raze/source/games/sw/src/sector.cpp
2021-12-25 21:28:49 +01:00

2907 lines
72 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "build.h"
#include "names2.h"
#include "panel.h"
#include "misc.h"
#include "tags.h"
#include "sector.h"
#include "player.h"
#include "weapon.h"
#include "jtags.h"
#include "network.h"
#include "break.h"
#include "misc.h"
#include "sprite.h"
#include "light.h"
#include "gstrings.h"
#include "secrets.h"
BEGIN_SW_NS
#define LAVASIZ 128
#define LAVALOGSIZ 7
#define LAVAMAXDROPS 32
#define DEFAULT_DOOR_SPEED 800
enum
{
SINE_FLOOR = (1 << 0),
SINE_CEILING = (1 << 1),
SINE_SLOPED = BIT(3),
};
ANIMATOR DoGrating;
void DoPlayerBeginForceJump(PLAYERp);
short FindNextSectorByTag(short sectnum, int tag);
short LevelSecrets;
bool TestVatorMatchActive(short match);
bool TestSpikeMatchActive(short match);
bool TestRotatorMatchActive(short match);
bool TestSlidorMatchActive(short match);
int PlayerCheckDeath(PLAYERp, DSWActor*);
void DoVatorOperate(PLAYERp, short);
void DoVatorMatch(PLAYERp pp, short match);
void DoRotatorOperate(PLAYERp, short);
void DoRotatorMatch(PLAYERp pp, short match, bool);
void DoSlidorOperate(PLAYERp, short);
void DoSlidorMatch(PLAYERp pp, short match, bool);
void KillMatchingCrackSprites(short match);
int DoTrapReset(short match);
int DoTrapMatch(short match);
PLAYERp GlobPlayerP;
ANIM Anim[MAXANIM];
short AnimCnt = 0;
SINE_WAVE_FLOOR SineWaveFloor[MAX_SINE_WAVE][21];
SINE_WALL SineWall[MAX_SINE_WALL][MAX_SINE_WALL_POINTS];
SPRING_BOARD SpringBoard[20];
void SetSectorWallBits(short sectnum, int bit_mask, bool set_sectwall, bool set_nextwall)
{
short wall_num, start_wall;
wall_num = start_wall = sector[sectnum].wallptr;
do
{
if (set_sectwall)
SET(wall[wall_num].extra, bit_mask);
if (set_nextwall)
{
uint16_t const nextwall = wall[wall_num].nextwall;
if (validWallIndex(nextwall))
SET(wall[nextwall].extra, bit_mask);
}
wall_num = wall[wall_num].point2;
}
while (wall_num != start_wall);
}
void WallSetupDontMove(void)
{
SPRITEp spu, spl;
WALLp wallp;
SWStatIterator it(STAT_WALL_DONT_MOVE_UPPER);
while (auto iActor = it.Next())
{
spu = &iActor->s();
SWStatIterator it1(STAT_WALL_DONT_MOVE_LOWER);
while (auto jActor = it1.Next())
{
spl = &jActor->s();
if (spu->lotag == spl->lotag)
{
for (wallp = &wall[0]; wallp < &wall[numwalls]; wallp++)
{
if (wallp->x < spl->x && wallp->x > spu->x && wallp->y < spl->y && wallp->y > spu->y)
{
SET(wallp->extra, WALLFX_DONT_MOVE);
}
}
}
}
}
}
static void WallSetupLoop(WALLp wp, int16_t lotag, int16_t extra)
{
// set first wall
{
SET(wp->extra, extra);
uint16_t const nextwall = wp->nextwall;
if (validWallIndex(nextwall))
SET(wall[nextwall].extra, extra);
}
// Travel all the way around loop setting wall bits
for (uint16_t wall_num = wp->point2;
wall[wall_num].lotag != lotag;
wall_num = wall[wall_num].point2)
{
SET(wall[wall_num].extra, extra);
uint16_t const nextwall = wall[wall_num].nextwall;
if (validWallIndex(nextwall))
SET(wall[nextwall].extra, extra);
}
}
void WallSetup(void)
{
short NextSineWall = 0;
WALLp wp;
WallSetupDontMove();
memset(SineWall, -1, sizeof(SineWall));
extern int x_min_bound, y_min_bound, x_max_bound, y_max_bound;
for (wp = &wall[0]; wp < &wall[numwalls]; wp++)
{
if (wp->picnum == FAF_PLACE_MIRROR_PIC)
wp->picnum = FAF_MIRROR_PIC;
if (wp->picnum == FAF_PLACE_MIRROR_PIC+1)
wp->picnum = FAF_MIRROR_PIC+1;
// this overwrites the lotag so it needs to be called LAST - its down there
// SetupWallForBreak(wp);
switch (wp->lotag)
{
case TAG_WALL_LOOP_DONT_SPIN:
{
WallSetupLoop(wp, TAG_WALL_LOOP_DONT_SPIN, WALLFX_LOOP_DONT_SPIN);
break;
}
case TAG_WALL_LOOP_DONT_SCALE:
{
WallSetupLoop(wp, TAG_WALL_LOOP_DONT_SCALE, WALLFX_DONT_SCALE);
wp->lotag = 0;
break;
}
case TAG_WALL_LOOP_OUTER_SECONDARY:
{
// make sure it's a red wall
if (validWallIndex(wp->nextwall))
{
WallSetupLoop(wp, TAG_WALL_LOOP_OUTER_SECONDARY, WALLFX_LOOP_OUTER | WALLFX_LOOP_OUTER_SECONDARY);
}
else
{
Printf(PRINT_HIGH, "one-sided wall %d in loop setup\n", wallnum(wp));
}
break;
}
case TAG_WALL_LOOP_OUTER:
{
// make sure it's a red wall
if (validWallIndex(wp->nextwall))
{
WallSetupLoop(wp, TAG_WALL_LOOP_OUTER, WALLFX_LOOP_OUTER);
}
else
{
Printf(PRINT_HIGH, "one-sided wall %d in loop setup\n", wallnum(wp));
}
wp->lotag = 0;
break;
}
case TAG_WALL_DONT_MOVE:
{
// set first wall
SET(wp->extra, WALLFX_DONT_MOVE);
break;
}
case TAG_WALL_LOOP_SPIN_2X:
{
WallSetupLoop(wp, TAG_WALL_LOOP_SPIN_2X, WALLFX_LOOP_SPIN_2X);
break;
}
case TAG_WALL_LOOP_SPIN_4X:
{
WallSetupLoop(wp, TAG_WALL_LOOP_SPIN_4X, WALLFX_LOOP_SPIN_4X);
break;
}
case TAG_WALL_LOOP_REVERSE_SPIN:
{
WallSetupLoop(wp, TAG_WALL_LOOP_REVERSE_SPIN, WALLFX_LOOP_REVERSE_SPIN);
break;
}
case TAG_WALL_SINE_Y_BEGIN:
case TAG_WALL_SINE_X_BEGIN:
{
short wall_num, cnt, num_points, type, tag_end;
SINE_WALLp sw;
short range = 250, speed = 3, peak = 0;
tag_end = wp->lotag + 2;
type = wp->lotag - TAG_WALL_SINE_Y_BEGIN;
// count up num_points
for (wall_num = wallnum(wp), num_points = 0;
num_points < MAX_SINE_WALL_POINTS && wall[wall_num].lotag != tag_end;
wall_num = wall[wall_num].point2, num_points++)
{
if (num_points == 0)
{
if (wall[wall_num].hitag)
range = wall[wall_num].hitag;
}
else if (num_points == 1)
{
if (wall[wall_num].hitag)
speed = wall[wall_num].hitag;
}
else if (num_points == 2)
{
if (wall[wall_num].hitag)
peak = wall[wall_num].hitag;
}
}
if (peak)
num_points = peak;
for (wall_num = wallnum(wp), cnt = 0;
cnt < MAX_SINE_WALL_POINTS && wall[wall_num].lotag != tag_end;
wall_num = wall[wall_num].point2, cnt++)
{
// set the first on up
sw = &SineWall[NextSineWall][cnt];
sw->type = type;
sw->wall = wall_num;
sw->speed_shift = speed;
sw->range = range;
// don't allow bullet holes/stars
SET(wall[wall_num].extra, WALLFX_DONT_STICK);
if (!sw->type)
sw->orig_xy = wall[wall_num].y - (sw->range >> 2);
else
sw->orig_xy = wall[wall_num].x - (sw->range >> 2);
sw->sintable_ndx = cnt * (2048 / num_points);
}
NextSineWall++;
ASSERT(NextSineWall < MAX_SINE_WALL);
}
}
// this overwrites the lotag so it needs to be called LAST
SetupWallForBreak(wp);
}
}
void SectorLiquidSet(int i)
{
auto sectp = &sector[i];
// ///////////////////////////////////
//
// CHECK for pics that mean something
//
// ///////////////////////////////////
if (sectp->floorpicnum >= 300 && sectp->floorpicnum <= 307)
{
sectp->u_defined = true;
SET(sectp->extra, SECTFX_LIQUID_WATER);
}
else if (sectp->floorpicnum >= 320 && sectp->floorpicnum <= 343)
{
sectp->u_defined = true;
SET(sectp->extra, SECTFX_LIQUID_WATER);
}
else if (sectp->floorpicnum >= 780 && sectp->floorpicnum <= 794)
{
sectp->u_defined = true;
SET(sectp->extra, SECTFX_LIQUID_WATER);
}
else if (sectp->floorpicnum >= 890 && sectp->floorpicnum <= 897)
{
sectp->u_defined = true;
SET(sectp->extra, SECTFX_LIQUID_WATER);
}
else if (sectp->floorpicnum >= 175 && sectp->floorpicnum <= 182)
{
sectp->u_defined = true;
SET(sectp->extra, SECTFX_LIQUID_LAVA);
if (!sectp->damage)
sectp->damage = 40;
}
}
void SectorSetup(void)
{
short i = 0, tag;
short NextSineWave = 0;
short ndx;
WallSetup();
for (ndx = 0; ndx < MAX_SECTOR_OBJECTS; ndx++)
{
memset(&SectorObject[ndx], -1, sizeof(SectorObject[0]));
// 0 pointers
memset(&SectorObject[ndx].sectp, 0, sizeof(SectorObject[0].sectp));
memset(&SectorObject[ndx].so_actors, 0, sizeof(SectorObject[0].so_actors));
SectorObject[ndx].match_event_actor = nullptr;
SectorObject[ndx].PreMoveAnimator = nullptr;
SectorObject[ndx].PostMoveAnimator = nullptr;
SectorObject[ndx].Animator = nullptr;
SectorObject[ndx].controller = nullptr;
SectorObject[ndx].sp_child = nullptr;
SectorObject[ndx].xmid = INT32_MAX;
}
memset(SineWaveFloor, -1, sizeof(SineWaveFloor));
memset(SpringBoard, -1, sizeof(SpringBoard));
LevelSecrets = 0;
for (i = 0; i < numsectors; i++)
{
tag = sector[i].lotag;
// ///////////////////////////////////
//
// CHECK for pics that mean something
//
// ///////////////////////////////////
// ///////////////////////////////////
//
// CHECK for flags
//
// ///////////////////////////////////
if (TEST(sector[i].extra, SECTFX_SINK))
{
SectorLiquidSet(i);
}
if (TEST(sector[i].floorstat, FLOOR_STAT_PLAX))
{
// don't do a z adjust for FAF area
if (sector[i].floorpicnum != FAF_PLACE_MIRROR_PIC)
{
SET(sector[i].extra, SECTFX_Z_ADJUST);
}
}
if (TEST(sector[i].ceilingstat, CEILING_STAT_PLAX))
{
// don't do a z adjust for FAF area
if (sector[i].ceilingpicnum != FAF_PLACE_MIRROR_PIC)
{
SET(sector[i].extra, SECTFX_Z_ADJUST);
}
}
// ///////////////////////////////////
//
// CHECK for sector/sprite objects
//
// ///////////////////////////////////
if (tag >= TAG_OBJECT_CENTER && tag < TAG_OBJECT_CENTER + 100)
{
SetupSectorObject(i, tag);
}
// ///////////////////////////////////
//
// CHECK lo and hi tags
//
// ///////////////////////////////////
switch (tag)
{
case TAG_SECRET_AREA_TRIGGER:
LevelSecrets++;
break;
case TAG_DOOR_SLIDING:
SetSectorWallBits(i, WALLFX_DONT_STICK, true, true);
break;
case TAG_SINE_WAVE_FLOOR:
case TAG_SINE_WAVE_CEILING:
case TAG_SINE_WAVE_BOTH:
{
SINE_WAVE_FLOOR *swf;
short near_sect = i, base_sect = i;
uint16_t swf_ndx = 0;
short cnt = 0, sector_cnt;
int range;
int range_diff = 0;
int wave_diff = 0;
short peak_dist = 0;
short speed_shift = 3;
short num;
num = (tag - TAG_SINE_WAVE_FLOOR) / 20;
// set the first on up
swf = &SineWaveFloor[NextSineWave][swf_ndx];
swf->flags = 0;
switch (num)
{
case 0:
SET(swf->flags, SINE_FLOOR);
if (TEST(sector[base_sect].floorstat, FLOOR_STAT_SLOPE))
{
SET(swf->flags, SINE_SLOPED);
}
break;
case 1:
SET(swf->flags, SINE_CEILING);
break;
case 2:
SET(swf->flags, SINE_FLOOR | SINE_CEILING);
break;
}
swf->sector = near_sect;
ASSERT(sector[swf->sector].hitag != 0);
swf->range = range = Z(sector[swf->sector].hitag);
swf->floor_origz = sector[swf->sector].floorz - (range >> 2);
swf->ceiling_origz = sector[swf->sector].ceilingz - (range >> 2);
// look for the rest by distance
for (swf_ndx = 1, sector_cnt = 1; true; swf_ndx++)
{
// near_sect = FindNextSectorByTag(base_sect,
// TAG_SINE_WAVE_FLOOR + swf_ndx);
near_sect = FindNextSectorByTag(base_sect, tag + swf_ndx);
if (near_sect >= 0)
{
swf = &SineWaveFloor[NextSineWave][swf_ndx];
if (swf_ndx == 1 && sector[near_sect].hitag)
range_diff = sector[near_sect].hitag;
else if (swf_ndx == 2 && sector[near_sect].hitag)
speed_shift = sector[near_sect].hitag;
else if (swf_ndx == 3 && sector[near_sect].hitag)
peak_dist = sector[near_sect].hitag;
swf->sector = near_sect;
swf->floor_origz = sector[swf->sector].floorz - (range >> 2);
swf->ceiling_origz = sector[swf->sector].ceilingz - (range >> 2);
range -= range_diff;
swf->range = range;
base_sect = swf->sector;
sector_cnt++;
}
else
break;
}
ASSERT(swf_ndx <= SIZ(SineWaveFloor[NextSineWave]));
// more than 6 waves and something in high tag - set up wave
// dissapate
if (sector_cnt > 8 && sector[base_sect].hitag)
{
wave_diff = sector[base_sect].hitag;
}
// setup the sintable_ndx based on the actual number of
// sectors (swf_ndx)
for (swf = &SineWaveFloor[NextSineWave][0], cnt = 0; swf->sector >= 0 && swf < (SINE_WAVE_FLOORp)&SineWaveFloor[SIZ(SineWaveFloor)]; swf++, cnt++)
{
if (peak_dist)
swf->sintable_ndx = cnt * (2048 / peak_dist);
else
swf->sintable_ndx = cnt * (2048 / swf_ndx);
swf->speed_shift = speed_shift;
}
// set up the a real wave that dissapates at the end
if (wave_diff)
{
for (cnt = sector_cnt - 1; cnt >= 0; cnt--)
{
// only do the last (actually the first) few for the
// dissapate
if (cnt > 8)
continue;
swf = &SineWaveFloor[NextSineWave][cnt];
swf->range -= wave_diff;
wave_diff += wave_diff;
if (swf->range < Z(4))
swf->range = Z(4);
// reset origz's based on new range
swf->floor_origz = sector[swf->sector].floorz - (swf->range >> 2);
swf->ceiling_origz = sector[swf->sector].ceilingz - (swf->range >> 2);
}
}
NextSineWave++;
ASSERT(NextSineWave < MAX_SINE_WAVE);
break;
}
}
}
}
void SectorMidPoint(short sectnum, int *xmid, int *ymid, int *zmid)
{
short startwall, endwall, j;
int xsum = 0, ysum = 0;
WALLp wp;
startwall = sector[sectnum].wallptr;
endwall = startwall + sector[sectnum].wallnum - 1;
for (wp = &wall[startwall], j = startwall; j <= endwall; wp++, j++)
{
xsum += wp->x;
ysum += wp->y;
}
*xmid = xsum / (endwall - startwall + 1);
*ymid = ysum / (endwall - startwall + 1);
*zmid = DIV2(sector[sectnum].floorz + sector[sectnum].ceilingz);
}
void DoSpringBoard(PLAYERp pp/*, short sectnum*/)
{
pp->jump_speed = -pp->cursector()->hitag;
DoPlayerBeginForceJump(pp);
return;
}
void DoSpringBoardDown(void)
{
unsigned sb;
SPRING_BOARD *sbp;
for (sb = 0; sb < SIZ(SpringBoard); sb++)
{
sbp = &SpringBoard[sb];
// if empty set up an entry to close the sb later
if (sbp->Sector != -1)
{
if ((sbp->TimeOut -= synctics) <= 0)
{
int destz;
destz = sector[nextsectorneighborz(sbp->Sector, sector[sbp->Sector].floorz, 1, 1)].floorz;
AnimSet(ANIM_Floorz, sbp->Sector, nullptr, destz, 256);
sector[sbp->Sector].lotag = TAG_SPRING_BOARD;
sbp->Sector = -1;
}
}
}
return;
}
short FindNextSectorByTag(short sectnum, int tag)
{
short next_sectnum, startwall, endwall, j;
startwall = sector[sectnum].wallptr;
endwall = startwall + sector[sectnum].wallnum - 1;
for (j = startwall; j <= endwall; j++)
{
next_sectnum = wall[j].nextsector;
if (next_sectnum >= 0)
{
if (sector[next_sectnum].lotag == tag)
{
return next_sectnum;
}
}
}
return -1;
}
int SectorDistance(short sect1, int sect2)
{
short wallnum1, wallnum2;
if (sect1 < 0 || sect2 < 0)
return 9999999;
wallnum1 = sector[sect1].wallptr;
wallnum2 = sector[sect2].wallptr;
// return the distance between the two sectors.
return Distance(wall[wallnum1].x, wall[wallnum1].y, wall[wallnum2].x, wall[wallnum2].y);
}
int SectorDistanceByMid(short sect1, int sect2)
{
int sx1, sy1, sx2, sy2, trash;
SectorMidPoint(sect1, &sx1, &sy1, &trash);
SectorMidPoint(sect2, &sx2, &sy2, &trash);
// return the distance between the two sectors.
return Distance(sx1, sy1, sx2, sy2);
}
short DoSpawnActorTrigger(short match)
{
short spawn_count = 0;
SPRITEp sp;
SWStatIterator it(STAT_SPAWN_TRIGGER);
while (auto actor = it.Next())
{
sp = &actor->s();
if (sp->hitag == match)
{
if (ActorSpawn(actor))
{
DoSpawnTeleporterEffectPlace(actor);
PlaySound(DIGI_PLAYER_TELEPORT, actor, v3df_none);
spawn_count++;
}
}
}
return spawn_count;
}
int OperateSector(short sectnum, short player_is_operating)
{
PLAYERp pp = GlobPlayerP;
// Don't let actors operate locked or secret doors
if (!player_is_operating)
{
SPRITEp fsp;
auto sect = &sector[sectnum];
if (sect->hasU() && sect->stag == SECT_LOCK_DOOR)
return false;
SWSectIterator it(sectnum);
while (auto actor = it.Next())
{
fsp = &actor->s();
auto fsect = fsp->sector();
if (fsect->hasU() && fsect->stag == SECT_LOCK_DOOR)
return false;
if (fsp->statnum == STAT_VATOR && SP_TAG1(fsp) == SECT_VATOR && TEST_BOOL7(fsp))
return false;
if (fsp->statnum == STAT_ROTATOR && SP_TAG1(fsp) == SECT_ROTATOR && TEST_BOOL7(fsp))
return false;
if (fsp->statnum == STAT_SLIDOR && SP_TAG1(fsp) == SECT_SLIDOR && TEST_BOOL7(fsp))
return false;
}
}
switch (sector[sectnum].lotag)
{
case TAG_VATOR:
DoVatorOperate(pp, sectnum);
return true;
case TAG_ROTATOR:
DoRotatorOperate(pp, sectnum);
return true;
case TAG_SLIDOR:
DoSlidorOperate(pp, sectnum);
return true;
}
return false;
}
int
OperateWall(short wallnum, short player_is_operating)
{
return false;
}
enum
{
SWITCH_LEVER = 581,
SWITCH_FUSE = 558,
SWITCH_FLIP = 561,
SWITCH_RED_CHAIN = 563,
SWITCH_GREEN_CHAIN = 565,
SWITCH_TOUCH = 567,
SWITCH_DRAGON = 569,
SWITCH_LIGHT = 551,
SWITCH_1 = 575,
SWITCH_3 = 579,
SWITCH_SHOOTABLE_1 = 577,
SWITCH_4 = 571,
SWITCH_5 = 573,
SWITCH_6 = 583,
EXIT_SWITCH = 2470,
SWITCH_SKULL = 553,
};
short AnimateSwitch(SPRITEp sp, short tgt_value)
{
// if the value is not ON or OFF
// then it is a straight toggle
switch (sp->picnum)
{
// set to true/ON
case SWITCH_SKULL:
case SWITCH_LEVER:
case SWITCH_LIGHT:
case SWITCH_SHOOTABLE_1:
case SWITCH_1:
case SWITCH_3:
case SWITCH_FLIP:
case SWITCH_RED_CHAIN:
case SWITCH_GREEN_CHAIN:
case SWITCH_TOUCH:
case SWITCH_DRAGON:
case SWITCH_4:
case SWITCH_5:
case SWITCH_6:
case EXIT_SWITCH:
// dont toggle - return the current state
if (tgt_value == 999)
return false;
sp->picnum += 1;
// if the tgt_value should be true
// flip it again - recursive but only once
if (tgt_value == false)
{
AnimateSwitch(sp, tgt_value);
return false;
}
return true;
// set to true
case SWITCH_SKULL + 1:
case SWITCH_LEVER + 1:
case SWITCH_LIGHT + 1:
case SWITCH_1 + 1:
case SWITCH_3 + 1:
case SWITCH_FLIP + 1:
case SWITCH_RED_CHAIN + 1:
case SWITCH_GREEN_CHAIN + 1:
case SWITCH_TOUCH + 1:
case SWITCH_DRAGON + 1:
case SWITCH_SHOOTABLE_1 + 1:
case SWITCH_4+1:
case SWITCH_5+1:
case SWITCH_6+1:
case EXIT_SWITCH+1:
// dont toggle - return the current state
if (tgt_value == 999)
return true;
sp->picnum -= 1;
if (tgt_value == int(true))
{
AnimateSwitch(sp, tgt_value);
return true;
}
return false;
}
return false;
}
void SectorExp(DSWActor* actor, short sectnum, short orig_ang, int zh)
{
SPRITEp sp = &actor->s();
USERp u = actor->u();
SPRITEp exp;
USERp eu;
int x,y,z;
RESET(sp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL|CSTAT_SPRITE_ALIGNMENT_FLOOR);
SectorMidPoint(sectnum, &x, &y, &z);
sp->ang = orig_ang;
sp->x = x;
sp->y = y;
sp->z = z;
// randomize the explosions
sp->ang += RANDOM_P2(256) - 128;
sp->x += RANDOM_P2(1024) - 512;
sp->y += RANDOM_P2(1024) - 512;
sp->z = zh;
// setup vars needed by SectorExp
ChangeActorSect(actor, sectnum);
getzsofslope(sp->sectnum, sp->x, sp->y, &u->hiz, &u->loz);
// spawn explosion
auto explosion = SpawnSectorExp(actor);
if (!explosion) return;
exp = &explosion->s();
eu = explosion->u();
exp->xrepeat += (RANDOM_P2(32<<8)>>8) - 16;
exp->yrepeat += (RANDOM_P2(32<<8)>>8) - 16;
eu->xchange = MOVEx(92, exp->ang);
eu->ychange = MOVEy(92, exp->ang);
}
void DoExplodeSector(short match)
{
short orig_ang;
int zh;
SECTORp sectp;
orig_ang = 0; //sp->ang;
SWStatIterator it(STAT_EXPLODING_CEIL_FLOOR);
while (auto actor = it.Next())
{
auto esp = &actor->s();
if (match != esp->lotag)
continue;
if (!actor->hasU())
/*u = */SpawnUser(actor, 0, nullptr);
sectp = &sector[esp->sectnum];
sectp->ceilingz -= Z(SP_TAG4(esp));
if (SP_TAG5(esp))
{
sectp->floorheinum = SP_TAG5(esp);
SET(sectp->floorstat, FLOOR_STAT_SLOPE);
}
if (SP_TAG6(esp))
{
sectp->ceilingheinum = SP_TAG6(esp);
SET(sectp->ceilingstat, CEILING_STAT_SLOPE);
}
for (zh = sectp->ceilingz; zh < sectp->floorz; zh += Z(60))
{
SectorExp(actor, esp->sectnum, orig_ang, zh + Z(RANDOM_P2(64)) - Z(32));
}
// don't need it any more
KillActor(actor);
}
}
int DoSpawnSpot(DSWActor* actor)
{
USER* u = actor->u();
if ((u->WaitTics -= synctics) < 0)
{
change_actor_stat(actor, STAT_SPAWN_SPOT);
SpawnShrap(actor, nullptr);
if (u->LastDamage == 1)
{
KillActor(actor);
return 0;
}
}
return 0;
}
// spawns shrap when killing an object
void DoSpawnSpotsForKill(short match)
{
SPRITEp sp;
USERp u;
if (match < 0)
return;
SWStatIterator it(STAT_SPAWN_SPOT);
while (auto actor = it.Next())
{
sp = &actor->s();
// change the stat num and set the delay correctly to call SpawnShrap
if (sp->hitag == SPAWN_SPOT && sp->lotag == match)
{
u = actor->u();
change_actor_stat(actor, STAT_NO_STATE);
u->ActorActionFunc = DoSpawnSpot;
u->WaitTics = SP_TAG5(sp) * 15;
SetActorZ(actor, &sp->pos);
// setting for Killed
u->LastDamage = 1;
}
}
}
// spawns shrap when damaging an object
void DoSpawnSpotsForDamage(short match)
{
SPRITEp sp;
USERp u;
if (match < 0)
return;
SWStatIterator it(STAT_SPAWN_SPOT);
while (auto actor = it.Next())
{
sp = &actor->s();
// change the stat num and set the delay correctly to call SpawnShrap
if (sp->hitag == SPAWN_SPOT && sp->lotag == match)
{
u = actor->u();
change_actor_stat(actor, STAT_NO_STATE);
u->ActorActionFunc = DoSpawnSpot;
u->WaitTics = SP_TAG7(sp) * 15;
// setting for Damaged
u->LastDamage = 0;
}
}
}
void DoSoundSpotMatch(short match, short sound_num, short sound_type)
{
SPRITEp sp;
int flags;
short snd2play;
//sound_type is not used
sound_num--;
ASSERT(sound_num >= 0);
SWStatIterator it(STAT_SOUND_SPOT);
while (auto actor = it.Next())
{
sp = &actor->s();
if (SP_TAG2(sp) == match && !TEST_BOOL6(sp))
{
short snd[3];
snd[0] = SP_TAG13(sp); // tag4 is copied to tag13
snd[1] = SP_TAG5(sp);
snd[2] = SP_TAG6(sp);
snd2play = 0;
flags = 0;
if (TEST_BOOL2(sp))
flags = v3df_follow|v3df_nolookup|v3df_init;
// play once and only once
if (TEST_BOOL1(sp))
SET_BOOL6(sp);
// don't pan
if (TEST_BOOL4(sp))
flags |= v3df_dontpan;
// add doppler
if (TEST_BOOL5(sp))
flags |= v3df_doppler;
// random
if (TEST_BOOL3(sp))
{
if (snd[0] && snd[1])
{
snd2play = snd[RandomRange(2)];
}
else if (snd[0] && snd[1] && snd[2])
{
snd2play = snd[RandomRange(3)];
}
}
else if (snd[sound_num])
{
snd2play = snd[sound_num];
}
if (snd2play <= 0)
continue;
if (TEST_BOOL7(sp))
{
PLAYERp pp = GlobPlayerP;
if (pp)
{
if (pp == Player+myconnectindex)
PlayerSound(snd2play, v3df_dontpan|v3df_follow,pp);
}
}
else
{
PlaySound(snd2play, actor, flags);
}
}
}
}
void DoSoundSpotStopSound(short match)
{
SWStatIterator it(STAT_SOUND_SPOT);
while (auto actor = it.Next())
{
auto sp = &actor->s();
// found match and is a follow type
if (SP_TAG2(sp) == match && TEST_BOOL2(sp))
{
DeleteNoSoundOwner(actor);
}
}
}
void DoStopSoundSpotMatch(short match)
{
SPRITEp sp;
SWStatIterator it(STAT_STOP_SOUND_SPOT);
while (auto actor = it.Next())
{
sp = &actor->s();
if (SP_TAG2(sp) == match)
{
DoSoundSpotStopSound(SP_TAG5(sp));
}
}
}
bool TestKillSectorObject(SECTOR_OBJECTp sop)
{
if (TEST(sop->flags, SOBJ_KILLABLE))
{
KillMatchingCrackSprites(sop->match_event);
// get new sectnums
CollapseSectorObject(sop, sop->xmid, sop->ymid);
DoSpawnSpotsForKill(sop->match_event);
KillSectorObjectSprites(sop);
return true;
}
return false;
}
short DoSectorObjectKillMatch(short match)
{
SECTOR_OBJECTp sop;
for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++)
{
if (SO_EMPTY(sop))
continue;
if (sop->match_event == match)
return TestKillSectorObject(sop);
}
return false;
}
bool SearchExplodeSectorMatch(short match)
{
// THIS IS ONLY CALLED FROM DoMatchEverything
SWStatIterator it(STAT_SPRITE_HIT_MATCH);
while (auto actor = it.Next())
{
auto sp = &actor->s();
if (sp->hitag == match)
{
KillMatchingCrackSprites(match);
DoExplodeSector(match);
return true;
}
}
return false;
}
void KillMatchingCrackSprites(short match)
{
SPRITEp sp;
SWStatIterator it(STAT_SPRITE_HIT_MATCH);
while (auto actor = it.Next())
{
sp = &actor->s();
if (sp->hitag == match)
{
if (TEST(SP_TAG8(sp), BIT(2)))
continue;
KillActor(actor);
}
}
}
void WeaponExplodeSectorInRange(DSWActor* wActor)
{
SPRITEp wp = &wActor->s();
USERp wu = wActor->u();
SPRITEp sp;
int dist;
int radius;
SWStatIterator it(STAT_SPRITE_HIT_MATCH);
while (auto actor = it.Next())
{
sp = &actor->s();
// test to see if explosion is close to crack sprite
dist = FindDistance3D(wp->x - sp->x, wp->y - sp->y, wp->z - sp->z);
if (sp->clipdist == 0)
continue;
radius = (((int)sp->clipdist) << 2) * 8;
if ((unsigned int)dist > (wu->Radius/2) + radius)
continue;
if (!FAFcansee(wp->x,wp->y,wp->z,wp->sectnum,sp->x,sp->y,sp->z,sp->sectnum))
continue;
// pass in explosion type
MissileHitMatch(wActor, WPN_ROCKET, actor);
}
}
void ShootableSwitch(DSWActor* actor)
{
SPRITEp sp = &actor->s();
switch (sp->picnum)
{
case SWITCH_SHOOTABLE_1:
//RESET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
OperateSprite(actor, false);
sp->picnum = SWITCH_SHOOTABLE_1 + 1;
break;
case SWITCH_FUSE:
case SWITCH_FUSE + 1:
RESET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
OperateSprite(actor, false);
sp->picnum = SWITCH_FUSE + 2;
break;
}
}
void DoDeleteSpriteMatch(short match)
{
static short StatList[] =
{
STAT_DEFAULT,
STAT_VATOR,
STAT_SPIKE,
STAT_TRAP,
STAT_ITEM,
STAT_LIGHTING,
STAT_STATIC_FIRE,
STAT_AMBIENT,
STAT_FAF
};
int del_x = 0,del_y = 0;
unsigned stat;
while (true)
{
DSWActor* found = nullptr;
// search for a DELETE_SPRITE with same match tag
SWStatIterator it(STAT_DELETE_SPRITE);
while (auto actor = it.Next())
{
auto sp = &actor->s();
if (sp->lotag == match)
{
found = actor;
del_x = sp->x;
del_y = sp->y;
break;
}
}
if (found == nullptr)
return;
for (stat = 0; stat < SIZ(StatList); stat++)
{
SWStatIterator it(StatList[stat]);
while (auto actor = it.Next())
{
auto sp = &actor->s();
if (del_x == sp->x && del_y == sp->y)
{
// special case lighting delete of Fade On/off after fades
if (StatList[stat] == STAT_LIGHTING)
{
// set shade to darkest and then kill it
sp->shade = int8_t(SP_TAG6(sp));
sp->pal = 0;
SectorLightShade(actor, sp->shade);
DiffuseLighting(actor);
}
SpriteQueueDelete(actor);
KillActor(actor);
}
}
}
// kill the DELETE_SPRITE
KillActor(found);
}
}
void DoChangorMatch(short match)
{
SPRITEp sp;
SECTORp sectp;
SWStatIterator it(STAT_CHANGOR);
while (auto actor = it.Next())
{
auto sp = &actor->s();
sectp = sp->sector();
if (SP_TAG2(sp) != match)
continue;
if (TEST_BOOL1(sp))
{
sectp->ceilingpicnum = SP_TAG4(sp);
sectp->ceilingz += Z(SP_TAG5(sp));
sectp->ceilingheinum += SP_TAG6(sp);
if (sectp->ceilingheinum)
SET(sectp->ceilingstat, CEILING_STAT_SLOPE);
else
RESET(sectp->ceilingstat, CEILING_STAT_SLOPE);
sectp->ceilingshade += SP_TAG7(sp);
sectp->ceilingpal += SP_TAG8(sp);
}
else
{
sectp->floorpicnum = SP_TAG4(sp);
sectp->floorz += Z(SP_TAG5(sp));
sectp->floorheinum += SP_TAG6(sp);
if (sectp->floorheinum)
SET(sectp->floorstat, FLOOR_STAT_SLOPE);
else
RESET(sectp->floorstat, FLOOR_STAT_SLOPE);
sectp->floorshade += SP_TAG7(sp);
sectp->floorpal += SP_TAG8(sp);
}
sectp->visibility += SP_TAG9(sp);
// if not set then go ahead and kill it
if (TEST_BOOL2(sp) == 0)
{
KillActor(actor);
}
}
}
void DoMatchEverything(PLAYERp pp, short match, short state)
{
PLAYERp bak;
bak = GlobPlayerP;
GlobPlayerP = pp;
// CAREFUL! pp == nullptr is a valid case for this routine
DoStopSoundSpotMatch(match);
DoSoundSpotMatch(match, 1, SOUND_EVERYTHING_TYPE);
GlobPlayerP = bak;
DoLightingMatch(match, state);
DoQuakeMatch(match);
// make sure all vators are inactive before allowing
// to repress switch
if (!TestVatorMatchActive(match))
DoVatorMatch(pp, match);
if (!TestSpikeMatchActive(match))
DoSpikeMatch(match);
if (!TestRotatorMatchActive(match))
DoRotatorMatch(pp, match, false);
if (!TestSlidorMatchActive(match))
DoSlidorMatch(pp, match, false);
DoSectorObjectKillMatch(match);
DoSectorObjectSetScale(match);
DoSOevent(match, state);
DoSpawnActorTrigger(match);
// this may or may not find an exploding sector
SearchExplodeSectorMatch(match);
CopySectorMatch(match);
DoWallMoveMatch(match);
DoSpawnSpotsForKill(match);
DoTrapReset(match);
DoTrapMatch(match);
SpawnItemsMatch(match);
DoChangorMatch(match);
DoDeleteSpriteMatch(match);
}
bool ComboSwitchTest(short combo_type, short match)
{
int state;
SWStatIterator it(STAT_DEFAULT);
while (auto actor = it.Next())
{
auto sp = &actor->s();
if (sp->lotag == combo_type && sp->hitag == match)
{
// dont toggle - get the current state
state = AnimateSwitch(sp, 999);
// if any one is not set correctly then switch is not set
if (state != SP_TAG3(sp))
{
return false;
}
}
}
return true;
}
// NOTE: switches are always wall sprites
int OperateSprite(DSWActor* actor, short player_is_operating)
{
SPRITEp sp = &actor->s();
USERp u = actor->u();
PLAYERp pp = nullptr;
short state;
short key_num=0;
extern STATE s_Pachinko1Operate[];
extern STATE s_Pachinko2Operate[];
extern STATE s_Pachinko3Operate[];
extern STATE s_Pachinko4Operate[];
if (Prediction)
return false;
if (sp->picnum == ST1)
return false;
if (player_is_operating)
{
pp = GlobPlayerP;
if (!FAFcansee(pp->posx, pp->posy, pp->posz, pp->cursectnum, sp->x, sp->y, sp->z - DIV2(SPRITEp_SIZE_Z(sp)), sp->sectnum))
return false;
}
switch (sp->lotag)
{
case TOILETGIRL_R0:
case WASHGIRL_R0:
case CARGIRL_R0:
case MECHANICGIRL_R0:
case SAILORGIRL_R0:
case PRUNEGIRL_R0:
{
short choose_snd;
u->FlagOwner = 1;
u->WaitTics = SEC(4);
if (pp != Player+myconnectindex) return true;
choose_snd = STD_RANDOM_RANGE(1000);
if (sp->lotag == CARGIRL_R0)
{
if (choose_snd > 700)
PlayerSound(DIGI_JG44052, v3df_dontpan|v3df_follow,pp);
else if (choose_snd > 500)
PlayerSound(DIGI_JG45014, v3df_dontpan|v3df_follow,pp);
else if (choose_snd > 250)
PlayerSound(DIGI_JG44068, v3df_dontpan|v3df_follow,pp);
else
PlayerSound(DIGI_JG45010, v3df_dontpan|v3df_follow,pp);
}
else if (sp->lotag == MECHANICGIRL_R0)
{
if (choose_snd > 700)
PlayerSound(DIGI_JG44027, v3df_dontpan|v3df_follow,pp);
else if (choose_snd > 500)
PlayerSound(DIGI_JG44038, v3df_dontpan|v3df_follow,pp);
else if (choose_snd > 250)
PlayerSound(DIGI_JG44039, v3df_dontpan|v3df_follow,pp);
else
PlayerSound(DIGI_JG44048, v3df_dontpan|v3df_follow,pp);
}
else if (sp->lotag == SAILORGIRL_R0)
{
if (choose_snd > 700)
PlayerSound(DIGI_JG45018, v3df_dontpan|v3df_follow,pp);
else if (choose_snd > 500)
PlayerSound(DIGI_JG45030, v3df_dontpan|v3df_follow,pp);
else if (choose_snd > 250)
PlayerSound(DIGI_JG45033, v3df_dontpan|v3df_follow,pp);
else
PlayerSound(DIGI_JG45043, v3df_dontpan|v3df_follow,pp);
}
else if (sp->lotag == PRUNEGIRL_R0)
{
if (choose_snd > 700)
PlayerSound(DIGI_JG45053, v3df_dontpan|v3df_follow,pp);
else if (choose_snd > 500)
PlayerSound(DIGI_JG45067, v3df_dontpan|v3df_follow,pp);
else if (choose_snd > 250)
PlayerSound(DIGI_JG46005, v3df_dontpan|v3df_follow,pp);
else
PlayerSound(DIGI_JG46010, v3df_dontpan|v3df_follow,pp);
}
else if (sp->lotag == TOILETGIRL_R0)
{
if (choose_snd > 700)
PlayerSound(DIGI_WHATYOUEATBABY, v3df_dontpan|v3df_follow,pp);
else if (choose_snd > 500)
PlayerSound(DIGI_WHATDIEDUPTHERE, v3df_dontpan|v3df_follow,pp);
else if (choose_snd > 250)
PlayerSound(DIGI_YOUGOPOOPOO, v3df_dontpan|v3df_follow,pp);
else
PlayerSound(DIGI_PULLMYFINGER, v3df_dontpan|v3df_follow,pp);
}
else
{
if (choose_snd > 700)
PlayerSound(DIGI_SOAPYOUGOOD, v3df_dontpan|v3df_follow,pp);
else if (choose_snd > 500)
PlayerSound(DIGI_WASHWANG, v3df_dontpan|v3df_follow,pp);
else if (choose_snd > 250)
PlayerSound(DIGI_DROPSOAP, v3df_dontpan|v3df_follow,pp);
else
PlayerSound(DIGI_REALTITS, v3df_dontpan|v3df_follow,pp);
}
}
return true;
case PACHINKO1:
// Don't mess with it if it's already going
if (u->WaitTics > 0) return true;
PlaySound(DIGI_PFLIP, actor, v3df_none);
u->WaitTics = SEC(3) + SEC(RandomRange(10));
ChangeState(actor,s_Pachinko1Operate);
return true;
case PACHINKO2:
// Don't mess with it if it's already going
if (u->WaitTics > 0) return true;
PlaySound(DIGI_PFLIP, actor, v3df_none);
u->WaitTics = SEC(3) + SEC(RandomRange(10));
ChangeState(actor,s_Pachinko2Operate);
return true;
case PACHINKO3:
// Don't mess with it if it's already going
if (u->WaitTics > 0) return true;
PlaySound(DIGI_PFLIP, actor, v3df_none);
u->WaitTics = SEC(3) + SEC(RandomRange(10));
ChangeState(actor,s_Pachinko3Operate);
return true;
case PACHINKO4:
// Don't mess with it if it's already going
if (u->WaitTics > 0) return true;
PlaySound(DIGI_PFLIP, actor, v3df_none);
u->WaitTics = SEC(3) + SEC(RandomRange(10));
ChangeState(actor,s_Pachinko4Operate);
return true;
case SWITCH_LOCKED:
key_num = sp->hitag;
if (pp->HasKey[key_num - 1])
{
for(auto& sect : sectors())
{
if (sect.hasU() && sect.stag == SECT_LOCK_DOOR && sect.number == key_num)
sect.number = 0; // unlock all doors of this type
}
UnlockKeyLock(key_num, actor);
}
return true;
case TAG_COMBO_SWITCH_EVERYTHING:
// change the switch state
AnimateSwitch(sp, -1);
PlaySound(DIGI_REGULARSWITCH, actor, v3df_none);
if (ComboSwitchTest(TAG_COMBO_SWITCH_EVERYTHING, sp->hitag))
{
DoMatchEverything(pp, sp->hitag, true);
}
return true;
case TAG_COMBO_SWITCH_EVERYTHING_ONCE:
// change the switch state
AnimateSwitch(sp, -1);
PlaySound(DIGI_REGULARSWITCH, actor, v3df_none);
if (ComboSwitchTest(TAG_COMBO_SWITCH_EVERYTHING, sp->hitag))
{
DoMatchEverything(pp, sp->hitag, true);
}
sp->lotag = 0;
sp->hitag = 0;
return true;
case TAG_SWITCH_EVERYTHING:
state = AnimateSwitch(sp, -1);
DoMatchEverything(pp, sp->hitag, state);
return true;
case TAG_SWITCH_EVERYTHING_ONCE:
state = AnimateSwitch(sp, -1);
DoMatchEverything(pp, sp->hitag, state);
sp->lotag = 0;
sp->hitag = 0;
return true;
case TAG_LIGHT_SWITCH:
state = AnimateSwitch(sp, -1);
DoLightingMatch(sp->hitag, state);
return true;
case TAG_SPRITE_SWITCH_VATOR:
{
// make sure all vators are inactive before allowing
// to repress switch
if (!TestVatorMatchActive(sp->hitag))
DoVatorMatch(pp, sp->hitag);
if (!TestSpikeMatchActive(sp->hitag))
DoSpikeMatch(sp->hitag);
if (!TestRotatorMatchActive(sp->hitag))
DoRotatorMatch(pp, sp->hitag, false);
if (!TestSlidorMatchActive(sp->hitag))
DoSlidorMatch(pp, sp->hitag, false);
return true;
}
case TAG_LEVEL_EXIT_SWITCH:
{
AnimateSwitch(sp, -1);
PlaySound(DIGI_BIGSWITCH, actor, v3df_none);
MapRecord *map;
if (sp->hitag)
map = FindMapByLevelNum(sp->hitag);
else
map = FindNextMap(currentLevel);
ChangeLevel(map, g_nextskill);
return true;
}
case TAG_SPRITE_GRATING:
{
USERp u;
change_actor_stat(actor, STAT_NO_STATE);
u = SpawnUser(actor, 0, nullptr);
u->ActorActionFunc = DoGrating;
sp->lotag = 0;
sp->hitag /= 2;
return true;
}
case TAG_SO_SCALE_SWITCH:
AnimateSwitch(sp, -1);
DoSectorObjectSetScale(sp->hitag);
return true;
case TAG_SO_SCALE_ONCE_SWITCH:
AnimateSwitch(sp, -1);
DoSectorObjectSetScale(sp->hitag);
sp->lotag = 0;
sp->hitag = 0;
return true;
case TAG_SO_EVENT_SWITCH:
{
state = AnimateSwitch(sp, -1);
DoMatchEverything(nullptr, sp->hitag, state);
sp->hitag = 0;
sp->lotag = 0;
PlaySound(DIGI_REGULARSWITCH, actor, v3df_none);
break;
}
case TAG_ROTATE_SO_SWITCH:
{
short so_num;
SECTOR_OBJECTp sop;
so_num = sp->hitag;
ASSERT(so_num <= 20);
ASSERT(SectorObject[so_num].num_sectors != -1);
AnimateSwitch(sp, -1);
sop = &SectorObject[so_num];
sop->ang_tgt = NORM_ANGLE(sop->ang_tgt + 512);
PlaySound(DIGI_BIGSWITCH, actor, v3df_none);
return true;
break;
}
}
return false;
}
int DoTrapReset(short match)
{
SPRITEp sp;
USERp u;
SWStatIterator it(STAT_TRAP);
while (auto actor = it.Next())
{
sp = &actor->s();
u = actor->u();
if (sp->lotag != match)
continue;
// if correct type and matches
if (sp->hitag == FIREBALL_TRAP)
u->WaitTics = 0;
// if correct type and matches
if (sp->hitag == BOLT_TRAP)
u->WaitTics = 0;
// if correct type and matches
if (sp->hitag == SPEAR_TRAP)
u->WaitTics = 0;
}
return 0;
}
int DoTrapMatch(short match)
{
SPRITEp sp;
USERp u;
// may need to be reset to fire immediately
SWStatIterator it(STAT_TRAP);
while (auto actor = it.Next())
{
sp = &actor->s();
u = actor->u();
if (sp->lotag != match)
continue;
// if correct type and matches
if (sp->hitag == FIREBALL_TRAP)
{
u->WaitTics -= synctics;
if (u->WaitTics <= 0)
{
u->WaitTics = 1 * 120;
InitFireballTrap(actor);
}
}
// if correct type and matches
if (sp->hitag == BOLT_TRAP)
{
u->WaitTics -= synctics;
if (u->WaitTics <= 0)
{
u->WaitTics = 1 * 120;
InitBoltTrap(actor);
}
}
// if correct type and matches
if (sp->hitag == SPEAR_TRAP)
{
u->WaitTics -= synctics;
if (u->WaitTics <= 0)
{
u->WaitTics = 1 * 120;
InitSpearTrap(actor);
}
}
}
return 0;
}
void OperateTripTrigger(PLAYERp pp)
{
if (Prediction)
return;
if (pp->cursectnum < 0)
return;
SECTORp sectp = pp->cursector();
// old method
switch (pp->cursector()->lotag)
{
// same tag for sector as for switch
case TAG_LEVEL_EXIT_SWITCH:
{
MapRecord *map;
if (sectp->hitag)
map = FindMapByLevelNum(sectp->hitag);
else
map = FindNextMap(currentLevel);
ChangeLevel(map, g_nextskill);
break;
}
case TAG_SECRET_AREA_TRIGGER:
if (pp == Player+myconnectindex)
PlayerSound(DIGI_ANCIENTSECRET, v3df_dontpan|v3df_doppler|v3df_follow,pp);
SECRET_Trigger(pp->cursectnum);
PutStringInfo(pp, GStrings("TXTS_SECRET"));
// always give to the first player
Player->SecretsFound++;
sectp->lotag = 0;
sectp->hitag = 0;
break;
case TAG_TRIGGER_EVERYTHING:
DoMatchEverything(pp, sectp->hitag, -1);
break;
case TAG_TRIGGER_EVERYTHING_ONCE:
DoMatchEverything(pp, sectp->hitag, -1);
sectp->lotag = 0;
sectp->hitag = 0;
break;
case TAG_SECTOR_TRIGGER_VATOR:
if (!TestVatorMatchActive(sectp->hitag))
DoVatorMatch(pp, sectp->hitag);
if (!TestSpikeMatchActive(sectp->hitag))
DoSpikeMatch(sectp->hitag);
if (!TestRotatorMatchActive(sectp->hitag))
DoRotatorMatch(pp, sectp->hitag, false);
if (!TestSlidorMatchActive(sectp->hitag))
DoSlidorMatch(pp, sectp->hitag, false);
break;
case TAG_LIGHT_TRIGGER:
DoLightingMatch(sectp->hitag, -1);
break;
case TAG_SO_SCALE_TRIGGER:
DoSectorObjectSetScale(sectp->hitag);
break;
case TAG_SO_SCALE_ONCE_TRIGGER:
DoSectorObjectSetScale(sectp->hitag);
sectp->lotag = 0;
sectp->hitag = 0;
break;
case TAG_TRIGGER_ACTORS:
{
int dist;
int i;
SPRITEp sp;
USERp u;
dist = sectp->hitag;
SWStatIterator it(STAT_ENEMY);
while (auto actor = it.Next())
{
sp = &actor->s();
u = actor->u();
if (TEST(u->Flags, SPR_WAIT_FOR_TRIGGER))
{
if (Distance(sp->x, sp->y, pp->posx, pp->posy) < dist)
{
u->targetActor = pp->Actor();
RESET(u->Flags, SPR_WAIT_FOR_TRIGGER);
}
}
}
break;
}
case TAG_TRIGGER_MISSILE_TRAP:
{
// reset traps so they fire immediately
DoTrapReset(pp->cursector()->hitag);
break;
}
case TAG_TRIGGER_EXPLODING_SECTOR:
{
DoMatchEverything(nullptr, pp->cursector()->hitag, -1);
break;
}
case TAG_SPAWN_ACTOR_TRIGGER:
{
DoMatchEverything(nullptr, pp->cursector()->hitag, -1);
pp->cursector()->hitag = 0;
pp->cursector()->lotag = 0;
break;
}
case TAG_SO_EVENT_TRIGGER:
{
DoMatchEverything(nullptr, pp->cursector()->hitag, -1);
pp->cursector()->hitag = 0;
pp->cursector()->lotag = 0;
PlaySound(DIGI_REGULARSWITCH, pp, v3df_none);
break;
}
}
}
void OperateContinuousTrigger(PLAYERp pp)
{
if (Prediction)
return;
if (pp->cursectnum < 0)
return;
switch (pp->cursector()->lotag)
{
case TAG_TRIGGER_MISSILE_TRAP:
{
DoTrapMatch(pp->cursector()->hitag);
break;
}
}
}
short PlayerTakeSectorDamage(PLAYERp pp)
{
auto sectu = pp->cursector();
USERp u = pp->Actor()->u();
// the calling routine must make sure sectu exists
if ((u->DamageTics -= synctics) < 0)
{
u->DamageTics = DAMAGE_TIME;
PlayerUpdateHealth(pp, -sectu->damage);
PlayerCheckDeath(pp, nullptr);
}
return 0;
}
// Needed in order to see if Player should grunt if he can't find a wall to operate on
// If player is too far away, don't grunt
enum { PLAYER_SOUNDEVENT_TAG = 900 };
bool NearThings(PLAYERp pp)
{
short neartagsect, neartagwall, neartagsprite;
int neartaghitdist;
// Check player's current sector for triggered sound
if (pp->cursector()->hitag == PLAYER_SOUNDEVENT_TAG)
{
if (pp == Player+myconnectindex)
PlayerSound(pp->cursector()->lotag, v3df_follow|v3df_dontpan,pp);
return false;
}
neartag(pp->posx, pp->posy, pp->posz, pp->cursectnum, pp->angle.ang.asbuild(),
&neartagsect, &neartagwall, &neartagsprite,
&neartaghitdist, 1024L, NTAG_SEARCH_LO_HI, nullptr);
// hit a sprite? Check to see if it has sound info in it!
// This can work with any sprite!
if (neartagsprite >= 0)
{
SPRITEp sp = &sprite[neartagsprite];
// Go through list of cases
if (sp->hitag == PLAYER_SOUNDEVENT_TAG)
{
if (pp == Player+myconnectindex)
PlayerSound(sp->lotag, v3df_follow|v3df_dontpan,pp);
}
return false; // Return false so he doesn't grunt
}
if (neartagwall >= 0)
{
// Check player's current sector for triggered sound
if (wall[neartagwall].hitag == PLAYER_SOUNDEVENT_TAG)
{
if (pp == Player+myconnectindex)
PlayerSound(wall[neartagwall].lotag, v3df_follow|v3df_dontpan,pp);
return false; // We are playing a sound so don't return true
}
return true;
}
// This only gets called if nothing else worked, check for nearness to a wall
{
HITINFO hitinfo;
short dang = pp->angle.ang.asbuild();
FAFhitscan(pp->posx, pp->posy, pp->posz - Z(30), pp->cursectnum, // Start position
bcos(dang), // X vector of 3D ang
bsin(dang), // Y vector of 3D ang
0, // Z vector of 3D ang
&hitinfo, CLIPMASK_MISSILE);
if (hitinfo.sect < 0)
return false;
if (Distance(hitinfo.pos.x, hitinfo.pos.y, pp->posx, pp->posy) > 1500)
return false;
// hit a sprite?
if (hitinfo.hitactor != nullptr)
return false;
if (neartagsect >= 0)
return true;
if (hitinfo.wall >= 0)
{
WALLp wp;
wp = &wall[hitinfo.wall];
// Near a plain old vanilla wall. Can't do anything but grunt.
if (!TEST(wp->extra, WALLFX_DONT_STICK) && pp == Player+myconnectindex)
{
if (STD_RANDOM_RANGE(1000) > 970)
PlayerSound(DIGI_HITTINGWALLS, v3df_follow|v3df_dontpan,pp);
else
PlayerSound(DIGI_SEARCHWALL, v3df_follow|v3df_dontpan,pp);
}
return true;
}
return false;
}
}
short nti_cnt;
void NearTagList(NEAR_TAG_INFOp ntip, PLAYERp pp, int z, int dist, int type, int count)
{
short save_lotag, save_hitag;
short neartagsector, neartagwall, neartagsprite;
int neartaghitdist;
neartag(pp->posx, pp->posy, z, pp->cursectnum, pp->angle.ang.asbuild(),
&neartagsector, &neartagwall, &neartagsprite,
&neartaghitdist, dist, type, nullptr);
if (neartagsector >= 0)
{
// save off values
save_lotag = sector[neartagsector].lotag;
save_hitag = sector[neartagsector].hitag;
ntip->dist = neartaghitdist;
ntip->sectnum = neartagsector;
ntip->wallnum = -1;
ntip->actor = nullptr;
nti_cnt++;
ntip++;
if (nti_cnt >= count)
return;
// remove them
sector[neartagsector].lotag = 0;
sector[neartagsector].hitag = 0;
NearTagList(ntip, pp, z, dist, type, count);
// reset off values
sector[neartagsector].lotag = save_lotag;
sector[neartagsector].hitag = save_hitag;
}
else if (neartagwall >= 0)
{
// save off values
save_lotag = wall[neartagwall].lotag;
save_hitag = wall[neartagwall].hitag;
ntip->dist = neartaghitdist;
ntip->sectnum = -1;
ntip->wallnum = neartagwall;
ntip->actor = nullptr;
nti_cnt++;
ntip++;
if (nti_cnt >= count)
return;
// remove them
wall[neartagwall].lotag = 0;
wall[neartagwall].hitag = 0;
NearTagList(ntip, pp, z, dist, type, count);
// reset off values
wall[neartagwall].lotag = save_lotag;
wall[neartagwall].hitag = save_hitag;
}
else if (neartagsprite >= 0)
{
auto actor = &swActors[neartagsprite];
auto sp = &actor->s();
// save off values
save_lotag = sp->lotag;
save_hitag = sp->hitag;
ntip->dist = neartaghitdist;
ntip->sectnum = -1;
ntip->wallnum = -1;
ntip->actor = actor;
nti_cnt++;
ntip++;
if (nti_cnt >= count)
return;
// remove them
sp->lotag = 0;
sp->hitag = 0;
NearTagList(ntip, pp, z, dist, type, count);
// reset off values
sp->lotag = save_lotag;
sp->hitag = save_hitag;
}
else
{
ntip->dist = -1;
ntip->sectnum = -1;
ntip->wallnum = -1;
ntip->actor = nullptr;
nti_cnt++;
ntip++;
return;
}
}
void BuildNearTagList(NEAR_TAG_INFOp ntip, int size, PLAYERp pp, int z, int dist, int type, int count)
{
memset(ntip, -1, size);
nti_cnt = 0;
NearTagList(ntip, pp, z, dist, type, count);
}
int DoPlayerGrabStar(PLAYERp pp)
{
SPRITEp sp = nullptr;
int i;
// MUST check exact z's of each star or it will never work
for (i = 0; i < MAX_STAR_QUEUE; i++)
{
if (StarQueue[i] != nullptr)
{
sp = &StarQueue[i]->s();
if (FindDistance3D(sp->x - pp->posx, sp->y - pp->posy, sp->z - pp->posz + Z(12)) < 500)
{
break;
}
}
}
if (i < MAX_STAR_QUEUE)
{
// Pull a star out of wall and up your ammo
PlayerUpdateAmmo(pp, WPN_STAR, 1);
PlaySound(DIGI_ITEM, StarQueue[i], v3df_none);
KillActor(StarQueue[i]);
StarQueue[i] = nullptr;
if (TEST(pp->WpnFlags, BIT(WPN_STAR)))
return true;
SET(pp->WpnFlags, BIT(WPN_STAR));
InitWeaponStar(pp);
return true;
}
return false;
}
void PlayerOperateEnv(PLAYERp pp)
{
bool found;
if (Prediction || !pp->Actor())
return;
//
// Switch & door activations
//
if (pp->input.actions & SB_OPEN)
{
if (pp->KeyPressBits & SB_OPEN)
{
// if space bar pressed
short nt_ndx;
NEAR_TAG_INFO nti[16];
if (DoPlayerGrabStar(pp))
{
pp->KeyPressBits &= ~SB_OPEN;
}
else
{
NearThings(pp); // Check for player sound specified in a level sprite
}
BuildNearTagList(nti, sizeof(nti), pp, pp->posz, 2048L, NTAG_SEARCH_LO_HI, 8);
found = false;
// try and find a sprite
for (nt_ndx = 0; nti[nt_ndx].dist >= 0; nt_ndx++)
{
if (nti[nt_ndx].actor != nullptr && nti[nt_ndx].dist < 1024 + 768)
{
if (OperateSprite(nti[nt_ndx].actor, true))
{
pp->KeyPressBits &= ~SB_OPEN;
found = true;
}
}
}
// if not found look at different z positions
if (!found)
{
int z[3];
unsigned i;
NEAR_TAG_INFO nti[16];
short nt_ndx;
auto psp = &pp->Actor()->s();
z[0] = psp->z - SPRITEp_SIZE_Z(psp) - Z(10);
z[1] = psp->z;
z[2] = DIV2(z[0] + z[1]);
for (i = 0; i < SIZ(z); i++)
{
BuildNearTagList(nti, sizeof(nti), pp, z[i], 1024 + 768L, NTAG_SEARCH_LO_HI, 8);
for (nt_ndx = 0; nti[nt_ndx].dist >= 0; nt_ndx++)
{
if (nti[nt_ndx].actor != nullptr && nti[nt_ndx].dist < 1024 + 768)
{
if (OperateSprite(nti[nt_ndx].actor, true))
{
pp->KeyPressBits &= ~SB_OPEN;
break;
}
}
}
}
}
{
int neartaghitdist;
short neartagsector, neartagwall;
neartaghitdist = nti[0].dist;
neartagsector = nti[0].sectnum;
neartagwall = nti[0].wallnum;
if (neartagsector >= 0 && neartaghitdist < 1024)
{
if (OperateSector(neartagsector, true))
{
// Release the key
pp->KeyPressBits &= ~SB_OPEN;
}
}
if (neartagwall >= 0 && neartaghitdist < 1024)
{
if (OperateWall(neartagwall, true))
{
pp->KeyPressBits &= ~SB_OPEN;
}
}
}
//
// Trigger operations
//
switch (pp->cursector()->lotag)
{
case TAG_VATOR:
DoVatorOperate(pp, pp->cursectnum);
DoSpikeOperate(pp->cursectnum);
DoRotatorOperate(pp, pp->cursectnum);
DoSlidorOperate(pp, pp->cursectnum);
break;
case TAG_SPRING_BOARD:
DoSpringBoard(pp/*, pp->cursectnum*/);
pp->KeyPressBits &= ~SB_OPEN;
break;
case TAG_DOOR_ROTATE:
if (OperateSector(pp->cursectnum, true))
pp->KeyPressBits &= ~SB_OPEN;
break;
}
}
}
else
{
// Reset the key when syncbit key is not in use
pp->KeyPressBits |= SB_OPEN;
}
// ////////////////////////////
//
// Sector Damage
//
// ////////////////////////////
SECTORp sectp = pp->cursector();
if (pp->cursectnum >= 0 && sectp->hasU() && sectp->damage)
{
if (TEST(sectp->flags, SECTFU_DAMAGE_ABOVE_SECTOR))
{
PlayerTakeSectorDamage(pp);
}
else if ((SPRITEp_BOS(&pp->Actor()->s()) >= sectp->floorz) && !TEST(pp->Flags, PF_DIVING))
{
PlayerTakeSectorDamage(pp);
}
}
else
{
USERp u = pp->Actor()->u();
u->DamageTics = 0;
}
// ////////////////////////////
//
// Trigger stuff
//
// ////////////////////////////
OperateContinuousTrigger(pp);
// just changed sectors
if (pp->lastcursectnum != pp->cursectnum)
{
OperateTripTrigger(pp);
if (pp->cursectnum >= 0 && TEST(pp->cursector()->extra, SECTFX_WARP_SECTOR))
{
if (!TEST(pp->Flags2, PF2_TELEPORTED))
{
DoPlayerWarpTeleporter(pp);
}
}
RESET(pp->Flags2, PF2_TELEPORTED);
}
}
void DoSineWaveFloor(void)
{
SINE_WAVE_FLOOR *swf;
int newz;
int wave;
int flags;
for (wave = 0; wave < MAX_SINE_WAVE; wave++)
{
for (swf = &SineWaveFloor[wave][0], flags = swf->flags; swf->sector >= 0 && swf < &SineWaveFloor[wave][SIZ(SineWaveFloor[wave])]; swf++)
{
swf->sintable_ndx = NORM_ANGLE(swf->sintable_ndx + (synctics << swf->speed_shift));
if (TEST(flags, SINE_FLOOR))
{
newz = swf->floor_origz + MulScale(swf->range, bsin(swf->sintable_ndx), 14);
sector[swf->sector].floorz = newz;
}
if (TEST(flags, SINE_CEILING))
{
newz = swf->ceiling_origz + MulScale(swf->range, bsin(swf->sintable_ndx), 14);
sector[swf->sector].ceilingz = newz;
}
}
}
/* SLOPED SIN-WAVE FLOORS:
It's best to program sloped sin-wave floors in 2 steps:
1. First set the floorz of the floor as the sin code normally does it.
2. Adjust the slopes by calling alignflorslope once for each sector.
Note: For this to work, the first wall of each sin-wave sector must be
aligned on the same side of each sector for the entire strip.
*/
for (wave = 0; wave < MAX_SINE_WAVE; wave++)
{
for (swf = &SineWaveFloor[wave][0], flags = swf->flags; swf->sector >= 0 && swf < &SineWaveFloor[wave][SIZ(SineWaveFloor[wave])]; swf++)
{
if (!TEST(sector[swf->sector].floorstat, FLOOR_STAT_SLOPE))
continue;
if (TEST(flags, SINE_SLOPED))
{
WALLp wal;
if (sector[swf->sector].wallnum == 4)
{
//Set wal to the wall on the opposite side of the sector
wal = &wall[sector[swf->sector].wallptr+2];
//Pass (Sector, x, y, z)
alignflorslope(swf->sector,wal->x,wal->y,
sector[wal->nextsector].floorz);
}
}
}
}
}
void DoSineWaveWall(void)
{
SINE_WALL *sw;
int New;
short sw_num;
for (sw_num = 0; sw_num < MAX_SINE_WAVE; sw_num++)
{
for (sw = &SineWall[sw_num][0]; sw->wall >= 0 && sw < &SineWall[sw_num][MAX_SINE_WALL_POINTS]; sw++)
{
// move through the sintable
sw->sintable_ndx = NORM_ANGLE(sw->sintable_ndx + (synctics << sw->speed_shift));
if (!sw->type)
{
New = sw->orig_xy + MulScale(sw->range, bsin(sw->sintable_ndx), 14);
// wall[sw->wall].y = New;
dragpoint(sw->wall, wall[sw->wall].x, New);
}
else
{
New = sw->orig_xy + MulScale(sw->range, bsin(sw->sintable_ndx), 14);
// wall[sw->wall].x = New;
dragpoint(sw->wall, New, wall[sw->wall].y);
}
}
}
}
void DoAnim(int numtics)
{
int i, animval;
for (i = AnimCnt - 1; i >= 0; i--)
{
animval = Anim[i].Addr();
// if LESS THAN goal
if (animval < Anim[i].goal)
{
// move it
animval += (numtics * PIXZ(Anim[i].vel));
Anim[i].vel += Anim[i].vel_adj * numtics;
// if the other way make it equal
if (animval > Anim[i].goal)
animval = Anim[i].goal;
}
// if GREATER THAN goal
if (animval > Anim[i].goal)
{
animval -= (numtics * PIXZ(Anim[i].vel));
Anim[i].vel += Anim[i].vel_adj * numtics;
if (animval < Anim[i].goal)
animval = Anim[i].goal;
}
Anim[i].Addr() =animval;
// EQUAL this entry has finished
if (animval == Anim[i].goal)
{
ANIM_CALLBACKp acp = Anim[i].callback;
// do a callback when done if not nullptr
if (Anim[i].callback)
(*Anim[i].callback)(&Anim[i], Anim[i].callbackdata);
// only delete it if the callback has not changed
// Logic here is that if the callback changed then something
// else must be happening with it - dont delete it
if (Anim[i].callback == acp)
{
// decrement the count
AnimCnt--;
// move the last entry to the current one to free the last
// entry up
Anim[i] = Anim[AnimCnt];
}
}
}
}
void AnimClear(void)
{
AnimCnt = 0;
}
short AnimGetGoal(int animtype, int animindex, DSWActor* animactor)
{
int i, j;
j = -1;
for (i = 0; i < AnimCnt; i++)
{
if (animtype == Anim[i].animtype && animindex == Anim[i].animindex && animactor == Anim[i].animactor )
{
j = i;
break;
}
}
return j;
}
void AnimDelete(int animtype, int animindex, DSWActor* animactor)
{
int i, j;
j = -1;
for (i = 0; i < AnimCnt; i++)
{
if (animtype == Anim[i].animtype && animindex == Anim[i].animindex && animactor == Anim[i].animactor )
{
j = i;
break;
}
}
if (j == -1)
return;
// decrement the count
AnimCnt--;
// move the last entry to the current one to free the last entry up
Anim[j] = Anim[AnimCnt];
//DSPRINTF(ds, "Deleted a Anim");
MONO_PRINT(ds);
}
short AnimSet(int animtype, int animindex, DSWActor* animactor, fixed_t thegoal, int thevel)
{
int i, j;
ASSERT(AnimCnt < MAXANIM - 1);
j = AnimCnt;
// look for existing animation and reset it
for (i = 0; i < AnimCnt; i++)
{
if (animtype == Anim[i].animtype && animindex == Anim[i].animindex && animactor == Anim[i].animactor )
{
j = i;
break;
}
}
Anim[j].animtype = animtype;
Anim[j].animindex = animindex;
Anim[j].animactor = animactor;
Anim[j].goal = thegoal;
Anim[j].vel = Z(thevel);
Anim[j].vel_adj = 0;
Anim[j].callback = nullptr;
Anim[j].callbackdata = nullptr;
if (j == AnimCnt)
AnimCnt++;
return j;
}
short AnimSetCallback(short anim_ndx, ANIM_CALLBACKp call, SECTOR_OBJECTp data)
{
ASSERT(anim_ndx < AnimCnt);
if (anim_ndx == -1)
return anim_ndx;
Anim[anim_ndx].callback = call;
Anim[anim_ndx].callbackdata = data;
return anim_ndx;
}
short AnimSetVelAdj(short anim_ndx, short vel_adj)
{
ASSERT(anim_ndx < AnimCnt);
if (anim_ndx == -1)
return anim_ndx;
Anim[anim_ndx].vel_adj = vel_adj;
return anim_ndx;
}
void DoPanning(void)
{
int nx, ny;
int i;
SPRITEp sp;
SECTORp sectp;
WALLp wallp;
SWStatIterator it(STAT_FLOOR_PAN);
while (auto actor = it.Next())
{
sp = &actor->s();
sectp = sp->sector();
nx = MulScale(sp->xvel, bcos(sp->ang), 20);
ny = MulScale(sp->xvel, bsin(sp->ang), 20);
sectp->addfloorxpan((float)nx);
sectp->addfloorypan((float)ny);
}
it.Reset(STAT_CEILING_PAN);
while (auto actor = it.Next())
{
sp = &actor->s();
sectp = sp->sector();
nx = MulScale(sp->xvel, bcos(sp->ang), 20);
ny = MulScale(sp->xvel, bsin(sp->ang), 20);
sectp->addceilingxpan((float)nx);
sectp->addceilingypan((float)ny);
}
it.Reset(STAT_WALL_PAN);
while (auto actor = it.Next())
{
sp = &actor->s();
wallp = &wall[sp->owner];
nx = MulScale(sp->xvel, bcos(sp->ang), 20);
ny = MulScale(sp->xvel, bsin(sp->ang), 20);
wallp->addxpan((float)nx);
wallp->addypan((float)ny);
}
}
void DoSector(void)
{
SECTOR_OBJECTp sop;
bool riding;
int sync_flag;
short pnum;
int min_dist,dist,a,b,c;
PLAYERp pp;
for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++)
{
if (SO_EMPTY(sop))
continue;
riding = false;
min_dist = 999999;
TRAVERSE_CONNECT(pnum)
{
pp = &Player[pnum];
if (pp->sop_riding == sop)
{
riding = true;
pp->sop_riding = nullptr;
break;
}
else
{
DISTANCE(pp->posx, pp->posy, sop->xmid, sop->ymid, dist, a, b, c);
if (dist < min_dist)
min_dist = dist;
}
}
if (sop->Animator)
{
(*sop->Animator)(sop);
continue;
}
// force sync SOs to be updated regularly
if ((sync_flag = TEST(sop->flags, SOBJ_SYNC1|SOBJ_SYNC2)) != 0)
{
if (sync_flag == SOBJ_SYNC1)
MoveSectorObjects(sop, synctics);
else
{
if (MoveSkip2 == 0)
MoveSectorObjects(sop, synctics*2);
}
continue;
}
if (riding)
{
// if riding move smoothly
// update every time
MoveSectorObjects(sop, synctics);
}
else
{
if (min_dist < 15000)
{
// if close update every other time
if (MoveSkip2 == 0)
MoveSectorObjects(sop, synctics * 2);
}
else
{
// if further update every 4th time
if (MoveSkip4 == 0)
MoveSectorObjects(sop, synctics * 4);
}
}
}
DoPanning();
DoLighting();
DoSineWaveFloor();
DoSineWaveWall();
DoSpringBoardDown();
}
#include "saveable.h"
static saveable_code saveable_sector_code[] =
{
SAVE_CODE(DoSpawnSpot),
};
saveable_module saveable_sector =
{
// code
saveable_sector_code,
SIZ(saveable_sector_code),
// data
nullptr,
0
};
END_SW_NS