raze-gles/polymer/eduke32/source/sector.c

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//-------------------------------------------------------------------------
/*
Copyright (C) 2005 - EDuke32 team
This file is part of EDuke32
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
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.
*/
//-------------------------------------------------------------------------
#include "duke3d.h"
#include "osd.h"
// PRIMITIVE
char haltsoundhack;
short callsound(short sn,short whatsprite)
{
short i;
if(haltsoundhack)
{
haltsoundhack = 0;
return -1;
}
i = headspritesect[sn];
while(i >= 0)
{
if( PN == MUSICANDSFX && SLT < 1000 )
{
if(whatsprite == -1) whatsprite = i;
if(T1 == 0)
{
if( (soundm[SLT]&16) == 0)
{
if(SLT)
{
spritesound(SLT,whatsprite);
if(SHT && SLT != SHT && SHT < NUM_SOUNDS)
stopspritesound(SHT,whatsprite);
}
if( (sector[SECT].lotag&0xff) != 22)
T1 = 1;
}
}
else if(SHT < NUM_SOUNDS)
{
if(SHT) spritesound(SHT,whatsprite);
if( (soundm[SLT]&1) || ( SHT && SHT != SLT ) )
stopspritesound(SLT,whatsprite);
T1 = 0;
}
return SLT;
}
i = nextspritesect[i];
}
return -1;
}
short check_activator_motion( short lotag )
{
short i, j;
spritetype *s;
i = headspritestat[8];
while ( i >= 0 )
{
if ( sprite[i].lotag == lotag )
{
s = &sprite[i];
for ( j = animatecnt-1; j >= 0; j-- )
if ( s->sectnum == animatesect[j] )
return( 1 );
j = headspritestat[3];
while ( j >= 0 )
{
if(s->sectnum == sprite[j].sectnum)
switch(sprite[j].lotag)
{
case 11:
case 30:
if ( hittype[j].temp_data[4] )
return( 1 );
break;
case 20:
case 31:
case 32:
case 18:
if ( hittype[j].temp_data[0] )
return( 1 );
break;
}
j = nextspritestat[j];
}
}
i = nextspritestat[i];
}
return( 0 );
}
char isadoorwall(short dapic)
{
switch(dynamictostatic[dapic])
{
case DOORTILE1__STATIC:
case DOORTILE2__STATIC:
case DOORTILE3__STATIC:
case DOORTILE4__STATIC:
case DOORTILE5__STATIC:
case DOORTILE6__STATIC:
case DOORTILE7__STATIC:
case DOORTILE8__STATIC:
case DOORTILE9__STATIC:
case DOORTILE10__STATIC:
case DOORTILE11__STATIC:
case DOORTILE12__STATIC:
case DOORTILE14__STATIC:
case DOORTILE15__STATIC:
case DOORTILE16__STATIC:
case DOORTILE17__STATIC:
case DOORTILE18__STATIC:
case DOORTILE19__STATIC:
case DOORTILE20__STATIC:
case DOORTILE21__STATIC:
case DOORTILE22__STATIC:
case DOORTILE23__STATIC:
return 1;
}
return 0;
}
char isanunderoperator(short lotag)
{
switch(lotag&0xff)
{
case 15:
case 16:
case 17:
case 18:
case 19:
case 22:
case 26:
return 1;
}
return 0;
}
char isanearoperator(short lotag)
{
switch(lotag&0xff)
{
case 9:
case 15:
case 16:
case 17:
case 18:
case 19:
case 20:
case 21:
case 22:
case 23:
case 25:
case 26:
case 29://Toothed door
return 1;
}
return 0;
}
short checkcursectnums(short sect)
{
short i;
for(i=connecthead;i>=0;i=connectpoint2[i])
if( sprite[ps[i].i].sectnum == sect ) return i;
return -1;
}
long ldist(spritetype *s1,spritetype *s2)
{
long vx,vy;
vx = s1->x - s2->x;
vy = s1->y - s2->y;
return(FindDistance2D(vx,vy) + 1);
}
long dist(spritetype *s1,spritetype *s2)
{
long vx,vy,vz;
vx = s1->x - s2->x;
vy = s1->y - s2->y;
vz = s1->z - s2->z;
return(FindDistance3D(vx,vy,vz>>4));
}
long txdist(spritetype *s1,spritetype *s2)
{
long vx,vy,vz;
vx = s1->x - s2->x;
vy = s1->y - s2->y;
vz = s1->z - s2->z - s2->yrepeat;
return(FindDistance3D(vx,vy,vz>>4));
}
short findplayer(spritetype *s,long *d)
{
short j, closest_player;
long x, closest;
if(ud.multimode < 2)
{
*d = klabs(ps[myconnectindex].oposx-s->x) + klabs(ps[myconnectindex].oposy-s->y) + ((klabs(ps[myconnectindex].oposz-s->z+(28<<8)))>>4);
return myconnectindex;
}
closest = 0x7fffffff;
closest_player = 0;
for(j=connecthead;j>=0;j=connectpoint2[j])
{
x = klabs(ps[j].oposx-s->x) + klabs(ps[j].oposy-s->y) + ((klabs(ps[j].oposz-s->z+(28<<8)))>>4);
if( x < closest && sprite[ps[j].i].extra > 0 )
{
closest_player = j;
closest = x;
}
}
*d = closest;
return closest_player;
}
short findotherplayer(short p,long *d)
{
short j, closest_player;
long x, closest;
closest = 0x7fffffff;
closest_player = p;
for(j=connecthead;j>=0;j=connectpoint2[j])
if(p != j && sprite[ps[j].i].extra > 0)
{
x = klabs(ps[j].oposx-ps[p].posx) + klabs(ps[j].oposy-ps[p].posy) + (klabs(ps[j].oposz-ps[p].posz)>>4);
if( x < closest )
{
closest_player = j;
closest = x;
}
}
*d = closest;
return closest_player;
}
void doanimations(void)
{
long i, j, a, p, v, dasect;
for(i=animatecnt-1;i>=0;i--)
{
a = *animateptr[i];
v = animatevel[i]*TICSPERFRAME;
dasect = animatesect[i];
if (a == animategoal[i])
{
stopinterpolation(animateptr[i]);
animatecnt--;
animateptr[i] = animateptr[animatecnt];
animategoal[i] = animategoal[animatecnt];
animatevel[i] = animatevel[animatecnt];
animatesect[i] = animatesect[animatecnt];
if( sector[animatesect[i]].lotag == 18 || sector[animatesect[i]].lotag == 19 )
if(animateptr[i] == &sector[animatesect[i]].ceilingz)
continue;
if( (sector[dasect].lotag&0xff) != 22 )
callsound(dasect,-1);
continue;
}
if (v > 0) { a = min(a+v,animategoal[i]); }
else { a = max(a+v,animategoal[i]); }
if( animateptr[i] == &sector[animatesect[i]].floorz)
{
for(p=connecthead;p>=0;p=connectpoint2[p])
if (ps[p].cursectnum == dasect)
if ((sector[dasect].floorz-ps[p].posz) < (64<<8))
if (sprite[ps[p].i].owner >= 0)
{
ps[p].posz += v;
ps[p].poszv = 0;
if (p == myconnectindex)
{
myz += v;
myzvel = 0;
myzbak[((movefifoplc-1)&(MOVEFIFOSIZ-1))] = ps[p].posz;
}
}
for(j=headspritesect[dasect];j>=0;j=nextspritesect[j])
if (sprite[j].statnum != 3)
{
hittype[j].bposz = sprite[j].z;
sprite[j].z += v;
hittype[j].floorz = sector[dasect].floorz+v;
}
}
*animateptr[i] = a;
}
}
int getanimationgoal(long *animptr)
{
long i, j;
j = -1;
for(i=animatecnt-1;i>=0;i--)
if (animptr == (long *)animateptr[i])
{
j = i;
break;
}
return(j);
}
int setanimation(short animsect,long *animptr, long thegoal, long thevel)
{
long i, j;
if (animatecnt >= MAXANIMATES-1)
return(-1);
j = animatecnt;
for(i=0;i<animatecnt;i++)
if (animptr == animateptr[i])
{
j = i;
break;
}
animatesect[j] = animsect;
animateptr[j] = animptr;
animategoal[j] = thegoal;
if (thegoal >= *animptr)
animatevel[j] = thevel;
else
animatevel[j] = -thevel;
if (j == animatecnt) animatecnt++;
setinterpolation(animptr);
return(j);
}
void animatecamsprite(void)
{
short i;
if(camsprite <= 0) return;
i = camsprite;
if(T1 >= 11)
{
T1 = 0;
if(ps[screenpeek].newowner >= 0)
OW = ps[screenpeek].newowner;
else if(OW >= 0 && dist(&sprite[ps[screenpeek].i],&sprite[i]) < 2048)
{
if (waloff[TILE_VIEWSCR] == 0)
allocatepermanenttile(TILE_VIEWSCR,tilesizx[PN],tilesizy[PN]);
else walock[TILE_VIEWSCR] = 255;
xyzmirror(OW,/*PN*/TILE_VIEWSCR);
}
}
else T1++;
}
void animatewalls(void)
{
long i, j, p, t;
for(p=0;p < numanimwalls ;p++)
// for(p=numanimwalls-1;p>=0;p--)
{
i = animwall[p].wallnum;
j = wall[i].picnum;
switch(dynamictostatic[j])
{
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:
if( (TRAND&255) < 16)
{
animwall[p].tag = wall[i].picnum;
wall[i].picnum = SCREENBREAK6;
}
continue;
case SCREENBREAK6__STATIC:
case SCREENBREAK7__STATIC:
case SCREENBREAK8__STATIC:
if(animwall[p].tag >= 0 && wall[i].extra != FEMPIC2 && wall[i].extra != FEMPIC3 )
wall[i].picnum = animwall[p].tag;
else
{
wall[i].picnum++;
if(wall[i].picnum == (SCREENBREAK6+3) )
wall[i].picnum = SCREENBREAK6;
}
continue;
}
if(wall[i].cstat&16)
if ((wall[i].overpicnum >= W_FORCEFIELD)&&(wall[i].overpicnum <= W_FORCEFIELD+2))
{
t = animwall[p].tag;
if(wall[i].cstat&254)
{
wall[i].xpanning -= t>>10; // sintable[(t+512)&2047]>>12;
wall[i].ypanning -= t>>10; // sintable[t&2047]>>12;
if(wall[i].extra == 1)
{
wall[i].extra = 0;
animwall[p].tag = 0;
}
else
animwall[p].tag+=128;
if( animwall[p].tag < (128<<4) )
{
if( animwall[p].tag&128 )
wall[i].overpicnum = W_FORCEFIELD;
else wall[i].overpicnum = W_FORCEFIELD+1;
}
else
{
if( (TRAND&255) < 32 )
animwall[p].tag = 128<<(TRAND&3);
else wall[i].overpicnum = W_FORCEFIELD+1;
}
}
}
}
}
char activatewarpelevators(short s,short d) //Parm = sectoreffectornum
{
short i, sn;
sn = sprite[s].sectnum;
// See if the sector exists
i = headspritestat[3];
while(i >= 0)
{
if( SLT == 17 )
if( SHT == sprite[s].hitag )
if( (klabs(sector[sn].floorz-hittype[s].temp_data[2]) > SP) ||
(sector[SECT].hitag == (sector[sn].hitag-d) ) )
break;
i = nextspritestat[i];
}
if(i==-1)
{
d = 0;
return 1; // No find
}
else
{
if(d == 0)
spritesound(ELEVATOR_OFF,s);
else spritesound(ELEVATOR_ON,s);
}
i = headspritestat[3];
while(i >= 0)
{
if( SLT == 17 )
if( SHT == sprite[s].hitag )
{
T1 = d;
T2 = d; //Make all check warp
}
i = nextspritestat[i];
}
return 0;
}
void operatesectors(short sn,short ii)
{
long j=0, l, q, startwall, endwall;
short i;
char sect_error;
sectortype *sptr;
sect_error = 0;
sptr = &sector[sn];
switch(sptr->lotag&(0xffff-49152))
{
case 30:
j = sector[sn].hitag;
if( hittype[j].tempang == 0 ||
hittype[j].tempang == 256)
callsound(sn,ii);
if(sprite[j].extra == 1)
sprite[j].extra = 3;
else sprite[j].extra = 1;
break;
case 31:
j = sector[sn].hitag;
if(hittype[j].temp_data[4] == 0)
hittype[j].temp_data[4] = 1;
callsound(sn,ii);
break;
case 26: //The split doors
i = getanimationgoal(&sptr->ceilingz);
if(i == -1) //if the door has stopped
{
haltsoundhack = 1;
sptr->lotag &= 0xff00;
sptr->lotag |= 22;
operatesectors(sn,ii);
sptr->lotag &= 0xff00;
sptr->lotag |= 9;
operatesectors(sn,ii);
sptr->lotag &= 0xff00;
sptr->lotag |= 26;
}
return;
case 9:
{
long dax,day,dax2,day2,sp;
long wallfind[2];
startwall = sptr->wallptr;
endwall = startwall+sptr->wallnum-1;
sp = sptr->extra>>4;
//first find center point by averaging all points
dax = 0L, day = 0L;
for(i=startwall;i<=endwall;i++)
{
dax += wall[i].x;
day += wall[i].y;
}
dax /= (endwall-startwall+1);
day /= (endwall-startwall+1);
//find any points with either same x or same y coordinate
// as center (dax, day) - should be 2 points found.
wallfind[0] = -1;
wallfind[1] = -1;
for(i=startwall;i<=endwall;i++)
if ((wall[i].x == dax) || (wall[i].y == day))
{
if (wallfind[0] == -1)
wallfind[0] = i;
else wallfind[1] = i;
}
for(j=0;j<2;j++)
{
if ((wall[wallfind[j]].x == dax) && (wall[wallfind[j]].y == day))
{
//find what direction door should open by averaging the
// 2 neighboring points of wallfind[0] & wallfind[1].
i = wallfind[j]-1; if (i < startwall) i = endwall;
dax2 = ((wall[i].x+wall[wall[wallfind[j]].point2].x)>>1)-wall[wallfind[j]].x;
day2 = ((wall[i].y+wall[wall[wallfind[j]].point2].y)>>1)-wall[wallfind[j]].y;
if (dax2 != 0)
{
dax2 = wall[wall[wall[wallfind[j]].point2].point2].x;
dax2 -= wall[wall[wallfind[j]].point2].x;
setanimation(sn,&wall[wallfind[j]].x,wall[wallfind[j]].x+dax2,sp);
setanimation(sn,&wall[i].x,wall[i].x+dax2,sp);
setanimation(sn,&wall[wall[wallfind[j]].point2].x,wall[wall[wallfind[j]].point2].x+dax2,sp);
callsound(sn,ii);
}
else if (day2 != 0)
{
day2 = wall[wall[wall[wallfind[j]].point2].point2].y;
day2 -= wall[wall[wallfind[j]].point2].y;
setanimation(sn,&wall[wallfind[j]].y,wall[wallfind[j]].y+day2,sp);
setanimation(sn,&wall[i].y,wall[i].y+day2,sp);
setanimation(sn,&wall[wall[wallfind[j]].point2].y,wall[wall[wallfind[j]].point2].y+day2,sp);
callsound(sn,ii);
}
}
else
{
i = wallfind[j]-1; if (i < startwall) i = endwall;
dax2 = ((wall[i].x+wall[wall[wallfind[j]].point2].x)>>1)-wall[wallfind[j]].x;
day2 = ((wall[i].y+wall[wall[wallfind[j]].point2].y)>>1)-wall[wallfind[j]].y;
if (dax2 != 0)
{
setanimation(sn,&wall[wallfind[j]].x,dax,sp);
setanimation(sn,&wall[i].x,dax+dax2,sp);
setanimation(sn,&wall[wall[wallfind[j]].point2].x,dax+dax2,sp);
callsound(sn,ii);
}
else if (day2 != 0)
{
setanimation(sn,&wall[wallfind[j]].y,day,sp);
setanimation(sn,&wall[i].y,day+day2,sp);
setanimation(sn,&wall[wall[wallfind[j]].point2].y,day+day2,sp);
callsound(sn,ii);
}
}
}
}
return;
case 15://Warping elevators
if(sprite[ii].picnum != APLAYER) return;
// if(ps[sprite[ii].yvel].select_dir == 1) return;
i = headspritesect[sn];
while(i >= 0)
{
if(PN==SECTOREFFECTOR && SLT == 17 ) break;
i = nextspritesect[i];
}
if(sprite[ii].sectnum == sn)
{
if( activatewarpelevators(i,-1) )
activatewarpelevators(i,1);
else if( activatewarpelevators(i,1) )
activatewarpelevators(i,-1);
return;
}
else
{
if(sptr->floorz > SZ)
activatewarpelevators(i,-1);
else
activatewarpelevators(i,1);
}
return;
case 16:
case 17:
i = getanimationgoal(&sptr->floorz);
if(i == -1)
{
i = nextsectorneighborz(sn,sptr->floorz,1,1);
if( i == -1 )
{
i = nextsectorneighborz(sn,sptr->floorz,1,-1);
if( i == -1 ) return;
j = sector[i].floorz;
setanimation(sn,&sptr->floorz,j,sptr->extra);
}
else
{
j = sector[i].floorz;
setanimation(sn,&sptr->floorz,j,sptr->extra);
}
callsound(sn,ii);
}
return;
case 18:
case 19:
i = getanimationgoal(&sptr->floorz);
if(i==-1)
{
i = nextsectorneighborz(sn,sptr->floorz,1,-1);
if(i==-1) i = nextsectorneighborz(sn,sptr->floorz,1,1);
if(i==-1) return;
j = sector[i].floorz;
q = sptr->extra;
l = sptr->ceilingz-sptr->floorz;
setanimation(sn,&sptr->floorz,j,q);
setanimation(sn,&sptr->ceilingz,j+l,q);
callsound(sn,ii);
}
return;
case 29:
if(sptr->lotag&0x8000)
j = sector[nextsectorneighborz(sn,sptr->ceilingz,1,1)].floorz;
else
j = sector[nextsectorneighborz(sn,sptr->ceilingz,-1,-1)].ceilingz;
i = headspritestat[3]; //Effectors
while(i >= 0)
{
if( (SLT == 22) &&
(SHT == sptr->hitag) )
{
sector[SECT].extra = -sector[SECT].extra;
T1 = sn;
T2 = 1;
}
i = nextspritestat[i];
}
sptr->lotag ^= 0x8000;
setanimation(sn,&sptr->ceilingz,j,sptr->extra);
callsound(sn,ii);
return;
case 20:
REDODOOR:
if(sptr->lotag&0x8000)
{
i = headspritesect[sn];
while(i >= 0)
{
if(sprite[i].statnum == 3 && SLT==9)
{
j = SZ;
break;
}
i = nextspritesect[i];
}
if(i==-1)
j = sptr->floorz;
}
else
{
j = nextsectorneighborz(sn,sptr->ceilingz,-1,-1);
if(j >= 0) j = sector[j].ceilingz;
else
{
sptr->lotag |= 32768;
goto REDODOOR;
}
}
sptr->lotag ^= 0x8000;
setanimation(sn,&sptr->ceilingz,j,sptr->extra);
callsound(sn,ii);
return;
case 21:
i = getanimationgoal(&sptr->floorz);
if (i >= 0)
{
if (animategoal[sn] == sptr->ceilingz)
animategoal[i] = sector[nextsectorneighborz(sn,sptr->ceilingz,1,1)].floorz;
else animategoal[i] = sptr->ceilingz;
j = animategoal[i];
}
else
{
if (sptr->ceilingz == sptr->floorz)
j = sector[nextsectorneighborz(sn,sptr->ceilingz,1,1)].floorz;
else j = sptr->ceilingz;
sptr->lotag ^= 0x8000;
if(setanimation(sn,&sptr->floorz,j,sptr->extra) >= 0)
callsound(sn,ii);
}
return;
case 22:
// REDODOOR22:
if ( (sptr->lotag&0x8000) )
{
q = (sptr->ceilingz+sptr->floorz)>>1;
j = setanimation(sn,&sptr->floorz,q,sptr->extra);
j = setanimation(sn,&sptr->ceilingz,q,sptr->extra);
}
else
{
q = sector[nextsectorneighborz(sn,sptr->floorz,1,1)].floorz;
j = setanimation(sn,&sptr->floorz,q,sptr->extra);
q = sector[nextsectorneighborz(sn,sptr->ceilingz,-1,-1)].ceilingz;
j = setanimation(sn,&sptr->ceilingz,q,sptr->extra);
}
sptr->lotag ^= 0x8000;
callsound(sn,ii);
return;
case 23: //Swingdoor
j = -1;
q = 0;
i = headspritestat[3];
while(i >= 0)
{
if( SLT == 11 && SECT == sn && !T5)
{
j = i;
break;
}
i = nextspritestat[i];
}
if (i<0) { OSD_Printf("WARNING: SE23 i<0!\n"); return; } // JBF
l = sector[SECT].lotag&0x8000;
if(j >= 0)
{
i = headspritestat[3];
while(i >= 0)
{
if( l == (sector[SECT].lotag&0x8000) && SLT == 11 && sprite[j].hitag == SHT && !T5 )
{
if(sector[SECT].lotag&0x8000) sector[SECT].lotag &= 0x7fff;
else sector[SECT].lotag |= 0x8000;
T5 = 1;
T4 = -T4;
if(q == 0)
{
callsound(sn,i);
q = 1;
}
}
i = nextspritestat[i];
}
}
return;
case 25: //Subway type sliding doors
j = headspritestat[3];
while(j >= 0)//Find the sprite
{
if( (sprite[j].lotag) == 15 && sprite[j].sectnum == sn )
break; //Found the sectoreffector.
j = nextspritestat[j];
}
if(j < 0)
return;
i = headspritestat[3];
while(i >= 0)
{
if( SHT==sprite[j].hitag )
{
if( SLT == 15 )
{
sector[SECT].lotag ^= 0x8000; // Toggle the open or close
SA += 1024;
if(T5) callsound(SECT,i);
callsound(SECT,i);
if(sector[SECT].lotag&0x8000) T5 = 1;
else T5 = 2;
}
}
i = nextspritestat[i];
}
return;
case 27: //Extended bridge
j = headspritestat[3];
while(j >= 0)
{
if( (sprite[j].lotag&0xff)==20 && sprite[j].sectnum == sn) //Bridge
{
sector[sn].lotag ^= 0x8000;
if(sector[sn].lotag&0x8000) //OPENING
hittype[j].temp_data[0] = 1;
else hittype[j].temp_data[0] = 2;
callsound(sn,ii);
break;
}
j = nextspritestat[j];
}
return;
case 28:
//activate the rest of them
j = headspritesect[sn];
while(j >= 0)
{
if(sprite[j].statnum==3 && (sprite[j].lotag&0xff)==21)
break; //Found it
j = nextspritesect[j];
}
j = sprite[j].hitag;
l = headspritestat[3];
while(l >= 0)
{
if( (sprite[l].lotag&0xff)==21 && !hittype[l].temp_data[0] &&
(sprite[l].hitag) == j )
hittype[l].temp_data[0] = 1;
l = nextspritestat[l];
}
callsound(sn,ii);
return;
}
}
void operaterespawns(short low)
{
short i, j, nexti;
i = headspritestat[11];
while(i >= 0)
{
nexti = nextspritestat[i];
if ((SLT == low) && (PN == RESPAWN))
{
if( badguypic(SHT) && ud.monsters_off ) break;
j = spawn(i,TRANSPORTERSTAR);
sprite[j].z -= (32<<8);
sprite[i].extra = 66-12; // Just a way to killit
}
i = nexti;
}
}
void operateactivators(short low,short snum)
{
short i, j, k, *p;
walltype *wal;
for(i=numcyclers-1;i>=0;i--)
{
p = &cyclers[i][0];
if(p[4] == low)
{
p[5] = !p[5];
sector[p[0]].floorshade = sector[p[0]].ceilingshade = p[3];
wal = &wall[sector[p[0]].wallptr];
for(j=sector[p[0]].wallnum;j > 0;j--,wal++)
wal->shade = p[3];
}
}
i = headspritestat[8];
k = -1;
while(i >= 0)
{
if(sprite[i].lotag == low)
{
if( sprite[i].picnum == ACTIVATORLOCKED )
{
if(sector[SECT].lotag&16384)
sector[SECT].lotag &= 65535-16384;
else
sector[SECT].lotag |= 16384;
if(snum >= 0)
{
if(sector[SECT].lotag&16384)
FTA(4,&ps[snum]);
else FTA(8,&ps[snum]);
}
}
else
{
switch(SHT)
{
case 0:
break;
case 1:
if(sector[SECT].floorz != sector[SECT].ceilingz)
{
i = nextspritestat[i];
continue;
}
break;
case 2:
if(sector[SECT].floorz == sector[SECT].ceilingz)
{
i = nextspritestat[i];
continue;
}
break;
}
if( sector[sprite[i].sectnum].lotag < 3 )
{
j = headspritesect[sprite[i].sectnum];
while(j >= 0)
{
if( sprite[j].statnum == 3 ) switch(sprite[j].lotag)
{
case 36:
case 31:
case 32:
case 18:
hittype[j].temp_data[0] = 1-hittype[j].temp_data[0];
callsound(SECT,j);
break;
}
j = nextspritesect[j];
}
}
if( k == -1 && (sector[SECT].lotag&0xff) == 22 )
k = callsound(SECT,i);
operatesectors(SECT,i);
}
}
i = nextspritestat[i];
}
operaterespawns(low);
}
void operatemasterswitches(short low)
{
short i;
i = headspritestat[6];
while(i >= 0)
{
if( PN == MASTERSWITCH && SLT == low && SP == 0 )
SP = 1;
i = nextspritestat[i];
}
}
void operateforcefields(short s, short low)
{
short i, p;
for(p=numanimwalls;p>=0;p--)
{
i = animwall[p].wallnum;
if(low == wall[i].lotag || low == -1)
if (((wall[i].overpicnum >= W_FORCEFIELD)&&(wall[i].overpicnum <= W_FORCEFIELD+2))||(wall[i].overpicnum == BIGFORCE)) {
animwall[p].tag = 0;
if( wall[i].cstat )
{
wall[i].cstat = 0;
if( s >= 0 && sprite[s].picnum == SECTOREFFECTOR &&
sprite[s].lotag == 30)
wall[i].lotag = 0;
}
else
wall[i].cstat = 85;
}
}
}
char checkhitswitch(short snum,long w,char switchtype)
{
char switchpal;
short i, x, lotag,hitag,picnum,correctdips,numdips;
long sx,sy;
int switchpicnum;
if(w < 0) return 0;
correctdips = 1;
numdips = 0;
if(switchtype == 1) // A wall sprite
{
lotag = sprite[w].lotag; if(lotag == 0) return 0;
hitag = sprite[w].hitag;
sx = sprite[w].x;
sy = sprite[w].y;
picnum = sprite[w].picnum;
switchpal = sprite[w].pal;
}
else
{
lotag = wall[w].lotag; if(lotag == 0) return 0;
hitag = wall[w].hitag;
sx = wall[w].x;
sy = wall[w].y;
picnum = wall[w].picnum;
switchpal = wall[w].pal;
}
// initprintf("checkhitswitch called picnum=%i switchtype=%i\n",picnum,switchtype);
switchpicnum = picnum;
if ( (picnum==DIPSWITCH+1)
|| (picnum==TECHSWITCH+1)
|| (picnum==ALIENSWITCH+1)
|| (picnum==DIPSWITCH2+1)
|| (picnum==DIPSWITCH3+1)
|| (picnum==PULLSWITCH+1)
|| (picnum==HANDSWITCH+1)
|| (picnum==SLOTDOOR+1)
|| (picnum==LIGHTSWITCH+1)
|| (picnum==SPACELIGHTSWITCH+1)
|| (picnum==SPACEDOORSWITCH+1)
|| (picnum==FRANKENSTINESWITCH+1)
|| (picnum==LIGHTSWITCH2+1)
|| (picnum==POWERSWITCH1+1)
|| (picnum==LOCKSWITCH1+1)
|| (picnum==POWERSWITCH2+1)
|| (picnum==LIGHTSWITCH+1)
) {
switchpicnum--;
}
if ((picnum > MULTISWITCH)&&(picnum <= MULTISWITCH+3)) {
switchpicnum = MULTISWITCH;
}
switch(dynamictostatic[switchpicnum])
{
case DIPSWITCH__STATIC:
// case DIPSWITCH+1:
case TECHSWITCH__STATIC:
// case TECHSWITCH+1:
case ALIENSWITCH__STATIC:
// case ALIENSWITCH+1:
break;
case ACCESSSWITCH__STATIC:
case ACCESSSWITCH2__STATIC:
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(switchtype == 0)
ps[snum].access_wallnum = w;
else
ps[snum].access_spritenum = w;
}
return 0;
}
case DIPSWITCH2__STATIC:
//case DIPSWITCH2+1:
case DIPSWITCH3__STATIC:
//case DIPSWITCH3+1:
case MULTISWITCH__STATIC:
//case MULTISWITCH+1:
//case MULTISWITCH+2:
//case MULTISWITCH+3:
case PULLSWITCH__STATIC:
//case PULLSWITCH+1:
case HANDSWITCH__STATIC:
//case HANDSWITCH+1:
case SLOTDOOR__STATIC:
//case SLOTDOOR+1:
case LIGHTSWITCH__STATIC:
//case LIGHTSWITCH+1:
case SPACELIGHTSWITCH__STATIC:
//case SPACELIGHTSWITCH+1:
case SPACEDOORSWITCH__STATIC:
//case SPACEDOORSWITCH+1:
case FRANKENSTINESWITCH__STATIC:
//case FRANKENSTINESWITCH+1:
case LIGHTSWITCH2__STATIC:
//case LIGHTSWITCH2+1:
case POWERSWITCH1__STATIC:
//case POWERSWITCH1+1:
case LOCKSWITCH1__STATIC:
//case LOCKSWITCH1+1:
case POWERSWITCH2__STATIC:
//case POWERSWITCH2+1:
if( check_activator_motion( lotag ) ) return 0;
break;
default:
if( isadoorwall(picnum) == 0 ) return 0;
break;
}
i = headspritestat[0];
while(i >= 0)
{
if ( lotag == SLT ) {
int switchpicnum=PN; // put it in a variable so later switches don't trigger on the result of changes
if ((switchpicnum >= MULTISWITCH) && (switchpicnum <=MULTISWITCH+3)) {
sprite[i].picnum++;
if( sprite[i].picnum > (MULTISWITCH+3) )
sprite[i].picnum = MULTISWITCH;
}
switch(dynamictostatic[switchpicnum]) {
case DIPSWITCH__STATIC:
case TECHSWITCH__STATIC:
case ALIENSWITCH__STATIC:
if( switchtype == 1 && w == i ) PN++;
else if( SHT == 0 ) correctdips++;
numdips++;
break;
case ACCESSSWITCH__STATIC:
case ACCESSSWITCH2__STATIC:
case SLOTDOOR__STATIC:
case LIGHTSWITCH__STATIC:
case SPACELIGHTSWITCH__STATIC:
case SPACEDOORSWITCH__STATIC:
case FRANKENSTINESWITCH__STATIC:
case LIGHTSWITCH2__STATIC:
case POWERSWITCH1__STATIC:
case LOCKSWITCH1__STATIC:
case POWERSWITCH2__STATIC:
case HANDSWITCH__STATIC:
case PULLSWITCH__STATIC:
case DIPSWITCH2__STATIC:
case DIPSWITCH3__STATIC:
sprite[i].picnum++;
break;
default:
switch(dynamictostatic[switchpicnum-1]) {
case TECHSWITCH__STATIC:
case DIPSWITCH__STATIC:
case ALIENSWITCH__STATIC:
if( switchtype == 1 && w == i ) PN--;
else if( SHT == 1 ) correctdips++;
numdips++;
break;
case PULLSWITCH__STATIC:
case HANDSWITCH__STATIC:
case LIGHTSWITCH2__STATIC:
case POWERSWITCH1__STATIC:
case LOCKSWITCH1__STATIC:
case POWERSWITCH2__STATIC:
case SLOTDOOR__STATIC:
case LIGHTSWITCH__STATIC:
case SPACELIGHTSWITCH__STATIC:
case SPACEDOORSWITCH__STATIC:
case FRANKENSTINESWITCH__STATIC:
case DIPSWITCH2__STATIC:
case DIPSWITCH3__STATIC:
sprite[i].picnum--;
break;
}
break;
}
}
i = nextspritestat[i];
}
for(i=0;i<numwalls;i++)
{
x = i;
if(lotag == wall[x].lotag) {
if ((wall[x].picnum >= MULTISWITCH) && (wall[x].picnum <=MULTISWITCH+3)) {
wall[x].picnum++;
if(wall[x].picnum > (MULTISWITCH+3) )
wall[x].picnum = MULTISWITCH;
}
switch(dynamictostatic[wall[x].picnum]) {
case DIPSWITCH__STATIC:
case TECHSWITCH__STATIC:
case ALIENSWITCH__STATIC:
if( switchtype == 0 && i == w ) wall[x].picnum++;
else if( wall[x].hitag == 0 ) correctdips++;
numdips++;
break;
case ACCESSSWITCH__STATIC:
case ACCESSSWITCH2__STATIC:
case SLOTDOOR__STATIC:
case LIGHTSWITCH__STATIC:
case SPACELIGHTSWITCH__STATIC:
case SPACEDOORSWITCH__STATIC:
case FRANKENSTINESWITCH__STATIC:
case LIGHTSWITCH2__STATIC:
case POWERSWITCH1__STATIC:
case LOCKSWITCH1__STATIC:
case POWERSWITCH2__STATIC:
case HANDSWITCH__STATIC:
case PULLSWITCH__STATIC:
case DIPSWITCH2__STATIC:
case DIPSWITCH3__STATIC:
wall[x].picnum++;
break;
default:
switch(dynamictostatic[wall[x].picnum-1]) {
case TECHSWITCH__STATIC:
case DIPSWITCH__STATIC:
case ALIENSWITCH__STATIC:
if( switchtype == 0 && i == w ) wall[x].picnum--;
else if( wall[x].hitag == 1 ) correctdips++;
numdips++;
break;
case PULLSWITCH__STATIC:
case HANDSWITCH__STATIC:
case LIGHTSWITCH2__STATIC:
case POWERSWITCH1__STATIC:
case LOCKSWITCH1__STATIC:
case POWERSWITCH2__STATIC:
case SLOTDOOR__STATIC:
case LIGHTSWITCH__STATIC:
case SPACELIGHTSWITCH__STATIC:
case SPACEDOORSWITCH__STATIC:
case FRANKENSTINESWITCH__STATIC:
case DIPSWITCH2__STATIC:
case DIPSWITCH3__STATIC:
wall[x].picnum--;
break;
}
break;
}
}
}
if(lotag == (short) 65535)
{
ps[myconnectindex].gm = MODE_EOL;
if(ud.from_bonus)
{
ud.level_number = ud.from_bonus;
ud.m_level_number = ud.level_number;
ud.from_bonus = 0;
}
else
{
ud.level_number++;
if( (ud.volume_number && ud.level_number > 10 ) || ( ud.volume_number == 0 && ud.level_number > 5 ) )
ud.level_number = 0;
ud.m_level_number = ud.level_number;
}
return 1;
}
switchpicnum = picnum;
if ( (picnum==DIPSWITCH+1)
|| (picnum==TECHSWITCH+1)
|| (picnum==ALIENSWITCH+1)
|| (picnum==DIPSWITCH2+1)
|| (picnum==DIPSWITCH3+1)
|| (picnum==PULLSWITCH+1)
|| (picnum==HANDSWITCH+1)
|| (picnum==SLOTDOOR+1)
|| (picnum==LIGHTSWITCH+1)
|| (picnum==SPACELIGHTSWITCH+1)
|| (picnum==SPACEDOORSWITCH+1)
|| (picnum==FRANKENSTINESWITCH+1)
|| (picnum==LIGHTSWITCH2+1)
|| (picnum==POWERSWITCH1+1)
|| (picnum==LOCKSWITCH1+1)
|| (picnum==POWERSWITCH2+1)
|| (picnum==LIGHTSWITCH+1)
) {
switchpicnum--;
}
if ((picnum > MULTISWITCH)&&(picnum <= MULTISWITCH+3)) {
switchpicnum = MULTISWITCH;
}
switch(dynamictostatic[switchpicnum])
{
default:
if(isadoorwall(picnum) == 0) break;
case DIPSWITCH__STATIC:
//case DIPSWITCH+1:
case TECHSWITCH__STATIC:
//case TECHSWITCH+1:
case ALIENSWITCH__STATIC:
//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(switchtype == 1)
xyzsound(ALIEN_SWITCH1,w,sx,sy,ps[snum].posz);
else xyzsound(ALIEN_SWITCH1,ps[snum].i,sx,sy,ps[snum].posz);
}
else
{
if(switchtype == 1)
xyzsound(SWITCH_ON,w,sx,sy,ps[snum].posz);
else xyzsound(SWITCH_ON,ps[snum].i,sx,sy,ps[snum].posz);
}
if(numdips != correctdips) break;
xyzsound(END_OF_LEVEL_WARN,ps[snum].i,sx,sy,ps[snum].posz);
}
case DIPSWITCH2__STATIC:
//case DIPSWITCH2+1:
case DIPSWITCH3__STATIC:
//case DIPSWITCH3+1:
case MULTISWITCH__STATIC:
//case MULTISWITCH+1:
//case MULTISWITCH+2:
//case MULTISWITCH+3:
case ACCESSSWITCH__STATIC:
case ACCESSSWITCH2__STATIC:
case SLOTDOOR__STATIC:
//case SLOTDOOR+1:
case LIGHTSWITCH__STATIC:
//case LIGHTSWITCH+1:
case SPACELIGHTSWITCH__STATIC:
//case SPACELIGHTSWITCH+1:
case SPACEDOORSWITCH__STATIC:
//case SPACEDOORSWITCH+1:
case FRANKENSTINESWITCH__STATIC:
//case FRANKENSTINESWITCH+1:
case LIGHTSWITCH2__STATIC:
//case LIGHTSWITCH2+1:
case POWERSWITCH1__STATIC:
//case POWERSWITCH1+1:
case LOCKSWITCH1__STATIC:
//case LOCKSWITCH1+1:
case POWERSWITCH2__STATIC:
//case POWERSWITCH2+1:
case HANDSWITCH__STATIC:
//case HANDSWITCH+1:
case PULLSWITCH__STATIC:
//case PULLSWITCH+1:
if( picnum == MULTISWITCH || picnum == (MULTISWITCH+1) ||
picnum == (MULTISWITCH+2) || picnum == (MULTISWITCH+3) )
lotag += picnum-MULTISWITCH;
x = headspritestat[3];
while(x >= 0)
{
if( ((sprite[x].hitag) == lotag) )
{
switch(sprite[x].lotag)
{
case 12:
sector[sprite[x].sectnum].floorpal = 0;
hittype[x].temp_data[0]++;
if(hittype[x].temp_data[0] == 2)
hittype[x].temp_data[0]++;
break;
case 24:
case 34:
case 25:
hittype[x].temp_data[4] = !hittype[x].temp_data[4];
if(hittype[x].temp_data[4])
FTA(15,&ps[snum]);
else FTA(2,&ps[snum]);
break;
case 21:
FTA(2,&ps[screenpeek]);
break;
}
}
x = nextspritestat[x];
}
operateactivators(lotag,snum);
operateforcefields(ps[snum].i,lotag);
operatemasterswitches(lotag);
if( picnum == DIPSWITCH || picnum == DIPSWITCH+1 ||
picnum == ALIENSWITCH || picnum == ALIENSWITCH+1 ||
picnum == TECHSWITCH || picnum == TECHSWITCH+1 ) return 1;
if( hitag == 0 && isadoorwall(picnum) == 0 )
{
if(switchtype == 1)
xyzsound(SWITCH_ON,w,sx,sy,ps[snum].posz);
else xyzsound(SWITCH_ON,ps[snum].i,sx,sy,ps[snum].posz);
}
else if(hitag != 0)
{
if(switchtype == 1 && (soundm[hitag]&4) == 0)
xyzsound(hitag,w,sx,sy,ps[snum].posz);
else spritesound(hitag,ps[snum].i);
}
return 1;
}
return 0;
}
void activatebysector(short sect,short j)
{
short i,didit;
didit = 0;
i = headspritesect[sect];
while(i >= 0)
{
if(PN == ACTIVATOR)
{
operateactivators(SLT,-1);
didit = 1;
// return;
}
i = nextspritesect[i];
}
if(didit == 0)
operatesectors(sect,j);
}
void breakwall(short newpn,short spr,short dawallnum)
{
wall[dawallnum].picnum = newpn;
spritesound(VENT_BUST,spr);
spritesound(GLASS_HEAVYBREAK,spr);
lotsofglass(spr,dawallnum,10);
}
void checkhitwall(short spr,short dawallnum,long x,long y,long z,short atwith)
{
short j, i, sn = -1, darkestwall;
walltype *wal;
wal = &wall[dawallnum];
if(wal->overpicnum == MIRROR && checkspriteflagsp(atwith,SPRITE_FLAG_PROJECTILE) && (thisprojectile[spr].workslike & PROJECTILE_FLAG_RPG))
{
lotsofglass(spr,dawallnum,70);
wal->cstat &= ~16;
wal->overpicnum = MIRRORBROKE;
spritesound(GLASS_HEAVYBREAK,spr);
}
if(wal->overpicnum == MIRROR)
{
switch(dynamictostatic[atwith])
{
case HEAVYHBOMB__STATIC:
case RADIUSEXPLOSION__STATIC:
case RPG__STATIC:
case HYDRENT__STATIC:
case SEENINE__STATIC:
case OOZFILTER__STATIC:
case EXPLODINGBARREL__STATIC:
lotsofglass(spr,dawallnum,70);
wal->cstat &= ~16;
wal->overpicnum = MIRRORBROKE;
spritesound(GLASS_HEAVYBREAK,spr);
return;
}
}
if( ( (wal->cstat&16) || wal->overpicnum == BIGFORCE ) && wal->nextsector >= 0 )
if( sector[wal->nextsector].floorz > z )
if( sector[wal->nextsector].floorz-sector[wal->nextsector].ceilingz )
{
int switchpicnum = wal->overpicnum;
if ((switchpicnum > W_FORCEFIELD)&&(switchpicnum <= W_FORCEFIELD+2))
switchpicnum = W_FORCEFIELD;
switch(dynamictostatic[switchpicnum])
{
case W_FORCEFIELD__STATIC:
//case W_FORCEFIELD+1:
//case W_FORCEFIELD+2:
wal->extra = 1; // tell the forces to animate
case BIGFORCE__STATIC:
updatesector(x,y,&sn);
if( sn < 0 ) return;
if(atwith == -1)
i = EGS(sn,x,y,z,FORCERIPPLE,-127,8,8,0,0,0,spr,5);
else
{
if(atwith == CHAINGUN)
i = EGS(sn,x,y,z,FORCERIPPLE,-127,16+sprite[spr].xrepeat,16+sprite[spr].yrepeat,0,0,0,spr,5);
else i = EGS(sn,x,y,z,FORCERIPPLE,-127,32,32,0,0,0,spr,5);
}
CS |= 18+128;
SA = getangle(wal->x-wall[wal->point2].x,
wal->y-wall[wal->point2].y)-512;
spritesound(SOMETHINGHITFORCE,i);
return;
case FANSPRITE__STATIC:
wal->overpicnum = FANSPRITEBROKE;
wal->cstat &= 65535-65;
if(wal->nextwall >= 0)
{
wall[wal->nextwall].overpicnum = FANSPRITEBROKE;
wall[wal->nextwall].cstat &= 65535-65;
}
spritesound(VENT_BUST,spr);
spritesound(GLASS_BREAKING,spr);
return;
case GLASS__STATIC:
updatesector(x,y,&sn); if( sn < 0 ) return;
wal->overpicnum=GLASS2;
lotsofglass(spr,dawallnum,10);
wal->cstat = 0;
if(wal->nextwall >= 0)
wall[wal->nextwall].cstat = 0;
i = EGS(sn,x,y,z,SECTOREFFECTOR,0,0,0,ps[0].ang,0,0,spr,3);
SLT = 128; T2 = 5; T3 = dawallnum;
spritesound(GLASS_BREAKING,i);
return;
case STAINGLASS1__STATIC:
updatesector(x,y,&sn); if( sn < 0 ) return;
lotsofcolourglass(spr,dawallnum,80);
wal->cstat = 0;
if(wal->nextwall >= 0)
wall[wal->nextwall].cstat = 0;
spritesound(VENT_BUST,spr);
spritesound(GLASS_BREAKING,spr);
return;
}
}
switch(dynamictostatic[wal->picnum])
{
case COLAMACHINE__STATIC:
case VENDMACHINE__STATIC:
breakwall(wal->picnum+2,spr,dawallnum);
spritesound(VENT_BUST,spr);
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:
lotsofglass(spr,dawallnum,30);
wal->picnum=W_SCREENBREAK+(TRAND%3);
spritesound(GLASS_HEAVYBREAK,spr);
return;
case W_TECHWALL5__STATIC:
case W_TECHWALL6__STATIC:
case W_TECHWALL7__STATIC:
case W_TECHWALL8__STATIC:
case W_TECHWALL9__STATIC:
breakwall(wal->picnum+1,spr,dawallnum);
return;
case W_MILKSHELF__STATIC:
breakwall(W_MILKSHELFBROKE,spr,dawallnum);
return;
case W_TECHWALL10__STATIC:
breakwall(W_HITTECHWALL10,spr,dawallnum);
return;
case W_TECHWALL1__STATIC:
case W_TECHWALL11__STATIC:
case W_TECHWALL12__STATIC:
case W_TECHWALL13__STATIC:
case W_TECHWALL14__STATIC:
breakwall(W_HITTECHWALL1,spr,dawallnum);
return;
case W_TECHWALL15__STATIC:
breakwall(W_HITTECHWALL15,spr,dawallnum);
return;
case W_TECHWALL16__STATIC:
breakwall(W_HITTECHWALL16,spr,dawallnum);
return;
case W_TECHWALL2__STATIC:
breakwall(W_HITTECHWALL2,spr,dawallnum);
return;
case W_TECHWALL3__STATIC:
breakwall(W_HITTECHWALL3,spr,dawallnum);
return;
case W_TECHWALL4__STATIC:
breakwall(W_HITTECHWALL4,spr,dawallnum);
return;
case ATM__STATIC:
wal->picnum = ATMBROKE;
lotsofmoney(&sprite[spr],1+(TRAND&7));
spritesound(GLASS_HEAVYBREAK,spr);
break;
case WALLLIGHT1__STATIC:
case WALLLIGHT2__STATIC:
case WALLLIGHT3__STATIC:
case WALLLIGHT4__STATIC:
case TECHLIGHT2__STATIC:
case TECHLIGHT4__STATIC:
if( rnd(128) )
spritesound(GLASS_HEAVYBREAK,spr);
else spritesound(GLASS_BREAKING,spr);
lotsofglass(spr,dawallnum,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;
sn = wal->nextsector;
if(sn < 0) return;
darkestwall = 0;
wal = &wall[sector[sn].wallptr];
for(i=sector[sn].wallnum;i > 0;i--,wal++)
if(wal->shade > darkestwall)
darkestwall=wal->shade;
j = TRAND&1;
i= headspritestat[3];
while(i >= 0)
{
if(SHT == wall[dawallnum].lotag && SLT == 3 )
{
T3 = j;
T4 = darkestwall;
T5 = 1;
}
i = nextspritestat[i];
}
break;
}
}
void checkplayerhurt(struct player_struct *p,short j)
{
if( (j&49152) == 49152 )
{
j &= (MAXSPRITES-1);
if(sprite[j].picnum==CACTUS){
if(p->hurt_delay < 8 )
{
sprite[p->i].extra -= 5;
p->hurt_delay = 16;
p->pals_time = 32;
p->pals[0] = 32;
p->pals[1] = 0;
p->pals[2] = 0;
spritesound(DUKE_LONGTERM_PAIN,p->i);
}
}
return;
}
if( (j&49152) != 32768) return;
j &= (MAXWALLS-1);
if( p->hurt_delay > 0 ) p->hurt_delay--;
else if( wall[j].cstat&85 ) {
int switchpicnum = wall[j].overpicnum;
if ((switchpicnum>W_FORCEFIELD)&&(switchpicnum<=W_FORCEFIELD+2))
switchpicnum=W_FORCEFIELD;
switch(dynamictostatic[switchpicnum])
{
case W_FORCEFIELD__STATIC:
// case W_FORCEFIELD+1:
// case W_FORCEFIELD+2:
sprite[p->i].extra -= 5;
p->hurt_delay = 16;
p->pals_time = 32;
p->pals[0] = 32;
p->pals[1] = 0;
p->pals[2] = 0;
p->posxv = -(sintable[(p->ang+512)&2047]<<8);
p->posyv = -(sintable[(p->ang)&2047]<<8);
spritesound(DUKE_LONGTERM_PAIN,p->i);
checkhitwall(p->i,j,
p->posx+(sintable[(p->ang+512)&2047]>>9),
p->posy+(sintable[p->ang&2047]>>9),
p->posz,-1);
break;
case BIGFORCE__STATIC:
p->hurt_delay = 26;
checkhitwall(p->i,j,
p->posx+(sintable[(p->ang+512)&2047]>>9),
p->posy+(sintable[p->ang&2047]>>9),
p->posz,-1);
break;
}
}
}
char checkhitceiling(short sn)
{
short i, j;
switch(dynamictostatic[sector[sn].ceilingpicnum])
{
case WALLLIGHT1__STATIC:
case WALLLIGHT2__STATIC:
case WALLLIGHT3__STATIC:
case WALLLIGHT4__STATIC:
case TECHLIGHT2__STATIC:
case TECHLIGHT4__STATIC:
ceilingglass(ps[myconnectindex].i,sn,10);
spritesound(GLASS_BREAKING,ps[screenpeek].i);
if(sector[sn].ceilingpicnum == WALLLIGHT1)
sector[sn].ceilingpicnum = WALLLIGHTBUST1;
if(sector[sn].ceilingpicnum == WALLLIGHT2)
sector[sn].ceilingpicnum = WALLLIGHTBUST2;
if(sector[sn].ceilingpicnum == WALLLIGHT3)
sector[sn].ceilingpicnum = WALLLIGHTBUST3;
if(sector[sn].ceilingpicnum == WALLLIGHT4)
sector[sn].ceilingpicnum = WALLLIGHTBUST4;
if(sector[sn].ceilingpicnum == TECHLIGHT2)
sector[sn].ceilingpicnum = TECHLIGHTBUST2;
if(sector[sn].ceilingpicnum == TECHLIGHT4)
sector[sn].ceilingpicnum = TECHLIGHTBUST4;
if(!sector[sn].hitag)
{
i = headspritesect[sn];
while(i >= 0)
{
if( PN == SECTOREFFECTOR && SLT == 12 )
{
j = headspritestat[3];
while(j >= 0)
{
if( sprite[j].hitag == SHT )
hittype[j].temp_data[3] = 1;
j = nextspritestat[j];
}
break;
}
i = nextspritesect[i];
}
}
i = headspritestat[3];
j = TRAND&1;
while(i >= 0)
{
if(SHT == (sector[sn].hitag) && SLT == 3 )
{
T3 = j;
T5 = 1;
}
i = nextspritestat[i];
}
return 1;
}
return 0;
}
void checkhitsprite(short i,short sn)
{
short j, k, p, rpg=0;
spritetype *s;
int switchpicnum;
i &= (MAXSPRITES-1);
if(checkspriteflags(sn,SPRITE_FLAG_PROJECTILE))
if(thisprojectile[sn].workslike & PROJECTILE_FLAG_RPG)
rpg = 1;
switchpicnum = PN;
if ((PN > WATERFOUNTAIN)&&(PN < WATERFOUNTAIN+3)) {
switchpicnum = WATERFOUNTAIN;
}
switch(dynamictostatic[PN])
{
case OCEANSPRITE1__STATIC:
case OCEANSPRITE2__STATIC:
case OCEANSPRITE3__STATIC:
case OCEANSPRITE4__STATIC:
case OCEANSPRITE5__STATIC:
spawn(i,SMALLSMOKE);
deletesprite(i);
break;
case QUEBALL__STATIC:
case STRIPEBALL__STATIC:
if(sprite[sn].picnum == QUEBALL || sprite[sn].picnum == STRIPEBALL)
{
sprite[sn].xvel = (sprite[i].xvel>>1)+(sprite[i].xvel>>2);
sprite[sn].ang -= (SA<<1)+1024;
SA = getangle(SX-sprite[sn].x,SY-sprite[sn].y)-512;
if(issoundplaying(i,POOLBALLHIT) < 2)
spritesound(POOLBALLHIT,i);
}
else
{
if( TRAND&3 )
{
sprite[i].xvel = 164;
sprite[i].ang = sprite[sn].ang;
}
else
{
lotsofglass(i,-1,3);
deletesprite(i);
}
}
break;
case TREE1__STATIC:
case TREE2__STATIC:
case TIRE__STATIC:
case CONE__STATIC:
case BOX__STATIC:
{
if (rpg == 1)
if(T1 == 0)
{
CS &= ~257;
T1 = 1;
spawn(i,BURNING);
}
switch(dynamictostatic[sprite[sn].picnum])
{
case RADIUSEXPLOSION__STATIC:
case RPG__STATIC:
case FIRELASER__STATIC:
case HYDRENT__STATIC:
case HEAVYHBOMB__STATIC:
if(T1 == 0)
{
CS &= ~257;
T1 = 1;
spawn(i,BURNING);
}
break;
}
break;
}
case CACTUS__STATIC:
{
if (rpg == 1)
for(k=0;k<64;k++)
{
j = EGS(SECT,SX,SY,SZ-(TRAND%(48<<8)),SCRAP3+(TRAND&3),-8,48,48,TRAND&2047,(TRAND&63)+64,-(TRAND&4095)-(sprite[i].zvel>>2),i,5);
sprite[j].pal = 8;
}
// case CACTUSBROKE:
switch(dynamictostatic[sprite[sn].picnum])
{
case RADIUSEXPLOSION__STATIC:
case RPG__STATIC:
case FIRELASER__STATIC:
case HYDRENT__STATIC:
case HEAVYHBOMB__STATIC:
for(k=0;k<64;k++)
{
j = EGS(SECT,SX,SY,SZ-(TRAND%(48<<8)),SCRAP3+(TRAND&3),-8,48,48,TRAND&2047,(TRAND&63)+64,-(TRAND&4095)-(sprite[i].zvel>>2),i,5);
sprite[j].pal = 8;
}
if(PN == CACTUS)
PN = CACTUSBROKE;
CS &= ~257;
// else deletesprite(i);
break;
}
break;
}
case HANGLIGHT__STATIC:
case GENERICPOLE2__STATIC:
for(k=0;k<6;k++)
EGS(SECT,SX,SY,SZ-(8<<8),SCRAP1+(TRAND&15),-8,48,48,TRAND&2047,(TRAND&63)+64,-(TRAND&4095)-(sprite[i].zvel>>2),i,5);
spritesound(GLASS_HEAVYBREAK,i);
deletesprite(i);
break;
case FANSPRITE__STATIC:
PN = FANSPRITEBROKE;
CS &= (65535-257);
if( sector[SECT].floorpicnum == FANSHADOW )
sector[SECT].floorpicnum = FANSHADOWBROKE;
spritesound(GLASS_HEAVYBREAK,i);
s = &sprite[i];
for(j=0;j<16;j++) RANDOMSCRAP;
break;
case WATERFOUNTAIN__STATIC:
// case WATERFOUNTAIN+1:
// case WATERFOUNTAIN+2:
// case __STATIC:
PN = WATERFOUNTAINBROKE;
spawn(i,TOILETWATER);
break;
case SATELITE__STATIC:
case FUELPOD__STATIC:
case SOLARPANNEL__STATIC:
case ANTENNA__STATIC:
if(sprite[sn].extra != *actorscrptr[SHOTSPARK1] )
{
for(j=0;j<15;j++)
EGS(SECT,SX,SY,sector[SECT].floorz-(12<<8)-(j<<9),SCRAP1+(TRAND&15),-8,64,64,
TRAND&2047,(TRAND&127)+64,-(TRAND&511)-256,i,5);
spawn(i,EXPLOSION2);
deletesprite(i);
}
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 == BOTTLE10)
lotsofmoney(&sprite[i],4+(TRAND&3));
else if(PN == STATUE || PN == STATUEFLASH)
{
lotsofcolourglass(i,-1,40);
spritesound(GLASS_HEAVYBREAK,i);
}
else if(PN == VASE)
lotsofglass(i,-1,40);
spritesound(GLASS_BREAKING,i);
SA = TRAND&2047;
lotsofglass(i,-1,8);
deletesprite(i);
break;
case FETUS__STATIC:
PN = FETUSBROKE;
spritesound(GLASS_BREAKING,i);
lotsofglass(i,-1,10);
break;
case FETUSBROKE__STATIC:
for(j=0;j<48;j++)
{
shoot(i,BLOODSPLAT1);
SA += 333;
}
spritesound(GLASS_HEAVYBREAK,i);
spritesound(SQUISHED,i);
case BOTTLE7__STATIC:
spritesound(GLASS_BREAKING,i);
lotsofglass(i,-1,10);
deletesprite(i);
break;
case HYDROPLANT__STATIC:
PN = BROKEHYDROPLANT;
spritesound(GLASS_BREAKING,i);
lotsofglass(i,-1,10);
break;
case FORCESPHERE__STATIC:
sprite[i].xrepeat = 0;
hittype[OW].temp_data[0] = 32;
hittype[OW].temp_data[1] = !hittype[OW].temp_data[1];
hittype[OW].temp_data[2] ++;
spawn(i,EXPLOSION2);
break;
case BROKEHYDROPLANT__STATIC:
if(CS&1)
{
spritesound(GLASS_BREAKING,i);
SZ += 16<<8;
CS = 0;
lotsofglass(i,-1,5);
}
break;
case TOILET__STATIC:
PN = TOILETBROKE;
CS |= (TRAND&1)<<2;
CS &= ~257;
spawn(i,TOILETWATER);
spritesound(GLASS_BREAKING,i);
break;
case STALL__STATIC:
PN = STALLBROKE;
CS |= (TRAND&1)<<2;
CS &= ~257;
spawn(i,TOILETWATER);
spritesound(GLASS_HEAVYBREAK,i);
break;
case HYDRENT__STATIC:
PN = BROKEFIREHYDRENT;
spawn(i,TOILETWATER);
// for(k=0;k<5;k++)
// {
// j = EGS(SECT,SX,SY,SZ-(TRAND%(48<<8)),SCRAP3+(TRAND&3),-8,48,48,TRAND&2047,(TRAND&63)+64,-(TRAND&4095)-(sprite[i].zvel>>2),i,5);
// sprite[j].pal = 2;
// }
spritesound(GLASS_HEAVYBREAK,i);
break;
case GRATE1__STATIC:
PN = BGRATE1;
CS &= (65535-256-1);
spritesound(VENT_BUST,i);
break;
case CIRCLEPANNEL__STATIC:
PN = CIRCLEPANNELBROKE;
CS &= (65535-256-1);
spritesound(VENT_BUST,i);
break;
case PANNEL1__STATIC:
case PANNEL2__STATIC:
PN = BPANNEL1;
CS &= (65535-256-1);
spritesound(VENT_BUST,i);
break;
case PANNEL3__STATIC:
PN = BPANNEL3;
CS &= (65535-256-1);
spritesound(VENT_BUST,i);
break;
case PIPE1__STATIC:
case PIPE2__STATIC:
case PIPE3__STATIC:
case PIPE4__STATIC:
case PIPE5__STATIC:
case PIPE6__STATIC:
switch(dynamictostatic[PN])
{
case PIPE1__STATIC:PN=PIPE1B;break;
case PIPE2__STATIC:PN=PIPE2B;break;
case PIPE3__STATIC:PN=PIPE3B;break;
case PIPE4__STATIC:PN=PIPE4B;break;
case PIPE5__STATIC:PN=PIPE5B;break;
case PIPE6__STATIC:PN=PIPE6B;break;
}
j = spawn(i,STEAM);
sprite[j].z = sector[SECT].floorz-(32<<8);
break;
case MONK__STATIC:
case LUKE__STATIC:
case INDY__STATIC:
case JURYGUY__STATIC:
spritesound(SLT,i);
spawn(i,SHT);
case SPACEMARINE__STATIC:
sprite[i].extra -= sprite[sn].extra;
if(sprite[i].extra > 0) break;
SA = TRAND&2047;
shoot(i,BLOODSPLAT1);
SA = TRAND&2047;
shoot(i,BLOODSPLAT2);
SA = TRAND&2047;
shoot(i,BLOODSPLAT3);
SA = TRAND&2047;
shoot(i,BLOODSPLAT4);
SA = TRAND&2047;
shoot(i,BLOODSPLAT1);
SA = TRAND&2047;
shoot(i,BLOODSPLAT2);
SA = TRAND&2047;
shoot(i,BLOODSPLAT3);
SA = TRAND&2047;
shoot(i,BLOODSPLAT4);
guts(&sprite[i],JIBS1,1,myconnectindex);
guts(&sprite[i],JIBS2,2,myconnectindex);
guts(&sprite[i],JIBS3,3,myconnectindex);
guts(&sprite[i],JIBS4,4,myconnectindex);
guts(&sprite[i],JIBS5,1,myconnectindex);
guts(&sprite[i],JIBS3,6,myconnectindex);
sound(SQUISHED);
deletesprite(i);
break;
case CHAIR1__STATIC:
case CHAIR2__STATIC:
PN = BROKENCHAIR;
CS = 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:
spritesound(GLASS_HEAVYBREAK,i);
s = &sprite[i];
for(j=0;j<16;j++) RANDOMSCRAP;
deletesprite(i);
break;
case PLAYERONWATER__STATIC:
i = OW;
default:
if( (sprite[i].cstat&16) && SHT == 0 && SLT == 0 && sprite[i].statnum == 0)
break;
if( ( sprite[sn].picnum == FREEZEBLAST || sprite[sn].owner != i ) && sprite[i].statnum != 4)
{
if( badguy(&sprite[i]) == 1)
{
if(sprite[sn].picnum == RPG) sprite[sn].extra <<= 1;
if( (PN != DRONE) && (PN != ROTATEGUN) && (PN != COMMANDER) && (PN < GREENSLIME || PN > GREENSLIME+7) )
if(sprite[sn].picnum != FREEZEBLAST )
if( actortype[PN] == 0 )
{
j = spawn(sn,JIBS6);
if(sprite[sn].pal == 6)
sprite[j].pal = 6;
sprite[j].z += (4<<8);
sprite[j].xvel = 16;
sprite[j].xrepeat = sprite[j].yrepeat = 24;
sprite[j].ang += 32-(TRAND&63);
}
j = sprite[sn].owner;
if( j >= 0 && sprite[j].picnum == APLAYER && PN != ROTATEGUN && PN != DRONE )
if( ps[sprite[j].yvel].curr_weapon == SHOTGUN_WEAPON )
{
shoot(i,BLOODSPLAT3);
shoot(i,BLOODSPLAT1);
shoot(i,BLOODSPLAT2);
shoot(i,BLOODSPLAT4);
}
if( PN != TANK && PN != BOSS1 && PN != BOSS4 && PN != BOSS2 && PN != BOSS3 && PN != RECON && PN != ROTATEGUN )
{
if( (sprite[i].cstat&48) == 0 )
SA = (sprite[sn].ang+1024)&2047;
sprite[i].xvel = -(sprite[sn].extra<<2);
j = SECT;
pushmove(&SX,&SY,&SZ,&j,128L,(4L<<8),(4L<<8),CLIPMASK0);
if(j != SECT && j >= 0 && j < MAXSECTORS)
changespritesect(i,j);
}
if(sprite[i].statnum == 2)
{
changespritestat(i,1);
hittype[i].timetosleep = SLEEPTIME;
}
if( ( RX < 24 || PN == SHARK) && sprite[sn].picnum == SHRINKSPARK) return;
}
if( sprite[i].statnum != 2 )
{
if( sprite[sn].picnum == FREEZEBLAST && ( (PN == APLAYER && sprite[i].pal == 1 ) || ( freezerhurtowner == 0 && sprite[sn].owner == i ) ) )
return;
hittype[i].picnum = sprite[sn].picnum;
hittype[i].extra += sprite[sn].extra;
hittype[i].ang = sprite[sn].ang;
hittype[i].owner = sprite[sn].owner;
}
if(sprite[i].statnum == 10)
{
p = sprite[i].yvel;
if(ps[p].newowner >= 0)
{
ps[p].newowner = -1;
ps[p].posx = ps[p].oposx;
ps[p].posy = ps[p].oposy;
ps[p].posz = ps[p].oposz;
ps[p].ang = ps[p].oang;
updatesector(ps[p].posx,ps[p].posy,&ps[p].cursectnum);
setpal(&ps[p]);
j = headspritestat[1];
while(j >= 0)
{
if(sprite[j].picnum==CAMERA1) sprite[j].yvel = 0;
j = nextspritestat[j];
}
}
if( RX < 24 && sprite[sn].picnum == SHRINKSPARK)
return;
if( sprite[hittype[i].owner].picnum != APLAYER)
if(ud.player_skill >= 3)
sprite[sn].extra += (sprite[sn].extra>>1);
}
}
break;
}
}
void allignwarpelevators(void)
{
short i, j;
i = headspritestat[3];
while(i >= 0)
{
if( SLT == 17 && SS > 16)
{
j = headspritestat[3];
while(j >= 0)
{
if( (sprite[j].lotag) == 17 && i != j &&
(SHT) == (sprite[j].hitag) )
{
sector[sprite[j].sectnum].floorz =
sector[SECT].floorz;
sector[sprite[j].sectnum].ceilingz =
sector[SECT].ceilingz;
}
j = nextspritestat[j];
}
}
i = nextspritestat[i];
}
}
void cheatkeys(short snum)
{
short i, k;
char dainv;
unsigned long sb_snum, j;
struct player_struct *p;
sb_snum = sync[snum].bits;
p = &ps[snum];
if(p->cheat_phase == 1) return;
// 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 = gamequit
// 1<<27 = !inventory right
// 1<<28 = !turn around
// 1<<29 = !open
// 1<<30 = !inventory
// 1<<31 = !escape
i = p->aim_mode;
p->aim_mode = (sb_snum>>23)&1;
if(p->aim_mode < i)
p->return_to_center = 9;
if( (sb_snum&(1<<22)) && p->quick_kick == 0)
if( p->curr_weapon != KNEE_WEAPON || p->kickback_pic == 0 )
{
SetGameVarID(g_iReturnVarID,0,ps[snum].i,snum);
OnEvent(EVENT_QUICKKICK,ps[snum].i,snum, -1);
if(GetGameVarID(g_iReturnVarID,ps[snum].i,snum) == 0 )
{
p->quick_kick = 14;
FTA(80,p);
}
}
j = sb_snum & ((15<<8)|(1<<12)|(1<<15)|(1<<16)|(1<<22)|(1<<19)|(1<<20)|(1<<21)|(1<<24)|(1<<25)|(1<<27)|(1<<28)|(1<<29)|(1<<30)|(1<<31));
sb_snum = j & ~p->interface_toggle_flag;
p->interface_toggle_flag |= sb_snum | ((sb_snum&0xf00)?0xf00:0);
p->interface_toggle_flag &= j | ((j&0xf00)?0xf00:0);
if(sb_snum && ( sb_snum&(1<<17) ) == 0)
{
if( sb_snum&(1<<21) )
{
KB_ClearKeyDown( sc_Pause );
if(ud.pause_on)
ud.pause_on = 0;
else ud.pause_on = 1+SHIFTS_IS_PRESSED;
if(ud.pause_on)
{
MUSIC_Pause();
FX_StopAllSounds();
clearsoundlocks();
}
else
{
if(MusicToggle) MUSIC_Continue();
pub = NUMPAGES;
pus = NUMPAGES;
}
}
if(ud.pause_on) return;
if(sprite[p->i].extra <= 0) return; // if dead...
if( sb_snum&(1<<30) && p->newowner == -1 ) // inventory button generates event for selected item
{
SetGameVarID(g_iReturnVarID,0,ps[snum].i,snum);
OnEvent(EVENT_INVENTORY,ps[snum].i,snum, -1);
if(GetGameVarID(g_iReturnVarID,ps[snum].i,snum) == 0 )
{
switch(p->inven_icon)
{
case 4: sb_snum |= (1<<25);break;
case 3: sb_snum |= (1<<24);break;
case 5: sb_snum |= (1<<15);break;
case 1: sb_snum |= (1<<16);break;
case 2: sb_snum |= (1<<12);break;
}
}
}
if( sb_snum&(1<<15) )
{
SetGameVarID(g_iReturnVarID,0,ps[snum].i,snum);
OnEvent(EVENT_USENIGHTVISION,ps[snum].i,snum, -1);
if(GetGameVarID(g_iReturnVarID,ps[snum].i,snum) == 0
&& p->heat_amount > 0)
{
p->heat_on = !p->heat_on;
setpal(p);
p->inven_icon = 5;
spritesound(NITEVISION_ONOFF,p->i);
FTA(106+(!p->heat_on),p);
}
}
if( (sb_snum&(1<<12)) )
{
SetGameVarID(g_iReturnVarID,0,ps[snum].i,snum);
OnEvent(EVENT_USESTEROIDS,ps[snum].i,snum, -1);
if(GetGameVarID(g_iReturnVarID,ps[snum].i,snum) == 0)
{
if(p->steroids_amount == 400 )
{
p->steroids_amount--;
spritesound(DUKE_TAKEPILLS,p->i);
p->inven_icon = 2;
FTA(12,p);
}
}
return; // is there significance to returning?
}
if(p->refresh_inventory)
{
sb_snum|=(1<<20); // emulate move left...
}
if(p->newowner == -1)
if( sb_snum&(1<<20) || sb_snum&(1<<27))
{
p->invdisptime = 26*2;
if( sb_snum&(1<<27) ) k = 1;
else k = 0;
if(p->refresh_inventory) p->refresh_inventory = 0;
dainv = p->inven_icon;
i = 0;
CHECKINV1:
if(i < 9)
{
i++;
switch(dainv)
{
case 4:
if(p->jetpack_amount > 0 && i > 1)
break;
if(k) dainv = 5;
else dainv = 3;
goto CHECKINV1;
case 6:
if(p->scuba_amount > 0 && i > 1)
break;
if(k) dainv = 7;
else dainv = 5;
goto CHECKINV1;
case 2:
if(p->steroids_amount > 0 && i > 1)
break;
if(k) dainv = 3;
else dainv = 1;
goto CHECKINV1;
case 3:
if(p->holoduke_amount > 0 && i > 1)
break;
if(k) dainv = 4;
else dainv = 2;
goto CHECKINV1;
case 0:
case 1:
if(p->firstaid_amount > 0 && i > 1)
break;
if(k) dainv = 2;
else dainv = 7;
goto CHECKINV1;
case 5:
if(p->heat_amount > 0 && i > 1)
break;
if(k) dainv = 6;
else dainv = 4;
goto CHECKINV1;
case 7:
if(p->boot_amount > 0 && i > 1)
break;
if(k) dainv = 1;
else dainv = 6;
goto CHECKINV1;
}
}
else dainv = 0;
if( sb_snum&(1<<20) ) // Inventory_Left
{
SetGameVarID(g_iReturnVarID,dainv,ps[snum].i,snum);
OnEvent(EVENT_INVENTORYLEFT,ps[snum].i,snum, -1);
dainv=GetGameVarID(g_iReturnVarID,ps[snum].i,snum);
}
if( sb_snum&(1<<27) ) // Inventory_Right
{
SetGameVarID(g_iReturnVarID,dainv,ps[snum].i,snum);
OnEvent(EVENT_INVENTORYRIGHT,ps[snum].i,snum, -1);
dainv=GetGameVarID(g_iReturnVarID,ps[snum].i,snum);
}
p->inven_icon = dainv;
switch(dainv)
{
case 1: FTA(3,p);break;
case 2: FTA(90,p);break;
case 3: FTA(91,p);break;
case 4: FTA(88,p);break;
case 5: FTA(101,p);break;
case 6: FTA(89,p);break;
case 7: FTA(6,p);break;
}
}
j = ( (sb_snum&(15<<8))>>8 ) - 1;
if (j == 0)
{
SetGameVarID(g_iReturnVarID,j,p->i,snum);
OnEvent(EVENT_WEAPKEY1,p->i,snum, -1);
if((unsigned long) GetGameVarID(g_iReturnVarID,p->i,snum) != j)
j = (unsigned long) GetGameVarID(g_iReturnVarID,p->i,snum);
}
if (j == 1)
{
SetGameVarID(g_iReturnVarID,j,p->i,snum);
OnEvent(EVENT_WEAPKEY2,p->i,snum, -1);
if((unsigned long) GetGameVarID(g_iReturnVarID,p->i,snum) != j)
j = (unsigned long) GetGameVarID(g_iReturnVarID,p->i,snum);
}
if (j == 2)
{
SetGameVarID(g_iReturnVarID,j,p->i,snum);
OnEvent(EVENT_WEAPKEY3,p->i,snum, -1);
if((unsigned long) GetGameVarID(g_iReturnVarID,p->i,snum) != j)
j = (unsigned long) GetGameVarID(g_iReturnVarID,p->i,snum);
}
if (j == 3)
{
SetGameVarID(g_iReturnVarID,j,p->i,snum);
OnEvent(EVENT_WEAPKEY4,p->i,snum, -1);
if((unsigned long) GetGameVarID(g_iReturnVarID,p->i,snum) != j)
j = (unsigned long) GetGameVarID(g_iReturnVarID,p->i,snum);
}
if (j == 4)
{
SetGameVarID(g_iReturnVarID,j,p->i,snum);
OnEvent(EVENT_WEAPKEY5,p->i,snum, -1);
if((unsigned long) GetGameVarID(g_iReturnVarID,p->i,snum) != j)
j = (unsigned long) GetGameVarID(g_iReturnVarID,p->i,snum);
}
if (j == 5)
{
SetGameVarID(g_iReturnVarID,j,p->i,snum);
OnEvent(EVENT_WEAPKEY6,p->i,snum, -1);
if((unsigned long) GetGameVarID(g_iReturnVarID,p->i,snum) != j)
j = (unsigned long) GetGameVarID(g_iReturnVarID,p->i,snum);
}
if (j == 6)
{
SetGameVarID(g_iReturnVarID,j,p->i,snum);
OnEvent(EVENT_WEAPKEY7,p->i,snum, -1);
if((unsigned long) GetGameVarID(g_iReturnVarID,p->i,snum) != j)
j = (unsigned long) GetGameVarID(g_iReturnVarID,p->i,snum);
}
if (j == 7)
{
SetGameVarID(g_iReturnVarID,j,p->i,snum);
OnEvent(EVENT_WEAPKEY8,p->i,snum, -1);
if((unsigned long) GetGameVarID(g_iReturnVarID,p->i,snum) != j)
j = (unsigned long) GetGameVarID(g_iReturnVarID,p->i,snum);
}
if (j == 8)
{
SetGameVarID(g_iReturnVarID,j,p->i,snum);
OnEvent(EVENT_WEAPKEY9,p->i,snum, -1);
if((unsigned long) GetGameVarID(g_iReturnVarID,p->i,snum) != j)
j = (unsigned long) GetGameVarID(g_iReturnVarID,p->i,snum);
}
if (j == 9)
{
SetGameVarID(g_iReturnVarID,j,p->i,snum);
OnEvent(EVENT_WEAPKEY10,p->i,snum, -1);
if((unsigned long) GetGameVarID(g_iReturnVarID,p->i,snum) != j)
j = (unsigned long) GetGameVarID(g_iReturnVarID,p->i,snum);
}
if (j == 10)
{
SetGameVarID(g_iReturnVarID,j,p->i,snum);
OnEvent(EVENT_PREVIOUSWEAPON,p->i,snum, -1);
if((unsigned long) GetGameVarID(g_iReturnVarID,p->i,snum) != j)
j = (unsigned long) GetGameVarID(g_iReturnVarID,p->i,snum);
}
if (j == 11)
{
SetGameVarID(g_iReturnVarID,j,p->i,snum);
OnEvent(EVENT_NEXTWEAPON,p->i,snum, -1);
if((unsigned long) GetGameVarID(g_iReturnVarID,p->i,snum) != j)
j = (unsigned long) GetGameVarID(g_iReturnVarID,p->i,snum);
}
if (p->reloading == 1)
j = -1;
else if( j > 0 && p->kickback_pic == 1 && p->weapon_pos == 1)
{
p->wantweaponfire = j;
p->kickback_pic = 0;
}
if(p->last_pissed_time <= (26*218) && p->show_empty_weapon == 0 && p->kickback_pic == 0 && p->quick_kick == 0 && sprite[p->i].xrepeat > 32 && p->access_incs == 0 && p->knee_incs == 0 )
{
// if( ( p->weapon_pos == 0 || ( p->holster_weapon && p->weapon_pos == -9 ) ))
{
if(j == 10 || j == 11)
{
k = p->curr_weapon;
j = ( j == 10 ? -1 : 1 ); // JBF: prev (-1) or next (1) weapon choice
i = 0;
while( ( k >= 0 && k < 10 ) || ( PLUTOPAK && k == GROW_WEAPON && (p->subweapon&(1<<GROW_WEAPON) ) ) ) // JBF 20040116: so we don't select grower with v1.3d
{
if(k == GROW_WEAPON) // JBF: this is handling next/previous with the grower selected
{
if(j == (unsigned long)-1)
k = 5;
else k = 7;
}
else
{
k += j;
if (PLUTOPAK) // JBF 20040116: so we don't select grower with v1.3d
if( k == SHRINKER_WEAPON && (p->subweapon&(1<<GROW_WEAPON)) ) // JBF: activates grower
k = GROW_WEAPON; // if enabled
}
if(k == -1) k = 9;
else if(k == 10) k = 0;
if( p->gotweapon[k] && p->ammo_amount[k] > 0 )
{
if (PLUTOPAK) // JBF 20040116: so we don't select grower with v1.3d
if( k == SHRINKER_WEAPON && (p->subweapon&(1<<GROW_WEAPON)) )
k = GROW_WEAPON;
j = k;
break;
}
else // JBF: grower with no ammo, but shrinker with ammo, switch to shrink
if(PLUTOPAK && k == GROW_WEAPON && p->ammo_amount[GROW_WEAPON] == 0 && p->gotweapon[SHRINKER_WEAPON] && p->ammo_amount[SHRINKER_WEAPON] > 0) // JBF 20040116: added PLUTOPAK so we don't select grower with v1.3d
{
j = SHRINKER_WEAPON;
p->subweapon &= ~(1<<GROW_WEAPON);
break;
}
else // JBF: shrinker with no ammo, but grower with ammo, switch to grow
if(PLUTOPAK && k == SHRINKER_WEAPON && p->ammo_amount[SHRINKER_WEAPON] == 0 && p->gotweapon[SHRINKER_WEAPON] && p->ammo_amount[GROW_WEAPON] > 0) // JBF 20040116: added PLUTOPAK so we don't select grower with v1.3d
{
j = GROW_WEAPON;
p->subweapon |= (1<<GROW_WEAPON);
break;
}
i++; // absolutely no weapons, so use foot
if(i == 10)
{
addweapon( p, KNEE_WEAPON );
break;
}
}
}
k = -1;
SetGameVarID(g_iWeaponVarID,j, p->i, snum);
SetGameVarID(g_iReturnVarID,0,p->i,snum);
OnEvent(EVENT_SELECTWEAPON,p->i,snum, -1);
if(GetGameVarID(g_iReturnVarID,p->i,snum) == 0)
{
if( j == HANDBOMB_WEAPON && p->ammo_amount[HANDBOMB_WEAPON] == 0 )
{
k = headspritestat[1];
while(k >= 0)
{
if( sprite[k].picnum == HEAVYHBOMB && sprite[k].owner == p->i )
{
p->gotweapon[HANDBOMB_WEAPON] = 1;
j = HANDREMOTE_WEAPON;
break;
}
k = nextspritestat[k];
}
}
if(j == SHRINKER_WEAPON && PLUTOPAK) // JBF 20040116: so we don't select the grower with v1.3d
{
if(screenpeek == snum) pus = NUMPAGES;
if( p->curr_weapon != GROW_WEAPON && p->curr_weapon != SHRINKER_WEAPON )
{
if( p->ammo_amount[GROW_WEAPON] > 0 )
{
if( (p->subweapon&(1<<GROW_WEAPON)) == (1<<GROW_WEAPON) )
j = GROW_WEAPON;
else if(p->ammo_amount[SHRINKER_WEAPON] == 0)
{
j = GROW_WEAPON;
p->subweapon |= (1<<GROW_WEAPON);
}
}
else if( p->ammo_amount[SHRINKER_WEAPON] > 0 )
p->subweapon &= ~(1<<GROW_WEAPON);
}
else if( p->curr_weapon == SHRINKER_WEAPON )
{
p->subweapon |= (1<<GROW_WEAPON);
j = GROW_WEAPON;
}
else
p->subweapon &= ~(1<<GROW_WEAPON);
}
if(p->holster_weapon)
{
sb_snum |= 1<<19;
p->weapon_pos = -9;
}
else if( (long)j >= 0 && p->gotweapon[j] && (unsigned long)p->curr_weapon != j )
switch(j)
{
case KNEE_WEAPON:
addweapon( p, KNEE_WEAPON );
break;
case PISTOL_WEAPON:
if ( p->ammo_amount[PISTOL_WEAPON] == 0 )
if(p->show_empty_weapon == 0)
{
p->last_full_weapon = p->curr_weapon;
p->show_empty_weapon = 32;
}
addweapon( p, PISTOL_WEAPON );
break;
case SHOTGUN_WEAPON:
if( p->ammo_amount[SHOTGUN_WEAPON] == 0 && p->show_empty_weapon == 0)
{
p->last_full_weapon = p->curr_weapon;
p->show_empty_weapon = 32;
}
addweapon( p, SHOTGUN_WEAPON);
break;
case CHAINGUN_WEAPON:
if( p->ammo_amount[CHAINGUN_WEAPON] == 0 && p->show_empty_weapon == 0)
{
p->last_full_weapon = p->curr_weapon;
p->show_empty_weapon = 32;
}
addweapon( p, CHAINGUN_WEAPON);
break;
case RPG_WEAPON:
if( p->ammo_amount[RPG_WEAPON] == 0 )
if(p->show_empty_weapon == 0)
{
p->last_full_weapon = p->curr_weapon;
p->show_empty_weapon = 32;
}
addweapon( p, RPG_WEAPON );
break;
case DEVISTATOR_WEAPON:
if( p->ammo_amount[DEVISTATOR_WEAPON] == 0 && p->show_empty_weapon == 0 )
{
p->last_full_weapon = p->curr_weapon;
p->show_empty_weapon = 32;
}
addweapon( p, DEVISTATOR_WEAPON );
break;
case FREEZE_WEAPON:
if( p->ammo_amount[FREEZE_WEAPON] == 0 && p->show_empty_weapon == 0)
{
p->last_full_weapon = p->curr_weapon;
p->show_empty_weapon = 32;
}
addweapon( p, FREEZE_WEAPON );
break;
case GROW_WEAPON:
case SHRINKER_WEAPON:
if( p->ammo_amount[j] == 0 && p->show_empty_weapon == 0)
{
p->show_empty_weapon = 32;
p->last_full_weapon = p->curr_weapon;
}
addweapon(p, j);
break;
case HANDREMOTE_WEAPON:
if(k >= 0) // Found in list of [1]'s
{
p->curr_weapon = HANDREMOTE_WEAPON;
p->last_weapon = -1;
p->weapon_pos = 10;
}
break;
case HANDBOMB_WEAPON:
if( p->ammo_amount[HANDBOMB_WEAPON] > 0 && p->gotweapon[HANDBOMB_WEAPON] )
addweapon( p, HANDBOMB_WEAPON );
break;
case TRIPBOMB_WEAPON:
if( p->ammo_amount[TRIPBOMB_WEAPON] > 0 && p->gotweapon[TRIPBOMB_WEAPON] )
addweapon( p, TRIPBOMB_WEAPON );
break;
}
}
}
if( sb_snum&(1<<19) )
{
if( p->curr_weapon > KNEE_WEAPON )
{
if(p->holster_weapon == 0 && p->weapon_pos == 0)
{
p->holster_weapon = 1;
p->weapon_pos = -1;
FTA(73,p);
}
else if(p->holster_weapon == 1 && p->weapon_pos == -9)
{
p->holster_weapon = 0;
p->weapon_pos = 10;
FTA(74,p);
}
}
}
}
if( sb_snum&(1<<24) && p->newowner == -1 )
{
if( p->holoduke_on == -1 )
{
SetGameVarID(g_iReturnVarID,0,ps[snum].i,snum);
OnEvent(EVENT_HOLODUKEON,ps[snum].i,snum, -1);
if(GetGameVarID(g_iReturnVarID,ps[snum].i,snum) == 0)
{
if( p->holoduke_amount > 0 )
{
p->inven_icon = 3;
p->holoduke_on = i =
EGS(p->cursectnum,
p->posx,
p->posy,
p->posz+(30<<8),APLAYER,-64,0,0,p->ang,0,0,-1,10);
T4 = T5 = 0;
SP = snum;
sprite[i].extra = 0;
FTA(47,p);
}
else FTA(49,p);
spritesound(TELEPORTER,p->holoduke_on);
}
}
else
{
SetGameVarID(g_iReturnVarID,0,ps[snum].i,snum);
OnEvent(EVENT_HOLODUKEOFF,ps[snum].i,snum, -1);
if(GetGameVarID(g_iReturnVarID,ps[snum].i,snum) == 0)
{
spritesound(TELEPORTER,p->holoduke_on);
p->holoduke_on = -1;
FTA(48,p);
}
}
}
if( sb_snum&(1<<16) )
{
SetGameVarID(g_iReturnVarID,0,ps[snum].i,snum);
OnEvent(EVENT_USEMEDKIT,ps[snum].i,snum, -1);
if(GetGameVarID(g_iReturnVarID,ps[snum].i,snum) == 0)
{
if( p->firstaid_amount > 0 && sprite[p->i].extra < max_player_health )
{
j = max_player_health-sprite[p->i].extra;
if((unsigned long)p->firstaid_amount > j)
{
p->firstaid_amount -= j;
sprite[p->i].extra = max_player_health;
p->inven_icon = 1;
}
else
{
sprite[p->i].extra += p->firstaid_amount;
p->firstaid_amount = 0;
checkavailinven(p);
}
spritesound(DUKE_USEMEDKIT,p->i);
}
}
}
if( sb_snum&(1<<25) && p->newowner == -1)
{
SetGameVarID(g_iReturnVarID,0,ps[snum].i,snum);
OnEvent(EVENT_USEJETPACK,ps[snum].i,snum, -1);
if(GetGameVarID(g_iReturnVarID,ps[snum].i,snum) == 0)
{
if( p->jetpack_amount > 0 )
{
p->jetpack_on = !p->jetpack_on;
if(p->jetpack_on)
{
p->inven_icon = 4;
if(p->scream_voice > FX_Ok)
{
FX_StopSound(p->scream_voice);
testcallback(DUKE_SCREAM);
p->scream_voice = FX_Ok;
}
spritesound(DUKE_JETPACK_ON,p->i);
FTA(52,p);
}
else
{
p->hard_landing = 0;
p->poszv = 0;
spritesound(DUKE_JETPACK_OFF,p->i);
stopspritesound(DUKE_JETPACK_IDLE,p->i);
stopspritesound(DUKE_JETPACK_ON,p->i);
FTA(53,p);
}
}
else FTA(50,p);
}
}
if(sb_snum&(1<<28) && p->one_eighty_count == 0)
{
SetGameVarID(g_iReturnVarID,0,p->i,snum);
OnEvent(EVENT_TURNAROUND,p->i,snum, -1);
if(GetGameVarID(g_iReturnVarID,p->i,snum) == 0)
{
p->one_eighty_count = -1024;
}
}
}
}
void checksectors(short snum)
{
long i = -1,oldz;
struct player_struct *p;
short j,hitscanwall;
p = &ps[snum];
switch(sector[p->cursectnum].lotag)
{
case 32767:
sector[p->cursectnum].lotag = 0;
FTA(9,p);
p->secret_rooms++;
return;
case -1:
for(i=connecthead;i>=0;i=connectpoint2[i])
ps[i].gm = MODE_EOL;
sector[p->cursectnum].lotag = 0;
if(ud.from_bonus)
{
ud.level_number = ud.from_bonus;
ud.m_level_number = ud.level_number;
ud.from_bonus = 0;
}
else
{
ud.level_number++;
if( (ud.volume_number && ud.level_number > 10 ) || ud.level_number > 5 )
ud.level_number = 0;
ud.m_level_number = ud.level_number;
}
return;
case -2:
sector[p->cursectnum].lotag = 0;
p->timebeforeexit = 26*8;
p->customexitsound = sector[p->cursectnum].hitag;
return;
default:
if(sector[p->cursectnum].lotag >= 10000 && sector[p->cursectnum].lotag < 16383)
{
if(snum == screenpeek || (gametype_flags[ud.coop]&GAMETYPE_FLAG_COOPSOUND))
spritesound(sector[p->cursectnum].lotag-10000,p->i);
sector[p->cursectnum].lotag = 0;
}
break;
}
//After this point the the player effects the map with space
if(p->gm&MODE_TYPE || sprite[p->i].extra <= 0) return;
if((sync[snum].bits&(1<<29)))
{
SetGameVarID(g_iReturnVarID,0,p->i,snum);
OnEvent(EVENT_USE, p->i, snum, -1);
if(GetGameVarID(g_iReturnVarID,p->i,snum) != 0)
sync[snum].bits &= ~(1<<29);
}
if( ud.cashman && sync[snum].bits&(1<<29) )
lotsofmoney(&sprite[p->i],2);
if(p->newowner >= 0)
{
if( klabs(sync[snum].svel) > 768 || klabs(sync[snum].fvel) > 768 )
{
i = -1;
goto CLEARCAMERAS;
}
}
if( !(sync[snum].bits&(1<<29)) && !(sync[snum].bits&(1<<31)))
p->toggle_key_flag = 0;
else if(!p->toggle_key_flag)
{
if( (sync[snum].bits&(1<<31)) )
{
if( p->newowner >= 0 )
{
i = -1;
goto CLEARCAMERAS;
}
return;
}
neartagsprite = -1;
p->toggle_key_flag = 1;
hitscanwall = -1;
i = hitawall(p,&hitscanwall);
if(i < 1280 && hitscanwall >= 0 && wall[hitscanwall].overpicnum == MIRROR)
if( wall[hitscanwall].lotag > 0 && !isspritemakingsound(p->i,wall[hitscanwall].lotag) && snum == screenpeek)
{
spritesound(wall[hitscanwall].lotag,p->i);
return;
}
if(hitscanwall >= 0 && (wall[hitscanwall].cstat&16) )
switch(wall[hitscanwall].overpicnum)
{
default:
if(wall[hitscanwall].lotag)
return;
}
if(p->newowner >= 0)
neartag(p->oposx,p->oposy,p->oposz,sprite[p->i].sectnum,p->oang,&neartagsector,&neartagwall,&neartagsprite,&neartaghitdist,1280L,1);
else
{
neartag(p->posx,p->posy,p->posz,sprite[p->i].sectnum,p->oang,&neartagsector,&neartagwall,&neartagsprite,&neartaghitdist,1280L,1);
if(neartagsprite == -1 && neartagwall == -1 && neartagsector == -1)
neartag(p->posx,p->posy,p->posz+(8<<8),sprite[p->i].sectnum,p->oang,&neartagsector,&neartagwall,&neartagsprite,&neartaghitdist,1280L,1);
if(neartagsprite == -1 && neartagwall == -1 && neartagsector == -1)
neartag(p->posx,p->posy,p->posz+(16<<8),sprite[p->i].sectnum,p->oang,&neartagsector,&neartagwall,&neartagsprite,&neartaghitdist,1280L,1);
if(neartagsprite == -1 && neartagwall == -1 && neartagsector == -1)
{
neartag(p->posx,p->posy,p->posz+(16<<8),sprite[p->i].sectnum,p->oang,&neartagsector,&neartagwall,&neartagsprite,&neartaghitdist,1280L,3);
if(neartagsprite >= 0)
{
switch(dynamictostatic[sprite[neartagsprite].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;
}
}
neartagsprite = -1;
neartagwall = -1;
neartagsector = -1;
}
}
if(p->newowner == -1 && neartagsprite == -1 && neartagsector == -1 && neartagwall == -1 )
if( isanunderoperator(sector[sprite[p->i].sectnum].lotag) )
neartagsector = sprite[p->i].sectnum;
if( neartagsector >= 0 && (sector[neartagsector].lotag&16384) )
return;
if( neartagsprite == -1 && neartagwall == -1)
if(sector[p->cursectnum].lotag == 2 )
{
oldz = hitasprite(p->i,&neartagsprite);
if(oldz > 1280) neartagsprite = -1;
}
if(neartagsprite >= 0)
{
if( checkhitswitch(snum,neartagsprite,1) ) return;
switch(dynamictostatic[sprite[neartagsprite].picnum])
{
case TOILET__STATIC:
case STALL__STATIC:
if(p->last_pissed_time == 0)
{
if(ud.lockout == 0) spritesound(DUKE_URINATE,p->i);
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(sprite[p->i].extra <= (max_player_health-(max_player_health/10) ) )
{
sprite[p->i].extra += max_player_health/10;
p->last_extra = sprite[p->i].extra;
}
else if(sprite[p->i].extra < max_player_health )
sprite[p->i].extra = max_player_health;
}
else if(!isspritemakingsound(neartagsprite,FLUSH_TOILET))
spritesound(FLUSH_TOILET,neartagsprite);
return;
case NUKEBUTTON__STATIC:
hitawall(p,&j);
if(j >= 0 && wall[j].overpicnum == 0)
if(hittype[neartagsprite].temp_data[0] == 0)
{
if(ud.noexits && ud.multimode > 1)
{
hittype[p->i].picnum = NUKEBUTTON;
hittype[p->i].extra = 250;
}
else
{
hittype[neartagsprite].temp_data[0] = 1;
sprite[neartagsprite].owner = p->i;
p->buttonpalette = sprite[neartagsprite].pal;
if(p->buttonpalette)
ud.secretlevel = sprite[neartagsprite].lotag;
else ud.secretlevel = 0;
}
}
return;
case WATERFOUNTAIN__STATIC:
if(hittype[neartagsprite].temp_data[0] != 1)
{
hittype[neartagsprite].temp_data[0] = 1;
sprite[neartagsprite].owner = p->i;
if(sprite[p->i].extra < max_player_health)
{
sprite[p->i].extra++;
spritesound(DUKE_DRINKING,p->i);
}
}
return;
case PLUG__STATIC:
spritesound(SHORT_CIRCUIT,p->i);
sprite[p->i].extra -= 2+(TRAND&3);
p->pals[0] = 48;
p->pals[1] = 48;
p->pals[2] = 64;
p->pals_time = 32;
break;
case VIEWSCREEN__STATIC:
case VIEWSCREEN2__STATIC:
{
i = headspritestat[1];
while(i >= 0)
{
if( PN == CAMERA1 && SP == 0 && sprite[neartagsprite].hitag == SLT )
{
SP = 1; //Using this camera
spritesound(MONITOR_ACTIVE,neartagsprite);
sprite[neartagsprite].owner = i;
sprite[neartagsprite].yvel = 1;
j = p->cursectnum;
p->cursectnum = SECT;
setpal(p);
p->cursectnum = j;
// parallaxtype = 2;
p->newowner = i;
return;
}
i = nextspritestat[i];
}
}
CLEARCAMERAS:
if(i < 0)
{
p->posx = p->oposx;
p->posy = p->oposy;
p->posz = p->oposz;
p->ang = p->oang;
p->newowner = -1;
updatesector(p->posx,p->posy,&p->cursectnum);
setpal(p);
i = headspritestat[1];
while(i >= 0)
{
if(PN==CAMERA1) SP = 0;
i = nextspritestat[i];
}
}
else if(p->newowner >= 0)
p->newowner = -1;
if( KB_KeyPressed(sc_Escape) )
KB_ClearKeyDown(sc_Escape);
return;
}
}
if( (sync[snum].bits&(1<<29)) == 0 ) return;
else if(p->newowner >= 0) { i = -1; goto CLEARCAMERAS; }
if(neartagwall == -1 && neartagsector == -1 && neartagsprite == -1)
if( klabs(hits(p->i)) < 512 )
{
if( (TRAND&255) < 16 )
spritesound(DUKE_SEARCH2,p->i);
else spritesound(DUKE_SEARCH,p->i);
return;
}
if( neartagwall >= 0 )
{
if( wall[neartagwall].lotag > 0 && isadoorwall(wall[neartagwall].picnum) )
{
if(hitscanwall == neartagwall || hitscanwall == -1)
checkhitswitch(snum,neartagwall,0);
return;
}
else if(p->newowner >= 0)
{
i = -1;
goto CLEARCAMERAS;
}
}
if( neartagsector >= 0 && (sector[neartagsector].lotag&16384) == 0 && isanearoperator(sector[neartagsector].lotag) )
{
i = headspritesect[neartagsector];
while(i >= 0)
{
if( PN == ACTIVATOR || PN == MASTERSWITCH )
return;
i = nextspritesect[i];
}
operatesectors(neartagsector,p->i);
}
else if( (sector[sprite[p->i].sectnum].lotag&16384) == 0 )
{
if( isanunderoperator(sector[sprite[p->i].sectnum].lotag) )
{
i = headspritesect[sprite[p->i].sectnum];
while(i >= 0)
{
if(PN == ACTIVATOR || PN == MASTERSWITCH) return;
i = nextspritesect[i];
}
operatesectors(sprite[p->i].sectnum,p->i);
}
else checkhitswitch(snum,neartagwall,0);
}
}
}