raze/source/games/exhumed/src/player.cpp
2023-12-05 22:39:33 +01:00

2199 lines
64 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 sirlemonhead, Nuke.YKT
This file is part of PCExhumed.
PCExhumed is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "player.h"
#include "aistuff.h"
#include "exhumed.h"
#include "names.h"
#include "engine.h"
#include "sequence.h"
#include "view.h"
#include "sound.h"
#include "sound.h"
#include "buildtiles.h"
#include "gstrings.h"
#include "gamestate.h"
#include "mapinfo.h"
#include "automap.h"
#include "interpolate.h"
#include <assert.h>
#include <stdio.h>
#include <string.h>
CVAR(Bool, cl_exjumprebound, false, CVAR_ARCHIVE);
CVAR(Float, cl_exviewbobspeed, 4.f, CVAR_ARCHIVE);
CVAR(Float, cl_exviewbobheight, 5.f, CVAR_ARCHIVE);
BEGIN_PS_NS
static constexpr actionSeq PlayerSeq[] = {
{18, 0}, {0, 0}, {9, 0}, {27, 0}, {63, 0},
{72, 0}, {54, 0}, {45, 0}, {54, 0}, {81, 0},
{90, 0}, {99, 0}, {108, 0}, {8, 0}, {0, 0},
{139, 0}, {117, 1}, {119, 1}, {120, 1}, {121, 1},
{122, 1}
};
static constexpr uint8_t nHeightTemplate[] = { 0, 0, 0, 0, 0, 0, 7, 7, 7, 9, 9, 9, 9, 0, 0, 0, 0, 0, 0, 0, 0 };
static constexpr double nActionEyeLevel[] = {
-55.0, -55.0, -55.0, -55.0, -55.0, -55.0, -32.5,
-32.5, -32.5, -32.5, -32.5, -32.5, -32.5, -55.0,
-55.0, -55.0, -55.0, -55.0, -55.0, -55.0, -55.0
};
static const uint16_t nGunLotag[] = { 52, 53, 54, 55, 56, 57 };
static const uint16_t nGunPicnum[] = { kTexWeaponSpriteSword, kTexWeaponSpriteMagnum, kTexWeaponSpriteM60, kTexWeaponSpriteFlamethrower, kTexAmmoSpriteGrenade, kTexWeaponSpriteCobra, kTexWeaponSpriteMummy };
static constexpr int16_t nItemText[] = {
-1, -1, -1, -1, -1, -1, 18, 20, 19, 13, -1, 10, 1, 0, 2, -1, 3,
-1, 4, 5, 9, 6, 7, 8, -1, 11, -1, 13, 12, 14, 15, -1, 16, 17,
-1, -1, -1, 21, 22, -1, -1, -1, -1, -1, -1, 23, 24, 25, 26, 27,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1
};
int nLocalPlayer = 0;
TObjPtr<DExhumedActor*> nNetStartSprite[kMaxPlayers] = { };
int PlayerCount;
int nNetStartSprites;
int nCurStartSprite;
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
size_t MarkPlayers()
{
GC::MarkArray(nNetStartSprite, MAXPLAYERS);
return 6 * MAXPLAYERS;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SetSavePoint(DExhumedPlayer* const pPlayer, const DVector3& pos, sectortype* pSector, DAngle nAngle)
{
pPlayer->sPlayerSave.pos = pos;
pPlayer->sPlayerSave.pSector = pSector;
pPlayer->sPlayerSave.nAngle = nAngle;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void InitPlayer()
{
for (int i = 0; i < kMaxPlayers; i++)
{
const auto pPlayer = getPlayer(i);
pPlayer->actor = nullptr;
pPlayer->pPlayerPushSect = nullptr;
pPlayer->pPlayerViewSect = nullptr;
}
}
void InitPlayerKeys(DExhumedPlayer* const pPlayer)
{
pPlayer->keys = 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void InitPlayerInventory(DExhumedPlayer* const pPlayer)
{
pPlayer->Clear();
ResetPlayerWeapons(pPlayer);
pPlayer->nItem = -1;
pPlayer->nPlayerSwear = 4;
pPlayer->nLives = kDefaultLives;
pPlayer->actor = nullptr;
pPlayer->nRun = -1;
pPlayer->nPistolClip = 6;
pPlayer->nPlayerClip = 0;
pPlayer->nCurrentWeapon = 0;
pPlayer->nPlayerScore = 0;
if (pPlayer->pnum == nLocalPlayer)
automapMode = am_off;
auto tex = aTexIds[kTexPlayermarker1 + pPlayer->pnum];
auto texp = TexMan.GetGameTexture(tex);
auto pixels = GetRawPixels(tex);
pPlayer->nPlayerColor = pixels[texp->GetTexelWidth() * texp->GetTexelHeight() / 2];
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int GetPlayerFromActor(DExhumedActor* pActor)
{
return RunData[pActor->spr.intowner].nObjIndex;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void RestartPlayer(DExhumedPlayer* const pPlayer)
{
DExhumedActor* pPlayerActor = pPlayer->GetActor();
DExhumedActor* pDopSprite = pPlayer->pDoppleSprite;
DExhumedActor* pFloorSprite = pPlayer->pPlayerFloorSprite;
if (pPlayerActor)
{
runlist_DoSubRunRec(pPlayerActor->spr.intowner);
runlist_FreeRun(pPlayerActor->spr.lotag - 1);
ChangeActorStat(pPlayerActor, 0);
pPlayer->actor = nullptr;
if (pFloorSprite)
DeleteActor(pFloorSprite);
if (pDopSprite)
{
runlist_DoSubRunRec(pDopSprite->spr.intowner);
runlist_FreeRun(pDopSprite->spr.lotag - 1);
DeleteActor(pDopSprite);
}
}
pPlayerActor = GrabBody();
pPlayerActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
pPlayerActor->spr.shade = -12;
pPlayerActor->spr.pal = 0;
pPlayerActor->spr.scale = DVector2(0.625, 0.625);
pPlayerActor->spr.xoffset = 0;
pPlayerActor->spr.yoffset = 0;
pPlayerActor->nSeqFile = "joe";
pPlayerActor->nAction = 0;
pPlayerActor->nFrame = 0;
pPlayerActor->spr.setspritetexture(getSequence(pPlayerActor->nSeqFile, 18)->getFirstFrameTexture());
pPlayerActor->spr.hitag = 0;
pPlayerActor->spr.extra = -1;
pPlayerActor->spr.lotag = runlist_HeadRun() + 1;
pPlayerActor->clipdist = 14.5;
pPlayerActor->viewzoffset = -55.;
pPlayerActor->vel.X = 0;
pPlayerActor->vel.Y = 0;
pPlayerActor->vel.Z = 0;
pPlayerActor->spr.Angles.Pitch = nullAngle;
pPlayerActor->spr.intowner = runlist_AddRunRec(pPlayerActor->spr.lotag - 1, pPlayer->pnum, 0xA0000);
ChangeActorStat(pPlayerActor, 100);
if (nTotalPlayers > 1)
{
DExhumedActor* nNStartSprite = nNetStartSprite[nCurStartSprite];
nCurStartSprite++;
if (nCurStartSprite >= nNetStartSprites)
nCurStartSprite = 0;
pPlayerActor->spr.pos = nNStartSprite->spr.pos;
pPlayerActor->spr.Angles.Yaw = nNStartSprite->spr.Angles.Yaw;
ChangeActorSect(pPlayerActor, nNStartSprite->sector());
pFloorSprite = insertActor(pPlayerActor->sector(), 0);
pFloorSprite->spr.pos = pPlayerActor->spr.pos;
pFloorSprite->spr.scale = DVector2(1, 1);
pFloorSprite->spr.cstat = CSTAT_SPRITE_ALIGNMENT_FLOOR;
pFloorSprite->spr.setspritetexture(aTexIds[kTexPlayermarker1 + pPlayer->pnum]);
}
else
{
pPlayerActor->spr.pos.XY() = pPlayer->sPlayerSave.pos.XY();
pPlayerActor->spr.pos.Z = pPlayer->sPlayerSave.pSector->floorz;
pPlayerActor->spr.Angles.Yaw = pPlayer->sPlayerSave.nAngle;
ChangeActorSect(pPlayerActor, pPlayer->sPlayerSave.pSector);
pFloorSprite = nullptr;
}
pPlayerActor->backuploc();
pDopSprite = insertActor(pPlayerActor->sector(), 100);
pDopSprite->spr.pos = pPlayerActor->spr.pos;
pDopSprite->spr.scale = pPlayerActor->spr.scale;
pDopSprite->spr.xoffset = 0;
pDopSprite->spr.yoffset = 0;
pDopSprite->spr.shade = pPlayerActor->spr.shade;
pDopSprite->spr.Angles.Yaw = pPlayerActor->spr.Angles.Yaw;
pDopSprite->spr.cstat = pPlayerActor->spr.cstat;
pDopSprite->spr.lotag = runlist_HeadRun() + 1;
pDopSprite->spr.intowner = runlist_AddRunRec(pDopSprite->spr.lotag - 1, pPlayer->pnum, 0xA0000);
pPlayer->actor = pPlayerActor;
pPlayer->pDoppleSprite = pDopSprite;
pPlayer->pPlayerFloorSprite = pFloorSprite;
pPlayer->pPlayerViewSect = pPlayer->sPlayerSave.pSector;
pPlayer->nHealth = 800; // TODO - define
pPlayer->InitAngles();
pPlayer->bIsMummified = false;
pPlayer->nTorch = 0;
pPlayer->nMaskAmount = 0;
pPlayer->nInvisible = 0;
pPlayer->bIsFiring = 0;
pPlayer->nWeapFrame = 0;
pPlayer->nState = 0;
pPlayer->nDouble = 0;
pPlayer->nPlayerPushSound = -1;
pPlayer->nNextWeapon = -1;
pPlayer->nLastWeapon = 0;
pPlayer->nAir = 100;
pPlayer->pPlayerGrenade = nullptr;
pPlayer->dVertPan = 0;
pPlayer->nThrust.Zero();
pPlayer->nBreathTimer = 90;
pPlayer->nTauntTimer = RandomSize(3) + 3;
pPlayer->ototalvel = pPlayer->totalvel = 0;
pPlayer->nDeathType = 0;
pPlayer->nQuake = 0;
pPlayer->nTemperature = 0;
pPlayer->nStandHeight = GetActorHeight(pPlayerActor);
SetTorch(pPlayer, 0);
if (nNetPlayerCount)
pPlayer->nHealth = 1600; // TODO - define
if (pPlayer->invincibility >= 0)
pPlayer->invincibility = 0;
if (pPlayer->nCurrentWeapon == 7)
pPlayer->nCurrentWeapon = pPlayer->nLastWeapon;
if (pPlayer->pnum == nLocalPlayer)
RestoreGreenPal();
if (pPlayer->nRun < 0)
pPlayer->nRun = runlist_AddRunRec(NewRun, pPlayer->pnum, 0xA0000);
if (!(currentLevel->gameflags & LEVEL_EX_MULTI))
{
RestoreMinAmmo(pPlayer);
}
else
{
ResetPlayerWeapons(pPlayer);
pPlayer->nMagic = 0;
}
BuildRa(pPlayer);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int GrabPlayer()
{
if (PlayerCount >= kMaxPlayers)
return -1;
return PlayerCount++;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void StartDeathSeq(DExhumedPlayer* const pPlayer, int nVal)
{
const auto pPlayerActor = pPlayer->GetActor();
const auto pPlayerSect = pPlayerActor->sector();
FreeRa(pPlayer->pnum);
pPlayer->nHealth = 0;
if (pPlayerSect->lotag > 0)
{
runlist_SignalRun(pPlayerSect->lotag - 1, pPlayer->pnum, &ExhumedAI::EnterSector);
}
if (pPlayer->pPlayerGrenade)
{
ThrowGrenade(pPlayer, 0, -10000);
}
else
{
if (nNetPlayerCount)
{
const int nWeapon = pPlayer->nCurrentWeapon;
if (nWeapon > kWeaponSword && nWeapon <= kWeaponRing)
{
const auto pSector = pPlayerSect->pBelow ? pPlayerSect->pBelow : pPlayerSect;
const auto pGunActor = GrabBodyGunSprite();
ChangeActorSect(pGunActor, pSector);
ChangeActorStat(pGunActor, nGunLotag[nWeapon] + 900);
pGunActor->spr.pos = DVector3(pPlayerActor->spr.pos.XY(), pSector->floorz - 2);
pGunActor->spr.setspritetexture(aTexIds[nGunPicnum[nWeapon]]);
BuildItemAnim(pGunActor);
}
}
}
pPlayer->bIsFiring = false;
pPlayer->nInvisible = 0;
pPlayer->dVertPan = 15;
pPlayer->nDeathType = pPlayerSect->Damage <= 0 ? nVal : 2;
pPlayer->ototalvel = pPlayer->totalvel = 0;
pPlayerActor->nFrame = 0;
pPlayerActor->nAction = (nVal || !(pPlayerSect->Flag & kSectUnderwater)) ? ((nVal * 2) + 17) : 16;
pPlayerActor->PrevAngles.Pitch = pPlayerActor->spr.Angles.Pitch = nullAngle;
pPlayerActor->oviewzoffset = pPlayerActor->viewzoffset = -55;
pPlayerActor->spr.cstat &= ~(CSTAT_SPRITE_INVISIBLE|CSTAT_SPRITE_BLOCK_ALL);
SetNewWeaponImmediate(pPlayer, -2);
if (nTotalPlayers == 1)
{
if (!(currentLevel->gameflags & LEVEL_EX_TRAINING))
pPlayer->nLives--;
if (pPlayer->nLives < 0)
pPlayer->nLives = 0;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int AddAmmo(DExhumedPlayer* const pPlayer, int nWeapon, int nAmmoAmount)
{
if (!nAmmoAmount)
nAmmoAmount = 1;
const int nCurAmmo = pPlayer->nAmmo[nWeapon];
if (nCurAmmo >= 300 && nAmmoAmount > 0)
return 0;
pPlayer->nAmmo[nWeapon] = min(nCurAmmo + nAmmoAmount, 300);
if (nWeapon == 1 && !pPlayer->nPistolClip)
pPlayer->nPistolClip = 6;
return 1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SetPlayerMummified(DExhumedPlayer* const pPlayer, int bIsMummified)
{
const auto pPlayerActor = pPlayer->GetActor();
pPlayerActor->vel.XY().Zero();
if ((pPlayer->bIsMummified = bIsMummified))
{
pPlayerActor->nAction = 13;
pPlayerActor->nSeqFile = "mummy";
}
else
{
pPlayerActor->nAction = 0;
pPlayerActor->nSeqFile = "joe";
}
pPlayerActor->nFrame = 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void ShootStaff(DExhumedPlayer* const pPlayer)
{
const auto pPlayerActor = pPlayer->GetActor();
pPlayerActor->nAction = 15;
pPlayerActor->nFrame = 0;
pPlayerActor->nSeqFile = "joe";
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void PlayAlert(const char *str)
{
StatusMessage(300, str);
PlayLocalSound(StaticSound[kSound63], 0);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void pickupMessage(int no)
{
no = nItemText[no];
if (no != -1)
{
FStringf label("TXT_EX_PICKUP%d", no + 1);
auto str = GStrings[label.GetChars()];
if (str) Printf(PRINT_NOTIFY, "%s\n", str);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AIPlayer::Draw(RunListEvent* ev)
{
const int nPlayer = RunData[ev->nRun].nObjIndex;
assert(nPlayer >= 0 && nPlayer < kMaxPlayers);
const auto pPlayer = getPlayer(nPlayer);
const auto pPlayerActor = pPlayer->GetActor();
const auto playerSeq = &PlayerSeq[pPlayerActor->nAction];
seq_PlotSequence(ev->nParam, pPlayerActor->nSeqFile, playerSeq->nSeqId, pPlayerActor->nFrame, playerSeq->nFlags);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AIPlayer::RadialDamage(RunListEvent* ev)
{
const int nPlayer = RunData[ev->nRun].nObjIndex;
assert(nPlayer >= 0 && nPlayer < kMaxPlayers);
const auto pPlayer = getPlayer(nPlayer);
if (pPlayer->nHealth <= 0)
return;
ev->nDamage = runlist_CheckRadialDamage(pPlayer->GetActor());
Damage(ev);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AIPlayer::Damage(RunListEvent* ev)
{
const int nPlayer = RunData[ev->nRun].nObjIndex;
assert(nPlayer >= 0 && nPlayer < kMaxPlayers);
const auto pPlayer = getPlayer(nPlayer);
const auto nDamage = ev->nDamage;
if (!nDamage || !pPlayer->nHealth)
return;
const auto pPlayerActor = pPlayer->GetActor();
const auto pDamageActor = (!ev->isRadialEvent()) ? ev->pOtherActor : ev->pRadialActor->pTarget.Get();
if (!pPlayer->invincibility)
{
pPlayer->nHealth -= nDamage;
if (nPlayer == nLocalPlayer)
TintPalette(nDamage, 0, 0);
}
if (pPlayer->nHealth > 0)
{
if (nDamage > 40 || (totalmoves & 0xF) < 2)
{
if (pPlayer->invincibility)
return;
const auto nAction = pPlayerActor->nAction;
if (pPlayerActor->sector()->Flag & kSectUnderwater)
{
if (nAction != 12)
{
pPlayerActor->nFrame = 0;
pPlayerActor->nAction = 12;
return;
}
}
else if (nAction != 4)
{
pPlayerActor->nFrame = 0;
pPlayerActor->nAction = 4;
if (pDamageActor)
{
pPlayer->nPlayerSwear--;
if (pPlayer->nPlayerSwear <= 0)
{
D3PlayFX(StaticSound[kSound52], pPlayer->pDoppleSprite);
pPlayer->nPlayerSwear = RandomSize(3) + 4;
}
}
}
}
}
else // player has died
{
if (pDamageActor && pDamageActor->spr.statnum == 100)
{
if (GetPlayerFromActor(pDamageActor) == nPlayer) // player caused their own death
{
pPlayer->nPlayerScore--;
}
else
{
pPlayer->nPlayerScore++;
}
}
else if (pDamageActor == nullptr)
{
pPlayer->nPlayerScore--;
}
if (ev->isRadialEvent())
{
const auto joeSeqs = getFileSeqs("joe");
for (int i = 122; i <= 131; i++)
{
BuildCreatureChunk(pPlayerActor, joeSeqs->Data(i)->getFirstFrameTexture());
}
StartDeathSeq(pPlayer, 1);
}
else
{
StartDeathSeq(pPlayer, 0);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static DExhumedActor* feebtag(const DVector3& pos, sectortype* pSector, int nMagic, int nHealth, double deflen)
{
DExhumedActor* pPickupActor = nullptr;
auto startwall = pSector->walls.Data();
int nWalls = pSector->walls.Size();
while (1)
{
if (pSector != nullptr)
{
ExhumedSectIterator it(pSector);
while (const auto itActor = it.Next())
{
const int nStat = itActor->spr.statnum;
const auto diff = itActor->spr.pos - pos;
if (nStat < 900 || nStat > 960 || (itActor->spr.cstat & CSTAT_SPRITE_INVISIBLE) || diff.Z >= 20 || diff.Z <= -100)
continue;
const auto len = diff.XY().Length();
const bool needsMagic = (nStat != 950 && nStat != 949) || nMagic < 1000;
const bool needsHealth = (nStat != 912 && nStat != 913) || nHealth < 800;
if (len < deflen && needsMagic && needsHealth)
{
deflen = len;
pPickupActor = itActor;
}
}
}
if (--nWalls < 0)
return pPickupActor;
pSector = startwall->nextSector();
startwall++;
}
return pPickupActor;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void doPickupNotification(DExhumedPlayer* const pPlayer, const int nItem, const int nSound = -1, const int tintRed = 0, const int tintGreen = 16)
{
if (pPlayer->pnum != nLocalPlayer)
return;
if (nItemText[nItem] > -1 && nTotalPlayers == 1)
pickupMessage(nItem);
if (nSound > -1)
PlayLocalSound(nSound, 0);
TintPalette(tintRed * 4, tintGreen * 4, 0);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void doPickupDestroy(DExhumedActor* const pPickupActor, const int nItem)
{
if (!(currentLevel->gameflags & LEVEL_EX_MULTI) || (nItem >= 25 && (nItem <= 25 || nItem == 50)))
{
// If this is an anim we need to properly destroy it so we need to do some proper detection and not wild guesses.
if (pPickupActor->nRun == pPickupActor->nDamage && pPickupActor->nRun != 0 && pPickupActor->nPhase == ITEM_MAGIC)
{
DestroyAnim(pPickupActor);
}
else
{
DeleteActor(pPickupActor);
}
}
else
{
StartRegenerate(pPickupActor);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void doPickupWeapon(DExhumedPlayer* pPlayer, DExhumedActor* pPickupActor, int nItem, int nWeapon, int nAmount, int nSound = kSound72)
{
const int weapFlag = 1 << nWeapon;
if (pPlayer->nPlayerWeapons & weapFlag)
{
if (currentLevel->gameflags & LEVEL_EX_MULTI)
AddAmmo(pPlayer, WeaponInfo[nWeapon].nAmmoType, nAmount);
}
else
{
SetNewWeaponIfBetter(pPlayer, nWeapon);
pPlayer->nPlayerWeapons |= weapFlag;
AddAmmo(pPlayer, WeaponInfo[nWeapon].nAmmoType, nAmount);
}
if (nWeapon == 2)
CheckClip(pPlayer);
if (nItem > 50)
{
pPickupActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
DestroyItemAnim(pPickupActor);
}
else
{
doPickupDestroy(pPickupActor, nItem);
}
doPickupNotification(pPlayer, nItem, StaticSound[nSound]);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void doPickupHealth(DExhumedPlayer* pPlayer, DExhumedActor* pPickupActor, int nItem, const int nAmount, int nSound)
{
if (!pPickupActor->spr.hitag || (nAmount > 0 && pPlayer->nHealth >= 800))
return;
int tintRed = 0, tintGreen = 16;
if (!pPlayer->invincibility || nAmount > 0)
{
pPlayer->nHealth += nAmount;
if (pPlayer->nHealth > 800)
{
pPlayer->nHealth = 800;
}
else if (pPlayer->nHealth < 0)
{
nSound = -1;
StartDeathSeq(pPlayer, 0);
}
}
if (nItem == 12)
{
pPickupActor->spr.hitag = 0;
pPickupActor->spr.setspritetexture(pPickupActor->spr.spritetexture() + 1);
ChangeActorStat(pPickupActor, 0);
}
else
{
if (nItem == 14)
{
tintRed = tintGreen;
tintGreen = 0;
}
doPickupDestroy(pPickupActor, nItem);
}
doPickupNotification(pPlayer, nItem, nSound, tintRed, tintGreen);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void doPlayerItemPickups(DExhumedPlayer* const pPlayer)
{
const auto pPlayerActor = pPlayer->GetActor();
const auto pPlayerSect = pPlayerActor->sector();
if (const auto pPickupActor = feebtag(pPlayerActor->spr.pos, pPlayerSect, pPlayer->nMagic, pPlayer->nHealth, 48))
{
static constexpr int itemArray[] = {kItemHeart, kItemInvincibility, kItemDoubleDamage, kItemInvisibility, kItemTorch, kItemMask};
static constexpr int weapArray[] = {6, 24, 100, 20, 2};
static constexpr int healArray[] = {40, 160, -200};
static constexpr int ammoArray[] = {1, 3, 2};
switch (const int nItem = pPickupActor->spr.statnum - 900)
{
case 6: // Speed Loader
case 7: // Fuel Canister
case 8: // M - 60 Ammo Belt
if (AddAmmo(pPlayer, ammoArray[nItem - 6], pPickupActor->spr.hitag))
{
if (nItem == 8) CheckClip(pPlayer);
doPickupDestroy(pPickupActor, nItem);
doPickupNotification(pPlayer, nItem, StaticSound[kSoundAmmoPickup]);
}
break;
case 9: // Grenade
case 27: // May not be grenade, needs confirmation
case 55:
if (AddAmmo(pPlayer, 4, 1))
{
if (!(pPlayer->nPlayerWeapons & 0x10))
{
pPlayer->nPlayerWeapons |= 0x10;
SetNewWeaponIfBetter(pPlayer, 4);
}
if (nItem == 55)
{
pPickupActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
DestroyItemAnim(pPickupActor);
}
else
{
doPickupDestroy(pPickupActor, nItem);
}
doPickupNotification(pPlayer, nItem, StaticSound[kSoundAmmoPickup]);
}
break;
case 10: // Pickable item
case 15: // Pickable item
case 16: // Reserved
case 24:
case 31: // Check whether is grenade or not as it matches sequence for weapons below
case 34:
case 35:
case 36:
case 39:
case 40:
case 41:
case 42:
case 43:
case 44:
case 51:
case 58:
doPickupDestroy(pPickupActor, nItem);
doPickupNotification(pPlayer, nItem);
break;
case 11: // Map
GrabMap();
doPickupDestroy(pPickupActor, nItem);
doPickupNotification(pPlayer, nItem);
break;
case 12: // Berry Twig
case 13: // Blood Bowl
case 14: // Cobra Venom Bowl
doPickupHealth(pPlayer, pPickupActor, nItem, healArray[nItem - 12], nItem + 8);
break;
case 17: // Bubble Nest
pPlayer->nAir += 10;
if (pPlayer->nAir > 100)
pPlayer->nAir = 100; // TODO - constant
if (pPlayer->nBreathTimer < 89)
D3PlayFX(StaticSound[kSound13], pPlayerActor);
pPlayer->nBreathTimer = 90;
break;
case 18: // Still Beating Heart
case 19: // Scarab amulet(Invicibility)
case 20: // Severed Slave Hand(double damage)
case 21: // Unseen eye(Invisibility)
case 22: // Torch
case 23: // Sobek Mask
if (GrabItem(pPlayer, itemArray[nItem - 18]))
{
doPickupDestroy(pPickupActor, nItem);
doPickupNotification(pPlayer, nItem);
}
break;
case 25: // Extra Life
if (pPlayer->nLives < kMaxPlayerLives)
{
pPlayer->nLives++;
doPickupDestroy(pPickupActor, nItem);
doPickupNotification(pPlayer, nItem, -1, 32, 32);
}
break;
case 26: // sword pickup??
doPickupWeapon(pPlayer, pPickupActor, nItem, 0, 0);
break;
case 28: // .357 Magnum Revolver
case 52:
case 29: // M - 60 Machine Gun
case 53:
case 30: // Flame Thrower
case 54:
case 32: // Cobra Staff
case 56:
case 33: // Eye of Ra Gauntlet
case 57:
{
const int index = nItem - 28 - 24 * (nItem > 50);
doPickupWeapon(pPlayer, pPickupActor, nItem, index + 1, weapArray[index]);
break;
}
case 37: // Cobra staff ammo
case 38: // Raw Energy
if (AddAmmo(pPlayer, nItem - 32, (nItem == 38) ? pPickupActor->spr.hitag : 1))
{
doPickupDestroy(pPickupActor, nItem);
doPickupNotification(pPlayer, nItem, StaticSound[kSoundAmmoPickup]);
}
break;
case 45: // Power key
case 46: // Time key
case 47: // War key
case 48: // Earth key
{
const int keybit = 4096 << (nItem - 45);
if (!(pPlayer->keys & keybit))
{
pPlayer->keys |= keybit;
doPickupDestroy(pPickupActor, nItem);
doPickupNotification(pPlayer, nItem);
}
break;
}
case 49: // Magical Essence
case 50: // ?
if (pPlayer->nMagic < 1000)
{
pPlayer->nMagic += 100;
if (pPlayer->nMagic >= 1000)
pPlayer->nMagic = 1000;
doPickupDestroy(pPickupActor, nItem);
doPickupNotification(pPlayer, nItem, StaticSound[kSoundMana1]);
}
break;
case 59: // Scarab (Checkpoint)
if (nLocalPlayer == pPlayer->pnum)
{
pPickupActor->nSeqIndex++;
pPickupActor->nFlags &= 0xEF;
pPickupActor->nFrame = 0;
ChangeActorStat(pPickupActor, 899);
}
SetSavePoint(pPlayer, pPlayerActor->spr.pos, pPlayerSect, pPlayerActor->spr.Angles.Yaw);
break;
case 60: // Golden Sarcophagus (End Level)
if (!bInDemo) LevelFinished();
DestroyItemAnim(pPickupActor);
DeleteActor(pPickupActor);
break;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void updatePlayerTarget(DExhumedPlayer* const pPlayer)
{
const auto pPlayerActor = pPlayer->GetActor();
const auto pRa = &Ra[pPlayer->pnum];
const auto nAngVect = (-pPlayerActor->spr.Angles.Yaw).ToVector();
DExhumedActor* bestTarget = nullptr;
double bestclose = 20;
double bestside = 30000;
ExhumedSpriteIterator it;
while (const auto itActor = it.Next())
{
const bool validstatnum = (itActor->spr.statnum > 0) && (itActor->spr.statnum < 150);
const bool validsprcstat = itActor->spr.cstat & CSTAT_SPRITE_BLOCK_ALL;
if (!validstatnum || !validsprcstat || itActor == pPlayerActor)
continue;
const DVector2 delta = itActor->spr.pos.XY() - pPlayerActor->spr.pos.XY();
const double fwd = abs((nAngVect.X * delta.Y) + (delta.X * nAngVect.Y));
const double side = abs((nAngVect.X * delta.X) - (delta.Y * nAngVect.Y));
if (!side)
continue;
const double close = fwd * 32 / side;
if (side < 1000 / 16. && side < bestside && close < 10)
{
bestTarget = itActor;
bestclose = close;
bestside = side;
}
else if (side < 30000 / 16.)
{
const double t = bestclose - close;
if (t > 3 || (side < bestside && abs(t) < 5))
{
bestTarget = itActor;
bestclose = close;
bestside = side;
}
}
}
if (bestTarget)
{
if (pPlayer->pnum == nLocalPlayer)
nCreepyTimer = kCreepyCount;
if (!cansee(pPlayerActor->spr.pos, pPlayerActor->sector(), bestTarget->spr.pos.plusZ(-GetActorHeight(bestTarget)), bestTarget->sector()))
bestTarget = nullptr;
}
pPlayer->pTarget = pRa->pTarget = bestTarget;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void updatePlayerVelocity(DExhumedPlayer* const pPlayer)
{
const auto pPlayerActor = pPlayer->GetActor();
if (pPlayer->nHealth > 0)
{
const auto pInput = &pPlayer->cmd.ucmd;
const auto inputvect = pInput->vel.XY().Rotated(pPlayerActor->spr.Angles.Yaw) * 0.375;
for (int i = 0; i < 4; i++)
{
pPlayerActor->vel.XY() += inputvect;
pPlayerActor->vel.XY() *= 0.953125;
pPlayer->StrafeVel += pInput->vel.Y * 0.375;
pPlayer->StrafeVel *= 0.953125;
}
}
if (pPlayerActor->vel.XY().Length() < 0.09375 && !pPlayerActor->vel.XY().isZero())
{
pPlayerActor->vel.XY().Zero();
pPlayer->nIdxBobZ = 0;
pPlayer->StrafeVel = 0;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void updatePlayerInventory(DExhumedPlayer* const pPlayer)
{
if (const auto invDir = !!(pPlayer->cmd.ucmd.actions & SB_INVNEXT) - !!(pPlayer->cmd.ucmd.actions & SB_INVPREV))
{
int nItem = pPlayer->nItem;
int i;
for (i = 6; i > 0; i--)
{
nItem = getWrappedIndex(nItem + invDir, 6);
if (pPlayer->items[nItem] != 0)
break;
}
if (i > 0) pPlayer->nItem = nItem;
}
if ((pPlayer->cmd.ucmd.actions & SB_INVUSE) && pPlayer->nItem != -1)
pPlayer->cmd.ucmd.setItemUsed(pPlayer->nItem);
for (int i = 0; i < 6; i++)
{
if (pPlayer->cmd.ucmd.isItemUsed(i))
{
pPlayer->cmd.ucmd.clearItemUsed(i);
if (pPlayer->items[i] > 0 && nItemMagic[i] <= pPlayer->nMagic)
{
UseItem(pPlayer, i);
break;
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void updatePlayerWeapon(DExhumedPlayer* const pPlayer)
{
const bool bIsFiring = pPlayer->cmd.ucmd.actions & SB_FIRE;
if (pPlayer->bIsMummified)
{
// the original game never set this to false here.
if (bIsFiring) pPlayer->bIsFiring = true;
return;
}
pPlayer->bIsFiring = bIsFiring;
const auto newWeap = pPlayer->cmd.ucmd.getNewWeapon();
if (const auto weapDir = (newWeap == WeaponSel_Next) - (newWeap == WeaponSel_Prev))
{
int nextWeap = pPlayer->nCurrentWeapon;
int haveWeap;
do
{
nextWeap = getWrappedIndex(nextWeap + weapDir, kMaxWeapons);
haveWeap = pPlayer->nPlayerWeapons & (1 << nextWeap);
}
while (nextWeap && (!haveWeap || (haveWeap && !pPlayer->nAmmo[nextWeap])));
SetNewWeapon(pPlayer, nextWeap);
}
else if (newWeap == WeaponSel_Alt)
{
// todo
}
else if (pPlayer->nPlayerWeapons & (1 << (newWeap - 1)))
{
SetNewWeapon(pPlayer, newWeap - 1);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void updatePlayerAction(DExhumedPlayer* const pPlayer)
{
const auto pPlayerActor = pPlayer->GetActor();
const auto pInput = &pPlayer->cmd.ucmd;
const auto kbdDir = !!(pInput->actions & SB_CROUCH) - !!(pInput->actions & SB_JUMP);
const double dist = pPlayer->bUnderwater ? 8 : 14;
const double velZ = clamp(dist * kbdDir - dist * pInput->vel.Z, -dist, dist);
int nextAction = pPlayerActor->nAction;
const auto scaleViewZ = [&](const double target)
{
pPlayerActor->viewzoffset += (target - pPlayerActor->viewzoffset) * 0.5;
};
if (!pPlayer->bIsMummified)
{
if (velZ < 0)
{
if (pPlayer->bUnderwater)
{
pPlayerActor->vel.Z = velZ;
nextAction = 10;
}
else if (pPlayer->bTouchFloor && (pPlayerActor->nAction < 6 || pPlayerActor->nAction > 8))
{
pPlayer->bJumping = true;
pPlayerActor->vel.Z = velZ;
nextAction = 3;
}
}
else if (velZ > 0)
{
if (pPlayer->bUnderwater)
{
pPlayerActor->vel.Z = velZ;
nextAction = 10;
}
else
{
scaleViewZ(-32.5);
nextAction = 7 - (pPlayer->totalvel < 0.0625);
}
}
else
{
const auto pPlayerSect = pPlayerActor->sector();
const bool bTallerThanSector = pPlayer->nStandHeight > (pPlayerSect->floorz - pPlayerSect->ceilingz);
if (pPlayer->nHealth > 0)
{
if (pPlayer->bJumping && pPlayer->bTouchFloor)
{
pPlayer->bJumping = false;
pPlayer->bRebound = cl_exjumprebound;
}
if (pPlayer->bRebound)
{
scaleViewZ(-32.5);
if (pPlayerActor->viewzoffset > -37.5) pPlayer->bRebound = false;
}
else
{
scaleViewZ(nActionEyeLevel[pPlayerActor->nAction]);
}
if (pPlayer->bUnderwater)
{
nextAction = 10 - (pPlayer->totalvel <= 0.0625);
}
else if (bTallerThanSector)
{
nextAction = 7 - (pPlayer->totalvel < 0.0625);
}
else if (pPlayer->totalvel <= 0.0625)
{
nextAction = pPlayer->bUnderwater;
}
else if (pPlayer->totalvel <= 1.875)
{
nextAction = 2;
}
else
{
nextAction = 1;
}
}
if (!bTallerThanSector && (pInput->actions & SB_FIRE)) // was var_38
{
if (pPlayer->bUnderwater)
{
nextAction = 11;
}
else if (nextAction != 2 && nextAction != 1)
{
nextAction = 5;
}
}
}
}
else if (pPlayerActor->nAction != 15)
{
nextAction = 14 - (pPlayer->totalvel <= 0.0625);
}
if (nextAction != pPlayerActor->nAction && pPlayerActor->nAction != 4)
{
pPlayerActor->nAction = nextAction;
pPlayerActor->nFrame = 0;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void doPlayerCounters(DExhumedPlayer* const pPlayer)
{
const auto pPlayerActor = pPlayer->GetActor();
const bool bConsolePlayer = pPlayer->pnum == nLocalPlayer;
if (pPlayer->nTorch > 0)
{
pPlayer->nTorch--;
if (pPlayer->nTorch == 0)
{
SetTorch(pPlayer, 0);
}
else if (!bConsolePlayer)
{
nFlashDepth = 5;
AddFlash(pPlayerActor->sector(), pPlayerActor->spr.pos, 0);
}
}
if (pPlayer->nDouble > 0)
{
pPlayer->nDouble--;
if (pPlayer->nDouble == 150 && bConsolePlayer)
PlayAlert(GStrings("TXT_EX_WEAPONEX"));
}
if (pPlayer->nInvisible > 0)
{
pPlayer->nInvisible--;
if (pPlayer->nInvisible == 0)
{
pPlayerActor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
if (pPlayer->pPlayerFloorSprite)
pPlayer->pPlayerFloorSprite->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
}
else if (pPlayer->nInvisible == 150 && bConsolePlayer)
{
PlayAlert(GStrings("TXT_EX_INVISEX"));
}
}
if (pPlayer->invincibility > 0)
{
pPlayer->invincibility--;
if (pPlayer->invincibility == 150 && bConsolePlayer)
PlayAlert(GStrings("TXT_EX_INVINCEX"));
}
if (pPlayer->nMaskAmount > 0 && pPlayer->nHealth > 0)
{
pPlayer->nMaskAmount--;
if (pPlayer->nMaskAmount == 150 && bConsolePlayer)
PlayAlert(GStrings("TXT_EX_MASKEX"));
}
if (pPlayer->nQuake != 0)
{
pPlayer->nQuake = -pPlayer->nQuake;
if (pPlayer->nQuake > 0)
{
pPlayer->nQuake -= 2.;
if (pPlayer->nQuake < 0)
pPlayer->nQuake = 0;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void doPlayerUnderwater(DExhumedPlayer* const pPlayer, const bool oUnderwater)
{
const auto pPlayerActor = pPlayer->GetActor();
const bool bUnderwater = pPlayer->pPlayerViewSect->Flag & kSectUnderwater;
if (!pPlayer->invincibility)
{
pPlayer->nBreathTimer--;
if (pPlayer->nBreathTimer <= 0)
{
pPlayer->nBreathTimer = 90;
if (bUnderwater)
{
if (pPlayer->nMaskAmount > 0)
{
D3PlayFX(StaticSound[kSound30], pPlayerActor);
pPlayer->nAir = 100;
}
else
{
pPlayer->nAir -= 25;
if (pPlayer->nAir > 0)
{
D3PlayFX(StaticSound[kSound25], pPlayerActor);
}
else
{
pPlayer->nHealth += (pPlayer->nAir << 2);
if (pPlayer->nHealth <= 0)
{
pPlayer->nHealth = 0;
StartDeathSeq(pPlayer, 0);
}
pPlayer->nAir = 0;
D3PlayFX(StaticSound[(pPlayer->nHealth < 300) ? kSound79 : kSound19], pPlayerActor);
}
}
DoBubbles(pPlayer);
}
}
}
if (bUnderwater)
{
if (pPlayer->nTorch > 0)
{
pPlayer->nTorch = 0;
SetTorch(pPlayer, 0);
}
}
else
{
const auto pPlayerSect = pPlayerActor->sector();
const auto highSpeed = pPlayer->totalvel > 1.5625;
const auto belowFloor = pPlayerActor->spr.pos.Z > pPlayerSect->floorz;
if (highSpeed && belowFloor && pPlayerSect->Depth && !pPlayerSect->Speed && !pPlayerSect->Damage)
D3PlayFX(StaticSound[kSound42], pPlayerActor);
// Checked and confirmed.
if (oUnderwater)
{
if (pPlayer->nAir < 50)
D3PlayFX(StaticSound[kSound14], pPlayerActor);
pPlayer->nBreathTimer = 1;
}
pPlayer->nBreathTimer--;
if (pPlayer->nBreathTimer <= 0)
pPlayer->nBreathTimer = 90;
if (pPlayer->nAir < 100)
pPlayer->nAir = 100;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void doPlayerRamses(DExhumedPlayer* const pPlayer)
{
gameInput.ForceInputSync(pPlayer->pnum);
if (nTotalPlayers <= 1)
{
pPlayer->GetActor()->vel.Zero();
if (nFreeze < 1)
{
nFreeze = 1;
StopAllSounds();
StopLocalSound();
InitSpiritHead();
}
}
else
{
LevelFinished();
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void doPlayerGravity(DExhumedActor* const pPlayerActor)
{
// Z vel is modified within Gravity() and needs backing up.
const double nStartVelZ = pPlayerActor->vel.Z;
Gravity(pPlayerActor);
if (pPlayerActor->vel.Z >= (6500 / 256.) && nStartVelZ < (6500 / 256.))
D3PlayFX(StaticSound[kSound17], pPlayerActor);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void doPlayerCameraEffects(DExhumedPlayer* const pPlayer, const double nDestVertPan)
{
const auto pPlayerActor = pPlayer->GetActor();
const auto nUnderwater = !!(pPlayerActor->sector()->Flag & kSectUnderwater);
// Pitch tilting when player's Z changes (stairs, jumping, etc).
doPlayerVertPanning(pPlayer, nDestVertPan * cl_slopetilting);
// Roll tilting effect, either console or Quake-style.
pPlayer->doRollInput(nUnderwater);
// Update Z bobbing.
if (cl_viewbob)
{
// Increment index, attenuating by bob speed, type and whether we're underwater.
pPlayer->nPrevBobZ = pPlayer->nBobZ;
pPlayer->nIdxBobZ += (2048. / 90.) * cl_exviewbobspeed / cl_viewbob / (nUnderwater + 1);
pPlayer->nIdxBobZ *= !pPlayerActor->vel.Z;
// Increment bob value with index's sine, amplified by player velocity, bob type and bob height CVAR.
const auto nBobVel = (pPlayerActor->vel.XY().Length() < 0.09375 && nUnderwater) ? (pPlayer->GetMaxInputVel() * (1. / 3.)) : pPlayer->totalvel;
const auto nBobAmp = nBobVel * 0.05 * cl_viewbob * cl_exviewbobheight;
const auto newBobZ = BobVal(pPlayer->nIdxBobZ) * nBobAmp;
pPlayer->nBobZ = (cl_viewbob == 2) ? (abs(newBobZ) - nBobAmp * 0.5 * !nUnderwater) : (newBobZ);
}
else
{
pPlayer->nPrevBobZ = pPlayer->nBobZ = 0;
}
// Update weapon bobbing.
pPlayer->nPrevWeapBob = pPlayer->nWeapBob;
pPlayer->nWeapBob = (pPlayer->nWeapBob + 56) * (pPlayer->totalvel != 0);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void updatePlayerFloorActor(DExhumedPlayer* const pPlayer)
{
DExhumedActor* const pFloorActor = pPlayer->pPlayerFloorSprite;
if (nTotalPlayers <= 1 || !pFloorActor)
return;
const auto pPlayerActor = pPlayer->GetActor();
const auto pPlayerSect = pPlayerActor->sector();
pFloorActor->spr.pos.XY() = pPlayerActor->spr.pos.XY();
pFloorActor->spr.pos.Z = pPlayerSect->floorz;
if (pFloorActor->sector() != pPlayerSect)
ChangeActorSect(pFloorActor, pPlayerSect);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void updatePlayerDoppleActor(DExhumedPlayer* const pPlayer)
{
const auto pPlayerActor = pPlayer->GetActor();
const auto pPlayerSect = pPlayerActor->sector();
DExhumedActor* const pDopple = pPlayer->pDoppleSprite;
pDopple->spr.pos = pPlayerActor->spr.pos;
if (pPlayerSect->pAbove != nullptr)
{
pDopple->spr.Angles.Yaw = pPlayerActor->spr.Angles.Yaw;
pDopple->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
ChangeActorSect(pDopple, pPlayerSect->pAbove);
}
else
{
pDopple->spr.cstat = CSTAT_SPRITE_INVISIBLE;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void updatePlayerViewSector(DExhumedPlayer* const pPlayer, const Collision& nMove, const DVector3& spr_vel)
{
const auto pPlayerActor = pPlayer->GetActor();
const auto pPlayerSect = pPlayerActor->sector();
const auto bPlayerBelowCeil = (pPlayerActor->getOffsetZ() + pPlayer->nQuake) < pPlayerSect->ceilingz;
const auto pViewSect = bPlayerBelowCeil && pPlayerSect->pAbove ? pPlayerSect->pAbove : pPlayerSect;
// Do underwater sector check
if (pPlayer->bUnderwater && pViewSect != pPlayerSect && nMove.type == kHitWall)
{
const auto pos = pPlayerActor->spr.pos;
const auto fz = pViewSect->floorz - 20;
pPlayerActor->spr.pos = DVector3(pPlayerActor->opos.XY(), fz);
ChangeActorSect(pPlayerActor, pViewSect);
if (movesprite(pPlayerActor, spr_vel.XY(), 0, 0, CLIPMASK0).type == kHitWall)
{
ChangeActorSect(pPlayerActor, pPlayerSect);
pPlayerActor->spr.pos = pos;
}
else
{
pPlayerActor->spr.pos.Z = fz-1;
D3PlayFX(StaticSound[kSound42], pPlayerActor);
}
}
pPlayer->pPlayerViewSect = pViewSect;
if (nLocalPlayer == pPlayer->pnum)
CheckAmbience(pPlayer->pPlayerViewSect);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void doPlayerFloorDamage(DExhumedPlayer* const pPlayer, const double nStartVelZ)
{
const auto pPlayerActor = pPlayer->GetActor();
pPlayer->nThrust *= 0.5;
if (nStartVelZ < (6500 / 256.))
return;
pPlayerActor->vel.XY() *= 0.25;
runlist_DamageEnemy(pPlayerActor, nullptr, int(((nStartVelZ * 256) - 6500) * (1. / 128.)) + 10);
if (pPlayer->nHealth <= 0)
{
pPlayerActor->vel.Zero();
StopActorSound(pPlayerActor);
PlayFXAtXYZ(StaticSound[kSoundJonFDie], pPlayerActor->spr.pos, CHANF_NONE, 1); // CHECKME
}
else
{
D3PlayFX(StaticSound[kSound27] | 0x2000, pPlayerActor);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void doPlayerMovingBlocks(DExhumedPlayer* const pPlayer, const Collision& nMove, const DVector3& spr_vel, sectortype* const spr_sect)
{
const auto pPlayerActor = pPlayer->GetActor();
sectortype* sect;
DAngle nNormal = nullAngle;
if (nMove.type == kHitSector)
{
sect = nMove.hitSector;
// Hm... Normal calculation here was broken.
}
else //if (nMove.type == kHitWall)
{
sect = nMove.hitWall->nextSector();
nNormal = nMove.hitWall->normalAngle();
}
if (!sect)
{
return;
}
else if ((sect->hitag == 45) && pPlayer->bTouchFloor && absangle(nNormal, pPlayerActor->spr.Angles.Yaw + DAngle180) <= DAngle45)
{
pPlayer->pPlayerPushSect = sect;
DVector2 vel = pPlayerActor->vel.XY();
const auto nMyAngle = vel.Angle().Normalized360();
setsectinterpolate(sect);
MoveSector(sect, nMyAngle, vel);
if (pPlayer->nPlayerPushSound == -1)
{
pPlayer->nPlayerPushSound = sect->extra;
D3PlayFX(StaticSound[kSound23], sBlockInfo[pPlayer->nPlayerPushSound].pActor, 0x4000);
}
else
{
pPlayerActor->spr.pos = pPlayerActor->opos;
ChangeActorSect(pPlayerActor, spr_sect);
}
movesprite(pPlayerActor, vel, spr_vel.Z, -20, CLIPMASK0);
}
else if (pPlayer->nPlayerPushSound != -1)
{
if (pPlayer->pPlayerPushSect != nullptr)
StopActorSound(sBlockInfo[pPlayer->pPlayerPushSect->extra].pActor);
pPlayer->nPlayerPushSound = -1;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static bool doPlayerInput(DExhumedPlayer* const pPlayer)
{
// update the player/actor's velocity before anything.
updatePlayerVelocity(pPlayer);
const auto pPlayerActor = pPlayer->GetActor();
const auto spr_vel = DVector3(pPlayerActor->vel.XY() * (pPlayer->bIsMummified ? 0.5 : 1.), pPlayerActor->vel.Z);
const auto spr_sect = pPlayerActor->sector();
if (pPlayerActor->vel.Z > 32)
pPlayerActor->vel.Z = 32;
// we need a separate zvel backup taken before a move,
// but after we've clamped its value. Exhumed is a mess...
const auto nStartVelZ = pPlayerActor->vel.Z;
Collision nMove;
nMove.setNone();
if (bSlipMode)
{
SetActor(pPlayerActor, pPlayerActor->spr.pos + spr_vel.XY());
pPlayerActor->spr.pos.Z = spr_sect->floorz;
}
else
{
nMove = movesprite(pPlayerActor, spr_vel.XY(), spr_vel.Z, -20, CLIPMASK0);
auto pTempSect = spr_sect;
pushmove(pPlayerActor->spr.pos, &pTempSect, pPlayerActor->clipdist, 20, -20, CLIPMASK0);
if (pTempSect != spr_sect)
ChangeActorSect(pPlayerActor, pTempSect);
if (inside(pPlayerActor->spr.pos.X, pPlayerActor->spr.pos.Y, pPlayerActor->sector()) != 1)
{
ChangeActorSect(pPlayerActor, spr_sect);
pPlayerActor->spr.pos.XY() = pPlayerActor->opos.XY();
if (nStartVelZ < pPlayerActor->vel.Z)
pPlayerActor->vel.Z = nStartVelZ;
}
}
const auto pPlayerSect = pPlayerActor->sector();
if ((pPlayer->bUnderwater = pPlayerSect->Flag & kSectUnderwater))
pPlayer->nThrust *= 0.5;
// Trigger Ramses?
if ((pPlayerSect->Flag & 0x8000) && pPlayer->bTouchFloor)
return false;
// update player yaw here as per the original workflow.
pPlayer->doViewYaw();
pPlayer->doYawInput();
pPlayer->doPitchInput();
if (nMove.type || nMove.exbits)
{
if (pPlayer->bTouchFloor)
doPlayerFloorDamage(pPlayer, nStartVelZ);
if (nMove.type == kHitSector || nMove.type == kHitWall)
doPlayerMovingBlocks(pPlayer, nMove, spr_vel, spr_sect);
}
const auto posdelta = pPlayerActor->opos - pPlayerActor->spr.pos;
pPlayer->ototalvel = pPlayer->totalvel;
pPlayer->totalvel = posdelta.XY().Length();
// Effects such as slope tilting, view bobbing, etc.
// This should amplified 8x, not 2x, but it feels very heavy. Add a CVAR?
doPlayerCameraEffects(pPlayer, -posdelta.Z * 2.);
// Most-move updates. Input bit funcs are here because
// updatePlayerAction() needs access to bUnderwater.
updatePlayerViewSector(pPlayer, nMove, spr_vel);
updatePlayerFloorActor(pPlayer);
updatePlayerInventory(pPlayer);
updatePlayerWeapon(pPlayer);
updatePlayerAction(pPlayer);
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void doPlayerRunlistSignals(DExhumedPlayer* const pPlayer, sectortype* const pStartSect)
{
const auto pPlayerActor = pPlayer->GetActor();
const auto pPlayerSect = pPlayerActor->sector();
if (pPlayer->bTouchFloor && pPlayerSect->lotag > 0)
runlist_SignalRun(pPlayerSect->lotag - 1, pPlayer->pnum, &ExhumedAI::TouchFloor);
if (pStartSect != pPlayerSect)
{
if (pStartSect->lotag > 0)
runlist_SignalRun(pStartSect->lotag - 1, pPlayer->pnum, &ExhumedAI::EnterSector);
if (pPlayerSect->lotag > 0)
runlist_SignalRun(pPlayerSect->lotag - 1, pPlayer->pnum, &ExhumedAI::LeaveSector);
}
if (!pPlayer->bIsMummified && (pPlayer->cmd.ucmd.actions & SB_OPEN))
{
pPlayer->cmd.ucmd.actions &= ~SB_OPEN;
// neartag finds the nearest sector, wall, and sprite which has its hitag and/or lotag set to a value.
HitInfo near;
neartag(pPlayerActor->spr.pos, pPlayerSect, pPlayerActor->spr.Angles.Yaw, near, 128., NT_Hitag | NT_NoSpriteCheck);
if (near.hitWall != nullptr && near.hitWall->lotag > 0)
runlist_SignalRun(near.hitWall->lotag - 1, pPlayer->pnum, &ExhumedAI::Use);
if (near.hitSector != nullptr && near.hitSector->lotag > 0)
runlist_SignalRun(near.hitSector->lotag - 1, pPlayer->pnum, &ExhumedAI::Use);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static bool doPlayerDeathRestart(DExhumedPlayer* const pPlayer)
{
if (!(pPlayer->cmd.ucmd.actions & SB_OPEN) || pPlayer->GetActor()->nAction < 16)
return true;
pPlayer->cmd.ucmd.actions &= ~SB_OPEN;
if (pPlayer->pnum == nLocalPlayer)
{
StopAllSounds();
StopLocalSound();
GrabPalette();
}
pPlayer->nCurrentWeapon = pPlayer->nPlayerOldWeapon;
if (pPlayer->nLives && nNetTime)
{
if (pPlayer->GetActor()->nAction != 20)
{
const auto pPlayerActor = pPlayer->GetActor();
pPlayerActor->spr.setspritetexture(getSequence("joe", 120)->getFirstFrameTexture());
pPlayerActor->spr.cstat = 0;
pPlayerActor->spr.pos.Z = pPlayerActor->sector()->floorz;
}
// will invalidate nPlayerSprite
RestartPlayer(pPlayer);
inputState.ClearAllInput();
gameInput.Clear();
}
else
{
DoGameOverScene(currentLevel->levelNumber == 20);
return false;
}
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void doPlayerActionSequence(DExhumedPlayer* const pPlayer)
{
const auto pPlayerActor = pPlayer->GetActor();
const auto playerSeq = getSequence(pPlayerActor->nSeqFile, PlayerSeq[pPlayerActor->nAction].nSeqId);
const auto& seqFrame = playerSeq->frames[pPlayerActor->nFrame];
const auto seqSize = playerSeq->frames.Size();
seqFrame.playSound(pPlayerActor);
pPlayerActor->nFrame++;
if (pPlayerActor->nFrame < seqSize)
return;
pPlayerActor->nFrame = 0;
switch (pPlayerActor->nAction)
{
default:
break;
case 3:
pPlayerActor->nFrame = seqSize - 1;
break;
case 4:
pPlayerActor->nAction = 0;
break;
case 16:
pPlayerActor->nFrame = seqSize - 1;
if (pPlayerActor->spr.pos.Z < pPlayerActor->sector()->floorz)
pPlayerActor->spr.pos.Z++;
if (!RandomSize(5))
{
sectortype* mouthSect;
const auto pos = WheresMyMouth(pPlayer, &mouthSect);
BuildAnim(nullptr, "blood", 0, DVector3(pos.XY(), pPlayerActor->spr.pos.Z + 15), mouthSect, 1.171875, 128);
}
break;
case 17:
pPlayerActor->nAction = 18;
break;
case 19:
pPlayerActor->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
pPlayerActor->nAction = 20;
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void doPlayerDeathPitch(DExhumedPlayer* const pPlayer)
{
const auto pPlayerActor = pPlayer->GetActor();
pPlayer->nThrust.Zero();
if (pPlayerActor->viewzoffset >= -11)
{
pPlayerActor->viewzoffset = -11;
pPlayer->dVertPan = 0;
}
else if (pPlayerActor->spr.Angles.Pitch.Sgn() > 0)
{
pPlayerActor->spr.Angles.Pitch = nullAngle;
pPlayerActor->viewzoffset -= pPlayer->dVertPan;
}
else
{
pPlayerActor->spr.Angles.Pitch -= maphoriz(pPlayer->dVertPan);
if (pPlayerActor->spr.Angles.Pitch.Degrees() <= -40.156)
{
pPlayerActor->spr.Angles.Pitch = DAngle::fromDeg(-40.156);
}
else if (pPlayerActor->spr.Angles.Pitch.Sgn() >= 0 && !(pPlayerActor->sector()->Flag & kSectUnderwater))
{
SetNewWeapon(pPlayer, pPlayer->nDeathType + 8);
}
pPlayer->dVertPan--;
}
}
//---------------------------------------------------------------------------
//
// this function is (no longer) pure spaghetti madness... :)
//
//---------------------------------------------------------------------------
void AIPlayer::Tick(RunListEvent* ev)
{
const int nPlayer = RunData[ev->nRun].nObjIndex;
assert(nPlayer >= 0 && nPlayer < kMaxPlayers);
const auto pPlayer = getPlayer(nPlayer);
const auto pPlayerActor = pPlayer->GetActor();
pPlayerActor->spr.setspritetexture(getSequence(pPlayerActor->nSeqFile, PlayerSeq[nHeightTemplate[pPlayerActor->nAction]].nSeqId)->getFirstFrameTexture());
pPlayer->pDoppleSprite->spr.setspritetexture(pPlayerActor->spr.spritetexture());
doPlayerCounters(pPlayer);
doPlayerGravity(pPlayerActor);
if (pPlayer->nHealth > 0)
{
const auto pStartSect = pPlayerActor->sector();
const auto oUnderwater = pPlayer->pPlayerViewSect->Flag & kSectUnderwater;
if (!doPlayerInput(pPlayer))
{
doPlayerRamses(pPlayer);
return;
}
doPlayerUnderwater(pPlayer, oUnderwater);
doPlayerItemPickups(pPlayer);
doPlayerRunlistSignals(pPlayer, pStartSect);
}
else
{
gameInput.ForceInputSync(nPlayer);
doPlayerDeathPitch(pPlayer);
if (!doPlayerDeathRestart(pPlayer))
{
return;
}
}
doPlayerActionSequence(pPlayer);
updatePlayerDoppleActor(pPlayer);
MoveWeapons(pPlayer);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DExhumedPlayer::Serialize(FSerializer& arc)
{
Super::Serialize(arc);
arc("health", nHealth)
("mummy", bIsMummified)
("invincible", invincibility)
("air", nAir)
("item", nItem)
("maskamount", nMaskAmount)
("keys", keys)
("magic", nMagic)
.Array("items", items, countof(items))
.Array("ammo", nAmmo, countof(nAmmo))
("weapon", nCurrentWeapon)
("isfiring", bIsFiring)
("field3f", nWeapFrame)
("field38", nNextWeapon)
("field3a", nState)
("field3c", nLastWeapon)
("lives", nLives)
("double", nDouble)
("invisible", nInvisible)
("torch", nTorch)
("breathtimer", nBreathTimer)
("playerswear", nPlayerSwear)
("pushsect", pPlayerPushSect)
("deathtype", nDeathType)
("score", nPlayerScore)
("color", nPlayerColor)
("pistolclip", nPistolClip)
("thrust", nThrust)
("dopplesprite", pDoppleSprite)
("oldweapon", nPlayerOldWeapon)
("clip", nPlayerClip)
("pushsound", nPlayerPushSound)
("taunttimer", nTauntTimer)
("weapons", nPlayerWeapons)
("viewsect", pPlayerViewSect)
("floorspr", pPlayerFloorSprite)
("save", sPlayerSave)
("totalvel", totalvel)
("grenade", pPlayerGrenade)
("bUnderwater", bUnderwater);
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerSave& w, PlayerSave* def)
{
if (arc.BeginObject(keyname))
{
arc("pos", w.pos)
("sector", w.pSector)
("angle", w.nAngle)
.EndObject();
}
return arc;
}
void SerializePlayer(FSerializer& arc)
{
if (arc.BeginObject("player"))
{
arc ("playercount", PlayerCount)
("netstartsprites", nNetStartSprites)
("localplayer", nLocalPlayer)
("curstartsprite", nCurStartSprite)
.Array("netstartsprite", nNetStartSprite, kMaxPlayers);
arc.EndObject();
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DEFINE_FIELD(DExhumedPlayer, actor)
DEFINE_FIELD(DExhumedPlayer, nHealth);
DEFINE_FIELD(DExhumedPlayer, nLives);
DEFINE_FIELD(DExhumedPlayer, nDouble);
DEFINE_FIELD(DExhumedPlayer, nInvisible);
DEFINE_FIELD(DExhumedPlayer, nTorch);
DEFINE_FIELD(DExhumedPlayer, bIsMummified);
DEFINE_FIELD(DExhumedPlayer, invincibility);
DEFINE_FIELD(DExhumedPlayer, nAir);
DEFINE_FIELD(DExhumedPlayer, nMaskAmount);
DEFINE_FIELD(DExhumedPlayer, keys);
DEFINE_FIELD(DExhumedPlayer, nMagic);
DEFINE_FIELD(DExhumedPlayer, nItem);
DEFINE_FIELD(DExhumedPlayer, items);
DEFINE_FIELD(DExhumedPlayer, nAmmo); // TODO - kMaxWeapons?
DEFINE_FIELD(DExhumedPlayer, nPlayerWeapons);
DEFINE_FIELD(DExhumedPlayer, nCurrentWeapon);
DEFINE_FIELD(DExhumedPlayer, nWeapFrame);
DEFINE_FIELD(DExhumedPlayer, bIsFiring);
DEFINE_FIELD(DExhumedPlayer, nNextWeapon);
DEFINE_FIELD(DExhumedPlayer, nState);
DEFINE_FIELD(DExhumedPlayer, nLastWeapon);
DEFINE_FIELD(DExhumedPlayer, nRun);
DEFINE_ACTION_FUNCTION(_Exhumed, GetViewPlayer)
{
ACTION_RETURN_POINTER(getPlayer(nLocalPlayer));
}
DEFINE_ACTION_FUNCTION(_Exhumed, GetPistolClip)
{
ACTION_RETURN_INT(getPlayer(nLocalPlayer)->nPistolClip);
}
DEFINE_ACTION_FUNCTION(_Exhumed, GetPlayerClip)
{
ACTION_RETURN_INT(getPlayer(nLocalPlayer)->nPlayerClip);
}
DEFINE_ACTION_FUNCTION(_ExhumedPlayer, IsUnderwater)
{
PARAM_SELF_STRUCT_PROLOGUE(DExhumedPlayer);
ACTION_RETURN_BOOL(self->pPlayerViewSect->Flag & kSectUnderwater);
}
DEFINE_ACTION_FUNCTION(_ExhumedPlayer, GetAngle)
{
PARAM_SELF_STRUCT_PROLOGUE(DExhumedPlayer);
ACTION_RETURN_INT(self->GetActor()->spr.Angles.Yaw.Buildang());
}
END_PS_NS