raze-gles/source/blood/src/player.cpp
nukeykt 7a9209d857 Fix compile error
# Conflicts:
#	source/blood/src/ai.cpp
#	source/blood/src/aiunicult.cpp
#	source/blood/src/blood.cpp
#	source/blood/src/choke.cpp
#	source/blood/src/credits.cpp
#	source/blood/src/gamemenu.cpp
#	source/blood/src/gamemenu.h
#	source/blood/src/gui.cpp
#	source/blood/src/mapedit.cpp
#	source/blood/src/replace.cpp
2019-09-21 10:51:29 +02:00

2401 lines
70 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include <stdlib.h>
#include <string.h>
#include "compat.h"
#include "build.h"
#include "mmulti.h"
#include "actor.h"
#include "blood.h"
#include "callback.h"
#include "config.h"
#include "controls.h"
#include "demo.h"
#include "eventq.h"
#include "fx.h"
#include "gib.h"
#include "globals.h"
#include "levels.h"
#include "loadsave.h"
#include "map2d.h"
#include "network.h"
#include "player.h"
#include "seq.h"
#include "sfx.h"
#include "sound.h"
#include "tile.h"
#include "triggers.h"
#include "trig.h"
#include "view.h"
#include "warp.h"
#include "weapon.h"
#include "common_game.h"
PROFILE gProfile[kMaxPlayers];
PLAYER gPlayer[kMaxPlayers];
PLAYER *gMe, *gView;
POWERUPINFO gPowerUpInfo[kMaxPowerUps] = {
{ -1, 1, 1, 1 },
{ -1, 1, 1, 1 },
{ -1, 1, 1, 1 },
{ -1, 1, 1, 1 },
{ -1, 1, 1, 1 },
{ -1, 1, 1, 1 },
{ -1, 1, 1, 1 },
{ -1, 0, 100, 100 },
{ -1, 0, 50, 100 },
{ -1, 0, 20, 100 },
{ -1, 0, 100, 200 },
{ -1, 0, 2, 200 },
{ 783, 0, 3600, 432000 },
{ -1, 0, 3600, 432000 }, // 13: cloak of invisibility
{ -1, 1, 3600, 432000 }, // 14: death mask (invulnerability)
{ 827, 0, 3600, 432000 }, // 15: jump boots
{ 828, 0, 3600, 432000 },
{ -1, 0, 3600, 1728000 }, // 17: guns akimbo
{ -1, 0, 3600, 432000 }, // 18: diving suit
{ -1, 0, 3600, 432000 },
{ -1, 0, 3600, 432000 },
{ -1, 0, 3600, 432000 }, // 21: crystal ball
{ -1, 0, 3600, 432000 },
{ 851, 0, 3600, 432000 },
{ 2428, 0, 3600, 432000 }, // 24: reflective shots
{ -1, 0, 3600, 432000 }, // 25: beast vision
{ -1, 0, 3600, 432000 }, // 26: cloak of shadow
{ -1, 0, 3600, 432000 },
{ -1, 0, 900, 432000 },
{ -1, 0, 3600, 432000 },
{ -1, 0, 3600, 432000 },
{ -1, 0, 3600, 432000 },
{ -1, 0, 3600, 432000 },
{ -1, 0, 3600, 432000 },
{ -1, 0, 3600, 432000 },
{ -1, 0, 3600, 432000 },
{ -1, 0, 3600, 432000 },
{ -1, 0, 3600, 432000 },
{ -1, 0, 3600, 432000 },
{ -1, 1, 3600, 432000 },
{ -1, 0, 1, 432000 },
{ -1, 0, 1, 432000 },
{ -1, 0, 1, 432000 },
{ -1, 0, 1, 432000 },
{ -1, 0, 1, 432000 },
{ 0, 0, 0, 0 },
{ 0, 0, 0, 0 },
{ 0, 0, 0, 0 },
{ 0, 0, 0, 0 },
{ 0, 0, 0, 0 }, // dummy
{ -1, 1, 1, 1 } // kGDXItemLevelMap
};
int Handicap[] = {
144, 208, 256, 304, 368
};
POSTURE gPosture[4][3] = {
// normal human
{
{
0x4000,
0x4000,
0x4000,
14,
17,
24,
16,
32,
80,
0x1600,
0x1200,
0xc00,
0x90
},
{
0x1200,
0x1200,
0x1200,
14,
17,
24,
16,
32,
80,
0x1400,
0x1000,
-0x600,
0xb0
},
{
0x2000,
0x2000,
0x2000,
22,
28,
24,
16,
16,
40,
0x800,
0x600,
-0x600,
0xb0
},
},
// normal beast
{
{
0x4000,
0x4000,
0x4000,
14,
17,
24,
16,
32,
80,
0x1600,
0x1200,
0xc00,
0x90
},
{
0x1200,
0x1200,
0x1200,
14,
17,
24,
16,
32,
80,
0x1400,
0x1000,
-0x600,
0xb0
},
{
0x2000,
0x2000,
0x2000,
22,
28,
24,
16,
16,
40,
0x800,
0x600,
-0x600,
0xb0
},
},
// shrink human
{
{
10384,
12384,
12384,
14,
17,
24,
16,
32,
80,
5632,
4608,
3072,
144
},
{
2108,
2108,
2108,
14,
17,
24,
16,
32,
80,
5120,
4096,
-1536,
176
},
{
2192,
3192,
4192,
22,
28,
24,
16,
16,
40,
2048,
1536,
-1536,
176
},
},
// grown human
{
{
19384,
15384,
15384,
14,
17,
24,
16,
32,
80,
5632,
4608,
3072,
144
},
{
5608,
5608,
5608,
14,
17,
24,
16,
32,
80,
5120,
4096,
-1536,
176
},
{
11192,
11192,
11192,
22,
28,
24,
16,
16,
40,
2048,
1536,
-1536,
176
},
},
};
AMMOINFO gAmmoInfo[] = {
{ 0, -1 },
{ 100, -1 },
{ 100, 4 },
{ 500, 5 },
{ 100, -1 },
{ 50, -1 },
{ 2880, -1 },
{ 250, -1 },
{ 100, -1 },
{ 100, -1 },
{ 50, -1 },
{ 50, -1 },
};
struct ARMORDATA {
int at0;
int at4;
int at8;
int atc;
int at10;
int at14;
};
ARMORDATA armorData[5] = {
{ 0x320, 0x640, 0x320, 0x640, 0x320, 0x640 },
{ 0x640, 0x640, 0, 0x640, 0, 0x640 },
{ 0, 0x640, 0x640, 0x640, 0, 0x640 },
{ 0, 0x640, 0, 0x640, 0x640, 0x640 },
{ 0xc80, 0xc80, 0xc80, 0xc80, 0xc80, 0xc80 }
};
void PlayerSurvive(int, int);
void PlayerKeelsOver(int, int);
int nPlayerSurviveClient = seqRegisterClient(PlayerSurvive);
int nPlayerKeelClient = seqRegisterClient(PlayerKeelsOver);
struct VICTORY {
const char *at0;
int at4;
};
VICTORY gVictory[] = {
{ "%s boned %s like a fish", 4100 },
{ "%s castrated %s", 4101 },
{ "%s creamed %s", 4102 },
{ "%s destroyed %s", 4103 },
{ "%s diced %s", 4104 },
{ "%s disemboweled %s", 4105 },
{ "%s flattened %s", 4106 },
{ "%s gave %s Anal Justice", 4107 },
{ "%s gave AnAl MaDnEsS to %s", 4108 },
{ "%s hurt %s real bad", 4109 },
{ "%s killed %s", 4110 },
{ "%s made mincemeat out of %s", 4111 },
{ "%s massacred %s", 4112 },
{ "%s mutilated %s", 4113 },
{ "%s reamed %s", 4114 },
{ "%s ripped %s a new orifice", 4115 },
{ "%s slaughtered %s", 4116 },
{ "%s sliced %s", 4117 },
{ "%s smashed %s", 4118 },
{ "%s sodomized %s", 4119 },
{ "%s splattered %s", 4120 },
{ "%s squashed %s", 4121 },
{ "%s throttled %s", 4122 },
{ "%s wasted %s", 4123 },
{ "%s body bagged %s", 4124 },
};
struct SUICIDE {
const char *at0;
int at4;
};
SUICIDE gSuicide[] = {
{ "%s is excrement", 4202 },
{ "%s is hamburger", 4203 },
{ "%s suffered scrotum separation", 4204 },
{ "%s volunteered for population control", 4206 },
{ "%s has suicided", 4207 },
};
struct DAMAGEINFO {
int at0;
int at4[3];
int at10[3];
};
DAMAGEINFO damageInfo[7] = {
{ -1, 731, 732, 733, 710, 710, 710 },
{ 1, 742, 743, 744, 711, 711, 711 },
{ 0, 731, 732, 733, 712, 712, 712 },
{ 1, 731, 732, 733, 713, 713, 713 },
{ -1, 724, 724, 724, 714, 714, 714 },
{ 2, 731, 732, 733, 715, 715, 715 },
{ 0, 0, 0, 0, 0, 0, 0 }
};
int powerupCheck(PLAYER *pPlayer, int nPowerUp)
{
dassert(pPlayer != NULL);
dassert(nPowerUp >= 0 && nPowerUp < kMaxPowerUps);
int nPack = powerupToPackItem(nPowerUp);
if (nPack >= 0 && !packItemActive(pPlayer, nPack))
return 0;
return pPlayer->at202[nPowerUp];
}
bool isGrown(spritetype* pSprite) {
return (powerupCheck(&gPlayer[pSprite->type - kDudePlayer1], 29) > 0);
}
bool isShrinked(spritetype* pSprite) {
return (powerupCheck(&gPlayer[pSprite->type - kDudePlayer1], 30) > 0);
}
bool shrinkPlayerSize(PLAYER* pPlayer, int divider) {
pPlayer->pXSprite->scale = 256/divider;
playerSetRace(pPlayer, kModeHumanShrink);
return true;
}
bool growPlayerSize(PLAYER* pPlayer, int multiplier) {
pPlayer->pXSprite->scale = 256*multiplier;
playerSetRace(pPlayer, kModeHumanGrown);
return true;
}
bool resetPlayerSize(PLAYER* pPlayer) {
playerSetRace(pPlayer, kModeHuman);
pPlayer->pXSprite->scale = 0;
return true;
}
void deactivateSizeShrooms(PLAYER* pPlayer) {
powerupDeactivate(pPlayer, 29);
pPlayer->at202[29] = 0;
powerupDeactivate(pPlayer, 30);
pPlayer->at202[30] = 0;
}
char powerupActivate(PLAYER *pPlayer, int nPowerUp)
{
if (powerupCheck(pPlayer, nPowerUp) > 0 && gPowerUpInfo[nPowerUp].at2)
return 0;
if (!pPlayer->at202[nPowerUp])
pPlayer->at202[nPowerUp] = gPowerUpInfo[nPowerUp].at3;
int nPack = powerupToPackItem(nPowerUp);
if (nPack >= 0)
pPlayer->packInfo[nPack].at0 = 1;
switch (nPowerUp+100)
{
case kGDXItemMapLevel:
gFullMap = true;
break;
case 130:
if (isGrown(pPlayer->pSprite)) deactivateSizeShrooms(pPlayer);
else shrinkPlayerSize(pPlayer, 2);
break;
case 129:
if (isShrinked(pPlayer->pSprite)) deactivateSizeShrooms(pPlayer);
else {
growPlayerSize(pPlayer, 2);
if (powerupCheck(&gPlayer[pPlayer->pSprite->type - kDudePlayer1], 13) > 0) {
powerupDeactivate(pPlayer, 13);
pPlayer->at202[13] = 0;
}
if (ceilIsTooLow(pPlayer->pSprite))
actDamageSprite(pPlayer->pSprite->xvel, pPlayer->pSprite, DAMAGE_TYPE_3, 65535);
}
break;
case 112:
case 115: // jump boots
pPlayer->ata1[0]++;
break;
case 124: // reflective shots
if (pPlayer == gMe && gGameOptions.nGameType == 0)
sfxSetReverb2(1);
break;
case 114: // death mask
for (int i = 0; i < 7; i++)
pPlayer->ata1[i]++;
break;
case 118: // diving suit
pPlayer->ata1[4]++;
if (pPlayer == gMe && gGameOptions.nGameType == 0)
sfxSetReverb(1);
break;
case 119:
pPlayer->ata1[4]++;
break;
case 139:
pPlayer->ata1[1]++;
break;
case 117: // guns akimbo
pPlayer->atc.newWeapon = pPlayer->atbd;
WeaponRaise(pPlayer);
break;
}
sfxPlay3DSound(pPlayer->pSprite, 776, -1, 0);
return 1;
}
void powerupDeactivate(PLAYER *pPlayer, int nPowerUp)
{
int nPack = powerupToPackItem(nPowerUp);
if (nPack >= 0)
pPlayer->packInfo[nPack].at0 = 0;
switch (nPowerUp+100)
{
case 130:
resetPlayerSize(pPlayer);
if (ceilIsTooLow(pPlayer->pSprite))
actDamageSprite(pPlayer->pSprite->xvel, pPlayer->pSprite, DAMAGE_TYPE_3, 65535);
break;
case 129:
resetPlayerSize(pPlayer);
break;
case 112:
case 115: // jump boots
pPlayer->ata1[0]--;
break;
case 114: // death mask
for (int i = 0; i < 7; i++)
pPlayer->ata1[i]--;
break;
case 118: // diving suit
pPlayer->ata1[4]--;
if (pPlayer == gMe)
sfxSetReverb(0);
break;
case 124: // reflective shots
if (pPlayer == gMe)
sfxSetReverb(0);
break;
case 119:
pPlayer->ata1[4]--;
break;
case 139:
pPlayer->ata1[1]--;
break;
case 117: // guns akimbo
pPlayer->atc.newWeapon = pPlayer->atbd;
WeaponRaise(pPlayer);
break;
}
}
void powerupSetState(PLAYER *pPlayer, int nPowerUp, char bState)
{
if (!bState)
powerupActivate(pPlayer, nPowerUp);
else
powerupDeactivate(pPlayer, nPowerUp);
}
void powerupProcess(PLAYER *pPlayer)
{
pPlayer->at31d = ClipLow(pPlayer->at31d-4, 0);
for (int i = kMaxPowerUps-1; i >= 0; i--)
{
int nPack = powerupToPackItem(i);
if (nPack >= 0)
{
if (pPlayer->packInfo[nPack].at0)
{
pPlayer->at202[i] = ClipLow(pPlayer->at202[i]-4, 0);
if (pPlayer->at202[i])
pPlayer->packInfo[nPack].at1 = (100*pPlayer->at202[i])/gPowerUpInfo[i].at3;
else
{
powerupDeactivate(pPlayer, i);
if (pPlayer->at321 == nPack)
pPlayer->at321 = 0;
}
}
}
else if (pPlayer->at202[i] > 0)
{
pPlayer->at202[i] = ClipLow(pPlayer->at202[i]-4, 0);
if (!pPlayer->at202[i])
powerupDeactivate(pPlayer, i);
}
}
}
void powerupClear(PLAYER *pPlayer)
{
for (int i = kMaxPowerUps-1; i >= 0; i--)
{
pPlayer->at202[i] = 0;
}
}
void powerupInit(void)
{
}
int packItemToPowerup(int nPack)
{
int nPowerUp = -1;
switch (nPack)
{
case 0:
break;
case 1:
nPowerUp = 18;
break;
case 2:
nPowerUp = 21;
break;
case 3:
nPowerUp = 25;
break;
case 4:
nPowerUp = 15;
break;
default:
ThrowError("Unhandled pack item %d", nPack);
break;
}
return nPowerUp;
}
int powerupToPackItem(int nPowerUp)
{
const int jumpBoots = 15;
const int divingSuit = 18;
const int crystalBall = 21;
const int beastVision = 25;
switch (nPowerUp)
{
case divingSuit:
return 1;
case crystalBall:
return 2;
case beastVision:
return 3;
case jumpBoots:
return 4;
}
return -1;
}
char packAddItem(PLAYER *pPlayer, unsigned int nPack)
{
if (nPack <= 4)
{
if (pPlayer->packInfo[nPack].at1 >= 100)
return 0;
pPlayer->packInfo[nPack].at1 = 100;
int nPowerUp = packItemToPowerup(nPack);
if (nPowerUp >= 0)
pPlayer->at202[nPowerUp] = gPowerUpInfo[nPowerUp].at3;
if (pPlayer->at321 == -1)
pPlayer->at321 = nPack;
if (!pPlayer->packInfo[pPlayer->at321].at1)
pPlayer->at321 = nPack;
}
else
ThrowError("Unhandled pack item %d", nPack);
return 1;
}
int packCheckItem(PLAYER *pPlayer, int nPack)
{
return pPlayer->packInfo[nPack].at1;
}
char packItemActive(PLAYER *pPlayer, int nPack)
{
return pPlayer->packInfo[nPack].at0;
}
void packUseItem(PLAYER *pPlayer, int nPack)
{
char v4 = 0;
int nPowerUp = -1;
if (pPlayer->packInfo[nPack].at1 > 0)
{
switch (nPack)
{
case 0:
{
XSPRITE *pXSprite = pPlayer->pXSprite;
unsigned int health = pXSprite->health>>4;
if (health < 100)
{
int heal = ClipHigh(100-health, pPlayer->packInfo[0].at1);
actHealDude(pXSprite, heal, 100);
pPlayer->packInfo[0].at1 -= heal;
}
break;
}
case 1:
v4 = 1;
nPowerUp = 18;
break;
case 2:
v4 = 1;
nPowerUp = 21;
break;
case 3:
v4 = 1;
nPowerUp = 25;
break;
case 4:
v4 = 1;
nPowerUp = 15;
break;
default:
ThrowError("Unhandled pack item %d", nPack);
return;
}
}
pPlayer->at31d = 0;
if (v4)
powerupSetState(pPlayer, nPowerUp, pPlayer->packInfo[nPack].at0);
}
void packPrevItem(PLAYER *pPlayer)
{
if (pPlayer->at31d > 0)
{
for (int nPrev = ClipLow(pPlayer->at321-1,0); nPrev >= 0; nPrev--)
{
if (pPlayer->packInfo[nPrev].at1)
{
pPlayer->at321 = nPrev;
break;
}
}
}
pPlayer->at31d = 600;
}
void packNextItem(PLAYER *pPlayer)
{
if (pPlayer->at31d > 0)
{
for (int nNext = ClipHigh(pPlayer->at321+1,5); nNext < 5; nNext++)
{
if (pPlayer->packInfo[nNext].at1)
{
pPlayer->at321 = nNext;
break;
}
}
}
pPlayer->at31d = 600;
}
char playerSeqPlaying(PLAYER * pPlayer, int nSeq)
{
int nCurSeq = seqGetID(3, pPlayer->pSprite->extra);
if (pPlayer->pDudeInfo->seqStartID+nSeq == nCurSeq && seqGetStatus(3,pPlayer->pSprite->extra) >= 0)
return 1;
return 0;
}
void playerSetRace(PLAYER *pPlayer, int nLifeMode)
{
dassert(nLifeMode >= kModeHuman && nLifeMode <= kModeHumanGrown);
DUDEINFO *pDudeInfo = pPlayer->pDudeInfo;
*pDudeInfo = gPlayerTemplate[nLifeMode];
pPlayer->at5f = nLifeMode;
// By NoOne: don't forget to change clipdist for grow and shrink modes
pPlayer->pSprite->clipdist = pDudeInfo->clipdist;
for (int i = 0; i < 7; i++)
pDudeInfo->at70[i] = mulscale8(Handicap[gProfile[pPlayer->at57].skill], pDudeInfo->startDamage[i]);
}
void playerSetGodMode(PLAYER *pPlayer, char bGodMode)
{
if (bGodMode)
{
for (int i = 0; i < 7; i++)
pPlayer->ata1[i]++;
}
else
{
for (int i = 0; i < 7; i++)
pPlayer->ata1[i]--;
}
pPlayer->at31a = bGodMode;
}
void playerResetInertia(PLAYER *pPlayer)
{
POSTURE *pPosture = &gPosture[pPlayer->at5f][pPlayer->at2f];
pPlayer->at67 = pPlayer->pSprite->z-pPosture->at24;
pPlayer->at6f = pPlayer->pSprite->z-pPosture->at28;
viewBackupView(pPlayer->at57);
}
void playerResetPowerUps(PLAYER* pPlayer)
{
const int jumpBoots = 15;
const int divingSuit = 18;
const int crystalBall = 21;
const int beastVision = 25;
for (int i = 0; i < kMaxPowerUps; i++)
{
if (!VanillaMode()
&& (i == jumpBoots
|| i == divingSuit
|| i == crystalBall
|| i == beastVision))
continue;
pPlayer->at202[i] = 0;
}
}
void playerStart(int nPlayer)
{
PLAYER* pPlayer = &gPlayer[nPlayer];
GINPUT* pInput = &pPlayer->atc;
ZONE* pStartZone = NULL;
// normal start position
if (gGameOptions.nGameType <= 1)
pStartZone = &gStartZone[nPlayer];
// By NoOne: let's check if there is positions of teams is specified
// if no, pick position randomly, just like it works in vanilla.
else if (gGameOptions.nGameType == 3 && gTeamsSpawnUsed == true) {
int maxRetries = 5;
while (maxRetries-- > 0) {
if (pPlayer->at2ea == 0) pStartZone = &gStartZoneTeam1[Random(3)];
else pStartZone = &gStartZoneTeam2[Random(3)];
if (maxRetries != 0) {
// check if there is no spawned player in selected zone
for (int i = headspritesect[pStartZone->sectnum]; i >= 0; i = nextspritesect[i]) {
spritetype* pSprite = &sprite[i];
if (pStartZone->x == pSprite->x && pStartZone->y == pSprite->y && IsPlayerSprite(pSprite)) {
pStartZone = NULL;
break;
}
}
}
if (pStartZone != NULL)
break;
}
} else {
pStartZone = &gStartZone[Random(8)];
}
spritetype *pSprite = actSpawnSprite(pStartZone->sectnum, pStartZone->x, pStartZone->y, pStartZone->z, 6, 1);
dassert(pSprite->extra > 0 && pSprite->extra < kMaxXSprites);
XSPRITE *pXSprite = &xsprite[pSprite->extra];
pPlayer->pSprite = pSprite;
pPlayer->pXSprite = pXSprite;
pPlayer->at5b = pSprite->index;
DUDEINFO *pDudeInfo = &dudeInfo[kDudePlayer1 + nPlayer - kDudeBase];
pPlayer->pDudeInfo = pDudeInfo;
playerSetRace(pPlayer, kModeHuman);
seqSpawn(pDudeInfo->seqStartID, 3, pSprite->extra, -1);
if (pPlayer == gMe)
SetBitString(show2dsprite, pSprite->index);
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
pSprite->z -= bottom - pSprite->z;
pSprite->pal = 11+(pPlayer->at2ea&3);
pPlayer->angold = pSprite->ang = pStartZone->ang;
pPlayer->q16ang = fix16_from_int(pSprite->ang);
pSprite->type = kDudePlayer1+nPlayer;
pSprite->clipdist = pDudeInfo->clipdist;
pSprite->hitag = 15;
pXSprite->burnTime = 0;
pXSprite->burnSource = -1;
pPlayer->pXSprite->health = pDudeInfo->startHealth<<4;
pPlayer->pSprite->cstat &= (unsigned short)~32768;
pPlayer->at63 = 0;
pPlayer->q16horiz = 0;
pPlayer->q16slopehoriz = 0;
pPlayer->q16look = 0;
pPlayer->at83 = 0;
pPlayer->at2ee = -1;
pPlayer->at2f2 = 1200;
pPlayer->at2f6 = 0;
pPlayer->at2fa = 0;
pPlayer->at2fe = 0;
pPlayer->at302 = 0;
pPlayer->at306 = 0;
pPlayer->at30a = 0;
pPlayer->at30e = 0;
pPlayer->at312 = 0;
pPlayer->at316 = 0;
pPlayer->at2f = 0;
pPlayer->voodooTarget = -1;
pPlayer->at34e = 0;
pPlayer->at352 = 0;
pPlayer->at356 = 0;
playerResetInertia(pPlayer);
pPlayer->at73 = 0;
pPlayer->at1ca.dx = 0x4000;
pPlayer->at1ca.dy = 0;
pPlayer->at1ca.dz = 0;
pPlayer->at1d6 = -1;
pPlayer->at6b = pPlayer->at73;
for (int i = 0; i < 8; i++)
pPlayer->at88[i] = gGameOptions.nGameType >= 2;
pPlayer->at90 = 0;
for (int i = 0; i < 8; i++)
pPlayer->at91[i] = -1;
for (int i = 0; i < 7; i++)
pPlayer->ata1[i] = 0;
if (pPlayer->at31a)
playerSetGodMode(pPlayer, 1);
gInfiniteAmmo = 0;
gFullMap = 0;
pPlayer->at1ba = 0;
pPlayer->at1fe = 0;
pPlayer->atbe = 0;
xvel[pSprite->index] = yvel[pSprite->index] = zvel[pSprite->index] = 0;
pInput->q16turn = 0;
pInput->keyFlags.word = 0;
pInput->forward = 0;
pInput->strafe = 0;
pInput->q16mlook = 0;
pInput->buttonFlags.byte = 0;
pInput->useFlags.byte = 0;
pPlayer->at35a = 0;
pPlayer->at37f = 0;
pPlayer->at35e = 0;
pPlayer->at362 = 0;
pPlayer->at366 = 0;
pPlayer->at36a = 0;
pPlayer->at36e = 0;
pPlayer->at372 = 0;
pPlayer->atbf = 0;
pPlayer->atc3 = 0;
pPlayer->at26 = -1;
pPlayer->at376 = 0;
pPlayer->nWaterPal = 0;
playerResetPowerUps(pPlayer);
if (pPlayer == gMe)
{
viewInitializePrediction();
gViewMap.x = pPlayer->pSprite->x;
gViewMap.y = pPlayer->pSprite->y;
gViewMap.angle = pPlayer->pSprite->ang;
}
if (IsUnderwaterSector(pSprite->sectnum))
{
pPlayer->at2f = 1;
pPlayer->pXSprite->medium = 1;
}
}
void playerReset(PLAYER *pPlayer)
{
static int dword_136400[] = {
3, 4, 2, 8, 9, 10, 7, 1, 1, 1, 1, 1, 1, 1
};
static int dword_136438[] = {
3, 4, 2, 8, 9, 10, 7, 1, 1, 1, 1, 1, 1, 1
};
dassert(pPlayer != NULL);
for (int i = 0; i < 14; i++)
{
pPlayer->atcb[i] = gInfiniteAmmo;
pPlayer->atd9[i] = 0;
}
pPlayer->atcb[1] = 1;
pPlayer->atbd = 0;
pPlayer->at2a = -1;
pPlayer->atc.newWeapon = 1;
for (int i = 0; i < 14; i++)
{
pPlayer->at111[0][i] = dword_136400[i];
pPlayer->at111[1][i] = dword_136438[i];
}
for (int i = 0; i < 12; i++)
{
if (gInfiniteAmmo)
pPlayer->at181[i] = gAmmoInfo[i].at0;
else
pPlayer->at181[i] = 0;
}
for (int i = 0; i < 3; i++)
pPlayer->at33e[i] = 0;
pPlayer->atbf = 0;
pPlayer->atc3 = 0;
pPlayer->at26 = -1;
pPlayer->at1b1 = 0;
pPlayer->at321 = -1;
for (int i = 0; i < 5; i++)
{
pPlayer->packInfo[i].at0 = 0;
pPlayer->packInfo[i].at1 = 0;
}
}
int dword_21EFB0[8];
ClockTicks dword_21EFD0[8];
void playerInit(int nPlayer, unsigned int a2)
{
PLAYER *pPlayer = &gPlayer[nPlayer];
if (!(a2&1))
memset(pPlayer, 0, sizeof(PLAYER));
pPlayer->at57 = nPlayer;
pPlayer->at2ea = nPlayer;
if (gGameOptions.nGameType == 3)
pPlayer->at2ea = nPlayer&1;
pPlayer->at2c6 = 0;
memset(dword_21EFB0, 0, sizeof(dword_21EFB0));
memset(dword_21EFD0, 0, sizeof(dword_21EFD0));
memset(pPlayer->at2ca, 0, sizeof(pPlayer->at2ca));
if (!(a2&1))
playerReset(pPlayer);
}
char sub_3A158(PLAYER *a1, spritetype *a2)
{
for (int nSprite = headspritestat[4]; nSprite >= 0; nSprite = nextspritestat[nSprite])
{
if (a2 && a2->index == nSprite)
continue;
spritetype *pSprite = &sprite[nSprite];
if (pSprite->type == 431 && actOwnerIdToSpriteId(pSprite->owner) == a1->at5b)
return 1;
}
return 0;
}
char PickupItem(PLAYER *pPlayer, spritetype *pItem)
{
char buffer[80];
int pickupSnd = 775;
spritetype *pSprite = pPlayer->pSprite;
XSPRITE *pXSprite = pPlayer->pXSprite;
int nType = pItem->type - 100;
switch (pItem->type)
{
//case 129:
//dudeInfo[31].seqStartID = 13568;
//if (!powerupActivate(pPlayer, nType))
//return 0;
//return 1;
case 113:
if (isGrown(pPlayer->pSprite)) return false;
case 130:
case 129:
switch (pItem->type) {
case 130:
if (isShrinked(pSprite)) return false;
break;
case 129:
if (isGrown(pSprite)) return false;
break;
}
powerupActivate(pPlayer, nType);
break;
case 145:
case 146:
if (gGameOptions.nGameType != 3)
return 0;
if (pItem->extra > 0)
{
XSPRITE *pXItem = &xsprite[pItem->extra];
if (pItem->type == 145)
{
if (pPlayer->at2ea == 1)
{
if ((pPlayer->at90&1) == 0 && pXItem->state)
{
pPlayer->at90 |= 1;
pPlayer->at91[0] = pItem->index;
trTriggerSprite(pItem->index, pXItem, 0);
sprintf(buffer, "%s stole Blue Flag", gProfile[pPlayer->at57].name);
sndStartSample(8007, 255, 2, 0);
viewSetMessage(buffer);
}
}
if (pPlayer->at2ea == 0)
{
if ((pPlayer->at90&1) != 0 && !pXItem->state)
{
pPlayer->at90 &= ~1;
pPlayer->at91[0] = -1;
trTriggerSprite(pItem->index, pXItem, 1);
sprintf(buffer, "%s returned Blue Flag", gProfile[pPlayer->at57].name);
sndStartSample(8003, 255, 2, 0);
viewSetMessage(buffer);
}
if ((pPlayer->at90&2) != 0 && pXItem->state)
{
pPlayer->at90 &= ~2;
pPlayer->at91[1] = -1;
dword_21EFB0[pPlayer->at2ea] += 10;
dword_21EFD0[pPlayer->at2ea] += 240;
evSend(0, 0, 81, COMMAND_ID_1);
sprintf(buffer, "%s captured Red Flag!", gProfile[pPlayer->at57].name);
sndStartSample(8001, 255, 2, 0);
viewSetMessage(buffer);
#if 0
if (dword_28E3D4 == 3 && myconnectindex == connecthead)
{
sprintf(buffer, "frag A killed B\n");
sub_7AC28(buffer);
}
#endif
}
}
}
else if (pItem->type == 146)
{
if (pPlayer->at2ea == 0)
{
if((pPlayer->at90&2) == 0 && pXItem->state)
{
pPlayer->at90 |= 2;
pPlayer->at91[1] = pItem->index;
trTriggerSprite(pItem->index, pXItem, 0);
sprintf(buffer, "%s stole Red Flag", gProfile[pPlayer->at57].name);
sndStartSample(8006, 255, 2, 0);
viewSetMessage(buffer);
}
}
if (pPlayer->at2ea == 1)
{
if ((pPlayer->at90&2) != 0 && !pXItem->state)
{
pPlayer->at90 &= ~2;
pPlayer->at91[1] = -1;
trTriggerSprite(pItem->index, pXItem, 1);
sprintf(buffer, "%s returned Red Flag", gProfile[pPlayer->at57].name);
sndStartSample(8002, 255, 2, 0);
viewSetMessage(buffer);
}
if ((pPlayer->at90&1) != 0 && pXItem->state)
{
pPlayer->at90 &= ~1;
pPlayer->at91[0] = -1;
dword_21EFB0[pPlayer->at2ea] += 10;
dword_21EFD0[pPlayer->at2ea] += 240;
evSend(0, 0, 80, COMMAND_ID_1);
sprintf(buffer, "%s captured Red Flag!", gProfile[pPlayer->at57].name);
sndStartSample(8000, 255, 2, 0);
viewSetMessage(buffer);
#if 0
if (dword_28E3D4 == 3 && myconnectindex == connecthead)
{
sprintf(buffer, "frag B killed A\n");
sub_7AC28(buffer);
}
#endif
}
}
}
}
return 0;
case 147:
if (gGameOptions.nGameType != 3)
return 0;
evKill(pItem->index, 3, CALLBACK_ID_17);
pPlayer->at90 |= 1;
pPlayer->at91[0] = pItem->index;
break;
case 148:
if (gGameOptions.nGameType != 3)
return 0;
evKill(pItem->index, 3, CALLBACK_ID_17);
pPlayer->at90 |= 2;
pPlayer->at91[1] = pItem->index;
break;
case 140:
case 141:
case 142:
case 143:
case 144:
{
ARMORDATA *pArmorData = &armorData[pItem->type-140];
char va = 0;
if (pPlayer->at33e[1] < pArmorData->atc)
{
pPlayer->at33e[1] = ClipHigh(pPlayer->at33e[1]+pArmorData->at8, pArmorData->atc);
va = 1;
}
if (pPlayer->at33e[0] < pArmorData->at4)
{
pPlayer->at33e[0] = ClipHigh(pPlayer->at33e[0]+pArmorData->at0, pArmorData->at4);
va = 1;
}
if (pPlayer->at33e[2] < pArmorData->at14)
{
pPlayer->at33e[2] = ClipHigh(pPlayer->at33e[2]+pArmorData->at10, pArmorData->at14);
va = 1;
}
if (!va)
return 0;
pickupSnd = 779;
break;
}
case 121:
if (gGameOptions.nGameType == 0)
return 0;
if (!packAddItem(pPlayer, gItemData[nType].at8))
return 0;
break;
case 100:
case 101:
case 102:
case 103:
case 104:
case 105:
case 106:
if (pPlayer->at88[pItem->type-99])
return 0;
pPlayer->at88[pItem->type-99] = 1;
pickupSnd = 781;
break;
case 108:
case 109:
case 110:
case 111:
{
int addPower = gPowerUpInfo[nType].at3;
// by NoOne: allow custom amount for item
if (sprite[pItem->xvel].extra >= 0 && xsprite[sprite[pItem->xvel].extra].data1 > 0 && !VanillaMode() && !DemoRecordStatus())
addPower = xsprite[sprite[pItem->xvel].extra].data1;
if (!actHealDude(pXSprite, addPower, gPowerUpInfo[nType].at7))
return 0;
return 1;
}
case 107:
case 115:
case 118:
case 125:
if (!packAddItem(pPlayer, gItemData[nType].at8))
return 0;
break;
default:
if (!powerupActivate(pPlayer, nType))
return 0;
return 1;
}
sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, pickupSnd, pSprite->sectnum);
return 1;
}
char PickupAmmo(PLAYER* pPlayer, spritetype* pAmmo)
{
AMMOITEMDATA* pAmmoItemData = &gAmmoItemData[pAmmo->type - 60];
int nAmmoType = pAmmoItemData->ata;
if (pPlayer->at181[nAmmoType] >= gAmmoInfo[nAmmoType].at0) return 0;
else if (pAmmo->extra < 0 || xsprite[pAmmo->extra].data1 <= 0 || VanillaMode() || DemoRecordStatus())
pPlayer->at181[nAmmoType] = ClipHigh(pPlayer->at181[nAmmoType]+pAmmoItemData->at8, gAmmoInfo[nAmmoType].at0);
// by NoOne: allow custom amount for item
else
pPlayer->at181[nAmmoType] = ClipHigh(pPlayer->at181[nAmmoType] + xsprite[pAmmo->extra].data1, gAmmoInfo[nAmmoType].at0);
if (pAmmoItemData->atb)
pPlayer->atcb[pAmmoItemData->atb] = 1;
sfxPlay3DSound(pPlayer->pSprite, 782, -1, 0);
return 1;
}
char PickupWeapon(PLAYER *pPlayer, spritetype *pWeapon)
{
WEAPONITEMDATA *pWeaponItemData = &gWeaponItemData[pWeapon->type-40];
int nWeaponType = pWeaponItemData->at8;
int nAmmoType = pWeaponItemData->ata;
if (!pPlayer->atcb[nWeaponType] || gGameOptions.nWeaponSettings == 2 || gGameOptions.nWeaponSettings == 3)
{
if (pWeapon->type == 50 && gGameOptions.nGameType > 1 && sub_3A158(pPlayer, NULL))
return 0;
pPlayer->atcb[nWeaponType] = 1;
if (nAmmoType == -1) return 0;
// By NoOne: allow to set custom ammo count for weapon pickups
if (pWeapon->extra < 0 || xsprite[pWeapon->extra].data1 <= 0 || VanillaMode() || DemoRecordStatus())
pPlayer->at181[nAmmoType] = ClipHigh(pPlayer->at181[nAmmoType] + pWeaponItemData->atc, gAmmoInfo[nAmmoType].at0);
else
pPlayer->at181[nAmmoType] = ClipHigh(pPlayer->at181[nAmmoType] + xsprite[pWeapon->extra].data1, gAmmoInfo[nAmmoType].at0);
int nNewWeapon = WeaponUpgrade(pPlayer, nWeaponType);
if (nNewWeapon != pPlayer->atbd)
{
pPlayer->atc3 = 0;
pPlayer->atbe = nNewWeapon;
}
sfxPlay3DSound(pPlayer->pSprite, 777, -1, 0);
return 1;
}
if (!actGetRespawnTime(pWeapon))
return 0;
if (nAmmoType == -1)
return 0;
if (pPlayer->at181[nAmmoType] >= gAmmoInfo[nAmmoType].at0)
return 0;
pPlayer->at181[nAmmoType] = ClipHigh(pPlayer->at181[nAmmoType]+pWeaponItemData->atc, gAmmoInfo[nAmmoType].at0);
sfxPlay3DSound(pPlayer->pSprite, 777, -1, 0);
return 1;
}
void PickUp(PLAYER *pPlayer, spritetype *pSprite)
{
char buffer[80];
int nType = pSprite->type;
char pickedUp = 0;
int customMsg = -1;
if (nType != 40 && nType != 80) { // By NoOne: no pickup for random item generators.
XSPRITE* pXSprite = (pSprite->extra >= 0) ? &xsprite[pSprite->extra] : NULL;
if (pXSprite != NULL && pXSprite->txID != 3 && pXSprite->lockMsg > 0) // by NoOne: allow custom INI message instead "Picked up"
customMsg = pXSprite->lockMsg;
if (nType >= 100 && nType <= 149)
{
pickedUp = PickupItem(pPlayer, pSprite);
if (pickedUp && customMsg == -1) sprintf(buffer, "Picked up %s", gItemText[nType - 100]);
}
else if (nType >= 60 && nType < 81)
{
pickedUp = PickupAmmo(pPlayer, pSprite);
if (pickedUp && customMsg == -1) sprintf(buffer, "Picked up %s", gAmmoText[nType - 60]);
}
else if (nType >= 40 && nType < 51)
{
pickedUp = PickupWeapon(pPlayer, pSprite);
if (pickedUp && customMsg == -1) sprintf(buffer, "Picked up %s", gWeaponText[nType - 40]);
}
}
if (pickedUp)
{
if (pSprite->extra > 0)
{
XSPRITE *pXSprite = &xsprite[pSprite->extra];
if (pXSprite->Pickup)
trTriggerSprite(pSprite->index, pXSprite, 32);
}
if (!actCheckRespawn(pSprite))
actPostSprite(pSprite->index, kStatFree);
pPlayer->at377 = 30;
if (pPlayer == gMe)
if (customMsg > 0) trTextOver(customMsg - 1);
else viewSetMessage(buffer);
}
}
void CheckPickUp(PLAYER *pPlayer)
{
spritetype *pSprite = pPlayer->pSprite;
int x = pSprite->x;
int y = pSprite->y;
int z = pSprite->z;
int nSector = pSprite->sectnum;
int nNextSprite;
for (int nSprite = headspritestat[3]; nSprite >= 0; nSprite = nNextSprite)
{
spritetype *pItem = &sprite[nSprite];
nNextSprite = nextspritestat[nSprite];
if (pItem->hitag&32)
continue;
int dx = klabs(x-pItem->x)>>4;
if (dx > 48)
continue;
int dy = klabs(y-pItem->y)>>4;
if (dy > 48)
continue;
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
int vb = 0;
if (pItem->z < top)
vb = (top-pItem->z)>>8;
else if (pItem->z > bottom)
vb = (pItem->z-bottom)>>8;
if (vb > 32)
continue;
if (approxDist(dx,dy) > 48)
continue;
GetSpriteExtents(pItem, &top, &bottom);
if (cansee(x, y, z, nSector, pItem->x, pItem->y, pItem->z, pItem->sectnum)
|| cansee(x, y, z, nSector, pItem->x, pItem->y, top, pItem->sectnum)
|| cansee(x, y, z, nSector, pItem->x, pItem->y, bottom, pItem->sectnum))
PickUp(pPlayer, pItem);
}
}
int ActionScan(PLAYER *pPlayer, int *a2, int *a3)
{
*a2 = 0;
*a3 = 0;
spritetype *pSprite = pPlayer->pSprite;
int x = Cos(pSprite->ang)>>16;
int y = Sin(pSprite->ang)>>16;
int z = pPlayer->at83;
int hit = HitScan(pSprite, pPlayer->at67, x, y, z, 0x10000040, 128);
int hitDist = approxDist(pSprite->x-gHitInfo.hitx, pSprite->y-gHitInfo.hity)>>4;
if (hitDist < 64)
{
switch (hit)
{
case 3:
*a2 = gHitInfo.hitsprite;
*a3 = sprite[*a2].extra;
if (*a3 > 0 && sprite[*a2].statnum == 4)
{
spritetype *pSprite = &sprite[*a2];
XSPRITE *pXSprite = &xsprite[*a3];
if (pSprite->type == 431)
{
if (gGameOptions.nGameType > 1 && sub_3A158(pPlayer, pSprite))
return -1;
pXSprite->data4 = pPlayer->at57;
pXSprite->isTriggered = 0;
}
}
if (*a3 > 0 && xsprite[*a3].Push)
return 3;
if (sprite[*a2].statnum == 6)
{
spritetype *pSprite = &sprite[*a2];
XSPRITE *pXSprite = &xsprite[*a3];
int nMass = dudeInfo[pSprite->type-kDudeBase].mass;
if (nMass)
{
int t2 = divscale(0xccccc, nMass, 8);
xvel[*a2] += mulscale16(x, t2);
yvel[*a2] += mulscale16(y, t2);
zvel[*a2] += mulscale16(z, t2);
}
if (pXSprite->Push && !pXSprite->state && !pXSprite->isTriggered)
trTriggerSprite(*a2, pXSprite, 30);
}
break;
case 0:
case 4:
*a2 = gHitInfo.hitwall;
*a3 = wall[*a2].extra;
if (*a3 > 0 && xwall[*a3].triggerPush)
return 0;
if (wall[*a2].nextsector >= 0)
{
*a2 = wall[*a2].nextsector;
*a3 = sector[*a2].extra;
if (*a3 > 0 && xsector[*a3].Wallpush)
return 6;
}
break;
case 1:
case 2:
*a2 = gHitInfo.hitsect;
*a3 = sector[*a2].extra;
if (*a3 > 0 && xsector[*a3].Push)
return 6;
break;
}
}
*a2 = pSprite->sectnum;
*a3 = sector[*a2].extra;
if (*a3 > 0 && xsector[*a3].Push)
return 6;
return -1;
}
void ProcessInput(PLAYER *pPlayer)
{
spritetype *pSprite = pPlayer->pSprite;
XSPRITE *pXSprite = pPlayer->pXSprite;
int nSprite = pPlayer->at5b;
POSTURE *pPosture = &gPosture[pPlayer->at5f][pPlayer->at2f];
GINPUT *pInput = &pPlayer->atc;
pPlayer->at2e = pInput->syncFlags.run;
if (pInput->buttonFlags.byte || pInput->forward || pInput->strafe || pInput->q16turn)
pPlayer->at30a = 0;
else if (pPlayer->at30a >= 0)
pPlayer->at30a += 4;
WeaponProcess(pPlayer);
if (pXSprite->health == 0)
{
char bSeqStat = playerSeqPlaying(pPlayer, 16);
if (pPlayer->at2ee != -1)
{
pPlayer->angold = pSprite->ang = getangle(sprite[pPlayer->at2ee].x - pSprite->x, sprite[pPlayer->at2ee].y - pSprite->y);
pPlayer->q16ang = fix16_from_int(pSprite->ang);
}
pPlayer->at1fe += 4;
if (!bSeqStat)
{
if (bVanilla)
pPlayer->q16horiz = fix16_from_int(mulscale16(0x8000-(Cos(ClipHigh(pPlayer->at1fe*8, 1024))>>15), 120));
else
pPlayer->q16horiz = mulscale16(0x8000-(Cos(ClipHigh(pPlayer->at1fe*8, 1024))>>15), F16(120));
}
if (pPlayer->atbd)
pInput->newWeapon = pPlayer->atbd;
if (pInput->keyFlags.action)
{
if (bSeqStat)
{
if (pPlayer->at1fe > 360)
seqSpawn(pPlayer->pDudeInfo->seqStartID+14, 3, pPlayer->pSprite->extra, nPlayerSurviveClient);
}
else if (seqGetStatus(3, pPlayer->pSprite->extra) < 0)
{
if (pPlayer->pSprite)
pPlayer->pSprite->type = 426;
actPostSprite(pPlayer->at5b, 4);
seqSpawn(pPlayer->pDudeInfo->seqStartID+15, 3, pPlayer->pSprite->extra, -1);
playerReset(pPlayer);
if (gGameOptions.nGameType == 0 && numplayers == 1)
{
if (gDemo.at0)
gDemo.Close();
pInput->keyFlags.restart = 1;
}
else
playerStart(pPlayer->at57);
}
pInput->keyFlags.action = 0;
}
return;
}
if (pPlayer->at2f == 1)
{
int x = Cos(pSprite->ang);
int y = Sin(pSprite->ang);
if (pInput->forward)
{
int forward = pInput->forward;
if (forward > 0)
forward = mulscale8(pPosture->at0, forward);
else
forward = mulscale8(pPosture->at8, forward);
xvel[nSprite] += mulscale30(forward, x);
yvel[nSprite] += mulscale30(forward, y);
}
if (pInput->strafe)
{
int strafe = pInput->strafe;
strafe = mulscale8(pPosture->at4, strafe);
xvel[nSprite] += mulscale30(strafe, y);
yvel[nSprite] -= mulscale30(strafe, x);
}
}
else if (pXSprite->height < 256)
{
int speed = 0x10000;
if (pXSprite->height > 0)
speed -= divscale16(pXSprite->height, 256);
int x = Cos(pSprite->ang);
int y = Sin(pSprite->ang);
if (pInput->forward)
{
int forward = pInput->forward;
if (forward > 0)
forward = mulscale8(pPosture->at0, forward);
else
forward = mulscale8(pPosture->at8, forward);
if (pXSprite->height)
forward = mulscale16(forward, speed);
xvel[nSprite] += mulscale30(forward, x);
yvel[nSprite] += mulscale30(forward, y);
}
if (pInput->strafe)
{
int strafe = pInput->strafe;
strafe = mulscale8(pPosture->at4, strafe);
if (pXSprite->height)
strafe = mulscale16(strafe, speed);
xvel[nSprite] += mulscale30(strafe, y);
yvel[nSprite] -= mulscale30(strafe, x);
}
}
if (pInput->q16turn)
pPlayer->q16ang = (pPlayer->q16ang+pInput->q16turn)&0x7ffffff;
if (pInput->keyFlags.spin180)
{
if (!pPlayer->at316)
pPlayer->at316 = -1024;
pInput->keyFlags.spin180 = 0;
}
if (pPlayer->at316 < 0)
{
int speed;
if (pPlayer->at2f == 1)
speed = 64;
else
speed = 128;
pPlayer->at316 = ClipLow(pPlayer->at316+speed, 0);
pPlayer->q16ang += fix16_from_int(speed);
}
pPlayer->q16ang = (pPlayer->q16ang+fix16_from_int(pSprite->ang-pPlayer->angold))&0x7ffffff;
pPlayer->angold = pSprite->ang = fix16_to_int(pPlayer->q16ang);
if (!pInput->buttonFlags.jump)
pPlayer->at31c = 0;
switch (pPlayer->at2f)
{
case 1:
if (pInput->buttonFlags.jump)
zvel[nSprite] -= 0x5b05;
if (pInput->buttonFlags.crouch)
zvel[nSprite] += 0x5b05;
break;
case 2:
if (!pInput->buttonFlags.crouch)
pPlayer->at2f = 0;
break;
default:
if (!pPlayer->at31c && pInput->buttonFlags.jump && pXSprite->height == 0)
{
sfxPlay3DSound(pSprite, 700, 0, 0);
if (packItemActive(pPlayer, 4))
zvel[nSprite] = -0x175555;
else
zvel[nSprite] = -0xbaaaa;
if (isShrinked(pPlayer->pSprite)) zvel[nSprite] -= -200000;
else if (isGrown(pPlayer->pSprite)) zvel[nSprite] += -250000;
pPlayer->at31c = 1;
}
if (pInput->buttonFlags.crouch)
pPlayer->at2f = 2;
break;
}
if (pInput->keyFlags.action)
{
int a2, a3;
int hit = ActionScan(pPlayer, &a2, &a3);
switch (hit)
{
case 6:
if (a3 > 0 && a3 <= 2048)
{
XSECTOR *pXSector = &xsector[a3];
int key = pXSector->Key;
if (pXSector->locked && pPlayer == gMe)
{
viewSetMessage("It's locked");
sndStartSample(3062, 255, 2, 0);
}
if (!key || pPlayer->at88[key])
trTriggerSector(a2, pXSector, 30);
else if (pPlayer == gMe)
{
viewSetMessage("That requires a key.");
sndStartSample(3063, 255, 2, 0);
}
}
break;
case 0:
{
XWALL *pXWall = &xwall[a3];
int key = pXWall->key;
if (pXWall->locked && pPlayer == gMe)
{
viewSetMessage("It's locked");
sndStartSample(3062, 255, 2, 0);
}
if (!key || pPlayer->at88[key])
trTriggerWall(a2, pXWall, 50);
else if (pPlayer == gMe)
{
viewSetMessage("That requires a key.");
sndStartSample(3063, 255, 2, 0);
}
break;
}
case 3:
{
XSPRITE *pXSprite = &xsprite[a3];
int key = pXSprite->key;
if (pXSprite->locked && pPlayer == gMe && pXSprite->lockMsg)
trTextOver(pXSprite->lockMsg);
if (!key || pPlayer->at88[key])
trTriggerSprite(a2, pXSprite, 30);
else if (pPlayer == gMe)
{
viewSetMessage("That requires a key.");
sndStartSample(3063, 255, 2, 0);
}
break;
}
}
if (pPlayer->at372 > 0)
pPlayer->at372 = ClipLow(pPlayer->at372-4*(6-gGameOptions.nDifficulty), 0);
if (pPlayer->at372 <= 0 && pPlayer->at376)
{
spritetype *pSprite2 = actSpawnDude(pPlayer->pSprite, 212, pPlayer->pSprite->clipdist<<1, 0);
pSprite2->ang = (pPlayer->pSprite->ang+1024)&2047;
int nSprite = pPlayer->pSprite->index;
int x = Cos(pPlayer->pSprite->ang)>>16;
int y = Sin(pPlayer->pSprite->ang)>>16;
xvel[pSprite2->index] = xvel[nSprite] + mulscale14(0x155555, x);
yvel[pSprite2->index] = yvel[nSprite] + mulscale14(0x155555, y);
zvel[pSprite2->index] = zvel[nSprite];
pPlayer->at376 = 0;
}
pInput->keyFlags.action = 0;
}
if (bVanilla)
{
if (pInput->keyFlags.lookCenter && !pInput->buttonFlags.lookUp && !pInput->buttonFlags.lookDown)
{
if (pPlayer->q16look < 0)
pPlayer->q16look = fix16_min(pPlayer->q16look+F16(4), F16(0));
if (pPlayer->q16look > 0)
pPlayer->q16look = fix16_max(pPlayer->q16look-F16(4), F16(0));
if (!pPlayer->q16look)
pInput->keyFlags.lookCenter = 0;
}
else
{
if (pInput->buttonFlags.lookUp)
pPlayer->q16look = fix16_min(pPlayer->q16look+F16(4), F16(60));
if (pInput->buttonFlags.lookDown)
pPlayer->q16look = fix16_max(pPlayer->q16look-F16(4), F16(-60));
}
pPlayer->q16look = fix16_clamp(pPlayer->q16look+pInput->q16mlook, F16(-60), F16(60));
if (pPlayer->q16look > 0)
pPlayer->q16horiz = fix16_from_int(mulscale30(120, Sin(fix16_to_int(pPlayer->q16look)<<3)));
else if (pPlayer->q16look < 0)
pPlayer->q16horiz = fix16_from_int(mulscale30(180, Sin(fix16_to_int(pPlayer->q16look)<<3)));
else
pPlayer->q16horiz = 0;
}
else
{
CONSTEXPR int upAngle = 289;
CONSTEXPR int downAngle = -347;
CONSTEXPR double lookStepUp = 4.0*upAngle/60.0;
CONSTEXPR double lookStepDown = -4.0*downAngle/60.0;
if (pInput->keyFlags.lookCenter && !pInput->buttonFlags.lookUp && !pInput->buttonFlags.lookDown)
{
if (pPlayer->q16look < 0)
pPlayer->q16look = fix16_min(pPlayer->q16look+F16(lookStepDown), F16(0));
if (pPlayer->q16look > 0)
pPlayer->q16look = fix16_max(pPlayer->q16look-F16(lookStepUp), F16(0));
if (!pPlayer->q16look)
pInput->keyFlags.lookCenter = 0;
}
else
{
if (pInput->buttonFlags.lookUp)
pPlayer->q16look = fix16_min(pPlayer->q16look+F16(lookStepUp), F16(upAngle));
if (pInput->buttonFlags.lookDown)
pPlayer->q16look = fix16_max(pPlayer->q16look-F16(lookStepDown), F16(downAngle));
}
pPlayer->q16look = fix16_clamp(pPlayer->q16look+(pInput->q16mlook<<3), F16(downAngle), F16(upAngle));
pPlayer->q16horiz = fix16_from_float(100.f*tanf(fix16_to_float(pPlayer->q16look)*fPI/1024.f));
}
int nSector = pSprite->sectnum;
int florhit = gSpriteHit[pSprite->extra].florhit & 0xc000;
char va;
if (pXSprite->height < 16 && (florhit == 0x4000 || florhit == 0))
va = 1;
else
va = 0;
if (va && (sector[nSector].floorstat&2))
{
int z1 = getflorzofslope(nSector, pSprite->x, pSprite->y);
int x2 = pSprite->x+mulscale30(64, Cos(pSprite->ang));
int y2 = pSprite->y+mulscale30(64, Sin(pSprite->ang));
short nSector2 = nSector;
updatesector(x2, y2, &nSector2);
if (nSector2 == nSector)
{
int z2 = getflorzofslope(nSector2, x2, y2);
pPlayer->q16slopehoriz = interpolate(pPlayer->q16slopehoriz, fix16_from_int(z1-z2)>>3, 0x4000);
}
}
else
{
pPlayer->q16slopehoriz = interpolate(pPlayer->q16slopehoriz, F16(0), 0x4000);
if (klabs(pPlayer->q16slopehoriz) < 4)
pPlayer->q16slopehoriz = 0;
}
pPlayer->at83 = (-fix16_to_int(pPlayer->q16horiz))<<7;
if (pInput->keyFlags.prevItem)
{
pInput->keyFlags.prevItem = 0;
packPrevItem(pPlayer);
}
if (pInput->keyFlags.nextItem)
{
pInput->keyFlags.nextItem = 0;
packNextItem(pPlayer);
}
if (pInput->keyFlags.useItem)
{
pInput->keyFlags.useItem = 0;
if (pPlayer->packInfo[pPlayer->at321].at1 > 0)
packUseItem(pPlayer, pPlayer->at321);
}
if (pInput->useFlags.useBeastVision)
{
pInput->useFlags.useBeastVision = 0;
if (pPlayer->packInfo[3].at1 > 0)
packUseItem(pPlayer, 3);
}
if (pInput->useFlags.useCrystalBall)
{
pInput->useFlags.useCrystalBall = 0;
if (pPlayer->packInfo[2].at1 > 0)
packUseItem(pPlayer, 2);
}
if (pInput->useFlags.useJumpBoots)
{
pInput->useFlags.useJumpBoots = 0;
if (pPlayer->packInfo[4].at1 > 0)
packUseItem(pPlayer, 4);
}
if (pInput->useFlags.useMedKit)
{
pInput->useFlags.useMedKit = 0;
if (pPlayer->packInfo[0].at1 > 0)
packUseItem(pPlayer, 0);
}
if (pInput->keyFlags.holsterWeapon)
{
pInput->keyFlags.holsterWeapon = 0;
if (pPlayer->atbd)
{
WeaponLower(pPlayer);
viewSetMessage("Holstering weapon");
}
}
CheckPickUp(pPlayer);
}
void playerProcess(PLAYER *pPlayer)
{
spritetype *pSprite = pPlayer->pSprite;
int nSprite = pPlayer->at5b;
int nXSprite = pSprite->extra;
XSPRITE *pXSprite = pPlayer->pXSprite;
POSTURE *pPosture = &gPosture[pPlayer->at5f][pPlayer->at2f];
powerupProcess(pPlayer);
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
int dzb = (bottom-pSprite->z)/4;
int dzt = (pSprite->z-top)/4;
int dw = pSprite->clipdist<<2;
if (!gNoClip)
{
short nSector = pSprite->sectnum;
if (pushmove_old(&pSprite->x, &pSprite->y, &pSprite->z, &nSector, dw, dzt, dzb, CLIPMASK0) == -1)
actDamageSprite(nSprite, pSprite, DAMAGE_TYPE_0, 500<<4);
if (pSprite->sectnum != nSector)
{
if (nSector == -1)
{
nSector = pSprite->sectnum;
actDamageSprite(nSprite, pSprite, DAMAGE_TYPE_0, 500<<4);
}
dassert(nSector >= 0 && nSector < kMaxSectors);
ChangeSpriteSect(nSprite, nSector);
}
}
ProcessInput(pPlayer);
int nSpeed = approxDist(xvel[nSprite], yvel[nSprite]);
pPlayer->at6b = interpolate(pPlayer->at6b, zvel[nSprite], 0x7000);
int dz = pPlayer->pSprite->z-pPosture->at24-pPlayer->at67;
if (dz > 0)
pPlayer->at6b += mulscale16(dz<<8, 0xa000);
else
pPlayer->at6b += mulscale16(dz<<8, 0x1800);
pPlayer->at67 += pPlayer->at6b>>8;
pPlayer->at73 = interpolate(pPlayer->at73, zvel[nSprite], 0x5000);
dz = pPlayer->pSprite->z-pPosture->at28-pPlayer->at6f;
if (dz > 0)
pPlayer->at73 += mulscale16(dz<<8, 0x8000);
else
pPlayer->at73 += mulscale16(dz<<8, 0xc00);
pPlayer->at6f += pPlayer->at73>>8;
pPlayer->at37 = ClipLow(pPlayer->at37-4, 0);
nSpeed >>= 16;
if (pPlayer->at2f == 1)
{
pPlayer->at3b = (pPlayer->at3b+17)&2047;
pPlayer->at4b = (pPlayer->at4b+17)&2047;
pPlayer->at3f = mulscale30(pPosture->at14*10, Sin(pPlayer->at3b*2));
pPlayer->at43 = mulscale30(pPosture->at18*pPlayer->at37, Sin(pPlayer->at3b-256));
pPlayer->at4f = mulscale30(pPosture->at1c*pPlayer->at37, Sin(pPlayer->at4b*2));
pPlayer->at53 = mulscale30(pPosture->at20*pPlayer->at37, Sin(pPlayer->at4b-0x155));
}
else
{
if (pXSprite->height < 256)
{
pPlayer->at3b = (pPlayer->at3b+pPosture->atc[pPlayer->at2e]*4) & 2047;
pPlayer->at4b = (pPlayer->at4b+(pPosture->atc[pPlayer->at2e]*4)/2) & 2047;
if (pPlayer->at2e)
{
if (pPlayer->at37 < 60)
pPlayer->at37 = ClipHigh(pPlayer->at37+nSpeed, 60);
}
else
{
if (pPlayer->at37 < 30)
pPlayer->at37 = ClipHigh(pPlayer->at37+nSpeed, 30);
}
}
pPlayer->at3f = mulscale30(pPosture->at14*pPlayer->at37, Sin(pPlayer->at3b*2));
pPlayer->at43 = mulscale30(pPosture->at18*pPlayer->at37, Sin(pPlayer->at3b-256));
pPlayer->at4f = mulscale30(pPosture->at1c*pPlayer->at37, Sin(pPlayer->at4b*2));
pPlayer->at53 = mulscale30(pPosture->at20*pPlayer->at37, Sin(pPlayer->at4b-0x155));
}
pPlayer->at35a = 0;
pPlayer->at37f = ClipLow(pPlayer->at37f-4, 0);
pPlayer->at35e = ClipLow(pPlayer->at35e-4, 0);
pPlayer->at362 = ClipLow(pPlayer->at362-4, 0);
pPlayer->at366 = ClipLow(pPlayer->at366-4, 0);
pPlayer->at36a = ClipLow(pPlayer->at36a-4, 0);
pPlayer->at377 = ClipLow(pPlayer->at377-4, 0);
if (pPlayer == gMe && gMe->pXSprite->health == 0)
pPlayer->at376 = 0;
if (!pXSprite->health)
return;
pPlayer->at87 = 0;
if (pPlayer->at2f == 1)
{
pPlayer->at87 = 1;
int nSector = pSprite->sectnum;
int nLink = gLowerLink[nSector];
if (nLink > 0 && (sprite[nLink].type == 14 || sprite[nLink].type == 10))
{
if (getceilzofslope(nSector, pSprite->x, pSprite->y) > pPlayer->at67)
pPlayer->at87 = 0;
}
}
if (!pPlayer->at87)
{
pPlayer->at2f2 = 1200;
pPlayer->at36e = 0;
if (packItemActive(pPlayer, 1))
packUseItem(pPlayer, 1);
}
int nType = kDudePlayer1-kDudeBase;
switch (pPlayer->at2f)
{
case 1:
seqSpawn(dudeInfo[nType].seqStartID+9, 3, nXSprite, -1);
break;
case 2:
seqSpawn(dudeInfo[nType].seqStartID+10, 3, nXSprite, -1);
break;
default:
if (!nSpeed)
seqSpawn(dudeInfo[nType].seqStartID, 3, nXSprite, -1);
else
seqSpawn(dudeInfo[nType].seqStartID+8, 3, nXSprite, -1);
break;
}
}
spritetype *playerFireMissile(PLAYER *pPlayer, int a2, int a3, int a4, int a5, int a6)
{
return actFireMissile(pPlayer->pSprite, a2, pPlayer->at6f-pPlayer->pSprite->z, a3, a4, a5, a6);
}
spritetype * playerFireThing(PLAYER *pPlayer, int a2, int a3, int thingType, int a5)
{
dassert(thingType >= kThingBase && thingType < kThingMax);
return actFireThing(pPlayer->pSprite, a2, pPlayer->at6f-pPlayer->pSprite->z, pPlayer->at83+a3, thingType, a5);
}
void playerFrag(PLAYER *pKiller, PLAYER *pVictim)
{
dassert(pKiller != NULL);
dassert(pVictim != NULL);
char buffer[128] = "";
int nKiller = pKiller->pSprite->type-kDudePlayer1;
dassert(nKiller >= 0 && nKiller < kMaxPlayers);
int nVictim = pVictim->pSprite->type-kDudePlayer1;
dassert(nVictim >= 0 && nVictim < kMaxPlayers);
if (myconnectindex == connecthead)
{
sprintf(buffer, "frag %d killed %d\n", pKiller->at57+1, pVictim->at57+1);
sub_7AC28(buffer);
buffer[0] = 0;
}
if (nKiller == nVictim)
{
pVictim->at2ee = -1;
pVictim->at2c6--;
pVictim->at2ca[nVictim]--;
if (gGameOptions.nGameType == 3)
dword_21EFB0[pVictim->at2ea]--;
int nMessage = Random(5);
int nSound = gSuicide[nMessage].at4;
if (pVictim == gMe && gMe->at372 <= 0)
{
sprintf(buffer, "You killed yourself!");
if (gGameOptions.nGameType > 0 && nSound >= 0)
sndStartSample(nSound, 255, 2, 0);
}
}
else
{
pKiller->at2c6++;
pKiller->at2ca[nKiller]++;
if (gGameOptions.nGameType == 3)
{
if (pKiller->at2ea == pVictim->at2ea)
dword_21EFB0[pKiller->at2ea]--;
else
{
dword_21EFB0[pKiller->at2ea]++;
dword_21EFD0[pKiller->at2ea]+=120;
}
}
int nMessage = Random(25);
int nSound = gVictory[nMessage].at4;
const char* pzMessage = gVictory[nMessage].at0;
sprintf(buffer, pzMessage, gProfile[nKiller].name, gProfile[nVictim].name);
if (gGameOptions.nGameType > 0 && nSound >= 0 && pKiller == gMe)
sndStartSample(nSound, 255, 2, 0);
}
viewSetMessage(buffer);
}
void FragPlayer(PLAYER *pPlayer, int nSprite)
{
spritetype *pSprite = NULL;
if (nSprite >= 0)
pSprite = &sprite[nSprite];
if (pSprite && IsPlayerSprite(pSprite))
{
PLAYER *pKiller = &gPlayer[pSprite->type-kDudePlayer1];
playerFrag(pKiller, pPlayer);
int nTeam1 = pKiller->at2ea&1;
int nTeam2 = pPlayer->at2ea&1;
if (nTeam1 == 0)
{
if (nTeam1 != nTeam2)
evSend(0, 0, 15, COMMAND_ID_3);
else
evSend(0, 0, 16, COMMAND_ID_3);
}
else
{
if (nTeam1 == nTeam2)
evSend(0, 0, 16, COMMAND_ID_3);
else
evSend(0, 0, 15, COMMAND_ID_3);
}
}
}
int playerDamageArmor(PLAYER *pPlayer, DAMAGE_TYPE nType, int nDamage)
{
DAMAGEINFO *pDamageInfo = &damageInfo[nType];
int nArmorType = pDamageInfo->at0;
if (nArmorType >= 0 && pPlayer->at33e[nArmorType])
{
#if 0
int vbp = (nDamage*7)/8-nDamage/4;
int v8 = pPlayer->at33e[nArmorType];
int t = nDamage/4 + vbp * v8 / 3200;
v8 -= t;
#endif
int v8 = pPlayer->at33e[nArmorType];
int t = scale(v8, 0, 3200, nDamage/4, (nDamage*7)/8);
v8 -= t;
nDamage -= t;
pPlayer->at33e[nArmorType] = ClipLow(v8, 0);
}
return nDamage;
}
spritetype *sub_40A94(PLAYER *pPlayer, int a2)
{
char buffer[80];
spritetype *pSprite = NULL;
switch (a2)
{
case 147:
pPlayer->at90 &= ~1;
pSprite = actDropObject(pPlayer->pSprite, 147);
if (pSprite)
pSprite->owner = pPlayer->at91[0];
sprintf(buffer, "%s dropped Blue Flag", gProfile[pPlayer->at57].name);
sndStartSample(8005, 255, 2, 0);
viewSetMessage(buffer);
break;
case 148:
pPlayer->at90 &= ~2;
pSprite = actDropObject(pPlayer->pSprite, 148);
if (pSprite)
pSprite->owner = pPlayer->at91[1];
sprintf(buffer, "%s dropped Red Flag", gProfile[pPlayer->at57].name);
sndStartSample(8004, 255, 2, 0);
viewSetMessage(buffer);
break;
}
return pSprite;
}
int playerDamageSprite(int nSource, PLAYER *pPlayer, DAMAGE_TYPE nDamageType, int nDamage)
{
dassert(nSource < kMaxSprites);
dassert(pPlayer != NULL);
if (pPlayer->ata1[nDamageType])
return 0;
nDamage = playerDamageArmor(pPlayer, nDamageType, nDamage);
pPlayer->at366 = ClipHigh(pPlayer->at366+(nDamage>>3), 600);
spritetype *pSprite = pPlayer->pSprite;
XSPRITE *pXSprite = pPlayer->pXSprite;
int nXSprite = pSprite->extra;
int nXSector = sector[pSprite->sectnum].extra;
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase];
int nDeathSeqID = -1;
int v18 = -1;
int nSprite = pSprite->index;
char va = playerSeqPlaying(pPlayer, 16);
if (!pXSprite->health)
{
if (va)
{
switch (nDamageType)
{
case DAMAGE_TYPE_5:
nDeathSeqID = 18;
sfxPlay3DSound(pSprite, 716, 0, 0);
break;
case DAMAGE_TYPE_3:
GibSprite(pSprite, GIBTYPE_7, NULL, NULL);
GibSprite(pSprite, GIBTYPE_15, NULL, NULL);
pPlayer->pSprite->cstat |= 32768;
nDeathSeqID = 17;
break;
default:
{
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
CGibPosition gibPos(pSprite->x, pSprite->y, top);
CGibVelocity gibVel(xvel[pSprite->index]>>1, yvel[pSprite->index]>>1, -0xccccc);
GibSprite(pSprite, GIBTYPE_27, &gibPos, &gibVel);
GibSprite(pSprite, GIBTYPE_7, NULL, NULL);
fxSpawnBlood(pSprite, nDamage<<4);
fxSpawnBlood(pSprite, nDamage<<4);
nDeathSeqID = 17;
break;
}
}
}
}
else
{
int nHealth = pXSprite->health-nDamage;
pXSprite->health = ClipLow(nHealth, 0);
if (pXSprite->health > 0 && pXSprite->health < 16)
{
nDamageType = DAMAGE_TYPE_2;
pXSprite->health = 0;
nHealth = -25;
}
if (pXSprite->health > 0)
{
DAMAGEINFO *pDamageInfo = &damageInfo[nDamageType];
int nSound;
if (nDamage >= (10<<4))
nSound = pDamageInfo->at4[0];
else
nSound = pDamageInfo->at4[Random(3)];
if (nDamageType == DAMAGE_TYPE_4 && pXSprite->medium == 1 && !pPlayer->at376)
nSound = 714;
sfxPlay3DSound(pSprite, nSound, 0, 6);
return nDamage;
}
sfxKill3DSound(pPlayer->pSprite, -1, 441);
if (gGameOptions.nGameType == 3 && pPlayer->at90)
{
if (pPlayer->at90&1)
sub_40A94(pPlayer, 147);
if (pPlayer->at90&2)
sub_40A94(pPlayer, 148);
}
pPlayer->at1fe = 0;
pPlayer->at1b1 = 0;
pPlayer->atbd = 0;
pPlayer->at2ee = nSource;
pPlayer->at34e = 0;
if (nDamageType == DAMAGE_TYPE_3 && nDamage < (9<<4))
nDamageType = DAMAGE_TYPE_0;
switch (nDamageType)
{
case DAMAGE_TYPE_3:
sfxPlay3DSound(pSprite, 717, 0, 0);
GibSprite(pSprite, GIBTYPE_7, NULL, NULL);
GibSprite(pSprite, GIBTYPE_15, NULL, NULL);
pPlayer->pSprite->cstat |= 32768;
nDeathSeqID = 2;
break;
case DAMAGE_TYPE_1:
sfxPlay3DSound(pSprite, 718, 0, 0);
nDeathSeqID = 3;
break;
case DAMAGE_TYPE_4:
nDeathSeqID = 1;
break;
default:
if (nHealth < -20 && gGameOptions.nGameType >= 2 && Chance(0x4000))
{
DAMAGEINFO *pDamageInfo = &damageInfo[nDamageType];
sfxPlay3DSound(pSprite, pDamageInfo->at10[0], 0, 2);
nDeathSeqID = 16;
v18 = nPlayerKeelClient;
powerupActivate(pPlayer, 28);
pXSprite->target = nSource;
evPost(pSprite->index, 3, 15, CALLBACK_ID_13);
}
else
{
sfxPlay3DSound(pSprite, 716, 0, 0);
nDeathSeqID = 1;
}
break;
}
}
if (nDeathSeqID < 0)
return nDamage;
if (nDeathSeqID != 16)
{
powerupClear(pPlayer);
if (nXSector > 0 && xsector[nXSector].Exit)
trTriggerSector(pSprite->sectnum, &xsector[nXSector], 43);
pSprite->hitag |= 7;
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
if (gPlayer[p].at2ee == nSprite && gPlayer[p].at1fe > 0)
gPlayer[p].at2ee = -1;
}
FragPlayer(pPlayer, nSource);
trTriggerSprite(nSprite, pXSprite, 0);
}
dassert(gSysRes.Lookup(pDudeInfo->seqStartID + nDeathSeqID, "SEQ") != NULL);
seqSpawn(pDudeInfo->seqStartID+nDeathSeqID, 3, nXSprite, v18);
return nDamage;
}
int UseAmmo(PLAYER *pPlayer, int nAmmoType, int nDec)
{
if (gInfiniteAmmo)
return 9999;
if (nAmmoType == -1)
return 9999;
pPlayer->at181[nAmmoType] = ClipLow(pPlayer->at181[nAmmoType]-nDec, 0);
return pPlayer->at181[nAmmoType];
}
void sub_41250(PLAYER *pPlayer)
{
int v4 = pPlayer->at1be.dz;
int dz = pPlayer->at6f-pPlayer->pSprite->z;
if (UseAmmo(pPlayer, 9, 0) < 8)
{
pPlayer->at34e = 0;
return;
}
for (int i = 0; i < 4; i++)
{
int ang1 = (pPlayer->at352+pPlayer->at356)&2047;
actFireVector(pPlayer->pSprite, 0, dz, Cos(ang1)>>16, Sin(ang1)>>16, v4, VECTOR_TYPE_21);
int ang2 = (pPlayer->at352+2048-pPlayer->at356)&2047;
actFireVector(pPlayer->pSprite, 0, dz, Cos(ang2)>>16, Sin(ang2)>>16, v4, VECTOR_TYPE_21);
}
pPlayer->at34e = ClipLow(pPlayer->at34e-1, 0);
}
void playerLandingSound(PLAYER *pPlayer)
{
static int surfaceSound[] = {
-1,
600,
601,
602,
603,
604,
605,
605,
605,
600,
605,
605,
605,
604,
603
};
spritetype *pSprite = pPlayer->pSprite;
SPRITEHIT *pHit = &gSpriteHit[pSprite->extra];
if (pHit->florhit)
{
char nSurf = tileGetSurfType(pHit->florhit);
if (nSurf)
sfxPlay3DSound(pSprite, surfaceSound[nSurf], -1, 0);
}
}
void PlayerSurvive(int, int nXSprite)
{
char buffer[80];
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
actHealDude(pXSprite, 1, 2);
if (gGameOptions.nGameType > 0 && numplayers > 1)
{
sfxPlay3DSound(pSprite, 3009, 0, 6);
if (IsPlayerSprite(pSprite))
{
PLAYER *pPlayer = &gPlayer[pSprite->type-kDudePlayer1];
if (pPlayer == gMe)
viewSetMessage("I LIVE...AGAIN!!");
else
{
sprintf(buffer, "%s lives again!", gProfile[pPlayer->at57].name);
viewSetMessage(buffer);
}
pPlayer->atc.newWeapon = 1;
}
}
}
void PlayerKeelsOver(int, int nXSprite)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
if (gPlayer[p].pXSprite == pXSprite)
{
PLAYER *pPlayer = &gPlayer[p];
playerDamageSprite(pPlayer->at2ee, pPlayer, DAMAGE_TYPE_5, 500<<4);
return;
}
}
}
class PlayerLoadSave : public LoadSave
{
public:
virtual void Load(void);
virtual void Save(void);
};
void PlayerLoadSave::Load(void)
{
Read(dword_21EFB0, sizeof(dword_21EFB0));
Read(&gNetPlayers, sizeof(gNetPlayers));
Read(&gProfile, sizeof(gProfile));
Read(&gPlayer, sizeof(gPlayer));
for (int i = 0; i < gNetPlayers; i++)
{
gPlayer[i].pSprite = &sprite[gPlayer[i].at5b];
gPlayer[i].pXSprite = &xsprite[gPlayer[i].pSprite->extra];
gPlayer[i].pDudeInfo = &dudeInfo[gPlayer[i].pSprite->type-kDudeBase];
}
}
void PlayerLoadSave::Save(void)
{
Write(dword_21EFB0, sizeof(dword_21EFB0));
Write(&gNetPlayers, sizeof(gNetPlayers));
Write(&gProfile, sizeof(gProfile));
Write(&gPlayer, sizeof(gPlayer));
}
static PlayerLoadSave *myLoadSave;
void PlayerLoadSaveConstruct(void)
{
myLoadSave = new PlayerLoadSave();
}