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https://github.com/ZDoom/Raze.git
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825 lines
21 KiB
C++
825 lines
21 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: EDuke source was in transition. Changes are in-progress in the
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source as it is released.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "global.h"
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#include "sounds.h"
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#include "names_d.h"
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#include "mapinfo.h"
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#include "dukeactor.h"
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#include "secrets.h"
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// PRIMITIVE
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BEGIN_DUKE_NS
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void animatewalls_d(void)
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{
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int t;
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for (int p = 0; p < numanimwalls; p++)
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{
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auto wal = animwall[p].wall;
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int j = wal->wallpicnum;
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switch (j)
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{
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case DTILE_SCREENBREAK1:
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case DTILE_SCREENBREAK2:
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case DTILE_SCREENBREAK3:
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case DTILE_SCREENBREAK4:
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case DTILE_SCREENBREAK5:
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case DTILE_SCREENBREAK9:
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case DTILE_SCREENBREAK10:
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case DTILE_SCREENBREAK11:
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case DTILE_SCREENBREAK12:
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case DTILE_SCREENBREAK13:
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case DTILE_SCREENBREAK14:
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case DTILE_SCREENBREAK15:
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case DTILE_SCREENBREAK16:
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case DTILE_SCREENBREAK17:
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case DTILE_SCREENBREAK18:
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case DTILE_SCREENBREAK19:
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if ((krand() & 255) < 16)
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{
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animwall[p].tag = wal->wallpicnum;
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wal->wallpicnum = DTILE_SCREENBREAK6;
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}
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continue;
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case DTILE_SCREENBREAK6:
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case DTILE_SCREENBREAK7:
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case DTILE_SCREENBREAK8:
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if (animwall[p].tag >= 0 && wal->extra != DTILE_FEMPIC2 && wal->extra != DTILE_FEMPIC3)
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wal->wallpicnum = animwall[p].tag;
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else
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{
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wal->wallpicnum++;
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if (wal->wallpicnum == (DTILE_SCREENBREAK6 + 3))
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wal->wallpicnum = DTILE_SCREENBREAK6;
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}
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continue;
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}
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if (wal->cstat & CSTAT_WALL_MASKED)
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switch (wal->overpicnum)
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{
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case DTILE_W_FORCEFIELD:
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case DTILE_W_FORCEFIELD2:
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case DTILE_W_FORCEFIELD3:
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t = animwall[p].tag;
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if (wal->cstat & CSTAT_WALL_ANY_EXCEPT_BLOCK)
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{
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wal->addxpan(-t / 4096.f);
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wal->addypan(-t / 4096.f);
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if (wal->extra == 1)
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{
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wal->extra = 0;
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animwall[p].tag = 0;
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}
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else
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animwall[p].tag += 128;
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if (animwall[p].tag < (128 << 4))
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{
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if (animwall[p].tag & 128)
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wal->overpicnum = DTILE_W_FORCEFIELD;
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else wal->overpicnum = DTILE_W_FORCEFIELD2;
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}
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else
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{
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if ((krand() & 255) < 32)
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animwall[p].tag = 128 << (krand() & 3);
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else wal->overpicnum = DTILE_W_FORCEFIELD2;
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}
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}
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break;
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void operateforcefields_d(DDukeActor* act, int low)
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{
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operateforcefields_common(act, low, { DTILE_W_FORCEFIELD, DTILE_W_FORCEFIELD2, DTILE_W_FORCEFIELD3, DTILE_BIGFORCE });
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool checkaccessswitch_d(int snum, int switchpal, DDukeActor* act, walltype* wwal)
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{
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if (ps[snum].access_incs == 0)
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{
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if (switchpal == 0)
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{
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if ((ps[snum].got_access & 1))
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ps[snum].access_incs = 1;
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else FTA(70, &ps[snum]);
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}
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else if (switchpal == 21)
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{
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if (ps[snum].got_access & 2)
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ps[snum].access_incs = 1;
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else FTA(71, &ps[snum]);
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}
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else if (switchpal == 23)
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{
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if (ps[snum].got_access & 4)
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ps[snum].access_incs = 1;
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else FTA(72, &ps[snum]);
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}
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if (ps[snum].access_incs == 1)
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{
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if (!act)
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ps[snum].access_wall = wwal;
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else
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ps[snum].access_spritenum = act;
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}
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return 1;
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}
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// how NOT to implement switch animations...
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//
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//---------------------------------------------------------------------------
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void togglespriteswitches(DDukeActor* act, const TexExtInfo& ext, int lotag, int& correctdips, int& numdips);
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void togglewallswitches(walltype* wwal, const TexExtInfo& ext, int lotag, int& correctdips, int& numdips);
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bool checkhitswitch_d(int snum, walltype* wwal, DDukeActor *act)
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{
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uint8_t switchpal;
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int lotag, hitag, picnum, correctdips, numdips;
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DVector2 spos;
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FTextureID texid;
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if (wwal == nullptr && act == nullptr) return 0;
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correctdips = 1;
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numdips = 0;
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if (act)
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{
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lotag = act->spr.lotag;
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if (lotag == 0) return 0;
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hitag = act->spr.hitag;
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spos = act->spr.pos.XY();
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picnum = act->spr.picnum;
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switchpal = act->spr.pal;
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// custom switches that maintain themselves can immediately abort.
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if (CallTriggerSwitch(act, &ps[snum])) return true;
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}
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else
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{
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lotag = wwal->lotag;
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if (lotag == 0) return 0;
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hitag = wwal->hitag;
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spos = wwal->pos;
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picnum = wwal->wallpicnum;
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switchpal = wwal->pal;
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}
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texid = tileGetTextureID(picnum);
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auto& ext = GetExtInfo(texid);
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auto& swdef = switches[ext.switchindex];
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switch (swdef.type)
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{
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case SwitchDef::Combo:
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break;
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case SwitchDef::Access:
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if (checkaccessswitch_d(snum, switchpal, act, wwal))
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return 0;
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[[fallthrough]];
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case SwitchDef::Regular:
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case SwitchDef::Multi:
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if (check_activator_motion(lotag)) return 0;
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break;
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default:
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if (isadoorwall(texid) == 0) return 0;
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break;
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}
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togglespriteswitches(act, ext, lotag, correctdips, numdips);
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togglewallswitches(wwal, ext, lotag, correctdips, numdips);
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if (lotag == -1)
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{
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setnextmap(false);
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return 1;
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}
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DVector3 v(spos, ps[snum].GetActor()->getOffsetZ());
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switch (picnum)
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{
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default:
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if (isadoorwall(texid) == 0) break;
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[[fallthrough]];
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case DTILE_DIPSWITCH:
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case DTILE_DIPSWITCHON:
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case DTILE_TECHSWITCH:
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case DTILE_TECHSWITCHON:
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case DTILE_ALIENSWITCH:
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case DTILE_ALIENSWITCHON:
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if (picnum == DTILE_DIPSWITCH || picnum == DTILE_DIPSWITCHON ||
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picnum == DTILE_ALIENSWITCH || picnum == DTILE_ALIENSWITCHON ||
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picnum == DTILE_TECHSWITCH || picnum == DTILE_TECHSWITCHON)
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{
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if (picnum == DTILE_ALIENSWITCH || picnum == DTILE_ALIENSWITCHON)
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{
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if (act)
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S_PlaySound3D(ALIEN_SWITCH1, act, v);
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else S_PlaySound3D(ALIEN_SWITCH1, ps[snum].GetActor(), v);
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}
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else
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{
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if (act)
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S_PlaySound3D(SWITCH_ON, act, v);
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else S_PlaySound3D(SWITCH_ON, ps[snum].GetActor(), v);
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}
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if (numdips != correctdips) break;
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S_PlaySound3D(END_OF_LEVEL_WARN, ps[snum].GetActor(), v);
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}
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[[fallthrough]];
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case DTILE_DIPSWITCH2:
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case DTILE_DIPSWITCH2ON:
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case DTILE_DIPSWITCH3:
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case DTILE_DIPSWITCH3ON:
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case DTILE_MULTISWITCH:
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case DTILE_MULTISWITCH_2:
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case DTILE_MULTISWITCH_3:
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case DTILE_MULTISWITCH_4:
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case DTILE_ACCESSSWITCH:
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case DTILE_ACCESSSWITCH2:
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case DTILE_SLOTDOOR:
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case DTILE_SLOTDOORON:
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case DTILE_LIGHTSWITCH:
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case DTILE_LIGHTSWITCHON:
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case DTILE_SPACELIGHTSWITCH:
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case DTILE_SPACELIGHTSWITCHON:
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case DTILE_SPACEDOORSWITCH:
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case DTILE_SPACEDOORSWITCHON:
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case DTILE_FRANKENSTINESWITCH:
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case DTILE_FRANKENSTINESWITCHON:
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case DTILE_LIGHTSWITCH2:
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case DTILE_LIGHTSWITCH2ON:
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case DTILE_POWERSWITCH1:
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case DTILE_POWERSWITCH1ON:
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case DTILE_LOCKSWITCH1:
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case DTILE_LOCKSWITCH1ON:
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case DTILE_POWERSWITCH2:
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case DTILE_POWERSWITCH2ON:
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case DTILE_HANDSWITCH:
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case DTILE_HANDSWITCHON:
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case DTILE_PULLSWITCH:
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case DTILE_PULLSWITCHON:
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if (picnum == DTILE_MULTISWITCH || picnum == (DTILE_MULTISWITCH_2) ||
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picnum == (DTILE_MULTISWITCH_3) || picnum == (DTILE_MULTISWITCH_4))
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lotag += picnum - DTILE_MULTISWITCH;
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DukeStatIterator itr(STAT_EFFECTOR);
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while (auto other = itr.Next())
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{
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if (other->spr.hitag == lotag)
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{
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switch (other->spr.lotag)
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{
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case SE_12_LIGHT_SWITCH:
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other->sector()->floorpal = 0;
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other->temp_data[0]++;
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if (other->temp_data[0] == 2)
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other->temp_data[0]++;
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break;
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case SE_24_CONVEYOR:
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case SE_34:
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case SE_25_PISTON:
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other->temp_data[4] = !other->temp_data[4];
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if (other->temp_data[4])
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FTA(15, &ps[snum]);
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else FTA(2, &ps[snum]);
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break;
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case SE_21_DROP_FLOOR:
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FTA(2, &ps[screenpeek]);
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break;
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}
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}
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}
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operateactivators(lotag, &ps[snum]);
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fi.operateforcefields(ps[snum].GetActor(), lotag);
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operatemasterswitches(lotag);
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if (picnum == DTILE_DIPSWITCH || picnum == DTILE_DIPSWITCHON ||
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picnum == DTILE_ALIENSWITCH || picnum == DTILE_ALIENSWITCHON ||
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picnum == DTILE_TECHSWITCH || picnum == DTILE_TECHSWITCHON) return 1;
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if (hitag == 0 && isadoorwall(texid) == 0)
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{
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if (act)
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S_PlaySound3D(SWITCH_ON, act, v);
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else S_PlaySound3D(SWITCH_ON, ps[snum].GetActor(), v);
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}
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else if (hitag != 0)
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{
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auto flags = S_GetUserFlags(hitag);
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if (act && (flags & SF_TALK) == 0)
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S_PlaySound3D(hitag, act, v);
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else
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S_PlayActorSound(hitag, ps[snum].GetActor());
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}
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return 1;
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}
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void activatebysector_d(sectortype* sect, DDukeActor* activator)
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{
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int didit = 0;
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DukeSectIterator it(sect);
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while (auto act = it.Next())
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{
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if (isactivator(act))
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{
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operateactivators(act->spr.lotag, nullptr);
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didit = 1;
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// return;
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}
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}
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if (didit == 0)
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operatesectors(sect, activator);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void checkplayerhurt_d(player_struct* p, const Collision& coll)
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{
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if (coll.type == kHitSprite)
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{
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CallOnHurt(coll.actor(), p);
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return;
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}
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if (coll.type != kHitWall) return;
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auto wal = coll.hitWall;
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if (p->hurt_delay > 0) p->hurt_delay--;
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else if (wal->cstat & (CSTAT_WALL_BLOCK | CSTAT_WALL_ALIGN_BOTTOM | CSTAT_WALL_MASKED | CSTAT_WALL_BLOCK_HITSCAN)) switch (wal->overpicnum)
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{
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case DTILE_W_FORCEFIELD:
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case DTILE_W_FORCEFIELD + 1:
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case DTILE_W_FORCEFIELD + 2:
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p->GetActor()->spr.extra -= 5;
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p->hurt_delay = 16;
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SetPlayerPal(p, PalEntry(32, 32, 0, 0));
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p->vel.XY() = -p->GetActor()->spr.Angles.Yaw.ToVector() * 16;
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S_PlayActorSound(DUKE_LONGTERM_PAIN, p->GetActor());
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checkhitwall(p->GetActor(), wal, p->GetActor()->getPosWithOffsetZ() + p->GetActor()->spr.Angles.Yaw.ToVector() * 2);
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break;
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case DTILE_BIGFORCE:
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p->hurt_delay = 26;
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checkhitwall(p->GetActor(), wal, p->GetActor()->getPosWithOffsetZ() + p->GetActor()->spr.Angles.Yaw.ToVector() * 2);
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break;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void checkhitdefault_d(DDukeActor* targ, DDukeActor* proj)
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{
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if ((targ->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL) && targ->spr.hitag == 0 && targ->spr.lotag == 0 && targ->spr.statnum == STAT_DEFAULT)
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return;
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if ((proj->spr.picnum == DTILE_FREEZEBLAST || proj->GetOwner() != targ) && targ->spr.statnum != STAT_PROJECTILE)
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{
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if (badguy(targ) == 1)
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{
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if (isWorldTour() && targ->spr.picnum == DTILE_FIREFLY && targ->spr.scale.X < 0.75)
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return;
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if (proj->spr.picnum == DTILE_RPG) proj->spr.extra <<= 1;
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if ((targ->spr.picnum != DTILE_DRONE) && (targ->spr.picnum != DTILE_ROTATEGUN) && (targ->spr.picnum != DTILE_COMMANDER) && targ->spr.picnum != DTILE_GREENSLIME)
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if (proj->spr.picnum != DTILE_FREEZEBLAST)
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//if (actortype[targ->spr.picnum] == 0) //TRANSITIONAL.
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{
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auto spawned = spawn(proj, DTILE_JIBS6);
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if (spawned)
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{
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if (proj->spr.pal == 6)
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spawned->spr.pal = 6;
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spawned->spr.pos.Z += 4;
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spawned->vel.X = 1;
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spawned->spr.scale = DVector2(0.375, 0.375);
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spawned->spr.Angles.Yaw = DAngle22_5 / 4 - randomAngle(22.5 / 2);
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}
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}
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auto Owner = proj->GetOwner();
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if (Owner && Owner->isPlayer() && targ->spr.picnum != DTILE_ROTATEGUN && targ->spr.picnum != DTILE_DRONE)
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if (ps[Owner->PlayerIndex()].curr_weapon == SHOTGUN_WEAPON)
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{
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fi.shoot(targ, -1, PClass::FindActor("DukeBloodSplat3"));
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fi.shoot(targ, -1, PClass::FindActor("DukeBloodSplat1"));
|
|
fi.shoot(targ, -1, PClass::FindActor("DukeBloodSplat2"));
|
|
fi.shoot(targ, -1, PClass::FindActor("DukeBloodSplat4"));
|
|
}
|
|
|
|
if (!actorflag(targ, SFLAG2_NODAMAGEPUSH) && !bossguy(targ)) // RR does not have this.
|
|
{
|
|
if ((targ->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == 0)
|
|
targ->spr.Angles.Yaw = proj->spr.Angles.Yaw + DAngle180;
|
|
|
|
targ->vel.X = -proj->spr.extra * 0.25;
|
|
auto sp = targ->sector();
|
|
pushmove(targ->spr.pos, &sp, 8, 4, 4, CLIPMASK0);
|
|
if (sp != targ->sector() && sp != nullptr)
|
|
ChangeActorSect(targ, sp);
|
|
}
|
|
|
|
if (targ->spr.statnum == STAT_ZOMBIEACTOR)
|
|
{
|
|
ChangeActorStat(targ, STAT_ACTOR);
|
|
targ->timetosleep = SLEEPTIME;
|
|
}
|
|
if ((targ->spr.scale.X < 0.375 || targ->spr.picnum == DTILE_SHARK) && proj->spr.picnum == DTILE_SHRINKSPARK) return;
|
|
}
|
|
|
|
if (targ->spr.statnum != STAT_ZOMBIEACTOR)
|
|
{
|
|
if (proj->spr.picnum == DTILE_FREEZEBLAST && ((targ->isPlayer() && targ->spr.pal == 1) || (gs.freezerhurtowner == 0 && proj->GetOwner() == targ)))
|
|
return;
|
|
|
|
int hitpic = proj->spr.picnum;
|
|
auto Owner = proj->GetOwner();
|
|
if (Owner && Owner->isPlayer())
|
|
{
|
|
if (targ->isPlayer() && ud.coop != 0 && ud.ffire == 0)
|
|
return;
|
|
|
|
auto tOwner = targ->GetOwner();
|
|
if (isWorldTour() && hitpic == DTILE_FIREBALL && tOwner && tOwner->spr.picnum != DTILE_FIREBALL)
|
|
hitpic = DTILE_FLAMETHROWERFLAME;
|
|
}
|
|
|
|
targ->attackertype = hitpic;
|
|
targ->hitextra += proj->spr.extra;
|
|
targ->hitang = proj->spr.Angles.Yaw;
|
|
targ->SetHitOwner(Owner);
|
|
}
|
|
|
|
if (targ->spr.statnum == STAT_PLAYER)
|
|
{
|
|
auto p = targ->spr.yint;
|
|
if (ps[p].newOwner != nullptr)
|
|
{
|
|
ps[p].newOwner = nullptr;
|
|
ps[p].GetActor()->restoreloc();
|
|
|
|
updatesector(ps[p].GetActor()->getPosWithOffsetZ(), &ps[p].cursector);
|
|
|
|
DukeStatIterator it(STAT_ACTOR);
|
|
while (auto itActor = it.Next())
|
|
{
|
|
if (actorflag(itActor, SFLAG2_CAMERA)) itActor->spr.yint = 0;
|
|
}
|
|
}
|
|
|
|
if (targ->spr.scale.X < 0.375 && proj->spr.picnum == DTILE_SHRINKSPARK)
|
|
return;
|
|
|
|
auto hitowner = targ->GetHitOwner();
|
|
if (!hitowner || !hitowner->isPlayer())
|
|
if (ud.player_skill >= 3)
|
|
proj->spr.extra += (proj->spr.extra >> 1);
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj)
|
|
{
|
|
if (targ->GetClass() != RUNTIME_CLASS(DDukeActor))
|
|
{
|
|
CallOnHit(targ, proj);
|
|
return;
|
|
}
|
|
|
|
|
|
if (targ->spr.picnum == DTILE_PLAYERONWATER)
|
|
{
|
|
targ = targ->GetOwner();
|
|
if (!targ) return;
|
|
}
|
|
checkhitdefault_d(targ, proj);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// taken out of checksectors to eliminate some gotos.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void clearcameras(player_struct* p)
|
|
{
|
|
p->GetActor()->restorepos();
|
|
p->newOwner = nullptr;
|
|
|
|
updatesector(p->GetActor()->getPosWithOffsetZ(), &p->cursector);
|
|
|
|
DukeStatIterator it(STAT_ACTOR);
|
|
while (auto act = it.Next())
|
|
{
|
|
if (actorflag(act, SFLAG2_CAMERA)) act->spr.yint = 0;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void checksectors_d(int snum)
|
|
{
|
|
int i = -1;
|
|
player_struct* p;
|
|
walltype* hitscanwall;
|
|
HitInfo near;
|
|
|
|
p = &ps[snum];
|
|
auto pact = p->GetActor();
|
|
|
|
if (!p->insector()) return;
|
|
|
|
switch (p->cursector->lotag)
|
|
{
|
|
|
|
case 32767:
|
|
p->cursector->lotag = 0;
|
|
FTA(9, p);
|
|
p->secret_rooms++;
|
|
SECRET_Trigger(sectindex(p->cursector));
|
|
return;
|
|
case -1:
|
|
p->cursector->lotag = 0;
|
|
setnextmap(false);
|
|
return;
|
|
case -2:
|
|
p->cursector->lotag = 0;
|
|
p->timebeforeexit = 26 * 8;
|
|
p->customexitsound = p->cursector->hitag;
|
|
return;
|
|
default:
|
|
if (p->cursector->lotag >= 10000 && p->cursector->lotag < 16383)
|
|
{
|
|
if (snum == screenpeek || ud.coop == 1)
|
|
S_PlayActorSound(p->cursector->lotag - 10000, pact);
|
|
p->cursector->lotag = 0;
|
|
}
|
|
break;
|
|
|
|
}
|
|
|
|
//After this point the the player effects the map with space
|
|
|
|
if (chatmodeon || p->GetActor()->spr.extra <= 0) return;
|
|
|
|
if (ud.cashman && PlayerInput(snum, SB_OPEN))
|
|
fi.lotsofmoney(p->GetActor(), 2);
|
|
|
|
if (p->newOwner != nullptr)
|
|
{
|
|
if (abs(PlayerInputSideVel(snum)) > 0.75 || abs(PlayerInputForwardVel(snum)) > 0.75)
|
|
{
|
|
clearcameras(p);
|
|
return;
|
|
}
|
|
else if (PlayerInput(snum, SB_ESCAPE))
|
|
{
|
|
clearcameras(p);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (!(PlayerInput(snum, SB_OPEN)))
|
|
p->toggle_key_flag = 0;
|
|
|
|
else if (!p->toggle_key_flag)
|
|
{
|
|
near.hitActor = nullptr;
|
|
p->toggle_key_flag = 1;
|
|
hitscanwall = nullptr;
|
|
|
|
double dist = hitawall(p, &hitscanwall);
|
|
|
|
if (hitscanwall != nullptr)
|
|
{
|
|
if (dist < 80 && hitscanwall->overtexture() == mirrortex)
|
|
if (hitscanwall->lotag > 0 && S_CheckSoundPlaying(hitscanwall->lotag) == 0 && snum == screenpeek)
|
|
{
|
|
S_PlayActorSound(hitscanwall->lotag, pact);
|
|
return;
|
|
}
|
|
|
|
if (hitscanwall != nullptr && (hitscanwall->cstat & CSTAT_WALL_MASKED))
|
|
if (hitscanwall->lotag)
|
|
return;
|
|
}
|
|
if (p->newOwner != nullptr)
|
|
neartag(p->GetActor()->getPrevPosWithOffsetZ(), p->GetActor()->sector(), p->GetActor()->PrevAngles.Yaw, near, 80., NT_Lotag);
|
|
else
|
|
{
|
|
neartag(p->GetActor()->getPosWithOffsetZ(), p->GetActor()->sector(), p->GetActor()->PrevAngles.Yaw, near, 80., NT_Lotag);
|
|
if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
|
|
neartag(p->GetActor()->getPosWithOffsetZ().plusZ(8), p->GetActor()->sector(), p->GetActor()->PrevAngles.Yaw, near, 80., NT_Lotag);
|
|
if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
|
|
neartag(p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector(), p->GetActor()->PrevAngles.Yaw, near, 80., NT_Lotag);
|
|
if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
|
|
{
|
|
neartag(p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector(), p->GetActor()->PrevAngles.Yaw, near, 80., NT_Lotag | NT_Hitag);
|
|
if (near.actor() != nullptr)
|
|
{
|
|
if (actorflag(near.actor(), SFLAG2_TRIGGERRESPAWN))
|
|
return;
|
|
}
|
|
|
|
near.clearObj();
|
|
}
|
|
}
|
|
|
|
if (p->newOwner == nullptr && near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
|
|
if (isanunderoperator(p->GetActor()->sector()->lotag))
|
|
near.hitSector = p->GetActor()->sector();
|
|
|
|
if (near.hitSector && (near.hitSector->lotag & 16384))
|
|
return;
|
|
|
|
if (near.actor() == nullptr && near.hitWall == nullptr)
|
|
if (p->cursector->lotag == 2)
|
|
{
|
|
DDukeActor* hit;
|
|
dist = hitasprite(p->GetActor(), &hit);
|
|
if (hit) near.hitActor = hit;
|
|
if (dist > 80) near.hitActor = nullptr;
|
|
|
|
}
|
|
|
|
auto const neartagsprite = near.actor();
|
|
if (neartagsprite != nullptr)
|
|
{
|
|
if (fi.checkhitswitch(snum, nullptr, neartagsprite)) return;
|
|
|
|
if (CallOnUse(neartagsprite, p))
|
|
return;
|
|
}
|
|
|
|
if (!PlayerInput(snum, SB_OPEN)) return;
|
|
else if (p->newOwner != nullptr)
|
|
{
|
|
clearcameras(p);
|
|
return;
|
|
}
|
|
|
|
if (near.hitWall == nullptr && near.hitSector == nullptr && near.actor() == nullptr)
|
|
if (hits(p->GetActor()) < 32)
|
|
{
|
|
if ((krand() & 255) < 16)
|
|
S_PlayActorSound(DUKE_SEARCH2, pact);
|
|
else S_PlayActorSound(DUKE_SEARCH, pact);
|
|
return;
|
|
}
|
|
|
|
if (near.hitWall)
|
|
{
|
|
if (near.hitWall->lotag > 0 && isadoorwall(near.hitWall->walltexture()))
|
|
{
|
|
if (hitscanwall == near.hitWall || hitscanwall == nullptr)
|
|
fi.checkhitswitch(snum, near.hitWall, nullptr);
|
|
return;
|
|
}
|
|
else if (p->newOwner != nullptr)
|
|
{
|
|
clearcameras(p);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (near.hitSector && (near.hitSector->lotag & 16384) == 0 && isanearoperator(near.hitSector->lotag))
|
|
{
|
|
DukeSectIterator it(near.hitSector);
|
|
while (auto act = it.Next())
|
|
{
|
|
if (isactivator(act) || ismasterswitch(act))
|
|
return;
|
|
}
|
|
operatesectors(near.hitSector, p->GetActor());
|
|
}
|
|
else if ((p->GetActor()->sector()->lotag & 16384) == 0)
|
|
{
|
|
if (isanunderoperator(p->GetActor()->sector()->lotag))
|
|
{
|
|
DukeSectIterator it(p->GetActor()->sector());
|
|
while (auto act = it.Next())
|
|
{
|
|
if (isactivator(act) || ismasterswitch(act)) return;
|
|
}
|
|
operatesectors(p->GetActor()->sector(), p->GetActor());
|
|
}
|
|
else fi.checkhitswitch(snum, near.hitWall, nullptr);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
END_DUKE_NS
|