raze/source/games/duke/src/sectors_d.cpp
Christoph Oelckers dc8b72b2ce Merge branch 'master' into newrenderer2
# Conflicts:
#	source/games/duke/src/actors.cpp
#	source/games/duke/src/hudweapon_d.cpp
#	source/games/duke/src/hudweapon_r.cpp
#	source/games/duke/src/render.cpp
2021-04-15 19:34:03 +02:00

1811 lines
42 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
Note: EDuke source was in transition. Changes are in-progress in the
source as it is released.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
#include "sounds.h"
#include "names_d.h"
#include "mapinfo.h"
#include "dukeactor.h"
#include "secrets.h"
// PRIMITIVE
BEGIN_DUKE_NS
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool isadoorwall_d(int dapic)
{
switch(dapic)
{
case DOORTILE1:
case DOORTILE2:
case DOORTILE3:
case DOORTILE4:
case DOORTILE5:
case DOORTILE6:
case DOORTILE7:
case DOORTILE8:
case DOORTILE9:
case DOORTILE10:
case DOORTILE11:
case DOORTILE12:
case DOORTILE14:
case DOORTILE15:
case DOORTILE16:
case DOORTILE17:
case DOORTILE18:
case DOORTILE19:
case DOORTILE20:
case DOORTILE21:
case DOORTILE22:
case DOORTILE23:
return 1;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void animatewalls_d(void)
{
int i, j, p, t;
for (p = 0; p < numanimwalls; p++)
{
i = animwall[p].wallnum;
j = wall[i].picnum;
switch (j)
{
case SCREENBREAK1:
case SCREENBREAK2:
case SCREENBREAK3:
case SCREENBREAK4:
case SCREENBREAK5:
case SCREENBREAK9:
case SCREENBREAK10:
case SCREENBREAK11:
case SCREENBREAK12:
case SCREENBREAK13:
case SCREENBREAK14:
case SCREENBREAK15:
case SCREENBREAK16:
case SCREENBREAK17:
case SCREENBREAK18:
case SCREENBREAK19:
if ((krand() & 255) < 16)
{
animwall[p].tag = wall[i].picnum;
wall[i].picnum = SCREENBREAK6;
}
continue;
case SCREENBREAK6:
case SCREENBREAK7:
case SCREENBREAK8:
if (animwall[p].tag >= 0 && wall[i].extra != FEMPIC2 && wall[i].extra != FEMPIC3)
wall[i].picnum = animwall[p].tag;
else
{
wall[i].picnum++;
if (wall[i].picnum == (SCREENBREAK6 + 3))
wall[i].picnum = SCREENBREAK6;
}
continue;
}
if (wall[i].cstat & 16)
switch (wall[i].overpicnum)
{
case W_FORCEFIELD:
case W_FORCEFIELD + 1:
case W_FORCEFIELD + 2:
t = animwall[p].tag;
if (wall[i].cstat & 254)
{
wall[i].addxpan(-t / 4096.f); // bcos(t, -12);
wall[i].addypan(-t / 4096.f); // bsin(t, -12);
if (wall[i].extra == 1)
{
wall[i].extra = 0;
animwall[p].tag = 0;
}
else
animwall[p].tag += 128;
if (animwall[p].tag < (128 << 4))
{
if (animwall[p].tag & 128)
wall[i].overpicnum = W_FORCEFIELD;
else wall[i].overpicnum = W_FORCEFIELD + 1;
}
else
{
if ((krand() & 255) < 32)
animwall[p].tag = 128 << (krand() & 3);
else wall[i].overpicnum = W_FORCEFIELD + 1;
}
}
break;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void operaterespawns_d(int low)
{
DukeStatIterator it(STAT_FX);
while (auto act = it.Next())
{
if (act->s->lotag == low) switch (act->s->picnum)
{
case RESPAWN:
if (badguypic(act->s->hitag) && ud.monsters_off) break;
auto star = spawn(act, TRANSPORTERSTAR);
star->s->z -= (32 << 8);
act->s->extra = 66 - 12; // Just a way to killit
break;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void operateforcefields_d(DDukeActor* act, int low)
{
operateforcefields_common(act, low, { W_FORCEFIELD, W_FORCEFIELD + 1, W_FORCEFIELD + 2, BIGFORCE });
}
//---------------------------------------------------------------------------
//
// how NOT to implement switch animations...
//
//---------------------------------------------------------------------------
bool checkhitswitch_d(int snum, int ww, DDukeActor *act)
{
uint8_t switchpal;
int i, x, lotag, hitag, picnum, correctdips, numdips;
int sx, sy;
if (ww < 0 && act == nullptr) return 0;
correctdips = 1;
numdips = 0;
if (act)
{
lotag = act->s->lotag;
if (lotag == 0) return 0;
hitag = act->s->hitag;
sx = act->s->x;
sy = act->s->y;
picnum = act->s->picnum;
switchpal = act->s->pal;
}
else
{
auto wal = &wall[ww];
lotag = wal->lotag;
if (lotag == 0) return 0;
hitag = wal->hitag;
sx = wal->x;
sy = wal->y;
picnum = wal->picnum;
switchpal = wal->pal;
}
switch (picnum)
{
case DIPSWITCH:
case DIPSWITCH + 1:
case TECHSWITCH:
case TECHSWITCH + 1:
case ALIENSWITCH:
case ALIENSWITCH + 1:
break;
case DEVELOPERCOMMENTARY + 1: //Twentieth Anniversary World Tour
if (act)
{
StopCommentary();
act->s->picnum = DEVELOPERCOMMENTARY;
return true;
}
return false;
case DEVELOPERCOMMENTARY: //Twentieth Anniversary World Tour
if (act)
{
if (StartCommentary(lotag, act))
act->s->picnum = DEVELOPERCOMMENTARY+1;
return true;
}
return false;
case ACCESSSWITCH:
case ACCESSSWITCH2:
if (ps[snum].access_incs == 0)
{
if (switchpal == 0)
{
if ((ps[snum].got_access & 1))
ps[snum].access_incs = 1;
else FTA(70, &ps[snum]);
}
else if (switchpal == 21)
{
if (ps[snum].got_access & 2)
ps[snum].access_incs = 1;
else FTA(71, &ps[snum]);
}
else if (switchpal == 23)
{
if (ps[snum].got_access & 4)
ps[snum].access_incs = 1;
else FTA(72, &ps[snum]);
}
if (ps[snum].access_incs == 1)
{
if (!act)
ps[snum].access_wallnum = ww;
else
ps[snum].access_spritenum = act;
}
return 0;
}
case DIPSWITCH2:
case DIPSWITCH2 + 1:
case DIPSWITCH3:
case DIPSWITCH3 + 1:
case MULTISWITCH:
case MULTISWITCH + 1:
case MULTISWITCH + 2:
case MULTISWITCH + 3:
case PULLSWITCH:
case PULLSWITCH + 1:
case HANDSWITCH:
case HANDSWITCH + 1:
case SLOTDOOR:
case SLOTDOOR + 1:
case LIGHTSWITCH:
case LIGHTSWITCH + 1:
case SPACELIGHTSWITCH:
case SPACELIGHTSWITCH + 1:
case SPACEDOORSWITCH:
case SPACEDOORSWITCH + 1:
case FRANKENSTINESWITCH:
case FRANKENSTINESWITCH + 1:
case LIGHTSWITCH2:
case LIGHTSWITCH2 + 1:
case POWERSWITCH1:
case POWERSWITCH1 + 1:
case LOCKSWITCH1:
case LOCKSWITCH1 + 1:
case POWERSWITCH2:
case POWERSWITCH2 + 1:
if (check_activator_motion(lotag)) return 0;
break;
default:
if (fi.isadoorwall(picnum) == 0) return 0;
break;
}
DukeStatIterator it(STAT_DEFAULT);
while (auto other = it.Next())
{
auto si = other->s;
if (lotag == si->lotag) switch (si->picnum)
{
case DIPSWITCH:
case TECHSWITCH:
case ALIENSWITCH:
if (act && act == other) si->picnum++;
else if (si->hitag == 0) correctdips++;
numdips++;
break;
case TECHSWITCH + 1:
case DIPSWITCH + 1:
case ALIENSWITCH + 1:
if (act && act == other) si->picnum--;
else if (si->hitag == 1) correctdips++;
numdips++;
break;
case MULTISWITCH:
case MULTISWITCH + 1:
case MULTISWITCH + 2:
case MULTISWITCH + 3:
si->picnum++;
if (si->picnum > (MULTISWITCH + 3))
si->picnum = MULTISWITCH;
break;
case ACCESSSWITCH:
case ACCESSSWITCH2:
case SLOTDOOR:
case LIGHTSWITCH:
case SPACELIGHTSWITCH:
case SPACEDOORSWITCH:
case FRANKENSTINESWITCH:
case LIGHTSWITCH2:
case POWERSWITCH1:
case LOCKSWITCH1:
case POWERSWITCH2:
case HANDSWITCH:
case PULLSWITCH:
case DIPSWITCH2:
case DIPSWITCH3:
si->picnum++;
break;
case PULLSWITCH + 1:
case HANDSWITCH + 1:
case LIGHTSWITCH2 + 1:
case POWERSWITCH1 + 1:
case LOCKSWITCH1 + 1:
case POWERSWITCH2 + 1:
case SLOTDOOR + 1:
case LIGHTSWITCH + 1:
case SPACELIGHTSWITCH + 1:
case SPACEDOORSWITCH + 1:
case FRANKENSTINESWITCH + 1:
case DIPSWITCH2 + 1:
case DIPSWITCH3 + 1:
si->picnum--;
break;
}
}
for (i = 0; i < numwalls; i++)
{
x = i;
if (lotag == wall[x].lotag)
switch (wall[x].picnum)
{
case DIPSWITCH:
case TECHSWITCH:
case ALIENSWITCH:
if (!act && i == ww) wall[x].picnum++;
else if (wall[x].hitag == 0) correctdips++;
numdips++;
break;
case DIPSWITCH + 1:
case TECHSWITCH + 1:
case ALIENSWITCH + 1:
if (!act && i == ww) wall[x].picnum--;
else if (wall[x].hitag == 1) correctdips++;
numdips++;
break;
case MULTISWITCH:
case MULTISWITCH + 1:
case MULTISWITCH + 2:
case MULTISWITCH + 3:
wall[x].picnum++;
if (wall[x].picnum > (MULTISWITCH + 3))
wall[x].picnum = MULTISWITCH;
break;
case ACCESSSWITCH:
case ACCESSSWITCH2:
case SLOTDOOR:
case LIGHTSWITCH:
case SPACELIGHTSWITCH:
case SPACEDOORSWITCH:
case LIGHTSWITCH2:
case POWERSWITCH1:
case LOCKSWITCH1:
case POWERSWITCH2:
case PULLSWITCH:
case HANDSWITCH:
case DIPSWITCH2:
case DIPSWITCH3:
wall[x].picnum++;
break;
case HANDSWITCH + 1:
case PULLSWITCH + 1:
case LIGHTSWITCH2 + 1:
case POWERSWITCH1 + 1:
case LOCKSWITCH1 + 1:
case POWERSWITCH2 + 1:
case SLOTDOOR + 1:
case LIGHTSWITCH + 1:
case SPACELIGHTSWITCH + 1:
case SPACEDOORSWITCH + 1:
case DIPSWITCH2 + 1:
case DIPSWITCH3 + 1:
wall[x].picnum--;
break;
}
}
if (lotag == (short)65535)
{
setnextmap(false);
return 1;
}
vec3_t v = { sx, sy, ps[snum].posz };
switch (picnum)
{
default:
if (fi.isadoorwall(picnum) == 0) break;
case DIPSWITCH:
case DIPSWITCH + 1:
case TECHSWITCH:
case TECHSWITCH + 1:
case ALIENSWITCH:
case ALIENSWITCH + 1:
if (picnum == DIPSWITCH || picnum == DIPSWITCH + 1 ||
picnum == ALIENSWITCH || picnum == ALIENSWITCH + 1 ||
picnum == TECHSWITCH || picnum == TECHSWITCH + 1)
{
if (picnum == ALIENSWITCH || picnum == ALIENSWITCH + 1)
{
if (act)
S_PlaySound3D(ALIEN_SWITCH1, act, &v);
else S_PlaySound3D(ALIEN_SWITCH1, ps[snum].GetActor(), &v);
}
else
{
if (act)
S_PlaySound3D(SWITCH_ON, act, &v);
else S_PlaySound3D(SWITCH_ON, ps[snum].GetActor(), &v);
}
if (numdips != correctdips) break;
S_PlaySound3D(END_OF_LEVEL_WARN, ps[snum].GetActor(), &v);
}
case DIPSWITCH2:
case DIPSWITCH2 + 1:
case DIPSWITCH3:
case DIPSWITCH3 + 1:
case MULTISWITCH:
case MULTISWITCH + 1:
case MULTISWITCH + 2:
case MULTISWITCH + 3:
case ACCESSSWITCH:
case ACCESSSWITCH2:
case SLOTDOOR:
case SLOTDOOR + 1:
case LIGHTSWITCH:
case LIGHTSWITCH + 1:
case SPACELIGHTSWITCH:
case SPACELIGHTSWITCH + 1:
case SPACEDOORSWITCH:
case SPACEDOORSWITCH + 1:
case FRANKENSTINESWITCH:
case FRANKENSTINESWITCH + 1:
case LIGHTSWITCH2:
case LIGHTSWITCH2 + 1:
case POWERSWITCH1:
case POWERSWITCH1 + 1:
case LOCKSWITCH1:
case LOCKSWITCH1 + 1:
case POWERSWITCH2:
case POWERSWITCH2 + 1:
case HANDSWITCH:
case HANDSWITCH + 1:
case PULLSWITCH:
case PULLSWITCH + 1:
if (picnum == MULTISWITCH || picnum == (MULTISWITCH + 1) ||
picnum == (MULTISWITCH + 2) || picnum == (MULTISWITCH + 3))
lotag += picnum - MULTISWITCH;
DukeStatIterator it(STAT_EFFECTOR);
while (auto other = it.Next())
{
if (other->s->hitag == lotag)
{
switch (other->s->lotag)
{
case SE_12_LIGHT_SWITCH:
sector[other->s->sectnum].floorpal = 0;
other->temp_data[0]++;
if (other->temp_data[0] == 2)
other->temp_data[0]++;
break;
case SE_24_CONVEYOR:
case SE_34:
case SE_25_PISTON:
other->temp_data[4] = !other->temp_data[4];
if (other->temp_data[4])
FTA(15, &ps[snum]);
else FTA(2, &ps[snum]);
break;
case SE_21_DROP_FLOOR:
FTA(2, &ps[screenpeek]);
break;
}
}
}
operateactivators(lotag, snum);
fi.operateforcefields(ps[snum].GetActor(), lotag);
operatemasterswitches(lotag);
if (picnum == DIPSWITCH || picnum == DIPSWITCH + 1 ||
picnum == ALIENSWITCH || picnum == ALIENSWITCH + 1 ||
picnum == TECHSWITCH || picnum == TECHSWITCH + 1) return 1;
if (hitag == 0 && fi.isadoorwall(picnum) == 0)
{
if (act)
S_PlaySound3D(SWITCH_ON, act, &v);
else S_PlaySound3D(SWITCH_ON, ps[snum].GetActor(), &v);
}
else if (hitag != 0)
{
auto flags = S_GetUserFlags(hitag);
if (act && (flags & SF_TALK) == 0)
S_PlaySound3D(hitag, act, &v);
else
S_PlayActorSound(hitag, ps[snum].GetActor());
}
return 1;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void activatebysector_d(int sect, DDukeActor* activator)
{
short didit;
didit = 0;
DukeSectIterator it(sect);
while (auto act = it.Next())
{
if (act->s->picnum == ACTIVATOR)
{
operateactivators(act->s->lotag, -1);
didit = 1;
// return;
}
}
if (didit == 0)
operatesectors(sect, activator);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void checkhitwall_d(DDukeActor* spr, int dawallnum, int x, int y, int z, int atwith)
{
short j, sn = -1, darkestwall;
walltype* wal;
wal = &wall[dawallnum];
if (wal->overpicnum == MIRROR)
{
switch (atwith)
{
case HEAVYHBOMB:
case RADIUSEXPLOSION:
case RPG:
case HYDRENT:
case SEENINE:
case OOZFILTER:
case EXPLODINGBARREL:
lotsofglass(spr, dawallnum, 70);
wal->cstat &= ~16;
wal->overpicnum = MIRRORBROKE;
wal->portalflags = 0;
S_PlayActorSound(GLASS_HEAVYBREAK, spr);
return;
}
}
if (((wal->cstat & 16) || wal->overpicnum == BIGFORCE) && wal->nextsector >= 0)
if (sector[wal->nextsector].floorz > z)
if (sector[wal->nextsector].floorz - sector[wal->nextsector].ceilingz)
switch (wal->overpicnum)
{
case W_FORCEFIELD:
case W_FORCEFIELD + 1:
case W_FORCEFIELD + 2:
wal->extra = 1; // tell the forces to animate
case BIGFORCE:
{
updatesector(x, y, &sn);
if (sn < 0) return;
DDukeActor* spawned;
if (atwith == -1)
spawned = EGS(sn, x, y, z, FORCERIPPLE, -127, 8, 8, 0, 0, 0, spr, 5);
else
{
if (atwith == CHAINGUN)
spawned = EGS(sn, x, y, z, FORCERIPPLE, -127, 16 + spr->s->xrepeat, 16 + spr->s->yrepeat, 0, 0, 0, spr, 5);
else spawned = EGS(sn, x, y, z, FORCERIPPLE, -127, 32, 32, 0, 0, 0, spr, 5);
}
spawned->s->cstat |= 18 + 128;
spawned->s->ang = getangle(wal->x - wall[wal->point2].x, wal->y - wall[wal->point2].y) - 512;
S_PlayActorSound(SOMETHINGHITFORCE, spawned);
return;
}
case FANSPRITE:
wal->overpicnum = FANSPRITEBROKE;
wal->cstat &= 65535 - 65;
if (wal->nextwall >= 0)
{
wall[wal->nextwall].overpicnum = FANSPRITEBROKE;
wall[wal->nextwall].cstat &= 65535 - 65;
}
S_PlayActorSound(VENT_BUST, spr);
S_PlayActorSound(GLASS_BREAKING, spr);
return;
case GLASS:
{
updatesector(x, y, &sn); if (sn < 0) return;
wal->overpicnum = GLASS2;
lotsofglass(spr, dawallnum, 10);
wal->cstat = 0;
if (wal->nextwall >= 0)
wall[wal->nextwall].cstat = 0;
auto spawned = EGS(sn, x, y, z, SECTOREFFECTOR, 0, 0, 0, ps[0].angle.ang.asbuild(), 0, 0, spr, 3);
spawned->s->lotag = 128;
spawned->temp_data[1] = 5;
spawned->temp_data[2] = dawallnum;
S_PlayActorSound(GLASS_BREAKING, spawned);
return;
}
case STAINGLASS1:
updatesector(x, y, &sn); if (sn < 0) return;
lotsofcolourglass(spr, dawallnum, 80);
wal->cstat = 0;
if (wal->nextwall >= 0)
wall[wal->nextwall].cstat = 0;
S_PlayActorSound(VENT_BUST, spr);
S_PlayActorSound(GLASS_BREAKING, spr);
return;
}
switch (wal->picnum)
{
case COLAMACHINE:
case VENDMACHINE:
breakwall(wal->picnum + 2, spr, dawallnum);
S_PlayActorSound(VENT_BUST, spr);
return;
case OJ:
case FEMPIC2:
case FEMPIC3:
case SCREENBREAK6:
case SCREENBREAK7:
case SCREENBREAK8:
case SCREENBREAK1:
case SCREENBREAK2:
case SCREENBREAK3:
case SCREENBREAK4:
case SCREENBREAK5:
case SCREENBREAK9:
case SCREENBREAK10:
case SCREENBREAK11:
case SCREENBREAK12:
case SCREENBREAK13:
case SCREENBREAK14:
case SCREENBREAK15:
case SCREENBREAK16:
case SCREENBREAK17:
case SCREENBREAK18:
case SCREENBREAK19:
case BORNTOBEWILDSCREEN:
lotsofglass(spr, dawallnum, 30);
wal->picnum = W_SCREENBREAK + (krand() % 3);
S_PlayActorSound(GLASS_HEAVYBREAK, spr);
return;
case W_TECHWALL5:
case W_TECHWALL6:
case W_TECHWALL7:
case W_TECHWALL8:
case W_TECHWALL9:
breakwall(wal->picnum + 1, spr, dawallnum);
return;
case W_MILKSHELF:
breakwall(W_MILKSHELFBROKE, spr, dawallnum);
return;
case W_TECHWALL10:
breakwall(W_HITTECHWALL10, spr, dawallnum);
return;
case W_TECHWALL1:
case W_TECHWALL11:
case W_TECHWALL12:
case W_TECHWALL13:
case W_TECHWALL14:
breakwall(W_HITTECHWALL1, spr, dawallnum);
return;
case W_TECHWALL15:
breakwall(W_HITTECHWALL15, spr, dawallnum);
return;
case W_TECHWALL16:
breakwall(W_HITTECHWALL16, spr, dawallnum);
return;
case W_TECHWALL2:
breakwall(W_HITTECHWALL2, spr, dawallnum);
return;
case W_TECHWALL3:
breakwall(W_HITTECHWALL3, spr, dawallnum);
return;
case W_TECHWALL4:
breakwall(W_HITTECHWALL4, spr, dawallnum);
return;
case ATM:
wal->picnum = ATMBROKE;
fi.lotsofmoney(spr, 1 + (krand() & 7));
S_PlayActorSound(GLASS_HEAVYBREAK, spr);
break;
case WALLLIGHT1:
case WALLLIGHT2:
case WALLLIGHT3:
case WALLLIGHT4:
case TECHLIGHT2:
case TECHLIGHT4:
if (rnd(128))
S_PlayActorSound(GLASS_HEAVYBREAK, spr);
else S_PlayActorSound(GLASS_BREAKING, spr);
lotsofglass(spr, dawallnum, 30);
if (wal->picnum == WALLLIGHT1)
wal->picnum = WALLLIGHTBUST1;
if (wal->picnum == WALLLIGHT2)
wal->picnum = WALLLIGHTBUST2;
if (wal->picnum == WALLLIGHT3)
wal->picnum = WALLLIGHTBUST3;
if (wal->picnum == WALLLIGHT4)
wal->picnum = WALLLIGHTBUST4;
if (wal->picnum == TECHLIGHT2)
wal->picnum = TECHLIGHTBUST2;
if (wal->picnum == TECHLIGHT4)
wal->picnum = TECHLIGHTBUST4;
if (!wal->lotag) return;
sn = wal->nextsector;
if (sn < 0) return;
darkestwall = 0;
wal = &wall[sector[sn].wallptr];
for (int i = sector[sn].wallnum; i > 0; i--, wal++)
if (wal->shade > darkestwall)
darkestwall = wal->shade;
j = krand() & 1;
DukeStatIterator it(STAT_EFFECTOR);
while (auto effector = it.Next())
{
if (effector->s->hitag == wall[dawallnum].lotag && effector->s->lotag == 3)
{
effector->temp_data[2] = j;
effector->temp_data[3] = darkestwall;
effector->temp_data[4] = 1;
}
}
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void checkplayerhurt_d(struct player_struct* p, const Collision& coll)
{
if (coll.type == kHitSprite)
{
switch (coll.actor->s->picnum)
{
case CACTUS:
if (p->hurt_delay < 8)
{
p->GetActor()->s->extra -= 5;
p->hurt_delay = 16;
SetPlayerPal(p, PalEntry(32, 32, 0, 0));
S_PlayActorSound(DUKE_LONGTERM_PAIN, p->GetActor());
}
break;
}
return;
}
if (coll.type != kHitWall) return;
int j = coll.index;
if (p->hurt_delay > 0) p->hurt_delay--;
else if (wall[j].cstat & 85) switch (wall[j].overpicnum)
{
case W_FORCEFIELD:
case W_FORCEFIELD + 1:
case W_FORCEFIELD + 2:
p->GetActor()->s->extra -= 5;
p->hurt_delay = 16;
SetPlayerPal(p, PalEntry(32, 32, 0, 0));
p->posxv = -p->angle.ang.bcos(8);
p->posyv = -p->angle.ang.bsin(8);
S_PlayActorSound(DUKE_LONGTERM_PAIN, p->GetActor());
fi.checkhitwall(p->GetActor(), j,
p->posx + p->angle.ang.bcos(-9),
p->posy + p->angle.ang.bsin(-9),
p->posz, -1);
break;
case BIGFORCE:
p->hurt_delay = 26;
fi.checkhitwall(p->GetActor(), j,
p->posx + p->angle.ang.bcos(-9),
p->posy + p->angle.ang.bsin(-9),
p->posz, -1);
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool checkhitceiling_d(int sn)
{
int j;
switch (sector[sn].ceilingpicnum)
{
case WALLLIGHT1:
case WALLLIGHT2:
case WALLLIGHT3:
case WALLLIGHT4:
case TECHLIGHT2:
case TECHLIGHT4:
ceilingglass(ps[myconnectindex].GetActor(), sn, 10);
S_PlayActorSound(GLASS_BREAKING, ps[screenpeek].GetActor());
if (sector[sn].ceilingpicnum == WALLLIGHT1)
sector[sn].ceilingpicnum = WALLLIGHTBUST1;
if (sector[sn].ceilingpicnum == WALLLIGHT2)
sector[sn].ceilingpicnum = WALLLIGHTBUST2;
if (sector[sn].ceilingpicnum == WALLLIGHT3)
sector[sn].ceilingpicnum = WALLLIGHTBUST3;
if (sector[sn].ceilingpicnum == WALLLIGHT4)
sector[sn].ceilingpicnum = WALLLIGHTBUST4;
if (sector[sn].ceilingpicnum == TECHLIGHT2)
sector[sn].ceilingpicnum = TECHLIGHTBUST2;
if (sector[sn].ceilingpicnum == TECHLIGHT4)
sector[sn].ceilingpicnum = TECHLIGHTBUST4;
if (!sector[sn].hitag)
{
DukeSectIterator it(sn);
while (auto act = it.Next())
{
if (act->s->picnum == SECTOREFFECTOR && act->s->lotag == 12)
{
DukeStatIterator it1(STAT_EFFECTOR);
while (auto act2 = it1.Next())
{
if (act2->s->hitag == act->s->hitag)
act2->temp_data[3] = 1;
}
break;
}
}
}
j = krand() & 1;
DukeStatIterator it(STAT_EFFECTOR);
while (auto act = it.Next())
{
if (act->s->hitag == (sector[sn].hitag) && act->s->lotag == 3)
{
act->temp_data[2] = j;
act->temp_data[4] = 1;
}
}
return 1;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj)
{
int j, k, p;
spritetype* s = targ->s;
auto pspr = proj->s;
switch (s->picnum)
{
case WTGLASS1:
case WTGLASS2:
if (!isWorldTour())
break;
S_PlayActorSound(GLASS_BREAKING, targ);
lotsofglass(targ, -1, 10);
deletesprite(targ);
return;
case OCEANSPRITE1:
case OCEANSPRITE2:
case OCEANSPRITE3:
case OCEANSPRITE4:
case OCEANSPRITE5:
spawn(targ, SMALLSMOKE);
deletesprite(targ);
break;
case QUEBALL:
case STRIPEBALL:
if (pspr->picnum == QUEBALL || pspr->picnum == STRIPEBALL)
{
pspr->xvel = (s->xvel >> 1) + (s->xvel >> 2);
pspr->ang -= (s->ang << 1) + 1024;
s->ang = getangle(s->x - pspr->x, s->y - pspr->y) - 512;
if (S_CheckSoundPlaying(POOLBALLHIT) < 2)
S_PlayActorSound(POOLBALLHIT, targ);
}
else
{
if (krand() & 3)
{
s->xvel = 164;
s->ang = pspr->ang;
}
else
{
lotsofglass(targ, -1, 3);
deletesprite(targ);
}
}
break;
case TREE1:
case TREE2:
case TIRE:
case CONE:
case BOX:
switch (pspr->picnum)
{
case RADIUSEXPLOSION:
case RPG:
case FIRELASER:
case HYDRENT:
case HEAVYHBOMB:
if (targ->temp_data[0] == 0)
{
s->cstat &= ~257;
targ->temp_data[0] = 1;
spawn(targ, BURNING);
}
break;
}
break;
case CACTUS:
// case CACTUSBROKE:
switch (pspr->picnum)
{
case RADIUSEXPLOSION:
case RPG:
case FIRELASER:
case HYDRENT:
case HEAVYHBOMB:
for (k = 0; k < 64; k++)
{
auto j = EGS(s->sectnum, s->x, s->y, s->z - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (s->zvel >> 2), targ, 5);
j->s->pal = 8;
}
if (s->picnum == CACTUS)
s->picnum = CACTUSBROKE;
s->cstat &= ~257;
// else deletesprite(i);
break;
}
break;
case HANGLIGHT:
case GENERICPOLE2:
for (k = 0; k < 6; k++)
EGS(s->sectnum, s->x, s->y, s->z - (8 << 8), SCRAP1 + (krand() & 15), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (s->zvel >> 2), targ, 5);
S_PlayActorSound(GLASS_HEAVYBREAK, targ);
deletesprite(targ);
break;
case FANSPRITE:
s->picnum = FANSPRITEBROKE;
s->cstat &= (65535 - 257);
if (sector[s->sectnum].floorpicnum == FANSHADOW)
sector[s->sectnum].floorpicnum = FANSHADOWBROKE;
S_PlayActorSound(GLASS_HEAVYBREAK, targ);
for (j = 0; j < 16; j++) RANDOMSCRAP(targ);
break;
case WATERFOUNTAIN:
case WATERFOUNTAIN + 1:
case WATERFOUNTAIN + 2:
case WATERFOUNTAIN + 3:
s->picnum = WATERFOUNTAINBROKE;
spawn(targ, TOILETWATER);
break;
case SATELITE:
case FUELPOD:
case SOLARPANNEL:
case ANTENNA:
if (gs.actorinfo[SHOTSPARK1].scriptaddress && pspr->extra != ScriptCode[gs.actorinfo[SHOTSPARK1].scriptaddress])
{
for (j = 0; j < 15; j++)
EGS(s->sectnum, s->x, s->y, sector[s->sectnum].floorz - (12 << 8) - (j << 9), SCRAP1 + (krand() & 15), -8, 64, 64,
krand() & 2047, (krand() & 127) + 64, -(krand() & 511) - 256, targ, 5);
spawn(targ, EXPLOSION2);
deletesprite(targ);
}
break;
case BOTTLE1:
case BOTTLE2:
case BOTTLE3:
case BOTTLE4:
case BOTTLE5:
case BOTTLE6:
case BOTTLE8:
case BOTTLE10:
case BOTTLE11:
case BOTTLE12:
case BOTTLE13:
case BOTTLE14:
case BOTTLE15:
case BOTTLE16:
case BOTTLE17:
case BOTTLE18:
case BOTTLE19:
case WATERFOUNTAINBROKE:
case DOMELITE:
case SUSHIPLATE1:
case SUSHIPLATE2:
case SUSHIPLATE3:
case SUSHIPLATE4:
case SUSHIPLATE5:
case WAITTOBESEATED:
case VASE:
case STATUEFLASH:
case STATUE:
if (s->picnum == BOTTLE10)
fi.lotsofmoney(targ, 4 + (krand() & 3));
else if (s->picnum == STATUE || s->picnum == STATUEFLASH)
{
lotsofcolourglass(targ, -1, 40);
S_PlayActorSound(GLASS_HEAVYBREAK, targ);
}
else if (s->picnum == VASE)
lotsofglass(targ, -1, 40);
S_PlayActorSound(GLASS_BREAKING, targ);
s->ang = krand() & 2047;
lotsofglass(targ, -1, 8);
deletesprite(targ);
break;
case FETUS:
s->picnum = FETUSBROKE;
S_PlayActorSound(GLASS_BREAKING, targ);
lotsofglass(targ, -1, 10);
break;
case FETUSBROKE:
for (j = 0; j < 48; j++)
{
fi.shoot(targ, BLOODSPLAT1);
s->ang += 333;
}
S_PlayActorSound(GLASS_HEAVYBREAK, targ);
S_PlayActorSound(SQUISHED, targ);
case BOTTLE7:
S_PlayActorSound(GLASS_BREAKING, targ);
lotsofglass(targ, -1, 10);
deletesprite(targ);
break;
case HYDROPLANT:
s->picnum = BROKEHYDROPLANT;
S_PlayActorSound(GLASS_BREAKING, targ);
lotsofglass(targ, -1, 10);
break;
case FORCESPHERE:
s->xrepeat = 0;
if (targ->GetOwner())
{
targ->GetOwner()->temp_data[0] = 32;
targ->GetOwner()->temp_data[1] = !targ->GetOwner()->temp_data[1];
targ->GetOwner()->temp_data[2] ++;
}
spawn(targ, EXPLOSION2);
break;
case BROKEHYDROPLANT:
if (s->cstat & 1)
{
S_PlayActorSound(GLASS_BREAKING, targ);
s->z += 16 << 8;
s->cstat = 0;
lotsofglass(targ, -1, 5);
}
break;
case TOILET:
s->picnum = TOILETBROKE;
s->cstat |= (krand() & 1) << 2;
s->cstat &= ~257;
spawn(targ, TOILETWATER);
S_PlayActorSound(GLASS_BREAKING, targ);
break;
case STALL:
s->picnum = STALLBROKE;
s->cstat |= (krand() & 1) << 2;
s->cstat &= ~257;
spawn(targ, TOILETWATER);
S_PlayActorSound(GLASS_HEAVYBREAK, targ);
break;
case HYDRENT:
s->picnum = BROKEFIREHYDRENT;
spawn(targ, TOILETWATER);
S_PlayActorSound(GLASS_HEAVYBREAK, targ);
break;
case GRATE1:
s->picnum = BGRATE1;
s->cstat &= (65535 - 256 - 1);
S_PlayActorSound(VENT_BUST, targ);
break;
case CIRCLEPANNEL:
s->picnum = CIRCLEPANNELBROKE;
s->cstat &= (65535 - 256 - 1);
S_PlayActorSound(VENT_BUST, targ);
break;
case PANNEL1:
case PANNEL2:
s->picnum = BPANNEL1;
s->cstat &= (65535 - 256 - 1);
S_PlayActorSound(VENT_BUST, targ);
break;
case PANNEL3:
s->picnum = BPANNEL3;
s->cstat &= (65535 - 256 - 1);
S_PlayActorSound(VENT_BUST, targ);
break;
case PIPE1:
case PIPE2:
case PIPE3:
case PIPE4:
case PIPE5:
case PIPE6:
switch (s->picnum)
{
case PIPE1:s->picnum = PIPE1B; break;
case PIPE2:s->picnum = PIPE2B; break;
case PIPE3:s->picnum = PIPE3B; break;
case PIPE4:s->picnum = PIPE4B; break;
case PIPE5:s->picnum = PIPE5B; break;
case PIPE6:s->picnum = PIPE6B; break;
}
{
auto j = spawn(targ, STEAM);
j->s->z = sector[s->sectnum].floorz - (32 << 8);
}
break;
case MONK:
case LUKE:
case INDY:
case JURYGUY:
S_PlayActorSound(s->lotag, targ);
spawn(targ, s->hitag);
case SPACEMARINE:
{
s->extra -= pspr->extra;
if (s->extra > 0) break;
s->ang = krand() & 2047;
fi.shoot(targ, BLOODSPLAT1);
s->ang = krand() & 2047;
fi.shoot(targ, BLOODSPLAT2);
s->ang = krand() & 2047;
fi.shoot(targ, BLOODSPLAT3);
s->ang = krand() & 2047;
fi.shoot(targ, BLOODSPLAT4);
s->ang = krand() & 2047;
fi.shoot(targ, BLOODSPLAT1);
s->ang = krand() & 2047;
fi.shoot(targ, BLOODSPLAT2);
s->ang = krand() & 2047;
fi.shoot(targ, BLOODSPLAT3);
s->ang = krand() & 2047;
fi.shoot(targ, BLOODSPLAT4);
fi.guts(targ, JIBS1, 1, myconnectindex);
fi.guts(targ, JIBS2, 2, myconnectindex);
fi.guts(targ, JIBS3, 3, myconnectindex);
fi.guts(targ, JIBS4, 4, myconnectindex);
fi.guts(targ, JIBS5, 1, myconnectindex);
fi.guts(targ, JIBS3, 6, myconnectindex);
S_PlaySound(SQUISHED);
deletesprite(targ);
break;
}
case CHAIR1:
case CHAIR2:
s->picnum = BROKENCHAIR;
s->cstat = 0;
break;
case CHAIR3:
case MOVIECAMERA:
case SCALE:
case VACUUM:
case CAMERALIGHT:
case IVUNIT:
case POT1:
case POT2:
case POT3:
case TRIPODCAMERA:
S_PlayActorSound(GLASS_HEAVYBREAK, targ);
for (j = 0; j < 16; j++) RANDOMSCRAP(targ);
deletesprite(targ);
break;
case PLAYERONWATER:
targ = targ->GetOwner();
if (!targ) break;
s = targ->s;
default:
if ((s->cstat & 16) && s->hitag == 0 && s->lotag == 0 && s->statnum == 0)
break;
if ((pspr->picnum == FREEZEBLAST || proj->GetOwner() != targ) && s->statnum != 4)
{
if (badguy(targ) == 1)
{
if (isWorldTour() && s->picnum == FIREFLY && s->xrepeat < 48)
break;
if (pspr->picnum == RPG) pspr->extra <<= 1;
if ((s->picnum != DRONE) && (s->picnum != ROTATEGUN) && (s->picnum != COMMANDER) && (s->picnum < GREENSLIME || s->picnum > GREENSLIME + 7))
if (pspr->picnum != FREEZEBLAST)
//if (actortype[s->picnum] == 0) //TRANSITIONAL. Cannot be done right with EDuke mess backing the engine.
{
auto spawned = spawn(proj, JIBS6);
if (pspr->pal == 6)
spawned->s->pal = 6;
spawned->s->z += (4 << 8);
spawned->s->xvel = 16;
spawned->s->xrepeat = spawned->s->yrepeat = 24;
spawned->s->ang += 32 - (krand() & 63);
}
auto Owner = proj->GetOwner();
if (Owner && Owner->s->picnum == APLAYER && s->picnum != ROTATEGUN && s->picnum != DRONE)
if (ps[Owner->PlayerIndex()].curr_weapon == SHOTGUN_WEAPON)
{
fi.shoot(targ, BLOODSPLAT3);
fi.shoot(targ, BLOODSPLAT1);
fi.shoot(targ, BLOODSPLAT2);
fi.shoot(targ, BLOODSPLAT4);
}
if (s->picnum != TANK && !bossguy(targ) && s->picnum != RECON && s->picnum != ROTATEGUN)
{
if ((s->cstat & 48) == 0)
s->ang = (pspr->ang + 1024) & 2047;
s->xvel = -(pspr->extra << 2);
short j = s->sectnum;
pushmove(&s->x, &s->y, &s->z, &j, 128L, (4 << 8), (4 << 8), CLIPMASK0);
if (j != s->sectnum && j >= 0 && j < MAXSECTORS)
changespritesect(targ, j);
}
if (s->statnum == 2)
{
changespritestat(targ, 1);
targ->timetosleep = SLEEPTIME;
}
if ((s->xrepeat < 24 || s->picnum == SHARK) && pspr->picnum == SHRINKSPARK) return;
}
if (s->statnum != 2)
{
if (pspr->picnum == FREEZEBLAST && ((s->picnum == APLAYER && s->pal == 1) || (gs.freezerhurtowner == 0 && proj->GetOwner() == targ)))
return;
int hitpic = pspr->picnum;
auto Owner = proj->GetOwner();
if (Owner && Owner->s->picnum == APLAYER)
{
if (s->picnum == APLAYER && ud.coop != 0 && ud.ffire == 0)
return;
auto tOwner = targ->GetOwner();
if (isWorldTour() && hitpic == FIREBALL && tOwner && tOwner->s->picnum != FIREBALL)
hitpic = FLAMETHROWERFLAME;
}
targ->picnum = hitpic;
targ->extra += pspr->extra;
targ->ang = pspr->ang;
targ->SetHitOwner(Owner);
}
if (s->statnum == 10)
{
p = s->yvel;
if (ps[p].newOwner != nullptr)
{
ps[p].newOwner = nullptr;
ps[p].posx = ps[p].oposx;
ps[p].posy = ps[p].oposy;
ps[p].posz = ps[p].oposz;
ps[p].angle.restore();
updatesector(ps[p].posx, ps[p].posy, &ps[p].cursectnum);
DukeStatIterator it(STAT_ACTOR);
while (auto j = it.Next())
{
if (j->s->picnum == CAMERA1) j->s->yvel = 0;
}
}
if (s->xrepeat < 24 && pspr->picnum == SHRINKSPARK)
return;
auto hitowner = targ->GetHitOwner();
if (!hitowner || hitowner->s->picnum != APLAYER)
if (ud.player_skill >= 3)
pspr->extra += (pspr->extra >> 1);
}
}
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void checksectors_d(int snum)
{
int i = -1, oldz;
struct player_struct* p;
int j, hitscanwall;
short neartagsector, neartagwall;
DDukeActor* neartagsprite;
int neartaghitdist;
p = &ps[snum];
auto pact = p->GetActor();
switch (sector[p->cursectnum].lotag)
{
case 32767:
sector[p->cursectnum].lotag = 0;
FTA(9, p);
p->secret_rooms++;
SECRET_Trigger(p->cursectnum);
return;
case -1:
sector[p->cursectnum].lotag = 0;
setnextmap(false);
return;
case -2:
sector[p->cursectnum].lotag = 0;
p->timebeforeexit = 26 * 8;
p->customexitsound = sector[p->cursectnum].hitag;
return;
default:
if (sector[p->cursectnum].lotag >= 10000 && sector[p->cursectnum].lotag < 16383)
{
if (snum == screenpeek || ud.coop == 1)
S_PlayActorSound(sector[p->cursectnum].lotag - 10000, pact);
sector[p->cursectnum].lotag = 0;
}
break;
}
//After this point the the player effects the map with space
if (chatmodeon || p->GetActor()->s->extra <= 0) return;
if (ud.cashman && PlayerInput(snum, SB_OPEN))
fi.lotsofmoney(p->GetActor(), 2);
if (p->newOwner != nullptr)
{
if (abs(PlayerInputSideVel(snum)) > 768 || abs(PlayerInputForwardVel(snum)) > 768)
{
i = -1;
goto CLEARCAMERAS;
}
}
if (!(PlayerInput(snum, SB_OPEN)))
p->toggle_key_flag = 0;
else if (!p->toggle_key_flag)
{
if (PlayerInput(snum, SB_ESCAPE))
{
if (p->newOwner != nullptr)
{
i = -1;
goto CLEARCAMERAS;
}
return;
}
neartagsprite = nullptr;
p->toggle_key_flag = 1;
hitscanwall = -1;
i = hitawall(p, &hitscanwall);
if (i < 1280 && hitscanwall >= 0 && wall[hitscanwall].overpicnum == MIRROR)
if (wall[hitscanwall].lotag > 0 && S_CheckSoundPlaying(wall[hitscanwall].lotag) == 0 && snum == screenpeek)
{
S_PlayActorSound(wall[hitscanwall].lotag, pact);
return;
}
if (hitscanwall >= 0 && (wall[hitscanwall].cstat & 16))
if (wall[hitscanwall].lotag)
return;
if (p->newOwner != nullptr)
neartag(p->oposx, p->oposy, p->oposz, p->GetActor()->s->sectnum, p->angle.oang.asbuild(), &neartagsector, &neartagwall, &neartagsprite, &neartaghitdist, 1280L, 1);
else
{
neartag(p->posx, p->posy, p->posz, p->GetActor()->s->sectnum, p->angle.oang.asbuild(), &neartagsector, &neartagwall, &neartagsprite, &neartaghitdist, 1280L, 1);
if (neartagsprite == nullptr && neartagwall == -1 && neartagsector == -1)
neartag(p->posx, p->posy, p->posz + (8 << 8), p->GetActor()->s->sectnum, p->angle.oang.asbuild(), &neartagsector, &neartagwall, &neartagsprite, &neartaghitdist, 1280L, 1);
if (neartagsprite == nullptr && neartagwall == -1 && neartagsector == -1)
neartag(p->posx, p->posy, p->posz + (16 << 8), p->GetActor()->s->sectnum, p->angle.oang.asbuild(), &neartagsector, &neartagwall, &neartagsprite, &neartaghitdist, 1280L, 1);
if (neartagsprite == nullptr && neartagwall == -1 && neartagsector == -1)
{
neartag(p->posx, p->posy, p->posz + (16 << 8), p->GetActor()->s->sectnum, p->angle.oang.asbuild(), &neartagsector, &neartagwall, &neartagsprite, &neartaghitdist, 1280L, 3);
if (neartagsprite != nullptr)
{
switch (neartagsprite->s->picnum)
{
case FEM1:
case FEM2:
case FEM3:
case FEM4:
case FEM5:
case FEM6:
case FEM7:
case FEM8:
case FEM9:
case FEM10:
case PODFEM1:
case NAKED1:
case STATUE:
case TOUGHGAL:
return;
}
}
neartagsprite = nullptr;
neartagwall = -1;
neartagsector = -1;
}
}
if (p->newOwner == nullptr && neartagsprite == nullptr && neartagsector == -1 && neartagwall == -1)
if (isanunderoperator(sector[p->GetActor()->s->sectnum].lotag))
neartagsector = p->GetActor()->s->sectnum;
if (neartagsector >= 0 && (sector[neartagsector].lotag & 16384))
return;
if (neartagsprite == nullptr && neartagwall == -1)
if (sector[p->cursectnum].lotag == 2)
{
DDukeActor* hit;
oldz = hitasprite(p->GetActor(), &hit);
if (hit) neartagsprite = hit;
if (oldz > 1280) neartagsprite = nullptr;
}
if (neartagsprite != nullptr)
{
if (fi.checkhitswitch(snum, -1, neartagsprite)) return;
switch (neartagsprite->s->picnum)
{
case TOILET:
case STALL:
if (p->last_pissed_time == 0)
{
S_PlayActorSound(DUKE_URINATE, p->GetActor());
p->last_pissed_time = 26 * 220;
p->transporter_hold = 29 * 2;
if (p->holster_weapon == 0)
{
p->holster_weapon = 1;
p->weapon_pos = -1;
}
if (p->GetActor()->s->extra <= (gs.max_player_health - (gs.max_player_health / 10)))
{
p->GetActor()->s->extra += gs.max_player_health / 10;
p->last_extra = p->GetActor()->s->extra;
}
else if (p->GetActor()->s->extra < gs.max_player_health)
p->GetActor()->s->extra = gs.max_player_health;
}
else if (S_CheckActorSoundPlaying(neartagsprite, FLUSH_TOILET) == 0)
S_PlayActorSound(FLUSH_TOILET, neartagsprite);
return;
case NUKEBUTTON:
hitawall(p, &j);
if (j >= 0 && wall[j].overpicnum == 0)
if (neartagsprite->temp_data[0] == 0)
{
neartagsprite->temp_data[0] = 1;
neartagsprite->SetOwner(p->GetActor());
p->buttonpalette = neartagsprite->s->pal;
if (p->buttonpalette)
ud.secretlevel = neartagsprite->s->lotag;
else ud.secretlevel = 0;
}
return;
case WATERFOUNTAIN:
if (neartagsprite->temp_data[0] != 1)
{
neartagsprite->temp_data[0] = 1;
neartagsprite->SetOwner(p->GetActor());
if (p->GetActor()->s->extra < gs.max_player_health)
{
p->GetActor()->s->extra++;
S_PlayActorSound(DUKE_DRINKING, p->GetActor());
}
}
return;
case PLUG:
S_PlayActorSound(SHORT_CIRCUIT, pact);
p->GetActor()->s->extra -= 2 + (krand() & 3);
SetPlayerPal(p, PalEntry(32, 48, 48, 64));
break;
case VIEWSCREEN:
case VIEWSCREEN2:
{
DukeStatIterator it(STAT_ACTOR);
while (auto acti = it.Next())
{
auto spr = acti->s;
if (spr->picnum == CAMERA1 && spr->yvel == 0 && neartagsprite->s->hitag == spr->lotag)
{
spr->yvel = 1; //Using this camera
if (snum == screenpeek) S_PlaySound(MONITOR_ACTIVE);
neartagsprite->SetOwner(acti);
neartagsprite->s->yvel = 1;
camsprite = neartagsprite;
j = p->cursectnum;
p->cursectnum = spr->sectnum;
p->cursectnum = j;
// parallaxtype = 2;
p->newOwner = acti;
return;
}
}
i = -1;
}
CLEARCAMERAS:
if (i < 0)
{
p->posx = p->oposx;
p->posy = p->oposy;
p->posz = p->oposz;
p->newOwner = nullptr;
updatesector(p->posx, p->posy, &p->cursectnum);
DukeStatIterator it(STAT_ACTOR);
while (auto act = it.Next())
{
if (act->s->picnum == CAMERA1) act->s->yvel = 0;
}
}
else if (p->newOwner != nullptr)
p->newOwner = nullptr;
return;
}
}
if (!PlayerInput(snum, SB_OPEN)) return;
else if (p->newOwner != nullptr) { i = -1; goto CLEARCAMERAS; }
if (neartagwall == -1 && neartagsector == -1 && neartagsprite == nullptr)
if (abs(hits(p->GetActor())) < 512)
{
if ((krand() & 255) < 16)
S_PlayActorSound(DUKE_SEARCH2, pact);
else S_PlayActorSound(DUKE_SEARCH, pact);
return;
}
if (neartagwall >= 0)
{
if (wall[neartagwall].lotag > 0 && fi.isadoorwall(wall[neartagwall].picnum))
{
if (hitscanwall == neartagwall || hitscanwall == -1)
fi.checkhitswitch(snum, neartagwall, nullptr);
return;
}
else if (p->newOwner != nullptr)
{
i = -1;
goto CLEARCAMERAS;
}
}
if (neartagsector >= 0 && (sector[neartagsector].lotag & 16384) == 0 && isanearoperator(sector[neartagsector].lotag))
{
DukeSectIterator it(neartagsector);
while (auto act = it.Next())
{
if (act->s->picnum == ACTIVATOR || act->s->picnum == MASTERSWITCH)
return;
}
operatesectors(neartagsector, p->GetActor());
}
else if ((sector[p->GetActor()->s->sectnum].lotag & 16384) == 0)
{
if (isanunderoperator(sector[p->GetActor()->s->sectnum].lotag))
{
DukeSectIterator it(p->GetActor()->s->sectnum);
while (auto act = it.Next())
{
if (act->s->picnum == ACTIVATOR || act->s->picnum == MASTERSWITCH) return;
}
operatesectors(p->GetActor()->s->sectnum, p->GetActor());
}
else fi.checkhitswitch(snum, neartagwall, nullptr);
}
}
}
END_DUKE_NS