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

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//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2004, 2007 - EDuke32 developers
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
static int32_t g_haltSoundHack = 0;
// this function activates a sector's MUSICANDSFX sprite
int32_t A_CallSound(int32_t sn,int32_t whatsprite)
{
int32_t i;
if (g_haltSoundHack)
{
g_haltSoundHack = 0;
return -1;
}
i = headspritesect[sn];
while (i >= 0)
{
if (PN == MUSICANDSFX && SLT < 1000)
{
if (whatsprite == -1) whatsprite = i;
if (T1 == 0)
{
if ((g_sounds[SLT].m&16) == 0)
{
if (SLT)
{
A_PlaySound(SLT,whatsprite);
if (SHT && SLT != SHT && SHT < MAXSOUNDS)
S_StopEnvSound(SHT,T6);
T6 = whatsprite;
}
if ((sector[SECT].lotag&0xff) != 22)
T1 = 1;
}
}
else if (SHT < MAXSOUNDS)
{
if (SHT) A_PlaySound(SHT,whatsprite);
if ((g_sounds[SLT].m&1) || (SHT && SHT != SLT))
S_StopEnvSound(SLT,T6);
T6 = whatsprite;
T1 = 0;
}
return SLT;
}
i = nextspritesect[i];
}
return -1;
}
int32_t G_CheckActivatorMotion(int32_t lotag)
{
int32_t i = headspritestat[STAT_ACTIVATOR], j;
spritetype *s;
while (i >= 0)
{
if (sprite[i].lotag == lotag)
{
s = &sprite[i];
for (j = g_animateCount-1; j >= 0; j--)
if (s->sectnum == animatesect[j])
return(1);
j = headspritestat[STAT_EFFECTOR];
while (j >= 0)
{
if (s->sectnum == sprite[j].sectnum)
switch (sprite[j].lotag)
{
case 11:
case 30:
if (ActorExtra[j].temp_data[4])
return(1);
break;
case 20:
case 31:
case 32:
case 18:
if (ActorExtra[j].temp_data[0])
return(1);
break;
}
j = nextspritestat[j];
}
}
i = nextspritestat[i];
}
return(0);
}
int32_t CheckDoorTile(int32_t dapic)
{
switch (DynamicTileMap[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;
}
int32_t isanunderoperator(int32_t lotag)
{
switch (lotag&0xff)
{
case 15:
case 16:
case 17:
case 18:
case 19:
case 22:
case 26:
return 1;
}
return 0;
}
int32_t isanearoperator(int32_t 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;
}
inline int32_t G_CheckPlayerInSector(int32_t sect)
{
int32_t i = connecthead;
for (; i>=0; i=connectpoint2[i])
if (sprite[g_player[i].ps->i].sectnum == sect) return i;
return -1;
}
int32_t ldist(spritetype *s1,spritetype *s2)
{
int32_t x= klabs(s1->x-s2->x);
int32_t y= klabs(s1->y-s2->y);
if (x<y) swaplong(&x,&y);
{
int32_t t = y + (y>>1);
return (x - (x>>5) - (x>>7) + (t>>2) + (t>>6));
}
}
int32_t dist(spritetype *s1,spritetype *s2)
{
int32_t x= klabs(s1->x-s2->x);
int32_t y= klabs(s1->y-s2->y);
int32_t z= klabs((s1->z-s2->z)>>4);
if (x<y) swaplong(&x,&y);
if (x<z) swaplong(&x,&z);
{
int32_t t = y + z;
return (x - (x>>4) + (t>>2) + (t>>3));
}
}
int32_t __fastcall A_FindPlayer(spritetype *s, int32_t *d)
{
if (ud.multimode < 2)
{
*d = klabs(g_player[myconnectindex].ps->oposx-s->x) + klabs(g_player[myconnectindex].ps->oposy-s->y) + ((klabs(g_player[myconnectindex].ps->oposz-s->z+(28<<8)))>>4);
return myconnectindex;
}
{
int32_t j, closest_player = 0;
int32_t x, closest = 0x7fffffff;
TRAVERSE_CONNECT(j)
{
x = klabs(g_player[j].ps->oposx-s->x) + klabs(g_player[j].ps->oposy-s->y) + ((klabs(g_player[j].ps->oposz-s->z+(28<<8)))>>4);
if (x < closest && sprite[g_player[j].ps->i].extra > 0)
{
closest_player = j;
closest = x;
}
}
*d = closest;
return closest_player;
}
}
void G_DoSectorAnimations(void)
{
int32_t i, j, a, p, v, dasect;
for (i=g_animateCount-1; i>=0; i--)
{
a = *animateptr[i];
v = animatevel[i]*TICSPERFRAME;
dasect = animatesect[i];
if (a == animategoal[i])
{
G_StopInterpolation(animateptr[i]);
// This fixes a bug where wall or floor sprites contained in
// elevator sectors (ST 16-19) would jitter vertically after the
// elevator had stopped.
if (animateptr[i] == &sector[animatesect[i]].floorz)
for (j=headspritesect[dasect]; j>=0; j=nextspritesect[j])
if (sprite[j].statnum != 3)
ActorExtra[j].bposz = sprite[j].z;
g_animateCount--;
animateptr[i] = animateptr[g_animateCount];
animategoal[i] = animategoal[g_animateCount];
animatevel[i] = animatevel[g_animateCount];
animatesect[i] = animatesect[g_animateCount];
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)
A_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)
{
TRAVERSE_CONNECT(p)
if (g_player[p].ps->cursectnum == dasect)
if ((sector[dasect].floorz-g_player[p].ps->posz) < (64<<8))
if (sprite[g_player[p].ps->i].owner >= 0)
{
g_player[p].ps->posz += v;
g_player[p].ps->poszv = 0;
if (p == myconnectindex)
{
my.z += v;
myvel.z = 0;
myzbak[((movefifoplc-1)&(MOVEFIFOSIZ-1))] = g_player[p].ps->posz;
}
}
for (j=headspritesect[dasect]; j>=0; j=nextspritesect[j])
if (sprite[j].statnum != 3)
{
ActorExtra[j].bposz = sprite[j].z;
sprite[j].z += v;
ActorExtra[j].floorz = sector[dasect].floorz+v;
}
}
*animateptr[i] = a;
}
}
int32_t GetAnimationGoal(int32_t *animptr)
{
int32_t i = g_animateCount-1, j = -1;
for (; i>=0; i--)
if (animptr == (int32_t *)animateptr[i])
{
j = i;
break;
}
return(j);
}
int32_t SetAnimation(int32_t animsect,int32_t *animptr, int32_t thegoal, int32_t thevel)
{
int32_t i = 0, j = g_animateCount;
if (g_animateCount >= MAXANIMATES-1)
return(-1);
for (; i<g_animateCount; i++)
if (animptr == animateptr[i])
{
j = i;
break;
}
animatesect[j] = animsect;
animateptr[j] = animptr;
animategoal[j] = thegoal;
animatevel[j] = (thegoal >= *animptr) ? thevel : -thevel;
if (j == g_animateCount) g_animateCount++;
G_SetInterpolation(animptr);
return(j);
}
void G_AnimateCamSprite(void)
{
int32_t i = camsprite;
if (camsprite <= 0) return;
if (T1 >= 4)
{
T1 = 0;
if (g_player[screenpeek].ps->newowner >= 0)
OW = g_player[screenpeek].ps->newowner;
else if (OW >= 0 && dist(&sprite[g_player[screenpeek].ps->i],&sprite[i]) < 8192)
{
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 G_AnimateWalls(void)
{
int32_t i, j, p = g_numAnimWalls-1, t;
for (; p>=0; p--)
// for(p=g_numAnimWalls-1;p>=0;p--)
{
i = animwall[p].wallnum;
j = wall[i].picnum;
switch (DynamicTileMap[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 ((krand()&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 ((krand()&255) < 32)
animwall[p].tag = 128<<(krand()&3);
else wall[i].overpicnum = W_FORCEFIELD+1;
}
}
}
}
}
int32_t G_ActivateWarpElevators(int32_t s,int32_t d) //Parm = sectoreffectornum
{
int32_t i = headspritestat[STAT_EFFECTOR], sn = sprite[s].sectnum;
while (i >= 0)
{
if (SLT == 17)
if (SHT == sprite[s].hitag)
if ((klabs(sector[sn].floorz-ActorExtra[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)
A_PlaySound(ELEVATOR_OFF,s);
else A_PlaySound(ELEVATOR_ON,s);
}
i = headspritestat[STAT_EFFECTOR];
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 G_OperateSectors(int32_t sn,int32_t ii)
{
int32_t j=0, l, q, startwall, endwall;
int32_t i;
sectortype *sptr = &sector[sn];
switch (sptr->lotag&(0xffff-49152))
{
case 30:
j = sector[sn].hitag;
if (ActorExtra[j].tempang == 0 ||
ActorExtra[j].tempang == 256)
A_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 (ActorExtra[j].temp_data[4] == 0)
ActorExtra[j].temp_data[4] = 1;
A_CallSound(sn,ii);
break;
case 26: //The split doors
i = GetAnimationGoal(&sptr->ceilingz);
if (i == -1) //if the door has stopped
{
g_haltSoundHack = 1;
sptr->lotag &= 0xff00;
sptr->lotag |= 22;
G_OperateSectors(sn,ii);
sptr->lotag &= 0xff00;
sptr->lotag |= 9;
G_OperateSectors(sn,ii);
sptr->lotag &= 0xff00;
sptr->lotag |= 26;
}
return;
case 9:
{
int32_t dax,day,dax2,day2,sp;
int32_t 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);
A_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);
A_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);
A_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);
A_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 (G_ActivateWarpElevators(i,-1))
G_ActivateWarpElevators(i,1);
else if (G_ActivateWarpElevators(i,1))
G_ActivateWarpElevators(i,-1);
return;
}
else
{
if (sptr->floorz > SZ)
G_ActivateWarpElevators(i,-1);
else
G_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);
}
A_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);
A_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[STAT_EFFECTOR]; //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);
A_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);
A_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)
A_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;
A_CallSound(sn,ii);
return;
case 23: //Swingdoor
j = -1;
q = 0;
i = headspritestat[STAT_EFFECTOR];
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[STAT_EFFECTOR];
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)
{
A_CallSound(sn,i);
q = 1;
}
}
i = nextspritestat[i];
}
}
return;
case 25: //Subway type sliding doors
j = headspritestat[STAT_EFFECTOR];
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[STAT_EFFECTOR];
while (i >= 0)
{
if (SHT==sprite[j].hitag)
{
if (SLT == 15)
{
sector[SECT].lotag ^= 0x8000; // Toggle the open or close
SA += 1024;
if (T5) A_CallSound(SECT,i);
A_CallSound(SECT,i);
if (sector[SECT].lotag&0x8000) T5 = 1;
else T5 = 2;
}
}
i = nextspritestat[i];
}
return;
case 27: //Extended bridge
j = headspritestat[STAT_EFFECTOR];
while (j >= 0)
{
if ((sprite[j].lotag&0xff)==20 && sprite[j].sectnum == sn) //Bridge
{
sector[sn].lotag ^= 0x8000;
if (sector[sn].lotag&0x8000) //OPENING
ActorExtra[j].temp_data[0] = 1;
else ActorExtra[j].temp_data[0] = 2;
A_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[STAT_EFFECTOR];
while (l >= 0)
{
if ((sprite[l].lotag&0xff)==21 && !ActorExtra[l].temp_data[0] &&
(sprite[l].hitag) == j)
ActorExtra[l].temp_data[0] = 1;
l = nextspritestat[l];
}
A_CallSound(sn,ii);
return;
}
}
void G_OperateRespawns(int32_t low)
{
int32_t j, nexti, i = headspritestat[STAT_FX];
while (i >= 0)
{
nexti = nextspritestat[i];
if ((SLT == low) && (PN == RESPAWN))
{
if (A_CheckEnemyTile(SHT) && ud.monsters_off) break;
j = A_Spawn(i,TRANSPORTERSTAR);
sprite[j].z -= (32<<8);
sprite[i].extra = 66-12; // Just a way to killit
}
i = nexti;
}
}
void G_OperateActivators(int32_t low,int32_t snum)
{
int32_t i, j, k;
int16_t *p;
walltype *wal;
for (i=g_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[STAT_ACTIVATOR];
k = -1;
while (i >= 0)
{
if (sprite[i].lotag == low)
{
if (sprite[i].picnum == ACTIVATORLOCKED)
{
if (sector[SECT].lotag&16384)
sector[SECT].lotag &= ~16384;
else
sector[SECT].lotag |= 16384;
if (snum >= 0 && snum < ud.multimode)
{
if (sector[SECT].lotag&16384)
P_DoQuote(4,g_player[snum].ps);
else P_DoQuote(8,g_player[snum].ps);
}
}
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:
ActorExtra[j].temp_data[0] = 1-ActorExtra[j].temp_data[0];
A_CallSound(SECT,j);
break;
}
j = nextspritesect[j];
}
}
if (k == -1 && (sector[SECT].lotag&0xff) == 22)
k = A_CallSound(SECT,i);
G_OperateSectors(SECT,i);
}
}
i = nextspritestat[i];
}
G_OperateRespawns(low);
}
void G_OperateMasterSwitches(int32_t low)
{
int32_t i = headspritestat[STAT_STANDABLE];
while (i >= 0)
{
if (PN == MASTERSWITCH && SLT == low && SP == 0)
SP = 1;
i = nextspritestat[i];
}
}
void G_OperateForceFields(int32_t s, int32_t low)
{
int32_t i, p=g_numAnimWalls;
for (; 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;
}
}
}
int32_t P_ActivateSwitch(int32_t snum,int32_t w,int32_t switchtype)
{
int32_t switchpal, switchpicnum;
int32_t i, x, lotag,hitag,picnum,correctdips = 1, numdips = 0;
vec3_t davector;
if (w < 0) return 0;
if (switchtype == 1) // A wall sprite
{
if (ActorExtra[w].lasttransport == totalclock) return 0;
ActorExtra[w].lasttransport = totalclock;
lotag = sprite[w].lotag;
if (lotag == 0) return 0;
hitag = sprite[w].hitag;
// sx = sprite[w].x;
// sy = sprite[w].y;
Bmemcpy(&davector, &sprite[w], sizeof(vec3_t));
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;
Bmemcpy(&davector, &wall[w], sizeof(int32_t) * 2);
davector.z = g_player[snum].ps->posz;
picnum = wall[w].picnum;
switchpal = wall[w].pal;
}
// initprintf("P_ActivateSwitch 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 (DynamicTileMap[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 (g_player[snum].ps->access_incs == 0)
{
if (switchpal == 0)
{
if ((g_player[snum].ps->got_access&1))
g_player[snum].ps->access_incs = 1;
else P_DoQuote(70,g_player[snum].ps);
}
else if (switchpal == 21)
{
if (g_player[snum].ps->got_access&2)
g_player[snum].ps->access_incs = 1;
else P_DoQuote(71,g_player[snum].ps);
}
else if (switchpal == 23)
{
if (g_player[snum].ps->got_access&4)
g_player[snum].ps->access_incs = 1;
else P_DoQuote(72,g_player[snum].ps);
}
if (g_player[snum].ps->access_incs == 1)
{
if (switchtype == 0)
g_player[snum].ps->access_wallnum = w;
else
g_player[snum].ps->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 (G_CheckActivatorMotion(lotag)) return 0;
break;
default:
if (CheckDoorTile(picnum) == 0) return 0;
break;
}
i = headspritestat[STAT_DEFAULT];
while (i >= 0)
{
if (lotag == SLT)
{
int32_t 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 (DynamicTileMap[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 (DynamicTileMap[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=numwalls-1; i>=0; 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 (DynamicTileMap[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 (DynamicTileMap[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 == (int16_t) 65535)
{
g_player[myconnectindex].ps->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.level_number > MAXLEVELS-1)
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 (DynamicTileMap[switchpicnum])
{
default:
if (CheckDoorTile(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)
S_PlaySound3D(ALIEN_SWITCH1, w, &davector);
else S_PlaySound3D(ALIEN_SWITCH1,g_player[snum].ps->i,&davector);
}
else
{
if (switchtype == 1)
S_PlaySound3D(SWITCH_ON, w, &davector);
else S_PlaySound3D(SWITCH_ON,g_player[snum].ps->i,&davector);
}
if (numdips != correctdips) break;
S_PlaySound3D(END_OF_LEVEL_WARN,g_player[snum].ps->i,&davector);
}
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[STAT_EFFECTOR];
while (x >= 0)
{
if (((sprite[x].hitag) == lotag))
{
switch (sprite[x].lotag)
{
case 12:
sector[sprite[x].sectnum].floorpal = 0;
ActorExtra[x].temp_data[0]++;
if (ActorExtra[x].temp_data[0] == 2)
ActorExtra[x].temp_data[0]++;
break;
case 24:
case 34:
case 25:
ActorExtra[x].temp_data[4] = !ActorExtra[x].temp_data[4];
if (ActorExtra[x].temp_data[4])
P_DoQuote(15,g_player[snum].ps);
else P_DoQuote(2,g_player[snum].ps);
break;
case 21:
P_DoQuote(2,g_player[screenpeek].ps);
break;
}
}
x = nextspritestat[x];
}
G_OperateActivators(lotag,snum);
G_OperateForceFields(g_player[snum].ps->i,lotag);
G_OperateMasterSwitches(lotag);
if (picnum == DIPSWITCH || picnum == DIPSWITCH+1 ||
picnum == ALIENSWITCH || picnum == ALIENSWITCH+1 ||
picnum == TECHSWITCH || picnum == TECHSWITCH+1) return 1;
if (hitag == 0 && CheckDoorTile(picnum) == 0)
{
if (switchtype == 1)
S_PlaySound3D(SWITCH_ON,w,&davector);
else S_PlaySound3D(SWITCH_ON,g_player[snum].ps->i,&davector);
}
else if (hitag != 0)
{
if (switchtype == 1 && (g_sounds[hitag].m&4) == 0)
S_PlaySound3D(hitag,w,&davector);
else A_PlaySound(hitag,g_player[snum].ps->i);
}
return 1;
}
return 0;
}
void activatebysector(int32_t sect,int32_t j)
{
int32_t i = headspritesect[sect];
int32_t didit = 0;
while (i >= 0)
{
if (PN == ACTIVATOR)
{
G_OperateActivators(SLT,-1);
didit = 1;
// return;
}
i = nextspritesect[i];
}
if (didit == 0)
G_OperateSectors(sect,j);
}
static void BreakWall(int32_t newpn,int32_t spr,int32_t dawallnum)
{
wall[dawallnum].picnum = newpn;
A_PlaySound(VENT_BUST,spr);
A_PlaySound(GLASS_HEAVYBREAK,spr);
A_SpawnWallGlass(spr,dawallnum,10);
}
void A_DamageWall(int32_t spr,int32_t dawallnum,const vec3_t *pos,int32_t atwith)
{
int16_t sn = -1;
int32_t j, i, darkestwall;
walltype *wal = &wall[dawallnum];
if (wal->overpicnum == MIRROR && wal->pal != 4 && A_CheckSpriteTileFlags(atwith,SPRITE_PROJECTILE) && (SpriteProjectile[spr].workslike & PROJECTILE_RPG))
{
if (wal->nextwall == -1 || wall[wal->nextwall].pal != 4)
{
A_SpawnWallGlass(spr,dawallnum,70);
wal->cstat &= ~16;
wal->overpicnum = MIRRORBROKE;
A_PlaySound(GLASS_HEAVYBREAK,spr);
return;
}
}
if (wal->overpicnum == MIRROR && wal->pal != 4)
{
switch (DynamicTileMap[atwith])
{
case HEAVYHBOMB__STATIC:
case RADIUSEXPLOSION__STATIC:
case RPG__STATIC:
case HYDRENT__STATIC:
case SEENINE__STATIC:
case OOZFILTER__STATIC:
case EXPLODINGBARREL__STATIC:
if (wal->nextwall == -1 || wall[wal->nextwall].pal != 4)
{
A_SpawnWallGlass(spr,dawallnum,70);
wal->cstat &= ~16;
wal->overpicnum = MIRRORBROKE;
A_PlaySound(GLASS_HEAVYBREAK,spr);
return;
}
}
}
if (((wal->cstat&16) || wal->overpicnum == BIGFORCE) && wal->nextsector >= 0)
if (sector[wal->nextsector].floorz > pos->z)
if (sector[wal->nextsector].floorz-sector[wal->nextsector].ceilingz)
{
int32_t switchpicnum = wal->overpicnum;
if ((switchpicnum > W_FORCEFIELD)&&(switchpicnum <= W_FORCEFIELD+2))
switchpicnum = W_FORCEFIELD;
switch (DynamicTileMap[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(pos->x,pos->y,&sn);
if (sn < 0) return;
if (atwith == -1)
i = A_InsertSprite(sn,pos->x,pos->y,pos->z,FORCERIPPLE,-127,8,8,0,0,0,spr,5);
else
{
if (atwith == CHAINGUN)
i = A_InsertSprite(sn,pos->x,pos->y,pos->z,FORCERIPPLE,-127,16+sprite[spr].xrepeat,16+sprite[spr].yrepeat,0,0,0,spr,5);
else i = A_InsertSprite(sn,pos->x,pos->y,pos->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;
A_PlaySound(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;
}
A_PlaySound(VENT_BUST,spr);
A_PlaySound(GLASS_BREAKING,spr);
return;
case GLASS__STATIC:
updatesector(pos->x,pos->y,&sn);
if (sn < 0) return;
wal->overpicnum=GLASS2;
A_SpawnWallGlass(spr,dawallnum,10);
wal->cstat = 0;
if (wal->nextwall >= 0)
wall[wal->nextwall].cstat = 0;
i = A_InsertSprite(sn,pos->x,pos->y,pos->z,SECTOREFFECTOR,0,0,0,g_player[0].ps->ang,0,0,spr,3);
SLT = 128;
T2 = 5;
T3 = dawallnum;
A_PlaySound(GLASS_BREAKING,i);
return;
case STAINGLASS1__STATIC:
updatesector(pos->x,pos->y,&sn);
if (sn < 0) return;
A_SpawnRandomGlass(spr,dawallnum,80);
wal->cstat = 0;
if (wal->nextwall >= 0)
wall[wal->nextwall].cstat = 0;
A_PlaySound(VENT_BUST,spr);
A_PlaySound(GLASS_BREAKING,spr);
return;
}
}
switch (DynamicTileMap[wal->picnum])
{
case COLAMACHINE__STATIC:
case VENDMACHINE__STATIC:
BreakWall(wal->picnum+2,spr,dawallnum);
A_PlaySound(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:
A_SpawnWallGlass(spr,dawallnum,30);
wal->picnum=W_SCREENBREAK+(krand()%3);
A_PlaySound(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;
A_SpawnMultiple(spr, MONEY, 1+(krand()&7));
A_PlaySound(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))
A_PlaySound(GLASS_HEAVYBREAK,spr);
else A_PlaySound(GLASS_BREAKING,spr);
A_SpawnWallGlass(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 = krand()&1;
i= headspritestat[STAT_EFFECTOR];
while (i >= 0)
{
if (SHT == wall[dawallnum].lotag && SLT == 3)
{
T3 = j;
T4 = darkestwall;
T5 = 1;
}
i = nextspritestat[i];
}
break;
}
}
int32_t Sect_DamageCeiling(int32_t sn)
{
int32_t i, j;
switch (DynamicTileMap[sector[sn].ceilingpicnum])
{
case WALLLIGHT1__STATIC:
case WALLLIGHT2__STATIC:
case WALLLIGHT3__STATIC:
case WALLLIGHT4__STATIC:
case TECHLIGHT2__STATIC:
case TECHLIGHT4__STATIC:
A_SpawnCeilingGlass(g_player[myconnectindex].ps->i,sn,10);
A_PlaySound(GLASS_BREAKING,g_player[screenpeek].ps->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[STAT_EFFECTOR];
while (j >= 0)
{
if (sprite[j].hitag == SHT)
ActorExtra[j].temp_data[3] = 1;
j = nextspritestat[j];
}
break;
}
i = nextspritesect[i];
}
}
i = headspritestat[STAT_EFFECTOR];
j = krand()&1;
while (i >= 0)
{
if (SHT == (sector[sn].hitag) && SLT == 3)
{
T3 = j;
T5 = 1;
}
i = nextspritestat[i];
}
return 1;
}
return 0;
}
// hard coded props... :(
void A_DamageObject(int32_t i,int32_t sn)
{
int16_t j;
int32_t k, p, rpg=0;
spritetype *s;
int32_t switchpicnum = PN;
i &= (MAXSPRITES-1);
if (A_CheckSpriteFlags(sn,SPRITE_PROJECTILE))
if (SpriteProjectile[sn].workslike & PROJECTILE_RPG)
rpg = 1;
switchpicnum = PN;
if ((PN > WATERFOUNTAIN)&&(PN < WATERFOUNTAIN+3))
{
switchpicnum = WATERFOUNTAIN;
}
switch (DynamicTileMap[PN])
{
case OCEANSPRITE1__STATIC:
case OCEANSPRITE2__STATIC:
case OCEANSPRITE3__STATIC:
case OCEANSPRITE4__STATIC:
case OCEANSPRITE5__STATIC:
A_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 (S_CheckSoundPlaying(i,POOLBALLHIT) < 2)
A_PlaySound(POOLBALLHIT,i);
}
else
{
if (krand()&3)
{
sprite[i].xvel = 164;
sprite[i].ang = sprite[sn].ang;
}
else
{
A_SpawnWallGlass(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;
A_Spawn(i,BURNING);
}
switch (DynamicTileMap[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;
A_Spawn(i,BURNING);
}
break;
}
break;
}
case CACTUS__STATIC:
{
if (rpg == 1)
for (k=64; k>0; k--)
{
j = A_InsertSprite(SECT,SX,SY,SZ-(krand()%(48<<8)),SCRAP3+(krand()&3),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(sprite[i].zvel>>2),i,5);
sprite[j].pal = 8;
}
// case CACTUSBROKE:
switch (DynamicTileMap[sprite[sn].picnum])
{
case RADIUSEXPLOSION__STATIC:
case RPG__STATIC:
case FIRELASER__STATIC:
case HYDRENT__STATIC:
case HEAVYHBOMB__STATIC:
for (k=64; k>0; k--)
{
j = A_InsertSprite(SECT,SX,SY,SZ-(krand()%(48<<8)),SCRAP3+(krand()&3),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(sprite[i].zvel>>2),i,5);
sprite[j].pal = 8;
}
if (PN == CACTUS)
PN = CACTUSBROKE;
CS &= ~257;
// else deletesprite(i);
break;
}
break;
}
case HANGLIGHT__STATIC:
case GENERICPOLE2__STATIC:
for (k=6; k>0; k--)
A_InsertSprite(SECT,SX,SY,SZ-(8<<8),SCRAP1+(krand()&15),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(sprite[i].zvel>>2),i,5);
A_PlaySound(GLASS_HEAVYBREAK,i);
deletesprite(i);
break;
case FANSPRITE__STATIC:
PN = FANSPRITEBROKE;
CS &= (65535-257);
if (sector[SECT].floorpicnum == FANSHADOW)
sector[SECT].floorpicnum = FANSHADOWBROKE;
A_PlaySound(GLASS_HEAVYBREAK,i);
s = &sprite[i];
for (j=16; j>0; j--) RANDOMSCRAP;
break;
case WATERFOUNTAIN__STATIC:
// case WATERFOUNTAIN+1:
// case WATERFOUNTAIN+2:
// case __STATIC:
PN = WATERFOUNTAINBROKE;
A_Spawn(i,TOILETWATER);
break;
case SATELITE__STATIC:
case FUELPOD__STATIC:
case SOLARPANNEL__STATIC:
case ANTENNA__STATIC:
if (sprite[sn].extra != *actorscrptr[SHOTSPARK1])
{
for (j=15; j>0; j--)
A_InsertSprite(SECT,SX,SY,sector[SECT].floorz-(12<<8)-(j<<9),SCRAP1+(krand()&15),-8,64,64,
krand()&2047,(krand()&127)+64,-(krand()&511)-256,i,5);
A_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)
A_SpawnMultiple(i, MONEY, 4+(krand()&3));
else if (PN == STATUE || PN == STATUEFLASH)
{
A_SpawnRandomGlass(i,-1,40);
A_PlaySound(GLASS_HEAVYBREAK,i);
}
else if (PN == VASE)
A_SpawnWallGlass(i,-1,40);
A_PlaySound(GLASS_BREAKING,i);
SA = krand()&2047;
A_SpawnWallGlass(i,-1,8);
deletesprite(i);
break;
case FETUS__STATIC:
PN = FETUSBROKE;
A_PlaySound(GLASS_BREAKING,i);
A_SpawnWallGlass(i,-1,10);
break;
case FETUSBROKE__STATIC:
for (j=48; j>0; j--)
{
A_Shoot(i,BLOODSPLAT1);
SA += 333;
}
A_PlaySound(GLASS_HEAVYBREAK,i);
A_PlaySound(SQUISHED,i);
case BOTTLE7__STATIC:
A_PlaySound(GLASS_BREAKING,i);
A_SpawnWallGlass(i,-1,10);
deletesprite(i);
break;
case HYDROPLANT__STATIC:
PN = BROKEHYDROPLANT;
A_PlaySound(GLASS_BREAKING,i);
A_SpawnWallGlass(i,-1,10);
break;
case FORCESPHERE__STATIC:
sprite[i].xrepeat = 0;
ActorExtra[OW].temp_data[0] = 32;
ActorExtra[OW].temp_data[1] = !ActorExtra[OW].temp_data[1];
ActorExtra[OW].temp_data[2] ++;
A_Spawn(i,EXPLOSION2);
break;
case BROKEHYDROPLANT__STATIC:
if (CS&1)
{
A_PlaySound(GLASS_BREAKING,i);
SZ += 16<<8;
CS = 0;
A_SpawnWallGlass(i,-1,5);
}
break;
case TOILET__STATIC:
PN = TOILETBROKE;
CS |= (krand()&1)<<2;
CS &= ~257;
A_Spawn(i,TOILETWATER);
A_PlaySound(GLASS_BREAKING,i);
break;
case STALL__STATIC:
PN = STALLBROKE;
CS |= (krand()&1)<<2;
CS &= ~257;
A_Spawn(i,TOILETWATER);
A_PlaySound(GLASS_HEAVYBREAK,i);
break;
case HYDRENT__STATIC:
PN = BROKEFIREHYDRENT;
A_Spawn(i,TOILETWATER);
// for(k=0;k<5;k++)
// {
// j = A_InsertSprite(SECT,SX,SY,SZ-(krand()%(48<<8)),SCRAP3+(krand()&3),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(sprite[i].zvel>>2),i,5);
// sprite[j].pal = 2;
// }
A_PlaySound(GLASS_HEAVYBREAK,i);
break;
case GRATE1__STATIC:
PN = BGRATE1;
CS &= (65535-256-1);
A_PlaySound(VENT_BUST,i);
break;
case CIRCLEPANNEL__STATIC:
PN = CIRCLEPANNELBROKE;
CS &= (65535-256-1);
A_PlaySound(VENT_BUST,i);
break;
case PANNEL1__STATIC:
case PANNEL2__STATIC:
PN = BPANNEL1;
CS &= (65535-256-1);
A_PlaySound(VENT_BUST,i);
break;
case PANNEL3__STATIC:
PN = BPANNEL3;
CS &= (65535-256-1);
A_PlaySound(VENT_BUST,i);
break;
case PIPE1__STATIC:
case PIPE2__STATIC:
case PIPE3__STATIC:
case PIPE4__STATIC:
case PIPE5__STATIC:
case PIPE6__STATIC:
switch (DynamicTileMap[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 = A_Spawn(i,STEAM);
sprite[j].z = sector[SECT].floorz-(32<<8);
break;
case MONK__STATIC:
case LUKE__STATIC:
case INDY__STATIC:
case JURYGUY__STATIC:
A_PlaySound(SLT,i);
A_Spawn(i,SHT);
case SPACEMARINE__STATIC:
sprite[i].extra -= sprite[sn].extra;
if (sprite[i].extra > 0) break;
SA = krand()&2047;
A_Shoot(i,BLOODSPLAT1);
SA = krand()&2047;
A_Shoot(i,BLOODSPLAT2);
SA = krand()&2047;
A_Shoot(i,BLOODSPLAT3);
SA = krand()&2047;
A_Shoot(i,BLOODSPLAT4);
SA = krand()&2047;
A_Shoot(i,BLOODSPLAT1);
SA = krand()&2047;
A_Shoot(i,BLOODSPLAT2);
SA = krand()&2047;
A_Shoot(i,BLOODSPLAT3);
SA = krand()&2047;
A_Shoot(i,BLOODSPLAT4);
A_DoGuts(i,JIBS1,1);
A_DoGuts(i,JIBS2,2);
A_DoGuts(i,JIBS3,3);
A_DoGuts(i,JIBS4,4);
A_DoGuts(i,JIBS5,1);
A_DoGuts(i,JIBS3,6);
S_PlaySound(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:
A_PlaySound(GLASS_HEAVYBREAK,i);
s = &sprite[i];
for (j=16; j>0; j--) RANDOMSCRAP;
deletesprite(i);
break;
case PLAYERONWATER__STATIC:
i = OW;
default:
if ((sprite[i].cstat&16) && SHT == 0 && SLT == 0 && sprite[i].statnum == STAT_DEFAULT)
break;
if ((sprite[sn].picnum == FREEZEBLAST || sprite[sn].owner != i) && sprite[i].statnum != 4)
{
if (A_CheckEnemySprite(&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 = A_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-(krand()&63);
}
j = sprite[sn].owner;
if (j >= 0 && sprite[j].picnum == APLAYER && PN != ROTATEGUN && PN != DRONE)
if (g_player[sprite[j].yvel].ps->curr_weapon == SHOTGUN_WEAPON)
{
A_Shoot(i,BLOODSPLAT3);
A_Shoot(i,BLOODSPLAT1);
A_Shoot(i,BLOODSPLAT2);
A_Shoot(i,BLOODSPLAT4);
}
if (PN != TANK && PN != BOSS1 && PN != BOSS4 && PN != BOSS2 && PN != BOSS3 && PN != RECON && PN != ROTATEGUN)
{
if (sprite[i].extra > 0)
{
if ((sprite[i].cstat&48) == 0)
SA = (sprite[sn].ang+1024)&2047;
sprite[i].xvel = -(sprite[sn].extra<<2);
j = SECT;
pushmove((vec3_t *)&sprite[i],&j,128L,(4L<<8),(4L<<8),CLIPMASK0);
if (j != SECT && j >= 0 && j < MAXSECTORS)
changespritesect(i,j);
}
}
if (sprite[i].statnum == STAT_ZOMBIEACTOR)
{
changespritestat(i, STAT_ACTOR);
ActorExtra[i].timetosleep = SLEEPTIME;
}
if ((RX < 24 || PN == SHARK) && sprite[sn].picnum == SHRINKSPARK) return;
}
if (sprite[i].statnum != STAT_ZOMBIEACTOR)
{
if (sprite[sn].picnum == FREEZEBLAST && ((PN == APLAYER && sprite[i].pal == 1) || (g_freezerSelfDamage == 0 && sprite[sn].owner == i)))
return;
ActorExtra[i].picnum = sprite[sn].picnum;
ActorExtra[i].extra += sprite[sn].extra;
ActorExtra[i].ang = sprite[sn].ang;
ActorExtra[i].owner = sprite[sn].owner;
}
if (sprite[i].statnum == STAT_PLAYER)
{
p = sprite[i].yvel;
if (g_player[p].ps->newowner >= 0)
{
g_player[p].ps->newowner = -1;
g_player[p].ps->posx = g_player[p].ps->oposx;
g_player[p].ps->posy = g_player[p].ps->oposy;
g_player[p].ps->posz = g_player[p].ps->oposz;
g_player[p].ps->ang = g_player[p].ps->oang;
updatesector(g_player[p].ps->posx,g_player[p].ps->posy,&g_player[p].ps->cursectnum);
P_UpdateScreenPal(g_player[p].ps);
j = headspritestat[STAT_ACTOR];
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[ActorExtra[i].owner].picnum != APLAYER)
if (ud.player_skill >= 3)
sprite[sn].extra += (sprite[sn].extra>>1);
}
}
break;
}
}
void allignwarpelevators(void)
{
int32_t j, i = headspritestat[STAT_EFFECTOR];
while (i >= 0)
{
if (SLT == 17 && SS > 16)
{
j = headspritestat[STAT_EFFECTOR];
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 G_HandleSharedKeys(int32_t snum)
{
int32_t i, k = 0, dainv;
uint32_t sb_snum = g_player[snum].sync->bits, j;
DukePlayer_t *p = g_player[snum].ps;
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 = g_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>>SK_AIMMODE)&1;
if (p->aim_mode < i)
p->return_to_center = 9;
if (TEST_SYNC_KEY(sb_snum, SK_QUICK_KICK) && p->quick_kick == 0)
if (p->curr_weapon != KNEE_WEAPON || p->kickback_pic == 0)
{
aGameVars[g_iReturnVarID].val.lValue = 0;
X_OnEvent(EVENT_QUICKKICK,g_player[snum].ps->i,snum, -1);
if (aGameVars[g_iReturnVarID].val.lValue == 0)
{
p->quick_kick = 14;
if (p->fta == 0 || p->ftq == 80)
P_DoQuote(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));
j = sb_snum & ((15<<SK_WEAPON_BITS)|BIT(SK_STEROIDS)|BIT(SK_NIGHTVISION)|BIT(SK_MEDKIT)|BIT(SK_QUICK_KICK)| \
BIT(SK_HOLSTER)|BIT(SK_INV_LEFT)|BIT(SK_PAUSE)|BIT(SK_HOLODUKE)|BIT(SK_JETPACK)|BIT(SK_INV_RIGHT)| \
BIT(SK_TURNAROUND)|BIT(SK_OPEN)|BIT(SK_INVENTORY)|BIT(SK_ESCAPE));
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 && TEST_SYNC_KEY(sb_snum, SK_MULTIFLAG) == 0)
{
if (TEST_SYNC_KEY(sb_snum, SK_PAUSE))
{
KB_ClearKeyDown(sc_Pause);
if (ud.pause_on)
ud.pause_on = 0;
else ud.pause_on = 1+SHIFTS_IS_PRESSED;
if (ud.pause_on)
{
S_PauseMusic(1);
FX_StopAllSounds();
S_ClearSoundLocks();
}
else
{
if (ud.config.MusicToggle) S_PauseMusic(0);
pub = NUMPAGES;
pus = NUMPAGES;
}
}
if (ud.pause_on) return;
if (sprite[p->i].extra <= 0) return; // if dead...
if (TEST_SYNC_KEY(sb_snum, SK_INVENTORY) && p->newowner == -1) // inventory button generates event for selected item
{
aGameVars[g_iReturnVarID].val.lValue = 0;
X_OnEvent(EVENT_INVENTORY,g_player[snum].ps->i,snum, -1);
if (aGameVars[g_iReturnVarID].val.lValue == 0)
{
switch (p->inven_icon)
{
case 4:
sb_snum |= BIT(SK_JETPACK);
break;
case 3:
sb_snum |= BIT(SK_HOLODUKE);
break;
case 5:
sb_snum |= BIT(SK_NIGHTVISION);
break;
case 1:
sb_snum |= BIT(SK_MEDKIT);
break;
case 2:
sb_snum |= BIT(SK_STEROIDS);
break;
}
}
}
if (TEST_SYNC_KEY(sb_snum, SK_NIGHTVISION))
{
aGameVars[g_iReturnVarID].val.lValue = 0;
X_OnEvent(EVENT_USENIGHTVISION,g_player[snum].ps->i,snum, -1);
if (aGameVars[g_iReturnVarID].val.lValue == 0
&& p->heat_amount > 0)
{
p->heat_on = !p->heat_on;
P_UpdateScreenPal(p);
p->inven_icon = 5;
A_PlaySound(NITEVISION_ONOFF,p->i);
P_DoQuote(106+(!p->heat_on),p);
}
}
if (TEST_SYNC_KEY(sb_snum, SK_STEROIDS))
{
aGameVars[g_iReturnVarID].val.lValue = 0;
X_OnEvent(EVENT_USESTEROIDS,g_player[snum].ps->i,snum, -1);
if (aGameVars[g_iReturnVarID].val.lValue == 0)
{
if (p->steroids_amount == 400)
{
p->steroids_amount--;
A_PlaySound(DUKE_TAKEPILLS,p->i);
P_DoQuote(12,p);
}
if (p->steroids_amount > 0)
p->inven_icon = 2;
}
return; // is there significance to returning?
}
if (p->refresh_inventory)
{
sb_snum |= BIT(SK_INV_LEFT); // emulate move left...
}
if (p->newowner == -1)
if (TEST_SYNC_KEY(sb_snum, SK_INV_LEFT) || TEST_SYNC_KEY(sb_snum, SK_INV_RIGHT))
{
p->invdisptime = GAMETICSPERSEC*2;
if (TEST_SYNC_KEY(sb_snum, SK_INV_RIGHT)) 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++;
else dainv--;
goto CHECKINV1;
case 6:
if (p->scuba_amount > 0 && i > 1)
break;
if (k) dainv++;
else dainv--;
goto CHECKINV1;
case 2:
if (p->steroids_amount > 0 && i > 1)
break;
if (k) dainv++;
else dainv--;
goto CHECKINV1;
case 3:
if (p->holoduke_amount > 0 && i > 1)
break;
if (k) dainv++;
else dainv--;
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++;
else dainv--;
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 (TEST_SYNC_KEY(sb_snum, SK_INV_LEFT)) // Inventory_Left
{
/*Gv_SetVar(g_iReturnVarID,dainv,g_player[snum].ps->i,snum);*/
aGameVars[g_iReturnVarID].val.lValue = dainv;
X_OnEvent(EVENT_INVENTORYLEFT,g_player[snum].ps->i,snum, -1);
dainv=aGameVars[g_iReturnVarID].val.lValue;
}
else if (TEST_SYNC_KEY(sb_snum, SK_INV_RIGHT)) // Inventory_Right
{
/*Gv_SetVar(g_iReturnVarID,dainv,g_player[snum].ps->i,snum);*/
aGameVars[g_iReturnVarID].val.lValue = dainv;
X_OnEvent(EVENT_INVENTORYRIGHT,g_player[snum].ps->i,snum, -1);
dainv=aGameVars[g_iReturnVarID].val.lValue;
}
if (dainv >= 1)
{
p->inven_icon = dainv;
if (dainv || p->firstaid_amount)
{
static const int32_t i[8] = { 3, 90, 91, 88, 101, 89, 6, 0 };
P_DoQuote(i[dainv-1], p);
}
}
}
j = ((sb_snum&(15<<SK_WEAPON_BITS))>>SK_WEAPON_BITS) - 1;
aGameVars[g_iReturnVarID].val.lValue = j;
switch (j)
{
case 0:
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
case 9:
X_OnEvent(EVENT_WEAPKEY1+j,p->i,snum, -1);
break;
case 10:
X_OnEvent(EVENT_PREVIOUSWEAPON,p->i,snum, -1);
break;
case 11:
X_OnEvent(EVENT_NEXTWEAPON,p->i,snum, -1);
break;
}
j = (uint32_t) aGameVars[g_iReturnVarID].val.lValue;
if (p->reloading == 1)
j = -1;
else if ((int32_t)j != -1 && p->kickback_pic == 1 && p->weapon_pos == 1)
{
p->wantweaponfire = j;
p->kickback_pic = 0;
}
if ((int32_t)j != -1 && p->last_pissed_time <= (GAMETICSPERSEC*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 ((int32_t)j == -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)
{
P_AddWeapon(p, KNEE_WEAPON);
break;
}
}
}
Gv_SetVar(g_iWorksLikeVarID,aplWeaponWorksLike[p->curr_weapon][snum],p->i,snum);
Gv_SetVar(g_iWeaponVarID,j, p->i, snum);
aGameVars[g_iReturnVarID].val.lValue = j;
X_OnEvent(EVENT_SELECTWEAPON,p->i,snum, -1);
j = aGameVars[g_iReturnVarID].val.lValue;
if ((int32_t)j != -1 && j <= MAX_WEAPONS)
{
if (j == HANDBOMB_WEAPON && p->ammo_amount[HANDBOMB_WEAPON] == 0)
{
k = headspritestat[STAT_ACTOR];
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 |= BIT(SK_HOLSTER);
p->weapon_pos = -9;
}
else if ((int32_t)j >= 0 && p->gotweapon[j] && (uint32_t)p->curr_weapon != j)
switch (j)
{
case PISTOL_WEAPON:
case SHOTGUN_WEAPON:
case CHAINGUN_WEAPON:
case RPG_WEAPON:
case DEVISTATOR_WEAPON:
case FREEZE_WEAPON:
case GROW_WEAPON:
case SHRINKER_WEAPON:
if (p->ammo_amount[j] == 0 && p->show_empty_weapon == 0)
{
p->last_full_weapon = p->curr_weapon;
p->show_empty_weapon = 32;
}
case KNEE_WEAPON:
P_AddWeapon(p, j);
break;
case HANDREMOTE_WEAPON:
if (k >= 0) // Found in list of [1]'s
{
p->curr_weapon = j;
p->last_weapon = -1;
p->weapon_pos = 10;
}
break;
case HANDBOMB_WEAPON:
case TRIPBOMB_WEAPON:
if (p->ammo_amount[j] > 0 && p->gotweapon[j])
P_AddWeapon(p, j);
break;
}
}
}
}
if (TEST_SYNC_KEY(sb_snum, SK_HOLODUKE) && p->newowner == -1)
{
if (p->holoduke_on == -1)
{
aGameVars[g_iReturnVarID].val.lValue = 0;
X_OnEvent(EVENT_HOLODUKEON,g_player[snum].ps->i,snum, -1);
if (aGameVars[g_iReturnVarID].val.lValue == 0)
{
if (p->holoduke_amount > 0)
{
p->inven_icon = 3;
if (p->cursectnum > -1)
{
p->holoduke_on = i = A_InsertSprite(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;
P_DoQuote(47,p);
A_PlaySound(TELEPORTER,p->holoduke_on);
}
}
else P_DoQuote(49,p);
}
}
else
{
aGameVars[g_iReturnVarID].val.lValue = 0;
X_OnEvent(EVENT_HOLODUKEOFF,g_player[snum].ps->i,snum, -1);
if (aGameVars[g_iReturnVarID].val.lValue == 0)
{
A_PlaySound(TELEPORTER,p->holoduke_on);
p->holoduke_on = -1;
P_DoQuote(48,p);
}
}
}
if (TEST_SYNC_KEY(sb_snum, SK_MEDKIT))
{
aGameVars[g_iReturnVarID].val.lValue = 0;
X_OnEvent(EVENT_USEMEDKIT,g_player[snum].ps->i,snum, -1);
if (aGameVars[g_iReturnVarID].val.lValue == 0)
{
if (p->firstaid_amount > 0 && sprite[p->i].extra < p->max_player_health)
{
j = p->max_player_health-sprite[p->i].extra;
if ((uint32_t)p->firstaid_amount > j)
{
p->firstaid_amount -= j;
sprite[p->i].extra = p->max_player_health;
p->inven_icon = 1;
}
else
{
sprite[p->i].extra += p->firstaid_amount;
p->firstaid_amount = 0;
P_SelectNextInvItem(p);
}
A_PlaySound(DUKE_USEMEDKIT,p->i);
}
}
}
if (TEST_SYNC_KEY(sb_snum, SK_JETPACK) && p->newowner == -1)
{
aGameVars[g_iReturnVarID].val.lValue = 0;
X_OnEvent(EVENT_USEJETPACK,g_player[snum].ps->i,snum, -1);
if (aGameVars[g_iReturnVarID].val.lValue == 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);
// S_TestSoundCallback(DUKE_SCREAM);
p->scream_voice = -1;
}
A_PlaySound(DUKE_JETPACK_ON,p->i);
P_DoQuote(52,p);
}
else
{
p->hard_landing = 0;
p->poszv = 0;
A_PlaySound(DUKE_JETPACK_OFF,p->i);
S_StopEnvSound(DUKE_JETPACK_IDLE,p->i);
S_StopEnvSound(DUKE_JETPACK_ON,p->i);
P_DoQuote(53,p);
}
}
else P_DoQuote(50,p);
}
}
if (TEST_SYNC_KEY(sb_snum, SK_TURNAROUND) && p->one_eighty_count == 0)
{
aGameVars[g_iReturnVarID].val.lValue = 0;
X_OnEvent(EVENT_TURNAROUND,p->i,snum, -1);
if (aGameVars[g_iReturnVarID].val.lValue == 0)
{
p->one_eighty_count = -1024;
}
}
}
}
int32_t A_CheckHitSprite(int32_t i, int16_t *hitsp)
{
hitdata_t hitinfo;
int32_t zoff = 0;
if (A_CheckEnemySprite(&sprite[i]))
zoff = (42<<8);
else if (PN == APLAYER) zoff = (39<<8);
SZ -= zoff;
hitscan((const vec3_t *)&sprite[i],SECT,
sintable[(SA+512)&2047],
sintable[SA&2047],
0,&hitinfo,CLIPMASK1);
SZ += zoff;
*hitsp = hitinfo.hitsprite;
if (hitinfo.hitwall >= 0 && (wall[hitinfo.hitwall].cstat&16) && A_CheckEnemySprite(&sprite[i]))
return((1<<30));
return (FindDistance2D(hitinfo.pos.x-SX,hitinfo.pos.y-SY));
}
static int32_t hitawall(DukePlayer_t *p,int16_t *hitw)
{
hitdata_t hitinfo;
hitscan((const vec3_t *)p,p->cursectnum,
sintable[(p->ang+512)&2047],
sintable[p->ang&2047],
0,&hitinfo,CLIPMASK0);
*hitw = hitinfo.hitwall;
return (FindDistance2D(hitinfo.pos.x-p->posx,hitinfo.pos.y-p->posy));
}
void P_CheckSectors(int32_t snum)
{
int32_t i = -1,oldz;
DukePlayer_t *p = g_player[snum].ps;
int16_t j,hitscanwall;
if (p->cursectnum > -1)
switch (sector[p->cursectnum].lotag)
{
case 32767:
sector[p->cursectnum].lotag = 0;
P_DoQuote(9,p);
p->secret_rooms++;
return;
case -1:
TRAVERSE_CONNECT(i)
g_player[i].ps->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.level_number > MAXLEVELS-1)
ud.level_number = 0;
ud.m_level_number = ud.level_number;
}
return;
case -2:
sector[p->cursectnum].lotag = 0;
p->timebeforeexit = GAMETICSPERSEC*8;
p->customexitsound = sector[p->cursectnum].hitag;
return;
default:
if (sector[p->cursectnum].lotag >= 10000 && sector[p->cursectnum].lotag < 16383)
{
if (snum == screenpeek || (GametypeFlags[ud.coop]&GAMETYPE_COOPSOUND))
A_PlaySound(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 (TEST_SYNC_KEY(g_player[snum].sync->bits, SK_OPEN))
{
aGameVars[g_iReturnVarID].val.lValue = 0;
X_OnEvent(EVENT_USE, p->i, snum, -1);
if (aGameVars[g_iReturnVarID].val.lValue != 0)
g_player[snum].sync->bits &= ~BIT(SK_OPEN);
}
if (ud.cashman && TEST_SYNC_KEY(g_player[snum].sync->bits, SK_OPEN))
A_SpawnMultiple(p->i, MONEY, 2);
if (p->newowner >= 0)
{
if (klabs(g_player[snum].sync->svel) > 768 || klabs(g_player[snum].sync->fvel) > 768)
{
i = -1;
goto CLEARCAMERAS;
}
}
if (!TEST_SYNC_KEY(g_player[snum].sync->bits, SK_OPEN) && !TEST_SYNC_KEY(g_player[snum].sync->bits, SK_ESCAPE))
p->toggle_key_flag = 0;
else if (!p->toggle_key_flag)
{
if (TEST_SYNC_KEY(g_player[snum].sync->bits, SK_ESCAPE))
{
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 && !A_CheckSoundPlaying(p->i,wall[hitscanwall].lotag) && snum == screenpeek)
{
A_PlaySound(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 (DynamicTileMap[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 = A_CheckHitSprite(p->i,&neartagsprite);
if (oldz > 1280) neartagsprite = -1;
}
if (neartagsprite >= 0)
{
if (P_ActivateSwitch(snum,neartagsprite,1)) return;
switch (DynamicTileMap[sprite[neartagsprite].picnum])
{
case TOILET__STATIC:
case STALL__STATIC:
if (p->last_pissed_time == 0)
{
if (ud.lockout == 0) A_PlaySound(DUKE_URINATE,p->i);
p->last_pissed_time = GAMETICSPERSEC*220;
p->transporter_hold = 29*2;
if (p->holster_weapon == 0)
{
p->holster_weapon = 1;
p->weapon_pos = -1;
}
if (sprite[p->i].extra <= (p->max_player_health-(p->max_player_health/10)))
{
sprite[p->i].extra += p->max_player_health/10;
p->last_extra = sprite[p->i].extra;
}
else if (sprite[p->i].extra < p->max_player_health)
sprite[p->i].extra = p->max_player_health;
}
else if (!A_CheckSoundPlaying(neartagsprite,FLUSH_TOILET))
A_PlaySound(FLUSH_TOILET,neartagsprite);
return;
case NUKEBUTTON__STATIC:
hitawall(p,&j);
if (j >= 0 && wall[j].overpicnum == 0)
if (ActorExtra[neartagsprite].temp_data[0] == 0)
{
if (ud.noexits && ud.multimode > 1)
{
// NUKEBUTTON frags the player
ActorExtra[p->i].picnum = NUKEBUTTON;
ActorExtra[p->i].extra = 250;
}
else
{
ActorExtra[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 (ActorExtra[neartagsprite].temp_data[0] != 1)
{
ActorExtra[neartagsprite].temp_data[0] = 1;
sprite[neartagsprite].owner = p->i;
if (sprite[p->i].extra < p->max_player_health)
{
sprite[p->i].extra++;
A_PlaySound(DUKE_DRINKING,p->i);
}
}
return;
case PLUG__STATIC:
A_PlaySound(SHORT_CIRCUIT,p->i);
sprite[p->i].extra -= 2+(krand()&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[STAT_ACTOR];
while (i >= 0)
{
if (PN == CAMERA1 && SP == 0 && sprite[neartagsprite].hitag == SLT)
{
SP = 1; //Using this camera
A_PlaySound(MONITOR_ACTIVE,p->i);
sprite[neartagsprite].owner = i;
sprite[neartagsprite].yvel = 1;
j = p->cursectnum;
p->cursectnum = SECT;
P_UpdateScreenPal(p);
p->cursectnum = j;
// parallaxtype = 2;
p->newowner = i;
return;
}
i = nextspritestat[i];
}
}
CLEARCAMERAS:
if (i < 0)
{
Bmemcpy(p, &p->oposx, sizeof(vec3_t));
p->ang = p->oang;
p->newowner = -1;
updatesector(p->posx,p->posy,&p->cursectnum);
P_UpdateScreenPal(p);
i = headspritestat[STAT_ACTOR];
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 (TEST_SYNC_KEY(g_player[snum].sync->bits, SK_OPEN) == 0) return;
else if (p->newowner >= 0)
{
i = -1;
goto CLEARCAMERAS;
}
if (neartagwall == -1 && neartagsector == -1 && neartagsprite == -1)
if (klabs(A_GetHitscanRange(p->i)) < 512)
{
if ((krand()&255) < 16)
A_PlaySound(DUKE_SEARCH2,p->i);
else A_PlaySound(DUKE_SEARCH,p->i);
return;
}
if (neartagwall >= 0)
{
if (wall[neartagwall].lotag > 0 && CheckDoorTile(wall[neartagwall].picnum))
{
if (hitscanwall == neartagwall || hitscanwall == -1)
P_ActivateSwitch(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];
}
G_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];
}
G_OperateSectors(sprite[p->i].sectnum,p->i);
}
else P_ActivateSwitch(snum,neartagwall,0);
}
}
}