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https://github.com/ZDoom/Raze.git
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1262 lines
28 KiB
C++
1262 lines
28 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 <utility>
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#include "ns.h"
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#include "global.h"
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#include "game.h"
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#include "sounds.h"
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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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short EGS(short whatsect, int s_x, int s_y, int s_z, short s_pn, signed char s_s, signed char s_xr, signed char s_yr, short s_a, short s_ve, int s_zv, short s_ow, signed char s_ss)
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{
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int i;
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spritetype* s;
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if (isRRRA() && s_ow < 0)
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return 0;
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i = insertsprite(whatsect, s_ss);
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if (i < 0)
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I_Error(" Too many sprites spawned.");
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hittype[i].bposx = s_x;
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hittype[i].bposy = s_y;
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hittype[i].bposz = s_z;
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s = &sprite[i];
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s->x = s_x;
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s->y = s_y;
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s->z = s_z;
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s->cstat = 0;
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s->picnum = s_pn;
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s->shade = s_s;
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s->xrepeat = s_xr;
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s->yrepeat = s_yr;
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s->pal = 0;
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s->ang = s_a;
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s->xvel = s_ve;
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s->zvel = s_zv;
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s->owner = s_ow;
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s->xoffset = 0;
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s->yoffset = 0;
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s->yvel = 0;
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s->clipdist = 0;
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s->pal = 0;
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s->lotag = 0;
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hittype[i].picnum = sprite[s_ow].picnum;
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hittype[i].lastvx = 0;
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hittype[i].lastvy = 0;
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hittype[i].timetosleep = 0;
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hittype[i].actorstayput = -1;
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hittype[i].extra = -1;
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hittype[i].owner = s_ow;
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hittype[i].cgg = 0;
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hittype[i].movflag = 0;
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hittype[i].tempang = 0;
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hittype[i].dispicnum = 0;
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hittype[i].floorz = hittype[s_ow].floorz;
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hittype[i].ceilingz = hittype[s_ow].ceilingz;
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memset(hittype[i].temp_data, 0, sizeof(hittype[i].temp_data));
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if (actorinfo[s_pn].scriptaddress)
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{
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auto sa = &ScriptCode[actorinfo[s_pn].scriptaddress];
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s->extra = sa[0];
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hittype[i].temp_data[4] = sa[1];
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hittype[i].temp_data[1] = sa[2];
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s->hitag = sa[3];
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}
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else
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{
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s->extra = 0;
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s->hitag = 0;
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}
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if (show2dsector[s->sectnum]) show2dsprite[i >> 3] |= (1 << (i & 7));
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else show2dsprite[i >> 3] &= ~(1 << (i & 7));
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spriteext[i] = {};
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spritesmooth[i] = {};
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return(i);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int initspriteforspawn(int j, int pn, const std::initializer_list<int> &excludes)
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{
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int i;
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spritetype* sp;
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int* t;
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if (j >= 0)
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{
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i = EGS(sprite[j].sectnum, sprite[j].x, sprite[j].y, sprite[j].z, pn, 0, 0, 0, 0, 0, 0, j, 0);
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hittype[i].picnum = sprite[j].picnum;
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sp = &sprite[i];
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t = hittype[i].temp_data;
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}
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else
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{
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i = pn;
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sp = &sprite[i];
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t = hittype[i].temp_data;
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hittype[i].picnum = sp->picnum;
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hittype[i].timetosleep = 0;
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hittype[i].extra = -1;
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hittype[i].bposx = sp->x;
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hittype[i].bposy = sp->y;
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hittype[i].bposz = sp->z;
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sp->owner = hittype[i].owner = i;
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hittype[i].cgg = 0;
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hittype[i].movflag = 0;
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hittype[i].tempang = 0;
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hittype[i].dispicnum = 0;
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hittype[i].floorz = sector[sp->sectnum].floorz;
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hittype[i].ceilingz = sector[sp->sectnum].ceilingz;
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hittype[i].lastvx = 0;
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hittype[i].lastvy = 0;
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hittype[i].actorstayput = -1;
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t[0] = t[1] = t[2] = t[3] = t[4] = t[5] = 0;
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if (sp->cstat & 48)
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if (!isIn(sp->picnum, excludes) && (sp->cstat & 48))
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{
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if (sp->shade == 127) return i;
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if (wallswitchcheck(i) && (sp->cstat & 16))
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{
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if (sp->picnum != TILE_ACCESSSWITCH && sp->picnum != TILE_ACCESSSWITCH2 && sprite[i].pal)
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{
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if ((ud.multimode < 2) || (ud.multimode > 1 && ud.coop == 1))
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{
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sprite[i].xrepeat = sprite[i].yrepeat = 0;
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sprite[i].cstat = sp->lotag = sp->hitag = 0;
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return i;
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}
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}
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sp->cstat |= 257;
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if (sprite[i].pal && sp->picnum != TILE_ACCESSSWITCH && sp->picnum != TILE_ACCESSSWITCH2)
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sprite[i].pal = 0;
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return i;
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}
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if (sp->hitag)
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{
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changespritestat(i, 12);
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sp->cstat |= 257;
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sp->extra = impact_damage;
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return i;
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}
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}
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int s = sp->picnum;
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if (sp->cstat & 1) sp->cstat |= 256;
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if (actorinfo[s].scriptaddress)
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{
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sp->extra = ScriptCode[actorinfo[s].scriptaddress];
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t[4] = ScriptCode[actorinfo[s].scriptaddress+1];
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t[1] = ScriptCode[actorinfo[s].scriptaddress+2];
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int s3 = ScriptCode[actorinfo[s].scriptaddress+3];
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if (s3 && sp->hitag == 0)
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sp->hitag = s3;
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}
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else t[1] = t[4] = 0;
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}
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return i | 0x1000000;
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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 spawninitdefault(int j, int i)
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{
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auto sp = &sprite[i];
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auto sect = sp->sectnum;
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auto t = hittype[i].temp_data;
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if (actorinfo[sp->picnum].scriptaddress)
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{
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if (j == -1 && sp->lotag > ud.player_skill)
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{
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// make it go away...
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sp->xrepeat = sp->yrepeat = 0;
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changespritestat(i, STAT_MISC);
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return;
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}
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// Init the size
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if (sp->xrepeat == 0 || sp->yrepeat == 0)
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sp->xrepeat = sp->yrepeat = 1;
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if (actorflag(i, SFLAG_BADGUY))
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{
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if (ud.monsters_off == 1)
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{
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sp->xrepeat = sp->yrepeat = 0;
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changespritestat(i, STAT_MISC);
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return;
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}
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makeitfall(i);
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if (actorflag(i, SFLAG_BADGUYSTAYPUT))
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hittype[i].actorstayput = sp->sectnum;
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if (!isRR() || actorflag(i, SFLAG_KILLCOUNT)) // Duke is just like Doom - Bad guys always count as kill.
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ps[myconnectindex].max_actors_killed++;
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sp->clipdist = 80;
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if (j >= 0)
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{
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if (sprite[j].picnum == RESPAWN)
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hittype[i].tempang = sprite[i].pal = sprite[j].pal;
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changespritestat(i, STAT_ACTOR);
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}
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else changespritestat(i, STAT_ZOMBIEACTOR);
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}
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else
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{
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sp->clipdist = 40;
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sp->owner = i;
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changespritestat(i, STAT_ACTOR);
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}
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hittype[i].timetosleep = 0;
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if (j >= 0)
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sp->ang = sprite[j].ang;
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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 spawntransporter(int j, int i, bool beam)
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{
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if (j == -1) return;
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auto sp = &sprite[i];
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if (beam)
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{
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sp->xrepeat = 31;
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sp->yrepeat = 1;
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sp->z = sector[sprite[j].sectnum].floorz - (40 << 8);
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}
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else
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{
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if (sprite[j].statnum == 4)
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{
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sp->xrepeat = 8;
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sp->yrepeat = 8;
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}
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else
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{
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sp->xrepeat = 48;
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sp->yrepeat = 64;
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if (sprite[j].statnum == 10 || badguy(&sprite[j]))
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sp->z -= (32 << 8);
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}
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}
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sp->shade = -127;
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sp->cstat = 128 | 2;
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sp->ang = sprite[j].ang;
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sp->xvel = 128;
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changespritestat(i, STAT_MISC);
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ssp(i, CLIPMASK0);
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setsprite(i, sp->x, sp->y, sp->z);
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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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int spawnbloodpoolpart1(int j, int i)
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{
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auto sp = &sprite[i];
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short s1 = sp->sectnum;
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updatesector(sp->x + 108, sp->y + 108, &s1);
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if (s1 >= 0 && sector[s1].floorz == sector[sp->sectnum].floorz)
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{
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updatesector(sp->x - 108, sp->y - 108, &s1);
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if (s1 >= 0 && sector[s1].floorz == sector[sp->sectnum].floorz)
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{
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updatesector(sp->x + 108, sp->y - 108, &s1);
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if (s1 >= 0 && sector[s1].floorz == sector[sp->sectnum].floorz)
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{
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updatesector(sp->x - 108, sp->y + 108, &s1);
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if (s1 >= 0 && sector[s1].floorz != sector[sp->sectnum].floorz)
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{
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sp->xrepeat = sp->yrepeat = 0; changespritestat(i, STAT_MISC); return true;
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}
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}
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else { sp->xrepeat = sp->yrepeat = 0; changespritestat(i, STAT_MISC); return true; }
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}
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else { sp->xrepeat = sp->yrepeat = 0; changespritestat(i, STAT_MISC); return true; }
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}
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else { sp->xrepeat = sp->yrepeat = 0; changespritestat(i, STAT_MISC); return true; }
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if (sector[sp->sectnum].lotag == 1)
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{
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changespritestat(i, STAT_MISC);
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return true;
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}
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return false;
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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 initfootprint(int j, int i)
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{
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auto sp = &sprite[i];
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int sect = sp->sectnum;
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if (j >= 0)
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{
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short s1;
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s1 = sp->sectnum;
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updatesector(sp->x + 84, sp->y + 84, &s1);
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if (s1 >= 0 && sector[s1].floorz == sector[sp->sectnum].floorz)
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{
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updatesector(sp->x - 84, sp->y - 84, &s1);
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if (s1 >= 0 && sector[s1].floorz == sector[sp->sectnum].floorz)
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{
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updatesector(sp->x + 84, sp->y - 84, &s1);
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if (s1 >= 0 && sector[s1].floorz == sector[sp->sectnum].floorz)
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{
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updatesector(sp->x - 84, sp->y + 84, &s1);
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if (s1 >= 0 && sector[s1].floorz != sector[sp->sectnum].floorz)
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{
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sp->xrepeat = sp->yrepeat = 0; changespritestat(i, STAT_MISC); return;
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}
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}
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else { sp->xrepeat = sp->yrepeat = 0; return; }
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}
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else { sp->xrepeat = sp->yrepeat = 0; return; }
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}
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else { sp->xrepeat = sp->yrepeat = 0; return; }
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sp->cstat = 32 + ((ps[sprite[j].yvel].footprintcount & 1) << 2);
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sp->ang = sprite[j].ang;
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}
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sp->z = sector[sect].floorz;
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if (sector[sect].lotag != 1 && sector[sect].lotag != 2)
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sp->xrepeat = sp->yrepeat = 32;
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insertspriteq(i);
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changespritestat(i, STAT_MISC);
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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 initshell(int j, int i, bool isshell)
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{
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auto sp = &sprite[i];
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int sect = sp->sectnum;
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auto t = hittype[i].temp_data;
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if (j >= 0)
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{
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short snum, a;
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if (sprite[j].picnum == TILE_APLAYER)
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{
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snum = sprite[j].yvel;
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a = ps[snum].getang() - (krand() & 63) + 8; //Fine tune
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t[0] = krand() & 1;
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sp->z = (3 << 8) + ps[snum].pyoff + ps[snum].posz - ((ps[snum].q16horizoff + ps[snum].q16horiz - (100 << FRACBITS)) >> (FRACBITS - 4)) + (!isshell ? (3 << 8) : 0);
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sp->zvel = -(krand() & 255);
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}
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else
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{
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a = sp->ang;
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sp->z = sprite[j].z - PHEIGHT + (3 << 8);
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}
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sp->x = sprite[j].x + (sintable[(a + 512) & 2047] >> 7);
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sp->y = sprite[j].y + (sintable[a & 2047] >> 7);
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sp->shade = -8;
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if (isNamWW2GI())
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{
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// to the right, with feeling
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sp->ang = a + 512;
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sp->xvel = 30;
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}
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else
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{
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sp->ang = a - 512;
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sp->xvel = 20;
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}
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sp->xrepeat = sp->yrepeat = isRR() && isshell? 2 : 4;
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changespritestat(i, STAT_MISC);
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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 initcrane(int j, int i, int CRANEPOLE)
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{
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auto sp = &sprite[i];
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int sect = sp->sectnum;
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auto t = hittype[i].temp_data;
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sp->cstat |= 64 | 257;
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sp->picnum += 2;
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sp->z = sector[sect].ceilingz + (48 << 8);
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t[4] = tempwallptr;
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msx[tempwallptr] = sp->x;
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msy[tempwallptr] = sp->y;
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msx[tempwallptr + 2] = sp->z;
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int s = headspritestat[0];
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while (s >= 0)
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{
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if (sprite[s].picnum == CRANEPOLE && sp->hitag == (sprite[s].hitag))
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{
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msy[tempwallptr + 2] = s;
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t[1] = sprite[s].sectnum;
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sprite[s].xrepeat = 48;
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sprite[s].yrepeat = 128;
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msx[tempwallptr + 1] = sprite[s].x;
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msy[tempwallptr + 1] = sprite[s].y;
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sprite[s].x = sp->x;
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sprite[s].y = sp->y;
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sprite[s].z = sp->z;
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sprite[s].shade = sp->shade;
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setsprite(s, sprite[s].x, sprite[s].y, sprite[s].z);
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break;
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}
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s = nextspritestat[s];
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}
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tempwallptr += 3;
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sp->owner = -1;
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sp->extra = 8;
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changespritestat(i, 6);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void initwaterdrip(int j, int i)
|
|
{
|
|
auto sp = &sprite[i];
|
|
int sect = sp->sectnum;
|
|
auto t = hittype[i].temp_data;
|
|
if (j >= 0 && sprite[j].statnum == 10 || sprite[j].statnum == 1)
|
|
{
|
|
sp->shade = 32;
|
|
if (sprite[j].pal != 1)
|
|
{
|
|
sp->pal = 2;
|
|
sp->z -= (18 << 8);
|
|
}
|
|
else sp->z -= (13 << 8);
|
|
sp->ang = getangle(ps[connecthead].posx - sp->x, ps[connecthead].posy - sp->y);
|
|
sp->xvel = 48 - (krand() & 31);
|
|
ssp(i, CLIPMASK0);
|
|
}
|
|
else if (j == -1)
|
|
{
|
|
sp->z += (4 << 8);
|
|
t[0] = sp->z;
|
|
if (!isRR()) t[1] = krand() & 127;
|
|
}
|
|
sp->xrepeat = 24;
|
|
sp->yrepeat = 24;
|
|
changespritestat(i, 6);
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int initreactor(int j, int i, bool isrecon)
|
|
{
|
|
auto sp = &sprite[i];
|
|
int sect = sp->sectnum;
|
|
auto t = hittype[i].temp_data;
|
|
if (isrecon)
|
|
{
|
|
if (sp->lotag > ud.player_skill)
|
|
{
|
|
sp->xrepeat = sp->yrepeat = 0;
|
|
changespritestat(i, 5);
|
|
return true;
|
|
}
|
|
if (!isRR() || actorflag(i, SFLAG_KILLCOUNT)) // Duke is just like Doom - Bad guys always count as kill.
|
|
ps[myconnectindex].max_actors_killed++;
|
|
hittype[i].temp_data[5] = 0;
|
|
if (ud.monsters_off == 1)
|
|
{
|
|
sp->xrepeat = sp->yrepeat = 0;
|
|
changespritestat(i, 5);
|
|
return false;
|
|
}
|
|
sp->extra = 130;
|
|
}
|
|
else
|
|
sp->extra = impact_damage;
|
|
|
|
sp->cstat |= 257; // Make it hitable
|
|
|
|
if (ud.multimode < 2 && sp->pal != 0)
|
|
{
|
|
sp->xrepeat = sp->yrepeat = 0;
|
|
changespritestat(i, 5);
|
|
return false;
|
|
}
|
|
sp->pal = 0;
|
|
sp->shade = -17;
|
|
|
|
changespritestat(i, 2);
|
|
return false;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void spawneffector(int i)
|
|
{
|
|
auto sp = &sprite[i];
|
|
int sect = sp->sectnum;
|
|
auto t = hittype[i].temp_data;
|
|
int j, startwall, endwall, x, y, d, s, clostest;
|
|
|
|
sp->yvel = sector[sect].extra;
|
|
sp->cstat |= 32768;
|
|
sp->xrepeat = sp->yrepeat = 0;
|
|
|
|
switch (sp->lotag)
|
|
{
|
|
case 28:
|
|
if (!isRR()) t[5] = 65;// Delay for lightning
|
|
break;
|
|
case 7: // Transporters!!!!
|
|
case 23:// XPTR END
|
|
if (sp->lotag != 23)
|
|
{
|
|
for (j = 0; j < MAXSPRITES; j++)
|
|
if (sprite[j].statnum < MAXSTATUS && sprite[j].picnum == SECTOREFFECTOR && (sprite[j].lotag == 7 || sprite[j].lotag == 23) && i != j && sprite[j].hitag == sp->hitag)
|
|
{
|
|
sp->owner = j;
|
|
break;
|
|
}
|
|
}
|
|
else sp->owner = i;
|
|
|
|
t[4] = sector[sect].floorz == sp->z;
|
|
sp->cstat = 0;
|
|
changespritestat(i, 9);
|
|
return;
|
|
case 1:
|
|
sp->owner = -1;
|
|
t[0] = 1;
|
|
break;
|
|
case 18:
|
|
|
|
if (sp->ang == 512)
|
|
{
|
|
t[1] = sector[sect].ceilingz;
|
|
if (sp->pal)
|
|
sector[sect].ceilingz = sp->z;
|
|
}
|
|
else
|
|
{
|
|
t[1] = sector[sect].floorz;
|
|
if (sp->pal)
|
|
sector[sect].floorz = sp->z;
|
|
}
|
|
|
|
sp->hitag <<= 2;
|
|
break;
|
|
|
|
case 19:
|
|
sp->owner = -1;
|
|
break;
|
|
case 25: // Pistons
|
|
if (!isRR())
|
|
{
|
|
t[3] = sector[sect].ceilingz;
|
|
t[4] = 1;
|
|
}
|
|
else
|
|
t[4] = sector[sect].ceilingz;
|
|
|
|
sector[sect].ceilingz = sp->z;
|
|
setinterpolation(§or[sect].ceilingz);
|
|
break;
|
|
case 35:
|
|
sector[sect].ceilingz = sp->z;
|
|
break;
|
|
case 27:
|
|
if (ud.recstat == 1)
|
|
{
|
|
sp->xrepeat = sp->yrepeat = 64;
|
|
sp->cstat &= 32767;
|
|
}
|
|
break;
|
|
case 47:
|
|
case 48:
|
|
if (!isRRRA()) break;
|
|
case 12:
|
|
|
|
t[1] = sector[sect].floorshade;
|
|
t[2] = sector[sect].ceilingshade;
|
|
break;
|
|
|
|
case 13:
|
|
|
|
t[0] = sector[sect].ceilingz;
|
|
t[1] = sector[sect].floorz;
|
|
|
|
if (abs(t[0] - sp->z) < abs(t[1] - sp->z))
|
|
sp->owner = 1;
|
|
else sp->owner = 0;
|
|
|
|
if (sp->ang == 512)
|
|
{
|
|
if (sp->owner)
|
|
sector[sect].ceilingz = sp->z;
|
|
else
|
|
sector[sect].floorz = sp->z;
|
|
}
|
|
else
|
|
sector[sect].ceilingz = sector[sect].floorz = sp->z;
|
|
|
|
if (sector[sect].ceilingstat & 1)
|
|
{
|
|
sector[sect].ceilingstat ^= 1;
|
|
t[3] = 1;
|
|
|
|
if (!sp->owner && sp->ang == 512)
|
|
{
|
|
sector[sect].ceilingstat ^= 1;
|
|
t[3] = 0;
|
|
}
|
|
|
|
sector[sect].ceilingshade =
|
|
sector[sect].floorshade;
|
|
|
|
if (sp->ang == 512)
|
|
{
|
|
startwall = sector[sect].wallptr;
|
|
endwall = startwall + sector[sect].wallnum;
|
|
for (j = startwall; j < endwall; j++)
|
|
{
|
|
int x = wall[j].nextsector;
|
|
if (x >= 0)
|
|
if (!(sector[x].ceilingstat & 1))
|
|
{
|
|
sector[sect].ceilingpicnum =
|
|
sector[x].ceilingpicnum;
|
|
sector[sect].ceilingshade =
|
|
sector[x].ceilingshade;
|
|
break; //Leave earily
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case 17:
|
|
|
|
t[2] = sector[sect].floorz; //Stopping loc
|
|
|
|
j = nextsectorneighborz(sect, sector[sect].floorz, -1, -1);
|
|
t[3] = sector[j].ceilingz;
|
|
|
|
j = nextsectorneighborz(sect, sector[sect].ceilingz, 1, 1);
|
|
t[4] = sector[j].floorz;
|
|
|
|
if (numplayers < 2)
|
|
{
|
|
setinterpolation(§or[sect].floorz);
|
|
setinterpolation(§or[sect].ceilingz);
|
|
}
|
|
|
|
break;
|
|
|
|
case 24:
|
|
sp->yvel <<= 1;
|
|
case 36:
|
|
break;
|
|
|
|
case 20:
|
|
{
|
|
int q;
|
|
|
|
startwall = sector[sect].wallptr;
|
|
endwall = startwall + sector[sect].wallnum;
|
|
|
|
//find the two most clostest wall x's and y's
|
|
q = 0x7fffffff;
|
|
|
|
for (s = startwall; s < endwall; s++)
|
|
{
|
|
x = wall[s].x;
|
|
y = wall[s].y;
|
|
|
|
d = FindDistance2D(sp->x - x, sp->y - y);
|
|
if (d < q)
|
|
{
|
|
q = d;
|
|
clostest = s;
|
|
}
|
|
}
|
|
|
|
t[1] = clostest;
|
|
|
|
q = 0x7fffffff;
|
|
|
|
for (s = startwall; s < endwall; s++)
|
|
{
|
|
x = wall[s].x;
|
|
y = wall[s].y;
|
|
|
|
d = FindDistance2D(sp->x - x, sp->y - y);
|
|
if (d < q && s != t[1])
|
|
{
|
|
q = d;
|
|
clostest = s;
|
|
}
|
|
}
|
|
|
|
t[2] = clostest;
|
|
break;
|
|
}
|
|
|
|
|
|
case 3:
|
|
|
|
t[3] = sector[sect].floorshade;
|
|
|
|
sector[sect].floorshade = sp->shade;
|
|
sector[sect].ceilingshade = sp->shade;
|
|
|
|
sp->owner = sector[sect].ceilingpal << 8;
|
|
sp->owner |= sector[sect].floorpal;
|
|
|
|
//fix all the walls;
|
|
|
|
startwall = sector[sect].wallptr;
|
|
endwall = startwall + sector[sect].wallnum;
|
|
|
|
for (s = startwall; s < endwall; s++)
|
|
{
|
|
if (!(wall[s].hitag & 1))
|
|
wall[s].shade = sp->shade;
|
|
if ((wall[s].cstat & 2) && wall[s].nextwall >= 0)
|
|
wall[wall[s].nextwall].shade = sp->shade;
|
|
}
|
|
break;
|
|
|
|
case 31:
|
|
t[1] = sector[sect].floorz;
|
|
// t[2] = sp->hitag;
|
|
if (sp->ang != 1536) sector[sect].floorz = sp->z;
|
|
|
|
startwall = sector[sect].wallptr;
|
|
endwall = startwall + sector[sect].wallnum;
|
|
|
|
for (s = startwall; s < endwall; s++)
|
|
if (wall[s].hitag == 0) wall[s].hitag = 9999;
|
|
|
|
setinterpolation(§or[sect].floorz);
|
|
|
|
break;
|
|
case 32:
|
|
t[1] = sector[sect].ceilingz;
|
|
t[2] = sp->hitag;
|
|
if (sp->ang != 1536) sector[sect].ceilingz = sp->z;
|
|
|
|
startwall = sector[sect].wallptr;
|
|
endwall = startwall + sector[sect].wallnum;
|
|
|
|
for (s = startwall; s < endwall; s++)
|
|
if (wall[s].hitag == 0) wall[s].hitag = 9999;
|
|
|
|
setinterpolation(§or[sect].ceilingz);
|
|
|
|
break;
|
|
|
|
case 4: //Flashing lights
|
|
|
|
t[2] = sector[sect].floorshade;
|
|
|
|
startwall = sector[sect].wallptr;
|
|
endwall = startwall + sector[sect].wallnum;
|
|
|
|
sp->owner = sector[sect].ceilingpal << 8;
|
|
sp->owner |= sector[sect].floorpal;
|
|
|
|
for (s = startwall; s < endwall; s++)
|
|
if (wall[s].shade > t[3])
|
|
t[3] = wall[s].shade;
|
|
|
|
break;
|
|
|
|
case 9:
|
|
if (sector[sect].lotag &&
|
|
labs(sector[sect].ceilingz - sp->z) > 1024)
|
|
sector[sect].lotag |= 32768; //If its open
|
|
case 8:
|
|
//First, get the ceiling-floor shade
|
|
|
|
t[0] = sector[sect].floorshade;
|
|
t[1] = sector[sect].ceilingshade;
|
|
|
|
startwall = sector[sect].wallptr;
|
|
endwall = startwall + sector[sect].wallnum;
|
|
|
|
for (s = startwall; s < endwall; s++)
|
|
if (wall[s].shade > t[2])
|
|
t[2] = wall[s].shade;
|
|
|
|
t[3] = 1; //Take Out;
|
|
|
|
break;
|
|
|
|
case 88:
|
|
//First, get the ceiling-floor shade
|
|
if (!isRR()) break;
|
|
|
|
t[0] = sector[sect].floorshade;
|
|
t[1] = sector[sect].ceilingshade;
|
|
|
|
startwall = sector[sect].wallptr;
|
|
endwall = startwall + sector[sect].wallnum;
|
|
|
|
for (s = startwall; s < endwall; s++)
|
|
if (wall[s].shade > t[2])
|
|
t[2] = wall[s].shade;
|
|
|
|
t[3] = 1; //Take Out;
|
|
break;
|
|
|
|
case 11://Pivitor rotater
|
|
if (sp->ang > 1024) t[3] = 2;
|
|
else t[3] = -2;
|
|
case 0:
|
|
case 2://Earthquakemakers
|
|
case 5://Boss Creature
|
|
case 6://Subway
|
|
case 14://Caboos
|
|
case 15://Subwaytype sliding door
|
|
case 16://That rotating blocker reactor thing
|
|
case 26://ESCELATOR
|
|
case 30://No rotational subways
|
|
|
|
if (sp->lotag == 0)
|
|
{
|
|
if (sector[sect].lotag == 30)
|
|
{
|
|
if (sp->pal) sprite[i].clipdist = 1;
|
|
else sprite[i].clipdist = 0;
|
|
t[3] = sector[sect].floorz;
|
|
sector[sect].hitag = i;
|
|
}
|
|
|
|
for (j = 0; j < MAXSPRITES; j++)
|
|
{
|
|
if (sprite[j].statnum < MAXSTATUS)
|
|
if (sprite[j].picnum == SECTOREFFECTOR &&
|
|
sprite[j].lotag == 1 &&
|
|
sprite[j].hitag == sp->hitag)
|
|
{
|
|
if (sp->ang == 512)
|
|
{
|
|
sp->x = sprite[j].x;
|
|
sp->y = sprite[j].y;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
if (j == MAXSPRITES)
|
|
{
|
|
I_Error("Found lonely Sector Effector (lotag 0) at (%ld,%ld)\n", sp->x, sp->y);
|
|
}
|
|
sp->owner = j;
|
|
}
|
|
|
|
startwall = sector[sect].wallptr;
|
|
endwall = startwall + sector[sect].wallnum;
|
|
|
|
t[1] = tempwallptr;
|
|
for (s = startwall; s < endwall; s++)
|
|
{
|
|
msx[tempwallptr] = wall[s].x - sp->x;
|
|
msy[tempwallptr] = wall[s].y - sp->y;
|
|
tempwallptr++;
|
|
if (tempwallptr > 2047)
|
|
{
|
|
I_Error("Too many moving sectors at (%ld,%ld).\n", wall[s].x, wall[s].y);
|
|
}
|
|
}
|
|
if (sp->lotag == 30 || sp->lotag == 6 || sp->lotag == 14 || sp->lotag == 5)
|
|
{
|
|
|
|
startwall = sector[sect].wallptr;
|
|
endwall = startwall + sector[sect].wallnum;
|
|
|
|
if (sector[sect].hitag == -1)
|
|
sp->extra = 0;
|
|
else sp->extra = 1;
|
|
|
|
sector[sect].hitag = i;
|
|
|
|
j = 0;
|
|
|
|
for (s = startwall; s < endwall; s++)
|
|
{
|
|
if (wall[s].nextsector >= 0 &&
|
|
sector[wall[s].nextsector].hitag == 0 &&
|
|
(sector[wall[s].nextsector].lotag < 3 || (isRRRA() && sector[wall[s].nextsector].lotag == 160)))
|
|
{
|
|
s = wall[s].nextsector;
|
|
j = 1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (j == 0)
|
|
{
|
|
I_Error("Subway found no zero'd sectors with locators\nat (%ld,%ld).\n", sp->x, sp->y);
|
|
}
|
|
|
|
sp->owner = -1;
|
|
t[0] = s;
|
|
|
|
if (sp->lotag != 30)
|
|
t[3] = sp->hitag;
|
|
}
|
|
|
|
else if (sp->lotag == 16)
|
|
t[3] = sector[sect].ceilingz;
|
|
|
|
else if (sp->lotag == 26)
|
|
{
|
|
t[3] = sp->x;
|
|
t[4] = sp->y;
|
|
if (sp->shade == sector[sect].floorshade) //UP
|
|
sp->zvel = -256;
|
|
else
|
|
sp->zvel = 256;
|
|
|
|
sp->shade = 0;
|
|
}
|
|
else if (sp->lotag == 2)
|
|
{
|
|
t[5] = sector[sp->sectnum].floorheinum;
|
|
sector[sp->sectnum].floorheinum = 0;
|
|
}
|
|
}
|
|
|
|
switch (sp->lotag)
|
|
{
|
|
case 6:
|
|
case 14:
|
|
j = callsound(sect, i);
|
|
if (j == -1)
|
|
{
|
|
if (!isRR()) j = SUBWAY; // Duke
|
|
else if (sector[sp->sectnum].floorpal == 7) j = 456;
|
|
else j = 75;
|
|
}
|
|
hittype[i].lastvx = j;
|
|
case 30:
|
|
if (numplayers > 1) break;
|
|
case 0:
|
|
case 1:
|
|
case 5:
|
|
case 11:
|
|
case 15:
|
|
case 16:
|
|
case 26:
|
|
setsectinterpolate(i);
|
|
break;
|
|
}
|
|
|
|
if ((!isRR() && sprite[i].lotag >= 40 && sprite[i].lotag <= 45) ||
|
|
(isRRRA() && sprite[i].lotag >= 150 && sprite[i].lotag <= 155))
|
|
changespritestat(i, STAT_RAROR);
|
|
else
|
|
changespritestat(i, STAT_EFFECTOR);
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void vglass(int x, int y, int a, int wn, int n)
|
|
{
|
|
int z, zincs;
|
|
int sect;
|
|
|
|
sect = wall[wn].nextsector;
|
|
if (sect == -1) return;
|
|
zincs = (sector[sect].floorz - sector[sect].ceilingz) / n;
|
|
|
|
for (z = sector[sect].ceilingz; z < sector[sect].floorz; z += zincs)
|
|
EGS(sect, x, y, z - (krand() & 8191), TILE_GLASSPIECES + (z & (krand() % 3)), -32, 36, 36, a + 128 - (krand() & 255), 16 + (krand() & 31), 0, -1, 5);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void lotsofglass(int i, int wallnum, int n)
|
|
{
|
|
int j, xv, yv, z, x1, y1, a;
|
|
short sect;
|
|
auto sp = &sprite[i];
|
|
|
|
sect = -1;
|
|
|
|
if (wallnum < 0)
|
|
{
|
|
for (j = n - 1; j >= 0; j--)
|
|
{
|
|
a = sp->ang - 256 + (krand() & 511) + 1024;
|
|
EGS(sp->sectnum, sp->x, sp->y, sp->z, TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, 32 + (krand() & 63), 1024 - (krand() & 1023), i, 5);
|
|
}
|
|
return;
|
|
}
|
|
|
|
j = n + 1;
|
|
|
|
x1 = wall[wallnum].x;
|
|
y1 = wall[wallnum].y;
|
|
|
|
xv = wall[wall[wallnum].point2].x - x1;
|
|
yv = wall[wall[wallnum].point2].y - y1;
|
|
|
|
x1 -= sgn(yv);
|
|
y1 += sgn(xv);
|
|
|
|
xv /= j;
|
|
yv /= j;
|
|
|
|
for (j = n; j > 0; j--)
|
|
{
|
|
x1 += xv;
|
|
y1 += yv;
|
|
|
|
updatesector(x1, y1, §);
|
|
if (sect >= 0)
|
|
{
|
|
z = sector[sect].floorz - (krand() & (abs(sector[sect].ceilingz - sector[sect].floorz)));
|
|
if (z < -(32 << 8) || z >(32 << 8))
|
|
z = sp->z - (32 << 8) + (krand() & ((64 << 8) - 1));
|
|
a = sp->ang - 1024;
|
|
EGS(sp->sectnum, x1, y1, z, TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, 32 + (krand() & 63), -(krand() & 1023), i, 5);
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void spriteglass(int i, int n)
|
|
{
|
|
int j, k, a, z;
|
|
auto sp = &sprite[i];
|
|
|
|
for (j = n; j > 0; j--)
|
|
{
|
|
a = krand() & 2047;
|
|
z = sp->z - ((krand() & 16) << 8);
|
|
k = EGS(sp->sectnum, sp->x, sp->y, z, TILE_GLASSPIECES + (j % 3), krand() & 15, 36, 36, a, 32 + (krand() & 63), -512 - (krand() & 2047), i, 5);
|
|
sprite[k].pal = sprite[i].pal;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void ceilingglass(int i, int sectnum, int n)
|
|
{
|
|
int j, xv, yv, z, x1, y1;
|
|
int a, s, startwall, endwall;
|
|
auto sp = &sprite[i];
|
|
|
|
startwall = sector[sectnum].wallptr;
|
|
endwall = startwall + sector[sectnum].wallnum;
|
|
|
|
for (s = startwall; s < (endwall - 1); s++)
|
|
{
|
|
x1 = wall[s].x;
|
|
y1 = wall[s].y;
|
|
|
|
xv = (wall[s + 1].x - x1) / (n + 1);
|
|
yv = (wall[s + 1].y - y1) / (n + 1);
|
|
|
|
for (j = n; j > 0; j--)
|
|
{
|
|
x1 += xv;
|
|
y1 += yv;
|
|
a = krand() & 2047;
|
|
z = sector[sectnum].ceilingz + ((krand() & 15) << 8);
|
|
EGS(sectnum, x1, y1, z, TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, (krand() & 31), 0, i, 5);
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void lotsofcolourglass(int i, int wallnum, int n)
|
|
{
|
|
int j, xv, yv, z, x1, y1;
|
|
short sect = -1;
|
|
int a, k;
|
|
auto sp = &sprite[i];
|
|
|
|
if (wallnum < 0)
|
|
{
|
|
for (j = n - 1; j >= 0; j--)
|
|
{
|
|
a = krand() & 2047;
|
|
k = EGS(sp->sectnum, sp->x, sp->y, sp->z - (krand() & (63 << 8)), TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, 32 + (krand() & 63), 1024 - (krand() & 2047), i, 5);
|
|
sprite[k].pal = krand() & 15;
|
|
}
|
|
return;
|
|
}
|
|
|
|
j = n + 1;
|
|
x1 = wall[wallnum].x;
|
|
y1 = wall[wallnum].y;
|
|
|
|
xv = (wall[wall[wallnum].point2].x - wall[wallnum].x) / j;
|
|
yv = (wall[wall[wallnum].point2].y - wall[wallnum].y) / j;
|
|
|
|
for (j = n; j > 0; j--)
|
|
{
|
|
x1 += xv;
|
|
y1 += yv;
|
|
|
|
updatesector(x1, y1, §);
|
|
z = sector[sect].floorz - (krand() & (abs(sector[sect].ceilingz - sector[sect].floorz)));
|
|
if (z < -(32 << 8) || z >(32 << 8))
|
|
z = sp->z - (32 << 8) + (krand() & ((64 << 8) - 1));
|
|
a = sp->ang - 1024;
|
|
k = EGS(sp->sectnum, x1, y1, z, TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, 32 + (krand() & 63), -(krand() & 2047), i, 5);
|
|
sprite[k].pal = krand() & 7;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
END_DUKE_NS
|