//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment This file is part of Shadow Warrior version 1.2 Shadow Warrior 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include "ns.h" #include "build.h" #include "names2.h" #include "panel.h" #include "game.h" #include "tags.h" #include "player.h" #include "lists.h" #include "gamecontrol.h" #include "menus.h" #include "network.h" #include "pal.h" #include "mclip.h" #include "sprite.h" #include "weapon.h" #include "break.h" #include "jsector.h" #include "sector.h" #include "misc.h" #include "interpolate.h" #include "interpso.h" #include "razemenu.h" #include "gstrings.h" #include "raze_music.h" #include "v_draw.h" #include "gamestate.h" #include "vm.h" BEGIN_SW_NS void pSpriteControl(PLAYER* pp); int WeaponOperate(PLAYER* pp); SECTOR_OBJECT* PlayerOnObject(sectortype* sect_match); void PlayerRemoteReset(PLAYER* pp, sectortype* sect); void KillAllPanelInv(PLAYER* pp); void DoPlayerDeathDrown(PLAYER* pp); void pWeaponForceRest(PLAYER* pp); #define SO_DRIVE_SOUND 2 #define SO_IDLE_SOUND 1 extern bool NoMeters; #define PLAYER_MIN_HEIGHT (Z(20)) #define PLAYER_CRAWL_WADE_DEPTH (30) USERSAVE puser[MAX_SW_PLAYERS_REG]; //int16_t gNet.MultiGameType = MULTI_GAME_NONE; bool NightVision = false; extern int FinishAnim; // the smaller the number the slower the going #define PLAYER_RUN_FRICTION (50000L) //#define PLAYER_RUN_FRICTION 0xcb00 #define PLAYER_JUMP_FRICTION PLAYER_RUN_FRICTION #define PLAYER_FALL_FRICTION PLAYER_RUN_FRICTION #define PLAYER_WADE_FRICTION PLAYER_RUN_FRICTION #define PLAYER_FLY_FRICTION (55808L) #define PLAYER_CRAWL_FRICTION (45056L) #define PLAYER_SWIM_FRICTION (49152L) #define PLAYER_DIVE_FRICTION (49152L) // only for z direction climbing #define PLAYER_CLIMB_FRICTION (45056L) //#define BOAT_FRICTION 0xd000 #define BOAT_FRICTION 0xcb00 //#define TANK_FRICTION 0xcb00 #define TANK_FRICTION (53248L) #define PLAYER_SLIDE_FRICTION (53248L) #define JUMP_STUFF 4 // just like 2 except can jump higher - less gravity // goes better with slightly slower run speed than I had it at #if JUMP_STUFF == 4 #define PLAYER_JUMP_GRAV 24 #define PLAYER_JUMP_AMT (-650) #define PLAYER_CLIMB_JUMP_AMT (-1100) #define MAX_JUMP_DURATION 12 uint8_t PlayerGravity = PLAYER_JUMP_GRAV; #endif bool ToggleFlyMode = false; extern bool DebugOperate; //uint8_t synctics, lastsynctics; int ChopTics; PLAYER Player[MAX_SW_PLAYERS_REG + 1]; // These are a bunch of kens variables for the player short NormalVisibility; DSWActor* FindNearSprite(DSWActor*, short stat); bool PlayerOnLadder(PLAYER* pp); void DoPlayerSlide(PLAYER* pp); void DoPlayerBeginSwim(PLAYER* pp); void DoPlayerSwim(PLAYER* pp); void DoPlayerWade(PLAYER* pp); void DoPlayerBeginWade(PLAYER* pp); void DoPlayerBeginCrawl(PLAYER* pp); void DoPlayerCrawl(PLAYER* pp); void DoPlayerRun(PLAYER* pp); void DoPlayerBeginRun(PLAYER* pp); void DoPlayerFall(PLAYER* pp); void DoPlayerBeginFall(PLAYER* pp); void DoPlayerJump(PLAYER* pp); void DoPlayerBeginJump(PLAYER* pp); void DoPlayerForceJump(PLAYER* pp); void DoPlayerBeginFly(PLAYER* pp); void DoPlayerFly(PLAYER* pp); void DoPlayerBeginClimb(PLAYER* pp); void DoPlayerClimb(PLAYER* pp); void DoPlayerBeginDie(PLAYER* pp); void DoPlayerDie(PLAYER* pp); // void DoPlayerBeginOperateBoat(PLAYER* pp); void DoPlayerBeginOperateVehicle(PLAYER* pp); void DoPlayerBeginOperate(PLAYER* pp); // void DoPlayerOperateBoat(PLAYER* pp); void DoPlayerOperateVehicle(PLAYER* pp); void DoPlayerOperateTurret(PLAYER* pp); void DoPlayerBeginDive(PLAYER* pp); void DoPlayerDive(PLAYER* pp); void DoPlayerTeleportPause(PLAYER* pp); bool PlayerFlyKey(void); void OperateSectorObject(SECTOR_OBJECT* sop, short newang, const DVector2& newpos); void CheckFootPrints(PLAYER* pp); bool DoPlayerTestCrawl(PLAYER* pp); void DoPlayerDeathFlip(PLAYER* pp); void DoPlayerDeathCrumble(PLAYER* pp); void DoPlayerDeathExplode(PLAYER* pp); void DoPlayerDeathFall(PLAYER* pp); void PlayerCheckValidMove(PLAYER* pp); void PlayerWarpUpdatePos(PLAYER* pp); void DoPlayerBeginDiveNoWarp(PLAYER* pp); int PlayerCanDiveNoWarp(PLAYER* pp); void DoPlayerCurrent(PLAYER* pp); int GetOverlapSector2(int x, int y, sectortype** over, sectortype** under); void PlayerToRemote(PLAYER* pp); void PlayerRemoteInit(PLAYER* pp); void PlayerSpawnPosition(PLAYER* pp); extern short target_ang; ////////////////////// // // PLAYER SPECIFIC // ////////////////////// #if 1 #define PLAYER_NINJA_RATE 14 int DoFootPrints(DSWActor* actor); STATE s_PlayerNinjaRun[5][6] = { { {PLAYER_NINJA_RUN_R0 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][1]}, {PLAYER_NINJA_RUN_R0 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][2]}, {PLAYER_NINJA_RUN_R0 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[0][3]}, {PLAYER_NINJA_RUN_R0 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][4]}, {PLAYER_NINJA_RUN_R0 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][5]}, {PLAYER_NINJA_RUN_R0 + 3, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[0][0]}, }, { {PLAYER_NINJA_RUN_R1 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][1]}, {PLAYER_NINJA_RUN_R1 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][2]}, {PLAYER_NINJA_RUN_R1 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[1][3]}, {PLAYER_NINJA_RUN_R1 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][4]}, {PLAYER_NINJA_RUN_R1 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][5]}, {PLAYER_NINJA_RUN_R1 + 3, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[1][0]}, }, { {PLAYER_NINJA_RUN_R2 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][1]}, {PLAYER_NINJA_RUN_R2 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][2]}, {PLAYER_NINJA_RUN_R2 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[2][3]}, {PLAYER_NINJA_RUN_R2 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][4]}, {PLAYER_NINJA_RUN_R2 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][5]}, {PLAYER_NINJA_RUN_R2 + 3, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[2][0]}, }, { {PLAYER_NINJA_RUN_R3 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][1]}, {PLAYER_NINJA_RUN_R3 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][2]}, {PLAYER_NINJA_RUN_R3 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[3][3]}, {PLAYER_NINJA_RUN_R3 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][4]}, {PLAYER_NINJA_RUN_R3 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][5]}, {PLAYER_NINJA_RUN_R3 + 3, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[3][0]}, }, { {PLAYER_NINJA_RUN_R4 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][1]}, {PLAYER_NINJA_RUN_R4 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][2]}, {PLAYER_NINJA_RUN_R4 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[4][3]}, {PLAYER_NINJA_RUN_R4 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][4]}, {PLAYER_NINJA_RUN_R4 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][5]}, {PLAYER_NINJA_RUN_R4 + 3, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[4][0]}, }, }; STATE* sg_PlayerNinjaRun[] = { s_PlayerNinjaRun[0], s_PlayerNinjaRun[1], s_PlayerNinjaRun[2], s_PlayerNinjaRun[3], s_PlayerNinjaRun[4] }; #else #define PLAYER_NINJA_RATE 10 STATE s_PlayerNinjaRun[5][8] = { { {PLAYER_NINJA_RUN_R0 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][1]}, {PLAYER_NINJA_RUN_R0 + 0, PLAYER_NINJA_RATE | SF_PLAYER_FUNC,DoFootPrints, &s_PlayerNinjaRun[0][2]}, {PLAYER_NINJA_RUN_R0 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][3]}, {PLAYER_NINJA_RUN_R0 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][4]}, {PLAYER_NINJA_RUN_R0 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][5]}, {PLAYER_NINJA_RUN_R0 + 4, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][6]}, {PLAYER_NINJA_RUN_R0 + 5, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][7]}, {PLAYER_NINJA_RUN_R0 + 5, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[0][0]}, }, { {PLAYER_NINJA_RUN_R1 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][1]}, {PLAYER_NINJA_RUN_R1 + 0, PLAYER_NINJA_RATE | SF_PLAYER_FUNC,DoFootPrints, &s_PlayerNinjaRun[1][2]}, {PLAYER_NINJA_RUN_R1 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][3]}, {PLAYER_NINJA_RUN_R1 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][4]}, {PLAYER_NINJA_RUN_R1 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][5]}, {PLAYER_NINJA_RUN_R1 + 4, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][6]}, {PLAYER_NINJA_RUN_R1 + 5, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][7]}, {PLAYER_NINJA_RUN_R1 + 5, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[1][0]}, }, { {PLAYER_NINJA_RUN_R2 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][1]}, {PLAYER_NINJA_RUN_R2 + 0, PLAYER_NINJA_RATE | SF_PLAYER_FUNC,DoFootPrints, &s_PlayerNinjaRun[2][2]}, {PLAYER_NINJA_RUN_R2 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][3]}, {PLAYER_NINJA_RUN_R2 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][4]}, {PLAYER_NINJA_RUN_R2 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][5]}, {PLAYER_NINJA_RUN_R2 + 4, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][6]}, {PLAYER_NINJA_RUN_R2 + 5, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][7]}, {PLAYER_NINJA_RUN_R2 + 5, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[2][0]}, }, { {PLAYER_NINJA_RUN_R3 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][1]}, {PLAYER_NINJA_RUN_R3 + 0, PLAYER_NINJA_RATE | SF_PLAYER_FUNC,DoFootPrints, &s_PlayerNinjaRun[3][2]}, {PLAYER_NINJA_RUN_R3 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][3]}, {PLAYER_NINJA_RUN_R3 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][4]}, {PLAYER_NINJA_RUN_R3 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][5]}, {PLAYER_NINJA_RUN_R3 + 4, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][6]}, {PLAYER_NINJA_RUN_R3 + 5, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][7]}, {PLAYER_NINJA_RUN_R3 + 5, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[3][0]}, }, { {PLAYER_NINJA_RUN_R4 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][1]}, {PLAYER_NINJA_RUN_R4 + 0, PLAYER_NINJA_RATE | SF_PLAYER_FUNC,DoFootPrints, &s_PlayerNinjaRun[4][2]}, {PLAYER_NINJA_RUN_R4 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][3]}, {PLAYER_NINJA_RUN_R4 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][4]}, {PLAYER_NINJA_RUN_R4 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][5]}, {PLAYER_NINJA_RUN_R4 + 4, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][6]}, {PLAYER_NINJA_RUN_R4 + 5, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][7]}, {PLAYER_NINJA_RUN_R4 + 5, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[4][0]}, } }; STATE* sg_PlayerNinjaRun[] = { s_PlayerNinjaRun[0], s_PlayerNinjaRun[1], s_PlayerNinjaRun[2], s_PlayerNinjaRun[3], s_PlayerNinjaRun[4] }; #endif ////////////////////// // // PLAYER_NINJA STAND // ////////////////////// #define PLAYER_NINJA_STAND_RATE 10 STATE s_PlayerNinjaStand[5][1] = { { {PLAYER_NINJA_STAND_R0 + 0, PLAYER_NINJA_STAND_RATE, NullAnimator, &s_PlayerNinjaStand[0][0]}, }, { {PLAYER_NINJA_STAND_R1 + 0, PLAYER_NINJA_STAND_RATE, NullAnimator, &s_PlayerNinjaStand[1][0]}, }, { {PLAYER_NINJA_STAND_R2 + 0, PLAYER_NINJA_STAND_RATE, NullAnimator, &s_PlayerNinjaStand[2][0]}, }, { {PLAYER_NINJA_STAND_R3 + 0, PLAYER_NINJA_STAND_RATE, NullAnimator, &s_PlayerNinjaStand[3][0]}, }, { {PLAYER_NINJA_STAND_R4 + 0, PLAYER_NINJA_STAND_RATE, NullAnimator, &s_PlayerNinjaStand[4][0]}, }, }; STATE* sg_PlayerNinjaStand[] = { s_PlayerNinjaStand[0], s_PlayerNinjaStand[1], s_PlayerNinjaStand[2], s_PlayerNinjaStand[3], s_PlayerNinjaStand[4] }; #define PLAYER_NINJA_STAR_RATE 12 extern STATE* sg_NinjaRun[]; int DoPlayerSpriteReset(DSWActor* actor); #if 0 STATE s_PlayerNinjaThrow[5][4] = { { {PLAYER_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[0][1]}, {PLAYER_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[0][2]}, {PLAYER_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[0][3]}, {PLAYER_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]}, }, { {PLAYER_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[1][1]}, {PLAYER_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[1][2]}, {PLAYER_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[1][3]}, {PLAYER_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]}, }, { {PLAYER_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[2][1]}, {PLAYER_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[2][2]}, {PLAYER_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[2][3]}, {PLAYER_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]}, }, { {PLAYER_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[3][1]}, {PLAYER_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[3][2]}, {PLAYER_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[3][3]}, {PLAYER_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]}, }, { {PLAYER_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[4][1]}, {PLAYER_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[4][2]}, {PLAYER_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[4][3]}, {PLAYER_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]}, }, }; #endif #if 1 STATE s_PlayerNinjaThrow[5][4] = { { {PLAYER_NINJA_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[0][1]}, {PLAYER_NINJA_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[0][2]}, {PLAYER_NINJA_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[0][3]}, {PLAYER_NINJA_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]}, }, { {PLAYER_NINJA_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[1][1]}, {PLAYER_NINJA_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[1][2]}, {PLAYER_NINJA_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[1][3]}, {PLAYER_NINJA_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]}, }, { {PLAYER_NINJA_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[2][1]}, {PLAYER_NINJA_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[2][2]}, {PLAYER_NINJA_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[2][3]}, {PLAYER_NINJA_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]}, }, { {PLAYER_NINJA_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[3][1]}, {PLAYER_NINJA_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[3][2]}, {PLAYER_NINJA_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[3][3]}, {PLAYER_NINJA_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]}, }, { {PLAYER_NINJA_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[4][1]}, {PLAYER_NINJA_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[4][2]}, {PLAYER_NINJA_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[4][3]}, {PLAYER_NINJA_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]}, }, }; #endif STATE* sg_PlayerNinjaThrow[] = { s_PlayerNinjaThrow[0], s_PlayerNinjaThrow[1], s_PlayerNinjaThrow[2], s_PlayerNinjaThrow[3], s_PlayerNinjaThrow[4] }; ////////////////////// // // PLAYER_NINJA JUMP // ////////////////////// #define PLAYER_NINJA_JUMP_RATE 24 STATE s_PlayerNinjaJump[5][4] = { { {PLAYER_NINJA_JUMP_R0 + 0, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[0][1]}, {PLAYER_NINJA_JUMP_R0 + 1, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[0][2]}, {PLAYER_NINJA_JUMP_R0 + 2, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[0][3]}, {PLAYER_NINJA_JUMP_R0 + 3, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[0][3]}, }, { {PLAYER_NINJA_JUMP_R1 + 0, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[1][1]}, {PLAYER_NINJA_JUMP_R1 + 1, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[1][2]}, {PLAYER_NINJA_JUMP_R1 + 2, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[1][3]}, {PLAYER_NINJA_JUMP_R1 + 3, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[1][3]}, }, { {PLAYER_NINJA_JUMP_R2 + 0, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[2][1]}, {PLAYER_NINJA_JUMP_R2 + 1, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[2][2]}, {PLAYER_NINJA_JUMP_R2 + 2, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[2][3]}, {PLAYER_NINJA_JUMP_R2 + 3, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[2][3]}, }, { {PLAYER_NINJA_JUMP_R3 + 0, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[3][1]}, {PLAYER_NINJA_JUMP_R3 + 1, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[3][2]}, {PLAYER_NINJA_JUMP_R3 + 2, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[3][3]}, {PLAYER_NINJA_JUMP_R3 + 3, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[3][3]}, }, { {PLAYER_NINJA_JUMP_R4 + 0, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[4][1]}, {PLAYER_NINJA_JUMP_R4 + 1, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[4][2]}, {PLAYER_NINJA_JUMP_R4 + 2, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[4][3]}, {PLAYER_NINJA_JUMP_R4 + 3, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[4][3]}, }, }; STATE* sg_PlayerNinjaJump[] = { s_PlayerNinjaJump[0], s_PlayerNinjaJump[1], s_PlayerNinjaJump[2], s_PlayerNinjaJump[3], s_PlayerNinjaJump[4] }; ////////////////////// // // PLAYER_NINJA FALL // ////////////////////// #define PLAYER_NINJA_FALL_RATE 16 STATE s_PlayerNinjaFall[5][2] = { { {PLAYER_NINJA_JUMP_R0 + 1, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[0][1]}, {PLAYER_NINJA_JUMP_R0 + 2, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[0][1]}, }, { {PLAYER_NINJA_JUMP_R1 + 1, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[1][1]}, {PLAYER_NINJA_JUMP_R1 + 2, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[1][1]}, }, { {PLAYER_NINJA_JUMP_R2 + 1, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[2][1]}, {PLAYER_NINJA_JUMP_R2 + 2, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[2][1]}, }, { {PLAYER_NINJA_JUMP_R3 + 1, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[3][1]}, {PLAYER_NINJA_JUMP_R3 + 2, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[3][1]}, }, { {PLAYER_NINJA_JUMP_R4 + 1, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[4][1]}, {PLAYER_NINJA_JUMP_R4 + 2, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[4][1]}, }, }; STATE* sg_PlayerNinjaFall[] = { s_PlayerNinjaFall[0], s_PlayerNinjaFall[1], s_PlayerNinjaFall[2], s_PlayerNinjaFall[3], s_PlayerNinjaFall[4] }; ////////////////////// // // PLAYER_NINJA CLIMB // ////////////////////// #define PLAYER_NINJA_CLIMB_RATE 20 STATE s_PlayerNinjaClimb[5][4] = { { {PLAYER_NINJA_CLIMB_R0 + 0, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[0][1]}, {PLAYER_NINJA_CLIMB_R0 + 1, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[0][2]}, {PLAYER_NINJA_CLIMB_R0 + 2, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[0][3]}, {PLAYER_NINJA_CLIMB_R0 + 3, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[0][0]}, }, { {PLAYER_NINJA_CLIMB_R1 + 0, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[1][1]}, {PLAYER_NINJA_CLIMB_R1 + 1, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[1][2]}, {PLAYER_NINJA_CLIMB_R1 + 2, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[1][3]}, {PLAYER_NINJA_CLIMB_R1 + 3, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[1][0]}, }, { {PLAYER_NINJA_CLIMB_R2 + 0, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[2][1]}, {PLAYER_NINJA_CLIMB_R2 + 1, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[2][2]}, {PLAYER_NINJA_CLIMB_R2 + 2, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[2][3]}, {PLAYER_NINJA_CLIMB_R2 + 3, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[2][0]}, }, { {PLAYER_NINJA_CLIMB_R3 + 0, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[3][1]}, {PLAYER_NINJA_CLIMB_R3 + 1, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[3][2]}, {PLAYER_NINJA_CLIMB_R3 + 2, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[3][3]}, {PLAYER_NINJA_CLIMB_R3 + 3, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[3][0]}, }, { {PLAYER_NINJA_CLIMB_R4 + 0, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[4][1]}, {PLAYER_NINJA_CLIMB_R4 + 1, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[4][2]}, {PLAYER_NINJA_CLIMB_R4 + 2, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[4][3]}, {PLAYER_NINJA_CLIMB_R4 + 3, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[4][0]}, }, }; STATE* sg_PlayerNinjaClimb[] = { s_PlayerNinjaClimb[0], s_PlayerNinjaClimb[1], s_PlayerNinjaClimb[2], s_PlayerNinjaClimb[3], s_PlayerNinjaClimb[4] }; ////////////////////// // // PLAYER_NINJA CRAWL // ////////////////////// #define PLAYER_NINJA_CRAWL_RATE 14 STATE s_PlayerNinjaCrawl[5][6] = { { {PLAYER_NINJA_CRAWL_R0 + 0, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[0][1]}, {PLAYER_NINJA_CRAWL_R0 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[0][2]}, {PLAYER_NINJA_CRAWL_R0 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[0][3]}, {PLAYER_NINJA_CRAWL_R0 + 2, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[0][4]}, {PLAYER_NINJA_CRAWL_R0 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[0][5]}, {PLAYER_NINJA_CRAWL_R0 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[0][0]}, }, { {PLAYER_NINJA_CRAWL_R1 + 0, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[1][1]}, {PLAYER_NINJA_CRAWL_R1 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[1][2]}, {PLAYER_NINJA_CRAWL_R1 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[1][3]}, {PLAYER_NINJA_CRAWL_R1 + 2, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[1][4]}, {PLAYER_NINJA_CRAWL_R1 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[1][5]}, {PLAYER_NINJA_CRAWL_R1 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[1][0]}, }, { {PLAYER_NINJA_CRAWL_R2 + 0, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[2][1]}, {PLAYER_NINJA_CRAWL_R2 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[2][2]}, {PLAYER_NINJA_CRAWL_R2 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[2][3]}, {PLAYER_NINJA_CRAWL_R2 + 2, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[2][4]}, {PLAYER_NINJA_CRAWL_R2 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[2][5]}, {PLAYER_NINJA_CRAWL_R2 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[2][0]}, }, { {PLAYER_NINJA_CRAWL_R3 + 0, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[3][1]}, {PLAYER_NINJA_CRAWL_R3 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[3][2]}, {PLAYER_NINJA_CRAWL_R3 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[3][3]}, {PLAYER_NINJA_CRAWL_R3 + 2, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[3][4]}, {PLAYER_NINJA_CRAWL_R3 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[3][5]}, {PLAYER_NINJA_CRAWL_R3 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[3][0]}, }, { {PLAYER_NINJA_CRAWL_R4 + 0, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[4][1]}, {PLAYER_NINJA_CRAWL_R4 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[4][2]}, {PLAYER_NINJA_CRAWL_R4 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[4][3]}, {PLAYER_NINJA_CRAWL_R4 + 2, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[4][4]}, {PLAYER_NINJA_CRAWL_R4 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[4][5]}, {PLAYER_NINJA_CRAWL_R4 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[4][0]}, }, }; STATE* sg_PlayerNinjaCrawl[] = { s_PlayerNinjaCrawl[0], s_PlayerNinjaCrawl[1], s_PlayerNinjaCrawl[2], s_PlayerNinjaCrawl[3], s_PlayerNinjaCrawl[4] }; ////////////////////// // // PLAYER NINJA SWIM // ////////////////////// #define PLAYER_NINJA_SWIM_RATE 22 // Was 18 STATE s_PlayerNinjaSwim[5][4] = { { {PLAYER_NINJA_SWIM_R0 + 0, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[0][1]}, {PLAYER_NINJA_SWIM_R0 + 1, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[0][2]}, {PLAYER_NINJA_SWIM_R0 + 2, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[0][3]}, {PLAYER_NINJA_SWIM_R0 + 3, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[0][0]}, }, { {PLAYER_NINJA_SWIM_R1 + 0, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[1][1]}, {PLAYER_NINJA_SWIM_R1 + 1, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[1][2]}, {PLAYER_NINJA_SWIM_R1 + 2, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[1][3]}, {PLAYER_NINJA_SWIM_R1 + 3, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[1][0]}, }, { {PLAYER_NINJA_SWIM_R2 + 0, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[2][1]}, {PLAYER_NINJA_SWIM_R2 + 1, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[2][2]}, {PLAYER_NINJA_SWIM_R2 + 2, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[2][3]}, {PLAYER_NINJA_SWIM_R2 + 3, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[2][0]}, }, { {PLAYER_NINJA_SWIM_R3 + 0, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[3][1]}, {PLAYER_NINJA_SWIM_R3 + 1, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[3][2]}, {PLAYER_NINJA_SWIM_R3 + 2, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[3][3]}, {PLAYER_NINJA_SWIM_R3 + 3, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[3][0]}, }, { {PLAYER_NINJA_SWIM_R4 + 0, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[4][1]}, {PLAYER_NINJA_SWIM_R4 + 1, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[4][2]}, {PLAYER_NINJA_SWIM_R4 + 2, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[4][3]}, {PLAYER_NINJA_SWIM_R4 + 3, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[4][0]}, }, }; STATE* sg_PlayerNinjaSwim[] = { s_PlayerNinjaSwim[0], s_PlayerNinjaSwim[1], s_PlayerNinjaSwim[2], s_PlayerNinjaSwim[3], s_PlayerNinjaSwim[4] }; #define NINJA_HeadHurl_RATE 16 #define NINJA_Head_RATE 16 #define NINJA_HeadFly 1134 #define NINJA_HeadFly_RATE 16 STATE s_PlayerHeadFly[5][8] = { { {NINJA_HeadFly + 0, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][1]}, {NINJA_HeadFly + 1, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][2]}, {NINJA_HeadFly + 2, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][3]}, {NINJA_HeadFly + 3, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][4]}, {NINJA_HeadFly + 4, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][5]}, {NINJA_HeadFly + 5, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][6]}, {NINJA_HeadFly + 6, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][7]}, {NINJA_HeadFly + 7, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][0]} }, { {NINJA_HeadFly + 0, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][1]}, {NINJA_HeadFly + 1, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][2]}, {NINJA_HeadFly + 2, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][3]}, {NINJA_HeadFly + 3, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][4]}, {NINJA_HeadFly + 4, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][5]}, {NINJA_HeadFly + 5, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][6]}, {NINJA_HeadFly + 6, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][7]}, {NINJA_HeadFly + 7, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][0]} }, { {NINJA_HeadFly + 0, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][1]}, {NINJA_HeadFly + 1, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][2]}, {NINJA_HeadFly + 2, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][3]}, {NINJA_HeadFly + 3, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][4]}, {NINJA_HeadFly + 4, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][5]}, {NINJA_HeadFly + 5, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][6]}, {NINJA_HeadFly + 6, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][7]}, {NINJA_HeadFly + 7, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][0]} }, { {NINJA_HeadFly + 0, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][1]}, {NINJA_HeadFly + 1, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][2]}, {NINJA_HeadFly + 2, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][3]}, {NINJA_HeadFly + 3, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][4]}, {NINJA_HeadFly + 4, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][5]}, {NINJA_HeadFly + 5, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][6]}, {NINJA_HeadFly + 6, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][7]}, {NINJA_HeadFly + 7, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][0]} }, { {NINJA_HeadFly + 0, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][1]}, {NINJA_HeadFly + 1, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][2]}, {NINJA_HeadFly + 2, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][3]}, {NINJA_HeadFly + 3, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][4]}, {NINJA_HeadFly + 4, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][5]}, {NINJA_HeadFly + 5, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][6]}, {NINJA_HeadFly + 6, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][7]}, {NINJA_HeadFly + 7, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][0]} }, }; STATE* sg_PlayerHeadFly[] = { s_PlayerHeadFly[0], s_PlayerHeadFly[1], s_PlayerHeadFly[2], s_PlayerHeadFly[3], s_PlayerHeadFly[4] }; //#define NINJA_Head_FRAMES 1 //#define NINJA_Head_R0 1142 //#define NINJA_Head_R1 NINJA_Head_R0 + (NINJA_Head_FRAMES * 1) //#define NINJA_Head_R2 NINJA_Head_R0 + (NINJA_Head_FRAMES * 2) //#define NINJA_Head_R3 NINJA_Head_R0 + (NINJA_Head_FRAMES * 3) //#define NINJA_Head_R4 NINJA_Head_R0 + (NINJA_Head_FRAMES * 4) STATE s_PlayerHead[5][1] = { { {NINJA_Head_R0 + 0, NINJA_Head_RATE, NullAnimator, &s_PlayerHead[0][0]}, }, { {NINJA_Head_R1 + 0, NINJA_Head_RATE, NullAnimator, &s_PlayerHead[1][0]}, }, { {NINJA_Head_R2 + 0, NINJA_Head_RATE, NullAnimator, &s_PlayerHead[2][0]}, }, { {NINJA_Head_R3 + 0, NINJA_Head_RATE, NullAnimator, &s_PlayerHead[3][0]}, }, { {NINJA_Head_R4 + 0, NINJA_Head_RATE, NullAnimator, &s_PlayerHead[4][0]}, }, }; STATE* sg_PlayerHead[] = { s_PlayerHead[0], s_PlayerHead[1], s_PlayerHead[2], s_PlayerHead[3], s_PlayerHead[4] }; #define NINJA_HeadHurl_FRAMES 1 #define NINJA_HeadHurl_R0 1147 #define NINJA_HeadHurl_R1 NINJA_HeadHurl_R0 + (NINJA_HeadHurl_FRAMES * 1) #define NINJA_HeadHurl_R2 NINJA_HeadHurl_R0 + (NINJA_HeadHurl_FRAMES * 2) #define NINJA_HeadHurl_R3 NINJA_HeadHurl_R0 + (NINJA_HeadHurl_FRAMES * 3) #define NINJA_HeadHurl_R4 NINJA_HeadHurl_R0 + (NINJA_HeadHurl_FRAMES * 4) STATE s_PlayerHeadHurl[5][1] = { { {NINJA_HeadHurl_R0 + 0, NINJA_HeadHurl_RATE, NullAnimator, &s_PlayerHeadHurl[0][0]}, }, { {NINJA_HeadHurl_R1 + 0, NINJA_HeadHurl_RATE, NullAnimator, &s_PlayerHeadHurl[1][0]}, }, { {NINJA_HeadHurl_R2 + 0, NINJA_HeadHurl_RATE, NullAnimator, &s_PlayerHeadHurl[2][0]}, }, { {NINJA_HeadHurl_R3 + 0, NINJA_HeadHurl_RATE, NullAnimator, &s_PlayerHeadHurl[3][0]}, }, { {NINJA_HeadHurl_R4 + 0, NINJA_HeadHurl_RATE, NullAnimator, &s_PlayerHeadHurl[4][0]}, }, }; STATE* sg_PlayerHeadHurl[] = { s_PlayerHeadHurl[0], s_PlayerHeadHurl[1], s_PlayerHeadHurl[2], s_PlayerHeadHurl[3], s_PlayerHeadHurl[4] }; #define PLAYER_NINJA_DIE_RATE 22 STATE s_PlayerDeath[5][10] = { { {PLAYER_NINJA_DIE + 0, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][1]}, {PLAYER_NINJA_DIE + 1, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][2]}, {PLAYER_NINJA_DIE + 2, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][3]}, {PLAYER_NINJA_DIE + 3, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][4]}, {PLAYER_NINJA_DIE + 4, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][5]}, {PLAYER_NINJA_DIE + 5, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][6]}, {PLAYER_NINJA_DIE + 6, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][7]}, {PLAYER_NINJA_DIE + 7, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][8]}, {PLAYER_NINJA_DIE + 8, 0 | SF_QUICK_CALL, QueueFloorBlood, &s_PlayerDeath[0][9]}, {PLAYER_NINJA_DIE + 8, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][9]}, }, { {PLAYER_NINJA_DIE + 0, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][1]}, {PLAYER_NINJA_DIE + 1, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][2]}, {PLAYER_NINJA_DIE + 2, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][3]}, {PLAYER_NINJA_DIE + 3, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][4]}, {PLAYER_NINJA_DIE + 4, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][5]}, {PLAYER_NINJA_DIE + 5, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][6]}, {PLAYER_NINJA_DIE + 6, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][7]}, {PLAYER_NINJA_DIE + 7, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][8]}, {PLAYER_NINJA_DIE + 8, 0 | SF_QUICK_CALL, QueueFloorBlood, &s_PlayerDeath[1][9]}, {PLAYER_NINJA_DIE + 8, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][9]}, }, { {PLAYER_NINJA_DIE + 0, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][1]}, {PLAYER_NINJA_DIE + 1, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][2]}, {PLAYER_NINJA_DIE + 2, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][3]}, {PLAYER_NINJA_DIE + 3, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][4]}, {PLAYER_NINJA_DIE + 4, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][5]}, {PLAYER_NINJA_DIE + 5, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][6]}, {PLAYER_NINJA_DIE + 6, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][7]}, {PLAYER_NINJA_DIE + 7, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][8]}, {PLAYER_NINJA_DIE + 8, 0 | SF_QUICK_CALL, QueueFloorBlood, &s_PlayerDeath[2][9]}, {PLAYER_NINJA_DIE + 8, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][9]}, }, { {PLAYER_NINJA_DIE + 0, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][1]}, {PLAYER_NINJA_DIE + 1, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][2]}, {PLAYER_NINJA_DIE + 2, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][3]}, {PLAYER_NINJA_DIE + 3, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][4]}, {PLAYER_NINJA_DIE + 4, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][5]}, {PLAYER_NINJA_DIE + 5, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][6]}, {PLAYER_NINJA_DIE + 6, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][7]}, {PLAYER_NINJA_DIE + 7, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][8]}, {PLAYER_NINJA_DIE + 8, 0 | SF_QUICK_CALL, QueueFloorBlood, &s_PlayerDeath[3][9]}, {PLAYER_NINJA_DIE + 8, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][9]}, }, { {PLAYER_NINJA_DIE + 0, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][1]}, {PLAYER_NINJA_DIE + 1, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][2]}, {PLAYER_NINJA_DIE + 2, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][3]}, {PLAYER_NINJA_DIE + 3, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][4]}, {PLAYER_NINJA_DIE + 4, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][5]}, {PLAYER_NINJA_DIE + 5, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][6]}, {PLAYER_NINJA_DIE + 6, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][7]}, {PLAYER_NINJA_DIE + 7, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][8]}, {PLAYER_NINJA_DIE + 8, 0 | SF_QUICK_CALL, QueueFloorBlood, &s_PlayerDeath[4][9]}, {PLAYER_NINJA_DIE + 8, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][9]}, }, }; STATE* sg_PlayerDeath[] = { s_PlayerDeath[0], s_PlayerDeath[1], s_PlayerDeath[2], s_PlayerDeath[3], s_PlayerDeath[4] }; ////////////////////// // // PLAYER NINJA SWORD // ////////////////////// #define PLAYER_NINJA_SWORD_RATE 12 STATE s_PlayerNinjaSword[5][4] = { { {PLAYER_NINJA_SWORD_R0 + 0, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[0][1]}, {PLAYER_NINJA_SWORD_R0 + 1, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[0][2]}, {PLAYER_NINJA_SWORD_R0 + 2, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[0][3]}, {PLAYER_NINJA_SWORD_R0 + 2, PLAYER_NINJA_SWORD_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaSword[0][0]}, }, { {PLAYER_NINJA_SWORD_R1 + 0, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[1][1]}, {PLAYER_NINJA_SWORD_R1 + 1, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[1][2]}, {PLAYER_NINJA_SWORD_R1 + 2, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[1][3]}, {PLAYER_NINJA_SWORD_R1 + 2, PLAYER_NINJA_SWORD_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaSword[1][0]}, }, { {PLAYER_NINJA_SWORD_R2 + 0, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[2][1]}, {PLAYER_NINJA_SWORD_R2 + 1, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[2][2]}, {PLAYER_NINJA_SWORD_R2 + 2, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[2][3]}, {PLAYER_NINJA_SWORD_R2 + 2, PLAYER_NINJA_SWORD_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaSword[2][0]}, }, { {PLAYER_NINJA_SWORD_R3 + 0, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[3][1]}, {PLAYER_NINJA_SWORD_R3 + 1, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[3][2]}, {PLAYER_NINJA_SWORD_R3 + 2, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[3][3]}, {PLAYER_NINJA_SWORD_R3 + 2, PLAYER_NINJA_SWORD_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaSword[3][0]}, }, { {PLAYER_NINJA_SWORD_R4 + 0, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[4][1]}, {PLAYER_NINJA_SWORD_R4 + 1, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[4][2]}, {PLAYER_NINJA_SWORD_R4 + 2, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[4][3]}, {PLAYER_NINJA_SWORD_R4 + 2, PLAYER_NINJA_SWORD_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaSword[4][0]}, }, }; STATE* sg_PlayerNinjaSword[] = { s_PlayerNinjaSword[0], s_PlayerNinjaSword[1], s_PlayerNinjaSword[2], s_PlayerNinjaSword[3], s_PlayerNinjaSword[4] }; ////////////////////// // // PLAYER NINJA PUNCH // ////////////////////// #define PLAYER_NINJA_PUNCH_RATE 15 STATE s_PlayerNinjaPunch[5][4] = { { {PLAYER_NINJA_PUNCH_R0 + 0, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[0][1]}, {PLAYER_NINJA_PUNCH_R0 + 1, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[0][2]}, {PLAYER_NINJA_PUNCH_R0 + 1, PLAYER_NINJA_PUNCH_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaPunch[0][2]}, }, { {PLAYER_NINJA_PUNCH_R1 + 0, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[1][1]}, {PLAYER_NINJA_PUNCH_R1 + 1, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[1][2]}, {PLAYER_NINJA_PUNCH_R1 + 1, PLAYER_NINJA_PUNCH_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaPunch[1][2]}, }, { {PLAYER_NINJA_PUNCH_R2 + 0, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[2][1]}, {PLAYER_NINJA_PUNCH_R2 + 1, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[2][2]}, {PLAYER_NINJA_PUNCH_R2 + 1, PLAYER_NINJA_PUNCH_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaPunch[2][2]}, }, { {PLAYER_NINJA_PUNCH_R3 + 0, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[3][1]}, {PLAYER_NINJA_PUNCH_R3 + 1, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[3][2]}, {PLAYER_NINJA_PUNCH_R3 + 1, PLAYER_NINJA_PUNCH_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaPunch[3][2]}, }, { {PLAYER_NINJA_PUNCH_R4 + 0, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[4][1]}, {PLAYER_NINJA_PUNCH_R4 + 1, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[4][2]}, {PLAYER_NINJA_PUNCH_R4 + 1, PLAYER_NINJA_PUNCH_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaPunch[4][2]}, }, }; STATE* sg_PlayerNinjaPunch[] = { s_PlayerNinjaPunch[0], s_PlayerNinjaPunch[1], s_PlayerNinjaPunch[2], s_PlayerNinjaPunch[3], s_PlayerNinjaPunch[4] }; ////////////////////// // // PLAYER NINJA FLY // ////////////////////// #define PLAYER_NINJA_FLY_RATE 15 #define PLAYER_NINJA_FLY_R0 1200 #define PLAYER_NINJA_FLY_R1 1200 #define PLAYER_NINJA_FLY_R2 1200 #define PLAYER_NINJA_FLY_R3 1200 #define PLAYER_NINJA_FLY_R4 1200 STATE s_PlayerNinjaFly[5][4] = { { {PLAYER_NINJA_FLY_R0 + 0, PLAYER_NINJA_FLY_RATE, NullAnimator, &s_PlayerNinjaFly[0][0]}, }, { {PLAYER_NINJA_FLY_R1 + 0, PLAYER_NINJA_FLY_RATE, NullAnimator, &s_PlayerNinjaFly[1][0]}, }, { {PLAYER_NINJA_FLY_R2 + 0, PLAYER_NINJA_FLY_RATE, NullAnimator, &s_PlayerNinjaFly[2][0]}, }, { {PLAYER_NINJA_FLY_R3 + 0, PLAYER_NINJA_FLY_RATE, NullAnimator, &s_PlayerNinjaFly[3][0]}, }, { {PLAYER_NINJA_FLY_R4 + 0, PLAYER_NINJA_FLY_RATE, NullAnimator, &s_PlayerNinjaFly[4][0]}, }, }; STATE* sg_PlayerNinjaFly[] = { s_PlayerNinjaFly[0], s_PlayerNinjaFly[1], s_PlayerNinjaFly[2], s_PlayerNinjaFly[3], s_PlayerNinjaFly[4] }; ///////////////////////////////////////////////////////////////////////////// void DoPlayerSpriteThrow(PLAYER* pp) { if (!(pp->Flags & (PF_DIVING|PF_FLYING|PF_CRAWLING))) { if (pp->CurWpn == pp->Wpn[WPN_SWORD] && pp->actor->user.Rot != sg_PlayerNinjaSword) NewStateGroup(pp->actor, sg_PlayerNinjaSword); else //if (pp->CurWpn == pp->Wpn[WPN_FIST] && pp->actor->user.Rot != sg_PlayerNinjaPunch) NewStateGroup(pp->actor, sg_PlayerNinjaPunch); //else // NewStateGroup(pp->actor, sg_PlayerNinjaThrow); } } int DoPlayerSpriteReset(DSWActor* actor) { PLAYER* pp; if (!actor->user.PlayerP) return 0; pp = actor->user.PlayerP; // need to figure out what frames to put sprite into if (pp->DoPlayerAction == DoPlayerCrawl) NewStateGroup(pp->actor, actor->user.ActorActionSet->Crawl); else { if (pp->Flags & (PF_PLAYER_MOVED)) NewStateGroup(pp->actor, actor->user.ActorActionSet->Run); else NewStateGroup(pp->actor, actor->user.ActorActionSet->Stand); } return 0; } int SetVisHigh(void) { // g_visibility = NormalVisibility>>1; return 0; } int SetVisNorm(void) { // g_visibility = NormalVisibility; return 0; } void pSetVisNorm(PANEL_SPRITE* psp) { // SetVisNorm(); } TARGET_SORT TargetSort[MAX_TARGET_SORT]; unsigned TargetSortCount; static int CompareTarget(void const * a, void const * b) { auto tgt1 = (TARGET_SORT const *)a; auto tgt2 = (TARGET_SORT const *)b; // will return a number less than 0 if tgt1 < tgt2 return tgt2->weight - tgt1->weight; } bool FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects, int32_t xe, int32_t ye, int32_t ze, int16_t secte); DSWActor* DoPickTarget(DSWActor* actor, uint32_t max_delta_ang, int skip_targets) { const int PICK_DIST = 40000; short angle2, delta_ang; int dist, zh; int16_t* shp; int ezh, ezhl, ezhm; unsigned ndx; TARGET_SORT* ts; int ang_weight, dist_weight; // !JIM! Watch out for max_delta_ang of zero! if (max_delta_ang == 0) max_delta_ang = 1; TargetSortCount = 0; TargetSort[0].actor = nullptr; for (shp = StatDamageList; shp < &StatDamageList[SIZ(StatDamageList)]; shp++) { SWStatIterator it(*shp); while (auto itActor = it.Next()) { // don't pick yourself if (actor == itActor) continue; if (skip_targets != 2) // Used for spriteinfo mode { if (skip_targets && (itActor->user.Flags & SPR_TARGETED)) continue; // don't pick a dead player if (itActor->user.PlayerP && (itActor->user.PlayerP->Flags & PF_DEAD)) continue; } // Only look at closest ones //if ((dist = Distance(actor->spr.x, actor->spr.y, itActor->spr.x, itActor->spr.y)) > PICK_DIST) if ((dist = FindDistance3D(actor->int_pos() - itActor->int_pos())) > PICK_DIST) continue; if (skip_targets != 2) // Used for spriteinfo mode { // don't set off mine if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY)) continue; } // Get the angle to the player angle2 = NORM_ANGLE(getangle(itActor->int_pos().X - actor->int_pos().X, itActor->int_pos().Y - actor->int_pos().Y)); // Get the angle difference // delta_ang = labs(pp->angle.ang.Buildang() - angle2); delta_ang = short(abs(getincangle(angle2, actor->int_ang()))); // If delta_ang not in the range skip this one if (delta_ang > (int)max_delta_ang) continue; if (actor->hasU() && actor->user.PlayerP) zh = actor->user.PlayerP->int_ppos().Z; else zh = int_ActorZOfTop(actor) + (int_ActorSizeZ(actor) >> 2); ezh = int_ActorZOfTop(itActor) + (int_ActorSizeZ(itActor) >> 2); ezhm = int_ActorZOfTop(itActor) + (int_ActorSizeZ(itActor) >> 1); ezhl = int_ActorZOfBottom(itActor) - (int_ActorSizeZ(itActor) >> 2); // If you can't see 'em you can't shoot 'em if (!FAFcansee(actor->int_pos().X, actor->int_pos().Y, zh, actor->sector(), itActor->int_pos().X, itActor->int_pos().Y, ezh, itActor->sector()) && !FAFcansee(actor->int_pos().X, actor->int_pos().Y, zh, actor->sector(), itActor->int_pos().X, itActor->int_pos().Y, ezhm, itActor->sector()) && !FAFcansee(actor->int_pos().X, actor->int_pos().Y, zh, actor->sector(), itActor->int_pos().X, itActor->int_pos().Y, ezhl, itActor->sector()) ) continue; // get ndx - there is only room for 15 if (TargetSortCount > SIZ(TargetSort)-1) { for (ndx = 0; ndx < SIZ(TargetSort); ndx++) { if (dist < TargetSort[ndx].dist) break; } if (ndx == SIZ(TargetSort)) continue; } else { ndx = TargetSortCount; } ts = &TargetSort[ndx]; ts->actor = itActor; ts->dang = delta_ang; ts->dist = dist; // gives a value between 0 and 65535 ang_weight = IntToFixed(max_delta_ang - ts->dang)/max_delta_ang; // gives a value between 0 and 65535 dist_weight = IntToFixed((PICK_DIST / 2) - ((ts->dist) >> 1)) / (PICK_DIST / 2); //weighted average ts->weight = (ang_weight + dist_weight*4)/5; TargetSortCount++; if (TargetSortCount >= SIZ(TargetSort)) TargetSortCount = SIZ(TargetSort); } } if (TargetSortCount > 1) qsort(&TargetSort, TargetSortCount, sizeof(TARGET_SORT), CompareTarget); return TargetSort[0].actor; } void DoPlayerResetMovement(PLAYER* pp) { pp->vect.X = pp->ovect.X = 0; pp->vect.Y = pp->ovect.Y = 0; pp->slide_vect.X = 0; pp->slide_vect.Y = 0; pp->drive_avel = 0; pp->Flags &= ~(PF_PLAYER_MOVED); } void DoPlayerTeleportPause(PLAYER* pp) { DSWActor* actor = pp->actor; // set this so we don't get stuck in teleporting loop pp->lastcursector = pp->cursector; if ((actor->user.WaitTics-=synctics) <= 0) { //actor->spr.cstat &= ~(CSTAT_SPRITE_TRANSLUCENT); pp->Flags2 &= ~(PF2_TELEPORTED); DoPlayerResetMovement(pp); DoPlayerBeginRun(pp); return; } } void DoPlayerTeleportToSprite(PLAYER* pp, vec3_t* pos, int ang) { pp->angle.ang = pp->angle.oang = DAngle::fromBuild(ang); pp->set_int_ppos_XY(pos->XY()); pp->oldpos.XY() = pp->opos.XY() = pp->pos.XY(); //getzsofslopeptr(actor->s // ector(), pp->posx, pp->posy, &cz, &fz); //pp->posz = pp->oposz = fz - PLAYER_HEIGHT; pp->set_int_ppos_Z(pos->Z - PLAYER_HEIGHT); pp->opos.Z = pp->pos.Z; updatesector(pp->int_ppos().X, pp->int_ppos().Y, &pp->cursector); pp->Flags2 |= (PF2_TELEPORTED); } void DoPlayerTeleportToOffset(PLAYER* pp) { pp->oldpos.XY() = pp->opos.XY() = pp->pos.XY(); updatesector(pp->int_ppos().X, pp->int_ppos().Y, &pp->cursector); pp->Flags2 |= (PF2_TELEPORTED); } void DoSpawnTeleporterEffect(DSWActor* actor) { extern STATE s_TeleportEffect[]; int nx, ny; nx = MOVEx(512, actor->int_ang()); ny = MOVEy(512, actor->int_ang()); nx += actor->int_pos().X; ny += actor->int_pos().Y; auto effectActor = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, actor->sector(), nx, ny, int_ActorZOfTop(actor) + Z(16), actor->int_ang(), 0); SetActorZ(effectActor, effectActor->int_pos()); effectActor->spr.shade = -40; effectActor->spr.xrepeat = effectActor->spr.yrepeat = 42; effectActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); effectActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); effectActor->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_WALL); } void DoSpawnTeleporterEffectPlace(DSWActor* actor) { extern STATE s_TeleportEffect[]; auto effectActor = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, actor->sector(), actor->int_pos().X, actor->int_pos().Y, int_ActorZOfTop(actor) + Z(16), actor->int_ang(), 0); SetActorZ(effectActor, effectActor->int_pos()); effectActor->spr.shade = -40; effectActor->spr.xrepeat = effectActor->spr.yrepeat = 42; effectActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); effectActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); effectActor->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_WALL); } void DoPlayerWarpTeleporter(PLAYER* pp) { auto ppActor = pp->actor; short pnum; DSWActor* act_warp; #if 0 TAG 2 = match TAG 3 = Type Sprite - 0,32 always teleports you to the center at the angle the sprite is facing Offset - 1 always teleports you by the offset.Does not touch the angle TAG 4 = angle TAG 5 to 8 = random match locations #endif if ((act_warp = Warp(pp->pos, &pp->cursector)) == nullptr) { return; } switch (SP_TAG3(act_warp)) { case 1: DoPlayerTeleportToOffset(pp); UpdatePlayerSprite(pp); break; default: { auto pos = act_warp->int_pos(); DoPlayerTeleportToSprite(pp, &pos, act_warp->int_ang()); act_warp->set_int_pos(pos); PlaySound(DIGI_TELEPORT, pp, v3df_none); DoPlayerResetMovement(pp); ppActor->user.WaitTics = 30; DoPlayerBeginRun(pp); pp->DoPlayerAction = DoPlayerTeleportPause; NewStateGroup(ppActor, ppActor->user.ActorActionSet->Stand); UpdatePlayerSprite(pp); DoSpawnTeleporterEffect(ppActor); TRAVERSE_CONNECT(pnum) { if (pnum != pp - Player) { PLAYER* npp = &Player[pnum]; // if someone already standing there if (npp->cursector == pp->cursector) { PlayerUpdateHealth(npp, -npp->actor->user.Health); // Make sure he dies! // telefraged by teleporting player PlayerCheckDeath(npp, pp->actor); } } } break; } } ppActor->backuppos(); } void DoPlayerSetWadeDepth(PLAYER* pp) { sectortype* sectp; pp->WadeDepth = 0; if (pp->lo_sectp) sectp = pp->lo_sectp; else return; if ((sectp->extra & SECTFX_SINK)) { // make sure your even in the water if (pp->pos.Z + PLAYER_HEIGHTF > pp->lo_sectp->floorz - FixedToInt(pp->lo_sectp->depth_fixed)) pp->WadeDepth = FixedToInt(pp->lo_sectp->depth_fixed); } } void DoPlayerHeight(PLAYER* pp) { int diff; diff = pp->int_ppos().Z - (pp->int_ploz() - PLAYER_HEIGHT); pp->set_int_ppos_Z(pp->int_ppos().Z - ((diff >> 2) + (diff >> 3))); } void DoPlayerJumpHeight(PLAYER* pp) { if (pp->lo_sectp && (pp->lo_sectp->extra & SECTFX_DYNAMIC_AREA)) { if (pp->int_ppos().Z + PLAYER_HEIGHT > pp->int_ploz()) { pp->set_int_ppos_Z(pp->int_ploz() - PLAYER_HEIGHT); DoPlayerBeginRun(pp); } } } void DoPlayerCrawlHeight(PLAYER* pp) { int diff; diff = pp->int_ppos().Z - (pp->int_ploz() - PLAYER_CRAWL_HEIGHT); pp->set_int_ppos_Z(pp->int_ppos().Z - ((diff >> 2) + (diff >> 3))); } void UpdatePlayerSpriteAngle(PLAYER* pp) { DSWActor* plActor = pp->actor; plActor->backupang(); plActor->set_int_ang(pp->angle.ang.Buildang()); plActor = pp->PlayerUnderActor; if (!Prediction && plActor) { plActor->backupang(); plActor->set_int_ang(pp->angle.ang.Buildang()); } } void DoPlayerTurn(PLAYER* pp, float const avel, double const scaleAdjust) { pp->angle.applyinput(avel, &pp->input.actions, scaleAdjust); UpdatePlayerSpriteAngle(pp); } void DoPlayerTurnVehicle(PLAYER* pp, float avel, int z, int floor_dist) { SECTOR_OBJECT* sop = pp->sop; if (sop->drive_angspeed) { float drive_oavel = pp->drive_avel; pp->drive_avel = float((MulScaleF(avel, sop->drive_angspeed, 16) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide); avel = pp->drive_avel; } else { avel *= synctics * 0.125f; } if (avel != 0) { auto sum = pp->angle.ang + DAngle::fromDeg(avel); if (MultiClipTurn(pp, NORM_ANGLE(sum.Buildang()), z, floor_dist)) { pp->angle.ang = sum; pp->actor->set_int_ang(pp->angle.ang.Buildang()); } } } void DoPlayerTurnVehicleRect(PLAYER* pp, int *x, int *y, int *ox, int *oy) { float avel; SECTOR_OBJECT* sop = pp->sop; if (sop->drive_angspeed) { float drive_oavel = pp->drive_avel; pp->drive_avel = float((MulScaleF(pp->input.avel, sop->drive_angspeed, 16) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide); avel = pp->drive_avel; } else { avel = pp->input.avel * synctics * 0.125f; } if (avel != 0) { auto sum = pp->angle.ang + DAngle::fromDeg(avel); if (RectClipTurn(pp, NORM_ANGLE(sum.Buildang()), x, y, ox, oy)) { pp->angle.ang = sum; pp->actor->set_int_ang(pp->angle.ang.Buildang()); } } } void DoPlayerTurnTurret(PLAYER* pp, float avel) { DAngle new_ang, diff; SECTOR_OBJECT* sop = pp->sop; if (sop->drive_angspeed) { float drive_oavel = pp->drive_avel; pp->drive_avel = float((MulScaleF(avel, sop->drive_angspeed, 16) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide); avel = pp->drive_avel; } else { avel = avel * synctics * 0.25f; } if (fabs(avel) >= FLT_EPSILON) { new_ang = pp->angle.ang + DAngle::fromDeg(avel); if (sop->limit_ang_center >= nullAngle) { diff = deltaangle(sop->limit_ang_center, new_ang); if (abs(diff) >= sop->limit_ang_delta) { if (diff < nullAngle) new_ang = sop->limit_ang_center - sop->limit_ang_delta; else new_ang = sop->limit_ang_center + sop->limit_ang_delta; } } pp->angle.ang = new_ang; pp->actor->set_int_ang(pp->angle.ang.Buildang()); } OperateSectorObject(pp->sop, pp->angle.ang.Buildang(), pp->sop->pmid); } void SlipSlope(PLAYER* pp) { short ang; if (!pp->insector() || !pp->cursector->hasU()) return; auto sectu = pp->cursector; if (!(sectu->flags & SECTFU_SLIDE_SECTOR) || !(pp->cursector->floorstat & CSTAT_SECTOR_SLOPE)) return; ang = getangle(pp->cursector->firstWall()->delta()); ang = NORM_ANGLE(ang + 512); pp->vect.X += MulScale(bcos(ang), pp->cursector->floorheinum, sectu->speed); pp->vect.Y += MulScale(bsin(ang), pp->cursector->floorheinum, sectu->speed); } void DoPlayerHorizon(PLAYER* pp, float const horz, double const scaleAdjust) { bool const canslopetilt = !(pp->Flags & (PF_FLYING|PF_SWIMMING|PF_DIVING|PF_CLIMBING|PF_JUMPING|PF_FALLING)) && pp->cursector && (pp->cursector->floorstat & CSTAT_SECTOR_SLOPE); pp->horizon.calcviewpitch(pp->int_ppos().vec2, pp->angle.ang, pp->input.actions & SB_AIMMODE, canslopetilt, pp->cursector, scaleAdjust, (pp->Flags & PF_CLIMBING)); pp->horizon.applyinput(horz, &pp->input.actions, scaleAdjust); } void DoPlayerBob(PLAYER* pp) { int dist; int amt; dist = 0; dist = DistanceI(pp->pos, pp->oldpos); if (dist > 512) dist = 0; // if running make a longer stride if (pp->input.actions & SB_RUN) { //amt = 10; amt = 12; amt = MulScale(amt, dist<<8, 16); dist = MulScale(dist, 26000, 16); } else { amt = 5; amt = MulScale(amt, dist<<9, 16); dist = MulScale(dist, 32000, 16); } // controls how fast you move through the sin table pp->bcnt += dist; // wrap bcnt pp->bcnt &= 2047; // move pp->q16horiz up and down from 100 using sintable //pp->bob_z = Z((8 * bsin(pp->bcnt)) >> 14); pp->bob_z = MulScale(Z(amt), bsin(pp->bcnt), 14); } void DoPlayerBeginRecoil(PLAYER* pp, short pix_amt) { pp->Flags |= (PF_RECOIL); pp->recoil_amt = pix_amt; pp->recoil_speed = 80; pp->recoil_ndx = 0; pp->recoil_ohorizoff = pp->recoil_horizoff = 0; } void DoPlayerRecoil(PLAYER* pp) { // controls how fast you move through the sin table pp->recoil_ndx += pp->recoil_speed; if (bsin(pp->recoil_ndx) < 0) { pp->Flags &= ~(PF_RECOIL); pp->recoil_ohorizoff = pp->recoil_horizoff = 0; return; } // move pp->q16horiz up and down pp->recoil_ohorizoff = pp->recoil_horizoff; pp->recoil_horizoff = pp->recoil_amt * bsin(pp->recoil_ndx, 2); } // for wading void DoPlayerSpriteBob(PLAYER* pp, short player_height, short bob_amt, short bob_speed) { pp->bob_ndx = (pp->bob_ndx + (synctics << bob_speed)) & 2047; pp->bob_amt = MulScale(bob_amt, bsin(pp->bob_ndx), 14); pp->actor->set_int_z((pp->int_ppos().Z + player_height) + pp->bob_amt); } void UpdatePlayerUnderSprite(PLAYER* pp) { DSWActor* act_over = pp->actor; int water_level_z, zdiff; bool above_water, in_dive_area; if (Prediction) return; ASSERT(act_over->hasU()); // dont bother spawning if you ain't really in the water water_level_z = act_over->sector()->int_floorz(); // - Z(pp->WadeDepth); // if not below water above_water = (int_ActorZOfBottom(act_over) <= water_level_z); in_dive_area = SpriteInDiveArea(act_over); // if not in dive area OR (in dive area AND above the water) - Kill it if (!in_dive_area || (in_dive_area && above_water)) { // if under sprite exists and not in a dive area - Kill it if (pp->PlayerUnderActor != nullptr) { KillActor(pp->PlayerUnderActor); pp->PlayerUnderActor = nullptr; } return; } else { // if in a dive area and a under sprite does not exist - create it if (pp->PlayerUnderActor == nullptr) { SpawnPlayerUnderSprite(pp); } } DSWActor* act_under = pp->PlayerUnderActor; act_under->spr.pos = act_over->spr.pos; ChangeActorSect(act_under, act_over->sector()); SpriteWarpToUnderwater(act_under); // find z water level of the top sector // diff between the bottom of the upper sprite and the water level zdiff = int_ActorZOfBottom(act_over) - water_level_z; // add diff to ceiling act_under->set_int_z(act_under->sector()->int_ceilingz() + zdiff); act_under->user.State = act_over->user.State; act_under->user.Rot = act_over->user.Rot; act_under->user.StateStart = act_over->user.StateStart; act_under->spr.picnum = act_over->spr.picnum; } void UpdatePlayerSprite(PLAYER* pp) { DSWActor* actor = pp->actor; if (!actor) return; // Update sprite representation of player actor->set_int_xy(pp->int_ppos().X, pp->int_ppos().Y); // there are multiple death functions if (pp->Flags & (PF_DEAD)) { ChangeActorSect(pp->actor, pp->cursector); actor->set_int_ang(pp->angle.ang.Buildang()); UpdatePlayerUnderSprite(pp); return; } if (pp->sop_control) { actor->spr.pos.Z = pp->cursector->floorz; ChangeActorSect(pp->actor, pp->cursector); } else if (pp->DoPlayerAction == DoPlayerCrawl) { actor->spr.pos.Z = pp->pos.Z + PLAYER_CRAWL_HEIGHTF; ChangeActorSect(pp->actor, pp->cursector); } #if 0 else if (pp->DoPlayerAction == DoPlayerSwim) { actor->spr.z = pp->loz - Z(pp->WadeDepth) + Z(1); ChangeActorSect(pp->actor, pp->cursector); } #endif else if (pp->DoPlayerAction == DoPlayerWade) { actor->spr.pos.Z = pp->pos.Z + PLAYER_HEIGHTF; ChangeActorSect(pp->actor, pp->cursector); if (pp->WadeDepth > Z(29)) { DoPlayerSpriteBob(pp, PLAYER_HEIGHT, Z(3), 3); } } else if (pp->DoPlayerAction == DoPlayerDive) { // bobbing and sprite position taken care of in DoPlayerDive actor->spr.pos.Z = pp->pos.Z + 10; ChangeActorSect(pp->actor, pp->cursector); } else if (pp->DoPlayerAction == DoPlayerClimb) { actor->spr.pos.Z = pp->pos.Z + 17; ChangeActorSect(pp->actor, pp->cursector); } else if (pp->DoPlayerAction == DoPlayerFly) { // actor->spr.z = pp->posz + PLAYER_HEIGHT; // bobbing and sprite position taken care of in DoPlayerFly //actor->spr.z = pp->posz + PLAYER_HEIGHT; //DoPlayerSpriteBob(pp, PLAYER_HEIGHT, PLAYER_FLY_BOB_AMT, 3); DoPlayerSpriteBob(pp, PLAYER_HEIGHT, Z(6), 3); ChangeActorSect(pp->actor, pp->cursector); } else if (pp->DoPlayerAction == DoPlayerJump || pp->DoPlayerAction == DoPlayerFall || pp->DoPlayerAction == DoPlayerForceJump) { actor->spr.pos.Z = pp->pos.Z + PLAYER_HEIGHTF; ChangeActorSect(pp->actor, pp->cursector); } else if (pp->DoPlayerAction == DoPlayerTeleportPause) { actor->spr.pos.Z = pp->pos.Z + PLAYER_HEIGHTF; ChangeActorSect(pp->actor, pp->cursector); } else { actor->set_int_z(pp->int_ploz()); ChangeActorSect(pp->actor, pp->cursector); } UpdatePlayerUnderSprite(pp); actor->set_int_ang(pp->angle.ang.Buildang()); } void DoPlayerZrange(PLAYER* pp) { Collision ceilhit, florhit; DSWActor* actor = pp->actor; if (!actor) return; // Don't let you fall if you're just slightly over a cliff // This function returns the highest and lowest z's // for an entire box, NOT just a point. -Useful for clipping auto bakcstat = actor->spr.cstat; actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK); vec3_t pos = pp->int_ppos(); pos.Z += Z(8); FAFgetzrange(pos, pp->cursector, &pp->_hiz, &ceilhit, &pp->_loz, &florhit, ((int)actor->spr.clipdist<<2) - GETZRANGE_CLIP_ADJ, CLIPMASK_PLAYER); actor->spr.cstat = bakcstat; Collision ceilColl(ceilhit); Collision floorColl(florhit); // 16384+sector (sector first touched) or // 49152+spritenum (sprite first touched) pp->lo_sectp = pp->hi_sectp = nullptr; pp->lowActor = nullptr; pp->highActor = nullptr; if (ceilColl.type == kHitSprite) { pp->highActor = ceilColl.actor(); } else { pp->hi_sectp = ceilColl.hitSector; } if (floorColl.type == kHitSprite) { pp->lowActor = floorColl.actor(); // prevent player from standing on Zombies auto fsp = floorColl.actor(); if (fsp->spr.statnum == STAT_ENEMY && floorColl.actor()->user.ID == ZOMBIE_RUN_R0) { pp->lo_sectp = fsp->sector(); pp->_loz = fsp->int_pos().Z; pp->lowActor = nullptr; } } else { pp->lo_sectp = floorColl.hitSector; } } void DoPlayerSlide(PLAYER* pp) { DSWActor* actor = pp->actor; int push_ret; if ((pp->slide_vect.X|pp->slide_vect.Y) == 0) return; if (pp->sop) return; pp->slide_vect.X = MulScale(pp->slide_vect.X, PLAYER_SLIDE_FRICTION, 16); pp->slide_vect.Y = MulScale(pp->slide_vect.Y, PLAYER_SLIDE_FRICTION, 16); if (labs(pp->slide_vect.X) < 12800 && labs(pp->slide_vect.Y) < 12800) pp->slide_vect.X = pp->slide_vect.Y = 0; push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER); if (push_ret < 0) { if (!(pp->Flags & PF_DEAD)) { PlayerUpdateHealth(pp, -actor->user.Health); // Make sure he dies! PlayerCheckDeath(pp, nullptr); if (pp->Flags & (PF_DEAD)) return; } return; } Collision coll; clipmove(pp->pos, &pp->cursector, pp->slide_vect.X, pp->slide_vect.Y, ((int)actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER, coll); PlayerCheckValidMove(pp); push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER); if (push_ret < 0) { if (!(pp->Flags & PF_DEAD)) { PlayerUpdateHealth(pp, -actor->user.Health); // Make sure he dies! PlayerCheckDeath(pp, nullptr); if (pp->Flags & (PF_DEAD)) return; } return; } } void PlayerCheckValidMove(PLAYER* pp) { if (!pp->insector()) { pp->pos = pp->oldpos; pp->cursector = pp->lastcursector; } } void PlayerSectorBound(PLAYER* pp, int amt) { if (!pp->insector()) return; int cz,fz; // player should never go into a sector // was getting some problems with this // when jumping onto hight sloped sectors // call this routine to make sure he doesn't // called from DoPlayerMove() but can be called // from anywhere it is needed getzsofslopeptr(pp->cursector, pp->int_ppos().X, pp->int_ppos().Y, &cz, &fz); if (pp->int_ppos().Z > fz - amt) pp->set_int_ppos_Z(fz - amt); if (pp->int_ppos().Z < cz + amt) pp->set_int_ppos_Z(cz + amt); } void DoPlayerMove(PLAYER* pp) { DSWActor* actor = pp->actor; int friction; int push_ret = 0; // If SO interpolation is disabled, make sure the player's aiming, // turning and movement still get appropriately interpolated. // We do this from here instead of MovePlayer, covering the case // the player gets pushed by a wall (e.g., on the boat in level 5). bool interpolate_ride = pp->sop_riding && (!cl_sointerpolation || CommEnabled); void SlipSlope(PLAYER* pp); SlipSlope(pp); if (!SyncInput()) { pp->Flags2 |= (PF2_INPUT_CAN_TURN_GENERAL); } else { DoPlayerTurn(pp, pp->input.avel, 1); } pp->oldpos = pp->pos; pp->lastcursector = pp->cursector; if (PLAYER_MOVING(pp) == 0) pp->Flags &= ~(PF_PLAYER_MOVED); else pp->Flags |= (PF_PLAYER_MOVED); DoPlayerSlide(pp); pp->ovect.X = pp->vect.X; pp->ovect.Y = pp->vect.Y; pp->vect.X += ((pp->input.fvel*synctics*2)<<6); pp->vect.Y += ((pp->input.svel*synctics*2)<<6); friction = pp->friction; if (!(pp->Flags & PF_SWIMMING) && pp->WadeDepth) { friction -= pp->WadeDepth * 100L; } pp->vect.X = MulScale(pp->vect.X, friction, 16); pp->vect.Y = MulScale(pp->vect.Y, friction, 16); if (pp->Flags & (PF_FLYING)) { // do a bit of weighted averaging pp->vect.X = (pp->vect.X + (pp->ovect.X*1))/2; pp->vect.Y = (pp->vect.Y + (pp->ovect.Y*1))/2; } else if (pp->Flags & (PF_DIVING)) { // do a bit of weighted averaging pp->vect.X = (pp->vect.X + (pp->ovect.X*2))/3; pp->vect.Y = (pp->vect.Y + (pp->ovect.Y*2))/3; } if (labs(pp->vect.X) < 12800 && labs(pp->vect.Y) < 12800) pp->vect.X = pp->vect.Y = 0; actor->spr.xvel = FindDistance2D(pp->vect.X,pp->vect.Y)>>14; if (pp->Flags & (PF_CLIP_CHEAT)) { auto sect = pp->cursector; if (interpolate_ride) { pp->opos.XY() = pp->pos.XY(); } pp->add_int_ppos_XY({ pp->vect.X >> 14, pp->vect.Y >> 14 }); updatesector(pp->int_ppos().X, pp->int_ppos().Y, §); if (sect != nullptr) pp->cursector = sect; } else { push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist - Z(16), CLIPMASK_PLAYER); if (push_ret < 0) { if (!(pp->Flags & PF_DEAD)) { PlayerUpdateHealth(pp, -actor->user.Health); // Make sure he dies! PlayerCheckDeath(pp, nullptr); if (pp->Flags & (PF_DEAD)) return; } } if (interpolate_ride) { pp->opos.XY() = pp->pos.XY(); } auto save_cstat = actor->spr.cstat; actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK); Collision coll; updatesector(pp->int_ppos().X, pp->int_ppos().Y, &pp->cursector); clipmove(pp->pos, &pp->cursector, pp->vect.X, pp->vect.Y, ((int)actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER, coll); actor->spr.cstat = save_cstat; PlayerCheckValidMove(pp); push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist - Z(16), CLIPMASK_PLAYER); if (push_ret < 0) { if (!(pp->Flags & PF_DEAD)) { PlayerUpdateHealth(pp, -actor->user.Health); // Make sure he dies! PlayerCheckDeath(pp, nullptr); if (pp->Flags & (PF_DEAD)) return; } } } if (interpolate_ride) { pp->opos.Z = pp->pos.Z; pp->angle.backup(); } // check for warp - probably can remove from CeilingHit if (WarpPlane(pp->pos, &pp->cursector)) { PlayerWarpUpdatePos(pp); } DoPlayerZrange(pp); //PlayerSectorBound(pp, Z(1)); DoPlayerSetWadeDepth(pp); if (!SyncInput()) { pp->Flags2 |= (PF2_INPUT_CAN_AIM); } else { DoPlayerHorizon(pp, pp->input.horz, 1); } if (pp->insector() && (pp->cursector->extra & SECTFX_DYNAMIC_AREA)) { if (pp->Flags & (PF_FLYING|PF_JUMPING|PF_FALLING)) { if (pp->int_ppos().Z > pp->int_ploz()) pp->set_int_ppos_Z(pp->int_ploz() - PLAYER_HEIGHT); if (pp->int_ppos().Z < pp->int_phiz()) pp->set_int_ppos_Z(pp->int_phiz() + PLAYER_HEIGHT); } else if (pp->Flags & (PF_SWIMMING|PF_DIVING)) { if (pp->int_ppos().Z > pp->int_ploz()) pp->set_int_ppos_Z(pp->int_ploz() - PLAYER_SWIM_HEIGHT); if (pp->int_ppos().Z < pp->int_phiz()) pp->set_int_ppos_Z(pp->int_phiz() + PLAYER_SWIM_HEIGHT); } } } void DoPlayerSectorUpdatePreMove(PLAYER* pp) { auto sect = pp->cursector; if (sect == nullptr) return; if ((pp->cursector->extra & SECTFX_DYNAMIC_AREA)) { updatesectorz(pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, §); if (sect == nullptr) { sect = pp->cursector; updatesector(pp->int_ppos().X, pp->int_ppos().Y, §); } ASSERT(sect); } else if (FAF_ConnectArea(sect)) { updatesectorz(pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, §); if (sect == nullptr) { sect = pp->cursector; updatesector(pp->int_ppos().X, pp->int_ppos().Y, §); } ASSERT(sect); } pp->setcursector(sect); } void DoPlayerSectorUpdatePostMove(PLAYER* pp) { auto sect = pp->cursector; int fz,cz; // need to do updatesectorz if in connect area if (sect != nullptr && FAF_ConnectArea(sect)) { updatesectorz(pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, &pp->cursector); // can mess up if below if (!pp->insector()) { pp->setcursector(sect); // adjust the posz to be in a sector getzsofslopeptr(pp->cursector, pp->int_ppos().X, pp->int_ppos().Y, &cz, &fz); if (pp->int_ppos().Z > fz) pp->set_int_ppos_Z(fz); if (pp->int_ppos().Z < cz) pp->set_int_ppos_Z(cz); // try again updatesectorz(pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, &pp->cursector); } } else { PlayerSectorBound(pp, Z(1)); } } void PlaySOsound(sectortype* sect, short sound_num) { // play idle sound - sound 1 SWSectIterator it(sect); while (auto actor = it.Next()) { if (actor->spr.statnum == STAT_SOUND_SPOT) { DoSoundSpotStopSound(actor->spr.lotag); DoSoundSpotMatch(actor->spr.lotag, sound_num, 0); } } } void StopSOsound(sectortype* sect) { // play idle sound - sound 1 SWSectIterator it(sect); while (auto actor = it.Next()) { if (actor->spr.statnum == STAT_SOUND_SPOT) DoSoundSpotStopSound(actor->spr.lotag); } } void DoTankTreads(PLAYER* pp) { int i; int vel; sectortype* *sectp; int j; int dot; bool reverse = false; if (Prediction) return; vel = FindDistance2D(pp->vect.X>>8, pp->vect.Y>>8); dot = DOT_PRODUCT_2D(pp->vect.X, pp->vect.Y, pp->angle.ang.Cos() * (1 << 14), pp->angle.ang.Sin() * (1 << 14)); if (dot < 0) reverse = true; for (sectp = pp->sop->sectp, j = 0; *sectp; sectp++, j++) { SWSectIterator it(*sectp); while (auto actor = it.Next()) { // BOOL1 is set only if pans with SO if (!TEST_BOOL1(actor)) continue; if (actor->spr.statnum == STAT_WALL_PAN) { if (reverse) { if (!TEST_BOOL2(actor)) { SET_BOOL2(actor); actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024)); } } else { if (TEST_BOOL2(actor)) { RESET_BOOL2(actor); actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024)); } } SP_TAG5(actor) = vel; } else if (actor->spr.statnum == STAT_FLOOR_PAN) { if (reverse) { if (!TEST_BOOL2(actor)) { SET_BOOL2(actor); actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024)); } } else { if (TEST_BOOL2(actor)) { RESET_BOOL2(actor); actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024)); } } SP_TAG5(actor) = vel; } else if (actor->spr.statnum == STAT_CEILING_PAN) { if (reverse) { if (!TEST_BOOL2(actor)) { SET_BOOL2(actor); actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024)); } } else { if (TEST_BOOL2(actor)) { RESET_BOOL2(actor); actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024)); } } SP_TAG5(actor) = vel; } } } } void SetupDriveCrush(PLAYER* pp, int *x, int *y) { int radius = pp->sop_control->clipdist; x[0] = pp->int_ppos().X - radius; y[0] = pp->int_ppos().Y - radius; x[1] = pp->int_ppos().X + radius; y[1] = pp->int_ppos().Y - radius; x[2] = pp->int_ppos().X + radius; y[2] = pp->int_ppos().Y + radius; x[3] = pp->int_ppos().X - radius; y[3] = pp->int_ppos().Y + radius; } void DriveCrush(PLAYER* pp, int *x, int *y) { int testpointinquad(int x, int y, int *qx, int *qy); SECTOR_OBJECT* sop = pp->sop_control; short stat; sectortype* *sectp; if (MoveSkip4 == 0) return; // not moving - don't crush if ((pp->vect.X|pp->vect.Y) == 0 && pp->input.avel == 0) return; // main sector SWSectIterator it(sop->op_main_sector); while (auto actor = it.Next()) { if (testpointinquad(actor->int_pos().X, actor->int_pos().Y, x, y)) { if ((actor->spr.extra & SPRX_BREAKABLE) && HitBreakSprite(actor, 0)) continue; if (actor->spr.statnum == STAT_MISSILE) continue; if (actor->spr.picnum == ST1) continue; if ((actor->spr.extra & SPRX_PLAYER_OR_ENEMY)) { if (!(actor->user.Flags & SPR_DEAD) && !(actor->spr.extra & SPRX_BREAKABLE)) continue; } if (actor->spr.cstat & (CSTAT_SPRITE_INVISIBLE)) continue; if (actor->spr.statnum > STAT_DONT_DRAW) continue; if (actor->int_pos().Z < sop->crush_z) continue; SpriteQueueDelete(actor); KillActor(actor); } } // all enemys SWStatIterator it2(STAT_ENEMY); while (auto actor = it.Next()) { if (testpointinquad(actor->int_pos().X, actor->int_pos().Y, x, y)) { //if (actor->spr.z < pp->posz) if (actor->int_pos().Z < sop->crush_z) continue; int32_t const vel = FindDistance2D(pp->vect.X>>8, pp->vect.Y>>8); if (vel < 9000) { DoActorBeginSlide(actor, getangle(pp->vect.X, pp->vect.Y), vel/8, 5); if (DoActorSlide(actor)) continue; } UpdateSinglePlayKills(actor); if (SpawnShrap(actor, nullptr, -99)) SetSuicide(actor); else KillActor(actor); } } // all dead actors it2.Reset(STAT_DEAD_ACTOR); while (auto actor = it.Next()) { if (testpointinquad(actor->int_pos().X, actor->int_pos().Y, x, y)) { if (actor->int_pos().Z < sop->crush_z) continue; SpriteQueueDelete(actor); KillActor(actor); } } // all players for (stat = 0; stat < MAX_SW_PLAYERS; stat++) { it2.Reset(stat); auto actor = it.Next(); if (actor == nullptr) continue; if (actor->user.PlayerP == pp) continue; if (testpointinquad(actor->int_pos().X, actor->int_pos().Y, x, y)) { int damage; //if (actor->spr.z < pp->posz) if (actor->int_pos().Z < sop->crush_z) continue; damage = -(actor->user.Health + 100); PlayerDamageSlide(actor->user.PlayerP, damage, pp->angle.ang.Buildang()); PlayerUpdateHealth(actor->user.PlayerP, damage); PlayerCheckDeath(actor->user.PlayerP, pp->actor); } } // if it ends up actually in the drivable sector kill it for (sectp = sop->sectp; *sectp; sectp++) { it.Reset(*sectp); while (auto actor = it.Next()) { // give some extra buffer if (actor->int_pos().Z < sop->crush_z + Z(40)) continue; if ((actor->spr.extra & SPRX_PLAYER_OR_ENEMY)) { if (actor->spr.statnum == STAT_ENEMY) { if (SpawnShrap(actor, nullptr, -99)) SetSuicide(actor); else KillActor(actor); } } } } } void DoPlayerMoveVehicle(PLAYER* pp) { int z; int floor_dist; DSWActor* actor = pp->sop->sp_child; if (!actor) return; DSWActor* plActor = pp->actor; int x[4], y[4], ox[4], oy[4]; int wallcount; int count=0; sectortype* *sectp; SECTOR_OBJECT* sop = pp->sop; walltype* wp; int j,k; short startwall,endwall; bool RectClip = !!(sop->flags & SOBJ_RECT_CLIP); if (Prediction) return; if (!Prediction) { if (labs(pp->input.fvel|pp->input.svel) && !labs(pp->lastinput.fvel| pp->lastinput.svel)) PlaySOsound(pp->sop->mid_sector,SO_DRIVE_SOUND); else if (!labs(pp->input.fvel|pp->input.svel) && labs(pp->lastinput.fvel| pp->lastinput.svel)) PlaySOsound(pp->sop->mid_sector,SO_IDLE_SOUND); } // force synchronised input here for now. setForcedSyncInput(); if (PLAYER_MOVING(pp) == 0) pp->Flags &= ~(PF_PLAYER_MOVED); else pp->Flags |= (PF_PLAYER_MOVED); pp->ovect.X = pp->vect.X; pp->ovect.Y = pp->vect.Y; if (sop->drive_speed) { pp->vect.X = MulScale(pp->input.fvel, sop->drive_speed, 6); pp->vect.Y = MulScale(pp->input.svel, sop->drive_speed, 6); // does sliding/momentum pp->vect.X = (pp->vect.X + (pp->ovect.X*(sop->drive_slide-1)))/sop->drive_slide; pp->vect.Y = (pp->vect.Y + (pp->ovect.Y*(sop->drive_slide-1)))/sop->drive_slide; } else { pp->vect.X += ((pp->input.fvel*synctics*2)<<6); pp->vect.Y += ((pp->input.svel*synctics*2)<<6); pp->vect.X = MulScale(pp->vect.X, TANK_FRICTION, 16); pp->vect.Y = MulScale(pp->vect.Y, TANK_FRICTION, 16); pp->vect.X = (pp->vect.X + (pp->ovect.X*1))/2; pp->vect.Y = (pp->vect.Y + (pp->ovect.Y*1))/2; } if (labs(pp->vect.X) < 12800 && labs(pp->vect.Y) < 12800) pp->vect.X = pp->vect.Y = 0; pp->lastcursector = pp->cursector; z = pp->int_ppos().Z + Z(10); if (RectClip) { for (sectp = sop->sectp, wallcount = 0, j = 0; *sectp; sectp++, j++) { for(auto& wal : wallsofsector(*sectp)) { if (wal.extra && (wal.extra & (WALLFX_LOOP_OUTER|WALLFX_LOOP_OUTER_SECONDARY)) == WALLFX_LOOP_OUTER) { x[count] = wal.wall_int_pos().X; y[count] = wal.wall_int_pos().Y; ox[count] = sop->int_pmid().X - sop->xorig[wallcount]; oy[count] = sop->int_pmid().Y - sop->yorig[wallcount]; count++; } wallcount++; } } PRODUCTION_ASSERT(count == 4); } auto save_sect = pp->cursector; OperateSectorObject(pp->sop, pp->angle.ang.Buildang(), { MAXSO, MAXSO }); pp->setcursector(pp->sop->op_main_sector); // for speed floor_dist = labs(z - pp->sop->floor_loz); if (RectClip) { HitInfo hit{}; int vel; int ret; auto save_cstat = plActor->spr.cstat; plActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK); DoPlayerTurnVehicleRect(pp, x, y, ox, oy); ret = RectClipMove(pp, x, y); DriveCrush(pp, x, y); plActor->spr.cstat = save_cstat; if (!ret) { vel = FindDistance2D(pp->vect.X>>8, pp->vect.Y>>8); if (vel > 13000) { vec3_t hit_pos = { (x[0] + x[1]) >> 1, (y[0] + y[1]) >> 1, pp->cursector->int_floorz() - Z(10) }; hitscan(hit_pos, pp->cursector, { MOVEx(256, pp->angle.ang.Buildang()), MOVEy(256, pp->angle.ang.Buildang()), 0 }, hit, CLIPMASK_PLAYER); if (FindDistance2D(hit.int_hitpos().vec2 - hit_pos.vec2) < 800) { if (hit.hitWall) actor->user.coll.setWall(wallnum(hit.hitWall)); else if (hit.actor()) actor->user.coll.setSprite(hit.actor()); else actor->user.coll.setNone(); VehicleMoveHit(actor); } if (!(sop->flags & SOBJ_NO_QUAKE)) { SetPlayerQuake(pp); } } if (vel > 12000) { pp->vect.X = pp->vect.Y = pp->ovect.X = pp->ovect.Y = 0; } } } else { if (!SyncInput()) { pp->Flags2 |= (PF2_INPUT_CAN_TURN_VEHICLE); } else { DoPlayerTurnVehicle(pp, pp->input.avel, z, floor_dist); } auto save_cstat = plActor->spr.cstat; plActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK); if (pp->sop->clipdist) { vec3_t clippos = { pp->int_ppos().X, pp->int_ppos().Y, z }; Collision coll; clipmove(clippos, &pp->cursector, pp->vect.X, pp->vect.Y, (int)pp->sop->clipdist, Z(4), floor_dist, CLIPMASK_PLAYER, actor->user.coll); pp->set_int_ppos_XY(clippos.XY()); } else { actor->user.coll = MultiClipMove(pp, z, floor_dist); } plActor->spr.cstat = save_cstat; if (actor->user.coll.type != kHitNone) { int vel; vel = FindDistance2D(pp->vect.X>>8, pp->vect.Y>>8); if (vel > 13000) { VehicleMoveHit(actor); pp->slide_vect.X = -pp->vect.X<<1; pp->slide_vect.Y = -pp->vect.Y<<1; if (!(sop->flags & SOBJ_NO_QUAKE)) SetPlayerQuake(pp); } if (vel > 12000) { pp->vect.X = pp->vect.Y = pp->ovect.X = pp->ovect.Y = 0; } } } OperateSectorObject(pp->sop, pp->angle.ang.Buildang(), { pp->int_ppos().X * inttoworld, pp->int_ppos().Y * inttoworld }); pp->cursector = save_sect; // for speed if (!SyncInput()) { pp->Flags2 |= (PF2_INPUT_CAN_AIM); } else { DoPlayerHorizon(pp, pp->input.horz, 1); } DoTankTreads(pp); } void DoPlayerMoveTurret(PLAYER* pp) { if (!Prediction) { if (pp->input.avel && !pp->lastinput.avel) PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND); else if (!pp->input.avel && pp->lastinput.avel) PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND); } if (!SyncInput()) { pp->Flags2 |= (PF2_INPUT_CAN_TURN_TURRET); } else { DoPlayerTurnTurret(pp, pp->input.avel); } if (PLAYER_MOVING(pp) == 0) pp->Flags &= ~(PF_PLAYER_MOVED); else pp->Flags |= (PF_PLAYER_MOVED); if (!SyncInput()) { pp->Flags2 |= (PF2_INPUT_CAN_AIM); } else { DoPlayerHorizon(pp, pp->input.horz, 1); } } void DoPlayerBeginJump(PLAYER* pp) { DSWActor* plActor = pp->actor; pp->Flags |= (PF_JUMPING); pp->Flags &= ~(PF_FALLING); pp->Flags &= ~(PF_CRAWLING); pp->Flags &= ~(PF_LOCK_CRAWL); pp->floor_dist = PLAYER_JUMP_FLOOR_DIST; pp->ceiling_dist = PLAYER_JUMP_CEILING_DIST; pp->friction = PLAYER_JUMP_FRICTION; PlayerGravity = PLAYER_JUMP_GRAV; pp->jump_speed = PLAYER_JUMP_AMT + pp->WadeDepth * 4; if (DoPlayerWadeSuperJump(pp)) { pp->jump_speed = PLAYER_JUMP_AMT - pp->WadeDepth * 5; } pp->JumpDuration = MAX_JUMP_DURATION; pp->DoPlayerAction = DoPlayerJump; ///DamageData[plActor->user.WeaponNum].Init(pp); NewStateGroup(pp->actor, plActor->user.ActorActionSet->Jump); } void DoPlayerBeginForceJump(PLAYER* pp) { DSWActor* plActor = pp->actor; pp->Flags |= (PF_JUMPING); pp->Flags &= ~(PF_FALLING|PF_CRAWLING|PF_CLIMBING|PF_LOCK_CRAWL); pp->JumpDuration = MAX_JUMP_DURATION; pp->DoPlayerAction = DoPlayerForceJump; pp->floor_dist = PLAYER_JUMP_FLOOR_DIST; pp->ceiling_dist = PLAYER_JUMP_CEILING_DIST; pp->friction = PLAYER_JUMP_FRICTION; PlayerGravity = PLAYER_JUMP_GRAV; ///DamageData[plActor->user.WeaponNum].Init(pp); NewStateGroup(pp->actor, plActor->user.ActorActionSet->Jump); } void DoPlayerJump(PLAYER* pp) { short i; // reset flag key for double jumps if (!(pp->input.actions & SB_JUMP)) { pp->KeyPressBits |= SB_JUMP; } // instead of multiplying by synctics, use a loop for greater accuracy for (i = 0; i < synctics; i++) { // PlayerGravity += synctics; // See how increase gravity as we go? if (pp->input.actions & SB_JUMP) { if (pp->JumpDuration > 0) { pp->jump_speed -= PlayerGravity; pp->JumpDuration--; } } // adjust jump speed by gravity - if jump speed greater than 0 player // have started falling if ((pp->jump_speed += PlayerGravity) > 0) { DoPlayerBeginFall(pp); DoPlayerFall(pp); return; } // adjust height by jump speed pp->pos.Z += pp->jump_speed * JUMP_FACTOR; // if player gets to close the ceiling while jumping //if (pp->posz < pp->hiz + Z(4)) if (PlayerCeilingHit(pp, pp->int_phiz() + Z(4))) { // put player at the ceiling pp->set_int_ppos_Z(pp->int_phiz() + Z(4)); // reverse your speed to falling pp->jump_speed = -pp->jump_speed; // start falling DoPlayerBeginFall(pp); DoPlayerFall(pp); return; } // added this because jumping up to slopes or jumping on steep slopes // sometimes caused the view to go into the slope // if player gets to close the floor while jumping if (PlayerFloorHit(pp, pp->int_ploz() - pp->floor_dist)) { pp->set_int_ppos_Z(pp->int_ploz() - pp->floor_dist); pp->jump_speed = 0; PlayerSectorBound(pp, Z(1)); DoPlayerBeginRun(pp); DoPlayerHeight(pp); return; } } if (PlayerFlyKey()) { DoPlayerBeginFly(pp); return; } // If moving forward and tag is a ladder start climbing if (PlayerOnLadder(pp)) { DoPlayerBeginClimb(pp); return; } DoPlayerMove(pp); DoPlayerJumpHeight(pp); } void DoPlayerForceJump(PLAYER* pp) { short i; // instead of multiplying by synctics, use a loop for greater accuracy for (i = 0; i < synctics; i++) { // adjust jump speed by gravity - if jump speed greater than 0 player // have started falling if ((pp->jump_speed += PlayerGravity) > 0) { DoPlayerBeginFall(pp); DoPlayerFall(pp); return; } // adjust height by jump speed pp->pos.Z += pp->jump_speed * JUMP_FACTOR; // if player gets to close the ceiling while jumping //if (pp->posz < pp->hiz + Z(4)) if (PlayerCeilingHit(pp, pp->int_phiz() + Z(4))) { // put player at the ceiling pp->set_int_ppos_Z(pp->int_phiz() + Z(4)); // reverse your speed to falling pp->jump_speed = -pp->jump_speed; // start falling DoPlayerBeginFall(pp); DoPlayerFall(pp); return; } } DoPlayerMove(pp); } void DoPlayerBeginFall(PLAYER* pp) { DSWActor* plActor = pp->actor; pp->Flags |= (PF_FALLING); pp->Flags &= ~(PF_JUMPING); pp->Flags &= ~(PF_CRAWLING); pp->Flags &= ~(PF_LOCK_CRAWL); pp->floor_dist = PLAYER_FALL_FLOOR_DIST; pp->ceiling_dist = PLAYER_FALL_CEILING_DIST; pp->DoPlayerAction = DoPlayerFall; pp->friction = PLAYER_FALL_FRICTION; // Only change to falling frame if you were in the jump frame // Otherwise an animation may be messed up such as Running Jump Kick if (plActor->user.Rot == plActor->user.ActorActionSet->Jump) NewStateGroup(pp->actor, plActor->user.ActorActionSet->Fall); } void StackedWaterSplash(PLAYER* pp) { if (FAF_ConnectArea(pp->cursector)) { auto sect = pp->cursector; updatesectorz(pp->int_ppos().X, pp->int_ppos().Y, int_ActorZOfBottom(pp->actor), §); if (SectorIsUnderwaterArea(sect)) { PlaySound(DIGI_SPLASH1, pp, v3df_dontpan); } } } void DoPlayerFall(PLAYER* pp) { short i; int recoil_amt; int depth; // reset flag key for double jumps if (!(pp->input.actions & SB_JUMP)) { pp->KeyPressBits |= SB_JUMP; } if (SectorIsUnderwaterArea(pp->cursector)) { StackedWaterSplash(pp); DoPlayerBeginDiveNoWarp(pp); return; } for (i = 0; i < synctics; i++) { // adjust jump speed by gravity pp->jump_speed += PlayerGravity; if (pp->jump_speed > 4100) pp->jump_speed = 4100; // adjust player height by jump speed pp->pos.Z += pp->jump_speed * JUMP_FACTOR; if (pp->jump_speed > 2000) { PlayerSound(DIGI_FALLSCREAM, v3df_dontpan|v3df_doppler|v3df_follow,pp); } else if (pp->jump_speed > 1300) { if (!(pp->input.actions & SB_CENTERVIEW)) { pp->input.actions |= SB_CENTERVIEW; } } depth = GetZadjustment(pp->cursector, FLOOR_Z_ADJUST)>>8; if (depth == 0) depth = pp->WadeDepth; if (depth > 20) recoil_amt = 0; else recoil_amt = min(pp->jump_speed*6,Z(35)); // need a test for head hits a sloped ceiling while falling // if player gets to close the Ceiling while Falling if (PlayerCeilingHit(pp, pp->int_phiz() + pp->ceiling_dist)) { // put player at the ceiling pp->set_int_ppos_Z(pp->int_phiz() + pp->ceiling_dist); // don't return or anything - allow to fall until // hit floor } if (PlayerFloorHit(pp, pp->int_ploz() - PLAYER_HEIGHT + recoil_amt)) { sectortype* sectp = pp->cursector; PlayerSectorBound(pp, Z(1)); if (sectp->hasU() && ((sectp->extra & SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE)) { PlaySound(DIGI_SPLASH1, pp, v3df_dontpan); } else { if (pp->jump_speed > 1020) // Feet hitting ground sound PlaySound(DIGI_HITGROUND, pp, v3df_follow|v3df_dontpan); } StopPlayerSound(pp, DIGI_FALLSCREAM); // i any kind of crawl key get rid of recoil if (DoPlayerTestCrawl(pp) || (pp->input.actions & SB_CROUCH)) { pp->set_int_ppos_Z(pp->int_ploz() - PLAYER_CRAWL_HEIGHT); } else { // this was causing the z to snap immediately // changed it so it stays gradual pp->add_int_ppos_Z(recoil_amt); DoPlayerHeight(pp); } // do some damage if (pp->jump_speed > 1700 && depth == 0) { PlayerSound(DIGI_PLAYERPAIN2, v3df_follow|v3df_dontpan,pp); if (pp->jump_speed > 1700 && pp->jump_speed < 4000) { if (pp->jump_speed > 0) PlayerUpdateHealth(pp, -((pp->jump_speed-1700)/40)); } else if (pp->jump_speed >= 4000) { DSWActor* plActor = pp->actor; PlayerUpdateHealth(pp, -plActor->user.Health); // Make sure he dies! plActor->user.Health = 0; } PlayerCheckDeath(pp, nullptr); if (pp->Flags & (PF_DEAD)) return; } if (pp->input.actions & SB_CROUCH) { StackedWaterSplash(pp); DoPlayerBeginCrawl(pp); return; } if (PlayerCanDiveNoWarp(pp)) { DoPlayerBeginDiveNoWarp(pp); return; } StackedWaterSplash(pp); DoPlayerBeginRun(pp); return; } } if (PlayerFlyKey()) { DoPlayerBeginFly(pp); return; } // If moving forward and tag is a ladder start climbing if (PlayerOnLadder(pp)) { DoPlayerBeginClimb(pp); return; } DoPlayerMove(pp); } void DoPlayerBeginClimb(PLAYER* pp) { DSWActor* actor = pp->actor; pp->Flags &= ~(PF_JUMPING|PF_FALLING); pp->Flags &= ~(PF_CRAWLING); pp->Flags &= ~(PF_LOCK_CRAWL); pp->DoPlayerAction = DoPlayerClimb; pp->Flags |= (PF_CLIMBING|PF_WEAPON_DOWN); actor->spr.cstat |= (CSTAT_SPRITE_YCENTER); //DamageData[plActor->user.WeaponNum].Init(pp); //NewStateGroup(pp->actor, pp->actor->user.ActorActionSet->Climb); NewStateGroup(pp->actor, sg_PlayerNinjaClimb); } void DoPlayerClimb(PLAYER* pp) { DSWActor* plActor = pp->actor; int climb_amt; int i; int climbvel; int dot; bool LadderUpdate = false; if (Prediction) return; pp->vect.X += ((pp->input.fvel*synctics*2)<<6); pp->vect.Y += ((pp->input.svel*synctics*2)<<6); pp->vect.X = MulScale(pp->vect.X, PLAYER_CLIMB_FRICTION, 16); pp->vect.Y = MulScale(pp->vect.Y, PLAYER_CLIMB_FRICTION, 16); if (labs(pp->vect.X) < 12800 && labs(pp->vect.Y) < 12800) pp->vect.X = pp->vect.Y = 0; climbvel = FindDistance2D(pp->vect.X, pp->vect.Y)>>9; dot = DOT_PRODUCT_2D(pp->vect.X, pp->vect.Y, pp->angle.ang.Cos() * (1 << 14), pp->angle.ang.Sin() * (1 << 14)); if (dot < 0) climbvel = -climbvel; // need to rewrite this for FAF stuff // Jump off of the ladder if (pp->input.actions & SB_JUMP) { pp->Flags &= ~(PF_CLIMBING|PF_WEAPON_DOWN); plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER); DoPlayerBeginJump(pp); return; } if (climbvel != 0) { // move player to center of ladder for (i = synctics; i; i--) { const double ADJ_AMT = 0.5; auto ppos = pp->pos.XY(); // player if (ppos.X != pp->LadderPosition.X) { if (ppos.X < pp->LadderPosition.X) ppos.X += ADJ_AMT; else if (ppos.X > pp->LadderPosition.X) ppos.X -= ADJ_AMT; if (fabs(ppos.X - pp->LadderPosition.X) <= ADJ_AMT) ppos.X = pp->LadderPosition.X; } if (ppos.Y != pp->LadderPosition.Y) { if (ppos.Y < pp->LadderPosition.Y) ppos.Y += ADJ_AMT; else if (ppos.Y > pp->LadderPosition.Y) ppos.Y -= ADJ_AMT; if (fabs(ppos.Y - pp->LadderPosition.Y) <= ADJ_AMT) ppos.Y = pp->LadderPosition.Y; } pp->pos.XY() = ppos; // sprite ppos = plActor->spr.pos.XY(); if (ppos.X != plActor->user.pos.X) { if (ppos.X < plActor->user.pos.X) ppos.X += ADJ_AMT; else if (ppos.X > plActor->user.pos.X) ppos.X -= ADJ_AMT; if (abs(ppos.X - plActor->user.pos.X) <= ADJ_AMT) ppos.X = plActor->user.pos.X; } if (ppos.Y != plActor->user.pos.Y) { if (ppos.Y < plActor->user.pos.Y) ppos.Y += ADJ_AMT; else if (ppos.Y > plActor->user.pos.Y) ppos.Y -= ADJ_AMT; if (abs(ppos.Y - plActor->user.pos.Y) <= ADJ_AMT) ppos.Y = plActor->user.pos.Y; } plActor->spr.pos.XY() = ppos; } } DoPlayerZrange(pp); if (!pp->LadderSector) { return; } // moving UP if (climbvel > 0) { // pp->climb_ndx += climb_rate * synctics; climb_amt = (climbvel>>4) * 8; pp->climb_ndx &= 1023; pp->add_int_ppos_Z(-climb_amt); // if player gets to close the ceiling while climbing if (PlayerCeilingHit(pp, pp->int_phiz())) { // put player at the hiz pp->set_int_ppos_Z(pp->int_phiz()); NewStateGroup(pp->actor, sg_PlayerNinjaClimb); } // if player gets to close the ceiling while climbing if (PlayerCeilingHit(pp, pp->int_phiz() + Z(4))) { // put player at the ceiling pp->set_int_ppos_Z(pp->LadderSector->int_ceilingz() + Z(4)); NewStateGroup(pp->actor, sg_PlayerNinjaClimb); } // if floor is ABOVE you && your head goes above it, do a jump up to // terrace if (pp->pos.Z < pp->LadderSector->floorz - 6) { pp->jump_speed = PLAYER_CLIMB_JUMP_AMT; pp->Flags &= ~(PF_CLIMBING|PF_WEAPON_DOWN); plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER); DoPlayerBeginForceJump(pp); } } else // move DOWN if (climbvel < 0) { // pp->climb_ndx += climb_rate * synctics; climb_amt = -(climbvel>>4) * 8; pp->climb_ndx &= 1023; // pp->posz += MulScale(climb_amt, bsin(pp->climb_ndx), 14); pp->add_int_ppos_Z(climb_amt); // if you are touching the floor //if (pp->posz >= pp->loz - Z(4) - PLAYER_HEIGHT) if (PlayerFloorHit(pp, pp->int_ploz() - Z(4) - PLAYER_HEIGHT)) { // stand on floor pp->set_int_ppos_Z(pp->int_ploz() - Z(4) - PLAYER_HEIGHT); // if moving backwards start running if (climbvel < 0) { pp->Flags &= ~(PF_CLIMBING|PF_WEAPON_DOWN); plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER); DoPlayerBeginRun(pp); return; } } } else { NewStateGroup(pp->actor, sg_PlayerNinjaClimb); } // setsprite to players location plActor->spr.pos.Z = pp->pos.Z + PLAYER_HEIGHTF; ChangeActorSect(pp->actor, pp->cursector); if (!SyncInput()) { pp->Flags2 |= (PF2_INPUT_CAN_AIM); } else { DoPlayerHorizon(pp, pp->input.horz, 1); } if (FAF_ConnectArea(pp->cursector)) { updatesectorz(pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, &pp->cursector); LadderUpdate = true; } if (WarpPlane(pp->pos, &pp->cursector)) { PlayerWarpUpdatePos(pp); LadderUpdate = true; } if (LadderUpdate) { int nx,ny; HitInfo near; // constantly look for new ladder sector because of warping at any time neartag(pp->int_ppos(), pp->cursector, pp->angle.ang.Buildang(), near, 800, NTAG_SEARCH_LO_HI); if (near.hitWall) { auto lActor = FindNearSprite(pp->actor, STAT_CLIMB_MARKER); if (!lActor) return; // determine where the player is supposed to be in relation to the ladder // move out in front of the ladder nx = MOVEx(100, lActor->int_ang()); ny = MOVEy(100, lActor->int_ang()); // set ladder sector pp->LadderSector = near.hitWall->twoSided()? near.hitWall->nextSector() : near.hitWall->sectorp(); // set players "view" distance from the ladder - needs to be farther than // the sprite pp->LadderPosition.X = lActor->spr.pos.X + nx * 5 * inttoworld; pp->LadderPosition.Y = lActor->spr.pos.Y + ny * 5 * inttoworld; pp->angle.settarget(lActor->spr.angle + DAngle180); } } } int DoPlayerWadeSuperJump(PLAYER* pp) { HitInfo hit{}; unsigned i; //short angs[3]; static short angs[3] = {0, 0, 0}; int zh = pp->cursector->int_floorz() - Z(pp->WadeDepth) - Z(2); if (Prediction) return false; // !JIM! 8/5/97 Teleporter FAFhitscan SuperJump bug. for (i = 0; i < SIZ(angs); i++) { FAFhitscan(pp->int_ppos().X, pp->int_ppos().Y, zh, pp->cursector, // Start position bcos(pp->angle.ang.Buildang() + angs[i]), // X vector of 3D ang bsin(pp->angle.ang.Buildang() + angs[i]), // Y vector of 3D ang 0, hit, CLIPMASK_MISSILE); // Z vector of 3D ang if (hit.hitWall != nullptr && hit.hitSector != nullptr) { hit.hitSector = hit.hitWall->nextSector(); if (hit.hitSector != nullptr && labs(hit.hitSector->int_floorz() - pp->int_ppos().Z) < Z(50)) { if (Distance(pp->int_ppos().X, pp->int_ppos().Y, hit.int_hitpos().X, hit.int_hitpos().Y) < ((((int)pp->actor->spr.clipdist)<<2) + 256)) return true; } } } return false; } bool PlayerFlyKey(void) { if (!ToggleFlyMode) return false; ToggleFlyMode = false; if (!GodMode) return false; return true; } void DoPlayerBeginCrawl(PLAYER* pp) { DSWActor* plActor = pp->actor; pp->Flags &= ~(PF_FALLING | PF_JUMPING); pp->Flags |= (PF_CRAWLING); pp->friction = PLAYER_CRAWL_FRICTION; pp->floor_dist = PLAYER_CRAWL_FLOOR_DIST; pp->ceiling_dist = PLAYER_CRAWL_CEILING_DIST; pp->DoPlayerAction = DoPlayerCrawl; //pp->posz = pp->loz - PLAYER_CRAWL_HEIGHT; NewStateGroup(pp->actor, plActor->user.ActorActionSet->Crawl); } bool PlayerFallTest(PLAYER* pp, int player_height) { // If the floor is far below you, fall hard instead of adjusting height if (labs(pp->int_ppos().Z - pp->int_ploz()) > player_height + PLAYER_FALL_HEIGHT) { // if on a STEEP slope sector and you have not moved off of the sector if (pp->lo_sectp && labs(pp->lo_sectp->floorheinum) > 3000 && (pp->lo_sectp->floorstat & CSTAT_SECTOR_SLOPE) && pp->lo_sectp == pp->lastcursector) { return false; } else { return true; } } return false; } const int PLAYER_STANDING_ROOM = Z(68); void DoPlayerCrawl(PLAYER* pp) { DSWActor* plActor = pp->actor; if (SectorIsUnderwaterArea(pp->cursector)) { // if stacked water - which it should be if (FAF_ConnectArea(pp->cursector)) { // adjust the z pp->pos.Z = pp->cursector->ceilingz + 12; } DoPlayerBeginDiveNoWarp(pp); return; } // Current Z position, adjust down to the floor, adjust to player height, // adjust for "bump head" // Let off of crawl to get up if (!(pp->input.actions & SB_CROUCH)) { if (labs(pp->int_ploz() - pp->int_phiz()) >= PLAYER_STANDING_ROOM) { pp->Flags &= ~(PF_CRAWLING); DoPlayerBeginRun(pp); return; } } if (pp->lo_sectp && (pp->lo_sectp->extra & SECTFX_CURRENT)) { DoPlayerCurrent(pp); } // Move around DoPlayerMove(pp); if (pp->WadeDepth > PLAYER_CRAWL_WADE_DEPTH) { pp->Flags &= ~(PF_CRAWLING); DoPlayerBeginRun(pp); return; } if (!(pp->Flags & PF_PLAYER_MOVED)) { NewStateGroup(pp->actor, plActor->user.ActorActionSet->Crawl); } // If the floor is far below you, fall hard instead of adjusting height if (PlayerFallTest(pp, PLAYER_CRAWL_HEIGHT)) { pp->jump_speed = Z(1); pp->Flags &= ~(PF_CRAWLING); DoPlayerBeginFall(pp); // call PlayerFall now seems to iron out a hitch before falling DoPlayerFall(pp); return; } if (pp->insector() && (pp->cursector->extra & SECTFX_DYNAMIC_AREA)) { pp->set_int_ppos_Z(pp->int_ploz() - PLAYER_CRAWL_HEIGHT); } DoPlayerBob(pp); DoPlayerCrawlHeight(pp); } void DoPlayerBeginFly(PLAYER* pp) { pp->Flags &= ~(PF_FALLING | PF_JUMPING | PF_CRAWLING); pp->Flags |= (PF_FLYING); pp->friction = PLAYER_FLY_FRICTION; pp->floor_dist = PLAYER_RUN_FLOOR_DIST; pp->ceiling_dist = PLAYER_RUN_CEILING_DIST; pp->DoPlayerAction = DoPlayerFly; pp->z_speed = -Z(10); pp->jump_speed = 0; pp->bob_amt = 0; pp->bob_ndx = 1024; NewStateGroup(pp->actor, sg_PlayerNinjaFly); } int GetSinNdx(int range, int bob_amt) { int amt; amt = Z(512) / range; return bob_amt * amt; } void PlayerWarpUpdatePos(PLAYER* pp) { if (Prediction) return; pp->opos = pp->pos; DoPlayerZrange(pp); UpdatePlayerSprite(pp); } bool PlayerCeilingHit(PLAYER* pp, int zlimit) { if (pp->int_ppos().Z < zlimit) { return true; } return false; } bool PlayerFloorHit(PLAYER* pp, int zlimit) { if (pp->int_ppos().Z > zlimit) { return true; } return false; } void DoPlayerFly(PLAYER* pp) { if (SectorIsUnderwaterArea(pp->cursector)) { DoPlayerBeginDiveNoWarp(pp); return; } if (pp->input.actions & SB_CROUCH) { pp->z_speed += PLAYER_FLY_INC; if (pp->z_speed > PLAYER_FLY_MAX_SPEED) pp->z_speed = PLAYER_FLY_MAX_SPEED; } if (pp->input.actions & SB_JUMP) { pp->z_speed -= PLAYER_FLY_INC; if (pp->z_speed < -PLAYER_FLY_MAX_SPEED) pp->z_speed = -PLAYER_FLY_MAX_SPEED; } pp->z_speed = MulScale(pp->z_speed, 58000, 16); pp->add_int_ppos_Z(pp->z_speed); // Make the min distance from the ceiling/floor match bobbing amount // so the player never goes into the ceiling/floor // Only get so close to the ceiling if (PlayerCeilingHit(pp, pp->int_phiz() + PLAYER_FLY_BOB_AMT + Z(8))) { pp->set_int_ppos_Z(pp->int_phiz() + PLAYER_FLY_BOB_AMT + Z(8)); pp->z_speed = 0; } // Only get so close to the floor if (PlayerFloorHit(pp, pp->int_ploz() - PLAYER_HEIGHT - PLAYER_FLY_BOB_AMT)) { pp->set_int_ppos_Z(pp->int_ploz() - PLAYER_HEIGHT - PLAYER_FLY_BOB_AMT); pp->z_speed = 0; } if (PlayerFlyKey()) { pp->Flags &= ~(PF_FLYING); pp->bob_amt = 0; pp->bob_ndx = 0; DoPlayerBeginFall(pp); DoPlayerFall(pp); return; } DoPlayerMove(pp); } DSWActor* FindNearSprite(DSWActor* actor, short stat) { int fs; int dist, near_dist = 15000; DSWActor* near_fp = nullptr; SWStatIterator it(stat); while (auto itActor = it.Next()) { dist = DistanceI(actor->spr.pos, itActor->spr.pos); if (dist < near_dist) { near_dist = dist; near_fp = itActor; } } return near_fp; } bool PlayerOnLadder(PLAYER* pp) { int nx, ny; unsigned i; HitInfo hit, near; int dir, dist; static short angles[] = { 30, -30 }; if (Prediction) return false; neartag(pp->int_ppos(), pp->cursector, pp->angle.ang.Buildang(), near, 1024 + 768, NTAG_SEARCH_LO_HI); dir = DOT_PRODUCT_2D(pp->vect.X, pp->vect.Y, pp->angle.ang.Cos() * (1 << 14), pp->angle.ang.Sin() * (1 << 14)); if (dir < 0) return false; if (near.hitWall == nullptr || near.hitWall->lotag != TAG_WALL_CLIMB) return false; for (i = 0; i < SIZ(angles); i++) { neartag(pp->int_ppos(), pp->cursector, NORM_ANGLE(pp->angle.ang.Buildang() + angles[i]), near, 600, NTAG_SEARCH_LO_HI); if (near.hitWall == nullptr || near.int_hitpos().X < 100 || near.hitWall->lotag != TAG_WALL_CLIMB) return false; FAFhitscan(pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector, bcos(pp->angle.ang.Buildang() + angles[i]), bsin(pp->angle.ang.Buildang() + angles[i]), 0, hit, CLIPMASK_MISSILE); dist = DIST(pp->int_ppos().X, pp->int_ppos().Y, hit.int_hitpos().X, hit.int_hitpos().Y); if (hit.actor() != nullptr) { int cstat = hit.actor()->spr.cstat; // if the sprite blocking you hit is not a wall sprite there is something between // you and the ladder if ((cstat & CSTAT_SPRITE_BLOCK) && !(cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) { return false; } } else { // if you hit a wall and it is not a climb wall - forget it if (hit.hitWall != nullptr && hit.hitWall->lotag != TAG_WALL_CLIMB) return false; } } auto lActor = FindNearSprite(pp->actor, STAT_CLIMB_MARKER); if (!lActor) return false; // determine where the player is supposed to be in relation to the ladder // move out in front of the ladder nx = MOVEx(100, lActor->int_ang()); ny = MOVEy(100, lActor->int_ang()); pp->LadderSector = near.hitWall->twoSided() ? near.hitWall->nextSector() : near.hitWall->sectorp(); // set players "view" distance from the ladder - needs to be farther than // the sprite pp->LadderPosition.X = lActor->spr.pos.X + nx * 5 * inttoworld; pp->LadderPosition.Y = lActor->spr.pos.Y + ny * 5 * inttoworld; pp->angle.settarget(lActor->spr.angle + DAngle180); return true; } bool DoPlayerTestCrawl(PLAYER* pp) { if (labs(pp->int_ploz() - pp->int_phiz()) < PLAYER_STANDING_ROOM) return true; return false; } int PlayerInDiveArea(PLAYER* pp) { sectortype* sectp; if (pp->lo_sectp) { //!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! //Attention: This changed on 07/29/97 //!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! sectp = pp->cursector; //sectp = pp->lo_sectp; } else return false; if ((sectp->extra & SECTFX_DIVE_AREA)) { CheckFootPrints(pp); return true; } return false; } int PlayerCanDive(PLAYER* pp) { if (Prediction) return false; // Crawl - check for diving if ((pp->input.actions & SB_CROUCH) || pp->jump_speed > 0) { if (PlayerInDiveArea(pp)) { pp->pos.Z += 20; pp->z_speed = Z(20); pp->jump_speed = 0; if (pp->int_ppos().Z > pp->int_ploz() - Z(pp->WadeDepth) - Z(2)) { DoPlayerBeginDive(pp); } return true; } } return false; } int PlayerCanDiveNoWarp(PLAYER* pp) { if (Prediction) return false; // check for diving if (pp->jump_speed > 1400) { if (FAF_ConnectArea(pp->cursector)) { auto sect = pp->cursector; updatesectorz(pp->int_ppos().X, pp->int_ppos().Y, int_ActorZOfBottom(pp->actor), §); if (SectorIsUnderwaterArea(sect)) { pp->setcursector(sect); pp->set_int_ppos_Z(sect->int_ceilingz() + Z(20)); pp->z_speed = Z(20); pp->jump_speed = 0; PlaySound(DIGI_SPLASH1, pp, v3df_dontpan); DoPlayerBeginDiveNoWarp(pp); return true; } } } return false; } int GetOverlapSector(int x, int y, sectortype** over, sectortype** under) { int i, found = 0; sectortype* sf[3]= {nullptr,nullptr}; // sectors found auto secto = *over; auto sectu = *under; if ((sectu->hasU() && sectu->number >= 30000) || (secto->hasU() && secto->number >= 30000)) return GetOverlapSector2(x,y,over,under); // instead of check ALL sectors, just check the two most likely first if (inside(x, y, *over)) { sf[found] = *over; found++; } if (inside(x, y, *under)) { sf[found] = *under; found++; } // if nothing was found, check them all if (found == 0) { for (auto& sect: sector) { if (inside(x, y, §)) { sf[found] = § found++; if (found > 2) return 0; } } } if (!found) { // Contrary to expectations, this *CAN* happen in valid scenarios and therefore should not abort. //I_Error("GetOverlapSector x = %d, y = %d, over %d, under %d", x, y, sectnum(*over), sectnum(*under)); return 0; } PRODUCTION_ASSERT(found <= 2); // the are overlaping - check the z coord if (found == 2) { if (sf[0]->floorz > sf[1]->floorz) { *under = sf[0]; *over = sf[1]; } else { *under = sf[1]; *over = sf[0]; } } else // the are NOT overlaping { *over = sf[0]; *under = nullptr; } return found; } int GetOverlapSector2(int x, int y, sectortype** over, sectortype** under) { int found = 0; sectortype* sf[2]= {nullptr, nullptr}; // sectors found unsigned stat; static short UnderStatList[] = {STAT_UNDERWATER, STAT_UNDERWATER2}; // NOTE: For certain heavily overlapped areas in $seabase this is a better // method. // instead of check ALL sectors, just check the two most likely first if (inside(x, y, *over)) { sf[found] = *over; found++; } if (inside(x, y, *under)) { sf[found] = *under; found++; } // if nothing was found, check them all if (found == 0) { SWStatIterator it(STAT_DIVE_AREA); while (auto actor = it.Next()) { if (inside(x, y, actor->sector())) { sf[found] = actor->sector(); found++; PRODUCTION_ASSERT(found <= 2); } } for (stat = 0; stat < SIZ(UnderStatList); stat++) { it.Reset(UnderStatList[stat]); while (auto actor = it.Next()) { // ignore underwater areas with lotag of 0 if (actor->spr.lotag == 0) continue; if (inside(x, y, actor->sector())) { sf[found] = actor->sector(); found++; PRODUCTION_ASSERT(found <= 2); } } } } if (!found) { // Contrary to expectations, this *CAN* happen in valid scenarios and therefore should not abort. //I_Error("GetOverlapSector2 x = %d, y = %d, over %d, under %d", x, y, sectnum(*over), sectnum(*under)); return 0; } PRODUCTION_ASSERT(found <= 2); // the are overlaping - check the z coord if (found == 2) { if (sf[0]->floorz > sf[1]->floorz) { *under = sf[0]; *over = sf[1]; } else { *under = sf[1]; *over = sf[0]; } } else // the are NOT overlaping { *over = sf[0]; *under = nullptr; } return found; } void DoPlayerWarpToUnderwater(PLAYER* pp) { DSWActor* plActor = pp->actor; auto sectu = pp->cursector; DSWActor* under_act = nullptr, * over_act = nullptr; bool Found = false; if (Prediction) return; // search for DIVE_AREA "over" sprite for reference point SWStatIterator it(STAT_DIVE_AREA); while ((over_act = it.Next())) { if ((over_act->sector()->extra & SECTFX_DIVE_AREA) && over_act->sector()->hasU() && over_act->sector()->number == sectu->number) { Found = true; break; } } PRODUCTION_ASSERT(Found == true); Found = false; // search for UNDERWATER "under" sprite for reference point it.Reset(STAT_UNDERWATER); while ((under_act = it.Next())) { if ((under_act->sector()->extra & SECTFX_UNDERWATER) && under_act->sector()->hasU() && under_act->sector()->number == sectu->number) { Found = true; break; } } PRODUCTION_ASSERT(Found == true); // get the offset from the sprite plActor->user.pos.XY() = over_act->spr.pos.XY() - pp->pos.XY(); // update to the new x y position pp->pos.XY() = under_act->spr.pos.XY() - plActor->user.pos.XY(); auto over = over_act->sector(); auto under = under_act->sector(); if (GetOverlapSector(pp->int_ppos().X, pp->int_ppos().Y, &over, &under) == 2) { pp->setcursector(under); } else pp->setcursector(over); pp->set_int_ppos_Z(under_act->sector()->int_ceilingz() + Z(6)); pp->opos = pp->pos; DoPlayerZrange(pp); return; } void DoPlayerWarpToSurface(PLAYER* pp) { DSWActor* plActor = pp->actor; auto sectu = pp->cursector; DSWActor* under_act = nullptr, * over_act = nullptr; bool Found = false; if (Prediction) return; // search for UNDERWATER "under" sprite for reference point SWStatIterator it(STAT_UNDERWATER); while ((under_act = it.Next())) { if ((under_act->sector()->extra & SECTFX_UNDERWATER) && under_act->sector()->hasU() && under_act->sector()->number == sectu->number) { Found = true; break; } } PRODUCTION_ASSERT(Found == true); Found = false; // search for DIVE_AREA "over" sprite for reference point it.Reset(STAT_DIVE_AREA); while ((over_act = it.Next())) { if ((over_act->sector()->extra & SECTFX_DIVE_AREA) && over_act->sector()->hasU() && over_act->sector()->number == sectu->number) { Found = true; break; } } PRODUCTION_ASSERT(Found == true); // get the offset from the under sprite plActor->user.pos.XY() = under_act->spr.pos.XY() - pp->pos.XY(); // update to the new x y position pp->pos.XY() = over_act->spr.pos.XY() - plActor->user.pos.XY(); auto over = over_act->sector(); auto under = under_act->sector(); if (GetOverlapSector(pp->int_ppos().X, pp->int_ppos().Y, &over, &under)) { pp->setcursector(over); } pp->pos.Z = over_act->sector()->floorz - 2; // set z range and wade depth so we know how high to set view DoPlayerZrange(pp); DoPlayerSetWadeDepth(pp); pp->pos.Z -= pp->WadeDepth; pp->opos = pp->pos; return; } void DoPlayerDivePalette(PLAYER* pp) { if (pp != Player + screenpeek) return; if ((pp->DeathType == PLAYER_DEATH_DROWN || ((Player+screenpeek)->Flags & PF_DIVING)) && !(pp->Flags & PF_DIVING_IN_LAVA)) { SetFadeAmt(pp,-1005,210); // Dive color , org color 208 } else { // Put it all back to normal if (pp->StartColor == 210) { videoFadePalette(0,0,0,0); pp->FadeAmt = 0; } } } void DoPlayerBeginDive(PLAYER* pp) { DSWActor* plActor = pp->actor; if (Prediction) return; if (pp->Bloody) pp->Bloody = false; // Water washes away the blood pp->Flags |= (PF_DIVING); DoPlayerDivePalette(pp); DoPlayerNightVisionPalette(pp); if (pp == Player + screenpeek) { COVER_SetReverb(140); // Underwater echo pp->Reverb = 140; } SpawnSplash(pp->actor); DoPlayerWarpToUnderwater(pp); OperateTripTrigger(pp); pp->Flags &= ~(PF_JUMPING | PF_FALLING); pp->Flags &= ~(PF_CRAWLING); pp->Flags &= ~(PF_LOCK_CRAWL); pp->friction = PLAYER_DIVE_FRICTION; pp->ceiling_dist = PLAYER_DIVE_CEILING_DIST; pp->floor_dist = PLAYER_DIVE_FLOOR_DIST; plActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); pp->DoPlayerAction = DoPlayerDive; //pp->z_speed = 0; pp->DiveTics = PLAYER_DIVE_TIME; pp->DiveDamageTics = 0; DoPlayerMove(pp); // needs to be called to reset the pp->loz/hiz variable ///DamageData[plActor->user.WeaponNum].Init(pp); NewStateGroup(pp->actor, plActor->user.ActorActionSet->Dive); DoPlayerDive(pp); } void DoPlayerBeginDiveNoWarp(PLAYER* pp) { DSWActor* plActor = pp->actor; if (Prediction) return; if (!SectorIsUnderwaterArea(pp->cursector)) return; if (pp->Bloody) pp->Bloody = false; // Water washes away the blood if (pp == Player + screenpeek) { COVER_SetReverb(140); // Underwater echo pp->Reverb = 140; } CheckFootPrints(pp); if ((pp->lo_sectp->extra & SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA) { pp->Flags |= (PF_DIVING_IN_LAVA); plActor->user.DamageTics = 0; } pp->Flags |= (PF_DIVING); DoPlayerDivePalette(pp); DoPlayerNightVisionPalette(pp); pp->Flags &= ~(PF_JUMPING | PF_FALLING); pp->friction = PLAYER_DIVE_FRICTION; pp->ceiling_dist = PLAYER_DIVE_CEILING_DIST; pp->floor_dist = PLAYER_DIVE_FLOOR_DIST; plActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); pp->DoPlayerAction = DoPlayerDive; pp->z_speed = 0; pp->DiveTics = PLAYER_DIVE_TIME; pp->DiveDamageTics = 0; DoPlayerMove(pp); // needs to be called to reset the pp->loz/hiz variable ///DamageData[plActor->user.WeaponNum].Init(pp); NewStateGroup(pp->actor, plActor->user.ActorActionSet->Dive); DoPlayerDive(pp); } void DoPlayerStopDiveNoWarp(PLAYER* pp) { if (Prediction) return; StopPlayerSound(pp); // stop diving no warp PlayerSound(DIGI_SURFACE, v3df_dontpan|v3df_follow|v3df_doppler,pp); pp->bob_amt = 0; pp->Flags &= ~(PF_DIVING|PF_DIVING_IN_LAVA); DoPlayerDivePalette(pp); DoPlayerNightVisionPalette(pp); pp->actor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER); if (pp == Player + screenpeek) { COVER_SetReverb(0); pp->Reverb = 0; } DoPlayerZrange(pp); } void DoPlayerStopDive(PLAYER* pp) { DSWActor* actor = pp->actor; if (Prediction) return; StopPlayerSound(pp); // stop diving with warp PlayerSound(DIGI_SURFACE, v3df_dontpan|v3df_follow|v3df_doppler,pp); pp->bob_amt = 0; DoPlayerWarpToSurface(pp); DoPlayerBeginWade(pp); pp->Flags &= ~(PF_DIVING|PF_DIVING_IN_LAVA); DoPlayerDivePalette(pp); DoPlayerNightVisionPalette(pp); actor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER); if (pp == Player + screenpeek) { COVER_SetReverb(0); pp->Reverb = 0; } } void DoPlayerDiveMeter(PLAYER* pp) { short color=0,metertics,meterunit; int y; if (NoMeters) return; // Don't draw bar from other players if (pp != Player+myconnectindex) return; if (!(pp->Flags & (PF_DIVING|PF_DIVING_IN_LAVA))) return; meterunit = PLAYER_DIVE_TIME / 30; if (meterunit > 0) metertics = pp->DiveTics / meterunit; else return; if (metertics <= 0 && !(pp->Flags & (PF_DIVING|PF_DIVING_IN_LAVA))) { return; } if (metertics <= 0) return; if (numplayers < 2) y = 10; else if (numplayers >=2 && numplayers <= 4) y = 20; else y = 30; if (metertics <= 12 && metertics > 6) color = 20; else if (metertics <= 6) color = 25; else color = 22; DrawTexture(twod, tileGetTexture(5408, true), 208, y, DTA_FullscreenScale, FSMode_Fit320x200, DTA_CenterOffsetRel, 2, DTA_TranslationIndex, TRANSLATION(Translation_Remap, 1), TAG_DONE); DrawTexture(twod, tileGetTexture(5406 - metertics, true), 265, y, DTA_FullscreenScale, FSMode_Fit320x200, DTA_CenterOffsetRel, 2, DTA_TranslationIndex, TRANSLATION(Translation_Remap, color), TAG_DONE); } void DoPlayerDive(PLAYER* pp) { DSWActor* plActor = pp->actor; auto sectu = pp->cursector; // whenever your view is not in a water area if (!SectorIsUnderwaterArea(pp->cursector)) { DoPlayerStopDiveNoWarp(pp); DoPlayerBeginRun(pp); return; } if ((pp->DiveTics -= synctics) < 0) { if ((pp->DiveDamageTics -= synctics) < 0) { pp->DiveDamageTics = PLAYER_DIVE_DAMAGE_TIME; //PlayerUpdateHealth(pp, PLAYER_DIVE_DAMAGE_AMOUNT); PlayerSound(DIGI_WANGDROWNING, v3df_dontpan|v3df_follow, pp); PlayerUpdateHealth(pp, -3 -(RandomRange(7<<8)>>8)); PlayerCheckDeath(pp, nullptr); if (pp->Flags & (PF_DEAD)) return; } } // underwater current if (pp->lo_sectp && (pp->lo_sectp->extra & SECTFX_CURRENT)) { DoPlayerCurrent(pp); } // while diving in lava // every DamageTics time take some damage if (pp->Flags & (PF_DIVING_IN_LAVA)) { if ((plActor->user.DamageTics -= synctics) < 0) { plActor->user.DamageTics = 30; // !JIM! Was DAMAGE_TIME PlayerUpdateHealth(pp, -40); } } if (pp->input.actions & SB_CROUCH) { pp->z_speed += PLAYER_DIVE_INC; if (pp->z_speed > PLAYER_DIVE_MAX_SPEED) pp->z_speed = PLAYER_DIVE_MAX_SPEED; } if (pp->input.actions & SB_JUMP) { pp->z_speed -= PLAYER_DIVE_INC; if (pp->z_speed < -PLAYER_DIVE_MAX_SPEED) pp->z_speed = -PLAYER_DIVE_MAX_SPEED; } pp->z_speed = MulScale(pp->z_speed, 58000, 16); if (labs(pp->z_speed) < 16) pp->z_speed = 0; pp->add_int_ppos_Z(pp->z_speed); if (pp->z_speed < 0 && FAF_ConnectArea(pp->cursector)) { if (pp->int_ppos().Z < pp->cursector->int_ceilingz() + Z(10)) { auto sect = pp->cursector; // check for sector above to see if it is an underwater sector also updatesectorz(pp->int_ppos().X, pp->int_ppos().Y, pp->cursector->int_ceilingz() - Z(8), §); if (!SectorIsUnderwaterArea(sect)) { // if not underwater sector we must surface // force into above sector pp->set_int_ppos_Z(pp->cursector->int_ceilingz() - Z(8)); pp->setcursector(sect); DoPlayerStopDiveNoWarp(pp); DoPlayerBeginRun(pp); return; } } } // Only get so close to the ceiling // if its a dive sector without a match or a UNDER2 sector with CANT_SURFACE set if (sectu && (sectu->number == 0 || (sectu->flags & SECTFU_CANT_SURFACE))) { // for room over room water the hiz will be the top rooms ceiling if (pp->int_ppos().Z < pp->int_phiz() + pp->ceiling_dist) { pp->set_int_ppos_Z(pp->int_phiz() + pp->ceiling_dist); } } else { // close to a warping sector - stop diveing with a warp to surface // !JIM! FRANK - I added !pp->hiActor so that you don't warp to surface when // there is a sprite above you since getzrange returns a hiz < ceiling height // if you are clipping into a sprite and not the ceiling. if (pp->int_ppos().Z < pp->int_phiz() + Z(4) && !pp->highActor) { DoPlayerStopDive(pp); return; } } // Only get so close to the floor if (pp->int_ppos().Z >= pp->int_ploz() - PLAYER_DIVE_HEIGHT) { pp->set_int_ppos_Z(pp->int_ploz() - PLAYER_DIVE_HEIGHT); } // make player bob if sitting still if (!PLAYER_MOVING(pp) && pp->z_speed == 0 && pp->up_speed == 0) { DoPlayerSpriteBob(pp, PLAYER_DIVE_HEIGHT, PLAYER_DIVE_BOB_AMT, 3); } // player is moving else { // if bob_amt is approx 0 if (labs(pp->bob_amt) < Z(1)) { pp->bob_amt = 0; pp->bob_ndx = 0; } // else keep bobbing until its back close to 0 else { DoPlayerSpriteBob(pp, PLAYER_DIVE_HEIGHT, PLAYER_DIVE_BOB_AMT, 3); } } // Reverse bobbing when getting close to the floor if (pp->int_ppos().Z + pp->bob_amt >= pp->int_ploz() - PLAYER_DIVE_HEIGHT) { pp->bob_ndx = NORM_ANGLE(pp->bob_ndx + ((1024 + 512) - pp->bob_ndx) * 2); DoPlayerSpriteBob(pp, PLAYER_DIVE_HEIGHT, PLAYER_DIVE_BOB_AMT, 3); } // Reverse bobbing when getting close to the ceiling if (pp->int_ppos().Z + pp->bob_amt < pp->int_phiz() + pp->ceiling_dist) { pp->bob_ndx = NORM_ANGLE(pp->bob_ndx + ((512) - pp->bob_ndx) * 2); DoPlayerSpriteBob(pp, PLAYER_DIVE_HEIGHT, PLAYER_DIVE_BOB_AMT, 3); } DoPlayerMove(pp); // Random bubble sounds // if((RandomRange(1000<<5)>>5) < 100) // PlaySound(DIGI_BUBBLES, pp, v3df_dontpan|v3df_follow); if ((!Prediction && pp->z_speed && ((RANDOM_P2(1024<<5)>>5) < 64)) || (PLAYER_MOVING(pp) && (RANDOM_P2(1024<<5)>>5) < 64)) { int nx,ny; PlaySound(DIGI_BUBBLES, pp, v3df_none); auto bubble = SpawnBubble(pp->actor); if (bubble != nullptr) { // back it up a bit to get it out of your face nx = MOVEx((128+64), NORM_ANGLE(bubble->int_ang() + 1024)); ny = MOVEy((128+64), NORM_ANGLE(bubble->int_ang() + 1024)); move_sprite(bubble, nx, ny, 0L, plActor->user.int_ceiling_dist(), plActor->user.int_floor_dist(), 0, synctics); } } } int DoPlayerTestPlaxDeath(PLAYER* pp) { DSWActor* plActor = pp->actor; // landed on a paralax floor if (pp->lo_sectp && (pp->lo_sectp->floorstat & CSTAT_SECTOR_SKY)) { PlayerUpdateHealth(pp, -plActor->user.Health); PlayerCheckDeath(pp, nullptr); return true; } return false; } void DoPlayerCurrent(PLAYER* pp) { int xvect, yvect; auto sectu = pp->cursector; int push_ret; if (!sectu) return; xvect = sectu->speed * synctics * bcos(sectu->ang) >> 4; yvect = sectu->speed * synctics * bsin(sectu->ang) >> 4; push_ret = pushmove(pp->pos, &pp->cursector, ((int)pp->actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER); if (push_ret < 0) { if (!(pp->Flags & PF_DEAD)) { DSWActor* plActor = pp->actor; PlayerUpdateHealth(pp, -plActor->user.Health); // Make sure he dies! PlayerCheckDeath(pp, nullptr); if (pp->Flags & (PF_DEAD)) return; } return; } Collision coll; clipmove(pp->pos, &pp->cursector, xvect, yvect, ((int)pp->actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER, coll); PlayerCheckValidMove(pp); pushmove(pp->pos, &pp->cursector, ((int)pp->actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER); if (push_ret < 0) { if (!(pp->Flags & PF_DEAD)) { DSWActor* plActor = pp->actor; PlayerUpdateHealth(pp, -plActor->user.Health); // Make sure he dies! PlayerCheckDeath(pp, nullptr); if (pp->Flags & (PF_DEAD)) return; } return; } } void DoPlayerFireOutWater(PLAYER* pp) { DSWActor* plActor = pp->actor; if (Prediction) return; if (pp->WadeDepth > 20) { if (plActor->user.flameActor != nullptr) SetSuicide(plActor->user.flameActor); plActor->user.flameActor = nullptr; plActor->user.Flags2 |= SPR2_FLAMEDIE; } } void DoPlayerFireOutDeath(PLAYER* pp) { DSWActor* plActor = pp->actor; if (Prediction) return; if (plActor->user.flameActor != nullptr) SetSuicide(plActor->user.flameActor); plActor->user.flameActor = nullptr; plActor->user.Flags2 |= SPR2_FLAMEDIE; } void DoPlayerBeginWade(PLAYER* pp) { DSWActor* plActor = pp->actor; // landed on a paralax floor? if (DoPlayerTestPlaxDeath(pp)) return; pp->Flags &= ~(PF_JUMPING | PF_FALLING); pp->Flags &= ~(PF_CRAWLING); pp->friction = PLAYER_WADE_FRICTION; pp->floor_dist = PLAYER_WADE_FLOOR_DIST; pp->ceiling_dist = PLAYER_WADE_CEILING_DIST; pp->DoPlayerAction = DoPlayerWade; DoPlayerFireOutWater(pp); if (pp->jump_speed > 100) SpawnSplash(pp->actor); // fix it so that you won't go under water unless you hit the water at a // certain speed if (pp->jump_speed > 0 && pp->jump_speed < 1300) pp->jump_speed = 0; ASSERT(plActor->user.ActorActionSet->Run); NewStateGroup(pp->actor, plActor->user.ActorActionSet->Run); } void DoPlayerWade(PLAYER* pp) { DSWActor* plActor = pp->actor; DoPlayerFireOutWater(pp); if (DebugOperate) { if (pp->input.actions & SB_OPEN) { if (pp->KeyPressBits & SB_OPEN) { if ((pp->cursector->extra & SECTFX_OPERATIONAL)) { pp->KeyPressBits &= ~SB_OPEN; DoPlayerBeginOperate(pp); pp->bob_amt = 0; pp->bob_ndx = 0; return; } } } else { pp->KeyPressBits |= SB_OPEN; } } // Crawl if in small area automatically if (DoPlayerTestCrawl(pp) && pp->WadeDepth <= PLAYER_CRAWL_WADE_DEPTH) { DoPlayerBeginCrawl(pp); return; } // Crawl Commanded if ((pp->input.actions & SB_CROUCH) && pp->WadeDepth <= PLAYER_CRAWL_WADE_DEPTH) { DoPlayerBeginCrawl(pp); return; } if (pp->input.actions & SB_JUMP) { if (pp->KeyPressBits & SB_JUMP) { pp->KeyPressBits &= ~SB_JUMP; //DoPlayerHeight(pp); //DoPlayerHeight(pp); //DoPlayerHeight(pp); //DoPlayerHeight(pp); DoPlayerBeginJump(pp); pp->bob_amt = 0; pp->bob_ndx = 0; return; } } else { pp->KeyPressBits |= SB_JUMP; } if (PlayerFlyKey()) { DoPlayerBeginFly(pp); pp->bob_amt = 0; pp->bob_ndx = 0; return; } // If moving forward and tag is a ladder start climbing if (PlayerOnLadder(pp)) { DoPlayerBeginClimb(pp); return; } if (pp->lo_sectp && (pp->lo_sectp->extra & SECTFX_CURRENT)) { DoPlayerCurrent(pp); } // Move about DoPlayerMove(pp); if (pp->Flags & (PF_PLAYER_MOVED)) { if (plActor->user.Rot != plActor->user.ActorActionSet->Run) NewStateGroup(pp->actor, plActor->user.ActorActionSet->Run); } else { if (plActor->user.Rot != plActor->user.ActorActionSet->Stand) NewStateGroup(pp->actor, plActor->user.ActorActionSet->Stand); } // If the floor is far below you, fall hard instead of adjusting height if (labs(pp->int_ppos().Z - pp->int_ploz()) > PLAYER_HEIGHT + PLAYER_FALL_HEIGHT) { pp->jump_speed = Z(1); DoPlayerBeginFall(pp); // call PlayerFall now seems to iron out a hitch before falling DoPlayerFall(pp); return; } if (PlayerCanDive(pp)) { pp->bob_amt = 0; pp->bob_ndx = 0; return; } // If the floor is far below you, fall hard instead of adjusting height if (labs(pp->int_ppos().Z - pp->int_ploz()) > PLAYER_HEIGHT + PLAYER_FALL_HEIGHT) { pp->jump_speed = Z(1); DoPlayerBeginFall(pp); // call PlayerFall now seems to iron out a hitch before falling DoPlayerFall(pp); pp->bob_amt = 0; pp->bob_ndx = 0; return; } DoPlayerBob(pp); // Adjust height moving up and down sectors DoPlayerHeight(pp); if (!pp->WadeDepth) { DoPlayerBeginRun(pp); return; } } void DoPlayerBeginOperateVehicle(PLAYER* pp) { DSWActor* plActor = pp->actor; pp->floor_dist = PLAYER_RUN_FLOOR_DIST; pp->ceiling_dist = PLAYER_RUN_CEILING_DIST; pp->DoPlayerAction = DoPlayerOperateVehicle; // temporary set to get weapons down if ((pp->sop->flags & SOBJ_HAS_WEAPON)) pp->Flags |= (PF_WEAPON_DOWN); ///DamageData[plActor->user.WeaponNum].Init(pp); ASSERT(plActor->user.ActorActionSet->Stand); NewStateGroup(pp->actor, plActor->user.ActorActionSet->Stand); } void DoPlayerBeginOperateTurret(PLAYER* pp) { DSWActor* plActor = pp->actor; pp->floor_dist = PLAYER_RUN_FLOOR_DIST; pp->ceiling_dist = PLAYER_RUN_CEILING_DIST; pp->DoPlayerAction = DoPlayerOperateTurret; // temporary set to get weapons down if ((pp->sop->flags & SOBJ_HAS_WEAPON)) pp->Flags |= (PF_WEAPON_DOWN); ///DamageData[plActor->user.WeaponNum].Init(pp); ASSERT(plActor->user.ActorActionSet->Stand); NewStateGroup(pp->actor, plActor->user.ActorActionSet->Stand); } void FindMainSector(SECTOR_OBJECT* sop) { // find the main sector - only do this once for each sector object if (sop->op_main_sector == nullptr) { auto oldpos = sop->pmid; PlaceSectorObject(sop, { MAXSO, MAXSO }); // set it to something valid sop->op_main_sector = §or[0]; updatesectorz(oldpos, &sop->op_main_sector); PlaceSectorObject(sop, oldpos.XY()); } } void DoPlayerOperateMatch(PLAYER* pp, bool starting) { if (!pp->sop) return; SWSectIterator it(pp->sop->mid_sector); while (auto actor = it.Next()) { if (actor->spr.statnum == STAT_ST1 && actor->spr.hitag == SO_DRIVABLE_ATTRIB) { if (starting) { if (SP_TAG5(actor)) DoMatchEverything(pp, SP_TAG5(actor), -1); } else { if (TEST_BOOL2(actor) && SP_TAG5(actor)) DoMatchEverything(pp, SP_TAG5(actor)+1, -1); } break; } } } void DoPlayerBeginOperate(PLAYER* pp) { SECTOR_OBJECT* sop; int cz, fz; int i; sop = PlayerOnObject(pp->cursector); // if someone already controlling it if (sop->controller) return; if ((sop->flags & SOBJ_REMOTE_ONLY)) return; if (!sop) { DoPlayerBeginRun(pp); return; } // won't operate - broken if (sop->max_damage != -9999 && sop->max_damage <= 0) { if (pp->InventoryAmount[INVENTORY_REPAIR_KIT]) { UseInventoryRepairKit(pp); sop->max_damage = sop->sp_child->user.MaxHealth; VehicleSetSmoke(sop, nullptr); sop->flags &= ~(SOBJ_BROKEN); } else { PlayerSound(DIGI_USEBROKENVEHICLE, v3df_follow|v3df_dontpan,pp); return; } } pp->sop = pp->sop_control = sop; sop->controller = pp->actor; pp->angle.oang = pp->angle.ang = DAngle::fromBuild(sop->ang); pp->pos.XY() = sop->pmid.XY(); updatesector(pp->pos, &pp->cursector); getzsofslopeptr(pp->cursector, pp->int_ppos().X, pp->int_ppos().Y, &cz, &fz); pp->set_int_ppos_Z(fz - PLAYER_HEIGHT); pp->Flags &= ~(PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL); DoPlayerOperateMatch(pp, true); // look for gun before trying to using it for (i = 0; sop->so_actors[i] != nullptr; i++) { if (sop->so_actors[i]->spr.statnum == STAT_SO_SHOOT_POINT) { sop->flags |= (SOBJ_HAS_WEAPON); break; } } DoPlayerResetMovement(pp); switch (sop->track) { case SO_VEHICLE: if (pp->input.fvel|pp->input.svel) PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND); else PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND); pp->set_int_ppos_Z(fz - PLAYER_HEIGHT); DoPlayerBeginOperateVehicle(pp); break; case SO_TURRET_MGUN: case SO_TURRET: if (pp->input.avel) PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND); else PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND); pp->set_int_ppos_Z(fz - PLAYER_HEIGHT); DoPlayerBeginOperateTurret(pp); break; #if 0 case SO_SPEED_BOAT: if (pp->input.fvel|pp->input.svel) PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND); else PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND); pp->posz = fz - PLAYER_HEIGHT; DoPlayerBeginOperateBoat(pp); break; #endif default: return; } } void DoPlayerBeginRemoteOperate(PLAYER* pp, SECTOR_OBJECT* sop) { int cz, fz; int i; pp->sop_remote = pp->sop = pp->sop_control = sop; sop->controller = pp->actor; // won't operate - broken if (sop->max_damage != -9999 && sop->max_damage <= 0) { if (pp->InventoryAmount[INVENTORY_REPAIR_KIT]) { UseInventoryRepairKit(pp); sop->max_damage = sop->sp_child->user.MaxHealth; VehicleSetSmoke(sop, nullptr); sop->flags &= ~(SOBJ_BROKEN); } else { PlayerSound(DIGI_USEBROKENVEHICLE, v3df_follow|v3df_dontpan,pp); return; } } auto save_sect = pp->cursector; pp->angle.oang = pp->angle.ang = DAngle::fromBuild(sop->ang); pp->pos.XY() = sop->pmid.XY(); updatesector(pp->pos, &pp->cursector); getzsofslopeptr(pp->cursector, pp->int_ppos().X, pp->int_ppos().Y, &cz, &fz); pp->set_int_ppos_Z(fz - PLAYER_HEIGHT); pp->Flags &= ~(PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL); DoPlayerOperateMatch(pp, true); // look for gun before trying to using it for (i = 0; sop->so_actors[i] != nullptr; i++) { if (sop->so_actors[i]->spr.statnum == STAT_SO_SHOOT_POINT) { sop->flags |= (SOBJ_HAS_WEAPON); break; } } DoPlayerResetMovement(pp); PlayerToRemote(pp); PlayerRemoteInit(pp); switch (sop->track) { case SO_VEHICLE: if (pp->input.fvel|pp->input.svel) PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND); else PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND); pp->set_int_ppos_Z(fz - PLAYER_HEIGHT); DoPlayerBeginOperateVehicle(pp); break; case SO_TURRET_MGUN: case SO_TURRET: if (pp->input.avel) PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND); else PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND); pp->set_int_ppos_Z(fz - PLAYER_HEIGHT); DoPlayerBeginOperateTurret(pp); break; default: return; } PlayerRemoteReset(pp, save_sect); } void PlayerToRemote(PLAYER* pp) { pp->remote.cursectp = pp->cursector; pp->remote.lastcursectp = pp->lastcursector; pp->remote.pos.X = pp->int_ppos().X; pp->remote.pos.Y = pp->int_ppos().Y; pp->remote.pos.Z = pp->int_ppos().Z; pp->remote.vect.X = pp->vect.X; pp->remote.vect.Y = pp->vect.Y; pp->remote.ovect.Y = pp->ovect.X; pp->remote.ovect.Y = pp->ovect.Y; pp->remote.slide_vect.X = pp->slide_vect.X; pp->remote.slide_vect.Y = pp->slide_vect.Y; } void RemoteToPlayer(PLAYER* pp) { pp->setcursector(pp->remote.cursectp); pp->lastcursector = pp->remote.lastcursectp; pp->set_int_ppos(pp->remote.pos); pp->vect.X = pp->remote.vect.X; pp->vect.Y = pp->remote.vect.Y; pp->ovect.X = pp->remote.ovect.Y; pp->ovect.Y = pp->remote.ovect.Y; pp->slide_vect.X = pp->remote.slide_vect.X; pp->slide_vect.Y = pp->remote.slide_vect.Y; } void PlayerRemoteReset(PLAYER* pp, sectortype* sect) { pp->setcursector(sect); pp->lastcursector = pp->cursector; auto rsp = pp->remoteActor; pp->pos.XY() = rsp->spr.pos.XY(); pp->pos.Z = sect->floorz - PLAYER_HEIGHTF; pp->vect.X = pp->vect.Y = pp->ovect.X = pp->ovect.Y = pp->slide_vect.X = pp->slide_vect.Y = 0; UpdatePlayerSprite(pp); } void PlayerRemoteInit(PLAYER* pp) { pp->remote.vect.X = 0; pp->remote.vect.Y = 0; pp->remote.ovect.Y = 0; pp->remote.ovect.Y = 0; pp->remote.slide_vect.X = 0; pp->remote.slide_vect.Y = 0; } void DoPlayerStopOperate(PLAYER* pp) { pp->Flags &= ~(PF_WEAPON_DOWN); DoPlayerResetMovement(pp); DoTankTreads(pp); DoPlayerOperateMatch(pp, false); StopSOsound(pp->sop->mid_sector); if (pp->sop_remote) { DSWActor* rsp = pp->remoteActor; if (TEST_BOOL1(rsp)) pp->angle.ang = pp->angle.oang = rsp->spr.angle; else pp->angle.ang = pp->angle.oang = VecToAngle(pp->sop_remote->int_pmid().X - pp->int_ppos().X, pp->sop_remote->int_pmid().Y - pp->int_ppos().Y); } if (pp->sop_control) { pp->sop_control->controller = nullptr; } pp->sop_control = nullptr; pp->sop_riding = nullptr; pp->sop_remote = nullptr; pp->sop = nullptr; DoPlayerBeginRun(pp); } void DoPlayerOperateTurret(PLAYER* pp) { if (pp->input.actions & SB_OPEN) { if (pp->KeyPressBits & SB_OPEN) { pp->KeyPressBits &= ~SB_OPEN; DoPlayerStopOperate(pp); return; } } else { pp->KeyPressBits |= SB_OPEN; } if (pp->sop->max_damage != -9999 && pp->sop->max_damage <= 0) { DoPlayerStopOperate(pp); return; } auto save_sect = pp->cursector; if (pp->sop_remote) RemoteToPlayer(pp); DoPlayerMoveTurret(pp); if (pp->sop_remote) { PlayerToRemote(pp); PlayerRemoteReset(pp, save_sect); } } void DoPlayerOperateVehicle(PLAYER* pp) { if (pp->input.actions & SB_OPEN) { if (pp->KeyPressBits & SB_OPEN) { pp->KeyPressBits &= ~SB_OPEN; DoPlayerStopOperate(pp); return; } } else { pp->KeyPressBits |= SB_OPEN; } if (pp->sop->max_damage != -9999 && pp->sop->max_damage <= 0) { DoPlayerStopOperate(pp); return; } auto save_sect = pp->cursector; if (pp->sop_remote) RemoteToPlayer(pp); DoPlayerMoveVehicle(pp); if (pp->sop_remote) { PlayerToRemote(pp); PlayerRemoteReset(pp, save_sect); } } void DoPlayerDeathJump(PLAYER* pp) { short i; #define PLAYER_DEATH_GRAV 8 // instead of multiplying by synctics, use a loop for greater accuracy for (i = 0; i < synctics; i++) { // adjust jump speed by gravity - if jump speed greater than 0 player // have started falling if ((pp->jump_speed += PLAYER_DEATH_GRAV) > 0) { pp->Flags &= ~(PF_JUMPING); pp->Flags |= (PF_FALLING); DoPlayerDeathFall(pp); return; } // adjust height by jump speed pp->pos.Z += pp->jump_speed * JUMP_FACTOR; // if player gets to close the ceiling while jumping //if (pp->posz < pp->hiz + Z(4)) if (PlayerCeilingHit(pp, pp->int_phiz() + Z(4))) { // put player at the ceiling pp->set_int_ppos_Z(pp->int_phiz() + Z(4)); // reverse your speed to falling pp->jump_speed = -pp->jump_speed; // start falling pp->Flags &= ~(PF_JUMPING); pp->Flags |= (PF_FALLING); DoPlayerDeathFall(pp); return; } } } void DoPlayerDeathFall(PLAYER* pp) { short i; int loz; for (i = 0; i < synctics; i++) { // adjust jump speed by gravity pp->jump_speed += PLAYER_DEATH_GRAV; // adjust player height by jump speed pp->pos.Z += pp->jump_speed * JUMP_FACTOR; if (pp->lo_sectp && (pp->lo_sectp->extra & SECTFX_SINK)) { loz = pp->lo_sectp->int_floorz(); } else loz = pp->int_ploz(); if (PlayerFloorHit(pp, loz - PLAYER_DEATH_HEIGHT)) //if (pp->posz > loz - PLAYER_DEATH_HEIGHT) { if (loz != pp->int_ploz()) SpawnSplash(pp->actor); if (RandomRange(1000) > 500) PlaySound(DIGI_BODYFALL1, pp, v3df_dontpan); else PlaySound(DIGI_BODYFALL2, pp, v3df_dontpan); pp->set_int_ppos_Z(loz - PLAYER_DEATH_HEIGHT); pp->Flags &= ~(PF_FALLING); } } } #define MAX_SUICIDE 11 const char *SuicideNote[MAX_SUICIDE] = { "decided to do the graveyard tour.", "had enough and checked out.", "didn't fear the Reaper.", "dialed the 1-800-CYANIDE line.", "wasted himself.", "kicked his own ass.", "went out in blaze of his own glory.", "killed himself before anyone else could.", "needs shooting lessons.", "blew his head off.", "did everyone a favor and offed himself." }; char *KilledPlayerMessage(PLAYER* pp, PLAYER* killer) { const int MAX_KILL_NOTES = 16; short rnd = StdRandomRange(MAX_KILL_NOTES); const char *p1 = pp->PlayerName; const char *p2 = killer->PlayerName; if (pp->HitBy == killer->actor) { sprintf(ds,"%s was killed by %s.",p1,p2); return ds; } else switch (rnd) { case 0: sprintf(ds,"%s was wasted by %s's %s.",p1,p2,DeathString(pp->HitBy)); return ds; case 1: sprintf(ds,"%s got his ass kicked by %s's %s.",p1,p2,DeathString(pp->HitBy)); return ds; case 2: sprintf(ds,"%s bows down before the mighty power of %s.",p1,p2); return ds; case 3: sprintf(ds,"%s was killed by %s's %s.",p1,p2,DeathString(pp->HitBy)); return ds; case 4: sprintf(ds,"%s got slapped down hard by %s's %s.",p1,p2,DeathString(pp->HitBy)); return ds; case 5: sprintf(ds,"%s got on his knees before %s.",p1,p2); return ds; case 6: sprintf(ds,"%s was totally out classed by %s's %s.",p1,p2,DeathString(pp->HitBy)); return ds; case 7: sprintf(ds,"%s got chewed apart by %s's %s.",p1,p2,DeathString(pp->HitBy)); return ds; case 8: sprintf(ds,"%s was retired by %s's %s.",p1,p2,DeathString(pp->HitBy)); return ds; case 9: sprintf(ds,"%s was greased by %s's %s.",p1,p2,DeathString(pp->HitBy)); return ds; case 10: sprintf(ds,"%s was humbled lower than dirt by %s.",p1,p2); return ds; case 11: sprintf(ds,"%s beats %s like a red headed step child.",p2,p1); return ds; case 12: sprintf(ds,"%s begs for mercy as %s terminates him with extreme prejudice.",p1,p2); return ds; case 13: sprintf(ds,"%s falls before the superior skills of %s.",p1,p2); return ds; case 14: sprintf(ds,"%s gives %s a beating he'll never forget.",p2,p1); return ds; case 15: sprintf(ds,"%s puts the Smack Dab on %s with his %s.",p2,p1,DeathString(pp->HitBy)); return ds; } return nullptr; }; void DoPlayerDeathMessage(PLAYER* pp, PLAYER* killer) { int pnum; bool SEND_OK = false; killer->KilledPlayer[pp-Player]++; if (pp == killer && pp == Player + myconnectindex) { sprintf(ds,"%s %s",pp->PlayerName,SuicideNote[StdRandomRange(MAX_SUICIDE)]); SEND_OK = true; } else // I am being killed if (killer == Player + myconnectindex) { sprintf(ds,"%s",KilledPlayerMessage(pp,killer)); SEND_OK = true; } if (SEND_OK) { TRAVERSE_CONNECT(pnum) { if (pnum == myconnectindex) Printf(PRINT_NOTIFY|PRINT_TEAMCHAT, "%s\n", ds); else SW_SendMessage(pnum, ds); } } } enum { PLAYER_DEATH_HORIZ_UP_VALUE = 65, PLAYER_DEATH_HORIZ_JUMP_VALUE = 50, PLAYER_DEATH_HORIZ_FALL_VALUE = -50 }; void DoPlayerBeginDie(PLAYER* pp) { extern bool ReloadPrompt; short bak; int choosesnd = 0; DSWActor* plActor = pp->actor; static void (*PlayerDeathFunc[MAX_PLAYER_DEATHS]) (PLAYER*) = { DoPlayerDeathFlip, DoPlayerDeathCrumble, DoPlayerDeathExplode, DoPlayerDeathFlip, DoPlayerDeathExplode, DoPlayerDeathDrown, }; if (Prediction) return; if (GodMode) return; StopPlayerSound(pp); // Do the death scream choosesnd = RandomRange(MAX_PAIN); PlayerSound(PlayerLowHealthPainVocs[choosesnd],v3df_dontpan|v3df_doppler|v3df_follow,pp); PutStringInfo(pp, GStrings("TXTS_PRESSSPACE")); if (pp->sop_control) DoPlayerStopOperate(pp); // if diving force death to drown type if (pp->Flags & (PF_DIVING)) pp->DeathType = PLAYER_DEATH_DROWN; pp->Flags &= ~(PF_JUMPING|PF_FALLING|PF_DIVING|PF_FLYING|PF_CLIMBING|PF_CRAWLING|PF_LOCK_CRAWL); pp->tilt_dest = 0; ActorCoughItem(pp->actor); if (numplayers > 1) { // Give kill credit to player if necessary DSWActor* killer = pp->KillerActor; if (killer != nullptr) { ASSERT(killer->hasU()); if (killer->hasU() && killer->user.PlayerP) { if (pp == killer->user.PlayerP) { // Killed yourself PlayerUpdateKills(pp, -1); DoPlayerDeathMessage(pp, pp); } else { // someone else killed you if (gNet.TeamPlay) { // playing team play if (pp->actor->user.spal == killer->user.spal) { // Killed your team member PlayerUpdateKills(pp, -1); DoPlayerDeathMessage(pp, killer->user.PlayerP); } else { // killed another team member PlayerUpdateKills(killer->user.PlayerP, 1); DoPlayerDeathMessage(pp, killer->user.PlayerP); } } else { // not playing team play PlayerUpdateKills(killer->user.PlayerP, 1); DoPlayerDeathMessage(pp, killer->user.PlayerP); } } } } else { // Killed by some hazard - negative frag PlayerUpdateKills(pp, -1); DoPlayerDeathMessage(pp, pp); } } // Get rid of all panel spells that are currently working KillAllPanelInv(pp); pp->input.actions &= ~SB_CENTERVIEW; pp->friction = PLAYER_RUN_FRICTION; pp->slide_vect.X = pp->slide_vect.Y = 0; pp->floor_dist = PLAYER_WADE_FLOOR_DIST; pp->ceiling_dist = PLAYER_WADE_CEILING_DIST; ASSERT(pp->DeathType < SIZ(PlayerDeathFunc)); pp->DoPlayerAction = PlayerDeathFunc[pp->DeathType]; pp->sop_control = nullptr; pp->sop_remote = nullptr; pp->sop_riding = nullptr; pp->sop = nullptr; pp->Flags &= ~(PF_TWO_UZI); NewStateGroup(pp->actor, plActor->user.ActorActionSet->Run); pWeaponForceRest(pp); switch (pp->DeathType) { case PLAYER_DEATH_DROWN: { pp->Flags |= (PF_JUMPING); plActor->user.ID = NINJA_DEAD; pp->jump_speed = -200; NewStateGroup(pp->actor, sg_PlayerDeath); DoFindGround(pp->actor); DoBeginJump(pp->actor); plActor->user.jump_speed = -300; break; } case PLAYER_DEATH_FLIP: case PLAYER_DEATH_RIPPER: //PlaySound(DIGI_SCREAM1, pp, v3df_dontpan|v3df_follow); pp->Flags |= (PF_JUMPING); plActor->user.ID = NINJA_DEAD; pp->jump_speed = -300; NewStateGroup(pp->actor, sg_PlayerDeath); //pp->ceiling_dist = Z(0); //pp->floor_dist = Z(0); plActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); plActor->user.ceiling_dist = (10); plActor->user.floor_dist = (0); DoFindGround(pp->actor); DoBeginJump(pp->actor); plActor->user.jump_speed = -400; break; case PLAYER_DEATH_CRUMBLE: PlaySound(DIGI_BODYSQUISH1, pp, v3df_dontpan); pp->Flags |= (PF_DEAD_HEAD | PF_JUMPING); pp->jump_speed = -300; plActor->user.slide_vel = 0; SpawnShrap(pp->actor, nullptr); plActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); NewStateGroup(pp->actor, sg_PlayerHeadFly); plActor->user.ID = NINJA_Head_R0; plActor->spr.xrepeat = 48; plActor->spr.yrepeat = 48; // Blood fountains InitBloodSpray(pp->actor,true,105); break; case PLAYER_DEATH_EXPLODE: PlaySound(DIGI_BODYSQUISH1, pp, v3df_dontpan); pp->Flags |= (PF_DEAD_HEAD | PF_JUMPING); pp->jump_speed = -650; SpawnShrap(pp->actor, nullptr); plActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); NewStateGroup(pp->actor, sg_PlayerHeadFly); plActor->user.ID = NINJA_Head_R0; plActor->spr.xrepeat = 48; plActor->spr.yrepeat = 48; // Blood fountains InitBloodSpray(pp->actor,true,-1); InitBloodSpray(pp->actor,true,-1); InitBloodSpray(pp->actor,true,-1); break; case PLAYER_DEATH_SQUISH: PlaySound(DIGI_BODYCRUSHED1, pp, v3df_dontpan); pp->Flags |= (PF_DEAD_HEAD | PF_JUMPING); pp->jump_speed = 200; plActor->user.slide_vel = 800; SpawnShrap(pp->actor, nullptr); plActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); NewStateGroup(pp->actor, sg_PlayerHeadFly); plActor->user.ID = NINJA_Head_R0; plActor->spr.xrepeat = 48; plActor->spr.yrepeat = 48; // Blood fountains InitBloodSpray(pp->actor,true,105); break; } pp->Flags |= (PF_DEAD); plActor->user.Flags &= ~(SPR_BOUNCE); pp->Flags &= ~(PF_HEAD_CONTROL); } void DoPlayerDeathHoriz(PLAYER* pp, short target, short speed) { if ((pp->horizon.horiz.asbuild() - target) > 1) { pp->horizon.addadjustment(buildhoriz(-speed)); } if ((target - pp->horizon.horiz.asbuild()) > 1) { pp->horizon.addadjustment(buildhoriz(speed)); } } int DoPlayerDeathTilt(PLAYER* pp, short target, short speed) { if (pp->tilt > target) { pp->tilt -= speed; if (pp->tilt <= target) pp->tilt = target; } if (pp->tilt < target) { pp->tilt += speed; if (pp->tilt >= target) pp->tilt = target; } return pp->tilt == target; } void DoPlayerDeathZrange(PLAYER* pp) { DSWActor* plActor = pp->actor; // make sure we don't land on a regular sprite DoFindGround(pp->actor); // update player values with results from DoFindGround pp->_loz = plActor->user.int_loz(); pp->lowActor = plActor->user.lowActor; pp->lo_sectp = plActor->user.lo_sectp; } void DoPlayerDeathHurl(PLAYER* pp) { if (numplayers > 1) { if (pp->input.actions & SB_FIRE) { if (pp->KeyPressBits & SB_FIRE) { pp->Flags |= (PF_HEAD_CONTROL); NewStateGroup(pp->actor, sg_PlayerHeadHurl); if (MoveSkip4 == 0) { SpawnShrap(pp->actor, nullptr); if (RandomRange(1000) > 400) PlayerSound(DIGI_DHVOMIT, v3df_dontpan|v3df_follow,pp); } return; } } } if (!(pp->Flags & (PF_JUMPING|PF_FALLING))) NewStateGroup(pp->actor, sg_PlayerHead); } void DoPlayerDeathFollowKiller(PLAYER* pp) { // if it didn't make it to this angle because of a low ceiling or something // continue on to it DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_UP_VALUE, 4); //DoPlayerDeathTilt(pp, pp->tilt_dest, 4 * synctics); // allow turning if (pp->Flags & (PF_DEAD_HEAD|PF_HEAD_CONTROL)) { if (!SyncInput()) { pp->Flags2 |= (PF2_INPUT_CAN_TURN_GENERAL); } else { DoPlayerTurn(pp, pp->input.avel, 1); } } // follow what killed you if its available DSWActor* killer = pp->KillerActor; if (killer) { if (FAFcansee(killer->int_pos().X, killer->int_pos().Y, int_ActorZOfTop(killer), killer->sector(), pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector)) { pp->angle.addadjustment(deltaangle(pp->angle.ang, VecToAngle(killer->int_pos().X - pp->int_ppos().X, killer->int_pos().Y - pp->int_ppos().Y)) * (1. / 16.)); } } } void DoPlayerDeathCheckKeys(PLAYER* pp) { DSWActor* plActor = pp->actor; if (pp->input.actions & SB_OPEN) { // Spawn a dead LoWang body for non-head deaths // Hey Frank, if you think of a better check, go ahead and put it in. if (PlayerFloorHit(pp, pp->int_ploz() - PLAYER_HEIGHT)) { if (pp->DeathType == PLAYER_DEATH_FLIP || pp->DeathType == PLAYER_DEATH_RIPPER) QueueLoWangs(pp->actor); } else { // If he's not on the floor, then gib like a mo-fo! InitBloodSpray(plActor,true,-1); InitBloodSpray(plActor,true,-1); InitBloodSpray(plActor,true,-1); } PlayerSpawnPosition(pp); NewStateGroup(plActor, plActor->user.ActorActionSet->Stand); plActor->spr.picnum = plActor->user.State->Pic; plActor->spr.picnum = plActor->user.State->Pic; plActor->spr.xrepeat = plActor->spr.yrepeat = PLAYER_NINJA_XREPEAT; plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER); plActor->spr.pos = pp->pos.plusZ(PLAYER_HEIGHTF); plActor->set_int_ang(pp->angle.ang.Buildang()); DoSpawnTeleporterEffect(plActor); PlaySound(DIGI_TELEPORT, pp, v3df_none); DoPlayerZrange(pp); pp->sop_control = nullptr; pp->sop_remote = nullptr; pp->sop_riding = nullptr; pp->sop = nullptr; pp->Flags &= ~(PF_WEAPON_DOWN|PF_WEAPON_RETRACT); pp->Flags &= ~(PF_DEAD); plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER); plActor->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); pp->input.actions |= SB_CENTERVIEW; plActor->spr.xrepeat = PLAYER_NINJA_XREPEAT; plActor->spr.yrepeat = PLAYER_NINJA_YREPEAT; //pp->tilt = 0; pp->horizon.horiz = q16horiz(0); DoPlayerResetMovement(pp); plActor->user.ID = NINJA_RUN_R0; PlayerDeathReset(pp); if (pp == Player + screenpeek) { videoFadePalette(0,0,0,0); } pp->NightVision = false; pp->FadeAmt = 0; DoPlayerDivePalette(pp); DoPlayerNightVisionPalette(pp); if (numplayers > 1) { // need to call this routine BEFORE resetting DEATH flag DoPlayerBeginRun(pp); } else { gameaction = ga_autoloadgame; } DoPlayerFireOutDeath(pp); } } void DoPlayerHeadDebris(PLAYER* pp) { sectortype* sectp = pp->cursector; if ((sectp->extra & SECTFX_SINK)) { DoPlayerSpriteBob(pp, Z(8), Z(4), 3); } else { pp->bob_amt = 0; } } void DoPlayerDeathCheckKick(PLAYER* pp) { DSWActor* plActor = pp->actor; unsigned stat; int dist; int a,b,c; for (stat = 0; stat < SIZ(StatDamageList); stat++) { SWStatIterator it(StatDamageList[stat]); while (auto itActor = it.Next()) { if (itActor == pp->actor) break; // don't set off mine if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY)) continue; DISTANCE(itActor->int_pos().X, itActor->int_pos().Y, plActor->int_pos().X, plActor->int_pos().Y, dist, a, b, c); if (unsigned(dist) < itActor->user.Radius + 100) { pp->KillerActor = itActor; plActor->user.slide_ang = getangle(plActor->int_pos().X - itActor->int_pos().X, plActor->int_pos().Y - itActor->int_pos().Y); plActor->user.slide_ang = NORM_ANGLE(plActor->user.slide_ang + (RANDOM_P2(128<<5)>>5) - 64); plActor->user.slide_vel = itActor->spr.xvel<<1; plActor->user.Flags &= ~(SPR_BOUNCE); pp->jump_speed = -500; NewStateGroup(pp->actor, sg_PlayerHeadFly); pp->Flags |= (PF_JUMPING); SpawnShrap(pp->actor, nullptr); } } } DoPlayerZrange(pp); // sector stomper kick if (labs(pp->int_ploz() - pp->int_phiz()) < int_ActorSizeZ(plActor) - Z(8)) { plActor->user.slide_ang = RANDOM_P2(2048); plActor->user.slide_vel = 1000; plActor->user.Flags &= ~(SPR_BOUNCE); pp->jump_speed = -100; NewStateGroup(pp->actor, sg_PlayerHeadFly); pp->Flags |= (PF_JUMPING); SpawnShrap(pp->actor, nullptr); } } void DoPlayerDeathMoveHead(PLAYER* pp) { DSWActor* plActor = pp->actor; int dax,day; dax = MOVEx(plActor->user.slide_vel, plActor->user.slide_ang); day = MOVEy(plActor->user.slide_vel, plActor->user.slide_ang); plActor->user.coll = move_sprite(pp->actor, dax, day, 0, Z(16), Z(16), 1, synctics); { switch (plActor->user.coll.type) { case kHitSprite: { short wall_ang, dang; auto hitActor = plActor->user.coll.actor(); if (!(hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) break; wall_ang = NORM_ANGLE(hitActor->int_ang()); dang = getincangle(wall_ang, plActor->user.slide_ang); plActor->user.slide_ang = NORM_ANGLE(wall_ang + 1024 - dang); SpawnShrap(pp->actor, nullptr); break; } case kHitWall: { int wall_ang = NORM_ANGLE(getangle(plActor->user.coll.hitWall->delta())-512); int dang = getincangle(wall_ang, plActor->user.slide_ang); plActor->user.slide_ang = NORM_ANGLE(wall_ang + 1024 - dang); SpawnShrap(pp->actor, nullptr); break; } } } pp->pos.XY() = plActor->spr.pos.XY(); pp->setcursector(plActor->sector()); // try to stay in valid area - death sometimes throws you out of the map auto sect = pp->cursector; updatesector(pp->int_ppos().X, pp->int_ppos().Y, §); if (sect == nullptr) { pp->cursector = pp->lv_sector; ChangeActorSect(pp->actor, pp->lv_sector); pp->set_int_ppos_XY(pp->lv.XY()); plActor->set_int_xy(pp->int_ppos().X, pp->int_ppos().Y); } else { pp->lv_sector = sect; pp->lv.XY() = pp->int_ppos().XY(); } } void DoPlayerDeathFlip(PLAYER* pp) { if (Prediction) return; DoPlayerDeathZrange(pp); if ((pp->Flags & (PF_JUMPING|PF_FALLING))) { if ((pp->Flags & PF_JUMPING)) { DoPlayerDeathJump(pp); DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_UP_VALUE, 2); if (MoveSkip2 == 0) DoJump(pp->actor); } if ((pp->Flags & PF_FALLING)) { DoPlayerDeathFall(pp); DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_UP_VALUE, 4); if (MoveSkip2 == 0) DoFall(pp->actor); } } else { DoPlayerDeathFollowKiller(pp); } DoPlayerDeathCheckKeys(pp); } void DoPlayerDeathDrown(PLAYER* pp) { DSWActor* actor = pp->actor; if (Prediction) return; DoPlayerDeathZrange(pp); if ((pp->Flags & (PF_JUMPING|PF_FALLING))) { if ((pp->Flags & PF_JUMPING)) { DoPlayerDeathJump(pp); DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_UP_VALUE, 2); if (MoveSkip2 == 0) DoJump(pp->actor); } if ((pp->Flags & PF_FALLING)) { pp->pos.Z += 2; if (MoveSkip2 == 0) actor->spr.pos.Z += 4; // Stick like glue when you hit the ground if (pp->int_ppos().Z > pp->int_ploz() - PLAYER_DEATH_HEIGHT) { pp->set_int_ppos_Z(pp->int_ploz() - PLAYER_DEATH_HEIGHT); pp->Flags &= ~(PF_FALLING); } } } DoPlayerDeathFollowKiller(pp); DoPlayerDeathCheckKeys(pp); } void DoPlayerDeathBounce(PLAYER* pp) { DSWActor* plActor = pp->actor; if (Prediction) return; if (pp->lo_sectp && (pp->lo_sectp->extra & SECTFX_SINK)) { plActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); NewStateGroup(pp->actor, sg_PlayerHead); plActor->user.slide_vel = 0; plActor->user.Flags |= (SPR_BOUNCE); return; } plActor->user.Flags |= (SPR_BOUNCE); pp->jump_speed = -300; plActor->user.slide_vel >>= 2; plActor->user.slide_ang = NORM_ANGLE((RANDOM_P2(64<<8)>>8) - 32); pp->Flags |= (PF_JUMPING); SpawnShrap(pp->actor, nullptr); } void DoPlayerDeathCrumble(PLAYER* pp) { DSWActor* plActor = pp->actor; if (Prediction) return; DoPlayerDeathZrange(pp); if ((pp->Flags & (PF_JUMPING|PF_FALLING))) { if ((pp->Flags & PF_JUMPING)) { DoPlayerDeathJump(pp); DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_JUMP_VALUE, 4); } if ((pp->Flags & PF_FALLING)) { DoPlayerDeathFall(pp); DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_FALL_VALUE, 3); } if (!(pp->Flags & (PF_JUMPING|PF_FALLING))) { if (!(plActor->user.Flags & SPR_BOUNCE)) { DoPlayerDeathBounce(pp); return; } plActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); NewStateGroup(pp->actor, sg_PlayerHead); } else { DoPlayerDeathMoveHead(pp); } } else { DoPlayerDeathCheckKick(pp); DoPlayerDeathHurl(pp); DoPlayerDeathFollowKiller(pp); //pp->posz = pp->loz - PLAYER_DEATH_HEIGHT; } DoPlayerDeathCheckKeys(pp); plActor->spr.pos.Z = pp->pos.Z + PLAYER_DEAD_HEAD_FLOORZ_OFFSET; DoPlayerHeadDebris(pp); } void DoPlayerDeathExplode(PLAYER* pp) { DSWActor* plActor = pp->actor; if (Prediction) return; DoPlayerDeathZrange(pp); if ((pp->Flags & (PF_JUMPING|PF_FALLING))) { if ((pp->Flags & PF_JUMPING)) { DoPlayerDeathJump(pp); DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_JUMP_VALUE, 4); } if ((pp->Flags & PF_FALLING)) { DoPlayerDeathFall(pp); DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_JUMP_VALUE, 3); } if (!(pp->Flags & (PF_JUMPING|PF_FALLING))) { if (!(plActor->user.Flags & SPR_BOUNCE)) { DoPlayerDeathBounce(pp); return; } plActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); NewStateGroup(pp->actor, sg_PlayerHead); } else { DoPlayerDeathMoveHead(pp); } } else { // special line for amoeba DoPlayerDeathCheckKick(pp); DoPlayerDeathHurl(pp); DoPlayerDeathFollowKiller(pp); } DoPlayerDeathCheckKeys(pp); plActor->spr.pos.Z = pp->pos.Z + PLAYER_DEAD_HEAD_FLOORZ_OFFSET; DoPlayerHeadDebris(pp); } void DoPlayerBeginRun(PLAYER* pp) { DSWActor* plActor = pp->actor; // Crawl if in small aread automatically if (DoPlayerTestCrawl(pp)) { DoPlayerBeginCrawl(pp); return; } pp->Flags &= ~(PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL|PF_CLIMBING); if (pp->WadeDepth) { DoPlayerBeginWade(pp); return; } pp->friction = PLAYER_RUN_FRICTION; pp->floor_dist = PLAYER_RUN_FLOOR_DIST; pp->ceiling_dist = PLAYER_RUN_CEILING_DIST; pp->DoPlayerAction = DoPlayerRun; ///DamageData[plActor->user.WeaponNum].Init(pp); ASSERT(plActor->user.ActorActionSet->Run); if (pp->Flags & (PF_PLAYER_MOVED)) NewStateGroup(pp->actor, plActor->user.ActorActionSet->Run); else NewStateGroup(pp->actor, plActor->user.ActorActionSet->Stand); } void DoPlayerRun(PLAYER* pp) { DSWActor* plActor = pp->actor; if (SectorIsUnderwaterArea(pp->cursector)) { DoPlayerBeginDiveNoWarp(pp); return; } // Crawl if in small aread automatically if (DoPlayerTestCrawl(pp)) { DoPlayerBeginCrawl(pp); return; } // Crawl Commanded if (pp->input.actions & SB_CROUCH) { DoPlayerBeginCrawl(pp); return; } // Jump if (pp->input.actions & SB_JUMP) { if (pp->KeyPressBits & SB_JUMP) { pp->KeyPressBits &= ~SB_JUMP; // make sure you stand at full heights for jumps/double jumps //DoPlayerHeight(pp); //DoPlayerHeight(pp); //DoPlayerHeight(pp); //DoPlayerHeight(pp); //DoPlayerHeight(pp); pp->set_int_ppos_Z(pp->int_ploz() - PLAYER_HEIGHT); DoPlayerBeginJump(pp); return; } } else { pp->KeyPressBits |= SB_JUMP; } if (PlayerFlyKey()) { DoPlayerBeginFly(pp); return; } if (DebugOperate) { if (!(pp->Flags & PF_DEAD) && !Prediction) { if (pp->input.actions & SB_OPEN) { if ((pp->KeyPressBits & SB_OPEN) && pp->insector()) { if ((pp->cursector->extra & SECTFX_OPERATIONAL)) { pp->KeyPressBits &= ~SB_OPEN; DoPlayerBeginOperate(pp); return; } else if ((pp->cursector->extra & SECTFX_TRIGGER)) { auto sActor = FindNearSprite(pp->actor, STAT_TRIGGER); if (sActor && SP_TAG5(sActor) == TRIGGER_TYPE_REMOTE_SO) { pp->remoteActor = sActor; pp->KeyPressBits &= ~SB_OPEN; DoPlayerBeginRemoteOperate(pp, &SectorObject[SP_TAG7(sActor)]); return; } } } } else { pp->KeyPressBits |= SB_OPEN; } } } DoPlayerBob(pp); if (pp->WadeDepth) { DoPlayerBeginWade(pp); return; } // If moving forward and tag is a ladder start climbing if (PlayerOnLadder(pp)) { DoPlayerBeginClimb(pp); return; } // Move about DoPlayerMove(pp); if (plActor->user.Rot != sg_PlayerNinjaSword && plActor->user.Rot != sg_PlayerNinjaPunch) { if (pp->Flags & (PF_PLAYER_MOVED)) { if (plActor->user.Rot != plActor->user.ActorActionSet->Run) NewStateGroup(pp->actor, plActor->user.ActorActionSet->Run); } else { if (plActor->user.Rot != plActor->user.ActorActionSet->Stand) NewStateGroup(pp->actor, plActor->user.ActorActionSet->Stand); } } // If the floor is far below you, fall hard instead of adjusting height if (PlayerFallTest(pp, PLAYER_HEIGHT)) { pp->jump_speed = Z(1); DoPlayerBeginFall(pp); // call PlayerFall now seems to iron out a hitch before falling DoPlayerFall(pp); return; } if ((pp->cursector->extra & SECTFX_DYNAMIC_AREA)) { pp->set_int_ppos_Z(pp->int_ploz() - PLAYER_HEIGHT); } // Adjust height moving up and down sectors DoPlayerHeight(pp); } void PlayerStateControl(DSWActor* actor) { if (actor == nullptr || !actor->hasU()) return; actor->user.Tics += synctics; // Skip states if too much time has passed while (actor->user.Tics >= (actor->user.State->Tics & SF_TICS_MASK)) { // Set Tics actor->user.Tics -= (actor->user.State->Tics & SF_TICS_MASK); // Transition to the next state actor->user.State = actor->user.State->NextState; // !JIM! Added this so I can do quick calls in player states! // Need this in order for floor blood and footprints to not get called more than once. while ((actor->user.State->Tics & SF_QUICK_CALL)) { // Call it once and go to the next state (*actor->user.State->Animator)(actor); // if still on the same QUICK_CALL should you // go to the next state. if ((actor->user.State->Tics & SF_QUICK_CALL)) actor->user.State = actor->user.State->NextState; } if (!actor->user.State->Pic) { NewStateGroup(actor, (STATE* *) actor->user.State->NextState); } } // Set picnum to the correct pic if (actor->user.RotNum > 1) actor->spr.picnum = actor->user.Rot[0]->Pic; else actor->spr.picnum = actor->user.State->Pic; // Call the correct animator if ((actor->user.State->Tics & SF_PLAYER_FUNC)) if (actor->user.State->Animator) (*actor->user.State->Animator)(actor); return; } void MoveSkipSavePos(void) { int i; short pnum; PLAYER* pp; MoveSkip8 = (MoveSkip8 + 1) & 7; MoveSkip4 = (MoveSkip4 + 1) & 3; MoveSkip2 ^= 1; // Save off player TRAVERSE_CONNECT(pnum) { pp = Player + pnum; pp->opos = pp->pos; pp->obob_z = pp->bob_z; pp->angle.backup(); pp->horizon.backup(); } // save off stats for skip4 if (MoveSkip4 == 0) { short stat; for (stat = STAT_SKIP4_START; stat <= STAT_SKIP4_INTERP_END; stat++) { SWStatIterator it(stat); while (auto actor = it.Next()) { if (!actor->hasU()) continue; actor->backuppos(); actor->user.oz = actor->opos.Z; } } } // save off stats for skip2 if (MoveSkip2 == 0) { short stat; for (stat = STAT_SKIP2_START; stat <= STAT_SKIP2_INTERP_END; stat++) { SWStatIterator it(stat); while (auto actor = it.Next()) { if (!actor->hasU()) continue; actor->backuppos(); actor->user.oz = actor->opos.Z; } } } SWSpriteIterator it; // back up all sprite angles. while (auto actor = it.Next()) { actor->backupang(); } } void PlayerTimers(PLAYER* pp) { InventoryTimer(pp); } void ChopsCheck(PLAYER* pp) { if (!M_Active() && !(pp->Flags & PF_DEAD) && !pp->sop_riding && numplayers <= 1) { if (pp->input.actions & ~SB_RUN || pp->input.fvel || pp->input.svel || pp->input.avel || pp->input.horz || (pp->Flags & (PF_CLIMBING | PF_FALLING | PF_DIVING))) { // Hit a input key or other reason to stop chops //if (pp->Chops && pp->Chops->State != pp->Chops->State->RetractState) if (pp->Chops) { if (!pp->sop_control) // specail case pp->Flags &= ~(PF_WEAPON_DOWN); ChopsSetRetract(pp); } ChopTics = 0; } else { ChopTics += synctics; if (!pp->Chops) { // Chops not up if (ChopTics > 30*120) { ChopTics = 0; // take weapon down pp->Flags |= (PF_WEAPON_DOWN); InitChops(pp); } } else { // Chops already up if (ChopTics > 30*120) { ChopTics = 0; // bring weapon back up pp->Flags &= ~(PF_WEAPON_DOWN); ChopsSetRetract(pp); } } } } } void PlayerGlobal(PLAYER* pp) { // This is the place for things that effect the player no matter what hes // doing PlayerTimers(pp); if (pp->Flags & (PF_RECOIL)) DoPlayerRecoil(pp); if (!(pp->Flags & PF_CLIP_CHEAT)) { if (pp->hi_sectp && pp->lo_sectp) { int min_height; // just adjusted min height to something small to take care of all cases min_height = PLAYER_MIN_HEIGHT; if (labs(pp->int_ploz() - pp->int_phiz()) < min_height) { if (!(pp->Flags & PF_DEAD)) { PlayerUpdateHealth(pp, -pp->actor->user.Health); // Make sure he dies! PlayerCheckDeath(pp, nullptr); if (pp->Flags & (PF_DEAD)) return; } } } } if (pp->FadeAmt > 0 && MoveSkip4 == 0) { DoPaletteFlash(pp); } // camera stuff that can't be done in drawscreen if (pp->circle_camera_dist > CIRCLE_CAMERA_DIST_MIN) pp->circle_camera_ang += DAngle::fromBuild(14); if (pp->camera_check_time_delay > 0) { pp->camera_check_time_delay -= synctics; if (pp->camera_check_time_delay <= 0) pp->camera_check_time_delay = 0; } } void MultiPlayLimits(void) { short pnum; PLAYER* pp; bool Done = false; if (gNet.MultiGameType != MULTI_GAME_COMMBAT) return; if (gNet.KillLimit) { TRAVERSE_CONNECT(pnum) { pp = Player + pnum; if (pp->Kills >= gNet.KillLimit) { Done = true; } } } if (gNet.TimeLimit) { gNet.TimeLimitClock -= synctics; if (gNet.TimeLimitClock <= 0) Done = true; } if (Done) { gNet.TimeLimitClock = gNet.TimeLimit; MapRecord *next = nullptr; next = FindNextMap(currentLevel); ChangeLevel(next, g_nextskill); } } void PauseMultiPlay(void) { } void domovethings(void) { short i, pnum; PLAYER* pp; extern int FinishTimer; UpdateInterpolations(); // Stick at beginning of domovethings so_updateinterpolations(); // Stick at beginning of domovethings MoveSkipSavePos(); if (paused) { if (!ReloadPrompt) return; } PlayClock += synctics; if (PlayClock == 2*synctics) gameaction = ga_autosave; // let the game run for 1 frame before saving. thinktime.Reset(); thinktime.Clock(); DoAnim(synctics); // should pass pnum and use syncbits DoSector(); ProcessVisOn(); if (MoveSkip4 == 0) { ProcessQuakeOn(); ProcessQuakeSpot(); JS_ProcessEchoSpot(); } actortime.Reset(); actortime.Clock(); SpriteControl(); actortime.Unclock(); TRAVERSE_CONNECT(pnum) { extern short screenpeek; extern bool PlayerTrackingMode; extern PLAYER* GlobPlayerP; pp = Player + pnum; GlobPlayerP = pp; if (pp->cookieTime) { pp->cookieTime -= synctics; if (pp->cookieTime <= 0) { memset(pp->cookieQuote, 0, sizeof(pp->cookieQuote)); pp->cookieTime = 0; } } // auto tracking mode for single player multi-game if (numplayers <= 1 && PlayerTrackingMode && pnum == screenpeek && screenpeek != myconnectindex) { int deltax = Player[myconnectindex].int_ppos().X - Player[screenpeek].int_ppos().X; int deltay = Player[myconnectindex].int_ppos().Y - Player[screenpeek].int_ppos().Y; Player[screenpeek].angle.settarget(VecToAngle(deltax, deltay)); } if (!(pp->Flags & PF_DEAD)) { WeaponOperate(pp); PlayerOperateEnv(pp); } // do for moving sectors DoPlayerSectorUpdatePreMove(pp); ChopsCheck(pp); // Reset flags used while tying input to framerate pp->Flags2 &= ~(PF2_INPUT_CAN_AIM|PF2_INPUT_CAN_TURN_GENERAL|PF2_INPUT_CAN_TURN_VEHICLE|PF2_INPUT_CAN_TURN_TURRET); pp->horizon.resetadjustment(); pp->angle.resetadjustment(); // disable synchronised input if set by game. resetForcedSyncInput(); if (pp->DoPlayerAction) pp->DoPlayerAction(pp); UpdatePlayerSprite(pp); pSpriteControl(pp); PlayerStateControl(pp->actor); DoPlayerSectorUpdatePostMove(pp); PlayerGlobal(pp); } MultiPlayLimits(); thinktime.Unclock(); #if 0 CorrectPrediction(movefifoplc - 1); #endif if (FinishTimer) { if ((FinishTimer -= synctics) <= 0) { FinishTimer = 0; MapRecord *map = nullptr; if (FinishAnim == ANIM_SUMO || FinishAnim == ANIM_SERP) { map = FindNextMap(currentLevel); } ChangeLevel(map, g_nextskill, true); } } } void InitAllPlayers(void) { PLAYER* pp; PLAYER* pfirst = Player; int i; extern bool NewGame; //int fz,cz; pfirst->horizon.horiz = q16horiz(0); // Initialize all [MAX_SW_PLAYERS] arrays here! for (pp = Player; pp < &Player[MAX_SW_PLAYERS]; pp++) { pp->pos = pp->opos = pfirst->pos; pp->angle.ang = pp->angle.oang = pfirst->angle.ang; pp->horizon.horiz = pp->horizon.ohoriz = pfirst->horizon.horiz; pp->cursector = pfirst->cursector; // set like this so that player can trigger something on start of the level pp->lastcursector = pfirst->cursector+1; //pp->MaxHealth = 100; pp->oldpos.X = 0; pp->oldpos.Y = 0; pp->climb_ndx = 10; pp->KillerActor = nullptr; pp->Kills = 0; pp->bcnt = 0; pp->UziShellLeftAlt = 0; pp->UziShellRightAlt = 0; pp->ceiling_dist = PLAYER_RUN_CEILING_DIST; pp->floor_dist = PLAYER_RUN_FLOOR_DIST; pp->WpnGotOnceFlags = 0; pp->DoPlayerAction = DoPlayerBeginRun; pp->KeyPressBits = ESyncBits::FromInt(0xFFFFFFFF); memset(pp->KilledPlayer,0,sizeof(pp->KilledPlayer)); if (NewGame) { for (i = 0; i < MAX_INVENTORY; i++) { pp->InventoryAmount[i] = 0; pp->InventoryPercent[i] = 0; } } // My palette flashing stuff pp->FadeAmt = 0; pp->FadeTics = 0; pp->StartColor = 0; pp->horizon.horizoff = q16horiz(0); INITLIST(&pp->PanelSpriteList); } } int SearchSpawnPosition(PLAYER* pp) { PLAYER* opp; // other player short pos_num; short pnum; bool blocked; do { // get a spawn position pos_num = RandomRange(MAX_SW_PLAYERS); SWStatIterator it(STAT_MULTI_START + pos_num); auto spawn_sprite = it.Next(); if (spawn_sprite == nullptr) return 0; blocked = false; // check to see if anyone else is blocking this spot TRAVERSE_CONNECT(pnum) { opp = &Player[pnum]; if (opp != pp) // don't test for yourself { if (FindDistance3D(spawn_sprite->int_pos() - opp->int_ppos()) < 1000) { blocked = true; break; } } } } while (blocked); return pos_num; } bool SpawnPositionUsed[MAX_SW_PLAYERS_REG+1]; void PlayerSpawnPosition(PLAYER* pp) { short pnum = short(pp - Player); short pos_num = pnum; int fz,cz; int i; DSWActor* spawn_sprite = nullptr; // find the first unused spawn position // garauntees that the spawn pos 0 will be used // Note: This code is not used if the player is DEAD and respawning for (i = 0; i < MAX_SW_PLAYERS; i++) { if (!SpawnPositionUsed[i]) { pos_num = i; break; } } // need to call this routine BEFORE resetting DEATH flag switch (gNet.MultiGameType) { case MULTI_GAME_NONE: { // start from the beginning SWStatIterator it(STAT_MULTI_START + 0); spawn_sprite = it.Next(); break; } case MULTI_GAME_COMMBAT: case MULTI_GAME_AI_BOTS: { // start from random position after death if (pp->Flags & (PF_DEAD)) { pos_num = SearchSpawnPosition(pp); } SWStatIterator it(STAT_MULTI_START + pos_num); spawn_sprite = it.Next(); break; } case MULTI_GAME_COOPERATIVE: { // start your assigned spot SWStatIterator it(STAT_MULTI_START + pos_num); spawn_sprite = it.Next(); break; } } SpawnPositionUsed[pos_num] = true; if (spawn_sprite == nullptr) { SWStatIterator it(STAT_MULTI_START + 0); spawn_sprite = it.Next(); } ASSERT(spawn_sprite != nullptr); pp->pos = spawn_sprite->spr.pos; pp->opos = pp->pos; pp->angle.ang = pp->angle.oang = spawn_sprite->spr.angle; pp->setcursector(spawn_sprite->sector()); getzsofslopeptr(pp->cursector, pp->int_ppos().X, pp->int_ppos().Y, &cz, &fz); // if too close to the floor - stand up if (pp->int_ppos().Z > fz - PLAYER_HEIGHT) { pp->set_int_ppos_Z(fz - PLAYER_HEIGHT); pp->opos.Z = pp->pos.Z; } } void InitMultiPlayerInfo(void) { PLAYER* pp; short pnum; unsigned stat; int tag; static short MultiStatList[] = { STAT_MULTI_START, STAT_CO_OP_START }; // this routine is called before SpriteSetup - process start positions NOW SWStatIterator it(STAT_DEFAULT); while (auto actor = it.Next()) { tag = actor->spr.hitag; if (actor->spr.picnum == ST1) { switch (tag) { case MULTI_PLAYER_START: change_actor_stat(actor, STAT_MULTI_START + actor->spr.lotag); break; case MULTI_COOPERATIVE_START: change_actor_stat(actor, STAT_CO_OP_START + actor->spr.lotag); break; } } } // set up the zero starting positions - its not saved in the map as a ST1 sprite // like the others pp = Player; for (stat = 0; stat < SIZ(MultiStatList); stat++) { if (gNet.MultiGameType != MULTI_GAME_NONE) { // if start position is physically set then don't spawn a new one it.Reset(MultiStatList[stat]); if (it.Next()) continue; } auto start0 = SpawnActor(MultiStatList[stat], ST1, nullptr, pp->cursector, pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->angle.ang.Buildang(), 0); start0->clearUser(); start0->spr.picnum = ST1; } memset(SpawnPositionUsed,0,sizeof(SpawnPositionUsed)); // Initialize multi player positions here //for (pp = Player; pp < Player + numplayers; pp++) TRAVERSE_CONNECT(pnum) { pp = Player + pnum; switch (gNet.MultiGameType) { case MULTI_GAME_NONE: PlayerSpawnPosition(pp); break; //return; case MULTI_GAME_COMMBAT: case MULTI_GAME_AI_BOTS: // there are no keys in deathmatch play memset(Player[0].HasKey,0xFFFF,sizeof(Player[0].HasKey)); memset(pp->HasKey,0xFFFF,sizeof(pp->HasKey)); PlayerSpawnPosition(pp); break; case MULTI_GAME_COOPERATIVE: PlayerSpawnPosition(pp); break; } } } // If player stepped in something gooey, track it all over the place. int DoFootPrints(DSWActor* actor) { if (actor->user.PlayerP) { if (!actor->user.PlayerP->insector()) return 0; if (FAF_ConnectArea(actor->user.PlayerP->cursector)) return 0; if (actor->user.PlayerP->NumFootPrints > 0) { QueueFootPrint(actor); } } return 0; } void CheckFootPrints(PLAYER* pp) { if (pp->NumFootPrints <= 0 || FootMode != WATER_FOOT) { // Hey, you just got your feet wet! pp->NumFootPrints = RandomRange(10)+3; FootMode = WATER_FOOT; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- #include "saveable.h" static saveable_code saveable_player_code[] = { SAVE_CODE(DoPlayerSlide), SAVE_CODE(DoPlayerWade), SAVE_CODE(DoPlayerBeginWade), SAVE_CODE(DoPlayerBeginCrawl), SAVE_CODE(DoPlayerCrawl), SAVE_CODE(DoPlayerRun), SAVE_CODE(DoPlayerBeginRun), SAVE_CODE(DoPlayerFall), SAVE_CODE(DoPlayerBeginFall), SAVE_CODE(DoPlayerJump), SAVE_CODE(DoPlayerBeginJump), SAVE_CODE(DoPlayerForceJump), SAVE_CODE(DoPlayerBeginFly), SAVE_CODE(DoPlayerFly), SAVE_CODE(DoPlayerBeginClimb), SAVE_CODE(DoPlayerClimb), SAVE_CODE(DoPlayerBeginDie), SAVE_CODE(DoPlayerBeginOperateVehicle), SAVE_CODE(DoPlayerBeginOperate), SAVE_CODE(DoPlayerOperateVehicle), SAVE_CODE(DoPlayerOperateTurret), SAVE_CODE(DoPlayerBeginDive), SAVE_CODE(DoPlayerDive), SAVE_CODE(DoPlayerTeleportPause), SAVE_CODE(DoPlayerTestCrawl), SAVE_CODE(DoPlayerDeathFlip), SAVE_CODE(DoPlayerDeathCrumble), SAVE_CODE(DoPlayerDeathExplode), SAVE_CODE(DoPlayerDeathFall), SAVE_CODE(DoPlayerBeginDiveNoWarp), SAVE_CODE(DoPlayerCurrent), }; static saveable_data saveable_player_data[] = { SAVE_DATA(Player), SAVE_DATA(s_PlayerNinjaRun), SAVE_DATA(sg_PlayerNinjaRun), SAVE_DATA(s_PlayerNinjaStand), SAVE_DATA(sg_PlayerNinjaStand), SAVE_DATA(s_PlayerNinjaThrow), SAVE_DATA(sg_PlayerNinjaThrow), SAVE_DATA(s_PlayerNinjaJump), SAVE_DATA(sg_PlayerNinjaJump), SAVE_DATA(s_PlayerNinjaFall), SAVE_DATA(sg_PlayerNinjaFall), SAVE_DATA(s_PlayerNinjaClimb), SAVE_DATA(sg_PlayerNinjaClimb), SAVE_DATA(s_PlayerNinjaCrawl), SAVE_DATA(sg_PlayerNinjaCrawl), SAVE_DATA(s_PlayerNinjaSwim), SAVE_DATA(sg_PlayerNinjaSwim), SAVE_DATA(s_PlayerHeadFly), SAVE_DATA(sg_PlayerHeadFly), SAVE_DATA(s_PlayerHead), SAVE_DATA(sg_PlayerHead), SAVE_DATA(s_PlayerHeadHurl), SAVE_DATA(sg_PlayerHeadHurl), SAVE_DATA(s_PlayerDeath), SAVE_DATA(sg_PlayerDeath), SAVE_DATA(s_PlayerNinjaSword), SAVE_DATA(sg_PlayerNinjaSword), SAVE_DATA(s_PlayerNinjaPunch), SAVE_DATA(sg_PlayerNinjaPunch), SAVE_DATA(s_PlayerNinjaFly), SAVE_DATA(sg_PlayerNinjaFly), }; saveable_module saveable_player = { // code saveable_player_code, SIZ(saveable_player_code), // data saveable_player_data, SIZ(saveable_player_data) }; DEFINE_FIELD_X(SWPlayer, PLAYER, sop_remote) DEFINE_FIELD_X(SWPlayer, PLAYER, jump_count) DEFINE_FIELD_X(SWPlayer, PLAYER, jump_speed) DEFINE_FIELD_X(SWPlayer, PLAYER, down_speed) DEFINE_FIELD_X(SWPlayer, PLAYER, up_speed) DEFINE_FIELD_X(SWPlayer, PLAYER, z_speed) DEFINE_FIELD_X(SWPlayer, PLAYER, climb_ndx) DEFINE_FIELD_X(SWPlayer, PLAYER, _hiz) DEFINE_FIELD_X(SWPlayer, PLAYER, _loz) DEFINE_FIELD_X(SWPlayer, PLAYER, ceiling_dist) DEFINE_FIELD_X(SWPlayer, PLAYER, floor_dist) DEFINE_FIELD_X(SWPlayer, PLAYER, circle_camera_dist) //DEFINE_FIELD_X(SWPlayer, PLAYER, six) //DEFINE_FIELD_X(SWPlayer, PLAYER, siy) //DEFINE_FIELD_X(SWPlayer, PLAYER, siz) DEFINE_FIELD_X(SWPlayer, PLAYER, siang) //DEFINE_FIELD_X(SWPlayer, PLAYER, xvect) //DEFINE_FIELD_X(SWPlayer, PLAYER, yvect) //DEFINE_FIELD_X(SWPlayer, PLAYER, oxvect) //DEFINE_FIELD_X(SWPlayer, PLAYER, oyvect) DEFINE_FIELD_X(SWPlayer, PLAYER, friction) //DEFINE_FIELD_X(SWPlayer, PLAYER, slide_xvect) //DEFINE_FIELD_X(SWPlayer, PLAYER, slide_yvect) DEFINE_FIELD_X(SWPlayer, PLAYER, slide_ang) DEFINE_FIELD_X(SWPlayer, PLAYER, slide_dec) DEFINE_FIELD_X(SWPlayer, PLAYER, drive_avel) DEFINE_FIELD_X(SWPlayer, PLAYER, circle_camera_ang) DEFINE_FIELD_X(SWPlayer, PLAYER, camera_check_time_delay) DEFINE_FIELD_X(SWPlayer, PLAYER, cursector) DEFINE_FIELD_X(SWPlayer, PLAYER, lastcursector) DEFINE_FIELD_X(SWPlayer, PLAYER, hvel) DEFINE_FIELD_X(SWPlayer, PLAYER, tilt) DEFINE_FIELD_X(SWPlayer, PLAYER, tilt_dest) DEFINE_FIELD_X(SWPlayer, PLAYER, recoil_amt) DEFINE_FIELD_X(SWPlayer, PLAYER, recoil_speed) DEFINE_FIELD_X(SWPlayer, PLAYER, recoil_ndx) DEFINE_FIELD_X(SWPlayer, PLAYER, recoil_horizoff) DEFINE_FIELD_X(SWPlayer, PLAYER, recoil_ohorizoff) //DEFINE_FIELD_X(SWPlayer, PLAYER, oldposx) //DEFINE_FIELD_X(SWPlayer, PLAYER, oldposy) //DEFINE_FIELD_X(SWPlayer, PLAYER, oldposz) //DEFINE_FIELD_X(SWPlayer, PLAYER, Revolve.X) //DEFINE_FIELD_X(SWPlayer, PLAYER, Revolve.Y) DEFINE_FIELD_X(SWPlayer, PLAYER, RevolveDeltaAng) DEFINE_FIELD_X(SWPlayer, PLAYER, pnum) DEFINE_FIELD_X(SWPlayer, PLAYER, LadderSector) //DEFINE_FIELD_X(SWPlayer, PLAYER, lx) //DEFINE_FIELD_X(SWPlayer, PLAYER, ly) DEFINE_FIELD_X(SWPlayer, PLAYER, JumpDuration) DEFINE_FIELD_X(SWPlayer, PLAYER, WadeDepth) DEFINE_FIELD_X(SWPlayer, PLAYER, bob_amt) DEFINE_FIELD_X(SWPlayer, PLAYER, bob_ndx) DEFINE_FIELD_X(SWPlayer, PLAYER, bcnt) DEFINE_FIELD_X(SWPlayer, PLAYER, bob_z) DEFINE_FIELD_X(SWPlayer, PLAYER, obob_z) DEFINE_FIELD_X(SWPlayer, PLAYER, playerreadyflag) DEFINE_FIELD_X(SWPlayer, PLAYER, Flags) DEFINE_FIELD_X(SWPlayer, PLAYER, Flags2) DEFINE_FIELD_X(SWPlayer, PLAYER, HasKey) DEFINE_FIELD_X(SWPlayer, PLAYER, SwordAng) DEFINE_FIELD_X(SWPlayer, PLAYER, WpnGotOnceFlags) DEFINE_FIELD_X(SWPlayer, PLAYER, WpnFlags) DEFINE_FIELD_X(SWPlayer, PLAYER, WpnAmmo) DEFINE_FIELD_X(SWPlayer, PLAYER, WpnNum) DEFINE_FIELD_X(SWPlayer, PLAYER, WpnRocketType) DEFINE_FIELD_X(SWPlayer, PLAYER, WpnRocketHeat) DEFINE_FIELD_X(SWPlayer, PLAYER, WpnRocketNuke) DEFINE_FIELD_X(SWPlayer, PLAYER, WpnFlameType) DEFINE_FIELD_X(SWPlayer, PLAYER, WpnFirstType) DEFINE_FIELD_X(SWPlayer, PLAYER, WeaponType) DEFINE_FIELD_X(SWPlayer, PLAYER, FirePause) DEFINE_FIELD_X(SWPlayer, PLAYER, InventoryNum) DEFINE_FIELD_X(SWPlayer, PLAYER, InventoryBarTics) DEFINE_FIELD_X(SWPlayer, PLAYER, InventoryTics) DEFINE_FIELD_X(SWPlayer, PLAYER, InventoryPercent) DEFINE_FIELD_X(SWPlayer, PLAYER, InventoryAmount) DEFINE_FIELD_X(SWPlayer, PLAYER, InventoryActive) DEFINE_FIELD_X(SWPlayer, PLAYER, DiveTics) DEFINE_FIELD_X(SWPlayer, PLAYER, DiveDamageTics) DEFINE_FIELD_X(SWPlayer, PLAYER, DeathType) DEFINE_FIELD_X(SWPlayer, PLAYER, Kills) DEFINE_FIELD_X(SWPlayer, PLAYER, SecretsFound) DEFINE_FIELD_X(SWPlayer, PLAYER, Armor) DEFINE_FIELD_X(SWPlayer, PLAYER, MaxHealth) DEFINE_FIELD_X(SWPlayer, PLAYER, UziShellLeftAlt) DEFINE_FIELD_X(SWPlayer, PLAYER, UziShellRightAlt) DEFINE_FIELD_X(SWPlayer, PLAYER, TeamColor) DEFINE_FIELD_X(SWPlayer, PLAYER, FadeTics) DEFINE_FIELD_X(SWPlayer, PLAYER, FadeAmt) DEFINE_FIELD_X(SWPlayer, PLAYER, NightVision) DEFINE_FIELD_X(SWPlayer, PLAYER, StartColor) DEFINE_FIELD_X(SWPlayer, PLAYER, IsAI) DEFINE_FIELD_X(SWPlayer, PLAYER, fta) DEFINE_FIELD_X(SWPlayer, PLAYER, ftq) DEFINE_FIELD_X(SWPlayer, PLAYER, NumFootPrints) DEFINE_FIELD_X(SWPlayer, PLAYER, WpnUziType) DEFINE_FIELD_X(SWPlayer, PLAYER, WpnShotgunType) DEFINE_FIELD_X(SWPlayer, PLAYER, WpnShotgunAuto) DEFINE_FIELD_X(SWPlayer, PLAYER, WpnShotgunLastShell) DEFINE_FIELD_X(SWPlayer, PLAYER, WpnRailType) DEFINE_FIELD_X(SWPlayer, PLAYER, Bloody) DEFINE_FIELD_X(SWPlayer, PLAYER, InitingNuke) DEFINE_FIELD_X(SWPlayer, PLAYER, TestNukeInit) DEFINE_FIELD_X(SWPlayer, PLAYER, NukeInitialized) DEFINE_FIELD_X(SWPlayer, PLAYER, FistAng) DEFINE_FIELD_X(SWPlayer, PLAYER, WpnKungFuMove) DEFINE_FIELD_X(SWPlayer, PLAYER, HitBy) DEFINE_FIELD_X(SWPlayer, PLAYER, Reverb) DEFINE_FIELD_X(SWPlayer, PLAYER, Heads) DEFINE_FIELD_X(SWPlayer, PLAYER, PlayerVersion) DEFINE_FIELD_X(SWPlayer, PLAYER, WpnReloadState) DEFINE_ACTION_FUNCTION(_SWPlayer, WeaponNum) { PARAM_SELF_STRUCT_PROLOGUE(PLAYER); ACTION_RETURN_INT(self->actor->user.WeaponNum); } DEFINE_ACTION_FUNCTION(_SWPlayer, Health) { PARAM_SELF_STRUCT_PROLOGUE(PLAYER); ACTION_RETURN_INT(self->actor->user.Health); } DEFINE_ACTION_FUNCTION(_SWPlayer, MaxUserHealth) { PARAM_SELF_STRUCT_PROLOGUE(PLAYER); ACTION_RETURN_INT(self->actor->user.MaxHealth); } DEFINE_ACTION_FUNCTION(_SWPlayer, GetBuildAngle) { PARAM_SELF_STRUCT_PROLOGUE(PLAYER); ACTION_RETURN_INT(self->angle.ang.Buildang()); } DEFINE_ACTION_FUNCTION(_SW, WeaponMaxAmmo) { PARAM_PROLOGUE; PARAM_INT(wp); ACTION_RETURN_INT(DamageData[wp].max_ammo); } DEFINE_ACTION_FUNCTION(_SW, InventoryFlags) { PARAM_PROLOGUE; PARAM_INT(inv); INVENTORY_DATA* id = &InventoryData[inv]; ACTION_RETURN_INT(id->Flags); } DEFINE_ACTION_FUNCTION(_SW, GetViewPlayer) { PARAM_PROLOGUE; ACTION_RETURN_POINTER(&Player[screenpeek]); } DEFINE_ACTION_FUNCTION(_SW, RealWeapon) { PARAM_PROLOGUE; PARAM_INT(inv); int w = DamageData[inv].with_weapon; ACTION_RETURN_INT(w == -1? inv : w); } END_SW_NS