mirror of
https://github.com/ZDoom/raze-gles.git
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3540 lines
107 KiB
C
3540 lines
107 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) 2004, 2007 - EDuke32 developers
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This file is part of EDuke32
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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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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*/
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//-------------------------------------------------------------------------
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#include "duke3d.h"
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#include "osd.h"
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// PRIMITIVE
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static int haltsoundhack;
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int callsound(int sn,int whatsprite)
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{
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int i;
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if (haltsoundhack)
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{
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haltsoundhack = 0;
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return -1;
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}
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i = headspritesect[sn];
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while (i >= 0)
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{
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if (PN == MUSICANDSFX && SLT < 1000)
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{
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if (whatsprite == -1) whatsprite = i;
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if (T1 == 0)
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{
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if ((g_sounds[SLT].m&16) == 0)
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{
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if (SLT)
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{
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spritesound(SLT,whatsprite);
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if (SHT && SLT != SHT && SHT < MAXSOUNDS)
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stopspritesound(SHT,T6);
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T6 = whatsprite;
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}
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if ((sector[SECT].lotag&0xff) != 22)
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T1 = 1;
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}
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}
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else if (SHT < MAXSOUNDS)
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{
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if (SHT) spritesound(SHT,whatsprite);
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if ((g_sounds[SLT].m&1) || (SHT && SHT != SLT))
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stopspritesound(SLT,T6);
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T6 = whatsprite;
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T1 = 0;
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}
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return SLT;
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}
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i = nextspritesect[i];
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}
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return -1;
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}
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int check_activator_motion(int lotag)
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{
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int i, j;
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spritetype *s;
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i = headspritestat[8];
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while (i >= 0)
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{
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if (sprite[i].lotag == lotag)
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{
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s = &sprite[i];
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for (j = animatecnt-1; j >= 0; j--)
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if (s->sectnum == animatesect[j])
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return(1);
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j = headspritestat[3];
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while (j >= 0)
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{
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if (s->sectnum == sprite[j].sectnum)
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switch (sprite[j].lotag)
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{
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case 11:
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case 30:
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if (hittype[j].temp_data[4])
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return(1);
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break;
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case 20:
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case 31:
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case 32:
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case 18:
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if (hittype[j].temp_data[0])
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return(1);
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break;
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}
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j = nextspritestat[j];
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}
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}
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i = nextspritestat[i];
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}
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return(0);
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}
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int isadoorwall(int dapic)
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{
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switch (dynamictostatic[dapic])
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{
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case DOORTILE1__STATIC:
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case DOORTILE2__STATIC:
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case DOORTILE3__STATIC:
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case DOORTILE4__STATIC:
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case DOORTILE5__STATIC:
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case DOORTILE6__STATIC:
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case DOORTILE7__STATIC:
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case DOORTILE8__STATIC:
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case DOORTILE9__STATIC:
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case DOORTILE10__STATIC:
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case DOORTILE11__STATIC:
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case DOORTILE12__STATIC:
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case DOORTILE14__STATIC:
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case DOORTILE15__STATIC:
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case DOORTILE16__STATIC:
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case DOORTILE17__STATIC:
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case DOORTILE18__STATIC:
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case DOORTILE19__STATIC:
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case DOORTILE20__STATIC:
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case DOORTILE21__STATIC:
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case DOORTILE22__STATIC:
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case DOORTILE23__STATIC:
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return 1;
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}
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return 0;
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}
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int isanunderoperator(int lotag)
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{
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switch (lotag&0xff)
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{
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case 15:
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case 16:
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case 17:
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case 18:
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case 19:
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case 22:
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case 26:
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return 1;
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}
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return 0;
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}
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int isanearoperator(int lotag)
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{
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switch (lotag&0xff)
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{
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case 9:
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case 15:
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case 16:
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case 17:
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case 18:
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case 19:
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case 20:
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case 21:
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case 22:
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case 23:
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case 25:
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case 26:
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case 29://Toothed door
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return 1;
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}
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return 0;
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}
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inline int checkcursectnums(int sect)
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{
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int i = connecthead;
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for (;i>=0;i=connectpoint2[i])
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if (sprite[g_player[i].ps->i].sectnum == sect) return i;
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return -1;
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}
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inline int ldist(spritetype *s1,spritetype *s2)
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{
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int i = FindDistance2D(s1->x-s2->x, s1->y-s2->y);
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if (!i) return 1;
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return i;
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}
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inline int dist(spritetype *s1,spritetype *s2)
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{
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int i = FindDistance3D(s1->x-s2->x, s1->y-s2->y, (s1->z-s2->z)>>4);
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if (!i) return 1;
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return i;
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}
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int findplayer(spritetype *s,int *d)
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{
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int j, closest_player = 0;
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int x, closest = 0x7fffffff;
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if (ud.multimode < 2)
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{
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*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);
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return myconnectindex;
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}
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for (j=connecthead;j>=0;j=connectpoint2[j])
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{
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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);
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if (x < closest && sprite[g_player[j].ps->i].extra > 0)
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{
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closest_player = j;
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closest = x;
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}
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}
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*d = closest;
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return closest_player;
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}
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int findotherplayer(int p,int *d)
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{
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int j, closest_player = p;
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int x, closest = 0x7fffffff;
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for (j=connecthead;j>=0;j=connectpoint2[j])
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if (p != j && sprite[g_player[j].ps->i].extra > 0)
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{
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x = klabs(g_player[j].ps->oposx-g_player[p].ps->posx) + klabs(g_player[j].ps->oposy-g_player[p].ps->posy) + (klabs(g_player[j].ps->oposz-g_player[p].ps->posz)>>4);
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if (x < closest)
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{
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closest_player = j;
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closest = x;
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}
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}
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*d = closest;
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return closest_player;
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}
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void doanimations(void)
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{
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int i, j, a, p, v, dasect;
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for (i=animatecnt-1;i>=0;i--)
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{
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a = *animateptr[i];
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v = animatevel[i]*TICSPERFRAME;
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dasect = animatesect[i];
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if (a == animategoal[i])
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{
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stopinterpolation(animateptr[i]);
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animatecnt--;
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animateptr[i] = animateptr[animatecnt];
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animategoal[i] = animategoal[animatecnt];
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animatevel[i] = animatevel[animatecnt];
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animatesect[i] = animatesect[animatecnt];
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if (sector[animatesect[i]].lotag == 18 || sector[animatesect[i]].lotag == 19)
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if (animateptr[i] == §or[animatesect[i]].ceilingz)
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continue;
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if ((sector[dasect].lotag&0xff) != 22)
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callsound(dasect,-1);
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continue;
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}
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if (v > 0)
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{
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a = min(a+v,animategoal[i]);
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}
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else
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{
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a = max(a+v,animategoal[i]);
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}
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if (animateptr[i] == §or[animatesect[i]].floorz)
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{
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for (p=connecthead;p>=0;p=connectpoint2[p])
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if (g_player[p].ps->cursectnum == dasect)
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if ((sector[dasect].floorz-g_player[p].ps->posz) < (64<<8))
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if (sprite[g_player[p].ps->i].owner >= 0)
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{
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g_player[p].ps->posz += v;
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g_player[p].ps->poszv = 0;
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if (p == myconnectindex)
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{
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myz += v;
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myzvel = 0;
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myzbak[((movefifoplc-1)&(MOVEFIFOSIZ-1))] = g_player[p].ps->posz;
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}
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}
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for (j=headspritesect[dasect];j>=0;j=nextspritesect[j])
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if (sprite[j].statnum != 3)
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{
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hittype[j].bposz = sprite[j].z;
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sprite[j].z += v;
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hittype[j].floorz = sector[dasect].floorz+v;
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}
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}
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*animateptr[i] = a;
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}
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}
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int getanimationgoal(int *animptr)
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{
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int i = animatecnt-1, j = -1;
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for (;i>=0;i--)
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if (animptr == (int *)animateptr[i])
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{
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j = i;
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break;
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}
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return(j);
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}
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int setanimation(int animsect,int *animptr, int thegoal, int thevel)
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{
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int i = 0, j = animatecnt;
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if (animatecnt >= MAXANIMATES-1)
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return(-1);
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for (;i<animatecnt;i++)
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if (animptr == animateptr[i])
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{
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j = i;
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break;
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}
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animatesect[j] = animsect;
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animateptr[j] = animptr;
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animategoal[j] = thegoal;
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if (thegoal >= *animptr)
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animatevel[j] = thevel;
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else
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animatevel[j] = -thevel;
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if (j == animatecnt) animatecnt++;
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setinterpolation(animptr);
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return(j);
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}
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void animatecamsprite(void)
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{
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int i = camsprite;
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if (camsprite <= 0) return;
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if (T1 >= 11)
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{
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T1 = 0;
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if (g_player[screenpeek].ps->newowner >= 0)
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OW = g_player[screenpeek].ps->newowner;
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else if (OW >= 0 && dist(&sprite[g_player[screenpeek].ps->i],&sprite[i]) < 2048)
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{
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if (waloff[TILE_VIEWSCR] == 0)
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allocatepermanenttile(TILE_VIEWSCR,tilesizx[PN],tilesizy[PN]);
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else walock[TILE_VIEWSCR] = 255;
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xyzmirror(OW,/*PN*/TILE_VIEWSCR);
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}
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}
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else T1++;
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}
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void animatewalls(void)
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{
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int i, j, p = 0, t;
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for (;p < numanimwalls ;p++)
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// for(p=numanimwalls-1;p>=0;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 (dynamictostatic[j])
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{
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case SCREENBREAK1__STATIC:
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case SCREENBREAK2__STATIC:
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case SCREENBREAK3__STATIC:
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case SCREENBREAK4__STATIC:
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case SCREENBREAK5__STATIC:
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case SCREENBREAK9__STATIC:
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case SCREENBREAK10__STATIC:
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case SCREENBREAK11__STATIC:
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case SCREENBREAK12__STATIC:
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case SCREENBREAK13__STATIC:
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case SCREENBREAK14__STATIC:
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case SCREENBREAK15__STATIC:
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case SCREENBREAK16__STATIC:
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case SCREENBREAK17__STATIC:
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case SCREENBREAK18__STATIC:
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case SCREENBREAK19__STATIC:
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if ((TRAND&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__STATIC:
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case SCREENBREAK7__STATIC:
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case SCREENBREAK8__STATIC:
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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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if ((wall[i].overpicnum >= W_FORCEFIELD)&&(wall[i].overpicnum <= W_FORCEFIELD+2))
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{
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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 ((TRAND&255) < 32)
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animwall[p].tag = 128<<(TRAND&3);
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else wall[i].overpicnum = W_FORCEFIELD+1;
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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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int activatewarpelevators(int s,int d) //Parm = sectoreffectornum
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{
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int i = headspritestat[3], sn = sprite[s].sectnum;
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while (i >= 0)
|
|
{
|
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if (SLT == 17)
|
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if (SHT == sprite[s].hitag)
|
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if ((klabs(sector[sn].floorz-hittype[s].temp_data[2]) > SP) ||
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(sector[SECT].hitag == (sector[sn].hitag-d)))
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break;
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i = nextspritestat[i];
|
|
}
|
|
|
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if (i==-1)
|
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{
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d = 0;
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return 1; // No find
|
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}
|
|
else
|
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{
|
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if (d == 0)
|
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spritesound(ELEVATOR_OFF,s);
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else spritesound(ELEVATOR_ON,s);
|
|
}
|
|
|
|
|
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i = headspritestat[3];
|
|
while (i >= 0)
|
|
{
|
|
if (SLT == 17)
|
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if (SHT == sprite[s].hitag)
|
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{
|
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T1 = d;
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T2 = d; //Make all check warp
|
|
}
|
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i = nextspritestat[i];
|
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}
|
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return 0;
|
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}
|
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|
|
void operatesectors(int sn,int ii)
|
|
{
|
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int j=0, l, q, startwall, endwall;
|
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int i;
|
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sectortype *sptr = §or[sn];
|
|
|
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switch (sptr->lotag&(0xffff-49152))
|
|
{
|
|
|
|
case 30:
|
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j = sector[sn].hitag;
|
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if (hittype[j].tempang == 0 ||
|
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hittype[j].tempang == 256)
|
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callsound(sn,ii);
|
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if (sprite[j].extra == 1)
|
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sprite[j].extra = 3;
|
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else sprite[j].extra = 1;
|
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break;
|
|
|
|
case 31:
|
|
|
|
j = sector[sn].hitag;
|
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if (hittype[j].temp_data[4] == 0)
|
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hittype[j].temp_data[4] = 1;
|
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|
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callsound(sn,ii);
|
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break;
|
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|
|
case 26: //The split doors
|
|
i = getanimationgoal(&sptr->ceilingz);
|
|
if (i == -1) //if the door has stopped
|
|
{
|
|
haltsoundhack = 1;
|
|
sptr->lotag &= 0xff00;
|
|
sptr->lotag |= 22;
|
|
operatesectors(sn,ii);
|
|
sptr->lotag &= 0xff00;
|
|
sptr->lotag |= 9;
|
|
operatesectors(sn,ii);
|
|
sptr->lotag &= 0xff00;
|
|
sptr->lotag |= 26;
|
|
}
|
|
return;
|
|
|
|
case 9:
|
|
{
|
|
int dax,day,dax2,day2,sp;
|
|
int 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);
|
|
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);
|
|
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);
|
|
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);
|
|
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 (activatewarpelevators(i,-1))
|
|
activatewarpelevators(i,1);
|
|
else if (activatewarpelevators(i,1))
|
|
activatewarpelevators(i,-1);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (sptr->floorz > SZ)
|
|
activatewarpelevators(i,-1);
|
|
else
|
|
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);
|
|
}
|
|
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);
|
|
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[3]; //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);
|
|
|
|
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);
|
|
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)
|
|
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;
|
|
|
|
callsound(sn,ii);
|
|
|
|
return;
|
|
|
|
case 23: //Swingdoor
|
|
|
|
j = -1;
|
|
q = 0;
|
|
|
|
i = headspritestat[3];
|
|
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[3];
|
|
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)
|
|
{
|
|
callsound(sn,i);
|
|
q = 1;
|
|
}
|
|
}
|
|
i = nextspritestat[i];
|
|
}
|
|
}
|
|
return;
|
|
|
|
case 25: //Subway type sliding doors
|
|
|
|
j = headspritestat[3];
|
|
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[3];
|
|
while (i >= 0)
|
|
{
|
|
if (SHT==sprite[j].hitag)
|
|
{
|
|
if (SLT == 15)
|
|
{
|
|
sector[SECT].lotag ^= 0x8000; // Toggle the open or close
|
|
SA += 1024;
|
|
if (T5) callsound(SECT,i);
|
|
callsound(SECT,i);
|
|
if (sector[SECT].lotag&0x8000) T5 = 1;
|
|
else T5 = 2;
|
|
}
|
|
}
|
|
i = nextspritestat[i];
|
|
}
|
|
return;
|
|
|
|
case 27: //Extended bridge
|
|
|
|
j = headspritestat[3];
|
|
while (j >= 0)
|
|
{
|
|
if ((sprite[j].lotag&0xff)==20 && sprite[j].sectnum == sn) //Bridge
|
|
{
|
|
|
|
sector[sn].lotag ^= 0x8000;
|
|
if (sector[sn].lotag&0x8000) //OPENING
|
|
hittype[j].temp_data[0] = 1;
|
|
else hittype[j].temp_data[0] = 2;
|
|
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[3];
|
|
while (l >= 0)
|
|
{
|
|
if ((sprite[l].lotag&0xff)==21 && !hittype[l].temp_data[0] &&
|
|
(sprite[l].hitag) == j)
|
|
hittype[l].temp_data[0] = 1;
|
|
l = nextspritestat[l];
|
|
}
|
|
callsound(sn,ii);
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
void operaterespawns(int low)
|
|
{
|
|
int j, nexti, i = headspritestat[11];
|
|
|
|
while (i >= 0)
|
|
{
|
|
nexti = nextspritestat[i];
|
|
if ((SLT == low) && (PN == RESPAWN))
|
|
{
|
|
if (badguypic(SHT) && ud.monsters_off) break;
|
|
|
|
j = spawn(i,TRANSPORTERSTAR);
|
|
sprite[j].z -= (32<<8);
|
|
|
|
sprite[i].extra = 66-12; // Just a way to killit
|
|
}
|
|
i = nexti;
|
|
}
|
|
}
|
|
|
|
void operateactivators(int low,int snum)
|
|
{
|
|
int i, j, k;
|
|
short *p;
|
|
walltype *wal;
|
|
|
|
for (i=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[8];
|
|
k = -1;
|
|
while (i >= 0)
|
|
{
|
|
if (sprite[i].lotag == low)
|
|
{
|
|
if (sprite[i].picnum == ACTIVATORLOCKED)
|
|
{
|
|
if (sector[SECT].lotag&16384)
|
|
sector[SECT].lotag &= 65535-16384;
|
|
else
|
|
sector[SECT].lotag |= 16384;
|
|
|
|
if (snum >= 0 && snum < ud.multimode)
|
|
{
|
|
if (sector[SECT].lotag&16384)
|
|
FTA(4,g_player[snum].ps);
|
|
else FTA(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:
|
|
hittype[j].temp_data[0] = 1-hittype[j].temp_data[0];
|
|
callsound(SECT,j);
|
|
break;
|
|
}
|
|
j = nextspritesect[j];
|
|
}
|
|
}
|
|
|
|
if (k == -1 && (sector[SECT].lotag&0xff) == 22)
|
|
k = callsound(SECT,i);
|
|
|
|
operatesectors(SECT,i);
|
|
}
|
|
}
|
|
i = nextspritestat[i];
|
|
}
|
|
|
|
operaterespawns(low);
|
|
}
|
|
|
|
void operatemasterswitches(int low)
|
|
{
|
|
int i = headspritestat[6];
|
|
while (i >= 0)
|
|
{
|
|
if (PN == MASTERSWITCH && SLT == low && SP == 0)
|
|
SP = 1;
|
|
i = nextspritestat[i];
|
|
}
|
|
}
|
|
|
|
void operateforcefields(int s, int low)
|
|
{
|
|
int i, p=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;
|
|
}
|
|
}
|
|
}
|
|
|
|
int checkhitswitch(int snum,int w,int switchtype)
|
|
{
|
|
int switchpal, switchpicnum;
|
|
int i, x, lotag,hitag,picnum,correctdips = 1, numdips = 0;
|
|
int sx,sy;
|
|
|
|
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;
|
|
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;
|
|
picnum = wall[w].picnum;
|
|
switchpal = wall[w].pal;
|
|
}
|
|
// initprintf("checkhitswitch 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 (dynamictostatic[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 FTA(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 FTA(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 FTA(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 (check_activator_motion(lotag)) return 0;
|
|
break;
|
|
default:
|
|
if (isadoorwall(picnum) == 0) return 0;
|
|
break;
|
|
}
|
|
|
|
i = headspritestat[0];
|
|
while (i >= 0)
|
|
{
|
|
|
|
if (lotag == SLT)
|
|
{
|
|
int 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 (dynamictostatic[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 (dynamictostatic[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=0;i<numwalls;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 (dynamictostatic[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 (dynamictostatic[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 == (short) 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 (dynamictostatic[switchpicnum])
|
|
{
|
|
default:
|
|
if (isadoorwall(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)
|
|
xyzsound(ALIEN_SWITCH1,w,sx,sy,g_player[snum].ps->posz);
|
|
else xyzsound(ALIEN_SWITCH1,g_player[snum].ps->i,sx,sy,g_player[snum].ps->posz);
|
|
}
|
|
else
|
|
{
|
|
if (switchtype == 1)
|
|
xyzsound(SWITCH_ON,w,sx,sy,g_player[snum].ps->posz);
|
|
else xyzsound(SWITCH_ON,g_player[snum].ps->i,sx,sy,g_player[snum].ps->posz);
|
|
}
|
|
if (numdips != correctdips) break;
|
|
xyzsound(END_OF_LEVEL_WARN,g_player[snum].ps->i,sx,sy,g_player[snum].ps->posz);
|
|
}
|
|
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[3];
|
|
while (x >= 0)
|
|
{
|
|
if (((sprite[x].hitag) == lotag))
|
|
{
|
|
switch (sprite[x].lotag)
|
|
{
|
|
case 12:
|
|
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 24:
|
|
case 34:
|
|
case 25:
|
|
hittype[x].temp_data[4] = !hittype[x].temp_data[4];
|
|
if (hittype[x].temp_data[4])
|
|
FTA(15,g_player[snum].ps);
|
|
else FTA(2,g_player[snum].ps);
|
|
break;
|
|
case 21:
|
|
FTA(2,g_player[screenpeek].ps);
|
|
break;
|
|
}
|
|
}
|
|
x = nextspritestat[x];
|
|
}
|
|
|
|
operateactivators(lotag,snum);
|
|
operateforcefields(g_player[snum].ps->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 && isadoorwall(picnum) == 0)
|
|
{
|
|
if (switchtype == 1)
|
|
xyzsound(SWITCH_ON,w,sx,sy,g_player[snum].ps->posz);
|
|
else xyzsound(SWITCH_ON,g_player[snum].ps->i,sx,sy,g_player[snum].ps->posz);
|
|
}
|
|
else if (hitag != 0)
|
|
{
|
|
if (switchtype == 1 && (g_sounds[hitag].m&4) == 0)
|
|
xyzsound(hitag,w,sx,sy,g_player[snum].ps->posz);
|
|
else spritesound(hitag,g_player[snum].ps->i);
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
return 0;
|
|
|
|
}
|
|
|
|
void activatebysector(int sect,int j)
|
|
{
|
|
int i = headspritesect[sect];
|
|
int didit = 0;
|
|
|
|
while (i >= 0)
|
|
{
|
|
if (PN == ACTIVATOR)
|
|
{
|
|
operateactivators(SLT,-1);
|
|
didit = 1;
|
|
// return;
|
|
}
|
|
i = nextspritesect[i];
|
|
}
|
|
|
|
if (didit == 0)
|
|
operatesectors(sect,j);
|
|
}
|
|
|
|
static void breakwall(int newpn,int spr,int dawallnum)
|
|
{
|
|
wall[dawallnum].picnum = newpn;
|
|
spritesound(VENT_BUST,spr);
|
|
spritesound(GLASS_HEAVYBREAK,spr);
|
|
lotsofglass(spr,dawallnum,10);
|
|
}
|
|
|
|
void checkhitwall(int spr,int dawallnum,int x,int y,int z,int atwith)
|
|
{
|
|
short sn = -1;
|
|
int j, i, darkestwall;
|
|
walltype *wal = &wall[dawallnum];
|
|
|
|
if (wal->overpicnum == MIRROR && checkspriteflagsp(atwith,SPRITE_FLAG_PROJECTILE) && (hittype[spr].projectile.workslike & PROJECTILE_FLAG_RPG))
|
|
{
|
|
lotsofglass(spr,dawallnum,70);
|
|
wal->cstat &= ~16;
|
|
wal->overpicnum = MIRRORBROKE;
|
|
spritesound(GLASS_HEAVYBREAK,spr);
|
|
}
|
|
|
|
if (wal->overpicnum == MIRROR)
|
|
{
|
|
switch (dynamictostatic[atwith])
|
|
{
|
|
case HEAVYHBOMB__STATIC:
|
|
case RADIUSEXPLOSION__STATIC:
|
|
case RPG__STATIC:
|
|
case HYDRENT__STATIC:
|
|
case SEENINE__STATIC:
|
|
case OOZFILTER__STATIC:
|
|
case EXPLODINGBARREL__STATIC:
|
|
lotsofglass(spr,dawallnum,70);
|
|
wal->cstat &= ~16;
|
|
wal->overpicnum = MIRRORBROKE;
|
|
spritesound(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)
|
|
{
|
|
int switchpicnum = wal->overpicnum;
|
|
if ((switchpicnum > W_FORCEFIELD)&&(switchpicnum <= W_FORCEFIELD+2))
|
|
switchpicnum = W_FORCEFIELD;
|
|
switch (dynamictostatic[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(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);
|
|
}
|
|
|
|
CS |= 18+128;
|
|
SA = getangle(wal->x-wall[wal->point2].x,
|
|
wal->y-wall[wal->point2].y)-512;
|
|
|
|
spritesound(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;
|
|
}
|
|
spritesound(VENT_BUST,spr);
|
|
spritesound(GLASS_BREAKING,spr);
|
|
return;
|
|
|
|
case GLASS__STATIC:
|
|
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,g_player[0].ps->ang,0,0,spr,3);
|
|
SLT = 128;
|
|
T2 = 5;
|
|
T3 = dawallnum;
|
|
spritesound(GLASS_BREAKING,i);
|
|
return;
|
|
case STAINGLASS1__STATIC:
|
|
updatesector(x,y,&sn);
|
|
if (sn < 0) return;
|
|
lotsofcolourglass(spr,dawallnum,80);
|
|
wal->cstat = 0;
|
|
if (wal->nextwall >= 0)
|
|
wall[wal->nextwall].cstat = 0;
|
|
spritesound(VENT_BUST,spr);
|
|
spritesound(GLASS_BREAKING,spr);
|
|
return;
|
|
}
|
|
}
|
|
|
|
switch (dynamictostatic[wal->picnum])
|
|
{
|
|
case COLAMACHINE__STATIC:
|
|
case VENDMACHINE__STATIC:
|
|
breakwall(wal->picnum+2,spr,dawallnum);
|
|
spritesound(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:
|
|
|
|
lotsofglass(spr,dawallnum,30);
|
|
wal->picnum=W_SCREENBREAK+(TRAND%3);
|
|
spritesound(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;
|
|
lotsofmoneymailpaper(spr,1+(TRAND&7),MONEY);
|
|
spritesound(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))
|
|
spritesound(GLASS_HEAVYBREAK,spr);
|
|
else spritesound(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 = TRAND&1;
|
|
i= headspritestat[3];
|
|
while (i >= 0)
|
|
{
|
|
if (SHT == wall[dawallnum].lotag && SLT == 3)
|
|
{
|
|
T3 = j;
|
|
T4 = darkestwall;
|
|
T5 = 1;
|
|
}
|
|
i = nextspritestat[i];
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void checkplayerhurt(player_struct *p,int j)
|
|
{
|
|
if ((j&49152) == 49152)
|
|
{
|
|
j &= (MAXSPRITES-1);
|
|
|
|
if (sprite[j].picnum==CACTUS)
|
|
{
|
|
|
|
if (p->hurt_delay < 8)
|
|
{
|
|
sprite[p->i].extra -= 5;
|
|
|
|
p->hurt_delay = 16;
|
|
p->pals_time = 32;
|
|
p->pals[0] = 32;
|
|
p->pals[1] = 0;
|
|
p->pals[2] = 0;
|
|
spritesound(DUKE_LONGTERM_PAIN,p->i);
|
|
}
|
|
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ((j&49152) != 32768) return;
|
|
j &= (MAXWALLS-1);
|
|
|
|
if (p->hurt_delay > 0) p->hurt_delay--;
|
|
else if (wall[j].cstat&85)
|
|
{
|
|
int switchpicnum = wall[j].overpicnum;
|
|
if ((switchpicnum>W_FORCEFIELD)&&(switchpicnum<=W_FORCEFIELD+2))
|
|
switchpicnum=W_FORCEFIELD;
|
|
|
|
switch (dynamictostatic[switchpicnum])
|
|
{
|
|
case W_FORCEFIELD__STATIC:
|
|
// case W_FORCEFIELD+1:
|
|
// case W_FORCEFIELD+2:
|
|
sprite[p->i].extra -= 5;
|
|
|
|
p->hurt_delay = 16;
|
|
p->pals_time = 32;
|
|
p->pals[0] = 32;
|
|
p->pals[1] = 0;
|
|
p->pals[2] = 0;
|
|
|
|
p->posxv = -(sintable[(p->ang+512)&2047]<<8);
|
|
p->posyv = -(sintable[(p->ang)&2047]<<8);
|
|
spritesound(DUKE_LONGTERM_PAIN,p->i);
|
|
|
|
checkhitwall(p->i,j,
|
|
p->posx+(sintable[(p->ang+512)&2047]>>9),
|
|
p->posy+(sintable[p->ang&2047]>>9),
|
|
p->posz,-1);
|
|
|
|
break;
|
|
|
|
case BIGFORCE__STATIC:
|
|
p->hurt_delay = 26;
|
|
checkhitwall(p->i,j,
|
|
p->posx+(sintable[(p->ang+512)&2047]>>9),
|
|
p->posy+(sintable[p->ang&2047]>>9),
|
|
p->posz,-1);
|
|
break;
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
int checkhitceiling(int sn)
|
|
{
|
|
int i, j;
|
|
|
|
switch (dynamictostatic[sector[sn].ceilingpicnum])
|
|
{
|
|
case WALLLIGHT1__STATIC:
|
|
case WALLLIGHT2__STATIC:
|
|
case WALLLIGHT3__STATIC:
|
|
case WALLLIGHT4__STATIC:
|
|
case TECHLIGHT2__STATIC:
|
|
case TECHLIGHT4__STATIC:
|
|
|
|
ceilingglass(g_player[myconnectindex].ps->i,sn,10);
|
|
spritesound(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[3];
|
|
while (j >= 0)
|
|
{
|
|
if (sprite[j].hitag == SHT)
|
|
hittype[j].temp_data[3] = 1;
|
|
j = nextspritestat[j];
|
|
}
|
|
break;
|
|
}
|
|
i = nextspritesect[i];
|
|
}
|
|
}
|
|
|
|
i = headspritestat[3];
|
|
j = TRAND&1;
|
|
while (i >= 0)
|
|
{
|
|
if (SHT == (sector[sn].hitag) && SLT == 3)
|
|
{
|
|
T3 = j;
|
|
T5 = 1;
|
|
}
|
|
i = nextspritestat[i];
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void checkhitsprite(int i,int sn)
|
|
{
|
|
short j;
|
|
int k, p, rpg=0;
|
|
spritetype *s;
|
|
int switchpicnum = PN;
|
|
|
|
i &= (MAXSPRITES-1);
|
|
|
|
if (checkspriteflags(sn,SPRITE_FLAG_PROJECTILE))
|
|
if (hittype[sn].projectile.workslike & PROJECTILE_FLAG_RPG)
|
|
rpg = 1;
|
|
switchpicnum = PN;
|
|
if ((PN > WATERFOUNTAIN)&&(PN < WATERFOUNTAIN+3))
|
|
{
|
|
switchpicnum = WATERFOUNTAIN;
|
|
}
|
|
switch (dynamictostatic[PN])
|
|
{
|
|
case OCEANSPRITE1__STATIC:
|
|
case OCEANSPRITE2__STATIC:
|
|
case OCEANSPRITE3__STATIC:
|
|
case OCEANSPRITE4__STATIC:
|
|
case OCEANSPRITE5__STATIC:
|
|
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 (issoundplaying(i,POOLBALLHIT) < 2)
|
|
spritesound(POOLBALLHIT,i);
|
|
}
|
|
else
|
|
{
|
|
if (TRAND&3)
|
|
{
|
|
sprite[i].xvel = 164;
|
|
sprite[i].ang = sprite[sn].ang;
|
|
}
|
|
else
|
|
{
|
|
lotsofglass(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;
|
|
spawn(i,BURNING);
|
|
}
|
|
switch (dynamictostatic[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;
|
|
spawn(i,BURNING);
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
case CACTUS__STATIC:
|
|
{
|
|
if (rpg == 1)
|
|
for (k=0;k<64;k++)
|
|
{
|
|
j = EGS(SECT,SX,SY,SZ-(TRAND%(48<<8)),SCRAP3+(TRAND&3),-8,48,48,TRAND&2047,(TRAND&63)+64,-(TRAND&4095)-(sprite[i].zvel>>2),i,5);
|
|
sprite[j].pal = 8;
|
|
}
|
|
// case CACTUSBROKE:
|
|
switch (dynamictostatic[sprite[sn].picnum])
|
|
{
|
|
case RADIUSEXPLOSION__STATIC:
|
|
case RPG__STATIC:
|
|
case FIRELASER__STATIC:
|
|
case HYDRENT__STATIC:
|
|
case HEAVYHBOMB__STATIC:
|
|
for (k=0;k<64;k++)
|
|
{
|
|
j = EGS(SECT,SX,SY,SZ-(TRAND%(48<<8)),SCRAP3+(TRAND&3),-8,48,48,TRAND&2047,(TRAND&63)+64,-(TRAND&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=0;k<6;k++)
|
|
EGS(SECT,SX,SY,SZ-(8<<8),SCRAP1+(TRAND&15),-8,48,48,TRAND&2047,(TRAND&63)+64,-(TRAND&4095)-(sprite[i].zvel>>2),i,5);
|
|
spritesound(GLASS_HEAVYBREAK,i);
|
|
deletesprite(i);
|
|
break;
|
|
|
|
|
|
case FANSPRITE__STATIC:
|
|
PN = FANSPRITEBROKE;
|
|
CS &= (65535-257);
|
|
if (sector[SECT].floorpicnum == FANSHADOW)
|
|
sector[SECT].floorpicnum = FANSHADOWBROKE;
|
|
|
|
spritesound(GLASS_HEAVYBREAK,i);
|
|
s = &sprite[i];
|
|
for (j=0;j<16;j++) RANDOMSCRAP;
|
|
|
|
break;
|
|
case WATERFOUNTAIN__STATIC:
|
|
// case WATERFOUNTAIN+1:
|
|
// case WATERFOUNTAIN+2:
|
|
// case __STATIC:
|
|
PN = WATERFOUNTAINBROKE;
|
|
spawn(i,TOILETWATER);
|
|
break;
|
|
case SATELITE__STATIC:
|
|
case FUELPOD__STATIC:
|
|
case SOLARPANNEL__STATIC:
|
|
case ANTENNA__STATIC:
|
|
if (sprite[sn].extra != *actorscrptr[SHOTSPARK1])
|
|
{
|
|
for (j=0;j<15;j++)
|
|
EGS(SECT,SX,SY,sector[SECT].floorz-(12<<8)-(j<<9),SCRAP1+(TRAND&15),-8,64,64,
|
|
TRAND&2047,(TRAND&127)+64,-(TRAND&511)-256,i,5);
|
|
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)
|
|
lotsofmoneymailpaper(i,4+(TRAND&3),MONEY);
|
|
else if (PN == STATUE || PN == STATUEFLASH)
|
|
{
|
|
lotsofcolourglass(i,-1,40);
|
|
spritesound(GLASS_HEAVYBREAK,i);
|
|
}
|
|
else if (PN == VASE)
|
|
lotsofglass(i,-1,40);
|
|
|
|
spritesound(GLASS_BREAKING,i);
|
|
SA = TRAND&2047;
|
|
lotsofglass(i,-1,8);
|
|
deletesprite(i);
|
|
break;
|
|
case FETUS__STATIC:
|
|
PN = FETUSBROKE;
|
|
spritesound(GLASS_BREAKING,i);
|
|
lotsofglass(i,-1,10);
|
|
break;
|
|
case FETUSBROKE__STATIC:
|
|
for (j=0;j<48;j++)
|
|
{
|
|
shoot(i,BLOODSPLAT1);
|
|
SA += 333;
|
|
}
|
|
spritesound(GLASS_HEAVYBREAK,i);
|
|
spritesound(SQUISHED,i);
|
|
case BOTTLE7__STATIC:
|
|
spritesound(GLASS_BREAKING,i);
|
|
lotsofglass(i,-1,10);
|
|
deletesprite(i);
|
|
break;
|
|
case HYDROPLANT__STATIC:
|
|
PN = BROKEHYDROPLANT;
|
|
spritesound(GLASS_BREAKING,i);
|
|
lotsofglass(i,-1,10);
|
|
break;
|
|
|
|
case FORCESPHERE__STATIC:
|
|
sprite[i].xrepeat = 0;
|
|
hittype[OW].temp_data[0] = 32;
|
|
hittype[OW].temp_data[1] = !hittype[OW].temp_data[1];
|
|
hittype[OW].temp_data[2] ++;
|
|
spawn(i,EXPLOSION2);
|
|
break;
|
|
|
|
case BROKEHYDROPLANT__STATIC:
|
|
if (CS&1)
|
|
{
|
|
spritesound(GLASS_BREAKING,i);
|
|
SZ += 16<<8;
|
|
CS = 0;
|
|
lotsofglass(i,-1,5);
|
|
}
|
|
break;
|
|
|
|
case TOILET__STATIC:
|
|
PN = TOILETBROKE;
|
|
CS |= (TRAND&1)<<2;
|
|
CS &= ~257;
|
|
spawn(i,TOILETWATER);
|
|
spritesound(GLASS_BREAKING,i);
|
|
break;
|
|
|
|
case STALL__STATIC:
|
|
PN = STALLBROKE;
|
|
CS |= (TRAND&1)<<2;
|
|
CS &= ~257;
|
|
spawn(i,TOILETWATER);
|
|
spritesound(GLASS_HEAVYBREAK,i);
|
|
break;
|
|
|
|
case HYDRENT__STATIC:
|
|
PN = BROKEFIREHYDRENT;
|
|
spawn(i,TOILETWATER);
|
|
|
|
// for(k=0;k<5;k++)
|
|
// {
|
|
// j = EGS(SECT,SX,SY,SZ-(TRAND%(48<<8)),SCRAP3+(TRAND&3),-8,48,48,TRAND&2047,(TRAND&63)+64,-(TRAND&4095)-(sprite[i].zvel>>2),i,5);
|
|
// sprite[j].pal = 2;
|
|
// }
|
|
spritesound(GLASS_HEAVYBREAK,i);
|
|
break;
|
|
|
|
case GRATE1__STATIC:
|
|
PN = BGRATE1;
|
|
CS &= (65535-256-1);
|
|
spritesound(VENT_BUST,i);
|
|
break;
|
|
|
|
case CIRCLEPANNEL__STATIC:
|
|
PN = CIRCLEPANNELBROKE;
|
|
CS &= (65535-256-1);
|
|
spritesound(VENT_BUST,i);
|
|
break;
|
|
case PANNEL1__STATIC:
|
|
case PANNEL2__STATIC:
|
|
PN = BPANNEL1;
|
|
CS &= (65535-256-1);
|
|
spritesound(VENT_BUST,i);
|
|
break;
|
|
case PANNEL3__STATIC:
|
|
PN = BPANNEL3;
|
|
CS &= (65535-256-1);
|
|
spritesound(VENT_BUST,i);
|
|
break;
|
|
case PIPE1__STATIC:
|
|
case PIPE2__STATIC:
|
|
case PIPE3__STATIC:
|
|
case PIPE4__STATIC:
|
|
case PIPE5__STATIC:
|
|
case PIPE6__STATIC:
|
|
switch (dynamictostatic[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 = spawn(i,STEAM);
|
|
sprite[j].z = sector[SECT].floorz-(32<<8);
|
|
break;
|
|
|
|
case MONK__STATIC:
|
|
case LUKE__STATIC:
|
|
case INDY__STATIC:
|
|
case JURYGUY__STATIC:
|
|
spritesound(SLT,i);
|
|
spawn(i,SHT);
|
|
case SPACEMARINE__STATIC:
|
|
sprite[i].extra -= sprite[sn].extra;
|
|
if (sprite[i].extra > 0) break;
|
|
SA = TRAND&2047;
|
|
shoot(i,BLOODSPLAT1);
|
|
SA = TRAND&2047;
|
|
shoot(i,BLOODSPLAT2);
|
|
SA = TRAND&2047;
|
|
shoot(i,BLOODSPLAT3);
|
|
SA = TRAND&2047;
|
|
shoot(i,BLOODSPLAT4);
|
|
SA = TRAND&2047;
|
|
shoot(i,BLOODSPLAT1);
|
|
SA = TRAND&2047;
|
|
shoot(i,BLOODSPLAT2);
|
|
SA = TRAND&2047;
|
|
shoot(i,BLOODSPLAT3);
|
|
SA = TRAND&2047;
|
|
shoot(i,BLOODSPLAT4);
|
|
guts(i,JIBS1,1,myconnectindex);
|
|
guts(i,JIBS2,2,myconnectindex);
|
|
guts(i,JIBS3,3,myconnectindex);
|
|
guts(i,JIBS4,4,myconnectindex);
|
|
guts(i,JIBS5,1,myconnectindex);
|
|
guts(i,JIBS3,6,myconnectindex);
|
|
sound(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:
|
|
spritesound(GLASS_HEAVYBREAK,i);
|
|
s = &sprite[i];
|
|
for (j=0;j<16;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 (badguy(&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 = 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-(TRAND&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)
|
|
{
|
|
shoot(i,BLOODSPLAT3);
|
|
shoot(i,BLOODSPLAT1);
|
|
shoot(i,BLOODSPLAT2);
|
|
shoot(i,BLOODSPLAT4);
|
|
}
|
|
|
|
if (PN != TANK && PN != BOSS1 && PN != BOSS4 && PN != BOSS2 && PN != BOSS3 && PN != RECON && PN != ROTATEGUN)
|
|
{
|
|
if ((sprite[i].cstat&48) == 0)
|
|
SA = (sprite[sn].ang+1024)&2047;
|
|
sprite[i].xvel = -(sprite[sn].extra<<2);
|
|
j = SECT;
|
|
pushmove(&SX,&SY,&SZ,&j,128L,(4L<<8),(4L<<8),CLIPMASK0);
|
|
if (j != SECT && j >= 0 && j < MAXSECTORS)
|
|
changespritesect(i,j);
|
|
}
|
|
|
|
if (sprite[i].statnum == 2)
|
|
{
|
|
changespritestat(i,1);
|
|
hittype[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) || (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 (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);
|
|
setpal(g_player[p].ps);
|
|
|
|
j = headspritestat[1];
|
|
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[hittype[i].owner].picnum != APLAYER)
|
|
if (ud.player_skill >= 3)
|
|
sprite[sn].extra += (sprite[sn].extra>>1);
|
|
}
|
|
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void allignwarpelevators(void)
|
|
{
|
|
int j, i = headspritestat[3];
|
|
|
|
while (i >= 0)
|
|
{
|
|
if (SLT == 17 && SS > 16)
|
|
{
|
|
j = headspritestat[3];
|
|
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 sharedkeys(int snum)
|
|
{
|
|
int i, k, dainv;
|
|
unsigned int sb_snum = g_player[snum].sync->bits, j;
|
|
player_struct *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 = 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>>23)&1;
|
|
if (p->aim_mode < i)
|
|
p->return_to_center = 9;
|
|
|
|
if ((sb_snum&(1<<22)) && p->quick_kick == 0)
|
|
if (p->curr_weapon != KNEE_WEAPON || p->kickback_pic == 0)
|
|
{
|
|
SetGameVarID(g_iReturnVarID,0,g_player[snum].ps->i,snum);
|
|
OnEvent(EVENT_QUICKKICK,g_player[snum].ps->i,snum, -1);
|
|
if (GetGameVarID(g_iReturnVarID,g_player[snum].ps->i,snum) == 0)
|
|
{
|
|
p->quick_kick = 14;
|
|
FTA(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));
|
|
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 && (sb_snum&(1<<17)) == 0)
|
|
{
|
|
if (sb_snum&(1<<21))
|
|
{
|
|
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();
|
|
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 (sb_snum&(1<<30) && p->newowner == -1) // inventory button generates event for selected item
|
|
{
|
|
SetGameVarID(g_iReturnVarID,0,g_player[snum].ps->i,snum);
|
|
OnEvent(EVENT_INVENTORY,g_player[snum].ps->i,snum, -1);
|
|
if (GetGameVarID(g_iReturnVarID,g_player[snum].ps->i,snum) == 0)
|
|
{
|
|
switch (p->inven_icon)
|
|
{
|
|
case 4:
|
|
sb_snum |= (1<<25);
|
|
break;
|
|
case 3:
|
|
sb_snum |= (1<<24);
|
|
break;
|
|
case 5:
|
|
sb_snum |= (1<<15);
|
|
break;
|
|
case 1:
|
|
sb_snum |= (1<<16);
|
|
break;
|
|
case 2:
|
|
sb_snum |= (1<<12);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (sb_snum&(1<<15))
|
|
{
|
|
SetGameVarID(g_iReturnVarID,0,g_player[snum].ps->i,snum);
|
|
OnEvent(EVENT_USENIGHTVISION,g_player[snum].ps->i,snum, -1);
|
|
if (GetGameVarID(g_iReturnVarID,g_player[snum].ps->i,snum) == 0
|
|
&& p->heat_amount > 0)
|
|
{
|
|
p->heat_on = !p->heat_on;
|
|
setpal(p);
|
|
p->inven_icon = 5;
|
|
spritesound(NITEVISION_ONOFF,p->i);
|
|
FTA(106+(!p->heat_on),p);
|
|
}
|
|
}
|
|
|
|
if ((sb_snum&(1<<12)))
|
|
{
|
|
SetGameVarID(g_iReturnVarID,0,g_player[snum].ps->i,snum);
|
|
OnEvent(EVENT_USESTEROIDS,g_player[snum].ps->i,snum, -1);
|
|
if (GetGameVarID(g_iReturnVarID,g_player[snum].ps->i,snum) == 0)
|
|
{
|
|
if (p->steroids_amount == 400)
|
|
{
|
|
p->steroids_amount--;
|
|
spritesound(DUKE_TAKEPILLS,p->i);
|
|
p->inven_icon = 2;
|
|
FTA(12,p);
|
|
}
|
|
}
|
|
return; // is there significance to returning?
|
|
}
|
|
if (p->refresh_inventory)
|
|
{
|
|
sb_snum|=(1<<20); // emulate move left...
|
|
}
|
|
if (p->newowner == -1)
|
|
if (sb_snum&(1<<20) || sb_snum&(1<<27))
|
|
{
|
|
p->invdisptime = 26*2;
|
|
|
|
if (sb_snum&(1<<27)) 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 (sb_snum&(1<<20)) // Inventory_Left
|
|
{
|
|
SetGameVarID(g_iReturnVarID,dainv,g_player[snum].ps->i,snum);
|
|
OnEvent(EVENT_INVENTORYLEFT,g_player[snum].ps->i,snum, -1);
|
|
dainv=GetGameVarID(g_iReturnVarID,g_player[snum].ps->i,snum);
|
|
}
|
|
if (sb_snum&(1<<27)) // Inventory_Right
|
|
{
|
|
SetGameVarID(g_iReturnVarID,dainv,g_player[snum].ps->i,snum);
|
|
OnEvent(EVENT_INVENTORYRIGHT,g_player[snum].ps->i,snum, -1);
|
|
dainv=GetGameVarID(g_iReturnVarID,g_player[snum].ps->i,snum);
|
|
}
|
|
|
|
p->inven_icon = dainv;
|
|
|
|
switch (dainv)
|
|
{
|
|
case 1:
|
|
FTA(3,p);
|
|
break;
|
|
case 2:
|
|
FTA(90,p);
|
|
break;
|
|
case 3:
|
|
FTA(91,p);
|
|
break;
|
|
case 4:
|
|
FTA(88,p);
|
|
break;
|
|
case 5:
|
|
FTA(101,p);
|
|
break;
|
|
case 6:
|
|
FTA(89,p);
|
|
break;
|
|
case 7:
|
|
FTA(6,p);
|
|
break;
|
|
}
|
|
}
|
|
|
|
j = ((sb_snum&(15<<8))>>8) - 1;
|
|
|
|
SetGameVarID(g_iReturnVarID,j,p->i,snum);
|
|
|
|
switch (j)
|
|
{
|
|
case 0:
|
|
OnEvent(EVENT_WEAPKEY1,p->i,snum, -1);
|
|
break;
|
|
case 1:
|
|
OnEvent(EVENT_WEAPKEY2,p->i,snum, -1);
|
|
break;
|
|
case 2:
|
|
OnEvent(EVENT_WEAPKEY3,p->i,snum, -1);
|
|
break;
|
|
case 3:
|
|
OnEvent(EVENT_WEAPKEY4,p->i,snum, -1);
|
|
break;
|
|
case 4:
|
|
OnEvent(EVENT_WEAPKEY5,p->i,snum, -1);
|
|
break;
|
|
case 5:
|
|
OnEvent(EVENT_WEAPKEY6,p->i,snum, -1);
|
|
break;
|
|
case 6:
|
|
OnEvent(EVENT_WEAPKEY7,p->i,snum, -1);
|
|
break;
|
|
case 7:
|
|
OnEvent(EVENT_WEAPKEY8,p->i,snum, -1);
|
|
break;
|
|
case 8:
|
|
OnEvent(EVENT_WEAPKEY9,p->i,snum, -1);
|
|
break;
|
|
case 9:
|
|
OnEvent(EVENT_WEAPKEY10,p->i,snum, -1);
|
|
break;
|
|
case 10:
|
|
OnEvent(EVENT_PREVIOUSWEAPON,p->i,snum, -1);
|
|
break;
|
|
case 11:
|
|
OnEvent(EVENT_NEXTWEAPON,p->i,snum, -1);
|
|
break;
|
|
}
|
|
|
|
if ((unsigned int) GetGameVarID(g_iReturnVarID,p->i,snum) != j)
|
|
j = (unsigned int) GetGameVarID(g_iReturnVarID,p->i,snum);
|
|
|
|
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 <= (26*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 == (unsigned int)-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)
|
|
{
|
|
addweapon(p, KNEE_WEAPON);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
k = -1;
|
|
|
|
SetGameVarID(g_iWeaponVarID,j, p->i, snum);
|
|
SetGameVarID(g_iReturnVarID,0,p->i,snum);
|
|
OnEvent(EVENT_SELECTWEAPON,p->i,snum, -1);
|
|
if (GetGameVarID(g_iReturnVarID,p->i,snum) == 0)
|
|
{
|
|
if (j == HANDBOMB_WEAPON && p->ammo_amount[HANDBOMB_WEAPON] == 0)
|
|
{
|
|
k = headspritestat[1];
|
|
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 |= 1<<19;
|
|
p->weapon_pos = -9;
|
|
}
|
|
else if ((int)j >= 0 && p->gotweapon[j] && (unsigned int)p->curr_weapon != j)
|
|
switch (j)
|
|
{
|
|
case KNEE_WEAPON:
|
|
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;
|
|
}
|
|
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;
|
|
}
|
|
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;
|
|
}
|
|
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;
|
|
}
|
|
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;
|
|
}
|
|
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;
|
|
}
|
|
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;
|
|
}
|
|
|
|
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])
|
|
addweapon(p, HANDBOMB_WEAPON);
|
|
break;
|
|
case TRIPBOMB_WEAPON:
|
|
if (p->ammo_amount[TRIPBOMB_WEAPON] > 0 && p->gotweapon[TRIPBOMB_WEAPON])
|
|
addweapon(p, TRIPBOMB_WEAPON);
|
|
break;
|
|
}
|
|
}
|
|
|
|
}
|
|
if (sb_snum&(1<<19))
|
|
{
|
|
if (p->curr_weapon > KNEE_WEAPON)
|
|
{
|
|
if (p->holster_weapon == 0 && p->weapon_pos == 0)
|
|
{
|
|
p->holster_weapon = 1;
|
|
p->weapon_pos = -1;
|
|
FTA(73,p);
|
|
}
|
|
else if (p->holster_weapon == 1 && p->weapon_pos == -9)
|
|
{
|
|
p->holster_weapon = 0;
|
|
p->weapon_pos = 10;
|
|
FTA(74,p);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (sb_snum&(1<<24) && p->newowner == -1)
|
|
{
|
|
|
|
if (p->holoduke_on == -1)
|
|
{
|
|
SetGameVarID(g_iReturnVarID,0,g_player[snum].ps->i,snum);
|
|
OnEvent(EVENT_HOLODUKEON,g_player[snum].ps->i,snum, -1);
|
|
if (GetGameVarID(g_iReturnVarID,g_player[snum].ps->i,snum) == 0)
|
|
{
|
|
if (p->holoduke_amount > 0)
|
|
{
|
|
p->inven_icon = 3;
|
|
|
|
p->holoduke_on = i =
|
|
EGS(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;
|
|
FTA(47,p);
|
|
spritesound(TELEPORTER,p->holoduke_on);
|
|
}
|
|
else FTA(49,p);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SetGameVarID(g_iReturnVarID,0,g_player[snum].ps->i,snum);
|
|
OnEvent(EVENT_HOLODUKEOFF,g_player[snum].ps->i,snum, -1);
|
|
if (GetGameVarID(g_iReturnVarID,g_player[snum].ps->i,snum) == 0)
|
|
{
|
|
spritesound(TELEPORTER,p->holoduke_on);
|
|
p->holoduke_on = -1;
|
|
FTA(48,p);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (sb_snum&(1<<16))
|
|
{
|
|
SetGameVarID(g_iReturnVarID,0,g_player[snum].ps->i,snum);
|
|
OnEvent(EVENT_USEMEDKIT,g_player[snum].ps->i,snum, -1);
|
|
if (GetGameVarID(g_iReturnVarID,g_player[snum].ps->i,snum) == 0)
|
|
{
|
|
if (p->firstaid_amount > 0 && sprite[p->i].extra < p->max_player_health)
|
|
{
|
|
j = p->max_player_health-sprite[p->i].extra;
|
|
|
|
if ((unsigned int)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;
|
|
checkavailinven(p);
|
|
}
|
|
spritesound(DUKE_USEMEDKIT,p->i);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (sb_snum&(1<<25) && p->newowner == -1)
|
|
{
|
|
SetGameVarID(g_iReturnVarID,0,g_player[snum].ps->i,snum);
|
|
OnEvent(EVENT_USEJETPACK,g_player[snum].ps->i,snum, -1);
|
|
if (GetGameVarID(g_iReturnVarID,g_player[snum].ps->i,snum) == 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);
|
|
testcallback(DUKE_SCREAM);
|
|
p->scream_voice = FX_Ok;
|
|
}
|
|
|
|
spritesound(DUKE_JETPACK_ON,p->i);
|
|
|
|
FTA(52,p);
|
|
}
|
|
else
|
|
{
|
|
p->hard_landing = 0;
|
|
p->poszv = 0;
|
|
spritesound(DUKE_JETPACK_OFF,p->i);
|
|
stopspritesound(DUKE_JETPACK_IDLE,p->i);
|
|
stopspritesound(DUKE_JETPACK_ON,p->i);
|
|
FTA(53,p);
|
|
}
|
|
}
|
|
else FTA(50,p);
|
|
}
|
|
}
|
|
|
|
if (sb_snum&(1<<28) && p->one_eighty_count == 0)
|
|
{
|
|
SetGameVarID(g_iReturnVarID,0,p->i,snum);
|
|
OnEvent(EVENT_TURNAROUND,p->i,snum, -1);
|
|
if (GetGameVarID(g_iReturnVarID,p->i,snum) == 0)
|
|
{
|
|
p->one_eighty_count = -1024;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
int hitasprite(int i,short *hitsp)
|
|
{
|
|
int sx,sy,sz,zoff;
|
|
short sect,hw;
|
|
|
|
if (badguy(&sprite[i]))
|
|
zoff = (42<<8);
|
|
else if (PN == APLAYER) zoff = (39<<8);
|
|
else zoff = 0;
|
|
|
|
hitscan(SX,SY,SZ-zoff,SECT,
|
|
sintable[(SA+512)&2047],
|
|
sintable[SA&2047],
|
|
0,§,&hw,hitsp,&sx,&sy,&sz,CLIPMASK1);
|
|
|
|
if (hw >= 0 && (wall[hw].cstat&16) && badguy(&sprite[i]))
|
|
return((1<<30));
|
|
|
|
return (FindDistance2D(sx-SX,sy-SY));
|
|
}
|
|
|
|
static int hitawall(player_struct *p,short *hitw)
|
|
{
|
|
int sx,sy,sz;
|
|
short sect,hs;
|
|
|
|
hitscan(p->posx,p->posy,p->posz,p->cursectnum,
|
|
sintable[(p->ang+512)&2047],
|
|
sintable[p->ang&2047],
|
|
0,§,hitw,&hs,&sx,&sy,&sz,CLIPMASK0);
|
|
|
|
return (FindDistance2D(sx-p->posx,sy-p->posy));
|
|
}
|
|
|
|
|
|
void checksectors(int snum)
|
|
{
|
|
int i = -1,oldz;
|
|
player_struct *p = g_player[snum].ps;
|
|
short j,hitscanwall;
|
|
|
|
switch (sector[p->cursectnum].lotag)
|
|
{
|
|
|
|
case 32767:
|
|
sector[p->cursectnum].lotag = 0;
|
|
FTA(9,p);
|
|
p->secret_rooms++;
|
|
return;
|
|
case -1:
|
|
for (i=connecthead;i>=0;i=connectpoint2[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 = 26*8;
|
|
p->customexitsound = sector[p->cursectnum].hitag;
|
|
return;
|
|
default:
|
|
if (sector[p->cursectnum].lotag >= 10000 && sector[p->cursectnum].lotag < 16383)
|
|
{
|
|
if (snum == screenpeek || (gametype_flags[ud.coop]&GAMETYPE_FLAG_COOPSOUND))
|
|
spritesound(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 ((g_player[snum].sync->bits&(1<<29)))
|
|
{
|
|
SetGameVarID(g_iReturnVarID,0,p->i,snum);
|
|
OnEvent(EVENT_USE, p->i, snum, -1);
|
|
if (GetGameVarID(g_iReturnVarID,p->i,snum) != 0)
|
|
g_player[snum].sync->bits &= ~(1<<29);
|
|
}
|
|
|
|
if (ud.cashman && g_player[snum].sync->bits&(1<<29))
|
|
lotsofmoneymailpaper(p->i,2,MONEY);
|
|
|
|
if (p->newowner >= 0)
|
|
{
|
|
if (klabs(g_player[snum].sync->svel) > 768 || klabs(g_player[snum].sync->fvel) > 768)
|
|
{
|
|
i = -1;
|
|
goto CLEARCAMERAS;
|
|
}
|
|
}
|
|
|
|
if (!(g_player[snum].sync->bits&(1<<29)) && !(g_player[snum].sync->bits&(1<<31)))
|
|
p->toggle_key_flag = 0;
|
|
|
|
else if (!p->toggle_key_flag)
|
|
{
|
|
|
|
if ((g_player[snum].sync->bits&(1<<31)))
|
|
{
|
|
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 && !isspritemakingsound(p->i,wall[hitscanwall].lotag) && snum == screenpeek)
|
|
{
|
|
spritesound(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 (dynamictostatic[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 = hitasprite(p->i,&neartagsprite);
|
|
if (oldz > 1280) neartagsprite = -1;
|
|
}
|
|
|
|
if (neartagsprite >= 0)
|
|
{
|
|
if (checkhitswitch(snum,neartagsprite,1)) return;
|
|
|
|
switch (dynamictostatic[sprite[neartagsprite].picnum])
|
|
{
|
|
case TOILET__STATIC:
|
|
case STALL__STATIC:
|
|
if (p->last_pissed_time == 0)
|
|
{
|
|
if (ud.lockout == 0) spritesound(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 <= (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 (!isspritemakingsound(neartagsprite,FLUSH_TOILET))
|
|
spritesound(FLUSH_TOILET,neartagsprite);
|
|
return;
|
|
|
|
case NUKEBUTTON__STATIC:
|
|
|
|
hitawall(p,&j);
|
|
if (j >= 0 && wall[j].overpicnum == 0)
|
|
if (hittype[neartagsprite].temp_data[0] == 0)
|
|
{
|
|
if (ud.noexits && ud.multimode > 1)
|
|
{
|
|
hittype[p->i].picnum = NUKEBUTTON;
|
|
hittype[p->i].extra = 250;
|
|
}
|
|
else
|
|
{
|
|
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__STATIC:
|
|
if (hittype[neartagsprite].temp_data[0] != 1)
|
|
{
|
|
hittype[neartagsprite].temp_data[0] = 1;
|
|
sprite[neartagsprite].owner = p->i;
|
|
|
|
if (sprite[p->i].extra < p->max_player_health)
|
|
{
|
|
sprite[p->i].extra++;
|
|
spritesound(DUKE_DRINKING,p->i);
|
|
}
|
|
}
|
|
return;
|
|
case PLUG__STATIC:
|
|
spritesound(SHORT_CIRCUIT,p->i);
|
|
sprite[p->i].extra -= 2+(TRAND&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[1];
|
|
|
|
while (i >= 0)
|
|
{
|
|
if (PN == CAMERA1 && SP == 0 && sprite[neartagsprite].hitag == SLT)
|
|
{
|
|
SP = 1; //Using this camera
|
|
spritesound(MONITOR_ACTIVE,neartagsprite);
|
|
|
|
sprite[neartagsprite].owner = i;
|
|
sprite[neartagsprite].yvel = 1;
|
|
|
|
|
|
j = p->cursectnum;
|
|
p->cursectnum = SECT;
|
|
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->ang = p->oang;
|
|
p->newowner = -1;
|
|
|
|
updatesector(p->posx,p->posy,&p->cursectnum);
|
|
setpal(p);
|
|
|
|
|
|
i = headspritestat[1];
|
|
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 ((g_player[snum].sync->bits&(1<<29)) == 0) return;
|
|
else if (p->newowner >= 0)
|
|
{
|
|
i = -1;
|
|
goto CLEARCAMERAS;
|
|
}
|
|
|
|
if (neartagwall == -1 && neartagsector == -1 && neartagsprite == -1)
|
|
if (klabs(hits(p->i)) < 512)
|
|
{
|
|
if ((TRAND&255) < 16)
|
|
spritesound(DUKE_SEARCH2,p->i);
|
|
else spritesound(DUKE_SEARCH,p->i);
|
|
return;
|
|
}
|
|
|
|
if (neartagwall >= 0)
|
|
{
|
|
if (wall[neartagwall].lotag > 0 && isadoorwall(wall[neartagwall].picnum))
|
|
{
|
|
if (hitscanwall == neartagwall || hitscanwall == -1)
|
|
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 (PN == ACTIVATOR || PN == 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 (PN == ACTIVATOR || PN == MASTERSWITCH) return;
|
|
i = nextspritesect[i];
|
|
}
|
|
operatesectors(sprite[p->i].sectnum,p->i);
|
|
}
|
|
else checkhitswitch(snum,neartagwall,0);
|
|
}
|
|
}
|
|
}
|
|
|