//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 sirlemonhead, Nuke.YKT This file is part of PCExhumed. PCExhumed 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "ns.h" #include "compat.h" #include "player.h" #include "aistuff.h" #include "exhumed.h" #include "names.h" #include "engine.h" #include "sequence.h" #include "view.h" #include "input.h" #include "status.h" #include "sound.h" #include "sound.h" #include "buildtiles.h" #include "gstrings.h" #include "gamestate.h" #include "mapinfo.h" #include "automap.h" #include "interpolate.h" #include #include #include BEGIN_PS_NS extern short nStatusSeqOffset; struct PlayerSave { int x; int y; int z; short nSector; short nAngle; }; int lPlayerXVel = 0; int lPlayerYVel = 0; short obobangle = 0, bobangle = 0; static actionSeq PlayerSeq[] = { {18, 0}, {0, 0}, {9, 0}, {27, 0}, {63, 0}, {72, 0}, {54, 0}, {45, 0}, {54, 0}, {81, 0}, {90, 0}, {99, 0}, {108, 0}, {8, 0}, {0, 0}, {139, 0}, {117, 1}, {119, 1}, {120, 1}, {121, 1}, {122, 1} }; static short nHeightTemplate[] = { 0, 0, 0, 0, 0, 0, 7, 7, 7, 9, 9, 9, 9, 0, 0, 0, 0, 0, 0, 0, 0 }; short nActionEyeLevel[] = { -14080, -14080, -14080, -14080, -14080, -14080, -8320, -8320, -8320, -8320, -8320, -8320, -8320, -14080, -14080, -14080, -14080, -14080, -14080, -14080, -14080 }; uint16_t nGunLotag[] = { 52, 53, 54, 55, 56, 57 }; uint16_t nGunPicnum[] = { 57, 488, 490, 491, 878, 899, 3455 }; int16_t nItemText[] = { -1, -1, -1, -1, -1, -1, 18, 20, 19, 13, -1, 10, 1, 0, 2, -1, 3, -1, 4, 5, 9, 6, 7, 8, -1, 11, -1, 13, 12, 14, 15, -1, 16, 17, -1, -1, -1, 21, 22, -1, -1, -1, -1, -1, -1, 23, 24, 25, 26, 27, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }; int nLocalPlayer = 0; short nBreathTimer[kMaxPlayers]; short nPlayerSwear[kMaxPlayers]; short nPlayerPushSect[kMaxPlayers]; short nDeathType[kMaxPlayers]; short nPlayerScore[kMaxPlayers]; short nPlayerColor[kMaxPlayers]; int nPlayerDY[kMaxPlayers]; int nPlayerDX[kMaxPlayers]; short nPistolClip[kMaxPlayers]; int nXDamage[kMaxPlayers]; int nYDamage[kMaxPlayers]; short nDoppleSprite[kMaxPlayers]; short nPlayerOldWeapon[kMaxPlayers]; short nPlayerClip[kMaxPlayers]; short nPlayerPushSound[kMaxPlayers]; short nTauntTimer[kMaxPlayers]; uint16_t nPlayerWeapons[kMaxPlayers]; // each set bit represents a weapon the player has Player PlayerList[kMaxPlayers]; short nPlayerViewSect[kMaxPlayers]; short nPlayerFloorSprite[kMaxPlayers]; PlayerSave sPlayerSave[kMaxPlayers]; int ototalvel[kMaxPlayers] = { 0 }; int totalvel[kMaxPlayers] = { 0 }; int16_t eyelevel[kMaxPlayers], oeyelevel[kMaxPlayers]; short nNetStartSprite[kMaxPlayers] = { 0 }; short nStandHeight; short nPlayerGrenade[kMaxPlayers]; short nGrenadePlayer[50]; short word_D282A[32]; short PlayerCount; short nNetStartSprites; short nCurStartSprite; void RestoreSavePoint(int nPlayer, int *x, int *y, int *z, short *nSector, short *nAngle) { *x = sPlayerSave[nPlayer].x; *y = sPlayerSave[nPlayer].y; *z = sPlayerSave[nPlayer].z; *nSector = sPlayerSave[nPlayer].nSector; *nAngle = sPlayerSave[nPlayer].nAngle; } void SetSavePoint(int nPlayer, int x, int y, int z, short nSector, short nAngle) { sPlayerSave[nPlayer].x = x; sPlayerSave[nPlayer].y = y; sPlayerSave[nPlayer].z = z; sPlayerSave[nPlayer].nSector = nSector; sPlayerSave[nPlayer].nAngle = nAngle; } void feebtag(int x, int y, int z, int nSector, short *nSprite, int nVal2, int nVal3) { *nSprite = -1; int startwall = sector[nSector].wallptr; int nWalls = sector[nSector].wallnum; int var_20 = nVal2 & 2; int var_14 = nVal2 & 1; while (1) { if (nSector != -1) { int i; SectIterator it(nSector); while ((i = it.NextIndex()) >= 0) { short nStat = sprite[i].statnum; if (nStat >= 900 && !(sprite[i].cstat & 0x8000)) { uint32_t xDiff = abs(sprite[i].x - x); uint32_t yDiff = abs(sprite[i].y - y); int zDiff = sprite[i].z - z; if (zDiff < 5120 && zDiff > -25600) { uint32_t diff = xDiff * xDiff + yDiff * yDiff; if (diff > INT_MAX) { DPrintf(DMSG_WARNING, "%s %d: overflow\n", __func__, __LINE__); diff = INT_MAX; } int theSqrt = ksqrt(diff); if (theSqrt < nVal3 && ((nStat != 950 && nStat != 949) || !(var_14 & 1)) && ((nStat != 912 && nStat != 913) || !(var_20 & 2))) { nVal3 = theSqrt; *nSprite = i; } } } } } nWalls--; if (nWalls < -1) return; nSector = wall[startwall].nextsector; startwall++; } } void InitPlayer() { for (int i = 0; i < kMaxPlayers; i++) { PlayerList[i].nSprite = -1; } } void InitPlayerKeys(short nPlayer) { PlayerList[nPlayer].keys = 0; } void InitPlayerInventory(short nPlayer) { memset(&PlayerList[nPlayer], 0, sizeof(Player)); PlayerList[nPlayer].nItem = -1; nPlayerSwear[nPlayer] = 4; ResetPlayerWeapons(nPlayer); PlayerList[nPlayer].nLives = kDefaultLives; PlayerList[nPlayer].nSprite = -1; PlayerList[nPlayer].nRun = -1; nPistolClip[nPlayer] = 6; nPlayerClip[nPlayer] = 0; PlayerList[nPlayer].nCurrentWeapon = 0; if (nPlayer == nLocalPlayer) { automapMode = am_off; } nPlayerScore[nPlayer] = 0; auto pixels = tilePtr(kTile3571 + nPlayer); nPlayerColor[nPlayer] = pixels[tileWidth(nPlayer + kTile3571) * tileHeight(nPlayer + kTile3571) / 2]; } short GetPlayerFromSprite(short nSprite) { return RunData[sprite[nSprite].owner].nVal; } void RestartPlayer(short nPlayer) { auto plr = &PlayerList[nPlayer]; int nSprite = plr->nSprite; auto nSpr = &sprite[nSprite]; int nDopSprite = nDoppleSprite[nPlayer]; int floorspr; if (nSprite > -1) { runlist_DoSubRunRec(nSpr->owner); runlist_FreeRun(nSpr->lotag - 1); changespritestat(nSprite, 0); plr->nSprite = -1; int nFloorSprite = nPlayerFloorSprite[nPlayer]; if (nFloorSprite > -1) { mydeletesprite(nFloorSprite); } if (nDopSprite > -1) { runlist_DoSubRunRec(sprite[nDopSprite].owner); runlist_FreeRun(sprite[nDopSprite].lotag - 1); mydeletesprite(nDopSprite); } } nSprite = GrabBody(); nSpr = &sprite[nSprite]; mychangespritesect(nSprite, sPlayerSave[nPlayer].nSector); changespritestat(nSprite, 100); assert(nSprite >= 0 && nSprite < kMaxSprites); int nDSprite = insertsprite(nSpr->sectnum, 100); nDoppleSprite[nPlayer] = nDSprite; assert(nDSprite >= 0 && nDSprite < kMaxSprites); if (nTotalPlayers > 1) { int nNStartSprite = nNetStartSprite[nCurStartSprite]; auto nstspr = &sprite[nNStartSprite]; nCurStartSprite++; if (nCurStartSprite >= nNetStartSprites) { nCurStartSprite = 0; } nSpr->x = nstspr->x; nSpr->y = nstspr->y; nSpr->z = nstspr->z; mychangespritesect(nSprite, nstspr->sectnum); plr->angle.ang = buildang(nstspr->ang&kAngleMask); nSpr->ang = plr->angle.ang.asbuild(); floorspr = insertsprite(nSpr->sectnum, 0); assert(floorspr >= 0 && floorspr < kMaxSprites); auto fspr = &sprite[floorspr]; fspr->x = nSpr->x; fspr->y = nSpr->y; fspr->z = nSpr->z; fspr->yrepeat = 64; fspr->xrepeat = 64; fspr->cstat = 32; fspr->picnum = nPlayer + kTile3571; } else { nSpr->x = sPlayerSave[nPlayer].x; nSpr->y = sPlayerSave[nPlayer].y; nSpr->z = sector[sPlayerSave[nPlayer].nSector].floorz; plr->angle.ang = buildang(sPlayerSave[nPlayer].nAngle&kAngleMask); nSpr->ang = plr->angle.ang.asbuild(); floorspr = -1; } plr->angle.backup(); plr->horizon.backup(); nPlayerFloorSprite[nPlayer] = floorspr; nSpr->cstat = 0x101; nSpr->shade = -12; nSpr->clipdist = 58; nSpr->pal = 0; nSpr->xrepeat = 40; nSpr->yrepeat = 40; nSpr->xoffset = 0; nSpr->yoffset = 0; nSpr->picnum = seq_GetSeqPicnum(kSeqJoe, 18, 0); int nHeight = GetSpriteHeight(nSprite); nSpr->xvel = 0; nSpr->yvel = 0; nSpr->zvel = 0; nStandHeight = nHeight; nSpr->hitag = 0; nSpr->extra = -1; nSpr->lotag = runlist_HeadRun() + 1; auto nDSpr = &sprite[nDSprite]; nDSpr->x = nSpr->x; nDSpr->y = nSpr->y; nDSpr->z = nSpr->z; nDSpr->xrepeat = nSpr->xrepeat; nDSpr->yrepeat = nSpr->yrepeat; nDSpr->xoffset = 0; nDSpr->yoffset = 0; nDSpr->shade = nSpr->shade; nDSpr->ang = nSpr->ang; nDSpr->cstat = nSpr->cstat; nDSpr->lotag = runlist_HeadRun() + 1; plr->nAction = 0; plr->nHealth = 800; // TODO - define if (nNetPlayerCount) { plr->nHealth = 1600; // TODO - define } plr->field_2 = 0; plr->nSprite = nSprite; plr->bIsMummified = false; if (plr->invincibility >= 0) { plr->invincibility = 0; } PlayerList[nPlayer].nTorch = 0; plr->nMaskAmount = 0; SetTorch(nPlayer, 0); PlayerList[nPlayer].nInvisible = 0; plr->bIsFiring = 0; plr->field_3FOUR = 0; nPlayerViewSect[nPlayer] = sPlayerSave[nPlayer].nSector; plr->field_3A = 0; PlayerList[nPlayer].nDouble = 0; plr->nSeq = kSeqJoe; nPlayerPushSound[nPlayer] = -1; plr->field_38 = -1; if (plr->nCurrentWeapon == 7) { plr->nCurrentWeapon = plr->field_3C; } plr->field_3C = 0; plr->nAir = 100; if (!(currentLevel->gameflags & LEVEL_EX_MULTI)) { RestoreMinAmmo(nPlayer); } else { ResetPlayerWeapons(nPlayer); plr->nMagic = 0; } nPlayerGrenade[nPlayer] = -1; oeyelevel[nPlayer] = eyelevel[nPlayer] = -14080; dVertPan[nPlayer] = 0; nTemperature[nPlayer] = 0; nYDamage[nPlayer] = 0; nXDamage[nPlayer] = 0; plr->nDestVertPan = plr->horizon.ohoriz = plr->horizon.horiz = q16horiz(0); nBreathTimer[nPlayer] = 90; nTauntTimer[nPlayer] = RandomSize(3) + 3; nDSpr->owner = runlist_AddRunRec(nDSpr->lotag - 1, nPlayer | 0xA0000); nSpr->owner = runlist_AddRunRec(nSpr->lotag - 1, nPlayer | 0xA0000); if (plr->nRun < 0) { plr->nRun = runlist_AddRunRec(NewRun, nPlayer | 0xA0000); } BuildRa(nPlayer); if (nPlayer == nLocalPlayer) { nLocalSpr = nSprite; RestoreGreenPal(); plr->bPlayerPan = plr->bLockPan = false; } ototalvel[nPlayer] = totalvel[nPlayer] = 0; memset(&sPlayerInput[nPlayer], 0, sizeof(PlayerInput)); sPlayerInput[nPlayer].nItem = -1; nDeathType[nPlayer] = 0; nQuake[nPlayer] = 0; } int GrabPlayer() { if (PlayerCount >= kMaxPlayers) { return -1; } return PlayerCount++; } void StartDeathSeq(int nPlayer, int nVal) { FreeRa(nPlayer); short nSprite = PlayerList[nPlayer].nSprite; PlayerList[nPlayer].nHealth = 0; short nLotag = sector[sprite[nSprite].sectnum].lotag; if (nLotag > 0) { runlist_SignalRun(nLotag - 1, nPlayer | 0x70000); } if (nPlayerGrenade[nPlayer] >= 0) { ThrowGrenade(nPlayer, 0, 0, 0, -10000); } else { if (nNetPlayerCount) { int nWeapon = PlayerList[nPlayer].nCurrentWeapon; if (nWeapon > kWeaponSword && nWeapon <= kWeaponRing) { short nSector = sprite[nSprite].sectnum; if (SectBelow[nSector] > -1) { nSector = SectBelow[nSector]; } int nGunSprite = GrabBodyGunSprite(); changespritesect(nGunSprite, nSector); sprite[nGunSprite].x = sprite[nSprite].x; sprite[nGunSprite].y = sprite[nSprite].y; sprite[nGunSprite].z = sector[nSector].floorz - 512; changespritestat(nGunSprite, nGunLotag[nWeapon] + 900); sprite[nGunSprite].picnum = nGunPicnum[nWeapon]; BuildItemAnim(nGunSprite); } } } StopFiringWeapon(nPlayer); PlayerList[nPlayer].horizon.ohoriz = PlayerList[nPlayer].horizon.horiz = q16horiz(0); oeyelevel[nPlayer] = eyelevel[nPlayer] = -14080; PlayerList[nPlayer].nInvisible = 0; dVertPan[nPlayer] = 15; sprite[nSprite].cstat &= 0x7FFF; SetNewWeaponImmediate(nPlayer, -2); if (SectDamage[sprite[nSprite].sectnum] <= 0) { nDeathType[nPlayer] = nVal; } else { nDeathType[nPlayer] = 2; } nVal *= 2; if (nVal || !(SectFlag[sprite[nSprite].sectnum] & kSectUnderwater)) { PlayerList[nPlayer].nAction = nVal + 17; } else { PlayerList[nPlayer].nAction = 16; } PlayerList[nPlayer].field_2 = 0; sprite[nSprite].cstat &= 0xFEFE; if (nTotalPlayers == 1) { if (!(currentLevel->gameflags & LEVEL_EX_TRAINING)) { // if not on the training level PlayerList[nPlayer].nLives--; } if (PlayerList[nPlayer].nLives < 0) { PlayerList[nPlayer].nLives = 0; } } ototalvel[nPlayer] = totalvel[nPlayer] = 0; } int AddAmmo(int nPlayer, int nWeapon, int nAmmoAmount) { if (!nAmmoAmount) { nAmmoAmount = 1; } short nCurAmmo = PlayerList[nPlayer].nAmmo[nWeapon]; if (nCurAmmo >= 300 && nAmmoAmount > 0) { return 0; } nAmmoAmount = nCurAmmo + nAmmoAmount; if (nAmmoAmount > 300) { nAmmoAmount = 300; } PlayerList[nPlayer].nAmmo[nWeapon] = nAmmoAmount; if (nWeapon == 1) { if (!nPistolClip[nPlayer]) { nPistolClip[nPlayer] = 6; } } return 1; } void SetPlayerMummified(int nPlayer, int bIsMummified) { int nSprite = PlayerList[nPlayer].nSprite; sprite[nSprite].yvel = 0; sprite[nSprite].xvel = 0; PlayerList[nPlayer].bIsMummified = bIsMummified; if (bIsMummified) { PlayerList[nPlayer].nAction = 13; PlayerList[nPlayer].nSeq = kSeqMummy; } else { PlayerList[nPlayer].nAction = 0; PlayerList[nPlayer].nSeq = kSeqJoe; } PlayerList[nPlayer].field_2 = 0; } void ShootStaff(int nPlayer) { PlayerList[nPlayer].nAction = 15; PlayerList[nPlayer].field_2 = 0; PlayerList[nPlayer].nSeq = kSeqJoe; } void PlayAlert(const char *str) { StatusMessage(300, str); PlayLocalSound(StaticSound[kSound63], 0); } static void pickupMessage(int no) { no = nItemText[no]; if (no != -1) { FStringf label("TXT_EX_PICKUP%d", no + 1); auto str = GStrings[label]; if (str) Printf(PRINT_NOTIFY, "%s\n", str); } } void UpdatePlayerSpriteAngle(Player* pPlayer) { inita = sprite[pPlayer->nSprite].ang = pPlayer->angle.ang.asbuild(); } void FuncPlayer(int a, int nDamage, int nRun) { int var_48 = 0; int var_40; bool mplevel = (currentLevel->gameflags & LEVEL_EX_MULTI); short nPlayer = RunData[nRun].nVal; assert(nPlayer >= 0 && nPlayer < kMaxPlayers); short nPlayerSprite = PlayerList[nPlayer].nSprite; short nDopple = nDoppleSprite[nPlayer]; short nAction = PlayerList[nPlayer].nAction; short nActionB = PlayerList[nPlayer].nAction; int nMessage = a & kMessageMask; short nSprite2; PlayerList[nPlayer].angle.backup(); PlayerList[nPlayer].horizon.backup(); PlayerList[nPlayer].angle.resetadjustment(); PlayerList[nPlayer].horizon.resetadjustment(); oeyelevel[nPlayer] = eyelevel[nPlayer]; switch (nMessage) { case 0x90000: { seq_PlotSequence(a & 0xFFFF, SeqOffsets[PlayerList[nPlayer].nSeq] + PlayerSeq[nAction].a, PlayerList[nPlayer].field_2, PlayerSeq[nAction].b); return; } case 0xA0000: { if (PlayerList[nPlayer].nHealth <= 0) { return; } nDamage = runlist_CheckRadialDamage(nPlayerSprite); if (!nDamage) { return; } nSprite2 = nRadialOwner; // fall through to case 0x80000 fallthrough__; } case 0x80000: { // Dunno how to do this otherwise... we fall through from above but don't want to do this check.. if (nMessage != 0xA0000) { if (!nDamage) { return; } nSprite2 = a & 0xFFFF; } // ok continue case 0x80000 as normal, loc_1C57C if (!PlayerList[nPlayer].nHealth) { return; } if (!PlayerList[nPlayer].invincibility) { PlayerList[nPlayer].nHealth -= nDamage; if (nPlayer == nLocalPlayer) { TintPalette(nDamage, 0, 0); } } if (PlayerList[nPlayer].nHealth > 0) { if (nDamage > 40 || (totalmoves & 0xF) < 2) { if (PlayerList[nPlayer].invincibility) { return; } if (SectFlag[sprite[nPlayerSprite].sectnum] & kSectUnderwater) { if (nAction != 12) { PlayerList[nPlayer].field_2 = 0; PlayerList[nPlayer].nAction = 12; return; } } else { if (nAction != 4) { PlayerList[nPlayer].field_2 = 0; PlayerList[nPlayer].nAction = 4; if (nSprite2 > -1) { nPlayerSwear[nPlayer]--; if (nPlayerSwear[nPlayer] <= 0) { D3PlayFX(StaticSound[kSound52], nDopple); nPlayerSwear[nPlayer] = RandomSize(3) + 4; } } } } } return; } else { // player has died if (nSprite2 > -1 && sprite[nSprite2].statnum == 100) { short nPlayer2 = GetPlayerFromSprite(nSprite2); if (nPlayer2 == nPlayer) // player caused their own death { nPlayerScore[nPlayer]--; } else { nPlayerScore[nPlayer]++; } } else if (nSprite2 < 0) { nPlayerScore[nPlayer]--; } if (nMessage == 0xA0000) { for (int i = 122; i <= 131; i++) { BuildCreatureChunk(nPlayerSprite, seq_GetSeqPicnum(kSeqJoe, i, 0)); } StartDeathSeq(nPlayer, 1); } else { StartDeathSeq(nPlayer, 0); } } return; } case 0x20000: { sprite[nPlayerSprite].xvel = sPlayerInput[nPlayer].xVel >> 14; sprite[nPlayerSprite].yvel = sPlayerInput[nPlayer].yVel >> 14; if (sPlayerInput[nPlayer].nItem > -1) { UseItem(nPlayer, sPlayerInput[nPlayer].nItem); sPlayerInput[nPlayer].nItem = -1; } int var_EC = PlayerList[nPlayer].field_2; sprite[nPlayerSprite].picnum = seq_GetSeqPicnum(PlayerList[nPlayer].nSeq, PlayerSeq[nHeightTemplate[nAction]].a, var_EC); sprite[nDopple].picnum = sprite[nPlayerSprite].picnum; if (PlayerList[nPlayer].nTorch > 0) { PlayerList[nPlayer].nTorch--; if (PlayerList[nPlayer].nTorch == 0) { SetTorch(nPlayer, 0); } else { if (nPlayer != nLocalPlayer) { nFlashDepth = 5; AddFlash(sprite[nPlayerSprite].sectnum, sprite[nPlayerSprite].x, sprite[nPlayerSprite].y, sprite[nPlayerSprite].z, 0); } } } if (PlayerList[nPlayer].nDouble > 0) { PlayerList[nPlayer].nDouble--; if (PlayerList[nPlayer].nDouble == 150 && nPlayer == nLocalPlayer) { PlayAlert("WEAPON POWER IS ABOUT TO EXPIRE"); } } if (PlayerList[nPlayer].nInvisible > 0) { PlayerList[nPlayer].nInvisible--; if (PlayerList[nPlayer].nInvisible == 0) { sprite[nPlayerSprite].cstat &= 0x7FFF; // set visible short nFloorSprite = nPlayerFloorSprite[nPlayerSprite]; if (nFloorSprite > -1) { sprite[nFloorSprite].cstat &= 0x7FFF; // set visible } } else if (PlayerList[nPlayer].nInvisible == 150 && nPlayer == nLocalPlayer) { PlayAlert("INVISIBILITY IS ABOUT TO EXPIRE"); } } if (PlayerList[nPlayer].invincibility > 0) { PlayerList[nPlayer].invincibility--; if (PlayerList[nPlayer].invincibility == 150 && nPlayer == nLocalPlayer) { PlayAlert("INVINCIBILITY IS ABOUT TO EXPIRE"); } } if (nQuake[nPlayer] != 0) { nQuake[nPlayer] = -nQuake[nPlayer]; if (nQuake[nPlayer] > 0) { nQuake[nPlayer] -= 512; if (nQuake[nPlayer] < 0) nQuake[nPlayer] = 0; } } // loc_1A494: if (SyncInput()) { Player* pPlayer = &PlayerList[nPlayer]; pPlayer->angle.applyinput(sPlayerInput[nPlayer].nAngle, &sPlayerInput[nLocalPlayer].actions); UpdatePlayerSpriteAngle(pPlayer); } // sprite[nPlayerSprite].zvel is modified within Gravity() short zVel = sprite[nPlayerSprite].zvel; Gravity(nPlayerSprite); if (sprite[nPlayerSprite].zvel >= 6500 && zVel < 6500) { D3PlayFX(StaticSound[kSound17], nPlayerSprite); } // loc_1A4E6 short nSector = sprite[nPlayerSprite].sectnum; short nSectFlag = SectFlag[nPlayerViewSect[nPlayer]]; int playerX = sprite[nPlayerSprite].x; int playerY = sprite[nPlayerSprite].y; int x = (sPlayerInput[nPlayer].xVel * 4) >> 2; int y = (sPlayerInput[nPlayer].yVel * 4) >> 2; int z = (sprite[nPlayerSprite].zvel * 4) >> 2; if (sprite[nPlayerSprite].zvel > 8192) sprite[nPlayerSprite].zvel = 8192; if (PlayerList[nPlayer].bIsMummified) { x /= 2; y /= 2; } int spr_x = sprite[nPlayerSprite].x; int spr_y = sprite[nPlayerSprite].y; int spr_z = sprite[nPlayerSprite].z; int spr_sectnum = sprite[nPlayerSprite].sectnum; // TODO // nSectFlag & kSectUnderwater; zVel = sprite[nPlayerSprite].zvel; int nMove = 0; // TEMP if (bSlipMode) { nMove = 0; sprite[nPlayerSprite].x += (x >> 14); sprite[nPlayerSprite].y += (y >> 14); vec3_t pos = { sprite[nPlayerSprite].x, sprite[nPlayerSprite].y, sprite[nPlayerSprite].z }; setsprite(nPlayerSprite, &pos); sprite[nPlayerSprite].z = sector[sprite[nPlayerSprite].sectnum].floorz; } else { nMove = movesprite(nPlayerSprite, x, y, z, 5120, -5120, CLIPMASK0); short var_54 = sprite[nPlayerSprite].sectnum; pushmove_old(&sprite[nPlayerSprite].x, &sprite[nPlayerSprite].y, &sprite[nPlayerSprite].z, &var_54, sprite[nPlayerSprite].clipdist << 2, 5120, -5120, CLIPMASK0); if (var_54 != sprite[nPlayerSprite].sectnum) { mychangespritesect(nPlayerSprite, var_54); } } // loc_1A6E4 if (inside(sprite[nPlayerSprite].x, sprite[nPlayerSprite].y, sprite[nPlayerSprite].sectnum) != 1) { mychangespritesect(nPlayerSprite, spr_sectnum); sprite[nPlayerSprite].x = spr_x; sprite[nPlayerSprite].y = spr_y; if (zVel < sprite[nPlayerSprite].zvel) { sprite[nPlayerSprite].zvel = zVel; } } // int _bTouchFloor = bTouchFloor; short bUnderwater = SectFlag[sprite[nPlayerSprite].sectnum] & kSectUnderwater; if (bUnderwater) { nXDamage[nPlayer] /= 2; nYDamage[nPlayer] /= 2; } // Trigger Ramses? if ((SectFlag[sprite[nPlayerSprite].sectnum] & 0x8000) && bTouchFloor) { if (nTotalPlayers <= 1) { auto ang = GetAngleToSprite(nPlayerSprite, nSpiritSprite) & kAngleMask; PlayerList[nPlayer].angle.settarget(ang, true); sprite[nPlayerSprite].ang = ang; PlayerList[nPlayer].horizon.settarget(0, true); lPlayerXVel = 0; lPlayerYVel = 0; sprite[nPlayerSprite].xvel = 0; sprite[nPlayerSprite].yvel = 0; sprite[nPlayerSprite].zvel = 0; if (nFreeze < 1) { nFreeze = 1; StopAllSounds(); StopLocalSound(); InitSpiritHead(); PlayerList[nPlayer].nDestVertPan = q16horiz(0); PlayerList[nPlayer].horizon.settarget(currentLevel->ex_ramses_horiz); } } else { LevelFinished(); } return; } if (nMove & 0x3C000) { if (bTouchFloor) { // Damage stuff.. nXDamage[nPlayer] /= 2; nYDamage[nPlayer] /= 2; if (nPlayer == nLocalPlayer) { short zVelB = zVel; if (zVelB < 0) { zVelB = -zVelB; } if (zVelB > 512 && !PlayerList[nPlayer].horizon.horiz.asq16() && cl_slopetilting) { PlayerList[nPlayer].nDestVertPan = q16horiz(0); } } if (zVel >= 6500) { sprite[nPlayerSprite].xvel >>= 2; sprite[nPlayerSprite].yvel >>= 2; runlist_DamageEnemy(nPlayerSprite, -1, ((zVel - 6500) >> 7) + 10); if (PlayerList[nPlayer].nHealth <= 0) { sprite[nPlayerSprite].xvel = 0; sprite[nPlayerSprite].yvel = 0; StopSpriteSound(nPlayerSprite); PlayFXAtXYZ(StaticSound[kSoundJonFDie], sprite[nPlayerSprite].x, sprite[nPlayerSprite].y, sprite[nPlayerSprite].z, sprite[nPlayerSprite].sectnum |= 0x4000); // CHECKME } else { D3PlayFX(StaticSound[kSound27] | 0x2000, nPlayerSprite); } } } if (((nMove & 0xC000) == 0x4000) || ((nMove & 0xC000) == 0x8000)) { int sectnum = 0; if ((nMove & 0xC000) == 0x4000) { sectnum = nMove & 0x3FFF; } else if ((nMove & 0xC000) == 0x8000) { sectnum = wall[nMove & 0x3FFF].nextsector; } if (sectnum >= 0) { if ((sector[sectnum].hitag == 45) && bTouchFloor) { int nNormal = GetWallNormal(nMove & 0x3FFF); int nDiff = AngleDiff(nNormal, (sprite[nPlayerSprite].ang + 1024) & kAngleMask); if (nDiff < 0) { nDiff = -nDiff; } if (nDiff <= 256) { nPlayerPushSect[nPlayer] = sectnum; int xvel = sPlayerInput[nPlayer].xVel; int yvel = sPlayerInput[nPlayer].yVel; int nMyAngle = GetMyAngle(xvel, yvel); setsectinterpolate(sectnum); MoveSector(sectnum, nMyAngle, &xvel, &yvel); if (nPlayerPushSound[nPlayer] <= -1) { nPlayerPushSound[nPlayer] = 1; short nBlock = sector[nPlayerPushSect[nPlayer]].extra; int nBlockSprite = sBlockInfo[nBlock].nSprite; D3PlayFX(StaticSound[kSound23], nBlockSprite | 0x4000); } else { sprite[nPlayerSprite].x = spr_x; sprite[nPlayerSprite].y = spr_y; sprite[nPlayerSprite].z = spr_z; mychangespritesect(nPlayerSprite, spr_sectnum); } movesprite(nPlayerSprite, xvel, yvel, z, 5120, -5120, CLIPMASK0); goto sectdone; } } } } } // loc_1AB46: if (nPlayerPushSound[nPlayer] > -1) { if (nPlayerPushSect[nPlayer] > -1) { StopSpriteSound(sBlockInfo[sector[nPlayerPushSect[nPlayer]].extra].nSprite); } nPlayerPushSound[nPlayer] = -1; } sectdone: if (!PlayerList[nPlayer].bPlayerPan && !PlayerList[nPlayer].bLockPan) { PlayerList[nPlayer].nDestVertPan = q16horiz(clamp((spr_z - sprite[nPlayerSprite].z) << 9, gi->playerHorizMin(), gi->playerHorizMax())); } playerX -= sprite[nPlayerSprite].x; playerY -= sprite[nPlayerSprite].y; uint32_t sqrtNum = playerX * playerX + playerY * playerY; if (sqrtNum > INT_MAX) { DPrintf(DMSG_WARNING, "%s %d: overflow\n", __func__, __LINE__); sqrtNum = INT_MAX; } ototalvel[nPlayer] = totalvel[nPlayer]; totalvel[nPlayer] = ksqrt(sqrtNum); int nViewSect = sprite[nPlayerSprite].sectnum; int EyeZ = eyelevel[nPlayer] + sprite[nPlayerSprite].z + nQuake[nPlayer]; while (1) { int nCeilZ = sector[nViewSect].ceilingz; if (EyeZ >= nCeilZ) break; if (SectAbove[nViewSect] <= -1) break; nViewSect = SectAbove[nViewSect]; } // Do underwater sector check if (bUnderwater) { if (nViewSect != sprite[nPlayerSprite].sectnum) { if ((nMove & 0xC000) == 0x8000) { int var_C4 = sprite[nPlayerSprite].x; int var_D4 = sprite[nPlayerSprite].y; int var_C8 = sprite[nPlayerSprite].z; mychangespritesect(nPlayerSprite, nViewSect); sprite[nPlayerSprite].x = spr_x; sprite[nPlayerSprite].y = spr_y; int var_FC = sector[nViewSect].floorz + (-5120); sprite[nPlayerSprite].z = var_FC; if ((movesprite(nPlayerSprite, x, y, 0, 5120, 0, CLIPMASK0) & 0xC000) == 0x8000) { mychangespritesect(nPlayerSprite, sprite[nPlayerSprite].sectnum); sprite[nPlayerSprite].x = var_C4; sprite[nPlayerSprite].y = var_D4; sprite[nPlayerSprite].z = var_C8; } else { sprite[nPlayerSprite].z = var_FC - 256; D3PlayFX(StaticSound[kSound42], nPlayerSprite); } } } } // loc_1ADAF nPlayerViewSect[nPlayer] = nViewSect; nPlayerDX[nPlayer] = sprite[nPlayerSprite].x - spr_x; nPlayerDY[nPlayer] = sprite[nPlayerSprite].y - spr_y; int var_5C = SectFlag[nViewSect] & kSectUnderwater; uint16_t buttons = sPlayerInput[nPlayer].buttons; auto actions = sPlayerInput[nPlayer].actions; // loc_1AEF5: if (PlayerList[nPlayer].nHealth > 0) { if (PlayerList[nPlayer].nMaskAmount > 0) { PlayerList[nPlayer].nMaskAmount--; if (PlayerList[nPlayer].nMaskAmount == 150 && nPlayer == nLocalPlayer) { PlayAlert("MASK IS ABOUT TO EXPIRE"); } } if (!PlayerList[nPlayer].invincibility) { // Handle air nBreathTimer[nPlayer]--; if (nBreathTimer[nPlayer] <= 0) { nBreathTimer[nPlayer] = 90; // if underwater if (var_5C) { if (PlayerList[nPlayer].nMaskAmount > 0) { D3PlayFX(StaticSound[kSound30], nPlayerSprite); PlayerList[nPlayer].nAir = 100; } else { PlayerList[nPlayer].nAir -= 25; if (PlayerList[nPlayer].nAir > 0) { D3PlayFX(StaticSound[kSound25], nPlayerSprite); } else { PlayerList[nPlayer].nHealth += (PlayerList[nPlayer].nAir << 2); if (PlayerList[nPlayer].nHealth <= 0) { PlayerList[nPlayer].nHealth = 0; StartDeathSeq(nPlayer, 0); } PlayerList[nPlayer].nAir = 0; if (PlayerList[nPlayer].nHealth < 300) { D3PlayFX(StaticSound[kSound79], nPlayerSprite); } else { D3PlayFX(StaticSound[kSound19], nPlayerSprite); } } } DoBubbles(nPlayer); } } } // loc_1B0B9 if (var_5C) // if underwater { if (PlayerList[nPlayer].nTorch > 0) { PlayerList[nPlayer].nTorch = 0; SetTorch(nPlayer, 0); } } else { int nTmpSectNum = sprite[nPlayerSprite].sectnum; if (totalvel[nPlayer] > 25 && sprite[nPlayerSprite].z > sector[nTmpSectNum].floorz) { if (SectDepth[nTmpSectNum] && !SectSpeed[nTmpSectNum] && !SectDamage[nTmpSectNum]) { D3PlayFX(StaticSound[kSound42], nPlayerSprite); } } // CHECKME - wrong place? if (nSectFlag & kSectUnderwater) { if (PlayerList[nPlayer].nAir < 50) { D3PlayFX(StaticSound[kSound14], nPlayerSprite); } nBreathTimer[nPlayer] = 1; } nBreathTimer[nPlayer]--; if (nBreathTimer[nPlayer] <= 0) { nBreathTimer[nPlayer] = 90; } if (PlayerList[nPlayer].nAir < 100) { PlayerList[nPlayer].nAir = 100; } } // loc_1B1EB if (nTotalPlayers > 1) { int nFloorSprite = nPlayerFloorSprite[nPlayer]; sprite[nFloorSprite].x = sprite[nPlayerSprite].x; sprite[nFloorSprite].y = sprite[nPlayerSprite].y; if (sprite[nFloorSprite].sectnum != sprite[nPlayerSprite].sectnum) { mychangespritesect(nFloorSprite, sprite[nPlayerSprite].sectnum); } sprite[nFloorSprite].z = sector[sprite[nPlayerSprite].sectnum].floorz; } int var_30 = 0; if (PlayerList[nPlayer].nHealth >= 800) { var_30 = 2; } if (PlayerList[nPlayer].nMagic >= 1000) { var_30 |= 1; } // code to handle item pickup? short nearTagSector, nearTagWall, nearTagSprite; int nearHitDist; short nValB; // neartag finds the nearest sector, wall, and sprite which has its hitag and/or lotag set to a value. neartag(sprite[nPlayerSprite].x, sprite[nPlayerSprite].y, sprite[nPlayerSprite].z, sprite[nPlayerSprite].sectnum, sprite[nPlayerSprite].ang, &nearTagSector, &nearTagWall, &nearTagSprite, (int32_t*)&nearHitDist, 1024, 2, NULL); feebtag(sprite[nPlayerSprite].x, sprite[nPlayerSprite].y, sprite[nPlayerSprite].z, sprite[nPlayerSprite].sectnum, &nValB, var_30, 768); // Item pickup code if (nValB >= 0 && sprite[nValB].statnum >= 900) { int var_8C = 16; int var_88 = 9; int var_70 = sprite[nValB].statnum - 900; int var_44 = 0; // item lotags start at 6 (1-5 reserved?) so 0-offset them int itemtype = var_70 - 6; if (itemtype <= 54) { switch (itemtype) { do_default: default: { // loc_1B3C7 // CHECKME - is order of evaluation correct? if (!mplevel || (var_70 >= 25 && (var_70 <= 25 || var_70 == 50))) { DestroyItemAnim(nValB); mydeletesprite(nValB); } else { StartRegenerate(nValB); } do_default_b: // loc_1BA74 if (nPlayer == nLocalPlayer) { if (nItemText[var_70] > -1 && nTotalPlayers == 1) { pickupMessage(var_70); } TintPalette(var_44*4, var_8C*4, 0); if (var_88 > -1) { PlayLocalSound(var_88, 0); } } break; } case 0: // Speed Loader { if (AddAmmo(nPlayer, 1, sprite[nValB].hitag)) { var_88 = StaticSound[kSoundAmmoPickup]; goto do_default; } break; } case 1: // Fuel Canister { if (AddAmmo(nPlayer, 3, sprite[nValB].hitag)) { var_88 = StaticSound[kSoundAmmoPickup]; goto do_default; } break; } case 2: // M - 60 Ammo Belt { if (AddAmmo(nPlayer, 2, sprite[nValB].hitag)) { var_88 = StaticSound[kSoundAmmoPickup]; CheckClip(nPlayer); goto do_default; } break; } case 3: // Grenade case 21: case 49: { if (AddAmmo(nPlayer, 4, 1)) { var_88 = StaticSound[kSoundAmmoPickup]; if (!(nPlayerWeapons[nPlayer] & 0x10)) { nPlayerWeapons[nPlayer] |= 0x10; SetNewWeaponIfBetter(nPlayer, 4); } if (var_70 == 55) { sprite[nValB].cstat = 0x8000; DestroyItemAnim(nValB); // loc_1BA74: - repeated block, see in default case if (nPlayer == nLocalPlayer) { if (nItemText[var_70] > -1 && nTotalPlayers == 1) { pickupMessage(var_70); } TintPalette(var_44*4, var_8C*4, 0); if (var_88 > -1) { PlayLocalSound(var_88, 0); } } break; } else { goto do_default; } } break; } case 4: // Pickable item case 9: // Pickable item case 10: // Reserved case 18: case 25: case 28: case 29: case 30: case 33: case 34: case 35: case 36: case 37: case 38: case 45: case 52: { goto do_default; } case 5: // Map { GrabMap(); goto do_default; } case 6: // Berry Twig { if (sprite[nValB].hitag == 0) { break; } var_88 = 20; int edx = 40; if (edx <= 0 || (!(var_30 & 2))) { if (!PlayerList[nPlayer].invincibility || edx > 0) { PlayerList[nPlayer].nHealth += edx; if (PlayerList[nPlayer].nHealth > 800) { PlayerList[nPlayer].nHealth = 800; } else { if (PlayerList[nPlayer].nHealth < 0) { var_88 = -1; StartDeathSeq(nPlayer, 0); } } } if (var_70 == 12) { sprite[nValB].hitag = 0; sprite[nValB].picnum++; changespritestat(nValB, 0); // loc_1BA74: - repeated block, see in default case if (nPlayer == nLocalPlayer) { if (nItemText[var_70] > -1 && nTotalPlayers == 1) { pickupMessage(var_70); } TintPalette(var_44*4, var_8C*4, 0); if (var_88 > -1) { PlayLocalSound(var_88, 0); } } break; } else { if (var_70 != 14) { var_88 = 21; } else { var_44 = var_8C; var_88 = 22; var_8C = 0; } goto do_default; } } break; } case 7: // Blood Bowl { int edx = 160; // Same code as case 6 now till break if (edx <= 0 || (!(var_30 & 2))) { if (!PlayerList[nPlayer].invincibility || edx > 0) { PlayerList[nPlayer].nHealth += edx; if (PlayerList[nPlayer].nHealth > 800) { PlayerList[nPlayer].nHealth = 800; } else { if (PlayerList[nPlayer].nHealth < 0) { var_88 = -1; StartDeathSeq(nPlayer, 0); } } } if (var_70 == 12) { sprite[nValB].hitag = 0; sprite[nValB].picnum++; changespritestat(nValB, 0); // loc_1BA74: - repeated block, see in default case if (nPlayer == nLocalPlayer) { if (nItemText[var_70] > -1 && nTotalPlayers == 1) { pickupMessage(var_70); } TintPalette(var_44*4, var_8C*4, 0); if (var_88 > -1) { PlayLocalSound(var_88, 0); } } break; } else { if (var_70 != 14) { var_88 = 21; } else { var_44 = var_8C; var_88 = 22; var_8C = 0; } goto do_default; } } break; } case 8: // Cobra Venom Bowl { int edx = -200; // Same code as case 6 and 7 from now till break if (edx <= 0 || (!(var_30 & 2))) { if (!PlayerList[nPlayer].invincibility || edx > 0) { PlayerList[nPlayer].nHealth += edx; if (PlayerList[nPlayer].nHealth > 800) { PlayerList[nPlayer].nHealth = 800; } else { if (PlayerList[nPlayer].nHealth < 0) { var_88 = -1; StartDeathSeq(nPlayer, 0); } } } if (var_70 == 12) { sprite[nValB].hitag = 0; sprite[nValB].picnum++; changespritestat(nValB, 0); // loc_1BA74: - repeated block, see in default case if (nPlayer == nLocalPlayer) { if (nItemText[var_70] > -1 && nTotalPlayers == 1) { pickupMessage(var_70); } TintPalette(var_44*4, var_8C*4, 0); if (var_88 > -1) { PlayLocalSound(var_88, 0); } } break; } else { if (var_70 != 14) { var_88 = 21; } else { var_44 = var_8C; var_88 = 22; var_8C = 0; } goto do_default; } } break; } case 11: // Bubble Nest { PlayerList[nPlayer].nAir += 10; if (PlayerList[nPlayer].nAir > 100) { PlayerList[nPlayer].nAir = 100; // TODO - constant } if (nBreathTimer[nPlayer] < 89) { D3PlayFX(StaticSound[kSound13], nPlayerSprite); } nBreathTimer[nPlayer] = 90; break; } case 12: // Still Beating Heart { if (GrabItem(nPlayer, kItemHeart)) { goto do_default; } break; } case 13: // Scarab amulet(Invicibility) { if (GrabItem(nPlayer, kItemInvincibility)) { goto do_default; } break; } case 14: // Severed Slave Hand(double damage) { if (GrabItem(nPlayer, kItemDoubleDamage)) { goto do_default; } break; } case 15: // Unseen eye(Invisibility) { if (GrabItem(nPlayer, kItemInvisibility)) { goto do_default; } break; } case 16: // Torch { if (GrabItem(nPlayer, kItemTorch)) { goto do_default; } break; } case 17: // Sobek Mask { if (GrabItem(nPlayer, kItemMask)) { goto do_default; } break; } case 19: // Extra Life { var_88 = -1; if (PlayerList[nPlayer].nLives >= kMaxPlayerLives) { break; } PlayerList[nPlayer].nLives++; var_8C = 32; var_44 = 32; goto do_default; } // FIXME - lots of repeated code from here down!! case 20: // sword pickup?? { var_40 = 0; int ebx = 0; // loc_1B75D int var_18 = 1 << var_40; short weapons = nPlayerWeapons[nPlayer]; if (weapons & var_18) { if (mplevel) { AddAmmo(nPlayer, WeaponInfo[var_40].nAmmoType, ebx); } } else { weapons = var_40; SetNewWeaponIfBetter(nPlayer, weapons); nPlayerWeapons[nPlayer] |= var_18; AddAmmo(nPlayer, WeaponInfo[weapons].nAmmoType, ebx); var_88 = StaticSound[kSound72]; } if (var_40 == 2) { CheckClip(nPlayer); } if (var_70 <= 50) { goto do_default; } sprite[nValB].cstat = 0x8000; DestroyItemAnim(nValB); //// // loc_1BA74: - repeated block, see in default case if (nPlayer == nLocalPlayer) { if (nItemText[var_70] > -1 && nTotalPlayers == 1) { pickupMessage(var_70); } TintPalette(var_44*4, var_8C*4, 0); if (var_88 > -1) { PlayLocalSound(var_88, 0); } } break; ///// } case 22: // .357 Magnum Revolver case 46: { var_40 = 1; int ebx = 6; // loc_1B75D int var_18 = 1 << var_40; short weapons = nPlayerWeapons[nPlayer]; if (weapons & var_18) { if (mplevel) { AddAmmo(nPlayer, WeaponInfo[var_40].nAmmoType, ebx); } } else { weapons = var_40; SetNewWeaponIfBetter(nPlayer, weapons); nPlayerWeapons[nPlayer] |= var_18; AddAmmo(nPlayer, WeaponInfo[weapons].nAmmoType, ebx); var_88 = StaticSound[kSound72]; } if (var_40 == 2) { CheckClip(nPlayer); } if (var_70 <= 50) { goto do_default; } sprite[nValB].cstat = 0x8000; DestroyItemAnim(nValB); //// // loc_1BA74: - repeated block, see in default case if (nPlayer == nLocalPlayer) { if (nItemText[var_70] > -1 && nTotalPlayers == 1) { pickupMessage(var_70); } TintPalette(var_44*4, var_8C*4, 0); if (var_88 > -1) { PlayLocalSound(var_88, 0); } } break; ///// } case 23: // M - 60 Machine Gun case 47: { var_40 = 2; int ebx = 24; // loc_1B75D int var_18 = 1 << var_40; short weapons = nPlayerWeapons[nPlayer]; if (weapons & var_18) { if (mplevel) { AddAmmo(nPlayer, WeaponInfo[var_40].nAmmoType, ebx); } } else { weapons = var_40; SetNewWeaponIfBetter(nPlayer, weapons); nPlayerWeapons[nPlayer] |= var_18; AddAmmo(nPlayer, WeaponInfo[weapons].nAmmoType, ebx); var_88 = StaticSound[kSound72]; } if (var_40 == 2) { CheckClip(nPlayer); } if (var_70 <= 50) { goto do_default; } sprite[nValB].cstat = 0x8000; DestroyItemAnim(nValB); //// // loc_1BA74: - repeated block, see in default case if (nPlayer == nLocalPlayer) { if (nItemText[var_70] > -1 && nTotalPlayers == 1) { pickupMessage(var_70); } TintPalette(var_44*4, var_8C*4, 0); if (var_88 > -1) { PlayLocalSound(var_88, 0); } } break; ///// } case 24: // Flame Thrower case 48: { var_40 = 3; int ebx = 100; // loc_1B75D int var_18 = 1 << var_40; short weapons = nPlayerWeapons[nPlayer]; if (weapons & var_18) { if (mplevel) { AddAmmo(nPlayer, WeaponInfo[var_40].nAmmoType, ebx); } } else { weapons = var_40; SetNewWeaponIfBetter(nPlayer, weapons); nPlayerWeapons[nPlayer] |= var_18; AddAmmo(nPlayer, WeaponInfo[weapons].nAmmoType, ebx); var_88 = StaticSound[kSound72]; } if (var_40 == 2) { CheckClip(nPlayer); } if (var_70 <= 50) { goto do_default; } sprite[nValB].cstat = 0x8000; DestroyItemAnim(nValB); //// // loc_1BA74: - repeated block, see in default case if (nPlayer == nLocalPlayer) { if (nItemText[var_70] > -1 && nTotalPlayers == 1) { pickupMessage(var_70); } TintPalette(var_44*4, var_8C*4, 0); if (var_88 > -1) { PlayLocalSound(var_88, 0); } } break; ///// } case 26: // Cobra Staff case 50: { var_40 = 5; int ebx = 20; // loc_1B75D int var_18 = 1 << var_40; short weapons = nPlayerWeapons[nPlayer]; if (weapons & var_18) { if (mplevel) { AddAmmo(nPlayer, WeaponInfo[var_40].nAmmoType, ebx); } } else { weapons = var_40; SetNewWeaponIfBetter(nPlayer, weapons); nPlayerWeapons[nPlayer] |= var_18; AddAmmo(nPlayer, WeaponInfo[weapons].nAmmoType, ebx); var_88 = StaticSound[kSound72]; } if (var_40 == 2) { CheckClip(nPlayer); } if (var_70 <= 50) { goto do_default; } sprite[nValB].cstat = 0x8000; DestroyItemAnim(nValB); //// // loc_1BA74: - repeated block, see in default case if (nPlayer == nLocalPlayer) { if (nItemText[var_70] > -1 && nTotalPlayers == 1) { pickupMessage(var_70); } TintPalette(var_44*4, var_8C*4, 0); if (var_88 > -1) { PlayLocalSound(var_88, 0); } } break; ///// } case 27: // Eye of Ra Gauntlet case 51: { var_40 = 6; int ebx = 2; // loc_1B75D int var_18 = 1 << var_40; short weapons = nPlayerWeapons[nPlayer]; if (weapons & var_18) { if (mplevel) { AddAmmo(nPlayer, WeaponInfo[var_40].nAmmoType, ebx); } } else { weapons = var_40; SetNewWeaponIfBetter(nPlayer, weapons); nPlayerWeapons[nPlayer] |= var_18; AddAmmo(nPlayer, WeaponInfo[weapons].nAmmoType, ebx); var_88 = StaticSound[kSound72]; } if (var_40 == 2) { CheckClip(nPlayer); } if (var_70 <= 50) { goto do_default; } sprite[nValB].cstat = 0x8000; DestroyItemAnim(nValB); //// // loc_1BA74: - repeated block, see in default case if (nPlayer == nLocalPlayer) { if (nItemText[var_70] > -1 && nTotalPlayers == 1) { pickupMessage(var_70); } TintPalette(var_44*4, var_8C*4, 0); if (var_88 > -1) { PlayLocalSound(var_88, 0); } } break; ///// } case 31: // Cobra staff ammo { if (AddAmmo(nPlayer, 5, 1)) { var_88 = StaticSound[kSoundAmmoPickup]; goto do_default; } break; } case 32: // Raw Energy { if (AddAmmo(nPlayer, 6, sprite[nValB].hitag)) { var_88 = StaticSound[kSoundAmmoPickup]; goto do_default; } break; } case 39: // Power key case 40: // Time key case 41: // War key case 42: // Earth key { int keybit = 4096 << (itemtype - 39); var_88 = -1; if (!(PlayerList[nPlayer].keys & keybit)) { PlayerList[nPlayer].keys |= keybit; if (nTotalPlayers > 1) { goto do_default_b; } else { goto do_default; } } break; } case 43: // Magical Essence case 44: // ? { if (PlayerList[nPlayer].nMagic >= 1000) { break; } var_88 = StaticSound[kSoundMana1]; PlayerList[nPlayer].nMagic += 100; if (PlayerList[nPlayer].nMagic >= 1000) { PlayerList[nPlayer].nMagic = 1000; } goto do_default; } case 53: // Scarab (Checkpoint) { if (nLocalPlayer == nPlayer) { short nAnim = sprite[nValB].owner; AnimList[nAnim].nSeq++; AnimList[nAnim].AnimFlags &= 0xEF; AnimList[nAnim].field_2 = 0; changespritestat(nValB, 899); } SetSavePoint(nPlayer, sprite[nPlayerSprite].x, sprite[nPlayerSprite].y, sprite[nPlayerSprite].z, sprite[nPlayerSprite].sectnum, sprite[nPlayerSprite].ang); break; } case 54: // Golden Sarcophagus (End Level) { if (!bInDemo) { LevelFinished(); } DestroyItemAnim(nValB); mydeletesprite(nValB); break; } } } } // CORRECT ? // loc_1BAF9: if (bTouchFloor) { if (sector[sprite[nPlayerSprite].sectnum].lotag > 0) { runlist_SignalRun(sector[sprite[nPlayerSprite].sectnum].lotag - 1, nPlayer | 0x50000); } } if (nSector != sprite[nPlayerSprite].sectnum) { if (sector[nSector].lotag > 0) { runlist_SignalRun(sector[nSector].lotag - 1, nPlayer | 0x70000); } if (sector[sprite[nPlayerSprite].sectnum].lotag > 0) { runlist_SignalRun(sector[sprite[nPlayerSprite].sectnum].lotag - 1, nPlayer | 0x60000); } } if (!PlayerList[nPlayer].bIsMummified) { if (actions & SB_OPEN) { ClearSpaceBar(nPlayer); if (nearTagWall >= 0 && wall[nearTagWall].lotag > 0) { runlist_SignalRun(wall[nearTagWall].lotag - 1, nPlayer | 0x40000); } if (nearTagSector >= 0 && sector[nearTagSector].lotag > 0) { runlist_SignalRun(sector[nearTagSector].lotag - 1, nPlayer | 0x40000); } } // was int var_38 = buttons & 0x8 if (actions & SB_FIRE) { FireWeapon(nPlayer); } else { StopFiringWeapon(nPlayer); } // loc_1BC57: // CHECKME - are we finished with 'nSector' variable at this point? if so, maybe set it to sprite[nPlayerSprite].sectnum so we can make this code a bit neater. Don't assume sprite[nPlayerSprite].sectnum == nSector here!! if (nStandHeight > (sector[sprite[nPlayerSprite].sectnum].floorz - sector[sprite[nPlayerSprite].sectnum].ceilingz)) { var_48 = 1; } // Jumping if (actions & SB_JUMP) { if (bUnderwater) { sprite[nPlayerSprite].zvel = -2048; nActionB = 10; } else if (bTouchFloor) { if (nAction < 6 || nAction > 8) { sprite[nPlayerSprite].zvel = -3584; nActionB = 3; } } // goto loc_1BE70: } else if (actions & SB_CROUCH) { if (bUnderwater) { sprite[nPlayerSprite].zvel = 2048; nActionB = 10; } else { if (eyelevel[nPlayer] < -8320) { eyelevel[nPlayer] += ((-8320 - eyelevel[nPlayer]) >> 1); } loc_1BD2E: if (totalvel[nPlayer] < 1) { nActionB = 6; } else { nActionB = 7; } } // goto loc_1BE70: } else { if (PlayerList[nPlayer].nHealth > 0) { int var_EC = nActionEyeLevel[nAction]; eyelevel[nPlayer] += (var_EC - eyelevel[nPlayer]) >> 1; if (bUnderwater) { if (totalvel[nPlayer] <= 1) nActionB = 9; else nActionB = 10; } else { // CHECKME - confirm branching in this area is OK if (var_48) { goto loc_1BD2E; } else { if (totalvel[nPlayer] <= 1) { nActionB = 0;//bUnderwater; // this is just setting to 0 } else if (totalvel[nPlayer] <= 30) { nActionB = 2; } else { nActionB = 1; } } } } // loc_1BE30 if (actions & SB_FIRE) // was var_38 { if (bUnderwater) { nActionB = 11; } else { if (nActionB != 2 && nActionB != 1) { nActionB = 5; } } } } // loc_1BE70: // Handle player pressing number keys to change weapon uint8_t var_90 = sPlayerInput[nPlayer].getNewWeapon(); if (var_90) { var_90--; if (nPlayerWeapons[nPlayer] & (1 << var_90)) { SetNewWeapon(nPlayer, var_90); } } } else // player is mummified { if (actions & SB_FIRE) { FireWeapon(nPlayer); } if (nAction != 15) { if (totalvel[nPlayer] <= 1) { nActionB = 13; } else { nActionB = 14; } } } // loc_1BF09 if (nActionB != nAction && nAction != 4) { nAction = nActionB; PlayerList[nPlayer].nAction = nActionB; PlayerList[nPlayer].field_2 = 0; } Player* pPlayer = &PlayerList[nPlayer]; if (SyncInput()) { pPlayer->horizon.applyinput(sPlayerInput[nPlayer].pan, &sPlayerInput[nLocalPlayer].actions); } if (actions & (SB_LOOK_UP | SB_LOOK_DOWN) || sPlayerInput[nPlayer].pan) { pPlayer->nDestVertPan = pPlayer->horizon.horiz; pPlayer->bPlayerPan = pPlayer->bLockPan = true; } else if (actions & (SB_AIM_UP | SB_AIM_DOWN | SB_CENTERVIEW)) { pPlayer->nDestVertPan = pPlayer->horizon.horiz; pPlayer->bPlayerPan = pPlayer->bLockPan = false; } if (totalvel[nPlayer] > 20) { pPlayer->bPlayerPan = false; } if (cl_slopetilting) { double nVertPan = (pPlayer->nDestVertPan - pPlayer->horizon.horiz).asbuildf() * 0.25; if (nVertPan != 0) { pPlayer->horizon.addadjustment(abs(nVertPan) >= 4 ? clamp(nVertPan, -4, 4) : nVertPan * 2.); } } } else // else, player's health is less than 0 { // loc_1C0E9 if (actions & SB_OPEN) { ClearSpaceBar(nPlayer); if (nAction >= 16) { if (nPlayer == nLocalPlayer) { StopAllSounds(); StopLocalSound(); GrabPalette(); } PlayerList[nPlayer].nCurrentWeapon = nPlayerOldWeapon[nPlayer]; if (PlayerList[nPlayer].nLives && nNetTime) { if (nAction != 20) { sprite[nPlayerSprite].picnum = seq_GetSeqPicnum(kSeqJoe, 120, 0); sprite[nPlayerSprite].cstat = 0; sprite[nPlayerSprite].z = sector[sprite[nPlayerSprite].sectnum].floorz; } // will invalidate nPlayerSprite RestartPlayer(nPlayer); nPlayerSprite = PlayerList[nPlayer].nSprite; nDopple = nDoppleSprite[nPlayer]; } else { DoGameOverScene(mplevel); return; } } } } // loc_1C201: if (nLocalPlayer == nPlayer) { nLocalEyeSect = nPlayerViewSect[nLocalPlayer]; CheckAmbience(nLocalEyeSect); } int var_AC = SeqOffsets[PlayerList[nPlayer].nSeq] + PlayerSeq[nAction].a; seq_MoveSequence(nPlayerSprite, var_AC, PlayerList[nPlayer].field_2); PlayerList[nPlayer].field_2++; if (PlayerList[nPlayer].field_2 >= SeqSize[var_AC]) { PlayerList[nPlayer].field_2 = 0; switch (PlayerList[nPlayer].nAction) { default: break; case 3: PlayerList[nPlayer].field_2 = SeqSize[var_AC] - 1; break; case 4: PlayerList[nPlayer].nAction = 0; break; case 16: PlayerList[nPlayer].field_2 = SeqSize[var_AC] - 1; if (sprite[nPlayerSprite].z < sector[sprite[nPlayerSprite].sectnum].floorz) { sprite[nPlayerSprite].z += 256; } if (!RandomSize(5)) { int mouthX, mouthY, mouthZ; short mouthSect; WheresMyMouth(nPlayer, &mouthX, &mouthY, &mouthZ, &mouthSect); BuildAnim(-1, 71, 0, mouthX, mouthY, sprite[nPlayerSprite].z + 3840, mouthSect, 75, 128); } break; case 17: PlayerList[nPlayer].nAction = 18; break; case 19: sprite[nPlayerSprite].cstat |= 0x8000; PlayerList[nPlayer].nAction = 20; break; } } // loc_1C3B4: if (nPlayer == nLocalPlayer) { initx = sprite[nPlayerSprite].x; inity = sprite[nPlayerSprite].y; initz = sprite[nPlayerSprite].z; initsect = sprite[nPlayerSprite].sectnum; inita = sprite[nPlayerSprite].ang; } if (!PlayerList[nPlayer].nHealth) { nYDamage[nPlayer] = 0; nXDamage[nPlayer] = 0; if (eyelevel[nPlayer] >= -2816) { eyelevel[nPlayer] = -2816; dVertPan[nPlayer] = 0; } else { if (PlayerList[nPlayer].horizon.horiz.asq16() < 0) { PlayerList[nPlayer].horizon.settarget(0); eyelevel[nPlayer] -= (dVertPan[nPlayer] << 8); } else { PlayerList[nPlayer].horizon.addadjustment(dVertPan[nPlayer]); if (PlayerList[nPlayer].horizon.horiz.asq16() > gi->playerHorizMax()) { PlayerList[nPlayer].horizon.settarget(gi->playerHorizMax()); } else if (PlayerList[nPlayer].horizon.horiz.asq16() <= 0) { if (!(SectFlag[sprite[nPlayerSprite].sectnum] & kSectUnderwater)) { SetNewWeapon(nPlayer, nDeathType[nPlayer] + 8); } } dVertPan[nPlayer]--; } } } // loc_1C4E1 sprite[nDopple].x = sprite[nPlayerSprite].x; sprite[nDopple].y = sprite[nPlayerSprite].y; sprite[nDopple].z = sprite[nPlayerSprite].z; if (SectAbove[sprite[nPlayerSprite].sectnum] > -1) { sprite[nDopple].ang = sprite[nPlayerSprite].ang; mychangespritesect(nDopple, SectAbove[sprite[nPlayerSprite].sectnum]); sprite[nDopple].cstat = 0x101; } else { sprite[nDopple].cstat = 0x8000; } MoveWeapons(nPlayer); return; } } } FSerializer& Serialize(FSerializer& arc, const char* keyname, Player& w, Player* def) { if (arc.BeginObject(keyname)) { arc("health", w.nHealth) ("at2", w.field_2) ("action", w.nAction) ("sprite", w.nSprite) ("mummy", w.bIsMummified) ("invincible", w.invincibility) ("air", w.nAir) ("seq", w.nSeq) ("item", w.nItem) ("maskamount", w.nMaskAmount) ("keys", w.keys) ("magic", w.nMagic) .Array("items", w.items, countof(w.items)) .Array("ammo", w.nAmmo, countof(w.nAmmo)) ("weapon", w.nCurrentWeapon) ("isfiring", w.bIsFiring) ("field3f", w.field_3FOUR) ("field38", w.field_38) ("field3a", w.field_3A) ("field3c", w.field_3C) ("seq", w.nSeq) ("horizon", w.horizon) ("angle", w.angle) ("lives", w.nLives) ("double", w.nDouble) ("invisible", w.nInvisible) ("torch", w.nTorch) .EndObject(); } return arc; } FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerSave& w, PlayerSave* def) { if (arc.BeginObject(keyname)) { arc("x", w.x) ("y", w.y) ("z", w.z) ("sector", w.nSector) ("angle", w.nAngle) .EndObject(); } return arc; } void SerializePlayer(FSerializer& arc) { if (arc.BeginObject("player")) { arc("lxvel", lPlayerXVel) ("lyvel", lPlayerYVel) ("bobangle", bobangle) ("standheight", nStandHeight) ("playercount", PlayerCount) ("netstartsprites", nNetStartSprites) ("localplayer", nLocalPlayer) .Array("grenadeplayer", nGrenadePlayer, countof(nGrenadePlayer)) .Array("curstartsprite", nNetStartSprite, PlayerCount) .Array("breathtimer", nBreathTimer, PlayerCount) .Array("playerswear", nPlayerSwear, PlayerCount) .Array("pushsect", nPlayerPushSect, PlayerCount) .Array("deathtype", nDeathType, PlayerCount) .Array("score", nPlayerScore, PlayerCount) .Array("color", nPlayerColor, PlayerCount) .Array("dx", nPlayerDX, PlayerCount) .Array("dy", nPlayerDY, PlayerCount) .Array("pistolclip", nPistolClip, PlayerCount) .Array("xdamage", nXDamage, PlayerCount) .Array("ydamage", nYDamage, PlayerCount) .Array("dopplesprite", nDoppleSprite, PlayerCount) .Array("oldweapon", nPlayerOldWeapon, PlayerCount) .Array("clip", nPlayerClip, PlayerCount) .Array("pushsound", nPlayerPushSound, PlayerCount) .Array("taunttimer", nTauntTimer, PlayerCount) .Array("weapons", nPlayerWeapons, PlayerCount) .Array("list", PlayerList, PlayerCount) .Array("viewsect", nPlayerViewSect, PlayerCount) .Array("floorspr", nPlayerFloorSprite, PlayerCount) .Array("save", sPlayerSave, PlayerCount) .Array("totalvel", totalvel, PlayerCount) .Array("eyelevel", eyelevel, PlayerCount) .Array("netstartsprite", nNetStartSprite, PlayerCount) .Array("grenade", nPlayerGrenade, PlayerCount) .Array("d282a", word_D282A, PlayerCount); arc.EndObject(); } } DEFINE_FIELD_X(ExhumedPlayer, Player, nHealth); DEFINE_FIELD_X(ExhumedPlayer, Player, nLives); DEFINE_FIELD_X(ExhumedPlayer, Player, nDouble); DEFINE_FIELD_X(ExhumedPlayer, Player, nInvisible); DEFINE_FIELD_X(ExhumedPlayer, Player, nTorch); DEFINE_FIELD_X(ExhumedPlayer, Player, field_2); DEFINE_FIELD_X(ExhumedPlayer, Player, nAction); DEFINE_FIELD_X(ExhumedPlayer, Player, nSprite); DEFINE_FIELD_X(ExhumedPlayer, Player, bIsMummified); DEFINE_FIELD_X(ExhumedPlayer, Player, invincibility); DEFINE_FIELD_X(ExhumedPlayer, Player, nAir); DEFINE_FIELD_X(ExhumedPlayer, Player, nSeq); DEFINE_FIELD_X(ExhumedPlayer, Player, nMaskAmount); DEFINE_FIELD_X(ExhumedPlayer, Player, keys); DEFINE_FIELD_X(ExhumedPlayer, Player, nMagic); DEFINE_FIELD_X(ExhumedPlayer, Player, nItem); DEFINE_FIELD_X(ExhumedPlayer, Player, items); DEFINE_FIELD_X(ExhumedPlayer, Player, nAmmo); // TODO - kMaxWeapons? DEFINE_FIELD_X(ExhumedPlayer, Player, pad); DEFINE_FIELD_X(ExhumedPlayer, Player, nCurrentWeapon); DEFINE_FIELD_X(ExhumedPlayer, Player, field_3FOUR); DEFINE_FIELD_X(ExhumedPlayer, Player, bIsFiring); DEFINE_FIELD_X(ExhumedPlayer, Player, field_38); DEFINE_FIELD_X(ExhumedPlayer, Player, field_3A); DEFINE_FIELD_X(ExhumedPlayer, Player, field_3C); DEFINE_FIELD_X(ExhumedPlayer, Player, nRun); DEFINE_FIELD_X(ExhumedPlayer, Player, bPlayerPan); DEFINE_FIELD_X(ExhumedPlayer, Player, bLockPan); DEFINE_ACTION_FUNCTION(_Exhumed, GetViewPlayer) { ACTION_RETURN_POINTER(&PlayerList[nLocalPlayer]); } DEFINE_ACTION_FUNCTION(_Exhumed, GetPistolClip) { ACTION_RETURN_POINTER(&nPistolClip[nLocalPlayer]); } DEFINE_ACTION_FUNCTION(_Exhumed, GetPlayerClip) { ACTION_RETURN_POINTER(&nPlayerClip[nLocalPlayer]); } DEFINE_ACTION_FUNCTION(_ExhumedPlayer, IsUnderwater) { PARAM_SELF_STRUCT_PROLOGUE(Player); auto nLocalPlayer = self - PlayerList; ACTION_RETURN_BOOL(SectFlag[nPlayerViewSect[nLocalPlayer]] & kSectUnderwater); } DEFINE_ACTION_FUNCTION(_ExhumedPlayer, GetAngle) { PARAM_SELF_STRUCT_PROLOGUE(Player); ACTION_RETURN_INT(sprite[self->nSprite].ang); } END_PS_NS