//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements) Copyright (C) 2020 - Christoph Oelckers This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition Duke Nukem 3D is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Original Source: 1996 - Todd Replogle Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms EDuke enhancements integrated: 04/13/2003 - Matt Saettler Note: EDuke source was in transition. Changes are in-progress in the source as it is released. */ //------------------------------------------------------------------------- #include "ns.h" #include "global.h" #include "sounds.h" #include "names_d.h" #include "mapinfo.h" // PRIMITIVE BEGIN_DUKE_NS //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool isadoorwall_d(int dapic) { switch(dapic) { case DOORTILE1: case DOORTILE2: case DOORTILE3: case DOORTILE4: case DOORTILE5: case DOORTILE6: case DOORTILE7: case DOORTILE8: case DOORTILE9: case DOORTILE10: case DOORTILE11: case DOORTILE12: case DOORTILE14: case DOORTILE15: case DOORTILE16: case DOORTILE17: case DOORTILE18: case DOORTILE19: case DOORTILE20: case DOORTILE21: case DOORTILE22: case DOORTILE23: return 1; } return 0; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void animatewalls_d(void) { int i, j, p, t; for (p = 0; p < numanimwalls; p++) { i = animwall[p].wallnum; j = wall[i].picnum; switch (j) { case SCREENBREAK1: case SCREENBREAK2: case SCREENBREAK3: case SCREENBREAK4: case SCREENBREAK5: case SCREENBREAK9: case SCREENBREAK10: case SCREENBREAK11: case SCREENBREAK12: case SCREENBREAK13: case SCREENBREAK14: case SCREENBREAK15: case SCREENBREAK16: case SCREENBREAK17: case SCREENBREAK18: case SCREENBREAK19: if ((krand() & 255) < 16) { animwall[p].tag = wall[i].picnum; wall[i].picnum = SCREENBREAK6; } continue; case SCREENBREAK6: case SCREENBREAK7: case SCREENBREAK8: if (animwall[p].tag >= 0 && wall[i].extra != FEMPIC2 && wall[i].extra != FEMPIC3) wall[i].picnum = animwall[p].tag; else { wall[i].picnum++; if (wall[i].picnum == (SCREENBREAK6 + 3)) wall[i].picnum = SCREENBREAK6; } continue; } if (wall[i].cstat & 16) switch (wall[i].overpicnum) { case W_FORCEFIELD: case W_FORCEFIELD + 1: case W_FORCEFIELD + 2: t = animwall[p].tag; if (wall[i].cstat & 254) { wall[i].xpanning -= t >> 10; // sintable[(t+512)&2047]>>12; wall[i].ypanning -= t >> 10; // sintable[t&2047]>>12; if (wall[i].extra == 1) { wall[i].extra = 0; animwall[p].tag = 0; } else animwall[p].tag += 128; if (animwall[p].tag < (128 << 4)) { if (animwall[p].tag & 128) wall[i].overpicnum = W_FORCEFIELD; else wall[i].overpicnum = W_FORCEFIELD + 1; } else { if ((krand() & 255) < 32) animwall[p].tag = 128 << (krand() & 3); else wall[i].overpicnum = W_FORCEFIELD + 1; } } break; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void operaterespawns_d(int low) { short i, j, nexti; i = headspritestat[11]; while (i >= 0) { nexti = nextspritestat[i]; if (sprite[i].lotag == low) switch (sprite[i].picnum) { case RESPAWN: if (badguypic(sprite[i].hitag) && ud.monsters_off) break; j = fi.spawn(i, TRANSPORTERSTAR); sprite[j].z -= (32 << 8); sprite[i].extra = 66 - 12; // Just a way to killit break; } i = nexti; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void operateforcefields_d(int s, int low) { operateforcefields_common(s, low, { W_FORCEFIELD, W_FORCEFIELD + 1, W_FORCEFIELD + 2, BIGFORCE }); } //--------------------------------------------------------------------------- // // how NOT to implement switch animations... // //--------------------------------------------------------------------------- bool checkhitswitch_d(int snum, int w, int switchtype) { uint8_t switchpal; int i, x, lotag, hitag, picnum, correctdips, numdips; int sx, sy; if (w < 0) return 0; correctdips = 1; numdips = 0; if (switchtype == SWITCH_SPRITE) // 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 DEVELOPERCOMMENTARY + 1: //Twentieth Anniversary World Tour if (switchtype == 1) { StopCommentary(); sprite[w].picnum = DEVELOPERCOMMENTARY; return true; } return false; case DEVELOPERCOMMENTARY: //Twentieth Anniversary World Tour if (switchtype == 1) { if (StartCommentary(lotag, w)) sprite[w].picnum = DEVELOPERCOMMENTARY+1; return true; } return false; case ACCESSSWITCH: case ACCESSSWITCH2: if (ps[snum].access_incs == 0) { if (switchpal == 0) { if ((ps[snum].got_access & 1)) ps[snum].access_incs = 1; else FTA(70, &ps[snum]); } else if (switchpal == 21) { if (ps[snum].got_access & 2) ps[snum].access_incs = 1; else FTA(71, &ps[snum]); } else if (switchpal == 23) { if (ps[snum].got_access & 4) ps[snum].access_incs = 1; else FTA(72, &ps[snum]); } if (ps[snum].access_incs == 1) { if (switchtype == SWITCH_WALL) ps[snum].access_wallnum = w; else ps[snum].access_spritenum = w; } return 0; } 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: if (check_activator_motion(lotag)) return 0; break; default: if (fi.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 == SWITCH_SPRITE && 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 == SWITCH_SPRITE && 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 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: 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: 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 == SWITCH_WALL && i == w) wall[x].picnum++; else if (wall[x].hitag == 0) correctdips++; numdips++; break; case DIPSWITCH + 1: case TECHSWITCH + 1: case ALIENSWITCH + 1: if (switchtype == SWITCH_WALL && i == w) wall[x].picnum--; else if (wall[x].hitag == 1) correctdips++; numdips++; break; case MULTISWITCH: case MULTISWITCH + 1: case MULTISWITCH + 2: case MULTISWITCH + 3: wall[x].picnum++; if (wall[x].picnum > (MULTISWITCH + 3)) wall[x].picnum = MULTISWITCH; break; case ACCESSSWITCH: case ACCESSSWITCH2: case SLOTDOOR: case LIGHTSWITCH: case SPACELIGHTSWITCH: case SPACEDOORSWITCH: case LIGHTSWITCH2: case POWERSWITCH1: case LOCKSWITCH1: case POWERSWITCH2: case PULLSWITCH: case HANDSWITCH: case DIPSWITCH2: case DIPSWITCH3: wall[x].picnum++; break; case HANDSWITCH + 1: case PULLSWITCH + 1: case LIGHTSWITCH2 + 1: case POWERSWITCH1 + 1: case LOCKSWITCH1 + 1: case POWERSWITCH2 + 1: case SLOTDOOR + 1: case LIGHTSWITCH + 1: case SPACELIGHTSWITCH + 1: case SPACEDOORSWITCH + 1: case DIPSWITCH2 + 1: case DIPSWITCH3 + 1: wall[x].picnum--; break; } } if (lotag == (short)65535) { setnextmap(false); return 1; } vec3_t v = { sx, sy, ps[snum].posz }; switch (picnum) { default: if (fi.isadoorwall(picnum) == 0) break; case DIPSWITCH: case DIPSWITCH + 1: case TECHSWITCH: case TECHSWITCH + 1: case ALIENSWITCH: case ALIENSWITCH + 1: if (picnum == DIPSWITCH || picnum == DIPSWITCH + 1 || picnum == ALIENSWITCH || picnum == ALIENSWITCH + 1 || picnum == TECHSWITCH || picnum == TECHSWITCH + 1) { if (picnum == ALIENSWITCH || picnum == ALIENSWITCH + 1) { if (switchtype == SWITCH_SPRITE) S_PlaySound3D(ALIEN_SWITCH1, w, &v); else S_PlaySound3D(ALIEN_SWITCH1, ps[snum].i, &v); } else { if (switchtype == SWITCH_SPRITE) S_PlaySound3D(SWITCH_ON, w, &v); else S_PlaySound3D(SWITCH_ON, ps[snum].i, &v); } if (numdips != correctdips) break; S_PlaySound3D(END_OF_LEVEL_WARN, ps[snum].i, &v); } case DIPSWITCH2: case DIPSWITCH2 + 1: case DIPSWITCH3: case DIPSWITCH3 + 1: case MULTISWITCH: case MULTISWITCH + 1: case MULTISWITCH + 2: case MULTISWITCH + 3: case ACCESSSWITCH: case ACCESSSWITCH2: case SLOTDOOR: case SLOTDOOR + 1: case LIGHTSWITCH: case LIGHTSWITCH + 1: case SPACELIGHTSWITCH: case SPACELIGHTSWITCH + 1: case SPACEDOORSWITCH: case SPACEDOORSWITCH + 1: case FRANKENSTINESWITCH: case FRANKENSTINESWITCH + 1: case LIGHTSWITCH2: case LIGHTSWITCH2 + 1: case POWERSWITCH1: case POWERSWITCH1 + 1: case LOCKSWITCH1: case LOCKSWITCH1 + 1: case POWERSWITCH2: case POWERSWITCH2 + 1: case HANDSWITCH: case HANDSWITCH + 1: case PULLSWITCH: case PULLSWITCH + 1: if (picnum == MULTISWITCH || picnum == (MULTISWITCH + 1) || picnum == (MULTISWITCH + 2) || picnum == (MULTISWITCH + 3)) lotag += picnum - MULTISWITCH; x = headspritestat[3]; while (x >= 0) { if (sprite[x].hitag == lotag) { switch (sprite[x].lotag) { case SE_12_LIGHT_SWITCH: sector[sprite[x].sectnum].floorpal = 0; hittype[x].temp_data[0]++; if (hittype[x].temp_data[0] == 2) hittype[x].temp_data[0]++; break; case SE_24_CONVEYOR: case SE_34: case SE_25_PISTON: hittype[x].temp_data[4] = !hittype[x].temp_data[4]; if (hittype[x].temp_data[4]) FTA(15, &ps[snum]); else FTA(2, &ps[snum]); break; case SE_21_DROP_FLOOR: FTA(2, &ps[screenpeek]); break; } } x = nextspritestat[x]; } operateactivators(lotag, snum); 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 && fi.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 S_PlayActorSound(hitag, ps[snum].i); } return 1; } return 0; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void activatebysector_d(int sect, int j) { short i, didit; didit = 0; i = headspritesect[sect]; while (i >= 0) { if (sprite[i].picnum == ACTIVATOR) { operateactivators(sprite[i].lotag, -1); didit = 1; // return; } i = nextspritesect[i]; } if (didit == 0) operatesectors(sect, j); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void checkhitwall_d(int spr, int dawallnum, int x, int y, int z, int atwith) { short j, i, sn = -1, darkestwall; walltype* wal; wal = &wall[dawallnum]; if (wal->overpicnum == MIRROR) { switch (atwith) { case HEAVYHBOMB: case RADIUSEXPLOSION: case RPG: case HYDRENT: case SEENINE: case OOZFILTER: case EXPLODINGBARREL: lotsofglass(spr, dawallnum, 70); wal->cstat &= ~16; wal->overpicnum = MIRRORBROKE; S_PlayActorSound(GLASS_HEAVYBREAK, spr); return; } } if (((wal->cstat & 16) || wal->overpicnum == BIGFORCE) && wal->nextsector >= 0) if (sector[wal->nextsector].floorz > z) if (sector[wal->nextsector].floorz - sector[wal->nextsector].ceilingz) switch (wal->overpicnum) { case W_FORCEFIELD: case W_FORCEFIELD + 1: case W_FORCEFIELD + 2: wal->extra = 1; // tell the forces to animate case BIGFORCE: updatesector(x, y, &sn); if (sn < 0) return; if (atwith == -1) i = EGS(sn, x, y, z, FORCERIPPLE, -127, 8, 8, 0, 0, 0, spr, 5); else { if (atwith == CHAINGUN) i = EGS(sn, x, y, z, FORCERIPPLE, -127, 16 + sprite[spr].xrepeat, 16 + sprite[spr].yrepeat, 0, 0, 0, spr, 5); else i = EGS(sn, x, y, z, FORCERIPPLE, -127, 32, 32, 0, 0, 0, spr, 5); } sprite[i].cstat |= 18 + 128; sprite[i].ang = getangle(wal->x - wall[wal->point2].x, wal->y - wall[wal->point2].y) - 512; S_PlayActorSound(SOMETHINGHITFORCE, i); return; case FANSPRITE: wal->overpicnum = FANSPRITEBROKE; wal->cstat &= 65535 - 65; if (wal->nextwall >= 0) { wall[wal->nextwall].overpicnum = FANSPRITEBROKE; wall[wal->nextwall].cstat &= 65535 - 65; } S_PlayActorSound(VENT_BUST, spr); S_PlayActorSound(GLASS_BREAKING, spr); return; case GLASS: updatesector(x, y, &sn); if (sn < 0) return; wal->overpicnum = GLASS2; lotsofglass(spr, dawallnum, 10); wal->cstat = 0; if (wal->nextwall >= 0) wall[wal->nextwall].cstat = 0; i = EGS(sn, x, y, z, SECTOREFFECTOR, 0, 0, 0, ps[0].getang(), 0, 0, spr, 3); sprite[i].lotag = 128; hittype[i].temp_data[1] = 5; hittype[i].temp_data[2] = dawallnum; S_PlayActorSound(GLASS_BREAKING, i); return; case STAINGLASS1: updatesector(x, y, &sn); if (sn < 0) return; lotsofcolourglass(spr, dawallnum, 80); wal->cstat = 0; if (wal->nextwall >= 0) wall[wal->nextwall].cstat = 0; S_PlayActorSound(VENT_BUST, spr); S_PlayActorSound(GLASS_BREAKING, spr); return; } switch (wal->picnum) { case COLAMACHINE: case VENDMACHINE: breakwall(wal->picnum + 2, spr, dawallnum); S_PlayActorSound(VENT_BUST, spr); return; case OJ: case FEMPIC2: case FEMPIC3: case SCREENBREAK6: case SCREENBREAK7: case SCREENBREAK8: case SCREENBREAK1: case SCREENBREAK2: case SCREENBREAK3: case SCREENBREAK4: case SCREENBREAK5: case SCREENBREAK9: case SCREENBREAK10: case SCREENBREAK11: case SCREENBREAK12: case SCREENBREAK13: case SCREENBREAK14: case SCREENBREAK15: case SCREENBREAK16: case SCREENBREAK17: case SCREENBREAK18: case SCREENBREAK19: case BORNTOBEWILDSCREEN: lotsofglass(spr, dawallnum, 30); wal->picnum = W_SCREENBREAK + (krand() % 3); S_PlayActorSound(GLASS_HEAVYBREAK, spr); return; case W_TECHWALL5: case W_TECHWALL6: case W_TECHWALL7: case W_TECHWALL8: case W_TECHWALL9: breakwall(wal->picnum + 1, spr, dawallnum); return; case W_MILKSHELF: breakwall(W_MILKSHELFBROKE, spr, dawallnum); return; case W_TECHWALL10: breakwall(W_HITTECHWALL10, spr, dawallnum); return; case W_TECHWALL1: case W_TECHWALL11: case W_TECHWALL12: case W_TECHWALL13: case W_TECHWALL14: breakwall(W_HITTECHWALL1, spr, dawallnum); return; case W_TECHWALL15: breakwall(W_HITTECHWALL15, spr, dawallnum); return; case W_TECHWALL16: breakwall(W_HITTECHWALL16, spr, dawallnum); return; case W_TECHWALL2: breakwall(W_HITTECHWALL2, spr, dawallnum); return; case W_TECHWALL3: breakwall(W_HITTECHWALL3, spr, dawallnum); return; case W_TECHWALL4: breakwall(W_HITTECHWALL4, spr, dawallnum); return; case ATM: wal->picnum = ATMBROKE; fi.lotsofmoney(&sprite[spr], 1 + (krand() & 7)); S_PlayActorSound(GLASS_HEAVYBREAK, spr); break; case WALLLIGHT1: case WALLLIGHT2: case WALLLIGHT3: case WALLLIGHT4: case TECHLIGHT2: case TECHLIGHT4: if (rnd(128)) S_PlayActorSound(GLASS_HEAVYBREAK, spr); else S_PlayActorSound(GLASS_BREAKING, spr); lotsofglass(spr, dawallnum, 30); if (wal->picnum == WALLLIGHT1) wal->picnum = WALLLIGHTBUST1; if (wal->picnum == WALLLIGHT2) wal->picnum = WALLLIGHTBUST2; if (wal->picnum == WALLLIGHT3) wal->picnum = WALLLIGHTBUST3; if (wal->picnum == WALLLIGHT4) wal->picnum = WALLLIGHTBUST4; if (wal->picnum == TECHLIGHT2) wal->picnum = TECHLIGHTBUST2; if (wal->picnum == TECHLIGHT4) wal->picnum = TECHLIGHTBUST4; if (!wal->lotag) return; sn = wal->nextsector; if (sn < 0) return; darkestwall = 0; wal = &wall[sector[sn].wallptr]; for (i = sector[sn].wallnum; i > 0; i--, wal++) if (wal->shade > darkestwall) darkestwall = wal->shade; j = krand() & 1; i = headspritestat[3]; while (i >= 0) { if (sprite[i].hitag == wall[dawallnum].lotag && sprite[i].lotag == 3) { hittype[i].temp_data[2] = j; hittype[i].temp_data[3] = darkestwall; hittype[i].temp_data[4] = 1; } i = nextspritestat[i]; } break; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void checkplayerhurt_d(struct player_struct* p, int j) { if ((j & 49152) == 49152) { j &= (MAXSPRITES - 1); switch (sprite[j].picnum) { case CACTUS: if (p->hurt_delay < 8) { sprite[p->i].extra -= 5; p->hurt_delay = 16; SetPlayerPal(p, PalEntry(32, 32, 0, 0)); S_PlayActorSound(DUKE_LONGTERM_PAIN, p->i); } break; } return; } if ((j & 49152) != 32768) return; j &= (MAXWALLS - 1); if (p->hurt_delay > 0) p->hurt_delay--; else if (wall[j].cstat & 85) switch (wall[j].overpicnum) { case W_FORCEFIELD: case W_FORCEFIELD + 1: case W_FORCEFIELD + 2: sprite[p->i].extra -= 5; p->hurt_delay = 16; SetPlayerPal(p, PalEntry(32, 32, 0, 0)); p->posxv = -(sintable[(p->getang() + 512) & 2047] << 8); p->posyv = -(sintable[(p->getang()) & 2047] << 8); S_PlayActorSound(DUKE_LONGTERM_PAIN, p->i); fi.checkhitwall(p->i, j, p->posx + (sintable[(p->getang() + 512) & 2047] >> 9), p->posy + (sintable[p->getang() & 2047] >> 9), p->posz, -1); break; case BIGFORCE: p->hurt_delay = 26; fi.checkhitwall(p->i, j, p->posx + (sintable[(p->getang() + 512) & 2047] >> 9), p->posy + (sintable[p->getang() & 2047] >> 9), p->posz, -1); break; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool checkhitceiling_d(int sn) { int i, j; switch (sector[sn].ceilingpicnum) { case WALLLIGHT1: case WALLLIGHT2: case WALLLIGHT3: case WALLLIGHT4: case TECHLIGHT2: case TECHLIGHT4: ceilingglass(ps[myconnectindex].i, sn, 10); S_PlayActorSound(GLASS_BREAKING, ps[screenpeek].i); if (sector[sn].ceilingpicnum == WALLLIGHT1) sector[sn].ceilingpicnum = WALLLIGHTBUST1; if (sector[sn].ceilingpicnum == WALLLIGHT2) sector[sn].ceilingpicnum = WALLLIGHTBUST2; if (sector[sn].ceilingpicnum == WALLLIGHT3) sector[sn].ceilingpicnum = WALLLIGHTBUST3; if (sector[sn].ceilingpicnum == WALLLIGHT4) sector[sn].ceilingpicnum = WALLLIGHTBUST4; if (sector[sn].ceilingpicnum == TECHLIGHT2) sector[sn].ceilingpicnum = TECHLIGHTBUST2; if (sector[sn].ceilingpicnum == TECHLIGHT4) sector[sn].ceilingpicnum = TECHLIGHTBUST4; if (!sector[sn].hitag) { i = headspritesect[sn]; while (i >= 0) { if (sprite[i].picnum == SECTOREFFECTOR && sprite[i].lotag == 12) { j = headspritestat[3]; while (j >= 0) { if (sprite[j].hitag == sprite[i].hitag) hittype[j].temp_data[3] = 1; j = nextspritestat[j]; } break; } i = nextspritesect[i]; } } i = headspritestat[3]; j = krand() & 1; while (i >= 0) { if (sprite[i].hitag == (sector[sn].hitag) && sprite[i].lotag == 3) { hittype[i].temp_data[2] = j; hittype[i].temp_data[4] = 1; } i = nextspritestat[i]; } return 1; } return 0; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void checkhitsprite_d(int i, int sn) { int j, k, p; spritetype* s; i &= (MAXSPRITES - 1); switch (sprite[i].picnum) { case WTGLASS1: case WTGLASS2: if (!isWorldTour()) break; S_PlayActorSound(GLASS_BREAKING, i); lotsofglass(i, -1, 10); deletesprite(i); return; case OCEANSPRITE1: case OCEANSPRITE2: case OCEANSPRITE3: case OCEANSPRITE4: case OCEANSPRITE5: fi.spawn(i, SMALLSMOKE); deletesprite(i); break; case QUEBALL: case STRIPEBALL: if (sprite[sn].picnum == QUEBALL || sprite[sn].picnum == STRIPEBALL) { sprite[sn].xvel = (sprite[i].xvel >> 1) + (sprite[i].xvel >> 2); sprite[sn].ang -= (sprite[i].ang << 1) + 1024; sprite[i].ang = getangle(sprite[i].x - sprite[sn].x, sprite[i].y - sprite[sn].y) - 512; if (S_CheckSoundPlaying(POOLBALLHIT) < 2) S_PlayActorSound(POOLBALLHIT, i); } else { if (krand() & 3) { sprite[i].xvel = 164; sprite[i].ang = sprite[sn].ang; } else { lotsofglass(i, -1, 3); deletesprite(i); } } break; case TREE1: case TREE2: case TIRE: case CONE: case BOX: switch (sprite[sn].picnum) { case RADIUSEXPLOSION: case RPG: case FIRELASER: case HYDRENT: case HEAVYHBOMB: if (hittype[i].temp_data[0] == 0) { sprite[i].cstat &= ~257; hittype[i].temp_data[0] = 1; fi.spawn(i, BURNING); } break; } break; case CACTUS: // case CACTUSBROKE: switch (sprite[sn].picnum) { case RADIUSEXPLOSION: case RPG: case FIRELASER: case HYDRENT: case HEAVYHBOMB: for (k = 0; k < 64; k++) { j = EGS(sprite[i].sectnum, sprite[i].x, sprite[i].y, sprite[i].z - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (sprite[i].zvel >> 2), i, 5); sprite[j].pal = 8; } if (sprite[i].picnum == CACTUS) sprite[i].picnum = CACTUSBROKE; sprite[i].cstat &= ~257; // else deletesprite(i); break; } break; case HANGLIGHT: case GENERICPOLE2: for (k = 0; k < 6; k++) EGS(sprite[i].sectnum, sprite[i].x, sprite[i].y, sprite[i].z - (8 << 8), SCRAP1 + (krand() & 15), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (sprite[i].zvel >> 2), i, 5); S_PlayActorSound(GLASS_HEAVYBREAK, i); deletesprite(i); break; case FANSPRITE: sprite[i].picnum = FANSPRITEBROKE; sprite[i].cstat &= (65535 - 257); if (sector[sprite[i].sectnum].floorpicnum == FANSHADOW) sector[sprite[i].sectnum].floorpicnum = FANSHADOWBROKE; S_PlayActorSound(GLASS_HEAVYBREAK, i); s = &sprite[i]; for (j = 0; j < 16; j++) RANDOMSCRAP(s, i); break; case WATERFOUNTAIN: case WATERFOUNTAIN + 1: case WATERFOUNTAIN + 2: case WATERFOUNTAIN + 3: sprite[i].picnum = WATERFOUNTAINBROKE; fi.spawn(i, TOILETWATER); break; case SATELITE: case FUELPOD: case SOLARPANNEL: case ANTENNA: if (actorinfo[SHOTSPARK1].scriptaddress && sprite[sn].extra != ScriptCode[actorinfo[SHOTSPARK1].scriptaddress]) { for (j = 0; j < 15; j++) EGS(sprite[i].sectnum, sprite[i].x, sprite[i].y, sector[sprite[i].sectnum].floorz - (12 << 8) - (j << 9), SCRAP1 + (krand() & 15), -8, 64, 64, krand() & 2047, (krand() & 127) + 64, -(krand() & 511) - 256, i, 5); fi.spawn(i, EXPLOSION2); deletesprite(i); } break; case BOTTLE1: case BOTTLE2: case BOTTLE3: case BOTTLE4: case BOTTLE5: case BOTTLE6: case BOTTLE8: case BOTTLE10: case BOTTLE11: case BOTTLE12: case BOTTLE13: case BOTTLE14: case BOTTLE15: case BOTTLE16: case BOTTLE17: case BOTTLE18: case BOTTLE19: case WATERFOUNTAINBROKE: case DOMELITE: case SUSHIPLATE1: case SUSHIPLATE2: case SUSHIPLATE3: case SUSHIPLATE4: case SUSHIPLATE5: case WAITTOBESEATED: case VASE: case STATUEFLASH: case STATUE: if (sprite[i].picnum == BOTTLE10) fi.lotsofmoney(&sprite[i], 4 + (krand() & 3)); else if (sprite[i].picnum == STATUE || sprite[i].picnum == STATUEFLASH) { lotsofcolourglass(i, -1, 40); S_PlayActorSound(GLASS_HEAVYBREAK, i); } else if (sprite[i].picnum == VASE) lotsofglass(i, -1, 40); S_PlayActorSound(GLASS_BREAKING, i); sprite[i].ang = krand() & 2047; lotsofglass(i, -1, 8); deletesprite(i); break; case FETUS: sprite[i].picnum = FETUSBROKE; S_PlayActorSound(GLASS_BREAKING, i); lotsofglass(i, -1, 10); break; case FETUSBROKE: for (j = 0; j < 48; j++) { fi.shoot(i, BLOODSPLAT1); sprite[i].ang += 333; } S_PlayActorSound(GLASS_HEAVYBREAK, i); S_PlayActorSound(SQUISHED, i); case BOTTLE7: S_PlayActorSound(GLASS_BREAKING, i); lotsofglass(i, -1, 10); deletesprite(i); break; case HYDROPLANT: sprite[i].picnum = BROKEHYDROPLANT; S_PlayActorSound(GLASS_BREAKING, i); lotsofglass(i, -1, 10); break; case FORCESPHERE: sprite[i].xrepeat = 0; hittype[sprite[i].owner].temp_data[0] = 32; hittype[sprite[i].owner].temp_data[1] = !hittype[sprite[i].owner].temp_data[1]; hittype[sprite[i].owner].temp_data[2] ++; fi.spawn(i, EXPLOSION2); break; case BROKEHYDROPLANT: if (sprite[i].cstat & 1) { S_PlayActorSound(GLASS_BREAKING, i); sprite[i].z += 16 << 8; sprite[i].cstat = 0; lotsofglass(i, -1, 5); } break; case TOILET: sprite[i].picnum = TOILETBROKE; sprite[i].cstat |= (krand() & 1) << 2; sprite[i].cstat &= ~257; fi.spawn(i, TOILETWATER); S_PlayActorSound(GLASS_BREAKING, i); break; case STALL: sprite[i].picnum = STALLBROKE; sprite[i].cstat |= (krand() & 1) << 2; sprite[i].cstat &= ~257; fi.spawn(i, TOILETWATER); S_PlayActorSound(GLASS_HEAVYBREAK, i); break; case HYDRENT: sprite[i].picnum = BROKEFIREHYDRENT; fi.spawn(i, TOILETWATER); // for(k=0;k<5;k++) // { // j = EGS(sprite[i].sectnum,sprite[i].x,sprite[i].y,sprite[i].z-(krand()%(48<<8)),SCRAP3+(krand()&3),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(sprite[i].zvel>>2),i,5); // sprite[j].pal = 2; // } S_PlayActorSound(GLASS_HEAVYBREAK, i); break; case GRATE1: sprite[i].picnum = BGRATE1; sprite[i].cstat &= (65535 - 256 - 1); S_PlayActorSound(VENT_BUST, i); break; case CIRCLEPANNEL: sprite[i].picnum = CIRCLEPANNELBROKE; sprite[i].cstat &= (65535 - 256 - 1); S_PlayActorSound(VENT_BUST, i); break; case PANNEL1: case PANNEL2: sprite[i].picnum = BPANNEL1; sprite[i].cstat &= (65535 - 256 - 1); S_PlayActorSound(VENT_BUST, i); break; case PANNEL3: sprite[i].picnum = BPANNEL3; sprite[i].cstat &= (65535 - 256 - 1); S_PlayActorSound(VENT_BUST, i); break; case PIPE1: case PIPE2: case PIPE3: case PIPE4: case PIPE5: case PIPE6: switch (sprite[i].picnum) { case PIPE1:sprite[i].picnum = PIPE1B; break; case PIPE2:sprite[i].picnum = PIPE2B; break; case PIPE3:sprite[i].picnum = PIPE3B; break; case PIPE4:sprite[i].picnum = PIPE4B; break; case PIPE5:sprite[i].picnum = PIPE5B; break; case PIPE6:sprite[i].picnum = PIPE6B; break; } j = fi.spawn(i, STEAM); sprite[j].z = sector[sprite[i].sectnum].floorz - (32 << 8); break; case MONK: case LUKE: case INDY: case JURYGUY: S_PlayActorSound(sprite[i].lotag, i); fi.spawn(i, sprite[i].hitag); case SPACEMARINE: sprite[i].extra -= sprite[sn].extra; if (sprite[i].extra > 0) break; sprite[i].ang = krand() & 2047; fi.shoot(i, BLOODSPLAT1); sprite[i].ang = krand() & 2047; fi.shoot(i, BLOODSPLAT2); sprite[i].ang = krand() & 2047; fi.shoot(i, BLOODSPLAT3); sprite[i].ang = krand() & 2047; fi.shoot(i, BLOODSPLAT4); sprite[i].ang = krand() & 2047; fi.shoot(i, BLOODSPLAT1); sprite[i].ang = krand() & 2047; fi.shoot(i, BLOODSPLAT2); sprite[i].ang = krand() & 2047; fi.shoot(i, BLOODSPLAT3); sprite[i].ang = krand() & 2047; fi.shoot(i, BLOODSPLAT4); 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); S_PlaySound(SQUISHED); deletesprite(i); break; case CHAIR1: case CHAIR2: sprite[i].picnum = BROKENCHAIR; sprite[i].cstat = 0; break; case CHAIR3: case MOVIECAMERA: case SCALE: case VACUUM: case CAMERALIGHT: case IVUNIT: case POT1: case POT2: case POT3: case TRIPODCAMERA: S_PlayActorSound(GLASS_HEAVYBREAK, i); s = &sprite[i]; for (j = 0; j < 16; j++) RANDOMSCRAP(s, i); deletesprite(i); break; case PLAYERONWATER: i = sprite[i].owner; default: if ((sprite[i].cstat & 16) && sprite[i].hitag == 0 && sprite[i].lotag == 0 && sprite[i].statnum == 0) break; if ((sprite[sn].picnum == FREEZEBLAST || sprite[sn].owner != i) && sprite[i].statnum != 4) { if (badguy(&sprite[i]) == 1) { if (isWorldTour() && sprite[i].picnum == FIREFLY && sprite[i].xrepeat < 48) break; if (sprite[sn].picnum == RPG) sprite[sn].extra <<= 1; if ((sprite[i].picnum != DRONE) && (sprite[i].picnum != ROTATEGUN) && (sprite[i].picnum != COMMANDER) && (sprite[i].picnum < GREENSLIME || sprite[i].picnum > GREENSLIME + 7)) if (sprite[sn].picnum != FREEZEBLAST) //if (actortype[sprite[i].picnum] == 0) //TRANSITIONAL. Cannot be done right with EDuke mess backing the engine. { j = fi.spawn(sn, JIBS6); if (sprite[sn].pal == 6) sprite[j].pal = 6; sprite[j].z += (4 << 8); sprite[j].xvel = 16; sprite[j].xrepeat = sprite[j].yrepeat = 24; sprite[j].ang += 32 - (krand() & 63); } j = sprite[sn].owner; if (j >= 0 && sprite[j].picnum == APLAYER && sprite[i].picnum != ROTATEGUN && sprite[i].picnum != DRONE) if (ps[sprite[j].yvel].curr_weapon == SHOTGUN_WEAPON) { fi.shoot(i, BLOODSPLAT3); fi.shoot(i, BLOODSPLAT1); fi.shoot(i, BLOODSPLAT2); fi.shoot(i, BLOODSPLAT4); } if (sprite[i].picnum != TANK && !bossguy(&sprite[i]) && sprite[i].picnum != RECON && sprite[i].picnum != ROTATEGUN) { if ((sprite[i].cstat & 48) == 0) sprite[i].ang = (sprite[sn].ang + 1024) & 2047; sprite[i].xvel = -(sprite[sn].extra << 2); short j = sprite[i].sectnum; pushmove(&sprite[i].x, &sprite[i].y, &sprite[i].z, &j, 128L, (4L << 8), (4L << 8), CLIPMASK0); if (j != sprite[i].sectnum && j >= 0 && j < MAXSECTORS) changespritesect(i, j); } if (sprite[i].statnum == 2) { changespritestat(i, 1); hittype[i].timetosleep = SLEEPTIME; } if ((sprite[i].xrepeat < 24 || sprite[i].picnum == SHARK) && sprite[sn].picnum == SHRINKSPARK) return; } if (sprite[i].statnum != 2) { if (sprite[sn].picnum == FREEZEBLAST && ((sprite[i].picnum == APLAYER && sprite[i].pal == 1) || (freezerhurtowner == 0 && sprite[sn].owner == i))) return; int hitpic = sprite[sn].picnum; if (sprite[sprite[sn].owner].picnum == APLAYER) { if (sprite[i].picnum == APLAYER && ud.coop != 0 && ud.ffire == 0) return; if (isWorldTour() && hitpic == FIREBALL && sprite[sprite[i].owner].picnum != FIREBALL) hitpic = FLAMETHROWERFLAME; } hittype[i].picnum = hitpic; hittype[i].extra += sprite[sn].extra; hittype[i].ang = sprite[sn].ang; hittype[i].owner = sprite[sn].owner; } if (sprite[i].statnum == 10) { p = sprite[i].yvel; if (ps[p].newowner >= 0) { ps[p].newowner = -1; ps[p].posx = ps[p].oposx; ps[p].posy = ps[p].oposy; ps[p].posz = ps[p].oposz; ps[p].q16ang = ps[p].oq16ang; updatesector(ps[p].posx, ps[p].posy, &ps[p].cursectnum); setpal(&ps[p]); j = headspritestat[1]; while (j >= 0) { if (sprite[j].picnum == CAMERA1) sprite[j].yvel = 0; j = nextspritestat[j]; } } if (sprite[i].xrepeat < 24 && sprite[sn].picnum == SHRINKSPARK) return; if (sprite[hittype[i].owner].picnum != APLAYER) if (ud.player_skill >= 3) sprite[sn].extra += (sprite[sn].extra >> 1); } } break; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void checksectors_d(int snum) { int i = -1, oldz; struct player_struct* p; int j, hitscanwall; short neartagsector, neartagwall, neartagsprite; int neartaghitdist; p = &ps[snum]; switch (sector[p->cursectnum].lotag) { case 32767: sector[p->cursectnum].lotag = 0; FTA(9, p); p->secret_rooms++; return; case -1: sector[p->cursectnum].lotag = 0; setnextmap(false); return; case -2: sector[p->cursectnum].lotag = 0; p->timebeforeexit = 26 * 8; p->customexitsound = sector[p->cursectnum].hitag; return; default: if (sector[p->cursectnum].lotag >= 10000 && sector[p->cursectnum].lotag < 16383) { if (snum == screenpeek || ud.coop == 1) S_PlayActorSound(sector[p->cursectnum].lotag - 10000, p->i); sector[p->cursectnum].lotag = 0; } break; } //After this point the the player effects the map with space if (chatmodeon || sprite[p->i].extra <= 0) return; if (ud.cashman && PlayerInput(snum, SB_OPEN)) fi.lotsofmoney(&sprite[p->i], 2); if (p->newowner >= 0) { if (abs(PlayerInputSideVel(snum)) > 768 || abs(PlayerInputForwardVel(snum)) > 768) { i = -1; goto CLEARCAMERAS; } } if (!(PlayerInput(snum, SB_OPEN))) p->toggle_key_flag = 0; else if (!p->toggle_key_flag) { if (PlayerInput(snum, SB_ESCAPE)) { if (p->newowner >= 0) { i = -1; goto CLEARCAMERAS; } return; } neartagsprite = -1; p->toggle_key_flag = 1; hitscanwall = -1; i = hitawall(p, &hitscanwall); if (i < 1280 && hitscanwall >= 0 && wall[hitscanwall].overpicnum == MIRROR) if (wall[hitscanwall].lotag > 0 && S_CheckSoundPlaying(wall[hitscanwall].lotag) == 0 && snum == screenpeek) { S_PlayActorSound(wall[hitscanwall].lotag, p->i); return; } if (hitscanwall >= 0 && (wall[hitscanwall].cstat & 16)) if (wall[hitscanwall].lotag) return; if (p->newowner >= 0) neartag(p->oposx, p->oposy, p->oposz, sprite[p->i].sectnum, p->getoang(), &neartagsector, &neartagwall, &neartagsprite, &neartaghitdist, 1280L, 1); else { neartag(p->posx, p->posy, p->posz, sprite[p->i].sectnum, p->getoang(), &neartagsector, &neartagwall, &neartagsprite, &neartaghitdist, 1280L, 1); if (neartagsprite == -1 && neartagwall == -1 && neartagsector == -1) neartag(p->posx, p->posy, p->posz + (8 << 8), sprite[p->i].sectnum, p->getoang(), &neartagsector, &neartagwall, &neartagsprite, &neartaghitdist, 1280L, 1); if (neartagsprite == -1 && neartagwall == -1 && neartagsector == -1) neartag(p->posx, p->posy, p->posz + (16 << 8), sprite[p->i].sectnum, p->getoang(), &neartagsector, &neartagwall, &neartagsprite, &neartaghitdist, 1280L, 1); if (neartagsprite == -1 && neartagwall == -1 && neartagsector == -1) { neartag(p->posx, p->posy, p->posz + (16 << 8), sprite[p->i].sectnum, p->getoang(), &neartagsector, &neartagwall, &neartagsprite, &neartaghitdist, 1280L, 3); if (neartagsprite >= 0) { switch (sprite[neartagsprite].picnum) { case FEM1: case FEM2: case FEM3: case FEM4: case FEM5: case FEM6: case FEM7: case FEM8: case FEM9: case FEM10: case PODFEM1: case NAKED1: case STATUE: case TOUGHGAL: return; } } neartagsprite = -1; neartagwall = -1; neartagsector = -1; } } if (p->newowner == -1 && neartagsprite == -1 && neartagsector == -1 && neartagwall == -1) if (isanunderoperator(sector[sprite[p->i].sectnum].lotag)) neartagsector = sprite[p->i].sectnum; if (neartagsector >= 0 && (sector[neartagsector].lotag & 16384)) return; if (neartagsprite == -1 && neartagwall == -1) if (sector[p->cursectnum].lotag == 2) { oldz = hitasprite(p->i, &neartagsprite); if (oldz > 1280) neartagsprite = -1; } if (neartagsprite >= 0) { if (fi.checkhitswitch(snum, neartagsprite, 1)) return; switch (sprite[neartagsprite].picnum) { case TOILET: case STALL: if (p->last_pissed_time == 0) { S_PlayActorSound(DUKE_URINATE, p->i); p->last_pissed_time = 26 * 220; p->transporter_hold = 29 * 2; if (p->holster_weapon == 0) { p->holster_weapon = 1; p->weapon_pos = -1; } if (sprite[p->i].extra <= (max_player_health - (max_player_health / 10))) { sprite[p->i].extra += max_player_health / 10; p->last_extra = sprite[p->i].extra; } else if (sprite[p->i].extra < max_player_health) sprite[p->i].extra = max_player_health; } else if (S_CheckSoundPlaying(neartagsprite, FLUSH_TOILET) == 0) S_PlayActorSound(FLUSH_TOILET, neartagsprite); return; case NUKEBUTTON: hitawall(p, &j); if (j >= 0 && wall[j].overpicnum == 0) if (hittype[neartagsprite].temp_data[0] == 0) { hittype[neartagsprite].temp_data[0] = 1; sprite[neartagsprite].owner = p->i; p->buttonpalette = sprite[neartagsprite].pal; if (p->buttonpalette) ud.secretlevel = sprite[neartagsprite].lotag; else ud.secretlevel = 0; } return; case WATERFOUNTAIN: if (hittype[neartagsprite].temp_data[0] != 1) { hittype[neartagsprite].temp_data[0] = 1; sprite[neartagsprite].owner = p->i; if (sprite[p->i].extra < max_player_health) { sprite[p->i].extra++; S_PlayActorSound(DUKE_DRINKING, p->i); } } return; case PLUG: S_PlayActorSound(SHORT_CIRCUIT, p->i); sprite[p->i].extra -= 2 + (krand() & 3); SetPlayerPal(p, PalEntry(32, 48, 48, 64)); break; case VIEWSCREEN: case VIEWSCREEN2: { i = headspritestat[1]; while (i >= 0) { if (sprite[i].picnum == CAMERA1 && sprite[i].yvel == 0 && sprite[neartagsprite].hitag == sprite[i].lotag) { sprite[i].yvel = 1; //Using this camera if (snum == screenpeek) S_PlaySound(MONITOR_ACTIVE); sprite[neartagsprite].owner = i; sprite[neartagsprite].yvel = 1; camsprite = neartagsprite; j = p->cursectnum; p->cursectnum = sprite[i].sectnum; setpal(p); p->cursectnum = j; // parallaxtype = 2; p->newowner = i; return; } i = nextspritestat[i]; } } CLEARCAMERAS: if (i < 0) { p->posx = p->oposx; p->posy = p->oposy; p->posz = p->oposz; p->newowner = -1; updatesector(p->posx, p->posy, &p->cursectnum); setpal(p); i = headspritestat[1]; while (i >= 0) { if (sprite[i].picnum == CAMERA1) sprite[i].yvel = 0; i = nextspritestat[i]; } } else if (p->newowner >= 0) p->newowner = -1; return; } } if (!PlayerInput(snum, SB_OPEN)) return; else if (p->newowner >= 0) { i = -1; goto CLEARCAMERAS; } if (neartagwall == -1 && neartagsector == -1 && neartagsprite == -1) if (abs(hits(p->i)) < 512) { if ((krand() & 255) < 16) S_PlayActorSound(DUKE_SEARCH2, p->i); else S_PlayActorSound(DUKE_SEARCH, p->i); return; } if (neartagwall >= 0) { if (wall[neartagwall].lotag > 0 && fi.isadoorwall(wall[neartagwall].picnum)) { if (hitscanwall == neartagwall || hitscanwall == -1) fi.checkhitswitch(snum, neartagwall, 0); return; } else if (p->newowner >= 0) { i = -1; goto CLEARCAMERAS; } } if (neartagsector >= 0 && (sector[neartagsector].lotag & 16384) == 0 && isanearoperator(sector[neartagsector].lotag)) { i = headspritesect[neartagsector]; while (i >= 0) { if (sprite[i].picnum == ACTIVATOR || sprite[i].picnum == MASTERSWITCH) return; i = nextspritesect[i]; } operatesectors(neartagsector, p->i); } else if ((sector[sprite[p->i].sectnum].lotag & 16384) == 0) { if (isanunderoperator(sector[sprite[p->i].sectnum].lotag)) { i = headspritesect[sprite[p->i].sectnum]; while (i >= 0) { if (sprite[i].picnum == ACTIVATOR || sprite[i].picnum == MASTERSWITCH) return; i = nextspritesect[i]; } operatesectors(sprite[p->i].sectnum, p->i); } else fi.checkhitswitch(snum, neartagwall, 0); } } } END_DUKE_NS