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afb09456e0
* Build timer still requires initialisation due to multiple `timerSetCallback()` that still need to work. # Conflicts: # source/core/menu/menu.cpp # source/games/duke/src/game.cpp
1163 lines
26 KiB
C++
1163 lines
26 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: EDuke source was in transition. Changes are in-progress in the
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source as it is released.
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*/
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//-------------------------------------------------------------------------
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#include <utility>
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#include "ns.h"
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#include "global.h"
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#include "sounds.h"
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using std::min;
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using std::max;
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// PRIMITIVE
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BEGIN_DUKE_NS
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static bool haltsoundhack;
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int callsound(int sn, int whatsprite)
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{
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if (!isRRRA() && haltsoundhack)
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{
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haltsoundhack = 0;
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return -1;
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}
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int i = headspritesect[sn];
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while (i >= 0)
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{
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if (sprite[i].picnum == MUSICANDSFX && sprite[i].lotag < 1000)
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{
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if (whatsprite == -1) whatsprite = i;
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int snum = sprite[i].lotag;
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auto flags = S_GetUserFlags(snum);
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// Reset if the desired actor isn't playing anything.
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bool hival = S_IsSoundValid(sprite[i].hitag);
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if (hittype[i].temp_data[0] == 1 && !hival)
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{
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if (!S_CheckActorSoundPlaying(hittype[i].temp_data[5], snum))
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hittype[i].temp_data[0] = 0;
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}
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if (hittype[i].temp_data[0] == 0)
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{
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if ((flags & (SF_GLOBAL | SF_DTAG)) != SF_GLOBAL)
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{
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if (snum)
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{
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if (sprite[i].hitag && snum != sprite[i].hitag)
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S_StopSound(sprite[i].hitag, hittype[i].temp_data[5]);
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S_PlayActorSound(snum, whatsprite);
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hittype[i].temp_data[5] = whatsprite;
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}
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if ((sector[sprite[i].sectnum].lotag & 0xff) != ST_22_SPLITTING_DOOR)
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hittype[i].temp_data[0] = 1;
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}
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}
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else if (hival)
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{
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if ((flags & SF_LOOP) || (sprite[i].hitag && sprite[i].hitag != sprite[i].lotag))
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S_StopSound(sprite[i].lotag, hittype[i].temp_data[5]);
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if (sprite[i].hitag) S_PlayActorSound(sprite[i].hitag, whatsprite);
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hittype[i].temp_data[0] = 0;
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hittype[i].temp_data[5] = whatsprite;
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}
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return sprite[i].lotag;
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}
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i = nextspritesect[i];
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}
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return -1;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int check_activator_motion(int lotag)
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{
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int i, j;
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spritetype* s;
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i = headspritestat[STAT_ACTIVATOR];
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while (i >= 0)
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{
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if (sprite[i].lotag == lotag)
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{
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s = &sprite[i];
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for (j = animatecnt - 1; j >= 0; j--)
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if (s->sectnum == animatesect[j])
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return(1);
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j = headspritestat[STAT_EFFECTOR];
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while (j >= 0)
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{
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if (s->sectnum == sprite[j].sectnum)
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switch (sprite[j].lotag)
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{
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case SE_11_SWINGING_DOOR:
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case SE_30_TWO_WAY_TRAIN:
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if (hittype[j].temp_data[4])
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return(1);
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break;
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case SE_18_INCREMENTAL_SECTOR_RISE_FALL:
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if (isRRRA()) break;
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case SE_20_STRETCH_BRIDGE:
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case SE_31_FLOOR_RISE_FALL:
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case SE_32_CEILING_RISE_FALL:
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if (hittype[j].temp_data[0])
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return(1);
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break;
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}
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j = nextspritestat[j];
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}
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}
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i = nextspritestat[i];
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}
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return(0);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool isanunderoperator(int lotag)
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{
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switch (lotag & 0xff)
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{
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case ST_15_WARP_ELEVATOR:
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case ST_16_PLATFORM_DOWN:
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case ST_17_PLATFORM_UP:
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case ST_18_ELEVATOR_DOWN:
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case ST_19_ELEVATOR_UP:
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case ST_26_SPLITTING_ST_DOOR:
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return true;
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case ST_22_SPLITTING_DOOR:
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return !isRR();
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}
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return false;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool isanearoperator(int lotag)
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{
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switch (lotag & 0xff)
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{
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case ST_9_SLIDING_ST_DOOR:
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case ST_15_WARP_ELEVATOR:
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case ST_16_PLATFORM_DOWN:
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case ST_17_PLATFORM_UP:
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case ST_18_ELEVATOR_DOWN:
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case ST_19_ELEVATOR_UP:
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case ST_20_CEILING_DOOR:
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case ST_21_FLOOR_DOOR:
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case ST_22_SPLITTING_DOOR:
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case ST_23_SWINGING_DOOR:
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case ST_25_SLIDING_DOOR:
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case ST_26_SPLITTING_ST_DOOR:
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case ST_29_TEETH_DOOR:
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return true;
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case 41:
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return isRR();
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}
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return false;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int findplayer(const spritetype* s, int* d)
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{
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short j, closest_player;
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int x, closest;
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if (ud.multimode < 2)
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{
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if (d) *d = abs(ps[myconnectindex].oposx - s->x) + abs(ps[myconnectindex].oposy - s->y) + ((abs(ps[myconnectindex].oposz - s->z + (28 << 8))) >> 4);
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return myconnectindex;
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}
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closest = 0x7fffffff;
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closest_player = 0;
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for (j = connecthead; j >= 0; j = connectpoint2[j])
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{
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x = abs(ps[j].oposx - s->x) + abs(ps[j].oposy - s->y) + ((abs(ps[j].oposz - s->z + (28 << 8))) >> 4);
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if (x < closest && sprite[ps[j].i].extra > 0)
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{
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closest_player = j;
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closest = x;
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}
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}
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if (d) *d = closest;
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return closest_player;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int findotherplayer(int p, int* d)
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{
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short j, closest_player;
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int x, closest;
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closest = 0x7fffffff;
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closest_player = p;
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for (j = connecthead; j >= 0; j = connectpoint2[j])
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if (p != j && sprite[ps[j].i].extra > 0)
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{
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x = abs(ps[j].oposx - ps[p].posx) + abs(ps[j].oposy - ps[p].posy) + (abs(ps[j].oposz - ps[p].posz) >> 4);
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if (x < closest)
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{
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closest_player = j;
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closest = x;
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}
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}
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*d = closest;
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return closest_player;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int* animateptr(int type, int index)
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{
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static int scratch;
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switch (type)
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{
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case anim_floorz:
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return §or[index].floorz;
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case anim_ceilingz:
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return §or[index].ceilingz;
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case anim_vertexx:
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return &wall[index].x;
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case anim_vertexy:
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return &wall[index].y;
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default:
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assert(false);
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return &scratch;
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}
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}
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int* animateptr(int i)
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{
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return animateptr(animatetype[i], animatetarget[i]);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void doanimations(void)
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{
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int i, j, a, p, v, dasect;
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for (i = animatecnt - 1; i >= 0; i--)
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{
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a = *animateptr(i);
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v = animatevel[i] * TICSPERFRAME;
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dasect = animatesect[i];
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if (a == animategoal[i])
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{
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stopinterpolation(animateptr(i));
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animatecnt--;
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animatetype[i] = animatetype[animatecnt];
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animatetarget[i] = animatetarget[animatecnt];
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animategoal[i] = animategoal[animatecnt];
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animatevel[i] = animatevel[animatecnt];
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animatesect[i] = animatesect[animatecnt];
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if (sector[animatesect[i]].lotag == ST_18_ELEVATOR_DOWN || sector[animatesect[i]].lotag == ST_19_ELEVATOR_UP)
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if (animatetype[i] == anim_ceilingz)
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continue;
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if ((sector[dasect].lotag & 0xff) != ST_22_SPLITTING_DOOR)
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callsound(dasect, -1);
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continue;
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}
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if (v > 0) { a = min(a + v, animategoal[i]); }
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else { a = max(a + v, animategoal[i]); }
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if (animatetype[i] == anim_floorz)
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{
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for (p = connecthead; p >= 0; p = connectpoint2[p])
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if (ps[p].cursectnum == dasect)
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if ((sector[dasect].floorz - ps[p].posz) < (64 << 8))
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if (sprite[ps[p].i].owner >= 0)
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{
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ps[p].posz += v;
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ps[p].poszv = 0;
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}
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for (j = headspritesect[dasect]; j >= 0; j = nextspritesect[j])
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if (sprite[j].statnum != STAT_EFFECTOR)
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{
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hittype[j].bposz = sprite[j].z;
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sprite[j].z += v;
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hittype[j].floorz = sector[dasect].floorz + v;
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}
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}
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*animateptr(i) = a;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int getanimationgoal(int animtype, int animtarget)
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{
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int i, j;
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j = -1;
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for (i = animatecnt - 1; i >= 0; i--)
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if (animtype == animatetype[i] && animtarget == animatetarget[i])
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{
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j = i;
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break;
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}
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return(j);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int setanimation(short animsect, int animtype, int animtarget, int thegoal, int thevel)
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{
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int i, j;
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if (animatecnt >= MAXANIMATES - 1)
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return(-1);
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j = animatecnt;
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for (i = 0; i < animatecnt; i++)
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if (animtype == animatetype[i] && animtarget == animatetarget[i])
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{
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j = i;
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break;
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}
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auto animptr = animateptr(animtype, animtarget);
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animatesect[j] = animsect;
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animatetype[j] = animtype;
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animatetarget[j] = animtarget;
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animategoal[j] = thegoal;
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if (thegoal >= *animptr)
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animatevel[j] = thevel;
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else
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animatevel[j] = -thevel;
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if (j == animatecnt) animatecnt++;
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setinterpolation(animptr);
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return(j);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool activatewarpelevators(int s, int d) //Parm = sectoreffectornum
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{
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short i, sn;
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sn = sprite[s].sectnum;
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// See if the sector exists
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i = headspritestat[3];
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while (i >= 0)
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{
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if (sprite[i].lotag == SE_17_WARP_ELEVATOR || (isRRRA() && sprite[i].lotag == SE_18_INCREMENTAL_SECTOR_RISE_FALL))
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if (sprite[i].hitag == sprite[s].hitag)
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if ((abs(sector[sn].floorz - hittype[s].temp_data[2]) > sprite[i].yvel) ||
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(sector[sprite[i].sectnum].hitag == (sector[sn].hitag - d)))
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break;
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i = nextspritestat[i];
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}
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if (i == -1)
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{
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d = 0;
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return 1; // No find
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}
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else
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{
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if (d == 0)
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S_PlayActorSound(ELEVATOR_OFF, s);
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else S_PlayActorSound(ELEVATOR_ON, s);
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}
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i = headspritestat[3];
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while (i >= 0)
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{
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if (sprite[i].lotag == SE_17_WARP_ELEVATOR || (isRRRA() && sprite[i].lotag == SE_18_INCREMENTAL_SECTOR_RISE_FALL))
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if (sprite[i].hitag == sprite[s].hitag)
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{
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hittype[i].temp_data[0] = d;
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hittype[i].temp_data[1] = d; //Make all check warp
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}
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i = nextspritestat[i];
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}
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return 0;
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}
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|
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void operatesectors(int sn, int ii)
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{
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int j=0, l, q, startwall, endwall;
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int i;
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char sect_error;
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sectortype* sptr;
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sect_error = 0;
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sptr = §or[sn];
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switch (sptr->lotag & (0xffff - 49152))
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{
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case 41:
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if (isRR()) operatejaildoors(sptr->hitag);
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break;
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case 7:
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if (!isRR()) break;
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startwall = sptr->wallptr;
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endwall = startwall + sptr->wallnum;
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for (j = startwall; j < endwall; j++)
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{
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setanimation(sn, anim_vertexx, j, wall[j].x + 1024, 4);
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setanimation(sn, anim_vertexx, wall[j].nextwall, wall[wall[j].nextwall].x + 1024, 4);
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}
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break;
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case ST_30_ROTATE_RISE_BRIDGE:
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j = sector[sn].hitag;
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if (hittype[j].tempang == 0 ||
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hittype[j].tempang == 256)
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callsound(sn, ii);
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if (sprite[j].extra == 1)
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sprite[j].extra = 3;
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else sprite[j].extra = 1;
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break;
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case ST_31_TWO_WAY_TRAIN:
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j = sector[sn].hitag;
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if (hittype[j].temp_data[4] == 0)
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hittype[j].temp_data[4] = 1;
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callsound(sn, ii);
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break;
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case ST_26_SPLITTING_ST_DOOR: //The split doors
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i = getanimationgoal(anim_ceilingz, sn);
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if (i == -1) //if the door has stopped
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{
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haltsoundhack = 1;
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sptr->lotag &= 0xff00;
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sptr->lotag |= ST_22_SPLITTING_DOOR;
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operatesectors(sn, ii);
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sptr->lotag &= 0xff00;
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sptr->lotag |= ST_9_SLIDING_ST_DOOR;
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operatesectors(sn, ii);
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sptr->lotag &= 0xff00;
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sptr->lotag |= ST_26_SPLITTING_ST_DOOR;
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}
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return;
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|
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case ST_9_SLIDING_ST_DOOR:
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{
|
|
int dax, day, dax2, day2, sp;
|
|
int wallfind[2];
|
|
|
|
startwall = sptr->wallptr;
|
|
endwall = startwall + sptr->wallnum - 1;
|
|
|
|
sp = sptr->extra >> 4;
|
|
|
|
//first find center point by averaging all points
|
|
dax = 0L, day = 0L;
|
|
for (i = startwall; i <= endwall; i++)
|
|
{
|
|
dax += wall[i].x;
|
|
day += wall[i].y;
|
|
}
|
|
dax /= (endwall - startwall + 1);
|
|
day /= (endwall - startwall + 1);
|
|
|
|
//find any points with either same x or same y coordinate
|
|
// as center (dax, day) - should be 2 points found.
|
|
wallfind[0] = -1;
|
|
wallfind[1] = -1;
|
|
for (i = startwall; i <= endwall; i++)
|
|
if ((wall[i].x == dax) || (wall[i].y == day))
|
|
{
|
|
if (wallfind[0] == -1)
|
|
wallfind[0] = i;
|
|
else wallfind[1] = i;
|
|
}
|
|
|
|
for (j = 0; j < 2; j++)
|
|
{
|
|
if ((wall[wallfind[j]].x == dax) && (wall[wallfind[j]].y == day))
|
|
{
|
|
//find what direction door should open by averaging the
|
|
// 2 neighboring points of wallfind[0] & wallfind[1].
|
|
i = wallfind[j] - 1; if (i < startwall) i = endwall;
|
|
dax2 = ((wall[i].x + wall[wall[wallfind[j]].point2].x) >> 1) - wall[wallfind[j]].x;
|
|
day2 = ((wall[i].y + wall[wall[wallfind[j]].point2].y) >> 1) - wall[wallfind[j]].y;
|
|
if (dax2 != 0)
|
|
{
|
|
dax2 = wall[wall[wall[wallfind[j]].point2].point2].x;
|
|
dax2 -= wall[wall[wallfind[j]].point2].x;
|
|
setanimation(sn, anim_vertexx, wallfind[j], wall[wallfind[j]].x + dax2, sp);
|
|
setanimation(sn, anim_vertexx, i, wall[i].x + dax2, sp);
|
|
setanimation(sn, anim_vertexx, wall[wallfind[j]].point2, wall[wall[wallfind[j]].point2].x + dax2, sp);
|
|
callsound(sn, ii);
|
|
}
|
|
else if (day2 != 0)
|
|
{
|
|
day2 = wall[wall[wall[wallfind[j]].point2].point2].y;
|
|
day2 -= wall[wall[wallfind[j]].point2].y;
|
|
setanimation(sn, anim_vertexy, wallfind[j], wall[wallfind[j]].y + day2, sp);
|
|
setanimation(sn, anim_vertexy, i, wall[i].y + day2, sp);
|
|
setanimation(sn, anim_vertexy, wall[wallfind[j]].point2, wall[wall[wallfind[j]].point2].y + day2, sp);
|
|
callsound(sn, ii);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
i = wallfind[j] - 1; if (i < startwall) i = endwall;
|
|
dax2 = ((wall[i].x + wall[wall[wallfind[j]].point2].x) >> 1) - wall[wallfind[j]].x;
|
|
day2 = ((wall[i].y + wall[wall[wallfind[j]].point2].y) >> 1) - wall[wallfind[j]].y;
|
|
if (dax2 != 0)
|
|
{
|
|
setanimation(sn, anim_vertexx, wallfind[j], dax, sp);
|
|
setanimation(sn, anim_vertexx, i, dax + dax2, sp);
|
|
setanimation(sn, anim_vertexx, wall[wallfind[j]].point2, dax + dax2, sp);
|
|
callsound(sn, ii);
|
|
}
|
|
else if (day2 != 0)
|
|
{
|
|
setanimation(sn, anim_vertexy, wallfind[j], day, sp);
|
|
setanimation(sn, anim_vertexy, i, day + day2, sp);
|
|
setanimation(sn, anim_vertexy, wall[wallfind[j]].point2, day + day2, sp);
|
|
callsound(sn, ii);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
return;
|
|
|
|
case ST_15_WARP_ELEVATOR://Warping elevators
|
|
|
|
if (sprite[ii].picnum != TILE_APLAYER) return;
|
|
// if(ps[sprite[ii].yvel].select_dir == 1) return;
|
|
|
|
i = headspritesect[sn];
|
|
while (i >= 0)
|
|
{
|
|
if (sprite[i].picnum == SECTOREFFECTOR && sprite[i].lotag == 17) break;
|
|
i = nextspritesect[i];
|
|
}
|
|
|
|
if (sprite[ii].sectnum == sn)
|
|
{
|
|
if (activatewarpelevators(i, -1))
|
|
activatewarpelevators(i, 1);
|
|
else if (activatewarpelevators(i, 1))
|
|
activatewarpelevators(i, -1);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (sptr->floorz > sprite[i].z)
|
|
activatewarpelevators(i, -1);
|
|
else
|
|
activatewarpelevators(i, 1);
|
|
}
|
|
|
|
return;
|
|
|
|
case ST_16_PLATFORM_DOWN:
|
|
case ST_17_PLATFORM_UP:
|
|
|
|
i = getanimationgoal(anim_floorz, sn);
|
|
|
|
if (i == -1)
|
|
{
|
|
i = nextsectorneighborz(sn, sptr->floorz, 1, 1);
|
|
if (i == -1)
|
|
{
|
|
i = nextsectorneighborz(sn, sptr->floorz, 1, -1);
|
|
if (i == -1) return;
|
|
j = sector[i].floorz;
|
|
setanimation(sn, anim_floorz, sn, j, sptr->extra);
|
|
}
|
|
else
|
|
{
|
|
j = sector[i].floorz;
|
|
setanimation(sn, anim_floorz, sn, j, sptr->extra);
|
|
}
|
|
callsound(sn, ii);
|
|
}
|
|
|
|
return;
|
|
|
|
case ST_18_ELEVATOR_DOWN:
|
|
case ST_19_ELEVATOR_UP:
|
|
|
|
i = getanimationgoal(anim_floorz, sn);
|
|
|
|
if (i == -1)
|
|
{
|
|
i = nextsectorneighborz(sn, sptr->floorz, 1, -1);
|
|
if (i == -1) i = nextsectorneighborz(sn, sptr->floorz, 1, 1);
|
|
if (i == -1) return;
|
|
j = sector[i].floorz;
|
|
q = sptr->extra;
|
|
l = sptr->ceilingz - sptr->floorz;
|
|
setanimation(sn, anim_floorz, sn, j, q);
|
|
setanimation(sn, anim_ceilingz, sn, j + l, q);
|
|
callsound(sn, ii);
|
|
}
|
|
return;
|
|
|
|
case ST_29_TEETH_DOOR:
|
|
|
|
if (sptr->lotag & 0x8000)
|
|
j = sector[nextsectorneighborz(sn, sptr->ceilingz, 1, 1)].floorz;
|
|
else
|
|
j = sector[nextsectorneighborz(sn, sptr->ceilingz, -1, -1)].ceilingz;
|
|
|
|
i = headspritestat[3]; //Effectors
|
|
while (i >= 0)
|
|
{
|
|
if ((sprite[i].lotag == 22) &&
|
|
(sprite[i].hitag == sptr->hitag))
|
|
{
|
|
sector[sprite[i].sectnum].extra = -sector[sprite[i].sectnum].extra;
|
|
|
|
hittype[i].temp_data[0] = sn;
|
|
hittype[i].temp_data[1] = 1;
|
|
}
|
|
i = nextspritestat[i];
|
|
}
|
|
|
|
sptr->lotag ^= 0x8000;
|
|
|
|
setanimation(sn, anim_ceilingz, sn, j, sptr->extra);
|
|
|
|
callsound(sn, ii);
|
|
|
|
return;
|
|
|
|
case ST_20_CEILING_DOOR:
|
|
REDODOOR:
|
|
|
|
if (sptr->lotag & 0x8000)
|
|
{
|
|
i = headspritesect[sn];
|
|
while (i >= 0)
|
|
{
|
|
if (sprite[i].statnum == 3 && sprite[i].lotag == 9)
|
|
{
|
|
j = sprite[i].z;
|
|
break;
|
|
}
|
|
i = nextspritesect[i];
|
|
}
|
|
if (i == -1)
|
|
j = sptr->floorz;
|
|
}
|
|
else
|
|
{
|
|
j = nextsectorneighborz(sn, sptr->ceilingz, -1, -1);
|
|
|
|
if (j >= 0) j = sector[j].ceilingz;
|
|
else
|
|
{
|
|
sptr->lotag |= 32768;
|
|
goto REDODOOR;
|
|
}
|
|
}
|
|
|
|
sptr->lotag ^= 0x8000;
|
|
|
|
setanimation(sn, anim_ceilingz, sn, j, sptr->extra);
|
|
callsound(sn, ii);
|
|
|
|
return;
|
|
|
|
case ST_21_FLOOR_DOOR:
|
|
i = getanimationgoal(anim_floorz, sn);
|
|
if (i >= 0)
|
|
{
|
|
if (animategoal[sn] == sptr->ceilingz)
|
|
animategoal[i] = sector[nextsectorneighborz(sn, sptr->ceilingz, 1, 1)].floorz;
|
|
else animategoal[i] = sptr->ceilingz;
|
|
j = animategoal[i];
|
|
}
|
|
else
|
|
{
|
|
if (sptr->ceilingz == sptr->floorz)
|
|
j = sector[nextsectorneighborz(sn, sptr->ceilingz, 1, 1)].floorz;
|
|
else j = sptr->ceilingz;
|
|
|
|
sptr->lotag ^= 0x8000;
|
|
|
|
if (setanimation(sn, anim_floorz, sn, j, sptr->extra) >= 0)
|
|
callsound(sn, ii);
|
|
}
|
|
return;
|
|
|
|
case ST_22_SPLITTING_DOOR:
|
|
|
|
if ((sptr->lotag & 0x8000))
|
|
{
|
|
q = (sptr->ceilingz + sptr->floorz) >> 1;
|
|
j = setanimation(sn, anim_floorz, sn, q, sptr->extra);
|
|
j = setanimation(sn, anim_ceilingz, sn, q, sptr->extra);
|
|
}
|
|
else
|
|
{
|
|
q = sector[nextsectorneighborz(sn, sptr->floorz, 1, 1)].floorz;
|
|
j = setanimation(sn, anim_floorz, sn, q, sptr->extra);
|
|
q = sector[nextsectorneighborz(sn, sptr->ceilingz, -1, -1)].ceilingz;
|
|
j = setanimation(sn, anim_ceilingz, sn, q, sptr->extra);
|
|
}
|
|
|
|
sptr->lotag ^= 0x8000;
|
|
|
|
callsound(sn, ii);
|
|
|
|
return;
|
|
|
|
case ST_23_SWINGING_DOOR: //Swingdoor
|
|
|
|
j = -1;
|
|
q = 0;
|
|
|
|
i = headspritestat[3];
|
|
while (i >= 0)
|
|
{
|
|
if (sprite[i].lotag == 11 && sprite[i].sectnum == sn && !hittype[i].temp_data[4])
|
|
{
|
|
j = i;
|
|
break;
|
|
}
|
|
i = nextspritestat[i];
|
|
}
|
|
|
|
l = sector[sprite[i].sectnum].lotag & 0x8000;
|
|
|
|
if (j >= 0)
|
|
{
|
|
i = headspritestat[3];
|
|
while (i >= 0)
|
|
{
|
|
if (l == (sector[sprite[i].sectnum].lotag & 0x8000) && sprite[i].lotag == 11 && sprite[j].hitag == sprite[i].hitag && !hittype[i].temp_data[4])
|
|
{
|
|
if (sector[sprite[i].sectnum].lotag & 0x8000) sector[sprite[i].sectnum].lotag &= 0x7fff;
|
|
else sector[sprite[i].sectnum].lotag |= 0x8000;
|
|
hittype[i].temp_data[4] = 1;
|
|
hittype[i].temp_data[3] = -hittype[i].temp_data[3];
|
|
if (q == 0)
|
|
{
|
|
callsound(sn, i);
|
|
q = 1;
|
|
}
|
|
}
|
|
i = nextspritestat[i];
|
|
}
|
|
}
|
|
return;
|
|
|
|
case ST_25_SLIDING_DOOR: //Subway type sliding doors
|
|
|
|
j = headspritestat[3];
|
|
while (j >= 0)//Find the sprite
|
|
{
|
|
if ((sprite[j].lotag) == 15 && sprite[j].sectnum == sn)
|
|
break; //Found the sectoreffector.
|
|
j = nextspritestat[j];
|
|
}
|
|
|
|
if (j < 0)
|
|
return;
|
|
|
|
i = headspritestat[3];
|
|
while (i >= 0)
|
|
{
|
|
if (sprite[i].hitag == sprite[j].hitag)
|
|
{
|
|
if (sprite[i].lotag == 15)
|
|
{
|
|
sector[sprite[i].sectnum].lotag ^= 0x8000; // Toggle the open or close
|
|
sprite[i].ang += 1024;
|
|
if (hittype[i].temp_data[4]) callsound(sprite[i].sectnum, i);
|
|
callsound(sprite[i].sectnum, i);
|
|
if (sector[sprite[i].sectnum].lotag & 0x8000) hittype[i].temp_data[4] = 1;
|
|
else hittype[i].temp_data[4] = 2;
|
|
}
|
|
}
|
|
i = nextspritestat[i];
|
|
}
|
|
return;
|
|
|
|
case ST_27_STRETCH_BRIDGE: //Extended bridge
|
|
|
|
j = headspritestat[3];
|
|
while (j >= 0)
|
|
{
|
|
if ((sprite[j].lotag & 0xff) == 20 && sprite[j].sectnum == sn) //Bridge
|
|
{
|
|
|
|
sector[sn].lotag ^= 0x8000;
|
|
if (sector[sn].lotag & 0x8000) //OPENING
|
|
hittype[j].temp_data[0] = 1;
|
|
else hittype[j].temp_data[0] = 2;
|
|
callsound(sn, ii);
|
|
break;
|
|
}
|
|
j = nextspritestat[j];
|
|
}
|
|
return;
|
|
|
|
|
|
case ST_28_DROP_FLOOR:
|
|
//activate the rest of them
|
|
|
|
j = headspritesect[sn];
|
|
while (j >= 0)
|
|
{
|
|
if (sprite[j].statnum == 3 && (sprite[j].lotag & 0xff) == 21)
|
|
break; //Found it
|
|
j = nextspritesect[j];
|
|
}
|
|
|
|
j = sprite[j].hitag;
|
|
|
|
l = headspritestat[3];
|
|
while (l >= 0)
|
|
{
|
|
if ((sprite[l].lotag & 0xff) == 21 && !hittype[l].temp_data[0] &&
|
|
(sprite[l].hitag) == j)
|
|
hittype[l].temp_data[0] = 1;
|
|
l = nextspritestat[l];
|
|
}
|
|
callsound(sn, ii);
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void operateactivators(int low, int snum)
|
|
{
|
|
int i, j, k;
|
|
short * p;
|
|
walltype* wal;
|
|
|
|
for (i = numcyclers - 1; i >= 0; i--)
|
|
{
|
|
p = &cyclers[i][0];
|
|
|
|
if (p[4] == low)
|
|
{
|
|
p[5] = !p[5];
|
|
|
|
sector[p[0]].floorshade = sector[p[0]].ceilingshade = p[3];
|
|
wal = &wall[sector[p[0]].wallptr];
|
|
for (j = sector[p[0]].wallnum; j > 0; j--, wal++)
|
|
wal->shade = p[3];
|
|
}
|
|
}
|
|
|
|
i = headspritestat[8];
|
|
k = -1;
|
|
while (i >= 0)
|
|
{
|
|
if (sprite[i].lotag == low)
|
|
{
|
|
if (sprite[i].picnum == ACTIVATORLOCKED)
|
|
{
|
|
sector[sprite[i].sectnum].lotag ^= 16384;
|
|
|
|
if (snum >= 0)
|
|
{
|
|
if (sector[sprite[i].sectnum].lotag & 16384)
|
|
FTA(4, &ps[snum]);
|
|
else FTA(8, &ps[snum]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch (sprite[i].hitag)
|
|
{
|
|
case 0:
|
|
break;
|
|
case 1:
|
|
if (sector[sprite[i].sectnum].floorz != sector[sprite[i].sectnum].ceilingz)
|
|
{
|
|
i = nextspritestat[i];
|
|
continue;
|
|
}
|
|
break;
|
|
case 2:
|
|
if (sector[sprite[i].sectnum].floorz == sector[sprite[i].sectnum].ceilingz)
|
|
{
|
|
i = nextspritestat[i];
|
|
continue;
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (sector[sprite[i].sectnum].lotag < 3)
|
|
{
|
|
j = headspritesect[sprite[i].sectnum];
|
|
while (j >= 0)
|
|
{
|
|
if (sprite[j].statnum == 3) switch (sprite[j].lotag)
|
|
{
|
|
case SE_18_INCREMENTAL_SECTOR_RISE_FALL:
|
|
if (isRRRA()) break;
|
|
case SE_36_PROJ_SHOOTER:
|
|
case SE_31_FLOOR_RISE_FALL:
|
|
case SE_32_CEILING_RISE_FALL:
|
|
hittype[j].temp_data[0] = 1 - hittype[j].temp_data[0];
|
|
callsound(sprite[i].sectnum, j);
|
|
break;
|
|
}
|
|
j = nextspritesect[j];
|
|
}
|
|
}
|
|
|
|
if (k == -1 && (sector[sprite[i].sectnum].lotag & 0xff) == 22)
|
|
k = callsound(sprite[i].sectnum, i);
|
|
|
|
operatesectors(sprite[i].sectnum, i);
|
|
}
|
|
}
|
|
i = nextspritestat[i];
|
|
}
|
|
|
|
fi.operaterespawns(low);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void operatemasterswitches(int low)
|
|
{
|
|
short i;
|
|
|
|
i = headspritestat[6];
|
|
while (i >= 0)
|
|
{
|
|
if (sprite[i].picnum == MASTERSWITCH && sprite[i].lotag == low && sprite[i].yvel == 0)
|
|
sprite[i].yvel = 1;
|
|
i = nextspritestat[i];
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void operateforcefields_common(int s, int low, const std::initializer_list<int> &tiles)
|
|
{
|
|
int i, p;
|
|
|
|
for (p = numanimwalls; p >= 0; p--)
|
|
{
|
|
i = animwall[p].wallnum;
|
|
|
|
if (low == wall[i].lotag || low == -1)
|
|
if (isIn(wall[i].overpicnum, tiles))
|
|
{
|
|
animwall[p].tag = 0;
|
|
|
|
if (wall[i].cstat)
|
|
{
|
|
wall[i].cstat = 0;
|
|
|
|
if (s >= 0 && sprite[s].picnum == SECTOREFFECTOR &&
|
|
sprite[s].lotag == 30)
|
|
wall[i].lotag = 0;
|
|
}
|
|
else
|
|
wall[i].cstat = 85;
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void breakwall(short newpn, short spr, short dawallnum)
|
|
{
|
|
wall[dawallnum].picnum = newpn;
|
|
S_PlayActorSound(VENT_BUST, spr);
|
|
S_PlayActorSound(GLASS_HEAVYBREAK, spr);
|
|
lotsofglass(spr, dawallnum, 10);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void allignwarpelevators(void)
|
|
{
|
|
short i, j;
|
|
|
|
i = headspritestat[STAT_EFFECTOR];
|
|
while (i >= 0)
|
|
{
|
|
if (sprite[i].lotag == SE_17_WARP_ELEVATOR && sprite[i].shade > 16)
|
|
{
|
|
j = headspritestat[STAT_EFFECTOR];
|
|
while (j >= 0)
|
|
{
|
|
if ((sprite[j].lotag) == SE_17_WARP_ELEVATOR && i != j &&
|
|
(sprite[i].hitag) == (sprite[j].hitag))
|
|
{
|
|
sector[sprite[j].sectnum].floorz = sector[sprite[i].sectnum].floorz;
|
|
sector[sprite[j].sectnum].ceilingz = sector[sprite[i].sectnum].ceilingz;
|
|
}
|
|
|
|
j = nextspritestat[j];
|
|
}
|
|
}
|
|
i = nextspritestat[i];
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void moveclouds(void)
|
|
{
|
|
if (gameclock > cloudtotalclock || gameclock < (cloudtotalclock - 7))
|
|
{
|
|
cloudtotalclock = gameclock + 6;
|
|
|
|
// cloudx/y were an array, but all entries were always having the same value so a single pair is enough.
|
|
cloudx += (sintable[(ps[screenpeek].getang() + 512) & 2047] >> 9);
|
|
cloudy += (sintable[ps[screenpeek].getang() & 2047] >> 9);
|
|
for (int i = 0; i < numclouds; i++)
|
|
{
|
|
sector[clouds[i]].ceilingxpanning = cloudx >> 6;
|
|
sector[clouds[i]].ceilingypanning = cloudy >> 6;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
END_DUKE_NS
|