//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood 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 #include #include "compat.h" #include "build.h" #include "mmulti.h" #include "actor.h" #include "blood.h" #include "callback.h" #include "config.h" #include "controls.h" #include "demo.h" #include "eventq.h" #include "fx.h" #include "gib.h" #include "levels.h" #include "loadsave.h" #include "map2d.h" #include "network.h" #include "player.h" #include "seq.h" #include "sfx.h" #include "sound.h" #include "tile.h" #include "triggers.h" #include "trig.h" #include "view.h" #include "warp.h" #include "weapon.h" #include "common_game.h" PROFILE gProfile[kMaxPlayers]; PLAYER gPlayer[kMaxPlayers]; PLAYER *gMe, *gView; POWERUPINFO gPowerUpInfo[kMaxPowerUps] = { { -1, 1, 1, 1 }, { -1, 1, 1, 1 }, { -1, 1, 1, 1 }, { -1, 1, 1, 1 }, { -1, 1, 1, 1 }, { -1, 1, 1, 1 }, { -1, 1, 1, 1 }, { -1, 0, 100, 100 }, { -1, 0, 50, 100 }, { -1, 0, 20, 100 }, { -1, 0, 100, 200 }, { -1, 0, 2, 200 }, { 783, 0, 3600, 432000 }, { -1, 0, 3600, 432000 }, // 13: cloak of invisibility { -1, 1, 3600, 432000 }, // 14: death mask (invulnerability) { 827, 0, 3600, 432000 }, // 15: jump boots { 828, 0, 3600, 432000 }, { -1, 0, 3600, 1728000 }, // 17: guns akimbo { -1, 0, 3600, 432000 }, // 18: diving suit { -1, 0, 3600, 432000 }, { -1, 0, 3600, 432000 }, { -1, 0, 3600, 432000 }, // 21: crystal ball { -1, 0, 3600, 432000 }, { 851, 0, 3600, 432000 }, { 2428, 0, 3600, 432000 }, // 24: reflective shots { -1, 0, 3600, 432000 }, // 25: beast vision { -1, 0, 3600, 432000 }, // 26: cloak of shadow { -1, 0, 3600, 432000 }, { -1, 0, 900, 432000 }, { -1, 0, 3600, 432000 }, { -1, 0, 3600, 432000 }, { -1, 0, 3600, 432000 }, { -1, 0, 3600, 432000 }, { -1, 0, 3600, 432000 }, { -1, 0, 3600, 432000 }, { -1, 0, 3600, 432000 }, { -1, 0, 3600, 432000 }, { -1, 0, 3600, 432000 }, { -1, 0, 3600, 432000 }, { -1, 1, 3600, 432000 }, { -1, 0, 1, 432000 }, { -1, 0, 1, 432000 }, { -1, 0, 1, 432000 }, { -1, 0, 1, 432000 }, { -1, 0, 1, 432000 }, { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, // dummy { -1, 1, 1, 1 } // kGDXItemLevelMap }; int Handicap[] = { 144, 208, 256, 304, 368 }; POSTURE gPosture[4][3] = { // normal human { { 0x4000, 0x4000, 0x4000, 14, 17, 24, 16, 32, 80, 0x1600, 0x1200, 0xc00, 0x90 }, { 0x1200, 0x1200, 0x1200, 14, 17, 24, 16, 32, 80, 0x1400, 0x1000, -0x600, 0xb0 }, { 0x2000, 0x2000, 0x2000, 22, 28, 24, 16, 16, 40, 0x800, 0x600, -0x600, 0xb0 }, }, // normal beast { { 0x4000, 0x4000, 0x4000, 14, 17, 24, 16, 32, 80, 0x1600, 0x1200, 0xc00, 0x90 }, { 0x1200, 0x1200, 0x1200, 14, 17, 24, 16, 32, 80, 0x1400, 0x1000, -0x600, 0xb0 }, { 0x2000, 0x2000, 0x2000, 22, 28, 24, 16, 16, 40, 0x800, 0x600, -0x600, 0xb0 }, }, // shrink human { { 10384, 12384, 12384, 14, 17, 24, 16, 32, 80, 5632, 4608, 3072, 144 }, { 2108, 2108, 2108, 14, 17, 24, 16, 32, 80, 5120, 4096, -1536, 176 }, { 2192, 3192, 4192, 22, 28, 24, 16, 16, 40, 2048, 1536, -1536, 176 }, }, // grown human { { 19384, 15384, 15384, 14, 17, 24, 16, 32, 80, 5632, 4608, 3072, 144 }, { 5608, 5608, 5608, 14, 17, 24, 16, 32, 80, 5120, 4096, -1536, 176 }, { 11192, 11192, 11192, 22, 28, 24, 16, 16, 40, 2048, 1536, -1536, 176 }, }, }; AMMOINFO gAmmoInfo[] = { { 0, -1 }, { 100, -1 }, { 100, 4 }, { 500, 5 }, { 100, -1 }, { 50, -1 }, { 2880, -1 }, { 250, -1 }, { 100, -1 }, { 100, -1 }, { 50, -1 }, { 50, -1 }, }; struct ARMORDATA { int at0; int at4; int at8; int atc; int at10; int at14; }; ARMORDATA armorData[5] = { { 0x320, 0x640, 0x320, 0x640, 0x320, 0x640 }, { 0x640, 0x640, 0, 0x640, 0, 0x640 }, { 0, 0x640, 0x640, 0x640, 0, 0x640 }, { 0, 0x640, 0, 0x640, 0x640, 0x640 }, { 0xc80, 0xc80, 0xc80, 0xc80, 0xc80, 0xc80 } }; void PlayerSurvive(int, int); void PlayerKeelsOver(int, int); int nPlayerSurviveClient = seqRegisterClient(PlayerSurvive); int nPlayerKeelClient = seqRegisterClient(PlayerKeelsOver); struct VICTORY { const char *at0; int at4; }; VICTORY gVictory[] = { { "%s boned %s like a fish", 4100 }, { "%s castrated %s", 4101 }, { "%s creamed %s", 4102 }, { "%s destroyed %s", 4103 }, { "%s diced %s", 4104 }, { "%s disemboweled %s", 4105 }, { "%s flattened %s", 4106 }, { "%s gave %s Anal Justice", 4107 }, { "%s gave AnAl MaDnEsS to %s", 4108 }, { "%s hurt %s real bad", 4109 }, { "%s killed %s", 4110 }, { "%s made mincemeat out of %s", 4111 }, { "%s massacred %s", 4112 }, { "%s mutilated %s", 4113 }, { "%s reamed %s", 4114 }, { "%s ripped %s a new orifice", 4115 }, { "%s slaughtered %s", 4116 }, { "%s sliced %s", 4117 }, { "%s smashed %s", 4118 }, { "%s sodomized %s", 4119 }, { "%s splattered %s", 4120 }, { "%s squashed %s", 4121 }, { "%s throttled %s", 4122 }, { "%s wasted %s", 4123 }, { "%s body bagged %s", 4124 }, }; struct SUICIDE { const char *at0; int at4; }; SUICIDE gSuicide[] = { { "%s is excrement", 4202 }, { "%s is hamburger", 4203 }, { "%s suffered scrotum separation", 4204 }, { "%s volunteered for population control", 4206 }, { "%s has suicided", 4207 }, }; struct DAMAGEINFO { int at0; int at4[3]; int at10[3]; }; DAMAGEINFO damageInfo[7] = { { -1, 731, 732, 733, 710, 710, 710 }, { 1, 742, 743, 744, 711, 711, 711 }, { 0, 731, 732, 733, 712, 712, 712 }, { 1, 731, 732, 733, 713, 713, 713 }, { -1, 724, 724, 724, 714, 714, 714 }, { 2, 731, 732, 733, 715, 715, 715 }, { 0, 0, 0, 0, 0, 0, 0 } }; int powerupCheck(PLAYER *pPlayer, int nPowerUp) { dassert(pPlayer != NULL); dassert(nPowerUp >= 0 && nPowerUp < kMaxPowerUps); int nPack = powerupToPackItem(nPowerUp); if (nPack >= 0 && !packItemActive(pPlayer, nPack)) return 0; return pPlayer->at202[nPowerUp]; } bool isGrown(spritetype* pSprite) { return (powerupCheck(&gPlayer[pSprite->type - kDudePlayer1], 29) > 0); } bool isShrinked(spritetype* pSprite) { return (powerupCheck(&gPlayer[pSprite->type - kDudePlayer1], 30) > 0); } bool shrinkPlayerSize(PLAYER* pPlayer, int divider) { pPlayer->pXSprite->scale = -divider; playerSetRace(pPlayer, kModeHumanShrink); return true; } bool growPlayerSize(PLAYER* pPlayer, int multiplier) { pPlayer->pXSprite->scale = multiplier; playerSetRace(pPlayer, kModeHumanGrown); return true; } bool resetPlayerSize(PLAYER* pPlayer) { playerSetRace(pPlayer, kModeHuman); pPlayer->pXSprite->scale = 0; return true; } void deactivateSizeShrooms(PLAYER* pPlayer) { powerupDeactivate(pPlayer, 29); pPlayer->at202[29] = 0; powerupDeactivate(pPlayer, 30); pPlayer->at202[30] = 0; } char powerupActivate(PLAYER *pPlayer, int nPowerUp) { if (powerupCheck(pPlayer, nPowerUp) > 0 && gPowerUpInfo[nPowerUp].at2) return 0; if (!pPlayer->at202[nPowerUp]) pPlayer->at202[nPowerUp] = gPowerUpInfo[nPowerUp].at3; int nPack = powerupToPackItem(nPowerUp); if (nPack >= 0) pPlayer->packInfo[nPack].at0 = 1; switch (nPowerUp+100) { case kGDXItemMapLevel: gFullMap = true; break; case 130: if (isGrown(pPlayer->pSprite)) deactivateSizeShrooms(pPlayer); else shrinkPlayerSize(pPlayer, 2); break; case 129: if (isShrinked(pPlayer->pSprite)) deactivateSizeShrooms(pPlayer); else { growPlayerSize(pPlayer, 2); if (powerupCheck(&gPlayer[pPlayer->pSprite->type - kDudePlayer1], 13) > 0) { powerupDeactivate(pPlayer, 13); pPlayer->at202[13] = 0; } if (ceilIsTooLow(pPlayer->pSprite)) actDamageSprite(pPlayer->pSprite->xvel, pPlayer->pSprite, DAMAGE_TYPE_3, 65535); } break; case 112: case 115: // jump boots pPlayer->ata1[0]++; break; case 124: // reflective shots if (pPlayer == gMe && gGameOptions.nGameType == 0) sfxSetReverb2(1); break; case 114: // death mask for (int i = 0; i < 7; i++) pPlayer->ata1[i]++; break; case 118: // diving suit pPlayer->ata1[4]++; if (pPlayer == gMe && gGameOptions.nGameType == 0) sfxSetReverb(1); break; case 119: pPlayer->ata1[4]++; break; case 139: pPlayer->ata1[1]++; break; case 117: // guns akimbo pPlayer->atc.newWeapon = pPlayer->atbd; WeaponRaise(pPlayer); break; } sfxPlay3DSound(pPlayer->pSprite, 776, -1, 0); return 1; } void powerupDeactivate(PLAYER *pPlayer, int nPowerUp) { int nPack = powerupToPackItem(nPowerUp); if (nPack >= 0) pPlayer->packInfo[nPack].at0 = 0; switch (nPowerUp+100) { case 130: resetPlayerSize(pPlayer); if (ceilIsTooLow(pPlayer->pSprite)) actDamageSprite(pPlayer->pSprite->xvel, pPlayer->pSprite, DAMAGE_TYPE_3, 65535); break; case 129: resetPlayerSize(pPlayer); break; case 112: case 115: // jump boots pPlayer->ata1[0]--; break; case 114: // death mask for (int i = 0; i < 7; i++) pPlayer->ata1[i]--; break; case 118: // diving suit pPlayer->ata1[4]--; if (pPlayer == gMe) sfxSetReverb(0); break; case 124: // reflective shots if (pPlayer == gMe) sfxSetReverb(0); break; case 119: pPlayer->ata1[4]--; break; case 139: pPlayer->ata1[1]--; break; case 117: // guns akimbo pPlayer->atc.newWeapon = pPlayer->atbd; WeaponRaise(pPlayer); break; } } void powerupSetState(PLAYER *pPlayer, int nPowerUp, char bState) { if (!bState) powerupActivate(pPlayer, nPowerUp); else powerupDeactivate(pPlayer, nPowerUp); } void powerupProcess(PLAYER *pPlayer) { pPlayer->at31d = ClipLow(pPlayer->at31d-4, 0); for (int i = kMaxPowerUps-1; i >= 0; i--) { int nPack = powerupToPackItem(i); if (nPack >= 0) { if (pPlayer->packInfo[nPack].at0) { pPlayer->at202[i] = ClipLow(pPlayer->at202[i]-4, 0); if (pPlayer->at202[i]) pPlayer->packInfo[nPack].at1 = (100*pPlayer->at202[i])/gPowerUpInfo[i].at3; else { powerupDeactivate(pPlayer, i); if (pPlayer->at321 == nPack) pPlayer->at321 = 0; } } } else if (pPlayer->at202[i] > 0) { pPlayer->at202[i] = ClipLow(pPlayer->at202[i]-4, 0); if (!pPlayer->at202[i]) powerupDeactivate(pPlayer, i); } } } void powerupClear(PLAYER *pPlayer) { for (int i = kMaxPowerUps-1; i >= 0; i--) { pPlayer->at202[i] = 0; } } void powerupInit(void) { } int packItemToPowerup(int nPack) { int nPowerUp = -1; switch (nPack) { case 0: break; case 1: nPowerUp = 18; break; case 2: nPowerUp = 21; break; case 3: nPowerUp = 25; break; case 4: nPowerUp = 15; break; default: ThrowError("Unhandled pack item %d", nPack); break; } return nPowerUp; } int powerupToPackItem(int nPowerUp) { const int jumpBoots = 15; const int divingSuit = 18; const int crystalBall = 21; const int beastVision = 25; switch (nPowerUp) { case divingSuit: return 1; case crystalBall: return 2; case beastVision: return 3; case jumpBoots: return 4; } return -1; } char packAddItem(PLAYER *pPlayer, unsigned int nPack) { if (nPack <= 4) { if (pPlayer->packInfo[nPack].at1 >= 100) return 0; pPlayer->packInfo[nPack].at1 = 100; int nPowerUp = packItemToPowerup(nPack); if (nPowerUp >= 0) pPlayer->at202[nPowerUp] = gPowerUpInfo[nPowerUp].at3; if (pPlayer->at321 == -1) pPlayer->at321 = nPack; if (!pPlayer->packInfo[pPlayer->at321].at1) pPlayer->at321 = nPack; } else ThrowError("Unhandled pack item %d", nPack); return 1; } int packCheckItem(PLAYER *pPlayer, int nPack) { return pPlayer->packInfo[nPack].at1; } char packItemActive(PLAYER *pPlayer, int nPack) { return pPlayer->packInfo[nPack].at0; } void packUseItem(PLAYER *pPlayer, int nPack) { char v4 = 0; int nPowerUp = -1; if (pPlayer->packInfo[nPack].at1 > 0) { switch (nPack) { case 0: { XSPRITE *pXSprite = pPlayer->pXSprite; unsigned int health = pXSprite->health>>4; if (health < 100) { int heal = ClipHigh(100-health, pPlayer->packInfo[0].at1); actHealDude(pXSprite, heal, 100); pPlayer->packInfo[0].at1 -= heal; } break; } case 1: v4 = 1; nPowerUp = 18; break; case 2: v4 = 1; nPowerUp = 21; break; case 3: v4 = 1; nPowerUp = 25; break; case 4: v4 = 1; nPowerUp = 15; break; default: ThrowError("Unhandled pack item %d", nPack); return; } } pPlayer->at31d = 0; if (v4) powerupSetState(pPlayer, nPowerUp, pPlayer->packInfo[nPack].at0); } void packPrevItem(PLAYER *pPlayer) { if (pPlayer->at31d > 0) { for (int nPrev = ClipLow(pPlayer->at321-1,0); nPrev >= 0; nPrev--) { if (pPlayer->packInfo[nPrev].at1) { pPlayer->at321 = nPrev; break; } } } pPlayer->at31d = 600; } void packNextItem(PLAYER *pPlayer) { if (pPlayer->at31d > 0) { for (int nNext = ClipHigh(pPlayer->at321+1,5); nNext < 5; nNext++) { if (pPlayer->packInfo[nNext].at1) { pPlayer->at321 = nNext; break; } } } pPlayer->at31d = 600; } char playerSeqPlaying(PLAYER * pPlayer, int nSeq) { int nCurSeq = seqGetID(3, pPlayer->pSprite->extra); if (pPlayer->pDudeInfo->seqStartID+nSeq == nCurSeq && seqGetStatus(3,pPlayer->pSprite->extra) >= 0) return 1; return 0; } void playerSetRace(PLAYER *pPlayer, int nLifeMode) { dassert(nLifeMode >= kModeHuman && nLifeMode <= kModeHumanGrown); DUDEINFO *pDudeInfo = pPlayer->pDudeInfo; *pDudeInfo = gPlayerTemplate[nLifeMode]; pPlayer->at5f = nLifeMode; // By NoOne: don't forget to change clipdist for grow and shrink modes pPlayer->pSprite->clipdist = pDudeInfo->clipdist; for (int i = 0; i < 7; i++) pDudeInfo->at70[i] = mulscale8(Handicap[gProfile[pPlayer->at57].skill], pDudeInfo->startDamage[i]); } void playerSetGodMode(PLAYER *pPlayer, char bGodMode) { if (bGodMode) { for (int i = 0; i < 7; i++) pPlayer->ata1[i]++; } else { for (int i = 0; i < 7; i++) pPlayer->ata1[i]--; } pPlayer->at31a = bGodMode; } void playerResetInertia(PLAYER *pPlayer) { POSTURE *pPosture = &gPosture[pPlayer->at5f][pPlayer->at2f]; pPlayer->at67 = pPlayer->pSprite->z-pPosture->at24; pPlayer->at6f = pPlayer->pSprite->z-pPosture->at28; viewBackupView(pPlayer->at57); } void playerResetPowerUps(PLAYER* pPlayer) { const int jumpBoots = 15; const int divingSuit = 18; const int crystalBall = 21; const int beastVision = 25; for (int i = 0; i < kMaxPowerUps; i++) { if (!VanillaMode() && (i == jumpBoots || i == divingSuit || i == crystalBall || i == beastVision)) continue; pPlayer->at202[i] = 0; } } void playerStart(int nPlayer) { PLAYER* pPlayer = &gPlayer[nPlayer]; GINPUT* pInput = &pPlayer->atc; ZONE* pStartZone = NULL; // normal start position if (gGameOptions.nGameType <= 1) pStartZone = &gStartZone[nPlayer]; // By NoOne: let's check if there is positions of teams is specified // if no, pick position randomly, just like it works in vanilla. else if (gGameOptions.nGameType == 3 && gTeamsSpawnUsed == true) { int maxRetries = 5; while (maxRetries-- > 0) { if (pPlayer->at2ea == 0) pStartZone = &gStartZoneTeam1[Random(3)]; else pStartZone = &gStartZoneTeam2[Random(3)]; if (maxRetries != 0) { // check if there is no spawned player in selected zone for (int i = headspritesect[pStartZone->sectnum]; i >= 0; i = nextspritesect[i]) { spritetype* pSprite = &sprite[i]; if (pStartZone->x == pSprite->x && pStartZone->y == pSprite->y && IsPlayerSprite(pSprite)) { pStartZone = NULL; break; } } } if (pStartZone != NULL) break; } } else { pStartZone = &gStartZone[Random(8)]; } spritetype *pSprite = actSpawnSprite(pStartZone->sectnum, pStartZone->x, pStartZone->y, pStartZone->z, 6, 1); dassert(pSprite->extra > 0 && pSprite->extra < kMaxXSprites); XSPRITE *pXSprite = &xsprite[pSprite->extra]; pPlayer->pSprite = pSprite; pPlayer->pXSprite = pXSprite; pPlayer->at5b = pSprite->index; DUDEINFO *pDudeInfo = &dudeInfo[kDudePlayer1 + nPlayer - kDudeBase]; pPlayer->pDudeInfo = pDudeInfo; playerSetRace(pPlayer, kModeHuman); seqSpawn(pDudeInfo->seqStartID, 3, pSprite->extra, -1); if (pPlayer == gMe) SetBitString(show2dsprite, pSprite->index); int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); pSprite->z -= bottom - pSprite->z; pSprite->pal = 11+(pPlayer->at2ea&3); pPlayer->angold = pSprite->ang = pStartZone->ang; pPlayer->q16ang = fix16_from_int(pSprite->ang); pSprite->type = kDudePlayer1+nPlayer; pSprite->clipdist = pDudeInfo->clipdist; pSprite->hitag = 15; pXSprite->burnTime = 0; pXSprite->burnSource = -1; pPlayer->pXSprite->health = pDudeInfo->startHealth<<4; pPlayer->pSprite->cstat &= (unsigned short)~32768; pPlayer->at63 = 0; pPlayer->q16horiz = 0; pPlayer->q16slopehoriz = 0; pPlayer->q16look = 0; pPlayer->at83 = 0; pPlayer->at2ee = -1; pPlayer->at2f2 = 1200; pPlayer->at2f6 = 0; pPlayer->at2fa = 0; pPlayer->at2fe = 0; pPlayer->at302 = 0; pPlayer->at306 = 0; pPlayer->at30a = 0; pPlayer->at30e = 0; pPlayer->at312 = 0; pPlayer->at316 = 0; pPlayer->at2f = 0; pPlayer->voodooTarget = -1; pPlayer->at34e = 0; pPlayer->at352 = 0; pPlayer->at356 = 0; playerResetInertia(pPlayer); pPlayer->at73 = 0; pPlayer->at1ca.dx = 0x4000; pPlayer->at1ca.dy = 0; pPlayer->at1ca.dz = 0; pPlayer->at1d6 = -1; pPlayer->at6b = pPlayer->at73; for (int i = 0; i < 8; i++) pPlayer->at88[i] = gGameOptions.nGameType >= 2; pPlayer->at90 = 0; for (int i = 0; i < 8; i++) pPlayer->at91[i] = -1; for (int i = 0; i < 7; i++) pPlayer->ata1[i] = 0; if (pPlayer->at31a) playerSetGodMode(pPlayer, 1); gInfiniteAmmo = 0; gFullMap = 0; pPlayer->at1ba = 0; pPlayer->at1fe = 0; pPlayer->atbe = 0; xvel[pSprite->index] = yvel[pSprite->index] = zvel[pSprite->index] = 0; pInput->q16turn = 0; pInput->keyFlags.word = 0; pInput->forward = 0; pInput->strafe = 0; pInput->q16mlook = 0; pInput->buttonFlags.byte = 0; pInput->useFlags.byte = 0; pPlayer->at35a = 0; pPlayer->at37f = 0; pPlayer->at35e = 0; pPlayer->at362 = 0; pPlayer->at366 = 0; pPlayer->at36a = 0; pPlayer->at36e = 0; pPlayer->at372 = 0; pPlayer->atbf = 0; pPlayer->atc3 = 0; pPlayer->at26 = -1; pPlayer->at376 = 0; pPlayer->nWaterPal = 0; playerResetPowerUps(pPlayer); if (pPlayer == gMe) { viewInitializePrediction(); gViewMap.x = pPlayer->pSprite->x; gViewMap.y = pPlayer->pSprite->y; gViewMap.angle = pPlayer->pSprite->ang; } if (IsUnderwaterSector(pSprite->sectnum)) { pPlayer->at2f = 1; pPlayer->pXSprite->medium = 1; } } void playerReset(PLAYER *pPlayer) { static int dword_136400[] = { 3, 4, 2, 8, 9, 10, 7, 1, 1, 1, 1, 1, 1, 1 }; static int dword_136438[] = { 3, 4, 2, 8, 9, 10, 7, 1, 1, 1, 1, 1, 1, 1 }; dassert(pPlayer != NULL); for (int i = 0; i < 14; i++) { pPlayer->atcb[i] = gInfiniteAmmo; pPlayer->atd9[i] = 0; } pPlayer->atcb[1] = 1; pPlayer->atbd = 0; pPlayer->at2a = -1; pPlayer->atc.newWeapon = 1; for (int i = 0; i < 14; i++) { pPlayer->at111[0][i] = dword_136400[i]; pPlayer->at111[1][i] = dword_136438[i]; } for (int i = 0; i < 12; i++) { if (gInfiniteAmmo) pPlayer->at181[i] = gAmmoInfo[i].at0; else pPlayer->at181[i] = 0; } for (int i = 0; i < 3; i++) pPlayer->at33e[i] = 0; pPlayer->atbf = 0; pPlayer->atc3 = 0; pPlayer->at26 = -1; pPlayer->at1b1 = 0; pPlayer->at321 = -1; for (int i = 0; i < 5; i++) { pPlayer->packInfo[i].at0 = 0; pPlayer->packInfo[i].at1 = 0; } } int dword_21EFB0[8]; int dword_21EFD0[8]; void playerInit(int nPlayer, unsigned int a2) { PLAYER *pPlayer = &gPlayer[nPlayer]; if (!(a2&1)) memset(pPlayer, 0, sizeof(PLAYER)); pPlayer->at57 = nPlayer; pPlayer->at2ea = nPlayer; if (gGameOptions.nGameType == 3) pPlayer->at2ea = nPlayer&1; pPlayer->at2c6 = 0; memset(dword_21EFB0, 0, sizeof(dword_21EFB0)); memset(dword_21EFD0, 0, sizeof(dword_21EFD0)); memset(pPlayer->at2ca, 0, sizeof(pPlayer->at2ca)); if (!(a2&1)) playerReset(pPlayer); } char sub_3A158(PLAYER *a1, spritetype *a2) { for (int nSprite = headspritestat[4]; nSprite >= 0; nSprite = nextspritestat[nSprite]) { if (a2 && a2->index == nSprite) continue; spritetype *pSprite = &sprite[nSprite]; if (pSprite->type == 431 && actOwnerIdToSpriteId(pSprite->owner) == a1->at5b) return 1; } return 0; } char PickupItem(PLAYER *pPlayer, spritetype *pItem) { char buffer[80]; int pickupSnd = 775; spritetype *pSprite = pPlayer->pSprite; XSPRITE *pXSprite = pPlayer->pXSprite; int nType = pItem->type - 100; switch (pItem->type) { //case 129: //dudeInfo[31].seqStartID = 13568; //if (!powerupActivate(pPlayer, nType)) //return 0; //return 1; case 113: if (isGrown(pPlayer->pSprite)) return false; case 130: case 129: switch (pItem->type) { case 130: if (isShrinked(pSprite)) return false; break; case 129: if (isGrown(pSprite)) return false; break; } powerupActivate(pPlayer, nType); break; case 145: case 146: if (gGameOptions.nGameType != 3) return 0; if (pItem->extra > 0) { XSPRITE *pXItem = &xsprite[pItem->extra]; if (pItem->type == 145) { if (pPlayer->at2ea == 1) { if ((pPlayer->at90&1) == 0 && pXItem->state) { pPlayer->at90 |= 1; pPlayer->at91[0] = pItem->index; trTriggerSprite(pItem->index, pXItem, 0); sprintf(buffer, "%s stole Blue Flag", gProfile[pPlayer->at57].name); sndStartSample(8007, 255, 2, 0); viewSetMessage(buffer); } } if (pPlayer->at2ea == 0) { if ((pPlayer->at90&1) != 0 && !pXItem->state) { pPlayer->at90 &= ~1; pPlayer->at91[0] = -1; trTriggerSprite(pItem->index, pXItem, 1); sprintf(buffer, "%s returned Blue Flag", gProfile[pPlayer->at57].name); sndStartSample(8003, 255, 2, 0); viewSetMessage(buffer); } if ((pPlayer->at90&2) != 0 && pXItem->state) { pPlayer->at90 &= ~2; pPlayer->at91[1] = -1; dword_21EFB0[pPlayer->at2ea] += 10; dword_21EFD0[pPlayer->at2ea] += 240; evSend(0, 0, 81, COMMAND_ID_1); sprintf(buffer, "%s captured Red Flag!", gProfile[pPlayer->at57].name); sndStartSample(8001, 255, 2, 0); viewSetMessage(buffer); #if 0 if (dword_28E3D4 == 3 && myconnectindex == connecthead) { sprintf(buffer, "frag A killed B\n"); sub_7AC28(buffer); } #endif } } } else if (pItem->type == 146) { if (pPlayer->at2ea == 0) { if((pPlayer->at90&2) == 0 && pXItem->state) { pPlayer->at90 |= 2; pPlayer->at91[1] = pItem->index; trTriggerSprite(pItem->index, pXItem, 0); sprintf(buffer, "%s stole Red Flag", gProfile[pPlayer->at57].name); sndStartSample(8006, 255, 2, 0); viewSetMessage(buffer); } } if (pPlayer->at2ea == 1) { if ((pPlayer->at90&2) != 0 && !pXItem->state) { pPlayer->at90 &= ~2; pPlayer->at91[1] = -1; trTriggerSprite(pItem->index, pXItem, 1); sprintf(buffer, "%s returned Red Flag", gProfile[pPlayer->at57].name); sndStartSample(8002, 255, 2, 0); viewSetMessage(buffer); } if ((pPlayer->at90&1) != 0 && pXItem->state) { pPlayer->at90 &= ~1; pPlayer->at91[0] = -1; dword_21EFB0[pPlayer->at2ea] += 10; dword_21EFD0[pPlayer->at2ea] += 240; evSend(0, 0, 80, COMMAND_ID_1); sprintf(buffer, "%s captured Red Flag!", gProfile[pPlayer->at57].name); sndStartSample(8000, 255, 2, 0); viewSetMessage(buffer); #if 0 if (dword_28E3D4 == 3 && myconnectindex == connecthead) { sprintf(buffer, "frag B killed A\n"); sub_7AC28(buffer); } #endif } } } } return 0; case 147: if (gGameOptions.nGameType != 3) return 0; evKill(pItem->index, 3, CALLBACK_ID_17); pPlayer->at90 |= 1; pPlayer->at91[0] = pItem->index; break; case 148: if (gGameOptions.nGameType != 3) return 0; evKill(pItem->index, 3, CALLBACK_ID_17); pPlayer->at90 |= 2; pPlayer->at91[1] = pItem->index; break; case 140: case 141: case 142: case 143: case 144: { ARMORDATA *pArmorData = &armorData[pItem->type-140]; char va = 0; if (pPlayer->at33e[1] < pArmorData->atc) { pPlayer->at33e[1] = ClipHigh(pPlayer->at33e[1]+pArmorData->at8, pArmorData->atc); va = 1; } if (pPlayer->at33e[0] < pArmorData->at4) { pPlayer->at33e[0] = ClipHigh(pPlayer->at33e[0]+pArmorData->at0, pArmorData->at4); va = 1; } if (pPlayer->at33e[2] < pArmorData->at14) { pPlayer->at33e[2] = ClipHigh(pPlayer->at33e[2]+pArmorData->at10, pArmorData->at14); va = 1; } if (!va) return 0; pickupSnd = 779; break; } case 121: if (gGameOptions.nGameType == 0) return 0; if (!packAddItem(pPlayer, gItemData[nType].at8)) return 0; break; case 100: case 101: case 102: case 103: case 104: case 105: case 106: if (pPlayer->at88[pItem->type-99]) return 0; pPlayer->at88[pItem->type-99] = 1; pickupSnd = 781; break; case 108: case 109: case 110: case 111: { int addPower = gPowerUpInfo[nType].at3; // by NoOne: allow custom amount for item if (sprite[pItem->xvel].extra >= 0 && xsprite[sprite[pItem->xvel].extra].data1 > 0 && !VanillaMode() && !DemoRecordStatus()) addPower = xsprite[sprite[pItem->xvel].extra].data1; if (!actHealDude(pXSprite, addPower, gPowerUpInfo[nType].at7)) return 0; return 1; } case 107: case 115: case 118: case 125: if (!packAddItem(pPlayer, gItemData[nType].at8)) return 0; break; default: if (!powerupActivate(pPlayer, nType)) return 0; return 1; } sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, pickupSnd, pSprite->sectnum); return 1; } char PickupAmmo(PLAYER* pPlayer, spritetype* pAmmo) { AMMOITEMDATA* pAmmoItemData = &gAmmoItemData[pAmmo->type - 60]; int nAmmoType = pAmmoItemData->ata; if (pPlayer->at181[nAmmoType] >= gAmmoInfo[nAmmoType].at0) return 0; else if (pAmmo->extra < 0 || xsprite[pAmmo->extra].data1 <= 0 || VanillaMode() || DemoRecordStatus()) pPlayer->at181[nAmmoType] = ClipHigh(pPlayer->at181[nAmmoType]+pAmmoItemData->at8, gAmmoInfo[nAmmoType].at0); // by NoOne: allow custom amount for item else pPlayer->at181[nAmmoType] = ClipHigh(pPlayer->at181[nAmmoType] + xsprite[pAmmo->extra].data1, gAmmoInfo[nAmmoType].at0); if (pAmmoItemData->atb) pPlayer->atcb[pAmmoItemData->atb] = 1; sfxPlay3DSound(pPlayer->pSprite, 782, -1, 0); return 1; } char PickupWeapon(PLAYER *pPlayer, spritetype *pWeapon) { WEAPONITEMDATA *pWeaponItemData = &gWeaponItemData[pWeapon->type-40]; int nWeaponType = pWeaponItemData->at8; int nAmmoType = pWeaponItemData->ata; if (!pPlayer->atcb[nWeaponType] || gGameOptions.nWeaponSettings == 2 || gGameOptions.nWeaponSettings == 3) { if (pWeapon->type == 50 && gGameOptions.nGameType > 1 && sub_3A158(pPlayer, NULL)) return 0; pPlayer->atcb[nWeaponType] = 1; if (nAmmoType == -1) return 0; // By NoOne: allow to set custom ammo count for weapon pickups if (pWeapon->extra < 0 || xsprite[pWeapon->extra].data1 <= 0 || VanillaMode() || DemoRecordStatus()) pPlayer->at181[nAmmoType] = ClipHigh(pPlayer->at181[nAmmoType] + pWeaponItemData->atc, gAmmoInfo[nAmmoType].at0); else pPlayer->at181[nAmmoType] = ClipHigh(pPlayer->at181[nAmmoType] + xsprite[pWeapon->extra].data1, gAmmoInfo[nAmmoType].at0); int nNewWeapon = WeaponUpgrade(pPlayer, nWeaponType); if (nNewWeapon != pPlayer->atbd) { pPlayer->atc3 = 0; pPlayer->atbe = nNewWeapon; } sfxPlay3DSound(pPlayer->pSprite, 777, -1, 0); return 1; } if (!actGetRespawnTime(pWeapon)) return 0; if (nAmmoType == -1) return 0; if (pPlayer->at181[nAmmoType] >= gAmmoInfo[nAmmoType].at0) return 0; pPlayer->at181[nAmmoType] = ClipHigh(pPlayer->at181[nAmmoType]+pWeaponItemData->atc, gAmmoInfo[nAmmoType].at0); sfxPlay3DSound(pPlayer->pSprite, 777, -1, 0); return 1; } void PickUp(PLAYER *pPlayer, spritetype *pSprite) { char buffer[80]; int nType = pSprite->type; char pickedUp = 0; int customMsg = -1; if (nType != 40 && nType != 80) { // By NoOne: no pickup for random item generators. XSPRITE* pXSprite = (pSprite->extra >= 0) ? &xsprite[pSprite->extra] : NULL; if (pXSprite != NULL && pXSprite->txID != 3 && pXSprite->lockMsg > 0) // by NoOne: allow custom INI message instead "Picked up" customMsg = pXSprite->lockMsg; if (nType >= 100 && nType <= 149) { pickedUp = PickupItem(pPlayer, pSprite); if (pickedUp && customMsg == -1) sprintf(buffer, "Picked up %s", gItemText[nType - 100]); } else if (nType >= 60 && nType < 81) { pickedUp = PickupAmmo(pPlayer, pSprite); if (pickedUp && customMsg == -1) sprintf(buffer, "Picked up %s", gAmmoText[nType - 60]); } else if (nType >= 40 && nType < 51) { pickedUp = PickupWeapon(pPlayer, pSprite); if (pickedUp && customMsg == -1) sprintf(buffer, "Picked up %s", gWeaponText[nType - 40]); } } if (pickedUp) { if (pSprite->extra > 0) { XSPRITE *pXSprite = &xsprite[pSprite->extra]; if (pXSprite->Pickup) trTriggerSprite(pSprite->index, pXSprite, 32); } if (!actCheckRespawn(pSprite)) actPostSprite(pSprite->index, kStatFree); pPlayer->at377 = 30; if (pPlayer == gMe) if (customMsg > 0) trTextOver(customMsg - 1); else viewSetMessage(buffer); } } void CheckPickUp(PLAYER *pPlayer) { spritetype *pSprite = pPlayer->pSprite; int x = pSprite->x; int y = pSprite->y; int z = pSprite->z; int nSector = pSprite->sectnum; int nNextSprite; for (int nSprite = headspritestat[3]; nSprite >= 0; nSprite = nNextSprite) { spritetype *pItem = &sprite[nSprite]; nNextSprite = nextspritestat[nSprite]; if (pItem->hitag&32) continue; int dx = klabs(x-pItem->x)>>4; if (dx > 48) continue; int dy = klabs(y-pItem->y)>>4; if (dy > 48) continue; int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); int vb = 0; if (pItem->z < top) vb = (top-pItem->z)>>8; else if (pItem->z > bottom) vb = (pItem->z-bottom)>>8; if (vb > 32) continue; if (approxDist(dx,dy) > 48) continue; GetSpriteExtents(pItem, &top, &bottom); if (cansee(x, y, z, nSector, pItem->x, pItem->y, pItem->z, pItem->sectnum) || cansee(x, y, z, nSector, pItem->x, pItem->y, top, pItem->sectnum) || cansee(x, y, z, nSector, pItem->x, pItem->y, bottom, pItem->sectnum)) PickUp(pPlayer, pItem); } } int ActionScan(PLAYER *pPlayer, int *a2, int *a3) { *a2 = 0; *a3 = 0; spritetype *pSprite = pPlayer->pSprite; int x = Cos(pSprite->ang)>>16; int y = Sin(pSprite->ang)>>16; int z = pPlayer->at83; int hit = HitScan(pSprite, pPlayer->at67, x, y, z, 0x10000040, 128); int hitDist = approxDist(pSprite->x-gHitInfo.hitx, pSprite->y-gHitInfo.hity)>>4; if (hitDist < 64) { switch (hit) { case 3: *a2 = gHitInfo.hitsprite; *a3 = sprite[*a2].extra; if (*a3 > 0 && sprite[*a2].statnum == 4) { spritetype *pSprite = &sprite[*a2]; XSPRITE *pXSprite = &xsprite[*a3]; if (pSprite->type == 431) { if (gGameOptions.nGameType > 1 && sub_3A158(pPlayer, pSprite)) return -1; pXSprite->data4 = pPlayer->at57; pXSprite->isTriggered = 0; } } if (*a3 > 0 && xsprite[*a3].Push) return 3; if (sprite[*a2].statnum == 6) { spritetype *pSprite = &sprite[*a2]; XSPRITE *pXSprite = &xsprite[*a3]; int nMass = dudeInfo[pSprite->type-kDudeBase].mass; if (nMass) { int t2 = divscale(0xccccc, nMass, 8); xvel[*a2] += mulscale16(x, t2); yvel[*a2] += mulscale16(y, t2); zvel[*a2] += mulscale16(z, t2); } if (pXSprite->Push && !pXSprite->state && !pXSprite->isTriggered) trTriggerSprite(*a2, pXSprite, 30); } break; case 0: case 4: *a2 = gHitInfo.hitwall; *a3 = wall[*a2].extra; if (*a3 > 0 && xwall[*a3].triggerPush) return 0; if (wall[*a2].nextsector >= 0) { *a2 = wall[*a2].nextsector; *a3 = sector[*a2].extra; if (*a3 > 0 && xsector[*a3].Wallpush) return 6; } break; case 1: case 2: *a2 = gHitInfo.hitsect; *a3 = sector[*a2].extra; if (*a3 > 0 && xsector[*a3].Push) return 6; break; } } *a2 = pSprite->sectnum; *a3 = sector[*a2].extra; if (*a3 > 0 && xsector[*a3].Push) return 6; return -1; } void ProcessInput(PLAYER *pPlayer) { spritetype *pSprite = pPlayer->pSprite; XSPRITE *pXSprite = pPlayer->pXSprite; int nSprite = pPlayer->at5b; POSTURE *pPosture = &gPosture[pPlayer->at5f][pPlayer->at2f]; GINPUT *pInput = &pPlayer->atc; pPlayer->at2e = pInput->syncFlags.run; if (pInput->buttonFlags.byte || pInput->forward || pInput->strafe || pInput->q16turn) pPlayer->at30a = 0; else if (pPlayer->at30a >= 0) pPlayer->at30a += 4; WeaponProcess(pPlayer); if (pXSprite->health == 0) { char bSeqStat = playerSeqPlaying(pPlayer, 16); if (pPlayer->at2ee != -1) { pPlayer->angold = pSprite->ang = getangle(sprite[pPlayer->at2ee].x - pSprite->x, sprite[pPlayer->at2ee].y - pSprite->y); pPlayer->q16ang = fix16_from_int(pSprite->ang); } pPlayer->at1fe += 4; if (!bSeqStat) { if (bVanilla) pPlayer->q16horiz = fix16_from_int(mulscale16(0x8000-(Cos(ClipHigh(pPlayer->at1fe*8, 1024))>>15), 120)); else pPlayer->q16horiz = mulscale16(0x8000-(Cos(ClipHigh(pPlayer->at1fe*8, 1024))>>15), F16(120)); } if (pPlayer->atbd) pInput->newWeapon = pPlayer->atbd; if (pInput->keyFlags.action) { if (bSeqStat) { if (pPlayer->at1fe > 360) seqSpawn(pPlayer->pDudeInfo->seqStartID+14, 3, pPlayer->pSprite->extra, nPlayerSurviveClient); } else if (seqGetStatus(3, pPlayer->pSprite->extra) < 0) { if (pPlayer->pSprite) pPlayer->pSprite->type = 426; actPostSprite(pPlayer->at5b, 4); seqSpawn(pPlayer->pDudeInfo->seqStartID+15, 3, pPlayer->pSprite->extra, -1); playerReset(pPlayer); if (gGameOptions.nGameType == 0 && numplayers == 1) { if (gDemo.at0) gDemo.Close(); pInput->keyFlags.restart = 1; } else playerStart(pPlayer->at57); } pInput->keyFlags.action = 0; } return; } if (pPlayer->at2f == 1) { int x = Cos(pSprite->ang); int y = Sin(pSprite->ang); if (pInput->forward) { int forward = pInput->forward; if (forward > 0) forward = mulscale8(pPosture->at0, forward); else forward = mulscale8(pPosture->at8, forward); xvel[nSprite] += mulscale30(forward, x); yvel[nSprite] += mulscale30(forward, y); } if (pInput->strafe) { int strafe = pInput->strafe; strafe = mulscale8(pPosture->at4, strafe); xvel[nSprite] += mulscale30(strafe, y); yvel[nSprite] -= mulscale30(strafe, x); } } else if (pXSprite->height < 256) { int speed = 0x10000; if (pXSprite->height > 0) speed -= divscale16(pXSprite->height, 256); int x = Cos(pSprite->ang); int y = Sin(pSprite->ang); if (pInput->forward) { int forward = pInput->forward; if (forward > 0) forward = mulscale8(pPosture->at0, forward); else forward = mulscale8(pPosture->at8, forward); if (pXSprite->height) forward = mulscale16(forward, speed); xvel[nSprite] += mulscale30(forward, x); yvel[nSprite] += mulscale30(forward, y); } if (pInput->strafe) { int strafe = pInput->strafe; strafe = mulscale8(pPosture->at4, strafe); if (pXSprite->height) strafe = mulscale16(strafe, speed); xvel[nSprite] += mulscale30(strafe, y); yvel[nSprite] -= mulscale30(strafe, x); } } if (pInput->q16turn) pPlayer->q16ang = (pPlayer->q16ang+pInput->q16turn)&0x7ffffff; if (pInput->keyFlags.spin180) { if (!pPlayer->at316) pPlayer->at316 = -1024; pInput->keyFlags.spin180 = 0; } if (pPlayer->at316 < 0) { int speed; if (pPlayer->at2f == 1) speed = 64; else speed = 128; pPlayer->at316 = ClipLow(pPlayer->at316+speed, 0); pPlayer->q16ang += fix16_from_int(speed); } pPlayer->q16ang = (pPlayer->q16ang+fix16_from_int(pSprite->ang-pPlayer->angold))&0x7ffffff; pPlayer->angold = pSprite->ang = fix16_to_int(pPlayer->q16ang); if (!pInput->buttonFlags.jump) pPlayer->at31c = 0; switch (pPlayer->at2f) { case 1: if (pInput->buttonFlags.jump) zvel[nSprite] -= 0x5b05; if (pInput->buttonFlags.crouch) zvel[nSprite] += 0x5b05; break; case 2: if (!pInput->buttonFlags.crouch) pPlayer->at2f = 0; break; default: if (!pPlayer->at31c && pInput->buttonFlags.jump && pXSprite->height == 0) { sfxPlay3DSound(pSprite, 700, 0, 0); if (packItemActive(pPlayer, 4)) zvel[nSprite] = -0x175555; else zvel[nSprite] = -0xbaaaa; if (isShrinked(pPlayer->pSprite)) zvel[nSprite] -= -200000; else if (isGrown(pPlayer->pSprite)) zvel[nSprite] += -250000; pPlayer->at31c = 1; } if (pInput->buttonFlags.crouch) pPlayer->at2f = 2; break; } if (pInput->keyFlags.action) { int a2, a3; int hit = ActionScan(pPlayer, &a2, &a3); switch (hit) { case 6: if (a3 > 0 && a3 <= 2048) { XSECTOR *pXSector = &xsector[a3]; int key = pXSector->Key; if (pXSector->locked && pPlayer == gMe) { viewSetMessage("It's locked"); sndStartSample(3062, 255, 2, 0); } if (!key || pPlayer->at88[key]) trTriggerSector(a2, pXSector, 30); else if (pPlayer == gMe) { viewSetMessage("That requires a key."); sndStartSample(3063, 255, 2, 0); } } break; case 0: { XWALL *pXWall = &xwall[a3]; int key = pXWall->key; if (pXWall->locked && pPlayer == gMe) { viewSetMessage("It's locked"); sndStartSample(3062, 255, 2, 0); } if (!key || pPlayer->at88[key]) trTriggerWall(a2, pXWall, 50); else if (pPlayer == gMe) { viewSetMessage("That requires a key."); sndStartSample(3063, 255, 2, 0); } break; } case 3: { XSPRITE *pXSprite = &xsprite[a3]; int key = pXSprite->key; if (pXSprite->locked && pPlayer == gMe && pXSprite->lockMsg) trTextOver(pXSprite->lockMsg); if (!key || pPlayer->at88[key]) trTriggerSprite(a2, pXSprite, 30); else if (pPlayer == gMe) { viewSetMessage("That requires a key."); sndStartSample(3063, 255, 2, 0); } break; } } if (pPlayer->at372 > 0) pPlayer->at372 = ClipLow(pPlayer->at372-4*(6-gGameOptions.nDifficulty), 0); if (pPlayer->at372 <= 0 && pPlayer->at376) { spritetype *pSprite2 = actSpawnDude(pPlayer->pSprite, 212, pPlayer->pSprite->clipdist<<1, 0); pSprite2->ang = (pPlayer->pSprite->ang+1024)&2047; int nSprite = pPlayer->pSprite->index; int x = Cos(pPlayer->pSprite->ang)>>16; int y = Sin(pPlayer->pSprite->ang)>>16; xvel[pSprite2->index] = xvel[nSprite] + mulscale14(0x155555, x); yvel[pSprite2->index] = yvel[nSprite] + mulscale14(0x155555, y); zvel[pSprite2->index] = zvel[nSprite]; pPlayer->at376 = 0; } pInput->keyFlags.action = 0; } if (bVanilla) { if (pInput->keyFlags.lookCenter && !pInput->buttonFlags.lookUp && !pInput->buttonFlags.lookDown) { if (pPlayer->q16look < 0) pPlayer->q16look = fix16_min(pPlayer->q16look+F16(4), F16(0)); if (pPlayer->q16look > 0) pPlayer->q16look = fix16_max(pPlayer->q16look-F16(4), F16(0)); if (!pPlayer->q16look) pInput->keyFlags.lookCenter = 0; } else { if (pInput->buttonFlags.lookUp) pPlayer->q16look = fix16_min(pPlayer->q16look+F16(4), F16(60)); if (pInput->buttonFlags.lookDown) pPlayer->q16look = fix16_max(pPlayer->q16look-F16(4), F16(-60)); } pPlayer->q16look = fix16_clamp(pPlayer->q16look+pInput->q16mlook, F16(-60), F16(60)); if (pPlayer->q16look > 0) pPlayer->q16horiz = fix16_from_int(mulscale30(120, Sin(fix16_to_int(pPlayer->q16look)<<3))); else if (pPlayer->q16look < 0) pPlayer->q16horiz = fix16_from_int(mulscale30(180, Sin(fix16_to_int(pPlayer->q16look)<<3))); else pPlayer->q16horiz = 0; } else { CONSTEXPR int upAngle = 289; CONSTEXPR int downAngle = -347; CONSTEXPR double lookStepUp = 4.0*upAngle/60.0; CONSTEXPR double lookStepDown = -4.0*downAngle/60.0; if (pInput->keyFlags.lookCenter && !pInput->buttonFlags.lookUp && !pInput->buttonFlags.lookDown) { if (pPlayer->q16look < 0) pPlayer->q16look = fix16_min(pPlayer->q16look+F16(lookStepDown), F16(0)); if (pPlayer->q16look > 0) pPlayer->q16look = fix16_max(pPlayer->q16look-F16(lookStepUp), F16(0)); if (!pPlayer->q16look) pInput->keyFlags.lookCenter = 0; } else { if (pInput->buttonFlags.lookUp) pPlayer->q16look = fix16_min(pPlayer->q16look+F16(lookStepUp), F16(upAngle)); if (pInput->buttonFlags.lookDown) pPlayer->q16look = fix16_max(pPlayer->q16look-F16(lookStepDown), F16(downAngle)); } pPlayer->q16look = fix16_clamp(pPlayer->q16look+(pInput->q16mlook<<3), F16(downAngle), F16(upAngle)); pPlayer->q16horiz = fix16_from_float(100.f*tanf(fix16_to_float(pPlayer->q16look)*fPI/1024.f)); } int nSector = pSprite->sectnum; int florhit = gSpriteHit[pSprite->extra].florhit & 0xe000; char va; if (pXSprite->height < 16 && (florhit == 0x4000 || florhit == 0)) va = 1; else va = 0; if (va && (sector[nSector].floorstat&2)) { int z1 = getflorzofslope(nSector, pSprite->x, pSprite->y); int x2 = pSprite->x+mulscale30(64, Cos(pSprite->ang)); int y2 = pSprite->y+mulscale30(64, Sin(pSprite->ang)); short nSector2 = nSector; updatesector(x2, y2, &nSector2); if (nSector2 == nSector) { int z2 = getflorzofslope(nSector2, x2, y2); pPlayer->q16slopehoriz = interpolate(pPlayer->q16slopehoriz, fix16_from_int(z1-z2)>>3, 0x4000); } } else { pPlayer->q16slopehoriz = interpolate(pPlayer->q16slopehoriz, F16(0), 0x4000); if (klabs(pPlayer->q16slopehoriz) < 4) pPlayer->q16slopehoriz = 0; } pPlayer->at83 = (-fix16_to_int(pPlayer->q16horiz))<<7; if (pInput->keyFlags.prevItem) { pInput->keyFlags.prevItem = 0; packPrevItem(pPlayer); } if (pInput->keyFlags.nextItem) { pInput->keyFlags.nextItem = 0; packNextItem(pPlayer); } if (pInput->keyFlags.useItem) { pInput->keyFlags.useItem = 0; if (pPlayer->packInfo[pPlayer->at321].at1 > 0) packUseItem(pPlayer, pPlayer->at321); } if (pInput->useFlags.useBeastVision) { pInput->useFlags.useBeastVision = 0; if (pPlayer->packInfo[3].at1 > 0) packUseItem(pPlayer, 3); } if (pInput->useFlags.useCrystalBall) { pInput->useFlags.useCrystalBall = 0; if (pPlayer->packInfo[2].at1 > 0) packUseItem(pPlayer, 2); } if (pInput->useFlags.useJumpBoots) { pInput->useFlags.useJumpBoots = 0; if (pPlayer->packInfo[4].at1 > 0) packUseItem(pPlayer, 4); } if (pInput->useFlags.useMedKit) { pInput->useFlags.useMedKit = 0; if (pPlayer->packInfo[0].at1 > 0) packUseItem(pPlayer, 0); } if (pInput->keyFlags.holsterWeapon) { pInput->keyFlags.holsterWeapon = 0; if (pPlayer->atbd) { WeaponLower(pPlayer); viewSetMessage("Holstering weapon"); } } CheckPickUp(pPlayer); } void playerProcess(PLAYER *pPlayer) { spritetype *pSprite = pPlayer->pSprite; int nSprite = pPlayer->at5b; int nXSprite = pSprite->extra; XSPRITE *pXSprite = pPlayer->pXSprite; POSTURE *pPosture = &gPosture[pPlayer->at5f][pPlayer->at2f]; powerupProcess(pPlayer); int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); int dzb = (bottom-pSprite->z)/4; int dzt = (pSprite->z-top)/4; int dw = pSprite->clipdist<<2; if (!gNoClip) { short nSector = pSprite->sectnum; if (pushmove_old(&pSprite->x, &pSprite->y, &pSprite->z, &nSector, dw, dzt, dzb, CLIPMASK0) == -1) actDamageSprite(nSprite, pSprite, DAMAGE_TYPE_0, 500<<4); if (pSprite->sectnum != nSector) { if (nSector == -1) { nSector = pSprite->sectnum; actDamageSprite(nSprite, pSprite, DAMAGE_TYPE_0, 500<<4); } dassert(nSector >= 0 && nSector < kMaxSectors); ChangeSpriteSect(nSprite, nSector); } } ProcessInput(pPlayer); int nSpeed = approxDist(xvel[nSprite], yvel[nSprite]); pPlayer->at6b = interpolate(pPlayer->at6b, zvel[nSprite], 0x7000); int dz = pPlayer->pSprite->z-pPosture->at24-pPlayer->at67; if (dz > 0) pPlayer->at6b += mulscale16(dz<<8, 0xa000); else pPlayer->at6b += mulscale16(dz<<8, 0x1800); pPlayer->at67 += pPlayer->at6b>>8; pPlayer->at73 = interpolate(pPlayer->at73, zvel[nSprite], 0x5000); dz = pPlayer->pSprite->z-pPosture->at28-pPlayer->at6f; if (dz > 0) pPlayer->at73 += mulscale16(dz<<8, 0x8000); else pPlayer->at73 += mulscale16(dz<<8, 0xc00); pPlayer->at6f += pPlayer->at73>>8; pPlayer->at37 = ClipLow(pPlayer->at37-4, 0); nSpeed >>= 16; if (pPlayer->at2f == 1) { pPlayer->at3b = (pPlayer->at3b+17)&2047; pPlayer->at4b = (pPlayer->at4b+17)&2047; pPlayer->at3f = mulscale30(pPosture->at14*10, Sin(pPlayer->at3b*2)); pPlayer->at43 = mulscale30(pPosture->at18*pPlayer->at37, Sin(pPlayer->at3b-256)); pPlayer->at4f = mulscale30(pPosture->at1c*pPlayer->at37, Sin(pPlayer->at4b*2)); pPlayer->at53 = mulscale30(pPosture->at20*pPlayer->at37, Sin(pPlayer->at4b-0x155)); } else { if (pXSprite->height < 256) { pPlayer->at3b = (pPlayer->at3b+pPosture->atc[pPlayer->at2e]*4) & 2047; pPlayer->at4b = (pPlayer->at4b+(pPosture->atc[pPlayer->at2e]*4)/2) & 2047; if (pPlayer->at2e) { if (pPlayer->at37 < 60) pPlayer->at37 = ClipHigh(pPlayer->at37+nSpeed, 60); } else { if (pPlayer->at37 < 30) pPlayer->at37 = ClipHigh(pPlayer->at37+nSpeed, 30); } } pPlayer->at3f = mulscale30(pPosture->at14*pPlayer->at37, Sin(pPlayer->at3b*2)); pPlayer->at43 = mulscale30(pPosture->at18*pPlayer->at37, Sin(pPlayer->at3b-256)); pPlayer->at4f = mulscale30(pPosture->at1c*pPlayer->at37, Sin(pPlayer->at4b*2)); pPlayer->at53 = mulscale30(pPosture->at20*pPlayer->at37, Sin(pPlayer->at4b-0x155)); } pPlayer->at35a = 0; pPlayer->at37f = ClipLow(pPlayer->at37f-4, 0); pPlayer->at35e = ClipLow(pPlayer->at35e-4, 0); pPlayer->at362 = ClipLow(pPlayer->at362-4, 0); pPlayer->at366 = ClipLow(pPlayer->at366-4, 0); pPlayer->at36a = ClipLow(pPlayer->at36a-4, 0); pPlayer->at377 = ClipLow(pPlayer->at377-4, 0); if (pPlayer == gMe && gMe->pXSprite->health == 0) pPlayer->at376 = 0; if (!pXSprite->health) return; pPlayer->at87 = 0; if (pPlayer->at2f == 1) { pPlayer->at87 = 1; int nSector = pSprite->sectnum; int nLink = gLowerLink[nSector]; if (nLink > 0 && (sprite[nLink].type == 14 || sprite[nLink].type == 10)) { if (getceilzofslope(nSector, pSprite->x, pSprite->y) > pPlayer->at67) pPlayer->at87 = 0; } } if (!pPlayer->at87) { pPlayer->at2f2 = 1200; pPlayer->at36e = 0; if (packItemActive(pPlayer, 1)) packUseItem(pPlayer, 1); } int nType = kDudePlayer1-kDudeBase; switch (pPlayer->at2f) { case 1: seqSpawn(dudeInfo[nType].seqStartID+9, 3, nXSprite, -1); break; case 2: seqSpawn(dudeInfo[nType].seqStartID+10, 3, nXSprite, -1); break; default: if (!nSpeed) seqSpawn(dudeInfo[nType].seqStartID, 3, nXSprite, -1); else seqSpawn(dudeInfo[nType].seqStartID+8, 3, nXSprite, -1); break; } } spritetype *playerFireMissile(PLAYER *pPlayer, int a2, int a3, int a4, int a5, int a6) { return actFireMissile(pPlayer->pSprite, a2, pPlayer->at6f-pPlayer->pSprite->z, a3, a4, a5, a6); } spritetype * playerFireThing(PLAYER *pPlayer, int a2, int a3, int thingType, int a5) { dassert(thingType >= kThingBase && thingType < kThingMax); return actFireThing(pPlayer->pSprite, a2, pPlayer->at6f-pPlayer->pSprite->z, pPlayer->at83+a3, thingType, a5); } void playerFrag(PLAYER *pKiller, PLAYER *pVictim) { dassert(pKiller != NULL); dassert(pVictim != NULL); char buffer[128] = ""; int nKiller = pKiller->pSprite->type-kDudePlayer1; dassert(nKiller >= 0 && nKiller < kMaxPlayers); int nVictim = pVictim->pSprite->type-kDudePlayer1; dassert(nVictim >= 0 && nVictim < kMaxPlayers); if (myconnectindex == connecthead) { sprintf(buffer, "frag %d killed %d\n", pKiller->at57+1, pVictim->at57+1); sub_7AC28(buffer); buffer[0] = 0; } if (nKiller == nVictim) { pVictim->at2ee = -1; pVictim->at2c6--; pVictim->at2ca[nVictim]--; if (gGameOptions.nGameType == 3) dword_21EFB0[pVictim->at2ea]--; int nMessage = Random(5); int nSound = gSuicide[nMessage].at4; if (pVictim == gMe && gMe->at372 <= 0) { sprintf(buffer, "You killed yourself!"); if (gGameOptions.nGameType > 0 && nSound >= 0) sndStartSample(nSound, 255, 2, 0); } } else { pKiller->at2c6++; pKiller->at2ca[nKiller]++; if (gGameOptions.nGameType == 3) { if (pKiller->at2ea == pVictim->at2ea) dword_21EFB0[pKiller->at2ea]--; else { dword_21EFB0[pKiller->at2ea]++; dword_21EFD0[pKiller->at2ea]+=120; } } int nMessage = Random(25); int nSound = gVictory[nMessage].at4; const char* pzMessage = gVictory[nMessage].at0; sprintf(buffer, pzMessage, gProfile[nKiller].name, gProfile[nVictim].name); if (gGameOptions.nGameType > 0 && nSound >= 0 && pKiller == gMe) sndStartSample(nSound, 255, 2, 0); } viewSetMessage(buffer); } void FragPlayer(PLAYER *pPlayer, int nSprite) { spritetype *pSprite = NULL; if (nSprite >= 0) pSprite = &sprite[nSprite]; if (pSprite && IsPlayerSprite(pSprite)) { PLAYER *pKiller = &gPlayer[pSprite->type-kDudePlayer1]; playerFrag(pKiller, pPlayer); int nTeam1 = pKiller->at2ea&1; int nTeam2 = pPlayer->at2ea&1; if (nTeam1 == 0) { if (nTeam1 != nTeam2) evSend(0, 0, 15, COMMAND_ID_3); else evSend(0, 0, 16, COMMAND_ID_3); } else { if (nTeam1 == nTeam2) evSend(0, 0, 16, COMMAND_ID_3); else evSend(0, 0, 15, COMMAND_ID_3); } } } int playerDamageArmor(PLAYER *pPlayer, DAMAGE_TYPE nType, int nDamage) { DAMAGEINFO *pDamageInfo = &damageInfo[nType]; int nArmorType = pDamageInfo->at0; if (nArmorType >= 0 && pPlayer->at33e[nArmorType]) { #if 0 int vbp = (nDamage*7)/8-nDamage/4; int v8 = pPlayer->at33e[nArmorType]; int t = nDamage/4 + vbp * v8 / 3200; v8 -= t; #endif int v8 = pPlayer->at33e[nArmorType]; int t = scale(v8, 0, 3200, nDamage/4, (nDamage*7)/8); v8 -= t; nDamage -= t; pPlayer->at33e[nArmorType] = ClipLow(v8, 0); } return nDamage; } spritetype *sub_40A94(PLAYER *pPlayer, int a2) { char buffer[80]; spritetype *pSprite = NULL; switch (a2) { case 147: pPlayer->at90 &= ~1; pSprite = actDropObject(pPlayer->pSprite, 147); if (pSprite) pSprite->owner = pPlayer->at91[0]; sprintf(buffer, "%s dropped Blue Flag", gProfile[pPlayer->at57].name); sndStartSample(8005, 255, 2, 0); viewSetMessage(buffer); break; case 148: pPlayer->at90 &= ~2; pSprite = actDropObject(pPlayer->pSprite, 148); if (pSprite) pSprite->owner = pPlayer->at91[1]; sprintf(buffer, "%s dropped Red Flag", gProfile[pPlayer->at57].name); sndStartSample(8004, 255, 2, 0); viewSetMessage(buffer); break; } return pSprite; } int playerDamageSprite(int nSource, PLAYER *pPlayer, DAMAGE_TYPE nDamageType, int nDamage) { dassert(nSource < kMaxSprites); dassert(pPlayer != NULL); if (pPlayer->ata1[nDamageType]) return 0; nDamage = playerDamageArmor(pPlayer, nDamageType, nDamage); pPlayer->at366 = ClipHigh(pPlayer->at366+(nDamage>>3), 600); spritetype *pSprite = pPlayer->pSprite; XSPRITE *pXSprite = pPlayer->pXSprite; int nXSprite = pSprite->extra; int nXSector = sector[pSprite->sectnum].extra; DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase]; int nDeathSeqID = -1; int v18 = -1; int nSprite = pSprite->index; char va = playerSeqPlaying(pPlayer, 16); if (!pXSprite->health) { if (va) { switch (nDamageType) { case DAMAGE_TYPE_5: nDeathSeqID = 18; sfxPlay3DSound(pSprite, 716, 0, 0); break; case DAMAGE_TYPE_3: GibSprite(pSprite, GIBTYPE_7, NULL, NULL); GibSprite(pSprite, GIBTYPE_15, NULL, NULL); pPlayer->pSprite->cstat |= 32768; nDeathSeqID = 17; break; default: { int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); CGibPosition gibPos(pSprite->x, pSprite->y, top); CGibVelocity gibVel(xvel[pSprite->index]>>1, yvel[pSprite->index]>>1, -0xccccc); GibSprite(pSprite, GIBTYPE_27, &gibPos, &gibVel); GibSprite(pSprite, GIBTYPE_7, NULL, NULL); fxSpawnBlood(pSprite, nDamage<<4); fxSpawnBlood(pSprite, nDamage<<4); nDeathSeqID = 17; break; } } } } else { int nHealth = pXSprite->health-nDamage; pXSprite->health = ClipLow(nHealth, 0); if (pXSprite->health > 0 && pXSprite->health < 16) { nDamageType = DAMAGE_TYPE_2; pXSprite->health = 0; nHealth = -25; } if (pXSprite->health > 0) { DAMAGEINFO *pDamageInfo = &damageInfo[nDamageType]; int nSound; if (nDamage >= (10<<4)) nSound = pDamageInfo->at4[0]; else nSound = pDamageInfo->at4[Random(3)]; if (nDamageType == DAMAGE_TYPE_4 && pXSprite->medium == 1 && !pPlayer->at376) nSound = 714; sfxPlay3DSound(pSprite, nSound, 0, 6); return nDamage; } sfxKill3DSound(pPlayer->pSprite, -1, 441); if (gGameOptions.nGameType == 3 && pPlayer->at90) { if (pPlayer->at90&1) sub_40A94(pPlayer, 147); if (pPlayer->at90&2) sub_40A94(pPlayer, 148); } pPlayer->at1fe = 0; pPlayer->at1b1 = 0; pPlayer->atbd = 0; pPlayer->at2ee = nSource; pPlayer->at34e = 0; if (nDamageType == DAMAGE_TYPE_3 && nDamage < (9<<4)) nDamageType = DAMAGE_TYPE_0; switch (nDamageType) { case DAMAGE_TYPE_3: sfxPlay3DSound(pSprite, 717, 0, 0); GibSprite(pSprite, GIBTYPE_7, NULL, NULL); GibSprite(pSprite, GIBTYPE_15, NULL, NULL); pPlayer->pSprite->cstat |= 32768; nDeathSeqID = 2; break; case DAMAGE_TYPE_1: sfxPlay3DSound(pSprite, 718, 0, 0); nDeathSeqID = 3; break; case DAMAGE_TYPE_4: nDeathSeqID = 1; break; default: if (nHealth < -20 && gGameOptions.nGameType >= 2 && Chance(0x4000)) { DAMAGEINFO *pDamageInfo = &damageInfo[nDamageType]; sfxPlay3DSound(pSprite, pDamageInfo->at10[0], 0, 2); nDeathSeqID = 16; v18 = nPlayerKeelClient; powerupActivate(pPlayer, 28); pXSprite->target = nSource; evPost(pSprite->index, 3, 15, CALLBACK_ID_13); } else { sfxPlay3DSound(pSprite, 716, 0, 0); nDeathSeqID = 1; } break; } } if (nDeathSeqID < 0) return nDamage; if (nDeathSeqID != 16) { powerupClear(pPlayer); if (nXSector > 0 && xsector[nXSector].Exit) trTriggerSector(pSprite->sectnum, &xsector[nXSector], 43); pSprite->hitag |= 7; for (int p = connecthead; p >= 0; p = connectpoint2[p]) { if (gPlayer[p].at2ee == nSprite && gPlayer[p].at1fe > 0) gPlayer[p].at2ee = -1; } FragPlayer(pPlayer, nSource); trTriggerSprite(nSprite, pXSprite, 0); } dassert(gSysRes.Lookup(pDudeInfo->seqStartID + nDeathSeqID, "SEQ") != NULL); seqSpawn(pDudeInfo->seqStartID+nDeathSeqID, 3, nXSprite, v18); return nDamage; } int UseAmmo(PLAYER *pPlayer, int nAmmoType, int nDec) { if (gInfiniteAmmo) return 9999; if (nAmmoType == -1) return 9999; pPlayer->at181[nAmmoType] = ClipLow(pPlayer->at181[nAmmoType]-nDec, 0); return pPlayer->at181[nAmmoType]; } void sub_41250(PLAYER *pPlayer) { int v4 = pPlayer->at1be.dz; int dz = pPlayer->at6f-pPlayer->pSprite->z; if (UseAmmo(pPlayer, 9, 0) < 8) { pPlayer->at34e = 0; return; } for (int i = 0; i < 4; i++) { int ang1 = (pPlayer->at352+pPlayer->at356)&2047; actFireVector(pPlayer->pSprite, 0, dz, Cos(ang1)>>16, Sin(ang1)>>16, v4, VECTOR_TYPE_21); int ang2 = (pPlayer->at352+2048-pPlayer->at356)&2047; actFireVector(pPlayer->pSprite, 0, dz, Cos(ang2)>>16, Sin(ang2)>>16, v4, VECTOR_TYPE_21); } pPlayer->at34e = ClipLow(pPlayer->at34e-1, 0); } void playerLandingSound(PLAYER *pPlayer) { static int surfaceSound[] = { -1, 600, 601, 602, 603, 604, 605, 605, 605, 600, 605, 605, 605, 604, 603 }; spritetype *pSprite = pPlayer->pSprite; SPRITEHIT *pHit = &gSpriteHit[pSprite->extra]; if (pHit->florhit) { char nSurf = tileGetSurfType(pHit->florhit); if (nSurf) sfxPlay3DSound(pSprite, surfaceSound[nSurf], -1, 0); } } void PlayerSurvive(int, int nXSprite) { char buffer[80]; XSPRITE *pXSprite = &xsprite[nXSprite]; int nSprite = pXSprite->reference; spritetype *pSprite = &sprite[nSprite]; actHealDude(pXSprite, 1, 2); if (gGameOptions.nGameType > 0 && numplayers > 1) { sfxPlay3DSound(pSprite, 3009, 0, 6); if (IsPlayerSprite(pSprite)) { PLAYER *pPlayer = &gPlayer[pSprite->type-kDudePlayer1]; if (pPlayer == gMe) viewSetMessage("I LIVE...AGAIN!!"); else { sprintf(buffer, "%s lives again!", gProfile[pPlayer->at57].name); viewSetMessage(buffer); } pPlayer->atc.newWeapon = 1; } } } void PlayerKeelsOver(int, int nXSprite) { XSPRITE *pXSprite = &xsprite[nXSprite]; for (int p = connecthead; p >= 0; p = connectpoint2[p]) { if (gPlayer[p].pXSprite == pXSprite) { PLAYER *pPlayer = &gPlayer[p]; playerDamageSprite(pPlayer->at2ee, pPlayer, DAMAGE_TYPE_5, 500<<4); return; } } } class PlayerLoadSave : public LoadSave { public: virtual void Load(void); virtual void Save(void); }; void PlayerLoadSave::Load(void) { Read(dword_21EFB0, sizeof(dword_21EFB0)); Read(&gNetPlayers, sizeof(gNetPlayers)); Read(&gProfile, sizeof(gProfile)); Read(&gPlayer, sizeof(gPlayer)); for (int i = 0; i < gNetPlayers; i++) { gPlayer[i].pSprite = &sprite[gPlayer[i].at5b]; gPlayer[i].pXSprite = &xsprite[gPlayer[i].pSprite->extra]; gPlayer[i].pDudeInfo = &dudeInfo[gPlayer[i].pSprite->type-kDudeBase]; } } void PlayerLoadSave::Save(void) { Write(dword_21EFB0, sizeof(dword_21EFB0)); Write(&gNetPlayers, sizeof(gNetPlayers)); Write(&gProfile, sizeof(gProfile)); Write(&gPlayer, sizeof(gPlayer)); } static PlayerLoadSave *myLoadSave; void PlayerLoadSaveConstruct(void) { myLoadSave = new PlayerLoadSave(); }