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# include "compat.h"
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# include "player.h"
# include "runlist.h"
# include "exhumed.h"
# include "names.h"
# include "gun.h"
# include "items.h"
# include "engine.h"
# include "move.h"
# include "sequence.h"
# include "lighting.h"
# include "view.h"
# include "bubbles.h"
# include "random.h"
# include "ra.h"
# include "input.h"
# include "light.h"
# include "status.h"
# include "mouse.h"
# include "keyboard.h"
# include "control.h"
# include "config.h"
# include "sound.h"
# include "init.h"
# include "move.h"
# include "trigdat.h"
# include "anims.h"
# include "grenade.h"
# include "menu.h"
# include "cd.h"
# include "cdaudio.h"
# include "map.h"
# include "sound.h"
# include <assert.h>
# include <stdio.h>
# include <string.h>
struct PlayerSave
{
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int x ;
int y ;
int z ;
short nSector ;
short nAngle ;
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} ;
int lPlayerXVel = 0 ;
int lPlayerYVel = 0 ;
int nPlayerDAng = 0 ;
short bobangle = 0 ;
short bPlayerPan = 0 ;
short bLockPan = 0 ;
static actionSeq ActionSeq [ ] = {
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{ 18 , 0 } , { 0 , 0 } , { 9 , 0 } , { 27 , 0 } , { 63 , 0 } ,
{ 72 , 0 } , { 54 , 0 } , { 45 , 0 } , { 54 , 0 } , { 81 , 0 } ,
{ 90 , 0 } , { 99 , 0 } , { 108 , 0 } , { 8 , 0 } , { 0 , 0 } ,
{ 139 , 0 } , { 117 , 1 } , { 119 , 1 } , { 120 , 1 } , { 121 , 1 } ,
{ 122 , 1 }
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} ;
static short nHeightTemplate [ ] = { 0 , 0 , 0 , 0 , 0 , 0 , 7 , 7 , 7 , 9 , 9 , 9 , 9 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 } ;
short nActionEyeLevel [ ] = {
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- 14080 , - 14080 , - 14080 , - 14080 , - 14080 , - 14080 , - 8320 ,
- 8320 , - 8320 , - 8320 , - 8320 , - 8320 , - 8320 , - 14080 ,
- 14080 , - 14080 , - 14080 , - 14080 , - 14080 , - 14080 , - 14080
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} ;
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uint16_t nGunLotag [ ] = { 52 , 53 , 54 , 55 , 56 , 57 } ;
uint16_t nGunPicnum [ ] = { 57 , 488 , 490 , 491 , 878 , 899 , 3455 } ;
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int16_t nItemText [ ] = {
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- 1 , - 1 , - 1 , - 1 , - 1 , - 1 , 18 , 20 , 19 , 13 , - 1 , 10 , 1 , 0 , 2 , - 1 , 3 ,
- 1 , 4 , 5 , 9 , 6 , 7 , 8 , - 1 , 11 , - 1 , 13 , 12 , 14 , 15 , - 1 , 16 , 17 ,
- 1 , - 1 , - 1 , 21 , 22 , - 1 , - 1 , - 1 , - 1 , - 1 , - 1 , 23 , 24 , 25 , 26 , 27 ,
- 1 , - 1 , - 1 , - 1 , - 1 , - 1 , - 1 , - 1 , - 1 , - 1 , - 1 , - 1 , - 1
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} ;
int nLocalPlayer = 0 ;
short nBreathTimer [ kMaxPlayers ] ;
short nPlayerSwear [ kMaxPlayers ] ;
short nPlayerPushSect [ kMaxPlayers ] ;
short nDeathType [ kMaxPlayers ] ;
short nPlayerScore [ kMaxPlayers ] ;
short nPlayerColor [ kMaxPlayers ] ;
int nPlayerDY [ kMaxPlayers ] ;
int nPlayerDX [ kMaxPlayers ] ;
char playerNames [ kMaxPlayers ] [ 11 ] ;
short nPistolClip [ kMaxPlayers ] ;
int nXDamage [ kMaxPlayers ] ;
int nYDamage [ kMaxPlayers ] ;
short nDoppleSprite [ kMaxPlayers ] ;
short namelen [ kMaxPlayers ] ;
short nPlayerOldWeapon [ kMaxPlayers ] ;
short nPlayerClip [ kMaxPlayers ] ;
short nPlayerPushSound [ kMaxPlayers ] ;
short nTauntTimer [ kMaxPlayers ] ;
short nPlayerTorch [ kMaxPlayers ] ;
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uint16_t nPlayerWeapons [ kMaxPlayers ] ; // each set bit represents a weapon the player has
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short nPlayerLives [ kMaxPlayers ] ;
short nPlayerItem [ kMaxPlayers ] ;
Player PlayerList [ kMaxPlayers ] ;
short nPlayerInvisible [ kMaxPlayers ] ;
short nPlayerDouble [ kMaxPlayers ] ;
short nPlayerViewSect [ kMaxPlayers ] ;
short nPlayerFloorSprite [ kMaxPlayers ] ;
PlayerSave sPlayerSave [ kMaxPlayers ] ;
int totalvel [ kMaxPlayers ] = { 0 } ;
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int16_t eyelevel [ kMaxPlayers ] ;
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short nNetStartSprite [ kMaxPlayers ] = { 0 } ;
short nStandHeight ;
short nPlayerGrenade [ kMaxPlayers ] ;
short nGrenadePlayer [ 50 ] ;
short word_D282A [ 32 ] ;
short PlayerCount ;
short nNetStartSprites ;
short nCurStartSprite ;
/*
typedef struct
{
fixed dx ;
fixed dy ;
fixed dz ;
fixed dyaw ;
fixed dpitch ;
fixed droll ;
} ControlInfo ;
*/
void PlayerInterruptKeys ( )
{
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ControlInfo info ;
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CONTROL_ProcessBinds ( ) ;
memset ( & info , 0 , sizeof ( ControlInfo ) ) ; // this is done within CONTROL_GetInput() anyway
CONTROL_GetInput ( & info ) ;
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if ( PlayerList [ nLocalPlayer ] . nHealth = = 0 )
{
lPlayerYVel = 0 ;
lPlayerXVel = 0 ;
nPlayerDAng = 0 ;
return ;
}
info . dyaw * = ( lMouseSens > > 1 ) + 1 ;
int nXVel , nYVel ;
inita & = kAngleMask ;
if ( BUTTON ( gamefunc_Run ) )
{
nXVel = Sin ( inita + 512 ) * 12 ;
nYVel = sintable [ inita ] * 12 ;
}
else
{
nXVel = Sin ( inita + 512 ) * 6 ;
nYVel = sintable [ inita ] * 6 ;
}
// loc_18E60
if ( BUTTON ( gamefunc_Move_Forward ) )
{
lPlayerXVel + = nXVel ;
lPlayerYVel + = nYVel ;
}
else if ( BUTTON ( gamefunc_Move_Backward ) )
{
lPlayerXVel - = nXVel ;
lPlayerYVel - = nYVel ;
}
else if ( info . dz )
{
if ( info . dz < - 6400 )
{
info . dz = - 6400 ;
}
else if ( info . dz > 6400 )
{
info . dz = 6400 ;
}
// loc_18EE4
if ( BUTTON ( gamefunc_Mouseview ) )
{
int nVPan = nVertPan [ nLocalPlayer ] - ( info . dz > > 7 ) ;
if ( nVPan < 0 )
{
nVPan = 0 ;
}
else if ( nVPan > 184 )
{
nVPan = 184 ;
}
nVertPan [ nLocalPlayer ] = nVPan ;
}
else
{
if ( BUTTON ( gamefunc_Run ) )
{
lPlayerXVel + = Sin ( inita + 512 ) * ( ( - info . dz ) > > 7 ) ;
lPlayerYVel + = Sin ( inita ) * ( ( - info . dz ) > > 7 ) ;
}
else
{
lPlayerXVel + = Sin ( inita + 512 ) * ( ( - info . dz ) > > 8 ) ;
lPlayerYVel + = Sin ( inita ) * ( ( - info . dz ) > > 8 ) ;
}
}
}
// loc_18FD4
if ( BUTTON ( gamefunc_Strafe_Left ) )
{
lPlayerXVel + = nYVel / 4 ;
lPlayerYVel - = nXVel / 4 ;
}
else if ( BUTTON ( gamefunc_Strafe_Right ) )
{
lPlayerXVel - = nYVel / 4 ;
lPlayerYVel + = nXVel / 4 ;
}
else
{
if ( BUTTON ( gamefunc_Strafe ) )
{
if ( BUTTON ( gamefunc_Turn_Left ) )
{
lPlayerXVel + = nYVel ;
lPlayerYVel - = nXVel ;
}
else if ( BUTTON ( gamefunc_Turn_Right ) )
{
lPlayerXVel - = nYVel ;
lPlayerYVel + = nXVel ;
}
else
{
if ( BUTTON ( gamefunc_Run ) )
{
lPlayerXVel - = Sin ( inita ) * ( info . dyaw > > 5 ) ;
lPlayerYVel + = Sin ( inita + 512 ) * ( info . dyaw > > 5 ) ;
}
else
{
lPlayerXVel - = Sin ( inita ) * ( info . dyaw > > 7 ) ;
lPlayerYVel + = Sin ( inita + 512 ) * ( info . dyaw > > 7 ) ;
}
}
}
else
{
// normal, non strafing movement
if ( BUTTON ( gamefunc_Turn_Left ) )
{
nPlayerDAng - = 2 ;
if ( BUTTON ( gamefunc_Run ) )
{
if ( nPlayerDAng < - 12 )
nPlayerDAng = - 12 ;
}
else if ( nPlayerDAng < - 8 )
{
nPlayerDAng = - 8 ;
}
}
else if ( BUTTON ( gamefunc_Turn_Right ) )
{
nPlayerDAng + = 2 ;
if ( BUTTON ( gamefunc_Run ) )
{
if ( nPlayerDAng > 12 )
nPlayerDAng = 12 ;
}
else if ( nPlayerDAng > 8 )
{
nPlayerDAng = 8 ;
}
}
else
{
int nAng = info . dyaw > > 8 ;
// loc_19201:
if ( info . dyaw < 0 )
{
if ( nAng > - 2 ) {
nAng = - 2 ;
}
nPlayerDAng = nAng ;
}
else if ( info . dyaw > 0 )
{
if ( nAng < 2 ) {
nAng = 2 ;
}
nPlayerDAng = nAng ;
}
}
}
}
// loc_19231
if ( nPlayerDAng < 0 )
{
nPlayerDAng + + ;
if ( nPlayerDAng > 0 )
nPlayerDAng = 0 ;
}
if ( nPlayerDAng > 0 )
{
nPlayerDAng - - ;
if ( nPlayerDAng < 0 )
nPlayerDAng = 0 ;
}
lPlayerXVel - = ( lPlayerXVel > > 5 ) + ( lPlayerXVel > > 6 ) ;
lPlayerYVel - = ( lPlayerYVel > > 5 ) + ( lPlayerYVel > > 6 ) ;
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}
void RestoreSavePoint ( int nPlayer , int * x , int * y , int * z , short * nSector , short * nAngle )
{
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* x = sPlayerSave [ nPlayer ] . x ;
* y = sPlayerSave [ nPlayer ] . y ;
* z = sPlayerSave [ nPlayer ] . z ;
* nSector = sPlayerSave [ nPlayer ] . nSector ;
* nAngle = sPlayerSave [ nPlayer ] . nAngle ;
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}
void SetSavePoint ( int nPlayer , int x , int y , int z , short nSector , short nAngle )
{
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sPlayerSave [ nPlayer ] . x = x ;
sPlayerSave [ nPlayer ] . y = y ;
sPlayerSave [ nPlayer ] . z = z ;
sPlayerSave [ nPlayer ] . nSector = nSector ;
sPlayerSave [ nPlayer ] . nAngle = nAngle ;
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}
void feebtag ( int x , int y , int z , int nSector , short * nSprite , int nVal2 , int nVal3 )
{
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* nSprite = - 1 ;
int startwall = sector [ nSector ] . wallptr ;
int nWalls = sector [ nSector ] . wallnum ;
int var_20 = nVal2 & 2 ;
int var_14 = nVal2 & 1 ;
while ( 1 )
{
if ( nSector ! = - 1 )
{
short i = headspritesect [ nSector ] ;
while ( i ! = - 1 )
{
short nNextSprite = nextspritesect [ i ] ;
short nStat = sprite [ i ] . statnum ;
if ( nStat > = 900 & & ! ( sprite [ i ] . cstat & 0x8000 ) )
{
int xDiff = sprite [ i ] . x - x ;
int yDiff = sprite [ i ] . y - y ;
int zDiff = sprite [ i ] . z - z ;
if ( zDiff < 5120 & & zDiff > - 25600 )
{
int theSqrt = ksqrt ( xDiff * xDiff + yDiff * yDiff ) ;
if ( theSqrt < nVal3 & & ( nStat ! = 950 & & nStat ! = 949 | | ! ( var_14 & 1 ) ) & & ( nStat ! = 912 & & nStat ! = 913 | | ! ( var_20 & 2 ) ) )
{
nVal3 = theSqrt ;
* nSprite = i ;
}
}
}
i = nNextSprite ;
}
}
nWalls - - ;
if ( nWalls < - 1 )
return ;
nSector = wall [ startwall ] . nextsector ;
startwall + + ;
}
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}
void InitPlayer ( )
{
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for ( int i = 0 ; i < kMaxPlayers ; i + + ) {
PlayerList [ i ] . nSprite = - 1 ;
}
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}
void InitPlayerKeys ( short nPlayer )
{
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PlayerList [ nPlayer ] . keys = 0 ;
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}
void InitPlayerInventory ( short nPlayer )
{
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memset ( & PlayerList [ nPlayer ] , 0 , sizeof ( Player ) ) ;
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nPlayerItem [ nPlayer ] = - 1 ;
nPlayerSwear [ nPlayer ] = 4 ;
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ResetPlayerWeapons ( nPlayer ) ;
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nPlayerLives [ nPlayer ] = kDefaultLives ;
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PlayerList [ nPlayer ] . nSprite = - 1 ;
PlayerList [ nPlayer ] . nRun = - 1 ;
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nPistolClip [ nPlayer ] = 6 ;
nPlayerClip [ nPlayer ] = 100 ;
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PlayerList [ nPlayer ] . nCurrentWeapon = 0 ;
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if ( nPlayer = = nLocalPlayer ) {
bMapMode = 0 ;
}
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nPlayerScore [ nPlayer ] = 0 ;
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tileLoad ( kTile3571 + nPlayer ) ;
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nPlayerColor [ nPlayer ] = * ( uint8_t * ) ( waloff [ nPlayer + kTile3571 ] + tilesiz [ nPlayer + kTile3571 ] . x * tilesiz [ nPlayer + kTile3571 ] . y / 2 ) ;
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}
// done
short GetPlayerFromSprite ( short nSprite )
{
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return RunData [ sprite [ nSprite ] . owner ] . nVal ;
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}
void RestartPlayer ( short nPlayer )
{
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int nSprite = PlayerList [ nPlayer ] . nSprite ;
int nDopSprite = nDoppleSprite [ nPlayer ] ;
int floorspr ;
if ( nSprite > - 1 )
{
runlist_DoSubRunRec ( sprite [ nSprite ] . owner ) ;
runlist_FreeRun ( sprite [ nSprite ] . lotag - 1 ) ;
changespritestat ( nSprite , 0 ) ;
PlayerList [ nPlayer ] . nSprite = - 1 ;
int nFloorSprite = nPlayerFloorSprite [ nPlayer ] ;
if ( nFloorSprite > - 1 ) {
mydeletesprite ( nFloorSprite ) ;
}
if ( nDopSprite > - 1 )
{
runlist_DoSubRunRec ( sprite [ nDopSprite ] . owner ) ;
runlist_FreeRun ( sprite [ nDopSprite ] . lotag - 1 ) ;
mydeletesprite ( nDopSprite ) ;
}
}
nSprite = GrabBody ( ) ;
mychangespritesect ( nSprite , sPlayerSave [ nPlayer ] . nSector ) ;
changespritestat ( nSprite , 100 ) ;
assert ( nSprite > = 0 & & nSprite < kMaxSprites ) ;
int nDSprite = insertsprite ( sprite [ nSprite ] . sectnum , 100 ) ;
nDoppleSprite [ nPlayer ] = nDSprite ;
assert ( nDSprite > = 0 & & nDSprite < kMaxSprites ) ;
if ( nTotalPlayers > 1 )
{
int nNStartSprite = nNetStartSprite [ nCurStartSprite ] ;
nCurStartSprite + + ;
if ( nCurStartSprite > = nNetStartSprites ) {
nCurStartSprite = 0 ;
}
sprite [ nSprite ] . x = sprite [ nNStartSprite ] . x ;
sprite [ nSprite ] . y = sprite [ nNStartSprite ] . y ;
sprite [ nSprite ] . z = sprite [ nNStartSprite ] . z ;
mychangespritesect ( nSprite , sprite [ nNStartSprite ] . sectnum ) ;
sprite [ nSprite ] . ang = sprite [ nNStartSprite ] . ang ;
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floorspr = insertsprite ( sprite [ nSprite ] . sectnum , 0 ) ;
assert ( floorspr > = 0 & & floorspr < kMaxSprites ) ;
sprite [ floorspr ] . x = sprite [ nSprite ] . x ;
sprite [ floorspr ] . y = sprite [ nSprite ] . y ;
sprite [ floorspr ] . z = sprite [ nSprite ] . z ;
sprite [ floorspr ] . yrepeat = 64 ;
sprite [ floorspr ] . xrepeat = 64 ;
sprite [ floorspr ] . cstat = 32 ;
sprite [ floorspr ] . picnum = nPlayer + kTile3571 ;
}
else
{
sprite [ nSprite ] . x = sPlayerSave [ nPlayer ] . x ;
sprite [ nSprite ] . y = sPlayerSave [ nPlayer ] . y ;
sprite [ nSprite ] . z = sector [ sPlayerSave [ nPlayer ] . nSector ] . floorz ;
sprite [ nSprite ] . ang = sPlayerSave [ nPlayer ] . nAngle ;
floorspr = - 1 ;
}
nPlayerFloorSprite [ nPlayer ] = floorspr ;
sprite [ nSprite ] . cstat = 0x101 ;
sprite [ nSprite ] . shade = - 12 ;
sprite [ nSprite ] . clipdist = 58 ;
sprite [ nSprite ] . pal = 0 ;
sprite [ nSprite ] . xrepeat = 40 ;
sprite [ nSprite ] . yrepeat = 40 ;
sprite [ nSprite ] . xoffset = 0 ;
sprite [ nSprite ] . yoffset = 0 ;
sprite [ nSprite ] . picnum = seq_GetSeqPicnum ( kSeqJoe , 18 , 0 ) ;
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int nHeight = GetSpriteHeight ( nSprite ) ;
sprite [ nSprite ] . xvel = 0 ;
sprite [ nSprite ] . yvel = 0 ;
sprite [ nSprite ] . zvel = 0 ;
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nStandHeight = nHeight ;
sprite [ nSprite ] . hitag = 0 ;
sprite [ nSprite ] . extra = - 1 ;
sprite [ nSprite ] . lotag = runlist_HeadRun ( ) + 1 ;
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sprite [ nDSprite ] . x = sprite [ nSprite ] . x ;
sprite [ nDSprite ] . y = sprite [ nSprite ] . y ;
sprite [ nDSprite ] . z = sprite [ nSprite ] . z ;
sprite [ nDSprite ] . xrepeat = sprite [ nSprite ] . xrepeat ;
sprite [ nDSprite ] . yrepeat = sprite [ nSprite ] . yrepeat ;
sprite [ nDSprite ] . xoffset = 0 ;
sprite [ nDSprite ] . yoffset = 0 ;
sprite [ nDSprite ] . shade = sprite [ nSprite ] . shade ;
sprite [ nDSprite ] . ang = sprite [ nSprite ] . ang ;
sprite [ nDSprite ] . cstat = sprite [ nSprite ] . cstat ;
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sprite [ nDSprite ] . lotag = runlist_HeadRun ( ) + 1 ;
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PlayerList [ nPlayer ] . nAction = 0 ;
PlayerList [ nPlayer ] . nHealth = 800 ; // TODO - define
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if ( nNetPlayerCount ) {
PlayerList [ nPlayer ] . nHealth = 1600 ; // TODO - define
}
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PlayerList [ nPlayer ] . field_2 = 0 ;
PlayerList [ nPlayer ] . nSprite = nSprite ;
PlayerList [ nPlayer ] . bIsMummified = kFalse ;
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if ( PlayerList [ nPlayer ] . invincibility > = 0 ) {
PlayerList [ nPlayer ] . invincibility = 0 ;
}
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nPlayerTorch [ nPlayer ] = 0 ;
PlayerList [ nPlayer ] . nMaskAmount = 0 ;
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SetTorch ( nPlayer , 0 ) ;
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nPlayerInvisible [ nPlayer ] = 0 ;
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PlayerList [ nPlayer ] . bIsFiring = 0 ;
PlayerList [ nPlayer ] . field_34 = 0 ;
nPlayerViewSect [ nPlayer ] = sPlayerSave [ nPlayer ] . nSector ;
PlayerList [ nPlayer ] . field_3A = 0 ;
nPlayerDouble [ nPlayer ] = 0 ;
PlayerList [ nPlayer ] . nSeq = kSeqJoe ;
nPlayerPushSound [ nPlayer ] = - 1 ;
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PlayerList [ nPlayer ] . field_38 = - 1 ;
if ( PlayerList [ nPlayer ] . nCurrentWeapon = = 7 ) {
PlayerList [ nPlayer ] . nCurrentWeapon = PlayerList [ nPlayer ] . field_3C ;
}
PlayerList [ nPlayer ] . field_3C = 0 ;
PlayerList [ nPlayer ] . nAir = 100 ;
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if ( levelnum < = kMap20 )
{
RestoreMinAmmo ( nPlayer ) ;
}
else
{
ResetPlayerWeapons ( nPlayer ) ;
PlayerList [ nPlayer ] . nMagic = 0 ;
}
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nPlayerGrenade [ nPlayer ] = - 1 ;
eyelevel [ nPlayer ] = - 14080 ;
dVertPan [ nPlayer ] = 0 ;
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nTemperature [ nPlayer ] = 0 ;
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nYDamage [ nPlayer ] = 0 ;
nXDamage [ nPlayer ] = 0 ;
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nVertPan [ nPlayer ] = 92 ;
nDestVertPan [ nPlayer ] = 92 ;
nBreathTimer [ nPlayer ] = 90 ;
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nTauntTimer [ nPlayer ] = RandomSize ( 3 ) + 3 ;
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sprite [ nDSprite ] . owner = runlist_AddRunRec ( sprite [ nDSprite ] . lotag - 1 , nPlayer | 0xA0000 ) ;
sprite [ nSprite ] . owner = runlist_AddRunRec ( sprite [ nSprite ] . lotag - 1 , nPlayer | 0xA0000 ) ;
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if ( PlayerList [ nPlayer ] . nRun < 0 ) {
PlayerList [ nPlayer ] . nRun = runlist_AddRunRec ( NewRun , nPlayer | 0xA0000 ) ;
}
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BuildRa ( nPlayer ) ;
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if ( nPlayer = = nLocalPlayer )
{
nLocalSpr = nSprite ;
nPlayerDAng = 0 ;
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SetMagicFrame ( ) ;
RestoreGreenPal ( ) ;
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bPlayerPan = 0 ;
bLockPan = 0 ;
}
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sprintf ( playerNames [ nPlayer ] , " JOE%d " , nPlayer ) ;
namelen [ nPlayer ] = strlen ( playerNames [ nPlayer ] ) ;
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totalvel [ nPlayer ] = 0 ;
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memset ( & sPlayerInput [ nPlayer ] , 0 , sizeof ( PlayerInput ) ) ;
sPlayerInput [ nPlayer ] . nItem = - 1 ;
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nDeathType [ nPlayer ] = 0 ;
nQuake [ nPlayer ] = 0 ;
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if ( nPlayer = = nLocalPlayer ) {
SetHealthFrame ( 0 ) ;
}
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}
// done
int GrabPlayer ( )
{
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if ( PlayerCount > = kMaxPlayers ) {
return - 1 ;
}
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return PlayerCount + + ;
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}
// checked OK on 26/03/2019
void StartDeathSeq ( int nPlayer , int nVal )
{
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FreeRa ( nPlayer ) ;
short nSprite = PlayerList [ nPlayer ] . nSprite ;
PlayerList [ nPlayer ] . nHealth = 0 ;
short nLotag = sector [ sprite [ nSprite ] . sectnum ] . lotag ;
if ( nLotag > 0 ) {
runlist_SignalRun ( nLotag - 1 , nPlayer | 0x70000 ) ;
}
if ( nPlayerGrenade [ nPlayer ] > = 0 )
{
ThrowGrenade ( nPlayer , 0 , 0 , 0 , - 10000 ) ;
}
else
{
if ( nNetPlayerCount )
{
int nWeapon = PlayerList [ nPlayer ] . nCurrentWeapon ;
if ( nWeapon > kWeaponSword & & nWeapon < = kWeaponRing )
{
short nSector = sprite [ nSprite ] . sectnum ;
if ( SectBelow [ nSector ] > - 1 ) {
nSector = SectBelow [ nSector ] ;
}
int nGunSprite = GrabBodyGunSprite ( ) ;
changespritesect ( nGunSprite , nSector ) ;
sprite [ nGunSprite ] . x = sprite [ nSprite ] . x ;
sprite [ nGunSprite ] . y = sprite [ nSprite ] . y ;
sprite [ nGunSprite ] . z = sector [ nSector ] . floorz - 512 ;
changespritestat ( nGunSprite , nGunLotag [ nWeapon ] + 900 ) ;
sprite [ nGunSprite ] . picnum = nGunPicnum [ nWeapon ] ;
BuildItemAnim ( nGunSprite ) ;
}
}
}
StopFiringWeapon ( nPlayer ) ;
nVertPan [ nPlayer ] = 92 ;
eyelevel [ nPlayer ] = - 14080 ;
nPlayerInvisible [ nPlayer ] = 0 ;
dVertPan [ nPlayer ] = 15 ;
sprite [ nSprite ] . cstat & = 0x7FFF ;
SetNewWeaponImmediate ( nPlayer , - 2 ) ;
if ( SectDamage [ sprite [ nSprite ] . sectnum ] < = 0 )
{
nDeathType [ nPlayer ] = nVal ;
}
else
{
nDeathType [ nPlayer ] = 2 ;
}
nVal * = 2 ;
if ( nVal | | ! ( SectFlag [ sprite [ nSprite ] . sectnum ] & kSectUnderwater ) )
{
PlayerList [ nPlayer ] . nAction = nVal + 17 ;
}
else {
PlayerList [ nPlayer ] . nAction = 16 ;
}
PlayerList [ nPlayer ] . field_2 = 0 ;
sprite [ nSprite ] . cstat & = 0xFEFE ;
if ( nTotalPlayers = = 1 )
{
short nLives = nPlayerLives [ nPlayer ] ;
if ( nLives > 0 ) {
BuildStatusAnim ( ( 3 * ( nLives - 1 ) ) + 7 , 0 ) ;
}
if ( levelnum > 0 ) { // if not on the training level
nPlayerLives [ nPlayer ] - - ;
}
if ( nPlayerLives [ nPlayer ] < 0 ) {
nPlayerLives [ nPlayer ] = 0 ;
}
}
totalvel [ nPlayer ] = 0 ;
if ( nPlayer = = nLocalPlayer ) {
RefreshStatus ( ) ;
}
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}
int AddAmmo ( int nPlayer , int nWeapon , int nAmmoAmount )
{
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if ( ! nAmmoAmount ) {
nAmmoAmount = 1 ;
}
short nCurAmmo = PlayerList [ nPlayer ] . nAmmo [ nWeapon ] ;
if ( nCurAmmo > = 300 & & nAmmoAmount > 0 ) {
return 0 ;
}
nAmmoAmount = nCurAmmo + nAmmoAmount ;
if ( nAmmoAmount > 300 ) {
nAmmoAmount = 300 ;
}
PlayerList [ nPlayer ] . nAmmo [ nWeapon ] = nAmmoAmount ;
if ( nPlayer = = nLocalPlayer )
{
if ( nWeapon = = nCounterBullet ) {
SetCounter ( nAmmoAmount ) ;
}
}
if ( nWeapon = = 1 )
{
if ( ! nPistolClip [ nPlayer ] ) {
nPistolClip [ nPlayer ] = 6 ;
}
}
return 1 ;
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}
void SetPlayerMummified ( int nPlayer , int bIsMummified )
{
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int nSprite = PlayerList [ nPlayer ] . nSprite ;
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sprite [ nSprite ] . yvel = 0 ;
sprite [ nSprite ] . xvel = 0 ;
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PlayerList [ nPlayer ] . bIsMummified = bIsMummified ;
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if ( bIsMummified )
{
PlayerList [ nPlayer ] . nAction = 13 ;
PlayerList [ nPlayer ] . nSeq = kSeqMummy ;
}
else
{
PlayerList [ nPlayer ] . nAction = 0 ;
PlayerList [ nPlayer ] . nSeq = kSeqJoe ;
}
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PlayerList [ nPlayer ] . field_2 = 0 ;
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}
void ShootStaff ( int nPlayer )
{
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PlayerList [ nPlayer ] . nAction = 15 ;
PlayerList [ nPlayer ] . field_2 = 0 ;
PlayerList [ nPlayer ] . nSeq = kSeqJoe ;
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}
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void PlayAlert ( const char * str )
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{
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StatusMessage ( 300 , str ) ;
PlayLocalSound ( StaticSound [ kSound63 ] , 0 ) ;
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}
void DoKenTest ( )
{
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int nPlayerSprite = PlayerList [ 0 ] . nSprite ; // CHECKME
int nSector = sprite [ nPlayerSprite ] . sectnum ;
for ( int i = headspritesect [ nSector ] ; ; i = nextspritesect [ i ] )
{
if ( i = = - 1 ) {
return ;
}
if ( nextspritesect [ i ] = = i ) {
bail2dos ( " ERROR in Ken's linked list! \n " ) ;
}
}
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}
void FuncPlayer ( int pA , int nDamage , int nRun )
{
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int var_48 = 0 ;
int var_40 ;
short nPlayer = RunData [ nRun ] . nVal ;
assert ( nPlayer > = 0 & & nPlayer < kMaxPlayers ) ;
if ( PlayerList [ nPlayer ] . someNetVal = = - 1 )
return ;
short nPlayerSprite = PlayerList [ nPlayer ] . nSprite ;
short nDopple = nDoppleSprite [ nPlayer ] ;
short nAction = PlayerList [ nPlayer ] . nAction ;
short nActionB = PlayerList [ nPlayer ] . nAction ;
int nMessage = pA & 0x7F0000 ;
short nSprite2 ;
switch ( nMessage )
{
case 0x90000 :
{
seq_PlotSequence ( pA & 0xFFFF , SeqOffsets [ PlayerList [ nPlayer ] . nSeq ] + ActionSeq [ nAction ] . a , PlayerList [ nPlayer ] . field_2 , ActionSeq [ nAction ] . b ) ;
return ;
}
case 0xA0000 :
{
if ( PlayerList [ nPlayer ] . nHealth < = 0 ) {
return ;
}
nDamage = runlist_CheckRadialDamage ( nPlayerSprite ) ;
if ( ! nDamage ) {
return ;
}
nSprite2 = nRadialOwner ;
// fall through to case 0x80000
}
case 0x80000 :
{
// Dunno how to do this otherwise... we fall through from above but don't want to do this check..
if ( nMessage ! = 0xA0000 )
{
if ( ! nDamage ) {
return ;
}
nSprite2 = pA & 0xFFFF ;
}
// ok continue case 0x80000 as normal, loc_1C57C
if ( ! PlayerList [ nPlayer ] . nHealth ) {
return ;
}
if ( ! PlayerList [ nPlayer ] . invincibility )
{
PlayerList [ nPlayer ] . nHealth - = nDamage ;
if ( nPlayer = = nLocalPlayer )
{
TintPalette ( nDamage > > 2 , 0 , 0 ) ;
SetHealthFrame ( - 1 ) ;
}
}
if ( PlayerList [ nPlayer ] . nHealth > 0 )
{
if ( nDamage > 40 | | ( totalmoves & 0xF ) < 2 )
{
if ( PlayerList [ nPlayer ] . invincibility ) {
return ;
}
if ( SectFlag [ sprite [ nPlayerSprite ] . sectnum ] & kSectUnderwater )
{
if ( nAction ! = 12 )
{
PlayerList [ nPlayer ] . field_2 = 0 ;
PlayerList [ nPlayer ] . nAction = 12 ;
return ;
}
}
else
{
if ( nAction ! = 4 )
{
PlayerList [ nPlayer ] . field_2 = 0 ;
PlayerList [ nPlayer ] . nAction = 4 ;
if ( nSprite2 > - 1 )
{
nPlayerSwear [ nPlayer ] - - ;
if ( nPlayerSwear [ nPlayer ] < = 0 )
{
D3PlayFX ( StaticSound [ kSound52 ] , nDopple ) ;
nPlayerSwear [ nPlayer ] = RandomSize ( 3 ) + 4 ;
}
}
}
}
}
return ;
}
else
{
// ded
if ( sprite [ nSprite2 ] . statnum = = 100 )
{
short nPlayer2 = GetPlayerFromSprite ( nSprite2 ) ;
if ( nPlayer2 = = nPlayer ) // player caused their own death
{
nPlayerScore [ nPlayer ] - - ;
}
else
{
nPlayerScore [ nPlayer ] + + ;
}
}
else if ( nSprite2 < 0 )
{
nPlayerScore [ nPlayer ] - - ;
}
if ( nMessage = = 0xA0000 )
{
for ( int i = 122 ; i < = 131 ; i + + )
{
BuildCreatureChunk ( nPlayerSprite , seq_GetSeqPicnum ( kSeqJoe , i , 0 ) ) ;
}
StartDeathSeq ( nPlayer , 1 ) ;
}
else
{
StartDeathSeq ( nPlayer , 0 ) ;
}
}
return ;
}
case 0x20000 :
{
sprite [ nPlayerSprite ] . xvel = sPlayerInput [ nPlayer ] . xVel > > 14 ;
sprite [ nPlayerSprite ] . yvel = sPlayerInput [ nPlayer ] . yVel > > 14 ;
if ( sPlayerInput [ nPlayer ] . nItem > - 1 )
{
UseItem ( nPlayer , sPlayerInput [ nPlayer ] . nItem ) ;
sPlayerInput [ nPlayer ] . nItem = - 1 ;
}
int var_EC = PlayerList [ nPlayer ] . field_2 ;
sprite [ nPlayerSprite ] . picnum = seq_GetSeqPicnum ( PlayerList [ nPlayer ] . nSeq , ActionSeq [ nHeightTemplate [ nAction ] ] . a , var_EC ) ;
sprite [ nDopple ] . picnum = sprite [ nPlayerSprite ] . picnum ;
if ( nPlayerTorch [ nPlayer ] > 0 )
{
nPlayerTorch [ nPlayer ] - - ;
if ( nPlayerTorch [ nPlayer ] = = 0 )
{
SetTorch ( nPlayer , 0 ) ;
}
else
{
if ( nPlayer ! = nLocalPlayer )
{
nFlashDepth = 5 ;
AddFlash ( sprite [ nPlayerSprite ] . sectnum ,
sprite [ nPlayerSprite ] . x ,
sprite [ nPlayerSprite ] . y ,
sprite [ nPlayerSprite ] . z , 0 ) ;
}
}
}
if ( nPlayerDouble [ nPlayer ] > 0 )
{
nPlayerDouble [ nPlayer ] - - ;
if ( nPlayerDouble [ nPlayer ] = = 150 & & nPlayer = = nLocalPlayer ) {
PlayAlert ( " WEAPON POWER IS ABOUT TO EXPIRE " ) ;
}
}
if ( nPlayerInvisible [ nPlayer ] > 0 )
{
nPlayerInvisible [ nPlayer ] - - ;
if ( nPlayerInvisible [ nPlayer ] = = 0 )
{
sprite [ nPlayerSprite ] . cstat & = 0x7FFF ; // set visible
short nFloorSprite = nPlayerFloorSprite [ nPlayerSprite ] ;
if ( nFloorSprite > - 1 ) {
sprite [ nFloorSprite ] . cstat & = 0x7FFF ; // set visible
}
}
else if ( nPlayerInvisible [ nPlayer ] = = 150 & & nPlayer = = nLocalPlayer )
{
PlayAlert ( " INVISIBILITY IS ABOUT TO EXPIRE " ) ;
}
}
if ( PlayerList [ nPlayer ] . invincibility > 0 )
{
PlayerList [ nPlayer ] . invincibility - - ;
if ( PlayerList [ nPlayer ] . invincibility = = 150 & & nPlayer = = nLocalPlayer ) {
PlayAlert ( " INVINCIBILITY IS ABOUT TO EXPIRE " ) ;
}
}
if ( nQuake [ nPlayer ] ! = 0 )
{
nQuake [ nPlayer ] = - nQuake [ nPlayer ] ;
if ( nQuake [ nPlayer ] > 0 )
{
nQuake [ nPlayer ] - = 512 ;
if ( nQuake [ nPlayer ] < 0 )
nQuake [ nPlayer ] = 0 ;
}
}
// loc_1A494:
sprite [ nPlayerSprite ] . ang = ( ( sPlayerInput [ nPlayer ] . nAngle < < 2 ) + sprite [ nPlayerSprite ] . ang ) & kAngleMask ;
// sprite[nPlayerSprite].zvel is modified within Gravity()
short zVel = sprite [ nPlayerSprite ] . zvel ;
Gravity ( nPlayerSprite ) ;
if ( sprite [ nPlayerSprite ] . zvel > = 6500 & & zVel < 6500 )
{
D3PlayFX ( StaticSound [ kSound17 ] , 0 ) ;
}
// loc_1A4E6
short nSector = sprite [ nPlayerSprite ] . sectnum ;
short nSectFlag = SectFlag [ nPlayerViewSect [ nPlayer ] ] ;
int playerX = sprite [ nPlayerSprite ] . x ;
int playerY = sprite [ nPlayerSprite ] . y ;
int x = ( sPlayerInput [ nPlayer ] . xVel * 4 ) > > 2 ;
int y = ( sPlayerInput [ nPlayer ] . yVel * 4 ) > > 2 ;
int z = ( sprite [ nPlayerSprite ] . zvel * 4 ) > > 2 ;
if ( sprite [ nPlayerSprite ] . zvel > 8192 )
sprite [ nPlayerSprite ] . zvel = 8192 ;
if ( PlayerList [ nPlayer ] . bIsMummified )
{
x / = 2 ;
y / = 2 ;
}
int spr_x = sprite [ nPlayerSprite ] . x ;
int spr_y = sprite [ nPlayerSprite ] . y ;
int spr_z = sprite [ nPlayerSprite ] . z ;
int spr_sectnum = sprite [ nPlayerSprite ] . sectnum ;
// TODO
// nSectFlag & kSectUnderwater;
zVel = sprite [ nPlayerSprite ] . zvel ;
int nMove = 0 ; // TEMP
if ( bSlipMode )
{
nMove = 0 ;
sprite [ nPlayerSprite ] . x + = ( x > > 14 ) ;
sprite [ nPlayerSprite ] . y + = ( y > > 14 ) ;
vec3_t pos = { sprite [ nPlayerSprite ] . x , sprite [ nPlayerSprite ] . y , sprite [ nPlayerSprite ] . z } ;
setsprite ( nPlayerSprite , & pos ) ;
sprite [ nPlayerSprite ] . z = sector [ sprite [ nPlayerSprite ] . sectnum ] . floorz ;
}
else
{
nMove = movesprite ( nPlayerSprite , x , y , z , 5120 , - 5120 , CLIPMASK0 ) ;
short var_54 = sprite [ nPlayerSprite ] . sectnum ;
pushmove_old ( & sprite [ nPlayerSprite ] . x , & sprite [ nPlayerSprite ] . y , & sprite [ nPlayerSprite ] . z , & var_54 , sprite [ nPlayerSprite ] . clipdist < < 2 , 5120 , - 5120 , CLIPMASK0 ) ;
if ( var_54 ! = sprite [ nPlayerSprite ] . sectnum ) {
mychangespritesect ( nPlayerSprite , var_54 ) ;
}
}
// loc_1A6E4
if ( ! inside ( sprite [ nPlayerSprite ] . x , sprite [ nPlayerSprite ] . y , sprite [ nPlayerSprite ] . sectnum ) )
{
mychangespritesect ( nPlayerSprite , spr_sectnum ) ;
sprite [ nPlayerSprite ] . x = spr_x ;
sprite [ nPlayerSprite ] . y = spr_y ;
if ( zVel < sprite [ nPlayerSprite ] . zvel ) {
sprite [ nPlayerSprite ] . zvel = zVel ;
}
}
2019-08-26 03:59:14 +00:00
// int _bTouchFloor = bTouchFloor;
2019-08-31 07:47:15 +00:00
short bUnderwater = SectFlag [ sprite [ nPlayerSprite ] . sectnum ] & kSectUnderwater ;
if ( bUnderwater )
{
nXDamage [ nPlayer ] / = 2 ;
nYDamage [ nPlayer ] / = 2 ;
}
// Trigger Ramses?
if ( ( SectFlag [ sprite [ nPlayerSprite ] . sectnum ] & 0x8000 ) & & bTouchFloor )
{
if ( nTotalPlayers < = 1 )
{
sprite [ nPlayerSprite ] . ang = GetAngleToSprite ( nPlayerSprite , nSpiritSprite ) ;
lPlayerXVel = 0 ;
lPlayerYVel = 0 ;
sprite [ nPlayerSprite ] . xvel = 0 ;
sprite [ nPlayerSprite ] . yvel = 0 ;
sprite [ nPlayerSprite ] . zvel = 0 ;
nPlayerDAng = 0 ;
if ( nFreeze < 1 )
{
nFreeze = 1 ;
StopAllSounds ( ) ;
StopLocalSound ( ) ;
InitSpiritHead ( ) ;
nDestVertPan [ nPlayer ] = 92 ;
if ( levelnum = = 11 )
{
nDestVertPan [ nPlayer ] + = 46 ;
}
else
{
nDestVertPan [ nPlayer ] + = 11 ;
}
}
}
else
{
FinishLevel ( ) ;
}
return ;
}
if ( nMove & 0x3C000 )
{
if ( bTouchFloor )
{
// Damage stuff..
nXDamage [ nPlayer ] / = 2 ;
nYDamage [ nPlayer ] / = 2 ;
if ( nPlayer = = nLocalPlayer )
{
short zVelB = zVel ;
if ( zVelB < 0 ) {
zVelB = - zVelB ;
}
if ( zVelB > 512 ) {
nDestVertPan [ nPlayer ] = 92 ;
}
}
if ( zVel > = 6500 )
{
sprite [ nPlayerSprite ] . xvel > > = 2 ;
sprite [ nPlayerSprite ] . yvel > > = 2 ;
runlist_DamageEnemy ( nPlayerSprite , - 1 , ( ( zVel - 6500 ) > > 7 ) + 10 ) ;
if ( PlayerList [ nPlayer ] . nHealth < = 0 )
{
sprite [ nPlayerSprite ] . xvel = 0 ;
sprite [ nPlayerSprite ] . yvel = 0 ;
StopSpriteSound ( nPlayerSprite ) ;
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// TODO PlayFXAtXYZ(StaticSound[kSoundJonFDie], sprite[nPlayerSprite].x, sprite[nPlayerSprite].y, sprite[nPlayerSprite].z, sprite[nPlayerSprite].sectnum |= 0x4000); // CHECKME
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}
else
{
D3PlayFX ( StaticSound [ kSound27 ] | 0x2000 , nPlayerSprite ) ;
}
}
}
if ( ( ( nMove & 0xC000 ) = = 0x4000 ) | | ( ( nMove & 0xC000 ) = = 0x8000 ) )
{
int bx = 0 ;
if ( ( nMove & 0xC000 ) = = 0x4000 )
{
bx = nMove & 0x3FFF ;
}
else if ( ( nMove & 0xC000 ) = = 0x8000 )
{
bx = wall [ nMove & 0x3FFF ] . nextsector ;
}
if ( bx > = 0 )
{
int var_B4 = bx ;
if ( ( sector [ bx ] . hitag = = 45 ) & & bTouchFloor )
{
int nNormal = GetWallNormal ( nMove & 0x3FFF ) ;
int nDiff = AngleDiff ( nNormal , ( sprite [ nPlayerSprite ] . ang + 1024 ) & kAngleMask ) ;
if ( nDiff < 0 ) {
nDiff = - nDiff ;
}
if ( nDiff < = 256 )
{
nPlayerPushSect [ nPlayer ] = bx ;
int var_F4 = sPlayerInput [ nPlayer ] . xVel ;
int var_F8 = sPlayerInput [ nPlayer ] . yVel ;
int nMyAngle = GetMyAngle ( sPlayerInput [ nPlayer ] . xVel , sPlayerInput [ nPlayer ] . yVel ) ;
MoveSector ( var_B4 , nMyAngle , & var_F4 , & var_F8 ) ;
if ( nPlayerPushSound [ nPlayer ] < = - 1 )
{
nPlayerPushSound [ nPlayer ] = 1 ;
short nBlock = sector [ nPlayerPushSect [ nPlayer ] ] . extra ;
int nBlockSprite = sBlockInfo [ nBlock ] . nSprite ;
D3PlayFX ( StaticSound [ kSound23 ] , nBlockSprite | = 0x40u ) ;
}
else
{
sprite [ nPlayerSprite ] . x = spr_x ;
sprite [ nPlayerSprite ] . y = spr_y ;
sprite [ nPlayerSprite ] . z = spr_z ;
mychangespritesect ( nPlayerSprite , spr_sectnum ) ;
}
movesprite ( nPlayerSprite , var_F4 , var_F8 , z , 5120 , - 5120 , CLIPMASK0 ) ;
goto loc_1AB8E ;
}
}
}
}
}
// loc_1AB46:
if ( nPlayerPushSound [ nPlayer ] > - 1 )
{
if ( nPlayerPushSect [ nPlayer ] > - 1 )
{
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// TODO StopSpriteSound(sBlockInfo[sector[nPlayerPushSect[nPlayer]].extra].nSprite);
2019-08-31 07:47:15 +00:00
}
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2019-08-31 07:47:15 +00:00
nPlayerPushSound [ nPlayer ] = - 1 ;
}
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loc_1AB8E :
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if ( ! bPlayerPan & & ! bLockPan )
{
int nPanVal = ( ( spr_z - sprite [ nPlayerSprite ] . z ) / 32 ) + 92 ;
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if ( nPanVal < 0 ) {
nPanVal = 0 ;
}
else if ( nPanVal > 183 )
{
nPanVal = 183 ;
}
nDestVertPan [ nPlayer ] = nPanVal ;
}
playerX - = sprite [ nPlayerSprite ] . x ;
playerY - = sprite [ nPlayerSprite ] . y ;
totalvel [ nPlayer ] = ksqrt ( ( playerY * playerY ) + ( playerX * playerX ) ) ;
int nViewSect = sprite [ nPlayerSprite ] . sectnum ;
int EyeZ = eyelevel [ nPlayer ] + sprite [ nPlayerSprite ] . z + nQuake [ nPlayer ] ;
while ( 1 )
{
int nCeilZ = sector [ nViewSect ] . ceilingz ;
if ( EyeZ > = nCeilZ )
break ;
if ( SectAbove [ nViewSect ] < = - 1 )
break ;
nViewSect = SectAbove [ nViewSect ] ;
}
// Do underwater sector check
if ( bUnderwater )
{
if ( nViewSect ! = sprite [ nPlayerSprite ] . sectnum )
{
if ( ( nMove & 0xC000 ) = = 0x8000 )
{
int var_C4 = sprite [ nPlayerSprite ] . x ;
int var_D4 = sprite [ nPlayerSprite ] . y ;
int var_C8 = sprite [ nPlayerSprite ] . z ;
mychangespritesect ( nPlayerSprite , nViewSect ) ;
sprite [ nPlayerSprite ] . x = spr_x ;
sprite [ nPlayerSprite ] . y = spr_y ;
int var_FC = sector [ nViewSect ] . floorz + ( - 5120 ) ;
sprite [ nPlayerSprite ] . z = var_FC ;
if ( ( movesprite ( nPlayerSprite , x , y , 0 , 5120 , 0 , CLIPMASK0 ) & 0xC000 ) = = 0x8000 )
{
mychangespritesect ( nPlayerSprite , sprite [ nPlayerSprite ] . sectnum ) ;
sprite [ nPlayerSprite ] . x = var_C4 ;
sprite [ nPlayerSprite ] . y = var_D4 ;
sprite [ nPlayerSprite ] . z = var_C8 ;
}
else
{
sprite [ nPlayerSprite ] . z = var_FC - 256 ;
D3PlayFX ( StaticSound [ kSound42 ] , nPlayerSprite ) ;
}
}
}
}
// loc_1ADAF
nPlayerViewSect [ nPlayer ] = nViewSect ;
nPlayerDX [ nPlayer ] = sprite [ nPlayerSprite ] . x - spr_x ;
nPlayerDY [ nPlayer ] = sprite [ nPlayerSprite ] . y - spr_y ;
int var_5C = SectFlag [ nViewSect ] & kSectUnderwater ;
2019-08-31 09:08:38 +00:00
uint16_t buttons = sPlayerInput [ nPlayer ] . buttons ;
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if ( buttons & 0x40 )
{
char strDeity [ 96 ] ; // TODO - reduce in size?
const char * strDMode = NULL ;
if ( PlayerList [ nPlayer ] . invincibility > = 0 )
{
PlayerList [ nPlayer ] . invincibility = - 1 ;
strDMode = " ON " ;
}
else
{
PlayerList [ nPlayer ] . invincibility = 0 ;
strDMode = " OFF " ;
}
sPlayerInput [ nPlayer ] . buttons & = 0xBF ;
sprintf ( strDeity , " Deity mode %s for player %d " , strDMode , nPlayer ) ;
StatusMessage ( 150 , strDeity ) ;
}
else if ( buttons & 0x20 )
{
FillWeapons ( nPlayer ) ;
StatusMessage ( 150 , " All weapons loaded for player %d " , nPlayer ) ;
}
else if ( buttons & 0x80 )
{
PlayerList [ nPlayer ] . keys = 0xFFFF ;
StatusMessage ( 150 , " All keys for player %d " , nPlayer ) ;
RefreshStatus ( ) ;
}
else if ( buttons & 0x100 )
{
FillItems ( nPlayer ) ;
StatusMessage ( 150 , " All items loaded for player %d " , nPlayer ) ;
}
// loc_1AEF5:
if ( PlayerList [ nPlayer ] . nHealth > 0 )
{
if ( PlayerList [ nPlayer ] . nMaskAmount > 0 )
{
PlayerList [ nPlayer ] . nMaskAmount - - ;
if ( PlayerList [ nPlayer ] . nMaskAmount = = 150 & & nPlayer = = nLocalPlayer ) {
PlayAlert ( " MASK IS ABOUT TO EXPIRE " ) ;
}
}
if ( ! PlayerList [ nPlayer ] . invincibility )
{
// Handle air
nBreathTimer [ nPlayer ] - - ;
if ( nBreathTimer [ nPlayer ] < = 0 )
{
nBreathTimer [ nPlayer ] = 90 ;
// if underwater
if ( var_5C )
{
if ( PlayerList [ nPlayer ] . nMaskAmount > 0 )
{
if ( nPlayer = = nLocalPlayer ) {
BuildStatusAnim ( 132 , 0 ) ;
}
airpages = 0 ;
D3PlayFX ( StaticSound [ kSound30 ] , nPlayerSprite ) ;
PlayerList [ nPlayer ] . nAir = 100 ;
DoBubbles ( nPlayer ) ;
SetAirFrame ( ) ;
}
else
{
PlayerList [ nPlayer ] . nAir - = 25 ;
if ( PlayerList [ nPlayer ] . nAir > 0 )
{
D3PlayFX ( StaticSound [ kSound25 ] , nPlayerSprite ) ;
DoBubbles ( nPlayer ) ;
SetAirFrame ( ) ;
}
else
{
PlayerList [ nPlayer ] . nHealth + = ( PlayerList [ nPlayer ] . nAir < < 2 ) ;
if ( PlayerList [ nPlayer ] . nHealth < = 0 )
{
PlayerList [ nPlayer ] . nHealth = 0 ;
StartDeathSeq ( nPlayer , 0 ) ;
}
if ( nPlayer = = nLocalPlayer )
{
SetHealthFrame ( - 1 ) ;
}
PlayerList [ nPlayer ] . nAir = 0 ;
if ( PlayerList [ nPlayer ] . nHealth < 300 )
{
D3PlayFX ( StaticSound [ kSound79 ] , nPlayerSprite ) ;
}
else
{
D3PlayFX ( StaticSound [ kSound19 ] , nPlayerSprite ) ;
}
}
}
}
else
{
if ( nPlayer = = nLocalPlayer )
{
BuildStatusAnim ( 132 , 0 ) ;
}
airpages = 0 ;
}
}
}
// loc_1B0B9
if ( var_5C ) // if underwater
{
if ( nPlayerTorch [ nPlayer ] > 0 )
{
nPlayerTorch [ nPlayer ] = 0 ;
SetTorch ( nPlayer , 0 ) ;
}
}
else
{
int nTmpSectNum = sprite [ nPlayerSprite ] . sectnum ;
if ( totalvel [ nPlayer ] > 25 & & sprite [ nPlayerSprite ] . z > sector [ nTmpSectNum ] . floorz )
{
if ( SectDepth [ nTmpSectNum ] & & ! SectSpeed [ nTmpSectNum ] & & ! SectDamage [ nTmpSectNum ] )
{
D3PlayFX ( StaticSound [ kSound42 ] , nPlayerSprite ) ;
}
}
// CHECKME - wrong place?
if ( nSectFlag & kSectUnderwater )
{
if ( PlayerList [ nPlayer ] . nAir < 50 )
{
D3PlayFX ( StaticSound [ kSound14 ] , nPlayerSprite ) ;
}
nBreathTimer [ nPlayer ] = 1 ;
}
nBreathTimer [ nPlayer ] - - ;
if ( nBreathTimer [ nPlayer ] < = 0 )
{
nBreathTimer [ nPlayer ] = 90 ;
if ( nPlayer = = nLocalPlayer )
{
BuildStatusAnim ( 132 , 0 ) ;
}
}
if ( PlayerList [ nPlayer ] . nAir < 100 )
{
PlayerList [ nPlayer ] . nAir = 100 ;
SetAirFrame ( ) ;
}
}
// loc_1B1EB
if ( nTotalPlayers > 1 )
{
int nFloorSprite = nPlayerFloorSprite [ nPlayer ] ;
sprite [ nFloorSprite ] . x = sprite [ nPlayerSprite ] . x ;
sprite [ nFloorSprite ] . y = sprite [ nPlayerSprite ] . y ;
if ( sprite [ nFloorSprite ] . sectnum ! = sprite [ nPlayerSprite ] . sectnum )
{
mychangespritesect ( nFloorSprite , sprite [ nPlayerSprite ] . sectnum ) ;
}
sprite [ nFloorSprite ] . z = sector [ sprite [ nPlayerSprite ] . sectnum ] . floorz ;
}
int var_30 = 0 ;
if ( PlayerList [ nPlayer ] . nHealth > = 800 )
{
var_30 = 2 ;
}
if ( PlayerList [ nPlayer ] . nMagic > = 1000 )
{
var_30 | = 1 ;
}
// code to handle item pickup?
short nearTagSector , nearTagWall , nearTagSprite ;
int nearHitDist ;
short nValB ;
// neartag finds the nearest sector, wall, and sprite which has its hitag and/or lotag set to a value.
neartag ( sprite [ nPlayerSprite ] . x , sprite [ nPlayerSprite ] . y , sprite [ nPlayerSprite ] . z , sprite [ nPlayerSprite ] . sectnum , sprite [ nPlayerSprite ] . ang ,
& nearTagSector , & nearTagWall , & nearTagSprite , ( int32_t * ) & nearHitDist , 1024 , 2 , NULL ) ;
feebtag ( sprite [ nPlayerSprite ] . x , sprite [ nPlayerSprite ] . y , sprite [ nPlayerSprite ] . z , sprite [ nPlayerSprite ] . sectnum ,
& nValB , var_30 , 768 ) ;
// Item pickup code
if ( nValB > = 0 & & sprite [ nValB ] . statnum > = 900 )
{
int var_8C = 16 ;
int var_88 = 9 ;
int var_70 = sprite [ nValB ] . statnum - 900 ;
int var_44 = 0 ;
// item lotags start at 6 (1-5 reserved?) so 0-offset them
int var_6C = var_70 - 6 ;
if ( var_6C < = 54 )
{
switch ( var_6C )
{
2019-08-26 03:59:14 +00:00
do_default :
2019-08-31 07:47:15 +00:00
default :
{
// loc_1B3C7
if ( levelnum < = 20 | | var_70 > = 25 & & ( var_70 < = 25 | | var_70 = = 50 ) )
{
DestroyItemAnim ( nValB ) ;
mydeletesprite ( nValB ) ;
}
else
{
StartRegenerate ( nValB ) ;
}
2019-08-26 03:59:14 +00:00
do_default_b :
2019-08-31 07:47:15 +00:00
// loc_1BA74
if ( nPlayer = = nLocalPlayer )
{
if ( nItemText [ var_70 ] > - 1 & & nTotalPlayers = = 1 )
{
StatusMessage ( 400 , gString [ nItemTextIndex + nItemText [ var_70 ] ] ) ;
}
TintPalette ( var_44 , var_8C , 0 ) ;
if ( var_88 > - 1 )
{
PlayLocalSound ( var_88 , 0 ) ;
}
}
break ;
}
case 0 : // Speed Loader
{
if ( AddAmmo ( nPlayer , 1 , sprite [ nValB ] . hitag ) )
{
var_88 = StaticSound [ kSound69 ] ;
goto do_default ;
}
break ;
}
case 1 : // Fuel Canister
{
if ( AddAmmo ( nPlayer , 3 , sprite [ nValB ] . hitag ) )
{
var_88 = StaticSound [ kSound69 ] ;
goto do_default ;
}
break ;
}
case 2 : // M - 60 Ammo Belt
{
if ( AddAmmo ( nPlayer , 2 , sprite [ nValB ] . hitag ) )
{
var_88 = StaticSound [ kSound69 ] ;
CheckClip ( nPlayer ) ;
goto do_default ;
}
break ;
}
case 3 : // Grenade
case 21 :
case 49 :
{
if ( AddAmmo ( nPlayer , 4 , 1 ) )
{
var_88 = StaticSound [ kSound69 ] ;
if ( ! ( nPlayerWeapons [ nPlayer ] & 0x10 ) )
{
nPlayerWeapons [ nPlayer ] | = 0x10 ;
SetNewWeaponIfBetter ( nPlayer , 4 ) ;
}
if ( var_70 = = 55 )
{
sprite [ nValB ] . cstat = 0x8000 ;
DestroyItemAnim ( nValB ) ;
// loc_1BA74: - repeated block, see in default case
if ( nPlayer = = nLocalPlayer )
{
if ( nItemText [ var_70 ] > - 1 & & nTotalPlayers = = 1 )
{
StatusMessage ( 400 , gString [ nItemTextIndex + nItemText [ var_70 ] ] ) ;
}
TintPalette ( var_44 , var_8C , 0 ) ;
if ( var_88 > - 1 )
{
PlayLocalSound ( var_88 , 0 ) ;
}
}
break ;
}
else
{
goto do_default ;
}
}
break ;
}
case 4 : // Pickable item
case 9 : // Pickable item
case 10 : // Reserved
case 18 :
case 25 :
case 28 :
case 29 :
case 30 :
case 33 :
case 34 :
case 35 :
case 36 :
case 37 :
case 38 :
case 45 :
case 52 :
{
goto do_default ;
}
case 5 : // Map
{
GrabMap ( ) ;
goto do_default ;
}
case 6 : // Berry Twig
{
if ( sprite [ nValB ] . hitag = = 0 ) {
break ;
}
var_88 = 20 ;
int edx = 40 ;
// int ecx = 1;
if ( edx < = 0 | | ( ! ( var_30 & 2 ) ) )
{
if ( ! PlayerList [ nPlayer ] . invincibility | | edx > 0 )
{
PlayerList [ nPlayer ] . nHealth + = edx ;
if ( PlayerList [ nPlayer ] . nHealth > 800 )
{
PlayerList [ nPlayer ] . nHealth = 800 ;
}
else
{
if ( PlayerList [ nPlayer ] . nHealth < 0 )
{
var_88 = - 1 ;
StartDeathSeq ( nPlayer , 0 ) ;
}
}
}
if ( nLocalPlayer = = nPlayer )
{
SetHealthFrame ( 1 ) ;
}
if ( var_70 = = 12 )
{
sprite [ nValB ] . hitag = 0 ;
sprite [ nValB ] . picnum + + ;
changespritestat ( nValB , 0 ) ;
// loc_1BA74: - repeated block, see in default case
if ( nPlayer = = nLocalPlayer )
{
if ( nItemText [ var_70 ] > - 1 & & nTotalPlayers = = 1 )
{
StatusMessage ( 400 , gString [ nItemTextIndex + nItemText [ var_70 ] ] ) ;
}
TintPalette ( var_44 , var_8C , 0 ) ;
if ( var_88 > - 1 )
{
PlayLocalSound ( var_88 , 0 ) ;
}
}
break ;
}
else
{
if ( var_70 ! = 14 )
{
var_88 = 21 ;
}
else
{
var_44 = var_8C ;
var_88 = 22 ;
var_8C = 0 ;
}
goto do_default ;
}
}
break ;
}
case 7 : // Blood Bowl
{
int edx = 160 ;
int ecx = 1 ;
// Same code as case 6 now till break
if ( edx < = 0 | | ( ! ( var_30 & 2 ) ) )
{
if ( ! PlayerList [ nPlayer ] . invincibility | | edx > 0 )
{
PlayerList [ nPlayer ] . nHealth + = edx ;
if ( PlayerList [ nPlayer ] . nHealth > 800 )
{
PlayerList [ nPlayer ] . nHealth = 800 ;
}
else
{
if ( PlayerList [ nPlayer ] . nHealth < 0 )
{
var_88 = - 1 ;
StartDeathSeq ( nPlayer , 0 ) ;
}
}
}
if ( nLocalPlayer = = nPlayer )
{
SetHealthFrame ( 1 ) ;
}
if ( var_70 = = 12 )
{
sprite [ nValB ] . hitag = 0 ;
sprite [ nValB ] . picnum + + ;
changespritestat ( nValB , 0 ) ;
// loc_1BA74: - repeated block, see in default case
if ( nPlayer = = nLocalPlayer )
{
if ( nItemText [ var_70 ] > - 1 & & nTotalPlayers = = 1 )
{
StatusMessage ( 400 , gString [ nItemTextIndex + nItemText [ var_70 ] ] ) ;
}
TintPalette ( var_44 , var_8C , 0 ) ;
if ( var_88 > - 1 )
{
PlayLocalSound ( var_88 , 0 ) ;
}
}
break ;
}
else
{
if ( var_70 ! = 14 )
{
var_88 = 21 ;
}
else
{
var_44 = var_8C ;
var_88 = 22 ;
var_8C = 0 ;
}
goto do_default ;
}
}
break ;
}
case 8 : // Cobra Venom Bowl
{
int edx = - 120 ;
// Same code as case 6 and 7 from now till break
if ( edx < = 0 | | ( ! ( var_30 & 2 ) ) )
{
if ( ! PlayerList [ nPlayer ] . invincibility | | edx > 0 )
{
PlayerList [ nPlayer ] . nHealth + = edx ;
if ( PlayerList [ nPlayer ] . nHealth > 800 )
{
PlayerList [ nPlayer ] . nHealth = 800 ;
}
else
{
if ( PlayerList [ nPlayer ] . nHealth < 0 )
{
var_88 = - 1 ;
StartDeathSeq ( nPlayer , 0 ) ;
}
}
}
if ( nLocalPlayer = = nPlayer )
{
SetHealthFrame ( 1 ) ;
}
if ( var_70 = = 12 )
{
sprite [ nValB ] . hitag = 0 ;
sprite [ nValB ] . picnum + + ;
changespritestat ( nValB , 0 ) ;
// loc_1BA74: - repeated block, see in default case
if ( nPlayer = = nLocalPlayer )
{
if ( nItemText [ var_70 ] > - 1 & & nTotalPlayers = = 1 )
{
StatusMessage ( 400 , gString [ nItemTextIndex + nItemText [ var_70 ] ] ) ;
}
TintPalette ( var_44 , var_8C , 0 ) ;
if ( var_88 > - 1 )
{
PlayLocalSound ( var_88 , 0 ) ;
}
}
break ;
}
else
{
if ( var_70 ! = 14 )
{
var_88 = 21 ;
}
else
{
var_44 = var_8C ;
var_88 = 22 ;
var_8C = 0 ;
}
goto do_default ;
}
}
break ;
}
case 11 : // Bubble Nest
{
PlayerList [ nPlayer ] . nAir + = 10 ;
if ( PlayerList [ nPlayer ] . nAir > 100 ) {
PlayerList [ nPlayer ] . nAir = 100 ; // TODO - constant
}
SetAirFrame ( ) ;
if ( nBreathTimer [ nPlayer ] < 89 )
{
D3PlayFX ( StaticSound [ kSound13 ] , nPlayerSprite ) ;
}
nBreathTimer [ nPlayer ] = 90 ;
break ;
}
case 12 : // Still Beating Heart
{
if ( GrabItem ( nPlayer , kItemHeart ) ) {
goto do_default ;
}
break ;
}
case 13 : // Scarab amulet(Invicibility)
{
if ( GrabItem ( nPlayer , kItemInvincibility ) ) {
goto do_default ;
}
break ;
}
case 14 : // Severed Slave Hand(double damage)
{
if ( GrabItem ( nPlayer , kItemDoubleDamage ) ) {
goto do_default ;
}
break ;
}
case 15 : // Unseen eye(Invisibility)
{
if ( GrabItem ( nPlayer , kItemInvisibility ) ) {
goto do_default ;
}
break ;
}
case 16 : // Torch
{
if ( GrabItem ( nPlayer , kItemTorch ) ) {
goto do_default ;
}
break ;
}
case 17 : // Sobek Mask
{
if ( GrabItem ( nPlayer , kItemMask ) ) {
goto do_default ;
}
break ;
}
case 19 : // Extra Life
{
var_88 = - 1 ;
if ( nPlayerLives [ nPlayer ] > = kMaxPlayerLives ) {
break ;
}
nPlayerLives [ nPlayer ] + + ;
if ( nPlayer = = nLocalPlayer ) {
BuildStatusAnim ( ( ( nPlayerLives [ nPlayer ] - 1 ) * 2 ) + 146 , 0 ) ;
}
var_8C = 32 ;
var_44 = 32 ;
goto do_default ;
}
// FIXME - lots of repeated code from here down!!
case 20 : // sword pickup??
{
var_40 = 0 ;
int ebx = 0 ;
// loc_1B75D
int var_18 = 1 < < var_40 ;
short weapons = nPlayerWeapons [ nPlayer ] ;
if ( weapons & var_18 )
{
if ( levelnum > 20 )
{
AddAmmo ( nPlayer , WeaponInfo [ var_40 ] . nAmmoType , ebx ) ;
}
}
else
{
weapons = var_40 ;
SetNewWeaponIfBetter ( nPlayer , weapons ) ;
nPlayerWeapons [ nPlayer ] | = var_18 ;
AddAmmo ( nPlayer , WeaponInfo [ weapons ] . nAmmoType , ebx ) ;
}
if ( var_40 = = 2 ) {
CheckClip ( nPlayer ) ;
}
if ( var_70 < = 50 ) {
goto do_default ;
}
sprite [ nValB ] . cstat = 0x8000 ;
DestroyItemAnim ( nValB ) ;
2019-08-26 03:59:14 +00:00
////
2019-08-31 07:47:15 +00:00
// loc_1BA74: - repeated block, see in default case
if ( nPlayer = = nLocalPlayer )
{
if ( nItemText [ var_70 ] > - 1 & & nTotalPlayers = = 1 )
{
StatusMessage ( 400 , gString [ nItemTextIndex + nItemText [ var_70 ] ] ) ;
}
TintPalette ( var_44 , var_8C , 0 ) ;
if ( var_88 > - 1 )
{
PlayLocalSound ( var_88 , 0 ) ;
}
}
break ;
2019-08-26 03:59:14 +00:00
/////
2019-08-31 07:47:15 +00:00
}
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
case 22 : // .357 Magnum Revolver
case 46 :
{
var_40 = 1 ;
int ebx = 6 ;
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
// loc_1B75D
int var_18 = 1 < < var_40 ;
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
short weapons = nPlayerWeapons [ nPlayer ] ;
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
if ( weapons & var_18 )
{
if ( levelnum > 20 )
{
AddAmmo ( nPlayer , WeaponInfo [ var_40 ] . nAmmoType , ebx ) ;
}
}
else
{
weapons = var_40 ;
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
SetNewWeaponIfBetter ( nPlayer , weapons ) ;
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
nPlayerWeapons [ nPlayer ] | = var_18 ;
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
AddAmmo ( nPlayer , WeaponInfo [ weapons ] . nAmmoType , ebx ) ;
}
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
if ( var_40 = = 2 ) {
CheckClip ( nPlayer ) ;
}
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
if ( var_70 < = 50 ) {
goto do_default ;
}
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2019-08-31 07:47:15 +00:00
sprite [ nValB ] . cstat = 0x8000 ;
DestroyItemAnim ( nValB ) ;
2019-08-26 03:59:14 +00:00
////
2019-08-31 07:47:15 +00:00
// loc_1BA74: - repeated block, see in default case
if ( nPlayer = = nLocalPlayer )
{
if ( nItemText [ var_70 ] > - 1 & & nTotalPlayers = = 1 )
{
StatusMessage ( 400 , gString [ nItemTextIndex + nItemText [ var_70 ] ] ) ;
}
TintPalette ( var_44 , var_8C , 0 ) ;
if ( var_88 > - 1 )
{
PlayLocalSound ( var_88 , 0 ) ;
}
}
break ;
2019-08-26 03:59:14 +00:00
/////
2019-08-31 07:47:15 +00:00
}
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
case 23 : // M - 60 Machine Gun
case 47 :
{
var_40 = 2 ;
int ebx = 24 ;
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
// loc_1B75D
int var_18 = 1 < < var_40 ;
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
short weapons = nPlayerWeapons [ nPlayer ] ;
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
if ( weapons & var_18 )
{
if ( levelnum > 20 )
{
AddAmmo ( nPlayer , WeaponInfo [ var_40 ] . nAmmoType , ebx ) ;
}
}
else
{
weapons = var_40 ;
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
SetNewWeaponIfBetter ( nPlayer , weapons ) ;
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
nPlayerWeapons [ nPlayer ] | = var_18 ;
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
AddAmmo ( nPlayer , WeaponInfo [ weapons ] . nAmmoType , ebx ) ;
}
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
if ( var_40 = = 2 ) {
CheckClip ( nPlayer ) ;
}
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
if ( var_70 < = 50 ) {
goto do_default ;
}
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
sprite [ nValB ] . cstat = 0x8000 ;
DestroyItemAnim ( nValB ) ;
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////
2019-08-31 07:47:15 +00:00
// loc_1BA74: - repeated block, see in default case
if ( nPlayer = = nLocalPlayer )
{
if ( nItemText [ var_70 ] > - 1 & & nTotalPlayers = = 1 )
{
StatusMessage ( 400 , gString [ nItemTextIndex + nItemText [ var_70 ] ] ) ;
}
TintPalette ( var_44 , var_8C , 0 ) ;
if ( var_88 > - 1 )
{
PlayLocalSound ( var_88 , 0 ) ;
}
}
break ;
2019-08-26 03:59:14 +00:00
/////
2019-08-31 07:47:15 +00:00
}
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2019-08-31 07:47:15 +00:00
case 24 : // Flame Thrower
case 48 :
{
var_40 = 3 ;
int ebx = 100 ;
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
// loc_1B75D
int var_18 = 1 < < var_40 ;
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
short weapons = nPlayerWeapons [ nPlayer ] ;
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
if ( weapons & var_18 )
{
if ( levelnum > 20 )
{
AddAmmo ( nPlayer , WeaponInfo [ var_40 ] . nAmmoType , ebx ) ;
}
}
else
{
weapons = var_40 ;
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
SetNewWeaponIfBetter ( nPlayer , weapons ) ;
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
nPlayerWeapons [ nPlayer ] | = var_18 ;
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
AddAmmo ( nPlayer , WeaponInfo [ weapons ] . nAmmoType , ebx ) ;
}
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
if ( var_40 = = 2 ) {
CheckClip ( nPlayer ) ;
}
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
if ( var_70 < = 50 ) {
goto do_default ;
}
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2019-08-31 07:47:15 +00:00
sprite [ nValB ] . cstat = 0x8000 ;
DestroyItemAnim ( nValB ) ;
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////
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// loc_1BA74: - repeated block, see in default case
if ( nPlayer = = nLocalPlayer )
{
if ( nItemText [ var_70 ] > - 1 & & nTotalPlayers = = 1 )
{
StatusMessage ( 400 , gString [ nItemTextIndex + nItemText [ var_70 ] ] ) ;
}
TintPalette ( var_44 , var_8C , 0 ) ;
if ( var_88 > - 1 )
{
PlayLocalSound ( var_88 , 0 ) ;
}
}
break ;
2019-08-26 03:59:14 +00:00
/////
2019-08-31 07:47:15 +00:00
}
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
case 26 : // Cobra Staff
case 50 :
{
var_40 = 5 ;
int ebx = 20 ;
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
// loc_1B75D
int var_18 = 1 < < var_40 ;
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
short weapons = nPlayerWeapons [ nPlayer ] ;
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
if ( weapons & var_18 )
{
if ( levelnum > 20 )
{
AddAmmo ( nPlayer , WeaponInfo [ var_40 ] . nAmmoType , ebx ) ;
}
}
else
{
weapons = var_40 ;
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
SetNewWeaponIfBetter ( nPlayer , weapons ) ;
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2019-08-31 07:47:15 +00:00
nPlayerWeapons [ nPlayer ] | = var_18 ;
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
AddAmmo ( nPlayer , WeaponInfo [ weapons ] . nAmmoType , ebx ) ;
}
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
if ( var_40 = = 2 ) {
CheckClip ( nPlayer ) ;
}
2019-08-26 03:59:14 +00:00
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if ( var_70 < = 50 ) {
goto do_default ;
}
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
sprite [ nValB ] . cstat = 0x8000 ;
DestroyItemAnim ( nValB ) ;
2019-08-26 03:59:14 +00:00
////
2019-08-31 07:47:15 +00:00
// loc_1BA74: - repeated block, see in default case
if ( nPlayer = = nLocalPlayer )
{
if ( nItemText [ var_70 ] > - 1 & & nTotalPlayers = = 1 )
{
StatusMessage ( 400 , gString [ nItemTextIndex + nItemText [ var_70 ] ] ) ;
}
TintPalette ( var_44 , var_8C , 0 ) ;
if ( var_88 > - 1 )
{
PlayLocalSound ( var_88 , 0 ) ;
}
}
break ;
2019-08-26 03:59:14 +00:00
/////
2019-08-31 07:47:15 +00:00
}
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
case 27 : // Eye of Ra Gauntlet
case 51 :
{
var_40 = 6 ;
int ebx = 2 ;
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
// loc_1B75D
int var_18 = 1 < < var_40 ;
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
short weapons = nPlayerWeapons [ nPlayer ] ;
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if ( weapons & var_18 )
{
if ( levelnum > 20 )
{
AddAmmo ( nPlayer , WeaponInfo [ var_40 ] . nAmmoType , ebx ) ;
}
}
else
{
weapons = var_40 ;
2019-08-26 03:59:14 +00:00
2019-08-31 07:47:15 +00:00
SetNewWeaponIfBetter ( nPlayer , weapons ) ;
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2019-08-31 07:47:15 +00:00
nPlayerWeapons [ nPlayer ] | = var_18 ;
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2019-08-31 07:47:15 +00:00
AddAmmo ( nPlayer , WeaponInfo [ weapons ] . nAmmoType , ebx ) ;
}
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if ( var_40 = = 2 ) {
CheckClip ( nPlayer ) ;
}
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if ( var_70 < = 50 ) {
goto do_default ;
}
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sprite [ nValB ] . cstat = 0x8000 ;
DestroyItemAnim ( nValB ) ;
2019-08-26 03:59:14 +00:00
////
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// loc_1BA74: - repeated block, see in default case
if ( nPlayer = = nLocalPlayer )
{
if ( nItemText [ var_70 ] > - 1 & & nTotalPlayers = = 1 )
{
StatusMessage ( 400 , gString [ nItemTextIndex + nItemText [ var_70 ] ] ) ;
}
TintPalette ( var_44 , var_8C , 0 ) ;
if ( var_88 > - 1 )
{
PlayLocalSound ( var_88 , 0 ) ;
}
}
break ;
2019-08-26 03:59:14 +00:00
/////
2019-08-31 07:47:15 +00:00
}
case 31 : // Cobra staff ammo
{
if ( AddAmmo ( nPlayer , 5 , 1 ) ) {
var_88 = StaticSound [ kSound69 ] ;
goto do_default ;
}
break ;
}
case 32 : // Raw Energy
{
if ( AddAmmo ( nPlayer , 6 , sprite [ nValB ] . hitag ) ) {
var_88 = StaticSound [ kSound69 ] ;
goto do_default ;
}
break ;
}
// Lots of repeated code for key handling
case 39 : // Power key
{
int eax = 0 ;
int ecx ;
var_88 = - 1 ;
if ( ! eax )
{
ecx = 4096 ;
}
else
{
ecx = 4096 < < eax ;
}
if ( PlayerList [ nPlayer ] . keys ! = ecx )
{
if ( nPlayer = = nLocalPlayer ) {
BuildStatusAnim ( 36 , 0 ) ;
}
PlayerList [ nPlayer ] . keys | = ecx ;
if ( nTotalPlayers > 1 )
{
goto do_default_b ;
}
else
{
goto do_default ;
}
2019-08-26 03:59:14 +00:00
#if 0
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// loc_1BA74:
if ( nPlayer = = nLocalPlayer )
{
if ( nItemText [ var_70 ] > - 1 & & nTotalPlayers = = 1 )
{
StatusMessage ( 400 , gString [ nItemTextIndex + nItemText [ var_70 ] ] ) ;
}
TintPalette ( var_44 , var_8C , 0 ) ;
if ( var_88 > - 1 )
{
PlayLocalSound ( var_88 , 0 ) ;
}
}
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# endif
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}
break ;
}
case 40 : // Time key
{
int eax = 1 ;
int ecx ;
var_88 = - 1 ;
if ( ! eax )
{
ecx = 4096 ;
}
else
{
ecx = 4096 < < eax ;
}
if ( PlayerList [ nPlayer ] . keys ! = ecx )
{
if ( nPlayer = = nLocalPlayer ) {
BuildStatusAnim ( 36 + 2 , 0 ) ;
}
PlayerList [ nPlayer ] . keys | = ecx ;
if ( nTotalPlayers > 1 )
{
goto do_default_b ;
}
else
{
goto do_default ;
}
2019-08-26 03:59:14 +00:00
#if 0
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if ( nTotalPlayers > 1 )
{
// loc_1BA74:
if ( nPlayer = = nLocalPlayer )
{
if ( nItemText [ var_70 ] > - 1 & & nTotalPlayers = = 1 )
{
StatusMessage ( 400 , gString [ nItemTextIndex + nItemText [ var_70 ] ] ) ;
}
TintPalette ( var_44 , var_8C , 0 ) ;
if ( var_88 > - 1 )
{
PlayLocalSound ( var_88 , 0 ) ;
}
}
}
2019-08-26 03:59:14 +00:00
# endif
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}
break ;
}
case 41 : // War key
{
int eax = 2 ;
int ecx ;
var_88 = - 1 ;
if ( ! eax )
{
ecx = 4096 ;
}
else
{
ecx = 4096 < < eax ;
}
if ( PlayerList [ nPlayer ] . keys ! = ecx )
{
if ( nPlayer = = nLocalPlayer ) {
BuildStatusAnim ( 36 + 4 , 0 ) ;
}
PlayerList [ nPlayer ] . keys | = ecx ;
if ( nTotalPlayers > 1 )
{
goto do_default_b ;
}
else
{
goto do_default ;
}
2019-08-26 03:59:14 +00:00
#if 0
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if ( nTotalPlayers > 1 )
{
// loc_1BA74:
if ( nPlayer = = nLocalPlayer )
{
if ( nItemText [ var_70 ] > - 1 & & nTotalPlayers = = 1 )
{
StatusMessage ( 400 , gString [ nItemTextIndex + nItemText [ var_70 ] ] ) ;
}
TintPalette ( var_44 , var_8C , 0 ) ;
if ( var_88 > - 1 )
{
PlayLocalSound ( var_88 , 0 ) ;
}
}
}
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# endif
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}
break ;
}
case 42 : // Earth key
{
int eax = 3 ;
int ecx ;
var_88 = - 1 ;
if ( ! eax )
{
ecx = 4096 ;
}
else
{
ecx = 4096 < < eax ;
}
if ( PlayerList [ nPlayer ] . keys ! = ecx )
{
if ( nPlayer = = nLocalPlayer ) {
BuildStatusAnim ( 36 + 6 , 0 ) ;
}
PlayerList [ nPlayer ] . keys | = ecx ;
if ( nTotalPlayers > 1 )
{
goto do_default_b ;
}
else
{
goto do_default ;
}
2019-08-26 03:59:14 +00:00
#if 0
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if ( nTotalPlayers > 1 )
{
// loc_1BA74:
if ( nPlayer = = nLocalPlayer )
{
if ( nItemText [ var_70 ] > - 1 & & nTotalPlayers = = 1 )
{
StatusMessage ( 400 , gString [ nItemTextIndex + nItemText [ var_70 ] ] ) ;
}
TintPalette ( var_44 , var_8C , 0 ) ;
if ( var_88 > - 1 )
{
PlayLocalSound ( var_88 , 0 ) ;
}
}
}
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# endif
2019-08-31 07:47:15 +00:00
}
break ;
}
case 43 : // Magical Essence
case 44 : // ?
{
if ( PlayerList [ nPlayer ] . nMagic > = 1000 ) {
break ;
}
var_88 = StaticSound [ kSound67 ] ;
PlayerList [ nPlayer ] . nMagic + = 100 ;
if ( PlayerList [ nPlayer ] . nMagic > = 1000 ) {
PlayerList [ nPlayer ] . nMagic = 1000 ;
}
if ( nLocalPlayer = = nPlayer )
{
SetMagicFrame ( ) ;
}
goto do_default ;
}
case 53 : // Scarab (Checkpoint)
{
if ( nLocalPlayer = = nPlayer )
{
short nAnim = sprite [ nValB ] . owner ;
AnimList [ nAnim ] . nSeq + + ;
AnimFlags [ nAnim ] & = 0xEF ;
AnimList [ nAnim ] . field_2 = 0 ;
changespritestat ( nValB , 899 ) ;
}
SetSavePoint ( nPlayer , sprite [ nPlayerSprite ] . x , sprite [ nPlayerSprite ] . y , sprite [ nPlayerSprite ] . z , sprite [ nPlayerSprite ] . sectnum , sprite [ nPlayerSprite ] . ang ) ;
break ;
}
case 54 : // Golden Sarcophagus (End Level)
{
if ( ! bInDemo ) {
FinishLevel ( ) ;
}
else {
keySetState ( 32 , 1 ) ;
}
DestroyItemAnim ( nValB ) ;
mydeletesprite ( nValB ) ;
break ;
}
}
}
}
// CORRECT ? // loc_1BAF9:
if ( bTouchFloor )
{
if ( sector [ sprite [ nPlayerSprite ] . sectnum ] . lotag > 0 )
{
runlist_SignalRun ( sector [ sprite [ nPlayerSprite ] . sectnum ] . lotag - 1 , nPlayer | 0x50000 ) ;
}
}
if ( nSector ! = sprite [ nPlayerSprite ] . sectnum )
{
if ( sector [ nSector ] . lotag > 0 )
{
runlist_SignalRun ( sector [ nSector ] . lotag - 1 , nPlayer | 0x70000 ) ;
}
if ( sector [ sprite [ nPlayerSprite ] . sectnum ] . lotag > 0 )
{
runlist_SignalRun ( sector [ sprite [ nPlayerSprite ] . sectnum ] . lotag - 1 , nPlayer | 0x60000 ) ;
}
}
if ( ! PlayerList [ nPlayer ] . bIsMummified )
{
if ( buttons & kButtonOpen )
{
ClearSpaceBar ( nPlayer ) ;
if ( nearTagWall > = 0 & & wall [ nearTagWall ] . lotag > 0 )
{
runlist_SignalRun ( wall [ nearTagWall ] . lotag - 1 , nPlayer | 0x40000 ) ;
}
if ( nearTagSector > = 0 & & sector [ nearTagSector ] . lotag > 0 )
{
runlist_SignalRun ( sector [ nearTagSector ] . lotag - 1 , nPlayer | 0x40000 ) ;
}
}
// was int var_38 = buttons & 0x8
if ( buttons & kButtonFire )
{
FireWeapon ( nPlayer ) ;
}
else
{
StopFiringWeapon ( nPlayer ) ;
}
// loc_1BC57:
// CHECKME - are we finished with 'nSector' variable at this point? if so, maybe set it to sprite[nPlayerSprite].sectnum so we can make this code a bit neater. Don't assume sprite[nPlayerSprite].sectnum == nSector here!!
if ( nStandHeight > ( sector [ sprite [ nPlayerSprite ] . sectnum ] . floorz - sector [ sprite [ nPlayerSprite ] . sectnum ] . ceilingz ) ) {
var_48 = 1 ;
}
// Jumping
if ( buttons & kButtonJump )
{
if ( bUnderwater )
{
sprite [ nPlayerSprite ] . zvel = - 2048 ;
nActionB = 10 ;
}
else if ( bTouchFloor )
{
if ( nAction < 6 | | nAction > 8 )
{
sprite [ nPlayerSprite ] . zvel = - 3584 ;
nActionB = 3 ;
}
}
// goto loc_1BE70:
}
else if ( buttons & kButtonCrouch )
{
if ( bUnderwater )
{
sprite [ nPlayerSprite ] . zvel = 2048 ;
nActionB = 10 ;
}
else
{
int nEyeLevel = eyelevel [ nPlayer ] ;
if ( nEyeLevel < - 8320 ) {
eyelevel [ nPlayer ] = ( ( - 8320 - nEyeLevel ) > > 1 ) + nEyeLevel ;
}
if ( totalvel [ nPlayer ] < 1 ) {
nActionB = 6 ;
}
else {
nActionB = 7 ;
}
}
// goto loc_1BE70:
}
else
{
if ( PlayerList [ nPlayer ] . nHealth > 0 )
{
int var_EC = nActionEyeLevel [ nAction ] ;
eyelevel [ nPlayer ] + = ( var_EC - eyelevel [ nPlayer ] ) > > 1 ;
if ( bUnderwater )
{
if ( totalvel [ nPlayer ] < = 1 )
nActionB = 9 ;
else
nActionB = 10 ;
}
else
{
// CHECKME - confirm branching in this area is OK
if ( var_48 )
{
// loc_1BD2E:
if ( totalvel [ nPlayer ] < 1 ) {
nActionB = 6 ;
}
else {
nActionB = 7 ;
}
}
else
{
if ( totalvel [ nPlayer ] < = 1 ) {
nActionB = 0 ; //bUnderwater; // this is just setting to 0
}
else if ( totalvel [ nPlayer ] < = 30 ) {
nActionB = 2 ;
}
else
{
nActionB = 1 ;
}
}
}
// loc_1BE30
if ( buttons & kButtonFire ) // was var_38
{
if ( bUnderwater )
{
nActionB = 11 ;
}
else
{
if ( nActionB ! = 2 & & nActionB ! = 1 )
{
nActionB = 5 ;
}
}
}
}
else // player's health is 0
{
// loc_1BE30
if ( buttons & kButtonFire ) // was var_38
{
if ( bUnderwater )
{
nActionB = 11 ;
}
else
{
if ( nActionB ! = 2 & & nActionB ! = 1 )
{
nActionB = 5 ;
}
}
}
}
}
// loc_1BE70:
// Handle player pressing number keys to change weapon
uint8_t var_90 = ( buttons > > 13 ) & 0xF ;
if ( var_90 )
{
var_90 - - ;
if ( nPlayerWeapons [ nPlayer ] & ( 1 < < var_90 ) )
{
SetNewWeapon ( nPlayer , var_90 ) ;
}
}
}
else // player is mummified
{
if ( buttons & kButtonFire )
{
FireWeapon ( nPlayer ) ;
}
if ( nAction ! = 15 )
{
if ( totalvel [ nPlayer ] < = 1 )
{
nActionB = 13 ;
}
else
{
nActionB = 14 ;
}
}
}
// loc_1BF09
if ( nActionB ! = nAction & & nAction ! = 4 )
{
nAction = nActionB ;
PlayerList [ nPlayer ] . nAction = nActionB ;
PlayerList [ nPlayer ] . field_2 = 0 ;
}
if ( nPlayer = = nLocalPlayer )
{
// TODO - tidy / consolidate repeating blocks of code here?
if ( BUTTON ( gamefunc_Look_Up ) )
{
bLockPan = kFalse ;
if ( nVertPan [ nPlayer ] < 180 ) {
nVertPan [ nPlayer ] + = 4 ;
}
bPlayerPan = kTrue ;
nDestVertPan [ nPlayer ] = nVertPan [ nPlayer ] ;
}
else if ( BUTTON ( gamefunc_Look_Down ) )
{
bLockPan = kFalse ;
if ( nVertPan [ nPlayer ] > 4 ) {
nVertPan [ nPlayer ] - = 4 ;
}
bPlayerPan = kTrue ;
nDestVertPan [ nPlayer ] = nVertPan [ nPlayer ] ;
}
else if ( BUTTON ( gamefunc_Look_Straight ) )
{
bLockPan = kFalse ;
bPlayerPan = kFalse ;
nVertPan [ nPlayer ] = 92 ;
nDestVertPan [ nPlayer ] = 92 ;
}
else if ( BUTTON ( gamefunc_Aim_Up ) )
{
bLockPan = kTrue ;
if ( nVertPan [ nPlayer ] < 180 ) {
nVertPan [ nPlayer ] + = 4 ;
}
bPlayerPan = kTrue ;
nDestVertPan [ nPlayer ] = nVertPan [ nPlayer ] ;
}
else if ( BUTTON ( gamefunc_Aim_Down ) )
{
bLockPan = kTrue ;
if ( nVertPan [ nPlayer ] > 4 ) {
nVertPan [ nPlayer ] - = 4 ;
}
bPlayerPan = kTrue ;
nDestVertPan [ nPlayer ] = nVertPan [ nPlayer ] ;
}
// loc_1C048:
if ( totalvel [ nPlayer ] > 20 ) {
bPlayerPan = kFalse ;
}
// loc_1C05E
short ecx = nDestVertPan [ nPlayer ] - nVertPan [ nPlayer ] ;
if ( BUTTON ( gamefunc_Mouseview ) )
{
ecx = 0 ;
}
if ( ecx )
{
int eax = ecx / 4 ;
if ( ! eax )
{
if ( ecx > = 0 ) {
ecx = 1 ;
}
else
{
ecx = - 1 ;
}
}
else
{
ecx = ecx / 4 ;
eax = ecx ;
if ( eax > 4 )
{
ecx = 4 ;
}
else if ( eax < - 4 )
{
ecx = - 4 ;
}
}
nVertPan [ nPlayer ] + = ecx ;
}
}
}
else // else, player's health is less than 0
{
if ( buttons ) {
int breakmehere = 1 ;
}
// loc_1C0E9
if ( buttons & kButtonOpen )
{
ClearSpaceBar ( nPlayer ) ;
if ( nAction > = 16 )
{
if ( nPlayer = = nLocalPlayer )
{
StopAllSounds ( ) ;
StopLocalSound ( ) ;
GrabPalette ( ) ;
}
PlayerList [ nPlayer ] . nCurrentWeapon = nPlayerOldWeapon [ nPlayer ] ;
if ( nPlayerLives [ nPlayer ] & & nNetTime )
{
if ( nAction ! = 20 )
{
sprite [ nPlayerSprite ] . picnum = seq_GetSeqPicnum ( kSeqJoe , 120 , 0 ) ;
sprite [ nPlayerSprite ] . cstat = 0 ;
sprite [ nPlayerSprite ] . z = sector [ sprite [ nPlayerSprite ] . sectnum ] . floorz ;
}
// will invalidate nPlayerSprite
RestartPlayer ( nPlayer ) ;
nPlayerSprite = PlayerList [ nPlayer ] . nSprite ;
nDopple = nDoppleSprite [ nPlayer ] ;
}
else
{
if ( CDplaying ( ) ) {
fadecdaudio ( ) ;
}
if ( levelnum = = 20 ) {
DoFailedFinalScene ( ) ;
}
else {
DoGameOverScene ( ) ;
}
levelnew = 100 ;
}
}
}
}
// loc_1C201:
if ( nLocalPlayer = = nPlayer )
{
nLocalEyeSect = nPlayerViewSect [ nLocalPlayer ] ;
CheckAmbience ( nLocalEyeSect ) ;
}
int var_AC = SeqOffsets [ PlayerList [ nPlayer ] . nSeq ] + ActionSeq [ nAction ] . a ;
seq_MoveSequence ( nPlayerSprite , var_AC , PlayerList [ nPlayer ] . field_2 ) ;
PlayerList [ nPlayer ] . field_2 + + ;
if ( PlayerList [ nPlayer ] . field_2 > = SeqSize [ var_AC ] )
{
PlayerList [ nPlayer ] . field_2 = 0 ;
switch ( PlayerList [ nPlayer ] . nAction )
{
default :
break ;
case 3 :
PlayerList [ nPlayer ] . field_2 = SeqSize [ var_AC ] - 1 ;
break ;
case 4 :
PlayerList [ nPlayer ] . nAction = 0 ;
break ;
case 16 :
PlayerList [ nPlayer ] . field_2 = SeqSize [ var_AC ] - 1 ;
if ( sprite [ nPlayerSprite ] . z < sector [ sprite [ nPlayerSprite ] . sectnum ] . floorz ) {
sprite [ nPlayerSprite ] . z + = 256 ;
}
if ( ! RandomSize ( 5 ) )
{
int mouthX , mouthY , mouthZ ;
short mouthSect ;
WheresMyMouth ( nPlayer , & mouthX , & mouthY , & mouthZ , & mouthSect ) ;
BuildAnim ( - 1 , 71 , 0 , mouthX , mouthY , sprite [ nPlayerSprite ] . z + 3840 , mouthSect , 75 , 128 ) ;
}
break ;
case 17 :
PlayerList [ nPlayer ] . nAction = 18 ;
break ;
case 19 :
sprite [ nPlayerSprite ] . cstat | = 0x8000 ;
PlayerList [ nPlayer ] . nAction = 20 ;
break ;
}
}
// loc_1C3B4:
if ( nPlayer = = nLocalPlayer )
{
initx = sprite [ nPlayerSprite ] . x ;
inity = sprite [ nPlayerSprite ] . y ;
initz = sprite [ nPlayerSprite ] . z ;
initsect = sprite [ nPlayerSprite ] . sectnum ;
inita = sprite [ nPlayerSprite ] . ang ;
}
if ( ! PlayerList [ nPlayer ] . nHealth )
{
nYDamage [ nPlayer ] = 0 ;
nXDamage [ nPlayer ] = 0 ;
if ( eyelevel [ nPlayer ] > = - 2816 )
{
eyelevel [ nPlayer ] = - 2816 ;
dVertPan [ nPlayer ] = 0 ;
}
else
{
if ( nVertPan [ nPlayer ] < 92 )
{
nVertPan [ nPlayer ] = 91 ;
eyelevel [ nPlayer ] - = ( dVertPan [ nPlayer ] < < 8 ) ;
}
else
{
nVertPan [ nPlayer ] + = dVertPan [ nPlayer ] ;
if ( nVertPan [ nPlayer ] > = 200 )
{
nVertPan [ nPlayer ] = 199 ;
}
else if ( nVertPan [ nPlayer ] < = 92 )
{
if ( ! ( SectFlag [ sprite [ nPlayerSprite ] . sectnum ] & kSectUnderwater ) )
{
SetNewWeapon ( nPlayer , nDeathType [ nPlayer ] + 8 ) ;
}
}
dVertPan [ nPlayer ] - - ;
}
}
}
// loc_1C4E1
sprite [ nDopple ] . x = sprite [ nPlayerSprite ] . x ;
sprite [ nDopple ] . y = sprite [ nPlayerSprite ] . y ;
sprite [ nDopple ] . z = sprite [ nPlayerSprite ] . z ;
if ( SectAbove [ sprite [ nPlayerSprite ] . sectnum ] > - 1 )
{
sprite [ nDopple ] . ang = sprite [ nPlayerSprite ] . ang ;
mychangespritesect ( nDopple , SectAbove [ sprite [ nPlayerSprite ] . sectnum ] ) ;
sprite [ nDopple ] . cstat = 0x101 ;
}
else
{
sprite [ nDopple ] . cstat = 0x8000 ;
}
MoveWeapons ( nPlayer ) ;
return ;
}
}
2019-08-26 03:59:14 +00:00
}