mirror of
https://github.com/ZDoom/Raze.git
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checkhitswitch
intentionally not merged because this is too messy.
This commit is contained in:
parent
536e3c886c
commit
c9a47d2e44
9 changed files with 1063 additions and 562 deletions
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@ -216,6 +216,8 @@ G_EXTERN msy_ msy;
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G_EXTERN int32_t g_windTime, g_windDir;
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G_EXTERN int16_t g_fakeBubbaCnt, g_mamaSpawnCnt, g_banjoSong, g_bellTime, g_bellSprite;
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#define BellTime g_bellTime
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#define word_119BE0 g_bellSprite
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G_EXTERN uint8_t g_spriteExtra[MAXSPRITES], g_sectorExtra[MAXSECTORS];
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G_EXTERN uint8_t enemysizecheat, ufospawnsminion, pistonsound, g_chickenWeaponTimer, g_RAendLevel, g_RAendEpisode, g_fogType;
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G_EXTERN int32_t g_cdTrack;
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@ -345,9 +347,6 @@ extern psaccess ps;
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#define spriteq SpriteDeletionQueue
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#define spriteqloc g_spriteDeleteQueuePos
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// This is for dealing with those horrible switch/case messes the code is full of.
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// With two different sets of tile constants the switches won't do anymore.
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inline bool isIn(int value, int first)
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{
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return value == first;
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@ -358,10 +357,13 @@ bool isIn(int value, int first, Args... args)
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{
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return value == first || isIn(value, args...);
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}
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// This is for picking between two identical names with different indices, e.g. CRACK and RR_CRACK.
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#define pPick(d) (isRR()? (RR_##d) : (d))
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// This is mainly for convenience and easier lookup for an eventual cleanup.
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#define pPick2(d, r) (isRR()? (r) : (d))
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inline bool isIn(int value, const std::initializer_list<int> &list)
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{
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for (auto v : list) if (v == value) return true;
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return false;
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}
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inline bool PlayerInput(int pl, int bit)
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@ -269,6 +269,7 @@ typedef struct player_struct {
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} DukePlayer_t;
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// transition helpers
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#define SeaSick sea_sick
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#define firstaid_amount inv_amount[GET_FIRSTAID]
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#define steroids_amount inv_amount[GET_STEROIDS]
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#define holoduke_amount inv_amount[GET_HOLODUKE]
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@ -138,23 +138,16 @@ void animatewalls(void);
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bool activatewarpelevators(int s, int w);
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int check_activator_motion(int lotag);
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void operateactivators(int l, int w);
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void G_OperateForceFields(int spriteNum,int wallTag);
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inline void operateforcefields(int s, int w)
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{
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G_OperateForceFields(s, w);
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}
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void G_OperateMasterSwitches(int lotag);
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inline void operatemasterswitches(int l)
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{
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return G_OperateMasterSwitches(l);
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}
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void operateforcefields(int s,int low);
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void operateforcefields_common(int s, int low, const std::initializer_list<int>& tiles);
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void operatemasterswitches(int lotag);
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void operaterespawns(int lotag);
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void operatesectors(int s, int i);
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void P_HandleSharedKeys(int playerNum);
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int getanimationgoal(const int32_t* animPtr);
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bool isanearoperator(int lotag);
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bool isanunderoperator(int lotag);
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int P_ActivateSwitch(int playerNum, int wallOrSprite, int nSwitchType);
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bool checkhitswitch(int playerNum, int wallOrSprite, int nSwitchType);
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void P_CheckSectors(int playerNum);
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void Sect_DamageCeiling(int sectNum);
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inline void checkhitceiling(int sec) { Sect_DamageCeiling(sec); }
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@ -222,6 +215,7 @@ inline int dist(const spritetype* s1, const spritetype* s2)
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return(FindDistance3D(vx, vy, vz >> 4));
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}
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enum { SWITCH_WALL, SWITCH_SPRITE };
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#endif
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@ -53,6 +53,10 @@ void animatewalls_d(void);
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void animatewalls_r(void);
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void operaterespawns_d(int low);
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void operaterespawns_r(int low);
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void operateforcefields_r(int s, int low);
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void operateforcefields_d(int s, int low);
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bool checkhitswitch_d(int snum, int w, int switchtype);
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bool checkhitswitch_r(int snum, int w, int switchtype);
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bool isadoorwall(int dapic)
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{
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@ -69,6 +73,16 @@ void operaterespawns(int low)
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if (isRR()) operaterespawns_r(low); else operaterespawns_d(low);
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}
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void operateforcefields(int s, int low)
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{
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if (isRR()) operateforcefields_r(s, low); else operateforcefields_d(s, low);
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}
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bool checkhitswitch(int snum, int w, int switchtype)
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{
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return isRR() ? checkhitswitch_r(snum, w, switchtype) : checkhitswitch_d(snum, w, switchtype);
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}
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//---------------------------------------------------------------------------
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//
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//
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@ -936,7 +950,7 @@ void operatesectors(int sn, int ii)
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//
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//---------------------------------------------------------------------------
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void operateactivators(short low, short snum)
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void operateactivators(int low, int snum)
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{
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int i, j, k;
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short * p;
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@ -1028,6 +1042,59 @@ void operateactivators(short low, short snum)
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operaterespawns(low);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void operatemasterswitches(int low)
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{
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short i;
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i = headspritestat[6];
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while (i >= 0)
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{
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if (sprite[i].picnum == MASTERSWITCH && sprite[i].lotag == low && sprite[i].yvel == 0)
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sprite[i].yvel = 1;
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i = nextspritestat[i];
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void operateforcefields_common(int s, int low, const std::initializer_list<int> &tiles)
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{
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int i, p;
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for (p = numanimwalls; p >= 0; p--)
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{
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i = animwall[p].wallnum;
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if (low == wall[i].lotag || low == -1)
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if (isIn(wall[i].overpicnum, tiles))
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{
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animwall[p].tag = 0;
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if (wall[i].cstat)
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{
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wall[i].cstat = 0;
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if (s >= 0 && sprite[s].picnum == SECTOREFFECTOR &&
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sprite[s].lotag == 30)
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wall[i].lotag = 0;
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}
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else
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wall[i].cstat = 85;
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}
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}
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}
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END_DUKE_NS
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@ -205,5 +205,401 @@ void operaterespawns_d(int low)
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void operateforcefields_d(int s, int low)
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{
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operateforcefields_common(s, low, { W_FORCEFIELD, W_FORCEFIELD + 1, W_FORCEFIELD + 2, BIGFORCE });
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}
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//---------------------------------------------------------------------------
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//
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// how NOT to implement switch animations...
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//
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//---------------------------------------------------------------------------
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bool checkhitswitch_d(int snum, int w, int switchtype)
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{
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uint8_t switchpal;
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int i, x, lotag, hitag, picnum, correctdips, numdips;
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int sx, sy;
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if (w < 0) return 0;
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correctdips = 1;
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numdips = 0;
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if (switchtype == SWITCH_SPRITE) // A wall sprite
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{
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lotag = sprite[w].lotag; if (lotag == 0) return 0;
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hitag = sprite[w].hitag;
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sx = sprite[w].x;
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sy = sprite[w].y;
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picnum = sprite[w].picnum;
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switchpal = sprite[w].pal;
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}
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else
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{
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lotag = wall[w].lotag; if (lotag == 0) return 0;
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hitag = wall[w].hitag;
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sx = wall[w].x;
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sy = wall[w].y;
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picnum = wall[w].picnum;
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switchpal = wall[w].pal;
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}
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switch (picnum)
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{
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case DIPSWITCH:
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case DIPSWITCH + 1:
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case TECHSWITCH:
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case TECHSWITCH + 1:
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case ALIENSWITCH:
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case ALIENSWITCH + 1:
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break;
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case ACCESSSWITCH:
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case ACCESSSWITCH2:
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if (ps[snum].access_incs == 0)
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{
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if (switchpal == 0)
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{
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if ((ps[snum].got_access & 1))
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ps[snum].access_incs = 1;
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else FTA(70, &ps[snum]);
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}
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else if (switchpal == 21)
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{
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if (ps[snum].got_access & 2)
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ps[snum].access_incs = 1;
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else FTA(71, &ps[snum]);
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}
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else if (switchpal == 23)
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{
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if (ps[snum].got_access & 4)
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ps[snum].access_incs = 1;
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else FTA(72, &ps[snum]);
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}
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if (ps[snum].access_incs == 1)
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{
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if (switchtype == SWITCH_WALL)
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ps[snum].access_wallnum = w;
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else
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ps[snum].access_spritenum = w;
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}
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return 0;
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}
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case DIPSWITCH2:
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case DIPSWITCH2 + 1:
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case DIPSWITCH3:
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case DIPSWITCH3 + 1:
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case MULTISWITCH:
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case MULTISWITCH + 1:
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case MULTISWITCH + 2:
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case MULTISWITCH + 3:
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case PULLSWITCH:
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case PULLSWITCH + 1:
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case HANDSWITCH:
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case HANDSWITCH + 1:
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case SLOTDOOR:
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case SLOTDOOR + 1:
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case LIGHTSWITCH:
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case LIGHTSWITCH + 1:
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case SPACELIGHTSWITCH:
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case SPACELIGHTSWITCH + 1:
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case SPACEDOORSWITCH:
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case SPACEDOORSWITCH + 1:
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case FRANKENSTINESWITCH:
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case FRANKENSTINESWITCH + 1:
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case LIGHTSWITCH2:
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case LIGHTSWITCH2 + 1:
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case POWERSWITCH1:
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case POWERSWITCH1 + 1:
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case LOCKSWITCH1:
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case LOCKSWITCH1 + 1:
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case POWERSWITCH2:
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case POWERSWITCH2 + 1:
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if (check_activator_motion(lotag)) return 0;
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break;
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default:
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if (isadoorwall(picnum) == 0) return 0;
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break;
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}
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i = headspritestat[0];
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while (i >= 0)
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{
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if (lotag == sprite[i].lotag) switch (sprite[i].picnum)
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{
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case DIPSWITCH:
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case TECHSWITCH:
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case ALIENSWITCH:
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if (switchtype == SWITCH_SPRITE && w == i) sprite[i].picnum++;
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else if (sprite[i].hitag == 0) correctdips++;
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numdips++;
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break;
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case TECHSWITCH + 1:
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case DIPSWITCH + 1:
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case ALIENSWITCH + 1:
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if (switchtype == SWITCH_SPRITE && w == i) sprite[i].picnum--;
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else if (sprite[i].hitag == 1) correctdips++;
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numdips++;
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break;
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case MULTISWITCH:
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case MULTISWITCH + 1:
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case MULTISWITCH + 2:
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case MULTISWITCH + 3:
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sprite[i].picnum++;
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if (sprite[i].picnum > (MULTISWITCH + 3))
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sprite[i].picnum = MULTISWITCH;
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break;
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case ACCESSSWITCH:
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case ACCESSSWITCH2:
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case SLOTDOOR:
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case LIGHTSWITCH:
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case SPACELIGHTSWITCH:
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case SPACEDOORSWITCH:
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case FRANKENSTINESWITCH:
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case LIGHTSWITCH2:
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case POWERSWITCH1:
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case LOCKSWITCH1:
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case POWERSWITCH2:
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case HANDSWITCH:
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case PULLSWITCH:
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case DIPSWITCH2:
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case DIPSWITCH3:
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sprite[i].picnum++;
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break;
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case PULLSWITCH + 1:
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case HANDSWITCH + 1:
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case LIGHTSWITCH2 + 1:
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case POWERSWITCH1 + 1:
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case LOCKSWITCH1 + 1:
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case POWERSWITCH2 + 1:
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case SLOTDOOR + 1:
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case LIGHTSWITCH + 1:
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case SPACELIGHTSWITCH + 1:
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case SPACEDOORSWITCH + 1:
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case FRANKENSTINESWITCH + 1:
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case DIPSWITCH2 + 1:
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case DIPSWITCH3 + 1:
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sprite[i].picnum--;
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break;
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}
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i = nextspritestat[i];
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}
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for (i = 0; i < numwalls; i++)
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{
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x = i;
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if (lotag == wall[x].lotag)
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switch (wall[x].picnum)
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{
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case DIPSWITCH:
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case TECHSWITCH:
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case ALIENSWITCH:
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if (switchtype == SWITCH_WALL && i == w) wall[x].picnum++;
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else if (wall[x].hitag == 0) correctdips++;
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numdips++;
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break;
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case DIPSWITCH + 1:
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case TECHSWITCH + 1:
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case ALIENSWITCH + 1:
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if (switchtype == SWITCH_WALL && i == w) wall[x].picnum--;
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else if (wall[x].hitag == 1) correctdips++;
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numdips++;
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break;
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case MULTISWITCH:
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case MULTISWITCH + 1:
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case MULTISWITCH + 2:
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case MULTISWITCH + 3:
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wall[x].picnum++;
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if (wall[x].picnum > (MULTISWITCH + 3))
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wall[x].picnum = MULTISWITCH;
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break;
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case ACCESSSWITCH:
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case ACCESSSWITCH2:
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case SLOTDOOR:
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case LIGHTSWITCH:
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case SPACELIGHTSWITCH:
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case SPACEDOORSWITCH:
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case LIGHTSWITCH2:
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case POWERSWITCH1:
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case LOCKSWITCH1:
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case POWERSWITCH2:
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case PULLSWITCH:
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case HANDSWITCH:
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case DIPSWITCH2:
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case DIPSWITCH3:
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wall[x].picnum++;
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break;
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case HANDSWITCH + 1:
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case PULLSWITCH + 1:
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case LIGHTSWITCH2 + 1:
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case POWERSWITCH1 + 1:
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case LOCKSWITCH1 + 1:
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case POWERSWITCH2 + 1:
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case SLOTDOOR + 1:
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case LIGHTSWITCH + 1:
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case SPACELIGHTSWITCH + 1:
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case SPACEDOORSWITCH + 1:
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case DIPSWITCH2 + 1:
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case DIPSWITCH3 + 1:
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wall[x].picnum--;
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break;
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}
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}
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if (lotag == (short)65535)
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{
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ps[myconnectindex].gm = MODE_EOL;
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if (ud.from_bonus)
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{
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ud.level_number = ud.from_bonus;
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ud.m_level_number = ud.level_number;
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ud.from_bonus = 0;
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}
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else
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{
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// fixme: This needs to be taken from the level definitions.
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ud.level_number = (++ud.level_number < MAXLEVELS) ? ud.level_number : 0;
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ud.m_level_number = ud.level_number;
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}
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return 1;
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}
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vec3_t v = { sx, sy, ps[snum].posz };
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switch (picnum)
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{
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default:
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if (isadoorwall(picnum) == 0) break;
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case DIPSWITCH:
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case DIPSWITCH + 1:
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case TECHSWITCH:
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case TECHSWITCH + 1:
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case ALIENSWITCH:
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case ALIENSWITCH + 1:
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if (picnum == DIPSWITCH || picnum == DIPSWITCH + 1 ||
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picnum == ALIENSWITCH || picnum == ALIENSWITCH + 1 ||
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picnum == TECHSWITCH || picnum == TECHSWITCH + 1)
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{
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if (picnum == ALIENSWITCH || picnum == ALIENSWITCH + 1)
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{
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if (switchtype == SWITCH_SPRITE)
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S_PlaySound3D(ALIEN_SWITCH1, w, &v);
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else S_PlaySound3D(ALIEN_SWITCH1, ps[snum].i, &v);
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}
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else
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{
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if (switchtype == SWITCH_SPRITE)
|
||||
S_PlaySound3D(SWITCH_ON, w, &v);
|
||||
else S_PlaySound3D(SWITCH_ON, ps[snum].i, &v);
|
||||
}
|
||||
if (numdips != correctdips) break;
|
||||
S_PlaySound3D(END_OF_LEVEL_WARN, ps[snum].i, &v);
|
||||
}
|
||||
case DIPSWITCH2:
|
||||
case DIPSWITCH2 + 1:
|
||||
case DIPSWITCH3:
|
||||
case DIPSWITCH3 + 1:
|
||||
case MULTISWITCH:
|
||||
case MULTISWITCH + 1:
|
||||
case MULTISWITCH + 2:
|
||||
case MULTISWITCH + 3:
|
||||
case ACCESSSWITCH:
|
||||
case ACCESSSWITCH2:
|
||||
case SLOTDOOR:
|
||||
case SLOTDOOR + 1:
|
||||
case LIGHTSWITCH:
|
||||
case LIGHTSWITCH + 1:
|
||||
case SPACELIGHTSWITCH:
|
||||
case SPACELIGHTSWITCH + 1:
|
||||
case SPACEDOORSWITCH:
|
||||
case SPACEDOORSWITCH + 1:
|
||||
case FRANKENSTINESWITCH:
|
||||
case FRANKENSTINESWITCH + 1:
|
||||
case LIGHTSWITCH2:
|
||||
case LIGHTSWITCH2 + 1:
|
||||
case POWERSWITCH1:
|
||||
case POWERSWITCH1 + 1:
|
||||
case LOCKSWITCH1:
|
||||
case LOCKSWITCH1 + 1:
|
||||
case POWERSWITCH2:
|
||||
case POWERSWITCH2 + 1:
|
||||
case HANDSWITCH:
|
||||
case HANDSWITCH + 1:
|
||||
case PULLSWITCH:
|
||||
case PULLSWITCH + 1:
|
||||
|
||||
if (picnum == MULTISWITCH || picnum == (MULTISWITCH + 1) ||
|
||||
picnum == (MULTISWITCH + 2) || picnum == (MULTISWITCH + 3))
|
||||
lotag += picnum - MULTISWITCH;
|
||||
|
||||
x = headspritestat[3];
|
||||
while (x >= 0)
|
||||
{
|
||||
if (((sprite[x].hitag) == lotag))
|
||||
{
|
||||
switch (sprite[x].lotag)
|
||||
{
|
||||
case SE_12_LIGHT_SWITCH:
|
||||
sector[sprite[x].sectnum].floorpal = 0;
|
||||
hittype[x].temp_data[0]++;
|
||||
if (hittype[x].temp_data[0] == 2)
|
||||
hittype[x].temp_data[0]++;
|
||||
|
||||
break;
|
||||
case SE_24_CONVEYOR:
|
||||
case SE_34:
|
||||
case SE_25_PISTON:
|
||||
hittype[x].temp_data[4] = !hittype[x].temp_data[4];
|
||||
if (hittype[x].temp_data[4])
|
||||
FTA(15, &ps[snum]);
|
||||
else FTA(2, &ps[snum]);
|
||||
break;
|
||||
case SE_21_DROP_FLOOR:
|
||||
FTA(2, &ps[screenpeek]);
|
||||
break;
|
||||
}
|
||||
}
|
||||
x = nextspritestat[x];
|
||||
}
|
||||
|
||||
operateactivators(lotag, snum);
|
||||
operateforcefields(ps[snum].i, lotag);
|
||||
operatemasterswitches(lotag);
|
||||
|
||||
if (picnum == DIPSWITCH || picnum == DIPSWITCH + 1 ||
|
||||
picnum == ALIENSWITCH || picnum == ALIENSWITCH + 1 ||
|
||||
picnum == TECHSWITCH || picnum == TECHSWITCH + 1) return 1;
|
||||
|
||||
if (hitag == 0 && isadoorwall(picnum) == 0)
|
||||
{
|
||||
if (switchtype == SWITCH_SPRITE)
|
||||
S_PlaySound3D(SWITCH_ON, w, &v);
|
||||
else S_PlaySound3D(SWITCH_ON, ps[snum].i, &v);
|
||||
}
|
||||
else if (hitag != 0)
|
||||
{
|
||||
auto flags = S_GetUserFlags(hitag);
|
||||
|
||||
if (switchtype == SWITCH_SPRITE && (flags & SF_TALK) == 0)
|
||||
S_PlaySound3D(hitag, w, &v);
|
||||
else
|
||||
A_PlaySound(hitag, ps[snum].i);
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
END_DUKE_NS
|
||||
|
|
|
@ -325,5 +325,578 @@ void operaterespawns_r(int low)
|
|||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void operateforcefields_r(int s, int low)
|
||||
{
|
||||
operateforcefields_common(s, low, { BIGFORCE });
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
bool checkhitswitch_r(int snum, int w, int switchtype)
|
||||
{
|
||||
char switchpal;
|
||||
short i, x, lotag, hitag, picnum, correctdips, numdips;
|
||||
int sx, sy;
|
||||
|
||||
if (w < 0) return 0;
|
||||
correctdips = 1;
|
||||
numdips = 0;
|
||||
|
||||
if (switchtype == 1) // A wall sprite
|
||||
{
|
||||
lotag = sprite[w].lotag; if (lotag == 0) return 0;
|
||||
hitag = sprite[w].hitag;
|
||||
sx = sprite[w].x;
|
||||
sy = sprite[w].y;
|
||||
picnum = sprite[w].picnum;
|
||||
switchpal = sprite[w].pal;
|
||||
}
|
||||
else
|
||||
{
|
||||
lotag = wall[w].lotag; if (lotag == 0) return 0;
|
||||
hitag = wall[w].hitag;
|
||||
sx = wall[w].x;
|
||||
sy = wall[w].y;
|
||||
picnum = wall[w].picnum;
|
||||
switchpal = wall[w].pal;
|
||||
}
|
||||
|
||||
switch (picnum)
|
||||
{
|
||||
case DIPSWITCH:
|
||||
case DIPSWITCH + 1:
|
||||
case TECHSWITCH:
|
||||
case TECHSWITCH + 1:
|
||||
case ALIENSWITCH:
|
||||
case ALIENSWITCH + 1:
|
||||
break;
|
||||
case ACCESSSWITCH:
|
||||
case ACCESSSWITCH2:
|
||||
if (ps[snum].access_incs == 0)
|
||||
{
|
||||
if (switchpal == 0)
|
||||
{
|
||||
if (ps[snum].keys[1])
|
||||
ps[snum].access_incs = 1;
|
||||
else
|
||||
{
|
||||
FTA(70, &ps[snum]);
|
||||
if (isRRRA()) spritesound(99, w);
|
||||
}
|
||||
}
|
||||
|
||||
else if (switchpal == 21)
|
||||
{
|
||||
if (ps[snum].keys[2])
|
||||
ps[snum].access_incs = 1;
|
||||
else
|
||||
{
|
||||
FTA(71, &ps[snum]);
|
||||
if (isRRRA()) spritesound(99, w);
|
||||
}
|
||||
}
|
||||
|
||||
else if (switchpal == 23)
|
||||
{
|
||||
if (ps[snum].keys[3])
|
||||
ps[snum].access_incs = 1;
|
||||
else
|
||||
{
|
||||
FTA(72, &ps[snum]);
|
||||
if (isRRRA()) spritesound(99, w);
|
||||
}
|
||||
}
|
||||
|
||||
if (ps[snum].access_incs == 1)
|
||||
{
|
||||
if (switchtype == 0)
|
||||
ps[snum].access_wallnum = w;
|
||||
else
|
||||
ps[snum].access_spritenum = w;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
case MULTISWITCH2:
|
||||
case MULTISWITCH2 + 1:
|
||||
case MULTISWITCH2 + 2:
|
||||
case MULTISWITCH2 + 3:
|
||||
case RRTILE8464:
|
||||
case RRTILE8660:
|
||||
if (isRRRA()) break;
|
||||
case DIPSWITCH2:
|
||||
case DIPSWITCH2 + 1:
|
||||
case DIPSWITCH3:
|
||||
case DIPSWITCH3 + 1:
|
||||
case MULTISWITCH:
|
||||
case MULTISWITCH + 1:
|
||||
case MULTISWITCH + 2:
|
||||
case MULTISWITCH + 3:
|
||||
case PULLSWITCH:
|
||||
case PULLSWITCH + 1:
|
||||
case HANDSWITCH:
|
||||
case HANDSWITCH + 1:
|
||||
case SLOTDOOR:
|
||||
case SLOTDOOR + 1:
|
||||
case LIGHTSWITCH:
|
||||
case LIGHTSWITCH + 1:
|
||||
case SPACELIGHTSWITCH:
|
||||
case SPACELIGHTSWITCH + 1:
|
||||
case SPACEDOORSWITCH:
|
||||
case SPACEDOORSWITCH + 1:
|
||||
case FRANKENSTINESWITCH:
|
||||
case FRANKENSTINESWITCH + 1:
|
||||
case LIGHTSWITCH2:
|
||||
case LIGHTSWITCH2 + 1:
|
||||
case POWERSWITCH1:
|
||||
case POWERSWITCH1 + 1:
|
||||
case LOCKSWITCH1:
|
||||
case LOCKSWITCH1 + 1:
|
||||
case POWERSWITCH2:
|
||||
case POWERSWITCH2 + 1:
|
||||
case NUKEBUTTON:
|
||||
case NUKEBUTTON + 1:
|
||||
case RRTILE2214:
|
||||
case RRTILE2697:
|
||||
case RRTILE2697 + 1:
|
||||
case RRTILE2707:
|
||||
case RRTILE2707 + 1:
|
||||
if (check_activator_motion(lotag)) return 0;
|
||||
break;
|
||||
default:
|
||||
if (isadoorwall(picnum) == 0) return 0;
|
||||
break;
|
||||
}
|
||||
|
||||
i = headspritestat[0];
|
||||
while (i >= 0)
|
||||
{
|
||||
if (lotag == sprite[i].lotag) switch (sprite[i].picnum)
|
||||
{
|
||||
case DIPSWITCH:
|
||||
case TECHSWITCH:
|
||||
case ALIENSWITCH:
|
||||
if (switchtype == 1 && w == i) sprite[i].picnum++;
|
||||
else if (sprite[i].hitag == 0) correctdips++;
|
||||
numdips++;
|
||||
break;
|
||||
case TECHSWITCH + 1:
|
||||
case DIPSWITCH + 1:
|
||||
case ALIENSWITCH + 1:
|
||||
if (switchtype == 1 && w == i) sprite[i].picnum--;
|
||||
else if (sprite[i].hitag == 1) correctdips++;
|
||||
numdips++;
|
||||
break;
|
||||
case MULTISWITCH:
|
||||
case MULTISWITCH + 1:
|
||||
case MULTISWITCH + 2:
|
||||
case MULTISWITCH + 3:
|
||||
sprite[i].picnum++;
|
||||
if (sprite[i].picnum > (MULTISWITCH + 3))
|
||||
sprite[i].picnum = MULTISWITCH;
|
||||
break;
|
||||
case MULTISWITCH2:
|
||||
case MULTISWITCH2 + 1:
|
||||
case MULTISWITCH2 + 2:
|
||||
case MULTISWITCH2 + 3:
|
||||
if (!isRRRA()) break;
|
||||
sprite[i].picnum++;
|
||||
if (sprite[i].picnum > (MULTISWITCH2 + 3))
|
||||
sprite[i].picnum = MULTISWITCH2;
|
||||
break;
|
||||
|
||||
case RRTILE2214:
|
||||
if (ud.level_number > 6)
|
||||
ud.level_number = 0;
|
||||
sprite[i].picnum++;
|
||||
break;
|
||||
case RRTILE8660:
|
||||
if (!isRRRA()) break;
|
||||
case ACCESSSWITCH:
|
||||
case ACCESSSWITCH2:
|
||||
case SLOTDOOR:
|
||||
case LIGHTSWITCH:
|
||||
case SPACELIGHTSWITCH:
|
||||
case SPACEDOORSWITCH:
|
||||
case FRANKENSTINESWITCH:
|
||||
case LIGHTSWITCH2:
|
||||
case POWERSWITCH1:
|
||||
case LOCKSWITCH1:
|
||||
case POWERSWITCH2:
|
||||
case HANDSWITCH:
|
||||
case PULLSWITCH:
|
||||
case DIPSWITCH2:
|
||||
case DIPSWITCH3:
|
||||
case NUKEBUTTON:
|
||||
case RRTILE2697:
|
||||
case RRTILE2707:
|
||||
if (sprite[i].picnum == DIPSWITCH3)
|
||||
if (sprite[i].hitag == 999)
|
||||
{
|
||||
short j, nextj;
|
||||
j = headspritestat[107];
|
||||
while (j >= 0)
|
||||
{
|
||||
nextj = nextspritestat[j];
|
||||
if (sprite[j].picnum == RRTILE3410)
|
||||
{
|
||||
sprite[j].picnum++;
|
||||
sprite[j].hitag = 100;
|
||||
sprite[j].extra = 0;
|
||||
spritesound(474, j);
|
||||
}
|
||||
else if (sprite[j].picnum == RRTILE295)
|
||||
deletesprite(j);
|
||||
j = nextj;
|
||||
}
|
||||
sprite[i].picnum++;
|
||||
break;
|
||||
}
|
||||
if (sprite[i].picnum == NUKEBUTTON)
|
||||
chickenplant = 0;
|
||||
if (sprite[i].picnum == RRTILE8660)
|
||||
{
|
||||
BellTime = 132;
|
||||
word_119BE0 = i;
|
||||
}
|
||||
sprite[i].picnum++;
|
||||
break;
|
||||
case PULLSWITCH + 1:
|
||||
case HANDSWITCH + 1:
|
||||
case LIGHTSWITCH2 + 1:
|
||||
case POWERSWITCH1 + 1:
|
||||
case LOCKSWITCH1 + 1:
|
||||
case POWERSWITCH2 + 1:
|
||||
case SLOTDOOR + 1:
|
||||
case LIGHTSWITCH + 1:
|
||||
case SPACELIGHTSWITCH + 1:
|
||||
case SPACEDOORSWITCH + 1:
|
||||
case FRANKENSTINESWITCH + 1:
|
||||
case DIPSWITCH2 + 1:
|
||||
case DIPSWITCH3 + 1:
|
||||
case NUKEBUTTON + 1:
|
||||
case RRTILE2697 + 1:
|
||||
case RRTILE2707 + 1:
|
||||
if (sprite[i].picnum == NUKEBUTTON + 1)
|
||||
chickenplant = 1;
|
||||
if (sprite[i].hitag != 999)
|
||||
sprite[i].picnum--;
|
||||
break;
|
||||
}
|
||||
i = nextspritestat[i];
|
||||
}
|
||||
|
||||
for (i = 0; i < numwalls; i++)
|
||||
{
|
||||
x = i;
|
||||
if (lotag == wall[x].lotag)
|
||||
switch (wall[x].picnum)
|
||||
{
|
||||
case DIPSWITCH:
|
||||
case TECHSWITCH:
|
||||
case ALIENSWITCH:
|
||||
if (switchtype == 0 && i == w) wall[x].picnum++;
|
||||
else if (wall[x].hitag == 0) correctdips++;
|
||||
numdips++;
|
||||
break;
|
||||
case DIPSWITCH + 1:
|
||||
case TECHSWITCH + 1:
|
||||
case ALIENSWITCH + 1:
|
||||
if (switchtype == 0 && i == w) wall[x].picnum--;
|
||||
else if (wall[x].hitag == 1) correctdips++;
|
||||
numdips++;
|
||||
break;
|
||||
case MULTISWITCH:
|
||||
case MULTISWITCH + 1:
|
||||
case MULTISWITCH + 2:
|
||||
case MULTISWITCH + 3:
|
||||
wall[x].picnum++;
|
||||
if (wall[x].picnum > (MULTISWITCH + 3))
|
||||
wall[x].picnum = MULTISWITCH;
|
||||
break;
|
||||
case MULTISWITCH2:
|
||||
case MULTISWITCH2 + 1:
|
||||
case MULTISWITCH2 + 2:
|
||||
case MULTISWITCH2 + 3:
|
||||
if (!isRRRA()) break;
|
||||
wall[x].picnum++;
|
||||
if (wall[x].picnum > (MULTISWITCH2 + 3))
|
||||
wall[x].picnum = MULTISWITCH2;
|
||||
break;
|
||||
case RRTILE8660:
|
||||
if (!isRRRA()) break;
|
||||
case ACCESSSWITCH:
|
||||
case ACCESSSWITCH2:
|
||||
case SLOTDOOR:
|
||||
case LIGHTSWITCH:
|
||||
case SPACELIGHTSWITCH:
|
||||
case SPACEDOORSWITCH:
|
||||
case LIGHTSWITCH2:
|
||||
case POWERSWITCH1:
|
||||
case LOCKSWITCH1:
|
||||
case POWERSWITCH2:
|
||||
case PULLSWITCH:
|
||||
case HANDSWITCH:
|
||||
case DIPSWITCH2:
|
||||
case DIPSWITCH3:
|
||||
case RRTILE2697:
|
||||
case RRTILE2707:
|
||||
wall[x].picnum++;
|
||||
break;
|
||||
case HANDSWITCH + 1:
|
||||
case PULLSWITCH + 1:
|
||||
case LIGHTSWITCH2 + 1:
|
||||
case POWERSWITCH1 + 1:
|
||||
case LOCKSWITCH1 + 1:
|
||||
case POWERSWITCH2 + 1:
|
||||
case SLOTDOOR + 1:
|
||||
case LIGHTSWITCH + 1:
|
||||
case SPACELIGHTSWITCH + 1:
|
||||
case SPACEDOORSWITCH + 1:
|
||||
case DIPSWITCH2 + 1:
|
||||
case DIPSWITCH3 + 1:
|
||||
case RRTILE2697 + 1:
|
||||
case RRTILE2707 + 1:
|
||||
wall[x].picnum--;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (lotag == (short)65535)
|
||||
{
|
||||
ps[myconnectindex].gm = MODE_EOL;
|
||||
if (ud.from_bonus)
|
||||
{
|
||||
ud.level_number = ud.from_bonus;
|
||||
ud.m_level_number = ud.level_number;
|
||||
ud.from_bonus = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
// fixme: This needs to be taken from the level definitions.
|
||||
if (isRRRA() && ud.level_number == 6 && ud.volume_number == 0)
|
||||
g_RAendEpisode = 1; // hack to force advancing to episode 2.
|
||||
ud.level_number = (++ud.level_number < MAXLEVELS) ? ud.level_number : 0;
|
||||
ud.m_level_number = ud.level_number;
|
||||
}
|
||||
}
|
||||
|
||||
vec3_t v = { sx, sy, ps[snum].posz };
|
||||
switch (picnum)
|
||||
{
|
||||
default:
|
||||
if (isadoorwall(picnum) == 0) break;
|
||||
case DIPSWITCH:
|
||||
case DIPSWITCH + 1:
|
||||
case TECHSWITCH:
|
||||
case TECHSWITCH + 1:
|
||||
case ALIENSWITCH:
|
||||
case ALIENSWITCH + 1:
|
||||
if (picnum == DIPSWITCH || picnum == DIPSWITCH + 1 ||
|
||||
picnum == ALIENSWITCH || picnum == ALIENSWITCH + 1 ||
|
||||
picnum == TECHSWITCH || picnum == TECHSWITCH + 1)
|
||||
{
|
||||
if (picnum == ALIENSWITCH || picnum == ALIENSWITCH + 1)
|
||||
{
|
||||
if (switchtype == SWITCH_SPRITE)
|
||||
S_PlaySound3D(ALIEN_SWITCH1, w, &v);
|
||||
else S_PlaySound3D(ALIEN_SWITCH1, ps[snum].i, &v);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (switchtype == SWITCH_SPRITE)
|
||||
S_PlaySound3D(SWITCH_ON, w, &v);
|
||||
else S_PlaySound3D(SWITCH_ON, ps[snum].i, &v);
|
||||
}
|
||||
if (numdips != correctdips) break;
|
||||
S_PlaySound3D(END_OF_LEVEL_WARN, ps[snum].i, &v);
|
||||
}
|
||||
case MULTISWITCH2:
|
||||
case MULTISWITCH2 + 1:
|
||||
case MULTISWITCH2 + 2:
|
||||
case MULTISWITCH2 + 3:
|
||||
case RRTILE8464:
|
||||
case RRTILE8660:
|
||||
if (!isRRRA()) break;
|
||||
case DIPSWITCH2:
|
||||
case DIPSWITCH2 + 1:
|
||||
case DIPSWITCH3:
|
||||
case DIPSWITCH3 + 1:
|
||||
case MULTISWITCH:
|
||||
case MULTISWITCH + 1:
|
||||
case MULTISWITCH + 2:
|
||||
case MULTISWITCH + 3:
|
||||
case ACCESSSWITCH:
|
||||
case ACCESSSWITCH2:
|
||||
case SLOTDOOR:
|
||||
case SLOTDOOR + 1:
|
||||
case LIGHTSWITCH:
|
||||
case LIGHTSWITCH + 1:
|
||||
case SPACELIGHTSWITCH:
|
||||
case SPACELIGHTSWITCH + 1:
|
||||
case SPACEDOORSWITCH:
|
||||
case SPACEDOORSWITCH + 1:
|
||||
case FRANKENSTINESWITCH:
|
||||
case FRANKENSTINESWITCH + 1:
|
||||
case LIGHTSWITCH2:
|
||||
case LIGHTSWITCH2 + 1:
|
||||
case POWERSWITCH1:
|
||||
case POWERSWITCH1 + 1:
|
||||
case LOCKSWITCH1:
|
||||
case LOCKSWITCH1 + 1:
|
||||
case POWERSWITCH2:
|
||||
case POWERSWITCH2 + 1:
|
||||
case HANDSWITCH:
|
||||
case HANDSWITCH + 1:
|
||||
case PULLSWITCH:
|
||||
case PULLSWITCH + 1:
|
||||
case RRTILE2697:
|
||||
case RRTILE2697 + 1:
|
||||
case RRTILE2707:
|
||||
case RRTILE2707 + 1:
|
||||
if (isRRRA())
|
||||
{
|
||||
if (picnum == RRTILE8660)
|
||||
{
|
||||
BellTime = 132;
|
||||
word_119BE0 = w;
|
||||
sprite[w].picnum++;
|
||||
}
|
||||
else if (picnum == RRTILE8464)
|
||||
{
|
||||
sprite[w].picnum = sprite[w].picnum + 1;
|
||||
if (hitag == 10001)
|
||||
{
|
||||
if (ps[snum].SeaSick == 0)
|
||||
ps[snum].SeaSick = 350;
|
||||
operateactivators(668, ps[snum].i);
|
||||
operatemasterswitches(668);
|
||||
spritesound(328, ps[snum].i);
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
else if (hitag == 10000)
|
||||
{
|
||||
if (picnum == MULTISWITCH || picnum == (MULTISWITCH + 1) ||
|
||||
picnum == (MULTISWITCH + 2) || picnum == (MULTISWITCH + 3) ||
|
||||
picnum == MULTISWITCH2 || picnum == (MULTISWITCH2 + 1) ||
|
||||
picnum == (MULTISWITCH2 + 2) || picnum == (MULTISWITCH2 + 3))
|
||||
{
|
||||
int var6c[3], var54, j;
|
||||
short jpn, jht;
|
||||
var54 = 0;
|
||||
S_PlaySound3D(SWITCH_ON, w, &v);
|
||||
for (j = 0; j < MAXSPRITES; j++)
|
||||
{
|
||||
jpn = sprite[j].picnum;
|
||||
jht = sprite[j].hitag;
|
||||
if ((jpn == MULTISWITCH || jpn == MULTISWITCH2) && jht == 10000)
|
||||
{
|
||||
if (var54 < 3)
|
||||
{
|
||||
var6c[var54] = j;
|
||||
var54++;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (var54 == 3)
|
||||
{
|
||||
S_PlaySound3D(78, w, &v);
|
||||
for (j = 0; j < var54; j++)
|
||||
{
|
||||
sprite[var6c[j]].hitag = 0;
|
||||
if (picnum >= MULTISWITCH2)
|
||||
sprite[var6c[j]].picnum = MULTISWITCH2 + 3;
|
||||
else
|
||||
sprite[var6c[j]].picnum = MULTISWITCH + 3;
|
||||
checkhitswitch_r(snum, var6c[j], 1);
|
||||
}
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (picnum == MULTISWITCH || picnum == (MULTISWITCH + 1) ||
|
||||
picnum == (MULTISWITCH + 2) || picnum == (MULTISWITCH + 3))
|
||||
lotag += picnum - MULTISWITCH;
|
||||
if (isRRRA())
|
||||
{
|
||||
if (picnum == MULTISWITCH2 || picnum == (MULTISWITCH2 + 1) ||
|
||||
picnum == (MULTISWITCH2 + 2) || picnum == (MULTISWITCH2 + 3))
|
||||
lotag += picnum - MULTISWITCH2;
|
||||
}
|
||||
|
||||
x = headspritestat[3];
|
||||
while (x >= 0)
|
||||
{
|
||||
if (((sprite[x].hitag) == lotag))
|
||||
{
|
||||
switch (sprite[x].lotag)
|
||||
{
|
||||
case 46:
|
||||
case 47:
|
||||
case 48:
|
||||
if (!isRRRA()) break;
|
||||
case 12:
|
||||
sector[sprite[x].sectnum].floorpal = 0;
|
||||
hittype[x].temp_data[0]++;
|
||||
if (hittype[x].temp_data[0] == 2)
|
||||
hittype[x].temp_data[0]++;
|
||||
|
||||
break;
|
||||
case 24:
|
||||
case 34:
|
||||
case 25:
|
||||
hittype[x].temp_data[4] = !hittype[x].temp_data[4];
|
||||
if (hittype[x].temp_data[4])
|
||||
FTA(15, &ps[snum]);
|
||||
else FTA(2, &ps[snum]);
|
||||
break;
|
||||
case 21:
|
||||
FTA(2, &ps[screenpeek]);
|
||||
break;
|
||||
}
|
||||
}
|
||||
x = nextspritestat[x];
|
||||
}
|
||||
|
||||
operateactivators(lotag, snum);
|
||||
operateforcefields(ps[snum].i, lotag);
|
||||
operatemasterswitches(lotag);
|
||||
|
||||
if (picnum == DIPSWITCH || picnum == DIPSWITCH + 1 ||
|
||||
picnum == ALIENSWITCH || picnum == ALIENSWITCH + 1 ||
|
||||
picnum == TECHSWITCH || picnum == TECHSWITCH + 1) return 1;
|
||||
|
||||
if (hitag == 0 && isadoorwall(picnum) == 0)
|
||||
{
|
||||
if (switchtype == SWITCH_SPRITE)
|
||||
S_PlaySound3D(SWITCH_ON, w, &v);
|
||||
else S_PlaySound3D(SWITCH_ON, ps[snum].i, &v);
|
||||
}
|
||||
else if (hitag != 0)
|
||||
{
|
||||
auto flags = S_GetUserFlags(hitag);
|
||||
|
||||
if (switchtype == SWITCH_SPRITE && (flags & SF_TALK) == 0)
|
||||
S_PlaySound3D(hitag, w, &v);
|
||||
else
|
||||
A_PlaySound(hitag, ps[snum].i);
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
END_DUKE_NS
|
||||
|
|
|
@ -664,7 +664,7 @@ void G_DoCheats(void)
|
|||
operatesectors(i, pPlayer->i);
|
||||
}
|
||||
}
|
||||
G_OperateForceFields(pPlayer->i, -1);
|
||||
operateforcefields(pPlayer->i, -1);
|
||||
|
||||
P_DoQuote(QUOTE_CHEAT_UNLOCK, pPlayer);
|
||||
end_cheat(pPlayer);
|
||||
|
|
|
@ -671,7 +671,7 @@ growspark_rr:
|
|||
{
|
||||
A_DamageObject(hitData.sprite, kneeSprite);
|
||||
if (playerNum >= 0)
|
||||
P_ActivateSwitch(playerNum, hitData.sprite, 1);
|
||||
checkhitswitch(playerNum, hitData.sprite, 1);
|
||||
}
|
||||
else if (hitData.wall >= 0)
|
||||
{
|
||||
|
@ -681,7 +681,7 @@ growspark_rr:
|
|||
{
|
||||
A_DamageWall(kneeSprite, hitData.wall, &hitData.pos, projecTile);
|
||||
if (playerNum >= 0)
|
||||
P_ActivateSwitch(playerNum, hitData.wall, 0);
|
||||
checkhitswitch(playerNum, hitData.wall, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -772,7 +772,7 @@ growspark_rr:
|
|||
|
||||
if (playerNum >= 0 && CheckShootSwitchTile(sprite[hitData.sprite].picnum))
|
||||
{
|
||||
P_ActivateSwitch(playerNum, hitData.sprite, 1);
|
||||
checkhitswitch(playerNum, hitData.sprite, 1);
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
@ -790,7 +790,7 @@ growspark_rr:
|
|||
|
||||
if (playerNum >= 0 && CheckShootSwitchTile(hitWall->picnum))
|
||||
{
|
||||
P_ActivateSwitch(playerNum, hitData.wall, 0);
|
||||
checkhitswitch(playerNum, hitData.wall, 0);
|
||||
return -1;
|
||||
}
|
||||
|
||||
|
@ -4441,7 +4441,7 @@ static int32_t P_DoCounters(int playerNum)
|
|||
{
|
||||
if (pPlayer->access_spritenum >= 0)
|
||||
{
|
||||
P_ActivateSwitch(playerNum, pPlayer->access_spritenum, 1);
|
||||
checkhitswitch(playerNum, pPlayer->access_spritenum, 1);
|
||||
switch (sprite[pPlayer->access_spritenum].pal)
|
||||
{
|
||||
case 0: RR ? pPlayer->keys[1] = 1 : pPlayer->got_access &= (0xffff - 0x1); break;
|
||||
|
@ -4452,7 +4452,7 @@ static int32_t P_DoCounters(int playerNum)
|
|||
}
|
||||
else
|
||||
{
|
||||
P_ActivateSwitch(playerNum,pPlayer->access_wallnum,0);
|
||||
checkhitswitch(playerNum,pPlayer->access_wallnum,0);
|
||||
switch (wall[pPlayer->access_wallnum].pal)
|
||||
{
|
||||
case 0: RR ? pPlayer->keys[1] = 1 : pPlayer->got_access &= (0xffff - 0x1); break;
|
||||
|
|
|
@ -118,539 +118,6 @@ void G_AnimateCamSprite(int smoothRatio)
|
|||
}
|
||||
|
||||
|
||||
void G_OperateMasterSwitches(int lotag)
|
||||
{
|
||||
for (bssize_t SPRITES_OF(STAT_STANDABLE, i))
|
||||
if (PN(i) == TILE_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)
|
||||
&& ((!RR && G_GetForcefieldPicnum(wallNum) == TILE_W_FORCEFIELD) || (wall[wallNum].overpicnum == TILE_BIGFORCE)))
|
||||
{
|
||||
animwall[animwallNum].tag = 0;
|
||||
|
||||
if (wall[wallNum].cstat)
|
||||
{
|
||||
wall[wallNum].cstat = 0;
|
||||
|
||||
if (spriteNum >= 0 && sprite[spriteNum].picnum == TILE_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 TILE_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: \
|
||||
case RRTILE2697__STATICRR: \
|
||||
case RRTILE2707__STATICRR
|
||||
|
||||
|
||||
// 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 == TILE_DIPSWITCH+i || switchPic == TILE_TECHSWITCH+i || switchPic == TILE_ALIENSWITCH+i)
|
||||
return 1+i;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Get base (unpressed) tile number for switch.
|
||||
static int G_GetBaseSwitch(int switchPic)
|
||||
{
|
||||
if (switchPic > TILE_MULTISWITCH && switchPic <= TILE_MULTISWITCH+3)
|
||||
return TILE_MULTISWITCH;
|
||||
|
||||
if (RRRA && switchPic > TILE_MULTISWITCH2 && switchPic <= TILE_MULTISWITCH2+3)
|
||||
return TILE_MULTISWITCH2;
|
||||
|
||||
if (RR)
|
||||
{
|
||||
if (switchPic == TILE_NUKEBUTTON+1 || switchPic == TILE_RRTILE2697+1 || switchPic == TILE_RRTILE2707+1)
|
||||
return switchPic-1;
|
||||
}
|
||||
|
||||
return ((RR && (switchPic == TILE_NUKEBUTTON+1 || switchPic == TILE_RRTILE2697+1 || switchPic == TILE_RRTILE2707+1)) ||
|
||||
switchPic == TILE_DIPSWITCH + 1 || switchPic == TILE_DIPSWITCH2 + 1 || switchPic == TILE_DIPSWITCH3 + 1 ||
|
||||
switchPic == TILE_TECHSWITCH + 1 || switchPic == TILE_ALIENSWITCH + 1 || switchPic == TILE_PULLSWITCH + 1 ||
|
||||
switchPic == TILE_HANDSWITCH + 1 || switchPic == TILE_SLOTDOOR + 1 || switchPic == TILE_SPACEDOORSWITCH + 1 ||
|
||||
switchPic == TILE_SPACELIGHTSWITCH + 1 || switchPic == TILE_LIGHTSWITCH + 1 || switchPic == TILE_LIGHTSWITCH2 + 1 ||
|
||||
switchPic == TILE_FRANKENSTINESWITCH + 1 || switchPic == TILE_POWERSWITCH1 + 1 || switchPic == TILE_POWERSWITCH2 + 1 ||
|
||||
switchPic == TILE_LOCKSWITCH1 + 1) ?
|
||||
switchPic-1 : switchPic;
|
||||
}
|
||||
|
||||
enum { SWITCH_WALL, SWITCH_SPRITE };
|
||||
|
||||
int P_ActivateSwitch(int playerNum, int wallOrSprite, int switchType)
|
||||
{
|
||||
if (wallOrSprite < 0)
|
||||
return 0;
|
||||
|
||||
vec3_t davector;
|
||||
int16_t lotag, hitag;
|
||||
int16_t nSwitchPicnum;
|
||||
uint8_t nSwitchPal;
|
||||
|
||||
if (switchType == SWITCH_SPRITE) // A wall sprite
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
// Printf("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 ((!RR && (g_player[playerNum].ps->got_access & (1 << nKeyPal)))
|
||||
|| (RR && g_player[playerNum].ps->keys[nKeyPal+1]))
|
||||
g_player[playerNum].ps->access_incs = 1;
|
||||
else
|
||||
{
|
||||
P_DoQuote(need_key_quote[nKeyPal], g_player[playerNum].ps);
|
||||
if (RRRA)
|
||||
{
|
||||
if (switchType == SWITCH_SPRITE)
|
||||
A_PlaySound(99, wallOrSprite);
|
||||
else
|
||||
A_PlaySound(99, g_player[playerNum].ps->i);
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
fallthrough__;
|
||||
case RRTILE2214__STATICRR:
|
||||
case RRTILE8464__STATICRR:
|
||||
case RRTILE8660__STATICRR:
|
||||
case NUKEBUTTON__STATIC:
|
||||
case MULTISWITCH__STATIC:
|
||||
case MULTISWITCH2__STATICRR:
|
||||
case REST_SWITCH_CASES:
|
||||
if (!RR && nSwitchPicnum == TILE_NUKEBUTTON) goto default_case;
|
||||
if (RR && !RRRA && (nSwitchPicnum == TILE_MULTISWITCH2 || nSwitchPicnum == TILE_RRTILE8464 || nSwitchPicnum == TILE_RRTILE8660)) goto default_case;
|
||||
if (check_activator_motion(lotag))
|
||||
return 0;
|
||||
break;
|
||||
|
||||
default:
|
||||
default_case:
|
||||
if (isadoorwall(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 >= TILE_MULTISWITCH && spritePic <= TILE_MULTISWITCH+3)
|
||||
{
|
||||
sprite[spriteNum].picnum++;
|
||||
if (sprite[spriteNum].picnum > TILE_MULTISWITCH+3)
|
||||
sprite[spriteNum].picnum = TILE_MULTISWITCH;
|
||||
}
|
||||
|
||||
if (RRRA && spritePic >= TILE_MULTISWITCH2 && spritePic <= TILE_MULTISWITCH2+3)
|
||||
{
|
||||
sprite[spriteNum].picnum++;
|
||||
if (sprite[spriteNum].picnum > TILE_MULTISWITCH2+3)
|
||||
sprite[spriteNum].picnum = TILE_MULTISWITCH2;
|
||||
}
|
||||
|
||||
switch (DYNAMICTILEMAP(spritePic))
|
||||
{
|
||||
case DIPSWITCH_LIKE_CASES:
|
||||
if (switchType == SWITCH_SPRITE && wallOrSprite == spriteNum)
|
||||
PN(spriteNum)++;
|
||||
else if (SHT(spriteNum) == 0)
|
||||
correctDips++;
|
||||
numDips++;
|
||||
break;
|
||||
|
||||
case RRTILE2214__STATICRR:
|
||||
if (ud.level_number > 6)
|
||||
ud.level_number = 0;
|
||||
sprite[spriteNum].picnum++;
|
||||
break;
|
||||
|
||||
case ACCESSSWITCH_CASES:
|
||||
case REST_SWITCH_CASES:
|
||||
case NUKEBUTTON__STATIC:
|
||||
case RRTILE8660__STATICRR:
|
||||
if (!RR && spritePic == TILE_NUKEBUTTON)
|
||||
break;
|
||||
if (RR && !RRRA && spritePic == TILE_RRTILE8660)
|
||||
break;
|
||||
if (RR)
|
||||
{
|
||||
if (PN(spriteNum) == TILE_DIPSWITCH3 && SHT(spriteNum) == 999)
|
||||
{
|
||||
int j = headspritestat[107];
|
||||
while (j >= 0)
|
||||
{
|
||||
int const nextj = nextspritestat[j];
|
||||
if (sprite[j].picnum == TILE_RRTILE3410)
|
||||
{
|
||||
sprite[j].picnum++;
|
||||
sprite[j].hitag = 100;
|
||||
sprite[j].extra = 0;
|
||||
A_PlaySound(474, j);
|
||||
}
|
||||
else if (sprite[j].picnum == TILE_RRTILE295)
|
||||
A_DeleteSprite(j);
|
||||
j = nextj;
|
||||
}
|
||||
sprite[spriteNum].picnum++;
|
||||
break;
|
||||
}
|
||||
if (PN(spriteNum) == TILE_NUKEBUTTON)
|
||||
g_chickenPlant = 0;
|
||||
if (RRRA && PN(spriteNum) == TILE_RRTILE8660)
|
||||
{
|
||||
g_bellTime = 132;
|
||||
g_bellSprite = spriteNum;
|
||||
}
|
||||
}
|
||||
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:
|
||||
case NUKEBUTTON__STATIC:
|
||||
if (!RR && spritePic == TILE_NUKEBUTTON+1)
|
||||
break;
|
||||
if (RR && PN(spriteNum) == TILE_NUKEBUTTON+1)
|
||||
g_chickenPlant = 1;
|
||||
if (!RR || SHT(spriteNum) != 999)
|
||||
sprite[spriteNum].picnum--;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (bssize_t wallNum=numwalls-1; wallNum>=0; wallNum--)
|
||||
{
|
||||
if (lotag == wall[wallNum].lotag)
|
||||
{
|
||||
if (wall[wallNum].picnum >= TILE_MULTISWITCH && wall[wallNum].picnum <= TILE_MULTISWITCH+3)
|
||||
{
|
||||
wall[wallNum].picnum++;
|
||||
if (wall[wallNum].picnum > TILE_MULTISWITCH+3)
|
||||
wall[wallNum].picnum = TILE_MULTISWITCH;
|
||||
}
|
||||
if (RRRA && wall[wallNum].picnum >= TILE_MULTISWITCH2 && wall[wallNum].picnum <= TILE_MULTISWITCH2+3)
|
||||
{
|
||||
wall[wallNum].picnum++;
|
||||
if (wall[wallNum].picnum > TILE_MULTISWITCH2+3)
|
||||
wall[wallNum].picnum = TILE_MULTISWITCH2;
|
||||
}
|
||||
|
||||
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:
|
||||
case RRTILE8464__STATICRR:
|
||||
case RRTILE8660__STATICRR:
|
||||
if (RR && !RRRA && wall[wallNum].picnum == TILE_RRTILE8660) break;
|
||||
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 ((uint16_t)lotag == UINT16_MAX)
|
||||
{
|
||||
P_EndLevel();
|
||||
return 1;
|
||||
}
|
||||
|
||||
basePicnum = G_GetBaseSwitch(nSwitchPicnum);
|
||||
|
||||
switch (DYNAMICTILEMAP(basePicnum))
|
||||
{
|
||||
default:
|
||||
if (isadoorwall(nSwitchPicnum) == 0)
|
||||
break;
|
||||
fallthrough__;
|
||||
case DIPSWITCH_LIKE_CASES:
|
||||
if (G_IsLikeDipswitch(nSwitchPicnum))
|
||||
{
|
||||
S_PlaySound3D((nSwitchPicnum == TILE_ALIENSWITCH || nSwitchPicnum == TILE_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);
|
||||
}
|
||||
fallthrough__;
|
||||
case ACCESSSWITCH_CASES:
|
||||
case MULTISWITCH__STATIC:
|
||||
case MULTISWITCH2__STATICRR:
|
||||
case REST_SWITCH_CASES:
|
||||
case RRTILE8464__STATICRR:
|
||||
case RRTILE8660__STATICRR:
|
||||
{
|
||||
if (RR && !RRRA && (basePicnum == TILE_MULTISWITCH2 || basePicnum == TILE_RRTILE8464 || basePicnum == TILE_RRTILE8660)) break;
|
||||
if (RRRA && switchType == SWITCH_SPRITE)
|
||||
{
|
||||
if (nSwitchPicnum == TILE_RRTILE8660)
|
||||
{
|
||||
g_bellTime = 132;
|
||||
g_bellSprite = wallOrSprite;
|
||||
sprite[wallOrSprite].picnum++;
|
||||
}
|
||||
else if (nSwitchPicnum == TILE_RRTILE8464)
|
||||
{
|
||||
sprite[wallOrSprite].picnum = sprite[wallOrSprite].picnum+1;
|
||||
if (hitag == 10001)
|
||||
{
|
||||
if (g_player[playerNum].ps->sea_sick == 0)
|
||||
g_player[playerNum].ps->sea_sick = 350;
|
||||
operateactivators(668, playerNum);
|
||||
G_OperateMasterSwitches(668);
|
||||
A_PlaySound(328,g_player[playerNum].ps->i);
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
else if (hitag == 10000)
|
||||
{
|
||||
if( nSwitchPicnum == TILE_MULTISWITCH || nSwitchPicnum == (TILE_MULTISWITCH+1) ||
|
||||
nSwitchPicnum == (TILE_MULTISWITCH+2) || nSwitchPicnum == (TILE_MULTISWITCH+3) ||
|
||||
nSwitchPicnum == TILE_MULTISWITCH2 || nSwitchPicnum == (TILE_MULTISWITCH2+1) ||
|
||||
nSwitchPicnum == (TILE_MULTISWITCH2+2) || nSwitchPicnum == (TILE_MULTISWITCH2+3) )
|
||||
{
|
||||
int var6c[3], var54;
|
||||
int jpn, jht;
|
||||
var54 = 0;
|
||||
S_PlaySound3D(SWITCH_ON, wallOrSprite, &davector);
|
||||
for (bssize_t j = 0; j < MAXSPRITES; j++)
|
||||
{
|
||||
jpn = sprite[j].picnum;
|
||||
jht = sprite[j].hitag;
|
||||
if ((jpn == TILE_MULTISWITCH || jpn == TILE_MULTISWITCH2) && jht == 10000)
|
||||
{
|
||||
if (var54 < 3)
|
||||
{
|
||||
var6c[var54] = j;
|
||||
var54++;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (var54 == 3)
|
||||
{
|
||||
S_PlaySound3D(SWITCH_ON, wallOrSprite, &davector);
|
||||
for (bssize_t j = 0; j < var54; j++)
|
||||
{
|
||||
sprite[var6c[j]].hitag = 0;
|
||||
if (nSwitchPicnum >= TILE_MULTISWITCH2)
|
||||
sprite[var6c[j]].picnum = TILE_MULTISWITCH2+3;
|
||||
else
|
||||
sprite[var6c[j]].picnum = TILE_MULTISWITCH+3;
|
||||
P_ActivateSwitch(playerNum,var6c[j],1);
|
||||
}
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (nSwitchPicnum >= TILE_MULTISWITCH && nSwitchPicnum <= TILE_MULTISWITCH + 3)
|
||||
lotag += nSwitchPicnum - TILE_MULTISWITCH;
|
||||
|
||||
if (RRRA && nSwitchPicnum >= TILE_MULTISWITCH2 && nSwitchPicnum <= TILE_MULTISWITCH2 + 3)
|
||||
lotag += nSwitchPicnum - TILE_MULTISWITCH2;
|
||||
|
||||
for (bssize_t SPRITES_OF(STAT_EFFECTOR, spriteNum))
|
||||
{
|
||||
if (sprite[spriteNum].hitag == lotag)
|
||||
{
|
||||
switch (sprite[spriteNum].lotag)
|
||||
{
|
||||
case 46:
|
||||
case 47:
|
||||
case 48:
|
||||
if (!RRRA) break;
|
||||
fallthrough__;
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
operateactivators(lotag, playerNum);
|
||||
G_OperateForceFields(g_player[playerNum].ps->i, lotag);
|
||||
G_OperateMasterSwitches(lotag);
|
||||
|
||||
if (G_IsLikeDipswitch(nSwitchPicnum))
|
||||
return 1;
|
||||
|
||||
if (!hitag && isadoorwall(nSwitchPicnum) == 0)
|
||||
S_PlaySound3D(SWITCH_ON, (switchType == SWITCH_SPRITE) ? wallOrSprite : g_player[playerNum].ps->i, &davector);
|
||||
else if (hitag)
|
||||
{
|
||||
auto flags = S_GetUserFlags(hitag);
|
||||
|
||||
if (switchType == SWITCH_SPRITE && (flags & 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;
|
||||
|
@ -3189,6 +2656,7 @@ void P_CheckSectors(int playerNum)
|
|||
}
|
||||
else
|
||||
{
|
||||
|
||||
if (RRRA && ud.level_number == 6 && ud.volume_number == 0)
|
||||
g_RAendEpisode = 1;
|
||||
ud.level_number = (++ud.level_number < MAXLEVELS) ? ud.level_number : 0;
|
||||
|
@ -3405,7 +2873,7 @@ void P_CheckSectors(int playerNum)
|
|||
{
|
||||
if (RR && !RRRA)
|
||||
g_canSeePlayer = playerNum;
|
||||
if (P_ActivateSwitch(playerNum, nearSprite, 1))
|
||||
if (checkhitswitch(playerNum, nearSprite, 1))
|
||||
return;
|
||||
|
||||
switch (DYNAMICTILEMAP(sprite[nearSprite].picnum))
|
||||
|
@ -3608,7 +3076,7 @@ void P_CheckSectors(int playerNum)
|
|||
{
|
||||
if (RR && !RRRA)
|
||||
g_canSeePlayer = playerNum;
|
||||
P_ActivateSwitch(playerNum,nearWall,0);
|
||||
checkhitswitch(playerNum,nearWall,0);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -3672,7 +3140,7 @@ void P_CheckSectors(int playerNum)
|
|||
P_DoQuote(41,pPlayer);
|
||||
}
|
||||
}
|
||||
else P_ActivateSwitch(playerNum,nearWall,0);
|
||||
else checkhitswitch(playerNum,nearWall,0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue