2020-05-10 07:28:13 +00:00
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: EDuke source was in transition. Changes are in-progress in the
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source as it is released.
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*/
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//-------------------------------------------------------------------------
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2020-05-10 10:42:47 +00:00
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#include "ns.h"
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#include "global.h"
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#include "sounds_common.h"
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#include "names.h"
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2020-05-10 07:28:13 +00:00
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// PRIMITIVE
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2020-05-10 10:42:47 +00:00
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BEGIN_DUKE_NS
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool isadoorwall_d(int dapic)
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{
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switch(dapic)
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{
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case DOORTILE1:
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case DOORTILE2:
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case DOORTILE3:
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case DOORTILE4:
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case DOORTILE5:
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case DOORTILE6:
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case DOORTILE7:
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case DOORTILE8:
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case DOORTILE9:
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case DOORTILE10:
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case DOORTILE11:
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case DOORTILE12:
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case DOORTILE14:
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case DOORTILE15:
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case DOORTILE16:
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case DOORTILE17:
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case DOORTILE18:
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case DOORTILE19:
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case DOORTILE20:
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case DOORTILE21:
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case DOORTILE22:
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case DOORTILE23:
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return 1;
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}
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return 0;
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}
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2020-05-10 14:53:09 +00:00
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void animatewalls_d(void)
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{
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int i, j, p, t;
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for (p = 0; p < numanimwalls; p++)
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{
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i = animwall[p].wallnum;
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j = wall[i].picnum;
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switch (j)
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{
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case SCREENBREAK1:
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case SCREENBREAK2:
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case SCREENBREAK3:
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case SCREENBREAK4:
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case SCREENBREAK5:
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case SCREENBREAK9:
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case SCREENBREAK10:
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case SCREENBREAK11:
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case SCREENBREAK12:
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case SCREENBREAK13:
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case SCREENBREAK14:
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case SCREENBREAK15:
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case SCREENBREAK16:
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case SCREENBREAK17:
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case SCREENBREAK18:
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case SCREENBREAK19:
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if ((krand() & 255) < 16)
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{
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animwall[p].tag = wall[i].picnum;
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wall[i].picnum = SCREENBREAK6;
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}
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continue;
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case SCREENBREAK6:
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case SCREENBREAK7:
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case SCREENBREAK8:
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if (animwall[p].tag >= 0 && wall[i].extra != FEMPIC2 && wall[i].extra != FEMPIC3)
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wall[i].picnum = animwall[p].tag;
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else
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{
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wall[i].picnum++;
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if (wall[i].picnum == (SCREENBREAK6 + 3))
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wall[i].picnum = SCREENBREAK6;
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}
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continue;
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}
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if (wall[i].cstat & 16)
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switch (wall[i].overpicnum)
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{
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case W_FORCEFIELD:
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case W_FORCEFIELD + 1:
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case W_FORCEFIELD + 2:
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t = animwall[p].tag;
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if (wall[i].cstat & 254)
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{
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wall[i].xpanning -= t >> 10; // sintable[(t+512)&2047]>>12;
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wall[i].ypanning -= t >> 10; // sintable[t&2047]>>12;
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if (wall[i].extra == 1)
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{
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wall[i].extra = 0;
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animwall[p].tag = 0;
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}
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else
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animwall[p].tag += 128;
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if (animwall[p].tag < (128 << 4))
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{
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if (animwall[p].tag & 128)
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wall[i].overpicnum = W_FORCEFIELD;
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else wall[i].overpicnum = W_FORCEFIELD + 1;
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}
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else
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{
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if ((krand() & 255) < 32)
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animwall[p].tag = 128 << (krand() & 3);
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else wall[i].overpicnum = W_FORCEFIELD + 1;
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}
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}
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break;
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void operaterespawns_d(int low)
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{
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short i, j, nexti;
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i = headspritestat[11];
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while (i >= 0)
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{
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nexti = nextspritestat[i];
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if (sprite[i].lotag == low) switch (sprite[i].picnum)
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{
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case RESPAWN:
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if (badguypic(sprite[i].hitag) && ud.monsters_off) break;
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j = spawn(i, TRANSPORTERSTAR);
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sprite[j].z -= (32 << 8);
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sprite[i].extra = 66 - 12; // Just a way to killit
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break;
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}
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i = nexti;
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}
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}
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2020-05-10 16:05:36 +00:00
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void operateforcefields_d(int s, int low)
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{
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operateforcefields_common(s, low, { W_FORCEFIELD, W_FORCEFIELD + 1, W_FORCEFIELD + 2, BIGFORCE });
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}
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//---------------------------------------------------------------------------
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//
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// how NOT to implement switch animations...
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//
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//---------------------------------------------------------------------------
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bool checkhitswitch_d(int snum, int w, int switchtype)
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{
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uint8_t switchpal;
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int i, x, lotag, hitag, picnum, correctdips, numdips;
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int sx, sy;
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if (w < 0) return 0;
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correctdips = 1;
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numdips = 0;
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if (switchtype == SWITCH_SPRITE) // A wall sprite
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{
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lotag = sprite[w].lotag; if (lotag == 0) return 0;
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hitag = sprite[w].hitag;
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sx = sprite[w].x;
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sy = sprite[w].y;
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picnum = sprite[w].picnum;
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switchpal = sprite[w].pal;
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}
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else
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{
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lotag = wall[w].lotag; if (lotag == 0) return 0;
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hitag = wall[w].hitag;
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sx = wall[w].x;
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sy = wall[w].y;
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picnum = wall[w].picnum;
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switchpal = wall[w].pal;
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}
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switch (picnum)
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{
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case DIPSWITCH:
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case DIPSWITCH + 1:
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case TECHSWITCH:
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case TECHSWITCH + 1:
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case ALIENSWITCH:
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case ALIENSWITCH + 1:
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break;
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case ACCESSSWITCH:
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case ACCESSSWITCH2:
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if (ps[snum].access_incs == 0)
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{
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if (switchpal == 0)
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{
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if ((ps[snum].got_access & 1))
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ps[snum].access_incs = 1;
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else FTA(70, &ps[snum]);
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}
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else if (switchpal == 21)
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{
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if (ps[snum].got_access & 2)
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ps[snum].access_incs = 1;
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else FTA(71, &ps[snum]);
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}
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else if (switchpal == 23)
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{
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if (ps[snum].got_access & 4)
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ps[snum].access_incs = 1;
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else FTA(72, &ps[snum]);
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}
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if (ps[snum].access_incs == 1)
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{
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if (switchtype == SWITCH_WALL)
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ps[snum].access_wallnum = w;
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else
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ps[snum].access_spritenum = w;
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}
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return 0;
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}
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case DIPSWITCH2:
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case DIPSWITCH2 + 1:
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case DIPSWITCH3:
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case DIPSWITCH3 + 1:
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case MULTISWITCH:
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case MULTISWITCH + 1:
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case MULTISWITCH + 2:
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case MULTISWITCH + 3:
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case PULLSWITCH:
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case PULLSWITCH + 1:
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case HANDSWITCH:
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case HANDSWITCH + 1:
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case SLOTDOOR:
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case SLOTDOOR + 1:
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case LIGHTSWITCH:
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case LIGHTSWITCH + 1:
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case SPACELIGHTSWITCH:
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case SPACELIGHTSWITCH + 1:
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case SPACEDOORSWITCH:
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case SPACEDOORSWITCH + 1:
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case FRANKENSTINESWITCH:
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case FRANKENSTINESWITCH + 1:
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case LIGHTSWITCH2:
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case LIGHTSWITCH2 + 1:
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case POWERSWITCH1:
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case POWERSWITCH1 + 1:
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case LOCKSWITCH1:
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case LOCKSWITCH1 + 1:
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case POWERSWITCH2:
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case POWERSWITCH2 + 1:
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if (check_activator_motion(lotag)) return 0;
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break;
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default:
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if (isadoorwall(picnum) == 0) return 0;
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break;
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}
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i = headspritestat[0];
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while (i >= 0)
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{
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if (lotag == sprite[i].lotag) switch (sprite[i].picnum)
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{
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case DIPSWITCH:
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case TECHSWITCH:
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case ALIENSWITCH:
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if (switchtype == SWITCH_SPRITE && w == i) sprite[i].picnum++;
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else if (sprite[i].hitag == 0) correctdips++;
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numdips++;
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break;
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case TECHSWITCH + 1:
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case DIPSWITCH + 1:
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case ALIENSWITCH + 1:
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if (switchtype == SWITCH_SPRITE && w == i) sprite[i].picnum--;
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else if (sprite[i].hitag == 1) correctdips++;
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numdips++;
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break;
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case MULTISWITCH:
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case MULTISWITCH + 1:
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case MULTISWITCH + 2:
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case MULTISWITCH + 3:
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sprite[i].picnum++;
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if (sprite[i].picnum > (MULTISWITCH + 3))
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sprite[i].picnum = MULTISWITCH;
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break;
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case ACCESSSWITCH:
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case ACCESSSWITCH2:
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case SLOTDOOR:
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case LIGHTSWITCH:
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case SPACELIGHTSWITCH:
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case SPACEDOORSWITCH:
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case FRANKENSTINESWITCH:
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case LIGHTSWITCH2:
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case POWERSWITCH1:
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case LOCKSWITCH1:
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case POWERSWITCH2:
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case HANDSWITCH:
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case PULLSWITCH:
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case DIPSWITCH2:
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case DIPSWITCH3:
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sprite[i].picnum++;
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break;
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case PULLSWITCH + 1:
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case HANDSWITCH + 1:
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case LIGHTSWITCH2 + 1:
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case POWERSWITCH1 + 1:
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case LOCKSWITCH1 + 1:
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case POWERSWITCH2 + 1:
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case SLOTDOOR + 1:
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case LIGHTSWITCH + 1:
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case SPACELIGHTSWITCH + 1:
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case SPACEDOORSWITCH + 1:
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case FRANKENSTINESWITCH + 1:
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case DIPSWITCH2 + 1:
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case DIPSWITCH3 + 1:
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sprite[i].picnum--;
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break;
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}
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i = nextspritestat[i];
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|
}
|
|
|
|
|
|
|
|
for (i = 0; i < numwalls; i++)
|
|
|
|
{
|
|
|
|
x = i;
|
|
|
|
if (lotag == wall[x].lotag)
|
|
|
|
switch (wall[x].picnum)
|
|
|
|
{
|
|
|
|
case DIPSWITCH:
|
|
|
|
case TECHSWITCH:
|
|
|
|
case ALIENSWITCH:
|
|
|
|
if (switchtype == SWITCH_WALL && i == w) wall[x].picnum++;
|
|
|
|
else if (wall[x].hitag == 0) correctdips++;
|
|
|
|
numdips++;
|
|
|
|
break;
|
|
|
|
case DIPSWITCH + 1:
|
|
|
|
case TECHSWITCH + 1:
|
|
|
|
case ALIENSWITCH + 1:
|
|
|
|
if (switchtype == SWITCH_WALL && i == w) wall[x].picnum--;
|
|
|
|
else if (wall[x].hitag == 1) correctdips++;
|
|
|
|
numdips++;
|
|
|
|
break;
|
|
|
|
case MULTISWITCH:
|
|
|
|
case MULTISWITCH + 1:
|
|
|
|
case MULTISWITCH + 2:
|
|
|
|
case MULTISWITCH + 3:
|
|
|
|
wall[x].picnum++;
|
|
|
|
if (wall[x].picnum > (MULTISWITCH + 3))
|
|
|
|
wall[x].picnum = MULTISWITCH;
|
|
|
|
break;
|
|
|
|
case ACCESSSWITCH:
|
|
|
|
case ACCESSSWITCH2:
|
|
|
|
case SLOTDOOR:
|
|
|
|
case LIGHTSWITCH:
|
|
|
|
case SPACELIGHTSWITCH:
|
|
|
|
case SPACEDOORSWITCH:
|
|
|
|
case LIGHTSWITCH2:
|
|
|
|
case POWERSWITCH1:
|
|
|
|
case LOCKSWITCH1:
|
|
|
|
case POWERSWITCH2:
|
|
|
|
case PULLSWITCH:
|
|
|
|
case HANDSWITCH:
|
|
|
|
case DIPSWITCH2:
|
|
|
|
case DIPSWITCH3:
|
|
|
|
wall[x].picnum++;
|
|
|
|
break;
|
|
|
|
case HANDSWITCH + 1:
|
|
|
|
case PULLSWITCH + 1:
|
|
|
|
case LIGHTSWITCH2 + 1:
|
|
|
|
case POWERSWITCH1 + 1:
|
|
|
|
case LOCKSWITCH1 + 1:
|
|
|
|
case POWERSWITCH2 + 1:
|
|
|
|
case SLOTDOOR + 1:
|
|
|
|
case LIGHTSWITCH + 1:
|
|
|
|
case SPACELIGHTSWITCH + 1:
|
|
|
|
case SPACEDOORSWITCH + 1:
|
|
|
|
case DIPSWITCH2 + 1:
|
|
|
|
case DIPSWITCH3 + 1:
|
|
|
|
wall[x].picnum--;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (lotag == (short)65535)
|
|
|
|
{
|
|
|
|
ps[myconnectindex].gm = MODE_EOL;
|
|
|
|
if (ud.from_bonus)
|
|
|
|
{
|
|
|
|
ud.level_number = ud.from_bonus;
|
|
|
|
ud.m_level_number = ud.level_number;
|
|
|
|
ud.from_bonus = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// fixme: This needs to be taken from the level definitions.
|
|
|
|
ud.level_number = (++ud.level_number < MAXLEVELS) ? ud.level_number : 0;
|
|
|
|
ud.m_level_number = ud.level_number;
|
|
|
|
}
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
vec3_t v = { sx, sy, ps[snum].posz };
|
|
|
|
switch (picnum)
|
|
|
|
{
|
|
|
|
default:
|
|
|
|
if (isadoorwall(picnum) == 0) break;
|
|
|
|
case DIPSWITCH:
|
|
|
|
case DIPSWITCH + 1:
|
|
|
|
case TECHSWITCH:
|
|
|
|
case TECHSWITCH + 1:
|
|
|
|
case ALIENSWITCH:
|
|
|
|
case ALIENSWITCH + 1:
|
|
|
|
if (picnum == DIPSWITCH || picnum == DIPSWITCH + 1 ||
|
|
|
|
picnum == ALIENSWITCH || picnum == ALIENSWITCH + 1 ||
|
|
|
|
picnum == TECHSWITCH || picnum == TECHSWITCH + 1)
|
|
|
|
{
|
|
|
|
if (picnum == ALIENSWITCH || picnum == ALIENSWITCH + 1)
|
|
|
|
{
|
|
|
|
if (switchtype == SWITCH_SPRITE)
|
|
|
|
S_PlaySound3D(ALIEN_SWITCH1, w, &v);
|
|
|
|
else S_PlaySound3D(ALIEN_SWITCH1, ps[snum].i, &v);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (switchtype == SWITCH_SPRITE)
|
|
|
|
S_PlaySound3D(SWITCH_ON, w, &v);
|
|
|
|
else S_PlaySound3D(SWITCH_ON, ps[snum].i, &v);
|
|
|
|
}
|
|
|
|
if (numdips != correctdips) break;
|
|
|
|
S_PlaySound3D(END_OF_LEVEL_WARN, ps[snum].i, &v);
|
|
|
|
}
|
|
|
|
case DIPSWITCH2:
|
|
|
|
case DIPSWITCH2 + 1:
|
|
|
|
case DIPSWITCH3:
|
|
|
|
case DIPSWITCH3 + 1:
|
|
|
|
case MULTISWITCH:
|
|
|
|
case MULTISWITCH + 1:
|
|
|
|
case MULTISWITCH + 2:
|
|
|
|
case MULTISWITCH + 3:
|
|
|
|
case ACCESSSWITCH:
|
|
|
|
case ACCESSSWITCH2:
|
|
|
|
case SLOTDOOR:
|
|
|
|
case SLOTDOOR + 1:
|
|
|
|
case LIGHTSWITCH:
|
|
|
|
case LIGHTSWITCH + 1:
|
|
|
|
case SPACELIGHTSWITCH:
|
|
|
|
case SPACELIGHTSWITCH + 1:
|
|
|
|
case SPACEDOORSWITCH:
|
|
|
|
case SPACEDOORSWITCH + 1:
|
|
|
|
case FRANKENSTINESWITCH:
|
|
|
|
case FRANKENSTINESWITCH + 1:
|
|
|
|
case LIGHTSWITCH2:
|
|
|
|
case LIGHTSWITCH2 + 1:
|
|
|
|
case POWERSWITCH1:
|
|
|
|
case POWERSWITCH1 + 1:
|
|
|
|
case LOCKSWITCH1:
|
|
|
|
case LOCKSWITCH1 + 1:
|
|
|
|
case POWERSWITCH2:
|
|
|
|
case POWERSWITCH2 + 1:
|
|
|
|
case HANDSWITCH:
|
|
|
|
case HANDSWITCH + 1:
|
|
|
|
case PULLSWITCH:
|
|
|
|
case PULLSWITCH + 1:
|
|
|
|
|
|
|
|
if (picnum == MULTISWITCH || picnum == (MULTISWITCH + 1) ||
|
|
|
|
picnum == (MULTISWITCH + 2) || picnum == (MULTISWITCH + 3))
|
|
|
|
lotag += picnum - MULTISWITCH;
|
|
|
|
|
|
|
|
x = headspritestat[3];
|
|
|
|
while (x >= 0)
|
|
|
|
{
|
|
|
|
if (((sprite[x].hitag) == lotag))
|
|
|
|
{
|
|
|
|
switch (sprite[x].lotag)
|
|
|
|
{
|
|
|
|
case SE_12_LIGHT_SWITCH:
|
|
|
|
sector[sprite[x].sectnum].floorpal = 0;
|
|
|
|
hittype[x].temp_data[0]++;
|
|
|
|
if (hittype[x].temp_data[0] == 2)
|
|
|
|
hittype[x].temp_data[0]++;
|
|
|
|
|
|
|
|
break;
|
|
|
|
case SE_24_CONVEYOR:
|
|
|
|
case SE_34:
|
|
|
|
case SE_25_PISTON:
|
|
|
|
hittype[x].temp_data[4] = !hittype[x].temp_data[4];
|
|
|
|
if (hittype[x].temp_data[4])
|
|
|
|
FTA(15, &ps[snum]);
|
|
|
|
else FTA(2, &ps[snum]);
|
|
|
|
break;
|
|
|
|
case SE_21_DROP_FLOOR:
|
|
|
|
FTA(2, &ps[screenpeek]);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
x = nextspritestat[x];
|
|
|
|
}
|
|
|
|
|
|
|
|
operateactivators(lotag, snum);
|
|
|
|
operateforcefields(ps[snum].i, lotag);
|
|
|
|
operatemasterswitches(lotag);
|
|
|
|
|
|
|
|
if (picnum == DIPSWITCH || picnum == DIPSWITCH + 1 ||
|
|
|
|
picnum == ALIENSWITCH || picnum == ALIENSWITCH + 1 ||
|
|
|
|
picnum == TECHSWITCH || picnum == TECHSWITCH + 1) return 1;
|
|
|
|
|
|
|
|
if (hitag == 0 && isadoorwall(picnum) == 0)
|
|
|
|
{
|
|
|
|
if (switchtype == SWITCH_SPRITE)
|
|
|
|
S_PlaySound3D(SWITCH_ON, w, &v);
|
|
|
|
else S_PlaySound3D(SWITCH_ON, ps[snum].i, &v);
|
|
|
|
}
|
|
|
|
else if (hitag != 0)
|
|
|
|
{
|
|
|
|
auto flags = S_GetUserFlags(hitag);
|
|
|
|
|
|
|
|
if (switchtype == SWITCH_SPRITE && (flags & SF_TALK) == 0)
|
|
|
|
S_PlaySound3D(hitag, w, &v);
|
|
|
|
else
|
|
|
|
A_PlaySound(hitag, ps[snum].i);
|
|
|
|
}
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2020-05-10 10:42:47 +00:00
|
|
|
|
|
|
|
END_DUKE_NS
|