raze/polymer/eduke32/source/sector.c
terminx d7d6623364 More readability cleanup. DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@5835 1a8010ca-5511-0410-912e-c29ae57300e0
2016-08-27 01:42:01 +00:00

3215 lines
110 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
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.
*/
//-------------------------------------------------------------------------
#define sector_c_
#include "duke3d.h"
#include "input.h"
// PRIMITIVE
static int g_haltSoundHack = 0;
int S_FindMusicSFX(int sectNum, int32_t *sndptr)
{
for (bssize_t SPRITES_OF_SECT(sectNum, spriteNum))
{
const int32_t snd = sprite[spriteNum].lotag;
EDUKE32_STATIC_ASSERT(MAXSOUNDS >= 1000);
if (PN(spriteNum) == MUSICANDSFX && (unsigned)snd < 1000) // XXX: in other places, 999
{
*sndptr = snd;
return spriteNum;
}
}
*sndptr = -1;
return -1;
}
// this function activates a sector's MUSICANDSFX sprite
int A_CallSound(int sectNum, int spriteNum)
{
if (g_haltSoundHack)
{
g_haltSoundHack = 0;
return -1;
}
int32_t soundNum;
int const SFXsprite = S_FindMusicSFX(sectNum, &soundNum);
if (SFXsprite >= 0)
{
if (spriteNum == -1)
spriteNum = SFXsprite;
if (T1(SFXsprite) == 0)
{
if ((g_sounds[soundNum].m & SF_GLOBAL) == 0)
{
if (soundNum)
{
A_PlaySound(soundNum, spriteNum);
if (SHT(SFXsprite) && soundNum != SHT(SFXsprite) && SHT(SFXsprite) < MAXSOUNDS)
S_StopEnvSound(SHT(SFXsprite),T6(SFXsprite));
T6(SFXsprite) = spriteNum;
}
if ((sector[SECT(SFXsprite)].lotag&0xff) != ST_22_SPLITTING_DOOR)
T1(SFXsprite) = 1;
}
}
else if (SHT(SFXsprite) < MAXSOUNDS)
{
if (SHT(SFXsprite))
A_PlaySound(SHT(SFXsprite), spriteNum);
if ((g_sounds[soundNum].m & SF_LOOP) || (SHT(SFXsprite) && SHT(SFXsprite) != soundNum))
S_StopEnvSound(soundNum, T6(SFXsprite));
T6(SFXsprite) = spriteNum;
T1(SFXsprite) = 0;
}
return soundNum;
}
return -1;
}
int G_CheckActivatorMotion(int lotag)
{
int spriteNum = headspritestat[STAT_ACTIVATOR];
while (spriteNum >= 0)
{
if (sprite[spriteNum].lotag == lotag)
{
spritetype *const pSprite = &sprite[spriteNum];
for (bssize_t j = g_animateCnt - 1; j >= 0; j--)
if (pSprite->sectnum == g_animateSect[j])
return 1;
int sectorEffector = headspritestat[STAT_EFFECTOR];
while (sectorEffector >= 0)
{
if (pSprite->sectnum == sprite[sectorEffector].sectnum)
{
switch (sprite[sectorEffector].lotag)
{
case SE_11_SWINGING_DOOR:
case SE_30_TWO_WAY_TRAIN:
if (actor[sectorEffector].t_data[4])
return 1;
break;
case SE_20_STRETCH_BRIDGE:
case SE_31_FLOOR_RISE_FALL:
case SE_32_CEILING_RISE_FALL:
case SE_18_INCREMENTAL_SECTOR_RISE_FALL:
if (actor[sectorEffector].t_data[0])
return 1;
break;
}
}
sectorEffector = nextspritestat[sectorEffector];
}
}
spriteNum = nextspritestat[spriteNum];
}
return 0;
}
int CheckDoorTile(int tileNum)
{
switch (DYNAMICTILEMAP(tileNum))
{
case DOORTILE1__STATIC:
case DOORTILE2__STATIC:
case DOORTILE3__STATIC:
case DOORTILE4__STATIC:
case DOORTILE5__STATIC:
case DOORTILE6__STATIC:
case DOORTILE7__STATIC:
case DOORTILE8__STATIC:
case DOORTILE9__STATIC:
case DOORTILE10__STATIC:
case DOORTILE11__STATIC:
case DOORTILE12__STATIC:
case DOORTILE14__STATIC:
case DOORTILE15__STATIC:
case DOORTILE16__STATIC:
case DOORTILE17__STATIC:
case DOORTILE18__STATIC:
case DOORTILE19__STATIC:
case DOORTILE20__STATIC:
case DOORTILE21__STATIC:
case DOORTILE22__STATIC:
case DOORTILE23__STATIC:
return 1;
}
return 0;
}
int isanunderoperator(int lotag)
{
switch (lotag & 0xff)
{
case ST_15_WARP_ELEVATOR:
case ST_16_PLATFORM_DOWN:
case ST_17_PLATFORM_UP:
case ST_18_ELEVATOR_DOWN:
case ST_19_ELEVATOR_UP:
case ST_22_SPLITTING_DOOR:
case ST_26_SPLITTING_ST_DOOR:
return 1;
}
return 0;
}
int isanearoperator(int lotag)
{
switch (lotag & 0xff)
{
case ST_9_SLIDING_ST_DOOR:
case ST_15_WARP_ELEVATOR:
case ST_16_PLATFORM_DOWN:
case ST_17_PLATFORM_UP:
case ST_18_ELEVATOR_DOWN:
case ST_19_ELEVATOR_UP:
case ST_20_CEILING_DOOR:
case ST_21_FLOOR_DOOR:
case ST_22_SPLITTING_DOOR:
case ST_23_SWINGING_DOOR:
case ST_25_SLIDING_DOOR:
case ST_26_SPLITTING_ST_DOOR:
case ST_29_TEETH_DOOR:
return 1;
}
return 0;
}
static inline int32_t A_FP_ManhattanDist(const DukePlayer_t *pPlayer, const spritetype *pSprite)
{
return klabs(pPlayer->opos.x - pSprite->x)
+ klabs(pPlayer->opos.y - pSprite->y)
+ ((klabs(pPlayer->opos.z - pSprite->z + (28 << 8))) >> 4);
}
int __fastcall A_FindPlayer(const spritetype *pSprite, int32_t *dist)
{
if (!g_netServer && ud.multimode < 2)
{
DukePlayer_t *const pPlayer = g_player[myconnectindex].ps;
if (dist)
*dist = A_FP_ManhattanDist(pPlayer, pSprite);
return myconnectindex;
}
int closestPlayer = 0;
int32_t closestPlayerDist = INT32_MAX;
for (bssize_t TRAVERSE_CONNECT(j))
{
DukePlayer_t *const pPlayer = g_player[j].ps;
int32_t playerDist = A_FP_ManhattanDist(pPlayer, pSprite);
if (playerDist < closestPlayerDist && sprite[pPlayer->i].extra > 0)
{
closestPlayer = j;
closestPlayerDist = playerDist;
}
}
if (dist)
*dist = closestPlayerDist;
return closestPlayer;
}
void G_DoSectorAnimations(void)
{
for (bssize_t animNum=g_animateCnt-1; animNum>=0; animNum--)
{
int animPos = *g_animatePtr[animNum];
int const animVel = g_animateVel[animNum] * TICSPERFRAME;
int const animSect = g_animateSect[animNum];
if (animPos == g_animateGoal[animNum])
{
G_StopInterpolation(g_animatePtr[animNum]);
// This fixes a bug where wall or floor sprites contained in
// elevator sectors (ST 16-19) would jitter vertically after the
// elevator had stopped.
if (g_animatePtr[animNum] == &sector[g_animateSect[animNum]].floorz)
{
for (bssize_t j=headspritesect[animSect]; j>=0; j=nextspritesect[j])
{
if (sprite[j].statnum != STAT_EFFECTOR)
actor[j].bpos.z = sprite[j].z;
}
}
g_animateCnt--;
g_animatePtr[animNum] = g_animatePtr[g_animateCnt];
g_animateGoal[animNum] = g_animateGoal[g_animateCnt];
g_animateVel[animNum] = g_animateVel[g_animateCnt];
g_animateSect[animNum] = g_animateSect[g_animateCnt];
if ((sector[g_animateSect[animNum]].lotag == ST_18_ELEVATOR_DOWN || sector[g_animateSect[animNum]].lotag == ST_19_ELEVATOR_UP)
&& (g_animatePtr[animNum] == &sector[g_animateSect[animNum]].ceilingz))
continue;
if ((sector[animSect].lotag&0xff) != ST_22_SPLITTING_DOOR)
A_CallSound(animSect,-1);
continue;
}
animPos = (animVel > 0) ? min(animPos + animVel, g_animateGoal[animNum])
: max(animPos + animVel, g_animateGoal[animNum]);
if (g_animatePtr[animNum] == &sector[g_animateSect[animNum]].floorz)
{
for (bssize_t TRAVERSE_CONNECT(playerNum))
{
if ((g_player[playerNum].ps->cursectnum == animSect)
&& ((sector[animSect].floorz - g_player[playerNum].ps->pos.z) < (64 << 8))
&& (sprite[g_player[playerNum].ps->i].owner >= 0))
{
g_player[playerNum].ps->pos.z += animVel;
g_player[playerNum].ps->vel.z = 0;
/*
if (p == myconnectindex)
{
my.z += v;
myvel.z = 0;
}
*/
}
}
for (bssize_t j=headspritesect[animSect]; j>=0; j=nextspritesect[j])
{
if (sprite[j].statnum != STAT_EFFECTOR)
{
actor[j].bpos.z = sprite[j].z;
sprite[j].z += animVel;
actor[j].floorz = sector[animSect].floorz+animVel;
}
}
}
*g_animatePtr[animNum] = animPos;
}
}
int GetAnimationGoal(const int32_t *animPtr)
{
for (bssize_t i = 0; i < g_animateCnt; i++)
if (animPtr == g_animatePtr[i])
return i;
return -1;
}
int SetAnimation(int sectNum, int32_t *animPtr, int goalVal, int animVel)
{
if (g_animateCnt >= MAXANIMATES)
return -1;
int animNum = g_animateCnt;
for (bssize_t i = 0; i < g_animateCnt; i++)
{
if (animPtr == g_animatePtr[i])
{
animNum = i;
break;
}
}
g_animateSect[animNum] = sectNum;
g_animatePtr[animNum] = animPtr;
g_animateGoal[animNum] = goalVal;
g_animateVel[animNum] = (goalVal >= *animPtr) ? animVel : -animVel;
if (animNum == g_animateCnt)
g_animateCnt++;
G_SetInterpolation(animPtr);
return animNum;
}
static void G_SetupCamTile(int spriteNum, int tileNum, int smoothRatio)
{
vec3_t const camera = G_GetCameraPosition(spriteNum, smoothRatio);
int const saveMirror = display_mirror;
//if (waloff[wn] == 0) loadtile(wn);
setviewtotile(tileNum, tilesiz[tileNum].y, tilesiz[tileNum].x);
yax_preparedrawrooms();
drawrooms(camera.x, camera.y, camera.z, SA(spriteNum), 100 + sprite[spriteNum].shade, SECT(spriteNum));
yax_drawrooms(G_DoSpriteAnimations, SECT(spriteNum), 0, smoothRatio);
display_mirror = 3;
G_DoSpriteAnimations(camera.x, camera.y, SA(spriteNum), smoothRatio);
display_mirror = saveMirror;
drawmasks();
setviewback();
squarerotatetile(tileNum);
invalidatetile(tileNum, -1, 255);
}
void G_AnimateCamSprite(int smoothRatio)
{
#ifdef DEBUG_VALGRIND_NO_SMC
return;
#endif
if (g_curViewscreen < 0)
return;
int const spriteNum = g_curViewscreen;
if (totalclock >= T1(spriteNum) + ud.camera_time)
{
DukePlayer_t const *const pPlayer = g_player[screenpeek].ps;
if (pPlayer->newowner >= 0)
OW(spriteNum) = pPlayer->newowner;
if (OW(spriteNum) >= 0 && dist(&sprite[pPlayer->i], &sprite[spriteNum]) < VIEWSCREEN_ACTIVE_DISTANCE)
{
int const viewscrShift = G_GetViewscreenSizeShift((const uspritetype *)&sprite[spriteNum]);
int const viewscrTile = TILE_VIEWSCR - viewscrShift;
if (waloff[viewscrTile] == 0)
allocatepermanenttile(viewscrTile, tilesiz[PN(spriteNum)].x << viewscrShift, tilesiz[PN(spriteNum)].y << viewscrShift);
else
walock[viewscrTile] = 255;
G_SetupCamTile(OW(spriteNum), viewscrTile, smoothRatio);
#ifdef POLYMER
// Force texture update on viewscreen sprite in Polymer!
if (getrendermode() == REND_POLYMER)
polymer_invalidatesprite(spriteNum);
#endif
}
T1(spriteNum) = totalclock;
}
}
void G_AnimateWalls(void)
{
for (bssize_t animwallNum = g_animWallCnt-1; animwallNum>=0; animwallNum--)
{
int const wallNum = animwall[animwallNum].wallnum;
switch (DYNAMICTILEMAP(wall[wallNum].picnum))
{
case SCREENBREAK1__STATIC:
case SCREENBREAK2__STATIC:
case SCREENBREAK3__STATIC:
case SCREENBREAK4__STATIC:
case SCREENBREAK5__STATIC:
case SCREENBREAK9__STATIC:
case SCREENBREAK10__STATIC:
case SCREENBREAK11__STATIC:
case SCREENBREAK12__STATIC:
case SCREENBREAK13__STATIC:
case SCREENBREAK14__STATIC:
case SCREENBREAK15__STATIC:
case SCREENBREAK16__STATIC:
case SCREENBREAK17__STATIC:
case SCREENBREAK18__STATIC:
case SCREENBREAK19__STATIC:
if ((krand()&255) < 16)
{
animwall[animwallNum].tag = wall[wallNum].picnum;
wall[wallNum].picnum = SCREENBREAK6;
}
continue;
case SCREENBREAK6__STATIC:
case SCREENBREAK7__STATIC:
case SCREENBREAK8__STATIC:
if (animwall[animwallNum].tag >= 0 && wall[wallNum].extra != FEMPIC2 && wall[wallNum].extra != FEMPIC3)
wall[wallNum].picnum = animwall[animwallNum].tag;
else
{
wall[wallNum].picnum++;
if (wall[wallNum].picnum == (SCREENBREAK6+3))
wall[wallNum].picnum = SCREENBREAK6;
}
continue;
}
if ((wall[wallNum].cstat&16) && G_GetForcefieldPicnum(wallNum)==W_FORCEFIELD)
{
int const wallTag = animwall[animwallNum].tag;
if (wall[wallNum].cstat&254)
{
wall[wallNum].xpanning -= wallTag>>10; // sintable[(t+512)&2047]>>12;
wall[wallNum].ypanning -= wallTag>>10; // sintable[t&2047]>>12;
if (wall[wallNum].extra == 1)
{
wall[wallNum].extra = 0;
animwall[animwallNum].tag = 0;
}
else animwall[animwallNum].tag += 128;
if (animwall[animwallNum].tag < (128 << 4))
{
wall[wallNum].overpicnum = (animwall[animwallNum].tag & 128) ? W_FORCEFIELD : W_FORCEFIELD + 1;
}
else
{
if ((krand()&255) < 32)
animwall[animwallNum].tag = 128<<(krand()&3);
else wall[wallNum].overpicnum = W_FORCEFIELD+1;
}
}
}
}
}
int G_ActivateWarpElevators(int spriteNum, int warpDir)
{
bssize_t i;
int const sectNum = sprite[spriteNum].sectnum;
for (SPRITES_OF(STAT_EFFECTOR, i))
if (SLT(i) == SE_17_WARP_ELEVATOR && SHT(i) == sprite[spriteNum].hitag)
{
if (klabs(sector[sectNum].floorz - actor[spriteNum].t_data[2]) > SP(i) ||
sector[SECT(i)].hitag == sector[sectNum].hitag - warpDir)
break;
}
if (i == -1)
return 1; // No find
A_PlaySound(warpDir ? ELEVATOR_ON : ELEVATOR_OFF, spriteNum);
for (SPRITES_OF(STAT_EFFECTOR, i))
if (SLT(i) == SE_17_WARP_ELEVATOR && SHT(i) == sprite[spriteNum].hitag)
T1(i) = T2(i) = warpDir; //Make all check warp
return 0;
}
void G_OperateSectors(int sectNum, int spriteNum)
{
int32_t j=0;
int32_t i;
sectortype *const pSector = &sector[sectNum];
switch (pSector->lotag&(0xffff-49152))
{
case ST_30_ROTATE_RISE_BRIDGE:
j = sector[sectNum].hitag;
if (E_SpriteIsValid(j))
{
if (actor[j].tempang == 0 || actor[j].tempang == 256)
A_CallSound(sectNum,spriteNum);
sprite[j].extra = (sprite[j].extra == 1) ? 3 : 1;
}
break;
case ST_31_TWO_WAY_TRAIN:
j = sector[sectNum].hitag;
if (E_SpriteIsValid(j))
{
if (actor[j].t_data[4] == 0)
actor[j].t_data[4] = 1;
A_CallSound(sectNum,spriteNum);
}
break;
case ST_26_SPLITTING_ST_DOOR: //The split doors
if (GetAnimationGoal(&pSector->ceilingz) == -1) //if the door has stopped
{
g_haltSoundHack = 1;
pSector->lotag &= 0xff00;
pSector->lotag |= ST_22_SPLITTING_DOOR;
G_OperateSectors(sectNum,spriteNum);
pSector->lotag &= 0xff00;
pSector->lotag |= ST_9_SLIDING_ST_DOOR;
G_OperateSectors(sectNum,spriteNum);
pSector->lotag &= 0xff00;
pSector->lotag |= ST_26_SPLITTING_ST_DOOR;
}
return;
case ST_9_SLIDING_ST_DOOR:
{
int const startWall = pSector->wallptr;
int const endWall = startWall + pSector->wallnum - 1;
int const doorSpeed = pSector->extra >> 4;
//first find center point by averaging all points
vec2_t vect = { 0, 0 };
for (i = startWall; i <= endWall; i++)
{
vect.x += wall[i].x;
vect.y += wall[i].y;
}
vect.x = tabledivide32_noinline(vect.x, (endWall-startWall+1));
vect.y = tabledivide32_noinline(vect.y, (endWall-startWall+1));
//find any points with either same x or same y coordinate
// as center (dax, day) - should be 2 points found.
int wallfind[2] = { -1, -1 };
for (i = startWall; i <= endWall; i++)
{
if (wall[i].x == vect.x || wall[i].y == vect.y)
{
if (wallfind[0] == -1)
wallfind[0] = i;
else
wallfind[1] = i;
}
}
if (wallfind[1] == -1)
return;
for (j=0; j<2; j++)
{
int const foundWall = wallfind[j];
i = foundWall - 1;
if (i < startWall)
i = endWall;
vec2_t vect2 = { ((wall[i].x + wall[wall[foundWall].point2].x) >> 1) - wall[foundWall].x,
((wall[i].y + wall[wall[foundWall].point2].y) >> 1) - wall[foundWall].y };
if (wall[foundWall].x == vect.x && wall[foundWall].y == vect.y)
{
//find what direction door should open by averaging the
// 2 neighboring points of wallfind[0] & wallfind[1].
if (vect2.x != 0)
{
vect2.x = wall[wall[wall[foundWall].point2].point2].x;
vect2.x -= wall[wall[foundWall].point2].x;
SetAnimation(sectNum, &wall[foundWall].x, wall[foundWall].x + vect2.x, doorSpeed);
SetAnimation(sectNum, &wall[i].x, wall[i].x + vect2.x, doorSpeed);
SetAnimation(sectNum, &wall[wall[foundWall].point2].x, wall[wall[foundWall].point2].x + vect2.x, doorSpeed);
A_CallSound(sectNum, spriteNum);
}
else if (vect2.y != 0)
{
vect2.y = wall[wall[wall[foundWall].point2].point2].y;
vect2.y -= wall[wall[foundWall].point2].y;
SetAnimation(sectNum, &wall[foundWall].y, wall[foundWall].y + vect2.y, doorSpeed);
SetAnimation(sectNum, &wall[i].y, wall[i].y + vect2.y, doorSpeed);
SetAnimation(sectNum, &wall[wall[foundWall].point2].y, wall[wall[foundWall].point2].y + vect2.y, doorSpeed);
A_CallSound(sectNum, spriteNum);
}
}
else
{
if (vect2.x != 0)
{
SetAnimation(sectNum, &wall[foundWall].x, vect.x, doorSpeed);
SetAnimation(sectNum, &wall[i].x, vect.x + vect2.x, doorSpeed);
SetAnimation(sectNum, &wall[wall[foundWall].point2].x, vect.x + vect2.x, doorSpeed);
A_CallSound(sectNum, spriteNum);
}
else if (vect2.y != 0)
{
SetAnimation(sectNum, &wall[foundWall].y, vect.y, doorSpeed);
SetAnimation(sectNum, &wall[i].y, vect.y + vect2.y, doorSpeed);
SetAnimation(sectNum, &wall[wall[foundWall].point2].y, vect.y + vect2.y, doorSpeed);
A_CallSound(sectNum, spriteNum);
}
}
}
}
return;
case ST_15_WARP_ELEVATOR://Warping elevators
if (sprite[spriteNum].picnum != APLAYER)
return;
for (SPRITES_OF_SECT(sectNum, i))
if (PN(i)==SECTOREFFECTOR && SLT(i) == SE_17_WARP_ELEVATOR)
break;
if (i < 0)
return;
if (sprite[spriteNum].sectnum == sectNum)
{
if (G_ActivateWarpElevators(i,-1))
G_ActivateWarpElevators(i,1);
else if (G_ActivateWarpElevators(i,1))
G_ActivateWarpElevators(i,-1);
}
else
{
if (pSector->floorz > SZ(i))
G_ActivateWarpElevators(i,-1);
else
G_ActivateWarpElevators(i,1);
}
return;
case ST_16_PLATFORM_DOWN:
case ST_17_PLATFORM_UP:
i = GetAnimationGoal(&pSector->floorz);
if (i == -1)
{
i = nextsectorneighborz(sectNum,pSector->floorz,1,1);
if (i == -1)
{
i = nextsectorneighborz(sectNum,pSector->floorz,1,-1);
if (i == -1) return;
j = sector[i].floorz;
SetAnimation(sectNum,&pSector->floorz,j,pSector->extra);
}
else
{
j = sector[i].floorz;
SetAnimation(sectNum,&pSector->floorz,j,pSector->extra);
}
A_CallSound(sectNum,spriteNum);
}
return;
case ST_18_ELEVATOR_DOWN:
case ST_19_ELEVATOR_UP:
i = GetAnimationGoal(&pSector->floorz);
if (i==-1)
{
i = nextsectorneighborz(sectNum, pSector->floorz, 1, -1);
if (i == -1)
i = nextsectorneighborz(sectNum, pSector->floorz, 1, 1);
if (i == -1)
return;
j = sector[i].floorz;
int const sectorExtra = pSector->extra;
int const zDiff = pSector->ceilingz - pSector->floorz;
SetAnimation(sectNum, &pSector->floorz, j, sectorExtra);
SetAnimation(sectNum, &pSector->ceilingz, j + zDiff, sectorExtra);
A_CallSound(sectNum, spriteNum);
}
return;
case ST_29_TEETH_DOOR:
for (SPRITES_OF(STAT_EFFECTOR, i))
if (SLT(i) == SE_22_TEETH_DOOR && SHT(i) == pSector->hitag)
{
sector[SECT(i)].extra = -sector[SECT(i)].extra;
T1(i) = sectNum;
T2(i) = 1;
}
A_CallSound(sectNum, spriteNum);
pSector->lotag ^= 0x8000;
if (pSector->lotag&0x8000)
{
j = nextsectorneighborz(sectNum,pSector->ceilingz,-1,-1);
if (j == -1) j = nextsectorneighborz(sectNum,pSector->ceilingz,1,1);
if (j == -1)
{
OSD_Printf("WARNING: ST29: null sector!\n");
return;
}
j = sector[j].ceilingz;
}
else
{
j = nextsectorneighborz(sectNum,pSector->ceilingz,1,1);
if (j == -1) j = nextsectorneighborz(sectNum,pSector->ceilingz,-1,-1);
if (j == -1)
{
OSD_Printf("WARNING: ST29: null sector!\n");
return;
}
j = sector[j].floorz;
}
SetAnimation(sectNum,&pSector->ceilingz,j,pSector->extra);
return;
case ST_20_CEILING_DOOR:
REDODOOR:
if (pSector->lotag&0x8000)
{
for (SPRITES_OF_SECT(sectNum, i))
if (sprite[i].statnum == STAT_EFFECTOR && SLT(i)==SE_9_DOWN_OPEN_DOOR_LIGHTS)
{
j = SZ(i);
break;
}
if (i==-1)
j = pSector->floorz;
}
else
{
j = nextsectorneighborz(sectNum,pSector->ceilingz,-1,-1);
if (j >= 0) j = sector[j].ceilingz;
else
{
pSector->lotag |= 32768;
goto REDODOOR;
}
}
pSector->lotag ^= 0x8000;
SetAnimation(sectNum,&pSector->ceilingz,j,pSector->extra);
A_CallSound(sectNum,spriteNum);
return;
case ST_21_FLOOR_DOOR:
i = GetAnimationGoal(&pSector->floorz);
if (i >= 0)
{
if (g_animateGoal[sectNum] == pSector->ceilingz)
g_animateGoal[i] = sector[nextsectorneighborz(sectNum,pSector->ceilingz,1,1)].floorz;
else g_animateGoal[i] = pSector->ceilingz;
}
else
{
if (pSector->ceilingz == pSector->floorz)
j = sector[nextsectorneighborz(sectNum,pSector->ceilingz,1,1)].floorz;
else j = pSector->ceilingz;
pSector->lotag ^= 0x8000;
if (SetAnimation(sectNum,&pSector->floorz,j,pSector->extra) >= 0)
A_CallSound(sectNum,spriteNum);
}
return;
case ST_22_SPLITTING_DOOR:
if (pSector->lotag&0x8000)
{
// WTF?
int const q = (pSector->ceilingz + pSector->floorz) >> 1;
j = SetAnimation(sectNum, &pSector->floorz, q, pSector->extra);
j = SetAnimation(sectNum, &pSector->ceilingz, q, pSector->extra);
}
else
{
int const floorNeighbor = nextsectorneighborz(sectNum, pSector->floorz, 1, 1);
int const ceilingNeighbor = nextsectorneighborz(sectNum, pSector->ceilingz, -1, -1);
if (floorNeighbor>=0 && ceilingNeighbor>=0)
{
j = SetAnimation(sectNum, &pSector->floorz, sector[floorNeighbor].floorz, pSector->extra);
j = SetAnimation(sectNum, &pSector->ceilingz, sector[ceilingNeighbor].ceilingz, pSector->extra);
}
else
{
OSD_Printf("WARNING: ST22: null sector: floor neighbor=%d, ceiling neighbor=%d!\n",
floorNeighbor, ceilingNeighbor);
pSector->lotag ^= 0x8000;
}
}
pSector->lotag ^= 0x8000;
A_CallSound(sectNum,spriteNum);
return;
case ST_23_SWINGING_DOOR: //Swingdoor
{
j = -1;
for (SPRITES_OF(STAT_EFFECTOR, i))
if (SLT(i) == SE_11_SWINGING_DOOR && SECT(i) == sectNum && !T5(i))
{
j = i;
break;
}
if (i < 0)
{
OSD_Printf("WARNING: SE23 i<0!\n");
return;
} // JBF
int const tag = sector[SECT(i)].lotag&0x8000;
if (j >= 0)
{
int soundPlayed = 0;
for (SPRITES_OF(STAT_EFFECTOR, i))
{
if (tag == (sector[SECT(i)].lotag&0x8000) && SLT(i) == SE_11_SWINGING_DOOR && sprite[j].hitag == SHT(i) && !T5(i))
{
if (sector[SECT(i)].lotag&0x8000) sector[SECT(i)].lotag &= 0x7fff;
else sector[SECT(i)].lotag |= 0x8000;
T5(i) = 1;
T4(i) = -T4(i);
if (!soundPlayed)
{
A_CallSound(sectNum, i);
soundPlayed = 1;
}
}
}
}
}
return;
case ST_25_SLIDING_DOOR: //Subway type sliding doors
for (SPRITES_OF(STAT_EFFECTOR, j))
if (sprite[j].lotag == SE_15_SLIDING_DOOR && sprite[j].sectnum == sectNum)
break; //Found the sectoreffector.
if (j < 0)
return;
for (SPRITES_OF(STAT_EFFECTOR, i))
if (SHT(i)==sprite[j].hitag)
{
if (SLT(i) == SE_15_SLIDING_DOOR)
{
sector[SECT(i)].lotag ^= 0x8000; // Toggle the open or close
SA(i) += 1024;
if (T5(i))
A_CallSound(SECT(i),i);
A_CallSound(SECT(i),i);
T5(i) = (sector[SECT(i)].lotag&0x8000) ? 1 : 2;
}
}
return;
case ST_27_STRETCH_BRIDGE: //Extended bridge
for (SPRITES_OF(STAT_EFFECTOR, j))
if ((sprite[j].lotag&0xff)==SE_20_STRETCH_BRIDGE && sprite[j].sectnum == sectNum) //Bridge
{
sector[sectNum].lotag ^= 0x8000;
// Highest bit now set means we're opening.
actor[j].t_data[0] = (sector[sectNum].lotag&0x8000) ? 1 : 2;
A_CallSound(sectNum,spriteNum);
break;
}
return;
case ST_28_DROP_FLOOR:
//activate the rest of them
for (SPRITES_OF_SECT(sectNum, j))
if (sprite[j].statnum==STAT_EFFECTOR && (sprite[j].lotag&0xff)==SE_21_DROP_FLOOR)
break;
if (j >= 0) // PK: The matching SE21 might have gone, see SE_21_KILLIT in actors.c
{
j = sprite[j].hitag;
for (bssize_t SPRITES_OF(STAT_EFFECTOR, l))
{
if ((sprite[l].lotag&0xff)==SE_21_DROP_FLOOR && !actor[l].t_data[0] &&
sprite[l].hitag == j)
actor[l].t_data[0] = 1;
}
A_CallSound(sectNum,spriteNum);
}
return;
}
}
void G_OperateRespawns(int lotag)
{
for (bssize_t nextSprite, SPRITES_OF_STAT_SAFE(STAT_FX, spriteNum, nextSprite))
{
spritetype * const pSprite = &sprite[spriteNum];
if (pSprite->lotag == lotag && pSprite->picnum == RESPAWN)
{
if (!ud.monsters_off || !A_CheckEnemyTile(pSprite->hitag))
{
int const j = A_Spawn(spriteNum, TRANSPORTERSTAR);
sprite[j].z -= ZOFFSET5;
// Just a way to killit (see G_MoveFX(): RESPAWN__STATIC)
pSprite->extra = 66-12;
}
}
}
}
void G_OperateActivators(int lotag, int playerNum)
{
for (bssize_t spriteNum=g_cyclerCnt-1; spriteNum>=0; spriteNum--)
{
int16_t *const pCycler = &g_cyclers[spriteNum][0];
if (pCycler[4] == lotag)
{
pCycler[5] = !pCycler[5];
sector[pCycler[0]].floorshade = pCycler[3];
sector[pCycler[0]].ceilingshade = pCycler[3];
walltype *pWall = &wall[sector[pCycler[0]].wallptr];
for (bsize_t j = sector[pCycler[0]].wallnum; j > 0; j--, pWall++)
pWall->shade = pCycler[3];
}
}
int soundPlayed = -1;
for (bssize_t nextSprite, SPRITES_OF_STAT_SAFE(STAT_ACTIVATOR, spriteNum, nextSprite))
{
if (sprite[spriteNum].lotag == lotag)
{
if (sprite[spriteNum].picnum == ACTIVATORLOCKED)
{
sector[SECT(spriteNum)].lotag ^= 16384;
if (playerNum >= 0 && playerNum < ud.multimode)
P_DoQuote((sector[SECT(spriteNum)].lotag & 16384) ? QUOTE_LOCKED : QUOTE_UNLOCKED, g_player[playerNum].ps);
}
else
{
switch (SHT(spriteNum))
{
case 1:
if (sector[SECT(spriteNum)].floorz != sector[SECT(spriteNum)].ceilingz)
continue;
break;
case 2:
if (sector[SECT(spriteNum)].floorz == sector[SECT(spriteNum)].ceilingz)
continue;
break;
}
// ST_2_UNDERWATER
if (sector[sprite[spriteNum].sectnum].lotag < 3)
{
for (bssize_t SPRITES_OF_SECT(sprite[spriteNum].sectnum, foundSprite))
{
if (sprite[foundSprite].statnum == STAT_EFFECTOR)
{
switch (sprite[foundSprite].lotag)
{
case SE_36_PROJ_SHOOTER:
case SE_31_FLOOR_RISE_FALL:
case SE_32_CEILING_RISE_FALL:
case SE_18_INCREMENTAL_SECTOR_RISE_FALL:
actor[foundSprite].t_data[0] = 1 - actor[foundSprite].t_data[0];
A_CallSound(SECT(spriteNum), foundSprite);
break;
}
}
}
}
if (soundPlayed == -1 && (sector[SECT(spriteNum)].lotag&0xff) == ST_22_SPLITTING_DOOR)
soundPlayed = A_CallSound(SECT(spriteNum),spriteNum);
G_OperateSectors(SECT(spriteNum),spriteNum);
}
}
}
G_OperateRespawns(lotag);
}
void G_OperateMasterSwitches(int lotag)
{
for (bssize_t SPRITES_OF(STAT_STANDABLE, i))
if (PN(i) == MASTERSWITCH && SLT(i) == lotag && SP(i) == 0)
SP(i) = 1;
}
void G_OperateForceFields(int spriteNum, int wallTag)
{
for (bssize_t animwallNum = 0; animwallNum < g_animWallCnt; ++animwallNum)
{
int const wallNum = animwall[animwallNum].wallnum;
if ((wallTag == wall[wallNum].lotag || wallTag == -1)
&& (G_GetForcefieldPicnum(wallNum) == W_FORCEFIELD || (wall[wallNum].overpicnum == BIGFORCE)))
{
animwall[animwallNum].tag = 0;
if (wall[wallNum].cstat)
{
wall[wallNum].cstat = 0;
if (spriteNum >= 0 && sprite[spriteNum].picnum == SECTOREFFECTOR && sprite[spriteNum].lotag == SE_30_TWO_WAY_TRAIN)
wall[wallNum].lotag = 0;
}
else
wall[wallNum].cstat = FORCEFIELD_CSTAT;
}
}
}
// List of switches that function like dip (combination lock) switches.
#define DIPSWITCH_LIKE_CASES \
DIPSWITCH__STATIC: \
case TECHSWITCH__STATIC: \
case ALIENSWITCH__STATIC
// List of access switches.
#define ACCESSSWITCH_CASES \
ACCESSSWITCH__STATIC: \
case ACCESSSWITCH2__STATIC
// List of switches that don't fit the two preceding categories, and are not
// the MULTISWITCH. 13 cases.
#define REST_SWITCH_CASES \
DIPSWITCH2__STATIC: \
case DIPSWITCH3__STATIC: \
case FRANKENSTINESWITCH__STATIC: \
case HANDSWITCH__STATIC: \
case LIGHTSWITCH2__STATIC: \
case LIGHTSWITCH__STATIC: \
case LOCKSWITCH1__STATIC: \
case POWERSWITCH1__STATIC: \
case POWERSWITCH2__STATIC: \
case PULLSWITCH__STATIC: \
case SLOTDOOR__STATIC: \
case SPACEDOORSWITCH__STATIC: \
case SPACELIGHTSWITCH__STATIC
// Returns:
// 0: is not a dipswitch-like switch
// 1: is one, off
// 2: is one, on
static int G_IsLikeDipswitch(int switchPic)
{
for (bssize_t i=0; i<2; i++)
if (switchPic == DIPSWITCH+i || switchPic == TECHSWITCH+i || switchPic == ALIENSWITCH+i)
return 1+i;
return 0;
}
// Get base (unpressed) tile number for switch.
static int G_GetBaseSwitch(int switchPic)
{
if (switchPic > MULTISWITCH && switchPic <= MULTISWITCH+3)
return MULTISWITCH;
return (switchPic == DIPSWITCH + 1 || switchPic == DIPSWITCH2 + 1 || switchPic == DIPSWITCH3 + 1 ||
switchPic == TECHSWITCH + 1 || switchPic == ALIENSWITCH + 1 || switchPic == PULLSWITCH + 1 ||
switchPic == HANDSWITCH + 1 || switchPic == SLOTDOOR + 1 || switchPic == SPACEDOORSWITCH + 1 ||
switchPic == SPACELIGHTSWITCH + 1 || switchPic == LIGHTSWITCH + 1 || switchPic == LIGHTSWITCH2 + 1 ||
switchPic == FRANKENSTINESWITCH + 1 || switchPic == POWERSWITCH1 + 1 || switchPic == POWERSWITCH2 + 1 ||
switchPic == LOCKSWITCH1 + 1) ?
switchPic-1 : switchPic;
}
enum { SWITCH_WALL, SWITCH_SPRITE };
int P_ActivateSwitch(int playerNum, int wallOrSprite, int switchType)
{
if (wallOrSprite < 0)
return 0;
int lotag, hitag, nSwitchPicnum, nSwitchPal;
vec3_t davector;
if (switchType == SWITCH_SPRITE) // A wall sprite
{
if (actor[wallOrSprite].lasttransport == totalclock)
return 0;
actor[wallOrSprite].lasttransport = totalclock;
if (sprite[wallOrSprite].lotag == 0)
return 0;
lotag = sprite[wallOrSprite].lotag;
hitag = sprite[wallOrSprite].hitag;
davector = *(vec3_t *)&sprite[wallOrSprite];
nSwitchPicnum = sprite[wallOrSprite].picnum;
nSwitchPal = sprite[wallOrSprite].pal;
}
else
{
if (wall[wallOrSprite].lotag == 0)
return 0;
lotag = wall[wallOrSprite].lotag;
hitag = wall[wallOrSprite].hitag;
davector = *(vec3_t *)&wall[wallOrSprite];
davector.z = g_player[playerNum].ps->pos.z;
nSwitchPicnum = wall[wallOrSprite].picnum;
nSwitchPal = wall[wallOrSprite].pal;
}
// initprintf("P_ActivateSwitch called picnum=%i switchissprite=%i\n",picnum,switchissprite);
int basePicnum = G_GetBaseSwitch(nSwitchPicnum);
int correctDips = 1;
int numDips = 0;
switch (DYNAMICTILEMAP(basePicnum))
{
case DIPSWITCH_LIKE_CASES:
break;
case ACCESSSWITCH_CASES:
if (g_player[playerNum].ps->access_incs == 0)
{
static const int32_t key_switchpal[3] = { 0, 21, 23 };
static const int32_t need_key_quote[3] = { QUOTE_NEED_BLUE_KEY, QUOTE_NEED_RED_KEY, QUOTE_NEED_YELLOW_KEY };
for (bssize_t nKeyPal = 0; nKeyPal < 3; nKeyPal++)
{
if (nSwitchPal == key_switchpal[nKeyPal])
{
if (g_player[playerNum].ps->got_access & (1 << nKeyPal))
g_player[playerNum].ps->access_incs = 1;
else
P_DoQuote(need_key_quote[nKeyPal], g_player[playerNum].ps);
break;
}
}
if (g_player[playerNum].ps->access_incs == 1)
{
if (switchType == SWITCH_WALL)
g_player[playerNum].ps->access_wallnum = wallOrSprite;
else
g_player[playerNum].ps->access_spritenum = wallOrSprite;
}
return 0;
}
/* fall-through (XXX: intended?) */
case MULTISWITCH__STATIC:
case REST_SWITCH_CASES:
if (G_CheckActivatorMotion(lotag))
return 0;
break;
default:
if (CheckDoorTile(nSwitchPicnum) == 0)
return 0;
break;
}
for (bssize_t SPRITES_OF(STAT_DEFAULT, spriteNum))
{
if (lotag == SLT(spriteNum))
{
// Put the tile number into a variable so later switches don't
// trigger on the result of changes:
int const spritePic = PN(spriteNum);
if (spritePic >= MULTISWITCH && spritePic <= MULTISWITCH+3)
{
sprite[spriteNum].picnum++;
if (sprite[spriteNum].picnum > MULTISWITCH+3)
sprite[spriteNum].picnum = MULTISWITCH;
}
switch (DYNAMICTILEMAP(spritePic))
{
case DIPSWITCH_LIKE_CASES:
if (switchType == SWITCH_SPRITE && wallOrSprite == spriteNum)
PN(spriteNum)++;
else if (SHT(spriteNum) == 0)
correctDips++;
numDips++;
break;
case ACCESSSWITCH_CASES:
case REST_SWITCH_CASES:
sprite[spriteNum].picnum++;
break;
default:
if (spritePic <= 0) // oob safety
break;
switch (DYNAMICTILEMAP(spritePic - 1))
{
case DIPSWITCH_LIKE_CASES:
if (switchType == SWITCH_SPRITE && wallOrSprite == spriteNum)
PN(spriteNum)--;
else if (SHT(spriteNum) == 1)
correctDips++;
numDips++;
break;
case REST_SWITCH_CASES:
sprite[spriteNum].picnum--;
break;
}
break;
}
}
}
for (bssize_t wallNum=numwalls-1; wallNum>=0; wallNum--)
{
if (lotag == wall[wallNum].lotag)
{
if (wall[wallNum].picnum >= MULTISWITCH && wall[wallNum].picnum <= MULTISWITCH+3)
{
wall[wallNum].picnum++;
if (wall[wallNum].picnum > MULTISWITCH+3)
wall[wallNum].picnum = MULTISWITCH;
}
switch (DYNAMICTILEMAP(wall[wallNum].picnum))
{
case DIPSWITCH_LIKE_CASES:
if (switchType == SWITCH_WALL && wallNum == wallOrSprite)
wall[wallNum].picnum++;
else if (wall[wallNum].hitag == 0)
correctDips++;
numDips++;
break;
case ACCESSSWITCH_CASES:
case REST_SWITCH_CASES:
wall[wallNum].picnum++;
break;
default:
if (wall[wallNum].picnum <= 0) // oob safety
break;
switch (DYNAMICTILEMAP(wall[wallNum].picnum - 1))
{
case DIPSWITCH_LIKE_CASES:
if (switchType == SWITCH_WALL && wallNum == wallOrSprite)
wall[wallNum].picnum--;
else if (wall[wallNum].hitag == 1)
correctDips++;
numDips++;
break;
case REST_SWITCH_CASES:
wall[wallNum].picnum--;
break;
}
break;
}
}
}
if (lotag == UINT16_MAX)
{
P_EndLevel();
return 1;
}
basePicnum = G_GetBaseSwitch(nSwitchPicnum);
switch (DYNAMICTILEMAP(basePicnum))
{
default:
if (CheckDoorTile(nSwitchPicnum) == 0)
break;
/* fall-through */
case DIPSWITCH_LIKE_CASES:
if (G_IsLikeDipswitch(nSwitchPicnum))
{
S_PlaySound3D((nSwitchPicnum == ALIENSWITCH || nSwitchPicnum == ALIENSWITCH + 1) ? ALIEN_SWITCH1 : SWITCH_ON,
(switchType == SWITCH_SPRITE) ? wallOrSprite : g_player[playerNum].ps->i, &davector);
if (numDips != correctDips)
break;
S_PlaySound3D(END_OF_LEVEL_WARN, g_player[playerNum].ps->i, &davector);
}
/* fall-through */
case ACCESSSWITCH_CASES:
case MULTISWITCH__STATIC:
case REST_SWITCH_CASES:
{
if (nSwitchPicnum >= MULTISWITCH && nSwitchPicnum <= MULTISWITCH + 3)
lotag += nSwitchPicnum - MULTISWITCH;
for (bssize_t SPRITES_OF(STAT_EFFECTOR, spriteNum))
{
if (sprite[spriteNum].hitag == lotag)
{
switch (sprite[spriteNum].lotag)
{
case SE_12_LIGHT_SWITCH:
sector[sprite[spriteNum].sectnum].floorpal = 0;
actor[spriteNum].t_data[0]++;
if (actor[spriteNum].t_data[0] == 2)
actor[spriteNum].t_data[0]++;
break;
case SE_24_CONVEYOR:
case SE_34:
case SE_25_PISTON:
actor[spriteNum].t_data[4] = !actor[spriteNum].t_data[4];
P_DoQuote(actor[spriteNum].t_data[4] ? QUOTE_DEACTIVATED : QUOTE_ACTIVATED, g_player[playerNum].ps);
break;
case SE_21_DROP_FLOOR:
P_DoQuote(QUOTE_ACTIVATED, g_player[screenpeek].ps);
break;
}
}
}
G_OperateActivators(lotag, playerNum);
G_OperateForceFields(g_player[playerNum].ps->i, lotag);
G_OperateMasterSwitches(lotag);
if (G_IsLikeDipswitch(nSwitchPicnum))
return 1;
if (!hitag && CheckDoorTile(nSwitchPicnum) == 0)
S_PlaySound3D(SWITCH_ON, (switchType == SWITCH_SPRITE) ? wallOrSprite : g_player[playerNum].ps->i, &davector);
else if (hitag)
{
if (switchType == SWITCH_SPRITE && (g_sounds[hitag].m & SF_TALK) == 0)
S_PlaySound3D(hitag, wallOrSprite, &davector);
else
A_PlaySound(hitag, g_player[playerNum].ps->i);
}
return 1;
}
}
return 0;
}
void G_ActivateBySector(int sectNum, int spriteNum)
{
int activatedSectors = 0;
for (bssize_t SPRITES_OF_SECT(sectNum, i))
if (PN(i) == ACTIVATOR)
{
G_OperateActivators(SLT(i),-1);
++activatedSectors;
}
if (!activatedSectors)
G_OperateSectors(sectNum, spriteNum);
}
static void G_BreakWall(int tileNum, int spriteNum, int wallNum)
{
wall[wallNum].picnum = tileNum;
A_PlaySound(VENT_BUST,spriteNum);
A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
A_SpawnWallGlass(spriteNum,wallNum,10);
}
void A_DamageWall(int spriteNum, int wallNum, const vec3_t *vPos, int weaponNum)
{
int16_t sectNum = -1;
walltype *pWall = &wall[wallNum];
if (pWall->overpicnum == MIRROR && pWall->pal != 4 &&
A_CheckSpriteFlags(spriteNum, SFLAG_PROJECTILE) &&
(SpriteProjectile[spriteNum].workslike & PROJECTILE_RPG))
{
if (pWall->nextwall == -1 || wall[pWall->nextwall].pal != 4)
{
A_SpawnWallGlass(spriteNum, wallNum, 70);
pWall->cstat &= ~16;
pWall->overpicnum = MIRRORBROKE;
A_PlaySound(GLASS_HEAVYBREAK, spriteNum);
return;
}
}
if (pWall->overpicnum == MIRROR && pWall->pal != 4)
{
switch (DYNAMICTILEMAP(weaponNum))
{
case HEAVYHBOMB__STATIC:
case RADIUSEXPLOSION__STATIC:
case RPG__STATIC:
case HYDRENT__STATIC:
case SEENINE__STATIC:
case OOZFILTER__STATIC:
case EXPLODINGBARREL__STATIC:
if (pWall->nextwall == -1 || wall[pWall->nextwall].pal != 4)
{
A_SpawnWallGlass(spriteNum, wallNum, 70);
pWall->cstat &= ~16;
pWall->overpicnum = MIRRORBROKE;
A_PlaySound(GLASS_HEAVYBREAK, spriteNum);
return;
}
}
}
if ((((pWall->cstat & 16) || pWall->overpicnum == BIGFORCE) && pWall->nextsector >= 0) &&
(sector[pWall->nextsector].floorz > vPos->z) &&
(sector[pWall->nextsector].floorz != sector[pWall->nextsector].ceilingz))
{
int const switchPic = G_GetForcefieldPicnum(wallNum);
switch (DYNAMICTILEMAP(switchPic))
{
case W_FORCEFIELD__STATIC:
pWall->extra = 1; // tell the forces to animate
/* fall-through */
case BIGFORCE__STATIC:
{
updatesector(vPos->x, vPos->y, &sectNum);
if (sectNum < 0)
return;
int xRepeat = 32;
int yRepeat = 32;
if (weaponNum == -1)
xRepeat = yRepeat = 8;
else if (weaponNum == CHAINGUN)
{
xRepeat = 16 + sprite[spriteNum].xrepeat;
yRepeat = 16 + sprite[spriteNum].yrepeat;
}
int const i = A_InsertSprite(sectNum, vPos->x, vPos->y, vPos->z, FORCERIPPLE, -127, xRepeat, yRepeat, 0,
0, 0, spriteNum, 5);
CS(i) |= 18 + 128;
SA(i) = getangle(pWall->x - wall[pWall->point2].x, pWall->y - wall[pWall->point2].y) - 512;
A_PlaySound(SOMETHINGHITFORCE, i);
}
return;
case FANSPRITE__STATIC:
pWall->overpicnum = FANSPRITEBROKE;
pWall->cstat &= 65535 - 65;
if (pWall->nextwall >= 0)
{
wall[pWall->nextwall].overpicnum = FANSPRITEBROKE;
wall[pWall->nextwall].cstat &= 65535 - 65;
}
A_PlaySound(VENT_BUST, spriteNum);
A_PlaySound(GLASS_BREAKING, spriteNum);
return;
case GLASS__STATIC:
updatesector(vPos->x, vPos->y, &sectNum);
if (sectNum < 0)
return;
pWall->overpicnum = GLASS2;
A_SpawnWallGlass(spriteNum, wallNum, 10);
pWall->cstat = 0;
if (pWall->nextwall >= 0)
wall[pWall->nextwall].cstat = 0;
{
int const i = A_InsertSprite(sectNum, vPos->x, vPos->y, vPos->z, SECTOREFFECTOR, 0, 0, 0,
g_player[0].ps->ang, 0, 0, spriteNum, 3);
SLT(i) = 128;
T2(i) = 5;
T3(i) = wallNum;
A_PlaySound(GLASS_BREAKING, i);
}
return;
case STAINGLASS1__STATIC:
updatesector(vPos->x, vPos->y, &sectNum);
if (sectNum < 0)
return;
A_SpawnRandomGlass(spriteNum, wallNum, 80);
pWall->cstat = 0;
if (pWall->nextwall >= 0)
wall[pWall->nextwall].cstat = 0;
A_PlaySound(VENT_BUST, spriteNum);
A_PlaySound(GLASS_BREAKING, spriteNum);
return;
}
}
switch (DYNAMICTILEMAP(pWall->picnum))
{
case COLAMACHINE__STATIC:
case VENDMACHINE__STATIC:
G_BreakWall(pWall->picnum + 2, spriteNum, wallNum);
A_PlaySound(VENT_BUST, spriteNum);
return;
case OJ__STATIC:
case FEMPIC2__STATIC:
case FEMPIC3__STATIC:
case SCREENBREAK6__STATIC:
case SCREENBREAK7__STATIC:
case SCREENBREAK8__STATIC:
case SCREENBREAK1__STATIC:
case SCREENBREAK2__STATIC:
case SCREENBREAK3__STATIC:
case SCREENBREAK4__STATIC:
case SCREENBREAK5__STATIC:
case SCREENBREAK9__STATIC:
case SCREENBREAK10__STATIC:
case SCREENBREAK11__STATIC:
case SCREENBREAK12__STATIC:
case SCREENBREAK13__STATIC:
case SCREENBREAK14__STATIC:
case SCREENBREAK15__STATIC:
case SCREENBREAK16__STATIC:
case SCREENBREAK17__STATIC:
case SCREENBREAK18__STATIC:
case SCREENBREAK19__STATIC:
case BORNTOBEWILDSCREEN__STATIC:
A_SpawnWallGlass(spriteNum, wallNum, 30);
pWall->picnum = W_SCREENBREAK + (krand() % 3);
A_PlaySound(GLASS_HEAVYBREAK, spriteNum);
return;
case W_TECHWALL5__STATIC:
case W_TECHWALL6__STATIC:
case W_TECHWALL7__STATIC:
case W_TECHWALL8__STATIC:
case W_TECHWALL9__STATIC:
G_BreakWall(pWall->picnum + 1, spriteNum, wallNum);
return;
case W_MILKSHELF__STATIC:
G_BreakWall(W_MILKSHELFBROKE, spriteNum, wallNum);
return;
case W_TECHWALL10__STATIC:
G_BreakWall(W_HITTECHWALL10, spriteNum, wallNum);
return;
case W_TECHWALL1__STATIC:
case W_TECHWALL11__STATIC:
case W_TECHWALL12__STATIC:
case W_TECHWALL13__STATIC:
case W_TECHWALL14__STATIC:
G_BreakWall(W_HITTECHWALL1, spriteNum, wallNum);
return;
case W_TECHWALL15__STATIC:
G_BreakWall(W_HITTECHWALL15, spriteNum, wallNum);
return;
case W_TECHWALL16__STATIC:
G_BreakWall(W_HITTECHWALL16, spriteNum, wallNum);
return;
case W_TECHWALL2__STATIC:
G_BreakWall(W_HITTECHWALL2, spriteNum, wallNum);
return;
case W_TECHWALL3__STATIC:
G_BreakWall(W_HITTECHWALL3, spriteNum, wallNum);
return;
case W_TECHWALL4__STATIC:
G_BreakWall(W_HITTECHWALL4, spriteNum, wallNum);
return;
case ATM__STATIC:
pWall->picnum = ATMBROKE;
A_SpawnMultiple(spriteNum, MONEY, 1 + (krand() & 7));
A_PlaySound(GLASS_HEAVYBREAK, spriteNum);
break;
case WALLLIGHT1__STATIC:
case WALLLIGHT2__STATIC:
case WALLLIGHT3__STATIC:
case WALLLIGHT4__STATIC:
case TECHLIGHT2__STATIC:
case TECHLIGHT4__STATIC:
{
A_PlaySound(rnd(128) ? GLASS_HEAVYBREAK : GLASS_BREAKING, spriteNum);
A_SpawnWallGlass(spriteNum, wallNum, 30);
if (pWall->picnum == WALLLIGHT1)
pWall->picnum = WALLLIGHTBUST1;
if (pWall->picnum == WALLLIGHT2)
pWall->picnum = WALLLIGHTBUST2;
if (pWall->picnum == WALLLIGHT3)
pWall->picnum = WALLLIGHTBUST3;
if (pWall->picnum == WALLLIGHT4)
pWall->picnum = WALLLIGHTBUST4;
if (pWall->picnum == TECHLIGHT2)
pWall->picnum = TECHLIGHTBUST2;
if (pWall->picnum == TECHLIGHT4)
pWall->picnum = TECHLIGHTBUST4;
if (pWall->lotag == 0)
return;
sectNum = pWall->nextsector;
if (sectNum < 0)
return;
int darkestWall = 0;
pWall = &wall[sector[sectNum].wallptr];
for (bssize_t i = sector[sectNum].wallnum; i > 0; i--, pWall++)
if (pWall->shade > darkestWall)
darkestWall = pWall->shade;
int const random = krand() & 1;
for (bssize_t SPRITES_OF(STAT_EFFECTOR, i))
if (SHT(i) == wall[wallNum].lotag && SLT(i) == SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT)
{
T3(i) = random;
T4(i) = darkestWall;
T5(i) = 1;
}
break;
}
}
}
// NOTE: return value never examined in any of the callers.
int Sect_DamageCeilingOrFloor(int damageFloor, int const sectNum)
{
// NOTE: pass RETURN in the dist argument, too.
int const RETURN_in = damageFloor ? 131072 + sectNum : 65536 + sectNum;
int32_t const returnValue =
VM_OnEventWithBoth(EVENT_DAMAGEHPLANE, g_player[screenpeek].ps->i, screenpeek, RETURN_in, RETURN_in);
if (returnValue < 0)
return 0;
int16_t * const pPicnum = damageFloor ? &sector[sectNum].floorpicnum : &sector[sectNum].ceilingpicnum;
if (returnValue == (1<<20))
{
// Execute the hard-coded stuff without changing picnum (expected to
// have been done by the event).
goto GLASSBREAK_CODE;
}
switch (DYNAMICTILEMAP(*pPicnum))
{
case WALLLIGHT1__STATIC: *pPicnum = WALLLIGHTBUST1; goto GLASSBREAK_CODE;
case WALLLIGHT2__STATIC: *pPicnum = WALLLIGHTBUST2; goto GLASSBREAK_CODE;
case WALLLIGHT3__STATIC: *pPicnum = WALLLIGHTBUST3; goto GLASSBREAK_CODE;
case WALLLIGHT4__STATIC: *pPicnum = WALLLIGHTBUST4; goto GLASSBREAK_CODE;
case TECHLIGHT2__STATIC: sector[sectNum].ceilingpicnum = TECHLIGHTBUST2; goto GLASSBREAK_CODE;
case TECHLIGHT4__STATIC: sector[sectNum].ceilingpicnum = TECHLIGHTBUST4;
GLASSBREAK_CODE:
A_SpawnCeilingGlass(g_player[myconnectindex].ps->i, sectNum, 10);
A_PlaySound(GLASS_BREAKING, g_player[screenpeek].ps->i);
if (sector[sectNum].hitag == 0)
{
for (bssize_t SPRITES_OF_SECT(sectNum, i))
{
if (PN(i) == SECTOREFFECTOR && SLT(i) == SE_12_LIGHT_SWITCH)
{
for (bssize_t SPRITES_OF(STAT_EFFECTOR, j))
if (sprite[j].hitag == SHT(i))
actor[j].t_data[3] = 1;
break;
}
}
}
int j = krand() & 1;
for (bssize_t SPRITES_OF(STAT_EFFECTOR, i))
{
if (SHT(i) == sector[sectNum].hitag && SLT(i) == SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT)
{
T3(i) = j;
T5(i) = 1;
}
}
return 1;
}
return 0;
}
// hard coded props... :(
void A_DamageObject(int32_t spriteNum, int32_t damageSrc)
{
int32_t isRPG=0;
spritetype *pSprite;
if (g_netClient)
{
return;
}
spriteNum &= (MAXSPRITES-1);
if (A_CheckSpriteFlags(damageSrc,SFLAG_PROJECTILE))
if (SpriteProjectile[damageSrc].workslike & PROJECTILE_RPG)
isRPG = 1;
switch (DYNAMICTILEMAP(PN(spriteNum)))
{
case OCEANSPRITE1__STATIC:
case OCEANSPRITE2__STATIC:
case OCEANSPRITE3__STATIC:
case OCEANSPRITE4__STATIC:
case OCEANSPRITE5__STATIC:
A_Spawn(spriteNum,SMALLSMOKE);
A_DeleteSprite(spriteNum);
break;
case QUEBALL__STATIC:
case STRIPEBALL__STATIC:
if (sprite[damageSrc].picnum == QUEBALL || sprite[damageSrc].picnum == STRIPEBALL)
{
sprite[damageSrc].xvel = (sprite[spriteNum].xvel>>1)+(sprite[spriteNum].xvel>>2);
sprite[damageSrc].ang -= (SA(spriteNum)<<1)+1024;
SA(spriteNum) = getangle(SX(spriteNum)-sprite[damageSrc].x,SY(spriteNum)-sprite[damageSrc].y)-512;
if (S_CheckSoundPlaying(spriteNum,POOLBALLHIT) < 2)
A_PlaySound(POOLBALLHIT,spriteNum);
}
else
{
if (krand()&3)
{
sprite[spriteNum].xvel = 164;
sprite[spriteNum].ang = sprite[damageSrc].ang;
}
else
{
A_SpawnWallGlass(spriteNum,-1,3);
A_DeleteSprite(spriteNum);
}
}
break;
case TREE1__STATIC:
case TREE2__STATIC:
case TIRE__STATIC:
case CONE__STATIC:
case BOX__STATIC:
{
if (isRPG == 1)
if (T1(spriteNum) == 0)
{
CS(spriteNum) &= ~257;
T1(spriteNum) = 1;
A_Spawn(spriteNum,BURNING);
}
switch (DYNAMICTILEMAP(sprite[damageSrc].picnum))
{
case RADIUSEXPLOSION__STATIC:
case RPG__STATIC:
case FIRELASER__STATIC:
case HYDRENT__STATIC:
case HEAVYHBOMB__STATIC:
if (T1(spriteNum) == 0)
{
CS(spriteNum) &= ~257;
T1(spriteNum) = 1;
A_Spawn(spriteNum,BURNING);
}
break;
}
break;
}
case CACTUS__STATIC:
{
if (isRPG == 1)
for (bssize_t k=64; k>0; k--)
{
int newSprite =
A_InsertSprite(SECT(spriteNum), SX(spriteNum), SY(spriteNum), SZ(spriteNum) - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48,
krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (sprite[spriteNum].zvel >> 2), spriteNum, 5);
sprite[newSprite].pal = 8;
}
// case CACTUSBROKE:
switch (DYNAMICTILEMAP(sprite[damageSrc].picnum))
{
case RADIUSEXPLOSION__STATIC:
case RPG__STATIC:
case FIRELASER__STATIC:
case HYDRENT__STATIC:
case HEAVYHBOMB__STATIC:
for (bssize_t k=64; k>0; k--)
{
int newSprite =
A_InsertSprite(SECT(spriteNum), SX(spriteNum), SY(spriteNum), SZ(spriteNum) - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48,
krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (sprite[spriteNum].zvel >> 2), spriteNum, 5);
sprite[newSprite].pal = 8;
}
if (PN(spriteNum) == CACTUS)
PN(spriteNum) = CACTUSBROKE;
CS(spriteNum) &= ~257;
// else A_DeleteSprite(i);
break;
}
break;
}
case HANGLIGHT__STATIC:
case GENERICPOLE2__STATIC:
for (bssize_t k=6; k>0; k--)
A_InsertSprite(SECT(spriteNum),SX(spriteNum),SY(spriteNum),SZ(spriteNum)-ZOFFSET3,SCRAP1+(krand()&15),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(sprite[spriteNum].zvel>>2),spriteNum,5);
A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
A_DeleteSprite(spriteNum);
break;
case FANSPRITE__STATIC:
PN(spriteNum) = FANSPRITEBROKE;
CS(spriteNum) &= (65535-257);
if (sector[SECT(spriteNum)].floorpicnum == FANSHADOW)
sector[SECT(spriteNum)].floorpicnum = FANSHADOWBROKE;
A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
pSprite = &sprite[spriteNum];
for (bssize_t j=16; j>0; j--)
RANDOMSCRAP(pSprite, spriteNum);
break;
case WATERFOUNTAIN__STATIC:
// case WATERFOUNTAIN+1:
// case WATERFOUNTAIN+2:
PN(spriteNum) = WATERFOUNTAINBROKE;
A_Spawn(spriteNum,TOILETWATER);
break;
case SATELITE__STATIC:
case FUELPOD__STATIC:
case SOLARPANNEL__STATIC:
case ANTENNA__STATIC:
if (sprite[damageSrc].extra != G_DefaultActorHealth(SHOTSPARK1))
{
for (bssize_t j=15; j>0; j--)
A_InsertSprite(SECT(spriteNum),SX(spriteNum),SY(spriteNum),sector[SECT(spriteNum)].floorz-ZOFFSET4-(j<<9),SCRAP1+(krand()&15),-8,64,64,
krand()&2047,(krand()&127)+64,-(krand()&511)-256,spriteNum,5);
A_Spawn(spriteNum,EXPLOSION2);
A_DeleteSprite(spriteNum);
}
break;
case BOTTLE1__STATIC:
case BOTTLE2__STATIC:
case BOTTLE3__STATIC:
case BOTTLE4__STATIC:
case BOTTLE5__STATIC:
case BOTTLE6__STATIC:
case BOTTLE8__STATIC:
case BOTTLE10__STATIC:
case BOTTLE11__STATIC:
case BOTTLE12__STATIC:
case BOTTLE13__STATIC:
case BOTTLE14__STATIC:
case BOTTLE15__STATIC:
case BOTTLE16__STATIC:
case BOTTLE17__STATIC:
case BOTTLE18__STATIC:
case BOTTLE19__STATIC:
case WATERFOUNTAINBROKE__STATIC:
case DOMELITE__STATIC:
case SUSHIPLATE1__STATIC:
case SUSHIPLATE2__STATIC:
case SUSHIPLATE3__STATIC:
case SUSHIPLATE4__STATIC:
case SUSHIPLATE5__STATIC:
case WAITTOBESEATED__STATIC:
case VASE__STATIC:
case STATUEFLASH__STATIC:
case STATUE__STATIC:
if (PN(spriteNum) == BOTTLE10)
A_SpawnMultiple(spriteNum, MONEY, 4+(krand()&3));
else if (PN(spriteNum) == STATUE || PN(spriteNum) == STATUEFLASH)
{
A_SpawnRandomGlass(spriteNum,-1,40);
A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
}
else if (PN(spriteNum) == VASE)
A_SpawnWallGlass(spriteNum,-1,40);
A_PlaySound(GLASS_BREAKING,spriteNum);
SA(spriteNum) = krand()&2047;
A_SpawnWallGlass(spriteNum,-1,8);
A_DeleteSprite(spriteNum);
break;
case FETUS__STATIC:
PN(spriteNum) = FETUSBROKE;
A_PlaySound(GLASS_BREAKING,spriteNum);
A_SpawnWallGlass(spriteNum,-1,10);
break;
case FETUSBROKE__STATIC:
for (bssize_t j=48; j>0; j--)
{
A_Shoot(spriteNum,BLOODSPLAT1);
SA(spriteNum) += 333;
}
A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
A_PlaySound(SQUISHED,spriteNum);
/* fall-through */
case BOTTLE7__STATIC:
A_PlaySound(GLASS_BREAKING,spriteNum);
A_SpawnWallGlass(spriteNum,-1,10);
A_DeleteSprite(spriteNum);
break;
case HYDROPLANT__STATIC:
PN(spriteNum) = BROKEHYDROPLANT;
A_PlaySound(GLASS_BREAKING,spriteNum);
A_SpawnWallGlass(spriteNum,-1,10);
break;
case FORCESPHERE__STATIC:
sprite[spriteNum].xrepeat = 0;
actor[OW(spriteNum)].t_data[0] = 32;
actor[OW(spriteNum)].t_data[1] = !actor[OW(spriteNum)].t_data[1];
actor[OW(spriteNum)].t_data[2] ++;
A_Spawn(spriteNum,EXPLOSION2);
break;
case BROKEHYDROPLANT__STATIC:
A_PlaySound(GLASS_BREAKING,spriteNum);
A_SpawnWallGlass(spriteNum,-1,5);
A_DeleteSprite(spriteNum);
break;
case TOILET__STATIC:
PN(spriteNum) = TOILETBROKE;
CS(spriteNum) |= (krand()&1)<<2;
CS(spriteNum) &= ~257;
A_Spawn(spriteNum,TOILETWATER);
A_PlaySound(GLASS_BREAKING,spriteNum);
break;
case STALL__STATIC:
PN(spriteNum) = STALLBROKE;
CS(spriteNum) |= (krand()&1)<<2;
CS(spriteNum) &= ~257;
A_Spawn(spriteNum,TOILETWATER);
A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
break;
case HYDRENT__STATIC:
PN(spriteNum) = BROKEFIREHYDRENT;
A_Spawn(spriteNum,TOILETWATER);
// for(k=0;k<5;k++)
// {
// j = A_InsertSprite(SECT,SX,SY,SZ-(krand()%(48<<8)),SCRAP3+(krand()&3),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(sprite[i].zvel>>2),i,5);
// sprite[j].pal = 2;
// }
A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
break;
case GRATE1__STATIC:
PN(spriteNum) = BGRATE1;
CS(spriteNum) &= (65535-256-1);
A_PlaySound(VENT_BUST,spriteNum);
break;
case CIRCLEPANNEL__STATIC:
PN(spriteNum) = CIRCLEPANNELBROKE;
CS(spriteNum) &= (65535-256-1);
A_PlaySound(VENT_BUST,spriteNum);
break;
case PANNEL1__STATIC:
case PANNEL2__STATIC:
PN(spriteNum) = BPANNEL1;
CS(spriteNum) &= (65535-256-1);
A_PlaySound(VENT_BUST,spriteNum);
break;
case PANNEL3__STATIC:
PN(spriteNum) = BPANNEL3;
CS(spriteNum) &= (65535-256-1);
A_PlaySound(VENT_BUST,spriteNum);
break;
case PIPE1__STATIC:
case PIPE2__STATIC:
case PIPE3__STATIC:
case PIPE4__STATIC:
case PIPE5__STATIC:
case PIPE6__STATIC:
{
switch (DYNAMICTILEMAP(PN(spriteNum)))
{
case PIPE1__STATIC:
PN(spriteNum)=PIPE1B;
break;
case PIPE2__STATIC:
PN(spriteNum)=PIPE2B;
break;
case PIPE3__STATIC:
PN(spriteNum)=PIPE3B;
break;
case PIPE4__STATIC:
PN(spriteNum)=PIPE4B;
break;
case PIPE5__STATIC:
PN(spriteNum)=PIPE5B;
break;
case PIPE6__STATIC:
PN(spriteNum)=PIPE6B;
break;
}
int newSprite = A_Spawn(spriteNum, STEAM);
sprite[newSprite].z = sector[SECT(spriteNum)].floorz-ZOFFSET5;
break;
}
case MONK__STATIC:
case LUKE__STATIC:
case INDY__STATIC:
case JURYGUY__STATIC:
A_PlaySound(SLT(spriteNum),spriteNum);
A_Spawn(spriteNum,SHT(spriteNum));
/* fall-through */
case SPACEMARINE__STATIC:
sprite[spriteNum].extra -= sprite[damageSrc].extra;
if (sprite[spriteNum].extra > 0) break;
SA(spriteNum) = krand()&2047;
A_Shoot(spriteNum,BLOODSPLAT1);
SA(spriteNum) = krand()&2047;
A_Shoot(spriteNum,BLOODSPLAT2);
SA(spriteNum) = krand()&2047;
A_Shoot(spriteNum,BLOODSPLAT3);
SA(spriteNum) = krand()&2047;
A_Shoot(spriteNum,BLOODSPLAT4);
SA(spriteNum) = krand()&2047;
A_Shoot(spriteNum,BLOODSPLAT1);
SA(spriteNum) = krand()&2047;
A_Shoot(spriteNum,BLOODSPLAT2);
SA(spriteNum) = krand()&2047;
A_Shoot(spriteNum,BLOODSPLAT3);
SA(spriteNum) = krand()&2047;
A_Shoot(spriteNum,BLOODSPLAT4);
A_DoGuts(spriteNum,JIBS1,1);
A_DoGuts(spriteNum,JIBS2,2);
A_DoGuts(spriteNum,JIBS3,3);
A_DoGuts(spriteNum,JIBS4,4);
A_DoGuts(spriteNum,JIBS5,1);
A_DoGuts(spriteNum,JIBS3,6);
S_PlaySound(SQUISHED);
A_DeleteSprite(spriteNum);
break;
case CHAIR1__STATIC:
case CHAIR2__STATIC:
PN(spriteNum) = BROKENCHAIR;
CS(spriteNum) = 0;
break;
case CHAIR3__STATIC:
case MOVIECAMERA__STATIC:
case SCALE__STATIC:
case VACUUM__STATIC:
case CAMERALIGHT__STATIC:
case IVUNIT__STATIC:
case POT1__STATIC:
case POT2__STATIC:
case POT3__STATIC:
case TRIPODCAMERA__STATIC:
A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
pSprite = &sprite[spriteNum];
for (bssize_t j=16; j>0; j--)
RANDOMSCRAP(pSprite, spriteNum);
A_DeleteSprite(spriteNum);
break;
case PLAYERONWATER__STATIC:
spriteNum = OW(spriteNum);
/* fall-through */
default:
if ((sprite[spriteNum].cstat&16) && SHT(spriteNum) == 0 && SLT(spriteNum) == 0 && sprite[spriteNum].statnum == STAT_DEFAULT)
break;
if ((sprite[damageSrc].picnum == FREEZEBLAST || sprite[damageSrc].owner != spriteNum) && sprite[spriteNum].statnum != STAT_PROJECTILE)
{
if (A_CheckEnemySprite(&sprite[spriteNum]) == 1)
{
if (sprite[damageSrc].picnum == RPG)
sprite[damageSrc].extra <<= 1;
if ((PN(spriteNum) != DRONE) && (PN(spriteNum) != ROTATEGUN) && (PN(spriteNum) != COMMANDER) && (PN(spriteNum) < GREENSLIME || PN(spriteNum) > GREENSLIME+7))
if (sprite[damageSrc].picnum != FREEZEBLAST)
if (!A_CheckSpriteFlags(spriteNum, SFLAG_BADGUY) || A_CheckSpriteFlags(spriteNum, SFLAG_HURTSPAWNBLOOD))
{
int const newSprite = A_Spawn(damageSrc, JIBS6);
sprite[newSprite].z += ZOFFSET6;
if (sprite[damageSrc].pal == 6)
sprite[newSprite].pal = 6;
sprite[newSprite].xvel = 16;
sprite[newSprite].xrepeat = sprite[newSprite].yrepeat = 24;
sprite[newSprite].ang += 32 - (krand() & 63);
}
int const damageOwner = sprite[damageSrc].owner;
if (damageOwner >= 0 && sprite[damageOwner].picnum == APLAYER && PN(spriteNum) != ROTATEGUN && PN(spriteNum) != DRONE)
if (g_player[P_Get(damageOwner)].ps->curr_weapon == SHOTGUN_WEAPON)
if (!A_CheckSpriteFlags(spriteNum, SFLAG_BADGUY) || A_CheckSpriteFlags(spriteNum, SFLAG_HURTSPAWNBLOOD))
{
A_Shoot(spriteNum, BLOODSPLAT3);
A_Shoot(spriteNum, BLOODSPLAT1);
A_Shoot(spriteNum, BLOODSPLAT2);
A_Shoot(spriteNum, BLOODSPLAT4);
}
if (!A_CheckSpriteFlags(spriteNum, SFLAG_NODAMAGEPUSH))
{
if (sprite[spriteNum].extra > 0)
{
if ((sprite[spriteNum].cstat & 48) == 0)
SA(spriteNum) = (sprite[damageSrc].ang + 1024) & 2047;
sprite[spriteNum].xvel = -(sprite[damageSrc].extra << 2);
int16_t sectNum = SECT(spriteNum);
pushmove((vec3_t *)&sprite[spriteNum], &sectNum, 128L, (4L << 8), (4L << 8), CLIPMASK0);
if (sectNum != SECT(spriteNum) && (unsigned)sectNum < MAXSECTORS)
changespritesect(spriteNum, sectNum);
}
}
if (sprite[spriteNum].statnum == STAT_ZOMBIEACTOR)
{
changespritestat(spriteNum, STAT_ACTOR);
actor[spriteNum].timetosleep = SLEEPTIME;
}
if ((sprite[spriteNum].xrepeat < 24 || PN(spriteNum) == SHARK) && sprite[damageSrc].picnum == SHRINKSPARK)
return;
}
if (sprite[spriteNum].statnum != STAT_ZOMBIEACTOR)
{
if (sprite[damageSrc].picnum == FREEZEBLAST && ((PN(spriteNum) == APLAYER && sprite[spriteNum].pal == 1) || (g_freezerSelfDamage == 0 && sprite[damageSrc].owner == spriteNum)))
return;
actor[spriteNum].picnum = sprite[damageSrc].picnum;
actor[spriteNum].extra += sprite[damageSrc].extra;
actor[spriteNum].ang = sprite[damageSrc].ang;
actor[spriteNum].owner = sprite[damageSrc].owner;
}
if (sprite[spriteNum].statnum == STAT_PLAYER)
{
DukePlayer_t *ps = g_player[P_Get(spriteNum)].ps;
if (ps->newowner >= 0)
G_ClearCameraView(ps);
if (sprite[spriteNum].xrepeat < 24 && sprite[damageSrc].picnum == SHRINKSPARK)
return;
if (sprite[actor[spriteNum].owner].picnum != APLAYER)
if (ud.player_skill >= 3)
sprite[damageSrc].extra += (sprite[damageSrc].extra>>1);
}
}
break;
}
}
void G_AlignWarpElevators(void)
{
for (bssize_t SPRITES_OF(STAT_EFFECTOR, i))
{
if (SLT(i) == SE_17_WARP_ELEVATOR && SS(i) > 16)
{
for (bssize_t SPRITES_OF(STAT_EFFECTOR, j))
{
if (i != j && sprite[j].lotag == SE_17_WARP_ELEVATOR && SHT(i) == sprite[j].hitag)
{
sector[sprite[j].sectnum].floorz = sector[SECT(i)].floorz;
sector[sprite[j].sectnum].ceilingz = sector[SECT(i)].ceilingz;
}
}
}
}
}
static int P_CheckDetonatorSpecialCase(DukePlayer_t *const pPlayer, int weaponNum)
{
if (weaponNum == HANDBOMB_WEAPON && pPlayer->ammo_amount[HANDBOMB_WEAPON] == 0)
{
int spriteNum = headspritestat[STAT_ACTOR];
while (spriteNum >= 0)
{
if (sprite[spriteNum].picnum == HEAVYHBOMB && sprite[spriteNum].owner == pPlayer->i)
return 1;
spriteNum = nextspritestat[spriteNum];
}
}
return 0;
}
void P_HandleSharedKeys(int playerNum)
{
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
if (pPlayer->cheat_phase == 1) return;
uint32_t playerBits = g_player[playerNum].inputBits->bits, weaponNum;
// 1<<0 = jump
// 1<<1 = crouch
// 1<<2 = fire
// 1<<3 = aim up
// 1<<4 = aim down
// 1<<5 = run
// 1<<6 = look left
// 1<<7 = look right
// 15<<8 = !weapon selection (bits 8-11)
// 1<<12 = !steroids
// 1<<13 = look up
// 1<<14 = look down
// 1<<15 = !nightvis
// 1<<16 = !medkit
// 1<<17 = (multiflag==1) ? changes meaning of bits 18 and 19
// 1<<18 = centre view
// 1<<19 = !holster weapon
// 1<<20 = !inventory left
// 1<<21 = !pause
// 1<<22 = !quick kick
// 1<<23 = aim mode
// 1<<24 = !holoduke
// 1<<25 = !jetpack
// 1<<26 = g_gameQuit
// 1<<27 = !inventory right
// 1<<28 = !turn around
// 1<<29 = !open
// 1<<30 = !inventory
// 1<<31 = !escape
int const aimMode = pPlayer->aim_mode;
pPlayer->aim_mode = (playerBits>>SK_AIMMODE)&1;
if (pPlayer->aim_mode < aimMode)
pPlayer->return_to_center = 9;
if (TEST_SYNC_KEY(playerBits, SK_QUICK_KICK) && pPlayer->quick_kick == 0)
if (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) != KNEE_WEAPON || pPlayer->kickback_pic == 0)
{
if (VM_OnEvent(EVENT_QUICKKICK,g_player[playerNum].ps->i,playerNum) == 0)
{
pPlayer->quick_kick = 14;
if (pPlayer->fta == 0 || pPlayer->ftq == 80)
P_DoQuote(QUOTE_MIGHTY_FOOT,pPlayer);
}
}
weaponNum = playerBits & ((15u<<SK_WEAPON_BITS)|BIT(SK_STEROIDS)|BIT(SK_NIGHTVISION)|BIT(SK_MEDKIT)|BIT(SK_QUICK_KICK)| \
BIT(SK_HOLSTER)|BIT(SK_INV_LEFT)|BIT(SK_PAUSE)|BIT(SK_HOLODUKE)|BIT(SK_JETPACK)|BIT(SK_INV_RIGHT)| \
BIT(SK_TURNAROUND)|BIT(SK_OPEN)|BIT(SK_INVENTORY)|BIT(SK_ESCAPE));
playerBits = weaponNum & ~pPlayer->interface_toggle_flag;
pPlayer->interface_toggle_flag |= playerBits | ((playerBits&0xf00)?0xf00:0);
pPlayer->interface_toggle_flag &= weaponNum | ((weaponNum&0xf00)?0xf00:0);
if (playerBits && TEST_SYNC_KEY(playerBits, SK_MULTIFLAG) == 0)
{
if (TEST_SYNC_KEY(playerBits, SK_PAUSE))
{
KB_ClearKeyDown(sc_Pause);
if (ud.pause_on)
ud.pause_on = 0;
else ud.pause_on = 1+SHIFTS_IS_PRESSED;
if (ud.pause_on)
{
S_PauseMusic(1);
S_PauseSounds(1);
}
else
{
if (ud.config.MusicToggle) S_PauseMusic(0);
S_PauseSounds(0);
pub = NUMPAGES;
pus = NUMPAGES;
}
}
if (ud.pause_on) return;
if (sprite[pPlayer->i].extra <= 0) return; // if dead...
if (TEST_SYNC_KEY(playerBits, SK_INVENTORY) && pPlayer->newowner == -1) // inventory button generates event for selected item
{
if (VM_OnEvent(EVENT_INVENTORY,g_player[playerNum].ps->i,playerNum) == 0)
{
switch (pPlayer->inven_icon)
{
case ICON_JETPACK: playerBits |= BIT(SK_JETPACK); break;
case ICON_HOLODUKE: playerBits |= BIT(SK_HOLODUKE); break;
case ICON_HEATS: playerBits |= BIT(SK_NIGHTVISION); break;
case ICON_FIRSTAID: playerBits |= BIT(SK_MEDKIT); break;
case ICON_STEROIDS: playerBits |= BIT(SK_STEROIDS); break;
}
}
}
if (TEST_SYNC_KEY(playerBits, SK_NIGHTVISION))
{
if (VM_OnEvent(EVENT_USENIGHTVISION,g_player[playerNum].ps->i,playerNum) == 0
&& pPlayer->inv_amount[GET_HEATS] > 0)
{
pPlayer->heat_on = !pPlayer->heat_on;
P_UpdateScreenPal(pPlayer);
pPlayer->inven_icon = ICON_HEATS;
A_PlaySound(NITEVISION_ONOFF,pPlayer->i);
P_DoQuote(QUOTE_NVG_OFF-!!pPlayer->heat_on,pPlayer);
}
}
if (TEST_SYNC_KEY(playerBits, SK_STEROIDS))
{
if (VM_OnEvent(EVENT_USESTEROIDS,g_player[playerNum].ps->i,playerNum) == 0)
{
if (pPlayer->inv_amount[GET_STEROIDS] == 400)
{
pPlayer->inv_amount[GET_STEROIDS]--;
A_PlaySound(DUKE_TAKEPILLS,pPlayer->i);
P_DoQuote(QUOTE_USED_STEROIDS,pPlayer);
}
if (pPlayer->inv_amount[GET_STEROIDS] > 0)
pPlayer->inven_icon = ICON_STEROIDS;
}
return; // is there significance to returning?
}
if (pPlayer->refresh_inventory)
playerBits |= BIT(SK_INV_LEFT); // emulate move left...
if (pPlayer->newowner == -1 && (TEST_SYNC_KEY(playerBits, SK_INV_LEFT) || TEST_SYNC_KEY(playerBits, SK_INV_RIGHT)))
{
pPlayer->invdisptime = GAMETICSPERSEC*2;
int const inventoryRight = !!(TEST_SYNC_KEY(playerBits, SK_INV_RIGHT));
if (pPlayer->refresh_inventory) pPlayer->refresh_inventory = 0;
int32_t inventoryIcon = pPlayer->inven_icon;
int i = 0;
CHECKINV1:
if (i < 9)
{
i++;
switch (inventoryIcon)
{
case ICON_JETPACK:
case ICON_SCUBA:
case ICON_STEROIDS:
case ICON_HOLODUKE:
case ICON_HEATS:
if (pPlayer->inv_amount[icon_to_inv[inventoryIcon]] > 0 && i > 1)
break;
if (inventoryRight)
inventoryIcon++;
else
inventoryIcon--;
goto CHECKINV1;
case ICON_NONE:
case ICON_FIRSTAID:
if (pPlayer->inv_amount[GET_FIRSTAID] > 0 && i > 1)
break;
inventoryIcon = inventoryRight ? 2 : 7;
goto CHECKINV1;
case ICON_BOOTS:
if (pPlayer->inv_amount[GET_BOOTS] > 0 && i > 1)
break;
inventoryIcon = inventoryRight ? 1 : 6;
goto CHECKINV1;
}
}
else inventoryIcon = 0;
if (TEST_SYNC_KEY(playerBits, SK_INV_LEFT)) // Inventory_Left
{
/*Gv_SetVar(g_iReturnVarID,dainv,g_player[snum].ps->i,snum);*/
inventoryIcon = VM_OnEventWithReturn(EVENT_INVENTORYLEFT,g_player[playerNum].ps->i,playerNum, inventoryIcon);
}
else if (TEST_SYNC_KEY(playerBits, SK_INV_RIGHT)) // Inventory_Right
{
/*Gv_SetVar(g_iReturnVarID,dainv,g_player[snum].ps->i,snum);*/
inventoryIcon = VM_OnEventWithReturn(EVENT_INVENTORYRIGHT,g_player[playerNum].ps->i,playerNum, inventoryIcon);
}
if (inventoryIcon >= 1)
{
pPlayer->inven_icon = inventoryIcon;
if (inventoryIcon || pPlayer->inv_amount[GET_FIRSTAID])
{
static const int32_t i[8] = { QUOTE_MEDKIT, QUOTE_STEROIDS, QUOTE_HOLODUKE,
QUOTE_JETPACK, QUOTE_NVG, QUOTE_SCUBA, QUOTE_BOOTS, 0 };
if (inventoryIcon>=1 && inventoryIcon<=9)
P_DoQuote(i[inventoryIcon-1], pPlayer);
}
}
}
weaponNum = ((playerBits&(15<<SK_WEAPON_BITS))>>SK_WEAPON_BITS) - 1;
switch ((int32_t)weaponNum)
{
case -1:
break;
default:
weaponNum = VM_OnEventWithReturn(EVENT_WEAPKEY1+weaponNum,pPlayer->i,playerNum, weaponNum);
break;
case 10:
weaponNum = VM_OnEventWithReturn(EVENT_PREVIOUSWEAPON,pPlayer->i,playerNum, weaponNum);
break;
case 11:
weaponNum = VM_OnEventWithReturn(EVENT_NEXTWEAPON,pPlayer->i,playerNum, weaponNum);
break;
}
// NOTE: it is assumed that the above events return either -1 or a
// valid weapon index. Presumably, neither other negative numbers nor
// positive ones >= MAX_WEAPONS are allowed. However, the code below is
// a bit inconsistent in checking "j".
if (pPlayer->reloading == 1)
weaponNum = -1;
else if ((uint32_t)weaponNum < MAX_WEAPONS && pPlayer->kickback_pic == 1 && pPlayer->weapon_pos == 1)
{
pPlayer->wantweaponfire = weaponNum;
pPlayer->kickback_pic = 0;
}
if ((int32_t)weaponNum != -1 && pPlayer->last_pissed_time <= (GAMETICSPERSEC * 218) && pPlayer->show_empty_weapon == 0 &&
pPlayer->kickback_pic == 0 && pPlayer->quick_kick == 0 && sprite[pPlayer->i].xrepeat > 32 && pPlayer->access_incs == 0 &&
pPlayer->knee_incs == 0)
{
// if( ( p->weapon_pos == 0 || ( p->holster_weapon && p->weapon_pos == WEAPON_POS_LOWER ) ))
{
if (weaponNum == 10 || weaponNum == 11)
{
int currentWeapon = pPlayer->curr_weapon;
weaponNum = (weaponNum == 10 ? -1 : 1); // JBF: prev (-1) or next (1) weapon choice
int i = currentWeapon;
while ((currentWeapon >= 0 && currentWeapon < 11) || (PLUTOPAK && currentWeapon == GROW_WEAPON))
{
// this accounts for the expander when handling next/previous
switch (currentWeapon)
{
case DEVISTATOR_WEAPON:
if ((int32_t) weaponNum == -1)
{
if (PLUTOPAK)
currentWeapon = GROW_WEAPON;
else
currentWeapon--;
}
else
currentWeapon++;
break;
case GROW_WEAPON:
currentWeapon = ((int32_t) weaponNum == -1) ? SHRINKER_WEAPON : DEVISTATOR_WEAPON;
break;
case SHRINKER_WEAPON:
if ((int32_t)weaponNum == 1)
{
if (PLUTOPAK)
currentWeapon = GROW_WEAPON;
else
currentWeapon++;
}
else
currentWeapon--;
break;
case HANDREMOTE_WEAPON:
i = currentWeapon = HANDBOMB_WEAPON;
default:
currentWeapon += weaponNum;
break;
}
if (currentWeapon == -1) currentWeapon = FREEZE_WEAPON;
else if (currentWeapon == 10) currentWeapon = KNEE_WEAPON;
if (((pPlayer->gotweapon & (1<<currentWeapon)) && pPlayer->ammo_amount[currentWeapon] > 0) || P_CheckDetonatorSpecialCase(pPlayer, currentWeapon))
{
weaponNum = currentWeapon;
break;
}
if (i == currentWeapon) // absolutely no weapons, so use foot
{
weaponNum = KNEE_WEAPON;
break;
}
}
if (weaponNum == SHRINKER_WEAPON)
pPlayer->subweapon &= ~(1 << GROW_WEAPON);
else if (weaponNum == GROW_WEAPON)
pPlayer->subweapon |= (1<<GROW_WEAPON);
}
P_SetWeaponGamevars(playerNum, pPlayer);
weaponNum = VM_OnEventWithReturn(EVENT_SELECTWEAPON,pPlayer->i,playerNum, weaponNum);
// XXX: any signifcance to "<= MAX_WEAPONS" instead of "<"?
if ((int32_t)weaponNum != -1 && weaponNum <= MAX_WEAPONS)
{
if (P_CheckDetonatorSpecialCase(pPlayer, weaponNum))
{
pPlayer->gotweapon |= (1<<HANDBOMB_WEAPON);
weaponNum = HANDREMOTE_WEAPON;
}
if (weaponNum == SHRINKER_WEAPON && PLUTOPAK) // JBF 20040116: so we don't select the grower with v1.3d
{
if (screenpeek == playerNum) pus = NUMPAGES;
if (pPlayer->curr_weapon != GROW_WEAPON && pPlayer->curr_weapon != SHRINKER_WEAPON)
{
if (pPlayer->ammo_amount[GROW_WEAPON] > 0)
{
if ((pPlayer->subweapon&(1<<GROW_WEAPON)) == (1<<GROW_WEAPON))
weaponNum = GROW_WEAPON;
else if (pPlayer->ammo_amount[SHRINKER_WEAPON] == 0)
{
weaponNum = GROW_WEAPON;
pPlayer->subweapon |= (1<<GROW_WEAPON);
}
}
else if (pPlayer->ammo_amount[SHRINKER_WEAPON] > 0)
pPlayer->subweapon &= ~(1<<GROW_WEAPON);
}
else if (pPlayer->curr_weapon == SHRINKER_WEAPON)
{
pPlayer->subweapon |= (1<<GROW_WEAPON);
weaponNum = GROW_WEAPON;
}
else
pPlayer->subweapon &= ~(1<<GROW_WEAPON);
}
if (pPlayer->holster_weapon)
{
playerBits |= BIT(SK_HOLSTER);
pPlayer->weapon_pos = WEAPON_POS_LOWER;
}
else if ((uint32_t)weaponNum < MAX_WEAPONS && (pPlayer->gotweapon & (1<<weaponNum)) && (uint32_t)pPlayer->curr_weapon != weaponNum)
switch (weaponNum)
{
case PISTOL_WEAPON:
case SHOTGUN_WEAPON:
case CHAINGUN_WEAPON:
case RPG_WEAPON:
case DEVISTATOR_WEAPON:
case FREEZE_WEAPON:
case GROW_WEAPON:
case SHRINKER_WEAPON:
if (pPlayer->ammo_amount[weaponNum] == 0 && pPlayer->show_empty_weapon == 0)
{
pPlayer->last_full_weapon = pPlayer->curr_weapon;
pPlayer->show_empty_weapon = 32;
}
case KNEE_WEAPON:
case HANDREMOTE_WEAPON:
P_AddWeapon(pPlayer, weaponNum, 1);
break;
case HANDBOMB_WEAPON:
case TRIPBOMB_WEAPON:
if (pPlayer->ammo_amount[weaponNum] > 0 && (pPlayer->gotweapon & (1<<weaponNum)))
P_AddWeapon(pPlayer, weaponNum, 1);
break;
}
}
}
}
if (TEST_SYNC_KEY(playerBits, SK_HOLODUKE) && (pPlayer->newowner == -1 || pPlayer->holoduke_on != -1))
{
if (pPlayer->holoduke_on == -1)
{
if (VM_OnEvent(EVENT_HOLODUKEON,g_player[playerNum].ps->i,playerNum) == 0)
{
if (pPlayer->inv_amount[GET_HOLODUKE] > 0)
{
pPlayer->inven_icon = ICON_HOLODUKE;
if (pPlayer->cursectnum > -1)
{
int const i = A_InsertSprite(pPlayer->cursectnum, pPlayer->pos.x, pPlayer->pos.y,
pPlayer->pos.z+(30<<8), APLAYER, -64, 0, 0, pPlayer->ang, 0, 0, -1, 10);
pPlayer->holoduke_on = i;
T4(i) = T5(i) = 0;
sprite[i].yvel = playerNum;
sprite[i].extra = 0;
P_DoQuote(QUOTE_HOLODUKE_ON,pPlayer);
A_PlaySound(TELEPORTER,pPlayer->holoduke_on);
}
}
else P_DoQuote(QUOTE_HOLODUKE_NOT_FOUND,pPlayer);
}
}
else
{
if (VM_OnEvent(EVENT_HOLODUKEOFF,g_player[playerNum].ps->i,playerNum) == 0)
{
A_PlaySound(TELEPORTER,pPlayer->holoduke_on);
pPlayer->holoduke_on = -1;
P_DoQuote(QUOTE_HOLODUKE_OFF,pPlayer);
}
}
}
if (TEST_SYNC_KEY(playerBits, SK_MEDKIT))
{
if (VM_OnEvent(EVENT_USEMEDKIT,g_player[playerNum].ps->i,playerNum) == 0)
{
if (pPlayer->inv_amount[GET_FIRSTAID] > 0 && sprite[pPlayer->i].extra < pPlayer->max_player_health)
{
int healthDiff = pPlayer->max_player_health-sprite[pPlayer->i].extra;
if (pPlayer->inv_amount[GET_FIRSTAID] > healthDiff)
{
pPlayer->inv_amount[GET_FIRSTAID] -= healthDiff;
sprite[pPlayer->i].extra = pPlayer->max_player_health;
pPlayer->inven_icon = ICON_FIRSTAID;
}
else
{
sprite[pPlayer->i].extra += pPlayer->inv_amount[GET_FIRSTAID];
pPlayer->inv_amount[GET_FIRSTAID] = 0;
P_SelectNextInvItem(pPlayer);
}
A_PlaySound(DUKE_USEMEDKIT,pPlayer->i);
}
}
}
if ((pPlayer->newowner == -1 || pPlayer->jetpack_on) && TEST_SYNC_KEY(playerBits, SK_JETPACK))
{
if (VM_OnEvent(EVENT_USEJETPACK,g_player[playerNum].ps->i,playerNum) == 0)
{
if (pPlayer->inv_amount[GET_JETPACK] > 0)
{
pPlayer->jetpack_on = !pPlayer->jetpack_on;
if (pPlayer->jetpack_on)
{
pPlayer->inven_icon = ICON_JETPACK;
if (pPlayer->scream_voice > FX_Ok)
{
FX_StopSound(pPlayer->scream_voice);
pPlayer->scream_voice = -1;
}
A_PlaySound(DUKE_JETPACK_ON,pPlayer->i);
P_DoQuote(QUOTE_JETPACK_ON,pPlayer);
}
else
{
pPlayer->hard_landing = 0;
pPlayer->vel.z = 0;
A_PlaySound(DUKE_JETPACK_OFF,pPlayer->i);
S_StopEnvSound(DUKE_JETPACK_IDLE,pPlayer->i);
S_StopEnvSound(DUKE_JETPACK_ON,pPlayer->i);
P_DoQuote(QUOTE_JETPACK_OFF,pPlayer);
}
}
else P_DoQuote(QUOTE_JETPACK_NOT_FOUND,pPlayer);
}
}
if (TEST_SYNC_KEY(playerBits, SK_TURNAROUND) && pPlayer->one_eighty_count == 0)
if (VM_OnEvent(EVENT_TURNAROUND,pPlayer->i,playerNum) == 0)
pPlayer->one_eighty_count = -1024;
}
}
int A_CheckHitSprite(int spriteNum, int16_t *hitSprite)
{
hitdata_t hitData;
int32_t zOffset = 0;
if (A_CheckEnemySprite(&sprite[spriteNum]))
zOffset = (42 << 8);
else if (PN(spriteNum) == APLAYER)
zOffset = (39 << 8);
SZ(spriteNum) -= zOffset;
hitscan((const vec3_t *)&sprite[spriteNum], SECT(spriteNum), sintable[(SA(spriteNum) + 512) & 2047],
sintable[SA(spriteNum) & 2047], 0, &hitData, CLIPMASK1);
SZ(spriteNum) += zOffset;
if (hitSprite)
*hitSprite = hitData.sprite;
if (hitData.wall >= 0 && (wall[hitData.wall].cstat&16) && A_CheckEnemySprite( &sprite[spriteNum]))
return 1<<30;
return FindDistance2D(hitData.pos.x-SX(spriteNum),hitData.pos.y-SY(spriteNum));
}
static int P_FindWall(DukePlayer_t *pPlayer, int *hitWall)
{
hitdata_t hitData;
hitscan((const vec3_t *)pPlayer, pPlayer->cursectnum, sintable[(pPlayer->ang + 512) & 2047],
sintable[pPlayer->ang & 2047], 0, &hitData, CLIPMASK0);
*hitWall = hitData.wall;
if (hitData.wall < 0)
return INT32_MAX;
return FindDistance2D(hitData.pos.x - pPlayer->pos.x, hitData.pos.y - pPlayer->pos.y);
}
// returns 1 if sprite i should not be considered by neartag
static int our_neartag_blacklist(int spriteNum)
{
return sprite[spriteNum].picnum >= SECTOREFFECTOR__STATIC && sprite[spriteNum].picnum <= GPSPEED__STATIC;
}
static void G_ClearCameras(DukePlayer_t *p)
{
G_ClearCameraView(p);
if (I_EscapeTrigger())
I_EscapeTriggerClear();
}
void P_CheckSectors(int playerNum)
{
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
if (pPlayer->cursectnum > -1)
{
sectortype *const pSector = &sector[pPlayer->cursectnum];
switch (pSector->lotag)
{
case 32767:
pSector->lotag = 0;
P_DoQuote(QUOTE_FOUND_SECRET, pPlayer);
pPlayer->secret_rooms++;
return;
case UINT16_MAX:
pSector->lotag = 0;
P_EndLevel();
return;
case UINT16_MAX-1:
pSector->lotag = 0;
pPlayer->timebeforeexit = GAMETICSPERSEC * 8;
pPlayer->customexitsound = pSector->hitag;
return;
default:
if (pSector->lotag >= 10000 && pSector->lotag < 16383)
{
if (playerNum == screenpeek || (g_gametypeFlags[ud.coop] & GAMETYPE_COOPSOUND))
A_PlaySound(pSector->lotag - 10000, pPlayer->i);
pSector->lotag = 0;
}
break;
}
}
//After this point the the player effects the map with space
if (pPlayer->gm &MODE_TYPE || sprite[pPlayer->i].extra <= 0)
return;
if (TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_OPEN))
{
if (VM_OnEvent(EVENT_USE, pPlayer->i, playerNum) != 0)
g_player[playerNum].inputBits->bits &= ~BIT(SK_OPEN);
}
if (ud.cashman && TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_OPEN))
A_SpawnMultiple(pPlayer->i, MONEY, 2);
if (pPlayer->newowner >= 0)
{
if (klabs(g_player[playerNum].inputBits->svel) > 768 || klabs(g_player[playerNum].inputBits->fvel) > 768)
{
G_ClearCameras(pPlayer);
return;
}
}
if (!TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_OPEN) && !TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_ESCAPE))
pPlayer->toggle_key_flag = 0;
else if (!pPlayer->toggle_key_flag)
{
int foundWall;
int16_t nearSector, nearWall, nearSprite;
int32_t nearDist;
if (TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_ESCAPE))
{
if (pPlayer->newowner >= 0)
G_ClearCameras(pPlayer);
return;
}
nearSprite = -1;
pPlayer->toggle_key_flag = 1;
foundWall = -1;
int wallDist = P_FindWall(pPlayer, &foundWall);
if (foundWall >= 0 && wallDist < 1280 && wall[foundWall].overpicnum == MIRROR)
if (wall[foundWall].lotag > 0 && !A_CheckSoundPlaying(pPlayer->i,wall[foundWall].lotag) && playerNum == screenpeek)
{
A_PlaySound(wall[foundWall].lotag,pPlayer->i);
return;
}
if (foundWall >= 0 && (wall[foundWall].cstat&16))
if (wall[foundWall].lotag)
return;
if (pPlayer->newowner >= 0)
neartag(pPlayer->opos.x, pPlayer->opos.y, pPlayer->opos.z, sprite[pPlayer->i].sectnum, pPlayer->oang, &nearSector,
&nearWall, &nearSprite, &nearDist, 1280, 1, our_neartag_blacklist);
else
{
neartag(pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z, sprite[pPlayer->i].sectnum, pPlayer->oang, &nearSector,
&nearWall, &nearSprite, &nearDist, 1280, 1, our_neartag_blacklist);
if (nearSprite == -1 && nearWall == -1 && nearSector == -1)
neartag(pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z+ZOFFSET3, sprite[pPlayer->i].sectnum, pPlayer->oang, &nearSector,
&nearWall, &nearSprite, &nearDist, 1280, 1, our_neartag_blacklist);
if (nearSprite == -1 && nearWall == -1 && nearSector == -1)
neartag(pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z+ZOFFSET2, sprite[pPlayer->i].sectnum, pPlayer->oang, &nearSector,
&nearWall, &nearSprite, &nearDist, 1280, 1, our_neartag_blacklist);
if (nearSprite == -1 && nearWall == -1 && nearSector == -1)
{
neartag(pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z+ZOFFSET2, sprite[pPlayer->i].sectnum, pPlayer->oang, &nearSector,
&nearWall, &nearSprite, &nearDist, 1280, 3, our_neartag_blacklist);
if (nearSprite >= 0)
{
switch (DYNAMICTILEMAP(sprite[nearSprite].picnum))
{
case FEM1__STATIC:
case FEM2__STATIC:
case FEM3__STATIC:
case FEM4__STATIC:
case FEM5__STATIC:
case FEM6__STATIC:
case FEM7__STATIC:
case FEM8__STATIC:
case FEM9__STATIC:
case FEM10__STATIC:
case PODFEM1__STATIC:
case NAKED1__STATIC:
case STATUE__STATIC:
case TOUGHGAL__STATIC: return;
}
}
nearSprite = -1;
nearWall = -1;
nearSector = -1;
}
}
if (pPlayer->newowner == -1 && nearSprite == -1 && nearSector == -1 && nearWall == -1)
{
if (isanunderoperator(sector[sprite[pPlayer->i].sectnum].lotag))
nearSector = sprite[pPlayer->i].sectnum;
}
if (nearSector >= 0 && (sector[nearSector].lotag&16384))
return;
if (nearSprite == -1 && nearWall == -1)
{
if (pPlayer->cursectnum >= 0 && sector[pPlayer->cursectnum].lotag == 2)
{
if (A_CheckHitSprite(pPlayer->i, &nearSprite) > 1280)
nearSprite = -1;
}
}
if (nearSprite >= 0)
{
if (P_ActivateSwitch(playerNum, nearSprite, 1))
return;
switch (DYNAMICTILEMAP(sprite[nearSprite].picnum))
{
case TOILET__STATIC:
case STALL__STATIC:
if (pPlayer->last_pissed_time == 0)
{
if (ud.lockout == 0)
A_PlaySound(DUKE_URINATE, pPlayer->i);
pPlayer->last_pissed_time = GAMETICSPERSEC * 220;
pPlayer->transporter_hold = 29 * 2;
if (pPlayer->holster_weapon == 0)
{
pPlayer->holster_weapon = 1;
pPlayer->weapon_pos = -1;
}
if (sprite[pPlayer->i].extra <= (pPlayer->max_player_health - (pPlayer->max_player_health / 10)))
{
sprite[pPlayer->i].extra += pPlayer->max_player_health / 10;
pPlayer->last_extra = sprite[pPlayer->i].extra;
}
else if (sprite[pPlayer->i].extra < pPlayer->max_player_health)
sprite[pPlayer->i].extra = pPlayer->max_player_health;
}
else if (!A_CheckSoundPlaying(nearSprite,FLUSH_TOILET))
A_PlaySound(FLUSH_TOILET,nearSprite);
return;
case NUKEBUTTON__STATIC:
{
int wallNum;
P_FindWall(pPlayer, &wallNum);
if (wallNum >= 0 && wall[wallNum].overpicnum == 0)
{
if (actor[nearSprite].t_data[0] == 0)
{
if (ud.noexits && (g_netServer || ud.multimode > 1))
{
// NUKEBUTTON frags the player
actor[pPlayer->i].picnum = NUKEBUTTON;
actor[pPlayer->i].extra = 250;
}
else
{
actor[nearSprite].t_data[0] = 1;
sprite[nearSprite].owner = pPlayer->i;
ud.secretlevel =
(pPlayer->buttonpalette = sprite[nearSprite].pal) ? sprite[nearSprite].lotag : 0;
}
}
}
return;
}
case WATERFOUNTAIN__STATIC:
if (actor[nearSprite].t_data[0] != 1)
{
actor[nearSprite].t_data[0] = 1;
sprite[nearSprite].owner = pPlayer->i;
if (sprite[pPlayer->i].extra < pPlayer->max_player_health)
{
sprite[pPlayer->i].extra++;
A_PlaySound(DUKE_DRINKING,pPlayer->i);
}
}
return;
case PLUG__STATIC:
A_PlaySound(SHORT_CIRCUIT, pPlayer->i);
sprite[pPlayer->i].extra -= 2+(krand()&3);
P_PalFrom(pPlayer, 32, 48,48,64);
break;
case VIEWSCREEN__STATIC:
case VIEWSCREEN2__STATIC:
// Try to find a camera sprite for the viewscreen.
for (bssize_t SPRITES_OF(STAT_ACTOR, spriteNum))
{
if (PN(spriteNum) == CAMERA1 && SP(spriteNum) == 0 && sprite[nearSprite].hitag == SLT(spriteNum))
{
sprite[spriteNum].yvel = 1; // Using this camera
A_PlaySound(MONITOR_ACTIVE, pPlayer->i);
sprite[nearSprite].owner = spriteNum;
sprite[nearSprite].yvel = 1; // VIEWSCREEN_YVEL
g_curViewscreen = nearSprite;
int const playerSectnum = pPlayer->cursectnum;
pPlayer->cursectnum = SECT(spriteNum);
pPlayer->cursectnum = playerSectnum;
pPlayer->newowner = spriteNum;
P_UpdateScreenPal(pPlayer);
P_UpdatePosWhenViewingCam(pPlayer);
return;
}
}
G_ClearCameras(pPlayer);
return;
} // switch
}
if (TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_OPEN) == 0)
return;
if (pPlayer->newowner >= 0)
{
G_ClearCameras(pPlayer);
return;
}
if (nearWall == -1 && nearSector == -1 && nearSprite == -1)
{
if (klabs(A_GetHitscanRange(pPlayer->i)) < 512)
{
A_PlaySound(((krand()&255) < 16) ? DUKE_SEARCH2 : DUKE_SEARCH, pPlayer->i);
return;
}
}
if (nearWall >= 0)
{
if (wall[nearWall].lotag > 0 && CheckDoorTile(wall[nearWall].picnum))
{
if (foundWall == nearWall || foundWall == -1)
P_ActivateSwitch(playerNum,nearWall,0);
return;
}
else if (pPlayer->newowner >= 0)
{
G_ClearCameras(pPlayer);
return;
}
}
if (nearSector >= 0 && (sector[nearSector].lotag&16384) == 0 &&
isanearoperator(sector[nearSector].lotag))
{
for (bssize_t SPRITES_OF_SECT(nearSector, spriteNum))
{
if (PN(spriteNum) == ACTIVATOR || PN(spriteNum) == MASTERSWITCH)
return;
}
G_OperateSectors(nearSector,pPlayer->i);
}
else if ((sector[sprite[pPlayer->i].sectnum].lotag&16384) == 0)
{
if (isanunderoperator(sector[sprite[pPlayer->i].sectnum].lotag))
{
for (bssize_t SPRITES_OF_SECT(sprite[pPlayer->i].sectnum, spriteNum))
{
if (PN(spriteNum) == ACTIVATOR || PN(spriteNum) == MASTERSWITCH)
return;
}
G_OperateSectors(sprite[pPlayer->i].sectnum,pPlayer->i);
}
else P_ActivateSwitch(playerNum,nearWall,0);
}
}
}