raze/polymer/eduke32/source/sector.c

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//-------------------------------------------------------------------------
/*
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"
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
#include "input.h"
// PRIMITIVE
static int g_haltSoundHack = 0;
int S_FindMusicSFX(int sectNum, int32_t *sndptr)
{
for (bssize_t SPRITES_OF_SECT(sectNum, spriteNum))
{
const int32_t snd = sprite[spriteNum].lotag;
EDUKE32_STATIC_ASSERT(MAXSOUNDS >= 1000);
if (PN(spriteNum) == MUSICANDSFX && (unsigned)snd < 1000) // XXX: in other places, 999
{
*sndptr = snd;
return spriteNum;
}
}
*sndptr = -1;
return -1;
}
// this function activates a sector's MUSICANDSFX sprite
int A_CallSound(int sectNum, int spriteNum)
{
if (g_haltSoundHack)
{
g_haltSoundHack = 0;
return -1;
}
int32_t soundNum;
int const SFXsprite = S_FindMusicSFX(sectNum, &soundNum);
if (SFXsprite >= 0)
{
if (spriteNum == -1)
spriteNum = SFXsprite;
if (T1(SFXsprite) == 0)
{
if ((g_sounds[soundNum].m & SF_GLOBAL) == 0)
{
if (soundNum)
{
A_PlaySound(soundNum, spriteNum);
if (SHT(SFXsprite) && soundNum != SHT(SFXsprite) && SHT(SFXsprite) < MAXSOUNDS)
S_StopEnvSound(SHT(SFXsprite),T6(SFXsprite));
T6(SFXsprite) = spriteNum;
}
if ((sector[SECT(SFXsprite)].lotag&0xff) != ST_22_SPLITTING_DOOR)
T1(SFXsprite) = 1;
}
}
else if (SHT(SFXsprite) < MAXSOUNDS)
{
if (SHT(SFXsprite))
A_PlaySound(SHT(SFXsprite), spriteNum);
if ((g_sounds[soundNum].m & SF_LOOP) || (SHT(SFXsprite) && SHT(SFXsprite) != soundNum))
S_StopEnvSound(soundNum, T6(SFXsprite));
T6(SFXsprite) = spriteNum;
T1(SFXsprite) = 0;
}
return soundNum;
}
return -1;
}
int G_CheckActivatorMotion(int lotag)
{
int spriteNum = headspritestat[STAT_ACTIVATOR];
while (spriteNum >= 0)
{
if (sprite[spriteNum].lotag == lotag)
{
spritetype *const pSprite = &sprite[spriteNum];
for (bssize_t j = g_animateCnt - 1; j >= 0; j--)
if (pSprite->sectnum == g_animateSect[j])
return 1;
int sectorEffector = headspritestat[STAT_EFFECTOR];
while (sectorEffector >= 0)
{
if (pSprite->sectnum == sprite[sectorEffector].sectnum)
{
switch (sprite[sectorEffector].lotag)
{
case SE_11_SWINGING_DOOR:
case SE_30_TWO_WAY_TRAIN:
if (actor[sectorEffector].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[sectorEffector].t_data[0])
return 1;
break;
}
}
sectorEffector = nextspritestat[sectorEffector];
}
}
spriteNum = nextspritestat[spriteNum];
}
return 0;
}
int CheckDoorTile(int tileNum)
{
switch (DYNAMICTILEMAP(tileNum))
{
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;
}
int isanunderoperator(int 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;
}
int isanearoperator(int 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:
return 1;
}
return 0;
}
static inline int32_t A_FP_ManhattanDist(const DukePlayer_t *pPlayer, const spritetype *pSprite)
{
return klabs(pPlayer->opos.x - pSprite->x)
+ klabs(pPlayer->opos.y - pSprite->y)
+ ((klabs(pPlayer->opos.z - pSprite->z + (28 << 8))) >> 4);
}
int __fastcall A_FindPlayer(const spritetype *pSprite, int32_t *dist)
{
if (!g_netServer && ud.multimode < 2)
{
DukePlayer_t *const pPlayer = g_player[myconnectindex].ps;
if (dist)
*dist = A_FP_ManhattanDist(pPlayer, pSprite);
return myconnectindex;
}
int closestPlayer = 0;
int32_t closestPlayerDist = INT32_MAX;
for (bssize_t TRAVERSE_CONNECT(j))
{
DukePlayer_t *const pPlayer = g_player[j].ps;
int32_t playerDist = A_FP_ManhattanDist(pPlayer, pSprite);
if (playerDist < closestPlayerDist && sprite[pPlayer->i].extra > 0)
{
closestPlayer = j;
closestPlayerDist = playerDist;
}
}
if (dist)
*dist = closestPlayerDist;
return closestPlayer;
}
void G_DoSectorAnimations(void)
{
for (bssize_t animNum=g_animateCnt-1; animNum>=0; animNum--)
{
int animPos = *g_animatePtr[animNum];
int const animVel = g_animateVel[animNum] * TICSPERFRAME;
int const animSect = g_animateSect[animNum];
if (animPos == g_animateGoal[animNum])
{
G_StopInterpolation(g_animatePtr[animNum]);
// 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 (g_animatePtr[animNum] == &sector[g_animateSect[animNum]].floorz)
{
for (bssize_t j=headspritesect[animSect]; j>=0; j=nextspritesect[j])
{
if (sprite[j].statnum != STAT_EFFECTOR)
actor[j].bpos.z = sprite[j].z;
}
}
g_animateCnt--;
g_animatePtr[animNum] = g_animatePtr[g_animateCnt];
g_animateGoal[animNum] = g_animateGoal[g_animateCnt];
g_animateVel[animNum] = g_animateVel[g_animateCnt];
g_animateSect[animNum] = g_animateSect[g_animateCnt];
if ((sector[g_animateSect[animNum]].lotag == ST_18_ELEVATOR_DOWN || sector[g_animateSect[animNum]].lotag == ST_19_ELEVATOR_UP)
&& (g_animatePtr[animNum] == &sector[g_animateSect[animNum]].ceilingz))
continue;
if ((sector[animSect].lotag&0xff) != ST_22_SPLITTING_DOOR)
A_CallSound(animSect,-1);
continue;
}
animPos = (animVel > 0) ? min(animPos + animVel, g_animateGoal[animNum])
: max(animPos + animVel, g_animateGoal[animNum]);
if (g_animatePtr[animNum] == &sector[g_animateSect[animNum]].floorz)
{
for (bssize_t TRAVERSE_CONNECT(playerNum))
{
if ((g_player[playerNum].ps->cursectnum == animSect)
&& ((sector[animSect].floorz - g_player[playerNum].ps->pos.z) < (64 << 8))
&& (sprite[g_player[playerNum].ps->i].owner >= 0))
{
g_player[playerNum].ps->pos.z += animVel;
g_player[playerNum].ps->vel.z = 0;
/*
if (p == myconnectindex)
{
my.z += v;
myvel.z = 0;
}
*/
}
}
for (bssize_t j=headspritesect[animSect]; j>=0; j=nextspritesect[j])
{
if (sprite[j].statnum != STAT_EFFECTOR)
{
actor[j].bpos.z = sprite[j].z;
sprite[j].z += animVel;
actor[j].floorz = sector[animSect].floorz+animVel;
}
}
}
*g_animatePtr[animNum] = animPos;
}
}
int GetAnimationGoal(const int32_t *animPtr)
{
for (bssize_t i = 0; i < g_animateCnt; i++)
if (animPtr == g_animatePtr[i])
return i;
return -1;
}
int SetAnimation(int sectNum, int32_t *animPtr, int goalVal, int animVel)
{
if (g_animateCnt >= MAXANIMATES)
return -1;
int animNum = g_animateCnt;
for (bssize_t i = 0; i < g_animateCnt; i++)
{
if (animPtr == g_animatePtr[i])
{
animNum = i;
break;
}
}
g_animateSect[animNum] = sectNum;
g_animatePtr[animNum] = animPtr;
g_animateGoal[animNum] = goalVal;
g_animateVel[animNum] = (goalVal >= *animPtr) ? animVel : -animVel;
if (animNum == g_animateCnt)
g_animateCnt++;
G_SetInterpolation(animPtr);
return animNum;
}
static void G_SetupCamTile(int spriteNum, int tileNum, int smoothRatio)
{
vec3_t const camera = G_GetCameraPosition(spriteNum, smoothRatio);
int const saveMirror = display_mirror;
//if (waloff[wn] == 0) loadtile(wn);
setviewtotile(tileNum, tilesiz[tileNum].y, tilesiz[tileNum].x);
yax_preparedrawrooms();
drawrooms(camera.x, camera.y, camera.z, SA(spriteNum), 100 + sprite[spriteNum].shade, SECT(spriteNum));
yax_drawrooms(G_DoSpriteAnimations, SECT(spriteNum), 0, smoothRatio);
display_mirror = 3;
G_DoSpriteAnimations(camera.x, camera.y, SA(spriteNum), smoothRatio);
display_mirror = saveMirror;
drawmasks();
setviewback();
squarerotatetile(tileNum);
invalidatetile(tileNum, -1, 255);
}
void G_AnimateCamSprite(int smoothRatio)
{
#ifdef DEBUG_VALGRIND_NO_SMC
return;
#endif
if (g_curViewscreen < 0)
return;
int const spriteNum = g_curViewscreen;
if (totalclock >= T1(spriteNum) + ud.camera_time)
{
DukePlayer_t const *const pPlayer = g_player[screenpeek].ps;
if (pPlayer->newowner >= 0)
OW(spriteNum) = pPlayer->newowner;
if (OW(spriteNum) >= 0 && dist(&sprite[pPlayer->i], &sprite[spriteNum]) < VIEWSCREEN_ACTIVE_DISTANCE)
{
int const viewscrShift = G_GetViewscreenSizeShift((const uspritetype *)&sprite[spriteNum]);
int const viewscrTile = TILE_VIEWSCR - viewscrShift;
if (waloff[viewscrTile] == 0)
allocatepermanenttile(viewscrTile, tilesiz[PN(spriteNum)].x << viewscrShift, tilesiz[PN(spriteNum)].y << viewscrShift);
else
walock[viewscrTile] = 255;
G_SetupCamTile(OW(spriteNum), viewscrTile, smoothRatio);
#ifdef POLYMER
// Force texture update on viewscreen sprite in Polymer!
if (getrendermode() == REND_POLYMER)
polymer_invalidatesprite(spriteNum);
#endif
}
T1(spriteNum) = totalclock;
}
}
void G_AnimateWalls(void)
{
for (bssize_t animwallNum = g_animWallCnt-1; animwallNum>=0; animwallNum--)
{
int const wallNum = animwall[animwallNum].wallnum;
switch (DYNAMICTILEMAP(wall[wallNum].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[animwallNum].tag = wall[wallNum].picnum;
wall[wallNum].picnum = SCREENBREAK6;
}
continue;
case SCREENBREAK6__STATIC:
case SCREENBREAK7__STATIC:
case SCREENBREAK8__STATIC:
if (animwall[animwallNum].tag >= 0 && wall[wallNum].extra != FEMPIC2 && wall[wallNum].extra != FEMPIC3)
wall[wallNum].picnum = animwall[animwallNum].tag;
else
{
wall[wallNum].picnum++;
if (wall[wallNum].picnum == (SCREENBREAK6+3))
wall[wallNum].picnum = SCREENBREAK6;
}
continue;
}
if ((wall[wallNum].cstat&16) && G_GetForcefieldPicnum(wallNum)==W_FORCEFIELD)
{
int const wallTag = animwall[animwallNum].tag;
if (wall[wallNum].cstat&254)
{
wall[wallNum].xpanning -= wallTag>>10; // sintable[(t+512)&2047]>>12;
wall[wallNum].ypanning -= wallTag>>10; // sintable[t&2047]>>12;
if (wall[wallNum].extra == 1)
{
wall[wallNum].extra = 0;
animwall[animwallNum].tag = 0;
}
else animwall[animwallNum].tag += 128;
if (animwall[animwallNum].tag < (128 << 4))
{
wall[wallNum].overpicnum = (animwall[animwallNum].tag & 128) ? W_FORCEFIELD : W_FORCEFIELD + 1;
}
else
{
if ((krand()&255) < 32)
animwall[animwallNum].tag = 128<<(krand()&3);
else wall[wallNum].overpicnum = W_FORCEFIELD+1;
}
}
}
}
}
int G_ActivateWarpElevators(int spriteNum, int warpDir)
{
bssize_t i;
int const sectNum = sprite[spriteNum].sectnum;
for (SPRITES_OF(STAT_EFFECTOR, i))
if (SLT(i) == SE_17_WARP_ELEVATOR && SHT(i) == sprite[spriteNum].hitag)
{
if (klabs(sector[sectNum].floorz - actor[spriteNum].t_data[2]) > SP(i) ||
sector[SECT(i)].hitag == sector[sectNum].hitag - warpDir)
break;
}
if (i == -1)
return 1; // No find
A_PlaySound(warpDir ? ELEVATOR_ON : ELEVATOR_OFF, spriteNum);
for (SPRITES_OF(STAT_EFFECTOR, i))
if (SLT(i) == SE_17_WARP_ELEVATOR && SHT(i) == sprite[spriteNum].hitag)
T1(i) = T2(i) = warpDir; //Make all check warp
return 0;
}
void G_OperateSectors(int sectNum, int spriteNum)
{
int32_t j=0;
int32_t i;
sectortype *const pSector = &sector[sectNum];
switch (pSector->lotag&(0xffff-49152))
{
case ST_30_ROTATE_RISE_BRIDGE:
j = sector[sectNum].hitag;
if (E_SpriteIsValid(j))
{
if (actor[j].tempang == 0 || actor[j].tempang == 256)
A_CallSound(sectNum,spriteNum);
sprite[j].extra = (sprite[j].extra == 1) ? 3 : 1;
}
break;
case ST_31_TWO_WAY_TRAIN:
j = sector[sectNum].hitag;
if (E_SpriteIsValid(j))
{
if (actor[j].t_data[4] == 0)
actor[j].t_data[4] = 1;
A_CallSound(sectNum,spriteNum);
}
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(sectNum,spriteNum);
pSector->lotag &= 0xff00;
pSector->lotag |= ST_9_SLIDING_ST_DOOR;
G_OperateSectors(sectNum,spriteNum);
pSector->lotag &= 0xff00;
pSector->lotag |= ST_26_SPLITTING_ST_DOOR;
}
return;
case ST_9_SLIDING_ST_DOOR:
{
int const startWall = pSector->wallptr;
int const endWall = startWall + pSector->wallnum - 1;
int const doorSpeed = 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.
int wallfind[2] = { -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 foundWall = wallfind[j];
i = foundWall - 1;
if (i < startWall)
i = endWall;
vec2_t vect2 = { ((wall[i].x + wall[wall[foundWall].point2].x) >> 1) - wall[foundWall].x,
((wall[i].y + wall[wall[foundWall].point2].y) >> 1) - wall[foundWall].y };
if (wall[foundWall].x == vect.x && wall[foundWall].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[foundWall].point2].point2].x;
vect2.x -= wall[wall[foundWall].point2].x;
SetAnimation(sectNum, &wall[foundWall].x, wall[foundWall].x + vect2.x, doorSpeed);
SetAnimation(sectNum, &wall[i].x, wall[i].x + vect2.x, doorSpeed);
SetAnimation(sectNum, &wall[wall[foundWall].point2].x, wall[wall[foundWall].point2].x + vect2.x, doorSpeed);
A_CallSound(sectNum, spriteNum);
}
else if (vect2.y != 0)
{
vect2.y = wall[wall[wall[foundWall].point2].point2].y;
vect2.y -= wall[wall[foundWall].point2].y;
SetAnimation(sectNum, &wall[foundWall].y, wall[foundWall].y + vect2.y, doorSpeed);
SetAnimation(sectNum, &wall[i].y, wall[i].y + vect2.y, doorSpeed);
SetAnimation(sectNum, &wall[wall[foundWall].point2].y, wall[wall[foundWall].point2].y + vect2.y, doorSpeed);
A_CallSound(sectNum, spriteNum);
}
}
else
{
if (vect2.x != 0)
{
SetAnimation(sectNum, &wall[foundWall].x, vect.x, doorSpeed);
SetAnimation(sectNum, &wall[i].x, vect.x + vect2.x, doorSpeed);
SetAnimation(sectNum, &wall[wall[foundWall].point2].x, vect.x + vect2.x, doorSpeed);
A_CallSound(sectNum, spriteNum);
}
else if (vect2.y != 0)
{
SetAnimation(sectNum, &wall[foundWall].y, vect.y, doorSpeed);
SetAnimation(sectNum, &wall[i].y, vect.y + vect2.y, doorSpeed);
SetAnimation(sectNum, &wall[wall[foundWall].point2].y, vect.y + vect2.y, doorSpeed);
A_CallSound(sectNum, spriteNum);
}
}
}
}
return;
case ST_15_WARP_ELEVATOR://Warping elevators
if (sprite[spriteNum].picnum != APLAYER)
return;
for (SPRITES_OF_SECT(sectNum, i))
if (PN(i)==SECTOREFFECTOR && SLT(i) == SE_17_WARP_ELEVATOR)
break;
if (i < 0)
return;
if (sprite[spriteNum].sectnum == sectNum)
{
if (G_ActivateWarpElevators(i,-1))
G_ActivateWarpElevators(i,1);
else if (G_ActivateWarpElevators(i,1))
G_ActivateWarpElevators(i,-1);
}
else
{
if (pSector->floorz > SZ(i))
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(sectNum,pSector->floorz,1,1);
if (i == -1)
{
i = nextsectorneighborz(sectNum,pSector->floorz,1,-1);
if (i == -1) return;
j = sector[i].floorz;
SetAnimation(sectNum,&pSector->floorz,j,pSector->extra);
}
else
{
j = sector[i].floorz;
SetAnimation(sectNum,&pSector->floorz,j,pSector->extra);
}
A_CallSound(sectNum,spriteNum);
}
return;
case ST_18_ELEVATOR_DOWN:
case ST_19_ELEVATOR_UP:
i = GetAnimationGoal(&pSector->floorz);
if (i==-1)
{
i = nextsectorneighborz(sectNum, pSector->floorz, 1, -1);
if (i == -1)
i = nextsectorneighborz(sectNum, pSector->floorz, 1, 1);
if (i == -1)
return;
j = sector[i].floorz;
int const sectorExtra = pSector->extra;
int const zDiff = pSector->ceilingz - pSector->floorz;
SetAnimation(sectNum, &pSector->floorz, j, sectorExtra);
SetAnimation(sectNum, &pSector->ceilingz, j + zDiff, sectorExtra);
A_CallSound(sectNum, spriteNum);
}
return;
case ST_29_TEETH_DOOR:
for (SPRITES_OF(STAT_EFFECTOR, i))
if (SLT(i) == SE_22_TEETH_DOOR && SHT(i) == pSector->hitag)
{
sector[SECT(i)].extra = -sector[SECT(i)].extra;
T1(i) = sectNum;
T2(i) = 1;
}
A_CallSound(sectNum, spriteNum);
pSector->lotag ^= 0x8000;
if (pSector->lotag&0x8000)
{
j = nextsectorneighborz(sectNum,pSector->ceilingz,-1,-1);
if (j == -1) j = nextsectorneighborz(sectNum,pSector->ceilingz,1,1);
if (j == -1)
{
OSD_Printf("WARNING: ST29: null sector!\n");
return;
}
j = sector[j].ceilingz;
}
else
{
j = nextsectorneighborz(sectNum,pSector->ceilingz,1,1);
if (j == -1) j = nextsectorneighborz(sectNum,pSector->ceilingz,-1,-1);
if (j == -1)
{
OSD_Printf("WARNING: ST29: null sector!\n");
return;
}
j = sector[j].floorz;
}
SetAnimation(sectNum,&pSector->ceilingz,j,pSector->extra);
return;
case ST_20_CEILING_DOOR:
REDODOOR:
if (pSector->lotag&0x8000)
{
for (SPRITES_OF_SECT(sectNum, i))
if (sprite[i].statnum == STAT_EFFECTOR && SLT(i)==SE_9_DOWN_OPEN_DOOR_LIGHTS)
{
j = SZ(i);
break;
}
if (i==-1)
j = pSector->floorz;
}
else
{
j = nextsectorneighborz(sectNum,pSector->ceilingz,-1,-1);
if (j >= 0) j = sector[j].ceilingz;
else
{
pSector->lotag |= 32768;
goto REDODOOR;
}
}
pSector->lotag ^= 0x8000;
SetAnimation(sectNum,&pSector->ceilingz,j,pSector->extra);
A_CallSound(sectNum,spriteNum);
return;
case ST_21_FLOOR_DOOR:
i = GetAnimationGoal(&pSector->floorz);
if (i >= 0)
{
if (g_animateGoal[sectNum] == pSector->ceilingz)
g_animateGoal[i] = sector[nextsectorneighborz(sectNum,pSector->ceilingz,1,1)].floorz;
else g_animateGoal[i] = pSector->ceilingz;
}
else
{
if (pSector->ceilingz == pSector->floorz)
j = sector[nextsectorneighborz(sectNum,pSector->ceilingz,1,1)].floorz;
else j = pSector->ceilingz;
pSector->lotag ^= 0x8000;
if (SetAnimation(sectNum,&pSector->floorz,j,pSector->extra) >= 0)
A_CallSound(sectNum,spriteNum);
}
return;
case ST_22_SPLITTING_DOOR:
if (pSector->lotag&0x8000)
{
// WTF?
int const q = (pSector->ceilingz + pSector->floorz) >> 1;
j = SetAnimation(sectNum, &pSector->floorz, q, pSector->extra);
j = SetAnimation(sectNum, &pSector->ceilingz, q, pSector->extra);
}
else
{
int const floorNeighbor = nextsectorneighborz(sectNum, pSector->floorz, 1, 1);
int const ceilingNeighbor = nextsectorneighborz(sectNum, pSector->ceilingz, -1, -1);
if (floorNeighbor>=0 && ceilingNeighbor>=0)
{
j = SetAnimation(sectNum, &pSector->floorz, sector[floorNeighbor].floorz, pSector->extra);
j = SetAnimation(sectNum, &pSector->ceilingz, sector[ceilingNeighbor].ceilingz, pSector->extra);
}
else
{
OSD_Printf("WARNING: ST22: null sector: floor neighbor=%d, ceiling neighbor=%d!\n",
floorNeighbor, ceilingNeighbor);
pSector->lotag ^= 0x8000;
}
}
pSector->lotag ^= 0x8000;
A_CallSound(sectNum,spriteNum);
return;
case ST_23_SWINGING_DOOR: //Swingdoor
{
j = -1;
for (SPRITES_OF(STAT_EFFECTOR, i))
if (SLT(i) == SE_11_SWINGING_DOOR && SECT(i) == sectNum && !T5(i))
{
j = i;
break;
}
if (i < 0)
{
OSD_Printf("WARNING: SE23 i<0!\n");
return;
} // JBF
int const tag = sector[SECT(i)].lotag&0x8000;
if (j >= 0)
{
int soundPlayed = 0;
for (SPRITES_OF(STAT_EFFECTOR, i))
{
if (tag == (sector[SECT(i)].lotag&0x8000) && SLT(i) == SE_11_SWINGING_DOOR && sprite[j].hitag == SHT(i) && !T5(i))
{
if (sector[SECT(i)].lotag&0x8000) sector[SECT(i)].lotag &= 0x7fff;
else sector[SECT(i)].lotag |= 0x8000;
T5(i) = 1;
T4(i) = -T4(i);
if (!soundPlayed)
{
A_CallSound(sectNum, i);
soundPlayed = 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 == sectNum)
break; //Found the sectoreffector.
if (j < 0)
return;
for (SPRITES_OF(STAT_EFFECTOR, i))
if (SHT(i)==sprite[j].hitag)
{
if (SLT(i) == SE_15_SLIDING_DOOR)
{
sector[SECT(i)].lotag ^= 0x8000; // Toggle the open or close
SA(i) += 1024;
if (T5(i))
A_CallSound(SECT(i),i);
A_CallSound(SECT(i),i);
T5(i) = (sector[SECT(i)].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 == sectNum) //Bridge
{
sector[sectNum].lotag ^= 0x8000;
// Highest bit now set means we're opening.
actor[j].t_data[0] = (sector[sectNum].lotag&0x8000) ? 1 : 2;
A_CallSound(sectNum,spriteNum);
break;
}
return;
case ST_28_DROP_FLOOR:
//activate the rest of them
for (SPRITES_OF_SECT(sectNum, 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 (bssize_t 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(sectNum,spriteNum);
}
return;
}
}
void G_OperateRespawns(int lotag)
{
for (bssize_t nextSprite, SPRITES_OF_STAT_SAFE(STAT_FX, spriteNum, nextSprite))
{
spritetype * const pSprite = &sprite[spriteNum];
if (pSprite->lotag == lotag && pSprite->picnum == RESPAWN)
{
if (!ud.monsters_off || !A_CheckEnemyTile(pSprite->hitag))
{
int const j = A_Spawn(spriteNum, TRANSPORTERSTAR);
sprite[j].z -= ZOFFSET5;
// Just a way to killit (see G_MoveFX(): RESPAWN__STATIC)
pSprite->extra = 66-12;
}
}
}
}
void G_OperateActivators(int lotag, int playerNum)
{
for (bssize_t spriteNum=g_cyclerCnt-1; spriteNum>=0; spriteNum--)
{
int16_t *const pCycler = &g_cyclers[spriteNum][0];
if (pCycler[4] == lotag)
{
pCycler[5] = !pCycler[5];
sector[pCycler[0]].floorshade = pCycler[3];
sector[pCycler[0]].ceilingshade = pCycler[3];
walltype *pWall = &wall[sector[pCycler[0]].wallptr];
for (bsize_t j = sector[pCycler[0]].wallnum; j > 0; j--, pWall++)
pWall->shade = pCycler[3];
}
}
int soundPlayed = -1;
for (bssize_t nextSprite, SPRITES_OF_STAT_SAFE(STAT_ACTIVATOR, spriteNum, nextSprite))
{
if (sprite[spriteNum].lotag == lotag)
{
if (sprite[spriteNum].picnum == ACTIVATORLOCKED)
{
sector[SECT(spriteNum)].lotag ^= 16384;
if (playerNum >= 0 && playerNum < ud.multimode)
P_DoQuote((sector[SECT(spriteNum)].lotag & 16384) ? QUOTE_LOCKED : QUOTE_UNLOCKED, g_player[playerNum].ps);
}
else
{
switch (SHT(spriteNum))
{
case 1:
if (sector[SECT(spriteNum)].floorz != sector[SECT(spriteNum)].ceilingz)
continue;
break;
case 2:
if (sector[SECT(spriteNum)].floorz == sector[SECT(spriteNum)].ceilingz)
continue;
break;
}
// ST_2_UNDERWATER
if (sector[sprite[spriteNum].sectnum].lotag < 3)
{
for (bssize_t SPRITES_OF_SECT(sprite[spriteNum].sectnum, foundSprite))
{
if (sprite[foundSprite].statnum == STAT_EFFECTOR)
{
switch (sprite[foundSprite].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[foundSprite].t_data[0] = 1 - actor[foundSprite].t_data[0];
A_CallSound(SECT(spriteNum), foundSprite);
break;
}
}
}
}
if (soundPlayed == -1 && (sector[SECT(spriteNum)].lotag&0xff) == ST_22_SPLITTING_DOOR)
soundPlayed = A_CallSound(SECT(spriteNum),spriteNum);
G_OperateSectors(SECT(spriteNum),spriteNum);
}
}
}
G_OperateRespawns(lotag);
}
void G_OperateMasterSwitches(int lotag)
{
for (bssize_t SPRITES_OF(STAT_STANDABLE, i))
if (PN(i) == MASTERSWITCH && SLT(i) == lotag && SP(i) == 0)
SP(i) = 1;
}
void G_OperateForceFields(int spriteNum, int wallTag)
{
for (bssize_t animwallNum = 0; animwallNum < g_animWallCnt; ++animwallNum)
{
int const wallNum = animwall[animwallNum].wallnum;
if ((wallTag == wall[wallNum].lotag || wallTag == -1)
&& (G_GetForcefieldPicnum(wallNum) == W_FORCEFIELD || (wall[wallNum].overpicnum == BIGFORCE)))
{
animwall[animwallNum].tag = 0;
if (wall[wallNum].cstat)
{
wall[wallNum].cstat = 0;
if (spriteNum >= 0 && sprite[spriteNum].picnum == SECTOREFFECTOR && sprite[spriteNum].lotag == SE_30_TWO_WAY_TRAIN)
wall[wallNum].lotag = 0;
}
else
wall[wallNum].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 switchPic)
{
for (bssize_t i=0; i<2; i++)
if (switchPic == DIPSWITCH+i || switchPic == TECHSWITCH+i || switchPic == ALIENSWITCH+i)
return 1+i;
return 0;
}
// Get base (unpressed) tile number for switch.
static int G_GetBaseSwitch(int switchPic)
{
if (switchPic > MULTISWITCH && switchPic <= MULTISWITCH+3)
return MULTISWITCH;
return (switchPic == DIPSWITCH + 1 || switchPic == DIPSWITCH2 + 1 || switchPic == DIPSWITCH3 + 1 ||
switchPic == TECHSWITCH + 1 || switchPic == ALIENSWITCH + 1 || switchPic == PULLSWITCH + 1 ||
switchPic == HANDSWITCH + 1 || switchPic == SLOTDOOR + 1 || switchPic == SPACEDOORSWITCH + 1 ||
switchPic == SPACELIGHTSWITCH + 1 || switchPic == LIGHTSWITCH + 1 || switchPic == LIGHTSWITCH2 + 1 ||
switchPic == FRANKENSTINESWITCH + 1 || switchPic == POWERSWITCH1 + 1 || switchPic == POWERSWITCH2 + 1 ||
switchPic == LOCKSWITCH1 + 1) ?
switchPic-1 : switchPic;
}
enum { SWITCH_WALL, SWITCH_SPRITE };
int P_ActivateSwitch(int playerNum, int wallOrSprite, int switchType)
{
if (wallOrSprite < 0)
return 0;
int lotag, hitag, nSwitchPicnum, nSwitchPal;
vec3_t davector;
if (switchType == SWITCH_SPRITE) // A wall sprite
{
if (actor[wallOrSprite].lasttransport == totalclock)
return 0;
actor[wallOrSprite].lasttransport = totalclock;
if (sprite[wallOrSprite].lotag == 0)
return 0;
lotag = sprite[wallOrSprite].lotag;
hitag = sprite[wallOrSprite].hitag;
davector = *(vec3_t *)&sprite[wallOrSprite];
nSwitchPicnum = sprite[wallOrSprite].picnum;
nSwitchPal = sprite[wallOrSprite].pal;
}
else
{
if (wall[wallOrSprite].lotag == 0)
return 0;
lotag = wall[wallOrSprite].lotag;
hitag = wall[wallOrSprite].hitag;
davector = *(vec3_t *)&wall[wallOrSprite];
davector.z = g_player[playerNum].ps->pos.z;
nSwitchPicnum = wall[wallOrSprite].picnum;
nSwitchPal = wall[wallOrSprite].pal;
}
// initprintf("P_ActivateSwitch called picnum=%i switchissprite=%i\n",picnum,switchissprite);
int basePicnum = G_GetBaseSwitch(nSwitchPicnum);
int correctDips = 1;
int numDips = 0;
switch (DYNAMICTILEMAP(basePicnum))
{
case DIPSWITCH_LIKE_CASES:
break;
case ACCESSSWITCH_CASES:
if (g_player[playerNum].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 (bssize_t nKeyPal = 0; nKeyPal < 3; nKeyPal++)
{
if (nSwitchPal == key_switchpal[nKeyPal])
{
if (g_player[playerNum].ps->got_access & (1 << nKeyPal))
g_player[playerNum].ps->access_incs = 1;
else
P_DoQuote(need_key_quote[nKeyPal], g_player[playerNum].ps);
break;
}
}
if (g_player[playerNum].ps->access_incs == 1)
{
if (switchType == SWITCH_WALL)
g_player[playerNum].ps->access_wallnum = wallOrSprite;
else
g_player[playerNum].ps->access_spritenum = wallOrSprite;
}
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 (bssize_t SPRITES_OF(STAT_DEFAULT, spriteNum))
{
if (lotag == SLT(spriteNum))
{
// Put the tile number into a variable so later switches don't
// trigger on the result of changes:
int const spritePic = PN(spriteNum);
if (spritePic >= MULTISWITCH && spritePic <= MULTISWITCH+3)
{
sprite[spriteNum].picnum++;
if (sprite[spriteNum].picnum > MULTISWITCH+3)
sprite[spriteNum].picnum = MULTISWITCH;
}
switch (DYNAMICTILEMAP(spritePic))
{
case DIPSWITCH_LIKE_CASES:
if (switchType == SWITCH_SPRITE && wallOrSprite == spriteNum)
PN(spriteNum)++;
else if (SHT(spriteNum) == 0)
correctDips++;
numDips++;
break;
case ACCESSSWITCH_CASES:
case REST_SWITCH_CASES:
sprite[spriteNum].picnum++;
break;
default:
if (spritePic <= 0) // oob safety
break;
switch (DYNAMICTILEMAP(spritePic - 1))
{
case DIPSWITCH_LIKE_CASES:
if (switchType == SWITCH_SPRITE && wallOrSprite == spriteNum)
PN(spriteNum)--;
else if (SHT(spriteNum) == 1)
correctDips++;
numDips++;
break;
case REST_SWITCH_CASES:
sprite[spriteNum].picnum--;
break;
}
break;
}
}
}
for (bssize_t wallNum=numwalls-1; wallNum>=0; wallNum--)
{
if (lotag == wall[wallNum].lotag)
{
if (wall[wallNum].picnum >= MULTISWITCH && wall[wallNum].picnum <= MULTISWITCH+3)
{
wall[wallNum].picnum++;
if (wall[wallNum].picnum > MULTISWITCH+3)
wall[wallNum].picnum = MULTISWITCH;
}
switch (DYNAMICTILEMAP(wall[wallNum].picnum))
{
case DIPSWITCH_LIKE_CASES:
if (switchType == SWITCH_WALL && wallNum == wallOrSprite)
wall[wallNum].picnum++;
else if (wall[wallNum].hitag == 0)
correctDips++;
numDips++;
break;
case ACCESSSWITCH_CASES:
case REST_SWITCH_CASES:
wall[wallNum].picnum++;
break;
default:
if (wall[wallNum].picnum <= 0) // oob safety
break;
switch (DYNAMICTILEMAP(wall[wallNum].picnum - 1))
{
case DIPSWITCH_LIKE_CASES:
if (switchType == SWITCH_WALL && wallNum == wallOrSprite)
wall[wallNum].picnum--;
else if (wall[wallNum].hitag == 1)
correctDips++;
numDips++;
break;
case REST_SWITCH_CASES:
wall[wallNum].picnum--;
break;
}
break;
}
}
}
if (lotag == UINT16_MAX)
{
P_EndLevel();
return 1;
}
basePicnum = G_GetBaseSwitch(nSwitchPicnum);
switch (DYNAMICTILEMAP(basePicnum))
{
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,
(switchType == SWITCH_SPRITE) ? wallOrSprite : g_player[playerNum].ps->i, &davector);
if (numDips != correctDips)
break;
S_PlaySound3D(END_OF_LEVEL_WARN, g_player[playerNum].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 (bssize_t SPRITES_OF(STAT_EFFECTOR, spriteNum))
{
if (sprite[spriteNum].hitag == lotag)
{
switch (sprite[spriteNum].lotag)
{
case SE_12_LIGHT_SWITCH:
sector[sprite[spriteNum].sectnum].floorpal = 0;
actor[spriteNum].t_data[0]++;
if (actor[spriteNum].t_data[0] == 2)
actor[spriteNum].t_data[0]++;
break;
case SE_24_CONVEYOR:
case SE_34:
case SE_25_PISTON:
actor[spriteNum].t_data[4] = !actor[spriteNum].t_data[4];
P_DoQuote(actor[spriteNum].t_data[4] ? QUOTE_DEACTIVATED : QUOTE_ACTIVATED, g_player[playerNum].ps);
break;
case SE_21_DROP_FLOOR:
P_DoQuote(QUOTE_ACTIVATED, g_player[screenpeek].ps);
break;
}
}
}
G_OperateActivators(lotag, playerNum);
G_OperateForceFields(g_player[playerNum].ps->i, lotag);
G_OperateMasterSwitches(lotag);
if (G_IsLikeDipswitch(nSwitchPicnum))
return 1;
if (!hitag && CheckDoorTile(nSwitchPicnum) == 0)
S_PlaySound3D(SWITCH_ON, (switchType == SWITCH_SPRITE) ? wallOrSprite : g_player[playerNum].ps->i, &davector);
else if (hitag)
{
if (switchType == SWITCH_SPRITE && (g_sounds[hitag].m & SF_TALK) == 0)
S_PlaySound3D(hitag, wallOrSprite, &davector);
else
A_PlaySound(hitag, g_player[playerNum].ps->i);
}
return 1;
}
}
return 0;
}
void G_ActivateBySector(int sectNum, int spriteNum)
{
int activatedSectors = 0;
for (bssize_t SPRITES_OF_SECT(sectNum, i))
if (PN(i) == ACTIVATOR)
{
G_OperateActivators(SLT(i),-1);
++activatedSectors;
}
if (!activatedSectors)
G_OperateSectors(sectNum, spriteNum);
}
static void G_BreakWall(int tileNum, int spriteNum, int wallNum)
{
wall[wallNum].picnum = tileNum;
A_PlaySound(VENT_BUST,spriteNum);
A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
A_SpawnWallGlass(spriteNum,wallNum,10);
}
void A_DamageWall(int spriteNum, int wallNum, const vec3_t *vPos, int weaponNum)
{
int16_t sectNum = -1;
walltype *pWall = &wall[wallNum];
if (pWall->overpicnum == MIRROR && pWall->pal != 4 &&
A_CheckSpriteFlags(spriteNum, SFLAG_PROJECTILE) &&
(SpriteProjectile[spriteNum].workslike & PROJECTILE_RPG))
{
if (pWall->nextwall == -1 || wall[pWall->nextwall].pal != 4)
{
A_SpawnWallGlass(spriteNum, wallNum, 70);
pWall->cstat &= ~16;
pWall->overpicnum = MIRRORBROKE;
A_PlaySound(GLASS_HEAVYBREAK, spriteNum);
return;
}
}
if (pWall->overpicnum == MIRROR && pWall->pal != 4)
{
switch (DYNAMICTILEMAP(weaponNum))
{
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(spriteNum, wallNum, 70);
pWall->cstat &= ~16;
pWall->overpicnum = MIRRORBROKE;
A_PlaySound(GLASS_HEAVYBREAK, spriteNum);
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 switchPic = G_GetForcefieldPicnum(wallNum);
switch (DYNAMICTILEMAP(switchPic))
{
case W_FORCEFIELD__STATIC:
pWall->extra = 1; // tell the forces to animate
/* fall-through */
case BIGFORCE__STATIC:
{
updatesector(vPos->x, vPos->y, &sectNum);
if (sectNum < 0)
return;
int xRepeat = 32;
int yRepeat = 32;
if (weaponNum == -1)
xRepeat = yRepeat = 8;
else if (weaponNum == CHAINGUN)
{
xRepeat = 16 + sprite[spriteNum].xrepeat;
yRepeat = 16 + sprite[spriteNum].yrepeat;
}
int const i = A_InsertSprite(sectNum, vPos->x, vPos->y, vPos->z, FORCERIPPLE, -127, xRepeat, yRepeat, 0,
0, 0, spriteNum, 5);
CS(i) |= 18 + 128;
SA(i) = 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, spriteNum);
A_PlaySound(GLASS_BREAKING, spriteNum);
return;
case GLASS__STATIC:
updatesector(vPos->x, vPos->y, &sectNum);
if (sectNum < 0)
return;
pWall->overpicnum = GLASS2;
A_SpawnWallGlass(spriteNum, wallNum, 10);
pWall->cstat = 0;
if (pWall->nextwall >= 0)
wall[pWall->nextwall].cstat = 0;
{
int const i = A_InsertSprite(sectNum, vPos->x, vPos->y, vPos->z, SECTOREFFECTOR, 0, 0, 0,
g_player[0].ps->ang, 0, 0, spriteNum, 3);
SLT(i) = 128;
T2(i) = 5;
T3(i) = wallNum;
A_PlaySound(GLASS_BREAKING, i);
}
return;
case STAINGLASS1__STATIC:
updatesector(vPos->x, vPos->y, &sectNum);
if (sectNum < 0)
return;
A_SpawnRandomGlass(spriteNum, wallNum, 80);
pWall->cstat = 0;
if (pWall->nextwall >= 0)
wall[pWall->nextwall].cstat = 0;
A_PlaySound(VENT_BUST, spriteNum);
A_PlaySound(GLASS_BREAKING, spriteNum);
return;
}
}
switch (DYNAMICTILEMAP(pWall->picnum))
{
case COLAMACHINE__STATIC:
case VENDMACHINE__STATIC:
G_BreakWall(pWall->picnum + 2, spriteNum, wallNum);
A_PlaySound(VENT_BUST, spriteNum);
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(spriteNum, wallNum, 30);
pWall->picnum = W_SCREENBREAK + (krand() % 3);
A_PlaySound(GLASS_HEAVYBREAK, spriteNum);
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, spriteNum, wallNum);
return;
case W_MILKSHELF__STATIC:
G_BreakWall(W_MILKSHELFBROKE, spriteNum, wallNum);
return;
case W_TECHWALL10__STATIC:
G_BreakWall(W_HITTECHWALL10, spriteNum, wallNum);
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, spriteNum, wallNum);
return;
case W_TECHWALL15__STATIC:
G_BreakWall(W_HITTECHWALL15, spriteNum, wallNum);
return;
case W_TECHWALL16__STATIC:
G_BreakWall(W_HITTECHWALL16, spriteNum, wallNum);
return;
case W_TECHWALL2__STATIC:
G_BreakWall(W_HITTECHWALL2, spriteNum, wallNum);
return;
case W_TECHWALL3__STATIC:
G_BreakWall(W_HITTECHWALL3, spriteNum, wallNum);
return;
case W_TECHWALL4__STATIC:
G_BreakWall(W_HITTECHWALL4, spriteNum, wallNum);
return;
case ATM__STATIC:
pWall->picnum = ATMBROKE;
A_SpawnMultiple(spriteNum, MONEY, 1 + (krand() & 7));
A_PlaySound(GLASS_HEAVYBREAK, spriteNum);
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, spriteNum);
A_SpawnWallGlass(spriteNum, wallNum, 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;
sectNum = pWall->nextsector;
if (sectNum < 0)
return;
int darkestWall = 0;
pWall = &wall[sector[sectNum].wallptr];
for (bssize_t i = sector[sectNum].wallnum; i > 0; i--, pWall++)
if (pWall->shade > darkestWall)
darkestWall = pWall->shade;
int const random = krand() & 1;
for (bssize_t SPRITES_OF(STAT_EFFECTOR, i))
if (SHT(i) == wall[wallNum].lotag && SLT(i) == SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT)
{
T3(i) = random;
T4(i) = darkestWall;
T5(i) = 1;
}
break;
}
}
}
// NOTE: return value never examined in any of the callers.
int Sect_DamageCeilingOrFloor(int damageFloor, int const sectNum)
{
// NOTE: pass RETURN in the dist argument, too.
int const RETURN_in = damageFloor ? 131072 + sectNum : 65536 + sectNum;
int32_t const returnValue =
VM_OnEventWithBoth(EVENT_DAMAGEHPLANE, g_player[screenpeek].ps->i, screenpeek, RETURN_in, RETURN_in);
if (returnValue < 0)
return 0;
int16_t * const pPicnum = damageFloor ? &sector[sectNum].floorpicnum : &sector[sectNum].ceilingpicnum;
if (returnValue == (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[sectNum].ceilingpicnum = TECHLIGHTBUST2; goto GLASSBREAK_CODE;
case TECHLIGHT4__STATIC: sector[sectNum].ceilingpicnum = TECHLIGHTBUST4;
GLASSBREAK_CODE:
A_SpawnCeilingGlass(g_player[myconnectindex].ps->i, sectNum, 10);
A_PlaySound(GLASS_BREAKING, g_player[screenpeek].ps->i);
if (sector[sectNum].hitag == 0)
{
for (bssize_t SPRITES_OF_SECT(sectNum, i))
{
if (PN(i) == SECTOREFFECTOR && SLT(i) == SE_12_LIGHT_SWITCH)
{
for (bssize_t SPRITES_OF(STAT_EFFECTOR, j))
if (sprite[j].hitag == SHT(i))
actor[j].t_data[3] = 1;
break;
}
}
}
int j = krand() & 1;
for (bssize_t SPRITES_OF(STAT_EFFECTOR, i))
{
if (SHT(i) == sector[sectNum].hitag && SLT(i) == SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT)
{
T3(i) = j;
T5(i) = 1;
}
}
return 1;
}
return 0;
}
// hard coded props... :(
void A_DamageObject(int32_t spriteNum, int32_t damageSrc)
{
int32_t isRPG=0;
spritetype *pSprite;
if (g_netClient)
{
return;
}
spriteNum &= (MAXSPRITES-1);
if (A_CheckSpriteFlags(damageSrc,SFLAG_PROJECTILE))
if (SpriteProjectile[damageSrc].workslike & PROJECTILE_RPG)
isRPG = 1;
switch (DYNAMICTILEMAP(PN(spriteNum)))
{
case OCEANSPRITE1__STATIC:
case OCEANSPRITE2__STATIC:
case OCEANSPRITE3__STATIC:
case OCEANSPRITE4__STATIC:
case OCEANSPRITE5__STATIC:
A_Spawn(spriteNum,SMALLSMOKE);
A_DeleteSprite(spriteNum);
break;
case QUEBALL__STATIC:
case STRIPEBALL__STATIC:
if (sprite[damageSrc].picnum == QUEBALL || sprite[damageSrc].picnum == STRIPEBALL)
{
sprite[damageSrc].xvel = (sprite[spriteNum].xvel>>1)+(sprite[spriteNum].xvel>>2);
sprite[damageSrc].ang -= (SA(spriteNum)<<1)+1024;
SA(spriteNum) = getangle(SX(spriteNum)-sprite[damageSrc].x,SY(spriteNum)-sprite[damageSrc].y)-512;
if (S_CheckSoundPlaying(spriteNum,POOLBALLHIT) < 2)
A_PlaySound(POOLBALLHIT,spriteNum);
}
else
{
if (krand()&3)
{
sprite[spriteNum].xvel = 164;
sprite[spriteNum].ang = sprite[damageSrc].ang;
}
else
{
A_SpawnWallGlass(spriteNum,-1,3);
A_DeleteSprite(spriteNum);
}
}
break;
case TREE1__STATIC:
case TREE2__STATIC:
case TIRE__STATIC:
case CONE__STATIC:
case BOX__STATIC:
{
if (isRPG == 1)
if (T1(spriteNum) == 0)
{
CS(spriteNum) &= ~257;
T1(spriteNum) = 1;
A_Spawn(spriteNum,BURNING);
}
switch (DYNAMICTILEMAP(sprite[damageSrc].picnum))
{
case RADIUSEXPLOSION__STATIC:
case RPG__STATIC:
case FIRELASER__STATIC:
case HYDRENT__STATIC:
case HEAVYHBOMB__STATIC:
if (T1(spriteNum) == 0)
{
CS(spriteNum) &= ~257;
T1(spriteNum) = 1;
A_Spawn(spriteNum,BURNING);
}
break;
}
break;
}
case CACTUS__STATIC:
{
if (isRPG == 1)
for (bssize_t k=64; k>0; k--)
{
int newSprite =
A_InsertSprite(SECT(spriteNum), SX(spriteNum), SY(spriteNum), SZ(spriteNum) - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48,
krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (sprite[spriteNum].zvel >> 2), spriteNum, 5);
sprite[newSprite].pal = 8;
}
// case CACTUSBROKE:
switch (DYNAMICTILEMAP(sprite[damageSrc].picnum))
{
case RADIUSEXPLOSION__STATIC:
case RPG__STATIC:
case FIRELASER__STATIC:
case HYDRENT__STATIC:
case HEAVYHBOMB__STATIC:
for (bssize_t k=64; k>0; k--)
{
int newSprite =
A_InsertSprite(SECT(spriteNum), SX(spriteNum), SY(spriteNum), SZ(spriteNum) - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48,
krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (sprite[spriteNum].zvel >> 2), spriteNum, 5);
sprite[newSprite].pal = 8;
}
if (PN(spriteNum) == CACTUS)
PN(spriteNum) = CACTUSBROKE;
CS(spriteNum) &= ~257;
// else A_DeleteSprite(i);
break;
}
break;
}
case HANGLIGHT__STATIC:
case GENERICPOLE2__STATIC:
for (bssize_t k=6; k>0; k--)
A_InsertSprite(SECT(spriteNum),SX(spriteNum),SY(spriteNum),SZ(spriteNum)-ZOFFSET3,SCRAP1+(krand()&15),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(sprite[spriteNum].zvel>>2),spriteNum,5);
A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
A_DeleteSprite(spriteNum);
break;
case FANSPRITE__STATIC:
PN(spriteNum) = FANSPRITEBROKE;
CS(spriteNum) &= (65535-257);
if (sector[SECT(spriteNum)].floorpicnum == FANSHADOW)
sector[SECT(spriteNum)].floorpicnum = FANSHADOWBROKE;
A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
pSprite = &sprite[spriteNum];
for (bssize_t j=16; j>0; j--)
RANDOMSCRAP(pSprite, spriteNum);
break;
case WATERFOUNTAIN__STATIC:
// case WATERFOUNTAIN+1:
// case WATERFOUNTAIN+2:
PN(spriteNum) = WATERFOUNTAINBROKE;
A_Spawn(spriteNum,TOILETWATER);
break;
case SATELITE__STATIC:
case FUELPOD__STATIC:
case SOLARPANNEL__STATIC:
case ANTENNA__STATIC:
if (sprite[damageSrc].extra != G_DefaultActorHealth(SHOTSPARK1))
{
for (bssize_t j=15; j>0; j--)
A_InsertSprite(SECT(spriteNum),SX(spriteNum),SY(spriteNum),sector[SECT(spriteNum)].floorz-ZOFFSET4-(j<<9),SCRAP1+(krand()&15),-8,64,64,
krand()&2047,(krand()&127)+64,-(krand()&511)-256,spriteNum,5);
A_Spawn(spriteNum,EXPLOSION2);
A_DeleteSprite(spriteNum);
}
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(spriteNum) == BOTTLE10)
A_SpawnMultiple(spriteNum, MONEY, 4+(krand()&3));
else if (PN(spriteNum) == STATUE || PN(spriteNum) == STATUEFLASH)
{
A_SpawnRandomGlass(spriteNum,-1,40);
A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
}
else if (PN(spriteNum) == VASE)
A_SpawnWallGlass(spriteNum,-1,40);
A_PlaySound(GLASS_BREAKING,spriteNum);
SA(spriteNum) = krand()&2047;
A_SpawnWallGlass(spriteNum,-1,8);
A_DeleteSprite(spriteNum);
break;
case FETUS__STATIC:
PN(spriteNum) = FETUSBROKE;
A_PlaySound(GLASS_BREAKING,spriteNum);
A_SpawnWallGlass(spriteNum,-1,10);
break;
case FETUSBROKE__STATIC:
for (bssize_t j=48; j>0; j--)
{
A_Shoot(spriteNum,BLOODSPLAT1);
SA(spriteNum) += 333;
}
A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
A_PlaySound(SQUISHED,spriteNum);
/* fall-through */
case BOTTLE7__STATIC:
A_PlaySound(GLASS_BREAKING,spriteNum);
A_SpawnWallGlass(spriteNum,-1,10);
A_DeleteSprite(spriteNum);
break;
case HYDROPLANT__STATIC:
PN(spriteNum) = BROKEHYDROPLANT;
A_PlaySound(GLASS_BREAKING,spriteNum);
A_SpawnWallGlass(spriteNum,-1,10);
break;
case FORCESPHERE__STATIC:
sprite[spriteNum].xrepeat = 0;
actor[OW(spriteNum)].t_data[0] = 32;
actor[OW(spriteNum)].t_data[1] = !actor[OW(spriteNum)].t_data[1];
actor[OW(spriteNum)].t_data[2] ++;
A_Spawn(spriteNum,EXPLOSION2);
break;
case BROKEHYDROPLANT__STATIC:
A_PlaySound(GLASS_BREAKING,spriteNum);
A_SpawnWallGlass(spriteNum,-1,5);
A_DeleteSprite(spriteNum);
break;
case TOILET__STATIC:
PN(spriteNum) = TOILETBROKE;
CS(spriteNum) |= (krand()&1)<<2;
CS(spriteNum) &= ~257;
A_Spawn(spriteNum,TOILETWATER);
A_PlaySound(GLASS_BREAKING,spriteNum);
break;
case STALL__STATIC:
PN(spriteNum) = STALLBROKE;
CS(spriteNum) |= (krand()&1)<<2;
CS(spriteNum) &= ~257;
A_Spawn(spriteNum,TOILETWATER);
A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
break;
case HYDRENT__STATIC:
PN(spriteNum) = BROKEFIREHYDRENT;
A_Spawn(spriteNum,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,spriteNum);
break;
case GRATE1__STATIC:
PN(spriteNum) = BGRATE1;
CS(spriteNum) &= (65535-256-1);
A_PlaySound(VENT_BUST,spriteNum);
break;
case CIRCLEPANNEL__STATIC:
PN(spriteNum) = CIRCLEPANNELBROKE;
CS(spriteNum) &= (65535-256-1);
A_PlaySound(VENT_BUST,spriteNum);
break;
case PANNEL1__STATIC:
case PANNEL2__STATIC:
PN(spriteNum) = BPANNEL1;
CS(spriteNum) &= (65535-256-1);
A_PlaySound(VENT_BUST,spriteNum);
break;
case PANNEL3__STATIC:
PN(spriteNum) = BPANNEL3;
CS(spriteNum) &= (65535-256-1);
A_PlaySound(VENT_BUST,spriteNum);
break;
case PIPE1__STATIC:
case PIPE2__STATIC:
case PIPE3__STATIC:
case PIPE4__STATIC:
case PIPE5__STATIC:
case PIPE6__STATIC:
{
switch (DYNAMICTILEMAP(PN(spriteNum)))
{
case PIPE1__STATIC:
PN(spriteNum)=PIPE1B;
break;
case PIPE2__STATIC:
PN(spriteNum)=PIPE2B;
break;
case PIPE3__STATIC:
PN(spriteNum)=PIPE3B;
break;
case PIPE4__STATIC:
PN(spriteNum)=PIPE4B;
break;
case PIPE5__STATIC:
PN(spriteNum)=PIPE5B;
break;
case PIPE6__STATIC:
PN(spriteNum)=PIPE6B;
break;
}
int newSprite = A_Spawn(spriteNum, STEAM);
sprite[newSprite].z = sector[SECT(spriteNum)].floorz-ZOFFSET5;
break;
}
case MONK__STATIC:
case LUKE__STATIC:
case INDY__STATIC:
case JURYGUY__STATIC:
A_PlaySound(SLT(spriteNum),spriteNum);
A_Spawn(spriteNum,SHT(spriteNum));
/* fall-through */
case SPACEMARINE__STATIC:
sprite[spriteNum].extra -= sprite[damageSrc].extra;
if (sprite[spriteNum].extra > 0) break;
SA(spriteNum) = krand()&2047;
A_Shoot(spriteNum,BLOODSPLAT1);
SA(spriteNum) = krand()&2047;
A_Shoot(spriteNum,BLOODSPLAT2);
SA(spriteNum) = krand()&2047;
A_Shoot(spriteNum,BLOODSPLAT3);
SA(spriteNum) = krand()&2047;
A_Shoot(spriteNum,BLOODSPLAT4);
SA(spriteNum) = krand()&2047;
A_Shoot(spriteNum,BLOODSPLAT1);
SA(spriteNum) = krand()&2047;
A_Shoot(spriteNum,BLOODSPLAT2);
SA(spriteNum) = krand()&2047;
A_Shoot(spriteNum,BLOODSPLAT3);
SA(spriteNum) = krand()&2047;
A_Shoot(spriteNum,BLOODSPLAT4);
A_DoGuts(spriteNum,JIBS1,1);
A_DoGuts(spriteNum,JIBS2,2);
A_DoGuts(spriteNum,JIBS3,3);
A_DoGuts(spriteNum,JIBS4,4);
A_DoGuts(spriteNum,JIBS5,1);
A_DoGuts(spriteNum,JIBS3,6);
S_PlaySound(SQUISHED);
A_DeleteSprite(spriteNum);
break;
case CHAIR1__STATIC:
case CHAIR2__STATIC:
PN(spriteNum) = BROKENCHAIR;
CS(spriteNum) = 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,spriteNum);
pSprite = &sprite[spriteNum];
for (bssize_t j=16; j>0; j--)
RANDOMSCRAP(pSprite, spriteNum);
A_DeleteSprite(spriteNum);
break;
case PLAYERONWATER__STATIC:
spriteNum = OW(spriteNum);
/* fall-through */
default:
if ((sprite[spriteNum].cstat&16) && SHT(spriteNum) == 0 && SLT(spriteNum) == 0 && sprite[spriteNum].statnum == STAT_DEFAULT)
break;
if ((sprite[damageSrc].picnum == FREEZEBLAST || sprite[damageSrc].owner != spriteNum) && sprite[spriteNum].statnum != STAT_PROJECTILE)
{
if (A_CheckEnemySprite(&sprite[spriteNum]) == 1)
{
if (sprite[damageSrc].picnum == RPG)
sprite[damageSrc].extra <<= 1;
if ((PN(spriteNum) != DRONE) && (PN(spriteNum) != ROTATEGUN) && (PN(spriteNum) != COMMANDER) && (PN(spriteNum) < GREENSLIME || PN(spriteNum) > GREENSLIME+7))
if (sprite[damageSrc].picnum != FREEZEBLAST)
if (!A_CheckSpriteFlags(spriteNum, SFLAG_BADGUY) || A_CheckSpriteFlags(spriteNum, SFLAG_HURTSPAWNBLOOD))
{
int const newSprite = A_Spawn(damageSrc, JIBS6);
sprite[newSprite].z += ZOFFSET6;
if (sprite[damageSrc].pal == 6)
sprite[newSprite].pal = 6;
sprite[newSprite].xvel = 16;
sprite[newSprite].xrepeat = sprite[newSprite].yrepeat = 24;
sprite[newSprite].ang += 32 - (krand() & 63);
}
int const damageOwner = sprite[damageSrc].owner;
if (damageOwner >= 0 && sprite[damageOwner].picnum == APLAYER && PN(spriteNum) != ROTATEGUN && PN(spriteNum) != DRONE)
if (g_player[P_Get(damageOwner)].ps->curr_weapon == SHOTGUN_WEAPON)
if (!A_CheckSpriteFlags(spriteNum, SFLAG_BADGUY) || A_CheckSpriteFlags(spriteNum, SFLAG_HURTSPAWNBLOOD))
{
A_Shoot(spriteNum, BLOODSPLAT3);
A_Shoot(spriteNum, BLOODSPLAT1);
A_Shoot(spriteNum, BLOODSPLAT2);
A_Shoot(spriteNum, BLOODSPLAT4);
}
if (!A_CheckSpriteFlags(spriteNum, SFLAG_NODAMAGEPUSH))
{
if (sprite[spriteNum].extra > 0)
{
if ((sprite[spriteNum].cstat & 48) == 0)
SA(spriteNum) = (sprite[damageSrc].ang + 1024) & 2047;
sprite[spriteNum].xvel = -(sprite[damageSrc].extra << 2);
int16_t sectNum = SECT(spriteNum);
pushmove((vec3_t *)&sprite[spriteNum], &sectNum, 128L, (4L << 8), (4L << 8), CLIPMASK0);
if (sectNum != SECT(spriteNum) && (unsigned)sectNum < MAXSECTORS)
changespritesect(spriteNum, sectNum);
}
}
if (sprite[spriteNum].statnum == STAT_ZOMBIEACTOR)
{
changespritestat(spriteNum, STAT_ACTOR);
actor[spriteNum].timetosleep = SLEEPTIME;
}
if ((sprite[spriteNum].xrepeat < 24 || PN(spriteNum) == SHARK) && sprite[damageSrc].picnum == SHRINKSPARK)
return;
}
if (sprite[spriteNum].statnum != STAT_ZOMBIEACTOR)
{
if (sprite[damageSrc].picnum == FREEZEBLAST && ((PN(spriteNum) == APLAYER && sprite[spriteNum].pal == 1) || (g_freezerSelfDamage == 0 && sprite[damageSrc].owner == spriteNum)))
return;
actor[spriteNum].picnum = sprite[damageSrc].picnum;
actor[spriteNum].extra += sprite[damageSrc].extra;
actor[spriteNum].ang = sprite[damageSrc].ang;
actor[spriteNum].owner = sprite[damageSrc].owner;
}
if (sprite[spriteNum].statnum == STAT_PLAYER)
{
DukePlayer_t *ps = g_player[P_Get(spriteNum)].ps;
if (ps->newowner >= 0)
G_ClearCameraView(ps);
if (sprite[spriteNum].xrepeat < 24 && sprite[damageSrc].picnum == SHRINKSPARK)
return;
if (sprite[actor[spriteNum].owner].picnum != APLAYER)
if (ud.player_skill >= 3)
sprite[damageSrc].extra += (sprite[damageSrc].extra>>1);
}
}
break;
}
}
void G_AlignWarpElevators(void)
{
for (bssize_t SPRITES_OF(STAT_EFFECTOR, i))
{
if (SLT(i) == SE_17_WARP_ELEVATOR && SS(i) > 16)
{
for (bssize_t SPRITES_OF(STAT_EFFECTOR, j))
{
if (i != j && sprite[j].lotag == SE_17_WARP_ELEVATOR && SHT(i) == sprite[j].hitag)
{
sector[sprite[j].sectnum].floorz = sector[SECT(i)].floorz;
sector[sprite[j].sectnum].ceilingz = sector[SECT(i)].ceilingz;
}
}
}
}
}
static int P_CheckDetonatorSpecialCase(DukePlayer_t *const pPlayer, int weaponNum)
{
if (weaponNum == HANDBOMB_WEAPON && pPlayer->ammo_amount[HANDBOMB_WEAPON] == 0)
{
int spriteNum = headspritestat[STAT_ACTOR];
while (spriteNum >= 0)
{
if (sprite[spriteNum].picnum == HEAVYHBOMB && sprite[spriteNum].owner == pPlayer->i)
return 1;
spriteNum = nextspritestat[spriteNum];
}
}
return 0;
}
void P_HandleSharedKeys(int playerNum)
{
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
if (pPlayer->cheat_phase == 1) return;
uint32_t playerBits = g_player[playerNum].inputBits->bits, weaponNum;
// 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 aimMode = pPlayer->aim_mode;
pPlayer->aim_mode = (playerBits>>SK_AIMMODE)&1;
if (pPlayer->aim_mode < aimMode)
pPlayer->return_to_center = 9;
if (TEST_SYNC_KEY(playerBits, SK_QUICK_KICK) && pPlayer->quick_kick == 0)
if (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) != KNEE_WEAPON || pPlayer->kickback_pic == 0)
{
if (VM_OnEvent(EVENT_QUICKKICK,g_player[playerNum].ps->i,playerNum) == 0)
{
pPlayer->quick_kick = 14;
if (pPlayer->fta == 0 || pPlayer->ftq == 80)
P_DoQuote(QUOTE_MIGHTY_FOOT,pPlayer);
}
}
weaponNum = playerBits & ((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));
playerBits = weaponNum & ~pPlayer->interface_toggle_flag;
pPlayer->interface_toggle_flag |= playerBits | ((playerBits&0xf00)?0xf00:0);
pPlayer->interface_toggle_flag &= weaponNum | ((weaponNum&0xf00)?0xf00:0);
if (playerBits && TEST_SYNC_KEY(playerBits, SK_MULTIFLAG) == 0)
{
if (TEST_SYNC_KEY(playerBits, 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(playerBits, SK_INVENTORY) && pPlayer->newowner == -1) // inventory button generates event for selected item
{
if (VM_OnEvent(EVENT_INVENTORY,g_player[playerNum].ps->i,playerNum) == 0)
{
switch (pPlayer->inven_icon)
{
case ICON_JETPACK: playerBits |= BIT(SK_JETPACK); break;
case ICON_HOLODUKE: playerBits |= BIT(SK_HOLODUKE); break;
case ICON_HEATS: playerBits |= BIT(SK_NIGHTVISION); break;
case ICON_FIRSTAID: playerBits |= BIT(SK_MEDKIT); break;
case ICON_STEROIDS: playerBits |= BIT(SK_STEROIDS); break;
}
}
}
if (TEST_SYNC_KEY(playerBits, SK_NIGHTVISION))
{
if (VM_OnEvent(EVENT_USENIGHTVISION,g_player[playerNum].ps->i,playerNum) == 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(playerBits, SK_STEROIDS))
{
if (VM_OnEvent(EVENT_USESTEROIDS,g_player[playerNum].ps->i,playerNum) == 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)
playerBits |= BIT(SK_INV_LEFT); // emulate move left...
if (pPlayer->newowner == -1 && (TEST_SYNC_KEY(playerBits, SK_INV_LEFT) || TEST_SYNC_KEY(playerBits, SK_INV_RIGHT)))
{
pPlayer->invdisptime = GAMETICSPERSEC*2;
int const inventoryRight = !!(TEST_SYNC_KEY(playerBits, SK_INV_RIGHT));
if (pPlayer->refresh_inventory) pPlayer->refresh_inventory = 0;
int32_t inventoryIcon = pPlayer->inven_icon;
int i = 0;
CHECKINV1:
if (i < 9)
{
i++;
switch (inventoryIcon)
{
case ICON_JETPACK:
case ICON_SCUBA:
case ICON_STEROIDS:
case ICON_HOLODUKE:
case ICON_HEATS:
if (pPlayer->inv_amount[icon_to_inv[inventoryIcon]] > 0 && i > 1)
break;
if (inventoryRight)
inventoryIcon++;
else
inventoryIcon--;
goto CHECKINV1;
case ICON_NONE:
case ICON_FIRSTAID:
if (pPlayer->inv_amount[GET_FIRSTAID] > 0 && i > 1)
break;
inventoryIcon = inventoryRight ? 2 : 7;
goto CHECKINV1;
case ICON_BOOTS:
if (pPlayer->inv_amount[GET_BOOTS] > 0 && i > 1)
break;
inventoryIcon = inventoryRight ? 1 : 6;
goto CHECKINV1;
}
}
else inventoryIcon = 0;
if (TEST_SYNC_KEY(playerBits, SK_INV_LEFT)) // Inventory_Left
{
/*Gv_SetVar(g_iReturnVarID,dainv,g_player[snum].ps->i,snum);*/
inventoryIcon = VM_OnEventWithReturn(EVENT_INVENTORYLEFT,g_player[playerNum].ps->i,playerNum, inventoryIcon);
}
else if (TEST_SYNC_KEY(playerBits, SK_INV_RIGHT)) // Inventory_Right
{
/*Gv_SetVar(g_iReturnVarID,dainv,g_player[snum].ps->i,snum);*/
inventoryIcon = VM_OnEventWithReturn(EVENT_INVENTORYRIGHT,g_player[playerNum].ps->i,playerNum, inventoryIcon);
}
if (inventoryIcon >= 1)
{
pPlayer->inven_icon = inventoryIcon;
if (inventoryIcon || 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 (inventoryIcon>=1 && inventoryIcon<=9)
P_DoQuote(i[inventoryIcon-1], pPlayer);
}
}
}
weaponNum = ((playerBits&(15<<SK_WEAPON_BITS))>>SK_WEAPON_BITS) - 1;
switch ((int32_t)weaponNum)
{
case -1:
break;
default:
weaponNum = VM_OnEventWithReturn(EVENT_WEAPKEY1+weaponNum,pPlayer->i,playerNum, weaponNum);
break;
case 10:
weaponNum = VM_OnEventWithReturn(EVENT_PREVIOUSWEAPON,pPlayer->i,playerNum, weaponNum);
break;
case 11:
weaponNum = VM_OnEventWithReturn(EVENT_NEXTWEAPON,pPlayer->i,playerNum, weaponNum);
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)
weaponNum = -1;
else if ((uint32_t)weaponNum < MAX_WEAPONS && pPlayer->kickback_pic == 1 && pPlayer->weapon_pos == 1)
{
pPlayer->wantweaponfire = weaponNum;
pPlayer->kickback_pic = 0;
}
if ((int32_t)weaponNum != -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 (weaponNum == 10 || weaponNum == 11)
{
int currentWeapon = pPlayer->curr_weapon;
weaponNum = (weaponNum == 10 ? -1 : 1); // JBF: prev (-1) or next (1) weapon choice
int i = currentWeapon;
while ((currentWeapon >= 0 && currentWeapon < 11) || (PLUTOPAK && currentWeapon == GROW_WEAPON))
{
// this accounts for the expander when handling next/previous
switch (currentWeapon)
{
case DEVISTATOR_WEAPON:
if ((int32_t) weaponNum == -1)
{
if (PLUTOPAK)
currentWeapon = GROW_WEAPON;
else
currentWeapon--;
}
else
currentWeapon++;
break;
case GROW_WEAPON:
currentWeapon = ((int32_t) weaponNum == -1) ? SHRINKER_WEAPON : DEVISTATOR_WEAPON;
break;
case SHRINKER_WEAPON:
if ((int32_t)weaponNum == 1)
{
if (PLUTOPAK)
currentWeapon = GROW_WEAPON;
else
currentWeapon++;
}
else
currentWeapon--;
break;
case HANDREMOTE_WEAPON:
i = currentWeapon = HANDBOMB_WEAPON;
default:
currentWeapon += weaponNum;
break;
}
if (currentWeapon == -1) currentWeapon = FREEZE_WEAPON;
else if (currentWeapon == 10) currentWeapon = KNEE_WEAPON;
if (((pPlayer->gotweapon & (1<<currentWeapon)) && pPlayer->ammo_amount[currentWeapon] > 0) || P_CheckDetonatorSpecialCase(pPlayer, currentWeapon))
{
weaponNum = currentWeapon;
break;
}
if (i == currentWeapon) // absolutely no weapons, so use foot
{
weaponNum = KNEE_WEAPON;
break;
}
}
if (weaponNum == SHRINKER_WEAPON)
pPlayer->subweapon &= ~(1 << GROW_WEAPON);
else if (weaponNum == GROW_WEAPON)
pPlayer->subweapon |= (1<<GROW_WEAPON);
}
P_SetWeaponGamevars(playerNum, pPlayer);
weaponNum = VM_OnEventWithReturn(EVENT_SELECTWEAPON,pPlayer->i,playerNum, weaponNum);
// XXX: any signifcance to "<= MAX_WEAPONS" instead of "<"?
if ((int32_t)weaponNum != -1 && weaponNum <= MAX_WEAPONS)
{
if (P_CheckDetonatorSpecialCase(pPlayer, weaponNum))
{
pPlayer->gotweapon |= (1<<HANDBOMB_WEAPON);
weaponNum = HANDREMOTE_WEAPON;
}
if (weaponNum == SHRINKER_WEAPON && PLUTOPAK) // JBF 20040116: so we don't select the grower with v1.3d
{
if (screenpeek == playerNum) 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))
weaponNum = GROW_WEAPON;
else if (pPlayer->ammo_amount[SHRINKER_WEAPON] == 0)
{
weaponNum = 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);
weaponNum = GROW_WEAPON;
}
else
pPlayer->subweapon &= ~(1<<GROW_WEAPON);
}
if (pPlayer->holster_weapon)
{
playerBits |= BIT(SK_HOLSTER);
pPlayer->weapon_pos = WEAPON_POS_LOWER;
}
else if ((uint32_t)weaponNum < MAX_WEAPONS && (pPlayer->gotweapon & (1<<weaponNum)) && (uint32_t)pPlayer->curr_weapon != weaponNum)
switch (weaponNum)
{
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[weaponNum] == 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, weaponNum, 1);
break;
case HANDBOMB_WEAPON:
case TRIPBOMB_WEAPON:
if (pPlayer->ammo_amount[weaponNum] > 0 && (pPlayer->gotweapon & (1<<weaponNum)))
P_AddWeapon(pPlayer, weaponNum, 1);
break;
}
}
}
}
if (TEST_SYNC_KEY(playerBits, SK_HOLODUKE) && (pPlayer->newowner == -1 || pPlayer->holoduke_on != -1))
{
if (pPlayer->holoduke_on == -1)
{
if (VM_OnEvent(EVENT_HOLODUKEON,g_player[playerNum].ps->i,playerNum) == 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(i) = T5(i) = 0;
sprite[i].yvel = playerNum;
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[playerNum].ps->i,playerNum) == 0)
{
A_PlaySound(TELEPORTER,pPlayer->holoduke_on);
pPlayer->holoduke_on = -1;
P_DoQuote(QUOTE_HOLODUKE_OFF,pPlayer);
}
}
}
if (TEST_SYNC_KEY(playerBits, SK_MEDKIT))
{
if (VM_OnEvent(EVENT_USEMEDKIT,g_player[playerNum].ps->i,playerNum) == 0)
{
if (pPlayer->inv_amount[GET_FIRSTAID] > 0 && sprite[pPlayer->i].extra < pPlayer->max_player_health)
{
int healthDiff = pPlayer->max_player_health-sprite[pPlayer->i].extra;
if (pPlayer->inv_amount[GET_FIRSTAID] > healthDiff)
{
pPlayer->inv_amount[GET_FIRSTAID] -= healthDiff;
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(playerBits, SK_JETPACK))
{
if (VM_OnEvent(EVENT_USEJETPACK,g_player[playerNum].ps->i,playerNum) == 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(playerBits, SK_TURNAROUND) && pPlayer->one_eighty_count == 0)
if (VM_OnEvent(EVENT_TURNAROUND,pPlayer->i,playerNum) == 0)
pPlayer->one_eighty_count = -1024;
}
}
int A_CheckHitSprite(int spriteNum, int16_t *hitSprite)
{
hitdata_t hitData;
int32_t zOffset = 0;
if (A_CheckEnemySprite(&sprite[spriteNum]))
zOffset = (42 << 8);
else if (PN(spriteNum) == APLAYER)
zOffset = (39 << 8);
SZ(spriteNum) -= zOffset;
hitscan((const vec3_t *)&sprite[spriteNum], SECT(spriteNum), sintable[(SA(spriteNum) + 512) & 2047],
sintable[SA(spriteNum) & 2047], 0, &hitData, CLIPMASK1);
SZ(spriteNum) += zOffset;
if (hitSprite)
*hitSprite = hitData.sprite;
if (hitData.wall >= 0 && (wall[hitData.wall].cstat&16) && A_CheckEnemySprite( &sprite[spriteNum]))
return 1<<30;
return FindDistance2D(hitData.pos.x-SX(spriteNum),hitData.pos.y-SY(spriteNum));
}
static int P_FindWall(DukePlayer_t *pPlayer, int *hitWall)
{
hitdata_t hitData;
hitscan((const vec3_t *)pPlayer, pPlayer->cursectnum, sintable[(pPlayer->ang + 512) & 2047],
sintable[pPlayer->ang & 2047], 0, &hitData, CLIPMASK0);
*hitWall = hitData.wall;
if (hitData.wall < 0)
return INT32_MAX;
return FindDistance2D(hitData.pos.x - pPlayer->pos.x, hitData.pos.y - pPlayer->pos.y);
}
// returns 1 if sprite i should not be considered by neartag
static int our_neartag_blacklist(int spriteNum)
{
return sprite[spriteNum].picnum >= SECTOREFFECTOR__STATIC && sprite[spriteNum].picnum <= GPSPEED__STATIC;
}
static void G_ClearCameras(DukePlayer_t *p)
{
G_ClearCameraView(p);
if (I_EscapeTrigger())
I_EscapeTriggerClear();
}
void P_CheckSectors(int playerNum)
{
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
if (pPlayer->cursectnum > -1)
{
sectortype *const pSector = &sector[pPlayer->cursectnum];
switch (pSector->lotag)
{
case 32767:
pSector->lotag = 0;
P_DoQuote(QUOTE_FOUND_SECRET, pPlayer);
pPlayer->secret_rooms++;
return;
case UINT16_MAX:
pSector->lotag = 0;
P_EndLevel();
return;
case UINT16_MAX-1:
pSector->lotag = 0;
pPlayer->timebeforeexit = GAMETICSPERSEC * 8;
pPlayer->customexitsound = pSector->hitag;
return;
default:
if (pSector->lotag >= 10000 && pSector->lotag < 16383)
{
if (playerNum == screenpeek || (g_gametypeFlags[ud.coop] & GAMETYPE_COOPSOUND))
A_PlaySound(pSector->lotag - 10000, pPlayer->i);
pSector->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[playerNum].inputBits->bits, SK_OPEN))
{
if (VM_OnEvent(EVENT_USE, pPlayer->i, playerNum) != 0)
g_player[playerNum].inputBits->bits &= ~BIT(SK_OPEN);
}
if (ud.cashman && TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_OPEN))
A_SpawnMultiple(pPlayer->i, MONEY, 2);
if (pPlayer->newowner >= 0)
{
if (klabs(g_player[playerNum].inputBits->svel) > 768 || klabs(g_player[playerNum].inputBits->fvel) > 768)
{
G_ClearCameras(pPlayer);
return;
}
}
if (!TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_OPEN) && !TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_ESCAPE))
pPlayer->toggle_key_flag = 0;
else if (!pPlayer->toggle_key_flag)
{
int foundWall;
int16_t nearSector, nearWall, nearSprite;
int32_t nearDist;
if (TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_ESCAPE))
{
if (pPlayer->newowner >= 0)
G_ClearCameras(pPlayer);
return;
}
nearSprite = -1;
pPlayer->toggle_key_flag = 1;
foundWall = -1;
int wallDist = P_FindWall(pPlayer, &foundWall);
if (foundWall >= 0 && wallDist < 1280 && wall[foundWall].overpicnum == MIRROR)
if (wall[foundWall].lotag > 0 && !A_CheckSoundPlaying(pPlayer->i,wall[foundWall].lotag) && playerNum == screenpeek)
{
A_PlaySound(wall[foundWall].lotag,pPlayer->i);
return;
}
if (foundWall >= 0 && (wall[foundWall].cstat&16))
if (wall[foundWall].lotag)
return;
if (pPlayer->newowner >= 0)
neartag(pPlayer->opos.x, pPlayer->opos.y, pPlayer->opos.z, sprite[pPlayer->i].sectnum, pPlayer->oang, &nearSector,
&nearWall, &nearSprite, &nearDist, 1280, 1, our_neartag_blacklist);
else
{
neartag(pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z, sprite[pPlayer->i].sectnum, pPlayer->oang, &nearSector,
&nearWall, &nearSprite, &nearDist, 1280, 1, our_neartag_blacklist);
if (nearSprite == -1 && nearWall == -1 && nearSector == -1)
neartag(pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z+ZOFFSET3, sprite[pPlayer->i].sectnum, pPlayer->oang, &nearSector,
&nearWall, &nearSprite, &nearDist, 1280, 1, our_neartag_blacklist);
if (nearSprite == -1 && nearWall == -1 && nearSector == -1)
neartag(pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z+ZOFFSET2, sprite[pPlayer->i].sectnum, pPlayer->oang, &nearSector,
&nearWall, &nearSprite, &nearDist, 1280, 1, our_neartag_blacklist);
if (nearSprite == -1 && nearWall == -1 && nearSector == -1)
{
neartag(pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z+ZOFFSET2, sprite[pPlayer->i].sectnum, pPlayer->oang, &nearSector,
&nearWall, &nearSprite, &nearDist, 1280, 3, our_neartag_blacklist);
if (nearSprite >= 0)
{
switch (DYNAMICTILEMAP(sprite[nearSprite].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;
}
}
nearSprite = -1;
nearWall = -1;
nearSector = -1;
}
}
if (pPlayer->newowner == -1 && nearSprite == -1 && nearSector == -1 && nearWall == -1)
{
if (isanunderoperator(sector[sprite[pPlayer->i].sectnum].lotag))
nearSector = sprite[pPlayer->i].sectnum;
}
if (nearSector >= 0 && (sector[nearSector].lotag&16384))
return;
if (nearSprite == -1 && nearWall == -1)
{
if (pPlayer->cursectnum >= 0 && sector[pPlayer->cursectnum].lotag == 2)
{
if (A_CheckHitSprite(pPlayer->i, &nearSprite) > 1280)
nearSprite = -1;
}
}
if (nearSprite >= 0)
{
if (P_ActivateSwitch(playerNum, nearSprite, 1))
return;
switch (DYNAMICTILEMAP(sprite[nearSprite].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(nearSprite,FLUSH_TOILET))
A_PlaySound(FLUSH_TOILET,nearSprite);
return;
case NUKEBUTTON__STATIC:
{
int wallNum;
P_FindWall(pPlayer, &wallNum);
if (wallNum >= 0 && wall[wallNum].overpicnum == 0)
{
if (actor[nearSprite].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[nearSprite].t_data[0] = 1;
sprite[nearSprite].owner = pPlayer->i;
ud.secretlevel =
(pPlayer->buttonpalette = sprite[nearSprite].pal) ? sprite[nearSprite].lotag : 0;
}
}
}
return;
}
case WATERFOUNTAIN__STATIC:
if (actor[nearSprite].t_data[0] != 1)
{
actor[nearSprite].t_data[0] = 1;
sprite[nearSprite].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 (bssize_t SPRITES_OF(STAT_ACTOR, spriteNum))
{
if (PN(spriteNum) == CAMERA1 && SP(spriteNum) == 0 && sprite[nearSprite].hitag == SLT(spriteNum))
{
sprite[spriteNum].yvel = 1; // Using this camera
A_PlaySound(MONITOR_ACTIVE, pPlayer->i);
sprite[nearSprite].owner = spriteNum;
sprite[nearSprite].yvel = 1; // VIEWSCREEN_YVEL
g_curViewscreen = nearSprite;
int const playerSectnum = pPlayer->cursectnum;
pPlayer->cursectnum = SECT(spriteNum);
pPlayer->cursectnum = playerSectnum;
pPlayer->newowner = spriteNum;
P_UpdateScreenPal(pPlayer);
P_UpdatePosWhenViewingCam(pPlayer);
return;
}
}
G_ClearCameras(pPlayer);
return;
} // switch
}
if (TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_OPEN) == 0)
return;
if (pPlayer->newowner >= 0)
{
G_ClearCameras(pPlayer);
return;
}
if (nearWall == -1 && nearSector == -1 && nearSprite == -1)
{
if (klabs(A_GetHitscanRange(pPlayer->i)) < 512)
{
A_PlaySound(((krand()&255) < 16) ? DUKE_SEARCH2 : DUKE_SEARCH, pPlayer->i);
return;
}
}
if (nearWall >= 0)
{
if (wall[nearWall].lotag > 0 && CheckDoorTile(wall[nearWall].picnum))
{
if (foundWall == nearWall || foundWall == -1)
P_ActivateSwitch(playerNum,nearWall,0);
return;
}
else if (pPlayer->newowner >= 0)
{
G_ClearCameras(pPlayer);
return;
}
}
if (nearSector >= 0 && (sector[nearSector].lotag&16384) == 0 &&
isanearoperator(sector[nearSector].lotag))
{
for (bssize_t SPRITES_OF_SECT(nearSector, spriteNum))
{
if (PN(spriteNum) == ACTIVATOR || PN(spriteNum) == MASTERSWITCH)
return;
}
G_OperateSectors(nearSector,pPlayer->i);
}
else if ((sector[sprite[pPlayer->i].sectnum].lotag&16384) == 0)
{
if (isanunderoperator(sector[sprite[pPlayer->i].sectnum].lotag))
{
for (bssize_t SPRITES_OF_SECT(sprite[pPlayer->i].sectnum, spriteNum))
{
if (PN(spriteNum) == ACTIVATOR || PN(spriteNum) == MASTERSWITCH)
return;
}
G_OperateSectors(sprite[pPlayer->i].sectnum,pPlayer->i);
}
else P_ActivateSwitch(playerNum,nearWall,0);
}
}
}