mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 03:00:46 +00:00
sector.c and related cleanup, round 2.
- use SPRITES_OF* iterator macros - new function: E_SpriteIsValid(); add some safety checks (e.g. hitag used as sprite index) - the rest is mostly "the usual code transformations" git-svn-id: https://svn.eduke32.com/eduke32@4281 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
8fbefe829a
commit
ab5c89430c
3 changed files with 182 additions and 233 deletions
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@ -1203,6 +1203,11 @@ static inline int32_t redwallp(const walltype *wal)
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return (wal->nextwall >= 0 && wal->nextsector >= 0);
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}
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static inline int32_t E_SpriteIsValid(const int32_t i)
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{
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return ((unsigned)i < MAXSPRITES && sprite[i].statnum != MAXSTATUS);
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}
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void alignceilslope(int16_t dasect, int32_t x, int32_t y, int32_t z);
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void alignflorslope(int16_t dasect, int32_t x, int32_t y, int32_t z);
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int32_t sectorofwall(int16_t theline);
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@ -11915,7 +11915,7 @@ int32_t nextsectorneighborz(int16_t sectnum, int32_t thez, int16_t topbottom, in
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int32_t nextz = (direction==1) ? INT32_MAX : INT32_MIN;
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int32_t sectortouse = -1;
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walltype *wal = &wall[sector[sectnum].wallptr];
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const walltype *wal = &wall[sector[sectnum].wallptr];
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int32_t i = sector[sectnum].wallnum;
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do
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@ -11927,17 +11927,14 @@ int32_t nextsectorneighborz(int16_t sectnum, int32_t thez, int16_t topbottom, in
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const int32_t testz = (topbottom == 1) ?
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sector[ns].floorz : sector[ns].ceilingz;
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int32_t ok;
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const int32_t update = (direction == 1) ?
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(testz > thez && testz < nextz) :
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(testz < thez && testz > nextz);
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if (direction == 1)
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ok = (testz > thez && testz < nextz);
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else
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ok = (testz < thez && testz > nextz);
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if (ok)
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if (update)
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{
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nextz = testz;
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sectortouse = wal->nextsector;
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sectortouse = ns;
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}
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}
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@ -11946,7 +11943,7 @@ int32_t nextsectorneighborz(int16_t sectnum, int32_t thez, int16_t topbottom, in
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}
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while (i != 0);
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return(sectortouse);
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return sectortouse;
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}
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@ -46,19 +46,22 @@ int32_t A_CallSound(int32_t sn, int32_t whatsprite)
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for (SPRITES_OF_SECT(sn, i))
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{
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if (PN == MUSICANDSFX && (unsigned)SLT < 1000) // XXX: in other places, 999
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const int32_t snd = sprite[i].lotag;
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EDUKE32_STATIC_ASSERT(MAXSOUNDS >= 1000);
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if (PN == MUSICANDSFX && (unsigned)snd < 1000) // XXX: in other places, 999
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{
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if (whatsprite == -1)
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whatsprite = i;
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if (T1 == 0)
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{
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if ((g_sounds[SLT].m & SF_GLOBAL) == 0)
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if ((g_sounds[snd].m & SF_GLOBAL) == 0)
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{
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if (SLT)
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if (snd)
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{
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A_PlaySound(SLT,whatsprite);
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if (SHT && SLT != SHT && SHT < MAXSOUNDS)
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A_PlaySound(snd, whatsprite);
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if (SHT && snd != SHT && SHT < MAXSOUNDS)
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S_StopEnvSound(SHT,T6);
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T6 = whatsprite;
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}
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@ -69,15 +72,18 @@ int32_t A_CallSound(int32_t sn, int32_t whatsprite)
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}
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else if (SHT < MAXSOUNDS)
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{
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if (SHT) A_PlaySound(SHT,whatsprite);
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if ((g_sounds[SLT].m & SF_LOOP) || (SHT && SHT != SLT))
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S_StopEnvSound(SLT,T6);
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if (SHT)
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A_PlaySound(SHT, whatsprite);
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if ((g_sounds[snd].m & SF_LOOP) || (SHT && SHT != snd))
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S_StopEnvSound(snd, T6);
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T6 = whatsprite;
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T1 = 0;
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}
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return SLT;
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return snd;
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}
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}
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return -1;
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}
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@ -271,13 +277,9 @@ void G_DoSectorAnimations(void)
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}
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if (v > 0)
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{
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a = min(a+v, animategoal[i]);
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}
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else
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{
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a = max(a+v, animategoal[i]);
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}
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if (animateptr[i] == §or[animatesect[i]].floorz)
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{
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@ -470,59 +472,58 @@ void G_AnimateWalls(void)
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int32_t G_ActivateWarpElevators(int32_t s, int32_t d) //Parm = sectoreffectornum
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{
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int32_t i = headspritestat[STAT_EFFECTOR], sn = sprite[s].sectnum;
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int32_t i;
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const int32_t sn = sprite[s].sectnum;
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while (i >= 0)
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{
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for (SPRITES_OF(STAT_EFFECTOR, i))
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if (SLT == SE_17_WARP_ELEVATOR && SHT == sprite[s].hitag)
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if ((klabs(sector[sn].floorz-actor[s].t_data[2]) > SP) ||
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(sector[SECT].hitag == (sector[sn].hitag-d)))
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{
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if (klabs(sector[sn].floorz - actor[s].t_data[2]) > SP ||
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sector[SECT].hitag == sector[sn].hitag - d)
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break;
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i = nextspritestat[i];
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}
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if (i == -1)
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return 1; // No find
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else
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A_PlaySound(d ? ELEVATOR_ON : ELEVATOR_OFF, s);
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i = headspritestat[STAT_EFFECTOR];
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do
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{
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for (SPRITES_OF(STAT_EFFECTOR, i))
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if (SLT == SE_17_WARP_ELEVATOR && SHT == sprite[s].hitag)
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T1 = T2 = d; //Make all check warp
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i = nextspritestat[i];
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}
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while (i >= 0);
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return 0;
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}
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void G_OperateSectors(int32_t sn, int32_t ii)
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{
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int32_t j=0, l, q, startwall, endwall;
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int32_t j=0, l;
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int32_t i;
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sectortype *sptr = §or[sn];
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sectortype *const sptr = §or[sn];
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switch (sptr->lotag&(0xffff-49152))
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{
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case ST_30_ROTATE_RISE_BRIDGE:
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j = sector[sn].hitag;
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if (E_SpriteIsValid(j))
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{
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if (actor[j].tempang == 0 || actor[j].tempang == 256)
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A_CallSound(sn,ii);
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if (sprite[j].extra == 1)
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sprite[j].extra = 3;
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else sprite[j].extra = 1;
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sprite[j].extra = (sprite[j].extra == 1) ? 3 : 1;
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}
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break;
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case ST_31_TWO_WAY_TRAIN:
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j = sector[sn].hitag;
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if (E_SpriteIsValid(j))
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{
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if (actor[j].t_data[4] == 0)
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actor[j].t_data[4] = 1;
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A_CallSound(sn,ii);
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}
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break;
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case ST_26_SPLITTING_ST_DOOR: //The split doors
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@ -542,16 +543,16 @@ void G_OperateSectors(int32_t sn, int32_t ii)
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case ST_9_SLIDING_ST_DOOR:
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{
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int32_t dax,day,dax2,day2,sp;
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int32_t dax, day;
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int32_t wallfind[2];
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startwall = sptr->wallptr;
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endwall = startwall+sptr->wallnum-1;
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const int32_t startwall = sptr->wallptr;
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const int32_t endwall = startwall+sptr->wallnum-1;
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sp = sptr->extra>>4;
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const int32_t 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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dax = 0, day = 0;
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for (i=startwall; i<=endwall; i++)
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{
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dax += wall[i].x;
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@ -565,7 +566,7 @@ void G_OperateSectors(int32_t sn, int32_t ii)
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wallfind[0] = -1;
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wallfind[1] = -1;
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for (i=startwall; i<=endwall; i++)
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if ((wall[i].x == dax) || (wall[i].y == day))
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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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@ -577,51 +578,51 @@ void G_OperateSectors(int32_t sn, int32_t ii)
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for (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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const int32_t wf = wallfind[j];
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int32_t dax2, day2;
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i = wf-1;
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if (i < startwall) i = endwall;
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dax2 = ((wall[i].x+wall[wall[wf].point2].x)>>1) - wall[wf].x;
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day2 = ((wall[i].y+wall[wall[wf].point2].y)>>1) - wall[wf].y;
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if (wall[wf].x == dax && wall[wf].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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i = wallfind[j]-1;
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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,&wall[wallfind[j]].x,wall[wallfind[j]].x+dax2,sp);
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dax2 = wall[wall[wall[wf].point2].point2].x;
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dax2 -= wall[wall[wf].point2].x;
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SetAnimation(sn,&wall[wf].x,wall[wf].x+dax2,sp);
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SetAnimation(sn,&wall[i].x,wall[i].x+dax2,sp);
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SetAnimation(sn,&wall[wall[wallfind[j]].point2].x,wall[wall[wallfind[j]].point2].x+dax2,sp);
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SetAnimation(sn,&wall[wall[wf].point2].x,wall[wall[wf].point2].x+dax2,sp);
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A_CallSound(sn,ii);
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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,&wall[wallfind[j]].y,wall[wallfind[j]].y+day2,sp);
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day2 = wall[wall[wall[wf].point2].point2].y;
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day2 -= wall[wall[wf].point2].y;
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SetAnimation(sn,&wall[wf].y,wall[wf].y+day2,sp);
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SetAnimation(sn,&wall[i].y,wall[i].y+day2,sp);
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SetAnimation(sn,&wall[wall[wallfind[j]].point2].y,wall[wall[wallfind[j]].point2].y+day2,sp);
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SetAnimation(sn,&wall[wall[wf].point2].y,wall[wall[wf].point2].y+day2,sp);
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A_CallSound(sn,ii);
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}
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}
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else
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{
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i = wallfind[j]-1;
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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,&wall[wallfind[j]].x,dax,sp);
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SetAnimation(sn,&wall[wf].x,dax,sp);
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SetAnimation(sn,&wall[i].x,dax+dax2,sp);
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SetAnimation(sn,&wall[wall[wallfind[j]].point2].x,dax+dax2,sp);
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SetAnimation(sn,&wall[wall[wf].point2].x,dax+dax2,sp);
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A_CallSound(sn,ii);
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}
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else if (day2 != 0)
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{
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SetAnimation(sn,&wall[wallfind[j]].y,day,sp);
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SetAnimation(sn,&wall[wf].y,day,sp);
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SetAnimation(sn,&wall[i].y,day+day2,sp);
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SetAnimation(sn,&wall[wall[wallfind[j]].point2].y,day+day2,sp);
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SetAnimation(sn,&wall[wall[wf].point2].y,day+day2,sp);
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A_CallSound(sn,ii);
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}
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}
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@ -634,12 +635,12 @@ void G_OperateSectors(int32_t sn, int32_t ii)
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if (sprite[ii].picnum != APLAYER)
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return;
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i = headspritesect[sn];
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while (i >= 0)
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{
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if (PN==SECTOREFFECTOR && SLT == SE_17_WARP_ELEVATOR) break;
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i = nextspritesect[i];
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}
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for (SPRITES_OF_SECT(sn, i))
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if (PN==SECTOREFFECTOR && SLT == SE_17_WARP_ELEVATOR)
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break;
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if (i < 0)
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return;
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if (sprite[ii].sectnum == sn)
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{
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@ -647,7 +648,6 @@ void G_OperateSectors(int32_t sn, int32_t ii)
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G_ActivateWarpElevators(i,1);
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else if (G_ActivateWarpElevators(i,1))
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G_ActivateWarpElevators(i,-1);
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return;
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}
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else
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{
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@ -691,6 +691,8 @@ void G_OperateSectors(int32_t sn, int32_t ii)
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if (i==-1)
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{
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int32_t q;
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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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@ -705,19 +707,14 @@ void G_OperateSectors(int32_t sn, int32_t ii)
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case ST_29_TEETH_DOOR:
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i = headspritestat[STAT_EFFECTOR]; //Effectors
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while (i >= 0)
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{
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if ((SLT == SE_22_TEETH_DOOR) &&
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(SHT == sptr->hitag))
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for (SPRITES_OF(STAT_EFFECTOR, i))
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if (SLT == SE_22_TEETH_DOOR && SHT == sptr->hitag)
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{
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sector[SECT].extra = -sector[SECT].extra;
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T1 = sn;
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T2 = 1;
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}
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i = nextspritestat[i];
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}
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A_CallSound(sn, ii);
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@ -755,16 +752,13 @@ REDODOOR:
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if (sptr->lotag&0x8000)
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{
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i = headspritesect[sn];
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while (i >= 0)
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{
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for (SPRITES_OF_SECT(sn, i))
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if (sprite[i].statnum == STAT_EFFECTOR && SLT==SE_9_DOWN_OPEN_DOOR_LIGHTS)
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{
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j = SZ;
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break;
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}
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i = nextspritesect[i];
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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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@ -794,7 +788,6 @@ REDODOOR:
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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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@ -811,11 +804,9 @@ REDODOOR:
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case ST_22_SPLITTING_DOOR:
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// REDODOOR22:
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if ((sptr->lotag&0x8000))
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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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int32_t q = (sptr->ceilingz+sptr->floorz)>>1;
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j = SetAnimation(sn, &sptr->floorz, q, sptr->extra);
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j = SetAnimation(sn, &sptr->ceilingz, q, sptr->extra);
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}
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@ -846,121 +837,102 @@ REDODOOR:
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case ST_23_SWINGING_DOOR: //Swingdoor
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j = -1;
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q = 0;
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i = headspritestat[STAT_EFFECTOR];
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while (i >= 0)
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{
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for (SPRITES_OF(STAT_EFFECTOR, i))
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if (SLT == SE_11_SWINGING_DOOR && SECT == sn && !T5)
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{
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j = i;
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break;
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}
|
||||
i = nextspritestat[i];
|
||||
}
|
||||
|
||||
if (i < 0)
|
||||
{
|
||||
OSD_Printf("WARNING: SE23 i<0!\n");
|
||||
return;
|
||||
} // JBF
|
||||
|
||||
l = sector[SECT].lotag&0x8000;
|
||||
|
||||
if (j >= 0)
|
||||
{
|
||||
i = headspritestat[STAT_EFFECTOR];
|
||||
while (i >= 0)
|
||||
{
|
||||
int32_t playedsnd = 0;
|
||||
|
||||
for (SPRITES_OF(STAT_EFFECTOR, i))
|
||||
if (l == (sector[SECT].lotag&0x8000) && SLT == SE_11_SWINGING_DOOR && sprite[j].hitag == SHT && !T5)
|
||||
{
|
||||
if (sector[SECT].lotag&0x8000) sector[SECT].lotag &= 0x7fff;
|
||||
else sector[SECT].lotag |= 0x8000;
|
||||
|
||||
T5 = 1;
|
||||
T4 = -T4;
|
||||
if (q == 0)
|
||||
|
||||
if (!playedsnd)
|
||||
{
|
||||
A_CallSound(sn,i);
|
||||
q = 1;
|
||||
playedsnd = 1;
|
||||
}
|
||||
}
|
||||
i = nextspritestat[i];
|
||||
}
|
||||
}
|
||||
return;
|
||||
|
||||
case ST_25_SLIDING_DOOR: //Subway type sliding doors
|
||||
|
||||
j = headspritestat[STAT_EFFECTOR];
|
||||
while (j >= 0)//Find the sprite
|
||||
{
|
||||
if ((sprite[j].lotag) == SE_15_SLIDING_DOOR && sprite[j].sectnum == sn)
|
||||
for (SPRITES_OF(STAT_EFFECTOR, j))
|
||||
if (sprite[j].lotag == SE_15_SLIDING_DOOR && sprite[j].sectnum == sn)
|
||||
break; //Found the sectoreffector.
|
||||
j = nextspritestat[j];
|
||||
}
|
||||
|
||||
if (j < 0)
|
||||
return;
|
||||
|
||||
i = headspritestat[STAT_EFFECTOR];
|
||||
while (i >= 0)
|
||||
{
|
||||
for (SPRITES_OF(STAT_EFFECTOR, i))
|
||||
if (SHT==sprite[j].hitag)
|
||||
{
|
||||
if (SLT == SE_15_SLIDING_DOOR)
|
||||
{
|
||||
sector[SECT].lotag ^= 0x8000; // Toggle the open or close
|
||||
SA += 1024;
|
||||
if (T5) A_CallSound(SECT,i);
|
||||
|
||||
if (T5)
|
||||
A_CallSound(SECT,i);
|
||||
if (sector[SECT].lotag&0x8000) T5 = 1;
|
||||
else T5 = 2;
|
||||
A_CallSound(SECT,i);
|
||||
|
||||
T5 = (sector[SECT].lotag&0x8000) ? 1 : 2;
|
||||
}
|
||||
}
|
||||
i = nextspritestat[i];
|
||||
}
|
||||
|
||||
return;
|
||||
|
||||
case ST_27_STRETCH_BRIDGE: //Extended bridge
|
||||
|
||||
j = headspritestat[STAT_EFFECTOR];
|
||||
while (j >= 0)
|
||||
{
|
||||
for (SPRITES_OF(STAT_EFFECTOR, j))
|
||||
if ((sprite[j].lotag&0xff)==SE_20_STRETCH_BRIDGE && sprite[j].sectnum == sn) //Bridge
|
||||
{
|
||||
|
||||
sector[sn].lotag ^= 0x8000;
|
||||
if (sector[sn].lotag&0x8000) //OPENING
|
||||
actor[j].t_data[0] = 1;
|
||||
else actor[j].t_data[0] = 2;
|
||||
// Highest bit now set means we're opening.
|
||||
|
||||
actor[j].t_data[0] = (sector[sn].lotag&0x8000) ? 1 : 2;
|
||||
A_CallSound(sn,ii);
|
||||
break;
|
||||
}
|
||||
j = nextspritestat[j];
|
||||
}
|
||||
return;
|
||||
|
||||
return;
|
||||
|
||||
case ST_28_DROP_FLOOR:
|
||||
//activate the rest of them
|
||||
|
||||
j = headspritesect[sn];
|
||||
while (j >= 0)
|
||||
{
|
||||
for (SPRITES_OF_SECT(sn, j))
|
||||
if (sprite[j].statnum==STAT_EFFECTOR && (sprite[j].lotag&0xff)==SE_21_DROP_FLOOR)
|
||||
break; //Found it
|
||||
j = nextspritesect[j];
|
||||
}
|
||||
break;
|
||||
|
||||
if (j >= 0) // PK: The matching SE21 might have gone, see SE_21_KILLIT in actors.c
|
||||
{
|
||||
j = sprite[j].hitag;
|
||||
|
||||
l = headspritestat[STAT_EFFECTOR];
|
||||
while (l >= 0)
|
||||
for (SPRITES_OF(STAT_EFFECTOR, l))
|
||||
{
|
||||
if ((sprite[l].lotag&0xff)==SE_21_DROP_FLOOR && !actor[l].t_data[0] &&
|
||||
(sprite[l].hitag) == j)
|
||||
sprite[l].hitag == j)
|
||||
actor[l].t_data[0] = 1;
|
||||
l = nextspritestat[l];
|
||||
}
|
||||
|
||||
A_CallSound(sn,ii);
|
||||
|
@ -994,13 +966,12 @@ void G_OperateRespawns(int32_t low)
|
|||
|
||||
void G_OperateActivators(int32_t low, int32_t snum)
|
||||
{
|
||||
int32_t i, j, k;
|
||||
int16_t *p;
|
||||
int32_t i, nexti, j, k;
|
||||
walltype *wal;
|
||||
|
||||
for (i=g_numCyclers-1; i>=0; i--)
|
||||
{
|
||||
p = &cyclers[i][0];
|
||||
int16_t *const p = &cyclers[i][0];
|
||||
|
||||
if (p[4] == low)
|
||||
{
|
||||
|
@ -1013,56 +984,40 @@ void G_OperateActivators(int32_t low, int32_t snum)
|
|||
}
|
||||
}
|
||||
|
||||
i = headspritestat[STAT_ACTIVATOR];
|
||||
k = -1;
|
||||
|
||||
while (i >= 0)
|
||||
for (SPRITES_OF_STAT_SAFE(STAT_ACTIVATOR, i, nexti))
|
||||
{
|
||||
if (sprite[i].lotag == low)
|
||||
{
|
||||
if (sprite[i].picnum == ACTIVATORLOCKED)
|
||||
{
|
||||
if (sector[SECT].lotag&16384)
|
||||
sector[SECT].lotag &= ~16384;
|
||||
else
|
||||
sector[SECT].lotag |= 16384;
|
||||
sector[SECT].lotag ^= 16384;
|
||||
|
||||
if (snum >= 0 && snum < ud.multimode)
|
||||
{
|
||||
if (sector[SECT].lotag&16384)
|
||||
P_DoQuote(QUOTE_LOCKED,g_player[snum].ps);
|
||||
else P_DoQuote(QUOTE_UNLOCKED,g_player[snum].ps);
|
||||
}
|
||||
P_DoQuote((sector[SECT].lotag&16384) ? QUOTE_LOCKED : QUOTE_UNLOCKED,
|
||||
g_player[snum].ps);
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (SHT)
|
||||
{
|
||||
case 0:
|
||||
break;
|
||||
case 1:
|
||||
if (sector[SECT].floorz != sector[SECT].ceilingz)
|
||||
{
|
||||
i = nextspritestat[i];
|
||||
continue;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
if (sector[SECT].floorz == sector[SECT].ceilingz)
|
||||
{
|
||||
i = nextspritestat[i];
|
||||
continue;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
// ST_2_UNDERWATER
|
||||
if (sector[sprite[i].sectnum].lotag < 3)
|
||||
{
|
||||
j = headspritesect[sprite[i].sectnum];
|
||||
while (j >= 0)
|
||||
{
|
||||
if (sprite[j].statnum == STAT_EFFECTOR) switch (sprite[j].lotag)
|
||||
for (SPRITES_OF_SECT(sprite[i].sectnum, j))
|
||||
if (sprite[j].statnum == STAT_EFFECTOR)
|
||||
switch (sprite[j].lotag)
|
||||
{
|
||||
case SE_36_PROJ_SHOOTER:
|
||||
case SE_31_FLOOR_RISE_FALL:
|
||||
|
@ -1072,8 +1027,6 @@ void G_OperateActivators(int32_t low, int32_t snum)
|
|||
A_CallSound(SECT,j);
|
||||
break;
|
||||
}
|
||||
j = nextspritesect[j];
|
||||
}
|
||||
}
|
||||
|
||||
if (k == -1 && (sector[SECT].lotag&0xff) == ST_22_SPLITTING_DOOR)
|
||||
|
@ -1082,7 +1035,6 @@ void G_OperateActivators(int32_t low, int32_t snum)
|
|||
G_OperateSectors(SECT,i);
|
||||
}
|
||||
}
|
||||
i = nextspritestat[i];
|
||||
}
|
||||
|
||||
G_OperateRespawns(low);
|
||||
|
@ -1090,22 +1042,20 @@ void G_OperateActivators(int32_t low, int32_t snum)
|
|||
|
||||
void G_OperateMasterSwitches(int32_t low)
|
||||
{
|
||||
int32_t i = headspritestat[STAT_STANDABLE];
|
||||
while (i >= 0)
|
||||
{
|
||||
int32_t i;
|
||||
|
||||
for (SPRITES_OF(STAT_STANDABLE, i))
|
||||
if (PN == MASTERSWITCH && SLT == low && SP == 0)
|
||||
SP = 1;
|
||||
i = nextspritestat[i];
|
||||
}
|
||||
}
|
||||
|
||||
void G_OperateForceFields(int32_t s, int32_t low)
|
||||
{
|
||||
int32_t i, p=g_numAnimWalls;
|
||||
int32_t p=g_numAnimWalls;
|
||||
|
||||
for (; p>=0; p--)
|
||||
{
|
||||
i = animwall[p].wallnum;
|
||||
const int32_t i = animwall[p].wallnum;
|
||||
|
||||
if (low == wall[i].lotag || low == -1)
|
||||
if (G_GetForcefieldPicnum(i) == W_FORCEFIELD
|
||||
|
@ -1590,18 +1540,15 @@ int32_t P_ActivateSwitch(int32_t snum,int32_t w,int32_t switchissprite)
|
|||
|
||||
void G_ActivateBySector(int32_t sect, int32_t j)
|
||||
{
|
||||
int32_t i = headspritesect[sect];
|
||||
int32_t i;
|
||||
int32_t didit = 0;
|
||||
|
||||
while (i >= 0)
|
||||
{
|
||||
for (SPRITES_OF_SECT(sect, i))
|
||||
if (PN == ACTIVATOR)
|
||||
{
|
||||
G_OperateActivators(SLT,-1);
|
||||
didit = 1;
|
||||
}
|
||||
i = nextspritesect[i];
|
||||
}
|
||||
|
||||
if (didit == 0)
|
||||
G_OperateSectors(sect,j);
|
||||
|
@ -1659,11 +1606,9 @@ void A_DamageWall(int32_t spr, int32_t dawallnum, const vec3_t *pos, int32_t atw
|
|||
|
||||
if (((wal->cstat&16) || wal->overpicnum == BIGFORCE) && wal->nextsector >= 0)
|
||||
if (sector[wal->nextsector].floorz > pos->z)
|
||||
if (sector[wal->nextsector].floorz-sector[wal->nextsector].ceilingz)
|
||||
if (sector[wal->nextsector].floorz != sector[wal->nextsector].ceilingz)
|
||||
{
|
||||
int32_t switchpicnum = wal->overpicnum;
|
||||
if (switchpicnum > W_FORCEFIELD && switchpicnum <= W_FORCEFIELD+2)
|
||||
switchpicnum = W_FORCEFIELD;
|
||||
int32_t switchpicnum = G_GetForcefieldPicnum(dawallnum);
|
||||
|
||||
switch (DYNAMICTILEMAP(switchpicnum))
|
||||
{
|
||||
|
@ -1836,10 +1781,7 @@ void A_DamageWall(int32_t spr, int32_t dawallnum, const vec3_t *pos, int32_t atw
|
|||
case WALLLIGHT4__STATIC:
|
||||
case TECHLIGHT2__STATIC:
|
||||
case TECHLIGHT4__STATIC:
|
||||
|
||||
if (rnd(128))
|
||||
A_PlaySound(GLASS_HEAVYBREAK,spr);
|
||||
else A_PlaySound(GLASS_BREAKING,spr);
|
||||
A_PlaySound(rnd(128) ? GLASS_HEAVYBREAK : GLASS_BREAKING, spr);
|
||||
A_SpawnWallGlass(spr,dawallnum,30);
|
||||
|
||||
if (wal->picnum == WALLLIGHT1)
|
||||
|
@ -2470,7 +2412,7 @@ void P_HandleSharedKeys(int32_t snum)
|
|||
{
|
||||
int32_t i, k = 0, dainv;
|
||||
uint32_t sb_snum = g_player[snum].sync->bits, j;
|
||||
DukePlayer_t *p = g_player[snum].ps;
|
||||
DukePlayer_t *const p = g_player[snum].ps;
|
||||
|
||||
if (p->cheat_phase == 1) return;
|
||||
|
||||
|
@ -3035,9 +2977,9 @@ static int32_t our_neartag_blacklist(int32_t i)
|
|||
|
||||
void P_CheckSectors(int32_t snum)
|
||||
{
|
||||
int32_t i = -1,oldz;
|
||||
DukePlayer_t *p = g_player[snum].ps;
|
||||
int16_t j,hitscanwall;
|
||||
int32_t i = -1;
|
||||
DukePlayer_t *const p = g_player[snum].ps;
|
||||
int16_t hitscanwall = -1; // CAUTION with goto's!!!
|
||||
|
||||
if (p->cursectnum > -1)
|
||||
switch (sector[p->cursectnum].lotag)
|
||||
|
@ -3134,12 +3076,8 @@ void P_CheckSectors(int32_t snum)
|
|||
}
|
||||
|
||||
if (hitscanwall >= 0 && (wall[hitscanwall].cstat&16))
|
||||
switch (wall[hitscanwall].overpicnum)
|
||||
{
|
||||
default:
|
||||
if (wall[hitscanwall].lotag)
|
||||
return;
|
||||
}
|
||||
|
||||
if (p->newowner >= 0)
|
||||
neartag(p->opos.x,p->opos.y,p->opos.z,sprite[p->i].sectnum,p->oang,&neartagsector,
|
||||
|
@ -3196,8 +3134,9 @@ void P_CheckSectors(int32_t snum)
|
|||
if (neartagsprite == -1 && neartagwall == -1)
|
||||
if (p->cursectnum >= 0 && sector[p->cursectnum].lotag == 2)
|
||||
{
|
||||
oldz = A_CheckHitSprite(p->i,&neartagsprite);
|
||||
if (oldz > 1280) neartagsprite = -1;
|
||||
int32_t oldz = A_CheckHitSprite(p->i,&neartagsprite);
|
||||
if (oldz > 1280)
|
||||
neartagsprite = -1;
|
||||
}
|
||||
|
||||
if (neartagsprite >= 0)
|
||||
|
@ -3233,7 +3172,11 @@ void P_CheckSectors(int32_t snum)
|
|||
return;
|
||||
|
||||
case NUKEBUTTON__STATIC:
|
||||
{
|
||||
int16_t j;
|
||||
|
||||
P_FindWall(p, &j);
|
||||
|
||||
if (j >= 0 && wall[j].overpicnum == 0)
|
||||
if (actor[neartagsprite].t_data[0] == 0)
|
||||
{
|
||||
|
@ -3252,6 +3195,7 @@ void P_CheckSectors(int32_t snum)
|
|||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
case WATERFOUNTAIN__STATIC:
|
||||
if (actor[neartagsprite].t_data[0] != 1)
|
||||
|
@ -3288,11 +3232,12 @@ void P_CheckSectors(int32_t snum)
|
|||
sprite[neartagsprite].owner = i;
|
||||
sprite[neartagsprite].yvel = 1;
|
||||
|
||||
|
||||
j = p->cursectnum;
|
||||
{
|
||||
int32_t j = p->cursectnum;
|
||||
p->cursectnum = SECT;
|
||||
P_UpdateScreenPal(p);
|
||||
p->cursectnum = j;
|
||||
}
|
||||
|
||||
// parallaxtype = 2;
|
||||
p->newowner = i;
|
||||
|
@ -3317,8 +3262,10 @@ CLEARCAMERAS:
|
|||
} // switch
|
||||
}
|
||||
|
||||
if (TEST_SYNC_KEY(g_player[snum].sync->bits, SK_OPEN) == 0) return;
|
||||
else if (p->newowner >= 0)
|
||||
if (TEST_SYNC_KEY(g_player[snum].sync->bits, SK_OPEN) == 0)
|
||||
return;
|
||||
|
||||
if (p->newowner >= 0)
|
||||
{
|
||||
i = -1;
|
||||
goto CLEARCAMERAS;
|
||||
|
@ -3348,27 +3295,27 @@ CLEARCAMERAS:
|
|||
}
|
||||
}
|
||||
|
||||
if (neartagsector >= 0 && (sector[neartagsector].lotag&16384) == 0 && isanearoperator(sector[neartagsector].lotag))
|
||||
if (neartagsector >= 0 && (sector[neartagsector].lotag&16384) == 0 &&
|
||||
isanearoperator(sector[neartagsector].lotag))
|
||||
{
|
||||
i = headspritesect[neartagsector];
|
||||
while (i >= 0)
|
||||
for (SPRITES_OF_SECT(neartagsector, i))
|
||||
{
|
||||
if (PN == ACTIVATOR || PN == MASTERSWITCH)
|
||||
return;
|
||||
i = nextspritesect[i];
|
||||
}
|
||||
|
||||
G_OperateSectors(neartagsector,p->i);
|
||||
}
|
||||
else if ((sector[sprite[p->i].sectnum].lotag&16384) == 0)
|
||||
{
|
||||
if (isanunderoperator(sector[sprite[p->i].sectnum].lotag))
|
||||
{
|
||||
i = headspritesect[sprite[p->i].sectnum];
|
||||
while (i >= 0)
|
||||
for (SPRITES_OF_SECT(sprite[p->i].sectnum, i))
|
||||
{
|
||||
if (PN == ACTIVATOR || PN == MASTERSWITCH) return;
|
||||
i = nextspritesect[i];
|
||||
if (PN == ACTIVATOR || PN == MASTERSWITCH)
|
||||
return;
|
||||
}
|
||||
|
||||
G_OperateSectors(sprite[p->i].sectnum,p->i);
|
||||
}
|
||||
else P_ActivateSwitch(snum,neartagwall,0);
|
||||
|
|
Loading…
Reference in a new issue