//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements) Copyright (C) 2020 - Christoph Oelckers This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition Duke Nukem 3D is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Original Source: 1996 - Todd Replogle Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms EDuke enhancements integrated: 04/13/2003 - Matt Saettler Note: EDuke source was in transition. Changes are in-progress in the source as it is released. */ //------------------------------------------------------------------------- #include "ns.h" #include "global.h" #include "gamevar.h" #include "names_d.h" #include "dukeactor.h" BEGIN_DUKE_NS void fireweapon_ww(int snum); void operateweapon_ww(int snum, ESyncBits actions); //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void incur_damage_d(player_struct* p) { int damage = 0L, shield_damage = 0L; p->GetActor()->spr.extra -= p->extra_extra8 >> 8; damage = p->GetActor()->spr.extra - p->last_extra; if (damage < 0) { p->extra_extra8 = 0; if (p->shield_amount > 0) { shield_damage = damage * (20 + (rand() % 30)) / 100; damage -= shield_damage; p->shield_amount += shield_damage; if (p->shield_amount < 0) { damage += p->shield_amount; p->shield_amount = 0; } } p->GetActor()->spr.extra = p->last_extra + damage; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void shootfireball(DDukeActor *actor, int p, DVector3 pos, DAngle ang) { // World Tour's values for angles and velocities are quite arbitrary... double vel, zvel; if (actor->spr.extra >= 0) actor->spr.shade = -96; pos.Z -= 2; if (actor->spr.picnum != BOSS5) vel = 840/16.; else { vel = 968/16.; pos.Z += 24; } if (p < 0) { ang += DAngle22_5 / 8 - randomAngle(22.5 / 4); double scratch; int j = findplayer(actor, &scratch); double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length(); zvel = ((ps[j].opos.Z - pos.Z + 3) * vel) / dist; } else { setFreeAimVelocity(vel, zvel, ps[p].horizon.sum(), 49.); pos += (ang + DAngle1 * 61.171875).ToVector() * (1024. / 448.); pos.Z += 3; } double scale = p >= 0? 0.109375 : 0.28125; auto spawned = CreateActor(actor->sector(), pos, FIREBALL, -127, DVector2(scale, scale), ang, vel, zvel, actor, (short)4); if (spawned) { spawned->spr.extra += (krand() & 7); if (actor->spr.picnum == BOSS5 || p >= 0) { spawned->spr.scale = DVector2(0.625, 0.625); } spawned->spr.yint = p; spawned->spr.cstat = CSTAT_SPRITE_YCENTER; spawned->clipdist = 1; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void shootflamethrowerflame(DDukeActor* actor, int p, DVector3 spos, DAngle sang) { double vel, zvel = 0; if (actor->spr.extra >= 0) actor->spr.shade = -96; vel = 25; DDukeActor* spawned = nullptr; if (p < 0) { double x; int j = findplayer(actor, &x); sang = (ps[j].opos.XY() - spos.XY()).Angle(); if (actor->spr.picnum == BOSS5) { vel = 33; spos.Z += 24; } else if (actor->spr.picnum == BOSS3) spos.Z -= 32; double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length(); if (dist != 0) zvel = (((ps[j].opos.Z - spos.Z) * vel) / dist); if (badguy(actor) && (actor->spr.hitag & face_player_smart) != 0) sang = actor->spr.angle + mapangle((krand() & 31) - 16); if (actor->sector()->lotag == 2 && (krand() % 5) == 0) spawned = spawn(actor, WATERBUBBLE); } else { setFreeAimVelocity(vel, zvel, ps[p].horizon.sum(), 40.5); // WTF??? DAngle myang = DAngle90 - (DAngle180 - abs(abs((spos.XY() - ps[p].pos.XY()).Angle() - sang) - DAngle180)); if (ps[p].GetActor()->vel.X != 0) vel = ((myang / DAngle90) * ps[p].GetActor()->vel.X) + 25; if (actor->sector()->lotag == 2 && (krand() % 5) == 0) spawned = spawn(actor, WATERBUBBLE); } if (spawned == nullptr) { spawned = spawn(actor, FLAMETHROWERFLAME); if (!spawned) return; spawned->vel.X = vel; spawned->vel.Z = zvel; } DVector3 offset; offset.X = (sang + DAngle::fromBuild(118)).Cos() * (1024 / 448.); // Yes, these angles are really different! offset.Y = (sang + DAngle::fromBuild(112)).Sin() * (1024 / 448.); offset.Z = -1; spawned->spr.pos = spos + offset; spawned->spr.pos.Z--; spawned->setsector(actor->sector()); spawned->spr.cstat = CSTAT_SPRITE_YCENTER; spawned->spr.angle = sang; spawned->spr.scale = DVector2(0.03125, 0.03125); spawned->clipdist = 10; spawned->spr.yint = p; spawned->SetOwner(actor); if (p == -1) { if (actor->spr.picnum == BOSS5) { spawned->spr.pos += sang.ToVector() * (128. / 7); spawned->spr.scale = DVector2(0.15625, 0.15625); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void shootknee(DDukeActor* actor, int p, DVector3 pos, DAngle ang) { auto sectp = actor->sector(); double vel = 1024., zvel; HitInfo hit{}; if (p >= 0) { setFreeAimVelocity(vel, zvel, ps[p].horizon.sum(), 16.); pos.Z += 6; ang += DAngle1 * 2.64; } else { double x; auto pactor = ps[findplayer(actor, &x)].GetActor(); zvel = ((pactor->spr.pos.Z - pos.Z) * 16) / (x + 1/16.); ang = (pactor->spr.pos.XY() - pos.XY()).Angle(); } hitscan(pos, sectp, DVector3(ang.ToVector() * vel, zvel * 64), hit, CLIPMASK1); if (hit.hitSector == nullptr) return; if ((pos.XY() - hit.hitpos.XY()).Sum() < 64) { if (hit.hitWall || hit.actor()) { auto knee = CreateActor(hit.hitSector, hit.hitpos, KNEE, -15, DVector2(0, 0), ang, 2., 0., actor, 4); if (knee) { knee->spr.extra += (krand() & 7); if (p >= 0) { auto k = spawn(knee, SMALLSMOKE); if (k) k->spr.pos.Z -= 8; S_PlayActorSound(KICK_HIT, knee); } if (p >= 0 && ps[p].steroids_amount > 0 && ps[p].steroids_amount < 400) knee->spr.extra += (gs.max_player_health >> 2); } if (hit.actor() && hit.actor()->spr.picnum != ACCESSSWITCH && hit.actor()->spr.picnum != ACCESSSWITCH2) { fi.checkhitsprite(hit.actor(), knee); if (p >= 0) fi.checkhitswitch(p, nullptr, hit.actor()); } else if (hit.hitWall) { if (hit.hitWall->cstat & CSTAT_WALL_BOTTOM_SWAP) if (hit.hitWall->twoSided()) if (hit.hitpos.Z >= hit.hitWall->nextSector()->floorz) hit.hitWall =hit.hitWall->nextWall(); if (hit.hitWall->picnum != ACCESSSWITCH && hit.hitWall->picnum != ACCESSSWITCH2) { fi.checkhitwall(knee, hit.hitWall, hit.hitpos, KNEE); if (p >= 0) fi.checkhitswitch(p, hit.hitWall, nullptr); } } } else if (p >= 0 && zvel > 0 && hit.hitSector->lotag == 1) { auto splash = spawn(ps[p].GetActor(), WATERSPLASH2); if (splash) { splash->spr.pos.XY() = hit.hitpos.XY(); splash->spr.angle = ps[p].angle.ang; // Total tweek splash->vel.X = 2; ssp(actor, CLIPMASK0); splash->vel.X = 0; } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int atwith) { auto sectp = actor->sector(); double vel = 1024, zvel = 0; HitInfo hit{}; if (actor->spr.extra >= 0) actor->spr.shade = -96; if (p >= 0) { SetGameVarID(g_iAimAngleVarID, AUTO_AIM_ANGLE, actor, p); OnEvent(EVENT_GETAUTOAIMANGLE, p, ps[p].GetActor(), -1); int varval = GetGameVarID(g_iAimAngleVarID, actor, p).value(); DDukeActor* aimed = nullptr; if (varval > 0) { aimed = aim(actor, varval); } if (aimed) { double dal = ((aimed->spr.scale.X * tileHeight(aimed->spr.picnum)) * 0.5) + 5; switch (aimed->spr.picnum) { case GREENSLIME: case GREENSLIME + 1: case GREENSLIME + 2: case GREENSLIME + 3: case GREENSLIME + 4: case GREENSLIME + 5: case GREENSLIME + 6: case GREENSLIME + 7: case ROTATEGUN: dal -= 8; break; } double dist = (ps[p].GetActor()->spr.pos.XY() - aimed->spr.pos.XY()).Length(); zvel = ((aimed->spr.pos.Z - pos.Z - dal) * 16) / dist; ang = (aimed->spr.pos - pos).Angle(); } if (isWW2GI()) { int angRange = 32; double zRange = 1; SetGameVarID(g_iAngRangeVarID, 32, actor, p); SetGameVarID(g_iZRangeVarID, 256, actor, p); OnEvent(EVENT_GETSHOTRANGE, p, ps[p].GetActor(), -1); angRange = GetGameVarID(g_iAngRangeVarID, actor, p).value(); zRange = GetGameVarID(g_iZRangeVarID, actor, p).value() / 256.; ang += DAngle::fromBuild((angRange / 2) - (krand() & (angRange - 1))); if (aimed == nullptr) { // no target setFreeAimVelocity(vel, zvel, ps[p].horizon.sum(), 16.); } zvel += (zRange / 2) - krandf(zRange); } else if (aimed == nullptr) { ang += DAngle22_5 / 8 - randomAngle(22.5 / 4); setFreeAimVelocity(vel, zvel, ps[p].horizon.sum(), 16.); zvel += 0.5 - krandf(1); } pos.Z -= 2; } else { double x; int j = findplayer(actor, &x); pos.Z -= 4; double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length(); zvel = ((ps[j].pos.Z - pos.Z) * 16) / dist; zvel += 0.5 - krandf(1); if (actor->spr.picnum != BOSS1) { ang += DAngle22_5 / 8 - randomAngle(22.5 / 4); } else { ang = (ps[j].pos - pos).Angle() + DAngle22_5 / 2 - randomAngle(22.5); } } actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL; hitscan(pos, sectp, DVector3(ang.ToVector() * vel, zvel * 64), hit, CLIPMASK1); actor->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL; if (hit.hitSector == nullptr) return; if ((krand() & 15) == 0 && hit.hitSector->lotag == 2) tracers(hit.hitpos, pos, 8 - (ud.multimode >> 1)); DDukeActor* spark; if (p >= 0) { spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, DVector2(0.15625, 0.15625), ang, 0., 0., actor, 4); if (!spark) return; spark->spr.extra = ScriptCode[gs.actorinfo[atwith].scriptaddress]; spark->spr.extra += (krand() % 6); if (hit.hitWall == nullptr && hit.actor() == nullptr) { if (zvel < 0) { if (hit.hitSector->ceilingstat & CSTAT_SECTOR_SKY) { spark->spr.scale = DVector2(0, 0); return; } else fi.checkhitceiling(hit.hitSector); } spawn(spark, SMALLSMOKE); } if (hit.actor()) { fi.checkhitsprite(hit.actor(), spark); if (hit.actor()->isPlayer() && (ud.coop != 1 || ud.ffire == 1)) { spark->spr.scale = DVector2(0, 0); auto jib = spawn(spark, JIBS6); if (jib) { jib->spr.pos.Z += 4; jib->vel.X = 1; jib->spr.scale = DVector2(0.375, 0.375); jib->spr.angle += DAngle22_5 / 2 - randomAngle(22.5); } } else spawn(spark, SMALLSMOKE); if (p >= 0 && ( hit.actor()->spr.picnum == DIPSWITCH || hit.actor()->spr.picnum == DIPSWITCH + 1 || hit.actor()->spr.picnum == DIPSWITCH2 || hit.actor()->spr.picnum == DIPSWITCH2 + 1 || hit.actor()->spr.picnum == DIPSWITCH3 || hit.actor()->spr.picnum == DIPSWITCH3 + 1 || hit.actor()->spr.picnum == HANDSWITCH || hit.actor()->spr.picnum == HANDSWITCH + 1)) { fi.checkhitswitch(p, nullptr, hit.actor()); return; } } else if (hit.hitWall) { spawn(spark, SMALLSMOKE); if (fi.isadoorwall(hit.hitWall->picnum) == 1) goto SKIPBULLETHOLE; if (p >= 0 && ( hit.hitWall->picnum == DIPSWITCH || hit.hitWall->picnum == DIPSWITCH + 1 || hit.hitWall->picnum == DIPSWITCH2 || hit.hitWall->picnum == DIPSWITCH2 + 1 || hit.hitWall->picnum == DIPSWITCH3 || hit.hitWall->picnum == DIPSWITCH3 + 1 || hit.hitWall->picnum == HANDSWITCH || hit.hitWall->picnum == HANDSWITCH + 1)) { fi.checkhitswitch(p, hit.hitWall, nullptr); return; } if (hit.hitWall->hitag != 0 || (hit.hitWall->twoSided() && hit.hitWall->nextWall()->hitag != 0)) goto SKIPBULLETHOLE; if (hit.hitSector && hit.hitSector->lotag == 0) if (hit.hitWall->overpicnum != BIGFORCE) if ((hit.hitWall->twoSided() && hit.hitWall->nextSector()->lotag == 0) || (!hit.hitWall->twoSided() && hit.hitSector->lotag == 0)) if ((hit.hitWall->cstat & CSTAT_WALL_MASKED) == 0) { if (hit.hitWall->twoSided()) { DukeSectIterator it(hit.hitWall->nextSector()); while (auto l = it.Next()) { if (l->spr.statnum == STAT_EFFECTOR && l->spr.lotag == SE_13_EXPLOSIVE) goto SKIPBULLETHOLE; } } DukeStatIterator it(STAT_MISC); while (auto l = it.Next()) { if (l->spr.picnum == BULLETHOLE) if ((l->spr.pos - spark->spr.pos).Length() < 0.75 + krandf(0.5)) goto SKIPBULLETHOLE; } auto hole = spawn(spark, BULLETHOLE); if (hole) { hole->vel.X = -1 / 16.; hole->spr.angle = hit.hitWall->delta().Angle() - DAngle90; ssp(hole, CLIPMASK0); hole->spr.cstat2 |= CSTAT2_SPRITE_DECAL; } } SKIPBULLETHOLE: if (hit.hitWall->cstat & CSTAT_WALL_BOTTOM_SWAP) if (hit.hitWall->twoSided()) if (hit.hitpos.Z >= hit.hitWall->nextSector()->floorz) hit.hitWall = hit.hitWall->nextWall(); fi.checkhitwall(spark, hit.hitWall, hit.hitpos, SHOTSPARK1); } } else { spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, DVector2(0.375, 0.375), ang, 0., 0., actor, 4); if (spark) { spark->spr.extra = ScriptCode[gs.actorinfo[atwith].scriptaddress]; if (hit.actor()) { fi.checkhitsprite(hit.actor(), spark); if (!hit.actor()->isPlayer()) spawn(spark, SMALLSMOKE); else spark->spr.scale = DVector2(0, 0); } else if (hit.hitWall) fi.checkhitwall(spark, hit.hitWall, hit.hitpos, SHOTSPARK1); } } if ((krand() & 255) < 4) { S_PlaySound3D(PISTOL_RICOCHET, spark, hit.hitpos); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void shootstuff(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int atwith) { sectortype* sect = actor->sector(); double vel, zvel; int scount; if (actor->spr.extra >= 0) actor->spr.shade = -96; scount = 1; if (atwith == SPIT) vel = 292 / 16.; else { if (atwith == COOLEXPLOSION1) { if (actor->spr.picnum == BOSS2) vel = 644 / 16.; else vel = 348 / 16.; pos.Z -= 2; } else { vel = 840 / 16.; pos.Z -= 2; } } if (p >= 0) { auto aimed = aim(actor, AUTO_AIM_ANGLE); if (aimed) { double dal = ((aimed->spr.scale.X * tileHeight(aimed->spr.picnum)) * 0.5) - 12; double dist = (ps[p].GetActor()->spr.pos.XY() - aimed->spr.pos.XY()).Length(); zvel = ((aimed->spr.pos.Z - pos.Z - dal) * vel) / dist; ang = (aimed->spr.pos.XY() - pos.XY()).Angle(); } else setFreeAimVelocity(vel, zvel, ps[p].horizon.sum(), 49.); } else { double x; int j = findplayer(actor, &x); ang += DAngle22_5 / 8 - randomAngle(22.5 / 4); #if 1 double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length(); zvel = ((ps[j].opos.Z - pos.Z + 3) * vel) / dist; #else // this is for pitch corrected velocity auto dist = (ps[j].GetActor()->spr.pos - actor->spr.pos).Resized(vel); vel = dist.XY().Length(); zvel = dist.Z; #endif } double oldzvel = zvel; double scale = p >= 0? 0.109375 : 0.28125; if (atwith == SPIT) { pos.Z -= 10; } // Whatever else was here always got overridden by the final 'p>=0' check. while (scount > 0) { auto spawned = CreateActor(sect, pos, atwith, -127, DVector2(scale, scale), ang, vel, zvel, actor, 4); if (!spawned) return; spawned->spr.extra += (krand() & 7); if (atwith == COOLEXPLOSION1) { spawned->spr.shade = 0; if (actor->spr.picnum == BOSS2) { auto ovel = spawned->vel.X; spawned->vel.X = 64; ssp(spawned, CLIPMASK0); spawned->vel.X = ovel; spawned->spr.angle += DAngle22_5 - randomAngle(45); } } spawned->spr.cstat = CSTAT_SPRITE_YCENTER; spawned->clipdist = 1; ang = actor->spr.angle + DAngle22_5 / 4 - randomAngle(22.5 / 2); zvel = oldzvel + 2 - krandf(4); scount--; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void shootrpg(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int atwith) { auto sect = actor->sector(); double vel, zvel; int scount; if (actor->spr.extra >= 0) actor->spr.shade = -96; scount = 1; vel = 644 / 16.; DDukeActor* aimed = nullptr; if (p >= 0) { aimed = aim(actor, AUTO_AIM_ANGLE); if (aimed) { double dal = ((aimed->spr.scale.X * tileHeight(aimed->spr.picnum)) * 0.5) + 8; double dist = (ps[p].GetActor()->spr.pos.XY() - aimed->spr.pos.XY()).Length(); zvel = ((aimed->spr.pos.Z - pos.Z - dal) * vel) / dist; if (aimed->spr.picnum != RECON) ang = (aimed->spr.pos.XY() - pos.XY()).Angle(); } else setFreeAimVelocity(vel, zvel, ps[p].horizon.sum(), 40.5); if (atwith == RPG) S_PlayActorSound(RPG_SHOOT, actor); } else { double x; int j = findplayer(actor, &x); ang = (ps[j].opos.XY() - pos.XY()).Angle(); if (actor->spr.picnum == BOSS3) { double zoffs = 32; if (isWorldTour()) // Twentieth Anniversary World Tour zoffs *= (actor->spr.scale.Y * 0.8); pos.Z += zoffs; } else if (actor->spr.picnum == BOSS2) { vel += 8; double zoffs = 24; if (isWorldTour()) // Twentieth Anniversary World Tour zoffs *= (actor->spr.scale.Y * 0.8); pos.Z -= zoffs; } double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length(); zvel = ((ps[j].opos.Z - pos.Z) * vel) / dist; if (badguy(actor) && (actor->spr.hitag & face_player_smart)) ang = actor->spr.angle + randomAngle(DAngle22_5 / 4) - DAngle22_5 / 8; } if (p < 0) aimed = nullptr; auto offset = (ang + DAngle1 * 61.171875).ToVector() * (1024. / 448.); auto spawned = CreateActor(sect, pos.plusZ(-1) + offset, atwith, 0, DVector2(0.21875, 0.21875), ang, vel, zvel, actor, 4); if (!spawned) return; spawned->spr.extra += (krand() & 7); if (atwith != FREEZEBLAST) spawned->temp_actor = aimed; else { spawned->spr.yint = gs.numfreezebounces; spawned->spr.scale *= 0.5; spawned->vel.Z -= 0.25; } if (p == -1) { if (actor->spr.picnum == BOSS3) { DVector2 spawnofs(ang.Sin() * 4, ang.Cos() * -4); DAngle aoffs = DAngle22_5 / 32.; if ((krand() & 1) != 0) { spawnofs = -spawnofs; aoffs = -aoffs; } if (isWorldTour()) // Twentieth Anniversary World Tour { double siz = actor->spr.scale.Y * 0.8; spawnofs *= siz; aoffs *= siz; } spawned->spr.pos += spawnofs; spawned->spr.angle += aoffs; spawned->spr.scale = DVector2(0.65625, 0.65625); } else if (actor->spr.picnum == BOSS2) { DVector2 spawnofs(ang.Sin() * (1024. / 56.), ang.Cos() * -(1024. / 56.)); DAngle aoffs = DAngle22_5 / 16. - DAngle45 + randomAngle(90); if (isWorldTour()) { // Twentieth Anniversary World Tour double siz = actor->spr.scale.Y * 0.9143; spawnofs *= siz; aoffs *= siz; } spawned->spr.pos += spawnofs; spawned->spr.angle += aoffs; spawned->spr.scale = DVector2(0.375, 0.375); } else if (atwith != FREEZEBLAST) { spawned->spr.scale = DVector2(0.46875, 0.46875); spawned->spr.extra >>= 2; } } else if ((isWW2GI() && aplWeaponWorksLike(ps[p].curr_weapon, p) == DEVISTATOR_WEAPON) || (!isWW2GI() && ps[p].curr_weapon == DEVISTATOR_WEAPON)) { spawned->spr.extra >>= 2; spawned->spr.angle += DAngle22_5 / 8 - randomAngle(22.5 / 4); spawned->vel.Z += 1 - krandf(2); if (ps[p].hbomb_hold_delay) { DVector2 spawnofs(-ang.Sin()* (1024. / 644.), ang.Cos() * (1024. / 644.)); spawned->spr.pos += spawnofs; } else { DVector2 spawnofs(ang.Sin()* 4, ang.Cos() * -4); spawned->spr.pos += spawnofs; } spawned->spr.scale *= 0.5; } spawned->spr.cstat = CSTAT_SPRITE_YCENTER; if (atwith == RPG) spawned->clipdist = 1; else spawned->clipdist = 10; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void shootlaser(DDukeActor* actor, int p, DVector3 pos, DAngle ang) { auto sectp = actor->sector(); double vel = 1024., zvel; int j; HitInfo hit{}; if (p >= 0) setFreeAimVelocity(vel, zvel, ps[p].horizon.sum(), 16.); else zvel = 0; hitscan(pos, sectp, DVector3(ang.ToVector() * vel, zvel * 64), hit, CLIPMASK1); j = 0; if (hit.actor()) return; if (hit.hitWall && hit.hitSector) { if ((hit.hitpos.XY() - pos.XY()).LengthSquared() < 18.125 * 18.125) { if (hit.hitWall->twoSided()) { if (hit.hitWall->nextSector()->lotag <= 2 && hit.hitSector->lotag <= 2) j = 1; } else if (hit.hitSector->lotag <= 2) j = 1; } if (j == 1) { auto bomb = CreateActor(hit.hitSector, hit.hitpos, TRIPBOMB, -16, DVector2(0.0625, 0.078125), ang, 0., 0., actor, STAT_STANDABLE); if (!bomb) return; if (isWW2GI()) { int lTripBombControl = GetGameVar("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE, nullptr, -1).value(); if (lTripBombControl & TRIPBOMB_TIMER) { int lLifetime = GetGameVar("STICKYBOMB_LIFETIME", NAM_GRENADE_LIFETIME, nullptr, p).value(); int lLifetimeVar = GetGameVar("STICKYBOMB_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, nullptr, p).value(); // set timer. blows up when at zero.... bomb->spr.extra = lLifetime + MulScale(krand(), lLifetimeVar, 14) - lLifetimeVar; } bomb->spr.detail = lTripBombControl; } else bomb->spr.detail = TRIPBOMB_TRIPWIRE; // this originally used the sprite index as tag to link the laser segments. // This value is never used again to reference an actor by index. Decouple this for robustness. ud.bomb_tag = (ud.bomb_tag + 1) & 32767; bomb->spr.hitag = ud.bomb_tag; S_PlayActorSound(LASERTRIP_ONWALL, bomb); bomb->vel.X = -1.25; ssp(bomb, CLIPMASK0); bomb->spr.cstat = CSTAT_SPRITE_ALIGNMENT_WALL; auto delta = -hit.hitWall->delta(); bomb->spr.angle = delta.Angle() - DAngle90; bomb->temp_angle = bomb->spr.angle; if (p >= 0) ps[p].ammo_amount[TRIPBOMB_WEAPON]--; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void shootgrowspark(DDukeActor* actor, int p, DVector3 pos, DAngle ang) { auto sect = actor->sector(); double vel = 1024., zvel; int k; HitInfo hit{}; if (p >= 0) { auto aimed = aim(actor, AUTO_AIM_ANGLE); if (aimed) { double dal = ((aimed->spr.scale.X * tileHeight(aimed->spr.picnum)) * 0.5) + 5; switch (aimed->spr.picnum) { case GREENSLIME: case GREENSLIME + 1: case GREENSLIME + 2: case GREENSLIME + 3: case GREENSLIME + 4: case GREENSLIME + 5: case GREENSLIME + 6: case GREENSLIME + 7: case ROTATEGUN: dal -= 8; break; } double dist = (ps[p].GetActor()->spr.pos.XY() - aimed->spr.pos.XY()).Length(); zvel = ((aimed->spr.pos.Z - pos.Z - dal) * 16) / dist; ang = (aimed->spr.pos.XY() - pos.XY()).Angle(); } else { ang += DAngle22_5 / 8 - randomAngle(22.5 / 4); setFreeAimVelocity(vel, zvel, ps[p].horizon.sum(), 16.); zvel += 0.5 - krandf(1); } pos.Z -= 2; } else { double x; int j = findplayer(actor, &x); pos.Z -= 4; double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length(); zvel = ((ps[j].pos.Z - pos.Z) * 16) / dist; zvel += 0.5 - krandf(1); ang += DAngle22_5 / 4 - randomAngle(22.5 / 2); } k = 0; //RESHOOTGROW: actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL; hitscan(pos, sect, DVector3(ang.ToVector() * vel, zvel * 64), hit, CLIPMASK1); actor->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL; auto spark = CreateActor(sect, hit.hitpos, GROWSPARK, -16, DVector2(0.4375, 0.4375), ang, 0., 0., actor, 1); if (!spark) return; spark->spr.pal = 2; spark->spr.cstat |= CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_TRANSLUCENT; spark->spr.scale = DVector2(REPEAT_SCALE, REPEAT_SCALE); if (hit.hitWall == nullptr && hit.actor() == nullptr && hit.hitSector != nullptr) { if (zvel < 0 && (hit.hitSector->ceilingstat & CSTAT_SECTOR_SKY) == 0) fi.checkhitceiling(hit.hitSector); } else if (hit.actor() != nullptr) fi.checkhitsprite(hit.actor(), spark); else if (hit.hitWall != nullptr) { if (hit.hitWall->picnum != ACCESSSWITCH && hit.hitWall->picnum != ACCESSSWITCH2) { fi.checkhitwall(spark, hit.hitWall, hit.hitpos, GROWSPARK); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void shootmortar(DDukeActor* actor, int p, const DVector3& pos, DAngle ang, int atwith) { auto sect = actor->sector(); if (actor->spr.extra >= 0) actor->spr.shade = -96; double x; auto plActor = ps[findplayer(actor, &x)].GetActor(); x = (plActor->spr.pos.XY() - actor->spr.pos.XY()).Length(); double zvel = -x * 0.5; if (zvel < -8) zvel = -4; double vel = x / 16.; CreateActor(sect, pos.plusZ(-6) + ang.ToVector() * 4, atwith, -64, DVector2(0.5, 0.5), ang, vel, zvel, actor, 1); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void shootshrinker(DDukeActor* actor, int p, const DVector3& pos, DAngle ang, int atwith) { double vel = 48.; double zvel; if (actor->spr.extra >= 0) actor->spr.shade = -96; if (p >= 0) { auto aimed = isNamWW2GI() ? nullptr : aim(actor, AUTO_AIM_ANGLE); if (aimed) { double dal = ((aimed->spr.scale.X * tileHeight(aimed->spr.picnum)) * 0.5); double dist = (ps[p].GetActor()->spr.pos.XY() - aimed->spr.pos.XY()).Length(); zvel = ((aimed->spr.pos.Z - pos.Z - dal - 4) * 48) / dist; ang = (aimed->spr.pos.XY() - pos.XY()).Angle(); } else setFreeAimVelocity(vel, zvel, ps[p].horizon.sum(), 49.); } else if (actor->spr.statnum != 3) { double x; int j = findplayer(actor, &x); double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length(); zvel = ((ps[j].pos.Z - pos.Z) * 32) / dist; } else zvel = 0; auto spawned = CreateActor(actor->sector(), pos.plusZ(2) + ang.ToVector() * 0.25, SHRINKSPARK, -16, DVector2(0.4375, 0.4375), ang, vel, zvel, actor, 4); if (spawned) { spawned->spr.cstat = CSTAT_SPRITE_YCENTER; spawned->clipdist = 8; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void shoot_d(DDukeActor* actor, int atwith) { int p; DVector3 spos; DAngle sang; auto const sect = actor->sector(); if (actor->isPlayer()) { p = actor->PlayerIndex(); } else { p = -1; } SetGameVarID(g_iAtWithVarID, atwith, actor, p); SetGameVarID(g_iReturnVarID, 0, actor, p); OnEvent(EVENT_SHOOT, p, ps[p].GetActor(), -1); if (GetGameVarID(g_iReturnVarID, actor, p).safeValue() != 0) { return; } if (actor->isPlayer()) { spos = ps[p].pos.plusZ(ps[p].pyoff + 4); sang = ps[p].angle.ang; ps[p].crack_time = CRACK_TIME; } else { sang = actor->spr.angle; spos = actor->spr.pos.plusZ(-(actor->spr.scale.Y * tileHeight(actor->spr.picnum) * 0.5) + 4); if (actor->spr.picnum != ROTATEGUN) { spos.Z -= 7; if (badguy(actor) && actor->spr.picnum != COMMANDER) { spos.X -= (sang + DAngle22_5 * 0.75).Sin() * 8; spos.Y += (sang + DAngle22_5 * 0.75).Cos() * 8; } } } if (isWorldTour()) { // Twentieth Anniversary World Tour switch (atwith) { case FIREBALL: shootfireball(actor, p, spos, sang); return; case FLAMETHROWERFLAME: shootflamethrowerflame(actor, p, spos, sang); return; case FIREFLY: // BOSS5 shot { auto k = spawn(actor, atwith); if (k) { k->setsector(sect); k->spr.pos = spos; k->spr.angle = sang; k->vel.X = 500 / 16.; k->vel.Z = 0; } return; } } } switch (atwith) { case BLOODSPLAT1: case BLOODSPLAT2: case BLOODSPLAT3: case BLOODSPLAT4: shootbloodsplat(actor, p, spos, sang, atwith, BIGFORCE); break; case KNEE: shootknee(actor, p, spos, sang); break; case SHOTSPARK1: case SHOTGUN: case CHAINGUN: shootweapon(actor, p, spos, sang, atwith); return; case FIRELASER: case SPIT: case COOLEXPLOSION1: shootstuff(actor, p, spos, sang, atwith); return; case FREEZEBLAST: spos.Z += 3; [[fallthrough]]; case RPG: shootrpg(actor, p, spos, sang, atwith); break; case HANDHOLDINGLASER: shootlaser(actor, p, spos, sang); return; case BOUNCEMINE: case MORTER: shootmortar(actor, p, spos, sang, atwith); return; case GROWSPARK: shootgrowspark(actor, p, spos, sang); break; case SHRINKER: shootshrinker(actor, p, spos, sang, atwith); break; } return; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void selectweapon_d(int snum, int weap) // playernum, weaponnum { int i, j, k; auto p = &ps[snum]; if (p->last_pissed_time <= (26 * 218) && p->show_empty_weapon == 0 && p->kickback_pic == 0 && p->quick_kick == 0 && p->GetActor()->spr.scale.X > 0.5 && p->access_incs == 0 && p->knee_incs == 0) { if ((p->weapon_pos == 0 || (p->holster_weapon && p->weapon_pos == -9))) { if (weap == WeaponSel_Alt) { j = p->curr_weapon; switch (p->curr_weapon) { case SHRINKER_WEAPON: if (p->ammo_amount[GROW_WEAPON] > 0 && p->gotweapon[GROW_WEAPON] && isPlutoPak()) { j = GROW_WEAPON; p->subweapon |= (1 << GROW_WEAPON); } break; case GROW_WEAPON: if (p->ammo_amount[SHRINKER_WEAPON] > 0 && p->gotweapon[SHRINKER_WEAPON]) { j = SHRINKER_WEAPON; p->subweapon &= ~(1 << GROW_WEAPON); } break; case FREEZE_WEAPON: if (p->ammo_amount[FLAMETHROWER_WEAPON] > 0 && p->gotweapon[FLAMETHROWER_WEAPON] && isWorldTour()) { j = FLAMETHROWER_WEAPON; p->subweapon |= (1 << FLAMETHROWER_WEAPON); } break; case FLAMETHROWER_WEAPON: if (p->ammo_amount[FREEZE_WEAPON] > 0 && p->gotweapon[FREEZE_WEAPON]) { j = FREEZE_WEAPON; p->subweapon &= ~(1 << FLAMETHROWER_WEAPON); } break; default: break; } } else if (weap == WeaponSel_Next || weap == WeaponSel_Prev) { k = p->curr_weapon; j = (weap == WeaponSel_Prev ? -1 : 1); // JBF: prev (-1) or next (1) weapon choice i = 0; while ((k >= 0 && k < 10) || (isPlutoPak() && k == GROW_WEAPON && (p->subweapon & (1 << GROW_WEAPON)) != 0) || (isWorldTour() && k == FLAMETHROWER_WEAPON && (p->subweapon & (1 << FLAMETHROWER_WEAPON)) != 0)) { if (k == FLAMETHROWER_WEAPON) //Twentieth Anniversary World Tour { if (j == -1) k = TRIPBOMB_WEAPON; else k = PISTOL_WEAPON; } else if (k == GROW_WEAPON) // JBF: this is handling next/previous with the grower selected { if (j == -1) k = 5; else k = 7; } else { k += j; // JBF 20040116: so we don't select grower with v1.3d if (isPlutoPak() && k == SHRINKER_WEAPON && (p->subweapon & (1 << GROW_WEAPON))) // JBF: activates grower k = GROW_WEAPON; // if enabled if (isWorldTour() && k == FREEZE_WEAPON && (p->subweapon & (1 << FLAMETHROWER_WEAPON)) != 0) k = FLAMETHROWER_WEAPON; } if (k == -1) k = 9; else if (k == 10) k = 0; if (p->gotweapon[k] && p->ammo_amount[k] > 0) { if (isPlutoPak()) // JBF 20040116: so we don't select grower with v1.3d { if (k == SHRINKER_WEAPON && (p->subweapon & (1 << GROW_WEAPON))) k = GROW_WEAPON; if (isWorldTour() && k == FREEZE_WEAPON && (p->subweapon & (1 << FLAMETHROWER_WEAPON)) != 0) k = FLAMETHROWER_WEAPON; } j = k; break; } else if (isPlutoPak() && k == GROW_WEAPON && p->ammo_amount[GROW_WEAPON] == 0 && p->gotweapon[SHRINKER_WEAPON] && p->ammo_amount[SHRINKER_WEAPON] > 0) // JBF 20040116: added isPlutoPak() so we don't select grower with v1.3d { j = SHRINKER_WEAPON; p->subweapon &= ~(1 << GROW_WEAPON); break; } else if (isPlutoPak() && k == SHRINKER_WEAPON && p->ammo_amount[SHRINKER_WEAPON] == 0 && p->gotweapon[SHRINKER_WEAPON] && p->ammo_amount[GROW_WEAPON] > 0) // JBF 20040116: added isPlutoPak() so we don't select grower with v1.3d { j = GROW_WEAPON; p->subweapon |= (1 << GROW_WEAPON); break; } //Twentieth Anniversary World Tour else if (isWorldTour() && k == FLAMETHROWER_WEAPON && p->ammo_amount[FLAMETHROWER_WEAPON] == 0 && p->gotweapon[FREEZE_WEAPON] && p->ammo_amount[FREEZE_WEAPON] > 0) { j = FREEZE_WEAPON; p->subweapon &= ~(1 << FLAMETHROWER_WEAPON); break; } else if (isWorldTour() && k == FREEZE_WEAPON && p->ammo_amount[FREEZE_WEAPON] == 0 && p->gotweapon[FLAMETHROWER_WEAPON] && p->ammo_amount[FLAMETHROWER_WEAPON] > 0) { j = FLAMETHROWER_WEAPON; p->subweapon |= (1 << FLAMETHROWER_WEAPON); break; } i++; // absolutely no weapons, so use foot if (i == 10) { fi.addweapon(p, KNEE_WEAPON, true); break; } } } else j = weap - 1; k = -1; if (j == HANDBOMB_WEAPON && p->ammo_amount[HANDBOMB_WEAPON] == 0) { DukeStatIterator it(STAT_ACTOR); while (auto act = it.Next()) { if (act->spr.picnum == HEAVYHBOMB && act->GetOwner() == p->GetActor()) { p->gotweapon[HANDBOMB_WEAPON] = true; j = HANDREMOTE_WEAPON; break; } } } //Twentieth Anniversary World Tour if (j == FREEZE_WEAPON && isWorldTour()) { if (p->curr_weapon != FLAMETHROWER_WEAPON && p->curr_weapon != FREEZE_WEAPON) { if (p->ammo_amount[FLAMETHROWER_WEAPON] > 0) { if ((p->subweapon & (1 << FLAMETHROWER_WEAPON)) == (1 << FLAMETHROWER_WEAPON)) j = FLAMETHROWER_WEAPON; else if (p->ammo_amount[FREEZE_WEAPON] == 0) { j = FLAMETHROWER_WEAPON; p->subweapon |= (1 << FLAMETHROWER_WEAPON); } } else if (p->ammo_amount[FREEZE_WEAPON] > 0) p->subweapon &= ~(1 << FLAMETHROWER_WEAPON); } else if (p->curr_weapon == FREEZE_WEAPON) { p->subweapon |= (1 << FLAMETHROWER_WEAPON); j = FLAMETHROWER_WEAPON; } else p->subweapon &= ~(1 << FLAMETHROWER_WEAPON); } if (j == SHRINKER_WEAPON && isPlutoPak()) // JBF 20040116: so we don't select the grower with v1.3d { if (p->curr_weapon != GROW_WEAPON && p->curr_weapon != SHRINKER_WEAPON) { if (p->ammo_amount[GROW_WEAPON] > 0) { if ((p->subweapon & (1 << GROW_WEAPON)) == (1 << GROW_WEAPON)) j = GROW_WEAPON; else if (p->ammo_amount[SHRINKER_WEAPON] == 0) { j = GROW_WEAPON; p->subweapon |= (1 << GROW_WEAPON); } } else if (p->ammo_amount[SHRINKER_WEAPON] > 0) p->subweapon &= ~(1 << GROW_WEAPON); } else if (p->curr_weapon == SHRINKER_WEAPON) { p->subweapon |= (1 << GROW_WEAPON); j = GROW_WEAPON; } else p->subweapon &= ~(1 << GROW_WEAPON); } if (p->holster_weapon) { PlayerSetInput(snum, SB_HOLSTER); p->oweapon_pos = p->weapon_pos = -9; } else if (j >= MIN_WEAPON && p->gotweapon[j] && p->curr_weapon != j) switch (j) { case KNEE_WEAPON: fi.addweapon(p, KNEE_WEAPON, true); break; case PISTOL_WEAPON: case SHOTGUN_WEAPON: case CHAINGUN_WEAPON: case RPG_WEAPON: case DEVISTATOR_WEAPON: case FREEZE_WEAPON: case FLAMETHROWER_WEAPON: case GROW_WEAPON: case SHRINKER_WEAPON: if (p->ammo_amount[j] == 0 && p->show_empty_weapon == 0) { p->show_empty_weapon = 32; p->last_full_weapon = p->curr_weapon; } fi.addweapon(p, j, true); break; case HANDREMOTE_WEAPON: if (k >= 0) // Found in list of [1]'s { p->curr_weapon = HANDREMOTE_WEAPON; p->last_weapon = -1; p->oweapon_pos = p->weapon_pos = 10; } break; case HANDBOMB_WEAPON: if (p->ammo_amount[HANDBOMB_WEAPON] > 0 && p->gotweapon[HANDBOMB_WEAPON]) fi.addweapon(p, HANDBOMB_WEAPON, true); break; case TRIPBOMB_WEAPON: if (p->ammo_amount[TRIPBOMB_WEAPON] > 0 && p->gotweapon[TRIPBOMB_WEAPON]) fi.addweapon(p, TRIPBOMB_WEAPON, true); break; } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int doincrements_d(player_struct* p) { int snum; auto pact = p->GetActor(); snum = pact->PlayerIndex(); p->player_par++; if (p->invdisptime > 0) p->invdisptime--; if (p->tipincs > 0) { p->otipincs = p->tipincs; p->tipincs--; } if (p->last_pissed_time > 0) { p->last_pissed_time--; if (p->last_pissed_time == (26 * 219)) { S_PlayActorSound(FLUSH_TOILET, pact); if (snum == screenpeek || ud.coop == 1) S_PlayActorSound(DUKE_PISSRELIEF, pact); } if (p->last_pissed_time == (26 * 218)) { p->holster_weapon = 0; p->oweapon_pos = p->weapon_pos = 10; } } if (p->crack_time > 0) { p->crack_time--; if (p->crack_time == 0) { p->knuckle_incs = 1; p->crack_time = CRACK_TIME; } } if (p->steroids_amount > 0 && p->steroids_amount < 400) { p->steroids_amount--; if (p->steroids_amount == 0) checkavailinven(p); if (!(p->steroids_amount & 7)) if (snum == screenpeek || ud.coop == 1) S_PlayActorSound(DUKE_HARTBEAT, pact); } if (p->heat_on && p->heat_amount > 0) { p->heat_amount--; if (p->heat_amount == 0) { p->heat_on = 0; checkavailinven(p); S_PlayActorSound(NITEVISION_ONOFF, pact); } } if (p->holoduke_on != nullptr) { p->holoduke_amount--; if (p->holoduke_amount <= 0) { S_PlayActorSound(TELEPORTER, pact); p->holoduke_on = nullptr; checkavailinven(p); } } if (p->jetpack_on && p->jetpack_amount > 0) { p->jetpack_amount--; if (p->jetpack_amount <= 0) { p->jetpack_on = 0; checkavailinven(p); S_PlayActorSound(DUKE_JETPACK_OFF, pact); S_StopSound(DUKE_JETPACK_IDLE, pact); S_StopSound(DUKE_JETPACK_ON, pact); } } if (p->quick_kick > 0 && p->GetActor()->spr.pal != 1) { p->last_quick_kick = p->quick_kick + 1; p->quick_kick--; if (p->quick_kick == 8) fi.shoot(p->GetActor(), KNEE); } else if (p->last_quick_kick > 0) p->last_quick_kick--; if (p->access_incs && p->GetActor()->spr.pal != 1) { p->oaccess_incs = p->access_incs; p->access_incs++; if (p->GetActor()->spr.extra <= 0) p->access_incs = 12; if (p->access_incs == 12) { if (p->access_spritenum != nullptr) { fi.checkhitswitch(snum, nullptr, p->access_spritenum); switch (p->access_spritenum->spr.pal) { case 0:p->got_access &= (0xffff - 0x1); break; case 21:p->got_access &= (0xffff - 0x2); break; case 23:p->got_access &= (0xffff - 0x4); break; } p->access_spritenum = nullptr; } else { fi.checkhitswitch(snum, p->access_wall, nullptr); switch (p->access_wall->pal) { case 0:p->got_access &= (0xffff - 0x1); break; case 21:p->got_access &= (0xffff - 0x2); break; case 23:p->got_access &= (0xffff - 0x4); break; } } } if (p->access_incs > 20) { p->oaccess_incs = p->access_incs = 0; p->oweapon_pos = p->weapon_pos = 10; p->okickback_pic = p->kickback_pic = 0; } } if (p->scuba_on == 0 && p->insector() && p->cursector->lotag == 2) { if (p->scuba_amount > 0) { p->scuba_on = 1; p->inven_icon = 6; FTA(76, p); } else { if (p->airleft > 0) p->airleft--; else { p->extra_extra8 += 32; if (p->last_extra < (gs.max_player_health >> 1) && (p->last_extra & 3) == 0) S_PlayActorSound(DUKE_LONGTERM_PAIN, pact); } } } else if (p->scuba_amount > 0 && p->scuba_on) { p->scuba_amount--; if (p->scuba_amount == 0) { p->scuba_on = 0; checkavailinven(p); } } if (p->knuckle_incs) { p->knuckle_incs++; if (p->knuckle_incs == 10 && !isWW2GI()) { if (PlayClock > 1024) if (snum == screenpeek || ud.coop == 1) { if (rand() & 1) S_PlayActorSound(DUKE_CRACK, pact); else S_PlayActorSound(DUKE_CRACK2, pact); } S_PlayActorSound(DUKE_CRACK_FIRST, pact); } else if (p->knuckle_incs == 22 || PlayerInput(snum, SB_FIRE)) p->knuckle_incs = 0; return 1; } return 0; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void checkweapons_d(player_struct* p) { static const uint16_t weapon_sprites[MAX_WEAPONS] = { KNEE, FIRSTGUNSPRITE, SHOTGUNSPRITE, CHAINGUNSPRITE, RPGSPRITE, HEAVYHBOMB, SHRINKERSPRITE, DEVISTATORSPRITE, TRIPBOMBSPRITE, FREEZESPRITE, HEAVYHBOMB, SHRINKERSPRITE }; int cw; if (isWW2GI()) { int snum = p->GetActor()->PlayerIndex(); cw = aplWeaponWorksLike(p->curr_weapon, snum); } else cw = p->curr_weapon; if (cw < 1 || cw >= MAX_WEAPONS) return; if (cw) { if (krand() & 1) spawn(p->GetActor(), weapon_sprites[cw]); else switch (cw) { case RPG_WEAPON: case HANDBOMB_WEAPON: spawn(p->GetActor(), EXPLOSION2); break; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void operateJetpack(int snum, ESyncBits actions, int psectlotag, double floorz, double ceilingz, int shrunk) { auto p = &ps[snum]; auto pact = p->GetActor(); p->on_ground = 0; p->jumping_counter = 0; p->hard_landing = 0; p->falling_counter = 0; p->pycount += 32; p->pycount &= 2047; p->pyoff = BobVal(p->pycount); if (p->jetpack_on && S_CheckActorSoundPlaying(pact, DUKE_SCREAM)) { S_StopSound(DUKE_SCREAM, pact); } if (p->jetpack_on < 11) { p->jetpack_on++; p->pos.Z -= (p->jetpack_on * 0.5); //Goin up } else if (p->jetpack_on == 11 && !S_CheckActorSoundPlaying(pact, DUKE_JETPACK_IDLE)) S_PlayActorSound(DUKE_JETPACK_IDLE, pact); double dist; if (shrunk) dist = 2; else dist = 8; if (actions & SB_JUMP) //A (soar high) { // jump SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum); OnEvent(EVENT_SOARUP, snum, p->GetActor(), -1); if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0) { p->pos.Z -= dist; p->crack_time = CRACK_TIME; } } if (actions & SB_CROUCH) //Z (soar low) { // crouch SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum); OnEvent(EVENT_SOARDOWN, snum, p->GetActor(), -1); if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0) { p->pos.Z += dist; p->crack_time = CRACK_TIME; } } int k; if (shrunk == 0 && (psectlotag == 0 || psectlotag == 2)) k = 32; else k = 16; if (psectlotag != 2 && p->scuba_on == 1) p->scuba_on = 0; if (p->pos.Z > floorz - k) p->pos.Z += ((floorz - k) - p->pos.Z) * 0.5; if (p->pos.Z < pact->ceilingz + 18) p->pos.Z = pact->ceilingz + 18; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void movement(int snum, ESyncBits actions, sectortype* psect, double floorz, double ceilingz, int shrunk, double truefdist, int psectlotag) { int j; auto p = &ps[snum]; auto pact = p->GetActor(); if (p->airleft != 15 * 26) p->airleft = 15 * 26; //Aprox twenty seconds. if (p->scuba_on == 1) p->scuba_on = 0; double i = 40; if (psectlotag == ST_1_ABOVE_WATER && p->spritebridge == 0) { if (shrunk == 0) { i = 34; p->pycount += 32; p->pycount &= 2047; p->pyoff = BobVal(p->pycount) * 2; } else i = 12; if (shrunk == 0 && truefdist <= gs.playerheight) { if (p->on_ground == 1) { if (p->dummyplayersprite == nullptr) p->dummyplayersprite = spawn(pact, PLAYERONWATER); p->footprintcount = 6; if (p->cursector->floorpicnum == FLOORSLIME) p->footprintpal = 8; else p->footprintpal = 0; p->footprintshade = 0; } } } else { footprints(snum); } if (p->pos.Z < floorz - i) //falling { // not jumping or crouching if ((actions & (SB_JUMP|SB_CROUCH)) == 0 && p->on_ground && (psect->floorstat & CSTAT_SECTOR_SLOPE) && p->pos.Z >= (floorz - i - 16)) p->pos.Z = floorz - i; else { p->on_ground = 0; p->vel.Z += (gs.gravity + 5/16.); // (TICSPERFRAME<<6); if (p->vel.Z >= (16 + 8)) p->vel.Z = (16 + 8); if (p->vel.Z > 2400 / 256 && p->falling_counter < 255) { p->falling_counter++; if (p->falling_counter == 38 && !S_CheckActorSoundPlaying(pact, DUKE_SCREAM)) S_PlayActorSound(DUKE_SCREAM, pact); } if (p->pos.Z + p->vel.Z >= floorz - i) // hit the ground { S_StopSound(DUKE_SCREAM, pact); if (!p->insector() || p->cursector->lotag != 1) { if (p->falling_counter > 62) quickkill(p); else if (p->falling_counter > 9) { j = p->falling_counter; pact->spr.extra -= j - (krand() & 3); if (pact->spr.extra <= 0) { S_PlayActorSound(SQUISHED, pact); SetPlayerPal(p, PalEntry(63, 63, 0, 0)); } else { S_PlayActorSound(DUKE_LAND, pact); S_PlayActorSound(DUKE_LAND_HURT, pact); } SetPlayerPal(p, PalEntry(32, 16, 0, 0)); } else if (p->vel.Z > 8) S_PlayActorSound(DUKE_LAND, pact); } } } } else { p->falling_counter = 0; S_StopSound(-1, pact, CHAN_VOICE); if (psectlotag != ST_1_ABOVE_WATER && psectlotag != ST_2_UNDERWATER && p->on_ground == 0 && p->vel.Z > 12) p->hard_landing = uint8_t(p->vel.Z / 4. ); p->on_ground = 1; if (i == 40) { //Smooth on the ground double k = (floorz - i - p->pos.Z) * 0.5; if (abs(k) < 1) k = 0; p->pos.Z += k; p->vel.Z -= 3; if (p->vel.Z < 0) p->vel.Z = 0; } else if (p->jumping_counter == 0) { p->pos.Z += ((floorz - i * 0.5) - p->pos.Z) * 0.5; //Smooth on the water if (p->on_warping_sector == 0 && p->pos.Z > floorz - 16) { p->pos.Z = floorz - 16; p->vel.Z *= 0.5; } } p->on_warping_sector = 0; if ((actions & SB_CROUCH) || crouch_toggle) // FIXME: The crouch_toggle check here is not network safe and needs revision when multiplayer is going. { playerCrouch(snum); } // jumping if ((actions & SB_JUMP) == 0 && p->jumping_toggle == 1) p->jumping_toggle = 0; else if ((actions & SB_JUMP)) { playerJump(snum, floorz, ceilingz); } if (p->jumping_counter && (actions & SB_JUMP) == 0) p->jumping_toggle = 0; } if (p->jumping_counter) { if ((actions & SB_JUMP) == 0 && p->jumping_toggle == 1) p->jumping_toggle = 0; if (p->jumping_counter < (1024 + 256)) { if (psectlotag == 1 && p->jumping_counter > 768) { p->jumping_counter = 0; p->vel.Z = -2; } else { p->vel.Z -= BobVal(2048 - 128 + p->jumping_counter) * (64. / 12); p->jumping_counter += 180; p->on_ground = 0; } } else { p->jumping_counter = 0; p->vel.Z = 0; } } p->pos.Z += p->vel.Z ; if (p->pos.Z < ceilingz + 4) { p->jumping_counter = 0; if (p->vel.Z < 0) p->vel.X = p->vel.Y = 0; p->vel.Z = 0.5; p->pos.Z = ceilingz + 4; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void underwater(int snum, ESyncBits actions, double floorz, double ceilingz) { auto p = &ps[snum]; auto pact = p->GetActor(); // under water p->jumping_counter = 0; p->pycount += 32; p->pycount &= 2047; p->pyoff = BobVal(p->pycount); if (!S_CheckActorSoundPlaying(pact, DUKE_UNDERWATER)) S_PlayActorSound(DUKE_UNDERWATER, pact); if (actions & SB_JUMP) { // jump if (p->vel.Z > 0) p->vel.Z = 0; p->vel.Z -= (348 / 256.); if (p->vel.Z < -6) p->vel.Z = -6; } else if (actions & SB_CROUCH) { // crouch if (p->vel.Z < 0) p->vel.Z = 0; p->vel.Z += (348 / 256.); if (p->vel.Z > 6) p->vel.Z = 6; } else { // normal view if (p->vel.Z < 0) { p->vel.Z += 1; if (p->vel.Z > 0) p->vel.Z = 0; } if (p->vel.Z > 0) { p->vel.Z -= 1; if (p->vel.Z < 0) p->vel.Z = 0; } } if (p->vel.Z > 8) p->vel.Z *= 0.5; p->pos.Z += p->vel.Z ; if (p->pos.Z > floorz - 15) p->pos.Z += (((floorz - 15) - p->pos.Z) * 0.5); if (p->pos.Z < ceilingz + 4) { p->pos.Z = ceilingz + 4; p->vel.Z = 0; } if (p->scuba_on && (krand() & 255) < 8) { auto j = spawn(pact, WATERBUBBLE); if (j) { j->spr.pos += (p->angle.ang.ToVector() + DVector2(4 - (global_random & 8), 4 - (global_random & 8))) * 16; j->spr.scale = DVector2(0.046875, 0.3125); j->spr.pos.Z = p->pos.Z + 8; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int operateTripbomb(int snum) { auto p = &ps[snum]; HitInfo hit{}; double vel = 1024, zvel = 0; setFreeAimVelocity(vel, zvel, p->horizon.sum(), 16.); hitscan(p->pos, p->cursector, DVector3(p->angle.ang.ToVector() * vel, zvel), hit, CLIPMASK1); if (hit.hitSector == nullptr || hit.actor()) return 0; if (hit.hitWall != nullptr && hit.hitSector->lotag > 2) return 0; if (hit.hitWall != nullptr && hit.hitWall->overpicnum >= 0) if (hit.hitWall->overpicnum == BIGFORCE) return 0; DDukeActor* act; DukeSectIterator it(hit.hitSector); while ((act = it.Next())) { if (!actorflag(act, SFLAG_BLOCK_TRIPBOMB)) { auto delta = act->spr.pos - hit.hitpos; if (abs(delta.Z) < 12 && delta.XY().LengthSquared() < (18.125 * 18.125)) return 0; } } if (act == nullptr && hit.hitWall != nullptr && (hit.hitWall->cstat & CSTAT_WALL_MASKED) == 0) if ((hit.hitWall->twoSided() && hit.hitWall->nextSector()->lotag <= 2) || (!hit.hitWall->twoSided() && hit.hitSector->lotag <= 2)) { auto delta = hit.hitpos.XY() - p->pos.XY(); if (delta.LengthSquared() < (18.125 * 18.125)) { p->pos.Z = p->opos.Z; p->vel.Z = 0; return 1; } } return 0; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void fireweapon(int snum) { auto p = &ps[snum]; auto pact = p->GetActor(); p->crack_time = CRACK_TIME; if (p->holster_weapon == 1) { if (p->last_pissed_time <= (26 * 218) && p->weapon_pos == -9) { p->holster_weapon = 0; p->oweapon_pos = p->weapon_pos = 10; FTA(74, p); } } else switch (p->curr_weapon) { case HANDBOMB_WEAPON: p->hbomb_hold_delay = 0; if (p->ammo_amount[HANDBOMB_WEAPON] > 0) p->kickback_pic = 1; break; case HANDREMOTE_WEAPON: p->hbomb_hold_delay = 0; p->kickback_pic = 1; break; case PISTOL_WEAPON: if (p->ammo_amount[PISTOL_WEAPON] > 0) { p->ammo_amount[PISTOL_WEAPON]--; p->kickback_pic = 1; } break; case CHAINGUN_WEAPON: if (p->ammo_amount[CHAINGUN_WEAPON] > 0) // && p->random_club_frame == 0) p->kickback_pic = 1; break; case SHOTGUN_WEAPON: if (p->ammo_amount[SHOTGUN_WEAPON] > 0 && p->random_club_frame == 0) p->kickback_pic = 1; break; case TRIPBOMB_WEAPON: if (p->ammo_amount[TRIPBOMB_WEAPON] > 0) { if (operateTripbomb(snum)) p->kickback_pic = 1; } break; case SHRINKER_WEAPON: case GROW_WEAPON: if (p->curr_weapon == GROW_WEAPON) { if (p->ammo_amount[GROW_WEAPON] > 0) { p->kickback_pic = 1; S_PlayActorSound(EXPANDERSHOOT, pact); } } else if (p->ammo_amount[SHRINKER_WEAPON] > 0) { p->kickback_pic = 1; S_PlayActorSound(SHRINKER_FIRE, pact); } break; case FREEZE_WEAPON: if (p->ammo_amount[FREEZE_WEAPON] > 0) { p->kickback_pic = 1; S_PlayActorSound(CAT_FIRE, pact); } break; case DEVISTATOR_WEAPON: if (p->ammo_amount[DEVISTATOR_WEAPON] > 0) { p->kickback_pic = 1; p->hbomb_hold_delay = !p->hbomb_hold_delay; S_PlayActorSound(CAT_FIRE, pact); } break; case RPG_WEAPON: if (p->ammo_amount[RPG_WEAPON] > 0) { p->kickback_pic = 1; } break; case FLAMETHROWER_WEAPON: // Twentieth Anniversary World Tour if (isWorldTour() && p->ammo_amount[FLAMETHROWER_WEAPON] > 0) { p->kickback_pic = 1; if (p->cursector->lotag != 2) S_PlayActorSound(FLAMETHROWER_INTRO, pact); } break; case KNEE_WEAPON: if (p->quick_kick == 0) { p->kickback_pic = 1; } break; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void operateweapon(int snum, ESyncBits actions) { auto p = &ps[snum]; auto pact = p->GetActor(); // already firing... switch (p->curr_weapon) { case HANDBOMB_WEAPON: // grenade in NAM if (p->kickback_pic == 6 && (actions & SB_FIRE)) { p->rapid_fire_hold = 1; break; } p->kickback_pic++; if (p->kickback_pic == 12) { double zvel, vel; p->ammo_amount[HANDBOMB_WEAPON]--; if (p->on_ground && (actions & SB_CROUCH)) { vel = 15/16.; zvel = p->horizon.sum().Sin() * 10.; } else { vel = 140/16.; setFreeAimVelocity(vel, zvel, p->horizon.sum(), 10.); zvel -= 4; } auto spawned = CreateActor(p->cursector, p->pos + p->angle.ang.ToVector() * 16, HEAVYHBOMB, -16, DVector2(0.140625, 0.140625), p->angle.ang, vel + p->hbomb_hold_delay * 2, zvel, pact, 1); if (isNam()) { spawned->spr.extra = MulScale(krand(), NAM_GRENADE_LIFETIME_VAR, 14); } if (vel == 15 / 16.) { spawned->spr.yint = 3; spawned->spr.pos.Z += 8; } double hd = hits(pact); if (hd < 32) { spawned->spr.angle += DAngle180; spawned->vel *= 1./3.; } p->hbomb_on = 1; } else if (p->kickback_pic < 12 && (actions & SB_FIRE)) p->hbomb_hold_delay++; else if (p->kickback_pic > 19) { p->okickback_pic = p->kickback_pic = 0; // don't change to remote when in NAM: grenades are timed if (isNam()) checkavailweapon(p); else { p->curr_weapon = HANDREMOTE_WEAPON; p->last_weapon = -1; p->oweapon_pos = p->weapon_pos = 10; } } break; case HANDREMOTE_WEAPON: // knife in NAM p->kickback_pic++; if (p->kickback_pic == 2) { p->hbomb_on = 0; } if (p->kickback_pic == 10) { p->okickback_pic = p->kickback_pic = 0; int weapon = isNam() ? TRIPBOMB_WEAPON : HANDBOMB_WEAPON; if (p->ammo_amount[weapon] > 0) fi.addweapon(p, weapon, true); else checkavailweapon(p); } break; case PISTOL_WEAPON: // m-16 in NAM if (p->kickback_pic == 1) { fi.shoot(pact, SHOTSPARK1); S_PlayActorSound(PISTOL_FIRE, pact); lastvisinc = PlayClock + 32; p->visibility = 0; } else if (p->kickback_pic == 2) spawn(pact, SHELL); p->kickback_pic++; if (p->kickback_pic >= 5) { if (p->ammo_amount[PISTOL_WEAPON] <= 0 || (p->ammo_amount[PISTOL_WEAPON] % (isNam() ? 20 : 12))) { p->okickback_pic = p->kickback_pic = 0; checkavailweapon(p); } else { switch (p->kickback_pic) { case 5: S_PlayActorSound(EJECT_CLIP, pact); break; //#ifdef NAM // case WEAPON2_RELOAD_TIME - 15: //#else case 8: //#endif S_PlayActorSound(INSERT_CLIP, pact); break; } } } // 3 second re-load time if (p->kickback_pic == (isNam() ? 50 : 27)) { p->okickback_pic = p->kickback_pic = 0; checkavailweapon(p); } break; case SHOTGUN_WEAPON: p->kickback_pic++; if (p->kickback_pic == 4) { for(int ii = 0; ii < 7; ii++) fi.shoot(pact, SHOTGUN); p->ammo_amount[SHOTGUN_WEAPON]--; S_PlayActorSound(SHOTGUN_FIRE, pact); lastvisinc = PlayClock + 32; p->visibility = 0; } switch(p->kickback_pic) { case 13: checkavailweapon(p); break; case 15: S_PlayActorSound(SHOTGUN_COCK, pact); break; case 17: case 20: p->kickback_pic++; break; case 24: { auto j = spawn(pact, SHOTGUNSHELL); if (j) { j->spr.angle += DAngle180; ssp(j, CLIPMASK0); j->spr.angle -= DAngle180; } p->kickback_pic++; break; } case 31: p->okickback_pic = p->kickback_pic = 0; return; } break; case CHAINGUN_WEAPON: // m-60 in NAM p->kickback_pic++; if (p->kickback_pic <= 12) { if (((p->kickback_pic) % 3) == 0) { if (p->ammo_amount[CHAINGUN_WEAPON] <= 0) { p->ammo_amount[CHAINGUN_WEAPON] = 0; p->okickback_pic = p->kickback_pic = 0; break; } p->ammo_amount[CHAINGUN_WEAPON]--; if ((p->kickback_pic % 3) == 0) { auto j = spawn(pact, SHELL); if (j) { j->spr.angle += DAngle180; j->vel.X += 2.; j->spr.pos.Z += 3; ssp(j, CLIPMASK0); } } S_PlayActorSound(CHAINGUN_FIRE, pact); fi.shoot(pact, CHAINGUN); lastvisinc = PlayClock + 32; p->visibility = 0; checkavailweapon(p); if ((actions & SB_FIRE) == 0) { p->okickback_pic = p->kickback_pic = 0; break; } } } else if (p->kickback_pic > 10) { if (actions & SB_FIRE) p->okickback_pic = p->kickback_pic = 1; else p->okickback_pic = p->kickback_pic = 0; } break; case GROW_WEAPON: // m-14 with scope (sniper rifle) bool check; if (isNam()) { p->kickback_pic++; check = (p->kickback_pic == 3); } else { check = (p->kickback_pic > 3); } if (check) { // fire now, but don't reload right away... if (isNam()) { p->kickback_pic++; if (p->ammo_amount[p->curr_weapon] <= 1) p->okickback_pic = p->kickback_pic = 0; } else p->okickback_pic = p->kickback_pic = 0; p->ammo_amount[p->curr_weapon]--; fi.shoot(pact, GROWSPARK); //#ifdef NAM //#else if (!(aplWeaponFlags(p->curr_weapon, snum) & WEAPON_FLAG_NOVISIBLE)) { // make them visible if not set... p->visibility = 0; lastvisinc = PlayClock + 32; } checkavailweapon(p); //#endif } else if (!isNam()) p->kickback_pic++; if (isNam() && p->kickback_pic > 30) { // reload now... p->okickback_pic = p->kickback_pic = 0; if (!(aplWeaponFlags(p->curr_weapon, snum) & WEAPON_FLAG_NOVISIBLE)) { // make them visible if not set... p->visibility = 0; lastvisinc = PlayClock + 32; } checkavailweapon(p); } break; case SHRINKER_WEAPON: // m-79 in NAM (Grenade launcher) if ((!isNam() && p->kickback_pic > 10) || (isNam() && p->kickback_pic == 10)) { if (isNam()) p->kickback_pic++; // fire now, but wait for reload... else p->okickback_pic = p->kickback_pic = 0; p->ammo_amount[SHRINKER_WEAPON]--; fi.shoot(pact, SHRINKER); if (!isNam()) { p->visibility = 0; //flashColor = 176 + (252 << 8) + (120 << 16); lastvisinc = PlayClock + 32; checkavailweapon(p); } } else if (isNam() && p->kickback_pic > 30) { p->okickback_pic = p->kickback_pic = 0; p->visibility = 0; lastvisinc = PlayClock + 32; checkavailweapon(p); } else p->kickback_pic++; break; case DEVISTATOR_WEAPON: if (p->kickback_pic) { p->kickback_pic++; if (isNam()) { if ((p->kickback_pic >= 2) && p->kickback_pic < 5 && (p->kickback_pic & 1)) { p->visibility = 0; lastvisinc = PlayClock + 32; fi.shoot(pact, RPG); p->ammo_amount[DEVISTATOR_WEAPON]--; checkavailweapon(p); } if (p->kickback_pic > 5) p->okickback_pic = p->kickback_pic = 0; } else if (p->kickback_pic & 1) { p->visibility = 0; lastvisinc = PlayClock + 32; fi.shoot(pact, RPG); p->ammo_amount[DEVISTATOR_WEAPON]--; checkavailweapon(p); if (p->ammo_amount[DEVISTATOR_WEAPON] <= 0) p->okickback_pic = p->kickback_pic = 0; } if (p->kickback_pic > 5) p->okickback_pic = p->kickback_pic = 0; } break; case FREEZE_WEAPON: // flame thrower in NAM if (p->kickback_pic < 4) { p->kickback_pic++; if (p->kickback_pic == 3) { p->ammo_amount[p->curr_weapon]--; p->visibility = 0; lastvisinc = PlayClock + 32; fi.shoot(pact, FREEZEBLAST); checkavailweapon(p); } if (pact->spr.scale.X < 0.5) { p->okickback_pic = p->kickback_pic = 0; break; } } else { if (actions & SB_FIRE) { p->okickback_pic = p->kickback_pic = 1; S_PlayActorSound(CAT_FIRE, pact); } else p->okickback_pic = p->kickback_pic = 0; } break; case FLAMETHROWER_WEAPON: if (!isWorldTour()) // Twentieth Anniversary World Tour break; p->kickback_pic++; if (p->kickback_pic == 2) { if (p->cursector->lotag != 2) { p->ammo_amount[FLAMETHROWER_WEAPON]--; fi.shoot(pact, FIREBALL); } checkavailweapon(p); } else if (p->kickback_pic == 16) { if ((actions & SB_FIRE) != 0) { p->okickback_pic = p->kickback_pic = 1; S_PlayActorSound(FLAMETHROWER_INTRO, pact); } else p->okickback_pic = p->kickback_pic = 0; } break; case TRIPBOMB_WEAPON: // Claymore in NAM if (p->kickback_pic < 4) { p->pos.Z = p->opos.Z; p->vel.Z = 0; if (p->kickback_pic == 3) fi.shoot(pact, HANDHOLDINGLASER); } if (p->kickback_pic == 16) { p->okickback_pic = p->kickback_pic = 0; checkavailweapon(p); p->oweapon_pos = p->weapon_pos = -9; } else p->kickback_pic++; break; case KNEE_WEAPON: p->kickback_pic++; if (p->kickback_pic == 7) fi.shoot(pact, KNEE); else if (p->kickback_pic == 14) { if (actions & SB_FIRE) p->okickback_pic = p->kickback_pic = 1 + (krand() & 3); else p->okickback_pic = p->kickback_pic = 0; } if (p->wantweaponfire >= 0) checkavailweapon(p); break; case RPG_WEAPON: // m-72 in NAM (LAW) p->kickback_pic++; if (p->kickback_pic == 4) { p->ammo_amount[RPG_WEAPON]--; lastvisinc = PlayClock + 32; p->visibility = 0; fi.shoot(pact, RPG); checkavailweapon(p); } else if (p->kickback_pic == 20) p->okickback_pic = p->kickback_pic = 0; break; } } //--------------------------------------------------------------------------- // // this function exists because gotos suck. :P // //--------------------------------------------------------------------------- static void processweapon(int snum, ESyncBits actions) { auto p = &ps[snum]; auto pact = p->GetActor(); int shrunk = (pact->spr.scale.Y < 0.5); if (isNamWW2GI() && (actions & SB_HOLSTER)) // 'Holster Weapon { if (isWW2GI()) { SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum); SetGameVarID(g_iWeaponVarID, p->curr_weapon, p->GetActor(), snum); SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike(p->curr_weapon, snum), p->GetActor(), snum); OnEvent(EVENT_HOLSTER, snum, p->GetActor(), -1); if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0) { // now it uses the game definitions... if (aplWeaponFlags(p->curr_weapon, snum) & WEAPON_FLAG_HOLSTER_CLEARS_CLIP) { if (p->ammo_amount[p->curr_weapon] > aplWeaponClip(p->curr_weapon, snum) && (p->ammo_amount[p->curr_weapon] % aplWeaponClip(p->curr_weapon, snum)) != 0) { // throw away the remaining clip p->ammo_amount[p->curr_weapon] -= p->ammo_amount[p->curr_weapon] % aplWeaponClip(p->curr_weapon, snum); // p->kickback_pic = aplWeaponFireDelay(p->curr_weapon, snum)+1; // animate, but don't shoot... p->kickback_pic = aplWeaponTotalTime(p->curr_weapon, snum) + 1; // animate, but don't shoot... actions &= ~SB_FIRE; // not firing... } return; } } } else if (p->curr_weapon == PISTOL_WEAPON) { if (p->ammo_amount[PISTOL_WEAPON] > 20) { // throw away the remaining clip p->ammo_amount[PISTOL_WEAPON] -= p->ammo_amount[PISTOL_WEAPON] % 20; p->kickback_pic = 3; // animate, but don't shoot... actions &= ~SB_FIRE; // not firing... } return; } } if (isWW2GI() && (aplWeaponFlags(p->curr_weapon, snum) & WEAPON_FLAG_GLOWS)) p->random_club_frame += 64; // Glowing if (!isWW2GI() && (p->curr_weapon == SHRINKER_WEAPON || p->curr_weapon == GROW_WEAPON)) p->random_club_frame += 64; // Glowing if (p->rapid_fire_hold == 1) { if (actions & SB_FIRE) return; p->rapid_fire_hold = 0; } if (shrunk || p->tipincs || p->access_incs) actions &= ~SB_FIRE; else if (shrunk == 0 && (actions & SB_FIRE) && p->kickback_pic == 0 && p->fist_incs == 0 && p->last_weapon == -1 && (p->weapon_pos == 0 || p->holster_weapon == 1)) { if (!isWW2GI()) fireweapon(snum); else fireweapon_ww(snum); } else if (p->kickback_pic) { if (!isWW2GI()) operateweapon(snum, actions); else operateweapon_ww(snum, actions); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void processinput_d(int snum) { int k, doubvel; double floorz, ceilingz, truefdist; Collision chz, clz; bool shrunk; int psectlotag; player_struct* p; p = &ps[snum]; auto pact = p->GetActor(); p->horizon.resetadjustment(); p->angle.resetadjustment(); ESyncBits& actions = p->sync.actions; auto sb_fvel = PlayerInputForwardVel(snum); auto sb_svel = PlayerInputSideVel(snum); auto sb_avel = PlayerInputAngVel(snum); auto psectp = p->cursector; if (psectp == nullptr) { if (pact->spr.extra > 0 && ud.clipping == 0) { quickkill(p); S_PlayActorSound(SQUISHED, pact); } psectp = §or[0]; } psectlotag = psectp->lotag; p->spritebridge = 0; shrunk = (pact->spr.scale.Y < 0.5); getzrange(p->pos, psectp, &ceilingz, chz, &floorz, clz, 10.1875, CLIPMASK0); p->truefz = getflorzofslopeptr(psectp, p->pos); p->truecz = getceilzofslopeptr(psectp, p->pos); truefdist = abs(p->pos.Z - p->truefz); if (clz.type == kHitSector && psectlotag == 1 && truefdist > gs.playerheight + 16) psectlotag = 0; pact->floorz = floorz; pact->ceilingz = ceilingz; if (SyncInput()) { p->horizon.backup(); doslopetilting(p); } if (chz.type == kHitSprite) { if (chz.actor()->spr.statnum == 1 && chz.actor()->spr.extra >= 0) { chz.setNone(); ceilingz = p->truecz; } } if (clz.type == kHitSprite) { if ((clz.actor()->spr.cstat & (CSTAT_SPRITE_ALIGNMENT_FLOOR | CSTAT_SPRITE_BLOCK)) == (CSTAT_SPRITE_ALIGNMENT_FLOOR | CSTAT_SPRITE_BLOCK)) { psectlotag = 0; p->footprintcount = 0; p->spritebridge = 1; } else if (badguy(clz.actor()) && clz.actor()->spr.scale.X > 0.375 && abs(pact->spr.pos.Z - clz.actor()->spr.pos.Z) < 84) { auto ang = (clz.actor()->spr.pos - p->pos).Angle(); p->vel.XY() -= ang.ToVector(); } } if (pact->spr.extra > 0) fi.incur_damage(p); else { pact->spr.extra = 0; p->shield_amount = 0; } p->last_extra = pact->spr.extra; if (p->loogcnt > 0) { p->oloogcnt = p->loogcnt; p->loogcnt--; } else { p->oloogcnt = p->loogcnt = 0; } if (p->fist_incs) { if (endoflevel(snum)) return; } if (p->timebeforeexit > 1 && p->last_extra > 0) { if (timedexit(snum)) return; } if (pact->spr.extra <= 0 && !ud.god) { playerisdead(snum, psectlotag, floorz, ceilingz); return; } if (p->GetActor()->spr.scale.X < 0.625 && p->jetpack_on == 0) { p->ofistsign = p->fistsign; p->fistsign += int(p->GetActor()->vel.X * 16); } if (p->transporter_hold > 0) { p->transporter_hold--; if (p->transporter_hold == 0 && p->on_warping_sector) p->transporter_hold = 2; } if (p->transporter_hold < 0) p->transporter_hold++; if (p->newOwner != nullptr) { p->vel.X = p->vel.Y = 0; pact->vel.X = 0; fi.doincrements(p); if (isWW2GI() && aplWeaponWorksLike(p->curr_weapon, snum) == HANDREMOTE_WEAPON) processweapon(snum, actions); if (!isWW2GI() && p->curr_weapon == HANDREMOTE_WEAPON) processweapon(snum, actions); return; } doubvel = TICSPERFRAME; checklook(snum,actions); double iif = 2.5; auto oldpos = p->opos; if (p->on_crane != nullptr) goto HORIZONLY; p->playerweaponsway(pact->vel.X); pact->vel.X = clamp((p->pos.XY() - p->bobpos).Length(), 0., 32.); if (p->on_ground) p->bobcounter += int(p->GetActor()->vel.X * 8); p->backuppos(ud.clipping == 0 && ((p->insector() && p->cursector->floorpicnum == MIRROR) || !p->insector())); // Shrinking code if (psectlotag == ST_2_UNDERWATER) { underwater(snum, actions, floorz, ceilingz); } else if (p->jetpack_on) { operateJetpack(snum, actions, psectlotag, floorz, ceilingz, shrunk); } else if (psectlotag != ST_2_UNDERWATER) { movement(snum, actions, psectp, floorz, ceilingz, shrunk, truefdist, psectlotag); } p->psectlotag = psectlotag; //Do the quick lefts and rights if (movementBlocked(p)) { doubvel = 0; p->vel.X = 0; p->vel.Y = 0; } else if (SyncInput()) { //p->ang += syncangvel * constant //ENGINE calculates angvel for you // may still be needed later for demo recording sb_avel = p->adjustavel(sb_avel); p->angle.applyinput(sb_avel, &actions); } if (p->spritebridge == 0 && pact->insector()) { int j = pact->sector()->floorpicnum; if (j == PURPLELAVA || pact->sector()->ceilingpicnum == PURPLELAVA) { if (p->boot_amount > 0) { p->boot_amount--; p->inven_icon = 7; if (p->boot_amount <= 0) checkavailinven(p); } else { if (!S_CheckActorSoundPlaying(pact, DUKE_LONGTERM_PAIN)) S_PlayActorSound(DUKE_LONGTERM_PAIN, pact); SetPlayerPal(p, PalEntry(32, 0, 8, 0)); pact->spr.extra--; } } k = 0; if (p->on_ground && truefdist <= gs.playerheight + 16) { int whichsound = (gs.tileinfo[j].flags & TFLAG_ELECTRIC) ? 0 : j == FLOORSLIME ? 1 : j == FLOORPLASMA ? 2 : -1; if (j >= 0) k = makepainsounds(snum, whichsound); } if (k) { FTA(75, p); p->boot_amount -= 2; if (p->boot_amount <= 0) checkavailinven(p); } } if (p->vel.X || p->vel.Y || sb_fvel || sb_svel) { p->crack_time = CRACK_TIME; k = int(BobVal(p->bobcounter) * 4); if (truefdist < gs.playerheight + 8 && (k == 1 || k == 3)) { if (p->spritebridge == 0 && p->walking_snd_toggle == 0 && p->on_ground) { int j; switch (psectlotag) { case 0: if (clz.type == kHitSprite) j = clz.actor()->spr.picnum; else j = psectp->floorpicnum; switch (j) { case PANNEL1: case PANNEL2: S_PlayActorSound(DUKE_WALKINDUCTS, pact); p->walking_snd_toggle = 1; break; } break; case 1: if ((krand() & 1) == 0) S_PlayActorSound(DUKE_ONWATER, pact); p->walking_snd_toggle = 1; break; } } } else if (p->walking_snd_toggle > 0) p->walking_snd_toggle--; if (p->jetpack_on == 0 && p->steroids_amount > 0 && p->steroids_amount < 400) doubvel <<= 1; p->vel.X += sb_fvel * doubvel * (5. / 16.); p->vel.Y += sb_svel * doubvel * (5. / 16.); bool check; if (!isWW2GI()) check = ((p->curr_weapon == KNEE_WEAPON && p->kickback_pic > 10 && p->on_ground) || (p->on_ground && (actions & SB_CROUCH))); else check = ((aplWeaponWorksLike(p->curr_weapon, snum) == KNEE_WEAPON && p->kickback_pic > 10 && p->on_ground) || (p->on_ground && (actions & SB_CROUCH))); if (check) { p->vel.XY() *= gs.playerfriction - 0.125; } else { if (psectlotag == 2) { p->vel.XY() *= gs.playerfriction - FixedToFloat(0x1400); } else { p->vel.XY() *= gs.playerfriction; } } if (abs(p->vel.X) < 1/128. && abs(p->vel.Y) < 1 / 128.) p->vel.X = p->vel.Y = 0; if (shrunk) { p->vel.XY() *= gs.playerfriction * 0.75; } } HORIZONLY: if (psectlotag == 1 || p->spritebridge == 1) iif = 4; else iif = 20; if (p->insector() && p->cursector->lotag == 2) k = 0; else k = 1; Collision clip{}; if (ud.clipping) { p->pos.XY() += p->vel.XY() ; updatesector(p->pos, &p->cursector); ChangeActorSect(pact, p->cursector); } else clipmove(p->pos, &p->cursector, p->vel, 10.25, 4., iif, CLIPMASK0, clip); if (p->jetpack_on == 0 && psectlotag != 2 && psectlotag != 1 && shrunk) p->pos.Z += 32; if (clip.type != kHitNone) checkplayerhurt_d(p, clip); if (p->jetpack_on == 0) { if (pact->vel.X > 1) { if (psectlotag != 1 && psectlotag != 2 && p->on_ground) { p->pycount += 52; p->pycount &= 2047; const double factor = 1024. / 1596; // What is 1596? p->pyoff = abs(pact->vel.X * BobVal(p->pycount)) * factor; } } else if (psectlotag != 2 && psectlotag != 1) p->pyoff = 0; } // RBG*** SetActor(pact, p->pos.plusZ(gs.playerheight)); if (psectlotag < 3) { psectp = pact->sector(); if (ud.clipping == 0 && psectp->lotag == 31) { auto secact = barrier_cast(psectp->hitagactor); if (secact && secact->vel.X != 0 && secact->temp_data[0] == 0) { quickkill(p); return; } } } if (truefdist < gs.playerheight && p->on_ground && psectlotag != 1 && shrunk == 0 && p->insector() && p->cursector->lotag == 1) if (!S_CheckActorSoundPlaying(pact, DUKE_ONWATER)) S_PlayActorSound(DUKE_ONWATER, pact); if (p->cursector != pact->sector()) ChangeActorSect(pact, p->cursector); int retry = 0; while (ud.clipping == 0) { int blocked; blocked = (pushmove(p->pos, &p->cursector, 10.25, 4, 4, CLIPMASK0) < 0 && furthestangle(p->GetActor(), 8) < DAngle90); if (fabs(pact->floorz - pact->ceilingz) < 48 || blocked) { if (!(pact->sector()->lotag & 0x8000) && (isanunderoperator(pact->sector()->lotag) || isanearoperator(pact->sector()->lotag))) fi.activatebysector(pact->sector(), pact); if (blocked) { if (!retry++) { p->pos = p->opos = oldpos; continue; } quickkill(p); return; } } else if (abs(floorz - ceilingz) < 32 && isanunderoperator(psectp->lotag)) fi.activatebysector(psectp, pact); break; } // center_view if (actions & SB_CENTERVIEW || p->hard_landing) { playerCenterView(snum); } else if (actions & SB_LOOK_UP) { playerLookUp(snum, actions); } else if (actions & SB_LOOK_DOWN) { playerLookDown(snum, actions); } else if (actions & SB_AIM_UP) { playerAimUp(snum, actions); } else if (actions & SB_AIM_DOWN) { // aim_down playerAimDown(snum, actions); } if (SyncInput()) { p->horizon.applyinput(GetPlayerHorizon(snum), &actions); } p->checkhardlanding(); //Shooting code/changes if (p->show_empty_weapon > 0) { p->show_empty_weapon--; if (p->show_empty_weapon == 0 && (WeaponSwitch(p - ps) & 2)) { if (p->last_full_weapon == GROW_WEAPON) p->subweapon |= (1 << GROW_WEAPON); else if (p->last_full_weapon == SHRINKER_WEAPON) p->subweapon &= ~(1 << GROW_WEAPON); fi.addweapon(p, p->last_full_weapon, true); return; } } dokneeattack(snum, { FEM1, FEM2, FEM3, FEM4, FEM5, FEM6, FEM7, FEM8, FEM9, FEM10, PODFEM1, NAKED1, STATUE }); if (fi.doincrements(p)) return; if (p->weapon_pos != 0) { if (p->weapon_pos == -9) { if (p->last_weapon >= 0) { p->oweapon_pos = p->weapon_pos = 10; // if(p->curr_weapon == KNEE_WEAPON) p->kickback_pic = 1; p->last_weapon = -1; } else if (p->holster_weapon == 0) p->oweapon_pos = p->weapon_pos = 10; } else p->weapon_pos--; } // HACKS processweapon(snum, actions); } END_DUKE_NS