//------------------------------------------------------------------------- /* 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" // Added Ninja Sliced fix // Fixed Ninja sliced dead and rotation // Added s_NinjaDieSlicedHack[] // #include "build.h" #include "names2.h" #include "panel.h" #include "game.h" #include "tags.h" #include "weapon.h" #include "sprite.h" #include "actor.h" BEGIN_SW_NS extern int jump_grav; int SpawnBlood(short SpriteNum, short Weapon, short hit_ang, int hit_x, int hit_y, int hit_z); extern STATE s_DebrisNinja[]; extern STATE s_DebrisRat[]; extern STATE s_DebrisCrab[]; extern STATE s_DebrisStarFish[]; extern STATE s_NinjaDieSliced[]; extern STATE s_NinjaDieSlicedHack[]; extern STATEp sg_NinjaGrabThroat[]; int DoActorStopFall(short SpriteNum); int DoScaleSprite(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; int scale_value; if (u->scale_speed) { u->scale_value += u->scale_speed * ACTORMOVETICS; scale_value = u->scale_value >> 8; if (u->scale_speed > 0) { if (scale_value > u->scale_tgt) u->scale_speed = 0; else sp->xrepeat = sp->yrepeat = scale_value; } else { if (scale_value < u->scale_tgt) u->scale_speed = 0; else sp->xrepeat = sp->yrepeat = scale_value; } } return 0; } int DoActorDie(short SpriteNum, short weapon) { USERp u = User[SpriteNum]; SPRITEp sp = &sprite[SpriteNum]; change_sprite_stat(SpriteNum, STAT_DEAD_ACTOR); SET(u->Flags, SPR_DEAD); RESET(u->Flags, SPR_FALLING | SPR_JUMPING); u->floor_dist = Z(40); // test for gibable dead bodies SET(sp->extra, SPRX_BREAKABLE); SET(sp->cstat, CSTAT_SPRITE_BREAKABLE); if (weapon < 0) { // killed by one of these non-sprites switch (weapon) { case WPN_NM_LAVA: ChangeState(SpriteNum, u->StateEnd); u->RotNum = 0; break; case WPN_NM_SECTOR_SQUISH: ChangeState(SpriteNum, u->StateEnd); u->RotNum = 0; break; } return 0; } // killed by one of these sprites switch (User[weapon]->ID) { // Coolie actually explodes himself // he is the Sprite AND Weapon case COOLIE_RUN_R0: ChangeState(SpriteNum, u->StateEnd); u->RotNum = 0; sp->xvel <<= 1; u->ActorActionFunc = NULL; sprite[SpriteNum].ang = NORM_ANGLE(sprite[SpriteNum].ang + 1024); break; case NINJA_RUN_R0: if (u->ID == NINJA_RUN_R0) // Cut in half! { SPRITEp wp = &sprite[weapon]; if (User[weapon]->WeaponNum != WPN_FIST) { if (sw_ninjahack) SpawnBlood(SpriteNum, SpriteNum, -1, -1, -1, -1); InitPlasmaFountain(wp, sp); InitPlasmaFountain(wp, sp); PlaySound(DIGI_NINJAINHALF, sp, v3df_none); if (sw_ninjahack) ChangeState(SpriteNum, &s_NinjaDieSlicedHack[5]); else ChangeState(SpriteNum, &s_NinjaDieSliced[0]); } else { if (RANDOM_RANGE(1000) > 500) { SPRITEp wp = &sprite[weapon]; InitPlasmaFountain(wp, sp); } ChangeState(SpriteNum, u->StateEnd); u->RotNum = 0; u->ActorActionFunc = NULL; sp->xvel = 200 + RANDOM_RANGE(200); u->jump_speed = -200 - RANDOM_RANGE(250); DoActorBeginJump(SpriteNum); sprite[SpriteNum].ang = sprite[weapon].ang; } } else { // test for gibable dead bodies if (RANDOM_RANGE(1000) > 500) SET(sp->cstat, CSTAT_SPRITE_YFLIP); ChangeState(SpriteNum, u->StateEnd); sp->xvel = 0; u->jump_speed = 0; DoActorBeginJump(SpriteNum); } u->RotNum = 0; u->ActorActionFunc = NULL; //u->ActorActionFunc = NullAnimator; if (!sw_ninjahack) sprite[SpriteNum].ang = sprite[weapon].ang; break; case COOLG_RUN_R0: case SKEL_RUN_R0: case RIPPER_RUN_R0: case RIPPER2_RUN_R0: case EEL_RUN_R0: case STAR1: case SUMO_RUN_R0: ChangeState(SpriteNum, u->StateEnd); u->RotNum = 0; break; case UZI_SMOKE: if (RANDOM_RANGE(1000) > 500) SET(sp->cstat, CSTAT_SPRITE_YFLIP); ChangeState(SpriteNum, u->StateEnd); u->RotNum = 0; // Rippers still gotta jump or they fall off walls weird if (u->ID == RIPPER_RUN_R0 || u->ID == RIPPER2_RUN_R0) { sp->xvel <<= 1; u->jump_speed = -100 - RANDOM_RANGE(250); DoActorBeginJump(SpriteNum); } else { sp->xvel = 0; u->jump_speed = -10 - RANDOM_RANGE(25); DoActorBeginJump(SpriteNum); } u->ActorActionFunc = NULL; // Get angle to player sp->ang = NORM_ANGLE(getangle(u->tgt_sp->x - sp->x, u->tgt_sp->y - sp->y) + 1024); break; case UZI_SMOKE+1: // Shotgun if (RANDOM_RANGE(1000) > 500) SET(sp->cstat, CSTAT_SPRITE_YFLIP); ChangeState(SpriteNum, u->StateEnd); u->RotNum = 0; // Rippers still gotta jump or they fall off walls weird if (u->ID == RIPPER_RUN_R0 || u->ID == RIPPER2_RUN_R0) { sp->xvel = 75 + RANDOM_RANGE(100); u->jump_speed = -100 - RANDOM_RANGE(150); } else { sp->xvel = 100 + RANDOM_RANGE(200); u->jump_speed = -100 - RANDOM_RANGE(250); } DoActorBeginJump(SpriteNum); u->ActorActionFunc = NULL; // Get angle to player sp->ang = NORM_ANGLE(getangle(u->tgt_sp->x - sp->x, u->tgt_sp->y - sp->y) + 1024); break; default: ASSERT(weapon >= 0); switch (u->ID) { case SKULL_R0: case BETTY_R0: ChangeState(SpriteNum, u->StateEnd); break; default: if (RANDOM_RANGE(1000) > 700) { SPRITEp wp = &sprite[weapon]; InitPlasmaFountain(wp, sp); } if (RANDOM_RANGE(1000) > 500) SET(sp->cstat, CSTAT_SPRITE_YFLIP); ChangeState(SpriteNum, u->StateEnd); u->RotNum = 0; u->ActorActionFunc = NULL; sp->xvel = 300 + RANDOM_RANGE(400); u->jump_speed = -300 - RANDOM_RANGE(350); DoActorBeginJump(SpriteNum); sprite[SpriteNum].ang = sprite[weapon].ang; break; } break; } // These are too big to flip upside down switch (u->ID) { case RIPPER2_RUN_R0: case COOLIE_RUN_R0: case SUMO_RUN_R0: case ZILLA_RUN_R0: RESET(sp->cstat, CSTAT_SPRITE_YFLIP); break; } u->ID = 0; return 0; } void DoDebrisCurrent(SPRITEp sp) { int nx, ny; int ret=0; USERp u = User[sp - sprite]; SECT_USERp sectu = SectUser[sp->sectnum]; //sp->clipdist = (256+128)>>2; nx = DIV4(sectu->speed) * (int) sintable[NORM_ANGLE(sectu->ang + 512)] >> 14; ny = DIV4(sectu->speed) * (int) sintable[sectu->ang] >> 14; // faster than move_sprite //move_missile(sp-sprite, nx, ny, 0, Z(2), Z(0), 0, ACTORMOVETICS); ret = move_sprite(sp-sprite, nx, ny, 0, u->ceiling_dist, u->floor_dist, 0, ACTORMOVETICS); // attempt to move away from wall if (ret) { short rang = RANDOM_P2(2048); nx = DIV4(sectu->speed) * (int) sintable[NORM_ANGLE(sectu->ang + rang + 512)] >> 14; ny = DIV4(sectu->speed) * (int) sintable[NORM_ANGLE(sectu->ang + rang)] >> 14; move_sprite(sp-sprite, nx, ny, 0, u->ceiling_dist, u->floor_dist, 0, ACTORMOVETICS); } sp->z = u->loz; } int DoActorSectorDamage(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; SECT_USERp sectu = SectUser[sp->sectnum]; SECTORp sectp = §or[sp->sectnum]; if (u->Health <= 0) return FALSE; if (sectu && sectu->damage) { if (TEST(sectu->flags, SECTFU_DAMAGE_ABOVE_SECTOR)) { if ((u->DamageTics -= synctics) < 0) { u->DamageTics = 60; u->Health -= sectu->damage; if (u->Health <= 0) { UpdateSinglePlayKills(SpriteNum); DoActorDie(SpriteNum, WPN_NM_LAVA); return TRUE; } } } else if (SPRITEp_BOS(sp) >= sectp->floorz) { if ((u->DamageTics -= synctics) < 0) { u->DamageTics = 60; u->Health -= sectu->damage; if (u->Health <= 0) { UpdateSinglePlayKills(SpriteNum); DoActorDie(SpriteNum, WPN_NM_LAVA); return TRUE; } } } } // note that most squishing is done in vator.c if (u->lo_sectp && u->hi_sectp && labs(u->loz - u->hiz) < DIV2(SPRITEp_SIZE_Z(sp))) //if (u->lo_sectp && u->hi_sectp && labs(u->loz - u->hiz) < SPRITEp_SIZE_Z(sp)) { u->Health = 0; if (SpawnShrap(SpriteNum, WPN_NM_SECTOR_SQUISH)) { UpdateSinglePlayKills(SpriteNum); SetSuicide(SpriteNum); } else { ASSERT(TRUE == FALSE); //DoActorDie(SpriteNum, WPN_NM_SECTOR_SQUISH); } return TRUE; } return FALSE; } int move_debris(short SpriteNum, int xchange, int ychange, int zchange) { USERp u = User[SpriteNum]; u->ret = move_sprite(SpriteNum, xchange, ychange, zchange, u->ceiling_dist, u->floor_dist, 0, ACTORMOVETICS); return !u->ret; } // !AIC - Supposed to allow floating of DEBRIS (dead bodies, flotsam, jetsam). Or if water has // current move with the current. int DoActorDebris(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; SECTORp sectp = §or[sp->sectnum]; int nx, ny; // This was move from DoActorDie so actor's can't be walked through until they are on the floor RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); // Don't let some actors float switch (u->ID) { case HORNET_RUN_R0: case BUNNY_RUN_R0: KillSprite(SpriteNum); return 0; case ZILLA_RUN_R0: getzsofslope(sp->sectnum, sp->x, sp->y, &u->hiz, &u->loz); u->lo_sectp = §or[sp->sectnum]; u->hi_sectp = §or[sp->sectnum]; u->lo_sp = NULL; u->hi_sp = NULL; break; } if (TEST(sectp->extra, SECTFX_SINK)) { if (TEST(sectp->extra, SECTFX_CURRENT)) { DoDebrisCurrent(sp); } else { //nx = sp->xvel * ACTORMOVETICS * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14; //ny = sp->xvel * ACTORMOVETICS * (int) sintable[sp->ang] >> 14; nx = ACTORMOVETICS * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14; ny = ACTORMOVETICS * (int) sintable[sp->ang] >> 14; //sp->clipdist = (256+128)>>2; if (!move_debris(SpriteNum, nx, ny, 0L)) { sp->ang = RANDOM_P2(2048); } } if (SectUser[sp->sectnum] && SectUser[sp->sectnum]->depth > 10) // JBF: added null check { u->WaitTics = (u->WaitTics + (ACTORMOVETICS << 3)) & 1023; //sp->z = Z(2) + u->loz + ((Z(4) * (int) sintable[u->WaitTics]) >> 14); sp->z = u->loz - ((Z(2) * (int) sintable[u->WaitTics]) >> 14); } } else { sp->z = u->loz; } return 0; } int DoFireFly(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; int nx, ny; nx = 4 * ACTORMOVETICS * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14; ny = 4 * ACTORMOVETICS * (int) sintable[sp->ang] >> 14; sp->clipdist = 256>>2; if (!move_actor(SpriteNum, nx, ny, 0L)) { sp->ang = NORM_ANGLE(sp->ang + 1024); } u->WaitTics = (u->WaitTics + (ACTORMOVETICS << 1)) & 2047; sp->z = u->sz + ((Z(32) * (int) sintable[u->WaitTics]) >> 14); return 0; } int DoGenerateSewerDebris(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; short n; static STATEp Debris[] = { s_DebrisNinja, s_DebrisRat, s_DebrisCrab, s_DebrisStarFish }; u->Tics -= ACTORMOVETICS; if (u->Tics <= 0) { u->Tics = u->WaitTics; n = SpawnSprite(STAT_DEAD_ACTOR, 0, Debris[RANDOM_P2(4<<8)>>8], sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 200); SetOwner(SpriteNum, n); } return 0; } // !AIC - Tries to keep actors correctly on the floor. More that a bit messy. void KeepActorOnFloor(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp sp = User[SpriteNum]->SpriteP; SECTORp sectp; int depth; sectp = §or[sp->sectnum]; RESET(sp->cstat, CSTAT_SPRITE_YFLIP); // If upside down, reset it if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING)) return; if (u->lo_sectp && SectUser[u->lo_sectp - sector]) depth = SectUser[u->lo_sectp - sector]->depth; else depth = 0; if (TEST(sectp->extra, SECTFX_SINK) && depth > 35 && u->ActorActionSet && u->ActorActionSet->Swim) { if (TEST(u->Flags, SPR_SWIMMING)) { if (u->Rot != u->ActorActionSet->Run && u->Rot != u->ActorActionSet->Swim && u->Rot != u->ActorActionSet->Stand) { // was swimming but have now stopped RESET(u->Flags, SPR_SWIMMING); RESET(sp->cstat, CSTAT_SPRITE_YCENTER); u->oz = sp->z = u->loz; return; } if (u->Rot == u->ActorActionSet->Run) { NewStateGroup(SpriteNum, u->ActorActionSet->Swim); } // are swimming u->oz = sp->z = u->loz - Z(depth); } else { // only start swimming if you are running if (u->Rot == u->ActorActionSet->Run || u->Rot == u->ActorActionSet->Swim) { NewStateGroup(SpriteNum, u->ActorActionSet->Swim); u->oz = sp->z = u->loz - Z(depth); SET(u->Flags, SPR_SWIMMING); SET(sp->cstat, CSTAT_SPRITE_YCENTER); } else { RESET(u->Flags, SPR_SWIMMING); RESET(sp->cstat, CSTAT_SPRITE_YCENTER); u->oz = sp->z = u->loz; } } return; } // NOT in a swimming situation RESET(u->Flags, SPR_SWIMMING); RESET(sp->cstat, CSTAT_SPRITE_YCENTER); #if 1 if (TEST(u->Flags, SPR_MOVED)) { u->oz = sp->z = u->loz; } else { int ceilz,ceilhit,florz,florhit; FAFgetzrangepoint(sp->x, sp->y, sp->z, sp->sectnum, &ceilz, &ceilhit, &florz, &florhit); u->oz = sp->z = florz; } #endif } int DoActorBeginSlide(short SpriteNum, short ang, short vel, short dec) { USERp u = User[SpriteNum]; SET(u->Flags, SPR_SLIDING); u->slide_ang = ang; u->slide_vel = vel; u->slide_dec = dec; //DoActorSlide(SpriteNum); return 0; } // !AIC - Sliding can occur in different directions from movement of the actor. // Has its own set of variables int DoActorSlide(short SpriteNum) { USERp u = User[SpriteNum]; int nx, ny; nx = u->slide_vel * (int) sintable[NORM_ANGLE(u->slide_ang + 512)] >> 14; ny = u->slide_vel * (int) sintable[u->slide_ang] >> 14; if (!move_actor(SpriteNum, nx, ny, 0L)) { RESET(u->Flags, SPR_SLIDING); return FALSE; } u->slide_vel -= u->slide_dec * ACTORMOVETICS; if (u->slide_vel < 20) { RESET(u->Flags, SPR_SLIDING); } return TRUE; } // !AIC - Actor jumping and falling int DoActorBeginJump(short SpriteNum) { USERp u = User[SpriteNum]; SET(u->Flags, SPR_JUMPING); RESET(u->Flags, SPR_FALLING); // u->jump_speed = should be set before calling // set up individual actor jump gravity u->jump_grav = ACTOR_GRAVITY; // Change sprites state to jumping if (u->ActorActionSet) { if (TEST(u->Flags, SPR_DEAD)) NewStateGroup(SpriteNum, u->ActorActionSet->DeathJump); else NewStateGroup(SpriteNum, u->ActorActionSet->Jump); } u->StateFallOverride = NULL; //DO NOT CALL DoActorJump! DoActorStopFall can cause an infinite loop and //stack overflow if it is called. //DoActorJump(SpriteNum); return 0; } int DoActorJump(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp sp = User[SpriteNum]->SpriteP; int jump_adj; // precalculate jump value to adjust jump speed by jump_adj = u->jump_grav * ACTORMOVETICS; // adjust jump speed by gravity - if jump speed greater than 0 player // have started falling if ((u->jump_speed += jump_adj) > 0) { //DSPRINTF(ds,"Actor Jump Height %d", labs(sp->z - sector[sp->sectnum].floorz)>>8 ); MONO_PRINT(ds); // Start falling DoActorBeginFall(SpriteNum); return 0; } // adjust height by jump speed sp->z += u->jump_speed * ACTORMOVETICS; // if player gets to close the ceiling while jumping if (sp->z < u->hiz + Z(PIC_SIZY(SpriteNum))) { // put player at the ceiling sp->z = u->hiz + Z(PIC_SIZY(SpriteNum)); // reverse your speed to falling u->jump_speed = -u->jump_speed; //DSPRINTF(ds,"Jump: sp_num %d, hi_num %d, hi_sect %d",SpriteNum, u->hi_sp - sprite, u->hi_sectp - sector); MONO_PRINT(ds); // Change sprites state to falling DoActorBeginFall(SpriteNum); } return 0; } int DoActorBeginFall(short SpriteNum) { USERp u = User[SpriteNum]; SET(u->Flags, SPR_FALLING); RESET(u->Flags, SPR_JUMPING); u->jump_grav = ACTOR_GRAVITY; // Change sprites state to falling if (u->ActorActionSet) { if (TEST(u->Flags, SPR_DEAD)) { NewStateGroup(SpriteNum, u->ActorActionSet->DeathFall); } else NewStateGroup(SpriteNum, u->ActorActionSet->Fall); if (u->StateFallOverride) { NewStateGroup(SpriteNum, u->StateFallOverride); } } DoActorFall(SpriteNum); return 0; } int DoActorFall(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp sp = User[SpriteNum]->SpriteP; // adjust jump speed by gravity u->jump_speed += u->jump_grav * ACTORMOVETICS; // adjust player height by jump speed sp->z += u->jump_speed * ACTORMOVETICS; // Stick like glue when you hit the ground if (sp->z > u->loz) { DoActorStopFall(SpriteNum); } return 0; } int DoActorStopFall(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp sp = User[SpriteNum]->SpriteP; sp->z = u->loz; RESET(u->Flags, SPR_FALLING | SPR_JUMPING); RESET(sp->cstat, CSTAT_SPRITE_YFLIP); // don't stand on face or wall sprites - jump again if (u->lo_sp && !TEST(u->lo_sp->cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR)) { //sp->ang = NORM_ANGLE(sp->ang + (RANDOM_P2(64<<8)>>8) - 32); sp->ang = NORM_ANGLE(sp->ang + 1024 + (RANDOM_P2(512<<8)>>8)); u->jump_speed = -350; //DSPRINTF(ds,"StopFall: sp_num %d, sp->picnum %d, lo_num %d, lo_sp->picnum %d",SpriteNum, sp->picnum, u->lo_sp - sprite, u->lo_sp->picnum); MONO_PRINT(ds); DoActorBeginJump(SpriteNum); return 0; } // Change sprites state to running if (u->ActorActionSet) { if (TEST(u->Flags, SPR_DEAD)) { NewStateGroup(SpriteNum, u->ActorActionSet->Dead); PlaySound(DIGI_ACTORBODYFALL1, sp, v3df_none); } else { PlaySound(DIGI_ACTORHITGROUND, sp, v3df_none); NewStateGroup(SpriteNum, u->ActorActionSet->Run); if ((u->track >= 0) && (u->jump_speed) > 800 && (u->ActorActionSet->Sit)) { u->WaitTics = 80; NewStateGroup(SpriteNum, u->ActorActionSet->Sit); } } } return 0; } int DoActorDeathMove(short SpriteNum) { ANIMATOR DoFindGround; USERp u = User[SpriteNum]; SPRITEp sp = User[SpriteNum]->SpriteP; int nx, ny; if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING)) { if (TEST(u->Flags, SPR_JUMPING)) DoActorJump(SpriteNum); else DoActorFall(SpriteNum); } nx = sp->xvel * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14; ny = sp->xvel * (int) sintable[sp->ang] >> 14; sp->clipdist = (128+64)>>2; move_actor(SpriteNum, nx, ny, 0); // only fall on top of floor sprite or sector DoFindGroundPoint(SpriteNum); return 0; } // !AIC - Jumping a falling for shrapnel and other stuff, not actors. int DoBeginJump(short SpriteNum) { USERp u = User[SpriteNum]; SET(u->Flags, SPR_JUMPING); RESET(u->Flags, SPR_FALLING); // set up individual actor jump gravity u->jump_grav = ACTOR_GRAVITY; DoJump(SpriteNum); return 0; } int DoJump(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp sp = User[SpriteNum]->SpriteP; int jump_adj; // precalculate jump value to adjust jump speed by jump_adj = u->jump_grav * ACTORMOVETICS; // adjust jump speed by gravity - if jump speed greater than 0 player // have started falling if ((u->jump_speed += jump_adj) > 0) { // Start falling DoBeginFall(SpriteNum); return 0; } // adjust height by jump speed sp->z += u->jump_speed * ACTORMOVETICS; // if player gets to close the ceiling while jumping if (sp->z < u->hiz + Z(PIC_SIZY(SpriteNum))) { // put player at the ceiling sp->z = u->hiz + Z(PIC_SIZY(SpriteNum)); // reverse your speed to falling u->jump_speed = -u->jump_speed; // Change sprites state to falling DoBeginFall(SpriteNum); } return 0; } int DoBeginFall(short SpriteNum) { USERp u = User[SpriteNum]; SET(u->Flags, SPR_FALLING); RESET(u->Flags, SPR_JUMPING); u->jump_grav = ACTOR_GRAVITY; DoFall(SpriteNum); return 0; } #if 0 int DoFall(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp sp = User[SpriteNum]->SpriteP; // adjust jump speed by gravity u->jump_speed += u->jump_grav * ACTORMOVETICS; // adjust player height by jump speed sp->z += u->jump_speed * ACTORMOVETICS; // Stick like glue when you hit the ground if (sp->z > u->loz) { sp->z = u->loz; RESET(u->Flags, SPR_FALLING); } return 0; } #else int DoFall(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp sp = User[SpriteNum]->SpriteP; // adjust jump speed by gravity u->jump_speed += u->jump_grav * ACTORMOVETICS; // adjust player height by jump speed sp->z += u->jump_speed * ACTORMOVETICS; // Stick like glue when you hit the ground if (sp->z > u->loz - u->floor_dist) { sp->z = u->loz - u->floor_dist; RESET(u->Flags, SPR_FALLING); } return 0; } #endif #include "saveable.h" static saveable_code saveable_actor_code[] = { SAVE_CODE(DoScaleSprite), SAVE_CODE(DoActorDie), SAVE_CODE(DoDebrisCurrent), SAVE_CODE(DoActorSectorDamage), SAVE_CODE(DoActorDebris), SAVE_CODE(DoFireFly), SAVE_CODE(DoGenerateSewerDebris), SAVE_CODE(KeepActorOnFloor), SAVE_CODE(DoActorBeginSlide), SAVE_CODE(DoActorSlide), SAVE_CODE(DoActorBeginJump), SAVE_CODE(DoActorJump), SAVE_CODE(DoActorBeginFall), SAVE_CODE(DoActorFall), SAVE_CODE(DoActorStopFall), SAVE_CODE(DoActorDeathMove), SAVE_CODE(DoBeginJump), SAVE_CODE(DoJump), SAVE_CODE(DoBeginFall), SAVE_CODE(DoFall) }; saveable_module saveable_actor = { // code saveable_actor_code, SIZ(saveable_actor_code), // data NULL,0 }; END_SW_NS