raze/source/games/duke/src/premap.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2017-2019 Nuke.YKT
This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
BEGIN_DUKE_NS
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void pickrandomspot(short snum)
{
struct player_struct *p;
short i;
p = &ps[snum];
if( ud.multimode > 1 && ud.coop != 1)
i = krand()%numplayersprites;
else i = snum;
p->bobposx = p->oposx = p->posx = po[i].ox;
p->bobposy = p->oposy = p->posy = po[i].oy;
p->oposz = p->posz = po[i].oz;
p->setang(po[i].oa);
p->cursectnum = po[i].os;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void resetplayerstats(int snum)
{
struct player_struct *p;
p = &ps[snum];
gFullMap = 0;
p->dead_flag = 0;
p->wackedbyactor = -1;
p->falling_counter = 0;
p->quick_kick = 0;
p->subweapon = 0;
p->last_full_weapon = 0;
p->ftq = 0;
p->fta = 0;
p->tipincs = 0;
p->buttonpalette = 0;
p->actorsqu =-1;
p->invdisptime = 0;
p->refresh_inventory= 0;
p->last_pissed_time = 0;
p->holster_weapon = 0;
p->pycount = 0;
p->pyoff = 0;
p->opyoff = 0;
p->loogcnt = 0;
//p->angvel = 0;
p->weapon_sway = 0;
// p->select_dir = 0;
p->extra_extra8 = 0;
p->show_empty_weapon= 0;
p->dummyplayersprite=-1;
p->crack_time = 0;
p->hbomb_hold_delay = 0;
p->transporter_hold = 0;
p->wantweaponfire = -1;
p->hurt_delay = 0;
p->hurt_delay2 = 0;
p->footprintcount = 0;
p->footprintpal = 0;
p->footprintshade = 0;
p->jumping_toggle = 0;
p->sethoriz(140); //!!
//p->oq16horiz = p->q16horiz;
p->sethorizoff(0);
p->bobcounter = 0;
p->on_ground = 0;
p->player_par = 0;
p->return_to_center = 9;
p->airleft = 15*26;
p->rapid_fire_hold = 0;
p->toggle_key_flag = 0;
p->access_spritenum = -1;
if(ud.multimode > 1 && ud.coop != 1 )
p->got_access = 7;
else p->got_access = 0;
p->random_club_frame= 0;
pus = 1;
p->on_warping_sector = 0;
p->spritebridge = 0;
p->palette = 0;
if(p->steroids_amount < 400 )
{
p->steroids_amount = 0;
p->inven_icon = 0;
}
p->heat_on = 0;
p->jetpack_on = 0;
p->holoduke_on = -1;
p->look_ang = 512 - ((ud.level_number&1)<<10);
p->rotscrnang = 0;
p->orotscrnang = 1; // JBF 20031220
p->newowner =-1;
p->jumping_counter = 0;
p->hard_landing = 0;
p->posxv = 0; //!!
p->posyv = 0;
p->poszv = 0;
p->fric.x = 0;
p->fric.y = 0;
p->somethingonplayer =-1;
p->one_eighty_count = 0;
p->cheat_phase = 0;
p->on_crane = -1;
if(p->curr_weapon == PISTOL_WEAPON)
p->kickback_pic = isRR()? 22 : 5;
else p->kickback_pic = 0;
p->weapon_pos = 6;
p->walking_snd_toggle= 0;
p->weapon_ang = 0;
p->knuckle_incs = 1;
p->fist_incs = 0;
p->knee_incs = 0;
setpal(p);
p->stairs = 0;
//p->fogtype = 0;
p->noise_x = 0;
p->noise_y = 0;
p->make_noise = 0;
p->noise_radius = 0;
if (isRR() && ud.multimode > 1 && ud.coop != 1)
{
p->keys[0] = 1;
p->keys[1] = 1;
p->keys[2] = 1;
p->keys[3] = 1;
p->keys[4] = 1;
}
else
{
p->keys[0] = 0;
p->keys[1] = 0;
p->keys[2] = 0;
p->keys[3] = 0;
p->keys[4] = 0;
}
wupass = 0;
//p->at582 = 0;
p->drunkang = 1647;
p->eatang = 1647;
p->drink_amt = 0;
p->eat = 0;
p->drink_timer = 4096;
p->eat_timer = 4096;
p->shotgun_state[0] = 0;
p->shotgun_state[1] = 0;
p->detonate_time = 0;
p->detonate_count = 0;
p->recoil = 0;
p->yehaa_timer = 0;
chickenphase = 0;
if (p->OnMotorcycle)
{
p->OnMotorcycle = 0;
p->gotweapon.Clear(MOTORCYCLE_WEAPON);
p->curr_weapon = isRRRA()? SLINGBLADE_WEAPON : KNEE_WEAPON; // just in case this is made available for the other games
}
p->lotag800kill = 0;
p->moto_do_bump = 0;
p->MotoOnGround = 1;
p->moto_underwater = 0;
p->MotoSpeed = 0;
p->TiltStatus = 0;
p->moto_drink = 0;
p->VBumpTarget = 0;
p->VBumpNow =0;
p->moto_bump_fast = 0;
p->TurbCount = 0;
p->moto_on_mud = 0;
p->moto_on_oil = 0;
if (p->OnBoat)
{
p->OnBoat = 0;
p->gotweapon.Clear(BOAT_WEAPON);
p->curr_weapon = isRRRA()? SLINGBLADE_WEAPON : KNEE_WEAPON; // just in case this is made available for the other games
}
p->NotOnWater = 0;
p->SeaSick = 0;
p->nocheat = 0;
p->DrugMode = 0;
p->drug_stat[0] = 0;
p->drug_stat[1] = 0;
p->drug_stat[2] = 0;
p->drug_aspect = 0;
resetlanepics();
if (numplayers < 2)
{
ufospawn = isRRRA()? 3 : std::min(ud.m_player_skill*4+1, 32);
ufocnt = 0;
hulkspawn = ud.m_player_skill + 1;
}
else
{
ufospawn = isRRRA()? 0 :32;
ufocnt = 0;
hulkspawn = isRRRA()? 0 :2;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void resetweapons(int snum)
{
short weapon;
struct player_struct *p;
p = &ps[snum];
for ( weapon = PISTOL_WEAPON; weapon < MAX_WEAPONS; weapon++ )
p->gotweapon.Clear(weapon);
for ( weapon = PISTOL_WEAPON; weapon < MAX_WEAPONS; weapon++ )
p->ammo_amount[weapon] = 0;
p->weapon_pos = 6;
p->kickback_pic = 5;
p->curr_weapon = PISTOL_WEAPON;
p->gotweapon.Set(PISTOL_WEAPON);
p->gotweapon.Set(KNEE_WEAPON);
p->ammo_amount[PISTOL_WEAPON] = 48;
p->gotweapon.Set(HANDREMOTE_WEAPON);
p->last_weapon = -1;
p->show_empty_weapon= 0;
p->last_pissed_time = 0;
p->holster_weapon = 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void resetinventory(short snum)
{
struct player_struct *p;
p = &ps[snum];
p->inven_icon = 0;
p->boot_amount = 0;
p->scuba_on = 0;p->scuba_amount = 0;
p->heat_amount = 0;p->heat_on = 0;
p->jetpack_on = 0;p->jetpack_amount = 0;
p->shield_amount = max_armour_amount;
p->holoduke_on = -1;
p->holoduke_amount = 0;
p->firstaid_amount = 0;
p->steroids_amount = 0;
p->inven_icon = 0;
if (ud.multimode > 1 && ud.coop != 1)
{
p->keys[0] = 1;
p->keys[1] = 1;
p->keys[2] = 1;
p->keys[3] = 1;
p->keys[4] = 1;
}
else
{
p->keys[0] = 0;
p->keys[1] = 0;
p->keys[2] = 0;
p->keys[3] = 0;
p->keys[4] = 0;
}
p->drunkang = 1647;
p->eatang = 1647;
p->drink_amt = 0;
p->eat = 0;
p->drink_timer = 0;
p->eat_timer = 0;
p->shotgun_state[0] = 0;
p->shotgun_state[1] = 0;
p->detonate_time = 0;
p->detonate_count = 0;
p->recoil = 0;
p->yehaa_timer = 0;
resetlanepics();
if (numplayers < 2)
{
ufospawn = ud.m_player_skill*4+1;
if (ufospawn > 32)
ufospawn = 32;
ufocnt = 0;
hulkspawn = ud.m_player_skill + 1;
}
else
{
ufospawn = 32;
ufocnt = 0;
hulkspawn = 2;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void resetprestat(short snum,char g)
{
struct player_struct *p;
short i;
p = &ps[snum];
spriteqloc = 0;
for(i=0;i<spriteqamount;i++) spriteq[i] = -1;
p->hbomb_on = 0;
p->cheat_phase = 0;
p->pals.f = 0;
p->toggle_key_flag = 0;
p->secret_rooms = 0;
p->max_secret_rooms = 0;
p->actors_killed = 0;
p->max_actors_killed = 0;
p->lastrandomspot = 0;
p->weapon_pos = 6;
p->kickback_pic = 5;
p->last_weapon = -1;
p->weapreccnt = 0;
p->show_empty_weapon= 0;
p->holster_weapon = 0;
p->last_pissed_time = 0;
p->one_parallax_sectnum = -1;
p->visibility = ud.const_visibility;
screenpeek = myconnectindex;
numanimwalls = 0;
numcyclers = 0;
animatecnt = 0;
parallaxtype = 0;
randomseed = 17L;
ud.pause_on = 0;
ud.camerasprite =-1;
ud.eog = 0;
tempwallptr = 0;
camsprite =-1;
earthquaketime = 0;
WindTime = 0;
WindDir = 0;
fakebubba_spawn = 0;
RRRA_ExitedLevel = 0;
BellTime = 0;
g_bellSprite = 0;
//numinterpolations = 0;
//startofdynamicinterpolations = 0;
if( ( (g&MODE_EOL) != MODE_EOL && numplayers < 2) || (ud.coop != 1 && numplayers > 1) )
{
resetweapons(snum);
resetinventory(snum);
}
else if(p->curr_weapon == HANDREMOTE_WEAPON)
{
p->ammo_amount[HANDBOMB_WEAPON]++;
p->curr_weapon = HANDBOMB_WEAPON;
}
p->timebeforeexit = 0;
p->customexitsound = 0;
p->stairs = 0;
//if (!isRRRA()) p->fogtype = 0;
p->noise_x = 131072;
p->noise_y = 131072;
p->make_noise = 0;
p->noise_radius = 0;
if (ud.multimode > 1 && ud.coop != 1)
{
p->keys[0] = 1;
p->keys[1] = 1;
p->keys[2] = 1;
p->keys[3] = 1;
p->keys[4] = 1;
}
else
{
p->keys[0] = 0;
p->keys[1] = 0;
p->keys[2] = 0;
p->keys[3] = 0;
p->keys[4] = 0;
}
p->drunkang = 1647;
p->eatang = 1647;
p->drink_amt = 0;
p->eat = 0;
p->drink_timer = 0;
p->eat_timer = 0;
p->shotgun_state[0] = 0;
p->shotgun_state[1] = 0;
p->detonate_time = 0;
p->detonate_count = 0;
p->recoil = 0;
p->yehaa_timer = 0;
resetlanepics();
if (numplayers < 2)
{
ufospawn = ud.m_player_skill*4+1;
if (ufospawn > 32)
ufospawn = 32;
ufocnt = 0;
hulkspawn = ud.m_player_skill + 1;
}
else
{
ufospawn = 32;
ufocnt = 0;
hulkspawn = 2;
}
}
END_DUKE_NS