mirror of
https://github.com/ZDoom/raze-gles.git
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- split up operatesectors into more digestable pieces.
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1 changed files with 483 additions and 349 deletions
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@ -473,6 +473,469 @@ bool activatewarpelevators(DDukeActor* actor, int d) //Parm = sectoreffectornum
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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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static void handle_st09(int sn, DDukeActor* actor)
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{
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int dax, day, dax2, day2, sp;
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int wallfind[2];
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sectortype* sptr = §or[sn];
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int startwall = sptr->wallptr;
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int endwall = startwall + sptr->wallnum - 1;
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sp = sptr->extra >> 4;
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//first find center point by averaging all points
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dax = 0L, day = 0L;
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for (int i = startwall; i <= endwall; i++)
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{
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dax += wall[i].x;
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day += wall[i].y;
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}
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dax /= (endwall - startwall + 1);
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day /= (endwall - startwall + 1);
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//find any points with either same x or same y coordinate
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// as center (dax, day) - should be 2 points found.
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wallfind[0] = -1;
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wallfind[1] = -1;
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for (int i = startwall; i <= endwall; i++)
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if ((wall[i].x == dax) || (wall[i].y == day))
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{
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if (wallfind[0] == -1)
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wallfind[0] = i;
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else wallfind[1] = i;
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}
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for (int j = 0; j < 2; j++)
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{
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if ((wall[wallfind[j]].x == dax) && (wall[wallfind[j]].y == day))
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{
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//find what direction door should open by averaging the
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// 2 neighboring points of wallfind[0] & wallfind[1].
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int i = wallfind[j] - 1; if (i < startwall) i = endwall;
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dax2 = ((wall[i].x + wall[wall[wallfind[j]].point2].x) >> 1) - wall[wallfind[j]].x;
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day2 = ((wall[i].y + wall[wall[wallfind[j]].point2].y) >> 1) - wall[wallfind[j]].y;
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if (dax2 != 0)
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{
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dax2 = wall[wall[wall[wallfind[j]].point2].point2].x;
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dax2 -= wall[wall[wallfind[j]].point2].x;
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setanimation(sn, anim_vertexx, wallfind[j], wall[wallfind[j]].x + dax2, sp);
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setanimation(sn, anim_vertexx, i, wall[i].x + dax2, sp);
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setanimation(sn, anim_vertexx, wall[wallfind[j]].point2, wall[wall[wallfind[j]].point2].x + dax2, sp);
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callsound(sn, actor);
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}
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else if (day2 != 0)
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{
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day2 = wall[wall[wall[wallfind[j]].point2].point2].y;
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day2 -= wall[wall[wallfind[j]].point2].y;
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setanimation(sn, anim_vertexy, wallfind[j], wall[wallfind[j]].y + day2, sp);
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setanimation(sn, anim_vertexy, i, wall[i].y + day2, sp);
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setanimation(sn, anim_vertexy, wall[wallfind[j]].point2, wall[wall[wallfind[j]].point2].y + day2, sp);
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callsound(sn, actor);
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}
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}
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else
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{
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int i = wallfind[j] - 1; if (i < startwall) i = endwall;
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dax2 = ((wall[i].x + wall[wall[wallfind[j]].point2].x) >> 1) - wall[wallfind[j]].x;
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day2 = ((wall[i].y + wall[wall[wallfind[j]].point2].y) >> 1) - wall[wallfind[j]].y;
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if (dax2 != 0)
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{
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setanimation(sn, anim_vertexx, wallfind[j], dax, sp);
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setanimation(sn, anim_vertexx, i, dax + dax2, sp);
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setanimation(sn, anim_vertexx, wall[wallfind[j]].point2, dax + dax2, sp);
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callsound(sn, actor);
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}
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else if (day2 != 0)
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{
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setanimation(sn, anim_vertexy, wallfind[j], day, sp);
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setanimation(sn, anim_vertexy, i, day + day2, sp);
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setanimation(sn, anim_vertexy, wall[wallfind[j]].point2, day + day2, sp);
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callsound(sn, actor);
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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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//
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//
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//---------------------------------------------------------------------------
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static void handle_st15(int sn, DDukeActor* actor)
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{
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if (actor->s.picnum != TILE_APLAYER) return;
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int i;
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// if(ps[sprite[ii].yvel].select_dir == 1) return;
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sectortype* sptr = §or[sn];
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SectIterator it(sn);
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while ((i = it.NextIndex()) >= 0)
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{
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if (sprite[i].picnum == SECTOREFFECTOR && sprite[i].lotag == 17) break;
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}
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if (actor->s.sectnum == sn)
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{
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if (activatewarpelevators(&hittype[i], -1))
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activatewarpelevators(&hittype[i], 1);
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else if (activatewarpelevators(&hittype[i], 1))
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activatewarpelevators(&hittype[i], -1);
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return;
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}
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else
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{
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if (sptr->floorz > sprite[i].z)
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activatewarpelevators(&hittype[i], -1);
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else
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activatewarpelevators(&hittype[i], 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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//---------------------------------------------------------------------------
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static void handle_st16(int sn, DDukeActor* actor)
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{
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sectortype* sptr = §or[sn];
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int i = getanimationgoal(anim_floorz, sn);
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int j;
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if (i == -1)
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{
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i = nextsectorneighborz(sn, sptr->floorz, 1, 1);
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if (i == -1)
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{
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i = nextsectorneighborz(sn, sptr->floorz, 1, -1);
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if (i == -1) return;
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j = sector[i].floorz;
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setanimation(sn, anim_floorz, sn, j, sptr->extra);
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}
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else
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{
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j = sector[i].floorz;
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setanimation(sn, anim_floorz, sn, j, sptr->extra);
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}
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callsound(sn, actor);
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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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//---------------------------------------------------------------------------
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static void handle_st18(int sn, DDukeActor* actor)
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{
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sectortype* sptr = §or[sn];
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int i = getanimationgoal(anim_floorz, sn);
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if (i == -1)
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{
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i = nextsectorneighborz(sn, sptr->floorz, 1, -1);
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if (i == -1) i = nextsectorneighborz(sn, sptr->floorz, 1, 1);
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if (i == -1) return;
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int j = sector[i].floorz;
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int q = sptr->extra;
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int l = sptr->ceilingz - sptr->floorz;
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setanimation(sn, anim_floorz, sn, j, q);
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setanimation(sn, anim_ceilingz, sn, j + l, q);
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callsound(sn, actor);
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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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//---------------------------------------------------------------------------
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static void handle_st29(int sn, DDukeActor* actor)
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{
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sectortype* sptr = §or[sn];
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int i,j;
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if (sptr->lotag & 0x8000)
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j = sector[nextsectorneighborz(sn, sptr->ceilingz, 1, 1)].floorz;
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else
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j = sector[nextsectorneighborz(sn, sptr->ceilingz, -1, -1)].ceilingz;
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StatIterator it(STAT_EFFECTOR);
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while ((i = it.NextIndex()) >= 0)
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{
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if ((sprite[i].lotag == 22) &&
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(sprite[i].hitag == sptr->hitag))
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{
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sector[sprite[i].sectnum].extra = -sector[sprite[i].sectnum].extra;
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hittype[i].temp_data[0] = sn;
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hittype[i].temp_data[1] = 1;
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}
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}
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sptr->lotag ^= 0x8000;
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setanimation(sn, anim_ceilingz, sn, j, sptr->extra);
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callsound(sn, actor);
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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 void handle_st20(int sn, DDukeActor* actor)
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{
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sectortype* sptr = §or[sn];
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int i,j;
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REDODOOR:
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if (sptr->lotag & 0x8000)
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{
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SectIterator it(sn);
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while ((i = it.NextIndex()) >= 0)
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{
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if (sprite[i].statnum == 3 && sprite[i].lotag == 9)
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{
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j = sprite[i].z;
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break;
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}
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}
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if (i == -1)
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j = sptr->floorz;
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}
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else
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{
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j = nextsectorneighborz(sn, sptr->ceilingz, -1, -1);
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if (j >= 0) j = sector[j].ceilingz;
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else
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{
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sptr->lotag |= 32768;
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goto REDODOOR;
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}
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}
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sptr->lotag ^= 0x8000;
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setanimation(sn, anim_ceilingz, sn, j, sptr->extra);
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callsound(sn, actor);
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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 void handle_st21(int sn, DDukeActor* actor)
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{
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sectortype* sptr = §or[sn];
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int i = getanimationgoal(anim_floorz, sn);
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int j;
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if (i >= 0)
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{
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if (animategoal[sn] == sptr->ceilingz)
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animategoal[i] = sector[nextsectorneighborz(sn, sptr->ceilingz, 1, 1)].floorz;
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else animategoal[i] = sptr->ceilingz;
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j = animategoal[i];
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}
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else
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{
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if (sptr->ceilingz == sptr->floorz)
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j = sector[nextsectorneighborz(sn, sptr->ceilingz, 1, 1)].floorz;
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else j = sptr->ceilingz;
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sptr->lotag ^= 0x8000;
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if (setanimation(sn, anim_floorz, sn, j, sptr->extra) >= 0)
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callsound(sn, actor);
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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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//---------------------------------------------------------------------------
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static void handle_st22(int sn, DDukeActor* actor)
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{
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sectortype* sptr = §or[sn];
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int j, q;
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if ((sptr->lotag & 0x8000))
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{
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q = (sptr->ceilingz + sptr->floorz) >> 1;
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j = setanimation(sn, anim_floorz, sn, q, sptr->extra);
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j = setanimation(sn, anim_ceilingz, sn, q, sptr->extra);
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}
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else
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{
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q = sector[nextsectorneighborz(sn, sptr->floorz, 1, 1)].floorz;
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j = setanimation(sn, anim_floorz, sn, q, sptr->extra);
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q = sector[nextsectorneighborz(sn, sptr->ceilingz, -1, -1)].ceilingz;
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j = setanimation(sn, anim_ceilingz, sn, q, sptr->extra);
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}
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sptr->lotag ^= 0x8000;
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callsound(sn, actor);
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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 void handle_st23(int sn, DDukeActor* actor)
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{
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int j = -1;
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int q = 0;
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int i;
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StatIterator it(STAT_EFFECTOR);
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while ((i = it.NextIndex()) >= 0)
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{
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if (sprite[i].lotag == 11 && sprite[i].sectnum == sn && !hittype[i].temp_data[4])
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{
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j = i;
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break;
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}
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}
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int l = sector[sprite[i].sectnum].lotag & 0x8000;
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if (j >= 0)
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{
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StatIterator it(STAT_EFFECTOR);
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while ((i = it.NextIndex()) >= 0)
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{
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if (l == (sector[sprite[i].sectnum].lotag & 0x8000) && sprite[i].lotag == 11 && sprite[j].hitag == sprite[i].hitag && !hittype[i].temp_data[4])
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{
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if (sector[sprite[i].sectnum].lotag & 0x8000) sector[sprite[i].sectnum].lotag &= 0x7fff;
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else sector[sprite[i].sectnum].lotag |= 0x8000;
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hittype[i].temp_data[4] = 1;
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hittype[i].temp_data[3] = -hittype[i].temp_data[3];
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if (q == 0)
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{
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callsound(sn, i);
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q = 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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//
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//
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//
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//---------------------------------------------------------------------------
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static void handle_st25(int sn, DDukeActor* actor)
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{
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StatIterator it(STAT_EFFECTOR);
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int i, j;
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while ((j = it.NextIndex()) >= 0)
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{
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if ((sprite[j].lotag) == 15 && sprite[j].sectnum == sn)
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break; //Found the sectoreffector.
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}
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if (j < 0)
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return;
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it.Reset(STAT_EFFECTOR);
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while ((i = it.NextIndex()) >= 0)
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{
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if (sprite[i].hitag == sprite[j].hitag)
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{
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if (sprite[i].lotag == 15)
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{
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sector[sprite[i].sectnum].lotag ^= 0x8000; // Toggle the open or close
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sprite[i].ang += 1024;
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if (hittype[i].temp_data[4]) callsound(sprite[i].sectnum, i);
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callsound(sprite[i].sectnum, i);
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if (sector[sprite[i].sectnum].lotag & 0x8000) hittype[i].temp_data[4] = 1;
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else hittype[i].temp_data[4] = 2;
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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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//
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//
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//---------------------------------------------------------------------------
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static void handle_st27(int sn, DDukeActor* actor)
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{
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int j;
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StatIterator it(STAT_EFFECTOR);
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while ((j = it.NextIndex()) >= 0)
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{
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if ((sprite[j].lotag & 0xff) == 20 && sprite[j].sectnum == sn) //Bridge
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{
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sector[sn].lotag ^= 0x8000;
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if (sector[sn].lotag & 0x8000) //OPENING
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hittype[j].temp_data[0] = 1;
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else hittype[j].temp_data[0] = 2;
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callsound(sn, actor);
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break;
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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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//
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//---------------------------------------------------------------------------
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static void handle_st28(int sn, DDukeActor* actor)
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{
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int j, l;
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//activate the rest of them
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SectIterator it(sn);
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while ((j = it.NextIndex()) >= 0)
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{
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if (sprite[j].statnum == 3 && (sprite[j].lotag & 0xff) == 21)
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break; //Found it
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}
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j = sprite[j].hitag;
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StatIterator it1(STAT_EFFECTOR);
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while ((l = it1.NextIndex()) >= 0)
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{
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if ((sprite[l].lotag & 0xff) == 21 && !hittype[l].temp_data[0] &&
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(sprite[l].hitag) == j)
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hittype[l].temp_data[0] = 1;
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}
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callsound(sn, actor);
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}
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//---------------------------------------------------------------------------
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//
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//
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@ -481,15 +944,14 @@ bool activatewarpelevators(DDukeActor* actor, int d) //Parm = sectoreffectornum
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void operatesectors(int sn, int ii)
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{
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int j=0, l, q, startwall, endwall;
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auto actor = &hittype[ii];
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int j=0, startwall, endwall;
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int i;
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char sect_error;
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sectortype* sptr;
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sect_error = 0;
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sptr = §or[sn];
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switch (sptr->lotag & (0xffff - 49152))
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switch (sptr->lotag & (0x3fff))
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{
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case 41:
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@ -543,383 +1005,55 @@ void operatesectors(int sn, int ii)
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return;
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|
||||
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, anim_vertexx, wallfind[j], wall[wallfind[j]].x + dax2, sp);
|
||||
setanimation(sn, anim_vertexx, i, wall[i].x + dax2, sp);
|
||||
setanimation(sn, anim_vertexx, wall[wallfind[j]].point2, 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, anim_vertexy, wallfind[j], wall[wallfind[j]].y + day2, sp);
|
||||
setanimation(sn, anim_vertexy, i, wall[i].y + day2, sp);
|
||||
setanimation(sn, anim_vertexy, wall[wallfind[j]].point2, 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, anim_vertexx, wallfind[j], dax, sp);
|
||||
setanimation(sn, anim_vertexx, i, dax + dax2, sp);
|
||||
setanimation(sn, anim_vertexx, wall[wallfind[j]].point2, dax + dax2, sp);
|
||||
callsound(sn, ii);
|
||||
}
|
||||
else if (day2 != 0)
|
||||
{
|
||||
setanimation(sn, anim_vertexy, wallfind[j], day, sp);
|
||||
setanimation(sn, anim_vertexy, i, day + day2, sp);
|
||||
setanimation(sn, anim_vertexy, wall[wallfind[j]].point2, day + day2, sp);
|
||||
callsound(sn, ii);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
return;
|
||||
handle_st09(sn, actor);
|
||||
return;
|
||||
|
||||
case ST_15_WARP_ELEVATOR://Warping elevators
|
||||
{
|
||||
if (sprite[ii].picnum != TILE_APLAYER) return;
|
||||
// if(ps[sprite[ii].yvel].select_dir == 1) return;
|
||||
|
||||
SectIterator it(sn);
|
||||
while ((i = it.NextIndex()) >= 0)
|
||||
{
|
||||
if (sprite[i].picnum == SECTOREFFECTOR && sprite[i].lotag == 17) break;
|
||||
}
|
||||
|
||||
if (sprite[ii].sectnum == sn)
|
||||
{
|
||||
if (activatewarpelevators(&hittype[i], -1))
|
||||
activatewarpelevators(&hittype[i], 1);
|
||||
else if (activatewarpelevators(&hittype[i], 1))
|
||||
activatewarpelevators(&hittype[i], -1);
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (sptr->floorz > sprite[i].z)
|
||||
activatewarpelevators(&hittype[i], -1);
|
||||
else
|
||||
activatewarpelevators(&hittype[i], 1);
|
||||
}
|
||||
|
||||
handle_st15(sn, actor);
|
||||
return;
|
||||
}
|
||||
|
||||
case ST_16_PLATFORM_DOWN:
|
||||
case ST_17_PLATFORM_UP:
|
||||
|
||||
i = getanimationgoal(anim_floorz, sn);
|
||||
|
||||
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, anim_floorz, sn, j, sptr->extra);
|
||||
}
|
||||
else
|
||||
{
|
||||
j = sector[i].floorz;
|
||||
setanimation(sn, anim_floorz, sn, j, sptr->extra);
|
||||
}
|
||||
callsound(sn, ii);
|
||||
}
|
||||
|
||||
handle_st16(sn, actor);
|
||||
return;
|
||||
|
||||
case ST_18_ELEVATOR_DOWN:
|
||||
case ST_19_ELEVATOR_UP:
|
||||
|
||||
i = getanimationgoal(anim_floorz, sn);
|
||||
|
||||
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, anim_floorz, sn, j, q);
|
||||
setanimation(sn, anim_ceilingz, sn, j + l, q);
|
||||
callsound(sn, ii);
|
||||
}
|
||||
handle_st18(sn, actor);
|
||||
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;
|
||||
|
||||
StatIterator it(STAT_EFFECTOR);
|
||||
while ((i = it.NextIndex()) >= 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;
|
||||
}
|
||||
}
|
||||
|
||||
sptr->lotag ^= 0x8000;
|
||||
|
||||
setanimation(sn, anim_ceilingz, sn, j, sptr->extra);
|
||||
|
||||
callsound(sn, ii);
|
||||
|
||||
handle_st29(sn, actor);
|
||||
return;
|
||||
}
|
||||
case ST_20_CEILING_DOOR:
|
||||
REDODOOR:
|
||||
|
||||
if (sptr->lotag & 0x8000)
|
||||
{
|
||||
SectIterator it(sn);
|
||||
while ((i = it.NextIndex()) >= 0)
|
||||
{
|
||||
if (sprite[i].statnum == 3 && sprite[i].lotag == 9)
|
||||
{
|
||||
j = sprite[i].z;
|
||||
break;
|
||||
}
|
||||
}
|
||||
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, anim_ceilingz, sn, j, sptr->extra);
|
||||
callsound(sn, ii);
|
||||
|
||||
handle_st20(sn, actor);
|
||||
return;
|
||||
|
||||
case ST_21_FLOOR_DOOR:
|
||||
i = getanimationgoal(anim_floorz, sn);
|
||||
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, anim_floorz, sn, j, sptr->extra) >= 0)
|
||||
callsound(sn, ii);
|
||||
}
|
||||
handle_st21(sn, actor);
|
||||
return;
|
||||
|
||||
case ST_22_SPLITTING_DOOR:
|
||||
|
||||
if ((sptr->lotag & 0x8000))
|
||||
{
|
||||
q = (sptr->ceilingz + sptr->floorz) >> 1;
|
||||
j = setanimation(sn, anim_floorz, sn, q, sptr->extra);
|
||||
j = setanimation(sn, anim_ceilingz, sn, q, sptr->extra);
|
||||
}
|
||||
else
|
||||
{
|
||||
q = sector[nextsectorneighborz(sn, sptr->floorz, 1, 1)].floorz;
|
||||
j = setanimation(sn, anim_floorz, sn, q, sptr->extra);
|
||||
q = sector[nextsectorneighborz(sn, sptr->ceilingz, -1, -1)].ceilingz;
|
||||
j = setanimation(sn, anim_ceilingz, sn, q, sptr->extra);
|
||||
}
|
||||
|
||||
sptr->lotag ^= 0x8000;
|
||||
|
||||
callsound(sn, ii);
|
||||
|
||||
handle_st22(sn, actor);
|
||||
return;
|
||||
|
||||
case ST_23_SWINGING_DOOR: //Swingdoor
|
||||
{
|
||||
j = -1;
|
||||
q = 0;
|
||||
|
||||
StatIterator it(STAT_EFFECTOR);
|
||||
while ((i = it.NextIndex()) >= 0)
|
||||
{
|
||||
if (sprite[i].lotag == 11 && sprite[i].sectnum == sn && !hittype[i].temp_data[4])
|
||||
{
|
||||
j = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
l = sector[sprite[i].sectnum].lotag & 0x8000;
|
||||
|
||||
if (j >= 0)
|
||||
{
|
||||
StatIterator it(STAT_EFFECTOR);
|
||||
while ((i = it.NextIndex()) >= 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
handle_st23(sn, actor);
|
||||
return;
|
||||
}
|
||||
|
||||
case ST_25_SLIDING_DOOR: //Subway type sliding doors
|
||||
{
|
||||
StatIterator it(STAT_EFFECTOR);
|
||||
while ((j = it.NextIndex()) >= 0)
|
||||
{
|
||||
if ((sprite[j].lotag) == 15 && sprite[j].sectnum == sn)
|
||||
break; //Found the sectoreffector.
|
||||
}
|
||||
|
||||
if (j < 0)
|
||||
return;
|
||||
|
||||
it.Reset(STAT_EFFECTOR);
|
||||
while ((i = it.NextIndex()) >= 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
handle_st25(sn, actor);
|
||||
return;
|
||||
}
|
||||
case ST_27_STRETCH_BRIDGE: //Extended bridge
|
||||
{
|
||||
StatIterator it(STAT_EFFECTOR);
|
||||
while ((j = it.NextIndex()) >= 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;
|
||||
}
|
||||
}
|
||||
handle_st27(sn, actor);
|
||||
return;
|
||||
}
|
||||
|
||||
case ST_28_DROP_FLOOR:
|
||||
{
|
||||
//activate the rest of them
|
||||
|
||||
SectIterator it(sn);
|
||||
while ((j = it.NextIndex()) >= 0)
|
||||
{
|
||||
if (sprite[j].statnum == 3 && (sprite[j].lotag & 0xff) == 21)
|
||||
break; //Found it
|
||||
}
|
||||
|
||||
j = sprite[j].hitag;
|
||||
|
||||
StatIterator it1(STAT_EFFECTOR);
|
||||
while ((l = it1.NextIndex()) >= 0)
|
||||
{
|
||||
if ((sprite[l].lotag & 0xff) == 21 && !hittype[l].temp_data[0] &&
|
||||
(sprite[l].hitag) == j)
|
||||
hittype[l].temp_data[0] = 1;
|
||||
}
|
||||
callsound(sn, ii);
|
||||
|
||||
handle_st28(sn, actor);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -954,7 +1088,7 @@ void operateactivators(int low, int snum)
|
|||
StatIterator it(STAT_ACTIVATOR);
|
||||
while ((i = it.NextIndex()) >= 0)
|
||||
{
|
||||
auto si = &sprite[i];
|
||||
auto si = &hittype[i].s;
|
||||
if (si->lotag == low)
|
||||
{
|
||||
if (si->picnum == ACTIVATORLOCKED)
|
||||
|
@ -1121,7 +1255,7 @@ void allignwarpelevators(void)
|
|||
|
||||
void moveclouds(double smoothratio)
|
||||
{
|
||||
// The math here is very messy... :(
|
||||
// The math here is very messy.. :(
|
||||
int myclock = smoothratio < 32768? ud.levelclock-2 : ud.levelclock;
|
||||
if (myclock > cloudclock || myclock < (cloudclock - 7))
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue