raze-gles/source/rr/src/player.cpp
Mitchell Richters 10142eee6b RR: Move lastInputTicks from DukePlayer_t struct to PlayerData_t struct.
Better location for it since it never needs to be sent across the wire in a multiplayer situation. It's now also located where the other properties to do with input being tied to frame-rate are located.
2020-05-14 10:00:16 +02:00

9592 lines
373 KiB
C++

//-------------------------------------------------------------------------
/*
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 "ns.h" // Must come before everything else!
#include "duke3d.h"
#include "gameexec.h"
#include "demo.h"
#include "d_event.h"
BEGIN_RR_NS
int32_t PHEIGHT = PHEIGHT_DUKE;
int32_t lastvisinc;
hudweapon_t hudweap;
#ifdef SPLITSCREEN_MOD_HACKS
static int32_t g_snum;
#endif
extern int32_t g_levelTextTime, ticrandomseed;
int32_t g_numObituaries = 0;
int32_t g_numSelfObituaries = 0;
int const icon_to_inv[ICON_MAX] = { GET_FIRSTAID, GET_FIRSTAID, GET_STEROIDS, GET_HOLODUKE,
GET_JETPACK, GET_HEATS, GET_SCUBA, GET_BOOTS };
int const inv_to_icon[GET_MAX] = { ICON_STEROIDS, ICON_NONE, ICON_SCUBA, ICON_HOLODUKE, ICON_JETPACK, ICON_NONE,
ICON_NONE, ICON_HEATS, ICON_NONE, ICON_FIRSTAID, ICON_BOOTS };
void P_AddKills(DukePlayer_t * const pPlayer, uint16_t kills)
{
pPlayer->actors_killed += kills;
}
void P_UpdateScreenPal(DukePlayer_t * const pPlayer)
{
int inWater = 0;
int const playerSectnum = pPlayer->cursectnum;
if (pPlayer->drug_mode)
pPlayer->palette = DRUGPAL;
else 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)
{
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 ((!RR && pPlayer->inv_amount[GET_SHIELD] > 0) || (RR && pPlayer->inv_amount[GET_STEROIDS] > 0 && pPlayer->inv_amount[GET_STEROIDS] < 400))
{
int const shieldDamage = playerDamage * (20 + (krand2()%30)) / 100;
playerDamage -= shieldDamage;
if (!RR)
{
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;
}
}
}
if (RR)
{
int guts = 0;
if (pPlayer->drink_amt > 31 && pPlayer->drink_amt < 65)
guts++;
if (pPlayer->eat_amt > 31 && pPlayer->eat_amt < 65)
guts++;
switch (guts)
{
case 1:
playerDamage = (int)(playerDamage*0.75);
break;
case 2:
playerDamage = (int)(playerDamage*0.25);
break;
}
}
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 Proj_DoWaterTracers(vec3_t startPos, vec3_t const *endPos, int n, int16_t sectNum)
{
if ((klabs(startPos.x - endPos->x) + klabs(startPos.y - endPos->y)) < 3084)
return;
vec3_t const v_inc = { tabledivide32_noinline(endPos->x - startPos.x, n + 1), tabledivide32_noinline(endPos->y - startPos.y, n + 1),
tabledivide32_noinline(endPos->z - startPos.z, n + 1) };
for (bssize_t i=n; i>0; i--)
{
startPos.x += v_inc.x;
startPos.y += v_inc.y;
startPos.z += v_inc.z;
updatesector(startPos.x, startPos.y, &sectNum);
if (sectNum < 0)
break;
int32_t const r1 = krand2(), r2 = krand2(), r3 = krand2();
A_InsertSprite(sectNum, startPos.x, startPos.y, startPos.z, WATERBUBBLE, -32, 4 + (r3 & 3), 4 + (r2 & 3), r1 & 2047, 0, 0,
g_player[0].ps->i, 5);
}
}
int32_t A_GetHitscanRange(int spriteNum)
{
int const zOffset = (PN(spriteNum) == APLAYER) ? (40<<8) : 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 (playerNum != -1)
{
if (!g_player[playerNum].ps->auto_aim && (!RRRA || projecTile != RPG2))
return -1;
if (g_player[playerNum].ps->auto_aim == 2)
{
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 isShrinker = (!RR && pSprite->picnum == APLAYER && g_player[playerNum].ps->curr_weapon == SHRINKER_WEAPON);
int isFreezer = (!RR && pSprite->picnum == APLAYER && g_player[playerNum].ps->curr_weapon == FREEZE_WEAPON);
if (WW2GI)
{
isShrinker = (pSprite->picnum == APLAYER && PWEAPON(playerNum, g_player[playerNum].ps->curr_weapon, WorksLike) == SHRINKER_WEAPON);
isFreezer = (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 bestSprite = -1;
for (bssize_t k=0; k<4; k++)
{
if (bestSprite >= 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)
{
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 ((isShrinker && sprite[spriteNum].xrepeat < 30
&& (PN(spriteNum) == SHARK || !(!RR && PN(spriteNum) >= GREENSLIME && PN(spriteNum) <= GREENSLIME + 7)))
|| (isFreezer && sprite[spriteNum].pal == 1))
continue;
}
vec2_t const 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 = mulscale14(d3.x, vd.x) + mulscale14(d3.y, vd.y);
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)-fix16_to_int(ps->q16horiz+ps->q16horizoff-F16(100))) < 100);
}
int const zOffset = (!RR && (PN(spriteNum) == ORGANTIC || PN(spriteNum) == ROTATEGUN)) ? 0 : ZOFFSET5;
int const canSee = cansee(SX(spriteNum), SY(spriteNum), SZ(spriteNum) - zOffset, SECT(spriteNum),
pSprite->x, pSprite->y, pSprite->z - ZOFFSET5, pSprite->sectnum);
if (onScreen && canSee)
{
lastDist = spriteDist;
bestSprite = spriteNum;
}
}
}
}
}
}
return bestSprite;
}
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 ||
(RRRA && tileNum == RRTILE8660);
}
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);
Gv_SetVar(g_aimAngleVarID, (g_player[playerNum].ps->auto_aim == 3 && (!RRRA || projecTile != RPG2)) ? AUTO_AIM_ANGLE<<1 : AUTO_AIM_ANGLE, spriteNum, playerNum);
VM_OnEvent(EVENT_GETAUTOAIMANGLE, spriteNum, playerNum);
int aimang = Gv_GetVar(g_aimAngleVarID, spriteNum, playerNum);
if (aimang > 0)
returnSprite = A_FindTargetSprite(&sprite[spriteNum], aimang, projecTile);
if (returnSprite >= 0)
{
const uspritetype *const pSprite = (uspritetype *)&sprite[returnSprite];
int zCenter = 2 * (pSprite->xrepeat * tilesiz[pSprite->picnum].y) + zAdjust;
if ((aimFlags&1) && !RR &&
((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_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 krand2() though.
if (zRange > 0)
*zvel += (zRange >> 1) - krand2() % zRange;
if (angRange > 0)
*shootAng += (angRange >> 1) - krand2() % angRange;
}
}
static void Proj_MaybeAddSpreadSwapped(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 krand2() though.
if (angRange > 0)
*shootAng += (angRange >> 1) - krand2() % angRange;
if (zRange > 0)
*zvel += (zRange >> 1) - krand2() % zRange;
}
}
// 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 = (RR && projecTile == SHOTGUN) ? 128 : 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;
Gv_SetVar(g_angRangeVarID, angRange, spriteNum, playerNum);
Gv_SetVar(g_zRangeVarID, zRange, spriteNum, playerNum);
VM_OnEvent(EVENT_GETSHOTRANGE, spriteNum, playerNum);
angRange = Gv_GetVar(g_angRangeVarID, spriteNum, playerNum);
zRange = Gv_GetVar(g_zRangeVarID, spriteNum, playerNum);
if (accurateAim)
{
if (!pPlayer->auto_aim)
{
hitdata_t hitData;
*zvel = fix16_to_int(F16(100)-pPlayer->q16horiz-pPlayer->q16horizoff)<<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 ((unsigned)statNum <= 30 && (statNumMap & (1 << statNum)))
aimSprite = hitData.sprite;
}
}
if (aimSprite == -1)
goto notarget;
}
else
{
if (aimSprite == -1) // no target
{
notarget:
*zvel = fix16_to_int(F16(100)-pPlayer->q16horiz-pPlayer->q16horizoff)<<5;
}
Proj_MaybeAddSpreadSwapped(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 * const srcVect, int32_t * const zvel, int * const shootAng, int const doSpread)
{
int const playerNum = A_FindPlayer(pSprite, NULL);
const DukePlayer_t *pPlayer = g_player[playerNum].ps;
int const playerDist = safeldist(pPlayer->i, pSprite);
srcVect->z -= ZOFFSET6;
*zvel = tabledivide32_noinline((pPlayer->pos.z - srcVect->z) << 8, playerDist);
if (pSprite->picnum == BOSS1)
*shootAng = getangle(pPlayer->pos.x - srcVect->x, pPlayer->pos.y - srcVect->y);
Proj_MaybeAddSpread(doSpread, zvel, shootAng, 256, 128 >> (uint8_t)(pSprite->picnum != BOSS1));
}
static int Proj_DoHitscan(int spriteNum, int32_t const cstatmask, const vec3_t * const srcVect, int zvel, int const shootAng, hitdata_t * const hitData)
{
spritetype *const pSprite = &sprite[spriteNum];
pSprite->cstat &= ~cstatmask;
hitscan(srcVect, pSprite->sectnum, sintable[(shootAng + 512) & 2047], sintable[shootAng & 2047], zvel << 6, hitData, CLIPMASK1);
if (RRRA)
{
if (((sector[hitData->sect].lotag == 160 && zvel > 0) || (sector[hitData->sect].lotag == 161 && zvel < 0))
&& hitData->sprite == -1 && hitData->wall == -1)
{
for (int spriteNum = 0; spriteNum < MAXSPRITES; spriteNum++)
{
if (sprite[spriteNum].sectnum == hitData->sect && sprite[spriteNum].picnum == SECTOREFFECTOR
&& sprite[spriteNum].lotag == SE_7_TELEPORT)
{
vec3_t const newVect = {
hitData->pos.x + (sprite[OW(spriteNum)].x - sprite[spriteNum].x),
hitData->pos.y + (sprite[OW(spriteNum)].y - sprite[spriteNum].y),
sector[hitData->sect].lotag == 161 ? sector[sprite[OW(spriteNum)].sectnum].floorz
: sector[sprite[OW(spriteNum)].sectnum].ceilingz
};
hitscan(&newVect, sprite[OW(spriteNum)].sectnum, sintable[(shootAng + 512) & 2047], sintable[shootAng & 2047], zvel << 6,
hitData, CLIPMASK1);
break;
}
}
}
}
pSprite->cstat |= cstatmask;
return (hitData->sect < 0);
}
static int SectorContainsSE13(int const 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;
}
// 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 const bloodRange, int const 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;
}
int A_Shoot(int const spriteNum, int const projecTile)
{
Bassert(projecTile >= 0);
spritetype *const pSprite = &sprite[spriteNum];
int const spriteSectnum = pSprite->sectnum;
int const playerNum = (pSprite->picnum == APLAYER) ? P_GetP(pSprite) : -1;
DukePlayer_t *const pPlayer = playerNum >= 0 ? g_player[playerNum].ps : NULL;
int32_t Zvel = 0;
hitdata_t hitData;
int shootAng;
vec3_t startPos;
int vel;
if (pPlayer != NULL)
{
startPos = *(vec3_t *)pPlayer;
startPos.z += pPlayer->pyoff + ZOFFSET6;
shootAng = fix16_to_int(pPlayer->q16ang);
if (!RRRA)
pPlayer->crack_time = 777;
}
else
{
shootAng = pSprite->ang;
startPos = *(vec3_t *)pSprite;
startPos.z -= (((pSprite->yrepeat * tilesiz[pSprite->picnum].y)<<1) - ZOFFSET6);
if (RR || pSprite->picnum != ROTATEGUN)
{
startPos.z -= (7<<8);
if (A_CheckEnemySprite(pSprite) && (RR || 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
}
switch (DYNAMICTILEMAP(projecTile))
{
case BLOODSPLAT1__STATIC:
case BLOODSPLAT2__STATIC:
case BLOODSPLAT3__STATIC:
case BLOODSPLAT4__STATIC:
shootAng += 64 - (krand2() & 127);
if (playerNum < 0)
shootAng += 1024;
Zvel = 1024 - (krand2() & 2047);
fallthrough__;
case KNEE__STATIC:
case SLINGBLADE__STATICRR:
if (RR && !RRRA && projecTile == SLINGBLADE)
break;
growspark_rr:
if (projecTile == KNEE || (RR && projecTile == GROWSPARK) || (RRRA && projecTile == SLINGBLADE))
{
if (playerNum >= 0)
{
Zvel = fix16_to_int(F16(100) - pPlayer->q16horiz - pPlayer->q16horizoff) << 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].xvel = -12;
sprite[spawnedSprite].ang
= (getangle(hitwal->x - wall[hitwal->point2].x, hitwal->y - wall[hitwal->point2].y) + 512) & 2047;
*(vec3_t *)&sprite[spawnedSprite] = hitData.pos;
sprite[spawnedSprite].cstat |= (krand2() & 4);
A_SetSprite(spawnedSprite, CLIPMASK0);
setsprite(spawnedSprite, (vec3_t *)&sprite[spawnedSprite]);
if (PN(spriteNum) == OOZFILTER || (!RR && 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)
{
if (hitData.wall >= 0 || hitData.sprite >= 0)
{
int kneeSprite = A_InsertSprite(hitData.sect, hitData.pos.x, hitData.pos.y, hitData.pos.z,
(RRRA && projecTile == SLINGBLADE) ? SLINGBLADE : KNEE,-15,0,0,shootAng,32,0,spriteNum,4);
sprite[kneeSprite].extra += (RRRA && projecTile == SLINGBLADE) ? 50 : (krand2()&7);
if (playerNum >= 0)
{
int k = A_Spawn(kneeSprite, SMALLSMOKE);
sprite[k].z -= ZOFFSET3;
if (!RR || projecTile == KNEE)
A_PlaySound(KICK_HIT, kneeSprite);
else if (RRRA && projecTile == SLINGBLADE)
A_PlaySound(260, kneeSprite);
}
if (pPlayer != NULL && 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 (hitData.wall >= 0 && 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);
}
}
}
else if(playerNum >= 0 && hitData.pos.z > 0 && sector[hitData.sect].lotag == 1)
{
int splashSprite = A_Spawn(pPlayer->i, WATERSPLASH2);
sprite[splashSprite].x = hitData.pos.x;
sprite[splashSprite].y = hitData.pos.y;
sprite[splashSprite].ang = fix16_to_int(pPlayer->q16ang); // Total tweek
sprite[splashSprite].xvel = 32;
A_SetSprite(spriteNum, RR ? 0 : CLIPMASK0);
sprite[splashSprite].xvel = 0;
}
}
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 && !WW2GI, 1);
else
A_PreFireHitscan(pSprite, &startPos, &Zvel, &shootAng, 1);
if (Proj_DoHitscan(spriteNum, 256 + 1, &startPos, Zvel, shootAng, &hitData))
return -1;
if (RR && projecTile == SHOTGUN && sector[hitData.sect].lotag == ST_1_ABOVE_WATER && (krand2()&1) != 0)
return -1;
if ((krand2() & 15) == 0 && sector[hitData.sect].lotag == ST_2_UNDERWATER)
Proj_DoWaterTracers(hitData.pos, &startPos, 8 - (ud.multimode >> 1), pSprite->sectnum);
int spawnedSprite;
if (playerNum >= 0)
{
spawnedSprite = A_InsertSprite(hitData.sect, hitData.pos.x, hitData.pos.y, hitData.pos.z, SHOTSPARK1, -15, 10, 10, shootAng, 0, 0, spriteNum, 4);
sprite[spawnedSprite].extra = G_DefaultActorHealth(projecTile);
sprite[spawnedSprite].extra += (krand2()%6);
if (hitData.wall == -1 && hitData.sprite == -1)
{
if (Zvel < 0)
{
if (sector[hitData.sect].ceilingstat & 1)
{
sprite[spawnedSprite].xrepeat = 0;
sprite[spawnedSprite].yrepeat = 0;
return -1;
}
else
Sect_DamageCeiling(hitData.sect);
}
if (!RR || sector[hitData.sect].lotag != ST_1_ABOVE_WATER)
A_Spawn(spawnedSprite, SMALLSMOKE);
}
if (hitData.sprite >= 0)
{
if (RR && sprite[hitData.sprite].picnum == TORNADO)
return -1;
A_DamageObject(hitData.sprite, spawnedSprite);
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(spriteNum)].ps->team)))
{
int jibSprite = A_Spawn(spawnedSprite, JIBS6);
sprite[spawnedSprite].xrepeat = sprite[spawnedSprite].yrepeat = 0;
sprite[jibSprite].z += ZOFFSET6;
sprite[jibSprite].xvel = 16;
sprite[jibSprite].xrepeat = sprite[jibSprite].yrepeat = 24;
sprite[jibSprite].ang += 64 - (krand2() & 127);
}
else
{
A_Spawn(spawnedSprite, SMALLSMOKE);
}
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];
A_Spawn(spawnedSprite, SMALLSMOKE);
if (CheckDoorTile(hitWall->picnum) == 1)
goto SKIPBULLETHOLE;
if (RR && CheckBlockDoorTile(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 == BULLETHOLE && dist(&sprite[decalSprite], &sprite[spawnedSprite]) < (12 + (krand2() & 7)))
goto SKIPBULLETHOLE;
decalSprite = A_Spawn(spawnedSprite, BULLETHOLE);
sprite[decalSprite].xvel = -1;
sprite[decalSprite].ang
= (getangle(hitWall->x - wall[hitWall->point2].x, hitWall->y - wall[hitWall->point2].y) + 512) & 2047;
A_SetSprite(decalSprite, CLIPMASK0);
}
SKIPBULLETHOLE:
HandleHitWall(&hitData);
A_DamageWall(spawnedSprite, hitData.wall, &hitData.pos, SHOTSPARK1);
}
}
else
{
spawnedSprite = A_InsertSprite(hitData.sect, hitData.pos.x, hitData.pos.y, hitData.pos.z, SHOTSPARK1, -15, 24, 24, shootAng, 0, 0, spriteNum, 4);
sprite[spawnedSprite].extra = G_DefaultActorHealth(projecTile);
if (hitData.sprite >= 0)
{
A_DamageObject(hitData.sprite, spawnedSprite);
if (sprite[hitData.sprite].picnum != APLAYER)
A_Spawn(spawnedSprite, SMALLSMOKE);
else
{
sprite[spawnedSprite].xrepeat = 0;
sprite[spawnedSprite].yrepeat = 0;
}
}
else if (hitData.wall >= 0)
A_DamageWall(spawnedSprite, hitData.wall, &hitData.pos, SHOTSPARK1);
}
if ((krand2() & 255) < (RR ? 10 : 4))
S_PlaySound3D(PISTOL_RICOCHET, spawnedSprite, &hitData.pos);
return -1;
}
case TRIPBOMBSPRITE__STATIC:
{
if (!RR) break;
int const newSprite = A_Spawn(spriteNum, projecTile);
sprite[newSprite].xvel = 32;
sprite[newSprite].ang = sprite[spriteNum].ang;
sprite[newSprite].z -= (5<<8);
break;
}
case BOWLINGBALL__STATICRR:
{
int const newSprite = A_Spawn(spriteNum, projecTile);
sprite[newSprite].xvel = 250;
sprite[newSprite].ang = sprite[spriteNum].ang;
sprite[newSprite].z -= (15<<8);
break;
}
case OWHIP__STATICRR:
case UWHIP__STATICRR:
{
if (pSprite->extra >= 0)
pSprite->shade = -96;
if (projecTile == OWHIP)
{
vel = 300;
startPos.z -= (15<<8);
}
else //if (projecTile == UWHIP)
{
vel = 300;
startPos.z += (4<<8);
}
if (playerNum >= 0)
{
if (GetAutoAimAng(spriteNum, playerNum, projecTile, -ZOFFSET4, 0, &startPos, vel, &Zvel, &shootAng) < 0)
Zvel = fix16_to_int(F16(100) - pPlayer->q16horiz - pPlayer->q16horizoff) * 98;
}
else
{
int const otherPlayer = A_FindPlayer(pSprite, NULL);
if (pSprite->picnum == VIXEN)
shootAng -= krand2()&16;
else
shootAng += 16 - (krand2() & 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);
}
int spriteSize = (playerNum >= 0) ? 7 : 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 += (krand2() & 7);
sprite[returnSprite].cstat = 128;
sprite[returnSprite].clipdist = 4;
shootAng = pSprite->ang + 32 - (krand2() & 63);
Zvel += 512 - (krand2() & 1023);
return returnSprite;
}
case GROWSPARK__STATIC:
{
if (RR)
goto growspark_rr;
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;
if (hitData.wall == -1 && hitData.sprite == -1 && hitData.sect >= 0
&& Zvel < 0 && (sector[hitData.sprite].ceilingstat & 1) == 0)
{
Sect_DamageCeiling(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 ((!RRRA || projecTile != SPIT) && pSprite->extra >= 0)
pSprite->shade = -96;
switch (projecTile)
{
case SPIT__STATIC:
if (RRRA && pSprite->picnum == MAMA)
vel = 600;
else
vel = RR ? 400 : 292;
break;
case COOLEXPLOSION1__STATIC:
if (!RR)
{
vel = (pSprite->picnum == BOSS2) ? 644 : 348;
startPos.z -= (4 << 7);
break;
}
fallthrough__;
case FIRELASER__STATIC:
default:
vel = 840;
startPos.z -= (4 << 7);
if (RR)
{
if (pSprite->picnum == HULK)
{
startPos.x += sintable[(pSprite->ang+512+256)&2047]>>6;
startPos.y += sintable[(pSprite->ang+256)&2047]>>6;
startPos.z += (12 << 8);
}
else if (pSprite->picnum == VIXEN)
startPos.z -= (12 << 8);
}
break;
}
if (playerNum >= 0)
{
if (RR)
{
startPos.x += sintable[(pSprite->ang+512+160)&2047]>>7;
startPos.y += sintable[(pSprite->ang+160)&2047]>>7;
}
if (GetAutoAimAng(spriteNum, playerNum, projecTile, -ZOFFSET4, 0, &startPos, vel, &Zvel, &shootAng) < 0)
Zvel = fix16_to_int(F16(100) - pPlayer->q16horiz - pPlayer->q16horizoff) * 98;
}
else
{
int const otherPlayer = A_FindPlayer(pSprite, NULL);
if (RR)
{
if (pSprite->picnum == HULK)
shootAng -= krand2()&31;
else if (pSprite->picnum == VIXEN)
shootAng -= krand2()&16;
else if (pSprite->picnum != UFOBEAM)
shootAng += 16 - (krand2() & 31);
}
else
shootAng += 16 - (krand2() & 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);
}
int spriteSize = 18;
if (RR)
{
if (projecTile == SPIT)
{
if (RRRA && pSprite->picnum == MAMA)
startPos.z -= (20 << 8);
else
startPos.z -= (10 << 8);
}
else if (projecTile == COOLEXPLOSION1)
spriteSize = 8;
}
else
{
if (projecTile == SPIT)
startPos.z -= (10 << 8);
}
if (playerNum >= 0) spriteSize = 7;
int const returnSprite = A_InsertSprite(spriteSectnum, startPos.x, startPos.y, startPos.z, projecTile, -127, spriteSize, spriteSize,
shootAng, vel, Zvel, spriteNum, 4);
sprite[returnSprite].extra += (krand2() & 7);
if (!RR && projecTile == COOLEXPLOSION1)
{
sprite[returnSprite].shade = 0;
if (PN(spriteNum) == BOSS2)
{
int const saveXvel = sprite[returnSprite].xvel;
sprite[returnSprite].xvel = 1024;
A_SetSprite(returnSprite, CLIPMASK0);
sprite[returnSprite].xvel = saveXvel;
sprite[returnSprite].ang += 128 - (krand2() & 255);
}
}
sprite[returnSprite].cstat = 128;
sprite[returnSprite].clipdist = 4;
shootAng = pSprite->ang + 32 - (krand2() & 63);
Zvel += 512 - (krand2() & 1023);
if (RR && projecTile == FIRELASER)
sprite[returnSprite].xrepeat = sprite[returnSprite].yrepeat = 8;
return returnSprite;
}
case FREEZEBLAST__STATIC:
startPos.z += (3 << 8);
fallthrough__;
case RPG__STATIC:
case RPG2__STATICRR:
case RRTILE1790__STATICRR:
case SHRINKSPARK__STATIC:
{
if (!RR && projecTile == SHRINKSPARK) break;
if (RR && !RRRA && (projecTile == RPG2 || projecTile == RRTILE1790)) break;
int targetSprite = 0;
// XXX: "CODEDUP"
if (pSprite->extra >= 0)
pSprite->shade = -96;
vel = 644;
int otherSprite = -1;
if (playerNum >= 0)
{
// NOTE: otherSprite is a SPRITE_INDEX
otherSprite = GetAutoAimAng(spriteNum, playerNum, projecTile, 8 << 8, 0 + 2, &startPos, vel, &Zvel, &shootAng);
if (RRRA && projecTile == RPG2 && otherSprite >= 0)
{
if (sprite[otherSprite].picnum == HEN || sprite[otherSprite].picnum == HENSTAYPUT)
targetSprite = pPlayer->i;
else
targetSprite = otherSprite;
}
if (otherSprite < 0)
Zvel = fix16_to_int(F16(100) - pPlayer->q16horiz - pPlayer->q16horizoff) * 81;
if (projecTile == RPG)
A_PlaySound(RPG_SHOOT, spriteNum);
else if (RRRA)
{
if (projecTile == RPG2)
A_PlaySound(244, spriteNum);
else if (projecTile == RRTILE1790)
A_PlaySound(94, spriteNum);
}
}
else
{
// NOTE: otherSprite is a player index
otherSprite = A_FindPlayer(pSprite, NULL);
shootAng = getangle(g_player[otherSprite].ps->opos.x - startPos.x, g_player[otherSprite].ps->opos.y - startPos.y);
if (PN(spriteNum) == BOSS3)
startPos.z -= ZOFFSET5;
else if (PN(spriteNum) == BOSS2)
{
vel += 128;
startPos.z += 24<<8;
}
Zvel = tabledivide32_noinline((g_player[otherSprite].ps->opos.z - startPos.z) * vel, safeldist(g_player[otherSprite].ps->i, pSprite));
if (A_CheckEnemySprite(pSprite) && (AC_MOVFLAGS(pSprite, &actor[spriteNum]) & face_player_smart))
shootAng = pSprite->ang + (krand2() & 31) - 16;
}
//if (numplayers > 1 && g_netClient)
// return -1;
if (RRRA && projecTile == RRTILE1790)
{
Zvel = -(10 << 8);
vel <<= 1;
}
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];
if (RRRA)
{
if (projecTile == RRTILE1790)
{
pReturn->extra = 10;
pReturn->zvel = -(10 << 8);
}
else if (projecTile == RPG2)
{
pReturn->lotag = targetSprite;
pReturn->hitag = 0;
A_SpawnMultiple(returnSprite, MONEY, (krand2()&3)+1);
}
}
pReturn->extra += (krand2() & 7);
if (projecTile != FREEZEBLAST)
pReturn->yvel = (playerNum >= 0 && otherSprite >= 0) ? otherSprite : -1; // RPG_YVEL
else
{
pReturn->yvel = g_numFreezeBounces;
pReturn->xrepeat >>= 1;
pReturn->yrepeat >>= 1;
pReturn->zvel -= (2 << 4);
}
if (playerNum == -1)
{
if (RR && PN(spriteNum) == HULK)
{
pReturn->xrepeat = 8;
pReturn->yrepeat = 8;
}
else if (!RR && PN(spriteNum) == BOSS3)
{
if (krand2() & 1)
{
pReturn->x -= sintable[shootAng & 2047] >> 6;
pReturn->y -= sintable[(shootAng + 1024 + 512) & 2047] >> 6;
pReturn->ang -= 8;
}
else
{
pReturn->x += sintable[shootAng & 2047] >> 6;
pReturn->y += sintable[(shootAng + 1024 + 512) & 2047] >> 6;
pReturn->ang += 4;
}
pReturn->xrepeat = 42;
pReturn->yrepeat = 42;
}
else if (!RR && PN(spriteNum) == BOSS2)
{
pReturn->x -= sintable[shootAng & 2047] / 56;
pReturn->y -= sintable[(shootAng + 1024 + 512) & 2047] / 56;
pReturn->ang -= 8 + (krand2() & 255) - 128;
pReturn->xrepeat = 24;
pReturn->yrepeat = 24;
}
else if (projecTile != FREEZEBLAST)
{
pReturn->xrepeat = 30;
pReturn->yrepeat = 30;
pReturn->extra >>= 2;
}
}
else if ((WW2GI ? PWEAPON(playerNum, g_player[playerNum].ps->curr_weapon, WorksLike) : g_player[playerNum].ps->curr_weapon) == DEVISTATOR_WEAPON)
{
pReturn->extra >>= 2;
pReturn->ang += 16 - (krand2() & 31);
pReturn->zvel += 256 - (krand2() & 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;
if (RRRA && (projecTile == RPG2 || projecTile == RRTILE1790))
pReturn->clipdist = 4;
return returnSprite;
}
case HANDHOLDINGLASER__STATIC:
{
if (RR) break;
int const zOffset = (playerNum >= 0) ? g_player[playerNum].ps->pyoff : 0;
Zvel = (playerNum >= 0) ? fix16_to_int(F16(100) - pPlayer->q16horiz - pPlayer->q16horizoff) * 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)
{
int const tripBombMode = Gv_GetVarByLabel("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE, -1, -1);
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 (tripBombMode & TRIPBOMB_TIMER)
{
int32_t lLifetime = Gv_GetVarByLabel("STICKYBOMB_LIFETIME", NAM_GRENADE_LIFETIME, -1, playerNum);
int32_t lLifetimeVar
= Gv_GetVarByLabel("STICKYBOMB_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, -1, playerNum);
// set timer. blows up when at zero....
sprite[spawnedSprite].extra = lLifetime + mulscale14(krand2(), lLifetimeVar) - lLifetimeVar;
}
sprite[spawnedSprite].hitag = spawnedSprite;
A_PlaySound(LASERTRIP_ONWALL, spawnedSprite);
sprite[spawnedSprite].xvel = -20;
A_SetSprite(spawnedSprite, CLIPMASK0);
sprite[spawnedSprite].cstat = 16;
int const p2 = wall[hitData.wall].point2;
int const wallAng = getangle(wall[hitData.wall].x - wall[p2].x, wall[hitData.wall].y - wall[p2].y) - 512;
actor[spawnedSprite].t_data[5] = sprite[spawnedSprite].ang = wallAng;
if (!WW2GI && playerNum >= 0)
pPlayer->ammo_amount[TRIPBOMB_WEAPON]--;
return spawnedSprite;
}
return -1;
}
case BOUNCEMINE__STATIC:
if (RR) break;
fallthrough__;
case MORTER__STATIC:
case CHEERBOMB__STATICRR:
{
if (RR && !RRRA && projecTile == CHEERBOMB) break;
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;
int spriteSize = (RRRA && projecTile == CHEERBOMB) ? 16 : 32;
A_InsertSprite(spriteSectnum, startPos.x + (sintable[(512 + shootAng + 512) & 2047] >> 8),
startPos.y + (sintable[(shootAng + 512) & 2047] >> 8), startPos.z + (6 << 8), projecTile, -64,
spriteSize, spriteSize, shootAng, vel, Zvel, spriteNum, 1);
break;
}
case SHRINKER__STATIC:
{
if (RR) break;
if (pSprite->extra >= 0)
pSprite->shade = -96;
if (playerNum >= 0)
{
if (NAM_WW2GI || GetAutoAimAng(spriteNum, playerNum, projecTile, ZOFFSET6, 0, &startPos, 768, &Zvel, &shootAng) < 0)
Zvel = fix16_to_int(F16(100) - pPlayer->q16horiz - pPlayer->q16horizoff) * 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;
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;
}
void A_DHShoot(int const playerNum)
{
switch (g_player[playerNum].ps->dhat61f)
{
case 0:
ghpistol_fire(playerNum);
break;
case 1:
case 2:
ghrifle_fire(playerNum);
break;
case 3:
ghshtgn_fire(playerNum);
break;
case 4:
ghbow_fire(playerNum);
break;
}
}
//////////////////// 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;
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 = (-fix16_to_int(g_player[screenpeek].input->q16avel) >> 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;
}
int P_GetKneePal(DukePlayer_t const * pPlayer)
{
return P_GetKneePal(pPlayer, P_GetHudPal(pPlayer));
}
int P_GetKneePal(DukePlayer_t const * pPlayer, int const hudPal)
{
return hudPal == 0 ? pPlayer->palookup : hudPal;
}
int P_GetOverheadPal(DukePlayer_t const * pPlayer)
{
return sprite[pPlayer->i].pal;
}
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;
int const fistY = klabs(fix16_to_int(pPlayer->q16look_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 + (fix16_to_int(g_player[screenpeek].input->q16avel) >> 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, hud_weaponscale, 100)
static int32_t g_dts_yadd;
static void G_DrawTileScaled(int drawX, int drawY, int tileNum, int drawShade, int drawBits, int drawPal,
int drawScale = 65536, int angleOffset = 0)
{
int32_t wx[2] = { windowxy1.x, windowxy2.x };
int32_t wy[2] = { windowxy1.y, windowxy2.y };
int drawYOffset = 0;
int drawXOffset = 192<<16;
switch (DYNAMICWEAPONMAP(hudweap.cur))
{
case DEVISTATOR_WEAPON__STATIC:
case TRIPBOMB_WEAPON__STATIC:
drawXOffset = 160<<16;
break;
default:
if (drawBits & DRAWEAP_CENTER)
{
drawXOffset = 160<<16;
drawBits &= ~DRAWEAP_CENTER;
}
break;
}
// bit 4 means "flip x" for G_DrawTileScaled
int const drawAng = ((drawBits & 4) ? 1024 : 0) + angleOffset;
#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 (videoGetRenderMode() >= REND_POLYMOST && hw_models && md_tilehasmodel(tileNum,drawPal) >= 0)
drawYOffset += (224<<16)-weapsc(224<<16);
#endif
rotatesprite(weapsc(drawX<<16) + (drawXOffset-weapsc(drawXOffset)),
weapsc((drawY<<16) + g_dts_yadd) + ((200<<16)-weapsc(200<<16)) + drawYOffset,
weapsc(drawScale),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, int weaponScale = 65536)
{
static int shadef = 0;
static int palf = 0;
// basic fading between player weapon shades
if (shadef != weaponShade && (!weaponPal || palf == weaponPal))
{
shadef += (weaponShade - shadef) >> 2;
if (!((weaponShade - shadef) >> 2))
shadef = logapproach(shadef, weaponShade);
}
else
shadef = weaponShade;
palf = weaponPal;
#ifdef USE_OPENGL
if (videoGetRenderMode() >= REND_POLYMOST)
{
if (!RR && weaponTile >= CHAINGUN + 1 && weaponTile <= CHAINGUN + 4)
{
if (!hw_models || 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, weaponBits, weaponPal);
g_dts_yadd = 0;
}
}
}
#endif
G_DrawTileScaled(weaponX, weaponY, weaponTile, shadef, weaponBits, weaponPal, weaponScale);
}
static inline void G_DrawWeaponTileWithID(int uniqueID, int weaponX, int weaponY, int weaponTile, int weaponShade,
int weaponBits, int p, int weaponScale = 65536)
{
int lastUniqueID = guniqhudid;
guniqhudid = uniqueID;
G_DrawWeaponTile(weaponX, weaponY, weaponTile, weaponShade, weaponBits, p, weaponScale);
guniqhudid = lastUniqueID;
}
static inline void G_DrawWeaponTileUnfadedWithID(int uniqueID, int weaponX, int weaponY, int weaponTile, int weaponShade,
int weaponBits, int p)
{
int lastUniqueID = guniqhudid;
guniqhudid = uniqueID;
G_DrawTileScaled(weaponX, weaponY, weaponTile, weaponShade, weaponBits, p); // skip G_DrawWeaponTile
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;
if (ps->knee_incs >= ARRAY_SIZE(knee_y) || sprite[ps->i].extra <= 0)
return 0;
int const kneeY = knee_y[ps->knee_incs] + (klabs(fix16_to_int(ps->q16look_ang)) / 9) - (ps->hard_landing << 3);
int const kneePal = P_GetKneePal(ps);
G_DrawTileScaled(105+(fix16_to_int(g_player[screenpeek].input->q16avel)>>5)-(fix16_to_int(ps->q16look_ang)>>1)+(knee_y[ps->knee_incs]>>2),
kneeY+280-(fix16_to_int(ps->q16horiz-ps->q16horizoff)>>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 };
if ((unsigned) (pPlayer->knuckle_incs>>1) >= ARRAY_SIZE(knuckleFrames) || sprite[pPlayer->i].extra <= 0)
return 0;
int const knuckleY = (klabs(fix16_to_int(pPlayer->q16look_ang)) / 9) - (pPlayer->hard_landing << 3);
int const knucklePal = P_GetHudPal(pPlayer);
G_DrawTileScaled(160 + (fix16_to_int(g_player[screenpeek].input->q16avel) >> 5) - (fix16_to_int(pPlayer->q16look_ang) >> 1),
knuckleY + 180 - (fix16_to_int(pPlayer->q16horiz - pPlayer->q16horizoff) >> 4),
CRACKKNUCKLES + knuckleFrames[pPlayer->knuckle_incs >> 1], knuckleShade, 4 + DRAWEAP_CENTER,
knucklePal);
return 1;
}
// Set C-CON's WEAPON and WORKSLIKE gamevars.
void P_SetWeaponGamevars(int playerNum, const DukePlayer_t * const pPlayer)
{
if (!WW2GI)
return;
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);
}
static void P_FireWeapon(int playerNum)
{
auto const pPlayer = g_player[playerNum].ps;
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);
// 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)
{
A_Shoot(pPlayer->i, PWEAPON(playerNum, pPlayer->curr_weapon, Shoots));
if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_AMMOPERSHOT)
{
pPlayer->ammo_amount[pPlayer->curr_weapon]--;
}
}
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;
}
if (/*!(PWEAPON(playerNum, p->curr_weapon, Flags) & WEAPON_CHECKATRELOAD) && */
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)))
{
pPlayer->kickback_pic = PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime);
}
if (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) != KNEE_WEAPON)
P_CheckWeapon(pPlayer);
}
static void P_DoWeaponSpawn(int playerNum)
{
auto 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_SPAWNTYPE2))
{
// like shotgun shells
sprite[newSprite].ang += 1024;
A_SetSprite(newSprite,CLIPMASK0);
sprite[newSprite].ang += 1024;
}
else 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;
int const scubaPal = P_GetHudPal(pPlayer);
#ifdef SPLITSCREEN_MOD_HACKS
g_snum = screenpeek;
#endif
if (RR)
{
if (!(duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING))
{
G_DrawTileScaled(320 - (tilesiz[SCUBAMASK].x >> 1) - 15, 200 - (tilesiz[SCUBAMASK].y >> 1) + (sintable[(int32_t) totalclock & 2047] >> 10),
SCUBAMASK, 0, 2 + 16 + DRAWEAP_CENTER+512, scubaPal,49152);
G_DrawTileScaled(320 - tilesiz[SCUBAMASK+4].x, 200 - tilesiz[SCUBAMASK+4].y, SCUBAMASK+4, 0, 2 + 16 + DRAWEAP_CENTER + 1024, scubaPal);
G_DrawTileScaled(tilesiz[SCUBAMASK+4].x, 200 - tilesiz[SCUBAMASK+4].y, SCUBAMASK+4, 0, 2 + 4 + 16 + DRAWEAP_CENTER + 1024, scubaPal);
//G_DrawTileScaled(35, -1, SCUBAMASK+3, 0, 2 + 16 + DRAWEAP_CENTER+512, scubaPal);
//G_DrawTileScaled(35, -1, SCUBAMASK+3, 0, 2 + 16 + DRAWEAP_CENTER+256, scubaPal);
//G_DrawTileScaled(285, 200, SCUBAMASK+3, 0, 2 + 16 + DRAWEAP_CENTER+512, scubaPal,65536,1024);
//G_DrawTileScaled(285, 200, SCUBAMASK+3, 0, 2 + 16 + DRAWEAP_CENTER+256, scubaPal,65536,1024);
G_DrawTileScaled(35, -1, SCUBAMASK+3, 0, 2 + 16 + DRAWEAP_CENTER+1024, scubaPal);
G_DrawTileScaled(285, 200, SCUBAMASK+3, 0, 2 + 16 + DRAWEAP_CENTER+1024, scubaPal,65536,1024);
}
else
{
G_DrawTileScaled(320 - (tilesiz[SCUBAMASK].x >> 1) - 15, 200 - (tilesiz[SCUBAMASK].y >> 1) + (sintable[(int32_t) totalclock & 2047] >> 10),
SCUBAMASK, 0, 2 + 16 + DRAWEAP_CENTER, scubaPal,49152);
G_DrawTileScaled(320 - tilesiz[SCUBAMASK+4].x, 200 - tilesiz[SCUBAMASK+4].y, SCUBAMASK+4, 0, 2 + 16 + DRAWEAP_CENTER, scubaPal);
G_DrawTileScaled(tilesiz[SCUBAMASK+4].x, 200 - tilesiz[SCUBAMASK+4].y, SCUBAMASK+4, 0, 2 + 4 + 16 + DRAWEAP_CENTER, scubaPal);
G_DrawTileScaled(35, -1, SCUBAMASK+3, 0, 2 + 16 + DRAWEAP_CENTER, scubaPal);
G_DrawTileScaled(285, 200, SCUBAMASK+3, 0, 2 + 16 + DRAWEAP_CENTER, scubaPal,65536,1024);
}
}
else
{
// this is a hack to hide the seam that appears between the two halves of the mask in GL
#ifdef USE_OPENGL
if (videoGetRenderMode() >= 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
};
static int P_DisplayTip(int tipShade)
{
const DukePlayer_t *const pPlayer = g_player[screenpeek].ps;
if (pPlayer->tipincs == 0)
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(fix16_to_int(pPlayer->q16look_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 + (fix16_to_int(g_player[screenpeek].input->q16avel) >> 5) - (fix16_to_int(pPlayer->q16look_ang) >> 1),
tipYOffset + tipY + 240 - (fix16_to_int(pPlayer->q16horiz - pPlayer->q16horizoff) >> 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;
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(fix16_to_int(pSprite->q16look_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 + (fix16_to_int(g_player[screenpeek].input->q16avel) >> 5) - (fix16_to_int(pSprite->q16look_ang) >> 1) + accessX,
accessY + 266 - (fix16_to_int(pSprite->q16horiz - pSprite->q16horizoff) >> 4),
HANDHOLDINGLASER + (pSprite->access_incs >> 3), accessShade, DRAWEAP_CENTER, accessPal);
}
else
{
G_DrawTileScaled(170 + (fix16_to_int(g_player[screenpeek].input->q16avel) >> 5) - (fix16_to_int(pSprite->q16look_ang) >> 1) + accessX,
accessY + 266 - (fix16_to_int(pSprite->q16horiz - pSprite->q16horizoff) >> 4), HANDHOLDINGACCESS, accessShade,
4 + DRAWEAP_CENTER, accessPal);
}
guniqhudid = 0;
return 1;
}
void P_DisplayWeapon(void)
{
DukePlayer_t *const pPlayer = g_player[screenpeek].ps;
const uint8_t *const weaponFrame = &pPlayer->kickback_pic;
int currentWeapon, quickKickFrame;
#ifdef SPLITSCREEN_MOD_HACKS
g_snum = screenpeek;
#endif
if (DEER)
{
switch (pPlayer->dhat61f)
{
case 0:
ghpistol_render(screenpeek);
break;
case 1:
ghrifle_render(screenpeek, 0);
break;
case 2:
ghrifle_render(screenpeek, 1);
break;
case 3:
ghshtgn_render(screenpeek);
break;
case 4:
ghbow_render(screenpeek);
break;
}
return;
}
if (pPlayer->newowner >= 0 || ud.camerasprite >= 0 || (!RR && pPlayer->over_shoulder_on > 0)
|| (sprite[pPlayer->i].pal != 1 && sprite[pPlayer->i].extra <= 0))
return;
int weaponX = (160) - 90;
int weaponY = klabs(fix16_to_int(pPlayer->q16look_ang)) / 9;
int weaponYOffset = 80 - (pPlayer->weapon_pos * pPlayer->weapon_pos);
int weaponShade = (RR && pPlayer->cursectnum >= 0 && g_shadedSector[pPlayer->cursectnum]) ? 16 : (sprite[pPlayer->i].shade <= 24 ? sprite[pPlayer->i].shade : 24);
int32_t weaponBits = 0;
UNREFERENCED_PARAMETER(weaponBits);
if (!RR && (P_DisplayFist(weaponShade) || P_DisplayKnuckles(weaponShade) || P_DisplayTip(weaponShade) || P_DisplayAccess(weaponShade)))
goto enddisplayweapon;
if (!RR)
P_DisplayKnee(weaponShade);
if (cl_weaponsway)
{
weaponX -= (sintable[((pPlayer->weapon_sway>>1)+512)&2047]/(1024+512));
weaponYOffset -= (sprite[pPlayer->i].xrepeat < (RR ? 8 : 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);
if (WW2GI)
currentWeapon = PWEAPON(screenpeek, (pPlayer->last_weapon >= 0) ? pPlayer->last_weapon : pPlayer->curr_weapon, WorksLike);
else
currentWeapon = (pPlayer->last_weapon >= 0) ? pPlayer->last_weapon : pPlayer->curr_weapon;
hudweap.gunposy = weaponYOffset;
hudweap.lookhoriz = weaponY;
hudweap.cur = currentWeapon;
hudweap.gunposx = weaponX;
hudweap.shade = weaponShade;
hudweap.count = *weaponFrame;
hudweap.lookhalfang = fix16_to_int(pPlayer->q16look_ang) >> 1;
quickKickFrame = 14 - pPlayer->quick_kick;
if (!RR && (quickKickFrame != 14 || pPlayer->last_quick_kick) && r_drawweapon == 1)
{
int const weaponPal = P_GetKneePal(pPlayer);
guniqhudid = 100;
if (quickKickFrame < 6 || quickKickFrame > 12)
G_DrawTileScaled(weaponX + 80 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 250 - weaponYOffset, KNEE, weaponShade,
weaponBits | 4 | DRAWEAP_CENTER, weaponPal);
else
G_DrawTileScaled(weaponX + 160 - 16 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 214 - weaponYOffset, KNEE + 1,
weaponShade, weaponBits | 4 | DRAWEAP_CENTER, weaponPal);
guniqhudid = 0;
}
if (RRRA)
{
if (pPlayer->on_motorcycle)
{
int motoTile = MOTOHIT;
if (!g_netServer && numplayers == 1)
{
if (*weaponFrame)
{
weaponShade = 0;
if (*weaponFrame == 1)
{
if ((krand2()&1) == 1)
motoTile = MOTOHIT+1;
else
motoTile = MOTOHIT+2;
}
else if (*weaponFrame == 4)
{
if ((krand2()&1) == 1)
motoTile = MOTOHIT+3;
else
motoTile = MOTOHIT+4;
}
}
}
else
{
if (*weaponFrame)
{
weaponShade = 0;
if (*weaponFrame >= 1 && *weaponFrame <= 4)
motoTile += *weaponFrame;
}
}
int const weaponPal = P_GetHudPal(pPlayer);
G_DrawTileScaled(160-(fix16_to_int(pPlayer->q16look_ang)>>1), 174, motoTile, weaponShade, 2 | DRAWEAP_CENTER,
weaponPal, 34816, pPlayer->tilt_status * 5 + (pPlayer->tilt_status < 0 ? 2047 : 0));
return;
}
if (pPlayer->on_boat)
{
int boatTile;
if (pPlayer->tilt_status > 0)
{
if (*weaponFrame == 0)
boatTile = BOATHIT+1;
else if (*weaponFrame <= 3)
{
boatTile = BOATHIT+5;
weaponShade = -96;
}
else if (*weaponFrame <= 6)
{
boatTile = BOATHIT+6;
weaponShade = -96;
}
else
boatTile = BOATHIT+1;
}
else if (pPlayer->tilt_status < 0)
{
if (*weaponFrame == 0)
boatTile = BOATHIT+2;
else if (*weaponFrame <= 3)
{
boatTile = BOATHIT+7;
weaponShade = -96;
}
else if (*weaponFrame <= 6)
{
boatTile = BOATHIT+8;
weaponShade = -96;
}
else
boatTile = BOATHIT+2;
}
else
{
if (*weaponFrame == 0)
boatTile = BOATHIT;
else if (*weaponFrame <= 3)
{
boatTile = BOATHIT+3;
weaponShade = -96;
}
else if (*weaponFrame <= 6)
{
boatTile = BOATHIT+4;
weaponShade = -96;
}
else
boatTile = BOATHIT;
}
int const weaponPal = P_GetHudPal(pPlayer);
int weaponY;
if (pPlayer->not_on_water)
weaponY = 170;
else
weaponY = 170 + (*weaponFrame>>2);
G_DrawTileScaled(160-(fix16_to_int(pPlayer->q16look_ang)>>1), weaponY, boatTile, weaponShade, 2 | DRAWEAP_CENTER,
weaponPal, 66048, pPlayer->tilt_status + (pPlayer->tilt_status < 0 ? 2047 : 0));
return;
}
}
if (sprite[pPlayer->i].xrepeat < (RR ? 8 : 40))
{
static int32_t fistPos;
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 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 258 - (klabs(sintable[(fistPos)&2047] >> 8)),
FIST, weaponShade, weaponBits, weaponPal);
weaponX = currentWeapon - (sintable[(fistPos)&2047] >> 10);
G_DrawTileScaled(weaponX + 40 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 200 + (klabs(sintable[(fistPos)&2047] >> 8)), FIST,
weaponShade, weaponBits | 4, weaponPal);
}
else
{
switch (r_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, divscale16(ud.statusbarscale, 100), 0,
(!RR && hudweap.cur == GROW_WEAPON) ? GROWSPRITEICON : WeaponPickupSprites[hudweap.cur], 0,
0, 2);
default: goto enddisplayweapon;
}
if (!RR && 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 = fix16_to_int(pPlayer->q16look_ang) >> 1;
int const weaponPal = P_GetHudPal(pPlayer);
if (RR)
{
switch (DYNAMICWEAPONMAP(currentWeapon))
{
case KNEE_WEAPON__STATIC:
{
static int weaponFrames[] = { 0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7 };
static int offsetX[] = { 310,342,364,418,350,316,282,288,0,0 };
static int offsetY[] = { 300,362,320,268,248,248,277,420,0,0 };
weaponX = weaponX + ((offsetX[weaponFrames[*weaponFrame]]>>1) - 12);
weaponY = weaponY + 200 - (244-offsetY[weaponFrames[*weaponFrame]]);
guniqhudid = currentWeapon;
G_DrawTileScaled(weaponX - halfLookAng, weaponY - weaponYOffset, KNEE + weaponFrames[*weaponFrame],
weaponShade, weaponBits, weaponPal, 32768);
guniqhudid = 0;
break;
}
case SLINGBLADE_WEAPON__STATIC:
if (RRRA)
{
if (!(duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING))
weaponBits |= 512;
static int weaponFrames[] = { 0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7 };
static int offsetX[] = { 580,676,310,491,356,210,310,614 };
static int offsetY[] = { 369,363,300,323,371,400,300,440 };
weaponX = weaponX + ((offsetX[weaponFrames[*weaponFrame]]>>1) - 12);
weaponY = weaponY + 210 - (244-offsetY[weaponFrames[*weaponFrame]]);
guniqhudid = currentWeapon;
G_DrawTileScaled(weaponX - halfLookAng + 20, weaponY - weaponYOffset - 80, SLINGBLADE + weaponFrames[*weaponFrame],
weaponShade, weaponBits, weaponPal, 32768);
guniqhudid = 0;
break;
}
break;
case TRIPBOMB_WEAPON__STATIC:
case BOWLINGBALL_WEAPON__STATIC:
weaponX += 8;
weaponYOffset -= 10;
if (currentWeapon == BOWLINGBALL_WEAPON)
{
if (pPlayer->ammo_amount[BOWLINGBALL_WEAPON])
{
G_DrawWeaponTileWithID(currentWeapon, weaponX + 162 - halfLookAng, weaponY + 214 - weaponYOffset + (*weaponFrame) * 8, BOWLINGBALLH,
weaponShade, weaponBits, weaponPal, 32768);
}
else
{
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 162 - halfLookAng, weaponY + 214 - weaponYOffset, HANDTHROW+5,
weaponShade, weaponBits, weaponPal, 36700);
}
}
else
{
if (pPlayer->ammo_amount[TRIPBOMB_WEAPON])
{
G_DrawWeaponTileWithID(currentWeapon, weaponX + 180 - halfLookAng, weaponY + 214 - weaponYOffset + (*weaponFrame) * 8, POWDERH,
weaponShade, weaponBits, weaponPal, 36700);
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 90 - halfLookAng, weaponY + 214 - weaponYOffset + (*weaponFrame) * 8, POWDERH,
weaponShade, weaponBits | 4, weaponPal, 36700);
}
else
{
G_DrawWeaponTileWithID(currentWeapon << 2, weaponX + 162 - halfLookAng, weaponY + 214 - weaponYOffset, HANDTHROW+5,
weaponShade, weaponBits, weaponPal, 36700);
}
}
break;
case RPG_WEAPON__STATIC:
{
if (!(duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING))
weaponBits |= 512;
static int frames[] = { 0,1,1,2,2,3,2,3,2,3,2,2,2,2,2,2,2,2,2,4,4,4,4,5,5,5,5,6,6,6,6,6,6,7,7,7,7,7,7 };
int frame = frames[*weaponFrame];
if (frame == 2 || frame == 3)
{
G_DrawWeaponTileWithID(currentWeapon, weaponX + 200 - halfLookAng, weaponY + 250 - weaponYOffset,
RPGGUN + frame, weaponShade, weaponBits, weaponPal, 36700);
}
else if (frame == 1)
{
G_DrawWeaponTileWithID(currentWeapon, weaponX + 200 - halfLookAng, weaponY + 250 - weaponYOffset,
RPGGUN + frame, 0, weaponBits, weaponPal, 36700);
}
else
{
G_DrawWeaponTileWithID(currentWeapon, weaponX + 210 - halfLookAng, weaponY + 255 - weaponYOffset,
RPGGUN + frame, weaponShade, weaponBits, weaponPal, 36700);
}
break;
}
case CHICKEN_WEAPON__STATIC:
{
if (!RRRA) break;
if (!(duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING))
weaponBits |= 512;
if (*weaponFrame)
{
static int frames[] = { 0,1,1,2,2,3,2,3,2,3,2,2,2,2,2,2,2,2,2,4,4,4,4,5,5,5,5,6,6,6,6,6,6,7,7,7,7,7,7 };
int frame = frames[*weaponFrame];
if (frame == 2 || frame == 3)
{
G_DrawWeaponTileWithID(currentWeapon, weaponX + 200 - halfLookAng, weaponY + 250 - weaponYOffset,
RPGGUN2 + frame, weaponShade, weaponBits, weaponPal, 36700);
}
else if (frame == 1)
{
G_DrawWeaponTileWithID(currentWeapon, weaponX + 200 - halfLookAng, weaponY + 250 - weaponYOffset,
RPGGUN2 + frame, 0, weaponBits, weaponPal, 36700);
}
else
{
G_DrawWeaponTileWithID(currentWeapon, weaponX + 210 - halfLookAng, weaponY + 255 - weaponYOffset,
RPGGUN2 + frame, weaponShade, weaponBits, weaponPal, 36700);
}
}
else
{
if (!g_netServer && ud.multimode < 2)
{
if (g_chickenWeaponTimer)
{
G_DrawWeaponTileWithID(currentWeapon, weaponX + 210 - halfLookAng, weaponY + 222 - weaponYOffset,
RPGGUN2+7, weaponShade, weaponBits, weaponPal, 36700);
}
else if ((krand2() & 15) == 5)
{
A_PlaySound(327, pPlayer->i);
G_DrawWeaponTileWithID(currentWeapon, weaponX + 210 - halfLookAng, weaponY + 222 - weaponYOffset,
RPGGUN2+7, weaponShade, weaponBits, weaponPal, 36700);
g_chickenWeaponTimer = 6;
}
else
{
G_DrawWeaponTileWithID(currentWeapon, weaponX + 210 - halfLookAng, weaponY + 225 - weaponYOffset,
RPGGUN2, weaponShade, weaponBits, weaponPal, 36700);
}
}
else
{
G_DrawWeaponTileWithID(currentWeapon, weaponX + 210 - halfLookAng, weaponY + 225 - weaponYOffset,
RPGGUN2, weaponShade, weaponBits, weaponPal, 36700);
}
}
break;
}
case SHOTGUN_WEAPON__STATIC:
weaponX -= 8;
{
static int kb_frames3[] = { 0,0,1,1,2,2,5,5,6,6,7,7,8,8,0,0,0,0,0,0,0 };
static int kb_frames2[] = { 0,0,3,3,4,4,5,5,6,6,7,7,8,8,0,0,20,20,21,21,21,21,20,20,20,20,0,0 };
static int kb_frames[] = { 0,0,1,1,2,2,3,3,4,4,5,5,5,5,6,6,6,6,7,7,7,7,8,8,0,0,20,20,21,21,21,21,20,20,20,20,0,0 };
static int kb_ox[] = { 300,300,300,300,300,330,320,310,305,306,302 };
static int kb_oy[] = { 315,300,302,305,302,302,303,306,302,404,384 };
if (pPlayer->shotgun_state[1])
{
if (*weaponFrame < 26)
{
int frm = kb_frames[*weaponFrame];
if (frm == 3 || frm == 4)
weaponShade = 0;
G_DrawWeaponTileWithID(currentWeapon, weaponX + 52 - halfLookAng + (kb_ox[frm] >> 1),
weaponY + kb_oy[frm] - 64 - weaponYOffset, SHOTGUN + frm, weaponShade, weaponBits, weaponPal, 32768);
}
else
{
int frm;
if (kb_frames[*weaponFrame] > 0)
frm = kb_frames[(*weaponFrame) - 11];
else
frm = kb_frames[*weaponFrame];
weaponX += (kb_ox[frm] >> 1) - 12;
weaponY += kb_oy[frm] - 64;
switch (*weaponFrame)
{
case 23:
weaponY += 60;
break;
case 24:
weaponY += 30;
break;
}
G_DrawWeaponTileWithID(currentWeapon, weaponX + 64 - halfLookAng, weaponY - weaponYOffset,
SHOTGUN + kb_frames[*weaponFrame], weaponShade, weaponBits, weaponPal, 32768);
if (kb_frames[*weaponFrame] == 21)
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 96 - halfLookAng, weaponY - weaponYOffset,
SHOTGUNSHELLS, weaponShade, weaponBits, weaponPal, 32768);
}
}
else
{
if ((*weaponFrame) < 16)
{
if (pPlayer->shotgun_state[0])
{
int frm = kb_frames2[*weaponFrame];
if (frm == 3 || frm == 4)
weaponShade = 0;
G_DrawWeaponTileWithID(currentWeapon, weaponX + 52 - halfLookAng + (kb_ox[frm] >> 1),
weaponY + kb_oy[frm] - 64 - weaponYOffset, SHOTGUN + frm, weaponShade, weaponBits, weaponPal, 32768);
}
else
{
int frm = kb_frames3[*weaponFrame];
if (frm == 1 || frm == 2)
weaponShade = 0;
G_DrawWeaponTileWithID(currentWeapon, weaponX + 52 - halfLookAng + (kb_ox[frm] >> 1),
weaponY + kb_oy[frm] - 64 - weaponYOffset, SHOTGUN + frm, weaponShade, weaponBits, weaponPal, 32768);
}
}
else if (pPlayer->shotgun_state[0])
{
int frm;
if (kb_frames2[*weaponFrame] > 0)
frm = kb_frames2[(*weaponFrame) - 11];
else
frm = kb_frames2[*weaponFrame];
weaponX += (kb_ox[frm] >> 1) - 12;
weaponY += kb_oy[frm] - 64;
switch (*weaponFrame)
{
case 23:
weaponY += 60;
break;
case 24:
weaponY += 30;
break;
}
G_DrawWeaponTileWithID(currentWeapon, weaponX + 64 - halfLookAng, weaponY - weaponYOffset,
SHOTGUN + kb_frames2[*weaponFrame], weaponShade, weaponBits, weaponPal, 32768);
if (kb_frames2[*weaponFrame] == 21)
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 96 - halfLookAng, weaponY - weaponYOffset,
SHOTGUNSHELLS, weaponShade, weaponBits, weaponPal, 32768);
}
}
}
break;
case CHAINGUN_WEAPON__STATIC:
if (*weaponFrame > 0)
{
weaponYOffset -= sintable[(*weaponFrame)<<7]>>12;
if (doAnim)
weaponX += 1-(rand()&3);
}
switch (*weaponFrame)
{
case 0:
G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (fix16_to_int(pPlayer->q16look_ang) >> 1) + 30, weaponY + 233 - weaponYOffset + 5,
CHAINGUN, weaponShade, weaponBits, weaponPal, 32768);
break;
default:
if (*weaponFrame < 8)
G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (fix16_to_int(pPlayer->q16look_ang) >> 1) + 30, weaponY + 233 - weaponYOffset + 5,
CHAINGUN + 1, 0, weaponBits, weaponPal, 32768);
else
G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (fix16_to_int(pPlayer->q16look_ang) >> 1) + 30, weaponY + 233 - weaponYOffset + 5,
CHAINGUN + 2, weaponShade, weaponBits, weaponPal, 32768);
break;
}
break;
case PISTOL_WEAPON__STATIC:
if ((*weaponFrame) < 22)
{
static int frames[] = { 0,0,1,1,2,2,3,3,4,4,6,6,6,6,5,5,4,4,3,3,0,0 };
static int offsetX[] = { 194,190,185,208,215,215,216,216,201,170 };
static int offsetY[] = { 256,249,248,238,228,218,208,256,245,258 };
int frame = frames[*weaponFrame];
if (frame)
weaponShade = 0;
G_DrawWeaponTileWithID(currentWeapon, offsetX[frame] - 12 + weaponX - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + offsetY[frame] - weaponYOffset,
FIRSTGUN + frame, weaponShade, weaponBits, weaponPal, 36700);
break;
}
else
{
static int frames[] = { 0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0 };
static int offsetX[] = { 244,244,244 };
static int offsetY[] = { 256,249,248 };
int dx, dy;
int frame = frames[(*weaponFrame) - 22];
switch (*weaponFrame)
{
case 28:
dy = 10;
dx = 5;
break;
case 29:
dy = 20;
dx = 10;
break;
case 30:
dy = 30;
dx = 15;
break;
case 31:
dy = 40;
dx = 20;
break;
case 32:
dy = 50;
dx = 25;
break;
case 33:
dy = 40;
dx = 20;
break;
case 34:
dy = 30;
dx = 15;
break;
case 35:
dy = 20;
dx = 10;
break;
case 36:
dy = 10;
dx = 5;
break;
default:
dy = 0;
dx = 0;
break;
}
G_DrawWeaponTileWithID(currentWeapon, weaponX + offsetX[frame] - 12 - dx - halfLookAng, weaponY + offsetY[frame] - weaponYOffset + dy,
FIRSTGUNRELOAD + frame, weaponShade, weaponBits, weaponPal, 36700);
}
break;
case HANDBOMB_WEAPON__STATIC:
weaponYOffset -= 9 * (*weaponFrame);
G_DrawWeaponTileWithID(currentWeapon, weaponX + 190 - halfLookAng, weaponY + 260 - weaponYOffset,
HANDTHROW, weaponShade, weaponBits, weaponPal, 36700);
break;
case HANDREMOTE_WEAPON__STATIC:
if (!(duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING))
weaponBits |= 512;
if(*weaponFrame < 20)
{
static uint8_t remoteFrames[] = { 1,1,1,1,1,2,2,2,2,3,3,3,4,4,4,5,5,5,5,5,6,6,6 };
if (*weaponFrame >= ARRAY_SIZE(remoteFrames))
break;
if (*weaponFrame < 5)
{
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 265 - halfLookAng, weaponY + 174 - weaponYOffset + pPlayer->hbomb_offset,
RRTILE1752, 0, weaponBits, weaponPal, 36700);
}
G_DrawWeaponTileWithID(currentWeapon, weaponX + 290 - halfLookAng, weaponY + 238 - weaponYOffset,
HANDTHROW + remoteFrames[(*weaponFrame)], 0, weaponBits, weaponPal, 36700);
}
break;
case DEVISTATOR_WEAPON__STATIC:
if (*weaponFrame)
G_DrawWeaponTileWithID(currentWeapon, 150 + (weaponX >> 1) - halfLookAng, 266 + (weaponY >> 1) - weaponYOffset,
DEVISTATOR, 0, weaponBits, weaponPal, 47040);
else
G_DrawWeaponTileWithID(currentWeapon, 150 + (weaponX >> 1) - halfLookAng, 266 + (weaponY >> 1) - weaponYOffset,
DEVISTATOR + 1, weaponShade, weaponBits, weaponPal, 47040);
break;
case FREEZE_WEAPON__STATIC:
if (!(duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING))
weaponBits |= 512;
if ((*weaponFrame) > 0)
{
static uint8_t freezerFrames[] = { 0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 };
G_DrawWeaponTileWithID(currentWeapon, weaponX + 260 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 215 - weaponYOffset,
FREEZE + freezerFrames[*weaponFrame], -32, weaponBits, weaponPal, 32768);
}
else
G_DrawWeaponTileWithID(currentWeapon, weaponX + 260 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 215 - weaponYOffset,
FREEZE, weaponShade, weaponBits, weaponPal, 32768);
break;
case GROW_WEAPON__STATIC:
case SHRINKER_WEAPON__STATIC:
weaponX += 28;
weaponY += 18;
if ((*weaponFrame) > 0)
{
if (doAnim)
{
weaponX += rand() & 3;
weaponYOffset += (rand() & 3);
}
if (currentWeapon == GROW_WEAPON)
{
G_DrawWeaponTileWithID(currentWeapon, weaponX + 184 - halfLookAng, weaponY + 240 - weaponYOffset,
GROWSPARK + ((*weaponFrame)&2), weaponShade, weaponBits, 0, 44040);
}
else
{
static int frames[] = { 1,1,1,1,1,2,2,2,2,2,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0 };
G_DrawWeaponTileWithID(currentWeapon, weaponX + 184 - halfLookAng, weaponY + 240 - weaponYOffset,
SHRINKER + frames[*weaponFrame], weaponShade, weaponBits, 0, 44040);
}
}
else
{
G_DrawWeaponTileWithID(currentWeapon, weaponX + 188 - halfLookAng, weaponY + 240 - weaponYOffset,
SHRINKER, weaponShade, weaponBits, weaponPal, 44040);
}
break;
}
}
else
{
switch (DYNAMICWEAPONMAP(currentWeapon))
{
case KNEE_WEAPON__STATIC:
{
int const kneePal = P_GetKneePal(pPlayer, weaponPal);
guniqhudid = currentWeapon;
if (*weaponFrame < 5 || *weaponFrame > 9)
G_DrawTileScaled(weaponX + 220 - halfLookAng, weaponY + 250 - weaponYOffset, KNEE,
weaponShade, weaponBits, kneePal);
else
G_DrawTileScaled(weaponX + 160 - halfLookAng, weaponY + 214 - weaponYOffset, KNEE + 1,
weaponShade, weaponBits, kneePal);
guniqhudid = 0;
break;
}
case TRIPBOMB_WEAPON__STATIC:
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);
G_DrawWeaponTileWithID(currentWeapon, weaponX + 130 - halfLookAng, weaponY + 249 - weaponYOffset,
HANDHOLDINGLASER + ((*weaponFrame) >> 2), weaponShade, weaponBits, weaponPal);
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 152 - halfLookAng,
weaponY + 249 - weaponYOffset, HANDHOLDINGLASER + ((*weaponFrame) >> 2), weaponShade, weaponBits | 4,
weaponPal);
break;
case RPG_WEAPON__STATIC:
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)
{
int totalTime;
if (*weaponFrame < (WW2GI ? (totalTime = PWEAPON(screenpeek, pPlayer->curr_weapon, TotalTime)) : 8))
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 164, (weaponY << 1) + 176 - weaponYOffset,
RPGGUN + ((*weaponFrame) >> 1), weaponShade, weaponBits, weaponPal);
else if (WW2GI)
{
totalTime = PWEAPON(screenpeek, pPlayer->curr_weapon, TotalTime);
int const reloadTime = PWEAPON(screenpeek, pPlayer->curr_weapon, Reload);
weaponYOffset -= (*weaponFrame < ((reloadTime - totalTime) / 2 + totalTime))
? 10 * ((*weaponFrame) - totalTime) // down
: 10 * (reloadTime - (*weaponFrame)); // up
}
}
G_DrawWeaponTileWithID(currentWeapon, weaponX + 164, (weaponY << 1) + 176 - weaponYOffset, RPGGUN, weaponShade,
weaponBits, weaponPal);
break;
case SHOTGUN_WEAPON__STATIC:
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-(rand()&3);
if (*weaponFrame == 0)
{
G_DrawWeaponTileWithID(currentWeapon, weaponX + 146 - halfLookAng, weaponY + 202 - weaponYOffset,
SHOTGUN, weaponShade, weaponBits, weaponPal);
}
else if (*weaponFrame <= totalTime)
{
G_DrawWeaponTileWithID(currentWeapon, weaponX + 146 - halfLookAng, weaponY + 202 - weaponYOffset,
SHOTGUN + 1, weaponShade, weaponBits, weaponPal);
}
// 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);
}
break;
}
switch (*weaponFrame)
{
case 1:
case 2:
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 168 - halfLookAng, weaponY + 201 - weaponYOffset,
SHOTGUN + 2, -128, weaponBits, weaponPal);
fallthrough__;
case 0:
case 6:
case 7:
case 8:
G_DrawWeaponTileWithID(currentWeapon, weaponX + 146 - halfLookAng, weaponY + 202 - weaponYOffset,
SHOTGUN, weaponShade, weaponBits, weaponPal);
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);
fallthrough__;
case 5:
case 9:
case 10:
case 11:
case 12:
G_DrawWeaponTileWithID(currentWeapon, weaponX + 158 - halfLookAng, weaponY + 220 - weaponYOffset,
SHOTGUN + 3, weaponShade, weaponBits, weaponPal);
break;
case 13:
case 14:
case 15:
G_DrawWeaponTileWithID(currentWeapon, 32 + weaponX + 166 - halfLookAng, weaponY + 210 - weaponYOffset,
SHOTGUN + 4, weaponShade, weaponBits, weaponPal);
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);
break;
case 20:
case 21:
case 22:
case 23:
G_DrawWeaponTileWithID(currentWeapon, 64 + weaponX + 176 - halfLookAng, weaponY + 196 - weaponYOffset,
SHOTGUN + 6, weaponShade, weaponBits, weaponPal);
break;
case 28:
case 29:
case 30:
G_DrawWeaponTileWithID(currentWeapon, 32 + weaponX + 156 - halfLookAng, weaponY + 206 - weaponYOffset,
SHOTGUN + 4, weaponShade, weaponBits, weaponPal);
break;
}
break;
case CHAINGUN_WEAPON__STATIC:
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);
}
else if (*weaponFrame <= totalTime)
{
G_DrawWeaponTileWithID(currentWeapon, weaponX + 188 - halfLookAng,weaponY+243-weaponYOffset,
CHAINGUN+2,weaponShade,weaponBits,weaponPal);
}
// 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);
}
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);
}
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);
}
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);
}
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);
}
}
break;
}
switch (*weaponFrame)
{
case 0:
G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 233 - weaponYOffset,
CHAINGUN + 1, weaponShade, weaponBits, weaponPal);
break;
default:
if (*weaponFrame > 4 && *weaponFrame < 12)
{
int randomOffset = doAnim ? rand()&7 : 0;
G_DrawWeaponTileWithID(currentWeapon << 2, randomOffset + weaponX - 4 + 140 - (fix16_to_int(pPlayer->q16look_ang) >> 1),
randomOffset + weaponY - ((*weaponFrame) >> 1) + 208 - weaponYOffset,
CHAINGUN + 5 + ((*weaponFrame - 4) / 5), weaponShade, weaponBits, weaponPal);
if (doAnim) randomOffset = rand()&7;
G_DrawWeaponTileWithID(currentWeapon << 2, randomOffset + weaponX - 4 + 184 - (fix16_to_int(pPlayer->q16look_ang) >> 1),
randomOffset + weaponY - ((*weaponFrame) >> 1) + 208 - weaponYOffset,
CHAINGUN + 5 + ((*weaponFrame - 4) / 5), weaponShade, weaponBits, weaponPal);
}
if (*weaponFrame < 8)
{
int const randomOffset = doAnim ? rand()&7 : 0;
G_DrawWeaponTileWithID(currentWeapon << 2, randomOffset + weaponX - 4 + 162 - (fix16_to_int(pPlayer->q16look_ang) >> 1),
randomOffset + weaponY - ((*weaponFrame) >> 1) + 208 - weaponYOffset,
CHAINGUN + 5 + ((*weaponFrame - 2) / 5), weaponShade, weaponBits, weaponPal);
G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 233 - weaponYOffset,
CHAINGUN + 1 + ((*weaponFrame) >> 1), weaponShade, weaponBits, weaponPal);
}
else
G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 233 - weaponYOffset,
CHAINGUN + 1, weaponShade, weaponBits, weaponPal);
break;
}
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 168 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 260 - weaponYOffset,
CHAINGUN, weaponShade, weaponBits, weaponPal);
break;
case PISTOL_WEAPON__STATIC:
if ((*weaponFrame) < 5)
{
static uint8_t pistolFrames[] = { 0, 1, 2 };
int pistolOffset = 195-12+weaponX;
if ((*weaponFrame) == 2)
pistolOffset -= 3;
G_DrawWeaponTileWithID(currentWeapon, (pistolOffset - (fix16_to_int(pPlayer->q16look_ang) >> 1)), (weaponY + 244 - weaponYOffset),
FIRSTGUN + pistolFrames[*weaponFrame > 2 ? 0 : *weaponFrame], weaponShade, 2,
weaponPal);
break;
}
if (!(duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING) && DUKE)
weaponBits |= 512;
if ((*weaponFrame) < 10)
G_DrawWeaponTileWithID(currentWeapon, 194 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 230 - weaponYOffset, FIRSTGUN + 4,
weaponShade, weaponBits, weaponPal);
else if ((*weaponFrame) < 15)
{
G_DrawWeaponTileWithID(currentWeapon << 1, 244 - ((*weaponFrame) << 3) - (fix16_to_int(pPlayer->q16look_ang) >> 1),
weaponY + 130 - weaponYOffset + ((*weaponFrame) << 4), FIRSTGUN + 6, weaponShade,
weaponBits, weaponPal);
G_DrawWeaponTileWithID(currentWeapon, 224 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 220 - weaponYOffset, FIRSTGUN + 5,
weaponShade, weaponBits, weaponPal);
}
else if ((*weaponFrame) < 20)
{
G_DrawWeaponTileWithID(currentWeapon << 1, 124 + ((*weaponFrame) << 1) - (fix16_to_int(pPlayer->q16look_ang) >> 1),
weaponY + 430 - weaponYOffset - ((*weaponFrame) << 3), FIRSTGUN + 6, weaponShade,
weaponBits, weaponPal);
G_DrawWeaponTileWithID(currentWeapon, 224 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 220 - weaponYOffset, FIRSTGUN + 5,
weaponShade, weaponBits, weaponPal);
}
else if ((*weaponFrame) < (WW2GI ? PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - 12 : (NAM ? 38 : 23)))
{
G_DrawWeaponTileWithID(currentWeapon << 2, 184 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 235 - weaponYOffset,
FIRSTGUN + 8, weaponShade, weaponBits, weaponPal);
G_DrawWeaponTileWithID(currentWeapon, 224 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 210 - weaponYOffset, FIRSTGUN + 5,
weaponShade, weaponBits, weaponPal);
}
else if ((*weaponFrame) < (WW2GI ? PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - 6 : (NAM ? 44 : 25)))
{
G_DrawWeaponTileWithID(currentWeapon << 2, 164 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 245 - weaponYOffset,
FIRSTGUN + 8, weaponShade, weaponBits, weaponPal);
G_DrawWeaponTileWithID(currentWeapon, 224 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 220 - weaponYOffset, FIRSTGUN + 5,
weaponShade, weaponBits, weaponPal);
}
else if ((*weaponFrame) < (WW2GI ? PWEAPON(screenpeek, PISTOL_WEAPON, Reload) : (NAM ? 50 : 27)))
G_DrawWeaponTileWithID(currentWeapon, 194 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 235 - weaponYOffset, FIRSTGUN + 5,
weaponShade, weaponBits, weaponPal);
break;
case HANDBOMB_WEAPON__STATIC:
{
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 >= ARRAY_SIZE(pipebombFrames))
break;
if (WW2GI && *weaponFrame >= PWEAPON(screenpeek, pPlayer->curr_weapon, TotalTime))
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);
}
break;
case HANDREMOTE_WEAPON__STATIC:
{
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);
}
break;
case DEVISTATOR_WEAPON__STATIC:
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);
G_DrawWeaponTileWithID(currentWeapon, weaponX + 268 - halfLookAng, weaponY + 238 - weaponYOffset,
DEVISTATOR + tileOffset, -32, weaponBits, weaponPal);
}
else
{
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 30 - halfLookAng, weaponY + 240 - weaponYOffset,
DEVISTATOR + tileOffset, -32, weaponBits | 4, weaponPal);
G_DrawWeaponTileWithID(currentWeapon, weaponX + 268 - halfLookAng, weaponY + 238 - weaponYOffset, DEVISTATOR,
weaponShade, weaponBits, weaponPal);
}
}
// else we are in 'reload time'
else
{
weaponYOffset -= (*weaponFrame < ((reloadTime - totalTime) / 2 + totalTime))
? 10 * ((*weaponFrame) - totalTime)
: 10 * (reloadTime - (*weaponFrame));
G_DrawWeaponTileWithID(currentWeapon, weaponX + 268 - halfLookAng, weaponY + 238 - weaponYOffset, DEVISTATOR,
weaponShade, weaponBits, weaponPal);
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 30 - halfLookAng, weaponY + 240 - weaponYOffset, DEVISTATOR,
weaponShade, weaponBits | 4, weaponPal);
}
}
else
{
G_DrawWeaponTileWithID(currentWeapon, weaponX + 268 - halfLookAng, weaponY + 238 - weaponYOffset, DEVISTATOR,
weaponShade, weaponBits, weaponPal);
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 30 - halfLookAng, weaponY + 240 - weaponYOffset, DEVISTATOR,
weaponShade, weaponBits | 4, weaponPal);
}
break;
}
if (*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);
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 30 - halfLookAng, weaponY + 240 - weaponYOffset, DEVISTATOR,
weaponShade, weaponBits | 4, weaponPal);
}
else
{
G_DrawWeaponTileWithID(currentWeapon << 1, -(devastatorFrames[*weaponFrame] >> 1) + weaponX + 30 - halfLookAng,
devastatorFrames[*weaponFrame] + weaponY + 240 - weaponYOffset,
DEVISTATOR + tileOffset, -32, weaponBits | 4, weaponPal);
G_DrawWeaponTileWithID(currentWeapon, weaponX + 268 - halfLookAng, weaponY + 238 - weaponYOffset, DEVISTATOR,
weaponShade, weaponBits, weaponPal);
}
}
else
{
G_DrawWeaponTileWithID(currentWeapon, weaponX + 268 - halfLookAng, weaponY + 238 - weaponYOffset, DEVISTATOR, weaponShade,
weaponBits, weaponPal);
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 30 - halfLookAng, weaponY + 240 - weaponYOffset, DEVISTATOR,
weaponShade, weaponBits | 4, weaponPal);
}
break;
case FREEZE_WEAPON__STATIC:
if (!(duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING) && DUKE)
weaponBits |= 512;
if ((*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 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 261 - weaponYOffset,
FREEZE + 2, -32, weaponBits, weaponPal);
G_DrawWeaponTileWithID(currentWeapon, weaponX + 210 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 235 - weaponYOffset,
FREEZE + 3 + freezerFrames[*weaponFrame % 6], -32, weaponBits, weaponPal);
}
else
G_DrawWeaponTileWithID(currentWeapon, weaponX + 210 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 261 - weaponYOffset,
FREEZE, weaponShade, weaponBits, weaponPal);
break;
case GROW_WEAPON__STATIC:
case SHRINKER_WEAPON__STATIC:
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);
break;
}
else if (pPlayer->ammo_amount[currentWeapon] > 0)
{
G_DrawWeaponTileUnfadedWithID(currentWeapon << 1, weaponX + 184 - halfLookAng, weaponY + 240 - weaponYOffset, SHRINKER + 2,
16 - (sintable[pPlayer->random_club_frame & 2047] >> 10), weaponBits, 0);
G_DrawWeaponTileWithID(currentWeapon, weaponX + 188 - halfLookAng, weaponY + 240 - weaponYOffset, SHRINKER,
weaponShade, weaponBits, weaponPal);
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
{
weaponYOffset -= (*weaponFrame < ((reloadTime - totalTime) / 2 + totalTime))
? (currentWeapon == GROW_WEAPON ? 5 : 10) * ((*weaponFrame) - totalTime) // D
: 10 * (reloadTime - (*weaponFrame)); // U
}
}
G_DrawWeaponTileUnfadedWithID(currentWeapon << 1, weaponX + 184 - halfLookAng, weaponY + 240 - weaponYOffset,
SHRINKER + 3 + ((*weaponFrame) & 3), -32, weaponBits, currentWeapon == GROW_WEAPON ? 2 : 0);
G_DrawWeaponTileWithID(currentWeapon, weaponX + 188 - halfLookAng, weaponY + 240 - weaponYOffset,
SHRINKER + (currentWeapon == GROW_WEAPON ? -1 : 1), weaponShade, weaponBits, weaponPal);
break;
}
if ((*weaponFrame) > 0)
{
if (doAnim)
{
weaponX += rand() & 3;
weaponYOffset += (rand() & 3);
}
G_DrawWeaponTileUnfadedWithID(currentWeapon << 1, weaponX + 184 - halfLookAng, weaponY + 240 - weaponYOffset,
SHRINKER + 3 + ((*weaponFrame) & 3), -32, weaponBits, currentWeapon == GROW_WEAPON ? 2 : 0);
G_DrawWeaponTileWithID(currentWeapon, weaponX + 188 - halfLookAng, weaponY + 240 - weaponYOffset,
currentWeapon == GROW_WEAPON ? SHRINKER - 1 : SHRINKER + 1, weaponShade, weaponBits, weaponPal);
}
else
{
G_DrawWeaponTileUnfadedWithID(currentWeapon << 1, weaponX + 184 - halfLookAng, weaponY + 240 - weaponYOffset,
SHRINKER + 2, 16 - (sintable[pPlayer->random_club_frame & 2047] >> 10), weaponBits,
currentWeapon == GROW_WEAPON ? 2 : 0);
G_DrawWeaponTileWithID(currentWeapon, weaponX + 188 - halfLookAng, weaponY + 240 - weaponYOffset,
currentWeapon == GROW_WEAPON ? SHRINKER - 2 : SHRINKER, weaponShade, weaponBits, weaponPal);
}
break;
}
}
}
enddisplayweapon:
if (!RR)
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 1024
#define MAXHORIZVEL 256
#define ONEEIGHTYSCALE 4
#define MAXVELMOTO 120
int32_t g_myAimStat = 0, g_oldAimStat = 0;
int32_t mouseyaxismode = -1;
enum inputlock_t
{
IL_NOANGLE = 0x1,
IL_NOHORIZ = 0x2,
IL_NOMOVE = 0x4,
IL_NOTHING = IL_NOANGLE|IL_NOHORIZ|IL_NOMOVE,
};
static int P_CheckLockedMovement(int const playerNum)
{
auto &thisPlayer = g_player[playerNum];
auto const pPlayer = thisPlayer.ps;
if (pPlayer->on_crane >= 0)
return IL_NOMOVE|IL_NOANGLE;
if (pPlayer->newowner != -1)
return IL_NOANGLE|IL_NOHORIZ;
if (pPlayer->return_to_center > 0 || thisPlayer.horizRecenter)
return IL_NOHORIZ;
if (pPlayer->dead_flag || 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 && pPlayer->kickback_pic > 1
&& pPlayer->kickback_pic < PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay)))
return IL_NOTHING;
return 0;
}
void P_GetInput(int const playerNum)
{
auto &thisPlayer = g_player[playerNum];
auto const pPlayer = thisPlayer.ps;
auto const pSprite = &sprite[pPlayer->i];
ControlInfo info;
if ((pPlayer->gm & (MODE_MENU|MODE_TYPE)) || (ud.pause_on && !inputState.GetKeyStatus(sc_Pause)))
{
if (!(pPlayer->gm&MODE_MENU))
CONTROL_GetInput(&info);
localInput = {};
localInput.bits = (((int32_t)g_gameQuit) << SK_GAMEQUIT);
localInput.extbits |= (1 << 7);
return;
}
D_ProcessEvents();
bool mouseaim = in_mousemode || buttonMap.ButtonDown(gamefunc_Mouse_Aiming);
if (numplayers == 1)
{
pPlayer->aim_mode = in_mousemode;
pPlayer->auto_aim = cl_autoaim;
pPlayer->weaponswitch = cl_weaponswitch;
}
CONTROL_GetInput(&info);
// JBF: Run key behaviour is selectable
int const playerRunning = G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run));
int const turnAmount = playerRunning ? (NORMALTURN << 1) : NORMALTURN;
constexpr int analogTurnAmount = (NORMALTURN << 1);
int const keyMove = playerRunning ? (NORMALKEYMOVE << 1) : NORMALKEYMOVE;
constexpr int analogExtent = 32767; // KEEPINSYNC sdlayer.cpp
input_t input {};
if (buttonMap.ButtonDown(gamefunc_Strafe))
{
static int strafeyaw;
input.svel = -(info.mousex + strafeyaw) >> 3;
strafeyaw = (info.mousex + strafeyaw) % 8;
input.svel -= info.dyaw * keyMove / analogExtent;
}
else
{
input.q16avel = fix16_sadd(input.q16avel, fix16_sdiv(fix16_from_int(info.mousex), F16(32)));
input.q16avel = fix16_sadd(input.q16avel, fix16_from_int(info.dyaw * analogTurnAmount / (analogExtent >> 1)));
}
if (mouseaim)
input.q16horz = fix16_sadd(input.q16horz, fix16_sdiv(fix16_from_int(info.mousey), F16(64)));
else
input.fvel = -(info.mousey >> 3);
if (!in_mouseflip) input.q16horz = -input.q16horz;
input.q16horz = fix16_ssub(input.q16horz, fix16_from_int(info.dpitch * analogTurnAmount / analogExtent));
input.svel -= info.dx * keyMove / analogExtent;
input.fvel -= info.dz * keyMove / analogExtent;
auto const currentHiTicks = timerGetHiTicks();
double const elapsedInputTicks = currentHiTicks - thisPlayer.lastInputTicks;
thisPlayer.lastInputTicks = currentHiTicks;
if (elapsedInputTicks == currentHiTicks)
return;
auto scaleAdjustmentToInterval = [=](double x) { return x * REALGAMETICSPERSEC / (1000.0 / elapsedInputTicks); };
if (buttonMap.ButtonDown(gamefunc_Strafe))
{
if (!localInput.svel)
{
if (buttonMap.ButtonDown(gamefunc_Turn_Left) && !(pPlayer->movement_lock & 4) && !localInput.svel)
input.svel = keyMove;
if (buttonMap.ButtonDown(gamefunc_Turn_Right) && !(pPlayer->movement_lock & 8) && !localInput.svel)
input.svel = -keyMove;
}
}
else
{
static int32_t turnHeldTime;
static int32_t lastInputClock; // MED
int32_t const elapsedTics = (int32_t)totalclock - lastInputClock;
lastInputClock = (int32_t) totalclock;
if (buttonMap.ButtonDown(gamefunc_Turn_Left))
{
turnHeldTime += elapsedTics;
input.q16avel = fix16_ssub(input.q16avel, fix16_from_dbl(scaleAdjustmentToInterval((turnHeldTime >= TURBOTURNTIME) ? (turnAmount << 1) : (PREAMBLETURN << 1))));
}
else if (buttonMap.ButtonDown(gamefunc_Turn_Right))
{
turnHeldTime += elapsedTics;
input.q16avel = fix16_sadd(input.q16avel, fix16_from_dbl(scaleAdjustmentToInterval((turnHeldTime >= TURBOTURNTIME) ? (turnAmount << 1) : (PREAMBLETURN << 1))));
}
else
turnHeldTime = 0;
}
if (localInput.svel < keyMove && localInput.svel > -keyMove)
{
if (buttonMap.ButtonDown(gamefunc_Strafe_Left) && !(pPlayer->movement_lock & 4))
input.svel += keyMove;
if (buttonMap.ButtonDown(gamefunc_Strafe_Right) && !(pPlayer->movement_lock & 8))
input.svel += -keyMove;
}
if (localInput.fvel < keyMove && localInput.fvel > -keyMove)
{
if (RR)
{
/*if (buttonMap.ButtonDown(gamefunc_Quick_Kick))
{
localInput.bits |= buttonMap.ButtonDown(gamefunc_Move_Forward)<<SK_AIM_UP;
localInput.bits |= buttonMap.ButtonDown(gamefunc_Move_Backward)<<SK_AIM_DOWN;
}
else*/
{
if (pPlayer->drink_amt >= 66 && pPlayer->drink_amt <= 87)
{
if (buttonMap.ButtonDown(gamefunc_Move_Forward))
{
input.fvel += keyMove;
if (pPlayer->drink_amt & 1)
input.svel += keyMove;
else
input.svel -= keyMove;
}
if (buttonMap.ButtonDown(gamefunc_Move_Backward))
{
input.fvel += -keyMove;
if (pPlayer->drink_amt & 1)
input.svel -= keyMove;
else
input.svel += keyMove;
}
}
else
{
if (buttonMap.ButtonDown(gamefunc_Move_Forward))
input.fvel += keyMove;
if (buttonMap.ButtonDown(gamefunc_Move_Backward))
input.fvel += -keyMove;
}
}
}
else
{
if (buttonMap.ButtonDown(gamefunc_Move_Forward) && !(pPlayer->movement_lock & 1))
input.fvel += keyMove;
if (buttonMap.ButtonDown(gamefunc_Move_Backward) && !(pPlayer->movement_lock & 2))
input.fvel += -keyMove;
}
}
int weaponSelection;
for (weaponSelection = gamefunc_Weapon_10; weaponSelection >= gamefunc_Weapon_1; --weaponSelection)
{
if (buttonMap.ButtonDown(weaponSelection))
{
weaponSelection -= (gamefunc_Weapon_1 - 1);
break;
}
}
if (buttonMap.ButtonDown(gamefunc_Last_Weapon))
weaponSelection = 14;
else if (buttonMap.ButtonDown(gamefunc_Alt_Weapon))
weaponSelection = 13;
else if (buttonMap.ButtonPressed(gamefunc_Next_Weapon) || (buttonMap.ButtonDown(gamefunc_Dpad_Select) && input.fvel > 0))
{
weaponSelection = 12;
buttonMap.ClearButton(gamefunc_Next_Weapon);
}
else if (buttonMap.ButtonPressed(gamefunc_Previous_Weapon) || (buttonMap.ButtonDown(gamefunc_Dpad_Select) && input.fvel < 0))
{
weaponSelection = 11;
buttonMap.ClearButton(gamefunc_Previous_Weapon);
}
else if (weaponSelection == gamefunc_Weapon_1-1)
weaponSelection = 0;
if ((localInput.bits & 0xf00) == 0)
localInput.bits |= (weaponSelection << SK_WEAPON_BITS);
localInput.bits |= (buttonMap.ButtonDown(gamefunc_Fire) << SK_FIRE);
localInput.bits |= (buttonMap.ButtonDown(gamefunc_Open) << SK_OPEN);
int const sectorLotag = pPlayer->cursectnum != -1 ? sector[pPlayer->cursectnum].lotag : 0;
int const crouchable = sectorLotag != 2 && (sectorLotag != 1 || pPlayer->spritebridge);
if (buttonMap.ButtonDown(gamefunc_Toggle_Crouch))
{
pPlayer->crouch_toggle = !pPlayer->crouch_toggle && crouchable;
if (crouchable)
buttonMap.ClearButton(gamefunc_Toggle_Crouch);
}
if (buttonMap.ButtonDown(gamefunc_Crouch) || buttonMap.ButtonDown(gamefunc_Jump) || pPlayer->jetpack_on || (!crouchable && pPlayer->on_ground))
pPlayer->crouch_toggle = 0;
int const crouching = buttonMap.ButtonDown(gamefunc_Crouch) || buttonMap.ButtonDown(gamefunc_Toggle_Crouch) || pPlayer->crouch_toggle;
localInput.bits |= (buttonMap.ButtonDown(gamefunc_Jump) << SK_JUMP) | (crouching << SK_CROUCH);
localInput.bits |= (buttonMap.ButtonDown(gamefunc_Aim_Up) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && input.fvel > 0)) << SK_AIM_UP;
localInput.bits |= (buttonMap.ButtonDown(gamefunc_Aim_Down) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && input.fvel < 0)) << SK_AIM_DOWN;
localInput.bits |= (buttonMap.ButtonDown(gamefunc_Center_View) << SK_CENTER_VIEW);
localInput.bits |= (buttonMap.ButtonDown(gamefunc_Look_Left) << SK_LOOK_LEFT) | (buttonMap.ButtonDown(gamefunc_Look_Right) << SK_LOOK_RIGHT);
localInput.bits |= (buttonMap.ButtonDown(gamefunc_Look_Up) << SK_LOOK_UP) | (buttonMap.ButtonDown(gamefunc_Look_Down) << SK_LOOK_DOWN);
localInput.bits |= (playerRunning << SK_RUN);
localInput.bits |= (buttonMap.ButtonDown(gamefunc_Inventory_Left) || (buttonMap.ButtonDown(gamefunc_Dpad_Select) && (input.svel > 0 || input.q16avel < 0))) << SK_INV_LEFT;
localInput.bits |= (buttonMap.ButtonDown(gamefunc_Inventory_Right) || (buttonMap.ButtonDown(gamefunc_Dpad_Select) && (input.svel < 0 || input.q16avel > 0))) << SK_INV_RIGHT;
localInput.bits |= (buttonMap.ButtonDown(gamefunc_Inventory) << SK_INVENTORY);
localInput.bits |= (buttonMap.ButtonDown(gamefunc_Steroids) << SK_STEROIDS) | (buttonMap.ButtonDown(gamefunc_NightVision) << SK_NIGHTVISION);
localInput.bits |= (buttonMap.ButtonDown(gamefunc_MedKit) << SK_MEDKIT) | (buttonMap.ButtonDown(gamefunc_Holo_Duke) << SK_HOLODUKE);
localInput.bits |= (buttonMap.ButtonDown(gamefunc_Jetpack) << SK_JETPACK);
localInput.bits |= buttonMap.ButtonDown(gamefunc_Holster_Weapon) << SK_HOLSTER;
localInput.bits |= buttonMap.ButtonDown(gamefunc_Quick_Kick) << SK_QUICK_KICK;
localInput.bits |= buttonMap.ButtonDown(gamefunc_TurnAround) << SK_TURNAROUND;
localInput.bits |= (mouseaim << SK_AIMMODE);
localInput.bits |= (g_gameQuit << SK_GAMEQUIT);
localInput.bits |= inputState.GetKeyStatus(sc_Pause) << SK_PAUSE;
//localInput.bits |= ((uint32_t)inputState.GetKeyStatus(sc_Escape)) << SK_ESCAPE; fixme.This needs to be done differently
if (RR)
{
if (TEST_SYNC_KEY(localInput.bits, SK_CROUCH))
localInput.bits &= ~(1 << SK_JUMP);
if (pPlayer->drink_amt > 88)
localInput.bits |= 1 << SK_LOOK_LEFT;
if (pPlayer->drink_amt > 99)
localInput.bits |= 1 << SK_LOOK_DOWN;
}
if (buttonMap.ButtonDown(gamefunc_Dpad_Select))
{
input.fvel = 0;
input.svel = 0;
input.q16avel = 0;
}
else if (buttonMap.ButtonDown(gamefunc_Dpad_Aiming))
input.fvel = 0;
localInput.extbits |= (buttonMap.ButtonDown(gamefunc_Move_Forward) || (input.fvel > 0));
localInput.extbits |= (buttonMap.ButtonDown(gamefunc_Move_Backward) || (input.fvel < 0)) << 1;
localInput.extbits |= (buttonMap.ButtonDown(gamefunc_Strafe_Left) || (input.svel > 0)) << 2;
localInput.extbits |= (buttonMap.ButtonDown(gamefunc_Strafe_Right) || (input.svel < 0)) << 3;
localInput.extbits |= buttonMap.ButtonDown(gamefunc_Turn_Left)<<4;
localInput.extbits |= buttonMap.ButtonDown(gamefunc_Turn_Right)<<5;
int const movementLocked = P_CheckLockedMovement(playerNum);
if ((ud.scrollmode && ud.overhead_on) || (movementLocked & IL_NOTHING) == IL_NOTHING)
{
if (ud.scrollmode && ud.overhead_on)
{
ud.folfvel = input.fvel;
ud.folavel = fix16_to_int(input.q16avel);
}
localInput.fvel = localInput.svel = 0;
localInput.q16avel = localInput.q16horz = 0;
}
else
{
if (!(movementLocked & IL_NOMOVE))
{
localInput.fvel = clamp(localInput.fvel + input.fvel, -MAXVEL, MAXVEL);
localInput.svel = clamp(localInput.svel + input.svel, -MAXSVEL, MAXSVEL);
}
if (!(movementLocked & IL_NOANGLE))
{
localInput.q16avel = fix16_sadd(localInput.q16avel, input.q16avel);
pPlayer->q16ang = fix16_sadd(pPlayer->q16ang, input.q16avel) & 0x7FFFFFF;
if (input.q16avel)
{
pPlayer->one_eighty_count = 0;
}
}
if (!(movementLocked & IL_NOHORIZ))
{
localInput.q16horz = fix16_clamp(fix16_sadd(localInput.q16horz, input.q16horz), F16(-MAXHORIZVEL), F16(MAXHORIZVEL));
pPlayer->q16horiz = fix16_clamp(fix16_sadd(pPlayer->q16horiz, input.q16horz), F16(HORIZ_MIN), F16(HORIZ_MAX));
}
}
// don't adjust rotscrnang and look_ang if dead.
if (pSprite->extra > 0)
{
pPlayer->q16rotscrnang = fix16_ssub(pPlayer->q16rotscrnang, fix16_from_dbl(scaleAdjustmentToInterval(fix16_to_dbl(fix16_sdiv(pPlayer->q16rotscrnang, fix16_from_int(2))))));
if (pPlayer->q16rotscrnang && !fix16_sdiv(pPlayer->q16rotscrnang, fix16_from_dbl(scaleAdjustmentToInterval(2))))
pPlayer->q16rotscrnang = fix16_ssub(pPlayer->q16rotscrnang, fix16_from_dbl(scaleAdjustmentToInterval(ksgn(fix16_to_int(pPlayer->q16rotscrnang)))));
pPlayer->q16look_ang = fix16_ssub(pPlayer->q16look_ang, fix16_from_dbl(scaleAdjustmentToInterval(fix16_to_dbl(fix16_sdiv(pPlayer->q16look_ang, fix16_from_int(4))))));
if (pPlayer->q16look_ang && !fix16_sdiv(pPlayer->q16look_ang, fix16_from_dbl(scaleAdjustmentToInterval(4))))
pPlayer->q16look_ang = fix16_ssub(pPlayer->q16look_ang, fix16_from_dbl(scaleAdjustmentToInterval(ksgn(fix16_to_int(pPlayer->q16look_ang)))));
if (thisPlayer.lookLeft)
{
pPlayer->q16look_ang = fix16_ssub(pPlayer->q16look_ang, fix16_from_dbl(scaleAdjustmentToInterval(152)));
pPlayer->q16rotscrnang = fix16_sadd(pPlayer->q16rotscrnang, fix16_from_dbl(scaleAdjustmentToInterval(24)));
}
if (thisPlayer.lookRight)
{
pPlayer->q16look_ang = fix16_sadd(pPlayer->q16look_ang, fix16_from_dbl(scaleAdjustmentToInterval(152)));
pPlayer->q16rotscrnang = fix16_ssub(pPlayer->q16rotscrnang, fix16_from_dbl(scaleAdjustmentToInterval(24)));
}
if (pPlayer->one_eighty_count < 0)
{
pPlayer->one_eighty_count = -fix16_to_int(fix16_abs(G_GetQ16AngleDelta(pPlayer->one_eighty_target, pPlayer->q16ang)));
pPlayer->q16ang = fix16_sadd(pPlayer->q16ang, fix16_max(fix16_one, fix16_from_dbl(scaleAdjustmentToInterval(-pPlayer->one_eighty_count / ONEEIGHTYSCALE)))) & 0x7FFFFFF;
}
if (RRRA && pPlayer->sea_sick)
{
if (pPlayer->sea_sick < 250)
{
if (pPlayer->sea_sick >= 180)
pPlayer->q16rotscrnang = fix16_sadd(pPlayer->q16rotscrnang, fix16_from_dbl(scaleAdjustmentToInterval(24)));
else if (pPlayer->sea_sick >= 130)
pPlayer->q16rotscrnang = fix16_ssub(pPlayer->q16rotscrnang, fix16_from_dbl(scaleAdjustmentToInterval(24)));
else if (pPlayer->sea_sick >= 70)
pPlayer->q16rotscrnang = fix16_sadd(pPlayer->q16rotscrnang, fix16_from_dbl(scaleAdjustmentToInterval(24)));
else if (pPlayer->sea_sick >= 20)
pPlayer->q16rotscrnang = fix16_sadd(pPlayer->q16rotscrnang, fix16_from_dbl(scaleAdjustmentToInterval(24)));
}
if (pPlayer->sea_sick < 250)
pPlayer->q16look_ang = fix16_sadd(pPlayer->q16look_ang, fix16_from_dbl(scaleAdjustmentToInterval((krand2()&255)-128)));
}
}
// A horiz diff of 128 equal 45 degrees, so we convert horiz to 1024 angle units
if (thisPlayer.horizAngleAdjust)
{
float const horizAngle
= atan2f(pPlayer->q16horiz - F16(100), F16(128)) * (512.f / fPI) + scaleAdjustmentToInterval(thisPlayer.horizAngleAdjust);
pPlayer->q16horiz = F16(100) + Blrintf(F16(128) * tanf(horizAngle * (fPI / 512.f)));
}
else if (pPlayer->return_to_center > 0 || thisPlayer.horizRecenter)
{
pPlayer->q16horiz = fix16_sadd(pPlayer->q16horiz, fix16_from_dbl(scaleAdjustmentToInterval(fix16_to_dbl(fix16_from_dbl(66.535) - fix16_sdiv(pPlayer->q16horiz, fix16_from_dbl(1.505))))));
if (pPlayer->q16horiz >= F16(99) && pPlayer->q16horiz <= F16(101))
{
pPlayer->q16horiz = F16(100);
pPlayer->return_to_center = 0;
thisPlayer.horizRecenter = false;
}
if (pPlayer->q16horizoff >= F16(-1) && pPlayer->q16horizoff <= F16(1))
pPlayer->q16horizoff = 0;
}
// calculates automatic view angle for playing without a mouse
if (!pPlayer->aim_mode && pPlayer->on_ground && sectorLotag != ST_2_UNDERWATER && (sector[pPlayer->cursectnum].floorstat & 2))
{
// this is some kind of horse shit approximation of where the player is looking, I guess?
vec2_t const adjustedPosition = { pPlayer->pos.x + (sintable[(fix16_to_int(pPlayer->q16ang) + 512) & 2047] >> 5),
pPlayer->pos.y + (sintable[fix16_to_int(pPlayer->q16ang) & 2047] >> 5) };
int16_t currentSector = pPlayer->cursectnum;
updatesector(adjustedPosition.x, adjustedPosition.y, &currentSector);
if (currentSector >= 0)
{
int const slopeZ = getflorzofslope(pPlayer->cursectnum, adjustedPosition.x, adjustedPosition.y);
if ((pPlayer->cursectnum == currentSector) || (klabs(getflorzofslope(currentSector, adjustedPosition.x, adjustedPosition.y) - slopeZ) <= ZOFFSET6))
pPlayer->q16horizoff = fix16_sadd(pPlayer->q16horizoff, fix16_from_dbl(scaleAdjustmentToInterval(mulscale16(pPlayer->truefz - slopeZ, 160))));
}
}
if (pPlayer->q16horizoff > 0)
{
pPlayer->q16horizoff = fix16_ssub(pPlayer->q16horizoff, fix16_from_dbl(scaleAdjustmentToInterval(fix16_to_dbl((pPlayer->q16horizoff >> 3) + fix16_one))));
pPlayer->q16horizoff = fix16_max(pPlayer->q16horizoff, 0);
}
else if (pPlayer->q16horizoff < 0)
{
pPlayer->q16horizoff = fix16_sadd(pPlayer->q16horizoff, fix16_from_dbl(scaleAdjustmentToInterval(fix16_to_dbl((-pPlayer->q16horizoff >> 3) + fix16_one))));
pPlayer->q16horizoff = fix16_min(pPlayer->q16horizoff, 0);
}
if (thisPlayer.horizSkew)
pPlayer->q16horiz = fix16_sadd(pPlayer->q16horiz, fix16_from_dbl(scaleAdjustmentToInterval(thisPlayer.horizSkew)));
pPlayer->q16horiz = fix16_clamp(pPlayer->q16horiz, F16(HORIZ_MIN), F16(HORIZ_MAX));
}
void P_GetInputMotorcycle(int playerNum)
{
auto &thisPlayer = g_player[playerNum];
auto const pPlayer = thisPlayer.ps;
auto const pSprite = &sprite[pPlayer->i];
ControlInfo info;
if ((pPlayer->gm & (MODE_MENU|MODE_TYPE)) || (ud.pause_on && !inputState.GetKeyStatus(sc_Pause)))
{
if (!(pPlayer->gm&MODE_MENU))
CONTROL_GetInput(&info);
localInput = {};
localInput.bits = (((int32_t)g_gameQuit) << SK_GAMEQUIT);
localInput.extbits |= (1 << 7);
return;
}
D_ProcessEvents();
bool mouseaim = in_mousemode || buttonMap.ButtonDown(gamefunc_Mouse_Aiming);
if (numplayers == 1)
{
pPlayer->aim_mode = in_mousemode;
pPlayer->auto_aim = cl_autoaim;
pPlayer->weaponswitch = cl_weaponswitch;
}
CONTROL_GetInput(&info);
// JBF: Run key behaviour is selectable
int const playerRunning = G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run));
constexpr int analogTurnAmount = (NORMALTURN << 1);
int const keyMove = playerRunning ? (NORMALKEYMOVE << 1) : NORMALKEYMOVE;
constexpr int analogExtent = 32767; // KEEPINSYNC sdlayer.cpp
input_t input {};
input.q16avel = fix16_sadd(input.q16avel, fix16_sdiv(fix16_from_int(info.mousex), F16(32)));
input.q16avel = fix16_sadd(input.q16avel, fix16_from_int(info.dyaw * analogTurnAmount / (analogExtent >> 1)));
input.svel -= info.dx * keyMove / analogExtent;
input.fvel -= info.dz * keyMove / analogExtent;
auto const currentHiTicks = timerGetHiTicks();
double const elapsedInputTicks = currentHiTicks - thisPlayer.lastInputTicks;
thisPlayer.lastInputTicks = currentHiTicks;
if (elapsedInputTicks == currentHiTicks)
return;
auto scaleAdjustmentToInterval = [=](double x) { return x * REALGAMETICSPERSEC / (1000.0 / elapsedInputTicks); };
pPlayer->crouch_toggle = 0;
localInput.bits |= buttonMap.ButtonDown(gamefunc_Fire) << SK_FIRE;
localInput.bits |= buttonMap.ButtonDown(gamefunc_Steroids) << SK_STEROIDS;
localInput.bits |= buttonMap.ButtonDown(gamefunc_NightVision) << SK_NIGHTVISION;
localInput.bits |= buttonMap.ButtonDown(gamefunc_MedKit) << SK_MEDKIT;
localInput.bits |= (buttonMap.ButtonDown(gamefunc_Inventory_Left) ||
(buttonMap.ButtonDown(gamefunc_Dpad_Select) && (input.svel > 0 || input.q16avel < 0))) << SK_INV_LEFT;
localInput.bits |= inputState.GetKeyStatus(sc_Pause) << SK_PAUSE;
localInput.bits |= buttonMap.ButtonDown(gamefunc_Holo_Duke) << SK_HOLODUKE;
localInput.bits |= buttonMap.ButtonDown(gamefunc_Jetpack) << SK_JETPACK;
localInput.bits |= (g_gameQuit << SK_GAMEQUIT);
localInput.bits |= (buttonMap.ButtonDown(gamefunc_Inventory_Right) ||
(buttonMap.ButtonDown(gamefunc_Dpad_Select) && (input.svel < 0 || input.q16avel > 0))) << SK_INV_RIGHT;
localInput.bits |= buttonMap.ButtonDown(gamefunc_Open) << SK_OPEN;
localInput.bits |= buttonMap.ButtonDown(gamefunc_Inventory) << SK_INVENTORY;
//localInput.bits |= ((uint32_t)inputState.GetKeyStatus(sc_Escape)) << SK_ESCAPE; fixme.This needs to be done differently
if (buttonMap.ButtonDown(gamefunc_Dpad_Select))
{
input.fvel = 0;
input.svel = 0;
input.q16avel = 0;
}
if (buttonMap.ButtonDown(gamefunc_Dpad_Aiming))
input.fvel = 0;
localInput.extbits |= (buttonMap.ButtonDown(gamefunc_Move_Forward) || (input.fvel > 0));
localInput.extbits |= (buttonMap.ButtonDown(gamefunc_Move_Backward) || (input.fvel < 0)) << 1;
localInput.extbits |= (buttonMap.ButtonDown(gamefunc_Strafe_Left) || (input.svel > 0)) << 2;
localInput.extbits |= (buttonMap.ButtonDown(gamefunc_Strafe_Right) || (input.svel < 0)) << 3;
int const turn = input.q16avel / 32;
int turnLeft = buttonMap.ButtonDown(gamefunc_Turn_Left) || buttonMap.ButtonDown(gamefunc_Strafe_Left);
int turnRight = buttonMap.ButtonDown(gamefunc_Turn_Right) || buttonMap.ButtonDown(gamefunc_Strafe_Right);
int avelScale = F16((turnLeft || turnRight) ? 1 : 0);
if (turn)
{
avelScale = fix16_max(avelScale, fix16_clamp(fix16_mul(turn, turn),0,F16(1)));
if (turn < 0)
turnLeft = 1;
else if (turn > 0)
turnRight = 1;
}
input.svel = input.fvel = input.q16avel = 0;
localInput.bits |= turnLeft << SK_AIM_DOWN;
localInput.bits |= turnRight << SK_LOOK_LEFT;
static int32_t turnHeldTime;
static int32_t lastInputClock; // MED
int32_t const elapsedTics = (int32_t)totalclock - lastInputClock;
int const moveBack = buttonMap.ButtonDown(gamefunc_Move_Backward) && pPlayer->moto_speed <= 0;
if (pPlayer->moto_speed == 0 || !pPlayer->on_ground)
{
if (turnLeft)
{
pPlayer->tilt_status -= scaleAdjustmentToInterval(1);
if (pPlayer->tilt_status < -10)
pPlayer->tilt_status = -10;
}
else if (turnRight)
{
pPlayer->tilt_status += scaleAdjustmentToInterval(1);
if (pPlayer->tilt_status > 10)
pPlayer->tilt_status = 10;
}
}
else
{
if (turnLeft || pPlayer->moto_drink < 0)
{
turnHeldTime += elapsedTics;
pPlayer->tilt_status -= scaleAdjustmentToInterval(1);
if (pPlayer->tilt_status < -10)
pPlayer->tilt_status = -10;
if (turnHeldTime >= TURBOTURNTIME && pPlayer->moto_speed > 0)
{
if (moveBack)
input.q16avel = fix16_sadd(input.q16avel, fix16_from_dbl(scaleAdjustmentToInterval(turn ? 40 : 20)));
else
input.q16avel = fix16_ssub(input.q16avel, fix16_from_dbl(scaleAdjustmentToInterval(turn ? 40 : 20)));
}
else
{
if (moveBack)
input.q16avel = fix16_sadd(input.q16avel, fix16_from_dbl(scaleAdjustmentToInterval(turn ? 20 : 6)));
else
input.q16avel = fix16_ssub(input.q16avel, fix16_from_dbl(scaleAdjustmentToInterval(turn ? 20 : 6)));
}
}
else if (turnRight || pPlayer->moto_drink > 0)
{
turnHeldTime += elapsedTics;
pPlayer->tilt_status += scaleAdjustmentToInterval(1);
if (pPlayer->tilt_status > 10)
pPlayer->tilt_status = 10;
if (turnHeldTime >= TURBOTURNTIME && pPlayer->moto_speed > 0)
{
if (moveBack)
input.q16avel = fix16_ssub(input.q16avel, fix16_from_dbl(scaleAdjustmentToInterval(turn ? 40 : 20)));
else
input.q16avel = fix16_sadd(input.q16avel, fix16_from_dbl(scaleAdjustmentToInterval(turn ? 40 : 20)));
}
else
{
if (moveBack)
input.q16avel = fix16_ssub(input.q16avel, fix16_from_dbl(scaleAdjustmentToInterval(turn ? 20 : 6)));
else
input.q16avel = fix16_sadd(input.q16avel, fix16_from_dbl(scaleAdjustmentToInterval(turn ? 20 : 6)));
}
}
else
{
turnHeldTime = 0;
if (pPlayer->tilt_status > 0)
pPlayer->tilt_status -= scaleAdjustmentToInterval(1);
else if (pPlayer->tilt_status < 0)
pPlayer->tilt_status += scaleAdjustmentToInterval(1);
}
}
if (pPlayer->tilt_status > -0.025 && pPlayer->tilt_status < 0.025)
pPlayer->tilt_status = 0;
if (pPlayer->moto_underwater)
{
pPlayer->moto_speed = 0;
}
else
{
localInput.bits |= (buttonMap.ButtonDown(gamefunc_Move_Forward) || buttonMap.ButtonDown(gamefunc_Strafe)) << SK_JUMP;
localInput.bits |= buttonMap.ButtonDown(gamefunc_Move_Backward) << SK_AIM_UP;
localInput.bits |= buttonMap.ButtonDown(gamefunc_Run) << SK_CROUCH;
}
input.fvel += pPlayer->moto_speed;
input.q16avel = fix16_mul(input.q16avel, avelScale);
int const movementLocked = P_CheckLockedMovement(playerNum);
if ((ud.scrollmode && ud.overhead_on) || (movementLocked & IL_NOTHING) == IL_NOTHING)
{
if (ud.scrollmode && ud.overhead_on)
{
ud.folfvel = input.fvel;
ud.folavel = fix16_to_int(input.q16avel);
}
localInput.fvel = localInput.svel = 0;
localInput.q16avel = localInput.q16horz = 0;
}
else
{
if (!(movementLocked & IL_NOMOVE))
{
localInput.fvel = clamp(input.fvel, -(MAXVELMOTO / 8), MAXVELMOTO);
}
if (!(movementLocked & IL_NOANGLE))
{
localInput.q16avel = fix16_sadd(localInput.q16avel, input.q16avel);
pPlayer->q16ang = fix16_sadd(pPlayer->q16ang, input.q16avel) & 0x7FFFFFF;
}
}
// don't adjust rotscrnang and look_ang if dead.
if (pSprite->extra > 0)
{
if (RRRA && pPlayer->sea_sick)
{
if (pPlayer->sea_sick < 250)
{
if (pPlayer->sea_sick >= 180)
pPlayer->q16rotscrnang = fix16_sadd(pPlayer->q16rotscrnang, fix16_from_dbl(scaleAdjustmentToInterval(24)));
else if (pPlayer->sea_sick >= 130)
pPlayer->q16rotscrnang = fix16_ssub(pPlayer->q16rotscrnang, fix16_from_dbl(scaleAdjustmentToInterval(24)));
else if (pPlayer->sea_sick >= 70)
pPlayer->q16rotscrnang = fix16_sadd(pPlayer->q16rotscrnang, fix16_from_dbl(scaleAdjustmentToInterval(24)));
else if (pPlayer->sea_sick >= 20)
pPlayer->q16rotscrnang = fix16_sadd(pPlayer->q16rotscrnang, fix16_from_dbl(scaleAdjustmentToInterval(24)));
}
if (pPlayer->sea_sick < 250)
pPlayer->q16look_ang = fix16_sadd(pPlayer->q16look_ang, fix16_from_dbl(scaleAdjustmentToInterval((krand2()&255)-128)));
}
}
if (TEST_SYNC_KEY(localInput.bits, SK_JUMP))
{
localInput.bits |= 1;
}
}
void P_GetInputBoat(int playerNum)
{
auto &thisPlayer = g_player[playerNum];
auto const pPlayer = thisPlayer.ps;
auto const pSprite = &sprite[pPlayer->i];
ControlInfo info;
if ((pPlayer->gm & (MODE_MENU|MODE_TYPE)) || (ud.pause_on && !inputState.GetKeyStatus(sc_Pause)))
{
if (!(pPlayer->gm&MODE_MENU))
CONTROL_GetInput(&info);
localInput = {};
localInput.bits = (((int32_t)g_gameQuit) << SK_GAMEQUIT);
localInput.extbits |= (1 << 7);
return;
}
D_ProcessEvents();
bool mouseaim = in_mousemode || buttonMap.ButtonDown(gamefunc_Mouse_Aiming);
if (numplayers == 1)
{
pPlayer->aim_mode = in_mousemode;
pPlayer->auto_aim = cl_autoaim;
pPlayer->weaponswitch = cl_weaponswitch;
}
CONTROL_GetInput(&info);
// JBF: Run key behaviour is selectable
int const playerRunning = G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run));
constexpr int analogTurnAmount = (NORMALTURN << 1);
int const keyMove = playerRunning ? (NORMALKEYMOVE << 1) : NORMALKEYMOVE;
constexpr int analogExtent = 32767; // KEEPINSYNC sdlayer.cpp
input_t input {};
input.q16avel = fix16_sadd(input.q16avel, fix16_sdiv(fix16_from_int(info.mousex), F16(32)));
input.q16avel = fix16_sadd(input.q16avel, fix16_from_int(info.dyaw * analogTurnAmount / (analogExtent >> 1)));
input.svel -= info.dx * keyMove / analogExtent;
input.fvel -= info.dz * keyMove / analogExtent;
auto const currentHiTicks = timerGetHiTicks();
double const elapsedInputTicks = currentHiTicks - thisPlayer.lastInputTicks;
thisPlayer.lastInputTicks = currentHiTicks;
if (elapsedInputTicks == currentHiTicks)
return;
auto scaleAdjustmentToInterval = [=](double x) { return x * REALGAMETICSPERSEC / (1000.0 / elapsedInputTicks); };
pPlayer->crouch_toggle = 0;
localInput.bits |= buttonMap.ButtonDown(gamefunc_Fire) << SK_FIRE;
localInput.bits |= buttonMap.ButtonDown(gamefunc_Steroids) << SK_STEROIDS;
localInput.bits |= buttonMap.ButtonDown(gamefunc_NightVision) << SK_NIGHTVISION;
localInput.bits |= buttonMap.ButtonDown(gamefunc_MedKit) << SK_MEDKIT;
localInput.bits |= (buttonMap.ButtonDown(gamefunc_Inventory_Left) ||
(buttonMap.ButtonDown(gamefunc_Dpad_Select) && (input.svel > 0 || input.q16avel < 0))) << SK_INV_LEFT;
localInput.bits |= inputState.GetKeyStatus(sc_Pause) << SK_PAUSE;
localInput.bits |= buttonMap.ButtonDown(gamefunc_Holo_Duke) << SK_HOLODUKE;
localInput.bits |= buttonMap.ButtonDown(gamefunc_Jetpack) << SK_JETPACK;
localInput.bits |= (g_gameQuit << SK_GAMEQUIT);
localInput.bits |= (buttonMap.ButtonDown(gamefunc_Inventory_Right) ||
(buttonMap.ButtonDown(gamefunc_Dpad_Select) && (input.svel < 0 || input.q16avel > 0))) << SK_INV_RIGHT;
localInput.bits |= buttonMap.ButtonDown(gamefunc_Open) << SK_OPEN;
localInput.bits |= buttonMap.ButtonDown(gamefunc_Inventory) << SK_INVENTORY;
//localInput.bits |= ((uint32_t)inputState.GetKeyStatus(sc_Escape)) << SK_ESCAPE; fixme.This needs to be done differently
if (buttonMap.ButtonDown(gamefunc_Dpad_Select))
{
input.fvel = 0;
input.svel = 0;
input.q16avel = 0;
}
if (buttonMap.ButtonDown(gamefunc_Dpad_Aiming))
input.fvel = 0;
localInput.extbits |= (buttonMap.ButtonDown(gamefunc_Move_Forward) || (input.fvel > 0));
localInput.extbits |= (buttonMap.ButtonDown(gamefunc_Move_Backward) || (input.fvel < 0)) << 1;
localInput.extbits |= (buttonMap.ButtonDown(gamefunc_Strafe_Left) || (input.svel > 0)) << 2;
localInput.extbits |= (buttonMap.ButtonDown(gamefunc_Strafe_Right) || (input.svel < 0)) << 3;
int const turn = input.q16avel / 32;
int turnLeft = buttonMap.ButtonDown(gamefunc_Turn_Left) || buttonMap.ButtonDown(gamefunc_Strafe_Left);
int turnRight = buttonMap.ButtonDown(gamefunc_Turn_Right) || buttonMap.ButtonDown(gamefunc_Strafe_Right);
int avelScale = F16((turnLeft || turnRight) ? 1 : 0);
if (turn)
{
avelScale = fix16_max(avelScale, fix16_clamp(fix16_mul(turn, turn),0,F16(1)));
if (turn < 0)
turnLeft = 1;
else if (turn > 0)
turnRight = 1;
}
input.svel = input.fvel = input.q16avel = 0;
localInput.bits |= (buttonMap.ButtonDown(gamefunc_Move_Forward) || buttonMap.ButtonDown(gamefunc_Strafe)) << SK_JUMP;
localInput.bits |= buttonMap.ButtonDown(gamefunc_Move_Backward) << SK_AIM_UP;
localInput.bits |= buttonMap.ButtonDown(gamefunc_Run) << SK_CROUCH;
localInput.bits |= turnLeft << SK_AIM_DOWN;
localInput.bits |= turnRight << SK_LOOK_LEFT;
static int32_t turnHeldTime;
static int32_t lastInputClock; // MED
int32_t const elapsedTics = (int32_t)totalclock - lastInputClock;
if (pPlayer->moto_speed != 0)
{
if (turnLeft || pPlayer->moto_drink < 0)
{
turnHeldTime += elapsedTics;
if (!pPlayer->not_on_water)
{
pPlayer->tilt_status -= scaleAdjustmentToInterval(1);
if (pPlayer->tilt_status < -10)
pPlayer->tilt_status = -10;
if (turnHeldTime >= TURBOTURNTIME)
input.q16avel = fix16_ssub(input.q16avel, fix16_from_dbl(scaleAdjustmentToInterval(turn ? 40 : 20)));
else
input.q16avel = fix16_ssub(input.q16avel, fix16_from_dbl(scaleAdjustmentToInterval(turn ? 12 : 6)));
}
else
if (turnHeldTime >= TURBOTURNTIME)
input.q16avel = fix16_ssub(input.q16avel, fix16_from_dbl(scaleAdjustmentToInterval(turn ? 12 : 6)));
else
input.q16avel = fix16_ssub(input.q16avel, fix16_from_dbl(scaleAdjustmentToInterval(turn ? 4 : 2)));
}
else if (turnRight || pPlayer->moto_drink > 0)
{
turnHeldTime += elapsedTics;
if (!pPlayer->not_on_water)
{
pPlayer->tilt_status += scaleAdjustmentToInterval(1);
if (pPlayer->tilt_status > 10)
pPlayer->tilt_status = 10;
if (turnHeldTime >= TURBOTURNTIME)
input.q16avel = fix16_sadd(input.q16avel, fix16_from_dbl(scaleAdjustmentToInterval(turn ? 40 : 20)));
else
input.q16avel = fix16_sadd(input.q16avel, fix16_from_dbl(scaleAdjustmentToInterval(turn ? 12 : 6)));
}
else
if (turnHeldTime >= TURBOTURNTIME)
input.q16avel = fix16_sadd(input.q16avel, fix16_from_dbl(scaleAdjustmentToInterval(turn ? 12 : 6)));
else
input.q16avel = fix16_sadd(input.q16avel, fix16_from_dbl(scaleAdjustmentToInterval(turn ? 4 : 2)));
}
else if (!pPlayer->not_on_water)
{
turnHeldTime = 0;
if (pPlayer->tilt_status > 0)
pPlayer->tilt_status -= scaleAdjustmentToInterval(1);
else if (pPlayer->tilt_status < 0)
pPlayer->tilt_status += scaleAdjustmentToInterval(1);
}
}
else if (!pPlayer->not_on_water)
{
turnHeldTime = 0;
if (pPlayer->tilt_status > 0)
pPlayer->tilt_status -= scaleAdjustmentToInterval(1);
else if (pPlayer->tilt_status < 0)
pPlayer->tilt_status += scaleAdjustmentToInterval(1);
}
if (pPlayer->tilt_status > -0.025 && pPlayer->tilt_status < 0.025)
pPlayer->tilt_status = 0;
input.fvel += pPlayer->moto_speed;
input.q16avel = fix16_mul(input.q16avel, avelScale);
int const movementLocked = P_CheckLockedMovement(playerNum);
if ((ud.scrollmode && ud.overhead_on) || (movementLocked & IL_NOTHING) == IL_NOTHING)
{
if (ud.scrollmode && ud.overhead_on)
{
ud.folfvel = input.fvel;
ud.folavel = fix16_to_int(input.q16avel);
}
localInput.fvel = localInput.svel = 0;
localInput.q16avel = localInput.q16horz = 0;
}
else
{
if (!(movementLocked & IL_NOMOVE))
{
localInput.fvel = clamp(input.fvel, -(MAXVELMOTO / 8), MAXVELMOTO);
}
if (!(movementLocked & IL_NOANGLE))
{
localInput.q16avel = fix16_sadd(localInput.q16avel, input.q16avel);
pPlayer->q16ang = fix16_sadd(pPlayer->q16ang, input.q16avel) & 0x7FFFFFF;
}
}
// don't adjust rotscrnang and look_ang if dead.
if (pSprite->extra > 0)
{
if (RRRA && pPlayer->sea_sick)
{
if (pPlayer->sea_sick < 250)
{
if (pPlayer->sea_sick >= 180)
pPlayer->q16rotscrnang = fix16_sadd(pPlayer->q16rotscrnang, fix16_from_dbl(scaleAdjustmentToInterval(24)));
else if (pPlayer->sea_sick >= 130)
pPlayer->q16rotscrnang = fix16_ssub(pPlayer->q16rotscrnang, fix16_from_dbl(scaleAdjustmentToInterval(24)));
else if (pPlayer->sea_sick >= 70)
pPlayer->q16rotscrnang = fix16_sadd(pPlayer->q16rotscrnang, fix16_from_dbl(scaleAdjustmentToInterval(24)));
else if (pPlayer->sea_sick >= 20)
pPlayer->q16rotscrnang = fix16_sadd(pPlayer->q16rotscrnang, fix16_from_dbl(scaleAdjustmentToInterval(24)));
}
if (pPlayer->sea_sick < 250)
pPlayer->q16look_ang = fix16_sadd(pPlayer->q16look_ang, fix16_from_dbl(scaleAdjustmentToInterval((krand2()&255)-128)));
}
}
}
int dword_A99D4, dword_A99D8, dword_A99DC, dword_A99E0;
int dword_164620, dword_164624;
void sub_299C0(void)
{
dword_A99D8 = 0;
dword_A99DC = 0;
}
int sub_299D8(void)
{
if ((int)totalclock - dword_A99D8 >= 30 && buttonMap.ButtonDown(gamefunc_Crouch))
{
dword_A99D8 = (int)totalclock;
dword_A99DC ^= 1;
}
return dword_A99DC;
}
void P_DHGetInput(int const playerNum)
{
auto &thisPlayer = g_player[playerNum];
auto const pPlayer = thisPlayer.ps;
auto const pSprite = &sprite[pPlayer->i];
ControlInfo info;
if ((pPlayer->gm & (MODE_MENU|MODE_TYPE)) || (ud.pause_on && !inputState.GetKeyStatus(sc_Pause)))
{
if (!(pPlayer->gm&MODE_MENU))
CONTROL_GetInput(&info);
localInput = {};
localInput.bits = (((int32_t)g_gameQuit) << SK_GAMEQUIT);
localInput.extbits |= (1 << 7);
return;
}
D_ProcessEvents();
bool mouseaim = in_mousemode || buttonMap.ButtonDown(gamefunc_Mouse_Aiming);
CONTROL_GetInput(&info);
// JBF: Run key behaviour is selectable
int const playerRunning = G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run));
int const playerCrouch = sub_299D8();
int const playerJump = buttonMap.ButtonDown(gamefunc_Jump) && !(pPlayer->cursectnum >= 0 && sector[pPlayer->cursectnum].hitag == 2003);
int const turnAmount = playerCrouch ? 2 : (playerRunning ? 16 : 8);
constexpr int analogTurnAmount = 16;
int const keyMove = playerCrouch ? 3 : (playerRunning ? 24 : 12);
constexpr int analogExtent = 32767; // KEEPINSYNC sdlayer.cpp
input_t input {};
if (buttonMap.ButtonDown(gamefunc_Strafe))
{
static int strafeyaw;
input.svel = -(info.mousex + strafeyaw) >> 3;
strafeyaw = (info.mousex + strafeyaw) % 8;
input.svel -= info.dyaw * keyMove / analogExtent;
}
else
{
input.q16avel = fix16_sadd(input.q16avel, fix16_sdiv(fix16_from_int(info.mousex), F16(32)));
input.q16avel = fix16_sadd(input.q16avel, fix16_from_int(info.dyaw / analogExtent * (analogTurnAmount << 1)));
}
if (mouseaim)
input.q16horz = fix16_sadd(input.q16horz, fix16_sdiv(fix16_from_int(info.mousey), F16(64)));
else
input.fvel = -(info.mousey >> 3);
if (!in_mouseflip) input.q16horz = -input.q16horz;
input.q16horz = fix16_ssub(input.q16horz, fix16_from_int(info.dpitch * analogTurnAmount / analogExtent));
input.svel -= info.dx * keyMove / analogExtent;
input.fvel -= info.dz * keyMove / analogExtent;
auto const currentHiTicks = timerGetHiTicks();
double const elapsedInputTicks = currentHiTicks - thisPlayer.lastInputTicks;
thisPlayer.lastInputTicks = currentHiTicks;
if (elapsedInputTicks == currentHiTicks)
return;
auto scaleAdjustmentToInterval = [=](double x) { return x * REALGAMETICSPERSEC / (1000.0 / elapsedInputTicks); };
if (buttonMap.ButtonDown(gamefunc_Strafe))
{
if (!localInput.svel)
{
if (buttonMap.ButtonDown(gamefunc_Turn_Left) && !(pPlayer->movement_lock & 4) && !localInput.svel)
input.svel = keyMove;
if (buttonMap.ButtonDown(gamefunc_Turn_Right) && !(pPlayer->movement_lock & 8) && !localInput.svel)
input.svel = -keyMove;
}
}
else
{
static int32_t turnHeldTime;
static int32_t lastInputClock; // MED
int32_t const elapsedTics = (int32_t)totalclock - lastInputClock;
lastInputClock = (int32_t) totalclock;
if (buttonMap.ButtonDown(gamefunc_Turn_Left))
{
turnHeldTime += elapsedTics;
input.q16avel = fix16_ssub(input.q16avel, fix16_from_dbl(scaleAdjustmentToInterval((turnHeldTime >= TURBOTURNTIME) ? (turnAmount << 1) : (PREAMBLETURN << 1))));
}
else if (buttonMap.ButtonDown(gamefunc_Turn_Right))
{
turnHeldTime += elapsedTics;
input.q16avel = fix16_sadd(input.q16avel, fix16_from_dbl(scaleAdjustmentToInterval((turnHeldTime >= TURBOTURNTIME) ? (turnAmount << 1) : (PREAMBLETURN << 1))));
}
else
turnHeldTime = 0;
}
if (localInput.svel < keyMove && localInput.svel > -keyMove)
{
if (buttonMap.ButtonDown(gamefunc_Strafe_Left) && !(pPlayer->movement_lock & 4))
input.svel += keyMove;
if (buttonMap.ButtonDown(gamefunc_Strafe_Right) && !(pPlayer->movement_lock & 8))
input.svel += -keyMove;
}
if (localInput.fvel < keyMove && localInput.fvel > -keyMove)
{
if (buttonMap.ButtonDown(gamefunc_Move_Forward) && !(pPlayer->movement_lock & 1))
input.fvel += keyMove;
if (buttonMap.ButtonDown(gamefunc_Move_Backward) && !(pPlayer->movement_lock & 2))
input.fvel += -keyMove;
}
if (playerRunning && sub_535EC())
input.fvel <<= 3;
localInput.bits |= (buttonMap.ButtonDown(gamefunc_Fire) << SK_FIRE);
localInput.bits |= (playerJump << SK_JUMP) | (playerCrouch << SK_CROUCH);
localInput.bits |= (buttonMap.ButtonDown(gamefunc_Aim_Up) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && input.fvel > 0)) << SK_AIM_UP;
localInput.bits |= (buttonMap.ButtonDown(gamefunc_Aim_Down) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && input.fvel < 0)) << SK_AIM_DOWN;
localInput.bits |= (buttonMap.ButtonDown(gamefunc_Center_View) << SK_CENTER_VIEW);
localInput.bits |= (buttonMap.ButtonDown(gamefunc_Look_Left) << SK_LOOK_LEFT) | (buttonMap.ButtonDown(gamefunc_Look_Right) << SK_LOOK_RIGHT);
localInput.bits |= (buttonMap.ButtonDown(gamefunc_Look_Up) << SK_LOOK_UP) | (buttonMap.ButtonDown(gamefunc_Look_Down) << SK_LOOK_DOWN);
localInput.bits |= (playerRunning << SK_RUN);
localInput.bits |= buttonMap.ButtonDown(gamefunc_TurnAround) << SK_TURNAROUND;
localInput.bits |= (mouseaim << SK_AIMMODE);
localInput.bits |= (g_gameQuit << SK_GAMEQUIT);
localInput.bits |= inputState.GetKeyStatus(sc_Pause) << SK_PAUSE;
localInput.bits |= ((uint32_t)inputState.GetKeyStatus(sc_Escape)) << SK_ESCAPE;
if (buttonMap.ButtonDown(gamefunc_Dpad_Aiming))
input.fvel = 0;
localInput.extbits |= (buttonMap.ButtonDown(gamefunc_Move_Forward) || (input.fvel > 0));
localInput.extbits |= (buttonMap.ButtonDown(gamefunc_Move_Backward) || (input.fvel < 0)) << 1;
localInput.extbits |= (buttonMap.ButtonDown(gamefunc_Strafe_Left) || (input.svel > 0)) << 2;
localInput.extbits |= (buttonMap.ButtonDown(gamefunc_Strafe_Right) || (input.svel < 0)) << 3;
localInput.extbits |= buttonMap.ButtonDown(gamefunc_Turn_Left)<<4;
localInput.extbits |= buttonMap.ButtonDown(gamefunc_Turn_Right)<<5;
if (pPlayer->cursectnum >= 0 && sector[pPlayer->cursectnum].hitag == 2003)
input.fvel >>= 1;
// don't adjust rotscrnang and look_ang if dead.
if (pSprite->extra > 0)
{
pPlayer->q16rotscrnang = fix16_ssub(pPlayer->q16rotscrnang, fix16_from_dbl(scaleAdjustmentToInterval(fix16_to_dbl(fix16_sdiv(pPlayer->q16rotscrnang, fix16_from_int(2))))));
if (pPlayer->q16rotscrnang && !fix16_sdiv(pPlayer->q16rotscrnang, fix16_from_dbl(scaleAdjustmentToInterval(2))))
pPlayer->q16rotscrnang = fix16_ssub(pPlayer->q16rotscrnang, fix16_from_dbl(scaleAdjustmentToInterval(ksgn(fix16_to_int(pPlayer->q16rotscrnang)))));
pPlayer->q16look_ang = fix16_ssub(pPlayer->q16look_ang, fix16_from_dbl(scaleAdjustmentToInterval(fix16_to_dbl(fix16_sdiv(pPlayer->q16look_ang, fix16_from_int(4))))));
if (pPlayer->q16look_ang && !fix16_sdiv(pPlayer->q16look_ang, fix16_from_dbl(scaleAdjustmentToInterval(4))))
pPlayer->q16look_ang = fix16_ssub(pPlayer->q16look_ang, fix16_from_dbl(scaleAdjustmentToInterval(ksgn(fix16_to_int(pPlayer->q16look_ang)))));
if (thisPlayer.lookLeft)
{
pPlayer->q16look_ang = fix16_ssub(pPlayer->q16look_ang, fix16_from_dbl(scaleAdjustmentToInterval(152)));
pPlayer->q16rotscrnang = fix16_sadd(pPlayer->q16rotscrnang, fix16_from_dbl(scaleAdjustmentToInterval(24)));
}
if (thisPlayer.lookRight)
{
pPlayer->q16look_ang = fix16_sadd(pPlayer->q16look_ang, fix16_from_dbl(scaleAdjustmentToInterval(152)));
pPlayer->q16rotscrnang = fix16_ssub(pPlayer->q16rotscrnang, fix16_from_dbl(scaleAdjustmentToInterval(24)));
}
if (pPlayer->one_eighty_count < 0)
{
pPlayer->one_eighty_count = -fix16_to_int(fix16_abs(G_GetQ16AngleDelta(pPlayer->one_eighty_target, pPlayer->q16ang)));
pPlayer->q16ang = fix16_sadd(pPlayer->q16ang, fix16_max(fix16_one, fix16_from_dbl(scaleAdjustmentToInterval(-pPlayer->one_eighty_count / ONEEIGHTYSCALE)))) & 0x7FFFFFF;
}
}
// A horiz diff of 128 equal 45 degrees, so we convert horiz to 1024 angle units
if (thisPlayer.horizAngleAdjust)
{
float const horizAngle
= atan2f(pPlayer->q16horiz - F16(100), F16(128)) * (512.f / fPI) + scaleAdjustmentToInterval(thisPlayer.horizAngleAdjust);
pPlayer->q16horiz = F16(100) + Blrintf(F16(128) * tanf(horizAngle * (fPI / 512.f)));
}
else if (pPlayer->return_to_center > 0 || thisPlayer.horizRecenter)
{
pPlayer->q16horiz = fix16_sadd(pPlayer->q16horiz, fix16_from_dbl(scaleAdjustmentToInterval(fix16_to_dbl(fix16_from_dbl(200 / 3) - fix16_sdiv(pPlayer->q16horiz, F16(1.5))))));
if ((!pPlayer->return_to_center && thisPlayer.horizRecenter) || (pPlayer->q16horiz >= F16(99.9) && pPlayer->q16horiz <= F16(100.1)))
{
pPlayer->q16horiz = F16(100);
thisPlayer.horizRecenter = false;
}
if (pPlayer->q16horizoff >= F16(-0.1) && pPlayer->q16horizoff <= F16(0.1))
pPlayer->q16horizoff = 0;
}
if (pPlayer->q16horizoff > 0)
{
pPlayer->q16horizoff = fix16_ssub(pPlayer->q16horizoff, fix16_from_dbl(scaleAdjustmentToInterval(fix16_to_dbl((pPlayer->q16horizoff >> 3) + fix16_one))));
pPlayer->q16horizoff = fix16_max(pPlayer->q16horizoff, 0);
}
else if (pPlayer->q16horizoff < 0)
{
pPlayer->q16horizoff = fix16_sadd(pPlayer->q16horizoff, fix16_from_dbl(scaleAdjustmentToInterval(fix16_to_dbl((-pPlayer->q16horizoff >> 3) + fix16_one))));
pPlayer->q16horizoff = fix16_min(pPlayer->q16horizoff, 0);
}
if (thisPlayer.horizSkew)
pPlayer->q16horiz = fix16_sadd(pPlayer->q16horiz, fix16_from_dbl(scaleAdjustmentToInterval(thisPlayer.horizSkew)));
pPlayer->q16horiz = fix16_clamp(pPlayer->q16horiz, F16(HORIZ_MIN), F16(HORIZ_MAX));
if (input.fvel || input.svel || input.q16avel || TEST_SYNC_KEY(input.bits, SK_FIRE) || dword_A99E0 != pPlayer->pos.z)
pPlayer->dhat60f = 1;
dword_A99E0 = pPlayer->pos.z;
pPlayer->dhat617 = playerRunning;
if (!input.fvel)
pPlayer->dhat617 = 0;
pPlayer->dhat613 = buttonMap.ButtonDown(gamefunc_Move_Forward) | buttonMap.ButtonDown(gamefunc_Move_Backward);
if (pPlayer->dhat60f)
sub_5A250(256);
//dword_A99D4++;
//if (dword_A99D4 == 2)
//{
// sub_53304();
// dword_A99D4 = 0;
//}
}
void P_MadeNoise(int playerNum)
{
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
pPlayer->make_noise = 1;
pPlayer->noise_x = pPlayer->pos.x;
pPlayer->noise_y = pPlayer->pos.y;
}
static void P_Thrust(DukePlayer_t *const pPlayer, int shift)
{
pPlayer->vel.x += sintable[(fix16_to_int(pPlayer->q16ang)+512)&2047] << shift;
pPlayer->vel.y += sintable[fix16_to_int(pPlayer->q16ang)&2047] << shift;
}
static int32_t P_DoCounters(int playerNum)
{
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
if (RRRA)
{
if (g_windTime > 0)
g_windTime--;
else if ((krand2() & 127) == 8)
{
g_windTime = 120+((krand2()&63)<<2);
g_windDir = krand2()&2047;
}
if (g_bellTime > 0)
{
g_bellTime--;
if (g_bellTime == 0)
sprite[g_bellSprite].picnum++;
}
if (playerNum == 0 && g_chickenWeaponTimer > 0)
g_chickenWeaponTimer--;
if (pPlayer->sea_sick)
{
pPlayer->sea_sick--;
if (pPlayer->sea_sick)
pPlayer->sea_sick_stat = 0;
}
}
if (RR)
{
if (pPlayer->yehaa_timer)
pPlayer->yehaa_timer--;
if (pPlayer->hbomb_offset > 0)
{
pPlayer->hbomb_offset++;
pPlayer->hbomb_time--;
}
if (--pPlayer->drink_timer <= 0)
{
pPlayer->drink_timer = 1024;
if (pPlayer->drink_amt)
pPlayer->drink_amt--;
}
if (--pPlayer->eat_timer <= 0)
{
pPlayer->eat_timer = 1024;
if (pPlayer->eat_amt)
pPlayer->eat_amt--;
}
if (pPlayer->drink_amt == 100)
{
if (!A_CheckSoundPlaying(pPlayer->i, 420))
A_PlaySound(420, pPlayer->i);
pPlayer->drink_amt -= 9;
pPlayer->eat_amt >>= 1;
}
pPlayer->eat_ang = (1647 + pPlayer->eat_amt * 8) & 2047;
if (pPlayer->eat_amt >= 100)
pPlayer->eat_amt = 100;
if (pPlayer->eat_amt >= 31 && krand2() < pPlayer->eat_amt)
{
switch (krand2()&3)
{
case 0:
A_PlaySound(404, pPlayer->i);
break;
case 1:
A_PlaySound(422, pPlayer->i);
break;
case 2:
A_PlaySound(423, pPlayer->i);
break;
case 3:
A_PlaySound(424, pPlayer->i);
break;
}
if (!g_netServer && numplayers < 2)
{
pPlayer->noise_radius = 16384;
P_MadeNoise(playerNum);
P_Thrust(pPlayer, 4);
}
pPlayer->eat_amt -= 4;
if (pPlayer->eat_amt < 0)
pPlayer->eat_amt = 0;
}
}
if (pPlayer->invdisptime > 0)
pPlayer->invdisptime--;
if (pPlayer->tipincs > 0)
pPlayer->tipincs--;
if (pPlayer->last_pissed_time > 0)
{
if (RR)
{
--pPlayer->last_pissed_time;
if (pPlayer->drink_amt > 66 && (pPlayer->last_pissed_time % GAMETICSPERSEC) == 0)
pPlayer->drink_amt--;
if (!adult_lockout)
{
switch (pPlayer->last_pissed_time)
{
case 5662:
A_PlaySound(434, pPlayer->i);
break;
case 5567:
A_PlaySound(434, pPlayer->i);
break;
case 5472:
A_PlaySound(433, pPlayer->i);
break;
case 5072:
A_PlaySound(435, pPlayer->i);
break;
case 5014:
A_PlaySound(434, pPlayer->i);
break;
case 4919:
A_PlaySound(433, pPlayer->i);
break;
}
}
if (pPlayer->last_pissed_time == 5668)
{
pPlayer->holster_weapon = 0;
pPlayer->weapon_pos = WEAPON_POS_RAISE;
}
}
else
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 (RR)
{
pPlayer->eat_amt = pPlayer->drink_amt = 0;
pPlayer->eat_ang = pPlayer->drink_ang = 1647;
}
}
if (!(pPlayer->inv_amount[GET_STEROIDS] & (RR ? 14 : 7)))
if (playerNum == screenpeek || GTFLAGS(GAMETYPE_COOPSOUND))
A_PlaySound(RR ? DUKE_TAKEPILLS : DUKE_HARTBEAT, pPlayer->i);
}
if (!RR)
{
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: RR ? pPlayer->keys[1] = 1 : pPlayer->got_access &= (0xffff - 0x1); break;
case 21: RR ? pPlayer->keys[2] = 1 : pPlayer->got_access &= (0xffff - 0x2); break;
case 23: RR ? pPlayer->keys[3] = 1 : 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: RR ? pPlayer->keys[1] = 1 : pPlayer->got_access &= (0xffff - 0x1); break;
case 21: RR ? pPlayer->keys[2] = 1 : pPlayer->got_access &= (0xffff - 0x2); break;
case 23: RR ? pPlayer->keys[3] = 1 : 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 (RR && !g_wupass)
{
int soundId = 391;
g_wupass = 1;
if (!g_lastLevel) switch (ud.volume_number)
{
case 0:
switch (ud.level_number)
{
case 0:
soundId = RRRA ? 63 : 391;
break;
case 1:
soundId = 64;
break;
case 2:
soundId = 77;
break;
case 3:
soundId = 80;
break;
case 4:
soundId = 102;
break;
case 5:
soundId = 103;
break;
case 6:
soundId = 104;
break;
}
break;
case 1:
switch (ud.level_number)
{
case 0:
soundId = 105;
break;
case 1:
soundId = 176;
break;
case 2:
soundId = 177;
break;
case 3:
soundId = 198;
break;
case 4:
soundId = 230;
break;
case 5:
soundId = 255;
break;
case 6:
soundId = 283;
break;
}
break;
}
A_PlaySound(soundId, pPlayer->i);
}
else 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].input->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 const playerNum)
{
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
int const currentWeapon = WW2GI ? PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) : pPlayer->curr_weapon;
if (RRRA && (g_netServer || numplayers > 1))
{
if (pPlayer->on_motorcycle)
{
int const newSprite = A_Spawn(pPlayer->i, EMPTYBIKE);
sprite[newSprite].ang = fix16_to_int(pPlayer->q16ang);
sprite[newSprite].owner = pPlayer->ammo_amount[MOTORCYCLE_WEAPON];
pPlayer->on_motorcycle = 0;
pPlayer->gotweapon &= ~(1<<MOTORCYCLE_WEAPON);
pPlayer->q16horiz = F16(100);
pPlayer->moto_do_bump = 0;
pPlayer->moto_speed = 0;
pPlayer->tilt_status = 0;
pPlayer->moto_drink = 0;
pPlayer->moto_bump_target = 0;
pPlayer->moto_bump = 0;
pPlayer->moto_turb = 0;
}
else if (pPlayer->on_boat)
{
int const newSprite = A_Spawn(pPlayer->i, EMPTYBOAT);
sprite[newSprite].ang = fix16_to_int(pPlayer->q16ang);
sprite[newSprite].owner = pPlayer->ammo_amount[BOAT_WEAPON];
pPlayer->on_boat = 0;
pPlayer->gotweapon &= ~(1<<BOAT_WEAPON);
pPlayer->q16horiz = F16(100);
pPlayer->moto_do_bump = 0;
pPlayer->moto_speed = 0;
pPlayer->tilt_status = 0;
pPlayer->moto_drink = 0;
pPlayer->moto_bump_target = 0;
pPlayer->moto_bump = 0;
pPlayer->moto_turb = 0;
}
}
if (currentWeapon == KNEE_WEAPON || (unsigned)currentWeapon >= MAX_WEAPONS)
return;
if (krand2() & 1)
A_Spawn(pPlayer->i, WeaponPickupSprites[currentWeapon]);
else
switch (DYNAMICWEAPONMAP(currentWeapon))
{
case CHICKEN_WEAPON__STATIC:
if (!RRRA) break;
fallthrough__;
case RPG_WEAPON__STATIC:
case HANDBOMB_WEAPON__STATIC: A_Spawn(pPlayer->i, EXPLOSION2); break;
}
if (RR)
{
for (bssize_t key = 0; key < 5; key++)
{
if (pPlayer->keys[key] == 1)
{
int const newSprite = A_Spawn(pPlayer->i, ACCESSCARD);
switch (key)
{
case 1:
sprite[newSprite].lotag = 100;
break;
case 2:
sprite[newSprite].lotag = 101;
break;
case 3:
sprite[newSprite].lotag = 102;
break;
case 4:
sprite[newSprite].lotag = 103;
break;
}
}
}
}
}
void P_AddAmmo(DukePlayer_t * const pPlayer, int const weaponNum, int const 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];
}
void P_AddWeapon(DukePlayer_t *pPlayer, int weaponNum)
{
int8_t curr_weapon = pPlayer->curr_weapon;
if (pPlayer->on_motorcycle || pPlayer->on_boat)
{
pPlayer->gotweapon |= (1<<weaponNum);
if (weaponNum == SHRINKER_WEAPON)
{
pPlayer->gotweapon |= (1<<GROW_WEAPON);
pPlayer->ammo_amount[GROW_WEAPON] = 1;
}
else if (weaponNum == RPG_WEAPON)
pPlayer->gotweapon |= (1<<CHICKEN_WEAPON);
else if (weaponNum == SLINGBLADE_WEAPON)
pPlayer->ammo_amount[SLINGBLADE_WEAPON] = 1;
return;
}
if ((pPlayer->gotweapon & (1<<weaponNum)) == 0)
{
pPlayer->gotweapon |= (1<<weaponNum);
if (weaponNum == SHRINKER_WEAPON)
{
pPlayer->gotweapon |= (1<<GROW_WEAPON);
if (RR)
pPlayer->ammo_amount[GROW_WEAPON] = 1;
}
if (RRRA)
{
if (weaponNum == RPG_WEAPON)
pPlayer->gotweapon |= (1<<CHICKEN_WEAPON);
else if (weaponNum == SLINGBLADE_WEAPON)
pPlayer->ammo_amount[SLINGBLADE_WEAPON] = 50;
}
if (!RR || weaponNum != HANDBOMB_WEAPON)
curr_weapon = weaponNum;
}
else
curr_weapon = weaponNum;
if (RR && weaponNum == HANDBOMB_WEAPON)
pPlayer->last_weapon = -1;
pPlayer->random_club_frame = 0;
if (pPlayer->holster_weapon == 0)
{
pPlayer->weapon_pos = -1;
pPlayer->last_weapon = pPlayer->curr_weapon;
}
else
{
pPlayer->weapon_pos = WEAPON_POS_RAISE;
pPlayer->holster_weapon = 0;
pPlayer->last_weapon = -1;
}
pPlayer->kickback_pic = 0;
pPlayer->curr_weapon = curr_weapon;
switch (DYNAMICWEAPONMAP(weaponNum))
{
case SLINGBLADE_WEAPON__STATIC:
case KNEE_WEAPON__STATIC:
case TRIPBOMB_WEAPON__STATIC:
case HANDREMOTE_WEAPON__STATIC:
case HANDBOMB_WEAPON__STATIC: break;
case SHOTGUN_WEAPON__STATIC: A_PlaySound(SHOTGUN_COCK, pPlayer->i); break;
case PISTOL_WEAPON__STATIC: A_PlaySound(INSERT_CLIP, pPlayer->i); break;
default: A_PlaySound(RR ? EJECT_CLIP : SELECT_WEAPON, pPlayer->i); break;
}
}
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<<weaponNum)) && pPlayer->ammo_amount[weaponNum] > 0)
{
P_AddWeapon(pPlayer, weaponNum);
return;
}
}
weaponNum = pPlayer->curr_weapon;
if ((pPlayer->gotweapon & (1<<weaponNum)) && pPlayer->ammo_amount[weaponNum] > 0)
return;
playerNum = P_Get(pPlayer->i);
int wpnInc = 0;
for (wpnInc = 0; wpnInc <= (RR ? DEVISTATOR_WEAPON: FREEZE_WEAPON); ++wpnInc)
{
weaponNum = g_player[playerNum].wchoice[wpnInc];
if (VOLUMEONE && weaponNum > SHRINKER_WEAPON)
continue;
if (weaponNum == KNEE_WEAPON)
weaponNum = RR ? DEVISTATOR_WEAPON : FREEZE_WEAPON;
else weaponNum--;
if (weaponNum == KNEE_WEAPON || ((pPlayer->gotweapon & (1<<weaponNum)) && pPlayer->ammo_amount[weaponNum] > 0))
break;
}
if (wpnInc == HANDREMOTE_WEAPON)
weaponNum = KNEE_WEAPON;
// Found the weapon
pPlayer->last_weapon = pPlayer->curr_weapon;
pPlayer->random_club_frame = 0;
pPlayer->curr_weapon = weaponNum;
P_SetWeaponGamevars(playerNum, pPlayer);
VM_OnEvent(EVENT_CHANGEWEAPON, pPlayer->i, playerNum);
pPlayer->kickback_pic = 0;
if (pPlayer->holster_weapon == 1)
{
pPlayer->holster_weapon = 0;
pPlayer->weapon_pos = 10;
}
else pPlayer->weapon_pos = -1;
}
static void DoWallTouchDamage(const DukePlayer_t *pPlayer, int32_t wallNum)
{
vec3_t const davect = { pPlayer->pos.x + (sintable[(fix16_to_int(pPlayer->q16ang) + 512) & 2047] >> 9),
pPlayer->pos.y + (sintable[fix16_to_int(pPlayer->q16ang) & 2047] >> 9), pPlayer->pos.z };
A_DamageWall(pPlayer->i, wallNum, &davect, -1);
}
static void P_CheckTouchDamage(DukePlayer_t *pPlayer, int touchObject)
{
if (touchObject == -1)
return;
if ((touchObject & 49152) == 49152)
{
int const touchSprite = touchObject & (MAXSPRITES - 1);
if (RRRA)
{
switch (DYNAMICTILEMAP(sprite[touchSprite].picnum))
{
case RRTILE2430__STATICRR:
case RRTILE2431__STATICRR:
case RRTILE2432__STATICRR:
case RRTILE2443__STATICRR:
case RRTILE2446__STATICRR:
case RRTILE2451__STATICRR:
case RRTILE2455__STATICRR:
if (pPlayer->hurt_delay2 < 8)
{
sprite[pPlayer->i].extra -= 5;
pPlayer->hurt_delay2 = 16;
P_PalFrom(pPlayer, 32, 32, 0, 0);
A_PlaySound(DUKE_LONGTERM_PAIN, pPlayer->i);
}
break;
}
return;
}
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:
if (RR) break;
sprite[pPlayer->i].extra -= 5;
pPlayer->hurt_delay = 16;
P_PalFrom(pPlayer, 32, 32,0,0);
pPlayer->vel.x = -(sintable[(fix16_to_int(pPlayer->q16ang)+512)&2047]<<8);
pPlayer->vel.y = -(sintable[(fix16_to_int(pPlayer->q16ang))&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) >= 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 + (krand2() & 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 + (krand2() & 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 + (krand2() & 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_netClient) // [75] The server should not overwrite its own randomseed
// randomseed = ticrandomseed;
if (pSprite->pal != 1)
{
P_PalFrom(pPlayer, 63, 63, 0, 0);
pPlayer->pos.z -= ZOFFSET2;
pSprite->z -= ZOFFSET2;
int32_t const r1 = krand2(), r2 = krand2();
pPlayer->dead_flag = (512 - ((r2 & 1) << 10) + (r1 & 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;
if (!RR)
S_StopEnvSound(DUKE_JETPACK_IDLE, pPlayer->i);
S_StopEnvSound(-1, pPlayer->i, CHAN_VOICE);
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)
{
quoteMgr.InitializeQuote(QUOTE_RESERVED, "Killed by %s", &g_player[pPlayer->frag_ps].user_name[0]);
P_DoQuote(QUOTE_RESERVED, pPlayer);
}
else
{
quoteMgr.InitializeQuote(QUOTE_RESERVED2, "Killed %s", &g_player[playerNum].user_name[0]);
P_DoQuote(QUOTE_RESERVED2, g_player[pPlayer->frag_ps].ps);
}
if (cl_obituaries)
{
Bsprintf(tempbuf, quoteMgr.GetQuote(OBITQUOTEINDEX + (krand2() % g_numObituaries)),
&g_player[pPlayer->frag_ps].user_name[0], &g_player[playerNum].user_name[0]);
G_AddUserQuote(tempbuf);
}
else
krand2();
}
else
{
if (actor[pPlayer->i].picnum != APLAYERTOP)
{
pPlayer->fraggedself++;
if ((unsigned)pPlayer->wackedbyactor < MAXTILES && A_CheckEnemyTile(sprite[pPlayer->wackedbyactor].picnum))
Bsprintf(tempbuf, quoteMgr.GetQuote(OBITQUOTEINDEX + (krand2() % 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, quoteMgr.GetQuote(SUICIDEQUOTEINDEX + (krand2() % 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 (cl_obituaries)
G_AddUserQuote(tempbuf);
}
pPlayer->frag_ps = playerNum;
pus = NUMPAGES;
}
}
# define PIPEBOMB_CONTROL(playerNum) (Gv_GetVarByLabel("PIPEBOMB_CONTROL", PIPEBOMB_REMOTE, -1, playerNum))
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 < (RR ? 8 : 32));
uint32_t playerBits = g_player[playerNum].input->bits;
int const sectorLotag = sector[pPlayer->cursectnum].lotag;
if (RR)
{
if (pPlayer->hbomb_offset > 0)
{
if (ud.god)
{
pPlayer->hbomb_time = 45;
pPlayer->hbomb_offset = 0;
}
else if (pPlayer->hbomb_time <= 0 && (*weaponFrame) < 5)
{
S_PlaySound(PIPEBOMB_EXPLODE);
P_QuickKill(pPlayer);
}
}
}
#define WEAPON2_CLIP 20
if (NAM_WW2GI && TEST_SYNC_KEY(playerBits, SK_HOLSTER)) // 'Holster Weapon
{
if (NAM)
{
if (pPlayer->curr_weapon == PISTOL_WEAPON)
{
if (pPlayer->ammo_amount[PISTOL_WEAPON] > WEAPON2_CLIP)
{
// throw away the remaining clip
pPlayer->ammo_amount[PISTOL_WEAPON] -= pPlayer->ammo_amount[PISTOL_WEAPON] % WEAPON2_CLIP;
(*weaponFrame) = 3;
playerBits &= ~BIT(SK_FIRE);
}
return;
}
}
else
{
P_SetWeaponGamevars(playerNum, pPlayer);
if (VM_OnEvent(EVENT_HOLSTER, pPlayer->i, playerNum) == 0)
{
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)+1;
playerBits &= ~BIT(SK_FIRE); // not firing...
}
return;
}
}
}
}
#undef WEAPON2_CLIP
if (WW2GI ? PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_GLOWS :
(pPlayer->curr_weapon == SHRINKER_WEAPON || pPlayer->curr_weapon == GROW_WEAPON
|| (RR && (pPlayer->curr_weapon == TRIPBOMB_WEAPON || pPlayer->curr_weapon == BOWLINGBALL_WEAPON))
|| (RRRA && (pPlayer->curr_weapon == KNEE_WEAPON || pPlayer->curr_weapon == SLINGBLADE_WEAPON))))
{
pPlayer->random_club_frame += 64; // Glowing
#ifdef POLYMER
if (pPlayer->kickback_pic == 0 && !RR)
{
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);
int const flashColor = (pPlayer->curr_weapon == GROW_WEAPON) ? 216+(52<<8)+(20<<16) : 176+(252<<8)+(120<<16);
pSprite->x += glowXOffset;
pSprite->y += glowYOffset;
G_AddGameLight(0, pPlayer->i, PHEIGHT, max(glowRange, 0), flashColor, PR_LIGHT_PRIO_HIGH_GAME);
actor[pPlayer->i].lightcount = 2;
pSprite->x -= glowXOffset;
pSprite->y -= glowYOffset;
}
#endif
}
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)
{
switch (DYNAMICWEAPONMAP(WW2GI ? PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) : pPlayer->curr_weapon))
{
case HANDBOMB_WEAPON__STATIC:
pPlayer->hbomb_hold_delay = 0;
if (pPlayer->ammo_amount[pPlayer->curr_weapon] > 0)
{
(*weaponFrame) = 1;
if (WW2GI && PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0)
A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i);
}
break;
case HANDREMOTE_WEAPON__STATIC:
pPlayer->hbomb_hold_delay = 0;
(*weaponFrame) = 1;
if (WW2GI && PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0)
A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i);
break;
case PISTOL_WEAPON__STATIC:
if (pPlayer->ammo_amount[PISTOL_WEAPON] > 0)
{
if (!WW2GI)
pPlayer->ammo_amount[PISTOL_WEAPON]--;
(*weaponFrame) = 1;
if (WW2GI && PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0)
A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i);
}
break;
case SHOTGUN_WEAPON__STATIC:
if (pPlayer->ammo_amount[SHOTGUN_WEAPON] > 0 && pPlayer->random_club_frame == 0)
{
(*weaponFrame) = 1;
if (WW2GI && PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0)
A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i);
}
break;
case TRIPBOMB_WEAPON__STATIC:
case BOWLINGBALL_WEAPON__STATIC:
if (RR)
{
if (pPlayer->ammo_amount[pPlayer->curr_weapon] > 0)
{
//pPlayer->ammo_amount[pPlayer->curr_weapon]--;
(*weaponFrame) = 1;
}
break;
}
if (pPlayer->curr_weapon == BOWLINGBALL)
break;
if (pPlayer->ammo_amount[pPlayer->curr_weapon] > 0)
{
hitdata_t hitData;
hitscan((const vec3_t *)pPlayer, pPlayer->cursectnum, sintable[(fix16_to_int(pPlayer->q16ang) + 512) & 2047],
sintable[fix16_to_int(pPlayer->q16ang) & 2047], fix16_to_int(F16(100) - pPlayer->q16horiz - pPlayer->q16horizoff) * 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;
int 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 (WW2GI && PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0)
{
A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i);
}
}
}
break;
case SHRINKER_WEAPON__STATIC:
if (pPlayer->ammo_amount[SHRINKER_WEAPON] > 0)
{
(*weaponFrame) = 1;
if (!WW2GI)
A_PlaySound(SHRINKER_FIRE, pPlayer->i);
else if (PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0)
A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i);
}
break;
case GROW_WEAPON__STATIC:
if (pPlayer->ammo_amount[GROW_WEAPON] > 0)
{
(*weaponFrame) = 1;
if (!WW2GI)
A_PlaySound(RR ? 431 : EXPANDERSHOOT, pPlayer->i);
else if (PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0)
A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i);
}
break;
case FREEZE_WEAPON__STATIC:
if (pPlayer->ammo_amount[pPlayer->curr_weapon] > 0)
{
(*weaponFrame) = 1;
if (!RR)
{
if (!WW2GI)
A_PlaySound(CAT_FIRE, pPlayer->i);
else if (PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0)
A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i);
}
}
break;
case RPG_WEAPON__STATIC:
case CHAINGUN_WEAPON__STATIC:
if (pPlayer->ammo_amount[pPlayer->curr_weapon] > 0)
{
(*weaponFrame) = 1;
if (WW2GI && PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0)
A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i);
}
break;
case DEVISTATOR_WEAPON__STATIC:
if (pPlayer->ammo_amount[pPlayer->curr_weapon] > 0)
{
(*weaponFrame) = 1;
pPlayer->hbomb_hold_delay = !pPlayer->hbomb_hold_delay;
if (!RR)
{
if (!WW2GI)
A_PlaySound(CAT_FIRE, pPlayer->i);
else if (PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0)
A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i);
}
}
break;
case KNEE_WEAPON__STATIC:
case SLINGBLADE_WEAPON__STATIC:
if (RRRA)
{
if (pPlayer->ammo_amount[pPlayer->curr_weapon] > 0 && !pPlayer->quick_kick)
(*weaponFrame) = 1;
break;
}
if (RRRA && pPlayer->curr_weapon == SLINGBLADE) break;
if (pPlayer->quick_kick == 0)
{
(*weaponFrame) = 1;
if (WW2GI && PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0)
A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i);
}
break;
case CHICKEN_WEAPON__STATIC:
case MOTORCYCLE_WEAPON__STATIC:
case BOAT_WEAPON__STATIC:
if (!RRRA) break;
if (pPlayer->ammo_amount[pPlayer->curr_weapon] > 0)
{
(*weaponFrame) = 1;
}
break;
}
}
}
}
else if (*weaponFrame)
{
int spriteNum;
int flashColor = 0;
if (RR)
{
switch (DYNAMICWEAPONMAP(pPlayer->curr_weapon))
{
case HANDBOMB_WEAPON__STATIC:
if (*weaponFrame == 1)
S_PlaySound(401);
if ((*weaponFrame) == 6 && TEST_SYNC_KEY(playerBits, SK_FIRE))
pPlayer->rapid_fire_hold = 1;
if (++(*weaponFrame) > 19)
{
*weaponFrame = 0;
pPlayer->curr_weapon = HANDREMOTE_WEAPON;
pPlayer->last_weapon = -1;
pPlayer->weapon_pos = WEAPON_POS_RAISE;
pPlayer->hbomb_time = 45;
pPlayer->hbomb_offset = 1;
S_PlaySound(402);
}
break;
case HANDREMOTE_WEAPON__STATIC:
(*weaponFrame)++;
if (pPlayer->hbomb_time < 0)
pPlayer->hbomb_on = 0;
if ((*weaponFrame) == 39)
{
pPlayer->hbomb_on = 0;
pPlayer->noise_radius = 8192;
P_MadeNoise(playerNum);
}
if ((*weaponFrame) == 12)
{
pPlayer->ammo_amount[HANDBOMB_WEAPON]--;
if (pPlayer->ammo_amount[RPG_WEAPON])
pPlayer->ammo_amount[RPG_WEAPON]--;
//if (numplayers < 2 || g_netServer)
{
int pipeBombZvel;
int pipeBombFwdVel;
if (pPlayer->on_ground && TEST_SYNC_KEY(playerBits, SK_CROUCH))
{
pipeBombFwdVel = 15;
pipeBombZvel = (fix16_to_int(pPlayer->q16horiz + pPlayer->q16horizoff - F16(100)) * 20);
}
else
{
pipeBombFwdVel = 140;
pipeBombZvel = -512 - (fix16_to_int(pPlayer->q16horiz + pPlayer->q16horizoff - F16(100)) * 20);
}
int pipeSpriteNum = A_InsertSprite(pPlayer->cursectnum,
pPlayer->pos.x+(sintable[(fix16_to_int(pPlayer->q16ang)+512)&2047]>>6),
pPlayer->pos.y+(sintable[fix16_to_int(pPlayer->q16ang)&2047]>>6),
pPlayer->pos.z,HEAVYHBOMB,-16,9,9,
fix16_to_int(pPlayer->q16ang),(pipeBombFwdVel+(pPlayer->hbomb_hold_delay<<5))*2,pipeBombZvel,pPlayer->i,1);
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 < 12 && TEST_SYNC_KEY(playerBits, SK_FIRE))
pPlayer->hbomb_hold_delay++;
if (*weaponFrame == 40)
{
(*weaponFrame) = 0;
pPlayer->curr_weapon = HANDBOMB_WEAPON;
pPlayer->last_weapon = -1;
pPlayer->hbomb_offset = 0;
pPlayer->hbomb_time = 45;
if (pPlayer->ammo_amount[HANDBOMB_WEAPON] > 0)
{
P_AddWeapon(pPlayer, HANDBOMB_WEAPON);
pPlayer->weapon_pos = WEAPON_POS_LOWER;
}
else
P_CheckWeapon(pPlayer);
}
break;
case PISTOL_WEAPON__STATIC:
if ((*weaponFrame) == 1)
{
A_Shoot(pPlayer->i, SHOTSPARK1);
A_PlaySound(PISTOL_FIRE, pPlayer->i);
pPlayer->noise_radius = 8192;
P_MadeNoise(playerNum);
lastvisinc = (int32_t) totalclock+32;
pPlayer->visibility = 0;
flashColor = 255+(95<<8);
if (sectorLotag != 857)
{
pPlayer->vel.x -= sintable[(fix16_to_int(pPlayer->q16ang) + 512) & 2047] << 4;
pPlayer->vel.y -= sintable[fix16_to_int(pPlayer->q16ang) & 2047] << 4;
}
}
else if ((*weaponFrame) == 2 && pPlayer->ammo_amount[PISTOL_WEAPON] <= 0)
{
(*weaponFrame) = 0;
P_CheckWeapon(pPlayer);
}
if (++(*weaponFrame) >= 22)
{
if (pPlayer->ammo_amount[PISTOL_WEAPON] <= 0)
{
(*weaponFrame) = 0;
P_CheckWeapon(pPlayer);
break;
}
else if ((pPlayer->ammo_amount[PISTOL_WEAPON]%6) == 0)
{
switch ((*weaponFrame))
{
case 24:
A_PlaySound(EJECT_CLIP, pPlayer->i);
break;
case 30:
A_PlaySound(INSERT_CLIP, pPlayer->i);
break;
}
}
else
(*weaponFrame) = 38;
}
if ((*weaponFrame) == 38)
{
(*weaponFrame) = 0;
P_CheckWeapon(pPlayer);
}
break;
case SHOTGUN_WEAPON__STATIC:
if (++(*weaponFrame) == 6 && pPlayer->shotgun_state[0] == 0 && pPlayer->ammo_amount[SHOTGUN_WEAPON] > 1 && TEST_SYNC_KEY(playerBits, SK_FIRE))
pPlayer->shotgun_state[1] = 1;
if ((*weaponFrame) == 4)
{
A_Shoot(pPlayer->i, SHOTGUN);
A_Shoot(pPlayer->i, SHOTGUN);
A_Shoot(pPlayer->i, SHOTGUN);
A_Shoot(pPlayer->i, SHOTGUN);
A_Shoot(pPlayer->i, SHOTGUN);
A_Shoot(pPlayer->i, SHOTGUN);
A_Shoot(pPlayer->i, SHOTGUN);
A_Shoot(pPlayer->i, SHOTGUN);
A_Shoot(pPlayer->i, SHOTGUN);
A_Shoot(pPlayer->i, SHOTGUN);
pPlayer->ammo_amount[SHOTGUN_WEAPON]--;
A_PlaySound(SHOTGUN_FIRE, pPlayer->i);
pPlayer->noise_radius = 8192;
P_MadeNoise(playerNum);
lastvisinc = (int32_t) totalclock + 32;
pPlayer->visibility = 0;
flashColor = 255+(95<<8);
}
if ((*weaponFrame) == 7)
{
if (pPlayer->shotgun_state[1])
{
A_Shoot(pPlayer->i, SHOTGUN);
A_Shoot(pPlayer->i, SHOTGUN);
A_Shoot(pPlayer->i, SHOTGUN);
A_Shoot(pPlayer->i, SHOTGUN);
A_Shoot(pPlayer->i, SHOTGUN);
A_Shoot(pPlayer->i, SHOTGUN);
A_Shoot(pPlayer->i, SHOTGUN);
A_Shoot(pPlayer->i, SHOTGUN);
A_Shoot(pPlayer->i, SHOTGUN);
A_Shoot(pPlayer->i, SHOTGUN);
pPlayer->ammo_amount[SHOTGUN_WEAPON]--;
A_PlaySound(SHOTGUN_FIRE, pPlayer->i);
if (sectorLotag != 857)
{
pPlayer->vel.x -= sintable[(fix16_to_int(pPlayer->q16ang) + 512) & 2047] << 5;
pPlayer->vel.y -= sintable[fix16_to_int(pPlayer->q16ang) & 2047] << 5;
}
} else if (sectorLotag != 857)
{
pPlayer->vel.x -= sintable[(fix16_to_int(pPlayer->q16ang) + 512) & 2047] << 4;
pPlayer->vel.y -= sintable[fix16_to_int(pPlayer->q16ang) & 2047] << 4;
}
flashColor = 255+(95<<8);
}
if (pPlayer->shotgun_state[0])
{
switch (*weaponFrame)
{
case 16:
P_CheckWeapon(pPlayer);
break;
case 17:
A_PlaySound(SHOTGUN_COCK, pPlayer->i);
break;
case 28:
*weaponFrame = 0;
pPlayer->shotgun_state[0] = 0;
pPlayer->shotgun_state[1] = 0;
break;
}
}
else if (pPlayer->shotgun_state[1])
{
switch (*weaponFrame)
{
case 26:
P_CheckWeapon(pPlayer);
break;
case 27:
A_PlaySound(SHOTGUN_COCK, pPlayer->i);
break;
case 38:
*weaponFrame = 0;
pPlayer->shotgun_state[0] = 0;
pPlayer->shotgun_state[1] = 0;
break;
}
}
else
{
switch (*weaponFrame)
{
case 16:
P_CheckWeapon(pPlayer);
*weaponFrame = 0;
pPlayer->shotgun_state[0] = 1;
pPlayer->shotgun_state[1] = 0;
break;
}
}
break;
case CHAINGUN_WEAPON__STATIC:
pPlayer->q16horiz += F16(1);
pPlayer->recoil++;
if (++(*weaponFrame) <= 12)
{
if (((*weaponFrame) % 3) == 0)
{
pPlayer->ammo_amount[CHAINGUN_WEAPON]--;
if (((*weaponFrame) % 3) == 0)
{
spriteNum = A_Spawn(pPlayer->i, SHELL);
sprite[spriteNum].ang += 1024;
sprite[spriteNum].ang &= 2047;
sprite[spriteNum].xvel += 32;
sprite[spriteNum].z += (3 << 8);
A_SetSprite(spriteNum, CLIPMASK0);
}
A_PlaySound(CHAINGUN_FIRE, pPlayer->i);
A_Shoot(pPlayer->i, CHAINGUN);
pPlayer->noise_radius = 8192;
P_MadeNoise(playerNum);
lastvisinc = (int32_t) totalclock + 32;
pPlayer->visibility = 0;
flashColor = 255+(95<<8);
if (sectorLotag != 857)
{
pPlayer->vel.x -= sintable[(fix16_to_int(pPlayer->q16ang) + 512) & 2047] << 4;
pPlayer->vel.y -= sintable[fix16_to_int(pPlayer->q16ang) & 2047] << 4;
}
P_CheckWeapon(pPlayer);
if (!TEST_SYNC_KEY(playerBits, SK_FIRE))
{
(*weaponFrame) = 0;
break;
}
}
}
else if ((*weaponFrame) > 10)
{
if (TEST_SYNC_KEY(playerBits, SK_FIRE))
{
(*weaponFrame) = 1;
}
else
{
(*weaponFrame) = 0;
}
}
break;
case GROW_WEAPON__STATIC:
if ((*weaponFrame) > 3)
{
(*weaponFrame) = 0;
if (screenpeek == playerNum)
{
pus = 1;
}
A_Shoot(pPlayer->i, GROWSPARK);
pPlayer->noise_radius = 1024;
P_MadeNoise(playerNum);
P_CheckWeapon(pPlayer);
}
else
{
(*weaponFrame)++;
}
break;
case SHRINKER_WEAPON__STATIC:
if ((*weaponFrame) == 1)
{
pPlayer->ammo_amount[SHRINKER_WEAPON]--;
A_Shoot(pPlayer->i, SHRINKSPARK);
P_CheckWeapon(pPlayer);
}
if (++(*weaponFrame) > 20)
(*weaponFrame) = 0;
break;
case DEVISTATOR_WEAPON__STATIC:
(*weaponFrame)++;
if ((*weaponFrame) == 2 || (*weaponFrame) == 4)
{
pPlayer->visibility = 0;
flashColor = 255 + (95 << 8);
lastvisinc = (int32_t) totalclock + 32;
A_PlaySound(CHAINGUN_FIRE, pPlayer->i);
A_Shoot(pPlayer->i, SHOTSPARK1);
pPlayer->noise_radius = 16384;
P_MadeNoise(playerNum);
pPlayer->ammo_amount[DEVISTATOR_WEAPON]--;
P_CheckWeapon(pPlayer);
}
if ((*weaponFrame) == 2)
{
pPlayer->q16ang += F16(16);
}
else if ((*weaponFrame) == 4)
{
pPlayer->q16ang -= F16(16);
}
if ((*weaponFrame) > 4)
(*weaponFrame) = 1;
if (!TEST_SYNC_KEY(playerBits, SK_FIRE))
(*weaponFrame) = 0;
break;
case MOTORCYCLE_WEAPON__STATIC:
if (!RRRA) break;
(*weaponFrame)++;
if ((*weaponFrame) == 2 || (*weaponFrame) == 4)
{
pPlayer->visibility = 0;
flashColor = 255 + (95 << 8);
lastvisinc = (int32_t) totalclock + 32;
A_PlaySound(CHAINGUN_FIRE, pPlayer->i);
A_Shoot(pPlayer->i, CHAINGUN);
pPlayer->noise_radius = 16384;
P_MadeNoise(playerNum);
pPlayer->ammo_amount[MOTORCYCLE_WEAPON]--;
if (pPlayer->ammo_amount[MOTORCYCLE_WEAPON] <= 0)
*weaponFrame = 0;
else
P_CheckWeapon(pPlayer);
}
if ((*weaponFrame) == 2)
{
pPlayer->q16ang += F16(4);
}
else if ((*weaponFrame) == 4)
{
pPlayer->q16ang -= F16(4);
}
if ((*weaponFrame) > 4)
(*weaponFrame) = 1;
if (!TEST_SYNC_KEY(playerBits, SK_FIRE))
(*weaponFrame) = 0;
break;
case BOAT_WEAPON__STATIC:
if (!RRRA) break;
if (*weaponFrame == 3)
{
pPlayer->moto_speed -= 20;
pPlayer->ammo_amount[BOAT_WEAPON]--;
A_Shoot(pPlayer->i, RRTILE1790);
}
(*weaponFrame)++;
if ((*weaponFrame) > 20)
{
(*weaponFrame) = 0;
P_CheckWeapon(pPlayer);
}
if (pPlayer->ammo_amount[BOAT_WEAPON] <= 0)
(*weaponFrame) = 0;
else
P_CheckWeapon(pPlayer);
break;
case FREEZE_WEAPON__STATIC:
(*weaponFrame)++;
if ((*weaponFrame) >= 7 && (*weaponFrame) <= 11)
A_Shoot(pPlayer->i, FIRELASER);
if ((*weaponFrame) == 5)
{
A_PlaySound(CAT_FIRE, pPlayer->i);
pPlayer->noise_radius = 2048;
P_MadeNoise(playerNum);
}
else if ((*weaponFrame) == 9)
{
pPlayer->ammo_amount[FREEZE_WEAPON]--;
pPlayer->visibility = 0;
flashColor = 72 + (88 << 8) + (140 << 16);
lastvisinc = (int32_t) totalclock + 32;
P_CheckWeapon(pPlayer);
}
else if ((*weaponFrame) == 12)
{
pPlayer->vel.x -= sintable[(fix16_to_int(pPlayer->q16ang) + 512) & 2047] << 4;
pPlayer->vel.y -= sintable[fix16_to_int(pPlayer->q16ang) & 2047] << 4;
pPlayer->q16horiz += F16(20);
pPlayer->recoil += 20;
}
if ((*weaponFrame) > 20)
(*weaponFrame) = 0;
break;
case TRIPBOMB_WEAPON__STATIC:
if ((*weaponFrame) == 3)
{
int Zvel;
int FwdVel;
if (playerNum == screenpeek)
pus = 1;
pPlayer->ammo_amount[TRIPBOMB_WEAPON]--;
pPlayer->gotweapon &= ~(1<<TRIPBOMB_WEAPON);
if (pPlayer->on_ground && TEST_SYNC_KEY(playerBits, SK_CROUCH) && (!RRRA || !pPlayer->on_motorcycle))
{
FwdVel = 15;
Zvel = (fix16_to_int(pPlayer->q16horiz + pPlayer->q16horizoff - F16(100)) * 20);
}
else
{
FwdVel = 32;
Zvel = -512 - (fix16_to_int(pPlayer->q16horiz + pPlayer->q16horizoff - F16(100)) * 20);
}
A_InsertSprite(pPlayer->cursectnum,
pPlayer->pos.x+(sintable[(fix16_to_int(pPlayer->q16ang)+512)&2047]>>6),
pPlayer->pos.y+(sintable[fix16_to_int(pPlayer->q16ang)&2047]>>6),
pPlayer->pos.z,TRIPBOMBSPRITE,-16,9,9,
fix16_to_int(pPlayer->q16ang),FwdVel*2,Zvel,pPlayer->i,1);
}
(*weaponFrame)++;
if ((*weaponFrame) > 20)
{
(*weaponFrame) = 0;
P_CheckWeapon(pPlayer);
}
break;
case BOWLINGBALL_WEAPON__STATIC:
if ((*weaponFrame) == 30)
{
pPlayer->ammo_amount[BOWLINGBALL_WEAPON]--;
A_PlaySound(354, pPlayer->i);
A_Shoot(pPlayer->i, BOWLINGBALL);
pPlayer->noise_radius = 1024;
P_MadeNoise(playerNum);
}
if ((*weaponFrame) < 30)
P_Thrust(pPlayer, 4);
(*weaponFrame)++;
if ((*weaponFrame) > 40)
{
(*weaponFrame) = 0;
pPlayer->gotweapon &= ~(1 << BOWLINGBALL_WEAPON);
P_CheckWeapon(pPlayer);
}
break;
case KNEE_WEAPON__STATIC:
if (++(*weaponFrame) == 3)
A_PlaySound(426, pPlayer->i);
if ((*weaponFrame) == 12)
{
A_Shoot(pPlayer->i, KNEE);
pPlayer->noise_radius = 1024;
P_MadeNoise(playerNum);
}
else if ((*weaponFrame) == 16)
(*weaponFrame) = 0;
if (pPlayer->wantweaponfire >= 0)
P_CheckWeapon(pPlayer);
break;
case SLINGBLADE_WEAPON__STATIC:
if (!RRRA) break;
if (++(*weaponFrame) == 3)
A_PlaySound(252, pPlayer->i);
if ((*weaponFrame) == 8)
{
A_Shoot(pPlayer->i, SLINGBLADE);
pPlayer->noise_radius = 1024;
P_MadeNoise(playerNum);
}
else if ((*weaponFrame) == 16)
(*weaponFrame) = 0;
if (pPlayer->wantweaponfire >= 0)
P_CheckWeapon(pPlayer);
break;
case RPG_WEAPON__STATIC:
if (++(*weaponFrame) == 4)
{
pPlayer->ammo_amount[RPG_WEAPON]--;
if (pPlayer->ammo_amount[HANDBOMB_WEAPON])
pPlayer->ammo_amount[HANDBOMB_WEAPON]--;
lastvisinc = (int32_t) totalclock + 32;
pPlayer->visibility = 0;
flashColor = 255+(95<<8);
A_Shoot(pPlayer->i, RPG);
pPlayer->noise_radius = 32768;
P_MadeNoise(playerNum);
P_CheckWeapon(pPlayer);
}
else if ((*weaponFrame) == 16)
A_PlaySound(450, pPlayer->i);
else if ((*weaponFrame) == 34)
(*weaponFrame) = 0;
break;
case CHICKEN_WEAPON__STATIC:
if (!RRRA) break;
if (++(*weaponFrame) == 4)
{
pPlayer->ammo_amount[CHICKEN_WEAPON]--;
lastvisinc = (int32_t) totalclock + 32;
pPlayer->visibility = 0;
flashColor = 255+(95<<8);
A_Shoot(pPlayer->i, RPG2);
pPlayer->noise_radius = 32768;
P_MadeNoise(playerNum);
P_CheckWeapon(pPlayer);
}
else if ((*weaponFrame) == 16)
A_PlaySound(450, pPlayer->i);
else if ((*weaponFrame) == 34)
(*weaponFrame) = 0;
break;
}
}
else if (WW2GI)
{
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]--;
//int pipeBombType;
int pipeBombZvel;
int pipeBombFwdVel;
if (pPlayer->on_ground && TEST_SYNC_KEY(playerBits, SK_CROUCH))
{
pipeBombFwdVel = 15;
pipeBombZvel = (fix16_to_int(pPlayer->q16horiz + pPlayer->q16horizoff - F16(100)) * 20);
}
else
{
pipeBombFwdVel = 140;
pipeBombZvel = -512 - (fix16_to_int(pPlayer->q16horiz + pPlayer->q16horizoff - F16(100)) * 20);
}
int pipeSpriteNum = A_InsertSprite(pPlayer->cursectnum,
pPlayer->pos.x+(sintable[(fix16_to_int(pPlayer->q16ang)+512)&2047]>>6),
pPlayer->pos.y+(sintable[fix16_to_int(pPlayer->q16ang)&2047]>>6),
pPlayer->pos.z,PWEAPON(playerNum, pPlayer->curr_weapon, Shoots),-16,9,9,
fix16_to_int(pPlayer->q16ang),(pipeBombFwdVel+(pPlayer->hbomb_hold_delay<<5)),pipeBombZvel,pPlayer->i,1);
int pipeLifeTime = Gv_GetVarByLabel("GRENADE_LIFETIME", NAM_GRENADE_LIFETIME, -1, playerNum);
int pipeLifeVariance = Gv_GetVarByLabel("GRENADE_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, -1, playerNum);
sprite[pipeSpriteNum].extra = pipeLifeTime
+ mulscale14(krand2(), pipeLifeVariance)
- pipeLifeVariance;
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;
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 = (int32_t) 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)
P_AddWeapon(pPlayer, HANDBOMB_WEAPON);
else P_CheckWeapon(pPlayer);
}
}
else
{
// the basic weapon...
(*weaponFrame)++;
if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_CHECKATRELOAD)
{
if (*weaponFrame == PWEAPON(playerNum, pPlayer->curr_weapon, Reload))
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, FireDelay))
P_FireWeapon(playerNum);
if (*weaponFrame > PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay)
&& *weaponFrame < PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime))
{
if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_AUTOMATIC)
{
if (TEST_SYNC_KEY(playerBits, SK_FIRE) == 0)
*weaponFrame = PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime);
if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_FIREEVERYTHIRD)
{
if (((*(weaponFrame))%3) == 0)
{
P_FireWeapon(playerNum);
P_DoWeaponSpawn(playerNum);
}
}
if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_FIREEVERYOTHER)
{
P_FireWeapon(playerNum);
P_DoWeaponSpawn(playerNum);
}
}
}
else if (*weaponFrame >= PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime))
{
if (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);
if ((*weaponFrame) == (PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime)+1))
{
A_PlaySound(EJECT_CLIP, pPlayer->i);
}
else if ((*weaponFrame) ==
(PWEAPON(playerNum, pPlayer->curr_weapon, Reload) - (weaponReloadTime / 3)))
{
A_PlaySound(INSERT_CLIP, pPlayer->i);
}
if ((*weaponFrame) >= (PWEAPON(playerNum, pPlayer->curr_weapon, Reload)))
{
*weaponFrame = 0;
}
}
else
{
if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_AUTOMATIC)
{
if (TEST_SYNC_KEY(playerBits, SK_FIRE))
{
*weaponFrame =
(PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_RANDOMRESTART) ? 1 + (krand2() & 3) : 1;
}
else *weaponFrame = 0;
}
else *weaponFrame = 0;
}
}
}
}
else
{
switch (DYNAMICWEAPONMAP(pPlayer->curr_weapon))
{
case HANDBOMB_WEAPON__STATIC:
if ((*weaponFrame) == 6 && TEST_SYNC_KEY(playerBits, SK_FIRE))
{
pPlayer->rapid_fire_hold = 1;
break;
}
if (++(*weaponFrame) == 12)
{
pPlayer->ammo_amount[pPlayer->curr_weapon]--;
//if (numplayers < 2 || g_netServer)
{
int pipeBombZvel;
int pipeBombFwdVel;
if (pPlayer->on_ground && TEST_SYNC_KEY(playerBits, SK_CROUCH))
{
pipeBombFwdVel = 15;
pipeBombZvel = (fix16_to_int(pPlayer->q16horiz + pPlayer->q16horizoff - F16(100)) * 20);
}
else
{
pipeBombFwdVel = 140;
pipeBombZvel = -512 - (fix16_to_int(pPlayer->q16horiz + pPlayer->q16horizoff - F16(100)) * 20);
}
int pipeSpriteNum = A_InsertSprite(pPlayer->cursectnum,
pPlayer->pos.x+(sintable[(fix16_to_int(pPlayer->q16ang)+512)&2047]>>6),
pPlayer->pos.y+(sintable[fix16_to_int(pPlayer->q16ang)&2047]>>6),
pPlayer->pos.z,HEAVYHBOMB,-16,9,9,
fix16_to_int(pPlayer->q16ang),(pipeBombFwdVel+(pPlayer->hbomb_hold_delay<<5)),pipeBombZvel,pPlayer->i,1);
if (NAM)
sprite[pipeSpriteNum].extra = mulscale(krand2(), 30, 14)+90;
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) < 12 && TEST_SYNC_KEY(playerBits, SK_FIRE))
pPlayer->hbomb_hold_delay++;
else if ((*weaponFrame) > 19)
{
(*weaponFrame) = 0;
if (NAM)
{
// don't change to remote when in NAM: grenades are timed
P_CheckWeapon(pPlayer);
}
else
{
pPlayer->weapon_pos = WEAPON_POS_RAISE;
pPlayer->curr_weapon = HANDREMOTE_WEAPON;
pPlayer->last_weapon = -1;
}
}
break;
case HANDREMOTE_WEAPON__STATIC:
if (++(*weaponFrame) == 2)
{
pPlayer->hbomb_on = 0;
}
if ((*weaponFrame) == 10)
{
(*weaponFrame) = 0;
/// WHAT THE HELL DOES THIS DO....?????????????
int weapon = NAM ? TRIPBOMB_WEAPON : HANDBOMB_WEAPON;
if (pPlayer->ammo_amount[weapon] > 0)
{
P_AddWeapon(pPlayer, weapon);
}
else
{
P_CheckWeapon(pPlayer);
}
}
break;
case PISTOL_WEAPON__STATIC:
if ((*weaponFrame) == 1)
{
A_Shoot(pPlayer->i, SHOTSPARK1);
A_PlaySound(PISTOL_FIRE, pPlayer->i);
lastvisinc = (int32_t) totalclock+32;
pPlayer->visibility = 0;
flashColor = 255+(95<<8);
}
else if ((*weaponFrame) == 2)
{
A_Spawn(pPlayer->i, SHELL);
}
if (++(*weaponFrame) >= 5)
{
if (pPlayer->ammo_amount[PISTOL_WEAPON] <= 0 || (pPlayer->ammo_amount[PISTOL_WEAPON]%(NAM ? 20 : 12)))
{
(*weaponFrame) = 0;
P_CheckWeapon(pPlayer);
}
else
{
switch ((*weaponFrame))
{
case 5:
A_PlaySound(EJECT_CLIP, pPlayer->i);
break;
case 8:
A_PlaySound(INSERT_CLIP, pPlayer->i);
break;
}
}
}
if ((*weaponFrame) == (NAM ? 50 : 27))
{
(*weaponFrame) = 0;
P_CheckWeapon(pPlayer);
}
break;
case SHOTGUN_WEAPON__STATIC:
if (++(*weaponFrame) == 4)
{
A_Shoot(pPlayer->i, SHOTGUN);
A_Shoot(pPlayer->i, SHOTGUN);
A_Shoot(pPlayer->i, SHOTGUN);
A_Shoot(pPlayer->i, SHOTGUN);
A_Shoot(pPlayer->i, SHOTGUN);
A_Shoot(pPlayer->i, SHOTGUN);
A_Shoot(pPlayer->i, SHOTGUN);
pPlayer->ammo_amount[SHOTGUN_WEAPON]--;
A_PlaySound(SHOTGUN_FIRE, pPlayer->i);
lastvisinc = (int32_t) totalclock + 32;
pPlayer->visibility = 0;
flashColor = 255+(95<<8);
}
switch ((*weaponFrame))
{
case 13:
P_CheckWeapon(pPlayer);
break;
case 15:
A_PlaySound(SHOTGUN_COCK, pPlayer->i);
break;
case 17:
case 20:
pPlayer->kickback_pic++;
break;
case 24:
spriteNum = A_Spawn(pPlayer->i, SHOTGUNSHELL);
sprite[spriteNum].ang += 1024;
A_SetSprite(spriteNum, CLIPMASK0);
sprite[spriteNum].ang += 1024;
pPlayer->kickback_pic++;
break;
case 31:
(*weaponFrame) = 0;
return;
}
break;
case CHAINGUN_WEAPON__STATIC:
if (++(*weaponFrame) <= 12)
{
if (((*weaponFrame) % 3) == 0)
{
pPlayer->ammo_amount[CHAINGUN_WEAPON]--;
if (((*weaponFrame) % 3) == 0)
{
spriteNum = A_Spawn(pPlayer->i, SHELL);
sprite[spriteNum].ang += 1024;
sprite[spriteNum].ang &= 2047;
sprite[spriteNum].xvel += 32;
sprite[spriteNum].z += (3 << 8);
A_SetSprite(spriteNum, CLIPMASK0);
}
A_PlaySound(CHAINGUN_FIRE, pPlayer->i);
A_Shoot(pPlayer->i, CHAINGUN);
lastvisinc = (int32_t) totalclock + 32;
pPlayer->visibility = 0;
flashColor = 255+(95<<8);
P_CheckWeapon(pPlayer);
if (!TEST_SYNC_KEY(playerBits, SK_FIRE))
{
(*weaponFrame) = 0;
break;
}
}
}
else if ((*weaponFrame) > 10)
{
if (TEST_SYNC_KEY(playerBits, SK_FIRE))
{
(*weaponFrame) = 1;
}
else
{
(*weaponFrame) = 0;
}
}
break;
case GROW_WEAPON__STATIC:
if ((!NAM && (*weaponFrame) > 3) || (NAM && ++(*weaponFrame) == 3))
{
if (NAM)
{
(*weaponFrame)++;
if (pPlayer->ammo_amount[GROW_WEAPON] <= 1)
(*weaponFrame) = 0;
}
else
(*weaponFrame) = 0;
if (screenpeek == playerNum)
{
pus = 1;
}
pPlayer->ammo_amount[GROW_WEAPON]--;
A_Shoot(pPlayer->i, GROWSPARK);
pPlayer->visibility = 0;
flashColor = 216+(52<<8)+(20<<16);
lastvisinc = (int32_t) totalclock + 32;
P_CheckWeapon(pPlayer);
}
else if (!NAM)
{
(*weaponFrame)++;
}
if (NAM && (*weaponFrame) > 30)
{
// reload now...
(*weaponFrame) = 0;
pPlayer->visibility = 0;
flashColor = 216+(52<<8)+(20<<16);
lastvisinc = (int32_t) totalclock + 32;
P_CheckWeapon(pPlayer);
P_CheckWeapon(pPlayer);
}
break;
case SHRINKER_WEAPON__STATIC:
if ((!NAM && (*weaponFrame) > 10) || (NAM && (*weaponFrame) == 10))
{
if (NAM)
{
// fire now, but wait for reload...
(*weaponFrame)++;
}
else
(*weaponFrame) = 0;
pPlayer->ammo_amount[SHRINKER_WEAPON]--;
A_Shoot(pPlayer->i, SHRINKER);
if (!NAM)
{
pPlayer->visibility = 0;
flashColor = 176+(252<<8)+(120<<16);
lastvisinc = (int32_t) totalclock + 32;
P_CheckWeapon(pPlayer);
}
}
else if (NAM && (*weaponFrame) > 30)
{
(*weaponFrame) = 0;
pPlayer->visibility = 0;
flashColor = 176+(252<<8)+(120<<16);
lastvisinc = (int32_t) totalclock + 32;
P_CheckWeapon(pPlayer);
}
else
{
(*weaponFrame)++;
}
break;
case DEVISTATOR_WEAPON__STATIC:
if ((*weaponFrame) > 0)
{
if (++(*weaponFrame) & 1)
{
pPlayer->visibility = 0;
flashColor = 255+(95<<8);
lastvisinc = (int32_t) totalclock + 32;
A_Shoot(pPlayer->i, RPG);
pPlayer->ammo_amount[DEVISTATOR_WEAPON]--;
P_CheckWeapon(pPlayer);
}
if ((*weaponFrame) > 5)
{
(*weaponFrame) = 0;
}
}
break;
case FREEZE_WEAPON__STATIC:
if ((*weaponFrame) < 4)
{
if (++(*weaponFrame) == 3)
{
pPlayer->ammo_amount[FREEZE_WEAPON]--;
pPlayer->visibility = 0;
flashColor = 72+(88<<8)+(140<<16);
lastvisinc = (int32_t) totalclock + 32;
A_Shoot(pPlayer->i, FREEZEBLAST);
P_CheckWeapon(pPlayer);
}
if (sprite[pPlayer->i].xrepeat < 32)
{
(*weaponFrame) = 0;
}
}
else
{
if (TEST_SYNC_KEY(playerBits, SK_FIRE))
{
(*weaponFrame) = 1;
A_PlaySound(CAT_FIRE, pPlayer->i);
}
else
{
(*weaponFrame) = 0;
}
}
break;
case TRIPBOMB_WEAPON__STATIC:
if ((*weaponFrame) < 4)
{
pPlayer->pos.z = pPlayer->opos.z;
pPlayer->vel.z = 0;
if ((*weaponFrame) == 3)
{
A_Shoot(pPlayer->i, HANDHOLDINGLASER);
}
}
if ((*weaponFrame) == 16)
{
(*weaponFrame) = 0;
P_CheckWeapon(pPlayer);
pPlayer->weapon_pos = WEAPON_POS_LOWER;
}
else
{
(*weaponFrame)++;
}
break;
case KNEE_WEAPON__STATIC:
if (++(*weaponFrame) == 7)
{
A_Shoot(pPlayer->i, KNEE);
}
else if ((*weaponFrame) == 14)
{
if (TEST_SYNC_KEY(playerBits, SK_FIRE))
{
(*weaponFrame) = 1+(krand2()&3);
}
else
{
(*weaponFrame) = 0;
}
}
if (pPlayer->wantweaponfire >= 0)
{
P_CheckWeapon(pPlayer);
}
break;
case RPG_WEAPON__STATIC:
if (++(*weaponFrame) == 4)
{
pPlayer->ammo_amount[RPG_WEAPON]--;
lastvisinc = (int32_t) totalclock + 32;
pPlayer->visibility = 0;
flashColor = 255+(95<<8);
A_Shoot(pPlayer->i, RPG);
P_CheckWeapon(pPlayer);
}
else if ((*weaponFrame) == 20)
{
(*weaponFrame) = 0;
}
break;
}
}
#ifdef POLYMER
if (flashColor)
{
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, flashColor, PR_LIGHT_PRIO_MAX_GAME);
actor[pPlayer->i].lightcount = 2;
s->x -= x;
s->y -= y;
}
#endif // POLYMER
}
}
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;
m_level_number = ud.level_number;
ud.from_bonus = 0;
}
else
{
ud.level_number = (++ud.level_number < MAXLEVELS) ? ud.level_number : 0;
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;
m_level_number = ud.level_number;
}
else
P_EndLevel();
pPlayer->fist_incs = 0;
return 1;
}
return 0;
}
#ifdef YAX_ENABLE
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->q16ang = fix16_from_int(SA(newOwner));
pPlayer->vel.x = 0;
pPlayer->vel.y = 0;
sprite[pPlayer->i].xvel = 0;
pPlayer->q16look_ang = 0;
pPlayer->q16rotscrnang = 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) && (!RRRA || !pPlayer->on_motorcycle))
{
pPlayer->vel.z = max(min(-348, pPlayer->vel.z - 348), -(256 * 6));
}
else if ((TEST_SYNC_KEY(playerBits, SK_CROUCH) && (!RRRA || !pPlayer->on_motorcycle))
|| (RRRA && pPlayer->on_motorcycle))
{
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+ZOFFSET6)
{
pPlayer->pos.z = ceilZ+ZOFFSET6;
pPlayer->vel.z = 0;
}
if (pPlayer->scuba_on && (krand2()&255) < 8)
{
int const spriteNum = A_Spawn(pPlayer->i, WATERBUBBLE);
int const q16ang = fix16_to_int(pPlayer->q16ang);
sprite[spriteNum].x += sintable[(q16ang + 512 + 64 - (g_globalRandom & 128)+(RR ? 128 : 0)) & 2047] >> 6;
sprite[spriteNum].y += sintable[(q16ang + 64 - (g_globalRandom & 128)+(RR ? 128 : 0)) & 2047] >> 6;
sprite[spriteNum].xrepeat = 3;
sprite[spriteNum].yrepeat = 2;
sprite[spriteNum].z = pPlayer->pos.z + ZOFFSET3;
if (RR)
sprite[spriteNum].cstat = 514;
}
}
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;
g_player[playerNum].horizSkew = 0;
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, 164, (4L<<8), (4L<<8), CLIPMASK0);
// p->bobcounter += 32;
}
Bmemcpy(&pPlayer->opos, &pPlayer->pos, sizeof(vec3_t));
pPlayer->opyoff = pPlayer->pyoff;
pPlayer->q16horiz = F16(100);
pPlayer->q16horizoff = 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->q16rotscrnang = fix16_from_int((pPlayer->dead_flag + ((floorZ+pPlayer->pos.z)>>7)))&0x7FFFFFF;
pPlayer->on_warping_sector = 0;
}
static void P_HandlePal(DukePlayer_t *const pPlayer)
{
pPlayer->pals.f--;
}
void P_ProcessInput(int playerNum)
{
auto &thisPlayer = g_player[playerNum];
if (DEER)
{
P_DHProcessInput(playerNum);
return;
}
if (thisPlayer.playerquitflag == 0)
return;
thisPlayer.horizAngleAdjust = 0;
thisPlayer.horizSkew = 0;
auto const pPlayer = thisPlayer.ps;
auto const pSprite = &sprite[pPlayer->i];
++pPlayer->player_par;
uint32_t playerBits = thisPlayer.input->bits;
if (RR)
{
if (RRRA)
g_canSeePlayer = 1;
else
g_canSeePlayer = playerNum;
}
if (pPlayer->cheat_phase > 0)
playerBits = 0;
if (RRRA)
{
if (pPlayer->on_motorcycle && pSprite->extra > 0)
{
int var64, var68, var6c, var74, var7c;
int16_t var84;
if (pPlayer->moto_speed < 0)
pPlayer->moto_speed = 0;
if (TEST_SYNC_KEY(playerBits, SK_CROUCH))
{
var64 = 1;
playerBits &= ~(1<<SK_CROUCH);
}
else
var64 = 0;
if (TEST_SYNC_KEY(playerBits, SK_JUMP))
{
var68 = 1;
playerBits &= ~(1<< SK_JUMP);
if (pPlayer->on_ground)
{
if (pPlayer->moto_speed == 0 && var64)
{
if (!A_CheckSoundPlaying(pPlayer->i, 187))
A_PlaySound(187,pPlayer->i);
}
else if (pPlayer->moto_speed == 0 && !A_CheckSoundPlaying(pPlayer->i, 214))
{
if (A_CheckSoundPlaying(pPlayer->i, 187))
S_StopEnvSound(187, pPlayer->i);
A_PlaySound(214,pPlayer->i);
}
else if (pPlayer->moto_speed >= 50 && !A_CheckSoundPlaying(pPlayer->i, 188))
{
A_PlaySound(188,pPlayer->i);
}
else if (!A_CheckSoundPlaying(pPlayer->i, 188) && !A_CheckSoundPlaying(pPlayer->i, 214))
{
A_PlaySound(188,pPlayer->i);
}
}
}
else
{
var68 = 0;
if (A_CheckSoundPlaying(pPlayer->i, 214))
{
S_StopEnvSound(214, pPlayer->i);
if (!A_CheckSoundPlaying(pPlayer->i, 189))
A_PlaySound(189,pPlayer->i);
}
if (A_CheckSoundPlaying(pPlayer->i, 188))
{
S_StopEnvSound(188, pPlayer->i);
if (!A_CheckSoundPlaying(pPlayer->i, 189))
A_PlaySound(189, pPlayer->i);
}
if (!A_CheckSoundPlaying(pPlayer->i, 189) && !A_CheckSoundPlaying(pPlayer->i, 187))
A_PlaySound(187,pPlayer->i);
}
if (TEST_SYNC_KEY(playerBits, SK_AIM_UP))
{
var6c = 1;
playerBits &= ~(1<<SK_AIM_UP);
}
else
var6c = 0;
if (TEST_SYNC_KEY(playerBits, SK_AIM_DOWN))
{
var74 = 1;
playerBits &= ~(1<<SK_AIM_DOWN);
}
else
{
var74 = 0;
}
if (TEST_SYNC_KEY(playerBits, SK_LOOK_LEFT))
{
var7c = 1;
playerBits &= ~(1<<SK_LOOK_LEFT);
}
else
{
var7c = 0;
}
if (pPlayer->drink_amt > 88 && pPlayer->moto_drink == 0)
{
var84 = krand2() & 63;
if (var84 == 1)
pPlayer->moto_drink = -10;
else if (var84 == 2)
pPlayer->moto_drink = 10;
}
else if (pPlayer->drink_amt > 99 && pPlayer->moto_drink == 0)
{
var84 = krand2() & 31;
if (var84 == 1)
pPlayer->moto_drink = -20;
else if (var84 == 2)
pPlayer->moto_drink = 20;
}
if (pPlayer->on_ground == 1)
{
if (var64 && pPlayer->moto_speed > 0)
{
if (pPlayer->moto_on_oil)
pPlayer->moto_speed -= 2;
else
pPlayer->moto_speed -= 4;
if (pPlayer->moto_speed < 0)
pPlayer->moto_speed = 0;
pPlayer->moto_bump_target = -30;
pPlayer->moto_do_bump = 1;
}
else if (var68 && !var64)
{
if (pPlayer->moto_speed < 40)
{
pPlayer->moto_bump_target = 70;
pPlayer->moto_bump_fast = 1;
}
pPlayer->moto_speed += 2;
if (pPlayer->moto_speed > 120)
pPlayer->moto_speed = 120;
if (!pPlayer->not_on_water)
if (pPlayer->moto_speed > 80)
pPlayer->moto_speed = 80;
}
else if (pPlayer->moto_speed > 0)
pPlayer->moto_speed--;
if (pPlayer->moto_do_bump && (!var64 || pPlayer->moto_speed == 0))
{
pPlayer->moto_bump_target = 0;
pPlayer->moto_do_bump = 0;
}
if (var6c && pPlayer->moto_speed <= 0 && !var64)
{
int var88;
pPlayer->moto_speed = -15;
var88 = var7c;
var7c = var74;
var74 = var88;
}
}
if (pPlayer->moto_speed != 0 && pPlayer->on_ground == 1)
{
if (!pPlayer->moto_bump)
if ((krand2() & 3) == 2)
pPlayer->moto_bump_target = (pPlayer->moto_speed>>4)*((krand2()&7)-4);
if (var74 || pPlayer->moto_drink < 0)
{
if (pPlayer->moto_drink < 0)
pPlayer->moto_drink++;
}
else if (var7c || pPlayer->moto_drink > 0)
{
if (pPlayer->moto_drink > 0)
pPlayer->moto_drink--;
}
}
if (pPlayer->moto_turb)
{
if (pPlayer->moto_turb <= 1)
{
pPlayer->q16horiz = F16(100);
pPlayer->moto_turb = 0;
pPlayer->moto_bump_target = 0;
pPlayer->moto_bump = 0;
}
else
{
pPlayer->q16horiz = F16(100+((krand2()&15)-7));
pPlayer->moto_turb--;
pPlayer->moto_drink = (krand2()&3)-2;
}
}
else if (pPlayer->moto_bump_target > pPlayer->moto_bump)
{
if (pPlayer->moto_bump_fast)
pPlayer->moto_bump += 6;
else
pPlayer->moto_bump++;
if (pPlayer->moto_bump_target < pPlayer->moto_bump)
pPlayer->moto_bump = pPlayer->moto_bump_target;
pPlayer->q16horiz = F16(100+pPlayer->moto_bump/3);
}
else if (pPlayer->moto_bump_target < pPlayer->moto_bump)
{
if (pPlayer->moto_bump_fast)
pPlayer->moto_bump -= 6;
else
pPlayer->moto_bump--;
if (pPlayer->moto_bump_target > pPlayer->moto_bump)
pPlayer->moto_bump = pPlayer->moto_bump_target;
pPlayer->q16horiz = F16(100+pPlayer->moto_bump/3);
}
else
{
pPlayer->moto_bump_target = 0;
pPlayer->moto_bump_fast = 0;
}
if (pPlayer->moto_speed >= 20 && pPlayer->on_ground == 1 && (var74 || var7c))
{
short var8c, var90, var94, var98;
var8c = pPlayer->moto_speed;
var90 = fix16_to_int(pPlayer->q16ang);
if (var74)
var94 = -10;
else
var94 = 10;
if (var94 < 0)
var98 = 350;
else
var98 = -350;
if (pPlayer->moto_on_mud || pPlayer->moto_on_oil || !pPlayer->not_on_water)
{
if (pPlayer->moto_on_oil)
var8c <<= 3;
else
var8c <<= 2;
if (pPlayer->moto_do_bump)
{
pPlayer->vel.x += (var8c>>5)*(sintable[(var94*-51+var90+512)&2047]<<4);
pPlayer->vel.y += (var8c>>5)*(sintable[(var94*-51+var90)&2047]<<4);
pPlayer->q16ang = F16((var90-(var98>>2))&2047);
}
else
{
pPlayer->vel.x += (var8c>>7)*(sintable[(var94*-51+var90+512)&2047]<<4);
pPlayer->vel.y += (var8c>>7)*(sintable[(var94*-51+var90)&2047]<<4);
pPlayer->q16ang = F16((var90-(var98>>6))&2047);
}
pPlayer->moto_on_mud = 0;
pPlayer->moto_on_oil = 0;
}
else
{
if (pPlayer->moto_do_bump)
{
pPlayer->vel.x += (var8c >> 5)*(sintable[(var94*-51 + var90 + 512) & 2047] << 4);
pPlayer->vel.y += (var8c>>5)*(sintable[(var94*-51+var90)&2047]<<4);
pPlayer->q16ang = F16((var90-(var98>>4))&2047);
if (!A_CheckSoundPlaying(pPlayer->i, 220))
A_PlaySound(220,pPlayer->i);
}
else
{
pPlayer->vel.x += (var8c >> 7)*(sintable[(var94*-51 + var90 + 512) & 2047] << 4);
pPlayer->vel.y += (var8c>>7)*(sintable[(var94*-51+var90)&2047]<<4);
pPlayer->q16ang = F16((var90-(var98>>7))&2047);
}
}
}
else if (pPlayer->moto_speed >= 20 && pPlayer->on_ground == 1 && (pPlayer->moto_on_mud || pPlayer->moto_on_oil))
{
short var9c, vara0, vara4 = 0;
var9c = pPlayer->moto_speed;
vara0 = fix16_to_int(pPlayer->q16ang);
var84 = krand2()&1;
if (var84 == 0)
vara4 = -10;
else if (var84 == 1)
vara4 = 10;
if (pPlayer->moto_on_oil)
var9c *= 10;
else
var9c *= 5;
pPlayer->vel.x += (var9c>>7)*(sintable[(vara4*-51+vara0+512)&2047]<<4);
pPlayer->vel.y += (var9c>>7)*(sintable[(vara4*-51+vara0)&2047]<<4);
}
pPlayer->moto_on_mud = 0;
pPlayer->moto_on_oil = 0;
}
else if (pPlayer->on_boat && pSprite->extra > 0)
{
int vara8, varac, varb0, varb4, varbc, varc4;
int16_t varcc;
if (pPlayer->not_on_water)
{
if (pPlayer->moto_speed > 0)
{
if (!A_CheckSoundPlaying(pPlayer->i, 88))
A_PlaySound(88,pPlayer->i);
}
else
{
if (!A_CheckSoundPlaying(pPlayer->i, 87))
A_PlaySound(87,pPlayer->i);
}
}
if (pPlayer->moto_speed < 0)
pPlayer->moto_speed = 0;
if (TEST_SYNC_KEY(playerBits, SK_CROUCH) && TEST_SYNC_KEY(playerBits, SK_JUMP))
{
vara8 = 1;
varac = 0;
playerBits &= ~(1<<SK_JUMP);
varb0 = 0;
playerBits &= ~(1<<SK_CROUCH);
}
else
vara8 = 0;
if (TEST_SYNC_KEY(playerBits, SK_JUMP))
{
varac = 1;
playerBits &= ~(1<<SK_JUMP);
if (pPlayer->moto_speed == 0 && !A_CheckSoundPlaying(pPlayer->i, 89))
{
if (A_CheckSoundPlaying(pPlayer->i, 87))
S_StopEnvSound(pPlayer->i, 87);
A_PlaySound(89,pPlayer->i);
}
else if (pPlayer->moto_speed >= 50 && !A_CheckSoundPlaying(pPlayer->i, 88))
A_PlaySound(88,pPlayer->i);
else if (!A_CheckSoundPlaying(pPlayer->i, 88) && !A_CheckSoundPlaying(pPlayer->i, 89))
A_PlaySound(88,pPlayer->i);
}
else
{
varac = 0;
if (A_CheckSoundPlaying(pPlayer->i, 89))
{
S_StopEnvSound(pPlayer->i, 89);
if (!A_CheckSoundPlaying(pPlayer->i, 90))
A_PlaySound(90,pPlayer->i);
}
if (A_CheckSoundPlaying(pPlayer->i, 88))
{
S_StopEnvSound(pPlayer->i, 88);
if (!A_CheckSoundPlaying(pPlayer->i, 90))
A_PlaySound(90,pPlayer->i);
}
if (!A_CheckSoundPlaying(pPlayer->i, 90) && !A_CheckSoundPlaying(pPlayer->i, 87))
A_PlaySound(87,pPlayer->i);
}
if (TEST_SYNC_KEY(playerBits, SK_CROUCH))
{
varb0 = 1;
playerBits &= ~(1<<SK_CROUCH);
}
else
varb0 = 0;
if (TEST_SYNC_KEY(playerBits, SK_AIM_UP))
{
varb4 = 1;
playerBits &= ~(1<<SK_AIM_UP);
}
else varb4 = 0;
if (TEST_SYNC_KEY(playerBits, SK_AIM_DOWN))
{
varbc = 1;
playerBits &= ~(1<<SK_AIM_DOWN);
if (!A_CheckSoundPlaying(pPlayer->i, 91) && pPlayer->moto_speed > 30 && !pPlayer->not_on_water)
A_PlaySound(91,pPlayer->i);
}
else
{
varbc = 0;
}
if (TEST_SYNC_KEY(playerBits, SK_LOOK_LEFT))
{
varc4 = 1;
playerBits &= ~(1<< SK_LOOK_LEFT);
if (!A_CheckSoundPlaying(pPlayer->i, 91) && pPlayer->moto_speed > 30 && !pPlayer->not_on_water)
A_PlaySound(91,pPlayer->i);
}
else
{
varc4 = 0;
}
if (!pPlayer->not_on_water)
{
if (pPlayer->drink_amt > 88 && pPlayer->moto_drink == 0)
{
varcc = krand2() & 63;
if (varcc == 1)
pPlayer->moto_drink = -10;
else if (varcc == 2)
pPlayer->moto_drink = 10;
}
else if (pPlayer->drink_amt > 99 && pPlayer->moto_drink == 0)
{
varcc = krand2() & 31;
if (varcc == 1)
pPlayer->moto_drink = -20;
else if (varcc == 2)
pPlayer->moto_drink = 20;
}
}
if (pPlayer->on_ground == 1)
{
if (vara8)
{
if (pPlayer->moto_speed <= 25)
{
pPlayer->moto_speed++;
if (!A_CheckSoundPlaying(pPlayer->i, 182))
A_PlaySound(182, pPlayer->i);
}
else
{
pPlayer->moto_speed -= 2;
if (pPlayer->moto_speed < 0)
pPlayer->moto_speed = 0;
pPlayer->moto_bump_target = 30;
pPlayer->moto_do_bump = 1;
}
}
else if (varb0 && pPlayer->moto_speed > 0)
{
pPlayer->moto_speed -= 2;
if (pPlayer->moto_speed < 0)
pPlayer->moto_speed = 0;
pPlayer->moto_bump_target = 30;
pPlayer->moto_do_bump = 1;
}
else if (varac)
{
if (pPlayer->moto_speed < 40)
if (!pPlayer->not_on_water)
{
pPlayer->moto_bump_target = -30;
pPlayer->moto_bump_fast = 1;
}
pPlayer->moto_speed++;
if (pPlayer->moto_speed > 120)
pPlayer->moto_speed = 120;
}
else if (pPlayer->moto_speed > 0)
pPlayer->moto_speed--;
if (pPlayer->moto_do_bump && (!varb0 || pPlayer->moto_speed == 0))
{
pPlayer->moto_bump_target = 0;
pPlayer->moto_do_bump = 0;
}
if (varb4 && pPlayer->moto_speed == 0 && !varb0)
{
int vard0;
if (!pPlayer->not_on_water)
pPlayer->moto_speed = -25;
else
pPlayer->moto_speed = -20;
vard0 = varc4;
varc4 = varbc;
varbc = vard0;
}
}
if (pPlayer->moto_speed != 0 && pPlayer->on_ground == 1)
{
if (!pPlayer->moto_bump)
if ((krand2() & 15) == 14)
pPlayer->moto_bump_target = (pPlayer->moto_speed>>4)*((krand2()&3)-2);
if (varbc || pPlayer->moto_drink < 0)
{
if (pPlayer->moto_drink < 0)
pPlayer->moto_drink++;
}
else if (varc4 || pPlayer->moto_drink > 0)
{
if (pPlayer->moto_drink > 0)
pPlayer->moto_drink--;
}
}
if (pPlayer->moto_turb)
{
if (pPlayer->moto_turb <= 1)
{
pPlayer->q16horiz = F16(100);
pPlayer->moto_turb = 0;
pPlayer->moto_bump_target = 0;
pPlayer->moto_bump = 0;
}
else
{
pPlayer->q16horiz = F16(100+((krand2()&15)-7));
pPlayer->moto_turb--;
pPlayer->moto_drink = (krand2()&3)-2;
}
}
else if (pPlayer->moto_bump_target > pPlayer->moto_bump)
{
if (pPlayer->moto_bump_fast)
pPlayer->moto_bump += 6;
else
pPlayer->moto_bump++;
if (pPlayer->moto_bump_target < pPlayer->moto_bump)
pPlayer->moto_bump = pPlayer->moto_bump_target;
pPlayer->q16horiz = F16(100+pPlayer->moto_bump/3);
}
else if (pPlayer->moto_bump_target < pPlayer->moto_bump)
{
if (pPlayer->moto_bump_fast)
pPlayer->moto_bump -= 6;
else
pPlayer->moto_bump--;
if (pPlayer->moto_bump_target > pPlayer->moto_bump)
pPlayer->moto_bump = pPlayer->moto_bump_target;
pPlayer->q16horiz = F16(100+pPlayer->moto_bump/3);
}
else
{
pPlayer->moto_bump_target = 0;
pPlayer->moto_bump_fast = 0;
}
if (pPlayer->moto_speed > 0 && pPlayer->on_ground == 1 && (varbc || varc4))
{
short vard4, vard8, vardc, vare0;
vard4 = pPlayer->moto_speed;
vard8 = fix16_to_int(pPlayer->q16ang);
if (varbc)
vardc = -10;
else
vardc = 10;
if (vardc < 0)
vare0 = 350;
else
vare0 = -350;
vard4 <<= 2;
if (pPlayer->moto_do_bump)
{
pPlayer->vel.x += (vard4>>6)*(sintable[(vardc*-51+vard8+512)&2047]<<4);
pPlayer->vel.y += (vard4>>6)*(sintable[(vardc*-51+vard8)&2047]<<4);
pPlayer->q16ang = F16((vard8-(vare0>>5))&2047);
}
else
{
pPlayer->vel.x += (vard4>>7)*(sintable[(vardc*-51+vard8+512)&2047]<<4);
pPlayer->vel.y += (vard4>>7)*(sintable[(vardc*-51+vard8)&2047]<<4);
pPlayer->q16ang = F16((vard8-(vare0>>6))&2047);
}
}
if (pPlayer->not_on_water)
if (pPlayer->moto_speed > 50)
pPlayer->moto_speed -= (pPlayer->moto_speed>>1);
}
}
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;
if (RR)
{
if (sectorLotag == 867)
{
int spriteNum = headspritesect[pPlayer->cursectnum];
while (spriteNum >= 0)
{
int const nextSprite = nextspritesect[spriteNum];
if (sprite[spriteNum].picnum == RRTILE380)
if (sprite[spriteNum].z - ZOFFSET3 < pPlayer->pos.z)
sectorLotag = 2;
spriteNum = nextSprite;
}
}
else if (sectorLotag == 7777)
if (ud.volume_number == 1 && ud.level_number == 6)
g_lastLevel = 1;
if (sectorLotag == 848 && sector[pPlayer->cursectnum].floorpicnum == WATERTILE2)
sectorLotag = 1;
if (sectorLotag == 857)
pSprite->clipdist = 1;
else
pSprite->clipdist = 64;
}
pPlayer->spritebridge = 0;
//pPlayer->sbs = 0;
int32_t floorZ, ceilZ, highZhit, lowZhit;
if (!RR || pSprite->clipdist == 64)
getzrange((vec3_t *)pPlayer, pPlayer->cursectnum, &ceilZ, &highZhit, &floorZ, &lowZhit, 163, CLIPMASK0);
else
getzrange((vec3_t *)pPlayer, pPlayer->cursectnum, &ceilZ, &highZhit, &floorZ, &lowZhit, 4, 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;
if (highZhit >= 0 && (highZhit&49152) == 49152)
{
highZhit &= (MAXSPRITES-1);
if (sprite[highZhit].statnum == STAT_ACTOR && sprite[highZhit].extra >= 0)
{
highZhit = 0;
ceilZ = pPlayer->truecz;
}
if (RR)
{
if (sprite[highZhit].picnum == RRTILE3587)
{
if (!pPlayer->stairs)
{
pPlayer->stairs = 10;
if (TEST_SYNC_KEY(playerBits, SK_JUMP) && (!RRRA || !pPlayer->on_motorcycle))
{
highZhit = 0;
ceilZ = pPlayer->truecz;
}
}
else
pPlayer->stairs--;
}
}
}
if (lowZhit >= 0 && (lowZhit&49152) == 49152)
{
int spriteNum = lowZhit&(MAXSPRITES-1);
if ((sprite[spriteNum].cstat&33) == 33)
{
sectorLotag = 0;
pPlayer->footprintcount = 0;
pPlayer->spritebridge = 1;
//pPlayer->sbs = spriteNum;
}
else if (!RRRA)
goto check_enemy_sprite;
if (RRRA)
{
if (pPlayer->on_motorcycle)
{
if (A_CheckEnemySprite(&sprite[spriteNum]))
{
actor[spriteNum].picnum = MOTOHIT;
actor[spriteNum].extra = 2+(pPlayer->moto_speed>>1);
pPlayer->moto_speed -= pPlayer->moto_speed >> 4;
}
}
if (pPlayer->on_boat)
{
if (A_CheckEnemySprite(&sprite[spriteNum]))
{
actor[spriteNum].picnum = MOTOHIT;
actor[spriteNum].extra = 2+(pPlayer->moto_speed>>1);
pPlayer->moto_speed -= pPlayer->moto_speed >> 4;
}
}
else
{
check_enemy_sprite:
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 (RR)
{
if (sprite[spriteNum].picnum == RRTILE3587)
{
if (!pPlayer->stairs)
{
pPlayer->stairs = 10;
if (TEST_SYNC_KEY(playerBits, SK_CROUCH) && (!RRRA || !pPlayer->on_motorcycle))
{
ceilZ = sprite[spriteNum].z;
highZhit = 0;
floorZ = sprite[spriteNum].z + ZOFFSET6;
}
}
else
pPlayer->stairs--;
}
else if (sprite[spriteNum].picnum == TOILET || sprite[spriteNum].picnum == RRTILE2121)
{
if (TEST_SYNC_KEY(playerBits, SK_CROUCH) && (!RRRA || !pPlayer->on_motorcycle))
{
A_PlaySound(436, pPlayer->i);
pPlayer->last_pissed_time = 4000;
pPlayer->eat_amt = 0;
}
}
}
}
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) && !RR) 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)
{
for (bssize_t TRAVERSE_CONNECT(playerNum))
g_player[playerNum].ps->gm = MODE_EOL;
if (RR && ud.level_number == 6 && ud.volume_number == 0)
g_turdLevel = 1;
if (!RR && ud.from_bonus)
{
ud.level_number = ud.from_bonus;
m_level_number = ud.level_number;
ud.from_bonus = 0;
}
else
{
ud.level_number = (++ud.level_number < MAXLEVELS) ? ud.level_number : 0;
m_level_number = ud.level_number;
}
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 ((WW2GI ? PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) : pPlayer->curr_weapon) == HANDREMOTE_WEAPON)
P_ProcessWeapon(playerNum);
return;
}
if (TEST_SYNC_KEY(playerBits, SK_LOOK_LEFT) && (!RRRA || !pPlayer->on_motorcycle))
{
// look_left
if (VM_OnEvent(EVENT_LOOKLEFT,pPlayer->i,playerNum) == 0)
{
thisPlayer.lookLeft = true;
}
else
{
thisPlayer.lookLeft = false;
}
}
else
{
thisPlayer.lookLeft = false;
}
if (TEST_SYNC_KEY(playerBits, SK_LOOK_RIGHT) && (!RRRA || !pPlayer->on_motorcycle))
{
// look_right
if (VM_OnEvent(EVENT_LOOKRIGHT,pPlayer->i,playerNum) == 0)
{
thisPlayer.lookRight = true;
}
else
{
thisPlayer.lookRight = false;
}
}
else
{
thisPlayer.lookRight = false;
}
int velocityModifier = TICSPERFRAME;
const uint8_t *const weaponFrame = &pPlayer->kickback_pic;
int floorZOffset = 40;
int const playerShrunk = (pSprite->yrepeat < (RR ? 8 : 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;
// Shrinking code
if (RR)
{
if (sectorLotag == 17 || (RRRA && sectorLotag == 18))
{
if (GetAnimationGoal(&sector[pPlayer->cursectnum].floorz) >= 0)
{
if (!S_CheckSoundPlaying(pPlayer->i, 432))
A_PlaySound(432, pPlayer->i);
}
else
S_StopSound(432);
}
if (pPlayer->sea_sick_stat)
{
pPlayer->pycount += 32;
pPlayer->pycount &= 2047;
if (pPlayer->sea_sick)
pPlayer->pyoff = sintable[pPlayer->pycount]>>2;
else
pPlayer->pyoff = sintable[pPlayer->pycount]>>7;
}
}
if (sectorLotag == ST_2_UNDERWATER)
P_DoWater(playerNum, playerBits, floorZ, ceilZ);
else if (!RR && 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);
pPlayer->footprintcount = 6;
//sprite[pPlayer->dummyplayersprite].cstat |= 32768;
//sprite[pPlayer->dummyplayersprite].pal = sprite[pPlayer->i].pal;
pPlayer->footprintpal = 0;
pPlayer->footprintshade = 0;
if (sector[pPlayer->cursectnum].floorpicnum == FLOORSLIME)
{
pPlayer->footprintpal = 8;
pPlayer->footprintshade = 0;
}
else if (RRRA && (sector[pPlayer->cursectnum].floorpicnum == RRTILE7756 || sector[pPlayer->cursectnum].floorpicnum == RRTILE7888))
{
pPlayer->footprintpal = 0;
pPlayer->footprintshade = 40;
}
}
}
}
else if ((!RRRA || pPlayer->on_motorcycle) && pPlayer->footprintcount > 0 && pPlayer->on_ground)
{
if (pPlayer->cursectnum >= 0 && (sector[pPlayer->cursectnum].floorstat & 2) != 2)
{
int spriteNum = -1;
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)
{
pPlayer->footprintcount--;
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 (krand2() & 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;
}
}
}
}
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
{
if (RRRA && (pPlayer->on_motorcycle || pPlayer->on_boat) && floorZ - (floorZOffset << 9) > pPlayer->pos.z)
{
if (pPlayer->moto_on_ground)
{
pPlayer->moto_bump_target = 80;
pPlayer->moto_bump_fast = 1;
pPlayer->vel.z -= g_spriteGravity*(pPlayer->moto_speed>>4);
pPlayer->moto_on_ground = 0;
if (A_CheckSoundPlaying(pPlayer->i, 188))
S_StopEnvSound(188, pPlayer->i);
A_PlaySound(189, pPlayer->i);
}
else
{
pPlayer->vel.z += g_spriteGravity-80+(120-pPlayer->moto_speed);
if (!A_CheckSoundPlaying(pPlayer->i, 189) && !A_CheckSoundPlaying(pPlayer->i, 190))
A_PlaySound(190, pPlayer->i);
}
}
else
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 && !A_CheckSoundPlaying(pPlayer->i, -1, CHAN_VOICE))
{
A_PlaySound(DUKE_SCREAM, pPlayer->i, CHAN_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 (RRRA)
pPlayer->moto_on_ground = 1;
if (pPlayer->falling_counter > 62 || (RRRA && pPlayer->falling_counter > 2 && sector[pPlayer->cursectnum].lotag == 802))
P_QuickKill(pPlayer);
else if (pPlayer->falling_counter > 9)
{
// Falling damage.
pSprite->extra -= pPlayer->falling_counter - (krand2() & 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)
{
if (RRRA && pPlayer->on_motorcycle)
{
if (A_CheckSoundPlaying(pPlayer->i, 190))
S_StopEnvSound(pPlayer->i, 190);
A_PlaySound(191, pPlayer->i);
pPlayer->moto_turb = 12;
}
else
A_PlaySound(DUKE_LAND, pPlayer->i);
}
else if (RRRA && pPlayer->vel.z > 1024 && pPlayer->on_motorcycle)
{
A_PlaySound(DUKE_LAND, pPlayer->i);
pPlayer->moto_turb = 12;
}
}
}
else
pPlayer->on_ground = 0;
}
}
else
{
pPlayer->falling_counter = 0;
S_StopEnvSound(-1, pPlayer->i, CHAN_VOICE);
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) && (!RRRA || !pPlayer->on_motorcycle))
{
// 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) && (!RRRA || !pPlayer->on_motorcycle) && pPlayer->jumping_toggle == 1)
pPlayer->jumping_toggle = 0;
else if (TEST_SYNC_KEY(playerBits, SK_JUMP) && (!RRRA || !pPlayer->on_motorcycle) && 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 (!RR && pPlayer->jumping_counter && !TEST_SYNC_KEY(playerBits, SK_JUMP))
pPlayer->jumping_toggle = 0;
}
if (pPlayer->jumping_counter)
{
if (!TEST_SYNC_KEY(playerBits, SK_JUMP) && (!RRRA || !pPlayer->on_motorcycle) && pPlayer->jumping_toggle == 1)
pPlayer->jumping_toggle = 0;
if (pPlayer->jumping_counter < (RR ? 768 : (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 (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 (P_CheckLockedMovement(playerNum) & IL_NOMOVE)
{
velocityModifier = 0;
pPlayer->vel.x = 0;
pPlayer->vel.y = 0;
}
else if (thisPlayer.input->q16avel)
pPlayer->crack_time = 777;
if (pPlayer->spritebridge == 0)
{
int const floorPicnum = sector[pSprite->sectnum].floorpicnum;
if (!RR && (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 (RRRA && pPlayer->on_ground && trueFloorDist <= PHEIGHT+ZOFFSET2 && (floorPicnum == RRTILE7768 || floorPicnum == RRTILE7820))
{
if ((krand2() & 3) == 1)
{
if (pPlayer->on_motorcycle)
pSprite->extra -= 2;
else
pSprite->extra -= 4;
A_PlaySound(DUKE_LONGTERM_PAIN, pPlayer->i);
}
}
else 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 (pPlayer->vel.x || pPlayer->vel.y || thisPlayer.input->fvel || thisPlayer.input->svel)
{
pPlayer->crack_time = 777;
int const checkWalkSound = sintable[pPlayer->bobcounter & 2047] >> 12;
if (RRRA)
{
if (pPlayer->spritebridge == 0 && pPlayer->on_ground)
{
if (sectorLotag == ST_1_ABOVE_WATER)
pPlayer->not_on_water = 0;
else if (pPlayer->on_boat)
{
if (sectorLotag == 1234)
pPlayer->not_on_water = 0;
else
pPlayer->not_on_water = 1;
}
else
pPlayer->not_on_water = 1;
}
}
if ((trueFloorDist < PHEIGHT + ZOFFSET3))
{
if (checkWalkSound == 1 || checkWalkSound == 3)
{
if (pPlayer->spritebridge == 0 && 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);
if (!RR)
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 ((krand2() & 1) == 0 && (!RRRA || (!pPlayer->on_boat && !pPlayer->on_motorcycle && sector[pPlayer->cursectnum].lotag != 321)))
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 += (((thisPlayer.input->fvel) * velocityModifier) << 6);
pPlayer->vel.y += (((thisPlayer.input->svel) * velocityModifier) << 6);
int playerSpeedReduction = 0;
if (!RRRA && pPlayer->on_ground && (TEST_SYNC_KEY(playerBits, SK_CROUCH)
|| (*weaponFrame > 10 && pPlayer->curr_weapon == KNEE_WEAPON)))
playerSpeedReduction = 0x2000;
else if (sectorLotag == ST_2_UNDERWATER)
playerSpeedReduction = 0x1400;
pPlayer->vel.x = mulscale16(pPlayer->vel.x, pPlayer->runspeed - playerSpeedReduction);
pPlayer->vel.y = mulscale16(pPlayer->vel.y, pPlayer->runspeed - playerSpeedReduction);
if (RR)
{
if (RRRA)
{
if (sector[pPlayer->cursectnum].floorpicnum == RRTILE7888)
{
if (pPlayer->on_motorcycle && pPlayer->on_ground)
pPlayer->moto_on_oil = 1;
}
else if (sector[pPlayer->cursectnum].floorpicnum == RRTILE7889)
{
if (pPlayer->on_motorcycle)
{
if (pPlayer->on_ground)
pPlayer->moto_on_mud = 1;
}
else if (pPlayer->inv_amount[GET_BOOTS] > 0)
pPlayer->inv_amount[GET_BOOTS]--;
else
{
pPlayer->vel.x = mulscale16(pPlayer->vel.x, pPlayer->runspeed);
pPlayer->vel.y = mulscale16(pPlayer->vel.y, pPlayer->runspeed);
}
}
}
if (sector[pPlayer->cursectnum].floorpicnum == RRTILE3073 || sector[pPlayer->cursectnum].floorpicnum == RRTILE2702)
{
if (RRRA && pPlayer->on_motorcycle)
{
if (pPlayer->on_ground)
{
pPlayer->vel.x = mulscale16(pPlayer->vel.x, pPlayer->runspeed-0x1800);
pPlayer->vel.y = mulscale16(pPlayer->vel.y, pPlayer->runspeed-0x1800);
}
}
else if (pPlayer->inv_amount[GET_BOOTS] > 0)
pPlayer->inv_amount[GET_BOOTS]--;
else
{
pPlayer->vel.x = mulscale16(pPlayer->vel.x, pPlayer->runspeed-0x1800);
pPlayer->vel.y = mulscale16(pPlayer->vel.y, pPlayer->runspeed-0x1800);
}
}
}
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);
// 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 (RRRA && pPlayer->hurt_delay2 > 0)
pPlayer->hurt_delay2--;
}
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
int spriteNum = clipmove((vec3_t *)pPlayer, &pPlayer->cursectnum, pPlayer->vel.x, pPlayer->vel.y, 164,
(4L << 8), stepHeight, CLIPMASK0);
// 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 (spriteNum)
P_CheckTouchDamage(pPlayer, spriteNum);
else if(RRRA && pPlayer->hurt_delay2 > 0)
pPlayer->hurt_delay2--;
if (RR)
{
if ((spriteNum & 49152) == 32768)
{
int const wallNum = spriteNum&(MAXWALLS-1);
if (RRRA && pPlayer->on_motorcycle)
{
int16_t var104, var108, var10c;
var104 = 0;
var108 = getangle(wall[wall[wallNum].point2].x-wall[wallNum].x,wall[wall[wallNum].point2].y-wall[wallNum].y);
var10c = klabs(fix16_to_int(pPlayer->q16ang)-var108);
switch (krand2()&1)
{
case 0:
pPlayer->q16ang += F16(pPlayer->moto_speed>>1);
break;
case 1:
pPlayer->q16ang -= F16(pPlayer->moto_speed>>1);
break;
}
if (var10c >= 441 && var10c <= 581)
{
var104 = (pPlayer->moto_speed*pPlayer->moto_speed)>>8;
pPlayer->moto_speed = 0;
if (A_CheckSoundPlaying(pPlayer->i, 238) == 0)
A_PlaySound(238,pPlayer->i);
}
else if (var10c >= 311 && var10c <= 711)
{
var104 = (pPlayer->moto_speed*pPlayer->moto_speed)>>11;
pPlayer->moto_speed -= (pPlayer->moto_speed>>1)+(pPlayer->moto_speed>>2);
if (A_CheckSoundPlaying(pPlayer->i, 238) == 0)
A_PlaySound(238,pPlayer->i);
}
else if (var10c >= 111 && var10c <= 911)
{
var104 = (pPlayer->moto_speed*pPlayer->moto_speed)>>14;
pPlayer->moto_speed -= (pPlayer->moto_speed>>1);
if (A_CheckSoundPlaying(pPlayer->i, 239) == 0)
A_PlaySound(239,pPlayer->i);
}
else
{
var104 = (pPlayer->moto_speed*pPlayer->moto_speed)>>15;
pPlayer->moto_speed -= (pPlayer->moto_speed>>3);
if (A_CheckSoundPlaying(pPlayer->i, 240) == 0)
A_PlaySound(240,pPlayer->i);
}
pSprite->extra -= var104;
if (pSprite->extra <= 0)
{
A_PlaySound(SQUISHED,pPlayer->i);
P_PalFrom(pPlayer,63,63,0,0);
}
else if (var104)
A_PlaySound(DUKE_LAND_HURT,pPlayer->i);
}
else if (RRRA && pPlayer->on_boat)
{
short var114, var118;
var114 = getangle(wall[wall[wallNum].point2].x-wall[wallNum].x,wall[wall[wallNum].point2].y-wall[wallNum].y);
var118 = klabs(fix16_to_int(pPlayer->q16ang)-var114);
switch (krand2()&1)
{
case 0:
pPlayer->q16ang += F16(pPlayer->moto_speed>>2);
break;
case 1:
pPlayer->q16ang -= F16(pPlayer->moto_speed>>2);
break;
}
if (var118 >= 441 && var118 <= 581)
{
pPlayer->moto_speed = ((pPlayer->moto_speed>>1)+(pPlayer->moto_speed>>2))>>2;
if (sectorLotag == 1)
if (A_CheckSoundPlaying(pPlayer->i, 178) == 0)
A_PlaySound(178,pPlayer->i);
}
else if (var118 >= 311 && var118 <= 711)
{
pPlayer->moto_speed -= ((pPlayer->moto_speed>>1)+(pPlayer->moto_speed>>2))>>3;
if (sectorLotag == 1)
if (A_CheckSoundPlaying(pPlayer->i, 179) == 0)
A_PlaySound(179,pPlayer->i);
}
else if (var118 >= 111 && var118 <= 911)
{
pPlayer->moto_speed -= (pPlayer->moto_speed>>4);
if (sectorLotag == 1)
if (A_CheckSoundPlaying(pPlayer->i, 180) == 0)
A_PlaySound(180,pPlayer->i);
}
else
{
pPlayer->moto_speed -= (pPlayer->moto_speed>>6);
if (sectorLotag == 1)
if (A_CheckSoundPlaying(pPlayer->i, 181) == 0)
A_PlaySound(181,pPlayer->i);
}
}
else
{
if (wall[wallNum].lotag >= 40 && wall[wallNum].lotag <= 44)
{
if (wall[wallNum].lotag < 44)
G_DoFurniture(wallNum,pPlayer->cursectnum,playerNum);
pushmove(&pPlayer->pos,&pPlayer->cursectnum,172L,(4L<<8),(4L<<8),CLIPMASK0);
}
}
}
else if ((spriteNum & 49152) == 49152)
{
spriteNum &= (MAXSPRITES-1);
if (RRRA && pPlayer->on_motorcycle)
{
if (A_CheckEnemySprite(&sprite[spriteNum]) || sprite[spriteNum].picnum == APLAYER)
{
if (sprite[spriteNum].picnum != APLAYER)
{
if (numplayers == 1)
{
int tilt_status = pPlayer->tilt_status;
vec3_t const vect = {
sintable[(tilt_status*20+fix16_to_int(pPlayer->q16ang)+512)&2047]>>8,
sintable[(tilt_status*20+fix16_to_int(pPlayer->q16ang))&2047]>>8,sprite[spriteNum].zvel
};
A_MoveSprite(spriteNum,&vect,CLIPMASK0);
}
}
else
actor[spriteNum].owner = pPlayer->i;
actor[spriteNum].picnum = MOTOHIT;
actor[spriteNum].extra = pPlayer->moto_speed>>1;
pPlayer->moto_speed -= pPlayer->moto_speed>>2;
pPlayer->moto_turb = 6;
}
else if ((sprite[spriteNum].picnum == RRTILE2431 || sprite[spriteNum].picnum == RRTILE2443 || sprite[spriteNum].picnum == RRTILE2451 || sprite[spriteNum].picnum == RRTILE2455)
&& sprite[spriteNum].picnum != ACTIVATORLOCKED && pPlayer->moto_speed > 45)
{
A_PlaySound(SQUISHED,spriteNum);
if (sprite[spriteNum].picnum == RRTILE2431 || sprite[spriteNum].picnum == RRTILE2451)
{
if (sprite[spriteNum].lotag != 0)
{
for(bssize_t otherSprite = 0; otherSprite < MAXSPRITES; otherSprite++)
{
if ((sprite[otherSprite].picnum == RRTILE2431 || sprite[otherSprite].picnum == RRTILE2451) && sprite[otherSprite].pal == 4)
{
if (sprite[spriteNum].lotag == sprite[otherSprite].lotag)
{
sprite[otherSprite].xrepeat = 0;
sprite[otherSprite].yrepeat = 0;
}
}
}
}
A_DoGuts(spriteNum,RRTILE2460,12);
A_DoGuts(spriteNum,RRTILE2465,3);
}
else
A_DoGuts(spriteNum,RRTILE2465,3);
A_DoGuts(spriteNum,RRTILE2465,3);
sprite[spriteNum].xrepeat = 0;
sprite[spriteNum].yrepeat = 0;
}
}
else if (RRRA && pPlayer->on_boat)
{
if (A_CheckEnemySprite(&sprite[spriteNum]) || sprite[spriteNum].picnum == APLAYER)
{
if (sprite[spriteNum].picnum != APLAYER)
{
if (numplayers == 1)
{
int tilt_status = pPlayer->tilt_status;
vec3_t const vect = {
sintable[(tilt_status*20+fix16_to_int(pPlayer->q16ang)+512)&2047]>>9,
sintable[(tilt_status*20+fix16_to_int(pPlayer->q16ang))&2047]>>9,sprite[spriteNum].zvel
};
A_MoveSprite(spriteNum,&vect,CLIPMASK0);
}
}
else
actor[spriteNum].owner = pPlayer->i;
actor[spriteNum].picnum = MOTOHIT;
actor[spriteNum].extra = pPlayer->moto_speed>>2;
pPlayer->moto_speed -= pPlayer->moto_speed>>2;
pPlayer->moto_turb = 6;
}
}
else if (A_CheckEnemySprite(&sprite[spriteNum]))
{
if (sprite[spriteNum].statnum != STAT_ACTOR)
{
actor[spriteNum].timetosleep = 0;
if (sprite[spriteNum].picnum == BILLYRAY)
A_PlaySound(404, spriteNum);
else
A_PlayAlertSound(spriteNum);
changespritestat(spriteNum, STAT_ACTOR);
}
}
if (sprite[spriteNum].picnum == RRTILE3410)
{
P_QuickKill(pPlayer);
A_PlaySound(446, pPlayer->i);
}
else if (RRRA && sprite[spriteNum].picnum == RRTILE2443 && sprite[spriteNum].pal == 19)
{
sprite[spriteNum].pal = 0;
pPlayer->drug_mode = 5;
pPlayer->drug_timer = (int32_t) totalclock;
sprite[pPlayer->i].extra = pPlayer->max_player_health;
}
}
}
}
if (pPlayer->jetpack_on == 0)
{
if (pSprite->xvel > 16)
{
if (sectorLotag != ST_1_ABOVE_WATER && sectorLotag != ST_2_UNDERWATER && pPlayer->on_ground && (!RRRA || !pPlayer->sea_sick_stat))
{
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 && (!RRRA || !pPlayer->sea_sick_stat))
pPlayer->pyoff = 0;
}
pPlayer->pos.z += PHEIGHT;
setsprite(pPlayer->i, &pPlayer->pos);
pPlayer->pos.z -= PHEIGHT;
if (RR)
{
if (sectorLotag == 800 && (!RRRA || !pPlayer->lotag800kill))
{
if (RRRA)
pPlayer->lotag800kill = 1;
P_QuickKill(pPlayer);
return;
}
}
// ST_2_UNDERWATER
if (pPlayer->cursectnum >= 0 && sectorLotag < 3)
{
usectortype const *pSector = (usectortype *)&sector[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)))
if (!RRRA || (!pPlayer->on_boat && !pPlayer->on_motorcycle && sector[pPlayer->cursectnum].lotag != 321))
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, (!RR || pSprite->clipdist == 64) ? 164 : 16, (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 & 0x8000u) &&
(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);
if (RR && sector[pPlayer->cursectnum].ceilingz > (sector[pPlayer->cursectnum].floorz-ZOFFSET4))
{
P_QuickKill(pPlayer);
return;
}
}
if (pPlayer->return_to_center > 0)
pPlayer->return_to_center--;
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;
thisPlayer.horizRecenter = true;
}
if (TEST_SYNC_KEY(playerBits, SK_LOOK_UP))
{
if (VM_OnEvent(EVENT_LOOKUP, pPlayer->i, playerNum) == 0)
{
pPlayer->return_to_center = 9;
thisPlayer.horizRecenter = true;
thisPlayer.horizAngleAdjust = float(12<<(int)(TEST_SYNC_KEY(playerBits, SK_RUN)));
}
}
else if (TEST_SYNC_KEY(playerBits, SK_LOOK_DOWN))
{
if (VM_OnEvent(EVENT_LOOKDOWN,pPlayer->i,playerNum) == 0)
{
pPlayer->return_to_center = 9;
thisPlayer.horizRecenter = true;
thisPlayer.horizAngleAdjust = -float(12<<(int)(TEST_SYNC_KEY(playerBits, SK_RUN)));
}
}
else if (TEST_SYNC_KEY(playerBits, SK_AIM_UP) && (!RRRA || !pPlayer->on_motorcycle))
{
if (VM_OnEvent(EVENT_AIMUP,pPlayer->i,playerNum) == 0)
{
thisPlayer.horizAngleAdjust = float(6 << (int)(TEST_SYNC_KEY(playerBits, SK_RUN)));
thisPlayer.horizRecenter = false;
}
}
else if (TEST_SYNC_KEY(playerBits, SK_AIM_DOWN) && (!RRRA || !pPlayer->on_motorcycle))
{
if (VM_OnEvent(EVENT_AIMDOWN,pPlayer->i,playerNum) == 0)
{
thisPlayer.horizAngleAdjust = -float(6 << (int)(TEST_SYNC_KEY(playerBits, SK_RUN)));
thisPlayer.horizRecenter = false;
}
}
if (RR && pPlayer->recoil && *weaponFrame == 0)
{
int delta = pPlayer->recoil >> 1;
if (!delta) delta++;
pPlayer->recoil -= delta;
pPlayer->q16horiz -= F16(delta);
}
if (pPlayer->hard_landing > 0)
{
thisPlayer.horizSkew = -(pPlayer->hard_landing << 4);
pPlayer->hard_landing--;
}
//Shooting code/changes
if (pPlayer->show_empty_weapon > 0)
{
--pPlayer->show_empty_weapon;
if (!RR && pPlayer->show_empty_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);
return;
}
}
if (RR && pPlayer->show_empty_weapon == 1)
{
P_AddWeapon(pPlayer, pPlayer->last_full_weapon);
return;
}
if (pPlayer->knee_incs > 0)
{
thisPlayer.horizSkew = -48;
thisPlayer.horizRecenter = true;
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 PODFEM1__STATIC:
if (RR)
break;
fallthrough__;
case FEM10__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 playerSquished = P_Get(pPlayer->actorsqu);
P_QuickKill(g_player[playerSquished].ps);
g_player[playerSquished].ps->frag_ps = playerNum;
break;
}
default:
if (A_CheckEnemySprite(&sprite[pPlayer->actorsqu]))
P_AddKills(pPlayer, 1);
A_DeleteSprite(pPlayer->actorsqu);
break;
}
}
pPlayer->actorsqu = -1;
}
else if (pPlayer->actorsqu >= 0)
pPlayer->q16ang += fix16_from_int(
G_GetAngleDelta(fix16_to_int(pPlayer->q16ang),
getangle(sprite[pPlayer->actorsqu].x - pPlayer->pos.x, sprite[pPlayer->actorsqu].y - pPlayer->pos.y))
>> 2);
}
if (P_DoCounters(playerNum))
return;
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;
}
P_ProcessWeapon(playerNum);
}
void P_DHProcessInput(int playerNum)
{
auto &thisPlayer = g_player[playerNum];
if (thisPlayer.playerquitflag == 0)
return;
thisPlayer.horizAngleAdjust = 0;
thisPlayer.horizSkew = 0;
auto const pPlayer = thisPlayer.ps;
auto const pSprite = &sprite[pPlayer->i];
++pPlayer->player_par;
uint32_t playerBits = thisPlayer.input->bits;
pSprite->cstat = 0;
if (pPlayer->cheat_phase > 0)
playerBits = 0;
if (pPlayer->cursectnum == -1)
{
return;
}
int sectorLotag = sector[pPlayer->cursectnum].lotag;
pSprite->clipdist = 64;
pPlayer->spritebridge = 0;
//pPlayer->sbs = 0;
int32_t floorZ, ceilZ, highZhit, lowZhit;
getzrange((vec3_t *)pPlayer, pPlayer->cursectnum, &ceilZ, &highZhit, &floorZ, &lowZhit, 163, 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;
if (pPlayer->q16horizoff > 0)
{
pPlayer->q16horizoff -= ((pPlayer->q16horizoff >> 3) + fix16_one);
pPlayer->q16horizoff = max(pPlayer->q16horizoff, 0);
}
else if (pPlayer->q16horizoff < 0)
{
pPlayer->q16horizoff += (((-pPlayer->q16horizoff) >> 3) + fix16_one);
pPlayer->q16horizoff = min(pPlayer->q16horizoff, 0);
}
if (highZhit >= 0 && (highZhit&49152) == 49152)
{
highZhit &= (MAXSPRITES-1);
if (sprite[highZhit].statnum == STAT_ACTOR && sprite[highZhit].extra >= 0)
{
highZhit = 0;
ceilZ = pPlayer->truecz;
}
}
if (lowZhit >= 0 && (lowZhit&49152) == 49152)
{
int spriteNum = lowZhit&(MAXSPRITES-1);
if ((sprite[spriteNum].cstat&33) == 33)
{
sectorLotag = 0;
pPlayer->footprintcount = 0;
pPlayer->spritebridge = 1;
//pPlayer->sbs = spriteNum;
}
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;
}
}
pSprite->extra = 32;
pPlayer->inv_amount[GET_SHIELD] = 0;
pPlayer->last_extra = pSprite->extra;
pPlayer->loogcnt = (pPlayer->loogcnt > 0) ? pPlayer->loogcnt - 1 : 0;
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)
{
for (bssize_t TRAVERSE_CONNECT(playerNum))
g_player[playerNum].ps->gm = MODE_EOL;
ud.level_number = (++ud.level_number < MAXLEVELS) ? ud.level_number : 0;
ud.m_level_number = ud.level_number;
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 (pPlayer->newowner >= 0)
{
P_UpdatePosWhenViewingCam(pPlayer);
P_DoCounters(playerNum);
return;
}
if (TEST_SYNC_KEY(playerBits, SK_LOOK_LEFT) && !pPlayer->on_motorcycle)
{
// look_left
thisPlayer.lookLeft = true;
}
else
{
thisPlayer.lookLeft = false;
}
if (TEST_SYNC_KEY(playerBits, SK_LOOK_RIGHT) && !pPlayer->on_motorcycle)
{
// look_right
thisPlayer.lookRight = true;
}
else
{
thisPlayer.lookRight = false;
}
int velocityModifier = TICSPERFRAME;
const uint8_t *const weaponFrame = &pPlayer->kickback_pic;
int floorZOffset = 40;
int const playerShrunk = (pSprite->yrepeat < 8);
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;
// Shrinking code
if (sectorLotag == ST_2_UNDERWATER)
{
}
else
{
pPlayer->scuba_on = 0;
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 && !A_CheckSoundPlaying(pPlayer->i, -1, CHAN_VOICE))
{
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
{
ghsound_footstepsound(playerNum, 1);
}
}
}
else
{
pPlayer->falling_counter = 0;
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) && !pPlayer->on_motorcycle)
{
// crouching
pPlayer->pos.z += (2048+768);
pPlayer->crack_time = 777;
}
// jumping
if (!TEST_SYNC_KEY(playerBits, SK_JUMP) && !pPlayer->on_motorcycle && pPlayer->jumping_toggle == 1)
pPlayer->jumping_toggle = 0;
else if (TEST_SYNC_KEY(playerBits, SK_JUMP) && !pPlayer->on_motorcycle && pPlayer->jumping_toggle == 0)
{
if (pPlayer->jumping_counter == 0)
if ((floorZ-ceilZ) > (56<<8))
{
pPlayer->jumping_counter = 1;
pPlayer->jumping_toggle = 1;
}
}
}
if (pPlayer->jumping_counter)
{
if (!TEST_SYNC_KEY(playerBits, SK_JUMP) && !pPlayer->on_motorcycle && pPlayer->jumping_toggle == 1)
pPlayer->jumping_toggle = 0;
if (pPlayer->jumping_counter < 768)
{
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 (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 (P_CheckLockedMovement(playerNum) & IL_NOMOVE)
{
velocityModifier = 0;
pPlayer->vel.x = 0;
pPlayer->vel.y = 0;
}
else if (thisPlayer.input->q16avel)
pPlayer->crack_time = 777;
if (pPlayer->vel.x || pPlayer->vel.y || thisPlayer.input->fvel || thisPlayer.input->svel)
{
pPlayer->crack_time = 777;
pPlayer->not_on_water = 1;
pPlayer->vel.x += (((thisPlayer.input->fvel) * velocityModifier) << 6);
pPlayer->vel.y += (((thisPlayer.input->svel) * velocityModifier) << 6);
pPlayer->vel.x = mulscale16(pPlayer->vel.x, pPlayer->runspeed);
pPlayer->vel.y = mulscale16(pPlayer->vel.y, pPlayer->runspeed);
if (klabs(pPlayer->vel.x) < 2048 && klabs(pPlayer->vel.y) < 2048)
pPlayer->vel.x = pPlayer->vel.y = 0;
}
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
int spriteNum;
if (ud.noclip)
{
spriteNum = 0;
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
int const oldSector = pPlayer->cursectnum;
spriteNum = clipmove((vec3_t *)pPlayer, &pPlayer->cursectnum, pPlayer->vel.x, pPlayer->vel.y, 164,
(4L << 8), stepHeight, CLIPMASK0);
if (pPlayer->cursectnum >= 0 && pPlayer->cursectnum < numsectors && sector[pPlayer->cursectnum].hitag == 2002)
{
pPlayer->pos = pPlayer->opos;
pPlayer->cursectnum = oldSector;
P_DoQuote(152, pPlayer);
clipmove((vec3_t*)pPlayer, &pPlayer->cursectnum, 0, 0, 164, (4L << 8), stepHeight, CLIPMASK0);
}
}
int waterSector = (sector[pPlayer->cursectnum].hitag == 2003);
if (waterSector)
pPlayer->pos.z += 2048;
if ((spriteNum & 49152) == 32768)
{
}
else if ((spriteNum & 49152) == 49152)
{
spriteNum &= (MAXSPRITES-1);
ghsound_plrtouchedsprite(spriteNum, playerNum);
ghdeploy_plrtouchedsprite(spriteNum, playerNum);
}
if (pPlayer->jetpack_on == 0)
{
if (thisPlayer.input->fvel && pPlayer->on_ground)
{
pPlayer->pycount += 64;
pPlayer->pycount &= 2047;
if (TEST_SYNC_KEY(playerBits, SK_CROUCH))
{
pPlayer->pyoff = klabs(sintable[pPlayer->pycount]) >> 6;
ghsound_footstepsound(playerNum, 2);
}
else if (TEST_SYNC_KEY(playerBits, SK_RUN))
{
pPlayer->pyoff = klabs(sintable[pPlayer->pycount]) >> 5;
pPlayer->pyoff += 256;
if (waterSector)
pPlayer->pyoff += 512;
ghsound_footstepsound(playerNum, 1);
}
else
{
pPlayer->pyoff = klabs(sintable[pPlayer->pycount]) >> 6;
pPlayer->pyoff += 16;
if (waterSector)
pPlayer->pyoff += 512;
ghsound_footstepsound(playerNum, 0);
}
}
else
pPlayer->pyoff = 0;
}
pPlayer->pos.z += PHEIGHT;
setsprite(pPlayer->i, &pPlayer->pos);
pPlayer->pos.z -= PHEIGHT;
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, (!RR || pSprite->clipdist == 64) ? 164 : 16, (4L << 8), (4L << 8), CLIPMASK0) < 0 &&
A_GetFurthestAngle(pPlayer->i, 8) < 512);
}
if (pPlayer->return_to_center > 0)
pPlayer->return_to_center--;
if (TEST_SYNC_KEY(playerBits, SK_CENTER_VIEW) || pPlayer->hard_landing)
{
pPlayer->return_to_center = 9;
thisPlayer.horizRecenter = true;
}
if (TEST_SYNC_KEY(playerBits, SK_LOOK_UP))
{
pPlayer->return_to_center = 9;
thisPlayer.horizRecenter = true;
thisPlayer.horizAngleAdjust = float(12<<(int)(TEST_SYNC_KEY(playerBits, SK_RUN)));
}
else if (TEST_SYNC_KEY(playerBits, SK_LOOK_DOWN))
{
pPlayer->return_to_center = 9;
thisPlayer.horizRecenter = true;
thisPlayer.horizAngleAdjust = -float(12<<(int)(TEST_SYNC_KEY(playerBits, SK_RUN)));
}
else if (TEST_SYNC_KEY(playerBits, SK_AIM_UP) && !pPlayer->on_motorcycle)
{
thisPlayer.horizAngleAdjust = float(6 << (int)(TEST_SYNC_KEY(playerBits, SK_RUN)));
thisPlayer.horizRecenter = false;
}
else if (TEST_SYNC_KEY(playerBits, SK_AIM_DOWN) && !pPlayer->on_motorcycle)
{
thisPlayer.horizAngleAdjust = -float(6 << (int)(TEST_SYNC_KEY(playerBits, SK_RUN)));
thisPlayer.horizRecenter = false;
}
if (RR && pPlayer->recoil && *weaponFrame == 0)
{
int delta = pPlayer->recoil >> 1;
if (!delta) delta++;
pPlayer->recoil -= delta;
pPlayer->q16horiz -= F16(delta);
}
if (pPlayer->hard_landing > 0)
{
thisPlayer.horizSkew = -(pPlayer->hard_landing << 4);
pPlayer->hard_landing--;
}
if (TEST_SYNC_KEY(playerBits, SK_FIRE))
A_DHShoot(playerNum);
}
int P_HasKey(int sectNum, int playerNum)
{
if (g_sectorExtra[sectNum] == 0)
return 1;
if (g_sectorExtra[sectNum] > 6)
return 1;
int key = g_sectorExtra[sectNum];
if (key > 3)
key -= 3;
if (g_player[playerNum].ps->keys[key] == 1)
{
g_sectorExtra[sectNum] = 0;
return 1;
}
return 0;
}
END_RR_NS