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96d78ab9e6
As a reference we would never be able to export this to scripting
1067 lines
25 KiB
C++
1067 lines
25 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: EDuke source was in transition. Changes are in-progress in the
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source as it is released.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "global.h"
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#include "mapinfo.h"
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#include "dukeactor.h"
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BEGIN_DUKE_NS
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//---------------------------------------------------------------------------
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//
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// callback for playercolor CVAR
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//
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//---------------------------------------------------------------------------
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int playercolor2lookup(int color)
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{
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static int8_t player_pals[] = { 0, 9, 10, 11, 12, 13, 14, 15, 16, 21, 23, };
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if (color >= 0 && color < 10) return player_pals[color];
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return 0;
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}
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void PlayerColorChanged(void)
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{
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if (ud.recstat != 0)
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return;
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auto& pp = ps[myconnectindex];
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if (ud.multimode > 1)
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{
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//Net_SendClientInfo();
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}
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else
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{
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pp.palookup = ud.user_pals[myconnectindex] = playercolor2lookup(playercolor);
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}
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if (pp.GetActor()->s->picnum == TILE_APLAYER && pp.GetActor()->s->pal != 1)
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pp.GetActor()->s->pal = ud.user_pals[myconnectindex];
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}
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//---------------------------------------------------------------------------
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//
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// why is this such a mess?
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//
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//---------------------------------------------------------------------------
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int setpal(struct player_struct* p)
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{
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int palette;
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if (p->DrugMode) palette = DRUGPAL;
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else if (p->heat_on) palette = SLIMEPAL;
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else if (p->cursectnum < 0) palette = BASEPAL; // don't crash if out of range.
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else if (sector[p->cursectnum].ceilingpicnum >= TILE_FLOORSLIME && sector[p->cursectnum].ceilingpicnum <= TILE_FLOORSLIME + 2) palette = SLIMEPAL;
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else if (sector[p->cursectnum].lotag == ST_2_UNDERWATER) palette = WATERPAL;
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else palette = BASEPAL;
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return palette;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void quickkill(struct player_struct* p)
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{
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SetPlayerPal(p, PalEntry(48, 48, 48, 48));
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auto pa = p->GetActor();
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pa->s->extra = 0;
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pa->s->cstat |= 32768;
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if (ud.god == 0) fi.guts(pa, TILE_JIBS6, 8, myconnectindex);
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return;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void forceplayerangle(int snum)
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{
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player_struct* p = &ps[snum];
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int n;
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n = 128 - (krand() & 255);
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p->horizon.addadjustment(64);
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p->sync.actions |= SB_CENTERVIEW;
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p->angle.rotscrnang = p->angle.look_ang = buildlook(n >> 1);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void tracers(int x1, int y1, int z1, int x2, int y2, int z2, int n)
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{
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int i, xv, yv, zv;
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short sect = -1;
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i = n + 1;
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xv = (x2 - x1) / i;
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yv = (y2 - y1) / i;
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zv = (z2 - z1) / i;
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if ((abs(x1 - x2) + abs(y1 - y2)) < 3084)
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return;
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for (i = n; i > 0; i--)
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{
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x1 += xv;
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y1 += yv;
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z1 += zv;
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updatesector(x1, y1, §);
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if (sect >= 0)
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{
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if (sector[sect].lotag == 2)
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EGS(sect, x1, y1, z1, TILE_WATERBUBBLE, -32, 4 + (krand() & 3), 4 + (krand() & 3), krand() & 2047, 0, 0, ps[0].GetActor(), 5);
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else
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EGS(sect, x1, y1, z1, TILE_SMALLSMOKE, -32, 14, 14, 0, 0, 0, ps[0].GetActor(), 5);
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int hits(DDukeActor* actor)
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{
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auto sp = actor->s;
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int sx, sy, sz;
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short sect;
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short hw;
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int zoff;
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DDukeActor* d;
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if (sp->picnum == TILE_APLAYER) zoff = (40 << 8);
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else zoff = 0;
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hitscan(sp->x, sp->y, sp->z - zoff, sp->sectnum, bcos(sp->ang), bsin(sp->ang), 0, §, &hw, &d, &sx, &sy, &sz, CLIPMASK1);
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return (FindDistance2D(sx - sp->x, sy - sp->y));
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int hitasprite(DDukeActor* actor, DDukeActor** hitsp)
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{
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auto sp = actor->s;
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int sx, sy, sz, zoff;
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short sect, hw;
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if (badguy(actor))
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zoff = (42 << 8);
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else if (sp->picnum == TILE_APLAYER) zoff = (39 << 8);
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else zoff = 0;
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hitscan(sp->x, sp->y, sp->z - zoff, sp->sectnum, bcos(sp->ang), bsin(sp->ang), 0, §, &hw, hitsp, &sx, &sy, &sz, CLIPMASK1);
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if (hw >= 0 && (wall[hw].cstat & 16) && badguy(actor))
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return((1 << 30));
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return (FindDistance2D(sx - sp->x, sy - sp->y));
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int hitawall(struct player_struct* p, int* hitw)
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{
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int sx, sy, sz;
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short sect, hitw1;
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DDukeActor* d;
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hitscan(p->posx, p->posy, p->posz, p->cursectnum,
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p->angle.ang.bcos(), p->angle.ang.bsin(), 0, §, &hitw1, &d, &sx, &sy, &sz, CLIPMASK0);
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*hitw = hitw1;
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return (FindDistance2D(sx - p->posx, sy - p->posy));
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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DDukeActor* aim(DDukeActor* actor, int aang)
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{
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char gotshrinker, gotfreezer;
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int a, k, cans;
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int aimstats[] = { STAT_PLAYER, STAT_DUMMYPLAYER, STAT_ACTOR, STAT_ZOMBIEACTOR };
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int dx1, dy1, dx2, dy2, dx3, dy3, smax, sdist;
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int xv, yv;
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auto s = actor->s;
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a = s->ang;
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// Autoaim from DukeGDX.
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if (s->picnum == TILE_APLAYER)
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{
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int autoaim = Autoaim(s->yvel);
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if (!autoaim)
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{
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// The chickens in RRRA are homing and must always autoaim.
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if (!isRRRA() || ps[s->yvel].curr_weapon != CHICKEN_WEAPON)
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return nullptr;
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}
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else if (autoaim == 2)
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{
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int weap;
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if (!isWW2GI())
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{
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weap = ps[s->yvel].curr_weapon;
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}
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else
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{
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weap = aplWeaponWorksLike[ps[s->yvel].curr_weapon][s->yvel];
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}
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if (weap > CHAINGUN_WEAPON || weap == KNEE_WEAPON)
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{
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return nullptr;
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}
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}
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}
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DDukeActor* aimed = nullptr;
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// if(s->picnum == TILE_APLAYER && ps[s->yvel].aim_mode) return -1;
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if (isRR())
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{
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gotshrinker = 0;
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gotfreezer = 0;
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}
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else if (isWW2GI())
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{
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gotshrinker = s->picnum == TILE_APLAYER && aplWeaponWorksLike[ps[s->yvel].curr_weapon][s->yvel] == SHRINKER_WEAPON;
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gotfreezer = s->picnum == TILE_APLAYER && aplWeaponWorksLike[ps[s->yvel].curr_weapon][s->yvel] == FREEZE_WEAPON;
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}
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else
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{
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gotshrinker = s->picnum == TILE_APLAYER && ps[s->yvel].curr_weapon == SHRINKER_WEAPON;
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gotfreezer = s->picnum == TILE_APLAYER && ps[s->yvel].curr_weapon == FREEZE_WEAPON;
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}
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smax = 0x7fffffff;
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dx1 = bcos(a - aang);
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dy1 = bsin(a - aang);
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dx2 = bcos(a + aang);
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dy2 = bsin(a + aang);
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dx3 = bcos(a);
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dy3 = bsin(a);
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for (k = 0; k < 4; k++)
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{
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if (aimed)
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break;
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DukeStatIterator it(aimstats[k]);
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while (auto act = it.Next())
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{
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auto sp = act->s;
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if (sp->xrepeat > 0 && sp->extra >= 0 && (sp->cstat & (257 + 32768)) == 257)
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if (badguy(sp) || k < 2)
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{
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if (badguy(sp) || sp->picnum == TILE_APLAYER)
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{
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if (sp->picnum == TILE_APLAYER &&
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(isRR() && ud.ffire == 0) &&
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ud.coop == 1 &&
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s->picnum == TILE_APLAYER &&
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s != sp)
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continue;
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if (gotshrinker && sp->xrepeat < 30 && !(gs.actorinfo[sp->picnum].flags & SFLAG_SHRINKAUTOAIM)) continue;
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if (gotfreezer && sp->pal == 1) continue;
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}
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xv = (sp->x - s->x);
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yv = (sp->y - s->y);
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if ((dy1 * xv) <= (dx1 * yv))
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if ((dy2 * xv) >= (dx2 * yv))
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{
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sdist = MulScale(dx3, xv, 14) + MulScale(dy3, yv, 14);
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if (sdist > 512 && sdist < smax)
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{
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if (s->picnum == TILE_APLAYER)
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a = (abs(Scale(sp->z - s->z, 10, sdist) - ps[s->yvel].horizon.sum().asbuild()) < 100);
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else a = 1;
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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);
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if (a && cans)
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{
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smax = sdist;
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aimed = act;
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}
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}
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}
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}
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}
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}
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return aimed;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void dokneeattack(int snum, const std::initializer_list<int> & respawnlist)
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{
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auto p = &ps[snum];
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if (p->knee_incs > 0)
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{
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p->knee_incs++;
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p->horizon.addadjustment(-48);
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p->sync.actions |= SB_CENTERVIEW;
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if (p->knee_incs > 15)
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{
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p->knee_incs = 0;
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p->holster_weapon = 0;
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if (p->weapon_pos < 0)
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p->weapon_pos = -p->weapon_pos;
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if (p->actorsqu != nullptr && dist(p->GetActor(), p->actorsqu) < 1400)
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{
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fi.guts(p->actorsqu, TILE_JIBS6, 7, myconnectindex);
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spawn(p->actorsqu, TILE_BLOODPOOL);
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S_PlayActorSound(SQUISHED, p->actorsqu);
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if (isIn(p->actorsqu->s->picnum, respawnlist))
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{
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if (p->actorsqu->s->yvel)
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fi.operaterespawns(p->actorsqu->s->yvel);
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}
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if (p->actorsqu->s->picnum == TILE_APLAYER)
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{
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quickkill(&ps[p->actorsqu->s->yvel]);
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ps[p->actorsqu->s->yvel].frag_ps = snum;
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}
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else if (badguy(p->actorsqu->s))
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{
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deletesprite(p->actorsqu);
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p->actors_killed++;
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}
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else deletesprite(p->actorsqu);
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}
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p->actorsqu = nullptr;
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int makepainsounds(int snum, int type)
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{
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auto p = &ps[snum];
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auto actor = p->GetActor();
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auto s = actor->s;
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int k = 0;
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switch (type)
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{
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case 0:
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if (rnd(32))
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{
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if (p->boot_amount > 0)
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k = 1;
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else
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{
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if (!S_CheckActorSoundPlaying(actor, DUKE_LONGTERM_PAIN))
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S_PlayActorSound(DUKE_LONGTERM_PAIN, actor);
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SetPlayerPal(p, PalEntry(32, 64, 64, 64));
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s->extra -= 1 + (krand() & 3);
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if (!S_CheckActorSoundPlaying(actor, SHORT_CIRCUIT))
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S_PlayActorSound(SHORT_CIRCUIT, actor);
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}
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}
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break;
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case 1:
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if (rnd(16))
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{
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if (p->boot_amount > 0)
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k = 1;
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else
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{
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if (!S_CheckActorSoundPlaying(actor, DUKE_LONGTERM_PAIN))
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S_PlayActorSound(DUKE_LONGTERM_PAIN, actor);
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SetPlayerPal(p, PalEntry(32, 0, 8, 0));
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s->extra -= 1 + (krand() & 3);
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}
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}
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break;
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case 2:
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if (rnd(32))
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{
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if (p->boot_amount > 0)
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k = 1;
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else
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{
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if (!S_CheckActorSoundPlaying(actor, DUKE_LONGTERM_PAIN))
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S_PlayActorSound(DUKE_LONGTERM_PAIN, actor);
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SetPlayerPal(p, PalEntry(32, 8, 0, 0));
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s->extra -= 1 + (krand() & 3);
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}
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}
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break;
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case 3:
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if ((krand() & 3) == 1)
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if (p->on_ground)
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{
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if (p->OnMotorcycle)
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s->extra -= 2;
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else
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s->extra -= 4;
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S_PlayActorSound(DUKE_LONGTERM_PAIN, actor);
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}
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break;
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}
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return k;
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}
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//---------------------------------------------------------------------------
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//
|
|
//
|
|
//
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//---------------------------------------------------------------------------
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void footprints(int snum)
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{
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auto p = &ps[snum];
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auto actor = p->GetActor();
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auto s = actor->s;
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auto psect = s->sectnum;
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if (p->footprintcount > 0 && p->on_ground)
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if ((sector[p->cursectnum].floorstat & 2) != 2)
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{
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int j = -1;
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DukeSectIterator it(psect);
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while (auto act = it.Next())
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{
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if (act->s->picnum == TILE_FOOTPRINTS || act->s->picnum == TILE_FOOTPRINTS2 || act->s->picnum == TILE_FOOTPRINTS3 || act->s->picnum == TILE_FOOTPRINTS4)
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if (abs(act->s->x - p->posx) < 384)
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if (abs(act->s->y - p->posy) < 384)
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{
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j = 1;
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break;
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}
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}
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if (j < 0)
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{
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p->footprintcount--;
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if (sector[p->cursectnum].lotag == 0 && sector[p->cursectnum].hitag == 0)
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{
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DDukeActor* fprint;
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switch (krand() & 3)
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{
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case 0: fprint = spawn(actor, TILE_FOOTPRINTS); break;
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case 1: fprint = spawn(actor, TILE_FOOTPRINTS2); break;
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case 2: fprint = spawn(actor, TILE_FOOTPRINTS3); break;
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default: fprint = spawn(actor, TILE_FOOTPRINTS4); break;
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}
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fprint->s->pal = p->footprintpal;
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fprint->s->shade = p->footprintshade;
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}
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}
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}
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|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
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
|