raze-gles/source/sw/src/actor.cpp
hendricks266 1cc9d13ccf The great repository rearrangement of 2017.
Files moved but not modified. Changes to follow in a subsequent commit.

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git-svn-id: https://svn.eduke32.com/eduke32@6055 1a8010ca-5511-0410-912e-c29ae57300e0
2017-02-01 10:01:11 +00:00

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25 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
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.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"
#include "tags.h"
#include "weapon.h"
#include "sprite.h"
#include "actor.h"
extern int jump_grav;
extern STATE s_DebrisNinja[];
extern STATE s_DebrisRat[];
extern STATE s_DebrisCrab[];
extern STATE s_DebrisStarFish[];
extern STATE s_NinjaDieSliced[];
extern STATEp sg_NinjaGrabThroat[];
int DoActorStopFall(short SpriteNum);
int
DoScaleSprite(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
int scale_value;
if (u->scale_speed)
{
u->scale_value += u->scale_speed * ACTORMOVETICS;
scale_value = u->scale_value >> 8;
if (u->scale_speed > 0)
{
if (scale_value > u->scale_tgt)
u->scale_speed = 0;
else
sp->xrepeat = sp->yrepeat = scale_value;
}
else
{
if (scale_value < u->scale_tgt)
u->scale_speed = 0;
else
sp->xrepeat = sp->yrepeat = scale_value;
}
}
return 0;
}
int
DoActorDie(short SpriteNum, short weapon)
{
USERp u = User[SpriteNum];
SPRITEp sp = &sprite[SpriteNum];
change_sprite_stat(SpriteNum, STAT_DEAD_ACTOR);
SET(u->Flags, SPR_DEAD);
RESET(u->Flags, SPR_FALLING | SPR_JUMPING);
u->floor_dist = Z(40);
// test for gibable dead bodies
SET(sp->extra, SPRX_BREAKABLE);
SET(sp->cstat, CSTAT_SPRITE_BREAKABLE);
if (weapon < 0)
{
// killed by one of these non-sprites
switch (weapon)
{
case WPN_NM_LAVA:
ChangeState(SpriteNum, u->StateEnd);
u->RotNum = 0;
break;
case WPN_NM_SECTOR_SQUISH:
ChangeState(SpriteNum, u->StateEnd);
u->RotNum = 0;
break;
}
return 0;
}
// killed by one of these sprites
switch (User[weapon]->ID)
{
// Coolie actually explodes himself
// he is the Sprite AND Weapon
case COOLIE_RUN_R0:
ChangeState(SpriteNum, u->StateEnd);
u->RotNum = 0;
sp->xvel <<= 1;
u->ActorActionFunc = NULL;
sprite[SpriteNum].ang = NORM_ANGLE(sprite[SpriteNum].ang + 1024);
break;
case NINJA_RUN_R0:
if (u->ID == NINJA_RUN_R0) // Cut in half!
{
SPRITEp wp = &sprite[weapon];
if (User[weapon]->WeaponNum != WPN_FIST)
{
//SpawnBlood(SpriteNum, SpriteNum, -1, -1, -1, -1);
InitPlasmaFountain(wp, sp);
InitPlasmaFountain(wp, sp);
PlaySound(DIGI_NINJAINHALF,&sp->x,&sp->y,&sp->z,v3df_none);
ChangeState(SpriteNum, &s_NinjaDieSliced[0]);
}
else
{
if (RANDOM_RANGE(1000) > 500)
{
SPRITEp wp = &sprite[weapon];
InitPlasmaFountain(wp, sp);
}
ChangeState(SpriteNum, u->StateEnd);
u->RotNum = 0;
u->ActorActionFunc = NULL;
sp->xvel = 200 + RANDOM_RANGE(200);
u->jump_speed = -200 - RANDOM_RANGE(250);
DoActorBeginJump(SpriteNum);
sprite[SpriteNum].ang = sprite[weapon].ang;
}
}
else
{
// test for gibable dead bodies
if (RANDOM_RANGE(1000) > 500)
SET(sp->cstat, CSTAT_SPRITE_YFLIP);
ChangeState(SpriteNum, u->StateEnd);
sp->xvel = 0;
u->jump_speed = 0;
DoActorBeginJump(SpriteNum);
}
u->RotNum = 0;
u->ActorActionFunc = NULL;
//u->ActorActionFunc = NullAnimator;
sprite[SpriteNum].ang = sprite[weapon].ang;
break;
case COOLG_RUN_R0:
case SKEL_RUN_R0:
case RIPPER_RUN_R0:
case RIPPER2_RUN_R0:
case EEL_RUN_R0:
case STAR1:
case SUMO_RUN_R0:
ChangeState(SpriteNum, u->StateEnd);
u->RotNum = 0;
break;
case UZI_SMOKE:
if (RANDOM_RANGE(1000) > 500)
SET(sp->cstat, CSTAT_SPRITE_YFLIP);
ChangeState(SpriteNum, u->StateEnd);
u->RotNum = 0;
// Rippers still gotta jump or they fall off walls weird
if (u->ID == RIPPER_RUN_R0 || u->ID == RIPPER2_RUN_R0)
{
sp->xvel <<= 1;
u->jump_speed = -100 - RANDOM_RANGE(250);
DoActorBeginJump(SpriteNum);
}
else
{
sp->xvel = 0;
u->jump_speed = -10 - RANDOM_RANGE(25);
DoActorBeginJump(SpriteNum);
}
u->ActorActionFunc = NULL;
// Get angle to player
sp->ang = NORM_ANGLE(getangle(u->tgt_sp->x - sp->x, u->tgt_sp->y - sp->y) + 1024);
break;
case UZI_SMOKE+1: // Shotgun
if (RANDOM_RANGE(1000) > 500)
SET(sp->cstat, CSTAT_SPRITE_YFLIP);
ChangeState(SpriteNum, u->StateEnd);
u->RotNum = 0;
// Rippers still gotta jump or they fall off walls weird
if (u->ID == RIPPER_RUN_R0 || u->ID == RIPPER2_RUN_R0)
{
sp->xvel = 75 + RANDOM_RANGE(100);
u->jump_speed = -100 - RANDOM_RANGE(150);
}
else
{
sp->xvel = 100 + RANDOM_RANGE(200);
u->jump_speed = -100 - RANDOM_RANGE(250);
}
DoActorBeginJump(SpriteNum);
u->ActorActionFunc = NULL;
// Get angle to player
sp->ang = NORM_ANGLE(getangle(u->tgt_sp->x - sp->x, u->tgt_sp->y - sp->y) + 1024);
break;
default:
ASSERT(weapon >= 0);
switch (u->ID)
{
case SKULL_R0:
case BETTY_R0:
ChangeState(SpriteNum, u->StateEnd);
break;
default:
if (RANDOM_RANGE(1000) > 700)
{
SPRITEp wp = &sprite[weapon];
InitPlasmaFountain(wp, sp);
}
if (RANDOM_RANGE(1000) > 500)
SET(sp->cstat, CSTAT_SPRITE_YFLIP);
ChangeState(SpriteNum, u->StateEnd);
u->RotNum = 0;
u->ActorActionFunc = NULL;
sp->xvel = 300 + RANDOM_RANGE(400);
u->jump_speed = -300 - RANDOM_RANGE(350);
DoActorBeginJump(SpriteNum);
sprite[SpriteNum].ang = sprite[weapon].ang;
break;
}
break;
}
// These are too big to flip upside down
switch (u->ID)
{
case RIPPER2_RUN_R0:
case COOLIE_RUN_R0:
case SUMO_RUN_R0:
case ZILLA_RUN_R0:
RESET(sp->cstat, CSTAT_SPRITE_YFLIP);
break;
}
u->ID = 0;
return 0;
}
void
DoDebrisCurrent(SPRITEp sp)
{
int xvect, yvect;
int nx, ny;
int ret=0;
USERp u = User[sp - sprite];
SECT_USERp sectu = SectUser[sp->sectnum];
//sp->clipdist = (256+128)>>2;
nx = DIV4(sectu->speed) * (int) sintable[NORM_ANGLE(sectu->ang + 512)] >> 14;
ny = DIV4(sectu->speed) * (int) sintable[sectu->ang] >> 14;
// faster than move_sprite
//move_missile(sp-sprite, nx, ny, 0, Z(2), Z(0), 0, ACTORMOVETICS);
ret = move_sprite(sp-sprite, nx, ny, 0, u->ceiling_dist, u->floor_dist, 0, ACTORMOVETICS);
// attempt to move away from wall
if (ret)
{
short rang = RANDOM_P2(2048);
nx = DIV4(sectu->speed) * (int) sintable[NORM_ANGLE(sectu->ang + rang + 512)] >> 14;
ny = DIV4(sectu->speed) * (int) sintable[NORM_ANGLE(sectu->ang + rang)] >> 14;
move_sprite(sp-sprite, nx, ny, 0, u->ceiling_dist, u->floor_dist, 0, ACTORMOVETICS);
}
sp->z = u->loz;
}
int
DoActorSectorDamage(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
SECT_USERp sectu = SectUser[sp->sectnum];
SECTORp sectp = &sector[sp->sectnum];
if (u->Health <= 0)
return FALSE;
if (sectu && sectu->damage)
{
if (TEST(sectu->flags, SECTFU_DAMAGE_ABOVE_SECTOR))
{
if ((u->DamageTics -= synctics) < 0)
{
u->DamageTics = 60;
u->Health -= sectu->damage;
if (u->Health <= 0)
{
UpdateSinglePlayKills(SpriteNum);
DoActorDie(SpriteNum, WPN_NM_LAVA);
return TRUE;
}
}
}
else if (SPRITEp_BOS(sp) >= sectp->floorz)
{
if ((u->DamageTics -= synctics) < 0)
{
u->DamageTics = 60;
u->Health -= sectu->damage;
if (u->Health <= 0)
{
UpdateSinglePlayKills(SpriteNum);
DoActorDie(SpriteNum, WPN_NM_LAVA);
return TRUE;
}
}
}
}
// note that most squishing is done in vator.c
if (u->lo_sectp && u->hi_sectp && labs(u->loz - u->hiz) < DIV2(SPRITEp_SIZE_Z(sp)))
//if (u->lo_sectp && u->hi_sectp && labs(u->loz - u->hiz) < SPRITEp_SIZE_Z(sp))
{
u->Health = 0;
if (SpawnShrap(SpriteNum, WPN_NM_SECTOR_SQUISH))
{
UpdateSinglePlayKills(SpriteNum);
SetSuicide(SpriteNum);
}
else
{
ASSERT(TRUE == FALSE);
//DoActorDie(SpriteNum, WPN_NM_SECTOR_SQUISH);
}
return TRUE;
}
return FALSE;
}
int
move_debris(short SpriteNum, int xchange, int ychange, int zchange)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
int nx, ny;
u->ret = move_sprite(SpriteNum, xchange, ychange, zchange,
u->ceiling_dist, u->floor_dist, 0, ACTORMOVETICS);
return !u->ret;
}
// !AIC - Supposed to allow floating of DEBRIS (dead bodies, flotsam, jetsam). Or if water has
// current move with the current.
int
DoActorDebris(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
SECTORp sectp = &sector[sp->sectnum];
int nx, ny;
// This was move from DoActorDie so actor's can't be walked through until they are on the floor
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
// Don't let some actors float
switch (u->ID)
{
case HORNET_RUN_R0:
case BUNNY_RUN_R0:
KillSprite(SpriteNum);
return 0;
case ZILLA_RUN_R0:
getzsofslope(sp->sectnum, sp->x, sp->y, &u->hiz, &u->loz);
u->lo_sectp = &sector[sp->sectnum];
u->hi_sectp = &sector[sp->sectnum];
u->lo_sp = NULL;
u->hi_sp = NULL;
break;
}
if (TEST(sectp->extra, SECTFX_SINK))
{
if (TEST(sectp->extra, SECTFX_CURRENT))
{
DoDebrisCurrent(sp);
}
else
{
//nx = sp->xvel * ACTORMOVETICS * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
//ny = sp->xvel * ACTORMOVETICS * (int) sintable[sp->ang] >> 14;
nx = ACTORMOVETICS * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
ny = ACTORMOVETICS * (int) sintable[sp->ang] >> 14;
//sp->clipdist = (256+128)>>2;
if (!move_debris(SpriteNum, nx, ny, 0L))
{
sp->ang = RANDOM_P2(2048);
}
}
if (SectUser[sp->sectnum] && SectUser[sp->sectnum]->depth > 10) // JBF: added null check
{
u->WaitTics = (u->WaitTics + (ACTORMOVETICS << 3)) & 1023;
//sp->z = Z(2) + u->loz + ((Z(4) * (int) sintable[u->WaitTics]) >> 14);
sp->z = u->loz - ((Z(2) * (int) sintable[u->WaitTics]) >> 14);
}
}
else
{
sp->z = u->loz;
}
return 0;
}
int
DoFireFly(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
int nx, ny;
nx = 4 * ACTORMOVETICS * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
ny = 4 * ACTORMOVETICS * (int) sintable[sp->ang] >> 14;
sp->clipdist = 256>>2;
if (!move_actor(SpriteNum, nx, ny, 0L))
{
sp->ang = NORM_ANGLE(sp->ang + 1024);
}
u->WaitTics = (u->WaitTics + (ACTORMOVETICS << 1)) & 2047;
sp->z = u->sz + ((Z(32) * (int) sintable[u->WaitTics]) >> 14);
return 0;
}
int
DoGenerateSewerDebris(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum], np;
USERp u = User[SpriteNum], nu;
short n;
static STATEp Debris[] =
{
s_DebrisNinja,
s_DebrisRat,
s_DebrisCrab,
s_DebrisStarFish
};
u->Tics -= ACTORMOVETICS;
if (u->Tics <= 0)
{
u->Tics = u->WaitTics;
n = SpawnSprite(STAT_DEAD_ACTOR, 0, Debris[RANDOM_P2(4<<8)>>8], sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 200);
np = &sprite[n];
nu = User[n];
SetOwner(SpriteNum, n);
}
return 0;
}
// !AIC - Tries to keep actors correctly on the floor. More that a bit messy.
void
KeepActorOnFloor(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
SECTORp sectp;
int depth;
sectp = &sector[sp->sectnum];
RESET(sp->cstat, CSTAT_SPRITE_YFLIP); // If upside down, reset it
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
return;
if (u->lo_sectp && SectUser[u->lo_sectp - sector])
depth = SectUser[u->lo_sectp - sector]->depth;
else
depth = 0;
if (TEST(sectp->extra, SECTFX_SINK) &&
depth > 35 &&
u->ActorActionSet && u->ActorActionSet->Swim)
{
if (TEST(u->Flags, SPR_SWIMMING))
{
if (u->Rot != u->ActorActionSet->Run && u->Rot != u->ActorActionSet->Swim && u->Rot != u->ActorActionSet->Stand)
{
// was swimming but have now stopped
RESET(u->Flags, SPR_SWIMMING);
RESET(sp->cstat, CSTAT_SPRITE_YCENTER);
u->oz = sp->z = u->loz;
return;
}
if (u->Rot == u->ActorActionSet->Run)
{
NewStateGroup(SpriteNum, u->ActorActionSet->Swim);
}
// are swimming
u->oz = sp->z = u->loz - Z(depth);
}
else
{
// only start swimming if you are running
if (u->Rot == u->ActorActionSet->Run || u->Rot == u->ActorActionSet->Swim)
{
NewStateGroup(SpriteNum, u->ActorActionSet->Swim);
u->oz = sp->z = u->loz - Z(depth);
SET(u->Flags, SPR_SWIMMING);
SET(sp->cstat, CSTAT_SPRITE_YCENTER);
}
else
{
RESET(u->Flags, SPR_SWIMMING);
RESET(sp->cstat, CSTAT_SPRITE_YCENTER);
u->oz = sp->z = u->loz;
}
}
return;
}
// NOT in a swimming situation
RESET(u->Flags, SPR_SWIMMING);
RESET(sp->cstat, CSTAT_SPRITE_YCENTER);
#if 1
if (TEST(u->Flags, SPR_MOVED))
{
u->oz = sp->z = u->loz;
}
else
{
int ceilz,ceilhit,florz,florhit;
FAFgetzrangepoint(sp->x, sp->y, sp->z, sp->sectnum,
&ceilz, &ceilhit, &florz, &florhit);
u->oz = sp->z = florz;
}
#endif
}
int
DoActorBeginSlide(short SpriteNum, short ang, short vel, short dec)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
SET(u->Flags, SPR_SLIDING);
u->slide_ang = ang;
u->slide_vel = vel;
u->slide_dec = dec;
//DoActorSlide(SpriteNum);
return 0;
}
// !AIC - Sliding can occur in different directions from movement of the actor.
// Has its own set of variables
int
DoActorSlide(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
int nx, ny;
nx = u->slide_vel * (int) sintable[NORM_ANGLE(u->slide_ang + 512)] >> 14;
ny = u->slide_vel * (int) sintable[u->slide_ang] >> 14;
if (!move_actor(SpriteNum, nx, ny, 0L))
{
RESET(u->Flags, SPR_SLIDING);
return FALSE;
}
u->slide_vel -= u->slide_dec * ACTORMOVETICS;
if (u->slide_vel < 20)
{
RESET(u->Flags, SPR_SLIDING);
}
return TRUE;
}
// !AIC - Actor jumping and falling
int
DoActorBeginJump(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
SET(u->Flags, SPR_JUMPING);
RESET(u->Flags, SPR_FALLING);
// u->jump_speed = should be set before calling
// set up individual actor jump gravity
u->jump_grav = ACTOR_GRAVITY;
// Change sprites state to jumping
if (u->ActorActionSet)
{
if (TEST(u->Flags, SPR_DEAD))
NewStateGroup(SpriteNum, u->ActorActionSet->DeathJump);
else
NewStateGroup(SpriteNum, u->ActorActionSet->Jump);
}
u->StateFallOverride = NULL;
//DO NOT CALL DoActorJump! DoActorStopFall can cause an infinite loop and
//stack overflow if it is called.
//DoActorJump(SpriteNum);
return 0;
}
int
DoActorJump(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
int jump_adj;
// precalculate jump value to adjust jump speed by
jump_adj = u->jump_grav * ACTORMOVETICS;
// adjust jump speed by gravity - if jump speed greater than 0 player
// have started falling
if ((u->jump_speed += jump_adj) > 0)
{
//DSPRINTF(ds,"Actor Jump Height %d", labs(sp->z - sector[sp->sectnum].floorz)>>8 );
MONO_PRINT(ds);
// Start falling
DoActorBeginFall(SpriteNum);
return 0;
}
// adjust height by jump speed
sp->z += u->jump_speed * ACTORMOVETICS;
// if player gets to close the ceiling while jumping
if (sp->z < u->hiz + Z(PIC_SIZY(SpriteNum)))
{
// put player at the ceiling
sp->z = u->hiz + Z(PIC_SIZY(SpriteNum));
// reverse your speed to falling
u->jump_speed = -u->jump_speed;
//DSPRINTF(ds,"Jump: sp_num %d, hi_num %d, hi_sect %d",SpriteNum, u->hi_sp - sprite, u->hi_sectp - sector);
MONO_PRINT(ds);
// Change sprites state to falling
DoActorBeginFall(SpriteNum);
}
return 0;
}
int
DoActorBeginFall(short SpriteNum)
{
USERp u = User[SpriteNum];
SET(u->Flags, SPR_FALLING);
RESET(u->Flags, SPR_JUMPING);
u->jump_grav = ACTOR_GRAVITY;
// Change sprites state to falling
if (u->ActorActionSet)
{
if (TEST(u->Flags, SPR_DEAD))
{
NewStateGroup(SpriteNum, u->ActorActionSet->DeathFall);
}
else
NewStateGroup(SpriteNum, u->ActorActionSet->Fall);
if (u->StateFallOverride)
{
NewStateGroup(SpriteNum, u->StateFallOverride);
}
}
DoActorFall(SpriteNum);
return 0;
}
int
DoActorFall(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
// adjust jump speed by gravity
u->jump_speed += u->jump_grav * ACTORMOVETICS;
// adjust player height by jump speed
sp->z += u->jump_speed * ACTORMOVETICS;
// Stick like glue when you hit the ground
if (sp->z > u->loz)
{
DoActorStopFall(SpriteNum);
}
return 0;
}
int
DoActorStopFall(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
sp->z = u->loz;
RESET(u->Flags, SPR_FALLING | SPR_JUMPING);
RESET(sp->cstat, CSTAT_SPRITE_YFLIP);
// don't stand on face or wall sprites - jump again
if (u->lo_sp && !TEST(u->lo_sp->cstat, CSTAT_SPRITE_FLOOR))
{
USERp tu = User[u->lo_sp - sprite];
//sp->ang = NORM_ANGLE(sp->ang + (RANDOM_P2(64<<8)>>8) - 32);
sp->ang = NORM_ANGLE(sp->ang + 1024 + (RANDOM_P2(512<<8)>>8));
u->jump_speed = -350;
//DSPRINTF(ds,"StopFall: sp_num %d, sp->picnum %d, lo_num %d, lo_sp->picnum %d",SpriteNum, sp->picnum, u->lo_sp - sprite, u->lo_sp->picnum);
MONO_PRINT(ds);
DoActorBeginJump(SpriteNum);
return 0;
}
// Change sprites state to running
if (u->ActorActionSet)
{
if (TEST(u->Flags, SPR_DEAD))
{
NewStateGroup(SpriteNum, u->ActorActionSet->Dead);
PlaySound(DIGI_ACTORBODYFALL1,&sp->x,&sp->y,&sp->z,v3df_none);
}
else
{
PlaySound(DIGI_ACTORHITGROUND,&sp->x,&sp->y,&sp->z,v3df_none);
NewStateGroup(SpriteNum, u->ActorActionSet->Run);
if ((u->track >= 0) && (u->jump_speed) > 800 && (u->ActorActionSet->Sit))
{
u->WaitTics = 80;
NewStateGroup(SpriteNum, u->ActorActionSet->Sit);
}
}
}
return 0;
}
int
DoActorDeathMove(short SpriteNum)
{
ANIMATOR DoFindGround;
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
int nx, ny;
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
if (TEST(u->Flags, SPR_JUMPING))
DoActorJump(SpriteNum);
else
DoActorFall(SpriteNum);
}
nx = sp->xvel * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
ny = sp->xvel * (int) sintable[sp->ang] >> 14;
sp->clipdist = (128+64)>>2;
move_actor(SpriteNum, nx, ny, 0);
// only fall on top of floor sprite or sector
DoFindGroundPoint(SpriteNum);
return 0;
}
// !AIC - Jumping a falling for shrapnel and other stuff, not actors.
int
DoBeginJump(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
SET(u->Flags, SPR_JUMPING);
RESET(u->Flags, SPR_FALLING);
// set up individual actor jump gravity
u->jump_grav = ACTOR_GRAVITY;
DoJump(SpriteNum);
return 0;
}
int
DoJump(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
int jump_adj;
// precalculate jump value to adjust jump speed by
jump_adj = u->jump_grav * ACTORMOVETICS;
// adjust jump speed by gravity - if jump speed greater than 0 player
// have started falling
if ((u->jump_speed += jump_adj) > 0)
{
// Start falling
DoBeginFall(SpriteNum);
return 0;
}
// adjust height by jump speed
sp->z += u->jump_speed * ACTORMOVETICS;
// if player gets to close the ceiling while jumping
if (sp->z < u->hiz + Z(PIC_SIZY(SpriteNum)))
{
// put player at the ceiling
sp->z = u->hiz + Z(PIC_SIZY(SpriteNum));
// reverse your speed to falling
u->jump_speed = -u->jump_speed;
// Change sprites state to falling
DoBeginFall(SpriteNum);
}
return 0;
}
int
DoBeginFall(short SpriteNum)
{
USERp u = User[SpriteNum];
SET(u->Flags, SPR_FALLING);
RESET(u->Flags, SPR_JUMPING);
u->jump_grav = ACTOR_GRAVITY;
DoFall(SpriteNum);
return 0;
}
#if 0
int
DoFall(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
// adjust jump speed by gravity
u->jump_speed += u->jump_grav * ACTORMOVETICS;
// adjust player height by jump speed
sp->z += u->jump_speed * ACTORMOVETICS;
// Stick like glue when you hit the ground
if (sp->z > u->loz)
{
sp->z = u->loz;
RESET(u->Flags, SPR_FALLING);
}
return 0;
}
#else
int
DoFall(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
// adjust jump speed by gravity
u->jump_speed += u->jump_grav * ACTORMOVETICS;
// adjust player height by jump speed
sp->z += u->jump_speed * ACTORMOVETICS;
// Stick like glue when you hit the ground
if (sp->z > u->loz - u->floor_dist)
{
sp->z = u->loz - u->floor_dist;
RESET(u->Flags, SPR_FALLING);
}
return 0;
}
#endif
#include "saveable.h"
static saveable_code saveable_actor_code[] =
{
SAVE_CODE(DoScaleSprite),
SAVE_CODE(DoActorDie),
SAVE_CODE(DoDebrisCurrent),
SAVE_CODE(DoActorSectorDamage),
SAVE_CODE(DoActorDebris),
SAVE_CODE(DoFireFly),
SAVE_CODE(DoGenerateSewerDebris),
SAVE_CODE(KeepActorOnFloor),
SAVE_CODE(DoActorBeginSlide),
SAVE_CODE(DoActorSlide),
SAVE_CODE(DoActorBeginJump),
SAVE_CODE(DoActorJump),
SAVE_CODE(DoActorBeginFall),
SAVE_CODE(DoActorFall),
SAVE_CODE(DoActorStopFall),
SAVE_CODE(DoActorDeathMove),
SAVE_CODE(DoBeginJump),
SAVE_CODE(DoJump),
SAVE_CODE(DoBeginFall),
SAVE_CODE(DoFall)
};
saveable_module saveable_actor =
{
// code
saveable_actor_code,
SIZ(saveable_actor_code),
// data
NULL,0
};