raze-gles/source/sw/src/break.cpp

1133 lines
35 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
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.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "build.h"
#include "names2.h"
#include "panel.h"
#include "game.h"
#include "tags.h"
#include "sprite.h"
#include "sector.h"
#include "light.h"
#include "weapon.h"
#include "break.h"
BEGIN_SW_NS
BREAK_INFOp GlobBreakInfo;
static int SectorOfWall(short theline);
static void DoWallBreakSpriteMatch(short match);
BREAK_INFO WallBreakInfo[] =
{
{ 60, -1, SHRAP_METAL, BF_KILL, 0 },
{ 82, -1, SHRAP_METAL, BF_KILL, 0 },
{ 1, 3593, SHRAP_METAL, 0, 0 },
//{ 13, -1, SHRAP_PAPER },
//{ 14, -1, SHRAP_PAPER },
//{ 49, -1, SHRAP_PAPER },
//{ 52, -1, SHRAP_PAPER },
//{ 99, -1, SHRAP_PAPER },
//{ 102, -1, SHRAP_PAPER },
//{ 207, -1, SHRAP_PAPER },
{ 253, 255, SHRAP_GLASS, 0, 0 },
{ 254, 255, SHRAP_GLASS, 0, 0 },
{ 282, -1, SHRAP_GLASS, 0, 0 },
{ 283, 4974, SHRAP_METAL, 0, 0 },
{ 318, 599, SHRAP_GLASS, 0, 0},
{ 486, -1, SHRAP_METAL, 0, 0 },
{ 487, 3676, SHRAP_METAL, 0, 0 },
{ 628, 3585, SHRAP_METAL, 0, 0},
{ 630, 3586, SHRAP_METAL, 0, 0},
{ 633, 608, SHRAP_GLASS, 0, 0},
{ 634, 608, SHRAP_GLASS, 0, 0 },
{ 637, 3587, SHRAP_METAL, 0, 0},
{ 640, 3588, SHRAP_METAL, 0, 0},
{ 641, 3588, SHRAP_METAL, 0, 0},
{ 665, 3588, SHRAP_METAL, 0, 0},
{ 742, 3589, SHRAP_COIN, 0, 0},
{ 743, 3590, SHRAP_COIN, 0, 0},
{ 750, 608, SHRAP_GLASS, 0, 0},
{ 2667, 608, SHRAP_GLASS, 0, 0},
{ 2769, 3681, SHRAP_GLASS, 0, 0},
{ 2676, 3591, SHRAP_GLASS, 0, 0},
{ 2677, 3592, SHRAP_GLASS, 0, 0},
{ 2687, 2727, SHRAP_GLASS, 0, 0},
{ 2688, 2728, SHRAP_GLASS, 0, 0},
//{ 2714, 3593, SHRAP_GLASS},
{ 2732, 3594, SHRAP_GLASS, 0, 0},
{ 2777, 3683, SHRAP_METAL, 0, 0},
{ 2778, 2757, SHRAP_GLASS, 0, 0},
{ 2801, 3591, SHRAP_GLASS, 0, 0},
{ 2804, 3595, SHRAP_GLASS, 0, 0},
{ 2807, 3596, SHRAP_GLASS, 0, 0},
{ 2810, 4989, SHRAP_METAL, 0, 0},
{ 4890, 4910, SHRAP_METAL, 0, 0},
{ 4891, 4911, SHRAP_METAL, 0, 0},
{ 4892, 4912, SHRAP_METAL, 0, 0},
{ 4893, 4913, SHRAP_METAL, 0, 0},
{ 4894, 4914, SHRAP_METAL, 0, 0},
{ 4895, 4915, SHRAP_METAL, 0, 0},
{ 3336, 4940, SHRAP_COIN, 0, 0},
{ 3337, 4941, SHRAP_COIN, 0, 0},
{ 4885, 4888, SHRAP_METAL, 0, 0},
{ 4887, 4889, SHRAP_COIN, 0, 0},
{ 3350, 4942, SHRAP_GLASS, 0, 0},
{ 3351, 4943, SHRAP_METAL, 0, 0},
{ 3352, 4944, SHRAP_METAL, 0, 0},
{ 3353, 4945, SHRAP_METAL, 0, 0},
{ 4896, 4898, SHRAP_METAL, 0, 0},
{ 4897, 4899, SHRAP_METAL, 0, 0},
{ 3385, 4981, SHRAP_METALMIX, 0, 0},
{ 3389, 4982, SHRAP_METALMIX, 0, 0},
{ 3393, 4984, SHRAP_METALMIX, 0, 0},
{ 3397, 4983, SHRAP_METALMIX, 0, 0},
{ 3401, 4985, SHRAP_METALMIX, 0, 0},
{ 3405, 4986, SHRAP_METALMIX, 0, 0},
{ 3409, 4988, SHRAP_METALMIX, 0, 0},
{ 3413, 4987, SHRAP_METALMIX, 0, 0},
{ 253, 255, SHRAP_METALMIX, 0, 0},
{ 283, 4974, SHRAP_METALMIX, 0, 0},
{ 299, 4975, SHRAP_METALMIX, 0, 0},
{5078, 5079, SHRAP_METALMIX, 0, 0},
{5080, 5092, SHRAP_MARBELS, 0, 0},
{5083, 5093, SHRAP_MARBELS, 0, 0},
{5086, 5094, SHRAP_MARBELS, 0, 0},
{5089, 5095, SHRAP_MARBELS, 0, 0},
{4970, 4973, SHRAP_METAL, 0, 0},
{297, 4980, SHRAP_METAL, 0, 0},
{1, 4976, SHRAP_METAL, 0, 0},
{4917, 4918, SHRAP_METAL, 0, 0},
{4902, 4903, SHRAP_METAL, 0, 0},
};
BREAK_INFO SpriteBreakInfo[] =
{
{ 60, -1, SHRAP_METAL, BF_KILL, 0},
{ 82, -1, SHRAP_METAL, BF_KILL, 0},
{ 138, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 253, 255, SHRAP_GLASS, 0, 0},
{ 254, 255, SHRAP_GLASS, 0, 0},
{ 270, -1, SHRAP_PAPER, BF_BURN, 0},
{ 271, -1, SHRAP_PAPER, BF_BURN, 0},
{ 272, -1, SHRAP_WOOD, 0, 0},
{ 274, -1, SHRAP_PAPER, BF_BURN, 0},
//{ 276, -1, SHRAP_WOOD },
//{ 277, -1, SHRAP_WOOD },
//{ 278, -1, SHRAP_WOOD },
{ 282, -1, SHRAP_GLASS, 0, 0},
{ 283, -1, SHRAP_METAL, 0, 0},
{ 297, -1, SHRAP_METAL, 0, 0},
{ 299, -1, SHRAP_METAL, 0, 0},
{ 363, -1, SHRAP_METAL, BF_KILL, 0},
{ 365, -1, SHRAP_STONE, BF_TOUGH|BF_KILL, 0},
{ 366, -1, SHRAP_METAL, BF_KILL,5},
{ 367, -1, SHRAP_WOOD, BF_KILL, 0},
{ 368, -1, SHRAP_GIBS, BF_KILL, 0},
{ 369, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 371, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 372, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 374, -1, SHRAP_STONE, BF_TOUGH|BF_KILL, 0},
{ 375, -1, SHRAP_STONE, BF_TOUGH|BF_KILL, 0},
{ 376, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 377, -1, SHRAP_STONE, BF_KILL, 0},
{ 379, -1, SHRAP_WOOD, BF_KILL, 0},
{ 380, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL, 0},
{ 385, -1, SHRAP_BLOOD, BF_KILL, 0},
{ 386, -1, SHRAP_GIBS, BF_KILL, 0},
{ 387, -1, SHRAP_GIBS, BF_KILL, 0},
{ 388, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
{ 391, -1, SHRAP_GIBS, BF_KILL, 0},
{ 392, -1, SHRAP_GIBS, BF_KILL, 0},
{ 393, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 394, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
{ 395, -1, SHRAP_GIBS, BF_KILL, 0},
{ 396, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL, 0},
{ 397, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL, 0},
{ 398, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL, 0},
{ 399, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL, 0},
{ 400, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 401, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 402, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 407, -1, SHRAP_METAL, BF_KILL, 0},
{ 408, -1, SHRAP_PAPER, BF_BURN, 0},
{ 409, -1, SHRAP_PAPER, BF_BURN, 0},
{ 415, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL,5},
{ 418, -1, SHRAP_GENERIC, BF_KILL|BF_FIRE_FALL,5},
{ 422, -1, SHRAP_METAL, BF_KILL, 0},
{ 423, -1, SHRAP_BLOOD, BF_KILL, 0},
{ 424, -1, SHRAP_BLOOD, BF_KILL, 0},
{ 425, -1, SHRAP_BLOOD, BF_KILL, 0},
{ 428, -1, SHRAP_METAL, BF_BURN, 0},
{ 430, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0},
{ 431, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0},
{ 432, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0},
{ 433, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0},
{ 434, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0},
{ 435, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0},
{ 436, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0},
{ 437, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0},
{ 438, -1, SHRAP_GIBS, BF_KILL, 0},
{ 441, -1, SHRAP_WOOD, BF_KILL, 0},
{ 442, -1, SHRAP_STONE, BF_KILL, 0},
{ 443, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0},
{ 453, -1, SHRAP_WOOD, BF_KILL, 0},
{ 458, -1, SHRAP_STONE, BF_KILL, 0},
{ 459, -1, SHRAP_STONE, BF_KILL, 0},
{ 460, -1, SHRAP_METAL, BF_KILL, 0},
{ 461, -1, SHRAP_METAL, BF_KILL, 0},
{ 462, -1, SHRAP_METAL, BF_KILL, 0},
{ 463, -1, SHRAP_STONE, BF_KILL, 0},
{ 467, -1, SHRAP_STONE, BF_KILL, 0},
{ 468, -1, SHRAP_WOOD, BF_KILL, 0},
{ 475, -1, SHRAP_GLASS, BF_KILL, 0},
{ 481, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 482, -1, SHRAP_WOOD, BF_KILL, 0},
{ 483, -1, SHRAP_WOOD, BF_KILL|BF_TOUGH, 0},
{ 491, -1, SHRAP_WOOD, BF_KILL, 0},
{ 492, -1, SHRAP_METAL, BF_KILL, 0},
{ 493, -1, SHRAP_METAL, BF_KILL, 0},
{ 498, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 500, -1, SHRAP_METAL, BF_KILL, 0},
{ 501, -1, SHRAP_METAL, BF_KILL, 0},
{ 504, -1, SHRAP_METAL, BF_KILL,5},
{ 505, -1, SHRAP_BLOOD, BF_KILL,5},
{ 506, -1, SHRAP_GENERIC, BF_KILL,5},
{ 507, -1, SHRAP_GLASS, BF_KILL, 0},
{ 508, -1, SHRAP_GLASS, BF_KILL, 0},
{ 509, -1, SHRAP_GLASS, BF_KILL, 0},
{ 510, -1, SHRAP_GLASS, BF_KILL, 0},
{ 511, -1, SHRAP_METAL, BF_KILL, 0},
{ 512, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL,5},
{ 516, -1, SHRAP_WOOD, BF_BURN, 0},
{ 517, -1, SHRAP_WOOD, BF_BURN, 0},
{ 518, -1, SHRAP_WOOD, BF_BURN, 0},
{ 519, -1, SHRAP_WOOD, BF_FIRE_FALL|BF_KILL,5},
{ 520, -1, SHRAP_WOOD, BF_KILL, 0},
{ 521, -1, SHRAP_WOOD, BF_KILL|BF_FIRE_FALL, 0},
{ 537, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL, 0},
{ 541, -1, SHRAP_WOOD, BF_KILL|BF_FIRE_FALL, 0},
{ 586, -1, SHRAP_METAL, BF_KILL, 0},
{ 590, -1, SHRAP_METAL, BF_KILL, 0},
{ 591, -1, SHRAP_METAL, BF_KILL, 0},
{ 593, 608, SHRAP_GLASS,BF_TOUGH, 0},
{ 604, -1, SHRAP_METAL, BF_KILL, 0},
{ 613, -1, SHRAP_LARGE_EXPLOSION, BF_KILL, 0},
{ 614, -1, SHRAP_METAL, BF_KILL, 0},
{ 615, -1, SHRAP_METAL, BF_KILL, 0},
{ 618, -1, SHRAP_GLASS, BF_KILL, 0},
{ 646, -1, SHRAP_METAL, BF_KILL, 0},
{ 647, -1, SHRAP_LARGE_EXPLOSION, BF_KILL, 0},
{ 648, -1, SHRAP_LARGE_EXPLOSION, BF_KILL, 0},
{ 649, -1, SHRAP_METAL, BF_KILL, 0},
{ 656, -1, SHRAP_METAL, BF_KILL, 0},
{ 657, -1, SHRAP_METAL, BF_KILL, 0},
{ 658, -1, SHRAP_LARGE_EXPLOSION, BF_KILL, 0},
{ 659, -1, SHRAP_METAL, BF_KILL,5},
//{ 660, -1, SHRAP_STONE, BF_TOUGH|BF_KILL},
//{ 661, -1, SHRAP_STONE, BF_TOUGH|BF_KILL},
//{ 662, -1, SHRAP_STONE, BF_TOUGH|BF_KILL},
{ 663, -1, SHRAP_METAL, BF_KILL,10},
{ 664, -1, SHRAP_METAL, BF_KILL,5},
{ 666, -1, SHRAP_PLANT, BF_KILL, 0},
{ 670, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL, 0},
{ 671, -1, SHRAP_GLASS, BF_KILL|BF_FIRE_FALL, 0},
{ 673, -1, SHRAP_BLOOD, BF_KILL, 0},
{ 674, -1, SHRAP_GIBS, BF_KILL, 0},
{ 675, -1, SHRAP_GIBS, BF_KILL, 0},
{ 676, -1, SHRAP_GIBS, BF_KILL, 0},
{ 678, -1, SHRAP_GLASS, BF_KILL,5},
{ 679, -1, SHRAP_GLASS, BF_KILL,5},
{ 683, -1, SHRAP_GLASS, BF_KILL,5},
{ 684, -1, SHRAP_GLASS, BF_KILL,5},
{ 685, -1, SHRAP_GLASS, BF_KILL,5},
{ 686, -1, SHRAP_PAPER, BF_KILL,5},
{ 687, -1, SHRAP_STONE, BF_KILL|BF_TOUGH, 0},
{ 688, -1, SHRAP_STONE, BF_KILL|BF_TOUGH, 0},
{ 690, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 692, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 695, -1, SHRAP_STONE, BF_KILL, 0},
{ 696, -1, SHRAP_STONE, BF_KILL, 0},
{ 697, -1, SHRAP_STONE, BF_KILL, 0},
{ 698, -1, SHRAP_STONE, BF_KILL, 0},
{ 699, -1, SHRAP_STONE, BF_TOUGH|BF_KILL, 0},
{ 702, -1, SHRAP_STONE, BF_TOUGH|BF_KILL, 0},
{ 703, -1, SHRAP_STONE, BF_TOUGH|BF_KILL, 0},
{ 704, -1, SHRAP_STONE, BF_TOUGH|BF_KILL, 0},
{ 706, -1, SHRAP_PLANT, BF_KILL, 0},
{ 707, -1, SHRAP_PLANT, BF_KILL, 0},
{ 710, -1, SHRAP_PLANT, BF_KILL, 0},
{ 711, -1, SHRAP_PLANT, BF_KILL, 0},
{ 714, -1, SHRAP_STONE, BF_KILL,5},
{ 721, -1, SHRAP_GIBS, BF_KILL, 0},
{ 722, -1, SHRAP_GIBS, BF_KILL, 0},
{ 723, -1, SHRAP_GIBS, BF_KILL, 0},
{ 724, -1, SHRAP_GIBS, BF_KILL, 0},
{ 725, -1, SHRAP_PLANT, BF_KILL, 0},
{ 730, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 744, -1, SHRAP_GLASS, BF_KILL,5},
{ 2563, -1, SHRAP_PAPER, BF_BURN, 0},
{ 2564, -1, SHRAP_PAPER, BF_BURN, 0},
{ 3570, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN, 0},
{ 3571, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 3572, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 3573, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 3574, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 3575, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 3576, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 3577, -1, SHRAP_WOOD, BF_TOUGH|BF_KILL, 0},
{ 3578, -1, SHRAP_WOOD, BF_TOUGH|BF_KILL, 0},
{ 3579, -1, SHRAP_WOOD, BF_TOUGH|BF_KILL, 0},
{ 3580, -1, SHRAP_WOOD, BF_TOUGH|BF_KILL, 0},
{ 3581, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN, 0},
{ 3582, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN, 0},
{ 2640, -1, SHRAP_STONE, BF_KILL,5},
{ 2641, -1, SHRAP_STONE, BF_KILL, 0},
{ 2642, -1, SHRAP_STONE, BF_KILL, 0},
{ 2680, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 2681, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 2682, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 2683, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 2684, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 2685, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 2687, 2727, SHRAP_GLASS, 0, 0},
{ 2688, 2728, SHRAP_GLASS, 0, 0},
{ 2699, -1, SHRAP_WOOD, BF_KILL, 0},
{ 2709, -1, SHRAP_WOOD, BF_TOUGH|BF_KILL, 0},
{ 2720, -1, SHRAP_GIBS, BF_KILL, 0},
{ 2721, -1, SHRAP_GIBS, BF_KILL, 0},
{ 2722, -1, SHRAP_GIBS, BF_KILL, 0},
{ 2723, -1, SHRAP_GIBS, BF_KILL, 0},
{ 2724, -1, SHRAP_GIBS, BF_KILL, 0},
{ 2725, -1, SHRAP_BLOOD, BF_KILL, 0},
{ 2726, -1, SHRAP_BLOOD, BF_KILL, 0},
{ 2719, -1, SHRAP_GLASS, BF_KILL, 0},
{ 2750, -1, SHRAP_WOOD, BF_KILL, 0},
{ 2676, 3591, SHRAP_GLASS, 0, 0},
{ 2769, 3681, SHRAP_GLASS, 0, 0},
{ 2777, 3683, SHRAP_METAL, BF_TOUGH, 0},
{ 2778, 2757, SHRAP_GLASS, 0, 0},
{ 3448, 3451, SHRAP_METAL, BF_TOUGH|BF_KILL, 0},
{ 3449, -1, SHRAP_PAPER, BF_KILL, 0},
{ 3497, -1, SHRAP_GENERIC, BF_KILL|BF_TOUGH, 0},
{ 3551, -1, SHRAP_METAL, BF_KILL, 0},
{ 3552, -1, SHRAP_METAL, BF_KILL, 0},
{ 3553, -1, SHRAP_METAL, BF_KILL, 0},
{ 3554, -1, SHRAP_METAL, BF_KILL, 0},
{ 3555, -1, SHRAP_METAL, BF_KILL, 0},
{ 3556, -1, SHRAP_METAL, BF_KILL, 0},
{ 3557, -1, SHRAP_METAL, BF_KILL, 0},
{ 3558, -1, SHRAP_WOOD, BF_KILL, 0},
{ 3568, -1, SHRAP_WOOD, BF_BURN, 0},
{ 4994, -1, SHRAP_METAL, BF_KILL, 0},
{ 4995, -1, SHRAP_METAL, BF_KILL, 0},
{ 5010, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 5017, -1, SHRAP_PAPER, BF_KILL, 0},
{ 5018, -1, SHRAP_PAPER, BF_KILL, 0},
{ 5019, -1, SHRAP_PAPER, BF_KILL, 0},
{ 5060, -1, SHRAP_METAL, BF_KILL, 0},
{ 5061, -1, SHRAP_METAL, BF_KILL, 0},
{ 5073, -1, SHRAP_GIBS, BF_KILL, 0},
// Evil ninja Hari-Kari - can gib
{ 4218, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
// old ninja dead frames
{ 1133, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
{ 1134, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
// dead actors
{ 811, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
{ 1440, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
{ 1512, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
{ 1643, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
{ 1680, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
{ 4219+7, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
{ 4236, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0}, // Evil Ninja cut in half
{ 4421, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0}, // Dead Big Ripper
{ 4312, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0}, // Dead Coolie Ghost
{ 766, -1, SHRAP_COIN,BF_KILL, 0},
{ 767, -1, SHRAP_COIN,BF_KILL, 0},
{ 2700, -1, SHRAP_PAPER,BF_KILL, 0},
{ 2701, -1, SHRAP_PAPER,BF_KILL, 0},
{ 2702, -1, SHRAP_PAPER,BF_KILL, 0},
{ 2703, -1, SHRAP_PAPER,BF_KILL, 0},
{ 2704, -1, SHRAP_PAPER,BF_KILL, 0},
{ 2705, -1, SHRAP_PAPER,BF_KILL, 0},
{ 2218, -1, SHRAP_METAL,BF_KILL, 0}, // Caltrops are breakable
{ 689, -1, SHRAP_METAL,BF_TOUGH|BF_KILL, 0},
//{ 2540, -1, SHRAP_METAL,BF_TOUGH|BF_KILL},
{ 3354, -1, SHRAP_METAL,BF_KILL, 0},
{ 3357, -1, SHRAP_PAPER,BF_KILL, 0},
{ 4886, -1, SHRAP_GLASS,BF_KILL, 0},
{ 646, 708, SHRAP_METAL,BF_TOUGH|BF_KILL, 0},
{ 708, -1, SHRAP_METAL,BF_TOUGH|BF_KILL, 0},
{ 656, -1, SHRAP_METAL,BF_KILL, 0},
{ 663, -1, SHRAP_METAL,BF_KILL, 0},
{ 664, -1, SHRAP_METAL,BF_KILL, 0},
{ 691, -1, SHRAP_METAL,BF_KILL, 0},
{ 5021,-1, SHRAP_GIBS, BF_KILL, 0},
{ 712, -1, SHRAP_LARGE_EXPLOSION, BF_KILL, 0},
{ 713, -1, SHRAP_LARGE_EXPLOSION, BF_KILL, 0},
{ 693, -1, SHRAP_WOODMIX, BF_KILL|BF_TOUGH, 0},
{ 5041,-1, SHRAP_GIBS, BF_KILL, 0},
{ 5042,5077,SHRAP_GIBS, BF_TOUGH|BF_KILL, 0},
{ 5077,-1, SHRAP_WOOD, BF_TOUGH|BF_KILL, 0},
{ 3356,3358,SHRAP_WOOD, BF_TOUGH|BF_KILL, 0},
{ 3358,-1, SHRAP_WOOD, BF_TOUGH|BF_KILL, 0},
{ 900, -1, SHRAP_GIBS, BF_KILL, 0},
{ 901, -1, SHRAP_GIBS, BF_KILL, 0},
{ 902, -1, SHRAP_GIBS, BF_KILL, 0},
{ 915, -1, SHRAP_GIBS, BF_KILL, 0},
{ 916, -1, SHRAP_GIBS, BF_KILL, 0},
{ 917, -1, SHRAP_GIBS, BF_KILL, 0},
{ 930, -1, SHRAP_GIBS, BF_KILL, 0},
{ 931, -1, SHRAP_GIBS, BF_KILL, 0},
{ 932, -1, SHRAP_GIBS, BF_KILL, 0},
{ 1670,-1, SHRAP_GIBS, BF_KILL, 0},
{ 2219,-1, SHRAP_METAL,BF_KILL|BF_TOUGH, 0},
{ 4768,-1, SHRAP_GLASS,BF_KILL, 0},
{ 4792,-1, SHRAP_GLASS,BF_KILL, 0},
{ 4816,-1, SHRAP_GLASS,BF_KILL, 0},
{ 4840,-1, SHRAP_GLASS,BF_KILL, 0},
{ 4584,-1, SHRAP_GIBS, BF_KILL, 0},
{ 5062,-1, SHRAP_WOOD, BF_KILL|BF_TOUGH, 0},
{ 5063,4947,SHRAP_PAPERMIX, BF_KILL|BF_TOUGH|BF_LEAVE_BREAK, 0},
{ 4947,-1, SHRAP_PAPERMIX, BF_KILL|BF_TOUGH, 0},
{ 1160,-1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
{ 5104,-1, SHRAP_GIBS, BF_KILL, 0},
{ 3795,-1, SHRAP_GIBS, BF_KILL, 0},
{ 470,-1, SHRAP_GIBS, BF_KILL, 0},
{ 5205,-1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
//{ 969,-1, SHRAP_GIBS, BF_KILL|BF_TOUGH},
//{ 1277,-1, SHRAP_GIBS, BF_KILL|BF_TOUGH},
};
//////////////////////////////////////////////
// SORT & SEARCH SUPPORT
//////////////////////////////////////////////
static int CompareBreakInfo(void const * a, void const * b)
{
auto break_info1 = (BREAK_INFO const *)a;
auto break_info2 = (BREAK_INFO const *)b;
// will return a number less than 0 if break_info1 < break_info2
return break_info1->picnum - break_info2->picnum;
}
int CompareSearchBreakInfo(short *picnum, BREAK_INFOp break_info)
{
// will return a number less than 0 if picnum < break_info->picnum
return(*picnum - break_info->picnum);
}
BREAK_INFOp FindWallBreakInfo(short picnum)
{
return(BREAK_INFOp)(bsearch(&picnum, &WallBreakInfo, SIZ(WallBreakInfo), sizeof(BREAK_INFO), (int(*)(const void*,const void*))CompareSearchBreakInfo));
}
BREAK_INFOp FindSpriteBreakInfo(short picnum)
{
return(BREAK_INFOp)(bsearch(&picnum, &SpriteBreakInfo, SIZ(SpriteBreakInfo), sizeof(BREAK_INFO), (int(*)(const void*,const void*))CompareSearchBreakInfo));
}
//////////////////////////////////////////////
// SETUP
//////////////////////////////////////////////
void SortBreakInfo(void)
{
qsort(&SpriteBreakInfo, SIZ(SpriteBreakInfo), sizeof(BREAK_INFO), CompareBreakInfo);
qsort(&WallBreakInfo, SIZ(WallBreakInfo), sizeof(BREAK_INFO), CompareBreakInfo);
}
BREAK_INFOp SetupWallForBreak(WALLp wallp)
{
BREAK_INFOp break_info;
break_info = FindWallBreakInfo(wallp->picnum);
if (break_info)
{
wallp->lotag = TAG_WALL_BREAK;
SET(wallp->extra, WALLFX_DONT_STICK);
// set for cacheing
if (break_info->breaknum >= 0)
SET_GOTPIC(break_info->breaknum);
}
if (wallp->overpicnum > 0 && TEST(wallp->cstat, CSTAT_WALL_MASKED))
{
break_info = FindWallBreakInfo(wallp->overpicnum);
if (break_info)
{
wallp->lotag = TAG_WALL_BREAK;
SET(wallp->extra, WALLFX_DONT_STICK);
}
}
return break_info;
}
BREAK_INFOp SetupSpriteForBreak(SPRITEp sp)
{
short picnum = sp->picnum;
BREAK_INFOp break_info;
// ignore as a breakable if true
if (sp->lotag == TAG_SPRITE_HIT_MATCH)
return NULL;
break_info = FindSpriteBreakInfo(picnum);
if (break_info)
{
// use certain sprites own blocking for determination
if (TEST(break_info->flags, BF_OVERRIDE_BLOCK))
{
// if not blocking then skip this code
if (!TEST(sp->cstat, CSTAT_SPRITE_BLOCK))
{
return (BREAK_INFOp)(-1);
}
}
if (TEST(break_info->flags, BF_BURN))
SET(sp->extra, SPRX_BURNABLE);
else
SET(sp->extra, SPRX_BREAKABLE);
sp->clipdist = SPRITEp_SIZE_X(sp);
SET(sp->cstat, CSTAT_SPRITE_BREAKABLE);
// set for cacheing
if (break_info->breaknum >= 0)
SET_GOTPIC(break_info->breaknum);
}
return break_info;
}
//////////////////////////////////////////////
// ACTIVATE
//////////////////////////////////////////////
short FindBreakSpriteMatch(short match)
{
short i,nexti;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_BREAKABLE], i, nexti)
{
if (SPRITE_TAG2(i) == match && sprite[i].picnum == ST1)
{
return i;
}
}
return -1;
}
//
// WALL
//
int AutoBreakWall(WALLp wallp, int hit_x, int hit_y, int hit_z, short ang, short type)
{
BREAK_INFOp break_info;
short BreakSprite;
WALLp nwp;
SPRITEp bsp;
wallp->lotag = 0;
if (wallp->nextwall >= 0)
{
nwp = &wall[wallp->nextwall];
// get rid of both sides
// only break ONE of the walls
if (nwp->lotag == TAG_WALL_BREAK &&
nwp->overpicnum > 0 &&
TEST(nwp->cstat, CSTAT_WALL_MASKED))
{
nwp->lotag = 0;
}
}
if (wallp->overpicnum > 0 && TEST(wallp->cstat, CSTAT_WALL_MASKED))
break_info = FindWallBreakInfo(wallp->overpicnum);
else
break_info = FindWallBreakInfo(wallp->picnum);
if (!break_info)
{
return FALSE;
}
// Check to see if it should break with current weapon type
if (!CheckBreakToughness(break_info, type)) return FALSE;
if (hit_x != INT32_MAX)
{
vec3_t hit_pos = { hit_x, hit_y, hit_z };
// need correct location for spawning shrap
BreakSprite = COVERinsertsprite(0, STAT_DEFAULT);
ASSERT(BreakSprite >= 0);
bsp = &sprite[BreakSprite];
bsp->cstat = 0;
bsp->extra = 0;
bsp->ang = ang;
bsp->picnum = ST1;
bsp->xrepeat = bsp->yrepeat = 64;
setspritez(BreakSprite, &hit_pos);
// pass Break Info Globally
GlobBreakInfo = break_info;
SpawnShrap(BreakSprite, -1);
GlobBreakInfo = NULL;
KillSprite(BreakSprite);
}
// change the wall
if (wallp->overpicnum > 0 && TEST(wallp->cstat, CSTAT_WALL_MASKED))
{
if (break_info->breaknum == -1)
{
RESET(wallp->cstat, CSTAT_WALL_MASKED|CSTAT_WALL_1WAY|CSTAT_WALL_BLOCK_HITSCAN|CSTAT_WALL_BLOCK);
wallp->overpicnum = 0;
if (wallp->nextwall >= 0)
{
nwp = &wall[wallp->nextwall];
RESET(nwp->cstat, CSTAT_WALL_MASKED|CSTAT_WALL_1WAY|CSTAT_WALL_BLOCK_HITSCAN|CSTAT_WALL_BLOCK);
nwp->overpicnum = 0;
}
}
else
{
RESET(wallp->cstat, CSTAT_WALL_BLOCK_HITSCAN|CSTAT_WALL_BLOCK);
wallp->overpicnum = break_info->breaknum;
if (wallp->nextwall >= 0)
{
nwp = &wall[wallp->nextwall];
RESET(nwp->cstat, CSTAT_WALL_BLOCK_HITSCAN|CSTAT_WALL_BLOCK);
nwp->overpicnum = break_info->breaknum;
}
}
}
else
{
if (break_info->breaknum == -1)
wallp->picnum = 594; // temporary break pic
else
{
wallp->picnum = break_info->breaknum;
if ((int16_t)wallp->hitag < 0)
DoWallBreakSpriteMatch(wallp->hitag);
}
}
return TRUE;
}
SWBOOL UserBreakWall(WALLp wp, short)
{
short SpriteNum;
SPRITEp sp;
short match = wp->hitag;
int block_flags = CSTAT_WALL_BLOCK|CSTAT_WALL_BLOCK_HITSCAN;
int type_flags = CSTAT_WALL_TRANSLUCENT|CSTAT_WALL_MASKED|CSTAT_WALL_1WAY;
int flags = block_flags|type_flags;
short ret = FALSE;
SpriteNum = FindBreakSpriteMatch(match);
if (SpriteNum < 0)
{
// do it the old way and get rid of wall - assumed to be masked
DoSpawnSpotsForKill(match);
RESET(wp->cstat, flags);
if (wp->nextwall >= 0)
RESET(wall[wp->nextwall].cstat, flags);
// clear tags
wp->hitag = wp->lotag = 0;
if (wp->nextwall >= 0)
wall[wp->nextwall].hitag = wall[wp->nextwall].lotag = 0;
return TRUE;
}
sp = &sprite[SpriteNum];
if (wp->picnum == SP_TAG5(sp))
return TRUE;
// make it BROKEN
if (SP_TAG7(sp) <= 1)
{
DoSpawnSpotsForKill(match);
DoLightingMatch(match, -1);
if (SP_TAG8(sp) == 0)
{
wp->picnum = SP_TAG5(sp);
// clear tags
wp->hitag = wp->lotag = 0;
if (wp->nextwall >= 0)
wall[wp->nextwall].hitag = wall[wp->nextwall].lotag = 0;
ret = FALSE;
}
else if (SP_TAG8(sp) == 1)
{
// clear flags
RESET(wp->cstat, flags);
if (wp->nextwall >= 0)
RESET(wall[wp->nextwall].cstat, flags);
// clear tags
wp->hitag = wp->lotag = 0;
if (wp->nextwall >= 0)
wall[wp->nextwall].hitag = wall[wp->nextwall].lotag = 0;
ret = TRUE;
}
else if (SP_TAG8(sp) == 2)
{
// set to broken pic
wp->picnum = SP_TAG5(sp);
// clear flags
RESET(wp->cstat, block_flags);
if (wp->nextwall >= 0)
RESET(wall[wp->nextwall].cstat, block_flags);
// clear tags
wp->hitag = wp->lotag = 0;
if (wp->nextwall >= 0)
wall[wp->nextwall].hitag = wall[wp->nextwall].lotag = 0;
ret = FALSE;
}
return ret;
}
else
{
// increment picnum
wp->picnum++;
DoSpawnSpotsForDamage(match);
}
return FALSE;
}
int WallBreakPosition(short hit_wall, short *sectnum, int *x, int *y, int *z, short *ang)
{
short w,nw;
WALLp wp;
int nx,ny;
short wall_ang;
w = hit_wall;
wp = &wall[w];
nw = wall[w].point2;
wall_ang = NORM_ANGLE(getangle(wall[nw].x - wall[w].x, wall[nw].y - wall[w].y)+512);
*sectnum = SectorOfWall(w);
ASSERT(*sectnum >= 0);
// midpoint of wall
*x = DIV2(wall[w].x + wall[w].x);
*y = DIV2(wall[w].y + wall[w].y);
//getzsofsector(*sectnum, *x, *y, cz, fz);
if (wp->nextwall < 0)
{
// white wall
*z = DIV2(sector[*sectnum].floorz + sector[*sectnum].ceilingz);
}
else
{
short next_sectnum = wp->nextsector;
// red wall
ASSERT(wp->nextsector >= 0);
// floor and ceiling meet
if (sector[next_sectnum].floorz == sector[next_sectnum].ceilingz)
*z = DIV2(sector[*sectnum].floorz + sector[*sectnum].ceilingz);
else
// floor is above other sector
if (sector[next_sectnum].floorz < sector[*sectnum].floorz)
*z = DIV2(sector[next_sectnum].floorz + sector[*sectnum].floorz);
else
// ceiling is below other sector
if (sector[next_sectnum].ceilingz > sector[*sectnum].ceilingz)
*z = DIV2(sector[next_sectnum].ceilingz + sector[*sectnum].ceilingz);
}
*ang = wall_ang;
nx = MOVEx(128, wall_ang);
ny = MOVEy(128, wall_ang);
*x += nx;
*y += ny;
updatesectorz(*x,*y,*z,sectnum);
if (*sectnum < 0)
{
*x = INT32_MAX; // don't spawn shrap, just change wall
return FALSE;
}
return TRUE;
}
// If the tough parameter is not set, then it can't break tough walls and sprites
SWBOOL HitBreakWall(WALLp wp, int hit_x, int hit_y, int hit_z, short ang, short type)
{
short match = wp->hitag;
if (match > 0)
{
UserBreakWall(wp, ang);
return TRUE;
}
//if (hit_x == INT32_MAX)
{
short sectnum;
WallBreakPosition(wp - wall, &sectnum, &hit_x, &hit_y, &hit_z, &ang);
}
AutoBreakWall(wp, hit_x, hit_y, hit_z, ang, type);
return TRUE;
}
//
// SPRITE
//
int KillBreakSprite(short BreakSprite)
{
SPRITEp bp = &sprite[BreakSprite];
USERp bu = User[BreakSprite];
// Does not actually kill the sprite so it will be valid for the rest
// of the loop traversal.
// IMPORTANT: Do not change the statnum if possible so that NEXTI in
// SpriteControl loop traversals will maintain integrity.
SpriteQueueDelete(BreakSprite);
if (bu)
{
if (bp->statnum == STAT_DEFAULT)
// special case allow kill of sprites on STAT_DEFAULT list
// a few things have users and are not StateControlled
KillSprite(BreakSprite);
else
SetSuicide(BreakSprite);
}
else
{
change_sprite_stat(BreakSprite, STAT_SUICIDE);
}
return 0;
}
int UserBreakSprite(short BreakSprite)
{
SPRITEp sp;
SPRITEp bp = &sprite[BreakSprite];
short match = bp->lotag;
short match_extra;
short SpriteNum;
SpriteNum = FindBreakSpriteMatch(match);
if (SpriteNum < 0)
{
// even if you didn't find a matching ST1 go ahead and kill it and match everything
// its better than forcing everyone to have a ST1
DoMatchEverything(NULL, match, -1);
// Kill sound if one is attached
DeleteNoSoundOwner(BreakSprite);
//change_sprite_stat(BreakSprite, STAT_SUICIDE);
KillBreakSprite(BreakSprite);
return TRUE;
}
sp = &sprite[SpriteNum];
match_extra = SP_TAG6(bp);
if (bp->picnum == SP_TAG5(sp))
return TRUE;
// make it BROKEN
if (SP_TAG7(sp) <= 1)
{
DoMatchEverything(NULL, match_extra, -1);
//DoSpawnSpotsForKill(match_extra);
DoLightingMatch(match_extra, OFF);
if (SP_TAG8(sp) == 0)
{
bp->picnum = SP_TAG5(sp);
RESET(bp->extra, SPRX_BREAKABLE);
}
else
// kill sprite
if (SP_TAG8(sp) == 1)
{
// Kill sound if one is attached
DeleteNoSoundOwner(BreakSprite);
KillBreakSprite(BreakSprite);
//KillSprite(BreakSprite);
//change_sprite_stat(BreakSprite, STAT_SUICIDE);
return TRUE;
}
else if (SP_TAG8(sp) == 2)
// leave it
{
// set to broken pic
bp->picnum = SP_TAG5(sp);
// reset
if (SP_TAG8(sp) == 2)
{
RESET(bp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
}
RESET(bp->extra, SPRX_BREAKABLE);
}
}
else
{
// increment picnum
bp->picnum++;
DoSpawnSpotsForDamage(match_extra);
}
return FALSE;
}
int AutoBreakSprite(short BreakSprite, short type)
{
SPRITEp bp = &sprite[BreakSprite];
BREAK_INFOp break_info;
extern void DoWallBreakMatch(short match);
break_info = FindSpriteBreakInfo(bp->picnum);
if ((int16_t)bp->hitag < 0)
DoWallBreakMatch(bp->hitag);
if (!break_info)
{
//DSPRINTF(ds,"Break Info not found - sprite %d", bp - sprite);
MONO_PRINT(ds);
return FALSE;
}
// Check to see if it should break with current weapon type
if (!CheckBreakToughness(break_info, type))
{
if (break_info->breaknum != -1)
{
if (!TEST(break_info->flags, BF_LEAVE_BREAK))
{
RESET(bp->extra, SPRX_BREAKABLE);
RESET(bp->cstat, CSTAT_SPRITE_BREAKABLE);
}
bp->picnum = break_info->breaknum;
// pass Break Info Globally
GlobBreakInfo = break_info;
SpawnShrap(BreakSprite, -1);
GlobBreakInfo = NULL;
if (bp->picnum == 3683)
RESET(bp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
}
return FALSE;
}
RESET(bp->extra, SPRX_BREAKABLE);
RESET(bp->cstat, CSTAT_SPRITE_BREAKABLE);
// pass Break Info Globally
GlobBreakInfo = break_info;
SpawnShrap(BreakSprite, -1);
GlobBreakInfo = NULL;
// kill it or change the pic
if (TEST(break_info->flags, BF_KILL) || break_info->breaknum == -1)
{
if (TEST(break_info->flags, BF_FIRE_FALL))
SpawnBreakFlames(BreakSprite);
RESET(bp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
SET(bp->cstat, CSTAT_SPRITE_INVISIBLE);
// Kill sound if one is attached
DeleteNoSoundOwner(BreakSprite);
KillBreakSprite(BreakSprite);
//change_sprite_stat(BreakSprite, STAT_SUICIDE);
//KillSprite(BreakSprite);
return TRUE;
}
else
{
bp->picnum = break_info->breaknum;
if (bp->picnum == 3683)
RESET(bp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
}
return FALSE;
}
SWBOOL NullActor(USERp u)
{
// a Null Actor is defined as an actor that has no real controlling programming attached
// check to see if attached to SO
if (TEST(u->Flags, SPR_SO_ATTACHED))
return TRUE;
// does not have a STATE or FUNC to control it
if (!u->State)
return TRUE;
// does not have a STATE or FUNC to control it
if (!u->ActorActionFunc)
return TRUE;
return FALSE;
}
int HitBreakSprite(short BreakSprite, short type)
{
SPRITEp bp = &sprite[BreakSprite];
USERp bu = User[BreakSprite];
//SPRITEp sp;
// ignore as a breakable if true
//if (sp->lotag == TAG_SPRITE_HIT_MATCH)
// return(FALSE);
if (TEST_BOOL1(bp))
{
if (TEST_BOOL2(bp))
return FALSE;
return UserBreakSprite(BreakSprite);
}
if (bu && !NullActor(bu))
{
// programmed animating type - without BOOL1 set
if (bp->lotag)
DoLightingMatch(bp->lotag, -1);
SpawnShrap(BreakSprite, -1);
RESET(bp->extra, SPRX_BREAKABLE);
return FALSE;
}
return AutoBreakSprite(BreakSprite,type);
}
static int SectorOfWall(short theline)
{
short i, startwall, endwall, sectnum;
sectnum = -1;
for (i=0; i<numsectors; i++)
{
startwall = sector[i].wallptr;
endwall = startwall + sector[i].wallnum - 1;
if ((theline >= startwall) && (theline <= endwall))
{
sectnum = i;
break;
}
}
return sectnum;
}
void DoWallBreakMatch(short match)
{
short i,sectnum;
int x,y,z;
WALLp wp;
short wall_ang;
for (i=0; i<=numwalls; i++)
{
if (wall[i].hitag == match)
{
WallBreakPosition(i, &sectnum, &x, &y, &z, &wall_ang);
//short nw = wall[i].point2;
//wall_ang = NORM_ANGLE(getangle(wall[nw].x - wall[i].x, wall[nw].y - wall[i].y)+512);
wp = &wall[i];
wp->hitag = 0; // Reset the hitag
AutoBreakWall(wp, x, y, z, wall_ang, 0);
}
}
}
static void DoWallBreakSpriteMatch(short match)
{
short i,nexti;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ENEMY], i, nexti)
{
SPRITEp sp = &sprite[i];
if (sp->hitag == match)
{
KillSprite(i);
}
}
}
END_SW_NS