raze/polymer/eduke32/source/player.c

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "duke3d.h"
#include "common_game.h"
#include "osd.h"
#include "player.h"
#include "demo.h"
#include "enet/enet.h"
#ifdef __ANDROID__
#include "android.h"
#endif
int32_t lastvisinc;
hudweapon_t hudweap;
#ifdef SPLITSCREEN_MOD_HACKS
static int32_t g_snum;
#endif
extern int32_t g_levelTextTime, ticrandomseed;
int32_t g_numObituaries = 0;
int32_t g_numSelfObituaries = 0;
void P_UpdateScreenPal(DukePlayer_t *p)
{
int32_t intowater = 0;
const int32_t sect = p->cursectnum;
if (p->heat_on) p->palette = SLIMEPAL;
else if (sect < 0) p->palette = BASEPAL;
else if (sector[sect].ceilingpicnum >= FLOORSLIME && sector[sect].ceilingpicnum <= FLOORSLIME+2)
{
p->palette = SLIMEPAL;
intowater = 1;
}
else
{
if (sector[p->cursectnum].lotag == ST_2_UNDERWATER) p->palette = WATERPAL;
else p->palette = BASEPAL;
intowater = 1;
}
g_restorePalette = 1+intowater;
}
static void P_IncurDamage(DukePlayer_t *p)
{
int32_t damage;
if (VM_OnEvent(EVENT_INCURDAMAGE, p->i, P_Get(p->i)) != 0)
return;
sprite[p->i].extra -= p->extra_extra8>>8;
damage = sprite[p->i].extra - p->last_extra;
if (damage >= 0)
return;
p->extra_extra8 = 0;
if (p->inv_amount[GET_SHIELD] > 0)
{
int32_t shield_damage = damage * (20 + (krand()%30)) / 100;
damage -= shield_damage;
p->inv_amount[GET_SHIELD] += shield_damage;
if (p->inv_amount[GET_SHIELD] < 0)
{
damage += p->inv_amount[GET_SHIELD];
p->inv_amount[GET_SHIELD] = 0;
}
}
sprite[p->i].extra = p->last_extra + damage;
}
void P_QuickKill(DukePlayer_t *p)
{
P_PalFrom(p, 48, 48,48,48);
sprite[p->i].extra = 0;
sprite[p->i].cstat |= 32768;
if (ud.god == 0)
A_DoGuts(p->i,JIBS6,8);
}
static void A_DoWaterTracers(int32_t x1,int32_t y1,int32_t z1,int32_t x2,int32_t y2,int32_t z2,int32_t n)
{
int32_t i, xv, yv, zv;
int16_t sect = -1;
i = n+1;
xv = tabledivide32_noinline(x2-x1, i);
yv = tabledivide32_noinline(y2-y1, i);
zv = tabledivide32_noinline(z2-z1, i);
if ((klabs(x1-x2)+klabs(y1-y2)) < 3084)
return;
for (i=n; i>0; i--)
{
x1 += xv;
y1 += yv;
z1 += zv;
updatesector(x1,y1,&sect);
if (sect < 0)
break;
if (sector[sect].lotag == ST_2_UNDERWATER)
A_InsertSprite(sect,x1,y1,z1,WATERBUBBLE,-32,4+(krand()&3),4+(krand()&3),krand()&2047,0,0,g_player[0].ps->i,5);
else
A_InsertSprite(sect,x1,y1,z1,SMALLSMOKE,-32,14,14,0,0,0,g_player[0].ps->i,5);
}
}
static inline projectile_t * Proj_GetProjectile(int tile)
{
return ((unsigned)tile < MAXTILES && g_tile[tile].proj) ? g_tile[tile].proj : &DefaultProjectile;
}
static void A_HitscanProjTrail(const vec3_t *sv, const vec3_t *dv, int32_t ang, int32_t atwith)
{
int32_t n, j, i;
int16_t sect = -1;
vec3_t srcvect;
vec3_t destvect;
const projectile_t *const proj = Proj_GetProjectile(atwith);
Bmemcpy(&destvect, dv, sizeof(vec3_t));
srcvect.x = sv->x + tabledivide32_noinline(sintable[(348+ang+512)&2047], proj->offset);
srcvect.y = sv->y + tabledivide32_noinline(sintable[(ang+348)&2047], proj->offset);
srcvect.z = sv->z + 1024+(proj->toffset<<8);
n = ((FindDistance2D(srcvect.x-destvect.x,srcvect.y-destvect.y))>>8)+1;
destvect.x = tabledivide32_noinline((destvect.x-srcvect.x), n);
destvect.y = tabledivide32_noinline((destvect.y-srcvect.y), n);
destvect.z = tabledivide32_noinline((destvect.z-srcvect.z), n);
srcvect.x += destvect.x>>2;
srcvect.y += destvect.y>>2;
srcvect.z += (destvect.z>>2);
for (i=proj->tnum; i>0; i--)
{
srcvect.x += destvect.x;
srcvect.y += destvect.y;
srcvect.z += destvect.z;
updatesector(srcvect.x,srcvect.y,&sect);
if (sect < 0)
break;
getzsofslope(sect,srcvect.x,srcvect.y,&n,&j);
if (srcvect.z > j || srcvect.z < n)
break;
j = A_InsertSprite(sect,srcvect.x,srcvect.y,srcvect.z,proj->trail,-32,
proj->txrepeat,proj->tyrepeat,ang,0,0,g_player[0].ps->i,0);
changespritestat(j, STAT_ACTOR);
}
}
int32_t A_GetHitscanRange(int32_t i)
{
int32_t zoff = (PN == APLAYER) ? PHEIGHT : 0;
hitdata_t hit;
SZ -= zoff;
hitscan((const vec3_t *)&sprite[i],SECT,
sintable[(SA+512)&2047],
sintable[SA&2047],
0,&hit,CLIPMASK1);
SZ += zoff;
return (FindDistance2D(hit.pos.x-SX,hit.pos.y-SY));
}
static int32_t A_FindTargetSprite(const spritetype *s, int32_t aang, int32_t atwith)
{
int32_t gotshrinker,gotfreezer;
int32_t i, j, a, k, cans;
static const int32_t aimstats[] = {
STAT_PLAYER, STAT_DUMMYPLAYER, STAT_ACTOR, STAT_ZOMBIEACTOR
};
int32_t dx1, dy1, dx2, dy2, dx3, dy3, smax, sdist;
int32_t xv, yv;
const int32_t snum = s->picnum == APLAYER ? P_GetP(s) : -1;
if (s->picnum == APLAYER)
{
if (!g_player[snum].ps->auto_aim)
return -1;
if (g_player[snum].ps->auto_aim == 2)
{
if (A_CheckSpriteTileFlags(atwith,SFLAG_PROJECTILE) && (Proj_GetProjectile(atwith)->workslike & PROJECTILE_RPG))
return -1;
switch (DYNAMICTILEMAP(atwith))
{
case TONGUE__STATIC:
case FREEZEBLAST__STATIC:
case SHRINKSPARK__STATIC:
case SHRINKER__STATIC:
case RPG__STATIC:
case FIRELASER__STATIC:
case SPIT__STATIC:
case COOLEXPLOSION1__STATIC:
return -1;
default:
break;
}
}
}
a = s->ang;
j = -1;
gotshrinker = (s->picnum == APLAYER && PWEAPON(snum, g_player[snum].ps->curr_weapon, WorksLike) == SHRINKER_WEAPON);
gotfreezer = (s->picnum == APLAYER && PWEAPON(snum, g_player[snum].ps->curr_weapon, WorksLike) == FREEZE_WEAPON);
smax = INT32_MAX;
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 (A_CheckEnemySprite(&sprite[i]) || k < 2)
{
if (A_CheckEnemySprite(&sprite[i]) || PN == APLAYER || PN == SHARK)
{
if (PN == APLAYER && s->picnum == APLAYER && s != &sprite[i] &&
// ud.ffire == 0 &&
(GTFLAGS(GAMETYPE_PLAYERSFRIENDLY) || (GTFLAGS(GAMETYPE_TDM) &&
g_player[P_Get(i)].ps->team == g_player[snum].ps->team)))
continue;
if (gotshrinker && sprite[i].xrepeat < 30)
{
if (PN == SHARK)
{
if (sprite[i].xrepeat < 20) continue;
continue;
}
else if (!(PN >= GREENSLIME && PN <= GREENSLIME+7))
continue;
}
if (gotfreezer && sprite[i].pal == 1) continue;
}
xv = (SX-s->x);
yv = (SY-s->y);
if ((dy1*xv <= dx1*yv) && (dy2*xv >= dx2*yv))
{
sdist = mulscale(dx3,xv,14) + mulscale(dy3,yv,14);
if (sdist > 512 && sdist < smax)
{
if (s->picnum == APLAYER)
{
const DukePlayer_t *const ps = g_player[P_GetP(s)].ps;
a = (klabs(scale(SZ-s->z,10,sdist)-(ps->horiz+ps->horizoff-100)) < 100);
}
else a = 1;
if (PN == ORGANTIC || PN == ROTATEGUN)
cans = cansee(SX,SY,SZ,SECT,s->x,s->y,s->z-(32<<8),s->sectnum);
else cans = cansee(SX,SY,SZ-(32<<8),SECT,s->x,s->y,s->z-(32<<8),s->sectnum);
if (a && cans)
{
smax = sdist;
j = i;
}
}
}
}
}
return j;
}
static void A_SetHitData(int32_t i, const hitdata_t *hit)
{
actor[i].t_data[6] = hit->wall;
actor[i].t_data[7] = hit->sect;
actor[i].t_data[8] = hit->sprite;
}
static int32_t CheckShootSwitchTile(int32_t pn)
{
return pn == DIPSWITCH || pn == DIPSWITCH+1 ||
pn == DIPSWITCH2 || pn == DIPSWITCH2+1 ||
pn == DIPSWITCH3 || pn == DIPSWITCH3+1 ||
pn == HANDSWITCH || pn == HANDSWITCH+1;
}
static int32_t safeldist(int32_t spritenum1, const spritetype *s2)
{
int32_t dst = ldist(&sprite[spritenum1], s2);
return dst ? dst : 1;
}
// flags:
// 1: do sprite center adjustment (cen-=(8<<8)) for GREENSLIME or ROTATEGUN
// 2: do auto getangle only if not RECON (if clear, do unconditionally)
static int32_t GetAutoAimAngle(int32_t i, int32_t p, int32_t atwith,
int32_t cen_add, int32_t flags,
const vec3_t *srcvect, int32_t vel,
int32_t *zvel, int16_t *sa)
{
int32_t j = -1;
Bassert((unsigned)p < MAXPLAYERS);
#ifdef LUNATIC
g_player[p].ps->autoaimang = g_player[p].ps->auto_aim == 3 ? AUTO_AIM_ANGLE<<1 : AUTO_AIM_ANGLE;
#else
Gv_SetVar(g_iAimAngleVarID, g_player[p].ps->auto_aim == 3 ? AUTO_AIM_ANGLE<<1 : AUTO_AIM_ANGLE, i, p);
#endif
VM_OnEvent(EVENT_GETAUTOAIMANGLE, i, p);
{
#ifdef LUNATIC
int32_t aimang = g_player[p].ps->autoaimang;
#else
int32_t aimang = Gv_GetVar(g_iAimAngleVarID, i, p);
#endif
if (aimang > 0)
j = A_FindTargetSprite(&sprite[i], aimang, atwith);
}
if (j >= 0)
{
const spritetype *const spr = &sprite[j];
int32_t cen = 2*(spr->yrepeat*tilesiz[spr->picnum].y) + cen_add;
int32_t dst;
if (flags)
{
int32_t pn = spr->picnum;
if ((pn >= GREENSLIME && pn <= GREENSLIME+7) || spr->picnum==ROTATEGUN)
{
cen -= (8<<8);
}
}
dst = safeldist(g_player[p].ps->i, &sprite[j]);
*zvel = tabledivide32_noinline((spr->z - srcvect->z - cen)*vel, dst);
if (!(flags&2) || sprite[j].picnum != RECON)
*sa = getangle(spr->x-srcvect->x, spr->y-srcvect->y);
}
return j;
}
static void Proj_MaybeSpawn(int32_t k, int32_t atwith, const hitdata_t *hit)
{
// atwith < 0 is for hard-coded projectiles
projectile_t * const proj = Proj_GetProjectile(atwith);
int32_t spawntile = atwith < 0 ? -atwith : proj->spawns;
if (spawntile >= 0)
{
int32_t wh = A_Spawn(k, spawntile);
if (atwith >= 0)
{
if (proj->sxrepeat > 4)
sprite[wh].xrepeat = proj->sxrepeat;
if (proj->syrepeat > 4)
sprite[wh].yrepeat = proj->syrepeat;
}
A_SetHitData(wh, hit);
}
}
// <extra>: damage that this shotspark does
static int32_t Proj_InsertShotspark(const hitdata_t *hit, int32_t i, int32_t atwith,
int32_t xyrepeat, int32_t ang, int32_t extra)
{
int32_t k = A_InsertSprite(hit->sect, hit->pos.x, hit->pos.y, hit->pos.z,
SHOTSPARK1,-15, xyrepeat,xyrepeat, ang,0,0,i,4);
sprite[k].extra = extra;
// This is a hack to allow you to detect which weapon spawned a SHOTSPARK1:
sprite[k].yvel = atwith;
A_SetHitData(k, hit);
return k;
}
static int32_t Proj_GetExtra(int32_t atwith)
{
projectile_t * const proj = Proj_GetProjectile(atwith);
int32_t extra = proj->extra;
if (proj->extra_rand > 0)
extra += (krand() % proj->extra_rand);
return extra;
}
static void Proj_MaybeAddSpread(int32_t not_accurate_p, int32_t *zvel, int16_t *sa,
int32_t zRange, int32_t angRange)
{
if (not_accurate_p)
{
// Ranges <= 1 mean no spread at all. A range of 1 calls krand() though.
if (zRange > 0)
*zvel += zRange/2 - krand()%zRange;
if (angRange > 0)
*sa += angRange/2 - krand()%angRange;
}
}
static int32_t g_overrideShootZvel = 0; // a boolean
static int32_t g_shootZvel; // the actual zvel if the above is !=0
static int32_t A_GetShootZvel(int32_t defaultzvel)
{
return g_overrideShootZvel ? g_shootZvel : defaultzvel;
}
// Prepare hitscan weapon fired from player p.
static void P_PreFireHitscan(int32_t i, int32_t p, int32_t atwith,
vec3_t *srcvect, int32_t *zvel, int16_t *sa,
int32_t accurate_autoaim_p,
int32_t not_accurate_p)
{
int32_t angRange=32;
int32_t zRange=256;
int32_t j = GetAutoAimAngle(i, p, atwith, 5<<8, 0+1, srcvect, 256, zvel, sa);
DukePlayer_t *const ps = g_player[p].ps;
#ifdef LUNATIC
ps->angrange = angRange;
ps->zrange = zRange;
#else
Gv_SetVar(g_iAngRangeVarID,angRange, i,p);
Gv_SetVar(g_iZRangeVarID,zRange,i,p);
#endif
VM_OnEvent(EVENT_GETSHOTRANGE, i, p);
#ifdef LUNATIC
angRange = ps->angrange;
zRange = ps->zrange;
#else
angRange=Gv_GetVar(g_iAngRangeVarID,i,p);
zRange=Gv_GetVar(g_iZRangeVarID,i,p);
#endif
if (accurate_autoaim_p)
{
if (!ps->auto_aim)
{
hitdata_t hit;
*zvel = A_GetShootZvel((100-ps->horiz-ps->horizoff)<<5);
hitscan(srcvect, sprite[i].sectnum, sintable[(*sa+512)&2047], sintable[*sa&2047],
*zvel<<6,&hit,CLIPMASK1);
if (hit.sprite != -1)
{
const int32_t hitstatnumsbitmap =
((1<<STAT_ACTOR) | (1<<STAT_ZOMBIEACTOR) | (1<<STAT_PLAYER) | (1<<STAT_DUMMYPLAYER));
const int32_t st = sprite[hit.sprite].statnum;
if (st>=0 && st<=30 && (hitstatnumsbitmap&(1<<st)))
j = hit.sprite;
}
}
if (j == -1)
{
*zvel = (100-ps->horiz-ps->horizoff)<<5;
Proj_MaybeAddSpread(not_accurate_p, zvel, sa, zRange, angRange);
}
}
else
{
if (j == -1) // no target
*zvel = (100-ps->horiz-ps->horizoff)<<5;
Proj_MaybeAddSpread(not_accurate_p, zvel, sa, zRange, angRange);
}
srcvect->z -= (2<<8);
}
// Hitscan weapon fired from actor (sprite s);
static void A_PreFireHitscan(const spritetype *s, vec3_t *srcvect, int32_t *zvel, int16_t *sa,
int32_t not_accurate_p)
{
const int32_t j = A_FindPlayer(s, NULL);
const DukePlayer_t *targetps = g_player[j].ps;
const int32_t d = safeldist(targetps->i, s);
*zvel = tabledivide32_noinline((targetps->pos.z-srcvect->z)<<8, d);
srcvect->z -= (4<<8);
if (s->picnum != BOSS1)
{
Proj_MaybeAddSpread(not_accurate_p, zvel, sa, 256, 64);
}
else
{
*sa = getangle(targetps->pos.x-srcvect->x, targetps->pos.y-srcvect->y);
Proj_MaybeAddSpread(not_accurate_p, zvel, sa, 256, 128);
}
}
static int32_t Proj_DoHitscan(int32_t i, int32_t cstatmask,
const vec3_t *srcvect, int32_t zvel, int16_t sa,
hitdata_t *hit)
{
spritetype *const s = &sprite[i];
s->cstat &= ~cstatmask;
zvel = A_GetShootZvel(zvel);
hitscan(srcvect, s->sectnum,
sintable[(sa+512)&2047],
sintable[sa&2047],
zvel<<6, hit, CLIPMASK1);
s->cstat |= cstatmask;
return (hit->sect < 0);
}
static void Proj_DoRandDecalSize(int32_t spritenum, int32_t atwith)
{
const projectile_t *const proj = Proj_GetProjectile(atwith);
if (proj->workslike & PROJECTILE_RANDDECALSIZE)
{
int32_t wh = (krand()&proj->xrepeat);
if (wh < proj->yrepeat)
wh = proj->yrepeat;
sprite[spritenum].xrepeat = wh;
sprite[spritenum].yrepeat = wh;
}
else
{
sprite[spritenum].xrepeat = proj->xrepeat;
sprite[spritenum].yrepeat = proj->yrepeat;
}
}
static int32_t SectorContainsSE13(int32_t sectnum)
{
int32_t i;
if (sectnum >= 0)
for (SPRITES_OF_SECT(sectnum, i))
if (sprite[i].statnum == STAT_EFFECTOR && sprite[i].lotag == SE_13_EXPLOSIVE)
return 1;
return 0;
}
// Maybe handle bit 2 (swap wall bottoms).
// (in that case walltype *hitwal may be stale)
static inline void HandleHitWall(hitdata_t *hit)
{
const walltype *const hitwal = &wall[hit->wall];
if ((hitwal->cstat&2) && redwallp(hitwal))
if (hit->pos.z >= sector[hitwal->nextsector].floorz)
hit->wall = hitwal->nextwall;
}
// Maybe damage a ceiling or floor as the consequence of projectile impact.
// Returns 1 if projectile hit a parallaxed ceiling.
// NOTE: Compare with Proj_MaybeDamageCF() in actors.c
static int32_t Proj_MaybeDamageCF2(int32_t zvel, int32_t hitsect)
{
if (zvel < 0)
{
Bassert(hitsect >= 0);
if (sector[hitsect].ceilingstat&1)
return 1;
Sect_DamageCeilingOrFloor(0, hitsect);
}
else if (zvel > 0)
{
Bassert(hitsect >= 0);
if (sector[hitsect].floorstat&1)
{
// Keep original Duke3D behavior: pass projectiles through
// parallaxed ceilings, but NOT through such floors.
return 0;
}
Sect_DamageCeilingOrFloor(1, hitsect);
}
return 0;
}
// Finish shooting hitscan weapon from player <p>. <k> is the inserted SHOTSPARK1.
// * <spawnatimpacttile> is passed to Proj_MaybeSpawn()
// * <decaltile> and <damagewalltile> are for wall impact
// * <damagewalltile> is passed to A_DamageWall()
// * <flags> is for decals upon wall impact:
// 1: handle random decal size (tile <atwith>)
// 2: set cstat to wall-aligned + random x/y flip
//
// TODO: maybe split into 3 cases (hit neither wall nor sprite, hit sprite, hit wall)?
static int32_t P_PostFireHitscan(int32_t p, int32_t k, hitdata_t *hit, int32_t i, int32_t atwith, int32_t zvel,
int32_t spawnatimpacttile, int32_t decaltile, int32_t damagewalltile,
int32_t flags)
{
if (hit->wall == -1 && hit->sprite == -1)
{
if (Proj_MaybeDamageCF2(zvel, hit->sect))
{
sprite[k].xrepeat = 0;
sprite[k].yrepeat = 0;
return -1;
}
Proj_MaybeSpawn(k, spawnatimpacttile, hit);
}
else if (hit->sprite >= 0)
{
A_DamageObject(hit->sprite, k);
if (sprite[hit->sprite].picnum == APLAYER &&
(ud.ffire == 1 || (!GTFLAGS(GAMETYPE_PLAYERSFRIENDLY) && GTFLAGS(GAMETYPE_TDM) &&
g_player[P_Get(hit->sprite)].ps->team != g_player[P_Get(i)].ps->team)))
{
int32_t l = A_Spawn(k, JIBS6);
sprite[k].xrepeat = sprite[k].yrepeat = 0;
sprite[l].z += (4<<8);
sprite[l].xvel = 16;
sprite[l].xrepeat = sprite[l].yrepeat = 24;
sprite[l].ang += 64-(krand()&127);
}
else
{
Proj_MaybeSpawn(k, spawnatimpacttile, hit);
}
if (p >= 0 && CheckShootSwitchTile(sprite[hit->sprite].picnum))
{
P_ActivateSwitch(p, hit->sprite, 1);
return -1;
}
}
else if (hit->wall >= 0)
{
const walltype *const hitwal = &wall[hit->wall];
Proj_MaybeSpawn(k, spawnatimpacttile, hit);
if (CheckDoorTile(hitwal->picnum) == 1)
goto SKIPBULLETHOLE;
if (p >= 0 && CheckShootSwitchTile(hitwal->picnum))
{
P_ActivateSwitch(p, hit->wall, 0);
return -1;
}
if (hitwal->hitag != 0 || (hitwal->nextwall >= 0 && wall[hitwal->nextwall].hitag != 0))
goto SKIPBULLETHOLE;
if (hit->sect >= 0 && sector[hit->sect].lotag == 0)
if (hitwal->overpicnum != BIGFORCE && (hitwal->cstat&16) == 0)
if ((hitwal->nextsector >= 0 && sector[hitwal->nextsector].lotag == 0) ||
(hitwal->nextsector == -1 && sector[hit->sect].lotag == 0))
{
int32_t l;
if (SectorContainsSE13(hitwal->nextsector))
goto SKIPBULLETHOLE;
for (SPRITES_OF(STAT_MISC, l))
if (sprite[l].picnum == decaltile)
if (dist(&sprite[l],&sprite[k]) < (12+(krand()&7)))
goto SKIPBULLETHOLE;
if (decaltile >= 0)
{
l = A_Spawn(k, decaltile);
A_SetHitData(l, hit);
if (!A_CheckSpriteFlags(l, SFLAG_DECAL))
actor[l].flags |= SFLAG_DECAL;
sprite[l].ang = (getangle(hitwal->x - wall[hitwal->point2].x,
hitwal->y - wall[hitwal->point2].y) + 1536) & 2047;
if (flags & 1)
Proj_DoRandDecalSize(l, atwith);
if (flags&2)
sprite[l].cstat = 16+(krand()&(8+4));
A_SetSprite(l, CLIPMASK0);
// BULLETHOLE already adds itself to the deletion queue in
// A_Spawn(). However, some other tiles do as well.
if (decaltile != BULLETHOLE)
A_AddToDeleteQueue(l);
}
}
SKIPBULLETHOLE:
HandleHitWall(hit);
A_DamageWall(k, hit->wall, &hit->pos, damagewalltile);
}
return 0;
}
// Finish shooting hitscan weapon from actor (sprite <i>).
static int32_t A_PostFireHitscan(const hitdata_t *hit, int32_t i, int32_t atwith, int32_t sa, int32_t extra,
int32_t spawnatimpacttile, int32_t damagewalltile)
{
int32_t k = Proj_InsertShotspark(hit, i, atwith, 24, sa, extra);
if (hit->sprite >= 0)
{
A_DamageObject(hit->sprite, k);
if (sprite[hit->sprite].picnum != APLAYER)
Proj_MaybeSpawn(k, spawnatimpacttile, hit);
else
sprite[k].xrepeat = sprite[k].yrepeat = 0;
}
else if (hit->wall >= 0)
A_DamageWall(k, hit->wall, &hit->pos, damagewalltile);
return k;
}
// Common "spawn blood?" predicate.
// minzdiff: minimal "step" height for blood to be spawned
static int32_t Proj_CheckBlood(const vec3_t *srcvect, const hitdata_t *hit,
int32_t projrange, int32_t minzdiff)
{
const walltype * hitwal;
if (hit->wall < 0 || hit->sect < 0)
return 0;
hitwal = &wall[hit->wall];
if (FindDistance2D(srcvect->x-hit->pos.x, srcvect->y-hit->pos.y) < projrange)
if (hitwal->overpicnum != BIGFORCE && (hitwal->cstat&16) == 0)
if (sector[hit->sect].lotag == 0)
if (hitwal->nextsector < 0 ||
(sector[hitwal->nextsector].lotag == 0 && sector[hit->sect].lotag == 0 &&
sector[hit->sect].floorz-sector[hitwal->nextsector].floorz > minzdiff))
return 1;
return 0;
}
static void Proj_HandleKnee(hitdata_t *hit, int32_t i, int32_t p, int32_t atwith, int32_t sa,
const projectile_t *proj, int32_t inserttile,
int32_t addrandextra, int32_t spawnatimpacttile, int32_t soundnum)
{
const DukePlayer_t *const ps = p >= 0 ? g_player[p].ps : NULL;
int32_t j = A_InsertSprite(hit->sect,hit->pos.x,hit->pos.y,hit->pos.z,
inserttile,-15,0,0,sa,32,0,i,4);
if (proj != NULL)
{
// Custom projectiles.
SpriteProjectile[j].workslike = Proj_GetProjectile(sprite[j].picnum)->workslike;
sprite[j].extra = proj->extra;
}
if (addrandextra > 0)
sprite[j].extra += (krand()&addrandextra);
if (p >= 0)
{
if (spawnatimpacttile >= 0)
{
int32_t k = A_Spawn(j, spawnatimpacttile);
sprite[k].z -= (8<<8);
A_SetHitData(k, hit);
}
if (soundnum >= 0)
A_PlaySound(soundnum, j);
}
if (p >= 0 && ps->inv_amount[GET_STEROIDS] > 0 && ps->inv_amount[GET_STEROIDS] < 400)
sprite[j].extra += (ps->max_player_health>>2);
if (hit->sprite >= 0 && sprite[hit->sprite].picnum != ACCESSSWITCH && sprite[hit->sprite].picnum != ACCESSSWITCH2)
{
A_DamageObject(hit->sprite, j);
if (p >= 0)
P_ActivateSwitch(p, hit->sprite,1);
}
else if (hit->wall >= 0)
{
HandleHitWall(hit);
if (wall[hit->wall].picnum != ACCESSSWITCH && wall[hit->wall].picnum != ACCESSSWITCH2)
{
A_DamageWall(j, hit->wall, &hit->pos, atwith);
if (p >= 0)
P_ActivateSwitch(p, hit->wall,0);
}
}
}
#define MinibossScale(s) (((s)*sprite[i].yrepeat)/80)
static int32_t A_ShootCustom(const int32_t i, const int32_t atwith, int16_t sa, vec3_t * const srcvect)
{
/* Custom projectiles */
projectile_t *const proj = Proj_GetProjectile(atwith);
int32_t j, k = -1, l;
int32_t vel, zvel = 0;
hitdata_t hit;
spritetype *const s = &sprite[i];
const int16_t sect = s->sectnum;
const int32_t p = (s->picnum == APLAYER) ? P_GetP(s) : -1;
DukePlayer_t *const ps = p >= 0 ? g_player[p].ps : NULL;
if (proj->offset == 0)
proj->offset = 1;
switch (proj->workslike & PROJECTILE_TYPE_MASK)
{
case PROJECTILE_HITSCAN:
if (!(proj->workslike & PROJECTILE_NOSETOWNERSHADE) && s->extra >= 0)
s->shade = proj->shade;
if (p >= 0)
P_PreFireHitscan(i, p, atwith, srcvect, &zvel, &sa,
proj->workslike & PROJECTILE_ACCURATE_AUTOAIM,
!(proj->workslike & PROJECTILE_ACCURATE));
else
A_PreFireHitscan(s, srcvect, &zvel, &sa,
!(proj->workslike & PROJECTILE_ACCURATE));
if (Proj_DoHitscan(i, (proj->cstat >= 0) ? proj->cstat : 256 + 1,
srcvect, zvel, sa, &hit))
return -1;
if (proj->range > 0 && klabs(srcvect->x - hit.pos.x) + klabs(srcvect->y - hit.pos.y) > proj->range)
return -1;
if (proj->trail >= 0)
A_HitscanProjTrail(srcvect, &hit.pos, sa, atwith);
if (proj->workslike & PROJECTILE_WATERBUBBLES)
{
if ((krand() & 15) == 0 && sector[hit.sect].lotag == ST_2_UNDERWATER)
A_DoWaterTracers(hit.pos.x, hit.pos.y, hit.pos.z,
srcvect->x, srcvect->y, srcvect->z, 8 - (ud.multimode >> 1));
}
if (p >= 0)
{
k = Proj_InsertShotspark(&hit, i, atwith, 10, sa, Proj_GetExtra(atwith));
if (P_PostFireHitscan(p, k, &hit, i, atwith, zvel,
atwith, proj->decal, atwith, 1 + 2) < 0)
return -1;
}
else
{
k = A_PostFireHitscan(&hit, i, atwith, sa, Proj_GetExtra(atwith),
atwith, atwith);
}
if ((krand() & 255) < 4 && proj->isound >= 0)
S_PlaySound3D(proj->isound, k, &hit.pos);
return -1;
case PROJECTILE_RPG:
if (!(proj->workslike & PROJECTILE_NOSETOWNERSHADE) && s->extra >= 0)
s->shade = proj->shade;
vel = proj->vel;
j = -1;
if (p >= 0)
{
// NOTE: j is a SPRITE_INDEX
j = GetAutoAimAngle(i, p, atwith, 8<<8, 0+2, srcvect, vel, &zvel, &sa);
if (j < 0)
zvel = (100-ps->horiz-ps->horizoff)*(proj->vel/8);
if (proj->sound >= 0)
A_PlaySound(proj->sound, i);
}
else
{
if (!(proj->workslike & PROJECTILE_NOAIM))
{
// NOTE: j is a player index
j = A_FindPlayer(s, NULL);
sa = getangle(g_player[j].ps->opos.x-srcvect->x, g_player[j].ps->opos.y-srcvect->y);
l = safeldist(g_player[j].ps->i, s);
zvel = tabledivide32_noinline((g_player[j].ps->opos.z - srcvect->z)*vel, l);
if (A_CheckEnemySprite(s) && (AC_MOVFLAGS(s, &actor[i]) & face_player_smart))
sa = s->ang + (krand() & 31) - 16;
}
}
if (numplayers > 1 && g_netClient) return -1;
// l may be a SPRITE_INDEX, see above
l = (p >= 0 && j >= 0) ? j : -1;
zvel = A_GetShootZvel(zvel);
j = A_InsertSprite(sect,
srcvect->x + tabledivide32_noinline(sintable[(348 + sa + 512) & 2047], proj->offset),
srcvect->y + tabledivide32_noinline(sintable[(sa + 348) & 2047], proj->offset),
srcvect->z - (1 << 8), atwith, 0, 14, 14, sa, vel, zvel, i, 4);
sprite[j].xrepeat = proj->xrepeat;
sprite[j].yrepeat = proj->yrepeat;
if (proj->pal >= 0)
sprite[j].pal = proj->pal;
if (proj->extra_rand > 0)
sprite[j].extra += (krand()&proj->extra_rand);
if (!(proj->workslike & PROJECTILE_BOUNCESOFFWALLS))
sprite[j].yvel = l; // NOT_BOUNCESOFFWALLS_YVEL
else
{
if (proj->bounces >= 1) sprite[j].yvel = proj->bounces;
else sprite[j].yvel = g_numFreezeBounces;
sprite[j].zvel -= (2 << 4);
}
if (proj->cstat >= 0) sprite[j].cstat = proj->cstat;
else sprite[j].cstat = 128;
if (proj->clipdist != 255) sprite[j].clipdist = proj->clipdist;
else sprite[j].clipdist = 40;
SpriteProjectile[j] = *Proj_GetProjectile(sprite[j].picnum);
return j;
case PROJECTILE_KNEE:
if (p >= 0)
{
zvel = (100 - ps->horiz - ps->horizoff) << 5;
srcvect->z += (6 << 8);
sa += 15;
}
else if (!(proj->workslike & PROJECTILE_NOAIM))
{
int32_t x;
j = g_player[A_FindPlayer(s, &x)].ps->i;
zvel = tabledivide32_noinline((sprite[j].z - srcvect->z) << 8, x + 1);
sa = getangle(sprite[j].x - srcvect->x, sprite[j].y - srcvect->y);
}
Proj_DoHitscan(i, 0, srcvect, zvel, sa, &hit);
if (hit.sect < 0) return -1;
if (proj->range == 0)
proj->range = 1024;
if (proj->range > 0 && klabs(srcvect->x - hit.pos.x) + klabs(srcvect->y - hit.pos.y) > proj->range)
return -1;
Proj_HandleKnee(&hit, i, p, atwith, sa,
proj, atwith,
proj->extra_rand,
proj->spawns, proj->sound);
return -1;
case PROJECTILE_BLOOD:
sa += 64 - (krand() & 127);
if (p < 0) sa += 1024;
zvel = 1024 - (krand() & 2047);
Proj_DoHitscan(i, 0, srcvect, zvel, sa, &hit);
if (proj->range == 0)
proj->range = 1024;
if (Proj_CheckBlood(srcvect, &hit, proj->range,
mulscale3(proj->yrepeat, tilesiz[proj->decal].y) << 8))
{
const walltype *const hitwal = &wall[hit.wall];
if (FindDistance2D(hitwal->x - wall[hitwal->point2].x, hitwal->y - wall[hitwal->point2].y) >
(mulscale3(proj->xrepeat + 8, tilesiz[proj->decal].x)))
{
if (SectorContainsSE13(hitwal->nextsector))
return -1;
if (hitwal->nextwall >= 0 && wall[hitwal->nextwall].hitag != 0)
return -1;
if (hitwal->hitag == 0 && proj->decal >= 0)
{
k = A_Spawn(i, proj->decal);
A_SetHitData(k, &hit);
if (!A_CheckSpriteFlags(k, SFLAG_DECAL))
actor[k].flags |= SFLAG_DECAL;
sprite[k].ang = getangle(hitwal->x - wall[hitwal->point2].x,
hitwal->y - wall[hitwal->point2].y) + 512;
Bmemcpy(&sprite[k], &hit.pos, sizeof(vec3_t));
Proj_DoRandDecalSize(k, atwith);
sprite[k].z += sprite[k].yrepeat << 8;
// sprite[k].cstat = 16+(krand()&12);
sprite[k].cstat = 16;
if (krand() & 1)
sprite[k].cstat |= 4;
if (krand() & 1)
sprite[k].cstat |= 8;
sprite[k].shade = sector[sprite[k].sectnum].floorshade;
A_SetSprite(k, CLIPMASK0);
A_AddToDeleteQueue(k);
changespritestat(k, 5);
}
}
}
return -1;
default:
return -1;
}
}
static int32_t A_ShootHardcoded(int32_t i, int32_t atwith, int16_t sa, vec3_t srcvect,
spritetype *s, int32_t p, DukePlayer_t *ps)
{
int32_t j, k = -1, l;
int32_t vel, zvel = 0;
hitdata_t hit;
const int16_t sect = s->sectnum;
switch (DYNAMICTILEMAP(atwith))
{
case BLOODSPLAT1__STATIC:
case BLOODSPLAT2__STATIC:
case BLOODSPLAT3__STATIC:
case BLOODSPLAT4__STATIC:
sa += 64 - (krand()&127);
if (p < 0) sa += 1024;
zvel = 1024-(krand()&2047);
// fall-through
case KNEE__STATIC:
if (atwith == KNEE)
{
if (p >= 0)
{
zvel = (100-ps->horiz-ps->horizoff)<<5;
srcvect.z += (6<<8);
sa += 15;
}
else
{
int32_t x;
j = g_player[A_FindPlayer(s,&x)].ps->i;
zvel = tabledivide32_noinline((sprite[j].z-srcvect.z)<<8, x+1);
sa = getangle(sprite[j].x-srcvect.x,sprite[j].y-srcvect.y);
}
}
Proj_DoHitscan(i, 0, &srcvect, zvel, sa, &hit);
if (atwith >= BLOODSPLAT1 && atwith <= BLOODSPLAT4)
{
if (Proj_CheckBlood(&srcvect, &hit, 1024, 16<<8))
{
const walltype *const hitwal = &wall[hit.wall];
if (SectorContainsSE13(hitwal->nextsector))
return -1;
if (hitwal->nextwall >= 0 && wall[hitwal->nextwall].hitag != 0)
return -1;
if (hitwal->hitag == 0)
{
k = A_Spawn(i,atwith);
sprite[k].ang = (getangle(hitwal->x - wall[hitwal->point2].x,
hitwal->y - wall[hitwal->point2].y) + 1536) & 2047;
Bmemcpy(&sprite[k], &hit.pos, sizeof(vec3_t));
sprite[k].cstat |= (krand()&4);
A_SetSprite(k,CLIPMASK0);
setsprite(k, (vec3_t *)&sprite[k]);
if (PN == OOZFILTER || PN == NEWBEAST)
sprite[k].pal = 6;
}
}
return -1;
}
if (hit.sect < 0) break;
if (klabs(srcvect.x-hit.pos.x)+klabs(srcvect.y-hit.pos.y) < 1024)
Proj_HandleKnee(&hit, i, p, atwith, sa,
NULL, KNEE, 7, SMALLSMOKE, KICK_HIT);
break;
case SHOTSPARK1__STATIC:
case SHOTGUN__STATIC:
case CHAINGUN__STATIC:
if (s->extra >= 0) s->shade = -96;
if (p >= 0)
P_PreFireHitscan(i, p, atwith, &srcvect, &zvel, &sa,
atwith == SHOTSPARK1__STATIC && !NAM_WW2GI,
1);
else
A_PreFireHitscan(s, &srcvect, &zvel, &sa, 1);
if (Proj_DoHitscan(i, 256+1, &srcvect, zvel, sa, &hit))
return -1;
if ((krand()&15) == 0 && sector[hit.sect].lotag == ST_2_UNDERWATER)
A_DoWaterTracers(hit.pos.x,hit.pos.y,hit.pos.z,
srcvect.x,srcvect.y,srcvect.z,8-(ud.multimode>>1));
if (p >= 0)
{
k = Proj_InsertShotspark(&hit, i, atwith, 10, sa,
G_InitialActorStrength(atwith) + (krand()%6));
if (P_PostFireHitscan(p, k, &hit, i, atwith, zvel,
-SMALLSMOKE, BULLETHOLE, SHOTSPARK1, 0) < 0)
return -1;
}
else
{
k = A_PostFireHitscan(&hit, i, atwith, sa, G_InitialActorStrength(atwith),
-SMALLSMOKE, SHOTSPARK1);
}
if ((krand()&255) < 4)
S_PlaySound3D(PISTOL_RICOCHET, k, &hit.pos);
return -1;
case GROWSPARK__STATIC:
if (p >= 0)
P_PreFireHitscan(i, p, atwith, &srcvect, &zvel, &sa, 1, 1);
else
A_PreFireHitscan(s, &srcvect, &zvel, &sa, 1);
if (Proj_DoHitscan(i, 256 + 1, &srcvect, zvel, sa, &hit))
return -1;
j = A_InsertSprite(hit.sect,hit.pos.x,hit.pos.y,hit.pos.z,GROWSPARK,-16,28,28,sa,0,0,i,1);
sprite[j].pal = 2;
sprite[j].cstat |= 130;
sprite[j].xrepeat = sprite[j].yrepeat = 1;
A_SetHitData(j, &hit);
if (hit.wall == -1 && hit.sprite == -1 && hit.sect >= 0)
{
Proj_MaybeDamageCF2(zvel, hit.sect);
}
else if (hit.sprite >= 0) A_DamageObject(hit.sprite,j);
else if (hit.wall >= 0 && wall[hit.wall].picnum != ACCESSSWITCH && wall[hit.wall].picnum != ACCESSSWITCH2)
A_DamageWall(j,hit.wall,&hit.pos,atwith);
break;
case FIRELASER__STATIC:
case SPIT__STATIC:
case COOLEXPLOSION1__STATIC:
{
int32_t tsiz;
if (s->extra >= 0) s->shade = -96;
switch (atwith)
{
case SPIT__STATIC:
vel = 292;
break;
case COOLEXPLOSION1__STATIC:
if (s->picnum == BOSS2) vel = 644;
else vel = 348;
srcvect.z -= (4<<7);
break;
case FIRELASER__STATIC:
default:
vel = 840;
srcvect.z -= (4<<7);
break;
}
if (p >= 0)
{
j = GetAutoAimAngle(i, p, atwith, -(12<<8), 0, &srcvect, vel, &zvel, &sa);
if (j < 0)
zvel = (100-ps->horiz-ps->horizoff)*98;
}
else
{
j = A_FindPlayer(s, NULL);
// sa = getangle(g_player[j].ps->opos.x-sx,g_player[j].ps->opos.y-sy);
sa += 16-(krand()&31);
hit.pos.x = safeldist(g_player[j].ps->i, s);
zvel = tabledivide32_noinline((g_player[j].ps->opos.z - srcvect.z + (3<<8))*vel, hit.pos.x);
}
zvel = A_GetShootZvel(zvel);
if (atwith == SPIT)
{
tsiz = 18;
srcvect.z -= (10<<8);
}
else if (p >= 0)
tsiz = 7;
else
{
if (atwith == FIRELASER)
{
if (p >= 0)
tsiz = 34;
else
tsiz = 18;
}
else
tsiz = 18;
}
j = A_InsertSprite(sect,srcvect.x,srcvect.y,srcvect.z,
atwith,-127,tsiz,tsiz,sa,vel,zvel,i,4);
sprite[j].extra += (krand()&7);
if (atwith == COOLEXPLOSION1)
{
sprite[j].shade = 0;
if (PN == BOSS2)
{
l = sprite[j].xvel;
sprite[j].xvel = MinibossScale(1024);
A_SetSprite(j,CLIPMASK0);
sprite[j].xvel = l;
sprite[j].ang += 128-(krand()&255);
}
}
sprite[j].cstat = 128;
sprite[j].clipdist = 4;
sa = s->ang+32-(krand()&63);
zvel += 512-(krand()&1023);
return j;
}
case FREEZEBLAST__STATIC:
srcvect.z += (3<<8);
case RPG__STATIC:
// XXX: "CODEDUP"
if (s->extra >= 0) s->shade = -96;
vel = 644;
j = -1;
if (p >= 0)
{
// NOTE: j is a SPRITE_INDEX
j = GetAutoAimAngle(i, p, atwith, 8<<8, 0+2, &srcvect, vel, &zvel, &sa);
if (j < 0)
zvel = (100-ps->horiz-ps->horizoff)*81;
if (atwith == RPG)
A_PlaySound(RPG_SHOOT,i);
}
else
{
// NOTE: j is a player index
j = A_FindPlayer(s, NULL);
sa = getangle(g_player[j].ps->opos.x-srcvect.x, g_player[j].ps->opos.y-srcvect.y);
if (PN == BOSS3)
srcvect.z -= MinibossScale(32<<8);
else if (PN == BOSS2)
{
vel += 128;
srcvect.z += MinibossScale(24<<8);
}
l = safeldist(g_player[j].ps->i, s);
zvel = tabledivide32_noinline((g_player[j].ps->opos.z - srcvect.z)*vel, l);
if (A_CheckEnemySprite(s) && (AC_MOVFLAGS(s, &actor[i]) & face_player_smart))
sa = s->ang+(krand()&31)-16;
}
if (numplayers > 1 && g_netClient)
return -1;
// l may be a SPRITE_INDEX, see above
l = (p >= 0 && j >= 0) ? j : -1;
zvel = A_GetShootZvel(zvel);
j = A_InsertSprite(sect,
srcvect.x+(sintable[(348+sa+512)&2047]/448),
srcvect.y+(sintable[(sa+348)&2047]/448),
srcvect.z-(1<<8),atwith,0,14,14,sa,vel,zvel,i,4);
sprite[j].extra += (krand()&7);
if (atwith != FREEZEBLAST)
sprite[j].yvel = l; // RPG_YVEL
else
{
sprite[j].yvel = g_numFreezeBounces;
sprite[j].xrepeat >>= 1;
sprite[j].yrepeat >>= 1;
sprite[j].zvel -= (2<<4);
}
if (p == -1)
{
if (PN == BOSS3)
{
if (krand()&1)
{
sprite[j].x -= MinibossScale(sintable[sa&2047]>>6);
sprite[j].y -= MinibossScale(sintable[(sa+1024+512)&2047]>>6);
sprite[j].ang -= MinibossScale(8);
}
else
{
sprite[j].x += MinibossScale(sintable[sa&2047]>>6);
sprite[j].y += MinibossScale(sintable[(sa+1024+512)&2047]>>6);
sprite[j].ang += MinibossScale(4);
}
sprite[j].xrepeat = MinibossScale(42);
sprite[j].yrepeat = MinibossScale(42);
}
else if (PN == BOSS2)
{
sprite[j].x -= MinibossScale(sintable[sa&2047]/56);
sprite[j].y -= MinibossScale(sintable[(sa+1024+512)&2047]/56);
sprite[j].ang -= MinibossScale(8)+(krand()&255)-128;
sprite[j].xrepeat = 24;
sprite[j].yrepeat = 24;
}
else if (atwith != FREEZEBLAST)
{
sprite[j].xrepeat = 30;
sprite[j].yrepeat = 30;
sprite[j].extra >>= 2;
}
}
else if (PWEAPON(p, g_player[p].ps->curr_weapon, WorksLike) == DEVISTATOR_WEAPON)
{
sprite[j].extra >>= 2;
sprite[j].ang += 16-(krand()&31);
sprite[j].zvel += 256-(krand()&511);
if (g_player[p].ps->hbomb_hold_delay)
{
sprite[j].x -= sintable[sa&2047]/644;
sprite[j].y -= sintable[(sa+1024+512)&2047]/644;
}
else
{
sprite[j].x += sintable[sa&2047]>>8;
sprite[j].y += sintable[(sa+1024+512)&2047]>>8;
}
sprite[j].xrepeat >>= 1;
sprite[j].yrepeat >>= 1;
}
sprite[j].cstat = 128;
if (atwith == RPG)
sprite[j].clipdist = 4;
else
sprite[j].clipdist = 40;
return j;
case HANDHOLDINGLASER__STATIC:
{
const int32_t zoff = (p>=0) ? g_player[p].ps->pyoff : 0;
if (p >= 0)
zvel = (100-ps->horiz-ps->horizoff)*32;
else zvel = 0;
srcvect.z -= zoff;
Proj_DoHitscan(i, 0, &srcvect, zvel, sa, &hit);
srcvect.z += zoff;
j = 0;
if (hit.sprite >= 0) break;
if (hit.wall >= 0 && hit.sect >= 0)
if (((hit.pos.x-srcvect.x)*(hit.pos.x-srcvect.x)+(hit.pos.y-srcvect.y)*(hit.pos.y-srcvect.y)) < (290*290))
{
// ST_2_UNDERWATER
if (wall[hit.wall].nextsector >= 0)
{
if (sector[wall[hit.wall].nextsector].lotag <= 2 && sector[hit.sect].lotag <= 2)
j = 1;
}
else if (sector[hit.sect].lotag <= 2)
j = 1;
}
if (j == 1)
{
int32_t lTripBombControl = (p < 0) ? 0 :
#ifdef LUNATIC
g_player[p].ps->tripbombControl;
#else
Gv_GetVarByLabel("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE, g_player[p].ps->i, p);
#endif
k = A_InsertSprite(hit.sect,hit.pos.x,hit.pos.y,hit.pos.z,TRIPBOMB,-16,4,5,sa,0,0,i,6);
if (lTripBombControl & TRIPBOMB_TIMER)
{
#ifdef LUNATIC
int32_t lLifetime = g_player[p].ps->tripbombLifetime;
int32_t lLifetimeVar = g_player[p].ps->tripbombLifetimeVar;
#else
int32_t lLifetime=Gv_GetVarByLabel("STICKYBOMB_LIFETIME", NAM_GRENADE_LIFETIME, g_player[p].ps->i, p);
int32_t lLifetimeVar=Gv_GetVarByLabel("STICKYBOMB_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, g_player[p].ps->i, p);
#endif
// set timer. blows up when at zero....
actor[k].t_data[7]=lLifetime
+ mulscale(krand(),lLifetimeVar, 14)
- lLifetimeVar;
// TIMER_CONTROL
actor[k].t_data[6]=1;
}
else
sprite[k].hitag = k;
A_PlaySound(LASERTRIP_ONWALL,k);
sprite[k].xvel = -20;
A_SetSprite(k,CLIPMASK0);
sprite[k].cstat = 16;
{
int32_t p2 = wall[hit.wall].point2;
int32_t a = getangle(wall[hit.wall].x-wall[p2].x, wall[hit.wall].y-wall[p2].y)-512;
actor[k].t_data[5] = sprite[k].ang = a;
}
}
return j?k:-1;
}
case BOUNCEMINE__STATIC:
case MORTER__STATIC:
{
int32_t x;
if (s->extra >= 0) s->shade = -96;
j = g_player[A_FindPlayer(s, NULL)].ps->i;
x = ldist(&sprite[j],s);
zvel = -x>>1;
if (zvel < -4096)
zvel = -2048;
vel = x>>4;
zvel = A_GetShootZvel(zvel);
A_InsertSprite(sect,
srcvect.x+(sintable[(512+sa+512)&2047]>>8),
srcvect.y+(sintable[(sa+512)&2047]>>8),
srcvect.z+(6<<8),atwith,-64,32,32,sa,vel,zvel,i,1);
break;
}
case SHRINKER__STATIC:
if (s->extra >= 0) s->shade = -96;
if (p >= 0)
{
j = GetAutoAimAngle(i, p, atwith, 4<<8, 0, &srcvect, 768, &zvel, &sa);
if (j < 0)
zvel = (100-ps->horiz-ps->horizoff)*98;
}
else if (s->statnum != STAT_EFFECTOR)
{
j = A_FindPlayer(s, NULL);
l = safeldist(g_player[j].ps->i, s);
zvel = tabledivide32_noinline((g_player[j].ps->opos.z-srcvect.z)*512, l);
}
else zvel = 0;
zvel = A_GetShootZvel(zvel);
j = A_InsertSprite(sect,
srcvect.x+(sintable[(512+sa+512)&2047]>>12),
srcvect.y+(sintable[(sa+512)&2047]>>12),
srcvect.z+(2<<8),SHRINKSPARK,-16,28,28,sa,768,zvel,i,4);
sprite[j].cstat = 128;
sprite[j].clipdist = 32;
return j;
}
return -1;
}
int32_t A_ShootWithZvel(int32_t i, int32_t atwith, int32_t override_zvel)
{
int16_t sa;
vec3_t srcvect;
spritetype *const s = &sprite[i];
const int32_t p = (s->picnum == APLAYER) ? P_GetP(s) : -1;
DukePlayer_t *const ps = p >= 0 ? g_player[p].ps : NULL;
Bassert(atwith >= 0);
if (override_zvel != SHOOT_HARDCODED_ZVEL)
{
g_overrideShootZvel = 1;
g_shootZvel = override_zvel;
}
else
g_overrideShootZvel = 0;
if (s->picnum == APLAYER)
{
Bmemcpy(&srcvect,ps,sizeof(vec3_t));
srcvect.z += ps->pyoff+(4<<8);
sa = ps->ang;
ps->crack_time = 777;
}
else
{
sa = s->ang;
Bmemcpy(&srcvect,s,sizeof(vec3_t));
srcvect.z -= (((s->yrepeat*tilesiz[s->picnum].y)<<1)-(4<<8));
if (s->picnum != ROTATEGUN)
{
srcvect.z -= (7<<8);
if (A_CheckEnemySprite(s) && PN != COMMANDER)
{
srcvect.x += (sintable[(sa+1024+96)&2047]>>7);
srcvect.y += (sintable[(sa+512+96)&2047]>>7);
}
}
}
return A_CheckSpriteTileFlags(atwith, SFLAG_PROJECTILE) ?
A_ShootCustom(i, atwith, sa, &srcvect) :
A_ShootHardcoded(i, atwith, sa, srcvect, s, p, ps);
}
//////////////////// HUD WEAPON / MISC. DISPLAY CODE ////////////////////
static void P_DisplaySpit(void)
{
DukePlayer_t *const ps = g_player[screenpeek].ps;
const int32_t loogcnt = ps->loogcnt;
if (loogcnt == 0)
return;
if (VM_OnEvent(EVENT_DISPLAYSPIT, ps->i, screenpeek) != 0)
return;
const int32_t y = loogcnt<<2;
for (int32_t i=0; i < ps->numloogs; i++)
{
int32_t a = klabs(sintable[((loogcnt+i)<<5)&2047])>>5;
int32_t z = 4096 + ((loogcnt+i)<<9);
int32_t x = (-g_player[screenpeek].sync->avel>>1) + (sintable[((loogcnt+i)<<6)&2047]>>10);
rotatesprite_fs(
(ps->loogiex[i]+x)<<16, (200+ps->loogiey[i]-y)<<16,
z-(i<<8), 256-a,
LOOGIE,0,0,2);
}
}
int32_t P_GetHudPal(const DukePlayer_t *p)
{
if (sprite[p->i].pal == 1)
return 1;
if (p->cursectnum >= 0)
{
int32_t dapal = sector[p->cursectnum].floorpal;
if (!g_noFloorPal[dapal])
return dapal;
}
return 0;
}
static int32_t P_DisplayFist(int32_t gs)
{
int32_t looking_arc,fisti,fistpal;
int32_t fistzoom, fistz;
int32_t wx[2] = { windowx1, windowx2 };
const DukePlayer_t *const ps = g_player[screenpeek].ps;
fisti = ps->fist_incs;
if (fisti > 32) fisti = 32;
if (fisti <= 0) return 0;
switch (VM_OnEvent(EVENT_DISPLAYFIST, ps->i, screenpeek))
{
case 1:
return 1;
case -1:
return 0;
}
looking_arc = klabs(ps->look_ang)/9;
fistzoom = 65536 - (sintable[(512+(fisti<<6))&2047]<<2);
fistzoom = clamp(fistzoom, 40920, 90612);
fistz = 194 + (sintable[((6+fisti)<<7)&2047]>>9);
fistpal = P_GetHudPal(ps);
#ifdef SPLITSCREEN_MOD_HACKS
// XXX: this is outdated, doesn't handle above/below split.
if (g_fakeMultiMode==2)
wx[(g_snum==0)] = (wx[0]+wx[1])/2+1;
#endif
rotatesprite(
(-fisti+222+(g_player[screenpeek].sync->avel>>5))<<16,
(looking_arc+fistz)<<16,
fistzoom,0,FIST,gs,fistpal,2,
wx[0],windowy1,wx[1],windowy2);
return 1;
}
#define DRAWEAP_CENTER 262144
#define weapsc(sc) scale(sc, ud.weaponscale, 100)
static int32_t g_dts_yadd;
static void G_DrawTileScaled(int32_t x, int32_t y, int32_t tilenum, int32_t shade, int32_t orientation, int32_t p)
{
int32_t ang = 0;
int32_t xoff = 192;
int32_t wx[2] = { windowx1, windowx2 };
int32_t wy[2] = { windowy1, windowy2 };
int32_t yofs = 0;
switch (hudweap.cur)
{
case DEVISTATOR_WEAPON:
case TRIPBOMB_WEAPON:
xoff = 160;
break;
default:
if (orientation & DRAWEAP_CENTER)
{
xoff = 160;
orientation &= ~DRAWEAP_CENTER;
}
break;
}
// bit 4 means "flip x" for G_DrawTileScaled
if (orientation&4)
ang = 1024;
#ifdef SPLITSCREEN_MOD_HACKS
if (g_fakeMultiMode==2)
{
const int32_t sidebyside = (ud.screen_size!=0);
// splitscreen HACK
orientation &= ~(1024|512|256);
if (sidebyside)
{
orientation &= ~8;
wx[(g_snum==0)] = (wx[0]+wx[1])/2 + 2;
}
else
{
orientation |= 8;
if (g_snum==0)
yofs = -(100<<16);
wy[(g_snum==0)] = (wy[0]+wy[1])/2 + 2;
}
}
#endif
#ifdef USE_OPENGL
if (getrendermode() >= REND_POLYMOST && usemodels && md_tilehasmodel(tilenum,p) >= 0)
y += (224-weapsc(224));
#endif
rotatesprite(weapsc(x<<16) + ((xoff-weapsc(xoff))<<16),
weapsc((y<<16) + g_dts_yadd) + ((200-weapsc(200))<<16) + yofs,
weapsc(65536L),ang,tilenum,shade,p,(2|orientation),
wx[0],wy[0], wx[1],wy[1]);
}
static void G_DrawWeaponTile(int32_t x, int32_t y, int32_t tilenum, int32_t shade, int32_t orientation, int32_t p,
uint8_t slot)
{
static int32_t shadef[2] = { 0, 0 }, palf[2] = { 0, 0 };
// sanity checking the slot value
if (slot > 1)
slot = 1;
// basic fading between player weapon shades
if (shadef[slot] != shade && (!p || palf[slot] == p))
{
shadef[slot] += (shade - shadef[slot]) >> 2;
if (!((shade - shadef[slot]) >> 2))
shadef[slot] = logapproach(shadef[slot], shade);
}
else
shadef[slot] = shade;
palf[slot] = p;
#ifdef USE_OPENGL
if (getrendermode() >= REND_POLYMOST)
if (tilenum >= CHAINGUN + 1 && tilenum <= CHAINGUN + 4)
if (!usemodels || md_tilehasmodel(tilenum, p) < 0)
{
// HACK: Draw the upper part of the chaingun two screen
// pixels (not texels; multiplied by weapon scale) lower
// first, preventing ugly horizontal seam.
g_dts_yadd = tabledivide32_noinline(65536 * 2 * 200, ydim);
G_DrawTileScaled(x, y, tilenum, shadef[slot], orientation, p);
g_dts_yadd = 0;
}
#endif
G_DrawTileScaled(x, y, tilenum, shadef[slot], orientation, p);
}
static inline void G_DrawWeaponTileWithID(int32_t id, int32_t x, int32_t y, int32_t tilenum, int32_t shade,
int32_t orientation, int32_t p, uint8_t slot)
{
int oldid = guniqhudid;
guniqhudid = id;
G_DrawWeaponTile(x, y, tilenum, shade, orientation, p, slot);
guniqhudid = oldid;
}
static int32_t P_DisplayKnee(int32_t gs)
{
static const int8_t knee_y[] = {0,-8,-16,-32,-64,-84,-108,-108,-108,-72,-32,-8};
const DukePlayer_t *const ps = g_player[screenpeek].ps;
if (ps->knee_incs == 0)
return 0;
switch (VM_OnEvent(EVENT_DISPLAYKNEE, ps->i, screenpeek))
{
case 1:
return 1;
case -1:
return 0;
}
if (ps->knee_incs >= ARRAY_SIZE(knee_y) || sprite[ps->i].extra <= 0)
return 0;
int32_t looking_arc, pal;
looking_arc = knee_y[ps->knee_incs] + klabs(ps->look_ang)/9;
looking_arc -= (ps->hard_landing<<3);
pal = P_GetHudPal(ps);
if (pal == 0)
pal = ps->palookup;
G_DrawTileScaled(105+(g_player[screenpeek].sync->avel>>5)-(ps->look_ang>>1)+(knee_y[ps->knee_incs]>>2),
looking_arc+280-((ps->horiz-ps->horizoff)>>4),KNEE,gs,4+DRAWEAP_CENTER,pal);
return 1;
}
static int32_t P_DisplayKnuckles(int32_t gs)
{
static const int8_t knuckle_frames[] = {0,1,2,2,3,3,3,2,2,1,0};
const DukePlayer_t *const ps = g_player[screenpeek].ps;
if (WW2GI)
return 0;
if (ps->knuckle_incs == 0)
return 0;
switch (VM_OnEvent(EVENT_DISPLAYKNUCKLES, ps->i, screenpeek))
{
case 1:
return 1;
case -1:
return 0;
}
if ((unsigned) (ps->knuckle_incs>>1) >= ARRAY_SIZE(knuckle_frames) || sprite[ps->i].extra <= 0)
return 0;
int32_t looking_arc, pal;
looking_arc = klabs(ps->look_ang)/9;
looking_arc -= (ps->hard_landing<<3);
pal = P_GetHudPal(ps);
G_DrawTileScaled(160+(g_player[screenpeek].sync->avel>>5)-(ps->look_ang>>1),
looking_arc+180-((ps->horiz-ps->horizoff)>>4),
CRACKKNUCKLES+knuckle_frames[ps->knuckle_incs>>1],gs,4+DRAWEAP_CENTER,pal);
return 1;
}
#if !defined LUNATIC
// Set C-CON's WEAPON and WORKSLIKE gamevars.
void P_SetWeaponGamevars(int32_t snum, const DukePlayer_t *p)
{
Gv_SetVar(g_iWeaponVarID, p->curr_weapon, p->i, snum);
Gv_SetVar(g_iWorksLikeVarID,
((unsigned)p->curr_weapon < MAX_WEAPONS) ? PWEAPON(snum, p->curr_weapon, WorksLike) : -1,
p->i, snum);
}
#endif
static void P_FireWeapon(int32_t snum)
{
int32_t i;
DukePlayer_t *const p = g_player[snum].ps;
if (VM_OnEvent(EVENT_DOFIRE, p->i, snum) || p->weapon_pos != 0)
return;
if (PWEAPON(snum, p->curr_weapon, WorksLike) != KNEE_WEAPON)
p->ammo_amount[p->curr_weapon]--;
if (PWEAPON(snum, p->curr_weapon, FireSound) > 0)
A_PlaySound(PWEAPON(snum, p->curr_weapon, FireSound), p->i);
P_SetWeaponGamevars(snum, p);
// OSD_Printf("doing %d %d %d\n",PWEAPON(snum, p->curr_weapon, Shoots),p->curr_weapon,snum);
A_Shoot(p->i, PWEAPON(snum, p->curr_weapon, Shoots));
for (i = PWEAPON(snum, p->curr_weapon, ShotsPerBurst) - 1; i > 0; i--)
{
if (PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_FIREEVERYOTHER)
{
// this makes the projectiles fire on a delay from player code
actor[p->i].t_data[7] = (PWEAPON(snum, p->curr_weapon, ShotsPerBurst)) << 1;
}
else
{
if (PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_AMMOPERSHOT &&
PWEAPON(snum, p->curr_weapon, WorksLike) != KNEE_WEAPON)
{
if (p->ammo_amount[p->curr_weapon] > 0)
p->ammo_amount[p->curr_weapon]--;
else
break;
}
A_Shoot(p->i, PWEAPON(snum, p->curr_weapon, Shoots));
}
}
if (!(PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_NOVISIBLE))
p->visibility = 0;
}
static void P_DoWeaponSpawn(int32_t snum)
{
int32_t j;
const DukePlayer_t *const p = g_player[snum].ps;
// NOTE: For the 'Spawn' member, 0 means 'none', too (originally so,
// i.e. legacy). The check for <0 was added to the check because mod
// authors (rightly) assumed that -1 is the no-op value.
if (PWEAPON(snum, p->curr_weapon, Spawn) <= 0) // <=0 : AMC TC beta/RC2 has WEAPONx_SPAWN -1
return;
j = A_Spawn(p->i, PWEAPON(snum, p->curr_weapon, Spawn));
if ((PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_SPAWNTYPE3))
{
// like chaingun shells
sprite[j].ang += 1024;
sprite[j].ang &= 2047;
sprite[j].xvel += 32;
sprite[j].z += (3<<8);
}
A_SetSprite(j,CLIPMASK0);
}
void P_DisplayScuba(void)
{
if (g_player[screenpeek].ps->scuba_on)
{
const DukePlayer_t *const ps = g_player[screenpeek].ps;
if (VM_OnEvent(EVENT_DISPLAYSCUBA, ps->i, screenpeek) != 0)
return;
int32_t p = P_GetHudPal(ps);
#ifdef SPLITSCREEN_MOD_HACKS
g_snum = screenpeek;
#endif
#ifdef USE_OPENGL
if (getrendermode() >= REND_POLYMOST)
G_DrawTileScaled(44, (200-tilesiz[SCUBAMASK].y), SCUBAMASK, 0, 2+16+DRAWEAP_CENTER, p);
#endif
G_DrawTileScaled(43, (200-tilesiz[SCUBAMASK].y), SCUBAMASK, 0, 2+16+DRAWEAP_CENTER, p);
G_DrawTileScaled(320-43, (200-tilesiz[SCUBAMASK].y), SCUBAMASK, 0, 2+4+16+DRAWEAP_CENTER, p);
}
}
static const int8_t access_tip_y [] ={
0, -8, -16, -32, -64, -84, -108, -108, -108, -108, -108, -108, -108, -108, -108, -108, -96, -72, -64, -32, -16,
/* EDuke32: */ 0, 16, 32, 48,
// At y coord 64, the hand is already not shown.
};
static int32_t P_DisplayTip(int32_t gs)
{
const DukePlayer_t *const ps = g_player[screenpeek].ps;
if (ps->tipincs == 0)
return 0;
switch (VM_OnEvent(EVENT_DISPLAYTIP, ps->i, screenpeek))
{
case 1:
return 1;
case -1:
return 0;
}
// Report that the tipping hand has been drawn so that the otherwise
// selected weapon is not drawn.
if ((unsigned)ps->tipincs >= ARRAY_SIZE(access_tip_y))
return 1;
int y, looking_arc, p = 0;
looking_arc = (klabs(ps->look_ang) / 9) - (ps->hard_landing << 3);
p = P_GetHudPal(ps);
y = access_tip_y[ps->tipincs] >> 1;
guniqhudid = 201;
G_DrawTileScaled(170 + (g_player[screenpeek].sync->avel >> 5) - (ps->look_ang >> 1),
y + looking_arc + 240 - ((ps->horiz - ps->horizoff) >> 4), TIP + ((26 - ps->tipincs) >> 4), gs,
DRAWEAP_CENTER, p);
guniqhudid = 0;
return 1;
}
static int32_t P_DisplayAccess(int32_t gs)
{
const DukePlayer_t *const ps = g_player[screenpeek].ps;
if (ps->access_incs == 0)
return 0;
switch (VM_OnEvent(EVENT_DISPLAYACCESS, ps->i, screenpeek))
{
case 1:
return 1;
case -1:
return 0;
}
if ((unsigned)ps->access_incs >= ARRAY_SIZE(access_tip_y)-4 || sprite[ps->i].extra <= 0)
return 1;
int y, looking_arc, p = 0;
looking_arc = access_tip_y[ps->access_incs] + (klabs(ps->look_ang) / 9) - (ps->hard_landing << 3);
if (ps->access_spritenum >= 0)
p = sprite[ps->access_spritenum].pal;
y = access_tip_y[ps->access_incs] >> 2;
guniqhudid = 200;
if ((ps->access_incs - 3) > 0 && (ps->access_incs - 3) >> 3)
{
G_DrawTileScaled(170 + (g_player[screenpeek].sync->avel >> 5) - (ps->look_ang >> 1) + y,
looking_arc + 266 - ((ps->horiz - ps->horizoff) >> 4),
HANDHOLDINGLASER + (ps->access_incs >> 3), gs, DRAWEAP_CENTER, p);
}
else
{
G_DrawTileScaled(170 + (g_player[screenpeek].sync->avel >> 5) - (ps->look_ang >> 1) + y,
looking_arc + 266 - ((ps->horiz - ps->horizoff) >> 4), HANDHOLDINGACCESS, gs,
4 + DRAWEAP_CENTER, p);
}
guniqhudid = 0;
return 1;
}
static int32_t fistsign;
void P_DisplayWeapon(void)
{
int32_t gun_pos, looking_arc, cw;
int32_t weapon_xoffset, i, j;
int32_t o = 0,pal = 0;
DukePlayer_t *const p = g_player[screenpeek].ps;
const uint8_t *const kb = &p->kickback_pic;
int32_t gs;
#ifdef SPLITSCREEN_MOD_HACKS
g_snum = screenpeek;
#endif
looking_arc = klabs(p->look_ang)/9;
gs = sprite[p->i].shade;
if (gs > 24) gs = 24;
if (p->newowner >= 0 || ud.camerasprite >= 0 || p->over_shoulder_on > 0 || (sprite[p->i].pal != 1 && sprite[p->i].extra <= 0))
return;
if (P_DisplayFist(gs) || P_DisplayKnuckles(gs) || P_DisplayTip(gs) || P_DisplayAccess(gs))
goto enddisplayweapon;
P_DisplayKnee(gs);
gun_pos = 80-(p->weapon_pos*p->weapon_pos);
weapon_xoffset = (160)-90;
if (ud.weaponsway)
{
weapon_xoffset -= (sintable[((p->weapon_sway>>1)+512)&2047]/(1024+512));
if (sprite[p->i].xrepeat < 32)
gun_pos -= klabs(sintable[(p->weapon_sway<<2)&2047]>>9);
else gun_pos -= klabs(sintable[(p->weapon_sway>>1)&2047]>>10);
}
else gun_pos -= 16;
weapon_xoffset -= 58 + p->weapon_ang;
gun_pos -= (p->hard_landing<<3);
cw = PWEAPON(screenpeek, (p->last_weapon >= 0) ? p->last_weapon : p->curr_weapon, WorksLike);
hudweap.gunposy=gun_pos;
hudweap.lookhoriz=looking_arc;
hudweap.cur=cw;
hudweap.gunposx=weapon_xoffset;
hudweap.shade=gs;
hudweap.count=*kb;
hudweap.lookhalfang=p->look_ang>>1;
if (VM_OnEvent(EVENT_DISPLAYWEAPON, p->i, screenpeek) == 0)
{
j = 14-p->quick_kick;
if ((j != 14 || p->last_quick_kick) && ud.drawweapon == 1)
{
pal = P_GetHudPal(p);
if (pal == 0)
pal = p->palookup;
guniqhudid = 100;
if (j < 6 || j > 12)
G_DrawTileScaled(weapon_xoffset+80-(p->look_ang>>1),
looking_arc+250-gun_pos,KNEE,gs,o|4|DRAWEAP_CENTER,pal);
else G_DrawTileScaled(weapon_xoffset+160-16-(p->look_ang>>1),
looking_arc+214-gun_pos,KNEE+1,gs,o|4|DRAWEAP_CENTER,pal);
guniqhudid = 0;
}
if (sprite[p->i].xrepeat < 40)
{
pal = P_GetHudPal(p);
if (p->jetpack_on == 0)
{
i = sprite[p->i].xvel;
looking_arc += 32-(i>>3);
fistsign += i>>3;
}
cw = weapon_xoffset;
weapon_xoffset += sintable[(fistsign)&2047]>>10;
G_DrawTileScaled(weapon_xoffset+250-(p->look_ang>>1),
looking_arc+258-(klabs(sintable[(fistsign)&2047]>>8)),
FIST,gs,o, pal);
weapon_xoffset = cw - (sintable[(fistsign)&2047]>>10);
G_DrawTileScaled(weapon_xoffset+40-(p->look_ang>>1),
looking_arc+200+(klabs(sintable[(fistsign)&2047]>>8)),
FIST,gs,o|4, pal);
}
else
{
switch (ud.drawweapon)
{
case 1:
break;
case 2:
if ((unsigned)hudweap.cur < MAX_WEAPONS && hudweap.cur != KNEE_WEAPON)
rotatesprite_win(160 << 16, (180 + (p->weapon_pos * p->weapon_pos)) << 16, scale(65536, ud.statusbarscale, 100), 0,
hudweap.cur == GROW_WEAPON ? GROWSPRITEICON : WeaponPickupSprites[hudweap.cur], 0,
0, 2);
default:
goto enddisplayweapon;
}
const int doanim = !(sprite[p->i].pal == 1 || ud.pause_on || g_player[myconnectindex].ps->gm&MODE_MENU);
const int hla = p->look_ang >> 1;
pal = P_GetHudPal(p);
switch (cw)
{
case KNEE_WEAPON:
if (VM_OnEvent(EVENT_DRAWWEAPON, g_player[screenpeek].ps->i, screenpeek) || *kb == 0)
break;
if (pal == 0)
pal = p->palookup;
guniqhudid = cw;
if (*kb < 5 || *kb > 9)
G_DrawTileScaled(weapon_xoffset + 220 - hla, looking_arc + 250 - gun_pos, KNEE,
gs, o, pal);
else
G_DrawTileScaled(weapon_xoffset + 160 - hla, looking_arc + 214 - gun_pos, KNEE + 1,
gs, o, pal);
guniqhudid = 0;
break;
case TRIPBOMB_WEAPON:
if (VM_OnEvent(EVENT_DRAWWEAPON, g_player[screenpeek].ps->i, screenpeek))
break;
weapon_xoffset += 8;
gun_pos -= 10;
if ((*kb) > 6)
looking_arc += ((*kb) << 3);
else if ((*kb) < 4)
{
G_DrawWeaponTileWithID(cw << 2, weapon_xoffset + 142 - hla,
looking_arc + 234 - gun_pos, HANDHOLDINGLASER + 3, gs, o, pal, 0);
}
G_DrawWeaponTileWithID(cw, weapon_xoffset + 130 - hla, looking_arc + 249 - gun_pos,
HANDHOLDINGLASER + ((*kb) >> 2), gs, o, pal, 0);
G_DrawWeaponTileWithID(cw << 1, weapon_xoffset + 152 - hla,
looking_arc + 249 - gun_pos, HANDHOLDINGLASER + ((*kb) >> 2), gs, o | 4,
pal, 0);
break;
case RPG_WEAPON:
if (VM_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek))
break;
weapon_xoffset -= sintable[(768 + ((*kb) << 7)) & 2047] >> 11;
gun_pos += sintable[(768 + ((*kb) << 7)) & 2047] >> 11;
if (!(duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING))
o |= 512;
if (*kb > 0)
{
if (*kb < 8)
{
G_DrawWeaponTileWithID(cw << 1, weapon_xoffset + 164, (looking_arc << 1) + 176 - gun_pos,
RPGGUN + ((*kb) >> 1), gs, o, pal, 0);
}
else if (WW2GI)
{
int32_t const totaltime = PWEAPON(screenpeek, p->curr_weapon, TotalTime);
if (*kb >= totaltime)
{
int32_t const reload = PWEAPON(screenpeek, p->curr_weapon, Reload);
if (*kb < ((reload - totaltime) / 2 + totaltime))
gun_pos -= 10 * ((*kb) - totaltime); // down
else
gun_pos -= 10 * (reload - (*kb)); // up
}
}
}
G_DrawWeaponTileWithID(cw, weapon_xoffset + 164, (looking_arc << 1) + 176 - gun_pos, RPGGUN, gs,
o, pal, 0);
break;
case SHOTGUN_WEAPON:
if (VM_OnEvent(EVENT_DRAWWEAPON, g_player[screenpeek].ps->i, screenpeek))
break;
weapon_xoffset -= 8;
if (WW2GI)
{
int32_t const totaltime = PWEAPON(screenpeek, p->curr_weapon, TotalTime);
int32_t const reload = PWEAPON(screenpeek, p->curr_weapon, Reload);
if (*kb > 0)
gun_pos -= sintable[(*kb)<<7]>>12;
if (*kb > 0 && doanim)
weapon_xoffset += 1-(krand()&3);
if (*kb == 0)
{
G_DrawWeaponTileWithID(cw, weapon_xoffset + 146 - hla, looking_arc + 202 - gun_pos,
SHOTGUN, gs, o, pal, 0);
}
else if (*kb <= totaltime)
{
G_DrawWeaponTileWithID(cw, weapon_xoffset + 146 - hla, looking_arc + 202 - gun_pos,
SHOTGUN + 1, gs, o, pal, 0);
}
// else we are in 'reload time'
else
{
if (*kb < ((reload - totaltime) / 2 + totaltime))
gun_pos -= 10 * ((*kb) - totaltime); // D
else
gun_pos -= 10 * (reload - (*kb)); // U
G_DrawWeaponTileWithID(cw, weapon_xoffset + 146 - hla, looking_arc + 202 - gun_pos,
SHOTGUN, gs, o, pal, 0);
}
break;
}
switch (*kb)
{
case 1:
case 2:
G_DrawWeaponTileWithID(cw << 1, weapon_xoffset + 168 - hla, looking_arc + 201 - gun_pos,
SHOTGUN + 2, -128, o, pal, 0);
case 0:
case 6:
case 7:
case 8:
G_DrawWeaponTileWithID(cw, weapon_xoffset + 146 - hla, looking_arc + 202 - gun_pos,
SHOTGUN, gs, o, pal, 0);
break;
case 3:
case 4:
gun_pos -= 40;
weapon_xoffset += 20;
G_DrawWeaponTileWithID(cw << 1, weapon_xoffset + 178 - hla, looking_arc + 194 - gun_pos,
SHOTGUN + 1 + ((*(kb)-1) >> 1), -128, o, pal, 0);
case 5:
case 9:
case 10:
case 11:
case 12:
G_DrawWeaponTileWithID(cw, weapon_xoffset + 158 - hla, looking_arc + 220 - gun_pos,
SHOTGUN + 3, gs, o, pal, 0);
break;
case 13:
case 14:
case 15:
G_DrawWeaponTileWithID(cw, 32 + weapon_xoffset + 166 - hla, looking_arc + 210 - gun_pos,
SHOTGUN + 4, gs, o, pal, 0);
break;
case 16:
case 17:
case 18:
case 19:
case 24:
case 25:
case 26:
case 27:
G_DrawWeaponTileWithID(cw, 64 + weapon_xoffset + 170 - hla, looking_arc + 196 - gun_pos,
SHOTGUN + 5, gs, o, pal, 0);
break;
case 20:
case 21:
case 22:
case 23:
G_DrawWeaponTileWithID(cw, 64 + weapon_xoffset + 176 - hla, looking_arc + 196 - gun_pos,
SHOTGUN + 6, gs, o, pal, 0);
break;
case 28:
case 29:
case 30:
G_DrawWeaponTileWithID(cw, 32 + weapon_xoffset + 156 - hla, looking_arc + 206 - gun_pos,
SHOTGUN + 4, gs, o, pal, 0);
break;
}
break;
case CHAINGUN_WEAPON:
if (VM_OnEvent(EVENT_DRAWWEAPON, g_player[screenpeek].ps->i, screenpeek))
break;
if (*kb > 0)
{
gun_pos -= sintable[(*kb)<<7]>>12;
if (doanim)
weapon_xoffset += 1-(rand()&3);
}
if (WW2GI)
{
int32_t const totaltime = PWEAPON(screenpeek, p->curr_weapon, TotalTime);
int32_t const reload = PWEAPON(screenpeek, p->curr_weapon, Reload);
if (*kb == 0)
{
G_DrawWeaponTileWithID(cw, weapon_xoffset + 178 - hla,looking_arc+233-gun_pos,
CHAINGUN+1,gs,o,pal,0);
}
else if (*kb <= totaltime)
{
G_DrawWeaponTileWithID(cw, weapon_xoffset + 188 - hla,looking_arc+243-gun_pos,
CHAINGUN+2,gs,o,pal,0);
}
// else we are in 'reload time'
// divide reload time into fifths..
// 1) move weapon up/right, hand on clip (CHAINGUN - 17)
// 2) move weapon up/right, hand removing clip (CHAINGUN - 18)
// 3) hold weapon up/right, hand removed clip (CHAINGUN - 19)
// 4) hold weapon up/right, hand inserting clip (CHAINGUN - 18)
// 5) move weapon down/left, clip inserted (CHAINGUN - 17)
else
{
int iFifths = (reload - totaltime) / 5;
if (iFifths < 1)
iFifths = 1;
if (*kb < iFifths + totaltime)
{
// first segment
int32_t const offset = 80 - 10 * (totaltime + iFifths - (*kb));
gun_pos += offset;
weapon_xoffset += offset;
G_DrawWeaponTileWithID(cw, weapon_xoffset + 168 - hla,looking_arc+260-gun_pos,
CHAINGUN - 17,gs,o,pal,0);
}
else if (*kb < (iFifths * 2 + totaltime))
{
// second segment
gun_pos += 80; // D
weapon_xoffset += 80;
G_DrawWeaponTileWithID(cw, weapon_xoffset + 168 - hla,looking_arc+260-gun_pos,
CHAINGUN - 18,gs,o,pal,0);
}
else if (*kb < (iFifths * 3 + totaltime))
{
// third segment
// up
gun_pos += 80;
weapon_xoffset += 80;
G_DrawWeaponTileWithID(cw, weapon_xoffset + 168 - hla,looking_arc+260-gun_pos,
CHAINGUN - 19,gs,o,pal,0);
}
else if (*kb < (iFifths * 4 + totaltime))
{
// fourth segment
// down
gun_pos += 80; // D
weapon_xoffset += 80;
G_DrawWeaponTileWithID(cw, weapon_xoffset + 168 - hla,looking_arc+260-gun_pos,
CHAINGUN - 18,gs,o,pal,0);
}
else
{
// up and left
int32_t const offset = 10 * (reload - (*kb));
gun_pos += offset; // U
weapon_xoffset += offset;
G_DrawWeaponTileWithID(cw, weapon_xoffset + 168 - hla,looking_arc+260-gun_pos,
CHAINGUN - 17,gs,o,pal,0);
}
}
break;
}
switch (*kb)
{
case 0:
G_DrawWeaponTileWithID(cw, weapon_xoffset+178-(p->look_ang>>1),looking_arc+233-gun_pos,
CHAINGUN+1,gs,o,pal,0);
break;
default:
if (*kb > PWEAPON(screenpeek, CHAINGUN_WEAPON, FireDelay) && *kb < PWEAPON(screenpeek, CHAINGUN_WEAPON, TotalTime))
{
i = 0;
if (doanim) i = rand()&7;
G_DrawWeaponTileWithID(cw<<2, i+weapon_xoffset-4+140-(p->look_ang>>1),i+looking_arc-((*kb)>>1)+208-gun_pos,
CHAINGUN+5+((*kb-4)/5),gs,o,pal,0);
if (doanim) i = rand()&7;
G_DrawWeaponTileWithID(cw<<2, i+weapon_xoffset-4+184-(p->look_ang>>1),i+looking_arc-((*kb)>>1)+208-gun_pos,
CHAINGUN+5+((*kb-4)/5),gs,o,pal,0);
}
if (*kb < PWEAPON(screenpeek, CHAINGUN_WEAPON, TotalTime)-4)
{
i = 0;
if (doanim) i = rand()&7;
G_DrawWeaponTileWithID(cw<<2, i+weapon_xoffset-4+162-(p->look_ang>>1),i+looking_arc-((*kb)>>1)+208-gun_pos,
CHAINGUN+5+((*kb-2)/5),gs,o,pal,0);
G_DrawWeaponTileWithID(cw, weapon_xoffset+178-(p->look_ang>>1),looking_arc+233-gun_pos,
CHAINGUN+1+((*kb)>>1),gs,o,pal,0);
}
else G_DrawWeaponTileWithID(cw, weapon_xoffset+178-(p->look_ang>>1),looking_arc+233-gun_pos,
CHAINGUN+1,gs,o,pal,0);
break;
}
G_DrawWeaponTileWithID(cw<<1, weapon_xoffset+168-(p->look_ang>>1),looking_arc+260-gun_pos,
CHAINGUN,gs,o,pal,0);
break;
case PISTOL_WEAPON:
if (VM_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek))
break;
if ((*kb) < PWEAPON(screenpeek, PISTOL_WEAPON, TotalTime)+1)
{
static uint8_t kb_frames [] ={ 0, 1, 2 };
int32_t l = 195-12+weapon_xoffset;
if ((*kb) == PWEAPON(screenpeek, PISTOL_WEAPON, FireDelay))
l -= 3;
G_DrawWeaponTileWithID(cw, (l-(p->look_ang>>1)), (looking_arc+244-gun_pos), FIRSTGUN+kb_frames[*kb>2 ? 0 : *kb], gs, 2, pal, 0);
break;
}
if (!(duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING) && DUKE)
o |= 512;
if ((*kb) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload)-17)
G_DrawWeaponTileWithID(cw, 194-(p->look_ang>>1), looking_arc+230-gun_pos, FIRSTGUN+4, gs, o, pal, 0);
else if ((*kb) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload)-12)
{
G_DrawWeaponTileWithID(cw<<1, 244-((*kb)<<3)-(p->look_ang>>1), looking_arc+130-gun_pos+((*kb)<<4), FIRSTGUN+6, gs, o, pal, 0);
G_DrawWeaponTileWithID(cw, 224-(p->look_ang>>1), looking_arc+220-gun_pos, FIRSTGUN+5, gs, o, pal, 0);
}
else if ((*kb) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload)-7)
{
G_DrawWeaponTileWithID(cw<<1, 124+((*kb)<<1)-(p->look_ang>>1), looking_arc+430-gun_pos-((*kb)<<3), FIRSTGUN+6, gs, o, pal, 0);
G_DrawWeaponTileWithID(cw, 224-(p->look_ang>>1), looking_arc+220-gun_pos, FIRSTGUN+5, gs, o, pal, 0);
}
else if ((*kb) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - (WW2GI ? 12 : 4))
{
G_DrawWeaponTileWithID(cw<<2, 184-(p->look_ang>>1), looking_arc+235-gun_pos, FIRSTGUN+8, gs, o, pal, 0);
G_DrawWeaponTileWithID(cw, 224-(p->look_ang>>1), looking_arc+210-gun_pos, FIRSTGUN+5, gs, o, pal, 0);
}
else if ((*kb) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - (WW2GI ? 6 : 2))
{
G_DrawWeaponTileWithID(cw<<2, 164-(p->look_ang>>1), looking_arc+245-gun_pos, FIRSTGUN+8, gs, o, pal, 0);
G_DrawWeaponTileWithID(cw, 224-(p->look_ang>>1), looking_arc+220-gun_pos, FIRSTGUN+5, gs, o, pal, 0);
}
else if ((*kb) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload))
G_DrawWeaponTileWithID(cw, 194-(p->look_ang>>1), looking_arc+235-gun_pos, FIRSTGUN+5, gs, o, pal, 0);
break;
case HANDBOMB_WEAPON:
if (VM_OnEvent(EVENT_DRAWWEAPON, g_player[screenpeek].ps->i, screenpeek))
break;
else
{
static uint8_t throw_frames [] ={ 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2 };
if (*kb >= PWEAPON(screenpeek, p->curr_weapon, TotalTime) || *kb >= ARRAY_SIZE(throw_frames))
break;
if (*kb)
{
if (WW2GI)
{
int32_t const firedelay = PWEAPON(screenpeek, p->curr_weapon, FireDelay);
int32_t const totaltime = PWEAPON(screenpeek, p->curr_weapon, TotalTime);
if (*kb <= firedelay)
{
// it holds here
gun_pos -= 5 * (*kb); // D
}
else if (*kb < ((totaltime - firedelay) / 2 + firedelay))
{
// up and left
int32_t const difference = (*kb) - firedelay;
gun_pos += 10 * difference; // U
weapon_xoffset += 80 * difference;
}
else if (*kb < totaltime)
{
// start high
gun_pos += 240;
gun_pos -= 12 * ((*kb) - firedelay); // D
// move left
weapon_xoffset += 90 - 5 * (totaltime - (*kb));
}
}
else
{
if (*kb < 7)
gun_pos -= 10 * (*kb); // D
else if (*kb < 12)
gun_pos += 20 * ((*kb) - 10); // U
else if (*kb < 20)
gun_pos -= 9 * ((*kb) - 14); // D
}
gun_pos += 10;
}
G_DrawWeaponTileWithID(cw, weapon_xoffset + 190 - hla, looking_arc + 260 - gun_pos,
HANDTHROW + throw_frames[(*kb)], gs, o, pal, 0);
}
break;
case HANDREMOTE_WEAPON:
if (VM_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek))
break;
else
{
static uint8_t remote_frames [] ={ 0, 1, 1, 2, 1, 1, 0, 0, 0, 0, 0 };
if (*kb >= ARRAY_SIZE(remote_frames))
break;
weapon_xoffset = -48;
G_DrawWeaponTileWithID(cw, weapon_xoffset + 150 - hla, looking_arc + 258 - gun_pos,
HANDREMOTE + remote_frames[(*kb)], gs, o, pal, 0);
}
break;
case DEVISTATOR_WEAPON:
if (VM_OnEvent(EVENT_DRAWWEAPON, g_player[screenpeek].ps->i, screenpeek))
break;
if (WW2GI)
{
if (*kb)
{
int32_t const totaltime = PWEAPON(screenpeek, p->curr_weapon, TotalTime);
int32_t const reload = PWEAPON(screenpeek, p->curr_weapon, Reload);
if (*kb < totaltime)
{
i = ksgn((*kb)>>2);
if (p->ammo_amount[p->curr_weapon] & 1)
{
G_DrawWeaponTileWithID(cw<<1, weapon_xoffset + 30 - hla, looking_arc + 240 - gun_pos,
DEVISTATOR, gs, o | 4, pal, 0);
G_DrawWeaponTileWithID(cw, weapon_xoffset + 268 - hla, looking_arc + 238 - gun_pos,
DEVISTATOR + i, -32, o, pal, 0);
}
else
{
G_DrawWeaponTileWithID(cw<<1, weapon_xoffset + 30 - hla, looking_arc + 240 - gun_pos,
DEVISTATOR + i, -32, o | 4, pal, 0);
G_DrawWeaponTileWithID(cw, weapon_xoffset + 268 - hla, looking_arc + 238 - gun_pos,
DEVISTATOR, gs, o, pal, 0);
}
}
// else we are in 'reload time'
else
{
if (*kb < ((reload - totaltime) / 2 + totaltime))
gun_pos -= 10 * ((*kb) - totaltime); // D
else
gun_pos -= 10 * (reload - (*kb)); // U
G_DrawWeaponTileWithID(cw, weapon_xoffset + 268 - hla, looking_arc + 238 - gun_pos,
DEVISTATOR, gs, o, pal, 0);
G_DrawWeaponTileWithID(cw<<1, weapon_xoffset + 30 - hla, looking_arc + 240 - gun_pos,
DEVISTATOR, gs, o | 4, pal, 0);
}
}
else
{
G_DrawWeaponTileWithID(cw, weapon_xoffset + 268 - hla, looking_arc + 238 - gun_pos,
DEVISTATOR, gs, o, pal, 0);
G_DrawWeaponTileWithID(cw<<1, weapon_xoffset + 30 - hla, looking_arc + 240 - gun_pos,
DEVISTATOR, gs, o | 4, pal, 0);
}
break;
}
if (*kb <= PWEAPON(screenpeek, DEVISTATOR_WEAPON, TotalTime) && *kb > 0)
{
static uint8_t const cycloidy[] = { 0, 4, 12, 24, 12, 4, 0 };
if (*kb >= ARRAY_SIZE(cycloidy))
break;
i = ksgn((*kb) >> 2);
if (p->hbomb_hold_delay)
{
G_DrawWeaponTileWithID(
cw, (cycloidy[*kb] >> 1) + weapon_xoffset + 268 - hla,
cycloidy[*kb] + looking_arc + 238 - gun_pos, DEVISTATOR + i, -32, o, pal, 0);
G_DrawWeaponTileWithID(cw << 1, weapon_xoffset + 30 - hla,
looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal, 0);
}
else
{
G_DrawWeaponTileWithID(cw<<1, -(cycloidy[*kb] >> 1) + weapon_xoffset + 30 - hla,
cycloidy[*kb] + looking_arc + 240 - gun_pos, DEVISTATOR + i, -32, o | 4,
pal, 0);
G_DrawWeaponTileWithID(cw, weapon_xoffset + 268 - hla, looking_arc + 238 - gun_pos,
DEVISTATOR, gs, o, pal, 0);
}
}
else
{
G_DrawWeaponTileWithID(cw, weapon_xoffset + 268 - hla, looking_arc + 238 - gun_pos,
DEVISTATOR, gs, o, pal, 0);
G_DrawWeaponTileWithID(cw<<1, weapon_xoffset + 30 - hla, looking_arc + 240 - gun_pos,
DEVISTATOR, gs, o | 4, pal, 0);
}
break;
case FREEZE_WEAPON:
if (VM_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek))
break;
if (!(duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING) && DUKE)
o |= 512;
if ((*kb) < (PWEAPON(screenpeek, p->curr_weapon, TotalTime)+1) && (*kb) > 0)
{
static uint8_t cat_frames[] = { 0,0,1,1,2,2 };
if (*kb%6 >= ARRAY_SIZE(cat_frames))
break;
if (doanim)
{
weapon_xoffset += rand()&3;
looking_arc += rand()&3;
}
gun_pos -= 16;
G_DrawWeaponTileWithID(cw<<1, weapon_xoffset+210-(p->look_ang>>1),looking_arc+261-gun_pos,FREEZE+2,-32,o,pal,0);
G_DrawWeaponTileWithID(cw, weapon_xoffset+210-(p->look_ang>>1),looking_arc+235-gun_pos,FREEZE+3+cat_frames[*kb%6],-32,o,pal,0);
}
else
G_DrawWeaponTileWithID(cw, weapon_xoffset+210-(p->look_ang>>1),looking_arc+261-gun_pos,FREEZE,gs,o,pal,0);
break;
case GROW_WEAPON:
case SHRINKER_WEAPON:
if (VM_OnEvent(EVENT_DRAWWEAPON, g_player[screenpeek].ps->i, screenpeek))
break;
weapon_xoffset += 28;
looking_arc += 18;
if (WW2GI)
{
if (*kb == 0)
{
// the 'at rest' display
if (cw == GROW_WEAPON)
{
G_DrawWeaponTileWithID(cw, weapon_xoffset + 188 - hla, looking_arc + 240 - gun_pos,
SHRINKER - 2, gs, o, pal, 0);
break;
}
else if (p->ammo_amount[cw] > 0)
{
G_DrawWeaponTileWithID(cw << 1, weapon_xoffset + 184 - hla, looking_arc + 240 - gun_pos,
SHRINKER + 2, 16 - (sintable[p->random_club_frame & 2047] >> 10), o,
0, 1);
G_DrawWeaponTileWithID(cw, weapon_xoffset + 188 - hla, looking_arc + 240 - gun_pos,
SHRINKER, gs, o, pal, 0);
break;
}
}
else
{
// the 'active' display.
if (doanim)
{
weapon_xoffset += rand() & 3;
gun_pos += rand() & 3;
}
int32_t const totaltime = PWEAPON(screenpeek, p->curr_weapon, TotalTime);
int32_t const reload = PWEAPON(screenpeek, p->curr_weapon, Reload);
if (*kb < totaltime)
{
if (*kb >= PWEAPON(screenpeek, p->curr_weapon, FireDelay))
{
// after fire time.
// lower weapon to reload cartridge (not clip)
gun_pos -= (cw == GROW_WEAPON ? 15 : 10) * (totaltime - (*kb));
}
}
// else we are in 'reload time'
else if (*kb < ((reload - totaltime) / 2 + totaltime))
gun_pos -= (cw == GROW_WEAPON ? 5 : 10) * ((*kb) - totaltime); // D
else
gun_pos -= 10 * (reload - (*kb)); // U
}
G_DrawWeaponTileWithID(cw << 1, weapon_xoffset + 184 - hla, looking_arc + 240 - gun_pos,
SHRINKER + 3 + ((*kb) & 3), -32, o, cw == GROW_WEAPON ? 2 : 0, 1);
G_DrawWeaponTileWithID(cw, weapon_xoffset + 188 - hla, looking_arc + 240 - gun_pos,
SHRINKER + (cw == GROW_WEAPON ? -1 : 1), gs, o, pal, 0);
break;
}
if ((*kb) < PWEAPON(screenpeek, p->curr_weapon, TotalTime) && (*kb) > 0)
{
if (doanim)
{
weapon_xoffset += rand() & 3;
gun_pos += (rand() & 3);
}
G_DrawWeaponTileWithID(cw << 1, weapon_xoffset + 184 - hla, looking_arc + 240 - gun_pos,
SHRINKER + 3 + ((*kb) & 3), -32, o, cw == GROW_WEAPON ? 2 : 0, 1);
G_DrawWeaponTileWithID(cw, weapon_xoffset + 188 - hla, looking_arc + 240 - gun_pos,
cw == GROW_WEAPON ? SHRINKER - 1 : SHRINKER + 1, gs, o, pal, 0);
}
else
{
G_DrawWeaponTileWithID(cw << 1, weapon_xoffset + 184 - hla, looking_arc + 240 - gun_pos,
SHRINKER + 2, 16 - (sintable[p->random_club_frame & 2047] >> 10), o,
cw == GROW_WEAPON ? 2 : 0, 1);
G_DrawWeaponTileWithID(cw, weapon_xoffset + 188 - hla, looking_arc + 240 - gun_pos,
cw == GROW_WEAPON ? SHRINKER - 2 : SHRINKER, gs, o, pal, 0);
}
break;
}
}
}
enddisplayweapon:
P_DisplaySpit();
}
#define TURBOTURNTIME (TICRATE/8) // 7
#define NORMALTURN 15
#define PREAMBLETURN 5
#define NORMALKEYMOVE 40
#define MAXVEL ((NORMALKEYMOVE*2)+10)
#define MAXSVEL ((NORMALKEYMOVE*2)+10)
#define MAXANGVEL 255
#define MAXHORIZ 127
int32_t g_myAimMode = 0, g_myAimStat = 0, g_oldAimStat = 0;
int32_t mouseyaxismode = -1;
int32_t g_emuJumpTics = 0;
void P_GetInput(int32_t snum)
{
int32_t j;
static ControlInfo info[2];
static int32_t turnheldtime; //MED
static int32_t lastcontroltime; //MED
int32_t tics, running;
int32_t turnamount;
int32_t keymove;
DukePlayer_t *p = g_player[snum].ps;
static input_t in;
if ((p->gm & (MODE_MENU|MODE_TYPE)) || (ud.pause_on && !KB_KeyPressed(sc_Pause)))
{
if (!(p->gm&MODE_MENU))
CONTROL_GetInput(&info[0]);
Bmemset(&info[1], 0, sizeof(input_t));
Bmemset(&loc, 0, sizeof(input_t));
loc.bits = (((int32_t)g_gameQuit)<<SK_GAMEQUIT);
loc.extbits = (g_player[snum].pteam != g_player[snum].ps->team)<<6;
loc.extbits |= (1<<7);
return;
}
if (ud.mouseaiming)
g_myAimMode = BUTTON(gamefunc_Mouse_Aiming);
else
{
g_oldAimStat = g_myAimStat;
g_myAimStat = BUTTON(gamefunc_Mouse_Aiming);
if (g_myAimStat > g_oldAimStat)
{
g_myAimMode ^= 1;
P_DoQuote(QUOTE_MOUSE_AIMING_OFF+g_myAimMode,p);
}
}
j = (g_myAimMode) ? analog_lookingupanddown : ud.config.MouseAnalogueAxes[1];
if (j != mouseyaxismode)
{
CONTROL_MapAnalogAxis(1, j, controldevice_mouse);
mouseyaxismode = j;
}
CONTROL_GetInput(&info[0]);
if (ud.config.MouseDeadZone)
{
if (info[0].dpitch > 0)
{
if (info[0].dpitch > ud.config.MouseDeadZone)
info[0].dpitch -= ud.config.MouseDeadZone;
else info[0].dpitch = 0;
}
else if (info[0].dpitch < 0)
{
if (info[0].dpitch < -ud.config.MouseDeadZone)
info[0].dpitch += ud.config.MouseDeadZone;
else info[0].dpitch = 0;
}
if (info[0].dyaw > 0)
{
if (info[0].dyaw > ud.config.MouseDeadZone)
info[0].dyaw -= ud.config.MouseDeadZone;
else info[0].dyaw = 0;
}
else if (info[0].dyaw < 0)
{
if (info[0].dyaw < -ud.config.MouseDeadZone)
info[0].dyaw += ud.config.MouseDeadZone;
else info[0].dyaw = 0;
}
}
if (ud.config.MouseBias)
{
if (klabs(info[0].dyaw) > klabs(info[0].dpitch))
info[0].dpitch = tabledivide32_noinline(info[0].dpitch, ud.config.MouseBias);
else info[0].dyaw = tabledivide32_noinline(info[0].dyaw, ud.config.MouseBias);
}
tics = totalclock-lastcontroltime;
lastcontroltime = totalclock;
// JBF: Run key behaviour is selectable
running = (ud.runkey_mode) ? (BUTTON(gamefunc_Run) | ud.auto_run) : (ud.auto_run ^ BUTTON(gamefunc_Run));
in.svel = in.fvel = in.avel = in.horz = 0;
if (BUTTON(gamefunc_Strafe))
{
in.svel = -(info[0].dyaw+info[1].dyaw)/8;
info[1].dyaw = (info[1].dyaw+info[0].dyaw) % 8;
}
else
{
in.avel = (info[0].dyaw+info[1].dyaw)/32;
info[1].dyaw = (info[1].dyaw+info[0].dyaw) % 32;
}
if (ud.mouseflip)
in.horz = -(info[0].dpitch+info[1].dpitch)/(314-128);
else in.horz = (info[0].dpitch+info[1].dpitch)/(314-128);
info[1].dpitch = (info[1].dpitch+info[0].dpitch) % (314-128);
in.svel -= info[0].dx;
info[1].dz = info[0].dz % (1<<6);
in.fvel = -info[0].dz>>6;
// OSD_Printf("running: %d\n", running);
if (running)
{
turnamount = NORMALTURN<<1;
keymove = NORMALKEYMOVE<<1;
}
else
{
turnamount = NORMALTURN;
keymove = NORMALKEYMOVE;
}
if (BUTTON(gamefunc_Strafe))
{
if (BUTTON(gamefunc_Turn_Left) && !(g_player[snum].ps->movement_lock&4))
in.svel -= -keymove;
if (BUTTON(gamefunc_Turn_Right) && !(g_player[snum].ps->movement_lock&8))
in.svel -= keymove;
}
else
{
if (BUTTON(gamefunc_Turn_Left))
{
turnheldtime += tics;
in.avel -= (turnheldtime>=TURBOTURNTIME) ? (turnamount<<1) : (PREAMBLETURN<<1);
}
else if (BUTTON(gamefunc_Turn_Right))
{
turnheldtime += tics;
in.avel += (turnheldtime>=TURBOTURNTIME) ? (turnamount<<1) : (PREAMBLETURN<<1);
}
else
turnheldtime=0;
}
if (BUTTON(gamefunc_Strafe_Left) && !(g_player[snum].ps->movement_lock&4))
in.svel += keymove;
if (BUTTON(gamefunc_Strafe_Right) && !(g_player[snum].ps->movement_lock&8))
in.svel += -keymove;
if (BUTTON(gamefunc_Move_Forward) && !(g_player[snum].ps->movement_lock&1))
in.fvel += keymove;
if (BUTTON(gamefunc_Move_Backward) && !(g_player[snum].ps->movement_lock&2))
in.fvel += -keymove;
in.fvel = clamp(in.fvel, -MAXVEL, MAXVEL);
in.svel = clamp(in.svel, -MAXSVEL, MAXSVEL);
in.avel = clamp(in.avel, -MAXANGVEL, MAXANGVEL);
in.horz = clamp(in.horz, -MAXHORIZ, MAXHORIZ);
for (j = gamefunc_Weapon_10; j >= gamefunc_Weapon_1; j--)
{
if (BUTTON(j))
{
j -= (gamefunc_Weapon_1 - 1);
break;
}
}
if (j == gamefunc_Weapon_1-1)
j = 0;
if (BUTTON(gamefunc_Previous_Weapon) || (BUTTON(gamefunc_Dpad_Select) && in.fvel < 0))
j = 11;
if (BUTTON(gamefunc_Next_Weapon) || (BUTTON(gamefunc_Dpad_Select) && in.fvel > 0))
j = 12;
if (BUTTON(gamefunc_Jump) && p->on_ground)
g_emuJumpTics = 4;
loc.bits = (g_emuJumpTics > 0 || BUTTON(gamefunc_Jump))<<SK_JUMP;
if (g_emuJumpTics > 0)
g_emuJumpTics--;
loc.bits |= BUTTON(gamefunc_Crouch)<<SK_CROUCH;
loc.bits |= BUTTON(gamefunc_Fire)<<SK_FIRE;
loc.bits |= (BUTTON(gamefunc_Aim_Up) || (BUTTON(gamefunc_Dpad_Aiming) && in.fvel > 0))<<SK_AIM_UP;
loc.bits |= (BUTTON(gamefunc_Aim_Down) || (BUTTON(gamefunc_Dpad_Aiming) && in.fvel < 0))<<SK_AIM_DOWN;
loc.bits |= ((ud.runkey_mode) ? (ud.auto_run | BUTTON(gamefunc_Run)) : (BUTTON(gamefunc_Run) ^ ud.auto_run))<<SK_RUN;
loc.bits |= BUTTON(gamefunc_Look_Left)<<SK_LOOK_LEFT;
loc.bits |= BUTTON(gamefunc_Look_Right)<<SK_LOOK_RIGHT;
loc.bits |= j<<SK_WEAPON_BITS;
loc.bits |= BUTTON(gamefunc_Steroids)<<SK_STEROIDS;
loc.bits |= BUTTON(gamefunc_Look_Up)<<SK_LOOK_UP;
loc.bits |= BUTTON(gamefunc_Look_Down)<<SK_LOOK_DOWN;
loc.bits |= BUTTON(gamefunc_NightVision)<<SK_NIGHTVISION;
loc.bits |= BUTTON(gamefunc_MedKit)<<SK_MEDKIT;
loc.bits |= BUTTON(gamefunc_Center_View)<<SK_CENTER_VIEW;
loc.bits |= BUTTON(gamefunc_Holster_Weapon)<<SK_HOLSTER;
loc.bits |= (BUTTON(gamefunc_Inventory_Left) || (BUTTON(gamefunc_Dpad_Select) && (in.svel > 0 || in.avel < 0))) <<SK_INV_LEFT;
loc.bits |= KB_KeyPressed(sc_Pause)<<SK_PAUSE;
loc.bits |= BUTTON(gamefunc_Quick_Kick)<<SK_QUICK_KICK;
loc.bits |= g_myAimMode<<SK_AIMMODE;
loc.bits |= BUTTON(gamefunc_Holo_Duke)<<SK_HOLODUKE;
loc.bits |= BUTTON(gamefunc_Jetpack)<<SK_JETPACK;
loc.bits |= (g_gameQuit<<SK_GAMEQUIT);
loc.bits |= (BUTTON(gamefunc_Inventory_Right) || (BUTTON(gamefunc_Dpad_Select) && (in.svel < 0 || in.avel > 0))) <<SK_INV_RIGHT;
loc.bits |= BUTTON(gamefunc_TurnAround)<<SK_TURNAROUND;
loc.bits |= BUTTON(gamefunc_Open)<<SK_OPEN;
loc.bits |= BUTTON(gamefunc_Inventory)<<SK_INVENTORY;
loc.bits |= ((uint32_t)KB_KeyPressed(sc_Escape))<<SK_ESCAPE;
if (BUTTON(gamefunc_Dpad_Select))
in.fvel = in.svel = in.avel = 0;
if (BUTTON(gamefunc_Dpad_Aiming))
in.fvel = 0;
if (PWEAPON(snum, g_player[snum].ps->curr_weapon, Flags) & WEAPON_SEMIAUTO && BUTTON(gamefunc_Fire))
CONTROL_ClearButton(gamefunc_Fire);
loc.extbits = (BUTTON(gamefunc_Move_Forward) || (in.fvel > 0));
loc.extbits |= (BUTTON(gamefunc_Move_Backward) || (in.fvel < 0))<<1;
loc.extbits |= (BUTTON(gamefunc_Strafe_Left) || (in.svel > 0))<<2;
loc.extbits |= (BUTTON(gamefunc_Strafe_Right) || (in.svel < 0))<<3;
if (VM_HaveEvent(EVENT_PROCESSINPUT) || VM_HaveEvent(EVENT_TURNLEFT))
loc.extbits |= BUTTON(gamefunc_Turn_Left)<<4;
if (VM_HaveEvent(EVENT_PROCESSINPUT) || VM_HaveEvent(EVENT_TURNRIGHT))
loc.extbits |= BUTTON(gamefunc_Turn_Right)<<5;
// used for changing team
loc.extbits |= (g_player[snum].pteam != g_player[snum].ps->team)<<6;
if (ud.scrollmode && ud.overhead_on)
{
ud.folfvel = in.fvel;
ud.folavel = in.avel;
loc.fvel = loc.svel = loc.avel = loc.horz = 0;
return;
}
loc.fvel =
mulscale9(in.fvel, sintable[(p->ang + 2560) & 2047]) + (mulscale9(in.svel, sintable[(p->ang + 2048) & 2047]));
loc.svel =
mulscale9(in.fvel, sintable[(p->ang + 2048) & 2047]) + (mulscale9(in.svel, sintable[(p->ang + 1536) & 2047]));
loc.avel = in.avel;
loc.horz = in.horz;
}
static int32_t P_DoCounters(int32_t snum)
{
DukePlayer_t *const p = g_player[snum].ps;
// j = g_player[snum].sync->avel;
// p->weapon_ang = -(j/5);
if (p->invdisptime > 0)
p->invdisptime--;
if (p->tipincs > 0)
p->tipincs--;
if (p->last_pissed_time > 0)
{
switch (--p->last_pissed_time)
{
case GAMETICSPERSEC*219:
{
A_PlaySound(FLUSH_TOILET,p->i);
if (snum == screenpeek || GTFLAGS(GAMETYPE_COOPSOUND))
A_PlaySound(DUKE_PISSRELIEF,p->i);
}
break;
case GAMETICSPERSEC*218:
{
p->holster_weapon = 0;
p->weapon_pos = WEAPON_POS_RAISE;
}
break;
}
}
if (p->crack_time > 0)
{
if (--p->crack_time == 0)
{
p->knuckle_incs = 1;
p->crack_time = 777;
}
}
if (p->inv_amount[GET_STEROIDS] > 0 && p->inv_amount[GET_STEROIDS] < 400)
{
if (--p->inv_amount[GET_STEROIDS] == 0)
P_SelectNextInvItem(p);
if (!(p->inv_amount[GET_STEROIDS]&7))
if (snum == screenpeek || GTFLAGS(GAMETYPE_COOPSOUND))
A_PlaySound(DUKE_HARTBEAT,p->i);
}
if (p->heat_on && p->inv_amount[GET_HEATS] > 0)
{
if (--p->inv_amount[GET_HEATS] == 0)
{
p->heat_on = 0;
P_SelectNextInvItem(p);
A_PlaySound(NITEVISION_ONOFF,p->i);
P_UpdateScreenPal(p);
}
}
if (p->holoduke_on >= 0)
{
if (--p->inv_amount[GET_HOLODUKE] <= 0)
{
A_PlaySound(TELEPORTER,p->i);
p->holoduke_on = -1;
P_SelectNextInvItem(p);
}
}
if (p->jetpack_on && p->inv_amount[GET_JETPACK] > 0)
{
if (--p->inv_amount[GET_JETPACK] <= 0)
{
p->jetpack_on = 0;
P_SelectNextInvItem(p);
A_PlaySound(DUKE_JETPACK_OFF,p->i);
S_StopEnvSound(DUKE_JETPACK_IDLE,p->i);
S_StopEnvSound(DUKE_JETPACK_ON,p->i);
}
}
if (p->quick_kick > 0 && sprite[p->i].pal != 1)
{
p->last_quick_kick = p->quick_kick+1;
if (--p->quick_kick == 8)
A_Shoot(p->i,KNEE);
}
else if (p->last_quick_kick > 0) p->last_quick_kick--;
if (p->access_incs && sprite[p->i].pal != 1)
{
p->access_incs++;
if (sprite[p->i].extra <= 0)
p->access_incs = 12;
if (p->access_incs == 12)
{
if (p->access_spritenum >= 0)
{
P_ActivateSwitch(snum,p->access_spritenum,1);
switch (sprite[p->access_spritenum].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;
}
p->access_spritenum = -1;
}
else
{
P_ActivateSwitch(snum,p->access_wallnum,0);
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->weapon_pos = WEAPON_POS_RAISE;
p->kickback_pic = 0;
}
}
if (p->cursectnum >= 0 && p->scuba_on == 0 && sector[p->cursectnum].lotag == ST_2_UNDERWATER)
{
if (p->inv_amount[GET_SCUBA] > 0)
{
p->scuba_on = 1;
p->inven_icon = ICON_SCUBA;
P_DoQuote(QUOTE_SCUBA_ON,p);
}
else
{
if (p->airleft > 0)
p->airleft--;
else
{
p->extra_extra8 += 32;
if (p->last_extra < (p->max_player_health>>1) && (p->last_extra&3) == 0)
A_PlaySound(DUKE_LONGTERM_PAIN,p->i);
}
}
}
else if (p->inv_amount[GET_SCUBA] > 0 && p->scuba_on)
{
p->inv_amount[GET_SCUBA]--;
if (p->inv_amount[GET_SCUBA] == 0)
{
p->scuba_on = 0;
P_SelectNextInvItem(p);
}
}
if (p->knuckle_incs)
{
if (++p->knuckle_incs == 10)
{
if (!WW2GI)
{
if (totalclock > 1024)
if (snum == screenpeek || GTFLAGS(GAMETYPE_COOPSOUND))
{
if (rand()&1)
A_PlaySound(DUKE_CRACK,p->i);
else A_PlaySound(DUKE_CRACK2,p->i);
}
A_PlaySound(DUKE_CRACK_FIRST,p->i);
}
}
else if (p->knuckle_incs == 22 || TEST_SYNC_KEY(g_player[snum].sync->bits, SK_FIRE))
p->knuckle_incs=0;
return 1;
}
return 0;
}
int16_t WeaponPickupSprites[MAX_WEAPONS] = { KNEE__STATIC, FIRSTGUNSPRITE__STATIC, SHOTGUNSPRITE__STATIC,
CHAINGUNSPRITE__STATIC, RPGSPRITE__STATIC, HEAVYHBOMB__STATIC, SHRINKERSPRITE__STATIC, DEVISTATORSPRITE__STATIC,
TRIPBOMBSPRITE__STATIC, FREEZESPRITE__STATIC, HEAVYHBOMB__STATIC, SHRINKERSPRITE__STATIC
};
// this is used for player deaths
void P_DropWeapon(int32_t snum)
{
const DukePlayer_t *const p = g_player[snum].ps;
int32_t cw = PWEAPON(snum, p->curr_weapon, WorksLike);
if ((unsigned)cw >= MAX_WEAPONS)
return;
if (krand()&1)
A_Spawn(p->i, WeaponPickupSprites[cw]);
else switch (cw)
{
case RPG_WEAPON:
case HANDBOMB_WEAPON:
A_Spawn(p->i, EXPLOSION2);
break;
}
}
void P_AddAmmo(int32_t weapon,DukePlayer_t *p,int32_t amount)
{
p->ammo_amount[weapon] += amount;
if (p->ammo_amount[weapon] > p->max_ammo_amount[weapon])
p->ammo_amount[weapon] = p->max_ammo_amount[weapon];
}
static void P_AddWeaponNoSwitch(DukePlayer_t *p, int32_t weapon)
{
int32_t snum = P_Get(p->i); // PASS_SNUM?
if ((p->gotweapon & (1<<weapon)) == 0)
{
p->gotweapon |= (1<<weapon);
if (weapon == SHRINKER_WEAPON)
p->gotweapon |= (1<<GROW_WEAPON);
}
if (PWEAPON(snum, p->curr_weapon, SelectSound) > 0)
S_StopEnvSound(PWEAPON(snum, p->curr_weapon, SelectSound),p->i);
if (PWEAPON(snum, weapon, SelectSound) > 0)
A_PlaySound(PWEAPON(snum, weapon, SelectSound),p->i);
}
static void P_ChangeWeapon(DukePlayer_t *p, int32_t weapon)
{
int32_t i = 0, snum = P_Get(p->i); // PASS_SNUM?
const int8_t curr_weapon = p->curr_weapon;
if (p->reloading)
return;
if (p->curr_weapon != weapon && VM_HaveEvent(EVENT_CHANGEWEAPON))
i = VM_OnEventWithReturn(EVENT_CHANGEWEAPON,p->i, snum, weapon);
if (i == -1)
return;
if (i != -2)
p->curr_weapon = weapon;
p->random_club_frame = 0;
if (p->weapon_pos == 0)
{
p->weapon_pos = -1;
p->last_weapon = curr_weapon;
}
else if ((unsigned)p->weapon_pos < WEAPON_POS_RAISE)
{
p->weapon_pos = -p->weapon_pos;
p->last_weapon = curr_weapon;
}
else if (p->last_weapon == weapon)
{
p->last_weapon = -1;
p->weapon_pos = -p->weapon_pos;
}
if (p->holster_weapon)
{
p->weapon_pos = WEAPON_POS_RAISE;
p->holster_weapon = 0;
p->last_weapon = -1;
}
#ifdef __ANDROID__
if (curr_weapon != p->curr_weapon &&
// p->last_weapon != -1 &&
!(PWEAPON(snum, curr_weapon, WorksLike) == HANDREMOTE_WEAPON && PWEAPON(snum, p->curr_weapon, WorksLike) == HANDBOMB_WEAPON) &&
!(PWEAPON(snum, curr_weapon, WorksLike) == HANDBOMB_WEAPON && PWEAPON(snum, p->curr_weapon, WorksLike) == HANDREMOTE_WEAPON))
CONTROL_Android_SetLastWeapon(PWEAPON(snum, curr_weapon, WorksLike) == HANDREMOTE_WEAPON ? (int)HANDBOMB_WEAPON : curr_weapon);
#endif
p->kickback_pic = 0;
P_SetWeaponGamevars(snum, p);
}
void P_AddWeapon(DukePlayer_t *p, int32_t weapon, int32_t doswitch)
{
P_AddWeaponNoSwitch(p, weapon);
if (doswitch)
P_ChangeWeapon(p, weapon);
}
void P_SelectNextInvItem(DukePlayer_t *p)
{
if (p->inv_amount[GET_FIRSTAID] > 0)
p->inven_icon = ICON_FIRSTAID;
else if (p->inv_amount[GET_STEROIDS] > 0)
p->inven_icon = ICON_STEROIDS;
else if (p->inv_amount[GET_JETPACK] > 0)
p->inven_icon = ICON_JETPACK;
else if (p->inv_amount[GET_HOLODUKE] > 0)
p->inven_icon = ICON_HOLODUKE;
else if (p->inv_amount[GET_HEATS] > 0)
p->inven_icon = ICON_HEATS;
else if (p->inv_amount[GET_SCUBA] > 0)
p->inven_icon = ICON_SCUBA;
else if (p->inv_amount[GET_BOOTS] > 0)
p->inven_icon = ICON_BOOTS;
else p->inven_icon = ICON_NONE;
}
void P_CheckWeapon(DukePlayer_t *p)
{
int32_t i, snum, weapon;
if (p->reloading)
return;
if (p->wantweaponfire >= 0)
{
weapon = p->wantweaponfire;
p->wantweaponfire = -1;
if (weapon == p->curr_weapon)
return;
if ((p->gotweapon & (1<<weapon)) && p->ammo_amount[weapon] > 0)
{
P_AddWeapon(p, weapon, 1);
return;
}
}
weapon = p->curr_weapon;
if ((p->gotweapon & (1<<weapon)) && (p->ammo_amount[weapon] > 0 || !(p->weaponswitch & 2)))
return;
snum = P_Get(p->i);
for (i=0; i<=FREEZE_WEAPON; i++)
{
weapon = g_player[snum].wchoice[i];
if (VOLUMEONE && weapon > SHRINKER_WEAPON)
continue;
if (weapon == KNEE_WEAPON)
weapon = FREEZE_WEAPON;
else weapon--;
if (weapon == KNEE_WEAPON || ((p->gotweapon & (1<<weapon)) && p->ammo_amount[weapon] > 0))
break;
}
if (i == HANDREMOTE_WEAPON)
weapon = KNEE_WEAPON;
// Found the weapon
P_ChangeWeapon(p, weapon);
}
#ifdef LUNATIC
void P_CheckWeaponI(int32_t snum)
{
P_CheckWeapon(g_player[snum].ps);
}
#endif
static void DoWallTouchDamage(const DukePlayer_t *p, int32_t obj)
{
vec3_t davect;
davect.x = p->pos.x + (sintable[(p->ang+512)&2047]>>9);
davect.y = p->pos.y + (sintable[p->ang&2047]>>9);
davect.z = p->pos.z;
A_DamageWall(p->i, obj, &davect, -1);
}
static void P_CheckTouchDamage(DukePlayer_t *p, int32_t obj)
{
if ((obj = VM_OnEventWithReturn(EVENT_CHECKTOUCHDAMAGE, p->i, P_Get(p->i), obj)) == -1)
return;
if ((obj&49152) == 49152)
{
obj &= MAXSPRITES-1;
if (sprite[obj].picnum == CACTUS)
{
if (p->hurt_delay < 8)
{
sprite[p->i].extra -= 5;
p->hurt_delay = 16;
P_PalFrom(p, 32, 32,0,0);
A_PlaySound(DUKE_LONGTERM_PAIN, p->i);
}
}
return;
}
if ((obj&49152) != 32768)
return;
obj &= (MAXWALLS-1);
if (p->hurt_delay > 0)
{
p->hurt_delay--;
}
else if (wall[obj].cstat & FORCEFIELD_CSTAT)
{
int32_t switchpicnum = G_GetForcefieldPicnum(obj);
switch (DYNAMICTILEMAP(switchpicnum))
{
case W_FORCEFIELD__STATIC:
sprite[p->i].extra -= 5;
p->hurt_delay = 16;
P_PalFrom(p, 32, 32,0,0);
p->vel.x = -(sintable[(p->ang+512)&2047]<<8);
p->vel.y = -(sintable[(p->ang)&2047]<<8);
A_PlaySound(DUKE_LONGTERM_PAIN,p->i);
DoWallTouchDamage(p, obj);
break;
case BIGFORCE__STATIC:
p->hurt_delay = GAMETICSPERSEC;
DoWallTouchDamage(p, obj);
break;
}
}
}
static int32_t P_CheckFloorDamage(DukePlayer_t *p, int32_t tex)
{
spritetype *s = &sprite[p->i];
if ((unsigned)(tex = VM_OnEventWithReturn(EVENT_CHECKFLOORDAMAGE, p->i, P_Get(p->i), tex)) >= MAXTILES)
return 0;
switch (DYNAMICTILEMAP(tex))
{
case HURTRAIL__STATIC:
if (rnd(32))
{
if (p->inv_amount[GET_BOOTS] > 0)
return 1;
else
{
if (!A_CheckSoundPlaying(p->i,DUKE_LONGTERM_PAIN))
A_PlaySound(DUKE_LONGTERM_PAIN,p->i);
P_PalFrom(p, 32, 64,64,64);
s->extra -= 1+(krand()&3);
if (!A_CheckSoundPlaying(p->i,SHORT_CIRCUIT))
A_PlaySound(SHORT_CIRCUIT,p->i);
return 0;
}
}
break;
case FLOORSLIME__STATIC:
if (rnd(16))
{
if (p->inv_amount[GET_BOOTS] > 0)
return 1;
else
{
if (!A_CheckSoundPlaying(p->i,DUKE_LONGTERM_PAIN))
A_PlaySound(DUKE_LONGTERM_PAIN,p->i);
P_PalFrom(p, 32, 0,8,0);
s->extra -= 1+(krand()&3);
return 0;
}
}
break;
case FLOORPLASMA__STATIC:
if (rnd(32))
{
if (p->inv_amount[GET_BOOTS] > 0)
return 1;
else
{
if (!A_CheckSoundPlaying(p->i,DUKE_LONGTERM_PAIN))
A_PlaySound(DUKE_LONGTERM_PAIN,p->i);
P_PalFrom(p, 32, 8,0,0);
s->extra -= 1+(krand()&3);
return 0;
}
}
break;
}
return 0;
}
int32_t P_FindOtherPlayer(int32_t p, int32_t *d)
{
int32_t j, closest_player = p;
int32_t x, closest = INT32_MAX;
for (TRAVERSE_CONNECT(j))
if (p != j && sprite[g_player[j].ps->i].extra > 0)
{
x = klabs(g_player[j].ps->opos.x-g_player[p].ps->pos.x) +
klabs(g_player[j].ps->opos.y-g_player[p].ps->pos.y) +
(klabs(g_player[j].ps->opos.z-g_player[p].ps->pos.z)>>4);
if (x < closest)
{
closest_player = j;
closest = x;
}
}
*d = closest;
return closest_player;
}
void P_FragPlayer(int32_t snum)
{
DukePlayer_t *p = g_player[snum].ps;
spritetype *s = &sprite[p->i];
if (g_netServer || g_netClient)
randomseed = ticrandomseed;
if (s->pal != 1)
{
P_PalFrom(p, 63, 63,0,0);
p->pos.z -= (16<<8);
s->z -= (16<<8);
p->dead_flag = (512-((krand()&1)<<10)+(krand()&255)-512)&2047;
if (p->dead_flag == 0)
p->dead_flag++;
#ifndef NETCODE_DISABLE
if (g_netServer)
{
packbuf[0] = PACKET_FRAG;
packbuf[1] = snum;
packbuf[2] = p->frag_ps;
packbuf[3] = actor[p->i].picnum;
B_BUF32(&packbuf[4], ticrandomseed);
packbuf[8] = myconnectindex;
enet_host_broadcast(g_netServer, CHAN_GAMESTATE, enet_packet_create(packbuf, 9, ENET_PACKET_FLAG_RELIABLE));
}
#endif
}
p->jetpack_on = 0;
p->holoduke_on = -1;
S_StopEnvSound(DUKE_JETPACK_IDLE,p->i);
if (p->scream_voice > FX_Ok)
{
FX_StopSound(p->scream_voice);
S_Cleanup();
// S_TestSoundCallback(DUKE_SCREAM);
p->scream_voice = -1;
}
if (s->pal != 1 && (s->cstat&32768) == 0) s->cstat = 0;
if ((g_netServer || ud.multimode > 1) && (s->pal != 1 || (s->cstat&32768)))
{
if (p->frag_ps != snum)
{
if (GTFLAGS(GAMETYPE_TDM) && g_player[p->frag_ps].ps->team == g_player[snum].ps->team)
g_player[p->frag_ps].ps->fraggedself++;
else
{
g_player[p->frag_ps].ps->frag++;
g_player[p->frag_ps].frags[snum]++;
g_player[snum].frags[snum]++; // deaths
}
if (snum == screenpeek)
{
Bsprintf(ScriptQuotes[QUOTE_RESERVED],"Killed by %s",&g_player[p->frag_ps].user_name[0]);
P_DoQuote(QUOTE_RESERVED,p);
}
else
{
Bsprintf(ScriptQuotes[QUOTE_RESERVED2],"Killed %s",&g_player[snum].user_name[0]);
P_DoQuote(QUOTE_RESERVED2,g_player[p->frag_ps].ps);
}
if (ud.obituaries)
{
Bsprintf(tempbuf,ScriptQuotes[OBITQUOTEINDEX+(krand()%g_numObituaries)],
&g_player[p->frag_ps].user_name[0],
&g_player[snum].user_name[0]);
G_AddUserQuote(tempbuf);
}
else krand();
}
else
{
if (actor[p->i].picnum != APLAYERTOP)
{
p->fraggedself++;
if ((unsigned)p->wackedbyactor < MAXTILES && A_CheckEnemyTile(sprite[p->wackedbyactor].picnum))
Bsprintf(tempbuf,ScriptQuotes[OBITQUOTEINDEX+(krand()%g_numObituaries)],"A monster",&g_player[snum].user_name[0]);
else if (actor[p->i].picnum == NUKEBUTTON)
Bsprintf(tempbuf,"^02%s^02 tried to leave",&g_player[snum].user_name[0]);
else
{
// random suicide death string
Bsprintf(tempbuf,ScriptQuotes[SUICIDEQUOTEINDEX+(krand()%g_numSelfObituaries)],&g_player[snum].user_name[0]);
}
}
else Bsprintf(tempbuf,"^02%s^02 switched to team %d",&g_player[snum].user_name[0],p->team+1);
if (ud.obituaries)
G_AddUserQuote(tempbuf);
}
p->frag_ps = snum;
pus = NUMPAGES;
}
}
#ifdef LUNATIC
# define PIPEBOMB_CONTROL(snum) (g_player[snum].ps->pipebombControl)
#else
# define PIPEBOMB_CONTROL(snum) (Gv_GetVarByLabel("PIPEBOMB_CONTROL", PIPEBOMB_REMOTE, -1, snum))
#endif
enum
{
WS_NOTHING,
WS_FIRE,
WS_FIRE_AND_SPAWN,
};
int32_t P_WeaponState(int32_t snum, int32_t reset)
{
int32_t kb = g_player[snum].ps->kickback_pic;
int32_t weapon = g_player[snum].ps->curr_weapon;
if ((kb) < PWEAPON(snum, weapon, TotalTime))
{
if (PWEAPON(snum, weapon, Flags) & WEAPON_AUTOMATIC)
{
if (!(PWEAPON(snum, weapon, Flags) & WEAPON_SEMIAUTO))
{
if (reset)
kb = 0;
if (PWEAPON(snum, weapon, Flags) & WEAPON_FIREEVERYTHIRD)
{
if ((kb % 3) == 0)
return WS_FIRE_AND_SPAWN;
}
else if (PWEAPON(snum, weapon, Flags) & WEAPON_FIREEVERYOTHER)
return WS_FIRE_AND_SPAWN;
else
{
if (kb == PWEAPON(snum, weapon, FireDelay))
return WS_FIRE;
}
}
else
{
if (PWEAPON(snum, weapon, Flags) & WEAPON_FIREEVERYOTHER)
return WS_FIRE_AND_SPAWN;
else
{
if (kb == PWEAPON(snum, weapon, FireDelay))
return WS_FIRE;
}
}
}
else if (kb == PWEAPON(snum, weapon, FireDelay))
return WS_FIRE;
}
return WS_NOTHING;
}
static void P_ProcessWeapon(int32_t snum)
{
DukePlayer_t *const p = g_player[snum].ps;
uint8_t *const kb = &p->kickback_pic;
const int32_t shrunk = (sprite[p->i].yrepeat < 32);
uint32_t sb_snum = g_player[snum].sync->bits;
int32_t i, j, k;
switch (p->weapon_pos)
{
case WEAPON_POS_LOWER:
if (p->last_weapon >= 0)
{
p->weapon_pos = WEAPON_POS_RAISE;
p->last_weapon = -1;
}
else if (p->holster_weapon == 0)
p->weapon_pos = WEAPON_POS_RAISE;
break;
case 0:
break;
default:
p->weapon_pos--;
break;
}
if (TEST_SYNC_KEY(sb_snum, SK_FIRE))
{
P_SetWeaponGamevars(snum, p);
if (VM_OnEvent(EVENT_PRESSEDFIRE, p->i, snum) != 0)
sb_snum &= ~BIT(SK_FIRE);
}
if (TEST_SYNC_KEY(sb_snum, SK_HOLSTER)) // 'Holster Weapon
{
P_SetWeaponGamevars(snum, p);
if (VM_OnEvent(EVENT_HOLSTER, p->i, snum) == 0)
{
if (PWEAPON(snum, p->curr_weapon, WorksLike) != KNEE_WEAPON)
{
if (p->holster_weapon == 0 && p->weapon_pos == 0)
{
p->holster_weapon = 1;
p->weapon_pos = -1;
P_DoQuote(QUOTE_WEAPON_LOWERED,p);
}
else if (p->holster_weapon == 1 && p->weapon_pos == WEAPON_POS_LOWER)
{
p->holster_weapon = 0;
p->weapon_pos = WEAPON_POS_RAISE;
P_DoQuote(QUOTE_WEAPON_RAISED,p);
}
}
if (PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_HOLSTER_CLEARS_CLIP)
{
const int32_t cw=p->curr_weapon, clipcnt = PWEAPON(snum, cw, Clip);
if (p->ammo_amount[cw] > clipcnt && (p->ammo_amount[cw] % clipcnt) != 0)
{
p->ammo_amount[cw] -= p->ammo_amount[cw] % clipcnt;
(*kb) = PWEAPON(snum, cw, TotalTime);
sb_snum &= ~BIT(SK_FIRE); // not firing...
}
return;
}
}
}
if (PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_GLOWS)
p->random_club_frame += 64; // Glowing
// this is a hack for WEAPON_FIREEVERYOTHER
if (actor[p->i].t_data[7])
{
actor[p->i].t_data[7]--;
if (p->last_weapon == -1 && actor[p->i].t_data[7] != 0 && ((actor[p->i].t_data[7] & 1) == 0))
{
if (PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_AMMOPERSHOT)
{
if (p->ammo_amount[p->curr_weapon] > 0)
p->ammo_amount[p->curr_weapon]--;
else
{
actor[p->i].t_data[7] = 0;
P_CheckWeapon(p);
}
}
if (actor[p->i].t_data[7] != 0)
A_Shoot(p->i,PWEAPON(snum, p->curr_weapon, Shoots));
}
}
if (p->rapid_fire_hold == 1)
{
if (TEST_SYNC_KEY(sb_snum, SK_FIRE)) return;
p->rapid_fire_hold = 0;
}
if (shrunk || p->tipincs || p->access_incs)
sb_snum &= ~BIT(SK_FIRE);
else if (shrunk == 0 && (sb_snum&(1<<2)) && (*kb) == 0 && p->fist_incs == 0 &&
p->last_weapon == -1 && (p->weapon_pos == 0 || p->holster_weapon == 1))
{
p->crack_time = 777;
if (p->holster_weapon == 1)
{
if (p->last_pissed_time <= (GAMETICSPERSEC*218) && p->weapon_pos == WEAPON_POS_LOWER)
{
p->holster_weapon = 0;
p->weapon_pos = WEAPON_POS_RAISE;
P_DoQuote(QUOTE_WEAPON_RAISED,p);
}
}
else
{
P_SetWeaponGamevars(snum, p);
if (VM_OnEvent(EVENT_FIRE, p->i, snum) == 0)
{
// this event is deprecated
VM_OnEvent(EVENT_FIREWEAPON, p->i, snum);
switch (PWEAPON(snum, p->curr_weapon, WorksLike))
{
case HANDBOMB_WEAPON:
p->hbomb_hold_delay = 0;
if (p->ammo_amount[p->curr_weapon] > 0)
{
(*kb)=1;
if (PWEAPON(snum, p->curr_weapon, InitialSound) > 0)
A_PlaySound(PWEAPON(snum, p->curr_weapon, InitialSound), p->i);
}
break;
case HANDREMOTE_WEAPON:
p->hbomb_hold_delay = 0;
(*kb) = 1;
if (PWEAPON(snum, p->curr_weapon, InitialSound) > 0)
A_PlaySound(PWEAPON(snum, p->curr_weapon, InitialSound), p->i);
break;
case SHOTGUN_WEAPON:
if (p->ammo_amount[p->curr_weapon] > 0 && p->random_club_frame == 0)
{
(*kb)=1;
if (PWEAPON(snum, p->curr_weapon, InitialSound) > 0)
A_PlaySound(PWEAPON(snum, p->curr_weapon, InitialSound), p->i);
}
break;
case TRIPBOMB_WEAPON:
if (p->ammo_amount[p->curr_weapon] > 0)
{
hitdata_t hit;
hitscan((const vec3_t *)p,
p->cursectnum, sintable[(p->ang+512)&2047],
sintable[p->ang&2047], (100-p->horiz-p->horizoff)*32,
&hit,CLIPMASK1);
if (hit.sect < 0 || hit.sprite >= 0)
break;
// ST_2_UNDERWATER
if (hit.wall >= 0 && sector[hit.sect].lotag > 2)
break;
if (hit.wall >= 0 && wall[hit.wall].overpicnum >= 0)
if (wall[hit.wall].overpicnum == BIGFORCE)
break;
j = headspritesect[hit.sect];
while (j >= 0)
{
if (sprite[j].picnum == TRIPBOMB &&
klabs(sprite[j].z-hit.pos.z) < (12<<8) &&
((sprite[j].x-hit.pos.x)*(sprite[j].x-hit.pos.x)+
(sprite[j].y-hit.pos.y)*(sprite[j].y-hit.pos.y)) < (290*290))
break;
j = nextspritesect[j];
}
// ST_2_UNDERWATER
if (j == -1 && hit.wall >= 0 && (wall[hit.wall].cstat&16) == 0)
if ((wall[hit.wall].nextsector >= 0 &&
sector[wall[hit.wall].nextsector].lotag <= 2) ||
(wall[hit.wall].nextsector == -1 && sector[hit.sect].lotag <= 2))
if (((hit.pos.x-p->pos.x)*(hit.pos.x-p->pos.x) +
(hit.pos.y-p->pos.y)*(hit.pos.y-p->pos.y)) < (290*290))
{
p->pos.z = p->opos.z;
p->vel.z = 0;
(*kb) = 1;
if (PWEAPON(snum, p->curr_weapon, InitialSound) > 0)
{
A_PlaySound(PWEAPON(snum, p->curr_weapon, InitialSound), p->i);
}
}
}
break;
case PISTOL_WEAPON:
case CHAINGUN_WEAPON:
case SHRINKER_WEAPON:
case GROW_WEAPON:
case FREEZE_WEAPON:
case RPG_WEAPON:
if (p->ammo_amount[p->curr_weapon] > 0)
{
(*kb) = 1;
if (PWEAPON(snum, p->curr_weapon, InitialSound) > 0)
A_PlaySound(PWEAPON(snum, p->curr_weapon, InitialSound), p->i);
}
break;
case DEVISTATOR_WEAPON:
if (p->ammo_amount[p->curr_weapon] > 0)
{
(*kb) = 1;
p->hbomb_hold_delay = !p->hbomb_hold_delay;
if (PWEAPON(snum, p->curr_weapon, InitialSound) > 0)
A_PlaySound(PWEAPON(snum, p->curr_weapon, InitialSound), p->i);
}
break;
case KNEE_WEAPON:
if (p->quick_kick == 0)
{
(*kb) = 1;
if (PWEAPON(snum, p->curr_weapon, InitialSound) > 0)
A_PlaySound(PWEAPON(snum, p->curr_weapon, InitialSound), p->i);
}
break;
}
}
}
}
else if (*kb)
{
if (PWEAPON(snum, p->curr_weapon, WorksLike) == HANDBOMB_WEAPON)
{
if (PWEAPON(snum, p->curr_weapon, HoldDelay) && ((*kb) == PWEAPON(snum, p->curr_weapon, FireDelay)) && TEST_SYNC_KEY(sb_snum, SK_FIRE))
{
p->rapid_fire_hold = 1;
return;
}
if (++(*kb) == PWEAPON(snum, p->curr_weapon, HoldDelay))
{
p->ammo_amount[p->curr_weapon]--;
if (numplayers < 2 || g_netServer)
{
int32_t lPipeBombControl;
if (p->on_ground && TEST_SYNC_KEY(sb_snum, SK_CROUCH))
{
k = 15;
i = ((p->horiz+p->horizoff-100)*20);
}
else
{
k = 140;
i = -512-((p->horiz+p->horizoff-100)*20);
}
j = A_InsertSprite(p->cursectnum,
p->pos.x+(sintable[(p->ang+512)&2047]>>6),
p->pos.y+(sintable[p->ang&2047]>>6),
p->pos.z,PWEAPON(snum, p->curr_weapon, Shoots),-16,9,9,
p->ang,(k+(p->hbomb_hold_delay<<5)),i,p->i,1);
lPipeBombControl = PIPEBOMB_CONTROL(snum);
if (lPipeBombControl & PIPEBOMB_TIMER)
{
#ifdef LUNATIC
int32_t ltime = g_player[snum].ps->pipebombLifetime;
int32_t lv = g_player[snum].ps->pipebombLifetimeVar;
#else
int32_t ltime = Gv_GetVarByLabel("GRENADE_LIFETIME", NAM_GRENADE_LIFETIME, -1, snum);
int32_t lv=Gv_GetVarByLabel("GRENADE_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, -1, snum);
#endif
actor[j].t_data[7]= ltime
+ mulscale(krand(),lv, 14)
- lv;
// TIMER_CONTROL
actor[j].t_data[6]=1;
}
else actor[j].t_data[6]=2;
if (k == 15)
{
sprite[j].yvel = 3;
sprite[j].z += (8<<8);
}
if (A_GetHitscanRange(p->i) < 512)
{
sprite[j].ang += 1024;
sprite[j].zvel /= 3;
sprite[j].xvel /= 3;
}
}
p->hbomb_on = 1;
}
else if ((*kb) < PWEAPON(snum, p->curr_weapon, HoldDelay) && TEST_SYNC_KEY(sb_snum, SK_FIRE))
p->hbomb_hold_delay++;
else if ((*kb) > PWEAPON(snum, p->curr_weapon, TotalTime))
{
(*kb) = 0;
p->weapon_pos = WEAPON_POS_RAISE;
if (PIPEBOMB_CONTROL(snum) == PIPEBOMB_REMOTE)
{
p->curr_weapon = HANDREMOTE_WEAPON;
p->last_weapon = -1;
}
else P_CheckWeapon(p);
}
}
else if (PWEAPON(snum, p->curr_weapon, WorksLike) == HANDREMOTE_WEAPON)
{
if (++(*kb) == PWEAPON(snum, p->curr_weapon, FireDelay))
{
if (PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_BOMB_TRIGGER)
p->hbomb_on = 0;
if (PWEAPON(snum, p->curr_weapon, Shoots) != 0)
{
if (!(PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_NOVISIBLE))
{
lastvisinc = totalclock+32;
p->visibility = 0;
}
P_SetWeaponGamevars(snum, p);
A_Shoot(p->i, PWEAPON(snum, p->curr_weapon, Shoots));
}
}
if ((*kb) >= PWEAPON(snum, p->curr_weapon, TotalTime))
{
(*kb) = 0;
if ((p->ammo_amount[HANDBOMB_WEAPON] > 0) && PIPEBOMB_CONTROL(snum) == PIPEBOMB_REMOTE)
P_AddWeapon(p, HANDBOMB_WEAPON, 1);
else P_CheckWeapon(p);
}
}
else
{
// the basic weapon...
(*kb)++;
if (PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_CHECKATRELOAD)
{
if (PWEAPON(snum, p->curr_weapon, WorksLike) == TRIPBOMB_WEAPON)
{
if ((*kb) >= PWEAPON(snum, p->curr_weapon, TotalTime))
{
(*kb) = 0;
P_CheckWeapon(p);
p->weapon_pos = WEAPON_POS_LOWER;
}
}
else if (*kb >= PWEAPON(snum, p->curr_weapon, Reload))
P_CheckWeapon(p);
}
else if (PWEAPON(snum, p->curr_weapon, WorksLike)!=KNEE_WEAPON && *kb >= PWEAPON(snum, p->curr_weapon, FireDelay))
P_CheckWeapon(p);
if (PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_STANDSTILL
&& *kb < (PWEAPON(snum, p->curr_weapon, FireDelay)+1))
{
p->pos.z = p->opos.z;
p->vel.z = 0;
}
if (*kb == PWEAPON(snum, p->curr_weapon, Sound2Time))
if (PWEAPON(snum, p->curr_weapon, Sound2Sound) > 0)
A_PlaySound(PWEAPON(snum, p->curr_weapon, Sound2Sound),p->i);
if (*kb == PWEAPON(snum, p->curr_weapon, SpawnTime))
P_DoWeaponSpawn(snum);
if ((*kb) >= PWEAPON(snum, p->curr_weapon, TotalTime))
{
if (/*!(PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_CHECKATRELOAD) && */ p->reloading == 1 ||
(PWEAPON(snum, p->curr_weapon, Reload) > PWEAPON(snum, p->curr_weapon, TotalTime) && p->ammo_amount[p->curr_weapon] > 0
&& (PWEAPON(snum, p->curr_weapon, Clip)) && (((p->ammo_amount[p->curr_weapon]%(PWEAPON(snum, p->curr_weapon, Clip)))==0))))
{
int32_t i = PWEAPON(snum, p->curr_weapon, Reload) - PWEAPON(snum, p->curr_weapon, TotalTime);
p->reloading = 1;
if ((*kb) != (PWEAPON(snum, p->curr_weapon, TotalTime)))
{
if ((*kb) == (PWEAPON(snum, p->curr_weapon, TotalTime)+1))
{
if (PWEAPON(snum, p->curr_weapon, ReloadSound1) > 0)
A_PlaySound(PWEAPON(snum, p->curr_weapon, ReloadSound1),p->i);
}
else if (((*kb) == (PWEAPON(snum, p->curr_weapon, Reload) - (i/3)) &&
!(PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_RELOAD_TIMING)) ||
((*kb) == (PWEAPON(snum, p->curr_weapon, Reload) - i+4) &&
(PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_RELOAD_TIMING)))
{
if (PWEAPON(snum, p->curr_weapon, ReloadSound2) > 0)
A_PlaySound(PWEAPON(snum, p->curr_weapon, ReloadSound2),p->i);
}
else if ((*kb) >= (PWEAPON(snum, p->curr_weapon, Reload)))
{
*kb=0;
p->reloading = 0;
}
}
}
else
{
if (PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_AUTOMATIC &&
(PWEAPON(snum, p->curr_weapon, WorksLike)==KNEE_WEAPON?1:p->ammo_amount[p->curr_weapon] > 0))
{
if (TEST_SYNC_KEY(sb_snum, SK_FIRE))
{
if (PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_RANDOMRESTART)
*kb = 1+(krand()&3);
else *kb=1;
}
else *kb = 0;
}
else *kb = 0;
if (PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_RESET &&
((PWEAPON(snum, p->curr_weapon, WorksLike) == KNEE_WEAPON)?1:p->ammo_amount[p->curr_weapon] > 0))
{
if (TEST_SYNC_KEY(sb_snum, SK_FIRE)) *kb = 1;
else *kb = 0;
}
}
}
else if (*kb >= PWEAPON(snum, p->curr_weapon, FireDelay) && (*kb) < PWEAPON(snum, p->curr_weapon, TotalTime) &&
((PWEAPON(snum, p->curr_weapon, WorksLike) == KNEE_WEAPON) ? 1 : p->ammo_amount[p->curr_weapon] > 0))
{
int const reset = (TEST_SYNC_KEY(sb_snum, SK_FIRE) == 0 && PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_RESET);
switch (P_WeaponState(snum, reset))
{
case WS_FIRE_AND_SPAWN:
P_FireWeapon(snum);
P_DoWeaponSpawn(snum);
if (reset) *kb = 0;
else if (PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_RESET &&
(*kb) > PWEAPON(snum, p->curr_weapon, TotalTime) - PWEAPON(snum, p->curr_weapon, HoldDelay))
*kb = (TEST_SYNC_KEY(sb_snum, SK_FIRE)) ? 1 : 0;
break;
case WS_FIRE:
P_FireWeapon(snum);
if (reset) *kb = 0;
else if (PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_RESET &&
(*kb) > PWEAPON(snum, p->curr_weapon, TotalTime) - PWEAPON(snum, p->curr_weapon, HoldDelay))
*kb = (TEST_SYNC_KEY(sb_snum, SK_FIRE)) ? 1 : 0;
break;
default: break;
}
}
}
}
}
void P_EndLevel(void)
{
int32_t i;
for (TRAVERSE_CONNECT(i))
g_player[i].ps->gm = MODE_EOL;
if (ud.from_bonus)
{
ud.m_level_number = ud.level_number = ud.from_bonus;
ud.from_bonus = 0;
}
else
{
ud.level_number++;
if (ud.level_number >= MAXLEVELS)
ud.level_number = 0;
ud.m_level_number = ud.level_number;
}
}
static int32_t P_DoFist(DukePlayer_t *p)
{
// the fist punching NUKEBUTTON
if (++p->fist_incs == 28)
{
if (ud.recstat == 1) G_CloseDemoWrite();
S_PlaySound(PIPEBOMB_EXPLODE);
P_PalFrom(p, 48, 64,64,64);
}
if (p->fist_incs > 42)
{
if (p->buttonpalette && ud.from_bonus == 0)
{
int32_t i;
for (TRAVERSE_CONNECT(i))
g_player[i].ps->gm = MODE_EOL;
ud.from_bonus = ud.level_number+1;
if (ud.secretlevel > 0 && ud.secretlevel <= MAXLEVELS)
ud.level_number = ud.secretlevel-1;
ud.m_level_number = ud.level_number;
}
else
{
P_EndLevel();
}
p->fist_incs = 0;
return 1;
}
return 0;
}
#ifdef YAX_ENABLE
static void getzsofslope_player(int16_t sectnum, int32_t dax, int32_t day, int32_t *ceilz, int32_t *florz)
{
int32_t i, didceil=0, didflor=0;
if ((sector[sectnum].ceilingstat&512)==0)
{
i = yax_getneighborsect(dax, day, sectnum, YAX_CEILING);
if (i >= 0)
{
*ceilz = getceilzofslope(i, dax,day);
didceil = 1;
}
}
if ((sector[sectnum].floorstat&512)==0)
{
i = yax_getneighborsect(dax, day, sectnum, YAX_FLOOR);
if (i >= 0)
{
*florz = getflorzofslope(i, dax,day);
didflor = 1;
}
}
if (!didceil || !didflor)
{
int32_t cz, fz;
getzsofslope(sectnum, dax, day, &cz, &fz);
if (!didceil)
*ceilz = cz;
if (!didflor)
*florz = fz;
}
}
#endif
void P_UpdatePosWhenViewingCam(DukePlayer_t *p)
{
int32_t i = p->newowner;
Bmemcpy(&p->pos, &sprite[i], sizeof(vec3_t));
p->ang = SA;
p->vel.x = p->vel.y = sprite[p->i].xvel = 0;
p->look_ang = 0;
p->rotscrnang = 0;
}
void P_ProcessInput(int32_t snum)
{
DukePlayer_t *const p = g_player[snum].ps;
spritetype *const s = &sprite[p->i];
uint32_t sb_snum = g_player[snum].sync->bits;
int32_t j, i, k, doubvel = TICSPERFRAME, shrunk;
int32_t fz, cz, hz, lz, truefdist, x, y, psectlotag;
const uint8_t *const kb = &p->kickback_pic;
int16_t tempsect;
if (g_player[snum].playerquitflag == 0)
return;
p->player_par++;
VM_OnEvent(EVENT_PROCESSINPUT, p->i, snum);
if (p->cheat_phase > 0) sb_snum = 0;
if (p->cursectnum == -1)
{
if (s->extra > 0 && ud.noclip == 0)
{
P_QuickKill(p);
A_PlaySound(SQUISHED,p->i);
}
p->cursectnum = 0;
}
psectlotag = sector[p->cursectnum].lotag;
p->spritebridge = p->sbs = 0;
shrunk = (s->yrepeat < 32);
getzrange((vec3_t *)p,p->cursectnum,&cz,&hz,&fz,&lz,163L,CLIPMASK0);
#ifdef YAX_ENABLE
getzsofslope_player(p->cursectnum,p->pos.x,p->pos.y,&p->truecz,&p->truefz);
#else
getzsofslope(p->cursectnum,p->pos.x,p->pos.y,&p->truecz,&p->truefz);
#endif
j = p->truefz;
truefdist = klabs(p->pos.z-j);
if ((lz&49152) == 16384 && psectlotag == 1 && truefdist > PHEIGHT+(16<<8))
psectlotag = 0;
actor[p->i].floorz = fz;
actor[p->i].ceilingz = cz;
p->ohoriz = p->horiz;
p->ohorizoff = p->horizoff;
// calculates automatic view angle for playing without a mouse
if (p->aim_mode == 0 && p->on_ground && psectlotag != ST_2_UNDERWATER && (sector[p->cursectnum].floorstat&2))
{
x = p->pos.x+(sintable[(p->ang+512)&2047]>>5);
y = p->pos.y+(sintable[p->ang&2047]>>5);
tempsect = p->cursectnum;
updatesector(x,y,&tempsect);
if (tempsect >= 0)
{
k = getflorzofslope(p->cursectnum,x,y);
if (p->cursectnum == tempsect)
p->horizoff += mulscale16(j-k,160);
else if (klabs(getflorzofslope(tempsect,x,y)-k) <= (4<<8))
p->horizoff += mulscale16(j-k,160);
}
}
if (p->horizoff > 0) p->horizoff -= ((p->horizoff>>3)+1);
else if (p->horizoff < 0) p->horizoff += (((-p->horizoff)>>3)+1);
if (hz >= 0 && (hz&49152) == 49152)
{
hz &= (MAXSPRITES-1);
if (sprite[hz].statnum == STAT_ACTOR && sprite[hz].extra >= 0)
{
hz = 0;
cz = p->truecz;
}
}
if (lz >= 0 && (lz&49152) == 49152)
{
j = lz&(MAXSPRITES-1);
if ((sprite[j].cstat&33) == 33 || (sprite[j].cstat&17) == 17 ||
clipshape_idx_for_sprite(&sprite[j], -1) >= 0)
{
// EDuke32 extension: xvel of 1 makes a sprite be never regarded as a bridge.
if ((sprite[j].xvel&1) == 0)
{
psectlotag = 0;
p->footprintcount = 0;
p->spritebridge = 1;
p->sbs = j;
}
}
else if (A_CheckEnemySprite(&sprite[j]) && sprite[j].xrepeat > 24 && klabs(s->z-sprite[j].z) < (84<<8))
{
// TX: I think this is what makes the player slide off enemies... might
// be a good sprite flag to add later.
// Helix: there's also SLIDE_ABOVE_ENEMY.
j = getangle(sprite[j].x-p->pos.x,sprite[j].y-p->pos.y);
p->vel.x -= sintable[(j+512)&2047]<<4;
p->vel.y -= sintable[j&2047]<<4;
}
}
if (s->extra > 0)
P_IncurDamage(p);
else
{
s->extra = 0;
p->inv_amount[GET_SHIELD] = 0;
}
p->last_extra = s->extra;
if (p->loogcnt > 0) p->loogcnt--;
else p->loogcnt = 0;
if (p->fist_incs && P_DoFist(p)) return;
if (p->timebeforeexit > 1 && p->last_extra > 0)
{
if (--p->timebeforeexit == GAMETICSPERSEC*5)
{
FX_StopAllSounds();
S_ClearSoundLocks();
if (p->customexitsound >= 0)
{
S_PlaySound(p->customexitsound);
P_DoQuote(QUOTE_WEREGONNAFRYYOURASS,p);
}
}
else if (p->timebeforeexit == 1)
{
P_EndLevel();
return;
}
}
if (p->pals.f > 0)
{
#if !defined LUNATIC
p->pals.f--;
#else
if (p->palsfadespeed > 0)
{
// <palsfadespeed> is the tint fade speed is in
// decrements/P_ProcessInput() calls.
p->pals.f = max(p->pals.f - p->palsfadespeed, 0);
}
else
{
// <palsfadespeed> is a negated count of how many times we
// (P_ProcessInput()) should be called before decrementing the tint
// fading by one. <palsfadenext> is the live counter.
if (p->palsfadenext < 0)
p->palsfadenext++;
if (p->palsfadenext == 0)
{
p->palsfadenext = p->palsfadespeed;
p->pals.f--;
}
}
#endif
}
if (p->fta > 0 && --p->fta == 0)
{
pub = pus = NUMPAGES;
p->ftq = 0;
}
if (g_levelTextTime > 0)
g_levelTextTime--;
if (s->extra <= 0)
{
if (ud.recstat == 1 && (!g_netServer && ud.multimode < 2))
G_CloseDemoWrite();
if ((numplayers < 2 || g_netServer) && p->dead_flag == 0)
P_FragPlayer(snum);
if (psectlotag == ST_2_UNDERWATER)
{
if (p->on_warping_sector == 0)
{
if (klabs(p->pos.z-fz) > (PHEIGHT>>1))
p->pos.z += 348;
}
else
{
s->z -= 512;
s->zvel = -348;
}
clipmove((vec3_t *)p,&p->cursectnum,
0,0,164L,(4L<<8),(4L<<8),CLIPMASK0);
// p->bobcounter += 32;
}
Bmemcpy(&p->opos, &p->pos, sizeof(vec3_t));
p->oang = p->ang;
p->opyoff = p->pyoff;
p->horiz = 100;
p->horizoff = 0;
updatesector(p->pos.x,p->pos.y,&p->cursectnum);
pushmove((vec3_t *)p,&p->cursectnum,128L,(4L<<8),(20L<<8),CLIPMASK0);
if (fz > cz+(16<<8) && s->pal != 1)
p->rotscrnang = (p->dead_flag + ((fz+p->pos.z)>>7))&2047;
p->on_warping_sector = 0;
return;
}
if (p->transporter_hold > 0)
{
p->transporter_hold--;
if (p->transporter_hold == 0 && p->on_warping_sector)
p->transporter_hold = 2;
}
else if (p->transporter_hold < 0)
p->transporter_hold++;
if (p->newowner >= 0)
{
P_UpdatePosWhenViewingCam(p);
P_DoCounters(snum);
if (PWEAPON(snum, p->curr_weapon, WorksLike) == HANDREMOTE_WEAPON)
P_ProcessWeapon(snum);
return;
}
p->rotscrnang -= (p->rotscrnang>>1);
if (p->rotscrnang && !(p->rotscrnang>>1))
p->rotscrnang -= ksgn(p->rotscrnang);
p->look_ang -= (p->look_ang>>2);
if (p->look_ang && !(p->look_ang>>2))
p->look_ang -= ksgn(p->look_ang);
if (TEST_SYNC_KEY(sb_snum, SK_LOOK_LEFT))
{
// look_left
if (VM_OnEvent(EVENT_LOOKLEFT,p->i,snum) == 0)
{
p->look_ang -= 152;
p->rotscrnang += 24;
}
}
if (TEST_SYNC_KEY(sb_snum, SK_LOOK_RIGHT))
{
// look_right
if (VM_OnEvent(EVENT_LOOKRIGHT,p->i,snum) == 0)
{
p->look_ang += 152;
p->rotscrnang -= 24;
}
}
if (p->on_crane >= 0)
goto HORIZONLY;
j = ksgn(g_player[snum].sync->avel);
if (s->xvel < 32 || p->on_ground == 0 || p->bobcounter == 1024)
{
if ((p->weapon_sway&2047) > (1024+96))
p->weapon_sway -= 96;
else if ((p->weapon_sway&2047) < (1024-96))
p->weapon_sway += 96;
else p->weapon_sway = 1024;
}
else p->weapon_sway = p->bobcounter;
// NOTE: This silently wraps if the difference is too great, e.g. used to do
// that when teleported by silent SE7s.
s->xvel = ksqrt(uhypsq(p->pos.x-p->bobpos.x, p->pos.y-p->bobpos.y));
if (p->on_ground)
p->bobcounter += sprite[p->i].xvel>>1;
if (ud.noclip == 0 && ((uint16_t)p->cursectnum >= MAXSECTORS || sector[p->cursectnum].floorpicnum == MIRROR))
{
p->pos.x = p->opos.x;
p->pos.y = p->opos.y;
}
else
{
p->opos.x = p->pos.x;
p->opos.y = p->pos.y;
}
p->bobpos.x = p->pos.x;
p->bobpos.y = p->pos.y;
p->opos.z = p->pos.z;
p->opyoff = p->pyoff;
p->oang = p->ang;
if (p->one_eighty_count < 0)
{
p->one_eighty_count += 128;
p->ang += 128;
}
// Shrinking code
i = 40;
if (psectlotag == ST_2_UNDERWATER)
{
// under water
p->jumping_counter = 0;
p->pycount += 32;
p->pycount &= 2047;
p->pyoff = sintable[p->pycount]>>7;
if (!A_CheckSoundPlaying(p->i,DUKE_UNDERWATER))
A_PlaySound(DUKE_UNDERWATER,p->i);
if (TEST_SYNC_KEY(sb_snum, SK_JUMP))
{
if (VM_OnEvent(EVENT_SWIMUP,p->i,snum) == 0)
{
// jump
if (p->vel.z > 0) p->vel.z = 0;
p->vel.z -= 348;
if (p->vel.z < -(256*6)) p->vel.z = -(256*6);
}
}
else if (TEST_SYNC_KEY(sb_snum, SK_CROUCH))
{
if (VM_OnEvent(EVENT_SWIMDOWN,p->i,snum) == 0)
{
// crouch
if (p->vel.z < 0) p->vel.z = 0;
p->vel.z += 348;
if (p->vel.z > (256*6)) p->vel.z = (256*6);
}
}
else
{
// normal view
if (p->vel.z < 0)
{
p->vel.z += 256;
if (p->vel.z > 0)
p->vel.z = 0;
}
if (p->vel.z > 0)
{
p->vel.z -= 256;
if (p->vel.z < 0)
p->vel.z = 0;
}
}
if (p->vel.z > 2048)
p->vel.z >>= 1;
p->pos.z += p->vel.z;
if (p->pos.z > (fz-(15<<8)))
p->pos.z += ((fz-(15<<8))-p->pos.z)>>1;
if (p->pos.z < cz)
{
p->pos.z = cz;
p->vel.z = 0;
}
if (p->scuba_on && (krand()&255) < 8)
{
j = A_Spawn(p->i,WATERBUBBLE);
sprite[j].x +=
sintable[(p->ang+512+64-(g_globalRandom&128))&2047]>>6;
sprite[j].y +=
sintable[(p->ang+64-(g_globalRandom&128))&2047]>>6;
sprite[j].xrepeat = 3;
sprite[j].yrepeat = 2;
sprite[j].z = p->pos.z+(8<<8);
}
}
else if (p->jetpack_on)
{
p->on_ground = 0;
p->jumping_counter = 0;
p->hard_landing = 0;
p->falling_counter = 0;
p->pycount += 32;
p->pycount &= 2047;
p->pyoff = sintable[p->pycount]>>7;
if (p->jetpack_on < 11)
{
p->jetpack_on++;
p->pos.z -= (p->jetpack_on<<7); //Goin up
}
else if (p->jetpack_on == 11 && !A_CheckSoundPlaying(p->i,DUKE_JETPACK_IDLE))
A_PlaySound(DUKE_JETPACK_IDLE,p->i);
if (shrunk) j = 512;
else j = 2048;
if (TEST_SYNC_KEY(sb_snum, SK_JUMP)) //A (soar high)
{
// jump
if (VM_OnEvent(EVENT_SOARUP,p->i,snum) == 0)
{
p->pos.z -= j;
p->crack_time = 777;
}
}
if (TEST_SYNC_KEY(sb_snum, SK_CROUCH)) //Z (soar low)
{
// crouch
if (VM_OnEvent(EVENT_SOARDOWN,p->i,snum) == 0)
{
p->pos.z += j;
p->crack_time = 777;
}
}
if (shrunk == 0 && (psectlotag == 0 || psectlotag == ST_2_UNDERWATER)) k = 32;
else k = 16;
if (psectlotag != ST_2_UNDERWATER && 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 < (actor[p->i].ceilingz+(18<<8)))
p->pos.z = actor[p->i].ceilingz+(18<<8);
}
else if (psectlotag != ST_2_UNDERWATER)
{
p->airleft = 15 * GAMETICSPERSEC; // 13 seconds
if (p->scuba_on == 1)
p->scuba_on = 0;
if (psectlotag == ST_1_ABOVE_WATER && p->spritebridge == 0)
{
if (shrunk == 0)
{
i = 34;
p->pycount += 32;
p->pycount &= 2047;
p->pyoff = sintable[p->pycount]>>6;
}
else i = 12;
if (shrunk == 0 && truefdist <= PHEIGHT)
{
if (p->on_ground == 1)
{
if (p->dummyplayersprite < 0)
p->dummyplayersprite = A_Spawn(p->i,PLAYERONWATER);
sprite[p->dummyplayersprite].pal = sprite[p->i].pal;
sprite[p->dummyplayersprite].cstat |= 32768;
p->footprintcount = 6;
if (sector[p->cursectnum].floorpicnum == FLOORSLIME)
p->footprintpal = 8;
else p->footprintpal = 0;
p->footprintshade = 0;
}
}
}
else
{
if (p->footprintcount > 0 && p->on_ground)
if (p->cursectnum >= 0 && (sector[p->cursectnum].floorstat&2) != 2)
{
for (j=headspritesect[p->cursectnum]; j>=0; j=nextspritesect[j])
if (sprite[j].picnum == FOOTPRINTS || sprite[j].picnum == FOOTPRINTS2 ||
sprite[j].picnum == FOOTPRINTS3 || sprite[j].picnum == FOOTPRINTS4)
if (klabs(sprite[j].x-p->pos.x) < 384 && klabs(sprite[j].y-p->pos.y) < 384)
break;
if (j < 0)
{
if (p->cursectnum >= 0 && sector[p->cursectnum].lotag == 0 && sector[p->cursectnum].hitag == 0)
#ifdef YAX_ENABLE
if (yax_getbunch(p->cursectnum, YAX_FLOOR) < 0 || (sector[p->cursectnum].floorstat&512))
#endif
{
switch (krand()&3)
{
case 0:
j = A_Spawn(p->i,FOOTPRINTS);
break;
case 1:
j = A_Spawn(p->i,FOOTPRINTS2);
break;
case 2:
j = A_Spawn(p->i,FOOTPRINTS3);
break;
default:
j = A_Spawn(p->i,FOOTPRINTS4);
break;
}
sprite[j].pal = p->footprintpal;
sprite[j].shade = p->footprintshade;
p->footprintcount--;
}
}
}
}
if (p->pos.z < (fz-(i<<8))) //falling
{
// not jumping or crouching
if (!TEST_SYNC_KEY(sb_snum, SK_JUMP) && !TEST_SYNC_KEY(sb_snum, SK_CROUCH) &&
p->on_ground && (sector[p->cursectnum].floorstat&2) && p->pos.z >= (fz-(i<<8)-(16<<8)))
p->pos.z = fz-(i<<8);
else
{
p->on_ground = 0;
p->vel.z += (g_spriteGravity+80); // (TICSPERFRAME<<6);
if (p->vel.z >= (4096+2048)) p->vel.z = (4096+2048);
if (p->vel.z > 2400 && p->falling_counter < 255)
{
p->falling_counter++;
if (p->falling_counter >= 38 && p->scream_voice <= FX_Ok)
{
int32_t voice = A_PlaySound(DUKE_SCREAM,p->i);
if (voice <= 127) // XXX: p->scream_voice is an int8_t
p->scream_voice = voice;
}
}
if ((p->pos.z+p->vel.z) >= (fz-(i<<8)) && p->cursectnum >= 0) // hit the ground
if (sector[p->cursectnum].lotag != ST_1_ABOVE_WATER)
{
if (p->falling_counter > 62)
P_QuickKill(p);
else if (p->falling_counter > 9)
{
// Falling damage.
s->extra -= p->falling_counter-(krand()&3);
if (s->extra <= 0)
{
A_PlaySound(SQUISHED,p->i);
// P_PalFrom(p, 63, 63,0,0);
}
else
{
A_PlaySound(DUKE_LAND,p->i);
A_PlaySound(DUKE_LAND_HURT,p->i);
}
P_PalFrom(p, 32, 16,0,0);
}
else if (p->vel.z > 2048)
A_PlaySound(DUKE_LAND,p->i);
}
}
}
else
{
p->falling_counter = 0;
if (p->scream_voice > FX_Ok)
{
FX_StopSound(p->scream_voice);
S_Cleanup();
p->scream_voice = -1;
}
if (psectlotag != ST_1_ABOVE_WATER && psectlotag != ST_2_UNDERWATER && p->on_ground == 0 && p->vel.z > (6144>>1))
p->hard_landing = p->vel.z>>10;
p->on_ground = 1;
if (i==40)
{
//Smooth on the ground
k = ((fz-(i<<8))-p->pos.z)>>1;
if (klabs(k) < 256) k = 0;
p->pos.z += k;
p->vel.z -= 768;
if (p->vel.z < 0) p->vel.z = 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))
{
p->pos.z = fz-(16<<8);
p->vel.z >>= 1;
}
}
p->on_warping_sector = 0;
if (TEST_SYNC_KEY(sb_snum, SK_CROUCH))
{
// crouching
if (VM_OnEvent(EVENT_CROUCH,p->i,snum) == 0)
{
p->pos.z += (2048+768);
p->crack_time = 777;
}
}
// jumping
if (!TEST_SYNC_KEY(sb_snum, SK_JUMP) && p->jumping_toggle == 1)
p->jumping_toggle = 0;
else if (TEST_SYNC_KEY(sb_snum, SK_JUMP) && p->jumping_toggle == 0)
{
if (p->jumping_counter == 0)
if ((fz-cz) > (56<<8))
{
if (VM_OnEvent(EVENT_JUMP,p->i,snum) == 0)
{
p->jumping_counter = 1;
p->jumping_toggle = 1;
}
}
}
if (p->jumping_counter && !TEST_SYNC_KEY(sb_snum, SK_JUMP))
p->jumping_toggle = 0;
}
if (p->jumping_counter)
{
if (!TEST_SYNC_KEY(sb_snum, SK_JUMP) && p->jumping_toggle == 1)
p->jumping_toggle = 0;
if (p->jumping_counter < (1024+256))
{
if (psectlotag == ST_1_ABOVE_WATER && p->jumping_counter > 768)
{
p->jumping_counter = 0;
p->vel.z = -512;
}
else
{
p->vel.z -= (sintable[(2048-128+p->jumping_counter)&2047])/12;
p->jumping_counter += 180;
p->on_ground = 0;
}
}
else
{
p->jumping_counter = 0;
p->vel.z = 0;
}
}
p->pos.z += p->vel.z;
if ((psectlotag != ST_2_UNDERWATER || cz != sector[p->cursectnum].ceilingz) && p->pos.z < (cz+(4<<8)))
{
p->jumping_counter = 0;
if (p->vel.z < 0)
p->vel.x = p->vel.y = 0;
p->vel.z = 128;
p->pos.z = cz+(4<<8);
}
}
if (p->fist_incs || p->transporter_hold > 2 || p->hard_landing || p->access_incs > 0 || p->knee_incs > 0 ||
(PWEAPON(snum, p->curr_weapon, WorksLike) == TRIPBOMB_WEAPON &&
*kb > 1 && *kb < PWEAPON(snum, p->curr_weapon, FireDelay)))
{
doubvel = 0;
p->vel.x = 0;
p->vel.y = 0;
}
else if (g_player[snum].sync->avel) //p->ang += syncangvel * constant
{
int32_t tempang = g_player[snum].sync->avel;
if (psectlotag == ST_2_UNDERWATER) p->angvel =(tempang-(tempang>>3))*ksgn(doubvel);
else p->angvel = tempang*ksgn(doubvel);
p->ang += p->angvel;
p->ang &= 2047;
p->crack_time = 777;
}
if (p->spritebridge == 0)
{
j = sector[s->sectnum].floorpicnum;
if (j == PURPLELAVA || sector[s->sectnum].ceilingpicnum == PURPLELAVA)
{
if (p->inv_amount[GET_BOOTS] > 0)
{
p->inv_amount[GET_BOOTS]--;
p->inven_icon = ICON_BOOTS;
if (p->inv_amount[GET_BOOTS] <= 0)
P_SelectNextInvItem(p);
}
else
{
if (!A_CheckSoundPlaying(p->i,DUKE_LONGTERM_PAIN))
A_PlaySound(DUKE_LONGTERM_PAIN,p->i);
P_PalFrom(p, 32, 0,8,0);
s->extra--;
}
}
if (p->on_ground && truefdist <= PHEIGHT+(16<<8) && P_CheckFloorDamage(p, j))
{
P_DoQuote(QUOTE_BOOTS_ON, p);
p->inv_amount[GET_BOOTS] -= 2;
if (p->inv_amount[GET_BOOTS] <= 0)
{
p->inv_amount[GET_BOOTS] = 0;
P_SelectNextInvItem(p);
}
}
}
if (g_player[snum].sync->extbits&(1))
VM_OnEvent(EVENT_MOVEFORWARD,p->i,snum);
if (g_player[snum].sync->extbits&(1<<1))
VM_OnEvent(EVENT_MOVEBACKWARD,p->i,snum);
if (g_player[snum].sync->extbits&(1<<2))
VM_OnEvent(EVENT_STRAFELEFT,p->i,snum);
if (g_player[snum].sync->extbits&(1<<3))
VM_OnEvent(EVENT_STRAFERIGHT,p->i,snum);
if (g_player[snum].sync->extbits&(1<<4) || g_player[snum].sync->avel < 0)
VM_OnEvent(EVENT_TURNLEFT,p->i,snum);
if (g_player[snum].sync->extbits&(1<<5) || g_player[snum].sync->avel > 0)
VM_OnEvent(EVENT_TURNRIGHT,p->i,snum);
if (p->vel.x || p->vel.y || g_player[snum].sync->fvel || g_player[snum].sync->svel)
{
p->crack_time = 777;
k = sintable[p->bobcounter&2047]>>12;
if ((truefdist < PHEIGHT+(8<<8)) && (k == 1 || k == 3))
{
if (p->walking_snd_toggle == 0 && p->on_ground)
{
switch (psectlotag)
{
case 0:
if (lz >= 0 && (lz&49152) == 49152)
j = sprite[lz&(MAXSPRITES-1)].picnum;
else j = sector[p->cursectnum].floorpicnum;
switch (DYNAMICTILEMAP(j))
{
case PANNEL1__STATIC:
case PANNEL2__STATIC:
A_PlaySound(DUKE_WALKINDUCTS,p->i);
p->walking_snd_toggle = 1;
break;
}
break;
case ST_1_ABOVE_WATER:
if (!p->spritebridge)
{
if ((krand()&1) == 0)
A_PlaySound(DUKE_ONWATER,p->i);
p->walking_snd_toggle = 1;
}
break;
}
}
}
else if (p->walking_snd_toggle > 0)
p->walking_snd_toggle--;
if (p->jetpack_on == 0 && p->inv_amount[GET_STEROIDS] > 0 && p->inv_amount[GET_STEROIDS] < 400)
doubvel <<= 1;
p->vel.x += (((g_player[snum].sync->fvel) * doubvel) << 6);
p->vel.y += (((g_player[snum].sync->svel) * doubvel) << 6);
j = 0;
if (psectlotag == ST_2_UNDERWATER)
j = 0x1400;
else if (p->on_ground && (TEST_SYNC_KEY(sb_snum, SK_CROUCH) || (*kb > 10 && PWEAPON(snum, p->curr_weapon, WorksLike) == KNEE_WEAPON)))
j = 0x2000;
p->vel.x = mulscale16(p->vel.x, p->runspeed - j);
p->vel.y = mulscale16(p->vel.y, p->runspeed - j);
if (klabs(p->vel.x) < 2048 && klabs(p->vel.y) < 2048)
p->vel.x = p->vel.y = 0;
if (shrunk)
{
p->vel.x = mulscale16(p->vel.x,p->runspeed-(p->runspeed>>1)+(p->runspeed>>2));
p->vel.y = mulscale16(p->vel.y,p->runspeed-(p->runspeed>>1)+(p->runspeed>>2));
}
}
HORIZONLY:
if (psectlotag == ST_1_ABOVE_WATER || p->spritebridge == 1) i = p->autostep_sbw;
else i = p->autostep;
#ifdef EDUKE32_TOUCH_DEVICES
if (TEST_SYNC_KEY(sb_snum, SK_CROUCH))
i = p->autostep_sbw;
#endif
if (p->cursectnum >= 0 && sector[p->cursectnum].lotag == ST_2_UNDERWATER) k = 0;
else k = 1;
if (ud.noclip)
{
p->pos.x += p->vel.x>>14;
p->pos.y += p->vel.y>>14;
updatesector(p->pos.x,p->pos.y,&p->cursectnum);
changespritesect(p->i,p->cursectnum);
}
else
{
#ifdef YAX_ENABLE
int32_t sect = p->cursectnum;
int16_t cb, fb;
if (sect >= 0)
yax_getbunches(sect, &cb, &fb);
// This updatesectorz conflicts with Duke3D's way of teleporting through water,
// so make it a bit conditional... OTOH, this way we have an ugly z jump when
// changing from above water to underwater
if (sect >= 0 && !(sector[sect].lotag==ST_1_ABOVE_WATER && p->on_ground && fb>=0))
{
if ((fb>=0 && !(sector[sect].floorstat&512)) || (cb>=0 && !(sector[sect].ceilingstat&512)))
{
p->cursectnum += MAXSECTORS; // skip initial z check, restored by updatesectorz
updatesectorz(p->pos.x,p->pos.y,p->pos.z,&p->cursectnum);
}
}
#endif
if ((j = clipmove((vec3_t *)p, &p->cursectnum, p->vel.x + (p->fric.x << 9), p->vel.y + (p->fric.y << 9), 164L,
(4L << 8), i, CLIPMASK0)))
P_CheckTouchDamage(p, j);
p->fric.x = p->fric.y = 0;
}
// This makes the player view lower when shrunk. NOTE that it can get the
// view below the sector floor (and does, when on the ground).
if (p->jetpack_on == 0 && psectlotag != ST_2_UNDERWATER && psectlotag != ST_1_ABOVE_WATER && shrunk)
p->pos.z += 32<<8;
if (p->jetpack_on == 0)
{
if (s->xvel > 16)
{
if (psectlotag != ST_1_ABOVE_WATER && psectlotag != ST_2_UNDERWATER && p->on_ground)
{
p->pycount += 52;
p->pycount &= 2047;
p->pyoff =
klabs(s->xvel*sintable[p->pycount])/1596;
}
}
else if (psectlotag != ST_2_UNDERWATER && psectlotag != ST_1_ABOVE_WATER)
p->pyoff = 0;
}
// RBG***
p->pos.z += PHEIGHT;
actor[p->i].bpos = *(vec3_t *)&sprite[p->i];
setsprite(p->i,(vec3_t *)&p->pos.x);
p->pos.z -= PHEIGHT;
// ST_2_UNDERWATER
if (p->cursectnum >= 0 && psectlotag < 3)
{
const sectortype *sec = &sector[p->cursectnum];
// p->cursectnum = s->sectnum;
if (!ud.noclip && sec->lotag == ST_31_TWO_WAY_TRAIN)
{
// TRAIN_SECTOR_TO_SE_INDEX
if ((unsigned)sec->hitag < MAXSPRITES && sprite[sec->hitag].xvel
&& actor[sec->hitag].t_data[0] == 0)
{
P_QuickKill(p);
return;
}
}
}
if (p->cursectnum >= 0 && truefdist < PHEIGHT && p->on_ground &&
psectlotag != ST_1_ABOVE_WATER && shrunk == 0 && sector[p->cursectnum].lotag == ST_1_ABOVE_WATER)
if (!A_CheckSoundPlaying(p->i,DUKE_ONWATER))
A_PlaySound(DUKE_ONWATER,p->i);
if (p->cursectnum >=0 && p->cursectnum != s->sectnum)
changespritesect(p->i, p->cursectnum);
if (p->cursectnum >= 0 && ud.noclip == 0)
{
j = (pushmove((vec3_t *)p,&p->cursectnum,164L,(4L<<8),(4L<<8),CLIPMASK0) < 0 && A_GetFurthestAngle(p->i,8) < 512);
if (klabs(actor[p->i].floorz-actor[p->i].ceilingz) < (48<<8) || j)
{
if (!(sector[s->sectnum].lotag&0x8000) && (isanunderoperator(sector[s->sectnum].lotag) ||
isanearoperator(sector[s->sectnum].lotag)))
G_ActivateBySector(s->sectnum,p->i);
if (j)
{
P_QuickKill(p);
return;
}
}
else if (klabs(fz-cz) < (32<<8) && isanunderoperator(sector[p->cursectnum].lotag))
G_ActivateBySector(p->cursectnum,p->i);
}
i = 0;
if (TEST_SYNC_KEY(sb_snum, SK_CENTER_VIEW) || p->hard_landing)
if (VM_OnEvent(EVENT_RETURNTOCENTER,p->i,snum) == 0)
p->return_to_center = 9;
if (TEST_SYNC_KEY(sb_snum, SK_LOOK_UP))
{
if (VM_OnEvent(EVENT_LOOKUP,p->i,snum) == 0)
{
p->return_to_center = 9;
if (TEST_SYNC_KEY(sb_snum, SK_RUN)) p->horiz += 12;
p->horiz += 12;
i++;
}
}
if (TEST_SYNC_KEY(sb_snum, SK_LOOK_DOWN))
{
if (VM_OnEvent(EVENT_LOOKDOWN,p->i,snum) == 0)
{
p->return_to_center = 9;
if (TEST_SYNC_KEY(sb_snum, SK_RUN)) p->horiz -= 12;
p->horiz -= 12;
i++;
}
}
if (TEST_SYNC_KEY(sb_snum, SK_AIM_UP))
{
if (VM_OnEvent(EVENT_AIMUP,p->i,snum) == 0)
{
if (TEST_SYNC_KEY(sb_snum, SK_RUN)) p->horiz += 6;
p->horiz += 6;
i++;
}
}
if (TEST_SYNC_KEY(sb_snum, SK_AIM_DOWN))
{
if (VM_OnEvent(EVENT_AIMDOWN,p->i,snum) == 0)
{
if (TEST_SYNC_KEY(sb_snum, SK_RUN)) p->horiz -= 6;
p->horiz -= 6;
i++;
}
}
if (p->return_to_center > 0 && !TEST_SYNC_KEY(sb_snum, SK_LOOK_UP) && !TEST_SYNC_KEY(sb_snum, SK_LOOK_DOWN))
{
p->return_to_center--;
p->horiz += 33-(p->horiz/3);
i++;
}
if (p->hard_landing > 0)
{
p->hard_landing--;
p->horiz -= (p->hard_landing<<4);
}
if (i)
{
if (p->horiz > 95 && p->horiz < 105) p->horiz = 100;
if (p->horizoff > -5 && p->horizoff < 5) p->horizoff = 0;
}
p->horiz += g_player[snum].sync->horz;
if (p->horiz > HORIZ_MAX) p->horiz = HORIZ_MAX;
else if (p->horiz < HORIZ_MIN) p->horiz = HORIZ_MIN;
//Shooting code/changes
if (p->show_empty_weapon > 0)
{
p->show_empty_weapon--;
if (p->show_empty_weapon == 0 && (p->weaponswitch & 2) && p->ammo_amount[p->curr_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);
P_AddWeapon(p, p->last_full_weapon, 1);
return;
}
}
if (p->knee_incs > 0)
{
p->horiz -= 48;
p->return_to_center = 9;
if (++p->knee_incs > 15)
{
p->knee_incs = 0;
p->holster_weapon = 0;
p->weapon_pos = klabs(p->weapon_pos);
if (p->actorsqu >= 0 && sprite[p->actorsqu].statnum != MAXSTATUS && dist(&sprite[p->i],&sprite[p->actorsqu]) < 1400)
{
A_DoGuts(p->actorsqu,JIBS6,7);
A_Spawn(p->actorsqu,BLOODPOOL);
A_PlaySound(SQUISHED,p->actorsqu);
switch (DYNAMICTILEMAP(sprite[p->actorsqu].picnum))
{
case FEM1__STATIC:
case FEM2__STATIC:
case FEM3__STATIC:
case FEM4__STATIC:
case FEM5__STATIC:
case FEM6__STATIC:
case FEM7__STATIC:
case FEM8__STATIC:
case FEM9__STATIC:
case FEM10__STATIC:
case PODFEM1__STATIC:
case NAKED1__STATIC:
case STATUE__STATIC:
if (sprite[p->actorsqu].yvel)
G_OperateRespawns(sprite[p->actorsqu].yvel);
A_DeleteSprite(p->actorsqu);
break;
case APLAYER__STATIC:
{
int32_t snum = P_Get(p->actorsqu);
P_QuickKill(g_player[snum].ps);
g_player[snum].ps->frag_ps = snum;
break;
}
default:
if (A_CheckEnemySprite(&sprite[p->actorsqu]))
p->actors_killed++;
A_DeleteSprite(p->actorsqu);
break;
}
}
p->actorsqu = -1;
}
else if (p->actorsqu >= 0)
p->ang += G_GetAngleDelta(p->ang,getangle(sprite[p->actorsqu].x-p->pos.x,sprite[p->actorsqu].y-p->pos.y))>>2;
}
if (P_DoCounters(snum))
return;
P_ProcessWeapon(snum);
}