mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-11 15:21:48 +00:00
694444b62a
Looks like it is working in all games except Blood (not that it surprises me that it's Blood again which has issues...)
1802 lines
42 KiB
C++
1802 lines
42 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: EDuke source was in transition. Changes are in-progress in the
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source as it is released.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "global.h"
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#include "sounds.h"
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#include "names_d.h"
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#include "mapinfo.h"
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// PRIMITIVE
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BEGIN_DUKE_NS
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool isadoorwall_d(int dapic)
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{
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switch(dapic)
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{
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case DOORTILE1:
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case DOORTILE2:
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case DOORTILE3:
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case DOORTILE4:
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case DOORTILE5:
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case DOORTILE6:
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case DOORTILE7:
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case DOORTILE8:
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case DOORTILE9:
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case DOORTILE10:
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case DOORTILE11:
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case DOORTILE12:
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case DOORTILE14:
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case DOORTILE15:
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case DOORTILE16:
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case DOORTILE17:
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case DOORTILE18:
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case DOORTILE19:
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case DOORTILE20:
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case DOORTILE21:
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case DOORTILE22:
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case DOORTILE23:
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return 1;
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}
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void animatewalls_d(void)
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{
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int i, j, p, t;
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for (p = 0; p < numanimwalls; p++)
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{
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i = animwall[p].wallnum;
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j = wall[i].picnum;
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switch (j)
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{
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case SCREENBREAK1:
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case SCREENBREAK2:
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case SCREENBREAK3:
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case SCREENBREAK4:
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case SCREENBREAK5:
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case SCREENBREAK9:
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case SCREENBREAK10:
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case SCREENBREAK11:
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case SCREENBREAK12:
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case SCREENBREAK13:
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case SCREENBREAK14:
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case SCREENBREAK15:
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case SCREENBREAK16:
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case SCREENBREAK17:
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case SCREENBREAK18:
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case SCREENBREAK19:
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if ((krand() & 255) < 16)
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{
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animwall[p].tag = wall[i].picnum;
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wall[i].picnum = SCREENBREAK6;
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}
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continue;
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case SCREENBREAK6:
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case SCREENBREAK7:
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case SCREENBREAK8:
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if (animwall[p].tag >= 0 && wall[i].extra != FEMPIC2 && wall[i].extra != FEMPIC3)
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wall[i].picnum = animwall[p].tag;
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else
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{
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wall[i].picnum++;
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if (wall[i].picnum == (SCREENBREAK6 + 3))
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wall[i].picnum = SCREENBREAK6;
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}
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continue;
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}
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if (wall[i].cstat & 16)
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switch (wall[i].overpicnum)
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{
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case W_FORCEFIELD:
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case W_FORCEFIELD + 1:
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case W_FORCEFIELD + 2:
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t = animwall[p].tag;
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if (wall[i].cstat & 254)
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{
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wall[i].xpanning -= t >> 10; // sintable[(t+512)&2047]>>12;
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wall[i].ypanning -= t >> 10; // sintable[t&2047]>>12;
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if (wall[i].extra == 1)
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{
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wall[i].extra = 0;
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animwall[p].tag = 0;
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}
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else
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animwall[p].tag += 128;
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if (animwall[p].tag < (128 << 4))
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{
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if (animwall[p].tag & 128)
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wall[i].overpicnum = W_FORCEFIELD;
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else wall[i].overpicnum = W_FORCEFIELD + 1;
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}
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else
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{
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if ((krand() & 255) < 32)
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animwall[p].tag = 128 << (krand() & 3);
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else wall[i].overpicnum = W_FORCEFIELD + 1;
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}
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}
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break;
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void operaterespawns_d(int low)
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{
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short i, j, nexti;
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i = headspritestat[11];
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while (i >= 0)
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{
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nexti = nextspritestat[i];
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if (sprite[i].lotag == low) switch (sprite[i].picnum)
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{
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case RESPAWN:
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if (badguypic(sprite[i].hitag) && ud.monsters_off) break;
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j = fi.spawn(i, TRANSPORTERSTAR);
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sprite[j].z -= (32 << 8);
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sprite[i].extra = 66 - 12; // Just a way to killit
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break;
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}
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i = nexti;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void operateforcefields_d(int s, int low)
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{
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operateforcefields_common(s, low, { W_FORCEFIELD, W_FORCEFIELD + 1, W_FORCEFIELD + 2, BIGFORCE });
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}
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//---------------------------------------------------------------------------
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//
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// how NOT to implement switch animations...
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//
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//---------------------------------------------------------------------------
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bool checkhitswitch_d(int snum, int w, int switchtype)
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{
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uint8_t switchpal;
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int i, x, lotag, hitag, picnum, correctdips, numdips;
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int sx, sy;
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if (w < 0) return 0;
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correctdips = 1;
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numdips = 0;
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if (switchtype == SWITCH_SPRITE) // A wall sprite
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{
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lotag = sprite[w].lotag;
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if (lotag == 0) return 0;
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hitag = sprite[w].hitag;
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sx = sprite[w].x;
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sy = sprite[w].y;
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picnum = sprite[w].picnum;
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switchpal = sprite[w].pal;
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}
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else
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{
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lotag = wall[w].lotag;
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if (lotag == 0) return 0;
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hitag = wall[w].hitag;
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sx = wall[w].x;
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sy = wall[w].y;
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picnum = wall[w].picnum;
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switchpal = wall[w].pal;
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}
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switch (picnum)
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{
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case DIPSWITCH:
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case DIPSWITCH + 1:
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case TECHSWITCH:
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case TECHSWITCH + 1:
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case ALIENSWITCH:
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case ALIENSWITCH + 1:
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break;
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case DEVELOPERCOMMENTARY + 1: //Twentieth Anniversary World Tour
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if (switchtype == 1)
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{
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sprite[w].picnum--;
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StopCommentary();
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return true;
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}
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return false;
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case DEVELOPERCOMMENTARY: //Twentieth Anniversary World Tour
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if (switchtype == 1)
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{
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if (StartCommentary(lotag, w))
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sprite[w].picnum++;
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return true;
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}
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return false;
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case ACCESSSWITCH:
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case ACCESSSWITCH2:
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if (ps[snum].access_incs == 0)
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{
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if (switchpal == 0)
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{
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if ((ps[snum].got_access & 1))
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ps[snum].access_incs = 1;
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else FTA(70, &ps[snum]);
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}
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else if (switchpal == 21)
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{
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if (ps[snum].got_access & 2)
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ps[snum].access_incs = 1;
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else FTA(71, &ps[snum]);
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}
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else if (switchpal == 23)
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{
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if (ps[snum].got_access & 4)
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ps[snum].access_incs = 1;
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else FTA(72, &ps[snum]);
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}
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if (ps[snum].access_incs == 1)
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{
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if (switchtype == SWITCH_WALL)
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ps[snum].access_wallnum = w;
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else
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ps[snum].access_spritenum = w;
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}
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return 0;
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}
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case DIPSWITCH2:
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case DIPSWITCH2 + 1:
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case DIPSWITCH3:
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case DIPSWITCH3 + 1:
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case MULTISWITCH:
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case MULTISWITCH + 1:
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case MULTISWITCH + 2:
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case MULTISWITCH + 3:
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case PULLSWITCH:
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case PULLSWITCH + 1:
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case HANDSWITCH:
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case HANDSWITCH + 1:
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case SLOTDOOR:
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case SLOTDOOR + 1:
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case LIGHTSWITCH:
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case LIGHTSWITCH + 1:
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case SPACELIGHTSWITCH:
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case SPACELIGHTSWITCH + 1:
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case SPACEDOORSWITCH:
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case SPACEDOORSWITCH + 1:
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case FRANKENSTINESWITCH:
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case FRANKENSTINESWITCH + 1:
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case LIGHTSWITCH2:
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case LIGHTSWITCH2 + 1:
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case POWERSWITCH1:
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case POWERSWITCH1 + 1:
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case LOCKSWITCH1:
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case LOCKSWITCH1 + 1:
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case POWERSWITCH2:
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case POWERSWITCH2 + 1:
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if (check_activator_motion(lotag)) return 0;
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break;
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default:
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if (fi.isadoorwall(picnum) == 0) return 0;
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break;
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}
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i = headspritestat[0];
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while (i >= 0)
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{
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if (lotag == sprite[i].lotag) switch (sprite[i].picnum)
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{
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case DIPSWITCH:
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case TECHSWITCH:
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case ALIENSWITCH:
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if (switchtype == SWITCH_SPRITE && w == i) sprite[i].picnum++;
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else if (sprite[i].hitag == 0) correctdips++;
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numdips++;
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break;
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case TECHSWITCH + 1:
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case DIPSWITCH + 1:
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case ALIENSWITCH + 1:
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if (switchtype == SWITCH_SPRITE && w == i) sprite[i].picnum--;
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else if (sprite[i].hitag == 1) correctdips++;
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numdips++;
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break;
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case MULTISWITCH:
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case MULTISWITCH + 1:
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case MULTISWITCH + 2:
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case MULTISWITCH + 3:
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sprite[i].picnum++;
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if (sprite[i].picnum > (MULTISWITCH + 3))
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sprite[i].picnum = MULTISWITCH;
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break;
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case ACCESSSWITCH:
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case ACCESSSWITCH2:
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case SLOTDOOR:
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case LIGHTSWITCH:
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case SPACELIGHTSWITCH:
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case SPACEDOORSWITCH:
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case FRANKENSTINESWITCH:
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case LIGHTSWITCH2:
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case POWERSWITCH1:
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case LOCKSWITCH1:
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case POWERSWITCH2:
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case HANDSWITCH:
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case PULLSWITCH:
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case DIPSWITCH2:
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case DIPSWITCH3:
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sprite[i].picnum++;
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break;
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case PULLSWITCH + 1:
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case HANDSWITCH + 1:
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case LIGHTSWITCH2 + 1:
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case POWERSWITCH1 + 1:
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case LOCKSWITCH1 + 1:
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case POWERSWITCH2 + 1:
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case SLOTDOOR + 1:
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case LIGHTSWITCH + 1:
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case SPACELIGHTSWITCH + 1:
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case SPACEDOORSWITCH + 1:
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case FRANKENSTINESWITCH + 1:
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case DIPSWITCH2 + 1:
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case DIPSWITCH3 + 1:
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sprite[i].picnum--;
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break;
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}
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i = nextspritestat[i];
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}
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for (i = 0; i < numwalls; i++)
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{
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x = i;
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if (lotag == wall[x].lotag)
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switch (wall[x].picnum)
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{
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case DIPSWITCH:
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case TECHSWITCH:
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case ALIENSWITCH:
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if (switchtype == SWITCH_WALL && i == w) wall[x].picnum++;
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else if (wall[x].hitag == 0) correctdips++;
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numdips++;
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break;
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case DIPSWITCH + 1:
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case TECHSWITCH + 1:
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case ALIENSWITCH + 1:
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if (switchtype == SWITCH_WALL && i == w) wall[x].picnum--;
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else if (wall[x].hitag == 1) correctdips++;
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numdips++;
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break;
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case MULTISWITCH:
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case MULTISWITCH + 1:
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case MULTISWITCH + 2:
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case MULTISWITCH + 3:
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wall[x].picnum++;
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if (wall[x].picnum > (MULTISWITCH + 3))
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wall[x].picnum = MULTISWITCH;
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break;
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case ACCESSSWITCH:
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case ACCESSSWITCH2:
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case SLOTDOOR:
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case LIGHTSWITCH:
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case SPACELIGHTSWITCH:
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case SPACEDOORSWITCH:
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case LIGHTSWITCH2:
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case POWERSWITCH1:
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case LOCKSWITCH1:
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case POWERSWITCH2:
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case PULLSWITCH:
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case HANDSWITCH:
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case DIPSWITCH2:
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case DIPSWITCH3:
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wall[x].picnum++;
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break;
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case HANDSWITCH + 1:
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case PULLSWITCH + 1:
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case LIGHTSWITCH2 + 1:
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case POWERSWITCH1 + 1:
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case LOCKSWITCH1 + 1:
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case POWERSWITCH2 + 1:
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case SLOTDOOR + 1:
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case LIGHTSWITCH + 1:
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case SPACELIGHTSWITCH + 1:
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case SPACEDOORSWITCH + 1:
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case DIPSWITCH2 + 1:
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case DIPSWITCH3 + 1:
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wall[x].picnum--;
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break;
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}
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}
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if (lotag == (short)65535)
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{
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setnextmap(false);
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return 1;
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}
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vec3_t v = { sx, sy, ps[snum].posz };
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switch (picnum)
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{
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default:
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if (fi.isadoorwall(picnum) == 0) break;
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case DIPSWITCH:
|
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case DIPSWITCH + 1:
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case TECHSWITCH:
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case TECHSWITCH + 1:
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case ALIENSWITCH:
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case ALIENSWITCH + 1:
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if (picnum == DIPSWITCH || picnum == DIPSWITCH + 1 ||
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picnum == ALIENSWITCH || picnum == ALIENSWITCH + 1 ||
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picnum == TECHSWITCH || picnum == TECHSWITCH + 1)
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{
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if (picnum == ALIENSWITCH || picnum == ALIENSWITCH + 1)
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{
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if (switchtype == SWITCH_SPRITE)
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S_PlaySound3D(ALIEN_SWITCH1, w, &v);
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else S_PlaySound3D(ALIEN_SWITCH1, ps[snum].i, &v);
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}
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else
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{
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if (switchtype == SWITCH_SPRITE)
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S_PlaySound3D(SWITCH_ON, w, &v);
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else S_PlaySound3D(SWITCH_ON, ps[snum].i, &v);
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}
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if (numdips != correctdips) break;
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S_PlaySound3D(END_OF_LEVEL_WARN, ps[snum].i, &v);
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}
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case DIPSWITCH2:
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case DIPSWITCH2 + 1:
|
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case DIPSWITCH3:
|
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case DIPSWITCH3 + 1:
|
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case MULTISWITCH:
|
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case MULTISWITCH + 1:
|
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case MULTISWITCH + 2:
|
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case MULTISWITCH + 3:
|
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case ACCESSSWITCH:
|
|
case ACCESSSWITCH2:
|
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case SLOTDOOR:
|
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case SLOTDOOR + 1:
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case LIGHTSWITCH:
|
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case LIGHTSWITCH + 1:
|
|
case SPACELIGHTSWITCH:
|
|
case SPACELIGHTSWITCH + 1:
|
|
case SPACEDOORSWITCH:
|
|
case SPACEDOORSWITCH + 1:
|
|
case FRANKENSTINESWITCH:
|
|
case FRANKENSTINESWITCH + 1:
|
|
case LIGHTSWITCH2:
|
|
case LIGHTSWITCH2 + 1:
|
|
case POWERSWITCH1:
|
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case POWERSWITCH1 + 1:
|
|
case LOCKSWITCH1:
|
|
case LOCKSWITCH1 + 1:
|
|
case POWERSWITCH2:
|
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case POWERSWITCH2 + 1:
|
|
case HANDSWITCH:
|
|
case HANDSWITCH + 1:
|
|
case PULLSWITCH:
|
|
case PULLSWITCH + 1:
|
|
|
|
if (picnum == MULTISWITCH || picnum == (MULTISWITCH + 1) ||
|
|
picnum == (MULTISWITCH + 2) || picnum == (MULTISWITCH + 3))
|
|
lotag += picnum - MULTISWITCH;
|
|
|
|
x = headspritestat[3];
|
|
while (x >= 0)
|
|
{
|
|
if (sprite[x].hitag == lotag)
|
|
{
|
|
switch (sprite[x].lotag)
|
|
{
|
|
case SE_12_LIGHT_SWITCH:
|
|
sector[sprite[x].sectnum].floorpal = 0;
|
|
hittype[x].temp_data[0]++;
|
|
if (hittype[x].temp_data[0] == 2)
|
|
hittype[x].temp_data[0]++;
|
|
|
|
break;
|
|
case SE_24_CONVEYOR:
|
|
case SE_34:
|
|
case SE_25_PISTON:
|
|
hittype[x].temp_data[4] = !hittype[x].temp_data[4];
|
|
if (hittype[x].temp_data[4])
|
|
FTA(15, &ps[snum]);
|
|
else FTA(2, &ps[snum]);
|
|
break;
|
|
case SE_21_DROP_FLOOR:
|
|
FTA(2, &ps[screenpeek]);
|
|
break;
|
|
}
|
|
}
|
|
x = nextspritestat[x];
|
|
}
|
|
|
|
operateactivators(lotag, snum);
|
|
fi.operateforcefields(ps[snum].i, lotag);
|
|
operatemasterswitches(lotag);
|
|
|
|
if (picnum == DIPSWITCH || picnum == DIPSWITCH + 1 ||
|
|
picnum == ALIENSWITCH || picnum == ALIENSWITCH + 1 ||
|
|
picnum == TECHSWITCH || picnum == TECHSWITCH + 1) return 1;
|
|
|
|
if (hitag == 0 && fi.isadoorwall(picnum) == 0)
|
|
{
|
|
if (switchtype == SWITCH_SPRITE)
|
|
S_PlaySound3D(SWITCH_ON, w, &v);
|
|
else S_PlaySound3D(SWITCH_ON, ps[snum].i, &v);
|
|
}
|
|
else if (hitag != 0)
|
|
{
|
|
auto flags = S_GetUserFlags(hitag);
|
|
|
|
if (switchtype == SWITCH_SPRITE && (flags & SF_TALK) == 0)
|
|
S_PlaySound3D(hitag, w, &v);
|
|
else
|
|
S_PlayActorSound(hitag, ps[snum].i);
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void activatebysector_d(int sect, int j)
|
|
{
|
|
short i, didit;
|
|
|
|
didit = 0;
|
|
|
|
i = headspritesect[sect];
|
|
while (i >= 0)
|
|
{
|
|
if (sprite[i].picnum == ACTIVATOR)
|
|
{
|
|
operateactivators(sprite[i].lotag, -1);
|
|
didit = 1;
|
|
// return;
|
|
}
|
|
i = nextspritesect[i];
|
|
}
|
|
|
|
if (didit == 0)
|
|
operatesectors(sect, j);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void checkhitwall_d(int spr, int dawallnum, int x, int y, int z, int atwith)
|
|
{
|
|
short j, i, sn = -1, darkestwall;
|
|
walltype* wal;
|
|
|
|
wal = &wall[dawallnum];
|
|
|
|
if (wal->overpicnum == MIRROR)
|
|
{
|
|
switch (atwith)
|
|
{
|
|
case HEAVYHBOMB:
|
|
case RADIUSEXPLOSION:
|
|
case RPG:
|
|
case HYDRENT:
|
|
case SEENINE:
|
|
case OOZFILTER:
|
|
case EXPLODINGBARREL:
|
|
lotsofglass(spr, dawallnum, 70);
|
|
wal->cstat &= ~16;
|
|
wal->overpicnum = MIRRORBROKE;
|
|
S_PlayActorSound(GLASS_HEAVYBREAK, spr);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (((wal->cstat & 16) || wal->overpicnum == BIGFORCE) && wal->nextsector >= 0)
|
|
if (sector[wal->nextsector].floorz > z)
|
|
if (sector[wal->nextsector].floorz - sector[wal->nextsector].ceilingz)
|
|
switch (wal->overpicnum)
|
|
{
|
|
case W_FORCEFIELD:
|
|
case W_FORCEFIELD + 1:
|
|
case W_FORCEFIELD + 2:
|
|
wal->extra = 1; // tell the forces to animate
|
|
case BIGFORCE:
|
|
updatesector(x, y, &sn);
|
|
if (sn < 0) return;
|
|
|
|
if (atwith == -1)
|
|
i = EGS(sn, x, y, z, FORCERIPPLE, -127, 8, 8, 0, 0, 0, spr, 5);
|
|
else
|
|
{
|
|
if (atwith == CHAINGUN)
|
|
i = EGS(sn, x, y, z, FORCERIPPLE, -127, 16 + sprite[spr].xrepeat, 16 + sprite[spr].yrepeat, 0, 0, 0, spr, 5);
|
|
else i = EGS(sn, x, y, z, FORCERIPPLE, -127, 32, 32, 0, 0, 0, spr, 5);
|
|
}
|
|
|
|
sprite[i].cstat |= 18 + 128;
|
|
sprite[i].ang = getangle(wal->x - wall[wal->point2].x,
|
|
wal->y - wall[wal->point2].y) - 512;
|
|
|
|
S_PlayActorSound(SOMETHINGHITFORCE, i);
|
|
|
|
return;
|
|
|
|
case FANSPRITE:
|
|
wal->overpicnum = FANSPRITEBROKE;
|
|
wal->cstat &= 65535 - 65;
|
|
if (wal->nextwall >= 0)
|
|
{
|
|
wall[wal->nextwall].overpicnum = FANSPRITEBROKE;
|
|
wall[wal->nextwall].cstat &= 65535 - 65;
|
|
}
|
|
S_PlayActorSound(VENT_BUST, spr);
|
|
S_PlayActorSound(GLASS_BREAKING, spr);
|
|
return;
|
|
|
|
case GLASS:
|
|
updatesector(x, y, &sn); if (sn < 0) return;
|
|
wal->overpicnum = GLASS2;
|
|
lotsofglass(spr, dawallnum, 10);
|
|
wal->cstat = 0;
|
|
|
|
if (wal->nextwall >= 0)
|
|
wall[wal->nextwall].cstat = 0;
|
|
|
|
i = EGS(sn, x, y, z, SECTOREFFECTOR, 0, 0, 0, ps[0].getang(), 0, 0, spr, 3);
|
|
sprite[i].lotag = 128; hittype[i].temp_data[1] = 5; hittype[i].temp_data[2] = dawallnum;
|
|
S_PlayActorSound(GLASS_BREAKING, i);
|
|
return;
|
|
case STAINGLASS1:
|
|
updatesector(x, y, &sn); if (sn < 0) return;
|
|
lotsofcolourglass(spr, dawallnum, 80);
|
|
wal->cstat = 0;
|
|
if (wal->nextwall >= 0)
|
|
wall[wal->nextwall].cstat = 0;
|
|
S_PlayActorSound(VENT_BUST, spr);
|
|
S_PlayActorSound(GLASS_BREAKING, spr);
|
|
return;
|
|
}
|
|
|
|
switch (wal->picnum)
|
|
{
|
|
case COLAMACHINE:
|
|
case VENDMACHINE:
|
|
breakwall(wal->picnum + 2, spr, dawallnum);
|
|
S_PlayActorSound(VENT_BUST, spr);
|
|
return;
|
|
|
|
case OJ:
|
|
case FEMPIC2:
|
|
case FEMPIC3:
|
|
|
|
case SCREENBREAK6:
|
|
case SCREENBREAK7:
|
|
case SCREENBREAK8:
|
|
|
|
case SCREENBREAK1:
|
|
case SCREENBREAK2:
|
|
case SCREENBREAK3:
|
|
case SCREENBREAK4:
|
|
case SCREENBREAK5:
|
|
|
|
case SCREENBREAK9:
|
|
case SCREENBREAK10:
|
|
case SCREENBREAK11:
|
|
case SCREENBREAK12:
|
|
case SCREENBREAK13:
|
|
case SCREENBREAK14:
|
|
case SCREENBREAK15:
|
|
case SCREENBREAK16:
|
|
case SCREENBREAK17:
|
|
case SCREENBREAK18:
|
|
case SCREENBREAK19:
|
|
case BORNTOBEWILDSCREEN:
|
|
|
|
lotsofglass(spr, dawallnum, 30);
|
|
wal->picnum = W_SCREENBREAK + (krand() % 3);
|
|
S_PlayActorSound(GLASS_HEAVYBREAK, spr);
|
|
return;
|
|
|
|
case W_TECHWALL5:
|
|
case W_TECHWALL6:
|
|
case W_TECHWALL7:
|
|
case W_TECHWALL8:
|
|
case W_TECHWALL9:
|
|
breakwall(wal->picnum + 1, spr, dawallnum);
|
|
return;
|
|
case W_MILKSHELF:
|
|
breakwall(W_MILKSHELFBROKE, spr, dawallnum);
|
|
return;
|
|
|
|
case W_TECHWALL10:
|
|
breakwall(W_HITTECHWALL10, spr, dawallnum);
|
|
return;
|
|
|
|
case W_TECHWALL1:
|
|
case W_TECHWALL11:
|
|
case W_TECHWALL12:
|
|
case W_TECHWALL13:
|
|
case W_TECHWALL14:
|
|
breakwall(W_HITTECHWALL1, spr, dawallnum);
|
|
return;
|
|
|
|
case W_TECHWALL15:
|
|
breakwall(W_HITTECHWALL15, spr, dawallnum);
|
|
return;
|
|
|
|
case W_TECHWALL16:
|
|
breakwall(W_HITTECHWALL16, spr, dawallnum);
|
|
return;
|
|
|
|
case W_TECHWALL2:
|
|
breakwall(W_HITTECHWALL2, spr, dawallnum);
|
|
return;
|
|
|
|
case W_TECHWALL3:
|
|
breakwall(W_HITTECHWALL3, spr, dawallnum);
|
|
return;
|
|
|
|
case W_TECHWALL4:
|
|
breakwall(W_HITTECHWALL4, spr, dawallnum);
|
|
return;
|
|
|
|
case ATM:
|
|
wal->picnum = ATMBROKE;
|
|
fi.lotsofmoney(&sprite[spr], 1 + (krand() & 7));
|
|
S_PlayActorSound(GLASS_HEAVYBREAK, spr);
|
|
break;
|
|
|
|
case WALLLIGHT1:
|
|
case WALLLIGHT2:
|
|
case WALLLIGHT3:
|
|
case WALLLIGHT4:
|
|
case TECHLIGHT2:
|
|
case TECHLIGHT4:
|
|
|
|
if (rnd(128))
|
|
S_PlayActorSound(GLASS_HEAVYBREAK, spr);
|
|
else S_PlayActorSound(GLASS_BREAKING, spr);
|
|
lotsofglass(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[3];
|
|
while (i >= 0)
|
|
{
|
|
if (sprite[i].hitag == wall[dawallnum].lotag && sprite[i].lotag == 3)
|
|
{
|
|
hittype[i].temp_data[2] = j;
|
|
hittype[i].temp_data[3] = darkestwall;
|
|
hittype[i].temp_data[4] = 1;
|
|
}
|
|
i = nextspritestat[i];
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void checkplayerhurt_d(struct player_struct* p, int j)
|
|
{
|
|
if ((j & 49152) == 49152)
|
|
{
|
|
j &= (MAXSPRITES - 1);
|
|
|
|
switch (sprite[j].picnum)
|
|
{
|
|
case CACTUS:
|
|
if (p->hurt_delay < 8)
|
|
{
|
|
sprite[p->i].extra -= 5;
|
|
p->hurt_delay = 16;
|
|
SetPlayerPal(p, PalEntry(32, 32, 0, 0));
|
|
S_PlayActorSound(DUKE_LONGTERM_PAIN, p->i);
|
|
}
|
|
break;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ((j & 49152) != 32768) return;
|
|
j &= (MAXWALLS - 1);
|
|
|
|
if (p->hurt_delay > 0) p->hurt_delay--;
|
|
else if (wall[j].cstat & 85) switch (wall[j].overpicnum)
|
|
{
|
|
case W_FORCEFIELD:
|
|
case W_FORCEFIELD + 1:
|
|
case W_FORCEFIELD + 2:
|
|
sprite[p->i].extra -= 5;
|
|
|
|
p->hurt_delay = 16;
|
|
SetPlayerPal(p, PalEntry(32, 32, 0, 0));
|
|
|
|
p->posxv = -(sintable[(p->getang() + 512) & 2047] << 8);
|
|
p->posyv = -(sintable[(p->getang()) & 2047] << 8);
|
|
S_PlayActorSound(DUKE_LONGTERM_PAIN, p->i);
|
|
|
|
fi.checkhitwall(p->i, j,
|
|
p->posx + (sintable[(p->getang() + 512) & 2047] >> 9),
|
|
p->posy + (sintable[p->getang() & 2047] >> 9),
|
|
p->posz, -1);
|
|
|
|
break;
|
|
|
|
case BIGFORCE:
|
|
p->hurt_delay = 26;
|
|
fi.checkhitwall(p->i, j,
|
|
p->posx + (sintable[(p->getang() + 512) & 2047] >> 9),
|
|
p->posy + (sintable[p->getang() & 2047] >> 9),
|
|
p->posz, -1);
|
|
break;
|
|
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool checkhitceiling_d(int sn)
|
|
{
|
|
int i, j;
|
|
|
|
switch (sector[sn].ceilingpicnum)
|
|
{
|
|
case WALLLIGHT1:
|
|
case WALLLIGHT2:
|
|
case WALLLIGHT3:
|
|
case WALLLIGHT4:
|
|
case TECHLIGHT2:
|
|
case TECHLIGHT4:
|
|
|
|
ceilingglass(ps[myconnectindex].i, sn, 10);
|
|
S_PlayActorSound(GLASS_BREAKING, ps[screenpeek].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 (sprite[i].picnum == SECTOREFFECTOR && sprite[i].lotag == 12)
|
|
{
|
|
j = headspritestat[3];
|
|
while (j >= 0)
|
|
{
|
|
if (sprite[j].hitag == sprite[i].hitag)
|
|
hittype[j].temp_data[3] = 1;
|
|
j = nextspritestat[j];
|
|
}
|
|
break;
|
|
}
|
|
i = nextspritesect[i];
|
|
}
|
|
}
|
|
|
|
i = headspritestat[3];
|
|
j = krand() & 1;
|
|
while (i >= 0)
|
|
{
|
|
if (sprite[i].hitag == (sector[sn].hitag) && sprite[i].lotag == 3)
|
|
{
|
|
hittype[i].temp_data[2] = j;
|
|
hittype[i].temp_data[4] = 1;
|
|
}
|
|
i = nextspritestat[i];
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void checkhitsprite_d(int i, int sn)
|
|
{
|
|
int j, k, p;
|
|
spritetype* s;
|
|
|
|
i &= (MAXSPRITES - 1);
|
|
|
|
switch (sprite[i].picnum)
|
|
{
|
|
case WTGLASS1:
|
|
case WTGLASS2:
|
|
if (!isWorldTour())
|
|
break;
|
|
S_PlayActorSound(GLASS_BREAKING, i);
|
|
lotsofglass(i, -1, 10);
|
|
deletesprite(i);
|
|
return;
|
|
|
|
case OCEANSPRITE1:
|
|
case OCEANSPRITE2:
|
|
case OCEANSPRITE3:
|
|
case OCEANSPRITE4:
|
|
case OCEANSPRITE5:
|
|
fi.spawn(i, SMALLSMOKE);
|
|
deletesprite(i);
|
|
break;
|
|
case QUEBALL:
|
|
case STRIPEBALL:
|
|
if (sprite[sn].picnum == QUEBALL || sprite[sn].picnum == STRIPEBALL)
|
|
{
|
|
sprite[sn].xvel = (sprite[i].xvel >> 1) + (sprite[i].xvel >> 2);
|
|
sprite[sn].ang -= (sprite[i].ang << 1) + 1024;
|
|
sprite[i].ang = getangle(sprite[i].x - sprite[sn].x, sprite[i].y - sprite[sn].y) - 512;
|
|
if (S_CheckSoundPlaying(POOLBALLHIT) < 2)
|
|
S_PlayActorSound(POOLBALLHIT, i);
|
|
}
|
|
else
|
|
{
|
|
if (krand() & 3)
|
|
{
|
|
sprite[i].xvel = 164;
|
|
sprite[i].ang = sprite[sn].ang;
|
|
}
|
|
else
|
|
{
|
|
lotsofglass(i, -1, 3);
|
|
deletesprite(i);
|
|
}
|
|
}
|
|
break;
|
|
case TREE1:
|
|
case TREE2:
|
|
case TIRE:
|
|
case CONE:
|
|
case BOX:
|
|
switch (sprite[sn].picnum)
|
|
{
|
|
case RADIUSEXPLOSION:
|
|
case RPG:
|
|
case FIRELASER:
|
|
case HYDRENT:
|
|
case HEAVYHBOMB:
|
|
if (hittype[i].temp_data[0] == 0)
|
|
{
|
|
sprite[i].cstat &= ~257;
|
|
hittype[i].temp_data[0] = 1;
|
|
fi.spawn(i, BURNING);
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
case CACTUS:
|
|
// case CACTUSBROKE:
|
|
switch (sprite[sn].picnum)
|
|
{
|
|
case RADIUSEXPLOSION:
|
|
case RPG:
|
|
case FIRELASER:
|
|
case HYDRENT:
|
|
case HEAVYHBOMB:
|
|
for (k = 0; k < 64; k++)
|
|
{
|
|
j = EGS(sprite[i].sectnum, sprite[i].x, sprite[i].y, sprite[i].z - (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 (sprite[i].picnum == CACTUS)
|
|
sprite[i].picnum = CACTUSBROKE;
|
|
sprite[i].cstat &= ~257;
|
|
// else deletesprite(i);
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case HANGLIGHT:
|
|
case GENERICPOLE2:
|
|
for (k = 0; k < 6; k++)
|
|
EGS(sprite[i].sectnum, sprite[i].x, sprite[i].y, sprite[i].z - (8 << 8), SCRAP1 + (krand() & 15), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (sprite[i].zvel >> 2), i, 5);
|
|
S_PlayActorSound(GLASS_HEAVYBREAK, i);
|
|
deletesprite(i);
|
|
break;
|
|
|
|
|
|
case FANSPRITE:
|
|
sprite[i].picnum = FANSPRITEBROKE;
|
|
sprite[i].cstat &= (65535 - 257);
|
|
if (sector[sprite[i].sectnum].floorpicnum == FANSHADOW)
|
|
sector[sprite[i].sectnum].floorpicnum = FANSHADOWBROKE;
|
|
|
|
S_PlayActorSound(GLASS_HEAVYBREAK, i);
|
|
s = &sprite[i];
|
|
for (j = 0; j < 16; j++) RANDOMSCRAP(s, i);
|
|
|
|
break;
|
|
case WATERFOUNTAIN:
|
|
case WATERFOUNTAIN + 1:
|
|
case WATERFOUNTAIN + 2:
|
|
case WATERFOUNTAIN + 3:
|
|
sprite[i].picnum = WATERFOUNTAINBROKE;
|
|
fi.spawn(i, TOILETWATER);
|
|
break;
|
|
case SATELITE:
|
|
case FUELPOD:
|
|
case SOLARPANNEL:
|
|
case ANTENNA:
|
|
if (actorinfo[SHOTSPARK1].scriptaddress && sprite[sn].extra != ScriptCode[actorinfo[SHOTSPARK1].scriptaddress])
|
|
{
|
|
for (j = 0; j < 15; j++)
|
|
EGS(sprite[i].sectnum, sprite[i].x, sprite[i].y, sector[sprite[i].sectnum].floorz - (12 << 8) - (j << 9), SCRAP1 + (krand() & 15), -8, 64, 64,
|
|
krand() & 2047, (krand() & 127) + 64, -(krand() & 511) - 256, i, 5);
|
|
fi.spawn(i, EXPLOSION2);
|
|
deletesprite(i);
|
|
}
|
|
break;
|
|
case BOTTLE1:
|
|
case BOTTLE2:
|
|
case BOTTLE3:
|
|
case BOTTLE4:
|
|
case BOTTLE5:
|
|
case BOTTLE6:
|
|
case BOTTLE8:
|
|
case BOTTLE10:
|
|
case BOTTLE11:
|
|
case BOTTLE12:
|
|
case BOTTLE13:
|
|
case BOTTLE14:
|
|
case BOTTLE15:
|
|
case BOTTLE16:
|
|
case BOTTLE17:
|
|
case BOTTLE18:
|
|
case BOTTLE19:
|
|
case WATERFOUNTAINBROKE:
|
|
case DOMELITE:
|
|
case SUSHIPLATE1:
|
|
case SUSHIPLATE2:
|
|
case SUSHIPLATE3:
|
|
case SUSHIPLATE4:
|
|
case SUSHIPLATE5:
|
|
case WAITTOBESEATED:
|
|
case VASE:
|
|
case STATUEFLASH:
|
|
case STATUE:
|
|
if (sprite[i].picnum == BOTTLE10)
|
|
fi.lotsofmoney(&sprite[i], 4 + (krand() & 3));
|
|
else if (sprite[i].picnum == STATUE || sprite[i].picnum == STATUEFLASH)
|
|
{
|
|
lotsofcolourglass(i, -1, 40);
|
|
S_PlayActorSound(GLASS_HEAVYBREAK, i);
|
|
}
|
|
else if (sprite[i].picnum == VASE)
|
|
lotsofglass(i, -1, 40);
|
|
|
|
S_PlayActorSound(GLASS_BREAKING, i);
|
|
sprite[i].ang = krand() & 2047;
|
|
lotsofglass(i, -1, 8);
|
|
deletesprite(i);
|
|
break;
|
|
case FETUS:
|
|
sprite[i].picnum = FETUSBROKE;
|
|
S_PlayActorSound(GLASS_BREAKING, i);
|
|
lotsofglass(i, -1, 10);
|
|
break;
|
|
case FETUSBROKE:
|
|
for (j = 0; j < 48; j++)
|
|
{
|
|
fi.shoot(i, BLOODSPLAT1);
|
|
sprite[i].ang += 333;
|
|
}
|
|
S_PlayActorSound(GLASS_HEAVYBREAK, i);
|
|
S_PlayActorSound(SQUISHED, i);
|
|
case BOTTLE7:
|
|
S_PlayActorSound(GLASS_BREAKING, i);
|
|
lotsofglass(i, -1, 10);
|
|
deletesprite(i);
|
|
break;
|
|
case HYDROPLANT:
|
|
sprite[i].picnum = BROKEHYDROPLANT;
|
|
S_PlayActorSound(GLASS_BREAKING, i);
|
|
lotsofglass(i, -1, 10);
|
|
break;
|
|
|
|
case FORCESPHERE:
|
|
sprite[i].xrepeat = 0;
|
|
hittype[sprite[i].owner].temp_data[0] = 32;
|
|
hittype[sprite[i].owner].temp_data[1] = !hittype[sprite[i].owner].temp_data[1];
|
|
hittype[sprite[i].owner].temp_data[2] ++;
|
|
fi.spawn(i, EXPLOSION2);
|
|
break;
|
|
|
|
case BROKEHYDROPLANT:
|
|
if (sprite[i].cstat & 1)
|
|
{
|
|
S_PlayActorSound(GLASS_BREAKING, i);
|
|
sprite[i].z += 16 << 8;
|
|
sprite[i].cstat = 0;
|
|
lotsofglass(i, -1, 5);
|
|
}
|
|
break;
|
|
|
|
case TOILET:
|
|
sprite[i].picnum = TOILETBROKE;
|
|
sprite[i].cstat |= (krand() & 1) << 2;
|
|
sprite[i].cstat &= ~257;
|
|
fi.spawn(i, TOILETWATER);
|
|
S_PlayActorSound(GLASS_BREAKING, i);
|
|
break;
|
|
|
|
case STALL:
|
|
sprite[i].picnum = STALLBROKE;
|
|
sprite[i].cstat |= (krand() & 1) << 2;
|
|
sprite[i].cstat &= ~257;
|
|
fi.spawn(i, TOILETWATER);
|
|
S_PlayActorSound(GLASS_HEAVYBREAK, i);
|
|
break;
|
|
|
|
case HYDRENT:
|
|
sprite[i].picnum = BROKEFIREHYDRENT;
|
|
fi.spawn(i, TOILETWATER);
|
|
|
|
// for(k=0;k<5;k++)
|
|
// {
|
|
// j = EGS(sprite[i].sectnum,sprite[i].x,sprite[i].y,sprite[i].z-(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;
|
|
// }
|
|
S_PlayActorSound(GLASS_HEAVYBREAK, i);
|
|
break;
|
|
|
|
case GRATE1:
|
|
sprite[i].picnum = BGRATE1;
|
|
sprite[i].cstat &= (65535 - 256 - 1);
|
|
S_PlayActorSound(VENT_BUST, i);
|
|
break;
|
|
|
|
case CIRCLEPANNEL:
|
|
sprite[i].picnum = CIRCLEPANNELBROKE;
|
|
sprite[i].cstat &= (65535 - 256 - 1);
|
|
S_PlayActorSound(VENT_BUST, i);
|
|
break;
|
|
case PANNEL1:
|
|
case PANNEL2:
|
|
sprite[i].picnum = BPANNEL1;
|
|
sprite[i].cstat &= (65535 - 256 - 1);
|
|
S_PlayActorSound(VENT_BUST, i);
|
|
break;
|
|
case PANNEL3:
|
|
sprite[i].picnum = BPANNEL3;
|
|
sprite[i].cstat &= (65535 - 256 - 1);
|
|
S_PlayActorSound(VENT_BUST, i);
|
|
break;
|
|
case PIPE1:
|
|
case PIPE2:
|
|
case PIPE3:
|
|
case PIPE4:
|
|
case PIPE5:
|
|
case PIPE6:
|
|
switch (sprite[i].picnum)
|
|
{
|
|
case PIPE1:sprite[i].picnum = PIPE1B; break;
|
|
case PIPE2:sprite[i].picnum = PIPE2B; break;
|
|
case PIPE3:sprite[i].picnum = PIPE3B; break;
|
|
case PIPE4:sprite[i].picnum = PIPE4B; break;
|
|
case PIPE5:sprite[i].picnum = PIPE5B; break;
|
|
case PIPE6:sprite[i].picnum = PIPE6B; break;
|
|
}
|
|
|
|
j = fi.spawn(i, STEAM);
|
|
sprite[j].z = sector[sprite[i].sectnum].floorz - (32 << 8);
|
|
break;
|
|
|
|
case MONK:
|
|
case LUKE:
|
|
case INDY:
|
|
case JURYGUY:
|
|
S_PlayActorSound(sprite[i].lotag, i);
|
|
fi.spawn(i, sprite[i].hitag);
|
|
case SPACEMARINE:
|
|
sprite[i].extra -= sprite[sn].extra;
|
|
if (sprite[i].extra > 0) break;
|
|
sprite[i].ang = krand() & 2047;
|
|
fi.shoot(i, BLOODSPLAT1);
|
|
sprite[i].ang = krand() & 2047;
|
|
fi.shoot(i, BLOODSPLAT2);
|
|
sprite[i].ang = krand() & 2047;
|
|
fi.shoot(i, BLOODSPLAT3);
|
|
sprite[i].ang = krand() & 2047;
|
|
fi.shoot(i, BLOODSPLAT4);
|
|
sprite[i].ang = krand() & 2047;
|
|
fi.shoot(i, BLOODSPLAT1);
|
|
sprite[i].ang = krand() & 2047;
|
|
fi.shoot(i, BLOODSPLAT2);
|
|
sprite[i].ang = krand() & 2047;
|
|
fi.shoot(i, BLOODSPLAT3);
|
|
sprite[i].ang = krand() & 2047;
|
|
fi.shoot(i, BLOODSPLAT4);
|
|
fi.guts(&sprite[i], JIBS1, 1, myconnectindex);
|
|
fi.guts(&sprite[i], JIBS2, 2, myconnectindex);
|
|
fi.guts(&sprite[i], JIBS3, 3, myconnectindex);
|
|
fi.guts(&sprite[i], JIBS4, 4, myconnectindex);
|
|
fi.guts(&sprite[i], JIBS5, 1, myconnectindex);
|
|
fi.guts(&sprite[i], JIBS3, 6, myconnectindex);
|
|
S_PlaySound(SQUISHED);
|
|
deletesprite(i);
|
|
break;
|
|
case CHAIR1:
|
|
case CHAIR2:
|
|
sprite[i].picnum = BROKENCHAIR;
|
|
sprite[i].cstat = 0;
|
|
break;
|
|
case CHAIR3:
|
|
case MOVIECAMERA:
|
|
case SCALE:
|
|
case VACUUM:
|
|
case CAMERALIGHT:
|
|
case IVUNIT:
|
|
case POT1:
|
|
case POT2:
|
|
case POT3:
|
|
case TRIPODCAMERA:
|
|
S_PlayActorSound(GLASS_HEAVYBREAK, i);
|
|
s = &sprite[i];
|
|
for (j = 0; j < 16; j++) RANDOMSCRAP(s, i);
|
|
deletesprite(i);
|
|
break;
|
|
case PLAYERONWATER:
|
|
i = sprite[i].owner;
|
|
default:
|
|
if ((sprite[i].cstat & 16) && sprite[i].hitag == 0 && sprite[i].lotag == 0 && sprite[i].statnum == 0)
|
|
break;
|
|
|
|
if ((sprite[sn].picnum == FREEZEBLAST || sprite[sn].owner != i) && sprite[i].statnum != 4)
|
|
{
|
|
if (badguy(&sprite[i]) == 1)
|
|
{
|
|
if (sprite[sn].picnum == RPG) sprite[sn].extra <<= 1;
|
|
|
|
if ((sprite[i].picnum != DRONE) && (sprite[i].picnum != ROTATEGUN) && (sprite[i].picnum != COMMANDER) && (sprite[i].picnum < GREENSLIME || sprite[i].picnum > GREENSLIME + 7))
|
|
if (sprite[sn].picnum != FREEZEBLAST)
|
|
//if (actortype[sprite[i].picnum] == 0) //TRANSITIONAL. Cannot be done right with EDuke mess backing the engine.
|
|
{
|
|
j = fi.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 && sprite[i].picnum != ROTATEGUN && sprite[i].picnum != DRONE)
|
|
if (ps[sprite[j].yvel].curr_weapon == SHOTGUN_WEAPON)
|
|
{
|
|
fi.shoot(i, BLOODSPLAT3);
|
|
fi.shoot(i, BLOODSPLAT1);
|
|
fi.shoot(i, BLOODSPLAT2);
|
|
fi.shoot(i, BLOODSPLAT4);
|
|
}
|
|
|
|
if (sprite[i].picnum != TANK && sprite[i].picnum != BOSS1 && sprite[i].picnum != BOSS4 && sprite[i].picnum != BOSS2 && sprite[i].picnum != BOSS3 && sprite[i].picnum != RECON && sprite[i].picnum != ROTATEGUN)
|
|
{
|
|
if ((sprite[i].cstat & 48) == 0)
|
|
sprite[i].ang = (sprite[sn].ang + 1024) & 2047;
|
|
sprite[i].xvel = -(sprite[sn].extra << 2);
|
|
short j = sprite[i].sectnum;
|
|
pushmove(&sprite[i].x, &sprite[i].y, &sprite[i].z, &j, 128L, (4L << 8), (4L << 8), CLIPMASK0);
|
|
if (j != sprite[i].sectnum && j >= 0 && j < MAXSECTORS)
|
|
changespritesect(i, j);
|
|
}
|
|
|
|
if (sprite[i].statnum == 2)
|
|
{
|
|
changespritestat(i, 1);
|
|
hittype[i].timetosleep = SLEEPTIME;
|
|
}
|
|
if ((sprite[i].xrepeat < 24 || sprite[i].picnum == SHARK) && sprite[sn].picnum == SHRINKSPARK) return;
|
|
}
|
|
|
|
if (sprite[i].statnum != 2)
|
|
{
|
|
if (sprite[sn].picnum == FREEZEBLAST && ((sprite[i].picnum == APLAYER && sprite[i].pal == 1) || (freezerhurtowner == 0 && sprite[sn].owner == i)))
|
|
return;
|
|
|
|
hittype[i].picnum = sprite[sn].picnum;
|
|
hittype[i].extra += sprite[sn].extra;
|
|
hittype[i].ang = sprite[sn].ang;
|
|
hittype[i].owner = sprite[sn].owner;
|
|
}
|
|
|
|
if (sprite[i].statnum == 10)
|
|
{
|
|
p = sprite[i].yvel;
|
|
if (ps[p].newowner >= 0)
|
|
{
|
|
ps[p].newowner = -1;
|
|
ps[p].posx = ps[p].oposx;
|
|
ps[p].posy = ps[p].oposy;
|
|
ps[p].posz = ps[p].oposz;
|
|
ps[p].q16ang = ps[p].oq16ang;
|
|
|
|
updatesector(ps[p].posx, ps[p].posy, &ps[p].cursectnum);
|
|
setpal(&ps[p]);
|
|
|
|
j = headspritestat[1];
|
|
while (j >= 0)
|
|
{
|
|
if (sprite[j].picnum == CAMERA1) sprite[j].yvel = 0;
|
|
j = nextspritestat[j];
|
|
}
|
|
}
|
|
|
|
if (sprite[i].xrepeat < 24 && sprite[sn].picnum == SHRINKSPARK)
|
|
return;
|
|
|
|
if (sprite[hittype[i].owner].picnum != APLAYER)
|
|
if (ud.player_skill >= 3)
|
|
sprite[sn].extra += (sprite[sn].extra >> 1);
|
|
}
|
|
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void checksectors_d(int snum)
|
|
{
|
|
int i = -1, oldz;
|
|
struct player_struct* p;
|
|
int j, hitscanwall;
|
|
short neartagsector, neartagwall, neartagsprite;
|
|
int neartaghitdist;
|
|
|
|
p = &ps[snum];
|
|
|
|
switch (sector[p->cursectnum].lotag)
|
|
{
|
|
|
|
case 32767:
|
|
sector[p->cursectnum].lotag = 0;
|
|
FTA(9, p);
|
|
p->secret_rooms++;
|
|
return;
|
|
case -1:
|
|
sector[p->cursectnum].lotag = 0;
|
|
setnextmap(false);
|
|
return;
|
|
case -2:
|
|
sector[p->cursectnum].lotag = 0;
|
|
p->timebeforeexit = 26 * 8;
|
|
p->customexitsound = sector[p->cursectnum].hitag;
|
|
return;
|
|
default:
|
|
if (sector[p->cursectnum].lotag >= 10000 && sector[p->cursectnum].lotag < 16383)
|
|
{
|
|
if (snum == screenpeek || ud.coop == 1)
|
|
S_PlayActorSound(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 (chatmodeon || sprite[p->i].extra <= 0) return;
|
|
|
|
if (ud.cashman && PlayerInput(snum, SB_OPEN))
|
|
fi.lotsofmoney(&sprite[p->i], 2);
|
|
|
|
if (p->newowner >= 0)
|
|
{
|
|
if (abs(PlayerInputSideVel(snum)) > 768 || abs(PlayerInputForwardVel(snum)) > 768)
|
|
{
|
|
i = -1;
|
|
goto CLEARCAMERAS;
|
|
}
|
|
}
|
|
|
|
if (!(PlayerInput(snum, SB_OPEN)))
|
|
p->toggle_key_flag = 0;
|
|
|
|
else if (!p->toggle_key_flag)
|
|
{
|
|
|
|
if (PlayerInput(snum, SB_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 && S_CheckSoundPlaying(wall[hitscanwall].lotag) == 0 && snum == screenpeek)
|
|
{
|
|
S_PlayActorSound(wall[hitscanwall].lotag, p->i);
|
|
return;
|
|
}
|
|
|
|
if (hitscanwall >= 0 && (wall[hitscanwall].cstat & 16))
|
|
if (wall[hitscanwall].lotag)
|
|
return;
|
|
|
|
if (p->newowner >= 0)
|
|
neartag(p->oposx, p->oposy, p->oposz, sprite[p->i].sectnum, p->getoang(), &neartagsector, &neartagwall, &neartagsprite, &neartaghitdist, 1280L, 1);
|
|
else
|
|
{
|
|
neartag(p->posx, p->posy, p->posz, sprite[p->i].sectnum, p->getoang(), &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->getoang(), &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->getoang(), &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->getoang(), &neartagsector, &neartagwall, &neartagsprite, &neartaghitdist, 1280L, 3);
|
|
if (neartagsprite >= 0)
|
|
{
|
|
switch (sprite[neartagsprite].picnum)
|
|
{
|
|
case FEM1:
|
|
case FEM2:
|
|
case FEM3:
|
|
case FEM4:
|
|
case FEM5:
|
|
case FEM6:
|
|
case FEM7:
|
|
case FEM8:
|
|
case FEM9:
|
|
case FEM10:
|
|
case PODFEM1:
|
|
case NAKED1:
|
|
case STATUE:
|
|
case TOUGHGAL:
|
|
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 = hitasprite(p->i, &neartagsprite);
|
|
if (oldz > 1280) neartagsprite = -1;
|
|
}
|
|
|
|
if (neartagsprite >= 0)
|
|
{
|
|
if (fi.checkhitswitch(snum, neartagsprite, 1)) return;
|
|
|
|
switch (sprite[neartagsprite].picnum)
|
|
{
|
|
case TOILET:
|
|
case STALL:
|
|
if (p->last_pissed_time == 0)
|
|
{
|
|
S_PlayActorSound(DUKE_URINATE, p->i);
|
|
|
|
p->last_pissed_time = 26 * 220;
|
|
p->transporter_hold = 29 * 2;
|
|
if (p->holster_weapon == 0)
|
|
{
|
|
p->holster_weapon = 1;
|
|
p->weapon_pos = -1;
|
|
}
|
|
if (sprite[p->i].extra <= (max_player_health - (max_player_health / 10)))
|
|
{
|
|
sprite[p->i].extra += max_player_health / 10;
|
|
p->last_extra = sprite[p->i].extra;
|
|
}
|
|
else if (sprite[p->i].extra < max_player_health)
|
|
sprite[p->i].extra = max_player_health;
|
|
}
|
|
else if (S_CheckSoundPlaying(neartagsprite, FLUSH_TOILET) == 0)
|
|
S_PlayActorSound(FLUSH_TOILET, neartagsprite);
|
|
return;
|
|
|
|
case NUKEBUTTON:
|
|
|
|
hitawall(p, &j);
|
|
if (j >= 0 && wall[j].overpicnum == 0)
|
|
if (hittype[neartagsprite].temp_data[0] == 0)
|
|
{
|
|
hittype[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:
|
|
if (hittype[neartagsprite].temp_data[0] != 1)
|
|
{
|
|
hittype[neartagsprite].temp_data[0] = 1;
|
|
sprite[neartagsprite].owner = p->i;
|
|
|
|
if (sprite[p->i].extra < max_player_health)
|
|
{
|
|
sprite[p->i].extra++;
|
|
S_PlayActorSound(DUKE_DRINKING, p->i);
|
|
}
|
|
}
|
|
return;
|
|
case PLUG:
|
|
S_PlayActorSound(SHORT_CIRCUIT, p->i);
|
|
sprite[p->i].extra -= 2 + (krand() & 3);
|
|
SetPlayerPal(p, PalEntry(32, 48, 48, 64));
|
|
break;
|
|
case VIEWSCREEN:
|
|
case VIEWSCREEN2:
|
|
{
|
|
i = headspritestat[1];
|
|
|
|
while (i >= 0)
|
|
{
|
|
if (sprite[i].picnum == CAMERA1 && sprite[i].yvel == 0 && sprite[neartagsprite].hitag == sprite[i].lotag)
|
|
{
|
|
sprite[i].yvel = 1; //Using this camera
|
|
if (snum == screenpeek) S_PlaySound(MONITOR_ACTIVE);
|
|
|
|
sprite[neartagsprite].owner = i;
|
|
sprite[neartagsprite].yvel = 1;
|
|
camsprite = neartagsprite;
|
|
|
|
|
|
j = p->cursectnum;
|
|
p->cursectnum = sprite[i].sectnum;
|
|
setpal(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->q16ang = p->oq16ang;
|
|
p->newowner = -1;
|
|
|
|
updatesector(p->posx, p->posy, &p->cursectnum);
|
|
setpal(p);
|
|
|
|
|
|
i = headspritestat[1];
|
|
while (i >= 0)
|
|
{
|
|
if (sprite[i].picnum == CAMERA1) sprite[i].yvel = 0;
|
|
i = nextspritestat[i];
|
|
}
|
|
}
|
|
else if (p->newowner >= 0)
|
|
p->newowner = -1;
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (!PlayerInput(snum, SB_OPEN)) return;
|
|
else if (p->newowner >= 0) { i = -1; goto CLEARCAMERAS; }
|
|
|
|
if (neartagwall == -1 && neartagsector == -1 && neartagsprite == -1)
|
|
if (abs(hits(p->i)) < 512)
|
|
{
|
|
if ((krand() & 255) < 16)
|
|
S_PlayActorSound(DUKE_SEARCH2, p->i);
|
|
else S_PlayActorSound(DUKE_SEARCH, p->i);
|
|
return;
|
|
}
|
|
|
|
if (neartagwall >= 0)
|
|
{
|
|
if (wall[neartagwall].lotag > 0 && fi.isadoorwall(wall[neartagwall].picnum))
|
|
{
|
|
if (hitscanwall == neartagwall || hitscanwall == -1)
|
|
fi.checkhitswitch(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 (sprite[i].picnum == ACTIVATOR || sprite[i].picnum == MASTERSWITCH)
|
|
return;
|
|
i = nextspritesect[i];
|
|
}
|
|
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 (sprite[i].picnum == ACTIVATOR || sprite[i].picnum == MASTERSWITCH) return;
|
|
i = nextspritesect[i];
|
|
}
|
|
operatesectors(sprite[p->i].sectnum, p->i);
|
|
}
|
|
else fi.checkhitswitch(snum, neartagwall, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
END_DUKE_NS
|