//------------------------------------------------------------------------- /* 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,§); 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; if(projectile[atwith].toffset != 0) z1 += (projectile[atwith].toffset<<8); z1 += 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= 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,§,&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,§,&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,§,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,§,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>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;icurr_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) { 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; int32 mouseyaxismode = -1; static ControlInfo lastinfo = { 0,0,0,0,0,0 }; static int jump_input = 0; void getinput(short snum) { short j, daang; ControlInfo info; int32 tics; boolean running; int32 turnamount; int32 keymove; int32 momx,momy; struct player_struct *p; momx = momy = 0; p = &ps[snum]; if( (p->gm&MODE_MENU) || (p->gm&MODE_TYPE) || (ud.pause_on && !KB_KeyPressed(sc_Pause)) ) { CONTROL_GetInput( &info ); memset(&lastinfo, 0, sizeof(lastinfo)); loc.fvel = vel = 0; loc.svel = svel = 0; loc.avel = angvel = 0; loc.horz = horiz = 0; loc.bits = (((long)gamequit)<<26); return; } 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); } } { int32 i; if (myaimmode) i = analog_lookingupanddown; else i = MouseAnalogueAxes[1]; if (i != mouseyaxismode) { CONTROL_MapAnalogAxis(1, i, controldevice_mouse); mouseyaxismode = i; } } CONTROL_GetInput( &info ); if(MouseFilter) { if(info.dpitch > 0) { info.dpitch -= MouseFilter; if(info.dpitch < 0) info.dpitch = 0; } else if(info.dpitch < 0) { info.dpitch += MouseFilter; if(info.dpitch > 0) info.dpitch = 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(MouseBias) { if(klabs(info.dyaw) > klabs(info.dpitch)) info.dpitch /= MouseBias; else info.dyaw /= MouseBias; } tics = totalclock-lastcontroltime; lastcontroltime = totalclock; if(multiflag == 1) { loc.bits = 1<<17; loc.bits |= multiwhat<<18; loc.bits |= multipos<<19; multiflag = 0; return; } if(BUTTON(gamefunc_Jump) && p->on_ground) jump_input = 4; loc.bits = (jump_input > 0 || BUTTON(gamefunc_Jump)); //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(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(ud.mouseflip) horiz = -(info.dpitch+lastinfo.dpitch)/(314-128); else horiz = (info.dpitch+lastinfo.dpitch)/(314-128); lastinfo.dpitch = (lastinfo.dpitch+info.dpitch) % (314-128); } else { if( BUTTON(gamefunc_Strafe) ) { svel = -info.dyaw/8; } else { angvel = info.dyaw/64; } if(ud.mouseflip) horiz -= info.dpitch/(314-128); else horiz += info.dpitch/(314-128); } svel -= info.dx; lastinfo.dz = info.dz % (1<<6); 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&4)) svel -= -keymove; if ( BUTTON(gamefunc_Turn_Right) && !(ps[snum].movement_lock&8)) 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&4)) svel += keymove; if ( BUTTON(gamefunc_Strafe_Right) && !(ps[snum].movement_lock&8)) svel += -keymove; if ( BUTTON(gamefunc_Move_Forward) && !(ps[snum].movement_lock&1)) vel += keymove; if ( BUTTON(gamefunc_Move_Backward) && !(ps[snum].movement_lock&2)) 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,&ud.user_name[snum][0]); Bstrcpy(name2,&ud.user_name[p->frag_ps][0]); Bsprintf(tempbuf,fta_quotes[16300+i+(mulscale(krand(), 3, 16)*10)],name1,name2); if(ScreenWidth >= 800) 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],&ud.user_name[snum][0]); if(ScreenWidth >= 800) 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 i = 0; 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; i++; } } 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; i++; } } 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; i++; } } 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; i++; } } 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); i++; } if(p->hard_landing > 0) { p->hard_landing--; p->horiz -= (p->hard_landing<<4); } if(i) { if( p->horiz > 95 && p->horiz < 105) p->horiz = 100; if( p->horizoff > -5 && p->horizoff < 5) p->horizoff = 0; } p->horiz += sync[snum].horz; 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<last_full_weapon == SHRINKER_WEAPON) p->subweapon &= ~(1<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, §, &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 = aplWeaponReload[p->curr_weapon][snum] - aplWeaponTotalTime[p->curr_weapon][snum]; p->reloading = 1; if( (*kb) != (aplWeaponTotalTime[p->curr_weapon][snum])) { 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(!(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_SEMIAUTO)) { if(( sb_snum&(1<<2) ) == 0 && aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_RESET) *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( aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_FIREEVERYOTHER) { DoFire(p); DoSpawn(p); } else { if(*kb == aplWeaponFireDelay[p->curr_weapon][snum]) { DoFire(p); DoSpawn(p); } } } } 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;splcnextsector; 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= 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 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); } }