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https://github.com/ZDoom/raze-gles.git
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a2cf961591
git-svn-id: https://svn.eduke32.com/eduke32@6657 1a8010ca-5511-0410-912e-c29ae57300e0
1019 lines
25 KiB
C++
1019 lines
25 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "build.h"
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#include "keys.h"
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#include "names2.h"
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#include "panel.h"
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#include "game.h"
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#include "tags.h"
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#include "weapon.h"
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#include "sprite.h"
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#include "actor.h"
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extern int jump_grav;
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extern STATE s_DebrisNinja[];
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extern STATE s_DebrisRat[];
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extern STATE s_DebrisCrab[];
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extern STATE s_DebrisStarFish[];
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extern STATE s_NinjaDieSliced[];
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extern STATEp sg_NinjaGrabThroat[];
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int DoActorStopFall(short SpriteNum);
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int
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DoScaleSprite(short SpriteNum)
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{
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SPRITEp sp = &sprite[SpriteNum];
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USERp u = User[SpriteNum];
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int scale_value;
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if (u->scale_speed)
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{
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u->scale_value += u->scale_speed * ACTORMOVETICS;
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scale_value = u->scale_value >> 8;
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if (u->scale_speed > 0)
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{
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if (scale_value > u->scale_tgt)
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u->scale_speed = 0;
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else
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sp->xrepeat = sp->yrepeat = scale_value;
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}
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else
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{
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if (scale_value < u->scale_tgt)
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u->scale_speed = 0;
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else
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sp->xrepeat = sp->yrepeat = scale_value;
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}
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}
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return 0;
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}
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int
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DoActorDie(short SpriteNum, short weapon)
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{
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USERp u = User[SpriteNum];
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SPRITEp sp = &sprite[SpriteNum];
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change_sprite_stat(SpriteNum, STAT_DEAD_ACTOR);
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SET(u->Flags, SPR_DEAD);
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RESET(u->Flags, SPR_FALLING | SPR_JUMPING);
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u->floor_dist = Z(40);
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// test for gibable dead bodies
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SET(sp->extra, SPRX_BREAKABLE);
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SET(sp->cstat, CSTAT_SPRITE_BREAKABLE);
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if (weapon < 0)
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{
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// killed by one of these non-sprites
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switch (weapon)
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{
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case WPN_NM_LAVA:
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ChangeState(SpriteNum, u->StateEnd);
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u->RotNum = 0;
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break;
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case WPN_NM_SECTOR_SQUISH:
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ChangeState(SpriteNum, u->StateEnd);
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u->RotNum = 0;
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break;
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}
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return 0;
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}
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// killed by one of these sprites
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switch (User[weapon]->ID)
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{
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// Coolie actually explodes himself
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// he is the Sprite AND Weapon
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case COOLIE_RUN_R0:
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ChangeState(SpriteNum, u->StateEnd);
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u->RotNum = 0;
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sp->xvel <<= 1;
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u->ActorActionFunc = NULL;
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sprite[SpriteNum].ang = NORM_ANGLE(sprite[SpriteNum].ang + 1024);
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break;
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case NINJA_RUN_R0:
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if (u->ID == NINJA_RUN_R0) // Cut in half!
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{
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SPRITEp wp = &sprite[weapon];
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if (User[weapon]->WeaponNum != WPN_FIST)
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{
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//SpawnBlood(SpriteNum, SpriteNum, -1, -1, -1, -1);
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InitPlasmaFountain(wp, sp);
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InitPlasmaFountain(wp, sp);
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PlaySound(DIGI_NINJAINHALF,&sp->x,&sp->y,&sp->z,v3df_none);
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ChangeState(SpriteNum, &s_NinjaDieSliced[0]);
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}
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else
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{
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if (RANDOM_RANGE(1000) > 500)
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{
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SPRITEp wp = &sprite[weapon];
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InitPlasmaFountain(wp, sp);
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}
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ChangeState(SpriteNum, u->StateEnd);
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u->RotNum = 0;
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u->ActorActionFunc = NULL;
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sp->xvel = 200 + RANDOM_RANGE(200);
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u->jump_speed = -200 - RANDOM_RANGE(250);
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DoActorBeginJump(SpriteNum);
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sprite[SpriteNum].ang = sprite[weapon].ang;
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}
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}
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else
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{
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// test for gibable dead bodies
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if (RANDOM_RANGE(1000) > 500)
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SET(sp->cstat, CSTAT_SPRITE_YFLIP);
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ChangeState(SpriteNum, u->StateEnd);
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sp->xvel = 0;
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u->jump_speed = 0;
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DoActorBeginJump(SpriteNum);
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}
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u->RotNum = 0;
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u->ActorActionFunc = NULL;
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//u->ActorActionFunc = NullAnimator;
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sprite[SpriteNum].ang = sprite[weapon].ang;
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break;
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case COOLG_RUN_R0:
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case SKEL_RUN_R0:
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case RIPPER_RUN_R0:
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case RIPPER2_RUN_R0:
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case EEL_RUN_R0:
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case STAR1:
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case SUMO_RUN_R0:
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ChangeState(SpriteNum, u->StateEnd);
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u->RotNum = 0;
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break;
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case UZI_SMOKE:
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if (RANDOM_RANGE(1000) > 500)
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SET(sp->cstat, CSTAT_SPRITE_YFLIP);
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ChangeState(SpriteNum, u->StateEnd);
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u->RotNum = 0;
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// Rippers still gotta jump or they fall off walls weird
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if (u->ID == RIPPER_RUN_R0 || u->ID == RIPPER2_RUN_R0)
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{
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sp->xvel <<= 1;
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u->jump_speed = -100 - RANDOM_RANGE(250);
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DoActorBeginJump(SpriteNum);
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}
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else
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{
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sp->xvel = 0;
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u->jump_speed = -10 - RANDOM_RANGE(25);
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DoActorBeginJump(SpriteNum);
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}
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u->ActorActionFunc = NULL;
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// Get angle to player
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sp->ang = NORM_ANGLE(getangle(u->tgt_sp->x - sp->x, u->tgt_sp->y - sp->y) + 1024);
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break;
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case UZI_SMOKE+1: // Shotgun
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if (RANDOM_RANGE(1000) > 500)
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SET(sp->cstat, CSTAT_SPRITE_YFLIP);
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ChangeState(SpriteNum, u->StateEnd);
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u->RotNum = 0;
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// Rippers still gotta jump or they fall off walls weird
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if (u->ID == RIPPER_RUN_R0 || u->ID == RIPPER2_RUN_R0)
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{
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sp->xvel = 75 + RANDOM_RANGE(100);
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u->jump_speed = -100 - RANDOM_RANGE(150);
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}
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else
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{
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sp->xvel = 100 + RANDOM_RANGE(200);
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u->jump_speed = -100 - RANDOM_RANGE(250);
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}
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DoActorBeginJump(SpriteNum);
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u->ActorActionFunc = NULL;
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// Get angle to player
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sp->ang = NORM_ANGLE(getangle(u->tgt_sp->x - sp->x, u->tgt_sp->y - sp->y) + 1024);
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break;
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default:
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ASSERT(weapon >= 0);
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switch (u->ID)
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{
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case SKULL_R0:
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case BETTY_R0:
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ChangeState(SpriteNum, u->StateEnd);
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break;
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default:
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if (RANDOM_RANGE(1000) > 700)
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{
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SPRITEp wp = &sprite[weapon];
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InitPlasmaFountain(wp, sp);
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}
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if (RANDOM_RANGE(1000) > 500)
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SET(sp->cstat, CSTAT_SPRITE_YFLIP);
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ChangeState(SpriteNum, u->StateEnd);
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u->RotNum = 0;
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u->ActorActionFunc = NULL;
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sp->xvel = 300 + RANDOM_RANGE(400);
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u->jump_speed = -300 - RANDOM_RANGE(350);
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DoActorBeginJump(SpriteNum);
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sprite[SpriteNum].ang = sprite[weapon].ang;
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break;
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}
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break;
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}
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// These are too big to flip upside down
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switch (u->ID)
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{
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case RIPPER2_RUN_R0:
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case COOLIE_RUN_R0:
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case SUMO_RUN_R0:
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case ZILLA_RUN_R0:
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RESET(sp->cstat, CSTAT_SPRITE_YFLIP);
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break;
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}
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u->ID = 0;
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return 0;
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}
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void
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DoDebrisCurrent(SPRITEp sp)
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{
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int xvect, yvect;
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int nx, ny;
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int ret=0;
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USERp u = User[sp - sprite];
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SECT_USERp sectu = SectUser[sp->sectnum];
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//sp->clipdist = (256+128)>>2;
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nx = DIV4(sectu->speed) * (int) sintable[NORM_ANGLE(sectu->ang + 512)] >> 14;
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ny = DIV4(sectu->speed) * (int) sintable[sectu->ang] >> 14;
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// faster than move_sprite
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//move_missile(sp-sprite, nx, ny, 0, Z(2), Z(0), 0, ACTORMOVETICS);
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ret = move_sprite(sp-sprite, nx, ny, 0, u->ceiling_dist, u->floor_dist, 0, ACTORMOVETICS);
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// attempt to move away from wall
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if (ret)
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{
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short rang = RANDOM_P2(2048);
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nx = DIV4(sectu->speed) * (int) sintable[NORM_ANGLE(sectu->ang + rang + 512)] >> 14;
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ny = DIV4(sectu->speed) * (int) sintable[NORM_ANGLE(sectu->ang + rang)] >> 14;
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move_sprite(sp-sprite, nx, ny, 0, u->ceiling_dist, u->floor_dist, 0, ACTORMOVETICS);
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}
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sp->z = u->loz;
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}
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int
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DoActorSectorDamage(short SpriteNum)
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{
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SPRITEp sp = &sprite[SpriteNum];
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USERp u = User[SpriteNum];
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SECT_USERp sectu = SectUser[sp->sectnum];
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SECTORp sectp = §or[sp->sectnum];
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if (u->Health <= 0)
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return FALSE;
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if (sectu && sectu->damage)
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{
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if (TEST(sectu->flags, SECTFU_DAMAGE_ABOVE_SECTOR))
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{
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if ((u->DamageTics -= synctics) < 0)
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{
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u->DamageTics = 60;
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u->Health -= sectu->damage;
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if (u->Health <= 0)
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{
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UpdateSinglePlayKills(SpriteNum);
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DoActorDie(SpriteNum, WPN_NM_LAVA);
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return TRUE;
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}
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}
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}
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else if (SPRITEp_BOS(sp) >= sectp->floorz)
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{
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if ((u->DamageTics -= synctics) < 0)
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{
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u->DamageTics = 60;
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u->Health -= sectu->damage;
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if (u->Health <= 0)
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{
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UpdateSinglePlayKills(SpriteNum);
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DoActorDie(SpriteNum, WPN_NM_LAVA);
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return TRUE;
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}
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}
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}
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}
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// note that most squishing is done in vator.c
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if (u->lo_sectp && u->hi_sectp && labs(u->loz - u->hiz) < DIV2(SPRITEp_SIZE_Z(sp)))
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//if (u->lo_sectp && u->hi_sectp && labs(u->loz - u->hiz) < SPRITEp_SIZE_Z(sp))
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{
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u->Health = 0;
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if (SpawnShrap(SpriteNum, WPN_NM_SECTOR_SQUISH))
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{
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UpdateSinglePlayKills(SpriteNum);
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SetSuicide(SpriteNum);
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}
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else
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{
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ASSERT(TRUE == FALSE);
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//DoActorDie(SpriteNum, WPN_NM_SECTOR_SQUISH);
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}
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return TRUE;
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}
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return FALSE;
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}
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int
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move_debris(short SpriteNum, int xchange, int ychange, int zchange)
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{
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SPRITEp sp = &sprite[SpriteNum];
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USERp u = User[SpriteNum];
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int nx, ny;
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u->ret = move_sprite(SpriteNum, xchange, ychange, zchange,
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u->ceiling_dist, u->floor_dist, 0, ACTORMOVETICS);
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return !u->ret;
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}
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// !AIC - Supposed to allow floating of DEBRIS (dead bodies, flotsam, jetsam). Or if water has
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// current move with the current.
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int
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DoActorDebris(short SpriteNum)
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{
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SPRITEp sp = &sprite[SpriteNum];
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USERp u = User[SpriteNum];
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SECTORp sectp = §or[sp->sectnum];
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int nx, ny;
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// This was move from DoActorDie so actor's can't be walked through until they are on the floor
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RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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// Don't let some actors float
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switch (u->ID)
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{
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case HORNET_RUN_R0:
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case BUNNY_RUN_R0:
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KillSprite(SpriteNum);
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return 0;
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case ZILLA_RUN_R0:
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getzsofslope(sp->sectnum, sp->x, sp->y, &u->hiz, &u->loz);
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u->lo_sectp = §or[sp->sectnum];
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u->hi_sectp = §or[sp->sectnum];
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u->lo_sp = NULL;
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u->hi_sp = NULL;
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break;
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}
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if (TEST(sectp->extra, SECTFX_SINK))
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{
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if (TEST(sectp->extra, SECTFX_CURRENT))
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{
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DoDebrisCurrent(sp);
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}
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else
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{
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//nx = sp->xvel * ACTORMOVETICS * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
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//ny = sp->xvel * ACTORMOVETICS * (int) sintable[sp->ang] >> 14;
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nx = ACTORMOVETICS * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
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ny = ACTORMOVETICS * (int) sintable[sp->ang] >> 14;
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//sp->clipdist = (256+128)>>2;
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if (!move_debris(SpriteNum, nx, ny, 0L))
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{
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sp->ang = RANDOM_P2(2048);
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}
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}
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if (SectUser[sp->sectnum] && SectUser[sp->sectnum]->depth > 10) // JBF: added null check
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{
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u->WaitTics = (u->WaitTics + (ACTORMOVETICS << 3)) & 1023;
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//sp->z = Z(2) + u->loz + ((Z(4) * (int) sintable[u->WaitTics]) >> 14);
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sp->z = u->loz - ((Z(2) * (int) sintable[u->WaitTics]) >> 14);
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}
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}
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else
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{
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sp->z = u->loz;
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}
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return 0;
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}
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|
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int
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DoFireFly(short SpriteNum)
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{
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SPRITEp sp = &sprite[SpriteNum];
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USERp u = User[SpriteNum];
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int nx, ny;
|
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nx = 4 * ACTORMOVETICS * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
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ny = 4 * ACTORMOVETICS * (int) sintable[sp->ang] >> 14;
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sp->clipdist = 256>>2;
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if (!move_actor(SpriteNum, nx, ny, 0L))
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{
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sp->ang = NORM_ANGLE(sp->ang + 1024);
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}
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u->WaitTics = (u->WaitTics + (ACTORMOVETICS << 1)) & 2047;
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sp->z = u->sz + ((Z(32) * (int) sintable[u->WaitTics]) >> 14);
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return 0;
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}
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|
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int
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DoGenerateSewerDebris(short SpriteNum)
|
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{
|
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SPRITEp sp = &sprite[SpriteNum], np;
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USERp u = User[SpriteNum], nu;
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short n;
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|
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static STATEp Debris[] =
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|
{
|
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s_DebrisNinja,
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s_DebrisRat,
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s_DebrisCrab,
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s_DebrisStarFish
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};
|
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u->Tics -= ACTORMOVETICS;
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|
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if (u->Tics <= 0)
|
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{
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u->Tics = u->WaitTics;
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n = SpawnSprite(STAT_DEAD_ACTOR, 0, Debris[RANDOM_P2(4<<8)>>8], sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 200);
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np = &sprite[n];
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nu = User[n];
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|
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SetOwner(SpriteNum, n);
|
|
}
|
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|
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return 0;
|
|
}
|
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|
|
// !AIC - Tries to keep actors correctly on the floor. More that a bit messy.
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void
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KeepActorOnFloor(short SpriteNum)
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{
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USERp u = User[SpriteNum];
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SPRITEp sp = User[SpriteNum]->SpriteP;
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SECTORp sectp;
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int depth;
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sectp = §or[sp->sectnum];
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RESET(sp->cstat, CSTAT_SPRITE_YFLIP); // If upside down, reset it
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if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
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return;
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if (u->lo_sectp && SectUser[u->lo_sectp - sector])
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depth = SectUser[u->lo_sectp - sector]->depth;
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else
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depth = 0;
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if (TEST(sectp->extra, SECTFX_SINK) &&
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depth > 35 &&
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u->ActorActionSet && u->ActorActionSet->Swim)
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{
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if (TEST(u->Flags, SPR_SWIMMING))
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{
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if (u->Rot != u->ActorActionSet->Run && u->Rot != u->ActorActionSet->Swim && u->Rot != u->ActorActionSet->Stand)
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{
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// was swimming but have now stopped
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RESET(u->Flags, SPR_SWIMMING);
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RESET(sp->cstat, CSTAT_SPRITE_YCENTER);
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u->oz = sp->z = u->loz;
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return;
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}
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if (u->Rot == u->ActorActionSet->Run)
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{
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NewStateGroup(SpriteNum, u->ActorActionSet->Swim);
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}
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// are swimming
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u->oz = sp->z = u->loz - Z(depth);
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}
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else
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{
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// only start swimming if you are running
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if (u->Rot == u->ActorActionSet->Run || u->Rot == u->ActorActionSet->Swim)
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{
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NewStateGroup(SpriteNum, u->ActorActionSet->Swim);
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u->oz = sp->z = u->loz - Z(depth);
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SET(u->Flags, SPR_SWIMMING);
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SET(sp->cstat, CSTAT_SPRITE_YCENTER);
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}
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else
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{
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RESET(u->Flags, SPR_SWIMMING);
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RESET(sp->cstat, CSTAT_SPRITE_YCENTER);
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u->oz = sp->z = u->loz;
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}
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}
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return;
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}
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// NOT in a swimming situation
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RESET(u->Flags, SPR_SWIMMING);
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RESET(sp->cstat, CSTAT_SPRITE_YCENTER);
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#if 1
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if (TEST(u->Flags, SPR_MOVED))
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{
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u->oz = sp->z = u->loz;
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}
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else
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{
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int ceilz,ceilhit,florz,florhit;
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FAFgetzrangepoint(sp->x, sp->y, sp->z, sp->sectnum,
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&ceilz, &ceilhit, &florz, &florhit);
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u->oz = sp->z = florz;
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}
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#endif
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}
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int
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DoActorBeginSlide(short SpriteNum, short ang, short vel, short dec)
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{
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USERp u = User[SpriteNum];
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SPRITEp sp = User[SpriteNum]->SpriteP;
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SET(u->Flags, SPR_SLIDING);
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u->slide_ang = ang;
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u->slide_vel = vel;
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u->slide_dec = dec;
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//DoActorSlide(SpriteNum);
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return 0;
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}
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// !AIC - Sliding can occur in different directions from movement of the actor.
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// Has its own set of variables
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int
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DoActorSlide(short SpriteNum)
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{
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USERp u = User[SpriteNum];
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SPRITEp sp = User[SpriteNum]->SpriteP;
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int nx, ny;
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nx = u->slide_vel * (int) sintable[NORM_ANGLE(u->slide_ang + 512)] >> 14;
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ny = u->slide_vel * (int) sintable[u->slide_ang] >> 14;
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if (!move_actor(SpriteNum, nx, ny, 0L))
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{
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RESET(u->Flags, SPR_SLIDING);
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return FALSE;
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}
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u->slide_vel -= u->slide_dec * ACTORMOVETICS;
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if (u->slide_vel < 20)
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{
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RESET(u->Flags, SPR_SLIDING);
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}
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return TRUE;
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}
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// !AIC - Actor jumping and falling
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int
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DoActorBeginJump(short SpriteNum)
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{
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USERp u = User[SpriteNum];
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SPRITEp sp = User[SpriteNum]->SpriteP;
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SET(u->Flags, SPR_JUMPING);
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RESET(u->Flags, SPR_FALLING);
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// u->jump_speed = should be set before calling
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// set up individual actor jump gravity
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u->jump_grav = ACTOR_GRAVITY;
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// Change sprites state to jumping
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if (u->ActorActionSet)
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{
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if (TEST(u->Flags, SPR_DEAD))
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NewStateGroup(SpriteNum, u->ActorActionSet->DeathJump);
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else
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NewStateGroup(SpriteNum, u->ActorActionSet->Jump);
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}
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u->StateFallOverride = NULL;
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//DO NOT CALL DoActorJump! DoActorStopFall can cause an infinite loop and
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//stack overflow if it is called.
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//DoActorJump(SpriteNum);
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return 0;
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}
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int
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DoActorJump(short SpriteNum)
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{
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USERp u = User[SpriteNum];
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SPRITEp sp = User[SpriteNum]->SpriteP;
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int jump_adj;
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// precalculate jump value to adjust jump speed by
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jump_adj = u->jump_grav * ACTORMOVETICS;
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// adjust jump speed by gravity - if jump speed greater than 0 player
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// have started falling
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if ((u->jump_speed += jump_adj) > 0)
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{
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//DSPRINTF(ds,"Actor Jump Height %d", labs(sp->z - sector[sp->sectnum].floorz)>>8 );
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MONO_PRINT(ds);
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// Start falling
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DoActorBeginFall(SpriteNum);
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return 0;
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}
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// adjust height by jump speed
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sp->z += u->jump_speed * ACTORMOVETICS;
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// if player gets to close the ceiling while jumping
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if (sp->z < u->hiz + Z(PIC_SIZY(SpriteNum)))
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{
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// put player at the ceiling
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sp->z = u->hiz + Z(PIC_SIZY(SpriteNum));
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// reverse your speed to falling
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u->jump_speed = -u->jump_speed;
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//DSPRINTF(ds,"Jump: sp_num %d, hi_num %d, hi_sect %d",SpriteNum, u->hi_sp - sprite, u->hi_sectp - sector);
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MONO_PRINT(ds);
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// Change sprites state to falling
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DoActorBeginFall(SpriteNum);
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}
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return 0;
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}
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int
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DoActorBeginFall(short SpriteNum)
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{
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USERp u = User[SpriteNum];
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SET(u->Flags, SPR_FALLING);
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RESET(u->Flags, SPR_JUMPING);
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u->jump_grav = ACTOR_GRAVITY;
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// Change sprites state to falling
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if (u->ActorActionSet)
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{
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if (TEST(u->Flags, SPR_DEAD))
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{
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NewStateGroup(SpriteNum, u->ActorActionSet->DeathFall);
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}
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else
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NewStateGroup(SpriteNum, u->ActorActionSet->Fall);
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if (u->StateFallOverride)
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{
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NewStateGroup(SpriteNum, u->StateFallOverride);
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}
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}
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DoActorFall(SpriteNum);
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return 0;
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}
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int
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DoActorFall(short SpriteNum)
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{
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USERp u = User[SpriteNum];
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SPRITEp sp = User[SpriteNum]->SpriteP;
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// adjust jump speed by gravity
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u->jump_speed += u->jump_grav * ACTORMOVETICS;
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// adjust player height by jump speed
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sp->z += u->jump_speed * ACTORMOVETICS;
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// Stick like glue when you hit the ground
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if (sp->z > u->loz)
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{
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DoActorStopFall(SpriteNum);
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}
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return 0;
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}
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int
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DoActorStopFall(short SpriteNum)
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{
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USERp u = User[SpriteNum];
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SPRITEp sp = User[SpriteNum]->SpriteP;
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sp->z = u->loz;
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RESET(u->Flags, SPR_FALLING | SPR_JUMPING);
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RESET(sp->cstat, CSTAT_SPRITE_YFLIP);
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// don't stand on face or wall sprites - jump again
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if (u->lo_sp && !TEST(u->lo_sp->cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR))
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{
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USERp tu = User[u->lo_sp - sprite];
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//sp->ang = NORM_ANGLE(sp->ang + (RANDOM_P2(64<<8)>>8) - 32);
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sp->ang = NORM_ANGLE(sp->ang + 1024 + (RANDOM_P2(512<<8)>>8));
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u->jump_speed = -350;
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//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);
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MONO_PRINT(ds);
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DoActorBeginJump(SpriteNum);
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return 0;
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}
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// Change sprites state to running
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if (u->ActorActionSet)
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{
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if (TEST(u->Flags, SPR_DEAD))
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{
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NewStateGroup(SpriteNum, u->ActorActionSet->Dead);
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PlaySound(DIGI_ACTORBODYFALL1,&sp->x,&sp->y,&sp->z,v3df_none);
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}
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else
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{
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PlaySound(DIGI_ACTORHITGROUND,&sp->x,&sp->y,&sp->z,v3df_none);
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NewStateGroup(SpriteNum, u->ActorActionSet->Run);
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if ((u->track >= 0) && (u->jump_speed) > 800 && (u->ActorActionSet->Sit))
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{
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u->WaitTics = 80;
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NewStateGroup(SpriteNum, u->ActorActionSet->Sit);
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}
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}
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}
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return 0;
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}
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int
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DoActorDeathMove(short SpriteNum)
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{
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ANIMATOR DoFindGround;
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USERp u = User[SpriteNum];
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SPRITEp sp = User[SpriteNum]->SpriteP;
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int nx, ny;
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if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
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{
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if (TEST(u->Flags, SPR_JUMPING))
|
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DoActorJump(SpriteNum);
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else
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DoActorFall(SpriteNum);
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}
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nx = sp->xvel * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
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ny = sp->xvel * (int) sintable[sp->ang] >> 14;
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sp->clipdist = (128+64)>>2;
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move_actor(SpriteNum, nx, ny, 0);
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// only fall on top of floor sprite or sector
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DoFindGroundPoint(SpriteNum);
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return 0;
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}
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|
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// !AIC - Jumping a falling for shrapnel and other stuff, not actors.
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|
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int
|
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DoBeginJump(short SpriteNum)
|
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{
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USERp u = User[SpriteNum];
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SPRITEp sp = User[SpriteNum]->SpriteP;
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SET(u->Flags, SPR_JUMPING);
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RESET(u->Flags, SPR_FALLING);
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// set up individual actor jump gravity
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u->jump_grav = ACTOR_GRAVITY;
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DoJump(SpriteNum);
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return 0;
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}
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|
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int
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DoJump(short SpriteNum)
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{
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USERp u = User[SpriteNum];
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SPRITEp sp = User[SpriteNum]->SpriteP;
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int jump_adj;
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|
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// precalculate jump value to adjust jump speed by
|
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jump_adj = u->jump_grav * ACTORMOVETICS;
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|
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// adjust jump speed by gravity - if jump speed greater than 0 player
|
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// have started falling
|
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if ((u->jump_speed += jump_adj) > 0)
|
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{
|
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// Start falling
|
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DoBeginFall(SpriteNum);
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return 0;
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}
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|
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// adjust height by jump speed
|
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sp->z += u->jump_speed * ACTORMOVETICS;
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|
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// if player gets to close the ceiling while jumping
|
|
if (sp->z < u->hiz + Z(PIC_SIZY(SpriteNum)))
|
|
{
|
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// put player at the ceiling
|
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sp->z = u->hiz + Z(PIC_SIZY(SpriteNum));
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|
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// reverse your speed to falling
|
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u->jump_speed = -u->jump_speed;
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|
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// Change sprites state to falling
|
|
DoBeginFall(SpriteNum);
|
|
}
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|
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return 0;
|
|
}
|
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|
|
|
|
int
|
|
DoBeginFall(short SpriteNum)
|
|
{
|
|
USERp u = User[SpriteNum];
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|
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SET(u->Flags, SPR_FALLING);
|
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RESET(u->Flags, SPR_JUMPING);
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|
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u->jump_grav = ACTOR_GRAVITY;
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|
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DoFall(SpriteNum);
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|
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return 0;
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}
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|
|
#if 0
|
|
int
|
|
DoFall(short SpriteNum)
|
|
{
|
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USERp u = User[SpriteNum];
|
|
SPRITEp sp = User[SpriteNum]->SpriteP;
|
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|
|
// adjust jump speed by gravity
|
|
u->jump_speed += u->jump_grav * ACTORMOVETICS;
|
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|
|
// adjust player height by jump speed
|
|
sp->z += u->jump_speed * ACTORMOVETICS;
|
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|
|
// Stick like glue when you hit the ground
|
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if (sp->z > u->loz)
|
|
{
|
|
sp->z = u->loz;
|
|
RESET(u->Flags, SPR_FALLING);
|
|
}
|
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|
|
return 0;
|
|
}
|
|
#else
|
|
int
|
|
DoFall(short SpriteNum)
|
|
{
|
|
USERp u = User[SpriteNum];
|
|
SPRITEp sp = User[SpriteNum]->SpriteP;
|
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|
|
// 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
|
|
};
|