//------------------------------------------------------------------------- /* Copyright (C) 2010 EDuke32 developers and contributors This file is part of EDuke32. EDuke32 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "ns.h" // Must come before everything else! #include "duke3d.h" #include "demo.h" #include "enet.h" BEGIN_RR_NS int32_t PHEIGHT = PHEIGHT_DUKE; int32_t lastvisinc; hudweapon_t hudweap; #ifdef SPLITSCREEN_MOD_HACKS static int32_t g_snum; #endif extern int32_t g_levelTextTime, ticrandomseed; int32_t g_numObituaries = 0; int32_t g_numSelfObituaries = 0; int const icon_to_inv[ICON_MAX] = { GET_FIRSTAID, GET_FIRSTAID, GET_STEROIDS, GET_HOLODUKE, GET_JETPACK, GET_HEATS, GET_SCUBA, GET_BOOTS }; int const inv_to_icon[GET_MAX] = { ICON_STEROIDS, ICON_NONE, ICON_SCUBA, ICON_HOLODUKE, ICON_JETPACK, ICON_NONE, ICON_NONE, ICON_HEATS, ICON_NONE, ICON_FIRSTAID, ICON_BOOTS }; void P_AddKills(DukePlayer_t * const pPlayer, uint16_t kills) { pPlayer->actors_killed += kills; } void P_UpdateScreenPal(DukePlayer_t * const pPlayer) { int inWater = 0; int const playerSectnum = pPlayer->cursectnum; if (pPlayer->drug_mode) pPlayer->palette = DRUGPAL; else if (pPlayer->heat_on) pPlayer->palette = SLIMEPAL; else if (playerSectnum < 0) pPlayer->palette = BASEPAL; else if (sector[playerSectnum].ceilingpicnum >= FLOORSLIME && sector[playerSectnum].ceilingpicnum <= FLOORSLIME + 2) { pPlayer->palette = SLIMEPAL; inWater = 1; } else { pPlayer->palette = (sector[pPlayer->cursectnum].lotag == ST_2_UNDERWATER) ? WATERPAL : BASEPAL; inWater = 1; } g_restorePalette = 1+inWater; } static void P_IncurDamage(DukePlayer_t * const pPlayer) { sprite[pPlayer->i].extra -= pPlayer->extra_extra8>>8; int playerDamage = sprite[pPlayer->i].extra - pPlayer->last_extra; if (playerDamage >= 0) return; pPlayer->extra_extra8 = 0; if ((!RR && pPlayer->inv_amount[GET_SHIELD] > 0) || (RR && pPlayer->inv_amount[GET_STEROIDS] > 0 && pPlayer->inv_amount[GET_STEROIDS] < 400)) { int const shieldDamage = playerDamage * (20 + (krand2()%30)) / 100; playerDamage -= shieldDamage; if (!RR) { pPlayer->inv_amount[GET_SHIELD] += shieldDamage; if (pPlayer->inv_amount[GET_SHIELD] < 0) { playerDamage += pPlayer->inv_amount[GET_SHIELD]; pPlayer->inv_amount[GET_SHIELD] = 0; } } } if (RR) { int guts = 0; if (pPlayer->drink_amt > 31 && pPlayer->drink_amt < 65) guts++; if (pPlayer->eat_amt > 31 && pPlayer->eat_amt < 65) guts++; switch (guts) { case 1: playerDamage = (int)(playerDamage*0.75); break; case 2: playerDamage = (int)(playerDamage*0.25); break; } } sprite[pPlayer->i].extra = pPlayer->last_extra + playerDamage; } void P_QuickKill(DukePlayer_t * const pPlayer) { P_PalFrom(pPlayer, 48, 48,48,48); sprite[pPlayer->i].extra = 0; sprite[pPlayer->i].cstat |= 32768; if (ud.god == 0) A_DoGuts(pPlayer->i,JIBS6,8); } static void Proj_DoWaterTracers(vec3_t startPos, vec3_t const *endPos, int n, int16_t sectNum) { if ((klabs(startPos.x - endPos->x) + klabs(startPos.y - endPos->y)) < 3084) return; vec3_t const v_inc = { tabledivide32_noinline(endPos->x - startPos.x, n + 1), tabledivide32_noinline(endPos->y - startPos.y, n + 1), tabledivide32_noinline(endPos->z - startPos.z, n + 1) }; for (bssize_t i=n; i>0; i--) { startPos.x += v_inc.x; startPos.y += v_inc.y; startPos.z += v_inc.z; updatesector(startPos.x, startPos.y, §Num); if (sectNum < 0) break; int32_t const r1 = krand2(), r2 = krand2(), r3 = krand2(); A_InsertSprite(sectNum, startPos.x, startPos.y, startPos.z, WATERBUBBLE, -32, 4 + (r3 & 3), 4 + (r2 & 3), r1 & 2047, 0, 0, g_player[0].ps->i, 5); } } int32_t A_GetHitscanRange(int spriteNum) { int const zOffset = (PN(spriteNum) == APLAYER) ? (40<<8) : 0; hitdata_t hitData; SZ(spriteNum) -= zOffset; hitscan((const vec3_t *)&sprite[spriteNum], SECT(spriteNum), sintable[(SA(spriteNum) + 512) & 2047], sintable[SA(spriteNum) & 2047], 0, &hitData, CLIPMASK1); SZ(spriteNum) += zOffset; return (FindDistance2D(hitData.pos.x - SX(spriteNum), hitData.pos.y - SY(spriteNum))); } static int A_FindTargetSprite(const spritetype *pSprite, int projAng, int projecTile) { static int const aimstats[] = { STAT_PLAYER, STAT_DUMMYPLAYER, STAT_ACTOR, STAT_ZOMBIEACTOR }; int const playerNum = pSprite->picnum == APLAYER ? P_GetP(pSprite) : -1; if (playerNum != -1) { if (!g_player[playerNum].ps->auto_aim && (!RRRA || projecTile != RPG2)) return -1; if (g_player[playerNum].ps->auto_aim == 2) { switch (DYNAMICTILEMAP(projecTile)) { case TONGUE__STATIC: case FREEZEBLAST__STATIC: case SHRINKSPARK__STATIC: case SHRINKER__STATIC: case RPG__STATIC: case FIRELASER__STATIC: case SPIT__STATIC: case COOLEXPLOSION1__STATIC: return -1; default: break; } } } int const spriteAng = pSprite->ang; int const isShrinker = (!RR && pSprite->picnum == APLAYER && g_player[playerNum].ps->curr_weapon == SHRINKER_WEAPON); int const isFreezer = (!RR && pSprite->picnum == APLAYER && g_player[playerNum].ps->curr_weapon == FREEZE_WEAPON); vec2_t const d1 = { sintable[(spriteAng + 512 - projAng) & 2047], sintable[(spriteAng - projAng) & 2047] }; vec2_t const d2 = { sintable[(spriteAng + 512 + projAng) & 2047], sintable[(spriteAng + projAng) & 2047] }; vec2_t const d3 = { sintable[(spriteAng + 512) & 2047], sintable[spriteAng & 2047] }; int lastDist = INT32_MAX; int bestSprite = -1; for (bssize_t k=0; k<4; k++) { if (bestSprite >= 0) break; for (bssize_t spriteNum=headspritestat[aimstats[k]]; spriteNum >= 0; spriteNum=nextspritestat[spriteNum]) { if ((sprite[spriteNum].xrepeat > 0 && sprite[spriteNum].extra >= 0 && (sprite[spriteNum].cstat & (257 + 32768)) == 257) && (A_CheckEnemySprite(&sprite[spriteNum]) || k < 2)) { if (A_CheckEnemySprite(&sprite[spriteNum]) || PN(spriteNum) == APLAYER) { if (PN(spriteNum) == APLAYER && pSprite->picnum == APLAYER && pSprite != &sprite[spriteNum] && (GTFLAGS(GAMETYPE_PLAYERSFRIENDLY) || (GTFLAGS(GAMETYPE_TDM) && g_player[P_Get(spriteNum)].ps->team == g_player[playerNum].ps->team))) continue; if ((isShrinker && sprite[spriteNum].xrepeat < 30 && (PN(spriteNum) == SHARK || !(!RR && PN(spriteNum) >= GREENSLIME && PN(spriteNum) <= GREENSLIME + 7))) || (isFreezer && sprite[spriteNum].pal == 1)) continue; } vec2_t const vd = { (SX(spriteNum) - pSprite->x), (SY(spriteNum) - pSprite->y) }; if ((d1.y * vd.x <= d1.x * vd.y) && (d2.y * vd.x >= d2.x * vd.y)) { int const spriteDist = mulscale14(d3.x, vd.x) + mulscale14(d3.y, vd.y); if (spriteDist > 512 && spriteDist < lastDist) { int onScreen = 1; if (pSprite->picnum == APLAYER) { const DukePlayer_t *const ps = g_player[P_GetP(pSprite)].ps; onScreen = (klabs(scale(SZ(spriteNum)-pSprite->z,10,spriteDist)-fix16_to_int(ps->q16horiz+ps->q16horizoff-F16(100))) < 100); } int const zOffset = (!RR && (PN(spriteNum) == ORGANTIC || PN(spriteNum) == ROTATEGUN)) ? 0 : ZOFFSET5; int const canSee = cansee(SX(spriteNum), SY(spriteNum), SZ(spriteNum) - zOffset, SECT(spriteNum), pSprite->x, pSprite->y, pSprite->z - ZOFFSET5, pSprite->sectnum); if (onScreen && canSee) { lastDist = spriteDist; bestSprite = spriteNum; } } } } } } return bestSprite; } static int CheckShootSwitchTile(int tileNum) { return tileNum == DIPSWITCH || tileNum == DIPSWITCH + 1 || tileNum == DIPSWITCH2 || tileNum == DIPSWITCH2 + 1 || tileNum == DIPSWITCH3 || tileNum == DIPSWITCH3 + 1 || tileNum == HANDSWITCH || tileNum == HANDSWITCH + 1 || (RRRA && tileNum == RRTILE8660); } static int32_t safeldist(int32_t spriteNum, const void *pSprite) { int32_t distance = ldist(&sprite[spriteNum], pSprite); return distance ? distance : 1; } // flags: // 1: do sprite center adjustment (cen-=(8<<8)) for GREENSLIME or ROTATEGUN // 2: do auto getangle only if not RECON (if clear, do unconditionally) static int GetAutoAimAng(int spriteNum, int playerNum, int projecTile, int zAdjust, int aimFlags, const vec3_t *startPos, int projVel, int32_t *pZvel, int *pAng) { int returnSprite = -1; Bassert((unsigned)playerNum < MAXPLAYERS); int aimang = (g_player[playerNum].ps->auto_aim == 3 && (!RRRA || projecTile != RPG2)) ? AUTO_AIM_ANGLE<<1 : AUTO_AIM_ANGLE; if (aimang > 0) returnSprite = A_FindTargetSprite(&sprite[spriteNum], aimang, projecTile); if (returnSprite >= 0) { const uspritetype *const pSprite = (uspritetype *)&sprite[returnSprite]; int zCenter = 2 * (pSprite->xrepeat * tilesiz[pSprite->picnum].y) + zAdjust; if ((aimFlags&1) && !RR && ((pSprite->picnum >= GREENSLIME && pSprite->picnum <= GREENSLIME + 7) || pSprite->picnum == ROTATEGUN)) zCenter -= ZOFFSET3; int spriteDist = safeldist(g_player[playerNum].ps->i, &sprite[returnSprite]); *pZvel = tabledivide32_noinline((pSprite->z - startPos->z - zCenter) * projVel, spriteDist); if (!(aimFlags&2) || sprite[returnSprite].picnum != RECON) *pAng = getangle(pSprite->x-startPos->x, pSprite->y-startPos->y); } return returnSprite; } static void Proj_MaybeAddSpread(int doSpread, int32_t *zvel, int *shootAng, int zRange, int angRange) { if (doSpread) { // Ranges <= 1 mean no spread at all. A range of 1 calls krand2() though. if (zRange > 0) *zvel += (zRange >> 1) - krand2() % zRange; if (angRange > 0) *shootAng += (angRange >> 1) - krand2() % angRange; } } static void Proj_MaybeAddSpreadSwapped(int doSpread, int32_t *zvel, int *shootAng, int zRange, int angRange) { if (doSpread) { // Ranges <= 1 mean no spread at all. A range of 1 calls krand2() though. if (angRange > 0) *shootAng += (angRange >> 1) - krand2() % angRange; if (zRange > 0) *zvel += (zRange >> 1) - krand2() % zRange; } } // Prepare hitscan weapon fired from player p. static void P_PreFireHitscan(int spriteNum, int playerNum, int projecTile, vec3_t *srcVect, int32_t *zvel, int *shootAng, int accurateAim, int doSpread) { int angRange = (RR && projecTile == SHOTGUN) ? 128 : 32; int zRange = 256; int aimSprite = GetAutoAimAng(spriteNum, playerNum, projecTile, 5 << 8, 0 + 1, srcVect, 256, zvel, shootAng); DukePlayer_t *const pPlayer = g_player[playerNum].ps; if (accurateAim) { if (!pPlayer->auto_aim) { hitdata_t hitData; *zvel = fix16_to_int(F16(100)-pPlayer->q16horiz-pPlayer->q16horizoff)<<5; hitscan(srcVect, sprite[spriteNum].sectnum, sintable[(*shootAng + 512) & 2047], sintable[*shootAng & 2047], *zvel << 6, &hitData, CLIPMASK1); if (hitData.sprite != -1) { int const statNumMap = ((1 << STAT_ACTOR) | (1 << STAT_ZOMBIEACTOR) | (1 << STAT_PLAYER) | (1 << STAT_DUMMYPLAYER)); int const statNum = sprite[hitData.sprite].statnum; if ((unsigned)statNum <= 30 && (statNumMap & (1 << statNum))) aimSprite = hitData.sprite; } } if (aimSprite == -1) goto notarget; } else { if (aimSprite == -1) // no target { notarget: *zvel = fix16_to_int(F16(100)-pPlayer->q16horiz-pPlayer->q16horizoff)<<5; } Proj_MaybeAddSpreadSwapped(doSpread, zvel, shootAng, zRange, angRange); } srcVect->z -= (2<<8); } // Hitscan weapon fired from actor (sprite s); static void A_PreFireHitscan(const spritetype *pSprite, vec3_t * const srcVect, int32_t * const zvel, int * const shootAng, int const doSpread) { int const playerNum = A_FindPlayer(pSprite, NULL); const DukePlayer_t *pPlayer = g_player[playerNum].ps; int const playerDist = safeldist(pPlayer->i, pSprite); srcVect->z -= ZOFFSET6; *zvel = tabledivide32_noinline((pPlayer->pos.z - srcVect->z) << 8, playerDist); if (pSprite->picnum == BOSS1) *shootAng = getangle(pPlayer->pos.x - srcVect->x, pPlayer->pos.y - srcVect->y); Proj_MaybeAddSpread(doSpread, zvel, shootAng, 256, 128 >> (uint8_t)(pSprite->picnum != BOSS1)); } static int Proj_DoHitscan(int spriteNum, int32_t const cstatmask, const vec3_t * const srcVect, int zvel, int const shootAng, hitdata_t * const hitData) { spritetype *const pSprite = &sprite[spriteNum]; pSprite->cstat &= ~cstatmask; hitscan(srcVect, pSprite->sectnum, sintable[(shootAng + 512) & 2047], sintable[shootAng & 2047], zvel << 6, hitData, CLIPMASK1); if (RRRA) { if (((sector[hitData->sect].lotag == 160 && zvel > 0) || (sector[hitData->sect].lotag == 161 && zvel < 0)) && hitData->sprite == -1 && hitData->wall == -1) { for (int spriteNum = 0; spriteNum < MAXSPRITES; spriteNum++) { if (sprite[spriteNum].sectnum == hitData->sect && sprite[spriteNum].picnum == SECTOREFFECTOR && sprite[spriteNum].lotag == SE_7_TELEPORT) { vec3_t const newVect = { hitData->pos.x + (sprite[OW(spriteNum)].x - sprite[spriteNum].x), hitData->pos.y + (sprite[OW(spriteNum)].y - sprite[spriteNum].y), sector[hitData->sect].lotag == 161 ? sector[sprite[OW(spriteNum)].sectnum].floorz : sector[sprite[OW(spriteNum)].sectnum].ceilingz }; hitscan(&newVect, sprite[OW(spriteNum)].sectnum, sintable[(shootAng + 512) & 2047], sintable[shootAng & 2047], zvel << 6, hitData, CLIPMASK1); break; } } } } pSprite->cstat |= cstatmask; return (hitData->sect < 0); } static int SectorContainsSE13(int const sectNum) { if (sectNum >= 0) { for (bssize_t SPRITES_OF_SECT(sectNum, i)) { if (sprite[i].statnum == STAT_EFFECTOR && sprite[i].lotag == SE_13_EXPLOSIVE) return 1; } } return 0; } // Maybe handle bit 2 (swap wall bottoms). // (in that case walltype *hitwal may be stale) static inline void HandleHitWall(hitdata_t *hitData) { uwalltype const * const hitWall = (uwalltype *)&wall[hitData->wall]; if ((hitWall->cstat & 2) && redwallp(hitWall) && (hitData->pos.z >= sector[hitWall->nextsector].floorz)) hitData->wall = hitWall->nextwall; } // Common "spawn blood?" predicate. // minzdiff: minimal "step" height for blood to be spawned static int Proj_CheckBlood(vec3_t const *const srcVect, hitdata_t const *const hitData, int const bloodRange, int const minZdiff) { if (hitData->wall < 0 || hitData->sect < 0) return 0; uwalltype const *const hitWall = (uwalltype *)&wall[hitData->wall]; if ((FindDistance2D(srcVect->x - hitData->pos.x, srcVect->y - hitData->pos.y) < bloodRange) && (hitWall->overpicnum != BIGFORCE && (hitWall->cstat & 16) == 0) && (sector[hitData->sect].lotag == 0) && (hitWall->nextsector < 0 || (sector[hitWall->nextsector].lotag == 0 && sector[hitData->sect].lotag == 0 && sector[hitData->sect].floorz - sector[hitWall->nextsector].floorz > minZdiff))) return 1; return 0; } int A_Shoot(int const spriteNum, int const projecTile) { Bassert(projecTile >= 0); spritetype *const pSprite = &sprite[spriteNum]; int const spriteSectnum = pSprite->sectnum; int const playerNum = (pSprite->picnum == APLAYER) ? P_GetP(pSprite) : -1; DukePlayer_t *const pPlayer = playerNum >= 0 ? g_player[playerNum].ps : NULL; int32_t Zvel = 0; hitdata_t hitData; int shootAng; vec3_t startPos; int vel; if (pPlayer != NULL) { startPos = *(vec3_t *)pPlayer; startPos.z += pPlayer->pyoff + ZOFFSET6; shootAng = fix16_to_int(pPlayer->q16ang); if (!RRRA) pPlayer->crack_time = 777; } else { shootAng = pSprite->ang; startPos = *(vec3_t *)pSprite; startPos.z -= (((pSprite->yrepeat * tilesiz[pSprite->picnum].y)<<1) - ZOFFSET6); if (RR || pSprite->picnum != ROTATEGUN) { startPos.z -= (7<<8); if (A_CheckEnemySprite(pSprite) && (RR || PN(spriteNum) != COMMANDER)) { startPos.x += (sintable[(shootAng+1024+96)&2047]>>7); startPos.y += (sintable[(shootAng+512+96)&2047]>>7); } } #ifdef POLYMER switch (DYNAMICTILEMAP(projecTile)) { case FIRELASER__STATIC: case SHOTGUN__STATIC: case SHOTSPARK1__STATIC: case CHAINGUN__STATIC: case RPG__STATIC: case MORTER__STATIC: { vec2_t const v = { ((sintable[(pSprite->ang + 512) & 2047]) >> 7), ((sintable[(pSprite->ang) & 2047]) >> 7) }; pSprite->x += v.x; pSprite->y += v.y; G_AddGameLight(0, spriteNum, PHEIGHT, 8192, 255 + (95 << 8), PR_LIGHT_PRIO_MAX_GAME); actor[spriteNum].lightcount = 2; pSprite->x -= v.x; pSprite->y -= v.y; } break; } #endif // POLYMER } switch (DYNAMICTILEMAP(projecTile)) { case BLOODSPLAT1__STATIC: case BLOODSPLAT2__STATIC: case BLOODSPLAT3__STATIC: case BLOODSPLAT4__STATIC: shootAng += 64 - (krand2() & 127); if (playerNum < 0) shootAng += 1024; Zvel = 1024 - (krand2() & 2047); fallthrough__; case KNEE__STATIC: case SLINGBLADE__STATICRR: if (RR && !RRRA && projecTile == SLINGBLADE) break; growspark_rr: if (projecTile == KNEE || (RR && projecTile == GROWSPARK) || (RRRA && projecTile == SLINGBLADE)) { if (playerNum >= 0) { Zvel = fix16_to_int(F16(100) - pPlayer->q16horiz - pPlayer->q16horizoff) << 5; startPos.z += (6 << 8); shootAng += 15; } else { int32_t playerDist; int const playerSprite = g_player[A_FindPlayer(pSprite, &playerDist)].ps->i; Zvel = tabledivide32_noinline((sprite[playerSprite].z - startPos.z) << 8, playerDist + 1); shootAng = getangle(sprite[playerSprite].x - startPos.x, sprite[playerSprite].y - startPos.y); } } Proj_DoHitscan(spriteNum, 0, &startPos, Zvel, shootAng, &hitData); if (projecTile >= BLOODSPLAT1 && projecTile <= BLOODSPLAT4) { if (Proj_CheckBlood(&startPos, &hitData, 1024, 16 << 8)) { const uwalltype *const hitwal = (uwalltype *)&wall[hitData.wall]; if (SectorContainsSE13(hitwal->nextsector)) return -1; if (hitwal->nextwall >= 0 && wall[hitwal->nextwall].hitag != 0) return -1; if (hitwal->hitag == 0) { int const spawnedSprite = A_Spawn(spriteNum, projecTile); sprite[spawnedSprite].xvel = -12; sprite[spawnedSprite].ang = (getangle(hitwal->x - wall[hitwal->point2].x, hitwal->y - wall[hitwal->point2].y) + 512) & 2047; *(vec3_t *)&sprite[spawnedSprite] = hitData.pos; sprite[spawnedSprite].cstat |= (krand2() & 4); A_SetSprite(spawnedSprite, CLIPMASK0); setsprite(spawnedSprite, (vec3_t *)&sprite[spawnedSprite]); if (PN(spriteNum) == OOZFILTER || (!RR && PN(spriteNum) == NEWBEAST)) sprite[spawnedSprite].pal = 6; } } return -1; } if (hitData.sect < 0) break; if (klabs(startPos.x - hitData.pos.x) + klabs(startPos.y - hitData.pos.y) < 1024) { if (hitData.wall >= 0 || hitData.sprite >= 0) { int kneeSprite = A_InsertSprite(hitData.sect, hitData.pos.x, hitData.pos.y, hitData.pos.z, (RRRA && projecTile == SLINGBLADE) ? SLINGBLADE : KNEE,-15,0,0,shootAng,32,0,spriteNum,4); sprite[kneeSprite].extra += (RRRA && projecTile == SLINGBLADE) ? 50 : (krand2()&7); if (playerNum >= 0) { int k = A_Spawn(kneeSprite, SMALLSMOKE); sprite[k].z -= ZOFFSET3; if (!RR || projecTile == KNEE) A_PlaySound(KICK_HIT, kneeSprite); else if (RRRA && projecTile == SLINGBLADE) A_PlaySound(260, kneeSprite); } if (pPlayer != NULL && pPlayer->inv_amount[GET_STEROIDS] > 0 && pPlayer->inv_amount[GET_STEROIDS] < 400) sprite[kneeSprite].extra += (pPlayer->max_player_health>>2); if (hitData.sprite >= 0 && sprite[hitData.sprite].picnum != ACCESSSWITCH && sprite[hitData.sprite].picnum != ACCESSSWITCH2) { A_DamageObject(hitData.sprite, kneeSprite); if (playerNum >= 0) P_ActivateSwitch(playerNum, hitData.sprite, 1); } else if (hitData.wall >= 0) { HandleHitWall(&hitData); if (hitData.wall >= 0 && wall[hitData.wall].picnum != ACCESSSWITCH && wall[hitData.wall].picnum != ACCESSSWITCH2) { A_DamageWall(kneeSprite, hitData.wall, &hitData.pos, projecTile); if (playerNum >= 0) P_ActivateSwitch(playerNum, hitData.wall, 0); } } } else if(playerNum >= 0 && hitData.pos.z > 0 && sector[hitData.sect].lotag == 1) { int splashSprite = A_Spawn(pPlayer->i, WATERSPLASH2); sprite[splashSprite].x = hitData.pos.x; sprite[splashSprite].y = hitData.pos.y; sprite[splashSprite].ang = fix16_to_int(pPlayer->q16ang); // Total tweek sprite[splashSprite].xvel = 32; A_SetSprite(spriteNum, RR ? 0 : CLIPMASK0); sprite[splashSprite].xvel = 0; } } break; case SHOTSPARK1__STATIC: case SHOTGUN__STATIC: case CHAINGUN__STATIC: { if (pSprite->extra >= 0) pSprite->shade = -96; if (playerNum >= 0) P_PreFireHitscan(spriteNum, playerNum, projecTile, &startPos, &Zvel, &shootAng, projecTile == SHOTSPARK1, 1); else A_PreFireHitscan(pSprite, &startPos, &Zvel, &shootAng, 1); if (Proj_DoHitscan(spriteNum, 256 + 1, &startPos, Zvel, shootAng, &hitData)) return -1; if (RR && projecTile == SHOTGUN && sector[hitData.sect].lotag == ST_1_ABOVE_WATER && (krand2()&1) != 0) return -1; if ((krand2() & 15) == 0 && sector[hitData.sect].lotag == ST_2_UNDERWATER) Proj_DoWaterTracers(hitData.pos, &startPos, 8 - (ud.multimode >> 1), pSprite->sectnum); int spawnedSprite; if (playerNum >= 0) { spawnedSprite = A_InsertSprite(hitData.sect, hitData.pos.x, hitData.pos.y, hitData.pos.z, SHOTSPARK1, -15, 10, 10, shootAng, 0, 0, spriteNum, 4); sprite[spawnedSprite].extra = G_DefaultActorHealth(projecTile); sprite[spawnedSprite].extra += (krand2()%6); if (hitData.wall == -1 && hitData.sprite == -1) { if (Zvel < 0) { if (sector[hitData.sect].ceilingstat & 1) { sprite[spawnedSprite].xrepeat = 0; sprite[spawnedSprite].yrepeat = 0; return -1; } else Sect_DamageCeiling(hitData.sect); } if (!RR || sector[hitData.sect].lotag != ST_1_ABOVE_WATER) A_Spawn(spawnedSprite, SMALLSMOKE); } if (hitData.sprite >= 0) { if (RR && sprite[hitData.sprite].picnum == TORNADO) return -1; A_DamageObject(hitData.sprite, spawnedSprite); if (sprite[hitData.sprite].picnum == APLAYER && (ud.ffire == 1 || (!GTFLAGS(GAMETYPE_PLAYERSFRIENDLY) && GTFLAGS(GAMETYPE_TDM) && g_player[P_Get(hitData.sprite)].ps->team != g_player[P_Get(spriteNum)].ps->team))) { int jibSprite = A_Spawn(spawnedSprite, JIBS6); sprite[spawnedSprite].xrepeat = sprite[spawnedSprite].yrepeat = 0; sprite[jibSprite].z += ZOFFSET6; sprite[jibSprite].xvel = 16; sprite[jibSprite].xrepeat = sprite[jibSprite].yrepeat = 24; sprite[jibSprite].ang += 64 - (krand2() & 127); } else { A_Spawn(spawnedSprite, SMALLSMOKE); } if (playerNum >= 0 && CheckShootSwitchTile(sprite[hitData.sprite].picnum)) { P_ActivateSwitch(playerNum, hitData.sprite, 1); return -1; } } else if (hitData.wall >= 0) { uwalltype const * const hitWall = (uwalltype *)&wall[hitData.wall]; A_Spawn(spawnedSprite, SMALLSMOKE); if (CheckDoorTile(hitWall->picnum) == 1) goto SKIPBULLETHOLE; if (RR && CheckBlockDoorTile(hitWall->picnum) == 1) goto SKIPBULLETHOLE; if (playerNum >= 0 && CheckShootSwitchTile(hitWall->picnum)) { P_ActivateSwitch(playerNum, hitData.wall, 0); return -1; } if (hitWall->hitag != 0 || (hitWall->nextwall >= 0 && wall[hitWall->nextwall].hitag != 0)) goto SKIPBULLETHOLE; if ((hitData.sect >= 0 && sector[hitData.sect].lotag == 0) && (hitWall->overpicnum != BIGFORCE && (hitWall->cstat & 16) == 0) && ((hitWall->nextsector >= 0 && sector[hitWall->nextsector].lotag == 0) || (hitWall->nextsector == -1 && sector[hitData.sect].lotag == 0))) { int decalSprite; if (SectorContainsSE13(hitWall->nextsector)) goto SKIPBULLETHOLE; for (SPRITES_OF(STAT_MISC, decalSprite)) if (sprite[decalSprite].picnum == BULLETHOLE && dist(&sprite[decalSprite], &sprite[spawnedSprite]) < (12 + (krand2() & 7))) goto SKIPBULLETHOLE; decalSprite = A_Spawn(spawnedSprite, BULLETHOLE); sprite[decalSprite].xvel = -1; sprite[decalSprite].ang = (getangle(hitWall->x - wall[hitWall->point2].x, hitWall->y - wall[hitWall->point2].y) + 512) & 2047; A_SetSprite(decalSprite, CLIPMASK0); } SKIPBULLETHOLE: HandleHitWall(&hitData); A_DamageWall(spawnedSprite, hitData.wall, &hitData.pos, SHOTSPARK1); } } else { spawnedSprite = A_InsertSprite(hitData.sect, hitData.pos.x, hitData.pos.y, hitData.pos.z, SHOTSPARK1, -15, 24, 24, shootAng, 0, 0, spriteNum, 4); sprite[spawnedSprite].extra = G_DefaultActorHealth(projecTile); if (hitData.sprite >= 0) { A_DamageObject(hitData.sprite, spawnedSprite); if (sprite[hitData.sprite].picnum != APLAYER) A_Spawn(spawnedSprite, SMALLSMOKE); else { sprite[spawnedSprite].xrepeat = 0; sprite[spawnedSprite].yrepeat = 0; } } else if (hitData.wall >= 0) A_DamageWall(spawnedSprite, hitData.wall, &hitData.pos, SHOTSPARK1); } if ((krand2() & 255) < (RR ? 10 : 4)) S_PlaySound3D(PISTOL_RICOCHET, spawnedSprite, &hitData.pos); return -1; } case TRIPBOMBSPRITE__STATIC: { if (!RR) break; int const newSprite = A_Spawn(spriteNum, projecTile); sprite[newSprite].xvel = 32; sprite[newSprite].ang = sprite[spriteNum].ang; sprite[newSprite].z -= (5<<8); break; } case BOWLINGBALL__STATICRR: { int const newSprite = A_Spawn(spriteNum, projecTile); sprite[newSprite].xvel = 250; sprite[newSprite].ang = sprite[spriteNum].ang; sprite[newSprite].z -= (15<<8); break; } case OWHIP__STATICRR: case UWHIP__STATICRR: { if (pSprite->extra >= 0) pSprite->shade = -96; if (projecTile == OWHIP) { vel = 300; startPos.z -= (15<<8); } else if (projecTile == UWHIP) { vel = 300; startPos.z += (4<<8); } if (playerNum >= 0) { if (GetAutoAimAng(spriteNum, playerNum, projecTile, -ZOFFSET4, 0, &startPos, vel, &Zvel, &shootAng) < 0) Zvel = fix16_to_int(F16(100) - pPlayer->q16horiz - pPlayer->q16horizoff) * 98; } else { int const otherPlayer = A_FindPlayer(pSprite, NULL); if (pSprite->picnum == VIXEN) shootAng -= krand2()&16; else shootAng += 16 - (krand2() & 31); hitData.pos.x = safeldist(g_player[otherPlayer].ps->i, pSprite); Zvel = tabledivide32_noinline((g_player[otherPlayer].ps->opos.z - startPos.z + (3 << 8)) * vel, hitData.pos.x); } int spriteSize = (playerNum >= 0) ? 7 : 8; int const returnSprite = A_InsertSprite(spriteSectnum, startPos.x, startPos.y, startPos.z, projecTile, -127, spriteSize, spriteSize, shootAng, vel, Zvel, spriteNum, 4); sprite[returnSprite].extra += (krand2() & 7); sprite[returnSprite].cstat = 128; sprite[returnSprite].clipdist = 4; shootAng = pSprite->ang + 32 - (krand2() & 63); Zvel += 512 - (krand2() & 1023); return returnSprite; } case GROWSPARK__STATIC: { if (RR) goto growspark_rr; if (playerNum >= 0) P_PreFireHitscan(spriteNum, playerNum, projecTile, &startPos, &Zvel, &shootAng, 1, 1); else A_PreFireHitscan(pSprite, &startPos, &Zvel, &shootAng, 1); if (Proj_DoHitscan(spriteNum, 256 + 1, &startPos, Zvel, shootAng, &hitData)) return -1; int const otherSprite = A_InsertSprite(hitData.sect, hitData.pos.x, hitData.pos.y, hitData.pos.z, GROWSPARK, -16, 28, 28, shootAng, 0, 0, spriteNum, 1); sprite[otherSprite].pal = 2; sprite[otherSprite].cstat |= 130; sprite[otherSprite].xrepeat = sprite[otherSprite].yrepeat = 1; if (hitData.wall == -1 && hitData.sprite == -1 && hitData.sect >= 0 && Zvel < 0 && (sector[hitData.sprite].ceilingstat & 1) == 0) { Sect_DamageCeiling(hitData.sect); } else if (hitData.sprite >= 0) A_DamageObject(hitData.sprite, otherSprite); else if (hitData.wall >= 0 && wall[hitData.wall].picnum != ACCESSSWITCH && wall[hitData.wall].picnum != ACCESSSWITCH2) A_DamageWall(otherSprite, hitData.wall, &hitData.pos, projecTile); } break; case FIRELASER__STATIC: case SPIT__STATIC: case COOLEXPLOSION1__STATIC: { if ((!RRRA || projecTile != SPIT) && pSprite->extra >= 0) pSprite->shade = -96; switch (projecTile) { case SPIT__STATIC: if (RRRA && pSprite->picnum == MAMA) vel = 600; else vel = RR ? 400 : 292; break; case COOLEXPLOSION1__STATIC: if (!RR) { vel = (pSprite->picnum == BOSS2) ? 644 : 348; startPos.z -= (4 << 7); break; } fallthrough__; case FIRELASER__STATIC: default: vel = 840; startPos.z -= (4 << 7); if (RR) { if (pSprite->picnum == HULK) { startPos.x += sintable[(pSprite->ang+512+256)&2047]>>6; startPos.y += sintable[(pSprite->ang+256)&2047]>>6; startPos.z += (12 << 8); } else if (pSprite->picnum == VIXEN) startPos.z -= (12 << 8); } break; } if (playerNum >= 0) { if (RR) { startPos.x += sintable[(pSprite->ang+512+160)&2047]>>7; startPos.y += sintable[(pSprite->ang+160)&2047]>>7; } if (GetAutoAimAng(spriteNum, playerNum, projecTile, -ZOFFSET4, 0, &startPos, vel, &Zvel, &shootAng) < 0) Zvel = fix16_to_int(F16(100) - pPlayer->q16horiz - pPlayer->q16horizoff) * 98; } else { int const otherPlayer = A_FindPlayer(pSprite, NULL); if (RR) { if (pSprite->picnum == HULK) shootAng -= krand2()&31; else if (pSprite->picnum == VIXEN) shootAng -= krand2()&16; else if (pSprite->picnum != UFOBEAM) shootAng += 16 - (krand2() & 31); } else shootAng += 16 - (krand2() & 31); hitData.pos.x = safeldist(g_player[otherPlayer].ps->i, pSprite); Zvel = tabledivide32_noinline((g_player[otherPlayer].ps->opos.z - startPos.z + (3 << 8)) * vel, hitData.pos.x); } int spriteSize = 18; if (RR) { if (projecTile == SPIT) { if (RRRA && pSprite->picnum == MAMA) startPos.z -= (20 << 8); else startPos.z -= (10 << 8); } else if (projecTile == COOLEXPLOSION1) spriteSize = 8; } else { if (projecTile == SPIT) startPos.z -= (10 << 8); } if (playerNum >= 0) spriteSize = 7; int const returnSprite = A_InsertSprite(spriteSectnum, startPos.x, startPos.y, startPos.z, projecTile, -127, spriteSize, spriteSize, shootAng, vel, Zvel, spriteNum, 4); sprite[returnSprite].extra += (krand2() & 7); if (!RR && projecTile == COOLEXPLOSION1) { sprite[returnSprite].shade = 0; if (PN(spriteNum) == BOSS2) { int const saveXvel = sprite[returnSprite].xvel; sprite[returnSprite].xvel = 1024; A_SetSprite(returnSprite, CLIPMASK0); sprite[returnSprite].xvel = saveXvel; sprite[returnSprite].ang += 128 - (krand2() & 255); } } sprite[returnSprite].cstat = 128; sprite[returnSprite].clipdist = 4; shootAng = pSprite->ang + 32 - (krand2() & 63); Zvel += 512 - (krand2() & 1023); if (RR && projecTile == FIRELASER) sprite[returnSprite].xrepeat = sprite[returnSprite].yrepeat = 8; return returnSprite; } case FREEZEBLAST__STATIC: startPos.z += (3 << 8); fallthrough__; case RPG__STATIC: case RPG2__STATICRR: case RRTILE1790__STATICRR: case SHRINKSPARK__STATIC: { if (!RR && projecTile == SHRINKSPARK) break; if (RR && !RRRA && (projecTile == RPG2 || projecTile == RRTILE1790)) break; int targetSprite = 0; // XXX: "CODEDUP" if (pSprite->extra >= 0) pSprite->shade = -96; vel = 644; int otherSprite = -1; if (playerNum >= 0) { // NOTE: otherSprite is a SPRITE_INDEX otherSprite = GetAutoAimAng(spriteNum, playerNum, projecTile, 8 << 8, 0 + 2, &startPos, vel, &Zvel, &shootAng); if (RRRA && projecTile == RPG2 && otherSprite >= 0) { if (sprite[otherSprite].picnum == HEN || sprite[otherSprite].picnum == HENSTAYPUT) targetSprite = pPlayer->i; else targetSprite = otherSprite; } if (otherSprite < 0) Zvel = fix16_to_int(F16(100) - pPlayer->q16horiz - pPlayer->q16horizoff) * 81; if (projecTile == RPG) A_PlaySound(RPG_SHOOT, spriteNum); else if (RRRA) { if (projecTile == RPG2) A_PlaySound(244, spriteNum); else if (projecTile == RRTILE1790) A_PlaySound(94, spriteNum); } } else { // NOTE: otherSprite is a player index otherSprite = A_FindPlayer(pSprite, NULL); shootAng = getangle(g_player[otherSprite].ps->opos.x - startPos.x, g_player[otherSprite].ps->opos.y - startPos.y); if (PN(spriteNum) == BOSS3) startPos.z -= ZOFFSET5; else if (PN(spriteNum) == BOSS2) { vel += 128; startPos.z += 24<<8; } Zvel = tabledivide32_noinline((g_player[otherSprite].ps->opos.z - startPos.z) * vel, safeldist(g_player[otherSprite].ps->i, pSprite)); if (A_CheckEnemySprite(pSprite) && (AC_MOVFLAGS(pSprite, &actor[spriteNum]) & face_player_smart)) shootAng = pSprite->ang + (krand2() & 31) - 16; } //if (numplayers > 1 && g_netClient) // return -1; if (RRRA && projecTile == RRTILE1790) { Zvel = -(10 << 8); vel <<= 1; } int const returnSprite = A_InsertSprite(spriteSectnum, startPos.x + (sintable[(348 + shootAng + 512) & 2047] / 448), startPos.y + (sintable[(shootAng + 348) & 2047] / 448), startPos.z - (1 << 8), projecTile, 0, 14, 14, shootAng, vel, Zvel, spriteNum, 4); spritetype *const pReturn = &sprite[returnSprite]; if (RRRA) { if (projecTile == RRTILE1790) { pReturn->extra = 10; pReturn->zvel = -(10 << 8); } else if (projecTile == RPG2) { pReturn->lotag = targetSprite; pReturn->hitag = 0; A_SpawnMultiple(returnSprite, MONEY, (krand2()&3)+1); } } pReturn->extra += (krand2() & 7); if (projecTile != FREEZEBLAST) pReturn->yvel = (playerNum >= 0 && otherSprite >= 0) ? otherSprite : -1; // RPG_YVEL else { pReturn->yvel = g_numFreezeBounces; pReturn->xrepeat >>= 1; pReturn->yrepeat >>= 1; pReturn->zvel -= (2 << 4); } if (playerNum == -1) { if (RR && PN(spriteNum) == HULK) { pReturn->xrepeat = 8; pReturn->yrepeat = 8; } else if (!RR && PN(spriteNum) == BOSS3) { if (krand2() & 1) { pReturn->x -= sintable[shootAng & 2047] >> 6; pReturn->y -= sintable[(shootAng + 1024 + 512) & 2047] >> 6; pReturn->ang -= 8; } else { pReturn->x += sintable[shootAng & 2047] >> 6; pReturn->y += sintable[(shootAng + 1024 + 512) & 2047] >> 6; pReturn->ang += 4; } pReturn->xrepeat = 42; pReturn->yrepeat = 42; } else if (!RR && PN(spriteNum) == BOSS2) { pReturn->x -= sintable[shootAng & 2047] / 56; pReturn->y -= sintable[(shootAng + 1024 + 512) & 2047] / 56; pReturn->ang -= 8 + (krand2() & 255) - 128; pReturn->xrepeat = 24; pReturn->yrepeat = 24; } else if (projecTile != FREEZEBLAST) { pReturn->xrepeat = 30; pReturn->yrepeat = 30; pReturn->extra >>= 2; } } else if (g_player[playerNum].ps->curr_weapon == DEVISTATOR_WEAPON) { pReturn->extra >>= 2; pReturn->ang += 16 - (krand2() & 31); pReturn->zvel += 256 - (krand2() & 511); if (g_player[playerNum].ps->hbomb_hold_delay) { pReturn->x -= sintable[shootAng & 2047] / 644; pReturn->y -= sintable[(shootAng + 1024 + 512) & 2047] / 644; } else { pReturn->x += sintable[shootAng & 2047] >> 8; pReturn->y += sintable[(shootAng + 1024 + 512) & 2047] >> 8; } pReturn->xrepeat >>= 1; pReturn->yrepeat >>= 1; } pReturn->cstat = 128; pReturn->clipdist = (projecTile == RPG) ? 4 : 40; if (RRRA && (projecTile == RPG2 || projecTile == RRTILE1790)) pReturn->clipdist = 4; return returnSprite; } case HANDHOLDINGLASER__STATIC: { if (RR) break; int const zOffset = (playerNum >= 0) ? g_player[playerNum].ps->pyoff : 0; Zvel = (playerNum >= 0) ? fix16_to_int(F16(100) - pPlayer->q16horiz - pPlayer->q16horizoff) * 32 : 0; startPos.z -= zOffset; Proj_DoHitscan(spriteNum, 0, &startPos, Zvel, shootAng, &hitData); startPos.z += zOffset; int placeMine = 0; if (hitData.sprite >= 0) break; if (hitData.wall >= 0 && hitData.sect >= 0) if (((hitData.pos.x - startPos.x) * (hitData.pos.x - startPos.x) + (hitData.pos.y - startPos.y) * (hitData.pos.y - startPos.y)) < (290 * 290)) { // ST_2_UNDERWATER if (wall[hitData.wall].nextsector >= 0) { if (sector[wall[hitData.wall].nextsector].lotag <= 2 && sector[hitData.sect].lotag <= 2) placeMine = 1; } else if (sector[hitData.sect].lotag <= 2) placeMine = 1; } if (placeMine == 1) { int const spawnedSprite = A_InsertSprite(hitData.sect, hitData.pos.x, hitData.pos.y, hitData.pos.z, TRIPBOMB, -16, 4, 5, shootAng, 0, 0, spriteNum, 6); sprite[spawnedSprite].hitag = spawnedSprite; A_PlaySound(LASERTRIP_ONWALL, spawnedSprite); sprite[spawnedSprite].xvel = -20; A_SetSprite(spawnedSprite, CLIPMASK0); sprite[spawnedSprite].cstat = 16; int const p2 = wall[hitData.wall].point2; int const wallAng = getangle(wall[hitData.wall].x - wall[p2].x, wall[hitData.wall].y - wall[p2].y) - 512; actor[spawnedSprite].t_data[5] = sprite[spawnedSprite].ang = wallAng; if (playerNum >= 0) pPlayer->ammo_amount[TRIPBOMB_WEAPON]--; return spawnedSprite; } return -1; } case BOUNCEMINE__STATIC: if (RR) break; fallthrough__; case MORTER__STATIC: case CHEERBOMB__STATICRR: { if (RR && !RRRA && projecTile == CHEERBOMB) break; if (pSprite->extra >= 0) pSprite->shade = -96; int const playerSprite = g_player[A_FindPlayer(pSprite, NULL)].ps->i; int const playerDist = ldist(&sprite[playerSprite], pSprite); Zvel = -playerDist >> 1; if (Zvel < -4096) Zvel = -2048; vel = playerDist >> 4; int spriteSize = (RRRA && projecTile == CHEERBOMB) ? 16 : 32; A_InsertSprite(spriteSectnum, startPos.x + (sintable[(512 + shootAng + 512) & 2047] >> 8), startPos.y + (sintable[(shootAng + 512) & 2047] >> 8), startPos.z + (6 << 8), projecTile, -64, spriteSize, spriteSize, shootAng, vel, Zvel, spriteNum, 1); break; } case SHRINKER__STATIC: { if (RR) break; if (pSprite->extra >= 0) pSprite->shade = -96; if (playerNum >= 0) { if (NAM || GetAutoAimAng(spriteNum, playerNum, projecTile, ZOFFSET6, 0, &startPos, 768, &Zvel, &shootAng) < 0) Zvel = fix16_to_int(F16(100) - pPlayer->q16horiz - pPlayer->q16horizoff) * 98; } else if (pSprite->statnum != STAT_EFFECTOR) { int const otherPlayer = A_FindPlayer(pSprite, NULL); Zvel = tabledivide32_noinline((g_player[otherPlayer].ps->opos.z - startPos.z) * 512, safeldist(g_player[otherPlayer].ps->i, pSprite)); } else Zvel = 0; int const returnSprite = A_InsertSprite(spriteSectnum, startPos.x + (sintable[(512 + shootAng + 512) & 2047] >> 12), startPos.y + (sintable[(shootAng + 512) & 2047] >> 12), startPos.z + (2 << 8), SHRINKSPARK, -16, 28, 28, shootAng, 768, Zvel, spriteNum, 4); sprite[returnSprite].cstat = 128; sprite[returnSprite].clipdist = 32; return returnSprite; } } return -1; } //////////////////// HUD WEAPON / MISC. DISPLAY CODE //////////////////// static void P_DisplaySpit(void) { DukePlayer_t *const pPlayer = g_player[screenpeek].ps; int const loogCounter = pPlayer->loogcnt; if (loogCounter == 0) return; int const rotY = loogCounter<<2; for (bssize_t i=0; i < pPlayer->numloogs; i++) { int const rotAng = klabs(sintable[((loogCounter + i) << 5) & 2047]) >> 5; int const rotZoom = 4096 + ((loogCounter + i) << 9); int const rotX = (-fix16_to_int(g_player[screenpeek].inputBits->q16avel) >> 1) + (sintable[((loogCounter + i) << 6) & 2047] >> 10); rotatesprite_fs((pPlayer->loogiex[i] + rotX) << 16, (200 + pPlayer->loogiey[i] - rotY) << 16, rotZoom - (i << 8), 256 - rotAng, LOOGIE, 0, 0, 2); } } int P_GetHudPal(const DukePlayer_t *p) { if (sprite[p->i].pal == 1) return 1; if (p->cursectnum >= 0) { int const hudPal = sector[p->cursectnum].floorpal; if (!g_noFloorPal[hudPal]) return hudPal; } return 0; } int P_GetKneePal(DukePlayer_t const * pPlayer) { return P_GetKneePal(pPlayer, P_GetHudPal(pPlayer)); } int P_GetKneePal(DukePlayer_t const * pPlayer, int const hudPal) { return hudPal == 0 ? pPlayer->palookup : hudPal; } int P_GetOverheadPal(DukePlayer_t const * pPlayer) { return sprite[pPlayer->i].pal; } static int P_DisplayFist(int const fistShade) { DukePlayer_t const *const pPlayer = g_player[screenpeek].ps; int fistInc = pPlayer->fist_incs; if (fistInc > 32) fistInc = 32; if (fistInc <= 0) return 0; int const fistY = klabs(pPlayer->look_ang) / 9; int const fistZoom = clamp(65536 - (sintable[(512 + (fistInc << 6)) & 2047] << 2), 40920, 90612); int const fistYOffset = 194 + (sintable[((6 + fistInc) << 7) & 2047] >> 9); int const fistPal = P_GetHudPal(pPlayer); int wx[2] = { windowxy1.x, windowxy2.x }; #ifdef SPLITSCREEN_MOD_HACKS // XXX: this is outdated, doesn't handle above/below split. if (g_fakeMultiMode==2) wx[(g_snum==0)] = (wx[0]+wx[1])/2+1; #endif rotatesprite((-fistInc + 222 + (fix16_to_int(g_player[screenpeek].inputBits->q16avel) >> 5)) << 16, (fistY + fistYOffset) << 16, fistZoom, 0, FIST, fistShade, fistPal, 2, wx[0], windowxy1.y, wx[1], windowxy2.y); return 1; } #define DRAWEAP_CENTER 262144 #define weapsc(sc) scale(sc, ud.weaponscale, 100) static int32_t g_dts_yadd; static void G_DrawTileScaled(int drawX, int drawY, int tileNum, int drawShade, int drawBits, int drawPal, int drawScale = 65536, int angleOffset = 0) { int32_t wx[2] = { windowxy1.x, windowxy2.x }; int32_t wy[2] = { windowxy1.y, windowxy2.y }; int drawYOffset = 0; int drawXOffset = 192<<16; switch (DYNAMICWEAPONMAP(hudweap.cur)) { case DEVISTATOR_WEAPON__STATIC: case TRIPBOMB_WEAPON__STATIC: drawXOffset = 160<<16; break; default: if (drawBits & DRAWEAP_CENTER) { drawXOffset = 160<<16; drawBits &= ~DRAWEAP_CENTER; } break; } // bit 4 means "flip x" for G_DrawTileScaled int const drawAng = ((drawBits & 4) ? 1024 : 0) + angleOffset; #ifdef SPLITSCREEN_MOD_HACKS if (g_fakeMultiMode==2) { int const sideBySide = (ud.screen_size!=0); // splitscreen HACK drawBits &= ~(1024|512|256); if (sideBySide) { drawBits &= ~8; wx[(g_snum==0)] = (wx[0]+wx[1])/2 + 2; } else { drawBits |= 8; if (g_snum==0) drawYOffset = -(100<<16); wy[(g_snum==0)] = (wy[0]+wy[1])/2 + 2; } } #endif #ifdef USE_OPENGL if (videoGetRenderMode() >= REND_POLYMOST && hw_models && md_tilehasmodel(tileNum,drawPal) >= 0) drawYOffset += (224<<16)-weapsc(224<<16); #endif rotatesprite(weapsc(drawX<<16) + (drawXOffset-weapsc(drawXOffset)), weapsc((drawY<<16) + g_dts_yadd) + ((200<<16)-weapsc(200<<16)) + drawYOffset, weapsc(drawScale),drawAng,tileNum,drawShade,drawPal,(2|drawBits), wx[0],wy[0], wx[1],wy[1]); } static void G_DrawWeaponTile(int weaponX, int weaponY, int weaponTile, int weaponShade, int weaponBits, int weaponPal, int weaponScale = 65536) { static int shadef = 0; static int palf = 0; // basic fading between player weapon shades if (shadef != weaponShade && (!weaponPal || palf == weaponPal)) { shadef += (weaponShade - shadef) >> 2; if (!((weaponShade - shadef) >> 2)) shadef = logapproach(shadef, weaponShade); } else shadef = weaponShade; palf = weaponPal; #ifdef USE_OPENGL if (videoGetRenderMode() >= REND_POLYMOST) { if (!RR && weaponTile >= CHAINGUN + 1 && weaponTile <= CHAINGUN + 4) { if (!hw_models || md_tilehasmodel(weaponTile, weaponPal) < 0) { // HACK: Draw the upper part of the chaingun two screen // pixels (not texels; multiplied by weapon scale) lower // first, preventing ugly horizontal seam. g_dts_yadd = tabledivide32_noinline(65536 * 2 * 200, ydim); G_DrawTileScaled(weaponX, weaponY, weaponTile, shadef, weaponBits, weaponPal); g_dts_yadd = 0; } } } #endif G_DrawTileScaled(weaponX, weaponY, weaponTile, shadef, weaponBits, weaponPal, weaponScale); } static inline void G_DrawWeaponTileWithID(int uniqueID, int weaponX, int weaponY, int weaponTile, int weaponShade, int weaponBits, int p, int weaponScale = 65536) { int lastUniqueID = guniqhudid; guniqhudid = uniqueID; G_DrawWeaponTile(weaponX, weaponY, weaponTile, weaponShade, weaponBits, p, weaponScale); guniqhudid = lastUniqueID; } static inline void G_DrawWeaponTileUnfadedWithID(int uniqueID, int weaponX, int weaponY, int weaponTile, int weaponShade, int weaponBits, int p) { int lastUniqueID = guniqhudid; guniqhudid = uniqueID; G_DrawTileScaled(weaponX, weaponY, weaponTile, weaponShade, weaponBits, p); // skip G_DrawWeaponTile guniqhudid = lastUniqueID; } static int P_DisplayKnee(int kneeShade) { static int8_t const knee_y[] = { 0, -8, -16, -32, -64, -84, -108, -108, -108, -72, -32, -8 }; const DukePlayer_t *const ps = g_player[screenpeek].ps; if (ps->knee_incs == 0) return 0; if (ps->knee_incs >= ARRAY_SIZE(knee_y) || sprite[ps->i].extra <= 0) return 0; int const kneeY = knee_y[ps->knee_incs] + (klabs(ps->look_ang) / 9) - (ps->hard_landing << 3); int const kneePal = P_GetKneePal(ps); G_DrawTileScaled(105+(fix16_to_int(g_player[screenpeek].inputBits->q16avel)>>5)-(ps->look_ang>>1)+(knee_y[ps->knee_incs]>>2), kneeY+280-(fix16_to_int(ps->q16horiz-ps->q16horizoff)>>4),KNEE,kneeShade,4+DRAWEAP_CENTER,kneePal); return 1; } static int P_DisplayKnuckles(int knuckleShade) { const DukePlayer_t *const pPlayer = g_player[screenpeek].ps; if (pPlayer->knuckle_incs == 0) return 0; static int8_t const knuckleFrames[] = { 0, 1, 2, 2, 3, 3, 3, 2, 2, 1, 0 }; if ((unsigned) (pPlayer->knuckle_incs>>1) >= ARRAY_SIZE(knuckleFrames) || sprite[pPlayer->i].extra <= 0) return 0; int const knuckleY = (klabs(pPlayer->look_ang) / 9) - (pPlayer->hard_landing << 3); int const knucklePal = P_GetHudPal(pPlayer); G_DrawTileScaled(160 + (fix16_to_int(g_player[screenpeek].inputBits->q16avel) >> 5) - (pPlayer->look_ang >> 1), knuckleY + 180 - (fix16_to_int(pPlayer->q16horiz - pPlayer->q16horizoff) >> 4), CRACKKNUCKLES + knuckleFrames[pPlayer->knuckle_incs >> 1], knuckleShade, 4 + DRAWEAP_CENTER, knucklePal); return 1; } void P_DisplayScuba(void) { if (g_player[screenpeek].ps->scuba_on) { const DukePlayer_t *const pPlayer = g_player[screenpeek].ps; int const scubaPal = P_GetHudPal(pPlayer); #ifdef SPLITSCREEN_MOD_HACKS g_snum = screenpeek; #endif if (RR) { if (!(duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING)) { G_DrawTileScaled(320 - (tilesiz[SCUBAMASK].x >> 1) - 15, 200 - (tilesiz[SCUBAMASK].y >> 1) + (sintable[(int32_t) totalclock & 2047] >> 10), SCUBAMASK, 0, 2 + 16 + DRAWEAP_CENTER+512, scubaPal,49152); G_DrawTileScaled(320 - tilesiz[SCUBAMASK+4].x, 200 - tilesiz[SCUBAMASK+4].y, SCUBAMASK+4, 0, 2 + 16 + DRAWEAP_CENTER + 1024, scubaPal); G_DrawTileScaled(tilesiz[SCUBAMASK+4].x, 200 - tilesiz[SCUBAMASK+4].y, SCUBAMASK+4, 0, 2 + 4 + 16 + DRAWEAP_CENTER + 1024, scubaPal); //G_DrawTileScaled(35, -1, SCUBAMASK+3, 0, 2 + 16 + DRAWEAP_CENTER+512, scubaPal); //G_DrawTileScaled(35, -1, SCUBAMASK+3, 0, 2 + 16 + DRAWEAP_CENTER+256, scubaPal); //G_DrawTileScaled(285, 200, SCUBAMASK+3, 0, 2 + 16 + DRAWEAP_CENTER+512, scubaPal,65536,1024); //G_DrawTileScaled(285, 200, SCUBAMASK+3, 0, 2 + 16 + DRAWEAP_CENTER+256, scubaPal,65536,1024); G_DrawTileScaled(35, -1, SCUBAMASK+3, 0, 2 + 16 + DRAWEAP_CENTER+1024, scubaPal); G_DrawTileScaled(285, 200, SCUBAMASK+3, 0, 2 + 16 + DRAWEAP_CENTER+1024, scubaPal,65536,1024); } else { G_DrawTileScaled(320 - (tilesiz[SCUBAMASK].x >> 1) - 15, 200 - (tilesiz[SCUBAMASK].y >> 1) + (sintable[(int32_t) totalclock & 2047] >> 10), SCUBAMASK, 0, 2 + 16 + DRAWEAP_CENTER, scubaPal,49152); G_DrawTileScaled(320 - tilesiz[SCUBAMASK+4].x, 200 - tilesiz[SCUBAMASK+4].y, SCUBAMASK+4, 0, 2 + 16 + DRAWEAP_CENTER, scubaPal); G_DrawTileScaled(tilesiz[SCUBAMASK+4].x, 200 - tilesiz[SCUBAMASK+4].y, SCUBAMASK+4, 0, 2 + 4 + 16 + DRAWEAP_CENTER, scubaPal); G_DrawTileScaled(35, -1, SCUBAMASK+3, 0, 2 + 16 + DRAWEAP_CENTER, scubaPal); G_DrawTileScaled(285, 200, SCUBAMASK+3, 0, 2 + 16 + DRAWEAP_CENTER, scubaPal,65536,1024); } } else { // this is a hack to hide the seam that appears between the two halves of the mask in GL #ifdef USE_OPENGL if (videoGetRenderMode() >= REND_POLYMOST) G_DrawTileScaled(44, (200 - tilesiz[SCUBAMASK].y), SCUBAMASK, 0, 2 + 16 + DRAWEAP_CENTER, scubaPal); #endif G_DrawTileScaled(43, (200 - tilesiz[SCUBAMASK].y), SCUBAMASK, 0, 2 + 16 + DRAWEAP_CENTER, scubaPal); G_DrawTileScaled(320 - 43, (200 - tilesiz[SCUBAMASK].y), SCUBAMASK, 0, 2 + 4 + 16 + DRAWEAP_CENTER, scubaPal); } } } static int8_t const access_tip_y [] = { 0, -8, -16, -32, -64, -84, -108, -108, -108, -108, -108, -108, -108, -108, -108, -108, -96, -72, -64, -32, -16 }; static int P_DisplayTip(int tipShade) { const DukePlayer_t *const pPlayer = g_player[screenpeek].ps; if (pPlayer->tipincs == 0) return 0; // Report that the tipping hand has been drawn so that the otherwise // selected weapon is not drawn. if ((unsigned)pPlayer->tipincs >= ARRAY_SIZE(access_tip_y)) return 1; int const tipY = (klabs(pPlayer->look_ang) / 9) - (pPlayer->hard_landing << 3); int const tipPal = P_GetHudPal(pPlayer); int const tipYOffset = access_tip_y[pPlayer->tipincs] >> 1; guniqhudid = 201; G_DrawTileScaled(170 + (fix16_to_int(g_player[screenpeek].inputBits->q16avel) >> 5) - (pPlayer->look_ang >> 1), tipYOffset + tipY + 240 - (fix16_to_int(pPlayer->q16horiz - pPlayer->q16horizoff) >> 4), TIP + ((26 - pPlayer->tipincs) >> 4), tipShade, DRAWEAP_CENTER, tipPal); guniqhudid = 0; return 1; } static int P_DisplayAccess(int accessShade) { const DukePlayer_t *const pSprite = g_player[screenpeek].ps; if (pSprite->access_incs == 0) return 0; if ((unsigned)pSprite->access_incs >= ARRAY_SIZE(access_tip_y)-4 || sprite[pSprite->i].extra <= 0) return 1; int const accessX = access_tip_y[pSprite->access_incs] >> 2; int const accessY = access_tip_y[pSprite->access_incs] + (klabs(pSprite->look_ang) / 9) - (pSprite->hard_landing << 3); int const accessPal = (pSprite->access_spritenum >= 0) ? sprite[pSprite->access_spritenum].pal : 0; guniqhudid = 200; if ((pSprite->access_incs - 3) > 0 && (pSprite->access_incs - 3) >> 3) { G_DrawTileScaled(170 + (fix16_to_int(g_player[screenpeek].inputBits->q16avel) >> 5) - (pSprite->look_ang >> 1) + accessX, accessY + 266 - (fix16_to_int(pSprite->q16horiz - pSprite->q16horizoff) >> 4), HANDHOLDINGLASER + (pSprite->access_incs >> 3), accessShade, DRAWEAP_CENTER, accessPal); } else { G_DrawTileScaled(170 + (fix16_to_int(g_player[screenpeek].inputBits->q16avel) >> 5) - (pSprite->look_ang >> 1) + accessX, accessY + 266 - (fix16_to_int(pSprite->q16horiz - pSprite->q16horizoff) >> 4), HANDHOLDINGACCESS, accessShade, 4 + DRAWEAP_CENTER, accessPal); } guniqhudid = 0; return 1; } void P_DisplayWeapon(void) { DukePlayer_t *const pPlayer = g_player[screenpeek].ps; const uint8_t *const weaponFrame = &pPlayer->kickback_pic; int currentWeapon, quickKickFrame; #ifdef SPLITSCREEN_MOD_HACKS g_snum = screenpeek; #endif if (pPlayer->newowner >= 0 || ud.camerasprite >= 0 || (!RR && pPlayer->over_shoulder_on > 0) || (sprite[pPlayer->i].pal != 1 && sprite[pPlayer->i].extra <= 0)) return; int weaponX = (160) - 90; int weaponY = klabs(pPlayer->look_ang) / 9; int weaponYOffset = 80 - (pPlayer->weapon_pos * pPlayer->weapon_pos); int weaponShade = (RR && pPlayer->cursectnum >= 0 && g_shadedSector[pPlayer->cursectnum]) ? 16 : (sprite[pPlayer->i].shade <= 24 ? sprite[pPlayer->i].shade : 24); int32_t weaponBits = 0; UNREFERENCED_PARAMETER(weaponBits); if (!RR && (P_DisplayFist(weaponShade) || P_DisplayKnuckles(weaponShade) || P_DisplayTip(weaponShade) || P_DisplayAccess(weaponShade))) goto enddisplayweapon; if (!RR) P_DisplayKnee(weaponShade); if (cl_weaponsway) { weaponX -= (sintable[((pPlayer->weapon_sway>>1)+512)&2047]/(1024+512)); weaponYOffset -= (sprite[pPlayer->i].xrepeat < (RR ? 8 : 32)) ? klabs(sintable[(pPlayer->weapon_sway << 2) & 2047] >> 9) : klabs(sintable[(pPlayer->weapon_sway >> 1) & 2047] >> 10); } else weaponYOffset -= 16; weaponX -= 58 + pPlayer->weapon_ang; weaponYOffset -= (pPlayer->hard_landing << 3); currentWeapon = (pPlayer->last_weapon >= 0) ? pPlayer->last_weapon : pPlayer->curr_weapon; hudweap.gunposy = weaponYOffset; hudweap.lookhoriz = weaponY; hudweap.cur = currentWeapon; hudweap.gunposx = weaponX; hudweap.shade = weaponShade; hudweap.count = *weaponFrame; hudweap.lookhalfang = pPlayer->look_ang >> 1; quickKickFrame = 14 - pPlayer->quick_kick; if (!RR && (quickKickFrame != 14 || pPlayer->last_quick_kick) && r_drawweapon == 1) { int const weaponPal = P_GetKneePal(pPlayer); guniqhudid = 100; if (quickKickFrame < 6 || quickKickFrame > 12) G_DrawTileScaled(weaponX + 80 - (pPlayer->look_ang >> 1), weaponY + 250 - weaponYOffset, KNEE, weaponShade, weaponBits | 4 | DRAWEAP_CENTER, weaponPal); else G_DrawTileScaled(weaponX + 160 - 16 - (pPlayer->look_ang >> 1), weaponY + 214 - weaponYOffset, KNEE + 1, weaponShade, weaponBits | 4 | DRAWEAP_CENTER, weaponPal); guniqhudid = 0; } if (RRRA) { if (pPlayer->on_motorcycle) { int motoTile = MOTOHIT; if (!g_netServer && numplayers == 1) { if (*weaponFrame) { weaponShade = 0; if (*weaponFrame == 1) { if ((krand2()&1) == 1) motoTile = MOTOHIT+1; else motoTile = MOTOHIT+2; } else if (*weaponFrame == 4) { if ((krand2()&1) == 1) motoTile = MOTOHIT+3; else motoTile = MOTOHIT+4; } } } else { if (*weaponFrame) { weaponShade = 0; if (*weaponFrame >= 1 && *weaponFrame <= 4) motoTile += *weaponFrame; } } int const weaponPal = P_GetHudPal(pPlayer); G_DrawTileScaled(160-(pPlayer->look_ang>>1), 174, motoTile, weaponShade, 2 | DRAWEAP_CENTER, weaponPal, 34816, pPlayer->tilt_status * 5 + (pPlayer->tilt_status < 0 ? 2047 : 0)); return; } if (pPlayer->on_boat) { int boatTile; if (pPlayer->tilt_status > 0) { if (*weaponFrame == 0) boatTile = BOATHIT+1; else if (*weaponFrame <= 3) { boatTile = BOATHIT+5; weaponShade = -96; } else if (*weaponFrame <= 6) { boatTile = BOATHIT+6; weaponShade = -96; } else boatTile = BOATHIT+1; } else if (pPlayer->tilt_status < 0) { if (*weaponFrame == 0) boatTile = BOATHIT+2; else if (*weaponFrame <= 3) { boatTile = BOATHIT+7; weaponShade = -96; } else if (*weaponFrame <= 6) { boatTile = BOATHIT+8; weaponShade = -96; } else boatTile = BOATHIT+2; } else { if (*weaponFrame == 0) boatTile = BOATHIT; else if (*weaponFrame <= 3) { boatTile = BOATHIT+3; weaponShade = -96; } else if (*weaponFrame <= 6) { boatTile = BOATHIT+4; weaponShade = -96; } else boatTile = BOATHIT; } int const weaponPal = P_GetHudPal(pPlayer); int weaponY; if (pPlayer->not_on_water) weaponY = 170; else weaponY = 170 + (*weaponFrame>>2); G_DrawTileScaled(160-(pPlayer->look_ang>>1), weaponY, boatTile, weaponShade, 2 | DRAWEAP_CENTER, weaponPal, 66048, pPlayer->tilt_status + (pPlayer->tilt_status < 0 ? 2047 : 0)); return; } } if (sprite[pPlayer->i].xrepeat < (RR ? 8 : 40)) { static int32_t fistPos; int const weaponPal = P_GetHudPal(pPlayer); if (pPlayer->jetpack_on == 0) { int const playerXvel = sprite[pPlayer->i].xvel; weaponY += 32 - (playerXvel >> 3); fistPos += playerXvel >> 3; } currentWeapon = weaponX; weaponX += sintable[(fistPos)&2047] >> 10; G_DrawTileScaled(weaponX + 250 - (pPlayer->look_ang >> 1), weaponY + 258 - (klabs(sintable[(fistPos)&2047] >> 8)), FIST, weaponShade, weaponBits, weaponPal); weaponX = currentWeapon - (sintable[(fistPos)&2047] >> 10); G_DrawTileScaled(weaponX + 40 - (pPlayer->look_ang >> 1), weaponY + 200 + (klabs(sintable[(fistPos)&2047] >> 8)), FIST, weaponShade, weaponBits | 4, weaponPal); } else { switch (r_drawweapon) { case 1: break; case 2: if ((unsigned)hudweap.cur < MAX_WEAPONS && hudweap.cur != KNEE_WEAPON) rotatesprite_win(160 << 16, (180 + (pPlayer->weapon_pos * pPlayer->weapon_pos)) << 16, divscale16(ud.statusbarscale, 100), 0, (!RR && hudweap.cur == GROW_WEAPON) ? GROWSPRITEICON : WeaponPickupSprites[hudweap.cur], 0, 0, 2); default: goto enddisplayweapon; } if (!RR && currentWeapon == KNEE_WEAPON && *weaponFrame == 0) goto enddisplayweapon; int const doAnim = !(sprite[pPlayer->i].pal == 1 || ud.pause_on || g_player[myconnectindex].ps->gm & MODE_MENU); int const halfLookAng = pPlayer->look_ang >> 1; int const weaponPal = P_GetHudPal(pPlayer); if (RR) { switch (DYNAMICWEAPONMAP(currentWeapon)) { case KNEE_WEAPON__STATIC: { static int weaponFrames[] = { 0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7 }; static int offsetX[] = { 310,342,364,418,350,316,282,288,0,0 }; static int offsetY[] = { 300,362,320,268,248,248,277,420,0,0 }; weaponX = weaponX + ((offsetX[weaponFrames[*weaponFrame]]>>1) - 12); weaponY = weaponY + 200 - (244-offsetY[weaponFrames[*weaponFrame]]); guniqhudid = currentWeapon; G_DrawTileScaled(weaponX - halfLookAng, weaponY - weaponYOffset, KNEE + weaponFrames[*weaponFrame], weaponShade, weaponBits, weaponPal, 32768); guniqhudid = 0; break; } case SLINGBLADE_WEAPON__STATIC: if (RRRA) { if (!(duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING)) weaponBits |= 512; static int weaponFrames[] = { 0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7 }; static int offsetX[] = { 580,676,310,491,356,210,310,614 }; static int offsetY[] = { 369,363,300,323,371,400,300,440 }; weaponX = weaponX + ((offsetX[weaponFrames[*weaponFrame]]>>1) - 12); weaponY = weaponY + 210 - (244-offsetY[weaponFrames[*weaponFrame]]); guniqhudid = currentWeapon; G_DrawTileScaled(weaponX - halfLookAng + 20, weaponY - weaponYOffset - 80, SLINGBLADE + weaponFrames[*weaponFrame], weaponShade, weaponBits, weaponPal, 32768); guniqhudid = 0; break; } break; case TRIPBOMB_WEAPON__STATIC: case BOWLINGBALL_WEAPON__STATIC: weaponX += 8; weaponYOffset -= 10; if (currentWeapon == BOWLINGBALL_WEAPON) { if (pPlayer->ammo_amount[BOWLINGBALL_WEAPON]) { G_DrawWeaponTileWithID(currentWeapon, weaponX + 162 - halfLookAng, weaponY + 214 - weaponYOffset + (*weaponFrame) * 8, BOWLINGBALLH, weaponShade, weaponBits, weaponPal, 32768); } else { G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 162 - halfLookAng, weaponY + 214 - weaponYOffset, HANDTHROW+5, weaponShade, weaponBits, weaponPal, 36700); } } else { if (pPlayer->ammo_amount[TRIPBOMB_WEAPON]) { G_DrawWeaponTileWithID(currentWeapon, weaponX + 180 - halfLookAng, weaponY + 214 - weaponYOffset + (*weaponFrame) * 8, POWDERH, weaponShade, weaponBits, weaponPal, 36700); G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 90 - halfLookAng, weaponY + 214 - weaponYOffset + (*weaponFrame) * 8, POWDERH, weaponShade, weaponBits | 4, weaponPal, 36700); } else { G_DrawWeaponTileWithID(currentWeapon << 2, weaponX + 162 - halfLookAng, weaponY + 214 - weaponYOffset, HANDTHROW+5, weaponShade, weaponBits, weaponPal, 36700); } } break; case RPG_WEAPON__STATIC: { if (!(duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING)) weaponBits |= 512; static int frames[] = { 0,1,1,2,2,3,2,3,2,3,2,2,2,2,2,2,2,2,2,4,4,4,4,5,5,5,5,6,6,6,6,6,6,7,7,7,7,7,7 }; int frame = frames[*weaponFrame]; if (frame == 2 || frame == 3) { G_DrawWeaponTileWithID(currentWeapon, weaponX + 200 - halfLookAng, weaponY + 250 - weaponYOffset, RPGGUN + frame, weaponShade, weaponBits, weaponPal, 36700); } else if (frame == 1) { G_DrawWeaponTileWithID(currentWeapon, weaponX + 200 - halfLookAng, weaponY + 250 - weaponYOffset, RPGGUN + frame, 0, weaponBits, weaponPal, 36700); } else { G_DrawWeaponTileWithID(currentWeapon, weaponX + 210 - halfLookAng, weaponY + 255 - weaponYOffset, RPGGUN + frame, weaponShade, weaponBits, weaponPal, 36700); } break; } case CHICKEN_WEAPON__STATIC: { if (!RRRA) break; if (!(duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING)) weaponBits |= 512; if (*weaponFrame) { static int frames[] = { 0,1,1,2,2,3,2,3,2,3,2,2,2,2,2,2,2,2,2,4,4,4,4,5,5,5,5,6,6,6,6,6,6,7,7,7,7,7,7 }; int frame = frames[*weaponFrame]; if (frame == 2 || frame == 3) { G_DrawWeaponTileWithID(currentWeapon, weaponX + 200 - halfLookAng, weaponY + 250 - weaponYOffset, RPGGUN2 + frame, weaponShade, weaponBits, weaponPal, 36700); } else if (frame == 1) { G_DrawWeaponTileWithID(currentWeapon, weaponX + 200 - halfLookAng, weaponY + 250 - weaponYOffset, RPGGUN2 + frame, 0, weaponBits, weaponPal, 36700); } else { G_DrawWeaponTileWithID(currentWeapon, weaponX + 210 - halfLookAng, weaponY + 255 - weaponYOffset, RPGGUN2 + frame, weaponShade, weaponBits, weaponPal, 36700); } } else { if (!g_netServer && ud.multimode < 2) { if (g_chickenWeaponTimer) { G_DrawWeaponTileWithID(currentWeapon, weaponX + 210 - halfLookAng, weaponY + 222 - weaponYOffset, RPGGUN2+7, weaponShade, weaponBits, weaponPal, 36700); } else if ((krand2() & 15) == 5) { A_PlaySound(327, pPlayer->i); G_DrawWeaponTileWithID(currentWeapon, weaponX + 210 - halfLookAng, weaponY + 222 - weaponYOffset, RPGGUN2+7, weaponShade, weaponBits, weaponPal, 36700); g_chickenWeaponTimer = 6; } else { G_DrawWeaponTileWithID(currentWeapon, weaponX + 210 - halfLookAng, weaponY + 225 - weaponYOffset, RPGGUN2, weaponShade, weaponBits, weaponPal, 36700); } } else { G_DrawWeaponTileWithID(currentWeapon, weaponX + 210 - halfLookAng, weaponY + 225 - weaponYOffset, RPGGUN2, weaponShade, weaponBits, weaponPal, 36700); } } break; } case SHOTGUN_WEAPON__STATIC: weaponX -= 8; { static int kb_frames3[] = { 0,0,1,1,2,2,5,5,6,6,7,7,8,8,0,0,0,0,0,0,0 }; static int kb_frames2[] = { 0,0,3,3,4,4,5,5,6,6,7,7,8,8,0,0,20,20,21,21,21,21,20,20,20,20,0,0 }; static int kb_frames[] = { 0,0,1,1,2,2,3,3,4,4,5,5,5,5,6,6,6,6,7,7,7,7,8,8,0,0,20,20,21,21,21,21,20,20,20,20,0,0 }; static int kb_ox[] = { 300,300,300,300,300,330,320,310,305,306,302 }; static int kb_oy[] = { 315,300,302,305,302,302,303,306,302,404,384 }; if (pPlayer->shotgun_state[1]) { if (*weaponFrame < 26) { int frm = kb_frames[*weaponFrame]; if (frm == 3 || frm == 4) weaponShade = 0; G_DrawWeaponTileWithID(currentWeapon, weaponX + 52 - halfLookAng + (kb_ox[frm] >> 1), weaponY + kb_oy[frm] - 64 - weaponYOffset, SHOTGUN + frm, weaponShade, weaponBits, weaponPal, 32768); } else { int frm; if (kb_frames[*weaponFrame] > 0) frm = kb_frames[(*weaponFrame) - 11]; else frm = kb_frames[*weaponFrame]; weaponX += (kb_ox[frm] >> 1) - 12; weaponY += kb_oy[frm] - 64; switch (*weaponFrame) { case 23: weaponY += 60; break; case 24: weaponY += 30; break; } G_DrawWeaponTileWithID(currentWeapon, weaponX + 64 - halfLookAng, weaponY - weaponYOffset, SHOTGUN + kb_frames[*weaponFrame], weaponShade, weaponBits, weaponPal, 32768); if (kb_frames[*weaponFrame] == 21) G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 96 - halfLookAng, weaponY - weaponYOffset, SHOTGUNSHELLS, weaponShade, weaponBits, weaponPal, 32768); } } else { if ((*weaponFrame) < 16) { if (pPlayer->shotgun_state[0]) { int frm = kb_frames2[*weaponFrame]; if (frm == 3 || frm == 4) weaponShade = 0; G_DrawWeaponTileWithID(currentWeapon, weaponX + 52 - halfLookAng + (kb_ox[frm] >> 1), weaponY + kb_oy[frm] - 64 - weaponYOffset, SHOTGUN + frm, weaponShade, weaponBits, weaponPal, 32768); } else { int frm = kb_frames3[*weaponFrame]; if (frm == 1 || frm == 2) weaponShade = 0; G_DrawWeaponTileWithID(currentWeapon, weaponX + 52 - halfLookAng + (kb_ox[frm] >> 1), weaponY + kb_oy[frm] - 64 - weaponYOffset, SHOTGUN + frm, weaponShade, weaponBits, weaponPal, 32768); } } else if (pPlayer->shotgun_state[0]) { int frm; if (kb_frames2[*weaponFrame] > 0) frm = kb_frames2[(*weaponFrame) - 11]; else frm = kb_frames2[*weaponFrame]; weaponX += (kb_ox[frm] >> 1) - 12; weaponY += kb_oy[frm] - 64; switch (*weaponFrame) { case 23: weaponY += 60; break; case 24: weaponY += 30; break; } G_DrawWeaponTileWithID(currentWeapon, weaponX + 64 - halfLookAng, weaponY - weaponYOffset, SHOTGUN + kb_frames2[*weaponFrame], weaponShade, weaponBits, weaponPal, 32768); if (kb_frames2[*weaponFrame] == 21) G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 96 - halfLookAng, weaponY - weaponYOffset, SHOTGUNSHELLS, weaponShade, weaponBits, weaponPal, 32768); } } } break; case CHAINGUN_WEAPON__STATIC: if (*weaponFrame > 0) { weaponYOffset -= sintable[(*weaponFrame)<<7]>>12; if (doAnim) weaponX += 1-(rand()&3); } switch (*weaponFrame) { case 0: G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (pPlayer->look_ang >> 1) + 30, weaponY + 233 - weaponYOffset + 5, CHAINGUN, weaponShade, weaponBits, weaponPal, 32768); break; default: if (*weaponFrame < 8) G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (pPlayer->look_ang >> 1) + 30, weaponY + 233 - weaponYOffset + 5, CHAINGUN + 1, 0, weaponBits, weaponPal, 32768); else G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (pPlayer->look_ang >> 1) + 30, weaponY + 233 - weaponYOffset + 5, CHAINGUN + 2, weaponShade, weaponBits, weaponPal, 32768); break; } break; case PISTOL_WEAPON__STATIC: if ((*weaponFrame) < 22) { static int frames[] = { 0,0,1,1,2,2,3,3,4,4,6,6,6,6,5,5,4,4,3,3,0,0 }; static int offsetX[] = { 194,190,185,208,215,215,216,216,201,170 }; static int offsetY[] = { 256,249,248,238,228,218,208,256,245,258 }; int frame = frames[*weaponFrame]; if (frame) weaponShade = 0; G_DrawWeaponTileWithID(currentWeapon, offsetX[frame] - 12 + weaponX - (pPlayer->look_ang >> 1), weaponY + offsetY[frame] - weaponYOffset, FIRSTGUN + frame, weaponShade, weaponBits, weaponPal, 36700); break; } else { static int frames[] = { 0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0 }; static int offsetX[] = { 244,244,244 }; static int offsetY[] = { 256,249,248 }; int dx, dy; int frame = frames[(*weaponFrame) - 22]; switch (*weaponFrame) { case 28: dy = 10; dx = 5; break; case 29: dy = 20; dx = 10; break; case 30: dy = 30; dx = 15; break; case 31: dy = 40; dx = 20; break; case 32: dy = 50; dx = 25; break; case 33: dy = 40; dx = 20; break; case 34: dy = 30; dx = 15; break; case 35: dy = 20; dx = 10; break; case 36: dy = 10; dx = 5; break; default: dy = 0; dx = 0; break; } G_DrawWeaponTileWithID(currentWeapon, weaponX + offsetX[frame] - 12 - dx - halfLookAng, weaponY + offsetY[frame] - weaponYOffset + dy, FIRSTGUNRELOAD + frame, weaponShade, weaponBits, weaponPal, 36700); } break; case HANDBOMB_WEAPON__STATIC: weaponYOffset -= 9 * (*weaponFrame); G_DrawWeaponTileWithID(currentWeapon, weaponX + 190 - halfLookAng, weaponY + 260 - weaponYOffset, HANDTHROW, weaponShade, weaponBits, weaponPal, 36700); break; case HANDREMOTE_WEAPON__STATIC: if (!(duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING)) weaponBits |= 512; if(*weaponFrame < 20) { static uint8_t remoteFrames[] = { 1,1,1,1,1,2,2,2,2,3,3,3,4,4,4,5,5,5,5,5,6,6,6 }; if (*weaponFrame >= ARRAY_SIZE(remoteFrames)) break; if (*weaponFrame < 5) { G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 265 - halfLookAng, weaponY + 174 - weaponYOffset + pPlayer->hbomb_offset, RRTILE1752, 0, weaponBits, weaponPal, 36700); } G_DrawWeaponTileWithID(currentWeapon, weaponX + 290 - halfLookAng, weaponY + 238 - weaponYOffset, HANDTHROW + remoteFrames[(*weaponFrame)], 0, weaponBits, weaponPal, 36700); } break; case DEVISTATOR_WEAPON__STATIC: if (*weaponFrame) G_DrawWeaponTileWithID(currentWeapon, 150 + (weaponX >> 1) - halfLookAng, 266 + (weaponY >> 1) - weaponYOffset, DEVISTATOR, 0, weaponBits, weaponPal, 47040); else G_DrawWeaponTileWithID(currentWeapon, 150 + (weaponX >> 1) - halfLookAng, 266 + (weaponY >> 1) - weaponYOffset, DEVISTATOR + 1, weaponShade, weaponBits, weaponPal, 47040); break; case FREEZE_WEAPON__STATIC: if (!(duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING)) weaponBits |= 512; if ((*weaponFrame) > 0) { static uint8_t freezerFrames[] = { 0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 }; G_DrawWeaponTileWithID(currentWeapon, weaponX + 260 - (pPlayer->look_ang >> 1), weaponY + 215 - weaponYOffset, FREEZE + freezerFrames[*weaponFrame], -32, weaponBits, weaponPal, 32768); } else G_DrawWeaponTileWithID(currentWeapon, weaponX + 260 - (pPlayer->look_ang >> 1), weaponY + 215 - weaponYOffset, FREEZE, weaponShade, weaponBits, weaponPal, 32768); break; case GROW_WEAPON__STATIC: case SHRINKER_WEAPON__STATIC: weaponX += 28; weaponY += 18; if ((*weaponFrame) > 0) { if (doAnim) { weaponX += rand() & 3; weaponYOffset += (rand() & 3); } if (currentWeapon == GROW_WEAPON) { G_DrawWeaponTileWithID(currentWeapon, weaponX + 184 - halfLookAng, weaponY + 240 - weaponYOffset, GROWSPARK + ((*weaponFrame)&2), weaponShade, weaponBits, 0, 44040); } else { static int frames[] = { 1,1,1,1,1,2,2,2,2,2,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0 }; G_DrawWeaponTileWithID(currentWeapon, weaponX + 184 - halfLookAng, weaponY + 240 - weaponYOffset, SHRINKER + frames[*weaponFrame], weaponShade, weaponBits, 0, 44040); } } else { G_DrawWeaponTileWithID(currentWeapon, weaponX + 188 - halfLookAng, weaponY + 240 - weaponYOffset, SHRINKER, weaponShade, weaponBits, weaponPal, 44040); } break; } } else { switch (DYNAMICWEAPONMAP(currentWeapon)) { case KNEE_WEAPON__STATIC: { int const kneePal = P_GetKneePal(pPlayer, weaponPal); guniqhudid = currentWeapon; if (*weaponFrame < 5 || *weaponFrame > 9) G_DrawTileScaled(weaponX + 220 - halfLookAng, weaponY + 250 - weaponYOffset, KNEE, weaponShade, weaponBits, kneePal); else G_DrawTileScaled(weaponX + 160 - halfLookAng, weaponY + 214 - weaponYOffset, KNEE + 1, weaponShade, weaponBits, kneePal); guniqhudid = 0; break; } case TRIPBOMB_WEAPON__STATIC: weaponX += 8; weaponYOffset -= 10; if ((*weaponFrame) > 6) weaponY += ((*weaponFrame) << 3); else if ((*weaponFrame) < 4) G_DrawWeaponTileWithID(currentWeapon << 2, weaponX + 142 - halfLookAng, weaponY + 234 - weaponYOffset, HANDHOLDINGLASER + 3, weaponShade, weaponBits, weaponPal); G_DrawWeaponTileWithID(currentWeapon, weaponX + 130 - halfLookAng, weaponY + 249 - weaponYOffset, HANDHOLDINGLASER + ((*weaponFrame) >> 2), weaponShade, weaponBits, weaponPal); G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 152 - halfLookAng, weaponY + 249 - weaponYOffset, HANDHOLDINGLASER + ((*weaponFrame) >> 2), weaponShade, weaponBits | 4, weaponPal); break; case RPG_WEAPON__STATIC: weaponX -= sintable[(768 + ((*weaponFrame) << 7)) & 2047] >> 11; weaponYOffset += sintable[(768 + ((*weaponFrame) << 7)) & 2047] >> 11; if (!(duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING)) weaponBits |= 512; if (*weaponFrame > 0) { if (*weaponFrame < 8) G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 164, (weaponY << 1) + 176 - weaponYOffset, RPGGUN + ((*weaponFrame) >> 1), weaponShade, weaponBits, weaponPal); } G_DrawWeaponTileWithID(currentWeapon, weaponX + 164, (weaponY << 1) + 176 - weaponYOffset, RPGGUN, weaponShade, weaponBits, weaponPal); break; case SHOTGUN_WEAPON__STATIC: weaponX -= 8; switch (*weaponFrame) { case 1: case 2: G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 168 - halfLookAng, weaponY + 201 - weaponYOffset, SHOTGUN + 2, -128, weaponBits, weaponPal); fallthrough__; case 0: case 6: case 7: case 8: G_DrawWeaponTileWithID(currentWeapon, weaponX + 146 - halfLookAng, weaponY + 202 - weaponYOffset, SHOTGUN, weaponShade, weaponBits, weaponPal); break; case 3: case 4: weaponYOffset -= 40; weaponX += 20; G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 178 - halfLookAng, weaponY + 194 - weaponYOffset, SHOTGUN + 1 + ((*(weaponFrame)-1) >> 1), -128, weaponBits, weaponPal); fallthrough__; case 5: case 9: case 10: case 11: case 12: G_DrawWeaponTileWithID(currentWeapon, weaponX + 158 - halfLookAng, weaponY + 220 - weaponYOffset, SHOTGUN + 3, weaponShade, weaponBits, weaponPal); break; case 13: case 14: case 15: G_DrawWeaponTileWithID(currentWeapon, 32 + weaponX + 166 - halfLookAng, weaponY + 210 - weaponYOffset, SHOTGUN + 4, weaponShade, weaponBits, weaponPal); break; case 16: case 17: case 18: case 19: case 24: case 25: case 26: case 27: G_DrawWeaponTileWithID(currentWeapon, 64 + weaponX + 170 - halfLookAng, weaponY + 196 - weaponYOffset, SHOTGUN + 5, weaponShade, weaponBits, weaponPal); break; case 20: case 21: case 22: case 23: G_DrawWeaponTileWithID(currentWeapon, 64 + weaponX + 176 - halfLookAng, weaponY + 196 - weaponYOffset, SHOTGUN + 6, weaponShade, weaponBits, weaponPal); break; case 28: case 29: case 30: G_DrawWeaponTileWithID(currentWeapon, 32 + weaponX + 156 - halfLookAng, weaponY + 206 - weaponYOffset, SHOTGUN + 4, weaponShade, weaponBits, weaponPal); break; } break; case CHAINGUN_WEAPON__STATIC: if (*weaponFrame > 0) { weaponYOffset -= sintable[(*weaponFrame)<<7]>>12; if (doAnim) weaponX += 1-(rand()&3); } switch (*weaponFrame) { case 0: G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (pPlayer->look_ang >> 1), weaponY + 233 - weaponYOffset, CHAINGUN + 1, weaponShade, weaponBits, weaponPal); break; default: if (*weaponFrame > 4 && *weaponFrame < 12) { int randomOffset = doAnim ? rand()&7 : 0; G_DrawWeaponTileWithID(currentWeapon << 2, randomOffset + weaponX - 4 + 140 - (pPlayer->look_ang >> 1), randomOffset + weaponY - ((*weaponFrame) >> 1) + 208 - weaponYOffset, CHAINGUN + 5 + ((*weaponFrame - 4) / 5), weaponShade, weaponBits, weaponPal); if (doAnim) randomOffset = rand()&7; G_DrawWeaponTileWithID(currentWeapon << 2, randomOffset + weaponX - 4 + 184 - (pPlayer->look_ang >> 1), randomOffset + weaponY - ((*weaponFrame) >> 1) + 208 - weaponYOffset, CHAINGUN + 5 + ((*weaponFrame - 4) / 5), weaponShade, weaponBits, weaponPal); } if (*weaponFrame < 8) { int const randomOffset = doAnim ? rand()&7 : 0; G_DrawWeaponTileWithID(currentWeapon << 2, randomOffset + weaponX - 4 + 162 - (pPlayer->look_ang >> 1), randomOffset + weaponY - ((*weaponFrame) >> 1) + 208 - weaponYOffset, CHAINGUN + 5 + ((*weaponFrame - 2) / 5), weaponShade, weaponBits, weaponPal); G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (pPlayer->look_ang >> 1), weaponY + 233 - weaponYOffset, CHAINGUN + 1 + ((*weaponFrame) >> 1), weaponShade, weaponBits, weaponPal); } else G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (pPlayer->look_ang >> 1), weaponY + 233 - weaponYOffset, CHAINGUN + 1, weaponShade, weaponBits, weaponPal); break; } G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 168 - (pPlayer->look_ang >> 1), weaponY + 260 - weaponYOffset, CHAINGUN, weaponShade, weaponBits, weaponPal); break; case PISTOL_WEAPON__STATIC: if ((*weaponFrame) < 5) { static uint8_t pistolFrames[] = { 0, 1, 2 }; int pistolOffset = 195-12+weaponX; if ((*weaponFrame) == 2) pistolOffset -= 3; G_DrawWeaponTileWithID(currentWeapon, (pistolOffset - (pPlayer->look_ang >> 1)), (weaponY + 244 - weaponYOffset), FIRSTGUN + pistolFrames[*weaponFrame > 2 ? 0 : *weaponFrame], weaponShade, 2, weaponPal); break; } if (!(duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING) && DUKE) weaponBits |= 512; if ((*weaponFrame) < 10) G_DrawWeaponTileWithID(currentWeapon, 194 - (pPlayer->look_ang >> 1), weaponY + 230 - weaponYOffset, FIRSTGUN + 4, weaponShade, weaponBits, weaponPal); else if ((*weaponFrame) < 15) { G_DrawWeaponTileWithID(currentWeapon << 1, 244 - ((*weaponFrame) << 3) - (pPlayer->look_ang >> 1), weaponY + 130 - weaponYOffset + ((*weaponFrame) << 4), FIRSTGUN + 6, weaponShade, weaponBits, weaponPal); G_DrawWeaponTileWithID(currentWeapon, 224 - (pPlayer->look_ang >> 1), weaponY + 220 - weaponYOffset, FIRSTGUN + 5, weaponShade, weaponBits, weaponPal); } else if ((*weaponFrame) < 20) { G_DrawWeaponTileWithID(currentWeapon << 1, 124 + ((*weaponFrame) << 1) - (pPlayer->look_ang >> 1), weaponY + 430 - weaponYOffset - ((*weaponFrame) << 3), FIRSTGUN + 6, weaponShade, weaponBits, weaponPal); G_DrawWeaponTileWithID(currentWeapon, 224 - (pPlayer->look_ang >> 1), weaponY + 220 - weaponYOffset, FIRSTGUN + 5, weaponShade, weaponBits, weaponPal); } else if ((*weaponFrame) < (NAM ? 38 : 23)) { G_DrawWeaponTileWithID(currentWeapon << 2, 184 - (pPlayer->look_ang >> 1), weaponY + 235 - weaponYOffset, FIRSTGUN + 8, weaponShade, weaponBits, weaponPal); G_DrawWeaponTileWithID(currentWeapon, 224 - (pPlayer->look_ang >> 1), weaponY + 210 - weaponYOffset, FIRSTGUN + 5, weaponShade, weaponBits, weaponPal); } else if ((*weaponFrame) < (NAM ? 44 : 25)) { G_DrawWeaponTileWithID(currentWeapon << 2, 164 - (pPlayer->look_ang >> 1), weaponY + 245 - weaponYOffset, FIRSTGUN + 8, weaponShade, weaponBits, weaponPal); G_DrawWeaponTileWithID(currentWeapon, 224 - (pPlayer->look_ang >> 1), weaponY + 220 - weaponYOffset, FIRSTGUN + 5, weaponShade, weaponBits, weaponPal); } else if ((*weaponFrame) < (NAM ? 50 : 27)) G_DrawWeaponTileWithID(currentWeapon, 194 - (pPlayer->look_ang >> 1), weaponY + 235 - weaponYOffset, FIRSTGUN + 5, weaponShade, weaponBits, weaponPal); break; case HANDBOMB_WEAPON__STATIC: { static uint8_t pipebombFrames [] = { 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2 }; if (*weaponFrame >= ARRAY_SIZE(pipebombFrames)) break; if (*weaponFrame) { if (*weaponFrame < 7) weaponYOffset -= 10 * (*weaponFrame); // D else if (*weaponFrame < 12) weaponYOffset += 20 * ((*weaponFrame) - 10); // U else if (*weaponFrame < 20) weaponYOffset -= 9 * ((*weaponFrame) - 14); // D weaponYOffset += 10; } G_DrawWeaponTileWithID(currentWeapon, weaponX + 190 - halfLookAng, weaponY + 260 - weaponYOffset, HANDTHROW + pipebombFrames[(*weaponFrame)], weaponShade, weaponBits, weaponPal); } break; case HANDREMOTE_WEAPON__STATIC: { static uint8_t remoteFrames[] = { 0, 1, 1, 2, 1, 1, 0, 0, 0, 0, 0 }; if (*weaponFrame >= ARRAY_SIZE(remoteFrames)) break; weaponX = -48; G_DrawWeaponTileWithID(currentWeapon, weaponX + 150 - halfLookAng, weaponY + 258 - weaponYOffset, HANDREMOTE + remoteFrames[(*weaponFrame)], weaponShade, weaponBits, weaponPal); } break; case DEVISTATOR_WEAPON__STATIC: if (*weaponFrame > 0) { static uint8_t const devastatorFrames[] = { 0, 4, 12, 24, 12, 4, 0 }; if (*weaponFrame >= ARRAY_SIZE(devastatorFrames)) break; int const tileOffset = ksgn((*weaponFrame) >> 2); if (pPlayer->hbomb_hold_delay) { G_DrawWeaponTileWithID(currentWeapon, (devastatorFrames[*weaponFrame] >> 1) + weaponX + 268 - halfLookAng, devastatorFrames[*weaponFrame] + weaponY + 238 - weaponYOffset, DEVISTATOR + tileOffset, -32, weaponBits, weaponPal); G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 30 - halfLookAng, weaponY + 240 - weaponYOffset, DEVISTATOR, weaponShade, weaponBits | 4, weaponPal); } else { G_DrawWeaponTileWithID(currentWeapon << 1, -(devastatorFrames[*weaponFrame] >> 1) + weaponX + 30 - halfLookAng, devastatorFrames[*weaponFrame] + weaponY + 240 - weaponYOffset, DEVISTATOR + tileOffset, -32, weaponBits | 4, weaponPal); G_DrawWeaponTileWithID(currentWeapon, weaponX + 268 - halfLookAng, weaponY + 238 - weaponYOffset, DEVISTATOR, weaponShade, weaponBits, weaponPal); } } else { G_DrawWeaponTileWithID(currentWeapon, weaponX + 268 - halfLookAng, weaponY + 238 - weaponYOffset, DEVISTATOR, weaponShade, weaponBits, weaponPal); G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 30 - halfLookAng, weaponY + 240 - weaponYOffset, DEVISTATOR, weaponShade, weaponBits | 4, weaponPal); } break; case FREEZE_WEAPON__STATIC: if (!(duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING) && DUKE) weaponBits |= 512; if ((*weaponFrame) > 0) { static uint8_t freezerFrames[] = { 0, 0, 1, 1, 2, 2 }; if (*weaponFrame % 6 >= ARRAY_SIZE(freezerFrames)) break; if (doAnim) { weaponX += rand() & 3; weaponY += rand() & 3; } weaponYOffset -= 16; G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 210 - (pPlayer->look_ang >> 1), weaponY + 261 - weaponYOffset, FREEZE + 2, -32, weaponBits, weaponPal); G_DrawWeaponTileWithID(currentWeapon, weaponX + 210 - (pPlayer->look_ang >> 1), weaponY + 235 - weaponYOffset, FREEZE + 3 + freezerFrames[*weaponFrame % 6], -32, weaponBits, weaponPal); } else G_DrawWeaponTileWithID(currentWeapon, weaponX + 210 - (pPlayer->look_ang >> 1), weaponY + 261 - weaponYOffset, FREEZE, weaponShade, weaponBits, weaponPal); break; case GROW_WEAPON__STATIC: case SHRINKER_WEAPON__STATIC: weaponX += 28; weaponY += 18; if ((*weaponFrame) > 0) { if (doAnim) { weaponX += rand() & 3; weaponYOffset += (rand() & 3); } G_DrawWeaponTileUnfadedWithID(currentWeapon << 1, weaponX + 184 - halfLookAng, weaponY + 240 - weaponYOffset, SHRINKER + 3 + ((*weaponFrame) & 3), -32, weaponBits, currentWeapon == GROW_WEAPON ? 2 : 0); G_DrawWeaponTileWithID(currentWeapon, weaponX + 188 - halfLookAng, weaponY + 240 - weaponYOffset, currentWeapon == GROW_WEAPON ? SHRINKER - 1 : SHRINKER + 1, weaponShade, weaponBits, weaponPal); } else { G_DrawWeaponTileUnfadedWithID(currentWeapon << 1, weaponX + 184 - halfLookAng, weaponY + 240 - weaponYOffset, SHRINKER + 2, 16 - (sintable[pPlayer->random_club_frame & 2047] >> 10), weaponBits, currentWeapon == GROW_WEAPON ? 2 : 0); G_DrawWeaponTileWithID(currentWeapon, weaponX + 188 - halfLookAng, weaponY + 240 - weaponYOffset, currentWeapon == GROW_WEAPON ? SHRINKER - 2 : SHRINKER, weaponShade, weaponBits, weaponPal); } break; } } } enddisplayweapon: if (!RR) P_DisplaySpit(); } #define TURBOTURNTIME (TICRATE/8) // 7 #define NORMALTURN 15 #define PREAMBLETURN 5 #define NORMALKEYMOVE 40 #define MAXVEL ((NORMALKEYMOVE*2)+10) #define MAXSVEL ((NORMALKEYMOVE*2)+10) #define MAXANGVEL 1024 #define MAXHORIZ 256 int32_t g_myAimStat = 0, g_oldAimStat = 0; int32_t mouseyaxismode = -1; void P_GetInput(int playerNum) { auto const pPlayer = g_player[playerNum].ps; ControlInfo info; if ((pPlayer->gm & (MODE_MENU|MODE_TYPE)) || (ud.pause_on && !KB_KeyPressed(sc_Pause))) { if (!(pPlayer->gm&MODE_MENU)) CONTROL_GetInput(&info); Bmemset(&localInput, 0, sizeof(input_t)); localInput.bits = (((int32_t)g_gameQuit) << SK_GAMEQUIT); localInput.extbits |= (1 << 7); return; } CONTROL_ProcessBinds(); if (in_aimmode) g_MyAimMode = BUTTON(gamefunc_Mouse_Aiming); else { g_oldAimStat = g_myAimStat; g_myAimStat = BUTTON(gamefunc_Mouse_Aiming); if (g_myAimStat > g_oldAimStat) { g_MyAimMode ^= 1; P_DoQuote(QUOTE_MOUSE_AIMING_OFF + g_MyAimMode, pPlayer); } } CONTROL_GetInput(&info); if (in_mousedeadzone) { if (info.mousey > 0) info.mousey = max(info.mousey - in_mousedeadzone, 0); else if (info.mousey < 0) info.mousey = min(info.mousey + in_mousedeadzone, 0); if (info.mousex > 0) info.mousex = max(info.mousex - in_mousedeadzone, 0); else if (info.mousex < 0) info.mousex = min(info.mousex + in_mousedeadzone, 0); } if (in_mousebias) { if (klabs(info.mousex) > klabs(info.mousey)) info.mousey = tabledivide32_noinline(info.mousey, in_mousebias); else info.mousex = tabledivide32_noinline(info.mousex, in_mousebias); } // JBF: Run key behaviour is selectable int const playerRunning = G_CheckAutorun(BUTTON(gamefunc_Run)); int const turnAmount = playerRunning ? (NORMALTURN << 1) : NORMALTURN; constexpr int const analogTurnAmount = (NORMALTURN << 1); int const keyMove = playerRunning ? (NORMALKEYMOVE << 1) : NORMALKEYMOVE; constexpr int const analogExtent = 32767; // KEEPINSYNC sdlayer.cpp input_t input {}; if (BUTTON(gamefunc_Strafe)) { static int strafeyaw; input.svel = -(info.mousex + strafeyaw) >> 3; strafeyaw = (info.mousex + strafeyaw) % 8; input.svel -= info.dyaw * keyMove / analogExtent; } else { input.q16avel = fix16_div(fix16_from_int(info.mousex), F16(32)); input.q16avel += fix16_from_int(info.dyaw) / analogExtent * (analogTurnAmount << 1); } if (g_MyAimMode) input.q16horz = fix16_div(fix16_from_int(info.mousey), F16(64)); else input.fvel = -(info.mousey >> 6); if (!in_mouseflip) input.q16horz = -input.q16horz; input.q16horz -= fix16_from_int(info.dpitch) / analogExtent * analogTurnAmount; input.svel -= info.dx * keyMove / analogExtent; input.fvel -= info.dz * keyMove / analogExtent; if (BUTTON(gamefunc_Strafe)) { if (BUTTON(gamefunc_Turn_Left) && !(pPlayer->movement_lock&4)) input.svel -= -keyMove; if (BUTTON(gamefunc_Turn_Right) && !(pPlayer->movement_lock&8)) input.svel -= keyMove; } else { static int32_t turnHeldTime = 0; static int32_t lastInputClock = 0; // MED int32_t const elapsedTics = (int32_t) totalclock - lastInputClock; lastInputClock = (int32_t) totalclock; if (BUTTON(gamefunc_Turn_Left)) { turnHeldTime += elapsedTics; input.q16avel -= fix16_from_int((turnHeldTime >= TURBOTURNTIME) ? (turnAmount << 1) : (PREAMBLETURN << 1)); } else if (BUTTON(gamefunc_Turn_Right)) { turnHeldTime += elapsedTics; input.q16avel += fix16_from_int((turnHeldTime >= TURBOTURNTIME) ? (turnAmount << 1) : (PREAMBLETURN << 1)); } else turnHeldTime=0; } if (BUTTON(gamefunc_Strafe_Left) && !(pPlayer->movement_lock & 4)) input.svel += keyMove; if (BUTTON(gamefunc_Strafe_Right) && !(pPlayer->movement_lock & 8)) input.svel += -keyMove; if (RR) { /*if (BUTTON(gamefunc_Quick_Kick)) { localInput.bits |= BUTTON(gamefunc_Move_Forward)<drink_amt >= 66 && pPlayer->drink_amt <= 87) { if (BUTTON(gamefunc_Move_Forward)) { input.fvel += keyMove; if (pPlayer->drink_amt & 1) input.svel += keyMove; else input.svel -= keyMove; } if (BUTTON(gamefunc_Move_Backward)) { input.fvel += -keyMove; if (pPlayer->drink_amt & 1) input.svel -= keyMove; else input.svel += keyMove; } } else { if (BUTTON(gamefunc_Move_Forward)) input.fvel += keyMove; if (BUTTON(gamefunc_Move_Backward)) input.fvel += -keyMove; } } } else { if (BUTTON(gamefunc_Move_Forward) && !(g_player[playerNum].ps->movement_lock & 1)) input.fvel += keyMove; if (BUTTON(gamefunc_Move_Backward) && !(g_player[playerNum].ps->movement_lock & 2)) input.fvel += -keyMove; } input.fvel = clamp(input.fvel, -MAXVEL, MAXVEL); input.svel = clamp(input.svel, -MAXSVEL, MAXSVEL); input.q16avel = fix16_clamp(input.q16avel, F16(-MAXANGVEL), F16(MAXANGVEL)); input.q16horz = fix16_clamp(input.q16horz, F16(-MAXHORIZ), F16(MAXHORIZ)); int weaponSelection; for (weaponSelection = gamefunc_Weapon_10; weaponSelection >= gamefunc_Weapon_1; --weaponSelection) { if (BUTTON(weaponSelection)) { weaponSelection -= (gamefunc_Weapon_1 - 1); break; } } if (BUTTON(gamefunc_Last_Weapon)) weaponSelection = 14; else if (BUTTON(gamefunc_Alt_Weapon)) weaponSelection = 13; else if (BUTTON(gamefunc_Next_Weapon) || (BUTTON(gamefunc_Dpad_Select) && input.fvel > 0)) weaponSelection = 12; else if (BUTTON(gamefunc_Previous_Weapon) || (BUTTON(gamefunc_Dpad_Select) && input.fvel < 0)) weaponSelection = 11; else if (weaponSelection == gamefunc_Weapon_1-1) weaponSelection = 0; localInput.bits = (weaponSelection << SK_WEAPON_BITS) | (BUTTON(gamefunc_Fire) << SK_FIRE); localInput.bits |= (BUTTON(gamefunc_Open) << SK_OPEN); int const sectorLotag = pPlayer->cursectnum != -1 ? sector[pPlayer->cursectnum].lotag : 0; int const crouchable = sectorLotag != 2 && (sectorLotag != 1 || pPlayer->spritebridge); if (BUTTON(gamefunc_Toggle_Crouch)) { pPlayer->crouch_toggle = !pPlayer->crouch_toggle && crouchable; if (crouchable) CONTROL_ClearButton(gamefunc_Toggle_Crouch); } if (BUTTON(gamefunc_Crouch) || BUTTON(gamefunc_Jump) || pPlayer->jetpack_on || (!crouchable && pPlayer->on_ground)) pPlayer->crouch_toggle = 0; int const crouching = BUTTON(gamefunc_Crouch) || BUTTON(gamefunc_Toggle_Crouch) || pPlayer->crouch_toggle; localInput.bits |= (BUTTON(gamefunc_Jump) << SK_JUMP) | (crouching << SK_CROUCH); localInput.bits |= (BUTTON(gamefunc_Aim_Up) || (BUTTON(gamefunc_Dpad_Aiming) && input.fvel > 0)) << SK_AIM_UP; localInput.bits |= (BUTTON(gamefunc_Aim_Down) || (BUTTON(gamefunc_Dpad_Aiming) && input.fvel < 0)) << SK_AIM_DOWN; localInput.bits |= (BUTTON(gamefunc_Center_View) << SK_CENTER_VIEW); localInput.bits |= (BUTTON(gamefunc_Look_Left) << SK_LOOK_LEFT) | (BUTTON(gamefunc_Look_Right) << SK_LOOK_RIGHT); localInput.bits |= (BUTTON(gamefunc_Look_Up) << SK_LOOK_UP) | (BUTTON(gamefunc_Look_Down) << SK_LOOK_DOWN); localInput.bits |= (playerRunning << SK_RUN); localInput.bits |= (BUTTON(gamefunc_Inventory_Left) || (BUTTON(gamefunc_Dpad_Select) && (input.svel > 0 || input.q16avel < 0))) << SK_INV_LEFT; localInput.bits |= (BUTTON(gamefunc_Inventory_Right) || (BUTTON(gamefunc_Dpad_Select) && (input.svel < 0 || input.q16avel > 0))) << SK_INV_RIGHT; localInput.bits |= (BUTTON(gamefunc_Inventory) << SK_INVENTORY); localInput.bits |= (BUTTON(gamefunc_Steroids) << SK_STEROIDS) | (BUTTON(gamefunc_NightVision) << SK_NIGHTVISION); localInput.bits |= (BUTTON(gamefunc_MedKit) << SK_MEDKIT) | (BUTTON(gamefunc_Holo_Duke) << SK_HOLODUKE); localInput.bits |= (BUTTON(gamefunc_Jetpack) << SK_JETPACK); localInput.bits |= BUTTON(gamefunc_Holster_Weapon) << SK_HOLSTER; localInput.bits |= BUTTON(gamefunc_Quick_Kick) << SK_QUICK_KICK; localInput.bits |= BUTTON(gamefunc_TurnAround) << SK_TURNAROUND; localInput.bits |= (g_MyAimMode << SK_AIMMODE); localInput.bits |= (g_gameQuit << SK_GAMEQUIT); localInput.bits |= KB_KeyPressed(sc_Pause) << SK_PAUSE; localInput.bits |= ((uint32_t)KB_KeyPressed(sc_Escape)) << SK_ESCAPE; if (RR) { if (TEST_SYNC_KEY(localInput.bits, SK_CROUCH)) localInput.bits &= ~(1 << SK_JUMP); if (pPlayer->drink_amt > 88) localInput.bits |= 1 << SK_LOOK_LEFT; if (pPlayer->drink_amt > 99) localInput.bits |= 1 << SK_LOOK_DOWN; } if (BUTTON(gamefunc_Dpad_Select)) { input.fvel = 0; input.svel = 0; input.q16avel = 0; } else if (BUTTON(gamefunc_Dpad_Aiming)) input.fvel = 0; localInput.extbits = (BUTTON(gamefunc_Move_Forward) || (input.fvel > 0)); localInput.extbits |= (BUTTON(gamefunc_Move_Backward) || (input.fvel < 0)) << 1; localInput.extbits |= (BUTTON(gamefunc_Strafe_Left) || (input.svel > 0)) << 2; localInput.extbits |= (BUTTON(gamefunc_Strafe_Right) || (input.svel < 0)) << 3; localInput.extbits |= BUTTON(gamefunc_Turn_Left)<<4; localInput.extbits |= BUTTON(gamefunc_Turn_Right)<<5; if (ud.scrollmode && ud.overhead_on) { ud.folfvel = input.fvel; ud.folavel = fix16_to_int(input.q16avel); localInput.fvel = 0; localInput.svel = 0; localInput.q16avel = 0; localInput.q16horz = 0; return; } int16_t const q16ang = fix16_to_int(pPlayer->q16ang); localInput.fvel = mulscale9(input.fvel, sintable[(q16ang + 2560) & 2047]) + mulscale9(input.svel, sintable[(q16ang + 2048) & 2047]) + pPlayer->fric.x; localInput.svel = mulscale9(input.fvel, sintable[(q16ang + 2048) & 2047]) + mulscale9(input.svel, sintable[(q16ang + 1536) & 2047]) + pPlayer->fric.y; localInput.q16avel = input.q16avel; localInput.q16horz = input.q16horz; } void P_GetInputMotorcycle(int playerNum) { auto const pPlayer = g_player[playerNum].ps; ControlInfo info; if ((pPlayer->gm & (MODE_MENU|MODE_TYPE)) || (ud.pause_on && !KB_KeyPressed(sc_Pause))) { if (!(pPlayer->gm&MODE_MENU)) CONTROL_GetInput(&info); Bmemset(&localInput, 0, sizeof(input_t)); localInput.bits = (((int32_t)g_gameQuit) << SK_GAMEQUIT); localInput.extbits |= (1 << 7); return; } CONTROL_ProcessBinds(); if (in_aimmode) g_MyAimMode = BUTTON(gamefunc_Mouse_Aiming); else { g_oldAimStat = g_myAimStat; g_myAimStat = BUTTON(gamefunc_Mouse_Aiming); if (g_myAimStat > g_oldAimStat) { g_MyAimMode ^= 1; P_DoQuote(QUOTE_MOUSE_AIMING_OFF + g_MyAimMode, pPlayer); } } CONTROL_GetInput(&info); if (in_mousedeadzone) { if (info.mousey > 0) info.mousey = max(info.mousey - in_mousedeadzone, 0); else if (info.mousey < 0) info.mousey = min(info.mousey + in_mousedeadzone, 0); if (info.mousex > 0) info.mousex = max(info.mousex - in_mousedeadzone, 0); else if (info.mousex < 0) info.mousex = min(info.mousex + in_mousedeadzone, 0); } if (in_mousebias) { if (klabs(info.mousex) > klabs(info.mousey)) info.mousey = tabledivide32_noinline(info.mousey, in_mousebias); else info.mousex = tabledivide32_noinline(info.mousex, in_mousebias); } // JBF: Run key behaviour is selectable int const playerRunning = G_CheckAutorun(BUTTON(gamefunc_Run)); constexpr int const analogTurnAmount = (NORMALTURN << 1); int const keyMove = playerRunning ? (NORMALKEYMOVE << 1) : NORMALKEYMOVE; constexpr int const analogExtent = 32767; // KEEPINSYNC sdlayer.cpp input_t input {}; input.q16avel = fix16_div(fix16_from_int(info.mousex), F16(32)); input.q16avel += fix16_from_int(info.dyaw) / analogExtent * (analogTurnAmount << 1); input.q16horz = fix16_div(fix16_from_int(info.mousey), F16(64)); if (!in_mouseflip) input.q16horz = -input.q16horz; input.q16horz -= fix16_from_int(info.dpitch) / analogExtent * analogTurnAmount; input.svel -= info.dx * keyMove / analogExtent; input.fvel -= info.dz * keyMove / analogExtent; input.fvel = clamp(input.fvel, -MAXVEL, MAXVEL); input.svel = clamp(input.svel, -MAXSVEL, MAXSVEL); input.q16avel = fix16_clamp(input.q16avel, F16(-MAXANGVEL), F16(MAXANGVEL)); input.q16horz = fix16_clamp(input.q16horz, F16(-MAXHORIZ), F16(MAXHORIZ)); pPlayer->crouch_toggle = 0; localInput.bits = BUTTON(gamefunc_Fire) << SK_FIRE; localInput.bits |= BUTTON(gamefunc_Steroids) << SK_STEROIDS; localInput.bits |= BUTTON(gamefunc_NightVision) << SK_NIGHTVISION; localInput.bits |= BUTTON(gamefunc_MedKit) << SK_MEDKIT; localInput.bits |= (BUTTON(gamefunc_Inventory_Left) || (BUTTON(gamefunc_Dpad_Select) && (input.svel > 0 || input.q16avel < 0))) << SK_INV_LEFT; localInput.bits |= KB_KeyPressed(sc_Pause) << SK_PAUSE; localInput.bits |= BUTTON(gamefunc_Holo_Duke) << SK_HOLODUKE; localInput.bits |= BUTTON(gamefunc_Jetpack) << SK_JETPACK; localInput.bits |= (g_gameQuit << SK_GAMEQUIT); localInput.bits |= (BUTTON(gamefunc_Inventory_Right) || (BUTTON(gamefunc_Dpad_Select) && (input.svel < 0 || input.q16avel > 0))) << SK_INV_RIGHT; localInput.bits |= BUTTON(gamefunc_Open) << SK_OPEN; localInput.bits |= BUTTON(gamefunc_Inventory) << SK_INVENTORY; localInput.bits |= ((uint32_t)KB_KeyPressed(sc_Escape)) << SK_ESCAPE; if (BUTTON(gamefunc_Dpad_Select)) { input.fvel = 0; input.svel = 0; input.q16avel = 0; } if (BUTTON(gamefunc_Dpad_Aiming)) input.fvel = 0; localInput.extbits = (BUTTON(gamefunc_Move_Forward) || (input.fvel > 0)); localInput.extbits |= (BUTTON(gamefunc_Move_Backward) || (input.fvel < 0)) << 1; localInput.extbits |= (BUTTON(gamefunc_Strafe_Left) || (input.svel > 0)) << 2; localInput.extbits |= (BUTTON(gamefunc_Strafe_Right) || (input.svel < 0)) << 3; int const turn = input.q16avel / 32; int turnLeft = BUTTON(gamefunc_Turn_Left) || BUTTON(gamefunc_Strafe_Left); int turnRight = BUTTON(gamefunc_Turn_Right) || BUTTON(gamefunc_Strafe_Right); int avelScale = F16((turnLeft || turnRight) ? 1 : 0); if (turn) { avelScale = fix16_max(avelScale, fix16_clamp(fix16_mul(turn, turn),0,F16(1))); if (turn < 0) turnLeft = 1; else if (turn > 0) turnRight = 1; } input.svel = input.fvel = input.q16avel = input.q16horz = 0; if (!pPlayer->moto_underwater) { localInput.bits |= (BUTTON(gamefunc_Move_Forward) || BUTTON(gamefunc_Strafe)) << SK_JUMP; localInput.bits |= BUTTON(gamefunc_Move_Backward) << SK_AIM_UP; localInput.bits |= BUTTON(gamefunc_Run) << SK_CROUCH; } localInput.bits |= turnLeft << SK_AIM_DOWN; localInput.bits |= turnRight << SK_LOOK_LEFT; static int32_t turnHeldTime = 0; static int32_t lastInputClock = 0; // MED int32_t const elapsedTics = (int32_t) totalclock - lastInputClock; int const moveBack = BUTTON(gamefunc_Move_Backward) && pPlayer->moto_speed <= 0; if (pPlayer->moto_speed == 0 || !pPlayer->on_ground) { if (turnLeft) { pPlayer->tilt_status--; if (pPlayer->tilt_status < -10) pPlayer->tilt_status = -10; } else if (turnRight) { pPlayer->tilt_status++; if (pPlayer->tilt_status > 10) pPlayer->tilt_status = 10; } } else { if (turnLeft || pPlayer->moto_drink < 0) { turnHeldTime += elapsedTics; pPlayer->tilt_status--; if (pPlayer->tilt_status < -10) pPlayer->tilt_status = -10; if (turnHeldTime >= TURBOTURNTIME && pPlayer->moto_speed > 0) { if (moveBack) { if (turn) input.q16avel += fix16_from_int(20*2); else input.q16avel += fix16_from_int(10*2); } else { if (turn) input.q16avel -= fix16_from_int(20*2); else input.q16avel -= fix16_from_int(10*2); } } else { if (moveBack) { if (turn) input.q16avel += fix16_from_int(10*2); else input.q16avel += fix16_from_int(3*2); } else { if (turn) input.q16avel -= fix16_from_int(10*2); else input.q16avel -= fix16_from_int(3*2); } } } else if (turnRight || pPlayer->moto_drink > 0) { turnHeldTime += elapsedTics; pPlayer->tilt_status++; if (pPlayer->tilt_status > 10) pPlayer->tilt_status = 10; if (turnHeldTime >= TURBOTURNTIME && pPlayer->moto_speed > 0) { if (moveBack) { if (turn) input.q16avel -= fix16_from_int(20*2); else input.q16avel -= fix16_from_int(10*2); } else { if (turn) input.q16avel += fix16_from_int(20*2); else input.q16avel += fix16_from_int(10*2); } } else { if (moveBack) { if (turn) input.q16avel -= fix16_from_int(10*2); else input.q16avel -= fix16_from_int(3*2); } else { if (turn) input.q16avel += fix16_from_int(10*2); else input.q16avel += fix16_from_int(3*2); } } } else { turnHeldTime = 0; if (pPlayer->tilt_status > 0) pPlayer->tilt_status--; else if (pPlayer->tilt_status < 0) pPlayer->tilt_status++; } } if (pPlayer->moto_underwater) pPlayer->moto_speed = 0; input.q16avel = fix16_mul(input.q16avel, avelScale); input.fvel += pPlayer->moto_speed; input.fvel = clamp(input.fvel, -15, 120); input.svel = clamp(input.svel, -MAXSVEL, MAXSVEL); input.q16avel = fix16_clamp(input.q16avel, F16(-MAXANGVEL), F16(MAXANGVEL)); input.q16horz = fix16_clamp(input.q16horz, F16(-MAXHORIZ), F16(MAXHORIZ)); if (ud.scrollmode && ud.overhead_on) { ud.folfvel = input.fvel; ud.folavel = fix16_to_int(input.q16avel); localInput.fvel = 0; localInput.svel = 0; localInput.q16avel = 0; localInput.q16horz = 0; return; } int16_t const q16ang = fix16_to_int(pPlayer->q16ang); localInput.fvel = mulscale9(input.fvel, sintable[(q16ang + 2560) & 2047]) + mulscale9(input.svel, sintable[(q16ang + 2048) & 2047]) + pPlayer->fric.x; localInput.svel = mulscale9(input.fvel, sintable[(q16ang + 2048) & 2047]) + mulscale9(input.svel, sintable[(q16ang + 1536) & 2047]) + pPlayer->fric.y; localInput.q16avel = input.q16avel; localInput.q16horz = input.q16horz; if (TEST_SYNC_KEY(localInput.bits, SK_JUMP)) { localInput.bits |= 1; } } void P_GetInputBoat(int playerNum) { auto const pPlayer = g_player[playerNum].ps; ControlInfo info; if ((pPlayer->gm & (MODE_MENU|MODE_TYPE)) || (ud.pause_on && !KB_KeyPressed(sc_Pause))) { if (!(pPlayer->gm&MODE_MENU)) CONTROL_GetInput(&info); Bmemset(&localInput, 0, sizeof(input_t)); localInput.bits = (((int32_t)g_gameQuit) << SK_GAMEQUIT); localInput.extbits |= (1 << 7); return; } CONTROL_ProcessBinds(); if (in_aimmode) g_MyAimMode = BUTTON(gamefunc_Mouse_Aiming); else { g_oldAimStat = g_myAimStat; g_myAimStat = BUTTON(gamefunc_Mouse_Aiming); if (g_myAimStat > g_oldAimStat) { g_MyAimMode ^= 1; P_DoQuote(QUOTE_MOUSE_AIMING_OFF + g_MyAimMode, pPlayer); } } CONTROL_GetInput(&info); if (in_mousedeadzone) { if (info.mousey > 0) info.mousey = max(info.mousey - in_mousedeadzone, 0); else if (info.mousey < 0) info.mousey = min(info.mousey + in_mousedeadzone, 0); if (info.mousex > 0) info.mousex = max(info.mousex - in_mousedeadzone, 0); else if (info.mousex < 0) info.mousex = min(info.mousex + in_mousedeadzone, 0); } if (in_mousebias) { if (klabs(info.mousex) > klabs(info.mousey)) info.mousey = tabledivide32_noinline(info.mousey, in_mousebias); else info.mousex = tabledivide32_noinline(info.mousex, in_mousebias); } // JBF: Run key behaviour is selectable int const playerRunning = G_CheckAutorun(BUTTON(gamefunc_Run)); constexpr int const analogTurnAmount = (NORMALTURN << 1); int const keyMove = playerRunning ? (NORMALKEYMOVE << 1) : NORMALKEYMOVE; constexpr int const analogExtent = 32767; // KEEPINSYNC sdlayer.cpp input_t input {}; input.q16avel = fix16_div(fix16_from_int(info.mousex), F16(32)); input.q16avel += fix16_from_int(info.dyaw) / analogExtent * (analogTurnAmount << 1); input.q16horz = fix16_div(fix16_from_int(info.mousey), F16(64)); if (!in_mouseflip) input.q16horz = -input.q16horz; input.q16horz -= fix16_from_int(info.dpitch) / analogExtent * analogTurnAmount; input.svel -= info.dx * keyMove / analogExtent; input.fvel -= info.dz * keyMove / analogExtent; input.fvel = clamp(input.fvel, -MAXVEL, MAXVEL); input.svel = clamp(input.svel, -MAXSVEL, MAXSVEL); input.q16avel = fix16_clamp(input.q16avel, F16(-MAXANGVEL), F16(MAXANGVEL)); input.q16horz = fix16_clamp(input.q16horz, F16(-MAXHORIZ), F16(MAXHORIZ)); pPlayer->crouch_toggle = 0; localInput.bits = BUTTON(gamefunc_Fire) << SK_FIRE; localInput.bits |= BUTTON(gamefunc_Steroids) << SK_STEROIDS; localInput.bits |= BUTTON(gamefunc_NightVision) << SK_NIGHTVISION; localInput.bits |= BUTTON(gamefunc_MedKit) << SK_MEDKIT; localInput.bits |= (BUTTON(gamefunc_Inventory_Left) || (BUTTON(gamefunc_Dpad_Select) && (input.svel > 0 || input.q16avel < 0))) << SK_INV_LEFT; localInput.bits |= KB_KeyPressed(sc_Pause) << SK_PAUSE; localInput.bits |= BUTTON(gamefunc_Holo_Duke) << SK_HOLODUKE; localInput.bits |= BUTTON(gamefunc_Jetpack) << SK_JETPACK; localInput.bits |= (g_gameQuit << SK_GAMEQUIT); localInput.bits |= (BUTTON(gamefunc_Inventory_Right) || (BUTTON(gamefunc_Dpad_Select) && (input.svel < 0 || input.q16avel > 0))) << SK_INV_RIGHT; localInput.bits |= BUTTON(gamefunc_Open) << SK_OPEN; localInput.bits |= BUTTON(gamefunc_Inventory) << SK_INVENTORY; localInput.bits |= ((uint32_t)KB_KeyPressed(sc_Escape)) << SK_ESCAPE; if (BUTTON(gamefunc_Dpad_Select)) { input.fvel = 0; input.svel = 0; input.q16avel = 0; } if (BUTTON(gamefunc_Dpad_Aiming)) input.fvel = 0; localInput.extbits = (BUTTON(gamefunc_Move_Forward) || (input.fvel > 0)); localInput.extbits |= (BUTTON(gamefunc_Move_Backward) || (input.fvel < 0)) << 1; localInput.extbits |= (BUTTON(gamefunc_Strafe_Left) || (input.svel > 0)) << 2; localInput.extbits |= (BUTTON(gamefunc_Strafe_Right) || (input.svel < 0)) << 3; int const turn = input.q16avel / 32; int turnLeft = BUTTON(gamefunc_Turn_Left) || BUTTON(gamefunc_Strafe_Left); int turnRight = BUTTON(gamefunc_Turn_Right) || BUTTON(gamefunc_Strafe_Right); int avelScale = F16((turnLeft || turnRight) ? 1 : 0); if (turn) { avelScale = fix16_max(avelScale, fix16_clamp(fix16_mul(turn, turn),0,F16(1))); if (turn < 0) turnLeft = 1; else if (turn > 0) turnRight = 1; } input.svel = input.fvel = input.q16avel = input.q16horz = 0; localInput.bits |= (BUTTON(gamefunc_Move_Forward) || BUTTON(gamefunc_Strafe)) << SK_JUMP; localInput.bits |= BUTTON(gamefunc_Move_Backward) << SK_AIM_UP; localInput.bits |= BUTTON(gamefunc_Run) << SK_CROUCH; localInput.bits |= turnLeft << SK_AIM_DOWN; localInput.bits |= turnRight << SK_LOOK_LEFT; static int32_t turnHeldTime = 0; static int32_t lastInputClock = 0; // MED int32_t const elapsedTics = (int32_t) totalclock - lastInputClock; if (pPlayer->moto_speed != 0) { if (turnLeft || pPlayer->moto_drink < 0) { turnHeldTime += elapsedTics; if (!pPlayer->not_on_water) { pPlayer->tilt_status--; if (pPlayer->tilt_status < -10) pPlayer->tilt_status = -10; } if (turnHeldTime >= TURBOTURNTIME) { if (pPlayer->not_on_water) { if (turn) input.q16avel -= fix16_from_int(6*2); else input.q16avel -= fix16_from_int(3*2); } else { if (turn) input.q16avel -= fix16_from_int(20*2); else input.q16avel -= fix16_from_int(10*2); } } else { if (pPlayer->not_on_water) { if (turn) input.q16avel -= fix16_from_int(2*2); else input.q16avel -= fix16_from_int(1*2); } else { if (turn) input.q16avel -= fix16_from_int(6*2); else input.q16avel -= fix16_from_int(3*2); } } } else if (turnRight || pPlayer->moto_drink > 0) { turnHeldTime += elapsedTics; if (!pPlayer->not_on_water) { pPlayer->tilt_status++; if (pPlayer->tilt_status > 10) pPlayer->tilt_status = 10; } if (turnHeldTime >= TURBOTURNTIME) { if (pPlayer->not_on_water) { if (turn) input.q16avel += fix16_from_int(6*2); else input.q16avel += fix16_from_int(3*2); } else { if (turn) input.q16avel += fix16_from_int(20*2); else input.q16avel += fix16_from_int(10*2); } } else { if (pPlayer->not_on_water) { if (turn) input.q16avel += fix16_from_int(2*2); else input.q16avel += fix16_from_int(1*2); } else { if (turn) input.q16avel += fix16_from_int(6*2); else input.q16avel += fix16_from_int(3*2); } } } else if (!pPlayer->not_on_water) { turnHeldTime = 0; if (pPlayer->tilt_status > 0) pPlayer->tilt_status--; else if (pPlayer->tilt_status < 0) pPlayer->tilt_status++; } } else if (!pPlayer->not_on_water) { turnHeldTime = 0; if (pPlayer->tilt_status > 0) pPlayer->tilt_status--; else if (pPlayer->tilt_status < 0) pPlayer->tilt_status++; } input.fvel += pPlayer->moto_speed; input.q16avel = fix16_mul(input.q16avel, avelScale); input.fvel = clamp(input.fvel, -15, 120); input.svel = clamp(input.svel, -MAXSVEL, MAXSVEL); input.q16avel = fix16_clamp(input.q16avel, F16(-MAXANGVEL), F16(MAXANGVEL)); input.q16horz = fix16_clamp(input.q16horz, F16(-MAXHORIZ), F16(MAXHORIZ)); if (ud.scrollmode && ud.overhead_on) { ud.folfvel = input.fvel; ud.folavel = fix16_to_int(input.q16avel); localInput.fvel = 0; localInput.svel = 0; localInput.q16avel = 0; localInput.q16horz = 0; return; } int16_t const q16ang = fix16_to_int(pPlayer->q16ang); localInput.fvel = mulscale9(input.fvel, sintable[(q16ang + 2560) & 2047]) + mulscale9(input.svel, sintable[(q16ang + 2048) & 2047]) + pPlayer->fric.x; localInput.svel = mulscale9(input.fvel, sintable[(q16ang + 2048) & 2047]) + mulscale9(input.svel, sintable[(q16ang + 1536) & 2047]) + pPlayer->fric.y; localInput.q16avel = input.q16avel; localInput.q16horz = input.q16horz; } void P_MadeNoise(int playerNum) { DukePlayer_t *const pPlayer = g_player[playerNum].ps; pPlayer->make_noise = 1; pPlayer->noise_x = pPlayer->pos.x; pPlayer->noise_y = pPlayer->pos.y; } static void P_Thrust(DukePlayer_t *const pPlayer, int shift) { pPlayer->vel.x += sintable[(fix16_to_int(pPlayer->q16ang)+512)&2047] << shift; pPlayer->vel.y += sintable[fix16_to_int(pPlayer->q16ang)&2047] << shift; } static int32_t P_DoCounters(int playerNum) { DukePlayer_t *const pPlayer = g_player[playerNum].ps; if (RRRA) { if (g_windTime > 0) g_windTime--; else if ((krand2() & 127) == 8) { g_windTime = 120+((krand2()&63)<<2); g_windDir = krand2()&2047; } if (g_bellTime > 0) { g_bellTime--; if (g_bellTime == 0) sprite[g_bellSprite].picnum++; } if (playerNum == 0 && g_chickenWeaponTimer > 0) g_chickenWeaponTimer--; if (pPlayer->sea_sick) { pPlayer->sea_sick--; if (pPlayer->sea_sick) pPlayer->sea_sick_stat = 0; } } if (RR) { if (pPlayer->yehaa_timer) pPlayer->yehaa_timer--; if (pPlayer->hbomb_offset > 0) { pPlayer->hbomb_offset++; pPlayer->hbomb_time--; } if (--pPlayer->drink_timer <= 0) { pPlayer->drink_timer = 1024; if (pPlayer->drink_amt) pPlayer->drink_amt--; } if (--pPlayer->eat_timer <= 0) { pPlayer->eat_timer = 1024; if (pPlayer->eat_amt) pPlayer->eat_amt--; } if (pPlayer->drink_amt == 100) { if (!A_CheckSoundPlaying(pPlayer->i, 420)) A_PlaySound(420, pPlayer->i); pPlayer->drink_amt -= 9; pPlayer->eat_amt >>= 1; } pPlayer->eat_ang = (1647 + pPlayer->eat_amt * 8) & 2047; if (pPlayer->eat_amt >= 100) pPlayer->eat_amt = 100; if (pPlayer->eat_amt >= 31 && krand2() < pPlayer->eat_amt) { switch (krand2()&3) { case 0: A_PlaySound(404, pPlayer->i); break; case 1: A_PlaySound(422, pPlayer->i); break; case 2: A_PlaySound(423, pPlayer->i); break; case 3: A_PlaySound(424, pPlayer->i); break; } if (!g_netServer && numplayers < 2) { pPlayer->noise_radius = 16384; P_MadeNoise(playerNum); P_Thrust(pPlayer, 4); } pPlayer->eat_amt -= 4; if (pPlayer->eat_amt < 0) pPlayer->eat_amt = 0; } } if (pPlayer->invdisptime > 0) pPlayer->invdisptime--; if (pPlayer->tipincs > 0) pPlayer->tipincs--; if (pPlayer->last_pissed_time > 0) { if (RR) { --pPlayer->last_pissed_time; if (pPlayer->drink_amt > 66 && (pPlayer->last_pissed_time % GAMETICSPERSEC) == 0) pPlayer->drink_amt--; if (!ud.lockout) { switch (pPlayer->last_pissed_time) { case 5662: A_PlaySound(434, pPlayer->i); break; case 5567: A_PlaySound(434, pPlayer->i); break; case 5472: A_PlaySound(433, pPlayer->i); break; case 5072: A_PlaySound(435, pPlayer->i); break; case 5014: A_PlaySound(434, pPlayer->i); break; case 4919: A_PlaySound(433, pPlayer->i); break; } } if (pPlayer->last_pissed_time == 5668) { pPlayer->holster_weapon = 0; pPlayer->weapon_pos = WEAPON_POS_RAISE; } } else switch (--pPlayer->last_pissed_time) { case GAMETICSPERSEC * 219: { A_PlaySound(FLUSH_TOILET, pPlayer->i); if (playerNum == screenpeek || GTFLAGS(GAMETYPE_COOPSOUND)) A_PlaySound(DUKE_PISSRELIEF, pPlayer->i); } break; case GAMETICSPERSEC * 218: { pPlayer->holster_weapon = 0; pPlayer->weapon_pos = WEAPON_POS_RAISE; } break; } } if (pPlayer->crack_time > 0) { if (--pPlayer->crack_time == 0) { pPlayer->knuckle_incs = 1; pPlayer->crack_time = 777; } } if (pPlayer->inv_amount[GET_STEROIDS] > 0 && pPlayer->inv_amount[GET_STEROIDS] < 400) { if (--pPlayer->inv_amount[GET_STEROIDS] == 0) { P_SelectNextInvItem(pPlayer); if (RR) { pPlayer->eat_amt = pPlayer->drink_amt = 0; pPlayer->eat_ang = pPlayer->drink_ang = 1647; } } if (!(pPlayer->inv_amount[GET_STEROIDS] & (RR ? 14 : 7))) if (playerNum == screenpeek || GTFLAGS(GAMETYPE_COOPSOUND)) A_PlaySound(RR ? DUKE_TAKEPILLS : DUKE_HARTBEAT, pPlayer->i); } if (!RR) { if (pPlayer->heat_on && pPlayer->inv_amount[GET_HEATS] > 0) { if (--pPlayer->inv_amount[GET_HEATS] == 0) { pPlayer->heat_on = 0; P_SelectNextInvItem(pPlayer); A_PlaySound(NITEVISION_ONOFF, pPlayer->i); P_UpdateScreenPal(pPlayer); } } if (pPlayer->holoduke_on >= 0) { if (--pPlayer->inv_amount[GET_HOLODUKE] <= 0) { A_PlaySound(TELEPORTER, pPlayer->i); pPlayer->holoduke_on = -1; P_SelectNextInvItem(pPlayer); } } if (pPlayer->jetpack_on && pPlayer->inv_amount[GET_JETPACK] > 0) { if (--pPlayer->inv_amount[GET_JETPACK] <= 0) { pPlayer->jetpack_on = 0; P_SelectNextInvItem(pPlayer); A_PlaySound(DUKE_JETPACK_OFF, pPlayer->i); S_StopEnvSound(DUKE_JETPACK_IDLE, pPlayer->i); S_StopEnvSound(DUKE_JETPACK_ON, pPlayer->i); } } if (pPlayer->quick_kick > 0 && sprite[pPlayer->i].pal != 1) { pPlayer->last_quick_kick = pPlayer->quick_kick + 1; if (--pPlayer->quick_kick == 8) A_Shoot(pPlayer->i, KNEE); } else if (pPlayer->last_quick_kick > 0) --pPlayer->last_quick_kick; } if (pPlayer->access_incs && sprite[pPlayer->i].pal != 1) { ++pPlayer->access_incs; if (sprite[pPlayer->i].extra <= 0) pPlayer->access_incs = 12; if (pPlayer->access_incs == 12) { if (pPlayer->access_spritenum >= 0) { P_ActivateSwitch(playerNum, pPlayer->access_spritenum, 1); switch (sprite[pPlayer->access_spritenum].pal) { case 0: RR ? pPlayer->keys[1] = 1 : pPlayer->got_access &= (0xffff - 0x1); break; case 21: RR ? pPlayer->keys[2] = 1 : pPlayer->got_access &= (0xffff - 0x2); break; case 23: RR ? pPlayer->keys[3] = 1 : pPlayer->got_access &= (0xffff - 0x4); break; } pPlayer->access_spritenum = -1; } else { P_ActivateSwitch(playerNum,pPlayer->access_wallnum,0); switch (wall[pPlayer->access_wallnum].pal) { case 0: RR ? pPlayer->keys[1] = 1 : pPlayer->got_access &= (0xffff - 0x1); break; case 21: RR ? pPlayer->keys[2] = 1 : pPlayer->got_access &= (0xffff - 0x2); break; case 23: RR ? pPlayer->keys[3] = 1 : pPlayer->got_access &= (0xffff - 0x4); break; } } } if (pPlayer->access_incs > 20) { pPlayer->access_incs = 0; pPlayer->weapon_pos = WEAPON_POS_RAISE; pPlayer->kickback_pic = 0; } } if (pPlayer->cursectnum >= 0 && pPlayer->scuba_on == 0 && sector[pPlayer->cursectnum].lotag == ST_2_UNDERWATER) { if (pPlayer->inv_amount[GET_SCUBA] > 0) { pPlayer->scuba_on = 1; pPlayer->inven_icon = ICON_SCUBA; P_DoQuote(QUOTE_SCUBA_ON, pPlayer); } else { if (pPlayer->airleft > 0) --pPlayer->airleft; else { pPlayer->extra_extra8 += 32; if (pPlayer->last_extra < (pPlayer->max_player_health >> 1) && (pPlayer->last_extra & 3) == 0) A_PlaySound(DUKE_LONGTERM_PAIN, pPlayer->i); } } } else if (pPlayer->inv_amount[GET_SCUBA] > 0 && pPlayer->scuba_on) { pPlayer->inv_amount[GET_SCUBA]--; if (pPlayer->inv_amount[GET_SCUBA] == 0) { pPlayer->scuba_on = 0; P_SelectNextInvItem(pPlayer); } } if (pPlayer->knuckle_incs) { if (++pPlayer->knuckle_incs == 10) { if (RR && !g_wupass) { int soundId = 391; g_wupass = 1; if (!g_lastLevel) switch (ud.volume_number) { case 0: switch (ud.level_number) { case 0: soundId = RRRA ? 63 : 391; break; case 1: soundId = 64; break; case 2: soundId = 77; break; case 3: soundId = 80; break; case 4: soundId = 102; break; case 5: soundId = 103; break; case 6: soundId = 104; break; } break; case 1: switch (ud.level_number) { case 0: soundId = 105; break; case 1: soundId = 176; break; case 2: soundId = 177; break; case 3: soundId = 198; break; case 4: soundId = 230; break; case 5: soundId = 255; break; case 6: soundId = 283; break; } break; } A_PlaySound(soundId, pPlayer->i); } else if (totalclock > 1024) if (playerNum == screenpeek || GTFLAGS(GAMETYPE_COOPSOUND)) { if (rand()&1) A_PlaySound(DUKE_CRACK,pPlayer->i); else A_PlaySound(DUKE_CRACK2,pPlayer->i); } if (!RR) A_PlaySound(DUKE_CRACK_FIRST,pPlayer->i); } else if (pPlayer->knuckle_incs == 22 || TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_FIRE)) pPlayer->knuckle_incs=0; return 1; } return 0; } int16_t WeaponPickupSprites[MAX_WEAPONS] = { KNEE__STATIC, FIRSTGUNSPRITE__STATIC, SHOTGUNSPRITE__STATIC, CHAINGUNSPRITE__STATIC, RPGSPRITE__STATIC, HEAVYHBOMB__STATIC, SHRINKERSPRITE__STATIC, DEVISTATORSPRITE__STATIC, TRIPBOMBSPRITE__STATIC, FREEZESPRITE__STATIC, HEAVYHBOMB__STATIC, SHRINKERSPRITE__STATIC }; // this is used for player deaths void P_DropWeapon(int const playerNum) { DukePlayer_t *const pPlayer = g_player[playerNum].ps; int const currentWeapon = pPlayer->curr_weapon; if (RRRA && (g_netServer || numplayers > 1)) { if (pPlayer->on_motorcycle) { int const newSprite = A_Spawn(pPlayer->i, EMPTYBIKE); sprite[newSprite].ang = fix16_to_int(pPlayer->q16ang); sprite[newSprite].owner = pPlayer->ammo_amount[MOTORCYCLE_WEAPON]; pPlayer->on_motorcycle = 0; pPlayer->gotweapon &= ~(1<q16horiz = F16(100); pPlayer->moto_do_bump = 0; pPlayer->moto_speed = 0; pPlayer->tilt_status = 0; pPlayer->moto_drink = 0; pPlayer->moto_bump_target = 0; pPlayer->moto_bump = 0; pPlayer->moto_turb = 0; } else if (pPlayer->on_boat) { int const newSprite = A_Spawn(pPlayer->i, EMPTYBOAT); sprite[newSprite].ang = fix16_to_int(pPlayer->q16ang); sprite[newSprite].owner = pPlayer->ammo_amount[BOAT_WEAPON]; pPlayer->on_boat = 0; pPlayer->gotweapon &= ~(1<q16horiz = F16(100); pPlayer->moto_do_bump = 0; pPlayer->moto_speed = 0; pPlayer->tilt_status = 0; pPlayer->moto_drink = 0; pPlayer->moto_bump_target = 0; pPlayer->moto_bump = 0; pPlayer->moto_turb = 0; } } if ((unsigned)currentWeapon >= MAX_WEAPONS) return; if (krand2() & 1) A_Spawn(pPlayer->i, WeaponPickupSprites[currentWeapon]); else switch (DYNAMICWEAPONMAP(currentWeapon)) { case CHICKEN_WEAPON__STATIC: if (!RRRA) break; fallthrough__; case RPG_WEAPON__STATIC: case HANDBOMB_WEAPON__STATIC: A_Spawn(pPlayer->i, EXPLOSION2); break; } if (RR) { for (bssize_t key = 0; key < 5; key++) { if (pPlayer->keys[key] == 1) { int const newSprite = A_Spawn(pPlayer->i, ACCESSCARD); switch (key) { case 1: sprite[newSprite].lotag = 100; break; case 2: sprite[newSprite].lotag = 101; break; case 3: sprite[newSprite].lotag = 102; break; case 4: sprite[newSprite].lotag = 103; break; } } } } } void P_AddAmmo(DukePlayer_t * const pPlayer, int const weaponNum, int const addAmount) { pPlayer->ammo_amount[weaponNum] += addAmount; if (pPlayer->ammo_amount[weaponNum] > pPlayer->max_ammo_amount[weaponNum]) pPlayer->ammo_amount[weaponNum] = pPlayer->max_ammo_amount[weaponNum]; } void P_AddWeapon(DukePlayer_t *pPlayer, int weaponNum) { int8_t curr_weapon = pPlayer->curr_weapon; if (pPlayer->on_motorcycle || pPlayer->on_boat) { pPlayer->gotweapon |= (1<gotweapon |= (1<ammo_amount[GROW_WEAPON] = 1; } else if (weaponNum == RPG_WEAPON) pPlayer->gotweapon |= (1<ammo_amount[SLINGBLADE_WEAPON] = 1; return; } if ((pPlayer->gotweapon & (1<gotweapon |= (1<gotweapon |= (1<ammo_amount[GROW_WEAPON] = 1; } if (RRRA) { if (weaponNum == RPG_WEAPON) pPlayer->gotweapon |= (1<ammo_amount[SLINGBLADE_WEAPON] = 50; } if (!RR || weaponNum != HANDBOMB_WEAPON) curr_weapon = weaponNum; } else curr_weapon = weaponNum; if (RR && weaponNum == HANDBOMB_WEAPON) pPlayer->last_weapon = -1; pPlayer->random_club_frame = 0; if (pPlayer->holster_weapon == 0) { pPlayer->weapon_pos = -1; pPlayer->last_weapon = pPlayer->curr_weapon; } else { pPlayer->weapon_pos = WEAPON_POS_RAISE; pPlayer->holster_weapon = 0; pPlayer->last_weapon = -1; } pPlayer->kickback_pic = 0; pPlayer->curr_weapon = curr_weapon; switch (DYNAMICWEAPONMAP(weaponNum)) { case SLINGBLADE_WEAPON__STATIC: case KNEE_WEAPON__STATIC: case TRIPBOMB_WEAPON__STATIC: case HANDREMOTE_WEAPON__STATIC: case HANDBOMB_WEAPON__STATIC: break; case SHOTGUN_WEAPON__STATIC: A_PlaySound(SHOTGUN_COCK, pPlayer->i); break; case PISTOL_WEAPON__STATIC: A_PlaySound(INSERT_CLIP, pPlayer->i); break; default: A_PlaySound(RR ? EJECT_CLIP : SELECT_WEAPON, pPlayer->i); break; } } void P_SelectNextInvItem(DukePlayer_t *pPlayer) { if (pPlayer->inv_amount[GET_FIRSTAID] > 0) pPlayer->inven_icon = ICON_FIRSTAID; else if (pPlayer->inv_amount[GET_STEROIDS] > 0) pPlayer->inven_icon = ICON_STEROIDS; else if (pPlayer->inv_amount[GET_JETPACK] > 0) pPlayer->inven_icon = ICON_JETPACK; else if (pPlayer->inv_amount[GET_HOLODUKE] > 0) pPlayer->inven_icon = ICON_HOLODUKE; else if (pPlayer->inv_amount[GET_HEATS] > 0) pPlayer->inven_icon = ICON_HEATS; else if (pPlayer->inv_amount[GET_SCUBA] > 0) pPlayer->inven_icon = ICON_SCUBA; else if (pPlayer->inv_amount[GET_BOOTS] > 0) pPlayer->inven_icon = ICON_BOOTS; else pPlayer->inven_icon = ICON_NONE; } void P_CheckWeapon(DukePlayer_t *pPlayer) { int playerNum; int weaponNum; // if (pPlayer->reloading) // return; if (pPlayer->wantweaponfire >= 0) { weaponNum = pPlayer->wantweaponfire; pPlayer->wantweaponfire = -1; if (weaponNum == pPlayer->curr_weapon) return; if ((pPlayer->gotweapon & (1<ammo_amount[weaponNum] > 0) { P_AddWeapon(pPlayer, weaponNum); return; } } weaponNum = pPlayer->curr_weapon; if ((pPlayer->gotweapon & (1<ammo_amount[weaponNum] > 0) return; playerNum = P_Get(pPlayer->i); int wpnInc = 0; for (wpnInc = 0; wpnInc <= (RR ? DEVISTATOR_WEAPON: FREEZE_WEAPON); ++wpnInc) { weaponNum = g_player[playerNum].wchoice[wpnInc]; if (VOLUMEONE && weaponNum > SHRINKER_WEAPON) continue; if (weaponNum == KNEE_WEAPON) weaponNum = RR ? DEVISTATOR_WEAPON : FREEZE_WEAPON; else weaponNum--; if (weaponNum == KNEE_WEAPON || ((pPlayer->gotweapon & (1<ammo_amount[weaponNum] > 0)) break; } if (wpnInc == HANDREMOTE_WEAPON) weaponNum = KNEE_WEAPON; // Found the weapon pPlayer->last_weapon = pPlayer->curr_weapon; pPlayer->random_club_frame = 0; pPlayer->curr_weapon = weaponNum; pPlayer->kickback_pic = 0; if (pPlayer->holster_weapon == 1) { pPlayer->holster_weapon = 0; pPlayer->weapon_pos = 10; } else pPlayer->weapon_pos = -1; } static void DoWallTouchDamage(const DukePlayer_t *pPlayer, int32_t wallNum) { vec3_t const davect = { pPlayer->pos.x + (sintable[(fix16_to_int(pPlayer->q16ang) + 512) & 2047] >> 9), pPlayer->pos.y + (sintable[fix16_to_int(pPlayer->q16ang) & 2047] >> 9), pPlayer->pos.z }; A_DamageWall(pPlayer->i, wallNum, &davect, -1); } static void P_CheckTouchDamage(DukePlayer_t *pPlayer, int touchObject) { if (touchObject == -1) return; if ((touchObject & 49152) == 49152) { int const touchSprite = touchObject & (MAXSPRITES - 1); if (RRRA) { switch (DYNAMICTILEMAP(sprite[touchSprite].picnum)) { case RRTILE2430__STATICRR: case RRTILE2431__STATICRR: case RRTILE2432__STATICRR: case RRTILE2443__STATICRR: case RRTILE2446__STATICRR: case RRTILE2451__STATICRR: case RRTILE2455__STATICRR: if (pPlayer->hurt_delay2 < 8) { sprite[pPlayer->i].extra -= 5; pPlayer->hurt_delay2 = 16; P_PalFrom(pPlayer, 32, 32, 0, 0); A_PlaySound(DUKE_LONGTERM_PAIN, pPlayer->i); } break; } return; } if (sprite[touchSprite].picnum == CACTUS) { if (pPlayer->hurt_delay < 8) { sprite[pPlayer->i].extra -= 5; pPlayer->hurt_delay = 16; P_PalFrom(pPlayer, 32, 32, 0, 0); A_PlaySound(DUKE_LONGTERM_PAIN, pPlayer->i); } } return; } if ((touchObject & 49152) != 32768) return; int const touchWall = touchObject & (MAXWALLS-1); if (pPlayer->hurt_delay > 0) pPlayer->hurt_delay--; else if (wall[touchWall].cstat & FORCEFIELD_CSTAT) { int const forcePic = G_GetForcefieldPicnum(touchWall); switch (DYNAMICTILEMAP(forcePic)) { case W_FORCEFIELD__STATIC: if (RR) break; sprite[pPlayer->i].extra -= 5; pPlayer->hurt_delay = 16; P_PalFrom(pPlayer, 32, 32,0,0); pPlayer->vel.x = -(sintable[(fix16_to_int(pPlayer->q16ang)+512)&2047]<<8); pPlayer->vel.y = -(sintable[(fix16_to_int(pPlayer->q16ang))&2047]<<8); A_PlaySound(DUKE_LONGTERM_PAIN,pPlayer->i); DoWallTouchDamage(pPlayer, touchWall); break; case BIGFORCE__STATIC: pPlayer->hurt_delay = GAMETICSPERSEC; DoWallTouchDamage(pPlayer, touchWall); break; } } } static int P_CheckFloorDamage(DukePlayer_t *pPlayer, int floorTexture) { spritetype * const pSprite = &sprite[pPlayer->i]; if ((unsigned)(floorTexture) >= MAXTILES) return 0; switch (DYNAMICTILEMAP(floorTexture)) { case HURTRAIL__STATIC: if (rnd(32)) { if (pPlayer->inv_amount[GET_BOOTS] > 0) return 1; else { if (!A_CheckSoundPlaying(pPlayer->i, DUKE_LONGTERM_PAIN)) A_PlaySound(DUKE_LONGTERM_PAIN, pPlayer->i); P_PalFrom(pPlayer, 32, 64, 64, 64); pSprite->extra -= 1 + (krand2() & 3); if (!A_CheckSoundPlaying(pPlayer->i, SHORT_CIRCUIT)) A_PlaySound(SHORT_CIRCUIT, pPlayer->i); return 0; } } break; case FLOORSLIME__STATIC: if (rnd(16)) { if (pPlayer->inv_amount[GET_BOOTS] > 0) return 1; else { if (!A_CheckSoundPlaying(pPlayer->i, DUKE_LONGTERM_PAIN)) A_PlaySound(DUKE_LONGTERM_PAIN, pPlayer->i); P_PalFrom(pPlayer, 32, 0, 8, 0); pSprite->extra -= 1 + (krand2() & 3); return 0; } } break; case FLOORPLASMA__STATIC: if (rnd(32)) { if (pPlayer->inv_amount[GET_BOOTS] > 0) return 1; else { if (!A_CheckSoundPlaying(pPlayer->i, DUKE_LONGTERM_PAIN)) A_PlaySound(DUKE_LONGTERM_PAIN, pPlayer->i); P_PalFrom(pPlayer, 32, 8, 0, 0); pSprite->extra -= 1 + (krand2() & 3); return 0; } } break; } return 0; } int P_FindOtherPlayer(int playerNum, int32_t *pDist) { int closestPlayer = playerNum; int closestPlayerDist = INT32_MAX; for (bssize_t TRAVERSE_CONNECT(otherPlayer)) { if (playerNum != otherPlayer && sprite[g_player[otherPlayer].ps->i].extra > 0) { int otherPlayerDist = klabs(g_player[otherPlayer].ps->opos.x - g_player[playerNum].ps->pos.x) + klabs(g_player[otherPlayer].ps->opos.y - g_player[playerNum].ps->pos.y) + (klabs(g_player[otherPlayer].ps->opos.z - g_player[playerNum].ps->pos.z) >> 4); if (otherPlayerDist < closestPlayerDist) { closestPlayer = otherPlayer; closestPlayerDist = otherPlayerDist; } } } *pDist = closestPlayerDist; return closestPlayer; } void P_FragPlayer(int playerNum) { DukePlayer_t *const pPlayer = g_player[playerNum].ps; spritetype *const pSprite = &sprite[pPlayer->i]; //if (g_netClient) // [75] The server should not overwrite its own randomseed // randomseed = ticrandomseed; if (pSprite->pal != 1) { P_PalFrom(pPlayer, 63, 63, 0, 0); pPlayer->pos.z -= ZOFFSET2; pSprite->z -= ZOFFSET2; int32_t const r1 = krand2(), r2 = krand2(); pPlayer->dead_flag = (512 - ((r2 & 1) << 10) + (r1 & 255) - 512) & 2047; if (pPlayer->dead_flag == 0) pPlayer->dead_flag++; #ifndef NETCODE_DISABLE //if (g_netServer) //{ // packbuf[0] = PACKET_FRAG; // packbuf[1] = playerNum; // packbuf[2] = pPlayer->frag_ps; // packbuf[3] = actor[pPlayer->i].picnum; // B_BUF32(&packbuf[4], ticrandomseed); // packbuf[8] = myconnectindex; // // enet_host_broadcast(g_netServer, CHAN_GAMESTATE, enet_packet_create(packbuf, 9, ENET_PACKET_FLAG_RELIABLE)); //} #endif } pPlayer->jetpack_on = 0; pPlayer->holoduke_on = -1; if (!RR) S_StopEnvSound(DUKE_JETPACK_IDLE, pPlayer->i); if (pPlayer->scream_voice > FX_Ok) { FX_StopSound(pPlayer->scream_voice); S_Cleanup(); pPlayer->scream_voice = -1; } if (pSprite->pal != 1 && (pSprite->cstat & 32768) == 0) pSprite->cstat = 0; if ((g_netServer || ud.multimode > 1) && (pSprite->pal != 1 || (pSprite->cstat & 32768))) { if (pPlayer->frag_ps != playerNum) { if (GTFLAGS(GAMETYPE_TDM) && g_player[pPlayer->frag_ps].ps->team == g_player[playerNum].ps->team) g_player[pPlayer->frag_ps].ps->fraggedself++; else { g_player[pPlayer->frag_ps].ps->frag++; g_player[pPlayer->frag_ps].frags[playerNum]++; g_player[playerNum].frags[playerNum]++; // deaths } if (playerNum == screenpeek) { Bsprintf(apStrings[QUOTE_RESERVED], "Killed by %s", &g_player[pPlayer->frag_ps].user_name[0]); P_DoQuote(QUOTE_RESERVED, pPlayer); } else { Bsprintf(apStrings[QUOTE_RESERVED2], "Killed %s", &g_player[playerNum].user_name[0]); P_DoQuote(QUOTE_RESERVED2, g_player[pPlayer->frag_ps].ps); } if (cl_obituaries) { Bsprintf(tempbuf, apStrings[OBITQUOTEINDEX + (krand2() % g_numObituaries)], &g_player[pPlayer->frag_ps].user_name[0], &g_player[playerNum].user_name[0]); G_AddUserQuote(tempbuf); } else krand2(); } else { if (actor[pPlayer->i].picnum != APLAYERTOP) { pPlayer->fraggedself++; if ((unsigned)pPlayer->wackedbyactor < MAXTILES && A_CheckEnemyTile(sprite[pPlayer->wackedbyactor].picnum)) Bsprintf(tempbuf, apStrings[OBITQUOTEINDEX + (krand2() % g_numObituaries)], "A monster", &g_player[playerNum].user_name[0]); else if (actor[pPlayer->i].picnum == NUKEBUTTON) Bsprintf(tempbuf, "^02%s^02 tried to leave", &g_player[playerNum].user_name[0]); else { // random suicide death string Bsprintf(tempbuf, apStrings[SUICIDEQUOTEINDEX + (krand2() % g_numSelfObituaries)], &g_player[playerNum].user_name[0]); } } else Bsprintf(tempbuf, "^02%s^02 switched to team %d", &g_player[playerNum].user_name[0], pPlayer->team + 1); if (cl_obituaries) G_AddUserQuote(tempbuf); } pPlayer->frag_ps = playerNum; pus = NUMPAGES; } } # define PIPEBOMB_CONTROL(playerNum) (Gv_GetVarByLabel("PIPEBOMB_CONTROL", PIPEBOMB_REMOTE, -1, playerNum)) static void P_ProcessWeapon(int playerNum) { DukePlayer_t *const pPlayer = g_player[playerNum].ps; uint8_t *const weaponFrame = &pPlayer->kickback_pic; int const playerShrunk = (sprite[pPlayer->i].yrepeat < (RR ? 8 : 32)); uint32_t playerBits = g_player[playerNum].inputBits->bits; int const sectorLotag = sector[pPlayer->cursectnum].lotag; if (RR) { if (pPlayer->hbomb_offset > 0) { if (ud.god) { pPlayer->hbomb_time = 45; pPlayer->hbomb_offset = 0; } else if (pPlayer->hbomb_time <= 0 && (*weaponFrame) < 5) { S_PlaySound(PIPEBOMB_EXPLODE); P_QuickKill(pPlayer); } } } #define WEAPON2_CLIP 20 if (NAM && TEST_SYNC_KEY(playerBits, SK_HOLSTER)) { if (pPlayer->curr_weapon == PISTOL_WEAPON) { if (pPlayer->ammo_amount[PISTOL_WEAPON] > WEAPON2_CLIP) { // throw away the remaining clip pPlayer->ammo_amount[PISTOL_WEAPON] -= pPlayer->ammo_amount[PISTOL_WEAPON] % WEAPON2_CLIP; (*weaponFrame) = 3; playerBits &= ~BIT(SK_FIRE); } return; } } #undef WEAPON2_CLIP if (pPlayer->curr_weapon == SHRINKER_WEAPON || pPlayer->curr_weapon == GROW_WEAPON || (RR && (pPlayer->curr_weapon == TRIPBOMB_WEAPON || pPlayer->curr_weapon == BOWLINGBALL_WEAPON)) || (RRRA && (pPlayer->curr_weapon == KNEE_WEAPON || pPlayer->curr_weapon == SLINGBLADE_WEAPON))) { pPlayer->random_club_frame += 64; // Glowing #ifdef POLYMER if (pPlayer->kickback_pic == 0 && !RR) { spritetype *const pSprite = &sprite[pPlayer->i]; int const glowXOffset = ((sintable[(pSprite->ang + 512) & 2047]) >> 7); int const glowYOffset = ((sintable[(pSprite->ang) & 2047]) >> 7); int const glowRange = 1024 + (sintable[pPlayer->random_club_frame & 2047] >> 3); int const flashColor = (pPlayer->curr_weapon == GROW_WEAPON) ? 216+(52<<8)+(20<<16) : 176+(252<<8)+(120<<16); pSprite->x += glowXOffset; pSprite->y += glowYOffset; G_AddGameLight(0, pPlayer->i, PHEIGHT, max(glowRange, 0), flashColor, PR_LIGHT_PRIO_HIGH_GAME); actor[pPlayer->i].lightcount = 2; pSprite->x -= glowXOffset; pSprite->y -= glowYOffset; } #endif } if (pPlayer->rapid_fire_hold == 1) { if (TEST_SYNC_KEY(playerBits, SK_FIRE)) return; pPlayer->rapid_fire_hold = 0; } if (playerShrunk || pPlayer->tipincs || pPlayer->access_incs) playerBits &= ~BIT(SK_FIRE); else if (playerShrunk == 0 && (playerBits & (1 << 2)) && (*weaponFrame) == 0 && pPlayer->fist_incs == 0 && pPlayer->last_weapon == -1 && (pPlayer->weapon_pos == 0 || pPlayer->holster_weapon == 1)) { pPlayer->crack_time = 777; if (pPlayer->holster_weapon == 1) { if (pPlayer->last_pissed_time <= (GAMETICSPERSEC * 218) && pPlayer->weapon_pos == WEAPON_POS_LOWER) { pPlayer->holster_weapon = 0; pPlayer->weapon_pos = WEAPON_POS_RAISE; P_DoQuote(QUOTE_WEAPON_RAISED, pPlayer); } } else { switch (DYNAMICWEAPONMAP(pPlayer->curr_weapon)) { case HANDBOMB_WEAPON__STATIC: pPlayer->hbomb_hold_delay = 0; if (pPlayer->ammo_amount[pPlayer->curr_weapon] > 0) { (*weaponFrame) = 1; } break; case HANDREMOTE_WEAPON__STATIC: pPlayer->hbomb_hold_delay = 0; (*weaponFrame) = 1; break; case PISTOL_WEAPON__STATIC: if (pPlayer->ammo_amount[PISTOL_WEAPON] > 0) { pPlayer->ammo_amount[PISTOL_WEAPON]--; (*weaponFrame) = 1; } break; case SHOTGUN_WEAPON__STATIC: if (pPlayer->ammo_amount[SHOTGUN_WEAPON] > 0 && pPlayer->random_club_frame == 0) { (*weaponFrame) = 1; } break; case TRIPBOMB_WEAPON__STATIC: case BOWLINGBALL_WEAPON__STATIC: if (RR) { if (pPlayer->ammo_amount[pPlayer->curr_weapon] > 0) { //pPlayer->ammo_amount[pPlayer->curr_weapon]--; (*weaponFrame) = 1; } break; } if (pPlayer->curr_weapon == BOWLINGBALL) break; if (pPlayer->ammo_amount[pPlayer->curr_weapon] > 0) { hitdata_t hitData; hitscan((const vec3_t *)pPlayer, pPlayer->cursectnum, sintable[(fix16_to_int(pPlayer->q16ang) + 512) & 2047], sintable[fix16_to_int(pPlayer->q16ang) & 2047], fix16_to_int(F16(100) - pPlayer->q16horiz - pPlayer->q16horizoff) * 32, &hitData, CLIPMASK1); if ((hitData.sect < 0 || hitData.sprite >= 0) || (hitData.wall >= 0 && sector[hitData.sect].lotag > 2)) break; if (hitData.wall >= 0 && wall[hitData.wall].overpicnum >= 0) if (wall[hitData.wall].overpicnum == BIGFORCE) break; int spriteNum = headspritesect[hitData.sect]; while (spriteNum >= 0) { if (sprite[spriteNum].picnum == TRIPBOMB && klabs(sprite[spriteNum].z - hitData.pos.z) < ZOFFSET4 && ((sprite[spriteNum].x - hitData.pos.x) * (sprite[spriteNum].x - hitData.pos.x) + (sprite[spriteNum].y - hitData.pos.y) * (sprite[spriteNum].y - hitData.pos.y)) < (290 * 290)) break; spriteNum = nextspritesect[spriteNum]; } // ST_2_UNDERWATER if (spriteNum == -1 && hitData.wall >= 0 && (wall[hitData.wall].cstat & 16) == 0) if ((wall[hitData.wall].nextsector >= 0 && sector[wall[hitData.wall].nextsector].lotag <= 2) || (wall[hitData.wall].nextsector == -1 && sector[hitData.sect].lotag <= 2)) if (((hitData.pos.x - pPlayer->pos.x) * (hitData.pos.x - pPlayer->pos.x) + (hitData.pos.y - pPlayer->pos.y) * (hitData.pos.y - pPlayer->pos.y)) < (290 * 290)) { pPlayer->pos.z = pPlayer->opos.z; pPlayer->vel.z = 0; (*weaponFrame) = 1; } } break; case SHRINKER_WEAPON__STATIC: if (pPlayer->ammo_amount[SHRINKER_WEAPON] > 0) { (*weaponFrame) = 1; A_PlaySound(SHRINKER_FIRE, pPlayer->i); } break; case GROW_WEAPON__STATIC: if (pPlayer->ammo_amount[GROW_WEAPON] > 0) { (*weaponFrame) = 1; A_PlaySound(RR ? 431 : EXPANDERSHOOT, pPlayer->i); } break; case FREEZE_WEAPON__STATIC: if (pPlayer->ammo_amount[FREEZE_WEAPON] > 0) { (*weaponFrame) = 1; if (!RR) A_PlaySound(CAT_FIRE, pPlayer->i); } break; case RPG_WEAPON__STATIC: case CHAINGUN_WEAPON__STATIC: if (pPlayer->ammo_amount[pPlayer->curr_weapon] > 0) { (*weaponFrame) = 1; } break; case DEVISTATOR_WEAPON__STATIC: if (pPlayer->ammo_amount[pPlayer->curr_weapon] > 0) { (*weaponFrame) = 1; pPlayer->hbomb_hold_delay = !pPlayer->hbomb_hold_delay; if (!RR) A_PlaySound(CAT_FIRE, pPlayer->i); } break; case KNEE_WEAPON__STATIC: case SLINGBLADE_WEAPON__STATIC: if (RRRA) { if (pPlayer->ammo_amount[pPlayer->curr_weapon] > 0 && !pPlayer->quick_kick) (*weaponFrame) = 1; break; } if (RRRA && pPlayer->curr_weapon == SLINGBLADE) break; if (pPlayer->quick_kick == 0) { (*weaponFrame) = 1; } break; case CHICKEN_WEAPON__STATIC: case MOTORCYCLE_WEAPON__STATIC: case BOAT_WEAPON__STATIC: if (!RRRA) break; if (pPlayer->ammo_amount[pPlayer->curr_weapon] > 0) { (*weaponFrame) = 1; } break; } } } else if (*weaponFrame) { int spriteNum; int flashColor = 0; if (RR) { switch (DYNAMICWEAPONMAP(pPlayer->curr_weapon)) { case HANDBOMB_WEAPON__STATIC: if (*weaponFrame == 1) S_PlaySound(401); if ((*weaponFrame) == 6 && TEST_SYNC_KEY(playerBits, SK_FIRE)) pPlayer->rapid_fire_hold = 1; if (++(*weaponFrame) > 19) { *weaponFrame = 0; pPlayer->curr_weapon = HANDREMOTE_WEAPON; pPlayer->last_weapon = -1; pPlayer->weapon_pos = WEAPON_POS_RAISE; pPlayer->hbomb_time = 45; pPlayer->hbomb_offset = 1; S_PlaySound(402); } break; case HANDREMOTE_WEAPON__STATIC: (*weaponFrame)++; if (pPlayer->hbomb_time < 0) pPlayer->hbomb_on = 0; if ((*weaponFrame) == 39) { pPlayer->hbomb_on = 0; pPlayer->noise_radius = 8192; P_MadeNoise(playerNum); } if ((*weaponFrame) == 12) { pPlayer->ammo_amount[HANDBOMB_WEAPON]--; if (pPlayer->ammo_amount[RPG_WEAPON]) pPlayer->ammo_amount[RPG_WEAPON]--; //if (numplayers < 2 || g_netServer) { int pipeBombZvel; int pipeBombFwdVel; if (pPlayer->on_ground && TEST_SYNC_KEY(playerBits, SK_CROUCH)) { pipeBombFwdVel = 15; pipeBombZvel = (fix16_to_int(pPlayer->q16horiz + pPlayer->q16horizoff - F16(100)) * 20); } else { pipeBombFwdVel = 140; pipeBombZvel = -512 - (fix16_to_int(pPlayer->q16horiz + pPlayer->q16horizoff - F16(100)) * 20); } int pipeSpriteNum = A_InsertSprite(pPlayer->cursectnum, pPlayer->pos.x+(sintable[(fix16_to_int(pPlayer->q16ang)+512)&2047]>>6), pPlayer->pos.y+(sintable[fix16_to_int(pPlayer->q16ang)&2047]>>6), pPlayer->pos.z,HEAVYHBOMB,-16,9,9, fix16_to_int(pPlayer->q16ang),(pipeBombFwdVel+(pPlayer->hbomb_hold_delay<<5))*2,pipeBombZvel,pPlayer->i,1); if (pipeBombFwdVel == 15) { sprite[pipeSpriteNum].yvel = 3; sprite[pipeSpriteNum].z += ZOFFSET3; } if (A_GetHitscanRange(pPlayer->i) < 512) { sprite[pipeSpriteNum].ang += 1024; sprite[pipeSpriteNum].zvel /= 3; sprite[pipeSpriteNum].xvel /= 3; } } pPlayer->hbomb_on = 1; } else if (*weaponFrame < 12 && TEST_SYNC_KEY(playerBits, SK_FIRE)) pPlayer->hbomb_hold_delay++; if (*weaponFrame == 40) { (*weaponFrame) = 0; pPlayer->curr_weapon = HANDBOMB_WEAPON; pPlayer->last_weapon = -1; pPlayer->hbomb_offset = 0; pPlayer->hbomb_time = 45; if (pPlayer->ammo_amount[HANDBOMB_WEAPON] > 0) { P_AddWeapon(pPlayer, HANDBOMB_WEAPON); pPlayer->weapon_pos = WEAPON_POS_LOWER; } else P_CheckWeapon(pPlayer); } break; case PISTOL_WEAPON__STATIC: if ((*weaponFrame) == 1) { A_Shoot(pPlayer->i, SHOTSPARK1); A_PlaySound(PISTOL_FIRE, pPlayer->i); pPlayer->noise_radius = 8192; P_MadeNoise(playerNum); lastvisinc = (int32_t) totalclock+32; pPlayer->visibility = 0; flashColor = 255+(95<<8); if (sectorLotag != 857) { pPlayer->vel.x -= sintable[(fix16_to_int(pPlayer->q16ang) + 512) & 2047] << 4; pPlayer->vel.y -= sintable[fix16_to_int(pPlayer->q16ang) & 2047] << 4; } } else if ((*weaponFrame) == 2 && pPlayer->ammo_amount[PISTOL_WEAPON] <= 0) { (*weaponFrame) = 0; P_CheckWeapon(pPlayer); } if (++(*weaponFrame) >= 22) { if (pPlayer->ammo_amount[PISTOL_WEAPON] <= 0) { (*weaponFrame) = 0; P_CheckWeapon(pPlayer); break; } else if ((pPlayer->ammo_amount[PISTOL_WEAPON]%6) == 0) { switch ((*weaponFrame)) { case 24: A_PlaySound(EJECT_CLIP, pPlayer->i); break; case 30: A_PlaySound(INSERT_CLIP, pPlayer->i); break; } } else (*weaponFrame) = 38; } if ((*weaponFrame) == 38) { (*weaponFrame) = 0; P_CheckWeapon(pPlayer); } break; case SHOTGUN_WEAPON__STATIC: if (++(*weaponFrame) == 6 && pPlayer->shotgun_state[0] == 0 && pPlayer->ammo_amount[SHOTGUN_WEAPON] > 1 && TEST_SYNC_KEY(playerBits, SK_FIRE)) pPlayer->shotgun_state[1] = 1; if ((*weaponFrame) == 4) { A_Shoot(pPlayer->i, SHOTGUN); A_Shoot(pPlayer->i, SHOTGUN); A_Shoot(pPlayer->i, SHOTGUN); A_Shoot(pPlayer->i, SHOTGUN); A_Shoot(pPlayer->i, SHOTGUN); A_Shoot(pPlayer->i, SHOTGUN); A_Shoot(pPlayer->i, SHOTGUN); A_Shoot(pPlayer->i, SHOTGUN); A_Shoot(pPlayer->i, SHOTGUN); A_Shoot(pPlayer->i, SHOTGUN); pPlayer->ammo_amount[SHOTGUN_WEAPON]--; A_PlaySound(SHOTGUN_FIRE, pPlayer->i); pPlayer->noise_radius = 8192; P_MadeNoise(playerNum); lastvisinc = (int32_t) totalclock + 32; pPlayer->visibility = 0; flashColor = 255+(95<<8); } if ((*weaponFrame) == 7) { if (pPlayer->shotgun_state[1]) { A_Shoot(pPlayer->i, SHOTGUN); A_Shoot(pPlayer->i, SHOTGUN); A_Shoot(pPlayer->i, SHOTGUN); A_Shoot(pPlayer->i, SHOTGUN); A_Shoot(pPlayer->i, SHOTGUN); A_Shoot(pPlayer->i, SHOTGUN); A_Shoot(pPlayer->i, SHOTGUN); A_Shoot(pPlayer->i, SHOTGUN); A_Shoot(pPlayer->i, SHOTGUN); A_Shoot(pPlayer->i, SHOTGUN); pPlayer->ammo_amount[SHOTGUN_WEAPON]--; A_PlaySound(SHOTGUN_FIRE, pPlayer->i); if (sectorLotag != 857) { pPlayer->vel.x -= sintable[(fix16_to_int(pPlayer->q16ang) + 512) & 2047] << 5; pPlayer->vel.y -= sintable[fix16_to_int(pPlayer->q16ang) & 2047] << 5; } } else if (sectorLotag != 857) { pPlayer->vel.x -= sintable[(fix16_to_int(pPlayer->q16ang) + 512) & 2047] << 4; pPlayer->vel.y -= sintable[fix16_to_int(pPlayer->q16ang) & 2047] << 4; } flashColor = 255+(95<<8); } if (pPlayer->shotgun_state[0]) { switch (*weaponFrame) { case 16: P_CheckWeapon(pPlayer); break; case 17: A_PlaySound(SHOTGUN_COCK, pPlayer->i); break; case 28: *weaponFrame = 0; pPlayer->shotgun_state[0] = 0; pPlayer->shotgun_state[1] = 0; break; } } else if (pPlayer->shotgun_state[1]) { switch (*weaponFrame) { case 26: P_CheckWeapon(pPlayer); break; case 27: A_PlaySound(SHOTGUN_COCK, pPlayer->i); break; case 38: *weaponFrame = 0; pPlayer->shotgun_state[0] = 0; pPlayer->shotgun_state[1] = 0; break; } } else { switch (*weaponFrame) { case 16: P_CheckWeapon(pPlayer); *weaponFrame = 0; pPlayer->shotgun_state[0] = 1; pPlayer->shotgun_state[1] = 0; break; } } break; case CHAINGUN_WEAPON__STATIC: pPlayer->q16horiz += F16(1); pPlayer->recoil++; if (++(*weaponFrame) <= 12) { if (((*weaponFrame) % 3) == 0) { pPlayer->ammo_amount[CHAINGUN_WEAPON]--; if (((*weaponFrame) % 3) == 0) { spriteNum = A_Spawn(pPlayer->i, SHELL); sprite[spriteNum].ang += 1024; sprite[spriteNum].ang &= 2047; sprite[spriteNum].xvel += 32; sprite[spriteNum].z += (3 << 8); A_SetSprite(spriteNum, CLIPMASK0); } A_PlaySound(CHAINGUN_FIRE, pPlayer->i); A_Shoot(pPlayer->i, CHAINGUN); pPlayer->noise_radius = 8192; P_MadeNoise(playerNum); lastvisinc = (int32_t) totalclock + 32; pPlayer->visibility = 0; flashColor = 255+(95<<8); if (sectorLotag != 857) { pPlayer->vel.x -= sintable[(fix16_to_int(pPlayer->q16ang) + 512) & 2047] << 4; pPlayer->vel.y -= sintable[fix16_to_int(pPlayer->q16ang) & 2047] << 4; } P_CheckWeapon(pPlayer); if (!TEST_SYNC_KEY(playerBits, SK_FIRE)) { (*weaponFrame) = 0; break; } } } else if ((*weaponFrame) > 10) { if (TEST_SYNC_KEY(playerBits, SK_FIRE)) { (*weaponFrame) = 1; } else { (*weaponFrame) = 0; } } break; case GROW_WEAPON__STATIC: if ((*weaponFrame) > 3) { (*weaponFrame) = 0; if (screenpeek == playerNum) { pus = 1; } A_Shoot(pPlayer->i, GROWSPARK); pPlayer->noise_radius = 1024; P_MadeNoise(playerNum); P_CheckWeapon(pPlayer); } else { (*weaponFrame)++; } break; case SHRINKER_WEAPON__STATIC: if ((*weaponFrame) == 1) { pPlayer->ammo_amount[SHRINKER_WEAPON]--; A_Shoot(pPlayer->i, SHRINKSPARK); P_CheckWeapon(pPlayer); } if (++(*weaponFrame) > 20) (*weaponFrame) = 0; break; case DEVISTATOR_WEAPON__STATIC: (*weaponFrame)++; if ((*weaponFrame) == 2 || (*weaponFrame) == 4) { pPlayer->visibility = 0; flashColor = 255 + (95 << 8); lastvisinc = (int32_t) totalclock + 32; A_PlaySound(CHAINGUN_FIRE, pPlayer->i); A_Shoot(pPlayer->i, SHOTSPARK1); pPlayer->noise_radius = 16384; P_MadeNoise(playerNum); pPlayer->ammo_amount[DEVISTATOR_WEAPON]--; P_CheckWeapon(pPlayer); } if ((*weaponFrame) == 2) { pPlayer->q16ang += F16(16); } else if ((*weaponFrame) == 4) { pPlayer->q16ang -= F16(16); } if ((*weaponFrame) > 4) (*weaponFrame) = 1; if (!TEST_SYNC_KEY(playerBits, SK_FIRE)) (*weaponFrame) = 0; break; case MOTORCYCLE_WEAPON__STATIC: if (!RRRA) break; (*weaponFrame)++; if ((*weaponFrame) == 2 || (*weaponFrame) == 4) { pPlayer->visibility = 0; flashColor = 255 + (95 << 8); lastvisinc = (int32_t) totalclock + 32; A_PlaySound(CHAINGUN_FIRE, pPlayer->i); A_Shoot(pPlayer->i, CHAINGUN); pPlayer->noise_radius = 16384; P_MadeNoise(playerNum); pPlayer->ammo_amount[MOTORCYCLE_WEAPON]--; if (pPlayer->ammo_amount[MOTORCYCLE_WEAPON] <= 0) *weaponFrame = 0; else P_CheckWeapon(pPlayer); } if ((*weaponFrame) == 2) { pPlayer->q16ang += F16(4); } else if ((*weaponFrame) == 4) { pPlayer->q16ang -= F16(4); } if ((*weaponFrame) > 4) (*weaponFrame) = 1; if (!TEST_SYNC_KEY(playerBits, SK_FIRE)) (*weaponFrame) = 0; break; case BOAT_WEAPON__STATIC: if (!RRRA) break; if (*weaponFrame == 3) { pPlayer->moto_speed -= 20; pPlayer->ammo_amount[BOAT_WEAPON]--; A_Shoot(pPlayer->i, RRTILE1790); } (*weaponFrame)++; if ((*weaponFrame) > 20) { (*weaponFrame) = 0; P_CheckWeapon(pPlayer); } if (pPlayer->ammo_amount[BOAT_WEAPON] <= 0) (*weaponFrame) = 0; else P_CheckWeapon(pPlayer); break; case FREEZE_WEAPON__STATIC: (*weaponFrame)++; if ((*weaponFrame) >= 7 && (*weaponFrame) <= 11) A_Shoot(pPlayer->i, FIRELASER); if ((*weaponFrame) == 5) { A_PlaySound(CAT_FIRE, pPlayer->i); pPlayer->noise_radius = 2048; P_MadeNoise(playerNum); } else if ((*weaponFrame) == 9) { pPlayer->ammo_amount[FREEZE_WEAPON]--; pPlayer->visibility = 0; flashColor = 72 + (88 << 8) + (140 << 16); lastvisinc = (int32_t) totalclock + 32; P_CheckWeapon(pPlayer); } else if ((*weaponFrame) == 12) { pPlayer->vel.x -= sintable[(fix16_to_int(pPlayer->q16ang) + 512) & 2047] << 4; pPlayer->vel.y -= sintable[fix16_to_int(pPlayer->q16ang) & 2047] << 4; pPlayer->q16horiz += F16(20); pPlayer->recoil += 20; } if ((*weaponFrame) > 20) (*weaponFrame) = 0; break; case TRIPBOMB_WEAPON__STATIC: if ((*weaponFrame) == 3) { int Zvel; int FwdVel; if (playerNum == screenpeek) pus = 1; pPlayer->ammo_amount[TRIPBOMB_WEAPON]--; pPlayer->gotweapon &= ~(1<on_ground && TEST_SYNC_KEY(playerBits, SK_CROUCH) && (!RRRA || !pPlayer->on_motorcycle)) { FwdVel = 15; Zvel = (fix16_to_int(pPlayer->q16horiz + pPlayer->q16horizoff - F16(100)) * 20); } else { FwdVel = 32; Zvel = -512 - (fix16_to_int(pPlayer->q16horiz + pPlayer->q16horizoff - F16(100)) * 20); } A_InsertSprite(pPlayer->cursectnum, pPlayer->pos.x+(sintable[(fix16_to_int(pPlayer->q16ang)+512)&2047]>>6), pPlayer->pos.y+(sintable[fix16_to_int(pPlayer->q16ang)&2047]>>6), pPlayer->pos.z,TRIPBOMBSPRITE,-16,9,9, fix16_to_int(pPlayer->q16ang),FwdVel*2,Zvel,pPlayer->i,1); } (*weaponFrame)++; if ((*weaponFrame) > 20) { (*weaponFrame) = 0; P_CheckWeapon(pPlayer); } break; case BOWLINGBALL_WEAPON__STATIC: if ((*weaponFrame) == 30) { pPlayer->ammo_amount[BOWLINGBALL_WEAPON]--; A_PlaySound(354, pPlayer->i); A_Shoot(pPlayer->i, BOWLINGBALL); pPlayer->noise_radius = 1024; P_MadeNoise(playerNum); } if ((*weaponFrame) < 30) P_Thrust(pPlayer, 4); (*weaponFrame)++; if ((*weaponFrame) > 40) { (*weaponFrame) = 0; pPlayer->gotweapon &= ~(1 << BOWLINGBALL_WEAPON); P_CheckWeapon(pPlayer); } break; case KNEE_WEAPON__STATIC: if (++(*weaponFrame) == 3) A_PlaySound(426, pPlayer->i); if ((*weaponFrame) == 12) { A_Shoot(pPlayer->i, KNEE); pPlayer->noise_radius = 1024; P_MadeNoise(playerNum); } else if ((*weaponFrame) == 16) (*weaponFrame) = 0; if (pPlayer->wantweaponfire >= 0) P_CheckWeapon(pPlayer); break; case SLINGBLADE_WEAPON__STATIC: if (!RRRA) break; if (++(*weaponFrame) == 3) A_PlaySound(252, pPlayer->i); if ((*weaponFrame) == 8) { A_Shoot(pPlayer->i, SLINGBLADE); pPlayer->noise_radius = 1024; P_MadeNoise(playerNum); } else if ((*weaponFrame) == 16) (*weaponFrame) = 0; if (pPlayer->wantweaponfire >= 0) P_CheckWeapon(pPlayer); break; case RPG_WEAPON__STATIC: if (++(*weaponFrame) == 4) { pPlayer->ammo_amount[RPG_WEAPON]--; if (pPlayer->ammo_amount[HANDBOMB_WEAPON]) pPlayer->ammo_amount[HANDBOMB_WEAPON]--; lastvisinc = (int32_t) totalclock + 32; pPlayer->visibility = 0; flashColor = 255+(95<<8); A_Shoot(pPlayer->i, RPG); pPlayer->noise_radius = 32768; P_MadeNoise(playerNum); P_CheckWeapon(pPlayer); } else if ((*weaponFrame) == 16) A_PlaySound(450, pPlayer->i); else if ((*weaponFrame) == 34) (*weaponFrame) = 0; break; case CHICKEN_WEAPON__STATIC: if (!RRRA) break; if (++(*weaponFrame) == 4) { pPlayer->ammo_amount[CHICKEN_WEAPON]--; lastvisinc = (int32_t) totalclock + 32; pPlayer->visibility = 0; flashColor = 255+(95<<8); A_Shoot(pPlayer->i, RPG2); pPlayer->noise_radius = 32768; P_MadeNoise(playerNum); P_CheckWeapon(pPlayer); } else if ((*weaponFrame) == 16) A_PlaySound(450, pPlayer->i); else if ((*weaponFrame) == 34) (*weaponFrame) = 0; break; } } else { switch (DYNAMICWEAPONMAP(pPlayer->curr_weapon)) { case HANDBOMB_WEAPON__STATIC: if ((*weaponFrame) == 6 && TEST_SYNC_KEY(playerBits, SK_FIRE)) { pPlayer->rapid_fire_hold = 1; break; } if (++(*weaponFrame) == 12) { pPlayer->ammo_amount[pPlayer->curr_weapon]--; //if (numplayers < 2 || g_netServer) { int pipeBombZvel; int pipeBombFwdVel; if (pPlayer->on_ground && TEST_SYNC_KEY(playerBits, SK_CROUCH)) { pipeBombFwdVel = 15; pipeBombZvel = (fix16_to_int(pPlayer->q16horiz + pPlayer->q16horizoff - F16(100)) * 20); } else { pipeBombFwdVel = 140; pipeBombZvel = -512 - (fix16_to_int(pPlayer->q16horiz + pPlayer->q16horizoff - F16(100)) * 20); } int pipeSpriteNum = A_InsertSprite(pPlayer->cursectnum, pPlayer->pos.x+(sintable[(fix16_to_int(pPlayer->q16ang)+512)&2047]>>6), pPlayer->pos.y+(sintable[fix16_to_int(pPlayer->q16ang)&2047]>>6), pPlayer->pos.z,HEAVYHBOMB,-16,9,9, fix16_to_int(pPlayer->q16ang),(pipeBombFwdVel+(pPlayer->hbomb_hold_delay<<5)),pipeBombZvel,pPlayer->i,1); if (NAM) sprite[pipeSpriteNum].extra = mulscale(krand2(), 30, 14)+90; if (pipeBombFwdVel == 15) { sprite[pipeSpriteNum].yvel = 3; sprite[pipeSpriteNum].z += ZOFFSET3; } if (A_GetHitscanRange(pPlayer->i) < 512) { sprite[pipeSpriteNum].ang += 1024; sprite[pipeSpriteNum].zvel /= 3; sprite[pipeSpriteNum].xvel /= 3; } } pPlayer->hbomb_on = 1; } else if ((*weaponFrame) < 12 && TEST_SYNC_KEY(playerBits, SK_FIRE)) pPlayer->hbomb_hold_delay++; else if ((*weaponFrame) > 19) { (*weaponFrame) = 0; if (NAM) { // don't change to remote when in NAM: grenades are timed P_CheckWeapon(pPlayer); } else { pPlayer->weapon_pos = WEAPON_POS_RAISE; pPlayer->curr_weapon = HANDREMOTE_WEAPON; pPlayer->last_weapon = -1; } } break; case HANDREMOTE_WEAPON__STATIC: if (++(*weaponFrame) == 2) { pPlayer->hbomb_on = 0; } if ((*weaponFrame) == 10) { (*weaponFrame) = 0; /// WHAT THE HELL DOES THIS DO....????????????? int weapon = NAM ? TRIPBOMB_WEAPON : HANDBOMB_WEAPON; if (pPlayer->ammo_amount[weapon] > 0) { P_AddWeapon(pPlayer, weapon); } else { P_CheckWeapon(pPlayer); } } break; case PISTOL_WEAPON__STATIC: if ((*weaponFrame) == 1) { A_Shoot(pPlayer->i, SHOTSPARK1); A_PlaySound(PISTOL_FIRE, pPlayer->i); lastvisinc = (int32_t) totalclock+32; pPlayer->visibility = 0; flashColor = 255+(95<<8); } else if ((*weaponFrame) == 2) { A_Spawn(pPlayer->i, SHELL); } if (++(*weaponFrame) >= 5) { if (pPlayer->ammo_amount[PISTOL_WEAPON] <= 0 || (pPlayer->ammo_amount[PISTOL_WEAPON]%(NAM ? 20 : 12))) { (*weaponFrame) = 0; P_CheckWeapon(pPlayer); } else { switch ((*weaponFrame)) { case 5: A_PlaySound(EJECT_CLIP, pPlayer->i); break; case 8: A_PlaySound(INSERT_CLIP, pPlayer->i); break; } } } if ((*weaponFrame) == (NAM ? 50 : 27)) { (*weaponFrame) = 0; P_CheckWeapon(pPlayer); } break; case SHOTGUN_WEAPON__STATIC: if (++(*weaponFrame) == 4) { A_Shoot(pPlayer->i, SHOTGUN); A_Shoot(pPlayer->i, SHOTGUN); A_Shoot(pPlayer->i, SHOTGUN); A_Shoot(pPlayer->i, SHOTGUN); A_Shoot(pPlayer->i, SHOTGUN); A_Shoot(pPlayer->i, SHOTGUN); A_Shoot(pPlayer->i, SHOTGUN); pPlayer->ammo_amount[SHOTGUN_WEAPON]--; A_PlaySound(SHOTGUN_FIRE, pPlayer->i); lastvisinc = (int32_t) totalclock + 32; pPlayer->visibility = 0; flashColor = 255+(95<<8); } switch ((*weaponFrame)) { case 13: P_CheckWeapon(pPlayer); break; case 15: A_PlaySound(SHOTGUN_COCK, pPlayer->i); break; case 17: case 20: pPlayer->kickback_pic++; break; case 24: spriteNum = A_Spawn(pPlayer->i, SHOTGUNSHELL); sprite[spriteNum].ang += 1024; A_SetSprite(spriteNum, CLIPMASK0); sprite[spriteNum].ang += 1024; pPlayer->kickback_pic++; break; case 31: (*weaponFrame) = 0; return; } break; case CHAINGUN_WEAPON__STATIC: if (++(*weaponFrame) <= 12) { if (((*weaponFrame) % 3) == 0) { pPlayer->ammo_amount[CHAINGUN_WEAPON]--; if (((*weaponFrame) % 3) == 0) { spriteNum = A_Spawn(pPlayer->i, SHELL); sprite[spriteNum].ang += 1024; sprite[spriteNum].ang &= 2047; sprite[spriteNum].xvel += 32; sprite[spriteNum].z += (3 << 8); A_SetSprite(spriteNum, CLIPMASK0); } A_PlaySound(CHAINGUN_FIRE, pPlayer->i); A_Shoot(pPlayer->i, CHAINGUN); lastvisinc = (int32_t) totalclock + 32; pPlayer->visibility = 0; flashColor = 255+(95<<8); P_CheckWeapon(pPlayer); if (!TEST_SYNC_KEY(playerBits, SK_FIRE)) { (*weaponFrame) = 0; break; } } } else if ((*weaponFrame) > 10) { if (TEST_SYNC_KEY(playerBits, SK_FIRE)) { (*weaponFrame) = 1; } else { (*weaponFrame) = 0; } } break; case GROW_WEAPON__STATIC: if ((!NAM && (*weaponFrame) > 3) || (NAM && ++(*weaponFrame) == 3)) { if (NAM) { (*weaponFrame)++; if (pPlayer->ammo_amount[GROW_WEAPON] <= 1) (*weaponFrame) = 0; } else (*weaponFrame) = 0; if (screenpeek == playerNum) { pus = 1; } pPlayer->ammo_amount[GROW_WEAPON]--; A_Shoot(pPlayer->i, GROWSPARK); pPlayer->visibility = 0; flashColor = 216+(52<<8)+(20<<16); lastvisinc = (int32_t) totalclock + 32; P_CheckWeapon(pPlayer); } else if (!NAM) { (*weaponFrame)++; } if (NAM && (*weaponFrame) > 30) { // reload now... (*weaponFrame) = 0; pPlayer->visibility = 0; flashColor = 216+(52<<8)+(20<<16); lastvisinc = (int32_t) totalclock + 32; P_CheckWeapon(pPlayer); P_CheckWeapon(pPlayer); } break; case SHRINKER_WEAPON__STATIC: if ((!NAM && (*weaponFrame) > 10) || (NAM && (*weaponFrame) == 10)) { if (NAM) { // fire now, but wait for reload... (*weaponFrame)++; } else (*weaponFrame) = 0; pPlayer->ammo_amount[SHRINKER_WEAPON]--; A_Shoot(pPlayer->i, SHRINKER); if (!NAM) { pPlayer->visibility = 0; flashColor = 176+(252<<8)+(120<<16); lastvisinc = (int32_t) totalclock + 32; P_CheckWeapon(pPlayer); } } else if (NAM && (*weaponFrame) > 30) { (*weaponFrame) = 0; pPlayer->visibility = 0; flashColor = 176+(252<<8)+(120<<16); lastvisinc = (int32_t) totalclock + 32; P_CheckWeapon(pPlayer); } else { (*weaponFrame)++; } break; case DEVISTATOR_WEAPON__STATIC: if ((*weaponFrame) > 0) { if (++(*weaponFrame) & 1) { pPlayer->visibility = 0; flashColor = 255+(95<<8); lastvisinc = (int32_t) totalclock + 32; A_Shoot(pPlayer->i, RPG); pPlayer->ammo_amount[DEVISTATOR_WEAPON]--; P_CheckWeapon(pPlayer); } if ((*weaponFrame) > 5) { (*weaponFrame) = 0; } } break; case FREEZE_WEAPON__STATIC: if ((*weaponFrame) < 4) { if (++(*weaponFrame) == 3) { pPlayer->ammo_amount[FREEZE_WEAPON]--; pPlayer->visibility = 0; flashColor = 72+(88<<8)+(140<<16); lastvisinc = (int32_t) totalclock + 32; A_Shoot(pPlayer->i, FREEZEBLAST); P_CheckWeapon(pPlayer); } if (sprite[pPlayer->i].xrepeat < 32) { (*weaponFrame) = 0; } } else { if (TEST_SYNC_KEY(playerBits, SK_FIRE)) { (*weaponFrame) = 1; A_PlaySound(CAT_FIRE, pPlayer->i); } else { (*weaponFrame) = 0; } } break; case TRIPBOMB_WEAPON__STATIC: if ((*weaponFrame) < 4) { pPlayer->pos.z = pPlayer->opos.z; pPlayer->vel.z = 0; if ((*weaponFrame) == 3) { A_Shoot(pPlayer->i, HANDHOLDINGLASER); } } if ((*weaponFrame) == 16) { (*weaponFrame) = 0; P_CheckWeapon(pPlayer); pPlayer->weapon_pos = WEAPON_POS_LOWER; } else { (*weaponFrame)++; } break; case KNEE_WEAPON__STATIC: if (++(*weaponFrame) == 7) { A_Shoot(pPlayer->i, KNEE); } else if ((*weaponFrame) == 14) { if (TEST_SYNC_KEY(playerBits, SK_FIRE)) { (*weaponFrame) = 1+(krand2()&3); } else { (*weaponFrame) = 0; } } if (pPlayer->wantweaponfire >= 0) { P_CheckWeapon(pPlayer); } break; case RPG_WEAPON__STATIC: if (++(*weaponFrame) == 4) { pPlayer->ammo_amount[RPG_WEAPON]--; lastvisinc = (int32_t) totalclock + 32; pPlayer->visibility = 0; flashColor = 255+(95<<8); A_Shoot(pPlayer->i, RPG); P_CheckWeapon(pPlayer); } else if ((*weaponFrame) == 20) { (*weaponFrame) = 0; } break; } } #ifdef POLYMER if (flashColor) { spritetype *s = &sprite[pPlayer->i]; int32_t x = ((sintable[(s->ang + 512) & 2047]) >> 7), y = ((sintable[(s->ang) & 2047]) >> 7); s->x += x; s->y += y; G_AddGameLight(0, pPlayer->i, PHEIGHT, 8192, flashColor, PR_LIGHT_PRIO_MAX_GAME); actor[pPlayer->i].lightcount = 2; s->x -= x; s->y -= y; } #endif // POLYMER } } void P_EndLevel(void) { for (bssize_t TRAVERSE_CONNECT(playerNum)) g_player[playerNum].ps->gm = MODE_EOL; if (ud.from_bonus) { ud.level_number = ud.from_bonus; ud.m_level_number = ud.level_number; ud.from_bonus = 0; } else { ud.level_number = (++ud.level_number < MAXLEVELS) ? ud.level_number : 0; ud.m_level_number = ud.level_number; } } static int P_DoFist(DukePlayer_t *pPlayer) { // the fist punching NUKEBUTTON if (++(pPlayer->fist_incs) == 28) { if (ud.recstat == 1) G_CloseDemoWrite(); S_PlaySound(PIPEBOMB_EXPLODE); P_PalFrom(pPlayer, 48, 64, 64, 64); } if (pPlayer->fist_incs > 42) { if (pPlayer->buttonpalette && ud.from_bonus == 0) { for (bssize_t TRAVERSE_CONNECT(playerNum)) g_player[playerNum].ps->gm = MODE_EOL; ud.from_bonus = ud.level_number + 1; if ((unsigned)ud.secretlevel <= MAXLEVELS) ud.level_number = ud.secretlevel - 1; ud.m_level_number = ud.level_number; } else P_EndLevel(); pPlayer->fist_incs = 0; return 1; } return 0; } #ifdef YAX_ENABLE void getzsofslope_player(int sectNum, int playerX, int playerY, int32_t *pCeilZ, int32_t *pFloorZ) { int didCeiling = 0; if ((sector[sectNum].ceilingstat & 512) == 0) { int const neighborSect = yax_getneighborsect(playerX, playerY, sectNum, YAX_CEILING); if (neighborSect >= 0) { *pCeilZ = getceilzofslope(neighborSect, playerX, playerY); didCeiling = 1; } } int didFloor = 0; if ((sector[sectNum].floorstat & 512) == 0) { int const neighborSect = yax_getneighborsect(playerX, playerY, sectNum, YAX_FLOOR); if (neighborSect >= 0) { *pFloorZ = getflorzofslope(neighborSect, playerX, playerY); didFloor = 1; } } if (!didCeiling || !didFloor) { int32_t ceilingZ, floorZ; getzsofslope(sectNum, playerX, playerY, &ceilingZ, &floorZ); if (!didCeiling) *pCeilZ = ceilingZ; if (!didFloor) *pFloorZ = floorZ; } } #endif void P_UpdatePosWhenViewingCam(DukePlayer_t *pPlayer) { int const newOwner = pPlayer->newowner; pPlayer->pos = *(vec3_t *)&sprite[newOwner]; pPlayer->q16ang = fix16_from_int(SA(newOwner)); pPlayer->vel.x = 0; pPlayer->vel.y = 0; sprite[pPlayer->i].xvel = 0; pPlayer->look_ang = 0; pPlayer->rotscrnang = 0; } static void P_DoWater(int const playerNum, int const playerBits, int const floorZ, int const ceilZ) { DukePlayer_t *const pPlayer = g_player[playerNum].ps; // under water pPlayer->pycount += 32; pPlayer->pycount &= 2047; pPlayer->jumping_counter = 0; pPlayer->pyoff = sintable[pPlayer->pycount] >> 7; if (!A_CheckSoundPlaying(pPlayer->i, DUKE_UNDERWATER)) A_PlaySound(DUKE_UNDERWATER, pPlayer->i); if (TEST_SYNC_KEY(playerBits, SK_JUMP) && (!RRRA || !pPlayer->on_motorcycle)) { pPlayer->vel.z = max(min(-348, pPlayer->vel.z - 348), -(256 * 6)); } else if ((TEST_SYNC_KEY(playerBits, SK_CROUCH) && (!RRRA || !pPlayer->on_motorcycle)) || (RRRA && pPlayer->on_motorcycle)) { pPlayer->vel.z = min(max(348, pPlayer->vel.z + 348), (256 * 6)); } else { // normal view if (pPlayer->vel.z < 0) pPlayer->vel.z = min(0, pPlayer->vel.z + 256); if (pPlayer->vel.z > 0) pPlayer->vel.z = max(0, pPlayer->vel.z - 256); } if (pPlayer->vel.z > 2048) pPlayer->vel.z >>= 1; pPlayer->pos.z += pPlayer->vel.z; if (pPlayer->pos.z > (floorZ-(15<<8))) pPlayer->pos.z += ((floorZ-(15<<8))-pPlayer->pos.z)>>1; if (pPlayer->pos.z < ceilZ+ZOFFSET6) { pPlayer->pos.z = ceilZ+ZOFFSET6; pPlayer->vel.z = 0; } if (pPlayer->scuba_on && (krand2()&255) < 8) { int const spriteNum = A_Spawn(pPlayer->i, WATERBUBBLE); int const q16ang = fix16_to_int(pPlayer->q16ang); sprite[spriteNum].x += sintable[(q16ang + 512 + 64 - (g_globalRandom & 128)+(RR ? 128 : 0)) & 2047] >> 6; sprite[spriteNum].y += sintable[(q16ang + 64 - (g_globalRandom & 128)+(RR ? 128 : 0)) & 2047] >> 6; sprite[spriteNum].xrepeat = 3; sprite[spriteNum].yrepeat = 2; sprite[spriteNum].z = pPlayer->pos.z + ZOFFSET3; if (RR) sprite[spriteNum].cstat = 514; } } static void P_DoJetpack(int const playerNum, int const playerBits, int const playerShrunk, int const sectorLotag, int const floorZ) { DukePlayer_t *const pPlayer = g_player[playerNum].ps; pPlayer->on_ground = 0; pPlayer->jumping_counter = 0; pPlayer->hard_landing = 0; pPlayer->falling_counter = 0; pPlayer->pycount += 32; pPlayer->pycount &= 2047; pPlayer->pyoff = sintable[pPlayer->pycount] >> 7; if (pPlayer->jetpack_on < 11) { pPlayer->jetpack_on++; pPlayer->pos.z -= (pPlayer->jetpack_on<<7); //Goin up } else if (pPlayer->jetpack_on == 11 && !A_CheckSoundPlaying(pPlayer->i, DUKE_JETPACK_IDLE)) A_PlaySound(DUKE_JETPACK_IDLE, pPlayer->i); int const zAdjust = playerShrunk ? 512 : 2048; if (TEST_SYNC_KEY(playerBits, SK_JUMP)) // jumping, flying up { pPlayer->pos.z -= zAdjust; pPlayer->crack_time = 777; } if (TEST_SYNC_KEY(playerBits, SK_CROUCH)) // crouching, flying down { pPlayer->pos.z += zAdjust; pPlayer->crack_time = 777; } int const Zdiff = (playerShrunk == 0 && (sectorLotag == 0 || sectorLotag == ST_2_UNDERWATER)) ? 32 : 16; if (sectorLotag != ST_2_UNDERWATER && pPlayer->scuba_on == 1) pPlayer->scuba_on = 0; if (pPlayer->pos.z > (floorZ - (Zdiff << 8))) pPlayer->pos.z += ((floorZ - (Zdiff << 8)) - pPlayer->pos.z) >> 1; if (pPlayer->pos.z < (actor[pPlayer->i].ceilingz + (18 << 8))) pPlayer->pos.z = actor[pPlayer->i].ceilingz + (18 << 8); } static void P_Dead(int const playerNum, int const sectorLotag, int const floorZ, int const ceilZ) { DukePlayer_t *const pPlayer = g_player[playerNum].ps; spritetype *const pSprite = &sprite[pPlayer->i]; if (ud.recstat == 1 && (!g_netServer && ud.multimode < 2)) G_CloseDemoWrite(); if (/*(numplayers < 2 || g_netServer) && */pPlayer->dead_flag == 0) P_FragPlayer(playerNum); if (sectorLotag == ST_2_UNDERWATER) { if (pPlayer->on_warping_sector == 0) { if (klabs(pPlayer->pos.z-floorZ) >(PHEIGHT>>1)) pPlayer->pos.z += 348; } else { pSprite->z -= 512; pSprite->zvel = -348; } clipmove((vec3_t *) pPlayer, &pPlayer->cursectnum, 0, 0, 164, (4L<<8), (4L<<8), CLIPMASK0); // p->bobcounter += 32; } Bmemcpy(&pPlayer->opos, &pPlayer->pos, sizeof(vec3_t)); pPlayer->oq16ang = pPlayer->q16ang; pPlayer->opyoff = pPlayer->pyoff; pPlayer->q16horiz = F16(100); pPlayer->q16horizoff = 0; updatesector(pPlayer->pos.x, pPlayer->pos.y, &pPlayer->cursectnum); pushmove((vec3_t *) pPlayer, &pPlayer->cursectnum, 128L, (4L<<8), (20L<<8), CLIPMASK0); if (floorZ > ceilZ + ZOFFSET2 && pSprite->pal != 1) pPlayer->rotscrnang = (pPlayer->dead_flag + ((floorZ+pPlayer->pos.z)>>7))&2047; pPlayer->on_warping_sector = 0; } static void P_HandlePal(DukePlayer_t *const pPlayer) { pPlayer->pals.f--; } void P_ProcessInput(int playerNum) { if (g_player[playerNum].playerquitflag == 0) return; DukePlayer_t *const pPlayer = g_player[playerNum].ps; spritetype *const pSprite = &sprite[pPlayer->i]; ++pPlayer->player_par; uint32_t playerBits = g_player[playerNum].inputBits->bits; if (RR) { if (RRRA) g_canSeePlayer = 1; else g_canSeePlayer = playerNum; } if (pPlayer->cheat_phase > 0) playerBits = 0; if (RRRA) { if (pPlayer->on_motorcycle && pSprite->extra > 0) { int var64, var68, var6c, var74, var7c; int16_t var84; if (pPlayer->moto_speed < 0) pPlayer->moto_speed = 0; if (TEST_SYNC_KEY(playerBits, SK_CROUCH)) { var64 = 1; playerBits &= ~(1<on_ground) { if (pPlayer->moto_speed == 0 && var64) { if (!A_CheckSoundPlaying(pPlayer->i, 187)) A_PlaySound(187,pPlayer->i); } else if (pPlayer->moto_speed == 0 && !A_CheckSoundPlaying(pPlayer->i, 214)) { if (A_CheckSoundPlaying(pPlayer->i, 187)) S_StopEnvSound(187, pPlayer->i); A_PlaySound(214,pPlayer->i); } else if (pPlayer->moto_speed >= 50 && !A_CheckSoundPlaying(pPlayer->i, 188)) { A_PlaySound(188,pPlayer->i); } else if (!A_CheckSoundPlaying(pPlayer->i, 188) && !A_CheckSoundPlaying(pPlayer->i, 214)) { A_PlaySound(188,pPlayer->i); } } } else { var68 = 0; if (A_CheckSoundPlaying(pPlayer->i, 214)) { S_StopEnvSound(214, pPlayer->i); if (!A_CheckSoundPlaying(pPlayer->i, 189)) A_PlaySound(189,pPlayer->i); } if (A_CheckSoundPlaying(pPlayer->i, 188)) { S_StopEnvSound(188, pPlayer->i); if (!A_CheckSoundPlaying(pPlayer->i, 189)) A_PlaySound(189, pPlayer->i); } if (!A_CheckSoundPlaying(pPlayer->i, 189) && !A_CheckSoundPlaying(pPlayer->i, 187)) A_PlaySound(187,pPlayer->i); } if (TEST_SYNC_KEY(playerBits, SK_AIM_UP)) { var6c = 1; playerBits &= ~(1<drink_amt > 88 && pPlayer->moto_drink == 0) { var84 = krand2() & 63; if (var84 == 1) pPlayer->moto_drink = -10; else if (var84 == 2) pPlayer->moto_drink = 10; } else if (pPlayer->drink_amt > 99 && pPlayer->moto_drink == 0) { var84 = krand2() & 31; if (var84 == 1) pPlayer->moto_drink = -20; else if (var84 == 2) pPlayer->moto_drink = 20; } if (pPlayer->on_ground == 1) { if (var64 && pPlayer->moto_speed > 0) { if (pPlayer->moto_on_oil) pPlayer->moto_speed -= 2; else pPlayer->moto_speed -= 4; if (pPlayer->moto_speed < 0) pPlayer->moto_speed = 0; pPlayer->moto_bump_target = -30; pPlayer->moto_do_bump = 1; } else if (var68 && !var64) { if (pPlayer->moto_speed < 40) { pPlayer->moto_bump_target = 70; pPlayer->moto_bump_fast = 1; } pPlayer->moto_speed += 2; if (pPlayer->moto_speed > 120) pPlayer->moto_speed = 120; if (!pPlayer->not_on_water) if (pPlayer->moto_speed > 80) pPlayer->moto_speed = 80; } else if (pPlayer->moto_speed > 0) pPlayer->moto_speed--; if (pPlayer->moto_do_bump && (!var64 || pPlayer->moto_speed == 0)) { pPlayer->moto_bump_target = 0; pPlayer->moto_do_bump = 0; } if (var6c && pPlayer->moto_speed <= 0 && !var64) { int var88; pPlayer->moto_speed = -15; var88 = var7c; var7c = var74; var74 = var88; } } if (pPlayer->moto_speed != 0 && pPlayer->on_ground == 1) { if (!pPlayer->moto_bump) if ((krand2() & 3) == 2) pPlayer->moto_bump_target = (pPlayer->moto_speed>>4)*((krand2()&7)-4); if (var74 || pPlayer->moto_drink < 0) { if (pPlayer->moto_drink < 0) pPlayer->moto_drink++; } else if (var7c || pPlayer->moto_drink > 0) { if (pPlayer->moto_drink > 0) pPlayer->moto_drink--; } } if (pPlayer->moto_turb) { if (pPlayer->moto_turb <= 1) { pPlayer->q16horiz = F16(100); pPlayer->moto_turb = 0; pPlayer->moto_bump_target = 0; pPlayer->moto_bump = 0; } else { pPlayer->q16horiz = F16(100+((krand2()&15)-7)); pPlayer->moto_turb--; pPlayer->moto_drink = (krand2()&3)-2; } } else if (pPlayer->moto_bump_target > pPlayer->moto_bump) { if (pPlayer->moto_bump_fast) pPlayer->moto_bump += 6; else pPlayer->moto_bump++; if (pPlayer->moto_bump_target < pPlayer->moto_bump) pPlayer->moto_bump = pPlayer->moto_bump_target; pPlayer->q16horiz = F16(100+pPlayer->moto_bump/3); } else if (pPlayer->moto_bump_target < pPlayer->moto_bump) { if (pPlayer->moto_bump_fast) pPlayer->moto_bump -= 6; else pPlayer->moto_bump--; if (pPlayer->moto_bump_target > pPlayer->moto_bump) pPlayer->moto_bump = pPlayer->moto_bump_target; pPlayer->q16horiz = F16(100+pPlayer->moto_bump/3); } else { pPlayer->moto_bump_target = 0; pPlayer->moto_bump_fast = 0; } if (pPlayer->moto_speed >= 20 && pPlayer->on_ground == 1 && (var74 || var7c)) { short var8c, var90, var94, var98; var8c = pPlayer->moto_speed; var90 = fix16_to_int(pPlayer->q16ang); if (var74) var94 = -10; else var94 = 10; if (var94 < 0) var98 = 350; else var98 = -350; if (pPlayer->moto_on_mud || pPlayer->moto_on_oil || !pPlayer->not_on_water) { if (pPlayer->moto_on_oil) var8c <<= 3; else var8c <<= 2; if (pPlayer->moto_do_bump) { pPlayer->vel.x += (var8c>>5)*(sintable[(var94*-51+var90+512)&2047]<<4); pPlayer->vel.y += (var8c>>5)*(sintable[(var94*-51+var90)&2047]<<4); pPlayer->q16ang = F16((var90-(var98>>2))&2047); } else { pPlayer->vel.x += (var8c>>7)*(sintable[(var94*-51+var90+512)&2047]<<4); pPlayer->vel.y += (var8c>>7)*(sintable[(var94*-51+var90)&2047]<<4); pPlayer->q16ang = F16((var90-(var98>>6))&2047); } pPlayer->moto_on_mud = 0; pPlayer->moto_on_oil = 0; } else { if (pPlayer->moto_do_bump) { pPlayer->vel.x += (var8c >> 5)*(sintable[(var94*-51 + var90 + 512) & 2047] << 4); pPlayer->vel.y += (var8c>>5)*(sintable[(var94*-51+var90)&2047]<<4); pPlayer->q16ang = F16((var90-(var98>>4))&2047); if (!A_CheckSoundPlaying(pPlayer->i, 220)) A_PlaySound(220,pPlayer->i); } else { pPlayer->vel.x += (var8c >> 7)*(sintable[(var94*-51 + var90 + 512) & 2047] << 4); pPlayer->vel.y += (var8c>>7)*(sintable[(var94*-51+var90)&2047]<<4); pPlayer->q16ang = F16((var90-(var98>>7))&2047); } } } else if (pPlayer->moto_speed >= 20 && pPlayer->on_ground == 1 && (pPlayer->moto_on_mud || pPlayer->moto_on_oil)) { short var9c, vara0, vara4; var9c = pPlayer->moto_speed; vara0 = fix16_to_int(pPlayer->q16ang); var84 = krand2()&1; if (var84 == 0) vara4 = -10; else if (var84 == 1) vara4 = 10; if (pPlayer->moto_on_oil) var9c *= 10; else var9c *= 5; pPlayer->vel.x += (var9c>>7)*(sintable[(vara4*-51+vara0+512)&2047]<<4); pPlayer->vel.y += (var9c>>7)*(sintable[(vara4*-51+vara0)&2047]<<4); } pPlayer->moto_on_mud = 0; pPlayer->moto_on_oil = 0; } else if (pPlayer->on_boat && pSprite->extra > 0) { int vara8, varac, varb0, varb4, varbc, varc4; int16_t varcc; if (pPlayer->not_on_water) { if (pPlayer->moto_speed > 0) { if (!A_CheckSoundPlaying(pPlayer->i, 88)) A_PlaySound(88,pPlayer->i); } else { if (!A_CheckSoundPlaying(pPlayer->i, 87)) A_PlaySound(87,pPlayer->i); } } if (pPlayer->moto_speed < 0) pPlayer->moto_speed = 0; if (TEST_SYNC_KEY(playerBits, SK_CROUCH) && TEST_SYNC_KEY(playerBits, SK_JUMP)) { vara8 = 1; varac = 0; playerBits &= ~(1<moto_speed == 0 && !A_CheckSoundPlaying(pPlayer->i, 89)) { if (A_CheckSoundPlaying(pPlayer->i, 87)) S_StopEnvSound(pPlayer->i, 87); A_PlaySound(89,pPlayer->i); } else if (pPlayer->moto_speed >= 50 && !A_CheckSoundPlaying(pPlayer->i, 88)) A_PlaySound(88,pPlayer->i); else if (!A_CheckSoundPlaying(pPlayer->i, 88) && !A_CheckSoundPlaying(pPlayer->i, 89)) A_PlaySound(88,pPlayer->i); } else { varac = 0; if (A_CheckSoundPlaying(pPlayer->i, 89)) { S_StopEnvSound(pPlayer->i, 89); if (!A_CheckSoundPlaying(pPlayer->i, 90)) A_PlaySound(90,pPlayer->i); } if (A_CheckSoundPlaying(pPlayer->i, 88)) { S_StopEnvSound(pPlayer->i, 88); if (!A_CheckSoundPlaying(pPlayer->i, 90)) A_PlaySound(90,pPlayer->i); } if (!A_CheckSoundPlaying(pPlayer->i, 90) && !A_CheckSoundPlaying(pPlayer->i, 87)) A_PlaySound(87,pPlayer->i); } if (TEST_SYNC_KEY(playerBits, SK_CROUCH)) { varb0 = 1; playerBits &= ~(1<i, 91) && pPlayer->moto_speed > 30 && !pPlayer->not_on_water) A_PlaySound(91,pPlayer->i); } else { varbc = 0; } if (TEST_SYNC_KEY(playerBits, SK_LOOK_LEFT)) { varc4 = 1; playerBits &= ~(1<< SK_LOOK_LEFT); if (!A_CheckSoundPlaying(pPlayer->i, 91) && pPlayer->moto_speed > 30 && !pPlayer->not_on_water) A_PlaySound(91,pPlayer->i); } else { varc4 = 0; } if (!pPlayer->not_on_water) { if (pPlayer->drink_amt > 88 && pPlayer->moto_drink == 0) { varcc = krand2() & 63; if (varcc == 1) pPlayer->moto_drink = -10; else if (varcc == 2) pPlayer->moto_drink = 10; } else if (pPlayer->drink_amt > 99 && pPlayer->moto_drink == 0) { varcc = krand2() & 31; if (varcc == 1) pPlayer->moto_drink = -20; else if (varcc == 2) pPlayer->moto_drink = 20; } } if (pPlayer->on_ground == 1) { if (vara8) { if (pPlayer->moto_speed <= 25) { pPlayer->moto_speed++; if (!A_CheckSoundPlaying(pPlayer->i, 182)) A_PlaySound(182, pPlayer->i); } else { pPlayer->moto_speed -= 2; if (pPlayer->moto_speed < 0) pPlayer->moto_speed = 0; pPlayer->moto_bump_target = 30; pPlayer->moto_do_bump = 1; } } else if (varb0 && pPlayer->moto_speed > 0) { pPlayer->moto_speed -= 2; if (pPlayer->moto_speed < 0) pPlayer->moto_speed = 0; pPlayer->moto_bump_target = 30; pPlayer->moto_do_bump = 1; } else if (varac) { if (pPlayer->moto_speed < 40) if (!pPlayer->not_on_water) { pPlayer->moto_bump_target = -30; pPlayer->moto_bump_fast = 1; } pPlayer->moto_speed++; if (pPlayer->moto_speed > 120) pPlayer->moto_speed = 120; } else if (pPlayer->moto_speed > 0) pPlayer->moto_speed--; if (pPlayer->moto_do_bump && (!varb0 || pPlayer->moto_speed == 0)) { pPlayer->moto_bump_target = 0; pPlayer->moto_do_bump = 0; } if (varb4 && pPlayer->moto_speed == 0 && !varb0) { int vard0; if (!pPlayer->not_on_water) pPlayer->moto_speed = -25; else pPlayer->moto_speed = -20; vard0 = varc4; varc4 = varbc; varbc = vard0; } } if (pPlayer->moto_speed != 0 && pPlayer->on_ground == 1) { if (!pPlayer->moto_bump) if ((krand2() & 15) == 14) pPlayer->moto_bump_target = (pPlayer->moto_speed>>4)*((krand2()&3)-2); if (varbc || pPlayer->moto_drink < 0) { if (pPlayer->moto_drink < 0) pPlayer->moto_drink++; } else if (varc4 || pPlayer->moto_drink > 0) { if (pPlayer->moto_drink > 0) pPlayer->moto_drink--; } } if (pPlayer->moto_turb) { if (pPlayer->moto_turb <= 1) { pPlayer->q16horiz = F16(100); pPlayer->moto_turb = 0; pPlayer->moto_bump_target = 0; pPlayer->moto_bump = 0; } else { pPlayer->q16horiz = F16(100+((krand2()&15)-7)); pPlayer->moto_turb--; pPlayer->moto_drink = (krand2()&3)-2; } } else if (pPlayer->moto_bump_target > pPlayer->moto_bump) { if (pPlayer->moto_bump_fast) pPlayer->moto_bump += 6; else pPlayer->moto_bump++; if (pPlayer->moto_bump_target < pPlayer->moto_bump) pPlayer->moto_bump = pPlayer->moto_bump_target; pPlayer->q16horiz = F16(100+pPlayer->moto_bump/3); } else if (pPlayer->moto_bump_target < pPlayer->moto_bump) { if (pPlayer->moto_bump_fast) pPlayer->moto_bump -= 6; else pPlayer->moto_bump--; if (pPlayer->moto_bump_target > pPlayer->moto_bump) pPlayer->moto_bump = pPlayer->moto_bump_target; pPlayer->q16horiz = F16(100+pPlayer->moto_bump/3); } else { pPlayer->moto_bump_target = 0; pPlayer->moto_bump_fast = 0; } if (pPlayer->moto_speed > 0 && pPlayer->on_ground == 1 && (varbc || varc4)) { short vard4, vard8, vardc, vare0; vard4 = pPlayer->moto_speed; vard8 = fix16_to_int(pPlayer->q16ang); if (varbc) vardc = -10; else vardc = 10; if (vardc < 0) vare0 = 350; else vare0 = -350; vard4 <<= 2; if (pPlayer->moto_do_bump) { pPlayer->vel.x += (vard4>>6)*(sintable[(vardc*-51+vard8+512)&2047]<<4); pPlayer->vel.y += (vard4>>6)*(sintable[(vardc*-51+vard8)&2047]<<4); pPlayer->q16ang = F16((vard8-(vare0>>5))&2047); } else { pPlayer->vel.x += (vard4>>7)*(sintable[(vardc*-51+vard8+512)&2047]<<4); pPlayer->vel.y += (vard4>>7)*(sintable[(vardc*-51+vard8)&2047]<<4); pPlayer->q16ang = F16((vard8-(vare0>>6))&2047); } } if (pPlayer->not_on_water) if (pPlayer->moto_speed > 50) pPlayer->moto_speed -= (pPlayer->moto_speed>>1); } } if (pPlayer->cursectnum == -1) { if (pSprite->extra > 0 && ud.noclip == 0) { P_QuickKill(pPlayer); A_PlaySound(SQUISHED, pPlayer->i); } pPlayer->cursectnum = 0; } int sectorLotag = sector[pPlayer->cursectnum].lotag; if (RR) { if (sectorLotag == 867) { int spriteNum = headspritesect[pPlayer->cursectnum]; while (spriteNum >= 0) { int const nextSprite = nextspritesect[spriteNum]; if (sprite[spriteNum].picnum == RRTILE380) if (sprite[spriteNum].z - ZOFFSET3 < pPlayer->pos.z) sectorLotag = 2; spriteNum = nextSprite; } } else if (sectorLotag == 7777) if (ud.volume_number == 1 && ud.level_number == 6) g_lastLevel = 1; if (sectorLotag == 848 && sector[pPlayer->cursectnum].floorpicnum == WATERTILE2) sectorLotag = 1; if (sectorLotag == 857) pSprite->clipdist = 1; else pSprite->clipdist = 64; } pPlayer->spritebridge = 0; //pPlayer->sbs = 0; int32_t floorZ, ceilZ, highZhit, lowZhit; if (!RR || pSprite->clipdist == 64) getzrange((vec3_t *)pPlayer, pPlayer->cursectnum, &ceilZ, &highZhit, &floorZ, &lowZhit, 163, CLIPMASK0); else getzrange((vec3_t *)pPlayer, pPlayer->cursectnum, &ceilZ, &highZhit, &floorZ, &lowZhit, 4, CLIPMASK0); #ifdef YAX_ENABLE getzsofslope_player(pPlayer->cursectnum, pPlayer->pos.x, pPlayer->pos.y, &pPlayer->truecz, &pPlayer->truefz); #else getzsofslope(pPlayer->cursectnum, pPlayer->pos.x, pPlayer->pos.y, &pPlayer->truecz, &pPlayer->truefz); #endif int const trueFloorZ = pPlayer->truefz; int const trueFloorDist = klabs(pPlayer->pos.z - trueFloorZ); if ((lowZhit & 49152) == 16384 && sectorLotag == 1 && trueFloorDist > PHEIGHT + ZOFFSET2) sectorLotag = 0; actor[pPlayer->i].floorz = floorZ; actor[pPlayer->i].ceilingz = ceilZ; pPlayer->oq16horiz = pPlayer->q16horiz; pPlayer->oq16horizoff = pPlayer->q16horizoff; // calculates automatic view angle for playing without a mouse if (pPlayer->aim_mode == 0 && pPlayer->on_ground && sectorLotag != ST_2_UNDERWATER && (sector[pPlayer->cursectnum].floorstat & 2)) { vec2_t const adjustedPlayer = { pPlayer->pos.x + (sintable[(fix16_to_int(pPlayer->q16ang) + 512) & 2047] >> 5), pPlayer->pos.y + (sintable[fix16_to_int(pPlayer->q16ang) & 2047] >> 5) }; int16_t curSectNum = pPlayer->cursectnum; updatesector(adjustedPlayer.x, adjustedPlayer.y, &curSectNum); if (curSectNum >= 0) { int const slopeZ = getflorzofslope(pPlayer->cursectnum, adjustedPlayer.x, adjustedPlayer.y); if ((pPlayer->cursectnum == curSectNum) || (klabs(getflorzofslope(curSectNum, adjustedPlayer.x, adjustedPlayer.y) - slopeZ) <= ZOFFSET6)) pPlayer->q16horizoff += fix16_from_int(mulscale16(trueFloorZ - slopeZ, 160)); } } if (pPlayer->q16horizoff > 0) { pPlayer->q16horizoff -= ((pPlayer->q16horizoff >> 3) + fix16_one); pPlayer->q16horizoff = max(pPlayer->q16horizoff, 0); } else if (pPlayer->q16horizoff < 0) { pPlayer->q16horizoff += (((-pPlayer->q16horizoff) >> 3) + fix16_one); pPlayer->q16horizoff = min(pPlayer->q16horizoff, 0); } if (highZhit >= 0 && (highZhit&49152) == 49152) { highZhit &= (MAXSPRITES-1); if (sprite[highZhit].statnum == STAT_ACTOR && sprite[highZhit].extra >= 0) { highZhit = 0; ceilZ = pPlayer->truecz; } if (RR) { if (sprite[highZhit].picnum == RRTILE3587) { if (!pPlayer->stairs) { pPlayer->stairs = 10; if (TEST_SYNC_KEY(playerBits, SK_JUMP) && (!RRRA || !pPlayer->on_motorcycle)) { highZhit = 0; ceilZ = pPlayer->truecz; } } else pPlayer->stairs--; } } } if (lowZhit >= 0 && (lowZhit&49152) == 49152) { int spriteNum = lowZhit&(MAXSPRITES-1); if ((sprite[spriteNum].cstat&33) == 33) { sectorLotag = 0; pPlayer->footprintcount = 0; pPlayer->spritebridge = 1; //pPlayer->sbs = spriteNum; } else if (!RRRA) goto check_enemy_sprite; if (RRRA) { if (pPlayer->on_motorcycle) { if (A_CheckEnemySprite(&sprite[spriteNum])) { actor[spriteNum].picnum = MOTOHIT; actor[spriteNum].extra = 2+(pPlayer->moto_speed>>1); pPlayer->moto_speed -= pPlayer->moto_speed >> 4; } } if (pPlayer->on_boat) { if (A_CheckEnemySprite(&sprite[spriteNum])) { actor[spriteNum].picnum = MOTOHIT; actor[spriteNum].extra = 2+(pPlayer->moto_speed>>1); pPlayer->moto_speed -= pPlayer->moto_speed >> 4; } } else { check_enemy_sprite: if (A_CheckEnemySprite(&sprite[spriteNum]) && sprite[spriteNum].xrepeat > 24 && klabs(pSprite->z - sprite[spriteNum].z) < (84 << 8)) { // TX: I think this is what makes the player slide off enemies... might // be a good sprite flag to add later. // Helix: there's also SLIDE_ABOVE_ENEMY. int spriteAng = getangle(sprite[spriteNum].x - pPlayer->pos.x, sprite[spriteNum].y - pPlayer->pos.y); pPlayer->vel.x -= sintable[(spriteAng + 512) & 2047] << 4; pPlayer->vel.y -= sintable[spriteAng & 2047] << 4; } } } if (RR) { if (sprite[spriteNum].picnum == RRTILE3587) { if (!pPlayer->stairs) { pPlayer->stairs = 10; if (TEST_SYNC_KEY(playerBits, SK_CROUCH) && (!RRRA || !pPlayer->on_motorcycle)) { ceilZ = sprite[spriteNum].z; highZhit = 0; floorZ = sprite[spriteNum].z + ZOFFSET6; } } else pPlayer->stairs--; } else if (sprite[spriteNum].picnum == TOILET || sprite[spriteNum].picnum == RRTILE2121) { if (TEST_SYNC_KEY(playerBits, SK_CROUCH) && (!RRRA || !pPlayer->on_motorcycle)) { A_PlaySound(436, pPlayer->i); pPlayer->last_pissed_time = 4000; pPlayer->eat_amt = 0; } } } } if (pSprite->extra > 0) P_IncurDamage(pPlayer); else { pSprite->extra = 0; pPlayer->inv_amount[GET_SHIELD] = 0; } pPlayer->last_extra = pSprite->extra; pPlayer->loogcnt = (pPlayer->loogcnt > 0) ? pPlayer->loogcnt - 1 : 0; if (pPlayer->fist_incs && P_DoFist(pPlayer) && !RR) return; if (pPlayer->timebeforeexit > 1 && pPlayer->last_extra > 0) { if (--pPlayer->timebeforeexit == GAMETICSPERSEC*5) { FX_StopAllSounds(); S_ClearSoundLocks(); if (pPlayer->customexitsound >= 0) { S_PlaySound(pPlayer->customexitsound); P_DoQuote(QUOTE_WEREGONNAFRYYOURASS,pPlayer); } } else if (pPlayer->timebeforeexit == 1) { for (bssize_t TRAVERSE_CONNECT(playerNum)) g_player[playerNum].ps->gm = MODE_EOL; if (RR && ud.level_number == 6 && ud.volume_number == 0) g_turdLevel = 1; if (!RR && ud.from_bonus) { ud.level_number = ud.from_bonus; ud.m_level_number = ud.level_number; ud.from_bonus = 0; } else { ud.level_number = (++ud.level_number < MAXLEVELS) ? ud.level_number : 0; ud.m_level_number = ud.level_number; } return; } } if (pPlayer->pals.f > 0) P_HandlePal(pPlayer); if (pPlayer->fta > 0 && --pPlayer->fta == 0) { pub = pus = NUMPAGES; pPlayer->ftq = 0; } if (g_levelTextTime > 0) g_levelTextTime--; if (pSprite->extra <= 0) { P_Dead(playerNum, sectorLotag, floorZ, ceilZ); return; } if (pPlayer->transporter_hold > 0) { pPlayer->transporter_hold--; if (pPlayer->transporter_hold == 0 && pPlayer->on_warping_sector) pPlayer->transporter_hold = 2; } else if (pPlayer->transporter_hold < 0) pPlayer->transporter_hold++; if (pPlayer->newowner >= 0) { P_UpdatePosWhenViewingCam(pPlayer); P_DoCounters(playerNum); if (pPlayer->curr_weapon == HANDREMOTE_WEAPON) P_ProcessWeapon(playerNum); return; } pPlayer->rotscrnang -= (pPlayer->rotscrnang >> 1); if (pPlayer->rotscrnang && !(pPlayer->rotscrnang >> 1)) pPlayer->rotscrnang -= ksgn(pPlayer->rotscrnang); pPlayer->look_ang -= (pPlayer->look_ang >> 2); if (pPlayer->look_ang && !(pPlayer->look_ang >> 2)) pPlayer->look_ang -= ksgn(pPlayer->look_ang); if (TEST_SYNC_KEY(playerBits, SK_LOOK_LEFT) && (!RRRA || !pPlayer->on_motorcycle)) { // look_left pPlayer->look_ang -= 152; pPlayer->rotscrnang += 24; } if (TEST_SYNC_KEY(playerBits, SK_LOOK_RIGHT) && (!RRRA || !pPlayer->on_motorcycle)) { // look_right pPlayer->look_ang += 152; pPlayer->rotscrnang -= 24; } if (RRRA && pPlayer->sea_sick) { if (pPlayer->sea_sick < 250) { if (pPlayer->sea_sick >= 180) pPlayer->rotscrnang += 24; else if (pPlayer->sea_sick >= 130) pPlayer->rotscrnang -= 24; else if (pPlayer->sea_sick >= 70) pPlayer->rotscrnang += 24; else if (pPlayer->sea_sick >= 20) pPlayer->rotscrnang += 24; } if (pPlayer->sea_sick < 250) pPlayer->look_ang += (krand2()&255)-128; } int velocityModifier = TICSPERFRAME; const uint8_t *const weaponFrame = &pPlayer->kickback_pic; int floorZOffset = 40; int const playerShrunk = (pSprite->yrepeat < (RR ? 8 : 32)); if (pPlayer->on_crane >= 0) goto HORIZONLY; pPlayer->weapon_sway = (pSprite->xvel < 32 || pPlayer->on_ground == 0 || pPlayer->bobcounter == 1024) ? (((pPlayer->weapon_sway & 2047) > (1024 + 96)) ? (pPlayer->weapon_sway - 96) : (((pPlayer->weapon_sway & 2047) < (1024 - 96))) ? (pPlayer->weapon_sway + 96) : 1024) : pPlayer->bobcounter; // NOTE: This silently wraps if the difference is too great, e.g. used to do // that when teleported by silent SE7s. pSprite->xvel = ksqrt(uhypsq(pPlayer->pos.x - pPlayer->bobpos.x, pPlayer->pos.y - pPlayer->bobpos.y)); if (pPlayer->on_ground) pPlayer->bobcounter += sprite[pPlayer->i].xvel>>1; if (ud.noclip == 0 && ((uint16_t)pPlayer->cursectnum >= MAXSECTORS || sector[pPlayer->cursectnum].floorpicnum == MIRROR)) { pPlayer->pos.x = pPlayer->opos.x; pPlayer->pos.y = pPlayer->opos.y; } else { pPlayer->opos.x = pPlayer->pos.x; pPlayer->opos.y = pPlayer->pos.y; } pPlayer->bobpos.x = pPlayer->pos.x; pPlayer->bobpos.y = pPlayer->pos.y; pPlayer->opos.z = pPlayer->pos.z; pPlayer->opyoff = pPlayer->pyoff; pPlayer->oq16ang = pPlayer->q16ang; if (pPlayer->one_eighty_count < 0) { pPlayer->one_eighty_count += 128; pPlayer->q16ang += F16(128); } // Shrinking code if (RR) { if (sectorLotag == 17 || (RRRA && sectorLotag == 18)) { if (GetAnimationGoal(§or[pPlayer->cursectnum].floorz) >= 0) { if (!S_CheckSoundPlaying(pPlayer->i, 432)) A_PlaySound(432, pPlayer->i); } else S_StopSound(432); } if (pPlayer->sea_sick_stat) { pPlayer->pycount += 32; pPlayer->pycount &= 2047; if (pPlayer->sea_sick) pPlayer->pyoff = sintable[pPlayer->pycount]>>2; else pPlayer->pyoff = sintable[pPlayer->pycount]>>7; } } if (sectorLotag == ST_2_UNDERWATER) P_DoWater(playerNum, playerBits, floorZ, ceilZ); else if (!RR && pPlayer->jetpack_on) P_DoJetpack(playerNum, playerBits, playerShrunk, sectorLotag, floorZ); else { pPlayer->airleft = 15 * GAMETICSPERSEC; // 13 seconds pPlayer->scuba_on = 0; if (sectorLotag == ST_1_ABOVE_WATER && pPlayer->spritebridge == 0) { floorZOffset = 12; if (playerShrunk == 0) { floorZOffset = 34; pPlayer->pycount += 32; pPlayer->pycount &= 2047; pPlayer->pyoff = sintable[pPlayer->pycount] >> 6; } if (playerShrunk == 0 && trueFloorDist <= PHEIGHT) { if (pPlayer->on_ground == 1) { if (pPlayer->dummyplayersprite < 0) pPlayer->dummyplayersprite = A_Spawn(pPlayer->i,PLAYERONWATER); pPlayer->footprintcount = 6; //sprite[pPlayer->dummyplayersprite].cstat |= 32768; //sprite[pPlayer->dummyplayersprite].pal = sprite[pPlayer->i].pal; pPlayer->footprintpal = 0; pPlayer->footprintshade = 0; if (sector[pPlayer->cursectnum].floorpicnum == FLOORSLIME) { pPlayer->footprintpal = 8; pPlayer->footprintshade = 0; } else if (RRRA && (sector[pPlayer->cursectnum].floorpicnum == RRTILE7756 || sector[pPlayer->cursectnum].floorpicnum == RRTILE7888)) { pPlayer->footprintpal = 0; pPlayer->footprintshade = 40; } } } } else if ((!RRRA || pPlayer->on_motorcycle) && pPlayer->footprintcount > 0 && pPlayer->on_ground) { if (pPlayer->cursectnum >= 0 && (sector[pPlayer->cursectnum].floorstat & 2) != 2) { int spriteNum = -1; for (spriteNum = headspritesect[pPlayer->cursectnum]; spriteNum >= 0; spriteNum = nextspritesect[spriteNum]) { if (sprite[spriteNum].picnum == FOOTPRINTS || sprite[spriteNum].picnum == FOOTPRINTS2 || sprite[spriteNum].picnum == FOOTPRINTS3 || sprite[spriteNum].picnum == FOOTPRINTS4) { if (klabs(sprite[spriteNum].x - pPlayer->pos.x) < 384 && klabs(sprite[spriteNum].y - pPlayer->pos.y) < 384) break; } } if (spriteNum < 0) { pPlayer->footprintcount--; if (pPlayer->cursectnum >= 0 && sector[pPlayer->cursectnum].lotag == 0 && sector[pPlayer->cursectnum].hitag == 0) #ifdef YAX_ENABLE if (yax_getbunch(pPlayer->cursectnum, YAX_FLOOR) < 0 || (sector[pPlayer->cursectnum].floorstat & 512)) #endif { switch (krand2() & 3) { case 0: spriteNum = A_Spawn(pPlayer->i, FOOTPRINTS); break; case 1: spriteNum = A_Spawn(pPlayer->i, FOOTPRINTS2); break; case 2: spriteNum = A_Spawn(pPlayer->i, FOOTPRINTS3); break; default: spriteNum = A_Spawn(pPlayer->i, FOOTPRINTS4); break; } sprite[spriteNum].pal = pPlayer->footprintpal; sprite[spriteNum].shade = pPlayer->footprintshade; } } } } if (pPlayer->pos.z < (floorZ-(floorZOffset<<8))) //falling { // not jumping or crouching if ((!TEST_SYNC_KEY(playerBits, SK_JUMP) && !TEST_SYNC_KEY(playerBits, SK_CROUCH)) && pPlayer->on_ground && (sector[pPlayer->cursectnum].floorstat & 2) && pPlayer->pos.z >= (floorZ - (floorZOffset << 8) - ZOFFSET2)) pPlayer->pos.z = floorZ - (floorZOffset << 8); else { pPlayer->on_ground = 0; if (RRRA && (pPlayer->on_motorcycle || pPlayer->on_boat) && floorZ - (floorZOffset << 9) > pPlayer->pos.z) { if (pPlayer->moto_on_ground) { pPlayer->moto_bump_target = 80; pPlayer->moto_bump_fast = 1; pPlayer->vel.z -= g_spriteGravity*(pPlayer->moto_speed>>4); pPlayer->moto_on_ground = 0; if (A_CheckSoundPlaying(pPlayer->i, 188)) S_StopEnvSound(188, pPlayer->i); A_PlaySound(189, pPlayer->i); } else { pPlayer->vel.z += g_spriteGravity-80+(120-pPlayer->moto_speed); if (!A_CheckSoundPlaying(pPlayer->i, 189) && !A_CheckSoundPlaying(pPlayer->i, 190)) A_PlaySound(190, pPlayer->i); } } else pPlayer->vel.z += (g_spriteGravity + 80); // (TICSPERFRAME<<6); if (pPlayer->vel.z >= (4096 + 2048)) pPlayer->vel.z = (4096 + 2048); if (pPlayer->vel.z > 2400 && pPlayer->falling_counter < 255) { pPlayer->falling_counter++; if (pPlayer->falling_counter >= 38 && pPlayer->scream_voice <= FX_Ok) { int32_t voice = A_PlaySound(DUKE_SCREAM,pPlayer->i); if (voice <= 127) // XXX: p->scream_voice is an int8_t pPlayer->scream_voice = voice; } } if ((pPlayer->pos.z + pPlayer->vel.z) >= (floorZ - (floorZOffset << 8)) && pPlayer->cursectnum >= 0) // hit the ground { if (sector[pPlayer->cursectnum].lotag != ST_1_ABOVE_WATER) { if (RRRA) pPlayer->moto_on_ground = 1; if (pPlayer->falling_counter > 62 || (RRRA && pPlayer->falling_counter > 2 && sector[pPlayer->cursectnum].lotag == 802)) P_QuickKill(pPlayer); else if (pPlayer->falling_counter > 9) { // Falling damage. pSprite->extra -= pPlayer->falling_counter - (krand2() & 3); if (pSprite->extra <= 0) A_PlaySound(SQUISHED, pPlayer->i); else { A_PlaySound(DUKE_LAND, pPlayer->i); A_PlaySound(DUKE_LAND_HURT, pPlayer->i); } P_PalFrom(pPlayer, 32, 16, 0, 0); } else if (pPlayer->vel.z > 2048) { if (RRRA && pPlayer->on_motorcycle) { if (A_CheckSoundPlaying(pPlayer->i, 190)) S_StopEnvSound(pPlayer->i, 190); A_PlaySound(191, pPlayer->i); pPlayer->moto_turb = 12; } else A_PlaySound(DUKE_LAND, pPlayer->i); } else if (RRRA && pPlayer->vel.z > 1024 && pPlayer->on_motorcycle) { A_PlaySound(DUKE_LAND, pPlayer->i); pPlayer->moto_turb = 12; } } } } } else { pPlayer->falling_counter = 0; if (pPlayer->scream_voice > FX_Ok) { FX_StopSound(pPlayer->scream_voice); S_Cleanup(); pPlayer->scream_voice = -1; } if ((sectorLotag != ST_1_ABOVE_WATER && sectorLotag != ST_2_UNDERWATER) && (pPlayer->on_ground == 0 && pPlayer->vel.z > (6144 >> 1))) pPlayer->hard_landing = pPlayer->vel.z>>10; pPlayer->on_ground = 1; if (floorZOffset==40) { //Smooth on the ground int Zdiff = ((floorZ - (floorZOffset << 8)) - pPlayer->pos.z) >> 1; if (klabs(Zdiff) < 256) Zdiff = 0; pPlayer->pos.z += ((klabs(Zdiff) >= 256) ? (((floorZ - (floorZOffset << 8)) - pPlayer->pos.z) >> 1) : 0); pPlayer->vel.z -= 768; if (pPlayer->vel.z < 0) pPlayer->vel.z = 0; } else if (pPlayer->jumping_counter == 0) { pPlayer->pos.z += ((floorZ - (floorZOffset << 7)) - pPlayer->pos.z) >> 1; // Smooth on the water if (pPlayer->on_warping_sector == 0 && pPlayer->pos.z > floorZ - ZOFFSET2) { pPlayer->pos.z = floorZ - ZOFFSET2; pPlayer->vel.z >>= 1; } } pPlayer->on_warping_sector = 0; if (TEST_SYNC_KEY(playerBits, SK_CROUCH) && (!RRRA || !pPlayer->on_motorcycle)) { // crouching pPlayer->pos.z += (2048+768); pPlayer->crack_time = 777; } // jumping if (!TEST_SYNC_KEY(playerBits, SK_JUMP) && (!RRRA || !pPlayer->on_motorcycle) && pPlayer->jumping_toggle == 1) pPlayer->jumping_toggle = 0; else if (TEST_SYNC_KEY(playerBits, SK_JUMP) && (!RRRA || !pPlayer->on_motorcycle) && pPlayer->jumping_toggle == 0) { if (pPlayer->jumping_counter == 0) if ((floorZ-ceilZ) > (56<<8)) { pPlayer->jumping_counter = 1; pPlayer->jumping_toggle = 1; } } if (!RR && pPlayer->jumping_counter && !TEST_SYNC_KEY(playerBits, SK_JUMP)) pPlayer->jumping_toggle = 0; } if (pPlayer->jumping_counter) { if (!TEST_SYNC_KEY(playerBits, SK_JUMP) && (!RRRA || !pPlayer->on_motorcycle) && pPlayer->jumping_toggle == 1) pPlayer->jumping_toggle = 0; if (pPlayer->jumping_counter < (RR ? 768 : (1024+256))) { if (sectorLotag == ST_1_ABOVE_WATER && pPlayer->jumping_counter > 768) { pPlayer->jumping_counter = 0; pPlayer->vel.z = -512; } else { pPlayer->vel.z -= (sintable[(2048-128+pPlayer->jumping_counter)&2047])/12; pPlayer->jumping_counter += 180; pPlayer->on_ground = 0; } } else { pPlayer->jumping_counter = 0; pPlayer->vel.z = 0; } } pPlayer->pos.z += pPlayer->vel.z; if (pPlayer->pos.z < (ceilZ+ZOFFSET6)) { pPlayer->jumping_counter = 0; if (pPlayer->vel.z < 0) pPlayer->vel.x = pPlayer->vel.y = 0; pPlayer->vel.z = 128; pPlayer->pos.z = ceilZ+ZOFFSET6; } } if (pPlayer->fist_incs || pPlayer->transporter_hold > 2 || pPlayer->hard_landing || pPlayer->access_incs > 0 || pPlayer->knee_incs > 0 || (!RR && pPlayer->curr_weapon == TRIPBOMB_WEAPON && *weaponFrame > 1 && *weaponFrame < 4)) { velocityModifier = 0; pPlayer->vel.x = 0; pPlayer->vel.y = 0; } else if (g_player[playerNum].inputBits->q16avel) //p->ang += syncangvel * constant { fix16_t const inputAng = g_player[playerNum].inputBits->q16avel; pPlayer->q16angvel = (sectorLotag == ST_2_UNDERWATER) ? fix16_mul(inputAng - (inputAng >> 3), fix16_from_int(ksgn(velocityModifier))) : fix16_mul(inputAng, fix16_from_int(ksgn(velocityModifier))); pPlayer->q16ang += pPlayer->q16angvel; pPlayer->q16ang &= 0x7FFFFFF; pPlayer->crack_time = 777; } if (pPlayer->spritebridge == 0) { int const floorPicnum = sector[pSprite->sectnum].floorpicnum; if (!RR && (floorPicnum == PURPLELAVA || sector[pSprite->sectnum].ceilingpicnum == PURPLELAVA)) { if (pPlayer->inv_amount[GET_BOOTS] > 0) { pPlayer->inv_amount[GET_BOOTS]--; pPlayer->inven_icon = ICON_BOOTS; if (pPlayer->inv_amount[GET_BOOTS] <= 0) P_SelectNextInvItem(pPlayer); } else { if (!A_CheckSoundPlaying(pPlayer->i,DUKE_LONGTERM_PAIN)) A_PlaySound(DUKE_LONGTERM_PAIN,pPlayer->i); P_PalFrom(pPlayer, 32, 0, 8, 0); pSprite->extra--; } } if (RRRA && pPlayer->on_ground && trueFloorDist <= PHEIGHT+ZOFFSET2 && (floorPicnum == RRTILE7768 || floorPicnum == RRTILE7820)) { if ((krand2() & 3) == 1) { if (pPlayer->on_motorcycle) pSprite->extra -= 2; else pSprite->extra -= 4; A_PlaySound(DUKE_LONGTERM_PAIN, pPlayer->i); } } else if (pPlayer->on_ground && trueFloorDist <= PHEIGHT+ZOFFSET2 && P_CheckFloorDamage(pPlayer, floorPicnum)) { P_DoQuote(QUOTE_BOOTS_ON, pPlayer); pPlayer->inv_amount[GET_BOOTS] -= 2; if (pPlayer->inv_amount[GET_BOOTS] <= 0) { pPlayer->inv_amount[GET_BOOTS] = 0; P_SelectNextInvItem(pPlayer); } } } if (pPlayer->vel.x || pPlayer->vel.y || g_player[playerNum].inputBits->fvel || g_player[playerNum].inputBits->svel) { pPlayer->crack_time = 777; int const checkWalkSound = sintable[pPlayer->bobcounter & 2047] >> 12; if (RRRA) { if (pPlayer->spritebridge == 0 && pPlayer->on_ground) { if (sectorLotag == ST_1_ABOVE_WATER) pPlayer->not_on_water = 0; else if (pPlayer->on_boat) { if (sectorLotag == 1234) pPlayer->not_on_water = 0; else pPlayer->not_on_water = 1; } else pPlayer->not_on_water = 1; } } if ((trueFloorDist < PHEIGHT + ZOFFSET3)) { if (checkWalkSound == 1 || checkWalkSound == 3) { if (pPlayer->spritebridge == 0 && pPlayer->walking_snd_toggle == 0 && pPlayer->on_ground) { switch (sectorLotag) { case 0: { int const walkPicnum = (lowZhit >= 0 && (lowZhit & 49152) == 49152) ? TrackerCast(sprite[lowZhit & (MAXSPRITES - 1)].picnum) : TrackerCast(sector[pPlayer->cursectnum].floorpicnum); if (!RR) switch (DYNAMICTILEMAP(walkPicnum)) { case PANNEL1__STATIC: case PANNEL2__STATIC: A_PlaySound(DUKE_WALKINDUCTS, pPlayer->i); pPlayer->walking_snd_toggle = 1; break; } } break; case ST_1_ABOVE_WATER: if ((krand2() & 1) == 0 && (!RRRA || (!pPlayer->on_boat && !pPlayer->on_motorcycle && sector[pPlayer->cursectnum].lotag != 321))) A_PlaySound(DUKE_ONWATER, pPlayer->i); pPlayer->walking_snd_toggle = 1; break; } } } else if (pPlayer->walking_snd_toggle > 0) pPlayer->walking_snd_toggle--; } if (pPlayer->jetpack_on == 0 && pPlayer->inv_amount[GET_STEROIDS] > 0 && pPlayer->inv_amount[GET_STEROIDS] < 400) velocityModifier <<= 1; pPlayer->vel.x += (((g_player[playerNum].inputBits->fvel) * velocityModifier) << 6); pPlayer->vel.y += (((g_player[playerNum].inputBits->svel) * velocityModifier) << 6); int playerSpeedReduction = 0; if (!RRRA && pPlayer->on_ground && (TEST_SYNC_KEY(playerBits, SK_CROUCH) || (*weaponFrame > 10 && pPlayer->curr_weapon == KNEE_WEAPON))) playerSpeedReduction = 0x2000; else if (sectorLotag == ST_2_UNDERWATER) playerSpeedReduction = 0x1400; pPlayer->vel.x = mulscale16(pPlayer->vel.x, pPlayer->runspeed - playerSpeedReduction); pPlayer->vel.y = mulscale16(pPlayer->vel.y, pPlayer->runspeed - playerSpeedReduction); if (RR) { if (RRRA) { if (sector[pPlayer->cursectnum].floorpicnum == RRTILE7888) { if (pPlayer->on_motorcycle && pPlayer->on_ground) pPlayer->moto_on_oil = 1; } else if (sector[pPlayer->cursectnum].floorpicnum == RRTILE7889) { if (pPlayer->on_motorcycle) { if (pPlayer->on_ground) pPlayer->moto_on_mud = 1; } else if (pPlayer->inv_amount[GET_BOOTS] > 0) pPlayer->inv_amount[GET_BOOTS]--; else { pPlayer->vel.x = mulscale16(pPlayer->vel.x, pPlayer->runspeed); pPlayer->vel.y = mulscale16(pPlayer->vel.y, pPlayer->runspeed); } } } if (sector[pPlayer->cursectnum].floorpicnum == RRTILE3073 || sector[pPlayer->cursectnum].floorpicnum == RRTILE2702) { if (RRRA && pPlayer->on_motorcycle) { if (pPlayer->on_ground) { pPlayer->vel.x = mulscale16(pPlayer->vel.x, pPlayer->runspeed-0x1800); pPlayer->vel.y = mulscale16(pPlayer->vel.y, pPlayer->runspeed-0x1800); } } else if (pPlayer->inv_amount[GET_BOOTS] > 0) pPlayer->inv_amount[GET_BOOTS]--; else { pPlayer->vel.x = mulscale16(pPlayer->vel.x, pPlayer->runspeed-0x1800); pPlayer->vel.y = mulscale16(pPlayer->vel.y, pPlayer->runspeed-0x1800); } } } if (klabs(pPlayer->vel.x) < 2048 && klabs(pPlayer->vel.y) < 2048) pPlayer->vel.x = pPlayer->vel.y = 0; if (playerShrunk) { pPlayer->vel.x = mulscale16(pPlayer->vel.x, pPlayer->runspeed - (pPlayer->runspeed >> 1) + (pPlayer->runspeed >> 2)); pPlayer->vel.y = mulscale16(pPlayer->vel.y, pPlayer->runspeed - (pPlayer->runspeed >> 1) + (pPlayer->runspeed >> 2)); } } HORIZONLY:; int stepHeight = (sectorLotag == ST_1_ABOVE_WATER || pPlayer->spritebridge == 1) ? pPlayer->autostep_sbw : pPlayer->autostep; #ifdef EDUKE32_TOUCH_DEVICES if (TEST_SYNC_KEY(playerBits, SK_CROUCH)) stepHeight = pPlayer->autostep_sbw; #endif if (ud.noclip) { pPlayer->pos.x += pPlayer->vel.x >> 14; pPlayer->pos.y += pPlayer->vel.y >> 14; updatesector(pPlayer->pos.x, pPlayer->pos.y, &pPlayer->cursectnum); changespritesect(pPlayer->i, pPlayer->cursectnum); // This makes the player view lower when shrunk. NOTE that it can get the // view below the sector floor (and does, when on the ground). if (pPlayer->jetpack_on == 0 && sectorLotag != ST_2_UNDERWATER && sectorLotag != ST_1_ABOVE_WATER && playerShrunk) pPlayer->pos.z += ZOFFSET5; if (RRRA && pPlayer->hurt_delay2 > 0) pPlayer->hurt_delay2--; } else { #ifdef YAX_ENABLE int const playerSectNum = pPlayer->cursectnum; int16_t ceilingBunch, floorBunch; if (playerSectNum >= 0) yax_getbunches(playerSectNum, &ceilingBunch, &floorBunch); // This updatesectorz conflicts with Duke3D's way of teleporting through water, // so make it a bit conditional... OTOH, this way we have an ugly z jump when // changing from above water to underwater if ((playerSectNum >= 0 && !(sector[playerSectNum].lotag == ST_1_ABOVE_WATER && pPlayer->on_ground && floorBunch >= 0)) && ((floorBunch >= 0 && !(sector[playerSectNum].floorstat & 512)) || (ceilingBunch >= 0 && !(sector[playerSectNum].ceilingstat & 512)))) { pPlayer->cursectnum += MAXSECTORS; // skip initial z check, restored by updatesectorz updatesectorz(pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z, &pPlayer->cursectnum); } #endif int spriteNum = clipmove((vec3_t *)pPlayer, &pPlayer->cursectnum, pPlayer->vel.x, pPlayer->vel.y, 164, (4L << 8), stepHeight, CLIPMASK0); // This makes the player view lower when shrunk. NOTE that it can get the // view below the sector floor (and does, when on the ground). if (pPlayer->jetpack_on == 0 && sectorLotag != ST_2_UNDERWATER && sectorLotag != ST_1_ABOVE_WATER && playerShrunk) pPlayer->pos.z += ZOFFSET5; if (spriteNum) P_CheckTouchDamage(pPlayer, spriteNum); else if(RRRA && pPlayer->hurt_delay2 > 0) pPlayer->hurt_delay2--; if (RR) { if ((spriteNum & 49152) == 32768) { int const wallNum = spriteNum&(MAXWALLS-1); if (RRRA && pPlayer->on_motorcycle) { int16_t var104, var108, var10c; var104 = 0; var108 = getangle(wall[wall[wallNum].point2].x-wall[wallNum].x,wall[wall[wallNum].point2].y-wall[wallNum].y); var10c = klabs(fix16_to_int(pPlayer->q16ang)-var108); switch (krand2()&1) { case 0: pPlayer->q16ang += F16(pPlayer->moto_speed>>1); break; case 1: pPlayer->q16ang -= F16(pPlayer->moto_speed>>1); break; } if (var10c >= 441 && var10c <= 581) { var104 = (pPlayer->moto_speed*pPlayer->moto_speed)>>8; pPlayer->moto_speed = 0; if (A_CheckSoundPlaying(pPlayer->i, 238) == 0) A_PlaySound(238,pPlayer->i); } else if (var10c >= 311 && var10c <= 711) { var104 = (pPlayer->moto_speed*pPlayer->moto_speed)>>11; pPlayer->moto_speed -= (pPlayer->moto_speed>>1)+(pPlayer->moto_speed>>2); if (A_CheckSoundPlaying(pPlayer->i, 238) == 0) A_PlaySound(238,pPlayer->i); } else if (var10c >= 111 && var10c <= 911) { var104 = (pPlayer->moto_speed*pPlayer->moto_speed)>>14; pPlayer->moto_speed -= (pPlayer->moto_speed>>1); if (A_CheckSoundPlaying(pPlayer->i, 239) == 0) A_PlaySound(239,pPlayer->i); } else { var104 = (pPlayer->moto_speed*pPlayer->moto_speed)>>15; pPlayer->moto_speed -= (pPlayer->moto_speed>>3); if (A_CheckSoundPlaying(pPlayer->i, 240) == 0) A_PlaySound(240,pPlayer->i); } pSprite->extra -= var104; if (pSprite->extra <= 0) { A_PlaySound(SQUISHED,pPlayer->i); P_PalFrom(pPlayer,63,63,0,0); } else if (var104) A_PlaySound(DUKE_LAND_HURT,pPlayer->i); } else if (RRRA && pPlayer->on_boat) { short var114, var118; var114 = getangle(wall[wall[wallNum].point2].x-wall[wallNum].x,wall[wall[wallNum].point2].y-wall[wallNum].y); var118 = klabs(fix16_to_int(pPlayer->q16ang)-var114); switch (krand2()&1) { case 0: pPlayer->q16ang += F16(pPlayer->moto_speed>>2); break; case 1: pPlayer->q16ang -= F16(pPlayer->moto_speed>>2); break; } if (var118 >= 441 && var118 <= 581) { pPlayer->moto_speed = ((pPlayer->moto_speed>>1)+(pPlayer->moto_speed>>2))>>2; if (sectorLotag == 1) if (A_CheckSoundPlaying(pPlayer->i, 178) == 0) A_PlaySound(178,pPlayer->i); } else if (var118 >= 311 && var118 <= 711) { pPlayer->moto_speed -= ((pPlayer->moto_speed>>1)+(pPlayer->moto_speed>>2))>>3; if (sectorLotag == 1) if (A_CheckSoundPlaying(pPlayer->i, 179) == 0) A_PlaySound(179,pPlayer->i); } else if (var118 >= 111 && var118 <= 911) { pPlayer->moto_speed -= (pPlayer->moto_speed>>4); if (sectorLotag == 1) if (A_CheckSoundPlaying(pPlayer->i, 180) == 0) A_PlaySound(180,pPlayer->i); } else { pPlayer->moto_speed -= (pPlayer->moto_speed>>6); if (sectorLotag == 1) if (A_CheckSoundPlaying(pPlayer->i, 181) == 0) A_PlaySound(181,pPlayer->i); } } else { if (wall[wallNum].lotag >= 40 && wall[wallNum].lotag <= 44) { if (wall[wallNum].lotag < 44) G_DoFurniture(wallNum,pPlayer->cursectnum,playerNum); pushmove(&pPlayer->pos,&pPlayer->cursectnum,172L,(4L<<8),(4L<<8),CLIPMASK0); } } } else if ((spriteNum & 49152) == 49152) { spriteNum &= (MAXSPRITES-1); if (RRRA && pPlayer->on_motorcycle) { if (A_CheckEnemySprite(&sprite[spriteNum]) || sprite[spriteNum].picnum == APLAYER) { if (sprite[spriteNum].picnum != APLAYER) { if (numplayers == 1) { vec3_t const vect = { sintable[(pPlayer->tilt_status*20+fix16_to_int(pPlayer->q16ang)+512)&2047]>>8, sintable[(pPlayer->tilt_status*20+fix16_to_int(pPlayer->q16ang))&2047]>>8,sprite[spriteNum].zvel }; A_MoveSprite(spriteNum,&vect,CLIPMASK0); } } else actor[spriteNum].owner = pPlayer->i; actor[spriteNum].picnum = MOTOHIT; actor[spriteNum].extra = pPlayer->moto_speed>>1; pPlayer->moto_speed -= pPlayer->moto_speed>>2; pPlayer->moto_turb = 6; } else if ((sprite[spriteNum].picnum == RRTILE2431 || sprite[spriteNum].picnum == RRTILE2443 || sprite[spriteNum].picnum == RRTILE2451 || sprite[spriteNum].picnum == RRTILE2455) && sprite[spriteNum].picnum != ACTIVATORLOCKED && pPlayer->moto_speed > 45) { A_PlaySound(SQUISHED,spriteNum); if (sprite[spriteNum].picnum == RRTILE2431 || sprite[spriteNum].picnum == RRTILE2451) { if (sprite[spriteNum].lotag != 0) { for(bssize_t otherSprite = 0; otherSprite < MAXSPRITES; otherSprite++) { if ((sprite[otherSprite].picnum == RRTILE2431 || sprite[otherSprite].picnum == RRTILE2451) && sprite[otherSprite].pal == 4) { if (sprite[spriteNum].lotag == sprite[otherSprite].lotag) { sprite[otherSprite].xrepeat = 0; sprite[otherSprite].yrepeat = 0; } } } } A_DoGuts(spriteNum,RRTILE2460,12); A_DoGuts(spriteNum,RRTILE2465,3); } else A_DoGuts(spriteNum,RRTILE2465,3); A_DoGuts(spriteNum,RRTILE2465,3); sprite[spriteNum].xrepeat = 0; sprite[spriteNum].yrepeat = 0; } } else if (RRRA && pPlayer->on_boat) { if (A_CheckEnemySprite(&sprite[spriteNum]) || sprite[spriteNum].picnum == APLAYER) { if (sprite[spriteNum].picnum != APLAYER) { if (numplayers == 1) { vec3_t const vect = { sintable[(pPlayer->tilt_status*20+fix16_to_int(pPlayer->q16ang)+512)&2047]>>9, sintable[(pPlayer->tilt_status*20+fix16_to_int(pPlayer->q16ang))&2047]>>9,sprite[spriteNum].zvel }; A_MoveSprite(spriteNum,&vect,CLIPMASK0); } } else actor[spriteNum].owner = pPlayer->i; actor[spriteNum].picnum = MOTOHIT; actor[spriteNum].extra = pPlayer->moto_speed>>2; pPlayer->moto_speed -= pPlayer->moto_speed>>2; pPlayer->moto_turb = 6; } } else if (A_CheckEnemySprite(&sprite[spriteNum])) { if (sprite[spriteNum].statnum != STAT_ACTOR) { actor[spriteNum].timetosleep = 0; if (sprite[spriteNum].picnum == BILLYRAY) A_PlaySound(404, spriteNum); else A_PlayAlertSound(spriteNum); changespritestat(spriteNum, STAT_ACTOR); } } if (sprite[spriteNum].picnum == RRTILE3410) { P_QuickKill(pPlayer); A_PlaySound(446, pPlayer->i); } else if (RRRA && sprite[spriteNum].picnum == RRTILE2443 && sprite[spriteNum].pal == 19) { sprite[spriteNum].pal = 0; pPlayer->drug_mode = 5; pPlayer->drug_timer = (int32_t) totalclock; sprite[pPlayer->i].extra = pPlayer->max_player_health; } } } } if (pPlayer->jetpack_on == 0) { if (pSprite->xvel > 16) { if (sectorLotag != ST_1_ABOVE_WATER && sectorLotag != ST_2_UNDERWATER && pPlayer->on_ground && (!RRRA || !pPlayer->sea_sick_stat)) { pPlayer->pycount += 52; pPlayer->pycount &= 2047; pPlayer->pyoff = klabs(pSprite->xvel * sintable[pPlayer->pycount]) / 1596; } } else if (sectorLotag != ST_2_UNDERWATER && sectorLotag != ST_1_ABOVE_WATER && (!RRRA || !pPlayer->sea_sick_stat)) pPlayer->pyoff = 0; } pPlayer->pos.z += PHEIGHT; setsprite(pPlayer->i, &pPlayer->pos); pPlayer->pos.z -= PHEIGHT; if (RR) { if (sectorLotag == 800 && (!RRRA || !pPlayer->lotag800kill)) { if (RRRA) pPlayer->lotag800kill = 1; P_QuickKill(pPlayer); return; } } // ST_2_UNDERWATER if (pPlayer->cursectnum >= 0 && sectorLotag < 3) { usectortype const *pSector = (usectortype *)§or[pPlayer->cursectnum]; // TRAIN_SECTOR_TO_SE_INDEX if ((!ud.noclip && pSector->lotag == ST_31_TWO_WAY_TRAIN) && ((unsigned)pSector->hitag < MAXSPRITES && sprite[pSector->hitag].xvel && actor[pSector->hitag].t_data[0] == 0)) { P_QuickKill(pPlayer); return; } } if ((pPlayer->cursectnum >= 0 && trueFloorDist < PHEIGHT && pPlayer->on_ground && sectorLotag != ST_1_ABOVE_WATER && playerShrunk == 0 && sector[pPlayer->cursectnum].lotag == ST_1_ABOVE_WATER) && (!A_CheckSoundPlaying(pPlayer->i, DUKE_ONWATER))) if (!RRRA || (!pPlayer->on_boat && !pPlayer->on_motorcycle && sector[pPlayer->cursectnum].lotag != 321)) A_PlaySound(DUKE_ONWATER, pPlayer->i); if (pPlayer->cursectnum >= 0 && pPlayer->cursectnum != pSprite->sectnum) changespritesect(pPlayer->i, pPlayer->cursectnum); if (pPlayer->cursectnum >= 0 && ud.noclip == 0) { int const squishPlayer = (pushmove((vec3_t *)pPlayer, &pPlayer->cursectnum, (!RR || pSprite->clipdist == 64) ? 164 : 16, (4L << 8), (4L << 8), CLIPMASK0) < 0 && A_GetFurthestAngle(pPlayer->i, 8) < 512); if (squishPlayer || klabs(actor[pPlayer->i].floorz-actor[pPlayer->i].ceilingz) < (48<<8)) { if (!(sector[pSprite->sectnum].lotag & 0x8000u) && (isanunderoperator(sector[pSprite->sectnum].lotag) || isanearoperator(sector[pSprite->sectnum].lotag))) G_ActivateBySector(pSprite->sectnum, pPlayer->i); if (squishPlayer) { P_QuickKill(pPlayer); return; } } else if (klabs(floorZ - ceilZ) < ZOFFSET5 && isanunderoperator(sector[pPlayer->cursectnum].lotag)) G_ActivateBySector(pPlayer->cursectnum, pPlayer->i); if (RR && sector[pPlayer->cursectnum].ceilingz > (sector[pPlayer->cursectnum].floorz-ZOFFSET4)) { P_QuickKill(pPlayer); return; } } int centerHoriz = 0; if (TEST_SYNC_KEY(playerBits, SK_CENTER_VIEW) || pPlayer->hard_landing) pPlayer->return_to_center = 9; if (TEST_SYNC_KEY(playerBits, SK_LOOK_UP)) { pPlayer->return_to_center = 9; pPlayer->q16horiz += fix16_from_int(12<<(int)(TEST_SYNC_KEY(playerBits, SK_RUN))); centerHoriz++; } else if (TEST_SYNC_KEY(playerBits, SK_LOOK_DOWN)) { pPlayer->return_to_center = 9; pPlayer->q16horiz -= fix16_from_int(12<<(int)(TEST_SYNC_KEY(playerBits, SK_RUN))); centerHoriz++; } else if (TEST_SYNC_KEY(playerBits, SK_AIM_UP) && (!RRRA || !pPlayer->on_motorcycle)) { pPlayer->q16horiz += fix16_from_int(6<<(int)(TEST_SYNC_KEY(playerBits, SK_RUN))); centerHoriz++; } else if (TEST_SYNC_KEY(playerBits, SK_AIM_DOWN) && (!RRRA || !pPlayer->on_motorcycle)) { pPlayer->q16horiz -= fix16_from_int(6<<(int)(TEST_SYNC_KEY(playerBits, SK_RUN))); centerHoriz++; } if (RR && pPlayer->recoil && *weaponFrame == 0) { int delta = pPlayer->recoil >> 1; if (!delta) delta++; pPlayer->recoil -= delta; pPlayer->q16horiz -= F16(delta); } else if (pPlayer->return_to_center > 0 && !TEST_SYNC_KEY(playerBits, SK_LOOK_UP) && !TEST_SYNC_KEY(playerBits, SK_LOOK_DOWN)) { pPlayer->return_to_center--; pPlayer->q16horiz += F16(33)-fix16_div(pPlayer->q16horiz, F16(3)); centerHoriz++; } if (pPlayer->hard_landing > 0) { pPlayer->hard_landing--; pPlayer->q16horiz -= fix16_from_int(pPlayer->hard_landing<<4); } pPlayer->q16horiz = fix16_clamp(pPlayer->q16horiz + g_player[playerNum].inputBits->q16horz, F16(HORIZ_MIN), F16(HORIZ_MAX)); if (centerHoriz && (!RR || !pPlayer->recoil)) { if (pPlayer->q16horiz > F16(95) && pPlayer->q16horiz < F16(105)) pPlayer->q16horiz = F16(100); if (pPlayer->q16horizoff > F16(-5) && pPlayer->q16horizoff < F16(5)) pPlayer->q16horizoff = 0; } //Shooting code/changes if (pPlayer->show_empty_weapon > 0) { --pPlayer->show_empty_weapon; if (!RR && pPlayer->show_empty_weapon == 0) { if (pPlayer->last_full_weapon == GROW_WEAPON) pPlayer->subweapon |= (1 << GROW_WEAPON); else if (pPlayer->last_full_weapon == SHRINKER_WEAPON) pPlayer->subweapon &= ~(1 << GROW_WEAPON); P_AddWeapon(pPlayer, pPlayer->last_full_weapon); return; } } if (RR && pPlayer->show_empty_weapon == 1) { P_AddWeapon(pPlayer, pPlayer->last_full_weapon); return; } if (pPlayer->knee_incs > 0) { pPlayer->q16horiz -= F16(48); pPlayer->return_to_center = 9; if (++pPlayer->knee_incs > 15) { pPlayer->knee_incs = 0; pPlayer->holster_weapon = 0; pPlayer->weapon_pos = klabs(pPlayer->weapon_pos); if (pPlayer->actorsqu >= 0 && sprite[pPlayer->actorsqu].statnum != MAXSTATUS && dist(&sprite[pPlayer->i], &sprite[pPlayer->actorsqu]) < 1400) { A_DoGuts(pPlayer->actorsqu, JIBS6, 7); A_Spawn(pPlayer->actorsqu, BLOODPOOL); A_PlaySound(SQUISHED, pPlayer->actorsqu); switch (DYNAMICTILEMAP(sprite[pPlayer->actorsqu].picnum)) { case FEM1__STATIC: case FEM2__STATIC: case FEM3__STATIC: case FEM4__STATIC: case FEM5__STATIC: case FEM6__STATIC: case FEM7__STATIC: case FEM8__STATIC: case FEM9__STATIC: case PODFEM1__STATIC: if (RR) break; fallthrough__; case FEM10__STATIC: case NAKED1__STATIC: case STATUE__STATIC: if (sprite[pPlayer->actorsqu].yvel) G_OperateRespawns(sprite[pPlayer->actorsqu].yvel); A_DeleteSprite(pPlayer->actorsqu); break; case APLAYER__STATIC: { int playerSquished = P_Get(pPlayer->actorsqu); P_QuickKill(g_player[playerSquished].ps); g_player[playerSquished].ps->frag_ps = playerNum; break; } default: if (A_CheckEnemySprite(&sprite[pPlayer->actorsqu])) P_AddKills(pPlayer, 1); A_DeleteSprite(pPlayer->actorsqu); break; } } pPlayer->actorsqu = -1; } else if (pPlayer->actorsqu >= 0) pPlayer->q16ang += fix16_from_int( G_GetAngleDelta(fix16_to_int(pPlayer->q16ang), getangle(sprite[pPlayer->actorsqu].x - pPlayer->pos.x, sprite[pPlayer->actorsqu].y - pPlayer->pos.y)) >> 2); } if (P_DoCounters(playerNum)) return; switch (pPlayer->weapon_pos) { case WEAPON_POS_LOWER: if (pPlayer->last_weapon >= 0) { pPlayer->weapon_pos = WEAPON_POS_RAISE; pPlayer->last_weapon = -1; } else if (pPlayer->holster_weapon == 0) pPlayer->weapon_pos = WEAPON_POS_RAISE; break; case 0: break; default: pPlayer->weapon_pos--; break; } P_ProcessWeapon(playerNum); } int P_HasKey(int sectNum, int playerNum) { if (g_sectorExtra[sectNum] == 0) return 1; if (g_sectorExtra[sectNum] > 6) return 1; int key = g_sectorExtra[sectNum]; if (key > 3) key -= 3; if (g_player[playerNum].ps->keys[key] == 1) { g_sectorExtra[sectNum] = 0; return 1; } return 0; } END_RR_NS