mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-14 22:51:11 +00:00
2482 lines
84 KiB
C++
2482 lines
84 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include <stdlib.h>
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#include <string.h>
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#include "automap.h"
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#include "compat.h"
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#include "build.h"
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#include "blood.h"
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#include "gstrings.h"
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#include "gamestate.h"
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#include "automap.h"
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BEGIN_BLD_NS
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PLAYER gPlayer[kMaxPlayers];
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PLAYER *gMe, *gView;
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bool gBlueFlagDropped = false;
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bool gRedFlagDropped = false;
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// V = has effect in game, X = no effect in game
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POWERUPINFO gPowerUpInfo[kMaxPowerUps] = {
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{ -1, 1, 1, 1 }, // 00: V keys
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{ -1, 1, 1, 1 }, // 01: V keys
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{ -1, 1, 1, 1 }, // 02: V keys
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{ -1, 1, 1, 1 }, // 03: V keys
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{ -1, 1, 1, 1 }, // 04: V keys
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{ -1, 1, 1, 1 }, // 05: V keys
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{ -1, 1, 1, 1 }, // 06: V keys
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{ -1, 0, 100, 100 }, // 07: V doctor's bag
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{ -1, 0, 50, 100 }, // 08: V medicine pouch
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{ -1, 0, 20, 100 }, // 09: V life essense
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{ -1, 0, 100, 200 }, // 10: V life seed
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{ -1, 0, 2, 200 }, // 11: V red potion
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{ 783, 0, 3600, 432000 }, // 12: V feather fall
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{ 896, 0, 3600, 432000 }, // 13: V cloak of invisibility
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{ 825, 1, 3600, 432000 }, // 14: V death mask (invulnerability)
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{ 827, 0, 3600, 432000 }, // 15: V jump boots
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{ 828, 0, 3600, 432000 }, // 16: X raven flight
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{ 829, 0, 3600, 1728000 }, // 17: V guns akimbo
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{ 830, 0, 3600, 432000 }, // 18: V diving suit
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{ 831, 0, 3600, 432000 }, // 19: V gas mask
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{ -1, 0, 3600, 432000 }, // 20: X clone
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{ 2566, 0, 3600, 432000 }, // 21: V crystal ball
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{ 836, 0, 3600, 432000 }, // 22: X decoy
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{ 853, 0, 3600, 432000 }, // 23: V doppleganger
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{ 2428, 0, 3600, 432000 }, // 24: V reflective shots
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{ 839, 0, 3600, 432000 }, // 25: V beast vision
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{ 768, 0, 3600, 432000 }, // 26: X cloak of shadow (useless)
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{ 840, 0, 3600, 432000 }, // 27: X rage shroom
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{ 841, 0, 900, 432000 }, // 28: V delirium shroom
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{ 842, 0, 3600, 432000 }, // 29: V grow shroom (gModernMap only)
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{ 843, 0, 3600, 432000 }, // 30: V shrink shroom (gModernMap only)
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{ -1, 0, 3600, 432000 }, // 31: X death mask (useless)
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{ -1, 0, 3600, 432000 }, // 32: X wine goblet
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{ -1, 0, 3600, 432000 }, // 33: X wine bottle
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{ -1, 0, 3600, 432000 }, // 34: X skull grail
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{ -1, 0, 3600, 432000 }, // 35: X silver grail
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{ -1, 0, 3600, 432000 }, // 36: X tome
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{ -1, 0, 3600, 432000 }, // 37: X black chest
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{ -1, 0, 3600, 432000 }, // 38: X wooden chest
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{ 837, 1, 3600, 432000 }, // 39: V asbestos armor
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{ -1, 0, 1, 432000 }, // 40: V basic armor
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{ -1, 0, 1, 432000 }, // 41: V body armor
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{ -1, 0, 1, 432000 }, // 42: V fire armor
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{ -1, 0, 1, 432000 }, // 43: V spirit armor
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{ -1, 0, 1, 432000 }, // 44: V super armor
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{ 0, 0, 0, 0 }, // 45: ? unknown
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{ 0, 0, 0, 0 }, // 46: ? unknown
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{ 0, 0, 0, 0 }, // 47: ? unknown
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{ 0, 0, 0, 0 }, // 48: ? unknown
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{ 0, 0, 0, 0 }, // 49: X dummy
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{ 833, 1, 1, 1 } // 50: V kModernItemLevelMap (gModernMap only)
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};
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int Handicap[] = {
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144, 208, 256, 304, 368
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};
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POSTURE gPostureDefaults[kModeMax][kPostureMax] = {
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// normal human
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{
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{ 0x4000, 0x4000, 0x4000, 14, 17, 24, 16, 32, 80, 0x1600, 0x1200, 0xc00, 0x90, -0xbaaaa, -0x175555 },
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{ 0x1200, 0x1200, 0x1200, 14, 17, 24, 16, 32, 80, 0x1400, 0x1000, -0x600, 0xb0, 0x5b05, 0 },
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{ 0x2000, 0x2000, 0x2000, 22, 28, 24, 16, 16, 40, 0x800, 0x600, -0x600, 0xb0, 0, 0 },
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},
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// normal beast
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{
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{ 0x4000, 0x4000, 0x4000, 14, 17, 24, 16, 32, 80, 0x1600, 0x1200, 0xc00, 0x90, -0xbaaaa, -0x175555 },
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{ 0x1200, 0x1200, 0x1200, 14, 17, 24, 16, 32, 80, 0x1400, 0x1000, -0x600, 0xb0, 0x5b05, 0 },
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{ 0x2000, 0x2000, 0x2000, 22, 28, 24, 16, 16, 40, 0x800, 0x600, -0x600, 0xb0, 0, 0 },
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},
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// shrink human
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{
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{ 10384, 10384, 10384, 14, 17, 24, 16, 32, 80, 5632, 4608, 3072, 144, -564586, -1329173 },
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{ 2108, 2108, 2108, 14, 17, 24, 16, 32, 80, 5120, 4096, -1536, 176, 0x5b05, 0 },
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{ 2192, 2192, 2192, 22, 28, 24, 16, 16, 40, 2048, 1536, -1536, 176, 0, 0 },
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},
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// grown human
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{
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{ 19384, 19384, 19384, 14, 17, 24, 16, 32, 80, 5632, 4608, 3072, 144, -1014586, -1779173 },
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{ 5608, 5608, 5608, 14, 17, 24, 16, 32, 80, 5120, 4096, -1536, 176, 0x5b05, 0 },
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{ 11192, 11192, 11192, 22, 28, 24, 16, 16, 40, 2048, 1536, -1536, 176, 0, 0 },
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},
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};
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AMMOINFO gAmmoInfo[] = {
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{ 0, -1 },
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{ 100, -1 },
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{ 100, 4 },
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{ 500, 5 },
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{ 100, -1 },
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{ 50, -1 },
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{ 2880, -1 },
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{ 250, -1 },
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{ 100, -1 },
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{ 100, -1 },
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{ 50, -1 },
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{ 50, -1 },
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};
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struct ARMORDATA {
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int armor0;
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int armor0max;
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int armor1;
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int armor1max;
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int armor2;
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int armor2max;
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};
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ARMORDATA armorData[5] = {
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{ 0x320, 0x640, 0x320, 0x640, 0x320, 0x640 },
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{ 0x640, 0x640, 0, 0x640, 0, 0x640 },
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{ 0, 0x640, 0x640, 0x640, 0, 0x640 },
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{ 0, 0x640, 0, 0x640, 0x640, 0x640 },
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{ 0xc80, 0xc80, 0xc80, 0xc80, 0xc80, 0xc80 }
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};
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struct VICTORY {
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const char *message;
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int Kills;
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};
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VICTORY gVictory[] = {
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{ "%s boned %s like a fish", 4100 },
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{ "%s castrated %s", 4101 },
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{ "%s creamed %s", 4102 },
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{ "%s destroyed %s", 4103 },
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{ "%s diced %s", 4104 },
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{ "%s disemboweled %s", 4105 },
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{ "%s flattened %s", 4106 },
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{ "%s gave %s Anal Justice", 4107 },
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{ "%s gave AnAl MaDnEsS to %s", 4108 },
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{ "%s hurt %s real bad", 4109 },
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{ "%s killed %s", 4110 },
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{ "%s made mincemeat out of %s", 4111 },
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{ "%s massacred %s", 4112 },
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{ "%s mutilated %s", 4113 },
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{ "%s reamed %s", 4114 },
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{ "%s ripped %s a new orifice", 4115 },
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{ "%s slaughtered %s", 4116 },
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{ "%s sliced %s", 4117 },
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{ "%s smashed %s", 4118 },
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{ "%s sodomized %s", 4119 },
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{ "%s splattered %s", 4120 },
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{ "%s squashed %s", 4121 },
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{ "%s throttled %s", 4122 },
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{ "%s wasted %s", 4123 },
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{ "%s body bagged %s", 4124 },
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};
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struct SUICIDE {
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const char *message;
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int Kills;
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};
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SUICIDE gSuicide[] = {
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{ "%s is excrement", 4202 },
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{ "%s is hamburger", 4203 },
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{ "%s suffered scrotum separation", 4204 },
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{ "%s volunteered for population control", 4206 },
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{ "%s has suicided", 4207 },
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};
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struct DAMAGEINFO {
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int armorType;
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int Kills[3];
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int at10[3];
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};
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DAMAGEINFO damageInfo[7] = {
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{ -1, 731, 732, 733, 710, 710, 710 },
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{ 1, 742, 743, 744, 711, 711, 711 },
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{ 0, 731, 732, 733, 712, 712, 712 },
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{ 1, 731, 732, 733, 713, 713, 713 },
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{ -1, 724, 724, 724, 714, 714, 714 },
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{ 2, 731, 732, 733, 715, 715, 715 },
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{ 0, 0, 0, 0, 0, 0, 0 }
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};
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int powerupCheck(PLAYER *pPlayer, int nPowerUp)
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{
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assert(pPlayer != NULL);
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assert(nPowerUp >= 0 && nPowerUp < kMaxPowerUps);
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int nPack = powerupToPackItem(nPowerUp);
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if (nPack >= 0 && !packItemActive(pPlayer, nPack))
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return 0;
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return pPlayer->pwUpTime[nPowerUp];
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}
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char powerupActivate(PLAYER *pPlayer, int nPowerUp)
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{
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if (powerupCheck(pPlayer, nPowerUp) > 0 && gPowerUpInfo[nPowerUp].pickupOnce)
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return 0;
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if (!pPlayer->pwUpTime[nPowerUp])
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pPlayer->pwUpTime[nPowerUp] = gPowerUpInfo[nPowerUp].bonusTime;
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int nPack = powerupToPackItem(nPowerUp);
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if (nPack >= 0)
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pPlayer->packSlots[nPack].isActive = 1;
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switch (nPowerUp + kItemBase) {
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#ifdef NOONE_EXTENSIONS
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case kItemModernMapLevel:
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if (gModernMap) gFullMap = true;
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break;
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case kItemShroomShrink:
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if (!gModernMap) break;
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else if (isGrown(pPlayer->actor())) playerDeactivateShrooms(pPlayer);
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else playerSizeShrink(pPlayer, 2);
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break;
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case kItemShroomGrow:
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if (!gModernMap) break;
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else if (isShrinked(pPlayer->actor())) playerDeactivateShrooms(pPlayer);
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else {
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playerSizeGrow(pPlayer, 2);
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if (powerupCheck(&gPlayer[pPlayer->pSprite->type - kDudePlayer1], kPwUpShadowCloak) > 0) {
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powerupDeactivate(pPlayer, kPwUpShadowCloak);
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pPlayer->pwUpTime[kPwUpShadowCloak] = 0;
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}
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if (ceilIsTooLow(pPlayer->actor()))
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actDamageSprite(pPlayer->actor(), pPlayer->actor(), kDamageExplode, 65535);
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}
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break;
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#endif
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case kItemFeatherFall:
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case kItemJumpBoots:
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pPlayer->damageControl[0]++;
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break;
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case kItemReflectShots: // reflective shots
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if (pPlayer == gMe && gGameOptions.nGameType == 0)
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sfxSetReverb2(1);
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break;
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case kItemDeathMask:
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for (int i = 0; i < 7; i++)
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pPlayer->damageControl[i]++;
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break;
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case kItemDivingSuit: // diving suit
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pPlayer->damageControl[4]++;
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if (pPlayer == gMe && gGameOptions.nGameType == 0)
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sfxSetReverb(1);
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break;
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case kItemGasMask:
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pPlayer->damageControl[4]++;
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break;
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case kItemArmorAsbest:
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pPlayer->damageControl[1]++;
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break;
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case kItemTwoGuns:
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pPlayer->newWeapon = pPlayer->curWeapon;
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WeaponRaise(pPlayer);
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break;
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}
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sfxPlay3DSound(pPlayer->pSprite, 776, -1, 0);
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return 1;
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}
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void powerupDeactivate(PLAYER *pPlayer, int nPowerUp)
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{
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int nPack = powerupToPackItem(nPowerUp);
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if (nPack >= 0)
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pPlayer->packSlots[nPack].isActive = 0;
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switch (nPowerUp + kItemBase) {
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#ifdef NOONE_EXTENSIONS
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case kItemShroomShrink:
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if (gModernMap) {
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playerSizeReset(pPlayer);
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if (ceilIsTooLow(pPlayer->actor()))
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actDamageSprite(pPlayer->actor(), pPlayer->actor(), kDamageExplode, 65535);
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}
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break;
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case kItemShroomGrow:
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if (gModernMap) playerSizeReset(pPlayer);
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break;
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#endif
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case kItemFeatherFall:
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case kItemJumpBoots:
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pPlayer->damageControl[0]--;
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break;
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case kItemDeathMask:
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for (int i = 0; i < 7; i++)
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pPlayer->damageControl[i]--;
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break;
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case kItemDivingSuit:
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pPlayer->damageControl[4]--;
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if (pPlayer == gMe && VanillaMode() ? true : pPlayer->pwUpTime[24] == 0)
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sfxSetReverb(0);
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break;
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case kItemReflectShots:
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if (pPlayer == gMe && VanillaMode() ? true : pPlayer->packSlots[1].isActive == 0)
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sfxSetReverb(0);
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break;
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case kItemGasMask:
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pPlayer->damageControl[4]--;
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break;
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case kItemArmorAsbest:
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pPlayer->damageControl[1]--;
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break;
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case kItemTwoGuns:
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pPlayer->newWeapon = pPlayer->curWeapon;
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WeaponRaise(pPlayer);
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break;
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}
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}
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void powerupSetState(PLAYER *pPlayer, int nPowerUp, char bState)
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{
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if (!bState)
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powerupActivate(pPlayer, nPowerUp);
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else
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powerupDeactivate(pPlayer, nPowerUp);
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}
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void powerupProcess(PLAYER *pPlayer)
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{
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pPlayer->packItemTime = ClipLow(pPlayer->packItemTime-4, 0);
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for (int i = kMaxPowerUps-1; i >= 0; i--)
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{
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int nPack = powerupToPackItem(i);
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if (nPack >= 0)
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{
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if (pPlayer->packSlots[nPack].isActive)
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{
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pPlayer->pwUpTime[i] = ClipLow(pPlayer->pwUpTime[i]-4, 0);
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if (pPlayer->pwUpTime[i])
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pPlayer->packSlots[nPack].curAmount = (100*pPlayer->pwUpTime[i])/gPowerUpInfo[i].bonusTime;
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else
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{
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powerupDeactivate(pPlayer, i);
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if (pPlayer->packItemId == nPack)
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pPlayer->packItemId = 0;
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}
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}
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}
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else if (pPlayer->pwUpTime[i] > 0)
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{
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pPlayer->pwUpTime[i] = ClipLow(pPlayer->pwUpTime[i]-4, 0);
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if (!pPlayer->pwUpTime[i])
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powerupDeactivate(pPlayer, i);
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}
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}
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}
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void powerupClear(PLAYER *pPlayer)
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{
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for (int i = kMaxPowerUps-1; i >= 0; i--)
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{
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pPlayer->pwUpTime[i] = 0;
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}
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}
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int packItemToPowerup(int nPack)
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{
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int nPowerUp = -1;
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switch (nPack) {
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case 0:
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break;
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case 1:
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nPowerUp = kPwUpDivingSuit;
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break;
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case 2:
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nPowerUp = kPwUpCrystalBall;
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break;
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case 3:
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nPowerUp = kPwUpBeastVision;
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break;
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case 4:
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nPowerUp = kPwUpJumpBoots;
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break;
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default:
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I_Error("Unhandled pack item %d", nPack);
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break;
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}
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return nPowerUp;
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}
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int powerupToPackItem(int nPowerUp)
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{
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switch (nPowerUp) {
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case kPwUpDivingSuit:
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return 1;
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case kPwUpCrystalBall:
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return 2;
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case kPwUpBeastVision:
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return 3;
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case kPwUpJumpBoots:
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return 4;
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}
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return -1;
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}
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|
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char packAddItem(PLAYER *pPlayer, unsigned int nPack)
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{
|
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if (nPack <= 4)
|
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{
|
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if (pPlayer->packSlots[nPack].curAmount >= 100)
|
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return 0;
|
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pPlayer->packSlots[nPack].curAmount = 100;
|
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int nPowerUp = packItemToPowerup(nPack);
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if (nPowerUp >= 0)
|
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pPlayer->pwUpTime[nPowerUp] = gPowerUpInfo[nPowerUp].bonusTime;
|
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if (pPlayer->packItemId == -1)
|
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pPlayer->packItemId = nPack;
|
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if (!pPlayer->packSlots[pPlayer->packItemId].curAmount)
|
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pPlayer->packItemId = nPack;
|
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}
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else
|
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I_Error("Unhandled pack item %d", nPack);
|
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return 1;
|
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}
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|
|
int packCheckItem(PLAYER *pPlayer, int nPack)
|
|
{
|
|
return pPlayer->packSlots[nPack].curAmount;
|
|
}
|
|
|
|
char packItemActive(PLAYER *pPlayer, int nPack)
|
|
{
|
|
return pPlayer->packSlots[nPack].isActive;
|
|
}
|
|
|
|
void packUseItem(PLAYER *pPlayer, int nPack)
|
|
{
|
|
char v4 = 0;
|
|
int nPowerUp = -1;
|
|
if (pPlayer->packSlots[nPack].curAmount > 0)
|
|
{
|
|
pPlayer->packItemId = nPack;
|
|
|
|
switch (nPack)
|
|
{
|
|
case 0:
|
|
{
|
|
XSPRITE *pXSprite = pPlayer->pXSprite;
|
|
unsigned int health = pXSprite->health>>4;
|
|
if (health < 100)
|
|
{
|
|
int heal = ClipHigh(100-health, pPlayer->packSlots[0].curAmount);
|
|
actHealDude(pPlayer->actor(), heal, 100);
|
|
pPlayer->packSlots[0].curAmount -= heal;
|
|
}
|
|
break;
|
|
}
|
|
case 1:
|
|
v4 = 1;
|
|
nPowerUp = kPwUpDivingSuit;
|
|
break;
|
|
case 2:
|
|
v4 = 1;
|
|
nPowerUp = kPwUpCrystalBall;
|
|
break;
|
|
case 3:
|
|
v4 = 1;
|
|
nPowerUp = kPwUpBeastVision;
|
|
break;
|
|
case 4:
|
|
v4 = 1;
|
|
nPowerUp = kPwUpJumpBoots;
|
|
break;
|
|
default:
|
|
I_Error("Unhandled pack item %d", nPack);
|
|
return;
|
|
}
|
|
}
|
|
pPlayer->packItemTime = 0;
|
|
if (v4)
|
|
powerupSetState(pPlayer, nPowerUp, pPlayer->packSlots[nPack].isActive);
|
|
}
|
|
|
|
void packPrevItem(PLAYER *pPlayer)
|
|
{
|
|
if (pPlayer->packItemTime > 0)
|
|
{
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
for (int nPrev = pPlayer->packItemId-1; nPrev >= 0; nPrev--)
|
|
{
|
|
if (pPlayer->packSlots[nPrev].curAmount)
|
|
{
|
|
pPlayer->packItemId = nPrev;
|
|
pPlayer->packItemTime = 600;
|
|
return;
|
|
}
|
|
}
|
|
pPlayer->packItemId = 4;
|
|
if (pPlayer->packSlots[4].curAmount) break;
|
|
}
|
|
}
|
|
|
|
pPlayer->packItemTime = 600;
|
|
}
|
|
|
|
void packNextItem(PLAYER* pPlayer)
|
|
{
|
|
if (pPlayer->packItemTime > 0)
|
|
{
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
for (int nNext = pPlayer->packItemId + 1; nNext < 5; nNext++)
|
|
{
|
|
if (pPlayer->packSlots[nNext].curAmount)
|
|
{
|
|
pPlayer->packItemId = nNext;
|
|
pPlayer->packItemTime = 600;
|
|
return;
|
|
}
|
|
}
|
|
pPlayer->packItemId = 0;
|
|
if (pPlayer->packSlots[0].curAmount) break;
|
|
}
|
|
}
|
|
pPlayer->packItemTime = 600;
|
|
}
|
|
|
|
char playerSeqPlaying(PLAYER * pPlayer, int nSeq)
|
|
{
|
|
int nCurSeq = seqGetID(pPlayer->actor());
|
|
if (pPlayer->pDudeInfo->seqStartID+nSeq == nCurSeq && seqGetStatus(pPlayer->actor()) >= 0)
|
|
return 1;
|
|
return 0;
|
|
}
|
|
|
|
void playerSetRace(PLAYER *pPlayer, int nLifeMode)
|
|
{
|
|
assert(nLifeMode >= kModeHuman && nLifeMode <= kModeHumanGrown);
|
|
DUDEINFO *pDudeInfo = pPlayer->pDudeInfo;
|
|
*pDudeInfo = gPlayerTemplate[nLifeMode];
|
|
pPlayer->lifeMode = nLifeMode;
|
|
|
|
// By NoOne: don't forget to change clipdist for grow and shrink modes
|
|
pPlayer->pSprite->clipdist = pDudeInfo->clipdist;
|
|
|
|
for (int i = 0; i < 7; i++)
|
|
pDudeInfo->damageVal[i] = MulScale(Handicap[gSkill], pDudeInfo->startDamage[i], 8);
|
|
}
|
|
|
|
void playerSetGodMode(PLAYER *pPlayer, bool bGodMode)
|
|
{
|
|
pPlayer->godMode = bGodMode;
|
|
}
|
|
|
|
void playerResetInertia(PLAYER *pPlayer)
|
|
{
|
|
POSTURE *pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture];
|
|
pPlayer->zView = pPlayer->pSprite->z-pPosture->eyeAboveZ;
|
|
pPlayer->zWeapon = pPlayer->pSprite->z-pPosture->weaponAboveZ;
|
|
viewBackupView(pPlayer->nPlayer);
|
|
}
|
|
|
|
void playerCorrectInertia(PLAYER* pPlayer, vec3_t const *oldpos)
|
|
{
|
|
pPlayer->zView += pPlayer->pSprite->z-oldpos->z;
|
|
pPlayer->zWeapon += pPlayer->pSprite->z-oldpos->z;
|
|
viewCorrectViewOffsets(pPlayer->nPlayer, oldpos);
|
|
}
|
|
|
|
void playerResetPowerUps(PLAYER* pPlayer)
|
|
{
|
|
for (int i = 0; i < kMaxPowerUps; i++) {
|
|
if (!VanillaMode() && (i == kPwUpJumpBoots || i == kPwUpDivingSuit || i == kPwUpCrystalBall || i == kPwUpBeastVision))
|
|
continue;
|
|
pPlayer->pwUpTime[i] = 0;
|
|
}
|
|
}
|
|
|
|
void playerResetPosture(PLAYER* pPlayer) {
|
|
memcpy(pPlayer->pPosture, gPostureDefaults, sizeof(gPostureDefaults));
|
|
}
|
|
|
|
void playerStart(int nPlayer, int bNewLevel)
|
|
{
|
|
PLAYER* pPlayer = &gPlayer[nPlayer];
|
|
InputPacket* pInput = &pPlayer->input;
|
|
ZONE* pStartZone = NULL;
|
|
|
|
// normal start position
|
|
if (gGameOptions.nGameType <= 1)
|
|
pStartZone = &gStartZone[nPlayer];
|
|
|
|
#ifdef NOONE_EXTENSIONS
|
|
// let's check if there is positions of teams is specified
|
|
// if no, pick position randomly, just like it works in vanilla.
|
|
else if (gModernMap && gGameOptions.nGameType == 3 && gTeamsSpawnUsed == true) {
|
|
int maxRetries = 5;
|
|
while (maxRetries-- > 0) {
|
|
if (pPlayer->teamId == 0) pStartZone = &gStartZoneTeam1[Random(3)];
|
|
else pStartZone = &gStartZoneTeam2[Random(3)];
|
|
|
|
if (maxRetries != 0) {
|
|
// check if there is no spawned player in selected zone
|
|
BloodSectIterator it(pStartZone->sectnum);
|
|
while (auto act = it.Next())
|
|
{
|
|
spritetype* pSprite = &act->s();
|
|
if (pStartZone->x == pSprite->x && pStartZone->y == pSprite->y && IsPlayerSprite(pSprite)) {
|
|
pStartZone = NULL;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (pStartZone != NULL)
|
|
break;
|
|
}
|
|
|
|
}
|
|
#endif
|
|
else {
|
|
pStartZone = &gStartZone[Random(8)];
|
|
}
|
|
|
|
auto actor = actSpawnSprite(pStartZone->sectnum, pStartZone->x, pStartZone->y, pStartZone->z, 6, 1);
|
|
spritetype* pSprite = &actor->s();
|
|
assert(pSprite->extra > 0 && pSprite->extra < kMaxXSprites);
|
|
XSPRITE *pXSprite = &actor->x();
|
|
pPlayer->pSprite = pSprite;
|
|
pPlayer->pXSprite = pXSprite;
|
|
pPlayer->nSprite = pSprite->index;
|
|
DUDEINFO *pDudeInfo = &dudeInfo[kDudePlayer1 + nPlayer - kDudeBase];
|
|
pPlayer->pDudeInfo = pDudeInfo;
|
|
playerSetRace(pPlayer, kModeHuman);
|
|
playerResetPosture(pPlayer);
|
|
seqSpawn(pDudeInfo->seqStartID, actor, -1);
|
|
if (pPlayer == gMe)
|
|
actor->s().cstat2 |= CSTAT2_SPRITE_MAPPED;
|
|
int top, bottom;
|
|
GetSpriteExtents(pSprite, &top, &bottom);
|
|
pSprite->z -= bottom - pSprite->z;
|
|
pSprite->pal = 11+(pPlayer->teamId&3);
|
|
pSprite->ang = pStartZone->ang;
|
|
pPlayer->angle.ang = buildang(pSprite->ang);
|
|
pSprite->type = kDudePlayer1+nPlayer;
|
|
pSprite->clipdist = pDudeInfo->clipdist;
|
|
pSprite->flags = 15;
|
|
pXSprite->burnTime = 0;
|
|
actor->SetBurnSource(nullptr);
|
|
pPlayer->pXSprite->health = pDudeInfo->startHealth<<4;
|
|
pPlayer->pSprite->cstat &= (unsigned short)~32768;
|
|
pPlayer->bloodlust = 0;
|
|
pPlayer->horizon.horiz = pPlayer->horizon.horizoff = q16horiz(0);
|
|
pPlayer->slope = 0;
|
|
pPlayer->fragger = nullptr;
|
|
pPlayer->underwaterTime = 1200;
|
|
pPlayer->bubbleTime = 0;
|
|
pPlayer->restTime = 0;
|
|
pPlayer->kickPower = 0;
|
|
pPlayer->laughCount = 0;
|
|
pPlayer->angle.spin = 0;
|
|
pPlayer->posture = 0;
|
|
pPlayer->voodooTarget = nullptr;
|
|
pPlayer->voodooTargets = 0;
|
|
pPlayer->voodooVar1 = 0;
|
|
pPlayer->vodooVar2 = 0;
|
|
playerResetInertia(pPlayer);
|
|
pPlayer->zWeaponVel = 0;
|
|
pPlayer->relAim.dx = 0x4000;
|
|
pPlayer->relAim.dy = 0;
|
|
pPlayer->relAim.dz = 0;
|
|
pPlayer->aimTarget = nullptr;
|
|
pPlayer->zViewVel = pPlayer->zWeaponVel;
|
|
if (!(gGameOptions.nGameType == 1 && gGameOptions.bKeepKeysOnRespawn && !bNewLevel))
|
|
for (int i = 0; i < 8; i++)
|
|
pPlayer->hasKey[i] = gGameOptions.nGameType >= 2;
|
|
pPlayer->hasFlag = 0;
|
|
for (int i = 0; i < 2; i++)
|
|
pPlayer->ctfFlagState[i] = nullptr;
|
|
for (int i = 0; i < 7; i++)
|
|
pPlayer->damageControl[i] = 0;
|
|
if (pPlayer->godMode)
|
|
playerSetGodMode(pPlayer, 1);
|
|
gInfiniteAmmo = 0;
|
|
gFullMap = 0;
|
|
pPlayer->throwPower = 0;
|
|
pPlayer->deathTime = 0;
|
|
pPlayer->nextWeapon = kWeapNone;
|
|
actor->xvel = actor->yvel = actor->zvel = 0;
|
|
pInput->avel = 0;
|
|
pInput->actions = 0;
|
|
pInput->fvel = 0;
|
|
pInput->svel = 0;
|
|
pInput->horz = 0;
|
|
pPlayer->flickerEffect = 0;
|
|
pPlayer->quakeEffect = 0;
|
|
pPlayer->tiltEffect = 0;
|
|
pPlayer->visibility = 0;
|
|
pPlayer->painEffect = 0;
|
|
pPlayer->blindEffect = 0;
|
|
pPlayer->chokeEffect = 0;
|
|
pPlayer->handTime = 0;
|
|
pPlayer->weaponTimer = 0;
|
|
pPlayer->weaponState = 0;
|
|
pPlayer->weaponQav = kQAVNone;
|
|
pPlayer->qavLastTick = 0;
|
|
pPlayer->qavTimer = 0;
|
|
#ifdef NOONE_EXTENSIONS
|
|
playerQavSceneReset(pPlayer); // reset qav scene
|
|
|
|
// assign or update player's sprite index for conditions
|
|
if (gModernMap) {
|
|
|
|
BloodStatIterator it(kStatModernPlayerLinker);
|
|
while (auto iactor = it.Next())
|
|
{
|
|
XSPRITE* pXCtrl = &iactor->x();
|
|
if (pXCtrl->data1 == pPlayer->nPlayer + 1)
|
|
{
|
|
int nSpriteOld = pXCtrl->sysData1;
|
|
trPlayerCtrlLink(iactor, pPlayer, (nSpriteOld < 0) ? true : false);
|
|
if (nSpriteOld > 0)
|
|
condUpdateObjectIndex(&bloodActors[nSpriteOld], &bloodActors[pXCtrl->sysData1]);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
pPlayer->hand = 0;
|
|
pPlayer->nWaterPal = 0;
|
|
playerResetPowerUps(pPlayer);
|
|
|
|
if (pPlayer == gMe)
|
|
{
|
|
viewInitializePrediction();
|
|
}
|
|
if (IsUnderwaterSector(pSprite->sectnum))
|
|
{
|
|
pPlayer->posture = 1;
|
|
pPlayer->pXSprite->medium = kMediumWater;
|
|
}
|
|
}
|
|
|
|
void playerReset(PLAYER *pPlayer)
|
|
{
|
|
static int dword_136400[] = {
|
|
3, 4, 2, 8, 9, 10, 7, 1, 1, 1, 1, 1, 1, 1
|
|
};
|
|
static int dword_136438[] = {
|
|
3, 4, 2, 8, 9, 10, 7, 1, 1, 1, 1, 1, 1, 1
|
|
};
|
|
assert(pPlayer != NULL);
|
|
for (int i = 0; i < 14; i++)
|
|
{
|
|
pPlayer->hasWeapon[i] = gInfiniteAmmo;
|
|
pPlayer->weaponMode[i] = 0;
|
|
}
|
|
pPlayer->hasWeapon[1] = 1;
|
|
pPlayer->curWeapon = kWeapNone;
|
|
pPlayer->qavCallback = -1;
|
|
pPlayer->newWeapon = kWeapPitchFork;
|
|
for (int i = 0; i < 14; i++)
|
|
{
|
|
pPlayer->weaponOrder[0][i] = dword_136400[i];
|
|
pPlayer->weaponOrder[1][i] = dword_136438[i];
|
|
}
|
|
for (int i = 0; i < 12; i++)
|
|
{
|
|
if (gInfiniteAmmo)
|
|
pPlayer->ammoCount[i] = gAmmoInfo[i].max;
|
|
else
|
|
pPlayer->ammoCount[i] = 0;
|
|
}
|
|
for (int i = 0; i < 3; i++)
|
|
pPlayer->armor[i] = 0;
|
|
pPlayer->weaponTimer = 0;
|
|
pPlayer->weaponState = 0;
|
|
pPlayer->weaponQav = kQAVNone;
|
|
pPlayer->qavLoop = 0;
|
|
pPlayer->qavLastTick = 0;
|
|
pPlayer->qavTimer = 0;
|
|
pPlayer->packItemId = -1;
|
|
|
|
for (int i = 0; i < 5; i++) {
|
|
pPlayer->packSlots[i].isActive = 0;
|
|
pPlayer->packSlots[i].curAmount = 0;
|
|
}
|
|
#ifdef NOONE_EXTENSIONS
|
|
playerQavSceneReset(pPlayer);
|
|
#endif
|
|
// reset posture (mainly required for resetting movement speed and jump height)
|
|
playerResetPosture(pPlayer);
|
|
|
|
}
|
|
|
|
int team_score[8];
|
|
int team_ticker[8];
|
|
|
|
void playerInit(int nPlayer, unsigned int a2)
|
|
{
|
|
PLAYER *pPlayer = &gPlayer[nPlayer];
|
|
if (!(a2&1))
|
|
memset(pPlayer, 0, sizeof(PLAYER));
|
|
pPlayer->nPlayer = nPlayer;
|
|
pPlayer->teamId = nPlayer;
|
|
if (gGameOptions.nGameType == 3)
|
|
pPlayer->teamId = nPlayer&1;
|
|
pPlayer->fragCount = 0;
|
|
memset(team_score, 0, sizeof(team_score));
|
|
memset(team_ticker, 0, sizeof(team_ticker));
|
|
memset(pPlayer->fragInfo, 0, sizeof(pPlayer->fragInfo));
|
|
|
|
if (!(a2&1))
|
|
playerReset(pPlayer);
|
|
}
|
|
|
|
bool findDroppedLeech(PLAYER *a1, DBloodActor *a2)
|
|
{
|
|
BloodStatIterator it(kStatThing);
|
|
while (auto actor = it.Next())
|
|
{
|
|
if (a2 == actor)
|
|
continue;
|
|
spritetype *pSprite = &actor->s();
|
|
if (pSprite->type == kThingDroppedLifeLeech && pSprite->owner == a1->nSprite)
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
char PickupItem(PLAYER *pPlayer, DBloodActor* itemactor)
|
|
{
|
|
spritetype* pItem = &itemactor->s();
|
|
spritetype *pSprite = pPlayer->pSprite; XSPRITE *pXSprite = pPlayer->pXSprite;
|
|
char buffer[80]; int pickupSnd = 775; int nType = pItem->type - kItemBase;
|
|
|
|
switch (pItem->type) {
|
|
case kItemShadowCloak:
|
|
#ifdef NOONE_EXTENSIONS
|
|
if (isGrown(pPlayer->actor()) || !powerupActivate(pPlayer, nType)) return false;
|
|
#else
|
|
if (!powerupActivate(pPlayer, nType)) return false;
|
|
#endif
|
|
break;
|
|
#ifdef NOONE_EXTENSIONS
|
|
case kItemShroomShrink:
|
|
case kItemShroomGrow:
|
|
|
|
if (gModernMap) {
|
|
switch (pItem->type) {
|
|
case kItemShroomShrink:
|
|
if (isShrinked(pPlayer->actor())) return false;
|
|
break;
|
|
case kItemShroomGrow:
|
|
if (isGrown(pPlayer->actor())) return false;
|
|
break;
|
|
}
|
|
|
|
powerupActivate(pPlayer, nType);
|
|
}
|
|
|
|
break;
|
|
#endif
|
|
case kItemFlagABase:
|
|
case kItemFlagBBase: {
|
|
if (gGameOptions.nGameType != 3 || pItem->extra <= 0) return 0;
|
|
XSPRITE * pXItem = &itemactor->x();
|
|
if (pItem->type == kItemFlagABase) {
|
|
if (pPlayer->teamId == 1) {
|
|
if ((pPlayer->hasFlag & 1) == 0 && pXItem->state) {
|
|
pPlayer->hasFlag |= 1;
|
|
pPlayer->ctfFlagState[0] = itemactor;
|
|
trTriggerSprite(pItem->index, pXItem, kCmdOff);
|
|
sprintf(buffer, "%s stole Blue Flag", PlayerName(pPlayer->nPlayer));
|
|
sndStartSample(8007, 255, 2, 0);
|
|
viewSetMessage(buffer);
|
|
}
|
|
}
|
|
|
|
if (pPlayer->teamId == 0) {
|
|
|
|
if ((pPlayer->hasFlag & 1) != 0 && !pXItem->state) {
|
|
pPlayer->hasFlag &= ~1;
|
|
pPlayer->ctfFlagState[0] = nullptr;
|
|
trTriggerSprite(pItem->index, pXItem, kCmdOn);
|
|
sprintf(buffer, "%s returned Blue Flag", PlayerName(pPlayer->nPlayer));
|
|
sndStartSample(8003, 255, 2, 0);
|
|
viewSetMessage(buffer);
|
|
}
|
|
|
|
if ((pPlayer->hasFlag & 2) != 0 && pXItem->state) {
|
|
pPlayer->hasFlag &= ~2;
|
|
pPlayer->ctfFlagState[1] = nullptr;
|
|
team_score[pPlayer->teamId] += 10;
|
|
team_ticker[pPlayer->teamId] += 240;
|
|
evSendGame(81, kCmdOn);
|
|
sprintf(buffer, "%s captured Red Flag!", PlayerName(pPlayer->nPlayer));
|
|
sndStartSample(8001, 255, 2, 0);
|
|
viewSetMessage(buffer);
|
|
}
|
|
}
|
|
|
|
}
|
|
else if (pItem->type == kItemFlagBBase) {
|
|
|
|
if (pPlayer->teamId == 0) {
|
|
if ((pPlayer->hasFlag & 2) == 0 && pXItem->state) {
|
|
pPlayer->hasFlag |= 2;
|
|
pPlayer->ctfFlagState[1] = itemactor;
|
|
trTriggerSprite(pItem->index, pXItem, kCmdOff);
|
|
sprintf(buffer, "%s stole Red Flag", PlayerName(pPlayer->nPlayer));
|
|
sndStartSample(8006, 255, 2, 0);
|
|
viewSetMessage(buffer);
|
|
}
|
|
}
|
|
|
|
if (pPlayer->teamId == 1) {
|
|
if ((pPlayer->hasFlag & 2) != 0 && !pXItem->state)
|
|
{
|
|
pPlayer->hasFlag &= ~2;
|
|
pPlayer->ctfFlagState[1] = nullptr;
|
|
trTriggerSprite(pItem->index, pXItem, kCmdOn);
|
|
sprintf(buffer, "%s returned Red Flag", PlayerName(pPlayer->nPlayer));
|
|
sndStartSample(8002, 255, 2, 0);
|
|
viewSetMessage(buffer);
|
|
}
|
|
if ((pPlayer->hasFlag & 1) != 0 && pXItem->state)
|
|
{
|
|
pPlayer->hasFlag &= ~1;
|
|
pPlayer->ctfFlagState[0] = nullptr;
|
|
team_score[pPlayer->teamId] += 10;
|
|
team_ticker[pPlayer->teamId] += 240;
|
|
evSendGame(80, kCmdOn);
|
|
sprintf(buffer, "%s captured Blue Flag!", PlayerName(pPlayer->nPlayer));
|
|
sndStartSample(8000, 255, 2, 0);
|
|
viewSetMessage(buffer);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return 0;
|
|
case kItemFlagA: {
|
|
if (gGameOptions.nGameType != 3) return 0;
|
|
gBlueFlagDropped = false;
|
|
const bool enemyTeam = (pPlayer->teamId&1) == 1;
|
|
if (!enemyTeam && itemactor->GetOwner())
|
|
{
|
|
pPlayer->hasFlag &= ~1;
|
|
pPlayer->ctfFlagState[0] = nullptr;
|
|
spritetype* pOwner = &itemactor->GetOwner()->s();
|
|
XSPRITE* pXOwner = &itemactor->GetOwner()->x();
|
|
trTriggerSprite(pOwner->index, pXOwner, kCmdOn);
|
|
sprintf(buffer, "%s returned Blue Flag", PlayerName(pPlayer->nPlayer));
|
|
sndStartSample(8003, 255, 2, 0);
|
|
viewSetMessage(buffer);
|
|
break;
|
|
}
|
|
pPlayer->hasFlag |= 1;
|
|
pPlayer->ctfFlagState[0] = itemactor->GetOwner();
|
|
if (enemyTeam)
|
|
{
|
|
sprintf(buffer, "%s stole Blue Flag", PlayerName(pPlayer->nPlayer));
|
|
sndStartSample(8007, 255, 2, 0);
|
|
viewSetMessage(buffer);
|
|
}
|
|
break;
|
|
}
|
|
case kItemFlagB: {
|
|
if (gGameOptions.nGameType != 3) return 0;
|
|
gRedFlagDropped = false;
|
|
const bool enemyTeam = (pPlayer->teamId&1) == 0;
|
|
if (!enemyTeam && itemactor->GetOwner())
|
|
{
|
|
pPlayer->hasFlag &= ~2;
|
|
pPlayer->ctfFlagState[1] = nullptr;
|
|
spritetype* pOwner = &itemactor->GetOwner()->s();
|
|
XSPRITE* pXOwner = &itemactor->GetOwner()->x();
|
|
trTriggerSprite(pOwner->index, pXOwner, kCmdOn);
|
|
sprintf(buffer, "%s returned Red Flag", PlayerName(pPlayer->nPlayer));
|
|
sndStartSample(8002, 255, 2, 0);
|
|
viewSetMessage(buffer);
|
|
break;
|
|
}
|
|
pPlayer->hasFlag |= 2;
|
|
pPlayer->ctfFlagState[1] = itemactor->GetOwner();
|
|
if (enemyTeam)
|
|
{
|
|
sprintf(buffer, "%s stole Red Flag", PlayerName(pPlayer->nPlayer));
|
|
sndStartSample(8006, 255, 2, 0);
|
|
viewSetMessage(buffer);
|
|
}
|
|
break;
|
|
}
|
|
case kItemArmorBasic:
|
|
case kItemArmorBody:
|
|
case kItemArmorFire:
|
|
case kItemArmorSpirit:
|
|
case kItemArmorSuper: {
|
|
ARMORDATA *pArmorData = &armorData[pItem->type - kItemArmorBasic]; bool pickedUp = false;
|
|
if (pPlayer->armor[1] < pArmorData->armor1max) {
|
|
pPlayer->armor[1] = ClipHigh(pPlayer->armor[1]+pArmorData->armor1, pArmorData->armor1max);
|
|
pickedUp = true;
|
|
}
|
|
|
|
if (pPlayer->armor[0] < pArmorData->armor0max) {
|
|
pPlayer->armor[0] = ClipHigh(pPlayer->armor[0]+pArmorData->armor0, pArmorData->armor0max);
|
|
pickedUp = true;
|
|
}
|
|
|
|
if (pPlayer->armor[2] < pArmorData->armor2max) {
|
|
pPlayer->armor[2] = ClipHigh(pPlayer->armor[2]+pArmorData->armor2, pArmorData->armor2max);
|
|
pickedUp = true;
|
|
}
|
|
|
|
if (!pickedUp) return 0;
|
|
pickupSnd = 779;
|
|
break;
|
|
}
|
|
case kItemCrystalBall:
|
|
if (gGameOptions.nGameType == 0 || !packAddItem(pPlayer, gItemData[nType].packSlot)) return 0;
|
|
break;
|
|
case kItemKeySkull:
|
|
case kItemKeyEye:
|
|
case kItemKeyFire:
|
|
case kItemKeyDagger:
|
|
case kItemKeySpider:
|
|
case kItemKeyMoon:
|
|
case kItemKeyKey7:
|
|
if (pPlayer->hasKey[pItem->type-99]) return 0;
|
|
pPlayer->hasKey[pItem->type-99] = 1;
|
|
pickupSnd = 781;
|
|
break;
|
|
case kItemHealthMedPouch:
|
|
case kItemHealthLifeEssense:
|
|
case kItemHealthLifeSeed:
|
|
case kItemHealthRedPotion: {
|
|
int addPower = gPowerUpInfo[nType].bonusTime;
|
|
#ifdef NOONE_EXTENSIONS
|
|
// allow custom amount for item
|
|
if (gModernMap && itemactor->hasX() && itemactor->x().data1 > 0)
|
|
addPower = itemactor->x().data1;
|
|
#endif
|
|
|
|
if (!actHealDude(pPlayer->actor(), addPower, gPowerUpInfo[nType].maxTime)) return 0;
|
|
return 1;
|
|
}
|
|
case kItemHealthDoctorBag:
|
|
case kItemJumpBoots:
|
|
case kItemDivingSuit:
|
|
case kItemBeastVision:
|
|
if (!packAddItem(pPlayer, gItemData[nType].packSlot)) return 0;
|
|
break;
|
|
default:
|
|
if (!powerupActivate(pPlayer, nType)) return 0;
|
|
return 1;
|
|
}
|
|
|
|
sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, pickupSnd, pSprite->sectnum);
|
|
return 1;
|
|
}
|
|
|
|
char PickupAmmo(PLAYER* pPlayer, DBloodActor* ammoactor)
|
|
{
|
|
spritetype* pAmmo = &ammoactor->s();
|
|
const AMMOITEMDATA* pAmmoItemData = &gAmmoItemData[pAmmo->type - kItemAmmoBase];
|
|
int nAmmoType = pAmmoItemData->type;
|
|
|
|
if (pPlayer->ammoCount[nAmmoType] >= gAmmoInfo[nAmmoType].max) return 0;
|
|
#ifdef NOONE_EXTENSIONS
|
|
else if (gModernMap && pAmmo->extra >= 0 && ammoactor->x().data1 > 0) // allow custom amount for item
|
|
pPlayer->ammoCount[nAmmoType] = ClipHigh(pPlayer->ammoCount[nAmmoType] + ammoactor->x().data1, gAmmoInfo[nAmmoType].max);
|
|
#endif
|
|
else
|
|
pPlayer->ammoCount[nAmmoType] = ClipHigh(pPlayer->ammoCount[nAmmoType]+pAmmoItemData->count, gAmmoInfo[nAmmoType].max);
|
|
|
|
if (pAmmoItemData->weaponType) pPlayer->hasWeapon[pAmmoItemData->weaponType] = 1;
|
|
sfxPlay3DSound(pPlayer->pSprite, 782, -1, 0);
|
|
return 1;
|
|
}
|
|
|
|
char PickupWeapon(PLAYER *pPlayer, DBloodActor* weaponactor)
|
|
{
|
|
spritetype* pWeapon = &weaponactor->s();
|
|
const WEAPONITEMDATA *pWeaponItemData = &gWeaponItemData[pWeapon->type - kItemWeaponBase];
|
|
int nWeaponType = pWeaponItemData->type;
|
|
int nAmmoType = pWeaponItemData->ammoType;
|
|
if (!pPlayer->hasWeapon[nWeaponType] || gGameOptions.nWeaponSettings == 2 || gGameOptions.nWeaponSettings == 3) {
|
|
if (pWeapon->type == kItemWeaponLifeLeech && gGameOptions.nGameType > 1 && findDroppedLeech(pPlayer, NULL))
|
|
return 0;
|
|
pPlayer->hasWeapon[nWeaponType] = 1;
|
|
if (nAmmoType == -1) return 0;
|
|
// allow to set custom ammo count for weapon pickups
|
|
#ifdef NOONE_EXTENSIONS
|
|
else if (gModernMap && weaponactor->hasX() && weaponactor->x().data1 > 0)
|
|
pPlayer->ammoCount[nAmmoType] = ClipHigh(pPlayer->ammoCount[nAmmoType] + weaponactor->x().data1, gAmmoInfo[nAmmoType].max);
|
|
#endif
|
|
else
|
|
pPlayer->ammoCount[nAmmoType] = ClipHigh(pPlayer->ammoCount[nAmmoType] + pWeaponItemData->count, gAmmoInfo[nAmmoType].max);
|
|
|
|
int nNewWeapon = WeaponUpgrade(pPlayer, nWeaponType);
|
|
if (nNewWeapon != pPlayer->curWeapon) {
|
|
pPlayer->weaponState = 0;
|
|
pPlayer->nextWeapon = nNewWeapon;
|
|
}
|
|
sfxPlay3DSound(pPlayer->pSprite, 777, -1, 0);
|
|
return 1;
|
|
}
|
|
|
|
if (!actGetRespawnTime(weaponactor) || nAmmoType == -1 || pPlayer->ammoCount[nAmmoType] >= gAmmoInfo[nAmmoType].max) return 0;
|
|
#ifdef NOONE_EXTENSIONS
|
|
else if (gModernMap && weaponactor->hasX() && weaponactor->x().data1 > 0)
|
|
pPlayer->ammoCount[nAmmoType] = ClipHigh(pPlayer->ammoCount[nAmmoType] + weaponactor->x().data1, gAmmoInfo[nAmmoType].max);
|
|
#endif
|
|
else
|
|
pPlayer->ammoCount[nAmmoType] = ClipHigh(pPlayer->ammoCount[nAmmoType]+pWeaponItemData->count, gAmmoInfo[nAmmoType].max);
|
|
|
|
sfxPlay3DSound(pPlayer->pSprite, 777, -1, 0);
|
|
return 1;
|
|
}
|
|
|
|
void PickUp(PLAYER *pPlayer, DBloodActor* actor)
|
|
{
|
|
spritetype* pSprite = &actor->s();
|
|
const char *msg = nullptr;
|
|
int nType = pSprite->type;
|
|
char pickedUp = 0;
|
|
int customMsg = -1;
|
|
#ifdef NOONE_EXTENSIONS
|
|
if (gModernMap && actor->hasX()) { // allow custom INI message instead "Picked up"
|
|
XSPRITE* pXSprite = &actor->x();
|
|
if (pXSprite != NULL && pXSprite->txID != 3 && pXSprite->lockMsg > 0)
|
|
customMsg = pXSprite->lockMsg;
|
|
}
|
|
#endif
|
|
|
|
if (nType >= kItemBase && nType <= kItemMax) {
|
|
pickedUp = PickupItem(pPlayer, actor);
|
|
if (pickedUp && customMsg == -1) msg = GStrings(FStringf("TXTB_ITEM%02d", int(nType - kItemBase +1)));
|
|
|
|
} else if (nType >= kItemAmmoBase && nType < kItemAmmoMax) {
|
|
pickedUp = PickupAmmo(pPlayer, actor);
|
|
if (pickedUp && customMsg == -1) msg = GStrings(FStringf("TXTB_AMMO%02d", int(nType - kItemAmmoBase +1)));
|
|
|
|
} else if (nType >= kItemWeaponBase && nType < kItemWeaponMax) {
|
|
pickedUp = PickupWeapon(pPlayer, actor);
|
|
if (pickedUp && customMsg == -1) msg = GStrings(FStringf("TXTB_WPN%02d", int(nType - kItemWeaponBase +1)));
|
|
}
|
|
|
|
if (!pickedUp) return;
|
|
else if (actor->hasX())
|
|
{
|
|
XSPRITE *pXSprite = &actor->x();
|
|
if (pXSprite->Pickup)
|
|
trTriggerSprite(pSprite->index, pXSprite, kCmdSpritePickup);
|
|
}
|
|
|
|
if (!actCheckRespawn(actor))
|
|
actPostSprite(actor, kStatFree);
|
|
|
|
pPlayer->pickupEffect = 30;
|
|
if (pPlayer == gMe) {
|
|
if (customMsg > 0) trTextOver(customMsg - 1);
|
|
else if (msg) viewSetMessage(msg, 0, MESSAGE_PRIORITY_PICKUP);
|
|
}
|
|
}
|
|
|
|
void CheckPickUp(PLAYER *pPlayer)
|
|
{
|
|
spritetype *pSprite = pPlayer->pSprite;
|
|
int x = pSprite->x;
|
|
int y = pSprite->y;
|
|
int z = pSprite->z;
|
|
int nSector = pSprite->sectnum;
|
|
BloodStatIterator it(kStatItem);
|
|
while (auto itemactor = it.Next())
|
|
{
|
|
spritetype *pItem = &itemactor->s();
|
|
if (pItem->flags&32)
|
|
continue;
|
|
int dx = abs(x-pItem->x)>>4;
|
|
if (dx > 48)
|
|
continue;
|
|
int dy = abs(y-pItem->y)>>4;
|
|
if (dy > 48)
|
|
continue;
|
|
int top, bottom;
|
|
GetSpriteExtents(pSprite, &top, &bottom);
|
|
int vb = 0;
|
|
if (pItem->z < top)
|
|
vb = (top-pItem->z)>>8;
|
|
else if (pItem->z > bottom)
|
|
vb = (pItem->z-bottom)>>8;
|
|
if (vb > 32)
|
|
continue;
|
|
if (approxDist(dx,dy) > 48)
|
|
continue;
|
|
GetSpriteExtents(pItem, &top, &bottom);
|
|
if (cansee(x, y, z, nSector, pItem->x, pItem->y, pItem->z, pItem->sectnum)
|
|
|| cansee(x, y, z, nSector, pItem->x, pItem->y, top, pItem->sectnum)
|
|
|| cansee(x, y, z, nSector, pItem->x, pItem->y, bottom, pItem->sectnum))
|
|
PickUp(pPlayer, itemactor);
|
|
}
|
|
}
|
|
|
|
int ActionScan(PLAYER *pPlayer, int *pIndex, int *pXIndex, DBloodActor** pAct)
|
|
{
|
|
*pIndex = 0;
|
|
*pXIndex = 0;
|
|
*pAct = nullptr;
|
|
spritetype *pSprite = pPlayer->pSprite;
|
|
int x = bcos(pSprite->ang);
|
|
int y = bsin(pSprite->ang);
|
|
int z = pPlayer->slope;
|
|
int hit = HitScan(pPlayer->actor(), pPlayer->zView, x, y, z, 0x10000040, 128);
|
|
int hitDist = approxDist(pSprite->x-gHitInfo.hitx, pSprite->y-gHitInfo.hity)>>4;
|
|
if (hitDist < 64)
|
|
{
|
|
switch (hit)
|
|
{
|
|
case 3:
|
|
{
|
|
if (!gHitInfo.hitactor || !gHitInfo.hitactor->hasX()) return -1;
|
|
*pAct = gHitInfo.hitactor;
|
|
spritetype* pSprite = &gHitInfo.hitactor->s();
|
|
XSPRITE* pXSprite = &gHitInfo.hitactor->x();
|
|
if (pSprite->statnum == kStatThing)
|
|
{
|
|
if (pSprite->type == kThingDroppedLifeLeech)
|
|
{
|
|
if (gGameOptions.nGameType > 1 && findDroppedLeech(pPlayer, gHitInfo.hitactor))
|
|
return -1;
|
|
pXSprite->data4 = pPlayer->nPlayer;
|
|
pXSprite->isTriggered = 0;
|
|
}
|
|
}
|
|
if (pXSprite->Push)
|
|
return 3;
|
|
if (pSprite->statnum == kStatDude)
|
|
{
|
|
int nMass = getDudeInfo(pSprite->type)->mass;
|
|
if (nMass)
|
|
{
|
|
int t2 = DivScale(0xccccc, nMass, 8);
|
|
gHitInfo.hitactor->xvel += MulScale(x, t2, 16);
|
|
gHitInfo.hitactor->yvel += MulScale(y, t2, 16);
|
|
gHitInfo.hitactor->zvel += MulScale(z, t2, 16);
|
|
}
|
|
if (pXSprite->Push && !pXSprite->state && !pXSprite->isTriggered)
|
|
trTriggerSprite(gHitInfo.hitactor, kCmdSpritePush);
|
|
}
|
|
break;
|
|
}
|
|
case 0:
|
|
case 4:
|
|
*pIndex = gHitInfo.hitwall;
|
|
*pXIndex = wall[*pIndex].extra;
|
|
if (*pXIndex > 0 && xwall[*pXIndex].triggerPush)
|
|
return 0;
|
|
if (wall[*pIndex].nextsector >= 0)
|
|
{
|
|
*pIndex = wall[*pIndex].nextsector;
|
|
*pXIndex = sector[*pIndex].extra;
|
|
if (*pXIndex > 0 && xsector[*pXIndex].Wallpush)
|
|
return 6;
|
|
}
|
|
break;
|
|
case 1:
|
|
case 2:
|
|
*pIndex = gHitInfo.hitsect;
|
|
*pXIndex = sector[*pIndex].extra;
|
|
if (*pXIndex > 0 && xsector[*pXIndex].Push)
|
|
return 6;
|
|
break;
|
|
}
|
|
}
|
|
*pIndex = pSprite->sectnum;
|
|
*pXIndex = sector[*pIndex].extra;
|
|
if (*pXIndex > 0 && xsector[*pXIndex].Push)
|
|
return 6;
|
|
return -1;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Player's sprite angle function, called in ProcessInput() or from gi->GetInput() as required.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void UpdatePlayerSpriteAngle(PLAYER *pPlayer)
|
|
{
|
|
pPlayer->pSprite->ang = pPlayer->angle.ang.asbuild();
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Player's slope tilting wrapper function function, called in ProcessInput() or from gi->GetInput() as required.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void doslopetilting(PLAYER* pPlayer, double const scaleAdjust = 1)
|
|
{
|
|
auto* const pSprite = pPlayer->pSprite;
|
|
auto* const pXSprite = pPlayer->pXSprite;
|
|
int const florhit = pPlayer->actor()->hit.florhit.type;
|
|
char const va = pXSprite->height < 16 && (florhit == kHitSector || florhit == 0) ? 1 : 0;
|
|
pPlayer->horizon.calcviewpitch(pSprite->pos.vec2, buildang(pSprite->ang), va, sector[pSprite->sectnum].floorstat & 2, pSprite->sectnum, scaleAdjust);
|
|
}
|
|
|
|
void ProcessInput(PLAYER *pPlayer)
|
|
{
|
|
enum
|
|
{
|
|
Item_MedKit = 0,
|
|
Item_CrystalBall = 1,
|
|
Item_BeastVision = 2,
|
|
Item_JumpBoots = 3
|
|
};
|
|
|
|
pPlayer->horizon.resetadjustment();
|
|
pPlayer->angle.resetadjustment();
|
|
|
|
auto actor = pPlayer->actor();
|
|
spritetype *pSprite = pPlayer->pSprite;
|
|
XSPRITE *pXSprite = pPlayer->pXSprite;
|
|
POSTURE *pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture];
|
|
InputPacket *pInput = &pPlayer->input;
|
|
|
|
// Originally, this was never able to be true due to sloppy input code in the original game.
|
|
// Allow it to become true behind a CVAR to offer an alternate playing experience if desired.
|
|
pPlayer->isRunning = !!(pInput->actions & SB_RUN) && !cl_bloodvanillarun;
|
|
|
|
if ((pInput->actions & SB_BUTTON_MASK) || pInput->fvel || pInput->svel || pInput->avel)
|
|
pPlayer->restTime = 0;
|
|
else if (pPlayer->restTime >= 0)
|
|
pPlayer->restTime += 4;
|
|
WeaponProcess(pPlayer);
|
|
if (pXSprite->health == 0)
|
|
{
|
|
char bSeqStat = playerSeqPlaying(pPlayer, 16);
|
|
auto fragger = pPlayer->fragger;
|
|
if (fragger)
|
|
{
|
|
pPlayer->angle.addadjustment(getincanglebam(pPlayer->angle.ang, bvectangbam(fragger->s().x - pSprite->x, fragger->s().y - pSprite->y)));
|
|
}
|
|
pPlayer->deathTime += 4;
|
|
if (!bSeqStat)
|
|
pPlayer->horizon.addadjustment(q16horiz(MulScale(0x8000-(Cos(ClipHigh(pPlayer->deathTime<<3, 1024))>>15), gi->playerHorizMax(), 16) - pPlayer->horizon.horiz.asq16()));
|
|
if (pPlayer->curWeapon)
|
|
pInput->setNewWeapon(pPlayer->curWeapon);
|
|
if (pInput->actions & SB_OPEN)
|
|
{
|
|
if (bSeqStat)
|
|
{
|
|
if (pPlayer->deathTime > 360)
|
|
seqSpawn(pPlayer->pDudeInfo->seqStartID+14, pPlayer->actor(), nPlayerSurviveClient);
|
|
}
|
|
else if (seqGetStatus(pPlayer->actor()) < 0)
|
|
{
|
|
if (pPlayer->pSprite)
|
|
pPlayer->pSprite->type = kThingBloodChunks;
|
|
actPostSprite(pPlayer->actor(), kStatThing);
|
|
seqSpawn(pPlayer->pDudeInfo->seqStartID+15, pPlayer->actor(), -1);
|
|
playerReset(pPlayer);
|
|
if (gGameOptions.nGameType == 0 && numplayers == 1)
|
|
{
|
|
gameaction = ga_autoloadgame;
|
|
}
|
|
else
|
|
playerStart(pPlayer->nPlayer);
|
|
}
|
|
pInput->actions &= ~SB_OPEN;
|
|
}
|
|
return;
|
|
}
|
|
if (pPlayer->posture == 1)
|
|
{
|
|
int x = Cos(pSprite->ang);
|
|
int y = Sin(pSprite->ang);
|
|
if (pInput->fvel)
|
|
{
|
|
int forward = pInput->fvel;
|
|
if (forward > 0)
|
|
forward = MulScale(pPosture->frontAccel, forward, 8);
|
|
else
|
|
forward = MulScale(pPosture->backAccel, forward, 8);
|
|
actor->xvel += MulScale(forward, x, 30);
|
|
actor->yvel += MulScale(forward, y, 30);
|
|
}
|
|
if (pInput->svel)
|
|
{
|
|
int strafe = pInput->svel;
|
|
strafe = MulScale(pPosture->sideAccel, strafe, 8);
|
|
actor->xvel += MulScale(strafe, y, 30);
|
|
actor->yvel -= MulScale(strafe, x, 30);
|
|
}
|
|
}
|
|
else if (pXSprite->height < 256)
|
|
{
|
|
int speed = 0x10000;
|
|
if (pXSprite->height > 0)
|
|
speed -= DivScale(pXSprite->height, 256, 16);
|
|
int x = Cos(pSprite->ang);
|
|
int y = Sin(pSprite->ang);
|
|
if (pInput->fvel)
|
|
{
|
|
int forward = pInput->fvel;
|
|
if (forward > 0)
|
|
forward = MulScale(pPosture->frontAccel, forward, 8);
|
|
else
|
|
forward = MulScale(pPosture->backAccel, forward, 8);
|
|
if (pXSprite->height)
|
|
forward = MulScale(forward, speed, 16);
|
|
actor->xvel += MulScale(forward, x, 30);
|
|
actor->yvel += MulScale(forward, y, 30);
|
|
}
|
|
if (pInput->svel)
|
|
{
|
|
int strafe = pInput->svel;
|
|
strafe = MulScale(pPosture->sideAccel, strafe, 8);
|
|
if (pXSprite->height)
|
|
strafe = MulScale(strafe, speed, 16);
|
|
actor->xvel += MulScale(strafe, y, 30);
|
|
actor->yvel -= MulScale(strafe, x, 30);
|
|
}
|
|
}
|
|
|
|
if (SyncInput())
|
|
{
|
|
pPlayer->angle.applyinput(pInput->avel, &pInput->actions);
|
|
}
|
|
|
|
// unconditionally update the player's sprite angle
|
|
// in case game is forcing synchronised input.
|
|
UpdatePlayerSpriteAngle(pPlayer);
|
|
|
|
if (!(pInput->actions & SB_JUMP))
|
|
pPlayer->cantJump = 0;
|
|
|
|
switch (pPlayer->posture) {
|
|
case 1:
|
|
if (pInput->actions & SB_JUMP)
|
|
actor->zvel -= pPosture->normalJumpZ;//0x5b05;
|
|
if (pInput->actions & SB_CROUCH)
|
|
actor->zvel += pPosture->normalJumpZ;//0x5b05;
|
|
break;
|
|
case 2:
|
|
if (!(pInput->actions & SB_CROUCH))
|
|
pPlayer->posture = 0;
|
|
break;
|
|
default:
|
|
if (!pPlayer->cantJump && (pInput->actions & SB_JUMP) && pXSprite->height == 0) {
|
|
#ifdef NOONE_EXTENSIONS
|
|
if ((packItemActive(pPlayer, 4) && pPosture->pwupJumpZ != 0) || pPosture->normalJumpZ != 0)
|
|
#endif
|
|
sfxPlay3DSound(pSprite, 700, 0, 0);
|
|
|
|
if (packItemActive(pPlayer, 4)) actor->zvel = pPosture->pwupJumpZ; //-0x175555;
|
|
else actor->zvel = pPosture->normalJumpZ; //-0xbaaaa;
|
|
pPlayer->cantJump = 1;
|
|
}
|
|
|
|
if (pInput->actions & SB_CROUCH)
|
|
pPlayer->posture = 2;
|
|
break;
|
|
}
|
|
if (pInput->actions & SB_OPEN)
|
|
{
|
|
int a2, a3;
|
|
DBloodActor* act;
|
|
int hit = ActionScan(pPlayer, &a2, &a3, &act);
|
|
switch (hit)
|
|
{
|
|
case 6:
|
|
if (a3 > 0 && a3 <= 2048)
|
|
{
|
|
XSECTOR *pXSector = &xsector[a3];
|
|
int key = pXSector->Key;
|
|
if (pXSector->locked && pPlayer == gMe)
|
|
{
|
|
viewSetMessage(GStrings("TXTB_LOCKED"));
|
|
auto snd = 3062;
|
|
if (sndCheckPlaying(snd))
|
|
sndStopSample(snd);
|
|
sndStartSample(snd, 255, 2, 0);
|
|
}
|
|
if (!key || pPlayer->hasKey[key])
|
|
trTriggerSector(a2, pXSector, kCmdSpritePush);
|
|
else if (pPlayer == gMe)
|
|
{
|
|
viewSetMessage(GStrings("TXTB_KEY"));
|
|
auto snd = 3063;
|
|
if (sndCheckPlaying(snd))
|
|
sndStopSample(snd);
|
|
sndStartSample(snd, 255, 2, 0);
|
|
}
|
|
}
|
|
break;
|
|
case 0:
|
|
{
|
|
XWALL *pXWall = &xwall[a3];
|
|
int key = pXWall->key;
|
|
if (pXWall->locked && pPlayer == gMe)
|
|
{
|
|
viewSetMessage(GStrings("TXTB_LOCKED"));
|
|
auto snd = 3062;
|
|
if (sndCheckPlaying(snd))
|
|
sndStopSample(snd);
|
|
sndStartSample(snd, 255, 2, 0);
|
|
}
|
|
if (!key || pPlayer->hasKey[key])
|
|
trTriggerWall(a2, pXWall, kCmdWallPush);
|
|
else if (pPlayer == gMe)
|
|
{
|
|
viewSetMessage(GStrings("TXTB_KEY"));
|
|
auto snd = 3063;
|
|
if (sndCheckPlaying(snd))
|
|
sndStopSample(snd);
|
|
sndStartSample(snd, 255, 2, 0);
|
|
}
|
|
break;
|
|
}
|
|
case 3:
|
|
{
|
|
XSPRITE *pXSprite = &act->x();
|
|
int key = pXSprite->key;
|
|
if (pXSprite->locked && pPlayer == gMe && pXSprite->lockMsg)
|
|
trTextOver(pXSprite->lockMsg);
|
|
if (!key || pPlayer->hasKey[key])
|
|
trTriggerSprite(a2, pXSprite, kCmdSpritePush);
|
|
else if (pPlayer == gMe)
|
|
{
|
|
viewSetMessage(GStrings("TXTB_KEY"));
|
|
sndStartSample(3063, 255, 2, 0);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
if (pPlayer->handTime > 0)
|
|
pPlayer->handTime = ClipLow(pPlayer->handTime-4*(6-gGameOptions.nDifficulty), 0);
|
|
if (pPlayer->handTime <= 0 && pPlayer->hand)
|
|
{
|
|
auto pactor = pPlayer->actor();
|
|
auto spawned = actSpawnDude(pactor, kDudeHand, pPlayer->pSprite->clipdist<<1, 0);
|
|
if (spawned)
|
|
{
|
|
spritetype* pSprite2 = &spawned->s();
|
|
pSprite2->ang = (pPlayer->pSprite->ang + 1024) & 2047;
|
|
int nSprite = pPlayer->pSprite->index;
|
|
int x = bcos(pPlayer->pSprite->ang);
|
|
int y = bsin(pPlayer->pSprite->ang);
|
|
spawned->xvel = pPlayer->actor()->xvel + MulScale(0x155555, x, 14);
|
|
spawned->yvel = pPlayer->actor()->yvel + MulScale(0x155555, y, 14);
|
|
spawned->zvel = pPlayer->actor()->zvel;
|
|
}
|
|
pPlayer->hand = 0;
|
|
}
|
|
pInput->actions &= ~SB_OPEN;
|
|
}
|
|
|
|
if (SyncInput())
|
|
{
|
|
pPlayer->horizon.applyinput(pInput->horz, &pInput->actions);
|
|
doslopetilting(pPlayer);
|
|
}
|
|
|
|
// disable synchronised input and input locks if set by game.
|
|
resetForcedSyncInput();
|
|
pPlayer->angle.unlockinput();
|
|
pPlayer->horizon.unlockinput();
|
|
|
|
pPlayer->slope = -pPlayer->horizon.horiz.asq16() >> 9;
|
|
if (pInput->actions & SB_INVPREV)
|
|
{
|
|
pInput->actions&= ~SB_INVPREV;
|
|
packPrevItem(pPlayer);
|
|
}
|
|
if (pInput->actions & SB_INVNEXT)
|
|
{
|
|
pInput->actions &= ~SB_INVNEXT;
|
|
packNextItem(pPlayer);
|
|
}
|
|
if (pInput->actions & SB_INVUSE)
|
|
{
|
|
pInput->actions &= ~SB_INVUSE;
|
|
if (pPlayer->packSlots[pPlayer->packItemId].curAmount > 0)
|
|
packUseItem(pPlayer, pPlayer->packItemId);
|
|
}
|
|
if (pInput->isItemUsed(Item_BeastVision))
|
|
{
|
|
pInput->clearItemUsed(Item_BeastVision);
|
|
if (pPlayer->packSlots[3].curAmount > 0)
|
|
packUseItem(pPlayer, 3);
|
|
}
|
|
if (pInput->isItemUsed(Item_CrystalBall))
|
|
{
|
|
pInput->clearItemUsed(Item_CrystalBall);
|
|
if (pPlayer->packSlots[2].curAmount > 0)
|
|
packUseItem(pPlayer, 2);
|
|
}
|
|
if (pInput->isItemUsed(Item_JumpBoots))
|
|
{
|
|
pInput->clearItemUsed(Item_JumpBoots);
|
|
if (pPlayer->packSlots[4].curAmount > 0)
|
|
packUseItem(pPlayer, 4);
|
|
}
|
|
if (pInput->isItemUsed(Item_MedKit))
|
|
{
|
|
pInput->clearItemUsed(Item_MedKit);
|
|
if (pPlayer->packSlots[0].curAmount > 0)
|
|
packUseItem(pPlayer, 0);
|
|
}
|
|
if (pInput->actions & SB_HOLSTER)
|
|
{
|
|
pInput->actions &= ~SB_HOLSTER;
|
|
if (pPlayer->curWeapon)
|
|
{
|
|
WeaponLower(pPlayer);
|
|
viewSetMessage("Holstering weapon");
|
|
}
|
|
}
|
|
CheckPickUp(pPlayer);
|
|
}
|
|
|
|
void playerProcess(PLAYER *pPlayer)
|
|
{
|
|
auto actor = pPlayer->actor();
|
|
spritetype *pSprite = pPlayer->pSprite;
|
|
XSPRITE *pXSprite = pPlayer->pXSprite;
|
|
POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture];
|
|
powerupProcess(pPlayer);
|
|
int top, bottom;
|
|
GetSpriteExtents(pSprite, &top, &bottom);
|
|
int dzb = (bottom-pSprite->z)/4;
|
|
int dzt = (pSprite->z-top)/4;
|
|
int dw = pSprite->clipdist<<2;
|
|
if (!gNoClip)
|
|
{
|
|
int nSector = pSprite->sectnum;
|
|
if (pushmove(&pSprite->pos, &nSector, dw, dzt, dzb, CLIPMASK0) == -1)
|
|
actDamageSprite(actor, actor, kDamageFall, 500<<4);
|
|
if (pSprite->sectnum != nSector)
|
|
{
|
|
if (nSector == -1)
|
|
{
|
|
nSector = pSprite->sectnum;
|
|
actDamageSprite(actor, actor, kDamageFall, 500<<4);
|
|
}
|
|
assert(nSector >= 0 && nSector < kMaxSectors);
|
|
ChangeActorSect(actor, nSector);
|
|
}
|
|
}
|
|
ProcessInput(pPlayer);
|
|
int nSpeed = approxDist(actor->xvel, actor->yvel);
|
|
pPlayer->zViewVel = interpolatedvalue(pPlayer->zViewVel, actor->zvel, 0x7000);
|
|
int dz = pPlayer->pSprite->z-pPosture->eyeAboveZ-pPlayer->zView;
|
|
if (dz > 0)
|
|
pPlayer->zViewVel += MulScale(dz<<8, 0xa000, 16);
|
|
else
|
|
pPlayer->zViewVel += MulScale(dz<<8, 0x1800, 16);
|
|
pPlayer->zView += pPlayer->zViewVel>>8;
|
|
pPlayer->zWeaponVel = interpolatedvalue(pPlayer->zWeaponVel, actor->zvel, 0x5000);
|
|
dz = pPlayer->pSprite->z-pPosture->weaponAboveZ-pPlayer->zWeapon;
|
|
if (dz > 0)
|
|
pPlayer->zWeaponVel += MulScale(dz<<8, 0x8000, 16);
|
|
else
|
|
pPlayer->zWeaponVel += MulScale(dz<<8, 0xc00, 16);
|
|
pPlayer->zWeapon += pPlayer->zWeaponVel>>8;
|
|
pPlayer->bobPhase = ClipLow(pPlayer->bobPhase-4, 0);
|
|
nSpeed >>= FRACBITS;
|
|
if (pPlayer->posture == 1)
|
|
{
|
|
pPlayer->bobAmp = (pPlayer->bobAmp+17)&2047;
|
|
pPlayer->swayAmp = (pPlayer->swayAmp+17)&2047;
|
|
pPlayer->bobHeight = MulScale(pPosture->bobV*10, Sin(pPlayer->bobAmp*2), 30);
|
|
pPlayer->bobWidth = MulScale(pPosture->bobH*pPlayer->bobPhase, Sin(pPlayer->bobAmp-256), 30);
|
|
pPlayer->swayHeight = MulScale(pPosture->swayV*pPlayer->bobPhase, Sin(pPlayer->swayAmp*2), 30);
|
|
pPlayer->swayWidth = MulScale(pPosture->swayH*pPlayer->bobPhase, Sin(pPlayer->swayAmp-0x155), 30);
|
|
}
|
|
else
|
|
{
|
|
if (pXSprite->height < 256)
|
|
{
|
|
bool running = pPlayer->isRunning && !cl_bloodvanillabobbing;
|
|
pPlayer->bobAmp = (pPlayer->bobAmp+pPosture->pace[running]*4) & 2047;
|
|
pPlayer->swayAmp = (pPlayer->swayAmp+(pPosture->pace[running]*4)/2) & 2047;
|
|
if (running)
|
|
{
|
|
if (pPlayer->bobPhase < 60)
|
|
pPlayer->bobPhase = ClipHigh(pPlayer->bobPhase+nSpeed, 60);
|
|
}
|
|
else
|
|
{
|
|
if (pPlayer->bobPhase < 30)
|
|
pPlayer->bobPhase = ClipHigh(pPlayer->bobPhase+nSpeed, 30);
|
|
}
|
|
}
|
|
pPlayer->bobHeight = MulScale(pPosture->bobV*pPlayer->bobPhase, Sin(pPlayer->bobAmp*2), 30);
|
|
pPlayer->bobWidth = MulScale(pPosture->bobH*pPlayer->bobPhase, Sin(pPlayer->bobAmp-256), 30);
|
|
pPlayer->swayHeight = MulScale(pPosture->swayV*pPlayer->bobPhase, Sin(pPlayer->swayAmp*2), 30);
|
|
pPlayer->swayWidth = MulScale(pPosture->swayH*pPlayer->bobPhase, Sin(pPlayer->swayAmp-0x155), 30);
|
|
}
|
|
pPlayer->flickerEffect = 0;
|
|
pPlayer->quakeEffect = ClipLow(pPlayer->quakeEffect-4, 0);
|
|
pPlayer->tiltEffect = ClipLow(pPlayer->tiltEffect-4, 0);
|
|
pPlayer->visibility = ClipLow(pPlayer->visibility-4, 0);
|
|
pPlayer->painEffect = ClipLow(pPlayer->painEffect-4, 0);
|
|
pPlayer->blindEffect = ClipLow(pPlayer->blindEffect-4, 0);
|
|
pPlayer->pickupEffect = ClipLow(pPlayer->pickupEffect-4, 0);
|
|
if (pPlayer == gMe && gMe->pXSprite->health == 0)
|
|
pPlayer->hand = 0;
|
|
if (!pXSprite->health)
|
|
return;
|
|
pPlayer->isUnderwater = 0;
|
|
if (pPlayer->posture == 1)
|
|
{
|
|
pPlayer->isUnderwater = 1;
|
|
int nSector = pSprite->sectnum;
|
|
auto link = getLowerLink(nSector);
|
|
if (link && (link->s().type == kMarkerLowGoo || link->s().type == kMarkerLowWater))
|
|
{
|
|
if (getceilzofslope(nSector, pSprite->x, pSprite->y) > pPlayer->zView)
|
|
pPlayer->isUnderwater = 0;
|
|
}
|
|
}
|
|
if (!pPlayer->isUnderwater)
|
|
{
|
|
pPlayer->underwaterTime = 1200;
|
|
pPlayer->chokeEffect = 0;
|
|
if (packItemActive(pPlayer, 1))
|
|
packUseItem(pPlayer, 1);
|
|
}
|
|
int nType = kDudePlayer1-kDudeBase;
|
|
switch (pPlayer->posture)
|
|
{
|
|
case 1:
|
|
seqSpawn(dudeInfo[nType].seqStartID+9, actor, -1);
|
|
break;
|
|
case 2:
|
|
seqSpawn(dudeInfo[nType].seqStartID+10, actor, -1);
|
|
break;
|
|
default:
|
|
if (!nSpeed)
|
|
seqSpawn(dudeInfo[nType].seqStartID, actor, -1);
|
|
else
|
|
seqSpawn(dudeInfo[nType].seqStartID+8, actor, -1);
|
|
break;
|
|
}
|
|
}
|
|
|
|
DBloodActor* playerFireMissile(PLAYER *pPlayer, int a2, int a3, int a4, int a5, int a6)
|
|
{
|
|
return actFireMissile(pPlayer->actor(), a2, pPlayer->zWeapon-pPlayer->pSprite->z, a3, a4, a5, a6);
|
|
}
|
|
|
|
DBloodActor* playerFireThing(PLAYER *pPlayer, int a2, int a3, int thingType, int a5)
|
|
{
|
|
assert(thingType >= kThingBase && thingType < kThingMax);
|
|
return actFireThing(pPlayer->actor(), a2, pPlayer->zWeapon-pPlayer->pSprite->z, pPlayer->slope+a3, thingType, a5);
|
|
}
|
|
|
|
void playerFrag(PLAYER *pKiller, PLAYER *pVictim)
|
|
{
|
|
assert(pKiller != NULL);
|
|
assert(pVictim != NULL);
|
|
|
|
char buffer[128] = "";
|
|
int nKiller = pKiller->pSprite->type-kDudePlayer1;
|
|
assert(nKiller >= 0 && nKiller < kMaxPlayers);
|
|
int nVictim = pVictim->pSprite->type-kDudePlayer1;
|
|
assert(nVictim >= 0 && nVictim < kMaxPlayers);
|
|
if (nKiller == nVictim)
|
|
{
|
|
pVictim->fragger = nullptr;
|
|
if (VanillaMode() || gGameOptions.nGameType != 1)
|
|
{
|
|
pVictim->fragCount--;
|
|
pVictim->fragInfo[nVictim]--;
|
|
}
|
|
if (gGameOptions.nGameType == 3)
|
|
team_score[pVictim->teamId]--;
|
|
int nMessage = Random(5);
|
|
int nSound = gSuicide[nMessage].Kills;
|
|
if (pVictim == gMe && gMe->handTime <= 0)
|
|
{
|
|
strcpy(buffer, GStrings("TXTB_KILLSELF"));
|
|
if (gGameOptions.nGameType > 0 && nSound >= 0)
|
|
sndStartSample(nSound, 255, 2, 0);
|
|
}
|
|
else
|
|
{
|
|
sprintf(buffer, gSuicide[nMessage].message, PlayerName(nVictim));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (VanillaMode() || gGameOptions.nGameType != 1)
|
|
{
|
|
pKiller->fragCount++;
|
|
pKiller->fragInfo[nKiller]++;
|
|
}
|
|
if (gGameOptions.nGameType == 3)
|
|
{
|
|
if (pKiller->teamId == pVictim->teamId)
|
|
team_score[pKiller->teamId]--;
|
|
else
|
|
{
|
|
team_score[pKiller->teamId]++;
|
|
team_ticker[pKiller->teamId]+=120;
|
|
}
|
|
}
|
|
int nMessage = Random(25);
|
|
int nSound = gVictory[nMessage].Kills;
|
|
const char* pzMessage = gVictory[nMessage].message;
|
|
sprintf(buffer, pzMessage, PlayerName(nKiller), PlayerName(nVictim));
|
|
if (gGameOptions.nGameType > 0 && nSound >= 0 && pKiller == gMe)
|
|
sndStartSample(nSound, 255, 2, 0);
|
|
}
|
|
viewSetMessage(buffer);
|
|
}
|
|
|
|
void FragPlayer(PLAYER *pPlayer, DBloodActor* killer)
|
|
{
|
|
if (killer && killer->IsPlayerActor())
|
|
{
|
|
PLAYER *pKiller = &gPlayer[killer->s().type - kDudePlayer1];
|
|
playerFrag(pKiller, pPlayer);
|
|
int nTeam1 = pKiller->teamId&1;
|
|
int nTeam2 = pPlayer->teamId&1;
|
|
if (nTeam1 == 0)
|
|
{
|
|
if (nTeam1 != nTeam2)
|
|
evSendGame(15, kCmdToggle);
|
|
else
|
|
evSendGame(16, kCmdToggle);
|
|
}
|
|
else
|
|
{
|
|
if (nTeam1 == nTeam2)
|
|
evSendGame(16, kCmdToggle);
|
|
else
|
|
evSendGame(15, kCmdToggle);
|
|
}
|
|
}
|
|
}
|
|
|
|
int playerDamageArmor(PLAYER *pPlayer, DAMAGE_TYPE nType, int nDamage)
|
|
{
|
|
DAMAGEINFO *pDamageInfo = &damageInfo[nType];
|
|
int nArmorType = pDamageInfo->armorType;
|
|
if (nArmorType >= 0 && pPlayer->armor[nArmorType])
|
|
{
|
|
#if 0
|
|
int vbp = (nDamage*7)/8-nDamage/4;
|
|
int v8 = pPlayer->at33e[nArmorType];
|
|
int t = nDamage/4 + vbp * v8 / 3200;
|
|
v8 -= t;
|
|
#endif
|
|
int v8 = pPlayer->armor[nArmorType];
|
|
int t = scale(v8, 0, 3200, nDamage/4, (nDamage*7)/8);
|
|
v8 -= t;
|
|
nDamage -= t;
|
|
pPlayer->armor[nArmorType] = ClipLow(v8, 0);
|
|
}
|
|
return nDamage;
|
|
}
|
|
|
|
void flagDropped(PLAYER *pPlayer, int a2)
|
|
{
|
|
auto playeractor = pPlayer->actor();
|
|
DBloodActor* actor;
|
|
char buffer[80];
|
|
spritetype *pSprite = NULL;
|
|
switch (a2)
|
|
{
|
|
case kItemFlagA:
|
|
pPlayer->hasFlag &= ~1;
|
|
actor = actDropObject(playeractor, kItemFlagA);
|
|
if (actor) actor->SetOwner(pPlayer->ctfFlagState[0]);
|
|
gBlueFlagDropped = true;
|
|
sprintf(buffer, "%s dropped Blue Flag", PlayerName(pPlayer->nPlayer));
|
|
sndStartSample(8005, 255, 2, 0);
|
|
viewSetMessage(buffer);
|
|
break;
|
|
case kItemFlagB:
|
|
pPlayer->hasFlag &= ~2;
|
|
actor = actDropObject(playeractor, kItemFlagB);
|
|
if (actor) actor->SetOwner(pPlayer->ctfFlagState[1]);
|
|
gRedFlagDropped = true;
|
|
sprintf(buffer, "%s dropped Red Flag", PlayerName(pPlayer->nPlayer));
|
|
sndStartSample(8004, 255, 2, 0);
|
|
viewSetMessage(buffer);
|
|
break;
|
|
}
|
|
}
|
|
|
|
int playerDamageSprite(DBloodActor* source, PLAYER *pPlayer, DAMAGE_TYPE nDamageType, int nDamage)
|
|
{
|
|
assert(pPlayer != NULL);
|
|
if (pPlayer->damageControl[nDamageType] || pPlayer->godMode)
|
|
return 0;
|
|
nDamage = playerDamageArmor(pPlayer, nDamageType, nDamage);
|
|
pPlayer->painEffect = ClipHigh(pPlayer->painEffect+(nDamage>>3), 600);
|
|
|
|
spritetype *pSprite = pPlayer->pSprite;
|
|
XSPRITE *pXSprite = pPlayer->pXSprite;
|
|
auto pActor = pPlayer->actor();
|
|
int nXSprite = pSprite->extra;
|
|
int nXSector = sector[pSprite->sectnum].extra;
|
|
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
|
|
int nDeathSeqID = -1;
|
|
int nKneelingPlayer = -1;
|
|
char va = playerSeqPlaying(pPlayer, 16);
|
|
if (!pXSprite->health)
|
|
{
|
|
if (va)
|
|
{
|
|
switch (nDamageType)
|
|
{
|
|
case kDamageSpirit:
|
|
nDeathSeqID = 18;
|
|
sfxPlay3DSound(pSprite, 716, 0, 0);
|
|
break;
|
|
case kDamageExplode:
|
|
GibSprite(pActor, GIBTYPE_7, NULL, NULL);
|
|
GibSprite(pActor, GIBTYPE_15, NULL, NULL);
|
|
pPlayer->pSprite->cstat |= 32768;
|
|
nDeathSeqID = 17;
|
|
break;
|
|
default:
|
|
{
|
|
int top, bottom;
|
|
GetSpriteExtents(pSprite, &top, &bottom);
|
|
CGibPosition gibPos(pSprite->x, pSprite->y, top);
|
|
CGibVelocity gibVel(pActor->xvel >> 1, pActor->yvel >> 1, -0xccccc);
|
|
GibSprite(pActor, GIBTYPE_27, &gibPos, &gibVel);
|
|
GibSprite(pActor, GIBTYPE_7, NULL, NULL);
|
|
fxSpawnBlood(pActor, nDamage<<4);
|
|
fxSpawnBlood(pActor, nDamage<<4);
|
|
nDeathSeqID = 17;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int nHealth = pXSprite->health-nDamage;
|
|
pXSprite->health = ClipLow(nHealth, 0);
|
|
if (pXSprite->health > 0 && pXSprite->health < 16)
|
|
{
|
|
nDamageType = kDamageBullet;
|
|
pXSprite->health = 0;
|
|
nHealth = -25;
|
|
}
|
|
if (pXSprite->health > 0)
|
|
{
|
|
DAMAGEINFO *pDamageInfo = &damageInfo[nDamageType];
|
|
int nSound;
|
|
if (nDamage >= (10<<4))
|
|
nSound = pDamageInfo->Kills[0];
|
|
else
|
|
nSound = pDamageInfo->Kills[Random(3)];
|
|
if (nDamageType == kDamageDrown && pXSprite->medium == kMediumWater && !pPlayer->hand)
|
|
nSound = 714;
|
|
sfxPlay3DSound(pSprite, nSound, 0, 6);
|
|
return nDamage;
|
|
}
|
|
sfxKill3DSound(pPlayer->pSprite, -1, 441);
|
|
if (gGameOptions.nGameType == 3 && pPlayer->hasFlag) {
|
|
if (pPlayer->hasFlag&1) flagDropped(pPlayer, kItemFlagA);
|
|
if (pPlayer->hasFlag&2) flagDropped(pPlayer, kItemFlagB);
|
|
}
|
|
pPlayer->deathTime = 0;
|
|
pPlayer->qavLoop = 0;
|
|
pPlayer->curWeapon = kWeapNone;
|
|
pPlayer->fragger = source;
|
|
pPlayer->voodooTargets = 0;
|
|
if (nDamageType == kDamageExplode && nDamage < (9<<4))
|
|
nDamageType = kDamageFall;
|
|
switch (nDamageType)
|
|
{
|
|
case kDamageExplode:
|
|
sfxPlay3DSound(pSprite, 717, 0, 0);
|
|
GibSprite(pActor, GIBTYPE_7, NULL, NULL);
|
|
GibSprite(pActor, GIBTYPE_15, NULL, NULL);
|
|
pPlayer->pSprite->cstat |= 32768;
|
|
nDeathSeqID = 2;
|
|
break;
|
|
case kDamageBurn:
|
|
sfxPlay3DSound(pSprite, 718, 0, 0);
|
|
nDeathSeqID = 3;
|
|
break;
|
|
case kDamageDrown:
|
|
nDeathSeqID = 1;
|
|
break;
|
|
default:
|
|
if (nHealth < -20 && gGameOptions.nGameType >= 2 && Chance(0x4000))
|
|
{
|
|
DAMAGEINFO *pDamageInfo = &damageInfo[nDamageType];
|
|
sfxPlay3DSound(pSprite, pDamageInfo->at10[0], 0, 2);
|
|
nDeathSeqID = 16;
|
|
nKneelingPlayer = nPlayerKneelClient;
|
|
powerupActivate(pPlayer, kPwUpDeliriumShroom);
|
|
pActor->SetTarget(source);
|
|
evPostActor(pPlayer->actor(), 15, kCallbackFinishHim);
|
|
}
|
|
else
|
|
{
|
|
sfxPlay3DSound(pSprite, 716, 0, 0);
|
|
nDeathSeqID = 1;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
if (nDeathSeqID < 0)
|
|
return nDamage;
|
|
if (nDeathSeqID != 16)
|
|
{
|
|
powerupClear(pPlayer);
|
|
if (nXSector > 0 && xsector[nXSector].Exit)
|
|
trTriggerSector(pSprite->sectnum, &xsector[nXSector], kCmdSectorExit);
|
|
pSprite->flags |= 7;
|
|
for (int p = connecthead; p >= 0; p = connectpoint2[p])
|
|
{
|
|
if (gPlayer[p].fragger == pPlayer->actor() && gPlayer[p].deathTime > 0)
|
|
gPlayer[p].fragger = nullptr;
|
|
}
|
|
FragPlayer(pPlayer, source);
|
|
trTriggerSprite(pSprite->index, pXSprite, kCmdOff);
|
|
|
|
#ifdef NOONE_EXTENSIONS
|
|
// allow drop items and keys in multiplayer
|
|
if (gModernMap && gGameOptions.nGameType != 0 && pPlayer->pXSprite->health <= 0) {
|
|
|
|
DBloodActor* pItem = nullptr;
|
|
if (pPlayer->pXSprite->dropMsg && (pItem = actDropItem(pActor, pPlayer->pXSprite->dropMsg)) != NULL)
|
|
evPostActor(pItem, 500, kCallbackRemove);
|
|
|
|
if (pPlayer->pXSprite->key) {
|
|
|
|
int i; // if all players have this key, don't drop it
|
|
for (i = connecthead; i >= 0; i = connectpoint2[i]) {
|
|
if (!gPlayer[i].hasKey[pPlayer->pXSprite->key])
|
|
break;
|
|
}
|
|
|
|
if (i == 0 && (pItem = actDropKey(pActor, (pPlayer->pXSprite->key + kItemKeyBase) - 1)) != NULL)
|
|
evPostActor(pItem, 500, kCallbackRemove);
|
|
|
|
}
|
|
|
|
|
|
}
|
|
#endif
|
|
|
|
}
|
|
assert(getSequence(pDudeInfo->seqStartID + nDeathSeqID) != NULL);
|
|
seqSpawn(pDudeInfo->seqStartID+nDeathSeqID, pPlayer->actor(), nKneelingPlayer);
|
|
return nDamage;
|
|
}
|
|
|
|
int UseAmmo(PLAYER *pPlayer, int nAmmoType, int nDec)
|
|
{
|
|
if (gInfiniteAmmo)
|
|
return 9999;
|
|
if (nAmmoType == -1)
|
|
return 9999;
|
|
pPlayer->ammoCount[nAmmoType] = ClipLow(pPlayer->ammoCount[nAmmoType]-nDec, 0);
|
|
return pPlayer->ammoCount[nAmmoType];
|
|
}
|
|
|
|
void voodooTarget(PLAYER *pPlayer)
|
|
{
|
|
auto actor = pPlayer->actor();
|
|
int v4 = pPlayer->aim.dz;
|
|
int dz = pPlayer->zWeapon-pPlayer->pSprite->z;
|
|
if (UseAmmo(pPlayer, 9, 0) < 8)
|
|
{
|
|
pPlayer->voodooTargets = 0;
|
|
return;
|
|
}
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
int ang1 = (pPlayer->voodooVar1+pPlayer->vodooVar2)&2047;
|
|
actFireVector(actor, 0, dz, bcos(ang1), bsin(ang1), v4, kVectorVoodoo10);
|
|
int ang2 = (pPlayer->voodooVar1+2048-pPlayer->vodooVar2)&2047;
|
|
actFireVector(actor, 0, dz, bcos(ang2), bsin(ang2), v4, kVectorVoodoo10);
|
|
}
|
|
pPlayer->voodooTargets = ClipLow(pPlayer->voodooTargets-1, 0);
|
|
}
|
|
|
|
void playerLandingSound(PLAYER *pPlayer)
|
|
{
|
|
static int surfaceSound[] = {
|
|
-1,
|
|
600,
|
|
601,
|
|
602,
|
|
603,
|
|
604,
|
|
605,
|
|
605,
|
|
605,
|
|
600,
|
|
605,
|
|
605,
|
|
605,
|
|
604,
|
|
603
|
|
};
|
|
spritetype *pSprite = pPlayer->pSprite;
|
|
SPRITEHIT* pHit = &pPlayer->actor()->hit;
|
|
if (pHit->florhit.type != kHitNone)
|
|
{
|
|
if (!gGameOptions.bFriendlyFire && pHit->florhit.type == kHitSprite && IsTargetTeammate(pPlayer, &pHit->florhit.actor->s()))
|
|
return;
|
|
int nSurf = tileGetSurfType(pHit->florhit);
|
|
if (nSurf)
|
|
sfxPlay3DSound(pSprite, surfaceSound[nSurf], -1, 0);
|
|
}
|
|
}
|
|
|
|
void PlayerSurvive(int, DBloodActor* actor)
|
|
{
|
|
XSPRITE* pXSprite = &actor->x();
|
|
spritetype* pSprite = &actor->s();
|
|
char buffer[80];
|
|
actHealDude(actor, 1, 2);
|
|
if (gGameOptions.nGameType > 0 && numplayers > 1)
|
|
{
|
|
sfxPlay3DSound(pSprite, 3009, 0, 6);
|
|
if (IsPlayerSprite(pSprite))
|
|
{
|
|
PLAYER *pPlayer = &gPlayer[pSprite->type-kDudePlayer1];
|
|
if (pPlayer == gMe)
|
|
viewSetMessage(GStrings("TXT_LIVEAGAIM"));
|
|
else
|
|
{
|
|
sprintf(buffer, "%s lives again!", PlayerName(pPlayer->nPlayer));
|
|
viewSetMessage(buffer);
|
|
}
|
|
pPlayer->newWeapon = kWeapPitchFork;
|
|
}
|
|
}
|
|
}
|
|
|
|
void PlayerKneelsOver(int, DBloodActor* actor)
|
|
{
|
|
XSPRITE* pXSprite = &actor->x();
|
|
for (int p = connecthead; p >= 0; p = connectpoint2[p])
|
|
{
|
|
if (gPlayer[p].pXSprite == pXSprite)
|
|
{
|
|
PLAYER *pPlayer = &gPlayer[p];
|
|
playerDamageSprite(pPlayer->fragger, pPlayer, kDamageSpirit, 500<<4);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
FSerializer& Serialize(FSerializer& arc, const char* keyname, Aim& w, Aim* def)
|
|
{
|
|
if (arc.BeginObject(keyname))
|
|
{
|
|
arc("x", w.dx)
|
|
("y", w.dx)
|
|
("z", w.dx)
|
|
.EndObject();
|
|
}
|
|
return arc;
|
|
}
|
|
|
|
FSerializer& Serialize(FSerializer& arc, const char* keyname, PACKINFO& w, PACKINFO* def)
|
|
{
|
|
if (arc.BeginObject(keyname))
|
|
{
|
|
arc("isactive", w.isActive)
|
|
("curamount", w.curAmount)
|
|
.EndObject();
|
|
}
|
|
return arc;
|
|
}
|
|
|
|
FSerializer& Serialize(FSerializer& arc, const char* keyname, POSTURE& w, POSTURE* def)
|
|
{
|
|
if (arc.BeginObject(keyname))
|
|
{
|
|
arc("frontaccel", w.frontAccel, def->frontAccel)
|
|
("sideaccel", w.sideAccel, def->sideAccel)
|
|
("backaccel", w.backAccel, def->backAccel)
|
|
("pace0", w.pace[0], def->pace[0])
|
|
("pace1", w.pace[1], def->pace[1])
|
|
("bobv", w.bobV, def->bobV)
|
|
("bobh", w.bobH, def->bobH)
|
|
("swayv", w.swayV, def->swayV)
|
|
("swayh", w.swayH, def->swayH)
|
|
("eyeabovez", w.eyeAboveZ, def->eyeAboveZ)
|
|
("weaponabovez", w.weaponAboveZ, def->weaponAboveZ)
|
|
("xoffset", w.xOffset, def->xOffset)
|
|
("zoffset", w.zOffset, def->zOffset)
|
|
("normaljumpz", w.normalJumpZ, def->normalJumpZ)
|
|
("pwupjumpz", w.pwupJumpZ, def->pwupJumpZ)
|
|
.EndObject();
|
|
}
|
|
return arc;
|
|
}
|
|
|
|
FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER& w, PLAYER* def)
|
|
{
|
|
if (arc.isReading()) playerResetPosture(&w);
|
|
if (arc.BeginObject(keyname))
|
|
{
|
|
arc("spritenum", w.nSprite)
|
|
("horizon", w.horizon)
|
|
("angle", w.angle)
|
|
("newweapon", w.newWeapon)
|
|
("used1", w.used1)
|
|
("weaponqav", w.weaponQav)
|
|
("qavcallback", w.qavCallback)
|
|
("isrunning", w.isRunning)
|
|
("posture", w.posture)
|
|
("sceneqav", w.sceneQav)
|
|
("bobphase", w.bobPhase)
|
|
("bobamp", w.bobAmp)
|
|
("bobheight", w.bobHeight)
|
|
("bobwidth", w.bobWidth)
|
|
("swayphase", w.swayPhase)
|
|
("swayamp", w.swayAmp)
|
|
("swayheight", w.swayHeight)
|
|
("swaywidth", w.swayWidth)
|
|
("nplayer", w.nPlayer)
|
|
("lifemode", w.lifeMode)
|
|
("bloodlust", w.bloodlust)
|
|
("zview", w.zView)
|
|
("zviewvel", w.zViewVel)
|
|
("zweapon", w.zWeapon)
|
|
("zweaponvel", w.zWeaponVel)
|
|
("slope", w.slope)
|
|
("underwater", w.isUnderwater)
|
|
.Array("haskey", w.hasKey, 8)
|
|
("hasflag", w.hasFlag)
|
|
.Array("ctfflagstate", w.ctfFlagState, 2)
|
|
.Array("dmgcontrol", w.damageControl, 7)
|
|
("curweapon", w.curWeapon)
|
|
("nextweapon", w.nextWeapon)
|
|
("weapontimer", w.weaponTimer)
|
|
("weaponstate", w.weaponState)
|
|
("weaponammo", w.weaponAmmo)
|
|
.Array("hasweapon", w.hasWeapon, countof(w.hasWeapon))
|
|
.Array("weaponmode", w.weaponMode, countof(w.weaponMode))
|
|
.Array("weaponorder", &w.weaponOrder[0][0], 14*2)
|
|
.Array("ammocount", w.ammoCount, countof(w.ammoCount))
|
|
("qavloop", w.qavLoop)
|
|
("qavlastTick", w.qavLastTick)
|
|
("qavtimer", w.qavTimer)
|
|
("fusetime", w.fuseTime)
|
|
("throwtime", w.throwTime)
|
|
("throwpower", w.throwPower)
|
|
("aim", w.aim)
|
|
("relaim", w.relAim)
|
|
("aimtarget", w.aimTarget)
|
|
("aimtargetscount", w.aimTargetsCount)
|
|
.Array("aimtargets", w.aimTargets, countof(w.aimTargets))
|
|
("deathtime", w.deathTime)
|
|
.Array("pwuptime", w.pwUpTime, countof(w.pwUpTime))
|
|
("fragcount", w.fragCount)
|
|
.Array("fraginfo", w.fragInfo, countof(w.fragInfo))
|
|
("teamid", w.teamId)
|
|
("fraggerid", w.fragger)
|
|
("undserwatertime", w.underwaterTime)
|
|
("bubbletime", w.bubbleTime)
|
|
("resttime", w.restTime)
|
|
("kickpower", w.kickPower)
|
|
("laughcount", w.laughCount)
|
|
("godmode", w.godMode)
|
|
("fallscream", w.fallScream)
|
|
("cantjump", w.cantJump)
|
|
("packitemtime", w.packItemTime)
|
|
("packitemid", w.packItemId)
|
|
.Array("packslots", w.packSlots, countof(w.packSlots))
|
|
.Array("armor", w.armor, countof(w.armor))
|
|
("voodootarget", w.voodooTarget)
|
|
("voodootargets", w.voodooTargets)
|
|
("voodoovar1", w.voodooVar1)
|
|
("voodoovar2", w.vodooVar2)
|
|
("flickereffect", w.flickerEffect)
|
|
("tilteffect", w.tiltEffect)
|
|
("visibility", w.visibility)
|
|
("paineffect", w.painEffect)
|
|
("blindeffect", w.blindEffect)
|
|
("chokeeffect", w.chokeEffect)
|
|
("handtime", w.handTime)
|
|
("hand", w.hand)
|
|
("pickupeffect", w.pickupEffect)
|
|
("flasheffect", w.flashEffect)
|
|
("quakeeffect", w.quakeEffect)
|
|
("player_par", w.player_par)
|
|
("waterpal", w.nWaterPal)
|
|
.Array("posturedata", &w.pPosture[0][0], &gPostureDefaults[0][0], kModeMax * kPostureMax) // only save actual changes in this.
|
|
.EndObject();
|
|
}
|
|
return arc;
|
|
}
|
|
|
|
#ifdef NOONE_EXTENSIONS
|
|
FSerializer& Serialize(FSerializer& arc, const char* keyname, TRPLAYERCTRL& w, TRPLAYERCTRL* def)
|
|
{
|
|
if (arc.BeginObject(keyname))
|
|
{
|
|
arc("index", w.qavScene.initiator)
|
|
("dummy", w.qavScene.dummy)
|
|
.EndObject();
|
|
}
|
|
if (arc.isReading()) w.qavScene.qavResrc = nullptr;
|
|
return arc;
|
|
}
|
|
#endif
|
|
|
|
|
|
void SerializePlayers(FSerializer& arc)
|
|
{
|
|
if (arc.BeginObject("players"))
|
|
{
|
|
arc("numplayers", gNetPlayers)
|
|
.Array("teamscore", team_score, gNetPlayers)
|
|
.Array("players", gPlayer, gNetPlayers)
|
|
#ifdef NOONE_EXTENSIONS
|
|
.Array("playerctrl", gPlayerCtrl, gNetPlayers)
|
|
#endif
|
|
.EndObject();
|
|
}
|
|
|
|
if (arc.isReading())
|
|
{
|
|
for (int i = 0; i < gNetPlayers; i++)
|
|
{
|
|
gPlayer[i].pSprite = &sprite[gPlayer[i].nSprite];
|
|
gPlayer[i].pXSprite = &xsprite[gPlayer[i].pSprite->extra];
|
|
gPlayer[i].pDudeInfo = &dudeInfo[gPlayer[i].pSprite->type - kDudeBase];
|
|
|
|
#ifdef NOONE_EXTENSIONS
|
|
// load qav scene
|
|
if (gPlayer[i].sceneQav != -1)
|
|
{
|
|
QAV* pQav = playerQavSceneLoad(gPlayer[i].sceneQav);
|
|
if (pQav)
|
|
{
|
|
gPlayerCtrl[i].qavScene.qavResrc = pQav;
|
|
//gPlayerCtrl[i].qavScene.qavResrc->Preload();
|
|
}
|
|
else
|
|
{
|
|
gPlayer[i].sceneQav = -1;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, newWeapon)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, weaponQav)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, qavCallback)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, isRunning)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, posture) // stand, crouch, swim
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, sceneQav) // by NoOne: used to keep qav id
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, bobPhase)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, bobAmp)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, bobHeight)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, bobWidth)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, swayPhase)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, swayAmp)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, swayHeight)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, swayWidth)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, nPlayer) // Connect id
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, nSprite)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, lifeMode)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, zView)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, zViewVel)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, zWeapon)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, zWeaponVel)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, slope)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, isUnderwater)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, hasKey)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, hasFlag)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, damageControl)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, curWeapon)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, nextWeapon)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, weaponTimer)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, weaponState)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, weaponAmmo) //rename
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, hasWeapon)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, weaponMode)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, weaponOrder)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, ammoCount)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, qavLoop)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, fuseTime)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, throwTime)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, throwPower)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, aim) // world
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, aimTargetsCount)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, aimTargets)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, deathTime)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, pwUpTime)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, teamId)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, fragCount)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, fragInfo)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, underwaterTime)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, bubbleTime)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, restTime)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, kickPower)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, laughCount)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, godMode)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, fallScream)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, cantJump)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, packItemTime) // pack timer
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, packItemId) // pack id 1: diving suit, 2: crystal ball, 3:
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, packSlots) // at325 1]: diving suit, [2]: crystal ball,
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, armor) // armor
|
|
//DEFINE_FIELD_X(BloodPlayer, PLAYER, voodooTarget)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, flickerEffect)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, tiltEffect)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, visibility)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, painEffect)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, blindEffect)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, chokeEffect)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, handTime)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, hand) // if true, there is hand start choking the player
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, pickupEffect)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, flashEffect) // if true, reduce pPlayer->visibility counter
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, quakeEffect)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, player_par)
|
|
DEFINE_FIELD_X(BloodPlayer, PLAYER, nWaterPal)
|
|
|
|
END_BLD_NS
|