ref: c8fcd6ee016b997cf73ea259fc658cba2c043001
dir: /Game/src/sector.c/
//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment This file is part of 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 aint32_t 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 */ //------------------------------------------------------------------------- #include "duke3d.h" #include "audiolib/fx_man.h" #include "audiolib/music.h" #include "fixedPoint_math.h" #include "engine.h" #include "kbd.h" #include "sounds.h" #include "soundefs.h" // PRIMITIVE uint8_t haltsoundhack; short callsound(short sn,short whatsprite) { short i; if(haltsoundhack) { haltsoundhack = 0; return -1; } i = headspritesect[sn]; while(i >= 0) { if( PN == MUSICANDSFX && SLT < 1000 ) { if(whatsprite == -1) whatsprite = i; if(T1 == 0) { if( (soundm[SLT]&16) == 0) { if(SLT) { spritesound(SLT,whatsprite); if(SHT && SLT != SHT && SHT < NUM_SOUNDS) stopsound(SHT); } if( (sector[SECT].lotag&0xff) != 22) T1 = 1; } } else if(SHT < NUM_SOUNDS) { if(SHT) spritesound(SHT,whatsprite); if( (soundm[SLT]&1) || ( SHT && SHT != SLT ) ) stopsound(SLT); T1 = 0; } return SLT; } i = nextspritesect[i]; } return -1; } short check_activator_motion( short lotag ) { short i, j; spritetype *s; i = headspritestat[8]; while ( i >= 0 ) { if ( sprite[i].lotag == lotag ) { s = &sprite[i]; for ( j = animatecnt-1; j >= 0; j-- ) if ( s->sectnum == animatesect[j] ) return( 1 ); j = headspritestat[3]; while ( j >= 0 ) { if(s->sectnum == sprite[j].sectnum) switch(sprite[j].lotag) { case 11: case 30: if ( hittype[j].temp_data[4] ) return( 1 ); break; case 20: case 31: case 32: case 18: if ( hittype[j].temp_data[0] ) return( 1 ); break; } j = nextspritestat[j]; } } i = nextspritestat[i]; } return( 0 ); } uint8_t isadoorwall(short 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; } uint8_t isanunderoperator(short lotag) { switch(lotag&0xff) { case 15: case 16: case 17: case 18: case 19: case 22: case 26: return 1; } return 0; } uint8_t isanearoperator(short lotag) { switch(lotag&0xff) { case 9: case 15: case 16: case 17: case 18: case 19: case 20: case 21: case 22: case 23: case 25: case 26: case 29://Toothed door return 1; } return 0; } short checkcursectnums(short sect) { short i; for(i=connecthead;i>=0;i=connectpoint2[i]) if( sprite[ps[i].i].sectnum == sect ) return i; return -1; } int32_t ldist(spritetype *s1,spritetype *s2) { int32_t vx,vy; vx = s1->x - s2->x; vy = s1->y - s2->y; return(FindDistance2D(vx,vy) + 1); } // Declaration here just to shut down compiler warning: // The linker was able to find it :/ regardless ! int FindDistance3D(int ix, int iy, int iz); int32_t dist(spritetype *s1,spritetype *s2) { int32_t vx,vy,vz; vx = s1->x - s2->x; vy = s1->y - s2->y; vz = s1->z - s2->z; return(FindDistance3D(vx,vy,vz>>4)); } short findplayer(spritetype *s,int32_t *d) { short j, closest_player; int32_t x, closest; if(ud.multimode < 2) { *d = klabs(ps[myconnectindex].oposx-s->x) + klabs(ps[myconnectindex].oposy-s->y) + ((klabs(ps[myconnectindex].oposz-s->z+(28<<8)))>>4); return myconnectindex; } closest = 0x7fffffff; closest_player = 0; for(j=connecthead;j>=0;j=connectpoint2[j]) { x = klabs(ps[j].oposx-s->x) + klabs(ps[j].oposy-s->y) + ((klabs(ps[j].oposz-s->z+(28<<8)))>>4); if( x < closest && sprite[ps[j].i].extra > 0 ) { closest_player = j; closest = x; } } *d = closest; return closest_player; } short findotherplayer(short p,int32_t *d) { short j, closest_player; int32_t x, closest; closest = 0x7fffffff; closest_player = p; for(j=connecthead;j>=0;j=connectpoint2[j]) if(p != j && sprite[ps[j].i].extra > 0) { x = klabs(ps[j].oposx-ps[p].posx) + klabs(ps[j].oposy-ps[p].posy) + (klabs(ps[j].oposz-ps[p].posz)>>4); if( x < closest ) { closest_player = j; closest = x; } } *d = closest; return closest_player; } void doanimations(void) { int32_t i, j, a, p, v, dasect; for(i=animatecnt-1;i>=0;i--) { a = *animateptr[i]; v = animatevel[i]*TICSPERFRAME; dasect = animatesect[i]; if (a == animategoal[i]) { stopinterpolation(animateptr[i]); animatecnt--; animateptr[i] = animateptr[animatecnt]; animategoal[i] = animategoal[animatecnt]; animatevel[i] = animatevel[animatecnt]; animatesect[i] = animatesect[animatecnt]; if( sector[animatesect[i]].lotag == 18 || sector[animatesect[i]].lotag == 19 ) if(animateptr[i] == §or[animatesect[i]].ceilingz) continue; if( (sector[dasect].lotag&0xff) != 22 ) callsound(dasect,-1); continue; } if (v > 0) { a = min(a+v,animategoal[i]); } else { a = max(a+v,animategoal[i]); } if( animateptr[i] == §or[animatesect[i]].floorz) { for(p=connecthead;p>=0;p=connectpoint2[p]) if (ps[p].cursectnum == dasect) if ((sector[dasect].floorz-ps[p].posz) < (64<<8)) if (sprite[ps[p].i].owner >= 0) { ps[p].posz += v; ps[p].poszv = 0; if (p == myconnectindex) { myz += v; myzvel = 0; myzbak[((movefifoplc-1)&(MOVEFIFOSIZ-1))] = ps[p].posz; } } for(j=headspritesect[dasect];j>=0;j=nextspritesect[j]) if (sprite[j].statnum != 3) { hittype[j].bposz = sprite[j].z; sprite[j].z += v; hittype[j].floorz = sector[dasect].floorz+v; } } *animateptr[i] = a; } } int32_t getanimationgoal(int32_t *animptr) { int32_t i, j; j = -1; for(i=animatecnt-1;i>=0;i--) if (animptr == animateptr[i]) { j = i; break; } return(j); } int32_t setanimation(short animsect,int32_t *animptr, int32_t thegoal, int32_t thevel) { int32_t i, j; if (animatecnt >= MAXANIMATES-1) return(-1); j = animatecnt; for(i=0;i<animatecnt;i++) if (animptr == animateptr[i]) { j = i; break; } animatesect[j] = animsect; animateptr[j] = animptr; animategoal[j] = thegoal; if (thegoal >= *animptr) animatevel[j] = thevel; else animatevel[j] = -thevel; if (j == animatecnt) animatecnt++; setinterpolation(animptr); return(j); } void animatecamsprite(void) { short i; if(camsprite <= 0) return; i = camsprite; if(T1 >= 11) { T1 = 0; if(ps[screenpeek].newowner >= 0) OW = ps[screenpeek].newowner; else if(OW >= 0 && dist(&sprite[ps[screenpeek].i],&sprite[i]) < 2048) xyzmirror(OW,PN); } else T1++; } void animatewalls(void) { int32_t i, j, p, t; for(p=0;p < numanimwalls ;p++) // for(p=numanimwalls-1;p>=0;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( (TRAND&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( (TRAND&255) < 32 ) animwall[p].tag = 128<<(TRAND&3); else wall[i].overpicnum = W_FORCEFIELD+1; } } break; } } } uint8_t activatewarpelevators(short s,short d) //Parm = sectoreffectornum { short i, sn; sn = sprite[s].sectnum; // See if the sector exists i = headspritestat[3]; while(i >= 0) { if( SLT == 17 ) if( SHT == sprite[s].hitag ) if( (klabs(sector[sn].floorz-hittype[s].temp_data[2]) > SP) || (sector[SECT].hitag == (sector[sn].hitag-d) ) ) break; i = nextspritestat[i]; } if(i==-1) { d = 0; return 1; // No find } else { if(d == 0) spritesound(ELEVATOR_OFF,s); else spritesound(ELEVATOR_ON,s); } i = headspritestat[3]; while(i >= 0) { if( SLT == 17 ) if( SHT == sprite[s].hitag ) { T1 = d; T2 = d; //Make all check warp } i = nextspritestat[i]; } return 0; } void operatesectors(short sn,short ii) { int32_t j=0, l, q, startwall, endwall; short i; // uint8_t sect_error; sectortype *sptr; // sect_error = 0; sptr = §or[sn]; switch(sptr->lotag&(0xffff-49152)) { case 30: j = sector[sn].hitag; if( hittype[j].tempang == 0 || hittype[j].tempang == 256) callsound(sn,ii); if(sprite[j].extra == 1) sprite[j].extra = 3; else sprite[j].extra = 1; break; case 31: j = sector[sn].hitag; if(hittype[j].temp_data[4] == 0) hittype[j].temp_data[4] = 1; callsound(sn,ii); break; case 26: //The split doors i = getanimationgoal(&sptr->ceilingz); if(i == -1) //if the door has stopped { haltsoundhack = 1; sptr->lotag &= 0xff00; sptr->lotag |= 22; operatesectors(sn,ii); sptr->lotag &= 0xff00; sptr->lotag |= 9; operatesectors(sn,ii); sptr->lotag &= 0xff00; sptr->lotag |= 26; } return; case 9: { int32_t dax,day,dax2,day2,sp; int32_t 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,&wall[wallfind[j]].x,wall[wallfind[j]].x+dax2,sp); setanimation(sn,&wall[i].x,wall[i].x+dax2,sp); setanimation(sn,&wall[wall[wallfind[j]].point2].x,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,&wall[wallfind[j]].y,wall[wallfind[j]].y+day2,sp); setanimation(sn,&wall[i].y,wall[i].y+day2,sp); setanimation(sn,&wall[wall[wallfind[j]].point2].y,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,&wall[wallfind[j]].x,dax,sp); setanimation(sn,&wall[i].x,dax+dax2,sp); setanimation(sn,&wall[wall[wallfind[j]].point2].x,dax+dax2,sp); callsound(sn,ii); } else if (day2 != 0) { setanimation(sn,&wall[wallfind[j]].y,day,sp); setanimation(sn,&wall[i].y,day+day2,sp); setanimation(sn,&wall[wall[wallfind[j]].point2].y,day+day2,sp); callsound(sn,ii); } } } } return; case 15://Warping elevators if(sprite[ii].picnum != APLAYER) return; // if(ps[sprite[ii].yvel].select_dir == 1) return; i = headspritesect[sn]; while(i >= 0) { if(PN==SECTOREFFECTOR && SLT == 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 > SZ) activatewarpelevators(i,-1); else activatewarpelevators(i,1); } return; case 16: case 17: i = getanimationgoal(&sptr->floorz); 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,&sptr->floorz,j,sptr->extra); } else { j = sector[i].floorz; setanimation(sn,&sptr->floorz,j,sptr->extra); } callsound(sn,ii); } return; case 18: case 19: i = getanimationgoal(&sptr->floorz); 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,&sptr->floorz,j,q); setanimation(sn,&sptr->ceilingz,j+l,q); callsound(sn,ii); } return; case 29: 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( (SLT == 22) && (SHT == sptr->hitag) ) { sector[SECT].extra = -sector[SECT].extra; T1 = sn; T2 = 1; } i = nextspritestat[i]; } sptr->lotag ^= 0x8000; setanimation(sn,&sptr->ceilingz,j,sptr->extra); callsound(sn,ii); return; case 20: REDODOOR: if(sptr->lotag&0x8000) { i = headspritesect[sn]; while(i >= 0) { if(sprite[i].statnum == 3 && SLT==9) { j = SZ; 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,&sptr->ceilingz,j,sptr->extra); callsound(sn,ii); return; case 21: i = getanimationgoal(&sptr->floorz); 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,&sptr->floorz,j,sptr->extra) >= 0) callsound(sn,ii); } return; case 22: // REDODOOR22: if ( (sptr->lotag&0x8000) ) { q = (sptr->ceilingz+sptr->floorz)>>1; j = setanimation(sn,&sptr->floorz,q,sptr->extra); j = setanimation(sn,&sptr->ceilingz,q,sptr->extra); } else { q = sector[nextsectorneighborz(sn,sptr->floorz,1,1)].floorz; j = setanimation(sn,&sptr->floorz,q,sptr->extra); q = sector[nextsectorneighborz(sn,sptr->ceilingz,-1,-1)].ceilingz; j = setanimation(sn,&sptr->ceilingz,q,sptr->extra); } sptr->lotag ^= 0x8000; callsound(sn,ii); return; case 23: //Swingdoor j = -1; q = 0; i = headspritestat[3]; while(i >= 0) { if( SLT == 11 && SECT == sn && !T5) { j = i; break; } i = nextspritestat[i]; } //Why would this ever be -1? if(i < 0) { return; }//FIXME: CRASH HERE (the "l = sector[SECT].lotag&0x8000; " code) l = sector[SECT].lotag&0x8000; if(j >= 0) { i = headspritestat[3]; while(i >= 0) { if( l == (sector[SECT].lotag&0x8000) && SLT == 11 && sprite[j].hitag == SHT && !T5 ) { if(sector[SECT].lotag&0x8000) sector[SECT].lotag &= 0x7fff; else sector[SECT].lotag |= 0x8000; T5 = 1; T4 = -T4; if(q == 0) { callsound(sn,i); q = 1; } } i = nextspritestat[i]; } } return; case 25: //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( SHT==sprite[j].hitag ) { if( SLT == 15 ) { sector[SECT].lotag ^= 0x8000; // Toggle the open or close SA += 1024; if(T5) callsound(SECT,i); callsound(SECT,i); if(sector[SECT].lotag&0x8000) T5 = 1; else T5 = 2; } } i = nextspritestat[i]; } return; case 27: //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 28: //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 operaterespawns(short low) { short i, j, nexti; i = headspritestat[11]; while(i >= 0) { nexti = nextspritestat[i]; if(SLT == low) switch(PN) { case RESPAWN: if( badguypic(SHT) && ud.monsters_off ) break; j = spawn(i,TRANSPORTERSTAR); sprite[j].z -= (32<<8); sprite[i].extra = 66-12; // Just a way to killit break; } i = nexti; } } void operateactivators(short low,short snum) { short i, j, k, *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 ) { if(sector[SECT].lotag&16384) sector[SECT].lotag &= 65535-16384; else sector[SECT].lotag |= 16384; if(snum >= 0) { if(sector[SECT].lotag&16384) FTA(4,&ps[snum],0); else FTA(8,&ps[snum],0); } } else { switch(SHT) { case 0: break; case 1: if(sector[SECT].floorz != sector[SECT].ceilingz) { i = nextspritestat[i]; continue; } break; case 2: if(sector[SECT].floorz == sector[SECT].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 36: case 31: case 32: case 18: hittype[j].temp_data[0] = 1-hittype[j].temp_data[0]; callsound(SECT,j); break; } j = nextspritesect[j]; } } if( k == -1 && (sector[SECT].lotag&0xff) == 22 ) k = callsound(SECT,i); operatesectors(SECT,i); } } i = nextspritestat[i]; } operaterespawns(low); } void operatemasterswitches(short low) { short i; i = headspritestat[6]; while(i >= 0) { if( PN == MASTERSWITCH && SLT == low && SP == 0 ) SP = 1; i = nextspritestat[i]; } } void operateforcefields(short s, short low) { short i, p; for(p=numanimwalls;p>=0;p--) { i = animwall[p].wallnum; if(low == wall[i].lotag || low == -1) switch(wall[i].overpicnum) { case W_FORCEFIELD : case W_FORCEFIELD+1: case W_FORCEFIELD+2: case BIGFORCE: 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; break; } } } uint8_t checkhitswitch(short snum,int32_t w,uint8_t switchtype) { uint8_t switchpal; short i, x, lotag,hitag,picnum,correctdips,numdips; int32_t sx,sy; if(w < 0) return 0; correctdips = 1; numdips = 0; if(switchtype == 1) // 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 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],1); } else if( switchpal == 21 ) { if( ps[snum].got_access&2 ) ps[snum].access_incs = 1; else FTA(71,&ps[snum],1); } else if( switchpal == 23 ) { if( ps[snum].got_access&4 ) ps[snum].access_incs = 1; else FTA(72,&ps[snum],1); } if( ps[snum].access_incs == 1 ) { if(switchtype == 0) 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( isadoorwall(picnum) == 0 ) return 0; break; } i = headspritestat[0]; while(i >= 0) { if( lotag == SLT ) switch(PN) { case DIPSWITCH: case TECHSWITCH: case ALIENSWITCH: if( switchtype == 1 && w == i ) PN++; else if( SHT == 0 ) correctdips++; numdips++; break; case TECHSWITCH+1: case DIPSWITCH+1: case ALIENSWITCH+1: if( switchtype == 1 && w == i ) PN--; else if( SHT == 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 == 0 && 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 == 0 && 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 { ud.level_number++; if( (ud.volume_number && ud.level_number > 10 ) || ( ud.volume_number == 0 && ud.level_number > 5 ) ) ud.level_number = 0; ud.m_level_number = ud.level_number; } return 1; } switch(picnum) { default: if(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 == 1) xyzsound(ALIEN_SWITCH1,w,sx,sy,ps[snum].posz); else xyzsound(ALIEN_SWITCH1,ps[snum].i,sx,sy,ps[snum].posz); } else { if(switchtype == 1) xyzsound(SWITCH_ON,w,sx,sy,ps[snum].posz); else xyzsound(SWITCH_ON,ps[snum].i,sx,sy,ps[snum].posz); } if(numdips != correctdips) break; xyzsound(END_OF_LEVEL_WARN,ps[snum].i,sx,sy,ps[snum].posz); } 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 12: 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 24: case 34: case 25: hittype[x].temp_data[4] = !hittype[x].temp_data[4]; if(hittype[x].temp_data[4]) FTA(15,&ps[snum],1); else FTA(2,&ps[snum],1); break; case 21: FTA(2,&ps[screenpeek],1); break; } } x = nextspritestat[x]; } operateactivators(lotag,snum); 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 && isadoorwall(picnum) == 0 ) { if(switchtype == 1) xyzsound(SWITCH_ON,w,sx,sy,ps[snum].posz); else xyzsound(SWITCH_ON,ps[snum].i,sx,sy,ps[snum].posz); } else if(hitag != 0) { if(switchtype == 1 && (soundm[hitag]&4) == 0) xyzsound(hitag,w,sx,sy,ps[snum].posz); else spritesound(hitag,ps[snum].i); } return 1; } return 0; } void activatebysector(short sect,short j) { short i,didit; didit = 0; i = headspritesect[sect]; while(i >= 0) { if(PN == ACTIVATOR) { operateactivators(SLT,-1); didit = 1; // return; } i = nextspritesect[i]; } if(didit == 0) operatesectors(sect,j); } void breakwall(short newpn,short spr,short dawallnum) { wall[dawallnum].picnum = newpn; spritesound(VENT_BUST,spr); spritesound(GLASS_HEAVYBREAK,spr); lotsofglass(spr,dawallnum,10); } void checkhitwall(short spr,short dawallnum,int32_t x,int32_t y,int32_t z,short 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); } CS |= 18+128; SA = 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].ang,0,0,spr,3); SLT = 128; T2 = 5; T3 = 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+(TRAND%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; lotsofmoney(&sprite[spr],1+(TRAND&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 = TRAND&1; i= headspritestat[3]; while(i >= 0) { if(SHT == wall[dawallnum].lotag && SLT == 3 ) { T3 = j; T4 = darkestwall; T5 = 1; } i = nextspritestat[i]; } break; } } void checkplayerhurt(struct player_struct *p,short 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; p->pals_time = 32; p->pals[0] = 32; p->pals[1] = 0; p->pals[2] = 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; p->pals_time = 32; p->pals[0] = 32; p->pals[1] = 0; p->pals[2] = 0; p->posxv = -(sintable[(p->ang+512)&2047]<<8); p->posyv = -(sintable[(p->ang)&2047]<<8); spritesound(DUKE_LONGTERM_PAIN,p->i); checkhitwall(p->i,j, p->posx+(sintable[(p->ang+512)&2047]>>9), p->posy+(sintable[p->ang&2047]>>9), p->posz,-1); break; case BIGFORCE: p->hurt_delay = 26; checkhitwall(p->i,j, p->posx+(sintable[(p->ang+512)&2047]>>9), p->posy+(sintable[p->ang&2047]>>9), p->posz,-1); break; } } uint8_t checkhitceiling(short sn) { short 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( PN == SECTOREFFECTOR && SLT == 12 ) { j = headspritestat[3]; while(j >= 0) { if( sprite[j].hitag == SHT ) hittype[j].temp_data[3] = 1; j = nextspritestat[j]; } break; } i = nextspritesect[i]; } } i = headspritestat[3]; j = TRAND&1; while(i >= 0) { if(SHT == (sector[sn].hitag) && SLT == 3 ) { T3 = j; T5 = 1; } i = nextspritestat[i]; } return 1; } return 0; } void checkhitsprite(short i,short sn) { short j, k, p; spritetype *s; i &= (MAXSPRITES-1); switch(PN) { case OCEANSPRITE1: case OCEANSPRITE2: case OCEANSPRITE3: case OCEANSPRITE4: case OCEANSPRITE5: 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 -= (SA<<1)+1024; SA = getangle(SX-sprite[sn].x,SY-sprite[sn].y)-512; if(Sound[POOLBALLHIT].num < 2) spritesound(POOLBALLHIT,i); } else { if( TRAND&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(T1 == 0) { CS &= ~257; T1 = 1; 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(SECT,SX,SY,SZ-(TRAND%(48<<8)),SCRAP3+(TRAND&3),-8,48,48,TRAND&2047,(TRAND&63)+64,-(TRAND&4095)-(sprite[i].zvel>>2),i,5); sprite[j].pal = 8; } if(PN == CACTUS) PN = CACTUSBROKE; CS &= ~257; // else deletesprite(i); break; } break; case HANGLIGHT: case GENERICPOLE2: for(k=0;k<6;k++) EGS(SECT,SX,SY,SZ-(8<<8),SCRAP1+(TRAND&15),-8,48,48,TRAND&2047,(TRAND&63)+64,-(TRAND&4095)-(sprite[i].zvel>>2),i,5); spritesound(GLASS_HEAVYBREAK,i); deletesprite(i); break; case FANSPRITE: PN = FANSPRITEBROKE; CS &= (65535-257); if( sector[SECT].floorpicnum == FANSHADOW ) sector[SECT].floorpicnum = FANSHADOWBROKE; spritesound(GLASS_HEAVYBREAK,i); s = &sprite[i]; for(j=0;j<16;j++) RANDOMSCRAP; break; case WATERFOUNTAIN: case WATERFOUNTAIN+1: case WATERFOUNTAIN+2: case WATERFOUNTAIN+3: PN = WATERFOUNTAINBROKE; spawn(i,TOILETWATER); break; case SATELITE: case FUELPOD: case SOLARPANNEL: case ANTENNA: if(sprite[sn].extra != *actorscrptr[SHOTSPARK1] ) { for(j=0;j<15;j++) EGS(SECT,SX,SY,sector[SECT].floorz-(12<<8)-(j<<9),SCRAP1+(TRAND&15),-8,64,64, TRAND&2047,(TRAND&127)+64,-(TRAND&511)-256,i,5); 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(PN == BOTTLE10) lotsofmoney(&sprite[i],4+(TRAND&3)); else if(PN == STATUE || PN == STATUEFLASH) { lotsofcolourglass(i,-1,40); spritesound(GLASS_HEAVYBREAK,i); } else if(PN == VASE) lotsofglass(i,-1,40); spritesound(GLASS_BREAKING,i); SA = TRAND&2047; lotsofglass(i,-1,8); deletesprite(i); break; case FETUS: PN = FETUSBROKE; spritesound(GLASS_BREAKING,i); lotsofglass(i,-1,10); break; case FETUSBROKE: for(j=0;j<48;j++) { shoot(i,BLOODSPLAT1); SA += 333; } spritesound(GLASS_HEAVYBREAK,i); spritesound(SQUISHED,i); case BOTTLE7: spritesound(GLASS_BREAKING,i); lotsofglass(i,-1,10); deletesprite(i); break; case HYDROPLANT: PN = BROKEHYDROPLANT; spritesound(GLASS_BREAKING,i); lotsofglass(i,-1,10); break; case FORCESPHERE: sprite[i].xrepeat = 0; hittype[OW].temp_data[0] = 32; hittype[OW].temp_data[1] = !hittype[OW].temp_data[1]; hittype[OW].temp_data[2] ++; spawn(i,EXPLOSION2); break; case BROKEHYDROPLANT: if(CS&1) { spritesound(GLASS_BREAKING,i); SZ += 16<<8; CS = 0; lotsofglass(i,-1,5); } break; case TOILET: PN = TOILETBROKE; CS |= (TRAND&1)<<2; CS &= ~257; spawn(i,TOILETWATER); spritesound(GLASS_BREAKING,i); break; case STALL: PN = STALLBROKE; CS |= (TRAND&1)<<2; CS &= ~257; spawn(i,TOILETWATER); spritesound(GLASS_HEAVYBREAK,i); break; case HYDRENT: PN = BROKEFIREHYDRENT; spawn(i,TOILETWATER); // for(k=0;k<5;k++) // { // j = EGS(SECT,SX,SY,SZ-(TRAND%(48<<8)),SCRAP3+(TRAND&3),-8,48,48,TRAND&2047,(TRAND&63)+64,-(TRAND&4095)-(sprite[i].zvel>>2),i,5); // sprite[j].pal = 2; // } spritesound(GLASS_HEAVYBREAK,i); break; case GRATE1: PN = BGRATE1; CS &= (65535-256-1); spritesound(VENT_BUST,i); break; case CIRCLEPANNEL: PN = CIRCLEPANNELBROKE; CS &= (65535-256-1); spritesound(VENT_BUST,i); break; case PANNEL1: case PANNEL2: PN = BPANNEL1; CS &= (65535-256-1); spritesound(VENT_BUST,i); break; case PANNEL3: PN = BPANNEL3; CS &= (65535-256-1); spritesound(VENT_BUST,i); break; case PIPE1: case PIPE2: case PIPE3: case PIPE4: case PIPE5: case PIPE6: switch(PN) { case PIPE1:PN=PIPE1B;break; case PIPE2:PN=PIPE2B;break; case PIPE3:PN=PIPE3B;break; case PIPE4:PN=PIPE4B;break; case PIPE5:PN=PIPE5B;break; case PIPE6:PN=PIPE6B;break; } j = spawn(i,STEAM); sprite[j].z = sector[SECT].floorz-(32<<8); break; case MONK: case LUKE: case INDY: case JURYGUY: spritesound(SLT,i); spawn(i,SHT); case SPACEMARINE: sprite[i].extra -= sprite[sn].extra; if(sprite[i].extra > 0) break; SA = TRAND&2047; shoot(i,BLOODSPLAT1); SA = TRAND&2047; shoot(i,BLOODSPLAT2); SA = TRAND&2047; shoot(i,BLOODSPLAT3); SA = TRAND&2047; shoot(i,BLOODSPLAT4); SA = TRAND&2047; shoot(i,BLOODSPLAT1); SA = TRAND&2047; shoot(i,BLOODSPLAT2); SA = TRAND&2047; shoot(i,BLOODSPLAT3); SA = TRAND&2047; shoot(i,BLOODSPLAT4); guts(&sprite[i],JIBS1,1,myconnectindex); guts(&sprite[i],JIBS2,2,myconnectindex); guts(&sprite[i],JIBS3,3,myconnectindex); guts(&sprite[i],JIBS4,4,myconnectindex); guts(&sprite[i],JIBS5,1,myconnectindex); guts(&sprite[i],JIBS3,6,myconnectindex); sound(SQUISHED); deletesprite(i); break; case CHAIR1: case CHAIR2: PN = BROKENCHAIR; CS = 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; deletesprite(i); break; case PLAYERONWATER: i = OW; default: if( (sprite[i].cstat&16) && SHT == 0 && SLT == 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( (PN != DRONE) && (PN != ROTATEGUN) && (PN != COMMANDER) && (PN < GREENSLIME || PN > GREENSLIME+7) ) if(sprite[sn].picnum != FREEZEBLAST ) if( actortype[PN] == 0 ) { j = 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-(TRAND&63); } j = sprite[sn].owner; if( j >= 0 && sprite[j].picnum == APLAYER && PN != ROTATEGUN && PN != DRONE ) if( ps[sprite[j].yvel].curr_weapon == SHOTGUN_WEAPON ) { shoot(i,BLOODSPLAT3); shoot(i,BLOODSPLAT1); shoot(i,BLOODSPLAT2); shoot(i,BLOODSPLAT4); } if( PN != TANK && PN != BOSS1 && PN != BOSS4 && PN != BOSS2 && PN != BOSS3 && PN != RECON && PN != ROTATEGUN ) { if( (sprite[i].cstat&48) == 0 ) SA = (sprite[sn].ang+1024)&2047; sprite[i].xvel = -(sprite[sn].extra<<2); j = SECT; pushmove(&SX,&SY,&SZ,&j,128L,(4L<<8),(4L<<8),CLIPMASK0); if(j != SECT && j >= 0 && j < MAXSECTORS) changespritesect(i,j); } if(sprite[i].statnum == 2) { changespritestat(i,1); hittype[i].timetosleep = SLEEPTIME; } if( ( RX < 24 || PN == SHARK) && sprite[sn].picnum == SHRINKSPARK) return; } if( sprite[i].statnum != 2 ) { if( sprite[sn].picnum == FREEZEBLAST && ( (PN == 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].ang = ps[p].oang; 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( RX < 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 allignwarpelevators(void) { short i, j; i = headspritestat[3]; while(i >= 0) { if( SLT == 17 && SS > 16) { j = headspritestat[3]; while(j >= 0) { if( (sprite[j].lotag) == 17 && i != j && (SHT) == (sprite[j].hitag) ) { sector[sprite[j].sectnum].floorz = sector[SECT].floorz; sector[sprite[j].sectnum].ceilingz = sector[SECT].ceilingz; } j = nextspritestat[j]; } } i = nextspritestat[i]; } } void cheatkeys(short snum) { short i, k; uint8_t dainv; uint32_t sb_snum, j; struct player_struct *p; uint8_t playing_old_demo = 0; sb_snum = sync[snum].bits; p = &ps[snum]; if(p->cheat_phase == 1) return; i = p->aim_mode; p->aim_mode = (sb_snum>>23)&1; if(p->aim_mode < i) p->return_to_center = 9; if( (sb_snum&(1<<22)) && p->quick_kick == 0) if( !PLUTOPAK || p->curr_weapon != KNEE_WEAPON || p->kickback_pic == 0 ) // FIX_00066: Removed the QuickKick restrictions for 1.3/1.3d (like 1.3d dos version behavior) { p->quick_kick = 14; FTA(80,p,0); } // FIX_00040: Preventing multi keypress locks playing_old_demo = ud.playing_demo_rev == BYTEVERSION_27 || ud.playing_demo_rev == BYTEVERSION_28 || ud.playing_demo_rev == BYTEVERSION_116 || ud.playing_demo_rev == BYTEVERSION_117; if(!playing_old_demo) { // A more efficient toggle (make old demos going oos): j = sb_snum & ((15<<8)|(1<<12)|(1<<15)|(1<<16)|(1<<22)|(1<<19)|(1<<20)|(1<<21)|(1<<24)| \ (1<<25)|(1<<27)|(1<<28)|(1<<29)|(1<<30)|(1<<31)); sb_snum = j & ~p->interface_toggle_flag; p->interface_toggle_flag = j; } if( playing_old_demo && !(sb_snum&((15<<8)|(1<<12)|(1<<15)|(1<<16)|(1<<22)|(1<<19)|(1<<20)|(1<<21)|(1<<24)|(1<<25)|(1<<27)|(1<<28)|(1<<29)|(1<<30)|(1<<31))) ) p->interface_toggle_flag = 0; else if(((p->interface_toggle_flag == 0 && ( sb_snum&(1<<17) ) == 0) && playing_old_demo) || ((sb_snum && ( sync[snum].bits&(1<<17) ) == 0) && !playing_old_demo)) { if(playing_old_demo) p->interface_toggle_flag = 1; if( sb_snum&(1<<21) ) { KB_ClearKeyDown( sc_Pause ); ud.pause_on = !ud.pause_on; if( ud.pause_on == 1 && sb_snum&(1<<5) ) ud.pause_on = 2; if(ud.pause_on) { MUSIC_Pause(); FX_StopAllSounds(); clearsoundlocks(); } else { if(MusicToggle) MUSIC_Continue(); pub = NUMPAGES; pus = NUMPAGES; } } if(ud.pause_on) return; if(sprite[p->i].extra <= 0) return; if( sb_snum&(1<<30) && p->newowner == -1 ) { switch(p->inven_icon) { case 4: sb_snum |= (1<<25);break; case 3: sb_snum |= (1<<24);break; case 5: sb_snum |= (1<<15);break; case 1: sb_snum |= (1<<16);break; case 2: sb_snum |= (1<<12);break; } } if( sb_snum&(1<<15) && p->heat_amount > 0 ) { p->heat_on = !p->heat_on; setpal(p); p->inven_icon = 5; spritesound(NITEVISION_ONOFF,p->i); FTA(106+(!p->heat_on),p,0); } if( (sb_snum&(1<<12)) ) { if(p->steroids_amount == 400 ) { p->steroids_amount--; spritesound(DUKE_TAKEPILLS,p->i); p->inven_icon = 2; FTA(12,p,0); } return; } if(p->newowner == -1) if( sb_snum&(1<<20) || sb_snum&(1<<27) || p->refresh_inventory) { p->invdisptime = 26*2; if( sb_snum&(1<<27) ) k = 1; else k = 0; if(p->refresh_inventory) p->refresh_inventory = 0; dainv = p->inven_icon; i = 0; CHECKINV1: if(i < 9) { i++; switch(dainv) { case 4: if(p->jetpack_amount > 0 && i > 1) break; if(k) dainv = 5; else dainv = 3; goto CHECKINV1; case 6: if(p->scuba_amount > 0 && i > 1) break; if(k) dainv = 7; else dainv = 5; goto CHECKINV1; case 2: if(p->steroids_amount > 0 && i > 1) break; if(k) dainv = 3; else dainv = 1; goto CHECKINV1; case 3: if(p->holoduke_amount > 0 && i > 1) break; if(k) dainv = 4; else dainv = 2; goto CHECKINV1; case 0: case 1: if(p->firstaid_amount > 0 && i > 1) break; if(k) dainv = 2; else dainv = 7; goto CHECKINV1; case 5: if(p->heat_amount > 0 && i > 1) break; if(k) dainv = 6; else dainv = 4; goto CHECKINV1; case 7: if(p->boot_amount > 0 && i > 1) break; if(k) dainv = 1; else dainv = 6; goto CHECKINV1; } } else dainv = 0; p->inven_icon = dainv; switch(dainv) { case 1: FTA(3,p,0);break; case 2: FTA(90,p,0);break; case 3: FTA(91,p,0);break; case 4: FTA(88,p,0);break; case 5: FTA(101,p,0);break; case 6: FTA(89,p,0);break; case 7: FTA(6,p,0);break; } } j = ( (sb_snum&(15<<8))>>8 ) - 1; if( j > 0 && p->kickback_pic > 0) p->wantweaponfire = j; if(p->last_pissed_time <= (26*218) && p->show_empty_weapon == 0 && p->kickback_pic == 0 && p->quick_kick == 0 && sprite[p->i].xrepeat > 32 && p->access_incs == 0 && p->knee_incs == 0 ) { if( ( p->weapon_pos == 0 || ( p->holster_weapon && p->weapon_pos == -9 ) ) ) { if(j == 10 || j == 11) { k = p->curr_weapon; j = ( j == 10 ? -1 : 1 ); i = 0; while( ( k >= 0 && k < 10 ) || ( k == GROW_WEAPON && (p->subweapon&(1<<GROW_WEAPON) ) ) ) { if(k == GROW_WEAPON) { if(j == -1) k = 5; else k = 7; } else { k += j; if( k == 6 && p->subweapon&(1<<GROW_WEAPON) ) k = GROW_WEAPON; } if(k == -1) k = 9; else if(k == 10) k = 0; if( p->gotweapon[k] && p->ammo_amount[k] > 0 ) { if( k == SHRINKER_WEAPON && p->subweapon&(1<<GROW_WEAPON) ) k = GROW_WEAPON; j = k; break; } else if(k == GROW_WEAPON && p->ammo_amount[GROW_WEAPON] == 0 && p->gotweapon[SHRINKER_WEAPON] && p->ammo_amount[SHRINKER_WEAPON] > 0) { j = SHRINKER_WEAPON; p->subweapon &= ~(1<<GROW_WEAPON); break; } else if(k == SHRINKER_WEAPON && p->ammo_amount[SHRINKER_WEAPON] == 0 && p->gotweapon[SHRINKER_WEAPON] && p->ammo_amount[GROW_WEAPON] > 0) { j = GROW_WEAPON; p->subweapon |= (1<<GROW_WEAPON); break; } i++; if(i == 10) { addweapon( p, KNEE_WEAPON ); break; } } } k = -1; if( j == HANDBOMB_WEAPON && p->ammo_amount[HANDBOMB_WEAPON] == 0 ) { k = headspritestat[1]; while(k >= 0) { if( sprite[k].picnum == HEAVYHBOMB && sprite[k].owner == p->i ) { p->gotweapon[HANDBOMB_WEAPON] = 1; j = HANDREMOTE_WEAPON; break; } k = nextspritestat[k]; } } if(j == SHRINKER_WEAPON) { if(screenpeek == snum) pus = NUMPAGES; if( p->curr_weapon != GROW_WEAPON && p->curr_weapon != SHRINKER_WEAPON ) { if( p->ammo_amount[GROW_WEAPON] > 0 ) { if( (p->subweapon&(1<<GROW_WEAPON)) == (1<<GROW_WEAPON) ) j = GROW_WEAPON; else if(p->ammo_amount[SHRINKER_WEAPON] == 0) { j = GROW_WEAPON; p->subweapon |= (1<<GROW_WEAPON); } } else if( p->ammo_amount[SHRINKER_WEAPON] > 0 ) p->subweapon &= ~(1<<GROW_WEAPON); } else if( p->curr_weapon == SHRINKER_WEAPON ) { p->subweapon |= (1<<GROW_WEAPON); j = GROW_WEAPON; } else p->subweapon &= ~(1<<GROW_WEAPON); } if(p->holster_weapon) { sb_snum |= 1<<19; p->weapon_pos = -9; } else if(j < MAX_WEAPONS && p->gotweapon[j] && p->curr_weapon != j ) switch(j) { case KNEE_WEAPON: addweapon( p, KNEE_WEAPON ); break; case PISTOL_WEAPON: if ( p->ammo_amount[PISTOL_WEAPON] == 0 ) if(p->show_empty_weapon == 0) { p->last_full_weapon = p->curr_weapon; p->show_empty_weapon = 32; } addweapon( p, PISTOL_WEAPON ); break; case SHOTGUN_WEAPON: if( p->ammo_amount[SHOTGUN_WEAPON] == 0 && p->show_empty_weapon == 0) { p->last_full_weapon = p->curr_weapon; p->show_empty_weapon = 32; } addweapon( p, SHOTGUN_WEAPON); break; case CHAINGUN_WEAPON: if( p->ammo_amount[CHAINGUN_WEAPON] == 0 && p->show_empty_weapon == 0) { p->last_full_weapon = p->curr_weapon; p->show_empty_weapon = 32; } addweapon( p, CHAINGUN_WEAPON); break; case RPG_WEAPON: if( p->ammo_amount[RPG_WEAPON] == 0 ) if(p->show_empty_weapon == 0) { p->last_full_weapon = p->curr_weapon; p->show_empty_weapon = 32; } addweapon( p, RPG_WEAPON ); break; case DEVISTATOR_WEAPON: if( p->ammo_amount[DEVISTATOR_WEAPON] == 0 && p->show_empty_weapon == 0 ) { p->last_full_weapon = p->curr_weapon; p->show_empty_weapon = 32; } addweapon( p, DEVISTATOR_WEAPON ); break; case FREEZE_WEAPON: if( p->ammo_amount[FREEZE_WEAPON] == 0 && p->show_empty_weapon == 0) { p->last_full_weapon = p->curr_weapon; p->show_empty_weapon = 32; } addweapon( p, FREEZE_WEAPON ); break; case GROW_WEAPON: case SHRINKER_WEAPON: if( p->ammo_amount[j] == 0 && p->show_empty_weapon == 0) { p->show_empty_weapon = 32; p->last_full_weapon = p->curr_weapon; } addweapon(p, j); break; case HANDREMOTE_WEAPON: if(k >= 0) // Found in list of [1]'s { p->curr_weapon = HANDREMOTE_WEAPON; p->last_weapon = -1; p->weapon_pos = 10; } break; case HANDBOMB_WEAPON: if( p->ammo_amount[HANDBOMB_WEAPON] > 0 && p->gotweapon[HANDBOMB_WEAPON] ) addweapon( p, HANDBOMB_WEAPON ); break; case TRIPBOMB_WEAPON: if( p->ammo_amount[TRIPBOMB_WEAPON] > 0 && p->gotweapon[TRIPBOMB_WEAPON] ) addweapon( p, TRIPBOMB_WEAPON ); break; } } if( sb_snum&(1<<19) ) { if( p->curr_weapon > KNEE_WEAPON ) { if(p->holster_weapon == 0 && p->weapon_pos == 0) { p->holster_weapon = 1; p->weapon_pos = -1; FTA(73,p,1); } else if(p->holster_weapon == 1 && p->weapon_pos == -9) { p->holster_weapon = 0; p->weapon_pos = 10; FTA(74,p,1); } } } } if( sb_snum&(1<<24) && p->newowner == -1 ) { if( p->holoduke_on == -1 ) { if( p->holoduke_amount > 0 ) { p->inven_icon = 3; p->holoduke_on = i = EGS(p->cursectnum, p->posx, p->posy, p->posz+(30<<8),APLAYER,-64,0,0,p->ang,0,0,-1,10); T4 = T5 = 0; SP = snum; sprite[i].extra = 0; FTA(47,p,0); } else FTA(49,p,0); spritesound(TELEPORTER,p->holoduke_on); } else { spritesound(TELEPORTER,p->holoduke_on); p->holoduke_on = -1; FTA(48,p,0); } } if( sb_snum&(1<<16) ) { if( p->firstaid_amount > 0 && sprite[p->i].extra < max_player_health ) { j = max_player_health-sprite[p->i].extra; if(p->firstaid_amount > j) { p->firstaid_amount -= j; sprite[p->i].extra = max_player_health; p->inven_icon = 1; } else { sprite[p->i].extra += p->firstaid_amount; p->firstaid_amount = 0; checkavailinven(p); } spritesound(DUKE_USEMEDKIT,p->i); } } if( sb_snum&(1<<25) && p->newowner == -1) { if( p->jetpack_amount > 0 ) { p->jetpack_on = !p->jetpack_on; if(p->jetpack_on) { p->inven_icon = 4; if(p->scream_voice > FX_Ok) { FX_StopSound(p->scream_voice); testcallback(DUKE_SCREAM); p->scream_voice = FX_Ok; } spritesound(DUKE_JETPACK_ON,p->i); FTA(52,p,0); } else { p->hard_landing = 0; p->poszv = 0; spritesound(DUKE_JETPACK_OFF,p->i); stopsound(DUKE_JETPACK_IDLE); stopsound(DUKE_JETPACK_ON); FTA(53,p,0); } } else FTA(50,p,0); } if(sb_snum&(1<<28) && p->one_eighty_count == 0) p->one_eighty_count = -1024; } } void checksectors(short snum) { int32_t i = -1,oldz; struct player_struct *p; short j,hitscanwall; p = &ps[snum]; switch(sector[p->cursectnum].lotag) { case 32767: sector[p->cursectnum].lotag = 0; FTA(9,p,0); // secret place found 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 && sync[snum].bits&(1<<29) ) lotsofmoney(&sprite[p->i],2); if(p->newowner >= 0) { if( klabs(sync[snum].svel) > 768 || klabs(sync[snum].fvel) > 768 ) { i = -1; goto CLEARCAMERAS; } } if( !(sync[snum].bits&(1<<29)) && !(sync[snum].bits&(1<<31))) p->toggle_key_flag = 0; else if(!p->toggle_key_flag) { if( (sync[snum].bits&(1<<31)) ) { 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 && Sound[wall[hitscanwall].lotag].num == 0 && snum == screenpeek) { spritesound(wall[hitscanwall].lotag,p->i); return; } if(hitscanwall >= 0 && (wall[hitscanwall].cstat&16) ) switch(wall[hitscanwall].overpicnum) { default: if(wall[hitscanwall].lotag) return; } if(p->newowner >= 0) neartag(p->oposx,p->oposy,p->oposz,sprite[p->i].sectnum,p->oang,&neartagsector,&neartagwall,&neartagsprite,&neartaghitdist,1280L,1); else { neartag(p->posx,p->posy,p->posz,sprite[p->i].sectnum,p->oang,&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->oang,&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->oang,&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->oang,&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( 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(Sound[FLUSH_TOILET].num == 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+(TRAND&3); p->pals[0] = 48; p->pals[1] = 48; p->pals[2] = 64; p->pals_time = 32; break; case VIEWSCREEN: case VIEWSCREEN2: { i = headspritestat[1]; while(i >= 0) { if( PN == CAMERA1 && SP == 0 && sprite[neartagsprite].hitag == SLT ) { SP = 1; //Using this camera spritesound(MONITOR_ACTIVE,neartagsprite); sprite[neartagsprite].owner = i; sprite[neartagsprite].yvel = 1; j = p->cursectnum; p->cursectnum = SECT; 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->ang = p->oang; p->newowner = -1; updatesector(p->posx,p->posy,&p->cursectnum); setpal(p); i = headspritestat[1]; while(i >= 0) { if(PN==CAMERA1) SP = 0; i = nextspritestat[i]; } } else if(p->newowner >= 0) p->newowner = -1; if( KB_KeyPressed(sc_Escape) ) KB_ClearKeyDown(sc_Escape); return; } } if( (sync[snum].bits&(1<<29)) == 0 ) return; else if(p->newowner >= 0) { i = -1; goto CLEARCAMERAS; } if(neartagwall == -1 && neartagsector == -1 && neartagsprite == -1) if( klabs(hits(p->i)) < 512 ) { if( (TRAND&255) < 16 ) spritesound(DUKE_SEARCH2,p->i); else spritesound(DUKE_SEARCH,p->i); return; } if( neartagwall >= 0 ) { if( wall[neartagwall].lotag > 0 && isadoorwall(wall[neartagwall].picnum) ) { if(hitscanwall == neartagwall || hitscanwall == -1) 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( PN == ACTIVATOR || PN == 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(PN == ACTIVATOR || PN == MASTERSWITCH) return; i = nextspritesect[i]; } operatesectors(sprite[p->i].sectnum,p->i); } else checkhitswitch(snum,neartagwall,0); } } }