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218 lines
6.2 KiB
C++
218 lines
6.2 KiB
C++
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: EDuke source was in transition. Changes are in-progress in the
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source as it is released.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "global.h"
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#include "sounds_common.h"
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// PRIMITIVE
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BEGIN_DUKE_NS
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//---------------------------------------------------------------------------
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//
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// game dependent dispatchers
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//
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//---------------------------------------------------------------------------
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bool isadoorwall_d(int dapic);
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bool isadoorwall_r(int dapic);
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bool isadoorwall(int dapic)
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{
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return isRR() ? isadoorwall_r(dapic) : isadoorwall_d(dapic);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static bool haltsoundhack;
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int callsound(int sn, int whatsprite)
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{
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if (!isRRRA() && haltsoundhack)
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{
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haltsoundhack = 0;
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return -1;
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}
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int i = headspritesect[sn];
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while (i >= 0)
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{
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if (sprite[i].picnum == MUSICANDSFX && sprite[i].lotag < 1000)
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{
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if (whatsprite == -1) whatsprite = i;
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int snum = sprite[i].lotag;
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auto flags = S_GetUserFlags(snum);
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if (hittype[i].temp_data[0] == 0)
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{
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if ((flags & (SF_GLOBAL | SF_DTAG)) != SF_GLOBAL)
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{
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if (snum)
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{
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if (sprite[i].hitag && snum != sprite[i].hitag)
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S_StopEnvSound(sprite[i].hitag, hittype[i].temp_data[5]); // changed to only stop the sound on the same actor, not all of them.
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spritesound(snum, whatsprite);
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hittype[i].temp_data[5] = whatsprite;
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}
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if ((sector[sprite[i].sectnum].lotag & 0xff) != ST_22_SPLITTING_DOOR)
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hittype[i].temp_data[0] = 1;
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}
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}
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else if (S_IsSoundValid(sprite[i].hitag))
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{
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if ((flags & SF_LOOP) || (sprite[i].hitag && sprite[i].hitag != sprite[i].lotag))
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S_StopEnvSound(sprite[i].lotag, hittype[i].temp_data[5]); // changed to only stop the sound on the same actor, not all of them.
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if (sprite[i].hitag) spritesound(sprite[i].hitag, whatsprite);
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hittype[i].temp_data[0] = 0;
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hittype[i].temp_data[5] = whatsprite;
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}
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return sprite[i].lotag;
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}
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i = nextspritesect[i];
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}
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return -1;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int check_activator_motion(int lotag)
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{
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int i, j;
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spritetype* s;
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i = headspritestat[STAT_ACTIVATOR];
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while (i >= 0)
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{
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if (sprite[i].lotag == lotag)
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{
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s = &sprite[i];
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for (j = animatecnt - 1; j >= 0; j--)
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if (s->sectnum == animatesect[j])
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return(1);
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j = headspritestat[STAT_EFFECTOR];
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while (j >= 0)
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{
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if (s->sectnum == sprite[j].sectnum)
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switch (sprite[j].lotag)
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{
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case SE_11_SWINGING_DOOR:
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case SE_30_TWO_WAY_TRAIN:
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if (hittype[j].temp_data[4])
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return(1);
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break;
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case SE_18_INCREMENTAL_SECTOR_RISE_FALL:
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if (isRRRA()) break;
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case SE_20_STRETCH_BRIDGE:
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case SE_31_FLOOR_RISE_FALL:
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case SE_32_CEILING_RISE_FALL:
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if (hittype[j].temp_data[0])
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return(1);
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break;
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}
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j = nextspritestat[j];
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}
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}
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i = nextspritestat[i];
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}
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return(0);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool isanunderoperator(int lotag)
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{
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switch (lotag & 0xff)
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{
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case ST_15_WARP_ELEVATOR:
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case ST_16_PLATFORM_DOWN:
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case ST_17_PLATFORM_UP:
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case ST_18_ELEVATOR_DOWN:
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case ST_19_ELEVATOR_UP:
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case ST_26_SPLITTING_ST_DOOR:
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return true;
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case ST_22_SPLITTING_DOOR:
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return !isRR();
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}
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return false;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool isanearoperator(int lotag)
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{
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switch (lotag & 0xff)
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{
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case ST_9_SLIDING_ST_DOOR:
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case ST_15_WARP_ELEVATOR:
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case ST_16_PLATFORM_DOWN:
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case ST_17_PLATFORM_UP:
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case ST_18_ELEVATOR_DOWN:
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case ST_19_ELEVATOR_UP:
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case ST_20_CEILING_DOOR:
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case ST_21_FLOOR_DOOR:
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case ST_22_SPLITTING_DOOR:
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case ST_23_SWINGING_DOOR:
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case ST_25_SLIDING_DOOR:
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case ST_26_SPLITTING_ST_DOOR:
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case ST_29_TEETH_DOOR:
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return true;
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case 41:
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return isRR();
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}
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return false;
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}
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END_DUKE_NS
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