raze/polymer/build/src/game.c

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// Ken Silverman's official web site: "http://www.advsys.net/ken"
// See the included license file "BUILDLIC.TXT" for license info.
//
// This file has been modified from Ken Silverman's original release
// by Jonathon Fowler (jonof@edgenetwk.com)
#include "compat.h"
#include "build.h"
#include "names.h"
#include "pragmas.h"
#include "cache1d.h"
#include "game.h"
#include "osd.h"
#include "mmulti.h"
#include "baselayer.h"
#define TIMERINTSPERSECOND 140 //280
#define MOVESPERSECOND 40
#define TICSPERFRAME 3
#define MOVEFIFOSIZ 256
#define EYEHEIGHT (32<<8) //Normally (32<<8), (51<<8) to make mirrors happy
// declared in sound.c
void initsb(char,char,long,char,char,char,char);
void uninitsb(void);
void setears(long,long,long,long);
void wsayfollow(char *,long,long,long *,long *,char);
void wsay(char *,long,long,long);
void loadwaves(void);
void loadsong(char *);
void musicon(void);
void musicoff(void);
void refreshaudio(void);
// declared in config.c
int loadsetup(const char *);
int writesetup(const char *);
/***************************************************************************
KEN'S TAG DEFINITIONS: (Please define your own tags for your games)
sector[?].lotag = 0 Normal sector
sector[?].lotag = 1 If you are on a sector with this tag, then all sectors
with same hi tag as this are operated. Once.
sector[?].lotag = 2 Same as sector[?].tag = 1 but this is retriggable.
sector[?].lotag = 3 A really stupid sector that really does nothing now.
sector[?].lotag = 4 A sector where you are put closer to the floor
(such as the slime in DOOM1.DAT)
sector[?].lotag = 5 A really stupid sector that really does nothing now.
sector[?].lotag = 6 A normal door - instead of pressing D, you tag the
sector with a 6. The reason I make you edit doors
this way is so that can program the doors
yourself.
sector[?].lotag = 7 A door the goes down to open.
sector[?].lotag = 8 A door that opens horizontally in the middle.
sector[?].lotag = 9 A sliding door that opens vertically in the middle.
-Example of the advantages of not using BSP tree.
sector[?].lotag = 10 A warping sector with floor and walls that shade.
sector[?].lotag = 11 A sector with all walls that do X-panning.
sector[?].lotag = 12 A sector with walls using the dragging function.
sector[?].lotag = 13 A sector with some swinging doors in it.
sector[?].lotag = 14 A revolving door sector.
sector[?].lotag = 15 A subway track.
sector[?].lotag = 16 A true double-sliding door.
wall[?].lotag = 0 Normal wall
wall[?].lotag = 1 Y-panning wall
wall[?].lotag = 2 Switch - If you flip it, then all sectors with same hi
tag as this are operated.
wall[?].lotag = 3 Marked wall to detemine starting dir. (sector tag 12)
wall[?].lotag = 4 Mark on the shorter wall closest to the pivot point
of a swinging door. (sector tag 13)
wall[?].lotag = 5 Mark where a subway should stop. (sector tag 15)
wall[?].lotag = 6 Mark for true double-sliding doors (sector tag 16)
wall[?].lotag = 7 Water fountain
wall[?].lotag = 8 Bouncy wall!
sprite[?].lotag = 0 Normal sprite
sprite[?].lotag = 1 If you press space bar on an AL, and the AL is tagged
with a 1, he will turn evil.
sprite[?].lotag = 2 When this sprite is operated, a bomb is shot at its
position.
sprite[?].lotag = 3 Rotating sprite.
sprite[?].lotag = 4 Sprite switch.
sprite[?].lotag = 5 Basketball hoop score.
KEN'S STATUS DEFINITIONS: (Please define your own statuses for your games)
status = 0 Inactive sprite
status = 1 Active monster sprite
status = 2 Monster that becomes active only when it sees you
status = 3 Smoke on the wall for chainguns
status = 4 Splashing sprites (When you shoot slime)
status = 5 Explosion!
status = 6 Travelling bullet
status = 7 Bomb sprial-out explosion
status = 8 Player!
status = 9 EVILALGRAVE shrinking list
status = 10 EVILAL list
status = 11 Sprite respawning list
status = 12 Sprite which does not respawn (Andy's addition)
status = MAXSTATUS Non-existent sprite (this will be true for your
code also)
**************************************************************************/
typedef struct
{
long x, y, z;
} point3d;
typedef struct
{
signed char fvel, svel, avel;
short bits;
} input;
static long screentilt = 0, oscreentilt = 0;
static long fvel, svel, avel;
static long fvel2, svel2, avel2;
#define NUMOPTIONS 8
#define NUMKEYS 19
char option[NUMOPTIONS] = {0,0,0,0,0,0,1,0};
char keys[NUMKEYS] =
{
0xc8,0xd0,0xcb,0xcd,0x2a,0x9d,0x1d,0x39,
0x1e,0x2c,0xd1,0xc9,0x33,0x34,
0x9c,0x1c,0xd,0xc,0xf
};
long xdimgame = 320, ydimgame = 200, bppgame = 8, xdim2d = 640, ydim2d = 480; // JBF 20050318: config.c expects to find these
static long digihz[8] = {6000,8000,11025,16000,22050,32000,44100,48000};
static char frame2draw[MAXPLAYERS];
static long frameskipcnt[MAXPLAYERS];
#define LAVASIZ 128
#define LAVALOGSIZ 7
#define LAVAMAXDROPS 32
static char lavabakpic[(LAVASIZ+4)*(LAVASIZ+4)], lavainc[LAVASIZ];
static long lavanumdrops, lavanumframes;
static long lavadropx[LAVAMAXDROPS], lavadropy[LAVAMAXDROPS];
static long lavadropsiz[LAVAMAXDROPS], lavadropsizlookup[LAVAMAXDROPS];
static long lavaradx[24][96], lavarady[24][96], lavaradcnt[32];
//Shared player variables
static long posx[MAXPLAYERS], posy[MAXPLAYERS], posz[MAXPLAYERS];
static long horiz[MAXPLAYERS], zoom[MAXPLAYERS], hvel[MAXPLAYERS];
static short ang[MAXPLAYERS], cursectnum[MAXPLAYERS], ocursectnum[MAXPLAYERS];
static short playersprite[MAXPLAYERS], deaths[MAXPLAYERS];
static long lastchaingun[MAXPLAYERS];
static long health[MAXPLAYERS], flytime[MAXPLAYERS];
static short oflags[MAXPLAYERS];
static short numbombs[MAXPLAYERS];
static short numgrabbers[MAXPLAYERS]; // Andy did this
static short nummissiles[MAXPLAYERS]; // Andy did this
static char dimensionmode[MAXPLAYERS];
static char revolvedoorstat[MAXPLAYERS];
static short revolvedoorang[MAXPLAYERS], revolvedoorrotang[MAXPLAYERS];
static long revolvedoorx[MAXPLAYERS], revolvedoory[MAXPLAYERS];
//ENGINE CONTROLLED MULTIPLAYER VARIABLES:
extern long numplayers, myconnectindex;
extern long connecthead, connectpoint2[MAXPLAYERS]; //Player linked list variables (indeces, not connection numbers)
static long nummoves;
// Bug: NUMSTATS used to be equal to the greatest tag number,
// so that the last statrate[] entry was random memory junk
// because stats 0-NUMSTATS required NUMSTATS+1 bytes. -Andy
#define NUMSTATS 13
static signed char statrate[NUMSTATS] = {-1,0,-1,0,0,0,1,3,0,3,15,-1,-1};
//Input structures
static char networkmode; //0 is 2(n-1) mode, 1 is n(n-1) mode
static long locselectedgun, locselectedgun2;
static input loc, oloc, loc2;
static input ffsync[MAXPLAYERS], osync[MAXPLAYERS], ssync[MAXPLAYERS];
//Input faketimerhandler -> movethings fifo
static long movefifoplc, movefifoend[MAXPLAYERS];
static input baksync[MOVEFIFOSIZ][MAXPLAYERS];
//Game recording variables
static long reccnt, recstat = 1;
static input recsync[16384][2];
//static long myminlag[MAXPLAYERS], mymaxlag, otherminlag, bufferjitter = 1;
static signed char otherlag[MAXPLAYERS] = {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1};
static long averagelag[MAXPLAYERS] = {512,512,512,512,512,512,512,512,512,512,512,512,512,512,512,512};
static long fakemovefifoplc;
static long myx, myy, myz, omyx, omyy, omyz, myzvel;
static long myhoriz, omyhoriz;
static short myang, omyang, mycursectnum;
static long myxbak[MOVEFIFOSIZ], myybak[MOVEFIFOSIZ], myzbak[MOVEFIFOSIZ];
static long myhorizbak[MOVEFIFOSIZ];
static short myangbak[MOVEFIFOSIZ];
//MULTI.OBJ sync state variables
extern char syncstate;
//GAME.C sync state variables
static char syncstat, syncval[MOVEFIFOSIZ], othersyncval[MOVEFIFOSIZ];
static long syncvaltottail, syncvalhead, othersyncvalhead, syncvaltail;
static char detailmode = 0, ready2send = 0;
static long ototalclock = 0, gotlastpacketclock = 0, smoothratio;
static long oposx[MAXPLAYERS], oposy[MAXPLAYERS], oposz[MAXPLAYERS];
static long ohoriz[MAXPLAYERS], ozoom[MAXPLAYERS];
static short oang[MAXPLAYERS];
static point3d osprite[MAXSPRITES];
#define MAXINTERPOLATIONS 1024
static long numinterpolations = 0, startofdynamicinterpolations = 0;
static long oldipos[MAXINTERPOLATIONS];
static long bakipos[MAXINTERPOLATIONS];
static long *curipos[MAXINTERPOLATIONS];
extern long cachecount;
static char playerreadyflag[MAXPLAYERS];
//Miscellaneous variables
static char packbuf[MAXXDIM];
static char tempbuf[MAXXDIM], boardfilename[80];
static short tempshort[MAXSECTORS];
static short screenpeek = 0, oldmousebstatus = 0;
short brightness = 0;
static short screensize, screensizeflag = 0;
static short neartagsector, neartagwall, neartagsprite;
static long lockclock, neartagdist, neartaghitdist;
extern long pageoffset, ydim16;
static long globhiz, globloz, globhihit, globlohit;
//Over the shoulder mode variables
static long cameradist = -1, cameraang = 0, cameraclock = 0;
//Board animation variables
#define MAXMIRRORS 64
static short mirrorwall[MAXMIRRORS], mirrorsector[MAXMIRRORS], mirrorcnt;
static short floormirrorsector[64], floormirrorcnt;
static short turnspritelist[16], turnspritecnt;
static short warpsectorlist[64], warpsectorcnt;
static short xpanningsectorlist[16], xpanningsectorcnt;
static short ypanningwalllist[64], ypanningwallcnt;
static short floorpanninglist[64], floorpanningcnt;
static short dragsectorlist[16], dragxdir[16], dragydir[16], dragsectorcnt;
static long dragx1[16], dragy1[16], dragx2[16], dragy2[16], dragfloorz[16];
static short swingcnt, swingwall[32][5], swingsector[32];
static short swingangopen[32], swingangclosed[32], swingangopendir[32];
static short swingang[32], swinganginc[32];
static long swingx[32][8], swingy[32][8];
static short revolvesector[4], revolveang[4], revolvecnt;
static long revolvex[4][16], revolvey[4][16];
static long revolvepivotx[4], revolvepivoty[4];
static short subwaytracksector[4][128], subwaynumsectors[4], subwaytrackcnt;
static long subwaystop[4][8], subwaystopcnt[4];
static long subwaytrackx1[4], subwaytracky1[4];
static long subwaytrackx2[4], subwaytracky2[4];
static long subwayx[4], subwaygoalstop[4], subwayvel[4], subwaypausetime[4];
static short waterfountainwall[MAXPLAYERS], waterfountaincnt[MAXPLAYERS];
static short slimesoundcnt[MAXPLAYERS];
//Variables that let you type messages to other player
static char getmessage[162], getmessageleng;
static long getmessagetimeoff;
static char typemessage[162], typemessageleng = 0, typemode = 0;
/*
static char scantoasc[128] =
{
0,0,'1','2','3','4','5','6','7','8','9','0','-','=',0,0,
'q','w','e','r','t','y','u','i','o','p','[',']',0,0,'a','s',
'd','f','g','h','j','k','l',';',39,'`',0,92,'z','x','c','v',
'b','n','m',',','.','/',0,'*',0,32,0,0,0,0,0,0,
0,0,0,0,0,0,0,'7','8','9','-','4','5','6','+','1',
'2','3','0','.',0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
};
static char scantoascwithshift[128] =
{
0,0,'!','@','#','$','%','^','&','*','(',')','_','+',0,0,
'Q','W','E','R','T','Y','U','I','O','P','{','}',0,0,'A','S',
'D','F','G','H','J','K','L',':',34,'~',0,'|','Z','X','C','V',
'B','N','M','<','>','?',0,'*',0,32,0,0,0,0,0,0,
0,0,0,0,0,0,0,'7','8','9','-','4','5','6','+','1',
'2','3','0','.',0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
};
*/
//These variables are for animating x, y, or z-coordinates of sectors,
//walls, or sprites (They are NOT to be used for changing the [].picnum's)
//See the setanimation(), and getanimategoal() functions for more details.
#define MAXANIMATES 512
static long *animateptr[MAXANIMATES], animategoal[MAXANIMATES];
static long animatevel[MAXANIMATES], animateacc[MAXANIMATES], animatecnt = 0;
#if defined(POLYMOST) && defined(USE_OPENGL)
//These parameters are in exact order of sprite structure in BUILD.H
#define spawnsprite(newspriteindex2,x2,y2,z2,cstat2,shade2,pal2, \
clipdist2,xrepeat2,yrepeat2,xoffset2,yoffset2,picnum2,ang2, \
xvel2,yvel2,zvel2,owner2,sectnum2,statnum2,lotag2,hitag2,extra2) \
{ \
spritetype *spr2; \
newspriteindex2 = insertsprite(sectnum2,statnum2); \
spr2 = &sprite[newspriteindex2]; \
spr2->x = x2; spr2->y = y2; spr2->z = z2; \
spr2->cstat = cstat2; spr2->shade = shade2; \
spr2->pal = pal2; spr2->clipdist = clipdist2; \
spr2->xrepeat = xrepeat2; spr2->yrepeat = yrepeat2; \
spr2->xoffset = xoffset2; spr2->yoffset = yoffset2; \
spr2->picnum = picnum2; spr2->ang = ang2; \
spr2->xvel = xvel2; spr2->yvel = yvel2; spr2->zvel = zvel2; \
spr2->owner = owner2; \
spr2->lotag = lotag2; spr2->hitag = hitag2; spr2->extra = extra2; \
copybuf(&spr2->x,&osprite[newspriteindex2].x,3); \
show2dsprite[newspriteindex2>>3] &= ~(1<<(newspriteindex2&7)); \
if (show2dsector[sectnum2>>3]&(1<<(sectnum2&7))) \
show2dsprite[newspriteindex2>>3] |= (1<<(newspriteindex2&7)); \
clearbufbyte(&spriteext[newspriteindex2], sizeof(spriteexttype), 0); \
}
#else
#define spawnsprite(newspriteindex2,x2,y2,z2,cstat2,shade2,pal2, \
clipdist2,xrepeat2,yrepeat2,xoffset2,yoffset2,picnum2,ang2, \
xvel2,yvel2,zvel2,owner2,sectnum2,statnum2,lotag2,hitag2,extra2) \
{ \
spritetype *spr2; \
newspriteindex2 = insertsprite(sectnum2,statnum2); \
spr2 = &sprite[newspriteindex2]; \
spr2->x = x2; spr2->y = y2; spr2->z = z2; \
spr2->cstat = cstat2; spr2->shade = shade2; \
spr2->pal = pal2; spr2->clipdist = clipdist2; \
spr2->xrepeat = xrepeat2; spr2->yrepeat = yrepeat2; \
spr2->xoffset = xoffset2; spr2->yoffset = yoffset2; \
spr2->picnum = picnum2; spr2->ang = ang2; \
spr2->xvel = xvel2; spr2->yvel = yvel2; spr2->zvel = zvel2; \
spr2->owner = owner2; \
spr2->lotag = lotag2; spr2->hitag = hitag2; spr2->extra = extra2; \
copybuf(&spr2->x,&osprite[newspriteindex2].x,3); \
show2dsprite[newspriteindex2>>3] &= ~(1<<(newspriteindex2&7)); \
if (show2dsector[sectnum2>>3]&(1<<(sectnum2&7))) \
show2dsprite[newspriteindex2>>3] |= (1<<(newspriteindex2&7)); \
}
#endif
int nextvoxid = 0;
static int osdcmd_restartvid(const osdfuncparm_t *parm)
{
resetvideomode();
if (setgamemode(fullscreen,xdim,ydim,bpp))
OSD_Printf("restartvid: Reset failed...\n");
return OSDCMD_OK;
}
static int osdcmd_vidmode(const osdfuncparm_t *parm)
{
long newx = xdim, newy = ydim, newbpp = bpp, newfullscreen = fullscreen;
if (parm->numparms < 1 || parm->numparms > 4) return OSDCMD_SHOWHELP;
switch (parm->numparms) {
case 1: // bpp switch
newbpp = Batol(parm->parms[0]);
break;
case 2: // res switch
newx = Batol(parm->parms[0]);
newy = Batol(parm->parms[1]);
break;
case 3: // res & bpp switch
case 4:
newx = Batol(parm->parms[0]);
newy = Batol(parm->parms[1]);
newbpp = Batol(parm->parms[2]);
if (parm->numparms == 4)
newfullscreen = (Batol(parm->parms[3]) != 0);
break;
}
if (setgamemode(newfullscreen,newx,newy,newbpp))
OSD_Printf("vidmode: Mode change failed!\n");
screensize = xdim+1;
return OSDCMD_OK;
}
#ifdef RENDERTYPEWIN
int DoLaunchWindow(void); // gamestartwin.c
#endif
char *startwin_labeltext = "Starting KenBuild...";
long app_main(long argc, char *argv[])
{
long i, j, k, l, fil, waitplayers, x1, y1, x2, y2;
long other, packleng, netparm;
#ifdef USE_OPENGL
OSD_RegisterFunction("restartvid","restartvid: reinitialise the video mode",osdcmd_restartvid);
OSD_RegisterFunction("vidmode","vidmode [xdim ydim] [bpp] [fullscreen]: immediately change the video mode",osdcmd_vidmode);
#endif
wm_setapptitle("KenBuild by Ken Silverman");
Bstrcpy(boardfilename, "nukeland.map");
j = 0; netparm = argc;
for (i=1;i<argc;i++) {
if ((!Bstrcasecmp("-net",argv[i])) || (!Bstrcasecmp("/net",argv[i]))) { j = 1; netparm = i; continue; }
if (j) {
if (argv[i][0] == '-' || argv[i][0] == '/') {
if (((argv[i][1] == 'n') || (argv[i][1] == 'N')) && (argv[i][2] == '0')) { networkmode = 0; continue; }
if (((argv[i][1] == 'n') || (argv[i][1] == 'N')) && (argv[i][2] == '1')) { networkmode = 1; continue; }
}
if (isvalidipaddress(argv[i])) continue;
} else {
Bstrcpy(boardfilename, argv[i]);
if (!Bstrrchr(boardfilename,'.')) Bstrcat(boardfilename,".map");
}
}
OSD_SetLogFile("console.txt");
/*
if ((fil = open("setup.dat",O_BINARY|O_RDWR,S_IREAD)) != -1)
{
read(fil,&option[0],NUMOPTIONS);
read(fil,&keys[0],NUMKEYS);
close(fil);
}
*/
if (loadsetup("game.cfg") < 0) initprintf("Configuration file not found, using defaults.\n");
initgroupfile("stuff.dat");
if (initengine()) {
initprintf("There was a problem initialising the engine.\n");
return -1;
}
#ifdef RENDERTYPEWIN
if (DoLaunchWindow()) return -1;
writesetup("game.cfg");
#endif
initinput();
if (option[3] != 0) initmouse();
inittimer(TIMERINTSPERSECOND);
//initmultiplayers(argc-netparm,&argv[netparm],option[4],option[5],0);
if (initmultiplayersparms(argc-netparm,&argv[netparm])) {
initprintf("Waiting for players...\n");
while (initmultiplayerscycle()) {
handleevents();
if (quitevent) {
sendlogoff(); //Signing off
musicoff();
uninitmultiplayers();
uninittimer();
uninitinput();
uninitengine();
uninitsb();
uninitgroupfile();
return 0;
}
}
}
option[4] = (numplayers >= 2);
pskyoff[0] = 0; pskyoff[1] = 0; pskybits = 1;
loadpics("tiles000.art",1048576); //Load artwork
#ifdef SUPERBUILD
if (!qloadkvx(nextvoxid,"voxel000.kvx"))
tiletovox[PLAYER] = nextvoxid++;
if (!qloadkvx(nextvoxid,"voxel001.kvx"))
tiletovox[BROWNMONSTER] = nextvoxid++;
#endif
if (!loaddefinitionsfile("kenbuild.def")) initprintf("Definitions file loaded.\n");
//Here's an example of TRUE ornamented walls
//The allocatepermanenttile should be called right after loadpics
//Since it resets the tile cache for each call.
if (allocatepermanenttile(SLIME,128,128) == 0) //If enough memory
{
printf("Not enough memory for slime!\n");
exit(0);
}
if (allocatepermanenttile(MAXTILES-1,64,64) != 0) //If enough memory
{
//My face with an explosion written over it
copytilepiece(KENPICTURE,0,0,64,64,MAXTILES-1,0,0);
copytilepiece(EXPLOSION,0,0,64,64,MAXTILES-1,0,0);
}
initlava();
for(j=0;j<256;j++)
tempbuf[j] = ((j+32)&255); //remap colors for screwy palette sectors
makepalookup(16,tempbuf,0,0,0,1);
for(j=0;j<256;j++) tempbuf[j] = j;
makepalookup(17,tempbuf,24,24,24,1);
for(j=0;j<256;j++) tempbuf[j] = j; //(j&31)+32;
makepalookup(18,tempbuf,8,8,48,1);
prepareboard(boardfilename); //Load board
initsb(option[1],option[2],digihz[option[7]>>4],((option[7]&4)>0)+1,((option[7]&2)>0)+1,60,option[7]&1);
//if (Bstrcmp(boardfilename,"klab.map") == 0)
// loadsong("klabsong.kdm");
//else
loadsong("neatsong.ogg");
musicon();
/*
if (option[4] > 0)
{
x1 = ((xdim-screensize)>>1);
x2 = x1+screensize-1;
y1 = (((ydim-32)-scale(screensize,ydim-32,xdim))>>1);
y2 = y1 + scale(screensize,ydim-32,xdim)-1;
drawtilebackground(0L,0L,BACKGROUND,8,x1,y1,x2,y2,0);
sendlogon();
if (option[4] < 5) waitplayers = 2; else waitplayers = option[4]-3;
while (numplayers < waitplayers)
{
sprintf(tempbuf,"%ld of %ld players in...",numplayers,waitplayers);
printext256(68L,84L,31,0,tempbuf,0);
nextpage();
if (getpacket(&other,packbuf) > 0)
if (packbuf[0] == 255)
keystatus[1] = 1;
if (handleevents()) {
if (quitevent) {
keystatus[1] = 1;
quitevent = 0;
}
}
if (keystatus[1])
{
sendlogoff(); //Signing off
musicoff();
uninitmultiplayers();
uninittimer();
uninitinput();
uninitengine();
uninitsb();
uninitgroupfile();
exit(0);
}
}
screenpeek = myconnectindex;
if (numplayers <= 3)
networkmode = 1;
else
networkmode = 0;
j = 1;
for(i=connecthead;i>=0;i=connectpoint2[i])
{
if (myconnectindex == i) break;
j++;
}
sprintf(getmessage,"Player %ld",j);
if (networkmode == 0)
{
if (j == 1) Bstrcat(getmessage," (Master)");
else Bstrcat(getmessage," (Slave)");
} else
Bstrcat(getmessage," (Even)");
getmessageleng = Bstrlen(getmessage);
getmessagetimeoff = totalclock+120;
}
*/
screenpeek = myconnectindex;
reccnt = 0;
for(i=connecthead;i>=0;i=connectpoint2[i]) initplayersprite((short)i);
waitforeverybody();
totalclock = ototalclock = 0; gotlastpacketclock = 0; nummoves = 0;
ready2send = 1;
drawscreen(screenpeek,65536L);
while (!keystatus[1]) //Main loop starts here
{
if (handleevents()) {
if (quitevent) {
keystatus[1] = 1;
quitevent = 0;
}
}
refreshaudio();
OSD_DispatchQueued();
// backslash (useful only with KDM)
// if (keystatus[0x2b]) { keystatus[0x2b] = 0; preparesndbuf(); }
if ((networkmode == 1) || (myconnectindex != connecthead))
while (fakemovefifoplc != movefifoend[myconnectindex]) fakedomovethings();
getpackets();
if (typemode == 0) //if normal game keys active
{
if ((keystatus[0x2a]&keystatus[0x36]&keystatus[0x13]) > 0) //Sh.Sh.R (replay)
{
keystatus[0x13] = 0;
playback();
}
if (keystatus[0x26]&(keystatus[0x1d]|keystatus[0x9d])) //Load game
{
keystatus[0x26] = 0;
loadgame();
drawstatusbar(screenpeek); // Andy did this
}
if (keystatus[0x1f]&(keystatus[0x1d]|keystatus[0x9d])) //Save game
{
keystatus[0x1f] = 0;
savegame();
}
}
if ((networkmode == 0) || (option[4] == 0))
{
while (movefifoplc != movefifoend[0]) domovethings();
}
else
{
j = connecthead;
if (j == myconnectindex) j = connectpoint2[j];
averagelag[j] = ((averagelag[j]*7+(((movefifoend[myconnectindex]-movefifoend[j]+otherlag[j]+2)&255)<<8))>>3);
j = max(averagelag[j]>>9,1);
while (((movefifoend[myconnectindex]-movefifoplc)&(MOVEFIFOSIZ-1)) > j)
{
for(i=connecthead;i>=0;i=connectpoint2[i])
if (movefifoplc == movefifoend[i]) break;
if (i >= 0) break;
if (myconnectindex != connecthead)
{
k = ((movefifoend[myconnectindex]-movefifoend[connecthead]-otherlag[connecthead]+128)&255);
if (k > 128+1) ototalclock++;
if (k < 128-1) ototalclock--;
}
domovethings();
}
}
i = (totalclock-gotlastpacketclock)*(65536/(TIMERINTSPERSECOND/MOVESPERSECOND));
drawscreen(screenpeek,i);
}
sendlogoff(); //Signing off
musicoff();
uninitmultiplayers();
uninittimer();
uninitinput();
uninitengine();
uninitsb();
uninitgroupfile();
return(0);
}
void operatesector(short dasector)
{ //Door code
long i, j, k, s, nexti, good, cnt, datag;
long dax, day, daz, dax2, day2, daz2, centx, centy;
short startwall, endwall, wallfind[2];
datag = sector[dasector].lotag;
startwall = sector[dasector].wallptr;
endwall = startwall + sector[dasector].wallnum;
centx = 0L, centy = 0L;
for(i=startwall;i<endwall;i++)
{
centx += wall[i].x;
centy += wall[i].y;
}
centx /= (endwall-startwall);
centy /= (endwall-startwall);
//Simple door that moves up (tag 8 is a combination of tags 6 & 7)
if ((datag == 6) || (datag == 8)) //If the sector in front is a door
{
i = getanimationgoal((long)&sector[dasector].ceilingz);
if (i >= 0) //If door already moving, reverse its direction
{
if (datag == 8)
daz = ((sector[dasector].ceilingz+sector[dasector].floorz)>>1);
else
daz = sector[dasector].floorz;
if (animategoal[i] == daz)
animategoal[i] = sector[nextsectorneighborz(dasector,sector[dasector].floorz,-1,-1)].ceilingz;
else
animategoal[i] = daz;
animatevel[i] = 0;
}
else //else insert the door's ceiling on the animation list
{
if (sector[dasector].ceilingz == sector[dasector].floorz)
daz = sector[nextsectorneighborz(dasector,sector[dasector].floorz,-1,-1)].ceilingz;
else
{
if (datag == 8)
daz = ((sector[dasector].ceilingz+sector[dasector].floorz)>>1);
else
daz = sector[dasector].floorz;
}
if ((j = setanimation(&sector[dasector].ceilingz,daz,6L,6L)) >= 0)
wsayfollow("updowndr.wav",4096L+(krand()&255)-128,256L,&centx,&centy,0);
}
}
//Simple door that moves down
if ((datag == 7) || (datag == 8)) //If the sector in front's elevator
{
i = getanimationgoal((long)&sector[dasector].floorz);
if (i >= 0) //If elevator already moving, reverse its direction
{
if (datag == 8)
daz = ((sector[dasector].ceilingz+sector[dasector].floorz)>>1);
else
daz = sector[dasector].ceilingz;
if (animategoal[i] == daz)
animategoal[i] = sector[nextsectorneighborz(dasector,sector[dasector].ceilingz,1,1)].floorz;
else
animategoal[i] = daz;
animatevel[i] = 0;
}
else //else insert the elevator's ceiling on the animation list
{
if (sector[dasector].floorz == sector[dasector].ceilingz)
daz = sector[nextsectorneighborz(dasector,sector[dasector].ceilingz,1,1)].floorz;
else
{
if (datag == 8)
daz = ((sector[dasector].ceilingz+sector[dasector].floorz)>>1);
else
daz = sector[dasector].ceilingz;
}
if ((j = setanimation(&sector[dasector].floorz,daz,6L,6L)) >= 0)
wsayfollow("updowndr.wav",4096L+(krand()&255)-128,256L,&centx,&centy,0);
}
}
if (datag == 9) //Smooshy-wall sideways double-door
{
//find any points with either same x or same y coordinate
// as center (centx, centy) - should be 2 points found.
wallfind[0] = -1;
wallfind[1] = -1;
for(i=startwall;i<endwall;i++)
if ((wall[i].x == centx) || (wall[i].y == centy))
{
if (wallfind[0] == -1)
wallfind[0] = i;
else
wallfind[1] = i;
}
for(j=0;j<2;j++)
{
if ((wall[wallfind[j]].x == centx) && (wall[wallfind[j]].y == centy))
{
//find what direction door should open by averaging the
// 2 neighboring points of wallfind[0] & wallfind[1].
i = wallfind[j]-1; if (i < startwall) i = endwall-1;
dax2 = ((wall[i].x+wall[wall[wallfind[j]].point2].x)>>1)-wall[wallfind[j]].x;
day2 = ((wall[i].y+wall[wall[wallfind[j]].point2].y)>>1)-wall[wallfind[j]].y;
if (dax2 != 0)
{
dax2 = wall[wall[wall[wallfind[j]].point2].point2].x;
dax2 -= wall[wall[wallfind[j]].point2].x;
setanimation(&wall[wallfind[j]].x,wall[wallfind[j]].x+dax2,4L,0L);
setanimation(&wall[i].x,wall[i].x+dax2,4L,0L);
setanimation(&wall[wall[wallfind[j]].point2].x,wall[wall[wallfind[j]].point2].x+dax2,4L,0L);
}
else if (day2 != 0)
{
day2 = wall[wall[wall[wallfind[j]].point2].point2].y;
day2 -= wall[wall[wallfind[j]].point2].y;
setanimation(&wall[wallfind[j]].y,wall[wallfind[j]].y+day2,4L,0L);
setanimation(&wall[i].y,wall[i].y+day2,4L,0L);
setanimation(&wall[wall[wallfind[j]].point2].y,wall[wall[wallfind[j]].point2].y+day2,4L,0L);
}
}
else
{
i = wallfind[j]-1; if (i < startwall) i = endwall-1;
dax2 = ((wall[i].x+wall[wall[wallfind[j]].point2].x)>>1)-wall[wallfind[j]].x;
day2 = ((wall[i].y+wall[wall[wallfind[j]].point2].y)>>1)-wall[wallfind[j]].y;
if (dax2 != 0)
{
setanimation(&wall[wallfind[j]].x,centx,4L,0L);
setanimation(&wall[i].x,centx+dax2,4L,0L);
setanimation(&wall[wall[wallfind[j]].point2].x,centx+dax2,4L,0L);
}
else if (day2 != 0)
{
setanimation(&wall[wallfind[j]].y,centy,4L,0L);
setanimation(&wall[i].y,centy+day2,4L,0L);
setanimation(&wall[wall[wallfind[j]].point2].y,centy+day2,4L,0L);
}
}
}
wsayfollow("updowndr.wav",4096L-256L,256L,&centx,&centy,0);
wsayfollow("updowndr.wav",4096L+256L,256L,&centx,&centy,0);
}
if (datag == 13) //Swinging door
{
for(i=0;i<swingcnt;i++)
{
if (swingsector[i] == dasector)
{
if (swinganginc[i] == 0)
{
if (swingang[i] == swingangclosed[i])
{
swinganginc[i] = swingangopendir[i];
wsayfollow("opendoor.wav",4096L+(krand()&511)-256,256L,&centx,&centy,0);
}
else
swinganginc[i] = -swingangopendir[i];
}
else
swinganginc[i] = -swinganginc[i];
for(j=1;j<=3;j++)
{
setinterpolation(&wall[swingwall[i][j]].x);
setinterpolation(&wall[swingwall[i][j]].y);
}
}
}
}
if (datag == 16) //True sideways double-sliding door
{
//get 2 closest line segments to center (dax, day)
wallfind[0] = -1;
wallfind[1] = -1;
for(i=startwall;i<endwall;i++)
if (wall[i].lotag == 6)
{
if (wallfind[0] == -1)
wallfind[0] = i;
else
wallfind[1] = i;
}
for(j=0;j<2;j++)
{
if ((((wall[wallfind[j]].x+wall[wall[wallfind[j]].point2].x)>>1) == centx) && (((wall[wallfind[j]].y+wall[wall[wallfind[j]].point2].y)>>1) == centy))
{ //door was closed
//find what direction door should open
i = wallfind[j]-1; if (i < startwall) i = endwall-1;
dax2 = wall[i].x-wall[wallfind[j]].x;
day2 = wall[i].y-wall[wallfind[j]].y;
if (dax2 != 0)
{
dax2 = wall[wall[wall[wall[wallfind[j]].point2].point2].point2].x;
dax2 -= wall[wall[wall[wallfind[j]].point2].point2].x;
setanimation(&wall[wallfind[j]].x,wall[wallfind[j]].x+dax2,4L,0L);
setanimation(&wall[i].x,wall[i].x+dax2,4L,0L);
setanimation(&wall[wall[wallfind[j]].point2].x,wall[wall[wallfind[j]].point2].x+dax2,4L,0L);
setanimation(&wall[wall[wall[wallfind[j]].point2].point2].x,wall[wall[wall[wallfind[j]].point2].point2].x+dax2,4L,0L);
}
else if (day2 != 0)
{
day2 = wall[wall[wall[wall[wallfind[j]].point2].point2].point2].y;
day2 -= wall[wall[wall[wallfind[j]].point2].point2].y;
setanimation(&wall[wallfind[j]].y,wall[wallfind[j]].y+day2,4L,0L);
setanimation(&wall[i].y,wall[i].y+day2,4L,0L);
setanimation(&wall[wall[wallfind[j]].point2].y,wall[wall[wallfind[j]].point2].y+day2,4L,0L);
setanimation(&wall[wall[wall[wallfind[j]].point2].point2].y,wall[wall[wall[wallfind[j]].point2].point2].y+day2,4L,0L);
}
}
else
{ //door was not closed
i = wallfind[j]-1; if (i < startwall) i = endwall-1;
dax2 = wall[i].x-wall[wallfind[j]].x;
day2 = wall[i].y-wall[wallfind[j]].y;
if (dax2 != 0)
{
setanimation(&wall[wallfind[j]].x,centx,4L,0L);
setanimation(&wall[i].x,centx+dax2,4L,0L);
setanimation(&wall[wall[wallfind[j]].point2].x,centx,4L,0L);
setanimation(&wall[wall[wall[wallfind[j]].point2].point2].x,centx+dax2,4L,0L);
}
else if (day2 != 0)
{
setanimation(&wall[wallfind[j]].y,centy,4L,0L);
setanimation(&wall[i].y,centy+day2,4L,0L);
setanimation(&wall[wall[wallfind[j]].point2].y,centy,4L,0L);
setanimation(&wall[wall[wall[wallfind[j]].point2].point2].y,centy+day2,4L,0L);
}
}
}
wsayfollow("updowndr.wav",4096L-64L,256L,&centx,&centy,0);
wsayfollow("updowndr.wav",4096L+64L,256L,&centx,&centy,0);
}
}
void operatesprite(short dasprite)
{
long datag;
datag = sprite[dasprite].lotag;
if (datag == 2) //A sprite that shoots a bomb
{
shootgun(dasprite,
sprite[dasprite].x,sprite[dasprite].y,sprite[dasprite].z,
sprite[dasprite].ang,100L,sprite[dasprite].sectnum,2);
}
}
long changehealth(short snum, short deltahealth)
{
long dax, day;
short good, k, startwall, endwall, s;
if (health[snum] > 0)
{
health[snum] += deltahealth;
if (health[snum] > 999) health[snum] = 999;
if (health[snum] <= 0)
{
health[snum] = -1;
wsayfollow("death.wav",4096L+(krand()&127)-64,256L,&posx[snum],&posy[snum],1);
sprite[playersprite[snum]].picnum = SKELETON;
}
if ((snum == screenpeek) && (screensize <= xdim))
{
if (health[snum] > 0)
sprintf(tempbuf,"Health:%3ld",health[snum]);
else
sprintf(tempbuf,"YOU STINK!");
printext((xdim>>1)-(Bstrlen(tempbuf)<<2),ydim-24,tempbuf,ALPHABET,80);
}
}
return(health[snum] <= 0); //You were just injured
}
void changenumbombs(short snum, short deltanumbombs) { // Andy did this
numbombs[snum] += deltanumbombs;
if (numbombs[snum] > 999) numbombs[snum] = 999;
if (numbombs[snum] <= 0) {
wsayfollow("doh.wav",4096L+(krand()&127)-64,256L,&posx[snum],&posy[snum],1);
numbombs[snum] = 0;
}
if ((snum == screenpeek) && (screensize <= xdim)) {
sprintf(tempbuf,"B:%3d",numbombs[snum]);
printext(8L,(ydim - 28L),tempbuf,ALPHABET,80);
}
}
void changenummissiles(short snum, short deltanummissiles) { // Andy did this
nummissiles[snum] += deltanummissiles;
if (nummissiles[snum] > 999) nummissiles[snum] = 999;
if (nummissiles[snum] <= 0) {
wsayfollow("doh.wav",4096L+(krand()&127)-64,256L,&posx[snum],&posy[snum],1);
nummissiles[snum] = 0;
}
if ((snum == screenpeek) && (screensize <= xdim)) {
sprintf(tempbuf,"M:%3d",nummissiles[snum]);
printext(8L,(ydim - 20L),tempbuf,ALPHABET,80);
}
}
void changenumgrabbers(short snum, short deltanumgrabbers) { // Andy did this
numgrabbers[snum] += deltanumgrabbers;
if (numgrabbers[snum] > 999) numgrabbers[snum] = 999;
if (numgrabbers[snum] <= 0) {
wsayfollow("doh.wav",4096L+(krand()&127)-64,256L,&posx[snum],&posy[snum],1);
numgrabbers[snum] = 0;
}
if ((snum == screenpeek) && (screensize <= xdim)) {
sprintf(tempbuf,"G:%3d",numgrabbers[snum]);
printext(8L,(ydim - 12L),tempbuf,ALPHABET,80);
}
}
static long ostatusflytime = 0x80000000;
void drawstatusflytime(short snum) { // Andy did this
long nstatusflytime;
if ((snum == screenpeek) && (screensize <= xdim)) {
nstatusflytime = (((flytime[snum] + 119) - lockclock) / 120);
if (nstatusflytime > 1000) nstatusflytime = 1000;
else if (nstatusflytime < 0) nstatusflytime = 0;
if (nstatusflytime != ostatusflytime) {
if (nstatusflytime > 999) sprintf(tempbuf,"FT:BIG");
else sprintf(tempbuf,"FT:%3ld",nstatusflytime);
printext((xdim - 56L),(ydim - 20L),tempbuf,ALPHABET,80);
ostatusflytime = nstatusflytime;
}
}
}
void drawstatusbar(short snum) { // Andy did this
long nstatusflytime;
if ((snum == screenpeek) && (screensize <= xdim)) {
Bsprintf(tempbuf,"Deaths:%d",deaths[snum]);
printext((xdim>>1)-(Bstrlen(tempbuf)<<2),ydim-16,tempbuf,ALPHABET,80);
Bsprintf(tempbuf,"Health:%3ld",health[snum]);
printext((xdim>>1)-(Bstrlen(tempbuf)<<2),ydim-24,tempbuf,ALPHABET,80);
Bsprintf(tempbuf,"B:%3d",numbombs[snum]);
printext(8L,(ydim - 28L),tempbuf,ALPHABET,80);
Bsprintf(tempbuf,"M:%3d",nummissiles[snum]);
printext(8L,(ydim - 20L),tempbuf,ALPHABET,80);
Bsprintf(tempbuf,"G:%3d",numgrabbers[snum]);
printext(8L,(ydim - 12L),tempbuf,ALPHABET,80);
nstatusflytime = (((flytime[snum] + 119) - lockclock) / 120);
if (nstatusflytime < 0) {
Bsprintf(tempbuf,"FT: 0");
ostatusflytime = 0;
}
else if (nstatusflytime > 999) {
Bsprintf(tempbuf,"FT:BIG");
ostatusflytime = 999;
}
else {
Bsprintf(tempbuf,"FT:%3ld",nstatusflytime);
ostatusflytime = nstatusflytime;
}
printext((xdim - 56L),(ydim - 20L),tempbuf,ALPHABET,80);
}
}
void prepareboard(char *daboardfilename)
{
short startwall, endwall, dasector;
long i, j, k=0, s, dax, day, daz, dax2, day2;
getmessageleng = 0;
typemessageleng = 0;
randomseed = 17L;
//Clear (do)animation's list
animatecnt = 0;
typemode = 0;
locselectedgun = 0;
locselectedgun2 = 0;
if (loadboard(daboardfilename,0,&posx[0],&posy[0],&posz[0],&ang[0],&cursectnum[0]) == -1)
{
musicoff();
uninitmultiplayers();
uninittimer();
uninitinput();
uninitengine();
uninitsb();
uninitgroupfile();
printf("Board not found\n");
exit(0);
} else {
char *fp;
strcpy(tempbuf, daboardfilename);
fp = strrchr(tempbuf,'.');
if (fp) *fp = 0;
strcat(tempbuf,".mhk");
loadmaphack(tempbuf);
}
setup3dscreen();
for(i=0;i<MAXPLAYERS;i++)
{
posx[i] = posx[0];
posy[i] = posy[0];
posz[i] = posz[0];
ang[i] = ang[0];
cursectnum[i] = cursectnum[0];
ocursectnum[i] = cursectnum[0];
horiz[i] = 100;
lastchaingun[i] = 0;
health[i] = 100;
dimensionmode[i] = 3;
numbombs[i] = 0;
numgrabbers[i] = 0;
nummissiles[i] = 0;
flytime[i] = 0L;
zoom[i] = 768L;
deaths[i] = 0L;
playersprite[i] = -1;
screensize = xdim;
oposx[i] = posx[0];
oposy[i] = posy[0];
oposz[i] = posz[0];
ohoriz[i] = horiz[0];
ozoom[i] = zoom[0];
oang[i] = ang[0];
}
myx = omyx = posx[myconnectindex];
myy = omyy = posy[myconnectindex];
myz = omyz = posz[myconnectindex];
myhoriz = omyhoriz = horiz[myconnectindex];
myang = omyang = ang[myconnectindex];
mycursectnum = cursectnum[myconnectindex];
myzvel = 0;
movefifoplc = fakemovefifoplc = 0;
syncvalhead = 0L; othersyncvalhead = 0L;
syncvaltottail = 0L; syncvaltail = 0L;
numinterpolations = 0;
clearbufbyte(&oloc,sizeof(input),0L);
for(i=0;i<MAXPLAYERS;i++)
{
movefifoend[i] = 0;
clearbufbyte(&ffsync[i],sizeof(input),0L);
clearbufbyte(&ssync[i],sizeof(input),0L);
clearbufbyte(&osync[i],sizeof(input),0L);
}
//Scan sector tags
for(i=0;i<MAXPLAYERS;i++)
{
waterfountainwall[i] = -1;
waterfountaincnt[i] = 0;
}
slimesoundcnt[i] = 0;
warpsectorcnt = 0; //Make a list of warping sectors
xpanningsectorcnt = 0; //Make a list of wall x-panning sectors
floorpanningcnt = 0; //Make a list of slime sectors
dragsectorcnt = 0; //Make a list of moving platforms
swingcnt = 0; //Make a list of swinging doors
revolvecnt = 0; //Make a list of revolving doors
subwaytrackcnt = 0; //Make a list of subways
floormirrorcnt = 0;
tilesizx[FLOORMIRROR] = 0;
tilesizy[FLOORMIRROR] = 0;
for(i=0;i<numsectors;i++)
{
switch(sector[i].lotag)
{
case 4:
floorpanninglist[floorpanningcnt++] = i;
break;
case 10:
warpsectorlist[warpsectorcnt++] = i;
break;
case 11:
xpanningsectorlist[xpanningsectorcnt++] = i;
break;
case 12:
dasector = i;
dax = 0x7fffffff;
day = 0x7fffffff;
dax2 = 0x80000000;
day2 = 0x80000000;
startwall = sector[i].wallptr;
endwall = startwall+sector[i].wallnum;
for(j=startwall;j<endwall;j++)
{
if (wall[j].x < dax) dax = wall[j].x;
if (wall[j].y < day) day = wall[j].y;
if (wall[j].x > dax2) dax2 = wall[j].x;
if (wall[j].y > day2) day2 = wall[j].y;
if (wall[j].lotag == 3) k = j;
}
if (wall[k].x == dax) dragxdir[dragsectorcnt] = -16;
if (wall[k].y == day) dragydir[dragsectorcnt] = -16;
if (wall[k].x == dax2) dragxdir[dragsectorcnt] = 16;
if (wall[k].y == day2) dragydir[dragsectorcnt] = 16;
dasector = wall[startwall].nextsector;
dragx1[dragsectorcnt] = 0x7fffffff;
dragy1[dragsectorcnt] = 0x7fffffff;
dragx2[dragsectorcnt] = 0x80000000;
dragy2[dragsectorcnt] = 0x80000000;
startwall = sector[dasector].wallptr;
endwall = startwall+sector[dasector].wallnum;
for(j=startwall;j<endwall;j++)
{
if (wall[j].x < dragx1[dragsectorcnt]) dragx1[dragsectorcnt] = wall[j].x;
if (wall[j].y < dragy1[dragsectorcnt]) dragy1[dragsectorcnt] = wall[j].y;
if (wall[j].x > dragx2[dragsectorcnt]) dragx2[dragsectorcnt] = wall[j].x;
if (wall[j].y > dragy2[dragsectorcnt]) dragy2[dragsectorcnt] = wall[j].y;
setinterpolation(&sector[dasector].floorz);
setinterpolation(&wall[j].x);
setinterpolation(&wall[j].y);
setinterpolation(&wall[wall[j].nextwall].x);
setinterpolation(&wall[wall[j].nextwall].y);
}
dragx1[dragsectorcnt] += (wall[sector[i].wallptr].x-dax);
dragy1[dragsectorcnt] += (wall[sector[i].wallptr].y-day);
dragx2[dragsectorcnt] -= (dax2-wall[sector[i].wallptr].x);
dragy2[dragsectorcnt] -= (day2-wall[sector[i].wallptr].y);
dragfloorz[dragsectorcnt] = sector[i].floorz;
dragsectorlist[dragsectorcnt++] = i;
break;
case 13:
startwall = sector[i].wallptr;
endwall = startwall+sector[i].wallnum;
for(j=startwall;j<endwall;j++)
{
if (wall[j].lotag == 4)
{
k = wall[wall[wall[wall[j].point2].point2].point2].point2;
if ((wall[j].x == wall[k].x) && (wall[j].y == wall[k].y))
{ //Door opens counterclockwise
swingwall[swingcnt][0] = j;
swingwall[swingcnt][1] = wall[j].point2;
swingwall[swingcnt][2] = wall[wall[j].point2].point2;
swingwall[swingcnt][3] = wall[wall[wall[j].point2].point2].point2;
swingangopen[swingcnt] = 1536;
swingangclosed[swingcnt] = 0;
swingangopendir[swingcnt] = -1;
}
else
{ //Door opens clockwise
swingwall[swingcnt][0] = wall[j].point2;
swingwall[swingcnt][1] = j;
swingwall[swingcnt][2] = lastwall(j);
swingwall[swingcnt][3] = lastwall(swingwall[swingcnt][2]);
swingwall[swingcnt][4] = lastwall(swingwall[swingcnt][3]);
swingangopen[swingcnt] = 512;
swingangclosed[swingcnt] = 0;
swingangopendir[swingcnt] = 1;
}
for(k=0;k<4;k++)
{
swingx[swingcnt][k] = wall[swingwall[swingcnt][k]].x;
swingy[swingcnt][k] = wall[swingwall[swingcnt][k]].y;
}
swingsector[swingcnt] = i;
swingang[swingcnt] = swingangclosed[swingcnt];
swinganginc[swingcnt] = 0;
swingcnt++;
}
}
break;
case 14:
startwall = sector[i].wallptr;
endwall = startwall+sector[i].wallnum;
dax = 0L;
day = 0L;
for(j=startwall;j<endwall;j++)
{
dax += wall[j].x;
day += wall[j].y;
}
revolvepivotx[revolvecnt] = dax / (endwall-startwall);
revolvepivoty[revolvecnt] = day / (endwall-startwall);
k = 0;
for(j=startwall;j<endwall;j++)
{
revolvex[revolvecnt][k] = wall[j].x;
revolvey[revolvecnt][k] = wall[j].y;
setinterpolation(&wall[j].x);
setinterpolation(&wall[j].y);
setinterpolation(&wall[wall[j].nextwall].x);
setinterpolation(&wall[wall[j].nextwall].y);
k++;
}
revolvesector[revolvecnt] = i;
revolveang[revolvecnt] = 0;
revolvecnt++;
break;
case 15:
subwaytracksector[subwaytrackcnt][0] = i;
subwaystopcnt[subwaytrackcnt] = 0;
dax = 0x7fffffff;
day = 0x7fffffff;
dax2 = 0x80000000;
day2 = 0x80000000;
startwall = sector[i].wallptr;
endwall = startwall+sector[i].wallnum;
for(j=startwall;j<endwall;j++)
{
if (wall[j].x < dax) dax = wall[j].x;
if (wall[j].y < day) day = wall[j].y;
if (wall[j].x > dax2) dax2 = wall[j].x;
if (wall[j].y > day2) day2 = wall[j].y;
}
for(j=startwall;j<endwall;j++)
{
if (wall[j].lotag == 5)
{
if ((wall[j].x > dax) && (wall[j].y > day) && (wall[j].x < dax2) && (wall[j].y < day2))
{
subwayx[subwaytrackcnt] = wall[j].x;
}
else
{
subwaystop[subwaytrackcnt][subwaystopcnt[subwaytrackcnt]] = wall[j].x;
subwaystopcnt[subwaytrackcnt]++;
}
}
}
for(j=1;j<subwaystopcnt[subwaytrackcnt];j++)
for(k=0;k<j;k++)
if (subwaystop[subwaytrackcnt][j] < subwaystop[subwaytrackcnt][k])
{
s = subwaystop[subwaytrackcnt][j];
subwaystop[subwaytrackcnt][j] = subwaystop[subwaytrackcnt][k];
subwaystop[subwaytrackcnt][k] = s;
}
subwaygoalstop[subwaytrackcnt] = 0;
for(j=0;j<subwaystopcnt[subwaytrackcnt];j++)
if (klabs(subwaystop[subwaytrackcnt][j]-subwayx[subwaytrackcnt]) < klabs(subwaystop[subwaytrackcnt][subwaygoalstop[subwaytrackcnt]]-subwayx[subwaytrackcnt]))
subwaygoalstop[subwaytrackcnt] = j;
subwaytrackx1[subwaytrackcnt] = dax;
subwaytracky1[subwaytrackcnt] = day;
subwaytrackx2[subwaytrackcnt] = dax2;
subwaytracky2[subwaytrackcnt] = day2;
subwaynumsectors[subwaytrackcnt] = 1;
for(j=0;j<numsectors;j++)
if (j != i)
{
startwall = sector[j].wallptr;
if (wall[startwall].x > subwaytrackx1[subwaytrackcnt])
if (wall[startwall].y > subwaytracky1[subwaytrackcnt])
if (wall[startwall].x < subwaytrackx2[subwaytrackcnt])
if (wall[startwall].y < subwaytracky2[subwaytrackcnt])
{
if (sector[j].floorz != sector[i].floorz)
{
sector[j].ceilingstat |= 64;
sector[j].floorstat |= 64;
}
subwaytracksector[subwaytrackcnt][subwaynumsectors[subwaytrackcnt]] = j;
subwaynumsectors[subwaytrackcnt]++;
}
}
subwayvel[subwaytrackcnt] = 64;
subwaypausetime[subwaytrackcnt] = 720;
startwall = sector[i].wallptr;
endwall = startwall+sector[i].wallnum;
for(k=startwall;k<endwall;k++)
if (wall[k].x > subwaytrackx1[subwaytrackcnt])
if (wall[k].y > subwaytracky1[subwaytrackcnt])
if (wall[k].x < subwaytrackx2[subwaytrackcnt])
if (wall[k].y < subwaytracky2[subwaytrackcnt])
setinterpolation(&wall[k].x);
for(j=1;j<subwaynumsectors[subwaytrackcnt];j++)
{
dasector = subwaytracksector[subwaytrackcnt][j];
startwall = sector[dasector].wallptr;
endwall = startwall+sector[dasector].wallnum;
for(k=startwall;k<endwall;k++)
setinterpolation(&wall[k].x);
for(k=headspritesect[dasector];k>=0;k=nextspritesect[k])
if (statrate[sprite[k].statnum] < 0)
setinterpolation(&sprite[k].x);
}
subwaytrackcnt++;
break;
}
if (sector[i].floorpicnum == FLOORMIRROR)
floormirrorsector[mirrorcnt++] = i;
//if (sector[i].ceilingpicnum == FLOORMIRROR) floormirrorsector[mirrorcnt++] = i; //SOS
}
//Scan wall tags
mirrorcnt = 0;
tilesizx[MIRROR] = 0;
tilesizy[MIRROR] = 0;
for(i=0;i<MAXMIRRORS;i++)
{
tilesizx[i+MIRRORLABEL] = 0;
tilesizy[i+MIRRORLABEL] = 0;
}
ypanningwallcnt = 0;
for(i=0;i<numwalls;i++)
{
if (wall[i].lotag == 1) ypanningwalllist[ypanningwallcnt++] = i;
s = wall[i].nextsector;
if ((s >= 0) && (wall[i].overpicnum == MIRROR) && (wall[i].cstat&32))
{
if ((sector[s].floorstat&1) == 0)
{
wall[i].overpicnum = MIRRORLABEL+mirrorcnt;
sector[s].ceilingpicnum = MIRRORLABEL+mirrorcnt;
sector[s].floorpicnum = MIRRORLABEL+mirrorcnt;
sector[s].floorstat |= 1;
mirrorwall[mirrorcnt] = i;
mirrorsector[mirrorcnt] = s;
mirrorcnt++;
}
else
wall[i].overpicnum = sector[s].ceilingpicnum;
}
}
//Invalidate textures in sector behind mirror
for(i=0;i<mirrorcnt;i++)
{
k = mirrorsector[i];
startwall = sector[k].wallptr;
endwall = startwall + sector[k].wallnum;
for(j=startwall;j<endwall;j++)
{
wall[j].picnum = MIRROR;
wall[j].overpicnum = MIRROR;
}
}
//Scan sprite tags&picnum's
turnspritecnt = 0;
for(i=0;i<MAXSPRITES;i++)
{
if (sprite[i].lotag == 3) turnspritelist[turnspritecnt++] = i;
if (sprite[i].statnum < MAXSTATUS) //That is, if sprite exists
switch(sprite[i].picnum)
{
case BROWNMONSTER: //All cases here put the sprite
if ((sprite[i].cstat&128) == 0)
{
sprite[i].z -= ((tilesizy[sprite[i].picnum]*sprite[i].yrepeat)<<1);
sprite[i].cstat |= 128;
}
sprite[i].extra = sprite[i].ang;
sprite[i].clipdist = mulscale7(sprite[i].xrepeat,tilesizx[sprite[i].picnum]);
if (sprite[i].statnum != 1) changespritestat(i,2); //on waiting for you (list 2)
sprite[i].lotag = mulscale5(sprite[i].xrepeat,sprite[i].yrepeat);
sprite[i].cstat |= 0x101; //Set the hitscan sensitivity bit
break;
case AL:
sprite[i].cstat |= 0x101; //Set the hitscan sensitivity bit
sprite[i].lotag = 0x60;
changespritestat(i,0);
break;
case EVILAL:
sprite[i].cstat |= 0x101; //Set the hitscan sensitivity bit
sprite[i].lotag = 0x60;
changespritestat(i,10);
break;
}
}
for(i=MAXSPRITES-1;i>=0;i--) copybuf(&sprite[i].x,&osprite[i].x,3);
searchmap(cursectnum[connecthead]);
lockclock = 0;
ototalclock = 0;
gotlastpacketclock = 0;
screensize = xdim;
dax = ((xdim-screensize)>>1);
dax2 = dax+screensize-1;
day = (((ydim-32)-scale(screensize,ydim-32,xdim))>>1);
day2 = day + scale(screensize,ydim-32,xdim)-1;
setview(dax,day,dax2,day2);
startofdynamicinterpolations = numinterpolations;
/*
for(i=connecthead;i>=0;i=connectpoint2[i]) myminlag[i] = 0;
otherminlag = mymaxlag = 0;
*/
}
void checktouchsprite(short snum, short sectnum)
{
long i, nexti;
if ((sectnum < 0) || (sectnum >= numsectors)) return;
for(i=headspritesect[sectnum];i>=0;i=nexti)
{
nexti = nextspritesect[i];
if (sprite[i].cstat&0x8000) continue;
if ((klabs(posx[snum]-sprite[i].x)+klabs(posy[snum]-sprite[i].y) < 512) && (klabs((posz[snum]>>8)-((sprite[i].z>>8)-(tilesizy[sprite[i].picnum]>>1))) <= 40))
{
switch(sprite[i].picnum)
{
case COIN:
wsayfollow("getstuff.wav",4096L+(krand()&127)-64,192L,&sprite[i].x,&sprite[i].y,0);
changehealth(snum,5);
if (sprite[i].statnum == 12) deletesprite((short)i);
else {
sprite[i].cstat |= 0x8000;
sprite[i].extra = 120*60;
changespritestat((short)i,11);
}
break;
case DIAMONDS:
wsayfollow("getstuff.wav",4096L+(krand()&127)-64,256L,&sprite[i].x,&sprite[i].y,0);
changehealth(snum,15);
if (sprite[i].statnum == 12) deletesprite((short)i);
else {
sprite[i].cstat |= 0x8000;
sprite[i].extra = 120*120;
changespritestat((short)i,11);
}
break;
case COINSTACK:
wsayfollow("getstuff.wav",4096L+(krand()&127)-64,256L,&sprite[i].x,&sprite[i].y,0);
changehealth(snum,25);
if (sprite[i].statnum == 12) deletesprite((short)i);
else {
sprite[i].cstat |= 0x8000;
sprite[i].extra = 120*180;
changespritestat((short)i,11);
}
break;
case GIFTBOX:
wsayfollow("getstuff.wav",4096L+(krand()&127)+256-mulscale4(sprite[i].xrepeat,sprite[i].yrepeat),208L,&sprite[i].x,&sprite[i].y,0);
changehealth(snum,max(mulscale8(sprite[i].xrepeat,sprite[i].yrepeat),1));
if (sprite[i].statnum == 12) deletesprite((short)i);
else {
sprite[i].cstat |= 0x8000;
sprite[i].extra = 90*(sprite[i].xrepeat+sprite[i].yrepeat);
changespritestat((short)i,11);
}
break;
case CANNON:
wsayfollow("getstuff.wav",3584L+(krand()&127)-64,256L,&sprite[i].x,&sprite[i].y,0);
if (snum == myconnectindex) keystatus[4] = 1;
changenumbombs(snum,((sprite[i].xrepeat+sprite[i].yrepeat)>>1));
if (sprite[i].statnum == 12) deletesprite((short)i);
else {
sprite[i].cstat |= 0x8000;
sprite[i].extra = 60*(sprite[i].xrepeat+sprite[i].yrepeat);
changespritestat((short)i,11);
}
break;
case LAUNCHER:
wsayfollow("getstuff.wav",3584L+(krand()&127)-64,256L,&sprite[i].x,&sprite[i].y,0);
if (snum == myconnectindex) keystatus[5] = 1;
changenummissiles(snum,((sprite[i].xrepeat+sprite[i].yrepeat)>>1));
if (sprite[i].statnum == 12) deletesprite((short)i);
else {
sprite[i].cstat |= 0x8000;
sprite[i].extra = 90*(sprite[i].xrepeat+sprite[i].yrepeat);
changespritestat((short)i,11);
}
break;
case GRABCANNON:
wsayfollow("getstuff.wav",3584L+(krand()&127)-64,256L,&sprite[i].x,&sprite[i].y,0);
if (snum == myconnectindex) keystatus[6] = 1;
changenumgrabbers(snum,((sprite[i].xrepeat+sprite[i].yrepeat)>>1));
if (sprite[i].statnum == 12) deletesprite((short)i);
else {
sprite[i].cstat |= 0x8000;
sprite[i].extra = 120*(sprite[i].xrepeat+sprite[i].yrepeat);
changespritestat((short)i,11);
}
break;
case AIRPLANE:
wsayfollow("getstuff.wav",4096L+(krand()&127)-64,256L,&sprite[i].x,&sprite[i].y,0);
if (flytime[snum] < lockclock) flytime[snum] = lockclock;
flytime[snum] += 60*(sprite[i].xrepeat+sprite[i].yrepeat);
drawstatusflytime(snum);
if (sprite[i].statnum == 12) deletesprite((short)i);
else {
sprite[i].cstat |= 0x8000;
sprite[i].extra = 120*(sprite[i].xrepeat+sprite[i].yrepeat);
changespritestat((short)i,11);
}
break;
}
}
}
}
void checkgrabbertouchsprite(short snum, short sectnum) // Andy did this
{
long i, nexti;
short onum;
if ((sectnum < 0) || (sectnum >= numsectors)) return;
onum = (sprite[snum].owner & (MAXSPRITES - 1));
for(i=headspritesect[sectnum];i>=0;i=nexti)
{
nexti = nextspritesect[i];
if (sprite[i].cstat&0x8000) continue;
if ((klabs(sprite[snum].x-sprite[i].x)+klabs(sprite[snum].y-sprite[i].y) < 512) && (klabs((sprite[snum].z>>8)-((sprite[i].z>>8)-(tilesizy[sprite[i].picnum]>>1))) <= 40))
{
switch(sprite[i].picnum)
{
case COIN:
wsayfollow("getstuff.wav",4096L+(krand()&127)-64,192L,&sprite[i].x,&sprite[i].y,0);
changehealth(onum,5);
if (sprite[i].statnum == 12) deletesprite((short)i);
else {
sprite[i].cstat |= 0x8000;
sprite[i].extra = 120*60;
changespritestat((short)i,11);
}
break;
case DIAMONDS:
wsayfollow("getstuff.wav",4096L+(krand()&127)-64,256L,&sprite[i].x,&sprite[i].y,0);
changehealth(onum,15);
if (sprite[i].statnum == 12) deletesprite((short)i);
else {
sprite[i].cstat |= 0x8000;
sprite[i].extra = 120*120;
changespritestat((short)i,11);
}
break;
case COINSTACK:
wsayfollow("getstuff.wav",4096L+(krand()&127)-64,256L,&sprite[i].x,&sprite[i].y,0);
changehealth(onum,25);
if (sprite[i].statnum == 12) deletesprite((short)i);
else {
sprite[i].cstat |= 0x8000;
sprite[i].extra = 120*180;
changespritestat((short)i,11);
}
break;
case GIFTBOX:
wsayfollow("getstuff.wav",4096L+(krand()&127)+256-mulscale4(sprite[i].xrepeat,sprite[i].yrepeat),208L,&sprite[i].x,&sprite[i].y,0);
changehealth(onum,max(mulscale8(sprite[i].xrepeat,sprite[i].yrepeat),1));
if (sprite[i].statnum == 12) deletesprite((short)i);
else {
sprite[i].cstat |= 0x8000;
sprite[i].extra = 90*(sprite[i].xrepeat+sprite[i].yrepeat);
changespritestat((short)i,11);
}
break;
case CANNON:
wsayfollow("getstuff.wav",3584L+(krand()&127)-64,256L,&sprite[i].x,&sprite[i].y,0);
if (onum == myconnectindex) keystatus[4] = 1;
changenumbombs(onum,((sprite[i].xrepeat+sprite[i].yrepeat)>>1));
if (sprite[i].statnum == 12) deletesprite((short)i);
else {
sprite[i].cstat |= 0x8000;
sprite[i].extra = 60*(sprite[i].xrepeat+sprite[i].yrepeat);
changespritestat((short)i,11);
}
break;
case LAUNCHER:
wsayfollow("getstuff.wav",3584L+(krand()&127)-64,256L,&sprite[i].x,&sprite[i].y,0);
if (onum == myconnectindex) keystatus[5] = 1;
changenummissiles(onum,((sprite[i].xrepeat+sprite[i].yrepeat)>>1));
if (sprite[i].statnum == 12) deletesprite((short)i);
else {
sprite[i].cstat |= 0x8000;
sprite[i].extra = 90*(sprite[i].xrepeat+sprite[i].yrepeat);
changespritestat((short)i,11);
}
break;
case GRABCANNON:
wsayfollow("getstuff.wav",3584L+(krand()&127)-64,256L,&sprite[i].x,&sprite[i].y,0);
if (onum == myconnectindex) keystatus[6] = 1;
changenumgrabbers(onum,((sprite[i].xrepeat+sprite[i].yrepeat)>>1));
if (sprite[i].statnum == 12) deletesprite((short)i);
else {
sprite[i].cstat |= 0x8000;
sprite[i].extra = 120*(sprite[i].xrepeat+sprite[i].yrepeat);
changespritestat((short)i,11);
}
break;
case AIRPLANE:
wsayfollow("getstuff.wav",4096L+(krand()&127)-64,256L,&sprite[i].x,&sprite[i].y,0);
if (flytime[snum] < lockclock) flytime[snum] = lockclock;
flytime[onum] += 60*(sprite[i].xrepeat+sprite[i].yrepeat);
drawstatusflytime(onum);
if (sprite[i].statnum == 12) deletesprite((short)i);
else {
sprite[i].cstat |= 0x8000;
sprite[i].extra = 120*(sprite[i].xrepeat+sprite[i].yrepeat);
changespritestat((short)i,11);
}
break;
}
}
}
}
void shootgun(short snum, long x, long y, long z,
short daang, long dahoriz, short dasectnum, char guntype)
{
short hitsect, hitwall, hitsprite, daang2;
long i, j, daz2, hitx, hity, hitz;
switch(guntype)
{
case 0: //Shoot chain gun
daang2 = ((daang + (krand()&31)-16)&2047);
daz2 = ((100-dahoriz)*2000) + ((krand()-32768)>>1);
hitscan(x,y,z,dasectnum, //Start position
sintable[(daang2+512)&2047], //X vector of 3D ang
sintable[daang2&2047], //Y vector of 3D ang
daz2, //Z vector of 3D ang
&hitsect,&hitwall,&hitsprite,&hitx,&hity,&hitz,CLIPMASK1);
if (wall[hitwall].picnum == KENPICTURE)
{
if (waloff[MAXTILES-1] != 0) wall[hitwall].picnum = MAXTILES-1;
wsayfollow("hello.wav",4096L+(krand()&127)-64,256L,&wall[hitwall].x,&wall[hitwall].y,0);
}
else if (((hitwall < 0) && (hitsprite < 0) && (hitz >= z) && ((sector[hitsect].floorpicnum == SLIME) || (sector[hitsect].floorpicnum == FLOORMIRROR))) || ((hitwall >= 0) && (wall[hitwall].picnum == SLIME)))
{ //If you shoot slime, make a splash
wsayfollow("splash.wav",4096L+(krand()&511)-256,256L,&hitx,&hity,0);
spawnsprite(j,hitx,hity,hitz,2,0,0,32,64,64,0,0,SPLASH,daang,
0,0,0,snum+4096,hitsect,4,63,0,0); //63=time left for splash
}
else
{
wsayfollow("shoot.wav",4096L+(krand()&127)-64,256L,&hitx,&hity,0);
if ((hitsprite >= 0) && (sprite[hitsprite].statnum < MAXSTATUS))
switch(sprite[hitsprite].picnum)
{
case BROWNMONSTER:
if (sprite[hitsprite].lotag > 0) sprite[hitsprite].lotag -= 10;
if (sprite[hitsprite].lotag > 0)
{
wsayfollow("hurt.wav",4096L+(krand()&511)-256,256L,&hitx,&hity,0);
if (sprite[hitsprite].lotag <= 25)
sprite[hitsprite].cstat |= 2;
}
else
{
wsayfollow("mondie.wav",4096L+(krand()&127)-64,256L,&hitx,&hity,0);
sprite[hitsprite].z += ((tilesizy[sprite[hitsprite].picnum]*sprite[hitsprite].yrepeat)<<1);
sprite[hitsprite].picnum = GIFTBOX;
sprite[hitsprite].cstat &= ~0x83; //Should not clip, foot-z
changespritestat(hitsprite,12);
spawnsprite(j,hitx,hity,hitz+(32<<8),0,-4,0,32,64,64,
0,0,EXPLOSION,daang,0,0,0,snum+4096,
hitsect,5,31,0,0);
}
break;
case EVILAL:
wsayfollow("blowup.wav",4096L+(krand()&127)-64,256L,&hitx,&hity,0);
sprite[hitsprite].picnum = EVILALGRAVE;
sprite[hitsprite].cstat = 0;
sprite[hitsprite].xvel = (krand()&255)-128;
sprite[hitsprite].yvel = (krand()&255)-128;
sprite[hitsprite].zvel = (krand()&4095)-3072;
changespritestat(hitsprite,9);
spawnsprite(j,hitx,hity,hitz+(32<<8),0,-4,0,32,64,64,0,
0,EXPLOSION,daang,0,0,0,snum+4096,hitsect,5,31,0,0);
//31=time left for explosion
break;
case PLAYER:
for(j=connecthead;j>=0;j=connectpoint2[j])
if (playersprite[j] == hitsprite)
{
wsayfollow("ouch.wav",4096L+(krand()&127)-64,256L,&hitx,&hity,0);
changehealth(j,-10);
break;
}
break;
}
spawnsprite(j,hitx,hity,hitz+(8<<8),2,-4,0,32,16,16,0,0,
EXPLOSION,daang,0,0,0,snum+4096,hitsect,3,63,0,0);
//Sprite starts out with center exactly on wall.
//This moves it back enough to see it at all angles.
movesprite((short)j,-(((long)sintable[(512+daang)&2047]*TICSPERFRAME)<<4),-(((long)sintable[daang]*TICSPERFRAME)<<4),0L,4L<<8,4L<<8,CLIPMASK1);
}
break;
case 1: //Shoot silver sphere bullet
spawnsprite(j,x,y,z,1+128,0,0,16,64,64,0,0,BULLET,daang,
sintable[(daang+512)&2047]>>5,sintable[daang&2047]>>5,
(100-dahoriz)<<6,snum+4096,dasectnum,6,0,0,0);
wsayfollow("shoot2.wav",4096L+(krand()&127)-64,128L,&sprite[j].x,&sprite[j].y,1);
break;
case 2: //Shoot bomb
spawnsprite(j,x,y,z,128,0,0,12,16,16,0,0,BOMB,daang,
sintable[(daang+512)&2047]*5>>8,sintable[daang&2047]*5>>8,
(80-dahoriz)<<6,snum+4096,dasectnum,6,0,0,0);
wsayfollow("shoot3.wav",4096L+(krand()&127)-64,192L,&sprite[j].x,&sprite[j].y,1);
break;
case 3: //Shoot missile (Andy did this)
spawnsprite(j,x,y,z,1+128,0,0,16,32,32,0,0,MISSILE,daang,
sintable[(daang+512)&2047]>>4,sintable[daang&2047]>>4,
(100-dahoriz)<<7,snum+4096,dasectnum,6,0,0,0);
wsayfollow("shoot3.wav",4096L+(krand()&127)-64,192L,&sprite[j].x,&sprite[j].y,1);
break;
case 4: //Shoot grabber (Andy did this)
spawnsprite(j,x,y,z,1+128,0,0,16,64,64,0,0,GRABBER,daang,
sintable[(daang+512)&2047]>>5,sintable[daang&2047]>>5,
(100-dahoriz)<<6,snum+4096,dasectnum,6,0,0,0);
wsayfollow("shoot4.wav",4096L+(krand()&127)-64,128L,&sprite[j].x,&sprite[j].y,1);
break;
}
}
#define MAXVOXMIPS 5
extern char *voxoff[][MAXVOXMIPS];
void analyzesprites(long dax, long day)
{
long i, j=0, k, *intptr;
point3d *ospr;
spritetype *tspr;
//This function is called between drawrooms() and drawmasks()
//It has a list of possible sprites that may be drawn on this frame
for(i=0,tspr=&tsprite[0];i<spritesortcnt;i++,tspr++)
{
#ifdef SUPERBUILD
if (usevoxels && tiletovox[tspr->picnum] >= 0)
switch(tspr->picnum)
{
case PLAYER:
// //Get which of the 8 angles of the sprite to draw (0-7)
// //k ranges from 0-7
//k = getangle(tspr->x-dax,tspr->y-day);
//k = (((tspr->ang+3072+128-k)&2047)>>8)&7;
// //This guy has only 5 pictures for 8 angles (3 are x-flipped)
//if (k <= 4)
//{
// tspr->picnum += (k<<2);
// tspr->cstat &= ~4; //clear x-flipping bit
//}
//else
//{
// tspr->picnum += ((8-k)<<2);
// tspr->cstat |= 4; //set x-flipping bit
//}
if ((tspr->cstat&2) == 0)
{
//tspr->cstat |= 48; tspr->picnum = tiletovox[tspr->picnum];
intptr = (long *)voxoff[ tiletovox[PLAYER] ][0];
tspr->xrepeat = scale(tspr->xrepeat,56,intptr[2]);
tspr->yrepeat = scale(tspr->yrepeat,56,intptr[2]);
tspr->shade -= 6;
}
break;
case BROWNMONSTER:
//tspr->cstat |= 48; tspr->picnum = tiletovox[tspr->picnum];
break;
}
#endif
k = statrate[tspr->statnum];
if (k >= 0) //Interpolate moving sprite
{
ospr = &osprite[tspr->owner];
switch(k)
{
case 0: j = smoothratio; break;
case 1: j = (smoothratio>>1)+(((nummoves-tspr->owner)&1)<<15); break;
case 3: j = (smoothratio>>2)+(((nummoves-tspr->owner)&3)<<14); break;
case 7: j = (smoothratio>>3)+(((nummoves-tspr->owner)&7)<<13); break;
case 15: j = (smoothratio>>4)+(((nummoves-tspr->owner)&15)<<12); break;
}
k = tspr->x-ospr->x; tspr->x = ospr->x;
if (k != 0) tspr->x += mulscale16(k,j);
k = tspr->y-ospr->y; tspr->y = ospr->y;
if (k != 0) tspr->y += mulscale16(k,j);
k = tspr->z-ospr->z; tspr->z = ospr->z;
if (k != 0) tspr->z += mulscale16(k,j);
}
//Don't allow close explosion sprites to be transluscent
k = tspr->statnum;
if ((k == 3) || (k == 4) || (k == 5) || (k == 7))
if (klabs(dax-tspr->x) < 256)
if (klabs(day-tspr->y) < 256)
tspr->cstat &= ~2;
tspr->shade += 6;
if (sector[tspr->sectnum].ceilingstat&1)
tspr->shade += sector[tspr->sectnum].ceilingshade;
else
tspr->shade += sector[tspr->sectnum].floorshade;
}
}
void tagcode(void)
{
long i, nexti, j, k, l, s, dax, day, daz, dax2, day2, cnt, good;
short startwall, endwall, dasector, p, oldang;
for(p=connecthead;p>=0;p=connectpoint2[p])
{
if (sector[cursectnum[p]].lotag == 1)
{
activatehitag(sector[cursectnum[p]].hitag);
sector[cursectnum[p]].lotag = 0;
sector[cursectnum[p]].hitag = 0;
}
if ((sector[cursectnum[p]].lotag == 2) && (cursectnum[p] != ocursectnum[p]))
activatehitag(sector[cursectnum[p]].hitag);
}
for(i=0;i<warpsectorcnt;i++)
{
dasector = warpsectorlist[i];
j = ((lockclock&127)>>2);
if (j >= 16) j = 31-j;
{
sector[dasector].ceilingshade = j;
sector[dasector].floorshade = j;
startwall = sector[dasector].wallptr;
endwall = startwall+sector[dasector].wallnum;
for(s=startwall;s<endwall;s++)
wall[s].shade = j;
}
}
for(p=connecthead;p>=0;p=connectpoint2[p])
if (sector[cursectnum[p]].lotag == 10) //warp sector
{
if (cursectnum[p] != ocursectnum[p])
{
warpsprite(playersprite[p]);
posx[p] = sprite[playersprite[p]].x;
posy[p] = sprite[playersprite[p]].y;
posz[p] = sprite[playersprite[p]].z;
ang[p] = sprite[playersprite[p]].ang;
cursectnum[p] = sprite[playersprite[p]].sectnum;
sprite[playersprite[p]].z += EYEHEIGHT;
//warp(&posx[p],&posy[p],&posz[p],&ang[p],&cursectnum[p]);
//Update sprite representation of player
//setsprite(playersprite[p],posx[p],posy[p],posz[p]+EYEHEIGHT);
//sprite[playersprite[p]].ang = ang[p];
}
}
for(i=0;i<xpanningsectorcnt;i++) //animate wall x-panning sectors
{
dasector = xpanningsectorlist[i];
startwall = sector[dasector].wallptr;
endwall = startwall+sector[dasector].wallnum;
for(s=startwall;s<endwall;s++)
wall[s].xpanning = ((lockclock>>2)&255);
}
for(i=0;i<ypanningwallcnt;i++)
wall[ypanningwalllist[i]].ypanning = ~(lockclock&255);
for(i=0;i<turnspritecnt;i++)
{
sprite[turnspritelist[i]].ang += (TICSPERFRAME<<2);
sprite[turnspritelist[i]].ang &= 2047;
}
for(i=0;i<floorpanningcnt;i++) //animate floor of slime sectors
{
sector[floorpanninglist[i]].floorxpanning = ((lockclock>>2)&255);
sector[floorpanninglist[i]].floorypanning = ((lockclock>>2)&255);
}
for(i=0;i<dragsectorcnt;i++)
{
dasector = dragsectorlist[i];
startwall = sector[dasector].wallptr;
endwall = startwall+sector[dasector].wallnum;
if (wall[startwall].x+dragxdir[i] < dragx1[i]) dragxdir[i] = 16;
if (wall[startwall].y+dragydir[i] < dragy1[i]) dragydir[i] = 16;
if (wall[startwall].x+dragxdir[i] > dragx2[i]) dragxdir[i] = -16;
if (wall[startwall].y+dragydir[i] > dragy2[i]) dragydir[i] = -16;
for(j=startwall;j<endwall;j++)
dragpoint(j,wall[j].x+dragxdir[i],wall[j].y+dragydir[i]);
j = sector[dasector].floorz;
sector[dasector].floorz = dragfloorz[i]+(sintable[(lockclock<<4)&2047]>>3);
for(p=connecthead;p>=0;p=connectpoint2[p])
if (cursectnum[p] == dasector)
{
posx[p] += dragxdir[i];
posy[p] += dragydir[i];
if (p == myconnectindex)
{ myx += dragxdir[i]; myy += dragydir[i]; }
//posz[p] += (sector[dasector].floorz-j);
//Update sprite representation of player
setsprite(playersprite[p],posx[p],posy[p],posz[p]+EYEHEIGHT);
sprite[playersprite[p]].ang = ang[p];
}
}
for(i=0;i<swingcnt;i++)
{
if (swinganginc[i] != 0)
{
oldang = swingang[i];
for(j=0;j<(TICSPERFRAME<<2);j++)
{
swingang[i] = ((swingang[i]+swinganginc[i])&2047);
if (swingang[i] == swingangclosed[i])
{
wsayfollow("closdoor.wav",4096L+(krand()&511)-256,256L,&swingx[i][0],&swingy[i][0],0);
swinganginc[i] = 0;
}
if (swingang[i] == swingangopen[i]) swinganginc[i] = 0;
}
for(k=1;k<=3;k++)
rotatepoint(swingx[i][0],swingy[i][0],swingx[i][k],swingy[i][k],swingang[i],&wall[swingwall[i][k]].x,&wall[swingwall[i][k]].y);
if (swinganginc[i] != 0)
{
for(p=connecthead;p>=0;p=connectpoint2[p])
if ((cursectnum[p] == swingsector[i]) || (testneighborsectors(cursectnum[p],swingsector[i]) == 1))
{
cnt = 256;
do
{
good = 1;
//swingangopendir is -1 if forwards, 1 is backwards
l = (swingangopendir[i] > 0);
for(k=l+3;k>=l;k--)
if (clipinsidebox(posx[p],posy[p],swingwall[i][k],128L) != 0)
{
good = 0;
break;
}
if (good == 0)
{
if (cnt == 256)
{
swinganginc[i] = -swinganginc[i];
swingang[i] = oldang;
}
else
{
swingang[i] = ((swingang[i]-swinganginc[i])&2047);
}
for(k=1;k<=3;k++)
rotatepoint(swingx[i][0],swingy[i][0],swingx[i][k],swingy[i][k],swingang[i],&wall[swingwall[i][k]].x,&wall[swingwall[i][k]].y);
if (swingang[i] == swingangclosed[i])
{
wsayfollow("closdoor.wav",4096L+(krand()&511)-256,256L,&swingx[i][0],&swingy[i][0],0);
swinganginc[i] = 0;
break;
}
if (swingang[i] == swingangopen[i])
{
swinganginc[i] = 0;
break;
}
cnt--;
}
} while ((good == 0) && (cnt > 0));
}
}
}
if (swinganginc[i] == 0)
for(j=1;j<=3;j++)
{
stopinterpolation(&wall[swingwall[i][j]].x);
stopinterpolation(&wall[swingwall[i][j]].y);
}
}
for(i=0;i<revolvecnt;i++)
{
startwall = sector[revolvesector[i]].wallptr;
endwall = startwall + sector[revolvesector[i]].wallnum;
revolveang[i] = ((revolveang[i]-(TICSPERFRAME<<2))&2047);
for(k=startwall;k<endwall;k++)
{
rotatepoint(revolvepivotx[i],revolvepivoty[i],revolvex[i][k-startwall],revolvey[i][k-startwall],revolveang[i],&dax,&day);
dragpoint(k,dax,day);
}
}
for(i=0;i<subwaytrackcnt;i++)
{
if ((subwayvel[i] < -2) || (subwayvel[i] > 2))
{
dasector = subwaytracksector[i][0];
startwall = sector[dasector].wallptr;
endwall = startwall+sector[dasector].wallnum;
for(k=startwall;k<endwall;k++)
if (wall[k].x > subwaytrackx1[i])
if (wall[k].y > subwaytracky1[i])
if (wall[k].x < subwaytrackx2[i])
if (wall[k].y < subwaytracky2[i])
wall[k].x += subwayvel[i];
for(j=1;j<subwaynumsectors[i];j++)
{
dasector = subwaytracksector[i][j];
startwall = sector[dasector].wallptr;
endwall = startwall+sector[dasector].wallnum;
for(k=startwall;k<endwall;k++)
wall[k].x += subwayvel[i];
for(s=headspritesect[dasector];s>=0;s=nextspritesect[s])
sprite[s].x += subwayvel[i];
}
for(p=connecthead;p>=0;p=connectpoint2[p])
if (cursectnum[p] != subwaytracksector[i][0])
if (sector[cursectnum[p]].floorz != sector[subwaytracksector[i][0]].floorz)
if (posx[p] > subwaytrackx1[i])
if (posy[p] > subwaytracky1[i])
if (posx[p] < subwaytrackx2[i])
if (posy[p] < subwaytracky2[i])
{
posx[p] += subwayvel[i];
if (p == myconnectindex)
{ myx += subwayvel[i]; }
//Update sprite representation of player
setsprite(playersprite[p],posx[p],posy[p],posz[p]+EYEHEIGHT);
sprite[playersprite[p]].ang = ang[p];
}
subwayx[i] += subwayvel[i];
}
j = subwayvel[i];
k = subwaystop[i][subwaygoalstop[i]] - subwayx[i];
if (k > 0)
{
if (k > 4096)
{
if (subwayvel[i] < 256) subwayvel[i]++;
}
else
subwayvel[i] = (k>>4)+1;
}
else if (k < 0)
{
if (k < -4096)
{
if (subwayvel[i] > -256) subwayvel[i]--;
}
else
subwayvel[i] = (k>>4)-1;
}
if ((j < 0) && (subwayvel[i] >= 0)) subwayvel[i] = -1;
if ((j > 0) && (subwayvel[i] <= 0)) subwayvel[i] = 1;
if ((subwayvel[i] <= 2) && (subwayvel[i] >= -2) && (klabs(k) < 2048))
{
//Open / close doors
if ((subwaypausetime[i] == 720) || ((subwaypausetime[i] >= 120) && (subwaypausetime[i]-TICSPERFRAME < 120)))
activatehitag(sector[subwaytracksector[i][0]].hitag);
subwaypausetime[i] -= TICSPERFRAME;
if (subwaypausetime[i] < 0)
{
subwaypausetime[i] = 720;
if (subwayvel[i] < 0)
{
subwaygoalstop[i]--;
if (subwaygoalstop[i] < 0)
{
subwaygoalstop[i] = 1;
subwayvel[i] = 1;
}
}
else if (subwayvel[i] > 0)
{
subwaygoalstop[i]++;
if (subwaygoalstop[i] >= subwaystopcnt[i])
{
subwaygoalstop[i] = subwaystopcnt[i]-2;
subwayvel[i] = -1;
}
}
}
}
}
}
void statuslistcode(void)
{
short p, target, hitobject, daang, osectnum, movestat;
long i, nexti, j, nextj, k, l, dax, day, daz, dist, ox, oy, mindist;
long doubvel, xvect, yvect;
//Go through active BROWNMONSTER list
for(i=headspritestat[1];i>=0;i=nexti)
{
nexti = nextspritestat[i];
k = krand();
//Choose a target player
mindist = 0x7fffffff; target = connecthead;
for(p=connecthead;p>=0;p=connectpoint2[p])
{
dist = klabs(sprite[i].x-posx[p])+klabs(sprite[i].y-posy[p]);
if (dist < mindist) mindist = dist, target = p;
}
//brown monster decides to shoot bullet
if ((k&63) == 23)
{
if (cansee(sprite[i].x,sprite[i].y,sprite[i].z-(tilesizy[sprite[i].picnum]<<7),sprite[i].sectnum,posx[target],posy[target],posz[target],cursectnum[target]) == 0)
{
if ((k&0xf00) == 0xb00) changespritestat(i,2);
}
else
{
wsayfollow("monshoot.wav",5144L+(krand()&127)-64,256L,&sprite[i].x,&sprite[i].y,1);
doubvel = (TICSPERFRAME<<((ssync[target].bits&256)>0));
xvect = 0, yvect = 0;
if (ssync[target].fvel != 0)
{
xvect += ((((long)ssync[target].fvel)*doubvel*(long)sintable[(ang[target]+512)&2047])>>3);
yvect += ((((long)ssync[target].fvel)*doubvel*(long)sintable[ang[target]&2047])>>3);
}
if (ssync[target].svel != 0)
{
xvect += ((((long)ssync[target].svel)*doubvel*(long)sintable[ang[target]&2047])>>3);
yvect += ((((long)ssync[target].svel)*doubvel*(long)sintable[(ang[target]+1536)&2047])>>3);
}
ox = posx[target]; oy = posy[target];
//distance is j
j = ksqrt((ox-sprite[i].x)*(ox-sprite[i].x)+(oy-sprite[i].y)*(oy-sprite[i].y));
switch((sprite[i].extra>>11)&3)
{
case 1: j = -(j>>1); break;
case 3: j = 0; break;
case 0: case 2: break;
}
sprite[i].extra += 2048;
//rate is (TICSPERFRAME<<19)
xvect = scale(xvect,j,TICSPERFRAME<<19);
yvect = scale(yvect,j,TICSPERFRAME<<19);
clipmove(&ox,&oy,&posz[target],&cursectnum[target],xvect<<14,yvect<<14,128L,4<<8,4<<8,CLIPMASK0);
ox -= sprite[i].x;
oy -= sprite[i].y;
daang = ((getangle(ox,oy)+(krand()&7)-4)&2047);
dax = (sintable[(daang+512)&2047]>>6);
day = (sintable[daang&2047]>>6);
daz = 0;
if (ox != 0)
daz = scale(dax,posz[target]+(8<<8)-sprite[i].z,ox);
else if (oy != 0)
daz = scale(day,posz[target]+(8<<8)-sprite[i].z,oy);
spawnsprite(j,sprite[i].x,sprite[i].y,sprite[i].z,128,0,0,
16,sprite[i].xrepeat,sprite[i].yrepeat,0,0,BULLET,daang,dax,day,daz,i,sprite[i].sectnum,6,0,0,0);
sprite[i].extra &= (~2047);
}
}
//Move brown monster
dax = sprite[i].x; //Back up old x&y if stepping off cliff
day = sprite[i].y;
doubvel = max(mulscale7(sprite[i].xrepeat,sprite[i].yrepeat),4);
osectnum = sprite[i].sectnum;
movestat = movesprite((short)i,(long)sintable[(sprite[i].ang+512)&2047]*doubvel,(long)sintable[sprite[i].ang]*doubvel,0L,4L<<8,4L<<8,CLIPMASK0);
if (globloz > sprite[i].z+(48<<8))
{ sprite[i].x = dax; sprite[i].y = day; movestat = 1; }
else
sprite[i].z = globloz-((tilesizy[sprite[i].picnum]*sprite[i].yrepeat)<<1);
if ((sprite[i].sectnum != osectnum) && (sector[sprite[i].sectnum].lotag == 10))
{ warpsprite((short)i); movestat = 0; }
if ((movestat != 0) || ((k&63) == 1))
{
if (sprite[i].ang == (sprite[i].extra&2047))
{
daang = (getangle(posx[target]-sprite[i].x,posy[target]-sprite[i].y)&2047);
daang = ((daang+(krand()&1023)-512)&2047);
sprite[i].extra = ((sprite[i].extra&(~2047))|daang);
}
if ((sprite[i].extra-sprite[i].ang)&1024)
{
sprite[i].ang = ((sprite[i].ang-32)&2047);
if (!((sprite[i].extra-sprite[i].ang)&1024)) sprite[i].ang = (sprite[i].extra&2047);
}
else
{
sprite[i].ang = ((sprite[i].ang+32)&2047);
if (((sprite[i].extra-sprite[i].ang)&1024)) sprite[i].ang = (sprite[i].extra&2047);
}
}
}
for(i=headspritestat[10];i>=0;i=nexti) //EVILAL list
{
nexti = nextspritestat[i];
if (sprite[i].yrepeat < 38) continue;
if (sprite[i].yrepeat < 64)
{
sprite[i].xrepeat++;
sprite[i].yrepeat++;
continue;
}
if ((nummoves-i)&statrate[10]) continue;
//Choose a target player
mindist = 0x7fffffff; target = connecthead;
for(p=connecthead;p>=0;p=connectpoint2[p])
{
dist = klabs(sprite[i].x-posx[p])+klabs(sprite[i].y-posy[p]);
if (dist < mindist) mindist = dist, target = p;
}
k = (krand()&255);
if ((sprite[i].lotag&32) && (k < 48)) //Al decides to reproduce
{
l = 0;
if ((sprite[i].lotag&64) && (k < 2)) //Give him a chance to reproduce without seeing you
l = 1;
else if (cansee(sprite[i].x,sprite[i].y,sprite[i].z-(tilesizy[sprite[i].picnum]<<7),sprite[i].sectnum,posx[target],posy[target],posz[target],cursectnum[target]) == 1)
l = 1;
if (l != 0)
{
spawnsprite(j,sprite[i].x,sprite[i].y,sprite[i].z,sprite[i].cstat,sprite[i].shade,sprite[i].pal,
sprite[i].clipdist,38,38,sprite[i].xoffset,sprite[i].yoffset,sprite[i].picnum,krand()&2047,0,0,0,i,
sprite[i].sectnum,10,sprite[i].lotag,sprite[i].hitag,sprite[i].extra);
switch(krand()&31) //Mutations!
{
case 0: sprite[i].cstat ^= 2; break;
case 1: sprite[i].cstat ^= 512; break;
case 2: sprite[i].shade++; break;
case 3: sprite[i].shade--; break;
case 4: sprite[i].pal ^= 16; break;
case 5: case 6: case 7: sprite[i].lotag ^= (1<<(krand()&7)); break;
case 8: sprite[i].lotag = (krand()&255); break;
}
}
}
if (k >= 208+((sprite[i].lotag&128)>>2)) //Al decides to shoot bullet
{
if (cansee(sprite[i].x,sprite[i].y,sprite[i].z-(tilesizy[sprite[i].picnum]<<7),sprite[i].sectnum,posx[target],posy[target],posz[target],cursectnum[target]) == 1)
{
wsayfollow("zipguns.wav",5144L+(krand()&127)-64,256L,&sprite[i].x,&sprite[i].y,1);
spawnsprite(j,sprite[i].x,sprite[i].y,
sector[sprite[i].sectnum].floorz-(24<<8),
0,0,0,16,32,32,0,0,BULLET,
(getangle(posx[target]-sprite[j].x,
posy[target]-sprite[j].y)+(krand()&15)-8)&2047,
sintable[(sprite[j].ang+512)&2047]>>6,
sintable[sprite[j].ang&2047]>>6,
((posz[target]+(8<<8)-sprite[j].z)<<8) /
(ksqrt((posx[target]-sprite[j].x) *
(posx[target]-sprite[j].x) +
(posy[target]-sprite[j].y) *
(posy[target]-sprite[j].y))+1),
i,sprite[i].sectnum,6,0,0,0);
}
}
//Move Al
l = (((sprite[i].lotag&3)+2)<<8);
if (sprite[i].lotag&4) l = -l;
dax = sintable[(sprite[i].ang+512)&2047]*l;
day = sintable[sprite[i].ang]*l;
osectnum = sprite[i].sectnum;
movestat = movesprite((short)i,dax,day,0L,-8L<<8,-8L<<8,CLIPMASK0);
sprite[i].z = globloz;
if ((sprite[i].sectnum != osectnum) && (sector[sprite[i].sectnum].lotag == 10))
{
warpsprite((short)i);
movestat = 0;
}
if (sprite[i].lotag&16)
{
if (((k&124) >= 120) && (cansee(sprite[i].x,sprite[i].y,sprite[i].z-(tilesizy[sprite[i].picnum]<<7),sprite[i].sectnum,posx[target],posy[target],posz[target],cursectnum[target]) == 1))
sprite[i].ang = getangle(posx[target]-sprite[i].x,posy[target]-sprite[i].y);
else
sprite[i].ang = (krand()&2047);
}
if (movestat != 0)
{
if ((k&2) && (cansee(sprite[i].x,sprite[i].y,sprite[i].z-(tilesizy[sprite[i].picnum]<<7),sprite[i].sectnum,posx[target],posy[target],posz[target],cursectnum[target]) == 1))
sprite[i].ang = getangle(posx[target]-sprite[i].x,posy[target]-sprite[i].y);
else
sprite[i].ang = (krand()&2047);
if ((movestat&49152) == 49152)
if (sprite[movestat&16383].picnum == EVILAL)
if ((k&31) >= 30)
{
wsayfollow("blowup.wav",5144L+(krand()&127)-64,256L,&sprite[i].x,&sprite[i].y,0);
sprite[i].picnum = EVILALGRAVE;
sprite[i].cstat = 0;
sprite[i].xvel = (krand()&255)-128;
sprite[i].yvel = (krand()&255)-128;
sprite[i].zvel = (krand()&4095)-3072;
changespritestat(i,9);
}
if (sprite[i].lotag&8)
if ((k&31) >= 30)
{
wsayfollow("blowup.wav",5144L+(krand()&127)-64,256L,&sprite[i].x,&sprite[i].y,0);
sprite[i].picnum = EVILALGRAVE;
sprite[i].cstat = 0;
sprite[i].xvel = (krand()&255)-128;
sprite[i].yvel = (krand()&255)-128;
sprite[i].zvel = (krand()&4095)-3072;
changespritestat(i,9);
}
if (movestat == -1)
{
wsayfollow("blowup.wav",5144L+(krand()&127)-64,256L,&sprite[i].x,&sprite[i].y,0);
sprite[i].picnum = EVILALGRAVE;
sprite[i].cstat = 0;
sprite[i].xvel = (krand()&255)-128;
sprite[i].yvel = (krand()&255)-128;
sprite[i].zvel = (krand()&4095)-3072;
changespritestat(i,9);
}
}
}
//Go through travelling bullet sprites
for(i=headspritestat[6];i>=0;i=nexti)
{
nexti = nextspritestat[i];
if ((nummoves-i)&statrate[6]) continue;
//If the sprite is a bullet then...
if ((sprite[i].picnum == BULLET) || (sprite[i].picnum == GRABBER) || (sprite[i].picnum == MISSILE) || (sprite[i].picnum == BOMB))
{
dax = ((((long)sprite[i].xvel)*TICSPERFRAME)<<12);
day = ((((long)sprite[i].yvel)*TICSPERFRAME)<<12);
daz = ((((long)sprite[i].zvel)*TICSPERFRAME)>>2);
if (sprite[i].picnum == BOMB) daz = 0;
osectnum = sprite[i].sectnum;
hitobject = movesprite((short)i,dax,day,daz,4L<<8,4L<<8,CLIPMASK1);
if ((sprite[i].sectnum != osectnum) && (sector[sprite[i].sectnum].lotag == 10))
{
warpsprite((short)i);
hitobject = 0;
}
if (sprite[i].picnum == GRABBER) { // Andy did this (& Ken) !Homing!
checkgrabbertouchsprite(i,sprite[i].sectnum);
l = 0x7fffffff;
for (j = connecthead; j >= 0; j = connectpoint2[j]) // Players
if (j != (sprite[i].owner & (MAXSPRITES - 1)))
if (cansee(sprite[i].x,sprite[i].y,sprite[i].z,sprite[i].sectnum,posx[j],posy[j],posz[j],cursectnum[j])) {
k = ksqrt(sqr(posx[j] - sprite[i].x) + sqr(posy[j] - sprite[i].y) + (sqr(posz[j] - sprite[i].z) >> 8));
if (k < l) {
l = k;
dax = (posx[j] - sprite[i].x);
day = (posy[j] - sprite[i].y);
daz = (posz[j] - sprite[i].z);
}
}
for(j = headspritestat[1]; j >= 0; j = nextj) { // Active monsters
nextj = nextspritestat[j];
if (cansee(sprite[i].x,sprite[i].y,sprite[i].z,sprite[i].sectnum,sprite[j].x,sprite[j].y,sprite[j].z,sprite[j].sectnum)) {
k = ksqrt(sqr(sprite[j].x - sprite[i].x) + sqr(sprite[j].y - sprite[i].y) + (sqr(sprite[j].z - sprite[i].z) >> 8));
if (k < l) {
l = k;
dax = (sprite[j].x - sprite[i].x);
day = (sprite[j].y - sprite[i].y);
daz = (sprite[j].z - sprite[i].z);
}
}
}
for(j = headspritestat[2]; j >= 0; j = nextj) { // Inactive monsters
nextj = nextspritestat[j];
if (cansee(sprite[i].x,sprite[i].y,sprite[i].z,sprite[i].sectnum,sprite[j].x,sprite[j].y,sprite[j].z,sprite[j].sectnum)) {
k = ksqrt(sqr(sprite[j].x - sprite[i].x) + sqr(sprite[j].y - sprite[i].y) + (sqr(sprite[j].z - sprite[i].z) >> 8));
if (k < l) {
l = k;
dax = (sprite[j].x - sprite[i].x);
day = (sprite[j].y - sprite[i].y);
daz = (sprite[j].z - sprite[i].z);
}
}
}
if (l != 0x7fffffff) {
sprite[i].xvel = (divscale7(dax,l) + sprite[i].xvel); // 1/5 of velocity is homing, 4/5 is momentum
sprite[i].yvel = (divscale7(day,l) + sprite[i].yvel); // 1/5 of velocity is homing, 4/5 is momentum
sprite[i].zvel = (divscale7(daz,l) + sprite[i].zvel); // 1/5 of velocity is homing, 4/5 is momentum
l = ksqrt((sprite[i].xvel * sprite[i].xvel) + (sprite[i].yvel * sprite[i].yvel) + ((sprite[i].zvel * sprite[i].zvel) >> 8));
sprite[i].xvel = divscale9(sprite[i].xvel,l);
sprite[i].yvel = divscale9(sprite[i].yvel,l);
sprite[i].zvel = divscale9(sprite[i].zvel,l);
sprite[i].ang = getangle(sprite[i].xvel,sprite[i].yvel);
}
}
if (sprite[i].picnum == BOMB)
{
j = sprite[i].sectnum;
if ((sector[j].floorstat&2) && (sprite[i].z > globloz-(8<<8)))
{
k = sector[j].wallptr;
daang = getangle(wall[wall[k].point2].x-wall[k].x,wall[wall[k].point2].y-wall[k].y);
sprite[i].xvel += mulscale22(sintable[(daang+1024)&2047],sector[j].floorheinum);
sprite[i].yvel += mulscale22(sintable[(daang+512)&2047],sector[j].floorheinum);
}
}
if (sprite[i].picnum == BOMB)
{
sprite[i].z += sprite[i].zvel;
sprite[i].zvel += (TICSPERFRAME<<7);
if (sprite[i].z < globhiz+(tilesizy[BOMB]<<6))
{
sprite[i].z = globhiz+(tilesizy[BOMB]<<6);
sprite[i].zvel = -(sprite[i].zvel>>1);
}
if (sprite[i].z > globloz-(tilesizy[BOMB]<<6))
{
sprite[i].z = globloz-(tilesizy[BOMB]<<6);
sprite[i].zvel = -(sprite[i].zvel>>1);
}
dax = sprite[i].xvel; day = sprite[i].yvel;
dist = dax*dax+day*day;
if (dist < 512)
{
bombexplode(i);
goto bulletisdeletedskip;
}
if (dist < 4096)
{
sprite[i].xrepeat = ((4096+2048)*16) / (dist+2048);
sprite[i].yrepeat = sprite[i].xrepeat;
sprite[i].xoffset = (krand()&15)-8;
sprite[i].yoffset = (krand()&15)-8;
}
if (mulscale30(krand(),dist) == 0)
{
sprite[i].xvel -= ksgn(sprite[i].xvel);
sprite[i].yvel -= ksgn(sprite[i].yvel);
sprite[i].zvel -= ksgn(sprite[i].zvel);
}
}
//Check for bouncy objects before killing bullet
if ((hitobject&0xc000) == 16384) //Bullet hit a ceiling/floor
{
k = sector[hitobject&(MAXSECTORS-1)].wallptr; l = wall[k].point2;
daang = getangle(wall[l].x-wall[k].x,wall[l].y-wall[k].y);
getzsofslope(hitobject&(MAXSECTORS-1),sprite[i].x,sprite[i].y,&k,&l);
if (sprite[i].z < ((k+l)>>1)) k = sector[hitobject&(MAXSECTORS-1)].ceilingheinum;
else k = sector[hitobject&(MAXSECTORS-1)].floorheinum;
dax = mulscale14(k,sintable[(daang)&2047]);
day = mulscale14(k,sintable[(daang+1536)&2047]);
daz = 4096;
k = sprite[i].xvel*dax+sprite[i].yvel*day+mulscale4(sprite[i].zvel,daz);
l = dax*dax+day*day+daz*daz;
if ((klabs(k)>>14) < l)
{
k = divscale17(k,l);
sprite[i].xvel -= mulscale16(dax,k);
sprite[i].yvel -= mulscale16(day,k);
sprite[i].zvel -= mulscale12(daz,k);
}
wsayfollow("bouncy.wav",4096L+(krand()&127)-64,255,&sprite[i].x,&sprite[i].y,1);
hitobject = 0;
sprite[i].owner = -1; //Bullet turns evil!
}
else if ((hitobject&0xc000) == 32768) //Bullet hit a wall
{
if (wall[hitobject&4095].lotag == 8)
{
dax = sprite[i].xvel; day = sprite[i].yvel;
if ((sprite[i].picnum != BOMB) || (dax*dax+day*day >= 512))
{
k = (hitobject&4095); l = wall[k].point2;
j = getangle(wall[l].x-wall[k].x,wall[l].y-wall[k].y)+512;
//k = cos(ang) * sin(ang) * 2
k = mulscale13(sintable[(j+512)&2047],sintable[j&2047]);
//l = cos(ang * 2)
l = sintable[((j<<1)+512)&2047];
ox = sprite[i].xvel; oy = sprite[i].yvel;
dax = -ox; day = -oy;
sprite[i].xvel = dmulscale14(day,k,dax,l);
sprite[i].yvel = dmulscale14(dax,k,-day,l);
if (sprite[i].picnum == BOMB)
{
sprite[i].xvel -= (sprite[i].xvel>>3);
sprite[i].yvel -= (sprite[i].yvel>>3);
sprite[i].zvel -= (sprite[i].zvel>>3);
}
ox -= sprite[i].xvel; oy -= sprite[i].yvel;
dist = ((ox*ox+oy*oy)>>8);
wsayfollow("bouncy.wav",4096L+(krand()&127)-64,min(dist,256),&sprite[i].x,&sprite[i].y,1);
hitobject = 0;
sprite[i].owner = -1; //Bullet turns evil!
}
}
}
else if ((hitobject&0xc000) == 49152) //Bullet hit a sprite
{
if (sprite[hitobject&4095].picnum == BOUNCYMAT)
{
if ((sprite[hitobject&4095].cstat&48) == 0)
{
sprite[i].xvel = -sprite[i].xvel;
sprite[i].yvel = -sprite[i].yvel;
sprite[i].zvel = -sprite[i].zvel;
dist = 255;
}
else if ((sprite[hitobject&4095].cstat&48) == 16)
{
j = sprite[hitobject&4095].ang;
//k = cos(ang) * sin(ang) * 2
k = mulscale13(sintable[(j+512)&2047],sintable[j&2047]);
//l = cos(ang * 2)
l = sintable[((j<<1)+512)&2047];
ox = sprite[i].xvel; oy = sprite[i].yvel;
dax = -ox; day = -oy;
sprite[i].xvel = dmulscale14(day,k,dax,l);
sprite[i].yvel = dmulscale14(dax,k,-day,l);
ox -= sprite[i].xvel; oy -= sprite[i].yvel;
dist = ((ox*ox+oy*oy)>>8);
}
sprite[i].owner = -1; //Bullet turns evil!
wsayfollow("bouncy.wav",4096L+(krand()&127)-64,min(dist,256),&sprite[i].x,&sprite[i].y,1);
hitobject = 0;
}
}
if (hitobject != 0)
{
if ((sprite[i].picnum == MISSILE) || (sprite[i].picnum == BOMB))
{
if ((hitobject&0xc000) == 49152)
if (sprite[hitobject&4095].lotag == 5) //Basketball hoop
{
wsayfollow("niceshot.wav",3840L+(krand()&127)-64,256L,&sprite[i].x,&sprite[i].y,0);
deletesprite((short)i);
goto bulletisdeletedskip;
}
bombexplode(i);
goto bulletisdeletedskip;
}
if ((hitobject&0xc000) == 16384) //Hits a ceiling / floor
{
wsayfollow("bullseye.wav",4096L+(krand()&127)-64,256L,&sprite[i].x,&sprite[i].y,0);
deletesprite((short)i);
goto bulletisdeletedskip;
}
else if ((hitobject&0xc000) == 32768) //Bullet hit a wall
{
if (wall[hitobject&4095].picnum == KENPICTURE)
{
if (waloff[MAXTILES-1] != 0)
wall[hitobject&4095].picnum = MAXTILES-1;
wsayfollow("hello.wav",4096L+(krand()&127)-64,256L,&sprite[i].x,&sprite[i].y,0); //Ken says, "Hello... how are you today!"
}
else
wsayfollow("bullseye.wav",4096L+(krand()&127)-64,256L,&sprite[i].x,&sprite[i].y,0);
deletesprite((short)i);
goto bulletisdeletedskip;
}
else if ((hitobject&0xc000) == 49152) //Bullet hit a sprite
{
if ((sprite[hitobject&4095].lotag == 5) && (sprite[i].picnum == GRABBER)) { // Basketball hoop (Andy's addition)
wsayfollow("niceshot.wav",3840L+(krand()&127)-64,256L,&sprite[i].x,&sprite[i].y,0);
switch (krand() & 63) {
case 0: case 1: case 2: case 3: case 4: case 5: case 6: case 7: case 8: case 9:
sprite[i].picnum = COIN; break;
case 10: case 11: case 12: case 13: case 14: case 15: case 16:
sprite[i].picnum = DIAMONDS; break;
case 17: case 18: case 19:
sprite[i].picnum = COINSTACK; break;
case 20: case 21: case 22: case 23:
sprite[i].picnum = GIFTBOX; break;
case 24: case 25:
sprite[i].picnum = GRABCANNON; break;
case 26: case 27:
sprite[i].picnum = LAUNCHER; break;
case 28: case 29: case 30:
sprite[i].picnum = CANNON; break;
case 31:
sprite[i].picnum = AIRPLANE; break;
default:
deletesprite((short)i);
goto bulletisdeletedskip;
}
sprite[i].xvel = sprite[i].yvel = sprite[i].zvel = 0;
sprite[i].cstat &= ~0x83; //Should not clip, foot-z
changespritestat(i,12);
goto bulletisdeletedskip;
}
//Check if bullet hit a player & find which player it was...
if (sprite[hitobject&4095].picnum == PLAYER)
for(j=connecthead;j>=0;j=connectpoint2[j])
if (sprite[i].owner != j+4096)
if (playersprite[j] == (hitobject&4095))
{
wsayfollow("ouch.wav",4096L+(krand()&127)-64,256L,&sprite[i].x,&sprite[i].y,0);
if (sprite[i].picnum == GRABBER) { // Andy did this
k = ((sprite[i].xrepeat * sprite[i].yrepeat) * 3) >> 9;
changehealth((sprite[i].owner - 4096),k);
changehealth(j,-k);
}
else changehealth(j,-mulscale8(sprite[i].xrepeat,sprite[i].yrepeat));
deletesprite((short)i);
goto bulletisdeletedskip;
}
//Check if bullet hit any monsters...
j = (hitobject&4095); //j is the spritenum that the bullet (spritenum i) hit
if (sprite[i].owner != j)
{
switch(sprite[j].picnum)
{
case BROWNMONSTER:
if (sprite[j].lotag > 0) {
if (sprite[i].picnum == GRABBER) { // Andy did this
k = ((sprite[i].xrepeat * sprite[i].yrepeat) * 3) >> 9;
changehealth((sprite[i].owner - 4096),k);
sprite[j].lotag -= k;
}
sprite[j].lotag -= mulscale8(sprite[i].xrepeat,sprite[i].yrepeat);
}
if (sprite[j].lotag > 0)
{
if (sprite[j].lotag <= 25) sprite[j].cstat |= 2;
wsayfollow("hurt.wav",4096L+(krand()&511)-256,256L,&sprite[i].x,&sprite[i].y,1);
}
else
{
wsayfollow("mondie.wav",4096L+(krand()&127)-64,256L,&sprite[i].x,&sprite[i].y,0);
sprite[j].z += ((tilesizy[sprite[j].picnum]*sprite[j].yrepeat)<<1);
sprite[j].picnum = GIFTBOX;
sprite[j].cstat &= ~0x83; //Should not clip, foot-z
spawnsprite(k,sprite[j].x,sprite[j].y,sprite[j].z,
0,-4,0,32,64,64,0,0,EXPLOSION,sprite[j].ang,
0,0,0,j,sprite[j].sectnum,5,31,0,0);
//31=Time left for explosion to stay
changespritestat(j,12);
}
deletesprite((short)i);
goto bulletisdeletedskip;
case EVILAL:
wsayfollow("blowup.wav",5144L+(krand()&127)-64,256L,&sprite[i].x,&sprite[i].y,0);
sprite[j].picnum = EVILALGRAVE;
sprite[j].cstat = 0;
sprite[j].xvel = (krand()&255)-128;
sprite[j].yvel = (krand()&255)-128;
sprite[j].zvel = (krand()&4095)-3072;
changespritestat(j,9);
deletesprite((short)i);
goto bulletisdeletedskip;
case AL:
wsayfollow("blowup.wav",5144L+(krand()&127)-64,256L,&sprite[i].x,&sprite[i].y,0);
sprite[j].xrepeat += 2;
sprite[j].yrepeat += 2;
if (sprite[j].yrepeat >= 38)
{
sprite[j].picnum = EVILAL;
//sprite[j].cstat |= 2; //Make him transluscent
changespritestat(j,10);
}
deletesprite((short)i);
goto bulletisdeletedskip;
default:
wsayfollow("bullseye.wav",4096L+(krand()&127)-64,256L,&sprite[i].x,&sprite[i].y,0);
deletesprite((short)i);
goto bulletisdeletedskip;
}
}
}
}
}
bulletisdeletedskip: continue;
}
//Go through monster waiting for you list
for(i=headspritestat[2];i>=0;i=nexti)
{
nexti = nextspritestat[i];
if ((nummoves-i)&15) continue;
//Use dot product to see if monster's angle is towards a player
for(p=connecthead;p>=0;p=connectpoint2[p])
if (sintable[(sprite[i].ang+512)&2047]*(posx[p]-sprite[i].x) + sintable[sprite[i].ang&2047]*(posy[p]-sprite[i].y) >= 0)
if (cansee(sprite[i].x,sprite[i].y,sprite[i].z-(tilesizy[sprite[i].picnum]<<7),sprite[i].sectnum,posx[p],posy[p],posz[p],cursectnum[p]) == 1)
{
changespritestat(i,1);
//if (sprite[i].lotag == 100)
//{
wsayfollow("iseeyou.wav",4096L+(krand()&127)-64,256L,&sprite[i].x,&sprite[i].y,1);
// sprite[i].lotag = 99;
//}
}
}
//Go through smoke sprites
for(i=headspritestat[3];i>=0;i=nexti)
{
nexti = nextspritestat[i];
sprite[i].z -= (TICSPERFRAME<<6);
sprite[i].lotag -= TICSPERFRAME;
if (sprite[i].lotag < 0) deletesprite(i);
}
//Go through splash sprites
for(i=headspritestat[4];i>=0;i=nexti)
{
nexti = nextspritestat[i];
sprite[i].lotag -= TICSPERFRAME;
sprite[i].picnum = SPLASH + ((63-sprite[i].lotag)>>4);
if (sprite[i].lotag < 0) deletesprite(i);
}
//Go through explosion sprites
for(i=headspritestat[5];i>=0;i=nexti)
{
nexti = nextspritestat[i];
sprite[i].lotag -= TICSPERFRAME;
if (sprite[i].lotag < 0) deletesprite(i);
}
//Go through bomb spriral-explosion sprites
for(i=headspritestat[7];i>=0;i=nexti)
{
nexti = nextspritestat[i];
sprite[i].xrepeat = (sprite[i].lotag>>2);
sprite[i].yrepeat = (sprite[i].lotag>>2);
sprite[i].lotag -= (TICSPERFRAME<<2);
if (sprite[i].lotag < 0) { deletesprite(i); continue; }
if ((nummoves-i)&statrate[7]) continue;
sprite[i].x += ((sprite[i].xvel*TICSPERFRAME)>>2);
sprite[i].y += ((sprite[i].yvel*TICSPERFRAME)>>2);
sprite[i].z += ((sprite[i].zvel*TICSPERFRAME)>>2);
sprite[i].zvel += (TICSPERFRAME<<9);
if (sprite[i].z < sector[sprite[i].sectnum].ceilingz+(4<<8))
{
sprite[i].z = sector[sprite[i].sectnum].ceilingz+(4<<8);
sprite[i].zvel = -(sprite[i].zvel>>1);
}
if (sprite[i].z > sector[sprite[i].sectnum].floorz-(4<<8))
{
sprite[i].z = sector[sprite[i].sectnum].floorz-(4<<8);
sprite[i].zvel = -(sprite[i].zvel>>1);
}
}
//EVILALGRAVE shrinking list
for(i=headspritestat[9];i>=0;i=nexti)
{
nexti = nextspritestat[i];
sprite[i].xrepeat = (sprite[i].lotag>>2);
sprite[i].yrepeat = (sprite[i].lotag>>2);
sprite[i].lotag -= TICSPERFRAME;
if (sprite[i].lotag < 0) { deletesprite(i); continue; }
if ((nummoves-i)&statrate[9]) continue;
sprite[i].x += (sprite[i].xvel*TICSPERFRAME);
sprite[i].y += (sprite[i].yvel*TICSPERFRAME);
sprite[i].z += (sprite[i].zvel*TICSPERFRAME);
sprite[i].zvel += (TICSPERFRAME<<8);
if (sprite[i].z < sector[sprite[i].sectnum].ceilingz)
{
sprite[i].z = sector[sprite[i].sectnum].ceilingz;
sprite[i].xvel -= (sprite[i].xvel>>2);
sprite[i].yvel -= (sprite[i].yvel>>2);
sprite[i].zvel = -(sprite[i].zvel>>1);
}
if (sprite[i].z > sector[sprite[i].sectnum].floorz)
{
sprite[i].z = sector[sprite[i].sectnum].floorz;
sprite[i].xvel -= (sprite[i].xvel>>2);
sprite[i].yvel -= (sprite[i].yvel>>2);
sprite[i].zvel = -(sprite[i].zvel>>1);
}
}
//Re-spawning sprite list
for(i=headspritestat[11];i>=0;i=nexti)
{
nexti = nextspritestat[i];
sprite[i].extra -= TICSPERFRAME;
if (sprite[i].extra < 0)
{
wsayfollow("warp.wav",6144L+(krand()&127)-64,128L,&sprite[i].x,&sprite[i].y,0);
sprite[i].cstat &= ~0x8000;
sprite[i].extra = -1;
changespritestat((short)i,0);
}
}
}
void activatehitag(short dahitag)
{
long i, nexti;
for(i=0;i<numsectors;i++)
if (sector[i].hitag == dahitag) operatesector(i);
for(i=headspritestat[0];i>=0;i=nexti)
{
nexti = nextspritestat[i];
if (sprite[i].hitag == dahitag) operatesprite(i);
}
}
void bombexplode(long i)
{
long j, nextj, k, daang, dax, day, dist;
spawnsprite(j,sprite[i].x,sprite[i].y,sprite[i].z,0,-4,0,
32,64,64,0,0,EXPLOSION,sprite[i].ang,
0,0,0,sprite[i].owner,sprite[i].sectnum,5,31,0,0);
//31=Time left for explosion to stay
for(k=0;k<12;k++)
{
spawnsprite(j,sprite[i].x,sprite[i].y,sprite[i].z+(8<<8),2,-4,0,
32,24,24,0,0,EXPLOSION,sprite[i].ang,
(krand()>>7)-256,(krand()>>7)-256,(krand()>>2)-8192,
sprite[i].owner,sprite[i].sectnum,7,96,0,0);
//96=Time left for smoke to be alive
}
for(j=connecthead;j>=0;j=connectpoint2[j])
{
dist = (posx[j]-sprite[i].x)*(posx[j]-sprite[i].x);
dist += (posy[j]-sprite[i].y)*(posy[j]-sprite[i].y);
dist += ((posz[j]-sprite[i].z)>>4)*((posz[j]-sprite[i].z)>>4);
if (dist < 4194304)
if (cansee(sprite[i].x,sprite[i].y,sprite[i].z-(tilesizy[sprite[i].picnum]<<7),sprite[i].sectnum,posx[j],posy[j],posz[j],cursectnum[j]) == 1)
{
k = ((32768/((dist>>16)+4))>>5);
if (j == myconnectindex)
{
daang = getangle(posx[j]-sprite[i].x,posy[j]-sprite[i].y);
dax = ((k*sintable[(daang+512)&2047])>>14);
day = ((k*sintable[daang&2047])>>14);
fvel += ((dax*sintable[(ang[j]+512)&2047]+day*sintable[ang[j]&2047])>>14);
svel += ((day*sintable[(ang[j]+512)&2047]-dax*sintable[ang[j]&2047])>>14);
}
changehealth(j,-k); //if changehealth returns 1, you're dead
}
}
for(k=1;k<=2;k++) //Check for hurting monsters
{
for(j=headspritestat[k];j>=0;j=nextj)
{
nextj = nextspritestat[j];
dist = (sprite[j].x-sprite[i].x)*(sprite[j].x-sprite[i].x);
dist += (sprite[j].y-sprite[i].y)*(sprite[j].y-sprite[i].y);
dist += ((sprite[j].z-sprite[i].z)>>4)*((sprite[j].z-sprite[i].z)>>4);
if (dist >= 4194304) continue;
if (cansee(sprite[i].x,sprite[i].y,sprite[i].z-(tilesizy[sprite[i].picnum]<<7),sprite[i].sectnum,sprite[j].x,sprite[j].y,sprite[j].z-(tilesizy[sprite[j].picnum]<<7),sprite[j].sectnum) == 0)
continue;
if (sprite[j].picnum == BROWNMONSTER)
{
sprite[j].z += ((tilesizy[sprite[j].picnum]*sprite[j].yrepeat)<<1);
sprite[j].picnum = GIFTBOX;
sprite[j].cstat &= ~0x83; //Should not clip, foot-z
changespritestat(j,12);
}
}
}
for(j=headspritestat[10];j>=0;j=nextj) //Check for EVILAL's
{
nextj = nextspritestat[j];
dist = (sprite[j].x-sprite[i].x)*(sprite[j].x-sprite[i].x);
dist += (sprite[j].y-sprite[i].y)*(sprite[j].y-sprite[i].y);
dist += ((sprite[j].z-sprite[i].z)>>4)*((sprite[j].z-sprite[i].z)>>4);
if (dist >= 4194304) continue;
if (cansee(sprite[i].x,sprite[i].y,sprite[i].z-(tilesizy[sprite[i].picnum]<<7),sprite[i].sectnum,sprite[j].x,sprite[j].y,sprite[j].z-(tilesizy[sprite[j].picnum]<<7),sprite[j].sectnum) == 0)
continue;
sprite[j].picnum = EVILALGRAVE;
sprite[j].cstat = 0;
sprite[j].xvel = (krand()&255)-128;
sprite[j].yvel = (krand()&255)-128;
sprite[j].zvel = (krand()&4095)-3072;
changespritestat(j,9);
}
wsayfollow("blowup.wav",3840L+(krand()&127)-64,256L,&sprite[i].x,&sprite[i].y,0);
deletesprite((short)i);
}
void processinput(short snum)
{
long oldposx, oldposy, nexti;
long i, j, k, doubvel, xvect, yvect, goalz;
long dax, day, dax2, day2, odax, oday, odax2, oday2;
short startwall, endwall;
char *ptr;
//SHARED KEYS:
//Movement code
if ((ssync[snum].fvel|ssync[snum].svel) != 0)
{
doubvel = (TICSPERFRAME<<((ssync[snum].bits&256)>0));
xvect = 0, yvect = 0;
if (ssync[snum].fvel != 0)
{
xvect += ((((long)ssync[snum].fvel)*doubvel*(long)sintable[(ang[snum]+512)&2047])>>3);
yvect += ((((long)ssync[snum].fvel)*doubvel*(long)sintable[ang[snum]&2047])>>3);
}
if (ssync[snum].svel != 0)
{
xvect += ((((long)ssync[snum].svel)*doubvel*(long)sintable[ang[snum]&2047])>>3);
yvect += ((((long)ssync[snum].svel)*doubvel*(long)sintable[(ang[snum]+1536)&2047])>>3);
}
if (flytime[snum] > lockclock) { xvect += xvect; yvect += yvect; } // DOuble flying speed
clipmove(&posx[snum],&posy[snum],&posz[snum],&cursectnum[snum],xvect,yvect,128L,4<<8,4<<8,CLIPMASK0);
revolvedoorstat[snum] = 1;
}
else
{
revolvedoorstat[snum] = 0;
}
sprite[playersprite[snum]].cstat &= ~1;
//Push player away from walls if clipmove doesn't work
if (pushmove(&posx[snum],&posy[snum],&posz[snum],&cursectnum[snum],128L,4<<8,4<<8,CLIPMASK0) < 0)
changehealth(snum,-1000); //If this screws up, then instant death!!!
// Getzrange returns the highest and lowest z's for an entire box,
// NOT just a point. This prevents you from falling off cliffs
// when you step only slightly over the cliff.
getzrange(posx[snum],posy[snum],posz[snum],cursectnum[snum],&globhiz,&globhihit,&globloz,&globlohit,128L,CLIPMASK0);
sprite[playersprite[snum]].cstat |= 1;
if (ssync[snum].avel != 0) //ang += avel * constant
{ //ENGINE calculates avel for you
doubvel = TICSPERFRAME;
if ((ssync[snum].bits&256) > 0) //Lt. shift makes turn velocity 50% faster
doubvel += (TICSPERFRAME>>1);
ang[snum] += ((((long)ssync[snum].avel)*doubvel)>>4);
ang[snum] &= 2047;
}
if (health[snum] < 0)
{
health[snum] -= TICSPERFRAME;
if (health[snum] <= -160)
{
hvel[snum] = 0;
if (snum == myconnectindex)
fvel = 0, svel = 0, avel = 0, keystatus[3] = 1;
deaths[snum]++;
health[snum] = 100;
numbombs[snum] = 0;
numgrabbers[snum] = 0;
nummissiles[snum] = 0;
flytime[snum] = 0;
findrandomspot(&posx[snum],&posy[snum],&cursectnum[snum]);
posz[snum] = getflorzofslope(cursectnum[snum],posx[snum],posy[snum])-(1<<8);
horiz[snum] = 100;
ang[snum] = (krand()&2047);
sprite[playersprite[snum]].x = posx[snum];
sprite[playersprite[snum]].y = posy[snum];
sprite[playersprite[snum]].z = posz[snum]+EYEHEIGHT;
sprite[playersprite[snum]].picnum = PLAYER;
sprite[playersprite[snum]].ang = ang[snum];
sprite[playersprite[snum]].xrepeat = 64;
sprite[playersprite[snum]].yrepeat = 64;
changespritesect(playersprite[snum],cursectnum[snum]);
drawstatusbar(snum); // Andy did this
i = playersprite[snum];
wsayfollow("zipguns.wav",4096L+(krand()&127)-64,256L,&sprite[i].x,&sprite[i].y,1);
for(k=0;k<16;k++)
{
spawnsprite(j,sprite[i].x,sprite[i].y,sprite[i].z+(8<<8),2,-4,0,
32,24,24,0,0,EXPLOSION,sprite[i].ang,
(krand()&511)-256,(krand()&511)-256,(krand()&16384)-8192,
sprite[i].owner,sprite[i].sectnum,7,96,0,0);
//96=Time left for smoke to be alive
}
}
else
{
sprite[playersprite[snum]].xrepeat = max(((128+health[snum])>>1),0);
sprite[playersprite[snum]].yrepeat = max(((128+health[snum])>>1),0);
hvel[snum] += (TICSPERFRAME<<2);
horiz[snum] = max(horiz[snum]-4,0);
posz[snum] += hvel[snum];
if (posz[snum] > globloz-(4<<8))
{
posz[snum] = globloz-(4<<8);
horiz[snum] = min(horiz[snum]+5,200);
hvel[snum] = 0;
}
}
}
if (((ssync[snum].bits&8) > 0) && (horiz[snum] > 100-(200>>1))) horiz[snum] -= 4; //-
if (((ssync[snum].bits&4) > 0) && (horiz[snum] < 100+(200>>1))) horiz[snum] += 4; //+
goalz = globloz-EYEHEIGHT;
if (sector[cursectnum[snum]].lotag == 4) //slime sector
if ((globlohit&0xc000) != 49152) //You're not on a sprite
{
goalz = globloz-(8<<8);
if (posz[snum] >= goalz-(2<<8))
{
clipmove(&posx[snum],&posy[snum],&posz[snum],&cursectnum[snum],-TICSPERFRAME<<14,-TICSPERFRAME<<14,128L,4<<8,4<<8,CLIPMASK0);
if (slimesoundcnt[snum] >= 0)
{
slimesoundcnt[snum] -= TICSPERFRAME;
while (slimesoundcnt[snum] < 0)
{
slimesoundcnt[snum] += 120;
wsayfollow("slime.wav",4096L+(krand()&127)-64,256L,&posx[snum],&posy[snum],1);
}
}
}
}
if (goalz < globhiz+(16<<8)) //ceiling&floor too close
goalz = ((globloz+globhiz)>>1);
//goalz += mousz;
if (health[snum] >= 0)
{
if ((ssync[snum].bits&1) > 0) //A (stand high)
{
if (flytime[snum] <= lockclock)
{
if (posz[snum] >= globloz-(32<<8))
{
goalz -= (16<<8);
if (ssync[snum].bits&256) goalz -= (24<<8);
}
}
else
{
hvel[snum] -= 192;
if (ssync[snum].bits&256) hvel[snum] -= 192;
}
}
if ((ssync[snum].bits&2) > 0) //Z (stand low)
{
if (flytime[snum] <= lockclock)
{
goalz += (12<<8);
if (ssync[snum].bits&256) goalz += (12<<8);
}
else
{
hvel[snum] += 192;
if (ssync[snum].bits&256) hvel[snum] += 192;
}
}
}
if (flytime[snum] <= lockclock)
{
if (posz[snum] < goalz)
hvel[snum] += (TICSPERFRAME<<4);
else
hvel[snum] = (((goalz-posz[snum])*TICSPERFRAME)>>5);
}
else
{
hvel[snum] -= (hvel[snum]>>2);
hvel[snum] -= ksgn(hvel[snum]);
}
posz[snum] += hvel[snum];
if (posz[snum] > globloz-(4<<8)) posz[snum] = globloz-(4<<8), hvel[snum] = 0;
if (posz[snum] < globhiz+(4<<8)) posz[snum] = globhiz+(4<<8), hvel[snum] = 0;
if (dimensionmode[snum] != 3)
{
if (((ssync[snum].bits&32) > 0) && (zoom[snum] > 48)) zoom[snum] -= (zoom[snum]>>4);
if (((ssync[snum].bits&16) > 0) && (zoom[snum] < 4096)) zoom[snum] += (zoom[snum]>>4);
}
//Update sprite representation of player
// -should be after movement, but before shooting code
setsprite(playersprite[snum],posx[snum],posy[snum],posz[snum]+EYEHEIGHT);
sprite[playersprite[snum]].ang = ang[snum];
if (health[snum] >= 0)
{
if ((cursectnum[snum] < 0) || (cursectnum[snum] >= numsectors))
{ //How did you get in the wrong sector?
wsayfollow("ouch.wav",4096L+(krand()&127)-64,64L,&posx[snum],&posy[snum],1);
changehealth(snum,-TICSPERFRAME);
}
else if (globhiz+(8<<8) > globloz)
{ //Ceiling and floor are smooshing you!
wsayfollow("ouch.wav",4096L+(krand()&127)-64,64L,&posx[snum],&posy[snum],1);
changehealth(snum,-TICSPERFRAME);
}
}
if ((waterfountainwall[snum] >= 0) && (health[snum] >= 0))
if ((wall[neartagwall].lotag != 7) || ((ssync[snum].bits&1024) == 0))
{
i = waterfountainwall[snum];
if (wall[i].overpicnum == USEWATERFOUNTAIN)
wall[i].overpicnum = WATERFOUNTAIN;
else if (wall[i].picnum == USEWATERFOUNTAIN)
wall[i].picnum = WATERFOUNTAIN;
waterfountainwall[snum] = -1;
}
if ((ssync[snum].bits&1024) > 0) //Space bar
{
//Continuous triggers...
neartag(posx[snum],posy[snum],posz[snum],cursectnum[snum],ang[snum],&neartagsector,&neartagwall,&neartagsprite,&neartaghitdist,1024L,3);
if (neartagsector == -1)
{
i = cursectnum[snum];
if ((sector[i].lotag|sector[i].hitag) != 0)
neartagsector = i;
}
if (wall[neartagwall].lotag == 7) //Water fountain
{
if (wall[neartagwall].overpicnum == WATERFOUNTAIN)
{
wsayfollow("water.wav",4096L+(krand()&127)-64,256L,&posx[snum],&posy[snum],1);
wall[neartagwall].overpicnum = USEWATERFOUNTAIN;
waterfountainwall[snum] = neartagwall;
}
else if (wall[neartagwall].picnum == WATERFOUNTAIN)
{
wsayfollow("water.wav",4096L+(krand()&127)-64,256L,&posx[snum],&posy[snum],1);
wall[neartagwall].picnum = USEWATERFOUNTAIN;
waterfountainwall[snum] = neartagwall;
}
if (waterfountainwall[snum] >= 0)
{
waterfountaincnt[snum] -= TICSPERFRAME;
while (waterfountaincnt[snum] < 0)
{
waterfountaincnt[snum] += 120;
wsayfollow("water.wav",4096L+(krand()&127)-64,256L,&posx[snum],&posy[snum],1);
changehealth(snum,2);
}
}
}
//1-time triggers...
if ((oflags[snum]&1024) == 0)
{
if (neartagsector >= 0)
if (sector[neartagsector].hitag == 0)
operatesector(neartagsector);
if (neartagwall >= 0)
if (wall[neartagwall].lotag == 2) //Switch
{
activatehitag(wall[neartagwall].hitag);
j = wall[neartagwall].overpicnum;
if (j == SWITCH1ON) //1-time switch
{
wall[neartagwall].overpicnum = GIFTBOX;
wall[neartagwall].lotag = 0;
wall[neartagwall].hitag = 0;
}
if (j == GIFTBOX) //1-time switch
{
wall[neartagwall].overpicnum = SWITCH1ON;
wall[neartagwall].lotag = 0;
wall[neartagwall].hitag = 0;
}
if (j == SWITCH2ON) wall[neartagwall].overpicnum = SWITCH2OFF;
if (j == SWITCH2OFF) wall[neartagwall].overpicnum = SWITCH2ON;
if (j == SWITCH3ON) wall[neartagwall].overpicnum = SWITCH3OFF;
if (j == SWITCH3OFF) wall[neartagwall].overpicnum = SWITCH3ON;
i = wall[neartagwall].point2;
dax = ((wall[neartagwall].x+wall[i].x)>>1);
day = ((wall[neartagwall].y+wall[i].y)>>1);
wsayfollow("switch.wav",4096L+(krand()&255)-128,256L,&dax,&day,0);
}
if (neartagsprite >= 0)
{
if (sprite[neartagsprite].lotag == 1)
{ //if you're shoving innocent little AL around, he gets mad!
if (sprite[neartagsprite].picnum == AL)
{
sprite[neartagsprite].picnum = EVILAL;
sprite[neartagsprite].cstat |= 2; //Make him transluscent
sprite[neartagsprite].xrepeat = 38;
sprite[neartagsprite].yrepeat = 38;
changespritestat(neartagsprite,10);
}
}
if (sprite[neartagsprite].lotag == 4)
{
activatehitag(sprite[neartagsprite].hitag);
j = sprite[neartagsprite].picnum;
if (j == SWITCH1ON) //1-time switch
{
sprite[neartagsprite].picnum = GIFTBOX;
sprite[neartagsprite].lotag = 0;
sprite[neartagsprite].hitag = 0;
}
if (j == GIFTBOX) //1-time switch
{
sprite[neartagsprite].picnum = SWITCH1ON;
sprite[neartagsprite].lotag = 0;
sprite[neartagsprite].hitag = 0;
}
if (j == SWITCH2ON) sprite[neartagsprite].picnum = SWITCH2OFF;
if (j == SWITCH2OFF) sprite[neartagsprite].picnum = SWITCH2ON;
if (j == SWITCH3ON) sprite[neartagsprite].picnum = SWITCH3OFF;
if (j == SWITCH3OFF) sprite[neartagsprite].picnum = SWITCH3ON;
dax = sprite[neartagsprite].x;
day = sprite[neartagsprite].y;
wsayfollow("switch.wav",4096L+(krand()&255)-128,256L,&dax,&day,0);
}
}
}
}
if ((ssync[snum].bits & 2048) > 0) { // Shoot a bullet
if ((numbombs[snum] == 0) && (((ssync[snum].bits >> 13) & 7) == 2) && (myconnectindex == snum))
locselectedgun = 0;
if ((nummissiles[snum] == 0) && (((ssync[snum].bits >> 13) & 7) == 3) && (myconnectindex == snum))
locselectedgun = 1;
if ((numgrabbers[snum] == 0) && (((ssync[snum].bits >> 13) & 7) == 4) && (myconnectindex == snum))
locselectedgun = 1;
if ((health[snum] >= 0) || ((krand() & 127) > -health[snum]))
switch((ssync[snum].bits >> 13) & 7) {
case 0:
if (lockclock > lastchaingun[snum]+8) {
lastchaingun[snum] = lockclock;
shootgun(snum,posx[snum],posy[snum],posz[snum],ang[snum],horiz[snum],cursectnum[snum],0);
}
break;
case 1:
if ((oflags[snum] & 2048) == 0)
shootgun(snum,posx[snum],posy[snum],posz[snum],ang[snum],horiz[snum],cursectnum[snum],1);
break;
case 2:
if ((oflags[snum] & 2048) == 0)
if (numbombs[snum] > 0) {
shootgun(snum,posx[snum],posy[snum],posz[snum],ang[snum],horiz[snum],cursectnum[snum],2);
changenumbombs(snum,-1);
}
break;
case 3:
if ((oflags[snum] & 2048) == 0)
if (nummissiles[snum] > 0) {
shootgun(snum,posx[snum],posy[snum],posz[snum],ang[snum],horiz[snum],cursectnum[snum],3);
changenummissiles(snum,-1);
}
break;
case 4:
if ((oflags[snum] & 2048) == 0)
if (numgrabbers[snum] > 0) {
shootgun(snum,posx[snum],posy[snum],posz[snum],ang[snum],horiz[snum],cursectnum[snum],4);
changenumgrabbers(snum,-1);
}
break;
}
}
if ((ssync[snum].bits&4096) > (oflags[snum]&4096)) //Keypad enter
{
dimensionmode[snum]++;
if (dimensionmode[snum] > 3) dimensionmode[snum] = 1;
}
oflags[snum] = ssync[snum].bits;
}
void view(short snum, long *vx, long *vy, long *vz, short *vsectnum, short ang, long horiz)
{
spritetype *sp;
long i, nx, ny, nz, hx, hy, hz, hitx, hity, hitz;
short bakcstat, hitsect, hitwall, hitsprite, daang;
nx = (sintable[(ang+1536)&2047]>>4);
ny = (sintable[(ang+1024)&2047]>>4);
nz = (horiz-100)*128;
sp = &sprite[snum];
bakcstat = sp->cstat;
sp->cstat &= (short)~0x101;
updatesectorz(*vx,*vy,*vz,vsectnum);
hitscan(*vx,*vy,*vz,*vsectnum,nx,ny,nz,&hitsect,&hitwall,&hitsprite,&hitx,&hity,&hitz,CLIPMASK1);
hx = hitx-(*vx); hy = hity-(*vy);
if (klabs(nx)+klabs(ny) > klabs(hx)+klabs(hy))
{
*vsectnum = hitsect;
if (hitwall >= 0)
{
daang = getangle(wall[wall[hitwall].point2].x-wall[hitwall].x,
wall[wall[hitwall].point2].y-wall[hitwall].y);
i = nx*sintable[daang]+ny*sintable[(daang+1536)&2047];
if (klabs(nx) > klabs(ny)) hx -= mulscale28(nx,i);
else hy -= mulscale28(ny,i);
}
else if (hitsprite < 0)
{
if (klabs(nx) > klabs(ny)) hx -= (nx>>5);
else hy -= (ny>>5);
}
if (klabs(nx) > klabs(ny)) i = divscale16(hx,nx);
else i = divscale16(hy,ny);
if (i < cameradist) cameradist = i;
}
*vx = (*vx)+mulscale16(nx,cameradist);
*vy = (*vy)+mulscale16(ny,cameradist);
*vz = (*vz)+mulscale16(nz,cameradist);
updatesectorz(*vx,*vy,*vz,vsectnum);
sp->cstat = bakcstat;
}
#if 0 // JBF: now in the engine
void updatesectorz(long x, long y, long z, short *sectnum)
{
walltype *wal;
long i, j, cz, fz;
getzsofslope(*sectnum,x,y,&cz,&fz);
if ((z >= cz) && (z <= fz))
if (inside(x,y,*sectnum) != 0) return;
if ((*sectnum >= 0) && (*sectnum < numsectors))
{
wal = &wall[sector[*sectnum].wallptr];
j = sector[*sectnum].wallnum;
do
{
i = wal->nextsector;
if (i >= 0)
{
getzsofslope(i,x,y,&cz,&fz);
if ((z >= cz) && (z <= fz))
if (inside(x,y,(short)i) == 1)
{ *sectnum = i; return; }
}
wal++; j--;
} while (j != 0);
}
for(i=numsectors-1;i>=0;i--)
{
getzsofslope(i,x,y,&cz,&fz);
if ((z >= cz) && (z <= fz))
if (inside(x,y,(short)i) == 1)
{ *sectnum = i; return; }
}
*sectnum = -1;
}
#endif
void drawscreen(short snum, long dasmoothratio)
{
long i, j, k=0, l, charsperline, tempint;
long x1, y1, x2, y2, ox1, oy1, ox2, oy2, dist, maxdist;
long cposx, cposy, cposz, choriz, czoom, tposx, tposy;
long tiltlock, *intptr, ovisibility, oparallaxvisibility;
short cang, tang, csect;
char ch, *ptr, *ptr2, *ptr3, *ptr4;
spritetype *tspr;
smoothratio = max(min(dasmoothratio,65536),0);
dointerpolations();
if ((snum == myconnectindex) && ((networkmode == 1) || (myconnectindex != connecthead)))
{
cposx = omyx+mulscale16(myx-omyx,smoothratio);
cposy = omyy+mulscale16(myy-omyy,smoothratio);
cposz = omyz+mulscale16(myz-omyz,smoothratio);
choriz = omyhoriz+mulscale16(myhoriz-omyhoriz,smoothratio);
cang = omyang+mulscale16((long)(((myang+1024-omyang)&2047)-1024),smoothratio);
}
else
{
cposx = oposx[snum]+mulscale16(posx[snum]-oposx[snum],smoothratio);
cposy = oposy[snum]+mulscale16(posy[snum]-oposy[snum],smoothratio);
cposz = oposz[snum]+mulscale16(posz[snum]-oposz[snum],smoothratio);
choriz = ohoriz[snum]+mulscale16(horiz[snum]-ohoriz[snum],smoothratio);
cang = oang[snum]+mulscale16(((ang[snum]+1024-oang[snum])&2047)-1024,smoothratio);
}
czoom = ozoom[snum]+mulscale16(zoom[snum]-ozoom[snum],smoothratio);
setears(cposx,cposy,(long)sintable[(cang+512)&2047]<<14,(long)sintable[cang&2047]<<14);
if (dimensionmode[myconnectindex] == 3)
{
tempint = screensize;
if (((loc.bits&32) > (screensizeflag&32)) && (screensize > 64))
{
ox1 = ((xdim-screensize)>>1);
ox2 = ox1+screensize-1;
oy1 = (((ydim-32)-scale(screensize,ydim-32,xdim))>>1);
oy2 = oy1 + scale(screensize,ydim-32,xdim)-1;
screensize -= (screensize>>3);
if (tempint > xdim)
{
screensize = xdim;
flushperms();
rotatesprite((xdim-320)<<15,(ydim-32)<<16,65536L,0,STATUSBAR,0,0,8+16+64+128,0L,0L,xdim-1L,ydim-1L);
i = ((xdim-320)>>1);
while (i >= 8) i -= 8, rotatesprite(i<<16,(ydim-32)<<16,65536L,0,STATUSBARFILL8,0,0,8+16+64+128,0L,0L,xdim-1L,ydim-1L);
if (i >= 4) i -= 4, rotatesprite(i<<16,(ydim-32)<<16,65536L,0,STATUSBARFILL4,0,0,8+16+64+128,0L,0L,xdim-1L,ydim-1L);
i = ((xdim-320)>>1)+320;
while (i <= xdim-8) rotatesprite(i<<16,(ydim-32)<<16,65536L,0,STATUSBARFILL8,0,0,8+16+64+128,0L,0L,xdim-1L,ydim-1L), i += 8;
if (i <= xdim-4) rotatesprite(i<<16,(ydim-32)<<16,65536L,0,STATUSBARFILL4,0,0,8+16+64+128,0L,0L,xdim-1L,ydim-1L), i += 4;
drawstatusbar(screenpeek); // Andy did this
}
x1 = ((xdim-screensize)>>1);
x2 = x1+screensize-1;
y1 = (((ydim-32)-scale(screensize,ydim-32,xdim))>>1);
y2 = y1 + scale(screensize,ydim-32,xdim)-1;
setview(x1,y1,x2,y2);
// (ox1,oy1)<29><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ä¿
// <20> (x1,y1) <20>
// <20> <20><><EFBFBD><EFBFBD><EFBFBD>Ä¿ <20>
// <20> <20> <20> <20>
// <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>
// <20> (x2,y2) <20>
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(ox2,oy2)
drawtilebackground(0L,0L,BACKGROUND,8,ox1,oy1,x1-1,oy2,0);
drawtilebackground(0L,0L,BACKGROUND,8,x2+1,oy1,ox2,oy2,0);
drawtilebackground(0L,0L,BACKGROUND,8,x1,oy1,x2,y1-1,0);
drawtilebackground(0L,0L,BACKGROUND,8,x1,y2+1,x2,oy2,0);
}
if (((loc.bits&16) > (screensizeflag&16)) && (screensize <= xdim))
{
screensize += (screensize>>3);
if ((screensize > xdim) && (tempint == xdim))
{
screensize = xdim+1;
x1 = 0; y1 = 0;
x2 = xdim-1; y2 = ydim-1;
}
else
{
if (screensize > xdim) screensize = xdim;
x1 = ((xdim-screensize)>>1);
x2 = x1+screensize-1;
y1 = (((ydim-32)-scale(screensize,ydim-32,xdim))>>1);
y2 = y1 + scale(screensize,ydim-32,xdim)-1;
}
setview(x1,y1,x2,y2);
}
screensizeflag = loc.bits;
}
if (dimensionmode[snum] != 2)
{
if ((numplayers > 1) && (option[4] == 0))
{
//Do not draw other views constantly if they're staying still
//It's a shame this trick will only work in screen-buffer mode
//At least screen-buffer mode covers all the HI hi-res modes
//if (vidoption == 2)
//{
for(i=connecthead;i>=0;i=connectpoint2[i]) frame2draw[i] = 0;
frame2draw[snum] = 1;
//2-1,3-1,4-2
//5-2,6-2,7-2,8-3,9-3,10-3,11-3,12-4,13-4,14-4,15-4,16-5
x1 = posx[snum]; y1 = posy[snum];
for(j=(numplayers>>2)+1;j>0;j--)
{
maxdist = 0x80000000;
for(i=connecthead;i>=0;i=connectpoint2[i])
if (frame2draw[i] == 0)
{
x2 = posx[i]-x1; y2 = posy[i]-y1;
dist = dmulscale12(x2,x2,y2,y2);
if (dist < 64) dist = 16384;
else if (dist > 16384) dist = 64;
else dist = 1048576 / dist;
dist *= frameskipcnt[i];
//Increase frame rate if screen is moving
if ((posx[i] != oposx[i]) || (posy[i] != oposy[i]) ||
(posz[i] != oposz[i]) || (ang[i] != oang[i]) ||
(horiz[i] != ohoriz[i])) dist += dist;
if (dist > maxdist) maxdist = dist, k = i;
}
for(i=connecthead;i>=0;i=connectpoint2[i])
frameskipcnt[i] += (frameskipcnt[i]>>3)+1;
frameskipcnt[k] = 0;
frame2draw[k] = 1;
}
//}
//else
//{
// for(i=connecthead;i>=0;i=connectpoint2[i]) frame2draw[i] = 1;
//}
for(i=connecthead,j=0;i>=0;i=connectpoint2[i],j++)
if (frame2draw[i] != 0)
{
if (numplayers <= 4)
{
switch(j)
{
case 0: setview(0,0,(xdim>>1)-1,(ydim>>1)-1); break;
case 1: setview((xdim>>1),0,xdim-1,(ydim>>1)-1); break;
case 2: setview(0,(ydim>>1),(xdim>>1)-1,ydim-1); break;
case 3: setview((xdim>>1),(ydim>>1),xdim-1,ydim-1); break;
}
}
else
{
switch(j)
{
case 0: setview(0,0,(xdim>>2)-1,(ydim>>2)-1); break;
case 1: setview(xdim>>2,0,(xdim>>1)-1,(ydim>>2)-1); break;
case 2: setview(xdim>>1,0,xdim-(xdim>>2)-1,(ydim>>2)-1); break;
case 3: setview(xdim-(xdim>>2),0,xdim-1,(ydim>>2)-1); break;
case 4: setview(0,ydim>>2,(xdim>>2)-1,(ydim>>1)-1); break;
case 5: setview(xdim>>2,ydim>>2,(xdim>>1)-1,(ydim>>1)-1); break;
case 6: setview(xdim>>1,ydim>>2,xdim-(xdim>>2)-1,(ydim>>1)-1); break;
case 7: setview(xdim-(xdim>>2),ydim>>2,xdim-1,(ydim>>1)-1); break;
case 8: setview(0,ydim>>1,(xdim>>2)-1,ydim-(ydim>>2)-1); break;
case 9: setview(xdim>>2,ydim>>1,(xdim>>1)-1,ydim-(ydim>>2)-1); break;
case 10: setview(xdim>>1,ydim>>1,xdim-(xdim>>2)-1,ydim-(ydim>>2)-1); break;
case 11: setview(xdim-(xdim>>2),ydim>>1,xdim-1,ydim-(ydim>>2)-1); break;
case 12: setview(0,ydim-(ydim>>2),(xdim>>2)-1,ydim-1); break;
case 13: setview(xdim>>2,ydim-(ydim>>2),(xdim>>1)-1,ydim-1); break;
case 14: setview(xdim>>1,ydim-(ydim>>2),xdim-(xdim>>2)-1,ydim-1); break;
case 15: setview(xdim-(xdim>>2),ydim-(ydim>>2),xdim-1,ydim-1); break;
}
}
if (i == snum)
{
sprite[playersprite[snum]].cstat |= 0x8000;
drawrooms(cposx,cposy,cposz,cang,choriz,cursectnum[i]);
sprite[playersprite[snum]].cstat &= ~0x8000;
analyzesprites(cposx,cposy);
}
else
{
sprite[playersprite[i]].cstat |= 0x8000;
drawrooms(posx[i],posy[i],posz[i],ang[i],horiz[i],cursectnum[i]);
sprite[playersprite[i]].cstat &= ~0x8000;
analyzesprites(posx[i],posy[i]);
}
drawmasks();
if ((numgrabbers[i] > 0) || (nummissiles[i] > 0) || (numbombs[i] > 0))
rotatesprite(160<<16,184L<<16,65536,0,GUNONBOTTOM,sector[cursectnum[i]].floorshade,0,2,windowx1,windowy1,windowx2,windowy2);
if (lockclock < 384)
{
if (lockclock < 128)
rotatesprite(320<<15,200<<15,lockclock<<9,lockclock<<4,DEMOSIGN,(128-lockclock)>>2,0,1+2,windowx1,windowy1,windowx2,windowy2);
else if (lockclock < 256)
rotatesprite(320<<15,200<<15,65536,0,DEMOSIGN,0,0,2,windowx1,windowy1,windowx2,windowy2);
else
rotatesprite(320<<15,200<<15,(384-lockclock)<<9,lockclock<<4,DEMOSIGN,(lockclock-256)>>2,0,1+2,windowx1,windowy1,windowx2,windowy2);
}
if (health[i] <= 0)
rotatesprite(320<<15,200<<15,(-health[i])<<11,(-health[i])<<5,NO,0,0,2,windowx1,windowy1,windowx2,windowy2);
}
}
else
{
//Init for screen rotation
if (getrendermode() == 0) { // JBF 20031220
tiltlock = screentilt;
if ((tiltlock) || (detailmode))
{
walock[MAXTILES-2] = 255;
if (waloff[MAXTILES-2] == 0)
allocache(&waloff[MAXTILES-2],320L*320L,&walock[MAXTILES-2]);
if ((tiltlock&1023) == 0)
setviewtotile(MAXTILES-2,200L>>detailmode,320L>>detailmode);
else
setviewtotile(MAXTILES-2,320L>>detailmode,320L>>detailmode);
if ((tiltlock&1023) == 512)
{ //Block off unscreen section of 90<39> tilted screen
j = ((320-60)>>detailmode);
for(i=(60>>detailmode)-1;i>=0;i--)
{
startumost[i] = 1; startumost[i+j] = 1;
startdmost[i] = 0; startdmost[i+j] = 0;
}
}
i = (tiltlock&511); if (i > 256) i = 512-i;
i = sintable[i+512]*8 + sintable[i]*5L;
setaspect(i>>1,yxaspect);
}
} else {
tiltlock = screentilt;
// Ken loves to interpolate
setrollangle(oscreentilt + mulscale16(((screentilt-oscreentilt+1024)&2047)-1024,smoothratio));
}
if ((gotpic[FLOORMIRROR>>3]&(1<<(FLOORMIRROR&7))) > 0)
{
dist = 0x7fffffff; i = 0;
for(k=floormirrorcnt-1;k>=0;k--)
{
j = klabs(wall[sector[floormirrorsector[k]].wallptr].x-cposx);
j += klabs(wall[sector[floormirrorsector[k]].wallptr].y-cposy);
if (j < dist) dist = j, i = k;
}
//if (cposz > sector[floormirrorsector[i]].ceilingz) i = 1-i; //SOS
j = floormirrorsector[i];
if (cameradist < 0) sprite[playersprite[snum]].cstat |= 0x8000;
drawrooms(cposx,cposy,(sector[j].floorz<<1)-cposz,cang,201-choriz,j); //SOS
//drawrooms(cposx,cposy,cposz,cang,choriz,j+MAXSECTORS); //SOS
sprite[playersprite[snum]].cstat &= ~0x8000;
analyzesprites(cposx,cposy);
drawmasks();
//Temp horizon
if (getrendermode() == 0) {
l = scale(choriz-100,windowx2-windowx1,320)+((windowy1+windowy2)>>1);
begindrawing(); //{{{
for(y1=windowy1,y2=windowy2;y1<y2;y1++,y2--)
{
ptr = (char *)(frameplace+ylookup[y1]);
ptr2 = (char *)(frameplace+ylookup[y2]);
ptr3 = palookup[18];
ptr3 += (min(klabs(y1-l)>>2,31)<<8);
ptr4 = palookup[18];
ptr4 += (min(klabs(y2-l)>>2,31)<<8);
j = sintable[((y2+totalclock)<<6)&2047];
j += sintable[((y2-totalclock)<<7)&2047];
j >>= 14;
//ptr2 += j;
//for(x1=windowx1;x1<=windowx2;x1++)
// { ch = ptr[x1]; ptr[x1] = ptr3[ptr2[x1]]; ptr2[x1] = ptr4[ch]; }
ox1 = windowx1-min(j,0);
ox2 = windowx2-max(j,0);
for(x1=windowx1;x1<ox1;x1++)
{ ch = ptr[x1]; ptr[x1] = ptr3[ptr2[x1]]; ptr2[x1] = ptr4[ch]; }
for(x1=ox2+1;x1<=windowx2;x1++)
{ ch = ptr[x1]; ptr[x1] = ptr3[ptr2[x1]]; ptr2[x1] = ptr4[ch]; }
ptr2 += j;
for(x1=ox1;x1<=ox2;x1++)
{ ch = ptr[x1]; ptr[x1] = ptr3[ptr2[x1]]; ptr2[x1] = ptr4[ch]; }
}
enddrawing(); //}}}
}
gotpic[FLOORMIRROR>>3] &= ~(1<<(FLOORMIRROR&7));
}
if (gotpic[DAYSKY>>3]&(1<<(DAYSKY&7)))
{
gotpic[DAYSKY>>3] &= ~(1<<(DAYSKY&7));
pskyoff[0] = 0; pskyoff[1] = 0; pskybits = 1;
}
else if (gotpic[NIGHTSKY>>3]&(1<<(NIGHTSKY&7)))
{
gotpic[NIGHTSKY>>3] &= ~(1<<(NIGHTSKY&7));
pskyoff[0] = 0; pskyoff[1] = 0; pskyoff[2] = 0; pskyoff[3] = 0;
pskyoff[4] = 0; pskyoff[5] = 0; pskyoff[6] = 0; pskyoff[7] = 0;
pskybits = 3;
}
//Over the shoulder mode
csect = cursectnum[snum];
if (cameradist >= 0)
{
cang += cameraang;
view(playersprite[snum],&cposx,&cposy,&cposz,&csect,cang,choriz);
}
//WARNING! Assuming (MIRRORLABEL&31) = 0 and MAXMIRRORS = 64
intptr = (long *)&gotpic[MIRRORLABEL>>3]; // CHECK!
if (intptr[0]|intptr[1])
for(i=MAXMIRRORS-1;i>=0;i--)
if (gotpic[(i+MIRRORLABEL)>>3]&(1<<(i&7)))
{
gotpic[(i+MIRRORLABEL)>>3] &= ~(1<<(i&7));
//Prepare drawrooms for drawing mirror and calculate reflected
//position into tposx, tposy, and tang (tposz == cposz)
//Must call preparemirror before drawrooms and
// completemirror after drawrooms
preparemirror(cposx,cposy,cposz,cang,choriz,
mirrorwall[i],mirrorsector[i],&tposx,&tposy,&tang);
ovisibility = visibility;
oparallaxvisibility = parallaxvisibility;
visibility <<= 1;
parallaxvisibility <<= 1;
ptr = palookup[0]; palookup[0] = palookup[17]; palookup[17] = ptr;
drawrooms(tposx,tposy,cposz,tang,choriz,mirrorsector[i]|MAXSECTORS);
for(j=0,tspr=&tsprite[0];j<spritesortcnt;j++,tspr++)
if ((tspr->cstat&48) == 0) tspr->cstat |= 4;
analyzesprites(tposx,tposy);
drawmasks();
ptr = palookup[0]; palookup[0] = palookup[17]; palookup[17] = ptr;
visibility = ovisibility;
parallaxvisibility = oparallaxvisibility;
completemirror(); //Reverse screen x-wise in this function
break;
}
if (cameradist < 0) sprite[playersprite[snum]].cstat |= 0x8000;
drawrooms(cposx,cposy,cposz,cang,choriz,csect);
sprite[playersprite[snum]].cstat &= ~0x8000;
analyzesprites(cposx,cposy);
drawmasks();
//Finish for screen rotation
if (getrendermode() == 0) { // JBF 20031220
if ((tiltlock) || (detailmode))
{
setviewback();
i = (tiltlock&511); if (i > 256) i = 512-i;
i = sintable[i+512]*8 + sintable[i]*5L;
if (detailmode == 0) i >>= 1;
rotatesprite(320<<15,200<<15,i,tiltlock+512,MAXTILES-2,0,0,2+4+64,windowx1,windowy1,windowx2,windowy2);
walock[MAXTILES-2] = 1;
}
}
if (((numgrabbers[screenpeek] > 0) || (nummissiles[screenpeek] > 0) || (numbombs[screenpeek] > 0)) && (cameradist < 0))
{
//Reset startdmost to bottom of screen
if ((windowx1 == 0) && (windowx2 == 319) && (yxaspect == 65536) && (tiltlock == 0))
{
x1 = 160L-(tilesizx[GUNONBOTTOM]>>1); y1 = windowy2+1;
for(i=0;i<tilesizx[GUNONBOTTOM];i++)
startdmost[i+x1] = y1;
}
rotatesprite(160<<16,184L<<16,65536,0,GUNONBOTTOM,sector[cursectnum[screenpeek]].floorshade,0,2,windowx1,windowy1,windowx2,windowy2);
}
if (cachecount != 0)
{
rotatesprite((320-16)<<16,16<<16,32768,0,BUILDDISK,0,0,2+64,windowx1,windowy1,windowx2,windowy2);
cachecount = 0;
}
if (lockclock < 384)
{
if (lockclock < 128)
rotatesprite(320<<15,200<<15,lockclock<<9,lockclock<<4,DEMOSIGN,(128-lockclock)>>2,0,1+2,windowx1,windowy1,windowx2,windowy2);
else if (lockclock < 256)
rotatesprite(320<<15,200<<15,65536,0,DEMOSIGN,0,0,2,windowx1,windowy1,windowx2,windowy2);
else
rotatesprite(320<<15,200<<15,(384-lockclock)<<9,lockclock<<4,DEMOSIGN,(lockclock-256)>>2,0,1+2,windowx1,windowy1,windowx2,windowy2);
}
if (health[screenpeek] <= 0)
rotatesprite(320<<15,200<<15,(-health[screenpeek])<<11,(-health[screenpeek])<<5,NO,0,0,2,windowx1,windowy1,windowx2,windowy2);
}
}
//Only animate lava if its picnum is on screen
//gotpic is a bit array where the tile number's bit is set
//whenever it is drawn (ceilings, walls, sprites, etc.)
if ((gotpic[SLIME>>3]&(1<<(SLIME&7))) > 0)
{
gotpic[SLIME>>3] &= ~(1<<(SLIME&7));
if (waloff[SLIME] != 0) {
movelava((char *)waloff[SLIME]);
invalidatetile(SLIME,0,1); // JBF 20031228
}
}
if ((show2dsector[cursectnum[snum]>>3]&(1<<(cursectnum[snum]&7))) == 0)
searchmap(cursectnum[snum]);
if (dimensionmode[snum] != 3)
{
//Move back pivot point
i = scale(czoom,screensize,320);
if (dimensionmode[snum] == 2)
{
clearview(0L); //Clear screen to specified color
drawmapview(cposx,cposy,i,cang);
}
drawoverheadmap(cposx,cposy,i,cang);
}
if (typemode != 0)
{
charsperline = 40;
//if (dimensionmode[snum] == 2) charsperline = 80;
for(i=0;i<=typemessageleng;i+=charsperline)
{
for(j=0;j<charsperline;j++)
tempbuf[j] = typemessage[i+j];
if (typemessageleng < i+charsperline)
{
tempbuf[(typemessageleng-i)] = '_';
tempbuf[(typemessageleng-i)+1] = 0;
}
else
tempbuf[charsperline] = 0;
//if (dimensionmode[snum] == 3)
printext256(0L,(i/charsperline)<<3,31/*183*/,-1,tempbuf,0);
//else
// printext16(0L,((i/charsperline)<<3)+(pageoffset/640),10,-1,tempbuf,0);
}
}
if (getmessageleng > 0)
{
charsperline = 40;
//if (dimensionmode[snum] == 2) charsperline = 80;
for(i=0;i<=getmessageleng;i+=charsperline)
{
for(j=0;j<charsperline;j++)
tempbuf[j] = getmessage[i+j];
if (getmessageleng < i+charsperline)
tempbuf[(getmessageleng-i)] = 0;
else
tempbuf[charsperline] = 0;
printext256(0L,((i/charsperline)<<3)+(ydim-32-8)-(((getmessageleng-1)/charsperline)<<3),31/*151*/,-1,tempbuf,0);
}
if (totalclock > getmessagetimeoff)
getmessageleng = 0;
}
if ((numplayers >= 2) && (screenpeek != myconnectindex))
{
j = 1;
for(i=connecthead;i>=0;i=connectpoint2[i])
{
if (i == screenpeek) break;
j++;
}
Bsprintf(tempbuf,"(Player %ld's view)",j);
printext256((xdim>>1)-(Bstrlen(tempbuf)<<2),0,24,-1,tempbuf,0);
}
if (syncstat != 0) printext256(68L,84L,31,0,"OUT OF SYNC!",0);
if (syncstate != 0) printext256(68L,92L,31,0,"Missed Network packet!",0);
// //Uncomment this to test cache locks
//extern long cacnum;
//typedef struct { long *hand, leng; char *lock; } cactype;
//extern cactype cac[];
//
// j = 0;
// for(i=0;i<cacnum;i++)
// if ((*cac[i].lock) >= 200)
// {
// Bsprintf(tempbuf,"Locked- %ld: Leng:%ld, Lock:%ld",i,cac[i].leng,*cac[i].lock);
// printext256(0L,j,31,-1,tempbuf,1); j += 6;
// }
nextpage(); // send completed frame to display
while (totalclock >= ototalclock+(TIMERINTSPERSECOND/MOVESPERSECOND))
faketimerhandler();
if (keystatus[0x3f]) //F5
{
keystatus[0x3f] = 0;
detailmode ^= 1;
//setrendermode(3);
}
if (keystatus[0x58]) //F12
{
keystatus[0x58] = 0;
screencapture("captxxxx.tga",keystatus[0x2a]|keystatus[0x36]);
}
if (keystatus[0x3e]) //F4 - screen re-size
{
keystatus[0x3e] = 0;
if (keystatus[0x2a]|keystatus[0x36]) {
setgamemode(!fullscreen, xdim, ydim, bpp);
} else {
//cycle through all modes
j=-1;
// work out a mask to select the mode
for (i=0; i<validmodecnt; i++)
if ((validmode[i].xdim == xdim) &&
(validmode[i].ydim == ydim) &&
(validmode[i].fs == fullscreen) &&
(validmode[i].bpp == bpp))
{ j=i; break; }
for (k=0; k<validmodecnt; k++)
if (validmode[k].fs == fullscreen && validmode[k].bpp == bpp) break;
if (j==-1) j=k;
else {
j++;
if (j==validmodecnt) j=k;
}
setgamemode(fullscreen,validmode[j].xdim,validmode[j].ydim,bpp);
}
screensize = xdim+1;
Bsprintf(getmessage,"Video mode: %ld x %ld",xdim,ydim);
getmessageleng = Bstrlen(getmessage);
getmessagetimeoff = totalclock+120*5;
}
if (keystatus[0x57]) //F11 - brightness
{
keystatus[0x57] = 0;
brightness++;
if (brightness > 8) brightness = 0;
setbrightness(brightness,(char *)&palette[0],0);
}
if (option[4] == 0) //Single player only keys
{
if (keystatus[0xd2]) //Insert - Insert player
{
keystatus[0xd2] = 0;
if (numplayers < MAXPLAYERS)
{
connectpoint2[numplayers-1] = numplayers;
connectpoint2[numplayers] = -1;
movefifoend[numplayers] = movefifoend[0]; //HACK 01/05/2000
initplayersprite(numplayers);
clearallviews(0L); //Clear screen to specified color
numplayers++;
}
}
if (keystatus[0xd3]) //Delete - Delete player
{
keystatus[0xd3] = 0;
if (numplayers > 1)
{
numplayers--;
connectpoint2[numplayers-1] = -1;
deletesprite(playersprite[numplayers]);
playersprite[numplayers] = -1;
if (myconnectindex >= numplayers) myconnectindex = 0;
if (screenpeek >= numplayers) screenpeek = 0;
if (numplayers < 2)
setup3dscreen();
else
clearallviews(0L); //Clear screen to specified color
}
}
if (keystatus[0x46]) //Scroll Lock
{
keystatus[0x46] = 0;
myconnectindex = connectpoint2[myconnectindex];
if (myconnectindex < 0) myconnectindex = connecthead;
screenpeek = myconnectindex;
}
}
restoreinterpolations();
}
void movethings(void)
{
long i;
gotlastpacketclock = totalclock;
for(i=connecthead;i>=0;i=connectpoint2[i])
{
copybufbyte(&ffsync[i],&baksync[movefifoend[i]][i],sizeof(input));
movefifoend[i] = ((movefifoend[i]+1)&(MOVEFIFOSIZ-1));
}
}
void fakedomovethings(void)
{
input *syn;
long i, j, k, doubvel, xvect, yvect, goalz;
short bakcstat;
syn = (input *)&baksync[fakemovefifoplc][myconnectindex];
omyx = myx;
omyy = myy;
omyz = myz;
omyang = myang;
omyhoriz = myhoriz;
bakcstat = sprite[playersprite[myconnectindex]].cstat;
sprite[playersprite[myconnectindex]].cstat &= ~0x101;
if ((syn->fvel|syn->svel) != 0)
{
doubvel = (TICSPERFRAME<<((syn->bits&256)>0));
xvect = 0, yvect = 0;
if (syn->fvel != 0)
{
xvect += ((((long)syn->fvel)*doubvel*(long)sintable[(myang+512)&2047])>>3);
yvect += ((((long)syn->fvel)*doubvel*(long)sintable[myang&2047])>>3);
}
if (syn->svel != 0)
{
xvect += ((((long)syn->svel)*doubvel*(long)sintable[myang&2047])>>3);
yvect += ((((long)syn->svel)*doubvel*(long)sintable[(myang+1536)&2047])>>3);
}
if (flytime[myconnectindex] > lockclock) { xvect += xvect; yvect += yvect; } // DOuble flying speed
clipmove(&myx,&myy,&myz,&mycursectnum,xvect,yvect,128L,4<<8,4<<8,CLIPMASK0);
}
pushmove(&myx,&myy,&myz,&mycursectnum,128L,4<<8,4<<8,CLIPMASK0);
getzrange(myx,myy,myz,mycursectnum,&globhiz,&globhihit,&globloz,&globlohit,128L,CLIPMASK0);
if (syn->avel != 0) //ang += avel * constant
{ //ENGINE calculates avel for you
doubvel = TICSPERFRAME;
if ((syn->bits&256) > 0) //Lt. shift makes turn velocity 50% faster
doubvel += (TICSPERFRAME>>1);
myang += ((((long)syn->avel)*doubvel)>>4);
myang &= 2047;
}
if (((syn->bits&8) > 0) && (myhoriz > 100-(200>>1))) myhoriz -= 4; //-
if (((syn->bits&4) > 0) && (myhoriz < 100+(200>>1))) myhoriz += 4; //+
goalz = globloz-EYEHEIGHT;
if (sector[mycursectnum].lotag == 4) //slime sector
if ((globlohit&0xc000) != 49152) //You're not on a sprite
{
goalz = globloz-(8<<8);
if (myz >= goalz-(2<<8))
clipmove(&myx,&myy,&myz,&mycursectnum,-TICSPERFRAME<<14,-TICSPERFRAME<<14,128L,4<<8,4<<8,CLIPMASK0);
}
if (goalz < globhiz+(16<<8)) //ceiling&floor too close
goalz = ((globloz+globhiz)>>1);
if (health[myconnectindex] >= 0)
{
if ((syn->bits&1) > 0) //A (stand high)
{
if (flytime[myconnectindex] <= lockclock)
{
if (myz >= globloz-(32<<8))
{
goalz -= (16<<8);
if (syn->bits&256) goalz -= (24<<8);
}
}
else
{
myzvel -= 192;
if (syn->bits&256) myzvel -= 192;
}
}
if ((syn->bits&2) > 0) //Z (stand low)
{
if (flytime[myconnectindex] <= lockclock)
{
goalz += (12<<8);
if (syn->bits&256) goalz += (12<<8);
}
else
{
myzvel += 192;
if (syn->bits&256) myzvel += 192;
}
}
}
if (flytime[myconnectindex] <= lockclock)
{
if (myz < goalz)
myzvel += (TICSPERFRAME<<4);
else
myzvel = (((goalz-myz)*TICSPERFRAME)>>5);
}
else
{
myzvel -= (myzvel>>2);
myzvel -= ksgn(myzvel);
}
myz += myzvel;
if (myz > globloz-(4<<8)) myz = globloz-(4<<8), myzvel = 0;
if (myz < globhiz+(4<<8)) myz = globhiz+(4<<8), myzvel = 0;
sprite[playersprite[myconnectindex]].cstat = bakcstat;
myxbak[fakemovefifoplc] = myx;
myybak[fakemovefifoplc] = myy;
myzbak[fakemovefifoplc] = myz;
myangbak[fakemovefifoplc] = myang;
myhorizbak[fakemovefifoplc] = myhoriz;
fakemovefifoplc = (fakemovefifoplc+1)&(MOVEFIFOSIZ-1);
}
//Prediction correction
void fakedomovethingscorrect(void)
{
long i;
if ((networkmode == 0) && (myconnectindex == connecthead)) return;
i = ((movefifoplc-1)&(MOVEFIFOSIZ-1));
if ((posx[myconnectindex] == myxbak[i]) &&
(posy[myconnectindex] == myybak[i]) &&
(posz[myconnectindex] == myzbak[i]) &&
(horiz[myconnectindex] == myhorizbak[i]) &&
(ang[myconnectindex] == myangbak[i]))
return;
//Re-start fakedomovethings back to place of error
myx = omyx = posx[myconnectindex];
myy = omyy = posy[myconnectindex];
myz = omyz = posz[myconnectindex]; myzvel = hvel[myconnectindex];
myang = omyang = ang[myconnectindex];
mycursectnum = mycursectnum;
myhoriz = omyhoriz = horiz[myconnectindex];
fakemovefifoplc = movefifoplc;
while (fakemovefifoplc != movefifoend[myconnectindex]) fakedomovethings();
}
void domovethings(void)
{
short i, j, startwall, endwall;
spritetype *spr;
walltype *wal;
point3d *ospr;
nummoves++;
for(i=connecthead;i>=0;i=connectpoint2[i])
copybufbyte(&baksync[movefifoplc][i],&ssync[i],sizeof(input));
movefifoplc = ((movefifoplc+1)&(MOVEFIFOSIZ-1));
if (option[4] != 0)
{
syncval[syncvalhead] = (char)(randomseed&255);
syncvalhead = ((syncvalhead+1)&(MOVEFIFOSIZ-1));
}
for(i=connecthead;i>=0;i=connectpoint2[i])
{
oposx[i] = posx[i];
oposy[i] = posy[i];
oposz[i] = posz[i];
ohoriz[i] = horiz[i];
ozoom[i] = zoom[i];
oang[i] = ang[i];
}
for(i=NUMSTATS-1;i>=0;i--)
if (statrate[i] >= 0)
for(j=headspritestat[i];j>=0;j=nextspritestat[j])
if (((nummoves-j)&statrate[i]) == 0)
copybuf(&sprite[j].x,&osprite[j].x,3);
for(i=connecthead;i>=0;i=connectpoint2[i])
ocursectnum[i] = cursectnum[i];
updateinterpolations();
if ((numplayers <= 2) && (recstat == 1))
{
j = 0;
for(i=connecthead;i>=0;i=connectpoint2[i])
{
copybufbyte(&ssync[i],&recsync[reccnt][j],sizeof(input));
j++;
}
reccnt++; if (reccnt > 16383) reccnt = 16383;
}
lockclock += TICSPERFRAME;
drawstatusflytime(screenpeek); // Andy did this
if (cameradist >= 0)
{
cameradist = min(cameradist+((totalclock-cameraclock)<<10),65536);
if (keystatus[0x52]) //0
cameraang -= ((totalclock-cameraclock)<<(2+(keystatus[0x2a]|keystatus[0x36])));
if (keystatus[0x53]) //.
cameraang += ((totalclock-cameraclock)<<(2+(keystatus[0x2a]|keystatus[0x36])));
cameraclock = totalclock;
}
for(i=connecthead;i>=0;i=connectpoint2[i])
{
processinput(i); //Move player
checktouchsprite(i,cursectnum[i]); //Pick up coins
startwall = sector[cursectnum[i]].wallptr;
endwall = startwall + sector[cursectnum[i]].wallnum;
for(j=startwall,wal=&wall[j];j<endwall;j++,wal++)
if (wal->nextsector >= 0) checktouchsprite(i,wal->nextsector);
}
doanimations();
tagcode(); //Door code, moving sector code, other stuff
statuslistcode(); //Monster / bullet code / explosions
fakedomovethingscorrect();
checkmasterslaveswitch();
}
void getinput(void)
{
char ch, keystate, *ptr;
long i, j, k;
long mousx, mousy, bstatus;
if (typemode == 0) //if normal game keys active
{
if (keystatus[keys[15]])
{
keystatus[keys[15]] = 0;
screenpeek = connectpoint2[screenpeek];
if (screenpeek < 0) screenpeek = connecthead;
drawstatusbar(screenpeek); // Andy did this
}
for(i=7;i>=0;i--)
if (keystatus[i+2])
{ keystatus[i+2] = 0; locselectedgun = i; break; }
}
//KEYTIMERSTUFF
if (!keystatus[keys[5]])
{
if (keystatus[keys[2]]) avel = max(avel-16*TICSPERFRAME,-128);
if (keystatus[keys[3]]) avel = min(avel+16*TICSPERFRAME,127);
}
else
{
if (keystatus[keys[2]]) svel = min(svel+8*TICSPERFRAME,127);
if (keystatus[keys[3]]) svel = max(svel-8*TICSPERFRAME,-128);
}
if (keystatus[keys[0]]) fvel = min(fvel+8*TICSPERFRAME,127);
if (keystatus[keys[1]]) fvel = max(fvel-8*TICSPERFRAME,-128);
if (keystatus[keys[12]]) svel = min(svel+8*TICSPERFRAME,127);
if (keystatus[keys[13]]) svel = max(svel-8*TICSPERFRAME,-128);
if (avel < 0) avel = min(avel+12*TICSPERFRAME,0);
if (avel > 0) avel = max(avel-12*TICSPERFRAME,0);
if (svel < 0) svel = min(svel+2*TICSPERFRAME,0);
if (svel > 0) svel = max(svel-2*TICSPERFRAME,0);
if (fvel < 0) fvel = min(fvel+2*TICSPERFRAME,0);
if (fvel > 0) fvel = max(fvel-2*TICSPERFRAME,0);
if ((option[4] == 0) && (numplayers >= 2))
{
if (!keystatus[0x4f])
{
if (keystatus[0x4b]) avel2 = max(avel2-16*TICSPERFRAME,-128);
if (keystatus[0x4d]) avel2 = min(avel2+16*TICSPERFRAME,127);
}
else
{
if (keystatus[0x4b]) svel2 = min(svel2+8*TICSPERFRAME,127);
if (keystatus[0x4d]) svel2 = max(svel2-8*TICSPERFRAME,-128);
}
if (keystatus[0x48]) fvel2 = min(fvel2+8*TICSPERFRAME,127);
if (keystatus[0x4c]) fvel2 = max(fvel2-8*TICSPERFRAME,-128);
if (avel2 < 0) avel2 = min(avel2+12*TICSPERFRAME,0);
if (avel2 > 0) avel2 = max(avel2-12*TICSPERFRAME,0);
if (svel2 < 0) svel2 = min(svel2+2*TICSPERFRAME,0);
if (svel2 > 0) svel2 = max(svel2-2*TICSPERFRAME,0);
if (fvel2 < 0) fvel2 = min(fvel2+2*TICSPERFRAME,0);
if (fvel2 > 0) fvel2 = max(fvel2-2*TICSPERFRAME,0);
}
oscreentilt = screentilt;
if (keystatus[0x1a]) screentilt += ((4*TICSPERFRAME)<<(keystatus[0x2a]|keystatus[0x36]));
if (keystatus[0x1b]) screentilt -= ((4*TICSPERFRAME)<<(keystatus[0x2a]|keystatus[0x36]));
i = (TICSPERFRAME<<1);
while ((screentilt != 0) && (i > 0))
{ screentilt = ((screentilt+ksgn(screentilt-1024))&2047); i--; }
if (keystatus[0x28]) screentilt = 1536;
loc.fvel = min(max(fvel,-128+8),127-8);
loc.svel = min(max(svel,-128+8),127-8);
loc.avel = min(max(avel,-128+16),127-16);
getmousevalues(&mousx,&mousy,&bstatus);
loc.avel = min(max(loc.avel+(mousx<<3),-128),127);
loc.fvel = min(max(loc.fvel-(mousy<<3),-128),127);
loc.bits = (locselectedgun<<13);
if (typemode == 0) //if normal game keys active
{
loc.bits |= (keystatus[0x32]<<9); //M (be master)
loc.bits |= ((keystatus[keys[14]]==1)<<12); //Map mode
}
loc.bits |= keystatus[keys[8]]; //Stand high
loc.bits |= (keystatus[keys[9]]<<1); //Stand low
loc.bits |= (keystatus[keys[16]]<<4); //Zoom in
loc.bits |= (keystatus[keys[17]]<<5); //Zoom out
loc.bits |= (keystatus[keys[4]]<<8); //Run
loc.bits |= (keystatus[keys[10]]<<2); //Look up
loc.bits |= (keystatus[keys[11]]<<3); //Look down
loc.bits |= ((keystatus[keys[7]]==1)<<10); //Space
loc.bits |= ((keystatus[keys[6]]==1)<<11); //Shoot
loc.bits |= (((bstatus&6)>(oldmousebstatus&6))<<10); //Space
loc.bits |= (((bstatus&1)>(oldmousebstatus&1))<<11); //Shoot
oldmousebstatus = bstatus;
if (((loc.bits&2048) > 0) && (locselectedgun == 0))
oldmousebstatus &= ~1; //Allow continous fire with mouse for chain gun
//PRIVATE KEYS:
/* if (keystatus[0xb7]) //Printscreen
{
keystatus[0xb7] = 0;
printscreeninterrupt();
}
*/
if (keystatus[0x2f]) //V
{
keystatus[0x2f] = 0;
if (cameradist < 0) cameradist = 0; else cameradist = -1;
cameraang = 0;
}
if (typemode == 0) //if normal game keys active
{
if (keystatus[0x19]) //P
{
keystatus[0x19] = 0;
parallaxtype++;
if (parallaxtype > 2) parallaxtype = 0;
}
if (keystatus[0x38]|keystatus[0xb8]) //ALT
{
if (keystatus[0x4a]) // Keypad -
visibility = min(visibility+(visibility>>3),16384);
if (keystatus[0x4e]) // Keypad +
visibility = max(visibility-(visibility>>3),128);
}
if (keystatus[keys[18]]) //Typing mode
{
keystatus[keys[18]] = 0;
typemode = 1;
bflushchars();
keyfifoplc = keyfifoend; //Reset keyboard fifo
}
}
else
{
while ((ch = bgetchar()))
{
if (ch == 8) //Backspace
{
if (typemessageleng == 0) { typemode = 0; break; }
typemessageleng--;
}
else if (ch == 9) // tab
{
keystatus[0xf] = 0;
typemode = 0;
break;
}
else if (ch == 13) //Either ENTER
{
keystatus[0x1c] = 0; keystatus[0x9c] = 0;
if (typemessageleng > 0)
{
packbuf[0] = 2; //Sending text is message type 4
for(j=typemessageleng-1;j>=0;j--)
packbuf[j+1] = typemessage[j];
for(i=connecthead;i>=0;i=connectpoint2[i])
if (i != myconnectindex)
sendpacket(i,packbuf,typemessageleng+1);
typemessageleng = 0;
}
typemode = 0;
break;
}
else if ((typemessageleng < 159) && (ch >= 32) && (ch < 128))
{
typemessage[typemessageleng++] = ch;
}
}
}
}
void initplayersprite(short snum)
{
long i;
if (playersprite[snum] >= 0) return;
spawnsprite(playersprite[snum],posx[snum],posy[snum],posz[snum]+EYEHEIGHT,
1+256,0,snum,32,64,64,0,0,PLAYER,ang[snum],0,0,0,snum+4096,
cursectnum[snum],8,0,0,0);
switch(snum)
{
case 1: for(i=0;i<32;i++) tempbuf[i+192] = i+128; break; //green->red
case 2: for(i=0;i<32;i++) tempbuf[i+192] = i+32; break; //green->blue
case 3: for(i=0;i<32;i++) tempbuf[i+192] = i+224; break; //green->pink
case 4: for(i=0;i<32;i++) tempbuf[i+192] = i+64; break; //green->brown
case 5: for(i=0;i<32;i++) tempbuf[i+192] = i+96; break;
case 6: for(i=0;i<32;i++) tempbuf[i+192] = i+160; break;
case 7: for(i=0;i<32;i++) tempbuf[i+192] = i+192; break;
default: for(i=0;i<256;i++) tempbuf[i] = i; break;
}
makepalookup(snum,tempbuf,0,0,0,1);
}
void playback(void)
{
long i, j, k;
ready2send = 0;
recstat = 0; i = reccnt;
while (!keystatus[1])
{
if (handleevents()) {
if (quitevent) {
keystatus[1] = 1;
quitevent = 0;
}
}
refreshaudio();
while (totalclock >= lockclock+TICSPERFRAME)
{
sampletimer();
if (i >= reccnt)
{
prepareboard(boardfilename);
for(i=connecthead;i>=0;i=connectpoint2[i])
initplayersprite((short)i);
totalclock = 0;
i = 0;
}
k = 0;
for(j=connecthead;j>=0;j=connectpoint2[j])
{
copybufbyte(&recsync[i][k],&ffsync[j],sizeof(input));
k++;
}
movethings(); domovethings();
i++;
}
drawscreen(screenpeek,(totalclock-gotlastpacketclock)*(65536/(TIMERINTSPERSECOND/MOVESPERSECOND)));
if (keystatus[keys[15]])
{
keystatus[keys[15]] = 0;
screenpeek = connectpoint2[screenpeek];
if (screenpeek < 0) screenpeek = connecthead;
drawstatusbar(screenpeek); // Andy did this
}
if (keystatus[keys[14]])
{
keystatus[keys[14]] = 0;
dimensionmode[screenpeek]++;
if (dimensionmode[screenpeek] > 3) dimensionmode[screenpeek] = 1;
}
}
musicoff();
uninitmultiplayers();
uninittimer();
uninitinput();
uninitengine();
uninitsb();
uninitgroupfile();
exit(0);
}
void setup3dscreen(void)
{
long i, dax, day, dax2, day2;
i = setgamemode(fullscreen,xdimgame,ydimgame,bppgame);
if (i < 0)
{
printf("Error setting video mode.\n");
sendlogoff();
musicoff();
uninitmultiplayers();
uninittimer();
uninitinput();
uninitengine();
uninitsb();
uninitgroupfile();
exit(0);
}
//Make that ugly pink into black in case it ever shows up!
i = 0L;
setpalette(255,1,(char *)&i);
//outp(0x3c8,255); outp(0x3c9,0); outp(0x3c9,0); outp(0x3c9,0);
screensize = xdim;
if (screensize > xdim)
{
dax = 0; day = 0;
dax2 = xdim-1; day2 = ydim-1;
}
else
{
dax = ((xdim-screensize)>>1);
dax2 = dax+screensize-1;
day = (((ydim-32)-scale(screensize,ydim-32,xdim))>>1);
day2 = day + scale(screensize,ydim-32,xdim)-1;
setview(dax,day,dax2,day2);
}
flushperms();
if (screensize < xdim)
drawtilebackground(0L,0L,BACKGROUND,8,0L,0L,xdim-1L,ydim-1L,0); //Draw background
if (screensize <= xdim)
{
rotatesprite((xdim-320)<<15,(ydim-32)<<16,65536L,0,STATUSBAR,0,0,8+16+64+128,0L,0L,xdim-1L,ydim-1L);
i = ((xdim-320)>>1);
while (i >= 8) i -= 8, rotatesprite(i<<16,(ydim-32)<<16,65536L,0,STATUSBARFILL8,0,0,8+16+64+128,0L,0L,xdim-1L,ydim-1L);
if (i >= 4) i -= 4, rotatesprite(i<<16,(ydim-32)<<16,65536L,0,STATUSBARFILL4,0,0,8+16+64+128,0L,0L,xdim-1L,ydim-1L);
i = ((xdim-320)>>1)+320;
while (i <= xdim-8) rotatesprite(i<<16,(ydim-32)<<16,65536L,0,STATUSBARFILL8,0,0,8+16+64+128,0L,0L,xdim-1L,ydim-1L), i += 8;
if (i <= xdim-4) rotatesprite(i<<16,(ydim-32)<<16,65536L,0,STATUSBARFILL4,0,0,8+16+64+128,0L,0L,xdim-1L,ydim-1L), i += 4;
drawstatusbar(screenpeek); // Andy did this
}
}
void findrandomspot(long *x, long *y, short *sectnum)
{
short startwall, endwall, s, dasector;
long dax, day, daz, minx, maxx, miny, maxy, cnt;
for(cnt=256;cnt>=0;cnt--)
{
do
{
dasector = mulscale16(krand(),numsectors);
} while ((sector[dasector].ceilingz+(8<<8) >= sector[dasector].floorz) || ((sector[dasector].lotag|sector[dasector].hitag) != 0) || ((sector[dasector].floorstat&1) != 0));
startwall = sector[dasector].wallptr;
endwall = startwall+sector[dasector].wallnum;
if (endwall <= startwall) continue;
dax = 0L;
day = 0L;
minx = 0x7fffffff; maxx = 0x80000000;
miny = 0x7fffffff; maxy = 0x80000000;
for(s=startwall;s<endwall;s++)
{
dax += wall[s].x;
day += wall[s].y;
if (wall[s].x < minx) minx = wall[s].x;
if (wall[s].x > maxx) maxx = wall[s].x;
if (wall[s].y < miny) miny = wall[s].y;
if (wall[s].y > maxy) maxy = wall[s].y;
}
if ((maxx-minx <= 256) || (maxy-miny <= 256)) continue;
dax /= (endwall-startwall);
day /= (endwall-startwall);
if (inside(dax,day,dasector) == 0) continue;
daz = sector[dasector].floorz-(32<<8);
if (pushmove(&dax,&day,&daz,&dasector,128L,4<<8,4<<8,CLIPMASK0) < 0) continue;
*x = dax; *y = day; *sectnum = dasector;
return;
}
}
void warp(long *x, long *y, long *z, short *daang, short *dasector)
{
short startwall, endwall, s;
long i, j, dax, day, ox, oy;
ox = *x; oy = *y;
for(i=0;i<warpsectorcnt;i++)
if (warpsectorlist[i] == *dasector)
{
j = sector[*dasector].hitag;
do
{
i++;
if (i >= warpsectorcnt) i = 0;
} while (sector[warpsectorlist[i]].hitag != j);
*dasector = warpsectorlist[i];
break;
}
//Find center of sector
startwall = sector[*dasector].wallptr;
endwall = startwall+sector[*dasector].wallnum;
dax = 0L, day = 0L;
for(s=startwall;s<endwall;s++)
{
dax += wall[s].x, day += wall[s].y;
if (wall[s].nextsector >= 0)
i = s;
}
*x = dax / (endwall-startwall);
*y = day / (endwall-startwall);
*z = sector[*dasector].floorz-(32<<8);
updatesector(*x,*y,dasector);
dax = ((wall[i].x+wall[wall[i].point2].x)>>1);
day = ((wall[i].y+wall[wall[i].point2].y)>>1);
*daang = getangle(dax-*x,day-*y);
wsayfollow("warp.wav",3072L+(krand()&127)-64,192L,&ox,&oy,0);
wsayfollow("warp.wav",4096L+(krand()&127)-64,256L,x,y,0);
}
void warpsprite(short spritenum)
{
short dasectnum;
dasectnum = sprite[spritenum].sectnum;
warp(&sprite[spritenum].x,&sprite[spritenum].y,&sprite[spritenum].z,
&sprite[spritenum].ang,&dasectnum);
copybuf(&sprite[spritenum].x,&osprite[spritenum].x,3);
changespritesect(spritenum,dasectnum);
show2dsprite[spritenum>>3] &= ~(1<<(spritenum&7));
if (show2dsector[dasectnum>>3]&(1<<(dasectnum&7)))
show2dsprite[spritenum>>3] |= (1<<(spritenum&7));
}
void initlava(void)
{
long x, y, z, r;
for(z=0;z<32;z++) lavaradcnt[z] = 0;
for(x=-16;x<=16;x++)
for(y=-16;y<=16;y++)
{
r = ksqrt(x*x + y*y);
lavaradx[r][lavaradcnt[r]] = x;
lavarady[r][lavaradcnt[r]] = y;
lavaradcnt[r]++;
}
for(z=0;z<16;z++)
lavadropsizlookup[z] = 8 / (ksqrt(z)+1);
for(z=0;z<LAVASIZ;z++)
lavainc[z] = klabs((((z^17)>>4)&7)-4)+12;
lavanumdrops = 0;
lavanumframes = 0;
}
#if defined(NOASM)
inline long addlava(long bx)
{
char *b = (char *)bx;
return b[-133] + b[-132] + b[-131] + b[1] + b[-1] + b[131] + b[132];
}
#elif defined(__WATCOMC__)
#pragma aux addlava =\
"mov al, byte ptr [ebx-133]",\
"mov dl, byte ptr [ebx-1]",\
"add al, byte ptr [ebx-132]",\
"add dl, byte ptr [ebx+131]",\
"add al, byte ptr [ebx-131]",\
"add dl, byte ptr [ebx+132]",\
"add al, byte ptr [ebx+1]",\
"add al, dl",\
parm [ebx]\
modify exact [eax edx]
long addlava(long);
#elif defined(_MSC_VER)
inline long addlava(long b)
{
_asm {
mov ebx, b
mov al, byte ptr [ebx-133]
mov dl, byte ptr [ebx-1]
add al, byte ptr [ebx-132]
add dl, byte ptr [ebx+131]
add al, byte ptr [ebx-131]
add dl, byte ptr [ebx+132]
add al, byte ptr [ebx+1]
add al, dl
}
}
#elif defined(__GNUC__) && defined(__i386__)
inline long addlava(long b)
{
long r;
__asm__ __volatile__ (
"movb -133(%%ebx), %%al\n\t"
"movb -1(%%ebx), %%dl\n\t"
"addb -132(%%ebx), %%al\n\t"
"addb 131(%%ebx), %%dl\n\t"
"addb -131(%%ebx), %%al\n\t"
"addb 132(%%ebx), %%dl\n\t"
"addb 1(%%ebx), %%al\n\t"
"addb %%dl, %%al"
: "=a" (r) : "b" (b)
: "dx"
);
return r;
}
#else
#error Unsupported compiler or architecture
#endif
void movelava(char *dapic)
{
long i, j, x, y, z, zz, dalavadropsiz, dadropsizlookup;
long dalavax, dalavay, *ptr, *ptr2;
for(z=min(LAVAMAXDROPS-lavanumdrops-1,3);z>=0;z--)
{
lavadropx[lavanumdrops] = (Brand()&(LAVASIZ-1));
lavadropy[lavanumdrops] = (Brand()&(LAVASIZ-1));
lavadropsiz[lavanumdrops] = 1;
lavanumdrops++;
}
for(z=lavanumdrops-1;z>=0;z--)
{
dadropsizlookup = lavadropsizlookup[lavadropsiz[z]]*(((z&1)<<1)-1);
dalavadropsiz = lavadropsiz[z];
dalavax = lavadropx[z]; dalavay = lavadropy[z];
for(zz=lavaradcnt[lavadropsiz[z]]-1;zz>=0;zz--)
{
i = (((lavaradx[dalavadropsiz][zz]+dalavax)&(LAVASIZ-1))<<LAVALOGSIZ);
i += ((lavarady[dalavadropsiz][zz]+dalavay)&(LAVASIZ-1));
dapic[i] += dadropsizlookup;
if (dapic[i] < 192) dapic[i] = 192;
}
lavadropsiz[z]++;
if (lavadropsiz[z] > 10)
{
lavanumdrops--;
lavadropx[z] = lavadropx[lavanumdrops];
lavadropy[z] = lavadropy[lavanumdrops];
lavadropsiz[z] = lavadropsiz[lavanumdrops];
}
}
//Back up dapic with 1 pixel extra on each boundary
//(to prevent anding for wrap-around)
ptr = (long *)dapic;
ptr2 = (long *)((LAVASIZ+4)+1+((long)lavabakpic));
for(x=0;x<LAVASIZ;x++)
{
for(y=(LAVASIZ>>2);y>0;y--) *ptr2++ = ((*ptr++)&0x1f1f1f1f);
ptr2++;
}
for(y=0;y<LAVASIZ;y++)
{
lavabakpic[y+1] = (dapic[y+((LAVASIZ-1)<<LAVALOGSIZ)]&31);
lavabakpic[y+1+(LAVASIZ+1)*(LAVASIZ+4)] = (dapic[y]&31);
}
for(x=0;x<LAVASIZ;x++)
{
lavabakpic[(x+1)*(LAVASIZ+4)] = (dapic[(x<<LAVALOGSIZ)+(LAVASIZ-1)]&31);
lavabakpic[(x+1)*(LAVASIZ+4)+(LAVASIZ+1)] = (dapic[x<<LAVALOGSIZ]&31);
}
lavabakpic[0] = (dapic[LAVASIZ*LAVASIZ-1]&31);
lavabakpic[LAVASIZ+1] = (dapic[LAVASIZ*(LAVASIZ-1)]&31);
lavabakpic[(LAVASIZ+4)*(LAVASIZ+1)] = (dapic[LAVASIZ-1]&31);
lavabakpic[(LAVASIZ+4)*(LAVASIZ+2)-1] = (dapic[0]&31);
ptr = (long *)dapic;
for(x=0;x<LAVASIZ;x++)
{
i = (long)&lavabakpic[(x+1)*(LAVASIZ+4)+1];
j = i+LAVASIZ;
for(y=i;y<j;y+=4)
{
*ptr++ = ((addlava(y+0)&0xf8)>>3)+
((addlava(y+1)&0xf8)<<5)+
((addlava(y+2)&0xf8)<<13)+
((addlava(y+3)&0xf8)<<21)+
0xc2c2c2c2;
}
}
lavanumframes++;
}
void doanimations(void)
{
long i, j;
for(i=animatecnt-1;i>=0;i--)
{
j = *animateptr[i];
if (j < animategoal[i])
j = min(j+animatevel[i]*TICSPERFRAME,animategoal[i]);
else
j = max(j-animatevel[i]*TICSPERFRAME,animategoal[i]);
animatevel[i] += animateacc[i];
*animateptr[i] = j;
if (j == animategoal[i])
{
animatecnt--;
if (i != animatecnt)
{
stopinterpolation(animateptr[i]);
animateptr[i] = animateptr[animatecnt];
animategoal[i] = animategoal[animatecnt];
animatevel[i] = animatevel[animatecnt];
animateacc[i] = animateacc[animatecnt];
}
}
}
}
long getanimationgoal(long animptr)
{
long i;
for(i=animatecnt-1;i>=0;i--)
if ((long *)animptr == animateptr[i]) return(i);
return(-1);
}
long setanimation(long *animptr, long thegoal, long thevel, long theacc)
{
long i, j;
if (animatecnt >= MAXANIMATES) return(-1);
j = animatecnt;
for(i=animatecnt-1;i>=0;i--)
if (animptr == animateptr[i])
{ j = i; break; }
setinterpolation(animptr);
animateptr[j] = animptr;
animategoal[j] = thegoal;
animatevel[j] = thevel;
animateacc[j] = theacc;
if (j == animatecnt) animatecnt++;
return(j);
}
void checkmasterslaveswitch(void)
{
long i, j;
if (option[4] == 0) return;
j = 0;
for(i=connecthead;i>=0;i=connectpoint2[i])
if (ssync[i].bits&512) j++;
if (j != 1) return;
i = connecthead;
for(j=connectpoint2[i];j>=0;j=connectpoint2[j])
{
if (ssync[j].bits&512)
{
connectpoint2[i] = connectpoint2[j];
connectpoint2[j] = connecthead;
connecthead = (short)j;
oloc.fvel = loc.fvel+1;
oloc.svel = loc.svel+1;
oloc.avel = loc.avel+1;
oloc.bits = loc.bits+1;
for(i=0;i<MAXPLAYERS;i++)
{
osync[i].fvel = ffsync[i].fvel+1;
osync[i].svel = ffsync[i].svel+1;
osync[i].avel = ffsync[i].avel+1;
osync[i].bits = ffsync[i].bits+1;
}
syncvalhead = othersyncvalhead = syncvaltail = 0L;
totalclock = ototalclock = gotlastpacketclock = lockclock;
j = 1;
for(i=connecthead;i>=0;i=connectpoint2[i])
{
if (myconnectindex == i) break;
j++;
}
if (j == 1)
Bstrcpy(getmessage,"Player 1 (Master)");
else
Bsprintf(getmessage,"Player %ld (Slave)",j);
getmessageleng = Bstrlen(getmessage);
getmessagetimeoff = totalclock+120;
return;
}
i = j;
}
}
long testneighborsectors(short sect1, short sect2)
{
short i, startwall, num1, num2;
num1 = sector[sect1].wallnum;
num2 = sector[sect2].wallnum;
if (num1 < num2) //Traverse walls of sector with fewest walls (for speed)
{
startwall = sector[sect1].wallptr;
for(i=num1-1;i>=0;i--)
if (wall[i+startwall].nextsector == sect2)
return(1);
}
else
{
startwall = sector[sect2].wallptr;
for(i=num2-1;i>=0;i--)
if (wall[i+startwall].nextsector == sect1)
return(1);
}
return(0);
}
long loadgame(void)
{
long i;
long fil;
if ((fil = kopen4load("save0000.gam",0)) == -1) return(-1);
kdfread(&numplayers,4,1,fil);
kdfread(&myconnectindex,4,1,fil);
kdfread(&connecthead,4,1,fil);
kdfread(connectpoint2,4,MAXPLAYERS,fil);
//Make sure palookups get set, sprites will get overwritten later
for(i=connecthead;i>=0;i=connectpoint2[i]) initplayersprite((short)i);
kdfread(posx,4,MAXPLAYERS,fil);
kdfread(posy,4,MAXPLAYERS,fil);
kdfread(posz,4,MAXPLAYERS,fil);
kdfread(horiz,4,MAXPLAYERS,fil);
kdfread(zoom,4,MAXPLAYERS,fil);
kdfread(hvel,4,MAXPLAYERS,fil);
kdfread(ang,2,MAXPLAYERS,fil);
kdfread(cursectnum,2,MAXPLAYERS,fil);
kdfread(ocursectnum,2,MAXPLAYERS,fil);
kdfread(playersprite,2,MAXPLAYERS,fil);
kdfread(deaths,2,MAXPLAYERS,fil);
kdfread(lastchaingun,4,MAXPLAYERS,fil);
kdfread(health,4,MAXPLAYERS,fil);
kdfread(numgrabbers,2,MAXPLAYERS,fil);
kdfread(nummissiles,2,MAXPLAYERS,fil);
kdfread(numbombs,2,MAXPLAYERS,fil);
kdfread(flytime,4,MAXPLAYERS,fil);
kdfread(oflags,2,MAXPLAYERS,fil);
kdfread(dimensionmode,1,MAXPLAYERS,fil);
kdfread(revolvedoorstat,1,MAXPLAYERS,fil);
kdfread(revolvedoorang,2,MAXPLAYERS,fil);
kdfread(revolvedoorrotang,2,MAXPLAYERS,fil);
kdfread(revolvedoorx,4,MAXPLAYERS,fil);
kdfread(revolvedoory,4,MAXPLAYERS,fil);
kdfread(&numsectors,2,1,fil);
kdfread(sector,sizeof(sectortype),numsectors,fil);
kdfread(&numwalls,2,1,fil);
kdfread(wall,sizeof(walltype),numwalls,fil);
//Store all sprites (even holes) to preserve indeces
kdfread(sprite,sizeof(spritetype),MAXSPRITES,fil);
kdfread(headspritesect,2,MAXSECTORS+1,fil);
kdfread(prevspritesect,2,MAXSPRITES,fil);
kdfread(nextspritesect,2,MAXSPRITES,fil);
kdfread(headspritestat,2,MAXSTATUS+1,fil);
kdfread(prevspritestat,2,MAXSPRITES,fil);
kdfread(nextspritestat,2,MAXSPRITES,fil);
kdfread(&fvel,4,1,fil);
kdfread(&svel,4,1,fil);
kdfread(&avel,4,1,fil);
kdfread(&locselectedgun,4,1,fil);
kdfread(&loc.fvel,1,1,fil);
kdfread(&oloc.fvel,1,1,fil);
kdfread(&loc.svel,1,1,fil);
kdfread(&oloc.svel,1,1,fil);
kdfread(&loc.avel,1,1,fil);
kdfread(&oloc.avel,1,1,fil);
kdfread(&loc.bits,2,1,fil);
kdfread(&oloc.bits,2,1,fil);
kdfread(&locselectedgun2,4,1,fil);
kdfread(&loc2.fvel,sizeof(input),1,fil);
kdfread(ssync,sizeof(input),MAXPLAYERS,fil);
kdfread(osync,sizeof(input),MAXPLAYERS,fil);
kdfread(boardfilename,1,80,fil);
kdfread(&screenpeek,2,1,fil);
kdfread(&oldmousebstatus,2,1,fil);
kdfread(&brightness,2,1,fil);
kdfread(&neartagsector,2,1,fil);
kdfread(&neartagwall,2,1,fil);
kdfread(&neartagsprite,2,1,fil);
kdfread(&lockclock,4,1,fil);
kdfread(&neartagdist,4,1,fil);
kdfread(&neartaghitdist,4,1,fil);
kdfread(turnspritelist,2,16,fil);
kdfread(&turnspritecnt,2,1,fil);
kdfread(warpsectorlist,2,16,fil);
kdfread(&warpsectorcnt,2,1,fil);
kdfread(xpanningsectorlist,2,16,fil);
kdfread(&xpanningsectorcnt,2,1,fil);
kdfread(ypanningwalllist,2,64,fil);
kdfread(&ypanningwallcnt,2,1,fil);
kdfread(floorpanninglist,2,64,fil);
kdfread(&floorpanningcnt,2,1,fil);
kdfread(dragsectorlist,2,16,fil);
kdfread(dragxdir,2,16,fil);
kdfread(dragydir,2,16,fil);
kdfread(&dragsectorcnt,2,1,fil);
kdfread(dragx1,4,16,fil);
kdfread(dragy1,4,16,fil);
kdfread(dragx2,4,16,fil);
kdfread(dragy2,4,16,fil);
kdfread(dragfloorz,4,16,fil);
kdfread(&swingcnt,2,1,fil);
kdfread(swingwall,2,32*5,fil);
kdfread(swingsector,2,32,fil);
kdfread(swingangopen,2,32,fil);
kdfread(swingangclosed,2,32,fil);
kdfread(swingangopendir,2,32,fil);
kdfread(swingang,2,32,fil);
kdfread(swinganginc,2,32,fil);
kdfread(swingx,4,32*8,fil);
kdfread(swingy,4,32*8,fil);
kdfread(revolvesector,2,4,fil);
kdfread(revolveang,2,4,fil);
kdfread(&revolvecnt,2,1,fil);
kdfread(revolvex,4,4*16,fil);
kdfread(revolvey,4,4*16,fil);
kdfread(revolvepivotx,4,4,fil);
kdfread(revolvepivoty,4,4,fil);
kdfread(subwaytracksector,2,4*128,fil);
kdfread(subwaynumsectors,2,4,fil);
kdfread(&subwaytrackcnt,2,1,fil);
kdfread(subwaystop,4,4*8,fil);
kdfread(subwaystopcnt,4,4,fil);
kdfread(subwaytrackx1,4,4,fil);
kdfread(subwaytracky1,4,4,fil);
kdfread(subwaytrackx2,4,4,fil);
kdfread(subwaytracky2,4,4,fil);
kdfread(subwayx,4,4,fil);
kdfread(subwaygoalstop,4,4,fil);
kdfread(subwayvel,4,4,fil);
kdfread(subwaypausetime,4,4,fil);
kdfread(waterfountainwall,2,MAXPLAYERS,fil);
kdfread(waterfountaincnt,2,MAXPLAYERS,fil);
kdfread(slimesoundcnt,2,MAXPLAYERS,fil);
//Warning: only works if all pointers are in sector structures!
kdfread(animateptr,4,MAXANIMATES,fil);
for(i=MAXANIMATES-1;i>=0;i--)
animateptr[i] = (long *)(animateptr[i]+((long)sector));
kdfread(animategoal,4,MAXANIMATES,fil);
kdfread(animatevel,4,MAXANIMATES,fil);
kdfread(animateacc,4,MAXANIMATES,fil);
kdfread(&animatecnt,4,1,fil);
kdfread(&totalclock,4,1,fil);
kdfread(&numframes,4,1,fil);
kdfread(&randomseed,4,1,fil);
kdfread(&numpalookups,2,1,fil);
kdfread(&visibility,4,1,fil);
kdfread(&parallaxvisibility,4,1,fil);
kdfread(&parallaxtype,1,1,fil);
kdfread(&parallaxyoffs,4,1,fil);
kdfread(pskyoff,2,MAXPSKYTILES,fil);
kdfread(&pskybits,2,1,fil);
kdfread(&mirrorcnt,2,1,fil);
kdfread(mirrorwall,2,mirrorcnt,fil);
kdfread(mirrorsector,2,mirrorcnt,fil);
//I should save off interpolation list, but they're pointers :(
numinterpolations = 0;
startofdynamicinterpolations = 0;
kclose(fil);
for(i=connecthead;i>=0;i=connectpoint2[i]) initplayersprite((short)i);
totalclock = lockclock;
ototalclock = lockclock;
Bstrcpy(getmessage,"Game loaded.");
getmessageleng = Bstrlen(getmessage);
getmessagetimeoff = totalclock+360+(getmessageleng<<4);
return(0);
}
long savegame(void)
{
long i;
BFILE *fil;
if ((fil = Bfopen("save0000.gam","wb")) == 0) return(-1);
dfwrite(&numplayers,4,1,fil);
dfwrite(&myconnectindex,4,1,fil);
dfwrite(&connecthead,4,1,fil);
dfwrite(connectpoint2,4,MAXPLAYERS,fil);
dfwrite(posx,4,MAXPLAYERS,fil);
dfwrite(posy,4,MAXPLAYERS,fil);
dfwrite(posz,4,MAXPLAYERS,fil);
dfwrite(horiz,4,MAXPLAYERS,fil);
dfwrite(zoom,4,MAXPLAYERS,fil);
dfwrite(hvel,4,MAXPLAYERS,fil);
dfwrite(ang,2,MAXPLAYERS,fil);
dfwrite(cursectnum,2,MAXPLAYERS,fil);
dfwrite(ocursectnum,2,MAXPLAYERS,fil);
dfwrite(playersprite,2,MAXPLAYERS,fil);
dfwrite(deaths,2,MAXPLAYERS,fil);
dfwrite(lastchaingun,4,MAXPLAYERS,fil);
dfwrite(health,4,MAXPLAYERS,fil);
dfwrite(numgrabbers,2,MAXPLAYERS,fil);
dfwrite(nummissiles,2,MAXPLAYERS,fil);
dfwrite(numbombs,2,MAXPLAYERS,fil);
dfwrite(flytime,4,MAXPLAYERS,fil);
dfwrite(oflags,2,MAXPLAYERS,fil);
dfwrite(dimensionmode,1,MAXPLAYERS,fil);
dfwrite(revolvedoorstat,1,MAXPLAYERS,fil);
dfwrite(revolvedoorang,2,MAXPLAYERS,fil);
dfwrite(revolvedoorrotang,2,MAXPLAYERS,fil);
dfwrite(revolvedoorx,4,MAXPLAYERS,fil);
dfwrite(revolvedoory,4,MAXPLAYERS,fil);
dfwrite(&numsectors,2,1,fil);
dfwrite(sector,sizeof(sectortype),numsectors,fil);
dfwrite(&numwalls,2,1,fil);
dfwrite(wall,sizeof(walltype),numwalls,fil);
//Store all sprites (even holes) to preserve indeces
dfwrite(sprite,sizeof(spritetype),MAXSPRITES,fil);
dfwrite(headspritesect,2,MAXSECTORS+1,fil);
dfwrite(prevspritesect,2,MAXSPRITES,fil);
dfwrite(nextspritesect,2,MAXSPRITES,fil);
dfwrite(headspritestat,2,MAXSTATUS+1,fil);
dfwrite(prevspritestat,2,MAXSPRITES,fil);
dfwrite(nextspritestat,2,MAXSPRITES,fil);
dfwrite(&fvel,4,1,fil);
dfwrite(&svel,4,1,fil);
dfwrite(&avel,4,1,fil);
dfwrite(&locselectedgun,4,1,fil);
dfwrite(&loc.fvel,1,1,fil);
dfwrite(&oloc.fvel,1,1,fil);
dfwrite(&loc.svel,1,1,fil);
dfwrite(&oloc.svel,1,1,fil);
dfwrite(&loc.avel,1,1,fil);
dfwrite(&oloc.avel,1,1,fil);
dfwrite(&loc.bits,2,1,fil);
dfwrite(&oloc.bits,2,1,fil);
dfwrite(&locselectedgun2,4,1,fil);
dfwrite(&loc2.fvel,sizeof(input),1,fil);
dfwrite(ssync,sizeof(input),MAXPLAYERS,fil);
dfwrite(osync,sizeof(input),MAXPLAYERS,fil);
dfwrite(boardfilename,1,80,fil);
dfwrite(&screenpeek,2,1,fil);
dfwrite(&oldmousebstatus,2,1,fil);
dfwrite(&brightness,2,1,fil);
dfwrite(&neartagsector,2,1,fil);
dfwrite(&neartagwall,2,1,fil);
dfwrite(&neartagsprite,2,1,fil);
dfwrite(&lockclock,4,1,fil);
dfwrite(&neartagdist,4,1,fil);
dfwrite(&neartaghitdist,4,1,fil);
dfwrite(turnspritelist,2,16,fil);
dfwrite(&turnspritecnt,2,1,fil);
dfwrite(warpsectorlist,2,16,fil);
dfwrite(&warpsectorcnt,2,1,fil);
dfwrite(xpanningsectorlist,2,16,fil);
dfwrite(&xpanningsectorcnt,2,1,fil);
dfwrite(ypanningwalllist,2,64,fil);
dfwrite(&ypanningwallcnt,2,1,fil);
dfwrite(floorpanninglist,2,64,fil);
dfwrite(&floorpanningcnt,2,1,fil);
dfwrite(dragsectorlist,2,16,fil);
dfwrite(dragxdir,2,16,fil);
dfwrite(dragydir,2,16,fil);
dfwrite(&dragsectorcnt,2,1,fil);
dfwrite(dragx1,4,16,fil);
dfwrite(dragy1,4,16,fil);
dfwrite(dragx2,4,16,fil);
dfwrite(dragy2,4,16,fil);
dfwrite(dragfloorz,4,16,fil);
dfwrite(&swingcnt,2,1,fil);
dfwrite(swingwall,2,32*5,fil);
dfwrite(swingsector,2,32,fil);
dfwrite(swingangopen,2,32,fil);
dfwrite(swingangclosed,2,32,fil);
dfwrite(swingangopendir,2,32,fil);
dfwrite(swingang,2,32,fil);
dfwrite(swinganginc,2,32,fil);
dfwrite(swingx,4,32*8,fil);
dfwrite(swingy,4,32*8,fil);
dfwrite(revolvesector,2,4,fil);
dfwrite(revolveang,2,4,fil);
dfwrite(&revolvecnt,2,1,fil);
dfwrite(revolvex,4,4*16,fil);
dfwrite(revolvey,4,4*16,fil);
dfwrite(revolvepivotx,4,4,fil);
dfwrite(revolvepivoty,4,4,fil);
dfwrite(subwaytracksector,2,4*128,fil);
dfwrite(subwaynumsectors,2,4,fil);
dfwrite(&subwaytrackcnt,2,1,fil);
dfwrite(subwaystop,4,4*8,fil);
dfwrite(subwaystopcnt,4,4,fil);
dfwrite(subwaytrackx1,4,4,fil);
dfwrite(subwaytracky1,4,4,fil);
dfwrite(subwaytrackx2,4,4,fil);
dfwrite(subwaytracky2,4,4,fil);
dfwrite(subwayx,4,4,fil);
dfwrite(subwaygoalstop,4,4,fil);
dfwrite(subwayvel,4,4,fil);
dfwrite(subwaypausetime,4,4,fil);
dfwrite(waterfountainwall,2,MAXPLAYERS,fil);
dfwrite(waterfountaincnt,2,MAXPLAYERS,fil);
dfwrite(slimesoundcnt,2,MAXPLAYERS,fil);
//Warning: only works if all pointers are in sector structures!
for(i=MAXANIMATES-1;i>=0;i--)
animateptr[i] = (long *)(animateptr[i]-((long)sector));
dfwrite(animateptr,4,MAXANIMATES,fil);
for(i=MAXANIMATES-1;i>=0;i--)
animateptr[i] = (long *)(animateptr[i]+((long)sector));
dfwrite(animategoal,4,MAXANIMATES,fil);
dfwrite(animatevel,4,MAXANIMATES,fil);
dfwrite(animateacc,4,MAXANIMATES,fil);
dfwrite(&animatecnt,4,1,fil);
dfwrite(&totalclock,4,1,fil);
dfwrite(&numframes,4,1,fil);
dfwrite(&randomseed,4,1,fil);
dfwrite(&numpalookups,2,1,fil);
dfwrite(&visibility,4,1,fil);
dfwrite(&parallaxvisibility,4,1,fil);
dfwrite(&parallaxtype,1,1,fil);
dfwrite(&parallaxyoffs,4,1,fil);
dfwrite(pskyoff,2,MAXPSKYTILES,fil);
dfwrite(&pskybits,2,1,fil);
dfwrite(&mirrorcnt,2,1,fil);
dfwrite(mirrorwall,2,mirrorcnt,fil);
dfwrite(mirrorsector,2,mirrorcnt,fil);
Bfclose(fil);
Bstrcpy(getmessage,"Game saved.");
getmessageleng = Bstrlen(getmessage);
getmessagetimeoff = totalclock+360+(getmessageleng<<4);
return(0);
}
void faketimerhandler(void)
{
short other, packbufleng;
long i, j, k, l;
sampletimer();
if ((totalclock < ototalclock+(TIMERINTSPERSECOND/MOVESPERSECOND)) || (ready2send == 0)) return;
ototalclock += (TIMERINTSPERSECOND/MOVESPERSECOND);
getpackets();
if (getoutputcirclesize() >= 16) return;
getinput();
/*
for(i=connecthead;i>=0;i=connectpoint2[i])
if (i != myconnectindex)
{
k = (movefifoend[myconnectindex]-1)-movefifoend[i];
myminlag[i] = min(myminlag[i],k);
mymaxlag = max(mymaxlag,k);
}
if (((movefifoend[myconnectindex]-1)&(TIMERUPDATESIZ-1)) == 0)
{
i = mymaxlag-bufferjitter; mymaxlag = 0;
if (i > 0) bufferjitter += ((2+i)>>2);
else if (i < 0) bufferjitter -= ((2-i)>>2);
}
*/
if (networkmode == 1)
{
packbuf[2] = 0; j = 3;
if (loc.fvel != oloc.fvel) packbuf[j++] = loc.fvel, packbuf[2] |= 1;
if (loc.svel != oloc.svel) packbuf[j++] = loc.svel, packbuf[2] |= 2;
if (loc.avel != oloc.avel) packbuf[j++] = loc.avel, packbuf[2] |= 4;
if ((loc.bits^oloc.bits)&0x00ff) packbuf[j++] = (loc.bits&255), packbuf[2] |= 8;
if ((loc.bits^oloc.bits)&0xff00) packbuf[j++] = ((loc.bits>>8)&255), packbuf[2] |= 16;
copybufbyte(&loc,&oloc,sizeof(input));
copybufbyte(&loc,&baksync[movefifoend[myconnectindex]][myconnectindex],sizeof(input));
movefifoend[myconnectindex] = ((movefifoend[myconnectindex]+1)&(MOVEFIFOSIZ-1));
for(i=connecthead;i>=0;i=connectpoint2[i])
if (i != myconnectindex)
{
packbuf[0] = 17;
packbuf[1] = (char)((movefifoend[myconnectindex]-movefifoend[i])&(MOVEFIFOSIZ-1));
k = j;
if ((myconnectindex == connecthead) || ((i == connecthead) && (myconnectindex == connectpoint2[connecthead])))
{
while (syncvalhead != syncvaltail)
{
packbuf[j++] = syncval[syncvaltail];
syncvaltail = ((syncvaltail+1)&(MOVEFIFOSIZ-1));
}
}
sendpacket(i,packbuf,j);
j = k;
}
gotlastpacketclock = totalclock;
return;
}
//MASTER (or 1 player game)
if ((myconnectindex == connecthead) || (option[4] == 0))
{
copybufbyte(&loc,&ffsync[myconnectindex],sizeof(input));
if (option[4] != 0)
{
packbuf[0] = 0;
j = ((numplayers+1)>>1)+1;
for(k=1;k<j;k++) packbuf[k] = 0;
k = (1<<3);
for(i=connecthead;i>=0;i=connectpoint2[i])
{
l = 0;
if (ffsync[i].fvel != osync[i].fvel) packbuf[j++] = ffsync[i].fvel, l |= 1;
if (ffsync[i].svel != osync[i].svel) packbuf[j++] = ffsync[i].svel, l |= 2;
if (ffsync[i].avel != osync[i].avel) packbuf[j++] = ffsync[i].avel, l |= 4;
if (ffsync[i].bits != osync[i].bits)
{
packbuf[j++] = (ffsync[i].bits&255);
packbuf[j++] = ((ffsync[i].bits>>8)&255);
l |= 8;
}
packbuf[k>>3] |= (l<<(k&7));
k += 4;
copybufbyte(&ffsync[i],&osync[i],sizeof(input));
}
while (syncvalhead != syncvaltail)
{
packbuf[j++] = syncval[syncvaltail];
syncvaltail = ((syncvaltail+1)&(MOVEFIFOSIZ-1));
}
for(i=connectpoint2[connecthead];i>=0;i=connectpoint2[i])
sendpacket(i,packbuf,j);
}
else if (numplayers >= 2)
{
if (keystatus[0xb5])
{
keystatus[0xb5] = 0;
locselectedgun2++; if (locselectedgun2 >= 3) locselectedgun2 = 0;
}
//Second player on 1 computer mode
loc2.fvel = min(max(fvel2,-128+8),127-8);
loc2.svel = min(max(svel2,-128+8),127-8);
loc2.avel = min(max(avel2,-128+16),127-16);
loc2.bits = (locselectedgun2<<13);
loc2.bits |= keystatus[0x45]; //Stand high
loc2.bits |= (keystatus[0x47]<<1); //Stand low
loc2.bits |= (1<<8); //Run
loc2.bits |= (keystatus[0x49]<<2); //Look up
loc2.bits |= (keystatus[0x37]<<3); //Look down
loc2.bits |= (keystatus[0x50]<<10); //Space
loc2.bits |= (keystatus[0x52]<<11); //Shoot
other = connectpoint2[myconnectindex];
if (other < 0) other = connecthead;
copybufbyte(&loc2,&ffsync[other],sizeof(input));
}
movethings(); //Move EVERYTHING (you too!)
}
else //I am a SLAVE
{
packbuf[0] = 1; packbuf[1] = 0; j = 2;
if (loc.fvel != oloc.fvel) packbuf[j++] = loc.fvel, packbuf[1] |= 1;
if (loc.svel != oloc.svel) packbuf[j++] = loc.svel, packbuf[1] |= 2;
if (loc.avel != oloc.avel) packbuf[j++] = loc.avel, packbuf[1] |= 4;
if ((loc.bits^oloc.bits)&0x00ff) packbuf[j++] = (loc.bits&255), packbuf[1] |= 8;
if ((loc.bits^oloc.bits)&0xff00) packbuf[j++] = ((loc.bits>>8)&255), packbuf[1] |= 16;
copybufbyte(&loc,&oloc,sizeof(input));
sendpacket(connecthead,packbuf,j);
}
}
void getpackets(void)
{
long i, j, k, l;
long other, packbufleng, movecnt;
if (option[4] == 0) return;
movecnt = 0;
while ((packbufleng = getpacket(&other,packbuf)) > 0)
{
switch(packbuf[0])
{
case 0: //[0] (receive master sync buffer)
j = ((numplayers+1)>>1)+1; k = (1<<3);
for(i=connecthead;i>=0;i=connectpoint2[i])
{
l = (packbuf[k>>3]>>(k&7));
if (l&1) ffsync[i].fvel = packbuf[j++];
if (l&2) ffsync[i].svel = packbuf[j++];
if (l&4) ffsync[i].avel = packbuf[j++];
if (l&8)
{
ffsync[i].bits = ((short)packbuf[j])+(((short)packbuf[j+1])<<8);
j += 2;
}
k += 4;
}
while (j != packbufleng)
{
othersyncval[othersyncvalhead] = packbuf[j++];
othersyncvalhead = ((othersyncvalhead+1)&(MOVEFIFOSIZ-1));
}
if ((syncvalhead != syncvaltottail) && (othersyncvalhead != syncvaltottail))
{
syncstat = 0;
do
{
syncstat |= (syncval[syncvaltottail]^othersyncval[syncvaltottail]);
syncvaltottail = ((syncvaltottail+1)&(MOVEFIFOSIZ-1));
} while ((syncvalhead != syncvaltottail) && (othersyncvalhead != syncvaltottail));
}
movethings(); //Move all players and sprites
movecnt++;
break;
case 1: //[1] (receive slave sync buffer)
j = 2; k = packbuf[1];
if (k&1) ffsync[other].fvel = packbuf[j++];
if (k&2) ffsync[other].svel = packbuf[j++];
if (k&4) ffsync[other].avel = packbuf[j++];
if (k&8) ffsync[other].bits = ((ffsync[other].bits&0xff00)|((short)packbuf[j++]));
if (k&16) ffsync[other].bits = ((ffsync[other].bits&0x00ff)|(((short)packbuf[j++])<<8));
break;
case 2:
getmessageleng = packbufleng-1;
for(j=getmessageleng-1;j>=0;j--) getmessage[j] = packbuf[j+1];
getmessagetimeoff = totalclock+360+(getmessageleng<<4);
wsay("getstuff.wav",8192L,63L,63L); //Added 12/2004
break;
case 3:
wsay("getstuff.wav",4096L,63L,63L);
break;
/*
case 5:
playerreadyflag[other] = packbuf[1];
if ((other == connecthead) && (packbuf[1] == 2))
sendpacket(connecthead,packbuf,2);
break;
*/
case 250:
playerreadyflag[other]++;
break;
case 17:
j = 3; k = packbuf[2];
if (k&1) ffsync[other].fvel = packbuf[j++];
if (k&2) ffsync[other].svel = packbuf[j++];
if (k&4) ffsync[other].avel = packbuf[j++];
if (k&8) ffsync[other].bits = ((ffsync[other].bits&0xff00)|((short)packbuf[j++]));
if (k&16) ffsync[other].bits = ((ffsync[other].bits&0x00ff)|(((short)packbuf[j++])<<8));
otherlag[other] = packbuf[1];
copybufbyte(&ffsync[other],&baksync[movefifoend[other]][other],sizeof(input));
movefifoend[other] = ((movefifoend[other]+1)&(MOVEFIFOSIZ-1));
while (j != packbufleng)
{
othersyncval[othersyncvalhead] = packbuf[j++];
othersyncvalhead = ((othersyncvalhead+1)&(MOVEFIFOSIZ-1));
}
if ((syncvalhead != syncvaltottail) && (othersyncvalhead != syncvaltottail))
{
syncstat = 0;
do
{
syncstat |= (syncval[syncvaltottail]^othersyncval[syncvaltottail]);
syncvaltottail = ((syncvaltottail+1)&(MOVEFIFOSIZ-1));
} while ((syncvalhead != syncvaltottail) && (othersyncvalhead != syncvaltottail));
}
break;
case 255: //[255] (logout)
keystatus[1] = 1;
break;
}
}
if ((networkmode == 0) && (myconnectindex != connecthead) && ((movecnt&1) == 0))
{
if (rand()&1) ototalclock += (TICSPERFRAME>>1);
else ototalclock -= (TICSPERFRAME>>1);
}
}
void drawoverheadmap(long cposx, long cposy, long czoom, short cang)
{
long i, j, k, l=0, x1, y1, x2=0, y2=0, x3, y3, x4, y4, ox, oy, xoff, yoff;
long dax, day, cosang, sinang, xspan, yspan, sprx, spry;
long xrepeat, yrepeat, z1, z2, startwall, endwall, tilenum, daang;
long xvect, yvect, xvect2, yvect2;
char col;
walltype *wal, *wal2;
spritetype *spr;
xvect = sintable[(-cang)&2047] * czoom;
yvect = sintable[(1536-cang)&2047] * czoom;
xvect2 = mulscale16(xvect,yxaspect);
yvect2 = mulscale16(yvect,yxaspect);
//Draw red lines
for(i=0;i<numsectors;i++)
{
startwall = sector[i].wallptr;
endwall = sector[i].wallptr + sector[i].wallnum;
z1 = sector[i].ceilingz; z2 = sector[i].floorz;
for(j=startwall,wal=&wall[startwall];j<endwall;j++,wal++)
{
k = wal->nextwall; if (k < 0) continue;
if ((show2dwall[j>>3]&(1<<(j&7))) == 0) continue;
if ((k > j) && ((show2dwall[k>>3]&(1<<(k&7))) > 0)) continue;
if (sector[wal->nextsector].ceilingz == z1)
if (sector[wal->nextsector].floorz == z2)
if (((wal->cstat|wall[wal->nextwall].cstat)&(16+32)) == 0) continue;
col = 152;
if (dimensionmode[screenpeek] == 2)
{
if (sector[i].floorz != sector[i].ceilingz)
if (sector[wal->nextsector].floorz != sector[wal->nextsector].ceilingz)
if (((wal->cstat|wall[wal->nextwall].cstat)&(16+32)) == 0)
if (sector[i].floorz == sector[wal->nextsector].floorz) continue;
if (sector[i].floorpicnum != sector[wal->nextsector].floorpicnum) continue;
if (sector[i].floorshade != sector[wal->nextsector].floorshade) continue;
col = 12;
}
ox = wal->x-cposx; oy = wal->y-cposy;
x1 = dmulscale16(ox,xvect,-oy,yvect)+(xdim<<11);
y1 = dmulscale16(oy,xvect2,ox,yvect2)+(ydim<<11);
wal2 = &wall[wal->point2];
ox = wal2->x-cposx; oy = wal2->y-cposy;
x2 = dmulscale16(ox,xvect,-oy,yvect)+(xdim<<11);
y2 = dmulscale16(oy,xvect2,ox,yvect2)+(ydim<<11);
drawline256(x1,y1,x2,y2,col);
}
}
//Draw sprites
k = playersprite[screenpeek];
for(i=0;i<numsectors;i++)
for(j=headspritesect[i];j>=0;j=nextspritesect[j])
if ((show2dsprite[j>>3]&(1<<(j&7))) > 0)
{
spr = &sprite[j]; if (spr->cstat&0x8000) continue;
col = 56;
if (spr->cstat&1) col = 248;
if (j == k) col = 31;
k = statrate[spr->statnum];
sprx = spr->x;
spry = spr->y;
if (k >= 0)
{
switch(k)
{
case 0: l = smoothratio; break;
case 1: l = (smoothratio>>1)+(((nummoves-j)&1)<<15); break;
case 3: l = (smoothratio>>2)+(((nummoves-j)&3)<<14); break;
case 7: l = (smoothratio>>3)+(((nummoves-j)&7)<<13); break;
case 15: l = (smoothratio>>4)+(((nummoves-j)&15)<<12); break;
}
sprx = osprite[j].x+mulscale16(sprx-osprite[j].x,l);
spry = osprite[j].y+mulscale16(spry-osprite[j].y,l);
}
switch (spr->cstat&48)
{
case 0:
ox = sprx-cposx; oy = spry-cposy;
x1 = dmulscale16(ox,xvect,-oy,yvect);
y1 = dmulscale16(oy,xvect2,ox,yvect2);
if (dimensionmode[screenpeek] == 1)
{
ox = (sintable[(spr->ang+512)&2047]>>7);
oy = (sintable[(spr->ang)&2047]>>7);
x2 = dmulscale16(ox,xvect,-oy,yvect);
y2 = dmulscale16(oy,xvect,ox,yvect);
if (j == playersprite[screenpeek])
{
x2 = 0L;
y2 = -(czoom<<5);
}
x3 = mulscale16(x2,yxaspect);
y3 = mulscale16(y2,yxaspect);
drawline256(x1-x2+(xdim<<11),y1-y3+(ydim<<11),
x1+x2+(xdim<<11),y1+y3+(ydim<<11),col);
drawline256(x1-y2+(xdim<<11),y1+x3+(ydim<<11),
x1+x2+(xdim<<11),y1+y3+(ydim<<11),col);
drawline256(x1+y2+(xdim<<11),y1-x3+(ydim<<11),
x1+x2+(xdim<<11),y1+y3+(ydim<<11),col);
}
else
{
if (((gotsector[i>>3]&(1<<(i&7))) > 0) && (czoom > 96))
{
daang = (spr->ang-cang)&2047;
if (j == playersprite[screenpeek]) { x1 = 0; y1 = 0; daang = 0; }
rotatesprite((x1<<4)+(xdim<<15),(y1<<4)+(ydim<<15),mulscale16(czoom*spr->yrepeat,yxaspect),daang,spr->picnum,spr->shade,spr->pal,(spr->cstat&2)>>1,windowx1,windowy1,windowx2,windowy2);
}
}
break;
case 16:
x1 = sprx; y1 = spry;
tilenum = spr->picnum;
xoff = (long)((signed char)((picanm[tilenum]>>8)&255))+((long)spr->xoffset);
if ((spr->cstat&4) > 0) xoff = -xoff;
k = spr->ang; l = spr->xrepeat;
dax = sintable[k&2047]*l; day = sintable[(k+1536)&2047]*l;
l = tilesizx[tilenum]; k = (l>>1)+xoff;
x1 -= mulscale16(dax,k); x2 = x1+mulscale16(dax,l);
y1 -= mulscale16(day,k); y2 = y1+mulscale16(day,l);
ox = x1-cposx; oy = y1-cposy;
x1 = dmulscale16(ox,xvect,-oy,yvect);
y1 = dmulscale16(oy,xvect2,ox,yvect2);
ox = x2-cposx; oy = y2-cposy;
x2 = dmulscale16(ox,xvect,-oy,yvect);
y2 = dmulscale16(oy,xvect2,ox,yvect2);
drawline256(x1+(xdim<<11),y1+(ydim<<11),
x2+(xdim<<11),y2+(ydim<<11),col);
break;
case 32:
if (dimensionmode[screenpeek] == 1)
{
tilenum = spr->picnum;
xoff = (long)((signed char)((picanm[tilenum]>>8)&255))+((long)spr->xoffset);
yoff = (long)((signed char)((picanm[tilenum]>>16)&255))+((long)spr->yoffset);
if ((spr->cstat&4) > 0) xoff = -xoff;
if ((spr->cstat&8) > 0) yoff = -yoff;
k = spr->ang;
cosang = sintable[(k+512)&2047]; sinang = sintable[k];
xspan = tilesizx[tilenum]; xrepeat = spr->xrepeat;
yspan = tilesizy[tilenum]; yrepeat = spr->yrepeat;
dax = ((xspan>>1)+xoff)*xrepeat; day = ((yspan>>1)+yoff)*yrepeat;
x1 = sprx + dmulscale16(sinang,dax,cosang,day);
y1 = spry + dmulscale16(sinang,day,-cosang,dax);
l = xspan*xrepeat;
x2 = x1 - mulscale16(sinang,l);
y2 = y1 + mulscale16(cosang,l);
l = yspan*yrepeat;
k = -mulscale16(cosang,l); x3 = x2+k; x4 = x1+k;
k = -mulscale16(sinang,l); y3 = y2+k; y4 = y1+k;
ox = x1-cposx; oy = y1-cposy;
x1 = dmulscale16(ox,xvect,-oy,yvect);
y1 = dmulscale16(oy,xvect2,ox,yvect2);
ox = x2-cposx; oy = y2-cposy;
x2 = dmulscale16(ox,xvect,-oy,yvect);
y2 = dmulscale16(oy,xvect2,ox,yvect2);
ox = x3-cposx; oy = y3-cposy;
x3 = dmulscale16(ox,xvect,-oy,yvect);
y3 = dmulscale16(oy,xvect2,ox,yvect2);
ox = x4-cposx; oy = y4-cposy;
x4 = dmulscale16(ox,xvect,-oy,yvect);
y4 = dmulscale16(oy,xvect2,ox,yvect2);
drawline256(x1+(xdim<<11),y1+(ydim<<11),
x2+(xdim<<11),y2+(ydim<<11),col);
drawline256(x2+(xdim<<11),y2+(ydim<<11),
x3+(xdim<<11),y3+(ydim<<11),col);
drawline256(x3+(xdim<<11),y3+(ydim<<11),
x4+(xdim<<11),y4+(ydim<<11),col);
drawline256(x4+(xdim<<11),y4+(ydim<<11),
x1+(xdim<<11),y1+(ydim<<11),col);
}
break;
}
}
//Draw white lines
for(i=0;i<numsectors;i++)
{
startwall = sector[i].wallptr;
endwall = sector[i].wallptr + sector[i].wallnum;
k = -1;
for(j=startwall,wal=&wall[startwall];j<endwall;j++,wal++)
{
if (wal->nextwall >= 0) continue;
if ((show2dwall[j>>3]&(1<<(j&7))) == 0) continue;
if (tilesizx[wal->picnum] == 0) continue;
if (tilesizy[wal->picnum] == 0) continue;
if (j == k)
{ x1 = x2; y1 = y2; }
else
{
ox = wal->x-cposx; oy = wal->y-cposy;
x1 = dmulscale16(ox,xvect,-oy,yvect)+(xdim<<11);
y1 = dmulscale16(oy,xvect2,ox,yvect2)+(ydim<<11);
}
k = wal->point2; wal2 = &wall[k];
ox = wal2->x-cposx; oy = wal2->y-cposy;
x2 = dmulscale16(ox,xvect,-oy,yvect)+(xdim<<11);
y2 = dmulscale16(oy,xvect2,ox,yvect2)+(ydim<<11);
drawline256(x1,y1,x2,y2,24);
}
}
}
//New movesprite using getzrange. Note that I made the getzrange
//parameters global (&globhiz,&globhihit,&globloz,&globlohit) so they
//don't need to be passed everywhere. Also this should make this
//movesprite function compatible with the older movesprite functions.
long movesprite(short spritenum, long dx, long dy, long dz, long ceildist, long flordist, long clipmask)
{
long daz, zoffs, tempint;
short retval, dasectnum, datempshort;
spritetype *spr;
spr = &sprite[spritenum];
if ((spr->cstat&128) == 0)
zoffs = -((tilesizy[spr->picnum]*spr->yrepeat)<<1);
else
zoffs = 0;
dasectnum = spr->sectnum; //Can't modify sprite sectors directly becuase of linked lists
daz = spr->z+zoffs; //Must do this if not using the new centered centering (of course)
retval = clipmove(&spr->x,&spr->y,&daz,&dasectnum,dx,dy,
((long)spr->clipdist)<<2,ceildist,flordist,clipmask);
if (dasectnum < 0) retval = -1;
if ((dasectnum != spr->sectnum) && (dasectnum >= 0))
changespritesect(spritenum,dasectnum);
//Set the blocking bit to 0 temporarly so getzrange doesn't pick up
//its own sprite
datempshort = spr->cstat; spr->cstat &= ~1;
getzrange(spr->x,spr->y,spr->z-1,spr->sectnum,
&globhiz,&globhihit,&globloz,&globlohit,
((long)spr->clipdist)<<2,clipmask);
spr->cstat = datempshort;
daz = spr->z+zoffs + dz;
if ((daz <= globhiz) || (daz > globloz))
{
if (retval != 0) return(retval);
return(16384+dasectnum);
}
spr->z = daz-zoffs;
return(retval);
}
void waitforeverybody ()
{
long i;
if (numplayers < 2) return;
packbuf[0] = 250;
for(i=connecthead;i>=0;i=connectpoint2[i])
{
if (i != myconnectindex) sendpacket(i,packbuf,1);
if ((!networkmode) && (myconnectindex != connecthead)) break; //slaves in M/S mode only send to master
}
playerreadyflag[myconnectindex]++;
while (1)
{
handleevents();
refreshaudio();
drawrooms(posx[myconnectindex],posy[myconnectindex],posz[myconnectindex],ang[myconnectindex],horiz[myconnectindex],cursectnum[myconnectindex]);
if (!networkmode) Bsprintf(tempbuf,"Master/slave mode");
else Bsprintf(tempbuf,"Peer-peer mode");
printext256((xdim>>1)-(strlen(tempbuf)<<2),(ydim>>1)-24,31,0,tempbuf,0);
Bsprintf(tempbuf,"Waiting for players");
printext256((xdim>>1)-(strlen(tempbuf)<<2),(ydim>>1)-16,31,0,tempbuf,0);
for(i=connecthead;i>=0;i=connectpoint2[i])
{
if (playerreadyflag[i] < playerreadyflag[myconnectindex])
{
//slaves in M/S mode only wait for master
if ((!networkmode) && (myconnectindex != connecthead) && (i != connecthead))
{
Bsprintf(tempbuf,"Player %ld",i);
printext256((xdim>>1)-(16<<2),(ydim>>1)+i*8,15,0,tempbuf,0);
}
else
{
Bsprintf(tempbuf,"Player %ld NOT ready",i);
printext256((xdim>>1)-(16<<2),(ydim>>1)+i*8,127,0,tempbuf,0);
}
}
else
{
Bsprintf(tempbuf,"Player %ld ready",i);
printext256((xdim>>1)-(16<<2),(ydim>>1)+i*8,31,0,tempbuf,0);
}
if (i == myconnectindex)
{
Bsprintf(tempbuf,"You->");
printext256((xdim>>1)-(26<<2),(ydim>>1)+i*8,95,0,tempbuf,0);
}
}
nextpage();
if (quitevent || keystatus[1]) {
sendlogoff(); //Signing off
musicoff();
uninitmultiplayers();
uninittimer();
uninitinput();
uninitengine();
uninitsb();
uninitgroupfile();
exit(0);
}
getpackets();
for(i=connecthead;i>=0;i=connectpoint2[i])
{
if (playerreadyflag[i] < playerreadyflag[myconnectindex]) break;
if ((!networkmode) && (myconnectindex != connecthead)) { i = -1; break; } //slaves in M/S mode only wait for master
}
if (i < 0) return;
}
}
void searchmap(short startsector)
{
long i, j, dasect, splc, send, startwall, endwall;
short dapic;
walltype *wal;
if ((startsector < 0) || (startsector >= numsectors)) return;
for(i=0;i<(MAXSECTORS>>3);i++) show2dsector[i] = 0;
for(i=0;i<(MAXWALLS>>3);i++) show2dwall[i] = 0;
for(i=0;i<(MAXSPRITES>>3);i++) show2dsprite[i] = 0;
automapping = 0;
//Search your area recursively & set all show2dsector/show2dwalls
tempshort[0] = startsector;
show2dsector[startsector>>3] |= (1<<(startsector&7));
dapic = sector[startsector].ceilingpicnum;
if (waloff[dapic] == 0) loadtile(dapic);
dapic = sector[startsector].floorpicnum;
if (waloff[dapic] == 0) loadtile(dapic);
for(splc=0,send=1;splc<send;splc++)
{
dasect = tempshort[splc];
startwall = sector[dasect].wallptr;
endwall = startwall + sector[dasect].wallnum;
for(i=startwall,wal=&wall[startwall];i<endwall;i++,wal++)
{
show2dwall[i>>3] |= (1<<(i&7));
dapic = wall[i].picnum;
if (waloff[dapic] == 0) loadtile(dapic);
dapic = wall[i].overpicnum;
if (((dapic&0xfffff000) == 0) && (waloff[dapic] == 0)) loadtile(dapic);
j = wal->nextsector;
if ((j >= 0) && ((show2dsector[j>>3]&(1<<(j&7))) == 0))
{
show2dsector[j>>3] |= (1<<(j&7));
dapic = sector[j].ceilingpicnum;
if (waloff[dapic] == 0) loadtile(dapic);
dapic = sector[j].floorpicnum;
if (waloff[dapic] == 0) loadtile(dapic);
tempshort[send++] = (short)j;
}
}
for(i=headspritesect[dasect];i>=0;i=nextspritesect[i])
{
show2dsprite[i>>3] |= (1<<(i&7));
dapic = sprite[i].picnum;
if (waloff[dapic] == 0) loadtile(dapic);
}
}
}
void setinterpolation(long *posptr)
{
long i;
if (numinterpolations >= MAXINTERPOLATIONS) return;
for(i=numinterpolations-1;i>=0;i--)
if (curipos[i] == posptr) return;
curipos[numinterpolations] = posptr;
oldipos[numinterpolations] = *posptr;
numinterpolations++;
}
void stopinterpolation(long *posptr)
{
long i;
for(i=numinterpolations-1;i>=startofdynamicinterpolations;i--)
if (curipos[i] == posptr)
{
numinterpolations--;
oldipos[i] = oldipos[numinterpolations];
bakipos[i] = bakipos[numinterpolations];
curipos[i] = curipos[numinterpolations];
}
}
void updateinterpolations(void) //Stick at beginning of domovethings
{
long i;
for(i=numinterpolations-1;i>=0;i--) oldipos[i] = *curipos[i];
}
void dointerpolations(void) //Stick at beginning of drawscreen
{
long i, j, odelta, ndelta;
ndelta = 0; j = 0;
for(i=numinterpolations-1;i>=0;i--)
{
bakipos[i] = *curipos[i];
odelta = ndelta; ndelta = (*curipos[i])-oldipos[i];
if (odelta != ndelta) j = mulscale16(ndelta,smoothratio);
*curipos[i] = oldipos[i]+j;
}
}
void restoreinterpolations(void) //Stick at end of drawscreen
{
long i;
for(i=numinterpolations-1;i>=0;i--) *curipos[i] = bakipos[i];
}
void printext(long x, long y, char *buffer, short tilenum, char invisiblecol)
{
long i;
char ch;
for(i=0;buffer[i]!=0;i++)
{
ch = buffer[i];
rotatesprite((x-((8&15)<<3))<<16,(y-((8>>4)<<3))<<16,65536L,0,tilenum,0,0,8+16+64+128,x,y,x+7,y+7);
rotatesprite((x-((ch&15)<<3))<<16,(y-((ch>>4)<<3))<<16,65536L,0,tilenum,0,0,8+16+128,x,y,x+7,y+7);
x += 8;
}
}
void drawtilebackground (long thex, long they, short tilenum,
signed char shade, long cx1, long cy1,
long cx2, long cy2, char dapalnum)
{
long x, y, xsiz, ysiz, tx1, ty1, tx2, ty2;
xsiz = tilesizx[tilenum]; tx1 = cx1/xsiz; tx2 = cx2/xsiz;
ysiz = tilesizy[tilenum]; ty1 = cy1/ysiz; ty2 = cy2/ysiz;
for(x=tx1;x<=tx2;x++)
for(y=ty1;y<=ty2;y++)
rotatesprite(x*xsiz<<16,y*ysiz<<16,65536L,0,tilenum,shade,dapalnum,8+16+64+128,cx1,cy1,cx2,cy2);
}
/*
* vim:ts=4:sw=4:
*/