raze-gles/polymer/eduke32/source/player.c

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//-------------------------------------------------------------------------
/*
Copyright (C) 2005 - EDuke32 team
This file is part of EDuke32
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
//-------------------------------------------------------------------------
// Savage Baggage Masters
#include "duke3d.h"
#include "osd.h"
long g_currentweapon;
long g_gun_pos;
long g_looking_arc;
long g_weapon_offset;
long g_gs;
long g_kb;
long g_looking_angSR1;
long g_weapon_xoffset;
int32 turnheldtime; //MED
int32 lastcontroltime; //MED
void setpal(struct player_struct *p)
{
if(p->heat_on) p->palette = slimepal;
else if ((sector[p->cursectnum].ceilingpicnum >= FLOORSLIME)&&(sector[p->cursectnum].ceilingpicnum <=FLOORSLIME+2)) {
p->palette = slimepal;
} else {
if(sector[p->cursectnum].lotag == 2) p->palette = waterpal;
else p->palette = palette;
}
restorepalette = 1;
}
void fadepal(int r, int g, int b, int start, int end, int step)
{
if (getrendermode() >= 3) return;
if (step > 0) for (; start < end; start += step) palto(r,g,b,start);
else for (; start >= end; start += step) palto(r,g,b,start);
}
void incur_damage(struct player_struct *p)
{
long damage = 0L, shield_damage = 0L;
SetGameVarID(g_iReturnVarID,0,p->i,sprite[p->i].yvel);
OnEvent(EVENT_INCURDAMAGE, p->i, sprite[p->i].yvel, -1);
if(GetGameVarID(g_iReturnVarID,p->i,sprite[p->i].yvel) == 0)
{
sprite[p->i].extra -= p->extra_extra8>>8;
damage = sprite[p->i].extra - p->last_extra;
if ( damage < 0 )
{
p->extra_extra8 = 0;
if ( p->shield_amount > 0 )
{
shield_damage = damage * (20 + (TRAND%30)) / 100;
damage -= shield_damage;
p->shield_amount += shield_damage;
if ( p->shield_amount < 0 )
{
damage += p->shield_amount;
p->shield_amount = 0;
}
}
sprite[p->i].extra = p->last_extra + damage;
}
}
}
void quickkill(struct player_struct *p)
{
p->pals[0] = 48;
p->pals[1] = 48;
p->pals[2] = 48;
p->pals_time = 48;
sprite[p->i].extra = 0;
sprite[p->i].cstat |= 32768;
if(ud.god == 0) guts(&sprite[p->i],JIBS6,8,myconnectindex);
return;
}
void forceplayerangle(struct player_struct *p)
{
short n;
n = 128-(TRAND&255);
p->horiz += 64;
p->return_to_center = 9;
p->look_ang = n>>1;
p->rotscrnang = n>>1;
}
void tracers(long x1,long y1,long z1,long x2,long y2,long z2,long n)
{
long i, xv, yv, zv;
short sect = -1;
i = n+1;
xv = (x2-x1)/i;
yv = (y2-y1)/i;
zv = (z2-z1)/i;
if( ( klabs(x1-x2)+klabs(y1-y2) ) < 3084 )
return;
for(i=n;i>0;i--)
{
x1 += xv;
y1 += yv;
z1 += zv;
updatesector(x1,y1,&sect);
if(sect >= 0)
{
if(sector[sect].lotag == 2)
EGS(sect,x1,y1,z1,WATERBUBBLE,-32,4+(TRAND&3),4+(TRAND&3),TRAND&2047,0,0,ps[0].i,5);
else
EGS(sect,x1,y1,z1,SMALLSMOKE,-32,14,14,0,0,0,ps[0].i,5);
}
}
}
void hitscantrail(long x1, long y1, long z1, long x2, long y2, long z2, short ang, short atwith)
{
long xv, yv, zv, n, j, i;
short sect = -1;
x1 += (sintable[(348+ang+512)&2047]/projectile[atwith].offset);
y1 += (sintable[(ang+348)&2047]/projectile[atwith].offset);
n = ((FindDistance2D(x1-x2,y1-y2))>>8)+1;
z1 += (projectile[atwith].toffset<<8)+1024;
xv = (x2-x1)/n;
yv = (y2-y1)/n;
zv = (z2-z1)/n;
x1 += xv>>2;
y1 += yv>>2;
z1 += zv>>2;
for(i=0;i<projectile[atwith].tnum;i++)
{
x1 += xv;
y1 += yv;
z1 += zv;
updatesector(x1,y1,&sect);
if(sect >= 0)
{
j = EGS(sect,x1,y1,z1,projectile[atwith].trail,-32,projectile[atwith].txrepeat,projectile[atwith].tyrepeat,ang,0,0,ps[0].i,0);
changespritestat(j,1);
}
else continue;
}
}
long hits(short i)
{
long sx,sy,sz;
short sect,hw,hs;
long zoff;
if(PN == APLAYER) zoff = (40<<8);
else zoff = 0;
hitscan(SX,SY,SZ-zoff,SECT,
sintable[(SA+512)&2047],
sintable[SA&2047],
0,&sect,&hw,&hs,&sx,&sy,&sz,CLIPMASK1);
return ( FindDistance2D( sx-SX,sy-SY ) );
}
long hitasprite(short i,short *hitsp)
{
long sx,sy,sz,zoff;
short sect,hw;
if(badguy(&sprite[i]) )
zoff = (42<<8);
else if(PN == APLAYER) zoff = (39<<8);
else zoff = 0;
hitscan(SX,SY,SZ-zoff,SECT,
sintable[(SA+512)&2047],
sintable[SA&2047],
0,&sect,&hw,hitsp,&sx,&sy,&sz,CLIPMASK1);
if(hw >= 0 && (wall[hw].cstat&16) && badguy(&sprite[i]) )
return((1<<30));
return ( FindDistance2D(sx-SX,sy-SY) );
}
/*
long hitaspriteandwall(short i,short *hitsp,short *hitw,short *x, short *y)
{
long sz;
short sect;
hitscan(SX,SY,SZ,SECT,
sintable[(SA+512)&2047],
sintable[SA&2047],
0,&sect,hitw,hitsp,x,y,&sz,CLIPMASK1);
return ( FindDistance2D(*x-SX,*y-SY) );
}
*/
long hitawall(struct player_struct *p,short *hitw)
{
long sx,sy,sz;
short sect,hs;
hitscan(p->posx,p->posy,p->posz,p->cursectnum,
sintable[(p->ang+512)&2047],
sintable[p->ang&2047],
0,&sect,hitw,&hs,&sx,&sy,&sz,CLIPMASK0);
return ( FindDistance2D(sx-p->posx,sy-p->posy) );
}
short aim(spritetype *s,short aang,short atwith)
{
char gotshrinker,gotfreezer;
short i, j, a, k, cans;
short aimstats[] = {10,13,1,2};
long dx1, dy1, dx2, dy2, dx3, dy3, smax, sdist;
long xv, yv;
if(s->picnum == APLAYER) {
if(!ps[s->yvel].auto_aim)
return -1;
if(ps[s->yvel].auto_aim == 2)
{
if(checkspriteflagsp(atwith,SPRITE_FLAG_PROJECTILE) && (projectile[atwith].workslike & PROJECTILE_FLAG_RPG))
return -1;
else switch(dynamictostatic[atwith]) {
case TONGUE__STATIC:
case FREEZEBLAST__STATIC:
case SHRINKSPARK__STATIC:
case SHRINKER__STATIC:
case RPG__STATIC:
case FIRELASER__STATIC:
case SPIT__STATIC:
case COOLEXPLOSION1__STATIC:
return -1;
default:
break;
}
}
}
a = s->ang;
j = -1;
gotshrinker = s->picnum == APLAYER && *aplWeaponWorksLike[ps[s->yvel].curr_weapon] == SHRINKER_WEAPON;
gotfreezer = s->picnum == APLAYER && *aplWeaponWorksLike[ps[s->yvel].curr_weapon] == FREEZE_WEAPON;
smax = 0x7fffffff;
dx1 = sintable[(a+512-aang)&2047];
dy1 = sintable[(a-aang)&2047];
dx2 = sintable[(a+512+aang)&2047];
dy2 = sintable[(a+aang)&2047];
dx3 = sintable[(a+512)&2047];
dy3 = sintable[a&2047];
for(k=0;k<4;k++)
{
if( j >= 0 )
break;
for(i=headspritestat[aimstats[k]];i >= 0;i=nextspritestat[i])
if( sprite[i].xrepeat > 0 && sprite[i].extra >= 0 && (sprite[i].cstat&(257+32768)) == 257)
if( badguy(&sprite[i]) || k < 2 )
{
if(badguy(&sprite[i]) || PN == APLAYER || PN == SHARK)
{
if( PN == APLAYER &&
// ud.ffire == 0 &&
(gametype_flags[ud.coop]& GAMETYPE_FLAG_PLAYERSFRIENDLY ) &&
s->picnum == APLAYER &&
s != &sprite[i])
continue;
if(gotshrinker && sprite[i].xrepeat < 30 )
{
if (PN == SHARK) {
if(sprite[i].xrepeat < 20) continue;
continue;
} else if ((PN >= GREENSLIME)&&(PN <= GREENSLIME+7)) {
} else {
continue;
}
}
if(gotfreezer && sprite[i].pal == 1) continue;
}
xv = (SX-s->x);
yv = (SY-s->y);
if( (dy1*xv) <= (dx1*yv) )
if( ( dy2*xv ) >= (dx2*yv) )
{
sdist = mulscale(dx3,xv,14) + mulscale(dy3,yv,14);
if( sdist > 512 && sdist < smax )
{
if(s->picnum == APLAYER)
a = (klabs(scale(SZ-s->z,10,sdist)-(ps[s->yvel].horiz+ps[s->yvel].horizoff-100)) < 100);
else a = 1;
if(PN == ORGANTIC || PN == ROTATEGUN )
cans = cansee(SX,SY,SZ,SECT,s->x,s->y,s->z-(32<<8),s->sectnum);
else cans = cansee(SX,SY,SZ-(32<<8),SECT,s->x,s->y,s->z-(32<<8),s->sectnum);
if( a && cans )
{
smax = sdist;
j = i;
}
}
}
}
}
return j;
}
short shoot(short i,short atwith)
{
short sect, hitsect, hitspr, hitwall, l, sa, p, j, k=-1, wh, scount;
long sx, sy, sz, vel, zvel, hitx, hity, hitz, x, oldzvel, dal;
unsigned char sizx,sizy;
spritetype *s;
s = &sprite[i];
sect = s->sectnum;
zvel = 0;
if( s->picnum == APLAYER )
{
p = s->yvel;
sx = ps[p].posx;
sy = ps[p].posy;
sz = ps[p].posz+ps[p].pyoff+(4<<8);
sa = ps[p].ang;
ps[p].crack_time = 777;
}
else
{
p = -1;
sa = s->ang;
sx = s->x;
sy = s->y;
sz = s->z-((s->yrepeat*tilesizy[s->picnum])<<1)+(4<<8);
if(s->picnum != ROTATEGUN)
{
sz -= (7<<8);
if(badguy(s) && PN != COMMANDER)
{
sx += (sintable[(sa+1024+96)&2047]>>7);
sy += (sintable[(sa+512+96)&2047]>>7);
}
}
}
if(checkspriteflagsp(atwith,SPRITE_FLAG_PROJECTILE))
{
/* Custom projectiles. This is a big hack. */
if (projectile[atwith].offset == 0) projectile[atwith].offset = 1;
// writestring(sx,sy,sz,sect,sintable[(sa+512)&2047],sintable[sa&2047],zvel<<6);
if(projectile[atwith].workslike & PROJECTILE_FLAG_BLOOD || projectile[atwith].workslike & PROJECTILE_FLAG_KNEE)
{
if(projectile[atwith].workslike & PROJECTILE_FLAG_BLOOD)
{
if(p >= 0)
sa += 64 - (TRAND&127);
else sa += 1024 + 64 - (TRAND&127);
zvel = 1024-(TRAND&2047);
}
if(projectile[atwith].workslike & PROJECTILE_FLAG_KNEE)
{
if(p >= 0)
{
zvel = (100-ps[p].horiz-ps[p].horizoff)<<5;
sz += (6<<8);
sa += 15;
}
else if (!(projectile[atwith].workslike & PROJECTILE_FLAG_NOAIM))
{
j = ps[findplayer(s,&x)].i;
zvel = ( (sprite[j].z-sz)<<8 ) / (x+1);
sa = getangle(sprite[j].x-sx,sprite[j].y-sy);
}
}
if (hittype[i].temp_data[9]) zvel = hittype[i].temp_data[9];
hitscan(sx,sy,sz,sect,
sintable[(sa+512)&2047],
sintable[sa&2047],zvel<<6,
&hitsect,&hitwall,&hitspr,&hitx,&hity,&hitz,CLIPMASK1);
if(projectile[atwith].workslike & PROJECTILE_FLAG_BLOOD)
{
if (projectile[atwith].range == 0)
projectile[atwith].range = 1024;
if( FindDistance2D(sx-hitx,sy-hity) < projectile[atwith].range )
if (FindDistance2D(wall[hitwall].x-wall[wall[hitwall].point2].x,wall[hitwall].y-wall[wall[hitwall].point2].y) > (mulscale(projectile[atwith].xrepeat+8,tilesizx[projectile[atwith].decal],3)))
if( hitwall >= 0 && wall[hitwall].overpicnum != BIGFORCE )
if( ( wall[hitwall].nextsector >= 0 && hitsect >= 0 &&
sector[wall[hitwall].nextsector].lotag == 0 &&
sector[hitsect].lotag == 0 &&
sector[wall[hitwall].nextsector].lotag == 0 &&
(sector[hitsect].floorz-sector[wall[hitwall].nextsector].floorz) > (mulscale(projectile[atwith].yrepeat,tilesizy[projectile[atwith].decal],3)<<8) ) ||
( wall[hitwall].nextsector == -1 && sector[hitsect].lotag == 0 ) )
if( (wall[hitwall].cstat&16) == 0)
{
if(wall[hitwall].nextsector >= 0)
{
k = headspritesect[wall[hitwall].nextsector];
while(k >= 0)
{
if(sprite[k].statnum == 3 && sprite[k].lotag == 13)
return -1;
k = nextspritesect[k];
}
}
if( wall[hitwall].nextwall >= 0 &&
wall[wall[hitwall].nextwall].hitag != 0 )
return -1;
if(wall[hitwall].hitag == 0)
{
if(projectile[atwith].decal >= 0)
{
k = spawn(i,projectile[atwith].decal);
/*
sprite[k].xvel = -12;
sprite[k].ang = getangle(wall[hitwall].x-wall[wall[hitwall].point2].x,
wall[hitwall].y-wall[wall[hitwall].point2].y)+512;
sprite[k].x = hitx;
sprite[k].y = hity;
sprite[k].z = hitz;
sprite[k].cstat |= (TRAND&4);
sprite[k].xrepeat = projectile[atwith].xrepeat;
sprite[k].yrepeat = projectile[atwith].yrepeat;
sprite[k].cstat = 16+(krand()&12);
ssp(k,CLIPMASK0);
setsprite(k,sprite[k].x,sprite[k].y,sprite[k].z);
insertspriteq(k);
*/
if(!spriteflags[projectile[atwith].decal] & SPRITE_FLAG_DECAL)
spriteflags[projectile[atwith].decal] |= SPRITE_FLAG_DECAL;
k = spawn(i,projectile[atwith].decal);
sprite[k].xvel = -1;
sprite[k].ang = getangle(wall[hitwall].x-wall[wall[hitwall].point2].x,
wall[hitwall].y-wall[wall[hitwall].point2].y)+512;
sprite[k].x = hitx;
sprite[k].y = hity;
sprite[k].z = hitz;
if(projectile[atwith].workslike & PROJECTILE_FLAG_RANDDECALSIZE)
{
wh = (TRAND&projectile[atwith].xrepeat);
if (wh < projectile[atwith].yrepeat)
wh = projectile[atwith].yrepeat;
sprite[k].xrepeat = wh;
sprite[k].yrepeat = wh;
}
else
{
sprite[k].xrepeat = projectile[atwith].xrepeat;
sprite[k].yrepeat = projectile[atwith].yrepeat;
}
sprite[k].z += sprite[k].yrepeat<<8;
// sprite[k].cstat = 16+(krand()&12);
sprite[k].cstat = 16;
wh = (TRAND&1);
if (wh == 1)
sprite[k].cstat |= 4;
wh = (TRAND&1);
if (wh == 1)
sprite[k].cstat |= 8;
wh = sprite[k].sectnum;
sprite[k].shade = sector[wh].floorshade;
sprite[k].x -= mulscale13(1,sintable[(sprite[k].ang+2560)&2047]);
sprite[k].y -= mulscale13(1,sintable[(sprite[k].ang+2048)&2047]);
ssp(k,CLIPMASK0);
insertspriteq(k);
changespritestat(k,5);
}
// if( PN == OOZFILTER || PN == NEWBEAST )
// sprite[k].pal = 6;
}
}
return -1;
}
if(hitsect < 0) return -1;
if ((projectile[atwith].range == 0) && (projectile[atwith].workslike & PROJECTILE_FLAG_KNEE))
projectile[atwith].range = 1024;
if( (projectile[atwith].range > 0) && (( klabs(sx-hitx)+klabs(sy-hity) ) > projectile[atwith].range) )
return -1;
else
{
if(hitwall >= 0 || hitspr >= 0)
{
j = EGS(hitsect,hitx,hity,hitz,atwith,-15,0,0,sa,32,0,i,4);
thisprojectile[j].workslike = projectile[sprite[j].picnum].workslike;
sprite[j].extra = projectile[atwith].extra;
if(projectile[atwith].extra_rand > 0)
sprite[j].extra += (TRAND&projectile[atwith].extra_rand);
if(p >= 0)
{
if(projectile[atwith].spawns >= 0)
{
k = spawn(j,projectile[atwith].spawns);
sprite[k].z -= (8<<8);
}
if (projectile[atwith].sound > -1) spritesound(projectile[atwith].sound,j);
}
if ( p >= 0 && ps[p].steroids_amount > 0 && ps[p].steroids_amount < 400 )
sprite[j].extra += (max_player_health>>2);
if( hitspr >= 0 && sprite[hitspr].picnum != ACCESSSWITCH && sprite[hitspr].picnum != ACCESSSWITCH2 )
{
checkhitsprite(hitspr,j);
if(p >= 0) checkhitswitch(p,hitspr,1);
}
else if( hitwall >= 0 )
{
if( wall[hitwall].cstat&2 )
if(wall[hitwall].nextsector >= 0)
if(hitz >= (sector[wall[hitwall].nextsector].floorz) )
hitwall = wall[hitwall].nextwall;
if( hitwall >= 0 && wall[hitwall].picnum != ACCESSSWITCH && wall[hitwall].picnum != ACCESSSWITCH2 )
{
checkhitwall(j,hitwall,hitx,hity,hitz,atwith);
if(p >= 0) checkhitswitch(p,hitwall,0);
}
}
}
else if(p >= 0 && zvel > 0 && sector[hitsect].lotag == 1)
{
j = spawn(ps[p].i,WATERSPLASH2);
sprite[j].x = hitx;
sprite[j].y = hity;
sprite[j].ang = ps[p].ang; // Total tweek
sprite[j].xvel = 32;
ssp(i,CLIPMASK0);
sprite[j].xvel = 0;
}
}
return -1;
}
if(projectile[atwith].workslike & PROJECTILE_FLAG_HITSCAN)
{
if( s->extra >= 0 ) s->shade = projectile[atwith].shade;
if(p >= 0)
{
int angRange;
int zRange;
SetGameVarID(g_iAimAngleVarID,AUTO_AIM_ANGLE,i,p);
OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1);
j=-1;
if( GetGameVarID(g_iAimAngleVarID,i,p) > 0 )
{
j = aim( s, GetGameVarID(g_iAimAngleVarID,i,p),atwith);
}
if(j >= 0)
{
dal = ((sprite[j].xrepeat*tilesizy[sprite[j].picnum])<<1)+(5<<8);
if (((sprite[j].picnum >= GREENSLIME)&&(sprite[j].picnum <= GREENSLIME+7))||(sprite[j].picnum ==ROTATEGUN) )
{
dal -= (8<<8);
return -1;
}
zvel = ( ( sprite[j].z-sz-dal )<<8 ) / ldist(&sprite[ps[p].i], &sprite[j]) ;
sa = getangle(sprite[j].x-sx,sprite[j].y-sy);
}
angRange=32;
zRange=256;
SetGameVarID(g_iAngRangeVarID,32, i,p);
SetGameVarID(g_iZRangeVarID,256,i,p);
OnEvent(EVENT_GETSHOTRANGE, i,p, -1);
angRange=GetGameVarID(g_iAngRangeVarID,i,p);
zRange=GetGameVarID(g_iZRangeVarID,i,p);
sa += (angRange/2)-(TRAND&(angRange-1));
if(j == -1)
{
// no target
zvel = (100-ps[p].horiz-ps[p].horizoff)<<5;
}
zvel += (zRange/2)-(TRAND&(zRange-1));
sz -= (2<<8);
}
else
{
j = findplayer(s,&x);
sz -= (4<<8);
zvel = ( (ps[j].posz-sz) <<8 ) / (ldist(&sprite[ps[j].i], s ) );
if(s->picnum != BOSS1)
{
zvel += 128-(TRAND&255);
sa += 32-(TRAND&63);
}
else
{
zvel += 128-(TRAND&255);
sa = getangle(ps[j].posx-sx,ps[j].posy-sy)+64-(TRAND&127);
}
}
if (projectile[atwith].cstat >= 0) s->cstat &= ~projectile[atwith].cstat;
else s->cstat &= ~257;
if (hittype[i].temp_data[9]) zvel = hittype[i].temp_data[9];
hitscan(sx,sy,sz,sect,
sintable[(sa+512)&2047],
sintable[sa&2047],
zvel<<6,&hitsect,&hitwall,&hitspr,&hitx,&hity,&hitz,CLIPMASK1);
if (projectile[atwith].cstat >= 0) s->cstat |= projectile[atwith].cstat;
else s->cstat |= 257;
if(hitsect < 0) return -1;
if( (projectile[atwith].range > 0) && (( klabs(sx-hitx)+klabs(sy-hity) ) > projectile[atwith].range) ) return -1;
if (projectile[atwith].trail > -1)
hitscantrail(sx,sy,sz,hitx,hity,hitz,sa,atwith);
if (projectile[atwith].workslike & PROJECTILE_FLAG_WATERBUBBLES)
{
if( (TRAND&15) == 0 && sector[hitsect].lotag == 2 )
tracers(hitx,hity,hitz,sx,sy,sz,8-(ud.multimode>>1));
}
if(p >= 0)
{
k = EGS(hitsect,hitx,hity,hitz,SHOTSPARK1,-15,10,10,sa,0,0,i,4);
sprite[k].extra = projectile[atwith].extra;
sprite[k].yvel = atwith; // this is a hack to allow you to detect which weapon spawned a SHOTSPARK1
hittype[k].temp_data[6] = hitwall;
hittype[k].temp_data[7] = hitsect;
hittype[k].temp_data[8] = hitspr;
if(projectile[atwith].extra_rand > 0)
sprite[k].extra += (TRAND%projectile[atwith].extra_rand);
if( hitwall == -1 && hitspr == -1)
{
if( zvel < 0 )
{
if( sector[hitsect].ceilingstat&1 )
{
sprite[k].xrepeat = 0;
sprite[k].yrepeat = 0;
return -1;
}
else
checkhitceiling(hitsect);
}
if (projectile[atwith].spawns >= 0)
{
wh=spawn(k,projectile[atwith].spawns);
if (projectile[atwith].sxrepeat > 4) sprite[wh].xrepeat=projectile[atwith].sxrepeat;
if (projectile[atwith].syrepeat > 4) sprite[wh].yrepeat=projectile[atwith].syrepeat;
}
}
if(hitspr >= 0)
{
checkhitsprite(hitspr,k);
if( sprite[hitspr].picnum == APLAYER && (!(gametype_flags[ud.coop] & GAMETYPE_FLAG_PLAYERSFRIENDLY) || ud.ffire == 1) )
{
l = spawn(k,JIBS6);
sprite[k].xrepeat = sprite[k].yrepeat = 0;
sprite[l].z += (4<<8);
sprite[l].xvel = 16;
sprite[l].xrepeat = sprite[l].yrepeat = 24;
sprite[l].ang += 64-(TRAND&127);
}
else {
if (projectile[atwith].spawns >= 0)
{
wh=spawn(k,projectile[atwith].spawns);
if (projectile[atwith].sxrepeat > 4) sprite[wh].xrepeat=projectile[atwith].sxrepeat;
if (projectile[atwith].syrepeat > 4) sprite[wh].yrepeat=projectile[atwith].syrepeat;
}
}
if(p >= 0 && (
sprite[hitspr].picnum == DIPSWITCH ||
sprite[hitspr].picnum == DIPSWITCH+1 ||
sprite[hitspr].picnum == DIPSWITCH2 ||
sprite[hitspr].picnum == DIPSWITCH2+1 ||
sprite[hitspr].picnum == DIPSWITCH3 ||
sprite[hitspr].picnum == DIPSWITCH3+1 ||
sprite[hitspr].picnum == HANDSWITCH ||
sprite[hitspr].picnum == HANDSWITCH+1) )
{
checkhitswitch(p,hitspr,1);
return -1;
}
}
else if( hitwall >= 0 )
{
if (projectile[atwith].spawns >= 0)
{
wh=spawn(k,projectile[atwith].spawns);
if (projectile[atwith].sxrepeat > 4) sprite[wh].xrepeat=projectile[atwith].sxrepeat;
if (projectile[atwith].syrepeat > 4) sprite[wh].yrepeat=projectile[atwith].syrepeat;
}
if( isadoorwall(wall[hitwall].picnum) == 1 )
goto DOSKIPBULLETHOLE;
if(p >= 0 && (
wall[hitwall].picnum == DIPSWITCH ||
wall[hitwall].picnum == DIPSWITCH+1 ||
wall[hitwall].picnum == DIPSWITCH2 ||
wall[hitwall].picnum == DIPSWITCH2+1 ||
wall[hitwall].picnum == DIPSWITCH3 ||
wall[hitwall].picnum == DIPSWITCH3+1 ||
wall[hitwall].picnum == HANDSWITCH ||
wall[hitwall].picnum == HANDSWITCH+1) )
{
checkhitswitch(p,hitwall,0);
return -1;
}
if(wall[hitwall].hitag != 0 || ( wall[hitwall].nextwall >= 0 && wall[wall[hitwall].nextwall].hitag != 0 ) )
goto DOSKIPBULLETHOLE;
if( hitsect >= 0 && sector[hitsect].lotag == 0 )
if( wall[hitwall].overpicnum != BIGFORCE )
if( (wall[hitwall].nextsector >= 0 && sector[wall[hitwall].nextsector].lotag == 0 ) ||
( wall[hitwall].nextsector == -1 && sector[hitsect].lotag == 0 ) )
if( (wall[hitwall].cstat&16) == 0)
{
if(wall[hitwall].nextsector >= 0)
{
l = headspritesect[wall[hitwall].nextsector];
while(l >= 0)
{
if(sprite[l].statnum == 3 && sprite[l].lotag == 13)
goto DOSKIPBULLETHOLE;
l = nextspritesect[l];
}
}
l = headspritestat[5];
while(l >= 0)
{
if(sprite[l].picnum == projectile[atwith].decal)
if(dist(&sprite[l],&sprite[k]) < (12+(TRAND&7)) )
goto DOSKIPBULLETHOLE;
l = nextspritestat[l];
}
if (projectile[atwith].decal >= 0)
{
l = spawn(k,projectile[atwith].decal);
sprite[l].xvel = -1;
sprite[l].ang = getangle(wall[hitwall].x-wall[wall[hitwall].point2].x,
wall[hitwall].y-wall[wall[hitwall].point2].y)+512;
if(projectile[atwith].workslike & PROJECTILE_FLAG_RANDDECALSIZE)
{
wh = (TRAND&projectile[atwith].xrepeat);
if (wh < projectile[atwith].yrepeat)
wh = projectile[atwith].yrepeat;
sprite[l].xrepeat = wh;
sprite[l].yrepeat = wh;
}
else
{
sprite[l].xrepeat = projectile[atwith].xrepeat;
sprite[l].yrepeat = projectile[atwith].yrepeat;
}
sprite[l].cstat = 16+(krand()&12);
sprite[l].x -= mulscale13(1,sintable[(sprite[l].ang+2560)&2047]);
sprite[l].y -= mulscale13(1,sintable[(sprite[l].ang+2048)&2047]);
ssp(l,CLIPMASK0);
insertspriteq(l);
}
}
DOSKIPBULLETHOLE:
if( wall[hitwall].cstat&2 )
if(wall[hitwall].nextsector >= 0)
if(hitz >= (sector[wall[hitwall].nextsector].floorz) )
hitwall = wall[hitwall].nextwall;
checkhitwall(k,hitwall,hitx,hity,hitz,atwith);
}
}
else
{
k = EGS(hitsect,hitx,hity,hitz,SHOTSPARK1,-15,24,24,sa,0,0,i,4);
sprite[k].extra = projectile[atwith].extra;
sprite[k].yvel = atwith; // this is a hack to allow you to detect which weapon spawned a SHOTSPARK1
hittype[k].temp_data[6] = hitwall;
hittype[k].temp_data[7] = hitsect;
hittype[k].temp_data[8] = hitspr;
if( hitspr >= 0 )
{
checkhitsprite(hitspr,k);
if( sprite[hitspr].picnum != APLAYER )
{
if (projectile[atwith].spawns >= 0)
{
wh=spawn(k,projectile[atwith].spawns);
if (projectile[atwith].sxrepeat > 4) sprite[wh].xrepeat=projectile[atwith].sxrepeat;
if (projectile[atwith].syrepeat > 4) sprite[wh].yrepeat=projectile[atwith].syrepeat;
}
}
else sprite[k].xrepeat = sprite[k].yrepeat = 0;
}
else if( hitwall >= 0 )
checkhitwall(k,hitwall,hitx,hity,hitz,atwith);
}
if( (TRAND&255) < 4 )
if (projectile[atwith].isound >= 0)
xyzsound(projectile[atwith].isound,k,hitx,hity,hitz);
return -1;
}
if(projectile[atwith].workslike & PROJECTILE_FLAG_RPG)
{
/* if(projectile[atwith].workslike & PROJECTILE_FLAG_FREEZEBLAST)
sz += (3<<8);*/
if( s->extra >= 0 ) s->shade = projectile[atwith].shade;
scount = 1;
vel = projectile[atwith].vel;
j = -1;
if(p >= 0)
{
// j = aim( s, AUTO_AIM_ANGLE ); // 48
SetGameVarID(g_iAimAngleVarID,AUTO_AIM_ANGLE,i,p);
OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1);
j=-1;
if( GetGameVarID(g_iAimAngleVarID,i,p) > 0 )
{
j = aim( s, GetGameVarID(g_iAimAngleVarID,i,p),atwith);
}
if(j >= 0)
{
dal = ((sprite[j].xrepeat*tilesizy[sprite[j].picnum])<<1)+(8<<8);
zvel = ( (sprite[j].z-sz-dal)*vel ) / ldist(&sprite[ps[p].i], &sprite[j]);
if( sprite[j].picnum != RECON )
sa = getangle(sprite[j].x-sx,sprite[j].y-sy);
}
// else zvel = (100-ps[p].horiz-ps[p].horizoff)*81;
else zvel = ((100-ps[p].horiz-ps[p].horizoff)*(projectile[atwith].vel/8));
if (projectile[atwith].sound > -1) spritesound(projectile[atwith].sound,i);
}
else
{
if (!(projectile[atwith].workslike & PROJECTILE_FLAG_NOAIM))
{
j = findplayer(s,&x);
sa = getangle(ps[j].oposx-sx,ps[j].oposy-sy);
l = ldist(&sprite[ps[j].i],s);
zvel = ( (ps[j].oposz-sz)*vel) / l;
if( badguy(s) && (s->hitag&face_player_smart) )
sa = s->ang+(TRAND&31)-16;
}
}
if( p >= 0 && j >= 0)
l = j;
else l = -1;
/* j = EGS(sect,
sx+(sintable[(348+sa+512)&2047]/448),
sy+(sintable[(sa+348)&2047]/448),
sz-(1<<8),atwith,0,14,14,sa,vel,zvel,i,4);*/
if (hittype[i].temp_data[9]) zvel = hittype[i].temp_data[9];
j = EGS(sect,
sx+(sintable[(348+sa+512)&2047]/projectile[atwith].offset),
sy+(sintable[(sa+348)&2047]/projectile[atwith].offset),
sz-(1<<8),atwith,0,14,14,sa,vel,zvel,i,4);
sprite[j].xrepeat=projectile[atwith].xrepeat;
sprite[j].yrepeat=projectile[atwith].yrepeat;
if(projectile[atwith].extra_rand > 0)
sprite[j].extra += (TRAND&projectile[atwith].extra_rand);
if(!(projectile[atwith].workslike & PROJECTILE_FLAG_BOUNCESOFFWALLS))
sprite[j].yvel = l;
else
{
if (projectile[atwith].bounces >= 1) sprite[j].yvel = projectile[atwith].bounces;
else sprite[j].yvel = numfreezebounces;
// sprite[j].xrepeat >>= 1;
// sprite[j].yrepeat >>= 1;
sprite[j].zvel -= (2<<4);
}
/*
if(p == -1)
{
if(!(projectile[atwith].workslike & PROJECTILE_FLAG_BOUNCESOFFWALLS))
{
sprite[j].xrepeat = projectile[atwith].xrepeat; // 30
sprite[j].yrepeat = projectile[atwith].yrepeat;
sprite[j].extra >>= 2;
}
}
*/
if (projectile[atwith].cstat >= 0) sprite[j].cstat = projectile[atwith].cstat;
else sprite[j].cstat = 128;
if (projectile[atwith].clipdist >= 0) sprite[j].clipdist = projectile[atwith].clipdist;
else sprite[j].clipdist = 40;
Bmemcpy(&thisprojectile[j], &projectile[sprite[j].picnum], sizeof(projectile[sprite[j].picnum]));
// sa = s->ang+32-(TRAND&63);
// zvel = oldzvel+512-(TRAND&1023);
return j;
}
}
else
{
switch(dynamictostatic[atwith])
{
case BLOODSPLAT1__STATIC:
case BLOODSPLAT2__STATIC:
case BLOODSPLAT3__STATIC:
case BLOODSPLAT4__STATIC:
if(p >= 0)
sa += 64 - (TRAND&127);
else sa += 1024 + 64 - (TRAND&127);
zvel = 1024-(TRAND&2047);
case KNEE__STATIC:
if(atwith == KNEE )
{
if(p >= 0)
{
zvel = (100-ps[p].horiz-ps[p].horizoff)<<5;
sz += (6<<8);
sa += 15;
}
else
{
j = ps[findplayer(s,&x)].i;
zvel = ( (sprite[j].z-sz)<<8 ) / (x+1);
sa = getangle(sprite[j].x-sx,sprite[j].y-sy);
}
}
// writestring(sx,sy,sz,sect,sintable[(sa+512)&2047],sintable[sa&2047],zvel<<6);
if (hittype[i].temp_data[9]) zvel = hittype[i].temp_data[9];
hitscan(sx,sy,sz,sect,
sintable[(sa+512)&2047],
sintable[sa&2047],zvel<<6,
&hitsect,&hitwall,&hitspr,&hitx,&hity,&hitz,CLIPMASK1);
if( atwith == BLOODSPLAT1 || atwith == BLOODSPLAT2 || atwith == BLOODSPLAT3 || atwith == BLOODSPLAT4 )
{
if( FindDistance2D(sx-hitx,sy-hity) < 1024 )
if( hitwall >= 0 && wall[hitwall].overpicnum != BIGFORCE )
if( ( wall[hitwall].nextsector >= 0 && hitsect >= 0 &&
sector[wall[hitwall].nextsector].lotag == 0 &&
sector[hitsect].lotag == 0 &&
sector[wall[hitwall].nextsector].lotag == 0 &&
(sector[hitsect].floorz-sector[wall[hitwall].nextsector].floorz) > (16<<8) ) ||
( wall[hitwall].nextsector == -1 && sector[hitsect].lotag == 0 ) )
if( (wall[hitwall].cstat&16) == 0)
{
if(wall[hitwall].nextsector >= 0)
{
k = headspritesect[wall[hitwall].nextsector];
while(k >= 0)
{
if(sprite[k].statnum == 3 && sprite[k].lotag == 13)
return -1;
k = nextspritesect[k];
}
}
if( wall[hitwall].nextwall >= 0 &&
wall[wall[hitwall].nextwall].hitag != 0 )
return -1;
if(wall[hitwall].hitag == 0)
{
k = spawn(i,atwith);
sprite[k].xvel = -12;
sprite[k].ang = getangle(wall[hitwall].x-wall[wall[hitwall].point2].x,
wall[hitwall].y-wall[wall[hitwall].point2].y)+512;
sprite[k].x = hitx;
sprite[k].y = hity;
sprite[k].z = hitz;
sprite[k].cstat |= (TRAND&4);
ssp(k,CLIPMASK0);
setsprite(k,sprite[k].x,sprite[k].y,sprite[k].z);
if( PN == OOZFILTER || PN == NEWBEAST )
sprite[k].pal = 6;
}
}
return -1;
}
if(hitsect < 0) break;
if( ( klabs(sx-hitx)+klabs(sy-hity) ) < 1024 )
{
if(hitwall >= 0 || hitspr >= 0)
{
j = EGS(hitsect,hitx,hity,hitz,KNEE,-15,0,0,sa,32,0,i,4);
sprite[j].extra += (TRAND&7);
if(p >= 0)
{
k = spawn(j,SMALLSMOKE);
sprite[k].z -= (8<<8);
spritesound(KICK_HIT,j);
}
if ( p >= 0 && ps[p].steroids_amount > 0 && ps[p].steroids_amount < 400 )
sprite[j].extra += (max_player_health>>2);
if( hitspr >= 0 && sprite[hitspr].picnum != ACCESSSWITCH && sprite[hitspr].picnum != ACCESSSWITCH2 )
{
checkhitsprite(hitspr,j);
if(p >= 0) checkhitswitch(p,hitspr,1);
}
else if( hitwall >= 0 )
{
if( wall[hitwall].cstat&2 )
if(wall[hitwall].nextsector >= 0)
if(hitz >= (sector[wall[hitwall].nextsector].floorz) )
hitwall = wall[hitwall].nextwall;
if( hitwall >= 0 && wall[hitwall].picnum != ACCESSSWITCH && wall[hitwall].picnum != ACCESSSWITCH2 )
{
checkhitwall(j,hitwall,hitx,hity,hitz,atwith);
if(p >= 0) checkhitswitch(p,hitwall,0);
}
}
}
else if(p >= 0 && zvel > 0 && sector[hitsect].lotag == 1)
{
j = spawn(ps[p].i,WATERSPLASH2);
sprite[j].x = hitx;
sprite[j].y = hity;
sprite[j].ang = ps[p].ang; // Total tweek
sprite[j].xvel = 32;
ssp(i,CLIPMASK0);
sprite[j].xvel = 0;
}
}
break;
case SHOTSPARK1__STATIC:
case SHOTGUN__STATIC:
case CHAINGUN__STATIC:
if( s->extra >= 0 ) s->shade = -96;
if(p >= 0)
{
int angRange;
int zRange;
SetGameVarID(g_iAimAngleVarID,AUTO_AIM_ANGLE,i,p);
OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1);
j=-1;
if( GetGameVarID(g_iAimAngleVarID,i,p) > 0 )
{
j = aim( s, GetGameVarID(g_iAimAngleVarID,i,p),atwith);
}
if(j >= 0)
{
dal = ((sprite[j].xrepeat*tilesizy[sprite[j].picnum])<<1)+(5<<8);
if (((sprite[j].picnum>=GREENSLIME)&&(sprite[j].picnum<=GREENSLIME+7))||(sprite[j].picnum==ROTATEGUN)) {
dal -= (8<<8);
}
zvel = ( ( sprite[j].z-sz-dal )<<8 ) / ldist(&sprite[ps[p].i], &sprite[j]) ;
sa = getangle(sprite[j].x-sx,sprite[j].y-sy);
}
angRange=32;
zRange=256;
SetGameVarID(g_iAngRangeVarID,32, i,p);
SetGameVarID(g_iZRangeVarID,256,i,p);
OnEvent(EVENT_GETSHOTRANGE, i,p, -1);
angRange=GetGameVarID(g_iAngRangeVarID,i,p);
zRange=GetGameVarID(g_iZRangeVarID,i,p);
sa += (angRange/2)-(TRAND&(angRange-1));
if(j == -1)
{
// no target
zvel = (100-ps[p].horiz-ps[p].horizoff)<<5;
}
zvel += (zRange/2)-(TRAND&(zRange-1));
sz -= (2<<8);
}
else
{
j = findplayer(s,&x);
sz -= (4<<8);
zvel = ( (ps[j].posz-sz) <<8 ) / (ldist(&sprite[ps[j].i], s ) );
if(s->picnum != BOSS1)
{
zvel += 128-(TRAND&255);
sa += 32-(TRAND&63);
}
else
{
zvel += 128-(TRAND&255);
sa = getangle(ps[j].posx-sx,ps[j].posy-sy)+64-(TRAND&127);
}
}
s->cstat &= ~257;
if (hittype[i].temp_data[9]) zvel = hittype[i].temp_data[9];
hitscan(sx,sy,sz,sect,
sintable[(sa+512)&2047],
sintable[sa&2047],
zvel<<6,&hitsect,&hitwall,&hitspr,&hitx,&hity,&hitz,CLIPMASK1);
s->cstat |= 257;
if(hitsect < 0) return -1;
if( (TRAND&15) == 0 && sector[hitsect].lotag == 2 )
tracers(hitx,hity,hitz,sx,sy,sz,8-(ud.multimode>>1));
if(p >= 0)
{
k = EGS(hitsect,hitx,hity,hitz,SHOTSPARK1,-15,10,10,sa,0,0,i,4);
sprite[k].extra = *actorscrptr[atwith];
sprite[k].extra += (TRAND%6);
sprite[k].yvel = atwith; // this is a hack to allow you to detect which weapon spawned a SHOTSPARK1
hittype[k].temp_data[6] = hitwall;
hittype[k].temp_data[7] = hitsect;
hittype[k].temp_data[8] = hitspr;
if( hitwall == -1 && hitspr == -1)
{
if( zvel < 0 )
{
if( sector[hitsect].ceilingstat&1 )
{
sprite[k].xrepeat = 0;
sprite[k].yrepeat = 0;
return -1;
}
else
checkhitceiling(hitsect);
}
spawn(k,SMALLSMOKE);
}
if(hitspr >= 0)
{
checkhitsprite(hitspr,k);
if( sprite[hitspr].picnum == APLAYER && (!(gametype_flags[ud.coop]&GAMETYPE_FLAG_PLAYERSFRIENDLY ) || ud.ffire == 1) )
{
l = spawn(k,JIBS6);
sprite[k].xrepeat = sprite[k].yrepeat = 0;
sprite[l].z += (4<<8);
sprite[l].xvel = 16;
sprite[l].xrepeat = sprite[l].yrepeat = 24;
sprite[l].ang += 64-(TRAND&127);
}
else spawn(k,SMALLSMOKE);
if(p >= 0 && (
sprite[hitspr].picnum == DIPSWITCH ||
sprite[hitspr].picnum == DIPSWITCH+1 ||
sprite[hitspr].picnum == DIPSWITCH2 ||
sprite[hitspr].picnum == DIPSWITCH2+1 ||
sprite[hitspr].picnum == DIPSWITCH3 ||
sprite[hitspr].picnum == DIPSWITCH3+1 ||
sprite[hitspr].picnum == HANDSWITCH ||
sprite[hitspr].picnum == HANDSWITCH+1) )
{
checkhitswitch(p,hitspr,1);
return -1;
}
}
else if( hitwall >= 0 )
{
spawn(k,SMALLSMOKE);
if( isadoorwall(wall[hitwall].picnum) == 1 )
goto SKIPBULLETHOLE;
if(p >= 0 && (
wall[hitwall].picnum == DIPSWITCH ||
wall[hitwall].picnum == DIPSWITCH+1 ||
wall[hitwall].picnum == DIPSWITCH2 ||
wall[hitwall].picnum == DIPSWITCH2+1 ||
wall[hitwall].picnum == DIPSWITCH3 ||
wall[hitwall].picnum == DIPSWITCH3+1 ||
wall[hitwall].picnum == HANDSWITCH ||
wall[hitwall].picnum == HANDSWITCH+1) )
{
checkhitswitch(p,hitwall,0);
return -1;
}
if(wall[hitwall].hitag != 0 || ( wall[hitwall].nextwall >= 0 && wall[wall[hitwall].nextwall].hitag != 0 ) )
goto SKIPBULLETHOLE;
if( hitsect >= 0 && sector[hitsect].lotag == 0 )
if( wall[hitwall].overpicnum != BIGFORCE )
if( (wall[hitwall].nextsector >= 0 && sector[wall[hitwall].nextsector].lotag == 0 ) ||
( wall[hitwall].nextsector == -1 && sector[hitsect].lotag == 0 ) )
if( (wall[hitwall].cstat&16) == 0)
{
if(wall[hitwall].nextsector >= 0)
{
l = headspritesect[wall[hitwall].nextsector];
while(l >= 0)
{
if(sprite[l].statnum == 3 && sprite[l].lotag == 13)
goto SKIPBULLETHOLE;
l = nextspritesect[l];
}
}
l = headspritestat[5];
while(l >= 0)
{
if(sprite[l].picnum == BULLETHOLE)
if(dist(&sprite[l],&sprite[k]) < (12+(TRAND&7)) )
goto SKIPBULLETHOLE;
l = nextspritestat[l];
}
l = spawn(k,BULLETHOLE);
sprite[l].xvel = -1;
sprite[l].x = hitx;
sprite[l].y = hity;
sprite[l].z = hitz;
sprite[l].ang = getangle(wall[hitwall].x-wall[wall[hitwall].point2].x,
wall[hitwall].y-wall[wall[hitwall].point2].y)+512;
sprite[l].x -= mulscale13(1,sintable[(sprite[l].ang+2560)&2047]);
sprite[l].y -= mulscale13(1,sintable[(sprite[l].ang+2048)&2047]);
ssp(l,CLIPMASK0);
}
SKIPBULLETHOLE:
if( wall[hitwall].cstat&2 )
if(wall[hitwall].nextsector >= 0)
if(hitz >= (sector[wall[hitwall].nextsector].floorz) )
hitwall = wall[hitwall].nextwall;
checkhitwall(k,hitwall,hitx,hity,hitz,SHOTSPARK1);
}
}
else
{
k = EGS(hitsect,hitx,hity,hitz,SHOTSPARK1,-15,24,24,sa,0,0,i,4);
sprite[k].extra = *actorscrptr[atwith];
sprite[k].yvel = atwith; // this is a hack to allow you to detect which weapon spawned a SHOTSPARK1
hittype[k].temp_data[6] = hitwall;
hittype[k].temp_data[7] = hitsect;
hittype[k].temp_data[8] = hitspr;
if( hitspr >= 0 )
{
checkhitsprite(hitspr,k);
if( sprite[hitspr].picnum != APLAYER )
spawn(k,SMALLSMOKE);
else sprite[k].xrepeat = sprite[k].yrepeat = 0;
}
else if( hitwall >= 0 )
checkhitwall(k,hitwall,hitx,hity,hitz,SHOTSPARK1);
}
if( (TRAND&255) < 4 )
xyzsound(PISTOL_RICOCHET,k,hitx,hity,hitz);
return -1;
case FIRELASER__STATIC:
case SPIT__STATIC:
case COOLEXPLOSION1__STATIC:
if( s->extra >= 0 ) s->shade = -96;
scount = 1;
if(atwith == SPIT) vel = 292;
else
{
if(atwith == COOLEXPLOSION1)
{
if(s->picnum == BOSS2) vel = 644;
else vel = 348;
sz -= (4<<7);
}
else
{
vel = 840;
sz -= (4<<7);
}
}
if(p >= 0)
{
// j = aim( s, AUTO_AIM_ANGLE );
SetGameVarID(g_iAimAngleVarID,AUTO_AIM_ANGLE,i,p);
OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1);
j=-1;
if( GetGameVarID(g_iAimAngleVarID,i,p) > 0 )
{
j = aim( s, GetGameVarID(g_iAimAngleVarID,i,p),atwith);
}
if(j >= 0)
{
dal = ((sprite[j].xrepeat*tilesizy[sprite[j].picnum])<<1)-(12<<8);
zvel = ((sprite[j].z-sz-dal)*vel ) / ldist(&sprite[ps[p].i], &sprite[j]) ;
sa = getangle(sprite[j].x-sx,sprite[j].y-sy);
}
else
zvel = (100-ps[p].horiz-ps[p].horizoff)*98;
}
else
{
j = findplayer(s,&x);
// sa = getangle(ps[j].oposx-sx,ps[j].oposy-sy);
sa += 16-(TRAND&31);
zvel = ( ( (ps[j].oposz - sz + (3<<8) ) )*vel ) / ldist(&sprite[ps[j].i],s);
}
if (hittype[i].temp_data[9]) zvel = hittype[i].temp_data[9];
oldzvel = zvel;
if(atwith == SPIT) { sizx = 18;sizy = 18,sz -= (10<<8); }
else
{
if( atwith == FIRELASER )
{
if(p >= 0)
{
sizx = 34;
sizy = 34;
}
else
{
sizx = 18;
sizy = 18;
}
}
else
{
sizx = 18;
sizy = 18;
}
}
if(p >= 0) sizx = 7,sizy = 7;
while(scount > 0)
{
j = EGS(sect,sx,sy,sz,atwith,-127,sizx,sizy,sa,vel,zvel,i,4);
sprite[j].extra += (TRAND&7);
if(atwith == COOLEXPLOSION1)
{
sprite[j].shade = 0;
if(PN == BOSS2)
{
l = sprite[j].xvel;
sprite[j].xvel = 1024;
ssp(j,CLIPMASK0);
sprite[j].xvel = l;
sprite[j].ang += 128-(TRAND&255);
}
}
sprite[j].cstat = 128;
sprite[j].clipdist = 4;
sa = s->ang+32-(TRAND&63);
zvel = oldzvel+512-(TRAND&1023);
scount--;
}
return j;
case FREEZEBLAST__STATIC:
sz += (3<<8);
case RPG__STATIC:
if( s->extra >= 0 ) s->shade = -96;
scount = 1;
vel = 644;
j = -1;
if(p >= 0)
{
// j = aim( s, AUTO_AIM_ANGLE ); // 48
SetGameVarID(g_iAimAngleVarID,AUTO_AIM_ANGLE,i,p);
OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1);
j=-1;
if( GetGameVarID(g_iAimAngleVarID,i,p) > 0 )
{
j = aim( s, GetGameVarID(g_iAimAngleVarID,i,p),atwith);
}
if(j >= 0)
{
dal = ((sprite[j].xrepeat*tilesizy[sprite[j].picnum])<<1)+(8<<8);
zvel = ( (sprite[j].z-sz-dal)*vel ) / ldist(&sprite[ps[p].i], &sprite[j]);
if( sprite[j].picnum != RECON )
sa = getangle(sprite[j].x-sx,sprite[j].y-sy);
}
else zvel = (100-ps[p].horiz-ps[p].horizoff)*81;
if(atwith == RPG)
spritesound(RPG_SHOOT,i);
}
else
{
j = findplayer(s,&x);
sa = getangle(ps[j].oposx-sx,ps[j].oposy-sy);
if(PN == BOSS3)
sz -= (32<<8);
else if(PN == BOSS2)
{
vel += 128;
sz += 24<<8;
}
l = ldist(&sprite[ps[j].i],s);
zvel = ( (ps[j].oposz-sz)*vel) / l;
if( badguy(s) && (s->hitag&face_player_smart) )
sa = s->ang+(TRAND&31)-16;
}
if( p >= 0 && j >= 0)
l = j;
else l = -1;
if (hittype[i].temp_data[9]) zvel = hittype[i].temp_data[9];
j = EGS(sect,
sx+(sintable[(348+sa+512)&2047]/448),
sy+(sintable[(sa+348)&2047]/448),
sz-(1<<8),atwith,0,14,14,sa,vel,zvel,i,4);
sprite[j].extra += (TRAND&7);
if(atwith != FREEZEBLAST)
sprite[j].yvel = l;
else
{
sprite[j].yvel = numfreezebounces;
sprite[j].xrepeat >>= 1;
sprite[j].yrepeat >>= 1;
sprite[j].zvel -= (2<<4);
}
if(p == -1)
{
if(PN == BOSS3)
{
if(TRAND&1)
{
sprite[j].x -= sintable[sa&2047]>>6;
sprite[j].y -= sintable[(sa+1024+512)&2047]>>6;
sprite[j].ang -= 8;
}
else
{
sprite[j].x += sintable[sa&2047]>>6;
sprite[j].y += sintable[(sa+1024+512)&2047]>>6;
sprite[j].ang += 4;
}
sprite[j].xrepeat = 42;
sprite[j].yrepeat = 42;
}
else if(PN == BOSS2)
{
sprite[j].x -= sintable[sa&2047]/56;
sprite[j].y -= sintable[(sa+1024+512)&2047]/56;
sprite[j].ang -= 8+(TRAND&255)-128;
sprite[j].xrepeat = 24;
sprite[j].yrepeat = 24;
}
else if(atwith != FREEZEBLAST)
{
sprite[j].xrepeat = 30;
sprite[j].yrepeat = 30;
sprite[j].extra >>= 2;
}
}
else if(*aplWeaponWorksLike[ps[p].curr_weapon] == DEVISTATOR_WEAPON)
{
sprite[j].extra >>= 2;
sprite[j].ang += 16-(TRAND&31);
sprite[j].zvel += 256-(TRAND&511);
if( ps[p].hbomb_hold_delay )
{
sprite[j].x -= sintable[sa&2047]/644;
sprite[j].y -= sintable[(sa+1024+512)&2047]/644;
}
else
{
sprite[j].x += sintable[sa&2047]>>8;
sprite[j].y += sintable[(sa+1024+512)&2047]>>8;
}
sprite[j].xrepeat >>= 1;
sprite[j].yrepeat >>= 1;
}
sprite[j].cstat = 128;
if(atwith == RPG)
sprite[j].clipdist = 4;
else
sprite[j].clipdist = 40;
break;
case HANDHOLDINGLASER__STATIC:
if(p >= 0)
zvel = (100-ps[p].horiz-ps[p].horizoff)*32;
else zvel = 0;
if (hittype[i].temp_data[9]) zvel = hittype[i].temp_data[9];
hitscan(sx,sy,sz-ps[p].pyoff,sect,
sintable[(sa+512)&2047],
sintable[sa&2047],
zvel<<6,&hitsect,&hitwall,&hitspr,&hitx,&hity,&hitz,CLIPMASK1);
j = 0;
if(hitspr >= 0) break;
if(hitwall >= 0 && hitsect >= 0)
if( ((hitx-sx)*(hitx-sx)+(hity-sy)*(hity-sy)) < (290*290) )
{
if( wall[hitwall].nextsector >= 0)
{
if( sector[wall[hitwall].nextsector].lotag <= 2 && sector[hitsect].lotag <= 2 )
j = 1;
}
else if( sector[hitsect].lotag <= 2 )
j = 1;
}
if(j == 1)
{
long lTripBombControl=GetGameVar("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE, ps[p].i, p);
k = EGS(hitsect,hitx,hity,hitz,TRIPBOMB,-16,4,5,sa,0,0,i,6);
if(lTripBombControl & TRIPBOMB_TIMER)
{
long lLifetime=GetGameVar("STICKYBOMB_LIFETIME", NAM_GRENADE_LIFETIME, ps[p].i, p);
long lLifetimeVar=GetGameVar("STICKYBOMB_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, ps[p].i, p);
// set timer. blows up when at zero....
hittype[k].temp_data[7]=lLifetime
+ mulscale(krand(),lLifetimeVar, 14)
- lLifetimeVar;
hittype[k].temp_data[6]=1;
}
else
sprite[k].hitag = k;
spritesound(LASERTRIP_ONWALL,k);
sprite[k].xvel = -20;
ssp(k,CLIPMASK0);
sprite[k].cstat = 16;
hittype[k].temp_data[5] = sprite[k].ang = getangle(wall[hitwall].x-wall[wall[hitwall].point2].x,wall[hitwall].y-wall[wall[hitwall].point2].y)-512;
}
return j?k:-1;
case BOUNCEMINE__STATIC:
case MORTER__STATIC:
if( s->extra >= 0 ) s->shade = -96;
j = ps[findplayer(s,&x)].i;
x = ldist(&sprite[j],s);
zvel = -x>>1;
if(zvel < -4096)
zvel = -2048;
vel = x>>4;
if (hittype[i].temp_data[9]) zvel = hittype[i].temp_data[9];
EGS(sect,
sx+(sintable[(512+sa+512)&2047]>>8),
sy+(sintable[(sa+512)&2047]>>8),
sz+(6<<8),atwith,-64,32,32,sa,vel,zvel,i,1);
break;
case GROWSPARK__STATIC:
if(p >= 0)
{
// j = aim( s, AUTO_AIM_ANGLE );
SetGameVarID(g_iAimAngleVarID,AUTO_AIM_ANGLE,i,p);
OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1);
j=-1;
if( GetGameVarID(g_iAimAngleVarID,i,p) > 0 )
{
j = aim( s, GetGameVarID(g_iAimAngleVarID,i,p),atwith);
}
if(j >= 0)
{
dal = ((sprite[j].xrepeat*tilesizy[sprite[j].picnum])<<1)+(5<<8);
if (((sprite[j].picnum >= GREENSLIME)&&(sprite[j].picnum <= GREENSLIME+7))||(sprite[j].picnum ==ROTATEGUN) ) {
dal -= (8<<8);
}
zvel = ( ( sprite[j].z-sz-dal )<<8 ) / (ldist(&sprite[ps[p].i], &sprite[j]) );
sa = getangle(sprite[j].x-sx,sprite[j].y-sy);
}
else
{
sa += 16-(TRAND&31);
zvel = (100-ps[p].horiz-ps[p].horizoff)<<5;
zvel += 128-(TRAND&255);
}
sz -= (2<<8);
}
else
{
j = findplayer(s,&x);
sz -= (4<<8);
zvel = ( (ps[j].posz-sz) <<8 ) / (ldist(&sprite[ps[j].i], s ) );
zvel += 128-(TRAND&255);
sa += 32-(TRAND&63);
}
k = 0;
// RESHOOTGROW:
s->cstat &= ~257;
if (hittype[i].temp_data[9]) zvel = hittype[i].temp_data[9];
hitscan(sx,sy,sz,sect,
sintable[(sa+512)&2047],
sintable[sa&2047],
zvel<<6,&hitsect,&hitwall,&hitspr,&hitx,&hity,&hitz,CLIPMASK1);
s->cstat |= 257;
j = EGS(sect,hitx,hity,hitz,GROWSPARK,-16,28,28,sa,0,0,i,1);
sprite[j].pal = 2;
sprite[j].cstat |= 130;
sprite[j].xrepeat = sprite[j].yrepeat = 1;
if( hitwall == -1 && hitspr == -1 && hitsect >= 0)
{
if( zvel < 0 && (sector[hitsect].ceilingstat&1) == 0)
checkhitceiling(hitsect);
}
else if(hitspr >= 0) checkhitsprite(hitspr,j);
else if(hitwall >= 0 && wall[hitwall].picnum != ACCESSSWITCH && wall[hitwall].picnum != ACCESSSWITCH2 )
{
/* if(wall[hitwall].overpicnum == MIRROR && k == 0)
{
l = getangle(
wall[wall[hitwall].point2].x-wall[hitwall].x,
wall[wall[hitwall].point2].y-wall[hitwall].y);
sx = hitx;
sy = hity;
sz = hitz;
sect = hitsect;
sa = ((l<<1) - sa)&2047;
sx += sintable[(sa+512)&2047]>>12;
sy += sintable[sa&2047]>>12;
k++;
goto RESHOOTGROW;
}
else */
checkhitwall(j,hitwall,hitx,hity,hitz,atwith);
}
break;
case SHRINKER__STATIC:
if( s->extra >= 0 ) s->shade = -96;
if(p >= 0)
{
// j = aim( s, AUTO_AIM_ANGLE );
SetGameVarID(g_iAimAngleVarID,AUTO_AIM_ANGLE,i,p);
OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1);
j=-1;
if( GetGameVarID(g_iAimAngleVarID,i,p) > 0 )
{
j = aim( s, GetGameVarID(g_iAimAngleVarID,i,p),atwith);
}
if(j >= 0)
{
dal = ((sprite[j].xrepeat*tilesizy[sprite[j].picnum])<<1);
zvel = ( (sprite[j].z-sz-dal-(4<<8))*768) / (ldist( &sprite[ps[p].i], &sprite[j]));
sa = getangle(sprite[j].x-sx,sprite[j].y-sy);
}
else zvel = (100-ps[p].horiz-ps[p].horizoff)*98;
}
else if(s->statnum != 3)
{
j = findplayer(s,&x);
l = ldist(&sprite[ps[j].i],s);
zvel = ( (ps[j].oposz-sz)*512) / l ;
}
else zvel = 0;
if (hittype[i].temp_data[9]) zvel = hittype[i].temp_data[9];
j = EGS(sect,
sx+(sintable[(512+sa+512)&2047]>>12),
sy+(sintable[(sa+512)&2047]>>12),
sz+(2<<8),SHRINKSPARK,-16,28,28,sa,768,zvel,i,4);
sprite[j].cstat = 128;
sprite[j].clipdist = 32;
return j;
}
}
return -1;
}
void displayloogie(short snum)
{
long i, a, x, y, z;
if(ps[snum].loogcnt == 0) return;
y = (ps[snum].loogcnt<<2);
for(i=0;i<ps[snum].numloogs;i++)
{
a = klabs(sintable[((ps[snum].loogcnt+i)<<5)&2047])>>5;
z = 4096+((ps[snum].loogcnt+i)<<9);
x = (-sync[snum].avel)+(sintable[((ps[snum].loogcnt+i)<<6)&2047]>>10);
rotatesprite(
(ps[snum].loogiex[i]+x)<<16,(200+ps[snum].loogiey[i]-y)<<16,z-(i<<8),256-a,
LOOGIE,0,0,2,0,0,xdim-1,ydim-1);
}
}
char animatefist(short gs,short snum)
{
short looking_arc,fisti,fistpal;
long fistzoom, fistz;
fisti = ps[snum].fist_incs;
if(fisti > 32) fisti = 32;
if(fisti <= 0) return 0;
looking_arc = klabs(ps[snum].look_ang)/9;
fistzoom = 65536L - (sintable[(512+(fisti<<6))&2047]<<2);
if(fistzoom > 90612L)
fistzoom = 90612L;
if(fistzoom < 40920)
fistzoom = 40290;
fistz = 194 + (sintable[((6+fisti)<<7)&2047]>>9);
if(sprite[ps[snum].i].pal == 1)
fistpal = 1;
else
fistpal = sector[ps[snum].cursectnum].floorpal;
rotatesprite(
(-fisti+222+(sync[snum].avel>>4))<<16,
(looking_arc+fistz)<<16,
fistzoom,0,FIST,gs,fistpal,2,0,0,xdim-1,ydim-1);
return 1;
}
char animateknee(short gs,short snum)
{
short knee_y[] = {0,-8,-16,-32,-64,-84,-108,-108,-108,-72,-32,-8};
short looking_arc, pal;
if(ps[snum].knee_incs > 11 || ps[snum].knee_incs == 0 || sprite[ps[snum].i].extra <= 0) return 0;
looking_arc = knee_y[ps[snum].knee_incs] + klabs(ps[snum].look_ang)/9;
looking_arc -= (ps[snum].hard_landing<<3);
if(sprite[ps[snum].i].pal == 1)
pal = 1;
else
{
pal = sector[ps[snum].cursectnum].floorpal;
if(pal == 0)
pal = ps[snum].palookup;
}
myospal(105+(sync[snum].avel>>4)-(ps[snum].look_ang>>1)+(knee_y[ps[snum].knee_incs]>>2),looking_arc+280-((ps[snum].horiz-ps[snum].horizoff)>>4),KNEE,gs,4,pal);
return 1;
}
char animateknuckles(short gs,short snum)
{
short knuckle_frames[] = {0,1,2,2,3,3,3,2,2,1,0};
short looking_arc, pal;
if(ps[snum].knuckle_incs == 0 || sprite[ps[snum].i].extra <= 0) return 0;
looking_arc = klabs(ps[snum].look_ang)/9;
looking_arc -= (ps[snum].hard_landing<<3);
if(sprite[ps[snum].i].pal == 1)
pal = 1;
else
pal = sector[ps[snum].cursectnum].floorpal;
myospal(160+(sync[snum].avel>>4)-(ps[snum].look_ang>>1),looking_arc+180-((ps[snum].horiz-ps[snum].horizoff)>>4),CRACKKNUCKLES+knuckle_frames[ps[snum].knuckle_incs>>1],gs,4,pal);
return 1;
}
long lastvisinc;
void DoFire(struct player_struct *p)
{
int i;
short snum = sprite[p->i].yvel;
SetGameVarID(g_iReturnVarID,0,p->i,snum);
OnEvent(EVENT_DOFIRE, p->i, snum, -1);
if(GetGameVarID(g_iReturnVarID,p->i,snum) == 0)
{
if (p->weapon_pos != 0) return;
if(aplWeaponWorksLike[p->curr_weapon][snum]!=KNEE_WEAPON)
p->ammo_amount[p->curr_weapon]--;
if(aplWeaponFireSound[p->curr_weapon][snum])
{
spritesound(aplWeaponFireSound[p->curr_weapon][snum],p->i);
}
SetGameVarID(g_iWeaponVarID,p->curr_weapon,p->i,snum);
SetGameVarID(g_iWorksLikeVarID,aplWeaponWorksLike[p->curr_weapon][snum], p->i, snum);
shoot(p->i,aplWeaponShoots[p->curr_weapon][snum]);
for(i=1;i<aplWeaponShotsPerBurst[p->curr_weapon][snum];i++)
{
if(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_AMMOPERSHOT)
{
if(p->ammo_amount[p->curr_weapon] > 0)
{
p->ammo_amount[p->curr_weapon]--;
shoot(p->i,aplWeaponShoots[p->curr_weapon][snum]);
}
}
else
shoot(p->i,aplWeaponShoots[p->curr_weapon][snum]);
}
if(! (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_NOVISIBLE ))
{
lastvisinc = totalclock+32;
p->visibility = 0;
}
/* if( //!(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_CHECKATRELOAD) &&
aplWeaponReload[p->curr_weapon][snum] > aplWeaponTotalTime[p->curr_weapon][snum]
&& p->ammo_amount[p->curr_weapon] > 0
&& (aplWeaponClip[p->curr_weapon][snum])
&& ((p->ammo_amount[p->curr_weapon]%(aplWeaponClip[p->curr_weapon][snum]))==0))
{
p->kickback_pic=aplWeaponTotalTime[p->curr_weapon][snum];
} */
}
}
void DoSpawn(struct player_struct *p)
{
int j;
short snum = sprite[p->i].yvel;
if(!aplWeaponSpawn[p->curr_weapon][snum])
return;
j = spawn(p->i, aplWeaponSpawn[p->curr_weapon][snum]);
if((aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_SPAWNTYPE3 ) )
{
// like chaingun shells
sprite[j].ang += 1024;
sprite[j].ang &= 2047;
sprite[j].xvel += 32;
sprite[j].z += (3<<8);
}
ssp(j,CLIPMASK0);
}
void displaymasks(short snum)
{
short p;
if(sprite[ps[snum].i].pal == 1)
p = 1;
else
p = sector[ps[snum].cursectnum].floorpal;
if(ps[snum].scuba_on)
{
if(ud.screen_size > 4)
{
rotatesprite(43<<16,(200-8-tilesizy[SCUBAMASK])<<16,65536,0,SCUBAMASK,0,p,2+16,windowx1,windowy1,windowx2,windowy2);
rotatesprite((320-43)<<16,(200-8-tilesizy[SCUBAMASK])<<16,65536,1024,SCUBAMASK,0,p,2+4+16,windowx1,windowy1,windowx2,windowy2);
}
else
{
rotatesprite(43<<16,(200-tilesizy[SCUBAMASK])<<16,65536,0,SCUBAMASK,0,p,2+16,windowx1,windowy1,windowx2,windowy2);
rotatesprite((320-43)<<16,(200-tilesizy[SCUBAMASK])<<16,65536,1024,SCUBAMASK,0,p,2+4+16,windowx1,windowy1,windowx2,windowy2);
}
}
}
char animatetip(short gs,short snum)
{
short p,looking_arc;
short tip_y[] = {0,-8,-16,-32,-64,-84,-108,-108,-108,-108,-108,-108,-108,-108,-108,-108,-96,-72,-64,-32,-16};
if(ps[snum].tipincs == 0) return 0;
looking_arc = klabs(ps[snum].look_ang)/9;
looking_arc -= (ps[snum].hard_landing<<3);
if(sprite[ps[snum].i].pal == 1)
p = 1;
else
p = sector[ps[snum].cursectnum].floorpal;
/* if(ps[snum].access_spritenum >= 0)
p = sprite[ps[snum].access_spritenum].pal;
else
p = wall[ps[snum].access_wallnum].pal;
*/
myospal(170+(sync[snum].avel>>4)-(ps[snum].look_ang>>1),
(tip_y[ps[snum].tipincs]>>1)+looking_arc+240-((ps[snum].horiz-ps[snum].horizoff)>>4),TIP+((26-ps[snum].tipincs)>>4),gs,0,p);
return 1;
}
char animateaccess(short gs,short snum)
{
short access_y[] = {0,-8,-16,-32,-64,-84,-108,-108,-108,-108,-108,-108,-108,-108,-108,-108,-96,-72,-64,-32,-16};
short looking_arc;
char p;
if(ps[snum].access_incs == 0 || sprite[ps[snum].i].extra <= 0) return 0;
looking_arc = access_y[ps[snum].access_incs] + klabs(ps[snum].look_ang)/9;
looking_arc -= (ps[snum].hard_landing<<3);
if(ps[snum].access_spritenum >= 0)
p = sprite[ps[snum].access_spritenum].pal;
else p = 0;
// else
// p = wall[ps[snum].access_wallnum].pal;
if((ps[snum].access_incs-3) > 0 && (ps[snum].access_incs-3)>>3)
myospal(170+(sync[snum].avel>>4)-(ps[snum].look_ang>>1)+(access_y[ps[snum].access_incs]>>2),looking_arc+266-((ps[snum].horiz-ps[snum].horizoff)>>4),HANDHOLDINGLASER+(ps[snum].access_incs>>3),gs,0,p);
else
myospal(170+(sync[snum].avel>>4)-(ps[snum].look_ang>>1)+(access_y[ps[snum].access_incs]>>2),looking_arc+266-((ps[snum].horiz-ps[snum].horizoff)>>4),HANDHOLDINGACCESS,gs,4,p);
return 1;
}
void myospalw(long x, long y, short tilenum, signed char shade, char orientation, char p)
{
if(!ud.drawweapon)
return;
else if(ud.drawweapon == 1)
myospal(x,y,tilenum,shade,orientation,p);
else if(ud.drawweapon == 2)
{
switch(g_currentweapon)
{
case PISTOL_WEAPON:
case CHAINGUN_WEAPON:
case RPG_WEAPON:
case FREEZE_WEAPON:
case SHRINKER_WEAPON:
case GROW_WEAPON:
case DEVISTATOR_WEAPON:
case TRIPBOMB_WEAPON:
case HANDREMOTE_WEAPON:
case HANDBOMB_WEAPON:
case SHOTGUN_WEAPON:
rotatesprite(160<<16,(180+(ps[screenpeek].weapon_pos*ps[screenpeek].weapon_pos))<<16,scale(65536,ud.statusbarscale,100),0,g_currentweapon==GROW_WEAPON?GROWSPRITEICON:weapon_sprites[g_currentweapon],0,0,2,windowx1,windowy1,windowx2,windowy2);
break;
}
}
}
short fistsign;
char last_quick_kick[MAXPLAYERS];
void displayweapon(short snum)
{
long gun_pos, looking_arc, cw;
long weapon_xoffset, i, j;
char o,pal;
signed char gs;
struct player_struct *p;
short *kb;
p = &ps[snum];
kb = &p->kickback_pic;
o = 0;
looking_arc = klabs(p->look_ang)/9;
gs = sprite[p->i].shade;
if(gs > 24) gs = 24;
if(p->newowner >= 0 || ud.camerasprite >= 0 || p->over_shoulder_on > 0 || (sprite[p->i].pal != 1 && sprite[p->i].extra <= 0) || animatefist(gs,snum) || animateknuckles(gs,snum) || animatetip(gs,snum) || animateaccess(gs,snum) )
return;
animateknee(gs,snum);
gun_pos = 80-(p->weapon_pos*p->weapon_pos);
weapon_xoffset = (160)-90;
weapon_xoffset -= (sintable[((p->weapon_sway>>1)+512)&2047]/(1024+512));
weapon_xoffset -= 58 + p->weapon_ang;
if( sprite[p->i].xrepeat < 32 )
gun_pos -= klabs(sintable[(p->weapon_sway<<2)&2047]>>9);
else gun_pos -= klabs(sintable[(p->weapon_sway>>1)&2047]>>10);
gun_pos -= (p->hard_landing<<3);
if(p->last_weapon >= 0)
cw = aplWeaponWorksLike[p->last_weapon][snum];
else
cw = aplWeaponWorksLike[p->curr_weapon][snum];
g_gun_pos=gun_pos;
g_looking_arc=looking_arc;
g_currentweapon=cw;
g_weapon_xoffset=weapon_xoffset;
g_gs=gs;
g_kb=*kb;
g_looking_angSR1=p->look_ang>>1;
SetGameVarID(g_iReturnVarID,0,p->i,snum);
OnEvent(EVENT_DISPLAYWEAPON, p->i, screenpeek, -1);
if(GetGameVarID(g_iReturnVarID,p->i,snum) == 0)
{
j = 14-p->quick_kick;
if(j != 14 || last_quick_kick[snum])
{
if(sprite[p->i].pal == 1)
pal = 1;
else
{
pal = sector[p->cursectnum].floorpal;
if(pal == 0)
pal = p->palookup;
}
if( j < 6 || j > 12 )
myospal(weapon_xoffset+80-(p->look_ang>>1),
looking_arc+250-gun_pos,KNEE,gs,o|4,pal);
else myospal(weapon_xoffset+160-16-(p->look_ang>>1),
looking_arc+214-gun_pos,KNEE+1,gs,o|4,pal);
}
if( sprite[p->i].xrepeat < 40 )
{
if(p->jetpack_on == 0 )
{
i = sprite[p->i].xvel;
looking_arc += 32-(i>>1);
fistsign += i>>1;
}
cw = weapon_xoffset;
weapon_xoffset += sintable[(fistsign)&2047]>>10;
myos(weapon_xoffset+250-(p->look_ang>>1),
looking_arc+258-(klabs(sintable[(fistsign)&2047]>>8)),
FIST,gs,o);
weapon_xoffset = cw;
weapon_xoffset -= sintable[(fistsign)&2047]>>10;
myos(weapon_xoffset+40-(p->look_ang>>1),
looking_arc+200+(klabs(sintable[(fistsign)&2047]>>8)),
FIST,gs,o|4);
}
else switch(cw)
{
case KNEE_WEAPON:
SetGameVarID(g_iReturnVarID,0,ps[screenpeek].i,screenpeek);
OnEvent(EVENT_DRAWWEAPON,ps[screenpeek].i,screenpeek, -1);
if(GetGameVarID(g_iReturnVarID,ps[screenpeek].i,screenpeek) == 0)
{
if( (*kb) > 0 )
{
if(sprite[p->i].pal == 1)
pal = 1;
else
{
pal = sector[p->cursectnum].floorpal;
if(pal == 0)
pal = p->palookup;
}
if( (*kb) < 5 || (*kb) > 9 )
myospal(weapon_xoffset+220-(p->look_ang>>1),
looking_arc+250-gun_pos,KNEE,gs,o,pal);
else
myospal(weapon_xoffset+160-(p->look_ang>>1),
looking_arc+214-gun_pos,KNEE+1,gs,o,pal);
}
}
break;
case TRIPBOMB_WEAPON:
SetGameVarID(g_iReturnVarID,0,ps[screenpeek].i,screenpeek);
OnEvent(EVENT_DRAWWEAPON,ps[screenpeek].i,screenpeek, -1);
if(GetGameVarID(g_iReturnVarID,ps[screenpeek].i,screenpeek) == 0)
{
if(sprite[p->i].pal == 1)
pal = 1;
else
pal = sector[p->cursectnum].floorpal;
weapon_xoffset += 8;
gun_pos -= 10;
if((*kb) > 6)
looking_arc += ((*kb)<<3);
else if((*kb) < 4)
myospalw(weapon_xoffset+142-(p->look_ang>>1),
looking_arc+234-gun_pos,HANDHOLDINGLASER+3,gs,o,pal);
myospalw(weapon_xoffset+130-(p->look_ang>>1),
looking_arc+249-gun_pos,
HANDHOLDINGLASER+((*kb)>>2),gs,o,pal);
myospalw(weapon_xoffset+152-(p->look_ang>>1),
looking_arc+249-gun_pos,
HANDHOLDINGLASER+((*kb)>>2),gs,o|4,pal);
}
break;
case RPG_WEAPON:
SetGameVarID(g_iReturnVarID,0,ps[screenpeek].i,screenpeek);
OnEvent(EVENT_DRAWWEAPON,ps[screenpeek].i,screenpeek, -1);
if(GetGameVarID(g_iReturnVarID,ps[screenpeek].i,screenpeek) == 0)
{
if(sprite[p->i].pal == 1)
pal = 1;
else pal = sector[p->cursectnum].floorpal;
weapon_xoffset -= sintable[(768+((*kb)<<7))&2047]>>11;
gun_pos += sintable[(768+((*kb)<<7))&2047]>>11;
if(*kb > 0)
{
if(*kb < 8)
{
myospalw(weapon_xoffset+164,(looking_arc<<1)+176-gun_pos,
RPGGUN+((*kb)>>1),gs,o,pal);
}
}
myospalw(weapon_xoffset+164,(looking_arc<<1)+176-gun_pos,
RPGGUN,gs,o,pal);
}
break;
case SHOTGUN_WEAPON:
SetGameVarID(g_iReturnVarID,0,ps[screenpeek].i,screenpeek);
OnEvent(EVENT_DRAWWEAPON,ps[screenpeek].i,screenpeek, -1);
if(GetGameVarID(g_iReturnVarID,ps[screenpeek].i,screenpeek) == 0)
{
if(sprite[p->i].pal == 1)
pal = 1;
else
pal = sector[p->cursectnum].floorpal;
weapon_xoffset -= 8;
switch(*kb)
{
case 1:
case 2:
myospalw(weapon_xoffset+168-(p->look_ang>>1),looking_arc+201-gun_pos,
SHOTGUN+2,-128,o,pal);
case 0:
case 6:
case 7:
case 8:
myospalw(weapon_xoffset+146-(p->look_ang>>1),looking_arc+202-gun_pos,
SHOTGUN,gs,o,pal);
break;
case 3:
case 4:
case 5:
case 9:
case 10:
case 11:
case 12:
if( *kb > 1 && *kb < 5 )
{
gun_pos -= 40;
weapon_xoffset += 20;
myospalw(weapon_xoffset+178-(p->look_ang>>1),looking_arc+194-gun_pos,
SHOTGUN+1+((*(kb)-1)>>1),-128,o,pal);
}
myospalw(weapon_xoffset+158-(p->look_ang>>1),looking_arc+220-gun_pos,
SHOTGUN+3,gs,o,pal);
break;
case 13:
case 14:
case 15:
myospalw(32+weapon_xoffset+166-(p->look_ang>>1),looking_arc+210-gun_pos,
SHOTGUN+4,gs,o,pal);
break;
case 16:
case 17:
case 18:
case 19:
myospalw(64+weapon_xoffset+170-(p->look_ang>>1),looking_arc+196-gun_pos,
SHOTGUN+5,gs,o,pal);
break;
case 20:
case 21:
case 22:
case 23:
myospalw(64+weapon_xoffset+176-(p->look_ang>>1),looking_arc+196-gun_pos,
SHOTGUN+6,gs,o,pal);
break;
case 24:
case 25:
case 26:
case 27:
myospalw(64+weapon_xoffset+170-(p->look_ang>>1),looking_arc+196-gun_pos,
SHOTGUN+5,gs,o,pal);
break;
case 28:
case 29:
case 30:
myospalw(32+weapon_xoffset+156-(p->look_ang>>1),looking_arc+206-gun_pos,
SHOTGUN+4,gs,o,pal);
break;
}
}
break;
case CHAINGUN_WEAPON:
SetGameVarID(g_iReturnVarID,0,ps[screenpeek].i,screenpeek);
OnEvent(EVENT_DRAWWEAPON,ps[screenpeek].i,screenpeek, -1);
if(GetGameVarID(g_iReturnVarID,ps[screenpeek].i,screenpeek) == 0)
{
if(sprite[p->i].pal == 1)
pal = 1;
else
pal = sector[p->cursectnum].floorpal;
if(*kb > 0)
gun_pos -= sintable[(*kb)<<7]>>12;
if(*kb > 0 && sprite[p->i].pal != 1) weapon_xoffset += 1-(rand()&3);
myospalw(weapon_xoffset+168-(p->look_ang>>1),looking_arc+260-gun_pos,
CHAINGUN,gs,o,pal);
switch(*kb)
{
case 0:
myospalw(weapon_xoffset+178-(p->look_ang>>1),looking_arc+233-gun_pos,
CHAINGUN+1,gs,o,pal);
break;
default:
if(*kb > *aplWeaponFireDelay[CHAINGUN_WEAPON] && *kb < *aplWeaponTotalTime[CHAINGUN_WEAPON])
{
i = 0;
if(sprite[p->i].pal != 1) i = rand()&7;
myospalw(i+weapon_xoffset-4+140-(p->look_ang>>1),i+looking_arc-((*kb)>>1)+208-gun_pos,
CHAINGUN+5+((*kb-4)/5),gs,o,pal);
if(sprite[p->i].pal != 1) i = rand()&7;
myospalw(i+weapon_xoffset-4+184-(p->look_ang>>1),i+looking_arc-((*kb)>>1)+208-gun_pos,
CHAINGUN+5+((*kb-4)/5),gs,o,pal);
}
if(*kb < *aplWeaponTotalTime[CHAINGUN_WEAPON]-4)
{
i = rand()&7;
myospalw(i+weapon_xoffset-4+162-(p->look_ang>>1),i+looking_arc-((*kb)>>1)+208-gun_pos,
CHAINGUN+5+((*kb-2)/5),gs,o,pal);
myospalw(weapon_xoffset+178-(p->look_ang>>1),looking_arc+233-gun_pos,
CHAINGUN+1+((*kb)>>1),gs,o,pal);
}
else myospalw(weapon_xoffset+178-(p->look_ang>>1),looking_arc+233-gun_pos,
CHAINGUN+1,gs,o,pal);
break;
}
}
break;
case PISTOL_WEAPON:
SetGameVarID(g_iReturnVarID,0,ps[screenpeek].i,screenpeek);
OnEvent(EVENT_DRAWWEAPON,ps[screenpeek].i,screenpeek, -1);
if(GetGameVarID(g_iReturnVarID,ps[screenpeek].i,screenpeek) == 0)
{
if(sprite[p->i].pal == 1)
pal = 1;
else
pal = sector[p->cursectnum].floorpal;
if( (*kb) < *aplWeaponTotalTime[PISTOL_WEAPON]+1)
{
short kb_frames[] = {0,1,2},l;
l = 195-12+weapon_xoffset;
if((*kb) == *aplWeaponFireDelay[PISTOL_WEAPON])
l -= 3;
myospalw((l-(p->look_ang>>1)),(looking_arc+244-gun_pos),FIRSTGUN+kb_frames[*kb>2?0:*kb],gs,2,pal);
}
else
{
if((*kb) < *aplWeaponReload[PISTOL_WEAPON]-17)
myospalw(194-(p->look_ang>>1),looking_arc+230-gun_pos,FIRSTGUN+4,gs,o,pal);
else if((*kb) < *aplWeaponReload[PISTOL_WEAPON]-12)
{
myospalw(244-((*kb)<<3)-(p->look_ang>>1),looking_arc+130-gun_pos+((*kb)<<4),FIRSTGUN+6,gs,o,pal);
myospalw(224-(p->look_ang>>1),looking_arc+220-gun_pos,FIRSTGUN+5,gs,o,pal);
}
else if((*kb) < *aplWeaponReload[PISTOL_WEAPON]-7)
{
myospalw(124+((*kb)<<1)-(p->look_ang>>1),looking_arc+430-gun_pos-((*kb)<<3),FIRSTGUN+6,gs,o,pal);
myospalw(224-(p->look_ang>>1),looking_arc+220-gun_pos,FIRSTGUN+5,gs,o,pal);
}
else if((*kb) < *aplWeaponReload[PISTOL_WEAPON]-4)
{
myospalw(184-(p->look_ang>>1),looking_arc+235-gun_pos,FIRSTGUN+8,gs,o,pal);
myospalw(224-(p->look_ang>>1),looking_arc+210-gun_pos,FIRSTGUN+5,gs,o,pal);
}
else if((*kb) < *aplWeaponReload[PISTOL_WEAPON]-2)
{
myospalw(164-(p->look_ang>>1),looking_arc+245-gun_pos,FIRSTGUN+8,gs,o,pal);
myospalw(224-(p->look_ang>>1),looking_arc+220-gun_pos,FIRSTGUN+5,gs,o,pal);
}
else if((*kb) < *aplWeaponReload[PISTOL_WEAPON])
myospalw(194-(p->look_ang>>1),looking_arc+235-gun_pos,FIRSTGUN+5,gs,o,pal);
}
}
break;
case HANDBOMB_WEAPON:
{
SetGameVarID(g_iReturnVarID,0,ps[screenpeek].i,screenpeek);
OnEvent(EVENT_DRAWWEAPON,ps[screenpeek].i,screenpeek, -1);
if(GetGameVarID(g_iReturnVarID,ps[screenpeek].i,screenpeek) == 0)
{
if(sprite[p->i].pal == 1)
pal = 1;
else
pal = sector[p->cursectnum].floorpal;
if((*kb))
{
if((*kb) < (*aplWeaponTotalTime[p->curr_weapon]))
{
char throw_frames[]
= {0,0,0,0,0,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2};
if((*kb) < 7)
gun_pos -= 10*(*kb); //D
else if((*kb) < 12)
gun_pos += 20*((*kb)-10); //U
else if((*kb) < 20)
gun_pos -= 9*((*kb)-14); //D
myospalw(weapon_xoffset+190-(p->look_ang>>1),looking_arc+250-gun_pos,HANDTHROW+throw_frames[(*kb)],gs,o,pal);
}
}
else
myospalw(weapon_xoffset+190-(p->look_ang>>1),looking_arc+260-gun_pos,HANDTHROW,gs,o,pal);
}
}
break;
case HANDREMOTE_WEAPON:
{
SetGameVarID(g_iReturnVarID,0,ps[screenpeek].i,screenpeek);
OnEvent(EVENT_DRAWWEAPON,ps[screenpeek].i,screenpeek, -1);
if(GetGameVarID(g_iReturnVarID,ps[screenpeek].i,screenpeek) == 0)
{
signed char remote_frames[] = {0,1,1,2,1,1,0,0,0,0,0};
if(sprite[p->i].pal == 1)
pal = 1;
else
pal = sector[p->cursectnum].floorpal;
weapon_xoffset = -48;
if((*kb))
myospalw(weapon_xoffset+150-(p->look_ang>>1),looking_arc+258-gun_pos,HANDREMOTE+remote_frames[(*kb)],gs,o,pal);
else
myospalw(weapon_xoffset+150-(p->look_ang>>1),looking_arc+258-gun_pos,HANDREMOTE,gs,o,pal);
}
}
break;
case DEVISTATOR_WEAPON:
SetGameVarID(g_iReturnVarID,0,ps[screenpeek].i,screenpeek);
OnEvent(EVENT_DRAWWEAPON,ps[screenpeek].i,screenpeek, -1);
if(GetGameVarID(g_iReturnVarID,ps[screenpeek].i,screenpeek) == 0)
{
if(sprite[p->i].pal == 1)
pal = 1;
else
pal = sector[p->cursectnum].floorpal;
if((*kb) < (*aplWeaponTotalTime[DEVISTATOR_WEAPON]+1) && (*kb) > 0)
{
char cycloidy[] = {0,4,12,24,12,4,0};
i = ksgn((*kb)>>2);
if(p->hbomb_hold_delay)
{
myospalw( (cycloidy[*kb]>>1)+weapon_xoffset+268-(p->look_ang>>1),cycloidy[*kb]+looking_arc+238-gun_pos,DEVISTATOR+i,-32,o,pal);
myospalw(weapon_xoffset+30-(p->look_ang>>1),looking_arc+240-gun_pos,DEVISTATOR,gs,o|4,pal);
}
else
{
myospalw( -(cycloidy[*kb]>>1)+weapon_xoffset+30-(p->look_ang>>1),cycloidy[*kb]+looking_arc+240-gun_pos,DEVISTATOR+i,-32,o|4,pal);
myospalw(weapon_xoffset+268-(p->look_ang>>1),looking_arc+238-gun_pos,DEVISTATOR,gs,o,pal);
}
}
else
{
myospalw(weapon_xoffset+268-(p->look_ang>>1),looking_arc+238-gun_pos,DEVISTATOR,gs,o,pal);
myospalw(weapon_xoffset+30-(p->look_ang>>1),looking_arc+240-gun_pos,DEVISTATOR,gs,o|4,pal);
}
}
break;
case FREEZE_WEAPON:
SetGameVarID(g_iReturnVarID,0,ps[screenpeek].i,screenpeek);
OnEvent(EVENT_DRAWWEAPON,ps[screenpeek].i,screenpeek, -1);
if(GetGameVarID(g_iReturnVarID,ps[screenpeek].i,screenpeek) == 0)
{
if(sprite[p->i].pal == 1)
pal = 1;
else
pal = sector[p->cursectnum].floorpal;
if((*kb) < (aplWeaponTotalTime[p->curr_weapon][snum]+1) && (*kb) > 0)
{
char cat_frames[] = { 0,0,1,1,2,2 };
if(sprite[p->i].pal != 1)
{
weapon_xoffset += rand()&3;
looking_arc += rand()&3;
}
gun_pos -= 16;
myospalw(weapon_xoffset+210-(p->look_ang>>1),looking_arc+261-gun_pos,FREEZE+2,-32,o,pal);
myospalw(weapon_xoffset+210-(p->look_ang>>1),looking_arc+235-gun_pos,FREEZE+3+cat_frames[*kb%6],-32,o,pal);
}
else myospalw(weapon_xoffset+210-(p->look_ang>>1),looking_arc+261-gun_pos,FREEZE,gs,o,pal);
}
break;
case GROW_WEAPON:
SetGameVarID(g_iReturnVarID,0,ps[screenpeek].i,screenpeek);
OnEvent(EVENT_DRAWWEAPON,ps[screenpeek].i,screenpeek, -1);
if(GetGameVarID(g_iReturnVarID,ps[screenpeek].i,screenpeek) == 0)
{
weapon_xoffset += 28;
looking_arc += 18;
if(sprite[p->i].pal == 1)
pal = 1;
else
pal = sector[p->cursectnum].floorpal;
{
if((*kb) < aplWeaponTotalTime[p->curr_weapon][snum] && (*kb) > 0)
{
if(sprite[p->i].pal != 1)
{
weapon_xoffset += rand()&3;
gun_pos += (rand()&3);
}
myospalw(weapon_xoffset+184-(p->look_ang>>1),
looking_arc+240-gun_pos,SHRINKER+3+((*kb)&3),-32,
o,2);
myospalw(weapon_xoffset+188-(p->look_ang>>1),
looking_arc+240-gun_pos,SHRINKER-1,gs,o,pal);
}
else
{
myospalw(weapon_xoffset+184-(p->look_ang>>1),
looking_arc+240-gun_pos,SHRINKER+2,
16-(sintable[p->random_club_frame&2047]>>10),
o,2);
myospalw(weapon_xoffset+188-(p->look_ang>>1),
looking_arc+240-gun_pos,SHRINKER-2,gs,o,pal);
}
}
}
break;
case SHRINKER_WEAPON:
SetGameVarID(g_iReturnVarID,0,ps[screenpeek].i,screenpeek);
OnEvent(EVENT_DRAWWEAPON,ps[screenpeek].i,screenpeek, -1);
if(GetGameVarID(g_iReturnVarID,ps[screenpeek].i,screenpeek) == 0)
{
weapon_xoffset += 28;
looking_arc += 18;
if(sprite[p->i].pal == 1)
pal = 1;
else
pal = sector[p->cursectnum].floorpal;
if(((*kb) > 0) && ((*kb) < aplWeaponTotalTime[p->curr_weapon][snum]))
{
if(sprite[p->i].pal != 1)
{
weapon_xoffset += rand()&3;
gun_pos += (rand()&3);
}
myospalw(weapon_xoffset+184-(p->look_ang>>1),
looking_arc+240-gun_pos,SHRINKER+3+((*kb)&3),-32,
o,0);
myospalw(weapon_xoffset+188-(p->look_ang>>1),
looking_arc+240-gun_pos,SHRINKER+1,gs,o,pal);
}
else
{
myospalw(weapon_xoffset+184-(p->look_ang>>1),
looking_arc+240-gun_pos,SHRINKER+2,
16-(sintable[p->random_club_frame&2047]>>10),
o,0);
myospalw(weapon_xoffset+188-(p->look_ang>>1),
looking_arc+240-gun_pos,SHRINKER,gs,o,pal);
}
}
break;
}
}
displayloogie(snum);
}
#define TURBOTURNTIME (TICRATE/8) // 7
#define NORMALTURN 15
#define PREAMBLETURN 5
#define NORMALKEYMOVE 40
#define MAXVEL ((NORMALKEYMOVE*2)+10)
#define MAXSVEL ((NORMALKEYMOVE*2)+10)
#define MAXANGVEL 127
#define MAXHORIZ 127
long myaimmode = 0, myaimstat = 0, omyaimstat = 0;
static ControlInfo lastinfo = { 0,0,0,0,0,0 };
static int jump_input = 0;
void getinput(short snum)
{
short j, daang;
// MED
ControlInfo info;
int32 tics;
boolean running;
int32 turnamount;
int32 keymove;
int32 momx,momy;
struct player_struct *p;
momx = momy = 0;
p = &ps[snum];
CONTROL_GetInput( &info );
if(MouseFilter)
{
if(info.dz > 0)
{
info.dz -= MouseFilter;
if(info.dz < 0) info.dz = 0;
}
else if(info.dz < 0)
{
info.dz += MouseFilter;
if(info.dz > 0) info.dz = 0;
}
if(info.dyaw > 0)
{
info.dyaw -= MouseFilter;
if(info.dyaw < 0) info.dyaw = 0;
}
else if(info.dyaw < 0)
{
info.dyaw += MouseFilter;
if(info.dyaw > 0) info.dyaw = 0;
}
}
if( (p->gm&MODE_MENU) || (p->gm&MODE_TYPE) || (ud.pause_on && !KB_KeyPressed(sc_Pause)) )
{
loc.fvel = vel = 0;
loc.svel = svel = 0;
loc.avel = angvel = 0;
loc.horz = horiz = 0;
loc.bits = (((long)gamequit)<<26);
info.dz = info.dyaw = 0;
return;
}
tics = totalclock-lastcontroltime;
lastcontroltime = totalclock;
if (ud.mouseaiming)
myaimmode = BUTTON(gamefunc_Mouse_Aiming);
else
{
omyaimstat = myaimstat; myaimstat = BUTTON(gamefunc_Mouse_Aiming);
if (myaimstat > omyaimstat)
{
myaimmode ^= 1;
FTA(44+myaimmode,p);
}
}
if(multiflag == 1)
{
loc.bits = 1<<17;
loc.bits |= multiwhat<<18;
loc.bits |= multipos<<19;
multiflag = 0;
return;
}
if(BUTTON(gamefunc_Jump))
jump_input = 2;
loc.bits = (jump_input > 0); //BUTTON(gamefunc_Jump);
loc.bits |= BUTTON(gamefunc_Crouch)<<1;
loc.bits |= BUTTON(gamefunc_Fire)<<2;
loc.bits |= BUTTON(gamefunc_Aim_Up)<<3;
loc.bits |= BUTTON(gamefunc_Aim_Down)<<4;
if (ud.runkey_mode) loc.bits |= (ud.auto_run | BUTTON(gamefunc_Run))<<5;
else loc.bits |= (BUTTON(gamefunc_Run) ^ ud.auto_run)<<5;
loc.bits |= BUTTON(gamefunc_Look_Left)<<6;
loc.bits |= BUTTON(gamefunc_Look_Right)<<7;
if ( aplWeaponFlags[ps[snum].curr_weapon][snum] & WEAPON_FLAG_SEMIAUTO && BUTTON( gamefunc_Fire ) )
CONTROL_ClearButton(gamefunc_Fire);
if(jump_input > 0)
jump_input--;
j=0;
if (BUTTON(gamefunc_Weapon_1))
j = 1;
if (BUTTON(gamefunc_Weapon_2))
j = 2;
if (BUTTON(gamefunc_Weapon_3))
j = 3;
if (BUTTON(gamefunc_Weapon_4))
j = 4;
if (BUTTON(gamefunc_Weapon_5))
j = 5;
if (BUTTON(gamefunc_Weapon_6))
j = 6;
if (BUTTON(gamefunc_Weapon_7))
j = 7;
if (BUTTON(gamefunc_Weapon_8))
j = 8;
if (BUTTON(gamefunc_Weapon_9))
j = 9;
if (BUTTON(gamefunc_Weapon_10))
j = 10;
if (BUTTON(gamefunc_Previous_Weapon))
j = 11;
if (BUTTON(gamefunc_Next_Weapon))
j = 12;
loc.bits |= j<<8;
loc.bits |= BUTTON(gamefunc_Steroids)<<12;
loc.bits |= BUTTON(gamefunc_Look_Up)<<13;
loc.bits |= BUTTON(gamefunc_Look_Down)<<14;
loc.bits |= BUTTON(gamefunc_NightVision)<<15;
loc.bits |= BUTTON(gamefunc_MedKit)<<16;
loc.bits |= BUTTON(gamefunc_Center_View)<<18;
loc.bits |= BUTTON(gamefunc_Holster_Weapon)<<19;
loc.bits |= BUTTON(gamefunc_Inventory_Left)<<20;
loc.bits |= KB_KeyPressed(sc_Pause)<<21;
loc.bits |= BUTTON(gamefunc_Quick_Kick)<<22;
loc.bits |= myaimmode<<23;
loc.bits |= BUTTON(gamefunc_Holo_Duke)<<24;
loc.bits |= BUTTON(gamefunc_Jetpack)<<25;
loc.bits |= (((long)gamequit)<<26);
loc.bits |= BUTTON(gamefunc_Inventory_Right)<<27;
loc.bits |= BUTTON(gamefunc_TurnAround)<<28;
loc.bits |= BUTTON(gamefunc_Open)<<29;
loc.bits |= BUTTON(gamefunc_Inventory)<<30;
loc.bits |= KB_KeyPressed(sc_Escape)<<31;
// running = BUTTON(gamefunc_Run)|ud.auto_run;
// JBF: Run key behaviour is selectable
if (ud.runkey_mode)
running = BUTTON(gamefunc_Run)|ud.auto_run; // classic
else
running = ud.auto_run^BUTTON(gamefunc_Run); // modern
svel = vel = angvel = horiz = 0;
if( CONTROL_JoystickEnabled )
if ( running ) info.dz *= 2;
if(SmoothInput)
{
if( BUTTON(gamefunc_Strafe) ) {
svel = -(info.dyaw+lastinfo.dyaw)/8;
lastinfo.dyaw = (lastinfo.dyaw+info.dyaw) % 8;
} else {
angvel = (info.dyaw+lastinfo.dyaw)/64;
lastinfo.dyaw = (lastinfo.dyaw+info.dyaw) % 64;
}
if( myaimmode )
{
if(ud.mouseflip)
horiz = -(info.dz+lastinfo.dz)/(314-128);
else horiz = (info.dz+lastinfo.dz)/(314-128);
lastinfo.dz = (lastinfo.dz+info.dz) % (314-128);
info.dz = 0;
} else {
lastinfo.dz = info.dz % (1<<6);
}
}
else
{
if( BUTTON(gamefunc_Strafe) ) {
svel = -info.dyaw/8;
} else {
angvel = info.dyaw/64;
}
if( myaimmode )
{
if(ud.mouseflip)
horiz -= info.dz/(314-128);
else horiz += info.dz/(314-128);
info.dz = 0;
}
}
svel -= info.dx;
vel = -info.dz>>6;
if (running)
{
turnamount = NORMALTURN<<1;
keymove = NORMALKEYMOVE<<1;
}
else
{
turnamount = NORMALTURN;
keymove = NORMALKEYMOVE;
}
if (BUTTON(gamefunc_Strafe))
{
if ( BUTTON(gamefunc_Turn_Left) && (ps[snum].movement_lock[3] == 0))
{
svel -= -keymove;
}
if ( BUTTON(gamefunc_Turn_Right) && (ps[snum].movement_lock[4] == 0))
{
svel -= keymove;
}
}
else
{
if ( BUTTON(gamefunc_Turn_Left))
{
turnheldtime += tics;
if (turnheldtime>=TURBOTURNTIME)
{
angvel -= turnamount;
}
else
{
angvel -= PREAMBLETURN;
}
}
else if ( BUTTON(gamefunc_Turn_Right))
{
turnheldtime += tics;
if (turnheldtime>=TURBOTURNTIME)
{
angvel += turnamount;
}
else
{
angvel += PREAMBLETURN;
}
}
else
{
turnheldtime=0;
}
}
if ( BUTTON(gamefunc_Strafe_Left) && (ps[snum].movement_lock[3] == 0))
svel += keymove;
if ( BUTTON(gamefunc_Strafe_Right) && (ps[snum].movement_lock[4] == 0))
svel += -keymove;
if ( BUTTON(gamefunc_Move_Forward) && (ps[snum].movement_lock[1] == 0))
vel += keymove;
if ( BUTTON(gamefunc_Move_Backward) && (ps[snum].movement_lock[2] == 0))
vel += -keymove;
if(vel < -MAXVEL) vel = -MAXVEL;
if(vel > MAXVEL) vel = MAXVEL;
if(svel < -MAXSVEL) svel = -MAXSVEL;
if(svel > MAXSVEL) svel = MAXSVEL;
if(angvel < -MAXANGVEL) angvel = -MAXANGVEL;
if(angvel > MAXANGVEL) angvel = MAXANGVEL;
if(horiz < -MAXHORIZ) horiz = -MAXHORIZ;
if(horiz > MAXHORIZ) horiz = MAXHORIZ;
loc.bits2 = BUTTON(gamefunc_Move_Forward);
loc.bits2 |= BUTTON(gamefunc_Move_Backward)<<1;
loc.bits2 |= BUTTON(gamefunc_Strafe_Left)<<2;
loc.bits2 |= BUTTON(gamefunc_Strafe_Right)<<3;
loc.bits2 |= BUTTON(gamefunc_Turn_Left)<<4;
loc.bits2 |= BUTTON(gamefunc_Turn_Right)<<5;
if(ud.scrollmode && ud.overhead_on)
{
ud.folfvel = vel;
ud.folavel = angvel;
loc.fvel = 0;
loc.svel = 0;
loc.avel = 0;
loc.horz = 0;
return;
}
if( numplayers > 1 )
daang = myang;
else daang = p->ang;
momx = mulscale9(vel,sintable[(daang+2560)&2047]);
momy = mulscale9(vel,sintable[(daang+2048)&2047]);
momx += mulscale9(svel,sintable[(daang+2048)&2047]);
momy += mulscale9(svel,sintable[(daang+1536)&2047]);
momx += fricxv;
momy += fricyv;
if (momx == 0) momx = 1; // HACK; the game seems to "forget" about the rest of the data if we aren't moving
if (momy == 0) momy = 1;
loc.fvel = momx;
loc.svel = momy;
loc.avel = angvel;
loc.horz = horiz;
}
char doincrements(struct player_struct *p)
{
short snum;
snum = sprite[p->i].yvel;
// j = sync[snum].avel;
// p->weapon_ang = -(j/5);
if(p->invdisptime > 0)
p->invdisptime--;
if(p->tipincs > 0) p->tipincs--;
if(p->last_pissed_time > 0 )
{
p->last_pissed_time--;
if( p->last_pissed_time == (26*219) )
{
spritesound(FLUSH_TOILET,p->i);
if(snum == screenpeek || (gametype_flags[ud.coop] & GAMETYPE_FLAG_COOPSOUND))
spritesound(DUKE_PISSRELIEF,p->i);
}
if( p->last_pissed_time == (26*218) )
{
p->holster_weapon = 0;
p->weapon_pos = 10;
}
}
if(p->crack_time > 0)
{
p->crack_time--;
if(p->crack_time == 0)
{
p->knuckle_incs = 1;
p->crack_time = 777;
}
}
if( p->steroids_amount > 0 && p->steroids_amount < 400)
{
p->steroids_amount--;
if(p->steroids_amount == 0)
checkavailinven(p);
if( !(p->steroids_amount&7) )
if(snum == screenpeek || (gametype_flags[ud.coop] & GAMETYPE_FLAG_COOPSOUND))
spritesound(DUKE_HARTBEAT,p->i);
}
if(p->heat_on && p->heat_amount > 0)
{
p->heat_amount--;
if( p->heat_amount == 0 )
{
p->heat_on = 0;
checkavailinven(p);
spritesound(NITEVISION_ONOFF,p->i);
setpal(p);
}
}
if( p->holoduke_on >= 0 )
{
p->holoduke_amount--;
if(p->holoduke_amount <= 0)
{
spritesound(TELEPORTER,p->i);
p->holoduke_on = -1;
checkavailinven(p);
}
}
if( p->jetpack_on && p->jetpack_amount > 0 )
{
p->jetpack_amount--;
if(p->jetpack_amount <= 0)
{
p->jetpack_on = 0;
checkavailinven(p);
spritesound(DUKE_JETPACK_OFF,p->i);
stopspritesound(DUKE_JETPACK_IDLE,p->i);
stopspritesound(DUKE_JETPACK_ON,p->i);
}
}
if(p->quick_kick > 0 && sprite[p->i].pal != 1)
{
last_quick_kick[snum] = p->quick_kick+1;
p->quick_kick--;
if( p->quick_kick == 8 )
shoot(p->i,KNEE);
} else if(last_quick_kick[snum] > 0) last_quick_kick[snum]--;
if(p->access_incs && sprite[p->i].pal != 1)
{
p->access_incs++;
if(sprite[p->i].extra <= 0)
p->access_incs = 12;
if(p->access_incs == 12)
{
if(p->access_spritenum >= 0)
{
checkhitswitch(snum,p->access_spritenum,1);
switch(sprite[p->access_spritenum].pal)
{
case 0:p->got_access &= (0xffff-0x1);break;
case 21:p->got_access &= (0xffff-0x2);break;
case 23:p->got_access &= (0xffff-0x4);break;
}
p->access_spritenum = -1;
}
else
{
checkhitswitch(snum,p->access_wallnum,0);
switch(wall[p->access_wallnum].pal)
{
case 0:p->got_access &= (0xffff-0x1);break;
case 21:p->got_access &= (0xffff-0x2);break;
case 23:p->got_access &= (0xffff-0x4);break;
}
}
}
if(p->access_incs > 20)
{
p->access_incs = 0;
p->weapon_pos = 10;
p->kickback_pic = 0;
}
}
if(p->scuba_on == 0 && sector[p->cursectnum].lotag == 2)
{
if(p->scuba_amount > 0)
{
p->scuba_on = 1;
p->inven_icon = 6;
FTA(76,p);
}
else
{
if(p->airleft > 0)
p->airleft--;
else
{
p->extra_extra8 += 32;
if(p->last_extra < (max_player_health>>1) && (p->last_extra&3) == 0)
spritesound(DUKE_LONGTERM_PAIN,p->i);
}
}
}
else if(p->scuba_amount > 0 && p->scuba_on)
{
p->scuba_amount--;
if(p->scuba_amount == 0)
{
p->scuba_on = 0;
checkavailinven(p);
}
}
if(p->knuckle_incs)
{
p->knuckle_incs ++;
if(p->knuckle_incs==10)
{
if(totalclock > 1024)
if(snum == screenpeek || (gametype_flags[ud.coop] & GAMETYPE_FLAG_COOPSOUND))
{
if(rand()&1)
spritesound(DUKE_CRACK,p->i);
else spritesound(DUKE_CRACK2,p->i);
}
spritesound(DUKE_CRACK_FIRST,p->i);
}
else if( p->knuckle_incs == 22 || (sync[snum].bits&(1<<2)))
p->knuckle_incs=0;
return 1;
}
return 0;
}
short weapon_sprites[MAX_WEAPONS] = { KNEE__STATIC, FIRSTGUNSPRITE__STATIC, SHOTGUNSPRITE__STATIC,
CHAINGUNSPRITE__STATIC, RPGSPRITE__STATIC, HEAVYHBOMB__STATIC, SHRINKERSPRITE__STATIC, DEVISTATORSPRITE__STATIC,
TRIPBOMBSPRITE__STATIC, FREEZESPRITE__STATIC, HEAVYHBOMB__STATIC, SHRINKERSPRITE__STATIC};
void checkweapons(struct player_struct *p)
{
short cw;
short snum = sprite[p->i].yvel;
cw = aplWeaponWorksLike[p->curr_weapon][snum];
if(cw < 1 || cw >= MAX_WEAPONS) return;
if(cw)
{
if(TRAND&1)
spawn(p->i,weapon_sprites[cw]);
else switch(cw)
{
case RPG_WEAPON:
case HANDBOMB_WEAPON:
spawn(p->i,EXPLOSION2);
break;
}
}
}
void processinput(short snum)
{
long j, i, k, doubvel, fz, cz, hz, lz, truefdist, x, y;
char shrunk;
unsigned long sb_snum;
short psect, psectlotag,*kb, tempsect, pi;
struct player_struct *p;
spritetype *s;
p = &ps[snum];
pi = p->i;
s = &sprite[pi];
kb = &p->kickback_pic;
p->player_par++;
OnEvent(EVENT_PROCESSINPUT, pi, snum, -1);
if(p->cheat_phase <= 0) sb_snum = sync[snum].bits;
else sb_snum = 0;
if((sb_snum&(1<<2)))
{
SetGameVarID(g_iReturnVarID,0,pi,snum);
OnEvent(EVENT_PRESSEDFIRE, pi, snum, -1);
if(GetGameVarID(g_iReturnVarID,pi,snum) != 0)
sb_snum &= ~(1<<2);
}
psect = p->cursectnum;
if(psect == -1)
{
if(s->extra > 0 && ud.clipping == 0)
{
quickkill(p);
spritesound(SQUISHED,pi);
}
psect = 0;
}
psectlotag = sector[psect].lotag;
p->spritebridge = 0;
p->sbs = 0;
shrunk = (s->yrepeat < 32);
getzrange(p->posx,p->posy,p->posz,psect,&cz,&hz,&fz,&lz,163L,CLIPMASK0);
j = getflorzofslope(psect,p->posx,p->posy);
p->truefz = j;
p->truecz = getceilzofslope(psect,p->posx,p->posy);
truefdist = klabs(p->posz-j);
if( (lz&49152) == 16384 && psectlotag == 1 && truefdist > PHEIGHT+(16<<8) )
psectlotag = 0;
hittype[pi].floorz = fz;
hittype[pi].ceilingz = cz;
p->ohoriz = p->horiz;
p->ohorizoff = p->horizoff;
if( p->aim_mode == 0 && p->on_ground && psectlotag != 2 && (sector[psect].floorstat&2) )
{
x = p->posx+(sintable[(p->ang+512)&2047]>>5);
y = p->posy+(sintable[p->ang&2047]>>5);
tempsect = psect;
updatesector(x,y,&tempsect);
if (tempsect >= 0)
{
k = getflorzofslope(psect,x,y);
if (psect == tempsect)
p->horizoff += mulscale16(j-k,160);
else if (klabs(getflorzofslope(tempsect,x,y)-k) <= (4<<8))
p->horizoff += mulscale16(j-k,160);
}
}
if (p->horizoff > 0) p->horizoff -= ((p->horizoff>>3)+1);
else if (p->horizoff < 0) p->horizoff += (((-p->horizoff)>>3)+1);
if( hz >= 0 && (hz&49152) == 49152)
{
hz &= (MAXSPRITES-1);
if(sprite[hz].statnum == 1 && sprite[hz].extra >= 0)
{
hz = 0;
cz = p->truecz;
}
}
if(lz >= 0 && (lz&49152) == 49152)
{
j = lz&(MAXSPRITES-1);
if( (sprite[j].cstat&33) == 33 )
{
psectlotag = 0;
p->footprintcount = 0;
p->spritebridge = 1;
p->sbs = j;
}
else if(badguy(&sprite[j]) && sprite[j].xrepeat > 24 && klabs(s->z-sprite[j].z) < (84<<8) )
{
j = getangle(sprite[j].x-p->posx,sprite[j].y-p->posy);
p->posxv -= sintable[(j+512)&2047]<<4;
p->posyv -= sintable[j&2047]<<4;
}
}
if ( s->extra > 0 ) incur_damage( p );
else
{
s->extra = 0;
p->shield_amount = 0;
}
p->last_extra = s->extra;
if(p->loogcnt > 0) p->loogcnt--;
else p->loogcnt = 0;
if(p->fist_incs)
{
// the fist puching the end-of-level thing...
p->fist_incs++;
if(p->fist_incs == 28)
{
if(ud.recstat == 1) closedemowrite();
sound(PIPEBOMB_EXPLODE);
p->pals[0] = 64;
p->pals[1] = 64;
p->pals[2] = 64;
p->pals_time = 48;
}
if(p->fist_incs > 42)
{
if(p->buttonpalette && ud.from_bonus == 0)
{
ud.from_bonus = ud.level_number+1;
if(ud.secretlevel > 0 && ud.secretlevel < 12) ud.level_number = ud.secretlevel-1;
ud.m_level_number = ud.level_number;
}
else
{
if(ud.from_bonus)
{
ud.level_number = ud.from_bonus;
ud.m_level_number = ud.level_number;
ud.from_bonus = 0;
}
else
{
if(ud.level_number == ud.secretlevel && ud.from_bonus > 0 )
ud.level_number = ud.from_bonus;
else ud.level_number++;
if(ud.level_number > 10) ud.level_number = 0;
ud.m_level_number = ud.level_number;
}
}
for(i=connecthead;i>=0;i=connectpoint2[i])
ps[i].gm = MODE_EOL;
p->fist_incs = 0;
return;
}
}
if(p->timebeforeexit > 1 && p->last_extra > 0)
{
p->timebeforeexit--;
if(p->timebeforeexit == 26*5)
{
FX_StopAllSounds();
clearsoundlocks();
if(p->customexitsound >= 0)
{
sound(p->customexitsound);
FTA(102,p);
}
}
else if(p->timebeforeexit == 1)
{
for(i=connecthead;i>=0;i=connectpoint2[i])
ps[i].gm = MODE_EOL;
if(ud.from_bonus)
{
ud.level_number = ud.from_bonus;
ud.m_level_number = ud.level_number;
ud.from_bonus = 0;
}
else
{
ud.level_number++;
ud.m_level_number = ud.level_number;
}
return;
}
}
/*
if(p->select_dir)
{
if(psectlotag != 15 || (sb_snum&(1<<31)) )
p->select_dir = 0;
else
{
if(sync[snum].fvel > 127)
{
p->select_dir = 0;
activatewarpelevators(pi,-1);
}
else if(sync[snum].fvel <= -127)
{
p->select_dir = 0;
activatewarpelevators(pi,1);
}
return;
}
}
*/
if(p->pals_time >= 0)
p->pals_time--;
if(p->fta > 0)
{
p->fta--;
if(p->fta == 0)
{
pub = NUMPAGES;
pus = NUMPAGES;
p->ftq = 0;
}
}
if( s->extra <= 0 )
{
if(p->dead_flag == 0)
{
if(s->pal != 1)
{
p->pals[0] = 63;
p->pals[1] = 0;
p->pals[2] = 0;
p->pals_time = 63;
p->posz -= (16<<8);
s->z -= (16<<8);
}
if(ud.recstat == 1 && ud.multimode < 2)
closedemowrite();
if(s->pal != 1)
{
p->dead_flag = (512-((TRAND&1)<<10)+(TRAND&255)-512)&2047;
if(p->dead_flag == 0)
p->dead_flag++;
}
p->jetpack_on = 0;
p->holoduke_on = -1;
stopspritesound(DUKE_JETPACK_IDLE,p->i);
if(p->scream_voice > FX_Ok)
{
FX_StopSound(p->scream_voice);
testcallback(DUKE_SCREAM);
p->scream_voice = FX_Ok;
}
if( s->pal != 1 && (s->cstat&32768) == 0) s->cstat = 0;
if( ud.multimode > 1 && ( s->pal != 1 || (s->cstat&32768) ) )
{
if(p->frag_ps != snum)
{
ps[p->frag_ps].frag++;
frags[p->frag_ps][snum]++;
if(snum == screenpeek)
{
Bsprintf(fta_quotes[115],"KILLED BY %s",&ud.user_name[p->frag_ps][0]);
FTA(115,p);
}
else
{
Bsprintf(fta_quotes[116],"KILLED %s",&ud.user_name[snum][0]);
FTA(116,&ps[p->frag_ps]);
}
{
char name1[32],name2[32];
if(gametype_flags[ud.coop] & GAMETYPE_FLAG_PLAYERSFRIENDLY)
i = 9;
else
{
switch(dynamictostatic[hittype[p->i].picnum])
{
case KNEE__STATIC:
if(hittype[p->i].temp_data[1] == 1)
i = 7;
else i = 0;
break;
case SHOTSPARK1__STATIC:
switch(ps[p->frag_ps].curr_weapon)
{
default:
case PISTOL_WEAPON:
i = 1;
break;
case SHOTGUN_WEAPON:
i = 2;
break;
case CHAINGUN_WEAPON:
i = 3;
break;
}
break;
case RPG__STATIC: i = 4; break;
case RADIUSEXPLOSION__STATIC: i = 5; break;
case SHRINKSPARK__STATIC: i = 6; break;
case GROWSPARK__STATIC: i = 8; break;
default: i = 0; break;
}
}
Bstrcpy(name1,strip_color_codes(&ud.user_name[snum][0]));
Bstrcpy(name2,strip_color_codes(&ud.user_name[p->frag_ps][0]));
Bsprintf(tempbuf,fta_quotes[16300+i+(mulscale(krand(), 3, 16)*10)],name1,name2);
if(ScreenWidth >= 640)
adduserquote(tempbuf);
else OSD_Printf("%s\n",strip_color_codes(tempbuf));
}
}
else
{
p->fraggedself++;
if(badguypic(sprite[p->wackedbyactor].picnum))
i = 2;
else if(hittype[p->i].picnum == NUKEBUTTON)
i = 1;
else i = 0;
Bsprintf(tempbuf,fta_quotes[16350+i],strip_color_codes(&ud.user_name[snum][0]));
if(ScreenWidth >= 640)
adduserquote(tempbuf);
else OSD_Printf("%s\n",strip_color_codes(tempbuf));
}
if(myconnectindex == connecthead)
{
Bsprintf(tempbuf,"frag %d killed %d\n",p->frag_ps+1,snum+1);
sendscore(tempbuf);
// printf(tempbuf);
}
p->frag_ps = snum;
pus = NUMPAGES;
}
}
if( psectlotag == 2 )
{
if(p->on_warping_sector == 0)
{
if( klabs(p->posz-fz) > (PHEIGHT>>1))
p->posz += 348;
}
else
{
s->z -= 512;
s->zvel = -348;
}
clipmove(&p->posx,&p->posy,
&p->posz,&p->cursectnum,
0,0,164L,(4L<<8),(4L<<8),CLIPMASK0);
// p->bobcounter += 32;
}
p->oposx = p->posx;
p->oposy = p->posy;
p->oposz = p->posz;
p->oang = p->ang;
p->opyoff = p->pyoff;
p->horiz = 100;
p->horizoff = 0;
updatesector(p->posx,p->posy,&p->cursectnum);
pushmove(&p->posx,&p->posy,&p->posz,&p->cursectnum,128L,(4L<<8),(20L<<8),CLIPMASK0);
if( fz > cz+(16<<8) && s->pal != 1)
p->rotscrnang = (p->dead_flag + ( (fz+p->posz)>>7))&2047;
p->on_warping_sector = 0;
return;
}
if(p->transporter_hold > 0)
{
p->transporter_hold--;
if(p->transporter_hold == 0 && p->on_warping_sector)
p->transporter_hold = 2;
}
if(p->transporter_hold < 0)
p->transporter_hold++;
if(p->newowner >= 0)
{
i = p->newowner;
p->posx = SX;
p->posy = SY;
p->posz = SZ;
p->ang = SA;
p->posxv = p->posyv = s->xvel = 0;
p->look_ang = 0;
p->rotscrnang = 0;
doincrements(p);
if(*aplWeaponWorksLike[p->curr_weapon] == HANDREMOTE_WEAPON)
goto SHOOTINCODE;
return;
}
doubvel = TICSPERFRAME;
if (p->rotscrnang > 0) p->rotscrnang -= ((p->rotscrnang>>1)+1);
else if (p->rotscrnang < 0) p->rotscrnang += (((-p->rotscrnang)>>1)+1);
p->look_ang -= (p->look_ang>>2);
if( sb_snum&(1<<6) )
{
// look_left
SetGameVarID(g_iReturnVarID,0,pi,snum);
OnEvent(EVENT_LOOKLEFT,pi,snum, -1);
if(GetGameVarID(g_iReturnVarID,pi,snum) == 0)
{
p->look_ang -= 152;
p->rotscrnang += 24;
}
}
if( sb_snum&(1<<7) )
{
// look_right
SetGameVarID(g_iReturnVarID,0,pi,snum);
OnEvent(EVENT_LOOKRIGHT,pi,snum, -1);
if(GetGameVarID(g_iReturnVarID,pi,snum) == 0)
{
p->look_ang += 152;
p->rotscrnang -= 24;
}
}
if(p->on_crane >= 0)
goto HORIZONLY;
j = ksgn(sync[snum].avel);
/*
if( j && ud.screen_tilting == 2)
{
k = 4;
if(sb_snum&(1<<5)) k <<= 2;
p->rotscrnang -= k*j;
p->look_ang += k*j;
}
*/
if( s->xvel < 32 || p->on_ground == 0 || p->bobcounter == 1024 )
{
if( (p->weapon_sway&2047) > (1024+96) )
p->weapon_sway -= 96;
else if( (p->weapon_sway&2047) < (1024-96) )
p->weapon_sway += 96;
else p->weapon_sway = 1024;
}
else p->weapon_sway = p->bobcounter;
s->xvel =
ksqrt( (p->posx-p->bobposx)*(p->posx-p->bobposx)+(p->posy-p->bobposy)*(p->posy-p->bobposy));
if(p->on_ground) p->bobcounter += sprite[p->i].xvel>>1;
if( ud.clipping == 0 && ( sector[p->cursectnum].floorpicnum == MIRROR || p->cursectnum < 0 || p->cursectnum >= MAXSECTORS) )
{
p->posx = p->oposx;
p->posy = p->oposy;
}
else
{
p->oposx = p->posx;
p->oposy = p->posy;
}
p->bobposx = p->posx;
p->bobposy = p->posy;
p->oposz = p->posz;
p->opyoff = p->pyoff;
p->oang = p->ang;
if(p->one_eighty_count < 0)
{
p->one_eighty_count += 128;
p->ang += 128;
}
// Shrinking code
i = 40;
if( psectlotag == 2)
{
// under water
p->jumping_counter = 0;
p->pycount += 32;
p->pycount &= 2047;
p->pyoff = sintable[p->pycount]>>7;
if(!isspritemakingsound(pi,DUKE_UNDERWATER))
spritesound(DUKE_UNDERWATER,pi);
if ( sb_snum&1 )
{
SetGameVarID(g_iReturnVarID,0,pi,snum);
OnEvent(EVENT_SWIMUP,pi,snum, -1);
if(GetGameVarID(g_iReturnVarID,pi,snum) == 0)
{
// jump
if(p->poszv > 0) p->poszv = 0;
p->poszv -= 348;
if(p->poszv < -(256*6)) p->poszv = -(256*6);
}
}
else if (sb_snum&(1<<1))
{
SetGameVarID(g_iReturnVarID,0,pi,snum);
OnEvent(EVENT_SWIMDOWN,pi,snum, -1);
if(GetGameVarID(g_iReturnVarID,pi,snum) == 0)
{
// crouch
if(p->poszv < 0) p->poszv = 0;
p->poszv += 348;
if(p->poszv > (256*6)) p->poszv = (256*6);
}
}
else
{
// normal view
if(p->poszv < 0)
{
p->poszv += 256;
if(p->poszv > 0)
p->poszv = 0;
}
if(p->poszv > 0)
{
p->poszv -= 256;
if(p->poszv < 0)
p->poszv = 0;
}
}
if(p->poszv > 2048)
p->poszv >>= 1;
p->posz += p->poszv;
if(p->posz > (fz-(15<<8)) )
p->posz += ((fz-(15<<8))-p->posz)>>1;
if(p->posz < (cz+(4<<8)) )
{
p->posz = cz+(4<<8);
p->poszv = 0;
}
if( p->scuba_on && (TRAND&255) < 8 )
{
j = spawn(pi,WATERBUBBLE);
sprite[j].x +=
sintable[(p->ang+512+64-(global_random&128))&2047]>>6;
sprite[j].y +=
sintable[(p->ang+64-(global_random&128))&2047]>>6;
sprite[j].xrepeat = 3;
sprite[j].yrepeat = 2;
sprite[j].z = p->posz+(8<<8);
}
}
else if(p->jetpack_on)
{
p->on_ground = 0;
p->jumping_counter = 0;
p->hard_landing = 0;
p->falling_counter = 0;
p->pycount += 32;
p->pycount &= 2047;
p->pyoff = sintable[p->pycount]>>7;
if(p->jetpack_on < 11)
{
p->jetpack_on++;
p->posz -= (p->jetpack_on<<7); //Goin up
}
else if(p->jetpack_on == 11 && !isspritemakingsound(pi,DUKE_JETPACK_IDLE))
spritesound(DUKE_JETPACK_IDLE,pi);
if(shrunk) j = 512;
else j = 2048;
if ( sb_snum&1 ) //A (soar high)
{
// jump
SetGameVarID(g_iReturnVarID,0,pi,snum);
OnEvent(EVENT_SOARUP,pi,snum, -1);
if(GetGameVarID(g_iReturnVarID,pi,snum) == 0)
{
p->posz -= j;
p->crack_time = 777;
}
}
if (sb_snum&(1<<1)) //Z (soar low)
{
// crouch
SetGameVarID(g_iReturnVarID,0,pi,snum);
OnEvent(EVENT_SOARDOWN,pi,snum, -1);
if(GetGameVarID(g_iReturnVarID,pi,snum) == 0)
{
p->posz += j;
p->crack_time = 777;
}
}
if( shrunk == 0 && (psectlotag == 0 || psectlotag == 2)) k = 32;
else k = 16;
if( psectlotag != 2 && p->scuba_on == 1 )
p->scuba_on = 0;
if(p->posz > (fz-(k<<8)) )
p->posz += ((fz-(k<<8))-p->posz)>>1;
if(p->posz < (hittype[pi].ceilingz+(18<<8)) )
p->posz = hittype[pi].ceilingz+(18<<8);
}
else if( psectlotag != 2 )
{
if(p->airleft != 15*26)
p->airleft = 15*26; //Aprox twenty seconds.
if(p->scuba_on == 1)
p->scuba_on = 0;
if( psectlotag == 1 && p->spritebridge == 0)
{
if(shrunk == 0)
{
i = 34;
p->pycount += 32;
p->pycount &= 2047;
p->pyoff = sintable[p->pycount]>>6;
}
else i = 12;
if(shrunk == 0 && truefdist <= PHEIGHT)
{
if(p->on_ground == 1)
{
if( p->dummyplayersprite == -1 )
p->dummyplayersprite =
spawn(pi,PLAYERONWATER);
sprite[p->dummyplayersprite].pal = sprite[p->i].pal;
p->footprintcount = 6;
if(sector[p->cursectnum].floorpicnum == FLOORSLIME)
p->footprintpal = 8;
else p->footprintpal = 0;
p->footprintshade = 0;
}
}
}
else
{
if(p->footprintcount > 0 && p->on_ground)
if( (sector[p->cursectnum].floorstat&2) != 2 )
{
for(j=headspritesect[psect];j>=0;j=nextspritesect[j])
if( sprite[j].picnum == FOOTPRINTS || sprite[j].picnum == FOOTPRINTS2 || sprite[j].picnum == FOOTPRINTS3 || sprite[j].picnum == FOOTPRINTS4 )
if (klabs(sprite[j].x-p->posx) < 384)
if (klabs(sprite[j].y-p->posy) < 384)
break;
if(j < 0)
{
p->footprintcount--;
if( sector[p->cursectnum].lotag == 0 && sector[p->cursectnum].hitag == 0 )
{
switch(TRAND&3)
{
case 0: j = spawn(pi,FOOTPRINTS); break;
case 1: j = spawn(pi,FOOTPRINTS2); break;
case 2: j = spawn(pi,FOOTPRINTS3); break;
default: j = spawn(pi,FOOTPRINTS4); break;
}
sprite[j].pal = p->footprintpal;
sprite[j].shade = p->footprintshade;
}
}
}
}
if(p->posz < (fz-(i<<8)) ) //falling
{
// not jumping or crouching
if( (sb_snum&3) == 0 && p->on_ground && (sector[psect].floorstat&2) && p->posz >= (fz-(i<<8)-(16<<8) ) )
p->posz = fz-(i<<8);
else
{
p->on_ground = 0;
p->poszv += (gc+80); // (TICSPERFRAME<<6);
if(p->poszv >= (4096+2048)) p->poszv = (4096+2048);
if(p->poszv > 2400 && p->falling_counter < 255)
{
p->falling_counter++;
if( p->falling_counter == 38 )
p->scream_voice = spritesound(DUKE_SCREAM,pi);
}
if( (p->posz+p->poszv) >= (fz-(i<<8)) ) // hit the ground
if(sector[p->cursectnum].lotag != 1)
{
if( p->falling_counter > 62 ) quickkill(p);
else if( p->falling_counter > 9 )
{
j = p->falling_counter;
s->extra -= j-(TRAND&3);
if(s->extra <= 0)
{
spritesound(SQUISHED,pi);
p->pals[0] = 63;
p->pals[1] = 0;
p->pals[2] = 0;
p->pals_time = 63;
}
else
{
spritesound(DUKE_LAND,pi);
spritesound(DUKE_LAND_HURT,pi);
}
p->pals[0] = 16;
p->pals[1] = 0;
p->pals[2] = 0;
p->pals_time = 32;
}
else if(p->poszv > 2048) spritesound(DUKE_LAND,pi);
}
}
}
else
{
p->falling_counter = 0;
if(p->scream_voice > FX_Ok)
{
FX_StopSound(p->scream_voice);
p->scream_voice = FX_Ok;
}
if(psectlotag != 1 && psectlotag != 2 && p->on_ground == 0 && p->poszv > (6144>>1))
p->hard_landing = p->poszv>>10;
p->on_ground = 1;
if( i==40 )
{
//Smooth on the ground
k = ((fz-(i<<8))-p->posz)>>1;
if( klabs(k) < 256 ) k = 0;
p->posz += k;
p->poszv -= 768;
if(p->poszv < 0) p->poszv = 0;
}
else if(p->jumping_counter == 0)
{
p->posz += ((fz-(i<<7))-p->posz)>>1; //Smooth on the water
if(p->on_warping_sector == 0 && p->posz > fz-(16<<8))
{
p->posz = fz-(16<<8);
p->poszv >>= 1;
}
}
p->on_warping_sector = 0;
if( (sb_snum&2) )
{
// crouching
SetGameVarID(g_iReturnVarID,0,pi,snum);
OnEvent(EVENT_CROUCH,pi,snum, -1);
if(GetGameVarID(g_iReturnVarID,pi,snum) == 0)
{
p->posz += (2048+768);
p->crack_time = 777;
}
}
// jumping
if( (sb_snum&1) == 0 && p->jumping_toggle == 1)
p->jumping_toggle = 0;
else if( (sb_snum&1) && p->jumping_toggle == 0 )
{
if( p->jumping_counter == 0 )
if( (fz-cz) > (56<<8) )
{
SetGameVarID(g_iReturnVarID,0,pi,snum);
OnEvent(EVENT_JUMP,pi,snum, -1);
if(GetGameVarID(g_iReturnVarID,pi,snum) == 0)
{
p->jumping_counter = 1;
p->jumping_toggle = 1;
}
}
}
if( p->jumping_counter && (sb_snum&1) == 0 )
p->jumping_toggle = 0;
}
if(p->jumping_counter)
{
if( (sb_snum&1) == 0 && p->jumping_toggle == 1)
p->jumping_toggle = 0;
if( p->jumping_counter < (1024+256) )
{
if(psectlotag == 1 && p->jumping_counter > 768)
{
p->jumping_counter = 0;
p->poszv = -512;
}
else
{
p->poszv -= (sintable[(2048-128+p->jumping_counter)&2047])/12;
p->jumping_counter += 180;
p->on_ground = 0;
}
}
else
{
p->jumping_counter = 0;
p->poszv = 0;
}
}
p->posz += p->poszv;
if(p->posz < (cz+(4<<8)))
{
p->jumping_counter = 0;
if(p->poszv < 0)
p->posxv = p->posyv = 0;
p->poszv = 128;
p->posz = cz+(4<<8);
}
}
//Do the quick lefts and rights
if ( p->fist_incs ||
p->transporter_hold > 2 ||
p->hard_landing ||
p->access_incs > 0 ||
p->knee_incs > 0 ||
(*aplWeaponWorksLike[p->curr_weapon] == TRIPBOMB_WEAPON &&
*kb > 1 &&
*kb < 4 ) )
{
doubvel = 0;
p->posxv = 0;
p->posyv = 0;
}
else if ( sync[snum].avel ) //p->ang += syncangvel * constant
{ //ENGINE calculates angvel for you
long tempang;
tempang = sync[snum].avel<<1;
if( psectlotag == 2 ) p->angvel =(tempang-(tempang>>3))*ksgn(doubvel);
else p->angvel = tempang*ksgn(doubvel);
p->ang += p->angvel;
p->ang &= 2047;
p->crack_time = 777;
}
if(p->spritebridge == 0)
{
j = sector[s->sectnum].floorpicnum;
if( j == PURPLELAVA || sector[s->sectnum].ceilingpicnum == PURPLELAVA )
{
if(p->boot_amount > 0)
{
p->boot_amount--;
p->inven_icon = 7;
if(p->boot_amount <= 0)
checkavailinven(p);
}
else
{
if(!isspritemakingsound(pi,DUKE_LONGTERM_PAIN))
spritesound(DUKE_LONGTERM_PAIN,pi);
p->pals[0] = 0; p->pals[1] = 8; p->pals[2] = 0;
p->pals_time = 32;
s->extra--;
}
}
k = 0;
if(p->on_ground && truefdist <= PHEIGHT+(16<<8))
{
switch(dynamictostatic[j])
{
case HURTRAIL__STATIC:
if( rnd(32) )
{
if(p->boot_amount > 0)
k = 1;
else
{
if(!isspritemakingsound(pi,DUKE_LONGTERM_PAIN))
spritesound(DUKE_LONGTERM_PAIN,pi);
p->pals[0] = 64; p->pals[1] = 64; p->pals[2] = 64;
p->pals_time = 32;
s->extra -= 1+(TRAND&3);
if(!isspritemakingsound(pi,SHORT_CIRCUIT))
spritesound(SHORT_CIRCUIT,pi);
}
}
break;
case FLOORSLIME__STATIC:
if( rnd(16) )
{
if(p->boot_amount > 0)
k = 1;
else
{
if(!isspritemakingsound(pi,DUKE_LONGTERM_PAIN))
spritesound(DUKE_LONGTERM_PAIN,pi);
p->pals[0] = 0; p->pals[1] = 8; p->pals[2] = 0;
p->pals_time = 32;
s->extra -= 1+(TRAND&3);
}
}
break;
case FLOORPLASMA__STATIC:
if( rnd(32) )
{
if( p->boot_amount > 0 )
k = 1;
else
{
if(!isspritemakingsound(pi,DUKE_LONGTERM_PAIN))
spritesound(DUKE_LONGTERM_PAIN,pi);
p->pals[0] = 8; p->pals[1] = 0; p->pals[2] = 0;
p->pals_time = 32;
s->extra -= 1+(TRAND&3);
}
}
break;
}
}
if( k )
{
FTA(75,p);
p->boot_amount -= 2;
if(p->boot_amount <= 0)
checkavailinven(p);
}
}
if ( p->posxv || p->posyv || sync[snum].fvel || sync[snum].svel )
{
p->crack_time = 777;
k = sintable[p->bobcounter&2047]>>12;
if((truefdist < PHEIGHT+(8<<8) ) && ( k == 1 || k == 3 ))
{
if(p->spritebridge == 0 && p->walking_snd_toggle == 0 && p->on_ground)
{
switch( psectlotag )
{
case 0:
if(lz >= 0 && (lz&(MAXSPRITES-1))==49152 )
j = sprite[lz&(MAXSPRITES-1)].picnum;
else j = sector[psect].floorpicnum;
switch(dynamictostatic[j])
{
case PANNEL1__STATIC:
case PANNEL2__STATIC:
spritesound(DUKE_WALKINDUCTS,pi);
p->walking_snd_toggle = 1;
break;
}
break;
case 1:
if((TRAND&1) == 0)
spritesound(DUKE_ONWATER,pi);
p->walking_snd_toggle = 1;
break;
}
}
}
else if(p->walking_snd_toggle > 0)
p->walking_snd_toggle --;
if(p->jetpack_on == 0 && p->steroids_amount > 0 && p->steroids_amount < 400)
doubvel <<= 1;
/*
loc.bits2 = BUTTON(gamefunc_Move_Forward);
loc.bits2 |= BUTTON(gamefunc_Move_Backward)<<1;
loc.bits2 |= BUTTON(gamefunc_Strafe_Left)<<2;
loc.bits2 |= BUTTON(gamefunc_Strafe_Right)<<3;
loc.bits2 |= BUTTON(gamefunc_Turn_Left)<<4;
loc.bits2 |= BUTTON(gamefunc_Turn_Right)<<5;
*/
if (sync[snum].bits2&(1))
OnEvent(EVENT_MOVEFORWARD,pi,snum, -1);
if (sync[snum].bits2&(1<<1))
OnEvent(EVENT_MOVEBACKWARD,pi,snum, -1);
if (sync[snum].bits2&(1<<2))
OnEvent(EVENT_STRAFELEFT,pi,snum, -1);
if (sync[snum].bits2&(1<<3))
OnEvent(EVENT_STRAFERIGHT,pi,snum, -1);
if (sync[snum].bits2&(1<<4) || sync[snum].avel < 0)
OnEvent(EVENT_TURNLEFT,pi,snum, -1);
if (sync[snum].bits2&(1<<5) || sync[snum].avel > 0)
OnEvent(EVENT_TURNRIGHT,pi,snum, -1);
p->posxv += ((sync[snum].fvel*doubvel)<<6);
p->posyv += ((sync[snum].svel*doubvel)<<6);
if( ( aplWeaponWorksLike[p->curr_weapon] == KNEE_WEAPON && *kb > 10 && p->on_ground ) || ( p->on_ground && (sb_snum&2) ) )
{
p->posxv = mulscale(p->posxv,p->runspeed-0x2000,16);
p->posyv = mulscale(p->posyv,p->runspeed-0x2000,16);
}
else
{
if(psectlotag == 2)
{
p->posxv = mulscale(p->posxv,p->runspeed-0x1400,16);
p->posyv = mulscale(p->posyv,p->runspeed-0x1400,16);
}
else
{
p->posxv = mulscale(p->posxv,p->runspeed,16);
p->posyv = mulscale(p->posyv,p->runspeed,16);
}
}
if( abs(p->posxv) < 2048 && abs(p->posyv) < 2048 )
p->posxv = p->posyv = 0;
if( shrunk )
{
p->posxv =
mulscale16(p->posxv,p->runspeed-(p->runspeed>>1)+(p->runspeed>>2));
p->posyv =
mulscale16(p->posyv,p->runspeed-(p->runspeed>>1)+(p->runspeed>>2));
}
}
HORIZONLY:
if(psectlotag == 1 || p->spritebridge == 1) i = (4L<<8);
else i = (20L<<8);
if(sector[p->cursectnum].lotag == 2) k = 0;
else k = 1;
if(ud.clipping)
{
j = 0;
p->posx += p->posxv>>14;
p->posy += p->posyv>>14;
updatesector(p->posx,p->posy,&p->cursectnum);
changespritesect(pi,p->cursectnum);
}
else
j = clipmove(&p->posx,&p->posy,
&p->posz,&p->cursectnum,
p->posxv,p->posyv,164L,(4L<<8),i,CLIPMASK0);
if(p->jetpack_on == 0 && psectlotag != 2 && psectlotag != 1 && shrunk)
p->posz += 32<<8;
if(j)
checkplayerhurt(p,j);
if(p->jetpack_on == 0)
{
if( s->xvel > 16 )
{
if( psectlotag != 1 && psectlotag != 2 && p->on_ground )
{
p->pycount += 52;
p->pycount &= 2047;
p->pyoff =
klabs(s->xvel*sintable[p->pycount])/1596;
}
}
else if( psectlotag != 2 && psectlotag != 1 )
p->pyoff = 0;
}
// RBG***
setsprite(pi,p->posx,p->posy,p->posz+PHEIGHT);
if( psectlotag < 3 )
{
psect = s->sectnum;
if( ud.clipping == 0 && sector[psect].lotag == 31)
{
if( sprite[sector[psect].hitag].xvel && hittype[sector[psect].hitag].temp_data[0] == 0)
{
quickkill(p);
return;
}
}
}
if(truefdist < PHEIGHT && p->on_ground && psectlotag != 1 && shrunk == 0 && sector[p->cursectnum].lotag == 1)
if(!isspritemakingsound(pi,DUKE_ONWATER))
spritesound(DUKE_ONWATER,pi);
if (p->cursectnum != s->sectnum)
changespritesect(pi,p->cursectnum);
if(ud.clipping == 0)
j = ( pushmove(&p->posx,&p->posy,&p->posz,&p->cursectnum,164L,(4L<<8),(4L<<8),CLIPMASK0) < 0 && furthestangle(pi,8) < 512 );
else j = 0;
if(ud.clipping == 0)
{
if( klabs(hittype[pi].floorz-hittype[pi].ceilingz) < (48<<8) || j )
{
if ( !(sector[s->sectnum].lotag&0x8000) && ( isanunderoperator(sector[s->sectnum].lotag) ||
isanearoperator(sector[s->sectnum].lotag) ) )
activatebysector(s->sectnum,pi);
if(j)
{
quickkill(p);
return;
}
}
else if( klabs(fz-cz) < (32<<8) && isanunderoperator(sector[psect].lotag) )
activatebysector(psect,pi);
}
// center_view
if( sb_snum&(1<<18) || p->hard_landing)
{
SetGameVarID(g_iReturnVarID,0,pi,snum);
OnEvent(EVENT_RETURNTOCENTER,pi,snum, -1);
if(GetGameVarID(g_iReturnVarID,pi,snum) == 0)
{
p->return_to_center = 9;
}
}
if( sb_snum&(1<<13) )
{
// look_up
SetGameVarID(g_iReturnVarID,0,pi,snum);
OnEvent(EVENT_LOOKUP,pi,snum, -1);
if(GetGameVarID(g_iReturnVarID,pi,snum) == 0)
{
p->return_to_center = 9;
if( sb_snum&(1<<5) ) p->horiz += 12; // running
p->horiz += 12;
}
}
else if( sb_snum&(1<<14) )
{
// look_down
SetGameVarID(g_iReturnVarID,0,pi,snum);
OnEvent(EVENT_LOOKDOWN,pi,snum, -1);
if(GetGameVarID(g_iReturnVarID,pi,snum) == 0)
{
p->return_to_center = 9;
if( sb_snum&(1<<5) ) p->horiz -= 12;
p->horiz -= 12;
}
}
else if( sb_snum&(1<<3) )
{ // aim_up
SetGameVarID(g_iReturnVarID,0,pi,snum);
OnEvent(EVENT_AIMUP,pi,snum, -1);
if(GetGameVarID(g_iReturnVarID,pi,snum) == 0)
{
// running
if( sb_snum&(1<<5) ) p->horiz += 6;
p->horiz += 6;
}
}
else if( sb_snum&(1<<4) )
{ // aim_down
SetGameVarID(g_iReturnVarID,0,pi,snum);
OnEvent(EVENT_AIMDOWN,pi,snum, -1);
if(GetGameVarID(g_iReturnVarID,pi,snum) == 0)
{
// running
if( sb_snum&(1<<5) ) p->horiz -= 6;
p->horiz -= 6;
}
}
if(p->return_to_center > 0)
if( (sb_snum&(1<<13)) == 0 && (sb_snum&(1<<14)) == 0 )
{
p->return_to_center--;
p->horiz += 33-(p->horiz/3);
}
if(p->hard_landing > 0)
{
p->hard_landing--;
p->horiz -= (p->hard_landing<<4);
}
if(p->aim_mode)
p->horiz += sync[snum].horz;
else
{
if( p->horiz > 95 && p->horiz < 105) p->horiz = 100;
if( p->horizoff > -5 && p->horizoff < 5) p->horizoff = 0;
}
if(p->horiz > 299) p->horiz = 299;
else if(p->horiz < -99) p->horiz = -99;
//Shooting code/changes
if(p->show_empty_weapon > 0)
{
p->show_empty_weapon--;
if(p->show_empty_weapon == 0 && (p->weaponswitch & 2) && p->ammo_amount[p->curr_weapon] <= 0)
{
if(p->last_full_weapon == GROW_WEAPON)
p->subweapon |= (1<<GROW_WEAPON);
else if(p->last_full_weapon == SHRINKER_WEAPON)
p->subweapon &= ~(1<<GROW_WEAPON);
addweapon( p, p->last_full_weapon );
return;
}
}
if(p->knee_incs > 0)
{
p->knee_incs++;
p->horiz -= 48;
p->return_to_center = 9;
if(p->knee_incs > 15)
{
p->knee_incs = 0;
p->holster_weapon = 0;
if(p->weapon_pos < 0)
p->weapon_pos = -p->weapon_pos;
if(p->actorsqu >= 0 && dist(&sprite[pi],&sprite[p->actorsqu]) < 1400 && sprite[p->actorsqu].statnum != MAXSTATUS)
{
guts(&sprite[p->actorsqu],JIBS6,7,myconnectindex);
spawn(p->actorsqu,BLOODPOOL);
spritesound(SQUISHED,p->actorsqu);
switch(dynamictostatic[sprite[p->actorsqu].picnum])
{
case FEM1__STATIC:
case FEM2__STATIC:
case FEM3__STATIC:
case FEM4__STATIC:
case FEM5__STATIC:
case FEM6__STATIC:
case FEM7__STATIC:
case FEM8__STATIC:
case FEM9__STATIC:
case FEM10__STATIC:
case PODFEM1__STATIC:
case NAKED1__STATIC:
case STATUE__STATIC:
if(sprite[p->actorsqu].yvel)
operaterespawns(sprite[p->actorsqu].yvel);
break;
}
if(sprite[p->actorsqu].picnum == APLAYER)
{
quickkill(&ps[sprite[p->actorsqu].yvel]);
ps[sprite[p->actorsqu].yvel].frag_ps = snum;
}
else if(badguy(&sprite[p->actorsqu]))
{
deletesprite(p->actorsqu);
p->actors_killed++;
}
else deletesprite(p->actorsqu);
}
p->actorsqu = -1;
}
else if(p->actorsqu >= 0)
p->ang += getincangle(p->ang,getangle(sprite[p->actorsqu].x-p->posx,sprite[p->actorsqu].y-p->posy))>>2;
}
if( doincrements(p) ) return;
if(p->weapon_pos != 0)
{
if(p->weapon_pos == -9)
{
if(p->last_weapon >= 0)
{
p->weapon_pos = 10;
// if(p->curr_weapon == KNEE_WEAPON) *kb = 1;
p->last_weapon = -1;
}
else if(p->holster_weapon == 0)
p->weapon_pos = 10;
}
else p->weapon_pos--;
}
// HACKS
SHOOTINCODE:
if( sb_snum & (1<<19) ) // 'Holster Weapon
{
SetGameVarID(g_iReturnVarID,0,pi,snum);
SetGameVarID(g_iWeaponVarID,p->curr_weapon,pi,snum);
SetGameVarID(g_iWorksLikeVarID,aplWeaponWorksLike[p->curr_weapon][snum],pi,snum);
OnEvent(EVENT_HOLSTER, pi, snum, -1);
if(GetGameVarID(g_iReturnVarID,pi,snum) == 0)
{
if( aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_HOLSTER_CLEARS_CLIP)
{
if( p->ammo_amount[p->curr_weapon] > aplWeaponClip[p->curr_weapon][snum]
&& (p->ammo_amount[p->curr_weapon] % aplWeaponClip[p->curr_weapon][snum]) != 0 )
{
p->ammo_amount[p->curr_weapon]-=
p->ammo_amount[p->curr_weapon] % aplWeaponClip[p->curr_weapon][snum] ;
(*kb) = aplWeaponTotalTime[p->curr_weapon][snum];
sb_snum &= ~(1<<2); // not firing...
}
return;
}
}
}
if( aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_GLOWS)
p->random_club_frame += 64; // Glowing
if(p->rapid_fire_hold == 1)
{
if( sb_snum&(1<<2) ) return;
p->rapid_fire_hold = 0;
}
if(shrunk || p->tipincs || p->access_incs)
sb_snum &= ~(1<<2);
else if ( shrunk == 0 && (sb_snum&(1<<2)) && (*kb) == 0 && p->fist_incs == 0 &&
p->last_weapon == -1 && ( p->weapon_pos == 0 || p->holster_weapon == 1 ) )
{
p->crack_time = 777;
if(p->holster_weapon == 1)
{
if( p->last_pissed_time <= (26*218) && p->weapon_pos == -9)
{
p->holster_weapon = 0;
p->weapon_pos = 10;
FTA(74,p);
}
}
else
{
SetGameVarID(g_iReturnVarID,0,pi,snum);
SetGameVarID(g_iWeaponVarID,p->curr_weapon,pi,snum);
SetGameVarID(g_iWorksLikeVarID,aplWeaponWorksLike[p->curr_weapon][snum],pi,snum);
OnEvent(EVENT_FIRE, pi, snum, -1);
if(GetGameVarID(g_iReturnVarID,pi,snum) == 0)
{
switch(aplWeaponWorksLike[p->curr_weapon][snum])
{
case HANDBOMB_WEAPON:
OnEvent(EVENT_FIREWEAPON, p->i, snum, -1);
p->hbomb_hold_delay = 0;
if( p->ammo_amount[p->curr_weapon] > 0 )
{
(*kb)=1;
if(aplWeaponInitialSound[p->curr_weapon][snum])
{
spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
}
}
break;
case HANDREMOTE_WEAPON:
OnEvent(EVENT_FIREWEAPON, p->i, snum, -1);
p->hbomb_hold_delay = 0;
(*kb) = 1;
if(aplWeaponInitialSound[p->curr_weapon][snum])
{
spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
}
break;
case SHOTGUN_WEAPON:
OnEvent(EVENT_FIREWEAPON, p->i, snum, -1);
if( p->ammo_amount[p->curr_weapon] > 0 && p->random_club_frame == 0 )
{
(*kb)=1;
if(aplWeaponInitialSound[p->curr_weapon][snum])
{
spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
}
}
break;
case TRIPBOMB_WEAPON:
if ( p->ammo_amount[p->curr_weapon] > 0 )
{
long sx,sy,sz;
short sect,hw,hitsp;
hitscan( p->posx, p->posy, p->posz,
p->cursectnum, sintable[(p->ang+512)&2047],
sintable[p->ang&2047], (100-p->horiz-p->horizoff)*32,
&sect, &hw, &hitsp, &sx, &sy, &sz,CLIPMASK1);
if(sect < 0 || hitsp >= 0)
break;
if( hw >= 0 && sector[sect].lotag > 2 )
break;
if(hw >= 0 && wall[hw].overpicnum >= 0)
if(wall[hw].overpicnum == BIGFORCE)
break;
j = headspritesect[sect];
while(j >= 0)
{
if( sprite[j].picnum == TRIPBOMB &&
klabs(sprite[j].z-sz) < (12<<8) && ((sprite[j].x-sx)*(sprite[j].x-sx)+(sprite[j].y-sy)*(sprite[j].y-sy)) < (290*290) )
break;
j = nextspritesect[j];
}
if(j == -1 && hw >= 0 && (wall[hw].cstat&16) == 0 )
if( ( wall[hw].nextsector >= 0 && sector[wall[hw].nextsector].lotag <= 2 ) || ( wall[hw].nextsector == -1 && sector[sect].lotag <= 2 ) )
if( ( (sx-p->posx)*(sx-p->posx) + (sy-p->posy)*(sy-p->posy) ) < (290*290) )
{
p->posz = p->oposz;
p->poszv = 0;
(*kb) = 1;
if(aplWeaponInitialSound[p->curr_weapon][snum])
{
spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
}
}
}
break;
case PISTOL_WEAPON:
case CHAINGUN_WEAPON:
case SHRINKER_WEAPON:
case GROW_WEAPON:
case FREEZE_WEAPON:
case RPG_WEAPON:
OnEvent(EVENT_FIREWEAPON, p->i, snum, -1);
if ( p->ammo_amount[p->curr_weapon] > 0)
{
(*kb) = 1;
if(aplWeaponInitialSound[p->curr_weapon][snum])
{
spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
}
}
break;
case DEVISTATOR_WEAPON:
OnEvent(EVENT_FIREWEAPON, p->i, snum, -1);
if( p->ammo_amount[p->curr_weapon] > 0 )
{
(*kb) = 1;
p->hbomb_hold_delay = !p->hbomb_hold_delay;
if(aplWeaponInitialSound[p->curr_weapon][snum])
{
spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
}
}
break;
case KNEE_WEAPON:
OnEvent(EVENT_FIREWEAPON, p->i, snum, -1);
if(p->quick_kick == 0)
{
(*kb) = 1;
if(aplWeaponInitialSound[p->curr_weapon][snum])
{
spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
}
}
break;
}
}
}
}
else if((*kb))
{
if(aplWeaponWorksLike[p->curr_weapon][snum] == HANDBOMB_WEAPON)
{
if( aplWeaponHoldDelay[p->curr_weapon][snum] && ((*kb) == aplWeaponFireDelay[p->curr_weapon][snum]) && (sb_snum&(1<<2)))
{
p->rapid_fire_hold = 1;
return;
}
(*kb)++;
if((*kb)==aplWeaponHoldDelay[p->curr_weapon][snum])
{
long lPipeBombControl;
p->ammo_amount[p->curr_weapon]--;
if(p->on_ground && (sb_snum&2) )
{
k = 15;
i = ((p->horiz+p->horizoff-100)*20);
}
else
{
k = 140;
i = -512-((p->horiz+p->horizoff-100)*20);
}
j = EGS(p->cursectnum,
p->posx+(sintable[(p->ang+512)&2047]>>6),
p->posy+(sintable[p->ang&2047]>>6),
p->posz,aplWeaponShoots[p->curr_weapon][snum],-16,9,9,
p->ang,(k+(p->hbomb_hold_delay<<5)),i,pi,1);
lPipeBombControl=GetGameVar("PIPEBOMB_CONTROL", PIPEBOMB_REMOTE, -1, snum);
if(lPipeBombControl & PIPEBOMB_TIMER)
{
long lGrenadeLifetime=GetGameVar("GRENADE_LIFETIME", NAM_GRENADE_LIFETIME, -1, snum);
long lGrenadeLifetimeVar=GetGameVar("GRENADE_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, -1, snum);
hittype[j].temp_data[7]=lGrenadeLifetime
+ mulscale(krand(),lGrenadeLifetimeVar, 14)
- lGrenadeLifetimeVar;
hittype[j].temp_data[6]=1;
}
else
hittype[j].temp_data[6]=2;
if(k == 15)
{
sprite[j].yvel = 3;
sprite[j].z += (8<<8);
}
k = hits(pi);
if( k < 512 )
{
sprite[j].ang += 1024;
sprite[j].zvel /= 3;
sprite[j].xvel /= 3;
}
p->hbomb_on = 1;
}
else if( (*kb) < aplWeaponHoldDelay[p->curr_weapon][snum] && (sb_snum&(1<<2)) )
{
p->hbomb_hold_delay++;
}
else if( (*kb) > aplWeaponTotalTime[p->curr_weapon][snum] )
{
long lPipeBombControl=GetGameVar("PIPEBOMB_CONTROL", PIPEBOMB_REMOTE, -1, snum);
(*kb) = 0;
if(lPipeBombControl == PIPEBOMB_REMOTE)
{
p->curr_weapon = HANDREMOTE_WEAPON;
p->last_weapon = -1;
p->weapon_pos = 10;
}
else
checkavailweapon(p);
}
}
else if(aplWeaponWorksLike[p->curr_weapon][snum] == HANDREMOTE_WEAPON)
{
(*kb)++;
if((*kb) == aplWeaponFireDelay[p->curr_weapon][snum])
{
if( aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_BOMB_TRIGGER)
{
p->hbomb_on = 0;
}
if(aplWeaponShoots[p->curr_weapon][snum] != 0)
{
if(! (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_NOVISIBLE ))
{
lastvisinc = totalclock+32;
p->visibility = 0;
}
SetGameVarID(g_iWeaponVarID,p->curr_weapon,p->i,snum);
SetGameVarID(g_iWorksLikeVarID,aplWeaponWorksLike[p->curr_weapon][snum], p->i, snum);
shoot(pi, aplWeaponShoots[p->curr_weapon][snum]);
}
}
if((*kb) >= aplWeaponTotalTime[p->curr_weapon][snum])
{
long lPipeBombControl=GetGameVar("PIPEBOMB_CONTROL", PIPEBOMB_REMOTE, -1, snum);
(*kb) = 0;
if((p->ammo_amount[HANDBOMB_WEAPON] > 0) && lPipeBombControl == PIPEBOMB_REMOTE)
addweapon(p,HANDBOMB_WEAPON);
else
checkavailweapon(p);
}
}
else
{
// the basic weapon...
(*kb)++;
if(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_CHECKATRELOAD)
{
if (aplWeaponWorksLike[p->curr_weapon][snum] == TRIPBOMB_WEAPON)
{
if((*kb) >= aplWeaponTotalTime[p->curr_weapon][snum])
{
(*kb) = 0;
checkavailweapon(p);
p->weapon_pos = -9;
}
}
else if(*kb >= aplWeaponReload[p->curr_weapon][snum])
checkavailweapon(p);
}
else if(aplWeaponWorksLike[p->curr_weapon][snum]!=KNEE_WEAPON && *kb >= aplWeaponFireDelay[p->curr_weapon][snum])
checkavailweapon(p);
if( aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_STANDSTILL
&& *kb < (aplWeaponFireDelay[p->curr_weapon][snum]+1) )
{
p->posz = p->oposz;
p->poszv = 0;
}
if(*kb == aplWeaponSound2Time[p->curr_weapon][snum])
{
if(aplWeaponSound2Sound[p->curr_weapon][snum])
{
spritesound(aplWeaponSound2Sound[p->curr_weapon][snum],pi);
}
}
if(*kb == aplWeaponSpawnTime[p->curr_weapon][snum])
DoSpawn(p);
if ((*kb) >= aplWeaponTotalTime[p->curr_weapon][snum])
{
if(/*!(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_CHECKATRELOAD) && */ p->reloading == 1 ||
(aplWeaponReload[p->curr_weapon][snum] > aplWeaponTotalTime[p->curr_weapon][snum] && p->ammo_amount[p->curr_weapon] > 0
&& (aplWeaponClip[p->curr_weapon][snum]) && (((p->ammo_amount[p->curr_weapon]%(aplWeaponClip[p->curr_weapon][snum]))==0))))
{
int i;
i=aplWeaponReload[p->curr_weapon][snum] - aplWeaponTotalTime[p->curr_weapon][snum];
p->reloading = 1;
if( (*kb) == (aplWeaponTotalTime[p->curr_weapon][snum]));
else if( (*kb) == (aplWeaponTotalTime[p->curr_weapon][snum]+1))
{
if(aplWeaponReloadSound1[p->curr_weapon][snum])
spritesound(aplWeaponReloadSound1[p->curr_weapon][snum],pi);
}
else if( ((*kb) == (aplWeaponReload[p->curr_weapon][snum] - (i/3)) && !(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_RELOAD_TIMING)) ||
((*kb) == (aplWeaponReload[p->curr_weapon][snum] - i+4) && (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_RELOAD_TIMING)) )
{
if(aplWeaponReloadSound2[p->curr_weapon][snum])
spritesound(aplWeaponReloadSound2[p->curr_weapon][snum],pi);
}
else if( (*kb) >= (aplWeaponReload[p->curr_weapon][snum]) )
{
*kb=0;
p->reloading = 0;
}
}
else
{
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_AUTOMATIC &&
(aplWeaponWorksLike[p->curr_weapon][snum]==KNEE_WEAPON?1:p->ammo_amount[p->curr_weapon] > 0))
{
if( sb_snum&(1<<2) )
{
if(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_RANDOMRESTART)
*kb = 1+(TRAND&3);
else *kb=1;
}
else *kb = 0;
}
else *kb = 0;
if( aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_RESET &&
((aplWeaponWorksLike[p->curr_weapon][snum] & KNEE_WEAPON)?1:p->ammo_amount[p->curr_weapon] > 0))
{
if( sb_snum&(1<<2) ) *kb = 1;
else *kb = 0;
}
}
}
else if ( *kb >= aplWeaponFireDelay[p->curr_weapon][snum] && (*kb) < aplWeaponTotalTime[p->curr_weapon][snum]
&& ((aplWeaponWorksLike[p->curr_weapon][snum] & KNEE_WEAPON)?1:p->ammo_amount[p->curr_weapon] > 0))
{
if ( aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_AUTOMATIC)
{
if(( sb_snum&(1<<2) ) == 0 )
{
*kb = 0;
}
if ( aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_FIREEVERYTHIRD)
{
if( ((*(kb))%3) == 0 )
{
DoFire(p);
DoSpawn(p);
}
}
else if( aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_FIREEVERYOTHER)
{
DoFire(p);
DoSpawn(p);
}
else
{
if(*kb == aplWeaponFireDelay[p->curr_weapon][snum])
{
DoFire(p);
DoSpawn(p);
}
}
if(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_RESET &&
(*kb) > aplWeaponTotalTime[p->curr_weapon][snum]-aplWeaponHoldDelay[p->curr_weapon][snum] &&
((aplWeaponWorksLike[p->curr_weapon][snum] & KNEE_WEAPON)?1:p->ammo_amount[p->curr_weapon] > 0))
{
if( sb_snum&(1<<2) ) *kb = 1;
else *kb = 0;
}
}
else
{
if(*kb == aplWeaponFireDelay[p->curr_weapon][snum])
DoFire(p);
}
}
}
}
}
//UPDATE THIS FILE OVER THE OLD GETSPRITESCORE/COMPUTERGETINPUT FUNCTIONS
int getspritescore(long snum, long dapicnum)
{
switch(dynamictostatic[dapicnum])
{
case FIRSTGUNSPRITE__STATIC: return(20);
case CHAINGUNSPRITE__STATIC: return(50);
case RPGSPRITE__STATIC: return(200);
case FREEZESPRITE__STATIC: return(25);
case SHRINKERSPRITE__STATIC: return(80);
case HEAVYHBOMB__STATIC: return(60);
case TRIPBOMBSPRITE__STATIC: return(50);
case SHOTGUNSPRITE__STATIC: return(120);
case DEVISTATORSPRITE__STATIC: return(120);
case FREEZEAMMO__STATIC: if (ps[snum].ammo_amount[FREEZE_WEAPON] < max_ammo_amount[FREEZE_WEAPON]) return(10); else return(0);
case AMMO__STATIC: if (ps[snum].ammo_amount[PISTOL_WEAPON] < max_ammo_amount[PISTOL_WEAPON]) return(10); else return(0);
case BATTERYAMMO__STATIC: if (ps[snum].ammo_amount[CHAINGUN_WEAPON] < max_ammo_amount[CHAINGUN_WEAPON]) return(20); else return(0);
case DEVISTATORAMMO__STATIC: if (ps[snum].ammo_amount[DEVISTATOR_WEAPON] < max_ammo_amount[DEVISTATOR_WEAPON]) return(25); else return(0);
case RPGAMMO__STATIC: if (ps[snum].ammo_amount[RPG_WEAPON] < max_ammo_amount[RPG_WEAPON]) return(50); else return(0);
case CRYSTALAMMO__STATIC: if (ps[snum].ammo_amount[SHRINKER_WEAPON] < max_ammo_amount[SHRINKER_WEAPON]) return(10); else return(0);
case HBOMBAMMO__STATIC: if (ps[snum].ammo_amount[HANDBOMB_WEAPON] < max_ammo_amount[HANDBOMB_WEAPON]) return(30); else return(0);
case SHOTGUNAMMO__STATIC: if (ps[snum].ammo_amount[SHOTGUN_WEAPON] < max_ammo_amount[SHOTGUN_WEAPON]) return(25); else return(0);
case COLA__STATIC: if (sprite[ps[snum].i].extra < 100) return(10); else return(0);
case SIXPAK__STATIC: if (sprite[ps[snum].i].extra < 100) return(30); else return(0);
case FIRSTAID__STATIC: if (ps[snum].firstaid_amount < 100) return(100); else return(0);
case SHIELD__STATIC: if (ps[snum].shield_amount < 100) return(50); else return(0);
case STEROIDS__STATIC: if (ps[snum].steroids_amount < 400) return(30); else return(0);
case AIRTANK__STATIC: if (ps[snum].scuba_amount < 6400) return(30); else return(0);
case JETPACK__STATIC: if (ps[snum].jetpack_amount < 1600) return(100); else return(0);
case HEATSENSOR__STATIC: if (ps[snum].heat_amount < 1200) return(5); else return(0);
case ACCESSCARD__STATIC: return(1);
case BOOTS__STATIC: if (ps[snum].boot_amount < 200) return(15); else return(0);
case ATOMICHEALTH__STATIC: if (sprite[ps[snum].i].extra < max_player_health<<1) return(50); else return(0);
case HOLODUKE__STATIC: if (ps[snum].holoduke_amount < 2400) return(5); else return(0);
case SECTOREFFECTOR__STATIC: return(1);
case TOUCHPLATE__STATIC: return(1);
case MUSICANDSFX__STATIC: return(1);
}
return(0);
}
static long fdmatrix[12][12] =
{
//KNEE PIST SHOT CHAIN RPG PIPE SHRI DEVI WALL FREE HAND EXPA
{ 128, -1, -1, -1, 128, -1, -1, -1, 128, -1, 128, -1 }, //KNEE
{ 1024,1024,1024,1024,2560, 128,2560,2560,1024,2560,2560,2560 }, //PIST
{ 512, 512, 512, 512,2560, 128,2560,2560,1024,2560,2560,2560 }, //SHOT
{ 512, 512, 512, 512,2560, 128,2560,2560,1024,2560,2560,2560 }, //CHAIN
{ 2560,2560,2560,2560,2560,2560,2560,2560,2560,2560,2560,2560 }, //RPG
{ 512, 512, 512, 512,2048, 512,2560,2560, 512,2560,2560,2560 }, //PIPE
{ 128, 128, 128, 128,2560, 128,2560,2560, 128, 128, 128, 128 }, //SHRI
{ 1536,1536,1536,1536,2560,1536,1536,1536,1536,1536,1536,1536 }, //DEVI
{ -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, //WALL
{ 128, 128, 128, 128,2560, 128,2560,2560, 128, 128, 128, 128 }, //FREE
{ 2560,2560,2560,2560,2560,2560,2560,2560,2560,2560,2560,2560 }, //HAND
{ 128, 128, 128, 128,2560, 128,2560,2560, 128, 128, 128, 128 } //EXPA
};
static long goalx[MAXPLAYERS], goaly[MAXPLAYERS], goalz[MAXPLAYERS];
static long goalsect[MAXPLAYERS], goalwall[MAXPLAYERS], goalsprite[MAXPLAYERS];
static long goalplayer[MAXPLAYERS], clipmovecount[MAXPLAYERS];
short searchsect[MAXSECTORS], searchparent[MAXSECTORS];
char dashow2dsector[(MAXSECTORS+7)>>3];
void computergetinput(long snum, input *syn)
{
long i, j, k, l, x1, y1, z1, x2, y2, z2, x3, y3, z3, dx, dy;
long dist, daang, zang, fightdist, damyang, damysect;
long startsect, endsect, splc, send, startwall, endwall;
short dasect, dawall, daspr;
struct player_struct *p;
walltype *wal;
p = &ps[snum];
syn->fvel = 0;
syn->svel = 0;
syn->avel = 0;
syn->horz = 0;
syn->bits = 0;
x1 = sprite[p->i].x;
y1 = sprite[p->i].y;
z1 = sprite[p->i].z;
damyang = sprite[p->i].ang;
damysect = sprite[p->i].sectnum;
if ((numplayers >= 2) && (snum == myconnectindex))
{ x1 = myx; y1 = myy; z1 = myz+PHEIGHT; damyang = myang; damysect = mycursectnum; }
if (!(numframes&7))
{
x2 = sprite[ps[goalplayer[snum]].i].x;
y2 = sprite[ps[goalplayer[snum]].i].y;
z2 = sprite[ps[goalplayer[snum]].i].z;
if (!cansee(x1,y1,z1-(48<<8),damysect,x2,y2,z2-(48<<8),sprite[ps[goalplayer[snum]].i].sectnum))
goalplayer[snum] = snum;
}
if ((goalplayer[snum] == snum) || (ps[goalplayer[snum]].dead_flag != 0))
{
j = 0x7fffffff;
for(i=connecthead;i>=0;i=connectpoint2[i])
if (i != snum)
{
dist = ksqrt((sprite[ps[i].i].x-x1)*(sprite[ps[i].i].x-x1)+(sprite[ps[i].i].y-y1)*(sprite[ps[i].i].y-y1));
x2 = sprite[ps[i].i].x;
y2 = sprite[ps[i].i].y;
z2 = sprite[ps[i].i].z;
if (!cansee(x1,y1,z1-(48<<8),damysect,x2,y2,z2-(48<<8),sprite[ps[i].i].sectnum))
dist <<= 1;
if (dist < j) { j = dist; goalplayer[snum] = i; }
}
}
x2 = sprite[ps[goalplayer[snum]].i].x;
y2 = sprite[ps[goalplayer[snum]].i].y;
z2 = sprite[ps[goalplayer[snum]].i].z;
if (p->dead_flag) syn->bits |= (1<<29);
if ((p->firstaid_amount > 0) && (p->last_extra < 100))
syn->bits |= (1<<16);
for(j=headspritestat[4];j>=0;j=nextspritestat[j])
{
switch (dynamictostatic[sprite[j].picnum])
{
case TONGUE__STATIC: k = 4; break;
case FREEZEBLAST__STATIC: k = 4; break;
case SHRINKSPARK__STATIC: k = 16; break;
case RPG__STATIC: k = 16; break;
default: k = 0; break;
}
if (k)
{
x3 = sprite[j].x;
y3 = sprite[j].y;
z3 = sprite[j].z;
for(l=0;l<=8;l++)
{
if (tmulscale11(x3-x1,x3-x1,y3-y1,y3-y1,(z3-z1)>>4,(z3-z1)>>4) < 3072)
{
dx = sintable[(sprite[j].ang+512)&2047];
dy = sintable[sprite[j].ang&2047];
if ((x1-x3)*dy > (y1-y3)*dx) i = -k*512; else i = k*512;
syn->fvel -= mulscale17(dy,i);
syn->svel += mulscale17(dx,i);
}
if (l < 7)
{
x3 += (mulscale14(sprite[j].xvel,sintable[(sprite[j].ang+512)&2047])<<2);
y3 += (mulscale14(sprite[j].xvel,sintable[sprite[j].ang&2047])<<2);
z3 += (sprite[j].zvel<<2);
}
else
{
hitscan(sprite[j].x,sprite[j].y,sprite[j].z,sprite[j].sectnum,
mulscale14(sprite[j].xvel,sintable[(sprite[j].ang+512)&2047]),
mulscale14(sprite[j].xvel,sintable[sprite[j].ang&2047]),
(long)sprite[j].zvel,
&dasect,&dawall,&daspr,&x3,&y3,&z3,CLIPMASK1);
}
}
}
}
if ((ps[goalplayer[snum]].dead_flag == 0) &&
((cansee(x1,y1,z1,damysect,x2,y2,z2,sprite[ps[goalplayer[snum]].i].sectnum)) ||
(cansee(x1,y1,z1-(24<<8),damysect,x2,y2,z2-(24<<8),sprite[ps[goalplayer[snum]].i].sectnum)) ||
(cansee(x1,y1,z1-(48<<8),damysect,x2,y2,z2-(48<<8),sprite[ps[goalplayer[snum]].i].sectnum))))
{
syn->bits |= (1<<2);
if ((p->curr_weapon == HANDBOMB_WEAPON) && (!(rand()&7)))
syn->bits &= ~(1<<2);
if (p->curr_weapon == TRIPBOMB_WEAPON)
syn->bits |= ((rand()%MAX_WEAPONS)<<8);
if (p->curr_weapon == RPG_WEAPON)
{
hitscan(x1,y1,z1-PHEIGHT,damysect,sintable[(damyang+512)&2047],sintable[damyang&2047],
(100-p->horiz-p->horizoff)*32,&dasect,&dawall,&daspr,&x3,&y3,&z3,CLIPMASK1);
if ((x3-x1)*(x3-x1)+(y3-y1)*(y3-y1) < 2560*2560) syn->bits &= ~(1<<2);
}
fightdist = fdmatrix[p->curr_weapon][ps[goalplayer[snum]].curr_weapon];
if (fightdist < 128) fightdist = 128;
dist = ksqrt((x2-x1)*(x2-x1)+(y2-y1)*(y2-y1)); if (dist == 0) dist = 1;
daang = getangle(x2+(ps[goalplayer[snum]].posxv>>14)-x1,y2+(ps[goalplayer[snum]].posyv>>14)-y1);
zang = 100-((z2-z1)*8)/dist;
fightdist = max(fightdist,(klabs(z2-z1)>>4));
if (sprite[ps[goalplayer[snum]].i].yrepeat < 32)
{ fightdist = 0; syn->bits &= ~(1<<2); }
if (sprite[ps[goalplayer[snum]].i].pal == 1)
{ fightdist = 0; syn->bits &= ~(1<<2); }
if (dist < 256) syn->bits |= (1<<22);
x3 = x2+((x1-x2)*fightdist/dist);
y3 = y2+((y1-y2)*fightdist/dist);
syn->fvel += (x3-x1)*2047/dist;
syn->svel += (y3-y1)*2047/dist;
//Strafe attack
if (fightdist)
{
j = totalclock+snum*13468;
i = sintable[(j<<6)&2047];
i += sintable[((j+4245)<<5)&2047];
i += sintable[((j+6745)<<4)&2047];
i += sintable[((j+15685)<<3)&2047];
dx = sintable[(sprite[ps[goalplayer[snum]].i].ang+512)&2047];
dy = sintable[sprite[ps[goalplayer[snum]].i].ang&2047];
if ((x1-x2)*dy > (y1-y2)*dx) i += 8192; else i -= 8192;
syn->fvel += ((sintable[(daang+1024)&2047]*i)>>17);
syn->svel += ((sintable[(daang+512)&2047]*i)>>17);
}
syn->avel = min(max((((daang+1024-damyang)&2047)-1024)>>1,-127),127);
syn->horz = min(max((zang-p->horiz),-MAXHORIZ),MAXHORIZ);
syn->bits |= (1<<23);
return;
}
goalsect[snum] = -1;
if (goalsect[snum] < 0)
{
goalwall[snum] = -1;
startsect = sprite[p->i].sectnum;
endsect = sprite[ps[goalplayer[snum]].i].sectnum;
clearbufbyte(dashow2dsector,(MAXSECTORS+7)>>3,0L);
searchsect[0] = startsect;
searchparent[0] = -1;
dashow2dsector[startsect>>3] |= (1<<(startsect&7));
for(splc=0,send=1;splc<send;splc++)
{
startwall = sector[searchsect[splc]].wallptr;
endwall = startwall + sector[searchsect[splc]].wallnum;
for(i=startwall,wal=&wall[startwall];i<endwall;i++,wal++)
{
j = wal->nextsector; if (j < 0) continue;
dx = ((wall[wal->point2].x+wal->x)>>1);
dy = ((wall[wal->point2].y+wal->y)>>1);
if ((getceilzofslope(j,dx,dy) > getflorzofslope(j,dx,dy)-(28<<8)) && ((sector[j].lotag < 15) || (sector[j].lotag > 22)))
continue;
if (getflorzofslope(j,dx,dy) < getflorzofslope(searchsect[splc],dx,dy)-(72<<8))
continue;
if ((dashow2dsector[j>>3]&(1<<(j&7))) == 0)
{
dashow2dsector[j>>3] |= (1<<(j&7));
searchsect[send] = (short)j;
searchparent[send] = (short)splc;
send++;
if (j == endsect)
{
clearbufbyte(dashow2dsector,(MAXSECTORS+7)>>3,0L);
for(k=send-1;k>=0;k=searchparent[k])
dashow2dsector[searchsect[k]>>3] |= (1<<(searchsect[k]&7));
for(k=send-1;k>=0;k=searchparent[k])
if (!searchparent[k]) break;
goalsect[snum] = searchsect[k];
startwall = sector[goalsect[snum]].wallptr;
endwall = startwall+sector[goalsect[snum]].wallnum;
x3 = y3 = 0;
for(i=startwall;i<endwall;i++)
{
x3 += wall[i].x;
y3 += wall[i].y;
}
x3 /= (endwall-startwall);
y3 /= (endwall-startwall);
startwall = sector[startsect].wallptr;
endwall = startwall+sector[startsect].wallnum;
l = 0; k = startwall;
for(i=startwall;i<endwall;i++)
{
if (wall[i].nextsector != goalsect[snum]) continue;
dx = wall[wall[i].point2].x-wall[i].x;
dy = wall[wall[i].point2].y-wall[i].y;
//if (dx*(y1-wall[i].y) <= dy*(x1-wall[i].x))
// if (dx*(y2-wall[i].y) >= dy*(x2-wall[i].x))
if ((x3-x1)*(wall[i].y-y1) <= (y3-y1)*(wall[i].x-x1))
if ((x3-x1)*(wall[wall[i].point2].y-y1) >= (y3-y1)*(wall[wall[i].point2].x-x1))
{ k = i; break; }
dist = ksqrt(dx*dx+dy*dy);
if (dist > l) { l = dist; k = i; }
}
goalwall[snum] = k;
daang = ((getangle(wall[wall[k].point2].x-wall[k].x,wall[wall[k].point2].y-wall[k].y)+1536)&2047);
goalx[snum] = ((wall[k].x+wall[wall[k].point2].x)>>1)+(sintable[(daang+512)&2047]>>8);
goaly[snum] = ((wall[k].y+wall[wall[k].point2].y)>>1)+(sintable[daang&2047]>>8);
goalz[snum] = sector[goalsect[snum]].floorz-(32<<8);
break;
}
}
}
for(i=headspritesect[searchsect[splc]];i>=0;i=nextspritesect[i])
if (sprite[i].lotag == 7)
{
j = sprite[sprite[i].owner].sectnum;
if ((dashow2dsector[j>>3]&(1<<(j&7))) == 0)
{
dashow2dsector[j>>3] |= (1<<(j&7));
searchsect[send] = (short)j;
searchparent[send] = (short)splc;
send++;
if (j == endsect)
{
clearbufbyte(dashow2dsector,(MAXSECTORS+7)>>3,0L);
for(k=send-1;k>=0;k=searchparent[k])
dashow2dsector[searchsect[k]>>3] |= (1<<(searchsect[k]&7));
for(k=send-1;k>=0;k=searchparent[k])
if (!searchparent[k]) break;
goalsect[snum] = searchsect[k];
startwall = sector[startsect].wallptr;
endwall = startwall+sector[startsect].wallnum;
l = 0; k = startwall;
for(i=startwall;i<endwall;i++)
{
dx = wall[wall[i].point2].x-wall[i].x;
dy = wall[wall[i].point2].y-wall[i].y;
dist = ksqrt(dx*dx+dy*dy);
if ((wall[i].nextsector == goalsect[snum]) && (dist > l))
{ l = dist; k = i; }
}
goalwall[snum] = k;
daang = ((getangle(wall[wall[k].point2].x-wall[k].x,wall[wall[k].point2].y-wall[k].y)+1536)&2047);
goalx[snum] = ((wall[k].x+wall[wall[k].point2].x)>>1)+(sintable[(daang+512)&2047]>>8);
goaly[snum] = ((wall[k].y+wall[wall[k].point2].y)>>1)+(sintable[daang&2047]>>8);
goalz[snum] = sector[goalsect[snum]].floorz-(32<<8);
break;
}
}
}
if (goalwall[snum] >= 0) break;
}
}
if ((goalsect[snum] < 0) || (goalwall[snum] < 0))
{
if (goalsprite[snum] < 0)
{
for(k=0;k<4;k++)
{
i = (rand()%numsectors);
for(j=headspritesect[i];j>=0;j=nextspritesect[j])
{
if ((sprite[j].xrepeat <= 0) || (sprite[j].yrepeat <= 0)) continue;
if (getspritescore(snum,sprite[j].picnum) <= 0) continue;
if (cansee(x1,y1,z1-(32<<8),damysect,sprite[j].x,sprite[j].y,sprite[j].z-(4<<8),i))
{ goalx[snum] = sprite[j].x; goaly[snum] = sprite[j].y; goalz[snum] = sprite[j].z; goalsprite[snum] = j; break; }
}
}
}
x2 = goalx[snum];
y2 = goaly[snum];
dist = ksqrt((x2-x1)*(x2-x1)+(y2-y1)*(y2-y1)); if (!dist) return;
daang = getangle(x2-x1,y2-y1);
syn->fvel += (x2-x1)*2047/dist;
syn->svel += (y2-y1)*2047/dist;
syn->avel = min(max((((daang+1024-damyang)&2047)-1024)>>3,-127),127);
}
else
goalsprite[snum] = -1;
x3 = p->posx; y3 = p->posy; z3 = p->posz; dasect = p->cursectnum;
i = clipmove(&x3,&y3,&z3,&dasect,p->posxv,p->posyv,164L,4L<<8,4L<<8,CLIPMASK0);
if (!i)
{
x3 = p->posx; y3 = p->posy; z3 = p->posz+(24<<8); dasect = p->cursectnum;
i = clipmove(&x3,&y3,&z3,&dasect,p->posxv,p->posyv,164L,4L<<8,4L<<8,CLIPMASK0);
}
if (i)
{
clipmovecount[snum]++;
j = 0;
if ((i&0xc000) == 32768) //Hit a wall (49152 for sprite)
if (wall[i&(MAXWALLS-1)].nextsector >= 0)
{
if (getflorzofslope(wall[i&(MAXWALLS-1)].nextsector,p->posx,p->posy) <= p->posz+(24<<8)) j |= 1;
if (getceilzofslope(wall[i&(MAXWALLS-1)].nextsector,p->posx,p->posy) >= p->posz-(24<<8)) j |= 2;
}
if ((i&0xc000) == 49152) j = 1;
if (j&1) if (clipmovecount[snum] == 4) syn->bits |= (1<<0);
if (j&2) syn->bits |= (1<<1);
//Strafe attack
daang = getangle(x2-x1,y2-y1);
if ((i&0xc000) == 32768)
daang = getangle(wall[wall[i&(MAXWALLS-1)].point2].x-wall[i&(MAXWALLS-1)].x,wall[wall[i&(MAXWALLS-1)].point2].y-wall[i&(MAXWALLS-1)].y);
j = totalclock+snum*13468;
i = sintable[(j<<6)&2047];
i += sintable[((j+4245)<<5)&2047];
i += sintable[((j+6745)<<4)&2047];
i += sintable[((j+15685)<<3)&2047];
syn->fvel += ((sintable[(daang+1024)&2047]*i)>>17);
syn->svel += ((sintable[(daang+512)&2047]*i)>>17);
if ((clipmovecount[snum]&31) == 2) syn->bits |= (1<<29);
if ((clipmovecount[snum]&31) == 17) syn->bits |= (1<<22);
if (clipmovecount[snum] > 32) { goalsect[snum] = -1; goalwall[snum] = -1; clipmovecount[snum] = 0; }
goalsprite[snum] = -1;
}
else
clipmovecount[snum] = 0;
if ((goalsect[snum] >= 0) && (goalwall[snum] >= 0))
{
x2 = goalx[snum];
y2 = goaly[snum];
dist = ksqrt((x2-x1)*(x2-x1)+(y2-y1)*(y2-y1)); if (!dist) return;
daang = getangle(x2-x1,y2-y1);
if ((goalwall[snum] >= 0) && (dist < 4096))
daang = ((getangle(wall[wall[goalwall[snum]].point2].x-wall[goalwall[snum]].x,wall[wall[goalwall[snum]].point2].y-wall[goalwall[snum]].y)+1536)&2047);
syn->fvel += (x2-x1)*2047/dist;
syn->svel += (y2-y1)*2047/dist;
syn->avel = min(max((((daang+1024-damyang)&2047)-1024)>>3,-127),127);
}
}