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

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//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
Note: EDuke source was in transition. Changes are in-progress in the
source as it is released.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
BEGIN_DUKE_NS
//---------------------------------------------------------------------------
//
// setpal
//
//---------------------------------------------------------------------------
void setpal_(struct player_struct* p) // cannot be activated yet.
{
int palette;;
if (p->DrugMode) palette = DRUGPAL;
else if (p->heat_on || (sector[p->cursectnum].ceilingpicnum >= TILE_FLOORSLIME && sector[p->cursectnum].ceilingpicnum <= TILE_FLOORSLIME+2)) palette = SLIMEPAL;
else if (sector[p->cursectnum].lotag == 2) palette = WATERPAL;
else palette = BASEPAL;
videoSetPalette(palette, 0);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void quickkill(struct player_struct* p)
{
SetPlayerPal(p, PalEntry(48, 48, 48, 48));
sprite[p->i].extra = 0;
sprite[p->i].cstat |= 32768;
if (ud.god == 0) fi.guts(&sprite[p->i], TILE_JIBS6, 8, myconnectindex);
return;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void forceplayerangle(struct player_struct* p)
{
int n;
n = 128 - (krand() & 255);
p->addhoriz(64);
p->return_to_center = 9;
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p->setlookang(n >> 1);
p->setrotscrnang(n >> 1);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void tracers(int x1, int y1, int z1, int x2, int y2, int z2, int n)
{
int i, xv, yv, zv;
short sect = -1;
i = n + 1;
xv = (x2 - x1) / i;
yv = (y2 - y1) / i;
zv = (z2 - z1) / i;
if ((abs(x1 - x2) + abs(y1 - y2)) < 3084)
return;
for (i = n; i > 0; i--)
{
x1 += xv;
y1 += yv;
z1 += zv;
updatesector(x1, y1, &sect);
if (sect >= 0)
{
if (sector[sect].lotag == 2)
EGS(sect, x1, y1, z1, TILE_WATERBUBBLE, -32, 4 + (krand() & 3), 4 + (krand() & 3), krand() & 2047, 0, 0, ps[0].i, 5);
else
EGS(sect, x1, y1, z1, TILE_SMALLSMOKE, -32, 14, 14, 0, 0, 0, ps[0].i, 5);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int hits(int i)
{
auto sp = &sprite[i];
int sx, sy, sz;
short sect;
short hw, hs;
int zoff;
if (sp->picnum == TILE_APLAYER) zoff = (40 << 8);
else zoff = 0;
hitscan(sp->x, sp->y, sp->z - zoff, sp->sectnum, sintable[(sp->ang + 512) & 2047], sintable[sp->ang & 2047], 0, &sect, &hw, &hs, &sx, &sy, &sz, CLIPMASK1);
return (FindDistance2D(sx - sp->x, sy - sp->y));
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int hitasprite(int i, short* hitsp)
{
auto sp = &sprite[i];
int sx, sy, sz, zoff;
short sect, hw;
if (badguy(&sprite[i]))
zoff = (42 << 8);
else if (sp->picnum == TILE_APLAYER) zoff = (39 << 8);
else zoff = 0;
hitscan(sp->x, sp->y, sp->z - zoff, sp->sectnum, sintable[(sp->ang + 512) & 2047], sintable[sp->ang & 2047], 0, &sect, &hw, hitsp, &sx, &sy, &sz, CLIPMASK1);
if (hw >= 0 && (wall[hw].cstat & 16) && badguy(&sprite[i]))
return((1 << 30));
return (FindDistance2D(sx - sp->x, sy - sp->y));
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int hitawall(struct player_struct* p, int* hitw)
{
int sx, sy, sz;
short sect, hs, hitw1;
hitscan(p->posx, p->posy, p->posz, p->cursectnum,
sintable[(p->getang() + 512) & 2047], sintable[p->getang() & 2047], 0, &sect, &hitw1, &hs, &sx, &sy, &sz, CLIPMASK0);
*hitw = hitw1;
return (FindDistance2D(sx - p->posx, sy - p->posy));
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int aim(spritetype* s, int aang)
{
char gotshrinker, gotfreezer;
int i, j, a, k, cans;
int aimstats[] = { 10,13,1,2 };
int dx1, dy1, dx2, dy2, dx3, dy3, smax, sdist;
int xv, yv;
a = s->ang;
// Autoaim from DukeGDX.
if (s->picnum == TILE_APLAYER && ps[s->yvel].auto_aim == 0)
return -1;
j = -1;
// if(s->picnum == TILE_APLAYER && ps[s->yvel].aim_mode) return -1;
if (isRR())
{
gotshrinker = 0;
gotfreezer = 0;
}
else if (isWW2GI())
{
gotshrinker = s->picnum == TILE_APLAYER && aplWeaponWorksLike[ps[s->yvel].curr_weapon][s->yvel] == SHRINKER_WEAPON;
gotfreezer = s->picnum == TILE_APLAYER && aplWeaponWorksLike[ps[s->yvel].curr_weapon][s->yvel] == FREEZE_WEAPON;
}
else
{
gotshrinker = s->picnum == TILE_APLAYER && ps[s->yvel].curr_weapon == SHRINKER_WEAPON;
gotfreezer = s->picnum == TILE_APLAYER && ps[s->yvel].curr_weapon == FREEZE_WEAPON;
}
smax = 0x7fffffff;
dx1 = sintable[(a + 512 - aang) & 2047];
dy1 = sintable[(a - aang) & 2047];
dx2 = sintable[(a + 512 + aang) & 2047];
dy2 = sintable[(a + aang) & 2047];
dx3 = sintable[(a + 512) & 2047];
dy3 = sintable[a & 2047];
for (k = 0; k < 4; k++)
{
if (j >= 0)
break;
for (i = headspritestat[aimstats[k]]; i >= 0; i = nextspritestat[i])
if (sprite[i].xrepeat > 0 && sprite[i].extra >= 0 && (sprite[i].cstat & (257 + 32768)) == 257)
if (badguy(&sprite[i]) || k < 2)
{
auto sp = &sprite[i];
if (badguy(&sprite[i]) || sp->picnum == TILE_APLAYER)
{
if (sp->picnum == TILE_APLAYER &&
(isRR() && ud.ffire == 0) &&
ud.coop == 1 &&
s->picnum == TILE_APLAYER &&
s != &sprite[i])
continue;
if (gotshrinker && sprite[i].xrepeat < 30 && !(actorinfo[sp->picnum].flags & SFLAG_SHRINKAUTOAIM)) continue;
if (gotfreezer && sprite[i].pal == 1) continue;
}
xv = (sp->x - s->x);
yv = (sp->y - s->y);
if ((dy1 * xv) <= (dx1 * yv))
if ((dy2 * xv) >= (dx2 * yv))
{
sdist = mulscale(dx3, xv, 14) + mulscale(dy3, yv, 14);
if (sdist > 512 && sdist < smax)
{
if (s->picnum == TILE_APLAYER)
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a = (abs(scale(sp->z - s->z, 10, sdist) - (ps[s->yvel].gethorizsum() - 100)) < 100);
else a = 1;
cans = cansee(sp->x, sp->y, sp->z - (32 << 8) + actorinfo[sp->picnum].aimoffset, sp->sectnum, s->x, s->y, s->z - (32 << 8), s->sectnum);
if (a && cans)
{
smax = sdist;
j = i;
}
}
}
}
}
return j;
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void dokneeattack(int snum, int pi, const std::initializer_list<int> & respawnlist)
{
auto p = &ps[snum];
if (p->knee_incs > 0)
{
p->knee_incs++;
p->addhoriz(-48);
p->return_to_center = 9;
if (p->knee_incs > 15)
{
p->knee_incs = 0;
p->holster_weapon = 0;
if (p->weapon_pos < 0)
p->weapon_pos = -p->weapon_pos;
if (p->actorsqu >= 0 && dist(&sprite[pi], &sprite[p->actorsqu]) < 1400)
{
fi.guts(&sprite[p->actorsqu], TILE_JIBS6, 7, myconnectindex);
fi.spawn(p->actorsqu, TILE_BLOODPOOL);
spritesound(SQUISHED, p->actorsqu);
if (isIn(sprite[p->actorsqu].picnum, respawnlist))
{
if (sprite[p->actorsqu].yvel)
fi.operaterespawns(sprite[p->actorsqu].yvel);
}
if (sprite[p->actorsqu].picnum == TILE_APLAYER)
{
quickkill(&ps[sprite[p->actorsqu].yvel]);
ps[sprite[p->actorsqu].yvel].frag_ps = snum;
}
else if (badguy(&sprite[p->actorsqu]))
{
deletesprite(p->actorsqu);
p->actors_killed++;
}
else deletesprite(p->actorsqu);
}
p->actorsqu = -1;
}
else if (p->actorsqu >= 0)
p->addang(getincangle(p->getang(), getangle(sprite[p->actorsqu].x - p->posx, sprite[p->actorsqu].y - p->posy)) >> 2);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int makepainsounds(int snum, int type)
{
auto p = &ps[snum];
auto pi = p->i;
auto s = &sprite[pi];
int k = 0;
switch (type)
{
case 0:
if (rnd(32))
{
if (p->boot_amount > 0)
k = 1;
else
{
if (!A_CheckSoundPlaying(pi, DUKE_LONGTERM_PAIN))
spritesound(DUKE_LONGTERM_PAIN, pi);
SetPlayerPal(p, PalEntry(32, 64, 64, 64));
s->extra -= 1 + (krand() & 3);
if (!A_CheckSoundPlaying(pi, SHORT_CIRCUIT))
spritesound(SHORT_CIRCUIT, pi);
}
}
break;
case 1:
if (rnd(16))
{
if (p->boot_amount > 0)
k = 1;
else
{
if (!A_CheckSoundPlaying(pi, DUKE_LONGTERM_PAIN))
spritesound(DUKE_LONGTERM_PAIN, pi);
SetPlayerPal(p, PalEntry(32, 0, 8, 0));
s->extra -= 1 + (krand() & 3);
}
}
break;
case 2:
if (rnd(32))
{
if (p->boot_amount > 0)
k = 1;
else
{
if (!A_CheckSoundPlaying(pi, DUKE_LONGTERM_PAIN))
spritesound(DUKE_LONGTERM_PAIN, pi);
SetPlayerPal(p, PalEntry(32, 8, 0, 0));
s->extra -= 1 + (krand() & 3);
}
}
break;
case 3:
if ((krand() & 3) == 1)
if (p->on_ground)
{
if (p->OnMotorcycle)
s->extra -= 2;
else
s->extra -= 4;
spritesound(DUKE_LONGTERM_PAIN, pi);
}
break;
}
return k;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void footprints(int snum)
{
auto p = &ps[snum];
auto pi = p->i;
auto s = &sprite[pi];
auto psect = s->sectnum;
if (p->footprintcount > 0 && p->on_ground)
if ((sector[p->cursectnum].floorstat & 2) != 2)
{
int j;
for (j = headspritesect[psect]; j >= 0; j = nextspritesect[j])
if (sprite[j].picnum == TILE_FOOTPRINTS || sprite[j].picnum == TILE_FOOTPRINTS2 || sprite[j].picnum == TILE_FOOTPRINTS3 || sprite[j].picnum == TILE_FOOTPRINTS4)
if (abs(sprite[j].x - p->posx) < 384)
if (abs(sprite[j].y - p->posy) < 384)
break;
if (j < 0)
{
p->footprintcount--;
if (sector[p->cursectnum].lotag == 0 && sector[p->cursectnum].hitag == 0)
{
switch (krand() & 3)
{
case 0: j = fi.spawn(pi, TILE_FOOTPRINTS); break;
case 1: j = fi.spawn(pi, TILE_FOOTPRINTS2); break;
case 2: j = fi.spawn(pi, TILE_FOOTPRINTS3); break;
default: j = fi.spawn(pi, TILE_FOOTPRINTS4); break;
}
sprite[j].pal = p->footprintpal;
sprite[j].shade = p->footprintshade;
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void playerisdead(int snum, int psectlotag, int fz, int cz)
{
auto p = &ps[snum];
auto pi = p->i;
auto s = &sprite[pi];
if (p->dead_flag == 0)
{
if (s->pal != 1)
{
SetPlayerPal(p, PalEntry(63, 63, 0, 0));
p->posz -= (16 << 8);
s->z -= (16 << 8);
}
#if 0
if (ud.recstat == 1 && ud.multimode < 2)
closedemowrite();
#endif
if (s->pal != 1)
p->dead_flag = (512 - ((krand() & 1) << 10) + (krand() & 255) - 512) & 2047;
p->jetpack_on = 0;
p->holoduke_on = -1;
if (!isRR())S_StopEnvSound(DUKE_JETPACK_IDLE, pi);
S_StopEnvSound(-1, pi, CHAN_VOICE);
if (s->pal != 1 && (s->cstat & 32768) == 0) s->cstat = 0;
if (ud.multimode > 1 && (s->pal != 1 || (s->cstat & 32768)))
{
if (p->frag_ps != snum)
{
ps[p->frag_ps].frag++;
//frags[p->frag_ps][snum]++;
g_player[p->frag_ps].frags[snum]++; // TRANSITIONAL
g_player[snum].frags[snum]++; // deaths
auto pname = &g_player[p->frag_ps].user_name[0]; // TRANSITIONAL
//&ud.user_name[p->frag_ps][0]);
if (snum == screenpeek)
{
quoteMgr.InitializeQuote(QUOTE_RESERVED, "Killed by %s", pname);
FTA(QUOTE_RESERVED, p);
}
else
{
quoteMgr.InitializeQuote(QUOTE_RESERVED2, "Killed %s", pname);
FTA(QUOTE_RESERVED2, p);
}
}
else p->fraggedself++;
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#if 0
if (myconnectindex == connecthead)
{
sprintf(tempbuf, "frag %d killed %d\n", p->frag_ps + 1, snum + 1);
sendscore(tempbuf);
// printf(tempbuf);
}
#endif
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p->frag_ps = snum;
pus = NUMPAGES;
}
}
if (psectlotag == ST_2_UNDERWATER)
{
if (p->on_warping_sector == 0)
{
if (abs(p->posz - fz) > (PHEIGHT >> 1))
p->posz += 348;
}
else
{
s->z -= 512;
s->zvel = -348;
}
clipmove(&p->posx, &p->posy,
&p->posz, &p->cursectnum,
0, 0, 164L, (4L << 8), (4L << 8), CLIPMASK0);
// p->bobcounter += 32;
}
p->oposx = p->posx;
p->oposy = p->posy;
p->oposz = p->posz;
p->oq16ang = p->q16ang;
p->opyoff = p->pyoff;
p->sethoriz(100);
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p->q16horizoff = 0;
updatesector(p->posx, p->posy, &p->cursectnum);
pushmove(&p->posx, &p->posy, &p->posz, &p->cursectnum, 128L, (4L << 8), (20L << 8), CLIPMASK0);
if (fz > cz + (16 << 8) && s->pal != 1)
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p->setrotscrnang((p->dead_flag + ((fz + p->posz) >> 7)) & 2047);
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p->on_warping_sector = 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int endoflevel(int snum)
{
auto p = &ps[snum];
// the fist puching the end-of-level thing...
p->fist_incs++;
if (p->fist_incs == 28)
{
#if 0
if (ud.recstat == 1) closedemowrite();
#endif
sound(PIPEBOMB_EXPLODE);
SetPlayerPal(p, PalEntry(48, 64, 64, 64));
}
if (p->fist_incs > 42)
{
// Fixme: Take level orogression logic out of here.
if (p->buttonpalette && ud.from_bonus == 0)
{
ud.from_bonus = ud.level_number + 1;
if (ud.secretlevel > 0 && ud.secretlevel < (isRR() ? 9 : 12)) ud.level_number = ud.secretlevel - 1;
ud.m_level_number = ud.level_number;
}
else
{
if (ud.from_bonus)
{
ud.level_number = ud.from_bonus;
ud.m_level_number = ud.level_number;
ud.from_bonus = 0;
}
else
{
if (ud.level_number == ud.secretlevel && ud.from_bonus > 0)
ud.level_number = ud.from_bonus;
else ud.level_number++;
if (ud.level_number > (isRR() ? 6 : 10)) ud.level_number = 0;
ud.m_level_number = ud.level_number;
}
}
for (int i = connecthead; i >= 0; i = connectpoint2[i])
ps[i].gm = MODE_EOL;
p->fist_incs = 0;
return 1;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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int timedexit(int snum)
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{
auto p = &ps[snum];
p->timebeforeexit--;
if (p->timebeforeexit == 26 * 5)
{
FX_StopAllSounds();
if (p->customexitsound >= 0)
{
sound(p->customexitsound);
FTA(102, p);
}
}
else if (p->timebeforeexit == 1)
{
for (int i = connecthead; i >= 0; i = connectpoint2[i])
ps[i].gm = MODE_EOL;
if (ud.from_bonus && !isRR())
{
ud.level_number = ud.from_bonus;
ud.m_level_number = ud.level_number;
ud.from_bonus = 0;
}
else
{
ud.level_number++;
ud.m_level_number = ud.level_number;
}
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return true;
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}
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return false;
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void playerCrouch(int snum)
{
auto p = &ps[snum];
// crouching
SetGameVarID(g_iReturnVarID, 0, p->i, snum);
OnEvent(EVENT_CROUCH, p->i, snum, -1);
if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0)
{
p->posz += (2048 + 768);
p->crack_time = 777;
}
}
void playerJump(int snum, int fz, int cz)
{
auto p = &ps[snum];
if (p->jumping_toggle == 0 && p->jumping_counter == 0)
{
if ((fz - cz) > (56 << 8))
{
SetGameVarID(g_iReturnVarID, 0, p->i, snum);
OnEvent(EVENT_JUMP, p->i, snum, -1);
if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0)
{
p->jumping_counter = 1;
p->jumping_toggle = 1;
}
}
}
}
void playerLookLeft(int snum)
{
auto p = &ps[snum];
SetGameVarID(g_iReturnVarID, 0, p->i, snum);
OnEvent(EVENT_LOOKLEFT, p->i, snum, -1);
if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0)
{
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p->addlookang(-152);
p->addrotscrnang(24);
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}
}
void playerLookRight(int snum)
{
auto p = &ps[snum];
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SetGameVarID(g_iReturnVarID, 0, p->i, snum);
OnEvent(EVENT_LOOKRIGHT, p->i, snum, -1);
if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0)
{
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p->addlookang(152);
p->addrotscrnang(24);
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}
}
void playerCenterView(int snum)
{
auto p = &ps[snum];
SetGameVarID(g_iReturnVarID, 0, p->i, snum);
OnEvent(EVENT_RETURNTOCENTER, p->i, snum, -1);
if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0)
{
p->return_to_center = 9;
}
}
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#pragma message("input stuff begins here")
void horizAngleAdjust(int snum, int delta)
{
#if 1 // for per-frame input
g_player[snum].horizAngleAdjust = delta;
#else // for synchronous input
ps[snum].addhoriz(delta);
#endif
}
void playerLookUp(int snum, int sb_snum)
{
auto p = &ps[snum];
SetGameVarID(g_iReturnVarID, 0, p->i, snum);
OnEvent(EVENT_LOOKUP, p->i, snum, -1);
if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0)
{
p->return_to_center = 9;
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horizAngleAdjust(snum, (sb_snum & SKB_RUN) ? 12 : 24);
}
}
void playerLookDown(int snum, int sb_snum)
{
auto p = &ps[snum];
SetGameVarID(g_iReturnVarID, 0, p->i, snum);
OnEvent(EVENT_LOOKDOWN, p->i, snum, -1);
if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0)
{
p->return_to_center = 9;
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horizAngleAdjust(snum, (sb_snum & SKB_RUN) ? -12 : -24);
}
}
void playerAimUp(int snum, int sb_snum)
{
auto p = &ps[snum];
SetGameVarID(g_iReturnVarID, 0, p->i, snum);
OnEvent(EVENT_AIMUP, p->i, snum, -1);
if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0)
{
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horizAngleAdjust(snum, (sb_snum & SKB_RUN) ? 6 : 12);
}
}
void playerAimDown(int snum, int sb_snum)
{
auto p = &ps[snum];
SetGameVarID(g_iReturnVarID, 0, p->i, snum);
OnEvent(EVENT_AIMDOWN, p->i, snum, -1);
if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0)
{
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horizAngleAdjust(snum, (sb_snum & SKB_RUN) ? -6 : -12);
}
}
END_DUKE_NS