raze/source/games/duke/src/sectors_d.cpp
2022-10-30 16:51:41 +01:00

1807 lines
42 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
Note: EDuke source was in transition. Changes are in-progress in the
source as it is released.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
#include "sounds.h"
#include "names_d.h"
#include "mapinfo.h"
#include "dukeactor.h"
#include "secrets.h"
// PRIMITIVE
BEGIN_DUKE_NS
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool isadoorwall_d(int dapic)
{
switch(dapic)
{
case DOORTILE1:
case DOORTILE2:
case DOORTILE3:
case DOORTILE4:
case DOORTILE5:
case DOORTILE6:
case DOORTILE7:
case DOORTILE8:
case DOORTILE9:
case DOORTILE10:
case DOORTILE11:
case DOORTILE12:
case DOORTILE14:
case DOORTILE15:
case DOORTILE16:
case DOORTILE17:
case DOORTILE18:
case DOORTILE19:
case DOORTILE20:
case DOORTILE21:
case DOORTILE22:
case DOORTILE23:
return 1;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void animatewalls_d(void)
{
int t;
for (int p = 0; p < numanimwalls; p++)
{
auto wal = animwall[p].wall;
int j = wal->picnum;
switch (j)
{
case SCREENBREAK1:
case SCREENBREAK2:
case SCREENBREAK3:
case SCREENBREAK4:
case SCREENBREAK5:
case SCREENBREAK9:
case SCREENBREAK10:
case SCREENBREAK11:
case SCREENBREAK12:
case SCREENBREAK13:
case SCREENBREAK14:
case SCREENBREAK15:
case SCREENBREAK16:
case SCREENBREAK17:
case SCREENBREAK18:
case SCREENBREAK19:
if ((krand() & 255) < 16)
{
animwall[p].tag = wal->picnum;
wal->picnum = SCREENBREAK6;
}
continue;
case SCREENBREAK6:
case SCREENBREAK7:
case SCREENBREAK8:
if (animwall[p].tag >= 0 && wal->extra != FEMPIC2 && wal->extra != FEMPIC3)
wal->picnum = animwall[p].tag;
else
{
wal->picnum++;
if (wal->picnum == (SCREENBREAK6 + 3))
wal->picnum = SCREENBREAK6;
}
continue;
}
if (wal->cstat & CSTAT_WALL_MASKED)
switch (wal->overpicnum)
{
case W_FORCEFIELD:
case W_FORCEFIELD + 1:
case W_FORCEFIELD + 2:
t = animwall[p].tag;
if (wal->cstat & CSTAT_WALL_ANY_EXCEPT_BLOCK)
{
wal->addxpan(-t / 4096.f);
wal->addypan(-t / 4096.f);
if (wal->extra == 1)
{
wal->extra = 0;
animwall[p].tag = 0;
}
else
animwall[p].tag += 128;
if (animwall[p].tag < (128 << 4))
{
if (animwall[p].tag & 128)
wal->overpicnum = W_FORCEFIELD;
else wal->overpicnum = W_FORCEFIELD + 1;
}
else
{
if ((krand() & 255) < 32)
animwall[p].tag = 128 << (krand() & 3);
else wal->overpicnum = W_FORCEFIELD + 1;
}
}
break;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void operaterespawns_d(int low)
{
DukeStatIterator it(STAT_FX);
while (auto act = it.Next())
{
if (act->spr.lotag == low) switch (act->spr.picnum)
{
case RESPAWN:
if (badguypic(act->spr.hitag) && ud.monsters_off) break;
auto star = spawn(act, TRANSPORTERSTAR);
if (star)
{
star->spr.pos.Z -= 32;
act->spr.extra = 66 - 12; // Just a way to killit
}
break;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void operateforcefields_d(DDukeActor* act, int low)
{
operateforcefields_common(act, low, { W_FORCEFIELD, W_FORCEFIELD + 1, W_FORCEFIELD + 2, BIGFORCE });
}
//---------------------------------------------------------------------------
//
// how NOT to implement switch animations...
//
//---------------------------------------------------------------------------
bool checkhitswitch_d(int snum, walltype* wwal, DDukeActor *act)
{
uint8_t switchpal;
int lotag, hitag, picnum, correctdips, numdips;
DVector2 spos;
if (wwal == nullptr && act == nullptr) return 0;
correctdips = 1;
numdips = 0;
if (act)
{
lotag = act->spr.lotag;
if (lotag == 0) return 0;
hitag = act->spr.hitag;
spos = act->spr.pos.XY();
picnum = act->spr.picnum;
switchpal = act->spr.pal;
}
else
{
lotag = wwal->lotag;
if (lotag == 0) return 0;
hitag = wwal->hitag;
spos = wwal->pos;
picnum = wwal->picnum;
switchpal = wwal->pal;
}
switch (picnum)
{
case DIPSWITCH:
case DIPSWITCH + 1:
case TECHSWITCH:
case TECHSWITCH + 1:
case ALIENSWITCH:
case ALIENSWITCH + 1:
break;
case DEVELOPERCOMMENTARY + 1: //Twentieth Anniversary World Tour
if (act)
{
StopCommentary();
act->spr.picnum = DEVELOPERCOMMENTARY;
return true;
}
return false;
case DEVELOPERCOMMENTARY: //Twentieth Anniversary World Tour
if (act)
{
if (StartCommentary(lotag, act))
act->spr.picnum = DEVELOPERCOMMENTARY+1;
return true;
}
return false;
case ACCESSSWITCH:
case ACCESSSWITCH2:
if (ps[snum].access_incs == 0)
{
if (switchpal == 0)
{
if ((ps[snum].got_access & 1))
ps[snum].access_incs = 1;
else FTA(70, &ps[snum]);
}
else if (switchpal == 21)
{
if (ps[snum].got_access & 2)
ps[snum].access_incs = 1;
else FTA(71, &ps[snum]);
}
else if (switchpal == 23)
{
if (ps[snum].got_access & 4)
ps[snum].access_incs = 1;
else FTA(72, &ps[snum]);
}
if (ps[snum].access_incs == 1)
{
if (!act)
ps[snum].access_wall = wwal;
else
ps[snum].access_spritenum = act;
}
return 0;
}
[[fallthrough]];
case DIPSWITCH2:
case DIPSWITCH2 + 1:
case DIPSWITCH3:
case DIPSWITCH3 + 1:
case MULTISWITCH:
case MULTISWITCH + 1:
case MULTISWITCH + 2:
case MULTISWITCH + 3:
case PULLSWITCH:
case PULLSWITCH + 1:
case HANDSWITCH:
case HANDSWITCH + 1:
case SLOTDOOR:
case SLOTDOOR + 1:
case LIGHTSWITCH:
case LIGHTSWITCH + 1:
case SPACELIGHTSWITCH:
case SPACELIGHTSWITCH + 1:
case SPACEDOORSWITCH:
case SPACEDOORSWITCH + 1:
case FRANKENSTINESWITCH:
case FRANKENSTINESWITCH + 1:
case LIGHTSWITCH2:
case LIGHTSWITCH2 + 1:
case POWERSWITCH1:
case POWERSWITCH1 + 1:
case LOCKSWITCH1:
case LOCKSWITCH1 + 1:
case POWERSWITCH2:
case POWERSWITCH2 + 1:
if (check_activator_motion(lotag)) return 0;
break;
default:
if (fi.isadoorwall(picnum) == 0) return 0;
break;
}
DukeStatIterator it(STAT_DEFAULT);
while (auto other = it.Next())
{
if (lotag == other->spr.lotag) switch (other->spr.picnum)
{
case DIPSWITCH:
case TECHSWITCH:
case ALIENSWITCH:
if (act && act == other) other->spr.picnum++;
else if (other->spr.hitag == 0) correctdips++;
numdips++;
break;
case TECHSWITCH + 1:
case DIPSWITCH + 1:
case ALIENSWITCH + 1:
if (act && act == other) other->spr.picnum--;
else if (other->spr.hitag == 1) correctdips++;
numdips++;
break;
case MULTISWITCH:
case MULTISWITCH + 1:
case MULTISWITCH + 2:
case MULTISWITCH + 3:
other->spr.picnum++;
if (other->spr.picnum > (MULTISWITCH + 3))
other->spr.picnum = MULTISWITCH;
break;
case ACCESSSWITCH:
case ACCESSSWITCH2:
case SLOTDOOR:
case LIGHTSWITCH:
case SPACELIGHTSWITCH:
case SPACEDOORSWITCH:
case FRANKENSTINESWITCH:
case LIGHTSWITCH2:
case POWERSWITCH1:
case LOCKSWITCH1:
case POWERSWITCH2:
case HANDSWITCH:
case PULLSWITCH:
case DIPSWITCH2:
case DIPSWITCH3:
other->spr.picnum++;
break;
case PULLSWITCH + 1:
case HANDSWITCH + 1:
case LIGHTSWITCH2 + 1:
case POWERSWITCH1 + 1:
case LOCKSWITCH1 + 1:
case POWERSWITCH2 + 1:
case SLOTDOOR + 1:
case LIGHTSWITCH + 1:
case SPACELIGHTSWITCH + 1:
case SPACEDOORSWITCH + 1:
case FRANKENSTINESWITCH + 1:
case DIPSWITCH2 + 1:
case DIPSWITCH3 + 1:
other->spr.picnum--;
break;
}
}
for (auto& wal : wall)
{
if (lotag == wal.lotag)
switch (wal.picnum)
{
case DIPSWITCH:
case TECHSWITCH:
case ALIENSWITCH:
if (!act && &wal == wwal) wal.picnum++;
else if (wal.hitag == 0) correctdips++;
numdips++;
break;
case DIPSWITCH + 1:
case TECHSWITCH + 1:
case ALIENSWITCH + 1:
if (!act && &wal == wwal) wal.picnum--;
else if (wal.hitag == 1) correctdips++;
numdips++;
break;
case MULTISWITCH:
case MULTISWITCH + 1:
case MULTISWITCH + 2:
case MULTISWITCH + 3:
wal.picnum++;
if (wal.picnum > (MULTISWITCH + 3))
wal.picnum = MULTISWITCH;
break;
case ACCESSSWITCH:
case ACCESSSWITCH2:
case SLOTDOOR:
case LIGHTSWITCH:
case SPACELIGHTSWITCH:
case SPACEDOORSWITCH:
case LIGHTSWITCH2:
case POWERSWITCH1:
case LOCKSWITCH1:
case POWERSWITCH2:
case PULLSWITCH:
case HANDSWITCH:
case DIPSWITCH2:
case DIPSWITCH3:
wal.picnum++;
break;
case HANDSWITCH + 1:
case PULLSWITCH + 1:
case LIGHTSWITCH2 + 1:
case POWERSWITCH1 + 1:
case LOCKSWITCH1 + 1:
case POWERSWITCH2 + 1:
case SLOTDOOR + 1:
case LIGHTSWITCH + 1:
case SPACELIGHTSWITCH + 1:
case SPACEDOORSWITCH + 1:
case DIPSWITCH2 + 1:
case DIPSWITCH3 + 1:
wal.picnum--;
break;
}
}
if (lotag == -1)
{
setnextmap(false);
return 1;
}
DVector3 v(spos, ps[snum].pos.Z);
switch (picnum)
{
default:
if (fi.isadoorwall(picnum) == 0) break;
[[fallthrough]];
case DIPSWITCH:
case DIPSWITCH + 1:
case TECHSWITCH:
case TECHSWITCH + 1:
case ALIENSWITCH:
case ALIENSWITCH + 1:
if (picnum == DIPSWITCH || picnum == DIPSWITCH + 1 ||
picnum == ALIENSWITCH || picnum == ALIENSWITCH + 1 ||
picnum == TECHSWITCH || picnum == TECHSWITCH + 1)
{
if (picnum == ALIENSWITCH || picnum == ALIENSWITCH + 1)
{
if (act)
S_PlaySound3D(ALIEN_SWITCH1, act, v);
else S_PlaySound3D(ALIEN_SWITCH1, ps[snum].GetActor(), v);
}
else
{
if (act)
S_PlaySound3D(SWITCH_ON, act, v);
else S_PlaySound3D(SWITCH_ON, ps[snum].GetActor(), v);
}
if (numdips != correctdips) break;
S_PlaySound3D(END_OF_LEVEL_WARN, ps[snum].GetActor(), v);
}
[[fallthrough]];
case DIPSWITCH2:
case DIPSWITCH2 + 1:
case DIPSWITCH3:
case DIPSWITCH3 + 1:
case MULTISWITCH:
case MULTISWITCH + 1:
case MULTISWITCH + 2:
case MULTISWITCH + 3:
case ACCESSSWITCH:
case ACCESSSWITCH2:
case SLOTDOOR:
case SLOTDOOR + 1:
case LIGHTSWITCH:
case LIGHTSWITCH + 1:
case SPACELIGHTSWITCH:
case SPACELIGHTSWITCH + 1:
case SPACEDOORSWITCH:
case SPACEDOORSWITCH + 1:
case FRANKENSTINESWITCH:
case FRANKENSTINESWITCH + 1:
case LIGHTSWITCH2:
case LIGHTSWITCH2 + 1:
case POWERSWITCH1:
case POWERSWITCH1 + 1:
case LOCKSWITCH1:
case LOCKSWITCH1 + 1:
case POWERSWITCH2:
case POWERSWITCH2 + 1:
case HANDSWITCH:
case HANDSWITCH + 1:
case PULLSWITCH:
case PULLSWITCH + 1:
if (picnum == MULTISWITCH || picnum == (MULTISWITCH + 1) ||
picnum == (MULTISWITCH + 2) || picnum == (MULTISWITCH + 3))
lotag += picnum - MULTISWITCH;
DukeStatIterator itr(STAT_EFFECTOR);
while (auto other = itr.Next())
{
if (other->spr.hitag == lotag)
{
switch (other->spr.lotag)
{
case SE_12_LIGHT_SWITCH:
other->sector()->floorpal = 0;
other->temp_data[0]++;
if (other->temp_data[0] == 2)
other->temp_data[0]++;
break;
case SE_24_CONVEYOR:
case SE_34:
case SE_25_PISTON:
other->temp_data[4] = !other->temp_data[4];
if (other->temp_data[4])
FTA(15, &ps[snum]);
else FTA(2, &ps[snum]);
break;
case SE_21_DROP_FLOOR:
FTA(2, &ps[screenpeek]);
break;
}
}
}
operateactivators(lotag, snum);
fi.operateforcefields(ps[snum].GetActor(), lotag);
operatemasterswitches(lotag);
if (picnum == DIPSWITCH || picnum == DIPSWITCH + 1 ||
picnum == ALIENSWITCH || picnum == ALIENSWITCH + 1 ||
picnum == TECHSWITCH || picnum == TECHSWITCH + 1) return 1;
if (hitag == 0 && fi.isadoorwall(picnum) == 0)
{
if (act)
S_PlaySound3D(SWITCH_ON, act, v);
else S_PlaySound3D(SWITCH_ON, ps[snum].GetActor(), v);
}
else if (hitag != 0)
{
auto flags = S_GetUserFlags(hitag);
if (act && (flags & SF_TALK) == 0)
S_PlaySound3D(hitag, act, v);
else
S_PlayActorSound(hitag, ps[snum].GetActor());
}
return 1;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void activatebysector_d(sectortype* sect, DDukeActor* activator)
{
int didit = 0;
DukeSectIterator it(sect);
while (auto act = it.Next())
{
if (act->spr.picnum == ACTIVATOR)
{
operateactivators(act->spr.lotag, -1);
didit = 1;
// return;
}
}
if (didit == 0)
operatesectors(sect, activator);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void checkhitwall_d(DDukeActor* spr, walltype* wal, const DVector3& pos, int atwith)
{
int j, sn = -1, darkestwall;
if (wal->overpicnum == MIRROR && gs.actorinfo[atwith].flags2 & SFLAG2_BREAKMIRRORS)
{
lotsofglass(spr, wal, 70);
wal->cstat &= ~CSTAT_WALL_MASKED;
wal->overpicnum = MIRRORBROKE;
wal->portalflags = 0;
S_PlayActorSound(GLASS_HEAVYBREAK, spr);
return;
}
if (((wal->cstat & CSTAT_WALL_MASKED) || wal->overpicnum == BIGFORCE) && wal->twoSided())
if (wal->nextSector()->floorz> pos.Z)
if (wal->nextSector()->floorz - wal->nextSector()->ceilingz)
switch (wal->overpicnum)
{
case W_FORCEFIELD:
case W_FORCEFIELD + 1:
case W_FORCEFIELD + 2:
wal->extra = 1; // tell the forces to animate
[[fallthrough]];
case BIGFORCE:
{
sectortype* sptr = nullptr;
updatesector(pos, &sptr);
if (sptr == nullptr) return;
DDukeActor* spawned;
if (atwith == -1)
spawned = CreateActor(sptr, pos, FORCERIPPLE, -127, DVector2(0.125, 0.125), nullAngle, 0., 0., spr, 5);
else
{
if (atwith == CHAINGUN)
spawned = CreateActor(sptr, pos, FORCERIPPLE, -127, DVector2(0.25, 0.25) + spr->spr.scale, nullAngle, 0., 0., spr, 5);
else spawned = CreateActor(sptr, pos, FORCERIPPLE, -127, DVector2(0.5, 0.5), nullAngle, 0., 0., spr, 5);
}
if (spawned)
{
spawned->spr.cstat |= CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_ALIGNMENT_WALL | CSTAT_SPRITE_YCENTER;
spawned->spr.angle = wal->delta().Angle() + DAngle90;
S_PlayActorSound(SOMETHINGHITFORCE, spawned);
}
return;
}
case FANSPRITE:
wal->overpicnum = FANSPRITEBROKE;
wal->cstat &= ~(CSTAT_WALL_BLOCK | CSTAT_WALL_BLOCK_HITSCAN);
if (wal->twoSided())
{
wal->nextWall()->overpicnum = FANSPRITEBROKE;
wal->nextWall()->cstat &= ~(CSTAT_WALL_BLOCK | CSTAT_WALL_BLOCK_HITSCAN);
}
S_PlayActorSound(VENT_BUST, spr);
S_PlayActorSound(GLASS_BREAKING, spr);
return;
case GLASS:
{
sectortype* sptr = nullptr;
updatesector(pos, &sptr);
if (sptr == nullptr) return;
wal->overpicnum = GLASS2;
lotsofglass(spr, wal, 10);
wal->cstat = 0;
if (wal->twoSided())
wal->nextWall()->cstat = 0;
auto spawned = CreateActor(sptr, pos, SECTOREFFECTOR, 0, DVector2(0, 0), ps[0].angle.ang, 0., 0., spr, 3);
if (spawned)
{
spawned->spr.lotag = SE_128_GLASS_BREAKING;
spawned->temp_data[1] = 5;
spawned->temp_walls[0] = wal;
S_PlayActorSound(GLASS_BREAKING, spawned);
}
return;
}
case STAINGLASS1:
sectortype* sptr = nullptr;
updatesector(pos, &sptr);
if (sptr == nullptr) return;
lotsofcolourglass(spr, wal, 80);
wal->cstat = 0;
if (wal->twoSided())
wal->nextWall()->cstat = 0;
S_PlayActorSound(VENT_BUST, spr);
S_PlayActorSound(GLASS_BREAKING, spr);
return;
}
switch (wal->picnum)
{
case COLAMACHINE:
case VENDMACHINE:
breakwall(wal->picnum + 2, spr, wal);
S_PlayActorSound(VENT_BUST, spr);
return;
case OJ:
case FEMPIC2:
case FEMPIC3:
case SCREENBREAK6:
case SCREENBREAK7:
case SCREENBREAK8:
case SCREENBREAK1:
case SCREENBREAK2:
case SCREENBREAK3:
case SCREENBREAK4:
case SCREENBREAK5:
case SCREENBREAK9:
case SCREENBREAK10:
case SCREENBREAK11:
case SCREENBREAK12:
case SCREENBREAK13:
case SCREENBREAK14:
case SCREENBREAK15:
case SCREENBREAK16:
case SCREENBREAK17:
case SCREENBREAK18:
case SCREENBREAK19:
case BORNTOBEWILDSCREEN:
lotsofglass(spr, wal, 30);
wal->picnum = W_SCREENBREAK + (krand() % 3);
S_PlayActorSound(GLASS_HEAVYBREAK, spr);
return;
case W_TECHWALL5:
case W_TECHWALL6:
case W_TECHWALL7:
case W_TECHWALL8:
case W_TECHWALL9:
breakwall(wal->picnum + 1, spr, wal);
return;
case W_MILKSHELF:
breakwall(W_MILKSHELFBROKE, spr, wal);
return;
case W_TECHWALL10:
breakwall(W_HITTECHWALL10, spr, wal);
return;
case W_TECHWALL1:
case W_TECHWALL11:
case W_TECHWALL12:
case W_TECHWALL13:
case W_TECHWALL14:
breakwall(W_HITTECHWALL1, spr, wal);
return;
case W_TECHWALL15:
breakwall(W_HITTECHWALL15, spr, wal);
return;
case W_TECHWALL16:
breakwall(W_HITTECHWALL16, spr, wal);
return;
case W_TECHWALL2:
breakwall(W_HITTECHWALL2, spr, wal);
return;
case W_TECHWALL3:
breakwall(W_HITTECHWALL3, spr, wal);
return;
case W_TECHWALL4:
breakwall(W_HITTECHWALL4, spr, wal);
return;
case ATM:
wal->picnum = ATMBROKE;
fi.lotsofmoney(spr, 1 + (krand() & 7));
S_PlayActorSound(GLASS_HEAVYBREAK, spr);
break;
case WALLLIGHT1:
case WALLLIGHT2:
case WALLLIGHT3:
case WALLLIGHT4:
case TECHLIGHT2:
case TECHLIGHT4:
if (rnd(128))
S_PlayActorSound(GLASS_HEAVYBREAK, spr);
else S_PlayActorSound(GLASS_BREAKING, spr);
lotsofglass(spr, wal, 30);
if (wal->picnum == WALLLIGHT1)
wal->picnum = WALLLIGHTBUST1;
if (wal->picnum == WALLLIGHT2)
wal->picnum = WALLLIGHTBUST2;
if (wal->picnum == WALLLIGHT3)
wal->picnum = WALLLIGHTBUST3;
if (wal->picnum == WALLLIGHT4)
wal->picnum = WALLLIGHTBUST4;
if (wal->picnum == TECHLIGHT2)
wal->picnum = TECHLIGHTBUST2;
if (wal->picnum == TECHLIGHT4)
wal->picnum = TECHLIGHTBUST4;
if (!wal->lotag) return;
if (!wal->twoSided()) return;
darkestwall = 0;
for (auto& wl : wallsofsector(wal->nextSector()))
if (wl.shade > darkestwall)
darkestwall = wl.shade;
j = krand() & 1;
DukeStatIterator it(STAT_EFFECTOR);
while (auto effector = it.Next())
{
if (effector->spr.hitag == wal->lotag && effector->spr.lotag == SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT)
{
effector->temp_data[2] = j;
effector->temp_data[3] = darkestwall;
effector->temp_data[4] = 1;
}
}
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void checkplayerhurt_d(player_struct* p, const Collision& coll)
{
if (coll.type == kHitSprite)
{
switch (coll.actor()->spr.picnum)
{
case CACTUS:
if (p->hurt_delay < 8)
{
p->GetActor()->spr.extra -= 5;
p->hurt_delay = 16;
SetPlayerPal(p, PalEntry(32, 32, 0, 0));
S_PlayActorSound(DUKE_LONGTERM_PAIN, p->GetActor());
}
break;
}
return;
}
if (coll.type != kHitWall) return;
auto wal = coll.hitWall;
if (p->hurt_delay > 0) p->hurt_delay--;
else if (wal->cstat & (CSTAT_WALL_BLOCK | CSTAT_WALL_ALIGN_BOTTOM | CSTAT_WALL_MASKED | CSTAT_WALL_BLOCK_HITSCAN)) switch (wal->overpicnum)
{
case W_FORCEFIELD:
case W_FORCEFIELD + 1:
case W_FORCEFIELD + 2:
p->GetActor()->spr.extra -= 5;
p->hurt_delay = 16;
SetPlayerPal(p, PalEntry(32, 32, 0, 0));
p->vel.XY() = -p->angle.ang.ToVector() * 16;
S_PlayActorSound(DUKE_LONGTERM_PAIN, p->GetActor());
fi.checkhitwall(p->GetActor(), wal, p->pos + p->angle.ang.ToVector() * 2, -1);
break;
case BIGFORCE:
p->hurt_delay = 26;
fi.checkhitwall(p->GetActor(), wal, p->pos + p->angle.ang.ToVector() * 2, -1);
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool checkhitceiling_d(sectortype* sectp)
{
int j;
switch (sectp->ceilingpicnum)
{
case WALLLIGHT1:
case WALLLIGHT2:
case WALLLIGHT3:
case WALLLIGHT4:
case TECHLIGHT2:
case TECHLIGHT4:
ceilingglass(ps[myconnectindex].GetActor(), sectp, 10);
S_PlayActorSound(GLASS_BREAKING, ps[screenpeek].GetActor());
if (sectp->ceilingpicnum == WALLLIGHT1)
sectp->ceilingpicnum = WALLLIGHTBUST1;
if (sectp->ceilingpicnum == WALLLIGHT2)
sectp->ceilingpicnum = WALLLIGHTBUST2;
if (sectp->ceilingpicnum == WALLLIGHT3)
sectp->ceilingpicnum = WALLLIGHTBUST3;
if (sectp->ceilingpicnum == WALLLIGHT4)
sectp->ceilingpicnum = WALLLIGHTBUST4;
if (sectp->ceilingpicnum == TECHLIGHT2)
sectp->ceilingpicnum = TECHLIGHTBUST2;
if (sectp->ceilingpicnum == TECHLIGHT4)
sectp->ceilingpicnum = TECHLIGHTBUST4;
if (!sectp->hitag)
{
DukeSectIterator it(sectp);
while (auto act = it.Next())
{
if (act->spr.picnum == SECTOREFFECTOR && act->spr.lotag == SE_12_LIGHT_SWITCH)
{
DukeStatIterator it1(STAT_EFFECTOR);
while (auto act2 = it1.Next())
{
if (act2->spr.hitag == act->spr.hitag)
act2->temp_data[3] = 1;
}
break;
}
}
}
j = krand() & 1;
DukeStatIterator it(STAT_EFFECTOR);
while (auto act = it.Next())
{
if (act->spr.hitag == (sectp->hitag) && act->spr.lotag == 3)
{
act->temp_data[2] = j;
act->temp_data[4] = 1;
}
}
return 1;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj)
{
int j, k, p;
switch (targ->spr.picnum)
{
case WTGLASS1:
case WTGLASS2:
if (!isWorldTour())
break;
S_PlayActorSound(GLASS_BREAKING, targ);
lotsofglass(targ, nullptr, 10);
deletesprite(targ);
return;
case OCEANSPRITE1:
case OCEANSPRITE2:
case OCEANSPRITE3:
case OCEANSPRITE4:
case OCEANSPRITE5:
spawn(targ, SMALLSMOKE);
deletesprite(targ);
break;
case QUEBALL:
case STRIPEBALL:
if (proj->spr.picnum == QUEBALL || proj->spr.picnum == STRIPEBALL)
{
proj->vel.X = targ->vel.X * 0.75;
proj->spr.angle -= targ->spr.angle.Normalized180() * 2 + DAngle180;
targ->spr.angle = (targ->spr.pos.XY() - proj->spr.pos.XY()).Angle() - DAngle90;
if (S_CheckSoundPlaying(POOLBALLHIT) < 2)
S_PlayActorSound(POOLBALLHIT, targ);
}
else
{
if (krand() & 3)
{
targ->vel.X = 10.25;
targ->spr.angle = proj->spr.angle;
}
else
{
lotsofglass(targ, nullptr, 3);
deletesprite(targ);
}
}
break;
case TREE1:
case TREE2:
case TIRE:
case CONE:
case BOX:
if (actorflag(proj, SFLAG_INFLAME))
{
if (targ->temp_data[0] == 0)
{
targ->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
targ->temp_data[0] = 1;
spawn(targ, BURNING);
}
}
break;
case CACTUS:
// case CACTUSBROKE:
if (actorflag(proj, SFLAG_INFLAME))
{
for (k = 0; k < 64; k++)
{
auto a = randomAngle();
auto vel = krandf(4) + 4;
auto zvel = -krandf(16) - targ->vel.Z * 0.25;
auto spawned = CreateActor(targ->sector(), targ->spr.pos.plusZ(-48), SCRAP3 + (krand() & 3), -8, DVector2(0.75, 0.75), a, vel, zvel, targ, 5);
spawned->spr.pal = 8;
}
if (targ->spr.picnum == CACTUS)
targ->spr.picnum = CACTUSBROKE;
targ->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
}
break;
case HANGLIGHT:
case GENERICPOLE2:
for (k = 0; k < 6; k++)
{
auto a = randomAngle();
auto vel = krandf(4) + 4;
auto zvel = -krandf(16) - targ->vel.Z * 0.25;
CreateActor(targ->sector(), targ->spr.pos.plusZ(-8), SCRAP1 + (krand() & 15), -8, DVector2(0.75, 0.75), a, vel, zvel, targ, 5);
}
S_PlayActorSound(GLASS_HEAVYBREAK, targ);
deletesprite(targ);
break;
case FANSPRITE:
targ->spr.picnum = FANSPRITEBROKE;
targ->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
if (targ->sector()->floorpicnum == FANSHADOW)
targ->sector()->floorpicnum = FANSHADOWBROKE;
S_PlayActorSound(GLASS_HEAVYBREAK, targ);
for (j = 0; j < 16; j++) RANDOMSCRAP(targ);
break;
case WATERFOUNTAIN:
case WATERFOUNTAIN + 1:
case WATERFOUNTAIN + 2:
case WATERFOUNTAIN + 3:
targ->spr.picnum = WATERFOUNTAINBROKE;
spawn(targ, TOILETWATER);
break;
case SATELITE:
case FUELPOD:
case SOLARPANNEL:
case ANTENNA:
if (gs.actorinfo[SHOTSPARK1].scriptaddress && proj->spr.extra != ScriptCode[gs.actorinfo[SHOTSPARK1].scriptaddress])
{
for (j = 0; j < 15; j++)
{
auto a = randomAngle();
auto vel = krandf(8) + 4;
auto zvel = -krandf(2) - 1;
CreateActor(targ->sector(), DVector3(targ->spr.pos.XY(), targ->sector()->floorz - 12 - j * 2), SCRAP1 + (krand() & 15), -8, DVector2(1, 1),
a, vel, zvel, targ, 5);
}
spawn(targ, EXPLOSION2);
deletesprite(targ);
}
break;
case BOTTLE1:
case BOTTLE2:
case BOTTLE3:
case BOTTLE4:
case BOTTLE5:
case BOTTLE6:
case BOTTLE8:
case BOTTLE10:
case BOTTLE11:
case BOTTLE12:
case BOTTLE13:
case BOTTLE14:
case BOTTLE15:
case BOTTLE16:
case BOTTLE17:
case BOTTLE18:
case BOTTLE19:
case WATERFOUNTAINBROKE:
case DOMELITE:
case SUSHIPLATE1:
case SUSHIPLATE2:
case SUSHIPLATE3:
case SUSHIPLATE4:
case SUSHIPLATE5:
case WAITTOBESEATED:
case VASE:
case STATUEFLASH:
case STATUE:
if (targ->spr.picnum == BOTTLE10)
fi.lotsofmoney(targ, 4 + (krand() & 3));
else if (targ->spr.picnum == STATUE || targ->spr.picnum == STATUEFLASH)
{
lotsofcolourglass(targ, nullptr, 40);
S_PlayActorSound(GLASS_HEAVYBREAK, targ);
}
else if (targ->spr.picnum == VASE)
lotsofglass(targ, nullptr, 40);
S_PlayActorSound(GLASS_BREAKING, targ);
targ->spr.angle = randomAngle();
lotsofglass(targ, nullptr, 8);
deletesprite(targ);
break;
case FETUS:
targ->spr.picnum = FETUSBROKE;
S_PlayActorSound(GLASS_BREAKING, targ);
lotsofglass(targ, nullptr, 10);
break;
case FETUSBROKE:
for (j = 0; j < 48; j++)
{
fi.shoot(targ, BLOODSPLAT1);
targ->spr.angle += DAngle1 * 58.5; // Was 333, which really makes no sense.
}
S_PlayActorSound(GLASS_HEAVYBREAK, targ);
S_PlayActorSound(SQUISHED, targ);
[[fallthrough]];
case BOTTLE7:
S_PlayActorSound(GLASS_BREAKING, targ);
lotsofglass(targ, nullptr, 10);
deletesprite(targ);
break;
case HYDROPLANT:
targ->spr.picnum = BROKEHYDROPLANT;
S_PlayActorSound(GLASS_BREAKING, targ);
lotsofglass(targ, nullptr, 10);
break;
case FORCESPHERE:
targ->spr.scale.X = (0);
if (targ->GetOwner())
{
targ->GetOwner()->temp_data[0] = 32;
targ->GetOwner()->temp_data[1] = !targ->GetOwner()->temp_data[1];
targ->GetOwner()->temp_data[2] ++;
}
spawn(targ, EXPLOSION2);
break;
case BROKEHYDROPLANT:
if (targ->spr.cstat & CSTAT_SPRITE_BLOCK)
{
S_PlayActorSound(GLASS_BREAKING, targ);
targ->spr.pos.Z += 16;
targ->spr.cstat = 0;
lotsofglass(targ, nullptr, 5);
}
break;
case TOILET:
targ->spr.picnum = TOILETBROKE;
if (krand() & 1) targ->spr.cstat |= CSTAT_SPRITE_XFLIP;
targ->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
spawn(targ, TOILETWATER);
S_PlayActorSound(GLASS_BREAKING, targ);
break;
case STALL:
targ->spr.picnum = STALLBROKE;
if (krand() & 1) targ->spr.cstat |= CSTAT_SPRITE_XFLIP;
targ->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
spawn(targ, TOILETWATER);
S_PlayActorSound(GLASS_HEAVYBREAK, targ);
break;
case HYDRENT:
targ->spr.picnum = BROKEFIREHYDRENT;
spawn(targ, TOILETWATER);
S_PlayActorSound(GLASS_HEAVYBREAK, targ);
break;
case GRATE1:
targ->spr.picnum = BGRATE1;
targ->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
S_PlayActorSound(VENT_BUST, targ);
break;
case CIRCLEPANNEL:
targ->spr.picnum = CIRCLEPANNELBROKE;
targ->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
S_PlayActorSound(VENT_BUST, targ);
break;
case PANNEL1:
case PANNEL2:
targ->spr.picnum = BPANNEL1;
targ->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
S_PlayActorSound(VENT_BUST, targ);
break;
case PANNEL3:
targ->spr.picnum = BPANNEL3;
targ->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
S_PlayActorSound(VENT_BUST, targ);
break;
case PIPE1:
case PIPE2:
case PIPE3:
case PIPE4:
case PIPE5:
case PIPE6:
switch (targ->spr.picnum)
{
case PIPE1:targ->spr.picnum = PIPE1B; break;
case PIPE2:targ->spr.picnum = PIPE2B; break;
case PIPE3:targ->spr.picnum = PIPE3B; break;
case PIPE4:targ->spr.picnum = PIPE4B; break;
case PIPE5:targ->spr.picnum = PIPE5B; break;
case PIPE6:targ->spr.picnum = PIPE6B; break;
}
{
auto spawned = spawn(targ, STEAM);
if (spawned) spawned->spr.pos.Z = targ->sector()->floorz - 32;
}
break;
case MONK:
case LUKE:
case INDY:
case JURYGUY:
S_PlayActorSound(targ->spr.lotag, targ);
spawn(targ, targ->spr.hitag);
[[fallthrough]];
case SPACEMARINE:
{
targ->spr.extra -= proj->spr.extra;
if (targ->spr.extra > 0) break;
targ->spr.angle = randomAngle();
fi.shoot(targ, BLOODSPLAT1);
targ->spr.angle = randomAngle();
fi.shoot(targ, BLOODSPLAT2);
targ->spr.angle = randomAngle();
fi.shoot(targ, BLOODSPLAT3);
targ->spr.angle = randomAngle();
fi.shoot(targ, BLOODSPLAT4);
targ->spr.angle = randomAngle();
fi.shoot(targ, BLOODSPLAT1);
targ->spr.angle = randomAngle();
fi.shoot(targ, BLOODSPLAT2);
targ->spr.angle = randomAngle();
fi.shoot(targ, BLOODSPLAT3);
targ->spr.angle = randomAngle();
fi.shoot(targ, BLOODSPLAT4);
fi.guts(targ, JIBS1, 1, myconnectindex);
fi.guts(targ, JIBS2, 2, myconnectindex);
fi.guts(targ, JIBS3, 3, myconnectindex);
fi.guts(targ, JIBS4, 4, myconnectindex);
fi.guts(targ, JIBS5, 1, myconnectindex);
fi.guts(targ, JIBS3, 6, myconnectindex);
S_PlaySound(SQUISHED);
deletesprite(targ);
break;
}
case CHAIR1:
case CHAIR2:
targ->spr.picnum = BROKENCHAIR;
targ->spr.cstat = 0;
break;
case CHAIR3:
case MOVIECAMERA:
case SCALE:
case VACUUM:
case CAMERALIGHT:
case IVUNIT:
case POT1:
case POT2:
case POT3:
case TRIPODCAMERA:
S_PlayActorSound(GLASS_HEAVYBREAK, targ);
for (j = 0; j < 16; j++) RANDOMSCRAP(targ);
deletesprite(targ);
break;
case PLAYERONWATER:
targ = targ->GetOwner();
if (!targ) break;
[[fallthrough]];
default:
if ((targ->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL) && targ->spr.hitag == 0 && targ->spr.lotag == 0 && targ->spr.statnum == 0)
break;
if ((proj->spr.picnum == FREEZEBLAST || proj->GetOwner() != targ) && targ->spr.statnum != 4)
{
if (badguy(targ) == 1)
{
if (isWorldTour() && targ->spr.picnum == FIREFLY && targ->spr.scale.X < 0.75)
break;
if (proj->spr.picnum == RPG) proj->spr.extra <<= 1;
if ((targ->spr.picnum != DRONE) && (targ->spr.picnum != ROTATEGUN) && (targ->spr.picnum != COMMANDER) && (targ->spr.picnum < GREENSLIME || targ->spr.picnum > GREENSLIME + 7))
if (proj->spr.picnum != FREEZEBLAST)
//if (actortype[targ->spr.picnum] == 0) //TRANSITIONAL. Cannot be done right with EDuke mess backing the engine.
{
auto spawned = spawn(proj, JIBS6);
if (spawned)
{
if (proj->spr.pal == 6)
spawned->spr.pal = 6;
spawned->spr.pos.Z += 4;
spawned->vel.X = 1;
spawned->spr.scale = DVector2(0.375, 0.375);
spawned->spr.angle = DAngle22_5 / 4 - randomAngle(22.5 / 2);
}
}
auto Owner = proj->GetOwner();
if (Owner && Owner->spr.picnum == APLAYER && targ->spr.picnum != ROTATEGUN && targ->spr.picnum != DRONE)
if (ps[Owner->PlayerIndex()].curr_weapon == SHOTGUN_WEAPON)
{
fi.shoot(targ, BLOODSPLAT3);
fi.shoot(targ, BLOODSPLAT1);
fi.shoot(targ, BLOODSPLAT2);
fi.shoot(targ, BLOODSPLAT4);
}
if (targ->spr.picnum != TANK && !bossguy(targ) && targ->spr.picnum != RECON && targ->spr.picnum != ROTATEGUN)
{
if ((targ->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == 0)
targ->spr.angle = proj->spr.angle + DAngle180;
targ->vel.X = -proj->spr.extra * 0.25;
auto sp = targ->sector();
pushmove(targ->spr.pos, &sp, 8, 4, 4, CLIPMASK0);
if (sp != targ->sector() && sp != nullptr)
ChangeActorSect(targ, sp);
}
if (targ->spr.statnum == 2)
{
ChangeActorStat(targ, 1);
targ->timetosleep = SLEEPTIME;
}
if ((targ->spr.scale.X < 0.375 || targ->spr.picnum == SHARK) && proj->spr.picnum == SHRINKSPARK) return;
}
if (targ->spr.statnum != 2)
{
if (proj->spr.picnum == FREEZEBLAST && ((targ->spr.picnum == APLAYER && targ->spr.pal == 1) || (gs.freezerhurtowner == 0 && proj->GetOwner() == targ)))
return;
int hitpic = proj->spr.picnum;
auto Owner = proj->GetOwner();
if (Owner && Owner->spr.picnum == APLAYER)
{
if (targ->spr.picnum == APLAYER && ud.coop != 0 && ud.ffire == 0)
return;
auto tOwner = targ->GetOwner();
if (isWorldTour() && hitpic == FIREBALL && tOwner && tOwner->spr.picnum != FIREBALL)
hitpic = FLAMETHROWERFLAME;
}
targ->attackertype = hitpic;
targ->hitextra += proj->spr.extra;
targ->hitang = proj->spr.angle;
targ->SetHitOwner(Owner);
}
if (targ->spr.statnum == 10)
{
p = targ->spr.yint;
if (ps[p].newOwner != nullptr)
{
ps[p].newOwner = nullptr;
ps[p].restorexyz();
ps[p].angle.restore();
updatesector(ps[p].pos, &ps[p].cursector);
DukeStatIterator it(STAT_ACTOR);
while (auto itActor = it.Next())
{
if (actorflag(itActor, SFLAG2_CAMERA)) itActor->spr.yint = 0;
}
}
if (targ->spr.scale.X < 0.375 && proj->spr.picnum == SHRINKSPARK)
return;
auto hitowner = targ->GetHitOwner();
if (!hitowner || hitowner->spr.picnum != APLAYER)
if (ud.player_skill >= 3)
proj->spr.extra += (proj->spr.extra >> 1);
}
}
break;
}
}
//---------------------------------------------------------------------------
//
// taken out of checksectors to eliminate some gotos.
//
//---------------------------------------------------------------------------
void clearcameras(int i, player_struct* p)
{
if (i < 0)
{
p->restorexyz();
p->newOwner = nullptr;
updatesector(p->pos, &p->cursector);
DukeStatIterator it(STAT_ACTOR);
while (auto act = it.Next())
{
if (actorflag(act, SFLAG2_CAMERA)) act->spr.yint = 0;
}
}
else if (p->newOwner != nullptr)
p->newOwner = nullptr;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void checksectors_d(int snum)
{
int i = -1;
player_struct* p;
walltype* hitscanwall;
HitInfo near;
p = &ps[snum];
auto pact = p->GetActor();
if (!p->insector()) return;
switch (p->cursector->lotag)
{
case 32767:
p->cursector->lotag = 0;
FTA(9, p);
p->secret_rooms++;
SECRET_Trigger(sectnum(p->cursector));
return;
case -1:
p->cursector->lotag = 0;
setnextmap(false);
return;
case -2:
p->cursector->lotag = 0;
p->timebeforeexit = 26 * 8;
p->customexitsound = p->cursector->hitag;
return;
default:
if (p->cursector->lotag >= 10000 && p->cursector->lotag < 16383)
{
if (snum == screenpeek || ud.coop == 1)
S_PlayActorSound(p->cursector->lotag - 10000, pact);
p->cursector->lotag = 0;
}
break;
}
//After this point the the player effects the map with space
if (chatmodeon || p->GetActor()->spr.extra <= 0) return;
if (ud.cashman && PlayerInput(snum, SB_OPEN))
fi.lotsofmoney(p->GetActor(), 2);
if (p->newOwner != nullptr)
{
if (abs(PlayerInputSideVel(snum)) > 1.5 || abs(PlayerInputForwardVel(snum)) > 1.5)
{
clearcameras(-1, p);
return;
}
}
if (!(PlayerInput(snum, SB_OPEN)))
p->toggle_key_flag = 0;
else if (!p->toggle_key_flag)
{
if (PlayerInput(snum, SB_ESCAPE))
{
if (p->newOwner != nullptr)
{
clearcameras(-1, p);
}
return;
}
near.hitActor = nullptr;
p->toggle_key_flag = 1;
hitscanwall = nullptr;
double dist = hitawall(p, &hitscanwall);
if (hitscanwall != nullptr)
{
if (dist < 80 && hitscanwall->overpicnum == MIRROR)
if (hitscanwall->lotag > 0 && S_CheckSoundPlaying(hitscanwall->lotag) == 0 && snum == screenpeek)
{
S_PlayActorSound(hitscanwall->lotag, pact);
return;
}
if (hitscanwall != nullptr && (hitscanwall->cstat & CSTAT_WALL_MASKED))
if (hitscanwall->lotag)
return;
}
if (p->newOwner != nullptr)
neartag(p->opos, p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
else
{
neartag(p->pos, p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
neartag(p->pos.plusZ(8), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
neartag(p->pos.plusZ(16), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
{
neartag(p->pos.plusZ(16), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag | NT_Hitag);
if (near.actor() != nullptr)
{
switch (near.actor()->spr.picnum)
{
case FEM1:
case FEM2:
case FEM3:
case FEM4:
case FEM5:
case FEM6:
case FEM7:
case FEM8:
case FEM9:
case FEM10:
case PODFEM1:
case NAKED1:
case STATUE:
case TOUGHGAL:
return;
}
}
near.clearObj();
}
}
if (p->newOwner == nullptr && near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
if (isanunderoperator(p->GetActor()->sector()->lotag))
near.hitSector = p->GetActor()->sector();
if (near.hitSector && (near.hitSector->lotag & 16384))
return;
if (near.actor() == nullptr && near.hitWall == nullptr)
if (p->cursector->lotag == 2)
{
DDukeActor* hit;
dist = hitasprite(p->GetActor(), &hit);
if (hit) near.hitActor = hit;
if (dist > 80) near.hitActor = nullptr;
}
auto const neartagsprite = near.actor();
if (neartagsprite != nullptr)
{
if (fi.checkhitswitch(snum, nullptr, neartagsprite)) return;
switch (neartagsprite->spr.picnum)
{
case TOILET:
case STALL:
if (p->last_pissed_time == 0)
{
S_PlayActorSound(DUKE_URINATE, p->GetActor());
p->last_pissed_time = 26 * 220;
p->transporter_hold = 29 * 2;
if (p->holster_weapon == 0)
{
p->holster_weapon = 1;
p->weapon_pos = -1;
}
if (p->GetActor()->spr.extra <= (gs.max_player_health - (gs.max_player_health / 10)))
{
p->GetActor()->spr.extra += gs.max_player_health / 10;
p->last_extra = p->GetActor()->spr.extra;
}
else if (p->GetActor()->spr.extra < gs.max_player_health)
p->GetActor()->spr.extra = gs.max_player_health;
}
else if (S_CheckActorSoundPlaying(neartagsprite, FLUSH_TOILET) == 0)
S_PlayActorSound(FLUSH_TOILET, neartagsprite);
return;
case NUKEBUTTON:
{
walltype* wal;
hitawall(p, &wal);
if (wal != nullptr && wal->overpicnum == 0)
if (neartagsprite->temp_data[0] == 0)
{
neartagsprite->temp_data[0] = 1;
neartagsprite->SetOwner(p->GetActor());
p->buttonpalette = neartagsprite->spr.pal;
if (p->buttonpalette)
ud.secretlevel = neartagsprite->spr.lotag;
else ud.secretlevel = 0;
}
return;
}
case WATERFOUNTAIN:
if (neartagsprite->temp_data[0] != 1)
{
neartagsprite->temp_data[0] = 1;
neartagsprite->SetOwner(p->GetActor());
if (p->GetActor()->spr.extra < gs.max_player_health)
{
p->GetActor()->spr.extra++;
S_PlayActorSound(DUKE_DRINKING, p->GetActor());
}
}
return;
case PLUG:
S_PlayActorSound(SHORT_CIRCUIT, pact);
p->GetActor()->spr.extra -= 2 + (krand() & 3);
SetPlayerPal(p, PalEntry(32, 48, 48, 64));
break;
case VIEWSCREEN:
case VIEWSCREEN2:
{
i = 0;
DukeStatIterator it(STAT_ACTOR);
while (auto acti = it.Next())
{
if (actorflag(acti, SFLAG2_CAMERA) && acti->spr.yint == 0 && neartagsprite->spr.hitag == acti->spr.lotag)
{
acti->spr.yint = 1; //Using this camera
if (snum == screenpeek) S_PlaySound(MONITOR_ACTIVE);
neartagsprite->SetOwner(acti);
neartagsprite->spr.yint = 1;
camsprite = neartagsprite;
p->newOwner = acti;
return;
}
}
i = -1;
}
clearcameras(i, p);
return;
}
}
if (!PlayerInput(snum, SB_OPEN)) return;
else if (p->newOwner != nullptr)
{
clearcameras(-1, p);
return;
}
if (near.hitWall == nullptr && near.hitSector == nullptr && near.actor() == nullptr)
if (hits(p->GetActor()) < 32)
{
if ((krand() & 255) < 16)
S_PlayActorSound(DUKE_SEARCH2, pact);
else S_PlayActorSound(DUKE_SEARCH, pact);
return;
}
if (near.hitWall)
{
if (near.hitWall->lotag > 0 && fi.isadoorwall(near.hitWall->picnum))
{
if (hitscanwall == near.hitWall || hitscanwall == nullptr)
fi.checkhitswitch(snum, near.hitWall, nullptr);
return;
}
else if (p->newOwner != nullptr)
{
clearcameras(-1, p);
return;
}
}
if (near.hitSector && (near.hitSector->lotag & 16384) == 0 && isanearoperator(near.hitSector->lotag))
{
DukeSectIterator it(near.hitSector);
while (auto act = it.Next())
{
if (act->spr.picnum == ACTIVATOR || act->spr.picnum == MASTERSWITCH)
return;
}
operatesectors(near.hitSector, p->GetActor());
}
else if ((p->GetActor()->sector()->lotag & 16384) == 0)
{
if (isanunderoperator(p->GetActor()->sector()->lotag))
{
DukeSectIterator it(p->GetActor()->sector());
while (auto act = it.Next())
{
if (act->spr.picnum == ACTIVATOR || act->spr.picnum == MASTERSWITCH) return;
}
operatesectors(p->GetActor()->sector(), p->GetActor());
}
else fi.checkhitswitch(snum, near.hitWall, nullptr);
}
}
}
END_DUKE_NS