raze/source/games/duke/src/player.cpp
Christoph Oelckers 96d78ab9e6 - made DukeActor::s a pointer.
As a reference we would never be able to export this to scripting
2021-04-15 19:21:43 +02:00

1067 lines
25 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
Note: EDuke source was in transition. Changes are in-progress in the
source as it is released.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
#include "mapinfo.h"
#include "dukeactor.h"
BEGIN_DUKE_NS
//---------------------------------------------------------------------------
//
// callback for playercolor CVAR
//
//---------------------------------------------------------------------------
int playercolor2lookup(int color)
{
static int8_t player_pals[] = { 0, 9, 10, 11, 12, 13, 14, 15, 16, 21, 23, };
if (color >= 0 && color < 10) return player_pals[color];
return 0;
}
void PlayerColorChanged(void)
{
if (ud.recstat != 0)
return;
auto& pp = ps[myconnectindex];
if (ud.multimode > 1)
{
//Net_SendClientInfo();
}
else
{
pp.palookup = ud.user_pals[myconnectindex] = playercolor2lookup(playercolor);
}
if (pp.GetActor()->s->picnum == TILE_APLAYER && pp.GetActor()->s->pal != 1)
pp.GetActor()->s->pal = ud.user_pals[myconnectindex];
}
//---------------------------------------------------------------------------
//
// why is this such a mess?
//
//---------------------------------------------------------------------------
int setpal(struct player_struct* p)
{
int palette;
if (p->DrugMode) palette = DRUGPAL;
else if (p->heat_on) palette = SLIMEPAL;
else if (p->cursectnum < 0) palette = BASEPAL; // don't crash if out of range.
else if (sector[p->cursectnum].ceilingpicnum >= TILE_FLOORSLIME && sector[p->cursectnum].ceilingpicnum <= TILE_FLOORSLIME + 2) palette = SLIMEPAL;
else if (sector[p->cursectnum].lotag == ST_2_UNDERWATER) palette = WATERPAL;
else palette = BASEPAL;
return palette;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void quickkill(struct player_struct* p)
{
SetPlayerPal(p, PalEntry(48, 48, 48, 48));
auto pa = p->GetActor();
pa->s->extra = 0;
pa->s->cstat |= 32768;
if (ud.god == 0) fi.guts(pa, TILE_JIBS6, 8, myconnectindex);
return;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void forceplayerangle(int snum)
{
player_struct* p = &ps[snum];
int n;
n = 128 - (krand() & 255);
p->horizon.addadjustment(64);
p->sync.actions |= SB_CENTERVIEW;
p->angle.rotscrnang = p->angle.look_ang = buildlook(n >> 1);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void tracers(int x1, int y1, int z1, int x2, int y2, int z2, int n)
{
int i, xv, yv, zv;
short sect = -1;
i = n + 1;
xv = (x2 - x1) / i;
yv = (y2 - y1) / i;
zv = (z2 - z1) / i;
if ((abs(x1 - x2) + abs(y1 - y2)) < 3084)
return;
for (i = n; i > 0; i--)
{
x1 += xv;
y1 += yv;
z1 += zv;
updatesector(x1, y1, &sect);
if (sect >= 0)
{
if (sector[sect].lotag == 2)
EGS(sect, x1, y1, z1, TILE_WATERBUBBLE, -32, 4 + (krand() & 3), 4 + (krand() & 3), krand() & 2047, 0, 0, ps[0].GetActor(), 5);
else
EGS(sect, x1, y1, z1, TILE_SMALLSMOKE, -32, 14, 14, 0, 0, 0, ps[0].GetActor(), 5);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int hits(DDukeActor* actor)
{
auto sp = actor->s;
int sx, sy, sz;
short sect;
short hw;
int zoff;
DDukeActor* d;
if (sp->picnum == TILE_APLAYER) zoff = (40 << 8);
else zoff = 0;
hitscan(sp->x, sp->y, sp->z - zoff, sp->sectnum, bcos(sp->ang), bsin(sp->ang), 0, &sect, &hw, &d, &sx, &sy, &sz, CLIPMASK1);
return (FindDistance2D(sx - sp->x, sy - sp->y));
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int hitasprite(DDukeActor* actor, DDukeActor** hitsp)
{
auto sp = actor->s;
int sx, sy, sz, zoff;
short sect, hw;
if (badguy(actor))
zoff = (42 << 8);
else if (sp->picnum == TILE_APLAYER) zoff = (39 << 8);
else zoff = 0;
hitscan(sp->x, sp->y, sp->z - zoff, sp->sectnum, bcos(sp->ang), bsin(sp->ang), 0, &sect, &hw, hitsp, &sx, &sy, &sz, CLIPMASK1);
if (hw >= 0 && (wall[hw].cstat & 16) && badguy(actor))
return((1 << 30));
return (FindDistance2D(sx - sp->x, sy - sp->y));
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int hitawall(struct player_struct* p, int* hitw)
{
int sx, sy, sz;
short sect, hitw1;
DDukeActor* d;
hitscan(p->posx, p->posy, p->posz, p->cursectnum,
p->angle.ang.bcos(), p->angle.ang.bsin(), 0, &sect, &hitw1, &d, &sx, &sy, &sz, CLIPMASK0);
*hitw = hitw1;
return (FindDistance2D(sx - p->posx, sy - p->posy));
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DDukeActor* aim(DDukeActor* actor, int aang)
{
char gotshrinker, gotfreezer;
int a, k, cans;
int aimstats[] = { STAT_PLAYER, STAT_DUMMYPLAYER, STAT_ACTOR, STAT_ZOMBIEACTOR };
int dx1, dy1, dx2, dy2, dx3, dy3, smax, sdist;
int xv, yv;
auto s = actor->s;
a = s->ang;
// Autoaim from DukeGDX.
if (s->picnum == TILE_APLAYER)
{
int autoaim = Autoaim(s->yvel);
if (!autoaim)
{
// The chickens in RRRA are homing and must always autoaim.
if (!isRRRA() || ps[s->yvel].curr_weapon != CHICKEN_WEAPON)
return nullptr;
}
else if (autoaim == 2)
{
int weap;
if (!isWW2GI())
{
weap = ps[s->yvel].curr_weapon;
}
else
{
weap = aplWeaponWorksLike[ps[s->yvel].curr_weapon][s->yvel];
}
if (weap > CHAINGUN_WEAPON || weap == KNEE_WEAPON)
{
return nullptr;
}
}
}
DDukeActor* aimed = nullptr;
// if(s->picnum == TILE_APLAYER && ps[s->yvel].aim_mode) return -1;
if (isRR())
{
gotshrinker = 0;
gotfreezer = 0;
}
else if (isWW2GI())
{
gotshrinker = s->picnum == TILE_APLAYER && aplWeaponWorksLike[ps[s->yvel].curr_weapon][s->yvel] == SHRINKER_WEAPON;
gotfreezer = s->picnum == TILE_APLAYER && aplWeaponWorksLike[ps[s->yvel].curr_weapon][s->yvel] == FREEZE_WEAPON;
}
else
{
gotshrinker = s->picnum == TILE_APLAYER && ps[s->yvel].curr_weapon == SHRINKER_WEAPON;
gotfreezer = s->picnum == TILE_APLAYER && ps[s->yvel].curr_weapon == FREEZE_WEAPON;
}
smax = 0x7fffffff;
dx1 = bcos(a - aang);
dy1 = bsin(a - aang);
dx2 = bcos(a + aang);
dy2 = bsin(a + aang);
dx3 = bcos(a);
dy3 = bsin(a);
for (k = 0; k < 4; k++)
{
if (aimed)
break;
DukeStatIterator it(aimstats[k]);
while (auto act = it.Next())
{
auto sp = act->s;
if (sp->xrepeat > 0 && sp->extra >= 0 && (sp->cstat & (257 + 32768)) == 257)
if (badguy(sp) || k < 2)
{
if (badguy(sp) || sp->picnum == TILE_APLAYER)
{
if (sp->picnum == TILE_APLAYER &&
(isRR() && ud.ffire == 0) &&
ud.coop == 1 &&
s->picnum == TILE_APLAYER &&
s != sp)
continue;
if (gotshrinker && sp->xrepeat < 30 && !(gs.actorinfo[sp->picnum].flags & SFLAG_SHRINKAUTOAIM)) continue;
if (gotfreezer && sp->pal == 1) continue;
}
xv = (sp->x - s->x);
yv = (sp->y - s->y);
if ((dy1 * xv) <= (dx1 * yv))
if ((dy2 * xv) >= (dx2 * yv))
{
sdist = MulScale(dx3, xv, 14) + MulScale(dy3, yv, 14);
if (sdist > 512 && sdist < smax)
{
if (s->picnum == TILE_APLAYER)
a = (abs(Scale(sp->z - s->z, 10, sdist) - ps[s->yvel].horizon.sum().asbuild()) < 100);
else a = 1;
cans = cansee(sp->x, sp->y, sp->z - (32 << 8) + gs.actorinfo[sp->picnum].aimoffset, sp->sectnum, s->x, s->y, s->z - (32 << 8), s->sectnum);
if (a && cans)
{
smax = sdist;
aimed = act;
}
}
}
}
}
}
return aimed;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void dokneeattack(int snum, const std::initializer_list<int> & respawnlist)
{
auto p = &ps[snum];
if (p->knee_incs > 0)
{
p->knee_incs++;
p->horizon.addadjustment(-48);
p->sync.actions |= SB_CENTERVIEW;
if (p->knee_incs > 15)
{
p->knee_incs = 0;
p->holster_weapon = 0;
if (p->weapon_pos < 0)
p->weapon_pos = -p->weapon_pos;
if (p->actorsqu != nullptr && dist(p->GetActor(), p->actorsqu) < 1400)
{
fi.guts(p->actorsqu, TILE_JIBS6, 7, myconnectindex);
spawn(p->actorsqu, TILE_BLOODPOOL);
S_PlayActorSound(SQUISHED, p->actorsqu);
if (isIn(p->actorsqu->s->picnum, respawnlist))
{
if (p->actorsqu->s->yvel)
fi.operaterespawns(p->actorsqu->s->yvel);
}
if (p->actorsqu->s->picnum == TILE_APLAYER)
{
quickkill(&ps[p->actorsqu->s->yvel]);
ps[p->actorsqu->s->yvel].frag_ps = snum;
}
else if (badguy(p->actorsqu->s))
{
deletesprite(p->actorsqu);
p->actors_killed++;
}
else deletesprite(p->actorsqu);
}
p->actorsqu = nullptr;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int makepainsounds(int snum, int type)
{
auto p = &ps[snum];
auto actor = p->GetActor();
auto s = actor->s;
int k = 0;
switch (type)
{
case 0:
if (rnd(32))
{
if (p->boot_amount > 0)
k = 1;
else
{
if (!S_CheckActorSoundPlaying(actor, DUKE_LONGTERM_PAIN))
S_PlayActorSound(DUKE_LONGTERM_PAIN, actor);
SetPlayerPal(p, PalEntry(32, 64, 64, 64));
s->extra -= 1 + (krand() & 3);
if (!S_CheckActorSoundPlaying(actor, SHORT_CIRCUIT))
S_PlayActorSound(SHORT_CIRCUIT, actor);
}
}
break;
case 1:
if (rnd(16))
{
if (p->boot_amount > 0)
k = 1;
else
{
if (!S_CheckActorSoundPlaying(actor, DUKE_LONGTERM_PAIN))
S_PlayActorSound(DUKE_LONGTERM_PAIN, actor);
SetPlayerPal(p, PalEntry(32, 0, 8, 0));
s->extra -= 1 + (krand() & 3);
}
}
break;
case 2:
if (rnd(32))
{
if (p->boot_amount > 0)
k = 1;
else
{
if (!S_CheckActorSoundPlaying(actor, DUKE_LONGTERM_PAIN))
S_PlayActorSound(DUKE_LONGTERM_PAIN, actor);
SetPlayerPal(p, PalEntry(32, 8, 0, 0));
s->extra -= 1 + (krand() & 3);
}
}
break;
case 3:
if ((krand() & 3) == 1)
if (p->on_ground)
{
if (p->OnMotorcycle)
s->extra -= 2;
else
s->extra -= 4;
S_PlayActorSound(DUKE_LONGTERM_PAIN, actor);
}
break;
}
return k;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void footprints(int snum)
{
auto p = &ps[snum];
auto actor = p->GetActor();
auto s = actor->s;
auto psect = s->sectnum;
if (p->footprintcount > 0 && p->on_ground)
if ((sector[p->cursectnum].floorstat & 2) != 2)
{
int j = -1;
DukeSectIterator it(psect);
while (auto act = it.Next())
{
if (act->s->picnum == TILE_FOOTPRINTS || act->s->picnum == TILE_FOOTPRINTS2 || act->s->picnum == TILE_FOOTPRINTS3 || act->s->picnum == TILE_FOOTPRINTS4)
if (abs(act->s->x - p->posx) < 384)
if (abs(act->s->y - p->posy) < 384)
{
j = 1;
break;
}
}
if (j < 0)
{
p->footprintcount--;
if (sector[p->cursectnum].lotag == 0 && sector[p->cursectnum].hitag == 0)
{
DDukeActor* fprint;
switch (krand() & 3)
{
case 0: fprint = spawn(actor, TILE_FOOTPRINTS); break;
case 1: fprint = spawn(actor, TILE_FOOTPRINTS2); break;
case 2: fprint = spawn(actor, TILE_FOOTPRINTS3); break;
default: fprint = spawn(actor, TILE_FOOTPRINTS4); break;
}
fprint->s->pal = p->footprintpal;
fprint->s->shade = p->footprintshade;
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
inline void backupplayer(player_struct* p)
{
p->backuppos();
p->angle.backup();
p->horizon.backup();
}
void playerisdead(int snum, int psectlotag, int fz, int cz)
{
auto p = &ps[snum];
auto actor = p->GetActor();
auto s = actor->s;
if (p->dead_flag == 0)
{
if (s->pal != 1)
{
SetPlayerPal(p, PalEntry(63, 63, 0, 0));
p->posz -= (16 << 8);
s->z -= (16 << 8);
}
#if 0
if (ud.recstat == 1 && ud.multimode < 2)
closedemowrite();
#endif
if (s->pal != 1)
p->dead_flag = (512 - ((krand() & 1) << 10) + (krand() & 255) - 512) & 2047;
p->jetpack_on = 0;
p->holoduke_on = nullptr;
if (!isRR())S_StopSound(DUKE_JETPACK_IDLE, actor);
S_StopSound(-1, actor, CHAN_VOICE);
if (s->pal != 1 && (s->cstat & 32768) == 0) s->cstat = 0;
if (ud.multimode > 1 && (s->pal != 1 || (s->cstat & 32768)))
{
if (p->frag_ps != snum)
{
ps[p->frag_ps].frag++;
ps[p->frag_ps].frags[snum]++;
auto pname = PlayerName(p->frag_ps);
if (snum == screenpeek)
{
Printf(PRINT_NOTIFY, "Killed by %s", pname);
}
else
{
Printf(PRINT_NOTIFY, "Killed %s", pname);
}
}
else p->fraggedself++;
#if 0
if (myconnectindex == connecthead)
{
sprintf(tempbuf, "frag %d killed %d\n", p->frag_ps + 1, snum + 1);
sendscore(tempbuf);
// printf(tempbuf);
}
#endif
p->frag_ps = snum;
}
}
if (psectlotag == ST_2_UNDERWATER)
{
if (p->on_warping_sector == 0)
{
if (abs(p->posz - fz) > (gs.playerheight >> 1))
p->posz += 348;
}
else
{
s->z -= 512;
s->zvel = -348;
}
clipmove(&p->posx, &p->posy, &p->posz, &p->cursectnum, 0, 0, 164, (4 << 8), (4 << 8), CLIPMASK0);
// p->bobcounter += 32;
}
backupplayer(p);
p->horizon.horizoff = p->horizon.horiz = q16horiz(0);
updatesector(p->posx, p->posy, &p->cursectnum);
pushmove(&p->posx, &p->posy, &p->posz, &p->cursectnum, 128L, (4 << 8), (20 << 8), CLIPMASK0);
if (fz > cz + (16 << 8) && s->pal != 1)
p->angle.rotscrnang = buildlook(p->dead_flag + ((fz + p->posz) >> 7));
p->on_warping_sector = 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int endoflevel(int snum)
{
auto p = &ps[snum];
// the fist puching the end-of-level thing...
p->fist_incs++;
if (p->fist_incs == 28)
{
#if 0
if (ud.recstat == 1) closedemowrite();
#endif
S_PlaySound(PIPEBOMB_EXPLODE);
SetPlayerPal(p, PalEntry(48, 64, 64, 64));
}
if (p->fist_incs > 42)
{
setnextmap(!!p->buttonpalette);
return 1;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int timedexit(int snum)
{
auto p = &ps[snum];
p->timebeforeexit--;
if (p->timebeforeexit == 26 * 5)
{
FX_StopAllSounds();
if (p->customexitsound >= 0)
{
S_PlaySound(p->customexitsound);
FTA(102, p);
}
}
else if (p->timebeforeexit == 1)
{
setnextmap(false);
return true;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void playerCrouch(int snum)
{
auto p = &ps[snum];
// crouching
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
OnEvent(EVENT_CROUCH, snum, p->GetActor(), -1);
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum) == 0)
{
p->posz += (2048 + 768);
p->crack_time = CRACK_TIME;
}
}
void playerJump(int snum, int fz, int cz)
{
auto p = &ps[snum];
if (p->jumping_toggle == 0 && p->jumping_counter == 0)
{
if ((fz - cz) > (56 << 8))
{
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
OnEvent(EVENT_JUMP, snum, p->GetActor(), -1);
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum) == 0)
{
p->jumping_counter = 1;
p->jumping_toggle = 1;
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void player_struct::apply_seasick(double factor)
{
if (isRRRA() && SeaSick && (dead_flag == 0 || dead_flag && resurrected))
{
if (SeaSick < 250)
{
if (SeaSick >= 180)
angle.rotscrnang += bamlook(xs_CRoundToUInt(24 * factor * BAMUNIT));
else if (SeaSick >= 130)
angle.rotscrnang -= bamlook(xs_CRoundToUInt(24 * factor * BAMUNIT));
else if (SeaSick >= 70)
angle.rotscrnang += bamlook(xs_CRoundToUInt(24 * factor * BAMUNIT));
else if (SeaSick >= 20)
angle.rotscrnang -= bamlook(xs_CRoundToUInt(24 * factor * BAMUNIT));
}
if (SeaSick < 250)
angle.look_ang = bamlook(xs_CRoundToUInt(((krand() & 255) - 128) * factor * BAMUNIT));
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void player_struct::backuppos(bool noclipping)
{
if (!noclipping)
{
oposx = posx;
oposy = posy;
}
else
{
posx = oposx;
posy = oposy;
}
oposz = posz;
bobposx = posx;
bobposy = posy;
opyoff = pyoff;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void player_struct::backupweapon()
{
oweapon_sway = weapon_sway;
oweapon_pos = weapon_pos;
okickback_pic = kickback_pic;
orandom_club_frame = random_club_frame;
ohard_landing = hard_landing;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void player_struct::checkhardlanding()
{
if (hard_landing > 0)
{
horizon.addadjustment(-(hard_landing << 4));
hard_landing--;
}
}
void player_struct::playerweaponsway(int xvel)
{
if (cl_weaponsway)
{
if (xvel < 32 || on_ground == 0 || bobcounter == 1024)
{
if ((weapon_sway & 2047) > (1024 + 96))
weapon_sway -= 96;
else if ((weapon_sway & 2047) < (1024 - 96))
weapon_sway += 96;
else oweapon_sway = weapon_sway = 1024;
}
else
{
weapon_sway = bobcounter;
if ((bobcounter - oweapon_sway) > 256)
{
oweapon_sway = weapon_sway;
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void checklook(int snum, ESyncBits actions)
{
auto p = &ps[snum];
if ((actions & SB_LOOK_LEFT) && !p->OnMotorcycle)
{
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
OnEvent(EVENT_LOOKLEFT, snum, p->GetActor(), -1);
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum) != 0)
{
actions &= ~SB_LOOK_LEFT;
}
}
if ((actions & SB_LOOK_RIGHT) && !p->OnMotorcycle)
{
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
OnEvent(EVENT_LOOKRIGHT, snum, p->GetActor(), -1);
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum) != 0)
{
actions &= ~SB_LOOK_RIGHT;
}
}
p->angle.backup();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void playerCenterView(int snum)
{
auto p = &ps[snum];
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
OnEvent(EVENT_RETURNTOCENTER, snum, p->GetActor(), -1);
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum) == 0)
{
p->sync.actions |= SB_CENTERVIEW;
}
else
{
p->sync.actions &= ~SB_CENTERVIEW;
}
}
void playerLookUp(int snum, ESyncBits actions)
{
auto p = &ps[snum];
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
OnEvent(EVENT_LOOKUP, snum, p->GetActor(), -1);
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum) == 0)
{
p->sync.actions |= SB_CENTERVIEW;
}
else
{
p->sync.actions &= ~SB_LOOK_UP;
}
}
void playerLookDown(int snum, ESyncBits actions)
{
auto p = &ps[snum];
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
OnEvent(EVENT_LOOKDOWN, snum, p->GetActor(), -1);
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum) == 0)
{
p->sync.actions |= SB_CENTERVIEW;
}
else
{
p->sync.actions &= ~SB_LOOK_DOWN;
}
}
void playerAimUp(int snum, ESyncBits actions)
{
auto p = &ps[snum];
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
OnEvent(EVENT_AIMUP, snum, p->GetActor(), -1);
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum) != 0)
{
p->sync.actions &= ~SB_AIM_UP;
}
}
void playerAimDown(int snum, ESyncBits actions)
{
auto p = &ps[snum];
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
OnEvent(EVENT_AIMDOWN, snum, p->GetActor(), -1); // due to a typo in WW2GI's CON files this is the same as EVENT_AIMUP.
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum) != 0)
{
p->sync.actions &= ~SB_AIM_DOWN;
}
}
//---------------------------------------------------------------------------
//
// split out so that the weapon check can be done right.
//
//---------------------------------------------------------------------------
bool movementBlocked(player_struct *p)
{
auto blockingweapon = [=]()
{
if (isRR()) return false;
if (isWW2GI()) return aplWeaponWorksLike[p->curr_weapon][p->i] == TRIPBOMB_WEAPON;
else return p->curr_weapon == TRIPBOMB_WEAPON;
};
auto weapondelay = [=]()
{
if (isWW2GI()) return aplWeaponFireDelay[p->curr_weapon][p->i];
else return 4;
};
return (p->fist_incs ||
p->transporter_hold > 2 ||
p->hard_landing ||
p->access_incs > 0 ||
p->knee_incs > 0 ||
(blockingweapon() && p->kickback_pic > 1 && p->kickback_pic < weapondelay()));
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int haskey(int sect, int snum)
{
auto p = &ps[snum];
if (!sectorextra[sect])
return 1;
if (sectorextra[sect] > 6)
return 1;
int wk = sectorextra[sect];
if (wk > 3)
wk -= 3;
if (p->keys[wk] == 1)
{
sectorextra[sect] = 0;
return 1;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void shootbloodsplat(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, int atwith, int BIGFORCE, int OOZFILTER, int NEWBEAST)
{
spritetype* const s = actor->s;
int sect = s->sectnum;
int zvel;
short hitsect, hitwall;
int hitx, hity, hitz;
DDukeActor* d;
if (p >= 0)
sa += 64 - (krand() & 127);
else sa += 1024 + 64 - (krand() & 127);
zvel = 1024 - (krand() & 2047);
hitscan(sx, sy, sz, sect,
bcos(sa),
bsin(sa), zvel << 6,
&hitsect, &hitwall, &d, &hitx, &hity, &hitz, CLIPMASK1);
// oh my...
if (FindDistance2D(sx - hitx, sy - hity) < 1024 &&
(hitwall >= 0 && wall[hitwall].overpicnum != BIGFORCE) &&
((wall[hitwall].nextsector >= 0 && hitsect >= 0 &&
sector[wall[hitwall].nextsector].lotag == 0 &&
sector[hitsect].lotag == 0 &&
sector[wall[hitwall].nextsector].lotag == 0 &&
(sector[hitsect].floorz - sector[wall[hitwall].nextsector].floorz) > (16 << 8)) ||
(wall[hitwall].nextsector == -1 && sector[hitsect].lotag == 0)))
{
if ((wall[hitwall].cstat & 16) == 0)
{
if (wall[hitwall].nextsector >= 0)
{
DukeSectIterator it(wall[hitwall].nextsector);
while (auto act2 = it.Next())
{
if (act2->s->statnum == STAT_EFFECTOR && act2->s->lotag == SE_13_EXPLOSIVE)
return;
}
}
if (wall[hitwall].nextwall >= 0 &&
wall[wall[hitwall].nextwall].hitag != 0)
return;
if (wall[hitwall].hitag == 0)
{
auto spawned = spawn(actor, atwith);
spawned->s->xvel = -12;
spawned->s->ang = getangle(wall[hitwall].x - wall[wall[hitwall].point2].x, wall[hitwall].y - wall[wall[hitwall].point2].y) + 512;
spawned->s->x = hitx;
spawned->s->y = hity;
spawned->s->z = hitz;
spawned->s->cstat |= (krand() & 4);
ssp(spawned, CLIPMASK0);
setsprite(spawned, spawned->s->pos);
if (s->picnum == OOZFILTER || s->picnum == NEWBEAST)
spawned->s->pal = 6;
}
}
}
}
END_DUKE_NS