breakActor->spr.hitag);
if (!break_info)
{
return false;
}
// Check to see if it should break with current weapon type
if (!CheckBreakToughness(break_info, type))
{
if (break_info->breaknum != -1)
{
if (!(break_info->flags & BF_LEAVE_BREAK))
{
breakActor->spr.extra &= ~(SPRX_BREAKABLE);
breakActor->spr.cstat &= ~(CSTAT_SPRITE_BREAKABLE);
}
breakActor->spr.picnum = break_info->breaknum;
// pass Break Info Globally
SpawnShrap(breakActor, nullptr, -1, break_info);
if (breakActor->spr.picnum == 3683)
breakActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
}
return false;
}
breakActor->spr.extra &= ~(SPRX_BREAKABLE);
breakActor->spr.cstat &= ~(CSTAT_SPRITE_BREAKABLE);
// pass Break Info Globally
SpawnShrap(breakActor, nullptr, -1, break_info);
// kill it or change the pic
if ((break_info->flags & BF_KILL) || break_info->breaknum == -1)
{
if ((break_info->flags & BF_FIRE_FALL))
SpawnBreakFlames(breakActor);
breakActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
breakActor->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
// Kill sound if one is attached
DeleteNoSoundOwner(breakActor);
KillBreakSprite(breakActor);
return true;
}
else
{
breakActor->spr.picnum = break_info->breaknum;
if (breakActor->spr.picnum == 3683)
breakActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool NullActor(DSWActor* actor)
{
// a Null Actor is defined as an actor that has no real controlling programming attached
// check to see if attached to SO
if (actor->user.Flags & (SPR_SO_ATTACHED))
return true;
// does not have a STATE or FUNC to control it
if (!actor->user.State)
return true;
// does not have a STATE or FUNC to control it
if (!actor->user.ActorActionFunc)
return true;
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int HitBreakSprite(DSWActor* breakActor, int type)
{
if (TEST_BOOL1(breakActor))
{
if (TEST_BOOL2(breakActor))
return false;
return UserBreakSprite(breakActor);
}
if (breakActor->hasU() && !NullActor(breakActor))
{
// programmed animating type - without BOOL1 set
if (breakActor->spr.lotag)
DoLightingMatch(breakActor->spr.lotag, -1);
SpawnShrap(breakActor, nullptr);
breakActor->spr.extra &= ~SPRX_BREAKABLE;
return false;
}
return AutoBreakSprite(breakActor, type);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoWallBreakMatch(int match)
{
sectortype* sect = nullptr;
DVector3 hitpos;
DAngle wall_ang;
for(auto& wal : wall)
{
if (wal.hitag == match)
{
WallBreakPosition(&wal, &sect, hitpos, wall_ang);
wal.hitag = 0; // Reset the hitag
AutoBreakWall(&wal, hitpos, wall_ang, 0);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void DoWallBreakSpriteMatch(int match)
{
SWStatIterator it(STAT_ENEMY);
while (auto actor = it.Next())
{
if (actor->spr.hitag == match)
{
KillActor(actor);
}
}
}
END_SW_NS