//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment This file is part of Shadow Warrior version 1.2 Shadow Warrior 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include "ns.h" #include "build.h" #include "mytypes.h" #include "names2.h" #include "panel.h" #include "game.h" #include "tags.h" #include "player.h" #include "lists.h" #include "gamecontrol.h" #include "menus.h" #include "network.h" #include "pal.h" #include "mclip.h" #include "sprite.h" #include "weapon.h" #include "break.h" #include "jsector.h" #include "sector.h" #include "misc.h" #include "interp.h" #include "interpso.h" #include "razemenu.h" #include "gstrings.h" #include "raze_music.h" #include "v_draw.h" #include "gamestate.h" BEGIN_SW_NS void pSpriteControl(PLAYERp pp); int WeaponOperate(PLAYERp pp); SECTOR_OBJECTp PlayerOnObject(short sectnum_match); void PlayerRemoteReset(PLAYERp pp, short sectnum); void KillAllPanelInv(PLAYERp pp); void DoPlayerDeathDrown(PLAYERp pp); void pWeaponForceRest(PLAYERp pp); #define SO_DRIVE_SOUND 2 #define SO_IDLE_SOUND 1 extern bool NoMeters; #define TEST_UNDERWATER(pp) (TEST(sector[(pp)->cursectnum].extra, SECTFX_UNDERWATER)) //#define PLAYER_MIN_HEIGHT (Z(30)) //#define PLAYER_MIN_HEIGHT_JUMP (Z(20)) #define PLAYER_MIN_HEIGHT (Z(20)) #define PLAYER_CRAWL_WADE_DEPTH (30) USER puser[MAX_SW_PLAYERS_REG]; //int16_t gNet.MultiGameType = MULTI_GAME_NONE; bool NightVision = false; extern int FinishAnim; // the smaller the number the slower the going #define PLAYER_RUN_FRICTION (50000L) //#define PLAYER_RUN_FRICTION 0xcb00 #define PLAYER_JUMP_FRICTION PLAYER_RUN_FRICTION #define PLAYER_FALL_FRICTION PLAYER_RUN_FRICTION #define PLAYER_WADE_FRICTION PLAYER_RUN_FRICTION #define PLAYER_FLY_FRICTION (55808L) #define PLAYER_CRAWL_FRICTION (45056L) #define PLAYER_SWIM_FRICTION (49152L) #define PLAYER_DIVE_FRICTION (49152L) // only for z direction climbing #define PLAYER_CLIMB_FRICTION (45056L) //#define BOAT_FRICTION 0xd000 #define BOAT_FRICTION 0xcb00 //#define TANK_FRICTION 0xcb00 #define TANK_FRICTION (53248L) #define PLAYER_SLIDE_FRICTION (53248L) #define JUMP_STUFF 4 // just like 2 except can jump higher - less gravity // goes better with slightly slower run speed than I had it at #if JUMP_STUFF == 4 #define PLAYER_JUMP_GRAV 24 #define PLAYER_JUMP_AMT (-650) #define PLAYER_CLIMB_JUMP_AMT (-1100) #define MAX_JUMP_DURATION 12 char PlayerGravity = PLAYER_JUMP_GRAV; #endif bool ToggleFlyMode = false; extern bool DebugOperate; //unsigned char synctics, lastsynctics; int ChopTics; PLAYER Player[MAX_SW_PLAYERS_REG + 1]; //short snum = 0; // These are a bunch of kens variables for the player short NormalVisibility; // bool for determining whether game has set cl_syncinput or not. static bool gamesetinput = false; int InitBloodSpray(int16_t SpriteNum, bool dogib, short velocity); SPRITEp FindNearSprite(SPRITEp sp, short stat); bool PlayerOnLadder(PLAYERp pp); void DoPlayerSlide(PLAYERp pp); void DoPlayerBeginSwim(PLAYERp pp); void DoPlayerSwim(PLAYERp pp); void DoPlayerWade(PLAYERp pp); void DoPlayerBeginWade(PLAYERp pp); void DoPlayerBeginCrawl(PLAYERp pp); void DoPlayerCrawl(PLAYERp pp); void DoPlayerRun(PLAYERp pp); void DoPlayerBeginRun(PLAYERp pp); void DoPlayerFall(PLAYERp pp); void DoPlayerBeginFall(PLAYERp pp); void DoPlayerJump(PLAYERp pp); void DoPlayerBeginJump(PLAYERp pp); void DoPlayerForceJump(PLAYERp pp); void DoPlayerBeginFly(PLAYERp pp); void DoPlayerFly(PLAYERp pp); void DoPlayerBeginClimb(PLAYERp pp); void DoPlayerClimb(PLAYERp pp); void DoPlayerBeginDie(PLAYERp pp); void DoPlayerDie(PLAYERp pp); // void DoPlayerBeginOperateBoat(PLAYERp pp); void DoPlayerBeginOperateVehicle(PLAYERp pp); void DoPlayerBeginOperate(PLAYERp pp); // void DoPlayerOperateBoat(PLAYERp pp); void DoPlayerOperateVehicle(PLAYERp pp); void DoPlayerOperateTurret(PLAYERp pp); void DoPlayerBeginDive(PLAYERp pp); void DoPlayerDive(PLAYERp pp); void DoPlayerTeleportPause(PLAYERp pp); bool PlayerFlyKey(void); void OperateSectorObject(SECTOR_OBJECTp sop, short newang, int newx, int newy); void CheckFootPrints(PLAYERp pp); bool DoPlayerTestCrawl(PLAYERp pp); void DoPlayerDeathFlip(PLAYERp pp); void DoPlayerDeathCrumble(PLAYERp pp); void DoPlayerDeathExplode(PLAYERp pp); void DoPlayerDeathFall(PLAYERp pp); void PlayerCheckValidMove(PLAYERp pp); void PlayerWarpUpdatePos(PLAYERp pp); void DoPlayerBeginDiveNoWarp(PLAYERp pp); int PlayerCanDiveNoWarp(PLAYERp pp); void DoPlayerCurrent(PLAYERp pp); int GetOverlapSector2(int x, int y, short *over, short *under); void PlayerToRemote(PLAYERp pp); void PlayerRemoteInit(PLAYERp pp); void PlayerSpawnPosition(PLAYERp pp); extern short target_ang; ////////////////////// // // PLAYER SPECIFIC // ////////////////////// #if 1 #define PLAYER_NINJA_RATE 14 int DoFootPrints(short SpriteNum); STATE s_PlayerNinjaRun[5][6] = { { {PLAYER_NINJA_RUN_R0 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][1]}, {PLAYER_NINJA_RUN_R0 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][2]}, {PLAYER_NINJA_RUN_R0 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[0][3]}, {PLAYER_NINJA_RUN_R0 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][4]}, {PLAYER_NINJA_RUN_R0 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][5]}, {PLAYER_NINJA_RUN_R0 + 3, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[0][0]}, }, { {PLAYER_NINJA_RUN_R1 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][1]}, {PLAYER_NINJA_RUN_R1 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][2]}, {PLAYER_NINJA_RUN_R1 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[1][3]}, {PLAYER_NINJA_RUN_R1 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][4]}, {PLAYER_NINJA_RUN_R1 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][5]}, {PLAYER_NINJA_RUN_R1 + 3, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[1][0]}, }, { {PLAYER_NINJA_RUN_R2 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][1]}, {PLAYER_NINJA_RUN_R2 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][2]}, {PLAYER_NINJA_RUN_R2 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[2][3]}, {PLAYER_NINJA_RUN_R2 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][4]}, {PLAYER_NINJA_RUN_R2 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][5]}, {PLAYER_NINJA_RUN_R2 + 3, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[2][0]}, }, { {PLAYER_NINJA_RUN_R3 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][1]}, {PLAYER_NINJA_RUN_R3 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][2]}, {PLAYER_NINJA_RUN_R3 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[3][3]}, {PLAYER_NINJA_RUN_R3 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][4]}, {PLAYER_NINJA_RUN_R3 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][5]}, {PLAYER_NINJA_RUN_R3 + 3, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[3][0]}, }, { {PLAYER_NINJA_RUN_R4 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][1]}, {PLAYER_NINJA_RUN_R4 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][2]}, {PLAYER_NINJA_RUN_R4 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[4][3]}, {PLAYER_NINJA_RUN_R4 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][4]}, {PLAYER_NINJA_RUN_R4 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][5]}, {PLAYER_NINJA_RUN_R4 + 3, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[4][0]}, }, }; STATEp sg_PlayerNinjaRun[] = { s_PlayerNinjaRun[0], s_PlayerNinjaRun[1], s_PlayerNinjaRun[2], s_PlayerNinjaRun[3], s_PlayerNinjaRun[4] }; #else #define PLAYER_NINJA_RATE 10 STATE s_PlayerNinjaRun[5][8] = { { {PLAYER_NINJA_RUN_R0 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][1]}, {PLAYER_NINJA_RUN_R0 + 0, PLAYER_NINJA_RATE | SF_PLAYER_FUNC,DoFootPrints, &s_PlayerNinjaRun[0][2]}, {PLAYER_NINJA_RUN_R0 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][3]}, {PLAYER_NINJA_RUN_R0 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][4]}, {PLAYER_NINJA_RUN_R0 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][5]}, {PLAYER_NINJA_RUN_R0 + 4, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][6]}, {PLAYER_NINJA_RUN_R0 + 5, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][7]}, {PLAYER_NINJA_RUN_R0 + 5, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[0][0]}, }, { {PLAYER_NINJA_RUN_R1 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][1]}, {PLAYER_NINJA_RUN_R1 + 0, PLAYER_NINJA_RATE | SF_PLAYER_FUNC,DoFootPrints, &s_PlayerNinjaRun[1][2]}, {PLAYER_NINJA_RUN_R1 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][3]}, {PLAYER_NINJA_RUN_R1 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][4]}, {PLAYER_NINJA_RUN_R1 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][5]}, {PLAYER_NINJA_RUN_R1 + 4, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][6]}, {PLAYER_NINJA_RUN_R1 + 5, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][7]}, {PLAYER_NINJA_RUN_R1 + 5, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[1][0]}, }, { {PLAYER_NINJA_RUN_R2 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][1]}, {PLAYER_NINJA_RUN_R2 + 0, PLAYER_NINJA_RATE | SF_PLAYER_FUNC,DoFootPrints, &s_PlayerNinjaRun[2][2]}, {PLAYER_NINJA_RUN_R2 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][3]}, {PLAYER_NINJA_RUN_R2 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][4]}, {PLAYER_NINJA_RUN_R2 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][5]}, {PLAYER_NINJA_RUN_R2 + 4, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][6]}, {PLAYER_NINJA_RUN_R2 + 5, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][7]}, {PLAYER_NINJA_RUN_R2 + 5, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[2][0]}, }, { {PLAYER_NINJA_RUN_R3 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][1]}, {PLAYER_NINJA_RUN_R3 + 0, PLAYER_NINJA_RATE | SF_PLAYER_FUNC,DoFootPrints, &s_PlayerNinjaRun[3][2]}, {PLAYER_NINJA_RUN_R3 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][3]}, {PLAYER_NINJA_RUN_R3 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][4]}, {PLAYER_NINJA_RUN_R3 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][5]}, {PLAYER_NINJA_RUN_R3 + 4, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][6]}, {PLAYER_NINJA_RUN_R3 + 5, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][7]}, {PLAYER_NINJA_RUN_R3 + 5, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[3][0]}, }, { {PLAYER_NINJA_RUN_R4 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][1]}, {PLAYER_NINJA_RUN_R4 + 0, PLAYER_NINJA_RATE | SF_PLAYER_FUNC,DoFootPrints, &s_PlayerNinjaRun[4][2]}, {PLAYER_NINJA_RUN_R4 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][3]}, {PLAYER_NINJA_RUN_R4 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][4]}, {PLAYER_NINJA_RUN_R4 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][5]}, {PLAYER_NINJA_RUN_R4 + 4, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][6]}, {PLAYER_NINJA_RUN_R4 + 5, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][7]}, {PLAYER_NINJA_RUN_R4 + 5, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[4][0]}, } }; STATEp sg_PlayerNinjaRun[] = { s_PlayerNinjaRun[0], s_PlayerNinjaRun[1], s_PlayerNinjaRun[2], s_PlayerNinjaRun[3], s_PlayerNinjaRun[4] }; #endif ////////////////////// // // PLAYER_NINJA STAND // ////////////////////// #define PLAYER_NINJA_STAND_RATE 10 STATE s_PlayerNinjaStand[5][1] = { { {PLAYER_NINJA_STAND_R0 + 0, PLAYER_NINJA_STAND_RATE, NullAnimator, &s_PlayerNinjaStand[0][0]}, }, { {PLAYER_NINJA_STAND_R1 + 0, PLAYER_NINJA_STAND_RATE, NullAnimator, &s_PlayerNinjaStand[1][0]}, }, { {PLAYER_NINJA_STAND_R2 + 0, PLAYER_NINJA_STAND_RATE, NullAnimator, &s_PlayerNinjaStand[2][0]}, }, { {PLAYER_NINJA_STAND_R3 + 0, PLAYER_NINJA_STAND_RATE, NullAnimator, &s_PlayerNinjaStand[3][0]}, }, { {PLAYER_NINJA_STAND_R4 + 0, PLAYER_NINJA_STAND_RATE, NullAnimator, &s_PlayerNinjaStand[4][0]}, }, }; STATEp sg_PlayerNinjaStand[] = { s_PlayerNinjaStand[0], s_PlayerNinjaStand[1], s_PlayerNinjaStand[2], s_PlayerNinjaStand[3], s_PlayerNinjaStand[4] }; #define PLAYER_NINJA_STAR_RATE 12 extern STATEp sg_NinjaRun[]; int DoPlayerSpriteReset(short SpriteNum); #if 0 STATE s_PlayerNinjaThrow[5][4] = { { {PLAYER_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[0][1]}, {PLAYER_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[0][2]}, {PLAYER_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[0][3]}, {PLAYER_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]}, }, { {PLAYER_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[1][1]}, {PLAYER_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[1][2]}, {PLAYER_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[1][3]}, {PLAYER_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]}, }, { {PLAYER_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[2][1]}, {PLAYER_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[2][2]}, {PLAYER_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[2][3]}, {PLAYER_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]}, }, { {PLAYER_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[3][1]}, {PLAYER_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[3][2]}, {PLAYER_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[3][3]}, {PLAYER_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]}, }, { {PLAYER_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[4][1]}, {PLAYER_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[4][2]}, {PLAYER_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[4][3]}, {PLAYER_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]}, }, }; #endif #if 1 STATE s_PlayerNinjaThrow[5][4] = { { {PLAYER_NINJA_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[0][1]}, {PLAYER_NINJA_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[0][2]}, {PLAYER_NINJA_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[0][3]}, {PLAYER_NINJA_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]}, }, { {PLAYER_NINJA_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[1][1]}, {PLAYER_NINJA_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[1][2]}, {PLAYER_NINJA_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[1][3]}, {PLAYER_NINJA_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]}, }, { {PLAYER_NINJA_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[2][1]}, {PLAYER_NINJA_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[2][2]}, {PLAYER_NINJA_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[2][3]}, {PLAYER_NINJA_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]}, }, { {PLAYER_NINJA_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[3][1]}, {PLAYER_NINJA_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[3][2]}, {PLAYER_NINJA_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[3][3]}, {PLAYER_NINJA_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]}, }, { {PLAYER_NINJA_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[4][1]}, {PLAYER_NINJA_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[4][2]}, {PLAYER_NINJA_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[4][3]}, {PLAYER_NINJA_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]}, }, }; #endif STATEp sg_PlayerNinjaThrow[] = { s_PlayerNinjaThrow[0], s_PlayerNinjaThrow[1], s_PlayerNinjaThrow[2], s_PlayerNinjaThrow[3], s_PlayerNinjaThrow[4] }; ////////////////////// // // PLAYER_NINJA JUMP // ////////////////////// #define PLAYER_NINJA_JUMP_RATE 24 STATE s_PlayerNinjaJump[5][4] = { { {PLAYER_NINJA_JUMP_R0 + 0, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[0][1]}, {PLAYER_NINJA_JUMP_R0 + 1, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[0][2]}, {PLAYER_NINJA_JUMP_R0 + 2, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[0][3]}, {PLAYER_NINJA_JUMP_R0 + 3, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[0][3]}, }, { {PLAYER_NINJA_JUMP_R1 + 0, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[1][1]}, {PLAYER_NINJA_JUMP_R1 + 1, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[1][2]}, {PLAYER_NINJA_JUMP_R1 + 2, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[1][3]}, {PLAYER_NINJA_JUMP_R1 + 3, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[1][3]}, }, { {PLAYER_NINJA_JUMP_R2 + 0, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[2][1]}, {PLAYER_NINJA_JUMP_R2 + 1, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[2][2]}, {PLAYER_NINJA_JUMP_R2 + 2, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[2][3]}, {PLAYER_NINJA_JUMP_R2 + 3, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[2][3]}, }, { {PLAYER_NINJA_JUMP_R3 + 0, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[3][1]}, {PLAYER_NINJA_JUMP_R3 + 1, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[3][2]}, {PLAYER_NINJA_JUMP_R3 + 2, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[3][3]}, {PLAYER_NINJA_JUMP_R3 + 3, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[3][3]}, }, { {PLAYER_NINJA_JUMP_R4 + 0, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[4][1]}, {PLAYER_NINJA_JUMP_R4 + 1, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[4][2]}, {PLAYER_NINJA_JUMP_R4 + 2, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[4][3]}, {PLAYER_NINJA_JUMP_R4 + 3, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[4][3]}, }, }; STATEp sg_PlayerNinjaJump[] = { s_PlayerNinjaJump[0], s_PlayerNinjaJump[1], s_PlayerNinjaJump[2], s_PlayerNinjaJump[3], s_PlayerNinjaJump[4] }; ////////////////////// // // PLAYER_NINJA FALL // ////////////////////// #define PLAYER_NINJA_FALL_RATE 16 STATE s_PlayerNinjaFall[5][2] = { { {PLAYER_NINJA_JUMP_R0 + 1, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[0][1]}, {PLAYER_NINJA_JUMP_R0 + 2, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[0][1]}, }, { {PLAYER_NINJA_JUMP_R1 + 1, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[1][1]}, {PLAYER_NINJA_JUMP_R1 + 2, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[1][1]}, }, { {PLAYER_NINJA_JUMP_R2 + 1, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[2][1]}, {PLAYER_NINJA_JUMP_R2 + 2, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[2][1]}, }, { {PLAYER_NINJA_JUMP_R3 + 1, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[3][1]}, {PLAYER_NINJA_JUMP_R3 + 2, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[3][1]}, }, { {PLAYER_NINJA_JUMP_R4 + 1, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[4][1]}, {PLAYER_NINJA_JUMP_R4 + 2, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[4][1]}, }, }; STATEp sg_PlayerNinjaFall[] = { s_PlayerNinjaFall[0], s_PlayerNinjaFall[1], s_PlayerNinjaFall[2], s_PlayerNinjaFall[3], s_PlayerNinjaFall[4] }; ////////////////////// // // PLAYER_NINJA CLIMB // ////////////////////// #define PLAYER_NINJA_CLIMB_RATE 20 STATE s_PlayerNinjaClimb[5][4] = { { {PLAYER_NINJA_CLIMB_R0 + 0, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[0][1]}, {PLAYER_NINJA_CLIMB_R0 + 1, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[0][2]}, {PLAYER_NINJA_CLIMB_R0 + 2, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[0][3]}, {PLAYER_NINJA_CLIMB_R0 + 3, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[0][0]}, }, { {PLAYER_NINJA_CLIMB_R1 + 0, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[1][1]}, {PLAYER_NINJA_CLIMB_R1 + 1, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[1][2]}, {PLAYER_NINJA_CLIMB_R1 + 2, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[1][3]}, {PLAYER_NINJA_CLIMB_R1 + 3, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[1][0]}, }, { {PLAYER_NINJA_CLIMB_R2 + 0, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[2][1]}, {PLAYER_NINJA_CLIMB_R2 + 1, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[2][2]}, {PLAYER_NINJA_CLIMB_R2 + 2, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[2][3]}, {PLAYER_NINJA_CLIMB_R2 + 3, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[2][0]}, }, { {PLAYER_NINJA_CLIMB_R3 + 0, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[3][1]}, {PLAYER_NINJA_CLIMB_R3 + 1, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[3][2]}, {PLAYER_NINJA_CLIMB_R3 + 2, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[3][3]}, {PLAYER_NINJA_CLIMB_R3 + 3, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[3][0]}, }, { {PLAYER_NINJA_CLIMB_R4 + 0, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[4][1]}, {PLAYER_NINJA_CLIMB_R4 + 1, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[4][2]}, {PLAYER_NINJA_CLIMB_R4 + 2, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[4][3]}, {PLAYER_NINJA_CLIMB_R4 + 3, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[4][0]}, }, }; STATEp sg_PlayerNinjaClimb[] = { s_PlayerNinjaClimb[0], s_PlayerNinjaClimb[1], s_PlayerNinjaClimb[2], s_PlayerNinjaClimb[3], s_PlayerNinjaClimb[4] }; ////////////////////// // // PLAYER_NINJA CRAWL // ////////////////////// #define PLAYER_NINJA_CRAWL_RATE 14 STATE s_PlayerNinjaCrawl[5][6] = { { {PLAYER_NINJA_CRAWL_R0 + 0, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[0][1]}, {PLAYER_NINJA_CRAWL_R0 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[0][2]}, {PLAYER_NINJA_CRAWL_R0 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[0][3]}, {PLAYER_NINJA_CRAWL_R0 + 2, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[0][4]}, {PLAYER_NINJA_CRAWL_R0 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[0][5]}, {PLAYER_NINJA_CRAWL_R0 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[0][0]}, }, { {PLAYER_NINJA_CRAWL_R1 + 0, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[1][1]}, {PLAYER_NINJA_CRAWL_R1 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[1][2]}, {PLAYER_NINJA_CRAWL_R1 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[1][3]}, {PLAYER_NINJA_CRAWL_R1 + 2, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[1][4]}, {PLAYER_NINJA_CRAWL_R1 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[1][5]}, {PLAYER_NINJA_CRAWL_R1 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[1][0]}, }, { {PLAYER_NINJA_CRAWL_R2 + 0, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[2][1]}, {PLAYER_NINJA_CRAWL_R2 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[2][2]}, {PLAYER_NINJA_CRAWL_R2 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[2][3]}, {PLAYER_NINJA_CRAWL_R2 + 2, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[2][4]}, {PLAYER_NINJA_CRAWL_R2 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[2][5]}, {PLAYER_NINJA_CRAWL_R2 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[2][0]}, }, { {PLAYER_NINJA_CRAWL_R3 + 0, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[3][1]}, {PLAYER_NINJA_CRAWL_R3 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[3][2]}, {PLAYER_NINJA_CRAWL_R3 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[3][3]}, {PLAYER_NINJA_CRAWL_R3 + 2, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[3][4]}, {PLAYER_NINJA_CRAWL_R3 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[3][5]}, {PLAYER_NINJA_CRAWL_R3 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[3][0]}, }, { {PLAYER_NINJA_CRAWL_R4 + 0, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[4][1]}, {PLAYER_NINJA_CRAWL_R4 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[4][2]}, {PLAYER_NINJA_CRAWL_R4 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[4][3]}, {PLAYER_NINJA_CRAWL_R4 + 2, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[4][4]}, {PLAYER_NINJA_CRAWL_R4 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[4][5]}, {PLAYER_NINJA_CRAWL_R4 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[4][0]}, }, }; STATEp sg_PlayerNinjaCrawl[] = { s_PlayerNinjaCrawl[0], s_PlayerNinjaCrawl[1], s_PlayerNinjaCrawl[2], s_PlayerNinjaCrawl[3], s_PlayerNinjaCrawl[4] }; ////////////////////// // // PLAYER NINJA SWIM // ////////////////////// #define PLAYER_NINJA_SWIM_RATE 22 // Was 18 STATE s_PlayerNinjaSwim[5][4] = { { {PLAYER_NINJA_SWIM_R0 + 0, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[0][1]}, {PLAYER_NINJA_SWIM_R0 + 1, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[0][2]}, {PLAYER_NINJA_SWIM_R0 + 2, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[0][3]}, {PLAYER_NINJA_SWIM_R0 + 3, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[0][0]}, }, { {PLAYER_NINJA_SWIM_R1 + 0, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[1][1]}, {PLAYER_NINJA_SWIM_R1 + 1, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[1][2]}, {PLAYER_NINJA_SWIM_R1 + 2, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[1][3]}, {PLAYER_NINJA_SWIM_R1 + 3, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[1][0]}, }, { {PLAYER_NINJA_SWIM_R2 + 0, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[2][1]}, {PLAYER_NINJA_SWIM_R2 + 1, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[2][2]}, {PLAYER_NINJA_SWIM_R2 + 2, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[2][3]}, {PLAYER_NINJA_SWIM_R2 + 3, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[2][0]}, }, { {PLAYER_NINJA_SWIM_R3 + 0, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[3][1]}, {PLAYER_NINJA_SWIM_R3 + 1, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[3][2]}, {PLAYER_NINJA_SWIM_R3 + 2, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[3][3]}, {PLAYER_NINJA_SWIM_R3 + 3, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[3][0]}, }, { {PLAYER_NINJA_SWIM_R4 + 0, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[4][1]}, {PLAYER_NINJA_SWIM_R4 + 1, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[4][2]}, {PLAYER_NINJA_SWIM_R4 + 2, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[4][3]}, {PLAYER_NINJA_SWIM_R4 + 3, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[4][0]}, }, }; STATEp sg_PlayerNinjaSwim[] = { s_PlayerNinjaSwim[0], s_PlayerNinjaSwim[1], s_PlayerNinjaSwim[2], s_PlayerNinjaSwim[3], s_PlayerNinjaSwim[4] }; #define NINJA_HeadHurl_RATE 16 #define NINJA_Head_RATE 16 #define NINJA_HeadFly 1134 #define NINJA_HeadFly_RATE 16 STATE s_PlayerHeadFly[5][8] = { { {NINJA_HeadFly + 0, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][1]}, {NINJA_HeadFly + 1, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][2]}, {NINJA_HeadFly + 2, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][3]}, {NINJA_HeadFly + 3, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][4]}, {NINJA_HeadFly + 4, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][5]}, {NINJA_HeadFly + 5, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][6]}, {NINJA_HeadFly + 6, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][7]}, {NINJA_HeadFly + 7, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][0]} }, { {NINJA_HeadFly + 0, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][1]}, {NINJA_HeadFly + 1, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][2]}, {NINJA_HeadFly + 2, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][3]}, {NINJA_HeadFly + 3, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][4]}, {NINJA_HeadFly + 4, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][5]}, {NINJA_HeadFly + 5, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][6]}, {NINJA_HeadFly + 6, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][7]}, {NINJA_HeadFly + 7, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][0]} }, { {NINJA_HeadFly + 0, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][1]}, {NINJA_HeadFly + 1, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][2]}, {NINJA_HeadFly + 2, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][3]}, {NINJA_HeadFly + 3, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][4]}, {NINJA_HeadFly + 4, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][5]}, {NINJA_HeadFly + 5, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][6]}, {NINJA_HeadFly + 6, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][7]}, {NINJA_HeadFly + 7, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][0]} }, { {NINJA_HeadFly + 0, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][1]}, {NINJA_HeadFly + 1, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][2]}, {NINJA_HeadFly + 2, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][3]}, {NINJA_HeadFly + 3, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][4]}, {NINJA_HeadFly + 4, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][5]}, {NINJA_HeadFly + 5, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][6]}, {NINJA_HeadFly + 6, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][7]}, {NINJA_HeadFly + 7, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][0]} }, { {NINJA_HeadFly + 0, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][1]}, {NINJA_HeadFly + 1, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][2]}, {NINJA_HeadFly + 2, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][3]}, {NINJA_HeadFly + 3, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][4]}, {NINJA_HeadFly + 4, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][5]}, {NINJA_HeadFly + 5, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][6]}, {NINJA_HeadFly + 6, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][7]}, {NINJA_HeadFly + 7, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][0]} }, }; STATEp sg_PlayerHeadFly[] = { s_PlayerHeadFly[0], s_PlayerHeadFly[1], s_PlayerHeadFly[2], s_PlayerHeadFly[3], s_PlayerHeadFly[4] }; //#define NINJA_Head_FRAMES 1 //#define NINJA_Head_R0 1142 //#define NINJA_Head_R1 NINJA_Head_R0 + (NINJA_Head_FRAMES * 1) //#define NINJA_Head_R2 NINJA_Head_R0 + (NINJA_Head_FRAMES * 2) //#define NINJA_Head_R3 NINJA_Head_R0 + (NINJA_Head_FRAMES * 3) //#define NINJA_Head_R4 NINJA_Head_R0 + (NINJA_Head_FRAMES * 4) STATE s_PlayerHead[5][1] = { { {NINJA_Head_R0 + 0, NINJA_Head_RATE, NullAnimator, &s_PlayerHead[0][0]}, }, { {NINJA_Head_R1 + 0, NINJA_Head_RATE, NullAnimator, &s_PlayerHead[1][0]}, }, { {NINJA_Head_R2 + 0, NINJA_Head_RATE, NullAnimator, &s_PlayerHead[2][0]}, }, { {NINJA_Head_R3 + 0, NINJA_Head_RATE, NullAnimator, &s_PlayerHead[3][0]}, }, { {NINJA_Head_R4 + 0, NINJA_Head_RATE, NullAnimator, &s_PlayerHead[4][0]}, }, }; STATEp sg_PlayerHead[] = { s_PlayerHead[0], s_PlayerHead[1], s_PlayerHead[2], s_PlayerHead[3], s_PlayerHead[4] }; #define NINJA_HeadHurl_FRAMES 1 #define NINJA_HeadHurl_R0 1147 #define NINJA_HeadHurl_R1 NINJA_HeadHurl_R0 + (NINJA_HeadHurl_FRAMES * 1) #define NINJA_HeadHurl_R2 NINJA_HeadHurl_R0 + (NINJA_HeadHurl_FRAMES * 2) #define NINJA_HeadHurl_R3 NINJA_HeadHurl_R0 + (NINJA_HeadHurl_FRAMES * 3) #define NINJA_HeadHurl_R4 NINJA_HeadHurl_R0 + (NINJA_HeadHurl_FRAMES * 4) STATE s_PlayerHeadHurl[5][1] = { { {NINJA_HeadHurl_R0 + 0, NINJA_HeadHurl_RATE, NullAnimator, &s_PlayerHeadHurl[0][0]}, }, { {NINJA_HeadHurl_R1 + 0, NINJA_HeadHurl_RATE, NullAnimator, &s_PlayerHeadHurl[1][0]}, }, { {NINJA_HeadHurl_R2 + 0, NINJA_HeadHurl_RATE, NullAnimator, &s_PlayerHeadHurl[2][0]}, }, { {NINJA_HeadHurl_R3 + 0, NINJA_HeadHurl_RATE, NullAnimator, &s_PlayerHeadHurl[3][0]}, }, { {NINJA_HeadHurl_R4 + 0, NINJA_HeadHurl_RATE, NullAnimator, &s_PlayerHeadHurl[4][0]}, }, }; STATEp sg_PlayerHeadHurl[] = { s_PlayerHeadHurl[0], s_PlayerHeadHurl[1], s_PlayerHeadHurl[2], s_PlayerHeadHurl[3], s_PlayerHeadHurl[4] }; #define PLAYER_NINJA_DIE_RATE 22 STATE s_PlayerDeath[5][10] = { { {PLAYER_NINJA_DIE + 0, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][1]}, {PLAYER_NINJA_DIE + 1, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][2]}, {PLAYER_NINJA_DIE + 2, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][3]}, {PLAYER_NINJA_DIE + 3, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][4]}, {PLAYER_NINJA_DIE + 4, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][5]}, {PLAYER_NINJA_DIE + 5, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][6]}, {PLAYER_NINJA_DIE + 6, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][7]}, {PLAYER_NINJA_DIE + 7, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][8]}, {PLAYER_NINJA_DIE + 8, 0 | SF_QUICK_CALL, QueueFloorBlood, &s_PlayerDeath[0][9]}, {PLAYER_NINJA_DIE + 8, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][9]}, }, { {PLAYER_NINJA_DIE + 0, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][1]}, {PLAYER_NINJA_DIE + 1, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][2]}, {PLAYER_NINJA_DIE + 2, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][3]}, {PLAYER_NINJA_DIE + 3, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][4]}, {PLAYER_NINJA_DIE + 4, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][5]}, {PLAYER_NINJA_DIE + 5, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][6]}, {PLAYER_NINJA_DIE + 6, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][7]}, {PLAYER_NINJA_DIE + 7, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][8]}, {PLAYER_NINJA_DIE + 8, 0 | SF_QUICK_CALL, QueueFloorBlood, &s_PlayerDeath[1][9]}, {PLAYER_NINJA_DIE + 8, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][9]}, }, { {PLAYER_NINJA_DIE + 0, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][1]}, {PLAYER_NINJA_DIE + 1, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][2]}, {PLAYER_NINJA_DIE + 2, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][3]}, {PLAYER_NINJA_DIE + 3, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][4]}, {PLAYER_NINJA_DIE + 4, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][5]}, {PLAYER_NINJA_DIE + 5, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][6]}, {PLAYER_NINJA_DIE + 6, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][7]}, {PLAYER_NINJA_DIE + 7, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][8]}, {PLAYER_NINJA_DIE + 8, 0 | SF_QUICK_CALL, QueueFloorBlood, &s_PlayerDeath[2][9]}, {PLAYER_NINJA_DIE + 8, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][9]}, }, { {PLAYER_NINJA_DIE + 0, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][1]}, {PLAYER_NINJA_DIE + 1, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][2]}, {PLAYER_NINJA_DIE + 2, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][3]}, {PLAYER_NINJA_DIE + 3, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][4]}, {PLAYER_NINJA_DIE + 4, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][5]}, {PLAYER_NINJA_DIE + 5, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][6]}, {PLAYER_NINJA_DIE + 6, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][7]}, {PLAYER_NINJA_DIE + 7, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][8]}, {PLAYER_NINJA_DIE + 8, 0 | SF_QUICK_CALL, QueueFloorBlood, &s_PlayerDeath[3][9]}, {PLAYER_NINJA_DIE + 8, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][9]}, }, { {PLAYER_NINJA_DIE + 0, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][1]}, {PLAYER_NINJA_DIE + 1, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][2]}, {PLAYER_NINJA_DIE + 2, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][3]}, {PLAYER_NINJA_DIE + 3, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][4]}, {PLAYER_NINJA_DIE + 4, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][5]}, {PLAYER_NINJA_DIE + 5, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][6]}, {PLAYER_NINJA_DIE + 6, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][7]}, {PLAYER_NINJA_DIE + 7, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][8]}, {PLAYER_NINJA_DIE + 8, 0 | SF_QUICK_CALL, QueueFloorBlood, &s_PlayerDeath[4][9]}, {PLAYER_NINJA_DIE + 8, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][9]}, }, }; STATEp sg_PlayerDeath[] = { s_PlayerDeath[0], s_PlayerDeath[1], s_PlayerDeath[2], s_PlayerDeath[3], s_PlayerDeath[4] }; ////////////////////// // // PLAYER NINJA SWORD // ////////////////////// #define PLAYER_NINJA_SWORD_RATE 12 STATE s_PlayerNinjaSword[5][4] = { { {PLAYER_NINJA_SWORD_R0 + 0, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[0][1]}, {PLAYER_NINJA_SWORD_R0 + 1, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[0][2]}, {PLAYER_NINJA_SWORD_R0 + 2, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[0][3]}, {PLAYER_NINJA_SWORD_R0 + 2, PLAYER_NINJA_SWORD_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaSword[0][0]}, }, { {PLAYER_NINJA_SWORD_R1 + 0, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[1][1]}, {PLAYER_NINJA_SWORD_R1 + 1, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[1][2]}, {PLAYER_NINJA_SWORD_R1 + 2, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[1][3]}, {PLAYER_NINJA_SWORD_R1 + 2, PLAYER_NINJA_SWORD_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaSword[1][0]}, }, { {PLAYER_NINJA_SWORD_R2 + 0, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[2][1]}, {PLAYER_NINJA_SWORD_R2 + 1, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[2][2]}, {PLAYER_NINJA_SWORD_R2 + 2, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[2][3]}, {PLAYER_NINJA_SWORD_R2 + 2, PLAYER_NINJA_SWORD_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaSword[2][0]}, }, { {PLAYER_NINJA_SWORD_R3 + 0, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[3][1]}, {PLAYER_NINJA_SWORD_R3 + 1, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[3][2]}, {PLAYER_NINJA_SWORD_R3 + 2, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[3][3]}, {PLAYER_NINJA_SWORD_R3 + 2, PLAYER_NINJA_SWORD_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaSword[3][0]}, }, { {PLAYER_NINJA_SWORD_R4 + 0, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[4][1]}, {PLAYER_NINJA_SWORD_R4 + 1, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[4][2]}, {PLAYER_NINJA_SWORD_R4 + 2, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[4][3]}, {PLAYER_NINJA_SWORD_R4 + 2, PLAYER_NINJA_SWORD_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaSword[4][0]}, }, }; STATEp sg_PlayerNinjaSword[] = { s_PlayerNinjaSword[0], s_PlayerNinjaSword[1], s_PlayerNinjaSword[2], s_PlayerNinjaSword[3], s_PlayerNinjaSword[4] }; ////////////////////// // // PLAYER NINJA PUNCH // ////////////////////// #define PLAYER_NINJA_PUNCH_RATE 15 STATE s_PlayerNinjaPunch[5][4] = { { {PLAYER_NINJA_PUNCH_R0 + 0, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[0][1]}, {PLAYER_NINJA_PUNCH_R0 + 1, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[0][2]}, {PLAYER_NINJA_PUNCH_R0 + 1, PLAYER_NINJA_PUNCH_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaPunch[0][2]}, }, { {PLAYER_NINJA_PUNCH_R1 + 0, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[1][1]}, {PLAYER_NINJA_PUNCH_R1 + 1, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[1][2]}, {PLAYER_NINJA_PUNCH_R1 + 1, PLAYER_NINJA_PUNCH_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaPunch[1][2]}, }, { {PLAYER_NINJA_PUNCH_R2 + 0, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[2][1]}, {PLAYER_NINJA_PUNCH_R2 + 1, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[2][2]}, {PLAYER_NINJA_PUNCH_R2 + 1, PLAYER_NINJA_PUNCH_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaPunch[2][2]}, }, { {PLAYER_NINJA_PUNCH_R3 + 0, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[3][1]}, {PLAYER_NINJA_PUNCH_R3 + 1, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[3][2]}, {PLAYER_NINJA_PUNCH_R3 + 1, PLAYER_NINJA_PUNCH_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaPunch[3][2]}, }, { {PLAYER_NINJA_PUNCH_R4 + 0, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[4][1]}, {PLAYER_NINJA_PUNCH_R4 + 1, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[4][2]}, {PLAYER_NINJA_PUNCH_R4 + 1, PLAYER_NINJA_PUNCH_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaPunch[4][2]}, }, }; STATEp sg_PlayerNinjaPunch[] = { s_PlayerNinjaPunch[0], s_PlayerNinjaPunch[1], s_PlayerNinjaPunch[2], s_PlayerNinjaPunch[3], s_PlayerNinjaPunch[4] }; ////////////////////// // // PLAYER NINJA FLY // ////////////////////// #define PLAYER_NINJA_FLY_RATE 15 #define PLAYER_NINJA_FLY_R0 1200 #define PLAYER_NINJA_FLY_R1 1200 #define PLAYER_NINJA_FLY_R2 1200 #define PLAYER_NINJA_FLY_R3 1200 #define PLAYER_NINJA_FLY_R4 1200 STATE s_PlayerNinjaFly[5][4] = { { {PLAYER_NINJA_FLY_R0 + 0, PLAYER_NINJA_FLY_RATE, NullAnimator, &s_PlayerNinjaFly[0][0]}, }, { {PLAYER_NINJA_FLY_R1 + 0, PLAYER_NINJA_FLY_RATE, NullAnimator, &s_PlayerNinjaFly[1][0]}, }, { {PLAYER_NINJA_FLY_R2 + 0, PLAYER_NINJA_FLY_RATE, NullAnimator, &s_PlayerNinjaFly[2][0]}, }, { {PLAYER_NINJA_FLY_R3 + 0, PLAYER_NINJA_FLY_RATE, NullAnimator, &s_PlayerNinjaFly[3][0]}, }, { {PLAYER_NINJA_FLY_R4 + 0, PLAYER_NINJA_FLY_RATE, NullAnimator, &s_PlayerNinjaFly[4][0]}, }, }; STATEp sg_PlayerNinjaFly[] = { s_PlayerNinjaFly[0], s_PlayerNinjaFly[1], s_PlayerNinjaFly[2], s_PlayerNinjaFly[3], s_PlayerNinjaFly[4] }; ///////////////////////////////////////////////////////////////////////////// void DoPlayerSpriteThrow(PLAYERp pp) { if (!TEST(pp->Flags, PF_DIVING|PF_FLYING|PF_CRAWLING)) { if (pp->CurWpn == pp->Wpn[WPN_SWORD] && User[pp->PlayerSprite]->Rot != sg_PlayerNinjaSword) NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaSword); else //if (pp->CurWpn == pp->Wpn[WPN_FIST] && User[pp->PlayerSprite]->Rot != sg_PlayerNinjaPunch) NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaPunch); //else // NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaThrow); } } int DoPlayerSpriteReset(short SpriteNum) { USERp u = User[SpriteNum]; PLAYERp pp; if (!u->PlayerP) return 0; pp = u->PlayerP; // need to figure out what frames to put sprite into if (pp->DoPlayerAction == DoPlayerCrawl) NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Crawl); else { if (TEST(pp->Flags, PF_PLAYER_MOVED)) NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run); else NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Stand); } return 0; } int SetVisHigh(void) { // g_visibility = NormalVisibility>>1; return 0; } int SetVisNorm(void) { // g_visibility = NormalVisibility; return 0; } void pSetVisNorm(PANEL_SPRITEp psp) { // SetVisNorm(); } TARGET_SORT TargetSort[MAX_TARGET_SORT]; unsigned TargetSortCount; static int CompareTarget(void const * a, void const * b) { auto tgt1 = (TARGET_SORT const *)a; auto tgt2 = (TARGET_SORT const *)b; // will return a number less than 0 if tgt1 < tgt2 return tgt2->weight - tgt1->weight; } bool FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects, int32_t xe, int32_t ye, int32_t ze, int16_t secte); int DoPickTarget(SPRITEp sp, uint32_t max_delta_ang, int skip_targets) { #define PICK_DIST 40000L int i; short angle2, delta_ang; int dist, zh; SPRITEp ep; USERp eu; int16_t* shp; USERp u = User[sp - sprite]; int ezh, ezhl, ezhm; unsigned ndx; TARGET_SORTp ts; int ang_weight, dist_weight; // !JIM! Watch out for max_delta_ang of zero! if (max_delta_ang == 0) max_delta_ang = 1; TargetSortCount = 0; TargetSort[0].sprite_num = -1; for (shp = StatDamageList; shp < &StatDamageList[SIZ(StatDamageList)]; shp++) { StatIterator it(*shp); while ((i = it.NextIndex()) >= 0) { ep = &sprite[i]; eu = User[i]; // don't pick yourself if (i == (sp - sprite)) continue; if (skip_targets != 2) // Used for spriteinfo mode { if (skip_targets && TEST(eu->Flags, SPR_TARGETED)) continue; // don't pick a dead player if (eu->PlayerP && TEST(eu->PlayerP->Flags, PF_DEAD)) continue; } // Only look at closest ones //if ((dist = Distance(sp->x, sp->y, ep->x, ep->y)) > PICK_DIST) if ((dist = FindDistance3D(sp->x - ep->x, sp->y - ep->y, sp->z - ep->z)) > PICK_DIST) continue; if (skip_targets != 2) // Used for spriteinfo mode { // don't set off mine if (!TEST(ep->extra, SPRX_PLAYER_OR_ENEMY)) continue; } // Get the angle to the player angle2 = NORM_ANGLE(getangle(ep->x - sp->x, ep->y - sp->y)); // Get the angle difference // delta_ang = labs(pp->angle.ang.asbuild() - angle2); delta_ang = labs(getincangle(angle2, sp->ang)); // If delta_ang not in the range skip this one if (delta_ang > (int)max_delta_ang) continue; if (u && u->PlayerP) zh = u->PlayerP->posz; else zh = SPRITEp_TOS(sp) + DIV4(SPRITEp_SIZE_Z(sp)); ezh = SPRITEp_TOS(ep) + DIV4(SPRITEp_SIZE_Z(ep)); ezhm = SPRITEp_TOS(ep) + DIV2(SPRITEp_SIZE_Z(ep)); ezhl = SPRITEp_BOS(ep) - DIV4(SPRITEp_SIZE_Z(ep)); // If you can't see 'em you can't shoot 'em if (!FAFcansee(sp->x, sp->y, zh, sp->sectnum, ep->x, ep->y, ezh, ep->sectnum) && !FAFcansee(sp->x, sp->y, zh, sp->sectnum, ep->x, ep->y, ezhm, ep->sectnum) && !FAFcansee(sp->x, sp->y, zh, sp->sectnum, ep->x, ep->y, ezhl, ep->sectnum) ) continue; // get ndx - there is only room for 15 if (TargetSortCount > SIZ(TargetSort)-1) { for (ndx = 0; ndx < SIZ(TargetSort); ndx++) { if (dist < TargetSort[ndx].dist) break; } if (ndx == SIZ(TargetSort)) continue; } else { ndx = TargetSortCount; } ts = &TargetSort[ndx]; ts->sprite_num = i; ts->dang = delta_ang; ts->dist = dist; // gives a value between 0 and 65535 ang_weight = IntToFixed(max_delta_ang - ts->dang)/max_delta_ang; // gives a value between 0 and 65535 dist_weight = IntToFixed(DIV2(PICK_DIST) - DIV2(ts->dist))/DIV2(PICK_DIST); //weighted average ts->weight = (ang_weight + dist_weight*4)/5; TargetSortCount++; if (TargetSortCount >= SIZ(TargetSort)) TargetSortCount = SIZ(TargetSort); } } if (TargetSortCount > 1) qsort(&TargetSort, TargetSortCount, sizeof(TARGET_SORT), CompareTarget); return TargetSort[0].sprite_num; } void DoPlayerResetMovement(PLAYERp pp) { pp->xvect = pp->oxvect = 0; pp->yvect = pp->oxvect = 0; pp->slide_xvect = 0; pp->slide_yvect = 0; pp->drive_avel = 0; RESET(pp->Flags, PF_PLAYER_MOVED); } void DoPlayerTeleportPause(PLAYERp pp) { USERp u = User[pp->PlayerSprite]; // SPRITEp sp = pp->SpriteP; // set this so we don't get stuck in teleporting loop pp->lastcursectnum = pp->cursectnum; if ((u->WaitTics-=synctics) <= 0) { //RESET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT); RESET(pp->Flags2, PF2_TELEPORTED); DoPlayerResetMovement(pp); DoPlayerBeginRun(pp); return; } //sp->shade -= 2; //if (sp->shade <= 0) // sp->shade = 0; //DoPlayerBob(pp); } void DoPlayerTeleportToSprite(PLAYERp pp, SPRITEp sp) { pp->angle.ang = pp->angle.oang = buildang(sp->ang); pp->posx = pp->oposx = pp->oldposx = sp->x; pp->posy = pp->oposy = pp->oldposy = sp->y; //getzsofslope(sp->sectnum, pp->posx, pp->posy, &cz, &fz); //pp->posz = pp->oposz = fz - PLAYER_HEIGHT; pp->posz = pp->oposz = sp->z - PLAYER_HEIGHT; COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum); //pp->lastcursectnum = pp->cursectnum; SET(pp->Flags2, PF2_TELEPORTED); } void DoPlayerTeleportToOffset(PLAYERp pp) { pp->oposx = pp->oldposx = pp->posx; pp->oposy = pp->oldposy = pp->posy; COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum); //pp->lastcursectnum = pp->cursectnum; SET(pp->Flags2, PF2_TELEPORTED); } void DoSpawnTeleporterEffect(SPRITEp sp) { extern STATE s_TeleportEffect[]; short effect; int nx, ny; SPRITEp ep; nx = MOVEx(512L, sp->ang); ny = MOVEy(512L, sp->ang); nx += sp->x; ny += sp->y; effect = SpawnSprite(STAT_MISSILE, 0, s_TeleportEffect, sp->sectnum, nx, ny, SPRITEp_TOS(sp) + Z(16), sp->ang, 0); ep = &sprite[effect]; setspritez(effect, (vec3_t *)ep); ep->shade = -40; ep->xrepeat = ep->yrepeat = 42; SET(ep->cstat, CSTAT_SPRITE_YCENTER); RESET(ep->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); SET(ep->cstat, CSTAT_SPRITE_ALIGNMENT_WALL); //ep->ang = NORM_ANGLE(ep->ang + 512); } void DoSpawnTeleporterEffectPlace(SPRITEp sp) { extern STATE s_TeleportEffect[]; short effect; SPRITEp ep; effect = SpawnSprite(STAT_MISSILE, 0, s_TeleportEffect, sp->sectnum, sp->x, sp->y, SPRITEp_TOS(sp) + Z(16), sp->ang, 0); ep = &sprite[effect]; setspritez(effect, (vec3_t *)ep); ep->shade = -40; ep->xrepeat = ep->yrepeat = 42; SET(ep->cstat, CSTAT_SPRITE_YCENTER); RESET(ep->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); SET(ep->cstat, CSTAT_SPRITE_ALIGNMENT_WALL); } void DoPlayerWarpTeleporter(PLAYERp pp) { USERp u = User[pp->PlayerSprite]; SPRITEp sp = pp->SpriteP; short pnum; SPRITEp sp_warp; #if 0 TAG 2 = match TAG 3 = Type Sprite - 0,32 always teleports you to the center at the angle the sprite is facing Offset - 1 always teleports you by the offset.Does not touch the angle TAG 4 = angle TAG 5 to 8 = random match locations #endif if ((sp_warp = Warp(&pp->posx, &pp->posy, &pp->posz, &pp->cursectnum)) == NULL) return; switch (SP_TAG3(sp_warp)) { case 1: DoPlayerTeleportToOffset(pp); UpdatePlayerSprite(pp); break; default: DoPlayerTeleportToSprite(pp, sp_warp); PlaySound(DIGI_TELEPORT, pp, v3df_none); DoPlayerResetMovement(pp); u->WaitTics = 30; //sp->shade = //SET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT); DoPlayerBeginRun(pp); //DoPlayerStand(pp); pp->DoPlayerAction = DoPlayerTeleportPause; NewStateGroup(pp->PlayerSprite, User[pp->PlayerSprite]->ActorActionSet->Stand); UpdatePlayerSprite(pp); DoSpawnTeleporterEffect(sp); TRAVERSE_CONNECT(pnum) { if (pnum != pp - Player) { PLAYERp npp = &Player[pnum]; // if someone already standing there if (npp->cursectnum == pp->cursectnum) { PlayerUpdateHealth(npp, -User[npp->PlayerSprite]->Health); // Make sure he dies! // telefraged by teleporting player //PlayerCheckDeath(npp, npp->PlayerSprite); PlayerCheckDeath(npp, pp->PlayerSprite); } } } break; } u->ox = sp->x; u->oy = sp->y; u->oz = sp->z; } void DoPlayerSetWadeDepth(PLAYERp pp) { SECTORp sectp; pp->WadeDepth = 0; if (pp->lo_sectp) sectp = pp->lo_sectp; else return; if (TEST(sectp->extra, SECTFX_SINK)) { // make sure your even in the water if (pp->posz + PLAYER_HEIGHT > pp->lo_sectp->floorz - Z(SectUser[pp->lo_sectp - sector]->depth)) pp->WadeDepth = SectUser[pp->lo_sectp - sector]->depth; } } void DoPlayerHeight(PLAYERp pp) { int diff; diff = pp->posz - (pp->loz - PLAYER_HEIGHT); pp->posz = pp->posz - (DIV4(diff) + DIV8(diff)); } void DoPlayerJumpHeight(PLAYERp pp) { if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_DYNAMIC_AREA)) { if (pp->posz + PLAYER_HEIGHT > pp->loz) { pp->posz = pp->loz - PLAYER_HEIGHT; DoPlayerBeginRun(pp); } } } void DoPlayerCrawlHeight(PLAYERp pp) { int diff; diff = pp->posz - (pp->loz - PLAYER_CRAWL_HEIGHT); pp->posz = pp->posz - (DIV4(diff) + DIV8(diff)); } void UpdatePlayerSpriteAngle(PLAYERp pp) { sprite[pp->PlayerSprite].ang = pp->angle.ang.asbuild(); if (!Prediction && pp->PlayerUnderSprite >= 0) { sprite[pp->PlayerUnderSprite].ang = pp->angle.ang.asbuild(); } } void DoPlayerTurn(PLAYERp pp, float const avel, double const scaleAdjust) { applylook(&pp->angle, avel, &pp->input.actions, scaleAdjust, pp->input.actions & SB_CROUCH || pp->crouch_toggle); UpdatePlayerSpriteAngle(pp); } #if 0 void DoPlayerTurnBoat(PLAYERp pp, float avel) { SECTOR_OBJECTp sop = pp->sop; if (sop->drive_angspeed) { float drive_oavel = pp->drive_avel; pp->drive_avel = (fmulscale16(avel, sop->drive_angspeed) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide; avel = pp->drive_avel; } else { avel *= synctics * 0.65625; } if (avel != 0) { pp->angle.ang += degang(avel); sprite[pp->PlayerSprite].ang = pp->angle.ang.asbuild(); } } #endif void DoPlayerTurnVehicle(PLAYERp pp, float avel, int z, int floor_dist) { SECTOR_OBJECTp sop = pp->sop; if (sop->drive_angspeed) { float drive_oavel = pp->drive_avel; pp->drive_avel = (fmulscale16(avel, sop->drive_angspeed) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide; avel = pp->drive_avel; } else { avel = avel * synctics * 0.125; } if (avel != 0) { auto sum = pp->angle.ang + degang(avel); if (MultiClipTurn(pp, NORM_ANGLE(sum.asbuild()), z, floor_dist)) { pp->angle.ang = sum; sprite[pp->PlayerSprite].ang = pp->angle.ang.asbuild(); } } } void DoPlayerTurnVehicleRect(PLAYERp pp, int *x, int *y, int *ox, int *oy) { float avel; SECTOR_OBJECTp sop = pp->sop; if (sop->drive_angspeed) { float drive_oavel = pp->drive_avel; pp->drive_avel = (fmulscale16(pp->input.avel, sop->drive_angspeed) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide; avel = pp->drive_avel; } else { avel = pp->input.avel * synctics * 0.125; } if (avel != 0) { auto sum = pp->angle.ang + degang(avel); if (RectClipTurn(pp, NORM_ANGLE(sum.asbuild()), x, y, ox, oy)) { pp->angle.ang = sum; sprite[pp->PlayerSprite].ang = pp->angle.ang.asbuild(); } } } void DoPlayerTurnTurret(PLAYERp pp, float avel) { fixed_t diff; binangle new_ang; SECTOR_OBJECTp sop = pp->sop; if (sop->drive_angspeed) { float drive_oavel = pp->drive_avel; pp->drive_avel = (fmulscale16(avel, sop->drive_angspeed) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide; avel = pp->drive_avel; } else { avel = avel * synctics * 0.25; } if (avel != 0) { new_ang = pp->angle.ang + degang(avel); if (sop->limit_ang_center >= 0) { diff = getincangleq16(IntToFixed(sop->limit_ang_center), new_ang.asq16()); if (labs(diff) >= IntToFixed(sop->limit_ang_delta)) { if (diff < 0) new_ang = buildang(sop->limit_ang_center - sop->limit_ang_delta); else new_ang = buildang(sop->limit_ang_center + sop->limit_ang_delta); } } pp->angle.ang = new_ang; sprite[pp->PlayerSprite].ang = pp->angle.ang.asbuild(); } OperateSectorObject(pp->sop, pp->angle.ang.asbuild(), pp->sop->xmid, pp->sop->ymid); } void SlipSlope(PLAYERp pp) { short ang; SECT_USERp sectu; if (pp->cursectnum < 0 || !(sectu = SectUser[pp->cursectnum]) || !TEST(sectu->flags, SECTFU_SLIDE_SECTOR) || !TEST(sector[pp->cursectnum].floorstat, FLOOR_STAT_SLOPE)) return; short wallptr = sector[pp->cursectnum].wallptr; ang = getangle(wall[wall[wallptr].point2].x - wall[wallptr].x, wall[wall[wallptr].point2].y - wall[wallptr].y); ang = NORM_ANGLE(ang + 512); pp->xvect += mulscale(sintable[NORM_ANGLE(ang + 512)], sector[pp->cursectnum].floorheinum, sectu->speed); pp->yvect += mulscale(sintable[ang], sector[pp->cursectnum].floorheinum, sectu->speed); } void PlayerAutoLook(PLAYERp pp, double const scaleAdjust) { int x,y,k,j; short tempsect; if (!TEST(pp->Flags, PF_FLYING|PF_SWIMMING|PF_DIVING|PF_CLIMBING|PF_JUMPING|PF_FALLING)) { if (!TEST(pp->Flags, PF_MOUSE_AIMING_ON) && TEST(sector[pp->cursectnum].floorstat, FLOOR_STAT_SLOPE)) // If the floor is sloped { // Get a point, 512 units ahead of player's position auto const ang = pp->angle.ang.asbuild(); x = pp->posx + (sintable[(ang + 512) & 2047] >> 5); y = pp->posy + (sintable[ang & 2047] >> 5); tempsect = pp->cursectnum; COVERupdatesector(x, y, &tempsect); if (tempsect >= 0) // If the new point is inside a valid sector... { // Get the floorz as if the new (x,y) point was still in // your sector j = getflorzofslope(pp->cursectnum, pp->posx, pp->posy); k = getflorzofslope(pp->cursectnum, x, y); // If extended point is in same sector as you or the slopes // of the sector of the extended point and your sector match // closely (to avoid accidently looking straight out when // you're at the edge of a sector line) then adjust horizon // accordingly if ((pp->cursectnum == tempsect) || (klabs(getflorzofslope(tempsect, x, y) - k) <= (4 << 8))) { pp->horizon.horizoff += q16horiz(xs_CRoundToInt(scaleAdjust * ((j - k) * 160))); } } } } if (TEST(pp->Flags, PF_CLIMBING) && pp->horizon.horizoff.asq16() < IntToFixed(100)) { // tilt when climbing but you can't even really tell it. pp->horizon.horizoff += q16horiz(xs_CRoundToInt(scaleAdjust * (((IntToFixed(100) - pp->horizon.horizoff.asq16()) >> 3) + FRACUNIT))); } else { // Make horizoff grow towards 0 since horizoff is not modified when you're not on a slope. if (pp->horizon.horizoff.asq16() > 0) { pp->horizon.horizoff -= q16horiz(xs_CRoundToInt(scaleAdjust * ((pp->horizon.horizoff.asq16() >> 3) + FRACUNIT))); pp->horizon.horizoff = q16horiz(max(pp->horizon.horizoff.asq16(), 0)); } if (pp->horizon.horizoff.asq16() < 0) { pp->horizon.horizoff += q16horiz(xs_CRoundToInt(scaleAdjust * ((pp->horizon.horizoff.asq16() >> 3) + FRACUNIT))); pp->horizon.horizoff = q16horiz(min(pp->horizon.horizoff.asq16(), 0)); } } } void DoPlayerHorizon(PLAYERp pp, float const horz, double const scaleAdjust) { // Fixme: This should probably be made optional. if (cl_slopetilting) PlayerAutoLook(pp, scaleAdjust); // apply default horizon from backend sethorizon(&pp->horizon.horiz, horz, &pp->input.actions, scaleAdjust); } void DoPlayerBob(PLAYERp pp) { int dist; int amt; dist = 0; dist = Distance(pp->posx, pp->posy, pp->oldposx, pp->oldposy); if (dist > 512) dist = 0; // if running make a longer stride if (pp->input.actions & SB_RUN) { //amt = 10; amt = 12; amt = mulscale16(amt, dist<<8); dist = mulscale16(dist, 26000); // controls how fast you move through the sin table pp->bcnt += dist; // wrap bcnt pp->bcnt &= 2047; // move pp->q16horiz up and down from 100 using sintable //pp->bob_z = Z((8 * sintable[pp->bcnt]) >> 14); pp->bob_z = mulscale14(Z(amt),sintable[pp->bcnt]); } else { amt = 5; amt = mulscale16(amt, dist<<9); dist = mulscale16(dist, 32000); // controls how fast you move through the sin table pp->bcnt += dist; // wrap bcnt pp->bcnt &= 2047; // move pp->q16horiz up and down from 100 using sintable //pp->bob_z = Z((4 * sintable[pp->bcnt]) >> 14); pp->bob_z = mulscale14(Z(amt),sintable[pp->bcnt]); } } void DoPlayerBeginRecoil(PLAYERp pp, short pix_amt) { SET(pp->Flags, PF_RECOIL); pp->recoil_amt = pix_amt; pp->recoil_speed = 80; pp->recoil_ndx = 0; pp->recoil_horizoff = 0; } void DoPlayerRecoil(PLAYERp pp) { // controls how fast you move through the sin table pp->recoil_ndx += pp->recoil_speed; if (sintable[pp->recoil_ndx] < 0) { RESET(pp->Flags, PF_RECOIL); pp->recoil_horizoff = 0; return; } // move pp->q16horiz up and down pp->recoil_horizoff = (pp->recoil_amt * sintable[pp->recoil_ndx]) << 2; } // for wading void DoPlayerSpriteBob(PLAYERp pp, short player_height, short bob_amt, short bob_speed) { SPRITEp sp = pp->SpriteP; pp->bob_ndx = (pp->bob_ndx + (synctics << bob_speed)) & 2047; pp->bob_amt = ((bob_amt * (int) sintable[pp->bob_ndx]) >> 14); sp->z = (pp->posz + player_height) + pp->bob_amt; } void UpdatePlayerUnderSprite(PLAYERp pp) { SPRITEp over_sp = pp->SpriteP; USERp over_u = User[pp->PlayerSprite]; SPRITEp sp; USERp u; short SpriteNum; int water_level_z, zdiff; bool above_water, in_dive_area; if (Prediction) return; ASSERT(over_sp); ASSERT(over_u); // dont bother spawning if you ain't really in the water //water_level_z = sector[over_sp->sectnum].floorz - Z(pp->WadeDepth); water_level_z = sector[over_sp->sectnum].floorz; // - Z(pp->WadeDepth); // if not below water above_water = (SPRITEp_BOS(over_sp) <= water_level_z); in_dive_area = SpriteInDiveArea(over_sp); // if not in dive area OR (in dive area AND above the water) - Kill it if (!in_dive_area || (in_dive_area && above_water)) { // if under sprite exists and not in a dive area - Kill it if (pp->PlayerUnderSprite >= 0) { KillSprite(pp->PlayerUnderSprite); pp->PlayerUnderSprite = -1; pp->UnderSpriteP = NULL; } return; } else { // if in a dive area and a under sprite does not exist - create it if (pp->PlayerUnderSprite < 0) { SpawnPlayerUnderSprite(pp); } } sp = pp->UnderSpriteP; u = User[pp->PlayerUnderSprite]; SpriteNum = pp->PlayerUnderSprite; sp->x = over_sp->x; sp->y = over_sp->y; sp->z = over_sp->z; changespritesect(SpriteNum, over_sp->sectnum); SpriteWarpToUnderwater(sp); // find z water level of the top sector // diff between the bottom of the upper sprite and the water level zdiff = SPRITEp_BOS(over_sp) - water_level_z; // add diff to ceiling sp->z = sector[sp->sectnum].ceilingz + zdiff; u->State = over_u->State; u->Rot = over_u->Rot; u->StateStart = over_u->StateStart; sp->picnum = over_sp->picnum; } void UpdatePlayerSprite(PLAYERp pp) { SPRITEp sp = pp->SpriteP; if (!sp) return; // Update sprite representation of player sp->x = pp->posx; sp->y = pp->posy; // there are multiple death functions if (TEST(pp->Flags, PF_DEAD)) { changespritesect(pp->PlayerSprite, pp->cursectnum); sprite[pp->PlayerSprite].ang = pp->angle.ang.asbuild(); UpdatePlayerUnderSprite(pp); return; } if (pp->sop_control) { sp->z = sector[pp->cursectnum].floorz; changespritesect(pp->PlayerSprite, pp->cursectnum); } else if (pp->DoPlayerAction == DoPlayerCrawl) { sp->z = pp->posz + PLAYER_CRAWL_HEIGHT; changespritesect(pp->PlayerSprite, pp->cursectnum); } #if 0 else if (pp->DoPlayerAction == DoPlayerSwim) { sp->z = pp->loz - Z(pp->WadeDepth) + Z(1); changespritesect(pp->PlayerSprite, pp->cursectnum); } #endif else if (pp->DoPlayerAction == DoPlayerWade) { sp->z = pp->posz + PLAYER_HEIGHT; changespritesect(pp->PlayerSprite, pp->cursectnum); if (pp->WadeDepth > Z(29)) { DoPlayerSpriteBob(pp, PLAYER_HEIGHT, Z(3), 3); } } else if (pp->DoPlayerAction == DoPlayerDive) { // bobbing and sprite position taken care of in DoPlayerDive sp->z = pp->posz + Z(10); changespritesect(pp->PlayerSprite, pp->cursectnum); } else if (pp->DoPlayerAction == DoPlayerClimb) { sp->z = pp->posz + Z(17); // move it forward a bit to look like its on the ladder //sp->x += MOVEx(256+64, sp->ang); //sp->y += MOVEy(256+64, sp->ang); changespritesect(pp->PlayerSprite, pp->cursectnum); } else if (pp->DoPlayerAction == DoPlayerFly) { // sp->z = pp->posz + PLAYER_HEIGHT; // bobbing and sprite position taken care of in DoPlayerFly //sp->z = pp->posz + PLAYER_HEIGHT; //DoPlayerSpriteBob(pp, PLAYER_HEIGHT, PLAYER_FLY_BOB_AMT, 3); DoPlayerSpriteBob(pp, PLAYER_HEIGHT, Z(6), 3); changespritesect(pp->PlayerSprite, pp->cursectnum); } else if (pp->DoPlayerAction == DoPlayerJump || pp->DoPlayerAction == DoPlayerFall || pp->DoPlayerAction == DoPlayerForceJump) { sp->z = pp->posz + PLAYER_HEIGHT; changespritesect(pp->PlayerSprite, pp->cursectnum); } else if (pp->DoPlayerAction == DoPlayerTeleportPause) { sp->z = pp->posz + PLAYER_HEIGHT; changespritesect(pp->PlayerSprite, pp->cursectnum); } else { sp->z = pp->loz; changespritesect(pp->PlayerSprite, pp->cursectnum); } UpdatePlayerUnderSprite(pp); sprite[pp->PlayerSprite].ang = pp->angle.ang.asbuild(); } void DoPlayerZrange(PLAYERp pp) { int ceilhit, florhit; short bakcstat; if (!pp->SpriteP) return; // Don't let you fall if you're just slightly over a cliff // This function returns the highest and lowest z's // for an entire box, NOT just a point. -Useful for clipping bakcstat = pp->SpriteP->cstat; RESET(pp->SpriteP->cstat, CSTAT_SPRITE_BLOCK); FAFgetzrange(pp->posx, pp->posy, pp->posz + Z(8), pp->cursectnum, &pp->hiz, &ceilhit, &pp->loz, &florhit, ((int)pp->SpriteP->clipdist<<2) - GETZRANGE_CLIP_ADJ, CLIPMASK_PLAYER); pp->SpriteP->cstat = bakcstat; // 16384+sector (sector first touched) or // 49152+spritenum (sprite first touched) pp->lo_sectp = pp->hi_sectp = NULL; pp->lo_sp = pp->hi_sp = NULL; if (TEST(ceilhit, 0xc000) == 49152) { pp->hi_sp = &sprite[ceilhit & 4095]; } else { pp->hi_sectp = §or[ceilhit & 4095]; } if (TEST(florhit, 0xc000) == 49152) { pp->lo_sp = &sprite[florhit & 4095]; // prevent player from standing on Zombies if (pp->lo_sp->statnum == STAT_ENEMY && User[pp->lo_sp - sprite]->ID == ZOMBIE_RUN_R0) { pp->lo_sectp = §or[pp->lo_sp->sectnum]; pp->loz = pp->lo_sp->z; pp->lo_sp = NULL; } } else { pp->lo_sectp = §or[florhit & 4095]; } } void DoPlayerSlide(PLAYERp pp) { USERp u = User[pp->PlayerSprite]; int push_ret; if ((pp->slide_xvect|pp->slide_yvect) == 0) return; if (pp->sop) return; pp->slide_xvect = mulscale16(pp->slide_xvect, PLAYER_SLIDE_FRICTION); pp->slide_yvect = mulscale16(pp->slide_yvect, PLAYER_SLIDE_FRICTION); if (labs(pp->slide_xvect) < 12800 && labs(pp->slide_yvect) < 12800) pp->slide_xvect = pp->slide_yvect = 0; push_ret = pushmove((vec3_t *)pp, &pp->cursectnum, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER); if (push_ret < 0) { if (!TEST(pp->Flags, PF_DEAD)) { PlayerUpdateHealth(pp, -u->Health); // Make sure he dies! PlayerCheckDeath(pp, -1); if (TEST(pp->Flags, PF_DEAD)) return; } return; } clipmove((vec3_t *)pp, &pp->cursectnum, pp->slide_xvect, pp->slide_yvect, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER); PlayerCheckValidMove(pp); push_ret = pushmove((vec3_t *)pp, &pp->cursectnum, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER); if (push_ret < 0) { if (!TEST(pp->Flags, PF_DEAD)) { PlayerUpdateHealth(pp, -u->Health); // Make sure he dies! PlayerCheckDeath(pp, -1); if (TEST(pp->Flags, PF_DEAD)) return; } return; } } void PlayerCheckValidMove(PLAYERp pp) { if (pp->cursectnum == -1) { static int count = 0; pp->posx = pp->oldposx; pp->posy = pp->oldposy; pp->posz = pp->oldposz; pp->cursectnum = pp->lastcursectnum; // if stuck here for more than 10 seconds if (count++ > 40 * 10) { ASSERT(true == false); } } } void PlayerSectorBound(PLAYERp pp, int amt) { if (pp->cursectnum < 9) return; int cz,fz; // player should never go into a sector // was getting some problems with this // when jumping onto hight sloped sectors // call this routine to make sure he doesn't // called from DoPlayerMove() but can be called // from anywhere it is needed getzsofslope(pp->cursectnum, pp->posx, pp->posy, &cz, &fz); if (pp->posz > fz - amt) pp->posz = fz - amt; if (pp->posz < cz + amt) pp->posz = cz + amt; } void DoPlayerMove(PLAYERp pp) { USERp u = User[pp->PlayerSprite]; int friction; int save_cstat; int push_ret = 0; // If SO interpolation is disabled, make sure the player's aiming, // turning and movement still get appropriately interpolated. // We do this from here instead of MovePlayer, covering the case // the player gets pushed by a wall (e.g., on the boat in level 5). bool interpolate_ride = pp->sop_riding && (!cl_sointerpolation || CommEnabled); void SlipSlope(PLAYERp pp); SlipSlope(pp); if (!cl_syncinput) { SET(pp->Flags2, PF2_INPUT_CAN_TURN_GENERAL); } else { DoPlayerTurn(pp, pp->input.avel, 1); } pp->oldposx = pp->posx; pp->oldposy = pp->posy; pp->oldposz = pp->posz; pp->lastcursectnum = pp->cursectnum; if (PLAYER_MOVING(pp) == 0) RESET(pp->Flags, PF_PLAYER_MOVED); else SET(pp->Flags, PF_PLAYER_MOVED); DoPlayerSlide(pp); pp->oxvect = pp->xvect; pp->oyvect = pp->yvect; pp->xvect += ((pp->input.fvel*synctics*2)<<6); pp->yvect += ((pp->input.svel*synctics*2)<<6); friction = pp->friction; if (!TEST(pp->Flags, PF_SWIMMING) && pp->WadeDepth) { friction -= pp->WadeDepth * 100L; } pp->xvect = mulscale16(pp->xvect, friction); pp->yvect = mulscale16(pp->yvect, friction); if (TEST(pp->Flags, PF_FLYING)) { // do a bit of weighted averaging pp->xvect = (pp->xvect + (pp->oxvect*1))/2; pp->yvect = (pp->yvect + (pp->oyvect*1))/2; } else if (TEST(pp->Flags, PF_DIVING)) { // do a bit of weighted averaging pp->xvect = (pp->xvect + (pp->oxvect*2))/3; pp->yvect = (pp->yvect + (pp->oyvect*2))/3; } if (labs(pp->xvect) < 12800 && labs(pp->yvect) < 12800) pp->xvect = pp->yvect = 0; pp->SpriteP->xvel = FindDistance2D(pp->xvect,pp->yvect)>>14; if (TEST(pp->Flags, PF_CLIP_CHEAT)) { short sectnum=pp->cursectnum; if (interpolate_ride) { pp->oposx = pp->posx; pp->oposy = pp->posy; } pp->posx += pp->xvect >> 14; pp->posy += pp->yvect >> 14; COVERupdatesector(pp->posx, pp->posy, §num); if (sectnum != -1) pp->cursectnum = sectnum; } else { push_ret = pushmove((vec3_t *)pp, &pp->cursectnum, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist - Z(16), CLIPMASK_PLAYER); if (push_ret < 0) { if (!TEST(pp->Flags, PF_DEAD)) { PlayerUpdateHealth(pp, -u->Health); // Make sure he dies! PlayerCheckDeath(pp, -1); if (TEST(pp->Flags, PF_DEAD)) return; } } if (interpolate_ride) { pp->oposx = pp->posx; pp->oposy = pp->posy; } save_cstat = pp->SpriteP->cstat; RESET(pp->SpriteP->cstat, CSTAT_SPRITE_BLOCK); COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum); clipmove((vec3_t *)pp, &pp->cursectnum, pp->xvect, pp->yvect, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER); pp->SpriteP->cstat = save_cstat; PlayerCheckValidMove(pp); push_ret = pushmove((vec3_t *)pp, &pp->cursectnum, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist - Z(16), CLIPMASK_PLAYER); if (push_ret < 0) { if (!TEST(pp->Flags, PF_DEAD)) { PlayerUpdateHealth(pp, -u->Health); // Make sure he dies! PlayerCheckDeath(pp, -1); if (TEST(pp->Flags, PF_DEAD)) return; } } } if (interpolate_ride) { pp->oposz = pp->posz; pp->angle.backup(); } // check for warp - probably can remove from CeilingHit if (WarpPlane(&pp->posx, &pp->posy, &pp->posz, &pp->cursectnum)) PlayerWarpUpdatePos(pp); DoPlayerZrange(pp); //PlayerSectorBound(pp, Z(1)); DoPlayerSetWadeDepth(pp); if (!cl_syncinput) { SET(pp->Flags2, PF2_INPUT_CAN_AIM); } else { DoPlayerHorizon(pp, pp->input.horz, 1); } if (pp->cursectnum >= 0 && TEST(sector[pp->cursectnum].extra, SECTFX_DYNAMIC_AREA)) { if (TEST(pp->Flags, PF_FLYING|PF_JUMPING|PF_FALLING)) { if (pp->posz > pp->loz) pp->posz = pp->loz - PLAYER_HEIGHT; if (pp->posz < pp->hiz) pp->posz = pp->hiz + PLAYER_HEIGHT; } else if (TEST(pp->Flags, PF_SWIMMING|PF_DIVING)) { if (pp->posz > pp->loz) pp->posz = pp->loz - PLAYER_SWIM_HEIGHT; if (pp->posz < pp->hiz) pp->posz = pp->hiz + PLAYER_SWIM_HEIGHT; } // moved to crawling and running respectively #if 0 else if (TEST(pp->Flags, PF_CRAWLING)) { pp->posz = pp->loz - PLAYER_CRAWL_HEIGHT; } else { if (pp->posz > pp->loz) pp->posz = pp->loz - PLAYER_HEIGHT; if (pp->posz < pp->hiz) pp->posz = pp->hiz + PLAYER_HEIGHT; pp->posz = pp->loz - PLAYER_HEIGHT; } #endif } } void DoPlayerSectorUpdatePreMove(PLAYERp pp) { short sectnum = pp->cursectnum; if (sectnum < 0) return; if (TEST(sector[pp->cursectnum].extra, SECTFX_DYNAMIC_AREA)) { updatesectorz(pp->posx, pp->posy, pp->posz, §num); if (sectnum < 0) { sectnum = pp->cursectnum; COVERupdatesector(pp->posx, pp->posy, §num); } ASSERT(sectnum >= 0); } else if (FAF_ConnectArea(sectnum)) { updatesectorz(pp->posx, pp->posy, pp->posz, §num); if (sectnum < 0) { sectnum = pp->cursectnum; COVERupdatesector(pp->posx, pp->posy, §num); } ASSERT(sectnum >= 0); } pp->cursectnum = sectnum; } void DoPlayerSectorUpdatePostMove(PLAYERp pp) { short sectnum = pp->cursectnum; int fz,cz; // need to do updatesectorz if in connect area if (sectnum >= 0 && FAF_ConnectArea(sectnum)) { updatesectorz(pp->posx, pp->posy, pp->posz, &pp->cursectnum); // can mess up if below if (pp->cursectnum < 0) { pp->cursectnum = sectnum; // adjust the posz to be in a sector getzsofslope(pp->cursectnum, pp->posx, pp->posy, &cz, &fz); if (pp->posz > fz) pp->posz = fz; if (pp->posz < cz) pp->posz = cz; // try again updatesectorz(pp->posx, pp->posy, pp->posz, &pp->cursectnum); // ASSERT(pp->cursectnum >= 0); } } else { PlayerSectorBound(pp, Z(1)); } } void PlaySOsound(short sectnum, short sound_num) { int i; // play idle sound - sound 1 SectIterator it(sectnum); while ((i = it.NextIndex()) >= 0) { if (sprite[i].statnum == STAT_SOUND_SPOT) { DoSoundSpotStopSound(sprite[i].lotag); DoSoundSpotMatch(sprite[i].lotag, sound_num, 0); } } } void StopSOsound(short sectnum) { int i; // play idle sound - sound 1 SectIterator it(sectnum); while ((i = it.NextIndex()) >= 0) { if (sprite[i].statnum == STAT_SOUND_SPOT) DoSoundSpotStopSound(sprite[i].lotag); } } #if 0 void DoPlayerMoveBoat(PLAYERp pp) { int z; int floor_dist; short save_sectnum; SECTOR_OBJECTp sop = pp->sop; if (Prediction) return; if (!Prediction) { if (labs(pp->input.fvel|pp->input.svel) && !labs(pp->lastinput.fvel| pp->lastinput.svel)) PlaySOsound(pp->sop->mid_sector,SO_DRIVE_SOUND); else if (!labs(pp->input.fvel|pp->input.svel) && labs(pp->lastinput.fvel| pp->lastinput.svel)) PlaySOsound(pp->sop->mid_sector,SO_IDLE_SOUND); } if (!cl_syncinput) { SET(pp->Flags2, PF2_INPUT_CAN_TURN_BOAT); } else { DoPlayerTurnBoat(pp, pp->input.avel); } if (PLAYER_MOVING(pp) == 0) RESET(pp->Flags, PF_PLAYER_MOVED); else SET(pp->Flags, PF_PLAYER_MOVED); pp->oxvect = pp->xvect; pp->oyvect = pp->yvect; if (sop->drive_speed) { pp->xvect = mulscale6(pp->input.fvel, sop->drive_speed); pp->yvect = mulscale6(pp->input.svel, sop->drive_speed); // does sliding/momentum pp->xvect = (pp->xvect + (pp->oxvect*(sop->drive_slide-1)))/sop->drive_slide; pp->yvect = (pp->yvect + (pp->oyvect*(sop->drive_slide-1)))/sop->drive_slide; } else { pp->xvect += ((pp->input.fvel*synctics*2)<<6); pp->yvect += ((pp->input.svel*synctics*2)<<6); pp->xvect = mulscale16(pp->xvect, BOAT_FRICTION); pp->yvect = mulscale16(pp->yvect, BOAT_FRICTION); // does sliding/momentum pp->xvect = (pp->xvect + (pp->oxvect*5))/6; pp->yvect = (pp->yvect + (pp->oyvect*5))/6; } if (labs(pp->xvect) < 12800 && labs(pp->yvect) < 12800) pp->xvect = pp->yvect = 0; pp->lastcursectnum = pp->cursectnum; z = pp->posz + Z(10); save_sectnum = pp->cursectnum; OperateSectorObject(pp->sop, pp->angle.ang.asbuild(), MAXSO, MAXSO); pp->cursectnum = pp->sop->op_main_sector; // for speed floor_dist = labs(z - pp->sop->floor_loz); clipmove_old(&pp->posx, &pp->posy, &z, &pp->cursectnum, pp->xvect, pp->yvect, (int)pp->sop->clipdist, Z(4), floor_dist, CLIPMASK_PLAYER); OperateSectorObject(pp->sop, pp->angle.ang.asbuild(), pp->posx, pp->posy); pp->cursectnum = save_sectnum; // for speed if (!cl_syncinput) { SET(pp->Flags2, PF2_INPUT_CAN_AIM); } else { DoPlayerHorizon(pp, pp->input.horz, 1); } } #endif void DoTankTreads(PLAYERp pp) { SPRITEp sp; int i; int vel; SECTORp *sectp; int j; int dot; bool reverse = false; if (Prediction) return; vel = FindDistance2D(pp->xvect>>8, pp->yvect>>8); dot = DOT_PRODUCT_2D(pp->xvect, pp->yvect, sintable[NORM_ANGLE(pp->angle.ang.asbuild()+512)], sintable[pp->angle.ang.asbuild()]); if (dot < 0) reverse = true; for (sectp = pp->sop->sectp, j = 0; *sectp; sectp++, j++) { SectIterator it(*sectp - sector); while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; // BOOL1 is set only if pans with SO if (!TEST_BOOL1(sp)) continue; if (sp->statnum == STAT_WALL_PAN) { if (reverse) { if (!TEST_BOOL2(sp)) { SET_BOOL2(sp); sp->ang = NORM_ANGLE(sp->ang + 1024); } } else { if (TEST_BOOL2(sp)) { RESET_BOOL2(sp); sp->ang = NORM_ANGLE(sp->ang + 1024); } } SP_TAG5(sp) = vel; } else if (sp->statnum == STAT_FLOOR_PAN) { sp = &sprite[i]; if (reverse) { if (!TEST_BOOL2(sp)) { SET_BOOL2(sp); sp->ang = NORM_ANGLE(sp->ang + 1024); } } else { if (TEST_BOOL2(sp)) { RESET_BOOL2(sp); sp->ang = NORM_ANGLE(sp->ang + 1024); } } SP_TAG5(sp) = vel; } else if (sp->statnum == STAT_CEILING_PAN) { sp = &sprite[i]; if (reverse) { if (!TEST_BOOL2(sp)) { SET_BOOL2(sp); sp->ang = NORM_ANGLE(sp->ang + 1024); } } else { if (TEST_BOOL2(sp)) { RESET_BOOL2(sp); sp->ang = NORM_ANGLE(sp->ang + 1024); } } SP_TAG5(sp) = vel; } } } } void SetupDriveCrush(PLAYERp pp, int *x, int *y) { int radius = pp->sop_control->clipdist; x[0] = pp->posx - radius; y[0] = pp->posy - radius; x[1] = pp->posx + radius; y[1] = pp->posy - radius; x[2] = pp->posx + radius; y[2] = pp->posy + radius; x[3] = pp->posx - radius; y[3] = pp->posy + radius; } void DriveCrush(PLAYERp pp, int *x, int *y) { int testpointinquad(int x, int y, int *qx, int *qy); SECTOR_OBJECTp sop = pp->sop_control; SPRITEp sp; USERp u; int i; short stat; SECTORp *sectp; if (MoveSkip4 == 0) return; // not moving - don't crush if ((pp->xvect|pp->yvect) == 0 && pp->input.avel == 0) return; // main sector SectIterator it(StatDamageList[sop->op_main_sector]); while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; u = User[i]; if (testpointinquad(sp->x, sp->y, x, y)) { if (TEST(sp->extra, SPRX_BREAKABLE) && HitBreakSprite(i,0)) continue; if (sp->statnum == STAT_MISSILE) continue; if (sp->picnum == ST1) continue; if (TEST(sp->extra, SPRX_PLAYER_OR_ENEMY)) { if (!TEST(u->Flags, SPR_DEAD) && !TEST(sp->extra, SPRX_BREAKABLE)) continue; } if (TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE)) continue; if (sp->statnum > STAT_DONT_DRAW) continue; if (sp->z < sop->crush_z) continue; SpriteQueueDelete(i); KillSprite(i); } } // all enemys StatIterator it2(STAT_ENEMY); while ((i = it2.NextIndex()) >= 0) { sp = &sprite[i]; if (testpointinquad(sp->x, sp->y, x, y)) { //if (sp->z < pp->posz) if (sp->z < sop->crush_z) continue; int32_t const vel = FindDistance2D(pp->xvect>>8, pp->yvect>>8); if (vel < 9000) { DoActorBeginSlide(i, getangle(pp->xvect, pp->yvect), vel/8, 5); if (DoActorSlide(i)) continue; } UpdateSinglePlayKills(i); if (SpawnShrap(i, -99)) SetSuicide(i); else KillSprite(i); } } // all dead actors it2.Reset(STAT_DEAD_ACTOR); while ((i = it2.NextIndex()) >= 0) { sp = &sprite[i]; if (testpointinquad(sp->x, sp->y, x, y)) { if (sp->z < sop->crush_z) continue; SpriteQueueDelete(i); KillSprite(i); } } // all players for (stat = 0; stat < MAX_SW_PLAYERS; stat++) { i = StatIterator::First(STAT_PLAYER0 + stat); if (i < 0) continue; sp = &sprite[i]; u = User[i]; if (u->PlayerP == pp) continue; if (testpointinquad(sp->x, sp->y, x, y)) { int damage; //if (sp->z < pp->posz) if (sp->z < sop->crush_z) continue; damage = -(u->Health + 100); PlayerDamageSlide(u->PlayerP, damage, pp->angle.ang.asbuild()); PlayerUpdateHealth(u->PlayerP, damage); //PlayerCheckDeath(u->PlayerP, -1); PlayerCheckDeath(u->PlayerP, pp->PlayerSprite); } } // if it ends up actually in the drivable sector kill it for (sectp = sop->sectp; *sectp; sectp++) { SectIterator it((*sectp) - sector); while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; u = User[i]; // give some extra buffer if (sp->z < sop->crush_z + Z(40)) continue; if (TEST(sp->extra, SPRX_PLAYER_OR_ENEMY)) { if (sp->statnum == STAT_ENEMY) { if (SpawnShrap(i, -99)) SetSuicide(i); else KillSprite(i); } } } } } void DoPlayerMoveVehicle(PLAYERp pp) { int z; int floor_dist; short save_sectnum; SPRITEp sp = pp->sop->sp_child; USERp u = User[sp - sprite]; int save_cstat; int x[4], y[4], ox[4], oy[4]; int wallcount; int count=0; SECTORp *sectp; SECTOR_OBJECTp sop = pp->sop; WALLp wp; int j,k; short startwall,endwall; bool RectClip = !!TEST(sop->flags, SOBJ_RECT_CLIP); if (Prediction) return; if (!Prediction) { if (labs(pp->input.fvel|pp->input.svel) && !labs(pp->lastinput.fvel| pp->lastinput.svel)) PlaySOsound(pp->sop->mid_sector,SO_DRIVE_SOUND); else if (!labs(pp->input.fvel|pp->input.svel) && labs(pp->lastinput.fvel| pp->lastinput.svel)) PlaySOsound(pp->sop->mid_sector,SO_IDLE_SOUND); } // force synchronised input here for now. if (!cl_syncinput) { gamesetinput = cl_syncinput = true; } if (PLAYER_MOVING(pp) == 0) RESET(pp->Flags, PF_PLAYER_MOVED); else SET(pp->Flags, PF_PLAYER_MOVED); pp->oxvect = pp->xvect; pp->oyvect = pp->yvect; if (sop->drive_speed) { pp->xvect = mulscale6(pp->input.fvel, sop->drive_speed); pp->yvect = mulscale6(pp->input.svel, sop->drive_speed); // does sliding/momentum pp->xvect = (pp->xvect + (pp->oxvect*(sop->drive_slide-1)))/sop->drive_slide; pp->yvect = (pp->yvect + (pp->oyvect*(sop->drive_slide-1)))/sop->drive_slide; } else { pp->xvect += ((pp->input.fvel*synctics*2)<<6); pp->yvect += ((pp->input.svel*synctics*2)<<6); pp->xvect = mulscale16(pp->xvect, TANK_FRICTION); pp->yvect = mulscale16(pp->yvect, TANK_FRICTION); pp->xvect = (pp->xvect + (pp->oxvect*1))/2; pp->yvect = (pp->yvect + (pp->oyvect*1))/2; } if (labs(pp->xvect) < 12800 && labs(pp->yvect) < 12800) pp->xvect = pp->yvect = 0; pp->lastcursectnum = pp->cursectnum; z = pp->posz + Z(10); if (RectClip) { for (sectp = sop->sectp, wallcount = 0, j = 0; *sectp; sectp++, j++) { startwall = (*sectp)->wallptr; endwall = startwall + (*sectp)->wallnum - 1; for (wp = &wall[startwall], k = startwall; k <= endwall; wp++, k++) { if (wp->extra && TEST(wp->extra, WALLFX_LOOP_OUTER|WALLFX_LOOP_OUTER_SECONDARY) == WALLFX_LOOP_OUTER) { x[count] = wp->x; y[count] = wp->y; ox[count] = sop->xmid - sop->xorig[wallcount]; oy[count] = sop->ymid - sop->yorig[wallcount]; count++; } wallcount++; } } PRODUCTION_ASSERT(count == 4); } save_sectnum = pp->cursectnum; OperateSectorObject(pp->sop, pp->angle.ang.asbuild(), MAXSO, MAXSO); pp->cursectnum = pp->sop->op_main_sector; // for speed floor_dist = labs(z - pp->sop->floor_loz); if (RectClip) { hitdata_t hitinfo; int vel; int ret; save_cstat = pp->SpriteP->cstat; RESET(pp->SpriteP->cstat, CSTAT_SPRITE_BLOCK); DoPlayerTurnVehicleRect(pp, x, y, ox, oy); ret = RectClipMove(pp, x, y); DriveCrush(pp, x, y); pp->SpriteP->cstat = save_cstat; if (!ret) { vel = FindDistance2D(pp->xvect>>8, pp->yvect>>8); if (vel > 13000) { vec3_t hit_pos = { DIV2(x[0] + x[1]), DIV2(y[0] + y[1]), sector[pp->cursectnum].floorz - Z(10) }; hitscan(&hit_pos, pp->cursectnum, //pp->xvect, pp->yvect, 0, MOVEx(256, pp->angle.ang.asbuild()), MOVEy(256, pp->angle.ang.asbuild()), 0, &hitinfo, CLIPMASK_PLAYER); ////DSPRINTF(ds,"hitinfo.sect %d, hitinfo.wall %d, hitinfo.pos.x %d, hitinfo.pos.y %d, hitinfo.pos.z %d",hitinfo.sect, hitinfo.wall, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z); //MONO_PRINT(ds); if (FindDistance2D(hitinfo.pos.x - hit_pos.x, hitinfo.pos.y - hit_pos.y) < 800) { if (hitinfo.wall >= 0) u->ret = hitinfo.wall|HIT_WALL; else if (hitinfo.sprite >= 0) u->ret = hitinfo.sprite|HIT_SPRITE; else u->ret = 0; VehicleMoveHit(sp - sprite); } if (!TEST(sop->flags, SOBJ_NO_QUAKE)) { SetPlayerQuake(pp); } } if (vel > 12000) { pp->xvect = pp->yvect = pp->oxvect = pp->oyvect = 0; } } } else { if (!cl_syncinput) { SET(pp->Flags2, PF2_INPUT_CAN_TURN_VEHICLE); } else { DoPlayerTurnVehicle(pp, pp->input.avel, z, floor_dist); } save_cstat = pp->SpriteP->cstat; RESET(pp->SpriteP->cstat, CSTAT_SPRITE_BLOCK); if (pp->sop->clipdist) u->ret = clipmove_old(&pp->posx, &pp->posy, &z, &pp->cursectnum, pp->xvect, pp->yvect, (int)pp->sop->clipdist, Z(4), floor_dist, CLIPMASK_PLAYER); else u->ret = MultiClipMove(pp, z, floor_dist); pp->SpriteP->cstat = save_cstat; //SetupDriveCrush(pp, x, y); //DriveCrush(pp, x, y); if (u->ret) { int vel; vel = FindDistance2D(pp->xvect>>8, pp->yvect>>8); if (vel > 13000) { VehicleMoveHit(sp - sprite); pp->slide_xvect = -pp->xvect<<1; pp->slide_yvect = -pp->yvect<<1; if (!TEST(sop->flags, SOBJ_NO_QUAKE)) SetPlayerQuake(pp); } if (vel > 12000) { pp->xvect = pp->yvect = pp->oxvect = pp->oyvect = 0; } } } OperateSectorObject(pp->sop, pp->angle.ang.asbuild(), pp->posx, pp->posy); pp->cursectnum = save_sectnum; // for speed if (!cl_syncinput) { SET(pp->Flags2, PF2_INPUT_CAN_AIM); } else { DoPlayerHorizon(pp, pp->input.horz, 1); } DoTankTreads(pp); } void DoPlayerMoveTurret(PLAYERp pp) { if (!Prediction) { if (pp->input.avel && !pp->lastinput.avel) PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND); else if (!pp->input.avel && pp->lastinput.avel) PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND); } if (!cl_syncinput) { SET(pp->Flags2, PF2_INPUT_CAN_TURN_TURRET); } else { DoPlayerTurnTurret(pp, pp->input.avel); } if (PLAYER_MOVING(pp) == 0) RESET(pp->Flags, PF_PLAYER_MOVED); else SET(pp->Flags, PF_PLAYER_MOVED); if (!cl_syncinput) { SET(pp->Flags2, PF2_INPUT_CAN_AIM); } else { DoPlayerHorizon(pp, pp->input.horz, 1); } } void DoPlayerBeginJump(PLAYERp pp) { USERp u = User[pp->PlayerSprite]; SET(pp->Flags, PF_JUMPING); RESET(pp->Flags, PF_FALLING); RESET(pp->Flags, PF_CRAWLING); RESET(pp->Flags, PF_LOCK_CRAWL); pp->floor_dist = PLAYER_JUMP_FLOOR_DIST; pp->ceiling_dist = PLAYER_JUMP_CEILING_DIST; pp->friction = PLAYER_JUMP_FRICTION; PlayerGravity = PLAYER_JUMP_GRAV; pp->jump_speed = PLAYER_JUMP_AMT + pp->WadeDepth * 4; if (DoPlayerWadeSuperJump(pp)) { pp->jump_speed = PLAYER_JUMP_AMT - pp->WadeDepth * 5; } pp->JumpDuration = MAX_JUMP_DURATION; pp->DoPlayerAction = DoPlayerJump; ///DamageData[u->WeaponNum].Init(pp); NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Jump); } void DoPlayerBeginForceJump(PLAYERp pp) { USERp u = User[pp->PlayerSprite]; SET(pp->Flags, PF_JUMPING); RESET(pp->Flags, PF_FALLING|PF_CRAWLING|PF_CLIMBING|PF_LOCK_CRAWL); pp->JumpDuration = MAX_JUMP_DURATION; pp->DoPlayerAction = DoPlayerForceJump; pp->floor_dist = PLAYER_JUMP_FLOOR_DIST; pp->ceiling_dist = PLAYER_JUMP_CEILING_DIST; pp->friction = PLAYER_JUMP_FRICTION; PlayerGravity = PLAYER_JUMP_GRAV; ///DamageData[u->WeaponNum].Init(pp); NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Jump); } void DoPlayerJump(PLAYERp pp) { short i; // reset flag key for double jumps if (!(pp->input.actions & SB_JUMP)) { pp->KeyPressBits |= SB_JUMP; } // instead of multiplying by synctics, use a loop for greater accuracy for (i = 0; i < synctics; i++) { // PlayerGravity += synctics; // See how increase gravity as we go? if (pp->input.actions & SB_JUMP) { if (pp->JumpDuration > 0) { pp->jump_speed -= PlayerGravity; pp->JumpDuration--; } } // adjust jump speed by gravity - if jump speed greater than 0 player // have started falling if ((pp->jump_speed += PlayerGravity) > 0) { DoPlayerBeginFall(pp); DoPlayerFall(pp); return; } // adjust height by jump speed pp->posz += pp->jump_speed; // if player gets to close the ceiling while jumping //if (pp->posz < pp->hiz + Z(4)) if (PlayerCeilingHit(pp, pp->hiz + Z(4))) { // put player at the ceiling pp->posz = pp->hiz + Z(4); // reverse your speed to falling pp->jump_speed = -pp->jump_speed; // start falling DoPlayerBeginFall(pp); DoPlayerFall(pp); return; } // added this because jumping up to slopes or jumping on steep slopes // sometimes caused the view to go into the slope // if player gets to close the floor while jumping if (PlayerFloorHit(pp, pp->loz - pp->floor_dist)) { pp->posz = pp->loz - pp->floor_dist; pp->jump_speed = 0; PlayerSectorBound(pp, Z(1)); DoPlayerBeginRun(pp); DoPlayerHeight(pp); return; } } if (PlayerFlyKey()) { DoPlayerBeginFly(pp); return; } // If moving forward and tag is a ladder start climbing if (PlayerOnLadder(pp)) { DoPlayerBeginClimb(pp); return; } DoPlayerMove(pp); DoPlayerJumpHeight(pp); } void DoPlayerForceJump(PLAYERp pp) { short i; // instead of multiplying by synctics, use a loop for greater accuracy for (i = 0; i < synctics; i++) { // adjust jump speed by gravity - if jump speed greater than 0 player // have started falling if ((pp->jump_speed += PlayerGravity) > 0) { DoPlayerBeginFall(pp); DoPlayerFall(pp); return; } // adjust height by jump speed pp->posz += pp->jump_speed; // if player gets to close the ceiling while jumping //if (pp->posz < pp->hiz + Z(4)) if (PlayerCeilingHit(pp, pp->hiz + Z(4))) { // put player at the ceiling pp->posz = pp->hiz + Z(4); // reverse your speed to falling pp->jump_speed = -pp->jump_speed; // start falling DoPlayerBeginFall(pp); DoPlayerFall(pp); return; } } DoPlayerMove(pp); } void DoPlayerBeginFall(PLAYERp pp) { USERp u = User[pp->PlayerSprite]; SET(pp->Flags, PF_FALLING); RESET(pp->Flags, PF_JUMPING); RESET(pp->Flags, PF_CRAWLING); RESET(pp->Flags, PF_LOCK_CRAWL); pp->floor_dist = PLAYER_FALL_FLOOR_DIST; pp->ceiling_dist = PLAYER_FALL_CEILING_DIST; pp->DoPlayerAction = DoPlayerFall; pp->friction = PLAYER_FALL_FRICTION; // Only change to falling frame if you were in the jump frame // Otherwise an animation may be messed up such as Running Jump Kick if (u->Rot == u->ActorActionSet->Jump) NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Fall); } void StackedWaterSplash(PLAYERp pp) { if (FAF_ConnectArea(pp->cursectnum)) { short sectnum = pp->cursectnum; updatesectorz(pp->posx, pp->posy, SPRITEp_BOS(pp->SpriteP), §num); if (sectnum >= 0 && SectorIsUnderwaterArea(sectnum)) { PlaySound(DIGI_SPLASH1, pp, v3df_dontpan); } } } void DoPlayerFall(PLAYERp pp) { short i; int recoil_amt; int depth; // reset flag key for double jumps if (!(pp->input.actions & SB_JUMP)) { pp->KeyPressBits |= SB_JUMP; } if (pp->cursectnum >= 0 && SectorIsUnderwaterArea(pp->cursectnum)) { StackedWaterSplash(pp); DoPlayerBeginDiveNoWarp(pp); return; } for (i = 0; i < synctics; i++) { // adjust jump speed by gravity pp->jump_speed += PlayerGravity; if (pp->jump_speed > 4100) pp->jump_speed = 4100; // adjust player height by jump speed pp->posz += pp->jump_speed; if (pp->jump_speed > 2000) { PlayerSound(DIGI_FALLSCREAM, v3df_dontpan|v3df_doppler|v3df_follow,pp); } else if (pp->jump_speed > 1300) { if (!(pp->input.actions & SB_CENTERVIEW)) { pp->input.actions |= SB_CENTERVIEW; } } depth = GetZadjustment(pp->cursectnum, FLOOR_Z_ADJUST)>>8; if (depth == 0) depth = pp->WadeDepth; if (depth > 20) recoil_amt = 0; else recoil_amt = min(pp->jump_speed*6,Z(35)); // need a test for head hits a sloped ceiling while falling // if player gets to close the Ceiling while Falling if (PlayerCeilingHit(pp, pp->hiz + pp->ceiling_dist)) { // put player at the ceiling pp->posz = pp->hiz + pp->ceiling_dist; // don't return or anything - allow to fall until // hit floor } if (PlayerFloorHit(pp, pp->loz - PLAYER_HEIGHT + recoil_amt)) { SECT_USERp sectu = SectUser[pp->cursectnum]; SECTORp sectp = §or[pp->cursectnum]; PlayerSectorBound(pp, Z(1)); if (sectu && (TEST(sectp->extra, SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE)) { PlaySound(DIGI_SPLASH1, pp, v3df_dontpan); } else { if (pp->jump_speed > 1020) // Feet hitting ground sound PlaySound(DIGI_HITGROUND, pp, v3df_follow|v3df_dontpan); } StopPlayerSound(pp, DIGI_FALLSCREAM); // i any kind of crawl key get rid of recoil if (DoPlayerTestCrawl(pp) || (pp->input.actions & SB_CROUCH)) { pp->posz = pp->loz - PLAYER_CRAWL_HEIGHT; } else { // this was causing the z to snap immediately // changed it so it stays gradual //pp->posz = pp->loz - PLAYER_HEIGHT + recoil_amt; pp->posz += recoil_amt; DoPlayerHeight(pp); } // do some damage if (pp->jump_speed > 1700 && depth == 0) { PlayerSound(DIGI_PLAYERPAIN2, v3df_follow|v3df_dontpan,pp); // PlayerUpdateHealth(pp, -RANDOM_RANGE(PLAYER_FALL_DAMAGE_AMOUNT) - 2); if (pp->jump_speed > 1700 && pp->jump_speed < 4000) { if (pp->jump_speed > 0) PlayerUpdateHealth(pp, -((pp->jump_speed-1700)/40)); } else if (pp->jump_speed >= 4000) { USERp u = User[pp->PlayerSprite]; PlayerUpdateHealth(pp, -u->Health); // Make sure he dies! u->Health = 0; } PlayerCheckDeath(pp, -1); if (TEST(pp->Flags, PF_DEAD)) return; } if (pp->input.actions & SB_CROUCH) { StackedWaterSplash(pp); DoPlayerBeginCrawl(pp); return; } if (PlayerCanDiveNoWarp(pp)) { DoPlayerBeginDiveNoWarp(pp); return; } StackedWaterSplash(pp); DoPlayerBeginRun(pp); return; } } if (PlayerFlyKey()) { DoPlayerBeginFly(pp); return; } // If moving forward and tag is a ladder start climbing if (PlayerOnLadder(pp)) { DoPlayerBeginClimb(pp); return; } DoPlayerMove(pp); } void DoPlayerBeginClimb(PLAYERp pp) { // USERp u = User[pp->PlayerSprite]; SPRITEp sp = pp->SpriteP; RESET(pp->Flags, PF_JUMPING|PF_FALLING); RESET(pp->Flags, PF_CRAWLING); RESET(pp->Flags, PF_LOCK_CRAWL); pp->DoPlayerAction = DoPlayerClimb; SET(pp->Flags, PF_CLIMBING|PF_WEAPON_DOWN); SET(sp->cstat, CSTAT_SPRITE_YCENTER); //DamageData[u->WeaponNum].Init(pp); //NewStateGroup(pp->PlayerSprite, User[pp->PlayerSprite]->ActorActionSet->Climb); NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaClimb); } void DoPlayerClimb(PLAYERp pp) { USERp u = User[pp->PlayerSprite]; int climb_amt; char i; SPRITEp sp = pp->SpriteP; int climbvel; int dot; short sec,wal,spr; int dist; bool LadderUpdate = false; if (Prediction) return; pp->xvect += ((pp->input.fvel*synctics*2)<<6); pp->yvect += ((pp->input.svel*synctics*2)<<6); pp->xvect = mulscale16(pp->xvect, PLAYER_CLIMB_FRICTION); pp->yvect = mulscale16(pp->yvect, PLAYER_CLIMB_FRICTION); if (labs(pp->xvect) < 12800 && labs(pp->yvect) < 12800) pp->xvect = pp->yvect = 0; climbvel = FindDistance2D(pp->xvect, pp->yvect)>>9; dot = DOT_PRODUCT_2D(pp->xvect, pp->yvect, sintable[NORM_ANGLE(pp->angle.ang.asbuild()+512)], sintable[pp->angle.ang.asbuild()]); if (dot < 0) climbvel = -climbvel; // need to rewrite this for FAF stuff // Jump off of the ladder if (pp->input.actions & SB_JUMP) { RESET(pp->Flags, PF_CLIMBING|PF_WEAPON_DOWN); RESET(sp->cstat, CSTAT_SPRITE_YCENTER); DoPlayerBeginJump(pp); return; } if (climbvel != 0) { // move player to center of ladder for (i = synctics; i; i--) { #define ADJ_AMT 8 // player if (pp->posx != pp->lx) { if (pp->posx < pp->lx) pp->posx += ADJ_AMT; else if (pp->posx > pp->lx) pp->posx -= ADJ_AMT; if (labs(pp->posx - pp->lx) <= ADJ_AMT) pp->posx = pp->lx; } if (pp->posy != pp->ly) { if (pp->posy < pp->ly) pp->posy += ADJ_AMT; else if (pp->posy > pp->ly) pp->posy -= ADJ_AMT; if (labs(pp->posy - pp->ly) <= ADJ_AMT) pp->posy = pp->ly; } // sprite if (sp->x != u->sx) { if (sp->x < u->sx) sp->x += ADJ_AMT; else if (sp->x > u->sx) sp->x -= ADJ_AMT; if (labs(sp->x - u->sx) <= ADJ_AMT) sp->x = u->sx; } if (sp->y != u->sy) { if (sp->y < u->sy) sp->y += ADJ_AMT; else if (sp->y > u->sy) sp->y -= ADJ_AMT; if (labs(sp->y - u->sy) <= ADJ_AMT) sp->y = u->sy; } } } DoPlayerZrange(pp); ASSERT(pp->LadderSector >= 0 && pp->LadderSector <= MAXSECTORS); // moving UP if (climbvel > 0) { // pp->climb_ndx += climb_rate * synctics; climb_amt = (climbvel>>4) * 8; pp->climb_ndx &= 1023; pp->posz -= climb_amt; // if player gets to close the ceiling while climbing if (PlayerCeilingHit(pp, pp->hiz)) { // put player at the hiz pp->posz = pp->hiz; NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaClimb); } // if player gets to close the ceiling while climbing if (PlayerCeilingHit(pp, pp->hiz + Z(4))) { // put player at the ceiling pp->posz = sector[pp->LadderSector].ceilingz + Z(4); NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaClimb); } // if floor is ABOVE you && your head goes above it, do a jump up to // terrace if (pp->posz < sector[pp->LadderSector].floorz - Z(6)) { pp->jump_speed = PLAYER_CLIMB_JUMP_AMT; RESET(pp->Flags, PF_CLIMBING|PF_WEAPON_DOWN); RESET(sp->cstat, CSTAT_SPRITE_YCENTER); DoPlayerBeginForceJump(pp); } } else // move DOWN if (climbvel < 0) { // pp->climb_ndx += climb_rate * synctics; climb_amt = -(climbvel>>4) * 8; pp->climb_ndx &= 1023; // pp->posz += (climb_amt * sintable[pp->climb_ndx]) >> 14; pp->posz += climb_amt; // if you are touching the floor //if (pp->posz >= pp->loz - Z(4) - PLAYER_HEIGHT) if (PlayerFloorHit(pp, pp->loz - Z(4) - PLAYER_HEIGHT)) { // stand on floor pp->posz = pp->loz - Z(4) - PLAYER_HEIGHT; // if moving backwards start running if (climbvel < 0) { RESET(pp->Flags, PF_CLIMBING|PF_WEAPON_DOWN); RESET(sp->cstat, CSTAT_SPRITE_YCENTER); DoPlayerBeginRun(pp); return; } } } else { NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaClimb); } // setsprite to players location sp->z = pp->posz + PLAYER_HEIGHT; changespritesect(pp->PlayerSprite, pp->cursectnum); if (!cl_syncinput) { SET(pp->Flags2, PF2_INPUT_CAN_AIM); } else { DoPlayerHorizon(pp, pp->input.horz, 1); } if (FAF_ConnectArea(pp->cursectnum)) { updatesectorz(pp->posx, pp->posy, pp->posz, &pp->cursectnum); LadderUpdate = true; } if (WarpPlane(&pp->posx, &pp->posy, &pp->posz, &pp->cursectnum)) { PlayerWarpUpdatePos(pp); LadderUpdate = true; } if (LadderUpdate) { SPRITEp lsp; int nx,ny; // constantly look for new ladder sector because of warping at any time neartag(pp->posx, pp->posy, pp->posz, pp->cursectnum, pp->angle.ang.asbuild(), &sec, &wal, &spr, &dist, 800L, NTAG_SEARCH_LO_HI, NULL); if (wal >= 0) { pp->LadderSector = wall[wal].nextsector; lsp = FindNearSprite(pp->SpriteP, STAT_CLIMB_MARKER); // determine where the player is supposed to be in relation to the ladder // move out in front of the ladder nx = MOVEx(100, lsp->ang); ny = MOVEy(100, lsp->ang); // set angle player is supposed to face. pp->LadderAngle = NORM_ANGLE(lsp->ang + 1024); pp->LadderSector = wall[wal].nextsector; // set players "view" distance from the ladder - needs to be farther than // the sprite pp->lx = lsp->x + nx * 5; pp->ly = lsp->y + ny * 5; pp->angle.settarget(pp->LadderAngle); } } } int DoPlayerWadeSuperJump(PLAYERp pp) { hitdata_t hitinfo; unsigned i; //short angs[3]; static short angs[3] = {0, 0, 0}; int zh = sector[pp->cursectnum].floorz - Z(pp->WadeDepth) - Z(2); if (Prediction) return false; // !JIM! 8/5/97 Teleporter FAFhitscan SuperJump bug. for (i = 0; i < SIZ(angs); i++) { FAFhitscan(pp->posx, pp->posy, zh, pp->cursectnum, // Start position sintable[NORM_ANGLE(pp->angle.ang.asbuild() + angs[i] + 512)], // X vector of 3D ang sintable[NORM_ANGLE(pp->angle.ang.asbuild() + angs[i])], // Y vector of 3D ang 0, // Z vector of 3D ang &hitinfo, CLIPMASK_MISSILE); if (hitinfo.wall >= 0 && hitinfo.sect >= 0) { hitinfo.sect = wall[hitinfo.wall].nextsector; if (hitinfo.sect >= 0 && labs(sector[hitinfo.sect].floorz - pp->posz) < Z(50)) { if (Distance(pp->posx, pp->posy, hitinfo.pos.x, hitinfo.pos.y) < ((((int)pp->SpriteP->clipdist)<<2) + 256)) return true; } } } return false; } bool PlayerFlyKey(void) { if (!ToggleFlyMode) return false; ToggleFlyMode = false; if (!GodMode) return false; return true; } void DoPlayerBeginCrawl(PLAYERp pp) { USERp u = User[pp->PlayerSprite]; RESET(pp->Flags, PF_FALLING | PF_JUMPING); SET(pp->Flags, PF_CRAWLING); pp->friction = PLAYER_CRAWL_FRICTION; pp->floor_dist = PLAYER_CRAWL_FLOOR_DIST; pp->ceiling_dist = PLAYER_CRAWL_CEILING_DIST; pp->DoPlayerAction = DoPlayerCrawl; //pp->posz = pp->loz - PLAYER_CRAWL_HEIGHT; NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Crawl); } bool PlayerFallTest(PLAYERp pp, int player_height) { // If the floor is far below you, fall hard instead of adjusting height if (labs(pp->posz - pp->loz) > player_height + PLAYER_FALL_HEIGHT) { // if on a STEEP slope sector and you have not moved off of the sector if (pp->lo_sectp && labs(pp->lo_sectp->floorheinum) > 3000 && TEST(pp->lo_sectp->floorstat, FLOOR_STAT_SLOPE) && pp->lo_sectp == §or[pp->lastcursectnum]) { return false; } else { return true; } } return false; } void DoPlayerCrawl(PLAYERp pp) { USERp u = User[pp->PlayerSprite]; if (pp->cursectnum >= 0 && SectorIsUnderwaterArea(pp->cursectnum)) { // if stacked water - which it should be if (FAF_ConnectArea(pp->cursectnum)) { // adjust the z pp->posz = sector[pp->cursectnum].ceilingz + Z(12); } DoPlayerBeginDiveNoWarp(pp); return; } // Current Z position, adjust down to the floor, adjust to player height, // adjust for "bump head" //#define PLAYER_STANDING_ROOM(pp) ((pp)->posz + PLAYER_CRAWL_HEIGHT - PLAYER_HEIGHT - PLAYER_RUN_CEILING_DIST) #define PLAYER_STANDING_ROOM Z(68) // Let off of crawl to get up if (!(pp->input.actions & SB_CROUCH)) { if (labs(pp->loz - pp->hiz) >= PLAYER_STANDING_ROOM) { RESET(pp->Flags, PF_CRAWLING); DoPlayerBeginRun(pp); return; } } if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_CURRENT)) { DoPlayerCurrent(pp); } // Move around DoPlayerMove(pp); if (pp->WadeDepth > PLAYER_CRAWL_WADE_DEPTH) { RESET(pp->Flags, PF_CRAWLING); DoPlayerBeginRun(pp); return; } if (!TEST(pp->Flags, PF_PLAYER_MOVED)) { NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Crawl); } // If the floor is far below you, fall hard instead of adjusting height //if (labs(pp->posz - pp->loz) > PLAYER_CRAWL_HEIGHT + PLAYER_FALL_HEIGHT) if (PlayerFallTest(pp, PLAYER_CRAWL_HEIGHT)) { pp->jump_speed = Z(1); //pp->posz -= PLAYER_HEIGHT - PLAYER_CRAWL_HEIGHT; RESET(pp->Flags, PF_CRAWLING); DoPlayerBeginFall(pp); // call PlayerFall now seems to iron out a hitch before falling DoPlayerFall(pp); return; } if (pp->cursectnum >= 0 && TEST(sector[pp->cursectnum].extra, SECTFX_DYNAMIC_AREA)) { pp->posz = pp->loz - PLAYER_CRAWL_HEIGHT; } DoPlayerBob(pp); DoPlayerCrawlHeight(pp); } void DoPlayerBeginFly(PLAYERp pp) { // USERp u = User[pp->PlayerSprite]; RESET(pp->Flags, PF_FALLING | PF_JUMPING | PF_CRAWLING); SET(pp->Flags, PF_FLYING); pp->friction = PLAYER_FLY_FRICTION; pp->floor_dist = PLAYER_RUN_FLOOR_DIST; pp->ceiling_dist = PLAYER_RUN_CEILING_DIST; pp->DoPlayerAction = DoPlayerFly; pp->z_speed = -Z(10); pp->jump_speed = 0; pp->bob_amt = 0; pp->bob_ndx = 1024; ///DamageData[u->WeaponNum].Init(pp); NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaFly); } int GetSinNdx(int range, int bob_amt) { int amt; amt = Z(512) / range; return bob_amt * amt; } void PlayerWarpUpdatePos(PLAYERp pp) { if (Prediction) return; pp->oposx = pp->posx; pp->oposy = pp->posy; pp->oposz = pp->posz; DoPlayerZrange(pp); UpdatePlayerSprite(pp); } bool PlayerCeilingHit(PLAYERp pp, int zlimit) { if (pp->posz < zlimit) { return true; } return false; } bool PlayerFloorHit(PLAYERp pp, int zlimit) { if (pp->posz > zlimit) { return true; } return false; } void DoPlayerFly(PLAYERp pp) { if (pp->cursectnum >= 0 && SectorIsUnderwaterArea(pp->cursectnum)) { DoPlayerBeginDiveNoWarp(pp); return; } if (pp->input.actions & SB_CROUCH) { pp->z_speed += PLAYER_FLY_INC; if (pp->z_speed > PLAYER_FLY_MAX_SPEED) pp->z_speed = PLAYER_FLY_MAX_SPEED; } if (pp->input.actions & SB_JUMP) { pp->z_speed -= PLAYER_FLY_INC; if (pp->z_speed < -PLAYER_FLY_MAX_SPEED) pp->z_speed = -PLAYER_FLY_MAX_SPEED; } pp->z_speed = mulscale16(pp->z_speed, 58000); pp->posz += pp->z_speed; // Make the min distance from the ceiling/floor match bobbing amount // so the player never goes into the ceiling/floor // Only get so close to the ceiling if (PlayerCeilingHit(pp, pp->hiz + PLAYER_FLY_BOB_AMT + Z(8))) { pp->posz = pp->hiz + PLAYER_FLY_BOB_AMT + Z(8); pp->z_speed = 0; } // Only get so close to the floor if (PlayerFloorHit(pp, pp->loz - PLAYER_HEIGHT - PLAYER_FLY_BOB_AMT)) { pp->posz = pp->loz - PLAYER_HEIGHT - PLAYER_FLY_BOB_AMT; pp->z_speed = 0; } if (PlayerFlyKey()) { RESET(pp->Flags, PF_FLYING); pp->bob_amt = 0; pp->bob_ndx = 0; DoPlayerBeginFall(pp); DoPlayerFall(pp); return; } DoPlayerMove(pp); } SPRITEp FindNearSprite(SPRITEp sp, short stat) { int fs; int dist, near_dist = 15000; SPRITEp fp, near_fp = NULL; StatIterator it(stat); while ((fs = it.NextIndex()) >= 0) { fp = &sprite[fs]; dist = Distance(sp->x, sp->y, fp->x, fp->y); if (dist < near_dist) { near_dist = dist; near_fp = fp; } } return near_fp; } bool PlayerOnLadder(PLAYERp pp) { short sec, wal, spr; int dist, nx, ny; unsigned i; SPRITEp lsp; hitdata_t hitinfo; int dir; int neartaghitdist; short neartagsector, neartagwall, neartagsprite; static short angles[] = { 30, -30 }; if (Prediction) return false; neartag(pp->posx, pp->posy, pp->posz, pp->cursectnum, pp->angle.ang.asbuild(), &neartagsector, &neartagwall, &neartagsprite, &neartaghitdist, 1024L+768L, NTAG_SEARCH_LO_HI, NULL); dir = DOT_PRODUCT_2D(pp->xvect, pp->yvect, sintable[NORM_ANGLE(pp->angle.ang.asbuild()+512)], sintable[pp->angle.ang.asbuild()]); if (dir < 0) return false; if (neartagwall < 0 || wall[neartagwall].lotag != TAG_WALL_CLIMB) return false; for (i = 0; i < SIZ(angles); i++) { neartag(pp->posx, pp->posy, pp->posz, pp->cursectnum, NORM_ANGLE(pp->angle.ang.asbuild() + angles[i]), &sec, &wal, &spr, &dist, 600L, NTAG_SEARCH_LO_HI, NULL); if (wal < 0 || dist < 100 || wall[wal].lotag != TAG_WALL_CLIMB) return false; FAFhitscan(pp->posx, pp->posy, pp->posz, pp->cursectnum, sintable[NORM_ANGLE(pp->angle.ang.asbuild() + angles[i] + 512)], sintable[NORM_ANGLE(pp->angle.ang.asbuild() + angles[i])], 0, &hitinfo, CLIPMASK_MISSILE); dist = DIST(pp->posx, pp->posy, hitinfo.pos.x, hitinfo.pos.y); if (hitinfo.sprite >= 0) { // if the sprite blocking you hit is not a wall sprite there is something between // you and the ladder if (TEST(sprite[hitinfo.sprite].cstat, CSTAT_SPRITE_BLOCK) && !TEST(sprite[hitinfo.sprite].cstat, CSTAT_SPRITE_ALIGNMENT_WALL)) { return false; } } else { // if you hit a wall and it is not a climb wall - forget it if (hitinfo.wall >= 0 && wall[hitinfo.wall].lotag != TAG_WALL_CLIMB) return false; } } lsp = FindNearSprite(pp->SpriteP, STAT_CLIMB_MARKER); if (!lsp) return false; // determine where the player is supposed to be in relation to the ladder // move out in front of the ladder nx = MOVEx(100, lsp->ang); ny = MOVEy(100, lsp->ang); // set angle player is supposed to face. pp->LadderAngle = NORM_ANGLE(lsp->ang + 1024); #if DEBUG if (wall[wal].nextsector < 0) { I_Error("Take out white wall ladder x = %d, y = %d",wall[wal].x, wall[wal].y); } #endif pp->LadderSector = wall[wal].nextsector; //DSPRINTF(ds, "Ladder Sector %d", pp->LadderSector); MONO_PRINT(ds); // set players "view" distance from the ladder - needs to be farther than // the sprite pp->lx = lsp->x + nx * 5; pp->ly = lsp->y + ny * 5; pp->angle.settarget(pp->LadderAngle); return true; } bool DoPlayerTestCrawl(PLAYERp pp) { if (labs(pp->loz - pp->hiz) < PLAYER_STANDING_ROOM) return true; return false; } int PlayerInDiveArea(PLAYERp pp) { SECTORp sectp; if (pp->lo_sectp) { //!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! //Attention: This changed on 07/29/97 //!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! sectp = §or[pp->cursectnum]; //sectp = pp->lo_sectp; } else return false; if (TEST(sectp->extra, SECTFX_DIVE_AREA)) { CheckFootPrints(pp); return true; } return false; } int PlayerCanDive(PLAYERp pp) { if (Prediction) return false; // Crawl - check for diving if ((pp->input.actions & SB_CROUCH) || pp->jump_speed > 0) { if (PlayerInDiveArea(pp)) { pp->posz += Z(20); pp->z_speed = Z(20); pp->jump_speed = 0; if (pp->posz > pp->loz - Z(pp->WadeDepth) - Z(2)) { DoPlayerBeginDive(pp); } return true; } } return false; } int PlayerCanDiveNoWarp(PLAYERp pp) { if (Prediction) return false; // check for diving if (pp->jump_speed > 1400) { if (FAF_ConnectArea(pp->cursectnum)) { short sectnum = pp->cursectnum; updatesectorz(pp->posx, pp->posy, SPRITEp_BOS(pp->SpriteP), §num); if (sectnum >= 0 && SectorIsUnderwaterArea(sectnum)) { pp->cursectnum = sectnum; pp->posz = sector[sectnum].ceilingz; pp->posz += Z(20); pp->z_speed = Z(20); pp->jump_speed = 0; PlaySound(DIGI_SPLASH1, pp, v3df_dontpan); DoPlayerBeginDiveNoWarp(pp); return true; } } } return false; } int GetOverlapSector(int x, int y, short *over, short *under) { int i, found = 0; short sf[2]= {0,0}; // sectors found if ((SectUser[*under] && SectUser[*under]->number >= 30000) || (SectUser[*over] && SectUser[*over]->number >= 30000)) return GetOverlapSector2(x,y,over,under); // instead of check ALL sectors, just check the two most likely first if (inside(x, y, *over)) { sf[found] = *over; found++; } if (inside(x, y, *under)) { sf[found] = *under; found++; } // if nothing was found, check them all if (found == 0) { for (found = 0, i = 0; i < numsectors; i++) { if (inside(x, y, i)) { sf[found] = i; found++; PRODUCTION_ASSERT(found <= 2); } } } if (!found) { I_Error("GetOverlapSector x = %d, y = %d, over %d, under %d", x, y, *over, *under); } PRODUCTION_ASSERT(found != 0); PRODUCTION_ASSERT(found <= 2); // the are overlaping - check the z coord if (found == 2) { if (sector[sf[0]].floorz > sector[sf[1]].floorz) { *under = sf[0]; *over = sf[1]; } else { *under = sf[1]; *over = sf[0]; } } else // the are NOT overlaping { *over = sf[0]; *under = -1; } return found; } int GetOverlapSector2(int x, int y, short *over, short *under) { int i, found = 0; short sf[2]= {0,0}; // sectors found unsigned stat; static short UnderStatList[] = {STAT_UNDERWATER, STAT_UNDERWATER2}; // NOTE: For certain heavily overlapped areas in $seabase this is a better // method. // instead of check ALL sectors, just check the two most likely first if (inside(x, y, *over)) { sf[found] = *over; found++; } if (inside(x, y, *under)) { sf[found] = *under; found++; } // if nothing was found, check them all if (found == 0) { StatIterator it(STAT_DIVE_AREA); while ((i = it.NextIndex()) >= 0) { if (inside(x, y, sprite[i].sectnum)) { sf[found] = sprite[i].sectnum; found++; PRODUCTION_ASSERT(found <= 2); } } for (stat = 0; stat < SIZ(UnderStatList); stat++) { it.Reset(UnderStatList[stat]); while ((i = it.NextIndex()) >= 0) { // ignore underwater areas with lotag of 0 if (sprite[i].lotag == 0) continue; if (inside(x, y, sprite[i].sectnum)) { sf[found] = sprite[i].sectnum; found++; PRODUCTION_ASSERT(found <= 2); } } } } if (!found) { I_Error("GetOverlapSector x = %d, y = %d, over %d, under %d", x, y, *over, *under); } PRODUCTION_ASSERT(found != 0); PRODUCTION_ASSERT(found <= 2); // the are overlaping - check the z coord if (found == 2) { if (sector[sf[0]].floorz > sector[sf[1]].floorz) { *under = sf[0]; *over = sf[1]; } else { *under = sf[1]; *over = sf[0]; } } else // the are NOT overlaping { *over = sf[0]; *under = -1; } return found; } void DoPlayerWarpToUnderwater(PLAYERp pp) { USERp u = User[pp->PlayerSprite]; int i; SECT_USERp sectu = SectUser[pp->cursectnum]; SPRITEp under_sp = NULL, over_sp = NULL; bool Found = false; short over, under; if (Prediction) return; // search for DIVE_AREA "over" sprite for reference point StatIterator it(STAT_DIVE_AREA); while ((i = it.NextIndex()) >= 0) { over_sp = &sprite[i]; if (TEST(sector[over_sp->sectnum].extra, SECTFX_DIVE_AREA) && SectUser[over_sp->sectnum] && SectUser[over_sp->sectnum]->number == sectu->number) { Found = true; break; } } PRODUCTION_ASSERT(Found == true); Found = false; // search for UNDERWATER "under" sprite for reference point it.Reset(STAT_UNDERWATER); while ((i = it.NextIndex()) >= 0) { under_sp = &sprite[i]; if (TEST(sector[under_sp->sectnum].extra, SECTFX_UNDERWATER) && SectUser[under_sp->sectnum] && SectUser[under_sp->sectnum]->number == sectu->number) { Found = true; break; } } PRODUCTION_ASSERT(Found == true); // get the offset from the sprite u->sx = over_sp->x - pp->posx; u->sy = over_sp->y - pp->posy; // update to the new x y position pp->posx = under_sp->x - u->sx; pp->posy = under_sp->y - u->sy; over = over_sp->sectnum; under = under_sp->sectnum; if (GetOverlapSector(pp->posx, pp->posy, &over, &under) == 2) { pp->cursectnum = under; } else pp->cursectnum = over; pp->posz = sector[under_sp->sectnum].ceilingz + Z(6); pp->oposx = pp->posx; pp->oposy = pp->posy; pp->oposz = pp->posz; DoPlayerZrange(pp); return; } void DoPlayerWarpToSurface(PLAYERp pp) { USERp u = User[pp->PlayerSprite]; int i; SECT_USERp sectu = SectUser[pp->cursectnum]; short over, under; SPRITEp under_sp = NULL, over_sp = NULL; bool Found = false; if (Prediction) return; // search for UNDERWATER "under" sprite for reference point StatIterator it(STAT_UNDERWATER); while ((i = it.NextIndex()) >= 0) { under_sp = &sprite[i]; if (TEST(sector[under_sp->sectnum].extra, SECTFX_UNDERWATER) && SectUser[under_sp->sectnum] && SectUser[under_sp->sectnum]->number == sectu->number) { Found = true; break; } } PRODUCTION_ASSERT(Found == true); Found = false; // search for DIVE_AREA "over" sprite for reference point it.Reset(STAT_DIVE_AREA); while ((i = it.NextIndex()) >= 0) { over_sp = &sprite[i]; if (TEST(sector[over_sp->sectnum].extra, SECTFX_DIVE_AREA) && SectUser[over_sp->sectnum] && SectUser[over_sp->sectnum]->number == sectu->number) { Found = true; break; } } PRODUCTION_ASSERT(Found == true); // get the offset from the under sprite u->sx = under_sp->x - pp->posx; u->sy = under_sp->y - pp->posy; // update to the new x y position pp->posx = over_sp->x - u->sx; pp->posy = over_sp->y - u->sy; over = over_sp->sectnum; under = under_sp->sectnum; if (GetOverlapSector(pp->posx, pp->posy, &over, &under)) { pp->cursectnum = over; } pp->posz = sector[over_sp->sectnum].floorz - Z(2); // set z range and wade depth so we know how high to set view DoPlayerZrange(pp); DoPlayerSetWadeDepth(pp); pp->posz -= Z(pp->WadeDepth); pp->oposx = pp->posx; pp->oposy = pp->posy; pp->oposz = pp->posz; return; } #if 1 void DoPlayerDivePalette(PLAYERp pp) { if (pp != Player + screenpeek) return; if ((pp->DeathType == PLAYER_DEATH_DROWN || TEST((Player+screenpeek)->Flags, PF_DIVING)) && !TEST(pp->Flags, PF_DIVING_IN_LAVA)) { SetFadeAmt(pp,-1005,210); // Dive color , org color 208 } else { // Put it all back to normal if (pp->StartColor == 210) { videoFadePalette(0,0,0,0); pp->FadeAmt = 0; } } } #endif void DoPlayerBeginDive(PLAYERp pp) { SPRITEp sp = &sprite[pp->PlayerSprite]; USERp u = User[pp->PlayerSprite]; if (Prediction) return; if (pp->Bloody) pp->Bloody = false; // Water washes away the blood SET(pp->Flags, PF_DIVING); DoPlayerDivePalette(pp); DoPlayerNightVisionPalette(pp); if (pp == Player + screenpeek) { COVER_SetReverb(140); // Underwater echo pp->Reverb = 140; } SpawnSplash(pp->PlayerSprite); DoPlayerWarpToUnderwater(pp); OperateTripTrigger(pp); RESET(pp->Flags, PF_JUMPING | PF_FALLING); RESET(pp->Flags, PF_CRAWLING); RESET(pp->Flags, PF_LOCK_CRAWL); pp->friction = PLAYER_DIVE_FRICTION; pp->ceiling_dist = PLAYER_DIVE_CEILING_DIST; pp->floor_dist = PLAYER_DIVE_FLOOR_DIST; SET(sp->cstat, CSTAT_SPRITE_YCENTER); pp->DoPlayerAction = DoPlayerDive; //pp->z_speed = 0; pp->DiveTics = PLAYER_DIVE_TIME; pp->DiveDamageTics = 0; DoPlayerMove(pp); // needs to be called to reset the pp->loz/hiz variable ///DamageData[u->WeaponNum].Init(pp); NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Dive); DoPlayerDive(pp); } void DoPlayerBeginDiveNoWarp(PLAYERp pp) { SPRITEp sp = &sprite[pp->PlayerSprite]; USERp u = User[pp->PlayerSprite]; if (Prediction) return; if (pp->cursectnum < 0 || !SectorIsUnderwaterArea(pp->cursectnum)) return; if (pp->Bloody) pp->Bloody = false; // Water washes away the blood if (pp == Player + screenpeek) { COVER_SetReverb(140); // Underwater echo pp->Reverb = 140; } CheckFootPrints(pp); if (TEST(pp->lo_sectp->extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA) { SET(pp->Flags, PF_DIVING_IN_LAVA); u->DamageTics = 0; } SET(pp->Flags, PF_DIVING); DoPlayerDivePalette(pp); DoPlayerNightVisionPalette(pp); RESET(pp->Flags, PF_JUMPING | PF_FALLING); pp->friction = PLAYER_DIVE_FRICTION; pp->ceiling_dist = PLAYER_DIVE_CEILING_DIST; pp->floor_dist = PLAYER_DIVE_FLOOR_DIST; SET(sp->cstat, CSTAT_SPRITE_YCENTER); pp->DoPlayerAction = DoPlayerDive; pp->z_speed = 0; pp->DiveTics = PLAYER_DIVE_TIME; pp->DiveDamageTics = 0; DoPlayerMove(pp); // needs to be called to reset the pp->loz/hiz variable ///DamageData[u->WeaponNum].Init(pp); NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Dive); DoPlayerDive(pp); } void DoPlayerStopDiveNoWarp(PLAYERp pp) { if (Prediction) return; StopPlayerSound(pp); // stop diving no warp PlayerSound(DIGI_SURFACE, v3df_dontpan|v3df_follow|v3df_doppler,pp); pp->bob_amt = 0; RESET(pp->Flags, PF_DIVING|PF_DIVING_IN_LAVA); DoPlayerDivePalette(pp); DoPlayerNightVisionPalette(pp); RESET(pp->SpriteP->cstat, CSTAT_SPRITE_YCENTER); if (pp == Player + screenpeek) { COVER_SetReverb(0); pp->Reverb = 0; } DoPlayerZrange(pp); } void DoPlayerStopDive(PLAYERp pp) { SPRITEp sp = &sprite[pp->PlayerSprite]; if (Prediction) return; StopPlayerSound(pp); // stop diving with warp PlayerSound(DIGI_SURFACE, v3df_dontpan|v3df_follow|v3df_doppler,pp); pp->bob_amt = 0; DoPlayerWarpToSurface(pp); DoPlayerBeginWade(pp); RESET(pp->Flags, PF_DIVING|PF_DIVING_IN_LAVA); DoPlayerDivePalette(pp); DoPlayerNightVisionPalette(pp); RESET(sp->cstat, CSTAT_SPRITE_YCENTER); if (pp == Player + screenpeek) { COVER_SetReverb(0); pp->Reverb = 0; } } void DoPlayerDiveMeter(PLAYERp pp) { short color=0,metertics,meterunit; int y; if (NoMeters) return; // Don't draw bar from other players if (pp != Player+myconnectindex) return; if (!TEST(pp->Flags, PF_DIVING|PF_DIVING_IN_LAVA)) return; meterunit = PLAYER_DIVE_TIME / 30; if (meterunit > 0) metertics = pp->DiveTics / meterunit; else return; if (metertics <= 0 && !TEST(pp->Flags, PF_DIVING|PF_DIVING_IN_LAVA)) { return; } if (metertics <= 0) return; if (numplayers < 2) y = 10; else if (numplayers >=2 && numplayers <= 4) y = 20; else y = 30; if (metertics <= 12 && metertics > 6) color = 20; else if (metertics <= 6) color = 25; else color = 22; DrawTexture(twod, tileGetTexture(5408, true), 208, y, DTA_FullscreenScale, FSMode_Fit320x200, DTA_CenterOffsetRel, true, DTA_TranslationIndex, TRANSLATION(Translation_Remap, 1), TAG_DONE); DrawTexture(twod, tileGetTexture(5406 - metertics, true), 265, y, DTA_FullscreenScale, FSMode_Fit320x200, DTA_CenterOffsetRel, true, DTA_TranslationIndex, TRANSLATION(Translation_Remap, color), TAG_DONE); } void DoPlayerDive(PLAYERp pp) { USERp u = User[pp->PlayerSprite]; SECT_USERp sectu = SectUser[pp->cursectnum]; // whenever your view is not in a water area if (pp->cursectnum < 0 || !SectorIsUnderwaterArea(pp->cursectnum)) { DoPlayerStopDiveNoWarp(pp); DoPlayerBeginRun(pp); return; } if ((pp->DiveTics -= synctics) < 0) { if ((pp->DiveDamageTics -= synctics) < 0) { pp->DiveDamageTics = PLAYER_DIVE_DAMAGE_TIME; //PlayerUpdateHealth(pp, PLAYER_DIVE_DAMAGE_AMOUNT); PlayerSound(DIGI_WANGDROWNING, v3df_dontpan|v3df_follow, pp); PlayerUpdateHealth(pp, -3 -(RANDOM_RANGE(7<<8)>>8)); PlayerCheckDeath(pp, -1); if (TEST(pp->Flags, PF_DEAD)) return; } } // underwater current if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_CURRENT)) { DoPlayerCurrent(pp); } // while diving in lava // every DamageTics time take some damage if (TEST(pp->Flags, PF_DIVING_IN_LAVA)) { if ((u->DamageTics -= synctics) < 0) { u->DamageTics = 30; // !JIM! Was DAMAGE_TIME PlayerUpdateHealth(pp, -40); } } if (pp->input.actions & SB_CROUCH) { pp->z_speed += PLAYER_DIVE_INC; if (pp->z_speed > PLAYER_DIVE_MAX_SPEED) pp->z_speed = PLAYER_DIVE_MAX_SPEED; } if (pp->input.actions & SB_JUMP) { pp->z_speed -= PLAYER_DIVE_INC; if (pp->z_speed < -PLAYER_DIVE_MAX_SPEED) pp->z_speed = -PLAYER_DIVE_MAX_SPEED; } pp->z_speed = mulscale16(pp->z_speed, 58000); if (labs(pp->z_speed) < 16) pp->z_speed = 0; pp->posz += pp->z_speed; if (pp->z_speed < 0 && FAF_ConnectArea(pp->cursectnum)) { if (pp->posz < sector[pp->cursectnum].ceilingz + Z(10)) { short sectnum = pp->cursectnum; // check for sector above to see if it is an underwater sector also updatesectorz(pp->posx, pp->posy, sector[pp->cursectnum].ceilingz - Z(8), §num); if (sectnum >= 0 && !SectorIsUnderwaterArea(sectnum)) { // if not underwater sector we must surface // force into above sector pp->posz = sector[pp->cursectnum].ceilingz - Z(8); pp->cursectnum = sectnum; DoPlayerStopDiveNoWarp(pp); DoPlayerBeginRun(pp); return; } } } // Only get so close to the ceiling // if its a dive sector without a match or a UNDER2 sector with CANT_SURFACE set if (sectu && (sectu->number == 0 || TEST(sectu->flags, SECTFU_CANT_SURFACE))) { // for room over room water the hiz will be the top rooms ceiling if (pp->posz < pp->hiz + pp->ceiling_dist) { pp->posz = pp->hiz + pp->ceiling_dist; } } else { // close to a warping sector - stop diveing with a warp to surface // !JIM! FRANK - I added !pp->hi_sp so that you don't warp to surface when // there is a sprite above you since getzrange returns a hiz < ceiling height // if you are clipping into a sprite and not the ceiling. if (pp->posz < pp->hiz + Z(4) && !pp->hi_sp) { DoPlayerStopDive(pp); return; } } // Only get so close to the floor if (pp->posz >= pp->loz - PLAYER_DIVE_HEIGHT) { pp->posz = pp->loz - PLAYER_DIVE_HEIGHT; } // make player bob if sitting still if (!PLAYER_MOVING(pp) && pp->z_speed == 0 && pp->up_speed == 0) { DoPlayerSpriteBob(pp, PLAYER_DIVE_HEIGHT, PLAYER_DIVE_BOB_AMT, 3); } // player is moving else { // if bob_amt is approx 0 if (labs(pp->bob_amt) < Z(1)) { pp->bob_amt = 0; pp->bob_ndx = 0; } // else keep bobbing until its back close to 0 else { DoPlayerSpriteBob(pp, PLAYER_DIVE_HEIGHT, PLAYER_DIVE_BOB_AMT, 3); } } // Reverse bobbing when getting close to the floor if (pp->posz + pp->bob_amt >= pp->loz - PLAYER_DIVE_HEIGHT) { pp->bob_ndx = NORM_ANGLE(pp->bob_ndx + ((1024 + 512) - pp->bob_ndx) * 2); DoPlayerSpriteBob(pp, PLAYER_DIVE_HEIGHT, PLAYER_DIVE_BOB_AMT, 3); } // Reverse bobbing when getting close to the ceiling if (pp->posz + pp->bob_amt < pp->hiz + pp->ceiling_dist) { pp->bob_ndx = NORM_ANGLE(pp->bob_ndx + ((512) - pp->bob_ndx) * 2); DoPlayerSpriteBob(pp, PLAYER_DIVE_HEIGHT, PLAYER_DIVE_BOB_AMT, 3); } DoPlayerMove(pp); // Random bubble sounds // if((RANDOM_RANGE(1000<<5)>>5) < 100) // PlaySound(DIGI_BUBBLES, pp, v3df_dontpan|v3df_follow); if ((!Prediction && pp->z_speed && ((RANDOM_P2(1024<<5)>>5) < 64)) || (PLAYER_MOVING(pp) && (RANDOM_P2(1024<<5)>>5) < 64)) { short bubble; SPRITEp bp; int nx,ny; PlaySound(DIGI_BUBBLES, pp, v3df_none); bubble = SpawnBubble(pp->SpriteP - sprite); if (bubble >= 0) { bp = &sprite[bubble]; // back it up a bit to get it out of your face nx = MOVEx((128+64), NORM_ANGLE(bp->ang + 1024)); ny = MOVEy((128+64), NORM_ANGLE(bp->ang + 1024)); move_sprite(bubble, nx, ny, 0L, u->ceiling_dist, u->floor_dist, 0, synctics); } } } int DoPlayerTestPlaxDeath(PLAYERp pp) { USERp u = User[pp->PlayerSprite]; // landed on a paralax floor if (pp->lo_sectp && TEST(pp->lo_sectp->floorstat, FLOOR_STAT_PLAX)) { PlayerUpdateHealth(pp, -u->Health); PlayerCheckDeath(pp, -1); return true; } return false; } void DoPlayerCurrent(PLAYERp pp) { int xvect, yvect; SECT_USERp sectu = SectUser[pp->cursectnum]; int push_ret; if (!sectu) return; xvect = sectu->speed * synctics * (int) sintable[NORM_ANGLE(sectu->ang + 512)] >> 4; yvect = sectu->speed * synctics * (int) sintable[sectu->ang] >> 4; push_ret = pushmove((vec3_t *)pp, &pp->cursectnum, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER); if (push_ret < 0) { if (!TEST(pp->Flags, PF_DEAD)) { USERp u = User[pp->PlayerSprite]; PlayerUpdateHealth(pp, -u->Health); // Make sure he dies! PlayerCheckDeath(pp, -1); if (TEST(pp->Flags, PF_DEAD)) return; } return; } clipmove((vec3_t *)pp, &pp->cursectnum, xvect, yvect, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER); PlayerCheckValidMove(pp); pushmove((vec3_t *)pp, &pp->cursectnum, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER); if (push_ret < 0) { if (!TEST(pp->Flags, PF_DEAD)) { USERp u = User[pp->PlayerSprite]; PlayerUpdateHealth(pp, -u->Health); // Make sure he dies! PlayerCheckDeath(pp, -1); if (TEST(pp->Flags, PF_DEAD)) return; } return; } } void DoPlayerFireOutWater(PLAYERp pp) { USERp u = User[pp->PlayerSprite]; if (Prediction) return; if (pp->WadeDepth > 20) { if (u->flame >= 0) SetSuicide(u->flame); u->flame = -2; } } void DoPlayerFireOutDeath(PLAYERp pp) { USERp u = User[pp->PlayerSprite]; if (Prediction) return; if (u->flame >= 0) SetSuicide(u->flame); u->flame = -2; } void DoPlayerBeginWade(PLAYERp pp) { USERp u = User[pp->PlayerSprite]; // landed on a paralax floor? if (DoPlayerTestPlaxDeath(pp)) return; RESET(pp->Flags, PF_JUMPING | PF_FALLING); RESET(pp->Flags, PF_CRAWLING); pp->friction = PLAYER_WADE_FRICTION; pp->floor_dist = PLAYER_WADE_FLOOR_DIST; pp->ceiling_dist = PLAYER_WADE_CEILING_DIST; pp->DoPlayerAction = DoPlayerWade; DoPlayerFireOutWater(pp); if (pp->jump_speed > 100) SpawnSplash(pp->PlayerSprite); // fix it so that you won't go under water unless you hit the water at a // certain speed if (pp->jump_speed > 0 && pp->jump_speed < 1300) pp->jump_speed = 0; ASSERT(u->ActorActionSet->Run); NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run); } void DoPlayerWade(PLAYERp pp) { USERp u = User[pp->PlayerSprite]; DoPlayerFireOutWater(pp); if (DebugOperate) { if (pp->input.actions & SB_OPEN) { if (pp->KeyPressBits & SB_OPEN) { if (TEST(sector[pp->cursectnum].extra, SECTFX_OPERATIONAL)) { pp->KeyPressBits &= ~SB_OPEN; DoPlayerBeginOperate(pp); pp->bob_amt = 0; pp->bob_ndx = 0; return; } } } else { pp->KeyPressBits |= SB_OPEN; } } // Crawl if in small area automatically if (DoPlayerTestCrawl(pp) && pp->WadeDepth <= PLAYER_CRAWL_WADE_DEPTH) { DoPlayerBeginCrawl(pp); return; } // Crawl Commanded if ((pp->input.actions & SB_CROUCH) && pp->WadeDepth <= PLAYER_CRAWL_WADE_DEPTH) { DoPlayerBeginCrawl(pp); return; } if (pp->input.actions & SB_JUMP) { if (pp->KeyPressBits & SB_JUMP) { pp->KeyPressBits &= ~SB_JUMP; //DoPlayerHeight(pp); //DoPlayerHeight(pp); //DoPlayerHeight(pp); //DoPlayerHeight(pp); DoPlayerBeginJump(pp); pp->bob_amt = 0; pp->bob_ndx = 0; return; } } else { pp->KeyPressBits |= SB_JUMP; } if (PlayerFlyKey()) { DoPlayerBeginFly(pp); pp->bob_amt = 0; pp->bob_ndx = 0; return; } // If moving forward and tag is a ladder start climbing if (PlayerOnLadder(pp)) { DoPlayerBeginClimb(pp); return; } if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_CURRENT)) { DoPlayerCurrent(pp); } // Move about DoPlayerMove(pp); if (TEST(pp->Flags, PF_PLAYER_MOVED)) { if (u->Rot != u->ActorActionSet->Run) NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run); } else { if (u->Rot != u->ActorActionSet->Stand) NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Stand); } // If the floor is far below you, fall hard instead of adjusting height if (labs(pp->posz - pp->loz) > PLAYER_HEIGHT + PLAYER_FALL_HEIGHT) { pp->jump_speed = Z(1); DoPlayerBeginFall(pp); // call PlayerFall now seems to iron out a hitch before falling DoPlayerFall(pp); return; } if (PlayerCanDive(pp)) { pp->bob_amt = 0; pp->bob_ndx = 0; return; } // If the floor is far below you, fall hard instead of adjusting height if (labs(pp->posz - pp->loz) > PLAYER_HEIGHT + PLAYER_FALL_HEIGHT) { pp->jump_speed = Z(1); DoPlayerBeginFall(pp); // call PlayerFall now seems to iron out a hitch before falling DoPlayerFall(pp); pp->bob_amt = 0; pp->bob_ndx = 0; return; } DoPlayerBob(pp); // Adjust height moving up and down sectors DoPlayerHeight(pp); if (!pp->WadeDepth) { DoPlayerBeginRun(pp); return; } } #if 0 void DoPlayerBeginOperateBoat(PLAYERp pp) { USERp u = User[pp->PlayerSprite]; pp->floor_dist = PLAYER_RUN_FLOOR_DIST; pp->ceiling_dist = PLAYER_RUN_CEILING_DIST; pp->DoPlayerAction = DoPlayerOperateBoat; // temporary set to get weapons down if (TEST(pp->sop->flags, SOBJ_HAS_WEAPON)) SET(pp->Flags, PF_WEAPON_DOWN); ///DamageData[u->WeaponNum].Init(pp); ASSERT(u->ActorActionSet->Run); NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run); } #endif void DoPlayerBeginOperateVehicle(PLAYERp pp) { USERp u = User[pp->PlayerSprite]; pp->floor_dist = PLAYER_RUN_FLOOR_DIST; pp->ceiling_dist = PLAYER_RUN_CEILING_DIST; pp->DoPlayerAction = DoPlayerOperateVehicle; // temporary set to get weapons down if (TEST(pp->sop->flags, SOBJ_HAS_WEAPON)) SET(pp->Flags, PF_WEAPON_DOWN); ///DamageData[u->WeaponNum].Init(pp); ASSERT(u->ActorActionSet->Stand); NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Stand); } void DoPlayerBeginOperateTurret(PLAYERp pp) { USERp u = User[pp->PlayerSprite]; pp->floor_dist = PLAYER_RUN_FLOOR_DIST; pp->ceiling_dist = PLAYER_RUN_CEILING_DIST; pp->DoPlayerAction = DoPlayerOperateTurret; // temporary set to get weapons down if (TEST(pp->sop->flags, SOBJ_HAS_WEAPON)) SET(pp->Flags, PF_WEAPON_DOWN); ///DamageData[u->WeaponNum].Init(pp); ASSERT(u->ActorActionSet->Stand); NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Stand); } void FindMainSector(SECTOR_OBJECTp sop) { // find the main sector - only do this once for each sector object if (sop->op_main_sector < 0) { int sx = sop->xmid; int sy = sop->ymid; PlaceSectorObject(sop, MAXSO, MAXSO); // set it to something valid sop->op_main_sector = 0; //COVERupdatesector(sx, sy, &sop->op_main_sector); //updatesectorz(sx, sy, sop->zmid - Z(8), &sop->op_main_sector); updatesectorz(sx, sy, sop->zmid, &sop->op_main_sector); //COVERupdatesector(sx, sy, &sop->op_main_sector); ////DSPRINTF(ds,"main sector %d, zmid %d",sop->op_main_sector, sop->zmid); //MONO_PRINT(ds); PlaceSectorObject(sop, sx, sy); } } void DoPlayerOperateMatch(PLAYERp pp, bool starting) { SPRITEp sp; int i; if (!pp->sop) return; SectIterator it(pp->sop->mid_sector); while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; if (sp->statnum == STAT_ST1 && sp->hitag == SO_DRIVABLE_ATTRIB) { if (starting) { if (SP_TAG5(sp)) DoMatchEverything(pp, SP_TAG5(sp), -1); } else { if (TEST_BOOL2(sp) && SP_TAG5(sp)) DoMatchEverything(pp, SP_TAG5(sp)+1, -1); } break; } } } void DoPlayerBeginOperate(PLAYERp pp) { SECTOR_OBJECTp sop; int cz, fz; int i; sop = PlayerOnObject(pp->cursectnum); // if someone already controlling it if (sop->controller) return; if (TEST(sop->flags, SOBJ_REMOTE_ONLY)) return; if (!sop) { DoPlayerBeginRun(pp); return; } // won't operate - broken if (sop->max_damage != -9999 && sop->max_damage <= 0) { if (pp->InventoryAmount[INVENTORY_REPAIR_KIT]) { UseInventoryRepairKit(pp); sop->max_damage = User[sop->sp_child - sprite]->MaxHealth; VehicleSetSmoke(sop, NULL); RESET(sop->flags, SOBJ_BROKEN); } else { PlayerSound(DIGI_USEBROKENVEHICLE, v3df_follow|v3df_dontpan,pp); return; } } pp->sop = pp->sop_control = sop; sop->controller = pp->SpriteP; pp->angle.oang = pp->angle.ang = buildang(sop->ang); pp->posx = sop->xmid; pp->posy = sop->ymid; COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum); getzsofslope(pp->cursectnum, pp->posx, pp->posy, &cz, &fz); pp->posz = fz - PLAYER_HEIGHT; RESET(pp->Flags, PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL); DoPlayerOperateMatch(pp, true); // look for gun before trying to using it for (i = 0; sop->sp_num[i] != -1; i++) { if (sprite[sop->sp_num[i]].statnum == STAT_SO_SHOOT_POINT) { SET(sop->flags, SOBJ_HAS_WEAPON); break; } } DoPlayerResetMovement(pp); switch (sop->track) { case SO_VEHICLE: if (pp->input.fvel|pp->input.svel) PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND); else PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND); pp->posz = fz - PLAYER_HEIGHT; DoPlayerBeginOperateVehicle(pp); break; case SO_TURRET_MGUN: case SO_TURRET: if (pp->input.avel) PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND); else PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND); pp->posz = fz - PLAYER_HEIGHT; DoPlayerBeginOperateTurret(pp); break; #if 0 case SO_SPEED_BOAT: if (pp->input.fvel|pp->input.svel) PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND); else PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND); pp->posz = fz - PLAYER_HEIGHT; DoPlayerBeginOperateBoat(pp); break; #endif default: return; } } void DoPlayerBeginRemoteOperate(PLAYERp pp, SECTOR_OBJECTp sop) { int cz, fz; int i; short save_sectnum; pp->sop_remote = pp->sop = pp->sop_control = sop; sop->controller = pp->SpriteP; // won't operate - broken if (sop->max_damage != -9999 && sop->max_damage <= 0) { if (pp->InventoryAmount[INVENTORY_REPAIR_KIT]) { UseInventoryRepairKit(pp); sop->max_damage = User[sop->sp_child - sprite]->MaxHealth; VehicleSetSmoke(sop, NULL); RESET(sop->flags, SOBJ_BROKEN); } else { PlayerSound(DIGI_USEBROKENVEHICLE, v3df_follow|v3df_dontpan,pp); return; } } save_sectnum = pp->cursectnum; pp->angle.oang = pp->angle.ang = buildang(sop->ang); pp->posx = sop->xmid; pp->posy = sop->ymid; COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum); getzsofslope(pp->cursectnum, pp->posx, pp->posy, &cz, &fz); pp->posz = fz - PLAYER_HEIGHT; RESET(pp->Flags, PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL); DoPlayerOperateMatch(pp, true); // look for gun before trying to using it for (i = 0; sop->sp_num[i] != -1; i++) { if (sprite[sop->sp_num[i]].statnum == STAT_SO_SHOOT_POINT) { SET(sop->flags, SOBJ_HAS_WEAPON); break; } } DoPlayerResetMovement(pp); PlayerToRemote(pp); PlayerRemoteInit(pp); switch (sop->track) { case SO_VEHICLE: if (pp->input.fvel|pp->input.svel) PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND); else PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND); pp->posz = fz - PLAYER_HEIGHT; DoPlayerBeginOperateVehicle(pp); break; case SO_TURRET_MGUN: case SO_TURRET: if (pp->input.avel) PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND); else PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND); pp->posz = fz - PLAYER_HEIGHT; DoPlayerBeginOperateTurret(pp); break; #if 0 case SO_SPEED_BOAT: if (pp->input.fvel|pp->input.svel) PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND); else PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND); pp->posz = fz - PLAYER_HEIGHT; DoPlayerBeginOperateBoat(pp); break; #endif default: return; } PlayerRemoteReset(pp, save_sectnum); } void PlayerToRemote(PLAYERp pp) { pp->remote.cursectnum = pp->cursectnum; pp->remote.lastcursectnum = pp->lastcursectnum; pp->remote.posx = pp->posx; pp->remote.posy = pp->posy; pp->remote.posz = pp->posz; pp->remote.xvect = pp->xvect; pp->remote.yvect = pp->yvect; pp->remote.oxvect = pp->oxvect; pp->remote.oyvect = pp->oyvect; pp->remote.slide_xvect = pp->slide_xvect; pp->remote.slide_yvect = pp->slide_yvect; } void RemoteToPlayer(PLAYERp pp) { pp->cursectnum = pp->remote.cursectnum; pp->lastcursectnum = pp->remote.lastcursectnum; pp->posx = pp->remote.posx; pp->posy = pp->remote.posy; pp->posz = pp->remote.posz; pp->xvect = pp->remote.xvect; pp->yvect = pp->remote.yvect; pp->oxvect = pp->remote.oxvect; pp->oyvect = pp->remote.oyvect; pp->slide_xvect = pp->remote.slide_xvect; pp->slide_yvect = pp->remote.slide_yvect; } void PlayerRemoteReset(PLAYERp pp, short sectnum) { pp->cursectnum = pp->lastcursectnum = sectnum; pp->posx = pp->remote_sprite->x; pp->posy = pp->remote_sprite->y; pp->posz = sector[sectnum].floorz - PLAYER_HEIGHT; pp->xvect = pp->yvect = pp->oxvect = pp->oyvect = pp->slide_xvect = pp->slide_yvect = 0; UpdatePlayerSprite(pp); } void PlayerRemoteInit(PLAYERp pp) { pp->remote.xvect = 0; pp->remote.yvect = 0; pp->remote.oxvect = 0; pp->remote.oyvect = 0; pp->remote.slide_xvect = 0; pp->remote.slide_yvect = 0; } void DoPlayerStopOperate(PLAYERp pp) { RESET(pp->Flags, PF_WEAPON_DOWN); DoPlayerResetMovement(pp); DoTankTreads(pp); DoPlayerOperateMatch(pp, false); StopSOsound(pp->sop->mid_sector); if (pp->sop_remote) { if (TEST_BOOL1(pp->remote_sprite)) pp->angle.ang = pp->angle.oang = buildang(pp->remote_sprite->ang); else pp->angle.ang = pp->angle.oang = q16ang(gethiq16angle(pp->sop_remote->xmid - pp->posx, pp->sop_remote->ymid - pp->posy)); } if (pp->sop_control) { pp->sop_control->controller = NULL; } pp->sop_control = NULL; pp->sop_riding = NULL; pp->sop_remote = NULL; pp->sop = NULL; DoPlayerBeginRun(pp); } void DoPlayerOperateTurret(PLAYERp pp) { short save_sectnum; if (pp->input.actions & SB_OPEN) { if (pp->KeyPressBits & SB_OPEN) { pp->KeyPressBits &= ~SB_OPEN; DoPlayerStopOperate(pp); return; } } else { pp->KeyPressBits |= SB_OPEN; } if (pp->sop->max_damage != -9999 && pp->sop->max_damage <= 0) { DoPlayerStopOperate(pp); return; } save_sectnum = pp->cursectnum; if (pp->sop_remote) RemoteToPlayer(pp); DoPlayerMoveTurret(pp); if (pp->sop_remote) { PlayerToRemote(pp); PlayerRemoteReset(pp, save_sectnum); } } #if 0 void DoPlayerOperateBoat(PLAYERp pp) { short save_sectnum; if (pp->input.actions & SB_OPEN) { if (pp->KeyPressBits & SB_OPEN) { pp->KeyPressBits &= ~SB_OPEN; DoPlayerStopOperate(pp); return; } } else { pp->KeyPressBits |= SB_OPEN; } if (pp->sop->max_damage != -9999 && pp->sop->max_damage <= 0) { DoPlayerStopOperate(pp); return; } save_sectnum = pp->cursectnum; if (pp->sop_remote) RemoteToPlayer(pp); DoPlayerMoveBoat(pp); if (pp->sop_remote) { PlayerToRemote(pp); PlayerRemoteReset(pp, save_sectnum); } } #endif void DoPlayerOperateVehicle(PLAYERp pp) { short save_sectnum; if (pp->input.actions & SB_OPEN) { if (pp->KeyPressBits & SB_OPEN) { pp->KeyPressBits &= ~SB_OPEN; DoPlayerStopOperate(pp); return; } } else { pp->KeyPressBits |= SB_OPEN; } if (pp->sop->max_damage != -9999 && pp->sop->max_damage <= 0) { DoPlayerStopOperate(pp); return; } save_sectnum = pp->cursectnum; if (pp->sop_remote) RemoteToPlayer(pp); DoPlayerMoveVehicle(pp); if (pp->sop_remote) { PlayerToRemote(pp); PlayerRemoteReset(pp, save_sectnum); } } void DoPlayerDeathJump(PLAYERp pp) { short i; #define PLAYER_DEATH_GRAV 8 // instead of multiplying by synctics, use a loop for greater accuracy for (i = 0; i < synctics; i++) { // adjust jump speed by gravity - if jump speed greater than 0 player // have started falling if ((pp->jump_speed += PLAYER_DEATH_GRAV) > 0) { RESET(pp->Flags, PF_JUMPING); SET(pp->Flags, PF_FALLING); DoPlayerDeathFall(pp); return; } // adjust height by jump speed pp->posz += pp->jump_speed; // if player gets to close the ceiling while jumping //if (pp->posz < pp->hiz + Z(4)) if (PlayerCeilingHit(pp, pp->hiz + Z(4))) { // put player at the ceiling pp->posz = pp->hiz + Z(4); // reverse your speed to falling pp->jump_speed = -pp->jump_speed; // start falling RESET(pp->Flags, PF_JUMPING); SET(pp->Flags, PF_FALLING); DoPlayerDeathFall(pp); return; } } } void DoPlayerDeathFall(PLAYERp pp) { short i; int loz; for (i = 0; i < synctics; i++) { // adjust jump speed by gravity pp->jump_speed += PLAYER_DEATH_GRAV; // adjust player height by jump speed pp->posz += pp->jump_speed; if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_SINK)) { loz = pp->lo_sectp->floorz; } else loz = pp->loz; if (PlayerFloorHit(pp, loz - PLAYER_DEATH_HEIGHT)) //if (pp->posz > loz - PLAYER_DEATH_HEIGHT) { if (loz != pp->loz) SpawnSplash(pp->PlayerSprite); if (RANDOM_RANGE(1000) > 500) PlaySound(DIGI_BODYFALL1, pp, v3df_dontpan); else PlaySound(DIGI_BODYFALL2, pp, v3df_dontpan); pp->posz = loz - PLAYER_DEATH_HEIGHT; RESET(pp->Flags, PF_FALLING); } } } #define MAX_SUICIDE 11 const char *SuicideNote[MAX_SUICIDE] = { "decided to do the graveyard tour.", "had enough and checked out.", "didn't fear the Reaper.", "dialed the 1-800-CYANIDE line.", "wasted himself.", "kicked his own ass.", "went out in blaze of his own glory.", "killed himself before anyone else could.", "needs shooting lessons.", "blew his head off.", "did everyone a favor and offed himself." }; char *KilledPlayerMessage(PLAYERp pp, PLAYERp killer) { #define MAX_KILL_NOTES 16 short rnd = STD_RANDOM_RANGE(MAX_KILL_NOTES); const char *p1 = pp->PlayerName; const char *p2 = killer->PlayerName; if (pp->HitBy == killer->PlayerSprite) { sprintf(ds,"%s was killed by %s.",p1,p2); return ds; } else switch (rnd) { case 0: sprintf(ds,"%s was wasted by %s's %s.",p1,p2,DeathString(pp->HitBy)); return ds; case 1: sprintf(ds,"%s got his ass kicked by %s's %s.",p1,p2,DeathString(pp->HitBy)); return ds; case 2: sprintf(ds,"%s bows down before the mighty power of %s.",p1,p2); return ds; case 3: sprintf(ds,"%s was killed by %s's %s.",p1,p2,DeathString(pp->HitBy)); return ds; case 4: sprintf(ds,"%s got slapped down hard by %s's %s.",p1,p2,DeathString(pp->HitBy)); return ds; case 5: sprintf(ds,"%s got on his knees before %s.",p1,p2); return ds; case 6: sprintf(ds,"%s was totally out classed by %s's %s.",p1,p2,DeathString(pp->HitBy)); return ds; case 7: sprintf(ds,"%s got chewed apart by %s's %s.",p1,p2,DeathString(pp->HitBy)); return ds; case 8: sprintf(ds,"%s was retired by %s's %s.",p1,p2,DeathString(pp->HitBy)); return ds; case 9: sprintf(ds,"%s was greased by %s's %s.",p1,p2,DeathString(pp->HitBy)); return ds; case 10: sprintf(ds,"%s was humbled lower than dirt by %s.",p1,p2); return ds; case 11: sprintf(ds,"%s beats %s like a red headed step child.",p2,p1); return ds; case 12: sprintf(ds,"%s begs for mercy as %s terminates him with extreme prejudice.",p1,p2); return ds; case 13: sprintf(ds,"%s falls before the superior skills of %s.",p1,p2); return ds; case 14: sprintf(ds,"%s gives %s a beating he'll never forget.",p2,p1); return ds; case 15: sprintf(ds,"%s puts the Smack Dab on %s with his %s.",p2,p1,DeathString(pp->HitBy)); return ds; } return NULL; }; void DoPlayerDeathMessage(PLAYERp pp, PLAYERp killer) { int pnum; bool SEND_OK = false; killer->KilledPlayer[pp-Player]++; if (pp == killer && pp == Player + myconnectindex) { sprintf(ds,"%s %s",pp->PlayerName,SuicideNote[STD_RANDOM_RANGE(MAX_SUICIDE)]); SEND_OK = true; } else // I am being killed if (killer == Player + myconnectindex) { sprintf(ds,"%s",KilledPlayerMessage(pp,killer)); SEND_OK = true; } if (SEND_OK) { TRAVERSE_CONNECT(pnum) { if (pnum == myconnectindex) Printf(PRINT_NOTIFY|PRINT_TEAMCHAT, "%s\n", ds); else SW_SendMessage(pnum, ds); } } } enum { PLAYER_DEATH_HORIZ_UP_VALUE = 65, PLAYER_DEATH_HORIZ_JUMP_VALUE = 50, PLAYER_DEATH_HORIZ_FALL_VALUE = -50 }; void DoPlayerBeginDie(PLAYERp pp) { extern bool ReloadPrompt; short bak; int choosesnd = 0; USERp u = User[pp->PlayerSprite]; static void (*PlayerDeathFunc[MAX_PLAYER_DEATHS]) (PLAYERp) = { DoPlayerDeathFlip, DoPlayerDeathCrumble, DoPlayerDeathExplode, DoPlayerDeathFlip, DoPlayerDeathExplode, DoPlayerDeathDrown, }; if (Prediction) return; if (GodMode) return; StopPlayerSound(pp); // Do the death scream choosesnd = RANDOM_RANGE(MAX_PAIN); PlayerSound(PlayerLowHealthPainVocs[choosesnd],v3df_dontpan|v3df_doppler|v3df_follow,pp); PutStringInfo(pp, GStrings("TXTS_PRESSSPACE")); if (pp->sop_control) DoPlayerStopOperate(pp); // if diving force death to drown type if (TEST(pp->Flags, PF_DIVING)) pp->DeathType = PLAYER_DEATH_DROWN; RESET(pp->Flags, PF_JUMPING|PF_FALLING|PF_DIVING|PF_FLYING|PF_CLIMBING|PF_CRAWLING|PF_LOCK_CRAWL); pp->tilt_dest = 0; ActorCoughItem(pp->PlayerSprite); if (numplayers > 1) { // Give kill credit to player if necessary if (pp->Killer >= 0) { USERp ku = User[pp->Killer]; ASSERT(ku); if (ku && ku->PlayerP) { if (pp == ku->PlayerP) { // Killed yourself PlayerUpdateKills(pp, -1); DoPlayerDeathMessage(pp, pp); } else { // someone else killed you if (gNet.TeamPlay) { // playing team play if (User[pp->PlayerSprite]->spal == ku->spal) { // Killed your team member PlayerUpdateKills(pp, -1); DoPlayerDeathMessage(pp, ku->PlayerP); } else { // killed another team member PlayerUpdateKills(ku->PlayerP, 1); DoPlayerDeathMessage(pp, ku->PlayerP); } } else { // not playing team play PlayerUpdateKills(ku->PlayerP, 1); DoPlayerDeathMessage(pp, ku->PlayerP); } } } } else { // Killed by some hazard - negative frag PlayerUpdateKills(pp, -1); DoPlayerDeathMessage(pp, pp); } } // Get rid of all panel spells that are currently working KillAllPanelInv(pp); pp->input.actions &= ~SB_CENTERVIEW; pp->friction = PLAYER_RUN_FRICTION; pp->slide_xvect = pp->slide_yvect = 0; pp->floor_dist = PLAYER_WADE_FLOOR_DIST; pp->ceiling_dist = PLAYER_WADE_CEILING_DIST; ASSERT(pp->DeathType < SIZ(PlayerDeathFunc)); pp->DoPlayerAction = PlayerDeathFunc[pp->DeathType]; pp->sop_control = NULL; pp->sop_remote = NULL; pp->sop_riding = NULL; pp->sop = NULL; RESET(pp->Flags, PF_TWO_UZI); NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run); pWeaponForceRest(pp); switch (pp->DeathType) { case PLAYER_DEATH_DROWN: { SET(pp->Flags, PF_JUMPING); u->ID = NINJA_DEAD; pp->jump_speed = -200; NewStateGroup(pp->PlayerSprite, sg_PlayerDeath); DoFindGround(pp->PlayerSprite); DoBeginJump(pp->PlayerSprite); u->jump_speed = -300; break; } case PLAYER_DEATH_FLIP: case PLAYER_DEATH_RIPPER: //PlaySound(DIGI_SCREAM1, pp, v3df_dontpan|v3df_follow); SET(pp->Flags, PF_JUMPING); u->ID = NINJA_DEAD; pp->jump_speed = -300; NewStateGroup(pp->PlayerSprite, sg_PlayerDeath); //pp->ceiling_dist = Z(0); //pp->floor_dist = Z(0); RESET(pp->SpriteP->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); u->ceiling_dist = Z(10); u->floor_dist = Z(0); DoFindGround(pp->PlayerSprite); DoBeginJump(pp->PlayerSprite); u->jump_speed = -400; break; case PLAYER_DEATH_CRUMBLE: PlaySound(DIGI_BODYSQUISH1, pp, v3df_dontpan); SET(pp->Flags, PF_DEAD_HEAD | PF_JUMPING); pp->jump_speed = -300; u->slide_vel = 0; SpawnShrap(pp->PlayerSprite,-1); SET(pp->SpriteP->cstat, CSTAT_SPRITE_YCENTER); NewStateGroup(pp->PlayerSprite, sg_PlayerHeadFly); u->ID = NINJA_Head_R0; pp->SpriteP->xrepeat = 48; pp->SpriteP->yrepeat = 48; // Blood fountains InitBloodSpray(pp->PlayerSprite,true,105); break; case PLAYER_DEATH_EXPLODE: PlaySound(DIGI_BODYSQUISH1, pp, v3df_dontpan); SET(pp->Flags, PF_DEAD_HEAD | PF_JUMPING); pp->jump_speed = -650; SpawnShrap(pp->PlayerSprite,-1); SET(pp->SpriteP->cstat, CSTAT_SPRITE_YCENTER); NewStateGroup(pp->PlayerSprite, sg_PlayerHeadFly); u->ID = NINJA_Head_R0; pp->SpriteP->xrepeat = 48; pp->SpriteP->yrepeat = 48; // Blood fountains InitBloodSpray(pp->PlayerSprite,true,-1); InitBloodSpray(pp->PlayerSprite,true,-1); InitBloodSpray(pp->PlayerSprite,true,-1); break; case PLAYER_DEATH_SQUISH: PlaySound(DIGI_BODYCRUSHED1, pp, v3df_dontpan); SET(pp->Flags, PF_DEAD_HEAD | PF_JUMPING); pp->jump_speed = 200; u->slide_vel = 800; SpawnShrap(pp->PlayerSprite, -1); SET(pp->SpriteP->cstat, CSTAT_SPRITE_YCENTER); NewStateGroup(pp->PlayerSprite, sg_PlayerHeadFly); u->ID = NINJA_Head_R0; pp->SpriteP->xrepeat = 48; pp->SpriteP->yrepeat = 48; // Blood fountains InitBloodSpray(pp->PlayerSprite,true,105); break; } SET(pp->Flags, PF_DEAD); RESET(u->Flags,SPR_BOUNCE); RESET(pp->Flags, PF_HEAD_CONTROL); } void DoPlayerDeathHoriz(PLAYERp pp, short target, short speed) { if ((pp->horizon.horiz.asq16() - IntToFixed(target)) > FRACUNIT) { pp->horizon.addadjustment(-speed); } if ((IntToFixed(target) - pp->horizon.horiz.asq16()) > FRACUNIT) { pp->horizon.addadjustment(speed); } } int DoPlayerDeathTilt(PLAYERp pp, short target, short speed) { if (pp->tilt > target) { pp->tilt -= speed; if (pp->tilt <= target) pp->tilt = target; } if (pp->tilt < target) { pp->tilt += speed; if (pp->tilt >= target) pp->tilt = target; } return pp->tilt == target; } void DoPlayerDeathZrange(PLAYERp pp) { USERp u = User[pp->PlayerSprite]; // make sure we don't land on a regular sprite DoFindGround(pp->PlayerSprite); // update player values with results from DoFindGround // pp->hiz = u->hiz; pp->loz = u->loz; pp->lo_sp = u->lo_sp; //pp->hi_sp = u->hi_sp; pp->lo_sectp = u->lo_sectp; //pp->hi_sectp = u->hi_sectp; } void DoPlayerDeathHurl(PLAYERp pp) { if (numplayers > 1) { if (pp->input.actions & SB_FIRE) { if (pp->KeyPressBits & SB_FIRE) { SET(pp->Flags, PF_HEAD_CONTROL); NewStateGroup(pp->PlayerSprite, sg_PlayerHeadHurl); if (MoveSkip4 == 0) { SpawnShrap(pp->PlayerSprite, -1); if (RANDOM_RANGE(1000) > 400) PlayerSound(DIGI_DHVOMIT, v3df_dontpan|v3df_follow,pp); } return; } } } if (!TEST(pp->Flags, PF_JUMPING|PF_FALLING)) NewStateGroup(pp->PlayerSprite, sg_PlayerHead); } void DoPlayerDeathFollowKiller(PLAYERp pp) { // if it didn't make it to this angle because of a low ceiling or something // continue on to it DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_UP_VALUE, 4); //DoPlayerDeathTilt(pp, pp->tilt_dest, 4 * synctics); // allow turning if (TEST(pp->Flags, PF_DEAD_HEAD|PF_HEAD_CONTROL)) { if (!cl_syncinput) { SET(pp->Flags2, PF2_INPUT_CAN_TURN_GENERAL); } else { DoPlayerTurn(pp, pp->input.avel, 1); } } // follow what killed you if its available if (pp->Killer > -1) { SPRITEp kp = &sprite[pp->Killer]; if (FAFcansee(kp->x, kp->y, SPRITEp_TOS(kp), kp->sectnum, pp->posx, pp->posy, pp->posz, pp->cursectnum)) { pp->angle.addadjustment(getincangleq16(pp->angle.ang.asq16(), gethiq16angle(kp->x - pp->posx, kp->y - pp->posy)) / (double)(FRACUNIT << 4)); } } } void DoPlayerDeathCheckKeys(PLAYERp pp) { SPRITEp sp = pp->SpriteP; USERp u = User[pp->PlayerSprite]; if (pp->input.actions & SB_OPEN) { // Spawn a dead LoWang body for non-head deaths // Hey Frank, if you think of a better check, go ahead and put it in. if (PlayerFloorHit(pp, pp->loz - PLAYER_HEIGHT)) { if (pp->DeathType == PLAYER_DEATH_FLIP || pp->DeathType == PLAYER_DEATH_RIPPER) QueueLoWangs(pp->PlayerSprite); } else { // If he's not on the floor, then gib like a mo-fo! InitBloodSpray(pp->PlayerSprite,true,-1); InitBloodSpray(pp->PlayerSprite,true,-1); InitBloodSpray(pp->PlayerSprite,true,-1); } PlayerSpawnPosition(pp); NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Stand); pp->SpriteP->picnum = u->State->Pic; pp->SpriteP->xrepeat = pp->SpriteP->yrepeat = PLAYER_NINJA_XREPEAT; RESET(pp->SpriteP->cstat, CSTAT_SPRITE_YCENTER); pp->SpriteP->x = pp->posx; pp->SpriteP->y = pp->posy; pp->SpriteP->z = pp->posz+PLAYER_HEIGHT; pp->SpriteP->ang = pp->angle.ang.asbuild(); DoSpawnTeleporterEffect(pp->SpriteP); PlaySound(DIGI_TELEPORT, pp, v3df_none); DoPlayerZrange(pp); pp->sop_control = NULL; pp->sop_remote = NULL; pp->sop_riding = NULL; pp->sop = NULL; RESET(pp->Flags, PF_WEAPON_DOWN|PF_WEAPON_RETRACT); RESET(pp->Flags, PF_DEAD); RESET(sp->cstat, CSTAT_SPRITE_YCENTER); SET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); pp->input.actions |= SB_CENTERVIEW; sp->xrepeat = PLAYER_NINJA_XREPEAT; sp->yrepeat = PLAYER_NINJA_YREPEAT; //pp->tilt = 0; pp->horizon.horiz = q16horiz(0); DoPlayerResetMovement(pp); u->ID = NINJA_RUN_R0; PlayerDeathReset(pp); if (pp == Player + screenpeek) { videoFadePalette(0,0,0,0); } pp->NightVision = false; pp->FadeAmt = 0; DoPlayerDivePalette(pp); DoPlayerNightVisionPalette(pp); if (numplayers > 1) { // need to call this routine BEFORE resetting DEATH flag DoPlayerBeginRun(pp); } else { gameaction = ga_autoloadgame; } DoPlayerFireOutDeath(pp); } } void DoPlayerHeadDebris(PLAYERp pp) { SECTORp sectp = §or[pp->cursectnum]; if (TEST(sectp->extra, SECTFX_SINK)) { DoPlayerSpriteBob(pp, Z(8), Z(4), 3); } else { pp->bob_amt = 0; } } SPRITEp DoPlayerDeathCheckKick(PLAYERp pp) { SPRITEp sp = pp->SpriteP, hp; USERp u = User[pp->PlayerSprite], hu; int i; unsigned stat,dist; int a,b,c; for (stat = 0; stat < SIZ(StatDamageList); stat++) { StatIterator it(StatDamageList[stat]); while ((i = it.NextIndex()) >= 0) { hp = &sprite[i]; hu = User[i]; if (i == pp->PlayerSprite) break; // don't set off mine if (!TEST(hp->extra, SPRX_PLAYER_OR_ENEMY)) continue; DISTANCE(hp->x, hp->y, sp->x, sp->y, dist, a, b, c); if (dist < hu->Radius + 100) { pp->Killer = i; u->slide_ang = getangle(sp->x - hp->x, sp->y - hp->y); u->slide_ang = NORM_ANGLE(u->slide_ang + (RANDOM_P2(128<<5)>>5) - 64); u->slide_vel = hp->xvel<<1; RESET(u->Flags,SPR_BOUNCE); pp->jump_speed = -500; NewStateGroup(pp->PlayerSprite, sg_PlayerHeadFly); SET(pp->Flags, PF_JUMPING); SpawnShrap(pp->PlayerSprite, -1); return hp; } } } DoPlayerZrange(pp); // sector stomper kick if (labs(pp->loz - pp->hiz) < SPRITEp_SIZE_Z(pp->SpriteP) - Z(8)) { u->slide_ang = RANDOM_P2(2048); u->slide_vel = 1000; RESET(u->Flags,SPR_BOUNCE); pp->jump_speed = -100; NewStateGroup(pp->PlayerSprite, sg_PlayerHeadFly); SET(pp->Flags, PF_JUMPING); SpawnShrap(pp->PlayerSprite, -1); return NULL; } return NULL; } void DoPlayerDeathMoveHead(PLAYERp pp) { SPRITEp sp = pp->SpriteP; USERp u = User[pp->PlayerSprite]; int dax,day; short sectnum; dax = MOVEx(u->slide_vel, u->slide_ang); day = MOVEy(u->slide_vel, u->slide_ang); if ((u->ret = move_sprite(pp->PlayerSprite, dax, day, 0, Z(16), Z(16), 1, synctics))) { switch (TEST(u->ret, HIT_MASK)) { case HIT_SPRITE: { short wall_ang, dang; short hit_sprite = -2; SPRITEp hsp; //PlaySound(DIGI_DHCLUNK, pp, v3df_dontpan); hit_sprite = NORM_SPRITE(u->ret); hsp = &sprite[hit_sprite]; if (!TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL)) break; wall_ang = NORM_ANGLE(hsp->ang); dang = getincangle(wall_ang, u->slide_ang); u->slide_ang = NORM_ANGLE(wall_ang + 1024 - dang); SpawnShrap(pp->PlayerSprite, -1); break; } case HIT_WALL: { short w,nw,wall_ang,dang; //PlaySound(DIGI_DHCLUNK, pp, v3df_dontpan); w = NORM_WALL(u->ret); nw = wall[w].point2; wall_ang = NORM_ANGLE(getangle(wall[nw].x - wall[w].x, wall[nw].y - wall[w].y)-512); dang = getincangle(wall_ang, u->slide_ang); u->slide_ang = NORM_ANGLE(wall_ang + 1024 - dang); SpawnShrap(pp->PlayerSprite, -1); break; } } } pp->posx = sp->x; pp->posy = sp->y; pp->cursectnum = sp->sectnum; // try to stay in valid area - death sometimes throws you out of the map sectnum = pp->cursectnum; COVERupdatesector(pp->posx, pp->posy, §num); if (sectnum < 0) { pp->cursectnum = pp->lv_sectnum; changespritesect(pp->PlayerSprite, pp->lv_sectnum); pp->posx = sp->x = pp->lv_x; pp->posy = sp->y = pp->lv_y; } else { pp->lv_sectnum = sectnum; pp->lv_x = pp->posx; pp->lv_y = pp->posy; } } void DoPlayerDeathFlip(PLAYERp pp) { if (Prediction) return; DoPlayerDeathZrange(pp); if (TEST(pp->Flags,PF_JUMPING|PF_FALLING)) { if (TEST(pp->Flags,PF_JUMPING)) { DoPlayerDeathJump(pp); DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_UP_VALUE, 2); if (MoveSkip2 == 0) DoJump(pp->PlayerSprite); } if (TEST(pp->Flags,PF_FALLING)) { DoPlayerDeathFall(pp); DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_UP_VALUE, 4); if (MoveSkip2 == 0) DoFall(pp->PlayerSprite); } } else { DoPlayerDeathFollowKiller(pp); } DoPlayerDeathCheckKeys(pp); } void DoPlayerDeathDrown(PLAYERp pp) { SPRITEp sp = pp->SpriteP; if (Prediction) return; DoPlayerDeathZrange(pp); if (TEST(pp->Flags,PF_JUMPING|PF_FALLING)) { if (TEST(pp->Flags,PF_JUMPING)) { DoPlayerDeathJump(pp); DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_UP_VALUE, 2); if (MoveSkip2 == 0) DoJump(pp->PlayerSprite); } if (TEST(pp->Flags,PF_FALLING)) { pp->posz += Z(2); if (MoveSkip2 == 0) sp->z += Z(4); // Stick like glue when you hit the ground if (pp->posz > pp->loz - PLAYER_DEATH_HEIGHT) { pp->posz = pp->loz - PLAYER_DEATH_HEIGHT; RESET(pp->Flags, PF_FALLING); } } } DoPlayerDeathFollowKiller(pp); DoPlayerDeathCheckKeys(pp); } void DoPlayerDeathBounce(PLAYERp pp) { SPRITEp sp = pp->SpriteP; USERp u = User[pp->PlayerSprite]; if (Prediction) return; if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_SINK)) { RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); NewStateGroup(pp->PlayerSprite, sg_PlayerHead); u->slide_vel = 0; SET(u->Flags, SPR_BOUNCE); return; } SET(u->Flags, SPR_BOUNCE); pp->jump_speed = -300; u->slide_vel >>= 2; u->slide_ang = NORM_ANGLE((RANDOM_P2(64<<8)>>8) - 32); SET(pp->Flags, PF_JUMPING); SpawnShrap(pp->PlayerSprite, -1); } void DoPlayerDeathCrumble(PLAYERp pp) { SPRITEp sp = pp->SpriteP; USERp u = User[pp->PlayerSprite]; if (Prediction) return; DoPlayerDeathZrange(pp); if (TEST(pp->Flags,PF_JUMPING|PF_FALLING)) { if (TEST(pp->Flags,PF_JUMPING)) { DoPlayerDeathJump(pp); DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_JUMP_VALUE, 4); } if (TEST(pp->Flags,PF_FALLING)) { DoPlayerDeathFall(pp); DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_FALL_VALUE, 3); } if (!TEST(pp->Flags,PF_JUMPING|PF_FALLING)) { if (!TEST(u->Flags, SPR_BOUNCE)) { DoPlayerDeathBounce(pp); return; } RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); NewStateGroup(pp->PlayerSprite, sg_PlayerHead); } else { DoPlayerDeathMoveHead(pp); } } else { DoPlayerDeathCheckKick(pp); DoPlayerDeathHurl(pp); DoPlayerDeathFollowKiller(pp); //pp->posz = pp->loz - PLAYER_DEATH_HEIGHT; } DoPlayerDeathCheckKeys(pp); sp->z = pp->posz+PLAYER_DEAD_HEAD_FLOORZ_OFFSET; DoPlayerHeadDebris(pp); } void DoPlayerDeathExplode(PLAYERp pp) { SPRITEp sp = pp->SpriteP; USERp u = User[pp->PlayerSprite]; if (Prediction) return; DoPlayerDeathZrange(pp); if (TEST(pp->Flags,PF_JUMPING|PF_FALLING)) { if (TEST(pp->Flags,PF_JUMPING)) { DoPlayerDeathJump(pp); DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_JUMP_VALUE, 4); } if (TEST(pp->Flags,PF_FALLING)) { DoPlayerDeathFall(pp); DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_JUMP_VALUE, 3); } if (!TEST(pp->Flags,PF_JUMPING|PF_FALLING)) { if (!TEST(u->Flags, SPR_BOUNCE)) { DoPlayerDeathBounce(pp); return; } RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); NewStateGroup(pp->PlayerSprite, sg_PlayerHead); } else { DoPlayerDeathMoveHead(pp); } } else { // special line for amoeba //COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum); DoPlayerDeathCheckKick(pp); DoPlayerDeathHurl(pp); DoPlayerDeathFollowKiller(pp); //pp->posz = pp->loz - PLAYER_DEATH_HEIGHT; } DoPlayerDeathCheckKeys(pp); sp->z = pp->posz+PLAYER_DEAD_HEAD_FLOORZ_OFFSET; DoPlayerHeadDebris(pp); } void DoPlayerBeginRun(PLAYERp pp) { USERp u = User[pp->PlayerSprite]; // Crawl if in small aread automatically if (DoPlayerTestCrawl(pp)) { DoPlayerBeginCrawl(pp); return; } RESET(pp->Flags, PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL|PF_CLIMBING); if (pp->WadeDepth) { DoPlayerBeginWade(pp); return; } pp->friction = PLAYER_RUN_FRICTION; pp->floor_dist = PLAYER_RUN_FLOOR_DIST; pp->ceiling_dist = PLAYER_RUN_CEILING_DIST; pp->DoPlayerAction = DoPlayerRun; ///DamageData[u->WeaponNum].Init(pp); ASSERT(u->ActorActionSet->Run); if (TEST(pp->Flags, PF_PLAYER_MOVED)) NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run); else NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Stand); } void DoPlayerRun(PLAYERp pp) { USERp u = User[pp->PlayerSprite]; if (pp->cursectnum >= 0 && SectorIsUnderwaterArea(pp->cursectnum)) { DoPlayerBeginDiveNoWarp(pp); return; } // Crawl if in small aread automatically if (DoPlayerTestCrawl(pp)) { DoPlayerBeginCrawl(pp); return; } // Crawl Commanded if (pp->input.actions & SB_CROUCH) { DoPlayerBeginCrawl(pp); return; } // Jump if (pp->input.actions & SB_JUMP) { if (pp->KeyPressBits & SB_JUMP) { pp->KeyPressBits &= ~SB_JUMP; // make sure you stand at full heights for jumps/double jumps //DoPlayerHeight(pp); //DoPlayerHeight(pp); //DoPlayerHeight(pp); //DoPlayerHeight(pp); //DoPlayerHeight(pp); pp->posz = pp->loz - PLAYER_HEIGHT; DoPlayerBeginJump(pp); return; } } else { pp->KeyPressBits |= SB_JUMP; } if (PlayerFlyKey()) { DoPlayerBeginFly(pp); return; } if (DebugOperate) { if (!TEST(pp->Flags, PF_DEAD) && !Prediction) { if (pp->input.actions & SB_OPEN) { if ((pp->KeyPressBits & SB_OPEN) && pp->cursectnum >= 0) { if (TEST(sector[pp->cursectnum].extra, SECTFX_OPERATIONAL)) { pp->KeyPressBits &= ~SB_OPEN; DoPlayerBeginOperate(pp); return; } else if (TEST(sector[pp->cursectnum].extra, SECTFX_TRIGGER)) { SPRITEp sp; sp = FindNearSprite(pp->SpriteP, STAT_TRIGGER); if (sp && SP_TAG5(sp) == TRIGGER_TYPE_REMOTE_SO) { pp->remote_sprite = sp; pp->KeyPressBits &= ~SB_OPEN; ASSERT(pp->remote_sprite); DoPlayerBeginRemoteOperate(pp, &SectorObject[SP_TAG7(pp->remote_sprite)]); return; } } } } else { pp->KeyPressBits |= SB_OPEN; } } } DoPlayerBob(pp); if (pp->WadeDepth) { DoPlayerBeginWade(pp); return; } // If moving forward and tag is a ladder start climbing if (PlayerOnLadder(pp)) { DoPlayerBeginClimb(pp); return; } // Move about DoPlayerMove(pp); if (u->Rot != sg_PlayerNinjaSword && u->Rot != sg_PlayerNinjaPunch) { if (TEST(pp->Flags, PF_PLAYER_MOVED)) { if (u->Rot != u->ActorActionSet->Run) NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run); } else { if (u->Rot != u->ActorActionSet->Stand) NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Stand); } } // If the floor is far below you, fall hard instead of adjusting height if (PlayerFallTest(pp, PLAYER_HEIGHT)) { pp->jump_speed = Z(1); DoPlayerBeginFall(pp); // call PlayerFall now seems to iron out a hitch before falling DoPlayerFall(pp); return; } if (TEST(sector[pp->cursectnum].extra, SECTFX_DYNAMIC_AREA)) { pp->posz = pp->loz - PLAYER_HEIGHT; } // Adjust height moving up and down sectors DoPlayerHeight(pp); } void PlayerStateControl(int16_t SpriteNum) { USERp u; if ((unsigned)SpriteNum >= MAXSPRITES) return; // Convienience var u = User[SpriteNum]; if (u == NULL) return; u->Tics += synctics; // Skip states if too much time has passed while (u->Tics >= TEST(u->State->Tics, SF_TICS_MASK)) { // Set Tics u->Tics -= TEST(u->State->Tics, SF_TICS_MASK); // Transition to the next state u->State = u->State->NextState; // !JIM! Added this so I can do quick calls in player states! // Need this in order for floor blood and footprints to not get called more than once. while (TEST(u->State->Tics, SF_QUICK_CALL)) { // Call it once and go to the next state (*u->State->Animator)(SpriteNum); // if still on the same QUICK_CALL should you // go to the next state. if (TEST(u->State->Tics, SF_QUICK_CALL)) u->State = u->State->NextState; } if (!u->State->Pic) { NewStateGroup(SpriteNum, (STATEp *) u->State->NextState); } } // Set picnum to the correct pic //sprite[SpriteNum].picnum = u->State->Pic; if (u->RotNum > 1) sprite[SpriteNum].picnum = u->Rot[0]->Pic; else sprite[SpriteNum].picnum = u->State->Pic; // Call the correct animator if (TEST(u->State->Tics, SF_PLAYER_FUNC)) if (u->State->Animator) (*u->State->Animator)(SpriteNum); return; } void MoveSkipSavePos(void) { SPRITEp sp; USERp u; int i; short pnum; PLAYERp pp; MoveSkip8 = (MoveSkip8 + 1) & 7; MoveSkip4 = (MoveSkip4 + 1) & 3; MoveSkip2 ^= 1; // Save off player TRAVERSE_CONNECT(pnum) { pp = Player + pnum; pp->oposx = pp->posx; pp->oposy = pp->posy; pp->oposz = pp->posz; pp->obob_z = pp->bob_z; pp->angle.backup(); pp->horizon.backup(); } // save off stats for skip4 if (MoveSkip4 == 0) { short stat; for (stat = STAT_SKIP4_START; stat <= STAT_SKIP4_INTERP_END; stat++) { StatIterator it(stat); while ((i = it.NextIndex()) >= 0) { if ((unsigned)i >= MAXSPRITES) continue; sp = &sprite[i]; u = User[i]; if (sp == NULL || u == NULL) continue; u->ox = sp->x; u->oy = sp->y; u->oz = sp->z; } } } // save off stats for skip2 if (MoveSkip2 == 0) { short stat; for (stat = STAT_SKIP2_START; stat <= STAT_SKIP2_INTERP_END; stat++) { StatIterator it(stat); while ((i = it.NextIndex()) >= 0) { if ((unsigned)i >= MAXSPRITES) continue; sp = &sprite[i]; u = User[i]; if (sp == NULL || u == NULL) continue; u->ox = sp->x; u->oy = sp->y; u->oz = sp->z; } } } } void PlayerTimers(PLAYERp pp) { SPRITEp sp = pp->SpriteP; InventoryTimer(pp); } void ChopsCheck(PLAYERp pp) { if (!M_Active() && !TEST(pp->Flags, PF_DEAD) && !pp->sop_riding && numplayers <= 1) { if (pp->input.actions & ~SB_RUN || pp->input.fvel || pp->input.svel || pp->input.avel || pp->input.horz || TEST(pp->Flags, PF_CLIMBING | PF_FALLING | PF_DIVING)) { // Hit a input key or other reason to stop chops //if (pp->Chops && pp->Chops->State != pp->Chops->State->RetractState) if (pp->Chops) { if (!pp->sop_control) // specail case RESET(pp->Flags, PF_WEAPON_DOWN); ChopsSetRetract(pp); } ChopTics = 0; } else { ChopTics += synctics; if (!pp->Chops) { // Chops not up if (ChopTics > 30*120) { ChopTics = 0; // take weapon down SET(pp->Flags, PF_WEAPON_DOWN); InitChops(pp); } } else { // Chops already up if (ChopTics > 30*120) { ChopTics = 0; // bring weapon back up RESET(pp->Flags, PF_WEAPON_DOWN); ChopsSetRetract(pp); } } } } } void PlayerGlobal(PLAYERp pp) { // This is the place for things that effect the player no matter what hes // doing PlayerTimers(pp); if (TEST(pp->Flags, PF_RECOIL)) DoPlayerRecoil(pp); if (!TEST(pp->Flags, PF_CLIP_CHEAT)) { if (pp->hi_sectp && pp->lo_sectp) { int min_height; // just adjusted min height to something small to take care of all cases min_height = PLAYER_MIN_HEIGHT; if (labs(pp->loz - pp->hiz) < min_height) { if (!TEST(pp->Flags, PF_DEAD)) { ////DSPRINTF(ds,"Squish diff %d, min %d, cz %d, fz %d, lo %d, hi %d",labs(pp->loz - pp->hiz)>>8,min_height>>8, pp->ceiling_dist>>8, pp->floor_dist>>8,pp->lo_sectp-sector,pp->hi_sectp-sector); //MONO_PRINT(ds); PlayerUpdateHealth(pp, -User[pp->PlayerSprite]->Health); // Make sure he dies! PlayerCheckDeath(pp, -1); if (TEST(pp->Flags, PF_DEAD)) return; } } } } if (pp->FadeAmt > 0 && MoveSkip4 == 0) { DoPaletteFlash(pp); } // camera stuff that can't be done in drawscreen if (pp->circle_camera_dist > CIRCLE_CAMERA_DIST_MIN) pp->circle_camera_ang = NORM_ANGLE(pp->circle_camera_ang + 14); if (pp->camera_check_time_delay > 0) { pp->camera_check_time_delay -= synctics; if (pp->camera_check_time_delay <= 0) pp->camera_check_time_delay = 0; } } void MultiPlayLimits(void) { short pnum; PLAYERp pp; bool Done = false; if (gNet.MultiGameType != MULTI_GAME_COMMBAT) return; if (gNet.KillLimit) { TRAVERSE_CONNECT(pnum) { pp = Player + pnum; if (pp->Kills >= gNet.KillLimit) { Done = true; } } } if (gNet.TimeLimit) { gNet.TimeLimitClock -= synctics; if (gNet.TimeLimitClock <= 0) Done = true; } if (Done) { gNet.TimeLimitClock = gNet.TimeLimit; MapRecord *next = nullptr; // do not increment if level is 23 thru 28 (should be done smarter.) if (currentLevel->levelNumber <= 22) next = FindMapByLevelNum(currentLevel->levelNumber + 1); ChangeLevel(next, -1); } } void PauseMultiPlay(void) { #if 0 static bool SavePrediction; PLAYERp pp; short pnum,p; // check for pause of multi-play game TRAVERSE_CONNECT(pnum) { pp = Player + pnum; if (TEST_SYNC_KEY(pp, SK_PAUSE)) { if (FLAG_KEY_PRESSED(pp, SK_PAUSE)) { FLAG_KEY_RELEASE(pp, SK_PAUSE); paused ^= 1; if (paused) { SavePrediction = PredictionOn; PredictionOn = false; } else { PredictionOn = SavePrediction; TRAVERSE_CONNECT(p) } } } else { FLAG_KEY_RESET(pp, SK_PAUSE); } } #endif } void domovethings(void) { extern int PlayClock; short i, pnum; PLAYERp pp; extern int FinishTimer; updateinterpolations(); // Stick at beginning of domovethings short_updateinterpolations(); // Stick at beginning of domovethings so_updateinterpolations(); // Stick at beginning of domovethings MoveSkipSavePos(); if (paused) { if (!ReloadPrompt) return; } PlayClock += synctics; if (PlayClock == 2*synctics) gameaction = ga_autosave; // let the game run for 1 frame before saving. thinktime.Reset(); thinktime.Clock(); DoAnim(synctics); // should pass pnum and use syncbits DoSector(); ProcessVisOn(); if (MoveSkip4 == 0) { ProcessQuakeOn(); ProcessQuakeSpot(); JS_ProcessEchoSpot(); } actortime.Reset(); actortime.Clock(); SpriteControl(); actortime.Unclock(); TRAVERSE_CONNECT(pnum) { extern short screenpeek; extern bool PlayerTrackingMode; extern PLAYERp GlobPlayerP; pp = Player + pnum; GlobPlayerP = pp; if (pp->cookieTime) { pp->cookieTime -= synctics; if (pp->cookieTime <= 0) { memset(pp->cookieQuote, 0, sizeof(pp->cookieQuote)); pp->cookieTime = 0; } } // auto tracking mode for single player multi-game if (numplayers <= 1 && PlayerTrackingMode && pnum == screenpeek && screenpeek != myconnectindex) { Player[screenpeek].angle.settarget(FixedToFloat(gethiq16angle(Player[myconnectindex].posx - Player[screenpeek].posx, Player[myconnectindex].posy - Player[screenpeek].posy))); } if (!TEST(pp->Flags, PF_DEAD)) { WeaponOperate(pp); PlayerOperateEnv(pp); } // do for moving sectors DoPlayerSectorUpdatePreMove(pp); ChopsCheck(pp); // Reset flags used while tying input to framerate RESET(pp->Flags2, PF2_INPUT_CAN_AIM|PF2_INPUT_CAN_TURN_GENERAL|PF2_INPUT_CAN_TURN_VEHICLE|PF2_INPUT_CAN_TURN_TURRET); pp->horizon.resetadjustment(); pp->angle.resetadjustment(); // disable synchronised input if set by game. if (gamesetinput) { gamesetinput = cl_syncinput = false; } if (pp->DoPlayerAction) pp->DoPlayerAction(pp); UpdatePlayerSprite(pp); pSpriteControl(pp); PlayerStateControl(pp->PlayerSprite); DoPlayerSectorUpdatePostMove(pp); PlayerGlobal(pp); } MultiPlayLimits(); thinktime.Unclock(); #if 0 CorrectPrediction(movefifoplc - 1); #endif if (FinishTimer) { if ((FinishTimer -= synctics) <= 0) { FinishTimer = 0; MapRecord *map = nullptr; if (FinishAnim == ANIM_SUMO) { map = FindMapByLevelNum(currentLevel->levelNumber+1); } ChangeLevel(map, -1); } } } void InitAllPlayers(void) { PLAYERp pp; PLAYERp pfirst = Player; int i; extern bool NewGame; //int fz,cz; //getzsofslope(pfirst->cursectnum, pfirst->posx, pfirst->posy, &cz, &fz); //pfirst->posz = fz - PLAYER_HEIGHT; pfirst->horizon.horiz = q16horiz(0); // Initialize all [MAX_SW_PLAYERS] arrays here! for (pp = Player; pp < &Player[MAX_SW_PLAYERS]; pp++) { pp->posx = pp->oposx = pfirst->posx; pp->posy = pp->oposy = pfirst->posy; pp->posz = pp->oposz = pfirst->posz; pp->angle.ang = pp->angle.oang = pfirst->angle.ang; pp->horizon.horiz = pp->horizon.ohoriz = pfirst->horizon.horiz; pp->cursectnum = pfirst->cursectnum; // set like this so that player can trigger something on start of the level pp->lastcursectnum = pfirst->cursectnum+1; //pp->MaxHealth = 100; pp->oldposx = 0; pp->oldposy = 0; pp->climb_ndx = 10; pp->Killer = -1; pp->Kills = 0; pp->bcnt = 0; pp->UziShellLeftAlt = 0; pp->UziShellRightAlt = 0; pp->ceiling_dist = PLAYER_RUN_CEILING_DIST; pp->floor_dist = PLAYER_RUN_FLOOR_DIST; pp->WpnGotOnceFlags = 0; pp->DoPlayerAction = DoPlayerBeginRun; pp->KeyPressBits = ESyncBits::FromInt(0xFFFFFFFF); memset(pp->KilledPlayer,0,sizeof(pp->KilledPlayer)); if (NewGame) { for (i = 0; i < MAX_INVENTORY; i++) { pp->InventoryAmount[i] = 0; pp->InventoryPercent[i] = 0; } } // My palette flashing stuff pp->FadeAmt = 0; pp->FadeTics = 0; pp->StartColor = 0; pp->horizon.horizoff = q16horiz(0); INITLIST(&pp->PanelSpriteList); } } int SearchSpawnPosition(PLAYERp pp) { PLAYERp opp; // other player SPRITEp sp; short pos_num; short pnum,spawn_sprite; bool blocked; do { // get a spawn position pos_num = RANDOM_RANGE(MAX_SW_PLAYERS); spawn_sprite = StatIterator::First(STAT_MULTI_START + pos_num); if (spawn_sprite <= -1) return 0; sp = &sprite[spawn_sprite]; blocked = false; // check to see if anyone else is blocking this spot TRAVERSE_CONNECT(pnum) { opp = &Player[pnum]; if (opp != pp) // don't test for yourself { if (FindDistance3D(sp->x - opp->posx, sp->y - opp->posy, sp->z - opp->posz) < 1000) { blocked = true; break; } } } } while (blocked); return pos_num; } bool SpawnPositionUsed[MAX_SW_PLAYERS_REG+1]; void PlayerSpawnPosition(PLAYERp pp) { SPRITEp sp; short pnum = pp - Player; short spawn_sprite = 0, pos_num = pnum; int fz,cz; int i; // find the first unused spawn position // garauntees that the spawn pos 0 will be used // Note: This code is not used if the player is DEAD and respawning for (i = 0; i < MAX_SW_PLAYERS; i++) { if (!SpawnPositionUsed[i]) { pos_num = i; break; } } // need to call this routine BEFORE resetting DEATH flag switch (gNet.MultiGameType) { case MULTI_GAME_NONE: // start from the beginning spawn_sprite = StatIterator::First(STAT_MULTI_START + 0); break; case MULTI_GAME_COMMBAT: case MULTI_GAME_AI_BOTS: // start from random position after death if (TEST(pp->Flags, PF_DEAD)) { pos_num = SearchSpawnPosition(pp); } spawn_sprite = StatIterator::First(STAT_MULTI_START + pos_num); break; case MULTI_GAME_COOPERATIVE: // start your assigned spot spawn_sprite = StatIterator::First(STAT_MULTI_START + pos_num); break; } SpawnPositionUsed[pos_num] = true; if (spawn_sprite < 0) { spawn_sprite = StatIterator::First(STAT_MULTI_START + 0); } ASSERT(spawn_sprite >= 0); sp = &sprite[spawn_sprite]; pp->posx = pp->oposx = sp->x; pp->posy = pp->oposy = sp->y; pp->posz = pp->oposz = sp->z; pp->angle.ang = pp->angle.oang = buildang(sp->ang); pp->cursectnum = sp->sectnum; getzsofslope(pp->cursectnum, pp->posx, pp->posy, &cz, &fz); // if too close to the floor - stand up if (pp->posz > fz - PLAYER_HEIGHT) { pp->posz = pp->oposz = fz - PLAYER_HEIGHT; } } void InitMultiPlayerInfo(void) { PLAYERp pp; SPRITEp sp; short pnum, start0; unsigned stat; int SpriteNum, tag; static short MultiStatList[] = { STAT_MULTI_START, STAT_CO_OP_START }; // this routine is called before SpriteSetup - process start positions NOW StatIterator it(STAT_DEFAULT); while ((SpriteNum = it.NextIndex()) >= 0) { sp = &sprite[SpriteNum]; tag = sp->hitag; if (sp->picnum == ST1) { switch (tag) { case MULTI_PLAYER_START: change_sprite_stat(SpriteNum, STAT_MULTI_START + sp->lotag); break; case MULTI_COOPERATIVE_START: change_sprite_stat(SpriteNum, STAT_CO_OP_START + sp->lotag); break; } } } // set up the zero starting positions - its not saved in the map as a ST1 sprite // like the others pp = Player; for (stat = 0; stat < SIZ(MultiStatList); stat++) { if (gNet.MultiGameType != MULTI_GAME_NONE) { // if start position is physically set then don't spawn a new one if (StatIterator::First(MultiStatList[stat] + 0) >= 0) continue; } start0 = SpawnSprite(MultiStatList[stat], ST1, NULL, pp->cursectnum, pp->posx, pp->posy, pp->posz, pp->angle.ang.asbuild(), 0); ASSERT(start0 >= 0); if (User[start0]) { FreeMem(User[start0]); User[start0] = NULL; } sprite[start0].picnum = ST1; } memset(SpawnPositionUsed,0,sizeof(SpawnPositionUsed)); // Initialize multi player positions here //for (pp = Player; pp < Player + numplayers; pp++) TRAVERSE_CONNECT(pnum) { pp = Player + pnum; switch (gNet.MultiGameType) { case MULTI_GAME_NONE: PlayerSpawnPosition(pp); break; //return; case MULTI_GAME_COMMBAT: case MULTI_GAME_AI_BOTS: // there are no keys in deathmatch play memset(Player[0].HasKey,0xFFFF,sizeof(Player[0].HasKey)); memset(pp->HasKey,0xFFFF,sizeof(pp->HasKey)); PlayerSpawnPosition(pp); break; case MULTI_GAME_COOPERATIVE: PlayerSpawnPosition(pp); break; } } } // If player stepped in something gooey, track it all over the place. int DoFootPrints(short SpriteNum) { USERp u = User[SpriteNum]; if (u->PlayerP) { if (u->PlayerP->cursectnum < 0) return 0; if (FAF_ConnectArea(u->PlayerP->cursectnum)) return 0; if (u->PlayerP->NumFootPrints > 0) { QueueFootPrint(SpriteNum); } } return 0; } void CheckFootPrints(PLAYERp pp) { if (pp->NumFootPrints <= 0 || FootMode != WATER_FOOT) { // Hey, you just got your feet wet! pp->NumFootPrints = RANDOM_RANGE(10)+3; FootMode = WATER_FOOT; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- #include "saveable.h" static saveable_code saveable_player_code[] = { SAVE_CODE(DoPlayerSlide), //SAVE_CODE(DoPlayerBeginSwim), //SAVE_CODE(DoPlayerSwim), SAVE_CODE(DoPlayerWade), SAVE_CODE(DoPlayerBeginWade), SAVE_CODE(DoPlayerBeginCrawl), SAVE_CODE(DoPlayerCrawl), SAVE_CODE(DoPlayerRun), SAVE_CODE(DoPlayerBeginRun), SAVE_CODE(DoPlayerFall), SAVE_CODE(DoPlayerBeginFall), SAVE_CODE(DoPlayerJump), SAVE_CODE(DoPlayerBeginJump), SAVE_CODE(DoPlayerForceJump), SAVE_CODE(DoPlayerBeginFly), SAVE_CODE(DoPlayerFly), SAVE_CODE(DoPlayerBeginClimb), SAVE_CODE(DoPlayerClimb), SAVE_CODE(DoPlayerBeginDie), //SAVE_CODE(DoPlayerDie), //SAVE_CODE(DoPlayerBeginOperateBoat), SAVE_CODE(DoPlayerBeginOperateVehicle), SAVE_CODE(DoPlayerBeginOperate), //SAVE_CODE(DoPlayerOperateBoat), SAVE_CODE(DoPlayerOperateVehicle), SAVE_CODE(DoPlayerOperateTurret), SAVE_CODE(DoPlayerBeginDive), SAVE_CODE(DoPlayerDive), SAVE_CODE(DoPlayerTeleportPause), SAVE_CODE(DoPlayerTestCrawl), SAVE_CODE(DoPlayerDeathFlip), SAVE_CODE(DoPlayerDeathCrumble), SAVE_CODE(DoPlayerDeathExplode), SAVE_CODE(DoPlayerDeathFall), SAVE_CODE(DoPlayerBeginDiveNoWarp), SAVE_CODE(DoPlayerCurrent), }; static saveable_data saveable_player_data[] = { SAVE_DATA(Player), SAVE_DATA(s_PlayerNinjaRun), SAVE_DATA(sg_PlayerNinjaRun), SAVE_DATA(s_PlayerNinjaStand), SAVE_DATA(sg_PlayerNinjaStand), SAVE_DATA(s_PlayerNinjaThrow), SAVE_DATA(sg_PlayerNinjaThrow), SAVE_DATA(s_PlayerNinjaJump), SAVE_DATA(sg_PlayerNinjaJump), SAVE_DATA(s_PlayerNinjaFall), SAVE_DATA(sg_PlayerNinjaFall), SAVE_DATA(s_PlayerNinjaClimb), SAVE_DATA(sg_PlayerNinjaClimb), SAVE_DATA(s_PlayerNinjaCrawl), SAVE_DATA(sg_PlayerNinjaCrawl), SAVE_DATA(s_PlayerNinjaSwim), SAVE_DATA(sg_PlayerNinjaSwim), SAVE_DATA(s_PlayerHeadFly), SAVE_DATA(sg_PlayerHeadFly), SAVE_DATA(s_PlayerHead), SAVE_DATA(sg_PlayerHead), SAVE_DATA(s_PlayerHeadHurl), SAVE_DATA(sg_PlayerHeadHurl), SAVE_DATA(s_PlayerDeath), SAVE_DATA(sg_PlayerDeath), SAVE_DATA(s_PlayerNinjaSword), SAVE_DATA(sg_PlayerNinjaSword), SAVE_DATA(s_PlayerNinjaPunch), SAVE_DATA(sg_PlayerNinjaPunch), SAVE_DATA(s_PlayerNinjaFly), SAVE_DATA(sg_PlayerNinjaFly), }; saveable_module saveable_player = { // code saveable_player_code, SIZ(saveable_player_code), // data saveable_player_data, SIZ(saveable_player_data) }; END_SW_NS