raze/source/games/duke/src/sectors_d.cpp
2020-06-21 23:21:10 +02:00

1817 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_common.h"
#include "names.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].xpanning -= t >> 10; // sintable[(t+512)&2047]>>12;
wall[i].ypanning -= t >> 10; // sintable[t&2047]>>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)
{
short i, j, nexti;
i = headspritestat[11];
while (i >= 0)
{
nexti = nextspritestat[i];
if (sprite[i].lotag == low) switch (sprite[i].picnum)
{
case RESPAWN:
if (badguypic(sprite[i].hitag) && ud.monsters_off) break;
j = fi.spawn(i, TRANSPORTERSTAR);
sprite[j].z -= (32 << 8);
sprite[i].extra = 66 - 12; // Just a way to killit
break;
}
i = nexti;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void operateforcefields_d(int s, int low)
{
operateforcefields_common(s, low, { W_FORCEFIELD, W_FORCEFIELD + 1, W_FORCEFIELD + 2, BIGFORCE });
}
//---------------------------------------------------------------------------
//
// how NOT to implement switch animations...
//
//---------------------------------------------------------------------------
bool checkhitswitch_d(int snum, int w, int switchtype)
{
uint8_t switchpal;
int i, x, lotag, hitag, picnum, correctdips, numdips;
int sx, sy;
if (w < 0) return 0;
correctdips = 1;
numdips = 0;
if (switchtype == SWITCH_SPRITE) // A wall sprite
{
lotag = sprite[w].lotag;
if (lotag == 0) return 0;
hitag = sprite[w].hitag;
sx = sprite[w].x;
sy = sprite[w].y;
picnum = sprite[w].picnum;
switchpal = sprite[w].pal;
}
else
{
lotag = wall[w].lotag;
if (lotag == 0) return 0;
hitag = wall[w].hitag;
sx = wall[w].x;
sy = wall[w].y;
picnum = wall[w].picnum;
switchpal = wall[w].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 (switchtype == 1)
{
sprite[w].picnum--;
StopCommentary();
return true;
}
return false;
case DEVELOPERCOMMENTARY: //Twentieth Anniversary World Tour
if (switchtype == 1)
{
if (StartCommentary(lotag, w))
sprite[w].picnum++;
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 (switchtype == SWITCH_WALL)
ps[snum].access_wallnum = w;
else
ps[snum].access_spritenum = w;
}
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;
}
i = headspritestat[0];
while (i >= 0)
{
if (lotag == sprite[i].lotag) switch (sprite[i].picnum)
{
case DIPSWITCH:
case TECHSWITCH:
case ALIENSWITCH:
if (switchtype == SWITCH_SPRITE && w == i) sprite[i].picnum++;
else if (sprite[i].hitag == 0) correctdips++;
numdips++;
break;
case TECHSWITCH + 1:
case DIPSWITCH + 1:
case ALIENSWITCH + 1:
if (switchtype == SWITCH_SPRITE && w == i) sprite[i].picnum--;
else if (sprite[i].hitag == 1) correctdips++;
numdips++;
break;
case MULTISWITCH:
case MULTISWITCH + 1:
case MULTISWITCH + 2:
case MULTISWITCH + 3:
sprite[i].picnum++;
if (sprite[i].picnum > (MULTISWITCH + 3))
sprite[i].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:
sprite[i].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:
sprite[i].picnum--;
break;
}
i = nextspritestat[i];
}
for (i = 0; i < numwalls; i++)
{
x = i;
if (lotag == wall[x].lotag)
switch (wall[x].picnum)
{
case DIPSWITCH:
case TECHSWITCH:
case ALIENSWITCH:
if (switchtype == SWITCH_WALL && i == w) wall[x].picnum++;
else if (wall[x].hitag == 0) correctdips++;
numdips++;
break;
case DIPSWITCH + 1:
case TECHSWITCH + 1:
case ALIENSWITCH + 1:
if (switchtype == SWITCH_WALL && i == w) 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)
{
ps[myconnectindex].gm = MODE_EOL;
if (ud.from_bonus)
{
ud.level_number = ud.from_bonus;
ud.m_level_number = ud.level_number;
ud.from_bonus = 0;
}
else
{
// fixme: This needs to be taken from the level definitions.
ud.level_number = (++ud.level_number < MAXLEVELS) ? ud.level_number : 0;
ud.m_level_number = ud.level_number;
}
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 (switchtype == SWITCH_SPRITE)
S_PlaySound3D(ALIEN_SWITCH1, w, &v);
else S_PlaySound3D(ALIEN_SWITCH1, ps[snum].i, &v);
}
else
{
if (switchtype == SWITCH_SPRITE)
S_PlaySound3D(SWITCH_ON, w, &v);
else S_PlaySound3D(SWITCH_ON, ps[snum].i, &v);
}
if (numdips != correctdips) break;
S_PlaySound3D(END_OF_LEVEL_WARN, ps[snum].i, &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;
x = headspritestat[3];
while (x >= 0)
{
if (((sprite[x].hitag) == lotag))
{
switch (sprite[x].lotag)
{
case SE_12_LIGHT_SWITCH:
sector[sprite[x].sectnum].floorpal = 0;
hittype[x].temp_data[0]++;
if (hittype[x].temp_data[0] == 2)
hittype[x].temp_data[0]++;
break;
case SE_24_CONVEYOR:
case SE_34:
case SE_25_PISTON:
hittype[x].temp_data[4] = !hittype[x].temp_data[4];
if (hittype[x].temp_data[4])
FTA(15, &ps[snum]);
else FTA(2, &ps[snum]);
break;
case SE_21_DROP_FLOOR:
FTA(2, &ps[screenpeek]);
break;
}
}
x = nextspritestat[x];
}
operateactivators(lotag, snum);
fi.operateforcefields(ps[snum].i, 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 (switchtype == SWITCH_SPRITE)
S_PlaySound3D(SWITCH_ON, w, &v);
else S_PlaySound3D(SWITCH_ON, ps[snum].i, &v);
}
else if (hitag != 0)
{
auto flags = S_GetUserFlags(hitag);
if (switchtype == SWITCH_SPRITE && (flags & SF_TALK) == 0)
S_PlaySound3D(hitag, w, &v);
else
A_PlaySound(hitag, ps[snum].i);
}
return 1;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void activatebysector_d(int sect, int j)
{
short i, didit;
didit = 0;
i = headspritesect[sect];
while (i >= 0)
{
if (sprite[i].picnum == ACTIVATOR)
{
operateactivators(sprite[i].lotag, -1);
didit = 1;
// return;
}
i = nextspritesect[i];
}
if (didit == 0)
operatesectors(sect, j);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void checkhitwall_d(int spr, int dawallnum, int x, int y, int z, int atwith)
{
short j, i, 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;
spritesound(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;
if (atwith == -1)
i = EGS(sn, x, y, z, FORCERIPPLE, -127, 8, 8, 0, 0, 0, spr, 5);
else
{
if (atwith == CHAINGUN)
i = EGS(sn, x, y, z, FORCERIPPLE, -127, 16 + sprite[spr].xrepeat, 16 + sprite[spr].yrepeat, 0, 0, 0, spr, 5);
else i = EGS(sn, x, y, z, FORCERIPPLE, -127, 32, 32, 0, 0, 0, spr, 5);
}
sprite[i].cstat |= 18 + 128;
sprite[i].ang = getangle(wal->x - wall[wal->point2].x,
wal->y - wall[wal->point2].y) - 512;
spritesound(SOMETHINGHITFORCE, i);
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;
}
spritesound(VENT_BUST, spr);
spritesound(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;
i = EGS(sn, x, y, z, SECTOREFFECTOR, 0, 0, 0, ps[0].getang(), 0, 0, spr, 3);
sprite[i].lotag = 128; hittype[i].temp_data[1] = 5; hittype[i].temp_data[2] = dawallnum;
spritesound(GLASS_BREAKING, i);
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;
spritesound(VENT_BUST, spr);
spritesound(GLASS_BREAKING, spr);
return;
}
switch (wal->picnum)
{
case COLAMACHINE:
case VENDMACHINE:
breakwall(wal->picnum + 2, spr, dawallnum);
spritesound(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);
spritesound(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(&sprite[spr], 1 + (krand() & 7));
spritesound(GLASS_HEAVYBREAK, spr);
break;
case WALLLIGHT1:
case WALLLIGHT2:
case WALLLIGHT3:
case WALLLIGHT4:
case TECHLIGHT2:
case TECHLIGHT4:
if (rnd(128))
spritesound(GLASS_HEAVYBREAK, spr);
else spritesound(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 (i = sector[sn].wallnum; i > 0; i--, wal++)
if (wal->shade > darkestwall)
darkestwall = wal->shade;
j = krand() & 1;
i = headspritestat[3];
while (i >= 0)
{
if (sprite[i].hitag == wall[dawallnum].lotag && sprite[i].lotag == 3)
{
hittype[i].temp_data[2] = j;
hittype[i].temp_data[3] = darkestwall;
hittype[i].temp_data[4] = 1;
}
i = nextspritestat[i];
}
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void checkplayerhurt_d(struct player_struct* p, int j)
{
if ((j & 49152) == 49152)
{
j &= (MAXSPRITES - 1);
switch (sprite[j].picnum)
{
case CACTUS:
if (p->hurt_delay < 8)
{
sprite[p->i].extra -= 5;
p->hurt_delay = 16;
SetPlayerPal(p, PalEntry(32, 32, 0, 0));
spritesound(DUKE_LONGTERM_PAIN, p->i);
}
break;
}
return;
}
if ((j & 49152) != 32768) return;
j &= (MAXWALLS - 1);
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:
sprite[p->i].extra -= 5;
p->hurt_delay = 16;
SetPlayerPal(p, PalEntry(32, 32, 0, 0));
p->posxv = -(sintable[(p->getang() + 512) & 2047] << 8);
p->posyv = -(sintable[(p->getang()) & 2047] << 8);
spritesound(DUKE_LONGTERM_PAIN, p->i);
fi.checkhitwall(p->i, j,
p->posx + (sintable[(p->getang() + 512) & 2047] >> 9),
p->posy + (sintable[p->getang() & 2047] >> 9),
p->posz, -1);
break;
case BIGFORCE:
p->hurt_delay = 26;
fi.checkhitwall(p->i, j,
p->posx + (sintable[(p->getang() + 512) & 2047] >> 9),
p->posy + (sintable[p->getang() & 2047] >> 9),
p->posz, -1);
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool checkhitceiling_d(int sn)
{
int i, j;
switch (sector[sn].ceilingpicnum)
{
case WALLLIGHT1:
case WALLLIGHT2:
case WALLLIGHT3:
case WALLLIGHT4:
case TECHLIGHT2:
case TECHLIGHT4:
ceilingglass(ps[myconnectindex].i, sn, 10);
spritesound(GLASS_BREAKING, ps[screenpeek].i);
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)
{
i = headspritesect[sn];
while (i >= 0)
{
if (sprite[i].picnum == SECTOREFFECTOR && sprite[i].lotag == 12)
{
j = headspritestat[3];
while (j >= 0)
{
if (sprite[j].hitag == sprite[i].hitag)
hittype[j].temp_data[3] = 1;
j = nextspritestat[j];
}
break;
}
i = nextspritesect[i];
}
}
i = headspritestat[3];
j = krand() & 1;
while (i >= 0)
{
if (sprite[i].hitag == (sector[sn].hitag) && sprite[i].lotag == 3)
{
hittype[i].temp_data[2] = j;
hittype[i].temp_data[4] = 1;
}
i = nextspritestat[i];
}
return 1;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void checkhitsprite_d(int i, int sn)
{
int j, k, p;
spritetype* s;
i &= (MAXSPRITES - 1);
switch (sprite[i].picnum)
{
case OCEANSPRITE1:
case OCEANSPRITE2:
case OCEANSPRITE3:
case OCEANSPRITE4:
case OCEANSPRITE5:
fi.spawn(i, SMALLSMOKE);
deletesprite(i);
break;
case QUEBALL:
case STRIPEBALL:
if (sprite[sn].picnum == QUEBALL || sprite[sn].picnum == STRIPEBALL)
{
sprite[sn].xvel = (sprite[i].xvel >> 1) + (sprite[i].xvel >> 2);
sprite[sn].ang -= (sprite[i].ang << 1) + 1024;
sprite[i].ang = getangle(sprite[i].x - sprite[sn].x, sprite[i].y - sprite[sn].y) - 512;
if (S_CheckSoundPlaying(POOLBALLHIT) < 2)
spritesound(POOLBALLHIT, i);
}
else
{
if (krand() & 3)
{
sprite[i].xvel = 164;
sprite[i].ang = sprite[sn].ang;
}
else
{
lotsofglass(i, -1, 3);
deletesprite(i);
}
}
break;
case TREE1:
case TREE2:
case TIRE:
case CONE:
case BOX:
switch (sprite[sn].picnum)
{
case RADIUSEXPLOSION:
case RPG:
case FIRELASER:
case HYDRENT:
case HEAVYHBOMB:
if (hittype[i].temp_data[0] == 0)
{
sprite[i].cstat &= ~257;
hittype[i].temp_data[0] = 1;
fi.spawn(i, BURNING);
}
break;
}
break;
case CACTUS:
// case CACTUSBROKE:
switch (sprite[sn].picnum)
{
case RADIUSEXPLOSION:
case RPG:
case FIRELASER:
case HYDRENT:
case HEAVYHBOMB:
for (k = 0; k < 64; k++)
{
j = EGS(sprite[i].sectnum, sprite[i].x, sprite[i].y, sprite[i].z - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (sprite[i].zvel >> 2), i, 5);
sprite[j].pal = 8;
}
if (sprite[i].picnum == CACTUS)
sprite[i].picnum = CACTUSBROKE;
sprite[i].cstat &= ~257;
// else deletesprite(i);
break;
}
break;
case HANGLIGHT:
case GENERICPOLE2:
for (k = 0; k < 6; k++)
EGS(sprite[i].sectnum, sprite[i].x, sprite[i].y, sprite[i].z - (8 << 8), SCRAP1 + (krand() & 15), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (sprite[i].zvel >> 2), i, 5);
spritesound(GLASS_HEAVYBREAK, i);
deletesprite(i);
break;
case FANSPRITE:
sprite[i].picnum = FANSPRITEBROKE;
sprite[i].cstat &= (65535 - 257);
if (sector[sprite[i].sectnum].floorpicnum == FANSHADOW)
sector[sprite[i].sectnum].floorpicnum = FANSHADOWBROKE;
spritesound(GLASS_HEAVYBREAK, i);
s = &sprite[i];
for (j = 0; j < 16; j++) RANDOMSCRAP(s, i);
break;
case WATERFOUNTAIN:
case WATERFOUNTAIN + 1:
case WATERFOUNTAIN + 2:
case WATERFOUNTAIN + 3:
sprite[i].picnum = WATERFOUNTAINBROKE;
fi.spawn(i, TOILETWATER);
break;
case SATELITE:
case FUELPOD:
case SOLARPANNEL:
case ANTENNA:
if (sprite[sn].extra != G_DefaultActorHealth(SHOTSPARK1)) // TRANSITIONAL - fix after getting rid of EDUKE cruft
{
for (j = 0; j < 15; j++)
EGS(sprite[i].sectnum, sprite[i].x, sprite[i].y, sector[sprite[i].sectnum].floorz - (12 << 8) - (j << 9), SCRAP1 + (krand() & 15), -8, 64, 64,
krand() & 2047, (krand() & 127) + 64, -(krand() & 511) - 256, i, 5);
fi.spawn(i, EXPLOSION2);
deletesprite(i);
}
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 (sprite[i].picnum == BOTTLE10)
fi.lotsofmoney(&sprite[i], 4 + (krand() & 3));
else if (sprite[i].picnum == STATUE || sprite[i].picnum == STATUEFLASH)
{
lotsofcolourglass(i, -1, 40);
spritesound(GLASS_HEAVYBREAK, i);
}
else if (sprite[i].picnum == VASE)
lotsofglass(i, -1, 40);
spritesound(GLASS_BREAKING, i);
sprite[i].ang = krand() & 2047;
lotsofglass(i, -1, 8);
deletesprite(i);
break;
case FETUS:
sprite[i].picnum = FETUSBROKE;
spritesound(GLASS_BREAKING, i);
lotsofglass(i, -1, 10);
break;
case FETUSBROKE:
for (j = 0; j < 48; j++)
{
shoot(i, BLOODSPLAT1);
sprite[i].ang += 333;
}
spritesound(GLASS_HEAVYBREAK, i);
spritesound(SQUISHED, i);
case BOTTLE7:
spritesound(GLASS_BREAKING, i);
lotsofglass(i, -1, 10);
deletesprite(i);
break;
case HYDROPLANT:
sprite[i].picnum = BROKEHYDROPLANT;
spritesound(GLASS_BREAKING, i);
lotsofglass(i, -1, 10);
break;
case FORCESPHERE:
sprite[i].xrepeat = 0;
hittype[sprite[i].owner].temp_data[0] = 32;
hittype[sprite[i].owner].temp_data[1] = !hittype[sprite[i].owner].temp_data[1];
hittype[sprite[i].owner].temp_data[2] ++;
fi.spawn(i, EXPLOSION2);
break;
case BROKEHYDROPLANT:
if (sprite[i].cstat & 1)
{
spritesound(GLASS_BREAKING, i);
sprite[i].z += 16 << 8;
sprite[i].cstat = 0;
lotsofglass(i, -1, 5);
}
break;
case TOILET:
sprite[i].picnum = TOILETBROKE;
sprite[i].cstat |= (krand() & 1) << 2;
sprite[i].cstat &= ~257;
fi.spawn(i, TOILETWATER);
spritesound(GLASS_BREAKING, i);
break;
case STALL:
sprite[i].picnum = STALLBROKE;
sprite[i].cstat |= (krand() & 1) << 2;
sprite[i].cstat &= ~257;
fi.spawn(i, TOILETWATER);
spritesound(GLASS_HEAVYBREAK, i);
break;
case HYDRENT:
sprite[i].picnum = BROKEFIREHYDRENT;
fi.spawn(i, TOILETWATER);
// for(k=0;k<5;k++)
// {
// j = EGS(sprite[i].sectnum,sprite[i].x,sprite[i].y,sprite[i].z-(krand()%(48<<8)),SCRAP3+(krand()&3),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(sprite[i].zvel>>2),i,5);
// sprite[j].pal = 2;
// }
spritesound(GLASS_HEAVYBREAK, i);
break;
case GRATE1:
sprite[i].picnum = BGRATE1;
sprite[i].cstat &= (65535 - 256 - 1);
spritesound(VENT_BUST, i);
break;
case CIRCLEPANNEL:
sprite[i].picnum = CIRCLEPANNELBROKE;
sprite[i].cstat &= (65535 - 256 - 1);
spritesound(VENT_BUST, i);
break;
case PANNEL1:
case PANNEL2:
sprite[i].picnum = BPANNEL1;
sprite[i].cstat &= (65535 - 256 - 1);
spritesound(VENT_BUST, i);
break;
case PANNEL3:
sprite[i].picnum = BPANNEL3;
sprite[i].cstat &= (65535 - 256 - 1);
spritesound(VENT_BUST, i);
break;
case PIPE1:
case PIPE2:
case PIPE3:
case PIPE4:
case PIPE5:
case PIPE6:
switch (sprite[i].picnum)
{
case PIPE1:sprite[i].picnum = PIPE1B; break;
case PIPE2:sprite[i].picnum = PIPE2B; break;
case PIPE3:sprite[i].picnum = PIPE3B; break;
case PIPE4:sprite[i].picnum = PIPE4B; break;
case PIPE5:sprite[i].picnum = PIPE5B; break;
case PIPE6:sprite[i].picnum = PIPE6B; break;
}
j = fi.spawn(i, STEAM);
sprite[j].z = sector[sprite[i].sectnum].floorz - (32 << 8);
break;
case MONK:
case LUKE:
case INDY:
case JURYGUY:
spritesound(sprite[i].lotag, i);
fi.spawn(i, sprite[i].hitag);
case SPACEMARINE:
sprite[i].extra -= sprite[sn].extra;
if (sprite[i].extra > 0) break;
sprite[i].ang = krand() & 2047;
shoot(i, BLOODSPLAT1);
sprite[i].ang = krand() & 2047;
shoot(i, BLOODSPLAT2);
sprite[i].ang = krand() & 2047;
shoot(i, BLOODSPLAT3);
sprite[i].ang = krand() & 2047;
shoot(i, BLOODSPLAT4);
sprite[i].ang = krand() & 2047;
shoot(i, BLOODSPLAT1);
sprite[i].ang = krand() & 2047;
shoot(i, BLOODSPLAT2);
sprite[i].ang = krand() & 2047;
shoot(i, BLOODSPLAT3);
sprite[i].ang = krand() & 2047;
shoot(i, BLOODSPLAT4);
fi.guts(&sprite[i], JIBS1, 1, myconnectindex);
fi.guts(&sprite[i], JIBS2, 2, myconnectindex);
fi.guts(&sprite[i], JIBS3, 3, myconnectindex);
fi.guts(&sprite[i], JIBS4, 4, myconnectindex);
fi.guts(&sprite[i], JIBS5, 1, myconnectindex);
fi.guts(&sprite[i], JIBS3, 6, myconnectindex);
sound(SQUISHED);
deletesprite(i);
break;
case CHAIR1:
case CHAIR2:
sprite[i].picnum = BROKENCHAIR;
sprite[i].cstat = 0;
break;
case CHAIR3:
case MOVIECAMERA:
case SCALE:
case VACUUM:
case CAMERALIGHT:
case IVUNIT:
case POT1:
case POT2:
case POT3:
case TRIPODCAMERA:
spritesound(GLASS_HEAVYBREAK, i);
s = &sprite[i];
for (j = 0; j < 16; j++) RANDOMSCRAP(s, i);
deletesprite(i);
break;
case PLAYERONWATER:
i = sprite[i].owner;
default:
if ((sprite[i].cstat & 16) && sprite[i].hitag == 0 && sprite[i].lotag == 0 && sprite[i].statnum == 0)
break;
if ((sprite[sn].picnum == FREEZEBLAST || sprite[sn].owner != i) && sprite[i].statnum != 4)
{
if (badguy(&sprite[i]) == 1)
{
if (sprite[sn].picnum == RPG) sprite[sn].extra <<= 1;
if ((sprite[i].picnum != DRONE) && (sprite[i].picnum != ROTATEGUN) && (sprite[i].picnum != COMMANDER) && (sprite[i].picnum < GREENSLIME || sprite[i].picnum > GREENSLIME + 7))
if (sprite[sn].picnum != FREEZEBLAST)
//if (actortype[sprite[i].picnum] == 0) //TRANSITIONAL. Cannot be done right with EDuke mess backing the engine.
{
j = fi.spawn(sn, JIBS6);
if (sprite[sn].pal == 6)
sprite[j].pal = 6;
sprite[j].z += (4 << 8);
sprite[j].xvel = 16;
sprite[j].xrepeat = sprite[j].yrepeat = 24;
sprite[j].ang += 32 - (krand() & 63);
}
j = sprite[sn].owner;
if (j >= 0 && sprite[j].picnum == APLAYER && sprite[i].picnum != ROTATEGUN && sprite[i].picnum != DRONE)
if (ps[sprite[j].yvel].curr_weapon == SHOTGUN_WEAPON)
{
shoot(i, BLOODSPLAT3);
shoot(i, BLOODSPLAT1);
shoot(i, BLOODSPLAT2);
shoot(i, BLOODSPLAT4);
}
if (sprite[i].picnum != TANK && sprite[i].picnum != BOSS1 && sprite[i].picnum != BOSS4 && sprite[i].picnum != BOSS2 && sprite[i].picnum != BOSS3 && sprite[i].picnum != RECON && sprite[i].picnum != ROTATEGUN)
{
if ((sprite[i].cstat & 48) == 0)
sprite[i].ang = (sprite[sn].ang + 1024) & 2047;
sprite[i].xvel = -(sprite[sn].extra << 2);
short j = sprite[i].sectnum;
pushmove(&sprite[i].x, &sprite[i].y, &sprite[i].z, &j, 128L, (4L << 8), (4L << 8), CLIPMASK0);
if (j != sprite[i].sectnum && j >= 0 && j < MAXSECTORS)
changespritesect(i, j);
}
if (sprite[i].statnum == 2)
{
changespritestat(i, 1);
hittype[i].timetosleep = SLEEPTIME;
}
if ((sprite[i].xrepeat < 24 || sprite[i].picnum == SHARK) && sprite[sn].picnum == SHRINKSPARK) return;
}
if (sprite[i].statnum != 2)
{
if (sprite[sn].picnum == FREEZEBLAST && ((sprite[i].picnum == APLAYER && sprite[i].pal == 1) || (freezerhurtowner == 0 && sprite[sn].owner == i)))
return;
hittype[i].picnum = sprite[sn].picnum;
hittype[i].extra += sprite[sn].extra;
hittype[i].ang = sprite[sn].ang;
hittype[i].owner = sprite[sn].owner;
}
if (sprite[i].statnum == 10)
{
p = sprite[i].yvel;
if (ps[p].newowner >= 0)
{
ps[p].newowner = -1;
ps[p].posx = ps[p].oposx;
ps[p].posy = ps[p].oposy;
ps[p].posz = ps[p].oposz;
ps[p].q16ang = ps[p].oq16ang;
updatesector(ps[p].posx, ps[p].posy, &ps[p].cursectnum);
setpal(&ps[p]);
j = headspritestat[1];
while (j >= 0)
{
if (sprite[j].picnum == CAMERA1) sprite[j].yvel = 0;
j = nextspritestat[j];
}
}
if (sprite[i].xrepeat < 24 && sprite[sn].picnum == SHRINKSPARK)
return;
if (sprite[hittype[i].owner].picnum != APLAYER)
if (ud.player_skill >= 3)
sprite[sn].extra += (sprite[sn].extra >> 1);
}
}
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void checksectors_d(int snum)
{
int i = -1, oldz;
struct player_struct* p;
int j, hitscanwall;
short neartagsector, neartagwall, neartagsprite;
int neartaghitdist;
p = &ps[snum];
switch (sector[p->cursectnum].lotag)
{
case 32767:
sector[p->cursectnum].lotag = 0;
FTA(9, p);
p->secret_rooms++;
return;
case -1:
for (i = connecthead; i >= 0; i = connectpoint2[i])
ps[i].gm = MODE_EOL;
sector[p->cursectnum].lotag = 0;
if (ud.from_bonus)
{
ud.level_number = ud.from_bonus;
ud.m_level_number = ud.level_number;
ud.from_bonus = 0;
}
else
{
ud.level_number++;
if ((ud.volume_number && ud.level_number > 10) || ud.level_number > 5)
ud.level_number = 0;
ud.m_level_number = ud.level_number;
}
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)
spritesound(sector[p->cursectnum].lotag - 10000, p->i);
sector[p->cursectnum].lotag = 0;
}
break;
}
//After this point the the player effects the map with space
if (p->gm & MODE_TYPE || sprite[p->i].extra <= 0) return;
if (ud.cashman && PlayerInput(snum, SK_OPEN))
fi.lotsofmoney(&sprite[p->i], 2);
if (p->newowner >= 0)
{
if (abs(PlayerInputSideVel(snum)) > 768 || abs(PlayerInputForwardVel(snum)) > 768)
{
i = -1;
goto CLEARCAMERAS;
}
}
if (!(PlayerInput(snum, SK_OPEN)) && !PlayerInput(snum, SK_ESCAPE))
p->toggle_key_flag = 0;
else if (!p->toggle_key_flag)
{
if (PlayerInput(snum, SK_ESCAPE))
{
if (p->newowner >= 0)
{
i = -1;
goto CLEARCAMERAS;
}
return;
}
neartagsprite = -1;
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)
{
spritesound(wall[hitscanwall].lotag, p->i);
return;
}
if (hitscanwall >= 0 && (wall[hitscanwall].cstat & 16))
if (wall[hitscanwall].lotag)
return;
if (p->newowner >= 0)
neartag(p->oposx, p->oposy, p->oposz, sprite[p->i].sectnum, p->getoang(), &neartagsector, &neartagwall, &neartagsprite, &neartaghitdist, 1280L, 1);
else
{
neartag(p->posx, p->posy, p->posz, sprite[p->i].sectnum, p->getoang(), &neartagsector, &neartagwall, &neartagsprite, &neartaghitdist, 1280L, 1);
if (neartagsprite == -1 && neartagwall == -1 && neartagsector == -1)
neartag(p->posx, p->posy, p->posz + (8 << 8), sprite[p->i].sectnum, p->getoang(), &neartagsector, &neartagwall, &neartagsprite, &neartaghitdist, 1280L, 1);
if (neartagsprite == -1 && neartagwall == -1 && neartagsector == -1)
neartag(p->posx, p->posy, p->posz + (16 << 8), sprite[p->i].sectnum, p->getoang(), &neartagsector, &neartagwall, &neartagsprite, &neartaghitdist, 1280L, 1);
if (neartagsprite == -1 && neartagwall == -1 && neartagsector == -1)
{
neartag(p->posx, p->posy, p->posz + (16 << 8), sprite[p->i].sectnum, p->getoang(), &neartagsector, &neartagwall, &neartagsprite, &neartaghitdist, 1280L, 3);
if (neartagsprite >= 0)
{
switch (sprite[neartagsprite].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 = -1;
neartagwall = -1;
neartagsector = -1;
}
}
if (p->newowner == -1 && neartagsprite == -1 && neartagsector == -1 && neartagwall == -1)
if (isanunderoperator(sector[sprite[p->i].sectnum].lotag))
neartagsector = sprite[p->i].sectnum;
if (neartagsector >= 0 && (sector[neartagsector].lotag & 16384))
return;
if (neartagsprite == -1 && neartagwall == -1)
if (sector[p->cursectnum].lotag == 2)
{
oldz = hitasprite(p->i, &neartagsprite);
if (oldz > 1280) neartagsprite = -1;
}
if (neartagsprite >= 0)
{
if (fi.checkhitswitch(snum, neartagsprite, 1)) return;
switch (sprite[neartagsprite].picnum)
{
case TOILET:
case STALL:
if (p->last_pissed_time == 0)
{
if (ud.lockout == 0) spritesound(DUKE_URINATE, p->i);
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 (sprite[p->i].extra <= (max_player_health - (max_player_health / 10)))
{
sprite[p->i].extra += max_player_health / 10;
p->last_extra = sprite[p->i].extra;
}
else if (sprite[p->i].extra < max_player_health)
sprite[p->i].extra = max_player_health;
}
else if (S_CheckSoundPlaying(FLUSH_TOILET) == 0)
spritesound(FLUSH_TOILET, p->i);
return;
case NUKEBUTTON:
hitawall(p, &j);
if (j >= 0 && wall[j].overpicnum == 0)
if (hittype[neartagsprite].temp_data[0] == 0)
{
hittype[neartagsprite].temp_data[0] = 1;
sprite[neartagsprite].owner = p->i;
p->buttonpalette = sprite[neartagsprite].pal;
if (p->buttonpalette)
ud.secretlevel = sprite[neartagsprite].lotag;
else ud.secretlevel = 0;
}
return;
case WATERFOUNTAIN:
if (hittype[neartagsprite].temp_data[0] != 1)
{
hittype[neartagsprite].temp_data[0] = 1;
sprite[neartagsprite].owner = p->i;
if (sprite[p->i].extra < max_player_health)
{
sprite[p->i].extra++;
spritesound(DUKE_DRINKING, p->i);
}
}
return;
case PLUG:
spritesound(SHORT_CIRCUIT, p->i);
sprite[p->i].extra -= 2 + (krand() & 3);
SetPlayerPal(p, PalEntry(32, 48, 48, 64));
break;
case VIEWSCREEN:
case VIEWSCREEN2:
{
i = headspritestat[1];
while (i >= 0)
{
if (sprite[i].picnum == CAMERA1 && sprite[i].yvel == 0 && sprite[neartagsprite].hitag == sprite[i].lotag)
{
sprite[i].yvel = 1; //Using this camera
spritesound(MONITOR_ACTIVE, neartagsprite);
sprite[neartagsprite].owner = i;
sprite[neartagsprite].yvel = 1;
j = p->cursectnum;
p->cursectnum = sprite[i].sectnum;
setpal(p);
p->cursectnum = j;
// parallaxtype = 2;
p->newowner = i;
return;
}
i = nextspritestat[i];
}
}
CLEARCAMERAS:
if (i < 0)
{
p->posx = p->oposx;
p->posy = p->oposy;
p->posz = p->oposz;
p->q16ang = p->oq16ang;
p->newowner = -1;
updatesector(p->posx, p->posy, &p->cursectnum);
setpal(p);
i = headspritestat[1];
while (i >= 0)
{
if (sprite[i].picnum == CAMERA1) sprite[i].yvel = 0;
i = nextspritestat[i];
}
}
else if (p->newowner >= 0)
p->newowner = -1;
return;
}
}
if (!PlayerInput(snum, SK_OPEN)) return;
else if (p->newowner >= 0) { i = -1; goto CLEARCAMERAS; }
if (neartagwall == -1 && neartagsector == -1 && neartagsprite == -1)
if (abs(hits(p->i)) < 512)
{
if ((krand() & 255) < 16)
spritesound(DUKE_SEARCH2, p->i);
else spritesound(DUKE_SEARCH, p->i);
return;
}
if (neartagwall >= 0)
{
if (wall[neartagwall].lotag > 0 && fi.isadoorwall(wall[neartagwall].picnum))
{
if (hitscanwall == neartagwall || hitscanwall == -1)
fi.checkhitswitch(snum, neartagwall, 0);
return;
}
else if (p->newowner >= 0)
{
i = -1;
goto CLEARCAMERAS;
}
}
if (neartagsector >= 0 && (sector[neartagsector].lotag & 16384) == 0 && isanearoperator(sector[neartagsector].lotag))
{
i = headspritesect[neartagsector];
while (i >= 0)
{
if (sprite[i].picnum == ACTIVATOR || sprite[i].picnum == MASTERSWITCH)
return;
i = nextspritesect[i];
}
operatesectors(neartagsector, p->i);
}
else if ((sector[sprite[p->i].sectnum].lotag & 16384) == 0)
{
if (isanunderoperator(sector[sprite[p->i].sectnum].lotag))
{
i = headspritesect[sprite[p->i].sectnum];
while (i >= 0)
{
if (sprite[i].picnum == ACTIVATOR || sprite[i].picnum == MASTERSWITCH) return;
i = nextspritesect[i];
}
operatesectors(sprite[p->i].sectnum, p->i);
}
else fi.checkhitswitch(snum, neartagwall, 0);
}
}
}
END_DUKE_NS