raze-gles/polymer/eduke32/source/sector.c
terminx 1538f39289 fix building with MSVC after Helixhorned's commit
fix FastLZ mipmap corruption issue
fix Polymer MSVC warnings
rewrote qsprintf to take up to 32 parameters, either quotes or gamevars
added qstrncat to concatenate n characters of one quote to another
exposed internal sectorofwall() function to CON
changed CON parser to count ( ) ; and , as whitespace so people can make their code more readable
added ACTIVATOR and ACTIVATORLOCKED support to SE49 and SE50
added SPRITE_USEACTIVATOR flag to allow actor execution based on whether a sector is "locked" or not
rearranged a few structures for faster array lookups
fixed EVENT_HOLSTER


git-svn-id: https://svn.eduke32.com/eduke32@1457 1a8010ca-5511-0410-912e-c29ae57300e0
2009-07-12 01:55:34 +00:00

3478 lines
108 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2004, 2007 - EDuke32 developers
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)
A_StopSound(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))
A_StopSound(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 (ActorExtra[j].temp_data[4])
return(1);
break;
case 20:
case 31:
case 32:
case 18:
if (ActorExtra[j].temp_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 = connecthead;
for (; i>=0; i=connectpoint2[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<y) swaplong(&x,&y);
{
int32_t t = y + (y>>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<y) swaplong(&x,&y);
if (x<z) swaplong(&x,&z);
{
int32_t t = y + z;
return (x - (x>>4) + (t>>2) + (t>>3));
}
}
int32_t __fastcall A_FindPlayer(spritetype *s, int32_t *d)
{
if (ud.multimode < 2)
{
*d = klabs(g_player[myconnectindex].ps->oposx-s->x) + klabs(g_player[myconnectindex].ps->oposy-s->y) + ((klabs(g_player[myconnectindex].ps->oposz-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->oposx-s->x) + klabs(g_player[j].ps->oposy-s->y) + ((klabs(g_player[j].ps->oposz-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] == &sector[animatesect[i]].floorz)
for (j=headspritesect[dasect]; j>=0; j=nextspritesect[j])
if (sprite[j].statnum != 3)
ActorExtra[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] == &sector[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] == &sector[animatesect[i]].floorz)
{
TRAVERSE_CONNECT(p)
if (g_player[p].ps->cursectnum == dasect)
if ((sector[dasect].floorz-g_player[p].ps->posz) < (64<<8))
if (sprite[g_player[p].ps->i].owner >= 0)
{
g_player[p].ps->posz += v;
g_player[p].ps->poszv = 0;
if (p == myconnectindex)
{
my.z += v;
myvel.z = 0;
myzbak[((movefifoplc-1)&(MOVEFIFOSIZ-1))] = g_player[p].ps->posz;
}
}
for (j=headspritesect[dasect]; j>=0; j=nextspritesect[j])
if (sprite[j].statnum != 3)
{
ActorExtra[j].bposz = sprite[j].z;
sprite[j].z += v;
ActorExtra[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])
{
j = i;
break;
}
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<g_animateCount; i++)
if (animptr == animateptr[i])
{
j = i;
break;
}
animatesect[j] = animsect;
animateptr[j] = animptr;
animategoal[j] = thegoal;
if (thegoal >= *animptr)
animatevel[j] = thevel;
else
animatevel[j] = -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 >= 11)
{
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]) < 2048)
{
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-ActorExtra[s].temp_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 = &sector[sn];
switch (sptr->lotag&(0xffff-49152))
{
case 30:
j = sector[sn].hitag;
if (ActorExtra[j].tempang == 0 ||
ActorExtra[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 (ActorExtra[j].temp_data[4] == 0)
ActorExtra[j].temp_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:
if (sptr->lotag&0x8000)
j = sector[nextsectorneighborz(sn,sptr->ceilingz,1,1)].floorz;
else
j = sector[nextsectorneighborz(sn,sptr->ceilingz,-1,-1)].ceilingz;
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];
}
sptr->lotag ^= 0x8000;
SetAnimation(sn,&sptr->ceilingz,j,sptr->extra);
A_CallSound(sn,ii);
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
ActorExtra[j].temp_data[0] = 1;
else ActorExtra[j].temp_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 && !ActorExtra[l].temp_data[0] &&
(sprite[l].hitag) == j)
ActorExtra[l].temp_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:
ActorExtra[j].temp_data[0] = 1-ActorExtra[j].temp_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
{
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(int32_t) * 3);
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->posz;
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_PlaySoundXYZ(ALIEN_SWITCH1, w, &davector);
else S_PlaySoundXYZ(ALIEN_SWITCH1,g_player[snum].ps->i,&davector);
}
else
{
if (switchtype == 1)
S_PlaySoundXYZ(SWITCH_ON, w, &davector);
else S_PlaySoundXYZ(SWITCH_ON,g_player[snum].ps->i,&davector);
}
if (numdips != correctdips) break;
S_PlaySoundXYZ(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;
ActorExtra[x].temp_data[0]++;
if (ActorExtra[x].temp_data[0] == 2)
ActorExtra[x].temp_data[0]++;
break;
case 24:
case 34:
case 25:
ActorExtra[x].temp_data[4] = !ActorExtra[x].temp_data[4];
if (ActorExtra[x].temp_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_PlaySoundXYZ(SWITCH_ON,w,&davector);
else S_PlaySoundXYZ(SWITCH_ON,g_player[snum].ps->i,&davector);
}
else if (hitag != 0)
{
if (switchtype == 1 && (g_sounds[hitag].m&4) == 0)
S_PlaySoundXYZ(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) && (ActorExtra[spr].projectile->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)
ActorExtra[j].temp_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 (ActorExtra[sn].projectile->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;
ActorExtra[OW].temp_data[0] = 32;
ActorExtra[OW].temp_data[1] = !ActorExtra[OW].temp_data[1];
ActorExtra[OW].temp_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 == 0)
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 == 2)
{
changespritestat(i, STAT_ACTOR);
ActorExtra[i].timetosleep = SLEEPTIME;
}
if ((RX < 24 || PN == SHARK) && sprite[sn].picnum == SHRINKSPARK) return;
}
if (sprite[i].statnum != 2)
{
if (sprite[sn].picnum == FREEZEBLAST && ((PN == APLAYER && sprite[i].pal == 1) || (g_freezerSelfDamage == 0 && sprite[sn].owner == i)))
return;
ActorExtra[i].picnum = sprite[sn].picnum;
ActorExtra[i].extra += sprite[sn].extra;
ActorExtra[i].ang = sprite[sn].ang;
ActorExtra[i].owner = sprite[sn].owner;
}
if (sprite[i].statnum == 10)
{
p = sprite[i].yvel;
if (g_player[p].ps->newowner >= 0)
{
g_player[p].ps->newowner = -1;
g_player[p].ps->posx = g_player[p].ps->oposx;
g_player[p].ps->posy = g_player[p].ps->oposy;
g_player[p].ps->posz = g_player[p].ps->oposz;
g_player[p].ps->ang = g_player[p].ps->oang;
updatesector(g_player[p].ps->posx,g_player[p].ps->posy,&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[ActorExtra[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;
X_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<<SK_WEAPON_BITS)|BIT(SK_STEROIDS)|BIT(SK_NIGHTVISION)|BIT(SK_MEDKIT)|BIT(SK_QUICK_KICK)| \
BIT(SK_HOLSTER)|BIT(SK_INV_LEFT)|BIT(SK_PAUSE)|BIT(SK_HOLODUKE)|BIT(SK_JETPACK)|BIT(SK_INV_RIGHT)| \
BIT(SK_TURNAROUND)|BIT(SK_OPEN)|BIT(SK_INVENTORY)|BIT(SK_ESCAPE));
sb_snum = j & ~p->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)
{
MUSIC_Pause();
FX_StopAllSounds();
S_ClearSoundLocks();
}
else
{
if (ud.config.MusicToggle) MUSIC_Continue();
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;
X_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;
X_OnEvent(EVENT_USENIGHTVISION,g_player[snum].ps->i,snum, -1);
if (aGameVars[g_iReturnVarID].val.lValue == 0
&& p->heat_amount > 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;
X_OnEvent(EVENT_USESTEROIDS,g_player[snum].ps->i,snum, -1);
if (aGameVars[g_iReturnVarID].val.lValue == 0)
{
if (p->steroids_amount == 400)
{
p->steroids_amount--;
A_PlaySound(DUKE_TAKEPILLS,p->i);
P_DoQuote(12,p);
}
if (p->steroids_amount > 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->jetpack_amount > 0 && i > 1)
break;
if (k) dainv = 5;
else dainv = 3;
goto CHECKINV1;
case 6:
if (p->scuba_amount > 0 && i > 1)
break;
if (k) dainv = 7;
else dainv = 5;
goto CHECKINV1;
case 2:
if (p->steroids_amount > 0 && i > 1)
break;
if (k) dainv = 3;
else dainv = 1;
goto CHECKINV1;
case 3:
if (p->holoduke_amount > 0 && i > 1)
break;
if (k) dainv = 4;
else dainv = 2;
goto CHECKINV1;
case 0:
case 1:
if (p->firstaid_amount > 0 && i > 1)
break;
if (k) dainv = 2;
else dainv = 7;
goto CHECKINV1;
case 5:
if (p->heat_amount > 0 && i > 1)
break;
if (k) dainv = 6;
else dainv = 4;
goto CHECKINV1;
case 7:
if (p->boot_amount > 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;
X_OnEvent(EVENT_INVENTORYLEFT,g_player[snum].ps->i,snum, -1);
dainv=aGameVars[g_iReturnVarID].val.lValue;
}
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;
X_OnEvent(EVENT_INVENTORYRIGHT,g_player[snum].ps->i,snum, -1);
dainv=aGameVars[g_iReturnVarID].val.lValue;
}
p->inven_icon = dainv;
switch (dainv)
{
case 1:
P_DoQuote(3,p);
break;
case 2:
P_DoQuote(90,p);
break;
case 3:
P_DoQuote(91,p);
break;
case 4:
P_DoQuote(88,p);
break;
case 5:
P_DoQuote(101,p);
break;
case 6:
P_DoQuote(89,p);
break;
case 7:
P_DoQuote(6,p);
break;
}
}
j = ((sb_snum&(15<<SK_WEAPON_BITS))>>SK_WEAPON_BITS) - 1;
aGameVars[g_iReturnVarID].val.lValue = j;
switch (j)
{
case 0:
X_OnEvent(EVENT_WEAPKEY1,p->i,snum, -1);
break;
case 1:
X_OnEvent(EVENT_WEAPKEY2,p->i,snum, -1);
break;
case 2:
X_OnEvent(EVENT_WEAPKEY3,p->i,snum, -1);
break;
case 3:
X_OnEvent(EVENT_WEAPKEY4,p->i,snum, -1);
break;
case 4:
X_OnEvent(EVENT_WEAPKEY5,p->i,snum, -1);
break;
case 5:
X_OnEvent(EVENT_WEAPKEY6,p->i,snum, -1);
break;
case 6:
X_OnEvent(EVENT_WEAPKEY7,p->i,snum, -1);
break;
case 7:
X_OnEvent(EVENT_WEAPKEY8,p->i,snum, -1);
break;
case 8:
X_OnEvent(EVENT_WEAPKEY9,p->i,snum, -1);
break;
case 9:
X_OnEvent(EVENT_WEAPKEY10,p->i,snum, -1);
break;
case 10:
X_OnEvent(EVENT_PREVIOUSWEAPON,p->i,snum, -1);
break;
case 11:
X_OnEvent(EVENT_NEXTWEAPON,p->i,snum, -1);
break;
}
if ((uint32_t) aGameVars[g_iReturnVarID].val.lValue != j)
j = (uint32_t) aGameVars[g_iReturnVarID].val.lValue;
if (p->reloading == 1)
j = -1;
else if (j > 0 && p->kickback_pic == 1 && p->weapon_pos == 1)
{
p->wantweaponfire = j;
p->kickback_pic = 0;
}
if (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<<GROW_WEAPON)))) // JBF 20040116: so we don't select grower with v1.3d
{
if (k == GROW_WEAPON) // JBF: this is handling next/previous with the grower selected
{
if (j == (uint32_t)-1)
k = 5;
else k = 7;
}
else
{
k += j;
if (PLUTOPAK) // JBF 20040116: so we don't select grower with v1.3d
if (k == SHRINKER_WEAPON && (p->subweapon&(1<<GROW_WEAPON))) // JBF: activates grower
k = GROW_WEAPON; // if enabled
}
if (k == -1) k = 9;
else if (k == 10) k = 0;
if (p->gotweapon[k] && p->ammo_amount[k] > 0)
{
if (PLUTOPAK) // JBF 20040116: so we don't select grower with v1.3d
if (k == SHRINKER_WEAPON && (p->subweapon&(1<<GROW_WEAPON)))
k = GROW_WEAPON;
j = k;
break;
}
else // JBF: grower with no ammo, but shrinker with ammo, switch to shrink
if (PLUTOPAK && k == GROW_WEAPON && p->ammo_amount[GROW_WEAPON] == 0 && p->gotweapon[SHRINKER_WEAPON] && p->ammo_amount[SHRINKER_WEAPON] > 0) // JBF 20040116: added PLUTOPAK so we don't select grower with v1.3d
{
j = SHRINKER_WEAPON;
p->subweapon &= ~(1<<GROW_WEAPON);
break;
}
else // JBF: shrinker with no ammo, but grower with ammo, switch to grow
if (PLUTOPAK && k == SHRINKER_WEAPON && p->ammo_amount[SHRINKER_WEAPON] == 0 && p->gotweapon[SHRINKER_WEAPON] && p->ammo_amount[GROW_WEAPON] > 0) // JBF 20040116: added PLUTOPAK so we don't select grower with v1.3d
{
j = GROW_WEAPON;
p->subweapon |= (1<<GROW_WEAPON);
break;
}
i++; // absolutely no weapons, so use foot
if (i == 10)
{
P_AddWeapon(p, KNEE_WEAPON);
break;
}
}
}
Gv_SetVar(g_iWorksLikeVarID,aplWeaponWorksLike[p->curr_weapon][snum],p->i,snum);
Gv_SetVar(g_iWeaponVarID,j, p->i, snum);
aGameVars[g_iReturnVarID].val.lValue = 0;
X_OnEvent(EVENT_SELECTWEAPON,p->i,snum, -1);
if (aGameVars[g_iReturnVarID].val.lValue == 0)
{
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[HANDBOMB_WEAPON] = 1;
j = HANDREMOTE_WEAPON;
break;
}
k = nextspritestat[k];
}
}
if (j == SHRINKER_WEAPON && PLUTOPAK) // JBF 20040116: so we don't select the grower with v1.3d
{
if (screenpeek == snum) pus = NUMPAGES;
if (p->curr_weapon != GROW_WEAPON && p->curr_weapon != SHRINKER_WEAPON)
{
if (p->ammo_amount[GROW_WEAPON] > 0)
{
if ((p->subweapon&(1<<GROW_WEAPON)) == (1<<GROW_WEAPON))
j = GROW_WEAPON;
else if (p->ammo_amount[SHRINKER_WEAPON] == 0)
{
j = GROW_WEAPON;
p->subweapon |= (1<<GROW_WEAPON);
}
}
else if (p->ammo_amount[SHRINKER_WEAPON] > 0)
p->subweapon &= ~(1<<GROW_WEAPON);
}
else if (p->curr_weapon == SHRINKER_WEAPON)
{
p->subweapon |= (1<<GROW_WEAPON);
j = GROW_WEAPON;
}
else
p->subweapon &= ~(1<<GROW_WEAPON);
}
if (p->holster_weapon)
{
sb_snum |= BIT(SK_HOLSTER);
p->weapon_pos = -9;
}
else if ((int32_t)j >= 0 && p->gotweapon[j] && (uint32_t)p->curr_weapon != j)
switch (j)
{
case KNEE_WEAPON:
P_AddWeapon(p, KNEE_WEAPON);
break;
case PISTOL_WEAPON:
if (p->ammo_amount[PISTOL_WEAPON] == 0)
if (p->show_empty_weapon == 0)
{
p->last_full_weapon = p->curr_weapon;
p->show_empty_weapon = 32;
}
P_AddWeapon(p, PISTOL_WEAPON);
break;
case SHOTGUN_WEAPON:
if (p->ammo_amount[SHOTGUN_WEAPON] == 0 && p->show_empty_weapon == 0)
{
p->last_full_weapon = p->curr_weapon;
p->show_empty_weapon = 32;
}
P_AddWeapon(p, SHOTGUN_WEAPON);
break;
case CHAINGUN_WEAPON:
if (p->ammo_amount[CHAINGUN_WEAPON] == 0 && p->show_empty_weapon == 0)
{
p->last_full_weapon = p->curr_weapon;
p->show_empty_weapon = 32;
}
P_AddWeapon(p, CHAINGUN_WEAPON);
break;
case RPG_WEAPON:
if (p->ammo_amount[RPG_WEAPON] == 0)
if (p->show_empty_weapon == 0)
{
p->last_full_weapon = p->curr_weapon;
p->show_empty_weapon = 32;
}
P_AddWeapon(p, RPG_WEAPON);
break;
case DEVISTATOR_WEAPON:
if (p->ammo_amount[DEVISTATOR_WEAPON] == 0 && p->show_empty_weapon == 0)
{
p->last_full_weapon = p->curr_weapon;
p->show_empty_weapon = 32;
}
P_AddWeapon(p, DEVISTATOR_WEAPON);
break;
case FREEZE_WEAPON:
if (p->ammo_amount[FREEZE_WEAPON] == 0 && p->show_empty_weapon == 0)
{
p->last_full_weapon = p->curr_weapon;
p->show_empty_weapon = 32;
}
P_AddWeapon(p, FREEZE_WEAPON);
break;
case GROW_WEAPON:
case SHRINKER_WEAPON:
if (p->ammo_amount[j] == 0 && p->show_empty_weapon == 0)
{
p->show_empty_weapon = 32;
p->last_full_weapon = p->curr_weapon;
}
P_AddWeapon(p, j);
break;
case HANDREMOTE_WEAPON:
if (k >= 0) // Found in list of [1]'s
{
p->curr_weapon = HANDREMOTE_WEAPON;
p->last_weapon = -1;
p->weapon_pos = 10;
}
break;
case HANDBOMB_WEAPON:
if (p->ammo_amount[HANDBOMB_WEAPON] > 0 && p->gotweapon[HANDBOMB_WEAPON])
P_AddWeapon(p, HANDBOMB_WEAPON);
break;
case TRIPBOMB_WEAPON:
if (p->ammo_amount[TRIPBOMB_WEAPON] > 0 && p->gotweapon[TRIPBOMB_WEAPON])
P_AddWeapon(p, TRIPBOMB_WEAPON);
break;
}
}
}
}
if (TEST_SYNC_KEY(sb_snum, SK_HOLODUKE) && p->newowner == -1)
{
if (p->holoduke_on == -1)
{
aGameVars[g_iReturnVarID].val.lValue = 0;
X_OnEvent(EVENT_HOLODUKEON,g_player[snum].ps->i,snum, -1);
if (aGameVars[g_iReturnVarID].val.lValue == 0)
{
if (p->holoduke_amount > 0)
{
p->inven_icon = 3;
if (p->cursectnum > -1)
{
p->holoduke_on = i = A_InsertSprite(p->cursectnum,p->posx,p->posy,
p->posz+(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;
X_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;
X_OnEvent(EVENT_USEMEDKIT,g_player[snum].ps->i,snum, -1);
if (aGameVars[g_iReturnVarID].val.lValue == 0)
{
if (p->firstaid_amount > 0 && sprite[p->i].extra < p->max_player_health)
{
j = p->max_player_health-sprite[p->i].extra;
if ((uint32_t)p->firstaid_amount > j)
{
p->firstaid_amount -= j;
sprite[p->i].extra = p->max_player_health;
p->inven_icon = 1;
}
else
{
sprite[p->i].extra += p->firstaid_amount;
p->firstaid_amount = 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;
X_OnEvent(EVENT_USEJETPACK,g_player[snum].ps->i,snum, -1);
if (aGameVars[g_iReturnVarID].val.lValue == 0)
{
if (p->jetpack_amount > 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);
S_TestSoundCallback(DUKE_SCREAM);
p->scream_voice = FX_Ok;
}
A_PlaySound(DUKE_JETPACK_ON,p->i);
P_DoQuote(52,p);
}
else
{
p->hard_landing = 0;
p->poszv = 0;
A_PlaySound(DUKE_JETPACK_OFF,p->i);
A_StopSound(DUKE_JETPACK_IDLE,p->i);
A_StopSound(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;
X_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->posx,hitinfo.pos.y-p->posy));
}
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;
X_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->oposx,p->oposy,p->oposz,sprite[p->i].sectnum,p->oang,&neartagsector,&neartagwall,&neartagsprite,&neartaghitdist,1280L,1);
else
{
neartag(p->posx,p->posy,p->posz,sprite[p->i].sectnum,p->oang,&neartagsector,&neartagwall,&neartagsprite,&neartaghitdist,1280L,1);
if (neartagsprite == -1 && neartagwall == -1 && neartagsector == -1)
neartag(p->posx,p->posy,p->posz+(8<<8),sprite[p->i].sectnum,p->oang,&neartagsector,&neartagwall,&neartagsprite,&neartaghitdist,1280L,1);
if (neartagsprite == -1 && neartagwall == -1 && neartagsector == -1)
neartag(p->posx,p->posy,p->posz+(16<<8),sprite[p->i].sectnum,p->oang,&neartagsector,&neartagwall,&neartagsprite,&neartaghitdist,1280L,1);
if (neartagsprite == -1 && neartagwall == -1 && neartagsector == -1)
{
neartag(p->posx,p->posy,p->posz+(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 (ActorExtra[neartagsprite].temp_data[0] == 0)
{
if (ud.noexits && ud.multimode > 1)
{
ActorExtra[p->i].picnum = NUKEBUTTON;
ActorExtra[p->i].extra = 250;
}
else
{
ActorExtra[neartagsprite].temp_data[0] = 1;
sprite[neartagsprite].owner = p->i;
p->buttonpalette = sprite[neartagsprite].pal;
if (p->buttonpalette)
ud.secretlevel = sprite[neartagsprite].lotag;
else ud.secretlevel = 0;
}
}
return;
case WATERFOUNTAIN__STATIC:
if (ActorExtra[neartagsprite].temp_data[0] != 1)
{
ActorExtra[neartagsprite].temp_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[0] = 48;
p->pals[1] = 48;
p->pals[2] = 64;
p->pals_time = 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,neartagsprite);
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)
{
p->posx = p->oposx;
p->posy = p->oposy;
p->posz = p->oposz;
p->ang = p->oang;
p->newowner = -1;
updatesector(p->posx,p->posy,&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);
}
}
}