- safety commit.

# Conflicts:
#	source/games/duke/src/zz_sbar.cpp
This commit is contained in:
Christoph Oelckers 2020-05-14 12:14:03 +02:00
parent e007b9bceb
commit e1c76e4c26
28 changed files with 885 additions and 541 deletions

View file

@ -5,13 +5,17 @@ set( PCH_SOURCES
src/actors_d.cpp
src/actors_lava.cpp
src/bowling.cpp
src/dispatcher.cpp
src/gamedef.cpp
src/gameexec.cpp
src/gamevar.cpp
src/zz_actors.cpp
src/player.cpp
src/player_d.cpp
src/player_r.cpp
src/sectors.cpp
src/sectors_d.cpp
src/sectors_r.cpp
src/zz_actors.cpp
src/zz_anim.cpp
src/zz_cheats.cpp
src/zz_cmdline.cpp

View file

@ -45,104 +45,7 @@ This file is a combination of code from the following sources:
BEGIN_DUKE_NS
bool ceilingspace_d(int sectnum);
bool ceilingspace_r(int sectnum);
bool floorspace_d(int sectnum);
bool floorspace_r(int sectnum);
void addweapon_d(struct player_struct *p, int weapon);
void addweapon_r(struct player_struct *p, int weapon);
void hitradius_d(short i, int r, int hp1, int hp2, int hp3, int hp4);
void hitradius_r(short i, int r, int hp1, int hp2, int hp3, int hp4);
int movesprite_d(short spritenum, int xchange, int ychange, int zchange, unsigned int cliptype);
int movesprite_r(short spritenum, int xchange, int ychange, int zchange, unsigned int cliptype);
void lotsofmoney_d(spritetype *s, short n);
void lotsofmail_d(spritetype *s, short n);
void lotsofpaper_d(spritetype *s, short n);
void lotsoffeathers_r(spritetype *s, short n);
void guts_d(spritetype* s, short gtype, short n, short p);
void guts_r(spritetype* s, short gtype, short n, short p);
void gutsdir_d(spritetype* s, short gtype, short n, short p);
void gutsdir_r(spritetype* s, short gtype, short n, short p);
int ifhitsectors_d(int sectnum);
int ifhitsectors_r(int sectnum);
int ifhitbyweapon_r(int sn);
int ifhitbyweapon_d(int sn);
int adjustfall(spritetype* s, int c);
void fall_d(int g_i, int g_p);
void fall_r(int g_i, int g_p);
bool ceilingspace(int sectnum)
{
return isRR()? ceilingspace_r(sectnum) : ceilingspace_d(sectnum);
}
bool floorspace(int sectnum)
{
return isRR()? floorspace_r(sectnum) : floorspace_d(sectnum);
}
void addweapon(struct player_struct *p, int weapon)
{
if (isRR()) addweapon_r(p, weapon);
else addweapon_d(p, weapon);
}
void hitradius(short i, int r, int hp1, int hp2, int hp3, int hp4)
{
if (isRR()) hitradius_r(i, r, hp1, hp2, hp3, hp4);
else hitradius_d(i, r, hp1, hp2, hp3, hp4);
}
int movesprite(short spritenum, int xchange, int ychange, int zchange, unsigned int cliptype)
{
if (isRR()) return movesprite_r(spritenum, xchange, ychange, zchange, cliptype);
else return movesprite_d(spritenum, xchange, ychange, zchange, cliptype);
}
void lotsofmoney(spritetype *s, short n)
{
if (isRR()) lotsoffeathers_r(s, n);
else lotsofmoney_d(s, n);
}
void lotsofmail(spritetype *s, short n)
{
if (isRR()) lotsoffeathers_r(s, n);
else lotsofmail_d(s, n);
}
void lotsofpaper(spritetype *s, short n)
{
if (isRR()) lotsoffeathers_r(s, n);
else lotsofpaper_d(s, n);
}
void guts(spritetype* s, short gtype, short n, short p)
{
if (isRR()) guts_r(s, gtype, n, p);
else guts_d(s, gtype, n, p);
}
void gutsdir(spritetype* s, short gtype, short n, short p)
{
if (isRR()) gutsdir_r(s, gtype, n, p);
else gutsdir_d(s, gtype, n, p);
}
int ifhitsectors(int sectnum)
{
return isRR()? ifhitsectors_r(sectnum) : ifhitsectors_d(sectnum);
}
int ifhitbyweapon(int sectnum)
{
return isRR()? ifhitbyweapon_r(sectnum) : ifhitbyweapon_d(sectnum);
}
void fall(int g_i, int g_p)
{
if (isRR()) fall_r(g_i, g_p); else fall_d(g_i, g_p);
}
//---------------------------------------------------------------------------
//
@ -203,7 +106,7 @@ void checkavailweapon(struct player_struct* p)
if (weap == p->curr_weapon) return;
else if (p->gotweapon[weap] && p->ammo_amount[weap] > 0)
{
addweapon(p, weap);
fi.addweapon(p, weap);
return;
}
}
@ -295,7 +198,7 @@ int ssp(short i, unsigned int cliptype) //The set sprite function
s = &sprite[i];
movetype = movesprite(i,
movetype = fi.movesprite(i,
(s->xvel * (sintable[(s->ang + 512) & 2047])) >> 14,
(s->xvel * (sintable[s->ang & 2047])) >> 14, s->zvel,
cliptype);
@ -542,7 +445,7 @@ void moveplayers(void) //Players
hittype[i].owner = i;
if (ud.god == 0)
if (ceilingspace(s->sectnum) || floorspace(s->sectnum))
if (fi.ceilingspace(s->sectnum) || fi.floorspace(s->sectnum))
quickkill(p);
}
else
@ -880,7 +783,7 @@ void movecrane(int i, int crane)
{
auto p = findplayer(s, &x);
int j = ifhitbyweapon(i);
int j = fi.ifhitbyweapon(i);
if (j >= 0)
{
if (s->owner == -2)
@ -1044,7 +947,7 @@ void detonate(int i, int explosion)
{
int x = s->extra;
spawn(i, explosion);
hitradius(i, seenineblastradius, x >> 2, x - (x >> 1), x - (x >> 2), x);
fi.hitradius(i, seenineblastradius, x >> 2, x - (x >> 1), x - (x >> 2), x);
spritesound(PIPEBOMB_EXPLODE, i);
}
@ -1285,7 +1188,7 @@ void moveooz(int i, int seenine, int seeninedead, int ooz, int explosion)
if (s->shade != -32 && s->shade != -33)
{
if (s->xrepeat)
j = (ifhitbyweapon(i) >= 0);
j = (fi.ifhitbyweapon(i) >= 0);
else
j = 0;
@ -1361,7 +1264,7 @@ void movecanwithsomething(int i)
{
auto s = &sprite[i];
makeitfall(i);
int j = ifhitbyweapon(i);
int j = fi.ifhitbyweapon(i);
if (j >= 0)
{
spritesound(VENT_BUST, i);
@ -1565,7 +1468,7 @@ bool queball(int i, int pocket, int queball, int stripeball)
else if ((j & 49152) == 49152)
{
j &= (MAXSPRITES - 1);
checkhitsprite(i, j);
fi.checkhitsprite(i, j);
}
}
s->xvel--;
@ -1712,7 +1615,7 @@ void recon(int i, int explosion, int firelaser, int attacksnd, int painsnd, int
}
else if (actor_tog == 2) s->cstat = 257;
}
j = ifhitbyweapon(i); if (j >= 0)
j = fi.ifhitbyweapon(i); if (j >= 0)
{
if (s->extra < 0 && t[0] != -1)
{
@ -1981,7 +1884,7 @@ void reactor(int i, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BUR
{
case 3:
//Turn on all of those flashing sectoreffector.
hitradius(i, 4096,
fi.hitradius(i, 4096,
impact_damage << 2,
impact_damage << 2,
impact_damage << 2,
@ -2024,7 +1927,7 @@ void reactor(int i, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BUR
}
else
{
int j = ifhitbyweapon(i);
int j = fi.ifhitbyweapon(i);
if (j >= 0)
{
for (x = 0; x < 32; x++)
@ -2050,7 +1953,7 @@ void camera(int i)
t[1] += 8;
if (camerashitable)
{
int j = ifhitbyweapon(i);
int j = fi.ifhitbyweapon(i);
if (j >= 0)
{
t[0] = 1; // static
@ -3002,7 +2905,7 @@ void handle_se14(int i, bool checkstat, int RPG, int JIBS6)
updatesector(sprite[j].x, sprite[j].y, &k);
if (sprite[j].extra >= 0 && k == s->sectnum)
{
gutsdir(&sprite[j], JIBS6, 72, myconnectindex);
fi.gutsdir(&sprite[j], JIBS6, 72, myconnectindex);
spritesound(SQUISHED, i);
deletesprite(j);
}
@ -3063,7 +2966,7 @@ void handle_se30(int i, int JIBS6)
s->owner = -1;
s->ang += 1024;
t[4] = 0;
operateforcefields(i, s->hitag);
fi.operateforcefields(i, s->hitag);
int j = headspritesect[s->sectnum];
while (j >= 0)
@ -3188,7 +3091,7 @@ void handle_se30(int i, int JIBS6)
updatesector(sprite[j].x, sprite[j].y, &k);
if (sprite[j].extra >= 0 && k == s->sectnum)
{
gutsdir_d(&sprite[j], JIBS6, 24, myconnectindex);
fi.gutsdir(&sprite[j], JIBS6, 24, myconnectindex);
spritesound(SQUISHED, j);
deletesprite(j);
}
@ -3478,7 +3381,7 @@ void handle_se05(int i, int FIRELASER)
getincangle(t[2] + 512, getangle(ps[p].posx - s->x, ps[p].posy - s->y)) >> 2;
sc->ceilingshade = 0;
}
j = ifhitbyweapon(i);
j = fi.ifhitbyweapon(i);
if (j >= 0)
{
t[3]++;
@ -3620,7 +3523,7 @@ void handle_se10(int i, const int* specialtags)
return;
}
}
activatebysector(s->sectnum, i);
fi.activatebysector(s->sectnum, i);
t[0] = 0;
}
else t[0]++;
@ -4241,7 +4144,7 @@ void handle_se19(int i, int BIGFORCE)
}
else //Not hit yet
{
j = ifhitsectors(s->sectnum);
j = fi.ifhitsectors(s->sectnum);
if (j >= 0)
{
FTA(8, &ps[myconnectindex]);
@ -4825,11 +4728,11 @@ void makeitfall(int i)
spritetype *s = &sprite[i];
int hz,lz,c;
if( floorspace(s->sectnum) )
if( fi.floorspace(s->sectnum) )
c = 0;
else
{
if( ceilingspace(s->sectnum) || sector[s->sectnum].lotag == ST_2_UNDERWATER)
if( fi.ceilingspace(s->sectnum) || sector[s->sectnum].lotag == ST_2_UNDERWATER)
c = gc/6;
else c = gc;
}
@ -5075,11 +4978,11 @@ void fall_common(int g_i, int g_p, int JIBS6, int DRONE, int BLOODPOOL, int SHOT
long c;
int sphit = fallspecial? fallspecial(g_i, g_p) : 0;
if (floorspace(g_sp->sectnum))
if (fi.floorspace(g_sp->sectnum))
c = 0;
else
{
if (ceilingspace(g_sp->sectnum) || sector[g_sp->sectnum].lotag == 2)
if (fi.ceilingspace(g_sp->sectnum) || sector[g_sp->sectnum].lotag == 2)
c = gc / 6;
else c = gc;
}
@ -5113,12 +5016,12 @@ void fall_common(int g_i, int g_p, int JIBS6, int DRONE, int BLOODPOOL, int SHOT
goto SKIPJIBS;
if (sphit)
{
guts(g_sp, JIBS6, 5, g_p);
fi.guts(g_sp, JIBS6, 5, g_p);
spritesound(squished, g_i);
}
else
{
guts(g_sp, JIBS6, 15, g_p);
fi.guts(g_sp, JIBS6, 15, g_p);
spritesound(squished, g_i);
spawn(g_i, BLOODPOOL);
}

View file

@ -286,7 +286,6 @@ inline int wallswitchcheck(int s)
int A_IncurDamage(int spriteNum);
void A_AddToDeleteQueue(int spriteNum);
void A_DeleteSprite(int spriteNum);
void guts(spritetype* s, short gtype, short n, short p);
void A_DoGuts(int spriteNum, int tileNum, int spawnCnt);
void A_DoGutsDir(int spriteNum, int tileNum, int spawnCnt);
@ -331,9 +330,6 @@ extern int32_t A_MoveSprite(int32_t spritenum, vec3_t const * change, uint32_t c
ACTOR_INLINE_HEADER int A_CheckEnemyTile(int tileNum);
ACTOR_INLINE_HEADER int A_SetSprite(int spriteNum, uint32_t cliptype);
EXTERN_INLINE_HEADER int G_CheckForSpaceCeiling(int sectnum);
EXTERN_INLINE_HEADER int G_CheckForSpaceFloor(int sectnum);
EXTERN_INLINE_HEADER int A_CheckEnemySprite(void const * s);
#if defined actors_c_ || !defined DISABLE_INLINING
@ -355,18 +351,6 @@ ACTOR_INLINE int A_SetSprite(int const spriteNum, uint32_t cliptype)
# endif
bool ceilingspace(int sectnum);
bool floorspace(int sectnum);
EXTERN_INLINE int G_CheckForSpaceCeiling(int const sectnum)
{
return ceilingspace(sectnum);
}
EXTERN_INLINE int G_CheckForSpaceFloor(int const sectnum)
{
return floorspace(sectnum);
}
EXTERN_INLINE int A_CheckEnemySprite(void const * const pSprite)
{
@ -389,7 +373,6 @@ inline int wakeup(int sn, int pn)
}
// shared functions
int ifhitsectors(int sn);
void ms(short i);
void movecrane(int i, int crane);
void movefountain(int i, int fountain);
@ -453,14 +436,8 @@ void handle_se130(int i, int countmax, int EXPLOSION2);
void respawn_rrra(int i, int j);
void hitradius(short i, int r, int hp1, int hp2, int hp3, int hp4);
int ifhitbyweapon(int sn);
int movesprite(short spritenum, int xchange, int ychange, int zchange, unsigned int cliptype);
void lotsofmoney(spritetype* s, short n);
int dodge(spritetype*);
void alterang(int a, int g_i, int g_p);
void fall(int g_i, int g_p);
void fall_common(int g_i, int g_p, int JIBS6, int DRONE, int BLOODPOOL, int SHOTSPARK1, int squished, int thud, int(*fallspecial)(int, int), void (*falladjustz)(spritetype*));
// tile names which are identical for all games.

View file

@ -241,13 +241,13 @@ void hitradius_d(short i, int r, int hp1, int hp2, int hp3, int hp4)
{
d = abs(wall[sector[dasect].wallptr].x - s->x) + abs(wall[sector[dasect].wallptr].y - s->y);
if (d < r)
checkhitceiling(dasect);
fi.checkhitceiling(dasect);
else
{
// ouch...
d = abs(wall[wall[wall[sector[dasect].wallptr].point2].point2].x - s->x) + abs(wall[wall[wall[sector[dasect].wallptr].point2].point2].y - s->y);
if (d < r)
checkhitceiling(dasect);
fi.checkhitceiling(dasect);
}
}
@ -267,7 +267,7 @@ void hitradius_d(short i, int r, int hp1, int hp2, int hp3, int hp4)
y1 = (((wal->y + wall[wal->point2].y) >> 1) + s->y) >> 1;
updatesector(x1, y1, &sect);
if (sect >= 0 && cansee(x1, y1, s->z, sect, s->x, s->y, s->z, s->sectnum))
checkhitwall(i, x, wal->x, wal->y, s->z, s->picnum);
fi.checkhitwall(i, x, wal->x, wal->y, s->z, s->picnum);
}
} while (sectcnt < sectend);
}
@ -300,7 +300,7 @@ SKIPWALLCHECK:
{
if (badguy(sj) && !cansee(sj->x, sj->y, sj->z + q, sj->sectnum, s->x, s->y, s->z + q, s->sectnum))
goto BOLT;
checkhitsprite(j, i);
fi.checkhitsprite(j, i);
}
}
else if (sj->extra >= 0 && sj != s && (sj->picnum == TRIPBOMB || badguy(sj) || sj->picnum == QUEBALL || sj->picnum == STRIPEBALL || (sj->cstat & 257) || sj->picnum == DUKELYINGDEAD))
@ -378,7 +378,7 @@ SKIPWALLCHECK:
sj->picnum == FEM8 || sj->picnum == FEM9 ||
sj->picnum == FEM10 || sj->picnum == STATUE ||
sj->picnum == STATUEFLASH || sj->picnum == SPACEMARINE || sj->picnum == QUEBALL || sj->picnum == STRIPEBALL)
checkhitsprite(j, i);
fi.checkhitsprite(j, i);
}
else if (s->extra == 0) hittype[j].extra = 0;
@ -884,7 +884,7 @@ void movefallers_d(void)
s->z -= (16 << 8);
hittype[i].temp_data[1] = s->ang;
x = s->extra;
j = ifhitbyweapon(i);
j = fi.ifhitbyweapon(i);
if (j >= 0)
{
if (j == FIREEXT || j == RPG || j == RADIUSEXPLOSION || j == SEENINE || j == OOZFILTER)
@ -934,10 +934,10 @@ void movefallers_d(void)
ssp(i,CLIPMASK0);
}
if (floorspace(s->sectnum)) x = 0;
if (fi.floorspace(s->sectnum)) x = 0;
else
{
if (ceilingspace(s->sectnum))
if (fi.ceilingspace(s->sectnum))
x = gc / 6;
else
x = gc;
@ -1001,7 +1001,7 @@ static void movetripbomb(int i)
spritesound(LASERTRIP_EXPLODE, i);
for (j = 0; j < 5; j++) RANDOMSCRAP(s, i);
x = s->extra;
hitradius(i, tripbombblastradius, x >> 2, x >> 1, x - (x >> 2), x);
fi.hitradius(i, tripbombblastradius, x >> 2, x >> 1, x - (x >> 2), x);
j = spawn(i, EXPLOSION2);
sprite[j].ang = s->ang;
@ -1024,7 +1024,7 @@ static void movetripbomb(int i)
x = s->extra;
s->extra = 1;
int16_t l = s->ang;
j = ifhitbyweapon(i);
j = fi.ifhitbyweapon(i);
if (j >= 0)
{
hittype[i].temp_data[2] = 16;
@ -1133,7 +1133,7 @@ static void movecrack(int i)
{
t[0] = s->cstat;
t[1] = s->ang;
int j = ifhitbyweapon(i);
int j = fi.ifhitbyweapon(i);
if (j == FIREEXT || j == RPG || j == RADIUSEXPLOSION || j == SEENINE || j == OOZFILTER)
{
j = headspritestat[STAT_STANDABLE];
@ -1163,7 +1163,7 @@ static void movecrack(int i)
static void movefireext(int i)
{
int j = ifhitbyweapon(i);
int j = fi.ifhitbyweapon(i);
if (j == -1) return;
auto s = &sprite[i];
@ -1192,13 +1192,13 @@ static void movefireext(int i)
int x = s->extra;
spawn(i, EXPLOSION2);
hitradius(i, pipebombblastradius, x >> 2, x - (x >> 1), x - (x >> 2), x);
fi.hitradius(i, pipebombblastradius, x >> 2, x - (x >> 1), x - (x >> 2), x);
spritesound(PIPEBOMB_EXPLODE, i);
detonate(i, EXPLOSION2);
}
else
{
hitradius(i, seenineblastradius, 10, 15, 20, 25);
fi.hitradius(i, seenineblastradius, 10, 15, 20, 25);
deletesprite(i);
}
}
@ -1617,7 +1617,7 @@ void moveweapons_d(void)
break;
}
j = movesprite(i,
j = fi.movesprite(i,
(k*(sintable[(s->ang+512)&2047]))>>14,
(k*(sintable[s->ang&2047]))>>14,ll,qq);
@ -1696,7 +1696,7 @@ void moveweapons_d(void)
}
if (!isWorldTour() || s->picnum != FIREBALL || fireball)
checkhitsprite(j,i);
fi.checkhitsprite(j,i);
if (sprite[j].picnum == APLAYER)
{
@ -1750,7 +1750,7 @@ void moveweapons_d(void)
else
{
setsprite(i,dax,day,daz);
checkhitwall(i,j,s->x,s->y,s->z,s->picnum);
fi.checkhitwall(i,j,s->x,s->y,s->z,s->picnum);
if (s->picnum == FREEZEBLAST)
{
@ -1781,7 +1781,7 @@ void moveweapons_d(void)
continue;
}
checkhitceiling(s->sectnum);
fi.checkhitceiling(s->sectnum);
}
else if (fireball)
{
@ -1834,7 +1834,7 @@ void moveweapons_d(void)
{
spawn(i,SHRINKEREXPLOSION);
spritesound(SHRINKER_HIT,i);
hitradius(i,shrinkerblastradius,0,0,0,0);
fi.hitradius(i,shrinkerblastradius,0,0,0,0);
}
else if (s->picnum != COOLEXPLOSION1 && s->picnum != FREEZEBLAST && s->picnum != FIRELASER && (!isWorldTour() || s->picnum != FIREBALL))
{
@ -1855,12 +1855,12 @@ void moveweapons_d(void)
if (s->xrepeat >= 10)
{
x = s->extra;
hitradius(i, rpgblastradius, x >> 2, x >> 1, x - (x >> 2), x);
fi.hitradius(i, rpgblastradius, x >> 2, x >> 1, x - (x >> 2), x);
}
else
{
x = s->extra+(global_random&3);
hitradius(i, (rpgblastradius >> 1), x >> 2, x >> 1, x - (x >> 2), x);
fi.hitradius(i, (rpgblastradius >> 1), x >> 2, x >> 1, x - (x >> 2), x);
}
}
if (fireball)
@ -2298,7 +2298,7 @@ static void greenslime(int i)
s->picnum = GREENSLIME + 2;
s->extra = 1;
s->pal = 1;
j = ifhitbyweapon(i); if (j >= 0)
j = fi.ifhitbyweapon(i); if (j >= 0)
{
if (j == FREEZEBLAST)
return;
@ -2433,7 +2433,7 @@ static void greenslime(int i)
}
}
j = ifhitbyweapon(i); if (j >= 0)
j = fi.ifhitbyweapon(i); if (j >= 0)
{
spritesound(SLIM_DYING, i);
@ -2471,7 +2471,7 @@ static void greenslime(int i)
s->picnum = GREENSLIME + 4;
// if(s->yrepeat > 62)
// guts(s,JIBS6,5,myconnectindex);
// fi.guts(s,JIBS6,5,myconnectindex);
if (s->xrepeat > 32) s->xrepeat -= krand() & 7;
if (s->yrepeat > 16) s->yrepeat -= krand() & 7;
@ -2685,7 +2685,7 @@ static void flamethrowerflame(int i)
return;
}
j = movesprite(i, (s->xvel * (sintable[(s->ang + 512) & 2047])) >> 14,
j = fi.movesprite(i, (s->xvel * (sintable[(s->ang + 512) & 2047])) >> 14,
(s->xvel * (sintable[s->ang & 2047])) >> 14, s->zvel, CLIPMASK1);
if (s->sectnum < 0)
@ -2715,7 +2715,7 @@ static void flamethrowerflame(int i)
if ((j & kHitTypeMask) == kHitSprite)
{
j &= (MAXSPRITES - 1);
checkhitsprite((short)j, i);
fi.checkhitsprite((short)j, i);
if (sprite[j].picnum == APLAYER)
spritesound(j, PISTOL_BODYHIT);
}
@ -2723,24 +2723,24 @@ static void flamethrowerflame(int i)
{
j &= (MAXWALLS - 1);
setsprite(i, dax, day, daz);
checkhitwall(i, j, s->x, s->y, s->z, s->picnum);
fi.checkhitwall(i, j, s->x, s->y, s->z, s->picnum);
}
else if ((j & kHitTypeMask) == kHitSector)
{
setsprite(i, dax, day, daz);
if (s->zvel < 0)
checkhitceiling(s->sectnum);
fi.checkhitceiling(s->sectnum);
}
if (s->xrepeat >= 10)
{
x = s->extra;
hitradius(i, rpgblastradius, x >> 2, x >> 1, x - (x >> 2), x);
fi.hitradius(i, rpgblastradius, x >> 2, x >> 1, x - (x >> 2), x);
}
else
{
x = s->extra + (global_random & 3);
hitradius(i, (rpgblastradius >> 1), x >> 2, x >> 1, x - (x >> 2), x);
fi.hitradius(i, (rpgblastradius >> 1), x >> 2, x >> 1, x - (x >> 2), x);
}
}
}
@ -2777,7 +2777,7 @@ static void heavyhbomb(int i)
if (t[3] == 0)
{
j = ifhitbyweapon(i);
j = fi.ifhitbyweapon(i);
if (j >= 0)
{
t[3] = 1;
@ -2808,7 +2808,7 @@ static void heavyhbomb(int i)
}
}
j = movesprite(i,
j = fi.movesprite(i,
(s->xvel * (sintable[(s->ang + 512) & 2047])) >> 14,
(s->xvel * (sintable[s->ang & 2047])) >> 14,
s->zvel, CLIPMASK0);
@ -2852,7 +2852,7 @@ static void heavyhbomb(int i)
{
j &= (MAXWALLS - 1);
checkhitwall(i, j, s->x, s->y, s->z, s->picnum);
fi.checkhitwall(i, j, s->x, s->y, s->z, s->picnum);
int k = getangle(
wall[wall[j].point2].x - wall[j].x,
@ -2888,7 +2888,7 @@ DETONATEB:
case BOUNCEMINE: m = bouncemineblastradius; break;
}
hitradius(i, m, x >> 2, x >> 1, x - (x >> 2), x);
fi.hitradius(i, m, x >> 2, x >> 1, x - (x >> 2), x);
spawn(i, EXPLOSION2);
if (s->zvel == 0)
spawn(i, EXPLOSION2BOT);
@ -2938,7 +2938,7 @@ DETONATEB:
spritesound(DUKE_GET, ps[p].i);
if (ps[p].gotweapon[HANDBOMB_WEAPON] == 0 || s->owner == ps[p].i)
addweapon(&ps[p], HANDBOMB_WEAPON);
fi.addweapon(&ps[p], HANDBOMB_WEAPON);
if (sprite[s->owner].picnum != APLAYER)
{
@ -3019,7 +3019,7 @@ void moveactors_d(void)
}
else
{
j = ifhitbyweapon(i);
j = fi.ifhitbyweapon(i);
if (j >= 0)
{
s->cstat = 32 + 128;
@ -3046,7 +3046,7 @@ void moveactors_d(void)
if (k == 1)
{
operateactivators(s->lotag, -1);
operateforcefields(i, s->lotag);
fi.operateforcefields(i, s->lotag);
operatemasterswitches(s->lotag);
}
}
@ -4140,7 +4140,7 @@ void move_d(int g_i, int g_p, int g_x)
}
}
hittype[g_i].movflag = movesprite(g_i,
hittype[g_i].movflag = fi.movesprite(g_i,
(daxvel * (sintable[(angdif + 512) & 2047])) >> 14,
(daxvel * (sintable[angdif & 2047])) >> 14, g_sp->zvel, CLIPMASK0);
}

View file

@ -222,13 +222,13 @@ void hitradius_r(short i, int r, int hp1, int hp2, int hp3, int hp4)
{
d = abs(wall[sector[dasect].wallptr].x - s->x) + abs(wall[sector[dasect].wallptr].y - s->y);
if (d < r)
checkhitceiling(dasect);
fi.checkhitceiling(dasect);
else
{
// ouch...
d = abs(wall[wall[wall[sector[dasect].wallptr].point2].point2].x - s->x) + abs(wall[wall[wall[sector[dasect].wallptr].point2].point2].y - s->y);
if (d < r)
checkhitceiling(dasect);
fi.checkhitceiling(dasect);
}
}
@ -248,7 +248,7 @@ void hitradius_r(short i, int r, int hp1, int hp2, int hp3, int hp4)
y1 = (((wal->y + wall[wal->point2].y) >> 1) + s->y) >> 1;
updatesector(x1, y1, &sect);
if (sect >= 0 && cansee(x1, y1, s->z, sect, s->x, s->y, s->z, s->sectnum))
checkhitwall(i, x, wal->x, wal->y, s->z, s->picnum);
fi.checkhitwall(i, x, wal->x, wal->y, s->z, s->picnum);
}
} while (sectcnt < sectend);
@ -271,7 +271,7 @@ SKIPWALLCHECK:
{
if (badguy(sj) && !cansee(sj->x, sj->y, sj->z + q, sj->sectnum, s->x, s->y, s->z + q, s->sectnum))
continue;
checkhitsprite(j, i);
fi.checkhitsprite(j, i);
}
}
else if (sj->extra >= 0 && sj != s && (badguy(sj) || sj->picnum == QUEBALL || sj->picnum == RRTILE3440 || sj->picnum == STRIPEBALL || (sj->cstat & 257) || sj->picnum == DUKELYINGDEAD))
@ -335,7 +335,7 @@ SKIPWALLCHECK:
if (sj->picnum == STATUEFLASH || sj->picnum == QUEBALL ||
sj->picnum == STRIPEBALL || sj->picnum == RRTILE3440)
checkhitsprite(j, i);
fi.checkhitsprite(j, i);
if (sprite[j].picnum != RADIUSEXPLOSION &&
s->owner >= 0 && sprite[s->owner].statnum < MAXSTATUS)
@ -890,10 +890,10 @@ void movefallers_r(void)
ssp(i, CLIPMASK0);
}
if (floorspace(s->sectnum)) x = 0;
if (fi.floorspace(s->sectnum)) x = 0;
else
{
if (ceilingspace(s->sectnum))
if (fi.ceilingspace(s->sectnum))
x = gc / 6;
else
x = gc;
@ -1366,7 +1366,7 @@ void moveweapons_r(void)
continue;
}
checkhitsprite(j,i);
fi.checkhitsprite(j,i);
if (sprite[j].picnum == APLAYER)
{
@ -1425,7 +1425,7 @@ void moveweapons_r(void)
else
{
setsprite(i, dax, day, daz);
checkhitwall(i, j, s->x, s->y, s->z, s->picnum);
fi.checkhitwall(i, j, s->x, s->y, s->z, s->picnum);
if (!isRRRA() && s->picnum == FREEZEBLAST)
{
@ -1501,7 +1501,7 @@ void moveweapons_r(void)
continue;
}
checkhitceiling(s->sectnum);
fi.checkhitceiling(s->sectnum);
}
if (!isRRRA() && s->picnum == FREEZEBLAST)
@ -1594,12 +1594,12 @@ void moveweapons_r(void)
if (s->xrepeat >= 10)
{
x = s->extra;
hitradius(i, rpgblastradius, x >> 2, x >> 1, x - (x >> 2), x);
fi.hitradius(i, rpgblastradius, x >> 2, x >> 1, x - (x >> 2), x);
}
else
{
x = s->extra + (global_random & 3);
hitradius(i, (rpgblastradius >> 1), x >> 2, x >> 1, x - (x >> 2), x);
fi.hitradius(i, (rpgblastradius >> 1), x >> 2, x >> 1, x - (x >> 2), x);
}
}
else if (isRRRA() && s->picnum == RPG2)
@ -1610,12 +1610,12 @@ void moveweapons_r(void)
if (s->xrepeat >= 10)
{
x = s->extra;
hitradius(i, rpgblastradius, x >> 2, x >> 1, x - (x >> 2), x);
fi.hitradius(i, rpgblastradius, x >> 2, x >> 1, x - (x >> 2), x);
}
else
{
x = s->extra + (global_random & 3);
hitradius(i, (rpgblastradius >> 1), x >> 2, x >> 1, x - (x >> 2), x);
fi.hitradius(i, (rpgblastradius >> 1), x >> 2, x >> 1, x - (x >> 2), x);
}
}
else if (isRRRA() && s->picnum == RRTILE1790)
@ -1626,12 +1626,12 @@ void moveweapons_r(void)
if (s->xrepeat >= 10)
{
x = s->extra;
hitradius(i, rpgblastradius, x >> 2, x >> 1, x - (x >> 2), x);
fi.hitradius(i, rpgblastradius, x >> 2, x >> 1, x - (x >> 2), x);
}
else
{
x = s->extra + (global_random & 3);
hitradius(i, (rpgblastradius >> 1), x >> 2, x >> 1, x - (x >> 2), x);
fi.hitradius(i, (rpgblastradius >> 1), x >> 2, x >> 1, x - (x >> 2), x);
}
}
}
@ -2012,7 +2012,7 @@ void movetransports_r(void)
changespritesect(j, sprite[OW].sectnum);
movesprite(j, (sprite[j].xvel * sintable[(sprite[j].ang + 512) & 2047]) >> 14,
fi.movesprite(j, (sprite[j].xvel * sintable[(sprite[j].ang + 512) & 2047]) >> 14,
(sprite[j].xvel * sintable[sprite[j].ang & 2047]) >> 14, 0, CLIPMASK1);
break;
@ -2028,7 +2028,7 @@ void movetransports_r(void)
changespritesect(j, sprite[OW].sectnum);
movesprite(j, (sprite[j].xvel * sintable[(sprite[j].ang + 512) & 2047]) >> 14,
fi.movesprite(j, (sprite[j].xvel * sintable[(sprite[j].ang + 512) & 2047]) >> 14,
(sprite[j].xvel * sintable[sprite[j].ang & 2047]) >> 14, 0, CLIPMASK1);
break;
@ -2089,7 +2089,7 @@ static void rrra_specialstats()
deletesprite(i);
}
}
j = movesprite(i, 0, 0, sprite[i].extra * 2, CLIPMASK0);
j = fi.movesprite(i, 0, 0, sprite[i].extra * 2, CLIPMASK0);
i = nexti;
}
@ -2111,7 +2111,7 @@ static void rrra_specialstats()
if (sprite[i].extra <= -20)
sprite[i].hitag = 0;
}
j = movesprite(i, 0, 0, sprite[i].extra, CLIPMASK0);
j = fi.movesprite(i, 0, 0, sprite[i].extra, CLIPMASK0);
i = nexti;
}
@ -2206,7 +2206,7 @@ static void rrra_specialstats()
sprite[i].picnum = PIG + 7;
sprite[i].extra = 1;
}
movesprite(i, 0, 0, -300, CLIPMASK0);
fi.movesprite(i, 0, 0, -300, CLIPMASK0);
if (sector[sprite[i].sectnum].ceilingz + (4 << 8) > sprite[i].z)
{
sprite[i].picnum = 0;
@ -2249,7 +2249,7 @@ static void rrra_specialstats()
if (sprite[i].extra == sprite[i].lotag)
sound(183);
sprite[i].extra--;
j = movesprite(i,
j = fi.movesprite(i,
(sprite[i].hitag * sintable[(sprite[i].ang + 512) & 2047]) >> 14,
(sprite[i].hitag * sintable[sprite[i].ang & 2047]) >> 14,
sprite[i].hitag << 1, CLIPMASK0);
@ -2675,7 +2675,7 @@ static void heavyhbomb(int i)
if (t[3] == 0)
{
j = ifhitbyweapon(i);
j = fi.ifhitbyweapon(i);
if (j >= 0)
{
t[3] = 1;
@ -2713,7 +2713,7 @@ static void heavyhbomb(int i)
s->zvel = 0;
}
j = movesprite(i,
j = fi.movesprite(i,
(s->xvel * (sintable[(s->ang + 512) & 2047])) >> 14,
(s->xvel * (sintable[s->ang & 2047])) >> 14,
s->zvel, CLIPMASK0);
@ -2768,7 +2768,7 @@ static void heavyhbomb(int i)
{
j &= (MAXWALLS - 1);
checkhitwall(i, j, s->x, s->y, s->z, s->picnum);
fi.checkhitwall(i, j, s->x, s->y, s->z, s->picnum);
int k = getangle(
wall[wall[j].point2].x - wall[j].x,
@ -2807,7 +2807,7 @@ DETONATEB:
if (sector[s->sectnum].lotag != 800)
{
hitradius(i, m, x >> 2, x >> 1, x - (x >> 2), x);
fi.hitradius(i, m, x >> 2, x >> 1, x - (x >> 2), x);
spawn(i, EXPLOSION2);
if (s->picnum == CHEERBOMB)
spawn(i, BURNING);
@ -2855,7 +2855,7 @@ DETONATEB:
spritesound(DUKE_GET, ps[p].i);
if (ps[p].gotweapon[DYNAMITE_WEAPON] == 0 || s->owner == ps[p].i)
addweapon(&ps[p], DYNAMITE_WEAPON);
fi.addweapon(&ps[p], DYNAMITE_WEAPON);
if (sprite[s->owner].picnum != APLAYER)
{
@ -2909,7 +2909,7 @@ static int henstand(int i)
if (s->xvel)
{
makeitfall(i);
j = movesprite(i,
j = fi.movesprite(i,
(sintable[(s->ang + 512) & 2047] * s->xvel) >> 14,
(sintable[s->ang & 2047] * s->xvel) >> 14,
s->zvel, CLIPMASK0);
@ -2926,7 +2926,7 @@ static int henstand(int i)
else if ((j & 49152) == 49152)
{
j &= (MAXSPRITES - 1);
checkhitsprite(i, j);
fi.checkhitsprite(i, j);
if (sprite[j].picnum == HEN)
{
int ns = spawn(j, HENSTAND);
@ -3034,7 +3034,7 @@ void moveactors_r(void)
}
if (sector[sprite[i].sectnum].lotag == 903)
makeitfall(i);
j = movesprite(i,
j = fi.movesprite(i,
(s->xvel*sintable[(s->ang+512)&2047])>>14,
(s->xvel*sintable[s->ang&2047])>>14,
s->zvel,CLIPMASK0);
@ -3075,7 +3075,7 @@ void moveactors_r(void)
continue;
}
makeitfall(i);
j = movesprite(i,
j = fi.movesprite(i,
(s->xvel*(sintable[(s->ang+512)&2047]))>>14,
(s->xvel*(sintable[s->ang&2047]))>>14,
s->zvel,CLIPMASK0);
@ -3106,7 +3106,7 @@ void moveactors_r(void)
continue;
}
makeitfall(i);
j = movesprite(i,
j = fi.movesprite(i,
(s->xvel*sintable[(s->ang+512)&2047])>>14,
(s->xvel*sintable[s->ang&2047])>>14,
s->zvel,CLIPMASK0);
@ -3205,7 +3205,7 @@ void moveactors_r(void)
if (!isRRRA() || (sector[sect].lotag != 1 && sector[sect].lotag != 160))
if (s->xvel)
{
j = movesprite(i,
j = fi.movesprite(i,
(s->xvel*sintable[(s->ang+512)&2047])>>14,
(s->xvel*sintable[s->ang&2047])>>14,
s->zvel,CLIPMASK0);
@ -4325,7 +4325,7 @@ void move_r(int g_i, int g_p, int g_x)
}
}
hittype[g_i].movflag = movesprite(g_i,
hittype[g_i].movflag = fi.movesprite(g_i,
(daxvel * (sintable[(angdif + 512) & 2047])) >> 14,
(daxvel * (sintable[angdif & 2047])) >> 14, g_sp->zvel, CLIPMASK0);
}
@ -4375,7 +4375,7 @@ void fakebubbaspawn(int g_i, int g_p)
//---------------------------------------------------------------------------
//
// special checks in fall that only apply to RR.
// special checks in fi.fall that only apply to RR.
//
//---------------------------------------------------------------------------
@ -4399,7 +4399,7 @@ static int fallspecial(int g_i, int g_p)
{
if (g_sp->picnum != APLAYER && badguy(g_sp) && g_sp->z == hittype[g_i].floorz - FOURSLEIGHT)
{
guts(g_sp, JIBS6, 5, g_p);
fi.guts(g_sp, JIBS6, 5, g_p);
spritesound(SQUISHED, g_i);
deletesprite(g_i);
}
@ -4480,4 +4480,138 @@ void fall_r(int g_i, int g_p)
fall_common(g_i, g_p, JIBS6, DRONE, BLOODPOOL, SHOTSPARK1, 69, 158, fallspecial, falladjustz);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void destroyit(int g_i)
{
auto g_sp = &sprite[g_i];
spritetype* js;
short lotag, hitag;
short k, jj;
short wi, wj;
short spr;
short nextk, nextjj;
short wallstart2, wallend2;
short sectnum;
short wallstart, wallend;
hitag = 0;
k = headspritesect[g_sp->sectnum];
while (k != -1)
{
nextk = nextspritesect[k];
if (sprite[k].picnum == RRTILE63)
{
lotag = sprite[k].lotag;
spr = k;
if (sprite[k].hitag)
hitag = sprite[k].hitag;
}
k = nextk;
}
jj = headspritestat[100];
while (jj >= 0)
{
nextjj = nextspritestat[jj];
js = &sprite[jj];
if (hitag)
if (hitag == js->hitag)
{
k = headspritesect[js->sectnum];
while (k != -1)
{
nextk = nextspritesect[k];
if (sprite[k].picnum == DESTRUCTO)
{
hittype[k].picnum = SHOTSPARK1;
hittype[k].extra = 1;
}
k = nextk;
}
}
if (sprite[spr].sectnum != js->sectnum)
if (lotag == js->lotag)
{
sectnum = sprite[spr].sectnum;
wallstart = sector[sectnum].wallptr;
wallend = wallstart + sector[sectnum].wallnum;
wallstart2 = sector[js->sectnum].wallptr;
wallend2 = wallstart2 + sector[js->sectnum].wallnum;
for (wi = wallstart, wj = wallstart2; wi < wallend; wi++, wj++)
{
wall[wi].picnum = wall[wj].picnum;
wall[wi].overpicnum = wall[wj].overpicnum;
wall[wi].shade = wall[wj].shade;
wall[wi].xrepeat = wall[wj].xrepeat;
wall[wi].yrepeat = wall[wj].yrepeat;
wall[wi].xpanning = wall[wj].xpanning;
wall[wi].ypanning = wall[wj].ypanning;
if (isRRRA() && wall[wi].nextwall != -1)
{
wall[wi].cstat = 0;
wall[wall[wi].nextwall].cstat = 0;
}
}
sector[sectnum].floorz = sector[js->sectnum].floorz;
sector[sectnum].ceilingz = sector[js->sectnum].ceilingz;
sector[sectnum].ceilingstat = sector[js->sectnum].ceilingstat;
sector[sectnum].floorstat = sector[js->sectnum].floorstat;
sector[sectnum].ceilingpicnum = sector[js->sectnum].ceilingpicnum;
sector[sectnum].ceilingheinum = sector[js->sectnum].ceilingheinum;
sector[sectnum].ceilingshade = sector[js->sectnum].ceilingshade;
sector[sectnum].ceilingpal = sector[js->sectnum].ceilingpal;
sector[sectnum].ceilingxpanning = sector[js->sectnum].ceilingxpanning;
sector[sectnum].ceilingypanning = sector[js->sectnum].ceilingypanning;
sector[sectnum].floorpicnum = sector[js->sectnum].floorpicnum;
sector[sectnum].floorheinum = sector[js->sectnum].floorheinum;
sector[sectnum].floorshade = sector[js->sectnum].floorshade;
sector[sectnum].floorpal = sector[js->sectnum].floorpal;
sector[sectnum].floorxpanning = sector[js->sectnum].floorxpanning;
sector[sectnum].floorypanning = sector[js->sectnum].floorypanning;
sector[sectnum].visibility = sector[js->sectnum].visibility;
g_sectorExtra[sectnum] = g_sectorExtra[js->sectnum]; // TRANSITIONAL: at least rename this.
sector[sectnum].lotag = sector[js->sectnum].lotag;
sector[sectnum].hitag = sector[js->sectnum].hitag;
sector[sectnum].extra = sector[js->sectnum].extra;
}
jj = nextjj;
}
k = headspritesect[g_sp->sectnum];
while (k != -1)
{
nextk = nextspritesect[k];
switch (sprite[k].picnum)
{
case DESTRUCTO:
case RRTILE63:
case TORNADO:
case RR_APLAYER:
case COOT:
break;
default:
deletesprite(k);
break;
}
k = nextk;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void mamaspawn(int g_i)
{
if (mamaspawn_count)
{
mamaspawn_count--;
spawn(g_i, RABBIT);
}
}
END_DUKE_NS

View file

@ -14,14 +14,14 @@ cmd(break) // 12
cmd(shoot) // 13
cmd(palfrom) // 14
cmd(sound) // 15
cmd(fall) // 16
cmd(fi.fall) // 16
cmd(state) // 17
cmd(ends) // 18
cmd(define) // 19
//cmdx(comment, "//") // 20
cmd(ifai) // 21
cmd(killit) // 22
cmd(addweapon) // 23
cmd(fi.addweapon) // 23
cmd(ai) // 24
cmd(addphealth) // 25
cmd(ifdead) // 26
@ -48,7 +48,7 @@ cmd(ifcount) // 46
cmd(resetcount) // 47
cmd(addinventory) // 48
cmd(ifactornotstayput) // 49
cmd(hitradius) // 50
cmd(fi.hitradius) // 50
cmd(ifp) // 51
cmd(count) // 52
cmd(ifactor) // 53
@ -56,7 +56,7 @@ cmd(music) // 54
cmd(include) // 55
cmd(ifstrength) // 56
cmd(definesound) // 57
cmd(guts) // 58
cmd(fi.guts) // 58
cmd(ifspawnedby) // 59
cmd(gamestartup) // 60
cmd(wackplayer) // 61

View file

@ -0,0 +1,145 @@
//-------------------------------------------------------------------------
/*
Copyright (C) 2020 - Christoph Oelckers
This 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.
*/
//-------------------------------------------------------------------------
//---------------------------------------------------------------------------
//
// Dispatcher for functions where different variants exist for the two families of games.
//
//---------------------------------------------------------------------------
bool isadoorwall_d(int dapic);
bool isadoorwall_r(int dapic);
void animatewalls_d(void);
void animatewalls_r(void);
void operaterespawns_d(int low);
void operaterespawns_r(int low);
void operateforcefields_r(int s, int low);
void operateforcefields_d(int s, int low);
bool checkhitswitch_d(int snum, int w, int switchtype);
bool checkhitswitch_r(int snum, int w, int switchtype);
void activatebysector_d(int sect, int j);
void activatebysector_r(int sect, int j);
void checkhitwall_d(int spr, int dawallnum, int x, int y, int z, int atwith);
void checkhitwall_r(int spr, int dawallnum, int x, int y, int z, int atwith);
void checkplayerhurt_d(struct player_struct* p, int j);
void checkplayerhurt_r(struct player_struct* p, int j);
bool checkhitceiling_d(int sn);
bool checkhitceiling_r(int sn);
void checkhitsprite_d(int i, int sn);
void checkhitsprite_r(int i, int sn);
void checksectors_d(int snum);
void checksectors_r(int snum);
bool ceilingspace_d(int sectnum);
bool ceilingspace_r(int sectnum);
bool floorspace_d(int sectnum);
bool floorspace_r(int sectnum);
void addweapon_d(struct player_struct *p, int weapon);
void addweapon_r(struct player_struct *p, int weapon);
void hitradius_d(short i, int r, int hp1, int hp2, int hp3, int hp4);
void hitradius_r(short i, int r, int hp1, int hp2, int hp3, int hp4);
int movesprite_d(short spritenum, int xchange, int ychange, int zchange, unsigned int cliptype);
int movesprite_r(short spritenum, int xchange, int ychange, int zchange, unsigned int cliptype);
void lotsofmoney_d(spritetype *s, short n);
void lotsofmail_d(spritetype *s, short n);
void lotsofpaper_d(spritetype *s, short n);
void lotsoffeathers_r(spritetype *s, short n);
void guts_d(spritetype* s, short gtype, short n, short p);
void guts_r(spritetype* s, short gtype, short n, short p);
void gutsdir_d(spritetype* s, short gtype, short n, short p);
void gutsdir_r(spritetype* s, short gtype, short n, short p);
int ifhitsectors_d(int sectnum);
int ifhitsectors_r(int sectnum);
int ifhitbyweapon_r(int sn);
int ifhitbyweapon_d(int sn);
void fall_d(int g_i, int g_p);
void fall_r(int g_i, int g_p);
Dispatcher fi;
void SetDispatcher()
{
if (!isRR())
{
fi = {
isadoorwall_d,
animatewalls_d,
operaterespawns_d,
operateforcefields_d,
checkhitswitch_d,
activatebysector_d,
checkhitwall_d,
checkplayerhurt_d,
checkhitceiling_d,
checkhitsprite_d,
checksectors_d,
ceilingspace_d,
floorspace_d,
addweapon_d,
hitradius_d,
movesprite_d,
lotsofmoney_d,
lotsofmail_d,
lotsofpaper_d,
guts_d,
gutsdir_d,
ifhitsectors_d,
ifhitbyweapon_d,
fall_d
};
}
else
{
fi = {
isadoorwall_r,
animatewalls_r,
operaterespawns_r,
operateforcefields_r,
checkhitswitch_r,
activatebysector_r,
checkhitwall_r,
checkplayerhurt_r,
checkhitceiling_r,
checkhitsprite_r,
checksectors_r,
ceilingspace_r,
floorspace_r,
addweapon_r,
hitradius_r,
movesprite_r,
lotsoffeathers_r,
lotsoffeathers_r,
lotsoffeathers_r,
guts_r,
gutsdir_r,
ifhitsectors_r,
ifhitbyweapon_r,
fall_r
};
}
}

View file

@ -245,7 +245,7 @@ void G_PostCreateGameState(void);
void A_SpawnCeilingGlass(int spriteNum,int sectNum,int glassCnt);
#define ceilingglass A_SpawnCeilingGlass
void A_SpawnGlass(int spriteNum,int glassCnt);
void spriteglass(int spriteNum,int glassCnt);
void A_SpawnRandomGlass(int spriteNum,int wallNum,int glassCnt);
#define lotsofcolourglass A_SpawnRandomGlass
void A_SpawnWallGlass(int spriteNum,int wallnum,int glassCnt);
@ -307,6 +307,11 @@ inline int32_t G_GetTeamPalette(int32_t team)
}
#define A_CheckSpriteFlags(spriteNum, iType) (((g_tile[sprite[spriteNum].picnum].flags^actor[spriteNum].flags) & iType) != 0)
inline int actorfella(int spnum)
{
return A_CheckSpriteFlags(spnum, SFLAG_KILLCOUNT);
}
// (unsigned)iPicnum check: AMC TC Rusty Nails, bayonet MG alt. fire, iPicnum == -1 (via aplWeaponShoots)
#define A_CheckSpriteTileFlags(iPicnum, iType) (((unsigned)iPicnum < MAXTILES) && (g_tile[iPicnum].flags & iType) != 0)
#define S_StopSound(num) S_StopEnvSound(num, -1)
@ -440,6 +445,38 @@ static inline int G_GetMusicIdx(const char *str)
extern void G_PrintCurrentMusic(void);
struct Dispatcher
{
// sectors_?.cpp
bool (*isadoorwall)(int dapic);
void (*animatewalls)();
void (*operaterespawns)(int low);
void (*operateforcefields)(int s, int low);
bool (*checkhitswitch)(int snum, int w, int switchtype);
void (*activatebysector)(int sect, int j);
void (*checkhitwall)(int spr, int dawallnum, int x, int y, int z, int atwith);
void (*checkplayerhurt)(struct player_struct* p, int j);
bool (*checkhitceiling)(int sn);
void (*checkhitsprite)(int i, int sn);
void (*checksectors)(int low);
bool (*ceilingspace)(int sectnum);
bool (*floorspace)(int sectnum);
void (*addweapon)(struct player_struct *p, int weapon);
void (*hitradius)(short i, int r, int hp1, int hp2, int hp3, int hp4);
int (*movesprite)(short spritenum, int xchange, int ychange, int zchange, unsigned int cliptype);
void (*lotsofmoney)(spritetype *s, short n);
void (*lotsofmail)(spritetype *s, short n);
void (*lotsofpaper)(spritetype *s, short n);
void (*guts)(spritetype* s, short gtype, short n, short p);
void (*gutsdir)(spritetype* s, short gtype, short n, short p);
int (*ifhitsectors)(int sectnum);
int (*ifhitbyweapon)(int sectnum);
void (*fall)(int g_i, int g_p);
};
extern Dispatcher fi;
#endif
END_DUKE_NS

View file

@ -52,6 +52,8 @@ int furthestcanseepoint(int i, spritetype* ts, int* dax, int* day);
bool ifsquished(int i, int p);
void fakebubbaspawn(int g_i, int g_p);
void tearitup(int sect);
void destroyit(int g_i);
void mamaspawn(int g_i);
//---------------------------------------------------------------------------
//
@ -247,7 +249,7 @@ char parse(void)
break;
case concmd_ifhitweapon:
parseifelse(ifhitbyweapon(g_i) >= 0);
parseifelse(fi.ifhitbyweapon(g_i) >= 0);
break;
case concmd_ifsquished:
parseifelse(ifsquished(g_i, g_p) == 1);
@ -331,11 +333,7 @@ char parse(void)
insptr++;
break;
case concmd_mamaspawn:
if (mamaspawn_count)
{
mamaspawn_count--;
spawn(g_i, RABBIT);
}
mamaspawn(g_i);
insptr++;
break;
case concmd_mamaquake:
@ -440,7 +438,7 @@ char parse(void)
insptr++;
if ((g_sp->picnum == APLAYER && g_sp->yrepeat < 36) || *insptr < g_sp->yrepeat || ((g_sp->yrepeat * (tilesizy[g_sp->picnum] + 8)) << 2) < (hittype[g_i].floorz - hittype[g_i].ceilingz))
if ((g_sp->picnum == APLAYER && g_sp->yrepeat < 36) || *insptr < g_sp->yrepeat || ((g_sp->yrepeat * (tilesiz[g_sp->picnum].y + 8)) << 2) < (hittype[g_i].floorz - hittype[g_i].ceilingz))
{
j = ((*insptr) - g_sp->yrepeat) << 1;
if (abs(j)) g_sp->yrepeat += ksgn(j);
@ -552,17 +550,17 @@ char parse(void)
insptr++;
g_sp->xoffset = 0;
g_sp->yoffset = 0;
fall(g_i, g_p);
fi.fall(g_i, g_p);
break;
case concmd_enda:
case concmd_break:
case concmd_ends:
case concmd_endevent:
return 1;
case 30:
case concmd_rightbrace:
insptr++;
return 1;
case 2:
case concmd_addammo:
insptr++;
if( ps[g_p].ammo_amount[*insptr] >= max_ammo_amount[*insptr] )
{
@ -572,47 +570,55 @@ char parse(void)
addammo( *insptr, &ps[g_p], *(insptr+1) );
if(ps[g_p].curr_weapon == KNEE_WEAPON)
if( ps[g_p].gotweapon[*insptr] )
addweapon( &ps[g_p], *insptr );
fi.addweapon( &ps[g_p], *insptr );
insptr += 2;
break;
case 86:
case concmd_money:
insptr++;
lotsofmoney(g_sp,*insptr);
fi.lotsofmoney(g_sp,*insptr);
insptr++;
break;
case 102:
case concmd_mail:
insptr++;
lotsofmail(g_sp,*insptr);
fi.lotsofmail(g_sp,*insptr);
insptr++;
break;
case 105:
case concmd_sleeptime:
insptr++;
hittype[g_i].timetosleep = (short)*insptr;
insptr++;
break;
case 103:
case concmd_paper:
insptr++;
lotsofpaper(g_sp,*insptr);
fi.lotsofpaper(g_sp,*insptr);
insptr++;
break;
case 88:
case concmd_addkills:
insptr++;
ps[g_p].actors_killed += *insptr;
if (isRR())
{
if (g_spriteExtra[g_i] < 1 || g_spriteExtra[g_i] == 128)
{
if (actorfella(g_i))
ps[g_p].actors_killed += *insptr;
}
}
else ps[g_p].actors_killed += *insptr;
hittype[g_i].actorstayput = -1;
insptr++;
break;
case 93:
case concmd_lotsofglass:
insptr++;
spriteglass(g_i,*insptr);
insptr++;
break;
case 22:
case concmd_killit:
insptr++;
killit_flag = 1;
break;
case 23: // addweapon
case concmd_addweapon:
insptr++;
if( ps[g_p].gotweapon[*insptr] == 0 ) addweapon( &ps[g_p], *insptr );
if( ps[g_p].gotweapon[*insptr] == 0 ) fi.addweapon( &ps[g_p], *insptr );
else if( ps[g_p].ammo_amount[*insptr] >= max_ammo_amount[*insptr] )
{
killit_flag = 2;
@ -621,31 +627,135 @@ char parse(void)
addammo( *insptr, &ps[g_p], *(insptr+1) );
if(ps[g_p].curr_weapon == KNEE_WEAPON)
if( ps[g_p].gotweapon[*insptr] )
addweapon( &ps[g_p], *insptr );
fi.addweapon( &ps[g_p], *insptr );
insptr+=2;
break;
case 68:
case concmd_debug:
insptr++;
printf("%ld\n",*insptr);
Printf("%ld\n",*insptr);
insptr++;
break;
case 69:
insptr++;
case concmd_endofgame:
ps[g_p].timebeforeexit = *insptr;
ps[g_p].customexitsound = -1;
ud.eog = 1;
insptr++;
break;
case 25:
case concmd_isdrunk: // todo: move out to player_r.
insptr++;
ps[g_p].drink_amt += *insptr;
j = sprite[ps[g_p].i].extra;
if (j > 0)
j += *insptr;
if (j > max_player_health * 2)
j = max_player_health * 2;
if (j < 0)
j = 0;
if (ud.god == 0)
{
if (*insptr > 0)
{
if ((j - *insptr) < (max_player_health >> 2) &&
j >= (max_player_health >> 2))
spritesound(DUKE_GOTHEALTHATLOW, ps[g_p].i);
ps[g_p].last_extra = j;
}
sprite[ps[g_p].i].extra = j;
}
if (ps[g_p].drink_amt > 100)
ps[g_p].drink_amt = 100;
if (sprite[ps[g_p].i].extra >= max_player_health)
{
sprite[ps[g_p].i].extra = max_player_health;
ps[g_p].last_extra = max_player_health;
}
insptr++;
break;
case concmd_strafeleft:
insptr++;
fi.movesprite(g_i, sintable[(g_sp->ang + 1024) & 2047] >> 10, sintable[(g_sp->ang + 512) & 2047] >> 10, g_sp->zvel, CLIPMASK0);
break;
case concmd_straferight:
insptr++;
fi.movesprite(g_i, sintable[(g_sp->ang - 0) & 2047] >> 10, sintable[(g_sp->ang - 512) & 2047] >> 10, g_sp->zvel, CLIPMASK0);
break;
case concmd_larrybird:
insptr++;
ps[g_p].posz = sector[sprite[ps[g_p].i].sectnum].ceilingz;
sprite[ps[g_p].i].z = ps[g_p].posz;
break;
case concmd_destroyit:
insptr++;
destroyit(g_i);
break;
case concmd_iseat: // move out to player_r.
insptr++;
ps[g_p].eat += *insptr;
if (ps[g_p].eat > 100)
{
ps[g_p].eat = 100;
}
ps[g_p].drink_amt -= *insptr;
if (ps[g_p].drink_amt < 0)
ps[g_p].drink_amt = 0;
j = sprite[ps[g_p].i].extra;
if (g_sp->picnum != TILE_ATOMICHEALTH)
{
if (j > max_player_health && *insptr > 0)
{
insptr++;
break;
}
else
{
if (j > 0)
j += (*insptr) * 3;
if (j > max_player_health && *insptr > 0)
j = max_player_health;
}
}
else
{
if (j > 0)
j += *insptr;
if (j > (max_player_health << 1))
j = (max_player_health << 1);
}
if (j < 0) j = 0;
if (ud.god == 0)
{
if (*insptr > 0)
{
if ((j - *insptr) < (max_player_health >> 2) &&
j >= (max_player_health >> 2))
spritesound(229, ps[g_p].i);
ps[g_p].last_extra = j;
}
sprite[ps[g_p].i].extra = j;
}
insptr++;
break;
case concmd_addphealth: // todo: move out to player.
insptr++;
if(ps[g_p].newowner >= 0)
if(!isRR() && ps[g_p].newowner >= 0)
{
ps[g_p].newowner = -1;
ps[g_p].posx = ps[g_p].oposx;
ps[g_p].posy = ps[g_p].oposy;
ps[g_p].posz = ps[g_p].oposz;
ps[g_p].ang = ps[g_p].oang;
ps[g_p].q16ang = ps[g_p].oq16ang;
updatesector(ps[g_p].posx,ps[g_p].posy,&ps[g_p].cursectnum);
setpal(&ps[g_p]);
@ -660,7 +770,7 @@ char parse(void)
j = sprite[ps[g_p].i].extra;
if(g_sp->picnum != ATOMICHEALTH)
if(g_sp->picnum != TILE_ATOMICHEALTH)
{
if( j > max_player_health && *insptr > 0 )
{
@ -691,7 +801,7 @@ char parse(void)
{
if( ( j - *insptr ) < (max_player_health>>2) &&
j >= (max_player_health>>2) )
spritesound(DUKE_GOTHEALTHATLOW,ps[g_p].i);
spritesound(isRR()? 229 : DUKE_GOTHEALTHATLOW,ps[g_p].i);
ps[g_p].last_extra = j;
}
@ -701,22 +811,20 @@ char parse(void)
insptr++;
break;
case 17:
case concmd_state:
{
int *tempscrptr;
tempscrptr = insptr+2;
insptr = (int *) *(insptr+1);
while(1) if(parse()) break;
auto tempscrptr = insptr + 2;
insptr = apScript + *(insptr + 1);
while (1) if (parse()) break;
insptr = tempscrptr;
}
break;
case 29:
case concmd_leftbrace:
insptr++;
while(1) if(parse()) break;
break;
case 32:
case concmd_move:
g_t[0]=0;
insptr++;
g_t[1] = *insptr;
@ -726,34 +834,35 @@ char parse(void)
if(g_sp->hitag&random_angle)
g_sp->ang = krand()&2047;
break;
case 31:
case concmd_spawn:
insptr++;
if(g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS)
spawn(g_i,*insptr);
insptr++;
break;
case 33:
case concmd_ifwasweapon:
case concmd_ifspawnedby: // these two are the same
insptr++;
parseifelse( hittype[g_i].picnum == *insptr);
break;
case 21:
case concmd_ifai:
insptr++;
parseifelse(g_t[5] == *insptr);
break;
case 34:
case concmd_ifaction:
insptr++;
parseifelse(g_t[4] == *insptr);
break;
case 35:
case concmd_ifactioncount:
insptr++;
parseifelse(g_t[2] >= *insptr);
break;
case 36:
case concmd_resetactioncount:
insptr++;
g_t[2] = 0;
break;
case 37:
{
case concmd_debris:
{
short dnum;
insptr++;
@ -876,10 +985,35 @@ char parse(void)
setpal(&ps[g_p]);
//AddLog("EOF: resetplayer");
break;
case 130:
parseifelse(ud.coop || numplayers > 2);
break;
case 129:
parseifelse(abs(g_sp->z - sector[g_sp->sectnum].floorz) < (32 << 8) && sector[g_sp->sectnum].floorpicnum == 3073);
break;
case 43:
parseifelse( abs(g_sp->z-sector[g_sp->sectnum].floorz) < (32<<8) && sector[g_sp->sectnum].lotag == 1);
break;
#ifdef RRRA
case 131:
parseifelse(ps[g_p].MotoSpeed > 60);
break;
case 134:
parseifelse(ps[g_p].OnMotorcycle == 1);
break;
case 135:
parseifelse(ps[g_p].OnBoat == 1);
break;
case 145:
g_sp->xrepeat--;
g_sp->yrepeat--;
parseifelse(g_sp->xrepeat <= 5);
break;
case 132:
parseifelse(WindTime > 0);
break;
#endif
case 44:
parseifelse( sector[g_sp->sectnum].lotag == 2);
break;
@ -944,7 +1078,7 @@ char parse(void)
insptr++;
break;
case 50:
hitradius(g_i,*(insptr+1),*(insptr+2),*(insptr+3),*(insptr+4),*(insptr+5));
fi.hitradius(g_i,*(insptr+1),*(insptr+2),*(insptr+3),*(insptr+4),*(insptr+5));
insptr+=6;
break;
case 51:
@ -1012,19 +1146,26 @@ char parse(void)
break;
case 58:
insptr += 2;
guts(g_sp,*(insptr-1),*insptr,g_p);
fi.guts(g_sp,*(insptr-1),*insptr,g_p);
insptr++;
break;
case 59:
insptr++;
// if(g_sp->owner >= 0 && sprite[g_sp->owner].picnum == *insptr)
// parseifelse(1);
// else
parseifelse( hittype[g_i].picnum == *insptr);
break;
case 61:
case 121:
insptr++;
forceplayerangle(&ps[g_p]);
ps[g_p].posxv -= sintable[(ps[g_p].ang + 512) & 2047] << 7;
ps[g_p].posyv -= sintable[ps[g_p].ang & 2047] << 7;
return 0;
case 61:
insptr++;
if (!isRR())
forceplayerangle(&ps[g_p]);
else
{
ps[g_p].posxv -= sintable[(ps[g_p].ang + 512) & 2047] << 10;
ps[g_p].posyv -= sintable[ps[g_p].ang & 2047] << 10;
ps[g_p].jumping_counter = 767;
ps[g_p].jumping_toggle = 1;
}
return 0;
case 62:
insptr++;
@ -1062,7 +1203,7 @@ char parse(void)
}
break;
case 67:
parseifelse(ceilingspace(g_sp->sectnum));
parseifelse(fi.ceilingspace(g_sp->sectnum));
break;
case 74:
@ -1366,7 +1507,7 @@ char parse(void)
insptr++;
break;
case 81:
parseifelse( floorspace(g_sp->sectnum));
parseifelse( fi.floorspace(g_sp->sectnum));
break;
case 82:
parseifelse( (hittype[g_i].movflag&49152) > 16384 );
@ -1388,10 +1529,10 @@ char parse(void)
case PODFEM1:
case NAKED1:
case STATUE:
if(g_sp->yvel) operaterespawns(g_sp->yvel);
if(g_sp->yvel) fi.operaterespawns(g_sp->yvel);
break;
default:
if(g_sp->hitag >= 0) operaterespawns(g_sp->hitag);
if(g_sp->hitag >= 0) fi.operaterespawns(g_sp->hitag);
break;
}
break;

View file

@ -280,7 +280,7 @@ extern int32_t g_tripbombRadius;
extern int32_t g_volumeCnt;
#define gc g_spriteGravity
extern int16_t g_blimpSpawnItems[15];
extern int16_t weaponsandammosprites[15];
extern int32_t g_gametypeFlags[MAXGAMETYPES];
extern const char *s_buildDate;

View file

@ -0,0 +1,40 @@
//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
Note: EDuke source was in transition. Changes are in-progress in the
source as it is released.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
BEGIN_DUKE_NS
END_DUKE_NS

View file

@ -248,7 +248,7 @@ typedef struct player_struct {
int32_t noise_x, noise_y, noise_radius;
uint8_t keys[5];
int16_t yehaa_timer;
int16_t drink_amt, eat_amt, drink_ang, eat_ang;
int16_t drink_amt, eat, drink_ang, eat_ang;
int32_t drink_timer, eat_timer;
int16_t MamaEnd;
int16_t MotoSpeed, tilt_status, moto_drink;
@ -392,7 +392,6 @@ inline void addammo(int weaponNum, DukePlayer_t* pPlayer, int addAmount)
P_AddAmmo(pPlayer, weaponNum, addAmount);
}
void P_AddWeapon(DukePlayer_t *pPlayer, int weaponNum);
void addweapon(DukePlayer_t* pPlayer, int weaponNum);
void P_CheckWeapon(DukePlayer_t *pPlayer);
void P_DisplayScuba(void);
void P_DisplayWeapon(void);

View file

@ -0,0 +1,40 @@
//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
Note: EDuke source was in transition. Changes are in-progress in the
source as it is released.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
BEGIN_DUKE_NS
END_DUKE_NS

View file

@ -0,0 +1,33 @@
//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2017-2019 Nuke.YKT
This file is part of 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
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
BEGIN_DUKE_NS
END_DUKE_NS

View file

@ -48,44 +48,26 @@ typedef struct {
void breakwall(short newpn, short spr, short dawallnum);
void activatebysector(int s, int sn);
int S_FindMusicSFX(int sectNum, int *sndptr);
void callsound2(int soundNum, int playerNum);
int callsound(int sectNum,int spriteNum);
int A_CheckHitSprite(int spriteNum,int16_t *hitSprite);
inline int hitasprite(int s, int16_t* h)
{
return A_CheckHitSprite(s, h);
}
void checkhitsprite(int s, int d);
void checkhitwall(int spr, int wal, int x, int y, int z, int w);
inline void A_DamageWall(int spr, int dawallnum, const vec3_t* pos, int weaponNum)
{
checkhitwall(spr, dawallnum, pos->x, pos->y, pos->z, weaponNum);
}
int hitasprite(int spriteNum,int16_t *hitSprite);
int findplayer(const spritetype* pSprite, int32_t* dist);
void operatejaildoors(int hitag);
void allignwarpelevators(void);
bool isadoorwall(int tileNum);
bool isablockdoor(int tileNum);
void G_AnimateCamSprite(int smoothRatio);
void animatewalls(void);
bool activatewarpelevators(int s, int w);
int check_activator_motion(int lotag);
void operateactivators(int l, int w);
void operateforcefields(int s,int low);
void operateforcefields_common(int s, int low, const std::initializer_list<int>& tiles);
void operatemasterswitches(int lotag);
void operaterespawns(int lotag);
void operatesectors(int s, int i);
void P_HandleSharedKeys(int playerNum);
int getanimationgoal(const int32_t* animPtr);
bool isanearoperator(int lotag);
bool isanunderoperator(int lotag);
bool checkhitswitch(int playerNum, int wallOrSprite, int nSwitchType);
void checksectors(int playerNum);
bool checkhitceiling(int sec);
int setanimation(short animsect, int* animptr, int thegoal, int thevel);
void dofurniture(int wallNum, int sectNum, int playerNum);
void dotorch();

View file

@ -42,91 +42,6 @@ using std::max;
// PRIMITIVE
BEGIN_DUKE_NS
//---------------------------------------------------------------------------
//
// game dependent dispatchers
//
//---------------------------------------------------------------------------
bool isadoorwall_d(int dapic);
bool isadoorwall_r(int dapic);
void animatewalls_d(void);
void animatewalls_r(void);
void operaterespawns_d(int low);
void operaterespawns_r(int low);
void operateforcefields_r(int s, int low);
void operateforcefields_d(int s, int low);
bool checkhitswitch_d(int snum, int w, int switchtype);
bool checkhitswitch_r(int snum, int w, int switchtype);
void activatebysector_d(int sect, int j);
void activatebysector_r(int sect, int j);
void checkhitwall_d(int spr, int dawallnum, int x, int y, int z, int atwith);
void checkhitwall_r(int spr, int dawallnum, int x, int y, int z, int atwith);
void checkplayerhurt_d(struct player_struct* p, int j);
void checkplayerhurt_r(struct player_struct* p, int j);
bool checkhitceiling_d(int sn);
bool checkhitceiling_r(int sn);
void checkhitsprite_d(int i, int sn);
void checkhitsprite_r(int i, int sn);
void checksectors_d(int snum);
void checksectors_r(int snum);
bool isadoorwall(int dapic)
{
return isRR() ? isadoorwall_r(dapic) : isadoorwall_d(dapic);
}
void animatewalls()
{
if (isRR()) animatewalls_r(); else animatewalls_d();
}
void operaterespawns(int low)
{
if (isRR()) operaterespawns_r(low); else operaterespawns_d(low);
}
void operateforcefields(int s, int low)
{
if (isRR()) operateforcefields_r(s, low); else operateforcefields_d(s, low);
}
bool checkhitswitch(int snum, int w, int switchtype)
{
return isRR() ? checkhitswitch_r(snum, w, switchtype) : checkhitswitch_d(snum, w, switchtype);
}
void activatebysector(int sect, int j)
{
if (isRR()) activatebysector_r(sect, j); else activatebysector_d(sect, j);
}
void checkhitwall(int spr, int dawallnum, int x, int y, int z, int atwith)
{
if (isRR()) checkhitwall_r(spr, dawallnum, x, y, z, atwith); else checkhitwall_d(spr, dawallnum, x, y, z, atwith);
}
void checkplayerhurt(struct player_struct* p, int j)
{
if (isRR()) checkplayerhurt_r(p, j); else checkplayerhurt_d(p, j);
}
bool checkhitceiling(int sn)
{
return isRR() ? checkhitceiling_r(sn) : checkhitceiling_d(sn);
}
void checkhitsprite(int i, int sn)
{
if (isRR()) checkhitsprite_r(i, sn); else checkhitsprite_d(i, sn);
}
void checksectors(int low)
{
if (isRR()) checksectors_r(low); else checksectors_d(low);
}
//---------------------------------------------------------------------------
//
//
@ -1083,7 +998,7 @@ void operateactivators(int low, int snum)
i = nextspritestat[i];
}
operaterespawns(low);
fi.operaterespawns(low);
}
//---------------------------------------------------------------------------

View file

@ -347,7 +347,7 @@ bool checkhitswitch_d(int snum, int w, int switchtype)
if (check_activator_motion(lotag)) return 0;
break;
default:
if (isadoorwall(picnum) == 0) return 0;
if (fi.isadoorwall(picnum) == 0) return 0;
break;
}
@ -497,7 +497,7 @@ bool checkhitswitch_d(int snum, int w, int switchtype)
switch (picnum)
{
default:
if (isadoorwall(picnum) == 0) break;
if (fi.isadoorwall(picnum) == 0) break;
case DIPSWITCH:
case DIPSWITCH + 1:
case TECHSWITCH:
@ -591,14 +591,14 @@ bool checkhitswitch_d(int snum, int w, int switchtype)
}
operateactivators(lotag, snum);
operateforcefields(ps[snum].i, lotag);
fi.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 (hitag == 0 && fi.isadoorwall(picnum) == 0)
{
if (switchtype == SWITCH_SPRITE)
S_PlaySound3D(SWITCH_ON, w, &v);
@ -830,7 +830,7 @@ void checkhitwall_d(int spr, int dawallnum, int x, int y, int z, int atwith)
case ATM:
wal->picnum = ATMBROKE;
lotsofmoney(&sprite[spr], 1 + (krand() & 7));
fi.lotsofmoney(&sprite[spr], 1 + (krand() & 7));
spritesound(GLASS_HEAVYBREAK, spr);
break;
@ -936,7 +936,7 @@ void checkplayerhurt_d(struct player_struct* p, int j)
p->posyv = -(sintable[(p->getang()) & 2047] << 8);
spritesound(DUKE_LONGTERM_PAIN, p->i);
checkhitwall(p->i, j,
fi.checkhitwall(p->i, j,
p->posx + (sintable[(p->getang() + 512) & 2047] >> 9),
p->posy + (sintable[p->getang() & 2047] >> 9),
p->posz, -1);
@ -945,7 +945,7 @@ void checkplayerhurt_d(struct player_struct* p, int j)
case BIGFORCE:
p->hurt_delay = 26;
checkhitwall(p->i, j,
fi.checkhitwall(p->i, j,
p->posx + (sintable[(p->getang() + 512) & 2047] >> 9),
p->posy + (sintable[p->getang() & 2047] >> 9),
p->posz, -1);
@ -1193,7 +1193,7 @@ void checkhitsprite_d(int i, int sn)
case STATUEFLASH:
case STATUE:
if (sprite[i].picnum == BOTTLE10)
lotsofmoney(&sprite[i], 4 + (krand() & 3));
fi.lotsofmoney(&sprite[i], 4 + (krand() & 3));
else if (sprite[i].picnum == STATUE || sprite[i].picnum == STATUEFLASH)
{
lotsofcolourglass(i, -1, 40);
@ -1344,12 +1344,12 @@ void checkhitsprite_d(int i, int sn)
shoot(i, BLOODSPLAT3);
sprite[i].ang = krand() & 2047;
shoot(i, BLOODSPLAT4);
guts(&sprite[i], JIBS1, 1, myconnectindex);
guts(&sprite[i], JIBS2, 2, myconnectindex);
guts(&sprite[i], JIBS3, 3, myconnectindex);
guts(&sprite[i], JIBS4, 4, myconnectindex);
guts(&sprite[i], JIBS5, 1, myconnectindex);
guts(&sprite[i], JIBS3, 6, myconnectindex);
fi.guts(&sprite[i], JIBS1, 1, myconnectindex);
fi.guts(&sprite[i], JIBS2, 2, myconnectindex);
fi.guts(&sprite[i], JIBS3, 3, myconnectindex);
fi.guts(&sprite[i], JIBS4, 4, myconnectindex);
fi.guts(&sprite[i], JIBS5, 1, myconnectindex);
fi.guts(&sprite[i], JIBS3, 6, myconnectindex);
sound(SQUISHED);
deletesprite(i);
break;
@ -1537,7 +1537,7 @@ void checksectors_d(int snum)
if (p->gm & MODE_TYPE || sprite[p->i].extra <= 0) return;
if (ud.cashman && PlayerInput(snum, SK_OPEN))
lotsofmoney(&sprite[p->i], 2);
fi.lotsofmoney(&sprite[p->i], 2);
if (p->newowner >= 0)
{
@ -1637,7 +1637,7 @@ void checksectors_d(int snum)
if (neartagsprite >= 0)
{
if (checkhitswitch(snum, neartagsprite, 1)) return;
if (fi.checkhitswitch(snum, neartagsprite, 1)) return;
switch (sprite[neartagsprite].picnum)
{
@ -1769,10 +1769,10 @@ void checksectors_d(int snum)
if (neartagwall >= 0)
{
if (wall[neartagwall].lotag > 0 && isadoorwall(wall[neartagwall].picnum))
if (wall[neartagwall].lotag > 0 && fi.isadoorwall(wall[neartagwall].picnum))
{
if (hitscanwall == neartagwall || hitscanwall == -1)
checkhitswitch(snum, neartagwall, 0);
fi.checkhitswitch(snum, neartagwall, 0);
return;
}
else if (p->newowner >= 0)
@ -1805,7 +1805,7 @@ void checksectors_d(int snum)
}
operatesectors(sprite[p->i].sectnum, p->i);
}
else checkhitswitch(snum, neartagwall, 0);
else fi.checkhitswitch(snum, neartagwall, 0);
}
}
}

View file

@ -475,7 +475,7 @@ bool checkhitswitch_r(int snum, int w, int switchtype)
if (check_activator_motion(lotag)) return 0;
break;
default:
if (isadoorwall(picnum) == 0) return 0;
if (fi.isadoorwall(picnum) == 0) return 0;
break;
}
@ -696,7 +696,7 @@ bool checkhitswitch_r(int snum, int w, int switchtype)
switch (picnum)
{
default:
if (isadoorwall(picnum) == 0) break;
if (fi.isadoorwall(picnum) == 0) break;
case DIPSWITCH:
case DIPSWITCH + 1:
case TECHSWITCH:
@ -872,14 +872,14 @@ bool checkhitswitch_r(int snum, int w, int switchtype)
}
operateactivators(lotag, snum);
operateforcefields(ps[snum].i, lotag);
fi.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 (hitag == 0 && fi.isadoorwall(picnum) == 0)
{
if (switchtype == SWITCH_SPRITE)
S_PlaySound3D(SWITCH_ON, w, &v);
@ -1209,7 +1209,7 @@ void checkhitwall_r(int spr, int dawallnum, int x, int y, int z, int atwith)
case ATM:
wal->picnum = ATMBROKE;
lotsofmoney(&sprite[spr], 1 + (krand() & 7));
fi.lotsofmoney(&sprite[spr], 1 + (krand() & 7));
spritesound(GLASS_HEAVYBREAK, spr);
break;
@ -1372,7 +1372,7 @@ void checkplayerhurt_r(struct player_struct* p, int j)
{
case BIGFORCE:
p->hurt_delay = 26;
checkhitwall(p->i, j,
fi.checkhitwall(p->i, j,
p->posx + (sintable[(p->getang() + 512) & 2047] >> 9),
p->posy + (sintable[p->getang() & 2047] >> 9),
p->posz, -1);
@ -1523,7 +1523,7 @@ void checkhitsprite_r(int i, int sn)
case RRTILE7879:
sprite[i].picnum++;
spritesound(495, i);
hitradius(i, 10, 0, 0, 1, 1);
fi.hitradius(i, 10, 0, 0, 1, 1);
break;
case RRTILE7648:
case RRTILE7694:
@ -1724,17 +1724,17 @@ void checkhitsprite_r(int i, int sn)
case RRTILE7890:
sprite[i].picnum = RRTILE5045;
spritesound(495, i);
hitradius(i, 10, 0, 0, 1, 1);
fi.hitradius(i, 10, 0, 0, 1, 1);
break;
case RRTILE7886:
sprite[i].picnum = RRTILE5046;
spritesound(495, i);
hitradius(i, 10, 0, 0, 1, 1);
fi.hitradius(i, 10, 0, 0, 1, 1);
break;
case RRTILE7887:
sprite[i].picnum = RRTILE5044;
spritesound(GLASS_HEAVYBREAK, i);
hitradius(i, 10, 0, 0, 1, 1);
fi.hitradius(i, 10, 0, 0, 1, 1);
break;
case RRTILE7900:
sprite[i].picnum = RRTILE5047;
@ -1858,7 +1858,7 @@ void checkhitsprite_r(int i, int sn)
case RRTILE7533:
sprite[i].picnum = RRTILE5035;
spritesound(495, i);
hitradius(i, 10, 0, 0, 1, 1);
fi.hitradius(i, 10, 0, 0, 1, 1);
break;
case RRTILE8394:
sprite[i].picnum = RRTILE5072;
@ -1872,7 +1872,7 @@ void checkhitsprite_r(int i, int sn)
case RRTILE8679:
sprite[i].picnum = RRTILE8680;
spritesound(DUKE_SHUCKS, i);
hitradius(i, 10, 0, 0, 1, 1);
fi.hitradius(i, 10, 0, 0, 1, 1);
if (sprite[i].lotag != 0)
{
short j;
@ -1889,7 +1889,7 @@ void checkhitsprite_r(int i, int sn)
case RRTILE3584:
sprite[i].picnum = RRTILE8681;
spritesound(495, i);
hitradius(i, 250, 0, 0, 1, 1);
fi.hitradius(i, 250, 0, 0, 1, 1);
break;
case RRTILE8682:
sprite[i].picnum = RRTILE8683;
@ -1933,7 +1933,7 @@ void checkhitsprite_r(int i, int sn)
break;
case RRTILE2455:
spritesound(SQUISHED, i);
guts(&sprite[i], RRTILE2465, 3, myconnectindex);
fi.guts(&sprite[i], RRTILE2465, 3, myconnectindex);
deletesprite(i);
break;
case RRTILE2451:
@ -1949,8 +1949,8 @@ void checkhitsprite_r(int i, int sn)
{
if (sprite[i].lotag == sprite[j].lotag)
{
guts(&sprite[i], RRTILE2460, 12, myconnectindex);
guts(&sprite[i], RRTILE2465, 3, myconnectindex);
fi.guts(&sprite[i], RRTILE2460, 12, myconnectindex);
fi.guts(&sprite[i], RRTILE2465, 3, myconnectindex);
sprite[j].xrepeat = 0;
sprite[j].yrepeat = 0;
sprite[i].xrepeat = 0;
@ -1961,8 +1961,8 @@ void checkhitsprite_r(int i, int sn)
}
else
{
guts(&sprite[i], RRTILE2460, 12, myconnectindex);
guts(&sprite[i], RRTILE2465, 3, myconnectindex);
fi.guts(&sprite[i], RRTILE2460, 12, myconnectindex);
fi.guts(&sprite[i], RRTILE2465, 3, myconnectindex);
sprite[i].xrepeat = 0;
sprite[i].yrepeat = 0;
}
@ -2189,7 +2189,7 @@ void checkhitsprite_r(int i, int sn)
case STATUEFLASH:
case STATUE:
if (sprite[i].picnum == BOTTLE10)
lotsofmoney(&sprite[i], 4 + (krand() & 3));
fi.lotsofmoney(&sprite[i], 4 + (krand() & 3));
else if (sprite[i].picnum == STATUE || sprite[i].picnum == STATUEFLASH)
{
lotsofcolourglass(i, -1, 40);
@ -2455,7 +2455,7 @@ void checksectors_r(int snum)
if (p->gm & MODE_TYPE || sprite[p->i].extra <= 0) return;
if (ud.cashman && PlayerInput(snum, SK_OPEN))
lotsofmoney(&sprite[p->i], 2);
fi.lotsofmoney(&sprite[p->i], 2);
if (!(PlayerInput(snum, SK_OPEN)) && !PlayerInput(snum, SK_ESCAPE))
@ -2578,7 +2578,7 @@ void checksectors_r(int snum)
if (neartagsprite >= 0)
{
if (checkhitswitch(snum, neartagsprite, 1)) return;
if (fi.checkhitswitch(snum, neartagsprite, 1)) return;
switch (sprite[neartagsprite].picnum)
{
@ -2693,10 +2693,10 @@ void checksectors_r(int snum)
if (neartagwall >= 0)
{
if (wall[neartagwall].lotag > 0 && isadoorwall(wall[neartagwall].picnum))
if (wall[neartagwall].lotag > 0 && fi.isadoorwall(wall[neartagwall].picnum))
{
if (hitscanwall == neartagwall || hitscanwall == -1)
checkhitswitch(snum, neartagwall, 0);
fi.checkhitswitch(snum, neartagwall, 0);
return;
}
}
@ -2743,7 +2743,7 @@ void checksectors_r(int snum)
FTA(41, p);
}
}
else checkhitswitch(snum, neartagwall, 0);
else fi.checkhitswitch(snum, neartagwall, 0);
}
}
}

View file

@ -50,20 +50,20 @@ void G_ClearCameraView(DukePlayer_t *ps)
sprite[k].yvel = 0;
}
void hitradius(short i, int r, int hp1, int hp2, int hp3, int hp4);
void fi.hitradius(short i, int r, int hp1, int hp2, int hp3, int hp4);
void A_RadiusDamage(int spriteNum, int blastRadius, int dmg1, int dmg2, int dmg3, int dmg4)
{
hitradius(spriteNum, blastRadius, dmg1, dmg2, dmg3, dmg4);
fi.hitradius(spriteNum, blastRadius, dmg1, dmg2, dmg3, dmg4);
}
int movesprite(short spritenum, int xchange, int ychange, int zchange, unsigned int cliptype);
int fi.movesprite(short spritenum, int xchange, int ychange, int zchange, unsigned int cliptype);
int32_t A_MoveSprite(int32_t spriteNum, vec3_t const * const change, uint32_t clipType)
{
return movesprite(spriteNum, change->x, change->y, change->z, clipType);
return fi.movesprite(spriteNum, change->x, change->y, change->z, clipType);
}
int32_t block_deletesprite = 0;
@ -135,17 +135,14 @@ void A_SpawnMultiple(int spriteNum, int tileNum, int spawnCnt)
}
}
void guts(spritetype* s, short gtype, short n, short p);
void gutsdir(spritetype* s, short gtype, short n, short p);
void A_DoGuts(int spriteNum, int tileNum, int spawnCnt)
{
guts(&sprite[spriteNum], tileNum, spawnCnt, 0);
fi.guts(&sprite[spriteNum], tileNum, spawnCnt, 0);
}
void A_DoGutsDir(int spriteNum, int tileNum, int spawnCnt)
{
gutsdir(&sprite[spriteNum], tileNum, spawnCnt, 0);
fi.gutsdir(&sprite[spriteNum], tileNum, spawnCnt, 0);
}
static int32_t G_ToggleWallInterpolation(int32_t wallNum, int32_t setInterpolation)
@ -283,18 +280,16 @@ int G_WakeUp(spritetype *const pSprite, int const playerNum)
// sleeping monsters, etc
// stupid name, but it's what the function does.
int ifhitsectors(int sectnum);
static FORCE_INLINE int G_FindExplosionInSector(int const sectNum)
{
return ifhitsectors(sectNum);
return fi.ifhitsectors(sectNum);
}
int ifhitbyweapon(int s);
int fi.ifhitbyweapon(int s);
int A_IncurDamage(int const spriteNum)
{
return ifhitbyweapon(spriteNum);
return fi.ifhitbyweapon(spriteNum);
}

View file

@ -664,7 +664,7 @@ void G_DoCheats(void)
operatesectors(i, pPlayer->i);
}
}
operateforcefields(pPlayer->i, -1);
fi.operateforcefields(pPlayer->i, -1);
P_DoQuote(QUOTE_CHEAT_UNLOCK, pPlayer);
end_cheat(pPlayer);

View file

@ -3614,7 +3614,7 @@ rr_badguy:
case 46:
if (RR) break;
ror_protectedsectors[pSprite->sectnum] = 1;
/* XXX: fall-through intended? */
/* XXX: fi.fall-through intended? */
fallthrough__;
#endif
case SE_49_POINT_LIGHT:
@ -7529,7 +7529,7 @@ int G_DoMoveThings(void)
{
P_ProcessInput(i);
if (!DEER)
checksectors(i);
fi.checksectors(i);
}
}
@ -7549,7 +7549,7 @@ int G_DoMoveThings(void)
}
else
{
animatewalls();
fi.animatewalls();
movecyclers();
}
@ -7659,7 +7659,7 @@ void lotsofpopcorn(int spriteNum, int wallNum, int glassCnt)
}
}
void A_SpawnGlass(int spriteNum, int glassCnt)
void spriteglass(int spriteNum, int glassCnt)
{
for (; glassCnt>0; glassCnt--)
{

View file

@ -471,9 +471,9 @@ static void VM_Fall(int const spriteNum, spritetype * const pSprite)
}
}
if (sector[pSprite->sectnum].lotag == ST_2_UNDERWATER || EDUKE32_PREDICT_FALSE(G_CheckForSpaceCeiling(pSprite->sectnum)))
if (sector[pSprite->sectnum].lotag == ST_2_UNDERWATER || EDUKE32_PREDICT_FALSE(fi.ceilingspace(pSprite->sectnum)))
spriteGravity = g_spriteGravity/6;
else if (EDUKE32_PREDICT_FALSE(G_CheckForSpaceFloor(pSprite->sectnum)))
else if (EDUKE32_PREDICT_FALSE(fi.floorspace(pSprite->sectnum)))
spriteGravity = 0;
if (actor[spriteNum].cgg <= 0 || (sector[pSprite->sectnum].floorstat&2))
@ -485,7 +485,7 @@ static void VM_Fall(int const spriteNum, spritetype * const pSprite)
if (pSprite->z < actor[spriteNum].floorz-ZOFFSET)
{
// Free fall.
// Free fi.fall.
pSprite->zvel += spriteGravity;
pSprite->z += pSprite->zvel;
@ -689,7 +689,7 @@ GAMEEXEC_STATIC void VM_Execute(native_t loop)
{
int16_t temphit;
if ((tw = A_CheckHitSprite(vm.spriteNum, &temphit)) == (1 << 30))
if ((tw = hitasprite(vm.spriteNum, &temphit)) == (1 << 30))
{
VM_CONDITIONAL(1);
continue;
@ -714,7 +714,7 @@ GAMEEXEC_STATIC void VM_Execute(native_t loop)
do \
{ \
vm.pSprite->ang += x; \
tw = A_CheckHitSprite(vm.spriteNum, &temphit); \
tw = hitasprite(vm.spriteNum, &temphit); \
vm.pSprite->ang -= x; \
} while (0)
@ -1290,7 +1290,7 @@ GAMEEXEC_STATIC void VM_Execute(native_t loop)
case concmd_lotsofglass:
insptr++;
A_SpawnGlass(vm.spriteNum, *insptr++);
spriteglass(vm.spriteNum, *insptr++);
continue;
case concmd_killit:
@ -1480,9 +1480,9 @@ GAMEEXEC_STATIC void VM_Execute(native_t loop)
insptr++;
{
pPlayer->eat_amt += *insptr;
if (pPlayer->eat_amt > 100)
pPlayer->eat_amt = 100;
pPlayer->eat += *insptr;
if (pPlayer->eat > 100)
pPlayer->eat = 100;
pPlayer->drink_amt -= *insptr;
if (pPlayer->drink_amt < 0)
@ -1645,7 +1645,7 @@ GAMEEXEC_STATIC void VM_Execute(native_t loop)
debrisTile + tileOffset, vm.pSprite->shade, 32 + (r5 & 15), 32 + (r4 & 15),
r3 & 2047, (r2 & 127) + 32, -(r1 & 2047), vm.spriteNum, 5);
sprite[spriteNum].yvel = ((RR || vm.pSprite->picnum == TILE_BLIMP) && debrisTile == TILE_SCRAP1) ? g_blimpSpawnItems[cnt % 14] : -1;
sprite[spriteNum].yvel = ((RR || vm.pSprite->picnum == TILE_BLIMP) && debrisTile == TILE_SCRAP1) ? weaponsandammosprites[cnt % 14] : -1;
sprite[spriteNum].pal = vm.pSprite->pal;
}
insptr++;
@ -1885,7 +1885,7 @@ GAMEEXEC_STATIC void VM_Execute(native_t loop)
}
continue;
case concmd_ifinspace: VM_CONDITIONAL(G_CheckForSpaceCeiling(vm.pSprite->sectnum)); continue;
case concmd_ifinspace: VM_CONDITIONAL(fi.ceilingspace(vm.pSprite->sectnum)); continue;
case concmd_spritepal:
insptr++;
@ -2045,7 +2045,7 @@ GAMEEXEC_STATIC void VM_Execute(native_t loop)
P_DoQuote(*(insptr++) | MAXQUOTES, pPlayer);
continue;
case concmd_ifinouterspace: VM_CONDITIONAL(G_CheckForSpaceFloor(vm.pSprite->sectnum)); continue;
case concmd_ifinouterspace: VM_CONDITIONAL(fi.floorspace(vm.pSprite->sectnum)); continue;
case concmd_ifnotmoving: VM_CONDITIONAL((vm.pActor->movflag & 49152) > 16384); continue;
@ -2069,11 +2069,11 @@ GAMEEXEC_STATIC void VM_Execute(native_t loop)
case NAKED1__STATIC:
case STATUE__STATIC:
if (vm.pSprite->yvel)
operaterespawns(vm.pSprite->yvel);
fi.operaterespawns(vm.pSprite->yvel);
break;
default:
if (vm.pSprite->hitag >= 0)
operaterespawns(vm.pSprite->hitag);
fi.operaterespawns(vm.pSprite->hitag);
break;
}
continue;

View file

@ -99,7 +99,7 @@ int32_t g_spriteGravity = 176;
int32_t g_timerTicsPerSecond = TICRATE;
int32_t g_tripbombRadius = 3880;
int16_t g_blimpSpawnItems[15] =
int16_t weaponsandammosprites[15] =
{
RPGSPRITE__STATIC,
CHAINGUNSPRITE__STATIC,

View file

@ -2930,21 +2930,21 @@ void G_InitDynamicTiles(void)
DynamicTileMap[0] = 0;
g_blimpSpawnItems[0] = TILE_RPGSPRITE;
g_blimpSpawnItems[1] = TILE_CHAINGUNSPRITE;
g_blimpSpawnItems[2] = TILE_DEVISTATORAMMO;
g_blimpSpawnItems[3] = TILE_RPGAMMO;
g_blimpSpawnItems[4] = TILE_RPGAMMO;
g_blimpSpawnItems[5] = TILE_JETPACK;
g_blimpSpawnItems[6] = TILE_SHIELD;
g_blimpSpawnItems[7] = TILE_FIRSTAID;
g_blimpSpawnItems[8] = TILE_STEROIDS;
g_blimpSpawnItems[9] = TILE_RPGAMMO;
g_blimpSpawnItems[10] = TILE_RPGAMMO;
g_blimpSpawnItems[11] = TILE_RPGSPRITE;
g_blimpSpawnItems[12] = TILE_RPGAMMO;
g_blimpSpawnItems[13] = TILE_FREEZESPRITE;
g_blimpSpawnItems[14] = TILE_FREEZEAMMO;
weaponsandammosprites[0] = TILE_RPGSPRITE;
weaponsandammosprites[1] = TILE_CHAINGUNSPRITE;
weaponsandammosprites[2] = TILE_DEVISTATORAMMO;
weaponsandammosprites[3] = TILE_RPGAMMO;
weaponsandammosprites[4] = TILE_RPGAMMO;
weaponsandammosprites[5] = TILE_JETPACK;
weaponsandammosprites[6] = TILE_SHIELD;
weaponsandammosprites[7] = TILE_FIRSTAID;
weaponsandammosprites[8] = TILE_STEROIDS;
weaponsandammosprites[9] = TILE_RPGAMMO;
weaponsandammosprites[10] = TILE_RPGAMMO;
weaponsandammosprites[11] = TILE_RPGSPRITE;
weaponsandammosprites[12] = TILE_RPGAMMO;
weaponsandammosprites[13] = TILE_FREEZESPRITE;
weaponsandammosprites[14] = TILE_FREEZEAMMO;
if (RR)
{

View file

@ -110,13 +110,13 @@ static void P_IncurDamage(DukePlayer_t * const pPlayer)
if (RR)
{
int guts = 0;
int fi.guts = 0;
if (pPlayer->drink_amt > 31 && pPlayer->drink_amt < 65)
guts++;
if (pPlayer->eat_amt > 31 && pPlayer->eat_amt < 65)
guts++;
fi.guts++;
if (pPlayer->eat > 31 && pPlayer->eat < 65)
fi.guts++;
switch (guts)
switch (fi.guts)
{
case 1:
playerDamage = (int)(playerDamage*0.75);
@ -670,9 +670,9 @@ growspark_rr:
if (hitData.sprite >= 0 && sprite[hitData.sprite].picnum != TILE_ACCESSSWITCH && sprite[hitData.sprite].picnum != TILE_ACCESSSWITCH2)
{
checkhitsprite(hitData.sprite, kneeSprite);
fi.checkhitsprite(hitData.sprite, kneeSprite);
if (playerNum >= 0)
checkhitswitch(playerNum, hitData.sprite, 1);
fi.checkhitswitch(playerNum, hitData.sprite, 1);
}
else if (hitData.wall >= 0)
{
@ -680,9 +680,9 @@ growspark_rr:
if (hitData.wall >= 0 && wall[hitData.wall].picnum != TILE_ACCESSSWITCH && wall[hitData.wall].picnum != TILE_ACCESSSWITCH2)
{
A_DamageWall(kneeSprite, hitData.wall, &hitData.pos, projecTile);
fi.checkhitwall(kneeSprite, hitData.wall, &hitData.pos, projecTile);
if (playerNum >= 0)
checkhitswitch(playerNum, hitData.wall, 0);
fi.checkhitswitch(playerNum, hitData.wall, 0);
}
}
}
@ -741,7 +741,7 @@ growspark_rr:
return -1;
}
else
checkhitceiling(hitData.sect);
fi.checkhitceiling(hitData.sect);
}
if (!RR || sector[hitData.sect].lotag != ST_1_ABOVE_WATER)
@ -752,7 +752,7 @@ growspark_rr:
{
if (RR && sprite[hitData.sprite].picnum == TILE_TORNADO)
return -1;
checkhitsprite(hitData.sprite, spawnedSprite);
fi.checkhitsprite(hitData.sprite, spawnedSprite);
if (sprite[hitData.sprite].picnum == TILE_APLAYER &&
(ud.ffire == 1 || (!GTFLAGS(GAMETYPE_PLAYERSFRIENDLY) && GTFLAGS(GAMETYPE_TDM) &&
@ -773,7 +773,7 @@ growspark_rr:
if (playerNum >= 0 && CheckShootSwitchTile(sprite[hitData.sprite].picnum))
{
checkhitswitch(playerNum, hitData.sprite, 1);
fi.checkhitswitch(playerNum, hitData.sprite, 1);
return -1;
}
}
@ -783,7 +783,7 @@ growspark_rr:
A_Spawn(spawnedSprite, TILE_SMALLSMOKE);
if (isadoorwall(hitWall->picnum) == 1)
if (fi.isadoorwall(hitWall->picnum) == 1)
goto SKIPBULLETHOLE;
if (RR && isablockdoor(hitWall->picnum) == 1)
@ -791,7 +791,7 @@ growspark_rr:
if (playerNum >= 0 && CheckShootSwitchTile(hitWall->picnum))
{
checkhitswitch(playerNum, hitData.wall, 0);
fi.checkhitswitch(playerNum, hitData.wall, 0);
return -1;
}
@ -823,7 +823,7 @@ growspark_rr:
SKIPBULLETHOLE:
HandleHitWall(&hitData);
A_DamageWall(spawnedSprite, hitData.wall, &hitData.pos, TILE_SHOTSPARK1);
fi.checkhitwall(spawnedSprite, hitData.wall, &hitData.pos, TILE_SHOTSPARK1);
}
}
else
@ -833,7 +833,7 @@ growspark_rr:
if (hitData.sprite >= 0)
{
checkhitsprite(hitData.sprite, spawnedSprite);
fi.checkhitsprite(hitData.sprite, spawnedSprite);
if (sprite[hitData.sprite].picnum != TILE_APLAYER)
A_Spawn(spawnedSprite, TILE_SMALLSMOKE);
else
@ -843,7 +843,7 @@ growspark_rr:
}
}
else if (hitData.wall >= 0)
A_DamageWall(spawnedSprite, hitData.wall, &hitData.pos, TILE_SHOTSPARK1);
fi.checkhitwall(spawnedSprite, hitData.wall, &hitData.pos, TILE_SHOTSPARK1);
}
if ((krand2() & 255) < (RR ? 10 : 4))
@ -943,12 +943,12 @@ growspark_rr:
if (hitData.wall == -1 && hitData.sprite == -1 && hitData.sect >= 0
&& Zvel < 0 && (sector[hitData.sprite].ceilingstat & 1) == 0)
{
checkhitceiling(hitData.sect);
fi.checkhitceiling(hitData.sect);
}
else if (hitData.sprite >= 0)
checkhitsprite(hitData.sprite, otherSprite);
fi.checkhitsprite(hitData.sprite, otherSprite);
else if (hitData.wall >= 0 && wall[hitData.wall].picnum != TILE_ACCESSSWITCH && wall[hitData.wall].picnum != TILE_ACCESSSWITCH2)
A_DamageWall(otherSprite, hitData.wall, &hitData.pos, projecTile);
fi.checkhitwall(otherSprite, hitData.wall, &hitData.pos, projecTile);
}
break;
@ -4250,8 +4250,8 @@ static int32_t P_DoCounters(int playerNum)
if (--pPlayer->eat_timer <= 0)
{
pPlayer->eat_timer = 1024;
if (pPlayer->eat_amt)
pPlayer->eat_amt--;
if (pPlayer->eat)
pPlayer->eat--;
}
if (pPlayer->drink_amt == 100)
@ -4259,14 +4259,14 @@ static int32_t P_DoCounters(int playerNum)
if (!A_CheckSoundPlaying(pPlayer->i, 420))
A_PlaySound(420, pPlayer->i);
pPlayer->drink_amt -= 9;
pPlayer->eat_amt >>= 1;
pPlayer->eat >>= 1;
}
pPlayer->eat_ang = (1647 + pPlayer->eat_amt * 8) & 2047;
pPlayer->eat_ang = (1647 + pPlayer->eat * 8) & 2047;
if (pPlayer->eat_amt >= 100)
pPlayer->eat_amt = 100;
if (pPlayer->eat >= 100)
pPlayer->eat = 100;
if (pPlayer->eat_amt >= 31 && krand2() < pPlayer->eat_amt)
if (pPlayer->eat >= 31 && krand2() < pPlayer->eat)
{
switch (krand2()&3)
{
@ -4289,9 +4289,9 @@ static int32_t P_DoCounters(int playerNum)
P_MadeNoise(playerNum);
P_Thrust(pPlayer, 4);
}
pPlayer->eat_amt -= 4;
if (pPlayer->eat_amt < 0)
pPlayer->eat_amt = 0;
pPlayer->eat -= 4;
if (pPlayer->eat < 0)
pPlayer->eat = 0;
}
}
@ -4375,7 +4375,7 @@ static int32_t P_DoCounters(int playerNum)
P_SelectNextInvItem(pPlayer);
if (RR)
{
pPlayer->eat_amt = pPlayer->drink_amt = 0;
pPlayer->eat = pPlayer->drink_amt = 0;
pPlayer->eat_ang = pPlayer->drink_ang = 1647;
}
}
@ -4442,7 +4442,7 @@ static int32_t P_DoCounters(int playerNum)
{
if (pPlayer->access_spritenum >= 0)
{
checkhitswitch(playerNum, pPlayer->access_spritenum, 1);
fi.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;
@ -4453,7 +4453,7 @@ static int32_t P_DoCounters(int playerNum)
}
else
{
checkhitswitch(playerNum,pPlayer->access_wallnum,0);
fi.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;
@ -4684,13 +4684,12 @@ void P_AddAmmo(DukePlayer_t * const pPlayer, int const weaponNum, int const addA
pPlayer->ammo_amount[weaponNum] = max_ammo_amount[weaponNum];
}
void addweapon(player_struct* p, int w);
void checkavailinven(struct player_struct* p);
void checkavailweapon(struct player_struct* p);
void P_AddWeapon(DukePlayer_t *pPlayer, int weaponNum)
{
addweapon(pPlayer, weaponNum);
fi.addweapon(pPlayer, weaponNum);
}
void P_SelectNextInvItem(DukePlayer_t *pPlayer)
@ -4708,7 +4707,7 @@ static void DoWallTouchDamage(const DukePlayer_t *pPlayer, int32_t wallNum)
vec3_t const davect = { pPlayer->pos.x + (sintable[(fix16_to_int(pPlayer->q16ang) + 512) & 2047] >> 9),
pPlayer->pos.y + (sintable[fix16_to_int(pPlayer->q16ang) & 2047] >> 9), pPlayer->pos.z };
A_DamageWall(pPlayer->i, wallNum, &davect, -1);
fi.checkhitwall(pPlayer->i, wallNum, &davect, -1);
}
static void P_CheckTouchDamage(DukePlayer_t *pPlayer, int touchObject)
@ -7471,7 +7470,7 @@ check_enemy_sprite:
{
A_PlaySound(436, pPlayer->i);
pPlayer->last_pissed_time = 4000;
pPlayer->eat_amt = 0;
pPlayer->eat = 0;
}
}
}
@ -8486,7 +8485,7 @@ HORIZONLY:;
{
if (!(sector[pSprite->sectnum].lotag & 0x8000u) &&
(isanunderoperator(sector[pSprite->sectnum].lotag) || isanearoperator(sector[pSprite->sectnum].lotag)))
activatebysector(pSprite->sectnum, pPlayer->i);
fi.activatebysector(pSprite->sectnum, pPlayer->i);
if (squishPlayer)
{
@ -8495,7 +8494,7 @@ HORIZONLY:;
}
}
else if (klabs(floorZ - ceilZ) < ZOFFSET5 && isanunderoperator(sector[pPlayer->cursectnum].lotag))
activatebysector(pPlayer->cursectnum, pPlayer->i);
fi.activatebysector(pPlayer->cursectnum, pPlayer->i);
if (RR && sector[pPlayer->cursectnum].ceilingz > (sector[pPlayer->cursectnum].floorz-ZOFFSET4))
{
@ -8620,7 +8619,7 @@ HORIZONLY:;
case NAKED1__STATIC:
case STATUE__STATIC:
if (sprite[pPlayer->actorsqu].yvel)
operaterespawns(sprite[pPlayer->actorsqu].yvel);
fi.operaterespawns(sprite[pPlayer->actorsqu].yvel);
A_DeleteSprite(pPlayer->actorsqu);
break;
case APLAYER__STATIC:

View file

@ -964,7 +964,7 @@ void P_ResetStatus(int playerNum)
g_wupass = 0;
pPlayer->drink_ang = pPlayer->eat_ang = 1647;
pPlayer->drink_amt = pPlayer->eat_amt = 0;
pPlayer->drink_amt = pPlayer->eat = 0;
pPlayer->drink_timer = pPlayer->eat_timer = 4096;
pPlayer->shotgun_state[0] = pPlayer->shotgun_state[1] = 0;
pPlayer->hbomb_time = 0;
@ -1092,7 +1092,7 @@ void P_ResetInventory(int playerNum)
}
pPlayer->drink_ang = pPlayer->eat_ang = 1647;
pPlayer->drink_amt = pPlayer->eat_amt = 0;
pPlayer->drink_amt = pPlayer->eat = 0;
pPlayer->drink_timer = pPlayer->eat_timer = 4096;
pPlayer->shotgun_state[0] = pPlayer->shotgun_state[1] = 0;
pPlayer->hbomb_time = 0;
@ -1211,7 +1211,7 @@ static void resetprestat(int playerNum, int gameMode)
}
pPlayer->drink_ang = pPlayer->eat_ang = 1647;
pPlayer->drink_amt = pPlayer->eat_amt = 0;
pPlayer->drink_amt = pPlayer->eat = 0;
pPlayer->drink_timer = pPlayer->eat_timer = 4096;
pPlayer->shotgun_state[0] = pPlayer->shotgun_state[1] = 0;
pPlayer->hbomb_time = 0;

View file

@ -482,7 +482,7 @@ public:
// eat
//
DrawGraphic(tileGetTexture(TILE_JETPACK), 122, -2, DI_ITEM_LEFT_BOTTOM, 1, 0, 0, 20000. / 65536., 20000. / 65536.);
format.Format("%d", p->eat_amt);
format.Format("%d", p->eat);
SBar_DrawString(this, &numberFont, format, 175, -BigFont->GetHeight() * scale - 0.5, DI_TEXT_ALIGN_CENTER, CR_UNTRANSLATED, 1, 0, 0, scale, scale);
//
@ -890,15 +890,15 @@ public:
DrawGraphic(tileGetTexture(TILE_GUTMETER_LIGHT4), 265, top + 24, DI_ITEM_OFFSETS, 1, -1, -1, scale, scale);
}
if (p->eat_amt >= 0 && p->eat_amt <= 30)
if (p->eat >= 0 && p->eat <= 30)
{
DrawGraphic(tileGetTexture(TILE_GUTMETER_LIGHT1), 276, top + 24, DI_ITEM_OFFSETS, 1, -1, -1, scale, scale);
}
else if (p->eat_amt >= 31 && p->eat_amt <= 65)
else if (p->eat >= 31 && p->eat <= 65)
{
DrawGraphic(tileGetTexture(TILE_GUTMETER_LIGHT2), 285, top + 24, DI_ITEM_OFFSETS, 1, -1, -1, scale, scale);
}
else if (p->eat_amt >= 66 && p->eat_amt <= 87)
else if (p->eat >= 66 && p->eat <= 87)
{
DrawGraphic(tileGetTexture(TILE_GUTMETER_LIGHT3), 294, top + 24, DI_ITEM_OFFSETS, 1, -1, -1, scale, scale);
}

View file

@ -753,11 +753,11 @@ rrtripbomb_case:
pPlayer->drink_amt = 0;
}
if (pPlayer->eat_amt < 100)
if (pPlayer->eat < 100)
{
pPlayer->eat_amt += 5;
if (pPlayer->eat_amt > 100)
pPlayer->eat_amt = 100;
pPlayer->eat += 5;
if (pPlayer->eat > 100)
pPlayer->eat = 100;
}
sprite[pPlayer->i].extra += 5;
@ -806,7 +806,7 @@ rrtripbomb_case:
}
}
int A_CheckHitSprite(int spriteNum, int16_t *hitSprite)
int hitasprite(int spriteNum, int16_t *hitSprite)
{
hitdata_t hitData;
int32_t zOffset = 0;