//------------------------------------------------------------------------- /* Copyright (C) 2010 EDuke32 developers and contributors 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "duke3d.h" #include "demo.h" #include "enet/enet.h" #ifdef __ANDROID__ #include "android.h" #endif int32_t lastvisinc; hudweapon_t hudweap; #ifdef SPLITSCREEN_MOD_HACKS static int32_t g_snum; #endif extern int32_t g_levelTextTime, ticrandomseed; int g_numObituaries = 0; int g_numSelfObituaries = 0; void P_UpdateScreenPal(DukePlayer_t * const pPlayer) { int inWater = 0; int const playerSectnum = pPlayer->cursectnum; if (pPlayer->heat_on) pPlayer->palette = SLIMEPAL; else if (playerSectnum < 0) pPlayer->palette = BASEPAL; else if (sector[playerSectnum].ceilingpicnum >= FLOORSLIME && sector[playerSectnum].ceilingpicnum <= FLOORSLIME + 2) { pPlayer->palette = SLIMEPAL; inWater = 1; } else { pPlayer->palette = (sector[pPlayer->cursectnum].lotag == ST_2_UNDERWATER) ? WATERPAL : BASEPAL; inWater = 1; } g_restorePalette = 1+inWater; } static void P_IncurDamage(DukePlayer_t * const pPlayer) { if (VM_OnEvent(EVENT_INCURDAMAGE, pPlayer->i, P_Get(pPlayer->i)) != 0) return; sprite[pPlayer->i].extra -= pPlayer->extra_extra8>>8; int playerDamage = sprite[pPlayer->i].extra - pPlayer->last_extra; if (playerDamage >= 0) return; pPlayer->extra_extra8 = 0; if (pPlayer->inv_amount[GET_SHIELD] > 0) { int const shieldDamage = playerDamage * (20 + (krand()%30)) / 100; playerDamage -= shieldDamage; pPlayer->inv_amount[GET_SHIELD] += shieldDamage; if (pPlayer->inv_amount[GET_SHIELD] < 0) { playerDamage += pPlayer->inv_amount[GET_SHIELD]; pPlayer->inv_amount[GET_SHIELD] = 0; } } sprite[pPlayer->i].extra = pPlayer->last_extra + playerDamage; } void P_QuickKill(DukePlayer_t * const pPlayer) { P_PalFrom(pPlayer, 48, 48,48,48); sprite[pPlayer->i].extra = 0; sprite[pPlayer->i].cstat |= 32768; if (ud.god == 0) A_DoGuts(pPlayer->i,JIBS6,8); } static void A_DoWaterTracers(int x1, int y1, int z1, int x2, int y2, int z2, int n) { if ((klabs(x1-x2)+klabs(y1-y2)) < 3084) return; int16_t sectNum = -1; vec3_t const v = { tabledivide32_noinline(x2 - x1, n + 1), tabledivide32_noinline(y2 - y1, n + 1), tabledivide32_noinline(z2 - z1, n + 1) }; for (bssize_t i=n; i>0; i--) { x1 += v.x; y1 += v.y; z1 += v.z; updatesector(x1, y1, §Num); if (sectNum < 0) break; if (sector[sectNum].lotag == ST_2_UNDERWATER) A_InsertSprite(sectNum,x1,y1,z1,WATERBUBBLE,-32,4+(krand()&3),4+(krand()&3),krand()&2047,0,0,g_player[0].ps->i,5); else A_InsertSprite(sectNum,x1,y1,z1,SMALLSMOKE,-32,14,14,0,0,0,g_player[0].ps->i,5); } } static inline projectile_t *Proj_GetProjectile(int tile) { return ((unsigned)tile < MAXTILES && g_tile[tile].proj) ? g_tile[tile].proj : &DefaultProjectile; } static void A_HitscanProjTrail(const vec3_t *startPos, const vec3_t *endPos, int projAng, int tileNum, int16_t sectNum) { const projectile_t *const pProj = Proj_GetProjectile(tileNum); vec3_t spawnPos = { startPos->x + tabledivide32_noinline(sintable[(348 + projAng + 512) & 2047], pProj->offset), startPos->y + tabledivide32_noinline(sintable[(projAng + 348) & 2047], pProj->offset), startPos->z + 1024 + (pProj->toffset << 8) }; int32_t n = ((FindDistance2D(spawnPos.x - endPos->x, spawnPos.y - endPos->y)) >> 8) + 1; vec3_t const increment = { tabledivide32_noinline((endPos->x - spawnPos.x), n), tabledivide32_noinline((endPos->y - spawnPos.y), n), tabledivide32_noinline((endPos->z - spawnPos.z), n) }; spawnPos.x += increment.x >> 2; spawnPos.y += increment.y >> 2; spawnPos.z += increment.z >> 2; int32_t j; for (bssize_t i = pProj->tnum; i > 0; --i) { spawnPos.x += increment.x; spawnPos.y += increment.y; spawnPos.z += increment.z; updatesectorz(spawnPos.x, spawnPos.y, spawnPos.z, §Num); if (sectNum < 0) break; getzsofslope(sectNum, spawnPos.x, spawnPos.y, &n, &j); if (spawnPos.z > j || spawnPos.z < n) break; j = A_InsertSprite(sectNum, spawnPos.x, spawnPos.y, spawnPos.z, pProj->trail, -32, pProj->txrepeat, pProj->tyrepeat, projAng, 0, 0, g_player[0].ps->i, 0); changespritestat(j, STAT_ACTOR); } } int32_t A_GetHitscanRange(int spriteNum) { int const zOffset = (PN(spriteNum) == APLAYER) ? PHEIGHT : 0; hitdata_t hitData; SZ(spriteNum) -= zOffset; hitscan((const vec3_t *)&sprite[spriteNum], SECT(spriteNum), sintable[(SA(spriteNum) + 512) & 2047], sintable[SA(spriteNum) & 2047], 0, &hitData, CLIPMASK1); SZ(spriteNum) += zOffset; return (FindDistance2D(hitData.pos.x - SX(spriteNum), hitData.pos.y - SY(spriteNum))); } static int A_FindTargetSprite(const spritetype *pSprite, int projAng, int projecTile) { static int const aimstats[] = { STAT_PLAYER, STAT_DUMMYPLAYER, STAT_ACTOR, STAT_ZOMBIEACTOR }; int const playerNum = pSprite->picnum == APLAYER ? P_GetP(pSprite) : -1; if (pSprite->picnum == APLAYER) { if (!g_player[playerNum].ps->auto_aim) return -1; if (g_player[playerNum].ps->auto_aim == 2) { if (A_CheckSpriteTileFlags(projecTile,SFLAG_PROJECTILE) && (Proj_GetProjectile(projecTile)->workslike & PROJECTILE_RPG)) return -1; switch (DYNAMICTILEMAP(projecTile)) { 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; } } } int const spriteAng = pSprite->ang; int const gotShrinker = (pSprite->picnum == APLAYER && PWEAPON(playerNum, g_player[playerNum].ps->curr_weapon, WorksLike) == SHRINKER_WEAPON); int const gotFreezer = (pSprite->picnum == APLAYER && PWEAPON(playerNum, g_player[playerNum].ps->curr_weapon, WorksLike) == FREEZE_WEAPON); vec2_t const d1 = { sintable[(spriteAng + 512 - projAng) & 2047], sintable[(spriteAng - projAng) & 2047] }; vec2_t const d2 = { sintable[(spriteAng + 512 + projAng) & 2047], sintable[(spriteAng + projAng) & 2047] }; vec2_t const d3 = { sintable[(spriteAng + 512) & 2047], sintable[spriteAng & 2047] }; int lastDist = INT32_MAX; int returnSprite = -1; for (bssize_t k=0; k<4; k++) { if (returnSprite >= 0) break; for (bssize_t spriteNum=headspritestat[aimstats[k]]; spriteNum >= 0; spriteNum=nextspritestat[spriteNum]) { if ((sprite[spriteNum].xrepeat > 0 && sprite[spriteNum].extra >= 0 && (sprite[spriteNum].cstat & (257 + 32768)) == 257) || (A_CheckEnemySprite(&sprite[spriteNum]) || k < 2)) { if (A_CheckEnemySprite(&sprite[spriteNum]) || PN(spriteNum) == APLAYER || PN(spriteNum) == SHARK) { if (PN(spriteNum) == APLAYER && pSprite->picnum == APLAYER && pSprite != &sprite[spriteNum] && (GTFLAGS(GAMETYPE_PLAYERSFRIENDLY) || (GTFLAGS(GAMETYPE_TDM) && g_player[P_Get(spriteNum)].ps->team == g_player[playerNum].ps->team))) continue; if ((gotShrinker && sprite[spriteNum].xrepeat < 30) || PN(spriteNum) == SHARK || !(PN(spriteNum) >= GREENSLIME && PN(spriteNum) <= GREENSLIME + 7) || (gotFreezer && sprite[spriteNum].pal == 1)) continue; } vec2_t vd = { (SX(spriteNum) - pSprite->x), (SY(spriteNum) - pSprite->y) }; if ((d1.y * vd.x <= d1.x * vd.y) && (d2.y * vd.x >= d2.x * vd.y)) { int const spriteDist = mulscale(d3.x, vd.x, 14) + mulscale(d3.y, vd.y, 14); if (spriteDist > 512 && spriteDist < lastDist) { int onScreen = 1; if (pSprite->picnum == APLAYER) { const DukePlayer_t *const ps = g_player[P_GetP(pSprite)].ps; onScreen = (klabs(scale(SZ(spriteNum)-pSprite->z,10,spriteDist)-(ps->horiz+ps->horizoff-100)) < 100); } int const canSee = (PN(spriteNum) == ORGANTIC || PN(spriteNum) == ROTATEGUN) ? cansee(SX(spriteNum), SY(spriteNum), SZ(spriteNum), SECT(spriteNum), pSprite->x, pSprite->y, pSprite->z - ZOFFSET5, pSprite->sectnum) : cansee(SX(spriteNum), SY(spriteNum), SZ(spriteNum) - ZOFFSET5, SECT(spriteNum), pSprite->x, pSprite->y, pSprite->z - ZOFFSET5, pSprite->sectnum); if (onScreen && canSee) { lastDist = spriteDist; returnSprite = spriteNum; } } } } } } return returnSprite; } static void A_SetHitData(int spriteNum, const hitdata_t *hitData) { actor[spriteNum].t_data[6] = hitData->wall; actor[spriteNum].t_data[7] = hitData->sect; actor[spriteNum].t_data[8] = hitData->sprite; } static int CheckShootSwitchTile(int tileNum) { return tileNum == DIPSWITCH || tileNum == DIPSWITCH + 1 || tileNum == DIPSWITCH2 || tileNum == DIPSWITCH2 + 1 || tileNum == DIPSWITCH3 || tileNum == DIPSWITCH3 + 1 || tileNum == HANDSWITCH || tileNum == HANDSWITCH + 1; } static int32_t safeldist(int32_t spriteNum, const void *pSprite) { int32_t distance = ldist(&sprite[spriteNum], pSprite); return distance ? distance : 1; } // flags: // 1: do sprite center adjustment (cen-=(8<<8)) for GREENSLIME or ROTATEGUN // 2: do auto getangle only if not RECON (if clear, do unconditionally) static int GetAutoAimAng(int spriteNum, int playerNum, int projecTile, int zAdjust, int aimFlags, const vec3_t *startPos, int projVel, int32_t *pZvel, int *pAng) { int returnSprite = -1; Bassert((unsigned)playerNum < MAXPLAYERS); #ifdef LUNATIC g_player[playerNum].ps->autoaimang = g_player[playerNum].ps->auto_aim == 3 ? AUTO_AIM_ANGLE<<1 : AUTO_AIM_ANGLE; #else Gv_SetVar(g_aimAngleVarID, g_player[playerNum].ps->auto_aim == 3 ? AUTO_AIM_ANGLE<<1 : AUTO_AIM_ANGLE, spriteNum, playerNum); #endif VM_OnEvent(EVENT_GETAUTOAIMANGLE, spriteNum, playerNum); #ifdef LUNATIC int aimang = g_player[playerNum].ps->autoaimang; #else int aimang = Gv_GetVar(g_aimAngleVarID, spriteNum, playerNum); #endif if (aimang > 0) returnSprite = A_FindTargetSprite(&sprite[spriteNum], aimang, projecTile); if (returnSprite >= 0) { const uspritetype *const pSprite = (uspritetype *)&sprite[returnSprite]; int zCenter = 2 * (pSprite->yrepeat * tilesiz[pSprite->picnum].y) + zAdjust; if (aimFlags && ((pSprite->picnum >= GREENSLIME && pSprite->picnum <= GREENSLIME + 7) || pSprite->picnum == ROTATEGUN)) zCenter -= ZOFFSET3; int spriteDist = safeldist(g_player[playerNum].ps->i, &sprite[returnSprite]); *pZvel = tabledivide32_noinline((pSprite->z - startPos->z - zCenter) * projVel, spriteDist); if (!(aimFlags&2) || sprite[returnSprite].picnum != RECON) *pAng = getangle(pSprite->x-startPos->x, pSprite->y-startPos->y); } return returnSprite; } static void Proj_MaybeSpawn(int spriteNum, int projecTile, const hitdata_t *hitData) { // atwith < 0 is for hard-coded projectiles projectile_t *const pProj = Proj_GetProjectile(projecTile); int spawnTile = projecTile < 0 ? -projecTile : pProj->spawns; if (spawnTile >= 0) { int spawned = A_Spawn(spriteNum, spawnTile); if (projecTile >= 0) { if (pProj->sxrepeat > 4) sprite[spawned].xrepeat = pProj->sxrepeat; if (pProj->syrepeat > 4) sprite[spawned].yrepeat = pProj->syrepeat; } A_SetHitData(spawned, hitData); } } // : damage that this shotspark does static int Proj_InsertShotspark(const hitdata_t *hitData, int spriteNum, int projecTile, int sparkSize, int sparkAng, int damage) { int returnSprite = A_InsertSprite(hitData->sect, hitData->pos.x, hitData->pos.y, hitData->pos.z, SHOTSPARK1, -15, sparkSize, sparkSize, sparkAng, 0, 0, spriteNum, 4); sprite[returnSprite].extra = damage; sprite[returnSprite].yvel = projecTile; // This is a hack to allow you to detect which weapon spawned a SHOTSPARK1 A_SetHitData(returnSprite, hitData); return returnSprite; } int Proj_GetDamage(projectile_t const *pProj) { Bassert(pProj); int damage = pProj->extra; if (pProj->extra_rand > 0) damage += (krand() % pProj->extra_rand); return damage; } static void Proj_MaybeAddSpread(int doSpread, int32_t *zvel, int *shootAng, int zRange, int angRange) { if (doSpread) { // Ranges <= 1 mean no spread at all. A range of 1 calls krand() though. if (zRange > 0) *zvel += (zRange >> 1) - krand() % zRange; if (angRange > 0) *shootAng += (angRange >> 1) - krand() % angRange; } } static int g_overrideShootZvel = 0; // a boolean static int g_shootZvel; // the actual zvel if the above is !=0 static int A_GetShootZvel(int defaultZvel) { return g_overrideShootZvel ? g_shootZvel : defaultZvel; } // Prepare hitscan weapon fired from player p. static void P_PreFireHitscan(int spriteNum, int playerNum, int projecTile, vec3_t *srcVect, int32_t *zvel, int *shootAng, int accurateAim, int doSpread) { int angRange = 32; int zRange = 256; int aimSprite = GetAutoAimAng(spriteNum, playerNum, projecTile, 5 << 8, 0 + 1, srcVect, 256, zvel, shootAng); DukePlayer_t *const pPlayer = g_player[playerNum].ps; #ifdef LUNATIC pPlayer->angrange = angRange; pPlayer->zrange = zRange; #else Gv_SetVar(g_angRangeVarID,angRange, spriteNum,playerNum); Gv_SetVar(g_zRangeVarID,zRange,spriteNum,playerNum); #endif VM_OnEvent(EVENT_GETSHOTRANGE, spriteNum, playerNum); #ifdef LUNATIC angRange = pPlayer->angrange; zRange = pPlayer->zrange; #else angRange = Gv_GetVar(g_angRangeVarID, spriteNum, playerNum); zRange = Gv_GetVar(g_zRangeVarID, spriteNum, playerNum); #endif if (accurateAim) { if (!pPlayer->auto_aim) { hitdata_t hitData; *zvel = A_GetShootZvel((100-pPlayer->horiz-pPlayer->horizoff)<<5); hitscan(srcVect, sprite[spriteNum].sectnum, sintable[(*shootAng + 512) & 2047], sintable[*shootAng & 2047], *zvel << 6, &hitData, CLIPMASK1); if (hitData.sprite != -1) { int const statNumMap = ((1 << STAT_ACTOR) | (1 << STAT_ZOMBIEACTOR) | (1 << STAT_PLAYER) | (1 << STAT_DUMMYPLAYER)); int const statNum = sprite[hitData.sprite].statnum; if (statNum >= 0 && statNum <= 30 && (statNumMap & (1 << statNum))) aimSprite = hitData.sprite; } } if (aimSprite == -1) { *zvel = (100-pPlayer->horiz-pPlayer->horizoff)<<5; Proj_MaybeAddSpread(doSpread, zvel, shootAng, zRange, angRange); } } else { if (aimSprite == -1) // no target *zvel = (100-pPlayer->horiz-pPlayer->horizoff)<<5; Proj_MaybeAddSpread(doSpread, zvel, shootAng, zRange, angRange); } srcVect->z -= (2<<8); } // Hitscan weapon fired from actor (sprite s); static void A_PreFireHitscan(const spritetype *pSprite, vec3_t *srcVect, int32_t *zvel, int *shootAng, int doSpread) { int const playerNum = A_FindPlayer(pSprite, NULL); const DukePlayer_t *pPlayer = g_player[playerNum].ps; int const playerDist = safeldist(pPlayer->i, pSprite); *zvel = tabledivide32_noinline((pPlayer->pos.z - srcVect->z) << 8, playerDist); srcVect->z -= ZOFFSET6; if (pSprite->picnum != BOSS1) { Proj_MaybeAddSpread(doSpread, zvel, shootAng, 256, 64); } else { *shootAng = getangle(pPlayer->pos.x-srcVect->x, pPlayer->pos.y-srcVect->y); Proj_MaybeAddSpread(doSpread, zvel, shootAng, 256, 128); } } static int Proj_DoHitscan(int spriteNum, int32_t cstatmask, const vec3_t *srcVect, int zvel, int shootAng, hitdata_t *hitData) { spritetype *const pSprite = &sprite[spriteNum]; pSprite->cstat &= ~cstatmask; zvel = A_GetShootZvel(zvel); hitscan(srcVect, pSprite->sectnum, sintable[(shootAng + 512) & 2047], sintable[shootAng & 2047], zvel << 6, hitData, CLIPMASK1); pSprite->cstat |= cstatmask; return (hitData->sect < 0); } static void Proj_DoRandDecalSize(int spriteNum, int projecTile) { const projectile_t *const proj = Proj_GetProjectile(projecTile); spritetype *const pSprite = &sprite[spriteNum]; if (proj->workslike & PROJECTILE_RANDDECALSIZE) { int projSize = (krand() & proj->xrepeat); if (projSize < proj->yrepeat) projSize = proj->yrepeat; pSprite->xrepeat = projSize; pSprite->yrepeat = projSize; } else { pSprite->xrepeat = proj->xrepeat; pSprite->yrepeat = proj->yrepeat; } } static int SectorContainsSE13(int sectNum) { if (sectNum >= 0) { for (bssize_t SPRITES_OF_SECT(sectNum, i)) { if (sprite[i].statnum == STAT_EFFECTOR && sprite[i].lotag == SE_13_EXPLOSIVE) return 1; } } return 0; } // Maybe handle bit 2 (swap wall bottoms). // (in that case walltype *hitwal may be stale) static inline void HandleHitWall(hitdata_t *hitData) { uwalltype const * const hitWall = (uwalltype *)&wall[hitData->wall]; if ((hitWall->cstat & 2) && redwallp(hitWall) && (hitData->pos.z >= sector[hitWall->nextsector].floorz)) hitData->wall = hitWall->nextwall; } // Maybe damage a ceiling or floor as the consequence of projectile impact. // Returns 1 if projectile hit a parallaxed ceiling. // NOTE: Compare with Proj_MaybeDamageCF() in actors.c static int Proj_MaybeDamageCF2(int zvel, int hitSect) { Bassert(hitSect >= 0); if (zvel < 0) { if (sector[hitSect].ceilingstat&1) return 1; Sect_DamageCeilingOrFloor(0, hitSect); } else if (zvel > 0) { if (sector[hitSect].floorstat&1) { // Keep original Duke3D behavior: pass projectiles through // parallaxed ceilings, but NOT through such floors. return 0; } Sect_DamageCeilingOrFloor(1, hitSect); } return 0; } // Finish shooting hitscan weapon from player

. is the inserted SHOTSPARK1. // * is passed to Proj_MaybeSpawn() // * and are for wall impact // * is passed to A_DamageWall() // * is for decals upon wall impact: // 1: handle random decal size (tile ) // 2: set cstat to wall-aligned + random x/y flip // // TODO: maybe split into 3 cases (hit neither wall nor sprite, hit sprite, hit wall)? static int P_PostFireHitscan(int playerNum, int spriteNum, hitdata_t *hitData, int spriteOwner, int projecTile, int zvel, int spawnTile, int decalTile, int wallDamage, int decalFlags) { if (hitData->wall == -1 && hitData->sprite == -1) { if (Proj_MaybeDamageCF2(zvel, hitData->sect)) { sprite[spriteNum].xrepeat = 0; sprite[spriteNum].yrepeat = 0; return -1; } Proj_MaybeSpawn(spriteNum, spawnTile, hitData); } else if (hitData->sprite >= 0) { A_DamageObject(hitData->sprite, spriteNum); if (sprite[hitData->sprite].picnum == APLAYER && (ud.ffire == 1 || (!GTFLAGS(GAMETYPE_PLAYERSFRIENDLY) && GTFLAGS(GAMETYPE_TDM) && g_player[P_Get(hitData->sprite)].ps->team != g_player[P_Get(spriteOwner)].ps->team))) { int jibSprite = A_Spawn(spriteNum, JIBS6); sprite[spriteNum].xrepeat = sprite[spriteNum].yrepeat = 0; sprite[jibSprite].z += ZOFFSET6; sprite[jibSprite].xvel = 16; sprite[jibSprite].xrepeat = sprite[jibSprite].yrepeat = 24; sprite[jibSprite].ang += 64 - (krand() & 127); } else { Proj_MaybeSpawn(spriteNum, spawnTile, hitData); } if (playerNum >= 0 && CheckShootSwitchTile(sprite[hitData->sprite].picnum)) { P_ActivateSwitch(playerNum, hitData->sprite, 1); return -1; } } else if (hitData->wall >= 0) { uwalltype const * const hitWall = (uwalltype *)&wall[hitData->wall]; Proj_MaybeSpawn(spriteNum, spawnTile, hitData); if (CheckDoorTile(hitWall->picnum) == 1) goto SKIPBULLETHOLE; if (playerNum >= 0 && CheckShootSwitchTile(hitWall->picnum)) { P_ActivateSwitch(playerNum, hitData->wall, 0); return -1; } if (hitWall->hitag != 0 || (hitWall->nextwall >= 0 && wall[hitWall->nextwall].hitag != 0)) goto SKIPBULLETHOLE; if ((hitData->sect >= 0 && sector[hitData->sect].lotag == 0) && (hitWall->overpicnum != BIGFORCE && (hitWall->cstat & 16) == 0) && ((hitWall->nextsector >= 0 && sector[hitWall->nextsector].lotag == 0) || (hitWall->nextsector == -1 && sector[hitData->sect].lotag == 0))) { int decalSprite; if (SectorContainsSE13(hitWall->nextsector)) goto SKIPBULLETHOLE; for (SPRITES_OF(STAT_MISC, decalSprite)) if (sprite[decalSprite].picnum == decalTile && dist(&sprite[decalSprite], &sprite[spriteNum]) < (12 + (krand() & 7))) goto SKIPBULLETHOLE; if (decalTile >= 0) { decalSprite = A_Spawn(spriteNum, decalTile); A_SetHitData(decalSprite, hitData); if (!A_CheckSpriteFlags(decalSprite, SFLAG_DECAL)) actor[decalSprite].flags |= SFLAG_DECAL; sprite[decalSprite].ang = (getangle(hitWall->x - wall[hitWall->point2].x, hitWall->y - wall[hitWall->point2].y) + 1536) & 2047; if (decalFlags & 1) Proj_DoRandDecalSize(decalSprite, projecTile); if (decalFlags & 2) sprite[decalSprite].cstat = 16 + (krand() & (8 + 4)); A_SetSprite(decalSprite, CLIPMASK0); // BULLETHOLE already adds itself to the deletion queue in // A_Spawn(). However, some other tiles do as well. if (decalTile != BULLETHOLE) A_AddToDeleteQueue(decalSprite); } } SKIPBULLETHOLE: HandleHitWall(hitData); A_DamageWall(spriteNum, hitData->wall, &hitData->pos, wallDamage); } return 0; } // Finish shooting hitscan weapon from actor (sprite ). static int A_PostFireHitscan(const hitdata_t *hitData, int spriteNum, int projecTile, int zvel, int shootAng, int extra, int spawnTile, int wallDamage) { int returnSprite = Proj_InsertShotspark(hitData, spriteNum, projecTile, 24, shootAng, extra); if (hitData->sprite >= 0) { A_DamageObject(hitData->sprite, returnSprite); if (sprite[hitData->sprite].picnum != APLAYER) Proj_MaybeSpawn(returnSprite, spawnTile, hitData); else sprite[returnSprite].xrepeat = sprite[returnSprite].yrepeat = 0; } else if (hitData->wall >= 0) { A_DamageWall(returnSprite, hitData->wall, &hitData->pos, wallDamage); Proj_MaybeSpawn(returnSprite, spawnTile, hitData); } else { if (Proj_MaybeDamageCF2(zvel, hitData->sect)) { sprite[returnSprite].xrepeat = 0; sprite[returnSprite].yrepeat = 0; } else Proj_MaybeSpawn(returnSprite, spawnTile, hitData); } return returnSprite; } // Common "spawn blood?" predicate. // minzdiff: minimal "step" height for blood to be spawned static int Proj_CheckBlood(vec3_t const *const srcVect, hitdata_t const *const hitData, int bloodRange, int minZdiff) { if (hitData->wall < 0 || hitData->sect < 0) return 0; uwalltype const *const hitWall = (uwalltype *)&wall[hitData->wall]; if ((FindDistance2D(srcVect->x - hitData->pos.x, srcVect->y - hitData->pos.y) < bloodRange) && (hitWall->overpicnum != BIGFORCE && (hitWall->cstat & 16) == 0) && (sector[hitData->sect].lotag == 0) && (hitWall->nextsector < 0 || (sector[hitWall->nextsector].lotag == 0 && sector[hitData->sect].lotag == 0 && sector[hitData->sect].floorz - sector[hitWall->nextsector].floorz > minZdiff))) return 1; return 0; } static void Proj_HandleKnee(hitdata_t *hitData, int spriteNum, int playerNum, int projecTile, int shootAng, const projectile_t *proj, int inserttile, int randomDamage, int spawnTile, int soundNum) { const DukePlayer_t *const pPlayer = playerNum >= 0 ? g_player[playerNum].ps : NULL; int kneeSprite = A_InsertSprite(hitData->sect,hitData->pos.x,hitData->pos.y,hitData->pos.z, inserttile,-15,0,0,shootAng,32,0,spriteNum,4); if (proj != NULL) { // Custom projectiles. SpriteProjectile[kneeSprite].workslike = Proj_GetProjectile(sprite[kneeSprite].picnum)->workslike; sprite[kneeSprite].extra = proj->extra; } if (randomDamage > 0) sprite[kneeSprite].extra += (krand()&randomDamage); if (playerNum >= 0) { if (spawnTile >= 0) { int k = A_Spawn(kneeSprite, spawnTile); sprite[k].z -= ZOFFSET3; A_SetHitData(k, hitData); } if (soundNum >= 0) A_PlaySound(soundNum, kneeSprite); } if (playerNum >= 0 && pPlayer->inv_amount[GET_STEROIDS] > 0 && pPlayer->inv_amount[GET_STEROIDS] < 400) sprite[kneeSprite].extra += (pPlayer->max_player_health>>2); if (hitData->sprite >= 0 && sprite[hitData->sprite].picnum != ACCESSSWITCH && sprite[hitData->sprite].picnum != ACCESSSWITCH2) { A_DamageObject(hitData->sprite, kneeSprite); if (playerNum >= 0) P_ActivateSwitch(playerNum, hitData->sprite,1); } else if (hitData->wall >= 0) { HandleHitWall(hitData); if (wall[hitData->wall].picnum != ACCESSSWITCH && wall[hitData->wall].picnum != ACCESSSWITCH2) { A_DamageWall(kneeSprite, hitData->wall, &hitData->pos, projecTile); if (playerNum >= 0) P_ActivateSwitch(playerNum, hitData->wall,0); } } } #define MinibossScale(i, s) (((s)*sprite[i].yrepeat)/80) static int A_ShootCustom(int const spriteNum, int const projecTile, int shootAng, vec3_t * const startPos) { /* Custom projectiles */ hitdata_t hitData; projectile_t *const pProj = Proj_GetProjectile(projecTile); spritetype *const pSprite = &sprite[spriteNum]; int const playerNum = (pSprite->picnum == APLAYER) ? P_GetP(pSprite) : -1; DukePlayer_t *const pPlayer = playerNum >= 0 ? g_player[playerNum].ps : NULL; #ifdef POLYMER if (getrendermode() == REND_POLYMER && pProj->flashcolor) { int32_t x = ((sintable[(pSprite->ang + 512) & 2047]) >> 7), y = ((sintable[(pSprite->ang) & 2047]) >> 7); pSprite->x += x; pSprite->y += y; G_AddGameLight(0, spriteNum, PHEIGHT, 8192, pProj->flashcolor, PR_LIGHT_PRIO_MAX_GAME); actor[spriteNum].lightcount = 2; pSprite->x -= x; pSprite->y -= y; } #endif // POLYMER if (pProj->offset == 0) pProj->offset = 1; int otherSprite; int32_t zvel = 0; switch (pProj->workslike & PROJECTILE_TYPE_MASK) { case PROJECTILE_HITSCAN: if (!(pProj->workslike & PROJECTILE_NOSETOWNERSHADE) && pSprite->extra >= 0) pSprite->shade = pProj->shade; if (playerNum >= 0) P_PreFireHitscan(spriteNum, playerNum, projecTile, startPos, &zvel, &shootAng, pProj->workslike & PROJECTILE_ACCURATE_AUTOAIM, !(pProj->workslike & PROJECTILE_ACCURATE)); else A_PreFireHitscan(pSprite, startPos, &zvel, &shootAng, !(pProj->workslike & PROJECTILE_ACCURATE)); if (Proj_DoHitscan(spriteNum, (pProj->cstat >= 0) ? pProj->cstat : 256 + 1, startPos, zvel, shootAng, &hitData)) return -1; if (pProj->range > 0 && klabs(startPos->x - hitData.pos.x) + klabs(startPos->y - hitData.pos.y) > pProj->range) return -1; if (pProj->trail >= 0) A_HitscanProjTrail(startPos, &hitData.pos, shootAng, projecTile, pSprite->sectnum); if (pProj->workslike & PROJECTILE_WATERBUBBLES) { if ((krand() & 15) == 0 && sector[hitData.sect].lotag == ST_2_UNDERWATER) A_DoWaterTracers(hitData.pos.x, hitData.pos.y, hitData.pos.z, startPos->x, startPos->y, startPos->z, 8 - (ud.multimode >> 1)); } if (playerNum >= 0) { otherSprite = Proj_InsertShotspark(&hitData, spriteNum, projecTile, 10, shootAng, Proj_GetDamage(pProj)); if (P_PostFireHitscan(playerNum, otherSprite, &hitData, spriteNum, projecTile, zvel, projecTile, pProj->decal, projecTile, 1 + 2) < 0) return -1; } else { otherSprite = A_PostFireHitscan(&hitData, spriteNum, projecTile, zvel, shootAng, Proj_GetDamage(pProj), projecTile, projecTile); } if ((krand() & 255) < 4 && pProj->isound >= 0) S_PlaySound3D(pProj->isound, otherSprite, &hitData.pos); return -1; case PROJECTILE_RPG: if (!(pProj->workslike & PROJECTILE_NOSETOWNERSHADE) && pSprite->extra >= 0) pSprite->shade = pProj->shade; if (playerNum >= 0) { // NOTE: j is a SPRITE_INDEX otherSprite = GetAutoAimAng(spriteNum, playerNum, projecTile, 8<<8, 0+2, startPos, pProj->vel, &zvel, &shootAng); if (otherSprite < 0) zvel = (100-pPlayer->horiz-pPlayer->horizoff)*(pProj->vel/8); if (pProj->sound >= 0) A_PlaySound(pProj->sound, spriteNum); } else { if (!(pProj->workslike & PROJECTILE_NOAIM)) { int const otherPlayer = A_FindPlayer(pSprite, NULL); int const otherPlayerDist = safeldist(g_player[otherPlayer].ps->i, pSprite); shootAng = getangle(g_player[otherPlayer].ps->opos.x - startPos->x, g_player[otherPlayer].ps->opos.y - startPos->y); zvel = tabledivide32_noinline((g_player[otherPlayer].ps->opos.z - startPos->z) * pProj->vel, otherPlayerDist); if (A_CheckEnemySprite(pSprite) && (AC_MOVFLAGS(pSprite, &actor[spriteNum]) & face_player_smart)) shootAng = pSprite->ang + (krand() & 31) - 16; } } if (numplayers > 1 && g_netClient) return -1; else { // l may be a SPRITE_INDEX, see above int const l = (playerNum >= 0 && otherSprite >= 0) ? otherSprite : -1; zvel = A_GetShootZvel(zvel); otherSprite = A_InsertSprite(pSprite->sectnum, startPos->x + tabledivide32_noinline(sintable[(348 + shootAng + 512) & 2047], pProj->offset), startPos->y + tabledivide32_noinline(sintable[(shootAng + 348) & 2047], pProj->offset), startPos->z - (1 << 8), projecTile, 0, 14, 14, shootAng, pProj->vel, zvel, spriteNum, 4); if (pProj->workslike & PROJECTILE_RPG_IMPACT) sprite[otherSprite].extra = Proj_GetDamage(pProj); if (!(pProj->workslike & PROJECTILE_BOUNCESOFFWALLS)) sprite[otherSprite].yvel = l; // NOT_BOUNCESOFFWALLS_YVEL else { sprite[otherSprite].yvel = (pProj->bounces >= 1) ? pProj->bounces : g_numFreezeBounces; sprite[otherSprite].zvel -= (2 << 4); } sprite[otherSprite].pal = (pProj->pal >= 0) ? pProj->pal : 0; sprite[otherSprite].xrepeat = pProj->xrepeat; sprite[otherSprite].yrepeat = pProj->yrepeat; sprite[otherSprite].cstat = (pProj->cstat >= 0) ? pProj->cstat : 128; sprite[otherSprite].clipdist = (pProj->clipdist != 255) ? pProj->clipdist : 40; SpriteProjectile[otherSprite] = *Proj_GetProjectile(sprite[otherSprite].picnum); return otherSprite; } case PROJECTILE_KNEE: if (playerNum >= 0) { zvel = (100 - pPlayer->horiz - pPlayer->horizoff) << 5; startPos->z += (6 << 8); shootAng += 15; } else if (!(pProj->workslike & PROJECTILE_NOAIM)) { int32_t playerDist; otherSprite = g_player[A_FindPlayer(pSprite, &playerDist)].ps->i; zvel = tabledivide32_noinline((sprite[otherSprite].z - startPos->z) << 8, playerDist + 1); shootAng = getangle(sprite[otherSprite].x - startPos->x, sprite[otherSprite].y - startPos->y); } Proj_DoHitscan(spriteNum, 0, startPos, zvel, shootAng, &hitData); if (hitData.sect < 0) return -1; if (pProj->range == 0) pProj->range = 1024; if (pProj->range > 0 && klabs(startPos->x - hitData.pos.x) + klabs(startPos->y - hitData.pos.y) > pProj->range) return -1; Proj_HandleKnee(&hitData, spriteNum, playerNum, projecTile, shootAng, pProj, projecTile, pProj->extra_rand, pProj->spawns, pProj->sound); return -1; case PROJECTILE_BLOOD: shootAng += 64 - (krand() & 127); if (playerNum < 0) shootAng += 1024; zvel = 1024 - (krand() & 2047); Proj_DoHitscan(spriteNum, 0, startPos, zvel, shootAng, &hitData); if (pProj->range == 0) pProj->range = 1024; if (Proj_CheckBlood(startPos, &hitData, pProj->range, mulscale3(pProj->yrepeat, tilesiz[pProj->decal].y) << 8)) { const uwalltype *const hitWall = (uwalltype *)&wall[hitData.wall]; if (FindDistance2D(hitWall->x - wall[hitWall->point2].x, hitWall->y - wall[hitWall->point2].y) > (mulscale3(pProj->xrepeat + 8, tilesiz[pProj->decal].x))) { if (SectorContainsSE13(hitWall->nextsector)) return -1; if (hitWall->nextwall >= 0 && wall[hitWall->nextwall].hitag != 0) return -1; if (hitWall->hitag == 0 && pProj->decal >= 0) { otherSprite = A_Spawn(spriteNum, pProj->decal); A_SetHitData(otherSprite, &hitData); if (!A_CheckSpriteFlags(otherSprite, SFLAG_DECAL)) actor[otherSprite].flags |= SFLAG_DECAL; sprite[otherSprite].ang = getangle(hitWall->x - wall[hitWall->point2].x, hitWall->y - wall[hitWall->point2].y) + 512; Bmemcpy(&sprite[otherSprite], &hitData.pos, sizeof(vec3_t)); Proj_DoRandDecalSize(otherSprite, projecTile); sprite[otherSprite].z += sprite[otherSprite].yrepeat << 8; // sprite[spawned].cstat = 16+(krand()&12); sprite[otherSprite].cstat = 16; if (krand() & 1) sprite[otherSprite].cstat |= 4; if (krand() & 1) sprite[otherSprite].cstat |= 8; sprite[otherSprite].shade = sector[sprite[otherSprite].sectnum].floorshade; A_SetSprite(otherSprite, CLIPMASK0); A_AddToDeleteQueue(otherSprite); changespritestat(otherSprite, 5); } } } return -1; default: return -1; } } static int32_t A_ShootHardcoded(int spriteNum, int projecTile, int shootAng, vec3_t startPos, spritetype *pSprite, int const playerNum, DukePlayer_t * const pPlayer) { hitdata_t hitData; int const spriteSectnum = pSprite->sectnum; int32_t Zvel; int vel; switch (DYNAMICTILEMAP(projecTile)) { case BLOODSPLAT1__STATIC: case BLOODSPLAT2__STATIC: case BLOODSPLAT3__STATIC: case BLOODSPLAT4__STATIC: shootAng += 64 - (krand() & 127); if (playerNum < 0) shootAng += 1024; Zvel = 1024 - (krand() & 2047); // fall-through case KNEE__STATIC: if (projecTile == KNEE) { if (playerNum >= 0) { Zvel = (100 - pPlayer->horiz - pPlayer->horizoff) << 5; startPos.z += (6 << 8); shootAng += 15; } else { int32_t playerDist; int const playerSprite = g_player[A_FindPlayer(pSprite, &playerDist)].ps->i; Zvel = tabledivide32_noinline((sprite[playerSprite].z - startPos.z) << 8, playerDist + 1); shootAng = getangle(sprite[playerSprite].x - startPos.x, sprite[playerSprite].y - startPos.y); } } Proj_DoHitscan(spriteNum, 0, &startPos, Zvel, shootAng, &hitData); if (projecTile >= BLOODSPLAT1 && projecTile <= BLOODSPLAT4) { if (Proj_CheckBlood(&startPos, &hitData, 1024, 16 << 8)) { const uwalltype *const hitwal = (uwalltype *)&wall[hitData.wall]; if (SectorContainsSE13(hitwal->nextsector)) return -1; if (hitwal->nextwall >= 0 && wall[hitwal->nextwall].hitag != 0) return -1; if (hitwal->hitag == 0) { int const spawnedSprite = A_Spawn(spriteNum, projecTile); sprite[spawnedSprite].ang = (getangle(hitwal->x - wall[hitwal->point2].x, hitwal->y - wall[hitwal->point2].y) + 1536) & 2047; *(vec3_t *)&sprite[spawnedSprite] = hitData.pos; sprite[spawnedSprite].cstat |= (krand() & 4); A_SetSprite(spawnedSprite, CLIPMASK0); setsprite(spawnedSprite, (vec3_t *)&sprite[spawnedSprite]); if (PN(spriteNum) == OOZFILTER || PN(spriteNum) == NEWBEAST) sprite[spawnedSprite].pal = 6; } } return -1; } if (hitData.sect < 0) break; if (klabs(startPos.x - hitData.pos.x) + klabs(startPos.y - hitData.pos.y) < 1024) Proj_HandleKnee(&hitData, spriteNum, playerNum, projecTile, shootAng, NULL, KNEE, 7, SMALLSMOKE, KICK_HIT); break; case SHOTSPARK1__STATIC: case SHOTGUN__STATIC: case CHAINGUN__STATIC: { if (pSprite->extra >= 0) pSprite->shade = -96; if (playerNum >= 0) P_PreFireHitscan(spriteNum, playerNum, projecTile, &startPos, &Zvel, &shootAng, projecTile == SHOTSPARK1__STATIC && !NAM_WW2GI, 1); else A_PreFireHitscan(pSprite, &startPos, &Zvel, &shootAng, 1); if (Proj_DoHitscan(spriteNum, 256 + 1, &startPos, Zvel, shootAng, &hitData)) return -1; if ((krand() & 15) == 0 && sector[hitData.sect].lotag == ST_2_UNDERWATER) A_DoWaterTracers(hitData.pos.x, hitData.pos.y, hitData.pos.z, startPos.x, startPos.y, startPos.z, 8 - (ud.multimode >> 1)); int spawnedSprite; if (playerNum >= 0) { spawnedSprite = Proj_InsertShotspark(&hitData, spriteNum, projecTile, 10, shootAng, G_DefaultActorHealth(projecTile) + (krand() % 6)); if (P_PostFireHitscan(playerNum, spawnedSprite, &hitData, spriteNum, projecTile, Zvel, -SMALLSMOKE, BULLETHOLE, SHOTSPARK1, 0) < 0) return -1; } else { spawnedSprite = A_PostFireHitscan(&hitData, spriteNum, projecTile, Zvel, shootAng, G_DefaultActorHealth(projecTile), -SMALLSMOKE, SHOTSPARK1); } if ((krand() & 255) < 4) S_PlaySound3D(PISTOL_RICOCHET, spawnedSprite, &hitData.pos); return -1; } case GROWSPARK__STATIC: { if (playerNum >= 0) P_PreFireHitscan(spriteNum, playerNum, projecTile, &startPos, &Zvel, &shootAng, 1, 1); else A_PreFireHitscan(pSprite, &startPos, &Zvel, &shootAng, 1); if (Proj_DoHitscan(spriteNum, 256 + 1, &startPos, Zvel, shootAng, &hitData)) return -1; int const otherSprite = A_InsertSprite(hitData.sect, hitData.pos.x, hitData.pos.y, hitData.pos.z, GROWSPARK, -16, 28, 28, shootAng, 0, 0, spriteNum, 1); sprite[otherSprite].pal = 2; sprite[otherSprite].cstat |= 130; sprite[otherSprite].xrepeat = sprite[otherSprite].yrepeat = 1; A_SetHitData(otherSprite, &hitData); if (hitData.wall == -1 && hitData.sprite == -1 && hitData.sect >= 0) { Proj_MaybeDamageCF2(Zvel, hitData.sect); } else if (hitData.sprite >= 0) A_DamageObject(hitData.sprite, otherSprite); else if (hitData.wall >= 0 && wall[hitData.wall].picnum != ACCESSSWITCH && wall[hitData.wall].picnum != ACCESSSWITCH2) A_DamageWall(otherSprite, hitData.wall, &hitData.pos, projecTile); } break; case FIRELASER__STATIC: case SPIT__STATIC: case COOLEXPLOSION1__STATIC: { if (pSprite->extra >= 0) pSprite->shade = -96; switch (projecTile) { case SPIT__STATIC: vel = 292; break; case COOLEXPLOSION1__STATIC: vel = (pSprite->picnum == BOSS2) ? 644 : 348; startPos.z -= (4 << 7); break; case FIRELASER__STATIC: default: vel = 840; startPos.z -= (4 << 7); break; } if (playerNum >= 0) { if (GetAutoAimAng(spriteNum, playerNum, projecTile, -ZOFFSET4, 0, &startPos, vel, &Zvel, &shootAng) < 0) Zvel = (100 - pPlayer->horiz - pPlayer->horizoff) * 98; } else { int const otherPlayer = A_FindPlayer(pSprite, NULL); shootAng += 16 - (krand() & 31); hitData.pos.x = safeldist(g_player[otherPlayer].ps->i, pSprite); Zvel = tabledivide32_noinline((g_player[otherPlayer].ps->opos.z - startPos.z + (3 << 8)) * vel, hitData.pos.x); } Zvel = A_GetShootZvel(Zvel); int spriteSize = (playerNum >= 0) ? 7 : 18; if (projecTile == SPIT) { spriteSize = 18; startPos.z -= (10 << 8); } int const returnSprite = A_InsertSprite(spriteSectnum, startPos.x, startPos.y, startPos.z, projecTile, -127, spriteSize, spriteSize, shootAng, vel, Zvel, spriteNum, 4); sprite[returnSprite].extra += (krand() & 7); if (projecTile == COOLEXPLOSION1) { sprite[returnSprite].shade = 0; if (PN(spriteNum) == BOSS2) { int const saveXvel = sprite[returnSprite].xvel; sprite[returnSprite].xvel = MinibossScale(spriteNum, 1024); A_SetSprite(returnSprite, CLIPMASK0); sprite[returnSprite].xvel = saveXvel; sprite[returnSprite].ang += 128 - (krand() & 255); } } sprite[returnSprite].cstat = 128; sprite[returnSprite].clipdist = 4; shootAng = pSprite->ang + 32 - (krand() & 63); Zvel += 512 - (krand() & 1023); return returnSprite; } case FREEZEBLAST__STATIC: startPos.z += (3 << 8); case RPG__STATIC: { // XXX: "CODEDUP" if (pSprite->extra >= 0) pSprite->shade = -96; vel = 644; int j = -1; if (playerNum >= 0) { // NOTE: j is a SPRITE_INDEX j = GetAutoAimAng(spriteNum, playerNum, projecTile, 8 << 8, 0 + 2, &startPos, vel, &Zvel, &shootAng); if (j < 0) Zvel = (100 - pPlayer->horiz - pPlayer->horizoff) * 81; if (projecTile == RPG) A_PlaySound(RPG_SHOOT, spriteNum); } else { // NOTE: j is a player index j = A_FindPlayer(pSprite, NULL); shootAng = getangle(g_player[j].ps->opos.x - startPos.x, g_player[j].ps->opos.y - startPos.y); if (PN(spriteNum) == BOSS3) startPos.z -= MinibossScale(spriteNum, ZOFFSET5); else if (PN(spriteNum) == BOSS2) { vel += 128; startPos.z += MinibossScale(spriteNum, 24 << 8); } Zvel = tabledivide32_noinline((g_player[j].ps->opos.z - startPos.z) * vel, safeldist(g_player[j].ps->i, pSprite)); if (A_CheckEnemySprite(pSprite) && (AC_MOVFLAGS(pSprite, &actor[spriteNum]) & face_player_smart)) shootAng = pSprite->ang + (krand() & 31) - 16; } if (numplayers > 1 && g_netClient) return -1; Zvel = A_GetShootZvel(Zvel); int const returnSprite = A_InsertSprite(spriteSectnum, startPos.x + (sintable[(348 + shootAng + 512) & 2047] / 448), startPos.y + (sintable[(shootAng + 348) & 2047] / 448), startPos.z - (1 << 8), projecTile, 0, 14, 14, shootAng, vel, Zvel, spriteNum, 4); spritetype *const pReturn = &sprite[returnSprite]; pReturn->extra += (krand() & 7); if (projecTile != FREEZEBLAST) pReturn->yvel = (playerNum >= 0 && j >= 0) ? j : -1; // RPG_YVEL else { pReturn->yvel = g_numFreezeBounces; pReturn->xrepeat >>= 1; pReturn->yrepeat >>= 1; pReturn->zvel -= (2 << 4); } if (playerNum == -1) { if (PN(spriteNum) == BOSS3) { if (krand() & 1) { pReturn->x -= MinibossScale(spriteNum, sintable[shootAng & 2047] >> 6); pReturn->y -= MinibossScale(spriteNum, sintable[(shootAng + 1024 + 512) & 2047] >> 6); pReturn->ang -= MinibossScale(spriteNum, 8); } else { pReturn->x += MinibossScale(spriteNum, sintable[shootAng & 2047] >> 6); pReturn->y += MinibossScale(spriteNum, sintable[(shootAng + 1024 + 512) & 2047] >> 6); pReturn->ang += MinibossScale(spriteNum, 4); } pReturn->xrepeat = MinibossScale(spriteNum, 42); pReturn->yrepeat = MinibossScale(spriteNum, 42); } else if (PN(spriteNum) == BOSS2) { pReturn->x -= MinibossScale(spriteNum, sintable[shootAng & 2047] / 56); pReturn->y -= MinibossScale(spriteNum, sintable[(shootAng + 1024 + 512) & 2047] / 56); pReturn->ang -= MinibossScale(spriteNum, 8) + (krand() & 255) - 128; pReturn->xrepeat = 24; pReturn->yrepeat = 24; } else if (projecTile != FREEZEBLAST) { pReturn->xrepeat = 30; pReturn->yrepeat = 30; pReturn->extra >>= 2; } } else if (PWEAPON(playerNum, g_player[playerNum].ps->curr_weapon, WorksLike) == DEVISTATOR_WEAPON) { pReturn->extra >>= 2; pReturn->ang += 16 - (krand() & 31); pReturn->zvel += 256 - (krand() & 511); if (g_player[playerNum].ps->hbomb_hold_delay) { pReturn->x -= sintable[shootAng & 2047] / 644; pReturn->y -= sintable[(shootAng + 1024 + 512) & 2047] / 644; } else { pReturn->x += sintable[shootAng & 2047] >> 8; pReturn->y += sintable[(shootAng + 1024 + 512) & 2047] >> 8; } pReturn->xrepeat >>= 1; pReturn->yrepeat >>= 1; } pReturn->cstat = 128; pReturn->clipdist = (projecTile == RPG) ? 4 : 40; return returnSprite; } case HANDHOLDINGLASER__STATIC: { int const zOffset = (playerNum >= 0) ? g_player[playerNum].ps->pyoff : 0; Zvel = (playerNum >= 0) ? (100 - pPlayer->horiz - pPlayer->horizoff) * 32 : 0; startPos.z -= zOffset; Proj_DoHitscan(spriteNum, 0, &startPos, Zvel, shootAng, &hitData); startPos.z += zOffset; int placeMine = 0; if (hitData.sprite >= 0) break; if (hitData.wall >= 0 && hitData.sect >= 0) if (((hitData.pos.x - startPos.x) * (hitData.pos.x - startPos.x) + (hitData.pos.y - startPos.y) * (hitData.pos.y - startPos.y)) < (290 * 290)) { // ST_2_UNDERWATER if (wall[hitData.wall].nextsector >= 0) { if (sector[wall[hitData.wall].nextsector].lotag <= 2 && sector[hitData.sect].lotag <= 2) placeMine = 1; } else if (sector[hitData.sect].lotag <= 2) placeMine = 1; } if (placeMine == 1) { int32_t lTripBombControl = (playerNum < 0) ? 0 : #ifdef LUNATIC g_player[playerNum].ps->tripbombControl; #else Gv_GetVarByLabel("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE, g_player[playerNum].ps->i, playerNum); #endif int const spawnedSprite = A_InsertSprite(hitData.sect, hitData.pos.x, hitData.pos.y, hitData.pos.z, TRIPBOMB, -16, 4, 5, shootAng, 0, 0, spriteNum, 6); if (lTripBombControl & TRIPBOMB_TIMER) { #ifdef LUNATIC int32_t lLifetime = g_player[playerNum].ps->tripbombLifetime; int32_t lLifetimeVar = g_player[playerNum].ps->tripbombLifetimeVar; #else int32_t lLifetime = Gv_GetVarByLabel("STICKYBOMB_LIFETIME", NAM_GRENADE_LIFETIME, g_player[playerNum].ps->i, playerNum); int32_t lLifetimeVar = Gv_GetVarByLabel("STICKYBOMB_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, g_player[playerNum].ps->i, playerNum); #endif // set timer. blows up when at zero.... actor[spawnedSprite].t_data[7] = lLifetime + mulscale(krand(), lLifetimeVar, 14) - lLifetimeVar; // TIMER_CONTROL actor[spawnedSprite].t_data[6] = 1; } else sprite[spawnedSprite].hitag = spawnedSprite; A_PlaySound(LASERTRIP_ONWALL, spawnedSprite); sprite[spawnedSprite].xvel = -20; A_SetSprite(spawnedSprite, CLIPMASK0); sprite[spawnedSprite].cstat = 16; { int32_t p2 = wall[hitData.wall].point2; int32_t a = getangle(wall[hitData.wall].x - wall[p2].x, wall[hitData.wall].y - wall[p2].y) - 512; actor[spawnedSprite].t_data[5] = sprite[spawnedSprite].ang = a; } return spawnedSprite; } return -1; } case BOUNCEMINE__STATIC: case MORTER__STATIC: { if (pSprite->extra >= 0) pSprite->shade = -96; int const playerSprite = g_player[A_FindPlayer(pSprite, NULL)].ps->i; int const playerDist = ldist(&sprite[playerSprite], pSprite); Zvel = -playerDist >> 1; if (Zvel < -4096) Zvel = -2048; vel = playerDist >> 4; Zvel = A_GetShootZvel(Zvel); A_InsertSprite(spriteSectnum, startPos.x + (sintable[(512 + shootAng + 512) & 2047] >> 8), startPos.y + (sintable[(shootAng + 512) & 2047] >> 8), startPos.z + (6 << 8), projecTile, -64, 32, 32, shootAng, vel, Zvel, spriteNum, 1); break; } case SHRINKER__STATIC: { if (pSprite->extra >= 0) pSprite->shade = -96; if (playerNum >= 0) { if (GetAutoAimAng(spriteNum, playerNum, projecTile, ZOFFSET6, 0, &startPos, 768, &Zvel, &shootAng) < 0) Zvel = (100 - pPlayer->horiz - pPlayer->horizoff) * 98; } else if (pSprite->statnum != STAT_EFFECTOR) { int const otherPlayer = A_FindPlayer(pSprite, NULL); Zvel = tabledivide32_noinline((g_player[otherPlayer].ps->opos.z - startPos.z) * 512, safeldist(g_player[otherPlayer].ps->i, pSprite)); } else Zvel = 0; Zvel = A_GetShootZvel(Zvel); int const returnSprite = A_InsertSprite(spriteSectnum, startPos.x + (sintable[(512 + shootAng + 512) & 2047] >> 12), startPos.y + (sintable[(shootAng + 512) & 2047] >> 12), startPos.z + (2 << 8), SHRINKSPARK, -16, 28, 28, shootAng, 768, Zvel, spriteNum, 4); sprite[returnSprite].cstat = 128; sprite[returnSprite].clipdist = 32; return returnSprite; } } return -1; } int A_ShootWithZvel(int spriteNum, int projecTile, int forceZvel) { Bassert(projecTile >= 0); spritetype *const pSprite = &sprite[spriteNum]; int const playerNum = (pSprite->picnum == APLAYER) ? P_GetP(pSprite) : -1; DukePlayer_t *const pPlayer = playerNum >= 0 ? g_player[playerNum].ps : NULL; if (forceZvel != SHOOT_HARDCODED_ZVEL) { g_overrideShootZvel = 1; g_shootZvel = forceZvel; } else g_overrideShootZvel = 0; int shootAng; vec3_t startPos; if (pSprite->picnum == APLAYER) { startPos = *(vec3_t *)pPlayer; startPos.z += pPlayer->pyoff + ZOFFSET6; shootAng = pPlayer->ang; pPlayer->crack_time = 777; } else { shootAng = pSprite->ang; startPos = *(vec3_t *)pSprite; startPos.z -= (((pSprite->yrepeat * tilesiz[pSprite->picnum].y)<<1) - ZOFFSET6); if (pSprite->picnum != ROTATEGUN) { startPos.z -= (7<<8); if (A_CheckEnemySprite(pSprite) && PN(spriteNum) != COMMANDER) { startPos.x += (sintable[(shootAng+1024+96)&2047]>>7); startPos.y += (sintable[(shootAng+512+96)&2047]>>7); } } #ifdef POLYMER switch (DYNAMICTILEMAP(projecTile)) { case FIRELASER__STATIC: case SHOTGUN__STATIC: case SHOTSPARK1__STATIC: case CHAINGUN__STATIC: case RPG__STATIC: case MORTER__STATIC: { vec2_t const v = { ((sintable[(pSprite->ang + 512) & 2047]) >> 7), ((sintable[(pSprite->ang) & 2047]) >> 7) }; pSprite->x += v.x; pSprite->y += v.y; G_AddGameLight(0, spriteNum, PHEIGHT, 8192, 255 + (95 << 8), PR_LIGHT_PRIO_MAX_GAME); actor[spriteNum].lightcount = 2; pSprite->x -= v.x; pSprite->y -= v.y; } break; } #endif // POLYMER } return A_CheckSpriteTileFlags(projecTile, SFLAG_PROJECTILE) ? A_ShootCustom(spriteNum, projecTile, shootAng, &startPos) : A_ShootHardcoded(spriteNum, projecTile, shootAng, startPos, pSprite, playerNum, pPlayer); } //////////////////// HUD WEAPON / MISC. DISPLAY CODE //////////////////// static void P_DisplaySpit(void) { DukePlayer_t *const pPlayer = g_player[screenpeek].ps; int const loogCounter = pPlayer->loogcnt; if (loogCounter == 0) return; if (VM_OnEvent(EVENT_DISPLAYSPIT, pPlayer->i, screenpeek) != 0) return; int const rotY = loogCounter<<2; for (bssize_t i=0; i < pPlayer->numloogs; i++) { int const rotAng = klabs(sintable[((loogCounter + i) << 5) & 2047]) >> 5; int const rotZoom = 4096 + ((loogCounter + i) << 9); int const rotX = (-g_player[screenpeek].inputBits->avel >> 1) + (sintable[((loogCounter + i) << 6) & 2047] >> 10); rotatesprite_fs((pPlayer->loogiex[i] + rotX) << 16, (200 + pPlayer->loogiey[i] - rotY) << 16, rotZoom - (i << 8), 256 - rotAng, LOOGIE, 0, 0, 2); } } int P_GetHudPal(const DukePlayer_t *p) { if (sprite[p->i].pal == 1) return 1; if (p->cursectnum >= 0) { int const hudPal = sector[p->cursectnum].floorpal; if (!g_noFloorPal[hudPal]) return hudPal; } return 0; } static int P_DisplayFist(int const fistShade) { DukePlayer_t const *const pPlayer = g_player[screenpeek].ps; int fistInc = pPlayer->fist_incs; if (fistInc > 32) fistInc = 32; if (fistInc <= 0) return 0; switch (VM_OnEvent(EVENT_DISPLAYFIST, pPlayer->i, screenpeek)) { case 1: return 1; case -1: return 0; } int const fistY = klabs(pPlayer->look_ang) / 9; int const fistZoom = clamp(65536 - (sintable[(512 + (fistInc << 6)) & 2047] << 2), 40920, 90612); int const fistYOffset = 194 + (sintable[((6 + fistInc) << 7) & 2047] >> 9); int const fistPal = P_GetHudPal(pPlayer); int wx[2] = { windowxy1.x, windowxy2.x }; #ifdef SPLITSCREEN_MOD_HACKS // XXX: this is outdated, doesn't handle above/below split. if (g_fakeMultiMode==2) wx[(g_snum==0)] = (wx[0]+wx[1])/2+1; #endif rotatesprite((-fistInc + 222 + (g_player[screenpeek].inputBits->avel >> 5)) << 16, (fistY + fistYOffset) << 16, fistZoom, 0, FIST, fistShade, fistPal, 2, wx[0], windowxy1.y, wx[1], windowxy2.y); return 1; } #define DRAWEAP_CENTER 262144 #define weapsc(sc) scale(sc, ud.weaponscale, 100) static int32_t g_dts_yadd; static void G_DrawTileScaled(int drawX, int drawY, int tileNum, int drawShade, int drawBits, int drawPal) { int32_t wx[2] = { windowxy1.x, windowxy2.x }; int32_t wy[2] = { windowxy1.y, windowxy2.y }; int drawYOffset = 0; int drawXOffset = 192; switch (hudweap.cur) { case DEVISTATOR_WEAPON: case TRIPBOMB_WEAPON: drawXOffset = 160; break; default: if (drawBits & DRAWEAP_CENTER) { drawXOffset = 160; drawBits &= ~DRAWEAP_CENTER; } break; } // bit 4 means "flip x" for G_DrawTileScaled int const drawAng = (drawBits & 4) ? 1024 : 0; #ifdef SPLITSCREEN_MOD_HACKS if (g_fakeMultiMode==2) { int const sideBySide = (ud.screen_size!=0); // splitscreen HACK drawBits &= ~(1024|512|256); if (sideBySide) { drawBits &= ~8; wx[(g_snum==0)] = (wx[0]+wx[1])/2 + 2; } else { drawBits |= 8; if (g_snum==0) drawYOffset = -(100<<16); wy[(g_snum==0)] = (wy[0]+wy[1])/2 + 2; } } #endif #ifdef USE_OPENGL if (getrendermode() >= REND_POLYMOST && usemodels && md_tilehasmodel(tileNum,drawPal) >= 0) drawY += (224-weapsc(224)); #endif rotatesprite(weapsc(drawX<<16) + ((drawXOffset-weapsc(drawXOffset))<<16), weapsc((drawY<<16) + g_dts_yadd) + ((200-weapsc(200))<<16) + drawYOffset, weapsc(65536L),drawAng,tileNum,drawShade,drawPal,(2|drawBits), wx[0],wy[0], wx[1],wy[1]); } static void G_DrawWeaponTile(int weaponX, int weaponY, int weaponTile, int weaponShade, int weaponBits, int weaponPal, uint8_t drawSlot) { static int shadef[2] = { 0, 0 }; static int palf[2] = { 0, 0 }; // sanity checking the slot value if (drawSlot > 1) drawSlot = 1; // basic fading between player weapon shades if (shadef[drawSlot] != weaponShade && (!weaponPal || palf[drawSlot] == weaponPal)) { shadef[drawSlot] += (weaponShade - shadef[drawSlot]) >> 2; if (!((weaponShade - shadef[drawSlot]) >> 2)) shadef[drawSlot] = logapproach(shadef[drawSlot], weaponShade); } else shadef[drawSlot] = weaponShade; palf[drawSlot] = weaponPal; #ifdef USE_OPENGL if (getrendermode() >= REND_POLYMOST) { if (weaponTile >= CHAINGUN + 1 && weaponTile <= CHAINGUN + 4) { if (!usemodels || md_tilehasmodel(weaponTile, weaponPal) < 0) { // HACK: Draw the upper part of the chaingun two screen // pixels (not texels; multiplied by weapon scale) lower // first, preventing ugly horizontal seam. g_dts_yadd = tabledivide32_noinline(65536 * 2 * 200, ydim); G_DrawTileScaled(weaponX, weaponY, weaponTile, shadef[drawSlot], weaponBits, weaponPal); g_dts_yadd = 0; } } } #endif G_DrawTileScaled(weaponX, weaponY, weaponTile, shadef[drawSlot], weaponBits, weaponPal); } static inline void G_DrawWeaponTileWithID(int uniqueID, int weaponX, int weaponY, int weaponTile, int weaponShade, int weaponBits, int p, uint8_t slot) { int lastUniqueID = guniqhudid; guniqhudid = uniqueID; G_DrawWeaponTile(weaponX, weaponY, weaponTile, weaponShade, weaponBits, p, slot); guniqhudid = lastUniqueID; } static int P_DisplayKnee(int kneeShade) { static int8_t const knee_y[] = { 0, -8, -16, -32, -64, -84, -108, -108, -108, -72, -32, -8 }; const DukePlayer_t *const ps = g_player[screenpeek].ps; if (ps->knee_incs == 0) return 0; switch (VM_OnEvent(EVENT_DISPLAYKNEE, ps->i, screenpeek)) { case 1: return 1; case -1: return 0; } if (ps->knee_incs >= ARRAY_SIZE(knee_y) || sprite[ps->i].extra <= 0) return 0; int const kneeY = knee_y[ps->knee_incs] + (klabs(ps->look_ang) / 9) - (ps->hard_landing << 3); int kneePal = P_GetHudPal(ps); if (kneePal == 0) kneePal = ps->palookup; G_DrawTileScaled(105+(g_player[screenpeek].inputBits->avel>>5)-(ps->look_ang>>1)+(knee_y[ps->knee_incs]>>2), kneeY+280-((ps->horiz-ps->horizoff)>>4),KNEE,kneeShade,4+DRAWEAP_CENTER,kneePal); return 1; } static int P_DisplayKnuckles(int knuckleShade) { if (WW2GI) return 0; const DukePlayer_t *const pPlayer = g_player[screenpeek].ps; if (pPlayer->knuckle_incs == 0) return 0; static int8_t const knuckleFrames[] = { 0, 1, 2, 2, 3, 3, 3, 2, 2, 1, 0 }; switch (VM_OnEvent(EVENT_DISPLAYKNUCKLES, pPlayer->i, screenpeek)) { case 1: return 1; case -1: return 0; } if ((unsigned) (pPlayer->knuckle_incs>>1) >= ARRAY_SIZE(knuckleFrames) || sprite[pPlayer->i].extra <= 0) return 0; int const knuckleY = (klabs(pPlayer->look_ang) / 9) - (pPlayer->hard_landing << 3); int const knucklePal = P_GetHudPal(pPlayer); G_DrawTileScaled(160 + (g_player[screenpeek].inputBits->avel >> 5) - (pPlayer->look_ang >> 1), knuckleY + 180 - ((pPlayer->horiz - pPlayer->horizoff) >> 4), CRACKKNUCKLES + knuckleFrames[pPlayer->knuckle_incs >> 1], knuckleShade, 4 + DRAWEAP_CENTER, knucklePal); return 1; } #if !defined LUNATIC // Set C-CON's WEAPON and WORKSLIKE gamevars. void P_SetWeaponGamevars(int playerNum, const DukePlayer_t * const pPlayer) { Gv_SetVar(g_weaponVarID, pPlayer->curr_weapon, pPlayer->i, playerNum); Gv_SetVar(g_worksLikeVarID, ((unsigned)pPlayer->curr_weapon < MAX_WEAPONS) ? PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) : -1, pPlayer->i, playerNum); } #endif static void P_FireWeapon(int playerNum) { DukePlayer_t *const pPlayer = g_player[playerNum].ps; if (VM_OnEvent(EVENT_DOFIRE, pPlayer->i, playerNum) || pPlayer->weapon_pos != 0) return; if (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) != KNEE_WEAPON) pPlayer->ammo_amount[pPlayer->curr_weapon]--; if (PWEAPON(playerNum, pPlayer->curr_weapon, FireSound) > 0) A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, FireSound), pPlayer->i); P_SetWeaponGamevars(playerNum, pPlayer); // OSD_Printf("doing %d %d %d\n",PWEAPON(snum, p->curr_weapon, Shoots),p->curr_weapon,snum); A_Shoot(pPlayer->i, PWEAPON(playerNum, pPlayer->curr_weapon, Shoots)); for (bssize_t burstFire = PWEAPON(playerNum, pPlayer->curr_weapon, ShotsPerBurst) - 1; burstFire > 0; --burstFire) { if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_FIREEVERYOTHER) { // devastator hack to make the projectiles fire on a delay from player code actor[pPlayer->i].t_data[7] = (PWEAPON(playerNum, pPlayer->curr_weapon, ShotsPerBurst)) << 1; } else { if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_AMMOPERSHOT && PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) != KNEE_WEAPON) { if (pPlayer->ammo_amount[pPlayer->curr_weapon] > 0) pPlayer->ammo_amount[pPlayer->curr_weapon]--; else break; } A_Shoot(pPlayer->i, PWEAPON(playerNum, pPlayer->curr_weapon, Shoots)); } } if (!(PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_NOVISIBLE)) { #ifdef POLYMER spritetype *s = &sprite[pPlayer->i]; int32_t x = ((sintable[(s->ang + 512) & 2047]) >> 7), y = ((sintable[(s->ang) & 2047]) >> 7); s->x += x; s->y += y; G_AddGameLight(0, pPlayer->i, PHEIGHT, 8192, PWEAPON(playerNum, pPlayer->curr_weapon, FlashColor), PR_LIGHT_PRIO_MAX_GAME); actor[pPlayer->i].lightcount = 2; s->x -= x; s->y -= y; #endif // POLYMER pPlayer->visibility = 0; } } static void P_DoWeaponSpawn(int playerNum) { const DukePlayer_t *const pPlayer = g_player[playerNum].ps; // NOTE: For the 'Spawn' member, 0 means 'none', too (originally so, // i.e. legacy). The check for <0 was added to the check because mod // authors (rightly) assumed that -1 is the no-op value. if (PWEAPON(playerNum, pPlayer->curr_weapon, Spawn) <= 0) // <=0 : AMC TC beta/RC2 has WEAPONx_SPAWN -1 return; int newSprite = A_Spawn(pPlayer->i, PWEAPON(playerNum, pPlayer->curr_weapon, Spawn)); if ((PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_SPAWNTYPE3)) { // like chaingun shells sprite[newSprite].ang += 1024; sprite[newSprite].ang &= 2047; sprite[newSprite].xvel += 32; sprite[newSprite].z += (3<<8); } A_SetSprite(newSprite,CLIPMASK0); } void P_DisplayScuba(void) { if (g_player[screenpeek].ps->scuba_on) { const DukePlayer_t *const pPlayer = g_player[screenpeek].ps; if (VM_OnEvent(EVENT_DISPLAYSCUBA, pPlayer->i, screenpeek) != 0) return; int const scubaPal = P_GetHudPal(pPlayer); #ifdef SPLITSCREEN_MOD_HACKS g_snum = screenpeek; #endif // this is a hack to hide the seam that appears between the two halves of the mask in GL #ifdef USE_OPENGL if (getrendermode() >= REND_POLYMOST) G_DrawTileScaled(44, (200 - tilesiz[SCUBAMASK].y), SCUBAMASK, 0, 2 + 16 + DRAWEAP_CENTER, scubaPal); #endif G_DrawTileScaled(43, (200 - tilesiz[SCUBAMASK].y), SCUBAMASK, 0, 2 + 16 + DRAWEAP_CENTER, scubaPal); G_DrawTileScaled(320 - 43, (200 - tilesiz[SCUBAMASK].y), SCUBAMASK, 0, 2 + 4 + 16 + DRAWEAP_CENTER, scubaPal); } } static int8_t const access_tip_y [] ={ 0, -8, -16, -32, -64, -84, -108, -108, -108, -108, -108, -108, -108, -108, -108, -108, -96, -72, -64, -32, -16, /* EDuke32: */ 0, 16, 32, 48, // At y coord 64, the hand is already not shown. }; static int P_DisplayTip(int tipShade) { const DukePlayer_t *const pPlayer = g_player[screenpeek].ps; if (pPlayer->tipincs == 0) return 0; switch (VM_OnEvent(EVENT_DISPLAYTIP, pPlayer->i, screenpeek)) { case 1: return 1; case -1: return 0; } // Report that the tipping hand has been drawn so that the otherwise // selected weapon is not drawn. if ((unsigned)pPlayer->tipincs >= ARRAY_SIZE(access_tip_y)) return 1; int const tipY = (klabs(pPlayer->look_ang) / 9) - (pPlayer->hard_landing << 3); int const tipPal = P_GetHudPal(pPlayer); int const tipYOffset = access_tip_y[pPlayer->tipincs] >> 1; guniqhudid = 201; G_DrawTileScaled(170 + (g_player[screenpeek].inputBits->avel >> 5) - (pPlayer->look_ang >> 1), tipYOffset + tipY + 240 - ((pPlayer->horiz - pPlayer->horizoff) >> 4), TIP + ((26 - pPlayer->tipincs) >> 4), tipShade, DRAWEAP_CENTER, tipPal); guniqhudid = 0; return 1; } static int P_DisplayAccess(int accessShade) { const DukePlayer_t *const pSprite = g_player[screenpeek].ps; if (pSprite->access_incs == 0) return 0; switch (VM_OnEvent(EVENT_DISPLAYACCESS, pSprite->i, screenpeek)) { case 1: return 1; case -1: return 0; } if ((unsigned)pSprite->access_incs >= ARRAY_SIZE(access_tip_y)-4 || sprite[pSprite->i].extra <= 0) return 1; int const accessX = access_tip_y[pSprite->access_incs] >> 2; int const accessY = access_tip_y[pSprite->access_incs] + (klabs(pSprite->look_ang) / 9) - (pSprite->hard_landing << 3); int const accessPal = (pSprite->access_spritenum >= 0) ? sprite[pSprite->access_spritenum].pal : 0; guniqhudid = 200; if ((pSprite->access_incs - 3) > 0 && (pSprite->access_incs - 3) >> 3) { G_DrawTileScaled(170 + (g_player[screenpeek].inputBits->avel >> 5) - (pSprite->look_ang >> 1) + accessX, accessY + 266 - ((pSprite->horiz - pSprite->horizoff) >> 4), HANDHOLDINGLASER + (pSprite->access_incs >> 3), accessShade, DRAWEAP_CENTER, accessPal); } else { G_DrawTileScaled(170 + (g_player[screenpeek].inputBits->avel >> 5) - (pSprite->look_ang >> 1) + accessX, accessY + 266 - ((pSprite->horiz - pSprite->horizoff) >> 4), HANDHOLDINGACCESS, accessShade, 4 + DRAWEAP_CENTER, accessPal); } guniqhudid = 0; return 1; } static int32_t fistPos; void P_WW2GIDisplayWeapon(DukePlayer_t * const pPlayer, int weaponNum, int *weaponYOffset) { const uint8_t *const weaponFrame = &pPlayer->kickback_pic; switch (weaponNum) { case RPG_WEAPON: { int const totalTime = PWEAPON(screenpeek, pPlayer->curr_weapon, TotalTime); if (*weaponFrame >= totalTime) { int const reloadTime = PWEAPON(screenpeek, pPlayer->curr_weapon, Reload); *weaponYOffset -= (*weaponFrame < ((reloadTime - totalTime) / 2 + totalTime)) ? 10 * ((*weaponFrame) - totalTime) // down : *weaponYOffset -= 10 * (reloadTime - (*weaponFrame)); // up } } break; } } void P_DisplayWeapon(void) { DukePlayer_t *const pPlayer = g_player[screenpeek].ps; const uint8_t *const weaponFrame = &pPlayer->kickback_pic; int currentWeapon; int32_t weaponBits = 0; #ifdef SPLITSCREEN_MOD_HACKS g_snum = screenpeek; #endif if (pPlayer->newowner >= 0 || ud.camerasprite >= 0 || pPlayer->over_shoulder_on > 0 || (sprite[pPlayer->i].pal != 1 && sprite[pPlayer->i].extra <= 0)) return; int weaponX = (160) - 90; int weaponY = klabs(pPlayer->look_ang) / 9; int weaponYOffset = 80 - (pPlayer->weapon_pos * pPlayer->weapon_pos); int weaponShade = sprite[pPlayer->i].shade <= 24 ? sprite[pPlayer->i].shade : 24; if (P_DisplayFist(weaponShade) || P_DisplayKnuckles(weaponShade) || P_DisplayTip(weaponShade) || P_DisplayAccess(weaponShade)) goto enddisplayweapon; P_DisplayKnee(weaponShade); if (ud.weaponsway) { weaponX -= (sintable[((pPlayer->weapon_sway>>1)+512)&2047]/(1024+512)); weaponYOffset -= (sprite[pPlayer->i].xrepeat < 32) ? klabs(sintable[(pPlayer->weapon_sway << 2) & 2047] >> 9) : klabs(sintable[(pPlayer->weapon_sway >> 1) & 2047] >> 10); } else weaponYOffset -= 16; weaponX -= 58 + pPlayer->weapon_ang; weaponYOffset -= (pPlayer->hard_landing << 3); currentWeapon = PWEAPON(screenpeek, (pPlayer->last_weapon >= 0) ? pPlayer->last_weapon : pPlayer->curr_weapon, WorksLike); hudweap.gunposy = weaponYOffset; hudweap.lookhoriz = weaponY; hudweap.cur = currentWeapon; hudweap.gunposx = weaponX; hudweap.shade = weaponShade; hudweap.count = *weaponFrame; hudweap.lookhalfang = pPlayer->look_ang >> 1; if (VM_OnEvent(EVENT_DISPLAYWEAPON, pPlayer->i, screenpeek) == 0) { int const quickKickFrame = 14 - pPlayer->quick_kick; if ((quickKickFrame != 14 || pPlayer->last_quick_kick) && ud.drawweapon == 1) { int weaponPal = P_GetHudPal(pPlayer); if (weaponPal == 0) weaponPal = pPlayer->palookup; guniqhudid = 100; if (quickKickFrame < 6 || quickKickFrame > 12) G_DrawTileScaled(weaponX + 80 - (pPlayer->look_ang >> 1), weaponY + 250 - weaponYOffset, KNEE, weaponShade, weaponBits | 4 | DRAWEAP_CENTER, weaponPal); else G_DrawTileScaled(weaponX + 160 - 16 - (pPlayer->look_ang >> 1), weaponY + 214 - weaponYOffset, KNEE + 1, weaponShade, weaponBits | 4 | DRAWEAP_CENTER, weaponPal); guniqhudid = 0; } if (sprite[pPlayer->i].xrepeat < 40) { int const weaponPal = P_GetHudPal(pPlayer); if (pPlayer->jetpack_on == 0) { int const playerXvel = sprite[pPlayer->i].xvel; weaponY += 32 - (playerXvel >> 3); fistPos += playerXvel >> 3; } currentWeapon = weaponX; weaponX += sintable[(fistPos)&2047] >> 10; G_DrawTileScaled(weaponX + 250 - (pPlayer->look_ang >> 1), weaponY + 258 - (klabs(sintable[(fistPos)&2047] >> 8)), FIST, weaponShade, weaponBits, weaponPal); weaponX = currentWeapon - (sintable[(fistPos)&2047] >> 10); G_DrawTileScaled(weaponX + 40 - (pPlayer->look_ang >> 1), weaponY + 200 + (klabs(sintable[(fistPos)&2047] >> 8)), FIST, weaponShade, weaponBits | 4, weaponPal); } else { switch (ud.drawweapon) { case 1: break; case 2: if ((unsigned)hudweap.cur < MAX_WEAPONS && hudweap.cur != KNEE_WEAPON) rotatesprite_win(160 << 16, (180 + (pPlayer->weapon_pos * pPlayer->weapon_pos)) << 16, scale(65536, ud.statusbarscale, 100), 0, hudweap.cur == GROW_WEAPON ? GROWSPRITEICON : WeaponPickupSprites[hudweap.cur], 0, 0, 2); default: goto enddisplayweapon; } if (VM_OnEvent(EVENT_DRAWWEAPON, g_player[screenpeek].ps->i, screenpeek)||(currentWeapon == KNEE_WEAPON && *weaponFrame == 0)) goto enddisplayweapon; int const doAnim = !(sprite[pPlayer->i].pal == 1 || ud.pause_on || g_player[myconnectindex].ps->gm & MODE_MENU); int const halfLookAng = pPlayer->look_ang >> 1; int weaponPal = P_GetHudPal(pPlayer); switch (currentWeapon) { case KNEE_WEAPON: if (weaponPal == 0) weaponPal = pPlayer->palookup; guniqhudid = currentWeapon; if (*weaponFrame < 5 || *weaponFrame > 9) G_DrawTileScaled(weaponX + 220 - halfLookAng, weaponY + 250 - weaponYOffset, KNEE, weaponShade, weaponBits, weaponPal); else G_DrawTileScaled(weaponX + 160 - halfLookAng, weaponY + 214 - weaponYOffset, KNEE + 1, weaponShade, weaponBits, weaponPal); guniqhudid = 0; break; case TRIPBOMB_WEAPON: weaponX += 8; weaponYOffset -= 10; if ((*weaponFrame) > 6) weaponY += ((*weaponFrame) << 3); else if ((*weaponFrame) < 4) G_DrawWeaponTileWithID(currentWeapon << 2, weaponX + 142 - halfLookAng, weaponY + 234 - weaponYOffset, HANDHOLDINGLASER + 3, weaponShade, weaponBits, weaponPal, 0); G_DrawWeaponTileWithID(currentWeapon, weaponX + 130 - halfLookAng, weaponY + 249 - weaponYOffset, HANDHOLDINGLASER + ((*weaponFrame) >> 2), weaponShade, weaponBits, weaponPal, 0); G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 152 - halfLookAng, weaponY + 249 - weaponYOffset, HANDHOLDINGLASER + ((*weaponFrame) >> 2), weaponShade, weaponBits | 4, weaponPal, 0); break; case RPG_WEAPON: weaponX -= sintable[(768 + ((*weaponFrame) << 7)) & 2047] >> 11; weaponYOffset += sintable[(768 + ((*weaponFrame) << 7)) & 2047] >> 11; if (!(duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING)) weaponBits |= 512; if (*weaponFrame > 0) { if (*weaponFrame < 8) G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 164, (weaponY << 1) + 176 - weaponYOffset, RPGGUN + ((*weaponFrame) >> 1), weaponShade, weaponBits, weaponPal, 0); else if (WW2GI) P_WW2GIDisplayWeapon(pPlayer, currentWeapon, &weaponYOffset); } G_DrawWeaponTileWithID(currentWeapon, weaponX + 164, (weaponY << 1) + 176 - weaponYOffset, RPGGUN, weaponShade, weaponBits, weaponPal, 0); break; case SHOTGUN_WEAPON: weaponX -= 8; if (WW2GI) { int const totalTime = PWEAPON(screenpeek, pPlayer->curr_weapon, TotalTime); int const reloadTime = PWEAPON(screenpeek, pPlayer->curr_weapon, Reload); if (*weaponFrame > 0) weaponYOffset -= sintable[(*weaponFrame)<<7]>>12; if (*weaponFrame > 0 && doAnim) weaponX += 1-(krand()&3); if (*weaponFrame == 0) { G_DrawWeaponTileWithID(currentWeapon, weaponX + 146 - halfLookAng, weaponY + 202 - weaponYOffset, SHOTGUN, weaponShade, weaponBits, weaponPal, 0); } else if (*weaponFrame <= totalTime) { G_DrawWeaponTileWithID(currentWeapon, weaponX + 146 - halfLookAng, weaponY + 202 - weaponYOffset, SHOTGUN + 1, weaponShade, weaponBits, weaponPal, 0); } // else we are in 'reload time' else { weaponYOffset -= (*weaponFrame < ((reloadTime - totalTime) / 2 + totalTime)) ? 10 * ((*weaponFrame) - totalTime) // D : 10 * (reloadTime - (*weaponFrame)); // U G_DrawWeaponTileWithID(currentWeapon, weaponX + 146 - halfLookAng, weaponY + 202 - weaponYOffset, SHOTGUN, weaponShade, weaponBits, weaponPal, 0); } break; } switch (*weaponFrame) { case 1: case 2: G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 168 - halfLookAng, weaponY + 201 - weaponYOffset, SHOTGUN + 2, -128, weaponBits, weaponPal, 0); case 0: case 6: case 7: case 8: G_DrawWeaponTileWithID(currentWeapon, weaponX + 146 - halfLookAng, weaponY + 202 - weaponYOffset, SHOTGUN, weaponShade, weaponBits, weaponPal, 0); break; case 3: case 4: weaponYOffset -= 40; weaponX += 20; G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 178 - halfLookAng, weaponY + 194 - weaponYOffset, SHOTGUN + 1 + ((*(weaponFrame)-1) >> 1), -128, weaponBits, weaponPal, 0); case 5: case 9: case 10: case 11: case 12: G_DrawWeaponTileWithID(currentWeapon, weaponX + 158 - halfLookAng, weaponY + 220 - weaponYOffset, SHOTGUN + 3, weaponShade, weaponBits, weaponPal, 0); break; case 13: case 14: case 15: G_DrawWeaponTileWithID(currentWeapon, 32 + weaponX + 166 - halfLookAng, weaponY + 210 - weaponYOffset, SHOTGUN + 4, weaponShade, weaponBits, weaponPal, 0); break; case 16: case 17: case 18: case 19: case 24: case 25: case 26: case 27: G_DrawWeaponTileWithID(currentWeapon, 64 + weaponX + 170 - halfLookAng, weaponY + 196 - weaponYOffset, SHOTGUN + 5, weaponShade, weaponBits, weaponPal, 0); break; case 20: case 21: case 22: case 23: G_DrawWeaponTileWithID(currentWeapon, 64 + weaponX + 176 - halfLookAng, weaponY + 196 - weaponYOffset, SHOTGUN + 6, weaponShade, weaponBits, weaponPal, 0); break; case 28: case 29: case 30: G_DrawWeaponTileWithID(currentWeapon, 32 + weaponX + 156 - halfLookAng, weaponY + 206 - weaponYOffset, SHOTGUN + 4, weaponShade, weaponBits, weaponPal, 0); break; } break; case CHAINGUN_WEAPON: if (*weaponFrame > 0) { weaponYOffset -= sintable[(*weaponFrame)<<7]>>12; if (doAnim) weaponX += 1-(rand()&3); } if (WW2GI) { int const totalTime = PWEAPON(screenpeek, pPlayer->curr_weapon, TotalTime); int const reloadTime = PWEAPON(screenpeek, pPlayer->curr_weapon, Reload); if (*weaponFrame == 0) { G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - halfLookAng,weaponY+233-weaponYOffset, CHAINGUN+1,weaponShade,weaponBits,weaponPal,0); } else if (*weaponFrame <= totalTime) { G_DrawWeaponTileWithID(currentWeapon, weaponX + 188 - halfLookAng,weaponY+243-weaponYOffset, CHAINGUN+2,weaponShade,weaponBits,weaponPal,0); } // else we are in 'reload time' // divide reload time into fifths.. // 1) move weapon up/right, hand on clip (CHAINGUN - 17) // 2) move weapon up/right, hand removing clip (CHAINGUN - 18) // 3) hold weapon up/right, hand removed clip (CHAINGUN - 19) // 4) hold weapon up/right, hand inserting clip (CHAINGUN - 18) // 5) move weapon down/left, clip inserted (CHAINGUN - 17) else { int iFifths = (reloadTime - totalTime) / 5; if (iFifths < 1) iFifths = 1; if (*weaponFrame < iFifths + totalTime) { // first segment int const weaponOffset = 80 - 10 * (totalTime + iFifths - (*weaponFrame)); weaponYOffset += weaponOffset; weaponX += weaponOffset; G_DrawWeaponTileWithID(currentWeapon, weaponX + 168 - halfLookAng, weaponY + 260 - weaponYOffset, CHAINGUN - 17, weaponShade, weaponBits, weaponPal, 0); } else if (*weaponFrame < (iFifths * 2 + totalTime)) { // second segment weaponYOffset += 80; // D weaponX += 80; G_DrawWeaponTileWithID(currentWeapon, weaponX + 168 - halfLookAng, weaponY + 260 - weaponYOffset, CHAINGUN - 18, weaponShade, weaponBits, weaponPal, 0); } else if (*weaponFrame < (iFifths * 3 + totalTime)) { // third segment // up weaponYOffset += 80; weaponX += 80; G_DrawWeaponTileWithID(currentWeapon, weaponX + 168 - halfLookAng, weaponY + 260 - weaponYOffset, CHAINGUN - 19, weaponShade, weaponBits, weaponPal, 0); } else if (*weaponFrame < (iFifths * 4 + totalTime)) { // fourth segment // down weaponYOffset += 80; // D weaponX += 80; G_DrawWeaponTileWithID(currentWeapon, weaponX + 168 - halfLookAng, weaponY + 260 - weaponYOffset, CHAINGUN - 18, weaponShade, weaponBits, weaponPal, 0); } else { // up and left int const weaponOffset = 10 * (reloadTime - (*weaponFrame)); weaponYOffset += weaponOffset; // U weaponX += weaponOffset; G_DrawWeaponTileWithID(currentWeapon, weaponX + 168 - halfLookAng, weaponY + 260 - weaponYOffset, CHAINGUN - 17, weaponShade, weaponBits, weaponPal, 0); } } break; } switch (*weaponFrame) { case 0: G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (pPlayer->look_ang >> 1), weaponY + 233 - weaponYOffset, CHAINGUN + 1, weaponShade, weaponBits, weaponPal, 0); break; default: if (*weaponFrame > PWEAPON(screenpeek, CHAINGUN_WEAPON, FireDelay) && *weaponFrame < PWEAPON(screenpeek, CHAINGUN_WEAPON, TotalTime)) { int randomOffset = doAnim ? rand()&7 : 0; G_DrawWeaponTileWithID(currentWeapon << 2, randomOffset + weaponX - 4 + 140 - (pPlayer->look_ang >> 1), randomOffset + weaponY - ((*weaponFrame) >> 1) + 208 - weaponYOffset, CHAINGUN + 5 + ((*weaponFrame - 4) / 5), weaponShade, weaponBits, weaponPal, 0); if (doAnim) randomOffset = rand()&7; G_DrawWeaponTileWithID(currentWeapon << 2, randomOffset + weaponX - 4 + 184 - (pPlayer->look_ang >> 1), randomOffset + weaponY - ((*weaponFrame) >> 1) + 208 - weaponYOffset, CHAINGUN + 5 + ((*weaponFrame - 4) / 5), weaponShade, weaponBits, weaponPal, 0); } if (*weaponFrame < PWEAPON(screenpeek, CHAINGUN_WEAPON, TotalTime)-4) { int const randomOffset = doAnim ? rand()&7 : 0; G_DrawWeaponTileWithID(currentWeapon << 2, randomOffset + weaponX - 4 + 162 - (pPlayer->look_ang >> 1), randomOffset + weaponY - ((*weaponFrame) >> 1) + 208 - weaponYOffset, CHAINGUN + 5 + ((*weaponFrame - 2) / 5), weaponShade, weaponBits, weaponPal, 0); G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (pPlayer->look_ang >> 1), weaponY + 233 - weaponYOffset, CHAINGUN + 1 + ((*weaponFrame) >> 1), weaponShade, weaponBits, weaponPal, 0); } else G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (pPlayer->look_ang >> 1), weaponY + 233 - weaponYOffset, CHAINGUN + 1, weaponShade, weaponBits, weaponPal, 0); break; } G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 168 - (pPlayer->look_ang >> 1), weaponY + 260 - weaponYOffset, CHAINGUN, weaponShade, weaponBits, weaponPal, 0); break; case PISTOL_WEAPON: if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, TotalTime)+1) { static uint8_t pistolFrames[] = { 0, 1, 2 }; int pistolOffset = 195-12+weaponX; if ((*weaponFrame) == PWEAPON(screenpeek, PISTOL_WEAPON, FireDelay)) pistolOffset -= 3; G_DrawWeaponTileWithID(currentWeapon, (pistolOffset - (pPlayer->look_ang >> 1)), (weaponY + 244 - weaponYOffset), FIRSTGUN + pistolFrames[*weaponFrame > 2 ? 0 : *weaponFrame], weaponShade, 2, weaponPal, 0); break; } if (!(duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING) && DUKE) weaponBits |= 512; if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - 17) G_DrawWeaponTileWithID(currentWeapon, 194 - (pPlayer->look_ang >> 1), weaponY + 230 - weaponYOffset, FIRSTGUN + 4, weaponShade, weaponBits, weaponPal, 0); else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - 12) { G_DrawWeaponTileWithID(currentWeapon << 1, 244 - ((*weaponFrame) << 3) - (pPlayer->look_ang >> 1), weaponY + 130 - weaponYOffset + ((*weaponFrame) << 4), FIRSTGUN + 6, weaponShade, weaponBits, weaponPal, 0); G_DrawWeaponTileWithID(currentWeapon, 224 - (pPlayer->look_ang >> 1), weaponY + 220 - weaponYOffset, FIRSTGUN + 5, weaponShade, weaponBits, weaponPal, 0); } else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - 7) { G_DrawWeaponTileWithID(currentWeapon << 1, 124 + ((*weaponFrame) << 1) - (pPlayer->look_ang >> 1), weaponY + 430 - weaponYOffset - ((*weaponFrame) << 3), FIRSTGUN + 6, weaponShade, weaponBits, weaponPal, 0); G_DrawWeaponTileWithID(currentWeapon, 224 - (pPlayer->look_ang >> 1), weaponY + 220 - weaponYOffset, FIRSTGUN + 5, weaponShade, weaponBits, weaponPal, 0); } else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - (WW2GI ? 12 : 4)) { G_DrawWeaponTileWithID(currentWeapon << 2, 184 - (pPlayer->look_ang >> 1), weaponY + 235 - weaponYOffset, FIRSTGUN + 8, weaponShade, weaponBits, weaponPal, 0); G_DrawWeaponTileWithID(currentWeapon, 224 - (pPlayer->look_ang >> 1), weaponY + 210 - weaponYOffset, FIRSTGUN + 5, weaponShade, weaponBits, weaponPal, 0); } else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - (WW2GI ? 6 : 2)) { G_DrawWeaponTileWithID(currentWeapon << 2, 164 - (pPlayer->look_ang >> 1), weaponY + 245 - weaponYOffset, FIRSTGUN + 8, weaponShade, weaponBits, weaponPal, 0); G_DrawWeaponTileWithID(currentWeapon, 224 - (pPlayer->look_ang >> 1), weaponY + 220 - weaponYOffset, FIRSTGUN + 5, weaponShade, weaponBits, weaponPal, 0); } else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload)) G_DrawWeaponTileWithID(currentWeapon, 194 - (pPlayer->look_ang >> 1), weaponY + 235 - weaponYOffset, FIRSTGUN + 5, weaponShade, weaponBits, weaponPal, 0); break; case HANDBOMB_WEAPON: { static uint8_t pipebombFrames [] ={ 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2 }; if (*weaponFrame >= PWEAPON(screenpeek, pPlayer->curr_weapon, TotalTime) || *weaponFrame >= ARRAY_SIZE(pipebombFrames)) break; if (*weaponFrame) { if (WW2GI) { int const fireDelay = PWEAPON(screenpeek, pPlayer->curr_weapon, FireDelay); int const totalTime = PWEAPON(screenpeek, pPlayer->curr_weapon, TotalTime); if (*weaponFrame <= fireDelay) { // it holds here weaponYOffset -= 5 * (*weaponFrame); // D } else if (*weaponFrame < ((totalTime - fireDelay) / 2 + fireDelay)) { // up and left int const weaponOffset = (*weaponFrame) - fireDelay; weaponYOffset += 10 * weaponOffset; // U weaponX += 80 * weaponOffset; } else if (*weaponFrame < totalTime) { // start high weaponYOffset += 240; weaponYOffset -= 12 * ((*weaponFrame) - fireDelay); // D // move left weaponX += 90 - 5 * (totalTime - (*weaponFrame)); } } else { if (*weaponFrame < 7) weaponYOffset -= 10 * (*weaponFrame); // D else if (*weaponFrame < 12) weaponYOffset += 20 * ((*weaponFrame) - 10); // U else if (*weaponFrame < 20) weaponYOffset -= 9 * ((*weaponFrame) - 14); // D } weaponYOffset += 10; } G_DrawWeaponTileWithID(currentWeapon, weaponX + 190 - halfLookAng, weaponY + 260 - weaponYOffset, HANDTHROW + pipebombFrames[(*weaponFrame)], weaponShade, weaponBits, weaponPal, 0); } break; case HANDREMOTE_WEAPON: { static uint8_t remoteFrames[] = { 0, 1, 1, 2, 1, 1, 0, 0, 0, 0, 0 }; if (*weaponFrame >= ARRAY_SIZE(remoteFrames)) break; weaponX = -48; G_DrawWeaponTileWithID(currentWeapon, weaponX + 150 - halfLookAng, weaponY + 258 - weaponYOffset, HANDREMOTE + remoteFrames[(*weaponFrame)], weaponShade, weaponBits, weaponPal, 0); } break; case DEVISTATOR_WEAPON: if (WW2GI) { if (*weaponFrame) { int32_t const totalTime = PWEAPON(screenpeek, pPlayer->curr_weapon, TotalTime); int32_t const reloadTime = PWEAPON(screenpeek, pPlayer->curr_weapon, Reload); if (*weaponFrame < totalTime) { int const tileOffset = ksgn((*weaponFrame) >> 2); if (pPlayer->ammo_amount[pPlayer->curr_weapon] & 1) { G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 30 - halfLookAng, weaponY + 240 - weaponYOffset, DEVISTATOR, weaponShade, weaponBits | 4, weaponPal, 0); G_DrawWeaponTileWithID(currentWeapon, weaponX + 268 - halfLookAng, weaponY + 238 - weaponYOffset, DEVISTATOR + tileOffset, -32, weaponBits, weaponPal, 0); } else { G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 30 - halfLookAng, weaponY + 240 - weaponYOffset, DEVISTATOR + tileOffset, -32, weaponBits | 4, weaponPal, 0); G_DrawWeaponTileWithID(currentWeapon, weaponX + 268 - halfLookAng, weaponY + 238 - weaponYOffset, DEVISTATOR, weaponShade, weaponBits, weaponPal, 0); } } // else we are in 'reload time' else { weaponYOffset -= 10 * (*weaponFrame < ((reloadTime - totalTime) / 2 + totalTime)) ? ((*weaponFrame) - totalTime) : (reloadTime - (*weaponFrame)); G_DrawWeaponTileWithID(currentWeapon, weaponX + 268 - halfLookAng, weaponY + 238 - weaponYOffset, DEVISTATOR, weaponShade, weaponBits, weaponPal, 0); G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 30 - halfLookAng, weaponY + 240 - weaponYOffset, DEVISTATOR, weaponShade, weaponBits | 4, weaponPal, 0); } } else { G_DrawWeaponTileWithID(currentWeapon, weaponX + 268 - halfLookAng, weaponY + 238 - weaponYOffset, DEVISTATOR, weaponShade, weaponBits, weaponPal, 0); G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 30 - halfLookAng, weaponY + 240 - weaponYOffset, DEVISTATOR, weaponShade, weaponBits | 4, weaponPal, 0); } break; } if (*weaponFrame <= PWEAPON(screenpeek, DEVISTATOR_WEAPON, TotalTime) && *weaponFrame > 0) { static uint8_t const devastatorFrames[] = { 0, 4, 12, 24, 12, 4, 0 }; if (*weaponFrame >= ARRAY_SIZE(devastatorFrames)) break; int const tileOffset = ksgn((*weaponFrame) >> 2); if (pPlayer->hbomb_hold_delay) { G_DrawWeaponTileWithID(currentWeapon, (devastatorFrames[*weaponFrame] >> 1) + weaponX + 268 - halfLookAng, devastatorFrames[*weaponFrame] + weaponY + 238 - weaponYOffset, DEVISTATOR + tileOffset, -32, weaponBits, weaponPal, 0); G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 30 - halfLookAng, weaponY + 240 - weaponYOffset, DEVISTATOR, weaponShade, weaponBits | 4, weaponPal, 0); } else { G_DrawWeaponTileWithID(currentWeapon << 1, -(devastatorFrames[*weaponFrame] >> 1) + weaponX + 30 - halfLookAng, devastatorFrames[*weaponFrame] + weaponY + 240 - weaponYOffset, DEVISTATOR + tileOffset, -32, weaponBits | 4, weaponPal, 0); G_DrawWeaponTileWithID(currentWeapon, weaponX + 268 - halfLookAng, weaponY + 238 - weaponYOffset, DEVISTATOR, weaponShade, weaponBits, weaponPal, 0); } } else { G_DrawWeaponTileWithID(currentWeapon, weaponX + 268 - halfLookAng, weaponY + 238 - weaponYOffset, DEVISTATOR, weaponShade, weaponBits, weaponPal, 0); G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 30 - halfLookAng, weaponY + 240 - weaponYOffset, DEVISTATOR, weaponShade, weaponBits | 4, weaponPal, 0); } break; case FREEZE_WEAPON: if (!(duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING) && DUKE) weaponBits |= 512; if ((*weaponFrame) < (PWEAPON(screenpeek, pPlayer->curr_weapon, TotalTime) + 1) && (*weaponFrame) > 0) { static uint8_t freezerFrames[] = { 0, 0, 1, 1, 2, 2 }; if (*weaponFrame % 6 >= ARRAY_SIZE(freezerFrames)) break; if (doAnim) { weaponX += rand() & 3; weaponY += rand() & 3; } weaponYOffset -= 16; G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 210 - (pPlayer->look_ang >> 1), weaponY + 261 - weaponYOffset, FREEZE + 2, -32, weaponBits, weaponPal, 0); G_DrawWeaponTileWithID(currentWeapon, weaponX + 210 - (pPlayer->look_ang >> 1), weaponY + 235 - weaponYOffset, FREEZE + 3 + freezerFrames[*weaponFrame % 6], -32, weaponBits, weaponPal, 0); } else G_DrawWeaponTileWithID(currentWeapon, weaponX + 210 - (pPlayer->look_ang >> 1), weaponY + 261 - weaponYOffset, FREEZE, weaponShade, weaponBits, weaponPal, 0); break; case GROW_WEAPON: case SHRINKER_WEAPON: weaponX += 28; weaponY += 18; if (WW2GI) { if (*weaponFrame == 0) { // the 'at rest' display if (currentWeapon == GROW_WEAPON) { G_DrawWeaponTileWithID(currentWeapon, weaponX + 188 - halfLookAng, weaponY + 240 - weaponYOffset, SHRINKER - 2, weaponShade, weaponBits, weaponPal, 0); break; } else if (pPlayer->ammo_amount[currentWeapon] > 0) { G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 184 - halfLookAng, weaponY + 240 - weaponYOffset, SHRINKER + 2, 16 - (sintable[pPlayer->random_club_frame & 2047] >> 10), weaponBits, 0, 1); G_DrawWeaponTileWithID(currentWeapon, weaponX + 188 - halfLookAng, weaponY + 240 - weaponYOffset, SHRINKER, weaponShade, weaponBits, weaponPal, 0); break; } } else { // the 'active' display. if (doAnim) { weaponX += rand() & 3; weaponYOffset += rand() & 3; } int const totalTime = PWEAPON(screenpeek, pPlayer->curr_weapon, TotalTime); int const reloadTime = PWEAPON(screenpeek, pPlayer->curr_weapon, Reload); if (*weaponFrame < totalTime) { if (*weaponFrame >= PWEAPON(screenpeek, pPlayer->curr_weapon, FireDelay)) { // after fire time. // lower weapon to reload cartridge (not clip) weaponYOffset -= (currentWeapon == GROW_WEAPON ? 15 : 10) * (totalTime - (*weaponFrame)); } } // else we are in 'reload time' else if (*weaponFrame < ((reloadTime - totalTime) / 2 + totalTime)) weaponYOffset -= (currentWeapon == GROW_WEAPON ? 5 : 10) * ((*weaponFrame) - totalTime); // D else weaponYOffset -= 10 * (reloadTime - (*weaponFrame)); // U } G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 184 - halfLookAng, weaponY + 240 - weaponYOffset, SHRINKER + 3 + ((*weaponFrame) & 3), -32, weaponBits, currentWeapon == GROW_WEAPON ? 2 : 0, 1); G_DrawWeaponTileWithID(currentWeapon, weaponX + 188 - halfLookAng, weaponY + 240 - weaponYOffset, SHRINKER + (currentWeapon == GROW_WEAPON ? -1 : 1), weaponShade, weaponBits, weaponPal, 0); break; } if ((*weaponFrame) < PWEAPON(screenpeek, pPlayer->curr_weapon, TotalTime) && (*weaponFrame) > 0) { if (doAnim) { weaponX += rand() & 3; weaponYOffset += (rand() & 3); } G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 184 - halfLookAng, weaponY + 240 - weaponYOffset, SHRINKER + 3 + ((*weaponFrame) & 3), -32, weaponBits, currentWeapon == GROW_WEAPON ? 2 : 0, 1); G_DrawWeaponTileWithID(currentWeapon, weaponX + 188 - halfLookAng, weaponY + 240 - weaponYOffset, currentWeapon == GROW_WEAPON ? SHRINKER - 1 : SHRINKER + 1, weaponShade, weaponBits, weaponPal, 0); } else { G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 184 - halfLookAng, weaponY + 240 - weaponYOffset, SHRINKER + 2, 16 - (sintable[pPlayer->random_club_frame & 2047] >> 10), weaponBits, currentWeapon == GROW_WEAPON ? 2 : 0, 1); G_DrawWeaponTileWithID(currentWeapon, weaponX + 188 - halfLookAng, weaponY + 240 - weaponYOffset, currentWeapon == GROW_WEAPON ? SHRINKER - 2 : SHRINKER, weaponShade, weaponBits, weaponPal, 0); } break; } } } enddisplayweapon: P_DisplaySpit(); } #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 255 #define MAXHORIZ 127 int32_t g_myAimMode = 0, g_myAimStat = 0, g_oldAimStat = 0; int32_t mouseyaxismode = -1; int32_t g_emuJumpTics = 0; void P_GetInput(int playerNum) { static ControlInfo info[2]; static int32_t turnHeldTime = 0; // MED static int32_t lastControlInput = 0; // MED DukePlayer_t * pPlayer = g_player[playerNum].ps; static input_t staticInput; if ((pPlayer->gm & (MODE_MENU|MODE_TYPE)) || (ud.pause_on && !KB_KeyPressed(sc_Pause))) { if (!(pPlayer->gm&MODE_MENU)) CONTROL_GetInput(&info[0]); Bmemset(&info[1], 0, sizeof(input_t)); Bmemset(&localInput, 0, sizeof(input_t)); localInput.bits = (((int32_t)g_gameQuit) << SK_GAMEQUIT); localInput.extbits = (g_player[playerNum].pteam != g_player[playerNum].ps->team) << 6; localInput.extbits |= (1 << 7); return; } if (ud.mouseaiming) g_myAimMode = BUTTON(gamefunc_Mouse_Aiming); else { g_oldAimStat = g_myAimStat; g_myAimStat = BUTTON(gamefunc_Mouse_Aiming); if (g_myAimStat > g_oldAimStat) { g_myAimMode ^= 1; P_DoQuote(QUOTE_MOUSE_AIMING_OFF + g_myAimMode, pPlayer); } } int const aimMode = (g_myAimMode) ? analog_lookingupanddown : ud.config.MouseAnalogueAxes[1]; if (aimMode != mouseyaxismode) { CONTROL_MapAnalogAxis(1, aimMode, controldevice_mouse); mouseyaxismode = aimMode; } CONTROL_GetInput(&info[0]); if (ud.config.MouseDeadZone) { if (info[0].dpitch > 0) info[0].dpitch = (info[0].dpitch > ud.config.MouseDeadZone) ? info[0].dpitch - ud.config.MouseDeadZone : 0; else if (info[0].dpitch < 0) info[0].dpitch = (info[0].dpitch < -ud.config.MouseDeadZone) ? info[0].dpitch + ud.config.MouseDeadZone : 0; if (info[0].dyaw > 0) info[0].dyaw = (info[0].dyaw > ud.config.MouseDeadZone) ? info[0].dyaw - ud.config.MouseDeadZone : 0; else if (info[0].dyaw < 0) info[0].dyaw = (info[0].dyaw < -ud.config.MouseDeadZone) ? info[0].dyaw + ud.config.MouseDeadZone : 0; } if (ud.config.MouseBias) { if (klabs(info[0].dyaw) > klabs(info[0].dpitch)) info[0].dpitch = tabledivide32_noinline(info[0].dpitch, ud.config.MouseBias); else info[0].dyaw = tabledivide32_noinline(info[0].dyaw, ud.config.MouseBias); } int const elapsedTics = totalclock-lastControlInput; lastControlInput = totalclock; // JBF: Run key behaviour is selectable int const playerRunning = (ud.runkey_mode) ? (BUTTON(gamefunc_Run) | ud.auto_run) : (ud.auto_run ^ BUTTON(gamefunc_Run)); staticInput.svel = staticInput.fvel = staticInput.avel = staticInput.horz = 0; if (BUTTON(gamefunc_Strafe)) { staticInput.svel = -(info[0].dyaw + info[1].dyaw) / 8; staticInput.svel = -(info[0].dyaw + info[1].dyaw) / 8; info[1].dyaw = (info[1].dyaw + info[0].dyaw) % 8; } else { staticInput.avel = (info[0].dyaw + info[1].dyaw) / 32; info[1].dyaw = (info[1].dyaw + info[0].dyaw) % 32; } staticInput.horz = (ud.mouseflip) ? -(info[0].dpitch + info[1].dpitch) / (314 - 128) : (info[0].dpitch + info[1].dpitch) / (314 - 128); info[1].dpitch = (info[1].dpitch + info[0].dpitch) % (314 - 128); staticInput.svel -= info[0].dx; info[1].dz = info[0].dz % (1 << 6); staticInput.fvel = -info[0].dz >> 6; // OSD_Printf("running: %d\n", running); int const turnAmount = playerRunning ? (NORMALTURN << 1) : NORMALTURN; int const keyMove = playerRunning ? (NORMALKEYMOVE << 1) : NORMALKEYMOVE; if (BUTTON(gamefunc_Strafe)) { if (BUTTON(gamefunc_Turn_Left) && !(g_player[playerNum].ps->movement_lock&4)) staticInput.svel -= -keyMove; if (BUTTON(gamefunc_Turn_Right) && !(g_player[playerNum].ps->movement_lock&8)) staticInput.svel -= keyMove; } else { if (BUTTON(gamefunc_Turn_Left)) { turnHeldTime += elapsedTics; staticInput.avel -= (turnHeldTime>=TURBOTURNTIME) ? (turnAmount<<1) : (PREAMBLETURN<<1); } else if (BUTTON(gamefunc_Turn_Right)) { turnHeldTime += elapsedTics; staticInput.avel += (turnHeldTime>=TURBOTURNTIME) ? (turnAmount<<1) : (PREAMBLETURN<<1); } else turnHeldTime=0; } if (BUTTON(gamefunc_Strafe_Left) && !(g_player[playerNum].ps->movement_lock & 4)) staticInput.svel += keyMove; if (BUTTON(gamefunc_Strafe_Right) && !(g_player[playerNum].ps->movement_lock & 8)) staticInput.svel += -keyMove; if (BUTTON(gamefunc_Move_Forward) && !(g_player[playerNum].ps->movement_lock & 1)) staticInput.fvel += keyMove; if (BUTTON(gamefunc_Move_Backward) && !(g_player[playerNum].ps->movement_lock & 2)) staticInput.fvel += -keyMove; staticInput.fvel = clamp(staticInput.fvel, -MAXVEL, MAXVEL); staticInput.svel = clamp(staticInput.svel, -MAXSVEL, MAXSVEL); staticInput.avel = clamp(staticInput.avel, -MAXANGVEL, MAXANGVEL); staticInput.horz = clamp(staticInput.horz, -MAXHORIZ, MAXHORIZ); int weaponSelection; for (weaponSelection = gamefunc_Weapon_10; weaponSelection >= gamefunc_Weapon_1; --weaponSelection) { if (BUTTON(weaponSelection)) { weaponSelection -= (gamefunc_Weapon_1 - 1); break; } } if (weaponSelection == gamefunc_Weapon_1-1) weaponSelection = 0; if (BUTTON(gamefunc_Previous_Weapon) || (BUTTON(gamefunc_Dpad_Select) && staticInput.fvel < 0)) weaponSelection = 11; if (BUTTON(gamefunc_Next_Weapon) || (BUTTON(gamefunc_Dpad_Select) && staticInput.fvel > 0)) weaponSelection = 12; if (BUTTON(gamefunc_Jump) && pPlayer->on_ground) g_emuJumpTics = 4; localInput.bits = (g_emuJumpTics > 0 || BUTTON(gamefunc_Jump))< 0) g_emuJumpTics--; localInput.bits |= BUTTON(gamefunc_Crouch) << SK_CROUCH; localInput.bits |= BUTTON(gamefunc_Fire) << SK_FIRE; localInput.bits |= (BUTTON(gamefunc_Aim_Up) || (BUTTON(gamefunc_Dpad_Aiming) && staticInput.fvel > 0)) << SK_AIM_UP; localInput.bits |= (BUTTON(gamefunc_Aim_Down) || (BUTTON(gamefunc_Dpad_Aiming) && staticInput.fvel < 0)) << SK_AIM_DOWN; localInput.bits |= ((ud.runkey_mode) ? (ud.auto_run | BUTTON(gamefunc_Run)) : (BUTTON(gamefunc_Run) ^ ud.auto_run)) << SK_RUN; localInput.bits |= BUTTON(gamefunc_Look_Left) << SK_LOOK_LEFT; localInput.bits |= BUTTON(gamefunc_Look_Right) << SK_LOOK_RIGHT; localInput.bits |= weaponSelection << SK_WEAPON_BITS; localInput.bits |= BUTTON(gamefunc_Steroids) << SK_STEROIDS; localInput.bits |= BUTTON(gamefunc_Look_Up) << SK_LOOK_UP; localInput.bits |= BUTTON(gamefunc_Look_Down) << SK_LOOK_DOWN; localInput.bits |= BUTTON(gamefunc_NightVision) << SK_NIGHTVISION; localInput.bits |= BUTTON(gamefunc_MedKit) << SK_MEDKIT; localInput.bits |= BUTTON(gamefunc_Center_View) << SK_CENTER_VIEW; localInput.bits |= BUTTON(gamefunc_Holster_Weapon) << SK_HOLSTER; localInput.bits |= (BUTTON(gamefunc_Inventory_Left) || (BUTTON(gamefunc_Dpad_Select) && (staticInput.svel > 0 || staticInput.avel < 0))) << SK_INV_LEFT; localInput.bits |= KB_KeyPressed(sc_Pause) << SK_PAUSE; localInput.bits |= BUTTON(gamefunc_Quick_Kick) << SK_QUICK_KICK; localInput.bits |= g_myAimMode << SK_AIMMODE; localInput.bits |= BUTTON(gamefunc_Holo_Duke) << SK_HOLODUKE; localInput.bits |= BUTTON(gamefunc_Jetpack) << SK_JETPACK; localInput.bits |= (g_gameQuit << SK_GAMEQUIT); localInput.bits |= (BUTTON(gamefunc_Inventory_Right) || (BUTTON(gamefunc_Dpad_Select) && (staticInput.svel < 0 || staticInput.avel > 0))) << SK_INV_RIGHT; localInput.bits |= BUTTON(gamefunc_TurnAround) << SK_TURNAROUND; localInput.bits |= BUTTON(gamefunc_Open) << SK_OPEN; localInput.bits |= BUTTON(gamefunc_Inventory) << SK_INVENTORY; localInput.bits |= ((uint32_t)KB_KeyPressed(sc_Escape)) << SK_ESCAPE; if (BUTTON(gamefunc_Dpad_Select)) { staticInput.fvel = 0; staticInput.svel = 0; staticInput.avel = 0; } if (BUTTON(gamefunc_Dpad_Aiming)) staticInput.fvel = 0; if (PWEAPON(playerNum, g_player[playerNum].ps->curr_weapon, Flags) & WEAPON_SEMIAUTO && BUTTON(gamefunc_Fire)) CONTROL_ClearButton(gamefunc_Fire); localInput.extbits = (BUTTON(gamefunc_Move_Forward) || (staticInput.fvel > 0)); localInput.extbits |= (BUTTON(gamefunc_Move_Backward) || (staticInput.fvel < 0))<<1; localInput.extbits |= (BUTTON(gamefunc_Strafe_Left) || (staticInput.svel > 0))<<2; localInput.extbits |= (BUTTON(gamefunc_Strafe_Right) || (staticInput.svel < 0))<<3; if (VM_HaveEvent(EVENT_PROCESSINPUT) || VM_HaveEvent(EVENT_TURNLEFT)) localInput.extbits |= BUTTON(gamefunc_Turn_Left)<<4; if (VM_HaveEvent(EVENT_PROCESSINPUT) || VM_HaveEvent(EVENT_TURNRIGHT)) localInput.extbits |= BUTTON(gamefunc_Turn_Right)<<5; // used for changing team localInput.extbits |= (g_player[playerNum].pteam != g_player[playerNum].ps->team)<<6; if (ud.scrollmode && ud.overhead_on) { ud.folfvel = staticInput.fvel; ud.folavel = staticInput.avel; localInput.fvel = 0; localInput.svel = 0; localInput.avel = 0; localInput.horz = 0; return; } localInput.fvel = mulscale9(staticInput.fvel, sintable[(pPlayer->ang + 2560) & 2047]) + (mulscale9(staticInput.svel, sintable[(pPlayer->ang + 2048) & 2047])); localInput.svel = mulscale9(staticInput.fvel, sintable[(pPlayer->ang + 2048) & 2047]) + (mulscale9(staticInput.svel, sintable[(pPlayer->ang + 1536) & 2047])); localInput.avel = staticInput.avel; localInput.horz = staticInput.horz; } static int32_t P_DoCounters(int playerNum) { DukePlayer_t *const pPlayer = g_player[playerNum].ps; if (pPlayer->invdisptime > 0) pPlayer->invdisptime--; if (pPlayer->tipincs > 0) pPlayer->tipincs--; if (pPlayer->last_pissed_time > 0) { switch (--pPlayer->last_pissed_time) { case GAMETICSPERSEC * 219: { A_PlaySound(FLUSH_TOILET, pPlayer->i); if (playerNum == screenpeek || GTFLAGS(GAMETYPE_COOPSOUND)) A_PlaySound(DUKE_PISSRELIEF, pPlayer->i); } break; case GAMETICSPERSEC * 218: { pPlayer->holster_weapon = 0; pPlayer->weapon_pos = WEAPON_POS_RAISE; } break; } } if (pPlayer->crack_time > 0) { if (--pPlayer->crack_time == 0) { pPlayer->knuckle_incs = 1; pPlayer->crack_time = 777; } } if (pPlayer->inv_amount[GET_STEROIDS] > 0 && pPlayer->inv_amount[GET_STEROIDS] < 400) { if (--pPlayer->inv_amount[GET_STEROIDS] == 0) P_SelectNextInvItem(pPlayer); if (!(pPlayer->inv_amount[GET_STEROIDS] & 7)) if (playerNum == screenpeek || GTFLAGS(GAMETYPE_COOPSOUND)) A_PlaySound(DUKE_HARTBEAT, pPlayer->i); } if (pPlayer->heat_on && pPlayer->inv_amount[GET_HEATS] > 0) { if (--pPlayer->inv_amount[GET_HEATS] == 0) { pPlayer->heat_on = 0; P_SelectNextInvItem(pPlayer); A_PlaySound(NITEVISION_ONOFF, pPlayer->i); P_UpdateScreenPal(pPlayer); } } if (pPlayer->holoduke_on >= 0) { if (--pPlayer->inv_amount[GET_HOLODUKE] <= 0) { A_PlaySound(TELEPORTER, pPlayer->i); pPlayer->holoduke_on = -1; P_SelectNextInvItem(pPlayer); } } if (pPlayer->jetpack_on && pPlayer->inv_amount[GET_JETPACK] > 0) { if (--pPlayer->inv_amount[GET_JETPACK] <= 0) { pPlayer->jetpack_on = 0; P_SelectNextInvItem(pPlayer); A_PlaySound(DUKE_JETPACK_OFF, pPlayer->i); S_StopEnvSound(DUKE_JETPACK_IDLE, pPlayer->i); S_StopEnvSound(DUKE_JETPACK_ON, pPlayer->i); } } if (pPlayer->quick_kick > 0 && sprite[pPlayer->i].pal != 1) { pPlayer->last_quick_kick = pPlayer->quick_kick + 1; if (--pPlayer->quick_kick == 8) A_Shoot(pPlayer->i, KNEE); } else if (pPlayer->last_quick_kick > 0) --pPlayer->last_quick_kick; if (pPlayer->access_incs && sprite[pPlayer->i].pal != 1) { ++pPlayer->access_incs; if (sprite[pPlayer->i].extra <= 0) pPlayer->access_incs = 12; if (pPlayer->access_incs == 12) { if (pPlayer->access_spritenum >= 0) { P_ActivateSwitch(playerNum, pPlayer->access_spritenum, 1); switch (sprite[pPlayer->access_spritenum].pal) { case 0: pPlayer->got_access &= (0xffff - 0x1); break; case 21: pPlayer->got_access &= (0xffff - 0x2); break; case 23: pPlayer->got_access &= (0xffff - 0x4); break; } pPlayer->access_spritenum = -1; } else { P_ActivateSwitch(playerNum,pPlayer->access_wallnum,0); switch (wall[pPlayer->access_wallnum].pal) { case 0: pPlayer->got_access &= (0xffff - 0x1); break; case 21: pPlayer->got_access &= (0xffff - 0x2); break; case 23: pPlayer->got_access &= (0xffff - 0x4); break; } } } if (pPlayer->access_incs > 20) { pPlayer->access_incs = 0; pPlayer->weapon_pos = WEAPON_POS_RAISE; pPlayer->kickback_pic = 0; } } if (pPlayer->cursectnum >= 0 && pPlayer->scuba_on == 0 && sector[pPlayer->cursectnum].lotag == ST_2_UNDERWATER) { if (pPlayer->inv_amount[GET_SCUBA] > 0) { pPlayer->scuba_on = 1; pPlayer->inven_icon = ICON_SCUBA; P_DoQuote(QUOTE_SCUBA_ON, pPlayer); } else { if (pPlayer->airleft > 0) --pPlayer->airleft; else { pPlayer->extra_extra8 += 32; if (pPlayer->last_extra < (pPlayer->max_player_health >> 1) && (pPlayer->last_extra & 3) == 0) A_PlaySound(DUKE_LONGTERM_PAIN, pPlayer->i); } } } else if (pPlayer->inv_amount[GET_SCUBA] > 0 && pPlayer->scuba_on) { pPlayer->inv_amount[GET_SCUBA]--; if (pPlayer->inv_amount[GET_SCUBA] == 0) { pPlayer->scuba_on = 0; P_SelectNextInvItem(pPlayer); } } if (pPlayer->knuckle_incs) { if (++pPlayer->knuckle_incs == 10) { if (!WW2GI) { if (totalclock > 1024) if (playerNum == screenpeek || GTFLAGS(GAMETYPE_COOPSOUND)) { if (rand()&1) A_PlaySound(DUKE_CRACK,pPlayer->i); else A_PlaySound(DUKE_CRACK2,pPlayer->i); } A_PlaySound(DUKE_CRACK_FIRST,pPlayer->i); } } else if (pPlayer->knuckle_incs == 22 || TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_FIRE)) pPlayer->knuckle_incs=0; return 1; } return 0; } int16_t WeaponPickupSprites[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 }; // this is used for player deaths void P_DropWeapon(int playerNum) { const DukePlayer_t *const pPlayer = g_player[playerNum].ps; int const currentWeapon = PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike); if ((unsigned)currentWeapon >= MAX_WEAPONS) return; if (krand() & 1) A_Spawn(pPlayer->i, WeaponPickupSprites[currentWeapon]); else switch (currentWeapon) { case RPG_WEAPON: case HANDBOMB_WEAPON: A_Spawn(pPlayer->i, EXPLOSION2); break; } } void P_AddAmmo(DukePlayer_t *pPlayer, int weaponNum, int addAmount) { pPlayer->ammo_amount[weaponNum] += addAmount; if (pPlayer->ammo_amount[weaponNum] > pPlayer->max_ammo_amount[weaponNum]) pPlayer->ammo_amount[weaponNum] = pPlayer->max_ammo_amount[weaponNum]; } static void P_AddWeaponNoSwitch(DukePlayer_t *p, int weaponNum) { int const playerNum = P_Get(p->i); // PASS_SNUM? if ((p->gotweapon & (1<gotweapon |= (1<gotweapon |= (1<curr_weapon, SelectSound) > 0) S_StopEnvSound(PWEAPON(playerNum, p->curr_weapon, SelectSound), p->i); if (PWEAPON(playerNum, weaponNum, SelectSound) > 0) A_PlaySound(PWEAPON(playerNum, weaponNum, SelectSound), p->i); } static void P_ChangeWeapon(DukePlayer_t *pPlayer, int weaponNum) { int const playerNum = P_Get(pPlayer->i); // PASS_SNUM? int8_t const currentWeapon = pPlayer->curr_weapon; if (pPlayer->reloading) return; int eventReturn = 0; if (pPlayer->curr_weapon != weaponNum && VM_HaveEvent(EVENT_CHANGEWEAPON)) eventReturn = VM_OnEventWithReturn(EVENT_CHANGEWEAPON,pPlayer->i, playerNum, weaponNum); if (eventReturn == -1) return; if (eventReturn != -2) pPlayer->curr_weapon = weaponNum; pPlayer->random_club_frame = 0; if (pPlayer->weapon_pos == 0) { pPlayer->weapon_pos = -1; pPlayer->last_weapon = currentWeapon; } else if ((unsigned)pPlayer->weapon_pos < WEAPON_POS_RAISE) { pPlayer->weapon_pos = -pPlayer->weapon_pos; pPlayer->last_weapon = currentWeapon; } else if (pPlayer->last_weapon == weaponNum) { pPlayer->last_weapon = -1; pPlayer->weapon_pos = -pPlayer->weapon_pos; } if (pPlayer->holster_weapon) { pPlayer->weapon_pos = WEAPON_POS_RAISE; pPlayer->holster_weapon = 0; pPlayer->last_weapon = -1; } #ifdef __ANDROID__ if (currentWeapon != pPlayer->curr_weapon && // p->last_weapon != -1 && !(PWEAPON(playerNum, currentWeapon, WorksLike) == HANDREMOTE_WEAPON && PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == HANDBOMB_WEAPON) && !(PWEAPON(playerNum, currentWeapon, WorksLike) == HANDBOMB_WEAPON && PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == HANDREMOTE_WEAPON)) CONTROL_Android_SetLastWeapon(PWEAPON(playerNum, currentWeapon, WorksLike) == HANDREMOTE_WEAPON ? (int)HANDBOMB_WEAPON : currentWeapon); #endif pPlayer->kickback_pic = 0; P_SetWeaponGamevars(playerNum, pPlayer); } void P_AddWeapon(DukePlayer_t *pPlayer, int weaponNum, int switchWeapon) { P_AddWeaponNoSwitch(pPlayer, weaponNum); if (switchWeapon) P_ChangeWeapon(pPlayer, weaponNum); } void P_SelectNextInvItem(DukePlayer_t *pPlayer) { if (pPlayer->inv_amount[GET_FIRSTAID] > 0) pPlayer->inven_icon = ICON_FIRSTAID; else if (pPlayer->inv_amount[GET_STEROIDS] > 0) pPlayer->inven_icon = ICON_STEROIDS; else if (pPlayer->inv_amount[GET_JETPACK] > 0) pPlayer->inven_icon = ICON_JETPACK; else if (pPlayer->inv_amount[GET_HOLODUKE] > 0) pPlayer->inven_icon = ICON_HOLODUKE; else if (pPlayer->inv_amount[GET_HEATS] > 0) pPlayer->inven_icon = ICON_HEATS; else if (pPlayer->inv_amount[GET_SCUBA] > 0) pPlayer->inven_icon = ICON_SCUBA; else if (pPlayer->inv_amount[GET_BOOTS] > 0) pPlayer->inven_icon = ICON_BOOTS; else pPlayer->inven_icon = ICON_NONE; } void P_CheckWeapon(DukePlayer_t *pPlayer) { int playerNum; int weaponNum; if (pPlayer->reloading) return; if (pPlayer->wantweaponfire >= 0) { weaponNum = pPlayer->wantweaponfire; pPlayer->wantweaponfire = -1; if (weaponNum == pPlayer->curr_weapon) return; if ((pPlayer->gotweapon & (1<ammo_amount[weaponNum] > 0) { P_AddWeapon(pPlayer, weaponNum, 1); return; } } weaponNum = pPlayer->curr_weapon; if ((pPlayer->gotweapon & (1<ammo_amount[weaponNum] > 0 || !(pPlayer->weaponswitch & 2))) return; playerNum = P_Get(pPlayer->i); int wpnInc = 0; for (wpnInc = 0; wpnInc <= FREEZE_WEAPON; ++wpnInc) { weaponNum = g_player[playerNum].wchoice[wpnInc]; if (VOLUMEONE && weaponNum > SHRINKER_WEAPON) continue; if (weaponNum == KNEE_WEAPON) weaponNum = FREEZE_WEAPON; else weaponNum--; if (weaponNum == KNEE_WEAPON || ((pPlayer->gotweapon & (1<ammo_amount[weaponNum] > 0)) break; } if (wpnInc == HANDREMOTE_WEAPON) weaponNum = KNEE_WEAPON; // Found the weapon P_ChangeWeapon(pPlayer, weaponNum); } #ifdef LUNATIC void P_CheckWeaponI(int playerNum) { P_CheckWeapon(g_player[playerNum].ps); } #endif static void DoWallTouchDamage(const DukePlayer_t *pPlayer, int32_t wallNum) { vec3_t const davect = { pPlayer->pos.x + (sintable[(pPlayer->ang + 512) & 2047] >> 9), pPlayer->pos.y + (sintable[pPlayer->ang & 2047] >> 9), pPlayer->pos.z }; A_DamageWall(pPlayer->i, wallNum, &davect, -1); } static void P_CheckTouchDamage(DukePlayer_t *pPlayer, int touchObject) { if ((touchObject = VM_OnEventWithReturn(EVENT_CHECKTOUCHDAMAGE, pPlayer->i, P_Get(pPlayer->i), touchObject)) == -1) return; if ((touchObject & 49152) == 49152) { int const touchSprite = touchObject & (MAXSPRITES - 1); if (sprite[touchSprite].picnum == CACTUS) { if (pPlayer->hurt_delay < 8) { sprite[pPlayer->i].extra -= 5; pPlayer->hurt_delay = 16; P_PalFrom(pPlayer, 32, 32, 0, 0); A_PlaySound(DUKE_LONGTERM_PAIN, pPlayer->i); } } return; } if ((touchObject & 49152) != 32768) return; int const touchWall = touchObject & (MAXWALLS-1); if (pPlayer->hurt_delay > 0) pPlayer->hurt_delay--; else if (wall[touchWall].cstat & FORCEFIELD_CSTAT) { int const forcePic = G_GetForcefieldPicnum(touchWall); switch (DYNAMICTILEMAP(forcePic)) { case W_FORCEFIELD__STATIC: sprite[pPlayer->i].extra -= 5; pPlayer->hurt_delay = 16; P_PalFrom(pPlayer, 32, 32,0,0); pPlayer->vel.x = -(sintable[(pPlayer->ang+512)&2047]<<8); pPlayer->vel.y = -(sintable[(pPlayer->ang)&2047]<<8); A_PlaySound(DUKE_LONGTERM_PAIN,pPlayer->i); DoWallTouchDamage(pPlayer, touchWall); break; case BIGFORCE__STATIC: pPlayer->hurt_delay = GAMETICSPERSEC; DoWallTouchDamage(pPlayer, touchWall); break; } } } static int P_CheckFloorDamage(DukePlayer_t *pPlayer, int floorTexture) { spritetype * const pSprite = &sprite[pPlayer->i]; if ((unsigned)(floorTexture = VM_OnEventWithReturn(EVENT_CHECKFLOORDAMAGE, pPlayer->i, P_Get(pPlayer->i), floorTexture)) >= MAXTILES) return 0; switch (DYNAMICTILEMAP(floorTexture)) { case HURTRAIL__STATIC: if (rnd(32)) { if (pPlayer->inv_amount[GET_BOOTS] > 0) return 1; else { if (!A_CheckSoundPlaying(pPlayer->i, DUKE_LONGTERM_PAIN)) A_PlaySound(DUKE_LONGTERM_PAIN, pPlayer->i); P_PalFrom(pPlayer, 32, 64, 64, 64); pSprite->extra -= 1 + (krand() & 3); if (!A_CheckSoundPlaying(pPlayer->i, SHORT_CIRCUIT)) A_PlaySound(SHORT_CIRCUIT, pPlayer->i); return 0; } } break; case FLOORSLIME__STATIC: if (rnd(16)) { if (pPlayer->inv_amount[GET_BOOTS] > 0) return 1; else { if (!A_CheckSoundPlaying(pPlayer->i, DUKE_LONGTERM_PAIN)) A_PlaySound(DUKE_LONGTERM_PAIN, pPlayer->i); P_PalFrom(pPlayer, 32, 0, 8, 0); pSprite->extra -= 1 + (krand() & 3); return 0; } } break; case FLOORPLASMA__STATIC: if (rnd(32)) { if (pPlayer->inv_amount[GET_BOOTS] > 0) return 1; else { if (!A_CheckSoundPlaying(pPlayer->i, DUKE_LONGTERM_PAIN)) A_PlaySound(DUKE_LONGTERM_PAIN, pPlayer->i); P_PalFrom(pPlayer, 32, 8, 0, 0); pSprite->extra -= 1 + (krand() & 3); return 0; } } break; } return 0; } int P_FindOtherPlayer(int playerNum, int32_t *pDist) { int closestPlayer = playerNum; int closestPlayerDist = INT32_MAX; for (bssize_t TRAVERSE_CONNECT(otherPlayer)) { if (playerNum != otherPlayer && sprite[g_player[otherPlayer].ps->i].extra > 0) { int otherPlayerDist = klabs(g_player[otherPlayer].ps->opos.x - g_player[playerNum].ps->pos.x) + klabs(g_player[otherPlayer].ps->opos.y - g_player[playerNum].ps->pos.y) + (klabs(g_player[otherPlayer].ps->opos.z - g_player[playerNum].ps->pos.z) >> 4); if (otherPlayerDist < closestPlayerDist) { closestPlayer = otherPlayer; closestPlayerDist = otherPlayerDist; } } } *pDist = closestPlayerDist; return closestPlayer; } void P_FragPlayer(int playerNum) { DukePlayer_t *const pPlayer = g_player[playerNum].ps; spritetype *const pSprite = &sprite[pPlayer->i]; if (g_netServer || g_netClient) randomseed = ticrandomseed; if (pSprite->pal != 1) { P_PalFrom(pPlayer, 63, 63, 0, 0); pPlayer->pos.z -= ZOFFSET2; pSprite->z -= ZOFFSET2; pPlayer->dead_flag = (512 - ((krand() & 1) << 10) + (krand() & 255) - 512) & 2047; if (pPlayer->dead_flag == 0) pPlayer->dead_flag++; #ifndef NETCODE_DISABLE if (g_netServer) { packbuf[0] = PACKET_FRAG; packbuf[1] = playerNum; packbuf[2] = pPlayer->frag_ps; packbuf[3] = actor[pPlayer->i].picnum; B_BUF32(&packbuf[4], ticrandomseed); packbuf[8] = myconnectindex; enet_host_broadcast(g_netServer, CHAN_GAMESTATE, enet_packet_create(packbuf, 9, ENET_PACKET_FLAG_RELIABLE)); } #endif } pPlayer->jetpack_on = 0; pPlayer->holoduke_on = -1; S_StopEnvSound(DUKE_JETPACK_IDLE, pPlayer->i); if (pPlayer->scream_voice > FX_Ok) { FX_StopSound(pPlayer->scream_voice); S_Cleanup(); pPlayer->scream_voice = -1; } if (pSprite->pal != 1 && (pSprite->cstat & 32768) == 0) pSprite->cstat = 0; if ((g_netServer || ud.multimode > 1) && (pSprite->pal != 1 || (pSprite->cstat & 32768))) { if (pPlayer->frag_ps != playerNum) { if (GTFLAGS(GAMETYPE_TDM) && g_player[pPlayer->frag_ps].ps->team == g_player[playerNum].ps->team) g_player[pPlayer->frag_ps].ps->fraggedself++; else { g_player[pPlayer->frag_ps].ps->frag++; g_player[pPlayer->frag_ps].frags[playerNum]++; g_player[playerNum].frags[playerNum]++; // deaths } if (playerNum == screenpeek) { Bsprintf(apStrings[QUOTE_RESERVED], "Killed by %s", &g_player[pPlayer->frag_ps].user_name[0]); P_DoQuote(QUOTE_RESERVED, pPlayer); } else { Bsprintf(apStrings[QUOTE_RESERVED2], "Killed %s", &g_player[playerNum].user_name[0]); P_DoQuote(QUOTE_RESERVED2, g_player[pPlayer->frag_ps].ps); } if (ud.obituaries) { Bsprintf(tempbuf, apStrings[OBITQUOTEINDEX + (krand() % g_numObituaries)], &g_player[pPlayer->frag_ps].user_name[0], &g_player[playerNum].user_name[0]); G_AddUserQuote(tempbuf); } else krand(); } else { if (actor[pPlayer->i].picnum != APLAYERTOP) { pPlayer->fraggedself++; if ((unsigned)pPlayer->wackedbyactor < MAXTILES && A_CheckEnemyTile(sprite[pPlayer->wackedbyactor].picnum)) Bsprintf(tempbuf, apStrings[OBITQUOTEINDEX + (krand() % g_numObituaries)], "A monster", &g_player[playerNum].user_name[0]); else if (actor[pPlayer->i].picnum == NUKEBUTTON) Bsprintf(tempbuf, "^02%s^02 tried to leave", &g_player[playerNum].user_name[0]); else { // random suicide death string Bsprintf(tempbuf, apStrings[SUICIDEQUOTEINDEX + (krand() % g_numSelfObituaries)], &g_player[playerNum].user_name[0]); } } else Bsprintf(tempbuf, "^02%s^02 switched to team %d", &g_player[playerNum].user_name[0], pPlayer->team + 1); if (ud.obituaries) G_AddUserQuote(tempbuf); } pPlayer->frag_ps = playerNum; pus = NUMPAGES; } } #ifdef LUNATIC # define PIPEBOMB_CONTROL(playerNum) (g_player[playerNum].ps->pipebombControl) #else # define PIPEBOMB_CONTROL(playerNum) (Gv_GetVarByLabel("PIPEBOMB_CONTROL", PIPEBOMB_REMOTE, -1, playerNum)) #endif static void P_ProcessWeapon(int playerNum) { DukePlayer_t *const pPlayer = g_player[playerNum].ps; uint8_t *const weaponFrame = &pPlayer->kickback_pic; int const playerShrunk = (sprite[pPlayer->i].yrepeat < 32); uint32_t playerBits = g_player[playerNum].inputBits->bits; switch (pPlayer->weapon_pos) { case WEAPON_POS_LOWER: if (pPlayer->last_weapon >= 0) { pPlayer->weapon_pos = WEAPON_POS_RAISE; pPlayer->last_weapon = -1; } else if (pPlayer->holster_weapon == 0) pPlayer->weapon_pos = WEAPON_POS_RAISE; break; case 0: break; default: pPlayer->weapon_pos--; break; } if (TEST_SYNC_KEY(playerBits, SK_FIRE)) { P_SetWeaponGamevars(playerNum, pPlayer); if (VM_OnEvent(EVENT_PRESSEDFIRE, pPlayer->i, playerNum) != 0) playerBits &= ~BIT(SK_FIRE); } if (TEST_SYNC_KEY(playerBits, SK_HOLSTER)) // 'Holster Weapon { P_SetWeaponGamevars(playerNum, pPlayer); if (VM_OnEvent(EVENT_HOLSTER, pPlayer->i, playerNum) == 0) { if (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) != KNEE_WEAPON) { if (pPlayer->holster_weapon == 0 && pPlayer->weapon_pos == 0) { pPlayer->holster_weapon = 1; pPlayer->weapon_pos = -1; P_DoQuote(QUOTE_WEAPON_LOWERED, pPlayer); } else if (pPlayer->holster_weapon == 1 && pPlayer->weapon_pos == WEAPON_POS_LOWER) { pPlayer->holster_weapon = 0; pPlayer->weapon_pos = WEAPON_POS_RAISE; P_DoQuote(QUOTE_WEAPON_RAISED,pPlayer); } } if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_HOLSTER_CLEARS_CLIP) { int const weap = pPlayer->curr_weapon, clipcnt = PWEAPON(playerNum, weap, Clip); if (pPlayer->ammo_amount[weap] > clipcnt && (pPlayer->ammo_amount[weap] % clipcnt) != 0) { pPlayer->ammo_amount[weap] -= pPlayer->ammo_amount[weap] % clipcnt; *weaponFrame = PWEAPON(playerNum, weap, TotalTime); playerBits &= ~BIT(SK_FIRE); // not firing... } return; } } } if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_GLOWS) { pPlayer->random_club_frame += 64; // Glowing #ifdef POLYMER if (pPlayer->kickback_pic == 0) { spritetype *const pSprite = &sprite[pPlayer->i]; int const glowXOffset = ((sintable[(pSprite->ang + 512) & 2047]) >> 7); int const glowYOffset = ((sintable[(pSprite->ang) & 2047]) >> 7); int const glowRange = 1024 + (sintable[pPlayer->random_club_frame & 2047] >> 3); pSprite->x += glowXOffset; pSprite->y += glowYOffset; G_AddGameLight(0, pPlayer->i, PHEIGHT, max(glowRange, 0), PWEAPON(playerNum, pPlayer->curr_weapon, FlashColor), PR_LIGHT_PRIO_HIGH_GAME); actor[pPlayer->i].lightcount = 2; pSprite->x -= glowXOffset; pSprite->y -= glowYOffset; } #endif } // this is a hack for WEAPON_FIREEVERYOTHER if (actor[pPlayer->i].t_data[7]) { actor[pPlayer->i].t_data[7]--; if (pPlayer->last_weapon == -1 && actor[pPlayer->i].t_data[7] != 0 && ((actor[pPlayer->i].t_data[7] & 1) == 0)) { if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_AMMOPERSHOT) { if (pPlayer->ammo_amount[pPlayer->curr_weapon] > 0) pPlayer->ammo_amount[pPlayer->curr_weapon]--; else { actor[pPlayer->i].t_data[7] = 0; P_CheckWeapon(pPlayer); } } if (actor[pPlayer->i].t_data[7] != 0) A_Shoot(pPlayer->i,PWEAPON(playerNum, pPlayer->curr_weapon, Shoots)); } } if (pPlayer->rapid_fire_hold == 1) { if (TEST_SYNC_KEY(playerBits, SK_FIRE)) return; pPlayer->rapid_fire_hold = 0; } if (playerShrunk || pPlayer->tipincs || pPlayer->access_incs) playerBits &= ~BIT(SK_FIRE); else if (playerShrunk == 0 && (playerBits & (1 << 2)) && (*weaponFrame) == 0 && pPlayer->fist_incs == 0 && pPlayer->last_weapon == -1 && (pPlayer->weapon_pos == 0 || pPlayer->holster_weapon == 1)) { pPlayer->crack_time = 777; if (pPlayer->holster_weapon == 1) { if (pPlayer->last_pissed_time <= (GAMETICSPERSEC * 218) && pPlayer->weapon_pos == WEAPON_POS_LOWER) { pPlayer->holster_weapon = 0; pPlayer->weapon_pos = WEAPON_POS_RAISE; P_DoQuote(QUOTE_WEAPON_RAISED, pPlayer); } } else { P_SetWeaponGamevars(playerNum, pPlayer); if (VM_OnEvent(EVENT_FIRE, pPlayer->i, playerNum) == 0) { // this event is deprecated VM_OnEvent(EVENT_FIREWEAPON, pPlayer->i, playerNum); int spriteNum; switch (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike)) { case HANDBOMB_WEAPON: pPlayer->hbomb_hold_delay = 0; if (pPlayer->ammo_amount[pPlayer->curr_weapon] > 0) { (*weaponFrame) = 1; if (PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0) A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i); } break; case HANDREMOTE_WEAPON: pPlayer->hbomb_hold_delay = 0; (*weaponFrame) = 1; if (PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0) A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i); break; case SHOTGUN_WEAPON: if (pPlayer->ammo_amount[pPlayer->curr_weapon] > 0 && pPlayer->random_club_frame == 0) { (*weaponFrame) = 1; if (PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0) A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i); } break; case TRIPBOMB_WEAPON: if (pPlayer->ammo_amount[pPlayer->curr_weapon] > 0) { hitdata_t hitData; hitscan((const vec3_t *)pPlayer, pPlayer->cursectnum, sintable[(pPlayer->ang + 512) & 2047], sintable[pPlayer->ang & 2047], (100 - pPlayer->horiz - pPlayer->horizoff) * 32, &hitData, CLIPMASK1); if ((hitData.sect < 0 || hitData.sprite >= 0) || (hitData.wall >= 0 && sector[hitData.sect].lotag > 2)) break; if (hitData.wall >= 0 && wall[hitData.wall].overpicnum >= 0) if (wall[hitData.wall].overpicnum == BIGFORCE) break; spriteNum = headspritesect[hitData.sect]; while (spriteNum >= 0) { if (sprite[spriteNum].picnum == TRIPBOMB && klabs(sprite[spriteNum].z - hitData.pos.z) < ZOFFSET4 && ((sprite[spriteNum].x - hitData.pos.x) * (sprite[spriteNum].x - hitData.pos.x) + (sprite[spriteNum].y - hitData.pos.y) * (sprite[spriteNum].y - hitData.pos.y)) < (290 * 290)) break; spriteNum = nextspritesect[spriteNum]; } // ST_2_UNDERWATER if (spriteNum == -1 && hitData.wall >= 0 && (wall[hitData.wall].cstat & 16) == 0) if ((wall[hitData.wall].nextsector >= 0 && sector[wall[hitData.wall].nextsector].lotag <= 2) || (wall[hitData.wall].nextsector == -1 && sector[hitData.sect].lotag <= 2)) if (((hitData.pos.x - pPlayer->pos.x) * (hitData.pos.x - pPlayer->pos.x) + (hitData.pos.y - pPlayer->pos.y) * (hitData.pos.y - pPlayer->pos.y)) < (290 * 290)) { pPlayer->pos.z = pPlayer->opos.z; pPlayer->vel.z = 0; (*weaponFrame) = 1; if (PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0) { A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i); } } } break; case PISTOL_WEAPON: case CHAINGUN_WEAPON: case SHRINKER_WEAPON: case GROW_WEAPON: case FREEZE_WEAPON: case RPG_WEAPON: if (pPlayer->ammo_amount[pPlayer->curr_weapon] > 0) { (*weaponFrame) = 1; if (PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0) A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i); } break; case DEVISTATOR_WEAPON: if (pPlayer->ammo_amount[pPlayer->curr_weapon] > 0) { (*weaponFrame) = 1; pPlayer->hbomb_hold_delay = !pPlayer->hbomb_hold_delay; if (PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0) A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i); } break; case KNEE_WEAPON: if (pPlayer->quick_kick == 0) { (*weaponFrame) = 1; if (PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0) A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i); } break; } } } } else if (*weaponFrame) { if (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == HANDBOMB_WEAPON) { if (PWEAPON(playerNum, pPlayer->curr_weapon, HoldDelay) && ((*weaponFrame) == PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay)) && TEST_SYNC_KEY(playerBits, SK_FIRE)) { pPlayer->rapid_fire_hold = 1; return; } if (++(*weaponFrame) == PWEAPON(playerNum, pPlayer->curr_weapon, HoldDelay)) { pPlayer->ammo_amount[pPlayer->curr_weapon]--; if (numplayers < 2 || g_netServer) { int pipeBombType; int pipeBombZvel; int pipeBombFwdVel; if (pPlayer->on_ground && TEST_SYNC_KEY(playerBits, SK_CROUCH)) { pipeBombFwdVel = 15; pipeBombZvel = ((pPlayer->horiz + pPlayer->horizoff - 100) * 20); } else { pipeBombFwdVel = 140; pipeBombZvel = -512 - ((pPlayer->horiz + pPlayer->horizoff - 100) * 20); } int pipeSpriteNum = A_InsertSprite(pPlayer->cursectnum, pPlayer->pos.x+(sintable[(pPlayer->ang+512)&2047]>>6), pPlayer->pos.y+(sintable[pPlayer->ang&2047]>>6), pPlayer->pos.z,PWEAPON(playerNum, pPlayer->curr_weapon, Shoots),-16,9,9, pPlayer->ang,(pipeBombFwdVel+(pPlayer->hbomb_hold_delay<<5)),pipeBombZvel,pPlayer->i,1); pipeBombType = PIPEBOMB_CONTROL(playerNum); if (pipeBombType & PIPEBOMB_TIMER) { #ifdef LUNATIC int pipeLifeTime = g_player[playerNum].ps->pipebombLifetime; int pipeLifeVariance = g_player[playerNum].ps->pipebombLifetimeVar; #else int pipeLifeTime = Gv_GetVarByLabel("GRENADE_LIFETIME", NAM_GRENADE_LIFETIME, -1, playerNum); int pipeLifeVariance = Gv_GetVarByLabel("GRENADE_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, -1, playerNum); #endif actor[pipeSpriteNum].t_data[7]= pipeLifeTime + mulscale(krand(),pipeLifeVariance, 14) - pipeLifeVariance; // TIMER_CONTROL actor[pipeSpriteNum].t_data[6]=1; } else actor[pipeSpriteNum].t_data[6]=2; if (pipeBombFwdVel == 15) { sprite[pipeSpriteNum].yvel = 3; sprite[pipeSpriteNum].z += ZOFFSET3; } if (A_GetHitscanRange(pPlayer->i) < 512) { sprite[pipeSpriteNum].ang += 1024; sprite[pipeSpriteNum].zvel /= 3; sprite[pipeSpriteNum].xvel /= 3; } } pPlayer->hbomb_on = 1; } else if ((*weaponFrame) < PWEAPON(playerNum, pPlayer->curr_weapon, HoldDelay) && TEST_SYNC_KEY(playerBits, SK_FIRE)) pPlayer->hbomb_hold_delay++; else if ((*weaponFrame) > PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime)) { (*weaponFrame) = 0; pPlayer->weapon_pos = WEAPON_POS_RAISE; if (PIPEBOMB_CONTROL(playerNum) == PIPEBOMB_REMOTE) { pPlayer->curr_weapon = HANDREMOTE_WEAPON; pPlayer->last_weapon = -1; } else P_CheckWeapon(pPlayer); } } else if (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == HANDREMOTE_WEAPON) { if (++(*weaponFrame) == PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay)) { if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_BOMB_TRIGGER) pPlayer->hbomb_on = 0; if (PWEAPON(playerNum, pPlayer->curr_weapon, Shoots) != 0) { if (!(PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_NOVISIBLE)) { lastvisinc = totalclock+32; pPlayer->visibility = 0; } P_SetWeaponGamevars(playerNum, pPlayer); A_Shoot(pPlayer->i, PWEAPON(playerNum, pPlayer->curr_weapon, Shoots)); } } if ((*weaponFrame) >= PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime)) { (*weaponFrame) = 0; if ((pPlayer->ammo_amount[HANDBOMB_WEAPON] > 0) && PIPEBOMB_CONTROL(playerNum) == PIPEBOMB_REMOTE) P_AddWeapon(pPlayer, HANDBOMB_WEAPON, 1); else P_CheckWeapon(pPlayer); } } else { // the basic weapon... (*weaponFrame)++; if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_CHECKATRELOAD) { if (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == TRIPBOMB_WEAPON) { if ((*weaponFrame) >= PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime)) { (*weaponFrame) = 0; P_CheckWeapon(pPlayer); pPlayer->weapon_pos = WEAPON_POS_LOWER; } } else if (*weaponFrame >= PWEAPON(playerNum, pPlayer->curr_weapon, Reload)) P_CheckWeapon(pPlayer); } else if (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike)!=KNEE_WEAPON && *weaponFrame >= PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay)) P_CheckWeapon(pPlayer); if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_STANDSTILL && *weaponFrame < (PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay)+1)) { pPlayer->pos.z = pPlayer->opos.z; pPlayer->vel.z = 0; } if (*weaponFrame == PWEAPON(playerNum, pPlayer->curr_weapon, Sound2Time)) if (PWEAPON(playerNum, pPlayer->curr_weapon, Sound2Sound) > 0) A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, Sound2Sound),pPlayer->i); if (*weaponFrame == PWEAPON(playerNum, pPlayer->curr_weapon, SpawnTime)) P_DoWeaponSpawn(playerNum); if ((*weaponFrame) >= PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime)) { if (/*!(PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_CHECKATRELOAD) && */ pPlayer->reloading == 1 || (PWEAPON(playerNum, pPlayer->curr_weapon, Reload) > PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime) && pPlayer->ammo_amount[pPlayer->curr_weapon] > 0 && (PWEAPON(playerNum, pPlayer->curr_weapon, Clip)) && (((pPlayer->ammo_amount[pPlayer->curr_weapon]%(PWEAPON(playerNum, pPlayer->curr_weapon, Clip)))==0)))) { int const weaponReloadTime = PWEAPON(playerNum, pPlayer->curr_weapon, Reload) - PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime); pPlayer->reloading = 1; if ((*weaponFrame) != (PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime))) { if ((*weaponFrame) == (PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime)+1)) { if (PWEAPON(playerNum, pPlayer->curr_weapon, ReloadSound1) > 0) A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, ReloadSound1), pPlayer->i); } else if (((*weaponFrame) == (PWEAPON(playerNum, pPlayer->curr_weapon, Reload) - (weaponReloadTime / 3)) && !(PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_RELOAD_TIMING)) || ((*weaponFrame) == (PWEAPON(playerNum, pPlayer->curr_weapon, Reload) - weaponReloadTime + 4) && (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_RELOAD_TIMING))) { if (PWEAPON(playerNum, pPlayer->curr_weapon, ReloadSound2) > 0) A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, ReloadSound2), pPlayer->i); } else if ((*weaponFrame) >= (PWEAPON(playerNum, pPlayer->curr_weapon, Reload))) { *weaponFrame = 0; pPlayer->reloading = 0; } } } else { if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_AUTOMATIC && (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike)==KNEE_WEAPON?1:pPlayer->ammo_amount[pPlayer->curr_weapon] > 0)) { if (TEST_SYNC_KEY(playerBits, SK_FIRE)) { *weaponFrame = (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_RANDOMRESTART) ? 1 + (krand() & 3) : 1; } else *weaponFrame = 0; } else *weaponFrame = 0; if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_RESET && ((PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == KNEE_WEAPON) ? 1 : pPlayer->ammo_amount[pPlayer->curr_weapon] > 0)) { *weaponFrame = !!(TEST_SYNC_KEY(playerBits, SK_FIRE)); } } } else if (*weaponFrame >= PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay) && (*weaponFrame) < PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime) && ((PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == KNEE_WEAPON)?1:pPlayer->ammo_amount[pPlayer->curr_weapon] > 0)) { if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_AUTOMATIC) { if (!(PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_SEMIAUTO)) { if (TEST_SYNC_KEY(playerBits, SK_FIRE) == 0 && PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_RESET) *weaponFrame = 0; if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_FIREEVERYTHIRD) { if (((*(weaponFrame))%3) == 0) { P_FireWeapon(playerNum); P_DoWeaponSpawn(playerNum); } } else if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_FIREEVERYOTHER) { P_FireWeapon(playerNum); P_DoWeaponSpawn(playerNum); } else { if (*weaponFrame == PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay)) { P_FireWeapon(playerNum); // P_DoWeaponSpawn(snum); } } if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_RESET && (*weaponFrame) > PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime) - PWEAPON(playerNum, pPlayer->curr_weapon, HoldDelay) && ((PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == KNEE_WEAPON) || pPlayer->ammo_amount[pPlayer->curr_weapon] > 0)) { *weaponFrame = !!(TEST_SYNC_KEY(playerBits, SK_FIRE)); } } else { if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_FIREEVERYOTHER) { P_FireWeapon(playerNum); P_DoWeaponSpawn(playerNum); } else { if (*weaponFrame == PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay)) P_FireWeapon(playerNum); } } } else if (*weaponFrame == PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay)) P_FireWeapon(playerNum); } } } } void P_EndLevel(void) { for (bssize_t TRAVERSE_CONNECT(playerNum)) g_player[playerNum].ps->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.level_number >= MAXLEVELS) ? ud.level_number : 0; ud.m_level_number = ud.level_number; } } static int P_DoFist(DukePlayer_t *pPlayer) { // the fist punching NUKEBUTTON if (++(pPlayer->fist_incs) == 28) { if (ud.recstat == 1) G_CloseDemoWrite(); S_PlaySound(PIPEBOMB_EXPLODE); P_PalFrom(pPlayer, 48, 64, 64, 64); } if (pPlayer->fist_incs > 42) { if (pPlayer->buttonpalette && ud.from_bonus == 0) { for (bssize_t TRAVERSE_CONNECT(playerNum)) g_player[playerNum].ps->gm = MODE_EOL; ud.from_bonus = ud.level_number + 1; if ((unsigned)ud.secretlevel <= MAXLEVELS) ud.level_number = ud.secretlevel - 1; ud.m_level_number = ud.level_number; } else P_EndLevel(); pPlayer->fist_incs = 0; return 1; } return 0; } #ifdef YAX_ENABLE static void getzsofslope_player(int sectNum, int playerX, int playerY, int32_t *pCeilZ, int32_t *pFloorZ) { int didCeiling = 0; if ((sector[sectNum].ceilingstat & 512) == 0) { int const neighborSect = yax_getneighborsect(playerX, playerY, sectNum, YAX_CEILING); if (neighborSect >= 0) { *pCeilZ = getceilzofslope(neighborSect, playerX, playerY); didCeiling = 1; } } int didFloor = 0; if ((sector[sectNum].floorstat & 512) == 0) { int const neighborSect = yax_getneighborsect(playerX, playerY, sectNum, YAX_FLOOR); if (neighborSect >= 0) { *pFloorZ = getflorzofslope(neighborSect, playerX, playerY); didFloor = 1; } } if (!didCeiling || !didFloor) { int32_t ceilingZ, floorZ; getzsofslope(sectNum, playerX, playerY, &ceilingZ, &floorZ); if (!didCeiling) *pCeilZ = ceilingZ; if (!didFloor) *pFloorZ = floorZ; } } #endif void P_UpdatePosWhenViewingCam(DukePlayer_t *pPlayer) { int const newOwner = pPlayer->newowner; pPlayer->pos = *(vec3_t *)&sprite[newOwner]; pPlayer->ang = SA(newOwner); pPlayer->vel.x = 0; pPlayer->vel.y = 0; sprite[pPlayer->i].xvel = 0; pPlayer->look_ang = 0; pPlayer->rotscrnang = 0; } static void P_DoWater(int const playerNum, int const playerBits, int const floorZ, int const ceilZ) { DukePlayer_t *const pPlayer = g_player[playerNum].ps; // under water pPlayer->pycount += 32; pPlayer->pycount &= 2047; pPlayer->jumping_counter = 0; pPlayer->pyoff = sintable[pPlayer->pycount] >> 7; if (!A_CheckSoundPlaying(pPlayer->i, DUKE_UNDERWATER)) A_PlaySound(DUKE_UNDERWATER, pPlayer->i); if (TEST_SYNC_KEY(playerBits, SK_JUMP)) { if (VM_OnEvent(EVENT_SWIMUP, pPlayer->i, playerNum) == 0) pPlayer->vel.z = max(min(-348, pPlayer->vel.z - 348), -(256 * 6)); } else if (TEST_SYNC_KEY(playerBits, SK_CROUCH)) { if (VM_OnEvent(EVENT_SWIMDOWN, pPlayer->i, playerNum) == 0) pPlayer->vel.z = min(max(348, pPlayer->vel.z + 348), (256 * 6)); } else { // normal view if (pPlayer->vel.z < 0) pPlayer->vel.z = min(0, pPlayer->vel.z + 256); if (pPlayer->vel.z > 0) pPlayer->vel.z = max(0, pPlayer->vel.z - 256); } if (pPlayer->vel.z > 2048) pPlayer->vel.z >>= 1; pPlayer->pos.z += pPlayer->vel.z; if (pPlayer->pos.z > (floorZ-(15<<8))) pPlayer->pos.z += ((floorZ-(15<<8))-pPlayer->pos.z)>>1; if (pPlayer->pos.z < ceilZ) { pPlayer->pos.z = ceilZ; pPlayer->vel.z = 0; } if (pPlayer->scuba_on && (krand()&255) < 8) { int const spriteNum = A_Spawn(pPlayer->i, WATERBUBBLE); sprite[spriteNum].x += sintable[(pPlayer->ang + 512 + 64 - (g_globalRandom & 128)) & 2047] >> 6; sprite[spriteNum].y += sintable[(pPlayer->ang + 64 - (g_globalRandom & 128)) & 2047] >> 6; sprite[spriteNum].xrepeat = 3; sprite[spriteNum].yrepeat = 2; sprite[spriteNum].z = pPlayer->pos.z + ZOFFSET3; } } static void P_DoJetpack(int const playerNum, int const playerBits, int const playerShrunk, int const sectorLotag, int const floorZ) { DukePlayer_t *const pPlayer = g_player[playerNum].ps; pPlayer->on_ground = 0; pPlayer->jumping_counter = 0; pPlayer->hard_landing = 0; pPlayer->falling_counter = 0; pPlayer->pycount += 32; pPlayer->pycount &= 2047; pPlayer->pyoff = sintable[pPlayer->pycount] >> 7; if (pPlayer->jetpack_on < 11) { pPlayer->jetpack_on++; pPlayer->pos.z -= (pPlayer->jetpack_on<<7); //Goin up } else if (pPlayer->jetpack_on == 11 && !A_CheckSoundPlaying(pPlayer->i, DUKE_JETPACK_IDLE)) A_PlaySound(DUKE_JETPACK_IDLE, pPlayer->i); int const zAdjust = playerShrunk ? 512 : 2048; if (TEST_SYNC_KEY(playerBits, SK_JUMP)) // jumping, flying up { if (VM_OnEvent(EVENT_SOARUP, pPlayer->i, playerNum) == 0) { pPlayer->pos.z -= zAdjust; pPlayer->crack_time = 777; } } if (TEST_SYNC_KEY(playerBits, SK_CROUCH)) // crouching, flying down { if (VM_OnEvent(EVENT_SOARDOWN, pPlayer->i, playerNum) == 0) { pPlayer->pos.z += zAdjust; pPlayer->crack_time = 777; } } int const Zdiff = (playerShrunk == 0 && (sectorLotag == 0 || sectorLotag == ST_2_UNDERWATER)) ? 32 : 16; if (sectorLotag != ST_2_UNDERWATER && pPlayer->scuba_on == 1) pPlayer->scuba_on = 0; if (pPlayer->pos.z > (floorZ - (Zdiff << 8))) pPlayer->pos.z += ((floorZ - (Zdiff << 8)) - pPlayer->pos.z) >> 1; if (pPlayer->pos.z < (actor[pPlayer->i].ceilingz + (18 << 8))) pPlayer->pos.z = actor[pPlayer->i].ceilingz + (18 << 8); } static void P_Dead(int const playerNum, int const sectorLotag, int const floorZ, int const ceilZ) { DukePlayer_t *const pPlayer = g_player[playerNum].ps; spritetype *const pSprite = &sprite[pPlayer->i]; if (ud.recstat == 1 && (!g_netServer && ud.multimode < 2)) G_CloseDemoWrite(); if ((numplayers < 2 || g_netServer) && pPlayer->dead_flag == 0) P_FragPlayer(playerNum); if (sectorLotag == ST_2_UNDERWATER) { if (pPlayer->on_warping_sector == 0) { if (klabs(pPlayer->pos.z-floorZ) >(PHEIGHT>>1)) pPlayer->pos.z += 348; } else { pSprite->z -= 512; pSprite->zvel = -348; } clipmove((vec3_t *) pPlayer, &pPlayer->cursectnum, 0, 0, 164L, (4L<<8), (4L<<8), CLIPMASK0); // p->bobcounter += 32; } Bmemcpy(&pPlayer->opos, &pPlayer->pos, sizeof(vec3_t)); pPlayer->oang = pPlayer->ang; pPlayer->opyoff = pPlayer->pyoff; pPlayer->horiz = 100; pPlayer->horizoff = 0; updatesector(pPlayer->pos.x, pPlayer->pos.y, &pPlayer->cursectnum); pushmove((vec3_t *) pPlayer, &pPlayer->cursectnum, 128L, (4L<<8), (20L<<8), CLIPMASK0); if (floorZ > ceilZ + ZOFFSET2 && pSprite->pal != 1) pPlayer->rotscrnang = (pPlayer->dead_flag + ((floorZ+pPlayer->pos.z)>>7))&2047; pPlayer->on_warping_sector = 0; } static void P_HandlePal(DukePlayer_t *const pPlayer) { #if !defined LUNATIC pPlayer->pals.f--; #else if (pPlayer->palsfadespeed > 0) { // is the tint fade speed is in // decrements/P_ProcessInput() calls. pPlayer->pals.f = max(pPlayer->pals.f - pPlayer->palsfadespeed, 0); } else { // is a negated count of how many times we // (P_ProcessInput()) should be called before decrementing the tint // fading by one. is the live counter. if (pPlayer->palsfadenext < 0) pPlayer->palsfadenext++; if (pPlayer->palsfadenext == 0) { pPlayer->palsfadenext = pPlayer->palsfadespeed; pPlayer->pals.f--; } } #endif } void P_ProcessInput(int playerNum) { if (g_player[playerNum].playerquitflag == 0) return; DukePlayer_t *const pPlayer = g_player[playerNum].ps; spritetype *const pSprite = &sprite[pPlayer->i]; uint32_t playerBits = g_player[playerNum].inputBits->bits; ++pPlayer->player_par; VM_OnEvent(EVENT_PROCESSINPUT, pPlayer->i, playerNum); if (pPlayer->cheat_phase > 0) playerBits = 0; if (pPlayer->cursectnum == -1) { if (pSprite->extra > 0 && ud.noclip == 0) { P_QuickKill(pPlayer); A_PlaySound(SQUISHED, pPlayer->i); } pPlayer->cursectnum = 0; } int sectorLotag = sector[pPlayer->cursectnum].lotag; pPlayer->spritebridge = 0; pPlayer->sbs = 0; int32_t floorZ, ceilZ, highZhit, lowZhit; getzrange((vec3_t *)pPlayer, pPlayer->cursectnum, &ceilZ, &highZhit, &floorZ, &lowZhit, 163L, CLIPMASK0); #ifdef YAX_ENABLE getzsofslope_player(pPlayer->cursectnum, pPlayer->pos.x, pPlayer->pos.y, &pPlayer->truecz, &pPlayer->truefz); #else getzsofslope(pPlayer->cursectnum, pPlayer->pos.x, pPlayer->pos.y, &pPlayer->truecz, &pPlayer->truefz); #endif int const trueFloorZ = pPlayer->truefz; int const trueFloorDist = klabs(pPlayer->pos.z - trueFloorZ); if ((lowZhit & 49152) == 16384 && sectorLotag == 1 && trueFloorDist > PHEIGHT + ZOFFSET2) sectorLotag = 0; actor[pPlayer->i].floorz = floorZ; actor[pPlayer->i].ceilingz = ceilZ; pPlayer->ohoriz = pPlayer->horiz; pPlayer->ohorizoff = pPlayer->horizoff; // calculates automatic view angle for playing without a mouse if (pPlayer->aim_mode == 0 && pPlayer->on_ground && sectorLotag != ST_2_UNDERWATER && (sector[pPlayer->cursectnum].floorstat & 2)) { vec2_t const adjustedPlayer = { pPlayer->pos.x + (sintable[(pPlayer->ang + 512) & 2047] >> 5), pPlayer->pos.y + (sintable[pPlayer->ang & 2047] >> 5) }; int16_t curSectNum = pPlayer->cursectnum; updatesector(adjustedPlayer.x, adjustedPlayer.y, &curSectNum); if (curSectNum >= 0) { int const slopeZ = getflorzofslope(pPlayer->cursectnum, adjustedPlayer.x, adjustedPlayer.y); if ((pPlayer->cursectnum == curSectNum) || (klabs(getflorzofslope(curSectNum, adjustedPlayer.x, adjustedPlayer.y) - slopeZ) <= ZOFFSET6)) pPlayer->horizoff += mulscale16(trueFloorZ - slopeZ, 160); } } if (pPlayer->horizoff > 0) pPlayer->horizoff -= ((pPlayer->horizoff >> 3) + 1); else if (pPlayer->horizoff < 0) pPlayer->horizoff += (((-pPlayer->horizoff) >> 3) + 1); if (highZhit >= 0 && (highZhit&49152) == 49152) { highZhit &= (MAXSPRITES-1); if (sprite[highZhit].statnum == STAT_ACTOR && sprite[highZhit].extra >= 0) { highZhit = 0; ceilZ = pPlayer->truecz; } } int spriteNum = -1; if (lowZhit >= 0 && (lowZhit&49152) == 49152) { spriteNum = lowZhit&(MAXSPRITES-1); if ((sprite[spriteNum].cstat&33) == 33 || (sprite[spriteNum].cstat&17) == 17 || clipshape_idx_for_sprite((uspritetype *)&sprite[spriteNum], -1) >= 0) { // EDuke32 extension: xvel of 1 makes a sprite be never regarded as a bridge. if ((sprite[spriteNum].xvel&1) == 0) { sectorLotag = 0; pPlayer->footprintcount = 0; pPlayer->spritebridge = 1; pPlayer->sbs = spriteNum; } } else if (A_CheckEnemySprite(&sprite[spriteNum]) && sprite[spriteNum].xrepeat > 24 && klabs(pSprite->z - sprite[spriteNum].z) < (84 << 8)) { // TX: I think this is what makes the player slide off enemies... might // be a good sprite flag to add later. // Helix: there's also SLIDE_ABOVE_ENEMY. int spriteAng = getangle(sprite[spriteNum].x - pPlayer->pos.x, sprite[spriteNum].y - pPlayer->pos.y); pPlayer->vel.x -= sintable[(spriteAng + 512) & 2047] << 4; pPlayer->vel.y -= sintable[spriteAng & 2047] << 4; } } if (pSprite->extra > 0) P_IncurDamage(pPlayer); else { pSprite->extra = 0; pPlayer->inv_amount[GET_SHIELD] = 0; } pPlayer->last_extra = pSprite->extra; pPlayer->loogcnt = (pPlayer->loogcnt > 0) ? pPlayer->loogcnt - 1 : 0; if (pPlayer->fist_incs && P_DoFist(pPlayer)) return; if (pPlayer->timebeforeexit > 1 && pPlayer->last_extra > 0) { if (--pPlayer->timebeforeexit == GAMETICSPERSEC*5) { FX_StopAllSounds(); S_ClearSoundLocks(); if (pPlayer->customexitsound >= 0) { S_PlaySound(pPlayer->customexitsound); P_DoQuote(QUOTE_WEREGONNAFRYYOURASS,pPlayer); } } else if (pPlayer->timebeforeexit == 1) { P_EndLevel(); return; } } if (pPlayer->pals.f > 0) P_HandlePal(pPlayer); if (pPlayer->fta > 0 && --pPlayer->fta == 0) { pub = pus = NUMPAGES; pPlayer->ftq = 0; } if (g_levelTextTime > 0) g_levelTextTime--; if (pSprite->extra <= 0) { P_Dead(playerNum, sectorLotag, floorZ, ceilZ); return; } if (pPlayer->transporter_hold > 0) { pPlayer->transporter_hold--; if (pPlayer->transporter_hold == 0 && pPlayer->on_warping_sector) pPlayer->transporter_hold = 2; } else if (pPlayer->transporter_hold < 0) pPlayer->transporter_hold++; if (pPlayer->newowner >= 0) { P_UpdatePosWhenViewingCam(pPlayer); P_DoCounters(playerNum); if (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == HANDREMOTE_WEAPON) P_ProcessWeapon(playerNum); return; } pPlayer->rotscrnang -= (pPlayer->rotscrnang >> 1); if (pPlayer->rotscrnang && !(pPlayer->rotscrnang >> 1)) pPlayer->rotscrnang -= ksgn(pPlayer->rotscrnang); pPlayer->look_ang -= (pPlayer->look_ang >> 2); if (pPlayer->look_ang && !(pPlayer->look_ang >> 2)) pPlayer->look_ang -= ksgn(pPlayer->look_ang); if (TEST_SYNC_KEY(playerBits, SK_LOOK_LEFT)) { // look_left if (VM_OnEvent(EVENT_LOOKLEFT,pPlayer->i,playerNum) == 0) { pPlayer->look_ang -= 152; pPlayer->rotscrnang += 24; } } if (TEST_SYNC_KEY(playerBits, SK_LOOK_RIGHT)) { // look_right if (VM_OnEvent(EVENT_LOOKRIGHT,pPlayer->i,playerNum) == 0) { pPlayer->look_ang += 152; pPlayer->rotscrnang -= 24; } } int velocityModifier = TICSPERFRAME; const uint8_t *const weaponFrame = &pPlayer->kickback_pic; int floorZOffset = 40; int const playerShrunk = (pSprite->yrepeat < 32); if (pPlayer->on_crane >= 0) goto HORIZONLY; pPlayer->weapon_sway = (pSprite->xvel < 32 || pPlayer->on_ground == 0 || pPlayer->bobcounter == 1024) ? (((pPlayer->weapon_sway & 2047) > (1024 + 96)) ? (pPlayer->weapon_sway - 96) : (((pPlayer->weapon_sway & 2047) < (1024 - 96))) ? (pPlayer->weapon_sway + 96) : 1024) : pPlayer->bobcounter; // NOTE: This silently wraps if the difference is too great, e.g. used to do // that when teleported by silent SE7s. pSprite->xvel = ksqrt(uhypsq(pPlayer->pos.x - pPlayer->bobpos.x, pPlayer->pos.y - pPlayer->bobpos.y)); if (pPlayer->on_ground) pPlayer->bobcounter += sprite[pPlayer->i].xvel>>1; if (ud.noclip == 0 && ((uint16_t)pPlayer->cursectnum >= MAXSECTORS || sector[pPlayer->cursectnum].floorpicnum == MIRROR)) { pPlayer->pos.x = pPlayer->opos.x; pPlayer->pos.y = pPlayer->opos.y; } else { pPlayer->opos.x = pPlayer->pos.x; pPlayer->opos.y = pPlayer->pos.y; } pPlayer->bobpos.x = pPlayer->pos.x; pPlayer->bobpos.y = pPlayer->pos.y; pPlayer->opos.z = pPlayer->pos.z; pPlayer->opyoff = pPlayer->pyoff; pPlayer->oang = pPlayer->ang; if (pPlayer->one_eighty_count < 0) { pPlayer->one_eighty_count += 128; pPlayer->ang += 128; } // Shrinking code if (sectorLotag == ST_2_UNDERWATER) P_DoWater(playerNum, playerBits, floorZ, ceilZ); else if (pPlayer->jetpack_on) P_DoJetpack(playerNum, playerBits, playerShrunk, sectorLotag, floorZ); else { pPlayer->airleft = 15 * GAMETICSPERSEC; // 13 seconds pPlayer->scuba_on = 0; if (sectorLotag == ST_1_ABOVE_WATER && pPlayer->spritebridge == 0) { floorZOffset = 12; if (playerShrunk == 0) { floorZOffset = 34; pPlayer->pycount += 32; pPlayer->pycount &= 2047; pPlayer->pyoff = sintable[pPlayer->pycount] >> 6; } if (playerShrunk == 0 && trueFloorDist <= PHEIGHT) { if (pPlayer->on_ground == 1) { if (pPlayer->dummyplayersprite < 0) pPlayer->dummyplayersprite = A_Spawn(pPlayer->i,PLAYERONWATER); sprite[pPlayer->dummyplayersprite].cstat |= 32768; sprite[pPlayer->dummyplayersprite].pal = sprite[pPlayer->i].pal; pPlayer->footprintpal = (sector[pPlayer->cursectnum].floorpicnum == FLOORSLIME) ? 8 : 0; pPlayer->footprintshade = 0; } } } else if (pPlayer->footprintcount > 0 && pPlayer->on_ground) { if (pPlayer->cursectnum >= 0 && (sector[pPlayer->cursectnum].floorstat & 2) != 2) { for (spriteNum = headspritesect[pPlayer->cursectnum]; spriteNum >= 0; spriteNum = nextspritesect[spriteNum]) { if (sprite[spriteNum].picnum == FOOTPRINTS || sprite[spriteNum].picnum == FOOTPRINTS2 || sprite[spriteNum].picnum == FOOTPRINTS3 || sprite[spriteNum].picnum == FOOTPRINTS4) { if (klabs(sprite[spriteNum].x - pPlayer->pos.x) < 384 && klabs(sprite[spriteNum].y - pPlayer->pos.y) < 384) break; } } if (spriteNum < 0) { if (pPlayer->cursectnum >= 0 && sector[pPlayer->cursectnum].lotag == 0 && sector[pPlayer->cursectnum].hitag == 0) #ifdef YAX_ENABLE if (yax_getbunch(pPlayer->cursectnum, YAX_FLOOR) < 0 || (sector[pPlayer->cursectnum].floorstat & 512)) #endif { switch (krand() & 3) { case 0: spriteNum = A_Spawn(pPlayer->i, FOOTPRINTS); break; case 1: spriteNum = A_Spawn(pPlayer->i, FOOTPRINTS2); break; case 2: spriteNum = A_Spawn(pPlayer->i, FOOTPRINTS3); break; default: spriteNum = A_Spawn(pPlayer->i, FOOTPRINTS4); break; } sprite[spriteNum].pal = pPlayer->footprintpal; sprite[spriteNum].shade = pPlayer->footprintshade; pPlayer->footprintcount--; } } } } if (pPlayer->pos.z < (floorZ-(floorZOffset<<8))) //falling { // not jumping or crouching if ((!TEST_SYNC_KEY(playerBits, SK_JUMP) && !TEST_SYNC_KEY(playerBits, SK_CROUCH)) && pPlayer->on_ground && (sector[pPlayer->cursectnum].floorstat & 2) && pPlayer->pos.z >= (floorZ - (floorZOffset << 8) - ZOFFSET2)) pPlayer->pos.z = floorZ - (floorZOffset << 8); else { pPlayer->on_ground = 0; pPlayer->vel.z += (g_spriteGravity + 80); // (TICSPERFRAME<<6); if (pPlayer->vel.z >= (4096 + 2048)) pPlayer->vel.z = (4096 + 2048); if (pPlayer->vel.z > 2400 && pPlayer->falling_counter < 255) { pPlayer->falling_counter++; if (pPlayer->falling_counter >= 38 && pPlayer->scream_voice <= FX_Ok) { int32_t voice = A_PlaySound(DUKE_SCREAM,pPlayer->i); if (voice <= 127) // XXX: p->scream_voice is an int8_t pPlayer->scream_voice = voice; } } if ((pPlayer->pos.z + pPlayer->vel.z) >= (floorZ - (floorZOffset << 8)) && pPlayer->cursectnum >= 0) // hit the ground { if (sector[pPlayer->cursectnum].lotag != ST_1_ABOVE_WATER) { if (pPlayer->falling_counter > 62) P_QuickKill(pPlayer); else if (pPlayer->falling_counter > 9) { // Falling damage. pSprite->extra -= pPlayer->falling_counter - (krand() & 3); if (pSprite->extra <= 0) A_PlaySound(SQUISHED, pPlayer->i); else { A_PlaySound(DUKE_LAND, pPlayer->i); A_PlaySound(DUKE_LAND_HURT, pPlayer->i); } P_PalFrom(pPlayer, 32, 16, 0, 0); } else if (pPlayer->vel.z > 2048) A_PlaySound(DUKE_LAND, pPlayer->i); } } } } else { pPlayer->falling_counter = 0; if (pPlayer->scream_voice > FX_Ok) { FX_StopSound(pPlayer->scream_voice); S_Cleanup(); pPlayer->scream_voice = -1; } if ((sectorLotag != ST_1_ABOVE_WATER && sectorLotag != ST_2_UNDERWATER) && (pPlayer->on_ground == 0 && pPlayer->vel.z > (6144 >> 1))) pPlayer->hard_landing = pPlayer->vel.z>>10; pPlayer->on_ground = 1; if (floorZOffset==40) { //Smooth on the ground int Zdiff = ((floorZ - (floorZOffset << 8)) - pPlayer->pos.z) >> 1; if (klabs(Zdiff) < 256) Zdiff = 0; pPlayer->pos.z += ((klabs(Zdiff) >= 256) ? (((floorZ - (floorZOffset << 8)) - pPlayer->pos.z) >> 1) : 0); pPlayer->vel.z -= 768; if (pPlayer->vel.z < 0) pPlayer->vel.z = 0; } else if (pPlayer->jumping_counter == 0) { pPlayer->pos.z += ((floorZ - (floorZOffset << 7)) - pPlayer->pos.z) >> 1; // Smooth on the water if (pPlayer->on_warping_sector == 0 && pPlayer->pos.z > floorZ - ZOFFSET2) { pPlayer->pos.z = floorZ - ZOFFSET2; pPlayer->vel.z >>= 1; } } pPlayer->on_warping_sector = 0; if (TEST_SYNC_KEY(playerBits, SK_CROUCH)) { // crouching if (VM_OnEvent(EVENT_CROUCH,pPlayer->i,playerNum) == 0) { pPlayer->pos.z += (2048+768); pPlayer->crack_time = 777; } } // jumping if (!TEST_SYNC_KEY(playerBits, SK_JUMP) && pPlayer->jumping_toggle == 1) pPlayer->jumping_toggle = 0; else if (TEST_SYNC_KEY(playerBits, SK_JUMP) && pPlayer->jumping_toggle == 0) { if (pPlayer->jumping_counter == 0) if ((floorZ-ceilZ) > (56<<8)) { if (VM_OnEvent(EVENT_JUMP,pPlayer->i,playerNum) == 0) { pPlayer->jumping_counter = 1; pPlayer->jumping_toggle = 1; } } } if (pPlayer->jumping_counter && !TEST_SYNC_KEY(playerBits, SK_JUMP)) pPlayer->jumping_toggle = 0; } if (pPlayer->jumping_counter) { if (!TEST_SYNC_KEY(playerBits, SK_JUMP) && pPlayer->jumping_toggle == 1) pPlayer->jumping_toggle = 0; if (pPlayer->jumping_counter < (1024+256)) { if (sectorLotag == ST_1_ABOVE_WATER && pPlayer->jumping_counter > 768) { pPlayer->jumping_counter = 0; pPlayer->vel.z = -512; } else { pPlayer->vel.z -= (sintable[(2048-128+pPlayer->jumping_counter)&2047])/12; pPlayer->jumping_counter += 180; pPlayer->on_ground = 0; } } else { pPlayer->jumping_counter = 0; pPlayer->vel.z = 0; } } pPlayer->pos.z += pPlayer->vel.z; if ((sectorLotag != ST_2_UNDERWATER || ceilZ != sector[pPlayer->cursectnum].ceilingz) && pPlayer->pos.z < (ceilZ+ZOFFSET6)) { pPlayer->jumping_counter = 0; if (pPlayer->vel.z < 0) pPlayer->vel.x = pPlayer->vel.y = 0; pPlayer->vel.z = 128; pPlayer->pos.z = ceilZ+ZOFFSET6; } } if (pPlayer->fist_incs || pPlayer->transporter_hold > 2 || pPlayer->hard_landing || pPlayer->access_incs > 0 || pPlayer->knee_incs > 0 || (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == TRIPBOMB_WEAPON && *weaponFrame > 1 && *weaponFrame < PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay))) { velocityModifier = 0; pPlayer->vel.x = 0; pPlayer->vel.y = 0; } else if (g_player[playerNum].inputBits->avel) //p->ang += syncangvel * constant { int const inputAng = g_player[playerNum].inputBits->avel; pPlayer->angvel = (sectorLotag == ST_2_UNDERWATER) ? (inputAng - (inputAng >> 3)) * ksgn(velocityModifier) : inputAng * ksgn(velocityModifier); pPlayer->ang += pPlayer->angvel; pPlayer->ang &= 2047; pPlayer->crack_time = 777; } if (pPlayer->spritebridge == 0) { int const floorPicnum = sector[pSprite->sectnum].floorpicnum; if (floorPicnum == PURPLELAVA || sector[pSprite->sectnum].ceilingpicnum == PURPLELAVA) { if (pPlayer->inv_amount[GET_BOOTS] > 0) { pPlayer->inv_amount[GET_BOOTS]--; pPlayer->inven_icon = ICON_BOOTS; if (pPlayer->inv_amount[GET_BOOTS] <= 0) P_SelectNextInvItem(pPlayer); } else { if (!A_CheckSoundPlaying(pPlayer->i,DUKE_LONGTERM_PAIN)) A_PlaySound(DUKE_LONGTERM_PAIN,pPlayer->i); P_PalFrom(pPlayer, 32, 0, 8, 0); pSprite->extra--; } } if (pPlayer->on_ground && trueFloorDist <= PHEIGHT+ZOFFSET2 && P_CheckFloorDamage(pPlayer, floorPicnum)) { P_DoQuote(QUOTE_BOOTS_ON, pPlayer); pPlayer->inv_amount[GET_BOOTS] -= 2; if (pPlayer->inv_amount[GET_BOOTS] <= 0) { pPlayer->inv_amount[GET_BOOTS] = 0; P_SelectNextInvItem(pPlayer); } } } if (g_player[playerNum].inputBits->extbits & (1)) VM_OnEvent(EVENT_MOVEFORWARD, pPlayer->i, playerNum); if (g_player[playerNum].inputBits->extbits & (1 << 1)) VM_OnEvent(EVENT_MOVEBACKWARD, pPlayer->i, playerNum); if (g_player[playerNum].inputBits->extbits & (1 << 2)) VM_OnEvent(EVENT_STRAFELEFT, pPlayer->i, playerNum); if (g_player[playerNum].inputBits->extbits & (1 << 3)) VM_OnEvent(EVENT_STRAFERIGHT, pPlayer->i, playerNum); if (g_player[playerNum].inputBits->extbits & (1 << 4) || g_player[playerNum].inputBits->avel < 0) VM_OnEvent(EVENT_TURNLEFT, pPlayer->i, playerNum); if (g_player[playerNum].inputBits->extbits & (1 << 5) || g_player[playerNum].inputBits->avel > 0) VM_OnEvent(EVENT_TURNRIGHT, pPlayer->i, playerNum); if (pPlayer->vel.x || pPlayer->vel.y || g_player[playerNum].inputBits->fvel || g_player[playerNum].inputBits->svel) { pPlayer->crack_time = 777; int const checkWalkSound = sintable[pPlayer->bobcounter & 2047] >> 12; if ((trueFloorDist < PHEIGHT + ZOFFSET3) && (checkWalkSound == 1 || checkWalkSound == 3)) { if (pPlayer->walking_snd_toggle == 0 && pPlayer->on_ground) { switch (sectorLotag) { case 0: { int const walkPicnum = (lowZhit >= 0 && (lowZhit & 49152) == 49152) ? TrackerCast(sprite[lowZhit & (MAXSPRITES - 1)].picnum) : TrackerCast(sector[pPlayer->cursectnum].floorpicnum); switch (DYNAMICTILEMAP(walkPicnum)) { case PANNEL1__STATIC: case PANNEL2__STATIC: A_PlaySound(DUKE_WALKINDUCTS, pPlayer->i); pPlayer->walking_snd_toggle = 1; break; } } break; case ST_1_ABOVE_WATER: if (!pPlayer->spritebridge) { if ((krand() & 1) == 0) A_PlaySound(DUKE_ONWATER, pPlayer->i); pPlayer->walking_snd_toggle = 1; } break; } } } else if (pPlayer->walking_snd_toggle > 0) pPlayer->walking_snd_toggle--; if (pPlayer->jetpack_on == 0 && pPlayer->inv_amount[GET_STEROIDS] > 0 && pPlayer->inv_amount[GET_STEROIDS] < 400) velocityModifier <<= 1; pPlayer->vel.x += (((g_player[playerNum].inputBits->fvel) * velocityModifier) << 6); pPlayer->vel.y += (((g_player[playerNum].inputBits->svel) * velocityModifier) << 6); int playerSpeedReduction = 0; if (sectorLotag == ST_2_UNDERWATER) playerSpeedReduction = 0x1400; else if (((pPlayer->on_ground && (TEST_SYNC_KEY(playerBits, SK_CROUCH))) || (*weaponFrame > 10 && PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == KNEE_WEAPON))) playerSpeedReduction = 0x2000; pPlayer->vel.x = mulscale16(pPlayer->vel.x, pPlayer->runspeed - playerSpeedReduction); pPlayer->vel.y = mulscale16(pPlayer->vel.y, pPlayer->runspeed - playerSpeedReduction); if (klabs(pPlayer->vel.x) < 2048 && klabs(pPlayer->vel.y) < 2048) pPlayer->vel.x = pPlayer->vel.y = 0; if (playerShrunk) { pPlayer->vel.x = mulscale16(pPlayer->vel.x, pPlayer->runspeed - (pPlayer->runspeed >> 1) + (pPlayer->runspeed >> 2)); pPlayer->vel.y = mulscale16(pPlayer->vel.y, pPlayer->runspeed - (pPlayer->runspeed >> 1) + (pPlayer->runspeed >> 2)); } } HORIZONLY:; int stepHeight = (sectorLotag == ST_1_ABOVE_WATER || pPlayer->spritebridge == 1) ? pPlayer->autostep_sbw : pPlayer->autostep; #ifdef EDUKE32_TOUCH_DEVICES if (TEST_SYNC_KEY(playerBits, SK_CROUCH)) stepHeight = pPlayer->autostep_sbw; #endif if (ud.noclip) { pPlayer->pos.x += pPlayer->vel.x >> 14; pPlayer->pos.y += pPlayer->vel.y >> 14; updatesector(pPlayer->pos.x, pPlayer->pos.y, &pPlayer->cursectnum); changespritesect(pPlayer->i, pPlayer->cursectnum); } else { #ifdef YAX_ENABLE int const playerSectNum = pPlayer->cursectnum; int16_t ceilingBunch, floorBunch; if (playerSectNum >= 0) yax_getbunches(playerSectNum, &ceilingBunch, &floorBunch); // This updatesectorz conflicts with Duke3D's way of teleporting through water, // so make it a bit conditional... OTOH, this way we have an ugly z jump when // changing from above water to underwater if ((playerSectNum >= 0 && !(sector[playerSectNum].lotag == ST_1_ABOVE_WATER && pPlayer->on_ground && floorBunch >= 0)) && ((floorBunch >= 0 && !(sector[playerSectNum].floorstat & 512)) || (ceilingBunch >= 0 && !(sector[playerSectNum].ceilingstat & 512)))) { pPlayer->cursectnum += MAXSECTORS; // skip initial z check, restored by updatesectorz updatesectorz(pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z, &pPlayer->cursectnum); } #endif if ((spriteNum = clipmove((vec3_t *)pPlayer, &pPlayer->cursectnum, pPlayer->vel.x + (pPlayer->fric.x << 9), pPlayer->vel.y + (pPlayer->fric.y << 9), 164L, (4L << 8), stepHeight, CLIPMASK0))) P_CheckTouchDamage(pPlayer, spriteNum); pPlayer->fric.x = pPlayer->fric.y = 0; } // This makes the player view lower when shrunk. NOTE that it can get the // view below the sector floor (and does, when on the ground). if (pPlayer->jetpack_on == 0 && sectorLotag != ST_2_UNDERWATER && sectorLotag != ST_1_ABOVE_WATER && playerShrunk) pPlayer->pos.z += ZOFFSET5; if (pPlayer->jetpack_on == 0) { if (pSprite->xvel > 16) { if (sectorLotag != ST_1_ABOVE_WATER && sectorLotag != ST_2_UNDERWATER && pPlayer->on_ground) { pPlayer->pycount += 52; pPlayer->pycount &= 2047; pPlayer->pyoff = klabs(pSprite->xvel * sintable[pPlayer->pycount]) / 1596; } } else if (sectorLotag != ST_2_UNDERWATER && sectorLotag != ST_1_ABOVE_WATER) pPlayer->pyoff = 0; } pPlayer->pos.z += PHEIGHT; setsprite(pPlayer->i, (vec3_t *)&pPlayer->pos.x); pPlayer->pos.z -= PHEIGHT; // ST_2_UNDERWATER if (pPlayer->cursectnum >= 0 && sectorLotag < 3) { usectortype const *pSector = (usectortype *)§or[pPlayer->cursectnum]; // TRAIN_SECTOR_TO_SE_INDEX if ((!ud.noclip && pSector->lotag == ST_31_TWO_WAY_TRAIN) && ((unsigned)pSector->hitag < MAXSPRITES && sprite[pSector->hitag].xvel && actor[pSector->hitag].t_data[0] == 0)) { P_QuickKill(pPlayer); return; } } if ((pPlayer->cursectnum >= 0 && trueFloorDist < PHEIGHT && pPlayer->on_ground && sectorLotag != ST_1_ABOVE_WATER && playerShrunk == 0 && sector[pPlayer->cursectnum].lotag == ST_1_ABOVE_WATER) && (!A_CheckSoundPlaying(pPlayer->i, DUKE_ONWATER))) A_PlaySound(DUKE_ONWATER, pPlayer->i); if (pPlayer->cursectnum >= 0 && pPlayer->cursectnum != pSprite->sectnum) changespritesect(pPlayer->i, pPlayer->cursectnum); if (pPlayer->cursectnum >= 0 && ud.noclip == 0) { int const squishPlayer = (pushmove((vec3_t *)pPlayer, &pPlayer->cursectnum, 164L, (4L << 8), (4L << 8), CLIPMASK0) < 0 && A_GetFurthestAngle(pPlayer->i, 8) < 512); if (squishPlayer || klabs(actor[pPlayer->i].floorz-actor[pPlayer->i].ceilingz) < (48<<8)) { if (!(sector[pSprite->sectnum].lotag & 0x8000) && (isanunderoperator(sector[pSprite->sectnum].lotag) || isanearoperator(sector[pSprite->sectnum].lotag))) G_ActivateBySector(pSprite->sectnum, pPlayer->i); if (squishPlayer) { P_QuickKill(pPlayer); return; } } else if (klabs(floorZ - ceilZ) < ZOFFSET5 && isanunderoperator(sector[pPlayer->cursectnum].lotag)) G_ActivateBySector(pPlayer->cursectnum, pPlayer->i); } int centerHoriz = 0; if (TEST_SYNC_KEY(playerBits, SK_CENTER_VIEW) || pPlayer->hard_landing) if (VM_OnEvent(EVENT_RETURNTOCENTER,pPlayer->i,playerNum) == 0) pPlayer->return_to_center = 9; if (TEST_SYNC_KEY(playerBits, SK_LOOK_UP)) { if (VM_OnEvent(EVENT_LOOKUP,pPlayer->i,playerNum) == 0) { pPlayer->return_to_center = 9; pPlayer->horiz += 12<<(TEST_SYNC_KEY(playerBits, SK_RUN)); centerHoriz++; } } if (TEST_SYNC_KEY(playerBits, SK_LOOK_DOWN)) { if (VM_OnEvent(EVENT_LOOKDOWN,pPlayer->i,playerNum) == 0) { pPlayer->return_to_center = 9; pPlayer->horiz -= 12<<(TEST_SYNC_KEY(playerBits, SK_RUN)); centerHoriz++; } } if (TEST_SYNC_KEY(playerBits, SK_AIM_UP)) { if (VM_OnEvent(EVENT_AIMUP,pPlayer->i,playerNum) == 0) { pPlayer->horiz += 6<<(TEST_SYNC_KEY(playerBits, SK_RUN)); centerHoriz++; } } if (TEST_SYNC_KEY(playerBits, SK_AIM_DOWN)) { if (VM_OnEvent(EVENT_AIMDOWN,pPlayer->i,playerNum) == 0) { pPlayer->horiz -= 6<<(TEST_SYNC_KEY(playerBits, SK_RUN)); centerHoriz++; } } if (pPlayer->return_to_center > 0 && !TEST_SYNC_KEY(playerBits, SK_LOOK_UP) && !TEST_SYNC_KEY(playerBits, SK_LOOK_DOWN)) { pPlayer->return_to_center--; pPlayer->horiz += 33-(pPlayer->horiz/3); centerHoriz++; } if (pPlayer->hard_landing > 0) { pPlayer->hard_landing--; pPlayer->horiz -= (pPlayer->hard_landing<<4); } if (centerHoriz) { if (pPlayer->horiz > 95 && pPlayer->horiz < 105) pPlayer->horiz = 100; if (pPlayer->horizoff > -5 && pPlayer->horizoff < 5) pPlayer->horizoff = 0; } pPlayer->horiz = clamp(pPlayer->horiz + g_player[playerNum].inputBits->horz, HORIZ_MIN, HORIZ_MAX); //Shooting code/changes if (pPlayer->show_empty_weapon > 0) { --pPlayer->show_empty_weapon; if (pPlayer->show_empty_weapon == 0 && (pPlayer->weaponswitch & 2) && pPlayer->ammo_amount[pPlayer->curr_weapon] <= 0) { if (pPlayer->last_full_weapon == GROW_WEAPON) pPlayer->subweapon |= (1 << GROW_WEAPON); else if (pPlayer->last_full_weapon == SHRINKER_WEAPON) pPlayer->subweapon &= ~(1 << GROW_WEAPON); P_AddWeapon(pPlayer, pPlayer->last_full_weapon, 1); return; } } if (pPlayer->knee_incs > 0) { pPlayer->horiz -= 48; pPlayer->return_to_center = 9; if (++pPlayer->knee_incs > 15) { pPlayer->knee_incs = 0; pPlayer->holster_weapon = 0; pPlayer->weapon_pos = klabs(pPlayer->weapon_pos); if (pPlayer->actorsqu >= 0 && sprite[pPlayer->actorsqu].statnum != MAXSTATUS && dist(&sprite[pPlayer->i], &sprite[pPlayer->actorsqu]) < 1400) { A_DoGuts(pPlayer->actorsqu, JIBS6, 7); A_Spawn(pPlayer->actorsqu, BLOODPOOL); A_PlaySound(SQUISHED, pPlayer->actorsqu); switch (DYNAMICTILEMAP(sprite[pPlayer->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[pPlayer->actorsqu].yvel) G_OperateRespawns(sprite[pPlayer->actorsqu].yvel); A_DeleteSprite(pPlayer->actorsqu); break; case APLAYER__STATIC: { int playerNum = P_Get(pPlayer->actorsqu); P_QuickKill(g_player[playerNum].ps); g_player[playerNum].ps->frag_ps = playerNum; break; } default: if (A_CheckEnemySprite(&sprite[pPlayer->actorsqu])) pPlayer->actors_killed++; A_DeleteSprite(pPlayer->actorsqu); break; } } pPlayer->actorsqu = -1; } else if (pPlayer->actorsqu >= 0) pPlayer->ang += G_GetAngleDelta(pPlayer->ang, getangle(sprite[pPlayer->actorsqu].x - pPlayer->pos.x, sprite[pPlayer->actorsqu].y - pPlayer->pos.y)) >> 2; } if (P_DoCounters(playerNum)) return; P_ProcessWeapon(playerNum); }