//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements) 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 "mapinfo.h" #include "dukeactor.h" #include "vm.h" BEGIN_DUKE_NS //--------------------------------------------------------------------------- // // callback for playercolor CVAR // //--------------------------------------------------------------------------- int playercolor2lookup(int color) { static int8_t player_pals[] = { 0, 9, 10, 11, 12, 13, 14, 15, 16, 21, 23, }; if (color >= 0 && color < 10) return player_pals[color]; return 0; } void PlayerColorChanged(void) { if (ud.recstat != 0) return; auto& pp = ps[myconnectindex]; if (ud.multimode > 1) { //Net_SendClientInfo(); } else { pp.palookup = ud.user_pals[myconnectindex] = playercolor2lookup(playercolor); } if (pp.GetActor()->s->picnum == TILE_APLAYER && pp.GetActor()->s->pal != 1) pp.GetActor()->s->pal = ud.user_pals[myconnectindex]; } //--------------------------------------------------------------------------- // // why is this such a mess? // //--------------------------------------------------------------------------- int setpal(struct player_struct* p) { int palette; if (p->DrugMode) palette = DRUGPAL; else if (p->heat_on) palette = SLIMEPAL; else if (!p->insector()) palette = BASEPAL; // don't crash if out of range. else if (p->cursector->ceilingpicnum >= TILE_FLOORSLIME && p->cursector->ceilingpicnum <= TILE_FLOORSLIME + 2) palette = SLIMEPAL; else if (p->cursector->lotag == ST_2_UNDERWATER) palette = WATERPAL; else palette = BASEPAL; return palette; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void quickkill(struct player_struct* p) { SetPlayerPal(p, PalEntry(48, 48, 48, 48)); auto pa = p->GetActor(); pa->s->extra = 0; pa->s->cstat |= 32768; if (ud.god == 0) fi.guts(pa, TILE_JIBS6, 8, myconnectindex); return; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void forceplayerangle(int snum) { player_struct* p = &ps[snum]; int n; n = 128 - (krand() & 255); p->horizon.addadjustment(64); p->sync.actions |= SB_CENTERVIEW; p->angle.rotscrnang = p->angle.look_ang = buildang(n >> 1); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void tracers(int x1, int y1, int z1, int x2, int y2, int z2, int n) { int i, xv, yv, zv; sectortype* sect = nullptr; i = n + 1; xv = (x2 - x1) / i; yv = (y2 - y1) / i; zv = (z2 - z1) / i; if ((abs(x1 - x2) + abs(y1 - y2)) < 3084) return; for (i = n; i > 0; i--) { x1 += xv; y1 += yv; z1 += zv; updatesector(x1, y1, §); if (sect) { if (sect->lotag == 2) EGS(sect, x1, y1, z1, TILE_WATERBUBBLE, -32, 4 + (krand() & 3), 4 + (krand() & 3), krand() & 2047, 0, 0, ps[0].GetActor(), 5); else EGS(sect, x1, y1, z1, TILE_SMALLSMOKE, -32, 14, 14, 0, 0, 0, ps[0].GetActor(), 5); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int hits(DDukeActor* actor) { auto sp = actor->s; int zoff; HitInfo hit{}; if (sp->picnum == TILE_APLAYER) zoff = isRR() ? PHEIGHT_RR : PHEIGHT_DUKE; else zoff = 0; hitscan(sp->pos, sp->sector(), { bcos(sp->ang), bsin(sp->ang), 0 }, hit, CLIPMASK1); return (FindDistance2D(hit.hitpos.x - sp->x, hit.hitpos.y - sp->y)); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int hitasprite(DDukeActor* actor, DDukeActor** hitsp) { auto sp = actor->s; int zoff; HitInfo hit{}; if (badguy(actor)) zoff = (42 << 8); else if (sp->picnum == TILE_APLAYER) zoff = (39 << 8); else zoff = 0; hitscan({ sp->x, sp->y, sp->z - zoff }, sp->sector(), { bcos(sp->ang), bsin(sp->ang), 0 }, hit, CLIPMASK1); if (hitsp) *hitsp = hit.actor(); if (hit.hitWall != nullptr && (hit.hitWall->cstat & CSTAT_WALL_MASKED) && badguy(actor)) return((1 << 30)); return (FindDistance2D(hit.hitpos.x - sp->x, hit.hitpos.y - sp->y)); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int hitawall(struct player_struct* p, walltype** hitw) { HitInfo hit{}; hitscan(p->pos, p->cursector, { p->angle.ang.bcos(), p->angle.ang.bsin(), 0 }, hit, CLIPMASK0); if (hitw) *hitw = hit.hitWall; return (FindDistance2D(hit.hitpos.x - p->pos.x, hit.hitpos.y - p->pos.y)); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- DDukeActor* aim(DDukeActor* actor, int aang) { bool gotshrinker, gotfreezer; int a, k, cans; int aimstats[] = { STAT_PLAYER, STAT_DUMMYPLAYER, STAT_ACTOR, STAT_ZOMBIEACTOR }; int dx1, dy1, dx2, dy2, dx3, dy3, smax, sdist; int xv, yv; auto s = actor->s; a = s->ang; // Autoaim from DukeGDX. if (s->picnum == TILE_APLAYER) { int autoaim = Autoaim(s->yvel); if (!autoaim) { // The chickens in RRRA are homing and must always autoaim. if (!isRRRA() || ps[s->yvel].curr_weapon != CHICKEN_WEAPON) return nullptr; } else if (autoaim == 2) { int weap; if (!isWW2GI()) { weap = ps[s->yvel].curr_weapon; } else { weap = aplWeaponWorksLike(ps[s->yvel].curr_weapon, s->yvel); } if (weap > CHAINGUN_WEAPON || weap == KNEE_WEAPON) { return nullptr; } } } DDukeActor* aimed = nullptr; // if(s->picnum == TILE_APLAYER && ps[s->yvel].aim_mode) return -1; if (isRR()) { gotshrinker = false; gotfreezer = false; } else if (isWW2GI()) { gotshrinker = s->picnum == TILE_APLAYER && aplWeaponWorksLike(ps[s->yvel].curr_weapon, s->yvel) == SHRINKER_WEAPON; gotfreezer = s->picnum == TILE_APLAYER && aplWeaponWorksLike(ps[s->yvel].curr_weapon, s->yvel) == FREEZE_WEAPON; } else { gotshrinker = s->picnum == TILE_APLAYER && ps[s->yvel].curr_weapon == SHRINKER_WEAPON; gotfreezer = s->picnum == TILE_APLAYER && ps[s->yvel].curr_weapon == FREEZE_WEAPON; } smax = 0x7fffffff; dx1 = bcos(a - aang); dy1 = bsin(a - aang); dx2 = bcos(a + aang); dy2 = bsin(a + aang); dx3 = bcos(a); dy3 = bsin(a); for (k = 0; k < 4; k++) { if (aimed) break; DukeStatIterator it(aimstats[k]); while (auto act = it.Next()) { auto sp = act->s; if (sp->xrepeat > 0 && sp->extra >= 0 && (sp->cstat & (257 + 32768)) == 257) if (badguy(sp) || k < 2) { if (badguy(sp) || sp->picnum == TILE_APLAYER) { if (sp->picnum == TILE_APLAYER && (isRR() && ud.ffire == 0) && ud.coop == 1 && s->picnum == TILE_APLAYER && s != sp) continue; if (gotshrinker && sp->xrepeat < 30 && !(gs.actorinfo[sp->picnum].flags & SFLAG_SHRINKAUTOAIM)) continue; if (gotfreezer && sp->pal == 1) continue; } xv = (sp->x - s->x); yv = (sp->y - s->y); if ((dy1 * xv) <= (dx1 * yv)) if ((dy2 * xv) >= (dx2 * yv)) { sdist = MulScale(dx3, xv, 14) + MulScale(dy3, yv, 14); if (sdist > 512 && sdist < smax) { if (s->picnum == TILE_APLAYER) a = (abs(Scale(sp->z - s->z, 10, sdist) - ps[s->yvel].horizon.sum().asbuild()) < 100); else a = 1; cans = cansee(sp->x, sp->y, sp->z - (32 << 8) + gs.actorinfo[sp->picnum].aimoffset, sp->sector(), s->x, s->y, s->z - (32 << 8), s->sector()); if (a && cans) { smax = sdist; aimed = act; } } } } } } return aimed; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void dokneeattack(int snum, const std::initializer_list & respawnlist) { auto p = &ps[snum]; if (p->knee_incs > 0) { p->knee_incs++; p->horizon.addadjustment(-48); p->sync.actions |= SB_CENTERVIEW; if (p->knee_incs > 15) { p->knee_incs = 0; p->holster_weapon = 0; if (p->weapon_pos < 0) p->weapon_pos = -p->weapon_pos; if (p->actorsqu != nullptr && dist(p->GetActor(), p->actorsqu) < 1400) { fi.guts(p->actorsqu, TILE_JIBS6, 7, myconnectindex); spawn(p->actorsqu, TILE_BLOODPOOL); S_PlayActorSound(SQUISHED, p->actorsqu); if (isIn(p->actorsqu->s->picnum, respawnlist)) { if (p->actorsqu->s->yvel) fi.operaterespawns(p->actorsqu->s->yvel); } if (p->actorsqu->s->picnum == TILE_APLAYER) { quickkill(&ps[p->actorsqu->s->yvel]); ps[p->actorsqu->s->yvel].frag_ps = snum; } else if (badguy(p->actorsqu->s)) { deletesprite(p->actorsqu); p->actors_killed++; } else deletesprite(p->actorsqu); } p->actorsqu = nullptr; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int makepainsounds(int snum, int type) { auto p = &ps[snum]; auto actor = p->GetActor(); auto s = actor->s; int k = 0; switch (type) { case 0: if (rnd(32)) { if (p->boot_amount > 0) k = 1; else { if (!S_CheckActorSoundPlaying(actor, DUKE_LONGTERM_PAIN)) S_PlayActorSound(DUKE_LONGTERM_PAIN, actor); SetPlayerPal(p, PalEntry(32, 64, 64, 64)); s->extra -= 1 + (krand() & 3); if (!S_CheckActorSoundPlaying(actor, SHORT_CIRCUIT)) S_PlayActorSound(SHORT_CIRCUIT, actor); } } break; case 1: if (rnd(16)) { if (p->boot_amount > 0) k = 1; else { if (!S_CheckActorSoundPlaying(actor, DUKE_LONGTERM_PAIN)) S_PlayActorSound(DUKE_LONGTERM_PAIN, actor); SetPlayerPal(p, PalEntry(32, 0, 8, 0)); s->extra -= 1 + (krand() & 3); } } break; case 2: if (rnd(32)) { if (p->boot_amount > 0) k = 1; else { if (!S_CheckActorSoundPlaying(actor, DUKE_LONGTERM_PAIN)) S_PlayActorSound(DUKE_LONGTERM_PAIN, actor); SetPlayerPal(p, PalEntry(32, 8, 0, 0)); s->extra -= 1 + (krand() & 3); } } break; case 3: if ((krand() & 3) == 1) if (p->on_ground) { if (p->OnMotorcycle) s->extra -= 2; else s->extra -= 4; S_PlayActorSound(DUKE_LONGTERM_PAIN, actor); } break; } return k; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void footprints(int snum) { auto p = &ps[snum]; auto actor = p->GetActor(); auto s = actor->s; if (p->footprintcount > 0 && p->on_ground) if ((p->cursector->floorstat & CSTAT_SECTOR_SLOPE) != 2) { int j = -1; DukeSectIterator it(s->sector()); while (auto act = it.Next()) { if (act->s->picnum == TILE_FOOTPRINTS || act->s->picnum == TILE_FOOTPRINTS2 || act->s->picnum == TILE_FOOTPRINTS3 || act->s->picnum == TILE_FOOTPRINTS4) if (abs(act->s->x - p->pos.x) < 384) if (abs(act->s->y - p->pos.y) < 384) { j = 1; break; } } if (j < 0) { p->footprintcount--; if (p->cursector->lotag == 0 && p->cursector->hitag == 0) { DDukeActor* fprint; switch (krand() & 3) { case 0: fprint = spawn(actor, TILE_FOOTPRINTS); break; case 1: fprint = spawn(actor, TILE_FOOTPRINTS2); break; case 2: fprint = spawn(actor, TILE_FOOTPRINTS3); break; default: fprint = spawn(actor, TILE_FOOTPRINTS4); break; } if (fprint) { fprint->s->pal = p->footprintpal; fprint->s->shade = (int8_t)p->footprintshade; } } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- inline void backupplayer(player_struct* p) { p->backuppos(); p->angle.backup(); p->horizon.backup(); } void playerisdead(int snum, int psectlotag, int fz, int cz) { auto p = &ps[snum]; auto actor = p->GetActor(); auto s = actor->s; if (p->dead_flag == 0) { if (s->pal != 1) { SetPlayerPal(p, PalEntry(63, 63, 0, 0)); p->pos.z -= (16 << 8); s->z -= (16 << 8); } #if 0 if (ud.recstat == 1 && ud.multimode < 2) closedemowrite(); #endif if (s->pal != 1) p->dead_flag = (512 - ((krand() & 1) << 10) + (krand() & 255) - 512) & 2047; p->jetpack_on = 0; p->holoduke_on = nullptr; if (!isRR())S_StopSound(DUKE_JETPACK_IDLE, actor); S_StopSound(-1, actor, CHAN_VOICE); if (s->pal != 1 && (s->cstat & 32768) == 0) s->cstat = 0; if (ud.multimode > 1 && (s->pal != 1 || (s->cstat & 32768))) { if (p->frag_ps != snum) { ps[p->frag_ps].frag++; ps[p->frag_ps].frags[snum]++; auto pname = PlayerName(p->frag_ps); if (snum == screenpeek) { Printf(PRINT_NOTIFY, "Killed by %s", pname); } else { Printf(PRINT_NOTIFY, "Killed %s", pname); } } else p->fraggedself++; p->frag_ps = snum; } } if (psectlotag == ST_2_UNDERWATER) { if (p->on_warping_sector == 0) { if (abs(p->pos.z - fz) > (gs.playerheight >> 1)) p->pos.z += 348; } else { s->z -= 512; s->zvel = -348; } Collision coll; clipmove(p->pos, &p->cursector, 0, 0, 164, (4 << 8), (4 << 8), CLIPMASK0, coll); } backupplayer(p); p->horizon.horizoff = p->horizon.horiz = q16horiz(0); updatesector(p->pos.x, p->pos.y, &p->cursector); pushmove(&p->pos, &p->cursector, 128L, (4 << 8), (20 << 8), CLIPMASK0); if (fz > cz + (16 << 8) && s->pal != 1) p->angle.rotscrnang = buildang(p->dead_flag + ((fz + p->pos.z) >> 7)); p->on_warping_sector = 0; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int endoflevel(int snum) { auto p = &ps[snum]; // the fist puching the end-of-level thing... p->fist_incs++; if (p->fist_incs == 28) { #if 0 if (ud.recstat == 1) closedemowrite(); #endif S_PlaySound(PIPEBOMB_EXPLODE); SetPlayerPal(p, PalEntry(48, 64, 64, 64)); } if (p->fist_incs > 42) { setnextmap(!!p->buttonpalette); return 1; } return 0; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int timedexit(int snum) { auto p = &ps[snum]; p->timebeforeexit--; if (p->timebeforeexit == 26 * 5) { FX_StopAllSounds(); if (p->customexitsound >= 0) { S_PlaySound(p->customexitsound); FTA(102, p); } } else if (p->timebeforeexit == 1) { setnextmap(false); return true; } return false; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void playerCrouch(int snum) { auto p = &ps[snum]; // crouching SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum); OnEvent(EVENT_CROUCH, snum, p->GetActor(), -1); if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0) { p->pos.z += (2048 + 768); p->crack_time = CRACK_TIME; } } void playerJump(int snum, int fz, int cz) { auto p = &ps[snum]; if (p->jumping_toggle == 0 && p->jumping_counter == 0) { if ((fz - cz) > (56 << 8)) { SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum); OnEvent(EVENT_JUMP, snum, p->GetActor(), -1); if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0) { p->jumping_counter = 1; p->jumping_toggle = 1; } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void player_struct::apply_seasick(double factor) { if (isRRRA() && SeaSick && (dead_flag == 0 || (dead_flag && resurrected))) { if (SeaSick < 250) { if (SeaSick >= 180) angle.rotscrnang += buildfang(24 * factor); else if (SeaSick >= 130) angle.rotscrnang -= buildfang(24 * factor); else if (SeaSick >= 70) angle.rotscrnang += buildfang(24 * factor); else if (SeaSick >= 20) angle.rotscrnang -= buildfang(24 * factor); } if (SeaSick < 250) angle.look_ang = buildfang(((krand() & 255) - 128) * factor); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void player_struct::backuppos(bool noclipping) { if (!noclipping) { oposx = pos.x; oposy = pos.y; } else { pos.x = oposx; pos.y = oposy; } oposz = pos.z; bobposx = pos.x; bobposy = pos.y; opyoff = pyoff; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void player_struct::backupweapon() { oweapon_sway = weapon_sway; oweapon_pos = weapon_pos; okickback_pic = kickback_pic; orandom_club_frame = random_club_frame; ohard_landing = hard_landing; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void player_struct::checkhardlanding() { if (hard_landing > 0) { horizon.addadjustment(-(hard_landing << 4)); hard_landing--; } } void player_struct::playerweaponsway(int xvel) { if (cl_weaponsway) { if (xvel < 32 || on_ground == 0 || bobcounter == 1024) { if ((weapon_sway & 2047) > (1024 + 96)) weapon_sway -= 96; else if ((weapon_sway & 2047) < (1024 - 96)) weapon_sway += 96; else oweapon_sway = weapon_sway = 1024; } else { weapon_sway = bobcounter; if ((bobcounter - oweapon_sway) > 256) { oweapon_sway = weapon_sway; } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void checklook(int snum, ESyncBits actions) { auto p = &ps[snum]; if ((actions & SB_LOOK_LEFT) && !p->OnMotorcycle) { SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum); OnEvent(EVENT_LOOKLEFT, snum, p->GetActor(), -1); if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() != 0) { actions &= ~SB_LOOK_LEFT; } } if ((actions & SB_LOOK_RIGHT) && !p->OnMotorcycle) { SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum); OnEvent(EVENT_LOOKRIGHT, snum, p->GetActor(), -1); if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() != 0) { actions &= ~SB_LOOK_RIGHT; } } p->angle.backup(); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void playerCenterView(int snum) { auto p = &ps[snum]; SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum); OnEvent(EVENT_RETURNTOCENTER, snum, p->GetActor(), -1); if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0) { p->sync.actions |= SB_CENTERVIEW; } else { p->sync.actions &= ~SB_CENTERVIEW; } } void playerLookUp(int snum, ESyncBits actions) { auto p = &ps[snum]; SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum); OnEvent(EVENT_LOOKUP, snum, p->GetActor(), -1); if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0) { p->sync.actions |= SB_CENTERVIEW; } else { p->sync.actions &= ~SB_LOOK_UP; } } void playerLookDown(int snum, ESyncBits actions) { auto p = &ps[snum]; SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum); OnEvent(EVENT_LOOKDOWN, snum, p->GetActor(), -1); if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0) { p->sync.actions |= SB_CENTERVIEW; } else { p->sync.actions &= ~SB_LOOK_DOWN; } } void playerAimUp(int snum, ESyncBits actions) { auto p = &ps[snum]; SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum); OnEvent(EVENT_AIMUP, snum, p->GetActor(), -1); if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() != 0) { p->sync.actions &= ~SB_AIM_UP; } } void playerAimDown(int snum, ESyncBits actions) { auto p = &ps[snum]; SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum); OnEvent(EVENT_AIMDOWN, snum, p->GetActor(), -1); // due to a typo in WW2GI's CON files this is the same as EVENT_AIMUP. if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() != 0) { p->sync.actions &= ~SB_AIM_DOWN; } } //--------------------------------------------------------------------------- // // split out so that the weapon check can be done right. // //--------------------------------------------------------------------------- bool movementBlocked(player_struct *p) { auto blockingweapon = [=]() { if (isRR()) return false; if (isWW2GI()) return aplWeaponWorksLike(p->curr_weapon, p->GetPlayerNum()) == TRIPBOMB_WEAPON; else return p->curr_weapon == TRIPBOMB_WEAPON; }; auto weapondelay = [=]() { if (isWW2GI()) return aplWeaponFireDelay(p->curr_weapon, p->GetPlayerNum()); else return 4; }; return (p->fist_incs || p->transporter_hold > 2 || p->hard_landing || p->access_incs > 0 || p->knee_incs > 0 || (blockingweapon() && p->kickback_pic > 1 && p->kickback_pic < weapondelay())); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int haskey(sectortype* sectp, int snum) { auto p = &ps[snum]; if (!sectp->keyinfo) return 1; if (sectp->keyinfo > 6) return 1; int wk = sectp->keyinfo; if (wk > 3) wk -= 3; if (p->keys[wk] == 1) { sectp->keyinfo = 0; return 1; } return 0; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void shootbloodsplat(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, int atwith, int BIGFORCE, int OOZFILTER, int NEWBEAST) { spritetype* const s = actor->s; auto sectp = s->sector(); int zvel; HitInfo hit{}; if (p >= 0) sa += 64 - (krand() & 127); else sa += 1024 + 64 - (krand() & 127); zvel = 1024 - (krand() & 2047); hitscan({ sx, sy, sz }, sectp, { bcos(sa), bsin(sa), zvel << 6 }, hit, CLIPMASK1); // oh my... if (FindDistance2D(sx - hit.hitpos.x, sy - hit.hitpos.y) < 1024 && (hit.hitWall != nullptr && hit.hitWall->overpicnum != BIGFORCE) && ((hit.hitWall->twoSided() && hit.hitSector != nullptr && hit.hitWall->nextSector()->lotag == 0 && hit.hitSector->lotag == 0 && (hit.hitSector->floorz - hit.hitWall->nextSector()->floorz) > (16 << 8)) || (!hit.hitWall->twoSided() && hit.hitSector->lotag == 0))) { if ((hit.hitWall->cstat & CSTAT_WALL_MASKED) == 0) { if (hit.hitWall->twoSided()) { DukeSectIterator it(hit.hitWall->nextSector()); while (auto act2 = it.Next()) { if (act2->s->statnum == STAT_EFFECTOR && act2->s->lotag == SE_13_EXPLOSIVE) return; } } if (hit.hitWall->twoSided() && hit.hitWall->nextWall()->hitag != 0) return; if (hit.hitWall->hitag == 0) { auto spawned = spawn(actor, atwith); if (spawned) { spawned->s->xvel = -12; auto delta = hit.hitWall->delta(); spawned->s->ang = getangle(-delta.x, -delta.y) + 512; // note the '-' sign here! spawned->s->x = hit.hitpos.x; spawned->s->y = hit.hitpos.y; spawned->s->z = hit.hitpos.z; spawned->s->cstat |= (krand() & 4); ssp(spawned, CLIPMASK0); SetActor(spawned, spawned->s->pos); if (s->picnum == OOZFILTER || s->picnum == NEWBEAST) spawned->s->pal = 6; } } } } } DEFINE_FIELD_X(DukePlayer, player_struct, gotweapon) DEFINE_FIELD_X(DukePlayer, player_struct, pals) DEFINE_FIELD_X(DukePlayer, player_struct, weapon_sway) DEFINE_FIELD_X(DukePlayer, player_struct, oweapon_sway) DEFINE_FIELD_X(DukePlayer, player_struct, weapon_pos) DEFINE_FIELD_X(DukePlayer, player_struct, kickback_pic) DEFINE_FIELD_X(DukePlayer, player_struct, random_club_frame) DEFINE_FIELD_X(DukePlayer, player_struct, oweapon_pos) DEFINE_FIELD_X(DukePlayer, player_struct, okickback_pic) DEFINE_FIELD_X(DukePlayer, player_struct, orandom_club_frame) DEFINE_FIELD_X(DukePlayer, player_struct, hard_landing) DEFINE_FIELD_X(DukePlayer, player_struct, ohard_landing) DEFINE_FIELD_X(DukePlayer, player_struct, psectlotag) DEFINE_FIELD_X(DukePlayer, player_struct, exitx) DEFINE_FIELD_X(DukePlayer, player_struct, exity) DEFINE_FIELD_X(DukePlayer, player_struct, loogiex) DEFINE_FIELD_X(DukePlayer, player_struct, loogiey) DEFINE_FIELD_X(DukePlayer, player_struct, numloogs) DEFINE_FIELD_X(DukePlayer, player_struct, loogcnt) DEFINE_FIELD_X(DukePlayer, player_struct, invdisptime) DEFINE_FIELD_X(DukePlayer, player_struct, bobposx) DEFINE_FIELD_X(DukePlayer, player_struct, bobposy) DEFINE_FIELD_X(DukePlayer, player_struct, oposx) DEFINE_FIELD_X(DukePlayer, player_struct, oposy) DEFINE_FIELD_X(DukePlayer, player_struct, oposz) DEFINE_FIELD_X(DukePlayer, player_struct, pyoff) DEFINE_FIELD_X(DukePlayer, player_struct, opyoff) DEFINE_FIELD_X(DukePlayer, player_struct, posxv) DEFINE_FIELD_X(DukePlayer, player_struct, posyv) DEFINE_FIELD_X(DukePlayer, player_struct, poszv) DEFINE_FIELD_X(DukePlayer, player_struct, last_pissed_time) DEFINE_FIELD_X(DukePlayer, player_struct, truefz) DEFINE_FIELD_X(DukePlayer, player_struct, truecz) DEFINE_FIELD_X(DukePlayer, player_struct, player_par) DEFINE_FIELD_X(DukePlayer, player_struct, visibility) DEFINE_FIELD_X(DukePlayer, player_struct, bobcounter) DEFINE_FIELD_X(DukePlayer, player_struct, randomflamex) DEFINE_FIELD_X(DukePlayer, player_struct, crack_time) DEFINE_FIELD_X(DukePlayer, player_struct, aim_mode) DEFINE_FIELD_X(DukePlayer, player_struct, ftt) DEFINE_FIELD_X(DukePlayer, player_struct, cursector) DEFINE_FIELD_X(DukePlayer, player_struct, last_extra) DEFINE_FIELD_X(DukePlayer, player_struct, subweapon) DEFINE_FIELD_X(DukePlayer, player_struct, ammo_amount) DEFINE_FIELD_X(DukePlayer, player_struct, frag) DEFINE_FIELD_X(DukePlayer, player_struct, fraggedself) DEFINE_FIELD_X(DukePlayer, player_struct, curr_weapon) DEFINE_FIELD_X(DukePlayer, player_struct, last_weapon) DEFINE_FIELD_X(DukePlayer, player_struct, tipincs) DEFINE_FIELD_X(DukePlayer, player_struct, wantweaponfire) DEFINE_FIELD_X(DukePlayer, player_struct, holoduke_amount) DEFINE_FIELD_X(DukePlayer, player_struct, hurt_delay) DEFINE_FIELD_X(DukePlayer, player_struct, hbomb_hold_delay) DEFINE_FIELD_X(DukePlayer, player_struct, jumping_counter) DEFINE_FIELD_X(DukePlayer, player_struct, airleft) DEFINE_FIELD_X(DukePlayer, player_struct, knee_incs) DEFINE_FIELD_X(DukePlayer, player_struct, access_incs) DEFINE_FIELD_X(DukePlayer, player_struct, ftq) DEFINE_FIELD_X(DukePlayer, player_struct, access_wall) DEFINE_FIELD_X(DukePlayer, player_struct, got_access) DEFINE_FIELD_X(DukePlayer, player_struct, weapon_ang) DEFINE_FIELD_X(DukePlayer, player_struct, firstaid_amount) DEFINE_FIELD_X(DukePlayer, player_struct, actor) DEFINE_FIELD_X(DukePlayer, player_struct, one_parallax_sectnum) DEFINE_FIELD_X(DukePlayer, player_struct, over_shoulder_on) DEFINE_FIELD_X(DukePlayer, player_struct, fist_incs) DEFINE_FIELD_X(DukePlayer, player_struct, cheat_phase) DEFINE_FIELD_X(DukePlayer, player_struct, extra_extra8) DEFINE_FIELD_X(DukePlayer, player_struct, quick_kick) DEFINE_FIELD_X(DukePlayer, player_struct, last_quick_kick) DEFINE_FIELD_X(DukePlayer, player_struct, heat_amount) DEFINE_FIELD_X(DukePlayer, player_struct, timebeforeexit) DEFINE_FIELD_X(DukePlayer, player_struct, customexitsound) DEFINE_FIELD_X(DukePlayer, player_struct, weaprecs) DEFINE_FIELD_X(DukePlayer, player_struct, weapreccnt) DEFINE_FIELD_X(DukePlayer, player_struct, interface_toggle_flag) DEFINE_FIELD_X(DukePlayer, player_struct, dead_flag) DEFINE_FIELD_X(DukePlayer, player_struct, show_empty_weapon) DEFINE_FIELD_X(DukePlayer, player_struct, scuba_amount) DEFINE_FIELD_X(DukePlayer, player_struct, jetpack_amount) DEFINE_FIELD_X(DukePlayer, player_struct, steroids_amount) DEFINE_FIELD_X(DukePlayer, player_struct, shield_amount) DEFINE_FIELD_X(DukePlayer, player_struct, pycount) DEFINE_FIELD_X(DukePlayer, player_struct, frag_ps) DEFINE_FIELD_X(DukePlayer, player_struct, transporter_hold) DEFINE_FIELD_X(DukePlayer, player_struct, last_full_weapon) DEFINE_FIELD_X(DukePlayer, player_struct, footprintshade) DEFINE_FIELD_X(DukePlayer, player_struct, boot_amount) DEFINE_FIELD_X(DukePlayer, player_struct, on_warping_sector) DEFINE_FIELD_X(DukePlayer, player_struct, footprintcount) DEFINE_FIELD_X(DukePlayer, player_struct, hbomb_on) DEFINE_FIELD_X(DukePlayer, player_struct, jumping_toggle) DEFINE_FIELD_X(DukePlayer, player_struct, rapid_fire_hold) DEFINE_FIELD_X(DukePlayer, player_struct, on_ground) DEFINE_FIELD_X(DukePlayer, player_struct, inven_icon) DEFINE_FIELD_X(DukePlayer, player_struct, buttonpalette) DEFINE_FIELD_X(DukePlayer, player_struct, jetpack_on) DEFINE_FIELD_X(DukePlayer, player_struct, spritebridge) DEFINE_FIELD_X(DukePlayer, player_struct, lastrandomspot) DEFINE_FIELD_X(DukePlayer, player_struct, scuba_on) DEFINE_FIELD_X(DukePlayer, player_struct, footprintpal) DEFINE_FIELD_X(DukePlayer, player_struct, heat_on) DEFINE_FIELD_X(DukePlayer, player_struct, holster_weapon) DEFINE_FIELD_X(DukePlayer, player_struct, falling_counter) DEFINE_FIELD_X(DukePlayer, player_struct, refresh_inventory) DEFINE_FIELD_X(DukePlayer, player_struct, toggle_key_flag) DEFINE_FIELD_X(DukePlayer, player_struct, knuckle_incs) DEFINE_FIELD_X(DukePlayer, player_struct, walking_snd_toggle) DEFINE_FIELD_X(DukePlayer, player_struct, palookup) DEFINE_FIELD_X(DukePlayer, player_struct, quick_kick_msg) DEFINE_FIELD_X(DukePlayer, player_struct, max_secret_rooms) DEFINE_FIELD_X(DukePlayer, player_struct, secret_rooms) DEFINE_FIELD_X(DukePlayer, player_struct, max_actors_killed) DEFINE_FIELD_X(DukePlayer, player_struct, actors_killed) DEFINE_FIELD_X(DukePlayer, player_struct, resurrected) DEFINE_FIELD_X(DukePlayer, player_struct, stairs) DEFINE_FIELD_X(DukePlayer, player_struct, detonate_count) DEFINE_FIELD_X(DukePlayer, player_struct, noise_x) DEFINE_FIELD_X(DukePlayer, player_struct, noise_y) DEFINE_FIELD_X(DukePlayer, player_struct, noise_radius) DEFINE_FIELD_X(DukePlayer, player_struct, drink_timer) DEFINE_FIELD_X(DukePlayer, player_struct, eat_timer) DEFINE_FIELD_X(DukePlayer, player_struct, SlotWin) DEFINE_FIELD_X(DukePlayer, player_struct, recoil) DEFINE_FIELD_X(DukePlayer, player_struct, detonate_time) DEFINE_FIELD_X(DukePlayer, player_struct, yehaa_timer) DEFINE_FIELD_X(DukePlayer, player_struct, drink_amt) DEFINE_FIELD_X(DukePlayer, player_struct, eat) DEFINE_FIELD_X(DukePlayer, player_struct, drunkang) DEFINE_FIELD_X(DukePlayer, player_struct, eatang) DEFINE_FIELD_X(DukePlayer, player_struct, shotgun_state) DEFINE_FIELD_X(DukePlayer, player_struct, donoise) DEFINE_FIELD_X(DukePlayer, player_struct, keys) DEFINE_FIELD_X(DukePlayer, player_struct, drug_aspect) DEFINE_FIELD_X(DukePlayer, player_struct, drug_timer) DEFINE_FIELD_X(DukePlayer, player_struct, SeaSick) DEFINE_FIELD_X(DukePlayer, player_struct, MamaEnd) DEFINE_FIELD_X(DukePlayer, player_struct, moto_drink) DEFINE_FIELD_X(DukePlayer, player_struct, TiltStatus) DEFINE_FIELD_X(DukePlayer, player_struct, oTiltStatus) DEFINE_FIELD_X(DukePlayer, player_struct, VBumpNow) DEFINE_FIELD_X(DukePlayer, player_struct, VBumpTarget) DEFINE_FIELD_X(DukePlayer, player_struct, TurbCount) DEFINE_FIELD_X(DukePlayer, player_struct, drug_stat) DEFINE_FIELD_X(DukePlayer, player_struct, DrugMode) DEFINE_FIELD_X(DukePlayer, player_struct, lotag800kill) DEFINE_FIELD_X(DukePlayer, player_struct, sea_sick_stat) DEFINE_FIELD_X(DukePlayer, player_struct, hurt_delay2) DEFINE_FIELD_X(DukePlayer, player_struct, nocheat) DEFINE_FIELD_X(DukePlayer, player_struct, OnMotorcycle) DEFINE_FIELD_X(DukePlayer, player_struct, OnBoat) DEFINE_FIELD_X(DukePlayer, player_struct, moto_underwater) DEFINE_FIELD_X(DukePlayer, player_struct, NotOnWater) DEFINE_FIELD_X(DukePlayer, player_struct, MotoOnGround) DEFINE_FIELD_X(DukePlayer, player_struct, moto_do_bump) DEFINE_FIELD_X(DukePlayer, player_struct, moto_bump_fast) DEFINE_FIELD_X(DukePlayer, player_struct, moto_on_oil) DEFINE_FIELD_X(DukePlayer, player_struct, moto_on_mud) DEFINE_FIELD_X(DukePlayer, player_struct, vehForwardScale) DEFINE_FIELD_X(DukePlayer, player_struct, vehReverseScale) DEFINE_FIELD_X(DukePlayer, player_struct, MotoSpeed) DEFINE_FIELD_X(DukePlayer, player_struct, vehTurnLeft) DEFINE_FIELD_X(DukePlayer, player_struct, vehTurnRight) DEFINE_FIELD_X(DukePlayer, player_struct, vehBraking) DEFINE_FIELD_X(DukePlayer, player_struct, holoduke_on) DEFINE_ACTION_FUNCTION(_DukePlayer, IsFrozen) { PARAM_SELF_STRUCT_PROLOGUE(player_struct); ACTION_RETURN_BOOL(self->GetActor()->s->pal == 1 && self->last_extra < 2); } DEFINE_ACTION_FUNCTION(_DukePlayer, GetGameVar) { PARAM_SELF_STRUCT_PROLOGUE(player_struct); PARAM_STRING(name); PARAM_INT(def); ACTION_RETURN_INT(GetGameVar(name, def, self->GetActor(), self->GetPlayerNum()).safeValue()); } DEFINE_ACTION_FUNCTION(_Duke, GetViewPlayer) { ACTION_RETURN_POINTER(&ps[screenpeek]); } DEFINE_ACTION_FUNCTION(_Duke, MaxPlayerHealth) { ACTION_RETURN_INT(gs.max_player_health); } DEFINE_ACTION_FUNCTION(_Duke, MaxAmmoAmount) { PARAM_PROLOGUE; PARAM_INT(weap); int max = weap < 0 || weap >= MAX_WEAPONS ? 0 : gs.max_ammo_amount[weap]; ACTION_RETURN_INT(max); } END_DUKE_NS