//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2017-2019 Nuke.YKT This file is part of Duke Nukem 3D version 1.5 - Atomic Edition Duke Nukem 3D is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Original Source: 1996 - Todd Replogle Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include "ns.h" #include "global.h" BEGIN_DUKE_NS int which_palookup = 9; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void pickrandomspot(int snum) { struct player_struct *p; short i; p = &ps[snum]; if( ud.multimode > 1 && ud.coop != 1) i = krand()%numplayersprites; else i = snum; p->bobposx = p->oposx = p->posx = po[i].ox; p->bobposy = p->oposy = p->posy = po[i].oy; p->oposz = p->posz = po[i].oz; p->setang(po[i].oa); p->cursectnum = po[i].os; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void resetplayerstats(int snum) { struct player_struct *p; p = &ps[snum]; gFullMap = 0; p->dead_flag = 0; p->wackedbyactor = -1; p->falling_counter = 0; p->quick_kick = 0; p->subweapon = 0; p->last_full_weapon = 0; p->ftq = 0; p->fta = 0; p->tipincs = 0; p->buttonpalette = 0; p->actorsqu =-1; p->invdisptime = 0; p->refresh_inventory= 0; p->last_pissed_time = 0; p->holster_weapon = 0; p->pycount = 0; p->pyoff = 0; p->opyoff = 0; p->loogcnt = 0; //p->angvel = 0; p->weapon_sway = 0; // p->select_dir = 0; p->extra_extra8 = 0; p->show_empty_weapon= 0; p->dummyplayersprite=-1; p->crack_time = 0; p->hbomb_hold_delay = 0; p->transporter_hold = 0; p->wantweaponfire = -1; p->hurt_delay = 0; p->hurt_delay2 = 0; p->footprintcount = 0; p->footprintpal = 0; p->footprintshade = 0; p->jumping_toggle = 0; p->sethoriz(140); //!! //p->oq16horiz = p->q16horiz; p->sethorizoff(0); p->bobcounter = 0; p->on_ground = 0; p->player_par = 0; p->return_to_center = 9; p->airleft = 15*26; p->rapid_fire_hold = 0; p->toggle_key_flag = 0; p->access_spritenum = -1; if(ud.multimode > 1 && ud.coop != 1 ) p->got_access = 7; else p->got_access = 0; p->random_club_frame= 0; pus = 1; p->on_warping_sector = 0; p->spritebridge = 0; p->palette = 0; if(p->steroids_amount < 400 ) { p->steroids_amount = 0; p->inven_icon = 0; } p->heat_on = 0; p->jetpack_on = 0; p->holoduke_on = -1; p->look_ang = 512 - ((ud.level_number&1)<<10); p->rotscrnang = 0; p->orotscrnang = 1; // JBF 20031220 p->newowner =-1; p->jumping_counter = 0; p->hard_landing = 0; p->posxv = 0; //!! p->posyv = 0; p->poszv = 0; p->fric.x = 0; p->fric.y = 0; p->somethingonplayer =-1; p->one_eighty_count = 0; p->cheat_phase = 0; p->on_crane = -1; if(p->curr_weapon == PISTOL_WEAPON) p->kickback_pic = isRR()? 22 : 5; else p->kickback_pic = 0; p->weapon_pos = 6; p->walking_snd_toggle= 0; p->weapon_ang = 0; p->knuckle_incs = 1; p->fist_incs = 0; p->knee_incs = 0; setpal(p); p->stairs = 0; //p->fogtype = 0; p->noise_x = 0; p->noise_y = 0; p->make_noise = 0; p->noise_radius = 0; if (isRR() && ud.multimode > 1 && ud.coop != 1) { p->keys[0] = 1; p->keys[1] = 1; p->keys[2] = 1; p->keys[3] = 1; p->keys[4] = 1; } else { p->keys[0] = 0; p->keys[1] = 0; p->keys[2] = 0; p->keys[3] = 0; p->keys[4] = 0; } wupass = 0; //p->at582 = 0; p->drunkang = 1647; p->eatang = 1647; p->drink_amt = 0; p->eat = 0; p->drink_timer = 4096; p->eat_timer = 4096; p->shotgun_state[0] = 0; p->shotgun_state[1] = 0; p->detonate_time = 0; p->detonate_count = 0; p->recoil = 0; p->yehaa_timer = 0; chickenphase = 0; if (p->OnMotorcycle) { p->OnMotorcycle = 0; p->gotweapon.Clear(MOTORCYCLE_WEAPON); p->curr_weapon = isRRRA()? SLINGBLADE_WEAPON : KNEE_WEAPON; // just in case this is made available for the other games } p->lotag800kill = 0; p->moto_do_bump = 0; p->MotoOnGround = 1; p->moto_underwater = 0; p->MotoSpeed = 0; p->TiltStatus = 0; p->moto_drink = 0; p->VBumpTarget = 0; p->VBumpNow =0; p->moto_bump_fast = 0; p->TurbCount = 0; p->moto_on_mud = 0; p->moto_on_oil = 0; if (p->OnBoat) { p->OnBoat = 0; p->gotweapon.Clear(BOAT_WEAPON); p->curr_weapon = isRRRA()? SLINGBLADE_WEAPON : KNEE_WEAPON; // just in case this is made available for the other games } p->NotOnWater = 0; p->SeaSick = 0; p->nocheat = 0; p->DrugMode = 0; p->drug_stat[0] = 0; p->drug_stat[1] = 0; p->drug_stat[2] = 0; p->drug_aspect = 0; resetlanepics(); if (numplayers < 2) { ufospawn = isRRRA()? 3 : std::min(ud.m_player_skill*4+1, 32); ufocnt = 0; hulkspawn = ud.m_player_skill + 1; } else { ufospawn = isRRRA()? 0 :32; ufocnt = 0; hulkspawn = isRRRA()? 0 :2; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void resetweapons(int snum) { short weapon; struct player_struct *p; p = &ps[snum]; for (weapon = PISTOL_WEAPON; weapon < MAX_WEAPONS; weapon++) { p->ammo_amount[weapon] = 0; } p->gotweapon.Zero(); p->weapon_pos = 6; p->kickback_pic = 5; p->curr_weapon = PISTOL_WEAPON; p->gotweapon.Set(PISTOL_WEAPON); p->gotweapon.Set(KNEE_WEAPON); p->ammo_amount[PISTOL_WEAPON] = std::min(max_ammo_amount[PISTOL_WEAPON], 48); p->gotweapon.Set(HANDREMOTE_WEAPON); p->last_weapon = -1; p->show_empty_weapon= 0; p->last_pissed_time = 0; p->holster_weapon = 0; // Always clear these, even for non-RRRA p->OnMotorcycle = 0; p->moto_underwater = 0; p->OnBoat = 0; p->lotag800kill = 0; if (isRRRA()) { chickenphase = 0; p->ammo_amount[KNEE_WEAPON] = 1; p->gotweapon.Set(SLINGBLADE_WEAPON); p->ammo_amount[SLINGBLADE_WEAPON] = 1; } OnEvent(EVENT_RESETWEAPONS, -1, snum, -1); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void resetinventory(int snum) { struct player_struct* p; p = &ps[snum]; p->inven_icon = 0; p->boot_amount = 0; p->scuba_on = 0; p->scuba_amount = 0; p->heat_amount = 0; p->heat_on = 0; p->jetpack_on = 0; p->jetpack_amount = 0; p->shield_amount = max_armour_amount; p->holoduke_on = -1; p->holoduke_amount = 0; p->firstaid_amount = 0; p->steroids_amount = 0; p->inven_icon = 0; if (isRR() && ud.multimode > 1 && ud.coop != 1) { p->keys[0] = 1; p->keys[1] = 1; p->keys[2] = 1; p->keys[3] = 1; p->keys[4] = 1; } else { p->keys[0] = 0; p->keys[1] = 0; p->keys[2] = 0; p->keys[3] = 0; p->keys[4] = 0; } p->drunkang = 1647; p->eatang = 1647; p->drink_amt = 0; p->eat = 0; p->drink_timer = 0; p->eat_timer = 0; p->shotgun_state[0] = 0; p->shotgun_state[1] = 0; p->detonate_time = 0; p->detonate_count = 0; p->recoil = 0; p->yehaa_timer = 0; resetlanepics(); if (numplayers < 2) { ufospawn = std::min(ud.m_player_skill*4+1, 32); ufocnt = 0; hulkspawn = ud.m_player_skill + 1; } else { ufospawn = 32; ufocnt = 0; hulkspawn = 2; } OnEvent(EVENT_RESETINVENTORY, snum, p->i); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void resetprestat(int snum,int g) { struct player_struct *p; short i; p = &ps[snum]; spriteqloc = 0; for(i=0;ihbomb_on = 0; p->cheat_phase = 0; p->pals.f = 0; p->toggle_key_flag = 0; p->secret_rooms = 0; p->max_secret_rooms = 0; p->actors_killed = 0; p->max_actors_killed = 0; p->lastrandomspot = 0; p->weapon_pos = 6; p->kickback_pic = 5; p->last_weapon = -1; p->weapreccnt = 0; p->show_empty_weapon= 0; p->holster_weapon = 0; p->last_pissed_time = 0; p->one_parallax_sectnum = -1; p->visibility = ud.const_visibility; screenpeek = myconnectindex; numanimwalls = 0; numcyclers = 0; animatecnt = 0; parallaxtype = 0; randomseed = 17L; ud.pause_on = 0; ud.camerasprite =-1; ud.eog = 0; tempwallptr = 0; camsprite =-1; earthquaketime = 0; WindTime = 0; WindDir = 0; fakebubba_spawn = 0; RRRA_ExitedLevel = 0; BellTime = 0; g_bellSprite = 0; numinterpolations = 0; //startofdynamicinterpolations = 0; if( ( (g&MODE_EOL) != MODE_EOL && numplayers < 2) || (ud.coop != 1 && numplayers > 1) ) { resetweapons(snum); resetinventory(snum); } else if(p->curr_weapon == HANDREMOTE_WEAPON) { p->ammo_amount[HANDBOMB_WEAPON]++; p->curr_weapon = HANDBOMB_WEAPON; } p->timebeforeexit = 0; p->customexitsound = 0; p->stairs = 0; //if (!isRRRA()) p->fogtype = 0; p->noise_x = 131072; p->noise_y = 131072; p->make_noise = 0; p->noise_radius = 0; if (isRR() && ud.multimode > 1 && ud.coop != 1) { p->keys[0] = 1; p->keys[1] = 1; p->keys[2] = 1; p->keys[3] = 1; p->keys[4] = 1; } else { p->keys[0] = 0; p->keys[1] = 0; p->keys[2] = 0; p->keys[3] = 0; p->keys[4] = 0; } p->drunkang = 1647; p->eatang = 1647; p->drink_amt = 0; p->eat = 0; p->drink_timer = 0; p->eat_timer = 0; p->shotgun_state[0] = 0; p->shotgun_state[1] = 0; p->detonate_time = 0; p->detonate_count = 0; p->recoil = 0; p->yehaa_timer = 0; resetlanepics(); if (numplayers < 2) { ufospawn = std::min(ud.m_player_skill*4+1, 32); ufocnt = 0; hulkspawn = ud.m_player_skill + 1; } else { ufospawn = 32; ufocnt = 0; hulkspawn = 2; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void resetpspritevars(int g) { short i, j, nexti, circ; int firstx, firsty; spritetype* s; char aimmode[MAXPLAYERS], autoaim[MAXPLAYERS]; STATUSBARTYPE tsbar[MAXPLAYERS]; EGS(ps[0].cursectnum, ps[0].posx, ps[0].posy, ps[0].posz, TILE_APLAYER, 0, 0, 0, ps[0].getang(), 0, 0, 0, 10); if (ud.recstat != 2) for (i = 0; i < MAXPLAYERS; i++) { aimmode[i] = ps[i].aim_mode; autoaim[i] = ps[i].auto_aim; if (ud.multimode > 1 && ud.coop == 1 && ud.last_level >= 0) { for (j = 0; j < MAX_WEAPONS; j++) { tsbar[i].ammo_amount[j] = ps[i].ammo_amount[j]; tsbar[i].gotweapon.Set(j, ps[i].gotweapon[j]); } tsbar[i].shield_amount = ps[i].shield_amount; tsbar[i].curr_weapon = ps[i].curr_weapon; tsbar[i].inven_icon = ps[i].inven_icon; tsbar[i].firstaid_amount = ps[i].firstaid_amount; tsbar[i].steroids_amount = ps[i].steroids_amount; tsbar[i].holoduke_amount = ps[i].holoduke_amount; tsbar[i].jetpack_amount = ps[i].jetpack_amount; tsbar[i].heat_amount = ps[i].heat_amount; tsbar[i].scuba_amount = ps[i].scuba_amount; tsbar[i].boot_amount = ps[i].boot_amount; } } resetplayerstats(0); for (i = 1; i < MAXPLAYERS; i++) memcpy(&ps[i], &ps[0], sizeof(ps[0])); if (ud.recstat != 2) for (i = 0; i < MAXPLAYERS; i++) { ps[i].aim_mode = aimmode[i]; ps[i].auto_aim = autoaim[i]; if (ud.multimode > 1 && ud.coop == 1 && ud.last_level >= 0) { for (j = 0; j < MAX_WEAPONS; j++) { ps[i].ammo_amount[j] = tsbar[i].ammo_amount[j]; ps[i].gotweapon.Set(j, tsbar[i].gotweapon[j]); } ps[i].shield_amount = tsbar[i].shield_amount; ps[i].curr_weapon = tsbar[i].curr_weapon; ps[i].inven_icon = tsbar[i].inven_icon; ps[i].firstaid_amount = tsbar[i].firstaid_amount; ps[i].steroids_amount = tsbar[i].steroids_amount; ps[i].holoduke_amount = tsbar[i].holoduke_amount; ps[i].jetpack_amount = tsbar[i].jetpack_amount; ps[i].heat_amount = tsbar[i].heat_amount; ps[i].scuba_amount = tsbar[i].scuba_amount; ps[i].boot_amount = tsbar[i].boot_amount; } } numplayersprites = 0; circ = 2048 / ud.multimode; which_palookup = 9; j = connecthead; i = headspritestat[10]; // 10 == players... while (i >= 0) { nexti = nextspritestat[i]; s = &sprite[i]; if (numplayersprites == MAXPLAYERS) I_Error("Too many player sprites (max 16.)"); if (numplayersprites == 0) { firstx = ps[0].posx; firsty = ps[0].posy; } po[numplayersprites].ox = s->x; po[numplayersprites].oy = s->y; po[numplayersprites].oz = s->z; po[numplayersprites].oa = s->ang; po[numplayersprites].os = s->sectnum; numplayersprites++; if (j >= 0) { s->owner = i; s->shade = 0; s->xrepeat = isRR() ? 24 : 42; s->yrepeat = isRR() ? 17 : 36; s->cstat = 1 + 256; s->xoffset = 0; s->clipdist = 64; if ((g & MODE_EOL) != MODE_EOL || ps[j].last_extra == 0) { ps[j].last_extra = max_player_health; s->extra = max_player_health; } else s->extra = ps[j].last_extra; s->yvel = j; if (ud.last_level == -1) { if (s->pal == 0) { s->pal = ps[j].palookup = which_palookup; //ud.user_pals[j] = which_palookup; which_palookup++; if (which_palookup == 17) which_palookup = 9; } else /*ud.user_pals[j] =*/ ps[j].palookup = s->pal; } else s->pal = ps[j].palookup = g_player[j].pcolor;// ud.user_pals[j]; ps[j].i = i; ps[j].frag_ps = j; hittype[i].owner = i; hittype[i].bposx = ps[j].bobposx = ps[j].oposx = ps[j].posx = s->x; hittype[i].bposy = ps[j].bobposy = ps[j].oposy = ps[j].posy = s->y; hittype[i].bposz = ps[j].oposz = ps[j].posz = s->z; ps[j].setang(s->ang); ps[j].setoang(s->ang); updatesector(s->x, s->y, &ps[j].cursectnum); j = connectpoint2[j]; } else deletesprite(i); i = nexti; } } END_DUKE_NS