raze/source/games/duke/src/player_d.cpp
2022-10-21 00:00:07 +02:00

3218 lines
75 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 "gamevar.h"
#include "names_d.h"
#include "dukeactor.h"
BEGIN_DUKE_NS
void fireweapon_ww(int snum);
void operateweapon_ww(int snum, ESyncBits actions);
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void incur_damage_d(player_struct* p)
{
int damage = 0L, shield_damage = 0L;
p->GetActor()->spr.extra -= p->extra_extra8 >> 8;
damage = p->GetActor()->spr.extra - p->last_extra;
if (damage < 0)
{
p->extra_extra8 = 0;
if (p->shield_amount > 0)
{
shield_damage = damage * (20 + (rand() % 30)) / 100;
damage -= shield_damage;
p->shield_amount += shield_damage;
if (p->shield_amount < 0)
{
damage += p->shield_amount;
p->shield_amount = 0;
}
}
p->GetActor()->spr.extra = p->last_extra + damage;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void shootfireball(DDukeActor *actor, int p, DVector3 pos, DAngle ang)
{
// World Tour's values for angles and velocities are quite arbitrary...
double vel, zvel;
if (actor->spr.extra >= 0)
actor->spr.shade = -96;
pos.Z -= 2;
if (actor->spr.picnum != BOSS5)
vel = 840/16.;
else {
vel = 968/16.;
pos.Z += 24;
}
if (p < 0)
{
ang += DAngle22_5 / 8 - randomAngle(22.5 / 4);
double scratch;
int j = findplayer(actor, &scratch);
double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length();
zvel = ((ps[j].opos.Z - pos.Z + 3) * vel) / dist;
}
else
{
zvel = -ps[p].horizon.sum().asbuildf() * (98 / 256.);
pos += (ang + DAngle1 * 61).ToVector() * (1024 / 448.);
pos.Z += 3;
}
int sizx = 18;
int sizy = 18;
if (p >= 0)
{
sizx = 7;
sizy = 7;
}
auto spawned = CreateActor(actor->sector(), pos, FIREBALL, -127, sizx, sizy, ang.Buildang(), vel * worldtoint, zvel * zworldtoint, actor, (short)4);
if (spawned)
{
spawned->spr.extra += (krand() & 7);
if (actor->spr.picnum == BOSS5 || p >= 0)
{
spawned->spr.xrepeat = 40;
spawned->spr.yrepeat = 40;
}
spawned->spr.yint = p;
spawned->spr.cstat = CSTAT_SPRITE_YCENTER;
spawned->set_const_clipdist(4);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void shootflamethrowerflame(DDukeActor* actor, int p, DVector3 spos, DAngle sang)
{
double vel, zvel = 0;
if (actor->spr.extra >= 0)
actor->spr.shade = -96;
vel = 25;
DDukeActor* spawned = nullptr;
if (p < 0)
{
int x;
int j = findplayer(actor, &x);
sang = VecToAngle(ps[j].opos.XY() - spos.XY());
if (actor->spr.picnum == BOSS5)
{
vel = 33;
spos.Z += 24;
}
else if (actor->spr.picnum == BOSS3)
spos.Z -= 32;
double l = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length();
if (l != 0)
zvel = ((ps[j].opos.Z - spos.Z) * vel) / l;
if (badguy(actor) && (actor->spr.hitag & face_player_smart) != 0)
sang = actor->spr.angle + mapangle((krand() & 31) - 16);
if (actor->sector()->lotag == 2 && (krand() % 5) == 0)
spawned = spawn(actor, WATERBUBBLE);
}
else
{
zvel = -MulScale(ps[p].horizon.sum().asq16(), 81, 16) * zinttoworld;
// WTF???
DAngle myang = (DAngle90 - (DAngle180 - fabs(fabs(VecToAngle(spos.XY() - ps[p].pos.XY()) - sang) - DAngle180)));
if (ps[p].GetActor()->vel.X != 0)
vel = (int)((myang.Buildang() * 0.001953125f * ps[p].GetActor()->int_xvel()) + 400);
if (actor->sector()->lotag == 2 && (krand() % 5) == 0)
spawned = spawn(actor, WATERBUBBLE);
}
if (spawned == nullptr)
{
spawned = spawn(actor, FLAMETHROWERFLAME);
if (!spawned) return;
spawned->set_int_xvel(vel * worldtoint);
spawned->set_int_zvel(zvel * 256);
}
spawned->spr.pos = spos + (sang + mapangle(112)).ToVector() * 7;
spawned->spr.pos.Z--;
spawned->setsector(actor->sector());
spawned->spr.cstat = CSTAT_SPRITE_YCENTER;
spawned->spr.angle = sang;
spawned->spr.xrepeat = 2;
spawned->spr.yrepeat = 2;
spawned->set_const_clipdist(40);
spawned->spr.yint = p;
spawned->SetOwner(actor);
if (p == -1)
{
if (actor->spr.picnum == BOSS5)
{
spawned->spr.pos += sang.ToVector() * (128. / 7);
spawned->spr.xrepeat = 10;
spawned->spr.yrepeat = 10;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void shootknee(DDukeActor* actor, int p, DVector3 pos, DAngle ang)
{
auto sectp = actor->sector();
double zvel;
HitInfo hit{};
if (p >= 0)
{
zvel = -ps[p].horizon.sum().asbuildf() * 0.125;
pos.Z += 6;
ang += DAngle1 * 2.64;
}
else
{
double x;
auto pactor = ps[findplayer(actor, &x)].GetActor();
zvel = ((pactor->spr.pos.Z - pos.Z) * 16) / (x + 1/16.);
ang = VecToAngle(pactor->spr.pos.XY() - pos.XY());
}
hitscan(pos, sectp, DVector3(ang.ToVector() * 1024, zvel * 64), hit, CLIPMASK1);
if (hit.hitSector == nullptr) return;
if ((pos.XY() - hit.hitpos.XY()).Sum() < 64)
{
if (hit.hitWall || hit.actor())
{
auto knee = CreateActor(hit.hitSector, hit.hitpos, KNEE, -15, 0, 0, ang.Buildang(), 32, 0, actor, 4);
if (knee)
{
knee->spr.extra += (krand() & 7);
if (p >= 0)
{
auto k = spawn(knee, SMALLSMOKE);
if (k) k->spr.pos.Z -= 8;
S_PlayActorSound(KICK_HIT, knee);
}
if (p >= 0 && ps[p].steroids_amount > 0 && ps[p].steroids_amount < 400)
knee->spr.extra += (gs.max_player_health >> 2);
}
if (hit.actor() && hit.actor()->spr.picnum != ACCESSSWITCH && hit.actor()->spr.picnum != ACCESSSWITCH2)
{
fi.checkhitsprite(hit.actor(), knee);
if (p >= 0) fi.checkhitswitch(p, nullptr, hit.actor());
}
else if (hit.hitWall)
{
if (hit.hitWall->cstat & CSTAT_WALL_BOTTOM_SWAP)
if (hit.hitWall->twoSided())
if (hit.hitpos.Z >= hit.hitWall->nextSector()->floorz)
hit.hitWall =hit.hitWall->nextWall();
if (hit.hitWall->picnum != ACCESSSWITCH && hit.hitWall->picnum != ACCESSSWITCH2)
{
fi.checkhitwall(knee, hit.hitWall, hit.hitpos, KNEE);
if (p >= 0) fi.checkhitswitch(p, hit.hitWall, nullptr);
}
}
}
else if (p >= 0 && zvel > 0 && hit.hitSector->lotag == 1)
{
auto splash = spawn(ps[p].GetActor(), WATERSPLASH2);
if (splash)
{
splash->spr.pos.XY() = hit.hitpos.XY();
splash->spr.angle = ps[p].angle.ang; // Total tweek
splash->vel.X = 2;
ssp(actor, CLIPMASK0);
splash->vel.X = 0;
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int atwith)
{
auto sectp = actor->sector();
double zvel = 0;
HitInfo hit{};
if (actor->spr.extra >= 0) actor->spr.shade = -96;
if (p >= 0)
{
SetGameVarID(g_iAimAngleVarID, AUTO_AIM_ANGLE, actor, p);
OnEvent(EVENT_GETAUTOAIMANGLE, p, ps[p].GetActor(), -1);
int varval = GetGameVarID(g_iAimAngleVarID, actor, p).value();
DDukeActor* aimed = nullptr;
if (varval > 0)
{
aimed = aim(actor, varval);
}
if (aimed)
{
double dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) * REPEAT_SCALE * 0.5) + 5;
switch (aimed->spr.picnum)
{
case GREENSLIME:
case GREENSLIME + 1:
case GREENSLIME + 2:
case GREENSLIME + 3:
case GREENSLIME + 4:
case GREENSLIME + 5:
case GREENSLIME + 6:
case GREENSLIME + 7:
case ROTATEGUN:
dal -= 8;
break;
}
double dist = (ps[p].GetActor()->spr.pos.XY() - aimed->spr.pos.XY()).Length();
zvel = ((aimed->spr.pos.Z - pos.Z - dal) * 16) / dist;
ang = VecToAngle(aimed->spr.pos - pos);
}
if (isWW2GI())
{
int angRange = 32;
double zRange = 1;
SetGameVarID(g_iAngRangeVarID, 32, actor, p);
SetGameVarID(g_iZRangeVarID, 256, actor, p);
OnEvent(EVENT_GETSHOTRANGE, p, ps[p].GetActor(), -1);
angRange = GetGameVarID(g_iAngRangeVarID, actor, p).value();
zRange = GetGameVarID(g_iZRangeVarID, actor, p).value() / 256.;
ang += DAngle::fromBuild((angRange / 2) - (krand() & (angRange - 1)));
if (aimed == nullptr)
{
// no target
zvel = -ps[p].horizon.sum().asbuildf() / 8;
}
zvel += (zRange / 2) - krandf(zRange);
}
else if (aimed == nullptr)
{
ang += DAngle22_5 / 8 - randomAngle(22.5 / 4);
zvel = -ps[p].horizon.sum().asbuildf() / 8;
zvel += 0.5 - krandf(1);
}
pos.Z -= 2;
}
else
{
double x;
int j = findplayer(actor, &x);
pos.Z -= 4;
double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length();
zvel = ((ps[j].pos.Z - pos.Z) * 16) / dist;
zvel += 0.5 - krandf(1);
if (actor->spr.picnum != BOSS1)
{
ang += DAngle22_5 / 8 - randomAngle(22.5 / 4);
}
else
{
ang = VecToAngle(ps[j].pos - pos) + DAngle22_5 / 2 - randomAngle(22.5);
}
}
actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
hitscan(pos, sectp, DVector3(ang.ToVector() * 1024, zvel * 64), hit, CLIPMASK1);
actor->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL;
if (hit.hitSector == nullptr) return;
if ((krand() & 15) == 0 && hit.hitSector->lotag == 2)
tracers(hit.hitpos, pos, 8 - (ud.multimode >> 1));
DDukeActor* spark;
if (p >= 0)
{
spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, 10, 10, ang.Buildang(), 0, 0, actor, 4);
if (!spark) return;
spark->spr.extra = ScriptCode[gs.actorinfo[atwith].scriptaddress];
spark->spr.extra += (krand() % 6);
if (hit.hitWall == nullptr && hit.actor() == nullptr)
{
if (zvel < 0)
{
if (hit.hitSector->ceilingstat & CSTAT_SECTOR_SKY)
{
spark->spr.xrepeat = 0;
spark->spr.yrepeat = 0;
return;
}
else
fi.checkhitceiling(hit.hitSector);
}
spawn(spark, SMALLSMOKE);
}
if (hit.actor())
{
fi.checkhitsprite(hit.actor(), spark);
if (hit.actor()->isPlayer() && (ud.coop != 1 || ud.ffire == 1))
{
spark->spr.xrepeat = spark->spr.yrepeat = 0;
auto jib = spawn(spark, JIBS6);
if (jib)
{
jib->spr.pos.Z += 4;
jib->vel.X = 1;
jib->spr.xrepeat = jib->spr.yrepeat = 24;
jib->spr.angle += DAngle22_5 / 2 - randomAngle(22.5);
}
}
else spawn(spark, SMALLSMOKE);
if (p >= 0 && (
hit.actor()->spr.picnum == DIPSWITCH ||
hit.actor()->spr.picnum == DIPSWITCH + 1 ||
hit.actor()->spr.picnum == DIPSWITCH2 ||
hit.actor()->spr.picnum == DIPSWITCH2 + 1 ||
hit.actor()->spr.picnum == DIPSWITCH3 ||
hit.actor()->spr.picnum == DIPSWITCH3 + 1 ||
hit.actor()->spr.picnum == HANDSWITCH ||
hit.actor()->spr.picnum == HANDSWITCH + 1))
{
fi.checkhitswitch(p, nullptr, hit.actor());
return;
}
}
else if (hit.hitWall)
{
spawn(spark, SMALLSMOKE);
if (fi.isadoorwall(hit.hitWall->picnum) == 1)
goto SKIPBULLETHOLE;
if (p >= 0 && (
hit.hitWall->picnum == DIPSWITCH ||
hit.hitWall->picnum == DIPSWITCH + 1 ||
hit.hitWall->picnum == DIPSWITCH2 ||
hit.hitWall->picnum == DIPSWITCH2 + 1 ||
hit.hitWall->picnum == DIPSWITCH3 ||
hit.hitWall->picnum == DIPSWITCH3 + 1 ||
hit.hitWall->picnum == HANDSWITCH ||
hit.hitWall->picnum == HANDSWITCH + 1))
{
fi.checkhitswitch(p, hit.hitWall, nullptr);
return;
}
if (hit.hitWall->hitag != 0 || (hit.hitWall->twoSided() && hit.hitWall->nextWall()->hitag != 0))
goto SKIPBULLETHOLE;
if (hit.hitSector && hit.hitSector->lotag == 0)
if (hit.hitWall->overpicnum != BIGFORCE)
if ((hit.hitWall->twoSided() && hit.hitWall->nextSector()->lotag == 0) ||
(!hit.hitWall->twoSided() && hit.hitSector->lotag == 0))
if ((hit.hitWall->cstat & CSTAT_WALL_MASKED) == 0)
{
if (hit.hitWall->twoSided())
{
DukeSectIterator it(hit.hitWall->nextSector());
while (auto l = it.Next())
{
if (l->spr.statnum == STAT_EFFECTOR && l->spr.lotag == SE_13_EXPLOSIVE)
goto SKIPBULLETHOLE;
}
}
DukeStatIterator it(STAT_MISC);
while (auto l = it.Next())
{
if (l->spr.picnum == BULLETHOLE)
if ((l->spr.pos - spark->spr.pos).Length() < 0.75 + krandf(0.5))
goto SKIPBULLETHOLE;
}
auto hole = spawn(spark, BULLETHOLE);
if (hole)
{
hole->vel.X = -1 / 16.;
hole->spr.angle = VecToAngle(-hit.hitWall->delta()) + DAngle90;
ssp(hole, CLIPMASK0);
hole->spr.cstat2 |= CSTAT2_SPRITE_DECAL;
}
}
SKIPBULLETHOLE:
if (hit.hitWall->cstat & CSTAT_WALL_BOTTOM_SWAP)
if (hit.hitWall->twoSided())
if (hit.hitpos.Z >= hit.hitWall->nextSector()->floorz)
hit.hitWall = hit.hitWall->nextWall();
fi.checkhitwall(spark, hit.hitWall, hit.hitpos, SHOTSPARK1);
}
}
else
{
spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, 24, 24, ang.Buildang(), 0, 0, actor, 4);
if (spark)
{
spark->spr.extra = ScriptCode[gs.actorinfo[atwith].scriptaddress];
if (hit.actor())
{
fi.checkhitsprite(hit.actor(), spark);
if (!hit.actor()->isPlayer())
spawn(spark, SMALLSMOKE);
else spark->spr.xrepeat = spark->spr.yrepeat = 0;
}
else if (hit.hitWall)
fi.checkhitwall(spark, hit.hitWall, hit.hitpos, SHOTSPARK1);
}
}
if ((krand() & 255) < 4)
{
S_PlaySound3D(PISTOL_RICOCHET, spark, hit.hitpos);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void shootstuff(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int atwith)
{
sectortype* sect = actor->sector();
double vel, zvel;
int scount;
if (actor->spr.extra >= 0) actor->spr.shade = -96;
scount = 1;
if (atwith == SPIT) vel = 292;
else
{
if (atwith == COOLEXPLOSION1)
{
if (actor->spr.picnum == BOSS2) vel = 644;
else vel = 348 / 16.;
pos.Z -= 2;
}
else
{
vel = 840 / 16.;
pos.Z -= 2;
}
}
if (p >= 0)
{
auto aimed = aim(actor, AUTO_AIM_ANGLE);
if (aimed)
{
double dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) * REPEAT_SCALE * 0.5) - 12;
double dist = (ps[p].GetActor()->spr.pos.XY() - aimed->spr.pos.XY()).Length();
zvel = ((aimed->spr.pos.Z - pos.Z - dal) * vel) / dist;
ang = VecToAngle(aimed->spr.pos.XY() - pos.XY());
}
else
zvel = -ps[p].horizon.sum().asbuildf() * (98 / 256.);
}
else
{
double x;
int j = findplayer(actor, &x);
ang += DAngle22_5 / 8 - randomAngle(22.5 / 4);
#if 1
double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length();
zvel = ((ps[j].opos.Z - pos.Z + 3) * vel) / dist;
#else
// this is for pitch corrected velocity
auto dist = (ps[j].GetActor()->spr.pos - actor->spr.pos).Resized(vel);
vel = dist.XY().Length();
zvel = dist.Z;
#endif
}
double oldzvel = zvel;
int sizx, sizy;
if (atwith == SPIT)
{
sizx = 18;
sizy = 18;
pos.Z -= 10;
}
else
{
if (atwith == FIRELASER)
{
if (p >= 0)
{
sizx = 34;
sizy = 34;
}
else
{
sizx = 18;
sizy = 18;
}
}
else
{
sizx = 18;
sizy = 18;
}
}
if (p >= 0) sizx = 7, sizy = 7;
while (scount > 0)
{
auto spawned = CreateActor(sect, pos, atwith, -127, sizx, sizy, ang.Buildang(), vel * worldtoint, zvel * zworldtoint, actor, 4);
if (!spawned) return;
spawned->spr.extra += (krand() & 7);
if (atwith == COOLEXPLOSION1)
{
spawned->spr.shade = 0;
if (actor->spr.picnum == BOSS2)
{
auto ovel = spawned->vel.X;
spawned->vel.X = 64;
ssp(spawned, CLIPMASK0);
spawned->vel.X = ovel;
spawned->spr.angle += DAngle22_5 - randomAngle(45);
}
}
spawned->spr.cstat = CSTAT_SPRITE_YCENTER;
spawned->set_const_clipdist(4);
ang = actor->spr.angle + DAngle22_5 / 4 - randomAngle(22.5 / 2);
zvel = oldzvel + 2 - krandf(4);
scount--;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void shootrpg(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int atwith)
{
auto sect = actor->sector();
double vel, zvel;
int scount;
if (actor->spr.extra >= 0) actor->spr.shade = -96;
scount = 1;
vel = 644 / 16.;
DDukeActor* aimed = nullptr;
if (p >= 0)
{
aimed = aim(actor, 48);
if (aimed)
{
double dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) * REPEAT_SCALE * 0.5) + 8;
double dist = (ps[p].GetActor()->spr.pos.XY() - aimed->spr.pos.XY()).Length();
zvel = ((aimed->spr.pos.Z - pos.Z - dal) * vel) / dist;
if (aimed->spr.picnum != RECON)
ang = VecToAngle(aimed->spr.pos.XY() - pos.XY());
}
else
zvel = -ps[p].horizon.sum().asbuildf() * (81 / 256.);
if (atwith == RPG)
S_PlayActorSound(RPG_SHOOT, actor);
}
else
{
double x;
int j = findplayer(actor, &x);
ang = VecToAngle(ps[j].opos.XY() - pos.XY());
if (actor->spr.picnum == BOSS3)
{
double zoffs = 32;
if (isWorldTour()) // Twentieth Anniversary World Tour
zoffs *= (actor->spr.yrepeat / 80.0f);
pos.Z -= zoffs;
}
else if (actor->spr.picnum == BOSS2)
{
vel += 8;
double zoffs = 24;
if (isWorldTour()) // Twentieth Anniversary World Tour
zoffs *= (actor->spr.yrepeat / 80.0f);
pos.Z -= zoffs;
}
double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length();
zvel = ((ps[j].opos.Z - pos.Z) * vel) / dist;
if (badguy(actor) && (actor->spr.hitag & face_player_smart))
ang = actor->spr.angle + randomAngle(DAngle22_5 / 4) - DAngle22_5 / 8;
}
if (p < 0) aimed = nullptr;
auto offset = (ang + DAngle1 * 61).ToVector() * (1024 / 448);
auto spawned = CreateActor(sect, pos.plusZ(-1) + offset, atwith, 0, 14, 14, ang.Buildang(), vel * worldtoint, zvel * zworldtoint, actor, 4);
if (!spawned) return;
spawned->spr.extra += (krand() & 7);
if (atwith != FREEZEBLAST)
spawned->temp_actor = aimed;
else
{
spawned->spr.yint = gs.numfreezebounces;
spawned->spr.xrepeat >>= 1;
spawned->spr.yrepeat >>= 1;
spawned->vel.Z -= 0.25;
}
if (p == -1)
{
if (actor->spr.picnum == BOSS3)
{
DVector2 spawnofs(ang.Sin() * 4, ang.Cos() * -4);
DAngle aoffs = DAngle22_5 / 32.;
if ((krand() & 1) != 0)
{
spawnofs = -spawnofs;
aoffs = -aoffs;
}
if (isWorldTour()) // Twentieth Anniversary World Tour
{
float siz = actor->spr.yrepeat / 80.0f;
spawnofs *= siz;
aoffs *= siz;
}
spawned->spr.pos += spawnofs;
spawned->spr.angle += aoffs;
spawned->spr.xrepeat = 42;
spawned->spr.yrepeat = 42;
}
else if (actor->spr.picnum == BOSS2)
{
DVector2 spawnofs(ang.Sin() * (1024. / 56.), ang.Cos() * -(1024. / 56.));
DAngle aoffs = DAngle22_5 / 16. - DAngle45 + randomAngle(90);
if (isWorldTour()) { // Twentieth Anniversary World Tour
double siz = actor->spr.yrepeat / 70.;
spawnofs *= siz;
aoffs *= siz;
}
spawned->spr.pos += spawnofs;
spawned->spr.angle += aoffs;
spawned->spr.xrepeat = 24;
spawned->spr.yrepeat = 24;
}
else if (atwith != FREEZEBLAST)
{
spawned->spr.xrepeat = 30;
spawned->spr.yrepeat = 30;
spawned->spr.extra >>= 2;
}
}
else if ((isWW2GI() && aplWeaponWorksLike(ps[p].curr_weapon, p) == DEVISTATOR_WEAPON) || (!isWW2GI() && ps[p].curr_weapon == DEVISTATOR_WEAPON))
{
spawned->spr.extra >>= 2;
spawned->spr.angle += DAngle22_5 / 8 - randomAngle(22.5 / 4);
spawned->vel.Z += 1 - krandf(2);
if (ps[p].hbomb_hold_delay)
{
DVector2 spawnofs(-ang.Sin()* (1024. / 644.), ang.Cos() * (1024. / 644.));
spawned->spr.pos += spawnofs;
}
else
{
DVector2 spawnofs(ang.Sin()* 4, ang.Cos() * -4);
spawned->spr.pos += spawnofs;
}
spawned->spr.xrepeat >>= 1;
spawned->spr.yrepeat >>= 1;
}
spawned->spr.cstat = CSTAT_SPRITE_YCENTER;
if (atwith == RPG)
spawned->set_const_clipdist(4);
else
spawned->set_const_clipdist(40);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void shootlaser(DDukeActor* actor, int p, DVector3 pos, DAngle ang)
{
auto sectp = actor->sector();
double zvel;
int j;
HitInfo hit{};
if (p >= 0)
zvel = -ps[p].horizon.sum().asbuildf() * 0.125;
else zvel = 0;
hitscan(pos, sectp, DVector3(ang.ToVector() * 1024, zvel * 64), hit, CLIPMASK1);
j = 0;
if (hit.actor()) return;
if (hit.hitWall && hit.hitSector)
{
if ((hit.hitpos.XY() - pos.XY()).LengthSquared() < 18.125 * 18.125)
{
if (hit.hitWall->twoSided())
{
if (hit.hitWall->nextSector()->lotag <= 2 && hit.hitSector->lotag <= 2)
j = 1;
}
else if (hit.hitSector->lotag <= 2)
j = 1;
}
if (j == 1)
{
auto bomb = CreateActor(hit.hitSector, hit.hitpos, TRIPBOMB, -16, 4, 5, ang.Buildang(), 0, 0, actor, STAT_STANDABLE);
if (!bomb) return;
if (isWW2GI())
{
int lTripBombControl = GetGameVar("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE, nullptr, -1).value();
if (lTripBombControl & TRIPBOMB_TIMER)
{
int lLifetime = GetGameVar("STICKYBOMB_LIFETIME", NAM_GRENADE_LIFETIME, nullptr, p).value();
int lLifetimeVar = GetGameVar("STICKYBOMB_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, nullptr, p).value();
// set timer. blows up when at zero....
bomb->spr.extra = lLifetime
+ MulScale(krand(), lLifetimeVar, 14)
- lLifetimeVar;
}
}
// this originally used the sprite index as tag to link the laser segments.
// This value is never used again to reference an actor by index. Decouple this for robustness.
ud.bomb_tag = (ud.bomb_tag + 1) & 32767;
bomb->spr.hitag = ud.bomb_tag;
S_PlayActorSound(LASERTRIP_ONWALL, bomb);
bomb->vel.X = -1.25;
ssp(bomb, CLIPMASK0);
bomb->spr.cstat = CSTAT_SPRITE_ALIGNMENT_WALL;
auto delta = hit.hitWall->delta();
bomb->spr.angle = VecToAngle(-delta.X, -delta.Y) - DAngle90;
bomb->temp_angle = bomb->spr.angle;
if (p >= 0)
ps[p].ammo_amount[TRIPBOMB_WEAPON]--;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void shootgrowspark(DDukeActor* actor, int p, DVector3 pos, DAngle ang)
{
auto sect = actor->sector();
double zvel;
int k;
HitInfo hit{};
if (p >= 0)
{
auto aimed = aim(actor, AUTO_AIM_ANGLE);
if (aimed)
{
double dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) * REPEAT_SCALE * 0.5) + 5;
switch (aimed->spr.picnum)
{
case GREENSLIME:
case GREENSLIME + 1:
case GREENSLIME + 2:
case GREENSLIME + 3:
case GREENSLIME + 4:
case GREENSLIME + 5:
case GREENSLIME + 6:
case GREENSLIME + 7:
case ROTATEGUN:
dal -= 8;
break;
}
double dist = (ps[p].GetActor()->spr.pos.XY() - aimed->spr.pos.XY()).Length();
zvel = ((aimed->spr.pos.Z - pos.Z - dal) * 16) / dist;
ang = VecToAngle(aimed->spr.pos.XY() - pos.XY());
}
else
{
ang += DAngle22_5 / 8 - randomAngle(22.5 / 4);
zvel = -ps[p].horizon.sum().asbuildf() * 0.125;
zvel += 0.5 - krandf(1);
}
pos.Z -= 2;
}
else
{
double x;
int j = findplayer(actor, &x);
pos.Z -= 4;
double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length();
zvel = ((ps[j].pos.Z - pos.Z) * 16) / dist;
zvel += 0.5 - krandf(1);
ang += DAngle22_5 / 4 - randomAngle(22.5 / 2);
}
k = 0;
//RESHOOTGROW:
actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
hitscan(pos, sect, DVector3(ang.ToVector() * 1024, zvel * 64), hit, CLIPMASK1);
actor->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL;
auto spark = CreateActor(sect, hit.hitpos, GROWSPARK, -16, 28, 28, ang.Buildang(), 0, 0, actor, 1);
if (!spark) return;
spark->spr.pal = 2;
spark->spr.cstat |= CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_TRANSLUCENT;
spark->spr.xrepeat = spark->spr.yrepeat = 1;
if (hit.hitWall == nullptr && hit.actor() == nullptr && hit.hitSector != nullptr)
{
if (zvel < 0 && (hit.hitSector->ceilingstat & CSTAT_SECTOR_SKY) == 0)
fi.checkhitceiling(hit.hitSector);
}
else if (hit.actor() != nullptr) fi.checkhitsprite(hit.actor(), spark);
else if (hit.hitWall != nullptr)
{
if (hit.hitWall->picnum != ACCESSSWITCH && hit.hitWall->picnum != ACCESSSWITCH2)
{
fi.checkhitwall(spark, hit.hitWall, hit.hitpos, GROWSPARK);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void shootmortar(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, int atwith)
{
auto sect = actor->sector();
int zvel;
if (actor->spr.extra >= 0) actor->spr.shade = -96;
int x;
auto plActor = ps[findplayer(actor, &x)].GetActor();
x = ldist(plActor, actor);
zvel = -x >> 1;
if (zvel < -4096)
zvel = -2048;
int vel = x >> 4;
EGS(sect,
sx - bsin(sa, -8),
sy + bcos(sa, -8),
sz + (6 << 8), atwith, -64, 32, 32, sa, vel, zvel, actor, 1);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void shootshrinker(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, int atwith)
{
int zvel;
if (actor->spr.extra >= 0) actor->spr.shade = -96;
if (p >= 0)
{
auto aimed = isNamWW2GI() ? nullptr : aim(actor, AUTO_AIM_ANGLE);
if (aimed)
{
int dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) << 1);
zvel = ((aimed->int_pos().Z - sz - dal - (4 << 8)) * 768) / (ldist(ps[p].GetActor(), aimed));
sa = getangle(aimed->int_pos().X - sx, aimed->int_pos().Y - sy);
}
else zvel = -MulScale(ps[p].horizon.sum().asq16(), 98, 16);
}
else if (actor->spr.statnum != 3)
{
double x;
int j = findplayer(actor, &x);
int l = ldist(ps[j].GetActor(), actor);
zvel = ((ps[j].player_int_opos().Z - sz) * 512) / l;
}
else zvel = 0;
auto spawned = EGS(actor->sector(),
sx - bsin(sa, -12),
sy + bcos(sa, -12),
sz + (2 << 8), SHRINKSPARK, -16, 28, 28, sa, 768, zvel, actor, 4);
if (spawned)
{
spawned->spr.cstat = CSTAT_SPRITE_YCENTER;
spawned->set_const_clipdist(32);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void shoot_d(DDukeActor* actor, int atwith)
{
int sx, sy, sz, sa, p, zvel;
if (actor->isPlayer())
{
p = actor->PlayerIndex();
}
else
{
p = -1;
}
SetGameVarID(g_iAtWithVarID, atwith, actor, p);
SetGameVarID(g_iReturnVarID, 0, actor, p);
OnEvent(EVENT_SHOOT, p, ps[p].GetActor(), -1);
if (GetGameVarID(g_iReturnVarID, actor, p).safeValue() != 0)
{
return;
}
auto sect = actor->sector();
zvel = 0;
if (actor->isPlayer())
{
sx = ps[p].player_int_pos().X;
sy = ps[p].player_int_pos().Y;
sz = ps[p].player_int_pos().Z + ps[p].pyoff * zworldtoint + (4 << 8);
sa = ps[p].angle.ang.Buildang();
ps[p].crack_time = CRACK_TIME;
}
else
{
sa = actor->int_ang();
sx = actor->int_pos().X;
sy = actor->int_pos().Y;
sz = actor->int_pos().Z - (actor->spr.yrepeat * tileHeight(actor->spr.picnum) << 1) + (4 << 8);
if (actor->spr.picnum != ROTATEGUN)
{
sz -= (7 << 8);
if (badguy(actor) && actor->spr.picnum != COMMANDER)
{
sx -= bsin(sa + 96, -7);
sy += bcos(sa + 96, -7);
}
}
}
DVector3 spos(sx * inttoworld, sy * inttoworld, sz * zinttoworld);
DAngle sang = DAngle::fromBuild(sa);
if (isWorldTour())
{ // Twentieth Anniversary World Tour
switch (atwith)
{
case FIREBALL:
shootfireball(actor, p, spos, sang);
return;
case FLAMETHROWERFLAME:
shootflamethrowerflame(actor, p, spos, sang);
return;
case FIREFLY: // BOSS5 shot
{
auto k = spawn(actor, atwith);
if (k)
{
k->setsector(sect);
k->spr.pos = spos;
k->spr.angle = sang;
k->vel.X = 500 / 16.;
k->vel.Z = 0;
}
return;
}
}
}
switch (atwith)
{
case BLOODSPLAT1:
case BLOODSPLAT2:
case BLOODSPLAT3:
case BLOODSPLAT4:
shootbloodsplat(actor, p, spos, sang, atwith, BIGFORCE, OOZFILTER, NEWBEAST);
break;
case KNEE:
shootknee(actor, p, spos, sang);
break;
case SHOTSPARK1:
case SHOTGUN:
case CHAINGUN:
shootweapon(actor, p, spos, sang, atwith);
return;
case FIRELASER:
case SPIT:
case COOLEXPLOSION1:
shootstuff(actor, p, spos, sang, atwith);
return;
case FREEZEBLAST:
sz += (3 << 8);
[[fallthrough]];
case RPG:
shootrpg(actor, p, spos, sang, atwith);
break;
case HANDHOLDINGLASER:
shootlaser(actor, p, spos, sang);
return;
case BOUNCEMINE:
case MORTER:
shootmortar(actor, p, sx, sy, sz, sa, atwith);
return;
case GROWSPARK:
shootgrowspark(actor, p, spos, sang);
break;
case SHRINKER:
shootshrinker(actor, p, sx, sy, sz, sa, atwith);
break;
}
return;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void selectweapon_d(int snum, int weap) // playernum, weaponnum
{
int i, j, k;
auto p = &ps[snum];
if (p->last_pissed_time <= (26 * 218) && p->show_empty_weapon == 0 && p->kickback_pic == 0 && p->quick_kick == 0 && p->GetActor()->spr.xrepeat > 32 && p->access_incs == 0 && p->knee_incs == 0)
{
if ((p->weapon_pos == 0 || (p->holster_weapon && p->weapon_pos == -9)))
{
if (weap == WeaponSel_Alt)
{
j = p->curr_weapon;
switch (p->curr_weapon)
{
case SHRINKER_WEAPON:
if (p->ammo_amount[GROW_WEAPON] > 0 && p->gotweapon[GROW_WEAPON] && isPlutoPak())
{
j = GROW_WEAPON;
p->subweapon |= (1 << GROW_WEAPON);
}
break;
case GROW_WEAPON:
if (p->ammo_amount[SHRINKER_WEAPON] > 0 && p->gotweapon[SHRINKER_WEAPON])
{
j = SHRINKER_WEAPON;
p->subweapon &= ~(1 << GROW_WEAPON);
}
break;
case FREEZE_WEAPON:
if (p->ammo_amount[FLAMETHROWER_WEAPON] > 0 && p->gotweapon[FLAMETHROWER_WEAPON] && isWorldTour())
{
j = FLAMETHROWER_WEAPON;
p->subweapon |= (1 << FLAMETHROWER_WEAPON);
}
break;
case FLAMETHROWER_WEAPON:
if (p->ammo_amount[FREEZE_WEAPON] > 0 && p->gotweapon[FREEZE_WEAPON])
{
j = FREEZE_WEAPON;
p->subweapon &= ~(1 << FLAMETHROWER_WEAPON);
}
break;
default:
break;
}
}
else if (weap == WeaponSel_Next || weap == WeaponSel_Prev)
{
k = p->curr_weapon;
j = (weap == WeaponSel_Prev ? -1 : 1); // JBF: prev (-1) or next (1) weapon choice
i = 0;
while ((k >= 0 && k < 10) || (isPlutoPak() && k == GROW_WEAPON && (p->subweapon & (1 << GROW_WEAPON)) != 0)
|| (isWorldTour() && k == FLAMETHROWER_WEAPON && (p->subweapon & (1 << FLAMETHROWER_WEAPON)) != 0))
{
if (k == FLAMETHROWER_WEAPON) //Twentieth Anniversary World Tour
{
if (j == -1) k = TRIPBOMB_WEAPON;
else k = PISTOL_WEAPON;
}
else if (k == GROW_WEAPON) // JBF: this is handling next/previous with the grower selected
{
if (j == -1)
k = 5;
else k = 7;
}
else
{
k += j;
// JBF 20040116: so we don't select grower with v1.3d
if (isPlutoPak() && k == SHRINKER_WEAPON && (p->subweapon & (1 << GROW_WEAPON))) // JBF: activates grower
k = GROW_WEAPON; // if enabled
if (isWorldTour() && k == FREEZE_WEAPON && (p->subweapon & (1 << FLAMETHROWER_WEAPON)) != 0)
k = FLAMETHROWER_WEAPON;
}
if (k == -1) k = 9;
else if (k == 10) k = 0;
if (p->gotweapon[k] && p->ammo_amount[k] > 0)
{
if (isPlutoPak()) // JBF 20040116: so we don't select grower with v1.3d
{
if (k == SHRINKER_WEAPON && (p->subweapon & (1 << GROW_WEAPON)))
k = GROW_WEAPON;
if (isWorldTour() && k == FREEZE_WEAPON && (p->subweapon & (1 << FLAMETHROWER_WEAPON)) != 0)
k = FLAMETHROWER_WEAPON;
}
j = k;
break;
}
else if (isPlutoPak() && k == GROW_WEAPON && p->ammo_amount[GROW_WEAPON] == 0 && p->gotweapon[SHRINKER_WEAPON] && p->ammo_amount[SHRINKER_WEAPON] > 0) // JBF 20040116: added isPlutoPak() so we don't select grower with v1.3d
{
j = SHRINKER_WEAPON;
p->subweapon &= ~(1 << GROW_WEAPON);
break;
}
else if (isPlutoPak() && k == SHRINKER_WEAPON && p->ammo_amount[SHRINKER_WEAPON] == 0 && p->gotweapon[SHRINKER_WEAPON] && p->ammo_amount[GROW_WEAPON] > 0) // JBF 20040116: added isPlutoPak() so we don't select grower with v1.3d
{
j = GROW_WEAPON;
p->subweapon |= (1 << GROW_WEAPON);
break;
}
//Twentieth Anniversary World Tour
else if (isWorldTour() && k == FLAMETHROWER_WEAPON && p->ammo_amount[FLAMETHROWER_WEAPON] == 0 && p->gotweapon[FREEZE_WEAPON] && p->ammo_amount[FREEZE_WEAPON] > 0)
{
j = FREEZE_WEAPON;
p->subweapon &= ~(1 << FLAMETHROWER_WEAPON);
break;
}
else if (isWorldTour() && k == FREEZE_WEAPON && p->ammo_amount[FREEZE_WEAPON] == 0 && p->gotweapon[FLAMETHROWER_WEAPON] && p->ammo_amount[FLAMETHROWER_WEAPON] > 0)
{
j = FLAMETHROWER_WEAPON;
p->subweapon |= (1 << FLAMETHROWER_WEAPON);
break;
}
i++; // absolutely no weapons, so use foot
if (i == 10)
{
fi.addweapon(p, KNEE_WEAPON);
break;
}
}
}
else j = weap - 1;
k = -1;
if (j == HANDBOMB_WEAPON && p->ammo_amount[HANDBOMB_WEAPON] == 0)
{
DukeStatIterator it(STAT_ACTOR);
while (auto act = it.Next())
{
if (act->spr.picnum == HEAVYHBOMB && act->GetOwner() == p->GetActor())
{
p->gotweapon[HANDBOMB_WEAPON] = true;
j = HANDREMOTE_WEAPON;
break;
}
}
}
//Twentieth Anniversary World Tour
if (j == FREEZE_WEAPON && isWorldTour())
{
if (p->curr_weapon != FLAMETHROWER_WEAPON && p->curr_weapon != FREEZE_WEAPON)
{
if (p->ammo_amount[FLAMETHROWER_WEAPON] > 0)
{
if ((p->subweapon & (1 << FLAMETHROWER_WEAPON)) == (1 << FLAMETHROWER_WEAPON))
j = FLAMETHROWER_WEAPON;
else if (p->ammo_amount[FREEZE_WEAPON] == 0)
{
j = FLAMETHROWER_WEAPON;
p->subweapon |= (1 << FLAMETHROWER_WEAPON);
}
}
else if (p->ammo_amount[FREEZE_WEAPON] > 0)
p->subweapon &= ~(1 << FLAMETHROWER_WEAPON);
}
else if (p->curr_weapon == FREEZE_WEAPON)
{
p->subweapon |= (1 << FLAMETHROWER_WEAPON);
j = FLAMETHROWER_WEAPON;
}
else
p->subweapon &= ~(1 << FLAMETHROWER_WEAPON);
}
if (j == SHRINKER_WEAPON && isPlutoPak()) // JBF 20040116: so we don't select the grower with v1.3d
{
if (p->curr_weapon != GROW_WEAPON && p->curr_weapon != SHRINKER_WEAPON)
{
if (p->ammo_amount[GROW_WEAPON] > 0)
{
if ((p->subweapon & (1 << GROW_WEAPON)) == (1 << GROW_WEAPON))
j = GROW_WEAPON;
else if (p->ammo_amount[SHRINKER_WEAPON] == 0)
{
j = GROW_WEAPON;
p->subweapon |= (1 << GROW_WEAPON);
}
}
else if (p->ammo_amount[SHRINKER_WEAPON] > 0)
p->subweapon &= ~(1 << GROW_WEAPON);
}
else if (p->curr_weapon == SHRINKER_WEAPON)
{
p->subweapon |= (1 << GROW_WEAPON);
j = GROW_WEAPON;
}
else
p->subweapon &= ~(1 << GROW_WEAPON);
}
if (p->holster_weapon)
{
PlayerSetInput(snum, SB_HOLSTER);
p->oweapon_pos = p->weapon_pos = -9;
}
else if (j >= MIN_WEAPON && p->gotweapon[j] && p->curr_weapon != j) switch (j)
{
case KNEE_WEAPON:
fi.addweapon(p, KNEE_WEAPON);
break;
case PISTOL_WEAPON:
case SHOTGUN_WEAPON:
case CHAINGUN_WEAPON:
case RPG_WEAPON:
case DEVISTATOR_WEAPON:
case FREEZE_WEAPON:
case FLAMETHROWER_WEAPON:
case GROW_WEAPON:
case SHRINKER_WEAPON:
if (p->ammo_amount[j] == 0 && p->show_empty_weapon == 0)
{
p->show_empty_weapon = 32;
p->last_full_weapon = p->curr_weapon;
}
fi.addweapon(p, j);
break;
case HANDREMOTE_WEAPON:
if (k >= 0) // Found in list of [1]'s
{
p->curr_weapon = HANDREMOTE_WEAPON;
p->last_weapon = -1;
p->oweapon_pos = p->weapon_pos = 10;
}
break;
case HANDBOMB_WEAPON:
if (p->ammo_amount[HANDBOMB_WEAPON] > 0 && p->gotweapon[HANDBOMB_WEAPON])
fi.addweapon(p, HANDBOMB_WEAPON);
break;
case TRIPBOMB_WEAPON:
if (p->ammo_amount[TRIPBOMB_WEAPON] > 0 && p->gotweapon[TRIPBOMB_WEAPON])
fi.addweapon(p, TRIPBOMB_WEAPON);
break;
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int doincrements_d(player_struct* p)
{
int snum;
auto pact = p->GetActor();
snum = pact->PlayerIndex();
p->player_par++;
if (p->invdisptime > 0)
p->invdisptime--;
if (p->tipincs > 0)
{
p->otipincs = p->tipincs;
p->tipincs--;
}
if (p->last_pissed_time > 0)
{
p->last_pissed_time--;
if (p->last_pissed_time == (26 * 219))
{
S_PlayActorSound(FLUSH_TOILET, pact);
if (snum == screenpeek || ud.coop == 1)
S_PlayActorSound(DUKE_PISSRELIEF, pact);
}
if (p->last_pissed_time == (26 * 218))
{
p->holster_weapon = 0;
p->oweapon_pos = p->weapon_pos = 10;
}
}
if (p->crack_time > 0)
{
p->crack_time--;
if (p->crack_time == 0)
{
p->knuckle_incs = 1;
p->crack_time = CRACK_TIME;
}
}
if (p->steroids_amount > 0 && p->steroids_amount < 400)
{
p->steroids_amount--;
if (p->steroids_amount == 0)
checkavailinven(p);
if (!(p->steroids_amount & 7))
if (snum == screenpeek || ud.coop == 1)
S_PlayActorSound(DUKE_HARTBEAT, pact);
}
if (p->heat_on && p->heat_amount > 0)
{
p->heat_amount--;
if (p->heat_amount == 0)
{
p->heat_on = 0;
checkavailinven(p);
S_PlayActorSound(NITEVISION_ONOFF, pact);
}
}
if (p->holoduke_on != nullptr)
{
p->holoduke_amount--;
if (p->holoduke_amount <= 0)
{
S_PlayActorSound(TELEPORTER, pact);
p->holoduke_on = nullptr;
checkavailinven(p);
}
}
if (p->jetpack_on && p->jetpack_amount > 0)
{
p->jetpack_amount--;
if (p->jetpack_amount <= 0)
{
p->jetpack_on = 0;
checkavailinven(p);
S_PlayActorSound(DUKE_JETPACK_OFF, pact);
S_StopSound(DUKE_JETPACK_IDLE, pact);
S_StopSound(DUKE_JETPACK_ON, pact);
}
}
if (p->quick_kick > 0 && p->GetActor()->spr.pal != 1)
{
p->last_quick_kick = p->quick_kick + 1;
p->quick_kick--;
if (p->quick_kick == 8)
fi.shoot(p->GetActor(), KNEE);
}
else if (p->last_quick_kick > 0)
p->last_quick_kick--;
if (p->access_incs && p->GetActor()->spr.pal != 1)
{
p->oaccess_incs = p->access_incs;
p->access_incs++;
if (p->GetActor()->spr.extra <= 0)
p->access_incs = 12;
if (p->access_incs == 12)
{
if (p->access_spritenum != nullptr)
{
fi.checkhitswitch(snum, nullptr, p->access_spritenum);
switch (p->access_spritenum->spr.pal)
{
case 0:p->got_access &= (0xffff - 0x1); break;
case 21:p->got_access &= (0xffff - 0x2); break;
case 23:p->got_access &= (0xffff - 0x4); break;
}
p->access_spritenum = nullptr;
}
else
{
fi.checkhitswitch(snum, p->access_wall, nullptr);
switch (p->access_wall->pal)
{
case 0:p->got_access &= (0xffff - 0x1); break;
case 21:p->got_access &= (0xffff - 0x2); break;
case 23:p->got_access &= (0xffff - 0x4); break;
}
}
}
if (p->access_incs > 20)
{
p->oaccess_incs = p->access_incs = 0;
p->oweapon_pos = p->weapon_pos = 10;
p->okickback_pic = p->kickback_pic = 0;
}
}
if (p->scuba_on == 0 && p->insector() && p->cursector->lotag == 2)
{
if (p->scuba_amount > 0)
{
p->scuba_on = 1;
p->inven_icon = 6;
FTA(76, p);
}
else
{
if (p->airleft > 0)
p->airleft--;
else
{
p->extra_extra8 += 32;
if (p->last_extra < (gs.max_player_health >> 1) && (p->last_extra & 3) == 0)
S_PlayActorSound(DUKE_LONGTERM_PAIN, pact);
}
}
}
else if (p->scuba_amount > 0 && p->scuba_on)
{
p->scuba_amount--;
if (p->scuba_amount == 0)
{
p->scuba_on = 0;
checkavailinven(p);
}
}
if (p->knuckle_incs)
{
p->knuckle_incs++;
if (p->knuckle_incs == 10 && !isWW2GI())
{
if (PlayClock > 1024)
if (snum == screenpeek || ud.coop == 1)
{
if (rand() & 1)
S_PlayActorSound(DUKE_CRACK, pact);
else S_PlayActorSound(DUKE_CRACK2, pact);
}
S_PlayActorSound(DUKE_CRACK_FIRST, pact);
}
else if (p->knuckle_incs == 22 || PlayerInput(snum, SB_FIRE))
p->knuckle_incs = 0;
return 1;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void checkweapons_d(player_struct* p)
{
static const uint16_t weapon_sprites[MAX_WEAPONS] = { KNEE, FIRSTGUNSPRITE, SHOTGUNSPRITE,
CHAINGUNSPRITE, RPGSPRITE, HEAVYHBOMB, SHRINKERSPRITE, DEVISTATORSPRITE,
TRIPBOMBSPRITE, FREEZESPRITE, HEAVYHBOMB, SHRINKERSPRITE };
int cw;
if (isWW2GI())
{
int snum = p->GetActor()->PlayerIndex();
cw = aplWeaponWorksLike(p->curr_weapon, snum);
}
else
cw = p->curr_weapon;
if (cw < 1 || cw >= MAX_WEAPONS) return;
if (cw)
{
if (krand() & 1)
spawn(p->GetActor(), weapon_sprites[cw]);
else switch (cw)
{
case RPG_WEAPON:
case HANDBOMB_WEAPON:
spawn(p->GetActor(), EXPLOSION2);
break;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void operateJetpack(int snum, ESyncBits actions, int psectlotag, int fz, int cz, int shrunk)
{
auto p = &ps[snum];
auto pact = p->GetActor();
p->on_ground = 0;
p->jumping_counter = 0;
p->hard_landing = 0;
p->falling_counter = 0;
p->pycount += 32;
p->pycount &= 2047;
p->pyoff = BobVal(p->pycount);
if (p->jetpack_on && S_CheckActorSoundPlaying(pact, DUKE_SCREAM))
{
S_StopSound(DUKE_SCREAM, pact);
}
if (p->jetpack_on < 11)
{
p->jetpack_on++;
p->pos.Z -= (p->jetpack_on * 0.5); //Goin up
}
else if (p->jetpack_on == 11 && !S_CheckActorSoundPlaying(pact, DUKE_JETPACK_IDLE))
S_PlayActorSound(DUKE_JETPACK_IDLE, pact);
double dist;
if (shrunk) dist = 2;
else dist = 8;
if (actions & SB_JUMP) //A (soar high)
{
// jump
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
OnEvent(EVENT_SOARUP, snum, p->GetActor(), -1);
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0)
{
p->pos.Z -= dist;
p->crack_time = CRACK_TIME;
}
}
if (actions & SB_CROUCH) //Z (soar low)
{
// crouch
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
OnEvent(EVENT_SOARDOWN, snum, p->GetActor(), -1);
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0)
{
p->pos.Z += dist;
p->crack_time = CRACK_TIME;
}
}
int k;
if (shrunk == 0 && (psectlotag == 0 || psectlotag == 2)) k = 32;
else k = 16;
if (psectlotag != 2 && p->scuba_on == 1)
p->scuba_on = 0;
if (p->player_int_pos().Z > (fz - (k << 8)))
p->pos.Z += (((fz - (k << 8)) - p->player_int_pos().Z) >> 1) * zinttoworld;
if (p->pos.Z < pact->ceilingz + 18)
p->pos.Z = pact->ceilingz + 18;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void movement(int snum, ESyncBits actions, sectortype* psect, int fz_, int cz_, int shrunk, int truefdist, int psectlotag)
{
int j;
auto p = &ps[snum];
auto pact = p->GetActor();
double floorz = fz_ * zinttoworld;
double ceilingz = cz_ * zinttoworld;
if (p->airleft != 15 * 26)
p->airleft = 15 * 26; //Aprox twenty seconds.
if (p->scuba_on == 1)
p->scuba_on = 0;
double i = 40;
if (psectlotag == ST_1_ABOVE_WATER && p->spritebridge == 0)
{
if (shrunk == 0)
{
i = 34;
p->pycount += 32;
p->pycount &= 2047;
p->pyoff = BobVal(p->pycount) * 2;
}
else i = 12;
if (shrunk == 0 && truefdist <= gs.int_playerheight)
{
if (p->on_ground == 1)
{
if (p->dummyplayersprite == nullptr)
p->dummyplayersprite = spawn(pact, PLAYERONWATER);
p->footprintcount = 6;
if (p->cursector->floorpicnum == FLOORSLIME)
p->footprintpal = 8;
else p->footprintpal = 0;
p->footprintshade = 0;
}
}
}
else
{
footprints(snum);
}
if (p->pos.Z < floorz - i) //falling
{
// not jumping or crouching
if ((actions & (SB_JUMP|SB_CROUCH)) == 0 && p->on_ground && (psect->floorstat & CSTAT_SECTOR_SLOPE) && p->pos.Z >= (floorz - i - 16))
p->pos.Z = floorz - i;
else
{
p->on_ground = 0;
p->vel.Z += (gs.gravity + 5/16.); // (TICSPERFRAME<<6);
if (p->vel.Z >= (16 + 8)) p->vel.Z = (16 + 8);
if (p->vel.Z > 2400 / 256 && p->falling_counter < 255)
{
p->falling_counter++;
if (p->falling_counter == 38 && !S_CheckActorSoundPlaying(pact, DUKE_SCREAM))
S_PlayActorSound(DUKE_SCREAM, pact);
}
if (p->pos.Z + p->vel.Z >= floorz - i) // hit the ground
{
S_StopSound(DUKE_SCREAM, pact);
if (!p->insector() || p->cursector->lotag != 1)
{
if (p->falling_counter > 62) quickkill(p);
else if (p->falling_counter > 9)
{
j = p->falling_counter;
pact->spr.extra -= j - (krand() & 3);
if (pact->spr.extra <= 0)
{
S_PlayActorSound(SQUISHED, pact);
SetPlayerPal(p, PalEntry(63, 63, 0, 0));
}
else
{
S_PlayActorSound(DUKE_LAND, pact);
S_PlayActorSound(DUKE_LAND_HURT, pact);
}
SetPlayerPal(p, PalEntry(32, 16, 0, 0));
}
else if (p->vel.Z > 8) S_PlayActorSound(DUKE_LAND, pact);
}
}
}
}
else
{
p->falling_counter = 0;
S_StopSound(-1, pact, CHAN_VOICE);
if (psectlotag != ST_1_ABOVE_WATER && psectlotag != ST_2_UNDERWATER && p->on_ground == 0 && p->vel.Z > 12)
p->hard_landing = uint8_t(p->vel.Z / 4. );
p->on_ground = 1;
if (i == 40)
{
//Smooth on the ground
double k = (floorz - i - p->pos.Z) * 0.5;
if (abs(k) < 1) k = 0;
p->pos.Z += k;
p->vel.Z -= 3;
if (p->vel.Z < 0) p->vel.Z = 0;
}
else if (p->jumping_counter == 0)
{
p->pos.Z += ((floorz - i * 0.5) - p->pos.Z) * 0.5; //Smooth on the water
if (p->on_warping_sector == 0 && p->pos.Z > floorz - 16)
{
p->pos.Z = floorz - 16;
p->vel.Z *= 0.5;
}
}
p->on_warping_sector = 0;
if ((actions & SB_CROUCH) || crouch_toggle) // FIXME: The crouch_toggle check here is not network safe and needs revision when multiplayer is going.
{
playerCrouch(snum);
}
// jumping
if ((actions & SB_JUMP) == 0 && p->jumping_toggle == 1)
p->jumping_toggle = 0;
else if ((actions & SB_JUMP))
{
playerJump(snum, fz_, cz_);
}
if (p->jumping_counter && (actions & SB_JUMP) == 0)
p->jumping_toggle = 0;
}
if (p->jumping_counter)
{
if ((actions & SB_JUMP) == 0 && p->jumping_toggle == 1)
p->jumping_toggle = 0;
if (p->jumping_counter < (1024 + 256))
{
if (psectlotag == 1 && p->jumping_counter > 768)
{
p->jumping_counter = 0;
p->vel.Z = -2;
}
else
{
p->vel.Z -= BobVal(2048 - 128 + p->jumping_counter) * (64. / 12);
p->jumping_counter += 180;
p->on_ground = 0;
}
}
else
{
p->jumping_counter = 0;
p->vel.Z = 0;
}
}
p->pos.Z += p->vel.Z ;
if (p->pos.Z < ceilingz + 4)
{
p->jumping_counter = 0;
if (p->vel.Z < 0)
p->vel.X = p->vel.Y = 0;
p->vel.Z = 0.5;
p->pos.Z = ceilingz + 4;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void underwater(int snum, ESyncBits actions, int fz_, int cz_)
{
auto p = &ps[snum];
auto pact = p->GetActor();
double floorz = fz_ * zinttoworld;
double ceilingz = cz_ * zinttoworld;
// under water
p->jumping_counter = 0;
p->pycount += 32;
p->pycount &= 2047;
p->pyoff = BobVal(p->pycount);
if (!S_CheckActorSoundPlaying(pact, DUKE_UNDERWATER))
S_PlayActorSound(DUKE_UNDERWATER, pact);
if (actions & SB_JUMP)
{
// jump
if (p->vel.Z > 0) p->vel.Z = 0;
p->vel.Z -= (348 / 256.);
if (p->vel.Z < -6) p->vel.Z = -6;
}
else if (actions & SB_CROUCH)
{
// crouch
if (p->vel.Z < 0) p->vel.Z = 0;
p->vel.Z += (348 / 256.);
if (p->vel.Z > 6) p->vel.Z = 6;
}
else
{
// normal view
if (p->vel.Z < 0)
{
p->vel.Z += 1;
if (p->vel.Z > 0)
p->vel.Z = 0;
}
if (p->vel.Z > 0)
{
p->vel.Z -= 1;
if (p->vel.Z < 0)
p->vel.Z = 0;
}
}
if (p->vel.Z > 8)
p->vel.Z *= 0.5;
p->pos.Z += p->vel.Z ;
if (p->pos.Z > floorz - 15)
p->pos.Z += (((floorz - 15) - p->pos.Z) * 0.5);
if (p->pos.Z < ceilingz + 4)
{
p->pos.Z = ceilingz + 4;
p->vel.Z = 0;
}
if (p->scuba_on && (krand() & 255) < 8)
{
auto j = spawn(pact, WATERBUBBLE);
if (j)
{
j->add_int_pos({ bcos(p->angle.ang.Buildang() + 64 - (global_random & 128), -6), bsin(p->angle.ang.Buildang() + 64 - (global_random & 128), -6), 0 });
j->spr.xrepeat = 3;
j->spr.yrepeat = 2;
j->spr.pos.Z = p->pos.Z + 8;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int operateTripbomb(int snum)
{
auto p = &ps[snum];
HitInfo hit{};
hitscan(p->player_int_pos(), p->cursector, { int(p->angle.ang.Cos() * (1 << 14)), int(p->angle.ang.Sin() * (1 << 14)), -p->horizon.sum().asq16() >> 11 }, hit, CLIPMASK1);
if (hit.hitSector == nullptr || hit.actor())
return 0;
if (hit.hitWall != nullptr && hit.hitSector->lotag > 2)
return 0;
if (hit.hitWall != nullptr && hit.hitWall->overpicnum >= 0)
if (hit.hitWall->overpicnum == BIGFORCE)
return 0;
DDukeActor* act;
DukeSectIterator it(hit.hitSector);
while ((act = it.Next()))
{
if (!actorflag(act, SFLAG_BLOCK_TRIPBOMB))
{
auto delta = act->spr.pos - hit.hitpos;
if (abs(delta.Z) < 12 && delta.XY().LengthSquared() < (18.125 * 18.125))
return 0;
}
}
if (act == nullptr && hit.hitWall != nullptr && (hit.hitWall->cstat & CSTAT_WALL_MASKED) == 0)
if ((hit.hitWall->twoSided() && hit.hitWall->nextSector()->lotag <= 2) || (!hit.hitWall->twoSided() && hit.hitSector->lotag <= 2))
{
auto delta = hit.hitpos.XY() - p->pos.XY();
if (delta.LengthSquared() < (18.125 * 18.125))
{
p->pos.Z = p->opos.Z;
p->vel.Z = 0;
return 1;
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void fireweapon(int snum)
{
auto p = &ps[snum];
auto pact = p->GetActor();
p->crack_time = CRACK_TIME;
if (p->holster_weapon == 1)
{
if (p->last_pissed_time <= (26 * 218) && p->weapon_pos == -9)
{
p->holster_weapon = 0;
p->oweapon_pos = p->weapon_pos = 10;
FTA(74, p);
}
}
else switch (p->curr_weapon)
{
case HANDBOMB_WEAPON:
p->hbomb_hold_delay = 0;
if (p->ammo_amount[HANDBOMB_WEAPON] > 0)
p->kickback_pic = 1;
break;
case HANDREMOTE_WEAPON:
p->hbomb_hold_delay = 0;
p->kickback_pic = 1;
break;
case PISTOL_WEAPON:
if (p->ammo_amount[PISTOL_WEAPON] > 0)
{
p->ammo_amount[PISTOL_WEAPON]--;
p->kickback_pic = 1;
}
break;
case CHAINGUN_WEAPON:
if (p->ammo_amount[CHAINGUN_WEAPON] > 0) // && p->random_club_frame == 0)
p->kickback_pic = 1;
break;
case SHOTGUN_WEAPON:
if (p->ammo_amount[SHOTGUN_WEAPON] > 0 && p->random_club_frame == 0)
p->kickback_pic = 1;
break;
case TRIPBOMB_WEAPON:
if (p->ammo_amount[TRIPBOMB_WEAPON] > 0)
{
if (operateTripbomb(snum))
p->kickback_pic = 1;
}
break;
case SHRINKER_WEAPON:
case GROW_WEAPON:
if (p->curr_weapon == GROW_WEAPON)
{
if (p->ammo_amount[GROW_WEAPON] > 0)
{
p->kickback_pic = 1;
S_PlayActorSound(EXPANDERSHOOT, pact);
}
}
else if (p->ammo_amount[SHRINKER_WEAPON] > 0)
{
p->kickback_pic = 1;
S_PlayActorSound(SHRINKER_FIRE, pact);
}
break;
case FREEZE_WEAPON:
if (p->ammo_amount[FREEZE_WEAPON] > 0)
{
p->kickback_pic = 1;
S_PlayActorSound(CAT_FIRE, pact);
}
break;
case DEVISTATOR_WEAPON:
if (p->ammo_amount[DEVISTATOR_WEAPON] > 0)
{
p->kickback_pic = 1;
p->hbomb_hold_delay = !p->hbomb_hold_delay;
S_PlayActorSound(CAT_FIRE, pact);
}
break;
case RPG_WEAPON:
if (p->ammo_amount[RPG_WEAPON] > 0)
{
p->kickback_pic = 1;
}
break;
case FLAMETHROWER_WEAPON: // Twentieth Anniversary World Tour
if (isWorldTour() && p->ammo_amount[FLAMETHROWER_WEAPON] > 0)
{
p->kickback_pic = 1;
if (p->cursector->lotag != 2)
S_PlayActorSound(FLAMETHROWER_INTRO, pact);
}
break;
case KNEE_WEAPON:
if (p->quick_kick == 0)
{
p->kickback_pic = 1;
}
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void operateweapon(int snum, ESyncBits actions)
{
auto p = &ps[snum];
auto pact = p->GetActor();
int i, k;
// already firing...
switch (p->curr_weapon)
{
case HANDBOMB_WEAPON: // grenade in NAM
if (p->kickback_pic == 6 && (actions & SB_FIRE))
{
p->rapid_fire_hold = 1;
break;
}
p->kickback_pic++;
if (p->kickback_pic == 12)
{
p->ammo_amount[HANDBOMB_WEAPON]--;
if (p->on_ground && (actions & SB_CROUCH))
{
k = 15;
i = MulScale(p->horizon.sum().asq16(), 20, 16);
}
else
{
k = 140;
i = -512 - MulScale(p->horizon.sum().asq16(), 20, 16);
}
auto spawned = CreateActor(p->cursector, p->pos + p->angle.ang.ToVector() * 16, HEAVYHBOMB, -16, 9, 9,
p->angle.ang.Buildang(), (k + (p->hbomb_hold_delay << 5)), i, pact, 1);
if (isNam())
{
spawned->spr.extra = MulScale(krand(), NAM_GRENADE_LIFETIME_VAR, 14);
}
if (k == 15)
{
spawned->spr.yint = 3;
spawned->spr.pos.Z += 8;
}
k = hits(pact);
if (k < 512)
{
spawned->spr.angle += DAngle180;
spawned->vel *= 1./3.;
}
p->hbomb_on = 1;
}
else if (p->kickback_pic < 12 && (actions & SB_FIRE))
p->hbomb_hold_delay++;
else if (p->kickback_pic > 19)
{
p->okickback_pic = p->kickback_pic = 0;
// don't change to remote when in NAM: grenades are timed
if (isNam()) checkavailweapon(p);
else
{
p->curr_weapon = HANDREMOTE_WEAPON;
p->last_weapon = -1;
p->oweapon_pos = p->weapon_pos = 10;
}
}
break;
case HANDREMOTE_WEAPON: // knife in NAM
p->kickback_pic++;
if (p->kickback_pic == 2)
{
p->hbomb_on = 0;
}
if (p->kickback_pic == 10)
{
p->okickback_pic = p->kickback_pic = 0;
int weapon = isNam() ? TRIPBOMB_WEAPON : HANDBOMB_WEAPON;
if (p->ammo_amount[weapon] > 0)
fi.addweapon(p, weapon);
else
checkavailweapon(p);
}
break;
case PISTOL_WEAPON: // m-16 in NAM
if (p->kickback_pic == 1)
{
fi.shoot(pact, SHOTSPARK1);
S_PlayActorSound(PISTOL_FIRE, pact);
lastvisinc = PlayClock + 32;
p->visibility = 0;
}
else if (p->kickback_pic == 2)
spawn(pact, SHELL);
p->kickback_pic++;
if (p->kickback_pic >= 5)
{
if (p->ammo_amount[PISTOL_WEAPON] <= 0 || (p->ammo_amount[PISTOL_WEAPON] % (isNam() ? 20 : 12)))
{
p->okickback_pic = p->kickback_pic = 0;
checkavailweapon(p);
}
else
{
switch (p->kickback_pic)
{
case 5:
S_PlayActorSound(EJECT_CLIP, pact);
break;
//#ifdef NAM
// case WEAPON2_RELOAD_TIME - 15:
//#else
case 8:
//#endif
S_PlayActorSound(INSERT_CLIP, pact);
break;
}
}
}
// 3 second re-load time
if (p->kickback_pic == (isNam() ? 50 : 27))
{
p->okickback_pic = p->kickback_pic = 0;
checkavailweapon(p);
}
break;
case SHOTGUN_WEAPON:
p->kickback_pic++;
if (p->kickback_pic == 4)
{
for(int ii = 0; ii < 7; ii++)
fi.shoot(pact, SHOTGUN);
p->ammo_amount[SHOTGUN_WEAPON]--;
S_PlayActorSound(SHOTGUN_FIRE, pact);
lastvisinc = PlayClock + 32;
p->visibility = 0;
}
switch(p->kickback_pic)
{
case 13:
checkavailweapon(p);
break;
case 15:
S_PlayActorSound(SHOTGUN_COCK, pact);
break;
case 17:
case 20:
p->kickback_pic++;
break;
case 24:
{
auto j = spawn(pact, SHOTGUNSHELL);
if (j)
{
j->spr.angle += DAngle180;
ssp(j, CLIPMASK0);
j->spr.angle -= DAngle180;
}
p->kickback_pic++;
break;
}
case 31:
p->okickback_pic = p->kickback_pic = 0;
return;
}
break;
case CHAINGUN_WEAPON: // m-60 in NAM
p->kickback_pic++;
if (p->kickback_pic <= 12)
{
if (((p->kickback_pic) % 3) == 0)
{
p->ammo_amount[CHAINGUN_WEAPON]--;
if ((p->kickback_pic % 3) == 0)
{
auto j = spawn(pact, SHELL);
if (j)
{
j->spr.angle += DAngle180;
j->vel.X += 2.;
j->spr.pos.Z += 3;
ssp(j, CLIPMASK0);
}
}
S_PlayActorSound(CHAINGUN_FIRE, pact);
fi.shoot(pact, CHAINGUN);
lastvisinc = PlayClock + 32;
p->visibility = 0;
checkavailweapon(p);
if ((actions & SB_FIRE) == 0)
{
p->okickback_pic = p->kickback_pic = 0;
break;
}
}
}
else if (p->kickback_pic > 10)
{
if (actions & SB_FIRE) p->okickback_pic = p->kickback_pic = 1;
else p->okickback_pic = p->kickback_pic = 0;
}
break;
case GROW_WEAPON: // m-14 with scope (sniper rifle)
bool check;
if (isNam())
{
p->kickback_pic++;
check = (p->kickback_pic == 3);
}
else
{
check = (p->kickback_pic > 3);
}
if (check)
{
// fire now, but don't reload right away...
if (isNam())
{
p->kickback_pic++;
if (p->ammo_amount[p->curr_weapon] <= 1)
p->okickback_pic = p->kickback_pic = 0;
}
else
p->okickback_pic = p->kickback_pic = 0;
p->ammo_amount[p->curr_weapon]--;
fi.shoot(pact, GROWSPARK);
//#ifdef NAM
//#else
if (!(aplWeaponFlags(p->curr_weapon, snum) & WEAPON_FLAG_NOVISIBLE))
{
// make them visible if not set...
p->visibility = 0;
lastvisinc = PlayClock + 32;
}
checkavailweapon(p);
//#endif
}
else if (!isNam()) p->kickback_pic++;
if (isNam() && p->kickback_pic > 30)
{
// reload now...
p->okickback_pic = p->kickback_pic = 0;
if (!(aplWeaponFlags(p->curr_weapon, snum) & WEAPON_FLAG_NOVISIBLE))
{
// make them visible if not set...
p->visibility = 0;
lastvisinc = PlayClock + 32;
}
checkavailweapon(p);
}
break;
case SHRINKER_WEAPON: // m-79 in NAM (Grenade launcher)
if ((!isNam() && p->kickback_pic > 10) || (isNam() && p->kickback_pic == 10))
{
if (isNam()) p->kickback_pic++; // fire now, but wait for reload...
else p->okickback_pic = p->kickback_pic = 0;
p->ammo_amount[SHRINKER_WEAPON]--;
fi.shoot(pact, SHRINKER);
if (!isNam())
{
p->visibility = 0;
//flashColor = 176 + (252 << 8) + (120 << 16);
lastvisinc = PlayClock + 32;
checkavailweapon(p);
}
}
else if (isNam() && p->kickback_pic > 30)
{
p->okickback_pic = p->kickback_pic = 0;
p->visibility = 0;
lastvisinc = PlayClock + 32;
checkavailweapon(p);
}
else p->kickback_pic++;
break;
case DEVISTATOR_WEAPON:
if (p->kickback_pic)
{
p->kickback_pic++;
if (isNam())
{
if ((p->kickback_pic >= 2) &&
p->kickback_pic < 5 &&
(p->kickback_pic & 1))
{
p->visibility = 0;
lastvisinc = PlayClock + 32;
fi.shoot(pact, RPG);
p->ammo_amount[DEVISTATOR_WEAPON]--;
checkavailweapon(p);
}
if (p->kickback_pic > 5) p->okickback_pic = p->kickback_pic = 0;
}
else if (p->kickback_pic & 1)
{
p->visibility = 0;
lastvisinc = PlayClock + 32;
fi.shoot(pact, RPG);
p->ammo_amount[DEVISTATOR_WEAPON]--;
checkavailweapon(p);
if (p->ammo_amount[DEVISTATOR_WEAPON] <= 0) p->okickback_pic = p->kickback_pic = 0;
}
if (p->kickback_pic > 5) p->okickback_pic = p->kickback_pic = 0;
}
break;
case FREEZE_WEAPON:
// flame thrower in NAM
if (p->kickback_pic < 4)
{
p->kickback_pic++;
if (p->kickback_pic == 3)
{
p->ammo_amount[p->curr_weapon]--;
p->visibility = 0;
lastvisinc = PlayClock + 32;
fi.shoot(pact, FREEZEBLAST);
checkavailweapon(p);
}
if (pact->spr.xrepeat < 32)
{
p->okickback_pic = p->kickback_pic = 0; break;
}
}
else
{
if (actions & SB_FIRE)
{
p->okickback_pic = p->kickback_pic = 1;
S_PlayActorSound(CAT_FIRE, pact);
}
else p->okickback_pic = p->kickback_pic = 0;
}
break;
case FLAMETHROWER_WEAPON:
if (!isWorldTour()) // Twentieth Anniversary World Tour
break;
p->kickback_pic++;
if (p->kickback_pic == 2)
{
if (p->cursector->lotag != 2)
{
p->ammo_amount[FLAMETHROWER_WEAPON]--;
fi.shoot(pact, FIREBALL);
}
checkavailweapon(p);
}
else if (p->kickback_pic == 16)
{
if ((actions & SB_FIRE) != 0)
{
p->okickback_pic = p->kickback_pic = 1;
S_PlayActorSound(FLAMETHROWER_INTRO, pact);
}
else
p->okickback_pic = p->kickback_pic = 0;
}
break;
case TRIPBOMB_WEAPON: // Claymore in NAM
if (p->kickback_pic < 4)
{
p->pos.Z = p->opos.Z;
p->vel.Z = 0;
if (p->kickback_pic == 3)
fi.shoot(pact, HANDHOLDINGLASER);
}
if (p->kickback_pic == 16)
{
p->okickback_pic = p->kickback_pic = 0;
checkavailweapon(p);
p->oweapon_pos = p->weapon_pos = -9;
}
else p->kickback_pic++;
break;
case KNEE_WEAPON:
p->kickback_pic++;
if (p->kickback_pic == 7) fi.shoot(pact, KNEE);
else if (p->kickback_pic == 14)
{
if (actions & SB_FIRE)
p->okickback_pic = p->kickback_pic = 1 + (krand() & 3);
else p->okickback_pic = p->kickback_pic = 0;
}
if (p->wantweaponfire >= 0)
checkavailweapon(p);
break;
case RPG_WEAPON: // m-72 in NAM (LAW)
p->kickback_pic++;
if (p->kickback_pic == 4)
{
p->ammo_amount[RPG_WEAPON]--;
lastvisinc = PlayClock + 32;
p->visibility = 0;
fi.shoot(pact, RPG);
checkavailweapon(p);
}
else if (p->kickback_pic == 20)
p->okickback_pic = p->kickback_pic = 0;
break;
}
}
//---------------------------------------------------------------------------
//
// this function exists because gotos suck. :P
//
//---------------------------------------------------------------------------
static void processweapon(int snum, ESyncBits actions)
{
auto p = &ps[snum];
auto pact = p->GetActor();
int shrunk = (pact->spr.yrepeat < 32);
if (isNamWW2GI() && (actions & SB_HOLSTER)) // 'Holster Weapon
{
if (isWW2GI())
{
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
SetGameVarID(g_iWeaponVarID, p->curr_weapon, p->GetActor(), snum);
SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike(p->curr_weapon, snum), p->GetActor(), snum);
OnEvent(EVENT_HOLSTER, snum, p->GetActor(), -1);
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0)
{
// now it uses the game definitions...
if (aplWeaponFlags(p->curr_weapon, snum) & WEAPON_FLAG_HOLSTER_CLEARS_CLIP)
{
if (p->ammo_amount[p->curr_weapon] > aplWeaponClip(p->curr_weapon, snum)
&& (p->ammo_amount[p->curr_weapon] % aplWeaponClip(p->curr_weapon, snum)) != 0)
{
// throw away the remaining clip
p->ammo_amount[p->curr_weapon] -=
p->ammo_amount[p->curr_weapon] % aplWeaponClip(p->curr_weapon, snum);
// p->kickback_pic = aplWeaponFireDelay(p->curr_weapon, snum)+1; // animate, but don't shoot...
p->kickback_pic = aplWeaponTotalTime(p->curr_weapon, snum) + 1; // animate, but don't shoot...
actions &= ~SB_FIRE; // not firing...
}
return;
}
}
}
else if (p->curr_weapon == PISTOL_WEAPON)
{
if (p->ammo_amount[PISTOL_WEAPON] > 20)
{
// throw away the remaining clip
p->ammo_amount[PISTOL_WEAPON] -= p->ammo_amount[PISTOL_WEAPON] % 20;
p->kickback_pic = 3; // animate, but don't shoot...
actions &= ~SB_FIRE; // not firing...
}
return;
}
}
if (isWW2GI() && (aplWeaponFlags(p->curr_weapon, snum) & WEAPON_FLAG_GLOWS))
p->random_club_frame += 64; // Glowing
if (!isWW2GI() && (p->curr_weapon == SHRINKER_WEAPON || p->curr_weapon == GROW_WEAPON))
p->random_club_frame += 64; // Glowing
if (p->rapid_fire_hold == 1)
{
if (actions & SB_FIRE) return;
p->rapid_fire_hold = 0;
}
if (shrunk || p->tipincs || p->access_incs)
actions &= ~SB_FIRE;
else if (shrunk == 0 && (actions & SB_FIRE) && p->kickback_pic == 0 && p->fist_incs == 0 &&
p->last_weapon == -1 && (p->weapon_pos == 0 || p->holster_weapon == 1))
{
if (!isWW2GI()) fireweapon(snum);
else fireweapon_ww(snum);
}
else if (p->kickback_pic)
{
if (!isWW2GI()) operateweapon(snum, actions);
else operateweapon_ww(snum, actions);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void processinput_d(int snum)
{
int k, doubvel, fz, cz, truefdist;
Collision chz, clz;
bool shrunk;
int psectlotag;
player_struct* p;
p = &ps[snum];
auto pact = p->GetActor();
p->horizon.resetadjustment();
p->angle.resetadjustment();
ESyncBits& actions = p->sync.actions;
auto sb_fvel = PlayerInputForwardVel(snum);
auto sb_svel = PlayerInputSideVel(snum);
auto sb_avel = PlayerInputAngVel(snum);
auto psectp = p->cursector;
if (psectp == nullptr)
{
if (pact->spr.extra > 0 && ud.clipping == 0)
{
quickkill(p);
S_PlayActorSound(SQUISHED, pact);
}
psectp = &sector[0];
}
psectlotag = psectp->lotag;
p->spritebridge = 0;
shrunk = (pact->spr.yrepeat < 32);
getzrange(p->player_int_pos(), psectp, &cz, chz, &fz, clz, 163, CLIPMASK0);
p->truefz = getflorzofslopeptrf(psectp, p->pos);
p->truecz = getceilzofslopeptrf(psectp, p->pos);
truefdist = abs(p->pos.Z - p->truefz) * worldtoint;
if (clz.type == kHitSector && psectlotag == 1 && truefdist > gs.int_playerheight + (16 << 8))
psectlotag = 0;
pact->floorz = fz * zinttoworld;
pact->ceilingz = cz * zinttoworld;
if (SyncInput())
{
p->horizon.backup();
doslopetilting(p);
}
if (chz.type == kHitSprite)
{
if (chz.actor()->spr.statnum == 1 && chz.actor()->spr.extra >= 0)
{
chz.setNone();
cz = p->truecz * zworldtoint;
}
}
if (clz.type == kHitSprite)
{
if ((clz.actor()->spr.cstat & (CSTAT_SPRITE_ALIGNMENT_FLOOR | CSTAT_SPRITE_BLOCK)) == (CSTAT_SPRITE_ALIGNMENT_FLOOR | CSTAT_SPRITE_BLOCK))
{
psectlotag = 0;
p->footprintcount = 0;
p->spritebridge = 1;
}
else if (badguy(clz.actor()) && clz.actor()->spr.xrepeat > 24 && abs(pact->spr.pos.Z - clz.actor()->spr.pos.Z) < 84)
{
auto ang = VecToAngle(clz.actor()->spr.pos - p->pos);
p->vel.XY() -= ang.ToVector();
}
}
if (pact->spr.extra > 0) fi.incur_damage(p);
else
{
pact->spr.extra = 0;
p->shield_amount = 0;
}
p->last_extra = pact->spr.extra;
if (p->loogcnt > 0)
{
p->oloogcnt = p->loogcnt;
p->loogcnt--;
}
else
{
p->oloogcnt = p->loogcnt = 0;
}
if (p->fist_incs)
{
if (endoflevel(snum)) return;
}
if (p->timebeforeexit > 1 && p->last_extra > 0)
{
if (timedexit(snum))
return;
}
if (pact->spr.extra <= 0 && !ud.god)
{
playerisdead(snum, psectlotag, fz, cz);
return;
}
if (p->GetActor()->spr.xrepeat < 40 && p->jetpack_on == 0)
{
p->ofistsign = p->fistsign;
p->fistsign += p->GetActor()->int_xvel();
}
if (p->transporter_hold > 0)
{
p->transporter_hold--;
if (p->transporter_hold == 0 && p->on_warping_sector)
p->transporter_hold = 2;
}
if (p->transporter_hold < 0)
p->transporter_hold++;
if (p->newOwner != nullptr)
{
p->vel.X = p->vel.Y = 0;
pact->vel.X = 0;
fi.doincrements(p);
if (isWW2GI() && aplWeaponWorksLike(p->curr_weapon, snum) == HANDREMOTE_WEAPON) processweapon(snum, actions);
if (!isWW2GI() && p->curr_weapon == HANDREMOTE_WEAPON) processweapon(snum, actions);
return;
}
doubvel = TICSPERFRAME;
checklook(snum,actions);
int ii = 40;
auto oldpos = p->opos;
if (p->on_crane != nullptr)
goto HORIZONLY;
p->playerweaponsway(pact->int_xvel());
pact->set_int_xvel(int(clamp((p->pos.XY() - p->bobpos).Length(), 0., 32.) * worldtoint));
if (p->on_ground) p->bobcounter += p->GetActor()->int_xvel() >> 1;
p->backuppos(ud.clipping == 0 && ((p->insector() && p->cursector->floorpicnum == MIRROR) || !p->insector()));
// Shrinking code
if (psectlotag == ST_2_UNDERWATER)
{
underwater(snum, actions, fz, cz);
}
else if (p->jetpack_on)
{
operateJetpack(snum, actions, psectlotag, fz, cz, shrunk);
}
else if (psectlotag != ST_2_UNDERWATER)
{
movement(snum, actions, psectp, fz, cz, shrunk, truefdist, psectlotag);
}
p->psectlotag = psectlotag;
//Do the quick lefts and rights
if (movementBlocked(p))
{
doubvel = 0;
p->vel.X = 0;
p->vel.Y = 0;
}
else if (SyncInput())
{
//p->ang += syncangvel * constant
//ENGINE calculates angvel for you
// may still be needed later for demo recording
sb_avel = p->adjustavel(sb_avel);
p->angle.applyinput(sb_avel, &actions);
}
if (p->spritebridge == 0 && pact->insector())
{
int j = pact->sector()->floorpicnum;
if (j == PURPLELAVA || pact->sector()->ceilingpicnum == PURPLELAVA)
{
if (p->boot_amount > 0)
{
p->boot_amount--;
p->inven_icon = 7;
if (p->boot_amount <= 0)
checkavailinven(p);
}
else
{
if (!S_CheckActorSoundPlaying(pact, DUKE_LONGTERM_PAIN))
S_PlayActorSound(DUKE_LONGTERM_PAIN, pact);
SetPlayerPal(p, PalEntry(32, 0, 8, 0));
pact->spr.extra--;
}
}
k = 0;
if (p->on_ground && truefdist <= gs.int_playerheight + (16 << 8))
{
int whichsound = (gs.tileinfo[j].flags & TFLAG_ELECTRIC) ? 0 : j == FLOORSLIME ? 1 : j == FLOORPLASMA ? 2 : -1;
if (j >= 0) k = makepainsounds(snum, whichsound);
}
if (k)
{
FTA(75, p);
p->boot_amount -= 2;
if (p->boot_amount <= 0)
checkavailinven(p);
}
}
if (p->vel.X || p->vel.Y || sb_fvel || sb_svel)
{
p->crack_time = CRACK_TIME;
k = bsin(p->bobcounter, -12);
if (truefdist < gs.int_playerheight + (8 << 8) && (k == 1 || k == 3))
{
if (p->spritebridge == 0 && p->walking_snd_toggle == 0 && p->on_ground)
{
int j;
switch (psectlotag)
{
case 0:
if (clz.type == kHitSprite)
j = clz.actor()->spr.picnum;
else
j = psectp->floorpicnum;
switch (j)
{
case PANNEL1:
case PANNEL2:
S_PlayActorSound(DUKE_WALKINDUCTS, pact);
p->walking_snd_toggle = 1;
break;
}
break;
case 1:
if ((krand() & 1) == 0)
S_PlayActorSound(DUKE_ONWATER, pact);
p->walking_snd_toggle = 1;
break;
}
}
}
else if (p->walking_snd_toggle > 0)
p->walking_snd_toggle--;
if (p->jetpack_on == 0 && p->steroids_amount > 0 && p->steroids_amount < 400)
doubvel <<= 1;
p->vel.X += sb_fvel * doubvel * (5. / 16.);
p->vel.Y += sb_svel * doubvel * (5. / 16.);
bool check;
if (!isWW2GI()) check = ((p->curr_weapon == KNEE_WEAPON && p->kickback_pic > 10 && p->on_ground) || (p->on_ground && (actions & SB_CROUCH)));
else check = ((aplWeaponWorksLike(p->curr_weapon, snum) == KNEE_WEAPON && p->kickback_pic > 10 && p->on_ground) || (p->on_ground && (actions & SB_CROUCH)));
if (check)
{
p->vel.XY() *= gs.playerfriction - 0.125;
}
else
{
if (psectlotag == 2)
{
p->vel.XY() *= gs.playerfriction - FixedToFloat(0x1400);
}
else
{
p->vel.XY() *= gs.playerfriction;
}
}
if (abs(p->vel.X) < 1/128. && abs(p->vel.Y) < 1 / 128.)
p->vel.X = p->vel.Y = 0;
if (shrunk)
{
p->vel.XY() *= gs.playerfriction * 0.75;
}
}
HORIZONLY:
if (psectlotag == 1 || p->spritebridge == 1) ii = (4L << 8);
else ii = (20L << 8);
if (p->insector() && p->cursector->lotag == 2) k = 0;
else k = 1;
Collision clip{};
if (ud.clipping)
{
p->pos.XY() += p->vel.XY() ;
updatesector(p->pos, &p->cursector);
ChangeActorSect(pact, p->cursector);
}
else
clipmove(p->pos, &p->cursector, FloatToFixed<18>(p->vel.X), FloatToFixed<18>(p->vel.Y), 164, (4 << 8), ii, CLIPMASK0, clip);
if (p->jetpack_on == 0 && psectlotag != 2 && psectlotag != 1 && shrunk)
p->pos.Z += 32;
if (clip.type != kHitNone)
checkplayerhurt_d(p, clip);
if (p->jetpack_on == 0)
{
if (pact->vel.X > 1)
{
if (psectlotag != 1 && psectlotag != 2 && p->on_ground)
{
p->pycount += 52;
p->pycount &= 2047;
p->pyoff = BobVal(p->pycount) * pact->int_xvel();
const double factor = 64. / 1596; // What is 1596?
p->pyoff = abs(pact->int_xvel() * BobVal(p->pycount)) * factor;
}
}
else if (psectlotag != 2 && psectlotag != 1)
p->pyoff = 0;
}
// RBG***
SetActor(pact, p->pos.plusZ(gs.playerheight));
if (psectlotag < 3)
{
psectp = pact->sector();
if (ud.clipping == 0 && psectp->lotag == 31)
{
auto secact = barrier_cast<DDukeActor*>(psectp->hitagactor);
if (secact && secact->vel.X != 0 && secact->temp_data[0] == 0)
{
quickkill(p);
return;
}
}
}
if (truefdist < gs.int_playerheight && p->on_ground && psectlotag != 1 && shrunk == 0 && p->insector() && p->cursector->lotag == 1)
if (!S_CheckActorSoundPlaying(pact, DUKE_ONWATER))
S_PlayActorSound(DUKE_ONWATER, pact);
if (p->cursector != pact->sector())
ChangeActorSect(pact, p->cursector);
int retry = 0;
while (ud.clipping == 0)
{
int blocked;
blocked = (pushmove(p->pos, &p->cursector, 164, (4 << 8), (4 << 8), CLIPMASK0) < 0 && furthestangle(p->GetActor(), 8) < DAngle90);
if (fabs(pact->floorz - pact->ceilingz) < 48 || blocked)
{
if (!(pact->sector()->lotag & 0x8000) && (isanunderoperator(pact->sector()->lotag) ||
isanearoperator(pact->sector()->lotag)))
fi.activatebysector(pact->sector(), pact);
if (blocked)
{
if (!retry++)
{
p->pos = p->opos = oldpos;
continue;
}
quickkill(p);
return;
}
}
else if (abs(fz - cz) < (32 << 8) && isanunderoperator(psectp->lotag))
fi.activatebysector(psectp, pact);
break;
}
// center_view
if (actions & SB_CENTERVIEW || p->hard_landing)
{
playerCenterView(snum);
}
else if (actions & SB_LOOK_UP)
{
playerLookUp(snum, actions);
}
else if (actions & SB_LOOK_DOWN)
{
playerLookDown(snum, actions);
}
else if (actions & SB_AIM_UP)
{
playerAimUp(snum, actions);
}
else if (actions & SB_AIM_DOWN)
{ // aim_down
playerAimDown(snum, actions);
}
if (SyncInput())
{
p->horizon.applyinput(GetPlayerHorizon(snum), &actions);
}
p->checkhardlanding();
//Shooting code/changes
if (p->show_empty_weapon > 0)
{
p->show_empty_weapon--;
if (p->show_empty_weapon == 0)
{
if (p->last_full_weapon == GROW_WEAPON)
p->subweapon |= (1 << GROW_WEAPON);
else if (p->last_full_weapon == SHRINKER_WEAPON)
p->subweapon &= ~(1 << GROW_WEAPON);
fi.addweapon(p, p->last_full_weapon);
return;
}
}
dokneeattack(snum, { FEM1, FEM2, FEM3, FEM4, FEM5, FEM6, FEM7, FEM8, FEM9, FEM10, PODFEM1, NAKED1, STATUE });
if (fi.doincrements(p)) return;
if (p->weapon_pos != 0)
{
if (p->weapon_pos == -9)
{
if (p->last_weapon >= 0)
{
p->oweapon_pos = p->weapon_pos = 10;
// if(p->curr_weapon == KNEE_WEAPON) p->kickback_pic = 1;
p->last_weapon = -1;
}
else if (p->holster_weapon == 0)
p->oweapon_pos = p->weapon_pos = 10;
}
else p->weapon_pos--;
}
// HACKS
processweapon(snum, actions);
}
END_DUKE_NS