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

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//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
2020-06-28 07:03:31 +00:00
Copyright (C) 2020 - Christoph Oelckers
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"
#include "gamevar.h"
#include "names_d.h"
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#include "dukeactor.h"
BEGIN_DUKE_NS
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void fireweapon_ww(int snum);
void operateweapon_ww(int snum, ESyncBits actions, int psect);
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void incur_damage_d(struct player_struct* p)
{
int damage = 0L, shield_damage = 0L;
p->GetActor()->s->extra -= p->extra_extra8 >> 8;
damage = p->GetActor()->s->extra - p->last_extra;
if (damage < 0)
{
p->extra_extra8 = 0;
if (p->shield_amount > 0)
{
shield_damage = damage * (20 + (rand() % 30)) / 100;
damage -= shield_damage;
p->shield_amount += shield_damage;
if (p->shield_amount < 0)
{
damage += p->shield_amount;
p->shield_amount = 0;
}
}
p->GetActor()->s->extra = p->last_extra + damage;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void shootfireball(DDukeActor *actor, int p, int sx, int sy, int sz, int sa)
{
auto s = actor->s;
int vel, zvel;
if (s->extra >= 0)
s->shade = -96;
sz -= (4 << 7);
if (s->picnum != BOSS5)
vel = 840;
else {
vel = 968;
sz += 6144;
}
if (p < 0)
{
sa += 16 - (krand() & 31);
int scratch;
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int j = findplayer(actor, &scratch);
zvel = (((ps[j].oposz - sz + (3 << 8))) * vel) / ldist(ps[j].GetActor(), actor);
}
else
{
zvel = -MulScale(ps[p].horizon.sum().asq16(), 98, 16);
sx += bcos(sa + 348) / 448;
sy += bsin(sa + 348) / 448;
sz += (3 << 8);
}
int sizx = 18;
int sizy = 18;
if (p >= 0)
{
sizx = 7;
sizy = 7;
}
auto spawned = EGS(s->sectnum, sx, sy, sz, FIREBALL, -127, sizx, sizy, sa, vel, zvel, actor, (short)4);
auto spr = spawned->s;
spr->extra += (krand() & 7);
if (s->picnum == BOSS5 || p >= 0)
{
spr->xrepeat = 40;
spr->yrepeat = 40;
}
spr->yvel = p;
spr->cstat = 128;
spr->clipdist = 4;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void shootflamethrowerflame(DDukeActor* actor, int p, int sx, int sy, int sz, int sa)
{
auto s = actor->s;
int vel, zvel;
if (s->extra >= 0)
s->shade = -96;
vel = 400;
DDukeActor* spawned = nullptr;
if (p < 0)
{
int x;
int j = findplayer(actor, &x);
sa = getangle(ps[j].oposx - sx, ps[j].oposy - sy);
if (s->picnum == BOSS5)
{
vel = 528;
sz += 6144;
}
else if (s->picnum == BOSS3)
sz -= 8192;
int l = ldist(ps[j].GetActor(), actor);
if (l != 0)
zvel = ((ps[j].oposz - sz) * vel) / l;
if (badguy(actor) && (s->hitag & face_player_smart) != 0)
sa = (short)(s->ang + (krand() & 31) - 16);
if (s->sector()->lotag == 2 && (krand() % 5) == 0)
spawned = spawn(actor, WATERBUBBLE);
}
else
{
zvel = -MulScale(ps[p].horizon.sum().asq16(), 81, 16);
if (ps[p].GetActor()->s->xvel != 0)
vel = (int)((((512 - (1024
- abs(abs(getangle(sx - ps[p].oposx, sy - ps[p].oposy) - sa) - 1024)))
* 0.001953125f) * ps[p].GetActor()->s->xvel) + 400);
if (s->sector()->lotag == 2 && (krand() % 5) == 0)
spawned = spawn(actor, WATERBUBBLE);
}
if (spawned == nullptr)
{
spawned = spawn(actor, FLAMETHROWERFLAME);
spawned->s->xvel = (short)vel;
spawned->s->zvel = (short)zvel;
}
spawned->s->x = sx + bsin(sa + 630) / 448;
spawned->s->y = sy + bsin(sa + 112) / 448;
spawned->s->z = sz - 256;
spawned->s->sectnum = s->sectnum;
spawned->s->cstat = 0x80;
spawned->s->ang = sa;
spawned->s->xrepeat = 2;
spawned->s->yrepeat = 2;
spawned->s->clipdist = 40;
spawned->s->yvel = p;
spawned->SetOwner(actor);
if (p == -1)
{
if (s->picnum == BOSS5)
{
spawned->s->x -= bsin(sa) / 56;
spawned->s->y += bcos(sa) / 56;
spawned->s->xrepeat = 10;
spawned->s->yrepeat = 10;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void shootknee(DDukeActor* actor, int p, int sx, int sy, int sz, int sa)
{
auto s = actor->s;
int sect = s->sectnum;
int zvel;
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int hitsect, hitwall;
int hitx, hity, hitz;
DDukeActor* hitsprt;
if (p >= 0)
{
zvel = -ps[p].horizon.sum().asq16() >> 11;
sz += (6 << 8);
sa += 15;
}
else
{
int x;
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auto pactor = ps[findplayer(actor, &x)].GetActor();
zvel = ((pactor->s->z - sz) << 8) / (x + 1);
sa = getangle(pactor->s->x - sx, pactor->s->y - sy);
}
hitscan(sx, sy, sz, sect,
bcos(sa),
bsin(sa), zvel << 6,
&hitsect, &hitwall, &hitsprt, &hitx, &hity, &hitz, CLIPMASK1);
if (hitsect < 0) return;
if ((abs(sx - hitx) + abs(sy - hity)) < 1024)
{
if (hitwall >= 0 || hitsprt)
{
auto knee = EGS(hitsect, hitx, hity, hitz, KNEE, -15, 0, 0, sa, 32, 0, actor, 4);
knee->s->extra += (krand() & 7);
if (p >= 0)
{
auto k = spawn(knee, SMALLSMOKE);
k->s->z -= (8 << 8);
S_PlayActorSound(KICK_HIT, knee);
}
if (p >= 0 && ps[p].steroids_amount > 0 && ps[p].steroids_amount < 400)
knee->s->extra += (gs.max_player_health >> 2);
if (hitsprt && hitsprt->s->picnum != ACCESSSWITCH && hitsprt->s->picnum != ACCESSSWITCH2)
{
fi.checkhitsprite(hitsprt, knee);
if (p >= 0) fi.checkhitswitch(p, -1, hitsprt);
}
else if (hitwall >= 0)
{
if (wall[hitwall].cstat & 2)
if (wall[hitwall].nextsector >= 0)
if (hitz >= (sector[wall[hitwall].nextsector].floorz))
hitwall = wall[hitwall].nextwall;
if (hitwall >= 0 && wall[hitwall].picnum != ACCESSSWITCH && wall[hitwall].picnum != ACCESSSWITCH2)
{
fi.checkhitwall(knee, hitwall, hitx, hity, hitz, KNEE);
if (p >= 0) fi.checkhitswitch(p, hitwall, nullptr);
}
}
}
else if (p >= 0 && zvel > 0 && sector[hitsect].lotag == 1)
{
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auto splash = spawn(ps[p].GetActor(), WATERSPLASH2);
splash->s->x = hitx;
splash->s->y = hity;
splash->s->ang = ps[p].angle.ang.asbuild(); // Total tweek
splash->s->xvel = 32;
ssp(actor, CLIPMASK0);
splash->s->xvel = 0;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, int atwith)
{
auto s = actor->s;
int sect = s->sectnum;
int zvel;
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int hitsect, hitwall;
int hitx, hity, hitz;
DDukeActor* hitact;
if (s->extra >= 0) s->shade = -96;
if (p >= 0)
{
SetGameVarID(g_iAimAngleVarID, AUTO_AIM_ANGLE, actor, p);
OnEvent(EVENT_GETAUTOAIMANGLE, p, ps[p].GetActor(), -1);
int varval = GetGameVarID(g_iAimAngleVarID, actor, p);
DDukeActor* aimed = nullptr;
if (varval > 0)
{
aimed = aim(actor, varval);
}
if (aimed)
{
int dal = ((aimed->s->xrepeat * tileHeight(aimed->s->picnum)) << 1) + (5 << 8);
switch (aimed->s->picnum)
{
case GREENSLIME:
case GREENSLIME + 1:
case GREENSLIME + 2:
case GREENSLIME + 3:
case GREENSLIME + 4:
case GREENSLIME + 5:
case GREENSLIME + 6:
case GREENSLIME + 7:
case ROTATEGUN:
dal -= (8 << 8);
break;
}
zvel = ((aimed->s->z - sz - dal) << 8) / ldist(ps[p].GetActor(), aimed);
sa = getangle(aimed->s->x - sx, aimed->s->y - sy);
}
if (isWW2GI())
{
int angRange = 32;
int zRange = 256;
SetGameVarID(g_iAngRangeVarID, 32, actor, p);
SetGameVarID(g_iZRangeVarID, 256, actor, p);
OnEvent(EVENT_GETSHOTRANGE, p, ps[p].GetActor(), -1);
angRange = GetGameVarID(g_iAngRangeVarID, actor, p);
zRange = GetGameVarID(g_iZRangeVarID, actor, p);
sa += (angRange / 2) - (krand() & (angRange - 1));
if (aimed == nullptr)
{
// no target
zvel = -ps[p].horizon.sum().asq16() >> 11;
}
zvel += (zRange / 2) - (krand() & (zRange - 1));
}
else if (aimed == nullptr)
{
sa += 16 - (krand() & 31);
zvel = -ps[p].horizon.sum().asq16() >> 11;
zvel += 128 - (krand() & 255);
}
sz -= (2 << 8);
}
else
{
int x;
int j = findplayer(actor, &x);
sz -= (4 << 8);
zvel = ((ps[j].pos.z - sz) << 8) / (ldist(ps[j].GetActor(), actor));
if (s->picnum != BOSS1)
{
zvel += 128 - (krand() & 255);
sa += 32 - (krand() & 63);
}
else
{
zvel += 128 - (krand() & 255);
sa = getangle(ps[j].pos.x - sx, ps[j].pos.y - sy) + 64 - (krand() & 127);
}
}
s->cstat &= ~257;
hitscan(sx, sy, sz, sect,
bcos(sa),
bsin(sa),
zvel << 6, &hitsect, &hitwall, &hitact, &hitx, &hity, &hitz, CLIPMASK1);
s->cstat |= 257;
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if (hitsect < 0) return;
if ((krand() & 15) == 0 && sector[hitsect].lotag == 2)
tracers(hitx, hity, hitz, sx, sy, sz, 8 - (ud.multimode >> 1));
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DDukeActor* spark;
if (p >= 0)
{
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spark = EGS(hitsect, hitx, hity, hitz, SHOTSPARK1, -15, 10, 10, sa, 0, 0, actor, 4);
spark->s->extra = ScriptCode[gs.actorinfo[atwith].scriptaddress];
spark->s->extra += (krand() % 6);
if (hitwall == -1 && hitact == nullptr)
{
if (zvel < 0)
{
if (sector[hitsect].ceilingstat & 1)
{
spark->s->xrepeat = 0;
spark->s->yrepeat = 0;
return;
}
else
fi.checkhitceiling(hitsect);
}
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spawn(spark, SMALLSMOKE);
}
if (hitact)
{
fi.checkhitsprite(hitact, spark);
if (hitact->s->picnum == TILE_APLAYER && (ud.coop != 1 || ud.ffire == 1))
{
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auto jib = spawn(spark, JIBS6);
spark->s->xrepeat = spark->s->yrepeat = 0;
jib->s->z += (4 << 8);
jib->s->xvel = 16;
jib->s->xrepeat = jib->s->yrepeat = 24;
jib->s->ang += 64 - (krand() & 127);
}
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else spawn(spark, SMALLSMOKE);
if (p >= 0 && (
hitact->s->picnum == DIPSWITCH ||
hitact->s->picnum == DIPSWITCH + 1 ||
hitact->s->picnum == DIPSWITCH2 ||
hitact->s->picnum == DIPSWITCH2 + 1 ||
hitact->s->picnum == DIPSWITCH3 ||
hitact->s->picnum == DIPSWITCH3 + 1 ||
hitact->s->picnum == HANDSWITCH ||
hitact->s->picnum == HANDSWITCH + 1))
{
fi.checkhitswitch(p, -1, hitact);
return;
}
}
else if (hitwall >= 0)
{
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spawn(spark, SMALLSMOKE);
auto wal = &wall[hitwall];
if (fi.isadoorwall(wal->picnum) == 1)
goto SKIPBULLETHOLE;
if (p >= 0 && (
wal->picnum == DIPSWITCH ||
wal->picnum == DIPSWITCH + 1 ||
wal->picnum == DIPSWITCH2 ||
wal->picnum == DIPSWITCH2 + 1 ||
wal->picnum == DIPSWITCH3 ||
wal->picnum == DIPSWITCH3 + 1 ||
wal->picnum == HANDSWITCH ||
wal->picnum == HANDSWITCH + 1))
{
fi.checkhitswitch(p, hitwall, nullptr);
return;
}
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if (wal->hitag != 0 || (wal->nextwall >= 0 && wal->nextWall()->hitag != 0))
goto SKIPBULLETHOLE;
if (hitsect >= 0 && sector[hitsect].lotag == 0)
if (wal->overpicnum != BIGFORCE)
if ((wal->nextsector >= 0 && wal->nextSector()->lotag == 0) ||
(wal->nextsector == -1 && sector[hitsect].lotag == 0))
if ((wal->cstat & 16) == 0)
{
if (wal->nextsector >= 0)
{
DukeSectIterator it(wal->nextsector);
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while (auto l = it.Next())
{
if (l->s->statnum == 3 && l->s->lotag == 13)
goto SKIPBULLETHOLE;
}
}
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DukeStatIterator it(STAT_MISC);
while (auto l = it.Next())
{
if (l->s->picnum == BULLETHOLE)
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if (dist(l, spark) < (12 + (krand() & 7)))
goto SKIPBULLETHOLE;
}
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auto hole = spawn(spark, BULLETHOLE);
hole->s->xvel = -1;
hole->s->ang = getangle(wal->x - wall[wal->point2].x,
wal->y - wall[wal->point2].y) + 512;
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ssp(hole, CLIPMASK0);
}
SKIPBULLETHOLE:
if (wal->cstat & 2)
if (wal->nextsector >= 0)
if (hitz >= (wal->nextSector()->floorz))
hitwall = wal->nextwall;
fi.checkhitwall(spark, hitwall, hitx, hity, hitz, SHOTSPARK1);
}
}
else
{
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spark = EGS(hitsect, hitx, hity, hitz, SHOTSPARK1, -15, 24, 24, sa, 0, 0, actor, 4);
spark->s->extra = ScriptCode[gs.actorinfo[atwith].scriptaddress];
if (hitact)
{
fi.checkhitsprite(hitact, spark);
if (hitact->s->picnum != TILE_APLAYER)
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spawn(spark, SMALLSMOKE);
else spark->s->xrepeat = spark->s->yrepeat = 0;
}
else if (hitwall >= 0)
fi.checkhitwall(spark, hitwall, hitx, hity, hitz, SHOTSPARK1);
}
if ((krand() & 255) < 4)
{
vec3_t v{ hitx, hity, hitz };
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S_PlaySound3D(PISTOL_RICOCHET, spark, &v);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, int atwith)
{
spritetype* const s = actor->s;
int sect = s->sectnum;
int vel, zvel;
int l, scount;
if (s->extra >= 0) s->shade = -96;
scount = 1;
if (atwith == SPIT) vel = 292;
else
{
if (atwith == COOLEXPLOSION1)
{
if (s->picnum == BOSS2) vel = 644;
else vel = 348;
sz -= (4 << 7);
}
else
{
vel = 840;
sz -= (4 << 7);
}
}
if (p >= 0)
{
auto aimed = aim(actor, AUTO_AIM_ANGLE);
if (aimed)
{
int dal = ((aimed->s->xrepeat * tileHeight(aimed->s->picnum)) << 1) - (12 << 8);
zvel = ((aimed->s->z - sz - dal) * vel) / ldist(ps[p].GetActor(), aimed);
sa = getangle(aimed->s->x - sx, aimed->s->y - sy);
}
else
zvel = -MulScale(ps[p].horizon.sum().asq16(), 98, 16);
}
else
{
int x;
int j = findplayer(actor, &x);
// sa = getangle(ps[j].oposx-sx,ps[j].oposy-sy);
sa += 16 - (krand() & 31);
zvel = (((ps[j].oposz - sz + (3 << 8))) * vel) / ldist(ps[j].GetActor(), actor);
}
int oldzvel = zvel;
int sizx, sizy;
if (atwith == SPIT) { sizx = 18; sizy = 18, sz -= (10 << 8); }
else
{
if (atwith == FIRELASER)
{
if (p >= 0)
{
sizx = 34;
sizy = 34;
}
else
{
sizx = 18;
sizy = 18;
}
}
else
{
sizx = 18;
sizy = 18;
}
}
if (p >= 0) sizx = 7, sizy = 7;
while (scount > 0)
{
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auto spawned = EGS(sect, sx, sy, sz, atwith, -127, sizx, sizy, sa, vel, zvel, actor, 4);
spawned->s->extra += (krand() & 7);
if (atwith == COOLEXPLOSION1)
{
spawned->s->shade = 0;
if (s->picnum == BOSS2)
{
l = spawned->s->xvel;
spawned->s->xvel = 1024;
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ssp(spawned, CLIPMASK0);
spawned->s->xvel = l;
spawned->s->ang += 128 - (krand() & 255);
}
}
spawned->s->cstat = 128;
spawned->s->clipdist = 4;
sa = s->ang + 32 - (krand() & 63);
zvel = oldzvel + 512 - (krand() & 1023);
scount--;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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static void shootrpg(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, int atwith)
{
auto s = actor->s;
int sect = s->sectnum;
int vel, zvel;
int l, scount;
if (s->extra >= 0) s->shade = -96;
scount = 1;
vel = 644;
DDukeActor* aimed = nullptr;
if (p >= 0)
{
aimed = aim(actor, 48);
if (aimed)
{
int dal = ((aimed->s->xrepeat * tileHeight(aimed->s->picnum)) << 1) + (8 << 8);
zvel = ((aimed->s->z - sz - dal) * vel) / ldist(ps[p].GetActor(), aimed);
if (aimed->s->picnum != RECON)
sa = getangle(aimed->s->x - sx, aimed->s->y - sy);
}
else zvel = -MulScale(ps[p].horizon.sum().asq16(), 81, 16);
if (atwith == RPG)
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S_PlayActorSound(RPG_SHOOT, actor);
}
else
{
int x;
int j = findplayer(actor, &x);
sa = getangle(ps[j].oposx - sx, ps[j].oposy - sy);
if (s->picnum == BOSS3)
{
int zoffs = (32 << 8);
if (isWorldTour()) // Twentieth Anniversary World Tour
zoffs = (int)((actor->s->yrepeat / 80.0f) * zoffs);
sz -= zoffs;
}
else if (s->picnum == BOSS2)
{
vel += 128;
int zoffs = 24 << 8;
if (isWorldTour()) // Twentieth Anniversary World Tour
zoffs = (int)((actor->s->yrepeat / 80.0f) * zoffs);
sz += zoffs;
}
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l = ldist(ps[j].GetActor(), actor);
zvel = ((ps[j].oposz - sz) * vel) / l;
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if (badguy(actor) && (s->hitag & face_player_smart))
sa = s->ang + (krand() & 31) - 16;
}
if (p < 0) aimed = nullptr;
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auto spawned = EGS(sect,
sx + (bcos(sa + 348) / 448),
sy + (bsin(sa + 348) / 448),
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sz - (1 << 8), atwith, 0, 14, 14, sa, vel, zvel, actor, 4);
auto spj = spawned->s;
spj->extra += (krand() & 7);
if (atwith != FREEZEBLAST)
spawned->temp_actor = aimed;
else
{
spj->yvel = gs.numfreezebounces;
spj->xrepeat >>= 1;
spj->yrepeat >>= 1;
spj->zvel -= (2 << 4);
}
if (p == -1)
{
if (s->picnum == BOSS3)
{
int xoffs = bsin(sa, -6);
int yoffs = -bcos(sa, -6);
int aoffs = 4;
if ((krand() & 1) != 0)
{
xoffs = -xoffs;
yoffs = -yoffs;
aoffs = -8;
}
if (isWorldTour()) // Twentieth Anniversary World Tour
{
float siz = actor->s->yrepeat / 80.0f;
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xoffs = int(xoffs * siz);
yoffs = int(yoffs * siz);
aoffs = int(aoffs * siz);
}
spj->x += xoffs;
spj->y += yoffs;
spj->ang += aoffs;
spj->xrepeat = 42;
spj->yrepeat = 42;
}
else if (s->picnum == BOSS2)
{
int xoffs = bsin(sa) / 56;
int yoffs = -bcos(sa) / 56;
int aoffs = 8 + (krand() & 255) - 128;
if (isWorldTour()) { // Twentieth Anniversary World Tour
int siz = actor->s->yrepeat;
xoffs = Scale(xoffs, siz, 80);
yoffs = Scale(yoffs, siz, 80);
aoffs = Scale(aoffs, siz, 80);
}
spj->x -= xoffs;
spj->y -= yoffs;
spj->ang -= aoffs;
spj->xrepeat = 24;
spj->yrepeat = 24;
}
else if (atwith != FREEZEBLAST)
{
spj->xrepeat = 30;
spj->yrepeat = 30;
spj->extra >>= 2;
}
}
else if ((isWW2GI() && aplWeaponWorksLike[ps[p].curr_weapon][p] == DEVISTATOR_WEAPON) || (!isWW2GI() && ps[p].curr_weapon == DEVISTATOR_WEAPON))
{
spj->extra >>= 2;
spj->ang += 16 - (krand() & 31);
spj->zvel += 256 - (krand() & 511);
if (ps[p].hbomb_hold_delay)
{
spj->x -= bsin(sa) / 644;
spj->y += bcos(sa) / 644;
}
else
{
spj->x += bsin(sa, -8);
spj->y -= bcos(sa, -8);
}
spj->xrepeat >>= 1;
spj->yrepeat >>= 1;
}
spj->cstat = 128;
if (atwith == RPG)
spj->clipdist = 4;
else
spj->clipdist = 40;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
2020-10-24 04:46:34 +00:00
static void shootlaser(DDukeActor* actor, int p, int sx, int sy, int sz, int sa)
{
spritetype* const s = actor->s;
int sect = s->sectnum;
int zvel;
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int hitsect, hitwall, j;
int hitx, hity, hitz;
DDukeActor* hitsprt;
if (p >= 0)
zvel = -ps[p].horizon.sum().asq16() >> 11;
else zvel = 0;
hitscan(sx, sy, sz - ps[p].pyoff, sect,
bcos(sa),
bsin(sa),
zvel << 6, &hitsect, &hitwall, &hitsprt, &hitx, &hity, &hitz, CLIPMASK1);
j = 0;
if (hitsprt) return;
if (hitwall >= 0 && hitsect >= 0)
if (((hitx - sx) * (hitx - sx) + (hity - sy) * (hity - sy)) < (290 * 290))
{
if (wall[hitwall].nextsector >= 0)
{
if (sector[wall[hitwall].nextsector].lotag <= 2 && sector[hitsect].lotag <= 2)
j = 1;
}
else if (sector[hitsect].lotag <= 2)
j = 1;
}
if (j == 1)
{
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auto bomb = EGS(hitsect, hitx, hity, hitz, TRIPBOMB, -16, 4, 5, sa, 0, 0, actor, 6);
if (isWW2GI())
{
int lTripBombControl = GetGameVar("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE, nullptr, -1);
if (lTripBombControl & TRIPBOMB_TIMER)
{
int lLifetime = GetGameVar("STICKYBOMB_LIFETIME", NAM_GRENADE_LIFETIME, nullptr, p);
int lLifetimeVar = GetGameVar("STICKYBOMB_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, nullptr, p);
// set timer. blows up when at zero....
bomb->s->extra = lLifetime
+ MulScale(krand(), lLifetimeVar, 14)
- lLifetimeVar;
}
}
// this originally used the sprite index as tag to link the laser segments.
// This value is never used again to reference an actor by index. Decouple this for robustness.
ud.bomb_tag = (ud.bomb_tag + 1) & 32767;
bomb->s->hitag = ud.bomb_tag;
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S_PlayActorSound(LASERTRIP_ONWALL, bomb);
bomb->s->xvel = -20;
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ssp(bomb, CLIPMASK0);
bomb->s->cstat = 16;
bomb->temp_data[5] = bomb->s->ang = getangle(wall[hitwall].x - wall[wall[hitwall].point2].x, wall[hitwall].y - wall[wall[hitwall].point2].y) - 512;
if (p >= 0)
ps[p].ammo_amount[TRIPBOMB_WEAPON]--;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
2020-10-24 04:46:34 +00:00
static void shootgrowspark(DDukeActor* actor, int p, int sx, int sy, int sz, int sa)
{
auto s = actor->s;
int sect = s->sectnum;
int zvel;
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int hitsect, hitwall, k;
int hitx, hity, hitz;
DDukeActor* hitsprt;
if (p >= 0)
{
auto aimed = aim(actor, AUTO_AIM_ANGLE);
if (aimed)
{
int dal = ((aimed->s->xrepeat * tileHeight(aimed->s->picnum)) << 1) + (5 << 8);
switch (aimed->s->picnum)
{
case GREENSLIME:
case GREENSLIME + 1:
case GREENSLIME + 2:
case GREENSLIME + 3:
case GREENSLIME + 4:
case GREENSLIME + 5:
case GREENSLIME + 6:
case GREENSLIME + 7:
case ROTATEGUN:
dal -= (8 << 8);
break;
}
zvel = ((aimed->s->z - sz - dal) << 8) / (ldist(ps[p].GetActor(), aimed));
sa = getangle(aimed->s->x - sx, aimed->s->y - sy);
}
else
{
sa += 16 - (krand() & 31);
zvel = -ps[p].horizon.sum().asq16() >> 11;
zvel += 128 - (krand() & 255);
}
sz -= (2 << 8);
}
else
{
int x;
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int j = findplayer(actor, &x);
sz -= (4 << 8);
zvel = ((ps[j].pos.z - sz) << 8) / (ldist(ps[j].GetActor(), actor));
zvel += 128 - (krand() & 255);
sa += 32 - (krand() & 63);
}
k = 0;
//RESHOOTGROW:
s->cstat &= ~257;
hitscan(sx, sy, sz, sect, bcos(sa), bsin(sa),
zvel << 6, &hitsect, &hitwall, &hitsprt, &hitx, &hity, &hitz, CLIPMASK1);
s->cstat |= 257;
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auto spark = EGS(sect, hitx, hity, hitz, GROWSPARK, -16, 28, 28, sa, 0, 0, actor, 1);
spark->s->pal = 2;
spark->s->cstat |= 130;
spark->s->xrepeat = spark->s->yrepeat = 1;
if (hitwall == -1 && hitsprt == nullptr && hitsect >= 0)
{
if (zvel < 0 && (sector[hitsect].ceilingstat & 1) == 0)
fi.checkhitceiling(hitsect);
}
else if (hitsprt != nullptr) fi.checkhitsprite(hitsprt, spark);
else if (hitwall >= 0 && wall[hitwall].picnum != ACCESSSWITCH && wall[hitwall].picnum != ACCESSSWITCH2)
{
fi.checkhitwall(spark, hitwall, hitx, hity, hitz, GROWSPARK);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void shoot_d(DDukeActor* actor, int atwith)
{
spritetype* const s = actor->s;
int sect, l, j;
int sx, sy, sz, sa, p, vel, zvel, x, dal;
if (s->picnum == TILE_APLAYER)
{
p = s->yvel;
}
else
{
p = -1;
}
SetGameVarID(g_iAtWithVarID, atwith, actor, p);
SetGameVarID(g_iReturnVarID, 0, actor, p);
OnEvent(EVENT_SHOOT, p, ps[p].GetActor(), -1);
if (GetGameVarID(g_iReturnVarID, actor, p) != 0)
{
return;
}
sect = s->sectnum;
zvel = 0;
if (s->picnum == TILE_APLAYER)
{
sx = ps[p].pos.x;
sy = ps[p].pos.y;
sz = ps[p].pos.z + ps[p].pyoff + (4 << 8);
sa = ps[p].angle.ang.asbuild();
ps[p].crack_time = CRACK_TIME;
}
else
{
sa = s->ang;
sx = s->x;
sy = s->y;
sz = s->z - (s->yrepeat * tileHeight(s->picnum) << 1) + (4 << 8);
if (s->picnum != ROTATEGUN)
{
sz -= (7 << 8);
if (badguy(s) && s->picnum != COMMANDER)
{
sx -= bsin(sa + 96, -7);
sy += bcos(sa + 96, -7);
}
}
}
if (isWorldTour())
{ // Twentieth Anniversary World Tour
switch (atwith)
{
case FIREBALL:
shootfireball(actor, p, sx, sy, sz, sa);
return;
case FLAMETHROWERFLAME:
shootflamethrowerflame(actor, p, sx, sy, sz, sa);
return;
case FIREFLY: // BOSS5 shot
{
auto k = spawn(actor, atwith);
k->s->sectnum = sect;
k->s->x = sx;
k->s->y = sy;
k->s->z = sz;
k->s->ang = sa;
k->s->xvel = 500;
k->s->zvel = 0;
return;
}
}
}
switch (atwith)
{
case BLOODSPLAT1:
case BLOODSPLAT2:
case BLOODSPLAT3:
case BLOODSPLAT4:
shootbloodsplat(actor, p, sx, sy, sz, sa, atwith, BIGFORCE, OOZFILTER, NEWBEAST);
break;
case KNEE:
shootknee(actor, p, sx, sy, sz, sa);
break;
case SHOTSPARK1:
case SHOTGUN:
case CHAINGUN:
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shootweapon(actor, p, sx, sy, sz, sa, atwith);
return;
case FIRELASER:
case SPIT:
case COOLEXPLOSION1:
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shootstuff(actor, p, sx, sy, sz, sa, atwith);
return;
case FREEZEBLAST:
sz += (3 << 8);
case RPG:
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shootrpg(actor, p, sx, sy, sz, sa, atwith);
break;
case HANDHOLDINGLASER:
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shootlaser(actor, p, sx, sy, sz, sa);
return;
case BOUNCEMINE:
case MORTER:
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{
if (s->extra >= 0) s->shade = -96;
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auto j = ps[findplayer(actor, &x)].GetActor();
x = ldist(j, actor);
zvel = -x >> 1;
if (zvel < -4096)
zvel = -2048;
vel = x >> 4;
EGS(sect,
sx - bsin(sa, -8),
sy + bcos(sa, -8),
sz + (6 << 8), atwith, -64, 32, 32, sa, vel, zvel, actor, 1);
break;
2020-10-25 05:15:21 +00:00
}
case GROWSPARK:
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shootgrowspark(actor, p, sx, sy, sz, sa);
break;
case SHRINKER:
{
if (s->extra >= 0) s->shade = -96;
if (p >= 0)
{
auto aimed = isNamWW2GI() ? nullptr : aim(actor, AUTO_AIM_ANGLE);
if (aimed)
{
dal = ((aimed->s->xrepeat * tileHeight(aimed->s->picnum)) << 1);
zvel = ((aimed->s->z - sz - dal - (4 << 8)) * 768) / (ldist(ps[p].GetActor(), aimed));
sa = getangle(aimed->s->x - sx, aimed->s->y - sy);
}
else zvel = -MulScale(ps[p].horizon.sum().asq16(), 98, 16);
}
else if (s->statnum != 3)
{
j = findplayer(actor, &x);
l = ldist(ps[j].GetActor(), actor);
zvel = ((ps[j].oposz - sz) * 512) / l;
}
else zvel = 0;
auto j = EGS(sect,
sx - bsin(sa, -12),
sy + bcos(sa, -12),
sz + (2 << 8), SHRINKSPARK, -16, 28, 28, sa, 768, zvel, actor, 4);
j->s->cstat = 128;
j->s->clipdist = 32;
return;
}
}
return;
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void selectweapon_d(int snum, int weap) // playernum, weaponnum
2020-05-17 11:25:39 +00:00
{
int i, j, k;
2020-05-17 11:25:39 +00:00
auto p = &ps[snum];
if (p->last_pissed_time <= (26 * 218) && p->show_empty_weapon == 0 && p->kickback_pic == 0 && p->quick_kick == 0 && p->GetActor()->s->xrepeat > 32 && p->access_incs == 0 && p->knee_incs == 0)
2020-05-17 11:25:39 +00:00
{
if ((p->weapon_pos == 0 || (p->holster_weapon && p->weapon_pos == -9)))
{
if (weap == WeaponSel_Alt)
{
j = p->curr_weapon;
switch (p->curr_weapon)
{
case SHRINKER_WEAPON:
if (p->ammo_amount[GROW_WEAPON] > 0 && p->gotweapon[GROW_WEAPON] && isPlutoPak())
{
j = GROW_WEAPON;
p->subweapon |= (1 << GROW_WEAPON);
}
break;
case GROW_WEAPON:
if (p->ammo_amount[SHRINKER_WEAPON] > 0 && p->gotweapon[SHRINKER_WEAPON])
{
j = SHRINKER_WEAPON;
p->subweapon &= ~(1 << GROW_WEAPON);
}
break;
case FREEZE_WEAPON:
if (p->ammo_amount[FLAMETHROWER_WEAPON] > 0 && p->gotweapon[FLAMETHROWER_WEAPON] && isWorldTour())
{
j = FLAMETHROWER_WEAPON;
p->subweapon |= (1 << FLAMETHROWER_WEAPON);
}
break;
case FLAMETHROWER_WEAPON:
if (p->ammo_amount[FREEZE_WEAPON] > 0 && p->gotweapon[FREEZE_WEAPON])
{
j = FREEZE_WEAPON;
p->subweapon &= ~(1 << FLAMETHROWER_WEAPON);
}
break;
default:
break;
}
}
else if (weap == WeaponSel_Next || weap == WeaponSel_Prev)
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{
k = p->curr_weapon;
j = (weap == WeaponSel_Prev ? -1 : 1); // JBF: prev (-1) or next (1) weapon choice
2020-05-17 11:25:39 +00:00
i = 0;
while ((k >= 0 && k < 10) || (isPlutoPak() && k == GROW_WEAPON && (p->subweapon & (1 << GROW_WEAPON)) != 0)
|| (isWorldTour() && k == FLAMETHROWER_WEAPON && (p->subweapon & (1 << FLAMETHROWER_WEAPON)) != 0))
2020-05-17 11:25:39 +00:00
{
if (k == FLAMETHROWER_WEAPON) //Twentieth Anniversary World Tour
{
if (j == -1) k = TRIPBOMB_WEAPON;
else k = PISTOL_WEAPON;
}
else if (k == GROW_WEAPON) // JBF: this is handling next/previous with the grower selected
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{
2021-10-08 17:21:29 +00:00
if (j == -1)
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k = 5;
else k = 7;
}
else
{
k += j;
// JBF 20040116: so we don't select grower with v1.3d
if (isPlutoPak() && k == SHRINKER_WEAPON && (p->subweapon & (1 << GROW_WEAPON))) // JBF: activates grower
k = GROW_WEAPON; // if enabled
if (isWorldTour() && k == FREEZE_WEAPON && (p->subweapon & (1 << FLAMETHROWER_WEAPON)) != 0)
k = FLAMETHROWER_WEAPON;
2020-05-17 11:25:39 +00:00
}
if (k == -1) k = 9;
else if (k == 10) k = 0;
if (p->gotweapon[k] && p->ammo_amount[k] > 0)
{
if (isPlutoPak()) // JBF 20040116: so we don't select grower with v1.3d
2020-05-17 11:25:39 +00:00
if (k == SHRINKER_WEAPON && (p->subweapon & (1 << GROW_WEAPON)))
k = GROW_WEAPON;
if (isWorldTour() && k == FREEZE_WEAPON && (p->subweapon & (1 << FLAMETHROWER_WEAPON)) != 0)
k = FLAMETHROWER_WEAPON;
2020-05-17 11:25:39 +00:00
j = k;
break;
}
else if (isPlutoPak() && k == GROW_WEAPON && p->ammo_amount[GROW_WEAPON] == 0 && p->gotweapon[SHRINKER_WEAPON] && p->ammo_amount[SHRINKER_WEAPON] > 0) // JBF 20040116: added isPlutoPak() so we don't select grower with v1.3d
{
j = SHRINKER_WEAPON;
p->subweapon &= ~(1 << GROW_WEAPON);
break;
}
else if (isPlutoPak() && k == SHRINKER_WEAPON && p->ammo_amount[SHRINKER_WEAPON] == 0 && p->gotweapon[SHRINKER_WEAPON] && p->ammo_amount[GROW_WEAPON] > 0) // JBF 20040116: added isPlutoPak() so we don't select grower with v1.3d
{
j = GROW_WEAPON;
p->subweapon |= (1 << GROW_WEAPON);
break;
}
//Twentieth Anniversary World Tour
else if (isWorldTour() && k == FLAMETHROWER_WEAPON && p->ammo_amount[FLAMETHROWER_WEAPON] == 0 && p->gotweapon[FREEZE_WEAPON] && p->ammo_amount[FREEZE_WEAPON] > 0)
{
j = FREEZE_WEAPON;
p->subweapon &= ~(1 << FLAMETHROWER_WEAPON);
break;
}
else if (isWorldTour() && k == FREEZE_WEAPON && p->ammo_amount[FREEZE_WEAPON] == 0 && p->gotweapon[FLAMETHROWER_WEAPON] && p->ammo_amount[FLAMETHROWER_WEAPON] > 0)
{
j = FLAMETHROWER_WEAPON;
p->subweapon |= (1 << FLAMETHROWER_WEAPON);
break;
}
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i++; // absolutely no weapons, so use foot
if (i == 10)
{
fi.addweapon(p, KNEE_WEAPON);
break;
}
}
}
else j = weap - 1;
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k = -1;
if (j == HANDBOMB_WEAPON && p->ammo_amount[HANDBOMB_WEAPON] == 0)
{
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DukeStatIterator it(STAT_ACTOR);
while (auto act = it.Next())
2020-05-17 11:25:39 +00:00
{
if (act->s->picnum == HEAVYHBOMB && act->GetOwner() == p->GetActor())
2020-05-17 11:25:39 +00:00
{
p->gotweapon[HANDBOMB_WEAPON] = true;
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j = HANDREMOTE_WEAPON;
break;
}
}
}
//Twentieth Anniversary World Tour
if (j == FREEZE_WEAPON && isWorldTour())
{
if (p->curr_weapon != FLAMETHROWER_WEAPON && p->curr_weapon != FREEZE_WEAPON)
{
if (p->ammo_amount[FLAMETHROWER_WEAPON] > 0)
{
if ((p->subweapon & (1 << FLAMETHROWER_WEAPON)) == (1 << FLAMETHROWER_WEAPON))
j = FLAMETHROWER_WEAPON;
else if (p->ammo_amount[FREEZE_WEAPON] == 0)
{
j = FLAMETHROWER_WEAPON;
p->subweapon |= (1 << FLAMETHROWER_WEAPON);
}
}
else if (p->ammo_amount[FREEZE_WEAPON] > 0)
p->subweapon &= ~(1 << FLAMETHROWER_WEAPON);
}
else if (p->curr_weapon == FREEZE_WEAPON)
{
p->subweapon |= (1 << FLAMETHROWER_WEAPON);
j = FLAMETHROWER_WEAPON;
}
else
p->subweapon &= ~(1 << FLAMETHROWER_WEAPON);
}
if (j == SHRINKER_WEAPON && isPlutoPak()) // JBF 20040116: so we don't select the grower with v1.3d
2020-05-17 11:25:39 +00:00
{
if (p->curr_weapon != GROW_WEAPON && p->curr_weapon != SHRINKER_WEAPON)
{
if (p->ammo_amount[GROW_WEAPON] > 0)
{
if ((p->subweapon & (1 << GROW_WEAPON)) == (1 << GROW_WEAPON))
j = GROW_WEAPON;
else if (p->ammo_amount[SHRINKER_WEAPON] == 0)
{
j = GROW_WEAPON;
p->subweapon |= (1 << GROW_WEAPON);
}
}
else if (p->ammo_amount[SHRINKER_WEAPON] > 0)
p->subweapon &= ~(1 << GROW_WEAPON);
}
else if (p->curr_weapon == SHRINKER_WEAPON)
{
p->subweapon |= (1 << GROW_WEAPON);
j = GROW_WEAPON;
}
else
p->subweapon &= ~(1 << GROW_WEAPON);
}
if (p->holster_weapon)
{
PlayerSetInput(snum, SB_HOLSTER);
p->oweapon_pos = p->weapon_pos = -9;
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}
2021-10-08 17:21:29 +00:00
else if (j >= MIN_WEAPON && p->gotweapon[j] && p->curr_weapon != j) switch (j)
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{
case KNEE_WEAPON:
fi.addweapon(p, KNEE_WEAPON);
break;
case PISTOL_WEAPON:
case SHOTGUN_WEAPON:
case CHAINGUN_WEAPON:
case RPG_WEAPON:
case DEVISTATOR_WEAPON:
case FREEZE_WEAPON:
case FLAMETHROWER_WEAPON:
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case GROW_WEAPON:
case SHRINKER_WEAPON:
if (p->ammo_amount[j] == 0 && p->show_empty_weapon == 0)
{
p->show_empty_weapon = 32;
p->last_full_weapon = p->curr_weapon;
}
fi.addweapon(p, j);
break;
case HANDREMOTE_WEAPON:
if (k >= 0) // Found in list of [1]'s
{
p->curr_weapon = HANDREMOTE_WEAPON;
p->last_weapon = -1;
p->oweapon_pos = p->weapon_pos = 10;
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}
break;
case HANDBOMB_WEAPON:
if (p->ammo_amount[HANDBOMB_WEAPON] > 0 && p->gotweapon[HANDBOMB_WEAPON])
fi.addweapon(p, HANDBOMB_WEAPON);
break;
case TRIPBOMB_WEAPON:
if (p->ammo_amount[TRIPBOMB_WEAPON] > 0 && p->gotweapon[TRIPBOMB_WEAPON])
fi.addweapon(p, TRIPBOMB_WEAPON);
break;
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int doincrements_d(struct player_struct* p)
{
int snum;
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auto pact = p->GetActor();
snum = pact->s->yvel;
p->player_par++;
if (p->invdisptime > 0)
p->invdisptime--;
if (p->tipincs > 0) p->tipincs--;
if (p->last_pissed_time > 0)
{
p->last_pissed_time--;
if (p->last_pissed_time == (26 * 219))
{
2020-11-02 19:24:07 +00:00
S_PlayActorSound(FLUSH_TOILET, pact);
if (snum == screenpeek || ud.coop == 1)
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S_PlayActorSound(DUKE_PISSRELIEF, pact);
}
if (p->last_pissed_time == (26 * 218))
{
p->holster_weapon = 0;
p->oweapon_pos = p->weapon_pos = 10;
}
}
if (p->crack_time > 0)
{
p->crack_time--;
if (p->crack_time == 0)
{
p->knuckle_incs = 1;
p->crack_time = CRACK_TIME;
}
}
if (p->steroids_amount > 0 && p->steroids_amount < 400)
{
p->steroids_amount--;
if (p->steroids_amount == 0)
checkavailinven(p);
if (!(p->steroids_amount & 7))
if (snum == screenpeek || ud.coop == 1)
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S_PlayActorSound(DUKE_HARTBEAT, pact);
}
if (p->heat_on && p->heat_amount > 0)
{
p->heat_amount--;
if (p->heat_amount == 0)
{
p->heat_on = 0;
checkavailinven(p);
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S_PlayActorSound(NITEVISION_ONOFF, pact);
}
}
if (p->holoduke_on != nullptr)
{
p->holoduke_amount--;
if (p->holoduke_amount <= 0)
{
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S_PlayActorSound(TELEPORTER, pact);
p->holoduke_on = nullptr;
checkavailinven(p);
}
}
if (p->jetpack_on && p->jetpack_amount > 0)
{
p->jetpack_amount--;
if (p->jetpack_amount <= 0)
{
p->jetpack_on = 0;
checkavailinven(p);
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S_PlayActorSound(DUKE_JETPACK_OFF, pact);
S_StopSound(DUKE_JETPACK_IDLE, pact);
S_StopSound(DUKE_JETPACK_ON, pact);
}
}
if (p->quick_kick > 0 && p->GetActor()->s->pal != 1)
{
p->last_quick_kick = p->quick_kick + 1;
p->quick_kick--;
if (p->quick_kick == 8)
fi.shoot(p->GetActor(), KNEE);
}
else if (p->last_quick_kick > 0)
p->last_quick_kick--;
if (p->access_incs && p->GetActor()->s->pal != 1)
{
p->access_incs++;
if (p->GetActor()->s->extra <= 0)
p->access_incs = 12;
if (p->access_incs == 12)
{
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if (p->access_spritenum != nullptr)
{
fi.checkhitswitch(snum, -1, p->access_spritenum);
switch (p->access_spritenum->s->pal)
{
case 0:p->got_access &= (0xffff - 0x1); break;
case 21:p->got_access &= (0xffff - 0x2); break;
case 23:p->got_access &= (0xffff - 0x4); break;
}
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p->access_spritenum = nullptr;
}
else
{
fi.checkhitswitch(snum, p->access_wallnum, nullptr);
switch (wall[p->access_wallnum].pal)
{
case 0:p->got_access &= (0xffff - 0x1); break;
case 21:p->got_access &= (0xffff - 0x2); break;
case 23:p->got_access &= (0xffff - 0x4); break;
}
}
}
if (p->access_incs > 20)
{
p->access_incs = 0;
p->oweapon_pos = p->weapon_pos = 10;
p->okickback_pic = p->kickback_pic = 0;
}
}
if (p->scuba_on == 0 && p->cursector()->lotag == 2)
{
if (p->scuba_amount > 0)
{
p->scuba_on = 1;
p->inven_icon = 6;
FTA(76, p);
}
else
{
if (p->airleft > 0)
p->airleft--;
else
{
p->extra_extra8 += 32;
if (p->last_extra < (gs.max_player_health >> 1) && (p->last_extra & 3) == 0)
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S_PlayActorSound(DUKE_LONGTERM_PAIN, pact);
}
}
}
else if (p->scuba_amount > 0 && p->scuba_on)
{
p->scuba_amount--;
if (p->scuba_amount == 0)
{
p->scuba_on = 0;
checkavailinven(p);
}
}
if (p->knuckle_incs)
{
p->knuckle_incs++;
if (p->knuckle_incs == 10 && !isWW2GI())
{
if (PlayClock > 1024)
if (snum == screenpeek || ud.coop == 1)
{
if (rand() & 1)
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S_PlayActorSound(DUKE_CRACK, pact);
else S_PlayActorSound(DUKE_CRACK2, pact);
}
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S_PlayActorSound(DUKE_CRACK_FIRST, pact);
}
else if (p->knuckle_incs == 22 || PlayerInput(snum, SB_FIRE))
p->knuckle_incs = 0;
return 1;
}
return 0;
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void checkweapons_d(struct player_struct* p)
{
static const uint16_t weapon_sprites[MAX_WEAPONS] = { KNEE, FIRSTGUNSPRITE, SHOTGUNSPRITE,
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CHAINGUNSPRITE, RPGSPRITE, HEAVYHBOMB, SHRINKERSPRITE, DEVISTATORSPRITE,
TRIPBOMBSPRITE, FREEZESPRITE, HEAVYHBOMB, SHRINKERSPRITE };
int cw;
if (isWW2GI())
{
int snum = p->GetActor()->s->yvel;
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cw = aplWeaponWorksLike[p->curr_weapon][snum];
}
else
cw = p->curr_weapon;
if (cw < 1 || cw >= MAX_WEAPONS) return;
if (cw)
{
if (krand() & 1)
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spawn(p->GetActor(), weapon_sprites[cw]);
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else switch (cw)
{
case RPG_WEAPON:
case HANDBOMB_WEAPON:
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spawn(p->GetActor(), EXPLOSION2);
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break;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void operateJetpack(int snum, ESyncBits actions, int psectlotag, int fz, int cz, int shrunk)
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{
int j;
auto p = &ps[snum];
auto pact = p->GetActor();
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p->on_ground = 0;
p->jumping_counter = 0;
p->hard_landing = 0;
p->falling_counter = 0;
p->pycount += 32;
p->pycount &= 2047;
p->pyoff = bsin(p->pycount, -7);
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if (p->jetpack_on && S_CheckActorSoundPlaying(pact, DUKE_SCREAM))
{
S_StopSound(DUKE_SCREAM, pact);
}
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if (p->jetpack_on < 11)
{
p->jetpack_on++;
p->pos.z -= (p->jetpack_on << 7); //Goin up
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}
else if (p->jetpack_on == 11 && !S_CheckActorSoundPlaying(pact, DUKE_JETPACK_IDLE))
S_PlayActorSound(DUKE_JETPACK_IDLE, pact);
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if (shrunk) j = 512;
else j = 2048;
if (actions & SB_JUMP) //A (soar high)
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{
// jump
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
OnEvent(EVENT_SOARUP, snum, p->GetActor(), -1);
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum) == 0)
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{
p->pos.z -= j;
p->crack_time = CRACK_TIME;
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}
}
if (actions & SB_CROUCH) //Z (soar low)
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{
// crouch
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
OnEvent(EVENT_SOARDOWN, snum, p->GetActor(), -1);
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum) == 0)
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{
p->pos.z += j;
p->crack_time = CRACK_TIME;
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}
}
int k;
if (shrunk == 0 && (psectlotag == 0 || psectlotag == 2)) k = 32;
else k = 16;
if (psectlotag != 2 && p->scuba_on == 1)
p->scuba_on = 0;
if (p->pos.z > (fz - (k << 8)))
p->pos.z += ((fz - (k << 8)) - p->pos.z) >> 1;
if (p->pos.z < (pact->ceilingz + (18 << 8)))
p->pos.z = pact->ceilingz + (18 << 8);
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void movement(int snum, ESyncBits actions, int psect, int fz, int cz, int shrunk, int truefdist, int psectlotag)
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{
int j;
auto p = &ps[snum];
auto pact = p->GetActor();
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if (p->airleft != 15 * 26)
p->airleft = 15 * 26; //Aprox twenty seconds.
if (p->scuba_on == 1)
p->scuba_on = 0;
int i = 40;
if (psectlotag == ST_1_ABOVE_WATER && p->spritebridge == 0)
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{
if (shrunk == 0)
{
i = 34;
p->pycount += 32;
p->pycount &= 2047;
p->pyoff = bsin(p->pycount, -6);
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}
else i = 12;
if (shrunk == 0 && truefdist <= gs.playerheight)
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{
if (p->on_ground == 1)
{
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if (p->dummyplayersprite == nullptr)
p->dummyplayersprite = spawn(pact, PLAYERONWATER);
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p->footprintcount = 6;
if (p->cursector()->floorpicnum == FLOORSLIME)
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p->footprintpal = 8;
else p->footprintpal = 0;
p->footprintshade = 0;
}
}
}
else
{
footprints(snum);
}
if (p->pos.z < (fz - (i << 8))) //falling
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{
// not jumping or crouching
if ((actions & (SB_JUMP|SB_CROUCH)) == 0 && p->on_ground && (sector[psect].floorstat & 2) && p->pos.z >= (fz - (i << 8) - (16 << 8)))
p->pos.z = fz - (i << 8);
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else
{
p->on_ground = 0;
p->poszv += (gs.gravity + 80); // (TICSPERFRAME<<6);
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if (p->poszv >= (4096 + 2048)) p->poszv = (4096 + 2048);
if (p->poszv > 2400 && p->falling_counter < 255)
{
p->falling_counter++;
if (p->falling_counter == 38 && !S_CheckActorSoundPlaying(pact, DUKE_SCREAM))
S_PlayActorSound(DUKE_SCREAM, pact);
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}
if ((p->pos.z + p->poszv) >= (fz - (i << 8))) // hit the ground
{
S_StopSound(DUKE_SCREAM, pact);
if (p->cursector()->lotag != 1)
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{
if (p->falling_counter > 62) quickkill(p);
else if (p->falling_counter > 9)
{
j = p->falling_counter;
pact->s->extra -= j - (krand() & 3);
if (pact->s->extra <= 0)
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{
S_PlayActorSound(SQUISHED, pact);
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SetPlayerPal(p, PalEntry(63, 63, 0, 0));
}
else
{
S_PlayActorSound(DUKE_LAND, pact);
S_PlayActorSound(DUKE_LAND_HURT, pact);
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}
SetPlayerPal(p, PalEntry(32, 16, 0, 0));
}
else if (p->poszv > 2048) S_PlayActorSound(DUKE_LAND, pact);
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}
}
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}
}
else
{
p->falling_counter = 0;
S_StopSound(-1, pact, CHAN_VOICE);
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if (psectlotag != ST_1_ABOVE_WATER && psectlotag != ST_2_UNDERWATER && p->on_ground == 0 && p->poszv > (6144 >> 1))
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p->hard_landing = p->poszv >> 10;
p->on_ground = 1;
if (i == 40)
{
//Smooth on the ground
int k = ((fz - (i << 8)) - p->pos.z) >> 1;
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if (abs(k) < 256) k = 0;
p->pos.z += k;
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p->poszv -= 768;
if (p->poszv < 0) p->poszv = 0;
}
else if (p->jumping_counter == 0)
{
p->pos.z += ((fz - (i << 7)) - p->pos.z) >> 1; //Smooth on the water
if (p->on_warping_sector == 0 && p->pos.z > fz - (16 << 8))
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{
p->pos.z = fz - (16 << 8);
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p->poszv >>= 1;
}
}
p->on_warping_sector = 0;
if (actions & SB_CROUCH)
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{
playerCrouch(snum);
}
// jumping
if ((actions & SB_JUMP) == 0 && p->jumping_toggle == 1)
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p->jumping_toggle = 0;
else if ((actions & SB_JUMP))
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{
playerJump(snum, fz, cz);
}
if (p->jumping_counter && (actions & SB_JUMP) == 0)
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p->jumping_toggle = 0;
}
if (p->jumping_counter)
{
if ((actions & SB_JUMP) == 0 && p->jumping_toggle == 1)
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p->jumping_toggle = 0;
if (p->jumping_counter < (1024 + 256))
{
if (psectlotag == 1 && p->jumping_counter > 768)
{
p->jumping_counter = 0;
p->poszv = -512;
}
else
{
p->poszv -= bsin(2048 - 128 + p->jumping_counter) / 12;
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p->jumping_counter += 180;
p->on_ground = 0;
}
}
else
{
p->jumping_counter = 0;
p->poszv = 0;
}
}
p->pos.z += p->poszv;
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if (p->pos.z < (cz + (4 << 8)))
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{
p->jumping_counter = 0;
if (p->poszv < 0)
p->posxv = p->posyv = 0;
p->poszv = 128;
p->pos.z = cz + (4 << 8);
2020-05-17 21:44:53 +00:00
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void underwater(int snum, ESyncBits actions, int psect, int fz, int cz)
2020-05-17 21:44:53 +00:00
{
auto p = &ps[snum];
2020-10-25 06:01:58 +00:00
auto pact = p->GetActor();
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int psectlotag = sector[psect].lotag;
// under water
p->jumping_counter = 0;
p->pycount += 32;
p->pycount &= 2047;
p->pyoff = bsin(p->pycount, -7);
2020-05-17 21:44:53 +00:00
2020-10-25 06:01:58 +00:00
if (!S_CheckActorSoundPlaying(pact, DUKE_UNDERWATER))
S_PlayActorSound(DUKE_UNDERWATER, pact);
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if (actions & SB_JUMP)
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{
// jump
if (p->poszv > 0) p->poszv = 0;
p->poszv -= 348;
if (p->poszv < -(256 * 6)) p->poszv = -(256 * 6);
}
else if (actions & SB_CROUCH)
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{
// crouch
if (p->poszv < 0) p->poszv = 0;
p->poszv += 348;
if (p->poszv > (256 * 6)) p->poszv = (256 * 6);
}
else
{
// normal view
if (p->poszv < 0)
{
p->poszv += 256;
if (p->poszv > 0)
p->poszv = 0;
}
if (p->poszv > 0)
{
p->poszv -= 256;
if (p->poszv < 0)
p->poszv = 0;
}
}
if (p->poszv > 2048)
p->poszv >>= 1;
p->pos.z += p->poszv;
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if (p->pos.z > (fz - (15 << 8)))
p->pos.z += ((fz - (15 << 8)) - p->pos.z) >> 1;
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if (p->pos.z < (cz + (4 << 8)))
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{
p->pos.z = cz + (4 << 8);
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p->poszv = 0;
}
if (p->scuba_on && (krand() & 255) < 8)
{
2020-10-25 06:01:58 +00:00
auto j = spawn(pact, WATERBUBBLE);
j->s->x += bcos(p->angle.ang.asbuild() + 64 - (global_random & 128), -6);
j->s->y += bsin(p->angle.ang.asbuild() + 64 - (global_random & 128), -6);
j->s->xrepeat = 3;
j->s->yrepeat = 2;
j->s->z = p->pos.z + (8 << 8);
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}
}
2020-05-18 20:28:12 +00:00
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int operateTripbomb(int snum)
{
auto p = &ps[snum];
int sx, sy, sz;
2021-11-07 09:18:06 +00:00
int sect, hw;
DDukeActor* hitsprt;
hitscan(p->pos.x, p->pos.y, p->pos.z,
p->cursectnum, p->angle.ang.bcos(),
p->angle.ang.bsin(), -p->horizon.sum().asq16() >> 11,
&sect, &hw, &hitsprt, &sx, &sy, &sz, CLIPMASK1);
if (sect < 0 || hitsprt)
return 0;
if (hw >= 0 && sector[sect].lotag > 2)
return 0;
if (hw >= 0 && wall[hw].overpicnum >= 0)
if (wall[hw].overpicnum == BIGFORCE)
return 0;
DDukeActor* j;
DukeSectIterator it(sect);
2021-10-08 17:21:29 +00:00
while ((j = it.Next()))
{
auto sj = j->s;
if (sj->picnum == TRIPBOMB &&
abs(sj->z - sz) < (12 << 8) && ((sj->x - sx) * (sj->x - sx) + (sj->y - sy) * (sj->y - sy)) < (290 * 290))
return 0;
}
if (j == nullptr && hw >= 0 && (wall[hw].cstat & 16) == 0)
if ((wall[hw].nextsector >= 0 && sector[wall[hw].nextsector].lotag <= 2) || (wall[hw].nextsector == -1 && sector[sect].lotag <= 2))
if (((sx - p->pos.x) * (sx - p->pos.x) + (sy - p->pos.y) * (sy - p->pos.y)) < (290 * 290))
{
p->pos.z = p->oposz;
p->poszv = 0;
return 1;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
2020-05-18 22:26:07 +00:00
static void fireweapon(int snum)
{
auto p = &ps[snum];
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auto pact = p->GetActor();
p->crack_time = CRACK_TIME;
if (p->holster_weapon == 1)
{
if (p->last_pissed_time <= (26 * 218) && p->weapon_pos == -9)
{
p->holster_weapon = 0;
p->oweapon_pos = p->weapon_pos = 10;
FTA(74, p);
}
}
else switch (p->curr_weapon)
{
case HANDBOMB_WEAPON:
p->hbomb_hold_delay = 0;
if (p->ammo_amount[HANDBOMB_WEAPON] > 0)
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p->kickback_pic = 1;
break;
case HANDREMOTE_WEAPON:
p->hbomb_hold_delay = 0;
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p->kickback_pic = 1;
break;
case PISTOL_WEAPON:
if (p->ammo_amount[PISTOL_WEAPON] > 0)
{
p->ammo_amount[PISTOL_WEAPON]--;
2020-05-18 22:26:07 +00:00
p->kickback_pic = 1;
}
break;
case CHAINGUN_WEAPON:
if (p->ammo_amount[CHAINGUN_WEAPON] > 0) // && p->random_club_frame == 0)
2020-05-18 22:26:07 +00:00
p->kickback_pic = 1;
break;
case SHOTGUN_WEAPON:
if (p->ammo_amount[SHOTGUN_WEAPON] > 0 && p->random_club_frame == 0)
2020-05-18 22:26:07 +00:00
p->kickback_pic = 1;
break;
case TRIPBOMB_WEAPON:
if (p->ammo_amount[TRIPBOMB_WEAPON] > 0)
{
if (operateTripbomb(snum))
2020-05-18 22:26:07 +00:00
p->kickback_pic = 1;
}
break;
case SHRINKER_WEAPON:
case GROW_WEAPON:
if (p->curr_weapon == GROW_WEAPON)
{
if (p->ammo_amount[GROW_WEAPON] > 0)
{
2020-05-18 22:26:07 +00:00
p->kickback_pic = 1;
2020-11-02 19:24:07 +00:00
S_PlayActorSound(EXPANDERSHOOT, pact);
}
}
else if (p->ammo_amount[SHRINKER_WEAPON] > 0)
{
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p->kickback_pic = 1;
2020-11-02 19:24:07 +00:00
S_PlayActorSound(SHRINKER_FIRE, pact);
}
break;
case FREEZE_WEAPON:
if (p->ammo_amount[FREEZE_WEAPON] > 0)
{
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p->kickback_pic = 1;
2020-11-02 19:24:07 +00:00
S_PlayActorSound(CAT_FIRE, pact);
}
break;
case DEVISTATOR_WEAPON:
if (p->ammo_amount[DEVISTATOR_WEAPON] > 0)
{
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p->kickback_pic = 1;
p->hbomb_hold_delay = !p->hbomb_hold_delay;
2020-11-02 19:24:07 +00:00
S_PlayActorSound(CAT_FIRE, pact);
}
break;
case RPG_WEAPON:
if (p->ammo_amount[RPG_WEAPON] > 0)
{
2020-05-18 22:26:07 +00:00
p->kickback_pic = 1;
}
break;
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case FLAMETHROWER_WEAPON: // Twentieth Anniversary World Tour
if (isWorldTour() && p->ammo_amount[FLAMETHROWER_WEAPON] > 0)
{
2020-05-18 22:26:07 +00:00
p->kickback_pic = 1;
if (p->cursector()->lotag != 2)
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S_PlayActorSound(FLAMETHROWER_INTRO, pact);
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}
break;
case KNEE_WEAPON:
if (p->quick_kick == 0)
{
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p->kickback_pic = 1;
}
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void operateweapon(int snum, ESyncBits actions, int psect)
{
auto p = &ps[snum];
auto pact = p->GetActor();
int i, k;
// already firing...
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switch (p->curr_weapon)
{
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case HANDBOMB_WEAPON: // grenade in NAM
if (p->kickback_pic == 6 && (actions & SB_FIRE))
{
p->rapid_fire_hold = 1;
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break;
}
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p->kickback_pic++;
if (p->kickback_pic == 12)
{
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p->ammo_amount[HANDBOMB_WEAPON]--;
if (p->on_ground && (actions & SB_CROUCH))
{
k = 15;
i = MulScale(p->horizon.sum().asq16(), 20, 16);
}
else
{
k = 140;
i = -512 - MulScale(p->horizon.sum().asq16(), 20, 16);
}
auto spawned = EGS(p->cursectnum,
p->pos.x + p->angle.ang.bcos(-6),
p->pos.y + p->angle.ang.bsin(-6),
p->pos.z, HEAVYHBOMB, -16, 9, 9,
p->angle.ang.asbuild(), (k + (p->hbomb_hold_delay << 5)), i, pact, 1);
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if (isNam())
{
spawned->s->extra = MulScale(krand(), NAM_GRENADE_LIFETIME_VAR, 14);
}
if (k == 15)
{
spawned->s->yvel = 3;
spawned->s->z += (8 << 8);
}
k = hits(pact);
if (k < 512)
{
spawned->s->ang += 1024;
spawned->s->zvel /= 3;
spawned->s->xvel /= 3;
}
p->hbomb_on = 1;
}
else if (p->kickback_pic < 12 && (actions & SB_FIRE))
p->hbomb_hold_delay++;
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else if (p->kickback_pic > 19)
{
p->okickback_pic = p->kickback_pic = 0;
// don't change to remote when in NAM: grenades are timed
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if (isNam()) checkavailweapon(p);
else
{
p->curr_weapon = HANDREMOTE_WEAPON;
p->last_weapon = -1;
p->oweapon_pos = p->weapon_pos = 10;
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}
}
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break;
case HANDREMOTE_WEAPON: // knife in NAM
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p->kickback_pic++;
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if (p->kickback_pic == 2)
{
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p->hbomb_on = 0;
}
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if (p->kickback_pic == 10)
{
p->okickback_pic = p->kickback_pic = 0;
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int weapon = isNam() ? TRIPBOMB_WEAPON : HANDBOMB_WEAPON;
if (p->ammo_amount[weapon] > 0)
fi.addweapon(p, weapon);
else
checkavailweapon(p);
}
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break;
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case PISTOL_WEAPON: // m-16 in NAM
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if (p->kickback_pic == 1)
{
fi.shoot(pact, SHOTSPARK1);
S_PlayActorSound(PISTOL_FIRE, pact);
lastvisinc = PlayClock + 32;
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p->visibility = 0;
}
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else if (p->kickback_pic == 2)
spawn(pact, SHELL);
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p->kickback_pic++;
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if (p->kickback_pic >= 5)
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{
if (p->ammo_amount[PISTOL_WEAPON] <= 0 || (p->ammo_amount[PISTOL_WEAPON] % (isNam() ? 20 : 12)))
{
p->okickback_pic = p->kickback_pic = 0;
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checkavailweapon(p);
}
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else
{
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switch (p->kickback_pic)
{
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case 5:
S_PlayActorSound(EJECT_CLIP, pact);
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break;
//#ifdef NAM
// case WEAPON2_RELOAD_TIME - 15:
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//#else
case 8:
//#endif
S_PlayActorSound(INSERT_CLIP, pact);
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break;
}
}
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}
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// 3 second re-load time
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if (p->kickback_pic == (isNam() ? 50 : 27))
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{
p->okickback_pic = p->kickback_pic = 0;
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checkavailweapon(p);
}
break;
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case SHOTGUN_WEAPON:
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p->kickback_pic++;
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if (p->kickback_pic == 4)
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{
for(int i = 0; i < 7; i++)
fi.shoot(pact, SHOTGUN);
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p->ammo_amount[SHOTGUN_WEAPON]--;
S_PlayActorSound(SHOTGUN_FIRE, pact);
lastvisinc = PlayClock + 32;
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p->visibility = 0;
}
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switch(p->kickback_pic)
{
case 13:
checkavailweapon(p);
break;
case 15:
S_PlayActorSound(SHOTGUN_COCK, pact);
break;
case 17:
case 20:
p->kickback_pic++;
break;
case 24:
{
auto j = spawn(pact, SHOTGUNSHELL);
j->s->ang += 1024;
ssp(j, CLIPMASK0);
j->s->ang += 1024;
p->kickback_pic++;
break;
}
case 31:
p->okickback_pic = p->kickback_pic = 0;
return;
}
break;
case CHAINGUN_WEAPON: // m-60 in NAM
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p->kickback_pic++;
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if (p->kickback_pic <= 12)
{
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if (((p->kickback_pic) % 3) == 0)
{
p->ammo_amount[CHAINGUN_WEAPON]--;
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if ((p->kickback_pic % 3) == 0)
{
auto j = spawn(pact, SHELL);
j->s->ang += 1024;
j->s->ang &= 2047;
j->s->xvel += 32;
j->s->z += (3 << 8);
ssp(j, CLIPMASK0);
}
S_PlayActorSound(CHAINGUN_FIRE, pact);
fi.shoot(pact, CHAINGUN);
lastvisinc = PlayClock + 32;
p->visibility = 0;
checkavailweapon(p);
if ((actions & SB_FIRE) == 0)
{
p->okickback_pic = p->kickback_pic = 0;
break;
}
}
}
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else if (p->kickback_pic > 10)
{
if (actions & SB_FIRE) p->okickback_pic = p->kickback_pic = 1;
else p->okickback_pic = p->kickback_pic = 0;
}
break;
case GROW_WEAPON: // m-14 with scope (sniper rifle)
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bool check;
if (isNam())
{
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p->kickback_pic++;
check = (p->kickback_pic == 3);
}
else
{
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check = (p->kickback_pic > 3);
}
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if (check)
{
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// fire now, but don't reload right away...
if (isNam())
{
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p->kickback_pic++;
if (p->ammo_amount[p->curr_weapon] <= 1)
p->okickback_pic = p->kickback_pic = 0;
}
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else
p->okickback_pic = p->kickback_pic = 0;
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p->ammo_amount[p->curr_weapon]--;
fi.shoot(pact, GROWSPARK);
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//#ifdef NAM
//#else
if (!(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_NOVISIBLE))
{
// make them visible if not set...
p->visibility = 0;
lastvisinc = PlayClock + 32;
}
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checkavailweapon(p);
//#endif
}
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else if (!isNam()) p->kickback_pic++;
if (isNam() && p->kickback_pic > aplWeaponReload[p->curr_weapon][snum]) // 30)
{
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// reload now...
p->okickback_pic = p->kickback_pic = 0;
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if (!(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_NOVISIBLE))
{
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// make them visible if not set...
p->visibility = 0;
lastvisinc = PlayClock + 32;
}
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checkavailweapon(p);
}
break;
case SHRINKER_WEAPON: // m-79 in NAM (Grenade launcher)
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if ((!isNam() && p->kickback_pic > 10) || (isNam() && p->kickback_pic == 10))
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{
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if (isNam()) p->kickback_pic++; // fire now, but wait for reload...
else p->okickback_pic = p->kickback_pic = 0;
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p->ammo_amount[SHRINKER_WEAPON]--;
fi.shoot(pact, SHRINKER);
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if (!isNam())
{
p->visibility = 0;
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//flashColor = 176 + (252 << 8) + (120 << 16);
lastvisinc = PlayClock + 32;
checkavailweapon(p);
}
}
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else if (isNam() && p->kickback_pic > 30)
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{
p->okickback_pic = p->kickback_pic = 0;
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p->visibility = 0;
lastvisinc = PlayClock + 32;
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checkavailweapon(p);
}
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else p->kickback_pic++;
break;
case DEVISTATOR_WEAPON:
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if (p->kickback_pic)
{
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p->kickback_pic++;
if (isNam())
{
if ((p->kickback_pic >= 2) &&
p->kickback_pic < 5 &&
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(p->kickback_pic & 1))
{
p->visibility = 0;
lastvisinc = PlayClock + 32;
fi.shoot(pact, RPG);
p->ammo_amount[DEVISTATOR_WEAPON]--;
checkavailweapon(p);
}
if (p->kickback_pic > 5) p->okickback_pic = p->kickback_pic = 0;
}
else if (p->kickback_pic & 1)
{
p->visibility = 0;
lastvisinc = PlayClock + 32;
fi.shoot(pact, RPG);
p->ammo_amount[DEVISTATOR_WEAPON]--;
checkavailweapon(p);
if (p->ammo_amount[DEVISTATOR_WEAPON] <= 0) p->okickback_pic = p->kickback_pic = 0;
}
if (p->kickback_pic > 5) p->okickback_pic = p->kickback_pic = 0;
}
break;
case FREEZE_WEAPON:
// flame thrower in NAM
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if (p->kickback_pic < 4)
{
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p->kickback_pic++;
if (p->kickback_pic == 3)
{
p->ammo_amount[p->curr_weapon]--;
p->visibility = 0;
lastvisinc = PlayClock + 32;
fi.shoot(pact, FREEZEBLAST);
checkavailweapon(p);
}
if (pact->s->xrepeat < 32)
{
p->okickback_pic = p->kickback_pic = 0; break;
}
}
else
{
if (actions & SB_FIRE)
{
p->okickback_pic = p->kickback_pic = 1;
S_PlayActorSound(CAT_FIRE, pact);
}
else p->okickback_pic = p->kickback_pic = 0;
}
break;
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case FLAMETHROWER_WEAPON:
if (!isWorldTour()) // Twentieth Anniversary World Tour
break;
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p->kickback_pic++;
if (p->kickback_pic == 2)
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{
if (p->cursector()->lotag != 2)
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{
p->ammo_amount[FLAMETHROWER_WEAPON]--;
if (snum == screenpeek)
g_visibility = 0;
fi.shoot(pact, FIREBALL);
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}
checkavailweapon(p);
}
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else if (p->kickback_pic == 16)
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{
if ((actions & SB_FIRE) != 0)
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{
p->okickback_pic = p->kickback_pic = 1;
S_PlayActorSound(FLAMETHROWER_INTRO, pact);
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}
else
p->okickback_pic = p->kickback_pic = 0;
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}
break;
case TRIPBOMB_WEAPON: // Claymore in NAM
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if (p->kickback_pic < 4)
{
p->pos.z = p->oposz;
p->poszv = 0;
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if (p->kickback_pic == 3)
fi.shoot(pact, HANDHOLDINGLASER);
}
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if (p->kickback_pic == 16)
{
p->okickback_pic = p->kickback_pic = 0;
checkavailweapon(p);
p->oweapon_pos = p->weapon_pos = -9;
}
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else p->kickback_pic++;
break;
case KNEE_WEAPON:
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p->kickback_pic++;
if (p->kickback_pic == 7) fi.shoot(pact, KNEE);
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else if (p->kickback_pic == 14)
{
if (actions & SB_FIRE)
p->okickback_pic = p->kickback_pic = 1 + (krand() & 3);
else p->okickback_pic = p->kickback_pic = 0;
}
if (p->wantweaponfire >= 0)
checkavailweapon(p);
break;
case RPG_WEAPON: // m-72 in NAM (LAW)
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p->kickback_pic++;
if (p->kickback_pic == 4)
{
p->ammo_amount[RPG_WEAPON]--;
lastvisinc = PlayClock + 32;
p->visibility = 0;
fi.shoot(pact, RPG);
checkavailweapon(p);
}
else if (p->kickback_pic == 20)
p->okickback_pic = p->kickback_pic = 0;
break;
}
}
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//---------------------------------------------------------------------------
//
// this function exists because gotos suck. :P
//
//---------------------------------------------------------------------------
static void processweapon(int snum, ESyncBits actions, int psect)
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{
auto p = &ps[snum];
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auto pact = p->GetActor();
auto s = pact->s;
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int shrunk = (s->yrepeat < 32);
if (isNamWW2GI() && (actions & SB_HOLSTER)) // 'Holster Weapon
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{
if (isWW2GI())
{
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
SetGameVarID(g_iWeaponVarID, p->curr_weapon, p->GetActor(), snum);
SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike[p->curr_weapon][snum], p->GetActor(), snum);
OnEvent(EVENT_HOLSTER, snum, p->GetActor(), -1);
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum) == 0)
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{
// now it uses the game definitions...
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_HOLSTER_CLEARS_CLIP)
{
if (p->ammo_amount[p->curr_weapon] > aplWeaponClip[p->curr_weapon][snum]
&& (p->ammo_amount[p->curr_weapon] % aplWeaponClip[p->curr_weapon][snum]) != 0)
{
// throw away the remaining clip
p->ammo_amount[p->curr_weapon] -=
p->ammo_amount[p->curr_weapon] % aplWeaponClip[p->curr_weapon][snum];
// p->kickback_pic = aplWeaponFireDelay[p->curr_weapon][snum]+1; // animate, but don't shoot...
p->kickback_pic = aplWeaponTotalTime[p->curr_weapon][snum] + 1; // animate, but don't shoot...
actions &= ~SB_FIRE; // not firing...
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}
return;
}
}
}
else if (p->curr_weapon == PISTOL_WEAPON)
{
if (p->ammo_amount[PISTOL_WEAPON] > 20)
{
// throw away the remaining clip
p->ammo_amount[PISTOL_WEAPON] -= p->ammo_amount[PISTOL_WEAPON] % 20;
p->kickback_pic = 3; // animate, but don't shoot...
actions &= ~SB_FIRE; // not firing...
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}
return;
}
}
if (isWW2GI() && (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_GLOWS))
p->random_club_frame += 64; // Glowing
if (!isWW2GI() && (p->curr_weapon == SHRINKER_WEAPON || p->curr_weapon == GROW_WEAPON))
p->random_club_frame += 64; // Glowing
if (p->rapid_fire_hold == 1)
{
if (actions & SB_FIRE) return;
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p->rapid_fire_hold = 0;
}
if (shrunk || p->tipincs || p->access_incs)
actions &= ~SB_FIRE;
else if (shrunk == 0 && (actions & SB_FIRE) && p->kickback_pic == 0 && p->fist_incs == 0 &&
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p->last_weapon == -1 && (p->weapon_pos == 0 || p->holster_weapon == 1))
{
if (!isWW2GI()) fireweapon(snum);
else fireweapon_ww(snum);
}
else if (p->kickback_pic)
{
if (!isWW2GI()) operateweapon(snum, actions, psect);
else operateweapon_ww(snum, actions, psect);
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}
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void processinput_d(int snum)
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{
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int j, k, doubvel, fz, cz, truefdist;
Collision chz, clz;
bool shrunk;
int psect, psectlotag;
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struct player_struct* p;
spritetype* s;
p = &ps[snum];
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auto pact = p->GetActor();
s = pact->s;
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p->horizon.resetadjustment();
p->angle.resetadjustment();
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ESyncBits& actions = p->sync.actions;
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auto sb_fvel = PlayerInputForwardVel(snum);
auto sb_svel = PlayerInputSideVel(snum);
auto sb_avel = PlayerInputAngVel(snum);
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psect = p->cursectnum;
if (psect == -1)
{
if (s->extra > 0 && ud.clipping == 0)
{
quickkill(p);
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S_PlayActorSound(SQUISHED, pact);
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}
psect = 0;
}
psectlotag = sector[psect].lotag;
p->spritebridge = 0;
shrunk = (s->yrepeat < 32);
getzrange_ex(p->pos.x, p->pos.y, p->pos.z, psect, &cz, chz, &fz, clz, 163L, CLIPMASK0);
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j = getflorzofslope(psect, p->pos.x, p->pos.y);
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p->truefz = j;
p->truecz = getceilzofslope(psect, p->pos.x, p->pos.y);
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truefdist = abs(p->pos.z - j);
if (clz.type == kHitSector && psectlotag == 1 && truefdist > gs.playerheight + (16 << 8))
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psectlotag = 0;
pact->floorz = fz;
pact->ceilingz = cz;
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if (SyncInput())
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{
p->horizon.backup();
doslopetilting(p);
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}
if (chz.type == kHitSprite)
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{
if (chz.actor->s->statnum == 1 && chz.actor->s->extra >= 0)
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{
chz.type = kHitNone;
chz.actor = nullptr;
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cz = p->truecz;
}
}
if (clz.type == kHitSprite)
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{
if ((clz.actor->s->cstat & 33) == 33)
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{
psectlotag = 0;
p->footprintcount = 0;
p->spritebridge = 1;
}
else if (badguy(clz.actor) && clz.actor->s->xrepeat > 24 && abs(s->z - clz.actor->s->z) < (84 << 8))
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{
j = getangle(clz.actor->s->x - p->pos.x, clz.actor->s->y - p->pos.y);
p->posxv -= bcos(j, 4);
p->posyv -= bsin(j, 4);
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}
}
if (s->extra > 0) fi.incur_damage(p);
else
{
s->extra = 0;
p->shield_amount = 0;
}
p->last_extra = s->extra;
if (p->loogcnt > 0) p->loogcnt--;
else p->loogcnt = 0;
if (p->fist_incs)
{
if (endoflevel(snum)) return;
}
if (p->timebeforeexit > 1 && p->last_extra > 0)
{
if (timedexit(snum))
return;
}
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if (s->extra <= 0 && !ud.god)
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{
playerisdead(snum, psectlotag, fz, cz);
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return;
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}
if (p->transporter_hold > 0)
{
p->transporter_hold--;
if (p->transporter_hold == 0 && p->on_warping_sector)
p->transporter_hold = 2;
}
if (p->transporter_hold < 0)
p->transporter_hold++;
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if (p->newOwner != nullptr)
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{
p->posxv = p->posyv = s->xvel = 0;
fi.doincrements(p);
if (isWW2GI() && aplWeaponWorksLike[p->curr_weapon][snum] == HANDREMOTE_WEAPON) processweapon(snum, actions, psect);
if (!isWW2GI() && p->curr_weapon == HANDREMOTE_WEAPON) processweapon(snum, actions, psect);
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return;
}
doubvel = TICSPERFRAME;
checklook(snum,actions);
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int ii = 40;
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if (p->on_crane != nullptr)
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goto HORIZONLY;
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p->playerweaponsway(s->xvel);
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s->xvel = clamp(ksqrt((p->pos.x - p->bobposx) * (p->pos.x - p->bobposx) + (p->pos.y - p->bobposy) * (p->pos.y - p->bobposy)), 0, 512);
if (p->on_ground) p->bobcounter += p->GetActor()->s->xvel >> 1;
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p->backuppos(ud.clipping == 0 && (p->cursector()->floorpicnum == MIRROR || p->cursectnum < 0 || p->cursectnum >= MAXSECTORS));
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// Shrinking code
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if (psectlotag == ST_2_UNDERWATER)
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{
underwater(snum, actions, psect, fz, cz);
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}
else if (p->jetpack_on)
{
operateJetpack(snum, actions, psectlotag, fz, cz, shrunk);
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}
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else if (psectlotag != ST_2_UNDERWATER)
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{
movement(snum, actions, psect, fz, cz, shrunk, truefdist, psectlotag);
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}
p->psectlotag = psectlotag;
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//Do the quick lefts and rights
if (movementBlocked(p))
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{
doubvel = 0;
p->posxv = 0;
p->posyv = 0;
}
else if (SyncInput())
{
//p->ang += syncangvel * constant
//ENGINE calculates angvel for you
// may still be needed later for demo recording
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sb_avel = p->adjustavel(sb_avel);
p->angle.applyinput(sb_avel, &actions);
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}
if (p->spritebridge == 0)
{
j = s->sector()->floorpicnum;
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if (j == PURPLELAVA || s->sector()->ceilingpicnum == PURPLELAVA)
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{
if (p->boot_amount > 0)
{
p->boot_amount--;
p->inven_icon = 7;
if (p->boot_amount <= 0)
checkavailinven(p);
}
else
{
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if (!S_CheckActorSoundPlaying(pact, DUKE_LONGTERM_PAIN))
S_PlayActorSound(DUKE_LONGTERM_PAIN, pact);
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SetPlayerPal(p, PalEntry(32, 0, 8, 0));
s->extra--;
}
}
k = 0;
if (p->on_ground && truefdist <= gs.playerheight + (16 << 8))
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{
int whichsound = j == HURTRAIL ? 0 : j == FLOORSLIME ? 1 : j == FLOORPLASMA ? 2 : -1;
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if (j >= 0) k = makepainsounds(snum, whichsound);
}
if (k)
{
FTA(75, p);
p->boot_amount -= 2;
if (p->boot_amount <= 0)
checkavailinven(p);
}
}
if (p->posxv || p->posyv || sb_fvel || sb_svel)
{
p->crack_time = CRACK_TIME;
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k = bsin(p->bobcounter, -12);
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if (truefdist < gs.playerheight + (8 << 8) && (k == 1 || k == 3))
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{
if (p->spritebridge == 0 && p->walking_snd_toggle == 0 && p->on_ground)
{
switch (psectlotag)
{
case 0:
if (clz.type == kHitSprite)
j = clz.actor->s->picnum;
else
j = sector[psect].floorpicnum;
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switch (j)
{
case PANNEL1:
case PANNEL2:
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S_PlayActorSound(DUKE_WALKINDUCTS, pact);
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p->walking_snd_toggle = 1;
break;
}
break;
case 1:
if ((krand() & 1) == 0)
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S_PlayActorSound(DUKE_ONWATER, pact);
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p->walking_snd_toggle = 1;
break;
}
}
}
else if (p->walking_snd_toggle > 0)
p->walking_snd_toggle--;
if (p->jetpack_on == 0 && p->steroids_amount > 0 && p->steroids_amount < 400)
doubvel <<= 1;
p->posxv += ((sb_fvel * doubvel) << 6);
p->posyv += ((sb_svel * doubvel) << 6);
bool check;
if (!isWW2GI()) check = ((p->curr_weapon == KNEE_WEAPON && p->kickback_pic > 10 && p->on_ground) || (p->on_ground && (actions & SB_CROUCH)));
else check = ((aplWeaponWorksLike[p->curr_weapon][snum] == KNEE_WEAPON && p->kickback_pic > 10 && p->on_ground) || (p->on_ground && (actions & SB_CROUCH)));
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if (check)
{
p->posxv = MulScale(p->posxv, gs.playerfriction - 0x2000, 16);
p->posyv = MulScale(p->posyv, gs.playerfriction - 0x2000, 16);
2020-05-18 22:26:07 +00:00
}
else
{
if (psectlotag == 2)
{
p->posxv = MulScale(p->posxv, gs.playerfriction - 0x1400, 16);
p->posyv = MulScale(p->posyv, gs.playerfriction - 0x1400, 16);
2020-05-18 22:26:07 +00:00
}
else
{
p->posxv = MulScale(p->posxv, gs.playerfriction, 16);
p->posyv = MulScale(p->posyv, gs.playerfriction, 16);
2020-05-18 22:26:07 +00:00
}
}
if (abs(p->posxv) < 2048 && abs(p->posyv) < 2048)
p->posxv = p->posyv = 0;
if (shrunk)
{
p->posxv =
MulScale(p->posxv, gs.playerfriction - (gs.playerfriction >> 1) + (gs.playerfriction >> 2), 16);
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p->posyv =
MulScale(p->posyv, gs.playerfriction - (gs.playerfriction >> 1) + (gs.playerfriction >> 2), 16);
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}
}
HORIZONLY:
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if (psectlotag == 1 || p->spritebridge == 1) ii = (4L << 8);
else ii = (20L << 8);
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if (p->cursector()->lotag == 2) k = 0;
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else k = 1;
Collision clip{};
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if (ud.clipping)
{
p->pos.x += p->posxv >> 14;
p->pos.y += p->posyv >> 14;
updatesector(p->pos.x, p->pos.y, &p->cursectnum);
2021-08-27 14:38:53 +00:00
changeactorsect(pact, p->cursectnum);
2020-05-18 22:26:07 +00:00
}
else
clipmove_ex(&p->pos, &p->cursectnum, p->posxv, p->posyv, 164, (4 << 8), ii, CLIPMASK0, clip);
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if (p->jetpack_on == 0 && psectlotag != 2 && psectlotag != 1 && shrunk)
p->pos.z += 32 << 8;
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if (clip.type != kHitNone)
checkplayerhurt_d(p, clip);
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if (p->jetpack_on == 0)
{
if (s->xvel > 16)
{
if (psectlotag != 1 && psectlotag != 2 && p->on_ground)
{
p->pycount += 52;
p->pycount &= 2047;
p->pyoff = abs(s->xvel * bsin(p->pycount)) / 1596;
2020-05-18 22:26:07 +00:00
}
}
else if (psectlotag != 2 && psectlotag != 1)
p->pyoff = 0;
}
// RBG***
setsprite(pact, p->pos.x, p->pos.y, p->pos.z + gs.playerheight);
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if (psectlotag < 3)
{
psect = s->sectnum;
if (ud.clipping == 0 && sector[psect].lotag == 31)
{
2020-11-04 18:09:38 +00:00
auto secact = ScriptIndexToActor(sector[psect].hitag);
if (secact && secact->s->xvel && secact->temp_data[0] == 0)
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{
quickkill(p);
return;
}
}
}
if (truefdist < gs.playerheight && p->on_ground && psectlotag != 1 && shrunk == 0 && p->cursector()->lotag == 1)
if (!S_CheckActorSoundPlaying(pact, DUKE_ONWATER))
S_PlayActorSound(DUKE_ONWATER, pact);
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if (p->cursectnum != s->sectnum)
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changeactorsect(pact, p->cursectnum);
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if (ud.clipping == 0)
j = (pushmove(&p->pos, &p->cursectnum, 164L, (4L << 8), (4L << 8), CLIPMASK0) < 0 && furthestangle(p->GetActor(), 8) < 512);
2020-05-18 22:26:07 +00:00
else j = 0;
if (ud.clipping == 0)
{
if (abs(pact->floorz - pact->ceilingz) < (48 << 8) || j)
2020-05-18 22:26:07 +00:00
{
if (!(s->sector()->lotag & 0x8000) && (isanunderoperator(s->sector()->lotag) ||
isanearoperator(s->sector()->lotag)))
2020-11-02 18:28:59 +00:00
fi.activatebysector(s->sectnum, pact);
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if (j)
{
quickkill(p);
return;
}
}
else if (abs(fz - cz) < (32 << 8) && isanunderoperator(sector[psect].lotag))
2020-11-02 18:28:59 +00:00
fi.activatebysector(psect, pact);
2020-05-18 22:26:07 +00:00
}
// center_view
if (actions & SB_CENTERVIEW || p->hard_landing)
2020-05-18 22:26:07 +00:00
{
playerCenterView(snum);
}
else if (actions & SB_LOOK_UP)
2020-05-18 22:26:07 +00:00
{
2020-08-28 22:57:07 +00:00
playerLookUp(snum, actions);
2020-05-18 22:26:07 +00:00
}
else if (actions & SB_LOOK_DOWN)
2020-05-18 22:26:07 +00:00
{
2020-08-28 22:57:07 +00:00
playerLookDown(snum, actions);
2020-05-18 22:26:07 +00:00
}
else if (actions & SB_AIM_UP)
2020-05-18 22:26:07 +00:00
{
2020-08-28 22:57:07 +00:00
playerAimUp(snum, actions);
2020-05-18 22:26:07 +00:00
}
else if (actions & SB_AIM_DOWN)
2020-05-18 22:26:07 +00:00
{ // aim_down
2020-08-28 22:57:07 +00:00
playerAimDown(snum, actions);
2020-05-18 22:26:07 +00:00
}
if (SyncInput())
{
p->horizon.applyinput(GetPlayerHorizon(snum), &actions);
}
2020-11-29 08:00:00 +00:00
p->checkhardlanding();
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//Shooting code/changes
if (p->show_empty_weapon > 0)
{
p->show_empty_weapon--;
if (p->show_empty_weapon == 0)
{
if (p->last_full_weapon == GROW_WEAPON)
p->subweapon |= (1 << GROW_WEAPON);
else if (p->last_full_weapon == SHRINKER_WEAPON)
p->subweapon &= ~(1 << GROW_WEAPON);
fi.addweapon(p, p->last_full_weapon);
return;
}
}
dokneeattack(snum, { FEM1, FEM2, FEM3, FEM4, FEM5, FEM6, FEM7, FEM8, FEM9, FEM10, PODFEM1, NAKED1, STATUE });
2020-05-18 22:26:07 +00:00
if (fi.doincrements(p)) return;
if (p->weapon_pos != 0)
{
if (p->weapon_pos == -9)
{
if (p->last_weapon >= 0)
{
p->oweapon_pos = p->weapon_pos = 10;
// if(p->curr_weapon == KNEE_WEAPON) p->kickback_pic = 1;
2020-05-18 22:26:07 +00:00
p->last_weapon = -1;
}
else if (p->holster_weapon == 0)
p->oweapon_pos = p->weapon_pos = 10;
2020-05-18 22:26:07 +00:00
}
else p->weapon_pos--;
}
// HACKS
processweapon(snum, actions, psect);
2020-05-19 07:54:52 +00:00
}
2020-05-18 22:26:07 +00:00
void processmove_d(int snum, ESyncBits actions, int psect, int fz, int cz, int shrunk, int truefdist)
2020-05-19 16:32:28 +00:00
{
int psectlotag = sector[psect].lotag;
auto p = &ps[snum];
if (psectlotag == 2)
{
underwater(snum, actions, psect, fz, cz);
2020-05-19 16:32:28 +00:00
}
else if (p->jetpack_on)
{
operateJetpack(snum, actions, psectlotag, fz, cz, shrunk);
2020-05-19 16:32:28 +00:00
}
else if (psectlotag != 2)
{
movement(snum, actions, psect, fz, cz, shrunk, truefdist, psectlotag);
2020-05-19 16:32:28 +00:00
}
}
END_DUKE_NS