//------------------------------------------------------------------------- /* Copyright (C) 2010 EDuke32 developers and contributors This file is part of EDuke32. EDuke32 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ //------------------------------------------------------------------------- #include "duke3d.h" #include "osd.h" // PRIMITIVE static int32_t g_haltSoundHack = 0; // this function activates a sector's MUSICANDSFX sprite int32_t A_CallSound(int32_t sn,int32_t whatsprite) { int32_t i; if (g_haltSoundHack) { g_haltSoundHack = 0; return -1; } i = headspritesect[sn]; while (i >= 0) { if (PN == MUSICANDSFX && SLT < 1000) { if (whatsprite == -1) whatsprite = i; if (T1 == 0) { if ((g_sounds[SLT].m&16) == 0) { if (SLT) { A_PlaySound(SLT,whatsprite); if (SHT && SLT != SHT && SHT < MAXSOUNDS) S_StopEnvSound(SHT,T6); T6 = whatsprite; } if ((sector[SECT].lotag&0xff) != 22) T1 = 1; } } else if (SHT < MAXSOUNDS) { if (SHT) A_PlaySound(SHT,whatsprite); if ((g_sounds[SLT].m&1) || (SHT && SHT != SLT)) S_StopEnvSound(SLT,T6); T6 = whatsprite; T1 = 0; } return SLT; } i = nextspritesect[i]; } return -1; } int32_t G_CheckActivatorMotion(int32_t lotag) { int32_t i = headspritestat[STAT_ACTIVATOR], j; spritetype *s; while (i >= 0) { if (sprite[i].lotag == lotag) { s = &sprite[i]; for (j = g_animateCount-1; j >= 0; j--) if (s->sectnum == animatesect[j]) return(1); j = headspritestat[STAT_EFFECTOR]; while (j >= 0) { if (s->sectnum == sprite[j].sectnum) switch (sprite[j].lotag) { case 11: case 30: if (actor[j].t_data[4]) return(1); break; case 20: case 31: case 32: case 18: if (actor[j].t_data[0]) return(1); break; } j = nextspritestat[j]; } } i = nextspritestat[i]; } return(0); } int32_t CheckDoorTile(int32_t dapic) { switch (DynamicTileMap[dapic]) { case DOORTILE1__STATIC: case DOORTILE2__STATIC: case DOORTILE3__STATIC: case DOORTILE4__STATIC: case DOORTILE5__STATIC: case DOORTILE6__STATIC: case DOORTILE7__STATIC: case DOORTILE8__STATIC: case DOORTILE9__STATIC: case DOORTILE10__STATIC: case DOORTILE11__STATIC: case DOORTILE12__STATIC: case DOORTILE14__STATIC: case DOORTILE15__STATIC: case DOORTILE16__STATIC: case DOORTILE17__STATIC: case DOORTILE18__STATIC: case DOORTILE19__STATIC: case DOORTILE20__STATIC: case DOORTILE21__STATIC: case DOORTILE22__STATIC: case DOORTILE23__STATIC: return 1; } return 0; } int32_t isanunderoperator(int32_t lotag) { switch (lotag&0xff) { case 15: case 16: case 17: case 18: case 19: case 22: case 26: return 1; } return 0; } int32_t isanearoperator(int32_t lotag) { switch (lotag&0xff) { case 9: case 15: case 16: case 17: case 18: case 19: case 20: case 21: case 22: case 23: case 25: case 26: case 29://Toothed door return 1; } return 0; } inline int32_t G_CheckPlayerInSector(int32_t sect) { int32_t i; TRAVERSE_CONNECT(i) if (sprite[g_player[i].ps->i].sectnum == sect) return i; return -1; } int32_t ldist(spritetype *s1,spritetype *s2) { int32_t x= klabs(s1->x-s2->x); int32_t y= klabs(s1->y-s2->y); if (x>1); return (x - (x>>5) - (x>>7) + (t>>2) + (t>>6)); } } int32_t dist(spritetype *s1,spritetype *s2) { int32_t x= klabs(s1->x-s2->x); int32_t y= klabs(s1->y-s2->y); int32_t z= klabs((s1->z-s2->z)>>4); if (x>4) + (t>>2) + (t>>3)); } } int32_t __fastcall A_FindPlayer(spritetype *s, int32_t *d) { if ((!g_netServer && ud.multimode < 2)) { *d = klabs(g_player[myconnectindex].ps->opos.x-s->x) + klabs(g_player[myconnectindex].ps->opos.y-s->y) + ((klabs(g_player[myconnectindex].ps->opos.z-s->z+(28<<8)))>>4); return myconnectindex; } { int32_t j, closest_player = 0; int32_t x, closest = 0x7fffffff; TRAVERSE_CONNECT(j) { x = klabs(g_player[j].ps->opos.x-s->x) + klabs(g_player[j].ps->opos.y-s->y) + ((klabs(g_player[j].ps->opos.z-s->z+(28<<8)))>>4); if (x < closest && sprite[g_player[j].ps->i].extra > 0) { closest_player = j; closest = x; } } *d = closest; return closest_player; } } void G_DoSectorAnimations(void) { int32_t i, j, a, p, v, dasect; for (i=g_animateCount-1; i>=0; i--) { a = *animateptr[i]; v = animatevel[i]*TICSPERFRAME; dasect = animatesect[i]; if (a == animategoal[i]) { G_StopInterpolation(animateptr[i]); // This fixes a bug where wall or floor sprites contained in // elevator sectors (ST 16-19) would jitter vertically after the // elevator had stopped. if (animateptr[i] == §or[animatesect[i]].floorz) for (j=headspritesect[dasect]; j>=0; j=nextspritesect[j]) if (sprite[j].statnum != 3) actor[j].bposz = sprite[j].z; g_animateCount--; animateptr[i] = animateptr[g_animateCount]; animategoal[i] = animategoal[g_animateCount]; animatevel[i] = animatevel[g_animateCount]; animatesect[i] = animatesect[g_animateCount]; if (sector[animatesect[i]].lotag == 18 || sector[animatesect[i]].lotag == 19) if (animateptr[i] == §or[animatesect[i]].ceilingz) continue; if ((sector[dasect].lotag&0xff) != 22) A_CallSound(dasect,-1); continue; } if (v > 0) { a = min(a+v,animategoal[i]); } else { a = max(a+v,animategoal[i]); } if (animateptr[i] == §or[animatesect[i]].floorz) { TRAVERSE_CONNECT(p) if (g_player[p].ps->cursectnum == dasect) if ((sector[dasect].floorz-g_player[p].ps->pos.z) < (64<<8)) if (sprite[g_player[p].ps->i].owner >= 0) { g_player[p].ps->pos.z += v; g_player[p].ps->posvel.z = 0; if (p == myconnectindex) { my.z += v; myvel.z = 0; } } for (j=headspritesect[dasect]; j>=0; j=nextspritesect[j]) if (sprite[j].statnum != 3) { actor[j].bposz = sprite[j].z; sprite[j].z += v; actor[j].floorz = sector[dasect].floorz+v; } } *animateptr[i] = a; } } int32_t GetAnimationGoal(int32_t *animptr) { int32_t i = g_animateCount-1, j = -1; for (; i>=0; i--) if (animptr == (int32_t *)animateptr[i]) return j; return(j); } int32_t SetAnimation(int32_t animsect,int32_t *animptr, int32_t thegoal, int32_t thevel) { int32_t i = 0, j = g_animateCount; if (g_animateCount >= MAXANIMATES-1) return(-1); for (; i= *animptr) ? thevel : -thevel; if (j == g_animateCount) g_animateCount++; G_SetInterpolation(animptr); return(j); } void G_AnimateCamSprite(void) { int32_t i = camsprite; if (camsprite <= 0) return; if (T1 >= 4) { T1 = 0; if (g_player[screenpeek].ps->newowner >= 0) OW = g_player[screenpeek].ps->newowner; else if (OW >= 0 && dist(&sprite[g_player[screenpeek].ps->i],&sprite[i]) < 8192) { if (waloff[TILE_VIEWSCR] == 0) allocatepermanenttile(TILE_VIEWSCR,tilesizx[PN],tilesizy[PN]); else walock[TILE_VIEWSCR] = 255; xyzmirror(OW,/*PN*/TILE_VIEWSCR); } } else T1++; } void G_AnimateWalls(void) { int32_t i, j, p = g_numAnimWalls-1, t; for (; p>=0; p--) // for(p=g_numAnimWalls-1;p>=0;p--) { i = animwall[p].wallnum; j = wall[i].picnum; switch (DynamicTileMap[j]) { case SCREENBREAK1__STATIC: case SCREENBREAK2__STATIC: case SCREENBREAK3__STATIC: case SCREENBREAK4__STATIC: case SCREENBREAK5__STATIC: case SCREENBREAK9__STATIC: case SCREENBREAK10__STATIC: case SCREENBREAK11__STATIC: case SCREENBREAK12__STATIC: case SCREENBREAK13__STATIC: case SCREENBREAK14__STATIC: case SCREENBREAK15__STATIC: case SCREENBREAK16__STATIC: case SCREENBREAK17__STATIC: case SCREENBREAK18__STATIC: case SCREENBREAK19__STATIC: if ((krand()&255) < 16) { animwall[p].tag = wall[i].picnum; wall[i].picnum = SCREENBREAK6; } continue; case SCREENBREAK6__STATIC: case SCREENBREAK7__STATIC: case SCREENBREAK8__STATIC: if (animwall[p].tag >= 0 && wall[i].extra != FEMPIC2 && wall[i].extra != FEMPIC3) wall[i].picnum = animwall[p].tag; else { wall[i].picnum++; if (wall[i].picnum == (SCREENBREAK6+3)) wall[i].picnum = SCREENBREAK6; } continue; } if (wall[i].cstat&16) if ((wall[i].overpicnum >= W_FORCEFIELD)&&(wall[i].overpicnum <= W_FORCEFIELD+2)) { t = animwall[p].tag; if (wall[i].cstat&254) { wall[i].xpanning -= t>>10; // sintable[(t+512)&2047]>>12; wall[i].ypanning -= t>>10; // sintable[t&2047]>>12; if (wall[i].extra == 1) { wall[i].extra = 0; animwall[p].tag = 0; } else animwall[p].tag+=128; if (animwall[p].tag < (128<<4)) { if (animwall[p].tag&128) wall[i].overpicnum = W_FORCEFIELD; else wall[i].overpicnum = W_FORCEFIELD+1; } else { if ((krand()&255) < 32) animwall[p].tag = 128<<(krand()&3); else wall[i].overpicnum = W_FORCEFIELD+1; } } } } } int32_t G_ActivateWarpElevators(int32_t s,int32_t d) //Parm = sectoreffectornum { int32_t i = headspritestat[STAT_EFFECTOR], sn = sprite[s].sectnum; while (i >= 0) { if (SLT == 17) if (SHT == sprite[s].hitag) if ((klabs(sector[sn].floorz-actor[s].t_data[2]) > SP) || (sector[SECT].hitag == (sector[sn].hitag-d))) break; i = nextspritestat[i]; } if (i==-1) { d = 0; return 1; // No find } else { if (d == 0) A_PlaySound(ELEVATOR_OFF,s); else A_PlaySound(ELEVATOR_ON,s); } i = headspritestat[STAT_EFFECTOR]; while (i >= 0) { if (SLT == 17) if (SHT == sprite[s].hitag) { T1 = d; T2 = d; //Make all check warp } i = nextspritestat[i]; } return 0; } void G_OperateSectors(int32_t sn, int32_t ii) { int32_t j=0, l, q, startwall, endwall; int32_t i; sectortype *sptr = §or[sn]; switch (sptr->lotag&(0xffff-49152)) { case 30: j = sector[sn].hitag; if (actor[j].tempang == 0 || actor[j].tempang == 256) A_CallSound(sn,ii); if (sprite[j].extra == 1) sprite[j].extra = 3; else sprite[j].extra = 1; break; case 31: j = sector[sn].hitag; if (actor[j].t_data[4] == 0) actor[j].t_data[4] = 1; A_CallSound(sn,ii); break; case 26: //The split doors i = GetAnimationGoal(&sptr->ceilingz); if (i == -1) //if the door has stopped { g_haltSoundHack = 1; sptr->lotag &= 0xff00; sptr->lotag |= 22; G_OperateSectors(sn,ii); sptr->lotag &= 0xff00; sptr->lotag |= 9; G_OperateSectors(sn,ii); sptr->lotag &= 0xff00; sptr->lotag |= 26; } return; case 9: { int32_t dax,day,dax2,day2,sp; int32_t wallfind[2]; startwall = sptr->wallptr; endwall = startwall+sptr->wallnum-1; sp = sptr->extra>>4; //first find center point by averaging all points dax = 0L, day = 0L; for (i=startwall; i<=endwall; i++) { dax += wall[i].x; day += wall[i].y; } dax /= (endwall-startwall+1); day /= (endwall-startwall+1); //find any points with either same x or same y coordinate // as center (dax, day) - should be 2 points found. wallfind[0] = -1; wallfind[1] = -1; for (i=startwall; i<=endwall; i++) if ((wall[i].x == dax) || (wall[i].y == day)) { if (wallfind[0] == -1) wallfind[0] = i; else wallfind[1] = i; } for (j=0; j<2; j++) { if ((wall[wallfind[j]].x == dax) && (wall[wallfind[j]].y == day)) { //find what direction door should open by averaging the // 2 neighboring points of wallfind[0] & wallfind[1]. i = wallfind[j]-1; if (i < startwall) i = endwall; dax2 = ((wall[i].x+wall[wall[wallfind[j]].point2].x)>>1)-wall[wallfind[j]].x; day2 = ((wall[i].y+wall[wall[wallfind[j]].point2].y)>>1)-wall[wallfind[j]].y; if (dax2 != 0) { dax2 = wall[wall[wall[wallfind[j]].point2].point2].x; dax2 -= wall[wall[wallfind[j]].point2].x; SetAnimation(sn,&wall[wallfind[j]].x,wall[wallfind[j]].x+dax2,sp); SetAnimation(sn,&wall[i].x,wall[i].x+dax2,sp); SetAnimation(sn,&wall[wall[wallfind[j]].point2].x,wall[wall[wallfind[j]].point2].x+dax2,sp); A_CallSound(sn,ii); } else if (day2 != 0) { day2 = wall[wall[wall[wallfind[j]].point2].point2].y; day2 -= wall[wall[wallfind[j]].point2].y; SetAnimation(sn,&wall[wallfind[j]].y,wall[wallfind[j]].y+day2,sp); SetAnimation(sn,&wall[i].y,wall[i].y+day2,sp); SetAnimation(sn,&wall[wall[wallfind[j]].point2].y,wall[wall[wallfind[j]].point2].y+day2,sp); A_CallSound(sn,ii); } } else { i = wallfind[j]-1; if (i < startwall) i = endwall; dax2 = ((wall[i].x+wall[wall[wallfind[j]].point2].x)>>1)-wall[wallfind[j]].x; day2 = ((wall[i].y+wall[wall[wallfind[j]].point2].y)>>1)-wall[wallfind[j]].y; if (dax2 != 0) { SetAnimation(sn,&wall[wallfind[j]].x,dax,sp); SetAnimation(sn,&wall[i].x,dax+dax2,sp); SetAnimation(sn,&wall[wall[wallfind[j]].point2].x,dax+dax2,sp); A_CallSound(sn,ii); } else if (day2 != 0) { SetAnimation(sn,&wall[wallfind[j]].y,day,sp); SetAnimation(sn,&wall[i].y,day+day2,sp); SetAnimation(sn,&wall[wall[wallfind[j]].point2].y,day+day2,sp); A_CallSound(sn,ii); } } } } return; case 15://Warping elevators if (sprite[ii].picnum != APLAYER) return; // if(ps[sprite[ii].yvel].select_dir == 1) return; i = headspritesect[sn]; while (i >= 0) { if (PN==SECTOREFFECTOR && SLT == 17) break; i = nextspritesect[i]; } if (sprite[ii].sectnum == sn) { if (G_ActivateWarpElevators(i,-1)) G_ActivateWarpElevators(i,1); else if (G_ActivateWarpElevators(i,1)) G_ActivateWarpElevators(i,-1); return; } else { if (sptr->floorz > SZ) G_ActivateWarpElevators(i,-1); else G_ActivateWarpElevators(i,1); } return; case 16: case 17: i = GetAnimationGoal(&sptr->floorz); if (i == -1) { i = nextsectorneighborz(sn,sptr->floorz,1,1); if (i == -1) { i = nextsectorneighborz(sn,sptr->floorz,1,-1); if (i == -1) return; j = sector[i].floorz; SetAnimation(sn,&sptr->floorz,j,sptr->extra); } else { j = sector[i].floorz; SetAnimation(sn,&sptr->floorz,j,sptr->extra); } A_CallSound(sn,ii); } return; case 18: case 19: i = GetAnimationGoal(&sptr->floorz); if (i==-1) { i = nextsectorneighborz(sn,sptr->floorz,1,-1); if (i==-1) i = nextsectorneighborz(sn,sptr->floorz,1,1); if (i==-1) return; j = sector[i].floorz; q = sptr->extra; l = sptr->ceilingz-sptr->floorz; SetAnimation(sn,&sptr->floorz,j,q); SetAnimation(sn,&sptr->ceilingz,j+l,q); A_CallSound(sn,ii); } return; case 29: i = headspritestat[STAT_EFFECTOR]; //Effectors while (i >= 0) { if ((SLT == 22) && (SHT == sptr->hitag)) { sector[SECT].extra = -sector[SECT].extra; T1 = sn; T2 = 1; } i = nextspritestat[i]; } A_CallSound(sn, ii); sptr->lotag ^= 0x8000; if (sptr->lotag&0x8000) { j = nextsectorneighborz(sn,sptr->ceilingz,-1,-1); if (j == -1) j = nextsectorneighborz(sn,sptr->ceilingz,1,1); if (j == -1) { OSD_Printf("WARNING: ST29: null sector!\n"); return; } j = sector[j].ceilingz; } else { j = nextsectorneighborz(sn,sptr->ceilingz,1,1); if (j == -1) j = nextsectorneighborz(sn,sptr->ceilingz,-1,-1); if (j == -1) { OSD_Printf("WARNING: ST29: null sector!\n"); return; } j = sector[j].floorz; } SetAnimation(sn,&sptr->ceilingz,j,sptr->extra); return; case 20: REDODOOR: if (sptr->lotag&0x8000) { i = headspritesect[sn]; while (i >= 0) { if (sprite[i].statnum == 3 && SLT==9) { j = SZ; break; } i = nextspritesect[i]; } if (i==-1) j = sptr->floorz; } else { j = nextsectorneighborz(sn,sptr->ceilingz,-1,-1); if (j >= 0) j = sector[j].ceilingz; else { sptr->lotag |= 32768; goto REDODOOR; } } sptr->lotag ^= 0x8000; SetAnimation(sn,&sptr->ceilingz,j,sptr->extra); A_CallSound(sn,ii); return; case 21: i = GetAnimationGoal(&sptr->floorz); if (i >= 0) { if (animategoal[sn] == sptr->ceilingz) animategoal[i] = sector[nextsectorneighborz(sn,sptr->ceilingz,1,1)].floorz; else animategoal[i] = sptr->ceilingz; j = animategoal[i]; } else { if (sptr->ceilingz == sptr->floorz) j = sector[nextsectorneighborz(sn,sptr->ceilingz,1,1)].floorz; else j = sptr->ceilingz; sptr->lotag ^= 0x8000; if (SetAnimation(sn,&sptr->floorz,j,sptr->extra) >= 0) A_CallSound(sn,ii); } return; case 22: // REDODOOR22: if ((sptr->lotag&0x8000)) { q = (sptr->ceilingz+sptr->floorz)>>1; j = SetAnimation(sn,&sptr->floorz,q,sptr->extra); j = SetAnimation(sn,&sptr->ceilingz,q,sptr->extra); } else { q = sector[nextsectorneighborz(sn,sptr->floorz,1,1)].floorz; j = SetAnimation(sn,&sptr->floorz,q,sptr->extra); q = sector[nextsectorneighborz(sn,sptr->ceilingz,-1,-1)].ceilingz; j = SetAnimation(sn,&sptr->ceilingz,q,sptr->extra); } sptr->lotag ^= 0x8000; A_CallSound(sn,ii); return; case 23: //Swingdoor j = -1; q = 0; i = headspritestat[STAT_EFFECTOR]; while (i >= 0) { if (SLT == 11 && SECT == sn && !T5) { j = i; break; } i = nextspritestat[i]; } if (i<0) { OSD_Printf("WARNING: SE23 i<0!\n"); return; } // JBF l = sector[SECT].lotag&0x8000; if (j >= 0) { i = headspritestat[STAT_EFFECTOR]; while (i >= 0) { if (l == (sector[SECT].lotag&0x8000) && SLT == 11 && sprite[j].hitag == SHT && !T5) { if (sector[SECT].lotag&0x8000) sector[SECT].lotag &= 0x7fff; else sector[SECT].lotag |= 0x8000; T5 = 1; T4 = -T4; if (q == 0) { A_CallSound(sn,i); q = 1; } } i = nextspritestat[i]; } } return; case 25: //Subway type sliding doors j = headspritestat[STAT_EFFECTOR]; while (j >= 0)//Find the sprite { if ((sprite[j].lotag) == 15 && sprite[j].sectnum == sn) break; //Found the sectoreffector. j = nextspritestat[j]; } if (j < 0) return; i = headspritestat[STAT_EFFECTOR]; while (i >= 0) { if (SHT==sprite[j].hitag) { if (SLT == 15) { sector[SECT].lotag ^= 0x8000; // Toggle the open or close SA += 1024; if (T5) A_CallSound(SECT,i); A_CallSound(SECT,i); if (sector[SECT].lotag&0x8000) T5 = 1; else T5 = 2; } } i = nextspritestat[i]; } return; case 27: //Extended bridge j = headspritestat[STAT_EFFECTOR]; while (j >= 0) { if ((sprite[j].lotag&0xff)==20 && sprite[j].sectnum == sn) //Bridge { sector[sn].lotag ^= 0x8000; if (sector[sn].lotag&0x8000) //OPENING actor[j].t_data[0] = 1; else actor[j].t_data[0] = 2; A_CallSound(sn,ii); break; } j = nextspritestat[j]; } return; case 28: //activate the rest of them j = headspritesect[sn]; while (j >= 0) { if (sprite[j].statnum==3 && (sprite[j].lotag&0xff)==21) break; //Found it j = nextspritesect[j]; } j = sprite[j].hitag; l = headspritestat[STAT_EFFECTOR]; while (l >= 0) { if ((sprite[l].lotag&0xff)==21 && !actor[l].t_data[0] && (sprite[l].hitag) == j) actor[l].t_data[0] = 1; l = nextspritestat[l]; } A_CallSound(sn,ii); return; } } void G_OperateRespawns(int32_t low) { int32_t j, nexti, i = headspritestat[STAT_FX]; while (i >= 0) { nexti = nextspritestat[i]; if ((SLT == low) && (PN == RESPAWN)) { if (A_CheckEnemyTile(SHT) && ud.monsters_off) break; j = A_Spawn(i,TRANSPORTERSTAR); sprite[j].z -= (32<<8); sprite[i].extra = 66-12; // Just a way to killit } i = nexti; } } void G_OperateActivators(int32_t low,int32_t snum) { int32_t i, j, k; int16_t *p; walltype *wal; for (i=g_numCyclers-1; i>=0; i--) { p = &cyclers[i][0]; if (p[4] == low) { p[5] = !p[5]; sector[p[0]].floorshade = sector[p[0]].ceilingshade = p[3]; wal = &wall[sector[p[0]].wallptr]; for (j=sector[p[0]].wallnum; j > 0; j--,wal++) wal->shade = p[3]; } } i = headspritestat[STAT_ACTIVATOR]; k = -1; while (i >= 0) { if (sprite[i].lotag == low) { if (sprite[i].picnum == ACTIVATORLOCKED) { if (sector[SECT].lotag&16384) sector[SECT].lotag &= ~16384; else sector[SECT].lotag |= 16384; if (snum >= 0 && snum < ud.multimode) { if (sector[SECT].lotag&16384) P_DoQuote(4,g_player[snum].ps); else P_DoQuote(8,g_player[snum].ps); } } else { switch (SHT) { case 0: break; case 1: if (sector[SECT].floorz != sector[SECT].ceilingz) { i = nextspritestat[i]; continue; } break; case 2: if (sector[SECT].floorz == sector[SECT].ceilingz) { i = nextspritestat[i]; continue; } break; } if (sector[sprite[i].sectnum].lotag < 3) { j = headspritesect[sprite[i].sectnum]; while (j >= 0) { if (sprite[j].statnum == 3) switch (sprite[j].lotag) { case 36: case 31: case 32: case 18: actor[j].t_data[0] = 1-actor[j].t_data[0]; A_CallSound(SECT,j); break; } j = nextspritesect[j]; } } if (k == -1 && (sector[SECT].lotag&0xff) == 22) k = A_CallSound(SECT,i); G_OperateSectors(SECT,i); } } i = nextspritestat[i]; } G_OperateRespawns(low); } void G_OperateMasterSwitches(int32_t low) { int32_t i = headspritestat[STAT_STANDABLE]; while (i >= 0) { if (PN == MASTERSWITCH && SLT == low && SP == 0) SP = 1; i = nextspritestat[i]; } } void G_OperateForceFields(int32_t s, int32_t low) { int32_t i, p=g_numAnimWalls; for (; p>=0; p--) { i = animwall[p].wallnum; if (low == wall[i].lotag || low == -1) if (((wall[i].overpicnum >= W_FORCEFIELD)&&(wall[i].overpicnum <= W_FORCEFIELD+2))||(wall[i].overpicnum == BIGFORCE)) { animwall[p].tag = 0; if (wall[i].cstat) { wall[i].cstat = 0; if (s >= 0 && sprite[s].picnum == SECTOREFFECTOR && sprite[s].lotag == 30) wall[i].lotag = 0; } else wall[i].cstat = 85; } } } int32_t P_ActivateSwitch(int32_t snum,int32_t w,int32_t switchtype) { int32_t switchpal, switchpicnum; int32_t i, x, lotag,hitag,picnum,correctdips = 1, numdips = 0; vec3_t davector; if (w < 0) return 0; if (switchtype == 1) // A wall sprite { if (actor[w].lasttransport == totalclock) return 0; actor[w].lasttransport = totalclock; lotag = sprite[w].lotag; if (lotag == 0) return 0; hitag = sprite[w].hitag; // sx = sprite[w].x; // sy = sprite[w].y; Bmemcpy(&davector, &sprite[w], sizeof(vec3_t)); picnum = sprite[w].picnum; switchpal = sprite[w].pal; } else { lotag = wall[w].lotag; if (lotag == 0) return 0; hitag = wall[w].hitag; // sx = wall[w].x; // sy = wall[w].y; Bmemcpy(&davector, &wall[w], sizeof(int32_t) * 2); davector.z = g_player[snum].ps->pos.z; picnum = wall[w].picnum; switchpal = wall[w].pal; } // initprintf("P_ActivateSwitch called picnum=%i switchtype=%i\n",picnum,switchtype); switchpicnum = picnum; if ((picnum==DIPSWITCH+1) || (picnum==TECHSWITCH+1) || (picnum==ALIENSWITCH+1) || (picnum==DIPSWITCH2+1) || (picnum==DIPSWITCH3+1) || (picnum==PULLSWITCH+1) || (picnum==HANDSWITCH+1) || (picnum==SLOTDOOR+1) || (picnum==LIGHTSWITCH+1) || (picnum==SPACELIGHTSWITCH+1) || (picnum==SPACEDOORSWITCH+1) || (picnum==FRANKENSTINESWITCH+1) || (picnum==LIGHTSWITCH2+1) || (picnum==POWERSWITCH1+1) || (picnum==LOCKSWITCH1+1) || (picnum==POWERSWITCH2+1) || (picnum==LIGHTSWITCH+1) ) { switchpicnum--; } if ((picnum > MULTISWITCH)&&(picnum <= MULTISWITCH+3)) { switchpicnum = MULTISWITCH; } switch (DynamicTileMap[switchpicnum]) { case DIPSWITCH__STATIC: // case DIPSWITCH+1: case TECHSWITCH__STATIC: // case TECHSWITCH+1: case ALIENSWITCH__STATIC: // case ALIENSWITCH+1: break; case ACCESSSWITCH__STATIC: case ACCESSSWITCH2__STATIC: if (g_player[snum].ps->access_incs == 0) { if (switchpal == 0) { if ((g_player[snum].ps->got_access&1)) g_player[snum].ps->access_incs = 1; else P_DoQuote(70,g_player[snum].ps); } else if (switchpal == 21) { if (g_player[snum].ps->got_access&2) g_player[snum].ps->access_incs = 1; else P_DoQuote(71,g_player[snum].ps); } else if (switchpal == 23) { if (g_player[snum].ps->got_access&4) g_player[snum].ps->access_incs = 1; else P_DoQuote(72,g_player[snum].ps); } if (g_player[snum].ps->access_incs == 1) { if (switchtype == 0) g_player[snum].ps->access_wallnum = w; else g_player[snum].ps->access_spritenum = w; } return 0; } case DIPSWITCH2__STATIC: //case DIPSWITCH2+1: case DIPSWITCH3__STATIC: //case DIPSWITCH3+1: case MULTISWITCH__STATIC: //case MULTISWITCH+1: //case MULTISWITCH+2: //case MULTISWITCH+3: case PULLSWITCH__STATIC: //case PULLSWITCH+1: case HANDSWITCH__STATIC: //case HANDSWITCH+1: case SLOTDOOR__STATIC: //case SLOTDOOR+1: case LIGHTSWITCH__STATIC: //case LIGHTSWITCH+1: case SPACELIGHTSWITCH__STATIC: //case SPACELIGHTSWITCH+1: case SPACEDOORSWITCH__STATIC: //case SPACEDOORSWITCH+1: case FRANKENSTINESWITCH__STATIC: //case FRANKENSTINESWITCH+1: case LIGHTSWITCH2__STATIC: //case LIGHTSWITCH2+1: case POWERSWITCH1__STATIC: //case POWERSWITCH1+1: case LOCKSWITCH1__STATIC: //case LOCKSWITCH1+1: case POWERSWITCH2__STATIC: //case POWERSWITCH2+1: if (G_CheckActivatorMotion(lotag)) return 0; break; default: if (CheckDoorTile(picnum) == 0) return 0; break; } i = headspritestat[STAT_DEFAULT]; while (i >= 0) { if (lotag == SLT) { int32_t switchpicnum=PN; // put it in a variable so later switches don't trigger on the result of changes if ((switchpicnum >= MULTISWITCH) && (switchpicnum <=MULTISWITCH+3)) { sprite[i].picnum++; if (sprite[i].picnum > (MULTISWITCH+3)) sprite[i].picnum = MULTISWITCH; } switch (DynamicTileMap[switchpicnum]) { case DIPSWITCH__STATIC: case TECHSWITCH__STATIC: case ALIENSWITCH__STATIC: if (switchtype == 1 && w == i) PN++; else if (SHT == 0) correctdips++; numdips++; break; case ACCESSSWITCH__STATIC: case ACCESSSWITCH2__STATIC: case SLOTDOOR__STATIC: case LIGHTSWITCH__STATIC: case SPACELIGHTSWITCH__STATIC: case SPACEDOORSWITCH__STATIC: case FRANKENSTINESWITCH__STATIC: case LIGHTSWITCH2__STATIC: case POWERSWITCH1__STATIC: case LOCKSWITCH1__STATIC: case POWERSWITCH2__STATIC: case HANDSWITCH__STATIC: case PULLSWITCH__STATIC: case DIPSWITCH2__STATIC: case DIPSWITCH3__STATIC: sprite[i].picnum++; break; default: switch (DynamicTileMap[switchpicnum-1]) { case TECHSWITCH__STATIC: case DIPSWITCH__STATIC: case ALIENSWITCH__STATIC: if (switchtype == 1 && w == i) PN--; else if (SHT == 1) correctdips++; numdips++; break; case PULLSWITCH__STATIC: case HANDSWITCH__STATIC: case LIGHTSWITCH2__STATIC: case POWERSWITCH1__STATIC: case LOCKSWITCH1__STATIC: case POWERSWITCH2__STATIC: case SLOTDOOR__STATIC: case LIGHTSWITCH__STATIC: case SPACELIGHTSWITCH__STATIC: case SPACEDOORSWITCH__STATIC: case FRANKENSTINESWITCH__STATIC: case DIPSWITCH2__STATIC: case DIPSWITCH3__STATIC: sprite[i].picnum--; break; } break; } } i = nextspritestat[i]; } for (i=numwalls-1; i>=0; i--) { x = i; if (lotag == wall[x].lotag) { if ((wall[x].picnum >= MULTISWITCH) && (wall[x].picnum <=MULTISWITCH+3)) { wall[x].picnum++; if (wall[x].picnum > (MULTISWITCH+3)) wall[x].picnum = MULTISWITCH; } switch (DynamicTileMap[wall[x].picnum]) { case DIPSWITCH__STATIC: case TECHSWITCH__STATIC: case ALIENSWITCH__STATIC: if (switchtype == 0 && i == w) wall[x].picnum++; else if (wall[x].hitag == 0) correctdips++; numdips++; break; case ACCESSSWITCH__STATIC: case ACCESSSWITCH2__STATIC: case SLOTDOOR__STATIC: case LIGHTSWITCH__STATIC: case SPACELIGHTSWITCH__STATIC: case SPACEDOORSWITCH__STATIC: case FRANKENSTINESWITCH__STATIC: case LIGHTSWITCH2__STATIC: case POWERSWITCH1__STATIC: case LOCKSWITCH1__STATIC: case POWERSWITCH2__STATIC: case HANDSWITCH__STATIC: case PULLSWITCH__STATIC: case DIPSWITCH2__STATIC: case DIPSWITCH3__STATIC: wall[x].picnum++; break; default: switch (DynamicTileMap[wall[x].picnum-1]) { case TECHSWITCH__STATIC: case DIPSWITCH__STATIC: case ALIENSWITCH__STATIC: if (switchtype == 0 && i == w) wall[x].picnum--; else if (wall[x].hitag == 1) correctdips++; numdips++; break; case PULLSWITCH__STATIC: case HANDSWITCH__STATIC: case LIGHTSWITCH2__STATIC: case POWERSWITCH1__STATIC: case LOCKSWITCH1__STATIC: case POWERSWITCH2__STATIC: case SLOTDOOR__STATIC: case LIGHTSWITCH__STATIC: case SPACELIGHTSWITCH__STATIC: case SPACEDOORSWITCH__STATIC: case FRANKENSTINESWITCH__STATIC: case DIPSWITCH2__STATIC: case DIPSWITCH3__STATIC: wall[x].picnum--; break; } break; } } } if (lotag == (int16_t) 65535) { g_player[myconnectindex].ps->gm = MODE_EOL; if (ud.from_bonus) { ud.level_number = ud.from_bonus; ud.m_level_number = ud.level_number; ud.from_bonus = 0; } else { ud.level_number++; if (ud.level_number > MAXLEVELS-1) ud.level_number = 0; ud.m_level_number = ud.level_number; } return 1; } switchpicnum = picnum; if ((picnum==DIPSWITCH+1) || (picnum==TECHSWITCH+1) || (picnum==ALIENSWITCH+1) || (picnum==DIPSWITCH2+1) || (picnum==DIPSWITCH3+1) || (picnum==PULLSWITCH+1) || (picnum==HANDSWITCH+1) || (picnum==SLOTDOOR+1) || (picnum==LIGHTSWITCH+1) || (picnum==SPACELIGHTSWITCH+1) || (picnum==SPACEDOORSWITCH+1) || (picnum==FRANKENSTINESWITCH+1) || (picnum==LIGHTSWITCH2+1) || (picnum==POWERSWITCH1+1) || (picnum==LOCKSWITCH1+1) || (picnum==POWERSWITCH2+1) || (picnum==LIGHTSWITCH+1) ) { switchpicnum--; } if ((picnum > MULTISWITCH)&&(picnum <= MULTISWITCH+3)) { switchpicnum = MULTISWITCH; } switch (DynamicTileMap[switchpicnum]) { default: if (CheckDoorTile(picnum) == 0) break; case DIPSWITCH__STATIC: //case DIPSWITCH+1: case TECHSWITCH__STATIC: //case TECHSWITCH+1: case ALIENSWITCH__STATIC: //case ALIENSWITCH+1: if (picnum == DIPSWITCH || picnum == DIPSWITCH+1 || picnum == ALIENSWITCH || picnum == ALIENSWITCH+1 || picnum == TECHSWITCH || picnum == TECHSWITCH+1) { if (picnum == ALIENSWITCH || picnum == ALIENSWITCH+1) { if (switchtype == 1) S_PlaySound3D(ALIEN_SWITCH1, w, &davector); else S_PlaySound3D(ALIEN_SWITCH1,g_player[snum].ps->i,&davector); } else { if (switchtype == 1) S_PlaySound3D(SWITCH_ON, w, &davector); else S_PlaySound3D(SWITCH_ON,g_player[snum].ps->i,&davector); } if (numdips != correctdips) break; S_PlaySound3D(END_OF_LEVEL_WARN,g_player[snum].ps->i,&davector); } case DIPSWITCH2__STATIC: //case DIPSWITCH2+1: case DIPSWITCH3__STATIC: //case DIPSWITCH3+1: case MULTISWITCH__STATIC: //case MULTISWITCH+1: //case MULTISWITCH+2: //case MULTISWITCH+3: case ACCESSSWITCH__STATIC: case ACCESSSWITCH2__STATIC: case SLOTDOOR__STATIC: //case SLOTDOOR+1: case LIGHTSWITCH__STATIC: //case LIGHTSWITCH+1: case SPACELIGHTSWITCH__STATIC: //case SPACELIGHTSWITCH+1: case SPACEDOORSWITCH__STATIC: //case SPACEDOORSWITCH+1: case FRANKENSTINESWITCH__STATIC: //case FRANKENSTINESWITCH+1: case LIGHTSWITCH2__STATIC: //case LIGHTSWITCH2+1: case POWERSWITCH1__STATIC: //case POWERSWITCH1+1: case LOCKSWITCH1__STATIC: //case LOCKSWITCH1+1: case POWERSWITCH2__STATIC: //case POWERSWITCH2+1: case HANDSWITCH__STATIC: //case HANDSWITCH+1: case PULLSWITCH__STATIC: //case PULLSWITCH+1: if (picnum == MULTISWITCH || picnum == (MULTISWITCH+1) || picnum == (MULTISWITCH+2) || picnum == (MULTISWITCH+3)) lotag += picnum-MULTISWITCH; x = headspritestat[STAT_EFFECTOR]; while (x >= 0) { if (((sprite[x].hitag) == lotag)) { switch (sprite[x].lotag) { case 12: sector[sprite[x].sectnum].floorpal = 0; actor[x].t_data[0]++; if (actor[x].t_data[0] == 2) actor[x].t_data[0]++; break; case 24: case 34: case 25: actor[x].t_data[4] = !actor[x].t_data[4]; if (actor[x].t_data[4]) P_DoQuote(15,g_player[snum].ps); else P_DoQuote(2,g_player[snum].ps); break; case 21: P_DoQuote(2,g_player[screenpeek].ps); break; } } x = nextspritestat[x]; } G_OperateActivators(lotag,snum); G_OperateForceFields(g_player[snum].ps->i,lotag); G_OperateMasterSwitches(lotag); if (picnum == DIPSWITCH || picnum == DIPSWITCH+1 || picnum == ALIENSWITCH || picnum == ALIENSWITCH+1 || picnum == TECHSWITCH || picnum == TECHSWITCH+1) return 1; if (hitag == 0 && CheckDoorTile(picnum) == 0) { if (switchtype == 1) S_PlaySound3D(SWITCH_ON,w,&davector); else S_PlaySound3D(SWITCH_ON,g_player[snum].ps->i,&davector); } else if (hitag != 0) { if (switchtype == 1 && (g_sounds[hitag].m&4) == 0) S_PlaySound3D(hitag,w,&davector); else A_PlaySound(hitag,g_player[snum].ps->i); } return 1; } return 0; } void activatebysector(int32_t sect,int32_t j) { int32_t i = headspritesect[sect]; int32_t didit = 0; while (i >= 0) { if (PN == ACTIVATOR) { G_OperateActivators(SLT,-1); didit = 1; // return; } i = nextspritesect[i]; } if (didit == 0) G_OperateSectors(sect,j); } static void BreakWall(int32_t newpn,int32_t spr,int32_t dawallnum) { wall[dawallnum].picnum = newpn; A_PlaySound(VENT_BUST,spr); A_PlaySound(GLASS_HEAVYBREAK,spr); A_SpawnWallGlass(spr,dawallnum,10); } void A_DamageWall(int32_t spr,int32_t dawallnum,const vec3_t *pos,int32_t atwith) { int16_t sn = -1; int32_t j, i, darkestwall; walltype *wal = &wall[dawallnum]; if (wal->overpicnum == MIRROR && wal->pal != 4 && A_CheckSpriteTileFlags(atwith,SPRITE_PROJECTILE) && (SpriteProjectile[spr].workslike & PROJECTILE_RPG)) { if (wal->nextwall == -1 || wall[wal->nextwall].pal != 4) { A_SpawnWallGlass(spr,dawallnum,70); wal->cstat &= ~16; wal->overpicnum = MIRRORBROKE; A_PlaySound(GLASS_HEAVYBREAK,spr); return; } } if (wal->overpicnum == MIRROR && wal->pal != 4) { switch (DynamicTileMap[atwith]) { case HEAVYHBOMB__STATIC: case RADIUSEXPLOSION__STATIC: case RPG__STATIC: case HYDRENT__STATIC: case SEENINE__STATIC: case OOZFILTER__STATIC: case EXPLODINGBARREL__STATIC: if (wal->nextwall == -1 || wall[wal->nextwall].pal != 4) { A_SpawnWallGlass(spr,dawallnum,70); wal->cstat &= ~16; wal->overpicnum = MIRRORBROKE; A_PlaySound(GLASS_HEAVYBREAK,spr); return; } } } if (((wal->cstat&16) || wal->overpicnum == BIGFORCE) && wal->nextsector >= 0) if (sector[wal->nextsector].floorz > pos->z) if (sector[wal->nextsector].floorz-sector[wal->nextsector].ceilingz) { int32_t switchpicnum = wal->overpicnum; if ((switchpicnum > W_FORCEFIELD)&&(switchpicnum <= W_FORCEFIELD+2)) switchpicnum = W_FORCEFIELD; switch (DynamicTileMap[switchpicnum]) { case W_FORCEFIELD__STATIC: //case W_FORCEFIELD+1: //case W_FORCEFIELD+2: wal->extra = 1; // tell the forces to animate case BIGFORCE__STATIC: updatesector(pos->x,pos->y,&sn); if (sn < 0) return; if (atwith == -1) i = A_InsertSprite(sn,pos->x,pos->y,pos->z,FORCERIPPLE,-127,8,8,0,0,0,spr,5); else { if (atwith == CHAINGUN) i = A_InsertSprite(sn,pos->x,pos->y,pos->z,FORCERIPPLE,-127,16+sprite[spr].xrepeat,16+sprite[spr].yrepeat,0,0,0,spr,5); else i = A_InsertSprite(sn,pos->x,pos->y,pos->z,FORCERIPPLE,-127,32,32,0,0,0,spr,5); } CS |= 18+128; SA = getangle(wal->x-wall[wal->point2].x, wal->y-wall[wal->point2].y)-512; A_PlaySound(SOMETHINGHITFORCE,i); return; case FANSPRITE__STATIC: wal->overpicnum = FANSPRITEBROKE; wal->cstat &= 65535-65; if (wal->nextwall >= 0) { wall[wal->nextwall].overpicnum = FANSPRITEBROKE; wall[wal->nextwall].cstat &= 65535-65; } A_PlaySound(VENT_BUST,spr); A_PlaySound(GLASS_BREAKING,spr); return; case GLASS__STATIC: updatesector(pos->x,pos->y,&sn); if (sn < 0) return; wal->overpicnum=GLASS2; A_SpawnWallGlass(spr,dawallnum,10); wal->cstat = 0; if (wal->nextwall >= 0) wall[wal->nextwall].cstat = 0; i = A_InsertSprite(sn,pos->x,pos->y,pos->z,SECTOREFFECTOR,0,0,0,g_player[0].ps->ang,0,0,spr,3); SLT = 128; T2 = 5; T3 = dawallnum; A_PlaySound(GLASS_BREAKING,i); return; case STAINGLASS1__STATIC: updatesector(pos->x,pos->y,&sn); if (sn < 0) return; A_SpawnRandomGlass(spr,dawallnum,80); wal->cstat = 0; if (wal->nextwall >= 0) wall[wal->nextwall].cstat = 0; A_PlaySound(VENT_BUST,spr); A_PlaySound(GLASS_BREAKING,spr); return; } } switch (DynamicTileMap[wal->picnum]) { case COLAMACHINE__STATIC: case VENDMACHINE__STATIC: BreakWall(wal->picnum+2,spr,dawallnum); A_PlaySound(VENT_BUST,spr); return; case OJ__STATIC: case FEMPIC2__STATIC: case FEMPIC3__STATIC: case SCREENBREAK6__STATIC: case SCREENBREAK7__STATIC: case SCREENBREAK8__STATIC: case SCREENBREAK1__STATIC: case SCREENBREAK2__STATIC: case SCREENBREAK3__STATIC: case SCREENBREAK4__STATIC: case SCREENBREAK5__STATIC: case SCREENBREAK9__STATIC: case SCREENBREAK10__STATIC: case SCREENBREAK11__STATIC: case SCREENBREAK12__STATIC: case SCREENBREAK13__STATIC: case SCREENBREAK14__STATIC: case SCREENBREAK15__STATIC: case SCREENBREAK16__STATIC: case SCREENBREAK17__STATIC: case SCREENBREAK18__STATIC: case SCREENBREAK19__STATIC: case BORNTOBEWILDSCREEN__STATIC: A_SpawnWallGlass(spr,dawallnum,30); wal->picnum=W_SCREENBREAK+(krand()%3); A_PlaySound(GLASS_HEAVYBREAK,spr); return; case W_TECHWALL5__STATIC: case W_TECHWALL6__STATIC: case W_TECHWALL7__STATIC: case W_TECHWALL8__STATIC: case W_TECHWALL9__STATIC: BreakWall(wal->picnum+1,spr,dawallnum); return; case W_MILKSHELF__STATIC: BreakWall(W_MILKSHELFBROKE,spr,dawallnum); return; case W_TECHWALL10__STATIC: BreakWall(W_HITTECHWALL10,spr,dawallnum); return; case W_TECHWALL1__STATIC: case W_TECHWALL11__STATIC: case W_TECHWALL12__STATIC: case W_TECHWALL13__STATIC: case W_TECHWALL14__STATIC: BreakWall(W_HITTECHWALL1,spr,dawallnum); return; case W_TECHWALL15__STATIC: BreakWall(W_HITTECHWALL15,spr,dawallnum); return; case W_TECHWALL16__STATIC: BreakWall(W_HITTECHWALL16,spr,dawallnum); return; case W_TECHWALL2__STATIC: BreakWall(W_HITTECHWALL2,spr,dawallnum); return; case W_TECHWALL3__STATIC: BreakWall(W_HITTECHWALL3,spr,dawallnum); return; case W_TECHWALL4__STATIC: BreakWall(W_HITTECHWALL4,spr,dawallnum); return; case ATM__STATIC: wal->picnum = ATMBROKE; A_SpawnMultiple(spr, MONEY, 1+(krand()&7)); A_PlaySound(GLASS_HEAVYBREAK,spr); break; case WALLLIGHT1__STATIC: case WALLLIGHT2__STATIC: case WALLLIGHT3__STATIC: case WALLLIGHT4__STATIC: case TECHLIGHT2__STATIC: case TECHLIGHT4__STATIC: if (rnd(128)) A_PlaySound(GLASS_HEAVYBREAK,spr); else A_PlaySound(GLASS_BREAKING,spr); A_SpawnWallGlass(spr,dawallnum,30); if (wal->picnum == WALLLIGHT1) wal->picnum = WALLLIGHTBUST1; if (wal->picnum == WALLLIGHT2) wal->picnum = WALLLIGHTBUST2; if (wal->picnum == WALLLIGHT3) wal->picnum = WALLLIGHTBUST3; if (wal->picnum == WALLLIGHT4) wal->picnum = WALLLIGHTBUST4; if (wal->picnum == TECHLIGHT2) wal->picnum = TECHLIGHTBUST2; if (wal->picnum == TECHLIGHT4) wal->picnum = TECHLIGHTBUST4; if (!wal->lotag) return; sn = wal->nextsector; if (sn < 0) return; darkestwall = 0; wal = &wall[sector[sn].wallptr]; for (i=sector[sn].wallnum; i > 0; i--,wal++) if (wal->shade > darkestwall) darkestwall=wal->shade; j = krand()&1; i= headspritestat[STAT_EFFECTOR]; while (i >= 0) { if (SHT == wall[dawallnum].lotag && SLT == 3) { T3 = j; T4 = darkestwall; T5 = 1; } i = nextspritestat[i]; } break; } } int32_t Sect_DamageCeiling(int32_t sn) { int32_t i, j; switch (DynamicTileMap[sector[sn].ceilingpicnum]) { case WALLLIGHT1__STATIC: case WALLLIGHT2__STATIC: case WALLLIGHT3__STATIC: case WALLLIGHT4__STATIC: case TECHLIGHT2__STATIC: case TECHLIGHT4__STATIC: A_SpawnCeilingGlass(g_player[myconnectindex].ps->i,sn,10); A_PlaySound(GLASS_BREAKING,g_player[screenpeek].ps->i); if (sector[sn].ceilingpicnum == WALLLIGHT1) sector[sn].ceilingpicnum = WALLLIGHTBUST1; if (sector[sn].ceilingpicnum == WALLLIGHT2) sector[sn].ceilingpicnum = WALLLIGHTBUST2; if (sector[sn].ceilingpicnum == WALLLIGHT3) sector[sn].ceilingpicnum = WALLLIGHTBUST3; if (sector[sn].ceilingpicnum == WALLLIGHT4) sector[sn].ceilingpicnum = WALLLIGHTBUST4; if (sector[sn].ceilingpicnum == TECHLIGHT2) sector[sn].ceilingpicnum = TECHLIGHTBUST2; if (sector[sn].ceilingpicnum == TECHLIGHT4) sector[sn].ceilingpicnum = TECHLIGHTBUST4; if (!sector[sn].hitag) { i = headspritesect[sn]; while (i >= 0) { if (PN == SECTOREFFECTOR && SLT == 12) { j = headspritestat[STAT_EFFECTOR]; while (j >= 0) { if (sprite[j].hitag == SHT) actor[j].t_data[3] = 1; j = nextspritestat[j]; } break; } i = nextspritesect[i]; } } i = headspritestat[STAT_EFFECTOR]; j = krand()&1; while (i >= 0) { if (SHT == (sector[sn].hitag) && SLT == 3) { T3 = j; T5 = 1; } i = nextspritestat[i]; } return 1; } return 0; } // hard coded props... :( void A_DamageObject(int32_t i,int32_t sn) { int16_t j; int32_t k, p, rpg=0; spritetype *s; int32_t switchpicnum = PN; i &= (MAXSPRITES-1); if (A_CheckSpriteFlags(sn,SPRITE_PROJECTILE)) if (SpriteProjectile[sn].workslike & PROJECTILE_RPG) rpg = 1; switchpicnum = PN; if ((PN > WATERFOUNTAIN)&&(PN < WATERFOUNTAIN+3)) { switchpicnum = WATERFOUNTAIN; } switch (DynamicTileMap[PN]) { case OCEANSPRITE1__STATIC: case OCEANSPRITE2__STATIC: case OCEANSPRITE3__STATIC: case OCEANSPRITE4__STATIC: case OCEANSPRITE5__STATIC: A_Spawn(i,SMALLSMOKE); deletesprite(i); break; case QUEBALL__STATIC: case STRIPEBALL__STATIC: if (sprite[sn].picnum == QUEBALL || sprite[sn].picnum == STRIPEBALL) { sprite[sn].xvel = (sprite[i].xvel>>1)+(sprite[i].xvel>>2); sprite[sn].ang -= (SA<<1)+1024; SA = getangle(SX-sprite[sn].x,SY-sprite[sn].y)-512; if (S_CheckSoundPlaying(i,POOLBALLHIT) < 2) A_PlaySound(POOLBALLHIT,i); } else { if (krand()&3) { sprite[i].xvel = 164; sprite[i].ang = sprite[sn].ang; } else { A_SpawnWallGlass(i,-1,3); deletesprite(i); } } break; case TREE1__STATIC: case TREE2__STATIC: case TIRE__STATIC: case CONE__STATIC: case BOX__STATIC: { if (rpg == 1) if (T1 == 0) { CS &= ~257; T1 = 1; A_Spawn(i,BURNING); } switch (DynamicTileMap[sprite[sn].picnum]) { case RADIUSEXPLOSION__STATIC: case RPG__STATIC: case FIRELASER__STATIC: case HYDRENT__STATIC: case HEAVYHBOMB__STATIC: if (T1 == 0) { CS &= ~257; T1 = 1; A_Spawn(i,BURNING); } break; } break; } case CACTUS__STATIC: { if (rpg == 1) for (k=64; k>0; k--) { j = A_InsertSprite(SECT,SX,SY,SZ-(krand()%(48<<8)),SCRAP3+(krand()&3),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(sprite[i].zvel>>2),i,5); sprite[j].pal = 8; } // case CACTUSBROKE: switch (DynamicTileMap[sprite[sn].picnum]) { case RADIUSEXPLOSION__STATIC: case RPG__STATIC: case FIRELASER__STATIC: case HYDRENT__STATIC: case HEAVYHBOMB__STATIC: for (k=64; k>0; k--) { j = A_InsertSprite(SECT,SX,SY,SZ-(krand()%(48<<8)),SCRAP3+(krand()&3),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(sprite[i].zvel>>2),i,5); sprite[j].pal = 8; } if (PN == CACTUS) PN = CACTUSBROKE; CS &= ~257; // else deletesprite(i); break; } break; } case HANGLIGHT__STATIC: case GENERICPOLE2__STATIC: for (k=6; k>0; k--) A_InsertSprite(SECT,SX,SY,SZ-(8<<8),SCRAP1+(krand()&15),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(sprite[i].zvel>>2),i,5); A_PlaySound(GLASS_HEAVYBREAK,i); deletesprite(i); break; case FANSPRITE__STATIC: PN = FANSPRITEBROKE; CS &= (65535-257); if (sector[SECT].floorpicnum == FANSHADOW) sector[SECT].floorpicnum = FANSHADOWBROKE; A_PlaySound(GLASS_HEAVYBREAK,i); s = &sprite[i]; for (j=16; j>0; j--) RANDOMSCRAP; break; case WATERFOUNTAIN__STATIC: // case WATERFOUNTAIN+1: // case WATERFOUNTAIN+2: // case __STATIC: PN = WATERFOUNTAINBROKE; A_Spawn(i,TOILETWATER); break; case SATELITE__STATIC: case FUELPOD__STATIC: case SOLARPANNEL__STATIC: case ANTENNA__STATIC: if (sprite[sn].extra != *actorscrptr[SHOTSPARK1]) { for (j=15; j>0; j--) A_InsertSprite(SECT,SX,SY,sector[SECT].floorz-(12<<8)-(j<<9),SCRAP1+(krand()&15),-8,64,64, krand()&2047,(krand()&127)+64,-(krand()&511)-256,i,5); A_Spawn(i,EXPLOSION2); deletesprite(i); } break; case BOTTLE1__STATIC: case BOTTLE2__STATIC: case BOTTLE3__STATIC: case BOTTLE4__STATIC: case BOTTLE5__STATIC: case BOTTLE6__STATIC: case BOTTLE8__STATIC: case BOTTLE10__STATIC: case BOTTLE11__STATIC: case BOTTLE12__STATIC: case BOTTLE13__STATIC: case BOTTLE14__STATIC: case BOTTLE15__STATIC: case BOTTLE16__STATIC: case BOTTLE17__STATIC: case BOTTLE18__STATIC: case BOTTLE19__STATIC: case WATERFOUNTAINBROKE__STATIC: case DOMELITE__STATIC: case SUSHIPLATE1__STATIC: case SUSHIPLATE2__STATIC: case SUSHIPLATE3__STATIC: case SUSHIPLATE4__STATIC: case SUSHIPLATE5__STATIC: case WAITTOBESEATED__STATIC: case VASE__STATIC: case STATUEFLASH__STATIC: case STATUE__STATIC: if (PN == BOTTLE10) A_SpawnMultiple(i, MONEY, 4+(krand()&3)); else if (PN == STATUE || PN == STATUEFLASH) { A_SpawnRandomGlass(i,-1,40); A_PlaySound(GLASS_HEAVYBREAK,i); } else if (PN == VASE) A_SpawnWallGlass(i,-1,40); A_PlaySound(GLASS_BREAKING,i); SA = krand()&2047; A_SpawnWallGlass(i,-1,8); deletesprite(i); break; case FETUS__STATIC: PN = FETUSBROKE; A_PlaySound(GLASS_BREAKING,i); A_SpawnWallGlass(i,-1,10); break; case FETUSBROKE__STATIC: for (j=48; j>0; j--) { A_Shoot(i,BLOODSPLAT1); SA += 333; } A_PlaySound(GLASS_HEAVYBREAK,i); A_PlaySound(SQUISHED,i); case BOTTLE7__STATIC: A_PlaySound(GLASS_BREAKING,i); A_SpawnWallGlass(i,-1,10); deletesprite(i); break; case HYDROPLANT__STATIC: PN = BROKEHYDROPLANT; A_PlaySound(GLASS_BREAKING,i); A_SpawnWallGlass(i,-1,10); break; case FORCESPHERE__STATIC: sprite[i].xrepeat = 0; actor[OW].t_data[0] = 32; actor[OW].t_data[1] = !actor[OW].t_data[1]; actor[OW].t_data[2] ++; A_Spawn(i,EXPLOSION2); break; case BROKEHYDROPLANT__STATIC: if (CS&1) { A_PlaySound(GLASS_BREAKING,i); SZ += 16<<8; CS = 0; A_SpawnWallGlass(i,-1,5); } break; case TOILET__STATIC: PN = TOILETBROKE; CS |= (krand()&1)<<2; CS &= ~257; A_Spawn(i,TOILETWATER); A_PlaySound(GLASS_BREAKING,i); break; case STALL__STATIC: PN = STALLBROKE; CS |= (krand()&1)<<2; CS &= ~257; A_Spawn(i,TOILETWATER); A_PlaySound(GLASS_HEAVYBREAK,i); break; case HYDRENT__STATIC: PN = BROKEFIREHYDRENT; A_Spawn(i,TOILETWATER); // for(k=0;k<5;k++) // { // j = A_InsertSprite(SECT,SX,SY,SZ-(krand()%(48<<8)),SCRAP3+(krand()&3),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(sprite[i].zvel>>2),i,5); // sprite[j].pal = 2; // } A_PlaySound(GLASS_HEAVYBREAK,i); break; case GRATE1__STATIC: PN = BGRATE1; CS &= (65535-256-1); A_PlaySound(VENT_BUST,i); break; case CIRCLEPANNEL__STATIC: PN = CIRCLEPANNELBROKE; CS &= (65535-256-1); A_PlaySound(VENT_BUST,i); break; case PANNEL1__STATIC: case PANNEL2__STATIC: PN = BPANNEL1; CS &= (65535-256-1); A_PlaySound(VENT_BUST,i); break; case PANNEL3__STATIC: PN = BPANNEL3; CS &= (65535-256-1); A_PlaySound(VENT_BUST,i); break; case PIPE1__STATIC: case PIPE2__STATIC: case PIPE3__STATIC: case PIPE4__STATIC: case PIPE5__STATIC: case PIPE6__STATIC: switch (DynamicTileMap[PN]) { case PIPE1__STATIC: PN=PIPE1B; break; case PIPE2__STATIC: PN=PIPE2B; break; case PIPE3__STATIC: PN=PIPE3B; break; case PIPE4__STATIC: PN=PIPE4B; break; case PIPE5__STATIC: PN=PIPE5B; break; case PIPE6__STATIC: PN=PIPE6B; break; } j = A_Spawn(i,STEAM); sprite[j].z = sector[SECT].floorz-(32<<8); break; case MONK__STATIC: case LUKE__STATIC: case INDY__STATIC: case JURYGUY__STATIC: A_PlaySound(SLT,i); A_Spawn(i,SHT); case SPACEMARINE__STATIC: sprite[i].extra -= sprite[sn].extra; if (sprite[i].extra > 0) break; SA = krand()&2047; A_Shoot(i,BLOODSPLAT1); SA = krand()&2047; A_Shoot(i,BLOODSPLAT2); SA = krand()&2047; A_Shoot(i,BLOODSPLAT3); SA = krand()&2047; A_Shoot(i,BLOODSPLAT4); SA = krand()&2047; A_Shoot(i,BLOODSPLAT1); SA = krand()&2047; A_Shoot(i,BLOODSPLAT2); SA = krand()&2047; A_Shoot(i,BLOODSPLAT3); SA = krand()&2047; A_Shoot(i,BLOODSPLAT4); A_DoGuts(i,JIBS1,1); A_DoGuts(i,JIBS2,2); A_DoGuts(i,JIBS3,3); A_DoGuts(i,JIBS4,4); A_DoGuts(i,JIBS5,1); A_DoGuts(i,JIBS3,6); S_PlaySound(SQUISHED); deletesprite(i); break; case CHAIR1__STATIC: case CHAIR2__STATIC: PN = BROKENCHAIR; CS = 0; break; case CHAIR3__STATIC: case MOVIECAMERA__STATIC: case SCALE__STATIC: case VACUUM__STATIC: case CAMERALIGHT__STATIC: case IVUNIT__STATIC: case POT1__STATIC: case POT2__STATIC: case POT3__STATIC: case TRIPODCAMERA__STATIC: A_PlaySound(GLASS_HEAVYBREAK,i); s = &sprite[i]; for (j=16; j>0; j--) RANDOMSCRAP; deletesprite(i); break; case PLAYERONWATER__STATIC: i = OW; default: if ((sprite[i].cstat&16) && SHT == 0 && SLT == 0 && sprite[i].statnum == STAT_DEFAULT) break; if ((sprite[sn].picnum == FREEZEBLAST || sprite[sn].owner != i) && sprite[i].statnum != 4) { if (A_CheckEnemySprite(&sprite[i]) == 1) { if (sprite[sn].picnum == RPG) sprite[sn].extra <<= 1; if ((PN != DRONE) && (PN != ROTATEGUN) && (PN != COMMANDER) && (PN < GREENSLIME || PN > GREENSLIME+7)) if (sprite[sn].picnum != FREEZEBLAST) if (ActorType[PN] == 0) { j = A_Spawn(sn,JIBS6); if (sprite[sn].pal == 6) sprite[j].pal = 6; sprite[j].z += (4<<8); sprite[j].xvel = 16; sprite[j].xrepeat = sprite[j].yrepeat = 24; sprite[j].ang += 32-(krand()&63); } j = sprite[sn].owner; if (j >= 0 && sprite[j].picnum == APLAYER && PN != ROTATEGUN && PN != DRONE) if (g_player[sprite[j].yvel].ps->curr_weapon == SHOTGUN_WEAPON) { A_Shoot(i,BLOODSPLAT3); A_Shoot(i,BLOODSPLAT1); A_Shoot(i,BLOODSPLAT2); A_Shoot(i,BLOODSPLAT4); } if (PN != TANK && PN != BOSS1 && PN != BOSS4 && PN != BOSS2 && PN != BOSS3 && PN != RECON && PN != ROTATEGUN) { if (sprite[i].extra > 0) { if ((sprite[i].cstat&48) == 0) SA = (sprite[sn].ang+1024)&2047; sprite[i].xvel = -(sprite[sn].extra<<2); j = SECT; pushmove((vec3_t *)&sprite[i],&j,128L,(4L<<8),(4L<<8),CLIPMASK0); if (j != SECT && j >= 0 && j < MAXSECTORS) changespritesect(i,j); } } if (sprite[i].statnum == STAT_ZOMBIEACTOR) { changespritestat(i, STAT_ACTOR); actor[i].timetosleep = SLEEPTIME; } if ((RX < 24 || PN == SHARK) && sprite[sn].picnum == SHRINKSPARK) return; } if (sprite[i].statnum != STAT_ZOMBIEACTOR) { if (sprite[sn].picnum == FREEZEBLAST && ((PN == APLAYER && sprite[i].pal == 1) || (g_freezerSelfDamage == 0 && sprite[sn].owner == i))) return; actor[i].picnum = sprite[sn].picnum; actor[i].extra += sprite[sn].extra; actor[i].ang = sprite[sn].ang; actor[i].owner = sprite[sn].owner; } if (sprite[i].statnum == STAT_PLAYER) { p = sprite[i].yvel; if (g_player[p].ps->newowner >= 0) { g_player[p].ps->newowner = -1; g_player[p].ps->pos.x = g_player[p].ps->opos.x; g_player[p].ps->pos.y = g_player[p].ps->opos.y; g_player[p].ps->pos.z = g_player[p].ps->opos.z; g_player[p].ps->ang = g_player[p].ps->oang; updatesector(g_player[p].ps->pos.x,g_player[p].ps->pos.y,&g_player[p].ps->cursectnum); P_UpdateScreenPal(g_player[p].ps); j = headspritestat[STAT_ACTOR]; while (j >= 0) { if (sprite[j].picnum==CAMERA1) sprite[j].yvel = 0; j = nextspritestat[j]; } } if (RX < 24 && sprite[sn].picnum == SHRINKSPARK) return; if (sprite[actor[i].owner].picnum != APLAYER) if (ud.player_skill >= 3) sprite[sn].extra += (sprite[sn].extra>>1); } } break; } } void allignwarpelevators(void) { int32_t j, i = headspritestat[STAT_EFFECTOR]; while (i >= 0) { if (SLT == 17 && SS > 16) { j = headspritestat[STAT_EFFECTOR]; while (j >= 0) { if ((sprite[j].lotag) == 17 && i != j && (SHT) == (sprite[j].hitag)) { sector[sprite[j].sectnum].floorz = sector[SECT].floorz; sector[sprite[j].sectnum].ceilingz = sector[SECT].ceilingz; } j = nextspritestat[j]; } } i = nextspritestat[i]; } } void G_HandleSharedKeys(int32_t snum) { int32_t i, k = 0, dainv; uint32_t sb_snum = g_player[snum].sync->bits, j; DukePlayer_t *p = g_player[snum].ps; if (p->cheat_phase == 1) return; // 1<<0 = jump // 1<<1 = crouch // 1<<2 = fire // 1<<3 = aim up // 1<<4 = aim down // 1<<5 = run // 1<<6 = look left // 1<<7 = look right // 15<<8 = !weapon selection (bits 8-11) // 1<<12 = !steroids // 1<<13 = look up // 1<<14 = look down // 1<<15 = !nightvis // 1<<16 = !medkit // 1<<17 = (multiflag==1) ? changes meaning of bits 18 and 19 // 1<<18 = centre view // 1<<19 = !holster weapon // 1<<20 = !inventory left // 1<<21 = !pause // 1<<22 = !quick kick // 1<<23 = aim mode // 1<<24 = !holoduke // 1<<25 = !jetpack // 1<<26 = g_gameQuit // 1<<27 = !inventory right // 1<<28 = !turn around // 1<<29 = !open // 1<<30 = !inventory // 1<<31 = !escape i = p->aim_mode; p->aim_mode = (sb_snum>>SK_AIMMODE)&1; if (p->aim_mode < i) p->return_to_center = 9; if (TEST_SYNC_KEY(sb_snum, SK_QUICK_KICK) && p->quick_kick == 0) if (p->curr_weapon != KNEE_WEAPON || p->kickback_pic == 0) { aGameVars[g_iReturnVarID].val.lValue = 0; VM_OnEvent(EVENT_QUICKKICK,g_player[snum].ps->i,snum, -1); if (aGameVars[g_iReturnVarID].val.lValue == 0) { p->quick_kick = 14; if (p->fta == 0 || p->ftq == 80) P_DoQuote(80,p); } } // j = sb_snum & ((15<<8)|(1<<12)|(1<<15)|(1<<16)|(1<<22)|(1<<19)|(1<<20)|(1<<21)|(1<<24)|(1<<25)|(1<<27)|(1<<28)|(1<<29)|(1<<30)|(1<<31)); j = sb_snum & ((15<interface_toggle_flag; p->interface_toggle_flag |= sb_snum | ((sb_snum&0xf00)?0xf00:0); p->interface_toggle_flag &= j | ((j&0xf00)?0xf00:0); if (sb_snum && TEST_SYNC_KEY(sb_snum, SK_MULTIFLAG) == 0) { if (TEST_SYNC_KEY(sb_snum, SK_PAUSE)) { KB_ClearKeyDown(sc_Pause); if (ud.pause_on) ud.pause_on = 0; else ud.pause_on = 1+SHIFTS_IS_PRESSED; if (ud.pause_on) { S_PauseMusic(1); FX_StopAllSounds(); S_ClearSoundLocks(); } else { if (ud.config.MusicToggle) S_PauseMusic(0); pub = NUMPAGES; pus = NUMPAGES; } } if (ud.pause_on) return; if (sprite[p->i].extra <= 0) return; // if dead... if (TEST_SYNC_KEY(sb_snum, SK_INVENTORY) && p->newowner == -1) // inventory button generates event for selected item { aGameVars[g_iReturnVarID].val.lValue = 0; VM_OnEvent(EVENT_INVENTORY,g_player[snum].ps->i,snum, -1); if (aGameVars[g_iReturnVarID].val.lValue == 0) { switch (p->inven_icon) { case 4: sb_snum |= BIT(SK_JETPACK); break; case 3: sb_snum |= BIT(SK_HOLODUKE); break; case 5: sb_snum |= BIT(SK_NIGHTVISION); break; case 1: sb_snum |= BIT(SK_MEDKIT); break; case 2: sb_snum |= BIT(SK_STEROIDS); break; } } } if (TEST_SYNC_KEY(sb_snum, SK_NIGHTVISION)) { aGameVars[g_iReturnVarID].val.lValue = 0; VM_OnEvent(EVENT_USENIGHTVISION,g_player[snum].ps->i,snum, -1); if (aGameVars[g_iReturnVarID].val.lValue == 0 && p->inv_amount[GET_HEATS] > 0) { p->heat_on = !p->heat_on; P_UpdateScreenPal(p); p->inven_icon = 5; A_PlaySound(NITEVISION_ONOFF,p->i); P_DoQuote(106+(!p->heat_on),p); } } if (TEST_SYNC_KEY(sb_snum, SK_STEROIDS)) { aGameVars[g_iReturnVarID].val.lValue = 0; VM_OnEvent(EVENT_USESTEROIDS,g_player[snum].ps->i,snum, -1); if (aGameVars[g_iReturnVarID].val.lValue == 0) { if (p->inv_amount[GET_STEROIDS] == 400) { p->inv_amount[GET_STEROIDS]--; A_PlaySound(DUKE_TAKEPILLS,p->i); P_DoQuote(12,p); } if (p->inv_amount[GET_STEROIDS] > 0) p->inven_icon = 2; } return; // is there significance to returning? } if (p->refresh_inventory) { sb_snum |= BIT(SK_INV_LEFT); // emulate move left... } if (p->newowner == -1) if (TEST_SYNC_KEY(sb_snum, SK_INV_LEFT) || TEST_SYNC_KEY(sb_snum, SK_INV_RIGHT)) { p->invdisptime = GAMETICSPERSEC*2; if (TEST_SYNC_KEY(sb_snum, SK_INV_RIGHT)) k = 1; else k = 0; if (p->refresh_inventory) p->refresh_inventory = 0; dainv = p->inven_icon; i = 0; CHECKINV1: if (i < 9) { i++; switch (dainv) { case 4: if (p->inv_amount[GET_JETPACK] > 0 && i > 1) break; if (k) dainv++; else dainv--; goto CHECKINV1; case 6: if (p->inv_amount[GET_SCUBA] > 0 && i > 1) break; if (k) dainv++; else dainv--; goto CHECKINV1; case 2: if (p->inv_amount[GET_STEROIDS] > 0 && i > 1) break; if (k) dainv++; else dainv--; goto CHECKINV1; case 3: if (p->inv_amount[GET_HOLODUKE] > 0 && i > 1) break; if (k) dainv++; else dainv--; goto CHECKINV1; case 0: case 1: if (p->inv_amount[GET_FIRSTAID] > 0 && i > 1) break; if (k) dainv = 2; else dainv = 7; goto CHECKINV1; case 5: if (p->inv_amount[GET_HEATS] > 0 && i > 1) break; if (k) dainv++; else dainv--; goto CHECKINV1; case 7: if (p->inv_amount[GET_BOOTS] > 0 && i > 1) break; if (k) dainv = 1; else dainv = 6; goto CHECKINV1; } } else dainv = 0; if (TEST_SYNC_KEY(sb_snum, SK_INV_LEFT)) // Inventory_Left { /*Gv_SetVar(g_iReturnVarID,dainv,g_player[snum].ps->i,snum);*/ aGameVars[g_iReturnVarID].val.lValue = dainv; VM_OnEvent(EVENT_INVENTORYLEFT,g_player[snum].ps->i,snum, -1); dainv=aGameVars[g_iReturnVarID].val.lValue; } else if (TEST_SYNC_KEY(sb_snum, SK_INV_RIGHT)) // Inventory_Right { /*Gv_SetVar(g_iReturnVarID,dainv,g_player[snum].ps->i,snum);*/ aGameVars[g_iReturnVarID].val.lValue = dainv; VM_OnEvent(EVENT_INVENTORYRIGHT,g_player[snum].ps->i,snum, -1); dainv=aGameVars[g_iReturnVarID].val.lValue; } if (dainv >= 1) { p->inven_icon = dainv; if (dainv || p->inv_amount[GET_FIRSTAID]) { static const int32_t i[8] = { 3, 90, 91, 88, 101, 89, 6, 0 }; P_DoQuote(i[dainv-1], p); } } } j = ((sb_snum&(15<>SK_WEAPON_BITS) - 1; aGameVars[g_iReturnVarID].val.lValue = j; switch (j) { default: VM_OnEvent(EVENT_WEAPKEY1+j,p->i,snum, -1); break; case 10: VM_OnEvent(EVENT_PREVIOUSWEAPON,p->i,snum, -1); break; case 11: VM_OnEvent(EVENT_NEXTWEAPON,p->i,snum, -1); break; } j = (uint32_t) aGameVars[g_iReturnVarID].val.lValue; if (p->reloading == 1) j = -1; else if ((int32_t)j != -1 && p->kickback_pic == 1 && p->weapon_pos == 1) { p->wantweaponfire = j; p->kickback_pic = 0; } if ((int32_t)j != -1 && p->last_pissed_time <= (GAMETICSPERSEC*218) && p->show_empty_weapon == 0 /*&& p->kickback_pic == 0*/ && p->quick_kick == 0 && sprite[p->i].xrepeat > 32 && p->access_incs == 0 && p->knee_incs == 0) { // if( ( p->weapon_pos == 0 || ( p->holster_weapon && p->weapon_pos == -9 ) )) { if (j == 10 || j == 11) { k = p->curr_weapon; j = (j == 10 ? -1 : 1); // JBF: prev (-1) or next (1) weapon choice i = 0; while ((k >= 0 && k < 10) || (PLUTOPAK && k == GROW_WEAPON && (p->subweapon&(1<subweapon&(1<gotweapon & (1<ammo_amount[k] > 0) { if (PLUTOPAK) // JBF 20040116: so we don't select grower with v1.3d if (k == SHRINKER_WEAPON && (p->subweapon&(1<ammo_amount[GROW_WEAPON] == 0 && (p->gotweapon & (1<ammo_amount[SHRINKER_WEAPON] > 0) // JBF 20040116: added PLUTOPAK so we don't select grower with v1.3d { j = SHRINKER_WEAPON; p->subweapon &= ~(1<ammo_amount[SHRINKER_WEAPON] == 0 && (p->gotweapon & (1<ammo_amount[GROW_WEAPON] > 0) // JBF 20040116: added PLUTOPAK so we don't select grower with v1.3d { j = GROW_WEAPON; p->subweapon |= (1<curr_weapon][snum],p->i,snum); Gv_SetVar(g_iWeaponVarID,j, p->i, snum); aGameVars[g_iReturnVarID].val.lValue = j; VM_OnEvent(EVENT_SELECTWEAPON,p->i,snum, -1); j = aGameVars[g_iReturnVarID].val.lValue; if ((int32_t)j != -1 && j <= MAX_WEAPONS) { if (j == HANDBOMB_WEAPON && p->ammo_amount[HANDBOMB_WEAPON] == 0) { k = headspritestat[STAT_ACTOR]; while (k >= 0) { if (sprite[k].picnum == HEAVYHBOMB && sprite[k].owner == p->i) { p->gotweapon |= (1<curr_weapon != GROW_WEAPON && p->curr_weapon != SHRINKER_WEAPON) { if (p->ammo_amount[GROW_WEAPON] > 0) { if ((p->subweapon&(1<ammo_amount[SHRINKER_WEAPON] == 0) { j = GROW_WEAPON; p->subweapon |= (1<ammo_amount[SHRINKER_WEAPON] > 0) p->subweapon &= ~(1<curr_weapon == SHRINKER_WEAPON) { p->subweapon |= (1<subweapon &= ~(1<holster_weapon) { sb_snum |= BIT(SK_HOLSTER); p->weapon_pos = -9; } else if ((int32_t)j >= 0 && (p->gotweapon & (1<curr_weapon != j) switch (j) { case PISTOL_WEAPON: case SHOTGUN_WEAPON: case CHAINGUN_WEAPON: case RPG_WEAPON: case DEVISTATOR_WEAPON: case FREEZE_WEAPON: case GROW_WEAPON: case SHRINKER_WEAPON: if (p->ammo_amount[j] == 0 && p->show_empty_weapon == 0) { p->last_full_weapon = p->curr_weapon; p->show_empty_weapon = 32; } case KNEE_WEAPON: P_AddWeapon(p, j); break; case HANDREMOTE_WEAPON: if (k >= 0) // Found in list of [1]'s { p->curr_weapon = j; p->last_weapon = -1; p->weapon_pos = 10; } break; case HANDBOMB_WEAPON: case TRIPBOMB_WEAPON: if (p->ammo_amount[j] > 0 && (p->gotweapon & (1<newowner == -1) { if (p->holoduke_on == -1) { aGameVars[g_iReturnVarID].val.lValue = 0; VM_OnEvent(EVENT_HOLODUKEON,g_player[snum].ps->i,snum, -1); if (aGameVars[g_iReturnVarID].val.lValue == 0) { if (p->inv_amount[GET_HOLODUKE] > 0) { p->inven_icon = 3; if (p->cursectnum > -1) { p->holoduke_on = i = A_InsertSprite(p->cursectnum,p->pos.x,p->pos.y, p->pos.z+(30<<8),APLAYER,-64,0,0,p->ang,0,0,-1,10); T4 = T5 = 0; SP = snum; sprite[i].extra = 0; P_DoQuote(47,p); A_PlaySound(TELEPORTER,p->holoduke_on); } } else P_DoQuote(49,p); } } else { aGameVars[g_iReturnVarID].val.lValue = 0; VM_OnEvent(EVENT_HOLODUKEOFF,g_player[snum].ps->i,snum, -1); if (aGameVars[g_iReturnVarID].val.lValue == 0) { A_PlaySound(TELEPORTER,p->holoduke_on); p->holoduke_on = -1; P_DoQuote(48,p); } } } if (TEST_SYNC_KEY(sb_snum, SK_MEDKIT)) { aGameVars[g_iReturnVarID].val.lValue = 0; VM_OnEvent(EVENT_USEMEDKIT,g_player[snum].ps->i,snum, -1); if (aGameVars[g_iReturnVarID].val.lValue == 0) { if (p->inv_amount[GET_FIRSTAID] > 0 && sprite[p->i].extra < p->max_player_health) { j = p->max_player_health-sprite[p->i].extra; if ((uint32_t)p->inv_amount[GET_FIRSTAID] > j) { p->inv_amount[GET_FIRSTAID] -= j; sprite[p->i].extra = p->max_player_health; p->inven_icon = 1; } else { sprite[p->i].extra += p->inv_amount[GET_FIRSTAID]; p->inv_amount[GET_FIRSTAID] = 0; P_SelectNextInvItem(p); } A_PlaySound(DUKE_USEMEDKIT,p->i); } } } if (TEST_SYNC_KEY(sb_snum, SK_JETPACK) && p->newowner == -1) { aGameVars[g_iReturnVarID].val.lValue = 0; VM_OnEvent(EVENT_USEJETPACK,g_player[snum].ps->i,snum, -1); if (aGameVars[g_iReturnVarID].val.lValue == 0) { if (p->inv_amount[GET_JETPACK] > 0) { p->jetpack_on = !p->jetpack_on; if (p->jetpack_on) { p->inven_icon = 4; if (p->scream_voice > FX_Ok) { FX_StopSound(p->scream_voice); p->scream_voice = -1; } A_PlaySound(DUKE_JETPACK_ON,p->i); P_DoQuote(52,p); } else { p->hard_landing = 0; p->posvel.z = 0; A_PlaySound(DUKE_JETPACK_OFF,p->i); S_StopEnvSound(DUKE_JETPACK_IDLE,p->i); S_StopEnvSound(DUKE_JETPACK_ON,p->i); P_DoQuote(53,p); } } else P_DoQuote(50,p); } } if (TEST_SYNC_KEY(sb_snum, SK_TURNAROUND) && p->one_eighty_count == 0) { aGameVars[g_iReturnVarID].val.lValue = 0; VM_OnEvent(EVENT_TURNAROUND,p->i,snum, -1); if (aGameVars[g_iReturnVarID].val.lValue == 0) { p->one_eighty_count = -1024; } } } } int32_t A_CheckHitSprite(int32_t i, int16_t *hitsp) { hitdata_t hitinfo; int32_t zoff = 0; if (A_CheckEnemySprite(&sprite[i])) zoff = (42<<8); else if (PN == APLAYER) zoff = (39<<8); SZ -= zoff; hitscan((const vec3_t *)&sprite[i],SECT, sintable[(SA+512)&2047], sintable[SA&2047], 0,&hitinfo,CLIPMASK1); SZ += zoff; *hitsp = hitinfo.hitsprite; if (hitinfo.hitwall >= 0 && (wall[hitinfo.hitwall].cstat&16) && A_CheckEnemySprite(&sprite[i])) return((1<<30)); return (FindDistance2D(hitinfo.pos.x-SX,hitinfo.pos.y-SY)); } static int32_t hitawall(DukePlayer_t *p,int16_t *hitw) { hitdata_t hitinfo; hitscan((const vec3_t *)p,p->cursectnum, sintable[(p->ang+512)&2047], sintable[p->ang&2047], 0,&hitinfo,CLIPMASK0); *hitw = hitinfo.hitwall; return (FindDistance2D(hitinfo.pos.x-p->pos.x,hitinfo.pos.y-p->pos.y)); } void P_CheckSectors(int32_t snum) { int32_t i = -1,oldz; DukePlayer_t *p = g_player[snum].ps; int16_t j,hitscanwall; if (p->cursectnum > -1) switch (sector[p->cursectnum].lotag) { case 32767: sector[p->cursectnum].lotag = 0; P_DoQuote(9,p); p->secret_rooms++; return; case -1: TRAVERSE_CONNECT(i) g_player[i].ps->gm = MODE_EOL; sector[p->cursectnum].lotag = 0; if (ud.from_bonus) { ud.level_number = ud.from_bonus; ud.m_level_number = ud.level_number; ud.from_bonus = 0; } else { ud.level_number++; if (ud.level_number > MAXLEVELS-1) ud.level_number = 0; ud.m_level_number = ud.level_number; } return; case -2: sector[p->cursectnum].lotag = 0; p->timebeforeexit = GAMETICSPERSEC*8; p->customexitsound = sector[p->cursectnum].hitag; return; default: if (sector[p->cursectnum].lotag >= 10000 && sector[p->cursectnum].lotag < 16383) { if (snum == screenpeek || (GametypeFlags[ud.coop]&GAMETYPE_COOPSOUND)) A_PlaySound(sector[p->cursectnum].lotag-10000,p->i); sector[p->cursectnum].lotag = 0; } break; } //After this point the the player effects the map with space if (p->gm&MODE_TYPE || sprite[p->i].extra <= 0) return; if (TEST_SYNC_KEY(g_player[snum].sync->bits, SK_OPEN)) { aGameVars[g_iReturnVarID].val.lValue = 0; VM_OnEvent(EVENT_USE, p->i, snum, -1); if (aGameVars[g_iReturnVarID].val.lValue != 0) g_player[snum].sync->bits &= ~BIT(SK_OPEN); } if (ud.cashman && TEST_SYNC_KEY(g_player[snum].sync->bits, SK_OPEN)) A_SpawnMultiple(p->i, MONEY, 2); if (p->newowner >= 0) { if (klabs(g_player[snum].sync->svel) > 768 || klabs(g_player[snum].sync->fvel) > 768) { i = -1; goto CLEARCAMERAS; } } if (!TEST_SYNC_KEY(g_player[snum].sync->bits, SK_OPEN) && !TEST_SYNC_KEY(g_player[snum].sync->bits, SK_ESCAPE)) p->toggle_key_flag = 0; else if (!p->toggle_key_flag) { if (TEST_SYNC_KEY(g_player[snum].sync->bits, SK_ESCAPE)) { if (p->newowner >= 0) { i = -1; goto CLEARCAMERAS; } return; } neartagsprite = -1; p->toggle_key_flag = 1; hitscanwall = -1; i = hitawall(p,&hitscanwall); if (i < 1280 && hitscanwall >= 0 && wall[hitscanwall].overpicnum == MIRROR) if (wall[hitscanwall].lotag > 0 && !A_CheckSoundPlaying(p->i,wall[hitscanwall].lotag) && snum == screenpeek) { A_PlaySound(wall[hitscanwall].lotag,p->i); return; } if (hitscanwall >= 0 && (wall[hitscanwall].cstat&16)) switch (wall[hitscanwall].overpicnum) { default: if (wall[hitscanwall].lotag) return; } if (p->newowner >= 0) neartag(p->opos.x,p->opos.y,p->opos.z,sprite[p->i].sectnum,p->oang,&neartagsector,&neartagwall,&neartagsprite,&neartaghitdist,1280L,1); else { neartag(p->pos.x,p->pos.y,p->pos.z,sprite[p->i].sectnum,p->oang,&neartagsector,&neartagwall,&neartagsprite,&neartaghitdist,1280L,1); if (neartagsprite == -1 && neartagwall == -1 && neartagsector == -1) neartag(p->pos.x,p->pos.y,p->pos.z+(8<<8),sprite[p->i].sectnum,p->oang,&neartagsector,&neartagwall,&neartagsprite,&neartaghitdist,1280L,1); if (neartagsprite == -1 && neartagwall == -1 && neartagsector == -1) neartag(p->pos.x,p->pos.y,p->pos.z+(16<<8),sprite[p->i].sectnum,p->oang,&neartagsector,&neartagwall,&neartagsprite,&neartaghitdist,1280L,1); if (neartagsprite == -1 && neartagwall == -1 && neartagsector == -1) { neartag(p->pos.x,p->pos.y,p->pos.z+(16<<8),sprite[p->i].sectnum,p->oang,&neartagsector,&neartagwall,&neartagsprite,&neartaghitdist,1280L,3); if (neartagsprite >= 0) { switch (DynamicTileMap[sprite[neartagsprite].picnum]) { case FEM1__STATIC: case FEM2__STATIC: case FEM3__STATIC: case FEM4__STATIC: case FEM5__STATIC: case FEM6__STATIC: case FEM7__STATIC: case FEM8__STATIC: case FEM9__STATIC: case FEM10__STATIC: case PODFEM1__STATIC: case NAKED1__STATIC: case STATUE__STATIC: case TOUGHGAL__STATIC: return; } } neartagsprite = -1; neartagwall = -1; neartagsector = -1; } } if (p->newowner == -1 && neartagsprite == -1 && neartagsector == -1 && neartagwall == -1) if (isanunderoperator(sector[sprite[p->i].sectnum].lotag)) neartagsector = sprite[p->i].sectnum; if (neartagsector >= 0 && (sector[neartagsector].lotag&16384)) return; if (neartagsprite == -1 && neartagwall == -1) if (sector[p->cursectnum].lotag == 2) { oldz = A_CheckHitSprite(p->i,&neartagsprite); if (oldz > 1280) neartagsprite = -1; } if (neartagsprite >= 0) { if (P_ActivateSwitch(snum,neartagsprite,1)) return; switch (DynamicTileMap[sprite[neartagsprite].picnum]) { case TOILET__STATIC: case STALL__STATIC: if (p->last_pissed_time == 0) { if (ud.lockout == 0) A_PlaySound(DUKE_URINATE,p->i); p->last_pissed_time = GAMETICSPERSEC*220; p->transporter_hold = 29*2; if (p->holster_weapon == 0) { p->holster_weapon = 1; p->weapon_pos = -1; } if (sprite[p->i].extra <= (p->max_player_health-(p->max_player_health/10))) { sprite[p->i].extra += p->max_player_health/10; p->last_extra = sprite[p->i].extra; } else if (sprite[p->i].extra < p->max_player_health) sprite[p->i].extra = p->max_player_health; } else if (!A_CheckSoundPlaying(neartagsprite,FLUSH_TOILET)) A_PlaySound(FLUSH_TOILET,neartagsprite); return; case NUKEBUTTON__STATIC: hitawall(p,&j); if (j >= 0 && wall[j].overpicnum == 0) if (actor[neartagsprite].t_data[0] == 0) { if (ud.noexits && (g_netServer || ud.multimode > 1)) { // NUKEBUTTON frags the player actor[p->i].picnum = NUKEBUTTON; actor[p->i].extra = 250; } else { actor[neartagsprite].t_data[0] = 1; sprite[neartagsprite].owner = p->i; ud.secretlevel = (p->buttonpalette = sprite[neartagsprite].pal) ? sprite[neartagsprite].lotag : 0; } } return; case WATERFOUNTAIN__STATIC: if (actor[neartagsprite].t_data[0] != 1) { actor[neartagsprite].t_data[0] = 1; sprite[neartagsprite].owner = p->i; if (sprite[p->i].extra < p->max_player_health) { sprite[p->i].extra++; A_PlaySound(DUKE_DRINKING,p->i); } } return; case PLUG__STATIC: A_PlaySound(SHORT_CIRCUIT,p->i); sprite[p->i].extra -= 2+(krand()&3); p->pals.r = 48; p->pals.g = 48; p->pals.b = 64; p->pals.f = 32; break; case VIEWSCREEN__STATIC: case VIEWSCREEN2__STATIC: { i = headspritestat[STAT_ACTOR]; while (i >= 0) { if (PN == CAMERA1 && SP == 0 && sprite[neartagsprite].hitag == SLT) { SP = 1; //Using this camera A_PlaySound(MONITOR_ACTIVE,p->i); sprite[neartagsprite].owner = i; sprite[neartagsprite].yvel = 1; j = p->cursectnum; p->cursectnum = SECT; P_UpdateScreenPal(p); p->cursectnum = j; // parallaxtype = 2; p->newowner = i; return; } i = nextspritestat[i]; } } CLEARCAMERAS: if (i < 0) { Bmemcpy(p, &p->opos.x, sizeof(vec3_t)); p->ang = p->oang; p->newowner = -1; updatesector(p->pos.x,p->pos.y,&p->cursectnum); P_UpdateScreenPal(p); i = headspritestat[STAT_ACTOR]; while (i >= 0) { if (PN==CAMERA1) SP = 0; i = nextspritestat[i]; } } else if (p->newowner >= 0) p->newowner = -1; if (KB_KeyPressed(sc_Escape)) KB_ClearKeyDown(sc_Escape); return; } } if (TEST_SYNC_KEY(g_player[snum].sync->bits, SK_OPEN) == 0) return; else if (p->newowner >= 0) { i = -1; goto CLEARCAMERAS; } if (neartagwall == -1 && neartagsector == -1 && neartagsprite == -1) if (klabs(A_GetHitscanRange(p->i)) < 512) { if ((krand()&255) < 16) A_PlaySound(DUKE_SEARCH2,p->i); else A_PlaySound(DUKE_SEARCH,p->i); return; } if (neartagwall >= 0) { if (wall[neartagwall].lotag > 0 && CheckDoorTile(wall[neartagwall].picnum)) { if (hitscanwall == neartagwall || hitscanwall == -1) P_ActivateSwitch(snum,neartagwall,0); return; } else if (p->newowner >= 0) { i = -1; goto CLEARCAMERAS; } } if (neartagsector >= 0 && (sector[neartagsector].lotag&16384) == 0 && isanearoperator(sector[neartagsector].lotag)) { i = headspritesect[neartagsector]; while (i >= 0) { if (PN == ACTIVATOR || PN == MASTERSWITCH) return; i = nextspritesect[i]; } G_OperateSectors(neartagsector,p->i); } else if ((sector[sprite[p->i].sectnum].lotag&16384) == 0) { if (isanunderoperator(sector[sprite[p->i].sectnum].lotag)) { i = headspritesect[sprite[p->i].sectnum]; while (i >= 0) { if (PN == ACTIVATOR || PN == MASTERSWITCH) return; i = nextspritesect[i]; } G_OperateSectors(sprite[p->i].sectnum,p->i); } else P_ActivateSwitch(snum,neartagwall,0); } } }