mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-14 16:40:40 +00:00
2901 lines
99 KiB
C++
2901 lines
99 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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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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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "compat.h"
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#include "player.h"
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#include "aistuff.h"
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#include "exhumed.h"
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#include "names.h"
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#include "engine.h"
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#include "sequence.h"
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#include "view.h"
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#include "input.h"
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#include "status.h"
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#include "sound.h"
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#include "sound.h"
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#include "buildtiles.h"
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#include "gstrings.h"
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#include "gamestate.h"
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#include "mapinfo.h"
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#include "automap.h"
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#include <assert.h>
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#include <stdio.h>
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#include <string.h>
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BEGIN_PS_NS
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struct PlayerSave
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{
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int x;
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int y;
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int z;
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short nSector;
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short nAngle;
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};
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int lPlayerXVel = 0;
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int lPlayerYVel = 0;
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short obobangle = 0, bobangle = 0;
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static actionSeq PlayerSeq[] = {
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{18, 0}, {0, 0}, {9, 0}, {27, 0}, {63, 0},
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{72, 0}, {54, 0}, {45, 0}, {54, 0}, {81, 0},
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{90, 0}, {99, 0}, {108, 0}, {8, 0}, {0, 0},
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{139, 0}, {117, 1}, {119, 1}, {120, 1}, {121, 1},
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{122, 1}
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};
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static short nHeightTemplate[] = { 0, 0, 0, 0, 0, 0, 7, 7, 7, 9, 9, 9, 9, 0, 0, 0, 0, 0, 0, 0, 0 };
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short nActionEyeLevel[] = {
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-14080, -14080, -14080, -14080, -14080, -14080, -8320,
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-8320, -8320, -8320, -8320, -8320, -8320, -14080,
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-14080, -14080, -14080, -14080, -14080, -14080, -14080
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};
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uint16_t nGunLotag[] = { 52, 53, 54, 55, 56, 57 };
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uint16_t nGunPicnum[] = { 57, 488, 490, 491, 878, 899, 3455 };
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int16_t nItemText[] = {
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-1, -1, -1, -1, -1, -1, 18, 20, 19, 13, -1, 10, 1, 0, 2, -1, 3,
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-1, 4, 5, 9, 6, 7, 8, -1, 11, -1, 13, 12, 14, 15, -1, 16, 17,
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-1, -1, -1, 21, 22, -1, -1, -1, -1, -1, -1, 23, 24, 25, 26, 27,
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-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1
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};
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int nLocalPlayer = 0;
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short nBreathTimer[kMaxPlayers];
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short nPlayerSwear[kMaxPlayers];
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short nPlayerPushSect[kMaxPlayers];
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short nDeathType[kMaxPlayers];
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short nPlayerScore[kMaxPlayers];
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short nPlayerColor[kMaxPlayers];
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int nPlayerDY[kMaxPlayers];
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int nPlayerDX[kMaxPlayers];
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short nPistolClip[kMaxPlayers];
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int nXDamage[kMaxPlayers];
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int nYDamage[kMaxPlayers];
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short nDoppleSprite[kMaxPlayers];
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short nPlayerOldWeapon[kMaxPlayers];
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short nPlayerClip[kMaxPlayers];
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short nPlayerPushSound[kMaxPlayers];
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short nTauntTimer[kMaxPlayers];
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short nPlayerTorch[kMaxPlayers];
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uint16_t nPlayerWeapons[kMaxPlayers]; // each set bit represents a weapon the player has
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short nPlayerLives[kMaxPlayers];
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short nPlayerItem[kMaxPlayers];
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Player PlayerList[kMaxPlayers];
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short nPlayerInvisible[kMaxPlayers];
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short nPlayerDouble[kMaxPlayers];
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short nPlayerViewSect[kMaxPlayers];
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short nPlayerFloorSprite[kMaxPlayers];
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PlayerSave sPlayerSave[kMaxPlayers];
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int ototalvel[kMaxPlayers] = { 0 };
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int totalvel[kMaxPlayers] = { 0 };
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int16_t eyelevel[kMaxPlayers], oeyelevel[kMaxPlayers];
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short nNetStartSprite[kMaxPlayers] = { 0 };
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short nStandHeight;
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short nPlayerGrenade[kMaxPlayers];
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short nGrenadePlayer[50];
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short word_D282A[32];
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short PlayerCount;
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short nNetStartSprites;
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short nCurStartSprite;
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void RestoreSavePoint(int nPlayer, int *x, int *y, int *z, short *nSector, short *nAngle)
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{
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*x = sPlayerSave[nPlayer].x;
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*y = sPlayerSave[nPlayer].y;
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*z = sPlayerSave[nPlayer].z;
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*nSector = sPlayerSave[nPlayer].nSector;
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*nAngle = sPlayerSave[nPlayer].nAngle;
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}
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void SetSavePoint(int nPlayer, int x, int y, int z, short nSector, short nAngle)
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{
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sPlayerSave[nPlayer].x = x;
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sPlayerSave[nPlayer].y = y;
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sPlayerSave[nPlayer].z = z;
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sPlayerSave[nPlayer].nSector = nSector;
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sPlayerSave[nPlayer].nAngle = nAngle;
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}
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void feebtag(int x, int y, int z, int nSector, short *nSprite, int nVal2, int nVal3)
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{
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*nSprite = -1;
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int startwall = sector[nSector].wallptr;
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int nWalls = sector[nSector].wallnum;
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int var_20 = nVal2 & 2;
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int var_14 = nVal2 & 1;
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while (1)
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{
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if (nSector != -1)
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{
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int i;
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SectIterator it(nSector);
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while ((i = it.NextIndex()) >= 0)
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{
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short nStat = sprite[i].statnum;
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if (nStat >= 900 && !(sprite[i].cstat & 0x8000))
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{
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uint32_t xDiff = klabs(sprite[i].x - x);
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uint32_t yDiff = klabs(sprite[i].y - y);
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int zDiff = sprite[i].z - z;
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if (zDiff < 5120 && zDiff > -25600)
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{
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uint32_t diff = xDiff * xDiff + yDiff * yDiff;
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if (diff > INT_MAX)
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{
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DPrintf(DMSG_WARNING, "%s %d: overflow\n", __func__, __LINE__);
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diff = INT_MAX;
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}
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int theSqrt = ksqrt(diff);
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if (theSqrt < nVal3 && ((nStat != 950 && nStat != 949) || !(var_14 & 1)) && ((nStat != 912 && nStat != 913) || !(var_20 & 2)))
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{
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nVal3 = theSqrt;
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*nSprite = i;
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}
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}
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}
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}
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}
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nWalls--;
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if (nWalls < -1)
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return;
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nSector = wall[startwall].nextsector;
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startwall++;
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}
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}
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void InitPlayer()
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{
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for (int i = 0; i < kMaxPlayers; i++) {
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PlayerList[i].nSprite = -1;
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}
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}
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void InitPlayerKeys(short nPlayer)
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{
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PlayerList[nPlayer].keys = 0;
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}
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void InitPlayerInventory(short nPlayer)
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{
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memset(&PlayerList[nPlayer], 0, sizeof(Player));
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nPlayerItem[nPlayer] = -1;
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nPlayerSwear[nPlayer] = 4;
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ResetPlayerWeapons(nPlayer);
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nPlayerLives[nPlayer] = kDefaultLives;
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PlayerList[nPlayer].nSprite = -1;
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PlayerList[nPlayer].nRun = -1;
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nPistolClip[nPlayer] = 6;
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nPlayerClip[nPlayer] = 100;
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PlayerList[nPlayer].nCurrentWeapon = 0;
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if (nPlayer == nLocalPlayer) {
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automapMode = am_off;
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}
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nPlayerScore[nPlayer] = 0;
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auto pixels = tilePtr(kTile3571 + nPlayer);
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nPlayerColor[nPlayer] = pixels[tileWidth(nPlayer + kTile3571) * tileHeight(nPlayer + kTile3571) / 2];
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}
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// done
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short GetPlayerFromSprite(short nSprite)
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{
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return RunData[sprite[nSprite].owner].nVal;
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}
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void RestartPlayer(short nPlayer)
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{
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auto plr = &PlayerList[nPlayer];
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int nSprite = plr->nSprite;
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auto nSpr = &sprite[nSprite];
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int nDopSprite = nDoppleSprite[nPlayer];
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int floorspr;
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if (nSprite > -1)
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{
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runlist_DoSubRunRec(nSpr->owner);
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runlist_FreeRun(nSpr->lotag - 1);
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changespritestat(nSprite, 0);
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plr->nSprite = -1;
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int nFloorSprite = nPlayerFloorSprite[nPlayer];
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if (nFloorSprite > -1) {
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mydeletesprite(nFloorSprite);
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}
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if (nDopSprite > -1)
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{
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runlist_DoSubRunRec(sprite[nDopSprite].owner);
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runlist_FreeRun(sprite[nDopSprite].lotag - 1);
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mydeletesprite(nDopSprite);
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}
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}
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nSprite = GrabBody();
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nSpr = &sprite[nSprite];
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mychangespritesect(nSprite, sPlayerSave[nPlayer].nSector);
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changespritestat(nSprite, 100);
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assert(nSprite >= 0 && nSprite < kMaxSprites);
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int nDSprite = insertsprite(nSpr->sectnum, 100);
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nDoppleSprite[nPlayer] = nDSprite;
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assert(nDSprite >= 0 && nDSprite < kMaxSprites);
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if (nTotalPlayers > 1)
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{
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int nNStartSprite = nNetStartSprite[nCurStartSprite];
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auto nstspr = &sprite[nNStartSprite];
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nCurStartSprite++;
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if (nCurStartSprite >= nNetStartSprites) {
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nCurStartSprite = 0;
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}
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nSpr->x = nstspr->x;
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nSpr->y = nstspr->y;
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nSpr->z = nstspr->z;
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mychangespritesect(nSprite, nstspr->sectnum);
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plr->angle.ang = buildang(nstspr->ang&kAngleMask);
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nSpr->ang = plr->angle.ang.asbuild();
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floorspr = insertsprite(nSpr->sectnum, 0);
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assert(floorspr >= 0 && floorspr < kMaxSprites);
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auto fspr = &sprite[floorspr];
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fspr->x = nSpr->x;
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fspr->y = nSpr->y;
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fspr->z = nSpr->z;
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fspr->yrepeat = 64;
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fspr->xrepeat = 64;
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fspr->cstat = 32;
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fspr->picnum = nPlayer + kTile3571;
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}
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else
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{
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nSpr->x = sPlayerSave[nPlayer].x;
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nSpr->y = sPlayerSave[nPlayer].y;
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nSpr->z = sector[sPlayerSave[nPlayer].nSector].floorz;
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plr->angle.ang = buildang(sPlayerSave[nPlayer].nAngle&kAngleMask);
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nSpr->ang = plr->angle.ang.asbuild();
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floorspr = -1;
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}
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plr->opos = nSpr->pos;
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plr->angle.backup();
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plr->horizon.backup();
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nPlayerFloorSprite[nPlayer] = floorspr;
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nSpr->cstat = 0x101;
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nSpr->shade = -12;
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nSpr->clipdist = 58;
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nSpr->pal = 0;
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nSpr->xrepeat = 40;
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nSpr->yrepeat = 40;
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nSpr->xoffset = 0;
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nSpr->yoffset = 0;
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nSpr->picnum = seq_GetSeqPicnum(kSeqJoe, 18, 0);
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int nHeight = GetSpriteHeight(nSprite);
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nSpr->xvel = 0;
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nSpr->yvel = 0;
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nSpr->zvel = 0;
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nStandHeight = nHeight;
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nSpr->hitag = 0;
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nSpr->extra = -1;
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nSpr->lotag = runlist_HeadRun() + 1;
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auto nDSpr = &sprite[nDSprite];
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nDSpr->x = nSpr->x;
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nDSpr->y = nSpr->y;
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nDSpr->z = nSpr->z;
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nDSpr->xrepeat = nSpr->xrepeat;
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nDSpr->yrepeat = nSpr->yrepeat;
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nDSpr->xoffset = 0;
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nDSpr->yoffset = 0;
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nDSpr->shade = nSpr->shade;
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nDSpr->ang = nSpr->ang;
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nDSpr->cstat = nSpr->cstat;
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nDSpr->lotag = runlist_HeadRun() + 1;
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plr->nAction = 0;
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plr->nHealth = 800; // TODO - define
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if (nNetPlayerCount) {
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plr->nHealth = 1600; // TODO - define
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}
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plr->field_2 = 0;
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plr->nSprite = nSprite;
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plr->bIsMummified = false;
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if (plr->invincibility >= 0) {
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plr->invincibility = 0;
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}
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nPlayerTorch[nPlayer] = 0;
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plr->nMaskAmount = 0;
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SetTorch(nPlayer, 0);
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nPlayerInvisible[nPlayer] = 0;
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plr->bIsFiring = 0;
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plr->field_3FOUR = 0;
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nPlayerViewSect[nPlayer] = sPlayerSave[nPlayer].nSector;
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plr->field_3A = 0;
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nPlayerDouble[nPlayer] = 0;
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plr->nSeq = kSeqJoe;
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nPlayerPushSound[nPlayer] = -1;
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plr->field_38 = -1;
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if (plr->nCurrentWeapon == 7) {
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plr->nCurrentWeapon = plr->field_3C;
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}
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plr->field_3C = 0;
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plr->nAir = 100;
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airpages = 0;
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if (currentLevel->levelNumber <= kMap20)
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{
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RestoreMinAmmo(nPlayer);
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}
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else
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{
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ResetPlayerWeapons(nPlayer);
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plr->nMagic = 0;
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}
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nPlayerGrenade[nPlayer] = -1;
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oeyelevel[nPlayer] = eyelevel[nPlayer] = -14080;
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dVertPan[nPlayer] = 0;
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nTemperature[nPlayer] = 0;
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nYDamage[nPlayer] = 0;
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nXDamage[nPlayer] = 0;
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plr->horizon.ohoriz = plr->horizon.horiz = q16horiz(0);
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nBreathTimer[nPlayer] = 90;
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nTauntTimer[nPlayer] = RandomSize(3) + 3;
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nDSpr->owner = runlist_AddRunRec(nDSpr->lotag - 1, nPlayer | 0xA0000);
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nSpr->owner = runlist_AddRunRec(nSpr->lotag - 1, nPlayer | 0xA0000);
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if (plr->nRun < 0) {
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plr->nRun = runlist_AddRunRec(NewRun, nPlayer | 0xA0000);
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}
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BuildRa(nPlayer);
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if (nPlayer == nLocalPlayer)
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{
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nLocalSpr = nSprite;
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SetMagicFrame();
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RestoreGreenPal();
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}
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ototalvel[nPlayer] = totalvel[nPlayer] = 0;
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memset(&sPlayerInput[nPlayer], 0, sizeof(PlayerInput));
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sPlayerInput[nPlayer].nItem = -1;
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nDeathType[nPlayer] = 0;
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nQuake[nPlayer] = 0;
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if (nPlayer == nLocalPlayer) {
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SetHealthFrame(0);
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}
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}
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// done
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int GrabPlayer()
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{
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if (PlayerCount >= kMaxPlayers) {
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return -1;
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}
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return PlayerCount++;
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}
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// checked OK on 26/03/2019
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void StartDeathSeq(int nPlayer, int nVal)
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{
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FreeRa(nPlayer);
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short nSprite = PlayerList[nPlayer].nSprite;
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PlayerList[nPlayer].nHealth = 0;
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short nLotag = sector[sprite[nSprite].sectnum].lotag;
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if (nLotag > 0) {
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runlist_SignalRun(nLotag - 1, nPlayer | 0x70000);
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}
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if (nPlayerGrenade[nPlayer] >= 0)
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{
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ThrowGrenade(nPlayer, 0, 0, 0, -10000);
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}
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else
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{
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if (nNetPlayerCount)
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{
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int nWeapon = PlayerList[nPlayer].nCurrentWeapon;
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if (nWeapon > kWeaponSword && nWeapon <= kWeaponRing)
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{
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short nSector = sprite[nSprite].sectnum;
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if (SectBelow[nSector] > -1) {
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nSector = SectBelow[nSector];
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}
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int nGunSprite = GrabBodyGunSprite();
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changespritesect(nGunSprite, nSector);
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sprite[nGunSprite].x = sprite[nSprite].x;
|
|
sprite[nGunSprite].y = sprite[nSprite].y;
|
|
sprite[nGunSprite].z = sector[nSector].floorz - 512;
|
|
|
|
changespritestat(nGunSprite, nGunLotag[nWeapon] + 900);
|
|
|
|
sprite[nGunSprite].picnum = nGunPicnum[nWeapon];
|
|
|
|
BuildItemAnim(nGunSprite);
|
|
}
|
|
}
|
|
}
|
|
|
|
StopFiringWeapon(nPlayer);
|
|
|
|
PlayerList[nPlayer].horizon.ohoriz = PlayerList[nPlayer].horizon.horiz = q16horiz(0);
|
|
oeyelevel[nPlayer] = eyelevel[nPlayer] = -14080;
|
|
nPlayerInvisible[nPlayer] = 0;
|
|
dVertPan[nPlayer] = 15;
|
|
|
|
sprite[nSprite].cstat &= 0x7FFF;
|
|
|
|
SetNewWeaponImmediate(nPlayer, -2);
|
|
|
|
if (SectDamage[sprite[nSprite].sectnum] <= 0)
|
|
{
|
|
nDeathType[nPlayer] = nVal;
|
|
}
|
|
else
|
|
{
|
|
nDeathType[nPlayer] = 2;
|
|
}
|
|
|
|
nVal *= 2;
|
|
|
|
if (nVal || !(SectFlag[sprite[nSprite].sectnum] & kSectUnderwater))
|
|
{
|
|
PlayerList[nPlayer].nAction = nVal + 17;
|
|
}
|
|
else {
|
|
PlayerList[nPlayer].nAction = 16;
|
|
}
|
|
|
|
PlayerList[nPlayer].field_2 = 0;
|
|
|
|
sprite[nSprite].cstat &= 0xFEFE;
|
|
|
|
if (nTotalPlayers == 1)
|
|
{
|
|
short nLives = nPlayerLives[nPlayer];
|
|
|
|
if (nLives > 0) {
|
|
BuildStatusAnim((3 * (nLives - 1)) + 7, 0);
|
|
}
|
|
|
|
if (currentLevel->levelNumber > 0) { // if not on the training level
|
|
nPlayerLives[nPlayer]--;
|
|
}
|
|
|
|
if (nPlayerLives[nPlayer] < 0) {
|
|
nPlayerLives[nPlayer] = 0;
|
|
}
|
|
}
|
|
|
|
ototalvel[nPlayer] = totalvel[nPlayer] = 0;
|
|
|
|
if (nPlayer == nLocalPlayer) {
|
|
RefreshStatus();
|
|
}
|
|
}
|
|
|
|
int AddAmmo(int nPlayer, int nWeapon, int nAmmoAmount)
|
|
{
|
|
if (!nAmmoAmount) {
|
|
nAmmoAmount = 1;
|
|
}
|
|
|
|
short nCurAmmo = PlayerList[nPlayer].nAmmo[nWeapon];
|
|
|
|
if (nCurAmmo >= 300 && nAmmoAmount > 0) {
|
|
return 0;
|
|
}
|
|
|
|
nAmmoAmount = nCurAmmo + nAmmoAmount;
|
|
if (nAmmoAmount > 300) {
|
|
nAmmoAmount = 300;
|
|
}
|
|
|
|
PlayerList[nPlayer].nAmmo[nWeapon] = nAmmoAmount;
|
|
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
if (nWeapon == nCounterBullet) {
|
|
SetCounter(nAmmoAmount);
|
|
}
|
|
}
|
|
|
|
if (nWeapon == 1)
|
|
{
|
|
if (!nPistolClip[nPlayer]) {
|
|
nPistolClip[nPlayer] = 6;
|
|
}
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
void SetPlayerMummified(int nPlayer, int bIsMummified)
|
|
{
|
|
int nSprite = PlayerList[nPlayer].nSprite;
|
|
|
|
sprite[nSprite].yvel = 0;
|
|
sprite[nSprite].xvel = 0;
|
|
|
|
PlayerList[nPlayer].bIsMummified = bIsMummified;
|
|
|
|
if (bIsMummified)
|
|
{
|
|
PlayerList[nPlayer].nAction = 13;
|
|
PlayerList[nPlayer].nSeq = kSeqMummy;
|
|
}
|
|
else
|
|
{
|
|
PlayerList[nPlayer].nAction = 0;
|
|
PlayerList[nPlayer].nSeq = kSeqJoe;
|
|
}
|
|
|
|
PlayerList[nPlayer].field_2 = 0;
|
|
}
|
|
|
|
void ShootStaff(int nPlayer)
|
|
{
|
|
PlayerList[nPlayer].nAction = 15;
|
|
PlayerList[nPlayer].field_2 = 0;
|
|
PlayerList[nPlayer].nSeq = kSeqJoe;
|
|
}
|
|
|
|
void PlayAlert(const char *str)
|
|
{
|
|
StatusMessage(300, str);
|
|
PlayLocalSound(StaticSound[kSound63], 0);
|
|
}
|
|
|
|
|
|
static void pickupMessage(int no)
|
|
{
|
|
no = nItemText[no];
|
|
if (no != -1)
|
|
{
|
|
FStringf label("TXT_EX_PICKUP%d", no + 1);
|
|
auto str = GStrings[label];
|
|
if (str) Printf(PRINT_NOTIFY, "%s\n", str);
|
|
}
|
|
}
|
|
|
|
void UpdatePlayerSpriteAngle(Player* pPlayer)
|
|
{
|
|
sprite[pPlayer->nSprite].ang = pPlayer->angle.ang.asbuild();
|
|
}
|
|
|
|
void FuncPlayer(int a, int nDamage, int nRun)
|
|
{
|
|
int var_48 = 0;
|
|
int var_40;
|
|
bool mplevel = currentLevel->levelNumber > 20;
|
|
|
|
short nPlayer = RunData[nRun].nVal;
|
|
assert(nPlayer >= 0 && nPlayer < kMaxPlayers);
|
|
|
|
short nPlayerSprite = PlayerList[nPlayer].nSprite;
|
|
|
|
short nDopple = nDoppleSprite[nPlayer];
|
|
|
|
short nAction = PlayerList[nPlayer].nAction;
|
|
short nActionB = PlayerList[nPlayer].nAction;
|
|
|
|
int nMessage = a & kMessageMask;
|
|
|
|
short nSprite2;
|
|
|
|
PlayerList[nPlayer].opos = sprite[nPlayerSprite].pos;
|
|
PlayerList[nPlayer].angle.backup();
|
|
PlayerList[nPlayer].horizon.backup();
|
|
PlayerList[nPlayer].angle.resetadjustment();
|
|
PlayerList[nPlayer].horizon.resetadjustment();
|
|
oeyelevel[nPlayer] = eyelevel[nPlayer];
|
|
|
|
switch (nMessage)
|
|
{
|
|
case 0x90000:
|
|
{
|
|
seq_PlotSequence(a & 0xFFFF, SeqOffsets[PlayerList[nPlayer].nSeq] + PlayerSeq[nAction].a, PlayerList[nPlayer].field_2, PlayerSeq[nAction].b);
|
|
return;
|
|
}
|
|
|
|
case 0xA0000:
|
|
{
|
|
if (PlayerList[nPlayer].nHealth <= 0) {
|
|
return;
|
|
}
|
|
|
|
nDamage = runlist_CheckRadialDamage(nPlayerSprite);
|
|
if (!nDamage) {
|
|
return;
|
|
}
|
|
|
|
nSprite2 = nRadialOwner;
|
|
// fall through to case 0x80000
|
|
fallthrough__;
|
|
}
|
|
|
|
case 0x80000:
|
|
{
|
|
// Dunno how to do this otherwise... we fall through from above but don't want to do this check..
|
|
if (nMessage != 0xA0000)
|
|
{
|
|
if (!nDamage) {
|
|
return;
|
|
}
|
|
|
|
nSprite2 = a & 0xFFFF;
|
|
}
|
|
|
|
// ok continue case 0x80000 as normal, loc_1C57C
|
|
if (!PlayerList[nPlayer].nHealth) {
|
|
return;
|
|
}
|
|
|
|
if (!PlayerList[nPlayer].invincibility)
|
|
{
|
|
PlayerList[nPlayer].nHealth -= nDamage;
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
TintPalette(nDamage, 0, 0);
|
|
SetHealthFrame(-1);
|
|
}
|
|
}
|
|
|
|
if (PlayerList[nPlayer].nHealth > 0)
|
|
{
|
|
if (nDamage > 40 || (totalmoves & 0xF) < 2)
|
|
{
|
|
if (PlayerList[nPlayer].invincibility) {
|
|
return;
|
|
}
|
|
|
|
if (SectFlag[sprite[nPlayerSprite].sectnum] & kSectUnderwater)
|
|
{
|
|
if (nAction != 12)
|
|
{
|
|
PlayerList[nPlayer].field_2 = 0;
|
|
PlayerList[nPlayer].nAction = 12;
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (nAction != 4)
|
|
{
|
|
PlayerList[nPlayer].field_2 = 0;
|
|
PlayerList[nPlayer].nAction = 4;
|
|
|
|
if (nSprite2 > -1)
|
|
{
|
|
nPlayerSwear[nPlayer]--;
|
|
if (nPlayerSwear[nPlayer] <= 0)
|
|
{
|
|
D3PlayFX(StaticSound[kSound52], nDopple);
|
|
nPlayerSwear[nPlayer] = RandomSize(3) + 4;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// player has died
|
|
if (nSprite2 > -1 && sprite[nSprite2].statnum == 100)
|
|
{
|
|
short nPlayer2 = GetPlayerFromSprite(nSprite2);
|
|
|
|
if (nPlayer2 == nPlayer) // player caused their own death
|
|
{
|
|
nPlayerScore[nPlayer]--;
|
|
}
|
|
else
|
|
{
|
|
nPlayerScore[nPlayer]++;
|
|
}
|
|
}
|
|
else if (nSprite2 < 0)
|
|
{
|
|
nPlayerScore[nPlayer]--;
|
|
}
|
|
|
|
if (nMessage == 0xA0000)
|
|
{
|
|
for (int i = 122; i <= 131; i++)
|
|
{
|
|
BuildCreatureChunk(nPlayerSprite, seq_GetSeqPicnum(kSeqJoe, i, 0));
|
|
}
|
|
|
|
StartDeathSeq(nPlayer, 1);
|
|
}
|
|
else
|
|
{
|
|
StartDeathSeq(nPlayer, 0);
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
case 0x20000:
|
|
{
|
|
sprite[nPlayerSprite].xvel = sPlayerInput[nPlayer].xVel >> 14;
|
|
sprite[nPlayerSprite].yvel = sPlayerInput[nPlayer].yVel >> 14;
|
|
|
|
if (sPlayerInput[nPlayer].nItem > -1)
|
|
{
|
|
UseItem(nPlayer, sPlayerInput[nPlayer].nItem);
|
|
sPlayerInput[nPlayer].nItem = -1;
|
|
}
|
|
|
|
int var_EC = PlayerList[nPlayer].field_2;
|
|
|
|
sprite[nPlayerSprite].picnum = seq_GetSeqPicnum(PlayerList[nPlayer].nSeq, PlayerSeq[nHeightTemplate[nAction]].a, var_EC);
|
|
sprite[nDopple].picnum = sprite[nPlayerSprite].picnum;
|
|
|
|
if (nPlayerTorch[nPlayer] > 0)
|
|
{
|
|
nPlayerTorch[nPlayer]--;
|
|
if (nPlayerTorch[nPlayer] == 0)
|
|
{
|
|
SetTorch(nPlayer, 0);
|
|
}
|
|
else
|
|
{
|
|
if (nPlayer != nLocalPlayer)
|
|
{
|
|
nFlashDepth = 5;
|
|
AddFlash(sprite[nPlayerSprite].sectnum,
|
|
sprite[nPlayerSprite].x,
|
|
sprite[nPlayerSprite].y,
|
|
sprite[nPlayerSprite].z, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (nPlayerDouble[nPlayer] > 0)
|
|
{
|
|
nPlayerDouble[nPlayer]--;
|
|
if (nPlayerDouble[nPlayer] == 150 && nPlayer == nLocalPlayer) {
|
|
PlayAlert("WEAPON POWER IS ABOUT TO EXPIRE");
|
|
}
|
|
}
|
|
|
|
if (nPlayerInvisible[nPlayer] > 0)
|
|
{
|
|
nPlayerInvisible[nPlayer]--;
|
|
if (nPlayerInvisible[nPlayer] == 0)
|
|
{
|
|
sprite[nPlayerSprite].cstat &= 0x7FFF; // set visible
|
|
short nFloorSprite = nPlayerFloorSprite[nPlayerSprite];
|
|
|
|
if (nFloorSprite > -1) {
|
|
sprite[nFloorSprite].cstat &= 0x7FFF; // set visible
|
|
}
|
|
}
|
|
else if (nPlayerInvisible[nPlayer] == 150 && nPlayer == nLocalPlayer)
|
|
{
|
|
PlayAlert("INVISIBILITY IS ABOUT TO EXPIRE");
|
|
}
|
|
}
|
|
|
|
if (PlayerList[nPlayer].invincibility > 0)
|
|
{
|
|
PlayerList[nPlayer].invincibility--;
|
|
if (PlayerList[nPlayer].invincibility == 150 && nPlayer == nLocalPlayer) {
|
|
PlayAlert("INVINCIBILITY IS ABOUT TO EXPIRE");
|
|
}
|
|
}
|
|
|
|
if (nQuake[nPlayer] != 0)
|
|
{
|
|
nQuake[nPlayer] = -nQuake[nPlayer];
|
|
if (nQuake[nPlayer] > 0)
|
|
{
|
|
nQuake[nPlayer] -= 512;
|
|
if (nQuake[nPlayer] < 0)
|
|
nQuake[nPlayer] = 0;
|
|
}
|
|
}
|
|
|
|
// loc_1A494:
|
|
if (SyncInput())
|
|
{
|
|
Player* pPlayer = &PlayerList[nPlayer];
|
|
applylook(&pPlayer->angle, sPlayerInput[nPlayer].nAngle, &sPlayerInput[nLocalPlayer].actions);
|
|
UpdatePlayerSpriteAngle(pPlayer);
|
|
}
|
|
|
|
// sprite[nPlayerSprite].zvel is modified within Gravity()
|
|
short zVel = sprite[nPlayerSprite].zvel;
|
|
|
|
Gravity(nPlayerSprite);
|
|
|
|
if (sprite[nPlayerSprite].zvel >= 6500 && zVel < 6500)
|
|
{
|
|
D3PlayFX(StaticSound[kSound17], nPlayerSprite);
|
|
}
|
|
|
|
// loc_1A4E6
|
|
short nSector = sprite[nPlayerSprite].sectnum;
|
|
short nSectFlag = SectFlag[nPlayerViewSect[nPlayer]];
|
|
|
|
int playerX = sprite[nPlayerSprite].x;
|
|
int playerY = sprite[nPlayerSprite].y;
|
|
|
|
int x = (sPlayerInput[nPlayer].xVel * 4) >> 2;
|
|
int y = (sPlayerInput[nPlayer].yVel * 4) >> 2;
|
|
int z = (sprite[nPlayerSprite].zvel * 4) >> 2;
|
|
|
|
if (sprite[nPlayerSprite].zvel > 8192)
|
|
sprite[nPlayerSprite].zvel = 8192;
|
|
|
|
if (PlayerList[nPlayer].bIsMummified)
|
|
{
|
|
x /= 2;
|
|
y /= 2;
|
|
}
|
|
|
|
int spr_x = sprite[nPlayerSprite].x;
|
|
int spr_y = sprite[nPlayerSprite].y;
|
|
int spr_z = sprite[nPlayerSprite].z;
|
|
int spr_sectnum = sprite[nPlayerSprite].sectnum;
|
|
|
|
// TODO
|
|
// nSectFlag & kSectUnderwater;
|
|
|
|
zVel = sprite[nPlayerSprite].zvel;
|
|
|
|
int nMove = 0; // TEMP
|
|
|
|
if (bSlipMode)
|
|
{
|
|
nMove = 0;
|
|
|
|
sprite[nPlayerSprite].x += (x >> 14);
|
|
sprite[nPlayerSprite].y += (y >> 14);
|
|
|
|
vec3_t pos = { sprite[nPlayerSprite].x, sprite[nPlayerSprite].y, sprite[nPlayerSprite].z };
|
|
setsprite(nPlayerSprite, &pos);
|
|
|
|
sprite[nPlayerSprite].z = sector[sprite[nPlayerSprite].sectnum].floorz;
|
|
}
|
|
else
|
|
{
|
|
nMove = movesprite(nPlayerSprite, x, y, z, 5120, -5120, CLIPMASK0);
|
|
|
|
short var_54 = sprite[nPlayerSprite].sectnum;
|
|
|
|
pushmove_old(&sprite[nPlayerSprite].x, &sprite[nPlayerSprite].y, &sprite[nPlayerSprite].z, &var_54, sprite[nPlayerSprite].clipdist << 2, 5120, -5120, CLIPMASK0);
|
|
if (var_54 != sprite[nPlayerSprite].sectnum) {
|
|
mychangespritesect(nPlayerSprite, var_54);
|
|
}
|
|
}
|
|
|
|
// loc_1A6E4
|
|
if (inside(sprite[nPlayerSprite].x, sprite[nPlayerSprite].y, sprite[nPlayerSprite].sectnum) != 1)
|
|
{
|
|
mychangespritesect(nPlayerSprite, spr_sectnum);
|
|
|
|
sprite[nPlayerSprite].x = spr_x;
|
|
sprite[nPlayerSprite].y = spr_y;
|
|
|
|
if (zVel < sprite[nPlayerSprite].zvel) {
|
|
sprite[nPlayerSprite].zvel = zVel;
|
|
}
|
|
}
|
|
|
|
// int _bTouchFloor = bTouchFloor;
|
|
short bUnderwater = SectFlag[sprite[nPlayerSprite].sectnum] & kSectUnderwater;
|
|
|
|
if (bUnderwater)
|
|
{
|
|
nXDamage[nPlayer] /= 2;
|
|
nYDamage[nPlayer] /= 2;
|
|
}
|
|
|
|
// Trigger Ramses?
|
|
if ((SectFlag[sprite[nPlayerSprite].sectnum] & 0x8000) && bTouchFloor)
|
|
{
|
|
if (nTotalPlayers <= 1)
|
|
{
|
|
auto ang = GetAngleToSprite(nPlayerSprite, nSpiritSprite) & kAngleMask;
|
|
PlayerList[nPlayer].angle.settarget(ang, true);
|
|
sprite[nPlayerSprite].ang = ang;
|
|
|
|
PlayerList[nPlayer].horizon.settarget(0, true);
|
|
|
|
lPlayerXVel = 0;
|
|
lPlayerYVel = 0;
|
|
|
|
sprite[nPlayerSprite].xvel = 0;
|
|
sprite[nPlayerSprite].yvel = 0;
|
|
sprite[nPlayerSprite].zvel = 0;
|
|
|
|
if (nFreeze < 1)
|
|
{
|
|
nFreeze = 1;
|
|
StopAllSounds();
|
|
StopLocalSound();
|
|
InitSpiritHead();
|
|
|
|
if (currentLevel->levelNumber == 11)
|
|
{
|
|
PlayerList[nPlayer].horizon.settarget(46);
|
|
}
|
|
else
|
|
{
|
|
PlayerList[nPlayer].horizon.settarget(11);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
LevelFinished();
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if (nMove & 0x3C000)
|
|
{
|
|
if (bTouchFloor)
|
|
{
|
|
// Damage stuff..
|
|
nXDamage[nPlayer] /= 2;
|
|
nYDamage[nPlayer] /= 2;
|
|
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
short zVelB = zVel;
|
|
|
|
if (zVelB < 0) {
|
|
zVelB = -zVelB;
|
|
}
|
|
|
|
if (zVelB > 512 && PlayerList[nPlayer].horizon.horiz.asq16() != 0 && (sPlayerInput[nPlayer].actions & (SB_AIMMODE))) {
|
|
sPlayerInput[nPlayer].actions |= SB_CENTERVIEW;
|
|
}
|
|
}
|
|
|
|
if (zVel >= 6500)
|
|
{
|
|
sprite[nPlayerSprite].xvel >>= 2;
|
|
sprite[nPlayerSprite].yvel >>= 2;
|
|
|
|
runlist_DamageEnemy(nPlayerSprite, -1, ((zVel - 6500) >> 7) + 10);
|
|
|
|
if (PlayerList[nPlayer].nHealth <= 0)
|
|
{
|
|
sprite[nPlayerSprite].xvel = 0;
|
|
sprite[nPlayerSprite].yvel = 0;
|
|
|
|
StopSpriteSound(nPlayerSprite);
|
|
PlayFXAtXYZ(StaticSound[kSoundJonFDie], sprite[nPlayerSprite].x, sprite[nPlayerSprite].y, sprite[nPlayerSprite].z, sprite[nPlayerSprite].sectnum |= 0x4000); // CHECKME
|
|
}
|
|
else
|
|
{
|
|
D3PlayFX(StaticSound[kSound27] | 0x2000, nPlayerSprite);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (((nMove & 0xC000) == 0x4000) || ((nMove & 0xC000) == 0x8000))
|
|
{
|
|
int bx = 0;
|
|
|
|
if ((nMove & 0xC000) == 0x4000)
|
|
{
|
|
bx = nMove & 0x3FFF;
|
|
}
|
|
else if ((nMove & 0xC000) == 0x8000)
|
|
{
|
|
bx = wall[nMove & 0x3FFF].nextsector;
|
|
}
|
|
|
|
if (bx >= 0)
|
|
{
|
|
int var_B4 = bx;
|
|
|
|
if ((sector[bx].hitag == 45) && bTouchFloor)
|
|
{
|
|
int nNormal = GetWallNormal(nMove & 0x3FFF);
|
|
int nDiff = AngleDiff(nNormal, (sprite[nPlayerSprite].ang + 1024) & kAngleMask);
|
|
|
|
if (nDiff < 0) {
|
|
nDiff = -nDiff;
|
|
}
|
|
|
|
if (nDiff <= 256)
|
|
{
|
|
nPlayerPushSect[nPlayer] = bx;
|
|
|
|
int var_F4 = sPlayerInput[nPlayer].xVel;
|
|
int var_F8 = sPlayerInput[nPlayer].yVel;
|
|
int nMyAngle = GetMyAngle(sPlayerInput[nPlayer].xVel, sPlayerInput[nPlayer].yVel);
|
|
|
|
MoveSector(var_B4, nMyAngle, &var_F4, &var_F8);
|
|
|
|
if (nPlayerPushSound[nPlayer] <= -1)
|
|
{
|
|
nPlayerPushSound[nPlayer] = 1;
|
|
short nBlock = sector[nPlayerPushSect[nPlayer]].extra;
|
|
int nBlockSprite = sBlockInfo[nBlock].nSprite;
|
|
|
|
D3PlayFX(StaticSound[kSound23], nBlockSprite | 0x4000);
|
|
}
|
|
else
|
|
{
|
|
sprite[nPlayerSprite].x = spr_x;
|
|
sprite[nPlayerSprite].y = spr_y;
|
|
sprite[nPlayerSprite].z = spr_z;
|
|
|
|
mychangespritesect(nPlayerSprite, spr_sectnum);
|
|
}
|
|
|
|
movesprite(nPlayerSprite, var_F4, var_F8, z, 5120, -5120, CLIPMASK0);
|
|
goto loc_1AB8E;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// loc_1AB46:
|
|
if (nPlayerPushSound[nPlayer] > -1)
|
|
{
|
|
if (nPlayerPushSect[nPlayer] > -1)
|
|
{
|
|
StopSpriteSound(sBlockInfo[sector[nPlayerPushSect[nPlayer]].extra].nSprite);
|
|
}
|
|
|
|
nPlayerPushSound[nPlayer] = -1;
|
|
}
|
|
|
|
loc_1AB8E:
|
|
playerX -= sprite[nPlayerSprite].x;
|
|
playerY -= sprite[nPlayerSprite].y;
|
|
|
|
uint32_t sqrtNum = playerX * playerX + playerY * playerY;
|
|
|
|
if (sqrtNum > INT_MAX)
|
|
{
|
|
DPrintf(DMSG_WARNING, "%s %d: overflow\n", __func__, __LINE__);
|
|
sqrtNum = INT_MAX;
|
|
}
|
|
|
|
ototalvel[nPlayer] = totalvel[nPlayer];
|
|
totalvel[nPlayer] = ksqrt(sqrtNum);
|
|
|
|
int nViewSect = sprite[nPlayerSprite].sectnum;
|
|
|
|
int EyeZ = eyelevel[nPlayer] + sprite[nPlayerSprite].z + nQuake[nPlayer];
|
|
|
|
while (1)
|
|
{
|
|
int nCeilZ = sector[nViewSect].ceilingz;
|
|
|
|
if (EyeZ >= nCeilZ)
|
|
break;
|
|
|
|
if (SectAbove[nViewSect] <= -1)
|
|
break;
|
|
|
|
nViewSect = SectAbove[nViewSect];
|
|
}
|
|
|
|
// Do underwater sector check
|
|
if (bUnderwater)
|
|
{
|
|
if (nViewSect != sprite[nPlayerSprite].sectnum)
|
|
{
|
|
if ((nMove & 0xC000) == 0x8000)
|
|
{
|
|
int var_C4 = sprite[nPlayerSprite].x;
|
|
int var_D4 = sprite[nPlayerSprite].y;
|
|
int var_C8 = sprite[nPlayerSprite].z;
|
|
|
|
mychangespritesect(nPlayerSprite, nViewSect);
|
|
|
|
sprite[nPlayerSprite].x = spr_x;
|
|
sprite[nPlayerSprite].y = spr_y;
|
|
|
|
int var_FC = sector[nViewSect].floorz + (-5120);
|
|
|
|
sprite[nPlayerSprite].z = var_FC;
|
|
|
|
if ((movesprite(nPlayerSprite, x, y, 0, 5120, 0, CLIPMASK0) & 0xC000) == 0x8000)
|
|
{
|
|
mychangespritesect(nPlayerSprite, sprite[nPlayerSprite].sectnum);
|
|
|
|
sprite[nPlayerSprite].x = var_C4;
|
|
sprite[nPlayerSprite].y = var_D4;
|
|
sprite[nPlayerSprite].z = var_C8;
|
|
}
|
|
else
|
|
{
|
|
sprite[nPlayerSprite].z = var_FC - 256;
|
|
D3PlayFX(StaticSound[kSound42], nPlayerSprite);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// loc_1ADAF
|
|
nPlayerViewSect[nPlayer] = nViewSect;
|
|
|
|
nPlayerDX[nPlayer] = sprite[nPlayerSprite].x - spr_x;
|
|
nPlayerDY[nPlayer] = sprite[nPlayerSprite].y - spr_y;
|
|
|
|
int var_5C = SectFlag[nViewSect] & kSectUnderwater;
|
|
|
|
uint16_t buttons = sPlayerInput[nPlayer].buttons;
|
|
auto actions = sPlayerInput[nPlayer].actions;
|
|
|
|
// loc_1AEF5:
|
|
if (PlayerList[nPlayer].nHealth > 0)
|
|
{
|
|
if (PlayerList[nPlayer].nMaskAmount > 0)
|
|
{
|
|
PlayerList[nPlayer].nMaskAmount--;
|
|
if (PlayerList[nPlayer].nMaskAmount == 150 && nPlayer == nLocalPlayer) {
|
|
PlayAlert("MASK IS ABOUT TO EXPIRE");
|
|
}
|
|
}
|
|
|
|
if (!PlayerList[nPlayer].invincibility)
|
|
{
|
|
// Handle air
|
|
nBreathTimer[nPlayer]--;
|
|
|
|
if (nBreathTimer[nPlayer] <= 0)
|
|
{
|
|
nBreathTimer[nPlayer] = 90;
|
|
|
|
// if underwater
|
|
if (var_5C)
|
|
{
|
|
airpages = 1;
|
|
if (PlayerList[nPlayer].nMaskAmount > 0)
|
|
{
|
|
if (nPlayer == nLocalPlayer) {
|
|
BuildStatusAnim(132, 0);
|
|
}
|
|
|
|
D3PlayFX(StaticSound[kSound30], nPlayerSprite);
|
|
|
|
PlayerList[nPlayer].nAir = 100;
|
|
}
|
|
else
|
|
{
|
|
PlayerList[nPlayer].nAir -= 25;
|
|
if (PlayerList[nPlayer].nAir > 0)
|
|
{
|
|
D3PlayFX(StaticSound[kSound25], nPlayerSprite);
|
|
}
|
|
else
|
|
{
|
|
PlayerList[nPlayer].nHealth += (PlayerList[nPlayer].nAir << 2);
|
|
if (PlayerList[nPlayer].nHealth <= 0)
|
|
{
|
|
PlayerList[nPlayer].nHealth = 0;
|
|
StartDeathSeq(nPlayer, 0);
|
|
}
|
|
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
SetHealthFrame(-1);
|
|
}
|
|
|
|
PlayerList[nPlayer].nAir = 0;
|
|
|
|
if (PlayerList[nPlayer].nHealth < 300)
|
|
{
|
|
D3PlayFX(StaticSound[kSound79], nPlayerSprite);
|
|
}
|
|
else
|
|
{
|
|
D3PlayFX(StaticSound[kSound19], nPlayerSprite);
|
|
}
|
|
}
|
|
}
|
|
|
|
DoBubbles(nPlayer);
|
|
SetAirFrame();
|
|
}
|
|
else
|
|
{
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
BuildStatusAnim(132, 0);
|
|
}
|
|
|
|
airpages = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
// loc_1B0B9
|
|
if (var_5C) // if underwater
|
|
{
|
|
if (nPlayerTorch[nPlayer] > 0)
|
|
{
|
|
nPlayerTorch[nPlayer] = 0;
|
|
SetTorch(nPlayer, 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int nTmpSectNum = sprite[nPlayerSprite].sectnum;
|
|
|
|
if (totalvel[nPlayer] > 25 && sprite[nPlayerSprite].z > sector[nTmpSectNum].floorz)
|
|
{
|
|
if (SectDepth[nTmpSectNum] && !SectSpeed[nTmpSectNum] && !SectDamage[nTmpSectNum])
|
|
{
|
|
D3PlayFX(StaticSound[kSound42], nPlayerSprite);
|
|
}
|
|
}
|
|
|
|
// CHECKME - wrong place?
|
|
if (nSectFlag & kSectUnderwater)
|
|
{
|
|
if (PlayerList[nPlayer].nAir < 50)
|
|
{
|
|
D3PlayFX(StaticSound[kSound14], nPlayerSprite);
|
|
}
|
|
|
|
nBreathTimer[nPlayer] = 1;
|
|
}
|
|
|
|
airpages = 0;
|
|
|
|
nBreathTimer[nPlayer]--;
|
|
if (nBreathTimer[nPlayer] <= 0)
|
|
{
|
|
nBreathTimer[nPlayer] = 90;
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
// animate lungs
|
|
BuildStatusAnim(132, 0);
|
|
}
|
|
}
|
|
|
|
if (PlayerList[nPlayer].nAir < 100)
|
|
{
|
|
PlayerList[nPlayer].nAir = 100;
|
|
SetAirFrame();
|
|
}
|
|
}
|
|
|
|
// loc_1B1EB
|
|
if (nTotalPlayers > 1)
|
|
{
|
|
int nFloorSprite = nPlayerFloorSprite[nPlayer];
|
|
|
|
sprite[nFloorSprite].x = sprite[nPlayerSprite].x;
|
|
sprite[nFloorSprite].y = sprite[nPlayerSprite].y;
|
|
|
|
if (sprite[nFloorSprite].sectnum != sprite[nPlayerSprite].sectnum)
|
|
{
|
|
mychangespritesect(nFloorSprite, sprite[nPlayerSprite].sectnum);
|
|
}
|
|
|
|
sprite[nFloorSprite].z = sector[sprite[nPlayerSprite].sectnum].floorz;
|
|
}
|
|
|
|
int var_30 = 0;
|
|
|
|
if (PlayerList[nPlayer].nHealth >= 800)
|
|
{
|
|
var_30 = 2;
|
|
}
|
|
|
|
if (PlayerList[nPlayer].nMagic >= 1000)
|
|
{
|
|
var_30 |= 1;
|
|
}
|
|
|
|
// code to handle item pickup?
|
|
short nearTagSector, nearTagWall, nearTagSprite;
|
|
int nearHitDist;
|
|
|
|
short nValB;
|
|
|
|
// neartag finds the nearest sector, wall, and sprite which has its hitag and/or lotag set to a value.
|
|
neartag(sprite[nPlayerSprite].x, sprite[nPlayerSprite].y, sprite[nPlayerSprite].z, sprite[nPlayerSprite].sectnum, sprite[nPlayerSprite].ang,
|
|
&nearTagSector, &nearTagWall, &nearTagSprite, (int32_t*)&nearHitDist, 1024, 2, NULL);
|
|
|
|
feebtag(sprite[nPlayerSprite].x, sprite[nPlayerSprite].y, sprite[nPlayerSprite].z, sprite[nPlayerSprite].sectnum,
|
|
&nValB, var_30, 768);
|
|
|
|
// Item pickup code
|
|
if (nValB >= 0 && sprite[nValB].statnum >= 900)
|
|
{
|
|
int var_8C = 16;
|
|
int var_88 = 9;
|
|
|
|
int var_70 = sprite[nValB].statnum - 900;
|
|
int var_44 = 0;
|
|
|
|
// item lotags start at 6 (1-5 reserved?) so 0-offset them
|
|
int var_6C = var_70 - 6;
|
|
|
|
if (var_6C <= 54)
|
|
{
|
|
switch (var_6C)
|
|
{
|
|
do_default:
|
|
default:
|
|
{
|
|
// loc_1B3C7
|
|
|
|
// CHECKME - is order of evaluation correct?
|
|
if (!mplevel || (var_70 >= 25 && (var_70 <= 25 || var_70 == 50)))
|
|
{
|
|
DestroyItemAnim(nValB);
|
|
mydeletesprite(nValB);
|
|
}
|
|
else
|
|
{
|
|
StartRegenerate(nValB);
|
|
}
|
|
do_default_b:
|
|
// loc_1BA74
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
|
|
{
|
|
pickupMessage(var_70);
|
|
}
|
|
|
|
TintPalette(var_44*4, var_8C*4, 0);
|
|
|
|
if (var_88 > -1)
|
|
{
|
|
PlayLocalSound(var_88, 0);
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
case 0: // Speed Loader
|
|
{
|
|
if (AddAmmo(nPlayer, 1, sprite[nValB].hitag))
|
|
{
|
|
var_88 = StaticSound[kSoundAmmoPickup];
|
|
goto do_default;
|
|
}
|
|
|
|
break;
|
|
}
|
|
case 1: // Fuel Canister
|
|
{
|
|
if (AddAmmo(nPlayer, 3, sprite[nValB].hitag))
|
|
{
|
|
var_88 = StaticSound[kSoundAmmoPickup];
|
|
goto do_default;
|
|
}
|
|
break;
|
|
}
|
|
case 2: // M - 60 Ammo Belt
|
|
{
|
|
if (AddAmmo(nPlayer, 2, sprite[nValB].hitag))
|
|
{
|
|
var_88 = StaticSound[kSoundAmmoPickup];
|
|
CheckClip(nPlayer);
|
|
goto do_default;
|
|
}
|
|
break;
|
|
}
|
|
case 3: // Grenade
|
|
case 21:
|
|
case 49:
|
|
{
|
|
if (AddAmmo(nPlayer, 4, 1))
|
|
{
|
|
var_88 = StaticSound[kSoundAmmoPickup];
|
|
if (!(nPlayerWeapons[nPlayer] & 0x10))
|
|
{
|
|
nPlayerWeapons[nPlayer] |= 0x10;
|
|
SetNewWeaponIfBetter(nPlayer, 4);
|
|
}
|
|
|
|
if (var_70 == 55)
|
|
{
|
|
sprite[nValB].cstat = 0x8000;
|
|
DestroyItemAnim(nValB);
|
|
|
|
// loc_1BA74: - repeated block, see in default case
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
|
|
{
|
|
pickupMessage(var_70);
|
|
}
|
|
|
|
TintPalette(var_44*4, var_8C*4, 0);
|
|
|
|
if (var_88 > -1)
|
|
{
|
|
PlayLocalSound(var_88, 0);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
goto do_default;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case 4: // Pickable item
|
|
case 9: // Pickable item
|
|
case 10: // Reserved
|
|
case 18:
|
|
case 25:
|
|
case 28:
|
|
case 29:
|
|
case 30:
|
|
case 33:
|
|
case 34:
|
|
case 35:
|
|
case 36:
|
|
case 37:
|
|
case 38:
|
|
case 45:
|
|
case 52:
|
|
{
|
|
goto do_default;
|
|
}
|
|
|
|
case 5: // Map
|
|
{
|
|
GrabMap();
|
|
goto do_default;
|
|
}
|
|
|
|
case 6: // Berry Twig
|
|
{
|
|
if (sprite[nValB].hitag == 0) {
|
|
break;
|
|
}
|
|
|
|
var_88 = 20;
|
|
int edx = 40;
|
|
|
|
if (edx <= 0 || (!(var_30 & 2)))
|
|
{
|
|
if (!PlayerList[nPlayer].invincibility || edx > 0)
|
|
{
|
|
PlayerList[nPlayer].nHealth += edx;
|
|
if (PlayerList[nPlayer].nHealth > 800)
|
|
{
|
|
PlayerList[nPlayer].nHealth = 800;
|
|
}
|
|
else
|
|
{
|
|
if (PlayerList[nPlayer].nHealth < 0)
|
|
{
|
|
var_88 = -1;
|
|
StartDeathSeq(nPlayer, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (nLocalPlayer == nPlayer)
|
|
{
|
|
SetHealthFrame(1);
|
|
}
|
|
|
|
if (var_70 == 12)
|
|
{
|
|
sprite[nValB].hitag = 0;
|
|
sprite[nValB].picnum++;
|
|
|
|
changespritestat(nValB, 0);
|
|
|
|
// loc_1BA74: - repeated block, see in default case
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
|
|
{
|
|
pickupMessage(var_70);
|
|
}
|
|
|
|
TintPalette(var_44*4, var_8C*4, 0);
|
|
|
|
if (var_88 > -1)
|
|
{
|
|
PlayLocalSound(var_88, 0);
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
if (var_70 != 14)
|
|
{
|
|
var_88 = 21;
|
|
}
|
|
else
|
|
{
|
|
var_44 = var_8C;
|
|
var_88 = 22;
|
|
var_8C = 0;
|
|
}
|
|
|
|
goto do_default;
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 7: // Blood Bowl
|
|
{
|
|
int edx = 160;
|
|
|
|
// Same code as case 6 now till break
|
|
if (edx <= 0 || (!(var_30 & 2)))
|
|
{
|
|
if (!PlayerList[nPlayer].invincibility || edx > 0)
|
|
{
|
|
PlayerList[nPlayer].nHealth += edx;
|
|
if (PlayerList[nPlayer].nHealth > 800)
|
|
{
|
|
PlayerList[nPlayer].nHealth = 800;
|
|
}
|
|
else
|
|
{
|
|
if (PlayerList[nPlayer].nHealth < 0)
|
|
{
|
|
var_88 = -1;
|
|
StartDeathSeq(nPlayer, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (nLocalPlayer == nPlayer)
|
|
{
|
|
SetHealthFrame(1);
|
|
}
|
|
|
|
if (var_70 == 12)
|
|
{
|
|
sprite[nValB].hitag = 0;
|
|
sprite[nValB].picnum++;
|
|
|
|
changespritestat(nValB, 0);
|
|
|
|
// loc_1BA74: - repeated block, see in default case
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
|
|
{
|
|
pickupMessage(var_70);
|
|
}
|
|
|
|
TintPalette(var_44*4, var_8C*4, 0);
|
|
|
|
if (var_88 > -1)
|
|
{
|
|
PlayLocalSound(var_88, 0);
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
if (var_70 != 14)
|
|
{
|
|
var_88 = 21;
|
|
}
|
|
else
|
|
{
|
|
var_44 = var_8C;
|
|
var_88 = 22;
|
|
var_8C = 0;
|
|
}
|
|
|
|
goto do_default;
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 8: // Cobra Venom Bowl
|
|
{
|
|
int edx = -200;
|
|
|
|
// Same code as case 6 and 7 from now till break
|
|
if (edx <= 0 || (!(var_30 & 2)))
|
|
{
|
|
if (!PlayerList[nPlayer].invincibility || edx > 0)
|
|
{
|
|
PlayerList[nPlayer].nHealth += edx;
|
|
if (PlayerList[nPlayer].nHealth > 800)
|
|
{
|
|
PlayerList[nPlayer].nHealth = 800;
|
|
}
|
|
else
|
|
{
|
|
if (PlayerList[nPlayer].nHealth < 0)
|
|
{
|
|
var_88 = -1;
|
|
StartDeathSeq(nPlayer, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (nLocalPlayer == nPlayer)
|
|
{
|
|
SetHealthFrame(1);
|
|
}
|
|
|
|
if (var_70 == 12)
|
|
{
|
|
sprite[nValB].hitag = 0;
|
|
sprite[nValB].picnum++;
|
|
|
|
changespritestat(nValB, 0);
|
|
|
|
// loc_1BA74: - repeated block, see in default case
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
|
|
{
|
|
pickupMessage(var_70);
|
|
}
|
|
|
|
TintPalette(var_44*4, var_8C*4, 0);
|
|
|
|
if (var_88 > -1)
|
|
{
|
|
PlayLocalSound(var_88, 0);
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
if (var_70 != 14)
|
|
{
|
|
var_88 = 21;
|
|
}
|
|
else
|
|
{
|
|
var_44 = var_8C;
|
|
var_88 = 22;
|
|
var_8C = 0;
|
|
}
|
|
|
|
goto do_default;
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 11: // Bubble Nest
|
|
{
|
|
PlayerList[nPlayer].nAir += 10;
|
|
if (PlayerList[nPlayer].nAir > 100) {
|
|
PlayerList[nPlayer].nAir = 100; // TODO - constant
|
|
}
|
|
|
|
SetAirFrame();
|
|
|
|
if (nBreathTimer[nPlayer] < 89)
|
|
{
|
|
D3PlayFX(StaticSound[kSound13], nPlayerSprite);
|
|
}
|
|
|
|
nBreathTimer[nPlayer] = 90;
|
|
break;
|
|
}
|
|
|
|
case 12: // Still Beating Heart
|
|
{
|
|
if (GrabItem(nPlayer, kItemHeart)) {
|
|
goto do_default;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 13: // Scarab amulet(Invicibility)
|
|
{
|
|
if (GrabItem(nPlayer, kItemInvincibility)) {
|
|
goto do_default;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 14: // Severed Slave Hand(double damage)
|
|
{
|
|
if (GrabItem(nPlayer, kItemDoubleDamage)) {
|
|
goto do_default;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 15: // Unseen eye(Invisibility)
|
|
{
|
|
if (GrabItem(nPlayer, kItemInvisibility)) {
|
|
goto do_default;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 16: // Torch
|
|
{
|
|
if (GrabItem(nPlayer, kItemTorch)) {
|
|
goto do_default;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 17: // Sobek Mask
|
|
{
|
|
if (GrabItem(nPlayer, kItemMask)) {
|
|
goto do_default;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 19: // Extra Life
|
|
{
|
|
var_88 = -1;
|
|
|
|
if (nPlayerLives[nPlayer] >= kMaxPlayerLives) {
|
|
break;
|
|
}
|
|
|
|
nPlayerLives[nPlayer]++;
|
|
|
|
if (nPlayer == nLocalPlayer) {
|
|
BuildStatusAnim(146 + ((nPlayerLives[nPlayer] - 1) * 2), 0);
|
|
}
|
|
|
|
var_8C = 32;
|
|
var_44 = 32;
|
|
goto do_default;
|
|
}
|
|
|
|
// FIXME - lots of repeated code from here down!!
|
|
case 20: // sword pickup??
|
|
{
|
|
var_40 = 0;
|
|
int ebx = 0;
|
|
|
|
// loc_1B75D
|
|
int var_18 = 1 << var_40;
|
|
|
|
short weapons = nPlayerWeapons[nPlayer];
|
|
|
|
if (weapons & var_18)
|
|
{
|
|
if (mplevel)
|
|
{
|
|
AddAmmo(nPlayer, WeaponInfo[var_40].nAmmoType, ebx);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
weapons = var_40;
|
|
|
|
SetNewWeaponIfBetter(nPlayer, weapons);
|
|
|
|
nPlayerWeapons[nPlayer] |= var_18;
|
|
|
|
AddAmmo(nPlayer, WeaponInfo[weapons].nAmmoType, ebx);
|
|
|
|
var_88 = StaticSound[kSound72];
|
|
}
|
|
|
|
if (var_40 == 2) {
|
|
CheckClip(nPlayer);
|
|
}
|
|
|
|
if (var_70 <= 50) {
|
|
goto do_default;
|
|
}
|
|
|
|
sprite[nValB].cstat = 0x8000;
|
|
DestroyItemAnim(nValB);
|
|
////
|
|
// loc_1BA74: - repeated block, see in default case
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
|
|
{
|
|
pickupMessage(var_70);
|
|
}
|
|
|
|
TintPalette(var_44*4, var_8C*4, 0);
|
|
|
|
if (var_88 > -1)
|
|
{
|
|
PlayLocalSound(var_88, 0);
|
|
}
|
|
}
|
|
|
|
break;
|
|
/////
|
|
}
|
|
|
|
case 22: // .357 Magnum Revolver
|
|
case 46:
|
|
{
|
|
var_40 = 1;
|
|
int ebx = 6;
|
|
|
|
// loc_1B75D
|
|
int var_18 = 1 << var_40;
|
|
|
|
short weapons = nPlayerWeapons[nPlayer];
|
|
|
|
if (weapons & var_18)
|
|
{
|
|
if (mplevel)
|
|
{
|
|
AddAmmo(nPlayer, WeaponInfo[var_40].nAmmoType, ebx);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
weapons = var_40;
|
|
|
|
SetNewWeaponIfBetter(nPlayer, weapons);
|
|
|
|
nPlayerWeapons[nPlayer] |= var_18;
|
|
|
|
AddAmmo(nPlayer, WeaponInfo[weapons].nAmmoType, ebx);
|
|
|
|
var_88 = StaticSound[kSound72];
|
|
}
|
|
|
|
if (var_40 == 2) {
|
|
CheckClip(nPlayer);
|
|
}
|
|
|
|
if (var_70 <= 50) {
|
|
goto do_default;
|
|
}
|
|
|
|
sprite[nValB].cstat = 0x8000;
|
|
DestroyItemAnim(nValB);
|
|
////
|
|
// loc_1BA74: - repeated block, see in default case
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
|
|
{
|
|
pickupMessage(var_70);
|
|
}
|
|
|
|
TintPalette(var_44*4, var_8C*4, 0);
|
|
|
|
if (var_88 > -1)
|
|
{
|
|
PlayLocalSound(var_88, 0);
|
|
}
|
|
}
|
|
|
|
break;
|
|
/////
|
|
}
|
|
|
|
case 23: // M - 60 Machine Gun
|
|
case 47:
|
|
{
|
|
var_40 = 2;
|
|
int ebx = 24;
|
|
|
|
// loc_1B75D
|
|
int var_18 = 1 << var_40;
|
|
|
|
short weapons = nPlayerWeapons[nPlayer];
|
|
|
|
if (weapons & var_18)
|
|
{
|
|
if (mplevel)
|
|
{
|
|
AddAmmo(nPlayer, WeaponInfo[var_40].nAmmoType, ebx);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
weapons = var_40;
|
|
|
|
SetNewWeaponIfBetter(nPlayer, weapons);
|
|
|
|
nPlayerWeapons[nPlayer] |= var_18;
|
|
|
|
AddAmmo(nPlayer, WeaponInfo[weapons].nAmmoType, ebx);
|
|
|
|
var_88 = StaticSound[kSound72];
|
|
}
|
|
|
|
if (var_40 == 2) {
|
|
CheckClip(nPlayer);
|
|
}
|
|
|
|
if (var_70 <= 50) {
|
|
goto do_default;
|
|
}
|
|
|
|
sprite[nValB].cstat = 0x8000;
|
|
DestroyItemAnim(nValB);
|
|
////
|
|
// loc_1BA74: - repeated block, see in default case
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
|
|
{
|
|
pickupMessage(var_70);
|
|
}
|
|
|
|
TintPalette(var_44*4, var_8C*4, 0);
|
|
|
|
if (var_88 > -1)
|
|
{
|
|
PlayLocalSound(var_88, 0);
|
|
}
|
|
}
|
|
|
|
break;
|
|
/////
|
|
}
|
|
|
|
case 24: // Flame Thrower
|
|
case 48:
|
|
{
|
|
var_40 = 3;
|
|
int ebx = 100;
|
|
|
|
// loc_1B75D
|
|
int var_18 = 1 << var_40;
|
|
|
|
short weapons = nPlayerWeapons[nPlayer];
|
|
|
|
if (weapons & var_18)
|
|
{
|
|
if (mplevel)
|
|
{
|
|
AddAmmo(nPlayer, WeaponInfo[var_40].nAmmoType, ebx);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
weapons = var_40;
|
|
|
|
SetNewWeaponIfBetter(nPlayer, weapons);
|
|
|
|
nPlayerWeapons[nPlayer] |= var_18;
|
|
|
|
AddAmmo(nPlayer, WeaponInfo[weapons].nAmmoType, ebx);
|
|
|
|
var_88 = StaticSound[kSound72];
|
|
}
|
|
|
|
if (var_40 == 2) {
|
|
CheckClip(nPlayer);
|
|
}
|
|
|
|
if (var_70 <= 50) {
|
|
goto do_default;
|
|
}
|
|
|
|
sprite[nValB].cstat = 0x8000;
|
|
DestroyItemAnim(nValB);
|
|
////
|
|
// loc_1BA74: - repeated block, see in default case
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
|
|
{
|
|
pickupMessage(var_70);
|
|
}
|
|
|
|
TintPalette(var_44*4, var_8C*4, 0);
|
|
|
|
if (var_88 > -1)
|
|
{
|
|
PlayLocalSound(var_88, 0);
|
|
}
|
|
}
|
|
|
|
break;
|
|
/////
|
|
}
|
|
|
|
case 26: // Cobra Staff
|
|
case 50:
|
|
{
|
|
var_40 = 5;
|
|
int ebx = 20;
|
|
|
|
// loc_1B75D
|
|
int var_18 = 1 << var_40;
|
|
|
|
short weapons = nPlayerWeapons[nPlayer];
|
|
|
|
if (weapons & var_18)
|
|
{
|
|
if (mplevel)
|
|
{
|
|
AddAmmo(nPlayer, WeaponInfo[var_40].nAmmoType, ebx);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
weapons = var_40;
|
|
|
|
SetNewWeaponIfBetter(nPlayer, weapons);
|
|
|
|
nPlayerWeapons[nPlayer] |= var_18;
|
|
|
|
AddAmmo(nPlayer, WeaponInfo[weapons].nAmmoType, ebx);
|
|
|
|
var_88 = StaticSound[kSound72];
|
|
}
|
|
|
|
if (var_40 == 2) {
|
|
CheckClip(nPlayer);
|
|
}
|
|
|
|
if (var_70 <= 50) {
|
|
goto do_default;
|
|
}
|
|
|
|
sprite[nValB].cstat = 0x8000;
|
|
DestroyItemAnim(nValB);
|
|
////
|
|
// loc_1BA74: - repeated block, see in default case
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
|
|
{
|
|
pickupMessage(var_70);
|
|
}
|
|
|
|
TintPalette(var_44*4, var_8C*4, 0);
|
|
|
|
if (var_88 > -1)
|
|
{
|
|
PlayLocalSound(var_88, 0);
|
|
}
|
|
}
|
|
|
|
break;
|
|
/////
|
|
}
|
|
|
|
case 27: // Eye of Ra Gauntlet
|
|
case 51:
|
|
{
|
|
var_40 = 6;
|
|
int ebx = 2;
|
|
|
|
// loc_1B75D
|
|
int var_18 = 1 << var_40;
|
|
|
|
short weapons = nPlayerWeapons[nPlayer];
|
|
|
|
if (weapons & var_18)
|
|
{
|
|
if (mplevel)
|
|
{
|
|
AddAmmo(nPlayer, WeaponInfo[var_40].nAmmoType, ebx);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
weapons = var_40;
|
|
|
|
SetNewWeaponIfBetter(nPlayer, weapons);
|
|
|
|
nPlayerWeapons[nPlayer] |= var_18;
|
|
|
|
AddAmmo(nPlayer, WeaponInfo[weapons].nAmmoType, ebx);
|
|
|
|
var_88 = StaticSound[kSound72];
|
|
}
|
|
|
|
if (var_40 == 2) {
|
|
CheckClip(nPlayer);
|
|
}
|
|
|
|
if (var_70 <= 50) {
|
|
goto do_default;
|
|
}
|
|
|
|
sprite[nValB].cstat = 0x8000;
|
|
DestroyItemAnim(nValB);
|
|
////
|
|
// loc_1BA74: - repeated block, see in default case
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
|
|
{
|
|
pickupMessage(var_70);
|
|
}
|
|
|
|
TintPalette(var_44*4, var_8C*4, 0);
|
|
|
|
if (var_88 > -1)
|
|
{
|
|
PlayLocalSound(var_88, 0);
|
|
}
|
|
}
|
|
|
|
break;
|
|
/////
|
|
}
|
|
|
|
case 31: // Cobra staff ammo
|
|
{
|
|
if (AddAmmo(nPlayer, 5, 1)) {
|
|
var_88 = StaticSound[kSoundAmmoPickup];
|
|
goto do_default;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 32: // Raw Energy
|
|
{
|
|
if (AddAmmo(nPlayer, 6, sprite[nValB].hitag)) {
|
|
var_88 = StaticSound[kSoundAmmoPickup];
|
|
goto do_default;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
// Lots of repeated code for door key handling
|
|
case 39: // Power key
|
|
{
|
|
int ecx = 4096;
|
|
|
|
var_88 = -1;
|
|
|
|
if (PlayerList[nPlayer].keys != ecx)
|
|
{
|
|
if (nPlayer == nLocalPlayer) {
|
|
BuildStatusAnim(36, 0);
|
|
}
|
|
|
|
PlayerList[nPlayer].keys |= ecx;
|
|
|
|
if (nTotalPlayers > 1)
|
|
{
|
|
goto do_default_b;
|
|
}
|
|
else
|
|
{
|
|
goto do_default;
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
case 40: // Time key
|
|
{
|
|
int ecx = 4096 << 1;
|
|
|
|
var_88 = -1;
|
|
|
|
if (PlayerList[nPlayer].keys != ecx)
|
|
{
|
|
if (nPlayer == nLocalPlayer) {
|
|
BuildStatusAnim(36 + 2, 0);
|
|
}
|
|
|
|
PlayerList[nPlayer].keys |= ecx;
|
|
|
|
if (nTotalPlayers > 1)
|
|
{
|
|
goto do_default_b;
|
|
}
|
|
else
|
|
{
|
|
goto do_default;
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
case 41: // War key
|
|
{
|
|
int ecx = 4096 << 2;
|
|
|
|
var_88 = -1;
|
|
|
|
if (PlayerList[nPlayer].keys != ecx)
|
|
{
|
|
if (nPlayer == nLocalPlayer) {
|
|
BuildStatusAnim(36 + 4, 0);
|
|
}
|
|
|
|
PlayerList[nPlayer].keys |= ecx;
|
|
|
|
if (nTotalPlayers > 1)
|
|
{
|
|
goto do_default_b;
|
|
}
|
|
else
|
|
{
|
|
goto do_default;
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
case 42: // Earth key
|
|
{
|
|
int ecx = 4096 << 3;
|
|
|
|
var_88 = -1;
|
|
|
|
if (PlayerList[nPlayer].keys != ecx)
|
|
{
|
|
if (nPlayer == nLocalPlayer) {
|
|
BuildStatusAnim(36 + 6, 0);
|
|
}
|
|
|
|
PlayerList[nPlayer].keys |= ecx;
|
|
|
|
if (nTotalPlayers > 1)
|
|
{
|
|
goto do_default_b;
|
|
}
|
|
else
|
|
{
|
|
goto do_default;
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 43: // Magical Essence
|
|
case 44: // ?
|
|
{
|
|
if (PlayerList[nPlayer].nMagic >= 1000) {
|
|
break;
|
|
}
|
|
|
|
var_88 = StaticSound[kSoundMana1];
|
|
|
|
PlayerList[nPlayer].nMagic += 100;
|
|
if (PlayerList[nPlayer].nMagic >= 1000) {
|
|
PlayerList[nPlayer].nMagic = 1000;
|
|
}
|
|
|
|
if (nLocalPlayer == nPlayer)
|
|
{
|
|
SetMagicFrame();
|
|
}
|
|
|
|
goto do_default;
|
|
}
|
|
|
|
case 53: // Scarab (Checkpoint)
|
|
{
|
|
if (nLocalPlayer == nPlayer)
|
|
{
|
|
short nAnim = sprite[nValB].owner;
|
|
AnimList[nAnim].nSeq++;
|
|
AnimList[nAnim].AnimFlags &= 0xEF;
|
|
AnimList[nAnim].field_2 = 0;
|
|
|
|
changespritestat(nValB, 899);
|
|
}
|
|
|
|
SetSavePoint(nPlayer, sprite[nPlayerSprite].x, sprite[nPlayerSprite].y, sprite[nPlayerSprite].z, sprite[nPlayerSprite].sectnum, sprite[nPlayerSprite].ang);
|
|
break;
|
|
}
|
|
|
|
case 54: // Golden Sarcophagus (End Level)
|
|
{
|
|
if (!bInDemo)
|
|
{
|
|
LevelFinished();
|
|
}
|
|
|
|
DestroyItemAnim(nValB);
|
|
mydeletesprite(nValB);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// CORRECT ? // loc_1BAF9:
|
|
if (bTouchFloor)
|
|
{
|
|
if (sector[sprite[nPlayerSprite].sectnum].lotag > 0)
|
|
{
|
|
runlist_SignalRun(sector[sprite[nPlayerSprite].sectnum].lotag - 1, nPlayer | 0x50000);
|
|
}
|
|
}
|
|
|
|
if (nSector != sprite[nPlayerSprite].sectnum)
|
|
{
|
|
if (sector[nSector].lotag > 0)
|
|
{
|
|
runlist_SignalRun(sector[nSector].lotag - 1, nPlayer | 0x70000);
|
|
}
|
|
|
|
if (sector[sprite[nPlayerSprite].sectnum].lotag > 0)
|
|
{
|
|
runlist_SignalRun(sector[sprite[nPlayerSprite].sectnum].lotag - 1, nPlayer | 0x60000);
|
|
}
|
|
}
|
|
|
|
if (!PlayerList[nPlayer].bIsMummified)
|
|
{
|
|
if (actions & SB_OPEN)
|
|
{
|
|
ClearSpaceBar(nPlayer);
|
|
|
|
if (nearTagWall >= 0 && wall[nearTagWall].lotag > 0)
|
|
{
|
|
runlist_SignalRun(wall[nearTagWall].lotag - 1, nPlayer | 0x40000);
|
|
}
|
|
|
|
if (nearTagSector >= 0 && sector[nearTagSector].lotag > 0)
|
|
{
|
|
runlist_SignalRun(sector[nearTagSector].lotag - 1, nPlayer | 0x40000);
|
|
}
|
|
}
|
|
|
|
// was int var_38 = buttons & 0x8
|
|
if (actions & SB_FIRE)
|
|
{
|
|
FireWeapon(nPlayer);
|
|
}
|
|
else
|
|
{
|
|
StopFiringWeapon(nPlayer);
|
|
}
|
|
|
|
// loc_1BC57:
|
|
|
|
// CHECKME - are we finished with 'nSector' variable at this point? if so, maybe set it to sprite[nPlayerSprite].sectnum so we can make this code a bit neater. Don't assume sprite[nPlayerSprite].sectnum == nSector here!!
|
|
if (nStandHeight > (sector[sprite[nPlayerSprite].sectnum].floorz - sector[sprite[nPlayerSprite].sectnum].ceilingz)) {
|
|
var_48 = 1;
|
|
}
|
|
|
|
// Jumping
|
|
if (actions & SB_JUMP)
|
|
{
|
|
if (bUnderwater)
|
|
{
|
|
sprite[nPlayerSprite].zvel = -2048;
|
|
nActionB = 10;
|
|
}
|
|
else if (bTouchFloor)
|
|
{
|
|
if (nAction < 6 || nAction > 8)
|
|
{
|
|
sprite[nPlayerSprite].zvel = -3584;
|
|
nActionB = 3;
|
|
}
|
|
}
|
|
|
|
// goto loc_1BE70:
|
|
}
|
|
else if (actions & SB_CROUCH)
|
|
{
|
|
if (bUnderwater)
|
|
{
|
|
sprite[nPlayerSprite].zvel = 2048;
|
|
nActionB = 10;
|
|
}
|
|
else
|
|
{
|
|
if (eyelevel[nPlayer] < -8320) {
|
|
eyelevel[nPlayer] += ((-8320 - eyelevel[nPlayer]) >> 1);
|
|
}
|
|
|
|
loc_1BD2E:
|
|
if (totalvel[nPlayer] < 1) {
|
|
nActionB = 6;
|
|
}
|
|
else {
|
|
nActionB = 7;
|
|
}
|
|
}
|
|
|
|
// goto loc_1BE70:
|
|
}
|
|
else
|
|
{
|
|
if (PlayerList[nPlayer].nHealth > 0)
|
|
{
|
|
int var_EC = nActionEyeLevel[nAction];
|
|
eyelevel[nPlayer] += (var_EC - eyelevel[nPlayer]) >> 1;
|
|
|
|
if (bUnderwater)
|
|
{
|
|
if (totalvel[nPlayer] <= 1)
|
|
nActionB = 9;
|
|
else
|
|
nActionB = 10;
|
|
}
|
|
else
|
|
{
|
|
// CHECKME - confirm branching in this area is OK
|
|
if (var_48)
|
|
{
|
|
goto loc_1BD2E;
|
|
}
|
|
else
|
|
{
|
|
if (totalvel[nPlayer] <= 1) {
|
|
nActionB = 0;//bUnderwater; // this is just setting to 0
|
|
}
|
|
else if (totalvel[nPlayer] <= 30) {
|
|
nActionB = 2;
|
|
}
|
|
else
|
|
{
|
|
nActionB = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// loc_1BE30
|
|
if (actions & SB_FIRE) // was var_38
|
|
{
|
|
if (bUnderwater)
|
|
{
|
|
nActionB = 11;
|
|
}
|
|
else
|
|
{
|
|
if (nActionB != 2 && nActionB != 1)
|
|
{
|
|
nActionB = 5;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// loc_1BE70:
|
|
// Handle player pressing number keys to change weapon
|
|
uint8_t var_90 = sPlayerInput[nPlayer].getNewWeapon();
|
|
|
|
if (var_90)
|
|
{
|
|
var_90--;
|
|
|
|
if (nPlayerWeapons[nPlayer] & (1 << var_90))
|
|
{
|
|
SetNewWeapon(nPlayer, var_90);
|
|
}
|
|
}
|
|
}
|
|
else // player is mummified
|
|
{
|
|
if (actions & SB_FIRE)
|
|
{
|
|
FireWeapon(nPlayer);
|
|
}
|
|
|
|
if (nAction != 15)
|
|
{
|
|
if (totalvel[nPlayer] <= 1)
|
|
{
|
|
nActionB = 13;
|
|
}
|
|
else
|
|
{
|
|
nActionB = 14;
|
|
}
|
|
}
|
|
}
|
|
|
|
// loc_1BF09
|
|
if (nActionB != nAction && nAction != 4)
|
|
{
|
|
nAction = nActionB;
|
|
PlayerList[nPlayer].nAction = nActionB;
|
|
PlayerList[nPlayer].field_2 = 0;
|
|
}
|
|
|
|
if (SyncInput())
|
|
{
|
|
Player* pPlayer = &PlayerList[nPlayer];
|
|
sethorizon(&pPlayer->horizon.horiz, sPlayerInput[nPlayer].pan, &sPlayerInput[nLocalPlayer].actions);
|
|
}
|
|
}
|
|
else // else, player's health is less than 0
|
|
{
|
|
// loc_1C0E9
|
|
if (actions & SB_OPEN)
|
|
{
|
|
ClearSpaceBar(nPlayer);
|
|
|
|
if (nAction >= 16)
|
|
{
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
StopAllSounds();
|
|
StopLocalSound();
|
|
GrabPalette();
|
|
}
|
|
|
|
PlayerList[nPlayer].nCurrentWeapon = nPlayerOldWeapon[nPlayer];
|
|
|
|
if (nPlayerLives[nPlayer] && nNetTime)
|
|
{
|
|
if (nAction != 20)
|
|
{
|
|
sprite[nPlayerSprite].picnum = seq_GetSeqPicnum(kSeqJoe, 120, 0);
|
|
sprite[nPlayerSprite].cstat = 0;
|
|
sprite[nPlayerSprite].z = sector[sprite[nPlayerSprite].sectnum].floorz;
|
|
}
|
|
|
|
// will invalidate nPlayerSprite
|
|
RestartPlayer(nPlayer);
|
|
|
|
nPlayerSprite = PlayerList[nPlayer].nSprite;
|
|
nDopple = nDoppleSprite[nPlayer];
|
|
}
|
|
else
|
|
{
|
|
DoGameOverScene(mplevel);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// loc_1C201:
|
|
if (nLocalPlayer == nPlayer)
|
|
{
|
|
nLocalEyeSect = nPlayerViewSect[nLocalPlayer];
|
|
CheckAmbience(nLocalEyeSect);
|
|
}
|
|
|
|
int var_AC = SeqOffsets[PlayerList[nPlayer].nSeq] + PlayerSeq[nAction].a;
|
|
|
|
seq_MoveSequence(nPlayerSprite, var_AC, PlayerList[nPlayer].field_2);
|
|
PlayerList[nPlayer].field_2++;
|
|
|
|
if (PlayerList[nPlayer].field_2 >= SeqSize[var_AC])
|
|
{
|
|
PlayerList[nPlayer].field_2 = 0;
|
|
|
|
switch (PlayerList[nPlayer].nAction)
|
|
{
|
|
default:
|
|
break;
|
|
|
|
case 3:
|
|
PlayerList[nPlayer].field_2 = SeqSize[var_AC] - 1;
|
|
break;
|
|
case 4:
|
|
PlayerList[nPlayer].nAction = 0;
|
|
break;
|
|
case 16:
|
|
PlayerList[nPlayer].field_2 = SeqSize[var_AC] - 1;
|
|
|
|
if (sprite[nPlayerSprite].z < sector[sprite[nPlayerSprite].sectnum].floorz) {
|
|
sprite[nPlayerSprite].z += 256;
|
|
}
|
|
|
|
if (!RandomSize(5))
|
|
{
|
|
int mouthX, mouthY, mouthZ;
|
|
short mouthSect;
|
|
WheresMyMouth(nPlayer, &mouthX, &mouthY, &mouthZ, &mouthSect);
|
|
|
|
BuildAnim(-1, 71, 0, mouthX, mouthY, sprite[nPlayerSprite].z + 3840, mouthSect, 75, 128);
|
|
}
|
|
break;
|
|
case 17:
|
|
PlayerList[nPlayer].nAction = 18;
|
|
break;
|
|
case 19:
|
|
sprite[nPlayerSprite].cstat |= 0x8000;
|
|
PlayerList[nPlayer].nAction = 20;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// loc_1C3B4:
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
initx = sprite[nPlayerSprite].x;
|
|
inity = sprite[nPlayerSprite].y;
|
|
initz = sprite[nPlayerSprite].z;
|
|
initsect = sprite[nPlayerSprite].sectnum;
|
|
inita = sprite[nPlayerSprite].ang;
|
|
}
|
|
|
|
if (!PlayerList[nPlayer].nHealth)
|
|
{
|
|
nYDamage[nPlayer] = 0;
|
|
nXDamage[nPlayer] = 0;
|
|
|
|
if (eyelevel[nPlayer] >= -2816)
|
|
{
|
|
eyelevel[nPlayer] = -2816;
|
|
dVertPan[nPlayer] = 0;
|
|
}
|
|
else
|
|
{
|
|
if (PlayerList[nPlayer].horizon.horiz.asq16() < 0)
|
|
{
|
|
PlayerList[nPlayer].horizon.settarget(0);
|
|
eyelevel[nPlayer] -= (dVertPan[nPlayer] << 8);
|
|
}
|
|
else
|
|
{
|
|
PlayerList[nPlayer].horizon.addadjustment(dVertPan[nPlayer]);
|
|
|
|
if (PlayerList[nPlayer].horizon.horiz.asq16() > gi->playerHorizMax())
|
|
{
|
|
PlayerList[nPlayer].horizon.settarget(gi->playerHorizMax());
|
|
}
|
|
else if (PlayerList[nPlayer].horizon.horiz.asq16() <= 0)
|
|
{
|
|
if (!(SectFlag[sprite[nPlayerSprite].sectnum] & kSectUnderwater))
|
|
{
|
|
SetNewWeapon(nPlayer, nDeathType[nPlayer] + 8);
|
|
}
|
|
}
|
|
|
|
dVertPan[nPlayer]--;
|
|
}
|
|
}
|
|
}
|
|
|
|
// loc_1C4E1
|
|
sprite[nDopple].x = sprite[nPlayerSprite].x;
|
|
sprite[nDopple].y = sprite[nPlayerSprite].y;
|
|
sprite[nDopple].z = sprite[nPlayerSprite].z;
|
|
|
|
if (SectAbove[sprite[nPlayerSprite].sectnum] > -1)
|
|
{
|
|
sprite[nDopple].ang = sprite[nPlayerSprite].ang;
|
|
mychangespritesect(nDopple, SectAbove[sprite[nPlayerSprite].sectnum]);
|
|
sprite[nDopple].cstat = 0x101;
|
|
}
|
|
else
|
|
{
|
|
sprite[nDopple].cstat = 0x8000;
|
|
}
|
|
|
|
MoveWeapons(nPlayer);
|
|
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
FSerializer& Serialize(FSerializer& arc, const char* keyname, Player& w, Player* def)
|
|
{
|
|
if (arc.BeginObject(keyname))
|
|
{
|
|
arc("health", w.nHealth)
|
|
("at2", w.field_2)
|
|
("action", w.nAction)
|
|
("sprite", w.nSprite)
|
|
("mummy", w.bIsMummified)
|
|
("invincible", w.invincibility)
|
|
("air", w.nAir)
|
|
("seq", w.nSeq)
|
|
("maskamount", w.nMaskAmount)
|
|
("keys", w.keys)
|
|
("magic", w.nMagic)
|
|
.Array("items", w.items, countof(w.items))
|
|
.Array("ammo", w.nAmmo, countof(w.nAmmo))
|
|
("weapon", w.nCurrentWeapon)
|
|
("isfiring", w.bIsFiring)
|
|
("field3f", w.field_3FOUR)
|
|
("field38", w.field_38)
|
|
("field3a", w.field_3A)
|
|
("field3c", w.field_3C)
|
|
("seq", w.nSeq)
|
|
("horizon", w.horizon)
|
|
("angle", w.angle)
|
|
.EndObject();
|
|
}
|
|
return arc;
|
|
}
|
|
|
|
FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerSave& w, PlayerSave* def)
|
|
{
|
|
if (arc.BeginObject(keyname))
|
|
{
|
|
arc("x", w.x)
|
|
("y", w.y)
|
|
("z", w.z)
|
|
("sector", w.nSector)
|
|
("angle", w.nAngle)
|
|
.EndObject();
|
|
}
|
|
return arc;
|
|
}
|
|
|
|
void SerializePlayer(FSerializer& arc)
|
|
{
|
|
if (arc.BeginObject("player"))
|
|
{
|
|
arc("lxvel", lPlayerXVel)
|
|
("lyvel", lPlayerYVel)
|
|
("bobangle", bobangle)
|
|
("standheight", nStandHeight)
|
|
("playercount", PlayerCount)
|
|
("netstartsprites", nNetStartSprites)
|
|
("localplayer", nLocalPlayer)
|
|
.Array("grenadeplayer", nGrenadePlayer, countof(nGrenadePlayer))
|
|
.Array("curstartsprite", nNetStartSprite, PlayerCount)
|
|
.Array("breathtimer", nBreathTimer, PlayerCount)
|
|
.Array("playerswear", nPlayerSwear, PlayerCount)
|
|
.Array("pushsect", nPlayerPushSect, PlayerCount)
|
|
.Array("deathtype", nDeathType, PlayerCount)
|
|
.Array("score", nPlayerScore, PlayerCount)
|
|
.Array("color", nPlayerColor, PlayerCount)
|
|
.Array("dx", nPlayerDX, PlayerCount)
|
|
.Array("dy", nPlayerDY, PlayerCount)
|
|
.Array("pistolclip", nPistolClip, PlayerCount)
|
|
.Array("xdamage", nXDamage, PlayerCount)
|
|
.Array("ydamage", nYDamage, PlayerCount)
|
|
.Array("dopplesprite", nDoppleSprite, PlayerCount)
|
|
.Array("oldweapon", nPlayerOldWeapon, PlayerCount)
|
|
.Array("clip", nPlayerClip, PlayerCount)
|
|
.Array("pushsound", nPlayerPushSound, PlayerCount)
|
|
.Array("taunttimer", nTauntTimer, PlayerCount)
|
|
.Array("torch", nPlayerTorch, PlayerCount)
|
|
.Array("weapons", nPlayerWeapons, PlayerCount)
|
|
.Array("lives", nPlayerLives, PlayerCount)
|
|
.Array("item", nPlayerItem, PlayerCount)
|
|
.Array("list", PlayerList, PlayerCount)
|
|
.Array("invisible", nPlayerInvisible, PlayerCount)
|
|
.Array("double", nPlayerDouble, PlayerCount)
|
|
.Array("viewsect", nPlayerViewSect, PlayerCount)
|
|
.Array("floorspr", nPlayerFloorSprite, PlayerCount)
|
|
.Array("save", sPlayerSave, PlayerCount)
|
|
.Array("totalvel", totalvel, PlayerCount)
|
|
.Array("eyelevel", eyelevel, PlayerCount)
|
|
.Array("netstartsprite", nNetStartSprite, PlayerCount)
|
|
.Array("grenade", nPlayerGrenade, PlayerCount)
|
|
.Array("d282a", word_D282A, PlayerCount)
|
|
.EndObject();
|
|
}
|
|
}
|
|
|
|
END_PS_NS
|