2020-05-10 10:42:47 +00:00
|
|
|
//-------------------------------------------------------------------------
|
|
|
|
/*
|
|
|
|
Copyright (C) 1996, 2003 - 3D Realms Entertainment
|
|
|
|
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
|
|
|
|
|
|
|
|
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
|
|
|
|
|
|
|
|
Duke Nukem 3D is free software; you can redistribute it and/or
|
|
|
|
modify it under the terms of the GNU General Public License
|
|
|
|
as published by the Free Software Foundation; either version 2
|
|
|
|
of the License, or (at your option) any later version.
|
|
|
|
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
|
|
|
|
|
|
See the GNU General Public License for more details.
|
|
|
|
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
|
|
along with this program; if not, write to the Free Software
|
|
|
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
|
|
|
|
|
|
Original Source: 1996 - Todd Replogle
|
|
|
|
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
|
|
|
|
|
|
|
|
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
|
|
|
|
|
|
|
|
Note: EDuke source was in transition. Changes are in-progress in the
|
|
|
|
source as it is released.
|
|
|
|
|
|
|
|
*/
|
|
|
|
//-------------------------------------------------------------------------
|
|
|
|
|
2020-05-10 14:53:09 +00:00
|
|
|
#include <utility>
|
2020-05-10 10:42:47 +00:00
|
|
|
#include "ns.h"
|
|
|
|
#include "global.h"
|
|
|
|
#include "sounds_common.h"
|
|
|
|
|
2020-05-10 14:53:09 +00:00
|
|
|
using std::min;
|
|
|
|
using std::max;
|
2020-05-10 10:42:47 +00:00
|
|
|
// PRIMITIVE
|
|
|
|
BEGIN_DUKE_NS
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// game dependent dispatchers
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
bool isadoorwall_d(int dapic);
|
|
|
|
bool isadoorwall_r(int dapic);
|
2020-05-10 14:53:09 +00:00
|
|
|
void animatewalls_d(void);
|
|
|
|
void animatewalls_r(void);
|
|
|
|
void operaterespawns_d(int low);
|
|
|
|
void operaterespawns_r(int low);
|
2020-05-10 16:05:36 +00:00
|
|
|
void operateforcefields_r(int s, int low);
|
|
|
|
void operateforcefields_d(int s, int low);
|
|
|
|
bool checkhitswitch_d(int snum, int w, int switchtype);
|
|
|
|
bool checkhitswitch_r(int snum, int w, int switchtype);
|
2020-05-10 18:59:38 +00:00
|
|
|
void activatebysector_d(int sect, int j);
|
|
|
|
void activatebysector_r(int sect, int j);
|
|
|
|
void checkhitwall_d(int spr, int dawallnum, int x, int y, int z, int atwith);
|
|
|
|
void checkhitwall_r(int spr, int dawallnum, int x, int y, int z, int atwith);
|
|
|
|
void checkplayerhurt_d(struct player_struct* p, int j);
|
|
|
|
void checkplayerhurt_r(struct player_struct* p, int j);
|
|
|
|
bool checkhitceiling_d(int sn);
|
|
|
|
bool checkhitceiling_r(int sn);
|
|
|
|
void checkhitsprite_d(int i, int sn);
|
|
|
|
void checkhitsprite_r(int i, int sn);
|
2020-05-10 10:42:47 +00:00
|
|
|
|
|
|
|
bool isadoorwall(int dapic)
|
|
|
|
{
|
|
|
|
return isRR() ? isadoorwall_r(dapic) : isadoorwall_d(dapic);
|
|
|
|
}
|
|
|
|
|
2020-05-10 14:53:09 +00:00
|
|
|
void animatewalls()
|
|
|
|
{
|
|
|
|
if (isRR()) animatewalls_r(); else animatewalls_d();
|
|
|
|
}
|
|
|
|
|
|
|
|
void operaterespawns(int low)
|
|
|
|
{
|
|
|
|
if (isRR()) operaterespawns_r(low); else operaterespawns_d(low);
|
|
|
|
}
|
2020-05-10 10:42:47 +00:00
|
|
|
|
2020-05-10 16:05:36 +00:00
|
|
|
void operateforcefields(int s, int low)
|
|
|
|
{
|
|
|
|
if (isRR()) operateforcefields_r(s, low); else operateforcefields_d(s, low);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool checkhitswitch(int snum, int w, int switchtype)
|
|
|
|
{
|
|
|
|
return isRR() ? checkhitswitch_r(snum, w, switchtype) : checkhitswitch_d(snum, w, switchtype);
|
|
|
|
}
|
|
|
|
|
2020-05-10 18:59:38 +00:00
|
|
|
void activatebysector(int sect, int j)
|
|
|
|
{
|
|
|
|
if (isRR()) activatebysector_r(sect, j); else activatebysector_d(sect, j);
|
|
|
|
}
|
|
|
|
|
|
|
|
void checkhitwall(int spr, int dawallnum, int x, int y, int z, int atwith)
|
|
|
|
{
|
|
|
|
if (isRR()) checkhitwall_r(spr, dawallnum, x, y, z, atwith); else checkhitwall_d(spr, dawallnum, x, y, z, atwith);
|
|
|
|
}
|
|
|
|
|
|
|
|
void checkplayerhurt(struct player_struct* p, int j)
|
|
|
|
{
|
|
|
|
if (isRR()) checkplayerhurt_r(p, j); else checkplayerhurt_d(p, j);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool checkhitceiling(int sn)
|
|
|
|
{
|
|
|
|
return isRR() ? checkhitceiling_r(sn) : checkhitceiling_d(sn);
|
|
|
|
}
|
|
|
|
|
|
|
|
void checkhitsprite(int i, int sn)
|
|
|
|
{
|
|
|
|
if (isRR()) checkhitsprite_r(i, sn); else checkhitsprite_d(i, sn);
|
|
|
|
}
|
|
|
|
|
2020-05-10 10:42:47 +00:00
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
static bool haltsoundhack;
|
|
|
|
|
|
|
|
int callsound(int sn, int whatsprite)
|
|
|
|
{
|
|
|
|
if (!isRRRA() && haltsoundhack)
|
|
|
|
{
|
|
|
|
haltsoundhack = 0;
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
int i = headspritesect[sn];
|
|
|
|
while (i >= 0)
|
|
|
|
{
|
|
|
|
if (sprite[i].picnum == MUSICANDSFX && sprite[i].lotag < 1000)
|
|
|
|
{
|
|
|
|
if (whatsprite == -1) whatsprite = i;
|
|
|
|
|
|
|
|
int snum = sprite[i].lotag;
|
|
|
|
auto flags = S_GetUserFlags(snum);
|
|
|
|
if (hittype[i].temp_data[0] == 0)
|
|
|
|
{
|
|
|
|
if ((flags & (SF_GLOBAL | SF_DTAG)) != SF_GLOBAL)
|
|
|
|
{
|
|
|
|
if (snum)
|
|
|
|
{
|
|
|
|
if (sprite[i].hitag && snum != sprite[i].hitag)
|
|
|
|
S_StopEnvSound(sprite[i].hitag, hittype[i].temp_data[5]); // changed to only stop the sound on the same actor, not all of them.
|
|
|
|
spritesound(snum, whatsprite);
|
|
|
|
hittype[i].temp_data[5] = whatsprite;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((sector[sprite[i].sectnum].lotag & 0xff) != ST_22_SPLITTING_DOOR)
|
|
|
|
hittype[i].temp_data[0] = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (S_IsSoundValid(sprite[i].hitag))
|
|
|
|
{
|
|
|
|
if ((flags & SF_LOOP) || (sprite[i].hitag && sprite[i].hitag != sprite[i].lotag))
|
|
|
|
S_StopEnvSound(sprite[i].lotag, hittype[i].temp_data[5]); // changed to only stop the sound on the same actor, not all of them.
|
|
|
|
if (sprite[i].hitag) spritesound(sprite[i].hitag, whatsprite);
|
|
|
|
hittype[i].temp_data[0] = 0;
|
|
|
|
hittype[i].temp_data[5] = whatsprite;
|
|
|
|
}
|
|
|
|
return sprite[i].lotag;
|
|
|
|
}
|
|
|
|
i = nextspritesect[i];
|
|
|
|
}
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
int check_activator_motion(int lotag)
|
|
|
|
{
|
|
|
|
int i, j;
|
|
|
|
spritetype* s;
|
|
|
|
|
|
|
|
i = headspritestat[STAT_ACTIVATOR];
|
|
|
|
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[STAT_EFFECTOR];
|
|
|
|
while (j >= 0)
|
|
|
|
{
|
|
|
|
if (s->sectnum == sprite[j].sectnum)
|
|
|
|
switch (sprite[j].lotag)
|
|
|
|
{
|
|
|
|
case SE_11_SWINGING_DOOR:
|
|
|
|
case SE_30_TWO_WAY_TRAIN:
|
|
|
|
if (hittype[j].temp_data[4])
|
|
|
|
return(1);
|
|
|
|
break;
|
|
|
|
case SE_18_INCREMENTAL_SECTOR_RISE_FALL:
|
|
|
|
if (isRRRA()) break;
|
|
|
|
case SE_20_STRETCH_BRIDGE:
|
|
|
|
case SE_31_FLOOR_RISE_FALL:
|
|
|
|
case SE_32_CEILING_RISE_FALL:
|
|
|
|
if (hittype[j].temp_data[0])
|
|
|
|
return(1);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
j = nextspritestat[j];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
i = nextspritestat[i];
|
|
|
|
}
|
|
|
|
return(0);
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
bool isanunderoperator(int lotag)
|
|
|
|
{
|
|
|
|
switch (lotag & 0xff)
|
|
|
|
{
|
|
|
|
case ST_15_WARP_ELEVATOR:
|
|
|
|
case ST_16_PLATFORM_DOWN:
|
|
|
|
case ST_17_PLATFORM_UP:
|
|
|
|
case ST_18_ELEVATOR_DOWN:
|
|
|
|
case ST_19_ELEVATOR_UP:
|
|
|
|
case ST_26_SPLITTING_ST_DOOR:
|
|
|
|
return true;
|
|
|
|
case ST_22_SPLITTING_DOOR:
|
|
|
|
return !isRR();
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
bool isanearoperator(int lotag)
|
|
|
|
{
|
|
|
|
switch (lotag & 0xff)
|
|
|
|
{
|
|
|
|
case ST_9_SLIDING_ST_DOOR:
|
|
|
|
case ST_15_WARP_ELEVATOR:
|
|
|
|
case ST_16_PLATFORM_DOWN:
|
|
|
|
case ST_17_PLATFORM_UP:
|
|
|
|
case ST_18_ELEVATOR_DOWN:
|
|
|
|
case ST_19_ELEVATOR_UP:
|
|
|
|
case ST_20_CEILING_DOOR:
|
|
|
|
case ST_21_FLOOR_DOOR:
|
|
|
|
case ST_22_SPLITTING_DOOR:
|
|
|
|
case ST_23_SWINGING_DOOR:
|
|
|
|
case ST_25_SLIDING_DOOR:
|
|
|
|
case ST_26_SPLITTING_ST_DOOR:
|
|
|
|
case ST_29_TEETH_DOOR:
|
|
|
|
return true;
|
|
|
|
case 41:
|
|
|
|
return isRR();
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2020-05-10 14:53:09 +00:00
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
int findplayer(const spritetype* s, int* d)
|
|
|
|
{
|
|
|
|
short j, closest_player;
|
|
|
|
int x, closest;
|
|
|
|
|
|
|
|
if (ud.multimode < 2)
|
|
|
|
{
|
|
|
|
*d = abs(ps[myconnectindex].oposx - s->x) + abs(ps[myconnectindex].oposy - s->y) + ((abs(ps[myconnectindex].oposz - s->z + (28 << 8))) >> 4);
|
|
|
|
return myconnectindex;
|
|
|
|
}
|
|
|
|
|
|
|
|
closest = 0x7fffffff;
|
|
|
|
closest_player = 0;
|
|
|
|
|
|
|
|
for (j = connecthead; j >= 0; j = connectpoint2[j])
|
|
|
|
{
|
|
|
|
x = abs(ps[j].oposx - s->x) + abs(ps[j].oposy - s->y) + ((abs(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;
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
int findotherplayer(int p, int* d)
|
|
|
|
{
|
|
|
|
short j, closest_player;
|
|
|
|
int 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 = abs(ps[j].oposx - ps[p].posx) + abs(ps[j].oposy - ps[p].posy) + (abs(ps[j].oposz - ps[p].posz) >> 4);
|
|
|
|
|
|
|
|
if (x < closest)
|
|
|
|
{
|
|
|
|
closest_player = j;
|
|
|
|
closest = x;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
*d = closest;
|
|
|
|
return closest_player;
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void doanimations(void)
|
|
|
|
{
|
|
|
|
int 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 == ST_18_ELEVATOR_DOWN || sector[animatesect[i]].lotag == ST_19_ELEVATOR_UP)
|
|
|
|
if (animateptr[i] == §or[animatesect[i]].ceilingz)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if ((sector[dasect].lotag & 0xff) != ST_22_SPLITTING_DOOR)
|
|
|
|
callsound(dasect, -1);
|
|
|
|
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (v > 0) { a = min(a + v, animategoal[i]); }
|
|
|
|
else { a = max(a + v, animategoal[i]); }
|
|
|
|
|
|
|
|
if (animateptr[i] == §or[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 0
|
|
|
|
if (p == myconnectindex)
|
|
|
|
{
|
|
|
|
myz += v;
|
|
|
|
myzvel = 0;
|
|
|
|
myzbak[((movefifoplc - 1) & (MOVEFIFOSIZ - 1))] = ps[p].posz;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
for (j = headspritesect[dasect]; j >= 0; j = nextspritesect[j])
|
|
|
|
if (sprite[j].statnum != STAT_EFFECTOR)
|
|
|
|
{
|
|
|
|
hittype[j].bposz = sprite[j].z;
|
|
|
|
sprite[j].z += v;
|
|
|
|
hittype[j].floorz = sector[dasect].floorz + v;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
*animateptr[i] = a;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
int getanimationgoal(const int* animptr)
|
|
|
|
{
|
|
|
|
int i, j;
|
|
|
|
|
|
|
|
j = -1;
|
|
|
|
for (i = animatecnt - 1; i >= 0; i--)
|
|
|
|
if (animptr == (int*)animateptr[i])
|
|
|
|
{
|
|
|
|
j = i;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
return(j);
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
int setanimation(short animsect, int* animptr, int thegoal, int thevel)
|
|
|
|
{
|
|
|
|
int 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);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
bool activatewarpelevators(int s, int d) //Parm = sectoreffectornum
|
|
|
|
{
|
|
|
|
short i, sn;
|
|
|
|
|
|
|
|
sn = sprite[s].sectnum;
|
|
|
|
|
|
|
|
// See if the sector exists
|
|
|
|
|
|
|
|
i = headspritestat[3];
|
|
|
|
while (i >= 0)
|
|
|
|
{
|
|
|
|
if (sprite[i].lotag == SE_17_WARP_ELEVATOR || (isRRRA() && sprite[i].lotag == SE_18_INCREMENTAL_SECTOR_RISE_FALL))
|
|
|
|
if (sprite[i].hitag == sprite[s].hitag)
|
|
|
|
if ((abs(sector[sn].floorz - hittype[s].temp_data[2]) > sprite[i].yvel) ||
|
|
|
|
(sector[sprite[i].sectnum].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 (sprite[i].lotag == SE_17_WARP_ELEVATOR || (isRRRA() && sprite[i].lotag == SE_18_INCREMENTAL_SECTOR_RISE_FALL))
|
|
|
|
if (sprite[i].hitag == sprite[s].hitag)
|
|
|
|
{
|
|
|
|
hittype[i].temp_data[0] = d;
|
|
|
|
hittype[i].temp_data[1] = d; //Make all check warp
|
|
|
|
}
|
|
|
|
i = nextspritestat[i];
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void operatesectors(int sn, int ii)
|
|
|
|
{
|
|
|
|
int j=0, l, q, startwall, endwall;
|
|
|
|
int i;
|
|
|
|
char sect_error;
|
|
|
|
sectortype* sptr;
|
|
|
|
|
|
|
|
sect_error = 0;
|
|
|
|
sptr = §or[sn];
|
|
|
|
|
|
|
|
switch (sptr->lotag & (0xffff - 49152))
|
|
|
|
{
|
|
|
|
|
|
|
|
case 41:
|
|
|
|
if (isRR()) operatejaildoors(sptr->hitag);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 7:
|
|
|
|
if (!isRR()) break;
|
|
|
|
startwall = sptr->wallptr;
|
|
|
|
endwall = startwall + sptr->wallnum;
|
|
|
|
for (j = startwall; j < endwall; j++)
|
|
|
|
{
|
|
|
|
setanimation(sn, &wall[j].x, wall[j].x + 1024, 4);
|
|
|
|
setanimation(sn, &wall[wall[j].nextwall].x, wall[wall[j].nextwall].x + 1024, 4);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case ST_30_ROTATE_RISE_BRIDGE:
|
|
|
|
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 ST_31_TWO_WAY_TRAIN:
|
|
|
|
|
|
|
|
j = sector[sn].hitag;
|
|
|
|
if (hittype[j].temp_data[4] == 0)
|
|
|
|
hittype[j].temp_data[4] = 1;
|
|
|
|
|
|
|
|
callsound(sn, ii);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case ST_26_SPLITTING_ST_DOOR: //The split doors
|
|
|
|
i = getanimationgoal(&sptr->ceilingz);
|
|
|
|
if (i == -1) //if the door has stopped
|
|
|
|
{
|
|
|
|
haltsoundhack = 1;
|
|
|
|
sptr->lotag &= 0xff00;
|
|
|
|
sptr->lotag |= ST_22_SPLITTING_DOOR;
|
|
|
|
operatesectors(sn, ii);
|
|
|
|
sptr->lotag &= 0xff00;
|
|
|
|
sptr->lotag |= ST_9_SLIDING_ST_DOOR;
|
|
|
|
operatesectors(sn, ii);
|
|
|
|
sptr->lotag &= 0xff00;
|
|
|
|
sptr->lotag |= ST_26_SPLITTING_ST_DOOR;
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
|
|
|
|
case ST_9_SLIDING_ST_DOOR:
|
|
|
|
{
|
|
|
|
int dax, day, dax2, day2, sp;
|
|
|
|
int 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 ST_15_WARP_ELEVATOR://Warping elevators
|
|
|
|
|
|
|
|
if (sprite[ii].picnum != APLAYER) return;
|
|
|
|
// if(ps[sprite[ii].yvel].select_dir == 1) return;
|
|
|
|
|
|
|
|
i = headspritesect[sn];
|
|
|
|
while (i >= 0)
|
|
|
|
{
|
|
|
|
if (sprite[i].picnum == SECTOREFFECTOR && sprite[i].lotag == 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 > sprite[i].z)
|
|
|
|
activatewarpelevators(i, -1);
|
|
|
|
else
|
|
|
|
activatewarpelevators(i, 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
case ST_16_PLATFORM_DOWN:
|
|
|
|
case ST_17_PLATFORM_UP:
|
|
|
|
|
|
|
|
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 ST_18_ELEVATOR_DOWN:
|
|
|
|
case ST_19_ELEVATOR_UP:
|
|
|
|
|
|
|
|
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 ST_29_TEETH_DOOR:
|
|
|
|
|
|
|
|
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 ((sprite[i].lotag == 22) &&
|
|
|
|
(sprite[i].hitag == sptr->hitag))
|
|
|
|
{
|
|
|
|
sector[sprite[i].sectnum].extra = -sector[sprite[i].sectnum].extra;
|
|
|
|
|
|
|
|
hittype[i].temp_data[0] = sn;
|
|
|
|
hittype[i].temp_data[1] = 1;
|
|
|
|
}
|
|
|
|
i = nextspritestat[i];
|
|
|
|
}
|
|
|
|
|
|
|
|
sptr->lotag ^= 0x8000;
|
|
|
|
|
|
|
|
setanimation(sn, &sptr->ceilingz, j, sptr->extra);
|
|
|
|
|
|
|
|
callsound(sn, ii);
|
|
|
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
case ST_20_CEILING_DOOR:
|
|
|
|
REDODOOR:
|
|
|
|
|
|
|
|
if (sptr->lotag & 0x8000)
|
|
|
|
{
|
|
|
|
i = headspritesect[sn];
|
|
|
|
while (i >= 0)
|
|
|
|
{
|
|
|
|
if (sprite[i].statnum == 3 && sprite[i].lotag == 9)
|
|
|
|
{
|
|
|
|
j = sprite[i].z;
|
|
|
|
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 ST_21_FLOOR_DOOR:
|
|
|
|
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 ST_22_SPLITTING_DOOR:
|
|
|
|
|
|
|
|
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 ST_23_SWINGING_DOOR: //Swingdoor
|
|
|
|
|
|
|
|
j = -1;
|
|
|
|
q = 0;
|
|
|
|
|
|
|
|
i = headspritestat[3];
|
|
|
|
while (i >= 0)
|
|
|
|
{
|
|
|
|
if (sprite[i].lotag == 11 && sprite[i].sectnum == sn && !hittype[i].temp_data[4])
|
|
|
|
{
|
|
|
|
j = i;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
i = nextspritestat[i];
|
|
|
|
}
|
|
|
|
|
|
|
|
l = sector[sprite[i].sectnum].lotag & 0x8000;
|
|
|
|
|
|
|
|
if (j >= 0)
|
|
|
|
{
|
|
|
|
i = headspritestat[3];
|
|
|
|
while (i >= 0)
|
|
|
|
{
|
|
|
|
if (l == (sector[sprite[i].sectnum].lotag & 0x8000) && sprite[i].lotag == 11 && sprite[j].hitag == sprite[i].hitag && !hittype[i].temp_data[4])
|
|
|
|
{
|
|
|
|
if (sector[sprite[i].sectnum].lotag & 0x8000) sector[sprite[i].sectnum].lotag &= 0x7fff;
|
|
|
|
else sector[sprite[i].sectnum].lotag |= 0x8000;
|
|
|
|
hittype[i].temp_data[4] = 1;
|
|
|
|
hittype[i].temp_data[3] = -hittype[i].temp_data[3];
|
|
|
|
if (q == 0)
|
|
|
|
{
|
|
|
|
callsound(sn, i);
|
|
|
|
q = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
i = nextspritestat[i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
|
|
|
|
case ST_25_SLIDING_DOOR: //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 (sprite[i].hitag == sprite[j].hitag)
|
|
|
|
{
|
|
|
|
if (sprite[i].lotag == 15)
|
|
|
|
{
|
|
|
|
sector[sprite[i].sectnum].lotag ^= 0x8000; // Toggle the open or close
|
|
|
|
sprite[i].ang += 1024;
|
|
|
|
if (hittype[i].temp_data[4]) callsound(sprite[i].sectnum, i);
|
|
|
|
callsound(sprite[i].sectnum, i);
|
|
|
|
if (sector[sprite[i].sectnum].lotag & 0x8000) hittype[i].temp_data[4] = 1;
|
|
|
|
else hittype[i].temp_data[4] = 2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
i = nextspritestat[i];
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
|
|
|
|
case ST_27_STRETCH_BRIDGE: //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 ST_28_DROP_FLOOR:
|
|
|
|
//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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
2020-05-10 16:05:36 +00:00
|
|
|
void operateactivators(int low, int snum)
|
2020-05-10 14:53:09 +00:00
|
|
|
{
|
|
|
|
int i, j, k;
|
|
|
|
short * 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)
|
|
|
|
{
|
|
|
|
sector[sprite[i].sectnum].lotag ^= 16384;
|
|
|
|
|
|
|
|
if (snum >= 0)
|
|
|
|
{
|
|
|
|
if (sector[sprite[i].sectnum].lotag & 16384)
|
|
|
|
FTA(4, &ps[snum]);
|
|
|
|
else FTA(8, &ps[snum]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
switch (sprite[i].hitag)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
if (sector[sprite[i].sectnum].floorz != sector[sprite[i].sectnum].ceilingz)
|
|
|
|
{
|
|
|
|
i = nextspritestat[i];
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
if (sector[sprite[i].sectnum].floorz == sector[sprite[i].sectnum].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 SE_18_INCREMENTAL_SECTOR_RISE_FALL:
|
|
|
|
if (isRRRA()) break;
|
|
|
|
case SE_36_PROJ_SHOOTER:
|
|
|
|
case SE_31_FLOOR_RISE_FALL:
|
|
|
|
case SE_32_CEILING_RISE_FALL:
|
|
|
|
hittype[j].temp_data[0] = 1 - hittype[j].temp_data[0];
|
|
|
|
callsound(sprite[i].sectnum, j);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
j = nextspritesect[j];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (k == -1 && (sector[sprite[i].sectnum].lotag & 0xff) == 22)
|
|
|
|
k = callsound(sprite[i].sectnum, i);
|
|
|
|
|
|
|
|
operatesectors(sprite[i].sectnum, i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
i = nextspritestat[i];
|
|
|
|
}
|
|
|
|
|
|
|
|
operaterespawns(low);
|
|
|
|
}
|
|
|
|
|
2020-05-10 16:05:36 +00:00
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void operatemasterswitches(int low)
|
|
|
|
{
|
|
|
|
short i;
|
|
|
|
|
|
|
|
i = headspritestat[6];
|
|
|
|
while (i >= 0)
|
|
|
|
{
|
|
|
|
if (sprite[i].picnum == MASTERSWITCH && sprite[i].lotag == low && sprite[i].yvel == 0)
|
|
|
|
sprite[i].yvel = 1;
|
|
|
|
i = nextspritestat[i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void operateforcefields_common(int s, int low, const std::initializer_list<int> &tiles)
|
|
|
|
{
|
|
|
|
int i, p;
|
|
|
|
|
|
|
|
for (p = numanimwalls; p >= 0; p--)
|
|
|
|
{
|
|
|
|
i = animwall[p].wallnum;
|
|
|
|
|
|
|
|
if (low == wall[i].lotag || low == -1)
|
|
|
|
if (isIn(wall[i].overpicnum, tiles))
|
|
|
|
{
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-05-10 18:59:38 +00:00
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
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 allignwarpelevators(void)
|
|
|
|
{
|
|
|
|
short i, j;
|
|
|
|
|
|
|
|
i = headspritestat[STAT_EFFECTOR];
|
|
|
|
while (i >= 0)
|
|
|
|
{
|
|
|
|
if (sprite[i].lotag == SE_17_WARP_ELEVATOR && sprite[i].shade > 16)
|
|
|
|
{
|
|
|
|
j = headspritestat[STAT_EFFECTOR];
|
|
|
|
while (j >= 0)
|
|
|
|
{
|
|
|
|
if ((sprite[j].lotag) == SE_17_WARP_ELEVATOR && i != j &&
|
|
|
|
(sprite[i].hitag) == (sprite[j].hitag))
|
|
|
|
{
|
|
|
|
sector[sprite[j].sectnum].floorz = sector[sprite[i].sectnum].floorz;
|
|
|
|
sector[sprite[j].sectnum].ceilingz = sector[sprite[i].sectnum].ceilingz;
|
|
|
|
}
|
|
|
|
|
|
|
|
j = nextspritestat[j];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
i = nextspritestat[i];
|
|
|
|
}
|
|
|
|
}
|
2020-05-10 16:05:36 +00:00
|
|
|
|
2020-05-10 14:53:09 +00:00
|
|
|
|
2020-05-10 10:42:47 +00:00
|
|
|
|
|
|
|
END_DUKE_NS
|