raze/source/games/duke/src/sectors_d.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
Note: EDuke source was in transition. Changes are in-progress in the
source as it is released.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
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#include "sounds.h"
#include "names_d.h"
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#include "mapinfo.h"
#include "dukeactor.h"
#include "secrets.h"
// PRIMITIVE
BEGIN_DUKE_NS
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool checkaccessswitch_d(int snum, int switchpal, DDukeActor* act, walltype* wwal)
{
if (ps[snum].access_incs == 0)
{
if (switchpal == 0)
{
if ((ps[snum].got_access & 1))
ps[snum].access_incs = 1;
else FTA(70, &ps[snum]);
}
else if (switchpal == 21)
{
if (ps[snum].got_access & 2)
ps[snum].access_incs = 1;
else FTA(71, &ps[snum]);
}
else if (switchpal == 23)
{
if (ps[snum].got_access & 4)
ps[snum].access_incs = 1;
else FTA(72, &ps[snum]);
}
if (ps[snum].access_incs == 1)
{
if (!act)
ps[snum].access_wall = wwal;
else
ps[snum].access_spritenum = act;
}
return 1;
}
return 0;
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void activatebysector_d(sectortype* sect, DDukeActor* activator)
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{
int didit = 0;
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DukeSectIterator it(sect);
while (auto act = it.Next())
{
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if (isactivator(act))
{
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operateactivators(act->spr.lotag, nullptr);
didit = 1;
// return;
}
}
if (didit == 0)
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operatesectors(sect, activator);
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void checkplayerhurt_d(player_struct* p, const Collision& coll)
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{
if (coll.type == kHitSprite)
{
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CallOnHurt(coll.actor(), p);
return;
}
if (coll.type != kHitWall) return;
auto wal = coll.hitWall;
if (p->hurt_delay > 0) p->hurt_delay--;
else if (wal->cstat & (CSTAT_WALL_BLOCK | CSTAT_WALL_ALIGN_BOTTOM | CSTAT_WALL_MASKED | CSTAT_WALL_BLOCK_HITSCAN))
{
int tf = tileflags(wal->overtexture());
if (tf & TFLAG_ANIMFORCEFIELD)
{
p->GetActor()->spr.extra -= 5;
p->hurt_delay = 16;
SetPlayerPal(p, PalEntry(32, 32, 0, 0));
p->vel.XY() = -p->GetActor()->spr.Angles.Yaw.ToVector() * 16;
S_PlayActorSound(DUKE_LONGTERM_PAIN, p->GetActor());
checkhitwall(p->GetActor(), wal, p->GetActor()->getPosWithOffsetZ() + p->GetActor()->spr.Angles.Yaw.ToVector() * 2);
}
else if (tf & TFLAG_FORCEFIELD)
{
p->hurt_delay = 26;
checkhitwall(p->GetActor(), wal, p->GetActor()->getPosWithOffsetZ() + p->GetActor()->spr.Angles.Yaw.ToVector() * 2);
}
}
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void checkhitdefault_d(DDukeActor* targ, DDukeActor* proj)
{
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if ((targ->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL) && targ->spr.hitag == 0 && targ->spr.lotag == 0 && targ->spr.statnum == STAT_DEFAULT)
return;
if ((proj->spr.picnum == DTILE_FREEZEBLAST || proj->GetOwner() != targ) && targ->spr.statnum != STAT_PROJECTILE)
{
if (badguy(targ) == 1)
{
if (isWorldTour() && targ->spr.picnum == DTILE_FIREFLY && targ->spr.scale.X < 0.75)
return;
if (proj->spr.picnum == DTILE_RPG) proj->spr.extra <<= 1;
if ((targ->spr.picnum != DTILE_DRONE) && (targ->spr.picnum != DTILE_ROTATEGUN) && (targ->spr.picnum != DTILE_COMMANDER) && targ->spr.picnum != DTILE_GREENSLIME)
if (proj->spr.picnum != DTILE_FREEZEBLAST)
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//if (actortype[targ->spr.picnum] == 0) //TRANSITIONAL.
{
auto spawned = spawn(proj, DTILE_JIBS6);
if (spawned)
{
if (proj->spr.pal == 6)
spawned->spr.pal = 6;
spawned->spr.pos.Z += 4;
spawned->vel.X = 1;
spawned->spr.scale = DVector2(0.375, 0.375);
spawned->spr.Angles.Yaw = DAngle22_5 / 4 - randomAngle(22.5 / 2);
}
}
auto Owner = proj->GetOwner();
if (Owner && Owner->isPlayer() && targ->spr.picnum != DTILE_ROTATEGUN && targ->spr.picnum != DTILE_DRONE)
if (ps[Owner->PlayerIndex()].curr_weapon == SHOTGUN_WEAPON)
{
fi.shoot(targ, -1, PClass::FindActor("DukeBloodSplat3"));
fi.shoot(targ, -1, PClass::FindActor("DukeBloodSplat1"));
fi.shoot(targ, -1, PClass::FindActor("DukeBloodSplat2"));
fi.shoot(targ, -1, PClass::FindActor("DukeBloodSplat4"));
}
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if (!actorflag(targ, SFLAG2_NODAMAGEPUSH) && !bossguy(targ)) // RR does not have this.
{
if ((targ->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == 0)
targ->spr.Angles.Yaw = proj->spr.Angles.Yaw + DAngle180;
targ->vel.X = -proj->spr.extra * 0.25;
auto sp = targ->sector();
pushmove(targ->spr.pos, &sp, 8, 4, 4, CLIPMASK0);
if (sp != targ->sector() && sp != nullptr)
ChangeActorSect(targ, sp);
}
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if (targ->spr.statnum == STAT_ZOMBIEACTOR)
{
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ChangeActorStat(targ, STAT_ACTOR);
targ->timetosleep = SLEEPTIME;
}
if ((targ->spr.scale.X < 0.375 || targ->spr.picnum == DTILE_SHARK) && proj->spr.picnum == DTILE_SHRINKSPARK) return;
}
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if (targ->spr.statnum != STAT_ZOMBIEACTOR)
{
if (proj->spr.picnum == DTILE_FREEZEBLAST && ((targ->isPlayer() && targ->spr.pal == 1) || (gs.freezerhurtowner == 0 && proj->GetOwner() == targ)))
return;
int hitpic = proj->spr.picnum;
auto Owner = proj->GetOwner();
if (Owner && Owner->isPlayer())
{
if (targ->isPlayer() && ud.coop != 0 && ud.ffire == 0)
return;
auto tOwner = targ->GetOwner();
if (isWorldTour() && hitpic == DTILE_FIREBALL && tOwner && tOwner->spr.picnum != DTILE_FIREBALL)
hitpic = DTILE_FLAMETHROWERFLAME;
}
targ->attackertype = hitpic;
targ->hitextra += proj->spr.extra;
targ->hitang = proj->spr.Angles.Yaw;
targ->SetHitOwner(Owner);
}
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if (targ->spr.statnum == STAT_PLAYER)
{
auto p = targ->spr.yint;
if (ps[p].newOwner != nullptr)
{
ps[p].newOwner = nullptr;
ps[p].GetActor()->restoreloc();
updatesector(ps[p].GetActor()->getPosWithOffsetZ(), &ps[p].cursector);
DukeStatIterator it(STAT_ACTOR);
while (auto itActor = it.Next())
{
if (actorflag(itActor, SFLAG2_CAMERA)) itActor->spr.yint = 0;
}
}
if (targ->spr.scale.X < 0.375 && proj->spr.picnum == DTILE_SHRINKSPARK)
return;
auto hitowner = targ->GetHitOwner();
if (!hitowner || !hitowner->isPlayer())
if (ud.player_skill >= 3)
proj->spr.extra += (proj->spr.extra >> 1);
}
}
}
void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj)
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{
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if (targ->GetClass() != RUNTIME_CLASS(DDukeActor))
{
CallOnHit(targ, proj);
return;
}
if (targ->spr.picnum == DTILE_PLAYERONWATER)
{
targ = targ->GetOwner();
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if (!targ) return;
}
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checkhitdefault_d(targ, proj);
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}
//---------------------------------------------------------------------------
//
// taken out of checksectors to eliminate some gotos.
//
//---------------------------------------------------------------------------
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void clearcameras(player_struct* p)
{
p->GetActor()->restorepos();
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p->newOwner = nullptr;
updatesector(p->GetActor()->getPosWithOffsetZ(), &p->cursector);
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DukeStatIterator it(STAT_ACTOR);
while (auto act = it.Next())
{
if (actorflag(act, SFLAG2_CAMERA)) act->spr.yint = 0;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void checksectors_d(int snum)
{
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int i = -1;
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player_struct* p;
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walltype* hitscanwall;
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HitInfo near;
p = &ps[snum];
auto pact = p->GetActor();
if (!p->insector()) return;
switch (p->cursector->lotag)
{
case 32767:
p->cursector->lotag = 0;
FTA(9, p);
p->secret_rooms++;
SECRET_Trigger(sectindex(p->cursector));
return;
case -1:
p->cursector->lotag = 0;
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setnextmap(false);
return;
case -2:
p->cursector->lotag = 0;
p->timebeforeexit = 26 * 8;
p->customexitsound = p->cursector->hitag;
return;
default:
if (p->cursector->lotag >= 10000 && p->cursector->lotag < 16383)
{
if (snum == screenpeek || ud.coop == 1)
S_PlayActorSound(p->cursector->lotag - 10000, pact);
p->cursector->lotag = 0;
}
break;
}
//After this point the the player effects the map with space
if (chatmodeon || p->GetActor()->spr.extra <= 0) return;
if (ud.cashman && PlayerInput(snum, SB_OPEN))
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fi.lotsofmoney(p->GetActor(), 2);
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if (p->newOwner != nullptr)
{
if (abs(PlayerInputSideVel(snum)) > 0.75 || abs(PlayerInputForwardVel(snum)) > 0.75)
{
clearcameras(p);
return;
}
else if (PlayerInput(snum, SB_ESCAPE))
{
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clearcameras(p);
return;
}
}
if (!(PlayerInput(snum, SB_OPEN)))
p->toggle_key_flag = 0;
else if (!p->toggle_key_flag)
{
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near.hitActor = nullptr;
p->toggle_key_flag = 1;
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hitscanwall = nullptr;
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double dist = hitawall(p, &hitscanwall);
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if (hitscanwall != nullptr)
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{
if (dist < 80 && hitscanwall->overtexture() == mirrortex)
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if (hitscanwall->lotag > 0 && S_CheckSoundPlaying(hitscanwall->lotag) == 0 && snum == screenpeek)
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{
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S_PlayActorSound(hitscanwall->lotag, pact);
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return;
}
if (hitscanwall != nullptr && (hitscanwall->cstat & CSTAT_WALL_MASKED))
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if (hitscanwall->lotag)
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return;
}
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if (p->newOwner != nullptr)
neartag(p->GetActor()->getPrevPosWithOffsetZ(), p->GetActor()->sector(), p->GetActor()->PrevAngles.Yaw, near, 80., NT_Lotag);
else
{
neartag(p->GetActor()->getPosWithOffsetZ(), p->GetActor()->sector(), p->GetActor()->PrevAngles.Yaw, near, 80., NT_Lotag);
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if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
neartag(p->GetActor()->getPosWithOffsetZ().plusZ(8), p->GetActor()->sector(), p->GetActor()->PrevAngles.Yaw, near, 80., NT_Lotag);
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if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
neartag(p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector(), p->GetActor()->PrevAngles.Yaw, near, 80., NT_Lotag);
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if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
{
neartag(p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector(), p->GetActor()->PrevAngles.Yaw, near, 80., NT_Lotag | NT_Hitag);
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if (near.actor() != nullptr)
{
if (actorflag(near.actor(), SFLAG2_TRIGGERRESPAWN))
return;
}
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near.clearObj();
}
}
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if (p->newOwner == nullptr && near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
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if (isanunderoperator(p->GetActor()->sector()->lotag))
near.hitSector = p->GetActor()->sector();
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if (near.hitSector && (near.hitSector->lotag & 16384))
return;
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if (near.actor() == nullptr && near.hitWall == nullptr)
if (p->cursector->lotag == 2)
{
DDukeActor* hit;
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dist = hitasprite(p->GetActor(), &hit);
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if (hit) near.hitActor = hit;
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if (dist > 80) near.hitActor = nullptr;
}
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auto const neartagsprite = near.actor();
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if (neartagsprite != nullptr)
{
if (checkhitswitch(snum, nullptr, neartagsprite)) return;
if (CallOnUse(neartagsprite, p))
return;
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}
if (!PlayerInput(snum, SB_OPEN)) return;
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else if (p->newOwner != nullptr)
{
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clearcameras(p);
return;
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}
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if (near.hitWall == nullptr && near.hitSector == nullptr && near.actor() == nullptr)
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if (hits(p->GetActor()) < 32)
{
if ((krand() & 255) < 16)
S_PlayActorSound(DUKE_SEARCH2, pact);
else S_PlayActorSound(DUKE_SEARCH, pact);
return;
}
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if (near.hitWall)
{
if (near.hitWall->lotag > 0 && isadoorwall(near.hitWall->walltexture()))
{
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if (hitscanwall == near.hitWall || hitscanwall == nullptr)
checkhitswitch(snum, near.hitWall, nullptr);
return;
}
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else if (p->newOwner != nullptr)
{
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clearcameras(p);
return;
}
}
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if (near.hitSector && (near.hitSector->lotag & 16384) == 0 && isanearoperator(near.hitSector->lotag))
{
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DukeSectIterator it(near.hitSector);
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while (auto act = it.Next())
{
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if (isactivator(act) || ismasterswitch(act))
return;
}
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operatesectors(near.hitSector, p->GetActor());
}
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else if ((p->GetActor()->sector()->lotag & 16384) == 0)
{
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if (isanunderoperator(p->GetActor()->sector()->lotag))
{
DukeSectIterator it(p->GetActor()->sector());
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while (auto act = it.Next())
{
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if (isactivator(act) || ismasterswitch(act)) return;
}
operatesectors(p->GetActor()->sector(), p->GetActor());
}
else checkhitswitch(snum, near.hitWall, nullptr);
}
}
}
END_DUKE_NS