2020-05-10 07:28:13 +00:00
|
|
|
//-------------------------------------------------------------------------
|
|
|
|
/*
|
|
|
|
Copyright (C) 1996, 2003 - 3D Realms Entertainment
|
|
|
|
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
|
|
|
|
|
|
|
|
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
|
|
|
|
|
|
|
|
Duke Nukem 3D 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
|
|
|
|
|
|
Original Source: 1996 - Todd Replogle
|
|
|
|
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
|
|
|
|
|
|
|
|
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
|
|
|
|
|
|
|
|
Note: EDuke source was in transition. Changes are in-progress in the
|
|
|
|
source as it is released.
|
|
|
|
|
|
|
|
*/
|
|
|
|
//-------------------------------------------------------------------------
|
|
|
|
|
2020-05-10 10:42:47 +00:00
|
|
|
#include "ns.h"
|
|
|
|
#include "global.h"
|
|
|
|
#include "sounds_common.h"
|
|
|
|
#include "names.h"
|
2020-05-10 07:28:13 +00:00
|
|
|
|
|
|
|
// PRIMITIVE
|
2020-05-10 10:42:47 +00:00
|
|
|
BEGIN_DUKE_NS
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
bool isadoorwall_d(int dapic)
|
|
|
|
{
|
|
|
|
switch(dapic)
|
|
|
|
{
|
|
|
|
case DOORTILE1:
|
|
|
|
case DOORTILE2:
|
|
|
|
case DOORTILE3:
|
|
|
|
case DOORTILE4:
|
|
|
|
case DOORTILE5:
|
|
|
|
case DOORTILE6:
|
|
|
|
case DOORTILE7:
|
|
|
|
case DOORTILE8:
|
|
|
|
case DOORTILE9:
|
|
|
|
case DOORTILE10:
|
|
|
|
case DOORTILE11:
|
|
|
|
case DOORTILE12:
|
|
|
|
case DOORTILE14:
|
|
|
|
case DOORTILE15:
|
|
|
|
case DOORTILE16:
|
|
|
|
case DOORTILE17:
|
|
|
|
case DOORTILE18:
|
|
|
|
case DOORTILE19:
|
|
|
|
case DOORTILE20:
|
|
|
|
case DOORTILE21:
|
|
|
|
case DOORTILE22:
|
|
|
|
case DOORTILE23:
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2020-05-10 14:53:09 +00:00
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void animatewalls_d(void)
|
|
|
|
{
|
|
|
|
int i, j, p, t;
|
|
|
|
|
|
|
|
for (p = 0; p < numanimwalls; p++)
|
|
|
|
{
|
|
|
|
i = animwall[p].wallnum;
|
|
|
|
j = wall[i].picnum;
|
|
|
|
|
|
|
|
switch (j)
|
|
|
|
{
|
|
|
|
case SCREENBREAK1:
|
|
|
|
case SCREENBREAK2:
|
|
|
|
case SCREENBREAK3:
|
|
|
|
case SCREENBREAK4:
|
|
|
|
case SCREENBREAK5:
|
|
|
|
|
|
|
|
case SCREENBREAK9:
|
|
|
|
case SCREENBREAK10:
|
|
|
|
case SCREENBREAK11:
|
|
|
|
case SCREENBREAK12:
|
|
|
|
case SCREENBREAK13:
|
|
|
|
case SCREENBREAK14:
|
|
|
|
case SCREENBREAK15:
|
|
|
|
case SCREENBREAK16:
|
|
|
|
case SCREENBREAK17:
|
|
|
|
case SCREENBREAK18:
|
|
|
|
case SCREENBREAK19:
|
|
|
|
|
|
|
|
if ((krand() & 255) < 16)
|
|
|
|
{
|
|
|
|
animwall[p].tag = wall[i].picnum;
|
|
|
|
wall[i].picnum = SCREENBREAK6;
|
|
|
|
}
|
|
|
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
case SCREENBREAK6:
|
|
|
|
case SCREENBREAK7:
|
|
|
|
case SCREENBREAK8:
|
|
|
|
|
|
|
|
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)
|
|
|
|
switch (wall[i].overpicnum)
|
|
|
|
{
|
|
|
|
case W_FORCEFIELD:
|
|
|
|
case W_FORCEFIELD + 1:
|
|
|
|
case W_FORCEFIELD + 2:
|
|
|
|
|
|
|
|
t = animwall[p].tag;
|
|
|
|
|
|
|
|
if (wall[i].cstat & 254)
|
|
|
|
{
|
|
|
|
wall[i].xpanning -= t >> 10; // sintable[(t+512)&2047]>>12;
|
|
|
|
wall[i].ypanning -= t >> 10; // sintable[t&2047]>>12;
|
|
|
|
|
|
|
|
if (wall[i].extra == 1)
|
|
|
|
{
|
|
|
|
wall[i].extra = 0;
|
|
|
|
animwall[p].tag = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
animwall[p].tag += 128;
|
|
|
|
|
|
|
|
if (animwall[p].tag < (128 << 4))
|
|
|
|
{
|
|
|
|
if (animwall[p].tag & 128)
|
|
|
|
wall[i].overpicnum = W_FORCEFIELD;
|
|
|
|
else wall[i].overpicnum = W_FORCEFIELD + 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if ((krand() & 255) < 32)
|
|
|
|
animwall[p].tag = 128 << (krand() & 3);
|
|
|
|
else wall[i].overpicnum = W_FORCEFIELD + 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void operaterespawns_d(int low)
|
|
|
|
{
|
|
|
|
short i, j, nexti;
|
|
|
|
|
|
|
|
i = headspritestat[11];
|
|
|
|
while (i >= 0)
|
|
|
|
{
|
|
|
|
nexti = nextspritestat[i];
|
|
|
|
if (sprite[i].lotag == low) switch (sprite[i].picnum)
|
|
|
|
{
|
|
|
|
case RESPAWN:
|
|
|
|
if (badguypic(sprite[i].hitag) && ud.monsters_off) break;
|
|
|
|
|
|
|
|
j = spawn(i, TRANSPORTERSTAR);
|
|
|
|
sprite[j].z -= (32 << 8);
|
|
|
|
|
|
|
|
sprite[i].extra = 66 - 12; // Just a way to killit
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
i = nexti;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-05-10 10:42:47 +00:00
|
|
|
|
|
|
|
END_DUKE_NS
|