raze-gles/polymer/eduke32/source/sector.c

3205 lines
102 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#define sector_c_
#include "duke3d.h"
#include "input.h"
// PRIMITIVE
static int32_t g_haltSoundHack = 0;
int32_t S_FindMusicSFX(int32_t sn, int32_t *sndptr)
{
int32_t i;
for (SPRITES_OF_SECT(sn, i))
{
const int32_t snd = sprite[i].lotag;
EDUKE32_STATIC_ASSERT(MAXSOUNDS >= 1000);
if (PN == MUSICANDSFX && (unsigned)snd < 1000) // XXX: in other places, 999
{
*sndptr = snd;
return i;
}
}
*sndptr = -1;
return -1;
}
// this function activates a sector's MUSICANDSFX sprite
int32_t A_CallSound(int32_t sn, int32_t whatsprite)
{
int32_t i, snd;
if (g_haltSoundHack)
{
g_haltSoundHack = 0;
return -1;
}
i = S_FindMusicSFX(sn, &snd);
if (i >= 0)
{
if (whatsprite == -1)
whatsprite = i;
if (T1 == 0)
{
if ((g_sounds[snd].m & SF_GLOBAL) == 0)
{
if (snd)
{
A_PlaySound(snd, whatsprite);
if (SHT && snd != SHT && SHT < MAXSOUNDS)
S_StopEnvSound(SHT,T6);
T6 = whatsprite;
}
if ((sector[SECT].lotag&0xff) != ST_22_SPLITTING_DOOR)
T1 = 1;
}
}
else if (SHT < MAXSOUNDS)
{
if (SHT)
A_PlaySound(SHT, whatsprite);
if ((g_sounds[snd].m & SF_LOOP) || (SHT && SHT != snd))
S_StopEnvSound(snd, T6);
T6 = whatsprite;
T1 = 0;
}
return snd;
}
return -1;
}
int32_t G_CheckActivatorMotion(int32_t lotag)
{
int32_t i = headspritestat[STAT_ACTIVATOR], j;
spritetype *s;
while (i >= 0)
{
if (sprite[i].lotag == lotag)
{
s = &sprite[i];
for (j = g_animateCount-1; j >= 0; j--)
if (s->sectnum == animatesect[j])
return 1;
j = headspritestat[STAT_EFFECTOR];
while (j >= 0)
{
if (s->sectnum == sprite[j].sectnum)
switch (sprite[j].lotag)
{
case SE_11_SWINGING_DOOR:
case SE_30_TWO_WAY_TRAIN:
if (actor[j].t_data[4])
return 1;
break;
case SE_20_STRETCH_BRIDGE:
case SE_31_FLOOR_RISE_FALL:
case SE_32_CEILING_RISE_FALL:
case SE_18_INCREMENTAL_SECTOR_RISE_FALL:
if (actor[j].t_data[0])
return 1;
break;
}
j = nextspritestat[j];
}
}
i = nextspritestat[i];
}
return 0;
}
int32_t CheckDoorTile(int32_t dapic)
{
switch (DYNAMICTILEMAP(dapic))
{
case DOORTILE1__STATIC:
case DOORTILE2__STATIC:
case DOORTILE3__STATIC:
case DOORTILE4__STATIC:
case DOORTILE5__STATIC:
case DOORTILE6__STATIC:
case DOORTILE7__STATIC:
case DOORTILE8__STATIC:
case DOORTILE9__STATIC:
case DOORTILE10__STATIC:
case DOORTILE11__STATIC:
case DOORTILE12__STATIC:
case DOORTILE14__STATIC:
case DOORTILE15__STATIC:
case DOORTILE16__STATIC:
case DOORTILE17__STATIC:
case DOORTILE18__STATIC:
case DOORTILE19__STATIC:
case DOORTILE20__STATIC:
case DOORTILE21__STATIC:
case DOORTILE22__STATIC:
case DOORTILE23__STATIC:
return 1;
}
return 0;
}
int32_t isanunderoperator(int32_t lotag)
{
switch (lotag&0xff)
{
case ST_15_WARP_ELEVATOR:
case ST_16_PLATFORM_DOWN:
case ST_17_PLATFORM_UP:
case ST_18_ELEVATOR_DOWN:
case ST_19_ELEVATOR_UP:
case ST_22_SPLITTING_DOOR:
case ST_26_SPLITTING_ST_DOOR:
return 1;
}
return 0;
}
int32_t isanearoperator(int32_t lotag)
{
switch (lotag&0xff)
{
case ST_9_SLIDING_ST_DOOR:
case ST_15_WARP_ELEVATOR:
case ST_16_PLATFORM_DOWN:
case ST_17_PLATFORM_UP:
case ST_18_ELEVATOR_DOWN:
case ST_19_ELEVATOR_UP:
case ST_20_CEILING_DOOR:
case ST_21_FLOOR_DOOR:
case ST_22_SPLITTING_DOOR:
case ST_23_SWINGING_DOOR:
case ST_25_SLIDING_DOOR:
case ST_26_SPLITTING_ST_DOOR:
case ST_29_TEETH_DOOR://Toothed door
return 1;
}
return 0;
}
static inline int32_t A_FP_ManhattanDist(const DukePlayer_t *ps, const spritetype *s)
{
return klabs(ps->opos.x-s->x)
+ klabs(ps->opos.y-s->y)
+ ((klabs(ps->opos.z-s->z+(28<<8)))>>4);
}
int32_t __fastcall A_FindPlayer(const spritetype *s, int32_t *d)
{
if (!g_netServer && ud.multimode < 2)
{
DukePlayer_t *const myps = g_player[myconnectindex].ps;
if (d)
*d = A_FP_ManhattanDist(myps, s);
return myconnectindex;
}
{
int32_t j;
int32_t closest_player=0, closest=INT32_MAX;
for (TRAVERSE_CONNECT(j))
{
DukePlayer_t *const ps = g_player[j].ps;
int32_t x = A_FP_ManhattanDist(ps, s);
if (x < closest && sprite[ps->i].extra > 0)
{
closest_player = j;
closest = x;
}
}
if (d)
*d = closest;
return closest_player;
}
}
void G_DoSectorAnimations(void)
{
int32_t i, j, a, p, v, dasect;
for (i=g_animateCount-1; i>=0; i--)
{
a = *animateptr[i];
v = animatevel[i]*TICSPERFRAME;
dasect = animatesect[i];
if (a == animategoal[i])
{
G_StopInterpolation(animateptr[i]);
// This fixes a bug where wall or floor sprites contained in
// elevator sectors (ST 16-19) would jitter vertically after the
// elevator had stopped.
if (animateptr[i] == &sector[animatesect[i]].floorz)
for (j=headspritesect[dasect]; j>=0; j=nextspritesect[j])
if (sprite[j].statnum != STAT_EFFECTOR)
actor[j].bpos.z = sprite[j].z;
g_animateCount--;
animateptr[i] = animateptr[g_animateCount];
animategoal[i] = animategoal[g_animateCount];
animatevel[i] = animatevel[g_animateCount];
animatesect[i] = animatesect[g_animateCount];
if (sector[animatesect[i]].lotag == ST_18_ELEVATOR_DOWN || sector[animatesect[i]].lotag == ST_19_ELEVATOR_UP)
if (animateptr[i] == &sector[animatesect[i]].ceilingz)
continue;
if ((sector[dasect].lotag&0xff) != ST_22_SPLITTING_DOOR)
A_CallSound(dasect,-1);
continue;
}
if (v > 0)
a = min(a+v, animategoal[i]);
else
a = max(a+v, animategoal[i]);
if (animateptr[i] == &sector[animatesect[i]].floorz)
{
for (TRAVERSE_CONNECT(p))
if (g_player[p].ps->cursectnum == dasect)
if ((sector[dasect].floorz-g_player[p].ps->pos.z) < (64<<8))
if (sprite[g_player[p].ps->i].owner >= 0)
{
g_player[p].ps->pos.z += v;
g_player[p].ps->vel.z = 0;
if (p == myconnectindex)
{
my.z += v;
myvel.z = 0;
}
}
for (j=headspritesect[dasect]; j>=0; j=nextspritesect[j])
if (sprite[j].statnum != STAT_EFFECTOR)
{
actor[j].bpos.z = sprite[j].z;
sprite[j].z += v;
actor[j].floorz = sector[dasect].floorz+v;
}
}
*animateptr[i] = a;
}
}
int32_t GetAnimationGoal(const int32_t *animptr)
{
int32_t i=0;
for (; i<g_animateCount; i++)
if (animptr == animateptr[i])
return i;
return -1;
}
int32_t SetAnimation(int32_t animsect,int32_t *animptr, int32_t thegoal, int32_t thevel)
{
int32_t i = 0, j = g_animateCount;
if (g_animateCount >= MAXANIMATES)
return -1;
for (; i<g_animateCount; i++)
if (animptr == animateptr[i])
{
j = i;
break;
}
animatesect[j] = animsect;
animateptr[j] = animptr;
animategoal[j] = thegoal;
animatevel[j] = (thegoal >= *animptr) ? thevel : -thevel;
if (j == g_animateCount)
g_animateCount++;
G_SetInterpolation(animptr);
return j;
}
static void G_SetupCamTile(int32_t i, int32_t wn, int32_t smoothratio)
{
vec3_t cam = G_GetCameraPosition(i, smoothratio);
const int32_t mir = display_mirror;
//if (waloff[wn] == 0) loadtile(wn);
setviewtotile(wn, tilesiz[wn].y, tilesiz[wn].x);
yax_preparedrawrooms();
drawrooms(cam.x, cam.y, cam.z, SA, 100+sprite[i].shade, SECT);
yax_drawrooms(G_DoSpriteAnimations, SECT, 0, smoothratio);
display_mirror = 3;
G_DoSpriteAnimations(cam.x, cam.y, SA, smoothratio);
display_mirror = mir;
drawmasks();
setviewback();
squarerotatetile(wn);
invalidatetile(wn, -1, 255);
}
void G_AnimateCamSprite(int32_t smoothratio)
{
const int32_t i = g_curViewscreen;
#ifdef DEBUG_VALGRIND_NO_SMC
return;
#endif
if (g_curViewscreen < 0)
return;
if (totalclock >= T1 + ud.camera_time)
{
const DukePlayer_t *const ps = g_player[screenpeek].ps;
if (ps->newowner >= 0)
OW = ps->newowner;
if (OW >= 0 && dist(&sprite[ps->i], &sprite[i]) < VIEWSCREEN_ACTIVE_DISTANCE)
{
const int viewscrShift = G_GetViewscreenSizeShift((const uspritetype *)&sprite[i]);
const int viewscrTile = TILE_VIEWSCR-viewscrShift;
if (waloff[viewscrTile] == 0)
allocatepermanenttile(viewscrTile, tilesiz[PN].x<<viewscrShift, tilesiz[PN].y<<viewscrShift);
else
walock[viewscrTile] = 255;
G_SetupCamTile(OW, viewscrTile, smoothratio);
#ifdef POLYMER
// Force texture update on viewscreen sprite in Polymer!
if (getrendermode() == REND_POLYMER)
polymer_invalidatesprite(i);
#endif
}
T1 = totalclock;
}
}
void G_AnimateWalls(void)
{
int32_t p = g_numAnimWalls-1;
for (; p>=0; p--)
{
const int32_t i = animwall[p].wallnum;
switch (DYNAMICTILEMAP(wall[i].picnum))
{
case SCREENBREAK1__STATIC:
case SCREENBREAK2__STATIC:
case SCREENBREAK3__STATIC:
case SCREENBREAK4__STATIC:
case SCREENBREAK5__STATIC:
case SCREENBREAK9__STATIC:
case SCREENBREAK10__STATIC:
case SCREENBREAK11__STATIC:
case SCREENBREAK12__STATIC:
case SCREENBREAK13__STATIC:
case SCREENBREAK14__STATIC:
case SCREENBREAK15__STATIC:
case SCREENBREAK16__STATIC:
case SCREENBREAK17__STATIC:
case SCREENBREAK18__STATIC:
case SCREENBREAK19__STATIC:
if ((krand()&255) < 16)
{
animwall[p].tag = wall[i].picnum;
wall[i].picnum = SCREENBREAK6;
}
continue;
case SCREENBREAK6__STATIC:
case SCREENBREAK7__STATIC:
case SCREENBREAK8__STATIC:
if (animwall[p].tag >= 0 && wall[i].extra != FEMPIC2 && wall[i].extra != FEMPIC3)
wall[i].picnum = animwall[p].tag;
else
{
wall[i].picnum++;
if (wall[i].picnum == (SCREENBREAK6+3))
wall[i].picnum = SCREENBREAK6;
}
continue;
}
if ((wall[i].cstat&16) && G_GetForcefieldPicnum(i)==W_FORCEFIELD)
{
const int32_t t = animwall[p].tag;
if (wall[i].cstat&254)
{
wall[i].xpanning -= t>>10; // sintable[(t+512)&2047]>>12;
wall[i].ypanning -= t>>10; // sintable[t&2047]>>12;
if (wall[i].extra == 1)
{
wall[i].extra = 0;
animwall[p].tag = 0;
}
else
animwall[p].tag+=128;
if (animwall[p].tag < (128<<4))
{
if (animwall[p].tag&128)
wall[i].overpicnum = W_FORCEFIELD;
else wall[i].overpicnum = W_FORCEFIELD+1;
}
else
{
if ((krand()&255) < 32)
animwall[p].tag = 128<<(krand()&3);
else wall[i].overpicnum = W_FORCEFIELD+1;
}
}
}
}
}
int32_t G_ActivateWarpElevators(int32_t s, int32_t d) //Parm = sectoreffectornum
{
int32_t i;
const int32_t sn = sprite[s].sectnum;
for (SPRITES_OF(STAT_EFFECTOR, i))
if (SLT == SE_17_WARP_ELEVATOR && SHT == sprite[s].hitag)
{
if (klabs(sector[sn].floorz - actor[s].t_data[2]) > SP ||
sector[SECT].hitag == sector[sn].hitag - d)
break;
}
if (i == -1)
return 1; // No find
A_PlaySound(d ? ELEVATOR_ON : ELEVATOR_OFF, s);
for (SPRITES_OF(STAT_EFFECTOR, i))
if (SLT == SE_17_WARP_ELEVATOR && SHT == sprite[s].hitag)
T1 = T2 = d; //Make all check warp
return 0;
}
void G_OperateSectors(int32_t nSector, int32_t nSprite)
{
int32_t j=0;
int32_t i;
sectortype *const pSector = &sector[nSector];
switch (pSector->lotag&(0xffff-49152))
{
case ST_30_ROTATE_RISE_BRIDGE:
j = sector[nSector].hitag;
if (E_SpriteIsValid(j))
{
if (actor[j].tempang == 0 || actor[j].tempang == 256)
A_CallSound(nSector,nSprite);
sprite[j].extra = (sprite[j].extra == 1) ? 3 : 1;
}
break;
case ST_31_TWO_WAY_TRAIN:
j = sector[nSector].hitag;
if (E_SpriteIsValid(j))
{
if (actor[j].t_data[4] == 0)
actor[j].t_data[4] = 1;
A_CallSound(nSector,nSprite);
}
break;
case ST_26_SPLITTING_ST_DOOR: //The split doors
if (GetAnimationGoal(&pSector->ceilingz) == -1) //if the door has stopped
{
g_haltSoundHack = 1;
pSector->lotag &= 0xff00;
pSector->lotag |= ST_22_SPLITTING_DOOR;
G_OperateSectors(nSector,nSprite);
pSector->lotag &= 0xff00;
pSector->lotag |= ST_9_SLIDING_ST_DOOR;
G_OperateSectors(nSector,nSprite);
pSector->lotag &= 0xff00;
pSector->lotag |= ST_26_SPLITTING_ST_DOOR;
}
return;
case ST_9_SLIDING_ST_DOOR:
{
int32_t wallfind[2];
const int32_t startwall = pSector->wallptr;
const int32_t endwall = startwall+pSector->wallnum-1;
const int32_t sp = pSector->extra>>4;
//first find center point by averaging all points
vec2_t vect = { 0, 0 };
for (i = startwall; i <= endwall; i++)
{
vect.x += wall[i].x;
vect.y += wall[i].y;
}
vect.x = tabledivide32_noinline(vect.x, (endwall-startwall+1));
vect.y = tabledivide32_noinline(vect.y, (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 == vect.x || wall[i].y == vect.y)
{
if (wallfind[0] == -1)
wallfind[0] = i;
else
wallfind[1] = i;
}
}
if (wallfind[1] == -1)
return;
for (j=0; j<2; j++)
{
int const nFoundWall = wallfind[j];
i = nFoundWall - 1;
if (i < startwall)
i = endwall;
vec2_t vect2 = { ((wall[i].x + wall[wall[nFoundWall].point2].x) >> 1) - wall[nFoundWall].x,
((wall[i].y + wall[wall[nFoundWall].point2].y) >> 1) - wall[nFoundWall].y };
if (wall[nFoundWall].x == vect.x && wall[nFoundWall].y == vect.y)
{
//find what direction door should open by averaging the
// 2 neighboring points of wallfind[0] & wallfind[1].
if (vect2.x != 0)
{
vect2.x = wall[wall[wall[nFoundWall].point2].point2].x;
vect2.x -= wall[wall[nFoundWall].point2].x;
SetAnimation(nSector,&wall[nFoundWall].x,wall[nFoundWall].x+vect2.x,sp);
SetAnimation(nSector,&wall[i].x,wall[i].x+vect2.x,sp);
SetAnimation(nSector,&wall[wall[nFoundWall].point2].x,wall[wall[nFoundWall].point2].x+vect2.x,sp);
A_CallSound(nSector,nSprite);
}
else if (vect2.y != 0)
{
vect2.y = wall[wall[wall[nFoundWall].point2].point2].y;
vect2.y -= wall[wall[nFoundWall].point2].y;
SetAnimation(nSector,&wall[nFoundWall].y,wall[nFoundWall].y+vect2.y,sp);
SetAnimation(nSector,&wall[i].y,wall[i].y+vect2.y,sp);
SetAnimation(nSector,&wall[wall[nFoundWall].point2].y,wall[wall[nFoundWall].point2].y+vect2.y,sp);
A_CallSound(nSector,nSprite);
}
}
else
{
if (vect2.x != 0)
{
SetAnimation(nSector,&wall[nFoundWall].x,vect.x,sp);
SetAnimation(nSector,&wall[i].x,vect.x+vect2.x,sp);
SetAnimation(nSector,&wall[wall[nFoundWall].point2].x,vect.x+vect2.x,sp);
A_CallSound(nSector,nSprite);
}
else if (vect2.y != 0)
{
SetAnimation(nSector,&wall[nFoundWall].y,vect.y,sp);
SetAnimation(nSector,&wall[i].y,vect.y+vect2.y,sp);
SetAnimation(nSector,&wall[wall[nFoundWall].point2].y,vect.y+vect2.y,sp);
A_CallSound(nSector,nSprite);
}
}
}
}
return;
case ST_15_WARP_ELEVATOR://Warping elevators
if (sprite[nSprite].picnum != APLAYER)
return;
for (SPRITES_OF_SECT(nSector, i))
if (PN==SECTOREFFECTOR && SLT == SE_17_WARP_ELEVATOR)
break;
if (i < 0)
return;
if (sprite[nSprite].sectnum == nSector)
{
if (G_ActivateWarpElevators(i,-1))
G_ActivateWarpElevators(i,1);
else if (G_ActivateWarpElevators(i,1))
G_ActivateWarpElevators(i,-1);
}
else
{
if (pSector->floorz > SZ)
G_ActivateWarpElevators(i,-1);
else
G_ActivateWarpElevators(i,1);
}
return;
case ST_16_PLATFORM_DOWN:
case ST_17_PLATFORM_UP:
i = GetAnimationGoal(&pSector->floorz);
if (i == -1)
{
i = nextsectorneighborz(nSector,pSector->floorz,1,1);
if (i == -1)
{
i = nextsectorneighborz(nSector,pSector->floorz,1,-1);
if (i == -1) return;
j = sector[i].floorz;
SetAnimation(nSector,&pSector->floorz,j,pSector->extra);
}
else
{
j = sector[i].floorz;
SetAnimation(nSector,&pSector->floorz,j,pSector->extra);
}
A_CallSound(nSector,nSprite);
}
return;
case ST_18_ELEVATOR_DOWN:
case ST_19_ELEVATOR_UP:
i = GetAnimationGoal(&pSector->floorz);
if (i==-1)
{
i = nextsectorneighborz(nSector, pSector->floorz, 1, -1);
if (i == -1)
i = nextsectorneighborz(nSector, pSector->floorz, 1, 1);
if (i == -1)
return;
j = sector[i].floorz;
int const nSectorExtra = pSector->extra;
int const nZdiff = pSector->ceilingz - pSector->floorz;
SetAnimation(nSector, &pSector->floorz, j, nSectorExtra);
SetAnimation(nSector, &pSector->ceilingz, j + nZdiff, nSectorExtra);
A_CallSound(nSector, nSprite);
}
return;
case ST_29_TEETH_DOOR:
for (SPRITES_OF(STAT_EFFECTOR, i))
if (SLT == SE_22_TEETH_DOOR && SHT == pSector->hitag)
{
sector[SECT].extra = -sector[SECT].extra;
T1 = nSector;
T2 = 1;
}
A_CallSound(nSector, nSprite);
pSector->lotag ^= 0x8000;
if (pSector->lotag&0x8000)
{
j = nextsectorneighborz(nSector,pSector->ceilingz,-1,-1);
if (j == -1) j = nextsectorneighborz(nSector,pSector->ceilingz,1,1);
if (j == -1)
{
OSD_Printf("WARNING: ST29: null sector!\n");
return;
}
j = sector[j].ceilingz;
}
else
{
j = nextsectorneighborz(nSector,pSector->ceilingz,1,1);
if (j == -1) j = nextsectorneighborz(nSector,pSector->ceilingz,-1,-1);
if (j == -1)
{
OSD_Printf("WARNING: ST29: null sector!\n");
return;
}
j = sector[j].floorz;
}
SetAnimation(nSector,&pSector->ceilingz,j,pSector->extra);
return;
case ST_20_CEILING_DOOR:
REDODOOR:
if (pSector->lotag&0x8000)
{
for (SPRITES_OF_SECT(nSector, i))
if (sprite[i].statnum == STAT_EFFECTOR && SLT==SE_9_DOWN_OPEN_DOOR_LIGHTS)
{
j = SZ;
break;
}
if (i==-1)
j = pSector->floorz;
}
else
{
j = nextsectorneighborz(nSector,pSector->ceilingz,-1,-1);
if (j >= 0) j = sector[j].ceilingz;
else
{
pSector->lotag |= 32768;
goto REDODOOR;
}
}
pSector->lotag ^= 0x8000;
SetAnimation(nSector,&pSector->ceilingz,j,pSector->extra);
A_CallSound(nSector,nSprite);
return;
case ST_21_FLOOR_DOOR:
i = GetAnimationGoal(&pSector->floorz);
if (i >= 0)
{
if (animategoal[nSector] == pSector->ceilingz)
animategoal[i] = sector[nextsectorneighborz(nSector,pSector->ceilingz,1,1)].floorz;
else animategoal[i] = pSector->ceilingz;
}
else
{
if (pSector->ceilingz == pSector->floorz)
j = sector[nextsectorneighborz(nSector,pSector->ceilingz,1,1)].floorz;
else j = pSector->ceilingz;
pSector->lotag ^= 0x8000;
if (SetAnimation(nSector,&pSector->floorz,j,pSector->extra) >= 0)
A_CallSound(nSector,nSprite);
}
return;
case ST_22_SPLITTING_DOOR:
if (pSector->lotag&0x8000)
{
int32_t q = (pSector->ceilingz+pSector->floorz)>>1;
j = SetAnimation(nSector, &pSector->floorz, q, pSector->extra);
j = SetAnimation(nSector, &pSector->ceilingz, q, pSector->extra);
}
else
{
int32_t fneigh = nextsectorneighborz(nSector, pSector->floorz, 1, 1);
int32_t cneigh = nextsectorneighborz(nSector, pSector->ceilingz, -1, -1);
if (fneigh>=0 && cneigh>=0)
{
j = SetAnimation(nSector, &pSector->floorz, sector[fneigh].floorz, pSector->extra);
j = SetAnimation(nSector, &pSector->ceilingz, sector[cneigh].ceilingz, pSector->extra);
}
else
{
OSD_Printf("WARNING: ST22: null sector: floor neighbor=%d, ceiling neighbor=%d!\n",
fneigh, cneigh);
pSector->lotag ^= 0x8000;
}
}
pSector->lotag ^= 0x8000;
A_CallSound(nSector,nSprite);
return;
case ST_23_SWINGING_DOOR: //Swingdoor
{
j = -1;
for (SPRITES_OF(STAT_EFFECTOR, i))
if (SLT == SE_11_SWINGING_DOOR && SECT == nSector && !T5)
{
j = i;
break;
}
if (i < 0)
{
OSD_Printf("WARNING: SE23 i<0!\n");
return;
} // JBF
int const nTag = sector[SECT].lotag&0x8000;
if (j >= 0)
{
int32_t playedsnd = 0;
for (SPRITES_OF(STAT_EFFECTOR, i))
if (nTag == (sector[SECT].lotag&0x8000) && SLT == SE_11_SWINGING_DOOR && sprite[j].hitag == SHT && !T5)
{
if (sector[SECT].lotag&0x8000) sector[SECT].lotag &= 0x7fff;
else sector[SECT].lotag |= 0x8000;
T5 = 1;
T4 = -T4;
if (!playedsnd)
{
A_CallSound(nSector, i);
playedsnd = 1;
}
}
}
}
return;
case ST_25_SLIDING_DOOR: //Subway type sliding doors
for (SPRITES_OF(STAT_EFFECTOR, j))
if (sprite[j].lotag == SE_15_SLIDING_DOOR && sprite[j].sectnum == nSector)
break; //Found the sectoreffector.
if (j < 0)
return;
for (SPRITES_OF(STAT_EFFECTOR, i))
if (SHT==sprite[j].hitag)
{
if (SLT == SE_15_SLIDING_DOOR)
{
sector[SECT].lotag ^= 0x8000; // Toggle the open or close
SA += 1024;
if (T5)
A_CallSound(SECT,i);
A_CallSound(SECT,i);
T5 = (sector[SECT].lotag&0x8000) ? 1 : 2;
}
}
return;
case ST_27_STRETCH_BRIDGE: //Extended bridge
for (SPRITES_OF(STAT_EFFECTOR, j))
if ((sprite[j].lotag&0xff)==SE_20_STRETCH_BRIDGE && sprite[j].sectnum == nSector) //Bridge
{
sector[nSector].lotag ^= 0x8000;
// Highest bit now set means we're opening.
actor[j].t_data[0] = (sector[nSector].lotag&0x8000) ? 1 : 2;
A_CallSound(nSector,nSprite);
break;
}
return;
case ST_28_DROP_FLOOR:
//activate the rest of them
for (SPRITES_OF_SECT(nSector, j))
if (sprite[j].statnum==STAT_EFFECTOR && (sprite[j].lotag&0xff)==SE_21_DROP_FLOOR)
break;
if (j >= 0) // PK: The matching SE21 might have gone, see SE_21_KILLIT in actors.c
{
j = sprite[j].hitag;
for (int SPRITES_OF(STAT_EFFECTOR, l))
{
if ((sprite[l].lotag&0xff)==SE_21_DROP_FLOOR && !actor[l].t_data[0] &&
sprite[l].hitag == j)
actor[l].t_data[0] = 1;
}
A_CallSound(nSector,nSprite);
}
return;
}
}
void G_OperateRespawns(int32_t low)
{
int32_t i, nexti;
for (SPRITES_OF_STAT_SAFE(STAT_FX, i, nexti))
{
spritetype *respr = &sprite[i];
if (respr->lotag == low && respr->picnum == RESPAWN)
{
if (!ud.monsters_off || !A_CheckEnemyTile(respr->hitag))
{
int32_t j = A_Spawn(i, TRANSPORTERSTAR);
sprite[j].z -= (32<<8);
// Just a way to killit (see G_MoveFX(): RESPAWN__STATIC)
respr->extra = 66-12;
}
}
}
}
void G_OperateActivators(int nTag, int nPlayer)
{
int32_t i, nexti, j, k;
for (i=g_numCyclers-1; i>=0; i--)
{
int16_t *const p = &cyclers[i][0];
if (p[4] == nTag)
{
p[5] = !p[5];
sector[p[0]].floorshade = sector[p[0]].ceilingshade = p[3];
walltype *pWall = &wall[sector[p[0]].wallptr];
for (j = sector[p[0]].wallnum; j > 0; j--, pWall++)
pWall->shade = p[3];
}
}
k = -1;
for (SPRITES_OF_STAT_SAFE(STAT_ACTIVATOR, i, nexti))
{
if (sprite[i].lotag == nTag)
{
if (sprite[i].picnum == ACTIVATORLOCKED)
{
sector[SECT].lotag ^= 16384;
if (nPlayer >= 0 && nPlayer < ud.multimode)
P_DoQuote((sector[SECT].lotag & 16384) ? QUOTE_LOCKED : QUOTE_UNLOCKED, g_player[nPlayer].ps);
}
else
{
switch (SHT)
{
case 1:
if (sector[SECT].floorz != sector[SECT].ceilingz)
continue;
break;
case 2:
if (sector[SECT].floorz == sector[SECT].ceilingz)
continue;
break;
}
// ST_2_UNDERWATER
if (sector[sprite[i].sectnum].lotag < 3)
{
for (SPRITES_OF_SECT(sprite[i].sectnum, j))
if (sprite[j].statnum == STAT_EFFECTOR)
switch (sprite[j].lotag)
{
case SE_36_PROJ_SHOOTER:
case SE_31_FLOOR_RISE_FALL:
case SE_32_CEILING_RISE_FALL:
case SE_18_INCREMENTAL_SECTOR_RISE_FALL:
actor[j].t_data[0] = 1 - actor[j].t_data[0];
A_CallSound(SECT, j);
break;
}
}
if (k == -1 && (sector[SECT].lotag&0xff) == ST_22_SPLITTING_DOOR)
k = A_CallSound(SECT,i);
G_OperateSectors(SECT,i);
}
}
}
G_OperateRespawns(nTag);
}
void G_OperateMasterSwitches(int nTag)
{
for (int SPRITES_OF(STAT_STANDABLE, i))
if (PN == MASTERSWITCH && SLT == nTag && SP == 0)
SP = 1;
}
void G_OperateForceFields(int32_t s, int32_t low)
{
for (int nAnim = 0; nAnim < g_numAnimWalls; ++nAnim)
{
int const nWall = animwall[nAnim].wallnum;
if ((low == wall[nWall].lotag || low == -1) || G_GetForcefieldPicnum(nWall) == W_FORCEFIELD ||
(wall[nWall].overpicnum == BIGFORCE))
{
animwall[nAnim].tag = 0;
if (wall[nWall].cstat)
{
wall[nWall].cstat = 0;
if (s >= 0 && sprite[s].picnum == SECTOREFFECTOR && sprite[s].lotag == SE_30_TWO_WAY_TRAIN)
wall[nWall].lotag = 0;
}
else
wall[nWall].cstat = FORCEFIELD_CSTAT;
}
}
}
// List of switches that function like dip (combination lock) switches.
#define DIPSWITCH_LIKE_CASES \
DIPSWITCH__STATIC: \
case TECHSWITCH__STATIC: \
case ALIENSWITCH__STATIC
// List of access switches.
#define ACCESSSWITCH_CASES \
ACCESSSWITCH__STATIC: \
case ACCESSSWITCH2__STATIC
// List of switches that don't fit the two preceding categories, and are not
// the MULTISWITCH. 13 cases.
#define REST_SWITCH_CASES \
DIPSWITCH2__STATIC: \
case DIPSWITCH3__STATIC: \
case FRANKENSTINESWITCH__STATIC: \
case HANDSWITCH__STATIC: \
case LIGHTSWITCH2__STATIC: \
case LIGHTSWITCH__STATIC: \
case LOCKSWITCH1__STATIC: \
case POWERSWITCH1__STATIC: \
case POWERSWITCH2__STATIC: \
case PULLSWITCH__STATIC: \
case SLOTDOOR__STATIC: \
case SPACEDOORSWITCH__STATIC: \
case SPACELIGHTSWITCH__STATIC
// Returns:
// 0: is not a dipswitch-like switch
// 1: is one, off
// 2: is one, on
static int G_IsLikeDipswitch(int nPicnum)
{
for (int i=0; i<2; i++)
if (nPicnum == DIPSWITCH+i || nPicnum == TECHSWITCH+i || nPicnum == ALIENSWITCH+i)
return 1+i;
return 0;
}
// Get base (unpressed) tile number for switch.
static int G_GetBaseSwitch(int nPicnum)
{
if (nPicnum > MULTISWITCH && nPicnum <= MULTISWITCH+3)
return MULTISWITCH;
return (nPicnum == DIPSWITCH + 1 || nPicnum == DIPSWITCH2 + 1 || nPicnum == DIPSWITCH3 + 1 ||
nPicnum == TECHSWITCH + 1 || nPicnum == ALIENSWITCH + 1 || nPicnum == PULLSWITCH + 1 ||
nPicnum == HANDSWITCH + 1 || nPicnum == SLOTDOOR + 1 || nPicnum == SPACEDOORSWITCH + 1 ||
nPicnum == SPACELIGHTSWITCH + 1 || nPicnum == LIGHTSWITCH + 1 || nPicnum == LIGHTSWITCH2 + 1 ||
nPicnum == FRANKENSTINESWITCH + 1 || nPicnum == POWERSWITCH1 + 1 || nPicnum == POWERSWITCH2 + 1 ||
nPicnum == LOCKSWITCH1 + 1) ?
nPicnum-1 : nPicnum;
}
enum { SWITCH_WALL, SWITCH_SPRITE };
int P_ActivateSwitch(int nPlayer, int nObject, int nSwitchType)
{
if (nObject < 0)
return 0;
int lotag, hitag, nSwitchPicnum, nSwitchPal;
vec3_t davector;
if (nSwitchType == SWITCH_SPRITE) // A wall sprite
{
if (actor[nObject].lasttransport == totalclock)
return 0;
actor[nObject].lasttransport = totalclock;
if (sprite[nObject].lotag == 0)
return 0;
lotag = sprite[nObject].lotag;
hitag = sprite[nObject].hitag;
davector = *(vec3_t *)&sprite[nObject];
nSwitchPicnum = sprite[nObject].picnum;
nSwitchPal = sprite[nObject].pal;
}
else
{
if (wall[nObject].lotag == 0)
return 0;
lotag = wall[nObject].lotag;
hitag = wall[nObject].hitag;
davector = *(vec3_t *)&wall[nObject];
davector.z = g_player[nPlayer].ps->pos.z;
nSwitchPicnum = wall[nObject].picnum;
nSwitchPal = wall[nObject].pal;
}
// initprintf("P_ActivateSwitch called picnum=%i switchissprite=%i\n",picnum,switchissprite);
int nBasePicnum = G_GetBaseSwitch(nSwitchPicnum);
int nCorrectDips = 1;
int nNumDips = 0;
switch (DYNAMICTILEMAP(nBasePicnum))
{
case DIPSWITCH_LIKE_CASES:
break;
case ACCESSSWITCH_CASES:
if (g_player[nPlayer].ps->access_incs == 0)
{
static const int32_t key_switchpal[3] = { 0, 21, 23 };
static const int32_t need_key_quote[3] = { QUOTE_NEED_BLUE_KEY, QUOTE_NEED_RED_KEY, QUOTE_NEED_YELLOW_KEY };
for (int nKeyPal = 0; nKeyPal < 3; nKeyPal++)
{
if (nSwitchPal == key_switchpal[nKeyPal])
{
if (g_player[nPlayer].ps->got_access & (1 << nKeyPal))
g_player[nPlayer].ps->access_incs = 1;
else
P_DoQuote(need_key_quote[nKeyPal], g_player[nPlayer].ps);
break;
}
}
if (g_player[nPlayer].ps->access_incs == 1)
{
if (nSwitchType == SWITCH_WALL)
g_player[nPlayer].ps->access_wallnum = nObject;
else
g_player[nPlayer].ps->access_spritenum = nObject;
}
return 0;
}
/* fall-through (XXX: intended?) */
case MULTISWITCH__STATIC:
case REST_SWITCH_CASES:
if (G_CheckActivatorMotion(lotag))
return 0;
break;
default:
if (CheckDoorTile(nSwitchPicnum) == 0)
return 0;
break;
}
for (int SPRITES_OF(STAT_DEFAULT, i))
{
if (lotag == SLT)
{
// Put the tile number into a variable so later switches don't
// trigger on the result of changes:
int const nSpritePicnum = PN;
if (nSpritePicnum >= MULTISWITCH && nSpritePicnum <= MULTISWITCH+3)
{
sprite[i].picnum++;
if (sprite[i].picnum > MULTISWITCH+3)
sprite[i].picnum = MULTISWITCH;
}
switch (DYNAMICTILEMAP(nSpritePicnum))
{
case DIPSWITCH_LIKE_CASES:
if (nSwitchType == SWITCH_SPRITE && nObject == i)
PN++;
else if (SHT == 0)
nCorrectDips++;
nNumDips++;
break;
case ACCESSSWITCH_CASES:
case REST_SWITCH_CASES:
sprite[i].picnum++;
break;
default:
if (nSpritePicnum <= 0) // oob safety
break;
switch (DYNAMICTILEMAP(nSpritePicnum - 1))
{
case DIPSWITCH_LIKE_CASES:
if (nSwitchType == SWITCH_SPRITE && nObject == i)
PN--;
else if (SHT == 1)
nCorrectDips++;
nNumDips++;
break;
case REST_SWITCH_CASES:
sprite[i].picnum--;
break;
}
break;
}
}
}
for (int nWall=numwalls-1; nWall>=0; nWall--)
{
if (lotag == wall[nWall].lotag)
{
if (wall[nWall].picnum >= MULTISWITCH && wall[nWall].picnum <= MULTISWITCH+3)
{
wall[nWall].picnum++;
if (wall[nWall].picnum > MULTISWITCH+3)
wall[nWall].picnum = MULTISWITCH;
}
switch (DYNAMICTILEMAP(wall[nWall].picnum))
{
case DIPSWITCH_LIKE_CASES:
if (nSwitchType == SWITCH_WALL && nWall == nObject)
wall[nWall].picnum++;
else if (wall[nWall].hitag == 0)
nCorrectDips++;
nNumDips++;
break;
case ACCESSSWITCH_CASES:
case REST_SWITCH_CASES:
wall[nWall].picnum++;
break;
default:
if (wall[nWall].picnum <= 0) // oob safety
break;
switch (DYNAMICTILEMAP(wall[nWall].picnum - 1))
{
case DIPSWITCH_LIKE_CASES:
if (nSwitchType == SWITCH_WALL && nWall == nObject)
wall[nWall].picnum--;
else if (wall[nWall].hitag == 1)
nCorrectDips++;
nNumDips++;
break;
case REST_SWITCH_CASES:
wall[nWall].picnum--;
break;
}
break;
}
}
}
if (lotag == UINT16_MAX)
{
P_EndLevel();
return 1;
}
nBasePicnum = G_GetBaseSwitch(nSwitchPicnum);
switch (DYNAMICTILEMAP(nBasePicnum))
{
default:
if (CheckDoorTile(nSwitchPicnum) == 0)
break;
/* fall-through */
case DIPSWITCH_LIKE_CASES:
if (G_IsLikeDipswitch(nSwitchPicnum))
{
S_PlaySound3D((nSwitchPicnum == ALIENSWITCH || nSwitchPicnum == ALIENSWITCH + 1) ? ALIEN_SWITCH1 : SWITCH_ON,
(nSwitchType == SWITCH_SPRITE) ? nObject : g_player[nPlayer].ps->i, &davector);
if (nNumDips != nCorrectDips)
break;
S_PlaySound3D(END_OF_LEVEL_WARN, g_player[nPlayer].ps->i, &davector);
}
/* fall-through */
case ACCESSSWITCH_CASES:
case MULTISWITCH__STATIC:
case REST_SWITCH_CASES:
{
if (nSwitchPicnum >= MULTISWITCH && nSwitchPicnum <= MULTISWITCH + 3)
lotag += nSwitchPicnum - MULTISWITCH;
for (int SPRITES_OF(STAT_EFFECTOR, nSprite))
{
if (sprite[nSprite].hitag == lotag)
{
switch (sprite[nSprite].lotag)
{
case SE_12_LIGHT_SWITCH:
sector[sprite[nSprite].sectnum].floorpal = 0;
actor[nSprite].t_data[0]++;
if (actor[nSprite].t_data[0] == 2)
actor[nSprite].t_data[0]++;
break;
case SE_24_CONVEYOR:
case SE_34:
case SE_25_PISTON:
actor[nSprite].t_data[4] = !actor[nSprite].t_data[4];
P_DoQuote(actor[nSprite].t_data[4] ? QUOTE_DEACTIVATED : QUOTE_ACTIVATED, g_player[nPlayer].ps);
break;
case SE_21_DROP_FLOOR:
P_DoQuote(QUOTE_ACTIVATED, g_player[screenpeek].ps);
break;
}
}
}
G_OperateActivators(lotag, nPlayer);
G_OperateForceFields(g_player[nPlayer].ps->i, lotag);
G_OperateMasterSwitches(lotag);
if (G_IsLikeDipswitch(nSwitchPicnum))
return 1;
if (!hitag && CheckDoorTile(nSwitchPicnum) == 0)
S_PlaySound3D(SWITCH_ON, (nSwitchType == SWITCH_SPRITE) ? nObject : g_player[nPlayer].ps->i, &davector);
else if (hitag)
{
if (nSwitchType == SWITCH_SPRITE && (g_sounds[hitag].m & SF_TALK) == 0)
S_PlaySound3D(hitag, nObject, &davector);
else
A_PlaySound(hitag, g_player[nPlayer].ps->i);
}
return 1;
}
}
return 0;
}
void G_ActivateBySector(int nSector, int nSprite)
{
int nActivatedSectors = 0;
for (int SPRITES_OF_SECT(nSector, i))
if (PN == ACTIVATOR)
{
G_OperateActivators(SLT,-1);
++nActivatedSectors;
}
if (!nActivatedSectors)
G_OperateSectors(nSector, nSprite);
}
static void G_BreakWall(int nPicnum, int nSprite, int nWall)
{
wall[nWall].picnum = nPicnum;
A_PlaySound(VENT_BUST,nSprite);
A_PlaySound(GLASS_HEAVYBREAK,nSprite);
A_SpawnWallGlass(nSprite,nWall,10);
}
void A_DamageWall(int nSprite, int nWall, const vec3_t *vPos, int nWeapon)
{
int16_t nSectnum = -1;
int32_t i;
walltype *pWall = &wall[nWall];
if (pWall->overpicnum == MIRROR && pWall->pal != 4 &&
A_CheckSpriteFlags(nSprite, SFLAG_PROJECTILE) &&
(SpriteProjectile[nSprite].workslike & PROJECTILE_RPG))
{
if (pWall->nextwall == -1 || wall[pWall->nextwall].pal != 4)
{
A_SpawnWallGlass(nSprite, nWall, 70);
pWall->cstat &= ~16;
pWall->overpicnum = MIRRORBROKE;
A_PlaySound(GLASS_HEAVYBREAK, nSprite);
return;
}
}
if (pWall->overpicnum == MIRROR && pWall->pal != 4)
{
switch (DYNAMICTILEMAP(nWeapon))
{
case HEAVYHBOMB__STATIC:
case RADIUSEXPLOSION__STATIC:
case RPG__STATIC:
case HYDRENT__STATIC:
case SEENINE__STATIC:
case OOZFILTER__STATIC:
case EXPLODINGBARREL__STATIC:
if (pWall->nextwall == -1 || wall[pWall->nextwall].pal != 4)
{
A_SpawnWallGlass(nSprite, nWall, 70);
pWall->cstat &= ~16;
pWall->overpicnum = MIRRORBROKE;
A_PlaySound(GLASS_HEAVYBREAK, nSprite);
return;
}
}
}
if ((((pWall->cstat & 16) || pWall->overpicnum == BIGFORCE) && pWall->nextsector >= 0) &&
(sector[pWall->nextsector].floorz > vPos->z) &&
(sector[pWall->nextsector].floorz != sector[pWall->nextsector].ceilingz))
{
int const nSwitchPicnum = G_GetForcefieldPicnum(nWall);
switch (DYNAMICTILEMAP(nSwitchPicnum))
{
case W_FORCEFIELD__STATIC:
pWall->extra = 1; // tell the forces to animate
/* fall-through */
case BIGFORCE__STATIC:
{
updatesector(vPos->x, vPos->y, &nSectnum);
if (nSectnum < 0)
return;
int nXrepeat = 32;
int nYrepeat = 32;
if (nWeapon == -1)
nXrepeat = nYrepeat = 8;
else if (nWeapon == CHAINGUN)
{
nXrepeat = 16 + sprite[nSprite].xrepeat;
nYrepeat = 16 + sprite[nSprite].yrepeat;
}
i = A_InsertSprite(nSectnum, vPos->x, vPos->y, vPos->z, FORCERIPPLE, -127, nXrepeat, nYrepeat, 0,
0, 0, nSprite, 5);
CS |= 18 + 128;
SA = getangle(pWall->x - wall[pWall->point2].x, pWall->y - wall[pWall->point2].y) - 512;
A_PlaySound(SOMETHINGHITFORCE, i);
}
return;
case FANSPRITE__STATIC:
pWall->overpicnum = FANSPRITEBROKE;
pWall->cstat &= 65535 - 65;
if (pWall->nextwall >= 0)
{
wall[pWall->nextwall].overpicnum = FANSPRITEBROKE;
wall[pWall->nextwall].cstat &= 65535 - 65;
}
A_PlaySound(VENT_BUST, nSprite);
A_PlaySound(GLASS_BREAKING, nSprite);
return;
case GLASS__STATIC:
updatesector(vPos->x, vPos->y, &nSectnum);
if (nSectnum < 0)
return;
pWall->overpicnum = GLASS2;
A_SpawnWallGlass(nSprite, nWall, 10);
pWall->cstat = 0;
if (pWall->nextwall >= 0)
wall[pWall->nextwall].cstat = 0;
i = A_InsertSprite(nSectnum, vPos->x, vPos->y, vPos->z, SECTOREFFECTOR, 0, 0, 0,
g_player[0].ps->ang, 0, 0, nSprite, 3);
SLT = 128;
T2 = 5;
T3 = nWall;
A_PlaySound(GLASS_BREAKING, i);
return;
case STAINGLASS1__STATIC:
updatesector(vPos->x, vPos->y, &nSectnum);
if (nSectnum < 0)
return;
A_SpawnRandomGlass(nSprite, nWall, 80);
pWall->cstat = 0;
if (pWall->nextwall >= 0)
wall[pWall->nextwall].cstat = 0;
A_PlaySound(VENT_BUST, nSprite);
A_PlaySound(GLASS_BREAKING, nSprite);
return;
}
}
switch (DYNAMICTILEMAP(pWall->picnum))
{
case COLAMACHINE__STATIC:
case VENDMACHINE__STATIC:
G_BreakWall(pWall->picnum + 2, nSprite, nWall);
A_PlaySound(VENT_BUST, nSprite);
return;
case OJ__STATIC:
case FEMPIC2__STATIC:
case FEMPIC3__STATIC:
case SCREENBREAK6__STATIC:
case SCREENBREAK7__STATIC:
case SCREENBREAK8__STATIC:
case SCREENBREAK1__STATIC:
case SCREENBREAK2__STATIC:
case SCREENBREAK3__STATIC:
case SCREENBREAK4__STATIC:
case SCREENBREAK5__STATIC:
case SCREENBREAK9__STATIC:
case SCREENBREAK10__STATIC:
case SCREENBREAK11__STATIC:
case SCREENBREAK12__STATIC:
case SCREENBREAK13__STATIC:
case SCREENBREAK14__STATIC:
case SCREENBREAK15__STATIC:
case SCREENBREAK16__STATIC:
case SCREENBREAK17__STATIC:
case SCREENBREAK18__STATIC:
case SCREENBREAK19__STATIC:
case BORNTOBEWILDSCREEN__STATIC:
A_SpawnWallGlass(nSprite, nWall, 30);
pWall->picnum = W_SCREENBREAK + (krand() % 3);
A_PlaySound(GLASS_HEAVYBREAK, nSprite);
return;
case W_TECHWALL5__STATIC:
case W_TECHWALL6__STATIC:
case W_TECHWALL7__STATIC:
case W_TECHWALL8__STATIC:
case W_TECHWALL9__STATIC:
G_BreakWall(pWall->picnum + 1, nSprite, nWall);
return;
case W_MILKSHELF__STATIC:
G_BreakWall(W_MILKSHELFBROKE, nSprite, nWall);
return;
case W_TECHWALL10__STATIC:
G_BreakWall(W_HITTECHWALL10, nSprite, nWall);
return;
case W_TECHWALL1__STATIC:
case W_TECHWALL11__STATIC:
case W_TECHWALL12__STATIC:
case W_TECHWALL13__STATIC:
case W_TECHWALL14__STATIC:
G_BreakWall(W_HITTECHWALL1, nSprite, nWall);
return;
case W_TECHWALL15__STATIC:
G_BreakWall(W_HITTECHWALL15, nSprite, nWall);
return;
case W_TECHWALL16__STATIC:
G_BreakWall(W_HITTECHWALL16, nSprite, nWall);
return;
case W_TECHWALL2__STATIC:
G_BreakWall(W_HITTECHWALL2, nSprite, nWall);
return;
case W_TECHWALL3__STATIC:
G_BreakWall(W_HITTECHWALL3, nSprite, nWall);
return;
case W_TECHWALL4__STATIC:
G_BreakWall(W_HITTECHWALL4, nSprite, nWall);
return;
case ATM__STATIC:
pWall->picnum = ATMBROKE;
A_SpawnMultiple(nSprite, MONEY, 1 + (krand() & 7));
A_PlaySound(GLASS_HEAVYBREAK, nSprite);
break;
case WALLLIGHT1__STATIC:
case WALLLIGHT2__STATIC:
case WALLLIGHT3__STATIC:
case WALLLIGHT4__STATIC:
case TECHLIGHT2__STATIC:
case TECHLIGHT4__STATIC:
{
A_PlaySound(rnd(128) ? GLASS_HEAVYBREAK : GLASS_BREAKING, nSprite);
A_SpawnWallGlass(nSprite, nWall, 30);
if (pWall->picnum == WALLLIGHT1)
pWall->picnum = WALLLIGHTBUST1;
if (pWall->picnum == WALLLIGHT2)
pWall->picnum = WALLLIGHTBUST2;
if (pWall->picnum == WALLLIGHT3)
pWall->picnum = WALLLIGHTBUST3;
if (pWall->picnum == WALLLIGHT4)
pWall->picnum = WALLLIGHTBUST4;
if (pWall->picnum == TECHLIGHT2)
pWall->picnum = TECHLIGHTBUST2;
if (pWall->picnum == TECHLIGHT4)
pWall->picnum = TECHLIGHTBUST4;
if (pWall->lotag == 0)
return;
nSectnum = pWall->nextsector;
if (nSectnum < 0)
return;
int nDarkestWall = 0;
pWall = &wall[sector[nSectnum].wallptr];
for (i = sector[nSectnum].wallnum; i > 0; i--, pWall++)
if (pWall->shade > nDarkestWall)
nDarkestWall = pWall->shade;
int const nRand = krand() & 1;
for (SPRITES_OF(STAT_EFFECTOR, i))
if (SHT == wall[nWall].lotag && SLT == SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT)
{
T3 = nRand;
T4 = nDarkestWall;
T5 = 1;
}
break;
}
}
}
// NOTE: return value never examined in any of the callers.
int Sect_DamageCeilingOrFloor(int nDmgFloor, int const nSectnum)
{
int const RETURN_in = nDmgFloor ? 131072+nSectnum : 65536+nSectnum;
// NOTE: pass RETURN in the dist argument, too.
int32_t const nReturn = VM_OnEventWithBoth(EVENT_DAMAGEHPLANE, g_player[screenpeek].ps->i, screenpeek,
RETURN_in, RETURN_in);
if (nReturn < 0)
return 0;
int16_t * const pPicnum = nDmgFloor ? &sector[nSectnum].floorpicnum : &sector[nSectnum].ceilingpicnum;
if (nReturn == (1<<20))
{
// Execute the hard-coded stuff without changing picnum (expected to
// have been done by the event).
goto GLASSBREAK_CODE;
}
switch (DYNAMICTILEMAP(*pPicnum))
{
case WALLLIGHT1__STATIC: *pPicnum = WALLLIGHTBUST1; goto GLASSBREAK_CODE;
case WALLLIGHT2__STATIC: *pPicnum = WALLLIGHTBUST2; goto GLASSBREAK_CODE;
case WALLLIGHT3__STATIC: *pPicnum = WALLLIGHTBUST3; goto GLASSBREAK_CODE;
case WALLLIGHT4__STATIC: *pPicnum = WALLLIGHTBUST4; goto GLASSBREAK_CODE;
case TECHLIGHT2__STATIC: sector[nSectnum].ceilingpicnum = TECHLIGHTBUST2; goto GLASSBREAK_CODE;
case TECHLIGHT4__STATIC: sector[nSectnum].ceilingpicnum = TECHLIGHTBUST4;
GLASSBREAK_CODE:
A_SpawnCeilingGlass(g_player[myconnectindex].ps->i, nSectnum, 10);
A_PlaySound(GLASS_BREAKING, g_player[screenpeek].ps->i);
if (sector[nSectnum].hitag == 0)
{
for (int SPRITES_OF_SECT(nSectnum, i))
{
if (PN == SECTOREFFECTOR && SLT == SE_12_LIGHT_SWITCH)
{
for (int SPRITES_OF(STAT_EFFECTOR, j))
if (sprite[j].hitag == SHT)
actor[j].t_data[3] = 1;
break;
}
}
}
int j = krand() & 1;
for (int SPRITES_OF(STAT_EFFECTOR, i))
{
if (SHT == sector[nSectnum].hitag && SLT == SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT)
{
T3 = j;
T5 = 1;
}
}
return 1;
}
return 0;
}
// hard coded props... :(
void A_DamageObject(int32_t i,int32_t sn)
{
int16_t j;
int32_t k, rpg=0;
spritetype *s;
if (g_netClient)
{
return;
}
i &= (MAXSPRITES-1);
if (A_CheckSpriteFlags(sn,SFLAG_PROJECTILE))
if (SpriteProjectile[sn].workslike & PROJECTILE_RPG)
rpg = 1;
switch (DYNAMICTILEMAP(PN))
{
case OCEANSPRITE1__STATIC:
case OCEANSPRITE2__STATIC:
case OCEANSPRITE3__STATIC:
case OCEANSPRITE4__STATIC:
case OCEANSPRITE5__STATIC:
A_Spawn(i,SMALLSMOKE);
A_DeleteSprite(i);
break;
case QUEBALL__STATIC:
case STRIPEBALL__STATIC:
if (sprite[sn].picnum == QUEBALL || sprite[sn].picnum == STRIPEBALL)
{
sprite[sn].xvel = (sprite[i].xvel>>1)+(sprite[i].xvel>>2);
sprite[sn].ang -= (SA<<1)+1024;
SA = getangle(SX-sprite[sn].x,SY-sprite[sn].y)-512;
if (S_CheckSoundPlaying(i,POOLBALLHIT) < 2)
A_PlaySound(POOLBALLHIT,i);
}
else
{
if (krand()&3)
{
sprite[i].xvel = 164;
sprite[i].ang = sprite[sn].ang;
}
else
{
A_SpawnWallGlass(i,-1,3);
A_DeleteSprite(i);
}
}
break;
case TREE1__STATIC:
case TREE2__STATIC:
case TIRE__STATIC:
case CONE__STATIC:
case BOX__STATIC:
{
if (rpg == 1)
if (T1 == 0)
{
CS &= ~257;
T1 = 1;
A_Spawn(i,BURNING);
}
switch (DYNAMICTILEMAP(sprite[sn].picnum))
{
case RADIUSEXPLOSION__STATIC:
case RPG__STATIC:
case FIRELASER__STATIC:
case HYDRENT__STATIC:
case HEAVYHBOMB__STATIC:
if (T1 == 0)
{
CS &= ~257;
T1 = 1;
A_Spawn(i,BURNING);
}
break;
}
break;
}
case CACTUS__STATIC:
{
if (rpg == 1)
for (k=64; k>0; k--)
{
j = A_InsertSprite(SECT,SX,SY,SZ-(krand()%(48<<8)),SCRAP3+(krand()&3),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(sprite[i].zvel>>2),i,5);
sprite[j].pal = 8;
}
// case CACTUSBROKE:
switch (DYNAMICTILEMAP(sprite[sn].picnum))
{
case RADIUSEXPLOSION__STATIC:
case RPG__STATIC:
case FIRELASER__STATIC:
case HYDRENT__STATIC:
case HEAVYHBOMB__STATIC:
for (k=64; k>0; k--)
{
j = A_InsertSprite(SECT,SX,SY,SZ-(krand()%(48<<8)),SCRAP3+(krand()&3),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(sprite[i].zvel>>2),i,5);
sprite[j].pal = 8;
}
if (PN == CACTUS)
PN = CACTUSBROKE;
CS &= ~257;
// else A_DeleteSprite(i);
break;
}
break;
}
case HANGLIGHT__STATIC:
case GENERICPOLE2__STATIC:
for (k=6; k>0; k--)
A_InsertSprite(SECT,SX,SY,SZ-(8<<8),SCRAP1+(krand()&15),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(sprite[i].zvel>>2),i,5);
A_PlaySound(GLASS_HEAVYBREAK,i);
A_DeleteSprite(i);
break;
case FANSPRITE__STATIC:
PN = FANSPRITEBROKE;
CS &= (65535-257);
if (sector[SECT].floorpicnum == FANSHADOW)
sector[SECT].floorpicnum = FANSHADOWBROKE;
A_PlaySound(GLASS_HEAVYBREAK,i);
s = &sprite[i];
for (j=16; j>0; j--)
RANDOMSCRAP;
break;
case WATERFOUNTAIN__STATIC:
// case WATERFOUNTAIN+1:
// case WATERFOUNTAIN+2:
PN = WATERFOUNTAINBROKE;
A_Spawn(i,TOILETWATER);
break;
case SATELITE__STATIC:
case FUELPOD__STATIC:
case SOLARPANNEL__STATIC:
case ANTENNA__STATIC:
if (sprite[sn].extra != G_InitialActorStrength(SHOTSPARK1))
{
for (j=15; j>0; j--)
A_InsertSprite(SECT,SX,SY,sector[SECT].floorz-(12<<8)-(j<<9),SCRAP1+(krand()&15),-8,64,64,
krand()&2047,(krand()&127)+64,-(krand()&511)-256,i,5);
A_Spawn(i,EXPLOSION2);
A_DeleteSprite(i);
}
break;
case BOTTLE1__STATIC:
case BOTTLE2__STATIC:
case BOTTLE3__STATIC:
case BOTTLE4__STATIC:
case BOTTLE5__STATIC:
case BOTTLE6__STATIC:
case BOTTLE8__STATIC:
case BOTTLE10__STATIC:
case BOTTLE11__STATIC:
case BOTTLE12__STATIC:
case BOTTLE13__STATIC:
case BOTTLE14__STATIC:
case BOTTLE15__STATIC:
case BOTTLE16__STATIC:
case BOTTLE17__STATIC:
case BOTTLE18__STATIC:
case BOTTLE19__STATIC:
case WATERFOUNTAINBROKE__STATIC:
case DOMELITE__STATIC:
case SUSHIPLATE1__STATIC:
case SUSHIPLATE2__STATIC:
case SUSHIPLATE3__STATIC:
case SUSHIPLATE4__STATIC:
case SUSHIPLATE5__STATIC:
case WAITTOBESEATED__STATIC:
case VASE__STATIC:
case STATUEFLASH__STATIC:
case STATUE__STATIC:
if (PN == BOTTLE10)
A_SpawnMultiple(i, MONEY, 4+(krand()&3));
else if (PN == STATUE || PN == STATUEFLASH)
{
A_SpawnRandomGlass(i,-1,40);
A_PlaySound(GLASS_HEAVYBREAK,i);
}
else if (PN == VASE)
A_SpawnWallGlass(i,-1,40);
A_PlaySound(GLASS_BREAKING,i);
SA = krand()&2047;
A_SpawnWallGlass(i,-1,8);
A_DeleteSprite(i);
break;
case FETUS__STATIC:
PN = FETUSBROKE;
A_PlaySound(GLASS_BREAKING,i);
A_SpawnWallGlass(i,-1,10);
break;
case FETUSBROKE__STATIC:
for (j=48; j>0; j--)
{
A_Shoot(i,BLOODSPLAT1);
SA += 333;
}
A_PlaySound(GLASS_HEAVYBREAK,i);
A_PlaySound(SQUISHED,i);
/* fall-through */
case BOTTLE7__STATIC:
A_PlaySound(GLASS_BREAKING,i);
A_SpawnWallGlass(i,-1,10);
A_DeleteSprite(i);
break;
case HYDROPLANT__STATIC:
PN = BROKEHYDROPLANT;
A_PlaySound(GLASS_BREAKING,i);
A_SpawnWallGlass(i,-1,10);
break;
case FORCESPHERE__STATIC:
sprite[i].xrepeat = 0;
actor[OW].t_data[0] = 32;
actor[OW].t_data[1] = !actor[OW].t_data[1];
actor[OW].t_data[2] ++;
A_Spawn(i,EXPLOSION2);
break;
case BROKEHYDROPLANT__STATIC:
A_PlaySound(GLASS_BREAKING,i);
A_SpawnWallGlass(i,-1,5);
A_DeleteSprite(i);
break;
case TOILET__STATIC:
PN = TOILETBROKE;
CS |= (krand()&1)<<2;
CS &= ~257;
A_Spawn(i,TOILETWATER);
A_PlaySound(GLASS_BREAKING,i);
break;
case STALL__STATIC:
PN = STALLBROKE;
CS |= (krand()&1)<<2;
CS &= ~257;
A_Spawn(i,TOILETWATER);
A_PlaySound(GLASS_HEAVYBREAK,i);
break;
case HYDRENT__STATIC:
PN = BROKEFIREHYDRENT;
A_Spawn(i,TOILETWATER);
// for(k=0;k<5;k++)
// {
// j = A_InsertSprite(SECT,SX,SY,SZ-(krand()%(48<<8)),SCRAP3+(krand()&3),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(sprite[i].zvel>>2),i,5);
// sprite[j].pal = 2;
// }
A_PlaySound(GLASS_HEAVYBREAK,i);
break;
case GRATE1__STATIC:
PN = BGRATE1;
CS &= (65535-256-1);
A_PlaySound(VENT_BUST,i);
break;
case CIRCLEPANNEL__STATIC:
PN = CIRCLEPANNELBROKE;
CS &= (65535-256-1);
A_PlaySound(VENT_BUST,i);
break;
case PANNEL1__STATIC:
case PANNEL2__STATIC:
PN = BPANNEL1;
CS &= (65535-256-1);
A_PlaySound(VENT_BUST,i);
break;
case PANNEL3__STATIC:
PN = BPANNEL3;
CS &= (65535-256-1);
A_PlaySound(VENT_BUST,i);
break;
case PIPE1__STATIC:
case PIPE2__STATIC:
case PIPE3__STATIC:
case PIPE4__STATIC:
case PIPE5__STATIC:
case PIPE6__STATIC:
switch (DYNAMICTILEMAP(PN))
{
case PIPE1__STATIC:
PN=PIPE1B;
break;
case PIPE2__STATIC:
PN=PIPE2B;
break;
case PIPE3__STATIC:
PN=PIPE3B;
break;
case PIPE4__STATIC:
PN=PIPE4B;
break;
case PIPE5__STATIC:
PN=PIPE5B;
break;
case PIPE6__STATIC:
PN=PIPE6B;
break;
}
j = A_Spawn(i,STEAM);
sprite[j].z = sector[SECT].floorz-(32<<8);
break;
case MONK__STATIC:
case LUKE__STATIC:
case INDY__STATIC:
case JURYGUY__STATIC:
A_PlaySound(SLT,i);
A_Spawn(i,SHT);
/* fall-through */
case SPACEMARINE__STATIC:
sprite[i].extra -= sprite[sn].extra;
if (sprite[i].extra > 0) break;
SA = krand()&2047;
A_Shoot(i,BLOODSPLAT1);
SA = krand()&2047;
A_Shoot(i,BLOODSPLAT2);
SA = krand()&2047;
A_Shoot(i,BLOODSPLAT3);
SA = krand()&2047;
A_Shoot(i,BLOODSPLAT4);
SA = krand()&2047;
A_Shoot(i,BLOODSPLAT1);
SA = krand()&2047;
A_Shoot(i,BLOODSPLAT2);
SA = krand()&2047;
A_Shoot(i,BLOODSPLAT3);
SA = krand()&2047;
A_Shoot(i,BLOODSPLAT4);
A_DoGuts(i,JIBS1,1);
A_DoGuts(i,JIBS2,2);
A_DoGuts(i,JIBS3,3);
A_DoGuts(i,JIBS4,4);
A_DoGuts(i,JIBS5,1);
A_DoGuts(i,JIBS3,6);
S_PlaySound(SQUISHED);
A_DeleteSprite(i);
break;
case CHAIR1__STATIC:
case CHAIR2__STATIC:
PN = BROKENCHAIR;
CS = 0;
break;
case CHAIR3__STATIC:
case MOVIECAMERA__STATIC:
case SCALE__STATIC:
case VACUUM__STATIC:
case CAMERALIGHT__STATIC:
case IVUNIT__STATIC:
case POT1__STATIC:
case POT2__STATIC:
case POT3__STATIC:
case TRIPODCAMERA__STATIC:
A_PlaySound(GLASS_HEAVYBREAK,i);
s = &sprite[i];
for (j=16; j>0; j--)
RANDOMSCRAP;
A_DeleteSprite(i);
break;
case PLAYERONWATER__STATIC:
i = OW;
/* fall-through */
default:
if ((sprite[i].cstat&16) && SHT == 0 && SLT == 0 && sprite[i].statnum == STAT_DEFAULT)
break;
if ((sprite[sn].picnum == FREEZEBLAST || sprite[sn].owner != i) && sprite[i].statnum != STAT_PROJECTILE)
{
if (A_CheckEnemySprite(&sprite[i]) == 1)
{
if (sprite[sn].picnum == RPG)
sprite[sn].extra <<= 1;
if ((PN != DRONE) && (PN != ROTATEGUN) && (PN != COMMANDER) && (PN < GREENSLIME || PN > GREENSLIME+7))
if (sprite[sn].picnum != FREEZEBLAST)
if (!A_CheckSpriteFlags(i, SFLAG_BADGUY) || A_CheckSpriteFlags(i, SFLAG_HURTSPAWNBLOOD))
{
j = A_Spawn(sn,JIBS6);
if (sprite[sn].pal == 6)
sprite[j].pal = 6;
sprite[j].z += (4<<8);
sprite[j].xvel = 16;
sprite[j].xrepeat = sprite[j].yrepeat = 24;
sprite[j].ang += 32-(krand()&63);
}
j = sprite[sn].owner;
if (j >= 0 && sprite[j].picnum == APLAYER && PN != ROTATEGUN && PN != DRONE)
if (g_player[P_Get(j)].ps->curr_weapon == SHOTGUN_WEAPON)
if (!A_CheckSpriteFlags(i, SFLAG_BADGUY) || A_CheckSpriteFlags(i, SFLAG_HURTSPAWNBLOOD))
{
A_Shoot(i,BLOODSPLAT3);
A_Shoot(i,BLOODSPLAT1);
A_Shoot(i,BLOODSPLAT2);
A_Shoot(i,BLOODSPLAT4);
}
if (!A_CheckSpriteFlags(i, SFLAG_NODAMAGEPUSH))
{
if (sprite[i].extra > 0)
{
if ((sprite[i].cstat&48) == 0)
SA = (sprite[sn].ang+1024)&2047;
sprite[i].xvel = -(sprite[sn].extra<<2);
j = SECT;
pushmove((vec3_t *)&sprite[i],&j,128L,(4L<<8),(4L<<8),CLIPMASK0);
if (j != SECT && (unsigned)j < MAXSECTORS)
changespritesect(i,j);
}
}
if (sprite[i].statnum == STAT_ZOMBIEACTOR)
{
changespritestat(i, STAT_ACTOR);
actor[i].timetosleep = SLEEPTIME;
}
if ((sprite[i].xrepeat < 24 || PN == SHARK) && sprite[sn].picnum == SHRINKSPARK)
return;
}
if (sprite[i].statnum != STAT_ZOMBIEACTOR)
{
if (sprite[sn].picnum == FREEZEBLAST && ((PN == APLAYER && sprite[i].pal == 1) || (g_freezerSelfDamage == 0 && sprite[sn].owner == i)))
return;
actor[i].picnum = sprite[sn].picnum;
actor[i].extra += sprite[sn].extra;
actor[i].ang = sprite[sn].ang;
actor[i].owner = sprite[sn].owner;
}
if (sprite[i].statnum == STAT_PLAYER)
{
DukePlayer_t *ps = g_player[P_Get(i)].ps;
if (ps->newowner >= 0)
G_ClearCameraView(ps);
if (sprite[i].xrepeat < 24 && sprite[sn].picnum == SHRINKSPARK)
return;
if (sprite[actor[i].owner].picnum != APLAYER)
if (ud.player_skill >= 3)
sprite[sn].extra += (sprite[sn].extra>>1);
}
}
break;
}
}
void G_AlignWarpElevators(void)
{
int32_t i, j;
for (SPRITES_OF(STAT_EFFECTOR, i))
{
if (SLT == SE_17_WARP_ELEVATOR && SS > 16)
{
for (SPRITES_OF(STAT_EFFECTOR, j))
{
if (i != j && sprite[j].lotag == SE_17_WARP_ELEVATOR && SHT == sprite[j].hitag)
{
sector[sprite[j].sectnum].floorz = sector[SECT].floorz;
sector[sprite[j].sectnum].ceilingz = sector[SECT].ceilingz;
}
}
}
}
}
static int32_t P_CheckDetonatorSpecialCase(DukePlayer_t *const p, int32_t weapid)
{
if (weapid == HANDBOMB_WEAPON && p->ammo_amount[HANDBOMB_WEAPON] == 0)
{
int32_t k = headspritestat[STAT_ACTOR];
while (k >= 0)
{
if (sprite[k].picnum == HEAVYHBOMB && sprite[k].owner == p->i)
return 1;
k = nextspritestat[k];
}
}
return 0;
}
void P_HandleSharedKeys(int32_t nPlayer)
{
DukePlayer_t *const pPlayer = g_player[nPlayer].ps;
if (pPlayer->cheat_phase == 1) return;
uint32_t nPlayerBits = g_player[nPlayer].sync->bits, j;
// 1<<0 = jump
// 1<<1 = crouch
// 1<<2 = fire
// 1<<3 = aim up
// 1<<4 = aim down
// 1<<5 = run
// 1<<6 = look left
// 1<<7 = look right
// 15<<8 = !weapon selection (bits 8-11)
// 1<<12 = !steroids
// 1<<13 = look up
// 1<<14 = look down
// 1<<15 = !nightvis
// 1<<16 = !medkit
// 1<<17 = (multiflag==1) ? changes meaning of bits 18 and 19
// 1<<18 = centre view
// 1<<19 = !holster weapon
// 1<<20 = !inventory left
// 1<<21 = !pause
// 1<<22 = !quick kick
// 1<<23 = aim mode
// 1<<24 = !holoduke
// 1<<25 = !jetpack
// 1<<26 = g_gameQuit
// 1<<27 = !inventory right
// 1<<28 = !turn around
// 1<<29 = !open
// 1<<30 = !inventory
// 1<<31 = !escape
int const nAimMode = pPlayer->aim_mode;
pPlayer->aim_mode = (nPlayerBits>>SK_AIMMODE)&1;
if (pPlayer->aim_mode < nAimMode)
pPlayer->return_to_center = 9;
if (TEST_SYNC_KEY(nPlayerBits, SK_QUICK_KICK) && pPlayer->quick_kick == 0)
if (PWEAPON(nPlayer, pPlayer->curr_weapon, WorksLike) != KNEE_WEAPON || pPlayer->kickback_pic == 0)
{
if (VM_OnEvent(EVENT_QUICKKICK,g_player[nPlayer].ps->i,nPlayer) == 0)
{
pPlayer->quick_kick = 14;
if (pPlayer->fta == 0 || pPlayer->ftq == 80)
P_DoQuote(QUOTE_MIGHTY_FOOT,pPlayer);
}
}
j = nPlayerBits & ((15u<<SK_WEAPON_BITS)|BIT(SK_STEROIDS)|BIT(SK_NIGHTVISION)|BIT(SK_MEDKIT)|BIT(SK_QUICK_KICK)| \
BIT(SK_HOLSTER)|BIT(SK_INV_LEFT)|BIT(SK_PAUSE)|BIT(SK_HOLODUKE)|BIT(SK_JETPACK)|BIT(SK_INV_RIGHT)| \
BIT(SK_TURNAROUND)|BIT(SK_OPEN)|BIT(SK_INVENTORY)|BIT(SK_ESCAPE));
nPlayerBits = j & ~pPlayer->interface_toggle_flag;
pPlayer->interface_toggle_flag |= nPlayerBits | ((nPlayerBits&0xf00)?0xf00:0);
pPlayer->interface_toggle_flag &= j | ((j&0xf00)?0xf00:0);
if (nPlayerBits && TEST_SYNC_KEY(nPlayerBits, SK_MULTIFLAG) == 0)
{
if (TEST_SYNC_KEY(nPlayerBits, SK_PAUSE))
{
KB_ClearKeyDown(sc_Pause);
if (ud.pause_on)
ud.pause_on = 0;
else ud.pause_on = 1+SHIFTS_IS_PRESSED;
if (ud.pause_on)
{
S_PauseMusic(1);
S_PauseSounds(1);
}
else
{
if (ud.config.MusicToggle) S_PauseMusic(0);
S_PauseSounds(0);
pub = NUMPAGES;
pus = NUMPAGES;
}
}
if (ud.pause_on) return;
if (sprite[pPlayer->i].extra <= 0) return; // if dead...
if (TEST_SYNC_KEY(nPlayerBits, SK_INVENTORY) && pPlayer->newowner == -1) // inventory button generates event for selected item
{
if (VM_OnEvent(EVENT_INVENTORY,g_player[nPlayer].ps->i,nPlayer) == 0)
{
switch (pPlayer->inven_icon)
{
case ICON_JETPACK: nPlayerBits |= BIT(SK_JETPACK); break;
case ICON_HOLODUKE: nPlayerBits |= BIT(SK_HOLODUKE); break;
case ICON_HEATS: nPlayerBits |= BIT(SK_NIGHTVISION); break;
case ICON_FIRSTAID: nPlayerBits |= BIT(SK_MEDKIT); break;
case ICON_STEROIDS: nPlayerBits |= BIT(SK_STEROIDS); break;
}
}
}
if (TEST_SYNC_KEY(nPlayerBits, SK_NIGHTVISION))
{
if (VM_OnEvent(EVENT_USENIGHTVISION,g_player[nPlayer].ps->i,nPlayer) == 0
&& pPlayer->inv_amount[GET_HEATS] > 0)
{
pPlayer->heat_on = !pPlayer->heat_on;
P_UpdateScreenPal(pPlayer);
pPlayer->inven_icon = ICON_HEATS;
A_PlaySound(NITEVISION_ONOFF,pPlayer->i);
P_DoQuote(QUOTE_NVG_OFF-!!pPlayer->heat_on,pPlayer);
}
}
if (TEST_SYNC_KEY(nPlayerBits, SK_STEROIDS))
{
if (VM_OnEvent(EVENT_USESTEROIDS,g_player[nPlayer].ps->i,nPlayer) == 0)
{
if (pPlayer->inv_amount[GET_STEROIDS] == 400)
{
pPlayer->inv_amount[GET_STEROIDS]--;
A_PlaySound(DUKE_TAKEPILLS,pPlayer->i);
P_DoQuote(QUOTE_USED_STEROIDS,pPlayer);
}
if (pPlayer->inv_amount[GET_STEROIDS] > 0)
pPlayer->inven_icon = ICON_STEROIDS;
}
return; // is there significance to returning?
}
if (pPlayer->refresh_inventory)
nPlayerBits |= BIT(SK_INV_LEFT); // emulate move left...
if (pPlayer->newowner == -1 && (TEST_SYNC_KEY(nPlayerBits, SK_INV_LEFT) || TEST_SYNC_KEY(nPlayerBits, SK_INV_RIGHT)))
{
pPlayer->invdisptime = GAMETICSPERSEC*2;
int const nInventoryRight = !!(TEST_SYNC_KEY(nPlayerBits, SK_INV_RIGHT));
if (pPlayer->refresh_inventory) pPlayer->refresh_inventory = 0;
int32_t nInventory = pPlayer->inven_icon;
int i = 0;
CHECKINV1:
if (i < 9)
{
i++;
switch (nInventory)
{
case ICON_JETPACK:
case ICON_SCUBA:
case ICON_STEROIDS:
case ICON_HOLODUKE:
case ICON_HEATS:
if (pPlayer->inv_amount[icon_to_inv[nInventory]] > 0 && i > 1)
break;
if (nInventoryRight)
nInventory++;
else
nInventory--;
goto CHECKINV1;
case ICON_NONE:
case ICON_FIRSTAID:
if (pPlayer->inv_amount[GET_FIRSTAID] > 0 && i > 1)
break;
nInventory = nInventoryRight ? 2 : 7;
goto CHECKINV1;
case ICON_BOOTS:
if (pPlayer->inv_amount[GET_BOOTS] > 0 && i > 1)
break;
nInventory = nInventoryRight ? 1 : 6;
goto CHECKINV1;
}
}
else nInventory = 0;
if (TEST_SYNC_KEY(nPlayerBits, SK_INV_LEFT)) // Inventory_Left
{
/*Gv_SetVar(g_iReturnVarID,dainv,g_player[snum].ps->i,snum);*/
nInventory = VM_OnEventWithReturn(EVENT_INVENTORYLEFT,g_player[nPlayer].ps->i,nPlayer, nInventory);
}
else if (TEST_SYNC_KEY(nPlayerBits, SK_INV_RIGHT)) // Inventory_Right
{
/*Gv_SetVar(g_iReturnVarID,dainv,g_player[snum].ps->i,snum);*/
nInventory = VM_OnEventWithReturn(EVENT_INVENTORYRIGHT,g_player[nPlayer].ps->i,nPlayer, nInventory);
}
if (nInventory >= 1)
{
pPlayer->inven_icon = nInventory;
if (nInventory || pPlayer->inv_amount[GET_FIRSTAID])
{
static const int32_t i[8] = { QUOTE_MEDKIT, QUOTE_STEROIDS, QUOTE_HOLODUKE,
QUOTE_JETPACK, QUOTE_NVG, QUOTE_SCUBA, QUOTE_BOOTS, 0 };
if (nInventory>=1 && nInventory<=9)
P_DoQuote(i[nInventory-1], pPlayer);
}
}
}
j = ((nPlayerBits&(15<<SK_WEAPON_BITS))>>SK_WEAPON_BITS) - 1;
switch ((int32_t)j)
{
case -1:
break;
default:
j = VM_OnEventWithReturn(EVENT_WEAPKEY1+j,pPlayer->i,nPlayer, j);
break;
case 10:
j = VM_OnEventWithReturn(EVENT_PREVIOUSWEAPON,pPlayer->i,nPlayer, j);
break;
case 11:
j = VM_OnEventWithReturn(EVENT_NEXTWEAPON,pPlayer->i,nPlayer, j);
break;
}
// NOTE: it is assumed that the above events return either -1 or a
// valid weapon index. Presumably, neither other negative numbers nor
// positive ones >= MAX_WEAPONS are allowed. However, the code below is
// a bit inconsistent in checking "j".
if (pPlayer->reloading == 1)
j = -1;
else if ((uint32_t)j < MAX_WEAPONS && pPlayer->kickback_pic == 1 && pPlayer->weapon_pos == 1)
{
pPlayer->wantweaponfire = j;
pPlayer->kickback_pic = 0;
}
if ((int32_t)j != -1 && pPlayer->last_pissed_time <= (GAMETICSPERSEC * 218) && pPlayer->show_empty_weapon == 0 &&
pPlayer->kickback_pic == 0 && pPlayer->quick_kick == 0 && sprite[pPlayer->i].xrepeat > 32 && pPlayer->access_incs == 0 &&
pPlayer->knee_incs == 0)
{
// if( ( p->weapon_pos == 0 || ( p->holster_weapon && p->weapon_pos == WEAPON_POS_LOWER ) ))
{
if (j == 10 || j == 11)
{
int nWeapon = pPlayer->curr_weapon;
j = (j == 10 ? -1 : 1); // JBF: prev (-1) or next (1) weapon choice
int i = nWeapon;
while ((nWeapon >= 0 && nWeapon < 11) || (PLUTOPAK && nWeapon == GROW_WEAPON))
{
// this accounts for the expander when handling next/previous
switch (nWeapon)
{
case DEVISTATOR_WEAPON:
if ((int32_t) j == -1)
{
if (PLUTOPAK)
nWeapon = GROW_WEAPON;
else
nWeapon--;
}
else
nWeapon++;
break;
case GROW_WEAPON:
nWeapon = ((int32_t) j == -1) ? SHRINKER_WEAPON : DEVISTATOR_WEAPON;
break;
case SHRINKER_WEAPON:
if ((int32_t)j == 1)
{
if (PLUTOPAK)
nWeapon = GROW_WEAPON;
else
nWeapon++;
}
else
nWeapon--;
break;
case HANDREMOTE_WEAPON:
i = nWeapon = HANDBOMB_WEAPON;
default:
nWeapon += j;
break;
}
if (nWeapon == -1) nWeapon = FREEZE_WEAPON;
else if (nWeapon == 10) nWeapon = KNEE_WEAPON;
if (((pPlayer->gotweapon & (1<<nWeapon)) && pPlayer->ammo_amount[nWeapon] > 0) || P_CheckDetonatorSpecialCase(pPlayer, nWeapon))
{
j = nWeapon;
break;
}
if (i == nWeapon) // absolutely no weapons, so use foot
{
j = KNEE_WEAPON;
break;
}
}
if (j == SHRINKER_WEAPON)
pPlayer->subweapon &= ~(1 << GROW_WEAPON);
else if (j == GROW_WEAPON)
pPlayer->subweapon |= (1<<GROW_WEAPON);
}
P_SetWeaponGamevars(nPlayer, pPlayer);
j = VM_OnEventWithReturn(EVENT_SELECTWEAPON,pPlayer->i,nPlayer, j);
// XXX: any signifcance to "<= MAX_WEAPONS" instead of "<"?
if ((int32_t)j != -1 && j <= MAX_WEAPONS)
{
if (P_CheckDetonatorSpecialCase(pPlayer, j))
{
pPlayer->gotweapon |= (1<<HANDBOMB_WEAPON);
j = HANDREMOTE_WEAPON;
}
if (j == SHRINKER_WEAPON && PLUTOPAK) // JBF 20040116: so we don't select the grower with v1.3d
{
if (screenpeek == nPlayer) pus = NUMPAGES;
if (pPlayer->curr_weapon != GROW_WEAPON && pPlayer->curr_weapon != SHRINKER_WEAPON)
{
if (pPlayer->ammo_amount[GROW_WEAPON] > 0)
{
if ((pPlayer->subweapon&(1<<GROW_WEAPON)) == (1<<GROW_WEAPON))
j = GROW_WEAPON;
else if (pPlayer->ammo_amount[SHRINKER_WEAPON] == 0)
{
j = GROW_WEAPON;
pPlayer->subweapon |= (1<<GROW_WEAPON);
}
}
else if (pPlayer->ammo_amount[SHRINKER_WEAPON] > 0)
pPlayer->subweapon &= ~(1<<GROW_WEAPON);
}
else if (pPlayer->curr_weapon == SHRINKER_WEAPON)
{
pPlayer->subweapon |= (1<<GROW_WEAPON);
j = GROW_WEAPON;
}
else
pPlayer->subweapon &= ~(1<<GROW_WEAPON);
}
if (pPlayer->holster_weapon)
{
nPlayerBits |= BIT(SK_HOLSTER);
pPlayer->weapon_pos = WEAPON_POS_LOWER;
}
else if ((uint32_t)j < MAX_WEAPONS && (pPlayer->gotweapon & (1<<j)) && (uint32_t)pPlayer->curr_weapon != j)
switch (j)
{
case PISTOL_WEAPON:
case SHOTGUN_WEAPON:
case CHAINGUN_WEAPON:
case RPG_WEAPON:
case DEVISTATOR_WEAPON:
case FREEZE_WEAPON:
case GROW_WEAPON:
case SHRINKER_WEAPON:
if (pPlayer->ammo_amount[j] == 0 && pPlayer->show_empty_weapon == 0)
{
pPlayer->last_full_weapon = pPlayer->curr_weapon;
pPlayer->show_empty_weapon = 32;
}
case KNEE_WEAPON:
case HANDREMOTE_WEAPON:
P_AddWeapon(pPlayer, j, 1);
break;
case HANDBOMB_WEAPON:
case TRIPBOMB_WEAPON:
if (pPlayer->ammo_amount[j] > 0 && (pPlayer->gotweapon & (1<<j)))
P_AddWeapon(pPlayer, j, 1);
break;
}
}
}
}
if (TEST_SYNC_KEY(nPlayerBits, SK_HOLODUKE) && (pPlayer->newowner == -1 || pPlayer->holoduke_on != -1))
{
if (pPlayer->holoduke_on == -1)
{
if (VM_OnEvent(EVENT_HOLODUKEON,g_player[nPlayer].ps->i,nPlayer) == 0)
{
if (pPlayer->inv_amount[GET_HOLODUKE] > 0)
{
pPlayer->inven_icon = ICON_HOLODUKE;
if (pPlayer->cursectnum > -1)
{
int const i = A_InsertSprite(pPlayer->cursectnum, pPlayer->pos.x, pPlayer->pos.y,
pPlayer->pos.z+(30<<8), APLAYER, -64, 0, 0, pPlayer->ang, 0, 0, -1, 10);
pPlayer->holoduke_on = i;
T4 = T5 = 0;
sprite[i].yvel = nPlayer;
sprite[i].extra = 0;
P_DoQuote(QUOTE_HOLODUKE_ON,pPlayer);
A_PlaySound(TELEPORTER,pPlayer->holoduke_on);
}
}
else P_DoQuote(QUOTE_HOLODUKE_NOT_FOUND,pPlayer);
}
}
else
{
if (VM_OnEvent(EVENT_HOLODUKEOFF,g_player[nPlayer].ps->i,nPlayer) == 0)
{
A_PlaySound(TELEPORTER,pPlayer->holoduke_on);
pPlayer->holoduke_on = -1;
P_DoQuote(QUOTE_HOLODUKE_OFF,pPlayer);
}
}
}
if (TEST_SYNC_KEY(nPlayerBits, SK_MEDKIT))
{
if (VM_OnEvent(EVENT_USEMEDKIT,g_player[nPlayer].ps->i,nPlayer) == 0)
{
if (pPlayer->inv_amount[GET_FIRSTAID] > 0 && sprite[pPlayer->i].extra < pPlayer->max_player_health)
{
j = pPlayer->max_player_health-sprite[pPlayer->i].extra;
if ((uint32_t)pPlayer->inv_amount[GET_FIRSTAID] > j)
{
pPlayer->inv_amount[GET_FIRSTAID] -= j;
sprite[pPlayer->i].extra = pPlayer->max_player_health;
pPlayer->inven_icon = ICON_FIRSTAID;
}
else
{
sprite[pPlayer->i].extra += pPlayer->inv_amount[GET_FIRSTAID];
pPlayer->inv_amount[GET_FIRSTAID] = 0;
P_SelectNextInvItem(pPlayer);
}
A_PlaySound(DUKE_USEMEDKIT,pPlayer->i);
}
}
}
if ((pPlayer->newowner == -1 || pPlayer->jetpack_on) && TEST_SYNC_KEY(nPlayerBits, SK_JETPACK))
{
if (VM_OnEvent(EVENT_USEJETPACK,g_player[nPlayer].ps->i,nPlayer) == 0)
{
if (pPlayer->inv_amount[GET_JETPACK] > 0)
{
pPlayer->jetpack_on = !pPlayer->jetpack_on;
if (pPlayer->jetpack_on)
{
pPlayer->inven_icon = ICON_JETPACK;
if (pPlayer->scream_voice > FX_Ok)
{
FX_StopSound(pPlayer->scream_voice);
pPlayer->scream_voice = -1;
}
A_PlaySound(DUKE_JETPACK_ON,pPlayer->i);
P_DoQuote(QUOTE_JETPACK_ON,pPlayer);
}
else
{
pPlayer->hard_landing = 0;
pPlayer->vel.z = 0;
A_PlaySound(DUKE_JETPACK_OFF,pPlayer->i);
S_StopEnvSound(DUKE_JETPACK_IDLE,pPlayer->i);
S_StopEnvSound(DUKE_JETPACK_ON,pPlayer->i);
P_DoQuote(QUOTE_JETPACK_OFF,pPlayer);
}
}
else P_DoQuote(QUOTE_JETPACK_NOT_FOUND,pPlayer);
}
}
if (TEST_SYNC_KEY(nPlayerBits, SK_TURNAROUND) && pPlayer->one_eighty_count == 0)
if (VM_OnEvent(EVENT_TURNAROUND,pPlayer->i,nPlayer) == 0)
pPlayer->one_eighty_count = -1024;
}
}
int32_t A_CheckHitSprite(int32_t i, int16_t *hitsp)
{
hitdata_t hit;
int32_t zoff = 0;
if (A_CheckEnemySprite( &sprite[i]))
zoff = (42<<8);
else if (PN == APLAYER)
zoff = (39<<8);
SZ -= zoff;
hitscan((const vec3_t *)&sprite[i],SECT,
sintable[(SA+512)&2047],
sintable[SA&2047],
0,&hit,CLIPMASK1);
SZ += zoff;
if (hitsp)
*hitsp = hit.sprite;
if (hit.wall >= 0 && (wall[hit.wall].cstat&16) && A_CheckEnemySprite( &sprite[i]))
return 1<<30;
return FindDistance2D(hit.pos.x-SX,hit.pos.y-SY);
}
static int32_t P_FindWall(DukePlayer_t *pPlayer, int16_t *pHitWall)
{
hitdata_t hit;
hitscan((const vec3_t *)pPlayer, pPlayer->cursectnum, sintable[(pPlayer->ang + 512) & 2047],
sintable[pPlayer->ang & 2047], 0, &hit, CLIPMASK0);
*pHitWall = hit.wall;
if (hit.wall < 0)
return INT32_MAX;
return FindDistance2D(hit.pos.x - pPlayer->pos.x, hit.pos.y - pPlayer->pos.y);
}
// returns 1 if sprite i should not be considered by neartag
static int32_t our_neartag_blacklist(int32_t i)
{
return sprite[i].picnum >= SECTOREFFECTOR__STATIC && sprite[i].picnum <= GPSPEED__STATIC;
}
static void G_ClearCameras(DukePlayer_t *p)
{
G_ClearCameraView(p);
if (I_EscapeTrigger())
I_EscapeTriggerClear();
}
void P_CheckSectors(int nPlayer)
{
DukePlayer_t *const pPlayer = g_player[nPlayer].ps;
if (pPlayer->cursectnum > -1)
switch (sector[pPlayer->cursectnum].lotag)
{
case 32767:
sector[pPlayer->cursectnum].lotag = 0;
P_DoQuote(QUOTE_FOUND_SECRET,pPlayer);
pPlayer->secret_rooms++;
return;
case UINT16_MAX:
sector[pPlayer->cursectnum].lotag = 0;
P_EndLevel();
return;
case UINT16_MAX-1:
sector[pPlayer->cursectnum].lotag = 0;
pPlayer->timebeforeexit = GAMETICSPERSEC*8;
pPlayer->customexitsound = sector[pPlayer->cursectnum].hitag;
return;
default:
if (sector[pPlayer->cursectnum].lotag >= 10000 && sector[pPlayer->cursectnum].lotag < 16383)
{
if (nPlayer == screenpeek || (GametypeFlags[ud.coop]&GAMETYPE_COOPSOUND))
A_PlaySound(sector[pPlayer->cursectnum].lotag-10000,pPlayer->i);
sector[pPlayer->cursectnum].lotag = 0;
}
break;
}
//After this point the the player effects the map with space
if (pPlayer->gm &MODE_TYPE || sprite[pPlayer->i].extra <= 0)
return;
if (TEST_SYNC_KEY(g_player[nPlayer].sync->bits, SK_OPEN))
{
if (VM_OnEvent(EVENT_USE, pPlayer->i, nPlayer) != 0)
g_player[nPlayer].sync->bits &= ~BIT(SK_OPEN);
}
if (ud.cashman && TEST_SYNC_KEY(g_player[nPlayer].sync->bits, SK_OPEN))
A_SpawnMultiple(pPlayer->i, MONEY, 2);
if (pPlayer->newowner >= 0)
{
if (klabs(g_player[nPlayer].sync->svel) > 768 || klabs(g_player[nPlayer].sync->fvel) > 768)
{
G_ClearCameras(pPlayer);
return;
}
}
if (!TEST_SYNC_KEY(g_player[nPlayer].sync->bits, SK_OPEN) && !TEST_SYNC_KEY(g_player[nPlayer].sync->bits, SK_ESCAPE))
pPlayer->toggle_key_flag = 0;
else if (!pPlayer->toggle_key_flag)
{
int16_t hitscanwall;
int16_t neartagsector, neartagwall, neartagsprite;
int32_t neartaghitdist;
if (TEST_SYNC_KEY(g_player[nPlayer].sync->bits, SK_ESCAPE))
{
if (pPlayer->newowner >= 0)
G_ClearCameras(pPlayer);
return;
}
neartagsprite = -1;
pPlayer->toggle_key_flag = 1;
hitscanwall = -1;
int32_t i = P_FindWall(pPlayer,&hitscanwall);
if (hitscanwall >= 0 && i < 1280 && wall[hitscanwall].overpicnum == MIRROR)
if (wall[hitscanwall].lotag > 0 && !A_CheckSoundPlaying(pPlayer->i,wall[hitscanwall].lotag) && nPlayer == screenpeek)
{
A_PlaySound(wall[hitscanwall].lotag,pPlayer->i);
return;
}
if (hitscanwall >= 0 && (wall[hitscanwall].cstat&16))
if (wall[hitscanwall].lotag)
return;
if (pPlayer->newowner >= 0)
neartag(pPlayer->opos.x,pPlayer->opos.y,pPlayer->opos.z,sprite[pPlayer->i].sectnum,pPlayer->oang,&neartagsector,
&neartagwall,&neartagsprite,&neartaghitdist, 1280, 1, our_neartag_blacklist);
else
{
neartag(pPlayer->pos.x,pPlayer->pos.y,pPlayer->pos.z,sprite[pPlayer->i].sectnum,pPlayer->oang,&neartagsector,
&neartagwall,&neartagsprite,&neartaghitdist, 1280, 1, our_neartag_blacklist);
if (neartagsprite == -1 && neartagwall == -1 && neartagsector == -1)
neartag(pPlayer->pos.x,pPlayer->pos.y,pPlayer->pos.z+(8<<8),sprite[pPlayer->i].sectnum,pPlayer->oang,&neartagsector,
&neartagwall,&neartagsprite,&neartaghitdist, 1280, 1, our_neartag_blacklist);
if (neartagsprite == -1 && neartagwall == -1 && neartagsector == -1)
neartag(pPlayer->pos.x,pPlayer->pos.y,pPlayer->pos.z+ZOFFSET2,sprite[pPlayer->i].sectnum,pPlayer->oang,&neartagsector,
&neartagwall,&neartagsprite,&neartaghitdist, 1280, 1, our_neartag_blacklist);
if (neartagsprite == -1 && neartagwall == -1 && neartagsector == -1)
{
neartag(pPlayer->pos.x,pPlayer->pos.y,pPlayer->pos.z+ZOFFSET2,sprite[pPlayer->i].sectnum,pPlayer->oang,&neartagsector,
&neartagwall,&neartagsprite,&neartaghitdist, 1280, 3, our_neartag_blacklist);
if (neartagsprite >= 0)
{
switch (DYNAMICTILEMAP(sprite[neartagsprite].picnum))
{
case FEM1__STATIC:
case FEM2__STATIC:
case FEM3__STATIC:
case FEM4__STATIC:
case FEM5__STATIC:
case FEM6__STATIC:
case FEM7__STATIC:
case FEM8__STATIC:
case FEM9__STATIC:
case FEM10__STATIC:
case PODFEM1__STATIC:
case NAKED1__STATIC:
case STATUE__STATIC:
case TOUGHGAL__STATIC:
return;
}
}
neartagsprite = -1;
neartagwall = -1;
neartagsector = -1;
}
}
if (pPlayer->newowner == -1 && neartagsprite == -1 && neartagsector == -1 && neartagwall == -1)
if (isanunderoperator(sector[sprite[pPlayer->i].sectnum].lotag))
neartagsector = sprite[pPlayer->i].sectnum;
if (neartagsector >= 0 && (sector[neartagsector].lotag&16384))
return;
if (neartagsprite == -1 && neartagwall == -1)
if (pPlayer->cursectnum >= 0 && sector[pPlayer->cursectnum].lotag == 2)
{
int32_t oldz = A_CheckHitSprite(pPlayer->i,&neartagsprite);
if (oldz > 1280)
neartagsprite = -1;
}
if (neartagsprite >= 0)
{
if (P_ActivateSwitch(nPlayer, neartagsprite, 1))
return;
switch (DYNAMICTILEMAP(sprite[neartagsprite].picnum))
{
case TOILET__STATIC:
case STALL__STATIC:
if (pPlayer->last_pissed_time == 0)
{
if (ud.lockout == 0) A_PlaySound(DUKE_URINATE,pPlayer->i);
pPlayer->last_pissed_time = GAMETICSPERSEC*220;
pPlayer->transporter_hold = 29*2;
if (pPlayer->holster_weapon == 0)
{
pPlayer->holster_weapon = 1;
pPlayer->weapon_pos = -1;
}
if (sprite[pPlayer->i].extra <= (pPlayer->max_player_health-(pPlayer->max_player_health/10)))
{
sprite[pPlayer->i].extra += pPlayer->max_player_health/10;
pPlayer->last_extra = sprite[pPlayer->i].extra;
}
else if (sprite[pPlayer->i].extra < pPlayer->max_player_health)
sprite[pPlayer->i].extra = pPlayer->max_player_health;
}
else if (!A_CheckSoundPlaying(neartagsprite,FLUSH_TOILET))
A_PlaySound(FLUSH_TOILET,neartagsprite);
return;
case NUKEBUTTON__STATIC:
{
int16_t j;
P_FindWall(pPlayer, &j);
if (j >= 0 && wall[j].overpicnum == 0)
if (actor[neartagsprite].t_data[0] == 0)
{
if (ud.noexits && (g_netServer || ud.multimode > 1))
{
// NUKEBUTTON frags the player
actor[pPlayer->i].picnum = NUKEBUTTON;
actor[pPlayer->i].extra = 250;
}
else
{
actor[neartagsprite].t_data[0] = 1;
sprite[neartagsprite].owner = pPlayer->i;
ud.secretlevel =
(pPlayer->buttonpalette = sprite[neartagsprite].pal) ? sprite[neartagsprite].lotag : 0;
}
}
return;
}
case WATERFOUNTAIN__STATIC:
if (actor[neartagsprite].t_data[0] != 1)
{
actor[neartagsprite].t_data[0] = 1;
sprite[neartagsprite].owner = pPlayer->i;
if (sprite[pPlayer->i].extra < pPlayer->max_player_health)
{
sprite[pPlayer->i].extra++;
A_PlaySound(DUKE_DRINKING,pPlayer->i);
}
}
return;
case PLUG__STATIC:
A_PlaySound(SHORT_CIRCUIT,pPlayer->i);
sprite[pPlayer->i].extra -= 2+(krand()&3);
P_PalFrom(pPlayer, 32, 48,48,64);
break;
case VIEWSCREEN__STATIC:
case VIEWSCREEN2__STATIC:
// Try to find a camera sprite for the viewscreen.
for (SPRITES_OF(STAT_ACTOR, i))
{
if (PN == CAMERA1 && SP == 0 && sprite[neartagsprite].hitag == SLT)
{
sprite[i].yvel = 1; // Using this camera
A_PlaySound(MONITOR_ACTIVE,pPlayer->i);
sprite[neartagsprite].owner = i;
sprite[neartagsprite].yvel = 1; // VIEWSCREEN_YVEL
g_curViewscreen = neartagsprite;
{
int32_t j = pPlayer->cursectnum;
pPlayer->cursectnum = SECT;
P_UpdateScreenPal(pPlayer);
pPlayer->cursectnum = j;
}
// parallaxtype = 2;
pPlayer->newowner = i;
P_UpdatePosWhenViewingCam(pPlayer);
return;
}
}
G_ClearCameras(pPlayer);
return;
} // switch
}
if (TEST_SYNC_KEY(g_player[nPlayer].sync->bits, SK_OPEN) == 0)
return;
if (pPlayer->newowner >= 0)
{
G_ClearCameras(pPlayer);
return;
}
if (neartagwall == -1 && neartagsector == -1 && neartagsprite == -1)
if (klabs(A_GetHitscanRange(pPlayer->i)) < 512)
{
if ((krand()&255) < 16)
A_PlaySound(DUKE_SEARCH2,pPlayer->i);
else A_PlaySound(DUKE_SEARCH,pPlayer->i);
return;
}
if (neartagwall >= 0)
{
if (wall[neartagwall].lotag > 0 && CheckDoorTile(wall[neartagwall].picnum))
{
if (hitscanwall == neartagwall || hitscanwall == -1)
P_ActivateSwitch(nPlayer,neartagwall,0);
return;
}
else if (pPlayer->newowner >= 0)
{
G_ClearCameras(pPlayer);
return;
}
}
if (neartagsector >= 0 && (sector[neartagsector].lotag&16384) == 0 &&
isanearoperator(sector[neartagsector].lotag))
{
int32_t i;
for (SPRITES_OF_SECT(neartagsector, i))
{
if (PN == ACTIVATOR || PN == MASTERSWITCH)
return;
}
G_OperateSectors(neartagsector,pPlayer->i);
}
else if ((sector[sprite[pPlayer->i].sectnum].lotag&16384) == 0)
{
if (isanunderoperator(sector[sprite[pPlayer->i].sectnum].lotag))
{
for (SPRITES_OF_SECT(sprite[pPlayer->i].sectnum, i))
{
if (PN == ACTIVATOR || PN == MASTERSWITCH)
return;
}
G_OperateSectors(sprite[pPlayer->i].sectnum,pPlayer->i);
}
else P_ActivateSwitch(nPlayer,neartagwall,0);
}
}
}