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

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//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
2020-06-28 07:03:31 +00:00
Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
Note: EDuke source was in transition. Changes are in-progress in the
source as it is released.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
#include "gamevar.h"
#include "names_d.h"
BEGIN_DUKE_NS
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void fireweapon_ww(int snum);
void operateweapon_ww(int snum, EDukeSyncBits sb_snum, int psect);
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void incur_damage_d(struct player_struct* p)
{
int damage = 0L, shield_damage = 0L;
sprite[p->i].extra -= p->extra_extra8 >> 8;
damage = sprite[p->i].extra - p->last_extra;
if (damage < 0)
{
p->extra_extra8 = 0;
if (p->shield_amount > 0)
{
shield_damage = damage * (20 + (rand() % 30)) / 100;
damage -= shield_damage;
p->shield_amount += shield_damage;
if (p->shield_amount < 0)
{
damage += p->shield_amount;
p->shield_amount = 0;
}
}
sprite[p->i].extra = p->last_extra + damage;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void shoot_d(int i, int atwith)
{
short sect, hitsect, hitspr, hitwall, l, sa, p, j, k, scount;
int sx, sy, sz, vel, zvel, hitx, hity, hitz, x, oldzvel, dal;
unsigned char sizx, sizy;
spritetype* const s = &sprite[i];
if (s->picnum == TILE_APLAYER)
{
p = s->yvel;
}
else
{
p = -1;
}
sect = s->sectnum;
zvel = 0;
if (s->picnum == TILE_APLAYER)
{
sx = ps[p].posx;
sy = ps[p].posy;
sz = ps[p].posz + ps[p].pyoff + (4 << 8);
sa = ps[p].getang();
ps[p].crack_time = 777;
}
else
{
sa = s->ang;
sx = s->x;
sy = s->y;
sz = s->z - ((s->yrepeat * tilesiz[s->picnum].y) << 1) + (4 << 8);
if (s->picnum != ROTATEGUN)
{
sz -= (7 << 8);
if (badguy(s) && s->picnum != COMMANDER)
{
sx += (sintable[(sa + 1024 + 96) & 2047] >> 7);
sy += (sintable[(sa + 512 + 96) & 2047] >> 7);
}
}
}
if (isWorldTour())
{ // Twentieth Anniversary World Tour
switch (atwith)
{
case FIREBALL:
{
if (s->extra >= 0)
s->shade = -96;
sz -= (4 << 7);
if (sprite[i].picnum != BOSS5)
vel = 840;
else {
vel = 968;
sz += 6144;
}
if (p < 0)
{
sa += 16 - (krand() & 31);
int scratch;
j = findplayer(s, &scratch);
zvel = (((ps[j].oposz - sz + (3 << 8))) * vel) / ldist(&sprite[ps[j].i], s);
}
else
{
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zvel = 98 * (100 + ps[p].gethorizsum());
sx += sintable[(sa + 860) & 0x7FF] / 448;
sy += sintable[(sa + 348) & 0x7FF] / 448;
sz += (3 << 8);
}
sizx = 18;
sizy = 18;
if (p >= 0)
{
sizx = 7;
sizy = 7;
}
j = EGS(sect, sx, sy, sz, atwith, -127, sizx, sizy, sa, vel, zvel, i, (short)4);
auto spr = &sprite[j];
spr->extra += (krand() & 7);
if (sprite[i].picnum == BOSS5 || p >= 0)
{
spr->xrepeat = 40;
spr->yrepeat = 40;
}
spr->yvel = p;
spr->cstat = 128;
spr->clipdist = 4;
return;
}
case FLAMETHROWERFLAME:
if (s->extra >= 0)
s->shade = -96;
vel = 400;
k = -1;
if (p < 0)
{
j = findplayer(s, &x);
sa = getangle(ps[j].oposx - sx, ps[j].oposy - sy);
if (sprite[i].picnum == BOSS5)
{
vel = 528;
sz += 6144;
}
else if (sprite[i].picnum == BOSS3)
sz -= 8192;
l = ldist(&sprite[ps[j].i], s);
if (l != 0)
zvel = ((ps[j].oposz - sz) * vel) / l;
if (badguy(s) && (s->hitag & face_player_smart) != 0)
sa = (short)(s->ang + (krand() & 31) - 16);
if (sector[s->sectnum].lotag == 2 && (krand() % 5) == 0)
k = fi.spawn(i, WATERBUBBLE);
}
else
{
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zvel = (int)(100 - ps[p].gethorizsum()) * 81;
if (sprite[ps[p].i].xvel != 0)
vel = (int)((((512 - (1024
- abs(abs(getangle(sx - ps[p].oposx, sy - ps[p].oposy) - sa) - 1024)))
* 0.001953125f) * sprite[ps[p].i].xvel) + 400);
if (sector[s->sectnum].lotag == 2 && (krand() % 5) == 0)
k = fi.spawn(i, WATERBUBBLE);
}
if (k == -1)
{
k = fi.spawn(i, atwith);
sprite[k].xvel = (short)vel;
sprite[k].zvel = (short)zvel;
}
sprite[k].x = sx + sintable[(sa + 630) & 0x7FF] / 448;
sprite[k].y = sy + sintable[(sa + 112) & 0x7FF] / 448;
sprite[k].z = sz - 256;
sprite[k].sectnum = sect;
sprite[k].cstat = 0x80;
sprite[k].ang = sa;
sprite[k].xrepeat = 2;
sprite[k].yrepeat = 2;
sprite[k].clipdist = 40;
sprite[k].yvel = p;
sprite[k].owner = (short)i;
if (p == -1)
{
if (sprite[i].picnum == BOSS5)
{
sprite[k].x -= sintable[sa & 2047] / 56;
sprite[k].y -= sintable[(sa + 1024 + 512) & 2047] / 56;
sprite[k].xrepeat = 10;
sprite[k].yrepeat = 10;
}
}
return;
case FIREFLY: // BOSS5 shot
k = fi.spawn(i, atwith);
sprite[k].sectnum = sect;
sprite[k].x = sx;
sprite[k].y = sy;
sprite[k].z = sz;
sprite[k].ang = sa;
sprite[k].xvel = 500;
sprite[k].zvel = 0;
return;
}
}
switch (atwith)
{
case BLOODSPLAT1:
case BLOODSPLAT2:
case BLOODSPLAT3:
case BLOODSPLAT4:
if (p >= 0)
sa += 64 - (krand() & 127);
else sa += 1024 + 64 - (krand() & 127);
zvel = 1024 - (krand() & 2047);
case KNEE:
if (atwith == KNEE)
{
if (p >= 0)
{
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zvel = (100 - ps[p].gethorizsum()) << 5;
sz += (6 << 8);
sa += 15;
}
else
{
j = ps[findplayer(s, &x)].i;
zvel = ((sprite[j].z - sz) << 8) / (x + 1);
sa = getangle(sprite[j].x - sx, sprite[j].y - sy);
}
}
// writestring(sx,sy,sz,sect,sintable[(sa+512)&2047],sintable[sa&2047],zvel<<6);
hitscan(sx, sy, sz, sect,
sintable[(sa + 512) & 2047],
sintable[sa & 2047], zvel << 6,
&hitsect, &hitwall, &hitspr, &hitx, &hity, &hitz, CLIPMASK1);
if (atwith == BLOODSPLAT1 ||
atwith == BLOODSPLAT2 ||
atwith == BLOODSPLAT3 ||
atwith == BLOODSPLAT4)
{
if (FindDistance2D(sx - hitx, sy - hity) < 1024)
if (hitwall >= 0 && wall[hitwall].overpicnum != BIGFORCE)
if ((wall[hitwall].nextsector >= 0 && hitsect >= 0 &&
sector[wall[hitwall].nextsector].lotag == 0 &&
sector[hitsect].lotag == 0 &&
sector[wall[hitwall].nextsector].lotag == 0 &&
(sector[hitsect].floorz - sector[wall[hitwall].nextsector].floorz) > (16 << 8)) ||
(wall[hitwall].nextsector == -1 && sector[hitsect].lotag == 0))
if ((wall[hitwall].cstat & 16) == 0)
{
if (wall[hitwall].nextsector >= 0)
{
k = headspritesect[wall[hitwall].nextsector];
while (k >= 0)
{
if (sprite[k].statnum == 3 && sprite[k].lotag == 13)
return;
k = nextspritesect[k];
}
}
if (wall[hitwall].nextwall >= 0 &&
wall[wall[hitwall].nextwall].hitag != 0)
return;
if (wall[hitwall].hitag == 0)
{
k = fi.spawn(i, atwith);
sprite[k].xvel = -12;
sprite[k].ang = getangle(wall[hitwall].x - wall[wall[hitwall].point2].x,
wall[hitwall].y - wall[wall[hitwall].point2].y) + 512;
sprite[k].x = hitx;
sprite[k].y = hity;
sprite[k].z = hitz;
sprite[k].cstat |= (krand() & 4);
ssp(k, CLIPMASK0);
setsprite(k, sprite[k].x, sprite[k].y, sprite[k].z);
if (s->picnum == OOZFILTER || s->picnum == NEWBEAST)
sprite[k].pal = 6;
}
}
return;
}
if (hitsect < 0) break;
if ((abs(sx - hitx) + abs(sy - hity)) < 1024)
{
if (hitwall >= 0 || hitspr >= 0)
{
j = EGS(hitsect, hitx, hity, hitz, KNEE, -15, 0, 0, sa, 32, 0, i, 4);
sprite[j].extra += (krand() & 7);
if (p >= 0)
{
k = fi.spawn(j, SMALLSMOKE);
sprite[k].z -= (8 << 8);
S_PlayActorSound(KICK_HIT, j);
}
if (p >= 0 && ps[p].steroids_amount > 0 && ps[p].steroids_amount < 400)
sprite[j].extra += (max_player_health >> 2);
if (hitspr >= 0 && sprite[hitspr].picnum != ACCESSSWITCH && sprite[hitspr].picnum != ACCESSSWITCH2)
{
fi.checkhitsprite(hitspr, j);
if (p >= 0) fi.checkhitswitch(p, hitspr, 1);
}
else if (hitwall >= 0)
{
if (wall[hitwall].cstat & 2)
if (wall[hitwall].nextsector >= 0)
if (hitz >= (sector[wall[hitwall].nextsector].floorz))
hitwall = wall[hitwall].nextwall;
if (hitwall >= 0 && wall[hitwall].picnum != ACCESSSWITCH && wall[hitwall].picnum != ACCESSSWITCH2)
{
fi.checkhitwall(j, hitwall, hitx, hity, hitz, atwith);
if (p >= 0) fi.checkhitswitch(p, hitwall, 0);
}
}
}
else if (p >= 0 && zvel > 0 && sector[hitsect].lotag == 1)
{
j = fi.spawn(ps[p].i, WATERSPLASH2);
sprite[j].x = hitx;
sprite[j].y = hity;
sprite[j].ang = ps[p].getang(); // Total tweek
sprite[j].xvel = 32;
ssp(i, CLIPMASK0);
sprite[j].xvel = 0;
}
}
break;
case SHOTSPARK1:
case SHOTGUN:
case CHAINGUN:
if (s->extra >= 0) s->shade = -96;
if (p >= 0)
{
if (isWW2GI())
{
SetGameVarID(g_iAimAngleVarID, AUTO_AIM_ANGLE, i, p);
OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1);
j = -1;
if (GetGameVarID(g_iAimAngleVarID, i, p) > 0)
{
j = aim(s, GetGameVarID(g_iAimAngleVarID, i, p));
}
}
else
j = aim(s, AUTO_AIM_ANGLE);
if (j >= 0)
{
dal = ((sprite[j].xrepeat * tilesiz[sprite[j].picnum].y) << 1) + (5 << 8);
switch (sprite[j].picnum)
{
case GREENSLIME:
case GREENSLIME + 1:
case GREENSLIME + 2:
case GREENSLIME + 3:
case GREENSLIME + 4:
case GREENSLIME + 5:
case GREENSLIME + 6:
case GREENSLIME + 7:
case ROTATEGUN:
dal -= (8 << 8);
break;
}
zvel = ((sprite[j].z - sz - dal) << 8) / ldist(&sprite[ps[p].i], &sprite[j]);
sa = getangle(sprite[j].x - sx, sprite[j].y - sy);
}
if (isWW2GI())
{
int angRange = 32;
int zRange = 256;
SetGameVarID(g_iAngRangeVarID, 32, i, p);
SetGameVarID(g_iZRangeVarID, 256, i, p);
OnEvent(EVENT_GETSHOTRANGE, i, p, -1);
angRange = GetGameVarID(g_iAngRangeVarID, i, p);
zRange = GetGameVarID(g_iZRangeVarID, i, p);
sa += (angRange / 2) - (krand() & (angRange - 1));
if (j == -1)
{
// no target
2020-05-18 20:28:12 +00:00
zvel = (100 - ps[p].gethorizsum()) << 5;
}
zvel += (zRange / 2) - (krand() & (zRange - 1));
}
else if (j == -1 || atwith != SHOTSPARK1)
{
sa += 16 - (krand() & 31);
2020-05-18 20:28:12 +00:00
zvel = (100 - ps[p].gethorizsum()) << 5;
zvel += 128 - (krand() & 255);
}
sz -= (2 << 8);
}
else
{
j = findplayer(s, &x);
sz -= (4 << 8);
zvel = ((ps[j].posz - sz) << 8) / (ldist(&sprite[ps[j].i], s));
if (s->picnum != BOSS1)
{
zvel += 128 - (krand() & 255);
sa += 32 - (krand() & 63);
}
else
{
zvel += 128 - (krand() & 255);
sa = getangle(ps[j].posx - sx, ps[j].posy - sy) + 64 - (krand() & 127);
}
}
s->cstat &= ~257;
hitscan(sx, sy, sz, sect,
sintable[(sa + 512) & 2047],
sintable[sa & 2047],
zvel << 6, &hitsect, &hitwall, &hitspr, &hitx, &hity, &hitz, CLIPMASK1);
s->cstat |= 257;
if (hitsect < 0) return;
if ((krand() & 15) == 0 && sector[hitsect].lotag == 2)
tracers(hitx, hity, hitz, sx, sy, sz, 8 - (ud.multimode >> 1));
if (p >= 0)
{
k = EGS(hitsect, hitx, hity, hitz, SHOTSPARK1, -15, 10, 10, sa, 0, 0, i, 4);
sprite[k].extra = ScriptCode[actorinfo[atwith].scriptaddress];
sprite[k].extra += (krand() % 6);
if (hitwall == -1 && hitspr == -1)
{
if (zvel < 0)
{
if (sector[hitsect].ceilingstat & 1)
{
sprite[k].xrepeat = 0;
sprite[k].yrepeat = 0;
return;
}
else
fi.checkhitceiling(hitsect);
}
fi.spawn(k, SMALLSMOKE);
}
if (hitspr >= 0)
{
fi.checkhitsprite(hitspr, k);
if (sprite[hitspr].picnum == TILE_APLAYER && (ud.coop != 1 || ud.ffire == 1))
{
l = fi.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 fi.spawn(k, SMALLSMOKE);
if (p >= 0 && (
sprite[hitspr].picnum == DIPSWITCH ||
sprite[hitspr].picnum == DIPSWITCH + 1 ||
sprite[hitspr].picnum == DIPSWITCH2 ||
sprite[hitspr].picnum == DIPSWITCH2 + 1 ||
sprite[hitspr].picnum == DIPSWITCH3 ||
sprite[hitspr].picnum == DIPSWITCH3 + 1 ||
sprite[hitspr].picnum == HANDSWITCH ||
sprite[hitspr].picnum == HANDSWITCH + 1))
{
fi.checkhitswitch(p, hitspr, 1);
return;
}
}
else if (hitwall >= 0)
{
fi.spawn(k, SMALLSMOKE);
if (fi.isadoorwall(wall[hitwall].picnum) == 1)
goto SKIPBULLETHOLE;
if (p >= 0 && (
wall[hitwall].picnum == DIPSWITCH ||
wall[hitwall].picnum == DIPSWITCH + 1 ||
wall[hitwall].picnum == DIPSWITCH2 ||
wall[hitwall].picnum == DIPSWITCH2 + 1 ||
wall[hitwall].picnum == DIPSWITCH3 ||
wall[hitwall].picnum == DIPSWITCH3 + 1 ||
wall[hitwall].picnum == HANDSWITCH ||
wall[hitwall].picnum == HANDSWITCH + 1))
{
fi.checkhitswitch(p, hitwall, 0);
return;
}
if (wall[hitwall].hitag != 0 || (wall[hitwall].nextwall >= 0 && wall[wall[hitwall].nextwall].hitag != 0))
goto SKIPBULLETHOLE;
if (hitsect >= 0 && sector[hitsect].lotag == 0)
if (wall[hitwall].overpicnum != BIGFORCE)
if ((wall[hitwall].nextsector >= 0 && sector[wall[hitwall].nextsector].lotag == 0) ||
(wall[hitwall].nextsector == -1 && sector[hitsect].lotag == 0))
if ((wall[hitwall].cstat & 16) == 0)
{
if (wall[hitwall].nextsector >= 0)
{
l = headspritesect[wall[hitwall].nextsector];
while (l >= 0)
{
if (sprite[l].statnum == 3 && sprite[l].lotag == 13)
goto SKIPBULLETHOLE;
l = nextspritesect[l];
}
}
l = headspritestat[5];
while (l >= 0)
{
if (sprite[l].picnum == BULLETHOLE)
if (dist(&sprite[l], &sprite[k]) < (12 + (krand() & 7)))
goto SKIPBULLETHOLE;
l = nextspritestat[l];
}
l = fi.spawn(k, BULLETHOLE);
sprite[l].xvel = -1;
sprite[l].ang = getangle(wall[hitwall].x - wall[wall[hitwall].point2].x,
wall[hitwall].y - wall[wall[hitwall].point2].y) + 512;
ssp(l, CLIPMASK0);
}
SKIPBULLETHOLE:
if (wall[hitwall].cstat & 2)
if (wall[hitwall].nextsector >= 0)
if (hitz >= (sector[wall[hitwall].nextsector].floorz))
hitwall = wall[hitwall].nextwall;
fi.checkhitwall(k, hitwall, hitx, hity, hitz, SHOTSPARK1);
}
}
else
{
k = EGS(hitsect, hitx, hity, hitz, SHOTSPARK1, -15, 24, 24, sa, 0, 0, i, 4);
sprite[k].extra = ScriptCode[actorinfo[atwith].scriptaddress];
if (hitspr >= 0)
{
fi.checkhitsprite(hitspr, k);
if (sprite[hitspr].picnum != TILE_APLAYER)
fi.spawn(k, SMALLSMOKE);
else sprite[k].xrepeat = sprite[k].yrepeat = 0;
}
else if (hitwall >= 0) {
fi.checkhitwall(k, hitwall, hitx, hity, hitz, SHOTSPARK1);
}
}
if ((krand() & 255) < 4)
{
vec3_t v{ hitx, hity, hitz };
S_PlaySound3D(PISTOL_RICOCHET, k, &v);
}
return;
case FIRELASER:
case SPIT:
case COOLEXPLOSION1:
if (s->extra >= 0) s->shade = -96;
scount = 1;
if (atwith == SPIT) vel = 292;
else
{
if (atwith == COOLEXPLOSION1)
{
if (s->picnum == BOSS2) vel = 644;
else vel = 348;
sz -= (4 << 7);
}
else
{
vel = 840;
sz -= (4 << 7);
}
}
if (p >= 0)
{
j = aim(s, AUTO_AIM_ANGLE);
if (j >= 0)
{
dal = ((sprite[j].xrepeat * tilesiz[sprite[j].picnum].y) << 1) - (12 << 8);
zvel = ((sprite[j].z - sz - dal) * vel) / ldist(&sprite[ps[p].i], &sprite[j]);
sa = getangle(sprite[j].x - sx, sprite[j].y - sy);
}
else
2020-05-18 20:28:12 +00:00
zvel = (100 - ps[p].gethorizsum()) * 98;
}
else
{
j = findplayer(s, &x);
// sa = getangle(ps[j].oposx-sx,ps[j].oposy-sy);
sa += 16 - (krand() & 31);
zvel = (((ps[j].oposz - sz + (3 << 8))) * vel) / ldist(&sprite[ps[j].i], s);
}
oldzvel = zvel;
if (atwith == SPIT) { sizx = 18; sizy = 18, sz -= (10 << 8); }
else
{
if (atwith == FIRELASER)
{
if (p >= 0)
{
sizx = 34;
sizy = 34;
}
else
{
sizx = 18;
sizy = 18;
}
}
else
{
sizx = 18;
sizy = 18;
}
}
if (p >= 0) sizx = 7, sizy = 7;
while (scount > 0)
{
j = EGS(sect, sx, sy, sz, atwith, -127, sizx, sizy, sa, vel, zvel, i, 4);
sprite[j].extra += (krand() & 7);
if (atwith == COOLEXPLOSION1)
{
sprite[j].shade = 0;
if (s->picnum == BOSS2)
{
l = sprite[j].xvel;
sprite[j].xvel = 1024;
ssp(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 = oldzvel + 512 - (krand() & 1023);
scount--;
}
return;
case FREEZEBLAST:
sz += (3 << 8);
case RPG:
if (s->extra >= 0) s->shade = -96;
scount = 1;
vel = 644;
j = -1;
if (p >= 0)
{
j = aim(s, 48);
if (j >= 0)
{
dal = ((sprite[j].xrepeat * tilesiz[sprite[j].picnum].y) << 1) + (8 << 8);
zvel = ((sprite[j].z - sz - dal) * vel) / ldist(&sprite[ps[p].i], &sprite[j]);
if (sprite[j].picnum != RECON)
sa = getangle(sprite[j].x - sx, sprite[j].y - sy);
}
2020-05-18 20:28:12 +00:00
else zvel = (100 - ps[p].gethorizsum()) * 81;
if (atwith == RPG)
S_PlayActorSound(RPG_SHOOT, i);
}
else
{
j = findplayer(s, &x);
sa = getangle(ps[j].oposx - sx, ps[j].oposy - sy);
if (s->picnum == BOSS3)
{
int zoffs = (32 << 8);
if (isWorldTour()) // Twentieth Anniversary World Tour
zoffs = (int)((sprite[i].yrepeat / 80.0f) * zoffs);
sz -= zoffs;
}
else if (s->picnum == BOSS2)
{
vel += 128;
int zoffs = 24 << 8;
if (isWorldTour()) // Twentieth Anniversary World Tour
zoffs = (int)((sprite[i].yrepeat / 80.0f) * zoffs);
sz += zoffs;
}
l = ldist(&sprite[ps[j].i], s);
zvel = ((ps[j].oposz - sz) * vel) / l;
if (badguy(s) && (s->hitag & face_player_smart))
sa = s->ang + (krand() & 31) - 16;
}
if (p >= 0 && j >= 0)
l = j;
else l = -1;
j = EGS(sect,
sx + (sintable[(348 + sa + 512) & 2047] / 448),
sy + (sintable[(sa + 348) & 2047] / 448),
sz - (1 << 8), atwith, 0, 14, 14, sa, vel, zvel, i, 4);
sprite[j].extra += (krand() & 7);
if (atwith != FREEZEBLAST)
sprite[j].yvel = l;
else
{
sprite[j].yvel = numfreezebounces;
sprite[j].xrepeat >>= 1;
sprite[j].yrepeat >>= 1;
sprite[j].zvel -= (2 << 4);
}
if (p == -1)
{
if (s->picnum == BOSS3)
{
int xoffs = sintable[sa & 2047] >> 6;
int yoffs = sintable[(sa + 1024 + 512) & 2047] >> 6;
int aoffs = 4;
if ((krand() & 1) != 0)
{
xoffs = -xoffs;
yoffs = -yoffs;
aoffs = -8;
}
if (isWorldTour()) // Twentieth Anniversary World Tour
{
float siz = sprite[i].yrepeat / 80.0f;
xoffs *= siz;
yoffs *= siz;
aoffs *= siz;
}
sprite[j].x += xoffs;
sprite[j].y += yoffs;
sprite[j].ang += aoffs;
sprite[j].xrepeat = 42;
sprite[j].yrepeat = 42;
}
else if (s->picnum == BOSS2)
{
sprite[j].x -= sintable[sa & 2047] / 56;
sprite[j].y -= sintable[(sa + 1024 + 512) & 2047] / 56;
2020-05-18 20:28:12 +00:00
sprite[j].ang -= 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 ((isWW2GI() && aplWeaponWorksLike[ps[p].curr_weapon][p] == DEVISTATOR_WEAPON) || (!isWW2GI() && ps[p].curr_weapon == DEVISTATOR_WEAPON))
{
sprite[j].extra >>= 2;
sprite[j].ang += 16 - (krand() & 31);
sprite[j].zvel += 256 - (krand() & 511);
if (ps[p].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;
break;
case HANDHOLDINGLASER:
if (p >= 0)
2020-05-18 20:28:12 +00:00
zvel = (100 - ps[p].gethorizsum()) * 32;
else zvel = 0;
hitscan(sx, sy, sz - ps[p].pyoff, sect,
sintable[(sa + 512) & 2047],
sintable[sa & 2047],
zvel << 6, &hitsect, &hitwall, &hitspr, &hitx, &hity, &hitz, CLIPMASK1);
j = 0;
if (hitspr >= 0) break;
if (hitwall >= 0 && hitsect >= 0)
if (((hitx - sx) * (hitx - sx) + (hity - sy) * (hity - sy)) < (290 * 290))
{
if (wall[hitwall].nextsector >= 0)
{
if (sector[wall[hitwall].nextsector].lotag <= 2 && sector[hitsect].lotag <= 2)
j = 1;
}
else if (sector[hitsect].lotag <= 2)
j = 1;
}
if (j == 1)
{
k = EGS(hitsect, hitx, hity, hitz, TRIPBOMB, -16, 4, 5, sa, 0, 0, i, 6);
if (isWW2GI())
{
int lTripBombControl = GetGameVar("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE, -1, -1);
if (lTripBombControl & TRIPBOMB_TIMER)
{
int lLifetime = GetGameVar("STICKYBOMB_LIFETIME", NAM_GRENADE_LIFETIME, -1, p);
int lLifetimeVar = GetGameVar("STICKYBOMB_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, -1, p);
// set timer. blows up when at zero....
sprite[k].extra = lLifetime
+ mulscale(krand(), lLifetimeVar, 14)
- lLifetimeVar;
}
}
sprite[k].hitag = k;
S_PlayActorSound(LASERTRIP_ONWALL, k);
sprite[k].xvel = -20;
ssp(k, CLIPMASK0);
sprite[k].cstat = 16;
hittype[k].temp_data[5] = sprite[k].ang = getangle(wall[hitwall].x - wall[wall[hitwall].point2].x, wall[hitwall].y - wall[wall[hitwall].point2].y) - 512;
if (isWW2GI() && p >= 0)
ps[p].ammo_amount[TRIPBOMB_WEAPON]--;
}
return;
case BOUNCEMINE:
case MORTER:
if (s->extra >= 0) s->shade = -96;
j = ps[findplayer(s, &x)].i;
x = ldist(&sprite[j], s);
zvel = -x >> 1;
if (zvel < -4096)
zvel = -2048;
vel = x >> 4;
EGS(sect,
sx + (sintable[(512 + sa + 512) & 2047] >> 8),
sy + (sintable[(sa + 512) & 2047] >> 8),
sz + (6 << 8), atwith, -64, 32, 32, sa, vel, zvel, i, 1);
break;
case GROWSPARK:
if (p >= 0)
{
j = aim(s, AUTO_AIM_ANGLE);
if (j >= 0)
{
dal = ((sprite[j].xrepeat * tilesiz[sprite[j].picnum].y) << 1) + (5 << 8);
switch (sprite[j].picnum)
{
case GREENSLIME:
case GREENSLIME + 1:
case GREENSLIME + 2:
case GREENSLIME + 3:
case GREENSLIME + 4:
case GREENSLIME + 5:
case GREENSLIME + 6:
case GREENSLIME + 7:
case ROTATEGUN:
dal -= (8 << 8);
break;
}
zvel = ((sprite[j].z - sz - dal) << 8) / (ldist(&sprite[ps[p].i], &sprite[j]));
sa = getangle(sprite[j].x - sx, sprite[j].y - sy);
}
else
{
sa += 16 - (krand() & 31);
2020-05-18 20:28:12 +00:00
zvel = (100 - ps[p].gethorizsum()) << 5;
zvel += 128 - (krand() & 255);
}
sz -= (2 << 8);
}
else
{
j = findplayer(s, &x);
sz -= (4 << 8);
zvel = ((ps[j].posz - sz) << 8) / (ldist(&sprite[ps[j].i], s));
zvel += 128 - (krand() & 255);
sa += 32 - (krand() & 63);
}
k = 0;
// RESHOOTGROW:
s->cstat &= ~257;
hitscan(sx, sy, sz, sect,
sintable[(sa + 512) & 2047],
sintable[sa & 2047],
zvel << 6, &hitsect, &hitwall, &hitspr, &hitx, &hity, &hitz, CLIPMASK1);
s->cstat |= 257;
j = EGS(sect, hitx, hity, hitz, GROWSPARK, -16, 28, 28, sa, 0, 0, i, 1);
sprite[j].pal = 2;
sprite[j].cstat |= 130;
sprite[j].xrepeat = sprite[j].yrepeat = 1;
if (hitwall == -1 && hitspr == -1 && hitsect >= 0)
{
if (zvel < 0 && (sector[hitsect].ceilingstat & 1) == 0)
fi.checkhitceiling(hitsect);
}
else if (hitspr >= 0) fi.checkhitsprite(hitspr, j);
else if (hitwall >= 0 && wall[hitwall].picnum != ACCESSSWITCH && wall[hitwall].picnum != ACCESSSWITCH2)
{
/* if(wall[hitwall].overpicnum == MIRROR && k == 0)
{
l = getangle(
wall[wall[hitwall].point2].x-wall[hitwall].x,
wall[wall[hitwall].point2].y-wall[hitwall].y);
sx = hitx;
sy = hity;
sz = hitz;
sect = hitsect;
sa = ((l<<1) - sa)&2047;
sx += sintable[(sa+512)&2047]>>12;
sy += sintable[sa&2047]>>12;
k++;
goto RESHOOTGROW;
}
else */
fi.checkhitwall(j, hitwall, hitx, hity, hitz, atwith);
}
break;
case SHRINKER:
if (s->extra >= 0) s->shade = -96;
if (p >= 0)
{
j = isNamWW2GI()? -1 : aim(s, AUTO_AIM_ANGLE);
if (j >= 0)
{
dal = ((sprite[j].xrepeat * tilesiz[sprite[j].picnum].y) << 1);
zvel = ((sprite[j].z - sz - dal - (4 << 8)) * 768) / (ldist(&sprite[ps[p].i], &sprite[j]));
sa = getangle(sprite[j].x - sx, sprite[j].y - sy);
}
2020-05-18 20:28:12 +00:00
else zvel = (100 - ps[p].gethorizsum()) * 98;
}
else if (s->statnum != 3)
{
j = findplayer(s, &x);
l = ldist(&sprite[ps[j].i], s);
zvel = ((ps[j].oposz - sz) * 512) / l;
}
else zvel = 0;
j = EGS(sect,
sx + (sintable[(512 + sa + 512) & 2047] >> 12),
sy + (sintable[(sa + 512) & 2047] >> 12),
sz + (2 << 8), SHRINKSPARK, -16, 28, 28, sa, 768, zvel, i, 4);
sprite[j].cstat = 128;
sprite[j].clipdist = 32;
return;
}
return;
}
2020-05-17 11:25:39 +00:00
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void selectweapon_d(int snum, int weap) // playernum, weaponnum
2020-05-17 11:25:39 +00:00
{
int i, j, k;
2020-05-17 11:25:39 +00:00
auto p = &ps[snum];
if (p->last_pissed_time <= (26 * 218) && p->show_empty_weapon == 0 && p->kickback_pic == 0 && p->quick_kick == 0 && sprite[p->i].xrepeat > 32 && p->access_incs == 0 && p->knee_incs == 0)
{
if ((p->weapon_pos == 0 || (p->holster_weapon && p->weapon_pos == -9)))
{
if (weap == WeaponSel_Alt)
{
// todo
}
else if (weap == WeaponSel_Next || weap == WeaponSel_Prev)
2020-05-17 11:25:39 +00:00
{
k = p->curr_weapon;
j = (weap == WeaponSel_Prev ? -1 : 1); // JBF: prev (-1) or next (1) weapon choice
2020-05-17 11:25:39 +00:00
i = 0;
while ((k >= 0 && k < 10) || (PLUTOPAK && k == GROW_WEAPON && (p->subweapon & (1 << GROW_WEAPON)) != 0)
|| (isWorldTour() && k == FLAMETHROWER_WEAPON && (p->subweapon & (1 << FLAMETHROWER_WEAPON)) != 0))
2020-05-17 11:25:39 +00:00
{
if (k == FLAMETHROWER_WEAPON) //Twentieth Anniversary World Tour
{
if (j == -1) k = TRIPBOMB_WEAPON;
else k = PISTOL_WEAPON;
}
else if (k == GROW_WEAPON) // JBF: this is handling next/previous with the grower selected
2020-05-17 11:25:39 +00:00
{
if (j == (unsigned int)-1)
k = 5;
else k = 7;
}
else
{
k += j;
// JBF 20040116: so we don't select grower with v1.3d
if (PLUTOPAK && k == SHRINKER_WEAPON && (p->subweapon & (1 << GROW_WEAPON))) // JBF: activates grower
k = GROW_WEAPON; // if enabled
if (isWorldTour() && k == FREEZE_WEAPON && (p->subweapon & (1 << FLAMETHROWER_WEAPON)) != 0)
k = FLAMETHROWER_WEAPON;
2020-05-17 11:25:39 +00:00
}
if (k == -1) k = 9;
else if (k == 10) k = 0;
if (p->gotweapon[k] && p->ammo_amount[k] > 0)
{
if (PLUTOPAK) // JBF 20040116: so we don't select grower with v1.3d
if (k == SHRINKER_WEAPON && (p->subweapon & (1 << GROW_WEAPON)))
k = GROW_WEAPON;
if (isWorldTour() && k == FREEZE_WEAPON && (p->subweapon & (1 << FLAMETHROWER_WEAPON)) != 0)
k = FLAMETHROWER_WEAPON;
2020-05-17 11:25:39 +00:00
j = k;
break;
}
else if (PLUTOPAK && k == GROW_WEAPON && p->ammo_amount[GROW_WEAPON] == 0 && p->gotweapon[SHRINKER_WEAPON] && p->ammo_amount[SHRINKER_WEAPON] > 0) // JBF 20040116: added PLUTOPAK so we don't select grower with v1.3d
{
j = SHRINKER_WEAPON;
p->subweapon &= ~(1 << GROW_WEAPON);
break;
}
else if (PLUTOPAK && k == SHRINKER_WEAPON && p->ammo_amount[SHRINKER_WEAPON] == 0 && p->gotweapon[SHRINKER_WEAPON] && p->ammo_amount[GROW_WEAPON] > 0) // JBF 20040116: added PLUTOPAK so we don't select grower with v1.3d
{
j = GROW_WEAPON;
p->subweapon |= (1 << GROW_WEAPON);
break;
}
//Twentieth Anniversary World Tour
else if (isWorldTour() && k == FLAMETHROWER_WEAPON && p->ammo_amount[FLAMETHROWER_WEAPON] == 0 && p->gotweapon[FREEZE_WEAPON] && p->ammo_amount[FREEZE_WEAPON] > 0)
{
j = FREEZE_WEAPON;
p->subweapon &= ~(1 << FLAMETHROWER_WEAPON);
break;
}
else if (isWorldTour() && k == FREEZE_WEAPON && p->ammo_amount[FREEZE_WEAPON] == 0 && p->gotweapon[FLAMETHROWER_WEAPON] && p->ammo_amount[FLAMETHROWER_WEAPON] > 0)
{
j = FLAMETHROWER_WEAPON;
p->subweapon |= (1 << FLAMETHROWER_WEAPON);
break;
}
2020-05-17 11:25:39 +00:00
i++; // absolutely no weapons, so use foot
if (i == 10)
{
fi.addweapon(p, KNEE_WEAPON);
break;
}
}
}
else j = weap - 1;
2020-05-17 11:25:39 +00:00
k = -1;
if (j == HANDBOMB_WEAPON && p->ammo_amount[HANDBOMB_WEAPON] == 0)
{
k = headspritestat[1];
while (k >= 0)
{
if (sprite[k].picnum == HEAVYHBOMB && sprite[k].owner == p->i)
{
p->gotweapon.Set(HANDBOMB_WEAPON);
j = HANDREMOTE_WEAPON;
break;
}
k = nextspritestat[k];
}
}
//Twentieth Anniversary World Tour
if (j == FREEZE_WEAPON && isWorldTour())
{
if (p->curr_weapon != FLAMETHROWER_WEAPON && p->curr_weapon != FREEZE_WEAPON)
{
if (p->ammo_amount[FLAMETHROWER_WEAPON] > 0)
{
if ((p->subweapon & (1 << FLAMETHROWER_WEAPON)) == (1 << FLAMETHROWER_WEAPON))
j = FLAMETHROWER_WEAPON;
else if (p->ammo_amount[FREEZE_WEAPON] == 0)
{
j = FLAMETHROWER_WEAPON;
p->subweapon |= (1 << FLAMETHROWER_WEAPON);
}
}
else if (p->ammo_amount[FREEZE_WEAPON] > 0)
p->subweapon &= ~(1 << FLAMETHROWER_WEAPON);
}
else if (p->curr_weapon == FREEZE_WEAPON)
{
p->subweapon |= (1 << FLAMETHROWER_WEAPON);
j = FLAMETHROWER_WEAPON;
}
else
p->subweapon &= ~(1 << FLAMETHROWER_WEAPON);
}
2020-05-17 11:25:39 +00:00
if (j == SHRINKER_WEAPON && PLUTOPAK) // JBF 20040116: so we don't select the grower with v1.3d
{
if (p->curr_weapon != GROW_WEAPON && p->curr_weapon != SHRINKER_WEAPON)
{
if (p->ammo_amount[GROW_WEAPON] > 0)
{
if ((p->subweapon & (1 << GROW_WEAPON)) == (1 << GROW_WEAPON))
j = GROW_WEAPON;
else if (p->ammo_amount[SHRINKER_WEAPON] == 0)
{
j = GROW_WEAPON;
p->subweapon |= (1 << GROW_WEAPON);
}
}
else if (p->ammo_amount[SHRINKER_WEAPON] > 0)
p->subweapon &= ~(1 << GROW_WEAPON);
}
else if (p->curr_weapon == SHRINKER_WEAPON)
{
p->subweapon |= (1 << GROW_WEAPON);
j = GROW_WEAPON;
}
else
p->subweapon &= ~(1 << GROW_WEAPON);
}
if (p->holster_weapon)
{
2020-07-06 11:26:26 +00:00
PlayerSetInput(snum, SKB_HOLSTER);
2020-05-17 11:25:39 +00:00
p->weapon_pos = -9;
}
else if (j >= MIN_WEAPON && p->gotweapon[j] && (unsigned int)p->curr_weapon != j) switch (j)
{
case KNEE_WEAPON:
fi.addweapon(p, KNEE_WEAPON);
break;
case PISTOL_WEAPON:
case SHOTGUN_WEAPON:
case CHAINGUN_WEAPON:
case RPG_WEAPON:
case DEVISTATOR_WEAPON:
case FREEZE_WEAPON:
case FLAMETHROWER_WEAPON:
2020-05-17 11:25:39 +00:00
case GROW_WEAPON:
case SHRINKER_WEAPON:
if (p->ammo_amount[j] == 0 && p->show_empty_weapon == 0)
{
p->show_empty_weapon = 32;
p->last_full_weapon = p->curr_weapon;
}
fi.addweapon(p, j);
break;
case HANDREMOTE_WEAPON:
if (k >= 0) // Found in list of [1]'s
{
p->curr_weapon = HANDREMOTE_WEAPON;
p->last_weapon = -1;
p->weapon_pos = 10;
}
break;
case HANDBOMB_WEAPON:
if (p->ammo_amount[HANDBOMB_WEAPON] > 0 && p->gotweapon[HANDBOMB_WEAPON])
fi.addweapon(p, HANDBOMB_WEAPON);
break;
case TRIPBOMB_WEAPON:
if (p->ammo_amount[TRIPBOMB_WEAPON] > 0 && p->gotweapon[TRIPBOMB_WEAPON])
fi.addweapon(p, TRIPBOMB_WEAPON);
break;
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int doincrements_d(struct player_struct* p)
{
int snum;
snum = sprite[p->i].yvel;
// j = sync[snum].avel;
// p->weapon_ang = -(j/5);
p->player_par++;
if (p->invdisptime > 0)
p->invdisptime--;
if (p->tipincs > 0) p->tipincs--;
if (p->last_pissed_time > 0)
{
p->last_pissed_time--;
if (p->last_pissed_time == (26 * 219))
{
S_PlayActorSound(FLUSH_TOILET, p->i);
if (snum == screenpeek || ud.coop == 1)
S_PlayActorSound(DUKE_PISSRELIEF, p->i);
}
if (p->last_pissed_time == (26 * 218))
{
p->holster_weapon = 0;
p->weapon_pos = 10;
}
}
if (p->crack_time > 0)
{
p->crack_time--;
if (p->crack_time == 0)
{
p->knuckle_incs = 1;
p->crack_time = 777;
}
}
if (p->steroids_amount > 0 && p->steroids_amount < 400)
{
p->steroids_amount--;
if (p->steroids_amount == 0)
checkavailinven(p);
if (!(p->steroids_amount & 7))
if (snum == screenpeek || ud.coop == 1)
S_PlayActorSound(DUKE_HARTBEAT, p->i);
}
if (p->heat_on && p->heat_amount > 0)
{
p->heat_amount--;
if (p->heat_amount == 0)
{
p->heat_on = 0;
checkavailinven(p);
S_PlayActorSound(NITEVISION_ONOFF, p->i);
setpal(p);
}
}
if (p->holoduke_on >= 0)
{
p->holoduke_amount--;
if (p->holoduke_amount <= 0)
{
S_PlayActorSound(TELEPORTER, p->i);
p->holoduke_on = -1;
checkavailinven(p);
}
}
if (p->jetpack_on && p->jetpack_amount > 0)
{
p->jetpack_amount--;
if (p->jetpack_amount <= 0)
{
p->jetpack_on = 0;
checkavailinven(p);
S_PlayActorSound(DUKE_JETPACK_OFF, p->i);
S_StopSound(DUKE_JETPACK_IDLE, p->i);
S_StopSound(DUKE_JETPACK_ON, p->i);
}
}
if (p->quick_kick > 0 && sprite[p->i].pal != 1)
{
p->last_quick_kick = p->quick_kick + 1;
p->quick_kick--;
if (p->quick_kick == 8)
fi.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)
{
fi.checkhitswitch(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
{
fi.checkhitswitch(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 = 10;
p->kickback_pic = 0;
}
}
if (p->scuba_on == 0 && sector[p->cursectnum].lotag == 2)
{
if (p->scuba_amount > 0)
{
p->scuba_on = 1;
p->inven_icon = 6;
FTA(76, p);
}
else
{
if (p->airleft > 0)
p->airleft--;
else
{
p->extra_extra8 += 32;
if (p->last_extra < (max_player_health >> 1) && (p->last_extra & 3) == 0)
S_PlayActorSound(DUKE_LONGTERM_PAIN, p->i);
}
}
}
else if (p->scuba_amount > 0 && p->scuba_on)
{
p->scuba_amount--;
if (p->scuba_amount == 0)
{
p->scuba_on = 0;
checkavailinven(p);
}
}
if (p->knuckle_incs)
{
p->knuckle_incs++;
if (p->knuckle_incs == 10 && !isWW2GI())
{
if (gameclock > 1024)
if (snum == screenpeek || ud.coop == 1)
{
if (rand() & 1)
S_PlayActorSound(DUKE_CRACK, p->i);
else S_PlayActorSound(DUKE_CRACK2, p->i);
}
S_PlayActorSound(DUKE_CRACK_FIRST, p->i);
}
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else if (p->knuckle_incs == 22 || PlayerInput(snum, SKB_FIRE))
p->knuckle_incs = 0;
return 1;
}
return 0;
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void checkweapons_d(struct player_struct* p)
{
static const short weapon_sprites[MAX_WEAPONS] = { KNEE, FIRSTGUNSPRITE, SHOTGUNSPRITE,
CHAINGUNSPRITE, RPGSPRITE, HEAVYHBOMB, SHRINKERSPRITE, DEVISTATORSPRITE,
TRIPBOMBSPRITE, FREEZESPRITE, HEAVYHBOMB, SHRINKERSPRITE };
int cw;
if (isWW2GI())
{
int snum = sprite[p->i].yvel;
cw = aplWeaponWorksLike[p->curr_weapon][snum];
}
else
cw = p->curr_weapon;
if (cw < 1 || cw >= MAX_WEAPONS) return;
if (cw)
{
if (krand() & 1)
fi.spawn(p->i, weapon_sprites[cw]);
else switch (cw)
{
case RPG_WEAPON:
case HANDBOMB_WEAPON:
fi.spawn(p->i, EXPLOSION2);
break;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void operateJetpack(int snum, EDukeSyncBits sb_snum, int psectlotag, int fz, int cz, int shrunk)
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{
int j;
auto p = &ps[snum];
int pi = p->i;
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 && S_CheckActorSoundPlaying(pi, DUKE_SCREAM))
{
S_StopSound(DUKE_SCREAM, pi);
}
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if (p->jetpack_on < 11)
{
p->jetpack_on++;
p->posz -= (p->jetpack_on << 7); //Goin up
}
else if (p->jetpack_on == 11 && !S_CheckActorSoundPlaying(pi, DUKE_JETPACK_IDLE))
S_PlayActorSound(DUKE_JETPACK_IDLE, pi);
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if (shrunk) j = 512;
else j = 2048;
if (sb_snum & SKB_JUMP) //A (soar high)
{
// jump
SetGameVarID(g_iReturnVarID, 0, pi, snum);
OnEvent(EVENT_SOARUP, pi, snum, -1);
if (GetGameVarID(g_iReturnVarID, pi, snum) == 0)
{
p->posz -= j;
p->crack_time = 777;
}
}
if (sb_snum & SKB_CROUCH) //Z (soar low)
{
// crouch
SetGameVarID(g_iReturnVarID, 0, pi, snum);
OnEvent(EVENT_SOARDOWN, pi, snum, -1);
if (GetGameVarID(g_iReturnVarID, pi, snum) == 0)
{
p->posz += j;
p->crack_time = 777;
}
}
int k;
if (shrunk == 0 && (psectlotag == 0 || psectlotag == 2)) k = 32;
else k = 16;
if (psectlotag != 2 && p->scuba_on == 1)
p->scuba_on = 0;
if (p->posz > (fz - (k << 8)))
p->posz += ((fz - (k << 8)) - p->posz) >> 1;
if (p->posz < (hittype[pi].ceilingz + (18 << 8)))
p->posz = hittype[pi].ceilingz + (18 << 8);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void movement(int snum, EDukeSyncBits sb_snum, int psect, int fz, int cz, int shrunk, int truefdist, int psectlotag)
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{
int j;
auto p = &ps[snum];
int pi = p->i;
if (p->airleft != 15 * 26)
p->airleft = 15 * 26; //Aprox twenty seconds.
if (p->scuba_on == 1)
p->scuba_on = 0;
int i = 40;
if (psectlotag == ST_1_ABOVE_WATER && p->spritebridge == 0)
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{
if (shrunk == 0)
{
i = 34;
p->pycount += 32;
p->pycount &= 2047;
p->pyoff = sintable[p->pycount] >> 6;
}
else i = 12;
if (shrunk == 0 && truefdist <= PHEIGHT)
{
if (p->on_ground == 1)
{
if (p->dummyplayersprite == -1)
p->dummyplayersprite =
fi.spawn(pi, PLAYERONWATER);
p->footprintcount = 6;
if (sector[p->cursectnum].floorpicnum == FLOORSLIME)
p->footprintpal = 8;
else p->footprintpal = 0;
p->footprintshade = 0;
}
}
}
else
{
footprints(snum);
}
if (p->posz < (fz - (i << 8))) //falling
{
// not jumping or crouching
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if ((sb_snum & (SKB_JUMP|SKB_CROUCH)) == 0 && p->on_ground && (sector[psect].floorstat & 2) && p->posz >= (fz - (i << 8) - (16 << 8)))
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p->posz = fz - (i << 8);
else
{
p->on_ground = 0;
p->poszv += (gc + 80); // (TICSPERFRAME<<6);
if (p->poszv >= (4096 + 2048)) p->poszv = (4096 + 2048);
if (p->poszv > 2400 && p->falling_counter < 255)
{
p->falling_counter++;
if (p->falling_counter == 38 && !S_CheckActorSoundPlaying(pi, DUKE_SCREAM))
S_PlayActorSound(DUKE_SCREAM, pi);
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}
if ((p->posz + p->poszv) >= (fz - (i << 8))) // hit the ground
{
S_StopSound(DUKE_SCREAM, pi);
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if (sector[p->cursectnum].lotag != 1)
{
if (p->falling_counter > 62) quickkill(p);
else if (p->falling_counter > 9)
{
j = p->falling_counter;
sprite[pi].extra -= j - (krand() & 3);
if (sprite[pi].extra <= 0)
{
S_PlayActorSound(SQUISHED, pi);
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SetPlayerPal(p, PalEntry(63, 63, 0, 0));
}
else
{
S_PlayActorSound(DUKE_LAND, pi);
S_PlayActorSound(DUKE_LAND_HURT, pi);
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}
SetPlayerPal(p, PalEntry(32, 16, 0, 0));
}
else if (p->poszv > 2048) S_PlayActorSound(DUKE_LAND, pi);
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}
}
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}
}
else
{
p->falling_counter = 0;
S_StopSound(-1, pi, CHAN_VOICE);
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if (psectlotag != ST_1_ABOVE_WATER && psectlotag != ST_2_UNDERWATER && p->on_ground == 0 && p->poszv > (6144 >> 1))
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p->hard_landing = p->poszv >> 10;
p->on_ground = 1;
if (i == 40)
{
//Smooth on the ground
int k = ((fz - (i << 8)) - p->posz) >> 1;
if (abs(k) < 256) k = 0;
p->posz += k;
p->poszv -= 768;
if (p->poszv < 0) p->poszv = 0;
}
else if (p->jumping_counter == 0)
{
p->posz += ((fz - (i << 7)) - p->posz) >> 1; //Smooth on the water
if (p->on_warping_sector == 0 && p->posz > fz - (16 << 8))
{
p->posz = fz - (16 << 8);
p->poszv >>= 1;
}
}
p->on_warping_sector = 0;
if (sb_snum & SKB_CROUCH)
{
playerCrouch(snum);
}
// jumping
if ((sb_snum & SKB_JUMP) == 0 && p->jumping_toggle == 1)
p->jumping_toggle = 0;
else if ((sb_snum & SKB_JUMP))
{
playerJump(snum, fz, cz);
}
if (p->jumping_counter && (sb_snum & SKB_JUMP) == 0)
p->jumping_toggle = 0;
}
if (p->jumping_counter)
{
if ((sb_snum & SKB_JUMP) == 0 && p->jumping_toggle == 1)
p->jumping_toggle = 0;
if (p->jumping_counter < (1024 + 256))
{
if (psectlotag == 1 && p->jumping_counter > 768)
{
p->jumping_counter = 0;
p->poszv = -512;
}
else
{
p->poszv -= (sintable[(2048 - 128 + p->jumping_counter) & 2047]) / 12;
p->jumping_counter += 180;
p->on_ground = 0;
}
}
else
{
p->jumping_counter = 0;
p->poszv = 0;
}
}
p->posz += p->poszv;
if (p->posz < (cz + (4 << 8)))
{
p->jumping_counter = 0;
if (p->poszv < 0)
p->posxv = p->posyv = 0;
p->poszv = 128;
p->posz = cz + (4 << 8);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void underwater(int snum, EDukeSyncBits sb_snum, int psect, int fz, int cz)
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{
int j;
auto p = &ps[snum];
int pi = p->i;
int psectlotag = sector[psect].lotag;
// under water
p->jumping_counter = 0;
p->pycount += 32;
p->pycount &= 2047;
p->pyoff = sintable[p->pycount] >> 7;
if (!S_CheckActorSoundPlaying(pi, DUKE_UNDERWATER))
S_PlayActorSound(DUKE_UNDERWATER, pi);
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if (sb_snum & SKB_JUMP)
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{
// jump
if (p->poszv > 0) p->poszv = 0;
p->poszv -= 348;
if (p->poszv < -(256 * 6)) p->poszv = -(256 * 6);
}
else if (sb_snum & SKB_CROUCH)
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{
// crouch
if (p->poszv < 0) p->poszv = 0;
p->poszv += 348;
if (p->poszv > (256 * 6)) p->poszv = (256 * 6);
}
else
{
// normal view
if (p->poszv < 0)
{
p->poszv += 256;
if (p->poszv > 0)
p->poszv = 0;
}
if (p->poszv > 0)
{
p->poszv -= 256;
if (p->poszv < 0)
p->poszv = 0;
}
}
if (p->poszv > 2048)
p->poszv >>= 1;
p->posz += p->poszv;
if (p->posz > (fz - (15 << 8)))
p->posz += ((fz - (15 << 8)) - p->posz) >> 1;
if (p->posz < (cz + (4 << 8)))
{
p->posz = cz + (4 << 8);
p->poszv = 0;
}
if (p->scuba_on && (krand() & 255) < 8)
{
j = fi.spawn(pi, WATERBUBBLE);
sprite[j].x +=
sintable[(p->getang() + 512 + 64 - (global_random & 128)) & 2047] >> 6;
sprite[j].y +=
sintable[(p->getang() + 64 - (global_random & 128)) & 2047] >> 6;
sprite[j].xrepeat = 3;
sprite[j].yrepeat = 2;
sprite[j].z = p->posz + (8 << 8);
}
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int operateTripbomb(int snum)
{
auto p = &ps[snum];
int pi = p->i;
int sx, sy, sz;
short sect, hw, hitsp;
hitscan(p->posx, p->posy, p->posz,
p->cursectnum, sintable[(p->getang() + 512) & 2047],
2020-05-18 20:28:12 +00:00
sintable[p->getang() & 2047], (100 - p->gethorizsum()) * 32,
&sect, &hw, &hitsp, &sx, &sy, &sz, CLIPMASK1);
if (sect < 0 || hitsp >= 0)
return 0;
if (hw >= 0 && sector[sect].lotag > 2)
return 0;
if (hw >= 0 && wall[hw].overpicnum >= 0)
if (wall[hw].overpicnum == BIGFORCE)
return 0;
int j = headspritesect[sect];
while (j >= 0)
{
if (sprite[j].picnum == TRIPBOMB &&
2020-05-18 22:26:07 +00:00
abs(sprite[j].z - sz) < (12 << 8) && ((sprite[j].x - sx) * (sprite[j].x - sx) + (sprite[j].y - sy) * (sprite[j].y - sy)) < (290 * 290))
return 0;
j = nextspritesect[j];
}
if (j == -1 && hw >= 0 && (wall[hw].cstat & 16) == 0)
if ((wall[hw].nextsector >= 0 && sector[wall[hw].nextsector].lotag <= 2) || (wall[hw].nextsector == -1 && sector[sect].lotag <= 2))
if (((sx - p->posx) * (sx - p->posx) + (sy - p->posy) * (sy - p->posy)) < (290 * 290))
{
p->posz = p->oposz;
p->poszv = 0;
return 1;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
2020-05-18 22:26:07 +00:00
static void fireweapon(int snum)
{
auto p = &ps[snum];
int pi = p->i;
p->crack_time = 777;
if (p->holster_weapon == 1)
{
if (p->last_pissed_time <= (26 * 218) && p->weapon_pos == -9)
{
p->holster_weapon = 0;
p->weapon_pos = 10;
FTA(74, p);
}
}
else switch (p->curr_weapon)
{
case HANDBOMB_WEAPON:
p->hbomb_hold_delay = 0;
if (p->ammo_amount[HANDBOMB_WEAPON] > 0)
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p->kickback_pic = 1;
break;
case HANDREMOTE_WEAPON:
p->hbomb_hold_delay = 0;
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p->kickback_pic = 1;
break;
case PISTOL_WEAPON:
if (p->ammo_amount[PISTOL_WEAPON] > 0)
{
p->ammo_amount[PISTOL_WEAPON]--;
2020-05-18 22:26:07 +00:00
p->kickback_pic = 1;
}
break;
case CHAINGUN_WEAPON:
if (p->ammo_amount[CHAINGUN_WEAPON] > 0) // && p->random_club_frame == 0)
2020-05-18 22:26:07 +00:00
p->kickback_pic = 1;
break;
case SHOTGUN_WEAPON:
if (p->ammo_amount[SHOTGUN_WEAPON] > 0 && p->random_club_frame == 0)
2020-05-18 22:26:07 +00:00
p->kickback_pic = 1;
break;
case TRIPBOMB_WEAPON:
if (p->ammo_amount[TRIPBOMB_WEAPON] > 0)
{
if (operateTripbomb(snum))
2020-05-18 22:26:07 +00:00
p->kickback_pic = 1;
}
break;
case SHRINKER_WEAPON:
case GROW_WEAPON:
if (p->curr_weapon == GROW_WEAPON)
{
if (p->ammo_amount[GROW_WEAPON] > 0)
{
2020-05-18 22:26:07 +00:00
p->kickback_pic = 1;
S_PlayActorSound(EXPANDERSHOOT, pi);
}
}
else if (p->ammo_amount[SHRINKER_WEAPON] > 0)
{
2020-05-18 22:26:07 +00:00
p->kickback_pic = 1;
S_PlayActorSound(SHRINKER_FIRE, pi);
}
break;
case FREEZE_WEAPON:
if (p->ammo_amount[FREEZE_WEAPON] > 0)
{
2020-05-18 22:26:07 +00:00
p->kickback_pic = 1;
S_PlayActorSound(CAT_FIRE, pi);
}
break;
case DEVISTATOR_WEAPON:
if (p->ammo_amount[DEVISTATOR_WEAPON] > 0)
{
2020-05-18 22:26:07 +00:00
p->kickback_pic = 1;
p->hbomb_hold_delay = !p->hbomb_hold_delay;
S_PlayActorSound(CAT_FIRE, pi);
}
break;
case RPG_WEAPON:
if (p->ammo_amount[RPG_WEAPON] > 0)
{
2020-05-18 22:26:07 +00:00
p->kickback_pic = 1;
}
break;
2020-05-18 20:28:12 +00:00
case FLAMETHROWER_WEAPON: // Twentieth Anniversary World Tour
if (isWorldTour() && p->ammo_amount[FLAMETHROWER_WEAPON] > 0)
{
2020-05-18 22:26:07 +00:00
p->kickback_pic = 1;
2020-05-18 20:28:12 +00:00
if (sector[p->cursectnum].lotag != 2)
S_PlayActorSound(FLAMETHROWER_INTRO, pi);
2020-05-18 20:28:12 +00:00
}
break;
case KNEE_WEAPON:
if (p->quick_kick == 0)
{
2020-05-18 22:26:07 +00:00
p->kickback_pic = 1;
}
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void operateweapon(int snum, EDukeSyncBits sb_snum, int psect)
{
auto p = &ps[snum];
int pi = p->i;
2020-05-18 20:28:12 +00:00
int i, j, k;
// already firing...
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switch (p->curr_weapon)
{
2020-05-18 20:28:12 +00:00
case HANDBOMB_WEAPON: // grenade in NAM
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if (p->kickback_pic == 6 && (sb_snum & SKB_FIRE))
{
p->rapid_fire_hold = 1;
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break;
}
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p->kickback_pic++;
if (p->kickback_pic == 12)
{
2020-05-18 20:28:12 +00:00
p->ammo_amount[HANDBOMB_WEAPON]--;
2020-07-06 11:26:26 +00:00
if (p->on_ground && (sb_snum & SKB_CROUCH))
{
k = 15;
2020-05-18 20:28:12 +00:00
i = ((p->gethorizsum() - 100) * 20);
}
else
{
k = 140;
2020-05-18 20:28:12 +00:00
i = -512 - ((p->gethorizsum() - 100) * 20);
}
j = EGS(p->cursectnum,
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p->posx + (sintable[(p->getang() + 512) & 2047] >> 6),
p->posy + (sintable[p->getang() & 2047] >> 6),
p->posz, HEAVYHBOMB, -16, 9, 9,
2020-05-18 20:28:12 +00:00
p->getang(), (k + (p->hbomb_hold_delay << 5)), i, pi, 1);
2020-05-18 20:28:12 +00:00
if (isNam())
{
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sprite[j].extra = mulscale(krand(), NAM_GRENADE_LIFETIME_VAR, 14);
}
if (k == 15)
{
sprite[j].yvel = 3;
sprite[j].z += (8 << 8);
}
k = hits(pi);
if (k < 512)
{
sprite[j].ang += 1024;
sprite[j].zvel /= 3;
sprite[j].xvel /= 3;
}
p->hbomb_on = 1;
}
2020-05-19 07:03:07 +00:00
else if (p->kickback_pic < 12 && (sb_snum & SKB_FIRE))
p->hbomb_hold_delay++;
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else if (p->kickback_pic > 19)
{
p->okickback_pic = p->kickback_pic = 0;
// don't change to remote when in NAM: grenades are timed
2020-05-18 20:28:12 +00:00
if (isNam()) checkavailweapon(p);
else
{
p->curr_weapon = HANDREMOTE_WEAPON;
p->last_weapon = -1;
p->oweapon_pos = p->weapon_pos = 10;
2020-05-18 20:28:12 +00:00
}
}
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break;
case HANDREMOTE_WEAPON: // knife in NAM
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p->kickback_pic++;
2020-05-18 22:26:07 +00:00
if (p->kickback_pic == 2)
{
2020-05-18 20:28:12 +00:00
p->hbomb_on = 0;
}
2020-05-18 22:26:07 +00:00
if (p->kickback_pic == 10)
{
p->okickback_pic = p->kickback_pic = 0;
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int weapon = isNam() ? TRIPBOMB_WEAPON : HANDBOMB_WEAPON;
if (p->ammo_amount[weapon] > 0)
fi.addweapon(p, weapon);
else
checkavailweapon(p);
}
2020-05-18 20:28:12 +00:00
break;
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case PISTOL_WEAPON: // m-16 in NAM
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if (p->kickback_pic == 1)
{
2020-05-18 20:28:12 +00:00
fi.shoot(pi, SHOTSPARK1);
S_PlayActorSound(PISTOL_FIRE, pi);
lastvisinc = gameclock + 32;
2020-05-18 20:28:12 +00:00
p->visibility = 0;
}
2020-05-18 22:26:07 +00:00
else if (p->kickback_pic == 2)
2020-05-18 20:28:12 +00:00
fi.spawn(pi, SHELL);
2020-05-18 22:26:07 +00:00
p->kickback_pic++;
2020-05-18 20:28:12 +00:00
2020-05-18 22:26:07 +00:00
if (p->kickback_pic >= 5)
2020-05-18 20:28:12 +00:00
{
if (p->ammo_amount[PISTOL_WEAPON] <= 0 || (p->ammo_amount[PISTOL_WEAPON] % (isNam() ? 20 : 12)))
{
p->okickback_pic = p->kickback_pic = 0;
2020-05-18 20:28:12 +00:00
checkavailweapon(p);
}
2020-05-18 20:28:12 +00:00
else
{
2020-05-18 22:26:07 +00:00
switch (p->kickback_pic)
{
2020-05-18 20:28:12 +00:00
case 5:
S_PlayActorSound(EJECT_CLIP, pi);
2020-05-18 20:28:12 +00:00
break;
//#ifdef NAM
// case WEAPON2_RELOAD_TIME - 15:
//#else
case 8:
//#endif
S_PlayActorSound(INSERT_CLIP, pi);
2020-05-18 20:28:12 +00:00
break;
}
}
2020-05-18 20:28:12 +00:00
}
2020-05-18 20:28:12 +00:00
// 3 second re-load time
2020-05-18 22:26:07 +00:00
if (p->kickback_pic == (isNam() ? 50 : 27))
2020-05-18 20:28:12 +00:00
{
p->okickback_pic = p->kickback_pic = 0;
2020-05-18 20:28:12 +00:00
checkavailweapon(p);
}
break;
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case SHOTGUN_WEAPON:
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p->kickback_pic++;
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if (p->kickback_pic == 4)
2020-05-18 20:28:12 +00:00
{
fi.shoot(pi, SHOTGUN);
fi.shoot(pi, SHOTGUN);
fi.shoot(pi, SHOTGUN);
fi.shoot(pi, SHOTGUN);
fi.shoot(pi, SHOTGUN);
fi.shoot(pi, SHOTGUN);
fi.shoot(pi, SHOTGUN);
p->ammo_amount[SHOTGUN_WEAPON]--;
S_PlayActorSound(SHOTGUN_FIRE, pi);
lastvisinc = gameclock + 32;
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p->visibility = 0;
}
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switch(p->kickback_pic)
{
case 13:
checkavailweapon(p);
break;
case 15:
S_PlayActorSound(SHOTGUN_COCK, pi);
break;
case 17:
case 20:
p->kickback_pic++;
break;
case 24:
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j = fi.spawn(pi, SHOTGUNSHELL);
sprite[j].ang += 1024;
ssp(j, CLIPMASK0);
sprite[j].ang += 1024;
p->kickback_pic++;
break;
case 31:
p->okickback_pic = p->kickback_pic = 0;
return;
}
break;
case CHAINGUN_WEAPON: // m-60 in NAM
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p->kickback_pic++;
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if (p->kickback_pic <= 12)
{
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if (((p->kickback_pic) % 3) == 0)
{
p->ammo_amount[CHAINGUN_WEAPON]--;
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if ((p->kickback_pic % 3) == 0)
{
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j = fi.spawn(pi, SHELL);
sprite[j].ang += 1024;
sprite[j].ang &= 2047;
sprite[j].xvel += 32;
sprite[j].z += (3 << 8);
ssp(j, CLIPMASK0);
}
S_PlayActorSound(CHAINGUN_FIRE, pi);
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fi.shoot(pi, CHAINGUN);
lastvisinc = gameclock + 32;
p->visibility = 0;
checkavailweapon(p);
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if ((sb_snum & SKB_FIRE) == 0)
{
p->okickback_pic = p->kickback_pic = 0;
break;
}
}
}
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else if (p->kickback_pic > 10)
{
if (sb_snum & SKB_FIRE) p->okickback_pic = p->kickback_pic = 1;
else p->okickback_pic = p->kickback_pic = 0;
}
break;
case GROW_WEAPON: // m-14 with scope (sniper rifle)
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bool check;
if (isNam())
{
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p->kickback_pic++;
check = (p->kickback_pic == 3);
}
else
{
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check = (p->kickback_pic > 3);
}
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if (check)
{
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// fire now, but don't reload right away...
if (isNam())
{
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p->kickback_pic++;
if (p->ammo_amount[p->curr_weapon] <= 1)
p->okickback_pic = p->kickback_pic = 0;
}
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else
p->okickback_pic = p->kickback_pic = 0;
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p->ammo_amount[p->curr_weapon]--;
fi.shoot(pi, GROWSPARK);
//#ifdef NAM
//#else
if (!(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_NOVISIBLE))
{
// make them visible if not set...
p->visibility = 0;
lastvisinc = gameclock + 32;
}
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checkavailweapon(p);
//#endif
}
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else if (!isNam()) p->kickback_pic++;
if (isNam() && p->kickback_pic > aplWeaponReload[p->curr_weapon][snum]) // 30)
{
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// reload now...
p->okickback_pic = p->kickback_pic = 0;
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if (!(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_NOVISIBLE))
{
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// make them visible if not set...
p->visibility = 0;
lastvisinc = gameclock + 32;
}
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checkavailweapon(p);
}
break;
case SHRINKER_WEAPON: // m-79 in NAM (Grenade launcher)
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if ((!isNam() && p->kickback_pic > 10) || (isNam() && p->kickback_pic == 10))
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{
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if (isNam()) p->kickback_pic++; // fire now, but wait for reload...
else p->okickback_pic = p->kickback_pic = 0;
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p->ammo_amount[SHRINKER_WEAPON]--;
fi.shoot(pi, SHRINKER);
if (!isNam())
{
p->visibility = 0;
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//flashColor = 176 + (252 << 8) + (120 << 16);
lastvisinc = gameclock + 32;
checkavailweapon(p);
}
}
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else if (isNam() && p->kickback_pic > 30)
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{
p->okickback_pic = p->kickback_pic = 0;
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p->visibility = 0;
lastvisinc = gameclock + 32;
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checkavailweapon(p);
}
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else p->kickback_pic++;
break;
case DEVISTATOR_WEAPON:
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if (p->kickback_pic)
{
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p->kickback_pic++;
if (isNam())
{
if ((p->kickback_pic >= 2) &&
p->kickback_pic < 5 &&
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(p->kickback_pic & 1))
{
p->visibility = 0;
lastvisinc = gameclock + 32;
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fi.shoot(pi, RPG);
p->ammo_amount[DEVISTATOR_WEAPON]--;
checkavailweapon(p);
}
if (p->kickback_pic > 5) p->kickback_pic = 0;
}
else if (p->kickback_pic & 1)
{
p->visibility = 0;
lastvisinc = gameclock + 32;
fi.shoot(pi, RPG);
p->ammo_amount[DEVISTATOR_WEAPON]--;
checkavailweapon(p);
if (p->ammo_amount[DEVISTATOR_WEAPON] <= 0) p->kickback_pic = 0;
}
if (p->kickback_pic > 5) p->kickback_pic = 0;
}
break;
case FREEZE_WEAPON:
// flame thrower in NAM
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if (p->kickback_pic < 4)
{
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p->kickback_pic++;
if (p->kickback_pic == 3)
{
p->ammo_amount[p->curr_weapon]--;
p->visibility = 0;
lastvisinc = gameclock + 32;
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fi.shoot(pi, FREEZEBLAST);
checkavailweapon(p);
}
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if (sprite[p->i].xrepeat < 32)
{
p->okickback_pic = p->kickback_pic = 0; break;
}
}
else
{
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if (sb_snum & SKB_FIRE)
{
p->okickback_pic = p->kickback_pic = 1;
S_PlayActorSound(CAT_FIRE, pi);
}
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else p->kickback_pic = 0;
}
break;
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case FLAMETHROWER_WEAPON:
if (!isWorldTour()) // Twentieth Anniversary World Tour
break;
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p->kickback_pic++;
if (p->kickback_pic == 2)
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{
if (sector[p->cursectnum].lotag != 2)
{
p->ammo_amount[FLAMETHROWER_WEAPON]--;
if (snum == screenpeek)
g_visibility = 0;
fi.shoot(pi, FIREBALL);
}
checkavailweapon(p);
}
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else if (p->kickback_pic == 16)
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{
if ((sb_snum & SKB_FIRE) != 0)
{
p->okickback_pic = p->kickback_pic = 1;
S_PlayActorSound(FLAMETHROWER_INTRO, pi);
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}
else
p->okickback_pic = p->kickback_pic = 0;
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}
break;
case TRIPBOMB_WEAPON: // Claymore in NAM
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if (p->kickback_pic < 4)
{
p->posz = p->oposz;
p->poszv = 0;
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if (p->kickback_pic == 3)
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fi.shoot(pi, HANDHOLDINGLASER);
}
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if (p->kickback_pic == 16)
{
p->okickback_pic = p->kickback_pic = 0;
checkavailweapon(p);
p->oweapon_pos = p->weapon_pos = -9;
}
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else p->kickback_pic++;
break;
case KNEE_WEAPON:
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p->kickback_pic++;
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if (p->kickback_pic == 7) fi.shoot(pi, KNEE);
else if (p->kickback_pic == 14)
{
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if (sb_snum & SKB_FIRE)
p->okickback_pic = p->kickback_pic = 1 + (krand() & 3);
else p->okickback_pic = p->kickback_pic = 0;
}
if (p->wantweaponfire >= 0)
checkavailweapon(p);
break;
case RPG_WEAPON: // m-72 in NAM (LAW)
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p->kickback_pic++;
if (p->kickback_pic == 4)
{
p->ammo_amount[RPG_WEAPON]--;
lastvisinc = gameclock + 32;
p->visibility = 0;
2020-05-18 20:28:12 +00:00
fi.shoot(pi, RPG);
checkavailweapon(p);
}
else if (p->kickback_pic == (cl_dukefixrpgrecoil ? 13 : 20))
p->okickback_pic = p->kickback_pic = 0;
break;
}
}
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2020-05-19 07:54:52 +00:00
//---------------------------------------------------------------------------
//
// this function exists because gotos suck. :P
//
//---------------------------------------------------------------------------
static void processweapon(int snum, EDukeSyncBits sb_snum, int psect)
2020-05-19 07:54:52 +00:00
{
auto p = &ps[snum];
int pi = p->i;
auto s = &sprite[pi];
int shrunk = (s->yrepeat < 32);
if (isNamWW2GI() && (sb_snum & SKB_HOLSTER)) // 'Holster Weapon
{
if (isWW2GI())
{
SetGameVarID(g_iReturnVarID, 0, pi, snum);
SetGameVarID(g_iWeaponVarID, p->curr_weapon, pi, snum);
SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike[p->curr_weapon][snum], pi, snum);
OnEvent(EVENT_HOLSTER, pi, snum, -1);
if (GetGameVarID(g_iReturnVarID, pi, snum) == 0)
{
// now it uses the game definitions...
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_HOLSTER_CLEARS_CLIP)
{
if (p->ammo_amount[p->curr_weapon] > aplWeaponClip[p->curr_weapon][snum]
&& (p->ammo_amount[p->curr_weapon] % aplWeaponClip[p->curr_weapon][snum]) != 0)
{
// throw away the remaining clip
p->ammo_amount[p->curr_weapon] -=
p->ammo_amount[p->curr_weapon] % aplWeaponClip[p->curr_weapon][snum];
// p->kickback_pic = aplWeaponFireDelay[p->curr_weapon][snum]+1; // animate, but don't shoot...
p->kickback_pic = aplWeaponTotalTime[p->curr_weapon][snum] + 1; // animate, but don't shoot...
sb_snum &= ~SKB_FIRE; // not firing...
}
return;
}
}
}
else if (p->curr_weapon == PISTOL_WEAPON)
{
if (p->ammo_amount[PISTOL_WEAPON] > 20)
{
// throw away the remaining clip
p->ammo_amount[PISTOL_WEAPON] -= p->ammo_amount[PISTOL_WEAPON] % 20;
p->kickback_pic = 3; // animate, but don't shoot...
sb_snum &= ~SKB_FIRE; // not firing...
}
return;
}
}
if (isWW2GI() && (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_GLOWS))
p->random_club_frame += 64; // Glowing
if (!isWW2GI() && (p->curr_weapon == SHRINKER_WEAPON || p->curr_weapon == GROW_WEAPON))
p->random_club_frame += 64; // Glowing
if (p->rapid_fire_hold == 1)
{
if (sb_snum & SKB_FIRE) return;
p->rapid_fire_hold = 0;
}
if (shrunk || p->tipincs || p->access_incs)
sb_snum &= ~SKB_FIRE;
else if (shrunk == 0 && (sb_snum & SKB_FIRE) && p->kickback_pic == 0 && p->fist_incs == 0 &&
p->last_weapon == -1 && (p->weapon_pos == 0 || p->holster_weapon == 1))
{
if (!isWW2GI()) fireweapon(snum);
else fireweapon_ww(snum);
}
else if (p->kickback_pic)
{
if (!isWW2GI()) operateweapon(snum, sb_snum, psect);
else operateweapon_ww(snum, sb_snum, psect);
}
}
2020-05-18 22:26:07 +00:00
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
2020-05-19 07:03:07 +00:00
void processinput_d(int snum)
2020-05-18 22:26:07 +00:00
{
2020-07-16 13:03:09 +00:00
int j, i, k, doubvel, fz, cz, hz, lz, truefdist;
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char shrunk;
EDukeSyncBits sb_snum;
2020-07-16 13:03:09 +00:00
short psect, psectlotag, pi;
2020-05-18 22:26:07 +00:00
struct player_struct* p;
spritetype* s;
p = &ps[snum];
pi = p->i;
s = &sprite[pi];
- multiple input fixes for both games, and for both `cl_syncinput 0` and `cl_syncinput 1` modes. * For RR, `processweapon_r()` was performing angle and horizon changes directly which provided a harsh experience with the default `cl_syncinput 0` mode. * Added `angAdjust` variable to `player_struct` for use with ticrate angle adjustments. * Renamed `horizAngleAdjust` to `horizAdjust` so that there is less confusion with the new `angAdjust` variable. * Removed `horizSkew` variable, can just use `horizAdjust` for this. * Replaced all calls to `addang()` and `addhoriz()` with the appropriate additions/subtractions to `angAdjust` and `horizAdjust` respectively. * Removed now unused `addang()` and `addhoriz()` setters from `player_struct`. * Define new function `resetinputhelpers()` to eliminate code duplication between `processinput_d()` and `processinput_r()` functions. * Remove `p->q16ang` and `p->q16horiz` direct setting from `FinalizeInput()`. * Change `applylook()` to accept an `fixed_t adjustment` for changing the player's angle. This can either be `input.q16avel` when `cl_syncinput` is 0, or `sync[snum].q16angvel` when `cl_syncinput` is 1. * Change `sethorizon()` to accept an `fixed_t adjustment` for changing the player's horizon. This can either be `input.q16horz` when `cl_syncinput` is 0, or `sync[snum].q16horz` when `cl_syncinput` is 1. * Re-work `sethorizon()` to always adjust `p->q16horiz` using the true pitch code. This closer resembles the EDuke32 implementation as per SVN 7342. * Re-work returning to center to work off the true pitch code and always ensure that the player returns to center. * Implement work-around for RR where we need to call `sethorizon()` before the call to `fi.doincrements()` like the original game, but also after the call to `processweapon()` to apply any angle or horizon changes due to weapon recoil, etc. We work around this by calling `sethorizon()` from within `doincrements_r()` only if `cl_syncinput` is 1 and only if `doincrements_r()` is to return 1.
2020-08-03 11:19:45 +00:00
resetinputhelpers(p);
2020-05-19 17:50:31 +00:00
2020-07-06 19:10:20 +00:00
sb_snum = PlayerInputBits(snum, SKB_ALL);
2020-05-18 22:26:07 +00:00
2020-07-03 19:44:57 +00:00
auto sb_fvel = PlayerInputForwardVel(snum);
auto sb_svel = PlayerInputSideVel(snum);
auto sb_avel = PlayerInputAngVel(snum);
2020-05-18 22:26:07 +00:00
psect = p->cursectnum;
if (psect == -1)
{
if (s->extra > 0 && ud.clipping == 0)
{
quickkill(p);
S_PlayActorSound(SQUISHED, pi);
2020-05-18 22:26:07 +00:00
}
psect = 0;
}
psectlotag = sector[psect].lotag;
p->spritebridge = 0;
shrunk = (s->yrepeat < 32);
getzrange(p->posx, p->posy, p->posz, psect, &cz, &hz, &fz, &lz, 163L, CLIPMASK0);
j = getflorzofslope(psect, p->posx, p->posy);
p->truefz = j;
p->truecz = getceilzofslope(psect, p->posx, p->posy);
truefdist = abs(p->posz - j);
if ((lz & 49152) == 16384 && psectlotag == 1 && truefdist > PHEIGHT + (16 << 8))
psectlotag = 0;
hittype[pi].floorz = fz;
hittype[pi].ceilingz = cz;
if (cl_syncinput)
2020-05-18 22:26:07 +00:00
{
backupview(p);
calcviewpitch(p, 1);
2020-05-18 22:26:07 +00:00
}
if (hz >= 0 && (hz & 49152) == 49152)
{
hz &= (MAXSPRITES - 1);
if (sprite[hz].statnum == 1 && 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)
{
psectlotag = 0;
p->footprintcount = 0;
p->spritebridge = 1;
}
else if (badguy(&sprite[j]) && sprite[j].xrepeat > 24 && abs(s->z - sprite[j].z) < (84 << 8))
{
j = getangle(sprite[j].x - p->posx, sprite[j].y - p->posy);
p->posxv -= sintable[(j + 512) & 2047] << 4;
p->posyv -= sintable[j & 2047] << 4;
}
}
if (s->extra > 0) fi.incur_damage(p);
else
{
s->extra = 0;
p->shield_amount = 0;
}
p->last_extra = s->extra;
if (p->loogcnt > 0) p->loogcnt--;
else p->loogcnt = 0;
if (p->fist_incs)
{
if (endoflevel(snum)) return;
}
if (p->timebeforeexit > 1 && p->last_extra > 0)
{
if (timedexit(snum))
return;
}
2020-07-16 13:03:09 +00:00
if (s->extra <= 0 && !ud.god)
2020-05-18 22:26:07 +00:00
{
playerisdead(snum, psectlotag, fz, cz);
2020-07-16 13:03:09 +00:00
return;
2020-05-18 22:26:07 +00:00
}
if (p->transporter_hold > 0)
{
p->transporter_hold--;
if (p->transporter_hold == 0 && p->on_warping_sector)
p->transporter_hold = 2;
}
if (p->transporter_hold < 0)
p->transporter_hold++;
if (p->newowner >= 0)
{
i = p->newowner;
hittype[i].oq16ang = p->q16ang;
2020-05-18 22:26:07 +00:00
p->posx = sprite[i].x;
p->posy = sprite[i].y;
p->posz = sprite[i].z;
p->setang(sprite[i].ang);
p->posxv = p->posyv = s->xvel = 0;
2020-07-15 21:44:07 +00:00
p->setlookang(0);
p->setrotscrnang(0);
2020-05-18 22:26:07 +00:00
fi.doincrements(p);
2020-05-19 07:54:52 +00:00
if (isWW2GI() && aplWeaponWorksLike[p->curr_weapon][snum] == HANDREMOTE_WEAPON) processweapon(snum, sb_snum, psect);
if (!isWW2GI() && p->curr_weapon == HANDREMOTE_WEAPON) processweapon(snum, sb_snum, psect);
2020-05-18 22:26:07 +00:00
return;
}
doubvel = TICSPERFRAME;
checklook(snum,sb_snum);
2020-05-18 22:26:07 +00:00
if (p->on_crane >= 0)
goto HORIZONLY;
2020-08-05 10:04:14 +00:00
playerweaponsway(p, s);
2020-05-18 22:26:07 +00:00
s->xvel = clamp(ksqrt((p->posx - p->bobposx) * (p->posx - p->bobposx) + (p->posy - p->bobposy) * (p->posy - p->bobposy)), 0, 512);
2020-05-18 22:26:07 +00:00
if (p->on_ground) p->bobcounter += sprite[p->i].xvel >> 1;
backuppos(p, ud.clipping == 0 && (sector[p->cursectnum].floorpicnum == MIRROR || p->cursectnum < 0 || p->cursectnum >= MAXSECTORS));
2020-05-18 22:26:07 +00:00
// Shrinking code
i = 40;
2020-07-16 13:03:09 +00:00
if (psectlotag == ST_2_UNDERWATER)
2020-05-18 22:26:07 +00:00
{
underwater(snum, sb_snum, psect, fz, cz);
}
else if (p->jetpack_on)
{
operateJetpack(snum, sb_snum, psectlotag, fz, cz, shrunk);
}
2020-07-16 13:03:09 +00:00
else if (psectlotag != ST_2_UNDERWATER)
2020-05-18 22:26:07 +00:00
{
movement(snum, sb_snum, psect, fz, cz, shrunk, truefdist, psectlotag);
2020-05-18 22:26:07 +00:00
}
p->psectlotag = psectlotag;
2020-05-18 22:26:07 +00:00
//Do the quick lefts and rights
if (movementBlocked(snum))
2020-05-18 22:26:07 +00:00
{
doubvel = 0;
p->posxv = 0;
p->posyv = 0;
}
- multiple input fixes for both games, and for both `cl_syncinput 0` and `cl_syncinput 1` modes. * For RR, `processweapon_r()` was performing angle and horizon changes directly which provided a harsh experience with the default `cl_syncinput 0` mode. * Added `angAdjust` variable to `player_struct` for use with ticrate angle adjustments. * Renamed `horizAngleAdjust` to `horizAdjust` so that there is less confusion with the new `angAdjust` variable. * Removed `horizSkew` variable, can just use `horizAdjust` for this. * Replaced all calls to `addang()` and `addhoriz()` with the appropriate additions/subtractions to `angAdjust` and `horizAdjust` respectively. * Removed now unused `addang()` and `addhoriz()` setters from `player_struct`. * Define new function `resetinputhelpers()` to eliminate code duplication between `processinput_d()` and `processinput_r()` functions. * Remove `p->q16ang` and `p->q16horiz` direct setting from `FinalizeInput()`. * Change `applylook()` to accept an `fixed_t adjustment` for changing the player's angle. This can either be `input.q16avel` when `cl_syncinput` is 0, or `sync[snum].q16angvel` when `cl_syncinput` is 1. * Change `sethorizon()` to accept an `fixed_t adjustment` for changing the player's horizon. This can either be `input.q16horz` when `cl_syncinput` is 0, or `sync[snum].q16horz` when `cl_syncinput` is 1. * Re-work `sethorizon()` to always adjust `p->q16horiz` using the true pitch code. This closer resembles the EDuke32 implementation as per SVN 7342. * Re-work returning to center to work off the true pitch code and always ensure that the player returns to center. * Implement work-around for RR where we need to call `sethorizon()` before the call to `fi.doincrements()` like the original game, but also after the call to `processweapon()` to apply any angle or horizon changes due to weapon recoil, etc. We work around this by calling `sethorizon()` from within `doincrements_r()` only if `cl_syncinput` is 1 and only if `doincrements_r()` is to return 1.
2020-08-03 11:19:45 +00:00
else if (cl_syncinput)
{
//p->ang += syncangvel * constant
//ENGINE calculates angvel for you
// may still be needed later for demo recording
2020-05-18 22:26:07 +00:00
applylook(snum, 1, sb_avel);
- multiple input fixes for both games, and for both `cl_syncinput 0` and `cl_syncinput 1` modes. * For RR, `processweapon_r()` was performing angle and horizon changes directly which provided a harsh experience with the default `cl_syncinput 0` mode. * Added `angAdjust` variable to `player_struct` for use with ticrate angle adjustments. * Renamed `horizAngleAdjust` to `horizAdjust` so that there is less confusion with the new `angAdjust` variable. * Removed `horizSkew` variable, can just use `horizAdjust` for this. * Replaced all calls to `addang()` and `addhoriz()` with the appropriate additions/subtractions to `angAdjust` and `horizAdjust` respectively. * Removed now unused `addang()` and `addhoriz()` setters from `player_struct`. * Define new function `resetinputhelpers()` to eliminate code duplication between `processinput_d()` and `processinput_r()` functions. * Remove `p->q16ang` and `p->q16horiz` direct setting from `FinalizeInput()`. * Change `applylook()` to accept an `fixed_t adjustment` for changing the player's angle. This can either be `input.q16avel` when `cl_syncinput` is 0, or `sync[snum].q16angvel` when `cl_syncinput` is 1. * Change `sethorizon()` to accept an `fixed_t adjustment` for changing the player's horizon. This can either be `input.q16horz` when `cl_syncinput` is 0, or `sync[snum].q16horz` when `cl_syncinput` is 1. * Re-work `sethorizon()` to always adjust `p->q16horiz` using the true pitch code. This closer resembles the EDuke32 implementation as per SVN 7342. * Re-work returning to center to work off the true pitch code and always ensure that the player returns to center. * Implement work-around for RR where we need to call `sethorizon()` before the call to `fi.doincrements()` like the original game, but also after the call to `processweapon()` to apply any angle or horizon changes due to weapon recoil, etc. We work around this by calling `sethorizon()` from within `doincrements_r()` only if `cl_syncinput` is 1 and only if `doincrements_r()` is to return 1.
2020-08-03 11:19:45 +00:00
2020-05-18 22:26:07 +00:00
p->crack_time = 777;
}
if (p->spritebridge == 0)
{
j = sector[s->sectnum].floorpicnum;
if (j == PURPLELAVA || sector[s->sectnum].ceilingpicnum == PURPLELAVA)
{
if (p->boot_amount > 0)
{
p->boot_amount--;
p->inven_icon = 7;
if (p->boot_amount <= 0)
checkavailinven(p);
}
else
{
if (!S_CheckActorSoundPlaying(p->i, DUKE_LONGTERM_PAIN))
S_PlayActorSound(DUKE_LONGTERM_PAIN, p->i);
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SetPlayerPal(p, PalEntry(32, 0, 8, 0));
s->extra--;
}
}
k = 0;
if (p->on_ground && truefdist <= PHEIGHT + (16 << 8))
{
int whichsound = j == HURTRAIL ? 0 : j == FLOORSLIME ? 1 : j == FLOORPLASMA ? 2 : -1;
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if (j >= 0) k = makepainsounds(snum, whichsound);
}
if (k)
{
FTA(75, p);
p->boot_amount -= 2;
if (p->boot_amount <= 0)
checkavailinven(p);
}
}
if (p->posxv || p->posyv || sb_fvel || sb_svel)
{
p->crack_time = 777;
k = sintable[p->bobcounter & 2047] >> 12;
if (truefdist < PHEIGHT + (8 << 8) && (k == 1 || k == 3))
{
if (p->spritebridge == 0 && p->walking_snd_toggle == 0 && p->on_ground)
{
switch (psectlotag)
{
case 0:
if (lz >= 0 && (lz & (MAXSPRITES - 1)) == 49152)
j = sprite[lz & (MAXSPRITES - 1)].picnum;
else j = sector[psect].floorpicnum;
switch (j)
{
case PANNEL1:
case PANNEL2:
S_PlayActorSound(DUKE_WALKINDUCTS, pi);
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p->walking_snd_toggle = 1;
break;
}
break;
case 1:
if ((krand() & 1) == 0)
S_PlayActorSound(DUKE_ONWATER, pi);
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p->walking_snd_toggle = 1;
break;
}
}
}
else if (p->walking_snd_toggle > 0)
p->walking_snd_toggle--;
if (p->jetpack_on == 0 && p->steroids_amount > 0 && p->steroids_amount < 400)
doubvel <<= 1;
p->posxv += ((sb_fvel * doubvel) << 6);
p->posyv += ((sb_svel * doubvel) << 6);
bool check;
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if (!isWW2GI()) check = ((p->curr_weapon == KNEE_WEAPON && p->kickback_pic > 10 && p->on_ground) || (p->on_ground && (sb_snum & SKB_CROUCH)));
else check = ((aplWeaponWorksLike[p->curr_weapon][snum] == KNEE_WEAPON && p->kickback_pic > 10 && p->on_ground) || (p->on_ground && (sb_snum & SKB_CROUCH)));
2020-05-18 22:26:07 +00:00
if (check)
{
p->posxv = mulscale(p->posxv, dukefriction - 0x2000, 16);
p->posyv = mulscale(p->posyv, dukefriction - 0x2000, 16);
}
else
{
if (psectlotag == 2)
{
p->posxv = mulscale(p->posxv, dukefriction - 0x1400, 16);
p->posyv = mulscale(p->posyv, dukefriction - 0x1400, 16);
}
else
{
p->posxv = mulscale(p->posxv, dukefriction, 16);
p->posyv = mulscale(p->posyv, dukefriction, 16);
}
}
if (abs(p->posxv) < 2048 && abs(p->posyv) < 2048)
p->posxv = p->posyv = 0;
if (shrunk)
{
p->posxv =
mulscale16(p->posxv, dukefriction - (dukefriction >> 1) + (dukefriction >> 2));
p->posyv =
mulscale16(p->posyv, dukefriction - (dukefriction >> 1) + (dukefriction >> 2));
}
}
HORIZONLY:
if (psectlotag == 1 || p->spritebridge == 1) i = (4L << 8);
else i = (20L << 8);
if (sector[p->cursectnum].lotag == 2) k = 0;
else k = 1;
if (ud.clipping)
{
j = 0;
p->posx += p->posxv >> 14;
p->posy += p->posyv >> 14;
updatesector(p->posx, p->posy, &p->cursectnum);
changespritesect(pi, p->cursectnum);
}
else
j = clipmove(&p->posx, &p->posy,
&p->posz, &p->cursectnum,
p->posxv, p->posyv, 164L, (4L << 8), i, CLIPMASK0);
if (p->jetpack_on == 0 && psectlotag != 2 && psectlotag != 1 && shrunk)
p->posz += 32 << 8;
if (j)
fi.checkplayerhurt(p, j);
if (p->jetpack_on == 0)
{
if (s->xvel > 16)
{
if (psectlotag != 1 && psectlotag != 2 && p->on_ground)
{
p->pycount += 52;
p->pycount &= 2047;
p->pyoff =
abs(s->xvel * sintable[p->pycount]) / 1596;
}
}
else if (psectlotag != 2 && psectlotag != 1)
p->pyoff = 0;
}
// RBG***
setsprite(pi, p->posx, p->posy, p->posz + PHEIGHT);
if (psectlotag < 3)
{
psect = s->sectnum;
if (ud.clipping == 0 && sector[psect].lotag == 31)
{
if (sprite[sector[psect].hitag].xvel && hittype[sector[psect].hitag].temp_data[0] == 0)
{
quickkill(p);
return;
}
}
}
if (truefdist < PHEIGHT && p->on_ground && psectlotag != 1 && shrunk == 0 && sector[p->cursectnum].lotag == 1)
if (!S_CheckActorSoundPlaying(pi, DUKE_ONWATER))
S_PlayActorSound(DUKE_ONWATER, pi);
2020-05-18 22:26:07 +00:00
if (p->cursectnum != s->sectnum)
changespritesect(pi, p->cursectnum);
if (ud.clipping == 0)
j = (pushmove(&p->posx, &p->posy, &p->posz, &p->cursectnum, 164L, (4L << 8), (4L << 8), CLIPMASK0) < 0 && furthestangle(pi, 8) < 512);
else j = 0;
if (ud.clipping == 0)
{
if (abs(hittype[pi].floorz - hittype[pi].ceilingz) < (48 << 8) || j)
{
if (!(sector[s->sectnum].lotag & 0x8000) && (isanunderoperator(sector[s->sectnum].lotag) ||
isanearoperator(sector[s->sectnum].lotag)))
fi.activatebysector(s->sectnum, pi);
if (j)
{
quickkill(p);
return;
}
}
else if (abs(fz - cz) < (32 << 8) && isanunderoperator(sector[psect].lotag))
fi.activatebysector(psect, pi);
}
// center_view
if (sb_snum & SKB_CENTER_VIEW || p->hard_landing)
{
playerCenterView(snum);
}
else if (sb_snum & SKB_LOOK_UP)
{
playerLookUp(snum, sb_snum);
}
else if (sb_snum & SKB_LOOK_DOWN)
{
playerLookDown(snum, sb_snum);
}
else if (sb_snum & SKB_AIM_UP)
{
playerAimUp(snum, sb_snum);
}
else if (sb_snum & SKB_AIM_DOWN)
{ // aim_down
playerAimDown(snum, sb_snum);
}
if (cl_syncinput)
{
sethorizon(snum, sb_snum, 1, sync[snum].q16horz);
}
checkhardlanding(p);
2020-05-18 22:26:07 +00:00
//Shooting code/changes
if (p->show_empty_weapon > 0)
{
p->show_empty_weapon--;
if (p->show_empty_weapon == 0)
{
if (p->last_full_weapon == GROW_WEAPON)
p->subweapon |= (1 << GROW_WEAPON);
else if (p->last_full_weapon == SHRINKER_WEAPON)
p->subweapon &= ~(1 << GROW_WEAPON);
fi.addweapon(p, p->last_full_weapon);
return;
}
}
dokneeattack(snum, pi, { FEM1, FEM2, FEM3, FEM4, FEM5, FEM6, FEM7, FEM8, FEM9, FEM10, PODFEM1, NAKED1, STATUE });
if (fi.doincrements(p)) return;
if (p->weapon_pos != 0)
{
if (p->weapon_pos == -9)
{
if (p->last_weapon >= 0)
{
p->weapon_pos = 10;
// if(p->curr_weapon == KNEE_WEAPON) p->kickback_pic = 1;
p->last_weapon = -1;
}
else if (p->holster_weapon == 0)
p->weapon_pos = 10;
}
else p->weapon_pos--;
}
// HACKS
2020-05-19 07:54:52 +00:00
processweapon(snum, sb_snum, psect);
2020-05-18 22:26:07 +00:00
}
void processweapon_d(int s, EDukeSyncBits ss, int p)
2020-05-19 07:54:52 +00:00
{
processweapon(s, ss, p);
}
2020-05-18 22:26:07 +00:00
void processmove_d(int snum, EDukeSyncBits sb_snum, int psect, int fz, int cz, int shrunk, int truefdist)
2020-05-19 16:32:28 +00:00
{
int psectlotag = sector[psect].lotag;
auto p = &ps[snum];
if (psectlotag == 2)
{
underwater(snum, sb_snum, psect, fz, cz);
}
else if (p->jetpack_on)
{
operateJetpack(snum, sb_snum, psectlotag, fz, cz, shrunk);
}
else if (psectlotag != 2)
{
movement(snum, sb_snum, psect, fz, cz, shrunk, truefdist, psectlotag);
2020-05-19 16:32:28 +00:00
}
}
END_DUKE_NS