mirror of
https://github.com/ZDoom/Raze.git
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494 lines
13 KiB
C++
494 lines
13 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 "ns.h"
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#include "global.h"
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#include "sounds.h"
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#include "names_d.h"
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#include "mapinfo.h"
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#include "dukeactor.h"
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#include "secrets.h"
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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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bool checkaccessswitch_d(int snum, int switchpal, DDukeActor* act, walltype* wwal)
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{
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if (ps[snum].access_incs == 0)
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{
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if (switchpal == 0)
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{
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if ((ps[snum].got_access & 1))
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ps[snum].access_incs = 1;
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else FTA(70, &ps[snum]);
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}
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else if (switchpal == 21)
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{
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if (ps[snum].got_access & 2)
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ps[snum].access_incs = 1;
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else FTA(71, &ps[snum]);
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}
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else if (switchpal == 23)
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{
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if (ps[snum].got_access & 4)
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ps[snum].access_incs = 1;
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else FTA(72, &ps[snum]);
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}
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if (ps[snum].access_incs == 1)
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{
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if (!act)
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ps[snum].access_wall = wwal;
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else
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ps[snum].access_spritenum = act;
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}
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return 1;
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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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void activatebysector_d(sectortype* sect, DDukeActor* activator)
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{
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int didit = 0;
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DukeSectIterator it(sect);
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while (auto act = it.Next())
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{
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if (isactivator(act))
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{
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operateactivators(act->spr.lotag, nullptr);
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didit = 1;
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// return;
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}
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}
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if (didit == 0)
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operatesectors(sect, activator);
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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 checkplayerhurt_d(player_struct* p, const Collision& coll)
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{
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if (coll.type == kHitSprite)
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{
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CallOnHurt(coll.actor(), p);
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return;
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}
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if (coll.type != kHitWall) return;
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auto wal = coll.hitWall;
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if (p->hurt_delay > 0) p->hurt_delay--;
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else if (wal->cstat & (CSTAT_WALL_BLOCK | CSTAT_WALL_ALIGN_BOTTOM | CSTAT_WALL_MASKED | CSTAT_WALL_BLOCK_HITSCAN))
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{
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int tf = tileflags(wal->overtexture);
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if (tf & TFLAG_ANIMFORCEFIELD)
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{
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p->GetActor()->spr.extra -= 5;
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p->hurt_delay = 16;
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SetPlayerPal(p, PalEntry(32, 32, 0, 0));
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p->vel.XY() = -p->GetActor()->spr.Angles.Yaw.ToVector() * 16;
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S_PlayActorSound(DUKE_LONGTERM_PAIN, p->GetActor());
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checkhitwall(p->GetActor(), wal, p->GetActor()->getPosWithOffsetZ() + p->GetActor()->spr.Angles.Yaw.ToVector() * 2);
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}
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else if (tf & TFLAG_FORCEFIELD)
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{
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p->hurt_delay = 26;
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checkhitwall(p->GetActor(), wal, p->GetActor()->getPosWithOffsetZ() + p->GetActor()->spr.Angles.Yaw.ToVector() * 2);
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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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//---------------------------------------------------------------------------
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void checkhitdefault_d(DDukeActor* targ, DDukeActor* proj)
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{
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if ((targ->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL) && targ->spr.hitag == 0 && targ->spr.lotag == 0 && targ->spr.statnum == STAT_DEFAULT)
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return;
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if (((proj->flags3 & SFLAG3_CANHURTSHOOTER) || proj->GetOwner() != targ) && targ->spr.statnum != STAT_PROJECTILE)
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{
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if (badguy(targ))
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{
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if (targ->spr.scale.X < targ->FloatVar(NAME_minhitscale))
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return;
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if (proj->flags4 & SFLAG4_DOUBLEHITDAMAGE) proj->spr.extra <<= 1;
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if (!(targ->flags3 & SFLAG3_NOHITJIBS) && !(proj->flags3 & SFLAG3_NOHITJIBS))
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{
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auto spawned = spawn(proj, DukeJibs6Class);
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if (spawned)
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{
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if (proj->spr.pal == 6)
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spawned->spr.pal = 6;
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spawned->spr.pos.Z += 4;
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spawned->vel.X = 1;
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spawned->spr.scale = DVector2(0.375, 0.375);
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spawned->spr.Angles.Yaw = DAngle22_5 / 4 - randomAngle(22.5 / 2);
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}
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}
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auto Owner = proj->GetOwner();
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if (Owner && Owner->isPlayer() && !(targ->flags3 & SFLAG3_NOSHOTGUNBLOOD))
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if (ps[Owner->PlayerIndex()].curr_weapon == SHOTGUN_WEAPON)
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{
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shoot(targ, DukeBloodSplat3Class);
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shoot(targ, DukeBloodSplat1Class);
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shoot(targ, DukeBloodSplat2Class);
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shoot(targ, DukeBloodSplat4Class);
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}
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if (!(targ->flags2 & SFLAG2_NODAMAGEPUSH)) // RR does not have this.
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{
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if ((targ->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == 0)
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targ->spr.Angles.Yaw = proj->spr.Angles.Yaw + DAngle180;
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targ->vel.X = -proj->spr.extra * 0.25;
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auto sp = targ->sector();
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pushmove(targ->spr.pos, &sp, 8, 4, 4, CLIPMASK0);
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if (sp != targ->sector() && sp != nullptr)
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ChangeActorSect(targ, sp);
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}
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if (targ->spr.statnum == STAT_ZOMBIEACTOR)
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{
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ChangeActorStat(targ, STAT_ACTOR);
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targ->timetosleep = SLEEPTIME;
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}
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if (!shrinkersizecheck(proj->GetClass(), targ)) return;
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}
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if (targ->spr.statnum != STAT_ZOMBIEACTOR)
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{
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if ((proj->flags2 & SFLAG2_FREEZEDAMAGE) && ((targ->isPlayer() && targ->spr.pal == 1) || (gs.freezerhurtowner == 0 && proj->GetOwner() == targ)))
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return;
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auto hitpic = static_cast<PClassActor*>(proj->GetClass());
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auto Owner = proj->GetOwner();
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if (Owner && Owner->isPlayer())
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{
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if (targ->isPlayer() && ud.coop != 0 && ud.ffire == 0)
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return;
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auto tOwner = targ->GetOwner();
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if (hitpic == DukeFireballClass && tOwner && tOwner->GetClass() != DukeFireballClass) // hack alert! Even with damage types this special check needs to stay.
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hitpic = DukeFlamethrowerFlameClass;
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}
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targ->attackertype = hitpic;
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targ->hitextra += proj->spr.extra;
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targ->hitang = proj->spr.Angles.Yaw;
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targ->SetHitOwner(Owner);
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}
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if (targ->spr.statnum == STAT_PLAYER)
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{
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auto p = targ->PlayerIndex();
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if (ps[p].newOwner != nullptr)
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{
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ps[p].newOwner = nullptr;
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ps[p].GetActor()->restoreloc();
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updatesector(ps[p].GetActor()->getPosWithOffsetZ(), &ps[p].cursector);
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DukeStatIterator it(STAT_ACTOR);
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while (auto itActor = it.Next())
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{
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if (itActor->flags2 & SFLAG2_CAMERA) itActor->spr.yint = 0;
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}
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}
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if (!shrinkersizecheck(proj->GetClass(), targ))
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return;
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auto hitowner = targ->GetHitOwner();
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if (!hitowner || !hitowner->isPlayer())
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if (ud.player_skill >= 3)
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proj->spr.extra += (proj->spr.extra >> 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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// taken out of checksectors to eliminate some gotos.
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//
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//---------------------------------------------------------------------------
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void clearcameras(player_struct* p)
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{
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p->GetActor()->restorepos();
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p->newOwner = nullptr;
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updatesector(p->GetActor()->getPosWithOffsetZ(), &p->cursector);
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DukeStatIterator it(STAT_ACTOR);
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while (auto act = it.Next())
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{
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if ((act->flags2 & SFLAG2_CAMERA)) act->spr.yint = 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 checksectors_d(int snum)
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{
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int i = -1;
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player_struct* p;
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walltype* hitscanwall;
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HitInfo near;
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p = &ps[snum];
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auto pact = p->GetActor();
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if (!p->insector()) return;
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switch (p->cursector->lotag)
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{
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case 32767:
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p->cursector->lotag = 0;
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FTA(9, p);
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p->secret_rooms++;
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SECRET_Trigger(sectindex(p->cursector));
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return;
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case -1:
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p->cursector->lotag = 0;
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setnextmap(false);
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return;
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case -2:
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p->cursector->lotag = 0;
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p->timebeforeexit = 26 * 8;
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p->customexitsound = p->cursector->hitag;
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return;
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default:
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if (p->cursector->lotag >= 10000 && p->cursector->lotag < 16383)
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{
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if (snum == screenpeek || ud.coop == 1)
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S_PlayActorSound(p->cursector->lotag - 10000, pact);
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p->cursector->lotag = 0;
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}
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break;
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}
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//After this point the the player effects the map with space
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if (chatmodeon || p->GetActor()->spr.extra <= 0) return;
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if (ud.cashman && PlayerInput(snum, SB_OPEN))
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lotsofstuff(p->GetActor(), 2, DukeMailClass);
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if (p->newOwner != nullptr)
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{
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if (abs(PlayerInputSideVel(snum)) > 0.75 || abs(PlayerInputForwardVel(snum)) > 0.75)
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{
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clearcameras(p);
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return;
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}
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else if (PlayerInput(snum, SB_ESCAPE))
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{
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clearcameras(p);
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return;
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}
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}
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if (!(PlayerInput(snum, SB_OPEN)))
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p->toggle_key_flag = 0;
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else if (!p->toggle_key_flag)
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{
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near.hitActor = nullptr;
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p->toggle_key_flag = 1;
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hitscanwall = nullptr;
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double dist = hitawall(p, &hitscanwall);
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if (hitscanwall != nullptr)
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{
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if (dist < 80 && hitscanwall->overtexture == mirrortex)
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if (hitscanwall->lotag > 0 && S_CheckSoundPlaying(hitscanwall->lotag) == 0 && snum == screenpeek)
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{
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S_PlayActorSound(hitscanwall->lotag, pact);
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return;
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}
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if (hitscanwall != nullptr && (hitscanwall->cstat & CSTAT_WALL_MASKED))
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if (hitscanwall->lotag)
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return;
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}
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if (p->newOwner != nullptr)
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neartag(p->GetActor()->getPrevPosWithOffsetZ(), p->GetActor()->sector(), p->GetActor()->PrevAngles.Yaw, near, 80., NT_Lotag);
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else
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{
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neartag(p->GetActor()->getPosWithOffsetZ(), p->GetActor()->sector(), p->GetActor()->PrevAngles.Yaw, near, 80., NT_Lotag);
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if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
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neartag(p->GetActor()->getPosWithOffsetZ().plusZ(8), p->GetActor()->sector(), p->GetActor()->PrevAngles.Yaw, near, 80., NT_Lotag);
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if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
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neartag(p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector(), p->GetActor()->PrevAngles.Yaw, near, 80., NT_Lotag);
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if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
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{
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neartag(p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector(), p->GetActor()->PrevAngles.Yaw, near, 80., NT_Lotag | NT_Hitag);
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if (near.actor() != nullptr)
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{
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if (near.actor()->flags2 & SFLAG2_TRIGGERRESPAWN)
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return;
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}
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near.clearObj();
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}
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}
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if (p->newOwner == nullptr && near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
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if (isanunderoperator(p->GetActor()->sector()->lotag))
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near.hitSector = p->GetActor()->sector();
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if (near.hitSector && (near.hitSector->lotag & 16384))
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return;
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if (near.actor() == nullptr && near.hitWall == nullptr)
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if (p->cursector->lotag == ST_2_UNDERWATER)
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{
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DDukeActor* hit;
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dist = hitasprite(p->GetActor(), &hit);
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if (hit) near.hitActor = hit;
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if (dist > 80) near.hitActor = nullptr;
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}
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auto const neartagsprite = near.actor();
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if (neartagsprite != nullptr)
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{
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if (checkhitswitch(snum, nullptr, neartagsprite)) return;
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if (CallOnUse(neartagsprite, p))
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return;
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}
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if (!PlayerInput(snum, SB_OPEN)) return;
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else if (p->newOwner != nullptr)
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{
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clearcameras(p);
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return;
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}
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if (near.hitWall == nullptr && near.hitSector == nullptr && near.actor() == nullptr)
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if (hits(p->GetActor()) < 32)
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{
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if ((krand() & 255) < 16)
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S_PlayActorSound(DUKE_SEARCH2, pact);
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else S_PlayActorSound(DUKE_SEARCH, pact);
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return;
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}
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if (near.hitWall)
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{
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if (near.hitWall->lotag > 0 && isadoorwall(near.hitWall->walltexture))
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{
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if (hitscanwall == near.hitWall || hitscanwall == nullptr)
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checkhitswitch(snum, near.hitWall, nullptr);
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return;
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}
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else if (p->newOwner != nullptr)
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{
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clearcameras(p);
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return;
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}
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}
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if (near.hitSector && (near.hitSector->lotag & 16384) == 0 && isanearoperator(near.hitSector->lotag))
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{
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DukeSectIterator it(near.hitSector);
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while (auto act = it.Next())
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{
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if (isactivator(act) || ismasterswitch(act))
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return;
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}
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operatesectors(near.hitSector, p->GetActor());
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}
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else if ((p->GetActor()->sector()->lotag & 16384) == 0)
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{
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if (isanunderoperator(p->GetActor()->sector()->lotag))
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{
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DukeSectIterator it(p->GetActor()->sector());
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while (auto act = it.Next())
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{
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if (isactivator(act) || ismasterswitch(act)) return;
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}
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operatesectors(p->GetActor()->sector(), p->GetActor());
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}
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else checkhitswitch(snum, near.hitWall, nullptr);
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}
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}
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}
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END_DUKE_NS
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