mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-02 00:53:16 +00:00
1665 lines
40 KiB
C++
1665 lines
40 KiB
C++
//-------------------------------------------------------------------------
|
|
/*
|
|
Copyright (C) 1996, 2003 - 3D Realms Entertainment
|
|
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
|
|
Copyright (C) 2020 - Christoph Oelckers
|
|
|
|
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
|
|
|
|
Duke Nukem 3D is free software; you can redistribute it and/or
|
|
modify it under the terms of the GNU General Public License
|
|
as published by the Free Software Foundation; either version 2
|
|
of the License, or (at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
|
|
See the GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, write to the Free Software
|
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
|
|
Original Source: 1996 - Todd Replogle
|
|
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
|
|
|
|
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
|
|
|
|
Note: EDuke source was in transition. Changes are in-progress in the
|
|
source as it is released.
|
|
|
|
*/
|
|
//-------------------------------------------------------------------------
|
|
|
|
|
|
#include "ns.h"
|
|
#include "global.h"
|
|
#include "mapinfo.h"
|
|
#include "dukeactor.h"
|
|
#include "vm.h"
|
|
|
|
BEGIN_DUKE_NS
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// callback for playercolor CVAR
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int playercolor2lookup(int color)
|
|
{
|
|
static int8_t player_pals[] = { 0, 9, 10, 11, 12, 13, 14, 15, 16, 21, 23, };
|
|
if (color >= 0 && color < 10) return player_pals[color];
|
|
return 0;
|
|
}
|
|
|
|
void PlayerColorChanged(void)
|
|
{
|
|
if (ud.recstat != 0)
|
|
return;
|
|
|
|
const auto p = getPlayer(myconnectindex);
|
|
const auto pact = p->GetActor();
|
|
|
|
if (ud.multimode > 1)
|
|
{
|
|
//Net_SendClientInfo();
|
|
}
|
|
else
|
|
{
|
|
p->palookup = ud.user_pals[myconnectindex] = playercolor2lookup(playercolor);
|
|
}
|
|
|
|
if (pact && pact->spr.pal != 1)
|
|
{
|
|
pact->spr.pal = ud.user_pals[myconnectindex];
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// why is this such a mess?
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int setpal(DDukePlayer* p)
|
|
{
|
|
int palette;
|
|
if (p->DrugMode) palette = DRUGPAL;
|
|
else if (p->heat_on) palette = SLIMEPAL;
|
|
else if (!p->insector()) palette = BASEPAL; // don't crash if out of range.
|
|
else if (tilesurface(p->cursector->ceilingtexture) == TSURF_SLIME) palette = SLIMEPAL;
|
|
else if (p->cursector->lotag == ST_2_UNDERWATER) palette = WATERPAL;
|
|
else palette = BASEPAL;
|
|
return palette;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void quickkill(DDukePlayer* p)
|
|
{
|
|
SetPlayerPal(p, PalEntry(48, 48, 48, 48));
|
|
|
|
auto pa = p->GetActor();
|
|
pa->spr.extra = 0;
|
|
pa->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
|
|
if (ud.god == 0) spawnguts(pa, DukeJibs6Class, 8);
|
|
return;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void forceplayerangle(DDukePlayer* p)
|
|
{
|
|
const auto ang = (DAngle22_5 - randomAngle(45)) / 2.;
|
|
|
|
p->GetActor()->spr.Angles.Pitch -= DAngle::fromDeg(26.566);
|
|
p->cmd.ucmd.actions |= SB_CENTERVIEW;
|
|
p->ViewAngles.Yaw = ang;
|
|
p->ViewAngles.Roll = -ang;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
double hits(DDukeActor* actor)
|
|
{
|
|
double zoff;
|
|
HitInfo hit{};
|
|
|
|
if (actor->isPlayer()) zoff = gs.playerheight;
|
|
else zoff = 0;
|
|
|
|
auto pos = actor->spr.pos;
|
|
hitscan(pos.plusZ(-zoff), actor->sector(), DVector3(actor->spr.Angles.Yaw.ToVector() * 1024, 0), hit, CLIPMASK1);
|
|
return (hit.hitpos.XY() - actor->spr.pos.XY()).Length();
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
double hitasprite(DDukeActor* actor, DDukeActor** hitsp)
|
|
{
|
|
double zoff;
|
|
HitInfo hit{};
|
|
|
|
if (badguy(actor))
|
|
zoff = 42;
|
|
else if (actor->isPlayer()) zoff = gs.playerheight;
|
|
else zoff = 0;
|
|
|
|
auto pos = actor->spr.pos;
|
|
hitscan(pos.plusZ(-zoff), actor->sector(), DVector3(actor->spr.Angles.Yaw.ToVector() * 1024, 0), hit, CLIPMASK1);
|
|
if (hitsp) *hitsp = hit.actor();
|
|
|
|
if (hit.hitWall != nullptr && (hit.hitWall->cstat & CSTAT_WALL_MASKED) && badguy(actor))
|
|
return INT_MAX;
|
|
|
|
return (hit.hitpos.XY() - actor->spr.pos.XY()).Length();
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
double hitawall(DDukePlayer* p, walltype** hitw)
|
|
{
|
|
const auto pact = p->GetActor();
|
|
HitInfo hit{};
|
|
|
|
hitscan(pact->getPosWithOffsetZ(), p->cursector, DVector3(pact->spr.Angles.Yaw.ToVector() * 1024, 0), hit, CLIPMASK0);
|
|
if (hitw) *hitw = hit.hitWall;
|
|
|
|
return (hit.hitpos.XY() - pact->spr.pos.XY()).Length();
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
DDukeActor* aim(DDukeActor* actor, int abase, bool force, bool* b)
|
|
{
|
|
DAngle aang = mapangle(abase);
|
|
|
|
bool gotshrinker = false, gotfreezer = false;
|
|
static const int aimstats[] = { STAT_PLAYER, STAT_DUMMYPLAYER, STAT_ACTOR, STAT_ZOMBIEACTOR };
|
|
|
|
DAngle a = actor->spr.Angles.Yaw;
|
|
|
|
// Autoaim from DukeGDX.
|
|
if (actor->isPlayer())
|
|
{
|
|
auto* plr = getPlayer(actor->PlayerIndex());
|
|
int autoaim = force? 1 : Autoaim(actor->PlayerIndex());
|
|
|
|
bool ww2gipistol = (plr->curr_weapon == PISTOL_WEAPON && isWW2GI());
|
|
bool otherpistol = (plr->curr_weapon == PISTOL_WEAPON && !isWW2GI());
|
|
|
|
// Some fudging to avoid aim randomization when autoaim is off.
|
|
// This is a reimplementation of how it was solved in RedNukem.
|
|
if (!ww2gipistol && (autoaim || otherpistol))
|
|
{
|
|
double vel = 1024, zvel = 0;
|
|
setFreeAimVelocity(vel, zvel, plr->getPitchWithView(), 16.);
|
|
|
|
HitInfo hit{};
|
|
hitscan(actor->getPosWithOffsetZ().plusZ(4), actor->sector(), DVector3(actor->spr.Angles.Yaw.ToVector() * vel, zvel * 64), hit, CLIPMASK1);
|
|
|
|
if (hit.actor() != nullptr)
|
|
{
|
|
if (isIn(hit.actor()->spr.statnum, { STAT_PLAYER, STAT_DUMMYPLAYER, STAT_ACTOR, STAT_ZOMBIEACTOR }))
|
|
{
|
|
if (b) *b = true;
|
|
return hit.actor();
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!autoaim)
|
|
{
|
|
// The chickens in RRRA are homing and must always autoaim.
|
|
if (!isRRRA() || plr->curr_weapon != CHICKEN_WEAPON)
|
|
return nullptr;
|
|
}
|
|
else if (autoaim == 2)
|
|
{
|
|
int weap;
|
|
if (!isWW2GI())
|
|
{
|
|
weap = plr->curr_weapon;
|
|
}
|
|
else
|
|
{
|
|
weap = aplWeaponWorksLike(plr->curr_weapon, plr);
|
|
}
|
|
// The chickens in RRRA are homing and must always autoaim.
|
|
if (!isRRRA() || plr->curr_weapon != CHICKEN_WEAPON)
|
|
{
|
|
if ((weap > CHAINGUN_WEAPON && weap != GROW_WEAPON) || weap == KNEE_WEAPON)
|
|
{
|
|
return nullptr;
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
DDukeActor* aimed = nullptr;
|
|
// if(actor->isPlayer() && ps[actor->PlayerIndex()].aim_mode) return -1;
|
|
|
|
if (!isRR() && actor->isPlayer())
|
|
{
|
|
const auto plr = getPlayer(actor->PlayerIndex());
|
|
|
|
if (isWW2GI())
|
|
{
|
|
gotshrinker = aplWeaponWorksLike(plr->curr_weapon, plr) == SHRINKER_WEAPON;
|
|
gotfreezer = aplWeaponWorksLike(plr->curr_weapon, plr) == FREEZE_WEAPON;
|
|
}
|
|
else
|
|
{
|
|
gotshrinker = plr->curr_weapon == SHRINKER_WEAPON;
|
|
gotfreezer = plr->curr_weapon == FREEZE_WEAPON;
|
|
}
|
|
}
|
|
|
|
double smax = 0x7fffffff;
|
|
|
|
auto dv1 = (a - aang).ToVector();
|
|
auto dv2 = (a + aang).ToVector();
|
|
auto dv3 = a.ToVector();
|
|
|
|
for (int k = 0; k < 4; k++)
|
|
{
|
|
if (aimed)
|
|
break;
|
|
|
|
DukeStatIterator it(aimstats[k]);
|
|
while (auto act = it.Next())
|
|
{
|
|
if (act->spr.scale.X > 0 && act->spr.extra >= 0 && (act->spr.cstat & (CSTAT_SPRITE_BLOCK_ALL | CSTAT_SPRITE_INVISIBLE)) == CSTAT_SPRITE_BLOCK_ALL)
|
|
if (badguy(act) || k < 2)
|
|
{
|
|
if (badguy(act) || act->isPlayer())
|
|
{
|
|
if (act->isPlayer() &&
|
|
(isRR() && ud.ffire == 0) &&
|
|
ud.coop == 1 &&
|
|
actor->isPlayer() &&
|
|
actor != act)
|
|
continue;
|
|
|
|
if (gotshrinker && act->spr.scale.X < 0.46875 && !(act->flags1 & SFLAG_SHRINKAUTOAIM)) continue;
|
|
if (gotfreezer && act->spr.pal == 1) continue;
|
|
}
|
|
|
|
DVector2 vv = act->spr.pos.XY() - actor->spr.pos.XY();
|
|
|
|
if ((dv1.Y * vv.X) <= (dv1.X * vv.Y))
|
|
if ((dv2.Y * vv.X) >= (dv2.X * vv.Y))
|
|
{
|
|
double sdist = dv3.dot(vv);
|
|
if (sdist > 32 && sdist < smax)
|
|
{
|
|
int check;
|
|
if (actor->isPlayer())
|
|
{
|
|
double checkval = (act->spr.pos.Z - actor->spr.pos.Z) * 1.25 / sdist;
|
|
double horiz = getPlayer(actor->PlayerIndex())->getPitchWithView().Tan();
|
|
check = abs(checkval - horiz) < 0.78125;
|
|
}
|
|
else check = 1;
|
|
|
|
int cans = cansee(act->spr.pos.plusZ(-32 + act->IntVar(NAME_aimoffset)), act->sector(), actor->spr.pos.plusZ(-32), actor->sector());
|
|
|
|
if (check && cans)
|
|
{
|
|
smax = sdist;
|
|
aimed = act;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return aimed;
|
|
}
|
|
|
|
// This is what aim should be.
|
|
DDukeActor* aim_(DDukeActor* actor, DDukeActor* weapon, double aimangle, bool* b)
|
|
{
|
|
if (!weapon || (weapon->flags1 & SFLAG_NOAUTOAIM)) return nullptr;
|
|
return aim(actor, int((aimangle > 0 ? aimangle : weapon->FloatVar(NAME_autoaimangle)) * (512 / 90.)), (weapon->flags1 & SFLAG_FORCEAUTOAIM), b);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void dokneeattack(DDukePlayer* const p)
|
|
{
|
|
auto pact = p->GetActor();
|
|
|
|
if (p->knee_incs > 0)
|
|
{
|
|
p->oknee_incs = p->knee_incs;
|
|
p->knee_incs++;
|
|
pact->spr.Angles.Pitch = (pact->getPosWithOffsetZ() - p->actorsqu->spr.pos.plusZ(-4)).Pitch();
|
|
p->cmd.ucmd.actions |= SB_CENTERVIEW;
|
|
if (p->knee_incs > 15)
|
|
{
|
|
p->oknee_incs = p->knee_incs = 0;
|
|
p->holster_weapon = 0;
|
|
if (p->weapon_pos < 0)
|
|
p->weapon_pos = -p->weapon_pos;
|
|
if (p->actorsqu != nullptr && (pact->spr.pos - p->actorsqu->spr.pos).Length() < 1400/16.)
|
|
{
|
|
spawnguts(p->actorsqu, DukeJibs6Class, 7);
|
|
spawn(p->actorsqu, DukeBloodPoolClass);
|
|
S_PlayActorSound(SQUISHED, p->actorsqu);
|
|
if (p->actorsqu->flags2 & SFLAG2_TRIGGERRESPAWN)
|
|
{
|
|
if (p->actorsqu->spr.yint)
|
|
operaterespawns(p->actorsqu->spr.yint);
|
|
}
|
|
|
|
if (p->actorsqu->isPlayer())
|
|
{
|
|
quickkill(getPlayer(p->actorsqu->PlayerIndex()));
|
|
getPlayer(p->actorsqu->PlayerIndex())->frag_ps = p->pnum;
|
|
}
|
|
else
|
|
{
|
|
addkill(p->actorsqu);
|
|
p->actorsqu->Destroy();
|
|
}
|
|
}
|
|
p->actorsqu = nullptr;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int makepainsounds(DDukePlayer* const p, int type)
|
|
{
|
|
auto actor = p->GetActor();
|
|
int k = 0;
|
|
|
|
switch (type)
|
|
{
|
|
case 0:
|
|
if (rnd(32))
|
|
{
|
|
if (p->boot_amount > 0)
|
|
k = 1;
|
|
else
|
|
{
|
|
if (!S_CheckActorSoundPlaying(actor, DUKE_LONGTERM_PAIN))
|
|
S_PlayActorSound(DUKE_LONGTERM_PAIN, actor);
|
|
SetPlayerPal(p, PalEntry(32, 64, 64, 64));
|
|
actor->spr.extra -= 1 + (krand() & 3);
|
|
if (!S_CheckActorSoundPlaying(actor, SHORT_CIRCUIT))
|
|
S_PlayActorSound(SHORT_CIRCUIT, actor);
|
|
}
|
|
}
|
|
break;
|
|
case 1:
|
|
if (rnd(16))
|
|
{
|
|
if (p->boot_amount > 0)
|
|
k = 1;
|
|
else
|
|
{
|
|
if (!S_CheckActorSoundPlaying(actor, DUKE_LONGTERM_PAIN))
|
|
S_PlayActorSound(DUKE_LONGTERM_PAIN, actor);
|
|
SetPlayerPal(p, PalEntry(32, 0, 8, 0));
|
|
actor->spr.extra -= 1 + (krand() & 3);
|
|
}
|
|
}
|
|
break;
|
|
case 2:
|
|
if (rnd(32))
|
|
{
|
|
if (p->boot_amount > 0)
|
|
k = 1;
|
|
else
|
|
{
|
|
if (!S_CheckActorSoundPlaying(actor, DUKE_LONGTERM_PAIN))
|
|
S_PlayActorSound(DUKE_LONGTERM_PAIN, actor);
|
|
SetPlayerPal(p, PalEntry(32, 8, 0, 0));
|
|
actor->spr.extra -= 1 + (krand() & 3);
|
|
}
|
|
}
|
|
break;
|
|
case 3:
|
|
if ((krand() & 3) == 1)
|
|
if (p->on_ground)
|
|
{
|
|
if (p->OnMotorcycle)
|
|
actor->spr.extra -= 2;
|
|
else
|
|
actor->spr.extra -= 4;
|
|
S_PlayActorSound(DUKE_LONGTERM_PAIN, actor);
|
|
}
|
|
break;
|
|
}
|
|
return k;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void footprints(DDukePlayer* const p)
|
|
{
|
|
auto actor = p->GetActor();
|
|
|
|
if (p->footprintcount > 0 && p->on_ground)
|
|
if (p->insector() && (p->cursector->floorstat & CSTAT_SECTOR_SLOPE) != 2)
|
|
{
|
|
int j = -1;
|
|
DukeSectIterator it(actor->sector());
|
|
while (auto act = it.Next())
|
|
{
|
|
if (act->IsKindOf(DukeFootprintsClass))
|
|
if (abs(act->spr.pos.X - actor->spr.pos.X) < 24)
|
|
if (abs(act->spr.pos.Y - actor->spr.pos.Y) < 24)
|
|
{
|
|
j = 1;
|
|
break;
|
|
}
|
|
}
|
|
if (j < 0)
|
|
{
|
|
p->footprintcount--;
|
|
if (p->cursector->lotag == ST_0_NO_EFFECT && p->cursector->hitag == 0)
|
|
{
|
|
DDukeActor* fprint = spawn(actor, DukeFootprintsClass);
|
|
if (fprint)
|
|
{
|
|
fprint->spr.Angles.Yaw = actor->spr.Angles.Yaw;
|
|
fprint->spr.pal = p->footprintpal;
|
|
fprint->spr.shade = (int8_t)p->footprintshade;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void playerisdead(DDukePlayer* const p, int psectlotag, double floorz, double ceilingz)
|
|
{
|
|
auto actor = p->GetActor();
|
|
|
|
// lock input when dead.
|
|
gameInput.ForceInputSync(p->pnum);
|
|
|
|
if (p->dead_flag == 0)
|
|
{
|
|
if (actor->spr.pal != 1)
|
|
{
|
|
SetPlayerPal(p, PalEntry(63, 63, 0, 0));
|
|
actor->spr.pos.Z -= 16;
|
|
}
|
|
#if 0
|
|
if (ud.recstat == 1 && ud.multimode < 2)
|
|
closedemowrite();
|
|
#endif
|
|
|
|
if (actor->spr.pal != 1)
|
|
p->dead_flag = (512 - ((krand() & 1) << 10) + (krand() & 255) - 512) & 2047;
|
|
|
|
p->jetpack_on = 0;
|
|
p->holoduke_on = nullptr;
|
|
|
|
if (!isRR())S_StopSound(DUKE_JETPACK_IDLE, actor);
|
|
S_StopSound(-1, actor, CHAN_VOICE);
|
|
|
|
|
|
if (actor->spr.pal != 1 && (actor->spr.cstat & CSTAT_SPRITE_INVISIBLE) == 0) actor->spr.cstat = 0;
|
|
|
|
if (ud.multimode > 1 && (actor->spr.pal != 1 || (actor->spr.cstat & CSTAT_SPRITE_INVISIBLE)))
|
|
{
|
|
if (p->frag_ps != p->pnum)
|
|
{
|
|
const auto fragp = getPlayer(p->frag_ps);
|
|
fragp->frag++;
|
|
fragp->frags[p->pnum]++;
|
|
|
|
auto pname = PlayerName(p->frag_ps);
|
|
if (p->pnum == screenpeek)
|
|
{
|
|
Printf(PRINT_NOTIFY, "Killed by %s", pname);
|
|
}
|
|
else
|
|
{
|
|
Printf(PRINT_NOTIFY, "Killed %s", pname);
|
|
}
|
|
|
|
}
|
|
else p->fraggedself++;
|
|
|
|
p->frag_ps = p->pnum;
|
|
}
|
|
}
|
|
|
|
if (psectlotag == ST_2_UNDERWATER)
|
|
{
|
|
if (p->on_warping_sector == 0)
|
|
{
|
|
if (abs(actor->getOffsetZ() - floorz) > (gs.playerheight * 0.5))
|
|
actor->spr.pos.Z += 348/ 256.;
|
|
}
|
|
else
|
|
{
|
|
actor->spr.pos.Z -= 2;
|
|
actor->vel.Z = -348 / 256.;
|
|
}
|
|
|
|
Collision coll;
|
|
clipmove(actor->spr.pos.XY(), actor->getOffsetZ(), &p->cursector, DVector2( 0, 0), 10.25, 4., 4., CLIPMASK0, coll);
|
|
}
|
|
|
|
actor->backuploc();
|
|
|
|
p->ViewAngles.Pitch = actor->spr.Angles.Pitch = nullAngle;
|
|
|
|
updatesector(actor->getPosWithOffsetZ(), &p->cursector);
|
|
|
|
pushmove(actor->spr.pos.XY(), actor->getOffsetZ(), &p->cursector, 8, 4, 20, CLIPMASK0);
|
|
|
|
if (floorz > ceilingz + 16 && actor->spr.pal != 1)
|
|
p->ViewAngles.Roll = DAngle::fromBuild(-(p->dead_flag + ((floorz + actor->getOffsetZ()) * 2)));
|
|
|
|
p->on_warping_sector = 0;
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int endoflevel(DDukePlayer* const p)
|
|
{
|
|
// the fist puching the end-of-level thing...
|
|
p->ofist_incs = p->fist_incs;
|
|
p->fist_incs++;
|
|
if (p->fist_incs == 28)
|
|
{
|
|
#if 0
|
|
if (ud.recstat == 1) closedemowrite();
|
|
#endif
|
|
S_PlaySound(PIPEBOMB_EXPLODE);
|
|
SetPlayerPal(p, PalEntry(48, 64, 64, 64));
|
|
}
|
|
if (p->fist_incs > 42)
|
|
{
|
|
setnextmap(!!p->buttonpalette);
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int timedexit(DDukePlayer* const p)
|
|
{
|
|
p->timebeforeexit--;
|
|
if (p->timebeforeexit == 26 * 5)
|
|
{
|
|
FX_StopAllSounds();
|
|
if (p->customexitsound >= 0)
|
|
{
|
|
S_PlaySound(p->customexitsound);
|
|
FTA(102, p);
|
|
}
|
|
}
|
|
else if (p->timebeforeexit == 1)
|
|
{
|
|
setnextmap(false);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void playerCrouch(DDukePlayer* const p)
|
|
{
|
|
const auto pact = p->GetActor();
|
|
const auto nVelMoveDown = abs(p->cmd.ucmd.vel.Z * (p->cmd.ucmd.vel.Z < 0));
|
|
constexpr double vel = 8 + 3;
|
|
|
|
SetGameVarID(g_iReturnVarID, 0, pact, p->pnum);
|
|
OnEvent(EVENT_CROUCH, p->pnum, pact, -1);
|
|
if (GetGameVarID(g_iReturnVarID, pact, p->pnum).value() == 0)
|
|
{
|
|
pact->spr.pos.Z += clamp(vel * !!(p->cmd.ucmd.actions & SB_CROUCH) + vel * nVelMoveDown, -vel, vel);
|
|
p->crack_time = CRACK_TIME;
|
|
}
|
|
}
|
|
|
|
void playerJump(DDukePlayer* const p, double floorz, double ceilingz)
|
|
{
|
|
if (p->jumping_toggle == 0 && p->jumping_counter == 0 && (floorz - ceilingz) > 56)
|
|
{
|
|
const auto pact = p->GetActor();
|
|
SetGameVarID(g_iReturnVarID, 0, pact, p->pnum);
|
|
OnEvent(EVENT_JUMP, p->pnum, pact, -1);
|
|
if (GetGameVarID(g_iReturnVarID, pact, p->pnum).value() == 0)
|
|
{
|
|
p->jumping_counter = 1;
|
|
p->jumping_toggle = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DDukePlayer::apply_seasick()
|
|
{
|
|
if (isRRRA() && SeaSick && (dead_flag == 0))
|
|
{
|
|
if (SeaSick < 250)
|
|
{
|
|
static constexpr DAngle adjustment = DAngle::fromDeg(4.21875);
|
|
|
|
if (SeaSick >= 180)
|
|
ViewAngles.Roll -= adjustment;
|
|
else if (SeaSick >= 130)
|
|
ViewAngles.Roll += adjustment;
|
|
else if (SeaSick >= 70)
|
|
ViewAngles.Roll -= adjustment;
|
|
else if (SeaSick >= 20)
|
|
ViewAngles.Roll += adjustment;
|
|
}
|
|
if (SeaSick < 250)
|
|
ViewAngles.Yaw = DAngle::fromDeg(krandf(45) - 22.5);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DDukePlayer::backuppos(bool noclipping)
|
|
{
|
|
const auto pact = GetActor();
|
|
|
|
if (!noclipping)
|
|
{
|
|
pact->backupvec2();
|
|
}
|
|
else
|
|
{
|
|
pact->restorevec2();
|
|
}
|
|
|
|
pact->backupz();
|
|
bobpos = pact->spr.pos.XY();
|
|
opyoff = pyoff;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DDukePlayer::backupweapon()
|
|
{
|
|
oweapon_sway = weapon_sway;
|
|
oweapon_pos = weapon_pos;
|
|
okickback_pic = kickback_pic;
|
|
orandom_club_frame = random_club_frame;
|
|
ohard_landing = hard_landing;
|
|
ofistsign = fistsign;
|
|
otipincs = tipincs;
|
|
oknee_incs = knee_incs;
|
|
oaccess_incs = access_incs;
|
|
ofist_incs = fist_incs;
|
|
oloogcnt = loogcnt;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DDukePlayer::checkhardlanding()
|
|
{
|
|
if (hard_landing > 0)
|
|
{
|
|
GetActor()->spr.Angles.Pitch += maphoriz(hard_landing << 4) * !!(cl_dukepitchmode & kDukePitchHardLanding);
|
|
hard_landing--;
|
|
}
|
|
}
|
|
|
|
void DDukePlayer::playerweaponsway(double xvel)
|
|
{
|
|
if (cl_weaponsway)
|
|
{
|
|
if (xvel < 2 || on_ground == 0 || bobcounter == 1024)
|
|
{
|
|
if ((weapon_sway & 2047) > (1024 + 96))
|
|
weapon_sway -= 96;
|
|
else if ((weapon_sway & 2047) < (1024 - 96))
|
|
weapon_sway += 96;
|
|
else oweapon_sway = weapon_sway = 1024;
|
|
}
|
|
else
|
|
{
|
|
weapon_sway = bobcounter;
|
|
|
|
if ((bobcounter - oweapon_sway) > 256)
|
|
{
|
|
oweapon_sway = weapon_sway;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void checklook(DDukePlayer* const p, ESyncBits actions)
|
|
{
|
|
const auto pact = p->GetActor();
|
|
|
|
if ((actions & SB_LOOK_LEFT) && !p->OnMotorcycle)
|
|
{
|
|
SetGameVarID(g_iReturnVarID, 0, pact, p->pnum);
|
|
OnEvent(EVENT_LOOKLEFT, p->pnum, pact, -1);
|
|
if (GetGameVarID(g_iReturnVarID, pact, p->pnum).value() != 0)
|
|
{
|
|
actions &= ~SB_LOOK_LEFT;
|
|
}
|
|
}
|
|
|
|
if ((actions & SB_LOOK_RIGHT) && !p->OnMotorcycle)
|
|
{
|
|
SetGameVarID(g_iReturnVarID, 0, pact, p->pnum);
|
|
OnEvent(EVENT_LOOKRIGHT, p->pnum, pact, -1);
|
|
if (GetGameVarID(g_iReturnVarID, pact, p->pnum).value() != 0)
|
|
{
|
|
actions &= ~SB_LOOK_RIGHT;
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void playerCenterView(DDukePlayer* const p)
|
|
{
|
|
const auto pact = p->GetActor();
|
|
SetGameVarID(g_iReturnVarID, 0, pact, p->pnum);
|
|
OnEvent(EVENT_RETURNTOCENTER, p->pnum, pact, -1);
|
|
if (GetGameVarID(g_iReturnVarID, pact, p->pnum).value() == 0)
|
|
{
|
|
p->cmd.ucmd.actions |= SB_CENTERVIEW;
|
|
p->cmd.ucmd.ang.Pitch = nullAngle;
|
|
gameInput.ForceInputSync(p->pnum);
|
|
}
|
|
else
|
|
{
|
|
p->cmd.ucmd.actions &= ~SB_CENTERVIEW;
|
|
}
|
|
}
|
|
|
|
void playerLookUp(DDukePlayer* const p, ESyncBits actions)
|
|
{
|
|
const auto pact = p->GetActor();
|
|
SetGameVarID(g_iReturnVarID, 0, pact, p->pnum);
|
|
OnEvent(EVENT_LOOKUP, p->pnum, pact, -1);
|
|
if (GetGameVarID(g_iReturnVarID, pact, p->pnum).value() == 0)
|
|
{
|
|
p->cmd.ucmd.actions |= SB_CENTERVIEW;
|
|
}
|
|
else
|
|
{
|
|
p->cmd.ucmd.actions &= ~SB_LOOK_UP;
|
|
}
|
|
}
|
|
|
|
void playerLookDown(DDukePlayer* const p, ESyncBits actions)
|
|
{
|
|
const auto pact = p->GetActor();
|
|
SetGameVarID(g_iReturnVarID, 0, pact, p->pnum);
|
|
OnEvent(EVENT_LOOKDOWN, p->pnum, pact, -1);
|
|
if (GetGameVarID(g_iReturnVarID, pact, p->pnum).value() == 0)
|
|
{
|
|
p->cmd.ucmd.actions |= SB_CENTERVIEW;
|
|
}
|
|
else
|
|
{
|
|
p->cmd.ucmd.actions &= ~SB_LOOK_DOWN;
|
|
}
|
|
}
|
|
|
|
void playerAimUp(DDukePlayer* const p, ESyncBits actions)
|
|
{
|
|
const auto pact = p->GetActor();
|
|
SetGameVarID(g_iReturnVarID, 0, pact, p->pnum);
|
|
OnEvent(EVENT_AIMUP, p->pnum, pact, -1);
|
|
if (GetGameVarID(g_iReturnVarID, pact, p->pnum).value() != 0)
|
|
{
|
|
p->cmd.ucmd.actions &= ~SB_AIM_UP;
|
|
}
|
|
}
|
|
|
|
void playerAimDown(DDukePlayer* const p, ESyncBits actions)
|
|
{
|
|
const auto pact = p->GetActor();
|
|
SetGameVarID(g_iReturnVarID, 0, pact, p->pnum);
|
|
OnEvent(EVENT_AIMDOWN, p->pnum, pact, -1); // due to a typo in WW2GI's CON files this is the same as EVENT_AIMUP.
|
|
if (GetGameVarID(g_iReturnVarID, pact, p->pnum).value() != 0)
|
|
{
|
|
p->cmd.ucmd.actions &= ~SB_AIM_DOWN;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void shoot(DDukeActor* actor, PClass* cls)
|
|
{
|
|
int pnum;
|
|
DVector3 spos;
|
|
DAngle sang;
|
|
|
|
auto const sect = actor->sector();
|
|
|
|
sang = actor->spr.Angles.Yaw;
|
|
if (actor->isPlayer())
|
|
{
|
|
pnum = actor->PlayerIndex();
|
|
const auto p = getPlayer(pnum);
|
|
spos = actor->getPosWithOffsetZ().plusZ(p->pyoff + 4);
|
|
p->crack_time = CRACK_TIME;
|
|
}
|
|
else
|
|
{
|
|
pnum = -1;
|
|
auto tex = TexMan.GetGameTexture(actor->spr.spritetexture());
|
|
spos = actor->spr.pos.plusZ(-(actor->spr.scale.Y * tex->GetDisplayHeight() * 0.5) + 4);
|
|
|
|
spos.Z += actor->FloatVar(NAME_shootzoffset);
|
|
if (badguy(actor) && !(actor->flags3 & SFLAG3_SHOOTCENTERED))
|
|
{
|
|
spos.X -= (sang + DAngle22_5 * 0.75).Sin() * 8;
|
|
spos.Y += (sang + DAngle22_5 * 0.75).Cos() * 8;
|
|
}
|
|
}
|
|
|
|
if (cls == nullptr)
|
|
return;
|
|
|
|
CallShootThis(static_cast<DDukeActor*>(GetDefaultByType(cls)), actor, pnum, spos, sang);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// split out so that the weapon check can be done right.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool movementBlocked(DDukePlayer *p)
|
|
{
|
|
auto blockingweapon = [=]()
|
|
{
|
|
if (isRR()) return false;
|
|
if (isWW2GI()) return aplWeaponWorksLike(p->curr_weapon, p) == TRIPBOMB_WEAPON;
|
|
else return p->curr_weapon == TRIPBOMB_WEAPON;
|
|
};
|
|
|
|
auto weapondelay = [=]()
|
|
{
|
|
if (isWW2GI()) return aplWeaponFireDelay(p->curr_weapon, p);
|
|
else return 4;
|
|
};
|
|
|
|
return (p->fist_incs ||
|
|
p->transporter_hold > 2 ||
|
|
p->hard_landing ||
|
|
p->access_incs > 0 ||
|
|
p->knee_incs > 0 ||
|
|
p->GetActor()->spr.extra <= 0 ||
|
|
(p->dead_flag && !ud.god) ||
|
|
(blockingweapon() && p->kickback_pic > 1 && p->kickback_pic < weapondelay()));
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int haslock(sectortype* sectp, DDukePlayer* const p)
|
|
{
|
|
if (!sectp)
|
|
return 0;
|
|
if (!sectp->lockinfo)
|
|
return 1;
|
|
if (sectp->lockinfo > 6)
|
|
return 1;
|
|
int wk = sectp->lockinfo;
|
|
if (wk > 3)
|
|
wk -= 3;
|
|
|
|
if (p->keys[wk] == 1)
|
|
{
|
|
sectp->lockinfo = 0;
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// taken out of Duke, now that it is no longer hard coded.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void purplelavacheck(DDukePlayer* p)
|
|
{
|
|
auto pact = p->GetActor();
|
|
if (p->spritebridge == 0 && pact->insector())
|
|
{
|
|
auto sect = pact->sector();
|
|
// one texflag for a single texture again, just to avoid one hard coded check...
|
|
if ((tilesurface(sect->floortexture) == TSURF_PURPLELAVA) || (tilesurface(sect->ceilingtexture) == TSURF_PURPLELAVA))
|
|
{
|
|
if (p->boot_amount > 0)
|
|
{
|
|
p->boot_amount--;
|
|
p->inven_icon = 7;
|
|
if (p->boot_amount <= 0)
|
|
checkavailinven(p);
|
|
}
|
|
else
|
|
{
|
|
if (!S_CheckActorSoundPlaying(pact, DUKE_LONGTERM_PAIN))
|
|
S_PlayActorSound(DUKE_LONGTERM_PAIN, pact);
|
|
SetPlayerPal(p, PalEntry(32, 0, 8, 0));
|
|
pact->spr.extra--;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// moved out of the CON interpreter.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void addphealth(DDukePlayer* p, int amount, bool bigitem)
|
|
{
|
|
const auto pact = p->GetActor();
|
|
|
|
if (p->newOwner != nullptr)
|
|
{
|
|
p->newOwner = nullptr;
|
|
pact->restoreloc();
|
|
updatesector(pact->getPosWithOffsetZ(), &p->cursector);
|
|
|
|
DukeStatIterator it(STAT_ACTOR);
|
|
while (auto actj = it.Next())
|
|
{
|
|
if (actj->flags2 & SFLAG2_CAMERA)
|
|
actj->spr.yint = 0;
|
|
}
|
|
}
|
|
|
|
int curhealth = pact->spr.extra;
|
|
|
|
if (!bigitem)
|
|
{
|
|
if (curhealth > gs.max_player_health && amount > 0)
|
|
{
|
|
return;// false;
|
|
}
|
|
else
|
|
{
|
|
if (curhealth > 0)
|
|
curhealth += amount;
|
|
if (curhealth > gs.max_player_health && amount > 0)
|
|
curhealth = gs.max_player_health;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (curhealth > 0)
|
|
curhealth += amount;
|
|
if (curhealth > (gs.max_player_health << 1))
|
|
curhealth = (gs.max_player_health << 1);
|
|
}
|
|
|
|
if (curhealth < 0) curhealth = 0;
|
|
|
|
if (ud.god == 0)
|
|
{
|
|
if (amount > 0)
|
|
{
|
|
if ((curhealth - amount) < (gs.max_player_health >> 2) &&
|
|
curhealth >= (gs.max_player_health >> 2))
|
|
S_PlayActorSound(PLAYER_GOTHEALTHATLOW, pact);
|
|
|
|
p->last_extra = curhealth;
|
|
}
|
|
|
|
|
|
pact->spr.extra = curhealth;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// moved out of the CON interpreter.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int playereat(DDukePlayer* p, int amount, bool bigitem)
|
|
{
|
|
const auto pact = p->GetActor();
|
|
|
|
p->eat += amount;
|
|
if (p->eat > 100)
|
|
{
|
|
p->eat = 100;
|
|
}
|
|
p->drink_amt -= amount;
|
|
if (p->drink_amt < 0)
|
|
p->drink_amt = 0;
|
|
int curhealth = pact->spr.extra;
|
|
if (!bigitem)
|
|
{
|
|
if (curhealth > gs.max_player_health && amount > 0)
|
|
{
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
if (curhealth > 0)
|
|
curhealth += (amount) * 3;
|
|
if (curhealth > gs.max_player_health && amount > 0)
|
|
curhealth = gs.max_player_health;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (curhealth > 0)
|
|
curhealth += amount;
|
|
if (curhealth > (gs.max_player_health << 1))
|
|
curhealth = (gs.max_player_health << 1);
|
|
}
|
|
|
|
if (curhealth < 0) curhealth = 0;
|
|
|
|
if (ud.god == 0)
|
|
{
|
|
if (amount > 0)
|
|
{
|
|
if ((curhealth - amount) < (gs.max_player_health >> 2) &&
|
|
curhealth >= (gs.max_player_health >> 2))
|
|
S_PlayActorSound(PLAYER_GOTHEALTHATLOW, pact);
|
|
|
|
p->last_extra = curhealth;
|
|
}
|
|
|
|
pact->spr.extra = curhealth;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// moved out of the CON interpreter.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void playerdrink(DDukePlayer* p, int amount)
|
|
{
|
|
const auto pact = p->GetActor();
|
|
|
|
p->drink_amt += amount;
|
|
int curhealth = pact->spr.extra;
|
|
if (curhealth > 0)
|
|
curhealth += amount;
|
|
if (curhealth > gs.max_player_health * 2)
|
|
curhealth = gs.max_player_health * 2;
|
|
if (curhealth < 0)
|
|
curhealth = 0;
|
|
|
|
if (ud.god == 0)
|
|
{
|
|
if (amount > 0)
|
|
{
|
|
if ((curhealth - amount) < (gs.max_player_health >> 2) &&
|
|
curhealth >= (gs.max_player_health >> 2))
|
|
S_PlayActorSound(PLAYER_GOTHEALTHATLOW, pact);
|
|
|
|
p->last_extra = curhealth;
|
|
}
|
|
|
|
pact->spr.extra = curhealth;
|
|
}
|
|
if (p->drink_amt > 100)
|
|
p->drink_amt = 100;
|
|
|
|
if (pact->spr.extra >= gs.max_player_health)
|
|
{
|
|
pact->spr.extra = gs.max_player_health;
|
|
p->last_extra = gs.max_player_health;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// moved out of the CON interpreter.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int playeraddammo(DDukePlayer* p, int weaponindex, int amount)
|
|
{
|
|
if (p->ammo_amount[weaponindex] >= gs.max_ammo_amount[weaponindex])
|
|
{
|
|
return false;
|
|
}
|
|
addammo(weaponindex, p, amount);
|
|
if (p->curr_weapon == KNEE_WEAPON)
|
|
if (p->gotweapon[weaponindex] && (WeaponSwitch(p->pnum) & 1))
|
|
fi.addweapon(p, weaponindex, true);
|
|
return true;
|
|
}
|
|
|
|
int playeraddweapon(DDukePlayer* p, int weaponindex, int amount)
|
|
{
|
|
if (p->gotweapon[weaponindex] == 0) fi.addweapon(p, weaponindex, !!(WeaponSwitch(p->pnum) & 1));
|
|
else if (p->ammo_amount[weaponindex] >= gs.max_ammo_amount[weaponindex])
|
|
{
|
|
return false;
|
|
}
|
|
addammo(weaponindex, p, amount);
|
|
if (p->curr_weapon == KNEE_WEAPON)
|
|
if (p->gotweapon[weaponindex] && (WeaponSwitch(p->pnum) & 1))
|
|
fi.addweapon(p, weaponindex, true);
|
|
|
|
return true;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// moved out of the CON interpreter.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void playeraddinventory(DDukePlayer* p, DDukeActor* item, int type, int amount)
|
|
{
|
|
switch (type)
|
|
{
|
|
case 0:
|
|
p->steroids_amount = amount;
|
|
p->inven_icon = 2;
|
|
break;
|
|
case 1:
|
|
p->shield_amount += amount;// 100;
|
|
if (p->shield_amount > gs.max_player_health)
|
|
p->shield_amount = gs.max_player_health;
|
|
break;
|
|
case 2:
|
|
p->scuba_amount = amount;// 1600;
|
|
p->inven_icon = 6;
|
|
break;
|
|
case 3:
|
|
p->holoduke_amount = amount;// 1600;
|
|
p->inven_icon = 3;
|
|
break;
|
|
case 4:
|
|
p->jetpack_amount = amount;// 1600;
|
|
p->inven_icon = 4;
|
|
break;
|
|
case 6:
|
|
if (isRR())
|
|
{
|
|
switch (item->spr.lotag)
|
|
{
|
|
case 100: p->keys[1] = 1; break;
|
|
case 101: p->keys[2] = 1; break;
|
|
case 102: p->keys[3] = 1; break;
|
|
case 103: p->keys[4] = 1; break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch (item->spr.pal)
|
|
{
|
|
case 0: p->got_access |= 1; break;
|
|
case 21: p->got_access |= 2; break;
|
|
case 23: p->got_access |= 4; break;
|
|
}
|
|
}
|
|
break;
|
|
case 7:
|
|
p->heat_amount = amount;
|
|
p->inven_icon = 5;
|
|
break;
|
|
case 9:
|
|
p->inven_icon = 1;
|
|
p->firstaid_amount = amount;
|
|
break;
|
|
case 10:
|
|
p->inven_icon = 7;
|
|
p->boot_amount = amount;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// moved out of the CON interpreter.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int checkp(DDukeActor* self, DDukePlayer* p, int flags)
|
|
{
|
|
const double vel = self->vel.X;
|
|
const auto pact = p->GetActor();
|
|
|
|
// sigh.. this was yet another place where number literals were used as bit masks for every single value, making the code totally unreadable.
|
|
if ((flags & pducking) && p->on_ground && !!(p->cmd.ucmd.actions & SB_CROUCH))
|
|
return 1;
|
|
else if ((flags & pfalling) && p->jumping_counter == 0 && !p->on_ground && p->vel.Z > 8)
|
|
return 1;
|
|
else if ((flags & pjumping) && p->jumping_counter > 348)
|
|
return 1;
|
|
else if ((flags & pstanding) && vel >= 0 && vel < 0.5)
|
|
return 1;
|
|
else if ((flags & pwalking) && vel >= 0.5 && !(p->cmd.ucmd.actions & SB_RUN))
|
|
return 1;
|
|
else if ((flags & prunning) && vel >= 0.5 && !!(p->cmd.ucmd.actions & SB_RUN))
|
|
return 1;
|
|
else if ((flags & phigher) && pact->getOffsetZ() < self->spr.pos.Z - 48)
|
|
return 1;
|
|
else if ((flags & pwalkingback) && vel <= -0.5 && !(p->cmd.ucmd.actions & SB_RUN))
|
|
return 1;
|
|
else if ((flags & prunningback) && vel <= -0.5 && (!!(p->cmd.ucmd.actions & SB_RUN)))
|
|
return 1;
|
|
else if ((flags & pkicking) && (p->quick_kick > 0 || (p->curr_weapon == KNEE_WEAPON && p->kickback_pic > 0)))
|
|
return 1;
|
|
else if ((flags & pshrunk) && pact->spr.scale.X < (isRR() ? 0.125 : 0.5))
|
|
return 1;
|
|
else if ((flags & pjetpack) && p->jetpack_on)
|
|
return 1;
|
|
else if ((flags & ponsteroids) && p->steroids_amount > 0 && p->steroids_amount < 400)
|
|
return 1;
|
|
else if ((flags & ponground) && p->on_ground)
|
|
return 1;
|
|
else if ((flags & palive) && pact->spr.scale.X > (isRR() ? 0.125 : 0.5) && pact->spr.extra > 0 && p->timebeforeexit == 0)
|
|
return 1;
|
|
else if ((flags & pdead) && pact->spr.extra <= 0)
|
|
return 1;
|
|
else if ((flags & pfacing))
|
|
{
|
|
if (self->isPlayer() && ud.multimode > 1)
|
|
{
|
|
const auto pact2 = getPlayer(otherp)->GetActor();
|
|
return absangle(pact2->spr.Angles.Yaw, (pact->spr.pos.XY() - pact2->spr.pos.XY()).Angle()) < DAngle22_5;
|
|
}
|
|
else
|
|
{
|
|
return absangle(pact->spr.Angles.Yaw, (self->spr.pos.XY() - pact->spr.pos.XY()).Angle()) < DAngle22_5;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// moved out of the CON interpreter.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int playercheckinventory(DDukePlayer* p, DDukeActor* item, int type, int amount)
|
|
{
|
|
bool j = 0;
|
|
switch (type)
|
|
{
|
|
case 0:
|
|
if (p->steroids_amount != amount)
|
|
j = 1;
|
|
break;
|
|
case 1:
|
|
if (p->shield_amount != gs.max_player_health)
|
|
j = 1;
|
|
break;
|
|
case 2:
|
|
if (p->scuba_amount != amount) j = 1;
|
|
break;
|
|
case 3:
|
|
if (p->holoduke_amount != amount) j = 1;
|
|
break;
|
|
case 4:
|
|
if (p->jetpack_amount != amount) j = 1;
|
|
break;
|
|
case 6:
|
|
if (isRR())
|
|
{
|
|
switch (item->spr.lotag)
|
|
{
|
|
case 100:
|
|
if (p->keys[1]) j = 1;
|
|
break;
|
|
case 101:
|
|
if (p->keys[2]) j = 1;
|
|
break;
|
|
case 102:
|
|
if (p->keys[3]) j = 1;
|
|
break;
|
|
case 103:
|
|
if (p->keys[4]) j = 1;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch (item->spr.pal)
|
|
{
|
|
case 0:
|
|
if (p->got_access & 1) j = 1;
|
|
break;
|
|
case 21:
|
|
if (p->got_access & 2) j = 1;
|
|
break;
|
|
case 23:
|
|
if (p->got_access & 4) j = 1;
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
case 7:
|
|
if (p->heat_amount != amount) j = 1;
|
|
break;
|
|
case 9:
|
|
if (p->firstaid_amount != amount) j = 1;
|
|
break;
|
|
case 10:
|
|
if (p->boot_amount != amount) j = 1;
|
|
break;
|
|
}
|
|
return j;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// moved out of the CON interpreter.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void playerstomp(DDukePlayer* p, DDukeActor* stomped)
|
|
{
|
|
const auto pact = p->GetActor();
|
|
|
|
if (p->knee_incs == 0 && pact->spr.scale.X >= (isRR() ? 0.140625 : 0.625))
|
|
if (cansee(stomped->spr.pos.plusZ(-4), stomped->sector(), pact->getPosWithOffsetZ().plusZ(16), pact->sector()))
|
|
{
|
|
p->knee_incs = 1;
|
|
if (p->weapon_pos == 0)
|
|
p->weapon_pos = -1;
|
|
p->actorsqu = stomped;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// moved out of the CON interpreter.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void playerreset(DDukePlayer* p, DDukeActor* g_ac)
|
|
{
|
|
if (ud.multimode < 2)
|
|
{
|
|
gameaction = ga_autoloadgame;
|
|
}
|
|
else
|
|
{
|
|
// I am not convinced this is even remotely smart to be executed from here..
|
|
const auto pact = p->GetActor();
|
|
pickrandomspot(p);
|
|
g_ac->spr.pos = pact->getPosWithOffsetZ();
|
|
pact->backuppos();
|
|
p->setbobpos();
|
|
g_ac->backuppos();
|
|
updatesector(pact->getPosWithOffsetZ(), &p->cursector);
|
|
SetActor(pact, pact->spr.pos);
|
|
g_ac->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
|
|
|
|
g_ac->spr.shade = -12;
|
|
g_ac->clipdist = 16;
|
|
g_ac->spr.scale = DVector2(0.65625, 0.5625);
|
|
g_ac->SetOwner(g_ac);
|
|
g_ac->spr.xoffset = 0;
|
|
g_ac->spr.pal = p->palookup;
|
|
|
|
p->last_extra = g_ac->spr.extra = gs.max_player_health;
|
|
p->wantweaponfire = -1;
|
|
pact->PrevAngles.Pitch = pact->spr.Angles.Pitch = nullAngle;
|
|
p->on_crane = nullptr;
|
|
p->frag_ps = p->pnum;
|
|
p->PrevViewAngles.Pitch = p->ViewAngles.Pitch = nullAngle;
|
|
p->opyoff = 0;
|
|
p->wackedbyactor = nullptr;
|
|
p->shield_amount = gs.max_armour_amount;
|
|
p->dead_flag = 0;
|
|
p->pals.a = 0;
|
|
p->footprintcount = 0;
|
|
p->weapreccnt = 0;
|
|
p->ftq = 0;
|
|
p->vel.X = p->vel.Y = 0;
|
|
if (!isRR()) p->PrevViewAngles.Roll = p->ViewAngles.Roll = nullAngle;
|
|
|
|
p->falling_counter = 0;
|
|
|
|
g_ac->hitextra = -1;
|
|
|
|
g_ac->cgg = 0;
|
|
g_ac->movflag = 0;
|
|
g_ac->tempval = 0;
|
|
g_ac->actorstayput = nullptr;
|
|
g_ac->dispictex = FNullTextureID();
|
|
g_ac->SetHitOwner(pact);
|
|
g_ac->temp_data[4] = 0;
|
|
|
|
resetinventory(p);
|
|
resetweapons(p);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// moved out of the CON interpreter.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void wackplayer(DDukePlayer* p)
|
|
{
|
|
if (!isRR())
|
|
forceplayerangle(p);
|
|
else
|
|
{
|
|
p->vel.XY() -= p->GetActor()->spr.Angles.Yaw.ToVector() * 64;
|
|
p->jumping_counter = 767;
|
|
p->jumping_toggle = 1;
|
|
}
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// moved out of the CON interpreter.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void playerkick(DDukePlayer* p, DDukeActor* g_ac)
|
|
{
|
|
if (ud.multimode > 1 && g_ac->isPlayer())
|
|
{
|
|
const auto p2 = getPlayer(otherp);
|
|
|
|
if (p2->quick_kick == 0)
|
|
p2->quick_kick = 14;
|
|
}
|
|
else if (!g_ac->isPlayer() && p->quick_kick == 0)
|
|
p->quick_kick = 14;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void underwater(DDukePlayer* const p, ESyncBits actions, double floorz, double ceilingz)
|
|
{
|
|
const auto pact = p->GetActor();
|
|
constexpr double dist = (348. / 256.);
|
|
const auto kbdDir = ((actions & SB_JUMP) && !p->OnMotorcycle) - ((actions & SB_CROUCH) || p->OnMotorcycle);
|
|
const auto velZ = clamp(dist * kbdDir + dist * p->cmd.ucmd.vel.Z, -dist, dist);
|
|
|
|
p->jumping_counter = 0;
|
|
p->pycount += 32;
|
|
p->pycount &= 2047;
|
|
p->pyoff = BobVal(p->pycount);
|
|
|
|
if (!S_CheckActorSoundPlaying(pact, DUKE_UNDERWATER))
|
|
S_PlayActorSound(DUKE_UNDERWATER, pact);
|
|
|
|
if (velZ > 0)
|
|
{
|
|
if (p->vel.Z > 0) p->vel.Z = 0;
|
|
p->vel.Z -= velZ;
|
|
if (p->vel.Z < -6) p->vel.Z = -6;
|
|
}
|
|
else if (velZ < 0)
|
|
{
|
|
if (p->vel.Z < 0) p->vel.Z = 0;
|
|
p->vel.Z -= velZ;
|
|
if (p->vel.Z > 6) p->vel.Z = 6;
|
|
}
|
|
else
|
|
{
|
|
if (p->vel.Z < 0)
|
|
{
|
|
p->vel.Z += 1;
|
|
if (p->vel.Z > 0)
|
|
p->vel.Z = 0;
|
|
}
|
|
if (p->vel.Z > 0)
|
|
{
|
|
p->vel.Z -= 1;
|
|
if (p->vel.Z < 0)
|
|
p->vel.Z = 0;
|
|
}
|
|
}
|
|
|
|
if (p->vel.Z > 8)
|
|
p->vel.Z *= 0.5;
|
|
|
|
pact->spr.pos.Z += p->vel.Z;
|
|
|
|
if (pact->getOffsetZ() > floorz - 15)
|
|
pact->spr.pos.Z += ((floorz - 15) - pact->getOffsetZ()) * 0.5;
|
|
|
|
if (pact->getOffsetZ() < ceilingz + 4)
|
|
{
|
|
pact->spr.pos.Z = ceilingz + 4 + gs.playerheight;
|
|
p->vel.Z = 0;
|
|
}
|
|
|
|
if (p->scuba_on && (krand() & 255) < 8)
|
|
{
|
|
if (const auto j = spawn(pact, DukeWaterBubbleClass))
|
|
{
|
|
if (isRR())
|
|
{
|
|
j->spr.pos += (pact->spr.Angles.Yaw.ToVector() + DVector2(12 - (global_random & 8), 12 - (global_random & 8))) * 16;
|
|
j->spr.cstat = CSTAT_SPRITE_TRANS_FLIP | CSTAT_SPRITE_TRANSLUCENT;
|
|
}
|
|
else
|
|
{
|
|
j->spr.pos += (pact->spr.Angles.Yaw.ToVector() + DVector2(4 - (global_random & 8), 4 - (global_random & 8))) * 16;
|
|
}
|
|
|
|
j->spr.scale = DVector2(0.046875, 0.03125);
|
|
j->spr.pos.Z = pact->getOffsetZ() + 8;
|
|
}
|
|
}
|
|
}
|
|
|
|
END_DUKE_NS
|