//------------------------------------------------------------------------- /* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "duke3d.h" #include "sector.h" #include "gamedef.h" #include "gameexec.h" #include "premap.h" #include "osd.h" #include "common_game.h" #include "input.h" // PRIMITIVE static int32_t g_haltSoundHack = 0; int32_t S_FindMusicSFX(int32_t sn, int32_t *sndptr) { int32_t i; for (SPRITES_OF_SECT(sn, i)) { const int32_t snd = sprite[i].lotag; EDUKE32_STATIC_ASSERT(MAXSOUNDS >= 1000); if (PN == MUSICANDSFX && (unsigned)snd < 1000) // XXX: in other places, 999 { *sndptr = snd; return i; } } *sndptr = -1; return -1; } // this function activates a sector's MUSICANDSFX sprite int32_t A_CallSound(int32_t sn, int32_t whatsprite) { int32_t i, snd; if (g_haltSoundHack) { g_haltSoundHack = 0; return -1; } i = S_FindMusicSFX(sn, &snd); if (i >= 0) { if (whatsprite == -1) whatsprite = i; if (T1 == 0) { if ((g_sounds[snd].m & SF_GLOBAL) == 0) { if (snd) { A_PlaySound(snd, whatsprite); if (SHT && snd != SHT && SHT < MAXSOUNDS) S_StopEnvSound(SHT,T6); T6 = whatsprite; } if ((sector[SECT].lotag&0xff) != ST_22_SPLITTING_DOOR) T1 = 1; } } else if (SHT < MAXSOUNDS) { if (SHT) A_PlaySound(SHT, whatsprite); if ((g_sounds[snd].m & SF_LOOP) || (SHT && SHT != snd)) S_StopEnvSound(snd, T6); T6 = whatsprite; T1 = 0; } return snd; } 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 SE_11_SWINGING_DOOR: case SE_30_TWO_WAY_TRAIN: if (actor[j].t_data[4]) return(1); break; case SE_20_STRETCH_BRIDGE: case SE_31_FLOOR_RISE_FALL: case SE_32_CEILING_RISE_FALL: case SE_18_INCREMENTAL_SECTOR_RISE_FALL: 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 ST_15_WARP_ELEVATOR: case ST_16_PLATFORM_DOWN: case ST_17_PLATFORM_UP: case ST_18_ELEVATOR_DOWN: case ST_19_ELEVATOR_UP: case ST_22_SPLITTING_DOOR: case ST_26_SPLITTING_ST_DOOR: return 1; } return 0; } int32_t isanearoperator(int32_t lotag) { switch (lotag&0xff) { case ST_9_SLIDING_ST_DOOR: case ST_15_WARP_ELEVATOR: case ST_16_PLATFORM_DOWN: case ST_17_PLATFORM_UP: case ST_18_ELEVATOR_DOWN: case ST_19_ELEVATOR_UP: case ST_20_CEILING_DOOR: case ST_21_FLOOR_DOOR: case ST_22_SPLITTING_DOOR: case ST_23_SWINGING_DOOR: case ST_25_SLIDING_DOOR: case ST_26_SPLITTING_ST_DOOR: case ST_29_TEETH_DOOR://Toothed door return 1; } return 0; } static inline int32_t A_FP_ManhattanDist(const DukePlayer_t *ps, const spritetype *s) { return klabs(ps->opos.x-s->x) + klabs(ps->opos.y-s->y) + ((klabs(ps->opos.z-s->z+(28<<8)))>>4); } int32_t __fastcall A_FindPlayer(const spritetype *s, int32_t *d) { if (!g_netServer && ud.multimode < 2) { DukePlayer_t *const myps = g_player[myconnectindex].ps; if (d) *d = A_FP_ManhattanDist(myps, s); return myconnectindex; } { int32_t j; int32_t closest_player=0, closest=INT32_MAX; for (TRAVERSE_CONNECT(j)) { DukePlayer_t *const ps = g_player[j].ps; int32_t x = A_FP_ManhattanDist(ps, s); if (x < closest && sprite[ps->i].extra > 0) { closest_player = j; closest = x; } } if (d) *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 != STAT_EFFECTOR) actor[j].bpos.z = 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 == ST_18_ELEVATOR_DOWN || sector[animatesect[i]].lotag == ST_19_ELEVATOR_UP) if (animateptr[i] == §or[animatesect[i]].ceilingz) continue; if ((sector[dasect].lotag&0xff) != ST_22_SPLITTING_DOOR) 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) { for (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->vel.z = 0; if (p == myconnectindex) { my.z += v; myvel.z = 0; } } for (j=headspritesect[dasect]; j>=0; j=nextspritesect[j]) if (sprite[j].statnum != STAT_EFFECTOR) { actor[j].bpos.z = sprite[j].z; sprite[j].z += v; actor[j].floorz = sector[dasect].floorz+v; } } *animateptr[i] = a; } } int32_t GetAnimationGoal(const int32_t *animptr) { int32_t i=0; for (; i= MAXANIMATES) return -1; for (; i= *animptr) ? thevel : -thevel; if (j == g_animateCount) g_animateCount++; G_SetInterpolation(animptr); return j; } static void G_SetupCamTile(int32_t i, int32_t wn) { const int32_t mir = display_mirror; //if (waloff[wn] == 0) loadtile(wn); setviewtotile(wn, tilesiz[wn].y, tilesiz[wn].x); yax_preparedrawrooms(); drawrooms(SX, SY, SZ, SA, 100+sprite[i].shade, SECT); yax_drawrooms(G_DoSpriteAnimations, SECT, 0, 65536); display_mirror = 3; G_DoSpriteAnimations(SX, SY, SA, 65536L); display_mirror = mir; drawmasks(); setviewback(); squarerotatetile(wn); invalidatetile(wn, -1, 255); } void G_AnimateCamSprite(void) { const int32_t i = g_curViewscreen; #ifdef DEBUG_VALGRIND_NO_SMC return; #endif if (g_curViewscreen < 0) return; if (totalclock >= T1 + ud.camera_time) { const DukePlayer_t *const ps = g_player[screenpeek].ps; if (ps->newowner >= 0) OW = ps->newowner; if (OW >= 0 && dist(&sprite[ps->i], &sprite[i]) < VIEWSCREEN_ACTIVE_DISTANCE) { if (waloff[TILE_VIEWSCR] == 0) allocatepermanenttile(TILE_VIEWSCR, tilesiz[PN].x<<2, tilesiz[PN].y<<2); else walock[TILE_VIEWSCR] = 255; G_SetupCamTile(OW, TILE_VIEWSCR); #ifdef POLYMER // Force texture update on viewscreen sprite in Polymer! if (getrendermode() == REND_POLYMER) polymer_invalidatesprite(i); #endif } T1 = totalclock; } } void G_AnimateWalls(void) { int32_t p = g_numAnimWalls-1; for (; p>=0; p--) { const int32_t i = animwall[p].wallnum; switch (DYNAMICTILEMAP(wall[i].picnum)) { 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) && G_GetForcefieldPicnum(i)==W_FORCEFIELD) { const int32_t 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; const int32_t sn = sprite[s].sectnum; for (SPRITES_OF(STAT_EFFECTOR, i)) if (SLT == SE_17_WARP_ELEVATOR && SHT == sprite[s].hitag) { if (klabs(sector[sn].floorz - actor[s].t_data[2]) > SP || sector[SECT].hitag == sector[sn].hitag - d) break; } if (i == -1) return 1; // No find A_PlaySound(d ? ELEVATOR_ON : ELEVATOR_OFF, s); for (SPRITES_OF(STAT_EFFECTOR, i)) if (SLT == SE_17_WARP_ELEVATOR && SHT == sprite[s].hitag) T1 = T2 = d; //Make all check warp return 0; } void G_OperateSectors(int32_t sn, int32_t ii) { int32_t j=0, l; int32_t i; sectortype *const sptr = §or[sn]; switch (sptr->lotag&(0xffff-49152)) { case ST_30_ROTATE_RISE_BRIDGE: j = sector[sn].hitag; if (E_SpriteIsValid(j)) { if (actor[j].tempang == 0 || actor[j].tempang == 256) A_CallSound(sn,ii); sprite[j].extra = (sprite[j].extra == 1) ? 3 : 1; } break; case ST_31_TWO_WAY_TRAIN: j = sector[sn].hitag; if (E_SpriteIsValid(j)) { if (actor[j].t_data[4] == 0) actor[j].t_data[4] = 1; A_CallSound(sn,ii); } break; case ST_26_SPLITTING_ST_DOOR: //The split doors if (GetAnimationGoal(&sptr->ceilingz) == -1) //if the door has stopped { g_haltSoundHack = 1; sptr->lotag &= 0xff00; sptr->lotag |= ST_22_SPLITTING_DOOR; G_OperateSectors(sn,ii); sptr->lotag &= 0xff00; sptr->lotag |= ST_9_SLIDING_ST_DOOR; G_OperateSectors(sn,ii); sptr->lotag &= 0xff00; sptr->lotag |= ST_26_SPLITTING_ST_DOOR; } return; case ST_9_SLIDING_ST_DOOR: { int32_t dax, day; int32_t wallfind[2]; const int32_t startwall = sptr->wallptr; const int32_t endwall = startwall+sptr->wallnum-1; const int32_t sp = sptr->extra>>4; //first find center point by averaging all points dax = 0, day = 0; for (i=startwall; i<=endwall; i++) { dax += wall[i].x; day += wall[i].y; } dax = tabledivide32_noinline(dax, (endwall-startwall+1)); day = tabledivide32_noinline(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; } if (wallfind[1] == -1) return; for (j=0; j<2; j++) { const int32_t wf = wallfind[j]; int32_t dax2, day2; i = wf-1; if (i < startwall) i = endwall; dax2 = ((wall[i].x+wall[wall[wf].point2].x)>>1) - wall[wf].x; day2 = ((wall[i].y+wall[wall[wf].point2].y)>>1) - wall[wf].y; if (wall[wf].x == dax && wall[wf].y == day) { //find what direction door should open by averaging the // 2 neighboring points of wallfind[0] & wallfind[1]. if (dax2 != 0) { dax2 = wall[wall[wall[wf].point2].point2].x; dax2 -= wall[wall[wf].point2].x; SetAnimation(sn,&wall[wf].x,wall[wf].x+dax2,sp); SetAnimation(sn,&wall[i].x,wall[i].x+dax2,sp); SetAnimation(sn,&wall[wall[wf].point2].x,wall[wall[wf].point2].x+dax2,sp); A_CallSound(sn,ii); } else if (day2 != 0) { day2 = wall[wall[wall[wf].point2].point2].y; day2 -= wall[wall[wf].point2].y; SetAnimation(sn,&wall[wf].y,wall[wf].y+day2,sp); SetAnimation(sn,&wall[i].y,wall[i].y+day2,sp); SetAnimation(sn,&wall[wall[wf].point2].y,wall[wall[wf].point2].y+day2,sp); A_CallSound(sn,ii); } } else { if (dax2 != 0) { SetAnimation(sn,&wall[wf].x,dax,sp); SetAnimation(sn,&wall[i].x,dax+dax2,sp); SetAnimation(sn,&wall[wall[wf].point2].x,dax+dax2,sp); A_CallSound(sn,ii); } else if (day2 != 0) { SetAnimation(sn,&wall[wf].y,day,sp); SetAnimation(sn,&wall[i].y,day+day2,sp); SetAnimation(sn,&wall[wall[wf].point2].y,day+day2,sp); A_CallSound(sn,ii); } } } } return; case ST_15_WARP_ELEVATOR://Warping elevators if (sprite[ii].picnum != APLAYER) return; for (SPRITES_OF_SECT(sn, i)) if (PN==SECTOREFFECTOR && SLT == SE_17_WARP_ELEVATOR) break; if (i < 0) return; if (sprite[ii].sectnum == sn) { if (G_ActivateWarpElevators(i,-1)) G_ActivateWarpElevators(i,1); else if (G_ActivateWarpElevators(i,1)) G_ActivateWarpElevators(i,-1); } else { if (sptr->floorz > SZ) G_ActivateWarpElevators(i,-1); else G_ActivateWarpElevators(i,1); } return; case ST_16_PLATFORM_DOWN: case ST_17_PLATFORM_UP: i = GetAnimationGoal(&sptr->floorz); if (i == -1) { i = nextsectorneighborz(sn,sptr->floorz,1,1); if (i == -1) { i = nextsectorneighborz(sn,sptr->floorz,1,-1); if (i == -1) return; j = sector[i].floorz; SetAnimation(sn,&sptr->floorz,j,sptr->extra); } else { j = sector[i].floorz; SetAnimation(sn,&sptr->floorz,j,sptr->extra); } A_CallSound(sn,ii); } return; case ST_18_ELEVATOR_DOWN: case ST_19_ELEVATOR_UP: i = GetAnimationGoal(&sptr->floorz); if (i==-1) { int32_t q; 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 ST_29_TEETH_DOOR: for (SPRITES_OF(STAT_EFFECTOR, i)) if (SLT == SE_22_TEETH_DOOR && SHT == sptr->hitag) { sector[SECT].extra = -sector[SECT].extra; T1 = sn; T2 = 1; } 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 ST_20_CEILING_DOOR: REDODOOR: if (sptr->lotag&0x8000) { for (SPRITES_OF_SECT(sn, i)) if (sprite[i].statnum == STAT_EFFECTOR && SLT==SE_9_DOWN_OPEN_DOOR_LIGHTS) { j = SZ; break; } if (i==-1) j = sptr->floorz; } else { j = nextsectorneighborz(sn,sptr->ceilingz,-1,-1); if (j >= 0) j = sector[j].ceilingz; else { sptr->lotag |= 32768; goto REDODOOR; } } sptr->lotag ^= 0x8000; SetAnimation(sn,&sptr->ceilingz,j,sptr->extra); A_CallSound(sn,ii); return; case ST_21_FLOOR_DOOR: i = GetAnimationGoal(&sptr->floorz); if (i >= 0) { if (animategoal[sn] == sptr->ceilingz) animategoal[i] = sector[nextsectorneighborz(sn,sptr->ceilingz,1,1)].floorz; else animategoal[i] = sptr->ceilingz; } 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 ST_22_SPLITTING_DOOR: if (sptr->lotag&0x8000) { int32_t q = (sptr->ceilingz+sptr->floorz)>>1; j = SetAnimation(sn, &sptr->floorz, q, sptr->extra); j = SetAnimation(sn, &sptr->ceilingz, q, sptr->extra); } else { int32_t fneigh = nextsectorneighborz(sn, sptr->floorz, 1, 1); int32_t cneigh = nextsectorneighborz(sn, sptr->ceilingz, -1, -1); if (fneigh>=0 && cneigh>=0) { j = SetAnimation(sn, &sptr->floorz, sector[fneigh].floorz, sptr->extra); j = SetAnimation(sn, &sptr->ceilingz, sector[cneigh].ceilingz, sptr->extra); } else { OSD_Printf("WARNING: ST22: null sector: floor neighbor=%d, ceiling neighbor=%d!\n", fneigh, cneigh); sptr->lotag ^= 0x8000; } } sptr->lotag ^= 0x8000; A_CallSound(sn,ii); return; case ST_23_SWINGING_DOOR: //Swingdoor j = -1; for (SPRITES_OF(STAT_EFFECTOR, i)) if (SLT == SE_11_SWINGING_DOOR && SECT == sn && !T5) { j = i; break; } if (i < 0) { OSD_Printf("WARNING: SE23 i<0!\n"); return; } // JBF l = sector[SECT].lotag&0x8000; if (j >= 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 (!playedsnd) { A_CallSound(sn,i); playedsnd = 1; } } } return; case ST_25_SLIDING_DOOR: //Subway type sliding doors for (SPRITES_OF(STAT_EFFECTOR, j)) if (sprite[j].lotag == SE_15_SLIDING_DOOR && sprite[j].sectnum == sn) break; //Found the sectoreffector. if (j < 0) return; 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); A_CallSound(SECT,i); T5 = (sector[SECT].lotag&0x8000) ? 1 : 2; } } return; case ST_27_STRETCH_BRIDGE: //Extended bridge for (SPRITES_OF(STAT_EFFECTOR, j)) if ((sprite[j].lotag&0xff)==SE_20_STRETCH_BRIDGE && sprite[j].sectnum == sn) //Bridge { sector[sn].lotag ^= 0x8000; // Highest bit now set means we're opening. actor[j].t_data[0] = (sector[sn].lotag&0x8000) ? 1 : 2; A_CallSound(sn,ii); break; } return; case ST_28_DROP_FLOOR: //activate the rest of them for (SPRITES_OF_SECT(sn, j)) if (sprite[j].statnum==STAT_EFFECTOR && (sprite[j].lotag&0xff)==SE_21_DROP_FLOOR) break; if (j >= 0) // PK: The matching SE21 might have gone, see SE_21_KILLIT in actors.c { j = sprite[j].hitag; for (SPRITES_OF(STAT_EFFECTOR, l)) { if ((sprite[l].lotag&0xff)==SE_21_DROP_FLOOR && !actor[l].t_data[0] && sprite[l].hitag == j) actor[l].t_data[0] = 1; } A_CallSound(sn,ii); } return; } } void G_OperateRespawns(int32_t low) { int32_t i, nexti; for (SPRITES_OF_STAT_SAFE(STAT_FX, i, nexti)) { spritetype *respr = &sprite[i]; if (respr->lotag == low && respr->picnum == RESPAWN) { if (!ud.monsters_off || !A_CheckEnemyTile(respr->hitag)) { int32_t j = A_Spawn(i, TRANSPORTERSTAR); sprite[j].z -= (32<<8); // Just a way to killit (see G_MoveFX(): RESPAWN__STATIC) respr->extra = 66-12; } } } } void G_OperateActivators(int32_t low, int32_t snum) { int32_t i, nexti, j, k; walltype *wal; for (i=g_numCyclers-1; i>=0; i--) { int16_t *const 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]; } } k = -1; for (SPRITES_OF_STAT_SAFE(STAT_ACTIVATOR, i, nexti)) { if (sprite[i].lotag == low) { if (sprite[i].picnum == ACTIVATORLOCKED) { sector[SECT].lotag ^= 16384; if (snum >= 0 && snum < ud.multimode) P_DoQuote((sector[SECT].lotag&16384) ? QUOTE_LOCKED : QUOTE_UNLOCKED, g_player[snum].ps); } else { switch (SHT) { case 1: if (sector[SECT].floorz != sector[SECT].ceilingz) continue; break; case 2: if (sector[SECT].floorz == sector[SECT].ceilingz) continue; break; } // ST_2_UNDERWATER if (sector[sprite[i].sectnum].lotag < 3) { 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: case SE_32_CEILING_RISE_FALL: case SE_18_INCREMENTAL_SECTOR_RISE_FALL: actor[j].t_data[0] = 1-actor[j].t_data[0]; A_CallSound(SECT,j); break; } } if (k == -1 && (sector[SECT].lotag&0xff) == ST_22_SPLITTING_DOOR) k = A_CallSound(SECT,i); G_OperateSectors(SECT,i); } } } G_OperateRespawns(low); } void G_OperateMasterSwitches(int32_t low) { int32_t i; for (SPRITES_OF(STAT_STANDABLE, i)) if (PN == MASTERSWITCH && SLT == low && SP == 0) SP = 1; } void G_OperateForceFields(int32_t s, int32_t low) { int32_t p=g_numAnimWalls; for (; p>=0; p--) { const int32_t i = animwall[p].wallnum; if (low == wall[i].lotag || low == -1) if (G_GetForcefieldPicnum(i) == W_FORCEFIELD || (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 == SE_30_TWO_WAY_TRAIN) wall[i].lotag = 0; } else wall[i].cstat = FORCEFIELD_CSTAT; } } } // List of switches that function like dip (combination lock) switches. #define DIPSWITCH_LIKE_CASES \ DIPSWITCH__STATIC: \ case TECHSWITCH__STATIC: \ case ALIENSWITCH__STATIC // List of access switches. #define ACCESSSWITCH_CASES \ ACCESSSWITCH__STATIC: \ case ACCESSSWITCH2__STATIC // List of switches that don't fit the two preceding categories, and are not // the MULTISWITCH. 13 cases. #define REST_SWITCH_CASES \ DIPSWITCH2__STATIC: \ case DIPSWITCH3__STATIC: \ case FRANKENSTINESWITCH__STATIC: \ case HANDSWITCH__STATIC: \ case LIGHTSWITCH2__STATIC: \ case LIGHTSWITCH__STATIC: \ case LOCKSWITCH1__STATIC: \ case POWERSWITCH1__STATIC: \ case POWERSWITCH2__STATIC: \ case PULLSWITCH__STATIC: \ case SLOTDOOR__STATIC: \ case SPACEDOORSWITCH__STATIC: \ case SPACELIGHTSWITCH__STATIC // Returns: // 0: is not a dipswitch-like switch // 1: is one, off // 2: is one, on static int32_t G_IsLikeDipswitch(int32_t picnum) { int32_t i; for (i=0; i<2; i++) if (picnum == DIPSWITCH+i || picnum == TECHSWITCH+i || picnum == ALIENSWITCH+i) return 1+i; return 0; } // Get base (unpressed) tile number for switch. static int32_t G_GetBaseSwitch(int32_t 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 ) { return picnum-1; } if (picnum > MULTISWITCH && picnum <= MULTISWITCH+3) { return MULTISWITCH; } return picnum; } int32_t P_ActivateSwitch(int32_t snum, int32_t w, int32_t switchissprite) { int32_t lotag, hitag, picnum, switchpal; vec3_t davector; int32_t switchpicnum; int32_t i, correctdips = 1, numdips = 0; if (w < 0) return 0; if (switchissprite == 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; 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; 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 switchissprite=%i\n",picnum,switchissprite); switchpicnum = G_GetBaseSwitch(picnum); switch (DYNAMICTILEMAP(switchpicnum)) { case DIPSWITCH_LIKE_CASES: break; case ACCESSSWITCH_CASES: if (g_player[snum].ps->access_incs == 0) { int32_t pp; static const int32_t key_switchpal[3] = { 0, 21, 23 }; static const int32_t need_key_quote[3] = { QUOTE_NEED_BLUE_KEY, QUOTE_NEED_RED_KEY, QUOTE_NEED_YELLOW_KEY }; for (pp=0; pp<3; pp++) if (switchpal == key_switchpal[pp]) { if (g_player[snum].ps->got_access & (1<access_incs = 1; else P_DoQuote(need_key_quote[pp], g_player[snum].ps); break; } if (g_player[snum].ps->access_incs == 1) { if (switchissprite == 0) g_player[snum].ps->access_wallnum = w; else g_player[snum].ps->access_spritenum = w; } return 0; } /* fall-through (XXX: intended?) */ case MULTISWITCH__STATIC: case REST_SWITCH_CASES: if (G_CheckActivatorMotion(lotag)) return 0; break; default: if (CheckDoorTile(picnum) == 0) return 0; break; } for (SPRITES_OF(STAT_DEFAULT, i)) { if (lotag == SLT) { // Put the tile number into a variable so later switches don't // trigger on the result of changes: const int32_t switchpic = PN; if (switchpic >= MULTISWITCH && switchpic <= MULTISWITCH+3) { sprite[i].picnum++; if (sprite[i].picnum > MULTISWITCH+3) sprite[i].picnum = MULTISWITCH; } switch (DYNAMICTILEMAP(switchpic)) { case DIPSWITCH_LIKE_CASES: if (switchissprite == 1 && w == i) PN++; else if (SHT == 0) correctdips++; numdips++; break; case ACCESSSWITCH_CASES: case REST_SWITCH_CASES: sprite[i].picnum++; break; default: if (switchpic <= 0) // oob safety break; switch (DYNAMICTILEMAP(switchpic-1)) { case DIPSWITCH_LIKE_CASES: if (switchissprite == 1 && w == i) PN--; else if (SHT == 1) correctdips++; numdips++; break; case REST_SWITCH_CASES: sprite[i].picnum--; break; } break; } } } for (i=numwalls-1; i>=0; i--) { const int32_t 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_LIKE_CASES: if (switchissprite == 0 && i == w) wall[x].picnum++; else if (wall[x].hitag == 0) correctdips++; numdips++; break; case ACCESSSWITCH_CASES: case REST_SWITCH_CASES: wall[x].picnum++; break; default: if (wall[x].picnum <= 0) // oob safety break; switch (DYNAMICTILEMAP(wall[x].picnum-1)) { case DIPSWITCH_LIKE_CASES: if (switchissprite == 0 && i == w) wall[x].picnum--; else if (wall[x].hitag == 1) correctdips++; numdips++; break; case REST_SWITCH_CASES: wall[x].picnum--; break; } break; } } } if (lotag == 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 = G_GetBaseSwitch(picnum); switch (DYNAMICTILEMAP(switchpicnum)) { default: if (CheckDoorTile(picnum) == 0) break; /* fall-through */ case DIPSWITCH_LIKE_CASES: if (G_IsLikeDipswitch(picnum)) { if (picnum == ALIENSWITCH || picnum == ALIENSWITCH+1) { if (switchissprite == 1) S_PlaySound3D(ALIEN_SWITCH1, w, &davector); else S_PlaySound3D(ALIEN_SWITCH1, g_player[snum].ps->i, &davector); } else { if (switchissprite == 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); } /* fall-through */ case ACCESSSWITCH_CASES: case MULTISWITCH__STATIC: case REST_SWITCH_CASES: { int32_t x; if (picnum >= MULTISWITCH && picnum <= MULTISWITCH+3) lotag += picnum - MULTISWITCH; for (SPRITES_OF(STAT_EFFECTOR, x)) { if (sprite[x].hitag == lotag) { switch (sprite[x].lotag) { case SE_12_LIGHT_SWITCH: 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 SE_24_CONVEYOR: case SE_34: case SE_25_PISTON: actor[x].t_data[4] = !actor[x].t_data[4]; P_DoQuote(actor[x].t_data[4] ? QUOTE_DEACTIVATED : QUOTE_ACTIVATED, g_player[snum].ps); break; case SE_21_DROP_FLOOR: P_DoQuote(QUOTE_ACTIVATED, g_player[screenpeek].ps); break; } } } G_OperateActivators(lotag,snum); G_OperateForceFields(g_player[snum].ps->i, lotag); G_OperateMasterSwitches(lotag); if (G_IsLikeDipswitch(picnum)) return 1; if (hitag == 0 && CheckDoorTile(picnum) == 0) { if (switchissprite == 1) S_PlaySound3D(SWITCH_ON, w, &davector); else S_PlaySound3D(SWITCH_ON, g_player[snum].ps->i, &davector); } else if (hitag != 0) { if (switchissprite == 1 && (g_sounds[hitag].m & SF_TALK) == 0) S_PlaySound3D(hitag, w, &davector); else A_PlaySound(hitag, g_player[snum].ps->i); } return 1; } } return 0; } void G_ActivateBySector(int32_t sect, int32_t j) { int32_t i; int32_t didit = 0; for (SPRITES_OF_SECT(sect, i)) if (PN == ACTIVATOR) { G_OperateActivators(SLT,-1); didit = 1; } 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,SFLAG_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 = G_GetForcefieldPicnum(dawallnum); switch (DYNAMICTILEMAP(switchpicnum)) { case W_FORCEFIELD__STATIC: wal->extra = 1; // tell the forces to animate /* fall-through */ case BIGFORCE__STATIC: updatesector(pos->x, pos->y, &sn); if (sn < 0) return; { int32_t xr=32, yr=32; if (atwith == -1) xr = yr = 8; else if (atwith == CHAINGUN) { xr = 16+sprite[spr].xrepeat; yr = 16+sprite[spr].yrepeat; } i = A_InsertSprite(sn, pos->x,pos->y,pos->z, FORCERIPPLE, -127, xr,yr, 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: A_PlaySound(rnd(128) ? GLASS_HEAVYBREAK : 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 == 0) 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; for (SPRITES_OF(STAT_EFFECTOR, i)) if (SHT == wall[dawallnum].lotag && SLT == SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT) { T3 = j; T4 = darkestwall; T5 = 1; } break; } } // NOTE: return value never examined in any of the callers. int32_t Sect_DamageCeilingOrFloor(int32_t floorp, int32_t sn) { int32_t i, j; const int32_t RETURN_in = floorp ? 131072+sn : 65536+sn; // NOTE: pass RETURN in the dist argument, too. int32_t ret = VM_OnEventWithBoth(EVENT_DAMAGEHPLANE, g_player[screenpeek].ps->i, screenpeek, RETURN_in, RETURN_in); if (ret < 0) return 0; if (floorp) return 0; if (ret == (1<<20)) { // Execute the hard-coded stuff without changing picnum (expected to // have been done by the event). goto GLASSBREAK_CODE; } switch (DYNAMICTILEMAP(sector[sn].ceilingpicnum)) { case WALLLIGHT1__STATIC: case WALLLIGHT2__STATIC: case WALLLIGHT3__STATIC: case WALLLIGHT4__STATIC: case TECHLIGHT2__STATIC: case TECHLIGHT4__STATIC: 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; GLASSBREAK_CODE: A_SpawnCeilingGlass(g_player[myconnectindex].ps->i,sn,10); A_PlaySound(GLASS_BREAKING,g_player[screenpeek].ps->i); if (sector[sn].hitag == 0) { for (SPRITES_OF_SECT(sn, i)) { if (PN == SECTOREFFECTOR && SLT == SE_12_LIGHT_SWITCH) { for (SPRITES_OF(STAT_EFFECTOR, j)) if (sprite[j].hitag == SHT) actor[j].t_data[3] = 1; break; } } } j = krand()&1; for (SPRITES_OF(STAT_EFFECTOR, i)) if (SHT == sector[sn].hitag && SLT == SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT) { T3 = j; T5 = 1; } return 1; } return 0; } // hard coded props... :( void A_DamageObject(int32_t i,int32_t sn) { int16_t j; int32_t k, rpg=0; spritetype *s; if (g_netClient) { return; } i &= (MAXSPRITES-1); if (A_CheckSpriteFlags(sn,SFLAG_PROJECTILE)) if (SpriteProjectile[sn].workslike & PROJECTILE_RPG) rpg = 1; switch (DYNAMICTILEMAP(PN)) { case OCEANSPRITE1__STATIC: case OCEANSPRITE2__STATIC: case OCEANSPRITE3__STATIC: case OCEANSPRITE4__STATIC: case OCEANSPRITE5__STATIC: A_Spawn(i,SMALLSMOKE); A_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); A_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 A_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); A_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: PN = WATERFOUNTAINBROKE; A_Spawn(i,TOILETWATER); break; case SATELITE__STATIC: case FUELPOD__STATIC: case SOLARPANNEL__STATIC: case ANTENNA__STATIC: if (sprite[sn].extra != G_InitialActorStrength(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); A_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); A_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); /* fall-through */ case BOTTLE7__STATIC: A_PlaySound(GLASS_BREAKING,i); A_SpawnWallGlass(i,-1,10); A_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: A_PlaySound(GLASS_BREAKING,i); A_SpawnWallGlass(i,-1,5); A_DeleteSprite(i); 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); /* fall-through */ 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); A_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; A_DeleteSprite(i); break; case PLAYERONWATER__STATIC: i = OW; /* fall-through */ 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 != STAT_PROJECTILE) { 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 (!A_CheckSpriteTileFlags(PN, SFLAG_BADGUY)) { 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[P_Get(j)].ps->curr_weapon == SHOTGUN_WEAPON) { A_Shoot(i,BLOODSPLAT3); A_Shoot(i,BLOODSPLAT1); A_Shoot(i,BLOODSPLAT2); A_Shoot(i,BLOODSPLAT4); } if (!A_CheckSpriteFlags(i, SFLAG_NODAMAGEPUSH)) { 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 && (unsigned)j < MAXSECTORS) changespritesect(i,j); } } if (sprite[i].statnum == STAT_ZOMBIEACTOR) { changespritestat(i, STAT_ACTOR); actor[i].timetosleep = SLEEPTIME; } if ((sprite[i].xrepeat < 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) { DukePlayer_t *ps = g_player[P_Get(i)].ps; if (ps->newowner >= 0) G_ClearCameraView(ps); if (sprite[i].xrepeat < 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 G_AlignWarpElevators(void) { int32_t i, j; for (SPRITES_OF(STAT_EFFECTOR, i)) { if (SLT == SE_17_WARP_ELEVATOR && SS > 16) { for (SPRITES_OF(STAT_EFFECTOR, j)) { if (i != j && sprite[j].lotag == SE_17_WARP_ELEVATOR && SHT == sprite[j].hitag) { sector[sprite[j].sectnum].floorz = sector[SECT].floorz; sector[sprite[j].sectnum].ceilingz = sector[SECT].ceilingz; } } } } } void P_HandleSharedKeys(int32_t snum) { int32_t i, k = 0, dainv; uint32_t sb_snum = g_player[snum].sync->bits, j; DukePlayer_t *const 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 (PWEAPON(snum, p->curr_weapon, WorksLike) != KNEE_WEAPON || p->kickback_pic == 0) { if (VM_OnEvent(EVENT_QUICKKICK,g_player[snum].ps->i,snum) == 0) { p->quick_kick = 14; if (p->fta == 0 || p->ftq == 80) P_DoQuote(QUOTE_MIGHTY_FOOT,p); } } j = sb_snum & ((15u<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 { if (VM_OnEvent(EVENT_INVENTORY,g_player[snum].ps->i,snum) == 0) { switch (p->inven_icon) { case ICON_JETPACK: sb_snum |= BIT(SK_JETPACK); break; case ICON_HOLODUKE: sb_snum |= BIT(SK_HOLODUKE); break; case ICON_HEATS: sb_snum |= BIT(SK_NIGHTVISION); break; case ICON_FIRSTAID: sb_snum |= BIT(SK_MEDKIT); break; case ICON_STEROIDS: sb_snum |= BIT(SK_STEROIDS); break; } } } if (TEST_SYNC_KEY(sb_snum, SK_NIGHTVISION)) { if (VM_OnEvent(EVENT_USENIGHTVISION,g_player[snum].ps->i,snum) == 0 && p->inv_amount[GET_HEATS] > 0) { p->heat_on = !p->heat_on; P_UpdateScreenPal(p); p->inven_icon = ICON_HEATS; A_PlaySound(NITEVISION_ONOFF,p->i); P_DoQuote(QUOTE_NVG_OFF-!!p->heat_on,p); } } if (TEST_SYNC_KEY(sb_snum, SK_STEROIDS)) { if (VM_OnEvent(EVENT_USESTEROIDS,g_player[snum].ps->i,snum) == 0) { if (p->inv_amount[GET_STEROIDS] == 400) { p->inv_amount[GET_STEROIDS]--; A_PlaySound(DUKE_TAKEPILLS,p->i); P_DoQuote(QUOTE_USED_STEROIDS,p); } if (p->inv_amount[GET_STEROIDS] > 0) p->inven_icon = ICON_STEROIDS; } return; // is there significance to returning? } if (p->refresh_inventory) sb_snum |= BIT(SK_INV_LEFT); // emulate move left... if (p->newowner == -1 && (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 ICON_JETPACK: if (p->inv_amount[GET_JETPACK] > 0 && i > 1) break; if (k) dainv++; else dainv--; goto CHECKINV1; case ICON_SCUBA: if (p->inv_amount[GET_SCUBA] > 0 && i > 1) break; if (k) dainv++; else dainv--; goto CHECKINV1; case ICON_STEROIDS: if (p->inv_amount[GET_STEROIDS] > 0 && i > 1) break; if (k) dainv++; else dainv--; goto CHECKINV1; case ICON_HOLODUKE: if (p->inv_amount[GET_HOLODUKE] > 0 && i > 1) break; if (k) dainv++; else dainv--; goto CHECKINV1; case ICON_NONE: case ICON_FIRSTAID: if (p->inv_amount[GET_FIRSTAID] > 0 && i > 1) break; if (k) dainv = 2; else dainv = 7; goto CHECKINV1; case ICON_HEATS: if (p->inv_amount[GET_HEATS] > 0 && i > 1) break; if (k) dainv++; else dainv--; goto CHECKINV1; case ICON_BOOTS: 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);*/ dainv = VM_OnEventWithReturn(EVENT_INVENTORYLEFT,g_player[snum].ps->i,snum, dainv); } else if (TEST_SYNC_KEY(sb_snum, SK_INV_RIGHT)) // Inventory_Right { /*Gv_SetVar(g_iReturnVarID,dainv,g_player[snum].ps->i,snum);*/ dainv = VM_OnEventWithReturn(EVENT_INVENTORYRIGHT,g_player[snum].ps->i,snum, dainv); } if (dainv >= 1) { p->inven_icon = dainv; if (dainv || p->inv_amount[GET_FIRSTAID]) { static const int32_t i[8] = { QUOTE_MEDKIT, QUOTE_STEROIDS, QUOTE_HOLODUKE, QUOTE_JETPACK, QUOTE_NVG, QUOTE_SCUBA, QUOTE_BOOTS, 0 }; if (dainv>=1 && dainv<=9) P_DoQuote(i[dainv-1], p); } } } j = ((sb_snum&(15<>SK_WEAPON_BITS) - 1; switch ((int32_t)j) { case -1: break; default: j = VM_OnEventWithReturn(EVENT_WEAPKEY1+j,p->i,snum, j); break; case 10: j = VM_OnEventWithReturn(EVENT_PREVIOUSWEAPON,p->i,snum, j); break; case 11: j = VM_OnEventWithReturn(EVENT_NEXTWEAPON,p->i,snum, j); break; } // NOTE: it is assumed that the above events return either -1 or a // valid weapon index. Presumably, neither other negative numbers nor // positive ones >= MAX_WEAPONS are allowed. However, the code below is // a bit inconsistent in checking "j". if (p->reloading == 1) j = -1; else if ((uint32_t)j < MAX_WEAPONS && 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 == WEAPON_POS_LOWER ) )) { 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)) { // this is handling next/previous with the grower selected switch (k) { case DEVISTATOR_WEAPON: if ((int32_t) j == -1) { if (PLUTOPAK && p->gotweapon & (1 << GROW_WEAPON) && p->ammo_amount[GROW_WEAPON] > 0) { k = GROW_WEAPON; p->subweapon |= (1<subweapon &= ~(1 << GROW_WEAPON); } } else k++; break; case GROW_WEAPON: if ((int32_t)j == -1) { if (PLUTOPAK && p->gotweapon & (1 << SHRINKER_WEAPON) && p->ammo_amount[SHRINKER_WEAPON] > 0) { k = SHRINKER_WEAPON; p->subweapon &= ~(1 << GROW_WEAPON); } else k = HANDBOMB_WEAPON; } else k = DEVISTATOR_WEAPON; break; case SHRINKER_WEAPON: if ((int32_t)j == 1) { if (PLUTOPAK && p->gotweapon & (1 << GROW_WEAPON) && p->ammo_amount[GROW_WEAPON] > 0) { k = GROW_WEAPON; p->subweapon |= (1<gotweapon & (1<ammo_amount[k] > 0) { j = k; break; } if (++i == 10) // absolutely no weapons, so use foot { j = KNEE_WEAPON; break; } } } P_SetWeaponGamevars(snum, p); j = VM_OnEventWithReturn(EVENT_SELECTWEAPON,p->i,snum, j); // XXX: any signifcance to "<= MAX_WEAPONS" instead of "<"? 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 = WEAPON_POS_LOWER; } else if ((uint32_t)j < MAX_WEAPONS && (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, 1); break; case HANDREMOTE_WEAPON: if (k >= 0) // Found in list of [1]'s { p->curr_weapon = j; p->last_weapon = -1; p->weapon_pos = WEAPON_POS_RAISE; } break; case HANDBOMB_WEAPON: case TRIPBOMB_WEAPON: if (p->ammo_amount[j] > 0 && (p->gotweapon & (1<newowner == -1) { if (p->holoduke_on == -1) { if (VM_OnEvent(EVENT_HOLODUKEON,g_player[snum].ps->i,snum) == 0) { if (p->inv_amount[GET_HOLODUKE] > 0) { p->inven_icon = ICON_HOLODUKE; 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; sprite[i].yvel = snum; sprite[i].extra = 0; P_DoQuote(QUOTE_HOLODUKE_ON,p); A_PlaySound(TELEPORTER,p->holoduke_on); } } else P_DoQuote(QUOTE_HOLODUKE_NOT_FOUND,p); } } else { if (VM_OnEvent(EVENT_HOLODUKEOFF,g_player[snum].ps->i,snum) == 0) { A_PlaySound(TELEPORTER,p->holoduke_on); p->holoduke_on = -1; P_DoQuote(QUOTE_HOLODUKE_OFF,p); } } } if (TEST_SYNC_KEY(sb_snum, SK_MEDKIT)) { if (VM_OnEvent(EVENT_USEMEDKIT,g_player[snum].ps->i,snum) == 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 = ICON_FIRSTAID; } 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 (p->newowner == -1 && TEST_SYNC_KEY(sb_snum, SK_JETPACK)) { if (VM_OnEvent(EVENT_USEJETPACK,g_player[snum].ps->i,snum) == 0) { if (p->inv_amount[GET_JETPACK] > 0) { p->jetpack_on = !p->jetpack_on; if (p->jetpack_on) { p->inven_icon = ICON_JETPACK; if (p->scream_voice > FX_Ok) { FX_StopSound(p->scream_voice); p->scream_voice = -1; } A_PlaySound(DUKE_JETPACK_ON,p->i); P_DoQuote(QUOTE_JETPACK_ON,p); } else { p->hard_landing = 0; p->vel.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(QUOTE_JETPACK_OFF,p); } } else P_DoQuote(QUOTE_JETPACK_NOT_FOUND,p); } } if (TEST_SYNC_KEY(sb_snum, SK_TURNAROUND) && p->one_eighty_count == 0) if (VM_OnEvent(EVENT_TURNAROUND,p->i,snum) == 0) p->one_eighty_count = -1024; } } int32_t A_CheckHitSprite(int32_t i, int16_t *hitsp) { hitdata_t hit; 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,&hit,CLIPMASK1); SZ += zoff; if (hitsp) *hitsp = hit.sprite; if (hit.wall >= 0 && (wall[hit.wall].cstat&16) && A_CheckEnemySprite(&sprite[i])) return 1<<30; return FindDistance2D(hit.pos.x-SX,hit.pos.y-SY); } static int32_t P_FindWall(DukePlayer_t *p, int16_t *hitw) { hitdata_t hit; hitscan((const vec3_t *)p,p->cursectnum, sintable[(p->ang+512)&2047], sintable[p->ang&2047], 0,&hit,CLIPMASK0); *hitw = hit.wall; if (hit.wall < 0) return INT32_MAX; return FindDistance2D(hit.pos.x-p->pos.x,hit.pos.y-p->pos.y); } // returns 1 if sprite i should not be considered by neartag static int32_t our_neartag_blacklist(int32_t i) { return sprite[i].picnum >= SECTOREFFECTOR__STATIC && sprite[i].picnum <= GPSPEED__STATIC; } static void G_ClearCameras(DukePlayer_t *p) { G_ClearCameraView(p); if (I_EscapeTrigger()) I_EscapeTriggerClear(); } void P_CheckSectors(int32_t snum) { int32_t i = -1; DukePlayer_t *const p = g_player[snum].ps; if (p->cursectnum > -1) switch (sector[p->cursectnum].lotag) { case 32767: sector[p->cursectnum].lotag = 0; P_DoQuote(QUOTE_FOUND_SECRET,p); p->secret_rooms++; return; case UINT16_MAX: for (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 UINT16_MAX-1: 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)) { if (VM_OnEvent(EVENT_USE, p->i, snum) != 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) { G_ClearCameras(p); return; } } 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) { int16_t hitscanwall; int16_t neartagsector, neartagwall, neartagsprite; int32_t neartaghitdist; if (TEST_SYNC_KEY(g_player[snum].sync->bits, SK_ESCAPE)) { if (p->newowner >= 0) G_ClearCameras(p); return; } neartagsprite = -1; p->toggle_key_flag = 1; hitscanwall = -1; i = P_FindWall(p,&hitscanwall); if (hitscanwall >= 0 && i < 1280 && 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)) 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, 1280, 1, our_neartag_blacklist); else { neartag(p->pos.x,p->pos.y,p->pos.z,sprite[p->i].sectnum,p->oang,&neartagsector, &neartagwall,&neartagsprite,&neartaghitdist, 1280, 1, our_neartag_blacklist); 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, 1280, 1, our_neartag_blacklist); 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, 1280, 1, our_neartag_blacklist); 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, 1280, 3, our_neartag_blacklist); 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 (p->cursectnum >= 0 && sector[p->cursectnum].lotag == 2) { int32_t 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: { int16_t j; P_FindWall(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_PalFrom(p, 32, 48,48,64); break; case VIEWSCREEN__STATIC: case VIEWSCREEN2__STATIC: // Try to find a camera sprite for the viewscreen. for (SPRITES_OF(STAT_ACTOR, i)) { if (PN == CAMERA1 && SP == 0 && sprite[neartagsprite].hitag == SLT) { sprite[i].yvel = 1; // Using this camera A_PlaySound(MONITOR_ACTIVE,p->i); sprite[neartagsprite].owner = i; sprite[neartagsprite].yvel = 1; // VIEWSCREEN_YVEL g_curViewscreen = neartagsprite; { int32_t j = p->cursectnum; p->cursectnum = SECT; P_UpdateScreenPal(p); p->cursectnum = j; } // parallaxtype = 2; p->newowner = i; P_UpdatePosWhenViewingCam(p); return; } } G_ClearCameras(p); return; } // switch } if (TEST_SYNC_KEY(g_player[snum].sync->bits, SK_OPEN) == 0) return; if (p->newowner >= 0) { G_ClearCameras(p); return; } 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) { G_ClearCameras(p); return; } } if (neartagsector >= 0 && (sector[neartagsector].lotag&16384) == 0 && isanearoperator(sector[neartagsector].lotag)) { for (SPRITES_OF_SECT(neartagsector, i)) { if (PN == ACTIVATOR || PN == MASTERSWITCH) return; } G_OperateSectors(neartagsector,p->i); } else if ((sector[sprite[p->i].sectnum].lotag&16384) == 0) { if (isanunderoperator(sector[sprite[p->i].sectnum].lotag)) { for (SPRITES_OF_SECT(sprite[p->i].sectnum, i)) { if (PN == ACTIVATOR || PN == MASTERSWITCH) return; } G_OperateSectors(sprite[p->i].sectnum,p->i); } else P_ActivateSwitch(snum,neartagwall,0); } } }