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645ea1e1ae
If there is no back sector, use the front sector of the wall as the ladder sector. This at least fixes the badly defined ladder in Wanton Destruction's first map.
7600 lines
211 KiB
C++
7600 lines
211 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 "ns.h"
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#include "build.h"
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#include "mytypes.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 "player.h"
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#include "lists.h"
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#include "gamecontrol.h"
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#include "menus.h"
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#include "network.h"
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#include "pal.h"
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#include "mclip.h"
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#include "sprite.h"
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#include "weapon.h"
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#include "break.h"
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#include "jsector.h"
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#include "sector.h"
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#include "misc.h"
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#include "interpolate.h"
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#include "interpso.h"
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#include "razemenu.h"
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#include "gstrings.h"
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#include "raze_music.h"
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#include "v_draw.h"
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#include "gamestate.h"
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BEGIN_SW_NS
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void pSpriteControl(PLAYERp pp);
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int WeaponOperate(PLAYERp pp);
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SECTOR_OBJECTp PlayerOnObject(short sectnum_match);
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void PlayerRemoteReset(PLAYERp pp, short sectnum);
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void KillAllPanelInv(PLAYERp pp);
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void DoPlayerDeathDrown(PLAYERp pp);
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void pWeaponForceRest(PLAYERp pp);
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#define SO_DRIVE_SOUND 2
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#define SO_IDLE_SOUND 1
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extern bool NoMeters;
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#define TEST_UNDERWATER(pp) (TEST(sector[(pp)->cursectnum].extra, SECTFX_UNDERWATER))
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//#define PLAYER_MIN_HEIGHT (Z(30))
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//#define PLAYER_MIN_HEIGHT_JUMP (Z(20))
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#define PLAYER_MIN_HEIGHT (Z(20))
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#define PLAYER_CRAWL_WADE_DEPTH (30)
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USERSAVE puser[MAX_SW_PLAYERS_REG];
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//int16_t gNet.MultiGameType = MULTI_GAME_NONE;
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bool NightVision = false;
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extern int FinishAnim;
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// the smaller the number the slower the going
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#define PLAYER_RUN_FRICTION (50000L)
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//#define PLAYER_RUN_FRICTION 0xcb00
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#define PLAYER_JUMP_FRICTION PLAYER_RUN_FRICTION
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#define PLAYER_FALL_FRICTION PLAYER_RUN_FRICTION
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#define PLAYER_WADE_FRICTION PLAYER_RUN_FRICTION
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#define PLAYER_FLY_FRICTION (55808L)
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#define PLAYER_CRAWL_FRICTION (45056L)
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#define PLAYER_SWIM_FRICTION (49152L)
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#define PLAYER_DIVE_FRICTION (49152L)
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// only for z direction climbing
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#define PLAYER_CLIMB_FRICTION (45056L)
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//#define BOAT_FRICTION 0xd000
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#define BOAT_FRICTION 0xcb00
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//#define TANK_FRICTION 0xcb00
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#define TANK_FRICTION (53248L)
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#define PLAYER_SLIDE_FRICTION (53248L)
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#define JUMP_STUFF 4
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// just like 2 except can jump higher - less gravity
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// goes better with slightly slower run speed than I had it at
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#if JUMP_STUFF == 4
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#define PLAYER_JUMP_GRAV 24
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#define PLAYER_JUMP_AMT (-650)
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#define PLAYER_CLIMB_JUMP_AMT (-1100)
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#define MAX_JUMP_DURATION 12
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char PlayerGravity = PLAYER_JUMP_GRAV;
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#endif
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bool ToggleFlyMode = false;
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extern bool DebugOperate;
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//unsigned char synctics, lastsynctics;
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int ChopTics;
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PLAYER Player[MAX_SW_PLAYERS_REG + 1];
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// These are a bunch of kens variables for the player
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short NormalVisibility;
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int InitBloodSpray(int16_t SpriteNum, bool dogib, short velocity);
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SPRITEp FindNearSprite(SPRITEp sp, short stat);
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bool PlayerOnLadder(PLAYERp pp);
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void DoPlayerSlide(PLAYERp pp);
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void DoPlayerBeginSwim(PLAYERp pp);
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void DoPlayerSwim(PLAYERp pp);
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void DoPlayerWade(PLAYERp pp);
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void DoPlayerBeginWade(PLAYERp pp);
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void DoPlayerBeginCrawl(PLAYERp pp);
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void DoPlayerCrawl(PLAYERp pp);
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void DoPlayerRun(PLAYERp pp);
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void DoPlayerBeginRun(PLAYERp pp);
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void DoPlayerFall(PLAYERp pp);
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void DoPlayerBeginFall(PLAYERp pp);
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void DoPlayerJump(PLAYERp pp);
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void DoPlayerBeginJump(PLAYERp pp);
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void DoPlayerForceJump(PLAYERp pp);
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void DoPlayerBeginFly(PLAYERp pp);
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void DoPlayerFly(PLAYERp pp);
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void DoPlayerBeginClimb(PLAYERp pp);
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void DoPlayerClimb(PLAYERp pp);
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void DoPlayerBeginDie(PLAYERp pp);
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void DoPlayerDie(PLAYERp pp);
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// void DoPlayerBeginOperateBoat(PLAYERp pp);
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void DoPlayerBeginOperateVehicle(PLAYERp pp);
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void DoPlayerBeginOperate(PLAYERp pp);
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// void DoPlayerOperateBoat(PLAYERp pp);
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void DoPlayerOperateVehicle(PLAYERp pp);
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void DoPlayerOperateTurret(PLAYERp pp);
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void DoPlayerBeginDive(PLAYERp pp);
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void DoPlayerDive(PLAYERp pp);
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void DoPlayerTeleportPause(PLAYERp pp);
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bool PlayerFlyKey(void);
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void OperateSectorObject(SECTOR_OBJECTp sop, short newang, int newx, int newy);
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void CheckFootPrints(PLAYERp pp);
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bool DoPlayerTestCrawl(PLAYERp pp);
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void DoPlayerDeathFlip(PLAYERp pp);
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void DoPlayerDeathCrumble(PLAYERp pp);
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void DoPlayerDeathExplode(PLAYERp pp);
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void DoPlayerDeathFall(PLAYERp pp);
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void PlayerCheckValidMove(PLAYERp pp);
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void PlayerWarpUpdatePos(PLAYERp pp);
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void DoPlayerBeginDiveNoWarp(PLAYERp pp);
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int PlayerCanDiveNoWarp(PLAYERp pp);
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void DoPlayerCurrent(PLAYERp pp);
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int GetOverlapSector2(int x, int y, short *over, short *under);
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void PlayerToRemote(PLAYERp pp);
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void PlayerRemoteInit(PLAYERp pp);
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void PlayerSpawnPosition(PLAYERp pp);
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extern short target_ang;
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//////////////////////
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//
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// PLAYER SPECIFIC
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//
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//////////////////////
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#if 1
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#define PLAYER_NINJA_RATE 14
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int DoFootPrints(short SpriteNum);
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STATE s_PlayerNinjaRun[5][6] =
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{
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{
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{PLAYER_NINJA_RUN_R0 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][1]},
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{PLAYER_NINJA_RUN_R0 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][2]},
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{PLAYER_NINJA_RUN_R0 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[0][3]},
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{PLAYER_NINJA_RUN_R0 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][4]},
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{PLAYER_NINJA_RUN_R0 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][5]},
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{PLAYER_NINJA_RUN_R0 + 3, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[0][0]},
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},
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{
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{PLAYER_NINJA_RUN_R1 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][1]},
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{PLAYER_NINJA_RUN_R1 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][2]},
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{PLAYER_NINJA_RUN_R1 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[1][3]},
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{PLAYER_NINJA_RUN_R1 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][4]},
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{PLAYER_NINJA_RUN_R1 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][5]},
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{PLAYER_NINJA_RUN_R1 + 3, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[1][0]},
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},
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{
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{PLAYER_NINJA_RUN_R2 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][1]},
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{PLAYER_NINJA_RUN_R2 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][2]},
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{PLAYER_NINJA_RUN_R2 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[2][3]},
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{PLAYER_NINJA_RUN_R2 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][4]},
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{PLAYER_NINJA_RUN_R2 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][5]},
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{PLAYER_NINJA_RUN_R2 + 3, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[2][0]},
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},
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{
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{PLAYER_NINJA_RUN_R3 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][1]},
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{PLAYER_NINJA_RUN_R3 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][2]},
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{PLAYER_NINJA_RUN_R3 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[3][3]},
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{PLAYER_NINJA_RUN_R3 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][4]},
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{PLAYER_NINJA_RUN_R3 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][5]},
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{PLAYER_NINJA_RUN_R3 + 3, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[3][0]},
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},
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{
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{PLAYER_NINJA_RUN_R4 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][1]},
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{PLAYER_NINJA_RUN_R4 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][2]},
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{PLAYER_NINJA_RUN_R4 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[4][3]},
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{PLAYER_NINJA_RUN_R4 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][4]},
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{PLAYER_NINJA_RUN_R4 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][5]},
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{PLAYER_NINJA_RUN_R4 + 3, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[4][0]},
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},
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};
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STATEp sg_PlayerNinjaRun[] =
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{
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s_PlayerNinjaRun[0],
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s_PlayerNinjaRun[1],
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s_PlayerNinjaRun[2],
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s_PlayerNinjaRun[3],
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s_PlayerNinjaRun[4]
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};
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#else
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#define PLAYER_NINJA_RATE 10
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STATE s_PlayerNinjaRun[5][8] =
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{
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{
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{PLAYER_NINJA_RUN_R0 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][1]},
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{PLAYER_NINJA_RUN_R0 + 0, PLAYER_NINJA_RATE | SF_PLAYER_FUNC,DoFootPrints, &s_PlayerNinjaRun[0][2]},
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{PLAYER_NINJA_RUN_R0 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][3]},
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{PLAYER_NINJA_RUN_R0 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][4]},
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{PLAYER_NINJA_RUN_R0 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][5]},
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{PLAYER_NINJA_RUN_R0 + 4, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][6]},
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{PLAYER_NINJA_RUN_R0 + 5, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][7]},
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{PLAYER_NINJA_RUN_R0 + 5, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[0][0]},
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},
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{
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{PLAYER_NINJA_RUN_R1 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][1]},
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{PLAYER_NINJA_RUN_R1 + 0, PLAYER_NINJA_RATE | SF_PLAYER_FUNC,DoFootPrints, &s_PlayerNinjaRun[1][2]},
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{PLAYER_NINJA_RUN_R1 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][3]},
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{PLAYER_NINJA_RUN_R1 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][4]},
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{PLAYER_NINJA_RUN_R1 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][5]},
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{PLAYER_NINJA_RUN_R1 + 4, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][6]},
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{PLAYER_NINJA_RUN_R1 + 5, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][7]},
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{PLAYER_NINJA_RUN_R1 + 5, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[1][0]},
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},
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{
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{PLAYER_NINJA_RUN_R2 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][1]},
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{PLAYER_NINJA_RUN_R2 + 0, PLAYER_NINJA_RATE | SF_PLAYER_FUNC,DoFootPrints, &s_PlayerNinjaRun[2][2]},
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{PLAYER_NINJA_RUN_R2 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][3]},
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{PLAYER_NINJA_RUN_R2 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][4]},
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{PLAYER_NINJA_RUN_R2 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][5]},
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{PLAYER_NINJA_RUN_R2 + 4, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][6]},
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{PLAYER_NINJA_RUN_R2 + 5, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][7]},
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{PLAYER_NINJA_RUN_R2 + 5, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[2][0]},
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},
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{
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{PLAYER_NINJA_RUN_R3 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][1]},
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{PLAYER_NINJA_RUN_R3 + 0, PLAYER_NINJA_RATE | SF_PLAYER_FUNC,DoFootPrints, &s_PlayerNinjaRun[3][2]},
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{PLAYER_NINJA_RUN_R3 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][3]},
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{PLAYER_NINJA_RUN_R3 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][4]},
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{PLAYER_NINJA_RUN_R3 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][5]},
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{PLAYER_NINJA_RUN_R3 + 4, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][6]},
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{PLAYER_NINJA_RUN_R3 + 5, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][7]},
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{PLAYER_NINJA_RUN_R3 + 5, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[3][0]},
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},
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{
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{PLAYER_NINJA_RUN_R4 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][1]},
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{PLAYER_NINJA_RUN_R4 + 0, PLAYER_NINJA_RATE | SF_PLAYER_FUNC,DoFootPrints, &s_PlayerNinjaRun[4][2]},
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{PLAYER_NINJA_RUN_R4 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][3]},
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{PLAYER_NINJA_RUN_R4 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][4]},
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{PLAYER_NINJA_RUN_R4 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][5]},
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{PLAYER_NINJA_RUN_R4 + 4, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][6]},
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{PLAYER_NINJA_RUN_R4 + 5, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][7]},
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{PLAYER_NINJA_RUN_R4 + 5, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[4][0]},
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}
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};
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STATEp sg_PlayerNinjaRun[] =
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{
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s_PlayerNinjaRun[0],
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s_PlayerNinjaRun[1],
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s_PlayerNinjaRun[2],
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s_PlayerNinjaRun[3],
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s_PlayerNinjaRun[4]
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};
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#endif
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//////////////////////
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//
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// PLAYER_NINJA STAND
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//
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//////////////////////
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#define PLAYER_NINJA_STAND_RATE 10
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STATE s_PlayerNinjaStand[5][1] =
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{
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{
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{PLAYER_NINJA_STAND_R0 + 0, PLAYER_NINJA_STAND_RATE, NullAnimator, &s_PlayerNinjaStand[0][0]},
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},
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{
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{PLAYER_NINJA_STAND_R1 + 0, PLAYER_NINJA_STAND_RATE, NullAnimator, &s_PlayerNinjaStand[1][0]},
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},
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{
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{PLAYER_NINJA_STAND_R2 + 0, PLAYER_NINJA_STAND_RATE, NullAnimator, &s_PlayerNinjaStand[2][0]},
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},
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{
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|
{PLAYER_NINJA_STAND_R3 + 0, PLAYER_NINJA_STAND_RATE, NullAnimator, &s_PlayerNinjaStand[3][0]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_STAND_R4 + 0, PLAYER_NINJA_STAND_RATE, NullAnimator, &s_PlayerNinjaStand[4][0]},
|
|
},
|
|
};
|
|
STATEp sg_PlayerNinjaStand[] =
|
|
{
|
|
s_PlayerNinjaStand[0],
|
|
s_PlayerNinjaStand[1],
|
|
s_PlayerNinjaStand[2],
|
|
s_PlayerNinjaStand[3],
|
|
s_PlayerNinjaStand[4]
|
|
};
|
|
|
|
|
|
#define PLAYER_NINJA_STAR_RATE 12
|
|
|
|
extern STATEp sg_NinjaRun[];
|
|
int DoPlayerSpriteReset(short SpriteNum);
|
|
|
|
#if 0
|
|
STATE s_PlayerNinjaThrow[5][4] =
|
|
{
|
|
{
|
|
{PLAYER_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[0][1]},
|
|
{PLAYER_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[0][2]},
|
|
{PLAYER_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[0][3]},
|
|
{PLAYER_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]},
|
|
},
|
|
{
|
|
{PLAYER_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[1][1]},
|
|
{PLAYER_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[1][2]},
|
|
{PLAYER_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[1][3]},
|
|
{PLAYER_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]},
|
|
},
|
|
{
|
|
{PLAYER_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[2][1]},
|
|
{PLAYER_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[2][2]},
|
|
{PLAYER_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[2][3]},
|
|
{PLAYER_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]},
|
|
},
|
|
{
|
|
{PLAYER_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[3][1]},
|
|
{PLAYER_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[3][2]},
|
|
{PLAYER_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[3][3]},
|
|
{PLAYER_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]},
|
|
},
|
|
{
|
|
{PLAYER_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[4][1]},
|
|
{PLAYER_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[4][2]},
|
|
{PLAYER_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[4][3]},
|
|
{PLAYER_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]},
|
|
},
|
|
};
|
|
#endif
|
|
|
|
#if 1
|
|
STATE s_PlayerNinjaThrow[5][4] =
|
|
{
|
|
{
|
|
{PLAYER_NINJA_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[0][1]},
|
|
{PLAYER_NINJA_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[0][2]},
|
|
{PLAYER_NINJA_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[0][3]},
|
|
{PLAYER_NINJA_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[1][1]},
|
|
{PLAYER_NINJA_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[1][2]},
|
|
{PLAYER_NINJA_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[1][3]},
|
|
{PLAYER_NINJA_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[2][1]},
|
|
{PLAYER_NINJA_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[2][2]},
|
|
{PLAYER_NINJA_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[2][3]},
|
|
{PLAYER_NINJA_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[3][1]},
|
|
{PLAYER_NINJA_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[3][2]},
|
|
{PLAYER_NINJA_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[3][3]},
|
|
{PLAYER_NINJA_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[4][1]},
|
|
{PLAYER_NINJA_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[4][2]},
|
|
{PLAYER_NINJA_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[4][3]},
|
|
{PLAYER_NINJA_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]},
|
|
},
|
|
};
|
|
#endif
|
|
|
|
STATEp sg_PlayerNinjaThrow[] =
|
|
{
|
|
s_PlayerNinjaThrow[0],
|
|
s_PlayerNinjaThrow[1],
|
|
s_PlayerNinjaThrow[2],
|
|
s_PlayerNinjaThrow[3],
|
|
s_PlayerNinjaThrow[4]
|
|
};
|
|
|
|
//////////////////////
|
|
//
|
|
// PLAYER_NINJA JUMP
|
|
//
|
|
//////////////////////
|
|
|
|
#define PLAYER_NINJA_JUMP_RATE 24
|
|
|
|
STATE s_PlayerNinjaJump[5][4] =
|
|
{
|
|
{
|
|
{PLAYER_NINJA_JUMP_R0 + 0, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[0][1]},
|
|
{PLAYER_NINJA_JUMP_R0 + 1, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[0][2]},
|
|
{PLAYER_NINJA_JUMP_R0 + 2, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[0][3]},
|
|
{PLAYER_NINJA_JUMP_R0 + 3, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[0][3]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_JUMP_R1 + 0, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[1][1]},
|
|
{PLAYER_NINJA_JUMP_R1 + 1, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[1][2]},
|
|
{PLAYER_NINJA_JUMP_R1 + 2, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[1][3]},
|
|
{PLAYER_NINJA_JUMP_R1 + 3, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[1][3]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_JUMP_R2 + 0, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[2][1]},
|
|
{PLAYER_NINJA_JUMP_R2 + 1, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[2][2]},
|
|
{PLAYER_NINJA_JUMP_R2 + 2, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[2][3]},
|
|
{PLAYER_NINJA_JUMP_R2 + 3, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[2][3]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_JUMP_R3 + 0, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[3][1]},
|
|
{PLAYER_NINJA_JUMP_R3 + 1, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[3][2]},
|
|
{PLAYER_NINJA_JUMP_R3 + 2, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[3][3]},
|
|
{PLAYER_NINJA_JUMP_R3 + 3, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[3][3]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_JUMP_R4 + 0, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[4][1]},
|
|
{PLAYER_NINJA_JUMP_R4 + 1, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[4][2]},
|
|
{PLAYER_NINJA_JUMP_R4 + 2, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[4][3]},
|
|
{PLAYER_NINJA_JUMP_R4 + 3, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[4][3]},
|
|
},
|
|
};
|
|
|
|
|
|
STATEp sg_PlayerNinjaJump[] =
|
|
{
|
|
s_PlayerNinjaJump[0],
|
|
s_PlayerNinjaJump[1],
|
|
s_PlayerNinjaJump[2],
|
|
s_PlayerNinjaJump[3],
|
|
s_PlayerNinjaJump[4]
|
|
};
|
|
|
|
|
|
//////////////////////
|
|
//
|
|
// PLAYER_NINJA FALL
|
|
//
|
|
//////////////////////
|
|
|
|
#define PLAYER_NINJA_FALL_RATE 16
|
|
|
|
STATE s_PlayerNinjaFall[5][2] =
|
|
{
|
|
{
|
|
{PLAYER_NINJA_JUMP_R0 + 1, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[0][1]},
|
|
{PLAYER_NINJA_JUMP_R0 + 2, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[0][1]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_JUMP_R1 + 1, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[1][1]},
|
|
{PLAYER_NINJA_JUMP_R1 + 2, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[1][1]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_JUMP_R2 + 1, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[2][1]},
|
|
{PLAYER_NINJA_JUMP_R2 + 2, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[2][1]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_JUMP_R3 + 1, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[3][1]},
|
|
{PLAYER_NINJA_JUMP_R3 + 2, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[3][1]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_JUMP_R4 + 1, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[4][1]},
|
|
{PLAYER_NINJA_JUMP_R4 + 2, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[4][1]},
|
|
},
|
|
};
|
|
|
|
|
|
STATEp sg_PlayerNinjaFall[] =
|
|
{
|
|
s_PlayerNinjaFall[0],
|
|
s_PlayerNinjaFall[1],
|
|
s_PlayerNinjaFall[2],
|
|
s_PlayerNinjaFall[3],
|
|
s_PlayerNinjaFall[4]
|
|
};
|
|
|
|
//////////////////////
|
|
//
|
|
// PLAYER_NINJA CLIMB
|
|
//
|
|
//////////////////////
|
|
|
|
|
|
#define PLAYER_NINJA_CLIMB_RATE 20
|
|
STATE s_PlayerNinjaClimb[5][4] =
|
|
{
|
|
{
|
|
{PLAYER_NINJA_CLIMB_R0 + 0, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[0][1]},
|
|
{PLAYER_NINJA_CLIMB_R0 + 1, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[0][2]},
|
|
{PLAYER_NINJA_CLIMB_R0 + 2, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[0][3]},
|
|
{PLAYER_NINJA_CLIMB_R0 + 3, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[0][0]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_CLIMB_R1 + 0, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[1][1]},
|
|
{PLAYER_NINJA_CLIMB_R1 + 1, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[1][2]},
|
|
{PLAYER_NINJA_CLIMB_R1 + 2, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[1][3]},
|
|
{PLAYER_NINJA_CLIMB_R1 + 3, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[1][0]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_CLIMB_R2 + 0, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[2][1]},
|
|
{PLAYER_NINJA_CLIMB_R2 + 1, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[2][2]},
|
|
{PLAYER_NINJA_CLIMB_R2 + 2, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[2][3]},
|
|
{PLAYER_NINJA_CLIMB_R2 + 3, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[2][0]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_CLIMB_R3 + 0, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[3][1]},
|
|
{PLAYER_NINJA_CLIMB_R3 + 1, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[3][2]},
|
|
{PLAYER_NINJA_CLIMB_R3 + 2, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[3][3]},
|
|
{PLAYER_NINJA_CLIMB_R3 + 3, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[3][0]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_CLIMB_R4 + 0, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[4][1]},
|
|
{PLAYER_NINJA_CLIMB_R4 + 1, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[4][2]},
|
|
{PLAYER_NINJA_CLIMB_R4 + 2, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[4][3]},
|
|
{PLAYER_NINJA_CLIMB_R4 + 3, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[4][0]},
|
|
},
|
|
};
|
|
|
|
STATEp sg_PlayerNinjaClimb[] =
|
|
{
|
|
s_PlayerNinjaClimb[0],
|
|
s_PlayerNinjaClimb[1],
|
|
s_PlayerNinjaClimb[2],
|
|
s_PlayerNinjaClimb[3],
|
|
s_PlayerNinjaClimb[4]
|
|
};
|
|
|
|
//////////////////////
|
|
//
|
|
// PLAYER_NINJA CRAWL
|
|
//
|
|
//////////////////////
|
|
|
|
|
|
#define PLAYER_NINJA_CRAWL_RATE 14
|
|
STATE s_PlayerNinjaCrawl[5][6] =
|
|
{
|
|
{
|
|
{PLAYER_NINJA_CRAWL_R0 + 0, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[0][1]},
|
|
{PLAYER_NINJA_CRAWL_R0 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[0][2]},
|
|
{PLAYER_NINJA_CRAWL_R0 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[0][3]},
|
|
{PLAYER_NINJA_CRAWL_R0 + 2, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[0][4]},
|
|
{PLAYER_NINJA_CRAWL_R0 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[0][5]},
|
|
{PLAYER_NINJA_CRAWL_R0 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[0][0]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_CRAWL_R1 + 0, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[1][1]},
|
|
{PLAYER_NINJA_CRAWL_R1 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[1][2]},
|
|
{PLAYER_NINJA_CRAWL_R1 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[1][3]},
|
|
{PLAYER_NINJA_CRAWL_R1 + 2, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[1][4]},
|
|
{PLAYER_NINJA_CRAWL_R1 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[1][5]},
|
|
{PLAYER_NINJA_CRAWL_R1 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[1][0]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_CRAWL_R2 + 0, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[2][1]},
|
|
{PLAYER_NINJA_CRAWL_R2 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[2][2]},
|
|
{PLAYER_NINJA_CRAWL_R2 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[2][3]},
|
|
{PLAYER_NINJA_CRAWL_R2 + 2, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[2][4]},
|
|
{PLAYER_NINJA_CRAWL_R2 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[2][5]},
|
|
{PLAYER_NINJA_CRAWL_R2 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[2][0]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_CRAWL_R3 + 0, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[3][1]},
|
|
{PLAYER_NINJA_CRAWL_R3 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[3][2]},
|
|
{PLAYER_NINJA_CRAWL_R3 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[3][3]},
|
|
{PLAYER_NINJA_CRAWL_R3 + 2, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[3][4]},
|
|
{PLAYER_NINJA_CRAWL_R3 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[3][5]},
|
|
{PLAYER_NINJA_CRAWL_R3 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[3][0]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_CRAWL_R4 + 0, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[4][1]},
|
|
{PLAYER_NINJA_CRAWL_R4 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[4][2]},
|
|
{PLAYER_NINJA_CRAWL_R4 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[4][3]},
|
|
{PLAYER_NINJA_CRAWL_R4 + 2, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[4][4]},
|
|
{PLAYER_NINJA_CRAWL_R4 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[4][5]},
|
|
{PLAYER_NINJA_CRAWL_R4 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[4][0]},
|
|
},
|
|
};
|
|
|
|
|
|
STATEp sg_PlayerNinjaCrawl[] =
|
|
{
|
|
s_PlayerNinjaCrawl[0],
|
|
s_PlayerNinjaCrawl[1],
|
|
s_PlayerNinjaCrawl[2],
|
|
s_PlayerNinjaCrawl[3],
|
|
s_PlayerNinjaCrawl[4]
|
|
};
|
|
|
|
//////////////////////
|
|
//
|
|
// PLAYER NINJA SWIM
|
|
//
|
|
//////////////////////
|
|
|
|
|
|
#define PLAYER_NINJA_SWIM_RATE 22 // Was 18
|
|
STATE s_PlayerNinjaSwim[5][4] =
|
|
{
|
|
{
|
|
{PLAYER_NINJA_SWIM_R0 + 0, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[0][1]},
|
|
{PLAYER_NINJA_SWIM_R0 + 1, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[0][2]},
|
|
{PLAYER_NINJA_SWIM_R0 + 2, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[0][3]},
|
|
{PLAYER_NINJA_SWIM_R0 + 3, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[0][0]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_SWIM_R1 + 0, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[1][1]},
|
|
{PLAYER_NINJA_SWIM_R1 + 1, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[1][2]},
|
|
{PLAYER_NINJA_SWIM_R1 + 2, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[1][3]},
|
|
{PLAYER_NINJA_SWIM_R1 + 3, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[1][0]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_SWIM_R2 + 0, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[2][1]},
|
|
{PLAYER_NINJA_SWIM_R2 + 1, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[2][2]},
|
|
{PLAYER_NINJA_SWIM_R2 + 2, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[2][3]},
|
|
{PLAYER_NINJA_SWIM_R2 + 3, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[2][0]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_SWIM_R3 + 0, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[3][1]},
|
|
{PLAYER_NINJA_SWIM_R3 + 1, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[3][2]},
|
|
{PLAYER_NINJA_SWIM_R3 + 2, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[3][3]},
|
|
{PLAYER_NINJA_SWIM_R3 + 3, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[3][0]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_SWIM_R4 + 0, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[4][1]},
|
|
{PLAYER_NINJA_SWIM_R4 + 1, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[4][2]},
|
|
{PLAYER_NINJA_SWIM_R4 + 2, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[4][3]},
|
|
{PLAYER_NINJA_SWIM_R4 + 3, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[4][0]},
|
|
},
|
|
};
|
|
|
|
|
|
STATEp sg_PlayerNinjaSwim[] =
|
|
{
|
|
s_PlayerNinjaSwim[0],
|
|
s_PlayerNinjaSwim[1],
|
|
s_PlayerNinjaSwim[2],
|
|
s_PlayerNinjaSwim[3],
|
|
s_PlayerNinjaSwim[4]
|
|
};
|
|
|
|
|
|
#define NINJA_HeadHurl_RATE 16
|
|
#define NINJA_Head_RATE 16
|
|
#define NINJA_HeadFly 1134
|
|
#define NINJA_HeadFly_RATE 16
|
|
|
|
STATE s_PlayerHeadFly[5][8] =
|
|
{
|
|
{
|
|
{NINJA_HeadFly + 0, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][1]},
|
|
{NINJA_HeadFly + 1, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][2]},
|
|
{NINJA_HeadFly + 2, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][3]},
|
|
{NINJA_HeadFly + 3, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][4]},
|
|
{NINJA_HeadFly + 4, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][5]},
|
|
{NINJA_HeadFly + 5, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][6]},
|
|
{NINJA_HeadFly + 6, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][7]},
|
|
{NINJA_HeadFly + 7, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][0]}
|
|
},
|
|
{
|
|
{NINJA_HeadFly + 0, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][1]},
|
|
{NINJA_HeadFly + 1, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][2]},
|
|
{NINJA_HeadFly + 2, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][3]},
|
|
{NINJA_HeadFly + 3, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][4]},
|
|
{NINJA_HeadFly + 4, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][5]},
|
|
{NINJA_HeadFly + 5, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][6]},
|
|
{NINJA_HeadFly + 6, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][7]},
|
|
{NINJA_HeadFly + 7, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][0]}
|
|
},
|
|
{
|
|
{NINJA_HeadFly + 0, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][1]},
|
|
{NINJA_HeadFly + 1, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][2]},
|
|
{NINJA_HeadFly + 2, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][3]},
|
|
{NINJA_HeadFly + 3, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][4]},
|
|
{NINJA_HeadFly + 4, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][5]},
|
|
{NINJA_HeadFly + 5, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][6]},
|
|
{NINJA_HeadFly + 6, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][7]},
|
|
{NINJA_HeadFly + 7, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][0]}
|
|
},
|
|
{
|
|
{NINJA_HeadFly + 0, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][1]},
|
|
{NINJA_HeadFly + 1, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][2]},
|
|
{NINJA_HeadFly + 2, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][3]},
|
|
{NINJA_HeadFly + 3, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][4]},
|
|
{NINJA_HeadFly + 4, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][5]},
|
|
{NINJA_HeadFly + 5, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][6]},
|
|
{NINJA_HeadFly + 6, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][7]},
|
|
{NINJA_HeadFly + 7, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][0]}
|
|
},
|
|
{
|
|
{NINJA_HeadFly + 0, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][1]},
|
|
{NINJA_HeadFly + 1, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][2]},
|
|
{NINJA_HeadFly + 2, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][3]},
|
|
{NINJA_HeadFly + 3, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][4]},
|
|
{NINJA_HeadFly + 4, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][5]},
|
|
{NINJA_HeadFly + 5, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][6]},
|
|
{NINJA_HeadFly + 6, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][7]},
|
|
{NINJA_HeadFly + 7, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][0]}
|
|
},
|
|
};
|
|
|
|
STATEp sg_PlayerHeadFly[] =
|
|
{
|
|
s_PlayerHeadFly[0],
|
|
s_PlayerHeadFly[1],
|
|
s_PlayerHeadFly[2],
|
|
s_PlayerHeadFly[3],
|
|
s_PlayerHeadFly[4]
|
|
};
|
|
|
|
//#define NINJA_Head_FRAMES 1
|
|
//#define NINJA_Head_R0 1142
|
|
//#define NINJA_Head_R1 NINJA_Head_R0 + (NINJA_Head_FRAMES * 1)
|
|
//#define NINJA_Head_R2 NINJA_Head_R0 + (NINJA_Head_FRAMES * 2)
|
|
//#define NINJA_Head_R3 NINJA_Head_R0 + (NINJA_Head_FRAMES * 3)
|
|
//#define NINJA_Head_R4 NINJA_Head_R0 + (NINJA_Head_FRAMES * 4)
|
|
|
|
STATE s_PlayerHead[5][1] =
|
|
{
|
|
{
|
|
{NINJA_Head_R0 + 0, NINJA_Head_RATE, NullAnimator, &s_PlayerHead[0][0]},
|
|
},
|
|
{
|
|
{NINJA_Head_R1 + 0, NINJA_Head_RATE, NullAnimator, &s_PlayerHead[1][0]},
|
|
},
|
|
{
|
|
{NINJA_Head_R2 + 0, NINJA_Head_RATE, NullAnimator, &s_PlayerHead[2][0]},
|
|
},
|
|
{
|
|
{NINJA_Head_R3 + 0, NINJA_Head_RATE, NullAnimator, &s_PlayerHead[3][0]},
|
|
},
|
|
{
|
|
{NINJA_Head_R4 + 0, NINJA_Head_RATE, NullAnimator, &s_PlayerHead[4][0]},
|
|
},
|
|
};
|
|
|
|
STATEp sg_PlayerHead[] =
|
|
{
|
|
s_PlayerHead[0],
|
|
s_PlayerHead[1],
|
|
s_PlayerHead[2],
|
|
s_PlayerHead[3],
|
|
s_PlayerHead[4]
|
|
};
|
|
|
|
#define NINJA_HeadHurl_FRAMES 1
|
|
#define NINJA_HeadHurl_R0 1147
|
|
#define NINJA_HeadHurl_R1 NINJA_HeadHurl_R0 + (NINJA_HeadHurl_FRAMES * 1)
|
|
#define NINJA_HeadHurl_R2 NINJA_HeadHurl_R0 + (NINJA_HeadHurl_FRAMES * 2)
|
|
#define NINJA_HeadHurl_R3 NINJA_HeadHurl_R0 + (NINJA_HeadHurl_FRAMES * 3)
|
|
#define NINJA_HeadHurl_R4 NINJA_HeadHurl_R0 + (NINJA_HeadHurl_FRAMES * 4)
|
|
|
|
STATE s_PlayerHeadHurl[5][1] =
|
|
{
|
|
{
|
|
{NINJA_HeadHurl_R0 + 0, NINJA_HeadHurl_RATE, NullAnimator, &s_PlayerHeadHurl[0][0]},
|
|
},
|
|
{
|
|
{NINJA_HeadHurl_R1 + 0, NINJA_HeadHurl_RATE, NullAnimator, &s_PlayerHeadHurl[1][0]},
|
|
},
|
|
{
|
|
{NINJA_HeadHurl_R2 + 0, NINJA_HeadHurl_RATE, NullAnimator, &s_PlayerHeadHurl[2][0]},
|
|
},
|
|
{
|
|
{NINJA_HeadHurl_R3 + 0, NINJA_HeadHurl_RATE, NullAnimator, &s_PlayerHeadHurl[3][0]},
|
|
},
|
|
{
|
|
{NINJA_HeadHurl_R4 + 0, NINJA_HeadHurl_RATE, NullAnimator, &s_PlayerHeadHurl[4][0]},
|
|
},
|
|
};
|
|
|
|
STATEp sg_PlayerHeadHurl[] =
|
|
{
|
|
s_PlayerHeadHurl[0],
|
|
s_PlayerHeadHurl[1],
|
|
s_PlayerHeadHurl[2],
|
|
s_PlayerHeadHurl[3],
|
|
s_PlayerHeadHurl[4]
|
|
};
|
|
|
|
#define PLAYER_NINJA_DIE_RATE 22
|
|
|
|
STATE s_PlayerDeath[5][10] =
|
|
{
|
|
{
|
|
{PLAYER_NINJA_DIE + 0, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][1]},
|
|
{PLAYER_NINJA_DIE + 1, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][2]},
|
|
{PLAYER_NINJA_DIE + 2, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][3]},
|
|
{PLAYER_NINJA_DIE + 3, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][4]},
|
|
{PLAYER_NINJA_DIE + 4, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][5]},
|
|
{PLAYER_NINJA_DIE + 5, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][6]},
|
|
{PLAYER_NINJA_DIE + 6, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][7]},
|
|
{PLAYER_NINJA_DIE + 7, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][8]},
|
|
{PLAYER_NINJA_DIE + 8, 0 | SF_QUICK_CALL, QueueFloorBlood, &s_PlayerDeath[0][9]},
|
|
{PLAYER_NINJA_DIE + 8, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][9]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_DIE + 0, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][1]},
|
|
{PLAYER_NINJA_DIE + 1, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][2]},
|
|
{PLAYER_NINJA_DIE + 2, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][3]},
|
|
{PLAYER_NINJA_DIE + 3, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][4]},
|
|
{PLAYER_NINJA_DIE + 4, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][5]},
|
|
{PLAYER_NINJA_DIE + 5, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][6]},
|
|
{PLAYER_NINJA_DIE + 6, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][7]},
|
|
{PLAYER_NINJA_DIE + 7, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][8]},
|
|
{PLAYER_NINJA_DIE + 8, 0 | SF_QUICK_CALL, QueueFloorBlood, &s_PlayerDeath[1][9]},
|
|
{PLAYER_NINJA_DIE + 8, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][9]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_DIE + 0, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][1]},
|
|
{PLAYER_NINJA_DIE + 1, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][2]},
|
|
{PLAYER_NINJA_DIE + 2, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][3]},
|
|
{PLAYER_NINJA_DIE + 3, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][4]},
|
|
{PLAYER_NINJA_DIE + 4, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][5]},
|
|
{PLAYER_NINJA_DIE + 5, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][6]},
|
|
{PLAYER_NINJA_DIE + 6, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][7]},
|
|
{PLAYER_NINJA_DIE + 7, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][8]},
|
|
{PLAYER_NINJA_DIE + 8, 0 | SF_QUICK_CALL, QueueFloorBlood, &s_PlayerDeath[2][9]},
|
|
{PLAYER_NINJA_DIE + 8, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][9]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_DIE + 0, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][1]},
|
|
{PLAYER_NINJA_DIE + 1, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][2]},
|
|
{PLAYER_NINJA_DIE + 2, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][3]},
|
|
{PLAYER_NINJA_DIE + 3, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][4]},
|
|
{PLAYER_NINJA_DIE + 4, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][5]},
|
|
{PLAYER_NINJA_DIE + 5, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][6]},
|
|
{PLAYER_NINJA_DIE + 6, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][7]},
|
|
{PLAYER_NINJA_DIE + 7, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][8]},
|
|
{PLAYER_NINJA_DIE + 8, 0 | SF_QUICK_CALL, QueueFloorBlood, &s_PlayerDeath[3][9]},
|
|
{PLAYER_NINJA_DIE + 8, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][9]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_DIE + 0, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][1]},
|
|
{PLAYER_NINJA_DIE + 1, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][2]},
|
|
{PLAYER_NINJA_DIE + 2, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][3]},
|
|
{PLAYER_NINJA_DIE + 3, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][4]},
|
|
{PLAYER_NINJA_DIE + 4, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][5]},
|
|
{PLAYER_NINJA_DIE + 5, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][6]},
|
|
{PLAYER_NINJA_DIE + 6, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][7]},
|
|
{PLAYER_NINJA_DIE + 7, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][8]},
|
|
{PLAYER_NINJA_DIE + 8, 0 | SF_QUICK_CALL, QueueFloorBlood, &s_PlayerDeath[4][9]},
|
|
{PLAYER_NINJA_DIE + 8, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][9]},
|
|
},
|
|
};
|
|
|
|
STATEp sg_PlayerDeath[] =
|
|
{
|
|
s_PlayerDeath[0],
|
|
s_PlayerDeath[1],
|
|
s_PlayerDeath[2],
|
|
s_PlayerDeath[3],
|
|
s_PlayerDeath[4]
|
|
};
|
|
|
|
//////////////////////
|
|
//
|
|
// PLAYER NINJA SWORD
|
|
//
|
|
//////////////////////
|
|
|
|
|
|
#define PLAYER_NINJA_SWORD_RATE 12
|
|
STATE s_PlayerNinjaSword[5][4] =
|
|
{
|
|
{
|
|
{PLAYER_NINJA_SWORD_R0 + 0, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[0][1]},
|
|
{PLAYER_NINJA_SWORD_R0 + 1, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[0][2]},
|
|
{PLAYER_NINJA_SWORD_R0 + 2, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[0][3]},
|
|
{PLAYER_NINJA_SWORD_R0 + 2, PLAYER_NINJA_SWORD_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaSword[0][0]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_SWORD_R1 + 0, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[1][1]},
|
|
{PLAYER_NINJA_SWORD_R1 + 1, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[1][2]},
|
|
{PLAYER_NINJA_SWORD_R1 + 2, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[1][3]},
|
|
{PLAYER_NINJA_SWORD_R1 + 2, PLAYER_NINJA_SWORD_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaSword[1][0]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_SWORD_R2 + 0, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[2][1]},
|
|
{PLAYER_NINJA_SWORD_R2 + 1, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[2][2]},
|
|
{PLAYER_NINJA_SWORD_R2 + 2, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[2][3]},
|
|
{PLAYER_NINJA_SWORD_R2 + 2, PLAYER_NINJA_SWORD_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaSword[2][0]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_SWORD_R3 + 0, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[3][1]},
|
|
{PLAYER_NINJA_SWORD_R3 + 1, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[3][2]},
|
|
{PLAYER_NINJA_SWORD_R3 + 2, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[3][3]},
|
|
{PLAYER_NINJA_SWORD_R3 + 2, PLAYER_NINJA_SWORD_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaSword[3][0]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_SWORD_R4 + 0, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[4][1]},
|
|
{PLAYER_NINJA_SWORD_R4 + 1, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[4][2]},
|
|
{PLAYER_NINJA_SWORD_R4 + 2, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[4][3]},
|
|
{PLAYER_NINJA_SWORD_R4 + 2, PLAYER_NINJA_SWORD_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaSword[4][0]},
|
|
},
|
|
};
|
|
|
|
|
|
STATEp sg_PlayerNinjaSword[] =
|
|
{
|
|
s_PlayerNinjaSword[0],
|
|
s_PlayerNinjaSword[1],
|
|
s_PlayerNinjaSword[2],
|
|
s_PlayerNinjaSword[3],
|
|
s_PlayerNinjaSword[4]
|
|
};
|
|
|
|
//////////////////////
|
|
//
|
|
// PLAYER NINJA PUNCH
|
|
//
|
|
//////////////////////
|
|
|
|
|
|
#define PLAYER_NINJA_PUNCH_RATE 15
|
|
STATE s_PlayerNinjaPunch[5][4] =
|
|
{
|
|
{
|
|
{PLAYER_NINJA_PUNCH_R0 + 0, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[0][1]},
|
|
{PLAYER_NINJA_PUNCH_R0 + 1, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[0][2]},
|
|
{PLAYER_NINJA_PUNCH_R0 + 1, PLAYER_NINJA_PUNCH_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaPunch[0][2]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_PUNCH_R1 + 0, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[1][1]},
|
|
{PLAYER_NINJA_PUNCH_R1 + 1, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[1][2]},
|
|
{PLAYER_NINJA_PUNCH_R1 + 1, PLAYER_NINJA_PUNCH_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaPunch[1][2]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_PUNCH_R2 + 0, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[2][1]},
|
|
{PLAYER_NINJA_PUNCH_R2 + 1, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[2][2]},
|
|
{PLAYER_NINJA_PUNCH_R2 + 1, PLAYER_NINJA_PUNCH_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaPunch[2][2]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_PUNCH_R3 + 0, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[3][1]},
|
|
{PLAYER_NINJA_PUNCH_R3 + 1, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[3][2]},
|
|
{PLAYER_NINJA_PUNCH_R3 + 1, PLAYER_NINJA_PUNCH_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaPunch[3][2]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_PUNCH_R4 + 0, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[4][1]},
|
|
{PLAYER_NINJA_PUNCH_R4 + 1, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[4][2]},
|
|
{PLAYER_NINJA_PUNCH_R4 + 1, PLAYER_NINJA_PUNCH_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaPunch[4][2]},
|
|
},
|
|
};
|
|
|
|
|
|
STATEp sg_PlayerNinjaPunch[] =
|
|
{
|
|
s_PlayerNinjaPunch[0],
|
|
s_PlayerNinjaPunch[1],
|
|
s_PlayerNinjaPunch[2],
|
|
s_PlayerNinjaPunch[3],
|
|
s_PlayerNinjaPunch[4]
|
|
};
|
|
|
|
//////////////////////
|
|
//
|
|
// PLAYER NINJA FLY
|
|
//
|
|
//////////////////////
|
|
|
|
|
|
#define PLAYER_NINJA_FLY_RATE 15
|
|
#define PLAYER_NINJA_FLY_R0 1200
|
|
#define PLAYER_NINJA_FLY_R1 1200
|
|
#define PLAYER_NINJA_FLY_R2 1200
|
|
#define PLAYER_NINJA_FLY_R3 1200
|
|
#define PLAYER_NINJA_FLY_R4 1200
|
|
|
|
STATE s_PlayerNinjaFly[5][4] =
|
|
{
|
|
{
|
|
{PLAYER_NINJA_FLY_R0 + 0, PLAYER_NINJA_FLY_RATE, NullAnimator, &s_PlayerNinjaFly[0][0]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_FLY_R1 + 0, PLAYER_NINJA_FLY_RATE, NullAnimator, &s_PlayerNinjaFly[1][0]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_FLY_R2 + 0, PLAYER_NINJA_FLY_RATE, NullAnimator, &s_PlayerNinjaFly[2][0]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_FLY_R3 + 0, PLAYER_NINJA_FLY_RATE, NullAnimator, &s_PlayerNinjaFly[3][0]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_FLY_R4 + 0, PLAYER_NINJA_FLY_RATE, NullAnimator, &s_PlayerNinjaFly[4][0]},
|
|
},
|
|
};
|
|
|
|
|
|
STATEp sg_PlayerNinjaFly[] =
|
|
{
|
|
s_PlayerNinjaFly[0],
|
|
s_PlayerNinjaFly[1],
|
|
s_PlayerNinjaFly[2],
|
|
s_PlayerNinjaFly[3],
|
|
s_PlayerNinjaFly[4]
|
|
};
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
void
|
|
DoPlayerSpriteThrow(PLAYERp pp)
|
|
{
|
|
if (!TEST(pp->Flags, PF_DIVING|PF_FLYING|PF_CRAWLING))
|
|
{
|
|
if (pp->CurWpn == pp->Wpn[WPN_SWORD] && User[pp->PlayerSprite]->Rot != sg_PlayerNinjaSword)
|
|
NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaSword);
|
|
else
|
|
//if (pp->CurWpn == pp->Wpn[WPN_FIST] && User[pp->PlayerSprite]->Rot != sg_PlayerNinjaPunch)
|
|
NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaPunch);
|
|
//else
|
|
// NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaThrow);
|
|
}
|
|
}
|
|
|
|
int
|
|
DoPlayerSpriteReset(short SpriteNum)
|
|
{
|
|
USERp u = User[SpriteNum].Data();
|
|
PLAYERp pp;
|
|
|
|
if (!u->PlayerP)
|
|
return 0;
|
|
|
|
pp = u->PlayerP;
|
|
|
|
// need to figure out what frames to put sprite into
|
|
if (pp->DoPlayerAction == DoPlayerCrawl)
|
|
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Crawl);
|
|
else
|
|
{
|
|
if (TEST(pp->Flags, PF_PLAYER_MOVED))
|
|
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run);
|
|
else
|
|
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Stand);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int
|
|
SetVisHigh(void)
|
|
{
|
|
// g_visibility = NormalVisibility>>1;
|
|
return 0;
|
|
}
|
|
|
|
int
|
|
SetVisNorm(void)
|
|
{
|
|
// g_visibility = NormalVisibility;
|
|
return 0;
|
|
}
|
|
|
|
void pSetVisNorm(PANEL_SPRITEp psp)
|
|
{
|
|
// SetVisNorm();
|
|
}
|
|
|
|
TARGET_SORT TargetSort[MAX_TARGET_SORT];
|
|
unsigned TargetSortCount;
|
|
|
|
static int CompareTarget(void const * a, void const * b)
|
|
{
|
|
auto tgt1 = (TARGET_SORT const *)a;
|
|
auto tgt2 = (TARGET_SORT const *)b;
|
|
|
|
// will return a number less than 0 if tgt1 < tgt2
|
|
return tgt2->weight - tgt1->weight;
|
|
}
|
|
|
|
bool
|
|
FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects,
|
|
int32_t xe, int32_t ye, int32_t ze, int16_t secte);
|
|
|
|
int
|
|
DoPickTarget(SPRITEp sp, uint32_t max_delta_ang, int skip_targets)
|
|
{
|
|
#define PICK_DIST 40000L
|
|
|
|
int i;
|
|
short angle2, delta_ang;
|
|
int dist, zh;
|
|
SPRITEp ep;
|
|
USERp eu;
|
|
int16_t* shp;
|
|
USERp u = User[sp - sprite].Data();
|
|
int ezh, ezhl, ezhm;
|
|
unsigned ndx;
|
|
TARGET_SORTp ts;
|
|
int ang_weight, dist_weight;
|
|
|
|
// !JIM! Watch out for max_delta_ang of zero!
|
|
if (max_delta_ang == 0) max_delta_ang = 1;
|
|
|
|
TargetSortCount = 0;
|
|
TargetSort[0].sprite_num = -1;
|
|
|
|
for (shp = StatDamageList; shp < &StatDamageList[SIZ(StatDamageList)]; shp++)
|
|
{
|
|
StatIterator it(*shp);
|
|
while ((i = it.NextIndex()) >= 0)
|
|
{
|
|
ep = &sprite[i];
|
|
eu = User[i].Data();
|
|
|
|
// don't pick yourself
|
|
if (i == (sp - sprite))
|
|
continue;
|
|
|
|
if (skip_targets != 2) // Used for spriteinfo mode
|
|
{
|
|
if (skip_targets && TEST(eu->Flags, SPR_TARGETED))
|
|
continue;
|
|
|
|
// don't pick a dead player
|
|
if (eu->PlayerP && TEST(eu->PlayerP->Flags, PF_DEAD))
|
|
continue;
|
|
}
|
|
|
|
// Only look at closest ones
|
|
//if ((dist = Distance(sp->x, sp->y, ep->x, ep->y)) > PICK_DIST)
|
|
if ((dist = FindDistance3D(sp->x - ep->x, sp->y - ep->y, sp->z - ep->z)) > PICK_DIST)
|
|
continue;
|
|
|
|
if (skip_targets != 2) // Used for spriteinfo mode
|
|
{
|
|
// don't set off mine
|
|
if (!TEST(ep->extra, SPRX_PLAYER_OR_ENEMY))
|
|
continue;
|
|
}
|
|
|
|
// Get the angle to the player
|
|
angle2 = NORM_ANGLE(getangle(ep->x - sp->x, ep->y - sp->y));
|
|
|
|
// Get the angle difference
|
|
// delta_ang = labs(pp->angle.ang.asbuild() - angle2);
|
|
|
|
delta_ang = short(abs(getincangle(angle2, sp->ang)));
|
|
|
|
// If delta_ang not in the range skip this one
|
|
if (delta_ang > (int)max_delta_ang)
|
|
continue;
|
|
|
|
if (u && u->PlayerP)
|
|
zh = u->PlayerP->posz;
|
|
else
|
|
zh = SPRITEp_TOS(sp) + DIV4(SPRITEp_SIZE_Z(sp));
|
|
|
|
ezh = SPRITEp_TOS(ep) + DIV4(SPRITEp_SIZE_Z(ep));
|
|
ezhm = SPRITEp_TOS(ep) + DIV2(SPRITEp_SIZE_Z(ep));
|
|
ezhl = SPRITEp_BOS(ep) - DIV4(SPRITEp_SIZE_Z(ep));
|
|
|
|
// If you can't see 'em you can't shoot 'em
|
|
if (!FAFcansee(sp->x, sp->y, zh, sp->sectnum, ep->x, ep->y, ezh, ep->sectnum) &&
|
|
!FAFcansee(sp->x, sp->y, zh, sp->sectnum, ep->x, ep->y, ezhm, ep->sectnum) &&
|
|
!FAFcansee(sp->x, sp->y, zh, sp->sectnum, ep->x, ep->y, ezhl, ep->sectnum)
|
|
)
|
|
continue;
|
|
|
|
// get ndx - there is only room for 15
|
|
if (TargetSortCount > SIZ(TargetSort)-1)
|
|
{
|
|
for (ndx = 0; ndx < SIZ(TargetSort); ndx++)
|
|
{
|
|
if (dist < TargetSort[ndx].dist)
|
|
break;
|
|
}
|
|
|
|
if (ndx == SIZ(TargetSort))
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
ndx = TargetSortCount;
|
|
}
|
|
|
|
ts = &TargetSort[ndx];
|
|
ts->sprite_num = i;
|
|
ts->dang = delta_ang;
|
|
ts->dist = dist;
|
|
// gives a value between 0 and 65535
|
|
ang_weight = IntToFixed(max_delta_ang - ts->dang)/max_delta_ang;
|
|
// gives a value between 0 and 65535
|
|
dist_weight = IntToFixed(DIV2(PICK_DIST) - DIV2(ts->dist))/DIV2(PICK_DIST);
|
|
//weighted average
|
|
ts->weight = (ang_weight + dist_weight*4)/5;
|
|
|
|
TargetSortCount++;
|
|
if (TargetSortCount >= SIZ(TargetSort))
|
|
TargetSortCount = SIZ(TargetSort);
|
|
}
|
|
}
|
|
|
|
if (TargetSortCount > 1)
|
|
qsort(&TargetSort, TargetSortCount, sizeof(TARGET_SORT), CompareTarget);
|
|
|
|
return TargetSort[0].sprite_num;
|
|
}
|
|
|
|
void
|
|
DoPlayerResetMovement(PLAYERp pp)
|
|
{
|
|
pp->xvect = pp->oxvect = 0;
|
|
pp->yvect = pp->oxvect = 0;
|
|
pp->slide_xvect = 0;
|
|
pp->slide_yvect = 0;
|
|
pp->drive_avel = 0;
|
|
RESET(pp->Flags, PF_PLAYER_MOVED);
|
|
}
|
|
|
|
void
|
|
DoPlayerTeleportPause(PLAYERp pp)
|
|
{
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
// SPRITEp sp = pp->SpriteP;
|
|
|
|
// set this so we don't get stuck in teleporting loop
|
|
pp->lastcursectnum = pp->cursectnum;
|
|
|
|
if ((u->WaitTics-=synctics) <= 0)
|
|
{
|
|
//RESET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT);
|
|
RESET(pp->Flags2, PF2_TELEPORTED);
|
|
DoPlayerResetMovement(pp);
|
|
DoPlayerBeginRun(pp);
|
|
return;
|
|
}
|
|
|
|
//sp->shade -= 2;
|
|
//if (sp->shade <= 0)
|
|
// sp->shade = 0;
|
|
|
|
//DoPlayerBob(pp);
|
|
}
|
|
|
|
void
|
|
DoPlayerTeleportToSprite(PLAYERp pp, SPRITEp sp)
|
|
{
|
|
pp->angle.ang = pp->angle.oang = buildang(sp->ang);
|
|
pp->posx = pp->oposx = pp->oldposx = sp->x;
|
|
pp->posy = pp->oposy = pp->oldposy = sp->y;
|
|
|
|
//getzsofslope(sp->sectnum, pp->posx, pp->posy, &cz, &fz);
|
|
//pp->posz = pp->oposz = fz - PLAYER_HEIGHT;
|
|
|
|
pp->posz = pp->oposz = sp->z - PLAYER_HEIGHT;
|
|
|
|
COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum);
|
|
//pp->lastcursectnum = pp->cursectnum;
|
|
SET(pp->Flags2, PF2_TELEPORTED);
|
|
}
|
|
|
|
void
|
|
DoPlayerTeleportToOffset(PLAYERp pp)
|
|
{
|
|
pp->oposx = pp->oldposx = pp->posx;
|
|
pp->oposy = pp->oldposy = pp->posy;
|
|
|
|
COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum);
|
|
//pp->lastcursectnum = pp->cursectnum;
|
|
SET(pp->Flags2, PF2_TELEPORTED);
|
|
}
|
|
|
|
void
|
|
DoSpawnTeleporterEffect(SPRITEp sp)
|
|
{
|
|
extern STATE s_TeleportEffect[];
|
|
short effect;
|
|
int nx, ny;
|
|
SPRITEp ep;
|
|
|
|
nx = MOVEx(512L, sp->ang);
|
|
ny = MOVEy(512L, sp->ang);
|
|
|
|
nx += sp->x;
|
|
ny += sp->y;
|
|
|
|
effect = SpawnSprite(STAT_MISSILE, 0, s_TeleportEffect, sp->sectnum,
|
|
nx, ny, SPRITEp_TOS(sp) + Z(16),
|
|
sp->ang, 0);
|
|
|
|
ep = &sprite[effect];
|
|
|
|
setspritez(effect, &ep->pos);
|
|
|
|
ep->shade = -40;
|
|
ep->xrepeat = ep->yrepeat = 42;
|
|
SET(ep->cstat, CSTAT_SPRITE_YCENTER);
|
|
RESET(ep->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
|
|
SET(ep->cstat, CSTAT_SPRITE_ALIGNMENT_WALL);
|
|
//ep->ang = NORM_ANGLE(ep->ang + 512);
|
|
}
|
|
|
|
void
|
|
DoSpawnTeleporterEffectPlace(SPRITEp sp)
|
|
{
|
|
extern STATE s_TeleportEffect[];
|
|
short effect;
|
|
SPRITEp ep;
|
|
|
|
effect = SpawnSprite(STAT_MISSILE, 0, s_TeleportEffect, sp->sectnum,
|
|
sp->x, sp->y, SPRITEp_TOS(sp) + Z(16),
|
|
sp->ang, 0);
|
|
|
|
ep = &sprite[effect];
|
|
|
|
setspritez(effect, &ep->pos);
|
|
|
|
ep->shade = -40;
|
|
ep->xrepeat = ep->yrepeat = 42;
|
|
SET(ep->cstat, CSTAT_SPRITE_YCENTER);
|
|
RESET(ep->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
|
|
SET(ep->cstat, CSTAT_SPRITE_ALIGNMENT_WALL);
|
|
}
|
|
|
|
void
|
|
DoPlayerWarpTeleporter(PLAYERp pp)
|
|
{
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
SPRITEp sp = pp->SpriteP;
|
|
short pnum;
|
|
SPRITEp sp_warp;
|
|
|
|
#if 0
|
|
TAG 2 = match
|
|
TAG 3 = Type
|
|
Sprite - 0,32 always teleports you to the center at the angle the sprite is facing
|
|
Offset - 1 always teleports you by the offset.Does not touch the angle
|
|
TAG 4 = angle
|
|
TAG 5 to 8 = random match locations
|
|
#endif
|
|
|
|
|
|
if ((sp_warp = Warp(&pp->posx, &pp->posy, &pp->posz, &pp->cursectnum)) == NULL)
|
|
return;
|
|
|
|
switch (SP_TAG3(sp_warp))
|
|
{
|
|
case 1:
|
|
DoPlayerTeleportToOffset(pp);
|
|
UpdatePlayerSprite(pp);
|
|
break;
|
|
default:
|
|
DoPlayerTeleportToSprite(pp, sp_warp);
|
|
|
|
PlaySound(DIGI_TELEPORT, pp, v3df_none);
|
|
|
|
DoPlayerResetMovement(pp);
|
|
|
|
u->WaitTics = 30;
|
|
//sp->shade =
|
|
//SET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT);
|
|
DoPlayerBeginRun(pp);
|
|
//DoPlayerStand(pp);
|
|
pp->DoPlayerAction = DoPlayerTeleportPause;
|
|
|
|
NewStateGroup(pp->PlayerSprite, User[pp->PlayerSprite]->ActorActionSet->Stand);
|
|
|
|
UpdatePlayerSprite(pp);
|
|
DoSpawnTeleporterEffect(sp);
|
|
|
|
TRAVERSE_CONNECT(pnum)
|
|
{
|
|
if (pnum != pp - Player)
|
|
{
|
|
PLAYERp npp = &Player[pnum];
|
|
|
|
// if someone already standing there
|
|
if (npp->cursectnum == pp->cursectnum)
|
|
{
|
|
PlayerUpdateHealth(npp, -User[npp->PlayerSprite]->Health); // Make sure he dies!
|
|
// telefraged by teleporting player
|
|
//PlayerCheckDeath(npp, npp->PlayerSprite);
|
|
PlayerCheckDeath(npp, pp->PlayerSprite);
|
|
}
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
sp->backuppos();
|
|
}
|
|
|
|
void
|
|
DoPlayerSetWadeDepth(PLAYERp pp)
|
|
{
|
|
SECTORp sectp;
|
|
|
|
pp->WadeDepth = 0;
|
|
|
|
if (pp->lo_sectp)
|
|
sectp = pp->lo_sectp;
|
|
else
|
|
return;
|
|
|
|
if (TEST(sectp->extra, SECTFX_SINK))
|
|
{
|
|
// make sure your even in the water
|
|
if (pp->posz + PLAYER_HEIGHT > pp->lo_sectp->floorz - Z(FixedToInt(SectUser[pp->lo_sectp - sector]->depth_fixed)))
|
|
pp->WadeDepth = FixedToInt(SectUser[pp->lo_sectp - sector]->depth_fixed);
|
|
}
|
|
}
|
|
|
|
|
|
void
|
|
DoPlayerHeight(PLAYERp pp)
|
|
{
|
|
int diff;
|
|
|
|
diff = pp->posz - (pp->loz - PLAYER_HEIGHT);
|
|
|
|
pp->posz = pp->posz - (DIV4(diff) + DIV8(diff));
|
|
}
|
|
|
|
void
|
|
DoPlayerJumpHeight(PLAYERp pp)
|
|
{
|
|
if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_DYNAMIC_AREA))
|
|
{
|
|
if (pp->posz + PLAYER_HEIGHT > pp->loz)
|
|
{
|
|
pp->posz = pp->loz - PLAYER_HEIGHT;
|
|
DoPlayerBeginRun(pp);
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
DoPlayerCrawlHeight(PLAYERp pp)
|
|
{
|
|
int diff;
|
|
|
|
diff = pp->posz - (pp->loz - PLAYER_CRAWL_HEIGHT);
|
|
pp->posz = pp->posz - (DIV4(diff) + DIV8(diff));
|
|
}
|
|
|
|
void
|
|
UpdatePlayerSpriteAngle(PLAYERp pp)
|
|
{
|
|
sprite[pp->PlayerSprite].backupang();
|
|
sprite[pp->PlayerSprite].ang = pp->angle.ang.asbuild();
|
|
|
|
if (!Prediction && pp->PlayerUnderSprite >= 0)
|
|
{
|
|
sprite[pp->PlayerUnderSprite].backupang();
|
|
sprite[pp->PlayerUnderSprite].ang = pp->angle.ang.asbuild();
|
|
}
|
|
}
|
|
|
|
void
|
|
DoPlayerTurn(PLAYERp pp, float const avel, double const scaleAdjust)
|
|
{
|
|
pp->angle.applyinput(avel, &pp->input.actions, scaleAdjust);
|
|
UpdatePlayerSpriteAngle(pp);
|
|
}
|
|
|
|
#if 0
|
|
void
|
|
DoPlayerTurnBoat(PLAYERp pp, float avel)
|
|
{
|
|
SECTOR_OBJECTp sop = pp->sop;
|
|
|
|
if (sop->drive_angspeed)
|
|
{
|
|
float drive_oavel = pp->drive_avel;
|
|
pp->drive_avel = (MulScaleF(avel, sop->drive_angspeed) + (drive_oavel * (sop->drive_angslide - 1)), 16) / sop->drive_angslide;
|
|
|
|
avel = pp->drive_avel;
|
|
}
|
|
else
|
|
{
|
|
avel *= synctics * 0.65625;
|
|
}
|
|
|
|
if (avel != 0)
|
|
{
|
|
pp->angle.ang += degang(avel);
|
|
sprite[pp->PlayerSprite].ang = pp->angle.ang.asbuild();
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void
|
|
DoPlayerTurnVehicle(PLAYERp pp, float avel, int z, int floor_dist)
|
|
{
|
|
SECTOR_OBJECTp sop = pp->sop;
|
|
|
|
if (sop->drive_angspeed)
|
|
{
|
|
float drive_oavel = pp->drive_avel;
|
|
pp->drive_avel = float((MulScaleF(avel, sop->drive_angspeed, 16) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide);
|
|
|
|
avel = pp->drive_avel;
|
|
}
|
|
else
|
|
{
|
|
avel *= synctics * 0.125f;
|
|
}
|
|
|
|
if (avel != 0)
|
|
{
|
|
auto sum = pp->angle.ang + degang(avel);
|
|
if (MultiClipTurn(pp, NORM_ANGLE(sum.asbuild()), z, floor_dist))
|
|
{
|
|
pp->angle.ang = sum;
|
|
sprite[pp->PlayerSprite].ang = pp->angle.ang.asbuild();
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
DoPlayerTurnVehicleRect(PLAYERp pp, int *x, int *y, int *ox, int *oy)
|
|
{
|
|
float avel;
|
|
SECTOR_OBJECTp sop = pp->sop;
|
|
|
|
if (sop->drive_angspeed)
|
|
{
|
|
float drive_oavel = pp->drive_avel;
|
|
pp->drive_avel = float((MulScaleF(pp->input.avel, sop->drive_angspeed, 16) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide);
|
|
|
|
avel = pp->drive_avel;
|
|
}
|
|
else
|
|
{
|
|
avel = pp->input.avel * synctics * 0.125f;
|
|
}
|
|
|
|
if (avel != 0)
|
|
{
|
|
auto sum = pp->angle.ang + degang(avel);
|
|
if (RectClipTurn(pp, NORM_ANGLE(sum.asbuild()), x, y, ox, oy))
|
|
{
|
|
pp->angle.ang = sum;
|
|
sprite[pp->PlayerSprite].ang = pp->angle.ang.asbuild();
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
DoPlayerTurnTurret(PLAYERp pp, float avel)
|
|
{
|
|
binangle new_ang, diff;
|
|
SECTOR_OBJECTp sop = pp->sop;
|
|
|
|
if (sop->drive_angspeed)
|
|
{
|
|
float drive_oavel = pp->drive_avel;
|
|
pp->drive_avel = float((MulScaleF(avel, sop->drive_angspeed, 16) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide);
|
|
|
|
avel = pp->drive_avel;
|
|
}
|
|
else
|
|
{
|
|
avel = avel * synctics * 0.25f;
|
|
}
|
|
|
|
if (fabs(avel) >= FLT_EPSILON)
|
|
{
|
|
new_ang = pp->angle.ang + degang(avel);
|
|
|
|
if (sop->limit_ang_center >= 0)
|
|
{
|
|
diff = getincanglebam(buildang(sop->limit_ang_center), new_ang);
|
|
|
|
if (labs(diff.signedbuild()) >= sop->limit_ang_delta)
|
|
{
|
|
if (diff.asbam() > INT32_MAX)
|
|
new_ang = buildang(sop->limit_ang_center - sop->limit_ang_delta);
|
|
else
|
|
new_ang = buildang(sop->limit_ang_center + sop->limit_ang_delta);
|
|
}
|
|
}
|
|
|
|
pp->angle.ang = new_ang;
|
|
sprite[pp->PlayerSprite].ang = pp->angle.ang.asbuild();
|
|
}
|
|
|
|
OperateSectorObject(pp->sop, pp->angle.ang.asbuild(), pp->sop->xmid, pp->sop->ymid);
|
|
}
|
|
|
|
void SlipSlope(PLAYERp pp)
|
|
{
|
|
short ang;
|
|
SECT_USERp sectu;
|
|
|
|
if (pp->cursectnum < 0 || !(sectu = SectUser[pp->cursectnum].Data()) || !TEST(sectu->flags, SECTFU_SLIDE_SECTOR) || !TEST(sector[pp->cursectnum].floorstat, FLOOR_STAT_SLOPE))
|
|
return;
|
|
|
|
short wallptr = sector[pp->cursectnum].wallptr;
|
|
|
|
ang = getangle(wall[wall[wallptr].point2].x - wall[wallptr].x, wall[wall[wallptr].point2].y - wall[wallptr].y);
|
|
|
|
ang = NORM_ANGLE(ang + 512);
|
|
|
|
pp->xvect += MulScale(bcos(ang), sector[pp->cursectnum].floorheinum, sectu->speed);
|
|
pp->yvect += MulScale(bsin(ang), sector[pp->cursectnum].floorheinum, sectu->speed);
|
|
}
|
|
|
|
void
|
|
DoPlayerHorizon(PLAYERp pp, float const horz, double const scaleAdjust)
|
|
{
|
|
bool const canslopetilt = !TEST(pp->Flags, PF_FLYING|PF_SWIMMING|PF_DIVING|PF_CLIMBING|PF_JUMPING|PF_FALLING) && TEST(sector[pp->cursectnum].floorstat, FLOOR_STAT_SLOPE);
|
|
pp->horizon.calcviewpitch(pp->pos.vec2, pp->angle.ang, pp->input.actions & SB_AIMMODE, canslopetilt, pp->cursectnum, scaleAdjust, TEST(pp->Flags, PF_CLIMBING));
|
|
pp->horizon.applyinput(horz, &pp->input.actions, scaleAdjust);
|
|
}
|
|
|
|
void
|
|
DoPlayerBob(PLAYERp pp)
|
|
{
|
|
int dist;
|
|
int amt;
|
|
|
|
dist = 0;
|
|
|
|
dist = Distance(pp->posx, pp->posy, pp->oldposx, pp->oldposy);
|
|
|
|
if (dist > 512)
|
|
dist = 0;
|
|
|
|
// if running make a longer stride
|
|
if (pp->input.actions & SB_RUN)
|
|
{
|
|
//amt = 10;
|
|
amt = 12;
|
|
amt = MulScale(amt, dist<<8, 16);
|
|
dist = MulScale(dist, 26000, 16);
|
|
}
|
|
else
|
|
{
|
|
amt = 5;
|
|
amt = MulScale(amt, dist<<9, 16);
|
|
dist = MulScale(dist, 32000, 16);
|
|
}
|
|
|
|
// controls how fast you move through the sin table
|
|
pp->bcnt += dist;
|
|
|
|
// wrap bcnt
|
|
pp->bcnt &= 2047;
|
|
|
|
// move pp->q16horiz up and down from 100 using sintable
|
|
//pp->bob_z = Z((8 * bsin(pp->bcnt)) >> 14);
|
|
pp->bob_z = MulScale(Z(amt), bsin(pp->bcnt), 14);
|
|
}
|
|
|
|
void
|
|
DoPlayerBeginRecoil(PLAYERp pp, short pix_amt)
|
|
{
|
|
SET(pp->Flags, PF_RECOIL);
|
|
|
|
pp->recoil_amt = pix_amt;
|
|
pp->recoil_speed = 80;
|
|
pp->recoil_ndx = 0;
|
|
pp->recoil_horizoff = 0;
|
|
}
|
|
|
|
void
|
|
DoPlayerRecoil(PLAYERp pp)
|
|
{
|
|
// controls how fast you move through the sin table
|
|
pp->recoil_ndx += pp->recoil_speed;
|
|
|
|
if (bsin(pp->recoil_ndx) < 0)
|
|
{
|
|
RESET(pp->Flags, PF_RECOIL);
|
|
pp->recoil_horizoff = 0;
|
|
return;
|
|
}
|
|
|
|
// move pp->q16horiz up and down
|
|
pp->recoil_horizoff = pp->recoil_amt * bsin(pp->recoil_ndx, 2);
|
|
}
|
|
|
|
|
|
|
|
// for wading
|
|
void
|
|
DoPlayerSpriteBob(PLAYERp pp, short player_height, short bob_amt, short bob_speed)
|
|
{
|
|
SPRITEp sp = pp->SpriteP;
|
|
|
|
pp->bob_ndx = (pp->bob_ndx + (synctics << bob_speed)) & 2047;
|
|
|
|
pp->bob_amt = MulScale(bob_amt, bsin(pp->bob_ndx), 14);
|
|
|
|
sp->z = (pp->posz + player_height) + pp->bob_amt;
|
|
}
|
|
|
|
void
|
|
UpdatePlayerUnderSprite(PLAYERp pp)
|
|
{
|
|
SPRITEp over_sp = pp->SpriteP;
|
|
USERp over_u = User[pp->PlayerSprite].Data();
|
|
|
|
SPRITEp sp;
|
|
USERp u;
|
|
short SpriteNum;
|
|
|
|
int water_level_z, zdiff;
|
|
bool above_water, in_dive_area;
|
|
|
|
if (Prediction)
|
|
return;
|
|
|
|
ASSERT(over_sp);
|
|
ASSERT(over_u);
|
|
|
|
// dont bother spawning if you ain't really in the water
|
|
//water_level_z = sector[over_sp->sectnum].floorz - Z(pp->WadeDepth);
|
|
water_level_z = sector[over_sp->sectnum].floorz; // - Z(pp->WadeDepth);
|
|
|
|
// if not below water
|
|
above_water = (SPRITEp_BOS(over_sp) <= water_level_z);
|
|
in_dive_area = SpriteInDiveArea(over_sp);
|
|
|
|
// if not in dive area OR (in dive area AND above the water) - Kill it
|
|
if (!in_dive_area || (in_dive_area && above_water))
|
|
{
|
|
|
|
// if under sprite exists and not in a dive area - Kill it
|
|
if (pp->PlayerUnderSprite >= 0)
|
|
{
|
|
KillSprite(pp->PlayerUnderSprite);
|
|
pp->PlayerUnderSprite = -1;
|
|
pp->UnderSpriteP = NULL;
|
|
}
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// if in a dive area and a under sprite does not exist - create it
|
|
if (pp->PlayerUnderSprite < 0)
|
|
{
|
|
SpawnPlayerUnderSprite(pp);
|
|
}
|
|
}
|
|
|
|
sp = pp->UnderSpriteP;
|
|
u = User[pp->PlayerUnderSprite].Data();
|
|
|
|
SpriteNum = pp->PlayerUnderSprite;
|
|
|
|
sp->x = over_sp->x;
|
|
sp->y = over_sp->y;
|
|
sp->z = over_sp->z;
|
|
changespritesect(SpriteNum, over_sp->sectnum);
|
|
|
|
SpriteWarpToUnderwater(sp);
|
|
|
|
// find z water level of the top sector
|
|
// diff between the bottom of the upper sprite and the water level
|
|
zdiff = SPRITEp_BOS(over_sp) - water_level_z;
|
|
|
|
// add diff to ceiling
|
|
sp->z = sector[sp->sectnum].ceilingz + zdiff;
|
|
|
|
u->State = over_u->State;
|
|
u->Rot = over_u->Rot;
|
|
u->StateStart = over_u->StateStart;
|
|
|
|
sp->picnum = over_sp->picnum;
|
|
}
|
|
|
|
|
|
void
|
|
UpdatePlayerSprite(PLAYERp pp)
|
|
{
|
|
SPRITEp sp = pp->SpriteP;
|
|
if (!sp) return;
|
|
|
|
// Update sprite representation of player
|
|
|
|
sp->x = pp->posx;
|
|
sp->y = pp->posy;
|
|
|
|
// there are multiple death functions
|
|
if (TEST(pp->Flags, PF_DEAD))
|
|
{
|
|
changespritesect(pp->PlayerSprite, pp->cursectnum);
|
|
sprite[pp->PlayerSprite].ang = pp->angle.ang.asbuild();
|
|
UpdatePlayerUnderSprite(pp);
|
|
return;
|
|
}
|
|
|
|
if (pp->sop_control)
|
|
{
|
|
sp->z = sector[pp->cursectnum].floorz;
|
|
changespritesect(pp->PlayerSprite, pp->cursectnum);
|
|
}
|
|
else if (pp->DoPlayerAction == DoPlayerCrawl)
|
|
{
|
|
sp->z = pp->posz + PLAYER_CRAWL_HEIGHT;
|
|
changespritesect(pp->PlayerSprite, pp->cursectnum);
|
|
}
|
|
#if 0
|
|
else if (pp->DoPlayerAction == DoPlayerSwim)
|
|
{
|
|
sp->z = pp->loz - Z(pp->WadeDepth) + Z(1);
|
|
changespritesect(pp->PlayerSprite, pp->cursectnum);
|
|
}
|
|
#endif
|
|
else if (pp->DoPlayerAction == DoPlayerWade)
|
|
{
|
|
sp->z = pp->posz + PLAYER_HEIGHT;
|
|
changespritesect(pp->PlayerSprite, pp->cursectnum);
|
|
|
|
if (pp->WadeDepth > Z(29))
|
|
{
|
|
DoPlayerSpriteBob(pp, PLAYER_HEIGHT, Z(3), 3);
|
|
}
|
|
}
|
|
else if (pp->DoPlayerAction == DoPlayerDive)
|
|
{
|
|
// bobbing and sprite position taken care of in DoPlayerDive
|
|
sp->z = pp->posz + Z(10);
|
|
changespritesect(pp->PlayerSprite, pp->cursectnum);
|
|
}
|
|
else if (pp->DoPlayerAction == DoPlayerClimb)
|
|
{
|
|
sp->z = pp->posz + Z(17);
|
|
|
|
// move it forward a bit to look like its on the ladder
|
|
//sp->x += MOVEx(256+64, sp->ang);
|
|
//sp->y += MOVEy(256+64, sp->ang);
|
|
|
|
changespritesect(pp->PlayerSprite, pp->cursectnum);
|
|
}
|
|
else if (pp->DoPlayerAction == DoPlayerFly)
|
|
{
|
|
// sp->z = pp->posz + PLAYER_HEIGHT;
|
|
// bobbing and sprite position taken care of in DoPlayerFly
|
|
//sp->z = pp->posz + PLAYER_HEIGHT;
|
|
//DoPlayerSpriteBob(pp, PLAYER_HEIGHT, PLAYER_FLY_BOB_AMT, 3);
|
|
DoPlayerSpriteBob(pp, PLAYER_HEIGHT, Z(6), 3);
|
|
changespritesect(pp->PlayerSprite, pp->cursectnum);
|
|
}
|
|
else if (pp->DoPlayerAction == DoPlayerJump || pp->DoPlayerAction == DoPlayerFall || pp->DoPlayerAction == DoPlayerForceJump)
|
|
{
|
|
sp->z = pp->posz + PLAYER_HEIGHT;
|
|
changespritesect(pp->PlayerSprite, pp->cursectnum);
|
|
}
|
|
else if (pp->DoPlayerAction == DoPlayerTeleportPause)
|
|
{
|
|
sp->z = pp->posz + PLAYER_HEIGHT;
|
|
changespritesect(pp->PlayerSprite, pp->cursectnum);
|
|
}
|
|
else
|
|
{
|
|
sp->z = pp->loz;
|
|
changespritesect(pp->PlayerSprite, pp->cursectnum);
|
|
}
|
|
|
|
UpdatePlayerUnderSprite(pp);
|
|
|
|
sprite[pp->PlayerSprite].ang = pp->angle.ang.asbuild();
|
|
}
|
|
|
|
void
|
|
DoPlayerZrange(PLAYERp pp)
|
|
{
|
|
int ceilhit, florhit;
|
|
short bakcstat;
|
|
|
|
if (!pp->SpriteP) return;
|
|
// Don't let you fall if you're just slightly over a cliff
|
|
// This function returns the highest and lowest z's
|
|
// for an entire box, NOT just a point. -Useful for clipping
|
|
bakcstat = pp->SpriteP->cstat;
|
|
RESET(pp->SpriteP->cstat, CSTAT_SPRITE_BLOCK);
|
|
FAFgetzrange(pp->posx, pp->posy, pp->posz + Z(8), pp->cursectnum, &pp->hiz, &ceilhit, &pp->loz, &florhit, ((int)pp->SpriteP->clipdist<<2) - GETZRANGE_CLIP_ADJ, CLIPMASK_PLAYER);
|
|
pp->SpriteP->cstat = bakcstat;
|
|
|
|
// 16384+sector (sector first touched) or
|
|
// 49152+spritenum (sprite first touched)
|
|
|
|
pp->lo_sectp = pp->hi_sectp = NULL;
|
|
pp->lo_sp = pp->hi_sp = NULL;
|
|
|
|
if (TEST(ceilhit, 0xc000) == 49152)
|
|
{
|
|
pp->hi_sp = &sprite[ceilhit & 4095];
|
|
}
|
|
else
|
|
{
|
|
pp->hi_sectp = §or[ceilhit & 4095];
|
|
}
|
|
|
|
if (TEST(florhit, 0xc000) == 49152)
|
|
{
|
|
pp->lo_sp = &sprite[florhit & 4095];
|
|
|
|
// prevent player from standing on Zombies
|
|
if (pp->lo_sp->statnum == STAT_ENEMY && User[pp->lo_sp - sprite]->ID == ZOMBIE_RUN_R0)
|
|
{
|
|
pp->lo_sectp = §or[pp->lo_sp->sectnum];
|
|
pp->loz = pp->lo_sp->z;
|
|
pp->lo_sp = NULL;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pp->lo_sectp = §or[florhit & 4095];
|
|
}
|
|
}
|
|
|
|
void
|
|
DoPlayerSlide(PLAYERp pp)
|
|
{
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
int push_ret;
|
|
|
|
if ((pp->slide_xvect|pp->slide_yvect) == 0)
|
|
return;
|
|
|
|
if (pp->sop)
|
|
return;
|
|
|
|
pp->slide_xvect = MulScale(pp->slide_xvect, PLAYER_SLIDE_FRICTION, 16);
|
|
pp->slide_yvect = MulScale(pp->slide_yvect, PLAYER_SLIDE_FRICTION, 16);
|
|
|
|
if (labs(pp->slide_xvect) < 12800 && labs(pp->slide_yvect) < 12800)
|
|
pp->slide_xvect = pp->slide_yvect = 0;
|
|
|
|
push_ret = pushmove(&pp->pos, &pp->cursectnum, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
|
|
if (push_ret < 0)
|
|
{
|
|
if (!TEST(pp->Flags, PF_DEAD))
|
|
{
|
|
PlayerUpdateHealth(pp, -u->Health); // Make sure he dies!
|
|
PlayerCheckDeath(pp, -1);
|
|
|
|
if (TEST(pp->Flags, PF_DEAD))
|
|
return;
|
|
}
|
|
return;
|
|
}
|
|
clipmove(&pp->pos, &pp->cursectnum, pp->slide_xvect, pp->slide_yvect, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
|
|
PlayerCheckValidMove(pp);
|
|
push_ret = pushmove(&pp->pos, &pp->cursectnum, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
|
|
if (push_ret < 0)
|
|
{
|
|
if (!TEST(pp->Flags, PF_DEAD))
|
|
{
|
|
PlayerUpdateHealth(pp, -u->Health); // Make sure he dies!
|
|
PlayerCheckDeath(pp, -1);
|
|
|
|
if (TEST(pp->Flags, PF_DEAD))
|
|
return;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
void PlayerCheckValidMove(PLAYERp pp)
|
|
{
|
|
if (pp->cursectnum == -1)
|
|
{
|
|
static int count = 0;
|
|
|
|
pp->posx = pp->oldposx;
|
|
pp->posy = pp->oldposy;
|
|
pp->posz = pp->oldposz;
|
|
pp->cursectnum = pp->lastcursectnum;
|
|
|
|
// if stuck here for more than 10 seconds
|
|
if (count++ > 40 * 10)
|
|
{
|
|
ASSERT(true == false);
|
|
}
|
|
}
|
|
}
|
|
|
|
void PlayerSectorBound(PLAYERp pp, int amt)
|
|
{
|
|
if (pp->cursectnum < 9)
|
|
return;
|
|
|
|
int cz,fz;
|
|
|
|
// player should never go into a sector
|
|
|
|
// was getting some problems with this
|
|
// when jumping onto hight sloped sectors
|
|
|
|
// call this routine to make sure he doesn't
|
|
// called from DoPlayerMove() but can be called
|
|
// from anywhere it is needed
|
|
|
|
getzsofslope(pp->cursectnum, pp->posx, pp->posy, &cz, &fz);
|
|
|
|
if (pp->posz > fz - amt)
|
|
pp->posz = fz - amt;
|
|
|
|
if (pp->posz < cz + amt)
|
|
pp->posz = cz + amt;
|
|
|
|
}
|
|
|
|
void
|
|
DoPlayerMove(PLAYERp pp)
|
|
{
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
int friction;
|
|
int save_cstat;
|
|
int push_ret = 0;
|
|
|
|
// If SO interpolation is disabled, make sure the player's aiming,
|
|
// turning and movement still get appropriately interpolated.
|
|
// We do this from here instead of MovePlayer, covering the case
|
|
// the player gets pushed by a wall (e.g., on the boat in level 5).
|
|
bool interpolate_ride = pp->sop_riding && (!cl_sointerpolation || CommEnabled);
|
|
|
|
void SlipSlope(PLAYERp pp);
|
|
|
|
SlipSlope(pp);
|
|
|
|
if (!SyncInput())
|
|
{
|
|
SET(pp->Flags2, PF2_INPUT_CAN_TURN_GENERAL);
|
|
}
|
|
else
|
|
{
|
|
DoPlayerTurn(pp, pp->input.avel, 1);
|
|
}
|
|
|
|
pp->oldposx = pp->posx;
|
|
pp->oldposy = pp->posy;
|
|
pp->oldposz = pp->posz;
|
|
pp->lastcursectnum = pp->cursectnum;
|
|
|
|
if (PLAYER_MOVING(pp) == 0)
|
|
RESET(pp->Flags, PF_PLAYER_MOVED);
|
|
else
|
|
SET(pp->Flags, PF_PLAYER_MOVED);
|
|
|
|
DoPlayerSlide(pp);
|
|
|
|
pp->oxvect = pp->xvect;
|
|
pp->oyvect = pp->yvect;
|
|
|
|
pp->xvect += ((pp->input.fvel*synctics*2)<<6);
|
|
pp->yvect += ((pp->input.svel*synctics*2)<<6);
|
|
|
|
friction = pp->friction;
|
|
if (!TEST(pp->Flags, PF_SWIMMING) && pp->WadeDepth)
|
|
{
|
|
friction -= pp->WadeDepth * 100L;
|
|
}
|
|
|
|
pp->xvect = MulScale(pp->xvect, friction, 16);
|
|
pp->yvect = MulScale(pp->yvect, friction, 16);
|
|
|
|
if (TEST(pp->Flags, PF_FLYING))
|
|
{
|
|
// do a bit of weighted averaging
|
|
pp->xvect = (pp->xvect + (pp->oxvect*1))/2;
|
|
pp->yvect = (pp->yvect + (pp->oyvect*1))/2;
|
|
}
|
|
else if (TEST(pp->Flags, PF_DIVING))
|
|
{
|
|
// do a bit of weighted averaging
|
|
pp->xvect = (pp->xvect + (pp->oxvect*2))/3;
|
|
pp->yvect = (pp->yvect + (pp->oyvect*2))/3;
|
|
}
|
|
|
|
if (labs(pp->xvect) < 12800 && labs(pp->yvect) < 12800)
|
|
pp->xvect = pp->yvect = 0;
|
|
|
|
pp->SpriteP->xvel = FindDistance2D(pp->xvect,pp->yvect)>>14;
|
|
|
|
if (TEST(pp->Flags, PF_CLIP_CHEAT))
|
|
{
|
|
short sectnum=pp->cursectnum;
|
|
if (interpolate_ride)
|
|
{
|
|
pp->oposx = pp->posx;
|
|
pp->oposy = pp->posy;
|
|
}
|
|
pp->posx += pp->xvect >> 14;
|
|
pp->posy += pp->yvect >> 14;
|
|
COVERupdatesector(pp->posx, pp->posy, §num);
|
|
if (sectnum != -1)
|
|
pp->cursectnum = sectnum;
|
|
}
|
|
else
|
|
{
|
|
push_ret = pushmove(&pp->pos, &pp->cursectnum, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist - Z(16), CLIPMASK_PLAYER);
|
|
|
|
if (push_ret < 0)
|
|
{
|
|
if (!TEST(pp->Flags, PF_DEAD))
|
|
{
|
|
PlayerUpdateHealth(pp, -u->Health); // Make sure he dies!
|
|
PlayerCheckDeath(pp, -1);
|
|
|
|
if (TEST(pp->Flags, PF_DEAD))
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (interpolate_ride)
|
|
{
|
|
pp->oposx = pp->posx;
|
|
pp->oposy = pp->posy;
|
|
}
|
|
|
|
save_cstat = pp->SpriteP->cstat;
|
|
RESET(pp->SpriteP->cstat, CSTAT_SPRITE_BLOCK);
|
|
COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum);
|
|
clipmove(&pp->pos, &pp->cursectnum, pp->xvect, pp->yvect, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
|
|
pp->SpriteP->cstat = save_cstat;
|
|
PlayerCheckValidMove(pp);
|
|
|
|
push_ret = pushmove(&pp->pos, &pp->cursectnum, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist - Z(16), CLIPMASK_PLAYER);
|
|
if (push_ret < 0)
|
|
{
|
|
|
|
if (!TEST(pp->Flags, PF_DEAD))
|
|
{
|
|
PlayerUpdateHealth(pp, -u->Health); // Make sure he dies!
|
|
PlayerCheckDeath(pp, -1);
|
|
|
|
if (TEST(pp->Flags, PF_DEAD))
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (interpolate_ride)
|
|
{
|
|
pp->oposz = pp->posz;
|
|
pp->angle.backup();
|
|
}
|
|
|
|
// check for warp - probably can remove from CeilingHit
|
|
if (WarpPlane(&pp->posx, &pp->posy, &pp->posz, &pp->cursectnum))
|
|
PlayerWarpUpdatePos(pp);
|
|
|
|
DoPlayerZrange(pp);
|
|
|
|
//PlayerSectorBound(pp, Z(1));
|
|
|
|
DoPlayerSetWadeDepth(pp);
|
|
|
|
if (!SyncInput())
|
|
{
|
|
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
|
|
}
|
|
else
|
|
{
|
|
DoPlayerHorizon(pp, pp->input.horz, 1);
|
|
}
|
|
|
|
if (pp->cursectnum >= 0 && TEST(sector[pp->cursectnum].extra, SECTFX_DYNAMIC_AREA))
|
|
{
|
|
if (TEST(pp->Flags, PF_FLYING|PF_JUMPING|PF_FALLING))
|
|
{
|
|
if (pp->posz > pp->loz)
|
|
pp->posz = pp->loz - PLAYER_HEIGHT;
|
|
|
|
if (pp->posz < pp->hiz)
|
|
pp->posz = pp->hiz + PLAYER_HEIGHT;
|
|
}
|
|
else if (TEST(pp->Flags, PF_SWIMMING|PF_DIVING))
|
|
{
|
|
if (pp->posz > pp->loz)
|
|
pp->posz = pp->loz - PLAYER_SWIM_HEIGHT;
|
|
|
|
if (pp->posz < pp->hiz)
|
|
pp->posz = pp->hiz + PLAYER_SWIM_HEIGHT;
|
|
}
|
|
// moved to crawling and running respectively
|
|
#if 0
|
|
else if (TEST(pp->Flags, PF_CRAWLING))
|
|
{
|
|
pp->posz = pp->loz - PLAYER_CRAWL_HEIGHT;
|
|
}
|
|
else
|
|
{
|
|
if (pp->posz > pp->loz)
|
|
pp->posz = pp->loz - PLAYER_HEIGHT;
|
|
|
|
if (pp->posz < pp->hiz)
|
|
pp->posz = pp->hiz + PLAYER_HEIGHT;
|
|
pp->posz = pp->loz - PLAYER_HEIGHT;
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
void
|
|
DoPlayerSectorUpdatePreMove(PLAYERp pp)
|
|
{
|
|
short sectnum = pp->cursectnum;
|
|
|
|
if (sectnum < 0)
|
|
return;
|
|
|
|
if (TEST(sector[pp->cursectnum].extra, SECTFX_DYNAMIC_AREA))
|
|
{
|
|
updatesectorz(pp->posx, pp->posy, pp->posz, §num);
|
|
if (sectnum < 0)
|
|
{
|
|
sectnum = pp->cursectnum;
|
|
COVERupdatesector(pp->posx, pp->posy, §num);
|
|
}
|
|
ASSERT(sectnum >= 0);
|
|
}
|
|
else if (FAF_ConnectArea(sectnum))
|
|
{
|
|
updatesectorz(pp->posx, pp->posy, pp->posz, §num);
|
|
if (sectnum < 0)
|
|
{
|
|
sectnum = pp->cursectnum;
|
|
COVERupdatesector(pp->posx, pp->posy, §num);
|
|
}
|
|
ASSERT(sectnum >= 0);
|
|
}
|
|
|
|
pp->cursectnum = sectnum;
|
|
}
|
|
|
|
void
|
|
DoPlayerSectorUpdatePostMove(PLAYERp pp)
|
|
{
|
|
short sectnum = pp->cursectnum;
|
|
int fz,cz;
|
|
|
|
// need to do updatesectorz if in connect area
|
|
if (sectnum >= 0 && FAF_ConnectArea(sectnum))
|
|
{
|
|
updatesectorz(pp->posx, pp->posy, pp->posz, &pp->cursectnum);
|
|
|
|
// can mess up if below
|
|
if (pp->cursectnum < 0)
|
|
{
|
|
pp->cursectnum = sectnum;
|
|
|
|
// adjust the posz to be in a sector
|
|
getzsofslope(pp->cursectnum, pp->posx, pp->posy, &cz, &fz);
|
|
if (pp->posz > fz)
|
|
pp->posz = fz;
|
|
|
|
if (pp->posz < cz)
|
|
pp->posz = cz;
|
|
|
|
// try again
|
|
updatesectorz(pp->posx, pp->posy, pp->posz, &pp->cursectnum);
|
|
// ASSERT(pp->cursectnum >= 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PlayerSectorBound(pp, Z(1));
|
|
}
|
|
|
|
}
|
|
|
|
void PlaySOsound(short sectnum, short sound_num)
|
|
{
|
|
int i;
|
|
|
|
// play idle sound - sound 1
|
|
SectIterator it(sectnum);
|
|
while ((i = it.NextIndex()) >= 0)
|
|
{
|
|
if (sprite[i].statnum == STAT_SOUND_SPOT)
|
|
{
|
|
DoSoundSpotStopSound(sprite[i].lotag);
|
|
DoSoundSpotMatch(sprite[i].lotag, sound_num, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
void StopSOsound(short sectnum)
|
|
{
|
|
int i;
|
|
|
|
// play idle sound - sound 1
|
|
SectIterator it(sectnum);
|
|
while ((i = it.NextIndex()) >= 0)
|
|
{
|
|
if (sprite[i].statnum == STAT_SOUND_SPOT)
|
|
DoSoundSpotStopSound(sprite[i].lotag);
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
void
|
|
DoPlayerMoveBoat(PLAYERp pp)
|
|
{
|
|
int z;
|
|
int floor_dist;
|
|
short save_sectnum;
|
|
SECTOR_OBJECTp sop = pp->sop;
|
|
|
|
if (Prediction)
|
|
return;
|
|
|
|
if (!Prediction)
|
|
{
|
|
if (labs(pp->input.fvel|pp->input.svel) && !labs(pp->lastinput.fvel| pp->lastinput.svel))
|
|
PlaySOsound(pp->sop->mid_sector,SO_DRIVE_SOUND);
|
|
else if (!labs(pp->input.fvel|pp->input.svel) && labs(pp->lastinput.fvel| pp->lastinput.svel))
|
|
PlaySOsound(pp->sop->mid_sector,SO_IDLE_SOUND);
|
|
}
|
|
|
|
if (!SyncInput())
|
|
{
|
|
SET(pp->Flags2, PF2_INPUT_CAN_TURN_BOAT);
|
|
}
|
|
else
|
|
{
|
|
DoPlayerTurnBoat(pp, pp->input.avel);
|
|
}
|
|
|
|
if (PLAYER_MOVING(pp) == 0)
|
|
RESET(pp->Flags, PF_PLAYER_MOVED);
|
|
else
|
|
SET(pp->Flags, PF_PLAYER_MOVED);
|
|
|
|
pp->oxvect = pp->xvect;
|
|
pp->oyvect = pp->yvect;
|
|
|
|
if (sop->drive_speed)
|
|
{
|
|
pp->xvect = MulScale(pp->input.fvel, sop->drive_speed, 6);
|
|
pp->yvect = MulScale(pp->input.svel, sop->drive_speed, 6);
|
|
|
|
// does sliding/momentum
|
|
pp->xvect = (pp->xvect + (pp->oxvect*(sop->drive_slide-1)))/sop->drive_slide;
|
|
pp->yvect = (pp->yvect + (pp->oyvect*(sop->drive_slide-1)))/sop->drive_slide;
|
|
}
|
|
else
|
|
{
|
|
pp->xvect += ((pp->input.fvel*synctics*2)<<6);
|
|
pp->yvect += ((pp->input.svel*synctics*2)<<6);
|
|
|
|
pp->xvect = MulScale(pp->xvect, BOAT_FRICTION, 16);
|
|
pp->yvect = MulScale(pp->yvect, BOAT_FRICTION, 16);
|
|
|
|
// does sliding/momentum
|
|
pp->xvect = (pp->xvect + (pp->oxvect*5))/6;
|
|
pp->yvect = (pp->yvect + (pp->oyvect*5))/6;
|
|
}
|
|
|
|
if (labs(pp->xvect) < 12800 && labs(pp->yvect) < 12800)
|
|
pp->xvect = pp->yvect = 0;
|
|
|
|
pp->lastcursectnum = pp->cursectnum;
|
|
z = pp->posz + Z(10);
|
|
|
|
save_sectnum = pp->cursectnum;
|
|
OperateSectorObject(pp->sop, pp->angle.ang.asbuild(), MAXSO, MAXSO);
|
|
pp->cursectnum = pp->sop->op_main_sector; // for speed
|
|
|
|
floor_dist = labs(z - pp->sop->floor_loz);
|
|
clipmove_old(&pp->posx, &pp->posy, &z, &pp->cursectnum, pp->xvect, pp->yvect, (int)pp->sop->clipdist, Z(4), floor_dist, CLIPMASK_PLAYER);
|
|
|
|
OperateSectorObject(pp->sop, pp->angle.ang.asbuild(), pp->posx, pp->posy);
|
|
pp->cursectnum = save_sectnum; // for speed
|
|
|
|
if (!SyncInput())
|
|
{
|
|
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
|
|
}
|
|
else
|
|
{
|
|
DoPlayerHorizon(pp, pp->input.horz, 1);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void DoTankTreads(PLAYERp pp)
|
|
{
|
|
SPRITEp sp;
|
|
int i;
|
|
int vel;
|
|
SECTORp *sectp;
|
|
int j;
|
|
int dot;
|
|
bool reverse = false;
|
|
|
|
if (Prediction)
|
|
return;
|
|
|
|
vel = FindDistance2D(pp->xvect>>8, pp->yvect>>8);
|
|
dot = DOT_PRODUCT_2D(pp->xvect, pp->yvect, pp->angle.ang.bcos(), pp->angle.ang.bsin());
|
|
if (dot < 0)
|
|
reverse = true;
|
|
|
|
for (sectp = pp->sop->sectp, j = 0; *sectp; sectp++, j++)
|
|
{
|
|
SectIterator it(int(*sectp - sector));
|
|
while ((i = it.NextIndex()) >= 0)
|
|
{
|
|
sp = &sprite[i];
|
|
|
|
// BOOL1 is set only if pans with SO
|
|
if (!TEST_BOOL1(sp))
|
|
continue;
|
|
|
|
if (sp->statnum == STAT_WALL_PAN)
|
|
{
|
|
if (reverse)
|
|
{
|
|
if (!TEST_BOOL2(sp))
|
|
{
|
|
SET_BOOL2(sp);
|
|
sp->ang = NORM_ANGLE(sp->ang + 1024);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (TEST_BOOL2(sp))
|
|
{
|
|
RESET_BOOL2(sp);
|
|
sp->ang = NORM_ANGLE(sp->ang + 1024);
|
|
}
|
|
}
|
|
|
|
SP_TAG5(sp) = vel;
|
|
}
|
|
else if (sp->statnum == STAT_FLOOR_PAN)
|
|
{
|
|
sp = &sprite[i];
|
|
|
|
if (reverse)
|
|
{
|
|
if (!TEST_BOOL2(sp))
|
|
{
|
|
SET_BOOL2(sp);
|
|
sp->ang = NORM_ANGLE(sp->ang + 1024);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (TEST_BOOL2(sp))
|
|
{
|
|
RESET_BOOL2(sp);
|
|
sp->ang = NORM_ANGLE(sp->ang + 1024);
|
|
}
|
|
}
|
|
|
|
SP_TAG5(sp) = vel;
|
|
}
|
|
else if (sp->statnum == STAT_CEILING_PAN)
|
|
{
|
|
sp = &sprite[i];
|
|
|
|
if (reverse)
|
|
{
|
|
if (!TEST_BOOL2(sp))
|
|
{
|
|
SET_BOOL2(sp);
|
|
sp->ang = NORM_ANGLE(sp->ang + 1024);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (TEST_BOOL2(sp))
|
|
{
|
|
RESET_BOOL2(sp);
|
|
sp->ang = NORM_ANGLE(sp->ang + 1024);
|
|
}
|
|
}
|
|
|
|
SP_TAG5(sp) = vel;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|
|
void
|
|
SetupDriveCrush(PLAYERp pp, int *x, int *y)
|
|
{
|
|
int radius = pp->sop_control->clipdist;
|
|
|
|
x[0] = pp->posx - radius;
|
|
y[0] = pp->posy - radius;
|
|
|
|
x[1] = pp->posx + radius;
|
|
y[1] = pp->posy - radius;
|
|
|
|
x[2] = pp->posx + radius;
|
|
y[2] = pp->posy + radius;
|
|
|
|
x[3] = pp->posx - radius;
|
|
y[3] = pp->posy + radius;
|
|
}
|
|
|
|
void
|
|
DriveCrush(PLAYERp pp, int *x, int *y)
|
|
{
|
|
int testpointinquad(int x, int y, int *qx, int *qy);
|
|
|
|
SECTOR_OBJECTp sop = pp->sop_control;
|
|
SPRITEp sp;
|
|
USERp u;
|
|
int i;
|
|
short stat;
|
|
SECTORp *sectp;
|
|
|
|
if (MoveSkip4 == 0)
|
|
return;
|
|
|
|
// not moving - don't crush
|
|
if ((pp->xvect|pp->yvect) == 0 && pp->input.avel == 0)
|
|
return;
|
|
|
|
// main sector
|
|
SectIterator it(sop->op_main_sector);
|
|
while ((i = it.NextIndex()) >= 0)
|
|
{
|
|
sp = &sprite[i];
|
|
u = User[i].Data();
|
|
|
|
if (testpointinquad(sp->x, sp->y, x, y))
|
|
{
|
|
if (TEST(sp->extra, SPRX_BREAKABLE) && HitBreakSprite(i,0))
|
|
continue;
|
|
|
|
if (sp->statnum == STAT_MISSILE)
|
|
continue;
|
|
|
|
if (sp->picnum == ST1)
|
|
continue;
|
|
|
|
if (TEST(sp->extra, SPRX_PLAYER_OR_ENEMY))
|
|
{
|
|
if (!TEST(u->Flags, SPR_DEAD) && !TEST(sp->extra, SPRX_BREAKABLE))
|
|
continue;
|
|
}
|
|
|
|
if (TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
|
|
continue;
|
|
|
|
if (sp->statnum > STAT_DONT_DRAW)
|
|
continue;
|
|
|
|
if (sp->z < sop->crush_z)
|
|
continue;
|
|
|
|
SpriteQueueDelete(i);
|
|
KillSprite(i);
|
|
}
|
|
}
|
|
|
|
// all enemys
|
|
StatIterator it2(STAT_ENEMY);
|
|
while ((i = it2.NextIndex()) >= 0)
|
|
{
|
|
sp = &sprite[i];
|
|
|
|
if (testpointinquad(sp->x, sp->y, x, y))
|
|
{
|
|
//if (sp->z < pp->posz)
|
|
if (sp->z < sop->crush_z)
|
|
continue;
|
|
|
|
int32_t const vel = FindDistance2D(pp->xvect>>8, pp->yvect>>8);
|
|
if (vel < 9000)
|
|
{
|
|
DoActorBeginSlide(i, getangle(pp->xvect, pp->yvect), vel/8, 5);
|
|
if (DoActorSlide(i))
|
|
continue;
|
|
}
|
|
|
|
UpdateSinglePlayKills(i);
|
|
|
|
if (SpawnShrap(i, -99))
|
|
SetSuicide(i);
|
|
else
|
|
KillSprite(i);
|
|
}
|
|
}
|
|
|
|
// all dead actors
|
|
it2.Reset(STAT_DEAD_ACTOR);
|
|
while ((i = it2.NextIndex()) >= 0)
|
|
{
|
|
sp = &sprite[i];
|
|
|
|
if (testpointinquad(sp->x, sp->y, x, y))
|
|
{
|
|
if (sp->z < sop->crush_z)
|
|
continue;
|
|
|
|
SpriteQueueDelete(i);
|
|
KillSprite(i);
|
|
}
|
|
}
|
|
|
|
// all players
|
|
for (stat = 0; stat < MAX_SW_PLAYERS; stat++)
|
|
{
|
|
i = StatIterator::First(STAT_PLAYER0 + stat);
|
|
|
|
if (i < 0)
|
|
continue;
|
|
|
|
sp = &sprite[i];
|
|
u = User[i].Data();
|
|
|
|
if (u->PlayerP == pp)
|
|
continue;
|
|
|
|
if (testpointinquad(sp->x, sp->y, x, y))
|
|
{
|
|
int damage;
|
|
|
|
//if (sp->z < pp->posz)
|
|
if (sp->z < sop->crush_z)
|
|
continue;
|
|
|
|
damage = -(u->Health + 100);
|
|
PlayerDamageSlide(u->PlayerP, damage, pp->angle.ang.asbuild());
|
|
PlayerUpdateHealth(u->PlayerP, damage);
|
|
//PlayerCheckDeath(u->PlayerP, -1);
|
|
PlayerCheckDeath(u->PlayerP, pp->PlayerSprite);
|
|
}
|
|
}
|
|
|
|
|
|
// if it ends up actually in the drivable sector kill it
|
|
for (sectp = sop->sectp; *sectp; sectp++)
|
|
{
|
|
SectIterator it(int(*sectp - sector));
|
|
while ((i = it.NextIndex()) >= 0)
|
|
{
|
|
sp = &sprite[i];
|
|
u = User[i].Data();
|
|
|
|
// give some extra buffer
|
|
if (sp->z < sop->crush_z + Z(40))
|
|
continue;
|
|
|
|
if (TEST(sp->extra, SPRX_PLAYER_OR_ENEMY))
|
|
{
|
|
if (sp->statnum == STAT_ENEMY)
|
|
{
|
|
if (SpawnShrap(i, -99))
|
|
SetSuicide(i);
|
|
else
|
|
KillSprite(i);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
DoPlayerMoveVehicle(PLAYERp pp)
|
|
{
|
|
int z;
|
|
int floor_dist;
|
|
short save_sectnum;
|
|
SPRITEp sp = pp->sop->sp_child;
|
|
USERp u = User[sp - sprite].Data();
|
|
int save_cstat;
|
|
int x[4], y[4], ox[4], oy[4];
|
|
int wallcount;
|
|
int count=0;
|
|
|
|
SECTORp *sectp;
|
|
SECTOR_OBJECTp sop = pp->sop;
|
|
WALLp wp;
|
|
int j,k;
|
|
short startwall,endwall;
|
|
|
|
bool RectClip = !!TEST(sop->flags, SOBJ_RECT_CLIP);
|
|
|
|
if (Prediction)
|
|
return;
|
|
|
|
if (!Prediction)
|
|
{
|
|
if (labs(pp->input.fvel|pp->input.svel) && !labs(pp->lastinput.fvel| pp->lastinput.svel))
|
|
PlaySOsound(pp->sop->mid_sector,SO_DRIVE_SOUND);
|
|
else if (!labs(pp->input.fvel|pp->input.svel) && labs(pp->lastinput.fvel| pp->lastinput.svel))
|
|
PlaySOsound(pp->sop->mid_sector,SO_IDLE_SOUND);
|
|
}
|
|
|
|
// force synchronised input here for now.
|
|
setForcedSyncInput();
|
|
|
|
if (PLAYER_MOVING(pp) == 0)
|
|
RESET(pp->Flags, PF_PLAYER_MOVED);
|
|
else
|
|
SET(pp->Flags, PF_PLAYER_MOVED);
|
|
|
|
pp->oxvect = pp->xvect;
|
|
pp->oyvect = pp->yvect;
|
|
|
|
if (sop->drive_speed)
|
|
{
|
|
pp->xvect = MulScale(pp->input.fvel, sop->drive_speed, 6);
|
|
pp->yvect = MulScale(pp->input.svel, sop->drive_speed, 6);
|
|
|
|
// does sliding/momentum
|
|
pp->xvect = (pp->xvect + (pp->oxvect*(sop->drive_slide-1)))/sop->drive_slide;
|
|
pp->yvect = (pp->yvect + (pp->oyvect*(sop->drive_slide-1)))/sop->drive_slide;
|
|
}
|
|
else
|
|
{
|
|
pp->xvect += ((pp->input.fvel*synctics*2)<<6);
|
|
pp->yvect += ((pp->input.svel*synctics*2)<<6);
|
|
|
|
pp->xvect = MulScale(pp->xvect, TANK_FRICTION, 16);
|
|
pp->yvect = MulScale(pp->yvect, TANK_FRICTION, 16);
|
|
|
|
pp->xvect = (pp->xvect + (pp->oxvect*1))/2;
|
|
pp->yvect = (pp->yvect + (pp->oyvect*1))/2;
|
|
}
|
|
|
|
if (labs(pp->xvect) < 12800 && labs(pp->yvect) < 12800)
|
|
pp->xvect = pp->yvect = 0;
|
|
|
|
pp->lastcursectnum = pp->cursectnum;
|
|
z = pp->posz + Z(10);
|
|
|
|
if (RectClip)
|
|
{
|
|
for (sectp = sop->sectp, wallcount = 0, j = 0; *sectp; sectp++, j++)
|
|
{
|
|
startwall = (*sectp)->wallptr;
|
|
endwall = startwall + (*sectp)->wallnum - 1;
|
|
|
|
for (wp = &wall[startwall], k = startwall; k <= endwall; wp++, k++)
|
|
{
|
|
if (wp->extra && TEST(wp->extra, WALLFX_LOOP_OUTER|WALLFX_LOOP_OUTER_SECONDARY) == WALLFX_LOOP_OUTER)
|
|
{
|
|
x[count] = wp->x;
|
|
y[count] = wp->y;
|
|
|
|
ox[count] = sop->xmid - sop->xorig[wallcount];
|
|
oy[count] = sop->ymid - sop->yorig[wallcount];
|
|
|
|
count++;
|
|
}
|
|
|
|
wallcount++;
|
|
}
|
|
}
|
|
|
|
PRODUCTION_ASSERT(count == 4);
|
|
}
|
|
|
|
save_sectnum = pp->cursectnum;
|
|
OperateSectorObject(pp->sop, pp->angle.ang.asbuild(), MAXSO, MAXSO);
|
|
pp->cursectnum = pp->sop->op_main_sector; // for speed
|
|
|
|
floor_dist = labs(z - pp->sop->floor_loz);
|
|
|
|
|
|
if (RectClip)
|
|
{
|
|
hitdata_t hitinfo;
|
|
int vel;
|
|
int ret;
|
|
|
|
save_cstat = pp->SpriteP->cstat;
|
|
RESET(pp->SpriteP->cstat, CSTAT_SPRITE_BLOCK);
|
|
DoPlayerTurnVehicleRect(pp, x, y, ox, oy);
|
|
|
|
ret = RectClipMove(pp, x, y);
|
|
DriveCrush(pp, x, y);
|
|
pp->SpriteP->cstat = save_cstat;
|
|
|
|
if (!ret)
|
|
{
|
|
vel = FindDistance2D(pp->xvect>>8, pp->yvect>>8);
|
|
|
|
if (vel > 13000)
|
|
{
|
|
vec3_t hit_pos = { DIV2(x[0] + x[1]), DIV2(y[0] + y[1]), sector[pp->cursectnum].floorz - Z(10) };
|
|
|
|
hitscan(&hit_pos, pp->cursectnum,
|
|
//pp->xvect, pp->yvect, 0,
|
|
MOVEx(256, pp->angle.ang.asbuild()), MOVEy(256, pp->angle.ang.asbuild()), 0,
|
|
&hitinfo, CLIPMASK_PLAYER);
|
|
|
|
////DSPRINTF(ds,"hitinfo.sect %d, hitinfo.wall %d, hitinfo.pos.x %d, hitinfo.pos.y %d, hitinfo.pos.z %d",hitinfo.sect, hitinfo.wall, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z);
|
|
//MONO_PRINT(ds);
|
|
|
|
if (FindDistance2D(hitinfo.pos.x - hit_pos.x, hitinfo.pos.y - hit_pos.y) < 800)
|
|
{
|
|
if (hitinfo.wall >= 0)
|
|
u->ret = hitinfo.wall|HIT_WALL;
|
|
else if (hitinfo.sprite >= 0)
|
|
u->ret = hitinfo.sprite|HIT_SPRITE;
|
|
else
|
|
u->ret = 0;
|
|
|
|
VehicleMoveHit(short(sp - sprite));
|
|
}
|
|
|
|
if (!TEST(sop->flags, SOBJ_NO_QUAKE))
|
|
{
|
|
SetPlayerQuake(pp);
|
|
}
|
|
}
|
|
|
|
if (vel > 12000)
|
|
{
|
|
pp->xvect = pp->yvect = pp->oxvect = pp->oyvect = 0;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!SyncInput())
|
|
{
|
|
SET(pp->Flags2, PF2_INPUT_CAN_TURN_VEHICLE);
|
|
}
|
|
else
|
|
{
|
|
DoPlayerTurnVehicle(pp, pp->input.avel, z, floor_dist);
|
|
}
|
|
|
|
save_cstat = pp->SpriteP->cstat;
|
|
RESET(pp->SpriteP->cstat, CSTAT_SPRITE_BLOCK);
|
|
if (pp->sop->clipdist)
|
|
u->ret = clipmove_old(&pp->posx, &pp->posy, &z, &pp->cursectnum, pp->xvect, pp->yvect, (int)pp->sop->clipdist, Z(4), floor_dist, CLIPMASK_PLAYER);
|
|
else
|
|
u->ret = MultiClipMove(pp, z, floor_dist);
|
|
pp->SpriteP->cstat = save_cstat;
|
|
|
|
//SetupDriveCrush(pp, x, y);
|
|
//DriveCrush(pp, x, y);
|
|
|
|
if (u->ret)
|
|
{
|
|
int vel;
|
|
|
|
vel = FindDistance2D(pp->xvect>>8, pp->yvect>>8);
|
|
|
|
if (vel > 13000)
|
|
{
|
|
VehicleMoveHit(short(sp - sprite));
|
|
pp->slide_xvect = -pp->xvect<<1;
|
|
pp->slide_yvect = -pp->yvect<<1;
|
|
if (!TEST(sop->flags, SOBJ_NO_QUAKE))
|
|
SetPlayerQuake(pp);
|
|
}
|
|
|
|
if (vel > 12000)
|
|
{
|
|
pp->xvect = pp->yvect = pp->oxvect = pp->oyvect = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
OperateSectorObject(pp->sop, pp->angle.ang.asbuild(), pp->posx, pp->posy);
|
|
pp->cursectnum = save_sectnum; // for speed
|
|
|
|
if (!SyncInput())
|
|
{
|
|
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
|
|
}
|
|
else
|
|
{
|
|
DoPlayerHorizon(pp, pp->input.horz, 1);
|
|
}
|
|
|
|
DoTankTreads(pp);
|
|
}
|
|
|
|
void
|
|
DoPlayerMoveTurret(PLAYERp pp)
|
|
{
|
|
if (!Prediction)
|
|
{
|
|
if (pp->input.avel && !pp->lastinput.avel)
|
|
PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
|
|
else if (!pp->input.avel && pp->lastinput.avel)
|
|
PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
|
|
}
|
|
|
|
if (!SyncInput())
|
|
{
|
|
SET(pp->Flags2, PF2_INPUT_CAN_TURN_TURRET);
|
|
}
|
|
else
|
|
{
|
|
DoPlayerTurnTurret(pp, pp->input.avel);
|
|
}
|
|
|
|
if (PLAYER_MOVING(pp) == 0)
|
|
RESET(pp->Flags, PF_PLAYER_MOVED);
|
|
else
|
|
SET(pp->Flags, PF_PLAYER_MOVED);
|
|
|
|
if (!SyncInput())
|
|
{
|
|
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
|
|
}
|
|
else
|
|
{
|
|
DoPlayerHorizon(pp, pp->input.horz, 1);
|
|
}
|
|
}
|
|
|
|
void
|
|
DoPlayerBeginJump(PLAYERp pp)
|
|
{
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
|
|
SET(pp->Flags, PF_JUMPING);
|
|
RESET(pp->Flags, PF_FALLING);
|
|
RESET(pp->Flags, PF_CRAWLING);
|
|
RESET(pp->Flags, PF_LOCK_CRAWL);
|
|
|
|
pp->floor_dist = PLAYER_JUMP_FLOOR_DIST;
|
|
pp->ceiling_dist = PLAYER_JUMP_CEILING_DIST;
|
|
pp->friction = PLAYER_JUMP_FRICTION;
|
|
|
|
PlayerGravity = PLAYER_JUMP_GRAV;
|
|
|
|
pp->jump_speed = PLAYER_JUMP_AMT + pp->WadeDepth * 4;
|
|
|
|
if (DoPlayerWadeSuperJump(pp))
|
|
{
|
|
pp->jump_speed = PLAYER_JUMP_AMT - pp->WadeDepth * 5;
|
|
}
|
|
|
|
pp->JumpDuration = MAX_JUMP_DURATION;
|
|
pp->DoPlayerAction = DoPlayerJump;
|
|
|
|
///DamageData[u->WeaponNum].Init(pp);
|
|
|
|
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Jump);
|
|
}
|
|
|
|
void
|
|
DoPlayerBeginForceJump(PLAYERp pp)
|
|
{
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
|
|
SET(pp->Flags, PF_JUMPING);
|
|
RESET(pp->Flags, PF_FALLING|PF_CRAWLING|PF_CLIMBING|PF_LOCK_CRAWL);
|
|
|
|
pp->JumpDuration = MAX_JUMP_DURATION;
|
|
pp->DoPlayerAction = DoPlayerForceJump;
|
|
|
|
pp->floor_dist = PLAYER_JUMP_FLOOR_DIST;
|
|
pp->ceiling_dist = PLAYER_JUMP_CEILING_DIST;
|
|
pp->friction = PLAYER_JUMP_FRICTION;
|
|
|
|
PlayerGravity = PLAYER_JUMP_GRAV;
|
|
|
|
///DamageData[u->WeaponNum].Init(pp);
|
|
|
|
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Jump);
|
|
}
|
|
|
|
void
|
|
DoPlayerJump(PLAYERp pp)
|
|
{
|
|
short i;
|
|
|
|
// reset flag key for double jumps
|
|
if (!(pp->input.actions & SB_JUMP))
|
|
{
|
|
pp->KeyPressBits |= SB_JUMP;
|
|
}
|
|
|
|
// instead of multiplying by synctics, use a loop for greater accuracy
|
|
for (i = 0; i < synctics; i++)
|
|
{
|
|
// PlayerGravity += synctics; // See how increase gravity as we go?
|
|
if (pp->input.actions & SB_JUMP)
|
|
{
|
|
if (pp->JumpDuration > 0)
|
|
{
|
|
pp->jump_speed -= PlayerGravity;
|
|
pp->JumpDuration--;
|
|
}
|
|
}
|
|
|
|
// adjust jump speed by gravity - if jump speed greater than 0 player
|
|
// have started falling
|
|
if ((pp->jump_speed += PlayerGravity) > 0)
|
|
{
|
|
DoPlayerBeginFall(pp);
|
|
DoPlayerFall(pp);
|
|
return;
|
|
}
|
|
|
|
// adjust height by jump speed
|
|
pp->posz += pp->jump_speed;
|
|
|
|
// if player gets to close the ceiling while jumping
|
|
//if (pp->posz < pp->hiz + Z(4))
|
|
if (PlayerCeilingHit(pp, pp->hiz + Z(4)))
|
|
{
|
|
// put player at the ceiling
|
|
pp->posz = pp->hiz + Z(4);
|
|
|
|
// reverse your speed to falling
|
|
pp->jump_speed = -pp->jump_speed;
|
|
|
|
// start falling
|
|
DoPlayerBeginFall(pp);
|
|
DoPlayerFall(pp);
|
|
return;
|
|
}
|
|
|
|
// added this because jumping up to slopes or jumping on steep slopes
|
|
// sometimes caused the view to go into the slope
|
|
// if player gets to close the floor while jumping
|
|
if (PlayerFloorHit(pp, pp->loz - pp->floor_dist))
|
|
{
|
|
pp->posz = pp->loz - pp->floor_dist;
|
|
|
|
pp->jump_speed = 0;
|
|
PlayerSectorBound(pp, Z(1));
|
|
DoPlayerBeginRun(pp);
|
|
DoPlayerHeight(pp);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (PlayerFlyKey())
|
|
{
|
|
DoPlayerBeginFly(pp);
|
|
return;
|
|
}
|
|
|
|
// If moving forward and tag is a ladder start climbing
|
|
if (PlayerOnLadder(pp))
|
|
{
|
|
DoPlayerBeginClimb(pp);
|
|
return;
|
|
}
|
|
|
|
DoPlayerMove(pp);
|
|
|
|
DoPlayerJumpHeight(pp);
|
|
}
|
|
|
|
|
|
void
|
|
DoPlayerForceJump(PLAYERp pp)
|
|
{
|
|
short i;
|
|
|
|
// instead of multiplying by synctics, use a loop for greater accuracy
|
|
for (i = 0; i < synctics; i++)
|
|
{
|
|
// adjust jump speed by gravity - if jump speed greater than 0 player
|
|
// have started falling
|
|
if ((pp->jump_speed += PlayerGravity) > 0)
|
|
{
|
|
DoPlayerBeginFall(pp);
|
|
DoPlayerFall(pp);
|
|
return;
|
|
}
|
|
|
|
// adjust height by jump speed
|
|
pp->posz += pp->jump_speed;
|
|
|
|
// if player gets to close the ceiling while jumping
|
|
//if (pp->posz < pp->hiz + Z(4))
|
|
if (PlayerCeilingHit(pp, pp->hiz + Z(4)))
|
|
{
|
|
// put player at the ceiling
|
|
pp->posz = pp->hiz + Z(4);
|
|
|
|
// reverse your speed to falling
|
|
pp->jump_speed = -pp->jump_speed;
|
|
|
|
// start falling
|
|
DoPlayerBeginFall(pp);
|
|
DoPlayerFall(pp);
|
|
return;
|
|
}
|
|
}
|
|
|
|
DoPlayerMove(pp);
|
|
}
|
|
|
|
void
|
|
DoPlayerBeginFall(PLAYERp pp)
|
|
{
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
|
|
SET(pp->Flags, PF_FALLING);
|
|
RESET(pp->Flags, PF_JUMPING);
|
|
RESET(pp->Flags, PF_CRAWLING);
|
|
RESET(pp->Flags, PF_LOCK_CRAWL);
|
|
|
|
pp->floor_dist = PLAYER_FALL_FLOOR_DIST;
|
|
pp->ceiling_dist = PLAYER_FALL_CEILING_DIST;
|
|
pp->DoPlayerAction = DoPlayerFall;
|
|
pp->friction = PLAYER_FALL_FRICTION;
|
|
|
|
// Only change to falling frame if you were in the jump frame
|
|
// Otherwise an animation may be messed up such as Running Jump Kick
|
|
if (u->Rot == u->ActorActionSet->Jump)
|
|
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Fall);
|
|
}
|
|
|
|
void StackedWaterSplash(PLAYERp pp)
|
|
{
|
|
if (FAF_ConnectArea(pp->cursectnum))
|
|
{
|
|
short sectnum = pp->cursectnum;
|
|
|
|
updatesectorz(pp->posx, pp->posy, SPRITEp_BOS(pp->SpriteP), §num);
|
|
|
|
if (sectnum >= 0 && SectorIsUnderwaterArea(sectnum))
|
|
{
|
|
PlaySound(DIGI_SPLASH1, pp, v3df_dontpan);
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
DoPlayerFall(PLAYERp pp)
|
|
{
|
|
short i;
|
|
int recoil_amt;
|
|
int depth;
|
|
|
|
// reset flag key for double jumps
|
|
if (!(pp->input.actions & SB_JUMP))
|
|
{
|
|
pp->KeyPressBits |= SB_JUMP;
|
|
}
|
|
|
|
if (pp->cursectnum >= 0 && SectorIsUnderwaterArea(pp->cursectnum))
|
|
{
|
|
StackedWaterSplash(pp);
|
|
DoPlayerBeginDiveNoWarp(pp);
|
|
return;
|
|
}
|
|
|
|
for (i = 0; i < synctics; i++)
|
|
{
|
|
// adjust jump speed by gravity
|
|
pp->jump_speed += PlayerGravity;
|
|
if (pp->jump_speed > 4100)
|
|
pp->jump_speed = 4100;
|
|
|
|
// adjust player height by jump speed
|
|
pp->posz += pp->jump_speed;
|
|
|
|
if (pp->jump_speed > 2000)
|
|
{
|
|
PlayerSound(DIGI_FALLSCREAM, v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
|
}
|
|
else if (pp->jump_speed > 1300)
|
|
{
|
|
if (!(pp->input.actions & SB_CENTERVIEW))
|
|
{
|
|
pp->input.actions |= SB_CENTERVIEW;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
depth = GetZadjustment(pp->cursectnum, FLOOR_Z_ADJUST)>>8;
|
|
if (depth == 0)
|
|
depth = pp->WadeDepth;
|
|
|
|
if (depth > 20)
|
|
recoil_amt = 0;
|
|
else
|
|
recoil_amt = min(pp->jump_speed*6,Z(35));
|
|
|
|
// need a test for head hits a sloped ceiling while falling
|
|
// if player gets to close the Ceiling while Falling
|
|
if (PlayerCeilingHit(pp, pp->hiz + pp->ceiling_dist))
|
|
{
|
|
// put player at the ceiling
|
|
pp->posz = pp->hiz + pp->ceiling_dist;
|
|
// don't return or anything - allow to fall until
|
|
// hit floor
|
|
}
|
|
|
|
if (PlayerFloorHit(pp, pp->loz - PLAYER_HEIGHT + recoil_amt))
|
|
{
|
|
SECT_USERp sectu = SectUser[pp->cursectnum].Data();
|
|
SECTORp sectp = §or[pp->cursectnum];
|
|
|
|
PlayerSectorBound(pp, Z(1));
|
|
|
|
if (sectu && (TEST(sectp->extra, SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE))
|
|
{
|
|
PlaySound(DIGI_SPLASH1, pp, v3df_dontpan);
|
|
}
|
|
else
|
|
{
|
|
if (pp->jump_speed > 1020)
|
|
// Feet hitting ground sound
|
|
PlaySound(DIGI_HITGROUND, pp, v3df_follow|v3df_dontpan);
|
|
}
|
|
|
|
StopPlayerSound(pp, DIGI_FALLSCREAM);
|
|
|
|
// i any kind of crawl key get rid of recoil
|
|
if (DoPlayerTestCrawl(pp) || (pp->input.actions & SB_CROUCH))
|
|
{
|
|
pp->posz = pp->loz - PLAYER_CRAWL_HEIGHT;
|
|
}
|
|
else
|
|
{
|
|
// this was causing the z to snap immediately
|
|
// changed it so it stays gradual
|
|
|
|
//pp->posz = pp->loz - PLAYER_HEIGHT + recoil_amt;
|
|
|
|
pp->posz += recoil_amt;
|
|
DoPlayerHeight(pp);
|
|
}
|
|
|
|
// do some damage
|
|
if (pp->jump_speed > 1700 && depth == 0)
|
|
{
|
|
|
|
PlayerSound(DIGI_PLAYERPAIN2, v3df_follow|v3df_dontpan,pp);
|
|
// PlayerUpdateHealth(pp, -RANDOM_RANGE(PLAYER_FALL_DAMAGE_AMOUNT) - 2);
|
|
|
|
if (pp->jump_speed > 1700 && pp->jump_speed < 4000)
|
|
{
|
|
if (pp->jump_speed > 0)
|
|
PlayerUpdateHealth(pp, -((pp->jump_speed-1700)/40));
|
|
}
|
|
else if (pp->jump_speed >= 4000)
|
|
{
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
PlayerUpdateHealth(pp, -u->Health); // Make sure he dies!
|
|
u->Health = 0;
|
|
}
|
|
|
|
PlayerCheckDeath(pp, -1);
|
|
|
|
if (TEST(pp->Flags, PF_DEAD))
|
|
return;
|
|
}
|
|
|
|
if (pp->input.actions & SB_CROUCH)
|
|
{
|
|
StackedWaterSplash(pp);
|
|
DoPlayerBeginCrawl(pp);
|
|
return;
|
|
}
|
|
|
|
if (PlayerCanDiveNoWarp(pp))
|
|
{
|
|
DoPlayerBeginDiveNoWarp(pp);
|
|
return;
|
|
}
|
|
|
|
StackedWaterSplash(pp);
|
|
DoPlayerBeginRun(pp);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (PlayerFlyKey())
|
|
{
|
|
DoPlayerBeginFly(pp);
|
|
return;
|
|
}
|
|
|
|
// If moving forward and tag is a ladder start climbing
|
|
if (PlayerOnLadder(pp))
|
|
{
|
|
DoPlayerBeginClimb(pp);
|
|
return;
|
|
}
|
|
|
|
DoPlayerMove(pp);
|
|
}
|
|
|
|
void
|
|
DoPlayerBeginClimb(PLAYERp pp)
|
|
{
|
|
// USERp u = User[pp->PlayerSprite].Data();
|
|
SPRITEp sp = pp->SpriteP;
|
|
|
|
RESET(pp->Flags, PF_JUMPING|PF_FALLING);
|
|
RESET(pp->Flags, PF_CRAWLING);
|
|
RESET(pp->Flags, PF_LOCK_CRAWL);
|
|
|
|
pp->DoPlayerAction = DoPlayerClimb;
|
|
|
|
SET(pp->Flags, PF_CLIMBING|PF_WEAPON_DOWN);
|
|
SET(sp->cstat, CSTAT_SPRITE_YCENTER);
|
|
|
|
//DamageData[u->WeaponNum].Init(pp);
|
|
|
|
//NewStateGroup(pp->PlayerSprite, User[pp->PlayerSprite]->ActorActionSet->Climb);
|
|
NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaClimb);
|
|
}
|
|
|
|
|
|
void
|
|
DoPlayerClimb(PLAYERp pp)
|
|
{
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
int climb_amt;
|
|
char i;
|
|
SPRITEp sp = pp->SpriteP;
|
|
int climbvel;
|
|
int dot;
|
|
short sec,wal,spr;
|
|
int dist;
|
|
bool LadderUpdate = false;
|
|
|
|
if (Prediction)
|
|
return;
|
|
|
|
pp->xvect += ((pp->input.fvel*synctics*2)<<6);
|
|
pp->yvect += ((pp->input.svel*synctics*2)<<6);
|
|
pp->xvect = MulScale(pp->xvect, PLAYER_CLIMB_FRICTION, 16);
|
|
pp->yvect = MulScale(pp->yvect, PLAYER_CLIMB_FRICTION, 16);
|
|
if (labs(pp->xvect) < 12800 && labs(pp->yvect) < 12800)
|
|
pp->xvect = pp->yvect = 0;
|
|
|
|
climbvel = FindDistance2D(pp->xvect, pp->yvect)>>9;
|
|
dot = DOT_PRODUCT_2D(pp->xvect, pp->yvect, pp->angle.ang.bcos(), pp->angle.ang.bsin());
|
|
if (dot < 0)
|
|
climbvel = -climbvel;
|
|
|
|
// need to rewrite this for FAF stuff
|
|
|
|
// Jump off of the ladder
|
|
if (pp->input.actions & SB_JUMP)
|
|
{
|
|
RESET(pp->Flags, PF_CLIMBING|PF_WEAPON_DOWN);
|
|
RESET(sp->cstat, CSTAT_SPRITE_YCENTER);
|
|
DoPlayerBeginJump(pp);
|
|
return;
|
|
}
|
|
|
|
if (climbvel != 0)
|
|
{
|
|
// move player to center of ladder
|
|
for (i = synctics; i; i--)
|
|
{
|
|
#define ADJ_AMT 8
|
|
|
|
// player
|
|
if (pp->posx != pp->lx)
|
|
{
|
|
if (pp->posx < pp->lx)
|
|
pp->posx += ADJ_AMT;
|
|
else if (pp->posx > pp->lx)
|
|
pp->posx -= ADJ_AMT;
|
|
|
|
if (labs(pp->posx - pp->lx) <= ADJ_AMT)
|
|
pp->posx = pp->lx;
|
|
}
|
|
|
|
if (pp->posy != pp->ly)
|
|
{
|
|
if (pp->posy < pp->ly)
|
|
pp->posy += ADJ_AMT;
|
|
else if (pp->posy > pp->ly)
|
|
pp->posy -= ADJ_AMT;
|
|
|
|
if (labs(pp->posy - pp->ly) <= ADJ_AMT)
|
|
pp->posy = pp->ly;
|
|
}
|
|
|
|
// sprite
|
|
if (sp->x != u->sx)
|
|
{
|
|
if (sp->x < u->sx)
|
|
sp->x += ADJ_AMT;
|
|
else if (sp->x > u->sx)
|
|
sp->x -= ADJ_AMT;
|
|
|
|
if (labs(sp->x - u->sx) <= ADJ_AMT)
|
|
sp->x = u->sx;
|
|
}
|
|
|
|
if (sp->y != u->sy)
|
|
{
|
|
if (sp->y < u->sy)
|
|
sp->y += ADJ_AMT;
|
|
else if (sp->y > u->sy)
|
|
sp->y -= ADJ_AMT;
|
|
|
|
if (labs(sp->y - u->sy) <= ADJ_AMT)
|
|
sp->y = u->sy;
|
|
}
|
|
}
|
|
}
|
|
|
|
DoPlayerZrange(pp);
|
|
|
|
if (pp->LadderSector < 0 || pp->LadderSector > MAXSECTORS)
|
|
{
|
|
Printf("Bad ladder sector!\n");
|
|
return;
|
|
}
|
|
|
|
// moving UP
|
|
if (climbvel > 0)
|
|
{
|
|
// pp->climb_ndx += climb_rate * synctics;
|
|
climb_amt = (climbvel>>4) * 8;
|
|
|
|
pp->climb_ndx &= 1023;
|
|
|
|
pp->posz -= climb_amt;
|
|
|
|
// if player gets to close the ceiling while climbing
|
|
if (PlayerCeilingHit(pp, pp->hiz))
|
|
{
|
|
// put player at the hiz
|
|
pp->posz = pp->hiz;
|
|
NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaClimb);
|
|
}
|
|
|
|
// if player gets to close the ceiling while climbing
|
|
if (PlayerCeilingHit(pp, pp->hiz + Z(4)))
|
|
{
|
|
// put player at the ceiling
|
|
pp->posz = sector[pp->LadderSector].ceilingz + Z(4);
|
|
NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaClimb);
|
|
}
|
|
|
|
// if floor is ABOVE you && your head goes above it, do a jump up to
|
|
// terrace
|
|
|
|
if (pp->posz < sector[pp->LadderSector].floorz - Z(6))
|
|
{
|
|
pp->jump_speed = PLAYER_CLIMB_JUMP_AMT;
|
|
RESET(pp->Flags, PF_CLIMBING|PF_WEAPON_DOWN);
|
|
RESET(sp->cstat, CSTAT_SPRITE_YCENTER);
|
|
DoPlayerBeginForceJump(pp);
|
|
}
|
|
}
|
|
else
|
|
// move DOWN
|
|
if (climbvel < 0)
|
|
{
|
|
// pp->climb_ndx += climb_rate * synctics;
|
|
climb_amt = -(climbvel>>4) * 8;
|
|
|
|
pp->climb_ndx &= 1023;
|
|
|
|
// pp->posz += MulScale(climb_amt, bsin(pp->climb_ndx), 14);
|
|
pp->posz += climb_amt;
|
|
|
|
// if you are touching the floor
|
|
//if (pp->posz >= pp->loz - Z(4) - PLAYER_HEIGHT)
|
|
if (PlayerFloorHit(pp, pp->loz - Z(4) - PLAYER_HEIGHT))
|
|
{
|
|
// stand on floor
|
|
pp->posz = pp->loz - Z(4) - PLAYER_HEIGHT;
|
|
|
|
// if moving backwards start running
|
|
if (climbvel < 0)
|
|
{
|
|
RESET(pp->Flags, PF_CLIMBING|PF_WEAPON_DOWN);
|
|
RESET(sp->cstat, CSTAT_SPRITE_YCENTER);
|
|
DoPlayerBeginRun(pp);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaClimb);
|
|
}
|
|
|
|
// setsprite to players location
|
|
sp->z = pp->posz + PLAYER_HEIGHT;
|
|
changespritesect(pp->PlayerSprite, pp->cursectnum);
|
|
|
|
if (!SyncInput())
|
|
{
|
|
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
|
|
}
|
|
else
|
|
{
|
|
DoPlayerHorizon(pp, pp->input.horz, 1);
|
|
}
|
|
|
|
if (FAF_ConnectArea(pp->cursectnum))
|
|
{
|
|
updatesectorz(pp->posx, pp->posy, pp->posz, &pp->cursectnum);
|
|
LadderUpdate = true;
|
|
}
|
|
|
|
if (WarpPlane(&pp->posx, &pp->posy, &pp->posz, &pp->cursectnum))
|
|
{
|
|
PlayerWarpUpdatePos(pp);
|
|
LadderUpdate = true;
|
|
}
|
|
|
|
if (LadderUpdate)
|
|
{
|
|
SPRITEp lsp;
|
|
int nx,ny;
|
|
|
|
// constantly look for new ladder sector because of warping at any time
|
|
neartag(pp->posx, pp->posy, pp->posz,
|
|
pp->cursectnum, pp->angle.ang.asbuild(),
|
|
&sec, &wal, &spr,
|
|
&dist, 800L, NTAG_SEARCH_LO_HI, NULL);
|
|
|
|
if (wal >= 0)
|
|
{
|
|
lsp = FindNearSprite(pp->SpriteP, STAT_CLIMB_MARKER);
|
|
|
|
// determine where the player is supposed to be in relation to the ladder
|
|
// move out in front of the ladder
|
|
nx = MOVEx(100, lsp->ang);
|
|
ny = MOVEy(100, lsp->ang);
|
|
|
|
// set ladder sector
|
|
pp->LadderSector = wall[wal].nextsector >= 0? wall[wal].nextsector : wall[wal].sector;
|
|
|
|
// set players "view" distance from the ladder - needs to be farther than
|
|
// the sprite
|
|
|
|
pp->lx = lsp->x + nx * 5;
|
|
pp->ly = lsp->y + ny * 5;
|
|
|
|
pp->angle.settarget(lsp->ang + 1024);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
int
|
|
DoPlayerWadeSuperJump(PLAYERp pp)
|
|
{
|
|
hitdata_t hitinfo;
|
|
unsigned i;
|
|
//short angs[3];
|
|
static short angs[3] = {0, 0, 0};
|
|
int zh = sector[pp->cursectnum].floorz - Z(pp->WadeDepth) - Z(2);
|
|
|
|
if (Prediction) return false; // !JIM! 8/5/97 Teleporter FAFhitscan SuperJump bug.
|
|
|
|
for (i = 0; i < SIZ(angs); i++)
|
|
{
|
|
FAFhitscan(pp->posx, pp->posy, zh, pp->cursectnum, // Start position
|
|
bcos(pp->angle.ang.asbuild() + angs[i]), // X vector of 3D ang
|
|
bsin(pp->angle.ang.asbuild() + angs[i]), // Y vector of 3D ang
|
|
0, &hitinfo, CLIPMASK_MISSILE); // Z vector of 3D ang
|
|
|
|
if (hitinfo.wall >= 0 && hitinfo.sect >= 0)
|
|
{
|
|
hitinfo.sect = wall[hitinfo.wall].nextsector;
|
|
|
|
if (hitinfo.sect >= 0 && labs(sector[hitinfo.sect].floorz - pp->posz) < Z(50))
|
|
{
|
|
if (Distance(pp->posx, pp->posy, hitinfo.pos.x, hitinfo.pos.y) < ((((int)pp->SpriteP->clipdist)<<2) + 256))
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool PlayerFlyKey(void)
|
|
{
|
|
if (!ToggleFlyMode)
|
|
return false;
|
|
|
|
ToggleFlyMode = false;
|
|
|
|
if (!GodMode)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
void
|
|
DoPlayerBeginCrawl(PLAYERp pp)
|
|
{
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
|
|
RESET(pp->Flags, PF_FALLING | PF_JUMPING);
|
|
SET(pp->Flags, PF_CRAWLING);
|
|
|
|
pp->friction = PLAYER_CRAWL_FRICTION;
|
|
pp->floor_dist = PLAYER_CRAWL_FLOOR_DIST;
|
|
pp->ceiling_dist = PLAYER_CRAWL_CEILING_DIST;
|
|
pp->DoPlayerAction = DoPlayerCrawl;
|
|
|
|
//pp->posz = pp->loz - PLAYER_CRAWL_HEIGHT;
|
|
|
|
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Crawl);
|
|
}
|
|
|
|
bool PlayerFallTest(PLAYERp pp, int player_height)
|
|
{
|
|
// If the floor is far below you, fall hard instead of adjusting height
|
|
if (labs(pp->posz - pp->loz) > player_height + PLAYER_FALL_HEIGHT)
|
|
{
|
|
// if on a STEEP slope sector and you have not moved off of the sector
|
|
if (pp->lo_sectp &&
|
|
labs(pp->lo_sectp->floorheinum) > 3000 &&
|
|
TEST(pp->lo_sectp->floorstat, FLOOR_STAT_SLOPE) &&
|
|
pp->lo_sectp == §or[pp->lastcursectnum])
|
|
{
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void
|
|
DoPlayerCrawl(PLAYERp pp)
|
|
{
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
|
|
if (pp->cursectnum >= 0 && SectorIsUnderwaterArea(pp->cursectnum))
|
|
{
|
|
// if stacked water - which it should be
|
|
if (FAF_ConnectArea(pp->cursectnum))
|
|
{
|
|
// adjust the z
|
|
pp->posz = sector[pp->cursectnum].ceilingz + Z(12);
|
|
}
|
|
|
|
DoPlayerBeginDiveNoWarp(pp);
|
|
return;
|
|
}
|
|
|
|
// Current Z position, adjust down to the floor, adjust to player height,
|
|
// adjust for "bump head"
|
|
//#define PLAYER_STANDING_ROOM(pp) ((pp)->posz + PLAYER_CRAWL_HEIGHT - PLAYER_HEIGHT - PLAYER_RUN_CEILING_DIST)
|
|
#define PLAYER_STANDING_ROOM Z(68)
|
|
|
|
// Let off of crawl to get up
|
|
if (!(pp->input.actions & SB_CROUCH))
|
|
{
|
|
if (labs(pp->loz - pp->hiz) >= PLAYER_STANDING_ROOM)
|
|
{
|
|
RESET(pp->Flags, PF_CRAWLING);
|
|
DoPlayerBeginRun(pp);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_CURRENT))
|
|
{
|
|
DoPlayerCurrent(pp);
|
|
}
|
|
|
|
// Move around
|
|
DoPlayerMove(pp);
|
|
|
|
if (pp->WadeDepth > PLAYER_CRAWL_WADE_DEPTH)
|
|
{
|
|
RESET(pp->Flags, PF_CRAWLING);
|
|
DoPlayerBeginRun(pp);
|
|
return;
|
|
}
|
|
|
|
if (!TEST(pp->Flags, PF_PLAYER_MOVED))
|
|
{
|
|
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Crawl);
|
|
}
|
|
|
|
// If the floor is far below you, fall hard instead of adjusting height
|
|
//if (labs(pp->posz - pp->loz) > PLAYER_CRAWL_HEIGHT + PLAYER_FALL_HEIGHT)
|
|
if (PlayerFallTest(pp, PLAYER_CRAWL_HEIGHT))
|
|
{
|
|
pp->jump_speed = Z(1);
|
|
//pp->posz -= PLAYER_HEIGHT - PLAYER_CRAWL_HEIGHT;
|
|
RESET(pp->Flags, PF_CRAWLING);
|
|
DoPlayerBeginFall(pp);
|
|
// call PlayerFall now seems to iron out a hitch before falling
|
|
DoPlayerFall(pp);
|
|
return;
|
|
}
|
|
|
|
if (pp->cursectnum >= 0 && TEST(sector[pp->cursectnum].extra, SECTFX_DYNAMIC_AREA))
|
|
{
|
|
pp->posz = pp->loz - PLAYER_CRAWL_HEIGHT;
|
|
}
|
|
|
|
DoPlayerBob(pp);
|
|
DoPlayerCrawlHeight(pp);
|
|
}
|
|
|
|
void
|
|
DoPlayerBeginFly(PLAYERp pp)
|
|
{
|
|
// USERp u = User[pp->PlayerSprite].Data();
|
|
|
|
RESET(pp->Flags, PF_FALLING | PF_JUMPING | PF_CRAWLING);
|
|
SET(pp->Flags, PF_FLYING);
|
|
|
|
pp->friction = PLAYER_FLY_FRICTION;
|
|
pp->floor_dist = PLAYER_RUN_FLOOR_DIST;
|
|
pp->ceiling_dist = PLAYER_RUN_CEILING_DIST;
|
|
pp->DoPlayerAction = DoPlayerFly;
|
|
|
|
pp->z_speed = -Z(10);
|
|
pp->jump_speed = 0;
|
|
pp->bob_amt = 0;
|
|
pp->bob_ndx = 1024;
|
|
|
|
///DamageData[u->WeaponNum].Init(pp);
|
|
|
|
NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaFly);
|
|
}
|
|
|
|
int GetSinNdx(int range, int bob_amt)
|
|
{
|
|
int amt;
|
|
|
|
amt = Z(512) / range;
|
|
|
|
return bob_amt * amt;
|
|
}
|
|
|
|
void PlayerWarpUpdatePos(PLAYERp pp)
|
|
{
|
|
if (Prediction)
|
|
return;
|
|
|
|
pp->oposx = pp->posx;
|
|
pp->oposy = pp->posy;
|
|
pp->oposz = pp->posz;
|
|
DoPlayerZrange(pp);
|
|
UpdatePlayerSprite(pp);
|
|
}
|
|
|
|
bool PlayerCeilingHit(PLAYERp pp, int zlimit)
|
|
{
|
|
if (pp->posz < zlimit)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool PlayerFloorHit(PLAYERp pp, int zlimit)
|
|
{
|
|
if (pp->posz > zlimit)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void
|
|
DoPlayerFly(PLAYERp pp)
|
|
{
|
|
if (pp->cursectnum >= 0 && SectorIsUnderwaterArea(pp->cursectnum))
|
|
{
|
|
DoPlayerBeginDiveNoWarp(pp);
|
|
return;
|
|
}
|
|
|
|
if (pp->input.actions & SB_CROUCH)
|
|
{
|
|
pp->z_speed += PLAYER_FLY_INC;
|
|
|
|
if (pp->z_speed > PLAYER_FLY_MAX_SPEED)
|
|
pp->z_speed = PLAYER_FLY_MAX_SPEED;
|
|
}
|
|
|
|
if (pp->input.actions & SB_JUMP)
|
|
{
|
|
pp->z_speed -= PLAYER_FLY_INC;
|
|
|
|
if (pp->z_speed < -PLAYER_FLY_MAX_SPEED)
|
|
pp->z_speed = -PLAYER_FLY_MAX_SPEED;
|
|
}
|
|
|
|
pp->z_speed = MulScale(pp->z_speed, 58000, 16);
|
|
|
|
pp->posz += pp->z_speed;
|
|
|
|
// Make the min distance from the ceiling/floor match bobbing amount
|
|
// so the player never goes into the ceiling/floor
|
|
|
|
// Only get so close to the ceiling
|
|
if (PlayerCeilingHit(pp, pp->hiz + PLAYER_FLY_BOB_AMT + Z(8)))
|
|
{
|
|
pp->posz = pp->hiz + PLAYER_FLY_BOB_AMT + Z(8);
|
|
pp->z_speed = 0;
|
|
}
|
|
|
|
// Only get so close to the floor
|
|
if (PlayerFloorHit(pp, pp->loz - PLAYER_HEIGHT - PLAYER_FLY_BOB_AMT))
|
|
{
|
|
pp->posz = pp->loz - PLAYER_HEIGHT - PLAYER_FLY_BOB_AMT;
|
|
pp->z_speed = 0;
|
|
}
|
|
|
|
if (PlayerFlyKey())
|
|
{
|
|
RESET(pp->Flags, PF_FLYING);
|
|
pp->bob_amt = 0;
|
|
pp->bob_ndx = 0;
|
|
DoPlayerBeginFall(pp);
|
|
DoPlayerFall(pp);
|
|
return;
|
|
}
|
|
|
|
DoPlayerMove(pp);
|
|
}
|
|
|
|
|
|
SPRITEp
|
|
FindNearSprite(SPRITEp sp, short stat)
|
|
{
|
|
int fs;
|
|
int dist, near_dist = 15000;
|
|
SPRITEp fp, near_fp = NULL;
|
|
|
|
|
|
StatIterator it(stat);
|
|
while ((fs = it.NextIndex()) >= 0)
|
|
{
|
|
fp = &sprite[fs];
|
|
|
|
dist = Distance(sp->x, sp->y, fp->x, fp->y);
|
|
|
|
if (dist < near_dist)
|
|
{
|
|
near_dist = dist;
|
|
near_fp = fp;
|
|
}
|
|
}
|
|
|
|
return near_fp;
|
|
}
|
|
|
|
bool
|
|
PlayerOnLadder(PLAYERp pp)
|
|
{
|
|
short sec, wal, spr;
|
|
int dist, nx, ny;
|
|
unsigned i;
|
|
SPRITEp lsp;
|
|
hitdata_t hitinfo;
|
|
int dir;
|
|
|
|
int neartaghitdist;
|
|
short neartagsector, neartagwall, neartagsprite;
|
|
|
|
static short angles[] =
|
|
{
|
|
30, -30
|
|
};
|
|
|
|
if (Prediction)
|
|
return false;
|
|
|
|
neartag(pp->posx, pp->posy, pp->posz, pp->cursectnum, pp->angle.ang.asbuild(),
|
|
&neartagsector, &neartagwall, &neartagsprite,
|
|
&neartaghitdist, 1024L+768L, NTAG_SEARCH_LO_HI, NULL);
|
|
|
|
dir = DOT_PRODUCT_2D(pp->xvect, pp->yvect, pp->angle.ang.bcos(), pp->angle.ang.bsin());
|
|
|
|
if (dir < 0)
|
|
return false;
|
|
|
|
if (neartagwall < 0 || wall[neartagwall].lotag != TAG_WALL_CLIMB)
|
|
return false;
|
|
|
|
for (i = 0; i < SIZ(angles); i++)
|
|
{
|
|
neartag(pp->posx, pp->posy, pp->posz, pp->cursectnum, NORM_ANGLE(pp->angle.ang.asbuild() + angles[i]),
|
|
&sec, &wal, &spr,
|
|
&dist, 600L, NTAG_SEARCH_LO_HI, NULL);
|
|
|
|
if (wal < 0 || dist < 100 || wall[wal].lotag != TAG_WALL_CLIMB)
|
|
return false;
|
|
|
|
FAFhitscan(pp->posx, pp->posy, pp->posz, pp->cursectnum,
|
|
bcos(pp->angle.ang.asbuild() + angles[i]),
|
|
bsin(pp->angle.ang.asbuild() + angles[i]),
|
|
0,
|
|
&hitinfo, CLIPMASK_MISSILE);
|
|
|
|
dist = DIST(pp->posx, pp->posy, hitinfo.pos.x, hitinfo.pos.y);
|
|
|
|
if (hitinfo.sprite >= 0)
|
|
{
|
|
// if the sprite blocking you hit is not a wall sprite there is something between
|
|
// you and the ladder
|
|
if (TEST(sprite[hitinfo.sprite].cstat, CSTAT_SPRITE_BLOCK) &&
|
|
!TEST(sprite[hitinfo.sprite].cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// if you hit a wall and it is not a climb wall - forget it
|
|
if (hitinfo.wall >= 0 && wall[hitinfo.wall].lotag != TAG_WALL_CLIMB)
|
|
return false;
|
|
}
|
|
}
|
|
|
|
|
|
lsp = FindNearSprite(pp->SpriteP, STAT_CLIMB_MARKER);
|
|
|
|
if (!lsp)
|
|
return false;
|
|
|
|
// determine where the player is supposed to be in relation to the ladder
|
|
// move out in front of the ladder
|
|
nx = MOVEx(100, lsp->ang);
|
|
ny = MOVEy(100, lsp->ang);
|
|
|
|
#if DEBUG
|
|
if (wall[wal].nextsector < 0)
|
|
{
|
|
I_Error("Take out white wall ladder x = %d, y = %d",wall[wal].x, wall[wal].y);
|
|
}
|
|
#endif
|
|
|
|
pp->LadderSector = wall[wal].nextsector >= 0 ? wall[wal].nextsector : wall[wal].sector;
|
|
//DSPRINTF(ds, "Ladder Sector %d", pp->LadderSector);
|
|
MONO_PRINT(ds);
|
|
|
|
// set players "view" distance from the ladder - needs to be farther than
|
|
// the sprite
|
|
|
|
pp->lx = lsp->x + nx * 5;
|
|
pp->ly = lsp->y + ny * 5;
|
|
|
|
pp->angle.settarget(lsp->ang + 1024);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool DoPlayerTestCrawl(PLAYERp pp)
|
|
{
|
|
if (labs(pp->loz - pp->hiz) < PLAYER_STANDING_ROOM)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
int
|
|
PlayerInDiveArea(PLAYERp pp)
|
|
{
|
|
SECTORp sectp;
|
|
|
|
if (pp->lo_sectp)
|
|
{
|
|
//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
|
//Attention: This changed on 07/29/97
|
|
//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
|
sectp = §or[pp->cursectnum];
|
|
//sectp = pp->lo_sectp;
|
|
}
|
|
else
|
|
return false;
|
|
|
|
if (TEST(sectp->extra, SECTFX_DIVE_AREA))
|
|
{
|
|
CheckFootPrints(pp);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
int
|
|
PlayerCanDive(PLAYERp pp)
|
|
{
|
|
if (Prediction)
|
|
return false;
|
|
|
|
// Crawl - check for diving
|
|
if ((pp->input.actions & SB_CROUCH) || pp->jump_speed > 0)
|
|
{
|
|
if (PlayerInDiveArea(pp))
|
|
{
|
|
pp->posz += Z(20);
|
|
pp->z_speed = Z(20);
|
|
pp->jump_speed = 0;
|
|
|
|
if (pp->posz > pp->loz - Z(pp->WadeDepth) - Z(2))
|
|
{
|
|
DoPlayerBeginDive(pp);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
int
|
|
PlayerCanDiveNoWarp(PLAYERp pp)
|
|
{
|
|
if (Prediction)
|
|
return false;
|
|
|
|
// check for diving
|
|
if (pp->jump_speed > 1400)
|
|
{
|
|
if (FAF_ConnectArea(pp->cursectnum))
|
|
{
|
|
short sectnum = pp->cursectnum;
|
|
|
|
updatesectorz(pp->posx, pp->posy, SPRITEp_BOS(pp->SpriteP), §num);
|
|
|
|
if (sectnum >= 0 && SectorIsUnderwaterArea(sectnum))
|
|
{
|
|
pp->cursectnum = sectnum;
|
|
pp->posz = sector[sectnum].ceilingz;
|
|
|
|
pp->posz += Z(20);
|
|
pp->z_speed = Z(20);
|
|
pp->jump_speed = 0;
|
|
|
|
PlaySound(DIGI_SPLASH1, pp, v3df_dontpan);
|
|
DoPlayerBeginDiveNoWarp(pp);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
int
|
|
GetOverlapSector(int x, int y, short *over, short *under)
|
|
{
|
|
int i, found = 0;
|
|
short sf[2]= {0,0}; // sectors found
|
|
|
|
if ((SectUser[*under].Data() && SectUser[*under]->number >= 30000) || (SectUser[*over].Data() && SectUser[*over]->number >= 30000))
|
|
return GetOverlapSector2(x,y,over,under);
|
|
|
|
// instead of check ALL sectors, just check the two most likely first
|
|
if (inside(x, y, *over))
|
|
{
|
|
sf[found] = *over;
|
|
found++;
|
|
}
|
|
|
|
if (inside(x, y, *under))
|
|
{
|
|
sf[found] = *under;
|
|
found++;
|
|
}
|
|
|
|
// if nothing was found, check them all
|
|
if (found == 0)
|
|
{
|
|
for (found = 0, i = 0; i < numsectors; i++)
|
|
{
|
|
if (inside(x, y, i))
|
|
{
|
|
sf[found] = i;
|
|
found++;
|
|
PRODUCTION_ASSERT(found <= 2);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!found)
|
|
{
|
|
I_Error("GetOverlapSector x = %d, y = %d, over %d, under %d", x, y, *over, *under);
|
|
}
|
|
|
|
PRODUCTION_ASSERT(found != 0);
|
|
PRODUCTION_ASSERT(found <= 2);
|
|
|
|
// the are overlaping - check the z coord
|
|
if (found == 2)
|
|
{
|
|
if (sector[sf[0]].floorz > sector[sf[1]].floorz)
|
|
{
|
|
*under = sf[0];
|
|
*over = sf[1];
|
|
}
|
|
else
|
|
{
|
|
*under = sf[1];
|
|
*over = sf[0];
|
|
}
|
|
}
|
|
else
|
|
// the are NOT overlaping
|
|
{
|
|
*over = sf[0];
|
|
*under = -1;
|
|
}
|
|
|
|
return found;
|
|
}
|
|
|
|
int
|
|
GetOverlapSector2(int x, int y, short *over, short *under)
|
|
{
|
|
int i, found = 0;
|
|
short sf[2]= {0,0}; // sectors found
|
|
|
|
unsigned stat;
|
|
static short UnderStatList[] = {STAT_UNDERWATER, STAT_UNDERWATER2};
|
|
|
|
// NOTE: For certain heavily overlapped areas in $seabase this is a better
|
|
// method.
|
|
|
|
// instead of check ALL sectors, just check the two most likely first
|
|
if (inside(x, y, *over))
|
|
{
|
|
sf[found] = *over;
|
|
found++;
|
|
}
|
|
|
|
if (inside(x, y, *under))
|
|
{
|
|
sf[found] = *under;
|
|
found++;
|
|
}
|
|
|
|
// if nothing was found, check them all
|
|
if (found == 0)
|
|
{
|
|
StatIterator it(STAT_DIVE_AREA);
|
|
while ((i = it.NextIndex()) >= 0)
|
|
{
|
|
if (inside(x, y, sprite[i].sectnum))
|
|
{
|
|
sf[found] = sprite[i].sectnum;
|
|
found++;
|
|
PRODUCTION_ASSERT(found <= 2);
|
|
}
|
|
}
|
|
|
|
for (stat = 0; stat < SIZ(UnderStatList); stat++)
|
|
{
|
|
it.Reset(UnderStatList[stat]);
|
|
while ((i = it.NextIndex()) >= 0)
|
|
{
|
|
// ignore underwater areas with lotag of 0
|
|
if (sprite[i].lotag == 0)
|
|
continue;
|
|
|
|
if (inside(x, y, sprite[i].sectnum))
|
|
{
|
|
sf[found] = sprite[i].sectnum;
|
|
found++;
|
|
PRODUCTION_ASSERT(found <= 2);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!found)
|
|
{
|
|
I_Error("GetOverlapSector x = %d, y = %d, over %d, under %d", x, y, *over, *under);
|
|
}
|
|
|
|
PRODUCTION_ASSERT(found != 0);
|
|
PRODUCTION_ASSERT(found <= 2);
|
|
|
|
// the are overlaping - check the z coord
|
|
if (found == 2)
|
|
{
|
|
if (sector[sf[0]].floorz > sector[sf[1]].floorz)
|
|
{
|
|
*under = sf[0];
|
|
*over = sf[1];
|
|
}
|
|
else
|
|
{
|
|
*under = sf[1];
|
|
*over = sf[0];
|
|
}
|
|
}
|
|
else
|
|
// the are NOT overlaping
|
|
{
|
|
*over = sf[0];
|
|
*under = -1;
|
|
}
|
|
|
|
return found;
|
|
}
|
|
|
|
|
|
void
|
|
DoPlayerWarpToUnderwater(PLAYERp pp)
|
|
{
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
int i;
|
|
SECT_USERp sectu = SectUser[pp->cursectnum].Data();
|
|
SPRITEp under_sp = NULL, over_sp = NULL;
|
|
bool Found = false;
|
|
short over, under;
|
|
|
|
if (Prediction)
|
|
return;
|
|
|
|
|
|
// search for DIVE_AREA "over" sprite for reference point
|
|
StatIterator it(STAT_DIVE_AREA);
|
|
while ((i = it.NextIndex()) >= 0)
|
|
{
|
|
over_sp = &sprite[i];
|
|
|
|
if (TEST(sector[over_sp->sectnum].extra, SECTFX_DIVE_AREA) &&
|
|
SectUser[over_sp->sectnum].Data() &&
|
|
SectUser[over_sp->sectnum]->number == sectu->number)
|
|
{
|
|
Found = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
PRODUCTION_ASSERT(Found == true);
|
|
Found = false;
|
|
|
|
// search for UNDERWATER "under" sprite for reference point
|
|
it.Reset(STAT_UNDERWATER);
|
|
while ((i = it.NextIndex()) >= 0)
|
|
{
|
|
under_sp = &sprite[i];
|
|
|
|
if (TEST(sector[under_sp->sectnum].extra, SECTFX_UNDERWATER) &&
|
|
SectUser[under_sp->sectnum].Data() &&
|
|
SectUser[under_sp->sectnum]->number == sectu->number)
|
|
{
|
|
Found = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
PRODUCTION_ASSERT(Found == true);
|
|
|
|
// get the offset from the sprite
|
|
u->sx = over_sp->x - pp->posx;
|
|
u->sy = over_sp->y - pp->posy;
|
|
|
|
// update to the new x y position
|
|
pp->posx = under_sp->x - u->sx;
|
|
pp->posy = under_sp->y - u->sy;
|
|
|
|
over = over_sp->sectnum;
|
|
under = under_sp->sectnum;
|
|
|
|
if (GetOverlapSector(pp->posx, pp->posy, &over, &under) == 2)
|
|
{
|
|
pp->cursectnum = under;
|
|
}
|
|
else
|
|
pp->cursectnum = over;
|
|
|
|
pp->posz = sector[under_sp->sectnum].ceilingz + Z(6);
|
|
|
|
pp->oposx = pp->posx;
|
|
pp->oposy = pp->posy;
|
|
pp->oposz = pp->posz;
|
|
|
|
DoPlayerZrange(pp);
|
|
return;
|
|
}
|
|
|
|
void
|
|
DoPlayerWarpToSurface(PLAYERp pp)
|
|
{
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
int i;
|
|
SECT_USERp sectu = SectUser[pp->cursectnum].Data();
|
|
short over, under;
|
|
|
|
SPRITEp under_sp = NULL, over_sp = NULL;
|
|
bool Found = false;
|
|
|
|
if (Prediction)
|
|
return;
|
|
|
|
// search for UNDERWATER "under" sprite for reference point
|
|
StatIterator it(STAT_UNDERWATER);
|
|
while ((i = it.NextIndex()) >= 0)
|
|
{
|
|
under_sp = &sprite[i];
|
|
|
|
if (TEST(sector[under_sp->sectnum].extra, SECTFX_UNDERWATER) &&
|
|
SectUser[under_sp->sectnum].Data() &&
|
|
SectUser[under_sp->sectnum]->number == sectu->number)
|
|
{
|
|
Found = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
PRODUCTION_ASSERT(Found == true);
|
|
Found = false;
|
|
|
|
// search for DIVE_AREA "over" sprite for reference point
|
|
it.Reset(STAT_DIVE_AREA);
|
|
while ((i = it.NextIndex()) >= 0)
|
|
{
|
|
over_sp = &sprite[i];
|
|
|
|
if (TEST(sector[over_sp->sectnum].extra, SECTFX_DIVE_AREA) &&
|
|
SectUser[over_sp->sectnum].Data() &&
|
|
SectUser[over_sp->sectnum]->number == sectu->number)
|
|
{
|
|
Found = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
PRODUCTION_ASSERT(Found == true);
|
|
|
|
// get the offset from the under sprite
|
|
u->sx = under_sp->x - pp->posx;
|
|
u->sy = under_sp->y - pp->posy;
|
|
|
|
// update to the new x y position
|
|
pp->posx = over_sp->x - u->sx;
|
|
pp->posy = over_sp->y - u->sy;
|
|
|
|
over = over_sp->sectnum;
|
|
under = under_sp->sectnum;
|
|
|
|
if (GetOverlapSector(pp->posx, pp->posy, &over, &under))
|
|
{
|
|
pp->cursectnum = over;
|
|
}
|
|
|
|
pp->posz = sector[over_sp->sectnum].floorz - Z(2);
|
|
|
|
// set z range and wade depth so we know how high to set view
|
|
DoPlayerZrange(pp);
|
|
DoPlayerSetWadeDepth(pp);
|
|
|
|
pp->posz -= Z(pp->WadeDepth);
|
|
|
|
pp->oposx = pp->posx;
|
|
pp->oposy = pp->posy;
|
|
pp->oposz = pp->posz;
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
#if 1
|
|
void
|
|
DoPlayerDivePalette(PLAYERp pp)
|
|
{
|
|
if (pp != Player + screenpeek) return;
|
|
|
|
if ((pp->DeathType == PLAYER_DEATH_DROWN || TEST((Player+screenpeek)->Flags, PF_DIVING)) && !TEST(pp->Flags, PF_DIVING_IN_LAVA))
|
|
{
|
|
SetFadeAmt(pp,-1005,210); // Dive color , org color 208
|
|
}
|
|
else
|
|
{
|
|
// Put it all back to normal
|
|
if (pp->StartColor == 210)
|
|
{
|
|
videoFadePalette(0,0,0,0);
|
|
pp->FadeAmt = 0;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
void
|
|
DoPlayerBeginDive(PLAYERp pp)
|
|
{
|
|
SPRITEp sp = &sprite[pp->PlayerSprite];
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
|
|
if (Prediction)
|
|
return;
|
|
|
|
if (pp->Bloody) pp->Bloody = false; // Water washes away the blood
|
|
|
|
SET(pp->Flags, PF_DIVING);
|
|
DoPlayerDivePalette(pp);
|
|
DoPlayerNightVisionPalette(pp);
|
|
|
|
if (pp == Player + screenpeek)
|
|
{
|
|
COVER_SetReverb(140); // Underwater echo
|
|
pp->Reverb = 140;
|
|
}
|
|
|
|
SpawnSplash(pp->PlayerSprite);
|
|
|
|
DoPlayerWarpToUnderwater(pp);
|
|
OperateTripTrigger(pp);
|
|
|
|
RESET(pp->Flags, PF_JUMPING | PF_FALLING);
|
|
RESET(pp->Flags, PF_CRAWLING);
|
|
RESET(pp->Flags, PF_LOCK_CRAWL);
|
|
|
|
pp->friction = PLAYER_DIVE_FRICTION;
|
|
pp->ceiling_dist = PLAYER_DIVE_CEILING_DIST;
|
|
pp->floor_dist = PLAYER_DIVE_FLOOR_DIST;
|
|
SET(sp->cstat, CSTAT_SPRITE_YCENTER);
|
|
pp->DoPlayerAction = DoPlayerDive;
|
|
|
|
//pp->z_speed = 0;
|
|
|
|
pp->DiveTics = PLAYER_DIVE_TIME;
|
|
pp->DiveDamageTics = 0;
|
|
|
|
DoPlayerMove(pp); // needs to be called to reset the pp->loz/hiz variable
|
|
///DamageData[u->WeaponNum].Init(pp);
|
|
|
|
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Dive);
|
|
|
|
DoPlayerDive(pp);
|
|
}
|
|
|
|
void DoPlayerBeginDiveNoWarp(PLAYERp pp)
|
|
{
|
|
SPRITEp sp = &sprite[pp->PlayerSprite];
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
|
|
if (Prediction)
|
|
return;
|
|
|
|
if (pp->cursectnum < 0 || !SectorIsUnderwaterArea(pp->cursectnum))
|
|
return;
|
|
|
|
if (pp->Bloody) pp->Bloody = false; // Water washes away the blood
|
|
|
|
if (pp == Player + screenpeek)
|
|
{
|
|
COVER_SetReverb(140); // Underwater echo
|
|
pp->Reverb = 140;
|
|
}
|
|
|
|
CheckFootPrints(pp);
|
|
|
|
if (TEST(pp->lo_sectp->extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA)
|
|
{
|
|
SET(pp->Flags, PF_DIVING_IN_LAVA);
|
|
u->DamageTics = 0;
|
|
}
|
|
|
|
SET(pp->Flags, PF_DIVING);
|
|
DoPlayerDivePalette(pp);
|
|
DoPlayerNightVisionPalette(pp);
|
|
|
|
RESET(pp->Flags, PF_JUMPING | PF_FALLING);
|
|
|
|
pp->friction = PLAYER_DIVE_FRICTION;
|
|
pp->ceiling_dist = PLAYER_DIVE_CEILING_DIST;
|
|
pp->floor_dist = PLAYER_DIVE_FLOOR_DIST;
|
|
SET(sp->cstat, CSTAT_SPRITE_YCENTER);
|
|
pp->DoPlayerAction = DoPlayerDive;
|
|
pp->z_speed = 0;
|
|
pp->DiveTics = PLAYER_DIVE_TIME;
|
|
pp->DiveDamageTics = 0;
|
|
DoPlayerMove(pp); // needs to be called to reset the pp->loz/hiz variable
|
|
///DamageData[u->WeaponNum].Init(pp);
|
|
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Dive);
|
|
DoPlayerDive(pp);
|
|
}
|
|
|
|
void
|
|
DoPlayerStopDiveNoWarp(PLAYERp pp)
|
|
{
|
|
if (Prediction)
|
|
return;
|
|
|
|
StopPlayerSound(pp);
|
|
|
|
// stop diving no warp
|
|
PlayerSound(DIGI_SURFACE, v3df_dontpan|v3df_follow|v3df_doppler,pp);
|
|
|
|
pp->bob_amt = 0;
|
|
|
|
RESET(pp->Flags, PF_DIVING|PF_DIVING_IN_LAVA);
|
|
DoPlayerDivePalette(pp);
|
|
DoPlayerNightVisionPalette(pp);
|
|
RESET(pp->SpriteP->cstat, CSTAT_SPRITE_YCENTER);
|
|
if (pp == Player + screenpeek)
|
|
{
|
|
COVER_SetReverb(0);
|
|
pp->Reverb = 0;
|
|
}
|
|
|
|
DoPlayerZrange(pp);
|
|
}
|
|
|
|
void
|
|
DoPlayerStopDive(PLAYERp pp)
|
|
{
|
|
SPRITEp sp = &sprite[pp->PlayerSprite];
|
|
|
|
if (Prediction)
|
|
return;
|
|
|
|
StopPlayerSound(pp);
|
|
|
|
// stop diving with warp
|
|
PlayerSound(DIGI_SURFACE, v3df_dontpan|v3df_follow|v3df_doppler,pp);
|
|
|
|
pp->bob_amt = 0;
|
|
DoPlayerWarpToSurface(pp);
|
|
DoPlayerBeginWade(pp);
|
|
RESET(pp->Flags, PF_DIVING|PF_DIVING_IN_LAVA);
|
|
|
|
DoPlayerDivePalette(pp);
|
|
DoPlayerNightVisionPalette(pp);
|
|
RESET(sp->cstat, CSTAT_SPRITE_YCENTER);
|
|
if (pp == Player + screenpeek)
|
|
{
|
|
COVER_SetReverb(0);
|
|
pp->Reverb = 0;
|
|
}
|
|
}
|
|
|
|
void
|
|
DoPlayerDiveMeter(PLAYERp pp)
|
|
{
|
|
short color=0,metertics,meterunit;
|
|
int y;
|
|
|
|
|
|
if (NoMeters) return;
|
|
|
|
// Don't draw bar from other players
|
|
if (pp != Player+myconnectindex) return;
|
|
|
|
if (!TEST(pp->Flags, PF_DIVING|PF_DIVING_IN_LAVA)) return;
|
|
|
|
meterunit = PLAYER_DIVE_TIME / 30;
|
|
if (meterunit > 0)
|
|
metertics = pp->DiveTics / meterunit;
|
|
else
|
|
return;
|
|
|
|
if (metertics <= 0 && !TEST(pp->Flags, PF_DIVING|PF_DIVING_IN_LAVA))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (metertics <= 0) return;
|
|
|
|
if (numplayers < 2) y = 10;
|
|
else if (numplayers >=2 && numplayers <= 4) y = 20;
|
|
else
|
|
y = 30;
|
|
|
|
if (metertics <= 12 && metertics > 6)
|
|
color = 20;
|
|
else if (metertics <= 6)
|
|
color = 25;
|
|
else
|
|
color = 22;
|
|
|
|
DrawTexture(twod, tileGetTexture(5408, true), 208, y, DTA_FullscreenScale, FSMode_Fit320x200,
|
|
DTA_CenterOffsetRel, true, DTA_TranslationIndex, TRANSLATION(Translation_Remap, 1), TAG_DONE);
|
|
|
|
DrawTexture(twod, tileGetTexture(5406 - metertics, true), 265, y, DTA_FullscreenScale, FSMode_Fit320x200,
|
|
DTA_CenterOffsetRel, true, DTA_TranslationIndex, TRANSLATION(Translation_Remap, color), TAG_DONE);
|
|
}
|
|
|
|
void
|
|
DoPlayerDive(PLAYERp pp)
|
|
{
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
SECT_USERp sectu = SectUser[pp->cursectnum].Data();
|
|
|
|
// whenever your view is not in a water area
|
|
if (pp->cursectnum < 0 || !SectorIsUnderwaterArea(pp->cursectnum))
|
|
{
|
|
DoPlayerStopDiveNoWarp(pp);
|
|
DoPlayerBeginRun(pp);
|
|
return;
|
|
}
|
|
|
|
if ((pp->DiveTics -= synctics) < 0)
|
|
{
|
|
if ((pp->DiveDamageTics -= synctics) < 0)
|
|
{
|
|
pp->DiveDamageTics = PLAYER_DIVE_DAMAGE_TIME;
|
|
//PlayerUpdateHealth(pp, PLAYER_DIVE_DAMAGE_AMOUNT);
|
|
PlayerSound(DIGI_WANGDROWNING, v3df_dontpan|v3df_follow, pp);
|
|
PlayerUpdateHealth(pp, -3 -(RANDOM_RANGE(7<<8)>>8));
|
|
PlayerCheckDeath(pp, -1);
|
|
if (TEST(pp->Flags, PF_DEAD))
|
|
return;
|
|
}
|
|
}
|
|
|
|
// underwater current
|
|
if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_CURRENT))
|
|
{
|
|
DoPlayerCurrent(pp);
|
|
}
|
|
|
|
// while diving in lava
|
|
// every DamageTics time take some damage
|
|
if (TEST(pp->Flags, PF_DIVING_IN_LAVA))
|
|
{
|
|
if ((u->DamageTics -= synctics) < 0)
|
|
{
|
|
u->DamageTics = 30; // !JIM! Was DAMAGE_TIME
|
|
|
|
PlayerUpdateHealth(pp, -40);
|
|
}
|
|
}
|
|
|
|
if (pp->input.actions & SB_CROUCH)
|
|
{
|
|
pp->z_speed += PLAYER_DIVE_INC;
|
|
|
|
if (pp->z_speed > PLAYER_DIVE_MAX_SPEED)
|
|
pp->z_speed = PLAYER_DIVE_MAX_SPEED;
|
|
}
|
|
|
|
if (pp->input.actions & SB_JUMP)
|
|
{
|
|
pp->z_speed -= PLAYER_DIVE_INC;
|
|
|
|
if (pp->z_speed < -PLAYER_DIVE_MAX_SPEED)
|
|
pp->z_speed = -PLAYER_DIVE_MAX_SPEED;
|
|
}
|
|
|
|
pp->z_speed = MulScale(pp->z_speed, 58000, 16);
|
|
|
|
if (labs(pp->z_speed) < 16)
|
|
pp->z_speed = 0;
|
|
|
|
pp->posz += pp->z_speed;
|
|
|
|
if (pp->z_speed < 0 && FAF_ConnectArea(pp->cursectnum))
|
|
{
|
|
if (pp->posz < sector[pp->cursectnum].ceilingz + Z(10))
|
|
{
|
|
short sectnum = pp->cursectnum;
|
|
|
|
// check for sector above to see if it is an underwater sector also
|
|
updatesectorz(pp->posx, pp->posy, sector[pp->cursectnum].ceilingz - Z(8), §num);
|
|
|
|
if (sectnum >= 0 && !SectorIsUnderwaterArea(sectnum))
|
|
{
|
|
// if not underwater sector we must surface
|
|
// force into above sector
|
|
pp->posz = sector[pp->cursectnum].ceilingz - Z(8);
|
|
pp->cursectnum = sectnum;
|
|
DoPlayerStopDiveNoWarp(pp);
|
|
DoPlayerBeginRun(pp);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// Only get so close to the ceiling
|
|
// if its a dive sector without a match or a UNDER2 sector with CANT_SURFACE set
|
|
if (sectu && (sectu->number == 0 || TEST(sectu->flags, SECTFU_CANT_SURFACE)))
|
|
{
|
|
// for room over room water the hiz will be the top rooms ceiling
|
|
if (pp->posz < pp->hiz + pp->ceiling_dist)
|
|
{
|
|
pp->posz = pp->hiz + pp->ceiling_dist;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// close to a warping sector - stop diveing with a warp to surface
|
|
// !JIM! FRANK - I added !pp->hi_sp so that you don't warp to surface when
|
|
// there is a sprite above you since getzrange returns a hiz < ceiling height
|
|
// if you are clipping into a sprite and not the ceiling.
|
|
if (pp->posz < pp->hiz + Z(4) && !pp->hi_sp)
|
|
{
|
|
DoPlayerStopDive(pp);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Only get so close to the floor
|
|
if (pp->posz >= pp->loz - PLAYER_DIVE_HEIGHT)
|
|
{
|
|
pp->posz = pp->loz - PLAYER_DIVE_HEIGHT;
|
|
}
|
|
|
|
// make player bob if sitting still
|
|
if (!PLAYER_MOVING(pp) && pp->z_speed == 0 && pp->up_speed == 0)
|
|
{
|
|
DoPlayerSpriteBob(pp, PLAYER_DIVE_HEIGHT, PLAYER_DIVE_BOB_AMT, 3);
|
|
}
|
|
// player is moving
|
|
else
|
|
{
|
|
// if bob_amt is approx 0
|
|
if (labs(pp->bob_amt) < Z(1))
|
|
{
|
|
pp->bob_amt = 0;
|
|
pp->bob_ndx = 0;
|
|
}
|
|
// else keep bobbing until its back close to 0
|
|
else
|
|
{
|
|
DoPlayerSpriteBob(pp, PLAYER_DIVE_HEIGHT, PLAYER_DIVE_BOB_AMT, 3);
|
|
}
|
|
}
|
|
|
|
// Reverse bobbing when getting close to the floor
|
|
if (pp->posz + pp->bob_amt >= pp->loz - PLAYER_DIVE_HEIGHT)
|
|
{
|
|
pp->bob_ndx = NORM_ANGLE(pp->bob_ndx + ((1024 + 512) - pp->bob_ndx) * 2);
|
|
DoPlayerSpriteBob(pp, PLAYER_DIVE_HEIGHT, PLAYER_DIVE_BOB_AMT, 3);
|
|
}
|
|
// Reverse bobbing when getting close to the ceiling
|
|
if (pp->posz + pp->bob_amt < pp->hiz + pp->ceiling_dist)
|
|
{
|
|
pp->bob_ndx = NORM_ANGLE(pp->bob_ndx + ((512) - pp->bob_ndx) * 2);
|
|
DoPlayerSpriteBob(pp, PLAYER_DIVE_HEIGHT, PLAYER_DIVE_BOB_AMT, 3);
|
|
}
|
|
|
|
DoPlayerMove(pp);
|
|
|
|
// Random bubble sounds
|
|
// if((RANDOM_RANGE(1000<<5)>>5) < 100)
|
|
// PlaySound(DIGI_BUBBLES, pp, v3df_dontpan|v3df_follow);
|
|
|
|
if ((!Prediction && pp->z_speed && ((RANDOM_P2(1024<<5)>>5) < 64)) ||
|
|
(PLAYER_MOVING(pp) && (RANDOM_P2(1024<<5)>>5) < 64))
|
|
{
|
|
short bubble;
|
|
SPRITEp bp;
|
|
int nx,ny;
|
|
|
|
PlaySound(DIGI_BUBBLES, pp, v3df_none);
|
|
bubble = SpawnBubble(short(pp->SpriteP - sprite));
|
|
if (bubble >= 0)
|
|
{
|
|
bp = &sprite[bubble];
|
|
|
|
// back it up a bit to get it out of your face
|
|
nx = MOVEx((128+64), NORM_ANGLE(bp->ang + 1024));
|
|
ny = MOVEy((128+64), NORM_ANGLE(bp->ang + 1024));
|
|
|
|
move_sprite(bubble, nx, ny, 0L, u->ceiling_dist, u->floor_dist, 0, synctics);
|
|
}
|
|
}
|
|
}
|
|
|
|
int
|
|
DoPlayerTestPlaxDeath(PLAYERp pp)
|
|
{
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
|
|
// landed on a paralax floor
|
|
if (pp->lo_sectp && TEST(pp->lo_sectp->floorstat, FLOOR_STAT_PLAX))
|
|
{
|
|
PlayerUpdateHealth(pp, -u->Health);
|
|
PlayerCheckDeath(pp, -1);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void
|
|
DoPlayerCurrent(PLAYERp pp)
|
|
{
|
|
int xvect, yvect;
|
|
SECT_USERp sectu = SectUser[pp->cursectnum].Data();
|
|
int push_ret;
|
|
|
|
if (!sectu)
|
|
return;
|
|
|
|
xvect = sectu->speed * synctics * bcos(sectu->ang) >> 4;
|
|
yvect = sectu->speed * synctics * bsin(sectu->ang) >> 4;
|
|
|
|
push_ret = pushmove(&pp->pos, &pp->cursectnum, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
|
|
if (push_ret < 0)
|
|
{
|
|
if (!TEST(pp->Flags, PF_DEAD))
|
|
{
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
|
|
PlayerUpdateHealth(pp, -u->Health); // Make sure he dies!
|
|
PlayerCheckDeath(pp, -1);
|
|
|
|
if (TEST(pp->Flags, PF_DEAD))
|
|
return;
|
|
}
|
|
return;
|
|
}
|
|
clipmove(&pp->pos, &pp->cursectnum, xvect, yvect, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
|
|
PlayerCheckValidMove(pp);
|
|
pushmove(&pp->pos, &pp->cursectnum, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
|
|
if (push_ret < 0)
|
|
{
|
|
if (!TEST(pp->Flags, PF_DEAD))
|
|
{
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
|
|
PlayerUpdateHealth(pp, -u->Health); // Make sure he dies!
|
|
PlayerCheckDeath(pp, -1);
|
|
|
|
if (TEST(pp->Flags, PF_DEAD))
|
|
return;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
void
|
|
DoPlayerFireOutWater(PLAYERp pp)
|
|
{
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
|
|
if (Prediction)
|
|
return;
|
|
|
|
if (pp->WadeDepth > 20)
|
|
{
|
|
if (u->flame >= 0)
|
|
SetSuicide(u->flame);
|
|
u->flame = -2;
|
|
}
|
|
}
|
|
|
|
void
|
|
DoPlayerFireOutDeath(PLAYERp pp)
|
|
{
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
|
|
if (Prediction)
|
|
return;
|
|
|
|
if (u->flame >= 0)
|
|
SetSuicide(u->flame);
|
|
|
|
u->flame = -2;
|
|
}
|
|
|
|
void
|
|
DoPlayerBeginWade(PLAYERp pp)
|
|
{
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
|
|
// landed on a paralax floor?
|
|
if (DoPlayerTestPlaxDeath(pp))
|
|
return;
|
|
|
|
RESET(pp->Flags, PF_JUMPING | PF_FALLING);
|
|
RESET(pp->Flags, PF_CRAWLING);
|
|
|
|
pp->friction = PLAYER_WADE_FRICTION;
|
|
pp->floor_dist = PLAYER_WADE_FLOOR_DIST;
|
|
pp->ceiling_dist = PLAYER_WADE_CEILING_DIST;
|
|
pp->DoPlayerAction = DoPlayerWade;
|
|
|
|
DoPlayerFireOutWater(pp);
|
|
|
|
if (pp->jump_speed > 100)
|
|
SpawnSplash(pp->PlayerSprite);
|
|
|
|
// fix it so that you won't go under water unless you hit the water at a
|
|
// certain speed
|
|
if (pp->jump_speed > 0 && pp->jump_speed < 1300)
|
|
pp->jump_speed = 0;
|
|
|
|
ASSERT(u->ActorActionSet->Run);
|
|
|
|
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run);
|
|
}
|
|
|
|
|
|
void
|
|
DoPlayerWade(PLAYERp pp)
|
|
{
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
|
|
DoPlayerFireOutWater(pp);
|
|
|
|
if (DebugOperate)
|
|
{
|
|
if (pp->input.actions & SB_OPEN)
|
|
{
|
|
if (pp->KeyPressBits & SB_OPEN)
|
|
{
|
|
if (TEST(sector[pp->cursectnum].extra, SECTFX_OPERATIONAL))
|
|
{
|
|
pp->KeyPressBits &= ~SB_OPEN;
|
|
DoPlayerBeginOperate(pp);
|
|
pp->bob_amt = 0;
|
|
pp->bob_ndx = 0;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pp->KeyPressBits |= SB_OPEN;
|
|
}
|
|
}
|
|
|
|
// Crawl if in small area automatically
|
|
if (DoPlayerTestCrawl(pp) && pp->WadeDepth <= PLAYER_CRAWL_WADE_DEPTH)
|
|
{
|
|
DoPlayerBeginCrawl(pp);
|
|
return;
|
|
}
|
|
|
|
// Crawl Commanded
|
|
if ((pp->input.actions & SB_CROUCH) && pp->WadeDepth <= PLAYER_CRAWL_WADE_DEPTH)
|
|
{
|
|
DoPlayerBeginCrawl(pp);
|
|
return;
|
|
}
|
|
|
|
if (pp->input.actions & SB_JUMP)
|
|
{
|
|
if (pp->KeyPressBits & SB_JUMP)
|
|
{
|
|
pp->KeyPressBits &= ~SB_JUMP;
|
|
//DoPlayerHeight(pp);
|
|
//DoPlayerHeight(pp);
|
|
//DoPlayerHeight(pp);
|
|
//DoPlayerHeight(pp);
|
|
DoPlayerBeginJump(pp);
|
|
pp->bob_amt = 0;
|
|
pp->bob_ndx = 0;
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pp->KeyPressBits |= SB_JUMP;
|
|
}
|
|
|
|
if (PlayerFlyKey())
|
|
{
|
|
DoPlayerBeginFly(pp);
|
|
pp->bob_amt = 0;
|
|
pp->bob_ndx = 0;
|
|
return;
|
|
}
|
|
|
|
// If moving forward and tag is a ladder start climbing
|
|
if (PlayerOnLadder(pp))
|
|
{
|
|
DoPlayerBeginClimb(pp);
|
|
return;
|
|
}
|
|
|
|
if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_CURRENT))
|
|
{
|
|
DoPlayerCurrent(pp);
|
|
}
|
|
|
|
// Move about
|
|
DoPlayerMove(pp);
|
|
|
|
if (TEST(pp->Flags, PF_PLAYER_MOVED))
|
|
{
|
|
if (u->Rot != u->ActorActionSet->Run)
|
|
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run);
|
|
}
|
|
else
|
|
{
|
|
if (u->Rot != u->ActorActionSet->Stand)
|
|
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Stand);
|
|
}
|
|
|
|
// If the floor is far below you, fall hard instead of adjusting height
|
|
if (labs(pp->posz - pp->loz) > PLAYER_HEIGHT + PLAYER_FALL_HEIGHT)
|
|
{
|
|
pp->jump_speed = Z(1);
|
|
DoPlayerBeginFall(pp);
|
|
// call PlayerFall now seems to iron out a hitch before falling
|
|
DoPlayerFall(pp);
|
|
return;
|
|
}
|
|
|
|
if (PlayerCanDive(pp))
|
|
{
|
|
pp->bob_amt = 0;
|
|
pp->bob_ndx = 0;
|
|
return;
|
|
}
|
|
|
|
// If the floor is far below you, fall hard instead of adjusting height
|
|
if (labs(pp->posz - pp->loz) > PLAYER_HEIGHT + PLAYER_FALL_HEIGHT)
|
|
{
|
|
pp->jump_speed = Z(1);
|
|
DoPlayerBeginFall(pp);
|
|
// call PlayerFall now seems to iron out a hitch before falling
|
|
DoPlayerFall(pp);
|
|
pp->bob_amt = 0;
|
|
pp->bob_ndx = 0;
|
|
return;
|
|
}
|
|
|
|
|
|
DoPlayerBob(pp);
|
|
|
|
// Adjust height moving up and down sectors
|
|
DoPlayerHeight(pp);
|
|
|
|
if (!pp->WadeDepth)
|
|
{
|
|
DoPlayerBeginRun(pp);
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
#if 0
|
|
void
|
|
DoPlayerBeginOperateBoat(PLAYERp pp)
|
|
{
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
|
|
pp->floor_dist = PLAYER_RUN_FLOOR_DIST;
|
|
pp->ceiling_dist = PLAYER_RUN_CEILING_DIST;
|
|
pp->DoPlayerAction = DoPlayerOperateBoat;
|
|
|
|
// temporary set to get weapons down
|
|
if (TEST(pp->sop->flags, SOBJ_HAS_WEAPON))
|
|
SET(pp->Flags, PF_WEAPON_DOWN);
|
|
|
|
///DamageData[u->WeaponNum].Init(pp);
|
|
|
|
ASSERT(u->ActorActionSet->Run);
|
|
|
|
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run);
|
|
}
|
|
#endif
|
|
|
|
void
|
|
DoPlayerBeginOperateVehicle(PLAYERp pp)
|
|
{
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
|
|
pp->floor_dist = PLAYER_RUN_FLOOR_DIST;
|
|
pp->ceiling_dist = PLAYER_RUN_CEILING_DIST;
|
|
pp->DoPlayerAction = DoPlayerOperateVehicle;
|
|
|
|
// temporary set to get weapons down
|
|
if (TEST(pp->sop->flags, SOBJ_HAS_WEAPON))
|
|
SET(pp->Flags, PF_WEAPON_DOWN);
|
|
|
|
///DamageData[u->WeaponNum].Init(pp);
|
|
|
|
ASSERT(u->ActorActionSet->Stand);
|
|
|
|
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Stand);
|
|
}
|
|
|
|
void
|
|
DoPlayerBeginOperateTurret(PLAYERp pp)
|
|
{
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
|
|
pp->floor_dist = PLAYER_RUN_FLOOR_DIST;
|
|
pp->ceiling_dist = PLAYER_RUN_CEILING_DIST;
|
|
pp->DoPlayerAction = DoPlayerOperateTurret;
|
|
|
|
// temporary set to get weapons down
|
|
if (TEST(pp->sop->flags, SOBJ_HAS_WEAPON))
|
|
SET(pp->Flags, PF_WEAPON_DOWN);
|
|
|
|
///DamageData[u->WeaponNum].Init(pp);
|
|
|
|
ASSERT(u->ActorActionSet->Stand);
|
|
|
|
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Stand);
|
|
}
|
|
|
|
void FindMainSector(SECTOR_OBJECTp sop)
|
|
{
|
|
// find the main sector - only do this once for each sector object
|
|
if (sop->op_main_sector < 0)
|
|
{
|
|
int sx = sop->xmid;
|
|
int sy = sop->ymid;
|
|
|
|
PlaceSectorObject(sop, MAXSO, MAXSO);
|
|
|
|
// set it to something valid
|
|
sop->op_main_sector = 0;
|
|
|
|
//COVERupdatesector(sx, sy, &sop->op_main_sector);
|
|
//updatesectorz(sx, sy, sop->zmid - Z(8), &sop->op_main_sector);
|
|
|
|
updatesectorz(sx, sy, sop->zmid, &sop->op_main_sector);
|
|
|
|
//COVERupdatesector(sx, sy, &sop->op_main_sector);
|
|
|
|
////DSPRINTF(ds,"main sector %d, zmid %d",sop->op_main_sector, sop->zmid);
|
|
//MONO_PRINT(ds);
|
|
|
|
PlaceSectorObject(sop, sx, sy);
|
|
}
|
|
}
|
|
|
|
void DoPlayerOperateMatch(PLAYERp pp, bool starting)
|
|
{
|
|
SPRITEp sp;
|
|
int i;
|
|
|
|
if (!pp->sop)
|
|
return;
|
|
|
|
SectIterator it(pp->sop->mid_sector);
|
|
while ((i = it.NextIndex()) >= 0)
|
|
{
|
|
sp = &sprite[i];
|
|
|
|
if (sp->statnum == STAT_ST1 && sp->hitag == SO_DRIVABLE_ATTRIB)
|
|
{
|
|
if (starting)
|
|
{
|
|
if (SP_TAG5(sp))
|
|
DoMatchEverything(pp, SP_TAG5(sp), -1);
|
|
}
|
|
else
|
|
{
|
|
if (TEST_BOOL2(sp) && SP_TAG5(sp))
|
|
DoMatchEverything(pp, SP_TAG5(sp)+1, -1);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
DoPlayerBeginOperate(PLAYERp pp)
|
|
{
|
|
SECTOR_OBJECTp sop;
|
|
int cz, fz;
|
|
int i;
|
|
|
|
sop = PlayerOnObject(pp->cursectnum);
|
|
|
|
// if someone already controlling it
|
|
if (sop->controller)
|
|
return;
|
|
|
|
if (TEST(sop->flags, SOBJ_REMOTE_ONLY))
|
|
return;
|
|
|
|
if (!sop)
|
|
{
|
|
DoPlayerBeginRun(pp);
|
|
return;
|
|
}
|
|
|
|
// won't operate - broken
|
|
if (sop->max_damage != -9999 && sop->max_damage <= 0)
|
|
{
|
|
if (pp->InventoryAmount[INVENTORY_REPAIR_KIT])
|
|
{
|
|
UseInventoryRepairKit(pp);
|
|
sop->max_damage = User[sop->sp_child - sprite]->MaxHealth;
|
|
VehicleSetSmoke(sop, NULL);
|
|
RESET(sop->flags, SOBJ_BROKEN);
|
|
}
|
|
else
|
|
{
|
|
PlayerSound(DIGI_USEBROKENVEHICLE, v3df_follow|v3df_dontpan,pp);
|
|
return;
|
|
}
|
|
}
|
|
|
|
pp->sop = pp->sop_control = sop;
|
|
sop->controller = pp->SpriteP;
|
|
|
|
pp->angle.oang = pp->angle.ang = buildang(sop->ang);
|
|
pp->posx = sop->xmid;
|
|
pp->posy = sop->ymid;
|
|
COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum);
|
|
getzsofslope(pp->cursectnum, pp->posx, pp->posy, &cz, &fz);
|
|
pp->posz = fz - PLAYER_HEIGHT;
|
|
|
|
RESET(pp->Flags, PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL);
|
|
|
|
DoPlayerOperateMatch(pp, true);
|
|
|
|
// look for gun before trying to using it
|
|
for (i = 0; sop->sp_num[i] != -1; i++)
|
|
{
|
|
if (sprite[sop->sp_num[i]].statnum == STAT_SO_SHOOT_POINT)
|
|
{
|
|
SET(sop->flags, SOBJ_HAS_WEAPON);
|
|
break;
|
|
}
|
|
}
|
|
|
|
DoPlayerResetMovement(pp);
|
|
|
|
switch (sop->track)
|
|
{
|
|
case SO_VEHICLE:
|
|
if (pp->input.fvel|pp->input.svel)
|
|
PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
|
|
else
|
|
PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
|
|
pp->posz = fz - PLAYER_HEIGHT;
|
|
DoPlayerBeginOperateVehicle(pp);
|
|
break;
|
|
case SO_TURRET_MGUN:
|
|
case SO_TURRET:
|
|
if (pp->input.avel)
|
|
PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
|
|
else
|
|
PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
|
|
pp->posz = fz - PLAYER_HEIGHT;
|
|
DoPlayerBeginOperateTurret(pp);
|
|
break;
|
|
#if 0
|
|
case SO_SPEED_BOAT:
|
|
if (pp->input.fvel|pp->input.svel)
|
|
PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
|
|
else
|
|
PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
|
|
pp->posz = fz - PLAYER_HEIGHT;
|
|
DoPlayerBeginOperateBoat(pp);
|
|
break;
|
|
#endif
|
|
default:
|
|
return;
|
|
}
|
|
|
|
}
|
|
|
|
void
|
|
DoPlayerBeginRemoteOperate(PLAYERp pp, SECTOR_OBJECTp sop)
|
|
{
|
|
int cz, fz;
|
|
int i;
|
|
short save_sectnum;
|
|
|
|
pp->sop_remote = pp->sop = pp->sop_control = sop;
|
|
sop->controller = pp->SpriteP;
|
|
|
|
// won't operate - broken
|
|
if (sop->max_damage != -9999 && sop->max_damage <= 0)
|
|
{
|
|
if (pp->InventoryAmount[INVENTORY_REPAIR_KIT])
|
|
{
|
|
UseInventoryRepairKit(pp);
|
|
sop->max_damage = User[sop->sp_child - sprite]->MaxHealth;
|
|
VehicleSetSmoke(sop, NULL);
|
|
RESET(sop->flags, SOBJ_BROKEN);
|
|
}
|
|
else
|
|
{
|
|
PlayerSound(DIGI_USEBROKENVEHICLE, v3df_follow|v3df_dontpan,pp);
|
|
return;
|
|
}
|
|
}
|
|
|
|
save_sectnum = pp->cursectnum;
|
|
|
|
pp->angle.oang = pp->angle.ang = buildang(sop->ang);
|
|
pp->posx = sop->xmid;
|
|
pp->posy = sop->ymid;
|
|
COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum);
|
|
getzsofslope(pp->cursectnum, pp->posx, pp->posy, &cz, &fz);
|
|
pp->posz = fz - PLAYER_HEIGHT;
|
|
|
|
RESET(pp->Flags, PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL);
|
|
|
|
DoPlayerOperateMatch(pp, true);
|
|
|
|
// look for gun before trying to using it
|
|
for (i = 0; sop->sp_num[i] != -1; i++)
|
|
{
|
|
if (sprite[sop->sp_num[i]].statnum == STAT_SO_SHOOT_POINT)
|
|
{
|
|
SET(sop->flags, SOBJ_HAS_WEAPON);
|
|
break;
|
|
}
|
|
}
|
|
|
|
DoPlayerResetMovement(pp);
|
|
|
|
PlayerToRemote(pp);
|
|
PlayerRemoteInit(pp);
|
|
|
|
switch (sop->track)
|
|
{
|
|
case SO_VEHICLE:
|
|
if (pp->input.fvel|pp->input.svel)
|
|
PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
|
|
else
|
|
PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
|
|
pp->posz = fz - PLAYER_HEIGHT;
|
|
DoPlayerBeginOperateVehicle(pp);
|
|
break;
|
|
case SO_TURRET_MGUN:
|
|
case SO_TURRET:
|
|
if (pp->input.avel)
|
|
PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
|
|
else
|
|
PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
|
|
pp->posz = fz - PLAYER_HEIGHT;
|
|
DoPlayerBeginOperateTurret(pp);
|
|
break;
|
|
#if 0
|
|
case SO_SPEED_BOAT:
|
|
if (pp->input.fvel|pp->input.svel)
|
|
PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
|
|
else
|
|
PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
|
|
pp->posz = fz - PLAYER_HEIGHT;
|
|
DoPlayerBeginOperateBoat(pp);
|
|
break;
|
|
#endif
|
|
default:
|
|
return;
|
|
}
|
|
|
|
PlayerRemoteReset(pp, save_sectnum);
|
|
}
|
|
|
|
void PlayerToRemote(PLAYERp pp)
|
|
{
|
|
pp->remote.cursectnum = pp->cursectnum;
|
|
pp->remote.lastcursectnum = pp->lastcursectnum;
|
|
|
|
pp->remote.posx = pp->posx;
|
|
pp->remote.posy = pp->posy;
|
|
pp->remote.posz = pp->posz;
|
|
|
|
pp->remote.xvect = pp->xvect;
|
|
pp->remote.yvect = pp->yvect;
|
|
pp->remote.oxvect = pp->oxvect;
|
|
pp->remote.oyvect = pp->oyvect;
|
|
pp->remote.slide_xvect = pp->slide_xvect;
|
|
pp->remote.slide_yvect = pp->slide_yvect;
|
|
}
|
|
|
|
void RemoteToPlayer(PLAYERp pp)
|
|
{
|
|
pp->cursectnum = pp->remote.cursectnum;
|
|
pp->lastcursectnum = pp->remote.lastcursectnum;
|
|
|
|
pp->posx = pp->remote.posx;
|
|
pp->posy = pp->remote.posy;
|
|
pp->posz = pp->remote.posz;
|
|
|
|
pp->xvect = pp->remote.xvect;
|
|
pp->yvect = pp->remote.yvect;
|
|
pp->oxvect = pp->remote.oxvect;
|
|
pp->oyvect = pp->remote.oyvect;
|
|
pp->slide_xvect = pp->remote.slide_xvect;
|
|
pp->slide_yvect = pp->remote.slide_yvect;
|
|
}
|
|
|
|
void PlayerRemoteReset(PLAYERp pp, short sectnum)
|
|
{
|
|
pp->cursectnum = pp->lastcursectnum = sectnum;
|
|
|
|
pp->posx = pp->remote_sprite->x;
|
|
pp->posy = pp->remote_sprite->y;
|
|
pp->posz = sector[sectnum].floorz - PLAYER_HEIGHT;
|
|
|
|
pp->xvect = pp->yvect = pp->oxvect = pp->oyvect = pp->slide_xvect = pp->slide_yvect = 0;
|
|
|
|
UpdatePlayerSprite(pp);
|
|
}
|
|
|
|
void PlayerRemoteInit(PLAYERp pp)
|
|
{
|
|
pp->remote.xvect = 0;
|
|
pp->remote.yvect = 0;
|
|
pp->remote.oxvect = 0;
|
|
pp->remote.oyvect = 0;
|
|
pp->remote.slide_xvect = 0;
|
|
pp->remote.slide_yvect = 0;
|
|
}
|
|
|
|
void
|
|
DoPlayerStopOperate(PLAYERp pp)
|
|
{
|
|
RESET(pp->Flags, PF_WEAPON_DOWN);
|
|
DoPlayerResetMovement(pp);
|
|
DoTankTreads(pp);
|
|
DoPlayerOperateMatch(pp, false);
|
|
StopSOsound(pp->sop->mid_sector);
|
|
|
|
if (pp->sop_remote)
|
|
{
|
|
if (TEST_BOOL1(pp->remote_sprite))
|
|
pp->angle.ang = pp->angle.oang = buildang(pp->remote_sprite->ang);
|
|
else
|
|
pp->angle.ang = pp->angle.oang = bvectangbam(pp->sop_remote->xmid - pp->posx, pp->sop_remote->ymid - pp->posy);
|
|
}
|
|
|
|
if (pp->sop_control)
|
|
{
|
|
pp->sop_control->controller = NULL;
|
|
}
|
|
pp->sop_control = NULL;
|
|
pp->sop_riding = NULL;
|
|
pp->sop_remote = NULL;
|
|
pp->sop = NULL;
|
|
DoPlayerBeginRun(pp);
|
|
}
|
|
|
|
void
|
|
DoPlayerOperateTurret(PLAYERp pp)
|
|
{
|
|
short save_sectnum;
|
|
|
|
if (pp->input.actions & SB_OPEN)
|
|
{
|
|
if (pp->KeyPressBits & SB_OPEN)
|
|
{
|
|
pp->KeyPressBits &= ~SB_OPEN;
|
|
DoPlayerStopOperate(pp);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pp->KeyPressBits |= SB_OPEN;
|
|
}
|
|
|
|
if (pp->sop->max_damage != -9999 && pp->sop->max_damage <= 0)
|
|
{
|
|
DoPlayerStopOperate(pp);
|
|
return;
|
|
}
|
|
|
|
save_sectnum = pp->cursectnum;
|
|
|
|
if (pp->sop_remote)
|
|
RemoteToPlayer(pp);
|
|
|
|
DoPlayerMoveTurret(pp);
|
|
|
|
if (pp->sop_remote)
|
|
{
|
|
PlayerToRemote(pp);
|
|
PlayerRemoteReset(pp, save_sectnum);
|
|
}
|
|
}
|
|
|
|
|
|
#if 0
|
|
void
|
|
DoPlayerOperateBoat(PLAYERp pp)
|
|
{
|
|
short save_sectnum;
|
|
|
|
if (pp->input.actions & SB_OPEN)
|
|
{
|
|
if (pp->KeyPressBits & SB_OPEN)
|
|
{
|
|
pp->KeyPressBits &= ~SB_OPEN;
|
|
DoPlayerStopOperate(pp);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pp->KeyPressBits |= SB_OPEN;
|
|
}
|
|
|
|
if (pp->sop->max_damage != -9999 && pp->sop->max_damage <= 0)
|
|
{
|
|
DoPlayerStopOperate(pp);
|
|
return;
|
|
}
|
|
|
|
save_sectnum = pp->cursectnum;
|
|
|
|
if (pp->sop_remote)
|
|
RemoteToPlayer(pp);
|
|
|
|
DoPlayerMoveBoat(pp);
|
|
|
|
if (pp->sop_remote)
|
|
{
|
|
PlayerToRemote(pp);
|
|
PlayerRemoteReset(pp, save_sectnum);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void
|
|
DoPlayerOperateVehicle(PLAYERp pp)
|
|
{
|
|
short save_sectnum;
|
|
|
|
if (pp->input.actions & SB_OPEN)
|
|
{
|
|
if (pp->KeyPressBits & SB_OPEN)
|
|
{
|
|
pp->KeyPressBits &= ~SB_OPEN;
|
|
DoPlayerStopOperate(pp);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pp->KeyPressBits |= SB_OPEN;
|
|
}
|
|
|
|
if (pp->sop->max_damage != -9999 && pp->sop->max_damage <= 0)
|
|
{
|
|
DoPlayerStopOperate(pp);
|
|
return;
|
|
}
|
|
|
|
save_sectnum = pp->cursectnum;
|
|
|
|
if (pp->sop_remote)
|
|
RemoteToPlayer(pp);
|
|
|
|
DoPlayerMoveVehicle(pp);
|
|
|
|
if (pp->sop_remote)
|
|
{
|
|
PlayerToRemote(pp);
|
|
PlayerRemoteReset(pp, save_sectnum);
|
|
}
|
|
}
|
|
|
|
void
|
|
DoPlayerDeathJump(PLAYERp pp)
|
|
{
|
|
short i;
|
|
|
|
#define PLAYER_DEATH_GRAV 8
|
|
|
|
// instead of multiplying by synctics, use a loop for greater accuracy
|
|
for (i = 0; i < synctics; i++)
|
|
{
|
|
// adjust jump speed by gravity - if jump speed greater than 0 player
|
|
// have started falling
|
|
if ((pp->jump_speed += PLAYER_DEATH_GRAV) > 0)
|
|
{
|
|
RESET(pp->Flags, PF_JUMPING);
|
|
SET(pp->Flags, PF_FALLING);
|
|
DoPlayerDeathFall(pp);
|
|
return;
|
|
}
|
|
|
|
// adjust height by jump speed
|
|
pp->posz += pp->jump_speed;
|
|
|
|
// if player gets to close the ceiling while jumping
|
|
//if (pp->posz < pp->hiz + Z(4))
|
|
if (PlayerCeilingHit(pp, pp->hiz + Z(4)))
|
|
{
|
|
// put player at the ceiling
|
|
pp->posz = pp->hiz + Z(4);
|
|
|
|
// reverse your speed to falling
|
|
pp->jump_speed = -pp->jump_speed;
|
|
|
|
// start falling
|
|
RESET(pp->Flags, PF_JUMPING);
|
|
SET(pp->Flags, PF_FALLING);
|
|
DoPlayerDeathFall(pp);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
DoPlayerDeathFall(PLAYERp pp)
|
|
{
|
|
short i;
|
|
int loz;
|
|
|
|
for (i = 0; i < synctics; i++)
|
|
{
|
|
// adjust jump speed by gravity
|
|
pp->jump_speed += PLAYER_DEATH_GRAV;
|
|
|
|
// adjust player height by jump speed
|
|
pp->posz += pp->jump_speed;
|
|
|
|
if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_SINK))
|
|
{
|
|
loz = pp->lo_sectp->floorz;
|
|
}
|
|
else
|
|
loz = pp->loz;
|
|
|
|
if (PlayerFloorHit(pp, loz - PLAYER_DEATH_HEIGHT))
|
|
//if (pp->posz > loz - PLAYER_DEATH_HEIGHT)
|
|
{
|
|
if (loz != pp->loz)
|
|
SpawnSplash(pp->PlayerSprite);
|
|
|
|
if (RANDOM_RANGE(1000) > 500)
|
|
PlaySound(DIGI_BODYFALL1, pp, v3df_dontpan);
|
|
else
|
|
PlaySound(DIGI_BODYFALL2, pp, v3df_dontpan);
|
|
|
|
pp->posz = loz - PLAYER_DEATH_HEIGHT;
|
|
RESET(pp->Flags, PF_FALLING);
|
|
}
|
|
}
|
|
}
|
|
|
|
#define MAX_SUICIDE 11
|
|
const char *SuicideNote[MAX_SUICIDE] =
|
|
{
|
|
"decided to do the graveyard tour.",
|
|
"had enough and checked out.",
|
|
"didn't fear the Reaper.",
|
|
"dialed the 1-800-CYANIDE line.",
|
|
"wasted himself.",
|
|
"kicked his own ass.",
|
|
"went out in blaze of his own glory.",
|
|
"killed himself before anyone else could.",
|
|
"needs shooting lessons.",
|
|
"blew his head off.",
|
|
"did everyone a favor and offed himself."
|
|
};
|
|
|
|
char *KilledPlayerMessage(PLAYERp pp, PLAYERp killer)
|
|
{
|
|
#define MAX_KILL_NOTES 16
|
|
short rnd = STD_RANDOM_RANGE(MAX_KILL_NOTES);
|
|
const char *p1 = pp->PlayerName;
|
|
const char *p2 = killer->PlayerName;
|
|
|
|
if (pp->HitBy == killer->PlayerSprite)
|
|
{
|
|
sprintf(ds,"%s was killed by %s.",p1,p2);
|
|
return ds;
|
|
}
|
|
else
|
|
switch (rnd)
|
|
{
|
|
case 0:
|
|
sprintf(ds,"%s was wasted by %s's %s.",p1,p2,DeathString(pp->HitBy));
|
|
return ds;
|
|
case 1:
|
|
sprintf(ds,"%s got his ass kicked by %s's %s.",p1,p2,DeathString(pp->HitBy));
|
|
return ds;
|
|
case 2:
|
|
sprintf(ds,"%s bows down before the mighty power of %s.",p1,p2);
|
|
return ds;
|
|
case 3:
|
|
sprintf(ds,"%s was killed by %s's %s.",p1,p2,DeathString(pp->HitBy));
|
|
return ds;
|
|
case 4:
|
|
sprintf(ds,"%s got slapped down hard by %s's %s.",p1,p2,DeathString(pp->HitBy));
|
|
return ds;
|
|
case 5:
|
|
sprintf(ds,"%s got on his knees before %s.",p1,p2);
|
|
return ds;
|
|
case 6:
|
|
sprintf(ds,"%s was totally out classed by %s's %s.",p1,p2,DeathString(pp->HitBy));
|
|
return ds;
|
|
case 7:
|
|
sprintf(ds,"%s got chewed apart by %s's %s.",p1,p2,DeathString(pp->HitBy));
|
|
return ds;
|
|
case 8:
|
|
sprintf(ds,"%s was retired by %s's %s.",p1,p2,DeathString(pp->HitBy));
|
|
return ds;
|
|
case 9:
|
|
sprintf(ds,"%s was greased by %s's %s.",p1,p2,DeathString(pp->HitBy));
|
|
return ds;
|
|
case 10:
|
|
sprintf(ds,"%s was humbled lower than dirt by %s.",p1,p2);
|
|
return ds;
|
|
case 11:
|
|
sprintf(ds,"%s beats %s like a red headed step child.",p2,p1);
|
|
return ds;
|
|
case 12:
|
|
sprintf(ds,"%s begs for mercy as %s terminates him with extreme prejudice.",p1,p2);
|
|
return ds;
|
|
case 13:
|
|
sprintf(ds,"%s falls before the superior skills of %s.",p1,p2);
|
|
return ds;
|
|
case 14:
|
|
sprintf(ds,"%s gives %s a beating he'll never forget.",p2,p1);
|
|
return ds;
|
|
case 15:
|
|
sprintf(ds,"%s puts the Smack Dab on %s with his %s.",p2,p1,DeathString(pp->HitBy));
|
|
return ds;
|
|
}
|
|
return NULL;
|
|
};
|
|
|
|
void
|
|
DoPlayerDeathMessage(PLAYERp pp, PLAYERp killer)
|
|
{
|
|
int pnum;
|
|
bool SEND_OK = false;
|
|
|
|
killer->KilledPlayer[pp-Player]++;
|
|
|
|
if (pp == killer && pp == Player + myconnectindex)
|
|
{
|
|
sprintf(ds,"%s %s",pp->PlayerName,SuicideNote[STD_RANDOM_RANGE(MAX_SUICIDE)]);
|
|
SEND_OK = true;
|
|
}
|
|
else
|
|
// I am being killed
|
|
if (killer == Player + myconnectindex)
|
|
{
|
|
sprintf(ds,"%s",KilledPlayerMessage(pp,killer));
|
|
SEND_OK = true;
|
|
}
|
|
|
|
if (SEND_OK)
|
|
{
|
|
TRAVERSE_CONNECT(pnum)
|
|
{
|
|
if (pnum == myconnectindex)
|
|
Printf(PRINT_NOTIFY|PRINT_TEAMCHAT, "%s\n", ds);
|
|
else
|
|
SW_SendMessage(pnum, ds);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
enum
|
|
{
|
|
PLAYER_DEATH_HORIZ_UP_VALUE = 65,
|
|
PLAYER_DEATH_HORIZ_JUMP_VALUE = 50,
|
|
PLAYER_DEATH_HORIZ_FALL_VALUE = -50
|
|
};
|
|
|
|
void
|
|
DoPlayerBeginDie(PLAYERp pp)
|
|
{
|
|
extern bool ReloadPrompt;
|
|
short bak;
|
|
int choosesnd = 0;
|
|
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
|
|
static void (*PlayerDeathFunc[MAX_PLAYER_DEATHS]) (PLAYERp) =
|
|
{
|
|
DoPlayerDeathFlip,
|
|
DoPlayerDeathCrumble,
|
|
DoPlayerDeathExplode,
|
|
DoPlayerDeathFlip,
|
|
DoPlayerDeathExplode,
|
|
DoPlayerDeathDrown,
|
|
};
|
|
|
|
if (Prediction)
|
|
return;
|
|
|
|
if (GodMode)
|
|
return;
|
|
|
|
StopPlayerSound(pp);
|
|
|
|
// Do the death scream
|
|
choosesnd = RANDOM_RANGE(MAX_PAIN);
|
|
|
|
PlayerSound(PlayerLowHealthPainVocs[choosesnd],v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
|
|
|
PutStringInfo(pp, GStrings("TXTS_PRESSSPACE"));
|
|
|
|
if (pp->sop_control)
|
|
DoPlayerStopOperate(pp);
|
|
|
|
// if diving force death to drown type
|
|
if (TEST(pp->Flags, PF_DIVING))
|
|
pp->DeathType = PLAYER_DEATH_DROWN;
|
|
|
|
RESET(pp->Flags, PF_JUMPING|PF_FALLING|PF_DIVING|PF_FLYING|PF_CLIMBING|PF_CRAWLING|PF_LOCK_CRAWL);
|
|
|
|
pp->tilt_dest = 0;
|
|
|
|
ActorCoughItem(pp->PlayerSprite);
|
|
|
|
if (numplayers > 1)
|
|
{
|
|
// Give kill credit to player if necessary
|
|
if (pp->Killer >= 0)
|
|
{
|
|
USERp ku = User[pp->Killer].Data();
|
|
|
|
ASSERT(ku);
|
|
|
|
if (ku && ku->PlayerP)
|
|
{
|
|
if (pp == ku->PlayerP)
|
|
{
|
|
// Killed yourself
|
|
PlayerUpdateKills(pp, -1);
|
|
DoPlayerDeathMessage(pp, pp);
|
|
}
|
|
else
|
|
{
|
|
// someone else killed you
|
|
if (gNet.TeamPlay)
|
|
{
|
|
// playing team play
|
|
if (User[pp->PlayerSprite]->spal == ku->spal)
|
|
{
|
|
// Killed your team member
|
|
PlayerUpdateKills(pp, -1);
|
|
DoPlayerDeathMessage(pp, ku->PlayerP);
|
|
}
|
|
else
|
|
{
|
|
// killed another team member
|
|
PlayerUpdateKills(ku->PlayerP, 1);
|
|
DoPlayerDeathMessage(pp, ku->PlayerP);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// not playing team play
|
|
PlayerUpdateKills(ku->PlayerP, 1);
|
|
DoPlayerDeathMessage(pp, ku->PlayerP);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Killed by some hazard - negative frag
|
|
PlayerUpdateKills(pp, -1);
|
|
DoPlayerDeathMessage(pp, pp);
|
|
}
|
|
}
|
|
|
|
|
|
// Get rid of all panel spells that are currently working
|
|
KillAllPanelInv(pp);
|
|
|
|
pp->input.actions &= ~SB_CENTERVIEW;
|
|
|
|
pp->friction = PLAYER_RUN_FRICTION;
|
|
pp->slide_xvect = pp->slide_yvect = 0;
|
|
pp->floor_dist = PLAYER_WADE_FLOOR_DIST;
|
|
pp->ceiling_dist = PLAYER_WADE_CEILING_DIST;
|
|
ASSERT(pp->DeathType < SIZ(PlayerDeathFunc));
|
|
pp->DoPlayerAction = PlayerDeathFunc[pp->DeathType];
|
|
pp->sop_control = NULL;
|
|
pp->sop_remote = NULL;
|
|
pp->sop_riding = NULL;
|
|
pp->sop = NULL;
|
|
RESET(pp->Flags, PF_TWO_UZI);
|
|
|
|
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run);
|
|
pWeaponForceRest(pp);
|
|
|
|
switch (pp->DeathType)
|
|
{
|
|
case PLAYER_DEATH_DROWN:
|
|
{
|
|
SET(pp->Flags, PF_JUMPING);
|
|
u->ID = NINJA_DEAD;
|
|
pp->jump_speed = -200;
|
|
NewStateGroup(pp->PlayerSprite, sg_PlayerDeath);
|
|
DoFindGround(pp->PlayerSprite);
|
|
DoBeginJump(pp->PlayerSprite);
|
|
u->jump_speed = -300;
|
|
break;
|
|
}
|
|
case PLAYER_DEATH_FLIP:
|
|
case PLAYER_DEATH_RIPPER:
|
|
|
|
//PlaySound(DIGI_SCREAM1, pp, v3df_dontpan|v3df_follow);
|
|
|
|
SET(pp->Flags, PF_JUMPING);
|
|
u->ID = NINJA_DEAD;
|
|
pp->jump_speed = -300;
|
|
NewStateGroup(pp->PlayerSprite, sg_PlayerDeath);
|
|
//pp->ceiling_dist = Z(0);
|
|
//pp->floor_dist = Z(0);
|
|
|
|
RESET(pp->SpriteP->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
u->ceiling_dist = Z(10);
|
|
u->floor_dist = Z(0);
|
|
DoFindGround(pp->PlayerSprite);
|
|
DoBeginJump(pp->PlayerSprite);
|
|
u->jump_speed = -400;
|
|
break;
|
|
case PLAYER_DEATH_CRUMBLE:
|
|
|
|
PlaySound(DIGI_BODYSQUISH1, pp, v3df_dontpan);
|
|
|
|
SET(pp->Flags, PF_DEAD_HEAD | PF_JUMPING);
|
|
pp->jump_speed = -300;
|
|
u->slide_vel = 0;
|
|
SpawnShrap(pp->PlayerSprite,-1);
|
|
SET(pp->SpriteP->cstat, CSTAT_SPRITE_YCENTER);
|
|
NewStateGroup(pp->PlayerSprite, sg_PlayerHeadFly);
|
|
u->ID = NINJA_Head_R0;
|
|
pp->SpriteP->xrepeat = 48;
|
|
pp->SpriteP->yrepeat = 48;
|
|
// Blood fountains
|
|
InitBloodSpray(pp->PlayerSprite,true,105);
|
|
break;
|
|
case PLAYER_DEATH_EXPLODE:
|
|
|
|
PlaySound(DIGI_BODYSQUISH1, pp, v3df_dontpan);
|
|
|
|
SET(pp->Flags, PF_DEAD_HEAD | PF_JUMPING);
|
|
pp->jump_speed = -650;
|
|
SpawnShrap(pp->PlayerSprite,-1);
|
|
SET(pp->SpriteP->cstat, CSTAT_SPRITE_YCENTER);
|
|
NewStateGroup(pp->PlayerSprite, sg_PlayerHeadFly);
|
|
u->ID = NINJA_Head_R0;
|
|
pp->SpriteP->xrepeat = 48;
|
|
pp->SpriteP->yrepeat = 48;
|
|
// Blood fountains
|
|
InitBloodSpray(pp->PlayerSprite,true,-1);
|
|
InitBloodSpray(pp->PlayerSprite,true,-1);
|
|
InitBloodSpray(pp->PlayerSprite,true,-1);
|
|
break;
|
|
case PLAYER_DEATH_SQUISH:
|
|
|
|
PlaySound(DIGI_BODYCRUSHED1, pp, v3df_dontpan);
|
|
|
|
SET(pp->Flags, PF_DEAD_HEAD | PF_JUMPING);
|
|
pp->jump_speed = 200;
|
|
u->slide_vel = 800;
|
|
SpawnShrap(pp->PlayerSprite, -1);
|
|
SET(pp->SpriteP->cstat, CSTAT_SPRITE_YCENTER);
|
|
NewStateGroup(pp->PlayerSprite, sg_PlayerHeadFly);
|
|
u->ID = NINJA_Head_R0;
|
|
pp->SpriteP->xrepeat = 48;
|
|
pp->SpriteP->yrepeat = 48;
|
|
// Blood fountains
|
|
InitBloodSpray(pp->PlayerSprite,true,105);
|
|
break;
|
|
|
|
}
|
|
|
|
SET(pp->Flags, PF_DEAD);
|
|
RESET(u->Flags,SPR_BOUNCE);
|
|
RESET(pp->Flags, PF_HEAD_CONTROL);
|
|
}
|
|
|
|
void
|
|
DoPlayerDeathHoriz(PLAYERp pp, short target, short speed)
|
|
{
|
|
if ((pp->horizon.horiz.asq16() - IntToFixed(target)) > FRACUNIT)
|
|
{
|
|
pp->horizon.addadjustment(-speed);
|
|
}
|
|
|
|
if ((IntToFixed(target) - pp->horizon.horiz.asq16()) > FRACUNIT)
|
|
{
|
|
pp->horizon.addadjustment(speed);
|
|
}
|
|
}
|
|
|
|
int
|
|
DoPlayerDeathTilt(PLAYERp pp, short target, short speed)
|
|
{
|
|
if (pp->tilt > target)
|
|
{
|
|
pp->tilt -= speed;
|
|
if (pp->tilt <= target)
|
|
pp->tilt = target;
|
|
}
|
|
|
|
if (pp->tilt < target)
|
|
{
|
|
pp->tilt += speed;
|
|
if (pp->tilt >= target)
|
|
pp->tilt = target;
|
|
}
|
|
|
|
return pp->tilt == target;
|
|
}
|
|
|
|
|
|
void
|
|
DoPlayerDeathZrange(PLAYERp pp)
|
|
{
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
|
|
// make sure we don't land on a regular sprite
|
|
DoFindGround(pp->PlayerSprite);
|
|
|
|
// update player values with results from DoFindGround
|
|
// pp->hiz = u->hiz;
|
|
pp->loz = u->loz;
|
|
pp->lo_sp = u->lo_sp;
|
|
//pp->hi_sp = u->hi_sp;
|
|
pp->lo_sectp = u->lo_sectp;
|
|
//pp->hi_sectp = u->hi_sectp;
|
|
}
|
|
|
|
void DoPlayerDeathHurl(PLAYERp pp)
|
|
{
|
|
if (numplayers > 1)
|
|
{
|
|
if (pp->input.actions & SB_FIRE)
|
|
{
|
|
if (pp->KeyPressBits & SB_FIRE)
|
|
{
|
|
|
|
|
|
SET(pp->Flags, PF_HEAD_CONTROL);
|
|
NewStateGroup(pp->PlayerSprite, sg_PlayerHeadHurl);
|
|
if (MoveSkip4 == 0)
|
|
{
|
|
SpawnShrap(pp->PlayerSprite, -1);
|
|
if (RANDOM_RANGE(1000) > 400)
|
|
PlayerSound(DIGI_DHVOMIT, v3df_dontpan|v3df_follow,pp);
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!TEST(pp->Flags, PF_JUMPING|PF_FALLING))
|
|
NewStateGroup(pp->PlayerSprite, sg_PlayerHead);
|
|
}
|
|
|
|
|
|
void DoPlayerDeathFollowKiller(PLAYERp pp)
|
|
{
|
|
// if it didn't make it to this angle because of a low ceiling or something
|
|
// continue on to it
|
|
DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_UP_VALUE, 4);
|
|
//DoPlayerDeathTilt(pp, pp->tilt_dest, 4 * synctics);
|
|
|
|
// allow turning
|
|
if (TEST(pp->Flags, PF_DEAD_HEAD|PF_HEAD_CONTROL))
|
|
{
|
|
if (!SyncInput())
|
|
{
|
|
SET(pp->Flags2, PF2_INPUT_CAN_TURN_GENERAL);
|
|
}
|
|
else
|
|
{
|
|
DoPlayerTurn(pp, pp->input.avel, 1);
|
|
}
|
|
}
|
|
|
|
// follow what killed you if its available
|
|
if (pp->Killer > -1)
|
|
{
|
|
SPRITEp kp = &sprite[pp->Killer];
|
|
|
|
if (FAFcansee(kp->x, kp->y, SPRITEp_TOS(kp), kp->sectnum, pp->posx, pp->posy, pp->posz, pp->cursectnum))
|
|
{
|
|
pp->angle.addadjustment(getincanglebam(pp->angle.ang, bvectangbam(kp->x - pp->posx, kp->y - pp->posy)).signedbuild() >> 4);
|
|
}
|
|
}
|
|
}
|
|
|
|
void DoPlayerDeathCheckKeys(PLAYERp pp)
|
|
{
|
|
SPRITEp sp = pp->SpriteP;
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
|
|
if (pp->input.actions & SB_OPEN)
|
|
{
|
|
// Spawn a dead LoWang body for non-head deaths
|
|
// Hey Frank, if you think of a better check, go ahead and put it in.
|
|
if (PlayerFloorHit(pp, pp->loz - PLAYER_HEIGHT))
|
|
{
|
|
if (pp->DeathType == PLAYER_DEATH_FLIP || pp->DeathType == PLAYER_DEATH_RIPPER)
|
|
QueueLoWangs(pp->PlayerSprite);
|
|
}
|
|
else
|
|
{
|
|
// If he's not on the floor, then gib like a mo-fo!
|
|
InitBloodSpray(pp->PlayerSprite,true,-1);
|
|
InitBloodSpray(pp->PlayerSprite,true,-1);
|
|
InitBloodSpray(pp->PlayerSprite,true,-1);
|
|
}
|
|
|
|
PlayerSpawnPosition(pp);
|
|
|
|
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Stand);
|
|
pp->SpriteP->picnum = u->State->Pic;
|
|
pp->SpriteP->xrepeat = pp->SpriteP->yrepeat = PLAYER_NINJA_XREPEAT;
|
|
RESET(pp->SpriteP->cstat, CSTAT_SPRITE_YCENTER);
|
|
pp->SpriteP->x = pp->posx;
|
|
pp->SpriteP->y = pp->posy;
|
|
pp->SpriteP->z = pp->posz+PLAYER_HEIGHT;
|
|
pp->SpriteP->ang = pp->angle.ang.asbuild();
|
|
|
|
DoSpawnTeleporterEffect(pp->SpriteP);
|
|
PlaySound(DIGI_TELEPORT, pp, v3df_none);
|
|
|
|
DoPlayerZrange(pp);
|
|
|
|
pp->sop_control = NULL;
|
|
pp->sop_remote = NULL;
|
|
pp->sop_riding = NULL;
|
|
pp->sop = NULL;
|
|
|
|
RESET(pp->Flags, PF_WEAPON_DOWN|PF_WEAPON_RETRACT);
|
|
RESET(pp->Flags, PF_DEAD);
|
|
RESET(sp->cstat, CSTAT_SPRITE_YCENTER);
|
|
SET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
pp->input.actions |= SB_CENTERVIEW;
|
|
sp->xrepeat = PLAYER_NINJA_XREPEAT;
|
|
sp->yrepeat = PLAYER_NINJA_YREPEAT;
|
|
|
|
//pp->tilt = 0;
|
|
pp->horizon.horiz = q16horiz(0);
|
|
DoPlayerResetMovement(pp);
|
|
u->ID = NINJA_RUN_R0;
|
|
PlayerDeathReset(pp);
|
|
|
|
if (pp == Player + screenpeek)
|
|
{
|
|
videoFadePalette(0,0,0,0);
|
|
}
|
|
|
|
pp->NightVision = false;
|
|
pp->FadeAmt = 0;
|
|
DoPlayerDivePalette(pp);
|
|
DoPlayerNightVisionPalette(pp);
|
|
|
|
if (numplayers > 1)
|
|
{
|
|
// need to call this routine BEFORE resetting DEATH flag
|
|
DoPlayerBeginRun(pp);
|
|
}
|
|
else
|
|
{
|
|
gameaction = ga_autoloadgame;
|
|
}
|
|
|
|
DoPlayerFireOutDeath(pp);
|
|
}
|
|
}
|
|
|
|
void
|
|
DoPlayerHeadDebris(PLAYERp pp)
|
|
{
|
|
SECTORp sectp = §or[pp->cursectnum];
|
|
|
|
if (TEST(sectp->extra, SECTFX_SINK))
|
|
{
|
|
DoPlayerSpriteBob(pp, Z(8), Z(4), 3);
|
|
}
|
|
else
|
|
{
|
|
pp->bob_amt = 0;
|
|
}
|
|
}
|
|
|
|
SPRITEp DoPlayerDeathCheckKick(PLAYERp pp)
|
|
{
|
|
SPRITEp sp = pp->SpriteP, hp;
|
|
USERp u = User[pp->PlayerSprite].Data(), hu;
|
|
int i;
|
|
unsigned stat;
|
|
int dist;
|
|
int a,b,c;
|
|
|
|
for (stat = 0; stat < SIZ(StatDamageList); stat++)
|
|
{
|
|
StatIterator it(StatDamageList[stat]);
|
|
while ((i = it.NextIndex()) >= 0)
|
|
{
|
|
hp = &sprite[i];
|
|
hu = User[i].Data();
|
|
|
|
if (i == pp->PlayerSprite)
|
|
break;
|
|
|
|
// don't set off mine
|
|
if (!TEST(hp->extra, SPRX_PLAYER_OR_ENEMY))
|
|
continue;
|
|
|
|
DISTANCE(hp->x, hp->y, sp->x, sp->y, dist, a, b, c);
|
|
|
|
if (unsigned(dist) < hu->Radius + 100)
|
|
{
|
|
pp->Killer = i;
|
|
|
|
u->slide_ang = getangle(sp->x - hp->x, sp->y - hp->y);
|
|
u->slide_ang = NORM_ANGLE(u->slide_ang + (RANDOM_P2(128<<5)>>5) - 64);
|
|
|
|
u->slide_vel = hp->xvel<<1;
|
|
RESET(u->Flags,SPR_BOUNCE);
|
|
pp->jump_speed = -500;
|
|
NewStateGroup(pp->PlayerSprite, sg_PlayerHeadFly);
|
|
SET(pp->Flags, PF_JUMPING);
|
|
SpawnShrap(pp->PlayerSprite, -1);
|
|
return hp;
|
|
}
|
|
}
|
|
}
|
|
|
|
DoPlayerZrange(pp);
|
|
|
|
// sector stomper kick
|
|
if (labs(pp->loz - pp->hiz) < SPRITEp_SIZE_Z(pp->SpriteP) - Z(8))
|
|
{
|
|
u->slide_ang = RANDOM_P2(2048);
|
|
u->slide_vel = 1000;
|
|
RESET(u->Flags,SPR_BOUNCE);
|
|
pp->jump_speed = -100;
|
|
NewStateGroup(pp->PlayerSprite, sg_PlayerHeadFly);
|
|
SET(pp->Flags, PF_JUMPING);
|
|
SpawnShrap(pp->PlayerSprite, -1);
|
|
return NULL;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
void DoPlayerDeathMoveHead(PLAYERp pp)
|
|
{
|
|
SPRITEp sp = pp->SpriteP;
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
int dax,day;
|
|
short sectnum;
|
|
|
|
dax = MOVEx(u->slide_vel, u->slide_ang);
|
|
day = MOVEy(u->slide_vel, u->slide_ang);
|
|
|
|
if ((u->ret = move_sprite(pp->PlayerSprite, dax, day, 0, Z(16), Z(16), 1, synctics)))
|
|
{
|
|
switch (TEST(u->ret, HIT_MASK))
|
|
{
|
|
case HIT_SPRITE:
|
|
{
|
|
short wall_ang, dang;
|
|
short hit_sprite = -2;
|
|
SPRITEp hsp;
|
|
|
|
//PlaySound(DIGI_DHCLUNK, pp, v3df_dontpan);
|
|
|
|
hit_sprite = NORM_SPRITE(u->ret);
|
|
hsp = &sprite[hit_sprite];
|
|
|
|
if (!TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
|
|
break;
|
|
|
|
|
|
wall_ang = NORM_ANGLE(hsp->ang);
|
|
dang = getincangle(wall_ang, u->slide_ang);
|
|
u->slide_ang = NORM_ANGLE(wall_ang + 1024 - dang);
|
|
|
|
SpawnShrap(pp->PlayerSprite, -1);
|
|
break;
|
|
}
|
|
case HIT_WALL:
|
|
{
|
|
short w,nw,wall_ang,dang;
|
|
|
|
//PlaySound(DIGI_DHCLUNK, pp, v3df_dontpan);
|
|
|
|
w = NORM_WALL(u->ret);
|
|
|
|
nw = wall[w].point2;
|
|
wall_ang = NORM_ANGLE(getangle(wall[nw].x - wall[w].x, wall[nw].y - wall[w].y)-512);
|
|
|
|
dang = getincangle(wall_ang, u->slide_ang);
|
|
u->slide_ang = NORM_ANGLE(wall_ang + 1024 - dang);
|
|
|
|
SpawnShrap(pp->PlayerSprite, -1);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
pp->posx = sp->x;
|
|
pp->posy = sp->y;
|
|
pp->cursectnum = sp->sectnum;
|
|
|
|
// try to stay in valid area - death sometimes throws you out of the map
|
|
sectnum = pp->cursectnum;
|
|
COVERupdatesector(pp->posx, pp->posy, §num);
|
|
if (sectnum < 0)
|
|
{
|
|
pp->cursectnum = pp->lv_sectnum;
|
|
changespritesect(pp->PlayerSprite, pp->lv_sectnum);
|
|
pp->posx = sp->x = pp->lv_x;
|
|
pp->posy = sp->y = pp->lv_y;
|
|
}
|
|
else
|
|
{
|
|
pp->lv_sectnum = sectnum;
|
|
pp->lv_x = pp->posx;
|
|
pp->lv_y = pp->posy;
|
|
}
|
|
}
|
|
|
|
void DoPlayerDeathFlip(PLAYERp pp)
|
|
{
|
|
if (Prediction)
|
|
return;
|
|
|
|
DoPlayerDeathZrange(pp);
|
|
|
|
if (TEST(pp->Flags,PF_JUMPING|PF_FALLING))
|
|
{
|
|
if (TEST(pp->Flags,PF_JUMPING))
|
|
{
|
|
DoPlayerDeathJump(pp);
|
|
DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_UP_VALUE, 2);
|
|
if (MoveSkip2 == 0)
|
|
DoJump(pp->PlayerSprite);
|
|
}
|
|
|
|
if (TEST(pp->Flags,PF_FALLING))
|
|
{
|
|
DoPlayerDeathFall(pp);
|
|
DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_UP_VALUE, 4);
|
|
if (MoveSkip2 == 0)
|
|
DoFall(pp->PlayerSprite);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
DoPlayerDeathFollowKiller(pp);
|
|
}
|
|
|
|
DoPlayerDeathCheckKeys(pp);
|
|
}
|
|
|
|
|
|
|
|
void DoPlayerDeathDrown(PLAYERp pp)
|
|
{
|
|
SPRITEp sp = pp->SpriteP;
|
|
|
|
if (Prediction)
|
|
return;
|
|
|
|
DoPlayerDeathZrange(pp);
|
|
|
|
if (TEST(pp->Flags,PF_JUMPING|PF_FALLING))
|
|
{
|
|
if (TEST(pp->Flags,PF_JUMPING))
|
|
{
|
|
DoPlayerDeathJump(pp);
|
|
DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_UP_VALUE, 2);
|
|
if (MoveSkip2 == 0)
|
|
DoJump(pp->PlayerSprite);
|
|
}
|
|
|
|
if (TEST(pp->Flags,PF_FALLING))
|
|
{
|
|
pp->posz += Z(2);
|
|
if (MoveSkip2 == 0)
|
|
sp->z += Z(4);
|
|
|
|
// Stick like glue when you hit the ground
|
|
if (pp->posz > pp->loz - PLAYER_DEATH_HEIGHT)
|
|
{
|
|
pp->posz = pp->loz - PLAYER_DEATH_HEIGHT;
|
|
RESET(pp->Flags, PF_FALLING);
|
|
}
|
|
}
|
|
}
|
|
|
|
DoPlayerDeathFollowKiller(pp);
|
|
DoPlayerDeathCheckKeys(pp);
|
|
}
|
|
|
|
|
|
void DoPlayerDeathBounce(PLAYERp pp)
|
|
{
|
|
SPRITEp sp = pp->SpriteP;
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
|
|
if (Prediction)
|
|
return;
|
|
|
|
if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_SINK))
|
|
{
|
|
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
NewStateGroup(pp->PlayerSprite, sg_PlayerHead);
|
|
u->slide_vel = 0;
|
|
SET(u->Flags, SPR_BOUNCE);
|
|
|
|
|
|
return;
|
|
}
|
|
|
|
SET(u->Flags, SPR_BOUNCE);
|
|
pp->jump_speed = -300;
|
|
u->slide_vel >>= 2;
|
|
u->slide_ang = NORM_ANGLE((RANDOM_P2(64<<8)>>8) - 32);
|
|
SET(pp->Flags, PF_JUMPING);
|
|
SpawnShrap(pp->PlayerSprite, -1);
|
|
}
|
|
|
|
|
|
|
|
|
|
void DoPlayerDeathCrumble(PLAYERp pp)
|
|
{
|
|
SPRITEp sp = pp->SpriteP;
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
|
|
if (Prediction)
|
|
return;
|
|
|
|
DoPlayerDeathZrange(pp);
|
|
|
|
if (TEST(pp->Flags,PF_JUMPING|PF_FALLING))
|
|
{
|
|
if (TEST(pp->Flags,PF_JUMPING))
|
|
{
|
|
DoPlayerDeathJump(pp);
|
|
DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_JUMP_VALUE, 4);
|
|
}
|
|
|
|
if (TEST(pp->Flags,PF_FALLING))
|
|
{
|
|
DoPlayerDeathFall(pp);
|
|
DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_FALL_VALUE, 3);
|
|
}
|
|
|
|
if (!TEST(pp->Flags,PF_JUMPING|PF_FALLING))
|
|
{
|
|
if (!TEST(u->Flags, SPR_BOUNCE))
|
|
{
|
|
DoPlayerDeathBounce(pp);
|
|
return;
|
|
}
|
|
|
|
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
NewStateGroup(pp->PlayerSprite, sg_PlayerHead);
|
|
}
|
|
else
|
|
{
|
|
DoPlayerDeathMoveHead(pp);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
DoPlayerDeathCheckKick(pp);
|
|
DoPlayerDeathHurl(pp);
|
|
DoPlayerDeathFollowKiller(pp);
|
|
//pp->posz = pp->loz - PLAYER_DEATH_HEIGHT;
|
|
}
|
|
|
|
DoPlayerDeathCheckKeys(pp);
|
|
sp->z = pp->posz+PLAYER_DEAD_HEAD_FLOORZ_OFFSET;
|
|
DoPlayerHeadDebris(pp);
|
|
}
|
|
|
|
void DoPlayerDeathExplode(PLAYERp pp)
|
|
{
|
|
SPRITEp sp = pp->SpriteP;
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
|
|
if (Prediction)
|
|
return;
|
|
|
|
DoPlayerDeathZrange(pp);
|
|
|
|
if (TEST(pp->Flags,PF_JUMPING|PF_FALLING))
|
|
{
|
|
if (TEST(pp->Flags,PF_JUMPING))
|
|
{
|
|
DoPlayerDeathJump(pp);
|
|
DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_JUMP_VALUE, 4);
|
|
}
|
|
|
|
if (TEST(pp->Flags,PF_FALLING))
|
|
{
|
|
DoPlayerDeathFall(pp);
|
|
DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_JUMP_VALUE, 3);
|
|
}
|
|
|
|
if (!TEST(pp->Flags,PF_JUMPING|PF_FALLING))
|
|
{
|
|
if (!TEST(u->Flags, SPR_BOUNCE))
|
|
{
|
|
DoPlayerDeathBounce(pp);
|
|
return;
|
|
}
|
|
|
|
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
NewStateGroup(pp->PlayerSprite, sg_PlayerHead);
|
|
}
|
|
else
|
|
{
|
|
DoPlayerDeathMoveHead(pp);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// special line for amoeba
|
|
//COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum);
|
|
|
|
DoPlayerDeathCheckKick(pp);
|
|
DoPlayerDeathHurl(pp);
|
|
DoPlayerDeathFollowKiller(pp);
|
|
//pp->posz = pp->loz - PLAYER_DEATH_HEIGHT;
|
|
}
|
|
|
|
DoPlayerDeathCheckKeys(pp);
|
|
sp->z = pp->posz+PLAYER_DEAD_HEAD_FLOORZ_OFFSET;
|
|
DoPlayerHeadDebris(pp);
|
|
}
|
|
|
|
void
|
|
DoPlayerBeginRun(PLAYERp pp)
|
|
{
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
|
|
// Crawl if in small aread automatically
|
|
if (DoPlayerTestCrawl(pp))
|
|
{
|
|
DoPlayerBeginCrawl(pp);
|
|
return;
|
|
}
|
|
|
|
RESET(pp->Flags, PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL|PF_CLIMBING);
|
|
|
|
if (pp->WadeDepth)
|
|
{
|
|
DoPlayerBeginWade(pp);
|
|
return;
|
|
}
|
|
|
|
pp->friction = PLAYER_RUN_FRICTION;
|
|
pp->floor_dist = PLAYER_RUN_FLOOR_DIST;
|
|
pp->ceiling_dist = PLAYER_RUN_CEILING_DIST;
|
|
pp->DoPlayerAction = DoPlayerRun;
|
|
|
|
///DamageData[u->WeaponNum].Init(pp);
|
|
|
|
ASSERT(u->ActorActionSet->Run);
|
|
|
|
if (TEST(pp->Flags, PF_PLAYER_MOVED))
|
|
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run);
|
|
else
|
|
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Stand);
|
|
}
|
|
|
|
void
|
|
DoPlayerRun(PLAYERp pp)
|
|
{
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
|
|
if (pp->cursectnum >= 0 && SectorIsUnderwaterArea(pp->cursectnum))
|
|
{
|
|
DoPlayerBeginDiveNoWarp(pp);
|
|
return;
|
|
}
|
|
|
|
// Crawl if in small aread automatically
|
|
if (DoPlayerTestCrawl(pp))
|
|
{
|
|
DoPlayerBeginCrawl(pp);
|
|
return;
|
|
}
|
|
|
|
// Crawl Commanded
|
|
if (pp->input.actions & SB_CROUCH)
|
|
{
|
|
DoPlayerBeginCrawl(pp);
|
|
return;
|
|
}
|
|
|
|
// Jump
|
|
if (pp->input.actions & SB_JUMP)
|
|
{
|
|
if (pp->KeyPressBits & SB_JUMP)
|
|
{
|
|
pp->KeyPressBits &= ~SB_JUMP;
|
|
// make sure you stand at full heights for jumps/double jumps
|
|
//DoPlayerHeight(pp);
|
|
//DoPlayerHeight(pp);
|
|
//DoPlayerHeight(pp);
|
|
//DoPlayerHeight(pp);
|
|
//DoPlayerHeight(pp);
|
|
pp->posz = pp->loz - PLAYER_HEIGHT;
|
|
DoPlayerBeginJump(pp);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pp->KeyPressBits |= SB_JUMP;
|
|
}
|
|
|
|
if (PlayerFlyKey())
|
|
{
|
|
DoPlayerBeginFly(pp);
|
|
return;
|
|
}
|
|
|
|
if (DebugOperate)
|
|
{
|
|
if (!TEST(pp->Flags, PF_DEAD) && !Prediction)
|
|
{
|
|
if (pp->input.actions & SB_OPEN)
|
|
{
|
|
if ((pp->KeyPressBits & SB_OPEN) && pp->cursectnum >= 0)
|
|
{
|
|
if (TEST(sector[pp->cursectnum].extra, SECTFX_OPERATIONAL))
|
|
{
|
|
pp->KeyPressBits &= ~SB_OPEN;
|
|
DoPlayerBeginOperate(pp);
|
|
return;
|
|
}
|
|
else if (TEST(sector[pp->cursectnum].extra, SECTFX_TRIGGER))
|
|
{
|
|
SPRITEp sp;
|
|
|
|
sp = FindNearSprite(pp->SpriteP, STAT_TRIGGER);
|
|
if (sp && SP_TAG5(sp) == TRIGGER_TYPE_REMOTE_SO)
|
|
{
|
|
pp->remote_sprite = sp;
|
|
pp->KeyPressBits &= ~SB_OPEN;
|
|
ASSERT(pp->remote_sprite);
|
|
DoPlayerBeginRemoteOperate(pp, &SectorObject[SP_TAG7(pp->remote_sprite)]);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pp->KeyPressBits |= SB_OPEN;
|
|
}
|
|
}
|
|
}
|
|
|
|
DoPlayerBob(pp);
|
|
|
|
if (pp->WadeDepth)
|
|
{
|
|
DoPlayerBeginWade(pp);
|
|
return;
|
|
}
|
|
|
|
|
|
// If moving forward and tag is a ladder start climbing
|
|
if (PlayerOnLadder(pp))
|
|
{
|
|
DoPlayerBeginClimb(pp);
|
|
return;
|
|
}
|
|
|
|
// Move about
|
|
DoPlayerMove(pp);
|
|
|
|
if (u->Rot != sg_PlayerNinjaSword && u->Rot != sg_PlayerNinjaPunch)
|
|
{
|
|
if (TEST(pp->Flags, PF_PLAYER_MOVED))
|
|
{
|
|
if (u->Rot != u->ActorActionSet->Run)
|
|
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run);
|
|
}
|
|
else
|
|
{
|
|
if (u->Rot != u->ActorActionSet->Stand)
|
|
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Stand);
|
|
}
|
|
}
|
|
|
|
// If the floor is far below you, fall hard instead of adjusting height
|
|
if (PlayerFallTest(pp, PLAYER_HEIGHT))
|
|
{
|
|
pp->jump_speed = Z(1);
|
|
DoPlayerBeginFall(pp);
|
|
// call PlayerFall now seems to iron out a hitch before falling
|
|
DoPlayerFall(pp);
|
|
return;
|
|
}
|
|
|
|
if (TEST(sector[pp->cursectnum].extra, SECTFX_DYNAMIC_AREA))
|
|
{
|
|
pp->posz = pp->loz - PLAYER_HEIGHT;
|
|
}
|
|
|
|
// Adjust height moving up and down sectors
|
|
DoPlayerHeight(pp);
|
|
}
|
|
|
|
|
|
void
|
|
PlayerStateControl(int16_t SpriteNum)
|
|
{
|
|
USERp u;
|
|
|
|
if ((unsigned)SpriteNum >= MAXSPRITES)
|
|
return;
|
|
|
|
// Convienience var
|
|
u = User[SpriteNum].Data();
|
|
|
|
if (u == NULL)
|
|
return;
|
|
|
|
u->Tics += synctics;
|
|
|
|
// Skip states if too much time has passed
|
|
while (u->Tics >= TEST(u->State->Tics, SF_TICS_MASK))
|
|
{
|
|
|
|
// Set Tics
|
|
u->Tics -= TEST(u->State->Tics, SF_TICS_MASK);
|
|
|
|
// Transition to the next state
|
|
u->State = u->State->NextState;
|
|
|
|
// !JIM! Added this so I can do quick calls in player states!
|
|
// Need this in order for floor blood and footprints to not get called more than once.
|
|
while (TEST(u->State->Tics, SF_QUICK_CALL))
|
|
{
|
|
// Call it once and go to the next state
|
|
(*u->State->Animator)(SpriteNum);
|
|
|
|
// if still on the same QUICK_CALL should you
|
|
// go to the next state.
|
|
if (TEST(u->State->Tics, SF_QUICK_CALL))
|
|
u->State = u->State->NextState;
|
|
}
|
|
|
|
if (!u->State->Pic)
|
|
{
|
|
NewStateGroup(SpriteNum, (STATEp *) u->State->NextState);
|
|
}
|
|
}
|
|
|
|
// Set picnum to the correct pic
|
|
//sprite[SpriteNum].picnum = u->State->Pic;
|
|
if (u->RotNum > 1)
|
|
sprite[SpriteNum].picnum = u->Rot[0]->Pic;
|
|
else
|
|
sprite[SpriteNum].picnum = u->State->Pic;
|
|
|
|
// Call the correct animator
|
|
if (TEST(u->State->Tics, SF_PLAYER_FUNC))
|
|
if (u->State->Animator)
|
|
(*u->State->Animator)(SpriteNum);
|
|
|
|
return;
|
|
}
|
|
|
|
void
|
|
MoveSkipSavePos(void)
|
|
{
|
|
SPRITEp sp;
|
|
USERp u;
|
|
int i;
|
|
short pnum;
|
|
PLAYERp pp;
|
|
|
|
MoveSkip8 = (MoveSkip8 + 1) & 7;
|
|
MoveSkip4 = (MoveSkip4 + 1) & 3;
|
|
MoveSkip2 ^= 1;
|
|
|
|
// Save off player
|
|
TRAVERSE_CONNECT(pnum)
|
|
{
|
|
pp = Player + pnum;
|
|
|
|
pp->oposx = pp->posx;
|
|
pp->oposy = pp->posy;
|
|
pp->oposz = pp->posz;
|
|
pp->obob_z = pp->bob_z;
|
|
pp->angle.backup();
|
|
pp->horizon.backup();
|
|
}
|
|
|
|
// save off stats for skip4
|
|
if (MoveSkip4 == 0)
|
|
{
|
|
short stat;
|
|
|
|
for (stat = STAT_SKIP4_START; stat <= STAT_SKIP4_INTERP_END; stat++)
|
|
{
|
|
StatIterator it(stat);
|
|
while ((i = it.NextIndex()) >= 0)
|
|
{
|
|
if ((unsigned)i >= MAXSPRITES)
|
|
continue;
|
|
|
|
sp = &sprite[i];
|
|
u = User[i].Data();
|
|
|
|
if (sp == NULL || u == NULL)
|
|
continue;
|
|
|
|
sp->backuppos();
|
|
u->oz = sp->oz;
|
|
}
|
|
}
|
|
}
|
|
|
|
// save off stats for skip2
|
|
if (MoveSkip2 == 0)
|
|
{
|
|
short stat;
|
|
|
|
for (stat = STAT_SKIP2_START; stat <= STAT_SKIP2_INTERP_END; stat++)
|
|
{
|
|
StatIterator it(stat);
|
|
while ((i = it.NextIndex()) >= 0)
|
|
{
|
|
if ((unsigned)i >= MAXSPRITES)
|
|
continue;
|
|
sp = &sprite[i];
|
|
u = User[i].Data();
|
|
|
|
if (sp == NULL || u == NULL)
|
|
continue;
|
|
sp->backuppos();
|
|
u->oz = sp->oz;
|
|
}
|
|
}
|
|
}
|
|
|
|
// back up all sprite angles.
|
|
for (int i = 0; i < MAXSPRITES; i++)
|
|
{
|
|
sprite[i].backupang();
|
|
}
|
|
}
|
|
|
|
|
|
void PlayerTimers(PLAYERp pp)
|
|
{
|
|
SPRITEp sp = pp->SpriteP;
|
|
|
|
InventoryTimer(pp);
|
|
}
|
|
|
|
void ChopsCheck(PLAYERp pp)
|
|
{
|
|
if (!M_Active() && !TEST(pp->Flags, PF_DEAD) && !pp->sop_riding && numplayers <= 1)
|
|
{
|
|
if (pp->input.actions & ~SB_RUN || pp->input.fvel || pp->input.svel || pp->input.avel || pp->input.horz ||
|
|
TEST(pp->Flags, PF_CLIMBING | PF_FALLING | PF_DIVING))
|
|
{
|
|
// Hit a input key or other reason to stop chops
|
|
//if (pp->Chops && pp->Chops->State != pp->Chops->State->RetractState)
|
|
if (pp->Chops)
|
|
{
|
|
if (!pp->sop_control) // specail case
|
|
RESET(pp->Flags, PF_WEAPON_DOWN);
|
|
ChopsSetRetract(pp);
|
|
}
|
|
ChopTics = 0;
|
|
}
|
|
else
|
|
{
|
|
ChopTics += synctics;
|
|
if (!pp->Chops)
|
|
{
|
|
// Chops not up
|
|
if (ChopTics > 30*120)
|
|
{
|
|
ChopTics = 0;
|
|
// take weapon down
|
|
SET(pp->Flags, PF_WEAPON_DOWN);
|
|
InitChops(pp);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Chops already up
|
|
if (ChopTics > 30*120)
|
|
{
|
|
ChopTics = 0;
|
|
// bring weapon back up
|
|
RESET(pp->Flags, PF_WEAPON_DOWN);
|
|
ChopsSetRetract(pp);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void PlayerGlobal(PLAYERp pp)
|
|
{
|
|
// This is the place for things that effect the player no matter what hes
|
|
// doing
|
|
|
|
|
|
PlayerTimers(pp);
|
|
|
|
if (TEST(pp->Flags, PF_RECOIL))
|
|
DoPlayerRecoil(pp);
|
|
|
|
if (!TEST(pp->Flags, PF_CLIP_CHEAT))
|
|
{
|
|
if (pp->hi_sectp && pp->lo_sectp)
|
|
{
|
|
int min_height;
|
|
|
|
// just adjusted min height to something small to take care of all cases
|
|
min_height = PLAYER_MIN_HEIGHT;
|
|
|
|
if (labs(pp->loz - pp->hiz) < min_height)
|
|
{
|
|
if (!TEST(pp->Flags, PF_DEAD))
|
|
{
|
|
////DSPRINTF(ds,"Squish diff %d, min %d, cz %d, fz %d, lo %d, hi %d",labs(pp->loz - pp->hiz)>>8,min_height>>8, pp->ceiling_dist>>8, pp->floor_dist>>8,pp->lo_sectp-sector,pp->hi_sectp-sector);
|
|
//MONO_PRINT(ds);
|
|
PlayerUpdateHealth(pp, -User[pp->PlayerSprite]->Health); // Make sure he dies!
|
|
PlayerCheckDeath(pp, -1);
|
|
|
|
if (TEST(pp->Flags, PF_DEAD))
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (pp->FadeAmt > 0 && MoveSkip4 == 0)
|
|
{
|
|
DoPaletteFlash(pp);
|
|
}
|
|
|
|
// camera stuff that can't be done in drawscreen
|
|
if (pp->circle_camera_dist > CIRCLE_CAMERA_DIST_MIN)
|
|
pp->circle_camera_ang = NORM_ANGLE(pp->circle_camera_ang + 14);
|
|
|
|
if (pp->camera_check_time_delay > 0)
|
|
{
|
|
pp->camera_check_time_delay -= synctics;
|
|
if (pp->camera_check_time_delay <= 0)
|
|
pp->camera_check_time_delay = 0;
|
|
}
|
|
}
|
|
|
|
|
|
void MultiPlayLimits(void)
|
|
{
|
|
short pnum;
|
|
PLAYERp pp;
|
|
bool Done = false;
|
|
|
|
if (gNet.MultiGameType != MULTI_GAME_COMMBAT)
|
|
return;
|
|
|
|
if (gNet.KillLimit)
|
|
{
|
|
TRAVERSE_CONNECT(pnum)
|
|
{
|
|
pp = Player + pnum;
|
|
if (pp->Kills >= gNet.KillLimit)
|
|
{
|
|
Done = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (gNet.TimeLimit)
|
|
{
|
|
gNet.TimeLimitClock -= synctics;
|
|
|
|
if (gNet.TimeLimitClock <= 0)
|
|
Done = true;
|
|
}
|
|
|
|
if (Done)
|
|
{
|
|
gNet.TimeLimitClock = gNet.TimeLimit;
|
|
|
|
MapRecord *next = nullptr;
|
|
next = FindNextMap(currentLevel);
|
|
ChangeLevel(next, -1);
|
|
}
|
|
}
|
|
|
|
void PauseMultiPlay(void)
|
|
{
|
|
#if 0
|
|
static bool SavePrediction;
|
|
PLAYERp pp;
|
|
short pnum,p;
|
|
|
|
// check for pause of multi-play game
|
|
TRAVERSE_CONNECT(pnum)
|
|
{
|
|
pp = Player + pnum;
|
|
|
|
if (TEST_SYNC_KEY(pp, SK_PAUSE))
|
|
{
|
|
if (FLAG_KEY_PRESSED(pp, SK_PAUSE))
|
|
{
|
|
FLAG_KEY_RELEASE(pp, SK_PAUSE);
|
|
|
|
paused ^= 1;
|
|
|
|
if (paused)
|
|
{
|
|
SavePrediction = PredictionOn;
|
|
PredictionOn = false;
|
|
}
|
|
else
|
|
{
|
|
PredictionOn = SavePrediction;
|
|
TRAVERSE_CONNECT(p)
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FLAG_KEY_RESET(pp, SK_PAUSE);
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void
|
|
domovethings(void)
|
|
{
|
|
short i, pnum;
|
|
|
|
PLAYERp pp;
|
|
extern int FinishTimer;
|
|
|
|
|
|
UpdateInterpolations(); // Stick at beginning of domovethings
|
|
so_updateinterpolations(); // Stick at beginning of domovethings
|
|
MoveSkipSavePos();
|
|
|
|
if (paused)
|
|
{
|
|
if (!ReloadPrompt)
|
|
return;
|
|
}
|
|
|
|
PlayClock += synctics;
|
|
if (PlayClock == 2*synctics) gameaction = ga_autosave; // let the game run for 1 frame before saving.
|
|
|
|
thinktime.Reset();
|
|
thinktime.Clock();
|
|
|
|
DoAnim(synctics);
|
|
|
|
// should pass pnum and use syncbits
|
|
DoSector();
|
|
|
|
ProcessVisOn();
|
|
if (MoveSkip4 == 0)
|
|
{
|
|
ProcessQuakeOn();
|
|
ProcessQuakeSpot();
|
|
JS_ProcessEchoSpot();
|
|
}
|
|
|
|
actortime.Reset();
|
|
actortime.Clock();
|
|
SpriteControl();
|
|
actortime.Unclock();
|
|
|
|
TRAVERSE_CONNECT(pnum)
|
|
{
|
|
extern short screenpeek;
|
|
extern bool PlayerTrackingMode;
|
|
extern PLAYERp GlobPlayerP;
|
|
|
|
pp = Player + pnum;
|
|
GlobPlayerP = pp;
|
|
|
|
if (pp->cookieTime)
|
|
{
|
|
pp->cookieTime -= synctics;
|
|
if (pp->cookieTime <= 0)
|
|
{
|
|
memset(pp->cookieQuote, 0, sizeof(pp->cookieQuote));
|
|
pp->cookieTime = 0;
|
|
}
|
|
}
|
|
|
|
// auto tracking mode for single player multi-game
|
|
if (numplayers <= 1 && PlayerTrackingMode && pnum == screenpeek && screenpeek != myconnectindex)
|
|
{
|
|
int deltax = Player[myconnectindex].posx - Player[screenpeek].posx;
|
|
int deltay = Player[myconnectindex].posy - Player[screenpeek].posy;
|
|
Player[screenpeek].angle.settarget(bvectangbam(deltax, deltay));
|
|
}
|
|
|
|
if (!TEST(pp->Flags, PF_DEAD))
|
|
{
|
|
WeaponOperate(pp);
|
|
PlayerOperateEnv(pp);
|
|
}
|
|
|
|
// do for moving sectors
|
|
DoPlayerSectorUpdatePreMove(pp);
|
|
ChopsCheck(pp);
|
|
|
|
// Reset flags used while tying input to framerate
|
|
RESET(pp->Flags2, PF2_INPUT_CAN_AIM|PF2_INPUT_CAN_TURN_GENERAL|PF2_INPUT_CAN_TURN_VEHICLE|PF2_INPUT_CAN_TURN_TURRET);
|
|
pp->horizon.resetadjustment();
|
|
pp->angle.resetadjustment();
|
|
|
|
// disable synchronised input if set by game.
|
|
resetForcedSyncInput();
|
|
|
|
if (pp->DoPlayerAction) pp->DoPlayerAction(pp);
|
|
|
|
UpdatePlayerSprite(pp);
|
|
|
|
pSpriteControl(pp);
|
|
|
|
PlayerStateControl(pp->PlayerSprite);
|
|
|
|
DoPlayerSectorUpdatePostMove(pp);
|
|
PlayerGlobal(pp);
|
|
}
|
|
|
|
MultiPlayLimits();
|
|
|
|
thinktime.Unclock();
|
|
|
|
#if 0
|
|
CorrectPrediction(movefifoplc - 1);
|
|
#endif
|
|
if (FinishTimer)
|
|
{
|
|
if ((FinishTimer -= synctics) <= 0)
|
|
{
|
|
FinishTimer = 0;
|
|
MapRecord *map = nullptr;
|
|
if (FinishAnim == ANIM_SUMO)
|
|
{
|
|
map = FindNextMap(currentLevel);
|
|
}
|
|
ChangeLevel(map, -1);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void
|
|
InitAllPlayers(void)
|
|
{
|
|
PLAYERp pp;
|
|
PLAYERp pfirst = Player;
|
|
int i;
|
|
extern bool NewGame;
|
|
//int fz,cz;
|
|
|
|
//getzsofslope(pfirst->cursectnum, pfirst->posx, pfirst->posy, &cz, &fz);
|
|
//pfirst->posz = fz - PLAYER_HEIGHT;
|
|
pfirst->horizon.horiz = q16horiz(0);
|
|
|
|
// Initialize all [MAX_SW_PLAYERS] arrays here!
|
|
for (pp = Player; pp < &Player[MAX_SW_PLAYERS]; pp++)
|
|
{
|
|
pp->posx = pp->oposx = pfirst->posx;
|
|
pp->posy = pp->oposy = pfirst->posy;
|
|
pp->posz = pp->oposz = pfirst->posz;
|
|
pp->angle.ang = pp->angle.oang = pfirst->angle.ang;
|
|
pp->horizon.horiz = pp->horizon.ohoriz = pfirst->horizon.horiz;
|
|
pp->cursectnum = pfirst->cursectnum;
|
|
// set like this so that player can trigger something on start of the level
|
|
pp->lastcursectnum = pfirst->cursectnum+1;
|
|
|
|
//pp->MaxHealth = 100;
|
|
|
|
pp->oldposx = 0;
|
|
pp->oldposy = 0;
|
|
pp->climb_ndx = 10;
|
|
pp->Killer = -1;
|
|
pp->Kills = 0;
|
|
pp->bcnt = 0;
|
|
pp->UziShellLeftAlt = 0;
|
|
pp->UziShellRightAlt = 0;
|
|
|
|
pp->ceiling_dist = PLAYER_RUN_CEILING_DIST;
|
|
pp->floor_dist = PLAYER_RUN_FLOOR_DIST;
|
|
|
|
pp->WpnGotOnceFlags = 0;
|
|
pp->DoPlayerAction = DoPlayerBeginRun;
|
|
pp->KeyPressBits = ESyncBits::FromInt(0xFFFFFFFF);
|
|
memset(pp->KilledPlayer,0,sizeof(pp->KilledPlayer));
|
|
|
|
if (NewGame)
|
|
{
|
|
for (i = 0; i < MAX_INVENTORY; i++)
|
|
{
|
|
pp->InventoryAmount[i] = 0;
|
|
pp->InventoryPercent[i] = 0;
|
|
}
|
|
}
|
|
|
|
// My palette flashing stuff
|
|
pp->FadeAmt = 0;
|
|
pp->FadeTics = 0;
|
|
pp->StartColor = 0;
|
|
pp->horizon.horizoff = q16horiz(0);
|
|
|
|
INITLIST(&pp->PanelSpriteList);
|
|
}
|
|
}
|
|
|
|
int SearchSpawnPosition(PLAYERp pp)
|
|
{
|
|
PLAYERp opp; // other player
|
|
SPRITEp sp;
|
|
short pos_num;
|
|
short pnum,spawn_sprite;
|
|
bool blocked;
|
|
|
|
do
|
|
{
|
|
// get a spawn position
|
|
pos_num = RANDOM_RANGE(MAX_SW_PLAYERS);
|
|
spawn_sprite = StatIterator::First(STAT_MULTI_START + pos_num);
|
|
if (spawn_sprite <= -1)
|
|
return 0;
|
|
|
|
sp = &sprite[spawn_sprite];
|
|
|
|
blocked = false;
|
|
|
|
// check to see if anyone else is blocking this spot
|
|
TRAVERSE_CONNECT(pnum)
|
|
{
|
|
opp = &Player[pnum];
|
|
|
|
if (opp != pp) // don't test for yourself
|
|
{
|
|
if (FindDistance3D(sp->x - opp->posx, sp->y - opp->posy, sp->z - opp->posz) < 1000)
|
|
{
|
|
blocked = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
while (blocked);
|
|
|
|
return pos_num;
|
|
}
|
|
|
|
bool SpawnPositionUsed[MAX_SW_PLAYERS_REG+1];
|
|
|
|
void
|
|
PlayerSpawnPosition(PLAYERp pp)
|
|
{
|
|
SPRITEp sp;
|
|
short pnum = short(pp - Player);
|
|
short spawn_sprite = 0, pos_num = pnum;
|
|
int fz,cz;
|
|
int i;
|
|
|
|
// find the first unused spawn position
|
|
// garauntees that the spawn pos 0 will be used
|
|
// Note: This code is not used if the player is DEAD and respawning
|
|
|
|
for (i = 0; i < MAX_SW_PLAYERS; i++)
|
|
{
|
|
if (!SpawnPositionUsed[i])
|
|
{
|
|
pos_num = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// need to call this routine BEFORE resetting DEATH flag
|
|
|
|
switch (gNet.MultiGameType)
|
|
{
|
|
case MULTI_GAME_NONE:
|
|
// start from the beginning
|
|
spawn_sprite = StatIterator::First(STAT_MULTI_START + 0);
|
|
break;
|
|
case MULTI_GAME_COMMBAT:
|
|
case MULTI_GAME_AI_BOTS:
|
|
// start from random position after death
|
|
if (TEST(pp->Flags, PF_DEAD))
|
|
{
|
|
pos_num = SearchSpawnPosition(pp);
|
|
}
|
|
|
|
spawn_sprite = StatIterator::First(STAT_MULTI_START + pos_num);
|
|
break;
|
|
case MULTI_GAME_COOPERATIVE:
|
|
// start your assigned spot
|
|
spawn_sprite = StatIterator::First(STAT_MULTI_START + pos_num);
|
|
break;
|
|
}
|
|
|
|
SpawnPositionUsed[pos_num] = true;
|
|
|
|
if (spawn_sprite < 0)
|
|
{
|
|
spawn_sprite = StatIterator::First(STAT_MULTI_START + 0);
|
|
}
|
|
|
|
ASSERT(spawn_sprite >= 0);
|
|
|
|
sp = &sprite[spawn_sprite];
|
|
|
|
|
|
pp->posx = pp->oposx = sp->x;
|
|
pp->posy = pp->oposy = sp->y;
|
|
pp->posz = pp->oposz = sp->z;
|
|
pp->angle.ang = pp->angle.oang = buildang(sp->ang);
|
|
pp->cursectnum = sp->sectnum;
|
|
|
|
getzsofslope(pp->cursectnum, pp->posx, pp->posy, &cz, &fz);
|
|
// if too close to the floor - stand up
|
|
if (pp->posz > fz - PLAYER_HEIGHT)
|
|
{
|
|
pp->posz = pp->oposz = fz - PLAYER_HEIGHT;
|
|
}
|
|
}
|
|
|
|
|
|
void
|
|
InitMultiPlayerInfo(void)
|
|
{
|
|
PLAYERp pp;
|
|
SPRITEp sp;
|
|
short pnum, start0;
|
|
unsigned stat;
|
|
int SpriteNum, tag;
|
|
static short MultiStatList[] =
|
|
{
|
|
STAT_MULTI_START,
|
|
STAT_CO_OP_START
|
|
};
|
|
|
|
// this routine is called before SpriteSetup - process start positions NOW
|
|
StatIterator it(STAT_DEFAULT);
|
|
while ((SpriteNum = it.NextIndex()) >= 0)
|
|
{
|
|
sp = &sprite[SpriteNum];
|
|
|
|
tag = sp->hitag;
|
|
|
|
if (sp->picnum == ST1)
|
|
{
|
|
switch (tag)
|
|
{
|
|
case MULTI_PLAYER_START:
|
|
change_sprite_stat(SpriteNum, STAT_MULTI_START + sp->lotag);
|
|
break;
|
|
case MULTI_COOPERATIVE_START:
|
|
change_sprite_stat(SpriteNum, STAT_CO_OP_START + sp->lotag);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// set up the zero starting positions - its not saved in the map as a ST1 sprite
|
|
// like the others
|
|
pp = Player;
|
|
for (stat = 0; stat < SIZ(MultiStatList); stat++)
|
|
{
|
|
if (gNet.MultiGameType != MULTI_GAME_NONE)
|
|
{
|
|
// if start position is physically set then don't spawn a new one
|
|
if (StatIterator::First(MultiStatList[stat] + 0) >= 0)
|
|
continue;
|
|
}
|
|
|
|
start0 = SpawnSprite(MultiStatList[stat], ST1, NULL, pp->cursectnum, pp->posx, pp->posy, pp->posz, pp->angle.ang.asbuild(), 0);
|
|
ASSERT(start0 >= 0);
|
|
User[start0].Clear();
|
|
sprite[start0].picnum = ST1;
|
|
}
|
|
|
|
memset(SpawnPositionUsed,0,sizeof(SpawnPositionUsed));
|
|
|
|
// Initialize multi player positions here
|
|
//for (pp = Player; pp < Player + numplayers; pp++)
|
|
TRAVERSE_CONNECT(pnum)
|
|
{
|
|
pp = Player + pnum;
|
|
switch (gNet.MultiGameType)
|
|
{
|
|
case MULTI_GAME_NONE:
|
|
PlayerSpawnPosition(pp);
|
|
break;
|
|
//return;
|
|
case MULTI_GAME_COMMBAT:
|
|
case MULTI_GAME_AI_BOTS:
|
|
// there are no keys in deathmatch play
|
|
memset(Player[0].HasKey,0xFFFF,sizeof(Player[0].HasKey));
|
|
memset(pp->HasKey,0xFFFF,sizeof(pp->HasKey));
|
|
PlayerSpawnPosition(pp);
|
|
break;
|
|
case MULTI_GAME_COOPERATIVE:
|
|
PlayerSpawnPosition(pp);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// If player stepped in something gooey, track it all over the place.
|
|
int
|
|
DoFootPrints(short SpriteNum)
|
|
{
|
|
USERp u = User[SpriteNum].Data();
|
|
|
|
if (u->PlayerP)
|
|
{
|
|
if (u->PlayerP->cursectnum < 0)
|
|
return 0;
|
|
|
|
if (FAF_ConnectArea(u->PlayerP->cursectnum))
|
|
return 0;
|
|
|
|
if (u->PlayerP->NumFootPrints > 0)
|
|
{
|
|
QueueFootPrint(SpriteNum);
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void CheckFootPrints(PLAYERp pp)
|
|
{
|
|
if (pp->NumFootPrints <= 0 || FootMode != WATER_FOOT)
|
|
{
|
|
// Hey, you just got your feet wet!
|
|
pp->NumFootPrints = RANDOM_RANGE(10)+3;
|
|
FootMode = WATER_FOOT;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
#include "saveable.h"
|
|
|
|
static saveable_code saveable_player_code[] =
|
|
{
|
|
SAVE_CODE(DoPlayerSlide),
|
|
//SAVE_CODE(DoPlayerBeginSwim),
|
|
//SAVE_CODE(DoPlayerSwim),
|
|
SAVE_CODE(DoPlayerWade),
|
|
SAVE_CODE(DoPlayerBeginWade),
|
|
SAVE_CODE(DoPlayerBeginCrawl),
|
|
SAVE_CODE(DoPlayerCrawl),
|
|
SAVE_CODE(DoPlayerRun),
|
|
SAVE_CODE(DoPlayerBeginRun),
|
|
SAVE_CODE(DoPlayerFall),
|
|
SAVE_CODE(DoPlayerBeginFall),
|
|
SAVE_CODE(DoPlayerJump),
|
|
SAVE_CODE(DoPlayerBeginJump),
|
|
SAVE_CODE(DoPlayerForceJump),
|
|
SAVE_CODE(DoPlayerBeginFly),
|
|
SAVE_CODE(DoPlayerFly),
|
|
SAVE_CODE(DoPlayerBeginClimb),
|
|
SAVE_CODE(DoPlayerClimb),
|
|
SAVE_CODE(DoPlayerBeginDie),
|
|
//SAVE_CODE(DoPlayerDie),
|
|
//SAVE_CODE(DoPlayerBeginOperateBoat),
|
|
SAVE_CODE(DoPlayerBeginOperateVehicle),
|
|
SAVE_CODE(DoPlayerBeginOperate),
|
|
//SAVE_CODE(DoPlayerOperateBoat),
|
|
SAVE_CODE(DoPlayerOperateVehicle),
|
|
SAVE_CODE(DoPlayerOperateTurret),
|
|
SAVE_CODE(DoPlayerBeginDive),
|
|
SAVE_CODE(DoPlayerDive),
|
|
SAVE_CODE(DoPlayerTeleportPause),
|
|
SAVE_CODE(DoPlayerTestCrawl),
|
|
SAVE_CODE(DoPlayerDeathFlip),
|
|
SAVE_CODE(DoPlayerDeathCrumble),
|
|
SAVE_CODE(DoPlayerDeathExplode),
|
|
SAVE_CODE(DoPlayerDeathFall),
|
|
SAVE_CODE(DoPlayerBeginDiveNoWarp),
|
|
SAVE_CODE(DoPlayerCurrent),
|
|
};
|
|
|
|
static saveable_data saveable_player_data[] =
|
|
{
|
|
SAVE_DATA(Player),
|
|
SAVE_DATA(s_PlayerNinjaRun),
|
|
SAVE_DATA(sg_PlayerNinjaRun),
|
|
SAVE_DATA(s_PlayerNinjaStand),
|
|
SAVE_DATA(sg_PlayerNinjaStand),
|
|
SAVE_DATA(s_PlayerNinjaThrow),
|
|
SAVE_DATA(sg_PlayerNinjaThrow),
|
|
SAVE_DATA(s_PlayerNinjaJump),
|
|
SAVE_DATA(sg_PlayerNinjaJump),
|
|
SAVE_DATA(s_PlayerNinjaFall),
|
|
SAVE_DATA(sg_PlayerNinjaFall),
|
|
SAVE_DATA(s_PlayerNinjaClimb),
|
|
SAVE_DATA(sg_PlayerNinjaClimb),
|
|
SAVE_DATA(s_PlayerNinjaCrawl),
|
|
SAVE_DATA(sg_PlayerNinjaCrawl),
|
|
SAVE_DATA(s_PlayerNinjaSwim),
|
|
SAVE_DATA(sg_PlayerNinjaSwim),
|
|
SAVE_DATA(s_PlayerHeadFly),
|
|
SAVE_DATA(sg_PlayerHeadFly),
|
|
SAVE_DATA(s_PlayerHead),
|
|
SAVE_DATA(sg_PlayerHead),
|
|
SAVE_DATA(s_PlayerHeadHurl),
|
|
SAVE_DATA(sg_PlayerHeadHurl),
|
|
SAVE_DATA(s_PlayerDeath),
|
|
SAVE_DATA(sg_PlayerDeath),
|
|
SAVE_DATA(s_PlayerNinjaSword),
|
|
SAVE_DATA(sg_PlayerNinjaSword),
|
|
SAVE_DATA(s_PlayerNinjaPunch),
|
|
SAVE_DATA(sg_PlayerNinjaPunch),
|
|
SAVE_DATA(s_PlayerNinjaFly),
|
|
SAVE_DATA(sg_PlayerNinjaFly),
|
|
};
|
|
|
|
saveable_module saveable_player =
|
|
{
|
|
// code
|
|
saveable_player_code,
|
|
SIZ(saveable_player_code),
|
|
|
|
// data
|
|
saveable_player_data,
|
|
SIZ(saveable_player_data)
|
|
};
|
|
END_SW_NS
|