raze/source/games/sw/src/player.cpp
Christoph Oelckers a073ef65e7 - low level move functions now return a Collision struct.
# Conflicts:
#	source/games/sw/src/sprite.cpp
2021-11-29 00:56:09 +01:00

7425 lines
210 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "build.h"
#include "mytypes.h"
#include "names2.h"
#include "panel.h"
#include "game.h"
#include "tags.h"
#include "player.h"
#include "lists.h"
#include "gamecontrol.h"
#include "menus.h"
#include "network.h"
#include "pal.h"
#include "mclip.h"
#include "sprite.h"
#include "weapon.h"
#include "break.h"
#include "jsector.h"
#include "sector.h"
#include "misc.h"
#include "interpolate.h"
#include "interpso.h"
#include "razemenu.h"
#include "gstrings.h"
#include "raze_music.h"
#include "v_draw.h"
#include "gamestate.h"
#include "vm.h"
BEGIN_SW_NS
void pSpriteControl(PLAYERp pp);
int WeaponOperate(PLAYERp pp);
SECTOR_OBJECTp PlayerOnObject(short sectnum_match);
void PlayerRemoteReset(PLAYERp pp, short sectnum);
void KillAllPanelInv(PLAYERp pp);
void DoPlayerDeathDrown(PLAYERp pp);
void pWeaponForceRest(PLAYERp pp);
#define SO_DRIVE_SOUND 2
#define SO_IDLE_SOUND 1
extern bool NoMeters;
#define TEST_UNDERWATER(pp) (TEST(sector[(pp)->cursectnum].extra, SECTFX_UNDERWATER))
//#define PLAYER_MIN_HEIGHT (Z(30))
//#define PLAYER_MIN_HEIGHT_JUMP (Z(20))
#define PLAYER_MIN_HEIGHT (Z(20))
#define PLAYER_CRAWL_WADE_DEPTH (30)
USERSAVE puser[MAX_SW_PLAYERS_REG];
//int16_t gNet.MultiGameType = MULTI_GAME_NONE;
bool NightVision = false;
extern int FinishAnim;
// the smaller the number the slower the going
#define PLAYER_RUN_FRICTION (50000L)
//#define PLAYER_RUN_FRICTION 0xcb00
#define PLAYER_JUMP_FRICTION PLAYER_RUN_FRICTION
#define PLAYER_FALL_FRICTION PLAYER_RUN_FRICTION
#define PLAYER_WADE_FRICTION PLAYER_RUN_FRICTION
#define PLAYER_FLY_FRICTION (55808L)
#define PLAYER_CRAWL_FRICTION (45056L)
#define PLAYER_SWIM_FRICTION (49152L)
#define PLAYER_DIVE_FRICTION (49152L)
// only for z direction climbing
#define PLAYER_CLIMB_FRICTION (45056L)
//#define BOAT_FRICTION 0xd000
#define BOAT_FRICTION 0xcb00
//#define TANK_FRICTION 0xcb00
#define TANK_FRICTION (53248L)
#define PLAYER_SLIDE_FRICTION (53248L)
#define JUMP_STUFF 4
// just like 2 except can jump higher - less gravity
// goes better with slightly slower run speed than I had it at
#if JUMP_STUFF == 4
#define PLAYER_JUMP_GRAV 24
#define PLAYER_JUMP_AMT (-650)
#define PLAYER_CLIMB_JUMP_AMT (-1100)
#define MAX_JUMP_DURATION 12
uint8_t PlayerGravity = PLAYER_JUMP_GRAV;
#endif
bool ToggleFlyMode = false;
extern bool DebugOperate;
//uint8_t synctics, lastsynctics;
int ChopTics;
PLAYER Player[MAX_SW_PLAYERS_REG + 1];
// These are a bunch of kens variables for the player
short NormalVisibility;
DSWActor* FindNearSprite(DSWActor* sp, short stat);
bool PlayerOnLadder(PLAYERp pp);
void DoPlayerSlide(PLAYERp pp);
void DoPlayerBeginSwim(PLAYERp pp);
void DoPlayerSwim(PLAYERp pp);
void DoPlayerWade(PLAYERp pp);
void DoPlayerBeginWade(PLAYERp pp);
void DoPlayerBeginCrawl(PLAYERp pp);
void DoPlayerCrawl(PLAYERp pp);
void DoPlayerRun(PLAYERp pp);
void DoPlayerBeginRun(PLAYERp pp);
void DoPlayerFall(PLAYERp pp);
void DoPlayerBeginFall(PLAYERp pp);
void DoPlayerJump(PLAYERp pp);
void DoPlayerBeginJump(PLAYERp pp);
void DoPlayerForceJump(PLAYERp pp);
void DoPlayerBeginFly(PLAYERp pp);
void DoPlayerFly(PLAYERp pp);
void DoPlayerBeginClimb(PLAYERp pp);
void DoPlayerClimb(PLAYERp pp);
void DoPlayerBeginDie(PLAYERp pp);
void DoPlayerDie(PLAYERp pp);
// void DoPlayerBeginOperateBoat(PLAYERp pp);
void DoPlayerBeginOperateVehicle(PLAYERp pp);
void DoPlayerBeginOperate(PLAYERp pp);
// void DoPlayerOperateBoat(PLAYERp pp);
void DoPlayerOperateVehicle(PLAYERp pp);
void DoPlayerOperateTurret(PLAYERp pp);
void DoPlayerBeginDive(PLAYERp pp);
void DoPlayerDive(PLAYERp pp);
void DoPlayerTeleportPause(PLAYERp pp);
bool PlayerFlyKey(void);
void OperateSectorObject(SECTOR_OBJECTp sop, short newang, int newx, int newy);
void CheckFootPrints(PLAYERp pp);
bool DoPlayerTestCrawl(PLAYERp pp);
void DoPlayerDeathFlip(PLAYERp pp);
void DoPlayerDeathCrumble(PLAYERp pp);
void DoPlayerDeathExplode(PLAYERp pp);
void DoPlayerDeathFall(PLAYERp pp);
void PlayerCheckValidMove(PLAYERp pp);
void PlayerWarpUpdatePos(PLAYERp pp);
void DoPlayerBeginDiveNoWarp(PLAYERp pp);
int PlayerCanDiveNoWarp(PLAYERp pp);
void DoPlayerCurrent(PLAYERp pp);
int GetOverlapSector2(int x, int y, short *over, short *under);
void PlayerToRemote(PLAYERp pp);
void PlayerRemoteInit(PLAYERp pp);
void PlayerSpawnPosition(PLAYERp pp);
extern short target_ang;
//////////////////////
//
// PLAYER SPECIFIC
//
//////////////////////
#if 1
#define PLAYER_NINJA_RATE 14
int DoFootPrints(DSWActor* actor);
STATE s_PlayerNinjaRun[5][6] =
{
{
{PLAYER_NINJA_RUN_R0 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][1]},
{PLAYER_NINJA_RUN_R0 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][2]},
{PLAYER_NINJA_RUN_R0 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[0][3]},
{PLAYER_NINJA_RUN_R0 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][4]},
{PLAYER_NINJA_RUN_R0 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][5]},
{PLAYER_NINJA_RUN_R0 + 3, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[0][0]},
},
{
{PLAYER_NINJA_RUN_R1 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][1]},
{PLAYER_NINJA_RUN_R1 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][2]},
{PLAYER_NINJA_RUN_R1 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[1][3]},
{PLAYER_NINJA_RUN_R1 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][4]},
{PLAYER_NINJA_RUN_R1 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][5]},
{PLAYER_NINJA_RUN_R1 + 3, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[1][0]},
},
{
{PLAYER_NINJA_RUN_R2 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][1]},
{PLAYER_NINJA_RUN_R2 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][2]},
{PLAYER_NINJA_RUN_R2 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[2][3]},
{PLAYER_NINJA_RUN_R2 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][4]},
{PLAYER_NINJA_RUN_R2 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][5]},
{PLAYER_NINJA_RUN_R2 + 3, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[2][0]},
},
{
{PLAYER_NINJA_RUN_R3 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][1]},
{PLAYER_NINJA_RUN_R3 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][2]},
{PLAYER_NINJA_RUN_R3 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[3][3]},
{PLAYER_NINJA_RUN_R3 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][4]},
{PLAYER_NINJA_RUN_R3 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][5]},
{PLAYER_NINJA_RUN_R3 + 3, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[3][0]},
},
{
{PLAYER_NINJA_RUN_R4 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][1]},
{PLAYER_NINJA_RUN_R4 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][2]},
{PLAYER_NINJA_RUN_R4 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[4][3]},
{PLAYER_NINJA_RUN_R4 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][4]},
{PLAYER_NINJA_RUN_R4 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][5]},
{PLAYER_NINJA_RUN_R4 + 3, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[4][0]},
},
};
STATEp sg_PlayerNinjaRun[] =
{
s_PlayerNinjaRun[0],
s_PlayerNinjaRun[1],
s_PlayerNinjaRun[2],
s_PlayerNinjaRun[3],
s_PlayerNinjaRun[4]
};
#else
#define PLAYER_NINJA_RATE 10
STATE s_PlayerNinjaRun[5][8] =
{
{
{PLAYER_NINJA_RUN_R0 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][1]},
{PLAYER_NINJA_RUN_R0 + 0, PLAYER_NINJA_RATE | SF_PLAYER_FUNC,DoFootPrints, &s_PlayerNinjaRun[0][2]},
{PLAYER_NINJA_RUN_R0 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][3]},
{PLAYER_NINJA_RUN_R0 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][4]},
{PLAYER_NINJA_RUN_R0 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][5]},
{PLAYER_NINJA_RUN_R0 + 4, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][6]},
{PLAYER_NINJA_RUN_R0 + 5, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][7]},
{PLAYER_NINJA_RUN_R0 + 5, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[0][0]},
},
{
{PLAYER_NINJA_RUN_R1 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][1]},
{PLAYER_NINJA_RUN_R1 + 0, PLAYER_NINJA_RATE | SF_PLAYER_FUNC,DoFootPrints, &s_PlayerNinjaRun[1][2]},
{PLAYER_NINJA_RUN_R1 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][3]},
{PLAYER_NINJA_RUN_R1 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][4]},
{PLAYER_NINJA_RUN_R1 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][5]},
{PLAYER_NINJA_RUN_R1 + 4, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][6]},
{PLAYER_NINJA_RUN_R1 + 5, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][7]},
{PLAYER_NINJA_RUN_R1 + 5, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[1][0]},
},
{
{PLAYER_NINJA_RUN_R2 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][1]},
{PLAYER_NINJA_RUN_R2 + 0, PLAYER_NINJA_RATE | SF_PLAYER_FUNC,DoFootPrints, &s_PlayerNinjaRun[2][2]},
{PLAYER_NINJA_RUN_R2 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][3]},
{PLAYER_NINJA_RUN_R2 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][4]},
{PLAYER_NINJA_RUN_R2 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][5]},
{PLAYER_NINJA_RUN_R2 + 4, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][6]},
{PLAYER_NINJA_RUN_R2 + 5, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][7]},
{PLAYER_NINJA_RUN_R2 + 5, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[2][0]},
},
{
{PLAYER_NINJA_RUN_R3 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][1]},
{PLAYER_NINJA_RUN_R3 + 0, PLAYER_NINJA_RATE | SF_PLAYER_FUNC,DoFootPrints, &s_PlayerNinjaRun[3][2]},
{PLAYER_NINJA_RUN_R3 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][3]},
{PLAYER_NINJA_RUN_R3 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][4]},
{PLAYER_NINJA_RUN_R3 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][5]},
{PLAYER_NINJA_RUN_R3 + 4, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][6]},
{PLAYER_NINJA_RUN_R3 + 5, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][7]},
{PLAYER_NINJA_RUN_R3 + 5, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[3][0]},
},
{
{PLAYER_NINJA_RUN_R4 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][1]},
{PLAYER_NINJA_RUN_R4 + 0, PLAYER_NINJA_RATE | SF_PLAYER_FUNC,DoFootPrints, &s_PlayerNinjaRun[4][2]},
{PLAYER_NINJA_RUN_R4 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][3]},
{PLAYER_NINJA_RUN_R4 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][4]},
{PLAYER_NINJA_RUN_R4 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][5]},
{PLAYER_NINJA_RUN_R4 + 4, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][6]},
{PLAYER_NINJA_RUN_R4 + 5, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][7]},
{PLAYER_NINJA_RUN_R4 + 5, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[4][0]},
}
};
STATEp sg_PlayerNinjaRun[] =
{
s_PlayerNinjaRun[0],
s_PlayerNinjaRun[1],
s_PlayerNinjaRun[2],
s_PlayerNinjaRun[3],
s_PlayerNinjaRun[4]
};
#endif
//////////////////////
//
// PLAYER_NINJA STAND
//
//////////////////////
#define PLAYER_NINJA_STAND_RATE 10
STATE s_PlayerNinjaStand[5][1] =
{
{
{PLAYER_NINJA_STAND_R0 + 0, PLAYER_NINJA_STAND_RATE, NullAnimator, &s_PlayerNinjaStand[0][0]},
},
{
{PLAYER_NINJA_STAND_R1 + 0, PLAYER_NINJA_STAND_RATE, NullAnimator, &s_PlayerNinjaStand[1][0]},
},
{
{PLAYER_NINJA_STAND_R2 + 0, PLAYER_NINJA_STAND_RATE, NullAnimator, &s_PlayerNinjaStand[2][0]},
},
{
{PLAYER_NINJA_STAND_R3 + 0, PLAYER_NINJA_STAND_RATE, NullAnimator, &s_PlayerNinjaStand[3][0]},
},
{
{PLAYER_NINJA_STAND_R4 + 0, PLAYER_NINJA_STAND_RATE, NullAnimator, &s_PlayerNinjaStand[4][0]},
},
};
STATEp sg_PlayerNinjaStand[] =
{
s_PlayerNinjaStand[0],
s_PlayerNinjaStand[1],
s_PlayerNinjaStand[2],
s_PlayerNinjaStand[3],
s_PlayerNinjaStand[4]
};
#define PLAYER_NINJA_STAR_RATE 12
extern STATEp sg_NinjaRun[];
int DoPlayerSpriteReset(DSWActor* actor);
#if 0
STATE s_PlayerNinjaThrow[5][4] =
{
{
{PLAYER_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[0][1]},
{PLAYER_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[0][2]},
{PLAYER_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[0][3]},
{PLAYER_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]},
},
{
{PLAYER_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[1][1]},
{PLAYER_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[1][2]},
{PLAYER_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[1][3]},
{PLAYER_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]},
},
{
{PLAYER_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[2][1]},
{PLAYER_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[2][2]},
{PLAYER_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[2][3]},
{PLAYER_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]},
},
{
{PLAYER_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[3][1]},
{PLAYER_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[3][2]},
{PLAYER_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[3][3]},
{PLAYER_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]},
},
{
{PLAYER_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[4][1]},
{PLAYER_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[4][2]},
{PLAYER_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[4][3]},
{PLAYER_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]},
},
};
#endif
#if 1
STATE s_PlayerNinjaThrow[5][4] =
{
{
{PLAYER_NINJA_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[0][1]},
{PLAYER_NINJA_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[0][2]},
{PLAYER_NINJA_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[0][3]},
{PLAYER_NINJA_SHOOT_R0 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]},
},
{
{PLAYER_NINJA_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[1][1]},
{PLAYER_NINJA_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[1][2]},
{PLAYER_NINJA_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[1][3]},
{PLAYER_NINJA_SHOOT_R1 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]},
},
{
{PLAYER_NINJA_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[2][1]},
{PLAYER_NINJA_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[2][2]},
{PLAYER_NINJA_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[2][3]},
{PLAYER_NINJA_SHOOT_R2 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]},
},
{
{PLAYER_NINJA_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[3][1]},
{PLAYER_NINJA_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[3][2]},
{PLAYER_NINJA_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[3][3]},
{PLAYER_NINJA_SHOOT_R3 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]},
},
{
{PLAYER_NINJA_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[4][1]},
{PLAYER_NINJA_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[4][2]},
{PLAYER_NINJA_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[4][3]},
{PLAYER_NINJA_SHOOT_R4 + 0, PLAYER_NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]},
},
};
#endif
STATEp sg_PlayerNinjaThrow[] =
{
s_PlayerNinjaThrow[0],
s_PlayerNinjaThrow[1],
s_PlayerNinjaThrow[2],
s_PlayerNinjaThrow[3],
s_PlayerNinjaThrow[4]
};
//////////////////////
//
// PLAYER_NINJA JUMP
//
//////////////////////
#define PLAYER_NINJA_JUMP_RATE 24
STATE s_PlayerNinjaJump[5][4] =
{
{
{PLAYER_NINJA_JUMP_R0 + 0, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[0][1]},
{PLAYER_NINJA_JUMP_R0 + 1, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[0][2]},
{PLAYER_NINJA_JUMP_R0 + 2, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[0][3]},
{PLAYER_NINJA_JUMP_R0 + 3, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[0][3]},
},
{
{PLAYER_NINJA_JUMP_R1 + 0, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[1][1]},
{PLAYER_NINJA_JUMP_R1 + 1, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[1][2]},
{PLAYER_NINJA_JUMP_R1 + 2, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[1][3]},
{PLAYER_NINJA_JUMP_R1 + 3, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[1][3]},
},
{
{PLAYER_NINJA_JUMP_R2 + 0, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[2][1]},
{PLAYER_NINJA_JUMP_R2 + 1, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[2][2]},
{PLAYER_NINJA_JUMP_R2 + 2, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[2][3]},
{PLAYER_NINJA_JUMP_R2 + 3, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[2][3]},
},
{
{PLAYER_NINJA_JUMP_R3 + 0, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[3][1]},
{PLAYER_NINJA_JUMP_R3 + 1, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[3][2]},
{PLAYER_NINJA_JUMP_R3 + 2, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[3][3]},
{PLAYER_NINJA_JUMP_R3 + 3, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[3][3]},
},
{
{PLAYER_NINJA_JUMP_R4 + 0, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[4][1]},
{PLAYER_NINJA_JUMP_R4 + 1, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[4][2]},
{PLAYER_NINJA_JUMP_R4 + 2, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[4][3]},
{PLAYER_NINJA_JUMP_R4 + 3, PLAYER_NINJA_JUMP_RATE, NullAnimator, &s_PlayerNinjaJump[4][3]},
},
};
STATEp sg_PlayerNinjaJump[] =
{
s_PlayerNinjaJump[0],
s_PlayerNinjaJump[1],
s_PlayerNinjaJump[2],
s_PlayerNinjaJump[3],
s_PlayerNinjaJump[4]
};
//////////////////////
//
// PLAYER_NINJA FALL
//
//////////////////////
#define PLAYER_NINJA_FALL_RATE 16
STATE s_PlayerNinjaFall[5][2] =
{
{
{PLAYER_NINJA_JUMP_R0 + 1, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[0][1]},
{PLAYER_NINJA_JUMP_R0 + 2, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[0][1]},
},
{
{PLAYER_NINJA_JUMP_R1 + 1, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[1][1]},
{PLAYER_NINJA_JUMP_R1 + 2, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[1][1]},
},
{
{PLAYER_NINJA_JUMP_R2 + 1, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[2][1]},
{PLAYER_NINJA_JUMP_R2 + 2, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[2][1]},
},
{
{PLAYER_NINJA_JUMP_R3 + 1, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[3][1]},
{PLAYER_NINJA_JUMP_R3 + 2, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[3][1]},
},
{
{PLAYER_NINJA_JUMP_R4 + 1, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[4][1]},
{PLAYER_NINJA_JUMP_R4 + 2, PLAYER_NINJA_FALL_RATE, NullAnimator, &s_PlayerNinjaFall[4][1]},
},
};
STATEp sg_PlayerNinjaFall[] =
{
s_PlayerNinjaFall[0],
s_PlayerNinjaFall[1],
s_PlayerNinjaFall[2],
s_PlayerNinjaFall[3],
s_PlayerNinjaFall[4]
};
//////////////////////
//
// PLAYER_NINJA CLIMB
//
//////////////////////
#define PLAYER_NINJA_CLIMB_RATE 20
STATE s_PlayerNinjaClimb[5][4] =
{
{
{PLAYER_NINJA_CLIMB_R0 + 0, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[0][1]},
{PLAYER_NINJA_CLIMB_R0 + 1, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[0][2]},
{PLAYER_NINJA_CLIMB_R0 + 2, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[0][3]},
{PLAYER_NINJA_CLIMB_R0 + 3, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[0][0]},
},
{
{PLAYER_NINJA_CLIMB_R1 + 0, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[1][1]},
{PLAYER_NINJA_CLIMB_R1 + 1, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[1][2]},
{PLAYER_NINJA_CLIMB_R1 + 2, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[1][3]},
{PLAYER_NINJA_CLIMB_R1 + 3, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[1][0]},
},
{
{PLAYER_NINJA_CLIMB_R2 + 0, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[2][1]},
{PLAYER_NINJA_CLIMB_R2 + 1, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[2][2]},
{PLAYER_NINJA_CLIMB_R2 + 2, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[2][3]},
{PLAYER_NINJA_CLIMB_R2 + 3, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[2][0]},
},
{
{PLAYER_NINJA_CLIMB_R3 + 0, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[3][1]},
{PLAYER_NINJA_CLIMB_R3 + 1, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[3][2]},
{PLAYER_NINJA_CLIMB_R3 + 2, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[3][3]},
{PLAYER_NINJA_CLIMB_R3 + 3, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[3][0]},
},
{
{PLAYER_NINJA_CLIMB_R4 + 0, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[4][1]},
{PLAYER_NINJA_CLIMB_R4 + 1, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[4][2]},
{PLAYER_NINJA_CLIMB_R4 + 2, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[4][3]},
{PLAYER_NINJA_CLIMB_R4 + 3, PLAYER_NINJA_CLIMB_RATE, NullAnimator, &s_PlayerNinjaClimb[4][0]},
},
};
STATEp sg_PlayerNinjaClimb[] =
{
s_PlayerNinjaClimb[0],
s_PlayerNinjaClimb[1],
s_PlayerNinjaClimb[2],
s_PlayerNinjaClimb[3],
s_PlayerNinjaClimb[4]
};
//////////////////////
//
// PLAYER_NINJA CRAWL
//
//////////////////////
#define PLAYER_NINJA_CRAWL_RATE 14
STATE s_PlayerNinjaCrawl[5][6] =
{
{
{PLAYER_NINJA_CRAWL_R0 + 0, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[0][1]},
{PLAYER_NINJA_CRAWL_R0 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[0][2]},
{PLAYER_NINJA_CRAWL_R0 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[0][3]},
{PLAYER_NINJA_CRAWL_R0 + 2, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[0][4]},
{PLAYER_NINJA_CRAWL_R0 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[0][5]},
{PLAYER_NINJA_CRAWL_R0 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[0][0]},
},
{
{PLAYER_NINJA_CRAWL_R1 + 0, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[1][1]},
{PLAYER_NINJA_CRAWL_R1 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[1][2]},
{PLAYER_NINJA_CRAWL_R1 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[1][3]},
{PLAYER_NINJA_CRAWL_R1 + 2, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[1][4]},
{PLAYER_NINJA_CRAWL_R1 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[1][5]},
{PLAYER_NINJA_CRAWL_R1 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[1][0]},
},
{
{PLAYER_NINJA_CRAWL_R2 + 0, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[2][1]},
{PLAYER_NINJA_CRAWL_R2 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[2][2]},
{PLAYER_NINJA_CRAWL_R2 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[2][3]},
{PLAYER_NINJA_CRAWL_R2 + 2, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[2][4]},
{PLAYER_NINJA_CRAWL_R2 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[2][5]},
{PLAYER_NINJA_CRAWL_R2 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[2][0]},
},
{
{PLAYER_NINJA_CRAWL_R3 + 0, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[3][1]},
{PLAYER_NINJA_CRAWL_R3 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[3][2]},
{PLAYER_NINJA_CRAWL_R3 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[3][3]},
{PLAYER_NINJA_CRAWL_R3 + 2, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[3][4]},
{PLAYER_NINJA_CRAWL_R3 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[3][5]},
{PLAYER_NINJA_CRAWL_R3 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[3][0]},
},
{
{PLAYER_NINJA_CRAWL_R4 + 0, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[4][1]},
{PLAYER_NINJA_CRAWL_R4 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[4][2]},
{PLAYER_NINJA_CRAWL_R4 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[4][3]},
{PLAYER_NINJA_CRAWL_R4 + 2, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[4][4]},
{PLAYER_NINJA_CRAWL_R4 + 1, PLAYER_NINJA_CRAWL_RATE, NullAnimator, &s_PlayerNinjaCrawl[4][5]},
{PLAYER_NINJA_CRAWL_R4 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaCrawl[4][0]},
},
};
STATEp sg_PlayerNinjaCrawl[] =
{
s_PlayerNinjaCrawl[0],
s_PlayerNinjaCrawl[1],
s_PlayerNinjaCrawl[2],
s_PlayerNinjaCrawl[3],
s_PlayerNinjaCrawl[4]
};
//////////////////////
//
// PLAYER NINJA SWIM
//
//////////////////////
#define PLAYER_NINJA_SWIM_RATE 22 // Was 18
STATE s_PlayerNinjaSwim[5][4] =
{
{
{PLAYER_NINJA_SWIM_R0 + 0, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[0][1]},
{PLAYER_NINJA_SWIM_R0 + 1, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[0][2]},
{PLAYER_NINJA_SWIM_R0 + 2, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[0][3]},
{PLAYER_NINJA_SWIM_R0 + 3, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[0][0]},
},
{
{PLAYER_NINJA_SWIM_R1 + 0, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[1][1]},
{PLAYER_NINJA_SWIM_R1 + 1, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[1][2]},
{PLAYER_NINJA_SWIM_R1 + 2, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[1][3]},
{PLAYER_NINJA_SWIM_R1 + 3, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[1][0]},
},
{
{PLAYER_NINJA_SWIM_R2 + 0, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[2][1]},
{PLAYER_NINJA_SWIM_R2 + 1, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[2][2]},
{PLAYER_NINJA_SWIM_R2 + 2, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[2][3]},
{PLAYER_NINJA_SWIM_R2 + 3, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[2][0]},
},
{
{PLAYER_NINJA_SWIM_R3 + 0, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[3][1]},
{PLAYER_NINJA_SWIM_R3 + 1, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[3][2]},
{PLAYER_NINJA_SWIM_R3 + 2, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[3][3]},
{PLAYER_NINJA_SWIM_R3 + 3, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[3][0]},
},
{
{PLAYER_NINJA_SWIM_R4 + 0, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[4][1]},
{PLAYER_NINJA_SWIM_R4 + 1, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[4][2]},
{PLAYER_NINJA_SWIM_R4 + 2, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[4][3]},
{PLAYER_NINJA_SWIM_R4 + 3, PLAYER_NINJA_SWIM_RATE, NullAnimator, &s_PlayerNinjaSwim[4][0]},
},
};
STATEp sg_PlayerNinjaSwim[] =
{
s_PlayerNinjaSwim[0],
s_PlayerNinjaSwim[1],
s_PlayerNinjaSwim[2],
s_PlayerNinjaSwim[3],
s_PlayerNinjaSwim[4]
};
#define NINJA_HeadHurl_RATE 16
#define NINJA_Head_RATE 16
#define NINJA_HeadFly 1134
#define NINJA_HeadFly_RATE 16
STATE s_PlayerHeadFly[5][8] =
{
{
{NINJA_HeadFly + 0, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][1]},
{NINJA_HeadFly + 1, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][2]},
{NINJA_HeadFly + 2, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][3]},
{NINJA_HeadFly + 3, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][4]},
{NINJA_HeadFly + 4, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][5]},
{NINJA_HeadFly + 5, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][6]},
{NINJA_HeadFly + 6, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][7]},
{NINJA_HeadFly + 7, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[0][0]}
},
{
{NINJA_HeadFly + 0, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][1]},
{NINJA_HeadFly + 1, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][2]},
{NINJA_HeadFly + 2, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][3]},
{NINJA_HeadFly + 3, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][4]},
{NINJA_HeadFly + 4, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][5]},
{NINJA_HeadFly + 5, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][6]},
{NINJA_HeadFly + 6, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][7]},
{NINJA_HeadFly + 7, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[1][0]}
},
{
{NINJA_HeadFly + 0, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][1]},
{NINJA_HeadFly + 1, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][2]},
{NINJA_HeadFly + 2, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][3]},
{NINJA_HeadFly + 3, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][4]},
{NINJA_HeadFly + 4, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][5]},
{NINJA_HeadFly + 5, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][6]},
{NINJA_HeadFly + 6, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][7]},
{NINJA_HeadFly + 7, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[2][0]}
},
{
{NINJA_HeadFly + 0, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][1]},
{NINJA_HeadFly + 1, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][2]},
{NINJA_HeadFly + 2, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][3]},
{NINJA_HeadFly + 3, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][4]},
{NINJA_HeadFly + 4, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][5]},
{NINJA_HeadFly + 5, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][6]},
{NINJA_HeadFly + 6, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][7]},
{NINJA_HeadFly + 7, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[3][0]}
},
{
{NINJA_HeadFly + 0, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][1]},
{NINJA_HeadFly + 1, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][2]},
{NINJA_HeadFly + 2, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][3]},
{NINJA_HeadFly + 3, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][4]},
{NINJA_HeadFly + 4, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][5]},
{NINJA_HeadFly + 5, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][6]},
{NINJA_HeadFly + 6, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][7]},
{NINJA_HeadFly + 7, NINJA_HeadFly_RATE, NullAnimator, &s_PlayerHeadFly[4][0]}
},
};
STATEp sg_PlayerHeadFly[] =
{
s_PlayerHeadFly[0],
s_PlayerHeadFly[1],
s_PlayerHeadFly[2],
s_PlayerHeadFly[3],
s_PlayerHeadFly[4]
};
//#define NINJA_Head_FRAMES 1
//#define NINJA_Head_R0 1142
//#define NINJA_Head_R1 NINJA_Head_R0 + (NINJA_Head_FRAMES * 1)
//#define NINJA_Head_R2 NINJA_Head_R0 + (NINJA_Head_FRAMES * 2)
//#define NINJA_Head_R3 NINJA_Head_R0 + (NINJA_Head_FRAMES * 3)
//#define NINJA_Head_R4 NINJA_Head_R0 + (NINJA_Head_FRAMES * 4)
STATE s_PlayerHead[5][1] =
{
{
{NINJA_Head_R0 + 0, NINJA_Head_RATE, NullAnimator, &s_PlayerHead[0][0]},
},
{
{NINJA_Head_R1 + 0, NINJA_Head_RATE, NullAnimator, &s_PlayerHead[1][0]},
},
{
{NINJA_Head_R2 + 0, NINJA_Head_RATE, NullAnimator, &s_PlayerHead[2][0]},
},
{
{NINJA_Head_R3 + 0, NINJA_Head_RATE, NullAnimator, &s_PlayerHead[3][0]},
},
{
{NINJA_Head_R4 + 0, NINJA_Head_RATE, NullAnimator, &s_PlayerHead[4][0]},
},
};
STATEp sg_PlayerHead[] =
{
s_PlayerHead[0],
s_PlayerHead[1],
s_PlayerHead[2],
s_PlayerHead[3],
s_PlayerHead[4]
};
#define NINJA_HeadHurl_FRAMES 1
#define NINJA_HeadHurl_R0 1147
#define NINJA_HeadHurl_R1 NINJA_HeadHurl_R0 + (NINJA_HeadHurl_FRAMES * 1)
#define NINJA_HeadHurl_R2 NINJA_HeadHurl_R0 + (NINJA_HeadHurl_FRAMES * 2)
#define NINJA_HeadHurl_R3 NINJA_HeadHurl_R0 + (NINJA_HeadHurl_FRAMES * 3)
#define NINJA_HeadHurl_R4 NINJA_HeadHurl_R0 + (NINJA_HeadHurl_FRAMES * 4)
STATE s_PlayerHeadHurl[5][1] =
{
{
{NINJA_HeadHurl_R0 + 0, NINJA_HeadHurl_RATE, NullAnimator, &s_PlayerHeadHurl[0][0]},
},
{
{NINJA_HeadHurl_R1 + 0, NINJA_HeadHurl_RATE, NullAnimator, &s_PlayerHeadHurl[1][0]},
},
{
{NINJA_HeadHurl_R2 + 0, NINJA_HeadHurl_RATE, NullAnimator, &s_PlayerHeadHurl[2][0]},
},
{
{NINJA_HeadHurl_R3 + 0, NINJA_HeadHurl_RATE, NullAnimator, &s_PlayerHeadHurl[3][0]},
},
{
{NINJA_HeadHurl_R4 + 0, NINJA_HeadHurl_RATE, NullAnimator, &s_PlayerHeadHurl[4][0]},
},
};
STATEp sg_PlayerHeadHurl[] =
{
s_PlayerHeadHurl[0],
s_PlayerHeadHurl[1],
s_PlayerHeadHurl[2],
s_PlayerHeadHurl[3],
s_PlayerHeadHurl[4]
};
#define PLAYER_NINJA_DIE_RATE 22
STATE s_PlayerDeath[5][10] =
{
{
{PLAYER_NINJA_DIE + 0, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][1]},
{PLAYER_NINJA_DIE + 1, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][2]},
{PLAYER_NINJA_DIE + 2, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][3]},
{PLAYER_NINJA_DIE + 3, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][4]},
{PLAYER_NINJA_DIE + 4, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][5]},
{PLAYER_NINJA_DIE + 5, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][6]},
{PLAYER_NINJA_DIE + 6, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][7]},
{PLAYER_NINJA_DIE + 7, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][8]},
{PLAYER_NINJA_DIE + 8, 0 | SF_QUICK_CALL, QueueFloorBlood, &s_PlayerDeath[0][9]},
{PLAYER_NINJA_DIE + 8, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][9]},
},
{
{PLAYER_NINJA_DIE + 0, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][1]},
{PLAYER_NINJA_DIE + 1, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][2]},
{PLAYER_NINJA_DIE + 2, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][3]},
{PLAYER_NINJA_DIE + 3, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][4]},
{PLAYER_NINJA_DIE + 4, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][5]},
{PLAYER_NINJA_DIE + 5, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][6]},
{PLAYER_NINJA_DIE + 6, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][7]},
{PLAYER_NINJA_DIE + 7, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][8]},
{PLAYER_NINJA_DIE + 8, 0 | SF_QUICK_CALL, QueueFloorBlood, &s_PlayerDeath[1][9]},
{PLAYER_NINJA_DIE + 8, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][9]},
},
{
{PLAYER_NINJA_DIE + 0, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][1]},
{PLAYER_NINJA_DIE + 1, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][2]},
{PLAYER_NINJA_DIE + 2, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][3]},
{PLAYER_NINJA_DIE + 3, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][4]},
{PLAYER_NINJA_DIE + 4, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][5]},
{PLAYER_NINJA_DIE + 5, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][6]},
{PLAYER_NINJA_DIE + 6, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][7]},
{PLAYER_NINJA_DIE + 7, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][8]},
{PLAYER_NINJA_DIE + 8, 0 | SF_QUICK_CALL, QueueFloorBlood, &s_PlayerDeath[2][9]},
{PLAYER_NINJA_DIE + 8, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][9]},
},
{
{PLAYER_NINJA_DIE + 0, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][1]},
{PLAYER_NINJA_DIE + 1, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][2]},
{PLAYER_NINJA_DIE + 2, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][3]},
{PLAYER_NINJA_DIE + 3, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][4]},
{PLAYER_NINJA_DIE + 4, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][5]},
{PLAYER_NINJA_DIE + 5, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][6]},
{PLAYER_NINJA_DIE + 6, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][7]},
{PLAYER_NINJA_DIE + 7, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][8]},
{PLAYER_NINJA_DIE + 8, 0 | SF_QUICK_CALL, QueueFloorBlood, &s_PlayerDeath[3][9]},
{PLAYER_NINJA_DIE + 8, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][9]},
},
{
{PLAYER_NINJA_DIE + 0, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][1]},
{PLAYER_NINJA_DIE + 1, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][2]},
{PLAYER_NINJA_DIE + 2, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][3]},
{PLAYER_NINJA_DIE + 3, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][4]},
{PLAYER_NINJA_DIE + 4, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][5]},
{PLAYER_NINJA_DIE + 5, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][6]},
{PLAYER_NINJA_DIE + 6, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][7]},
{PLAYER_NINJA_DIE + 7, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][8]},
{PLAYER_NINJA_DIE + 8, 0 | SF_QUICK_CALL, QueueFloorBlood, &s_PlayerDeath[4][9]},
{PLAYER_NINJA_DIE + 8, PLAYER_NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][9]},
},
};
STATEp sg_PlayerDeath[] =
{
s_PlayerDeath[0],
s_PlayerDeath[1],
s_PlayerDeath[2],
s_PlayerDeath[3],
s_PlayerDeath[4]
};
//////////////////////
//
// PLAYER NINJA SWORD
//
//////////////////////
#define PLAYER_NINJA_SWORD_RATE 12
STATE s_PlayerNinjaSword[5][4] =
{
{
{PLAYER_NINJA_SWORD_R0 + 0, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[0][1]},
{PLAYER_NINJA_SWORD_R0 + 1, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[0][2]},
{PLAYER_NINJA_SWORD_R0 + 2, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[0][3]},
{PLAYER_NINJA_SWORD_R0 + 2, PLAYER_NINJA_SWORD_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaSword[0][0]},
},
{
{PLAYER_NINJA_SWORD_R1 + 0, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[1][1]},
{PLAYER_NINJA_SWORD_R1 + 1, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[1][2]},
{PLAYER_NINJA_SWORD_R1 + 2, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[1][3]},
{PLAYER_NINJA_SWORD_R1 + 2, PLAYER_NINJA_SWORD_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaSword[1][0]},
},
{
{PLAYER_NINJA_SWORD_R2 + 0, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[2][1]},
{PLAYER_NINJA_SWORD_R2 + 1, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[2][2]},
{PLAYER_NINJA_SWORD_R2 + 2, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[2][3]},
{PLAYER_NINJA_SWORD_R2 + 2, PLAYER_NINJA_SWORD_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaSword[2][0]},
},
{
{PLAYER_NINJA_SWORD_R3 + 0, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[3][1]},
{PLAYER_NINJA_SWORD_R3 + 1, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[3][2]},
{PLAYER_NINJA_SWORD_R3 + 2, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[3][3]},
{PLAYER_NINJA_SWORD_R3 + 2, PLAYER_NINJA_SWORD_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaSword[3][0]},
},
{
{PLAYER_NINJA_SWORD_R4 + 0, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[4][1]},
{PLAYER_NINJA_SWORD_R4 + 1, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[4][2]},
{PLAYER_NINJA_SWORD_R4 + 2, PLAYER_NINJA_SWORD_RATE, NullAnimator, &s_PlayerNinjaSword[4][3]},
{PLAYER_NINJA_SWORD_R4 + 2, PLAYER_NINJA_SWORD_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaSword[4][0]},
},
};
STATEp sg_PlayerNinjaSword[] =
{
s_PlayerNinjaSword[0],
s_PlayerNinjaSword[1],
s_PlayerNinjaSword[2],
s_PlayerNinjaSword[3],
s_PlayerNinjaSword[4]
};
//////////////////////
//
// PLAYER NINJA PUNCH
//
//////////////////////
#define PLAYER_NINJA_PUNCH_RATE 15
STATE s_PlayerNinjaPunch[5][4] =
{
{
{PLAYER_NINJA_PUNCH_R0 + 0, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[0][1]},
{PLAYER_NINJA_PUNCH_R0 + 1, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[0][2]},
{PLAYER_NINJA_PUNCH_R0 + 1, PLAYER_NINJA_PUNCH_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaPunch[0][2]},
},
{
{PLAYER_NINJA_PUNCH_R1 + 0, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[1][1]},
{PLAYER_NINJA_PUNCH_R1 + 1, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[1][2]},
{PLAYER_NINJA_PUNCH_R1 + 1, PLAYER_NINJA_PUNCH_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaPunch[1][2]},
},
{
{PLAYER_NINJA_PUNCH_R2 + 0, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[2][1]},
{PLAYER_NINJA_PUNCH_R2 + 1, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[2][2]},
{PLAYER_NINJA_PUNCH_R2 + 1, PLAYER_NINJA_PUNCH_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaPunch[2][2]},
},
{
{PLAYER_NINJA_PUNCH_R3 + 0, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[3][1]},
{PLAYER_NINJA_PUNCH_R3 + 1, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[3][2]},
{PLAYER_NINJA_PUNCH_R3 + 1, PLAYER_NINJA_PUNCH_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaPunch[3][2]},
},
{
{PLAYER_NINJA_PUNCH_R4 + 0, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[4][1]},
{PLAYER_NINJA_PUNCH_R4 + 1, PLAYER_NINJA_PUNCH_RATE, NullAnimator, &s_PlayerNinjaPunch[4][2]},
{PLAYER_NINJA_PUNCH_R4 + 1, PLAYER_NINJA_PUNCH_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaPunch[4][2]},
},
};
STATEp sg_PlayerNinjaPunch[] =
{
s_PlayerNinjaPunch[0],
s_PlayerNinjaPunch[1],
s_PlayerNinjaPunch[2],
s_PlayerNinjaPunch[3],
s_PlayerNinjaPunch[4]
};
//////////////////////
//
// PLAYER NINJA FLY
//
//////////////////////
#define PLAYER_NINJA_FLY_RATE 15
#define PLAYER_NINJA_FLY_R0 1200
#define PLAYER_NINJA_FLY_R1 1200
#define PLAYER_NINJA_FLY_R2 1200
#define PLAYER_NINJA_FLY_R3 1200
#define PLAYER_NINJA_FLY_R4 1200
STATE s_PlayerNinjaFly[5][4] =
{
{
{PLAYER_NINJA_FLY_R0 + 0, PLAYER_NINJA_FLY_RATE, NullAnimator, &s_PlayerNinjaFly[0][0]},
},
{
{PLAYER_NINJA_FLY_R1 + 0, PLAYER_NINJA_FLY_RATE, NullAnimator, &s_PlayerNinjaFly[1][0]},
},
{
{PLAYER_NINJA_FLY_R2 + 0, PLAYER_NINJA_FLY_RATE, NullAnimator, &s_PlayerNinjaFly[2][0]},
},
{
{PLAYER_NINJA_FLY_R3 + 0, PLAYER_NINJA_FLY_RATE, NullAnimator, &s_PlayerNinjaFly[3][0]},
},
{
{PLAYER_NINJA_FLY_R4 + 0, PLAYER_NINJA_FLY_RATE, NullAnimator, &s_PlayerNinjaFly[4][0]},
},
};
STATEp sg_PlayerNinjaFly[] =
{
s_PlayerNinjaFly[0],
s_PlayerNinjaFly[1],
s_PlayerNinjaFly[2],
s_PlayerNinjaFly[3],
s_PlayerNinjaFly[4]
};
/////////////////////////////////////////////////////////////////////////////
void DoPlayerSpriteThrow(PLAYERp pp)
{
if (!TEST(pp->Flags, PF_DIVING|PF_FLYING|PF_CRAWLING))
{
if (pp->CurWpn == pp->Wpn[WPN_SWORD] && pp->Actor()->u()->Rot != sg_PlayerNinjaSword)
NewStateGroup(pp->Actor(), sg_PlayerNinjaSword);
else
//if (pp->CurWpn == pp->Wpn[WPN_FIST] && pp->Actor()->u()->Rot != sg_PlayerNinjaPunch)
NewStateGroup(pp->Actor(), sg_PlayerNinjaPunch);
//else
// NewStateGroup(pp->Actor(), sg_PlayerNinjaThrow);
}
}
int DoPlayerSpriteReset(DSWActor* actor)
{
USER* u = actor->u();
PLAYERp pp;
if (!u->PlayerP)
return 0;
pp = u->PlayerP;
// need to figure out what frames to put sprite into
if (pp->DoPlayerAction == DoPlayerCrawl)
NewStateGroup(pp->Actor(), u->ActorActionSet->Crawl);
else
{
if (TEST(pp->Flags, PF_PLAYER_MOVED))
NewStateGroup(pp->Actor(), u->ActorActionSet->Run);
else
NewStateGroup(pp->Actor(), u->ActorActionSet->Stand);
}
return 0;
}
int SetVisHigh(void)
{
// g_visibility = NormalVisibility>>1;
return 0;
}
int SetVisNorm(void)
{
// g_visibility = NormalVisibility;
return 0;
}
void pSetVisNorm(PANEL_SPRITEp psp)
{
// SetVisNorm();
}
TARGET_SORT TargetSort[MAX_TARGET_SORT];
unsigned TargetSortCount;
static int CompareTarget(void const * a, void const * b)
{
auto tgt1 = (TARGET_SORT const *)a;
auto tgt2 = (TARGET_SORT const *)b;
// will return a number less than 0 if tgt1 < tgt2
return tgt2->weight - tgt1->weight;
}
bool
FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects,
int32_t xe, int32_t ye, int32_t ze, int16_t secte);
DSWActor* DoPickTarget(DSWActor* actor, uint32_t max_delta_ang, int skip_targets)
{
const int PICK_DIST = 40000;
auto sp = &actor->s();
short angle2, delta_ang;
int dist, zh;
SPRITEp ep;
USERp eu;
int16_t* shp;
USERp u = actor->u();
int ezh, ezhl, ezhm;
unsigned ndx;
TARGET_SORTp ts;
int ang_weight, dist_weight;
// !JIM! Watch out for max_delta_ang of zero!
if (max_delta_ang == 0) max_delta_ang = 1;
TargetSortCount = 0;
TargetSort[0].actor = nullptr;
for (shp = StatDamageList; shp < &StatDamageList[SIZ(StatDamageList)]; shp++)
{
SWStatIterator it(*shp);
while (auto itActor = it.Next())
{
ep = &itActor->s();
eu = itActor->u();
// don't pick yourself
if (actor == itActor)
continue;
if (skip_targets != 2) // Used for spriteinfo mode
{
if (skip_targets && TEST(eu->Flags, SPR_TARGETED))
continue;
// don't pick a dead player
if (eu->PlayerP && TEST(eu->PlayerP->Flags, PF_DEAD))
continue;
}
// Only look at closest ones
//if ((dist = Distance(sp->x, sp->y, ep->x, ep->y)) > PICK_DIST)
if ((dist = FindDistance3D(sp->x - ep->x, sp->y - ep->y, sp->z - ep->z)) > PICK_DIST)
continue;
if (skip_targets != 2) // Used for spriteinfo mode
{
// don't set off mine
if (!TEST(ep->extra, SPRX_PLAYER_OR_ENEMY))
continue;
}
// Get the angle to the player
angle2 = NORM_ANGLE(getangle(ep->x - sp->x, ep->y - sp->y));
// Get the angle difference
// delta_ang = labs(pp->angle.ang.asbuild() - angle2);
delta_ang = short(abs(getincangle(angle2, sp->ang)));
// If delta_ang not in the range skip this one
if (delta_ang > (int)max_delta_ang)
continue;
if (u && u->PlayerP)
zh = u->PlayerP->posz;
else
zh = SPRITEp_TOS(sp) + DIV4(SPRITEp_SIZE_Z(sp));
ezh = SPRITEp_TOS(ep) + DIV4(SPRITEp_SIZE_Z(ep));
ezhm = SPRITEp_TOS(ep) + DIV2(SPRITEp_SIZE_Z(ep));
ezhl = SPRITEp_BOS(ep) - DIV4(SPRITEp_SIZE_Z(ep));
// If you can't see 'em you can't shoot 'em
if (!FAFcansee(sp->x, sp->y, zh, sp->sectnum, ep->x, ep->y, ezh, ep->sectnum) &&
!FAFcansee(sp->x, sp->y, zh, sp->sectnum, ep->x, ep->y, ezhm, ep->sectnum) &&
!FAFcansee(sp->x, sp->y, zh, sp->sectnum, ep->x, ep->y, ezhl, ep->sectnum)
)
continue;
// get ndx - there is only room for 15
if (TargetSortCount > SIZ(TargetSort)-1)
{
for (ndx = 0; ndx < SIZ(TargetSort); ndx++)
{
if (dist < TargetSort[ndx].dist)
break;
}
if (ndx == SIZ(TargetSort))
continue;
}
else
{
ndx = TargetSortCount;
}
ts = &TargetSort[ndx];
ts->actor = itActor;
ts->dang = delta_ang;
ts->dist = dist;
// gives a value between 0 and 65535
ang_weight = IntToFixed(max_delta_ang - ts->dang)/max_delta_ang;
// gives a value between 0 and 65535
dist_weight = IntToFixed(DIV2(PICK_DIST) - DIV2(ts->dist))/DIV2(PICK_DIST);
//weighted average
ts->weight = (ang_weight + dist_weight*4)/5;
TargetSortCount++;
if (TargetSortCount >= SIZ(TargetSort))
TargetSortCount = SIZ(TargetSort);
}
}
if (TargetSortCount > 1)
qsort(&TargetSort, TargetSortCount, sizeof(TARGET_SORT), CompareTarget);
return TargetSort[0].actor;
}
void DoPlayerResetMovement(PLAYERp pp)
{
pp->xvect = pp->oxvect = 0;
pp->yvect = pp->oxvect = 0;
pp->slide_xvect = 0;
pp->slide_yvect = 0;
pp->drive_avel = 0;
RESET(pp->Flags, PF_PLAYER_MOVED);
}
void DoPlayerTeleportPause(PLAYERp pp)
{
USERp u = pp->Actor()->u();
// set this so we don't get stuck in teleporting loop
pp->lastcursectnum = pp->cursectnum;
if ((u->WaitTics-=synctics) <= 0)
{
//RESET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT);
RESET(pp->Flags2, PF2_TELEPORTED);
DoPlayerResetMovement(pp);
DoPlayerBeginRun(pp);
return;
}
}
void DoPlayerTeleportToSprite(PLAYERp pp, vec3_t* sp, int ang)
{
pp->angle.ang = pp->angle.oang = buildang(ang);
pp->posx = pp->oposx = pp->oldposx = sp->x;
pp->posy = pp->oposy = pp->oldposy = sp->y;
//getzsofslope(sp->sectnum, pp->posx, pp->posy, &cz, &fz);
//pp->posz = pp->oposz = fz - PLAYER_HEIGHT;
pp->posz = pp->oposz = sp->z - PLAYER_HEIGHT;
updatesector(pp->posx, pp->posy, &pp->cursectnum);
//pp->lastcursectnum = pp->cursectnum;
SET(pp->Flags2, PF2_TELEPORTED);
}
void DoPlayerTeleportToOffset(PLAYERp pp)
{
pp->oposx = pp->oldposx = pp->posx;
pp->oposy = pp->oldposy = pp->posy;
updatesector(pp->posx, pp->posy, &pp->cursectnum);
//pp->lastcursectnum = pp->cursectnum;
SET(pp->Flags2, PF2_TELEPORTED);
}
void DoSpawnTeleporterEffect(DSWActor* actor)
{
auto sp = &actor->s();
extern STATE s_TeleportEffect[];
int nx, ny;
SPRITEp ep;
nx = MOVEx(512, sp->ang);
ny = MOVEy(512, sp->ang);
nx += sp->x;
ny += sp->y;
auto effectActor = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, sp->sectnum,
nx, ny, SPRITEp_TOS(sp) + Z(16),
sp->ang, 0);
ep = &effectActor->s();
SetActorZ(effectActor, &ep->pos);
ep->shade = -40;
ep->xrepeat = ep->yrepeat = 42;
SET(ep->cstat, CSTAT_SPRITE_YCENTER);
RESET(ep->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
SET(ep->cstat, CSTAT_SPRITE_ALIGNMENT_WALL);
}
void DoSpawnTeleporterEffectPlace(DSWActor* actor)
{
auto sp = &actor->s();
extern STATE s_TeleportEffect[];
SPRITEp ep;
auto effectActor = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, sp->sectnum,
sp->x, sp->y, SPRITEp_TOS(sp) + Z(16),
sp->ang, 0);
ep = &effectActor->s();
SetActorZ(effectActor, &ep->pos);
ep->shade = -40;
ep->xrepeat = ep->yrepeat = 42;
SET(ep->cstat, CSTAT_SPRITE_YCENTER);
RESET(ep->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
SET(ep->cstat, CSTAT_SPRITE_ALIGNMENT_WALL);
}
void DoPlayerWarpTeleporter(PLAYERp pp)
{
auto ppActor = pp->Actor();
USERp u = ppActor->u();
SPRITEp sp = &ppActor->s();
short pnum;
DSWActor* act_warp;
SPRITEp sp_warp;
#if 0
TAG 2 = match
TAG 3 = Type
Sprite - 0,32 always teleports you to the center at the angle the sprite is facing
Offset - 1 always teleports you by the offset.Does not touch the angle
TAG 4 = angle
TAG 5 to 8 = random match locations
#endif
if ((act_warp = Warp(&pp->posx, &pp->posy, &pp->posz, &pp->cursectnum)) == nullptr)
return;
sp_warp = &act_warp->s();
switch (SP_TAG3(sp_warp))
{
case 1:
DoPlayerTeleportToOffset(pp);
UpdatePlayerSprite(pp);
break;
default:
DoPlayerTeleportToSprite(pp, &sp_warp->pos, sp_warp->ang);
PlaySound(DIGI_TELEPORT, pp, v3df_none);
DoPlayerResetMovement(pp);
u->WaitTics = 30;
//sp->shade =
//SET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT);
DoPlayerBeginRun(pp);
//DoPlayerStand(pp);
pp->DoPlayerAction = DoPlayerTeleportPause;
NewStateGroup(ppActor, ppActor->u()->ActorActionSet->Stand);
UpdatePlayerSprite(pp);
DoSpawnTeleporterEffect(ppActor);
TRAVERSE_CONNECT(pnum)
{
if (pnum != pp - Player)
{
PLAYERp npp = &Player[pnum];
// if someone already standing there
if (npp->cursectnum == pp->cursectnum)
{
PlayerUpdateHealth(npp, -npp->Actor()->u()->Health); // Make sure he dies!
// telefraged by teleporting player
PlayerCheckDeath(npp, pp->PlayerSprite);
}
}
}
break;
}
sp->backuppos();
}
void DoPlayerSetWadeDepth(PLAYERp pp)
{
SECTORp sectp;
pp->WadeDepth = 0;
if (pp->lo_sectp)
sectp = pp->lo_sectp;
else
return;
if (TEST(sectp->extra, SECTFX_SINK))
{
// make sure your even in the water
if (pp->posz + PLAYER_HEIGHT > pp->lo_sectp->floorz - Z(FixedToInt(SectUser[pp->lo_sectp - sector]->depth_fixed)))
pp->WadeDepth = FixedToInt(SectUser[pp->lo_sectp - sector]->depth_fixed);
}
}
void DoPlayerHeight(PLAYERp pp)
{
int diff;
diff = pp->posz - (pp->loz - PLAYER_HEIGHT);
pp->posz = pp->posz - (DIV4(diff) + DIV8(diff));
}
void DoPlayerJumpHeight(PLAYERp pp)
{
if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_DYNAMIC_AREA))
{
if (pp->posz + PLAYER_HEIGHT > pp->loz)
{
pp->posz = pp->loz - PLAYER_HEIGHT;
DoPlayerBeginRun(pp);
}
}
}
void DoPlayerCrawlHeight(PLAYERp pp)
{
int diff;
diff = pp->posz - (pp->loz - PLAYER_CRAWL_HEIGHT);
pp->posz = pp->posz - (DIV4(diff) + DIV8(diff));
}
void UpdatePlayerSpriteAngle(PLAYERp pp)
{
auto psp = &pp->Actor()->s();
psp->backupang();
psp->ang = pp->angle.ang.asbuild();
if (!Prediction && pp->PlayerUnderActor != nullptr)
{
auto usp = &pp->PlayerUnderActor->s();
usp->backupang();
usp->ang = pp->angle.ang.asbuild();
}
}
void DoPlayerTurn(PLAYERp pp, float const avel, double const scaleAdjust)
{
pp->angle.applyinput(avel, &pp->input.actions, scaleAdjust);
UpdatePlayerSpriteAngle(pp);
}
void DoPlayerTurnVehicle(PLAYERp pp, float avel, int z, int floor_dist)
{
SECTOR_OBJECTp sop = pp->sop;
if (sop->drive_angspeed)
{
float drive_oavel = pp->drive_avel;
pp->drive_avel = float((MulScaleF(avel, sop->drive_angspeed, 16) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide);
avel = pp->drive_avel;
}
else
{
avel *= synctics * 0.125f;
}
if (avel != 0)
{
auto sum = pp->angle.ang + degang(avel);
if (MultiClipTurn(pp, NORM_ANGLE(sum.asbuild()), z, floor_dist))
{
pp->angle.ang = sum;
pp->Actor()->s().ang = pp->angle.ang.asbuild();
}
}
}
void DoPlayerTurnVehicleRect(PLAYERp pp, int *x, int *y, int *ox, int *oy)
{
float avel;
SECTOR_OBJECTp sop = pp->sop;
if (sop->drive_angspeed)
{
float drive_oavel = pp->drive_avel;
pp->drive_avel = float((MulScaleF(pp->input.avel, sop->drive_angspeed, 16) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide);
avel = pp->drive_avel;
}
else
{
avel = pp->input.avel * synctics * 0.125f;
}
if (avel != 0)
{
auto sum = pp->angle.ang + degang(avel);
if (RectClipTurn(pp, NORM_ANGLE(sum.asbuild()), x, y, ox, oy))
{
pp->angle.ang = sum;
pp->Actor()->s().ang = pp->angle.ang.asbuild();
}
}
}
void DoPlayerTurnTurret(PLAYERp pp, float avel)
{
binangle new_ang, diff;
SECTOR_OBJECTp sop = pp->sop;
if (sop->drive_angspeed)
{
float drive_oavel = pp->drive_avel;
pp->drive_avel = float((MulScaleF(avel, sop->drive_angspeed, 16) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide);
avel = pp->drive_avel;
}
else
{
avel = avel * synctics * 0.25f;
}
if (fabs(avel) >= FLT_EPSILON)
{
new_ang = pp->angle.ang + degang(avel);
if (sop->limit_ang_center >= 0)
{
diff = getincanglebam(buildang(sop->limit_ang_center), new_ang);
if (labs(diff.signedbuild()) >= sop->limit_ang_delta)
{
if (diff.asbam() > INT32_MAX)
new_ang = buildang(sop->limit_ang_center - sop->limit_ang_delta);
else
new_ang = buildang(sop->limit_ang_center + sop->limit_ang_delta);
}
}
pp->angle.ang = new_ang;
pp->Actor()->s().ang = pp->angle.ang.asbuild();
}
OperateSectorObject(pp->sop, pp->angle.ang.asbuild(), pp->sop->xmid, pp->sop->ymid);
}
void SlipSlope(PLAYERp pp)
{
short ang;
SECT_USERp sectu;
if (pp->cursectnum < 0 || !(sectu = SectUser[pp->cursectnum].Data()) || !TEST(sectu->flags, SECTFU_SLIDE_SECTOR) || !TEST(sector[pp->cursectnum].floorstat, FLOOR_STAT_SLOPE))
return;
short wallptr = sector[pp->cursectnum].wallptr;
ang = getangle(wall[wall[wallptr].point2].x - wall[wallptr].x, wall[wall[wallptr].point2].y - wall[wallptr].y);
ang = NORM_ANGLE(ang + 512);
pp->xvect += MulScale(bcos(ang), sector[pp->cursectnum].floorheinum, sectu->speed);
pp->yvect += MulScale(bsin(ang), sector[pp->cursectnum].floorheinum, sectu->speed);
}
void DoPlayerHorizon(PLAYERp pp, float const horz, double const scaleAdjust)
{
bool const canslopetilt = !TEST(pp->Flags, PF_FLYING|PF_SWIMMING|PF_DIVING|PF_CLIMBING|PF_JUMPING|PF_FALLING) && TEST(sector[pp->cursectnum].floorstat, FLOOR_STAT_SLOPE);
pp->horizon.calcviewpitch(pp->pos.vec2, pp->angle.ang, pp->input.actions & SB_AIMMODE, canslopetilt, pp->cursectnum, scaleAdjust, TEST(pp->Flags, PF_CLIMBING));
pp->horizon.applyinput(horz, &pp->input.actions, scaleAdjust);
}
void DoPlayerBob(PLAYERp pp)
{
int dist;
int amt;
dist = 0;
dist = Distance(pp->posx, pp->posy, pp->oldposx, pp->oldposy);
if (dist > 512)
dist = 0;
// if running make a longer stride
if (pp->input.actions & SB_RUN)
{
//amt = 10;
amt = 12;
amt = MulScale(amt, dist<<8, 16);
dist = MulScale(dist, 26000, 16);
}
else
{
amt = 5;
amt = MulScale(amt, dist<<9, 16);
dist = MulScale(dist, 32000, 16);
}
// controls how fast you move through the sin table
pp->bcnt += dist;
// wrap bcnt
pp->bcnt &= 2047;
// move pp->q16horiz up and down from 100 using sintable
//pp->bob_z = Z((8 * bsin(pp->bcnt)) >> 14);
pp->bob_z = MulScale(Z(amt), bsin(pp->bcnt), 14);
}
void DoPlayerBeginRecoil(PLAYERp pp, short pix_amt)
{
SET(pp->Flags, PF_RECOIL);
pp->recoil_amt = pix_amt;
pp->recoil_speed = 80;
pp->recoil_ndx = 0;
pp->recoil_ohorizoff = pp->recoil_horizoff = 0;
}
void DoPlayerRecoil(PLAYERp pp)
{
// controls how fast you move through the sin table
pp->recoil_ndx += pp->recoil_speed;
if (bsin(pp->recoil_ndx) < 0)
{
RESET(pp->Flags, PF_RECOIL);
pp->recoil_ohorizoff = pp->recoil_horizoff = 0;
return;
}
// move pp->q16horiz up and down
pp->recoil_ohorizoff = pp->recoil_horizoff;
pp->recoil_horizoff = pp->recoil_amt * bsin(pp->recoil_ndx, 2);
}
// for wading
void DoPlayerSpriteBob(PLAYERp pp, short player_height, short bob_amt, short bob_speed)
{
SPRITEp sp = &pp->Actor()->s();
pp->bob_ndx = (pp->bob_ndx + (synctics << bob_speed)) & 2047;
pp->bob_amt = MulScale(bob_amt, bsin(pp->bob_ndx), 14);
sp->z = (pp->posz + player_height) + pp->bob_amt;
}
void UpdatePlayerUnderSprite(PLAYERp pp)
{
SPRITEp over_sp = &pp->Actor()->s();
USERp over_u = pp->Actor()->u();
SPRITEp sp;
USERp u;
short SpriteNum;
int water_level_z, zdiff;
bool above_water, in_dive_area;
if (Prediction)
return;
ASSERT(over_sp);
ASSERT(over_u);
// dont bother spawning if you ain't really in the water
//water_level_z = sector[over_sp->sectnum].floorz - Z(pp->WadeDepth);
water_level_z = sector[over_sp->sectnum].floorz; // - Z(pp->WadeDepth);
// if not below water
above_water = (SPRITEp_BOS(over_sp) <= water_level_z);
in_dive_area = SpriteInDiveArea(over_sp);
// if not in dive area OR (in dive area AND above the water) - Kill it
if (!in_dive_area || (in_dive_area && above_water))
{
// if under sprite exists and not in a dive area - Kill it
if (pp->PlayerUnderActor != nullptr)
{
KillActor(pp->PlayerUnderActor);
pp->PlayerUnderActor = nullptr;
}
return;
}
else
{
// if in a dive area and a under sprite does not exist - create it
if (pp->PlayerUnderActor == nullptr)
{
SpawnPlayerUnderSprite(pp);
}
}
sp = &pp->PlayerUnderActor->s();
u = pp->PlayerUnderActor->u();
sp->x = over_sp->x;
sp->y = over_sp->y;
sp->z = over_sp->z;
ChangeActorSect(pp->PlayerUnderActor, over_sp->sectnum);
SpriteWarpToUnderwater(pp->PlayerUnderActor);
// find z water level of the top sector
// diff between the bottom of the upper sprite and the water level
zdiff = SPRITEp_BOS(over_sp) - water_level_z;
// add diff to ceiling
sp->z = sector[sp->sectnum].ceilingz + zdiff;
u->State = over_u->State;
u->Rot = over_u->Rot;
u->StateStart = over_u->StateStart;
sp->picnum = over_sp->picnum;
}
void UpdatePlayerSprite(PLAYERp pp)
{
SPRITEp sp = &pp->Actor()->s();
if (!sp) return;
// Update sprite representation of player
sp->x = pp->posx;
sp->y = pp->posy;
// there are multiple death functions
if (TEST(pp->Flags, PF_DEAD))
{
ChangeActorSect(pp->Actor(), pp->cursectnum);
sp->ang = pp->angle.ang.asbuild();
UpdatePlayerUnderSprite(pp);
return;
}
if (pp->sop_control)
{
sp->z = sector[pp->cursectnum].floorz;
ChangeActorSect(pp->Actor(), pp->cursectnum);
}
else if (pp->DoPlayerAction == DoPlayerCrawl)
{
sp->z = pp->posz + PLAYER_CRAWL_HEIGHT;
ChangeActorSect(pp->Actor(), pp->cursectnum);
}
#if 0
else if (pp->DoPlayerAction == DoPlayerSwim)
{
sp->z = pp->loz - Z(pp->WadeDepth) + Z(1);
ChangeActorSect(pp->Actor(), pp->cursectnum);
}
#endif
else if (pp->DoPlayerAction == DoPlayerWade)
{
sp->z = pp->posz + PLAYER_HEIGHT;
ChangeActorSect(pp->Actor(), pp->cursectnum);
if (pp->WadeDepth > Z(29))
{
DoPlayerSpriteBob(pp, PLAYER_HEIGHT, Z(3), 3);
}
}
else if (pp->DoPlayerAction == DoPlayerDive)
{
// bobbing and sprite position taken care of in DoPlayerDive
sp->z = pp->posz + Z(10);
ChangeActorSect(pp->Actor(), pp->cursectnum);
}
else if (pp->DoPlayerAction == DoPlayerClimb)
{
sp->z = pp->posz + Z(17);
// move it forward a bit to look like its on the ladder
//sp->x += MOVEx(256+64, sp->ang);
//sp->y += MOVEy(256+64, sp->ang);
ChangeActorSect(pp->Actor(), pp->cursectnum);
}
else if (pp->DoPlayerAction == DoPlayerFly)
{
// sp->z = pp->posz + PLAYER_HEIGHT;
// bobbing and sprite position taken care of in DoPlayerFly
//sp->z = pp->posz + PLAYER_HEIGHT;
//DoPlayerSpriteBob(pp, PLAYER_HEIGHT, PLAYER_FLY_BOB_AMT, 3);
DoPlayerSpriteBob(pp, PLAYER_HEIGHT, Z(6), 3);
ChangeActorSect(pp->Actor(), pp->cursectnum);
}
else if (pp->DoPlayerAction == DoPlayerJump || pp->DoPlayerAction == DoPlayerFall || pp->DoPlayerAction == DoPlayerForceJump)
{
sp->z = pp->posz + PLAYER_HEIGHT;
ChangeActorSect(pp->Actor(), pp->cursectnum);
}
else if (pp->DoPlayerAction == DoPlayerTeleportPause)
{
sp->z = pp->posz + PLAYER_HEIGHT;
ChangeActorSect(pp->Actor(), pp->cursectnum);
}
else
{
sp->z = pp->loz;
ChangeActorSect(pp->Actor(), pp->cursectnum);
}
UpdatePlayerUnderSprite(pp);
sp->ang = pp->angle.ang.asbuild();
}
void DoPlayerZrange(PLAYERp pp)
{
int ceilhit, florhit;
short bakcstat;
if (!pp->Actor()) return;
// Don't let you fall if you're just slightly over a cliff
// This function returns the highest and lowest z's
// for an entire box, NOT just a point. -Useful for clipping
auto sp = &pp->Actor()->s();
bakcstat = sp->cstat;
RESET(sp->cstat, CSTAT_SPRITE_BLOCK);
vec3_t pos = pp->pos;
pos.z += Z(8);
FAFgetzrange(pos, pp->cursectnum, &pp->hiz, &ceilhit, &pp->loz, &florhit, ((int)sp->clipdist<<2) - GETZRANGE_CLIP_ADJ, CLIPMASK_PLAYER);
sp->cstat = bakcstat;
Collision ceilColl(ceilhit);
Collision floorColl(florhit);
// 16384+sector (sector first touched) or
// 49152+spritenum (sprite first touched)
pp->lo_sectp = pp->hi_sectp = nullptr;
pp->lowActor = nullptr;
pp->highActor = nullptr;
if (ceilColl.type == kHitSprite)
{
pp->highActor = ceilColl.actor;
}
else
{
pp->hi_sectp = &sector[ceilColl.index];
}
if (floorColl.type == kHitSprite)
{
pp->lowActor = floorColl.actor;
// prevent player from standing on Zombies
auto fsp = &floorColl.actor->s();
if (fsp->statnum == STAT_ENEMY && floorColl.actor->u()->ID == ZOMBIE_RUN_R0)
{
pp->lo_sectp = &sector[fsp->sectnum];
pp->loz = fsp->z;
pp->lowActor = nullptr;
}
}
else
{
pp->lo_sectp = &sector[floorColl.index];
}
}
void DoPlayerSlide(PLAYERp pp)
{
auto sp = &pp->Actor()->s();
USERp u = pp->Actor()->u();
int push_ret;
if ((pp->slide_xvect|pp->slide_yvect) == 0)
return;
if (pp->sop)
return;
pp->slide_xvect = MulScale(pp->slide_xvect, PLAYER_SLIDE_FRICTION, 16);
pp->slide_yvect = MulScale(pp->slide_yvect, PLAYER_SLIDE_FRICTION, 16);
if (labs(pp->slide_xvect) < 12800 && labs(pp->slide_yvect) < 12800)
pp->slide_xvect = pp->slide_yvect = 0;
push_ret = pushmove(&pp->pos, &pp->cursectnum, ((int)sp->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
if (push_ret < 0)
{
if (!TEST(pp->Flags, PF_DEAD))
{
PlayerUpdateHealth(pp, -u->Health); // Make sure he dies!
PlayerCheckDeath(pp, -1);
if (TEST(pp->Flags, PF_DEAD))
return;
}
return;
}
clipmove(&pp->pos, &pp->cursectnum, pp->slide_xvect, pp->slide_yvect, ((int)sp->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
PlayerCheckValidMove(pp);
push_ret = pushmove(&pp->pos, &pp->cursectnum, ((int)sp->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
if (push_ret < 0)
{
if (!TEST(pp->Flags, PF_DEAD))
{
PlayerUpdateHealth(pp, -u->Health); // Make sure he dies!
PlayerCheckDeath(pp, -1);
if (TEST(pp->Flags, PF_DEAD))
return;
}
return;
}
}
void PlayerCheckValidMove(PLAYERp pp)
{
if (pp->cursectnum == -1)
{
static int count = 0;
pp->posx = pp->oldposx;
pp->posy = pp->oldposy;
pp->posz = pp->oldposz;
pp->cursectnum = pp->lastcursectnum;
// if stuck here for more than 10 seconds
if (count++ > 40 * 10)
{
ASSERT(true == false);
}
}
}
void PlayerSectorBound(PLAYERp pp, int amt)
{
if (pp->cursectnum < 9)
return;
int cz,fz;
// player should never go into a sector
// was getting some problems with this
// when jumping onto hight sloped sectors
// call this routine to make sure he doesn't
// called from DoPlayerMove() but can be called
// from anywhere it is needed
getzsofslope(pp->cursectnum, pp->posx, pp->posy, &cz, &fz);
if (pp->posz > fz - amt)
pp->posz = fz - amt;
if (pp->posz < cz + amt)
pp->posz = cz + amt;
}
void DoPlayerMove(PLAYERp pp)
{
auto sp = &pp->Actor()->s();
USERp u = pp->Actor()->u();
int friction;
int save_cstat;
int push_ret = 0;
// If SO interpolation is disabled, make sure the player's aiming,
// turning and movement still get appropriately interpolated.
// We do this from here instead of MovePlayer, covering the case
// the player gets pushed by a wall (e.g., on the boat in level 5).
bool interpolate_ride = pp->sop_riding && (!cl_sointerpolation || CommEnabled);
void SlipSlope(PLAYERp pp);
SlipSlope(pp);
if (!SyncInput())
{
SET(pp->Flags2, PF2_INPUT_CAN_TURN_GENERAL);
}
else
{
DoPlayerTurn(pp, pp->input.avel, 1);
}
pp->oldposx = pp->posx;
pp->oldposy = pp->posy;
pp->oldposz = pp->posz;
pp->lastcursectnum = pp->cursectnum;
if (PLAYER_MOVING(pp) == 0)
RESET(pp->Flags, PF_PLAYER_MOVED);
else
SET(pp->Flags, PF_PLAYER_MOVED);
DoPlayerSlide(pp);
pp->oxvect = pp->xvect;
pp->oyvect = pp->yvect;
pp->xvect += ((pp->input.fvel*synctics*2)<<6);
pp->yvect += ((pp->input.svel*synctics*2)<<6);
friction = pp->friction;
if (!TEST(pp->Flags, PF_SWIMMING) && pp->WadeDepth)
{
friction -= pp->WadeDepth * 100L;
}
pp->xvect = MulScale(pp->xvect, friction, 16);
pp->yvect = MulScale(pp->yvect, friction, 16);
if (TEST(pp->Flags, PF_FLYING))
{
// do a bit of weighted averaging
pp->xvect = (pp->xvect + (pp->oxvect*1))/2;
pp->yvect = (pp->yvect + (pp->oyvect*1))/2;
}
else if (TEST(pp->Flags, PF_DIVING))
{
// do a bit of weighted averaging
pp->xvect = (pp->xvect + (pp->oxvect*2))/3;
pp->yvect = (pp->yvect + (pp->oyvect*2))/3;
}
if (labs(pp->xvect) < 12800 && labs(pp->yvect) < 12800)
pp->xvect = pp->yvect = 0;
sp->xvel = FindDistance2D(pp->xvect,pp->yvect)>>14;
if (TEST(pp->Flags, PF_CLIP_CHEAT))
{
int sectnum = pp->cursectnum;
if (interpolate_ride)
{
pp->oposx = pp->posx;
pp->oposy = pp->posy;
}
pp->posx += pp->xvect >> 14;
pp->posy += pp->yvect >> 14;
updatesector(pp->posx, pp->posy, &sectnum);
if (sectnum != -1)
pp->cursectnum = sectnum;
}
else
{
push_ret = pushmove(&pp->pos, &pp->cursectnum, ((int)sp->clipdist<<2), pp->ceiling_dist, pp->floor_dist - Z(16), CLIPMASK_PLAYER);
if (push_ret < 0)
{
if (!TEST(pp->Flags, PF_DEAD))
{
PlayerUpdateHealth(pp, -u->Health); // Make sure he dies!
PlayerCheckDeath(pp, -1);
if (TEST(pp->Flags, PF_DEAD))
return;
}
}
if (interpolate_ride)
{
pp->oposx = pp->posx;
pp->oposy = pp->posy;
}
save_cstat = sp->cstat;
RESET(sp->cstat, CSTAT_SPRITE_BLOCK);
updatesector(pp->posx, pp->posy, &pp->cursectnum);
clipmove(&pp->pos, &pp->cursectnum, pp->xvect, pp->yvect, ((int)sp->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
sp->cstat = save_cstat;
PlayerCheckValidMove(pp);
push_ret = pushmove(&pp->pos, &pp->cursectnum, ((int)sp->clipdist<<2), pp->ceiling_dist, pp->floor_dist - Z(16), CLIPMASK_PLAYER);
if (push_ret < 0)
{
if (!TEST(pp->Flags, PF_DEAD))
{
PlayerUpdateHealth(pp, -u->Health); // Make sure he dies!
PlayerCheckDeath(pp, -1);
if (TEST(pp->Flags, PF_DEAD))
return;
}
}
}
if (interpolate_ride)
{
pp->oposz = pp->posz;
pp->angle.backup();
}
// check for warp - probably can remove from CeilingHit
if (WarpPlane(&pp->posx, &pp->posy, &pp->posz, &pp->cursectnum))
PlayerWarpUpdatePos(pp);
DoPlayerZrange(pp);
//PlayerSectorBound(pp, Z(1));
DoPlayerSetWadeDepth(pp);
if (!SyncInput())
{
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
}
else
{
DoPlayerHorizon(pp, pp->input.horz, 1);
}
if (pp->cursectnum >= 0 && TEST(sector[pp->cursectnum].extra, SECTFX_DYNAMIC_AREA))
{
if (TEST(pp->Flags, PF_FLYING|PF_JUMPING|PF_FALLING))
{
if (pp->posz > pp->loz)
pp->posz = pp->loz - PLAYER_HEIGHT;
if (pp->posz < pp->hiz)
pp->posz = pp->hiz + PLAYER_HEIGHT;
}
else if (TEST(pp->Flags, PF_SWIMMING|PF_DIVING))
{
if (pp->posz > pp->loz)
pp->posz = pp->loz - PLAYER_SWIM_HEIGHT;
if (pp->posz < pp->hiz)
pp->posz = pp->hiz + PLAYER_SWIM_HEIGHT;
}
}
}
void DoPlayerSectorUpdatePreMove(PLAYERp pp)
{
int sectnum = pp->cursectnum;
if (sectnum < 0)
return;
if (TEST(sector[pp->cursectnum].extra, SECTFX_DYNAMIC_AREA))
{
updatesectorz(pp->posx, pp->posy, pp->posz, &sectnum);
if (sectnum < 0)
{
sectnum = pp->cursectnum;
updatesector(pp->posx, pp->posy, &sectnum);
}
ASSERT(sectnum >= 0);
}
else if (FAF_ConnectArea(sectnum))
{
updatesectorz(pp->posx, pp->posy, pp->posz, &sectnum);
if (sectnum < 0)
{
sectnum = pp->cursectnum;
updatesector(pp->posx, pp->posy, &sectnum);
}
ASSERT(sectnum >= 0);
}
pp->cursectnum = sectnum;
}
void DoPlayerSectorUpdatePostMove(PLAYERp pp)
{
short sectnum = pp->cursectnum;
int fz,cz;
// need to do updatesectorz if in connect area
if (sectnum >= 0 && FAF_ConnectArea(sectnum))
{
updatesectorz(pp->posx, pp->posy, pp->posz, &pp->cursectnum);
// can mess up if below
if (pp->cursectnum < 0)
{
pp->cursectnum = sectnum;
// adjust the posz to be in a sector
getzsofslope(pp->cursectnum, pp->posx, pp->posy, &cz, &fz);
if (pp->posz > fz)
pp->posz = fz;
if (pp->posz < cz)
pp->posz = cz;
// try again
updatesectorz(pp->posx, pp->posy, pp->posz, &pp->cursectnum);
// ASSERT(pp->cursectnum >= 0);
}
}
else
{
PlayerSectorBound(pp, Z(1));
}
}
void PlaySOsound(short sectnum, short sound_num)
{
// play idle sound - sound 1
SWSectIterator it(sectnum);
while (auto actor = it.Next())
{
auto sp = &actor->s();
if (sp->statnum == STAT_SOUND_SPOT)
{
DoSoundSpotStopSound(sp->lotag);
DoSoundSpotMatch(sp->lotag, sound_num, 0);
}
}
}
void StopSOsound(short sectnum)
{
// play idle sound - sound 1
SWSectIterator it(sectnum);
while (auto actor = it.Next())
{
auto sp = &actor->s();
if (sp->statnum == STAT_SOUND_SPOT)
DoSoundSpotStopSound(sp->lotag);
}
}
void DoTankTreads(PLAYERp pp)
{
SPRITEp sp;
int i;
int vel;
SECTORp *sectp;
int j;
int dot;
bool reverse = false;
if (Prediction)
return;
vel = FindDistance2D(pp->xvect>>8, pp->yvect>>8);
dot = DOT_PRODUCT_2D(pp->xvect, pp->yvect, pp->angle.ang.bcos(), pp->angle.ang.bsin());
if (dot < 0)
reverse = true;
for (sectp = pp->sop->sectp, j = 0; *sectp; sectp++, j++)
{
SWSectIterator it(int(*sectp - sector));
while (auto actor = it.Next())
{
sp = &actor->s();
// BOOL1 is set only if pans with SO
if (!TEST_BOOL1(sp))
continue;
if (sp->statnum == STAT_WALL_PAN)
{
if (reverse)
{
if (!TEST_BOOL2(sp))
{
SET_BOOL2(sp);
sp->ang = NORM_ANGLE(sp->ang + 1024);
}
}
else
{
if (TEST_BOOL2(sp))
{
RESET_BOOL2(sp);
sp->ang = NORM_ANGLE(sp->ang + 1024);
}
}
SP_TAG5(sp) = vel;
}
else if (sp->statnum == STAT_FLOOR_PAN)
{
if (reverse)
{
if (!TEST_BOOL2(sp))
{
SET_BOOL2(sp);
sp->ang = NORM_ANGLE(sp->ang + 1024);
}
}
else
{
if (TEST_BOOL2(sp))
{
RESET_BOOL2(sp);
sp->ang = NORM_ANGLE(sp->ang + 1024);
}
}
SP_TAG5(sp) = vel;
}
else if (sp->statnum == STAT_CEILING_PAN)
{
if (reverse)
{
if (!TEST_BOOL2(sp))
{
SET_BOOL2(sp);
sp->ang = NORM_ANGLE(sp->ang + 1024);
}
}
else
{
if (TEST_BOOL2(sp))
{
RESET_BOOL2(sp);
sp->ang = NORM_ANGLE(sp->ang + 1024);
}
}
SP_TAG5(sp) = vel;
}
}
}
}
void SetupDriveCrush(PLAYERp pp, int *x, int *y)
{
int radius = pp->sop_control->clipdist;
x[0] = pp->posx - radius;
y[0] = pp->posy - radius;
x[1] = pp->posx + radius;
y[1] = pp->posy - radius;
x[2] = pp->posx + radius;
y[2] = pp->posy + radius;
x[3] = pp->posx - radius;
y[3] = pp->posy + radius;
}
void DriveCrush(PLAYERp pp, int *x, int *y)
{
int testpointinquad(int x, int y, int *qx, int *qy);
SECTOR_OBJECTp sop = pp->sop_control;
SPRITEp sp;
USERp u;
short stat;
SECTORp *sectp;
if (MoveSkip4 == 0)
return;
// not moving - don't crush
if ((pp->xvect|pp->yvect) == 0 && pp->input.avel == 0)
return;
// main sector
SWSectIterator it(sop->op_main_sector);
while (auto actor = it.Next())
{
sp = &actor->s();
u = actor->u();
if (testpointinquad(sp->x, sp->y, x, y))
{
if (TEST(sp->extra, SPRX_BREAKABLE) && HitBreakSprite(actor, 0))
continue;
if (sp->statnum == STAT_MISSILE)
continue;
if (sp->picnum == ST1)
continue;
if (TEST(sp->extra, SPRX_PLAYER_OR_ENEMY))
{
if (!TEST(u->Flags, SPR_DEAD) && !TEST(sp->extra, SPRX_BREAKABLE))
continue;
}
if (TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
continue;
if (sp->statnum > STAT_DONT_DRAW)
continue;
if (sp->z < sop->crush_z)
continue;
SpriteQueueDelete(actor);
KillActor(actor);
}
}
// all enemys
SWStatIterator it2(STAT_ENEMY);
while (auto actor = it.Next())
{
sp = &actor->s();
if (testpointinquad(sp->x, sp->y, x, y))
{
//if (sp->z < pp->posz)
if (sp->z < sop->crush_z)
continue;
int32_t const vel = FindDistance2D(pp->xvect>>8, pp->yvect>>8);
if (vel < 9000)
{
DoActorBeginSlide(actor, getangle(pp->xvect, pp->yvect), vel/8, 5);
if (DoActorSlide(actor))
continue;
}
UpdateSinglePlayKills(actor);
if (SpawnShrap(actor, nullptr, -99))
SetSuicide(actor);
else
KillActor(actor);
}
}
// all dead actors
it2.Reset(STAT_DEAD_ACTOR);
while (auto actor = it.Next())
{
sp = &actor->s();
if (testpointinquad(sp->x, sp->y, x, y))
{
if (sp->z < sop->crush_z)
continue;
SpriteQueueDelete(actor);
KillActor(actor);
}
}
// all players
for (stat = 0; stat < MAX_SW_PLAYERS; stat++)
{
it2.Reset(stat);
auto actor = it.Next();
if (actor == nullptr)
continue;
sp = &actor->s();
u = actor->u();
if (u->PlayerP == pp)
continue;
if (testpointinquad(sp->x, sp->y, x, y))
{
int damage;
//if (sp->z < pp->posz)
if (sp->z < sop->crush_z)
continue;
damage = -(u->Health + 100);
PlayerDamageSlide(u->PlayerP, damage, pp->angle.ang.asbuild());
PlayerUpdateHealth(u->PlayerP, damage);
//PlayerCheckDeath(u->PlayerP, -1);
PlayerCheckDeath(u->PlayerP, pp->PlayerSprite);
}
}
// if it ends up actually in the drivable sector kill it
for (sectp = sop->sectp; *sectp; sectp++)
{
SWSectIterator it(int(*sectp - sector));
while (auto actor = it.Next())
{
sp = &actor->s();
u = actor->u();
// give some extra buffer
if (sp->z < sop->crush_z + Z(40))
continue;
if (TEST(sp->extra, SPRX_PLAYER_OR_ENEMY))
{
if (sp->statnum == STAT_ENEMY)
{
if (SpawnShrap(actor, nullptr, -99))
SetSuicide(actor);
else
KillActor(actor);
}
}
}
}
}
void DoPlayerMoveVehicle(PLAYERp pp)
{
int z;
int floor_dist;
short save_sectnum;
auto actor = pp->sop->sp_child;
SPRITEp sp = &actor->s();
auto psp = &pp->Actor()->s();
USERp u = actor->u();
int save_cstat;
int x[4], y[4], ox[4], oy[4];
int wallcount;
int count=0;
SECTORp *sectp;
SECTOR_OBJECTp sop = pp->sop;
WALLp wp;
int j,k;
short startwall,endwall;
bool RectClip = !!TEST(sop->flags, SOBJ_RECT_CLIP);
if (Prediction)
return;
if (!Prediction)
{
if (labs(pp->input.fvel|pp->input.svel) && !labs(pp->lastinput.fvel| pp->lastinput.svel))
PlaySOsound(pp->sop->mid_sector,SO_DRIVE_SOUND);
else if (!labs(pp->input.fvel|pp->input.svel) && labs(pp->lastinput.fvel| pp->lastinput.svel))
PlaySOsound(pp->sop->mid_sector,SO_IDLE_SOUND);
}
// force synchronised input here for now.
setForcedSyncInput();
if (PLAYER_MOVING(pp) == 0)
RESET(pp->Flags, PF_PLAYER_MOVED);
else
SET(pp->Flags, PF_PLAYER_MOVED);
pp->oxvect = pp->xvect;
pp->oyvect = pp->yvect;
if (sop->drive_speed)
{
pp->xvect = MulScale(pp->input.fvel, sop->drive_speed, 6);
pp->yvect = MulScale(pp->input.svel, sop->drive_speed, 6);
// does sliding/momentum
pp->xvect = (pp->xvect + (pp->oxvect*(sop->drive_slide-1)))/sop->drive_slide;
pp->yvect = (pp->yvect + (pp->oyvect*(sop->drive_slide-1)))/sop->drive_slide;
}
else
{
pp->xvect += ((pp->input.fvel*synctics*2)<<6);
pp->yvect += ((pp->input.svel*synctics*2)<<6);
pp->xvect = MulScale(pp->xvect, TANK_FRICTION, 16);
pp->yvect = MulScale(pp->yvect, TANK_FRICTION, 16);
pp->xvect = (pp->xvect + (pp->oxvect*1))/2;
pp->yvect = (pp->yvect + (pp->oyvect*1))/2;
}
if (labs(pp->xvect) < 12800 && labs(pp->yvect) < 12800)
pp->xvect = pp->yvect = 0;
pp->lastcursectnum = pp->cursectnum;
z = pp->posz + Z(10);
if (RectClip)
{
for (sectp = sop->sectp, wallcount = 0, j = 0; *sectp; sectp++, j++)
{
startwall = (*sectp)->wallptr;
endwall = startwall + (*sectp)->wallnum - 1;
for (wp = &wall[startwall], k = startwall; k <= endwall; wp++, k++)
{
if (wp->extra && TEST(wp->extra, WALLFX_LOOP_OUTER|WALLFX_LOOP_OUTER_SECONDARY) == WALLFX_LOOP_OUTER)
{
x[count] = wp->x;
y[count] = wp->y;
ox[count] = sop->xmid - sop->xorig[wallcount];
oy[count] = sop->ymid - sop->yorig[wallcount];
count++;
}
wallcount++;
}
}
PRODUCTION_ASSERT(count == 4);
}
save_sectnum = pp->cursectnum;
OperateSectorObject(pp->sop, pp->angle.ang.asbuild(), MAXSO, MAXSO);
pp->cursectnum = pp->sop->op_main_sector; // for speed
floor_dist = labs(z - pp->sop->floor_loz);
if (RectClip)
{
hitdata_t hitinfo;
int vel;
int ret;
save_cstat = psp->cstat;
RESET(psp->cstat, CSTAT_SPRITE_BLOCK);
DoPlayerTurnVehicleRect(pp, x, y, ox, oy);
ret = RectClipMove(pp, x, y);
DriveCrush(pp, x, y);
psp->cstat = save_cstat;
if (!ret)
{
vel = FindDistance2D(pp->xvect>>8, pp->yvect>>8);
if (vel > 13000)
{
vec3_t hit_pos = { DIV2(x[0] + x[1]), DIV2(y[0] + y[1]), sector[pp->cursectnum].floorz - Z(10) };
hitscan(&hit_pos, pp->cursectnum,
//pp->xvect, pp->yvect, 0,
MOVEx(256, pp->angle.ang.asbuild()), MOVEy(256, pp->angle.ang.asbuild()), 0,
&hitinfo, CLIPMASK_PLAYER);
if (FindDistance2D(hitinfo.pos.x - hit_pos.x, hitinfo.pos.y - hit_pos.y) < 800)
{
if (hitinfo.wall >= 0)
SetCollision(u, hitinfo.wall|HIT_WALL);
else if (hitinfo.sprite >= 0)
SetCollision(u, hitinfo.sprite|HIT_SPRITE);
else
u->coll.setNone();
VehicleMoveHit(actor);
}
if (!TEST(sop->flags, SOBJ_NO_QUAKE))
{
SetPlayerQuake(pp);
}
}
if (vel > 12000)
{
pp->xvect = pp->yvect = pp->oxvect = pp->oyvect = 0;
}
}
}
else
{
if (!SyncInput())
{
SET(pp->Flags2, PF2_INPUT_CAN_TURN_VEHICLE);
}
else
{
DoPlayerTurnVehicle(pp, pp->input.avel, z, floor_dist);
}
save_cstat = psp->cstat;
RESET(psp->cstat, CSTAT_SPRITE_BLOCK);
if (pp->sop->clipdist)
{
vec3_t clippos = { pp->posx, pp->posy, z };
SetCollision(u, clipmove(&clippos, &pp->cursectnum, pp->xvect, pp->yvect, (int)pp->sop->clipdist, Z(4), floor_dist, CLIPMASK_PLAYER));
pp->pos.vec2 = clippos.vec2;
}
else
{
SetCollision(u, MultiClipMove(pp, z, floor_dist));
}
psp->cstat = save_cstat;
if (u->coll.type != kHitNone)
{
int vel;
vel = FindDistance2D(pp->xvect>>8, pp->yvect>>8);
if (vel > 13000)
{
VehicleMoveHit(actor);
pp->slide_xvect = -pp->xvect<<1;
pp->slide_yvect = -pp->yvect<<1;
if (!TEST(sop->flags, SOBJ_NO_QUAKE))
SetPlayerQuake(pp);
}
if (vel > 12000)
{
pp->xvect = pp->yvect = pp->oxvect = pp->oyvect = 0;
}
}
}
OperateSectorObject(pp->sop, pp->angle.ang.asbuild(), pp->posx, pp->posy);
pp->cursectnum = save_sectnum; // for speed
if (!SyncInput())
{
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
}
else
{
DoPlayerHorizon(pp, pp->input.horz, 1);
}
DoTankTreads(pp);
}
void DoPlayerMoveTurret(PLAYERp pp)
{
if (!Prediction)
{
if (pp->input.avel && !pp->lastinput.avel)
PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
else if (!pp->input.avel && pp->lastinput.avel)
PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
}
if (!SyncInput())
{
SET(pp->Flags2, PF2_INPUT_CAN_TURN_TURRET);
}
else
{
DoPlayerTurnTurret(pp, pp->input.avel);
}
if (PLAYER_MOVING(pp) == 0)
RESET(pp->Flags, PF_PLAYER_MOVED);
else
SET(pp->Flags, PF_PLAYER_MOVED);
if (!SyncInput())
{
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
}
else
{
DoPlayerHorizon(pp, pp->input.horz, 1);
}
}
void DoPlayerBeginJump(PLAYERp pp)
{
USERp u = pp->Actor()->u();
SET(pp->Flags, PF_JUMPING);
RESET(pp->Flags, PF_FALLING);
RESET(pp->Flags, PF_CRAWLING);
RESET(pp->Flags, PF_LOCK_CRAWL);
pp->floor_dist = PLAYER_JUMP_FLOOR_DIST;
pp->ceiling_dist = PLAYER_JUMP_CEILING_DIST;
pp->friction = PLAYER_JUMP_FRICTION;
PlayerGravity = PLAYER_JUMP_GRAV;
pp->jump_speed = PLAYER_JUMP_AMT + pp->WadeDepth * 4;
if (DoPlayerWadeSuperJump(pp))
{
pp->jump_speed = PLAYER_JUMP_AMT - pp->WadeDepth * 5;
}
pp->JumpDuration = MAX_JUMP_DURATION;
pp->DoPlayerAction = DoPlayerJump;
///DamageData[u->WeaponNum].Init(pp);
NewStateGroup(pp->Actor(), u->ActorActionSet->Jump);
}
void DoPlayerBeginForceJump(PLAYERp pp)
{
USERp u = pp->Actor()->u();
SET(pp->Flags, PF_JUMPING);
RESET(pp->Flags, PF_FALLING|PF_CRAWLING|PF_CLIMBING|PF_LOCK_CRAWL);
pp->JumpDuration = MAX_JUMP_DURATION;
pp->DoPlayerAction = DoPlayerForceJump;
pp->floor_dist = PLAYER_JUMP_FLOOR_DIST;
pp->ceiling_dist = PLAYER_JUMP_CEILING_DIST;
pp->friction = PLAYER_JUMP_FRICTION;
PlayerGravity = PLAYER_JUMP_GRAV;
///DamageData[u->WeaponNum].Init(pp);
NewStateGroup(pp->Actor(), u->ActorActionSet->Jump);
}
void DoPlayerJump(PLAYERp pp)
{
short i;
// reset flag key for double jumps
if (!(pp->input.actions & SB_JUMP))
{
pp->KeyPressBits |= SB_JUMP;
}
// instead of multiplying by synctics, use a loop for greater accuracy
for (i = 0; i < synctics; i++)
{
// PlayerGravity += synctics; // See how increase gravity as we go?
if (pp->input.actions & SB_JUMP)
{
if (pp->JumpDuration > 0)
{
pp->jump_speed -= PlayerGravity;
pp->JumpDuration--;
}
}
// adjust jump speed by gravity - if jump speed greater than 0 player
// have started falling
if ((pp->jump_speed += PlayerGravity) > 0)
{
DoPlayerBeginFall(pp);
DoPlayerFall(pp);
return;
}
// adjust height by jump speed
pp->posz += pp->jump_speed;
// if player gets to close the ceiling while jumping
//if (pp->posz < pp->hiz + Z(4))
if (PlayerCeilingHit(pp, pp->hiz + Z(4)))
{
// put player at the ceiling
pp->posz = pp->hiz + Z(4);
// reverse your speed to falling
pp->jump_speed = -pp->jump_speed;
// start falling
DoPlayerBeginFall(pp);
DoPlayerFall(pp);
return;
}
// added this because jumping up to slopes or jumping on steep slopes
// sometimes caused the view to go into the slope
// if player gets to close the floor while jumping
if (PlayerFloorHit(pp, pp->loz - pp->floor_dist))
{
pp->posz = pp->loz - pp->floor_dist;
pp->jump_speed = 0;
PlayerSectorBound(pp, Z(1));
DoPlayerBeginRun(pp);
DoPlayerHeight(pp);
return;
}
}
if (PlayerFlyKey())
{
DoPlayerBeginFly(pp);
return;
}
// If moving forward and tag is a ladder start climbing
if (PlayerOnLadder(pp))
{
DoPlayerBeginClimb(pp);
return;
}
DoPlayerMove(pp);
DoPlayerJumpHeight(pp);
}
void DoPlayerForceJump(PLAYERp pp)
{
short i;
// instead of multiplying by synctics, use a loop for greater accuracy
for (i = 0; i < synctics; i++)
{
// adjust jump speed by gravity - if jump speed greater than 0 player
// have started falling
if ((pp->jump_speed += PlayerGravity) > 0)
{
DoPlayerBeginFall(pp);
DoPlayerFall(pp);
return;
}
// adjust height by jump speed
pp->posz += pp->jump_speed;
// if player gets to close the ceiling while jumping
//if (pp->posz < pp->hiz + Z(4))
if (PlayerCeilingHit(pp, pp->hiz + Z(4)))
{
// put player at the ceiling
pp->posz = pp->hiz + Z(4);
// reverse your speed to falling
pp->jump_speed = -pp->jump_speed;
// start falling
DoPlayerBeginFall(pp);
DoPlayerFall(pp);
return;
}
}
DoPlayerMove(pp);
}
void DoPlayerBeginFall(PLAYERp pp)
{
USERp u = pp->Actor()->u();
SET(pp->Flags, PF_FALLING);
RESET(pp->Flags, PF_JUMPING);
RESET(pp->Flags, PF_CRAWLING);
RESET(pp->Flags, PF_LOCK_CRAWL);
pp->floor_dist = PLAYER_FALL_FLOOR_DIST;
pp->ceiling_dist = PLAYER_FALL_CEILING_DIST;
pp->DoPlayerAction = DoPlayerFall;
pp->friction = PLAYER_FALL_FRICTION;
// Only change to falling frame if you were in the jump frame
// Otherwise an animation may be messed up such as Running Jump Kick
if (u->Rot == u->ActorActionSet->Jump)
NewStateGroup(pp->Actor(), u->ActorActionSet->Fall);
}
void StackedWaterSplash(PLAYERp pp)
{
if (FAF_ConnectArea(pp->cursectnum))
{
int sectnum = pp->cursectnum;
auto psp = &pp->Actor()->s();
updatesectorz(pp->posx, pp->posy, SPRITEp_BOS(psp), &sectnum);
if (sectnum >= 0 && SectorIsUnderwaterArea(sectnum))
{
PlaySound(DIGI_SPLASH1, pp, v3df_dontpan);
}
}
}
void DoPlayerFall(PLAYERp pp)
{
short i;
int recoil_amt;
int depth;
// reset flag key for double jumps
if (!(pp->input.actions & SB_JUMP))
{
pp->KeyPressBits |= SB_JUMP;
}
if (pp->cursectnum >= 0 && SectorIsUnderwaterArea(pp->cursectnum))
{
StackedWaterSplash(pp);
DoPlayerBeginDiveNoWarp(pp);
return;
}
for (i = 0; i < synctics; i++)
{
// adjust jump speed by gravity
pp->jump_speed += PlayerGravity;
if (pp->jump_speed > 4100)
pp->jump_speed = 4100;
// adjust player height by jump speed
pp->posz += pp->jump_speed;
if (pp->jump_speed > 2000)
{
PlayerSound(DIGI_FALLSCREAM, v3df_dontpan|v3df_doppler|v3df_follow,pp);
}
else if (pp->jump_speed > 1300)
{
if (!(pp->input.actions & SB_CENTERVIEW))
{
pp->input.actions |= SB_CENTERVIEW;
}
}
depth = GetZadjustment(pp->cursectnum, FLOOR_Z_ADJUST)>>8;
if (depth == 0)
depth = pp->WadeDepth;
if (depth > 20)
recoil_amt = 0;
else
recoil_amt = min(pp->jump_speed*6,Z(35));
// need a test for head hits a sloped ceiling while falling
// if player gets to close the Ceiling while Falling
if (PlayerCeilingHit(pp, pp->hiz + pp->ceiling_dist))
{
// put player at the ceiling
pp->posz = pp->hiz + pp->ceiling_dist;
// don't return or anything - allow to fall until
// hit floor
}
if (PlayerFloorHit(pp, pp->loz - PLAYER_HEIGHT + recoil_amt))
{
SECT_USERp sectu = SectUser[pp->cursectnum].Data();
SECTORp sectp = &sector[pp->cursectnum];
PlayerSectorBound(pp, Z(1));
if (sectu && (TEST(sectp->extra, SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE))
{
PlaySound(DIGI_SPLASH1, pp, v3df_dontpan);
}
else
{
if (pp->jump_speed > 1020)
// Feet hitting ground sound
PlaySound(DIGI_HITGROUND, pp, v3df_follow|v3df_dontpan);
}
StopPlayerSound(pp, DIGI_FALLSCREAM);
// i any kind of crawl key get rid of recoil
if (DoPlayerTestCrawl(pp) || (pp->input.actions & SB_CROUCH))
{
pp->posz = pp->loz - PLAYER_CRAWL_HEIGHT;
}
else
{
// this was causing the z to snap immediately
// changed it so it stays gradual
pp->posz += recoil_amt;
DoPlayerHeight(pp);
}
// do some damage
if (pp->jump_speed > 1700 && depth == 0)
{
PlayerSound(DIGI_PLAYERPAIN2, v3df_follow|v3df_dontpan,pp);
if (pp->jump_speed > 1700 && pp->jump_speed < 4000)
{
if (pp->jump_speed > 0)
PlayerUpdateHealth(pp, -((pp->jump_speed-1700)/40));
}
else if (pp->jump_speed >= 4000)
{
USERp u = pp->Actor()->u();
PlayerUpdateHealth(pp, -u->Health); // Make sure he dies!
u->Health = 0;
}
PlayerCheckDeath(pp, -1);
if (TEST(pp->Flags, PF_DEAD))
return;
}
if (pp->input.actions & SB_CROUCH)
{
StackedWaterSplash(pp);
DoPlayerBeginCrawl(pp);
return;
}
if (PlayerCanDiveNoWarp(pp))
{
DoPlayerBeginDiveNoWarp(pp);
return;
}
StackedWaterSplash(pp);
DoPlayerBeginRun(pp);
return;
}
}
if (PlayerFlyKey())
{
DoPlayerBeginFly(pp);
return;
}
// If moving forward and tag is a ladder start climbing
if (PlayerOnLadder(pp))
{
DoPlayerBeginClimb(pp);
return;
}
DoPlayerMove(pp);
}
void DoPlayerBeginClimb(PLAYERp pp)
{
// USERp u = pp->Actor()->u();
SPRITEp sp = &pp->Actor()->s();
RESET(pp->Flags, PF_JUMPING|PF_FALLING);
RESET(pp->Flags, PF_CRAWLING);
RESET(pp->Flags, PF_LOCK_CRAWL);
pp->DoPlayerAction = DoPlayerClimb;
SET(pp->Flags, PF_CLIMBING|PF_WEAPON_DOWN);
SET(sp->cstat, CSTAT_SPRITE_YCENTER);
//DamageData[u->WeaponNum].Init(pp);
//NewStateGroup(pp->Actor(), pp->Actor()->u()->ActorActionSet->Climb);
NewStateGroup(pp->Actor(), sg_PlayerNinjaClimb);
}
void DoPlayerClimb(PLAYERp pp)
{
USERp u = pp->Actor()->u();
int climb_amt;
int i;
SPRITEp sp = &pp->Actor()->s();
int climbvel;
int dot;
short sec,wal,spr;
int dist;
bool LadderUpdate = false;
if (Prediction)
return;
pp->xvect += ((pp->input.fvel*synctics*2)<<6);
pp->yvect += ((pp->input.svel*synctics*2)<<6);
pp->xvect = MulScale(pp->xvect, PLAYER_CLIMB_FRICTION, 16);
pp->yvect = MulScale(pp->yvect, PLAYER_CLIMB_FRICTION, 16);
if (labs(pp->xvect) < 12800 && labs(pp->yvect) < 12800)
pp->xvect = pp->yvect = 0;
climbvel = FindDistance2D(pp->xvect, pp->yvect)>>9;
dot = DOT_PRODUCT_2D(pp->xvect, pp->yvect, pp->angle.ang.bcos(), pp->angle.ang.bsin());
if (dot < 0)
climbvel = -climbvel;
// need to rewrite this for FAF stuff
// Jump off of the ladder
if (pp->input.actions & SB_JUMP)
{
RESET(pp->Flags, PF_CLIMBING|PF_WEAPON_DOWN);
RESET(sp->cstat, CSTAT_SPRITE_YCENTER);
DoPlayerBeginJump(pp);
return;
}
if (climbvel != 0)
{
// move player to center of ladder
for (i = synctics; i; i--)
{
const int ADJ_AMT = 8;
// player
if (pp->posx != pp->lx)
{
if (pp->posx < pp->lx)
pp->posx += ADJ_AMT;
else if (pp->posx > pp->lx)
pp->posx -= ADJ_AMT;
if (labs(pp->posx - pp->lx) <= ADJ_AMT)
pp->posx = pp->lx;
}
if (pp->posy != pp->ly)
{
if (pp->posy < pp->ly)
pp->posy += ADJ_AMT;
else if (pp->posy > pp->ly)
pp->posy -= ADJ_AMT;
if (labs(pp->posy - pp->ly) <= ADJ_AMT)
pp->posy = pp->ly;
}
// sprite
if (sp->x != u->sx)
{
if (sp->x < u->sx)
sp->x += ADJ_AMT;
else if (sp->x > u->sx)
sp->x -= ADJ_AMT;
if (labs(sp->x - u->sx) <= ADJ_AMT)
sp->x = u->sx;
}
if (sp->y != u->sy)
{
if (sp->y < u->sy)
sp->y += ADJ_AMT;
else if (sp->y > u->sy)
sp->y -= ADJ_AMT;
if (labs(sp->y - u->sy) <= ADJ_AMT)
sp->y = u->sy;
}
}
}
DoPlayerZrange(pp);
if (pp->LadderSector < 0 || pp->LadderSector > MAXSECTORS)
{
Printf("Bad ladder sector!\n");
return;
}
// moving UP
if (climbvel > 0)
{
// pp->climb_ndx += climb_rate * synctics;
climb_amt = (climbvel>>4) * 8;
pp->climb_ndx &= 1023;
pp->posz -= climb_amt;
// if player gets to close the ceiling while climbing
if (PlayerCeilingHit(pp, pp->hiz))
{
// put player at the hiz
pp->posz = pp->hiz;
NewStateGroup(pp->Actor(), sg_PlayerNinjaClimb);
}
// if player gets to close the ceiling while climbing
if (PlayerCeilingHit(pp, pp->hiz + Z(4)))
{
// put player at the ceiling
pp->posz = sector[pp->LadderSector].ceilingz + Z(4);
NewStateGroup(pp->Actor(), sg_PlayerNinjaClimb);
}
// if floor is ABOVE you && your head goes above it, do a jump up to
// terrace
if (pp->posz < sector[pp->LadderSector].floorz - Z(6))
{
pp->jump_speed = PLAYER_CLIMB_JUMP_AMT;
RESET(pp->Flags, PF_CLIMBING|PF_WEAPON_DOWN);
RESET(sp->cstat, CSTAT_SPRITE_YCENTER);
DoPlayerBeginForceJump(pp);
}
}
else
// move DOWN
if (climbvel < 0)
{
// pp->climb_ndx += climb_rate * synctics;
climb_amt = -(climbvel>>4) * 8;
pp->climb_ndx &= 1023;
// pp->posz += MulScale(climb_amt, bsin(pp->climb_ndx), 14);
pp->posz += climb_amt;
// if you are touching the floor
//if (pp->posz >= pp->loz - Z(4) - PLAYER_HEIGHT)
if (PlayerFloorHit(pp, pp->loz - Z(4) - PLAYER_HEIGHT))
{
// stand on floor
pp->posz = pp->loz - Z(4) - PLAYER_HEIGHT;
// if moving backwards start running
if (climbvel < 0)
{
RESET(pp->Flags, PF_CLIMBING|PF_WEAPON_DOWN);
RESET(sp->cstat, CSTAT_SPRITE_YCENTER);
DoPlayerBeginRun(pp);
return;
}
}
}
else
{
NewStateGroup(pp->Actor(), sg_PlayerNinjaClimb);
}
// setsprite to players location
sp->z = pp->posz + PLAYER_HEIGHT;
ChangeActorSect(pp->Actor(), pp->cursectnum);
if (!SyncInput())
{
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
}
else
{
DoPlayerHorizon(pp, pp->input.horz, 1);
}
if (FAF_ConnectArea(pp->cursectnum))
{
updatesectorz(pp->posx, pp->posy, pp->posz, &pp->cursectnum);
LadderUpdate = true;
}
if (WarpPlane(&pp->posx, &pp->posy, &pp->posz, &pp->cursectnum))
{
PlayerWarpUpdatePos(pp);
LadderUpdate = true;
}
if (LadderUpdate)
{
SPRITEp lsp;
int nx,ny;
// constantly look for new ladder sector because of warping at any time
neartag(pp->posx, pp->posy, pp->posz,
pp->cursectnum, pp->angle.ang.asbuild(),
&sec, &wal, &spr,
&dist, 800L, NTAG_SEARCH_LO_HI, nullptr);
if (wal >= 0)
{
auto lActor = FindNearSprite(pp->Actor(), STAT_CLIMB_MARKER);
if (!lActor) return;
auto lsp = &lActor->s();
// determine where the player is supposed to be in relation to the ladder
// move out in front of the ladder
nx = MOVEx(100, lsp->ang);
ny = MOVEy(100, lsp->ang);
// set ladder sector
pp->LadderSector = wall[wal].nextsector >= 0? wall[wal].nextsector : wall[wal].sector;
// set players "view" distance from the ladder - needs to be farther than
// the sprite
pp->lx = lsp->x + nx * 5;
pp->ly = lsp->y + ny * 5;
pp->angle.settarget(lsp->ang + 1024);
}
}
}
int DoPlayerWadeSuperJump(PLAYERp pp)
{
HITINFO hitinfo;
unsigned i;
//short angs[3];
static short angs[3] = {0, 0, 0};
int zh = sector[pp->cursectnum].floorz - Z(pp->WadeDepth) - Z(2);
if (Prediction) return false; // !JIM! 8/5/97 Teleporter FAFhitscan SuperJump bug.
for (i = 0; i < SIZ(angs); i++)
{
FAFhitscan(pp->posx, pp->posy, zh, pp->cursectnum, // Start position
bcos(pp->angle.ang.asbuild() + angs[i]), // X vector of 3D ang
bsin(pp->angle.ang.asbuild() + angs[i]), // Y vector of 3D ang
0, &hitinfo, CLIPMASK_MISSILE); // Z vector of 3D ang
if (hitinfo.wall >= 0 && hitinfo.sect >= 0)
{
hitinfo.sect = wall[hitinfo.wall].nextsector;
if (hitinfo.sect >= 0 && labs(sector[hitinfo.sect].floorz - pp->posz) < Z(50))
{
if (Distance(pp->posx, pp->posy, hitinfo.pos.x, hitinfo.pos.y) < ((((int)pp->Actor()->s().clipdist)<<2) + 256))
return true;
}
}
}
return false;
}
bool PlayerFlyKey(void)
{
if (!ToggleFlyMode)
return false;
ToggleFlyMode = false;
if (!GodMode)
return false;
return true;
}
void DoPlayerBeginCrawl(PLAYERp pp)
{
USERp u = pp->Actor()->u();
RESET(pp->Flags, PF_FALLING | PF_JUMPING);
SET(pp->Flags, PF_CRAWLING);
pp->friction = PLAYER_CRAWL_FRICTION;
pp->floor_dist = PLAYER_CRAWL_FLOOR_DIST;
pp->ceiling_dist = PLAYER_CRAWL_CEILING_DIST;
pp->DoPlayerAction = DoPlayerCrawl;
//pp->posz = pp->loz - PLAYER_CRAWL_HEIGHT;
NewStateGroup(pp->Actor(), u->ActorActionSet->Crawl);
}
bool PlayerFallTest(PLAYERp pp, int player_height)
{
// If the floor is far below you, fall hard instead of adjusting height
if (labs(pp->posz - pp->loz) > player_height + PLAYER_FALL_HEIGHT)
{
// if on a STEEP slope sector and you have not moved off of the sector
if (pp->lo_sectp &&
labs(pp->lo_sectp->floorheinum) > 3000 &&
TEST(pp->lo_sectp->floorstat, FLOOR_STAT_SLOPE) &&
pp->lo_sectp == &sector[pp->lastcursectnum])
{
return false;
}
else
{
return true;
}
}
return false;
}
const int PLAYER_STANDING_ROOM = Z(68);
void DoPlayerCrawl(PLAYERp pp)
{
USERp u = pp->Actor()->u();
if (pp->cursectnum >= 0 && SectorIsUnderwaterArea(pp->cursectnum))
{
// if stacked water - which it should be
if (FAF_ConnectArea(pp->cursectnum))
{
// adjust the z
pp->posz = sector[pp->cursectnum].ceilingz + Z(12);
}
DoPlayerBeginDiveNoWarp(pp);
return;
}
// Current Z position, adjust down to the floor, adjust to player height,
// adjust for "bump head"
// Let off of crawl to get up
if (!(pp->input.actions & SB_CROUCH))
{
if (labs(pp->loz - pp->hiz) >= PLAYER_STANDING_ROOM)
{
RESET(pp->Flags, PF_CRAWLING);
DoPlayerBeginRun(pp);
return;
}
}
if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_CURRENT))
{
DoPlayerCurrent(pp);
}
// Move around
DoPlayerMove(pp);
if (pp->WadeDepth > PLAYER_CRAWL_WADE_DEPTH)
{
RESET(pp->Flags, PF_CRAWLING);
DoPlayerBeginRun(pp);
return;
}
if (!TEST(pp->Flags, PF_PLAYER_MOVED))
{
NewStateGroup(pp->Actor(), u->ActorActionSet->Crawl);
}
// If the floor is far below you, fall hard instead of adjusting height
if (PlayerFallTest(pp, PLAYER_CRAWL_HEIGHT))
{
pp->jump_speed = Z(1);
RESET(pp->Flags, PF_CRAWLING);
DoPlayerBeginFall(pp);
// call PlayerFall now seems to iron out a hitch before falling
DoPlayerFall(pp);
return;
}
if (pp->cursectnum >= 0 && TEST(sector[pp->cursectnum].extra, SECTFX_DYNAMIC_AREA))
{
pp->posz = pp->loz - PLAYER_CRAWL_HEIGHT;
}
DoPlayerBob(pp);
DoPlayerCrawlHeight(pp);
}
void DoPlayerBeginFly(PLAYERp pp)
{
RESET(pp->Flags, PF_FALLING | PF_JUMPING | PF_CRAWLING);
SET(pp->Flags, PF_FLYING);
pp->friction = PLAYER_FLY_FRICTION;
pp->floor_dist = PLAYER_RUN_FLOOR_DIST;
pp->ceiling_dist = PLAYER_RUN_CEILING_DIST;
pp->DoPlayerAction = DoPlayerFly;
pp->z_speed = -Z(10);
pp->jump_speed = 0;
pp->bob_amt = 0;
pp->bob_ndx = 1024;
NewStateGroup(pp->Actor(), sg_PlayerNinjaFly);
}
int GetSinNdx(int range, int bob_amt)
{
int amt;
amt = Z(512) / range;
return bob_amt * amt;
}
void PlayerWarpUpdatePos(PLAYERp pp)
{
if (Prediction)
return;
pp->oposx = pp->posx;
pp->oposy = pp->posy;
pp->oposz = pp->posz;
DoPlayerZrange(pp);
UpdatePlayerSprite(pp);
}
bool PlayerCeilingHit(PLAYERp pp, int zlimit)
{
if (pp->posz < zlimit)
{
return true;
}
return false;
}
bool PlayerFloorHit(PLAYERp pp, int zlimit)
{
if (pp->posz > zlimit)
{
return true;
}
return false;
}
void DoPlayerFly(PLAYERp pp)
{
if (pp->cursectnum >= 0 && SectorIsUnderwaterArea(pp->cursectnum))
{
DoPlayerBeginDiveNoWarp(pp);
return;
}
if (pp->input.actions & SB_CROUCH)
{
pp->z_speed += PLAYER_FLY_INC;
if (pp->z_speed > PLAYER_FLY_MAX_SPEED)
pp->z_speed = PLAYER_FLY_MAX_SPEED;
}
if (pp->input.actions & SB_JUMP)
{
pp->z_speed -= PLAYER_FLY_INC;
if (pp->z_speed < -PLAYER_FLY_MAX_SPEED)
pp->z_speed = -PLAYER_FLY_MAX_SPEED;
}
pp->z_speed = MulScale(pp->z_speed, 58000, 16);
pp->posz += pp->z_speed;
// Make the min distance from the ceiling/floor match bobbing amount
// so the player never goes into the ceiling/floor
// Only get so close to the ceiling
if (PlayerCeilingHit(pp, pp->hiz + PLAYER_FLY_BOB_AMT + Z(8)))
{
pp->posz = pp->hiz + PLAYER_FLY_BOB_AMT + Z(8);
pp->z_speed = 0;
}
// Only get so close to the floor
if (PlayerFloorHit(pp, pp->loz - PLAYER_HEIGHT - PLAYER_FLY_BOB_AMT))
{
pp->posz = pp->loz - PLAYER_HEIGHT - PLAYER_FLY_BOB_AMT;
pp->z_speed = 0;
}
if (PlayerFlyKey())
{
RESET(pp->Flags, PF_FLYING);
pp->bob_amt = 0;
pp->bob_ndx = 0;
DoPlayerBeginFall(pp);
DoPlayerFall(pp);
return;
}
DoPlayerMove(pp);
}
DSWActor* FindNearSprite(DSWActor* actor, short stat)
{
auto sp = &actor->s();
int fs;
int dist, near_dist = 15000;
DSWActor* near_fp = nullptr;
SWStatIterator it(stat);
while (auto actor = it.Next())
{
auto fp = &actor->s();
dist = Distance(sp->x, sp->y, fp->x, fp->y);
if (dist < near_dist)
{
near_dist = dist;
near_fp = actor;
}
}
return near_fp;
}
bool PlayerOnLadder(PLAYERp pp)
{
short sec, wal = 0, spr;
int dist, nx, ny;
unsigned i;
SPRITEp lsp;
HITINFO hitinfo;
int dir;
int neartaghitdist;
short neartagsector, neartagwall, neartagsprite;
static short angles[] =
{
30, -30
};
if (Prediction)
return false;
neartag(pp->posx, pp->posy, pp->posz, pp->cursectnum, pp->angle.ang.asbuild(),
&neartagsector, &neartagwall, &neartagsprite,
&neartaghitdist, 1024L+768L, NTAG_SEARCH_LO_HI, nullptr);
dir = DOT_PRODUCT_2D(pp->xvect, pp->yvect, pp->angle.ang.bcos(), pp->angle.ang.bsin());
if (dir < 0)
return false;
if (neartagwall < 0 || wall[neartagwall].lotag != TAG_WALL_CLIMB)
return false;
for (i = 0; i < SIZ(angles); i++)
{
neartag(pp->posx, pp->posy, pp->posz, pp->cursectnum, NORM_ANGLE(pp->angle.ang.asbuild() + angles[i]),
&sec, &wal, &spr,
&dist, 600L, NTAG_SEARCH_LO_HI, nullptr);
if (wal < 0 || dist < 100 || wall[wal].lotag != TAG_WALL_CLIMB)
return false;
FAFhitscan(pp->posx, pp->posy, pp->posz, pp->cursectnum,
bcos(pp->angle.ang.asbuild() + angles[i]),
bsin(pp->angle.ang.asbuild() + angles[i]),
0,
&hitinfo, CLIPMASK_MISSILE);
dist = DIST(pp->posx, pp->posy, hitinfo.pos.x, hitinfo.pos.y);
if (hitinfo.hitactor != nullptr)
{
int cstat = hitinfo.hitactor->s().cstat;
// if the sprite blocking you hit is not a wall sprite there is something between
// you and the ladder
if (TEST(cstat, CSTAT_SPRITE_BLOCK) &&
!TEST(cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
{
return false;
}
}
else
{
// if you hit a wall and it is not a climb wall - forget it
if (hitinfo.wall >= 0 && wall[hitinfo.wall].lotag != TAG_WALL_CLIMB)
return false;
}
}
auto lActor = FindNearSprite(pp->Actor(), STAT_CLIMB_MARKER);
if (!lActor)
return false;
lsp = &lActor->s();
// determine where the player is supposed to be in relation to the ladder
// move out in front of the ladder
nx = MOVEx(100, lsp->ang);
ny = MOVEy(100, lsp->ang);
#if DEBUG
if (wall[wal].nextsector < 0)
{
I_Error("Take out white wall ladder x = %d, y = %d",wall[wal].x, wall[wal].y);
}
#endif
pp->LadderSector = wall[wal].nextsector >= 0 ? wall[wal].nextsector : wall[wal].sector;
//DSPRINTF(ds, "Ladder Sector %d", pp->LadderSector);
MONO_PRINT(ds);
// set players "view" distance from the ladder - needs to be farther than
// the sprite
pp->lx = lsp->x + nx * 5;
pp->ly = lsp->y + ny * 5;
pp->angle.settarget(lsp->ang + 1024);
return true;
}
bool DoPlayerTestCrawl(PLAYERp pp)
{
if (labs(pp->loz - pp->hiz) < PLAYER_STANDING_ROOM)
return true;
return false;
}
int PlayerInDiveArea(PLAYERp pp)
{
SECTORp sectp;
if (pp->lo_sectp)
{
//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
//Attention: This changed on 07/29/97
//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
sectp = &sector[pp->cursectnum];
//sectp = pp->lo_sectp;
}
else
return false;
if (TEST(sectp->extra, SECTFX_DIVE_AREA))
{
CheckFootPrints(pp);
return true;
}
return false;
}
int PlayerCanDive(PLAYERp pp)
{
if (Prediction)
return false;
// Crawl - check for diving
if ((pp->input.actions & SB_CROUCH) || pp->jump_speed > 0)
{
if (PlayerInDiveArea(pp))
{
pp->posz += Z(20);
pp->z_speed = Z(20);
pp->jump_speed = 0;
if (pp->posz > pp->loz - Z(pp->WadeDepth) - Z(2))
{
DoPlayerBeginDive(pp);
}
return true;
}
}
return false;
}
int PlayerCanDiveNoWarp(PLAYERp pp)
{
if (Prediction)
return false;
// check for diving
if (pp->jump_speed > 1400)
{
if (FAF_ConnectArea(pp->cursectnum))
{
int sectnum = pp->cursectnum;
updatesectorz(pp->posx, pp->posy, SPRITEp_BOS(&pp->Actor()->s()), &sectnum);
if (sectnum >= 0 && SectorIsUnderwaterArea(sectnum))
{
pp->cursectnum = sectnum;
pp->posz = sector[sectnum].ceilingz;
pp->posz += Z(20);
pp->z_speed = Z(20);
pp->jump_speed = 0;
PlaySound(DIGI_SPLASH1, pp, v3df_dontpan);
DoPlayerBeginDiveNoWarp(pp);
return true;
}
}
}
return false;
}
int GetOverlapSector(int x, int y, short *over, short *under)
{
int i, found = 0;
short sf[2]= {0,0}; // sectors found
if ((SectUser[*under].Data() && SectUser[*under]->number >= 30000) || (SectUser[*over].Data() && SectUser[*over]->number >= 30000))
return GetOverlapSector2(x,y,over,under);
// instead of check ALL sectors, just check the two most likely first
if (inside(x, y, *over))
{
sf[found] = *over;
found++;
}
if (inside(x, y, *under))
{
sf[found] = *under;
found++;
}
// if nothing was found, check them all
if (found == 0)
{
for (found = 0, i = 0; i < numsectors; i++)
{
if (inside(x, y, i))
{
sf[found] = i;
found++;
PRODUCTION_ASSERT(found <= 2);
}
}
}
if (!found)
{
I_Error("GetOverlapSector x = %d, y = %d, over %d, under %d", x, y, *over, *under);
}
PRODUCTION_ASSERT(found != 0);
PRODUCTION_ASSERT(found <= 2);
// the are overlaping - check the z coord
if (found == 2)
{
if (sector[sf[0]].floorz > sector[sf[1]].floorz)
{
*under = sf[0];
*over = sf[1];
}
else
{
*under = sf[1];
*over = sf[0];
}
}
else
// the are NOT overlaping
{
*over = sf[0];
*under = -1;
}
return found;
}
int GetOverlapSector2(int x, int y, short *over, short *under)
{
int found = 0;
short sf[2]= {0,0}; // sectors found
unsigned stat;
static short UnderStatList[] = {STAT_UNDERWATER, STAT_UNDERWATER2};
// NOTE: For certain heavily overlapped areas in $seabase this is a better
// method.
// instead of check ALL sectors, just check the two most likely first
if (inside(x, y, *over))
{
sf[found] = *over;
found++;
}
if (inside(x, y, *under))
{
sf[found] = *under;
found++;
}
// if nothing was found, check them all
if (found == 0)
{
SWStatIterator it(STAT_DIVE_AREA);
while (auto actor = it.Next())
{
auto sp = &actor->s();
if (inside(x, y, sp->sectnum))
{
sf[found] = sp->sectnum;
found++;
PRODUCTION_ASSERT(found <= 2);
}
}
for (stat = 0; stat < SIZ(UnderStatList); stat++)
{
it.Reset(UnderStatList[stat]);
while (auto actor = it.Next())
{
auto sp = &actor->s();
// ignore underwater areas with lotag of 0
if (sp->lotag == 0)
continue;
if (inside(x, y, sp->sectnum))
{
sf[found] = sp->sectnum;
found++;
PRODUCTION_ASSERT(found <= 2);
}
}
}
}
if (!found)
{
I_Error("GetOverlapSector x = %d, y = %d, over %d, under %d", x, y, *over, *under);
}
PRODUCTION_ASSERT(found != 0);
PRODUCTION_ASSERT(found <= 2);
// the are overlaping - check the z coord
if (found == 2)
{
if (sector[sf[0]].floorz > sector[sf[1]].floorz)
{
*under = sf[0];
*over = sf[1];
}
else
{
*under = sf[1];
*over = sf[0];
}
}
else
// the are NOT overlaping
{
*over = sf[0];
*under = -1;
}
return found;
}
void DoPlayerWarpToUnderwater(PLAYERp pp)
{
USERp u = pp->Actor()->u();
SECT_USERp sectu = SectUser[pp->cursectnum].Data();
SPRITEp under_sp = nullptr, over_sp = nullptr;
bool Found = false;
short over, under;
if (Prediction)
return;
// search for DIVE_AREA "over" sprite for reference point
SWStatIterator it(STAT_DIVE_AREA);
while (auto actor = it.Next())
{
over_sp = &actor->s();
if (TEST(sector[over_sp->sectnum].extra, SECTFX_DIVE_AREA) &&
SectUser[over_sp->sectnum].Data() &&
SectUser[over_sp->sectnum]->number == sectu->number)
{
Found = true;
break;
}
}
PRODUCTION_ASSERT(Found == true);
Found = false;
// search for UNDERWATER "under" sprite for reference point
it.Reset(STAT_UNDERWATER);
while (auto actor = it.Next())
{
under_sp = &actor->s();
if (TEST(sector[under_sp->sectnum].extra, SECTFX_UNDERWATER) &&
SectUser[under_sp->sectnum].Data() &&
SectUser[under_sp->sectnum]->number == sectu->number)
{
Found = true;
break;
}
}
PRODUCTION_ASSERT(Found == true);
// get the offset from the sprite
u->sx = over_sp->x - pp->posx;
u->sy = over_sp->y - pp->posy;
// update to the new x y position
pp->posx = under_sp->x - u->sx;
pp->posy = under_sp->y - u->sy;
over = over_sp->sectnum;
under = under_sp->sectnum;
if (GetOverlapSector(pp->posx, pp->posy, &over, &under) == 2)
{
pp->cursectnum = under;
}
else
pp->cursectnum = over;
pp->posz = sector[under_sp->sectnum].ceilingz + Z(6);
pp->oposx = pp->posx;
pp->oposy = pp->posy;
pp->oposz = pp->posz;
DoPlayerZrange(pp);
return;
}
void DoPlayerWarpToSurface(PLAYERp pp)
{
USERp u = pp->Actor()->u();
SECT_USERp sectu = SectUser[pp->cursectnum].Data();
short over, under;
SPRITEp under_sp = nullptr, over_sp = nullptr;
bool Found = false;
if (Prediction)
return;
// search for UNDERWATER "under" sprite for reference point
SWStatIterator it(STAT_UNDERWATER);
while (auto actor = it.Next())
{
under_sp = &actor->s();
if (TEST(sector[under_sp->sectnum].extra, SECTFX_UNDERWATER) &&
SectUser[under_sp->sectnum].Data() &&
SectUser[under_sp->sectnum]->number == sectu->number)
{
Found = true;
break;
}
}
PRODUCTION_ASSERT(Found == true);
Found = false;
// search for DIVE_AREA "over" sprite for reference point
it.Reset(STAT_DIVE_AREA);
while (auto actor = it.Next())
{
over_sp = &actor->s();
if (TEST(sector[over_sp->sectnum].extra, SECTFX_DIVE_AREA) &&
SectUser[over_sp->sectnum].Data() &&
SectUser[over_sp->sectnum]->number == sectu->number)
{
Found = true;
break;
}
}
PRODUCTION_ASSERT(Found == true);
// get the offset from the under sprite
u->sx = under_sp->x - pp->posx;
u->sy = under_sp->y - pp->posy;
// update to the new x y position
pp->posx = over_sp->x - u->sx;
pp->posy = over_sp->y - u->sy;
over = over_sp->sectnum;
under = under_sp->sectnum;
if (GetOverlapSector(pp->posx, pp->posy, &over, &under))
{
pp->cursectnum = over;
}
pp->posz = sector[over_sp->sectnum].floorz - Z(2);
// set z range and wade depth so we know how high to set view
DoPlayerZrange(pp);
DoPlayerSetWadeDepth(pp);
pp->posz -= Z(pp->WadeDepth);
pp->oposx = pp->posx;
pp->oposy = pp->posy;
pp->oposz = pp->posz;
return;
}
void DoPlayerDivePalette(PLAYERp pp)
{
if (pp != Player + screenpeek) return;
if ((pp->DeathType == PLAYER_DEATH_DROWN || TEST((Player+screenpeek)->Flags, PF_DIVING)) && !TEST(pp->Flags, PF_DIVING_IN_LAVA))
{
SetFadeAmt(pp,-1005,210); // Dive color , org color 208
}
else
{
// Put it all back to normal
if (pp->StartColor == 210)
{
videoFadePalette(0,0,0,0);
pp->FadeAmt = 0;
}
}
}
void DoPlayerBeginDive(PLAYERp pp)
{
SPRITEp sp = &pp->Actor()->s();
USERp u = pp->Actor()->u();
if (Prediction)
return;
if (pp->Bloody) pp->Bloody = false; // Water washes away the blood
SET(pp->Flags, PF_DIVING);
DoPlayerDivePalette(pp);
DoPlayerNightVisionPalette(pp);
if (pp == Player + screenpeek)
{
COVER_SetReverb(140); // Underwater echo
pp->Reverb = 140;
}
SpawnSplash(pp->Actor());
DoPlayerWarpToUnderwater(pp);
OperateTripTrigger(pp);
RESET(pp->Flags, PF_JUMPING | PF_FALLING);
RESET(pp->Flags, PF_CRAWLING);
RESET(pp->Flags, PF_LOCK_CRAWL);
pp->friction = PLAYER_DIVE_FRICTION;
pp->ceiling_dist = PLAYER_DIVE_CEILING_DIST;
pp->floor_dist = PLAYER_DIVE_FLOOR_DIST;
SET(sp->cstat, CSTAT_SPRITE_YCENTER);
pp->DoPlayerAction = DoPlayerDive;
//pp->z_speed = 0;
pp->DiveTics = PLAYER_DIVE_TIME;
pp->DiveDamageTics = 0;
DoPlayerMove(pp); // needs to be called to reset the pp->loz/hiz variable
///DamageData[u->WeaponNum].Init(pp);
NewStateGroup(pp->Actor(), u->ActorActionSet->Dive);
DoPlayerDive(pp);
}
void DoPlayerBeginDiveNoWarp(PLAYERp pp)
{
SPRITEp sp = &pp->Actor()->s();
USERp u = pp->Actor()->u();
if (Prediction)
return;
if (pp->cursectnum < 0 || !SectorIsUnderwaterArea(pp->cursectnum))
return;
if (pp->Bloody) pp->Bloody = false; // Water washes away the blood
if (pp == Player + screenpeek)
{
COVER_SetReverb(140); // Underwater echo
pp->Reverb = 140;
}
CheckFootPrints(pp);
if (TEST(pp->lo_sectp->extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA)
{
SET(pp->Flags, PF_DIVING_IN_LAVA);
u->DamageTics = 0;
}
SET(pp->Flags, PF_DIVING);
DoPlayerDivePalette(pp);
DoPlayerNightVisionPalette(pp);
RESET(pp->Flags, PF_JUMPING | PF_FALLING);
pp->friction = PLAYER_DIVE_FRICTION;
pp->ceiling_dist = PLAYER_DIVE_CEILING_DIST;
pp->floor_dist = PLAYER_DIVE_FLOOR_DIST;
SET(sp->cstat, CSTAT_SPRITE_YCENTER);
pp->DoPlayerAction = DoPlayerDive;
pp->z_speed = 0;
pp->DiveTics = PLAYER_DIVE_TIME;
pp->DiveDamageTics = 0;
DoPlayerMove(pp); // needs to be called to reset the pp->loz/hiz variable
///DamageData[u->WeaponNum].Init(pp);
NewStateGroup(pp->Actor(), u->ActorActionSet->Dive);
DoPlayerDive(pp);
}
void DoPlayerStopDiveNoWarp(PLAYERp pp)
{
if (Prediction)
return;
StopPlayerSound(pp);
// stop diving no warp
PlayerSound(DIGI_SURFACE, v3df_dontpan|v3df_follow|v3df_doppler,pp);
pp->bob_amt = 0;
RESET(pp->Flags, PF_DIVING|PF_DIVING_IN_LAVA);
DoPlayerDivePalette(pp);
DoPlayerNightVisionPalette(pp);
RESET(pp->Actor()->s().cstat, CSTAT_SPRITE_YCENTER);
if (pp == Player + screenpeek)
{
COVER_SetReverb(0);
pp->Reverb = 0;
}
DoPlayerZrange(pp);
}
void DoPlayerStopDive(PLAYERp pp)
{
SPRITEp sp = &pp->Actor()->s();
if (Prediction)
return;
StopPlayerSound(pp);
// stop diving with warp
PlayerSound(DIGI_SURFACE, v3df_dontpan|v3df_follow|v3df_doppler,pp);
pp->bob_amt = 0;
DoPlayerWarpToSurface(pp);
DoPlayerBeginWade(pp);
RESET(pp->Flags, PF_DIVING|PF_DIVING_IN_LAVA);
DoPlayerDivePalette(pp);
DoPlayerNightVisionPalette(pp);
RESET(sp->cstat, CSTAT_SPRITE_YCENTER);
if (pp == Player + screenpeek)
{
COVER_SetReverb(0);
pp->Reverb = 0;
}
}
void DoPlayerDiveMeter(PLAYERp pp)
{
short color=0,metertics,meterunit;
int y;
if (NoMeters) return;
// Don't draw bar from other players
if (pp != Player+myconnectindex) return;
if (!TEST(pp->Flags, PF_DIVING|PF_DIVING_IN_LAVA)) return;
meterunit = PLAYER_DIVE_TIME / 30;
if (meterunit > 0)
metertics = pp->DiveTics / meterunit;
else
return;
if (metertics <= 0 && !TEST(pp->Flags, PF_DIVING|PF_DIVING_IN_LAVA))
{
return;
}
if (metertics <= 0) return;
if (numplayers < 2) y = 10;
else if (numplayers >=2 && numplayers <= 4) y = 20;
else
y = 30;
if (metertics <= 12 && metertics > 6)
color = 20;
else if (metertics <= 6)
color = 25;
else
color = 22;
DrawTexture(twod, tileGetTexture(5408, true), 208, y, DTA_FullscreenScale, FSMode_Fit320x200,
DTA_CenterOffsetRel, true, DTA_TranslationIndex, TRANSLATION(Translation_Remap, 1), TAG_DONE);
DrawTexture(twod, tileGetTexture(5406 - metertics, true), 265, y, DTA_FullscreenScale, FSMode_Fit320x200,
DTA_CenterOffsetRel, true, DTA_TranslationIndex, TRANSLATION(Translation_Remap, color), TAG_DONE);
}
void DoPlayerDive(PLAYERp pp)
{
USERp u = pp->Actor()->u();
SECT_USERp sectu = SectUser[pp->cursectnum].Data();
// whenever your view is not in a water area
if (pp->cursectnum < 0 || !SectorIsUnderwaterArea(pp->cursectnum))
{
DoPlayerStopDiveNoWarp(pp);
DoPlayerBeginRun(pp);
return;
}
if ((pp->DiveTics -= synctics) < 0)
{
if ((pp->DiveDamageTics -= synctics) < 0)
{
pp->DiveDamageTics = PLAYER_DIVE_DAMAGE_TIME;
//PlayerUpdateHealth(pp, PLAYER_DIVE_DAMAGE_AMOUNT);
PlayerSound(DIGI_WANGDROWNING, v3df_dontpan|v3df_follow, pp);
PlayerUpdateHealth(pp, -3 -(RandomRange(7<<8)>>8));
PlayerCheckDeath(pp, -1);
if (TEST(pp->Flags, PF_DEAD))
return;
}
}
// underwater current
if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_CURRENT))
{
DoPlayerCurrent(pp);
}
// while diving in lava
// every DamageTics time take some damage
if (TEST(pp->Flags, PF_DIVING_IN_LAVA))
{
if ((u->DamageTics -= synctics) < 0)
{
u->DamageTics = 30; // !JIM! Was DAMAGE_TIME
PlayerUpdateHealth(pp, -40);
}
}
if (pp->input.actions & SB_CROUCH)
{
pp->z_speed += PLAYER_DIVE_INC;
if (pp->z_speed > PLAYER_DIVE_MAX_SPEED)
pp->z_speed = PLAYER_DIVE_MAX_SPEED;
}
if (pp->input.actions & SB_JUMP)
{
pp->z_speed -= PLAYER_DIVE_INC;
if (pp->z_speed < -PLAYER_DIVE_MAX_SPEED)
pp->z_speed = -PLAYER_DIVE_MAX_SPEED;
}
pp->z_speed = MulScale(pp->z_speed, 58000, 16);
if (labs(pp->z_speed) < 16)
pp->z_speed = 0;
pp->posz += pp->z_speed;
if (pp->z_speed < 0 && FAF_ConnectArea(pp->cursectnum))
{
if (pp->posz < sector[pp->cursectnum].ceilingz + Z(10))
{
int sectnum = pp->cursectnum;
// check for sector above to see if it is an underwater sector also
updatesectorz(pp->posx, pp->posy, sector[pp->cursectnum].ceilingz - Z(8), &sectnum);
if (sectnum >= 0 && !SectorIsUnderwaterArea(sectnum))
{
// if not underwater sector we must surface
// force into above sector
pp->posz = sector[pp->cursectnum].ceilingz - Z(8);
pp->cursectnum = sectnum;
DoPlayerStopDiveNoWarp(pp);
DoPlayerBeginRun(pp);
return;
}
}
}
// Only get so close to the ceiling
// if its a dive sector without a match or a UNDER2 sector with CANT_SURFACE set
if (sectu && (sectu->number == 0 || TEST(sectu->flags, SECTFU_CANT_SURFACE)))
{
// for room over room water the hiz will be the top rooms ceiling
if (pp->posz < pp->hiz + pp->ceiling_dist)
{
pp->posz = pp->hiz + pp->ceiling_dist;
}
}
else
{
// close to a warping sector - stop diveing with a warp to surface
// !JIM! FRANK - I added !pp->hiActor so that you don't warp to surface when
// there is a sprite above you since getzrange returns a hiz < ceiling height
// if you are clipping into a sprite and not the ceiling.
if (pp->posz < pp->hiz + Z(4) && !pp->highActor)
{
DoPlayerStopDive(pp);
return;
}
}
// Only get so close to the floor
if (pp->posz >= pp->loz - PLAYER_DIVE_HEIGHT)
{
pp->posz = pp->loz - PLAYER_DIVE_HEIGHT;
}
// make player bob if sitting still
if (!PLAYER_MOVING(pp) && pp->z_speed == 0 && pp->up_speed == 0)
{
DoPlayerSpriteBob(pp, PLAYER_DIVE_HEIGHT, PLAYER_DIVE_BOB_AMT, 3);
}
// player is moving
else
{
// if bob_amt is approx 0
if (labs(pp->bob_amt) < Z(1))
{
pp->bob_amt = 0;
pp->bob_ndx = 0;
}
// else keep bobbing until its back close to 0
else
{
DoPlayerSpriteBob(pp, PLAYER_DIVE_HEIGHT, PLAYER_DIVE_BOB_AMT, 3);
}
}
// Reverse bobbing when getting close to the floor
if (pp->posz + pp->bob_amt >= pp->loz - PLAYER_DIVE_HEIGHT)
{
pp->bob_ndx = NORM_ANGLE(pp->bob_ndx + ((1024 + 512) - pp->bob_ndx) * 2);
DoPlayerSpriteBob(pp, PLAYER_DIVE_HEIGHT, PLAYER_DIVE_BOB_AMT, 3);
}
// Reverse bobbing when getting close to the ceiling
if (pp->posz + pp->bob_amt < pp->hiz + pp->ceiling_dist)
{
pp->bob_ndx = NORM_ANGLE(pp->bob_ndx + ((512) - pp->bob_ndx) * 2);
DoPlayerSpriteBob(pp, PLAYER_DIVE_HEIGHT, PLAYER_DIVE_BOB_AMT, 3);
}
DoPlayerMove(pp);
// Random bubble sounds
// if((RandomRange(1000<<5)>>5) < 100)
// PlaySound(DIGI_BUBBLES, pp, v3df_dontpan|v3df_follow);
if ((!Prediction && pp->z_speed && ((RANDOM_P2(1024<<5)>>5) < 64)) ||
(PLAYER_MOVING(pp) && (RANDOM_P2(1024<<5)>>5) < 64))
{
SPRITEp bp;
int nx,ny;
PlaySound(DIGI_BUBBLES, pp, v3df_none);
auto bubble = SpawnBubble(pp->Actor());
if (bubble != nullptr)
{
bp = &bubble->s();
// back it up a bit to get it out of your face
nx = MOVEx((128+64), NORM_ANGLE(bp->ang + 1024));
ny = MOVEy((128+64), NORM_ANGLE(bp->ang + 1024));
move_sprite(bubble, nx, ny, 0L, u->ceiling_dist, u->floor_dist, 0, synctics);
}
}
}
int DoPlayerTestPlaxDeath(PLAYERp pp)
{
USERp u = pp->Actor()->u();
// landed on a paralax floor
if (pp->lo_sectp && TEST(pp->lo_sectp->floorstat, FLOOR_STAT_PLAX))
{
PlayerUpdateHealth(pp, -u->Health);
PlayerCheckDeath(pp, -1);
return true;
}
return false;
}
void DoPlayerCurrent(PLAYERp pp)
{
int xvect, yvect;
SECT_USERp sectu = SectUser[pp->cursectnum].Data();
int push_ret;
if (!sectu)
return;
xvect = sectu->speed * synctics * bcos(sectu->ang) >> 4;
yvect = sectu->speed * synctics * bsin(sectu->ang) >> 4;
push_ret = pushmove(&pp->pos, &pp->cursectnum, ((int)pp->Actor()->s().clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
if (push_ret < 0)
{
if (!TEST(pp->Flags, PF_DEAD))
{
USERp u = pp->Actor()->u();
PlayerUpdateHealth(pp, -u->Health); // Make sure he dies!
PlayerCheckDeath(pp, -1);
if (TEST(pp->Flags, PF_DEAD))
return;
}
return;
}
clipmove(&pp->pos, &pp->cursectnum, xvect, yvect, ((int)pp->Actor()->s().clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
PlayerCheckValidMove(pp);
pushmove(&pp->pos, &pp->cursectnum, ((int)pp->Actor()->s().clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
if (push_ret < 0)
{
if (!TEST(pp->Flags, PF_DEAD))
{
USERp u = pp->Actor()->u();
PlayerUpdateHealth(pp, -u->Health); // Make sure he dies!
PlayerCheckDeath(pp, -1);
if (TEST(pp->Flags, PF_DEAD))
return;
}
return;
}
}
void DoPlayerFireOutWater(PLAYERp pp)
{
USERp u = pp->Actor()->u();
if (Prediction)
return;
if (pp->WadeDepth > 20)
{
if (u->flameActor != nullptr)
SetSuicide(u->flameActor);
u->flameActor = nullptr;
u->Flags2 |= SPR2_FLAMEDIE;
}
}
void DoPlayerFireOutDeath(PLAYERp pp)
{
USERp u = pp->Actor()->u();
if (Prediction)
return;
if (u->flameActor != nullptr)
SetSuicide(u->flameActor);
u->flameActor = nullptr;
u->Flags2 |= SPR2_FLAMEDIE;
}
void DoPlayerBeginWade(PLAYERp pp)
{
USERp u = pp->Actor()->u();
// landed on a paralax floor?
if (DoPlayerTestPlaxDeath(pp))
return;
RESET(pp->Flags, PF_JUMPING | PF_FALLING);
RESET(pp->Flags, PF_CRAWLING);
pp->friction = PLAYER_WADE_FRICTION;
pp->floor_dist = PLAYER_WADE_FLOOR_DIST;
pp->ceiling_dist = PLAYER_WADE_CEILING_DIST;
pp->DoPlayerAction = DoPlayerWade;
DoPlayerFireOutWater(pp);
if (pp->jump_speed > 100)
SpawnSplash(pp->Actor());
// fix it so that you won't go under water unless you hit the water at a
// certain speed
if (pp->jump_speed > 0 && pp->jump_speed < 1300)
pp->jump_speed = 0;
ASSERT(u->ActorActionSet->Run);
NewStateGroup(pp->Actor(), u->ActorActionSet->Run);
}
void DoPlayerWade(PLAYERp pp)
{
USERp u = pp->Actor()->u();
DoPlayerFireOutWater(pp);
if (DebugOperate)
{
if (pp->input.actions & SB_OPEN)
{
if (pp->KeyPressBits & SB_OPEN)
{
if (TEST(sector[pp->cursectnum].extra, SECTFX_OPERATIONAL))
{
pp->KeyPressBits &= ~SB_OPEN;
DoPlayerBeginOperate(pp);
pp->bob_amt = 0;
pp->bob_ndx = 0;
return;
}
}
}
else
{
pp->KeyPressBits |= SB_OPEN;
}
}
// Crawl if in small area automatically
if (DoPlayerTestCrawl(pp) && pp->WadeDepth <= PLAYER_CRAWL_WADE_DEPTH)
{
DoPlayerBeginCrawl(pp);
return;
}
// Crawl Commanded
if ((pp->input.actions & SB_CROUCH) && pp->WadeDepth <= PLAYER_CRAWL_WADE_DEPTH)
{
DoPlayerBeginCrawl(pp);
return;
}
if (pp->input.actions & SB_JUMP)
{
if (pp->KeyPressBits & SB_JUMP)
{
pp->KeyPressBits &= ~SB_JUMP;
//DoPlayerHeight(pp);
//DoPlayerHeight(pp);
//DoPlayerHeight(pp);
//DoPlayerHeight(pp);
DoPlayerBeginJump(pp);
pp->bob_amt = 0;
pp->bob_ndx = 0;
return;
}
}
else
{
pp->KeyPressBits |= SB_JUMP;
}
if (PlayerFlyKey())
{
DoPlayerBeginFly(pp);
pp->bob_amt = 0;
pp->bob_ndx = 0;
return;
}
// If moving forward and tag is a ladder start climbing
if (PlayerOnLadder(pp))
{
DoPlayerBeginClimb(pp);
return;
}
if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_CURRENT))
{
DoPlayerCurrent(pp);
}
// Move about
DoPlayerMove(pp);
if (TEST(pp->Flags, PF_PLAYER_MOVED))
{
if (u->Rot != u->ActorActionSet->Run)
NewStateGroup(pp->Actor(), u->ActorActionSet->Run);
}
else
{
if (u->Rot != u->ActorActionSet->Stand)
NewStateGroup(pp->Actor(), u->ActorActionSet->Stand);
}
// If the floor is far below you, fall hard instead of adjusting height
if (labs(pp->posz - pp->loz) > PLAYER_HEIGHT + PLAYER_FALL_HEIGHT)
{
pp->jump_speed = Z(1);
DoPlayerBeginFall(pp);
// call PlayerFall now seems to iron out a hitch before falling
DoPlayerFall(pp);
return;
}
if (PlayerCanDive(pp))
{
pp->bob_amt = 0;
pp->bob_ndx = 0;
return;
}
// If the floor is far below you, fall hard instead of adjusting height
if (labs(pp->posz - pp->loz) > PLAYER_HEIGHT + PLAYER_FALL_HEIGHT)
{
pp->jump_speed = Z(1);
DoPlayerBeginFall(pp);
// call PlayerFall now seems to iron out a hitch before falling
DoPlayerFall(pp);
pp->bob_amt = 0;
pp->bob_ndx = 0;
return;
}
DoPlayerBob(pp);
// Adjust height moving up and down sectors
DoPlayerHeight(pp);
if (!pp->WadeDepth)
{
DoPlayerBeginRun(pp);
return;
}
}
void DoPlayerBeginOperateVehicle(PLAYERp pp)
{
USERp u = pp->Actor()->u();
pp->floor_dist = PLAYER_RUN_FLOOR_DIST;
pp->ceiling_dist = PLAYER_RUN_CEILING_DIST;
pp->DoPlayerAction = DoPlayerOperateVehicle;
// temporary set to get weapons down
if (TEST(pp->sop->flags, SOBJ_HAS_WEAPON))
SET(pp->Flags, PF_WEAPON_DOWN);
///DamageData[u->WeaponNum].Init(pp);
ASSERT(u->ActorActionSet->Stand);
NewStateGroup(pp->Actor(), u->ActorActionSet->Stand);
}
void DoPlayerBeginOperateTurret(PLAYERp pp)
{
USERp u = pp->Actor()->u();
pp->floor_dist = PLAYER_RUN_FLOOR_DIST;
pp->ceiling_dist = PLAYER_RUN_CEILING_DIST;
pp->DoPlayerAction = DoPlayerOperateTurret;
// temporary set to get weapons down
if (TEST(pp->sop->flags, SOBJ_HAS_WEAPON))
SET(pp->Flags, PF_WEAPON_DOWN);
///DamageData[u->WeaponNum].Init(pp);
ASSERT(u->ActorActionSet->Stand);
NewStateGroup(pp->Actor(), u->ActorActionSet->Stand);
}
void FindMainSector(SECTOR_OBJECTp sop)
{
// find the main sector - only do this once for each sector object
if (sop->op_main_sector < 0)
{
int sx = sop->xmid;
int sy = sop->ymid;
PlaceSectorObject(sop, MAXSO, MAXSO);
// set it to something valid
sop->op_main_sector = 0;
updatesectorz(sx, sy, sop->zmid, &sop->op_main_sector);
PlaceSectorObject(sop, sx, sy);
}
}
void DoPlayerOperateMatch(PLAYERp pp, bool starting)
{
SPRITEp sp;
if (!pp->sop)
return;
SWSectIterator it(pp->sop->mid_sector);
while (auto actor = it.Next())
{
sp = &actor->s();
if (sp->statnum == STAT_ST1 && sp->hitag == SO_DRIVABLE_ATTRIB)
{
if (starting)
{
if (SP_TAG5(sp))
DoMatchEverything(pp, SP_TAG5(sp), -1);
}
else
{
if (TEST_BOOL2(sp) && SP_TAG5(sp))
DoMatchEverything(pp, SP_TAG5(sp)+1, -1);
}
break;
}
}
}
void DoPlayerBeginOperate(PLAYERp pp)
{
SECTOR_OBJECTp sop;
int cz, fz;
int i;
sop = PlayerOnObject(pp->cursectnum);
// if someone already controlling it
if (sop->controller)
return;
if (TEST(sop->flags, SOBJ_REMOTE_ONLY))
return;
if (!sop)
{
DoPlayerBeginRun(pp);
return;
}
// won't operate - broken
if (sop->max_damage != -9999 && sop->max_damage <= 0)
{
if (pp->InventoryAmount[INVENTORY_REPAIR_KIT])
{
UseInventoryRepairKit(pp);
sop->max_damage = sop->sp_child->u()->MaxHealth;
VehicleSetSmoke(sop, nullptr);
RESET(sop->flags, SOBJ_BROKEN);
}
else
{
PlayerSound(DIGI_USEBROKENVEHICLE, v3df_follow|v3df_dontpan,pp);
return;
}
}
pp->sop = pp->sop_control = sop;
sop->controller = pp->Actor();
pp->angle.oang = pp->angle.ang = buildang(sop->ang);
pp->posx = sop->xmid;
pp->posy = sop->ymid;
updatesector(pp->posx, pp->posy, &pp->cursectnum);
getzsofslope(pp->cursectnum, pp->posx, pp->posy, &cz, &fz);
pp->posz = fz - PLAYER_HEIGHT;
RESET(pp->Flags, PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL);
DoPlayerOperateMatch(pp, true);
// look for gun before trying to using it
for (i = 0; sop->so_actors[i] != nullptr; i++)
{
if (sop->so_actors[i]->s().statnum == STAT_SO_SHOOT_POINT)
{
SET(sop->flags, SOBJ_HAS_WEAPON);
break;
}
}
DoPlayerResetMovement(pp);
switch (sop->track)
{
case SO_VEHICLE:
if (pp->input.fvel|pp->input.svel)
PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
else
PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
pp->posz = fz - PLAYER_HEIGHT;
DoPlayerBeginOperateVehicle(pp);
break;
case SO_TURRET_MGUN:
case SO_TURRET:
if (pp->input.avel)
PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
else
PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
pp->posz = fz - PLAYER_HEIGHT;
DoPlayerBeginOperateTurret(pp);
break;
#if 0
case SO_SPEED_BOAT:
if (pp->input.fvel|pp->input.svel)
PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
else
PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
pp->posz = fz - PLAYER_HEIGHT;
DoPlayerBeginOperateBoat(pp);
break;
#endif
default:
return;
}
}
void DoPlayerBeginRemoteOperate(PLAYERp pp, SECTOR_OBJECTp sop)
{
int cz, fz;
int i;
short save_sectnum;
pp->sop_remote = pp->sop = pp->sop_control = sop;
sop->controller = pp->Actor();
// won't operate - broken
if (sop->max_damage != -9999 && sop->max_damage <= 0)
{
if (pp->InventoryAmount[INVENTORY_REPAIR_KIT])
{
UseInventoryRepairKit(pp);
sop->max_damage = sop->sp_child->u()->MaxHealth;
VehicleSetSmoke(sop, nullptr);
RESET(sop->flags, SOBJ_BROKEN);
}
else
{
PlayerSound(DIGI_USEBROKENVEHICLE, v3df_follow|v3df_dontpan,pp);
return;
}
}
save_sectnum = pp->cursectnum;
pp->angle.oang = pp->angle.ang = buildang(sop->ang);
pp->posx = sop->xmid;
pp->posy = sop->ymid;
updatesector(pp->posx, pp->posy, &pp->cursectnum);
getzsofslope(pp->cursectnum, pp->posx, pp->posy, &cz, &fz);
pp->posz = fz - PLAYER_HEIGHT;
RESET(pp->Flags, PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL);
DoPlayerOperateMatch(pp, true);
// look for gun before trying to using it
for (i = 0; sop->so_actors[i] != nullptr; i++)
{
if (sop->so_actors[i]->s().statnum == STAT_SO_SHOOT_POINT)
{
SET(sop->flags, SOBJ_HAS_WEAPON);
break;
}
}
DoPlayerResetMovement(pp);
PlayerToRemote(pp);
PlayerRemoteInit(pp);
switch (sop->track)
{
case SO_VEHICLE:
if (pp->input.fvel|pp->input.svel)
PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
else
PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
pp->posz = fz - PLAYER_HEIGHT;
DoPlayerBeginOperateVehicle(pp);
break;
case SO_TURRET_MGUN:
case SO_TURRET:
if (pp->input.avel)
PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
else
PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
pp->posz = fz - PLAYER_HEIGHT;
DoPlayerBeginOperateTurret(pp);
break;
#if 0
case SO_SPEED_BOAT:
if (pp->input.fvel|pp->input.svel)
PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
else
PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
pp->posz = fz - PLAYER_HEIGHT;
DoPlayerBeginOperateBoat(pp);
break;
#endif
default:
return;
}
PlayerRemoteReset(pp, save_sectnum);
}
void PlayerToRemote(PLAYERp pp)
{
pp->remote.cursectnum = pp->cursectnum;
pp->remote.lastcursectnum = pp->lastcursectnum;
pp->remote.posx = pp->posx;
pp->remote.posy = pp->posy;
pp->remote.posz = pp->posz;
pp->remote.xvect = pp->xvect;
pp->remote.yvect = pp->yvect;
pp->remote.oxvect = pp->oxvect;
pp->remote.oyvect = pp->oyvect;
pp->remote.slide_xvect = pp->slide_xvect;
pp->remote.slide_yvect = pp->slide_yvect;
}
void RemoteToPlayer(PLAYERp pp)
{
pp->cursectnum = pp->remote.cursectnum;
pp->lastcursectnum = pp->remote.lastcursectnum;
pp->posx = pp->remote.posx;
pp->posy = pp->remote.posy;
pp->posz = pp->remote.posz;
pp->xvect = pp->remote.xvect;
pp->yvect = pp->remote.yvect;
pp->oxvect = pp->remote.oxvect;
pp->oyvect = pp->remote.oyvect;
pp->slide_xvect = pp->remote.slide_xvect;
pp->slide_yvect = pp->remote.slide_yvect;
}
void PlayerRemoteReset(PLAYERp pp, short sectnum)
{
pp->cursectnum = pp->lastcursectnum = sectnum;
auto rsp = &pp->remoteActor->s();
pp->posx = rsp->x;
pp->posy = rsp->y;
pp->posz = sector[sectnum].floorz - PLAYER_HEIGHT;
pp->xvect = pp->yvect = pp->oxvect = pp->oyvect = pp->slide_xvect = pp->slide_yvect = 0;
UpdatePlayerSprite(pp);
}
void PlayerRemoteInit(PLAYERp pp)
{
pp->remote.xvect = 0;
pp->remote.yvect = 0;
pp->remote.oxvect = 0;
pp->remote.oyvect = 0;
pp->remote.slide_xvect = 0;
pp->remote.slide_yvect = 0;
}
void DoPlayerStopOperate(PLAYERp pp)
{
RESET(pp->Flags, PF_WEAPON_DOWN);
DoPlayerResetMovement(pp);
DoTankTreads(pp);
DoPlayerOperateMatch(pp, false);
StopSOsound(pp->sop->mid_sector);
if (pp->sop_remote)
{
auto rsp = &pp->remoteActor->s();
if (TEST_BOOL1(rsp))
pp->angle.ang = pp->angle.oang = buildang(rsp->ang);
else
pp->angle.ang = pp->angle.oang = bvectangbam(pp->sop_remote->xmid - pp->posx, pp->sop_remote->ymid - pp->posy);
}
if (pp->sop_control)
{
pp->sop_control->controller = nullptr;
}
pp->sop_control = nullptr;
pp->sop_riding = nullptr;
pp->sop_remote = nullptr;
pp->sop = nullptr;
DoPlayerBeginRun(pp);
}
void DoPlayerOperateTurret(PLAYERp pp)
{
short save_sectnum;
if (pp->input.actions & SB_OPEN)
{
if (pp->KeyPressBits & SB_OPEN)
{
pp->KeyPressBits &= ~SB_OPEN;
DoPlayerStopOperate(pp);
return;
}
}
else
{
pp->KeyPressBits |= SB_OPEN;
}
if (pp->sop->max_damage != -9999 && pp->sop->max_damage <= 0)
{
DoPlayerStopOperate(pp);
return;
}
save_sectnum = pp->cursectnum;
if (pp->sop_remote)
RemoteToPlayer(pp);
DoPlayerMoveTurret(pp);
if (pp->sop_remote)
{
PlayerToRemote(pp);
PlayerRemoteReset(pp, save_sectnum);
}
}
void DoPlayerOperateVehicle(PLAYERp pp)
{
short save_sectnum;
if (pp->input.actions & SB_OPEN)
{
if (pp->KeyPressBits & SB_OPEN)
{
pp->KeyPressBits &= ~SB_OPEN;
DoPlayerStopOperate(pp);
return;
}
}
else
{
pp->KeyPressBits |= SB_OPEN;
}
if (pp->sop->max_damage != -9999 && pp->sop->max_damage <= 0)
{
DoPlayerStopOperate(pp);
return;
}
save_sectnum = pp->cursectnum;
if (pp->sop_remote)
RemoteToPlayer(pp);
DoPlayerMoveVehicle(pp);
if (pp->sop_remote)
{
PlayerToRemote(pp);
PlayerRemoteReset(pp, save_sectnum);
}
}
void DoPlayerDeathJump(PLAYERp pp)
{
short i;
#define PLAYER_DEATH_GRAV 8
// instead of multiplying by synctics, use a loop for greater accuracy
for (i = 0; i < synctics; i++)
{
// adjust jump speed by gravity - if jump speed greater than 0 player
// have started falling
if ((pp->jump_speed += PLAYER_DEATH_GRAV) > 0)
{
RESET(pp->Flags, PF_JUMPING);
SET(pp->Flags, PF_FALLING);
DoPlayerDeathFall(pp);
return;
}
// adjust height by jump speed
pp->posz += pp->jump_speed;
// if player gets to close the ceiling while jumping
//if (pp->posz < pp->hiz + Z(4))
if (PlayerCeilingHit(pp, pp->hiz + Z(4)))
{
// put player at the ceiling
pp->posz = pp->hiz + Z(4);
// reverse your speed to falling
pp->jump_speed = -pp->jump_speed;
// start falling
RESET(pp->Flags, PF_JUMPING);
SET(pp->Flags, PF_FALLING);
DoPlayerDeathFall(pp);
return;
}
}
}
void DoPlayerDeathFall(PLAYERp pp)
{
short i;
int loz;
for (i = 0; i < synctics; i++)
{
// adjust jump speed by gravity
pp->jump_speed += PLAYER_DEATH_GRAV;
// adjust player height by jump speed
pp->posz += pp->jump_speed;
if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_SINK))
{
loz = pp->lo_sectp->floorz;
}
else
loz = pp->loz;
if (PlayerFloorHit(pp, loz - PLAYER_DEATH_HEIGHT))
//if (pp->posz > loz - PLAYER_DEATH_HEIGHT)
{
if (loz != pp->loz)
SpawnSplash(pp->Actor());
if (RandomRange(1000) > 500)
PlaySound(DIGI_BODYFALL1, pp, v3df_dontpan);
else
PlaySound(DIGI_BODYFALL2, pp, v3df_dontpan);
pp->posz = loz - PLAYER_DEATH_HEIGHT;
RESET(pp->Flags, PF_FALLING);
}
}
}
#define MAX_SUICIDE 11
const char *SuicideNote[MAX_SUICIDE] =
{
"decided to do the graveyard tour.",
"had enough and checked out.",
"didn't fear the Reaper.",
"dialed the 1-800-CYANIDE line.",
"wasted himself.",
"kicked his own ass.",
"went out in blaze of his own glory.",
"killed himself before anyone else could.",
"needs shooting lessons.",
"blew his head off.",
"did everyone a favor and offed himself."
};
char *KilledPlayerMessage(PLAYERp pp, PLAYERp killer)
{
const int MAX_KILL_NOTES = 16;
short rnd = STD_RANDOM_RANGE(MAX_KILL_NOTES);
const char *p1 = pp->PlayerName;
const char *p2 = killer->PlayerName;
if (pp->HitBy == killer->PlayerSprite)
{
sprintf(ds,"%s was killed by %s.",p1,p2);
return ds;
}
else
switch (rnd)
{
case 0:
sprintf(ds,"%s was wasted by %s's %s.",p1,p2,DeathString(pp->HitBy));
return ds;
case 1:
sprintf(ds,"%s got his ass kicked by %s's %s.",p1,p2,DeathString(pp->HitBy));
return ds;
case 2:
sprintf(ds,"%s bows down before the mighty power of %s.",p1,p2);
return ds;
case 3:
sprintf(ds,"%s was killed by %s's %s.",p1,p2,DeathString(pp->HitBy));
return ds;
case 4:
sprintf(ds,"%s got slapped down hard by %s's %s.",p1,p2,DeathString(pp->HitBy));
return ds;
case 5:
sprintf(ds,"%s got on his knees before %s.",p1,p2);
return ds;
case 6:
sprintf(ds,"%s was totally out classed by %s's %s.",p1,p2,DeathString(pp->HitBy));
return ds;
case 7:
sprintf(ds,"%s got chewed apart by %s's %s.",p1,p2,DeathString(pp->HitBy));
return ds;
case 8:
sprintf(ds,"%s was retired by %s's %s.",p1,p2,DeathString(pp->HitBy));
return ds;
case 9:
sprintf(ds,"%s was greased by %s's %s.",p1,p2,DeathString(pp->HitBy));
return ds;
case 10:
sprintf(ds,"%s was humbled lower than dirt by %s.",p1,p2);
return ds;
case 11:
sprintf(ds,"%s beats %s like a red headed step child.",p2,p1);
return ds;
case 12:
sprintf(ds,"%s begs for mercy as %s terminates him with extreme prejudice.",p1,p2);
return ds;
case 13:
sprintf(ds,"%s falls before the superior skills of %s.",p1,p2);
return ds;
case 14:
sprintf(ds,"%s gives %s a beating he'll never forget.",p2,p1);
return ds;
case 15:
sprintf(ds,"%s puts the Smack Dab on %s with his %s.",p2,p1,DeathString(pp->HitBy));
return ds;
}
return nullptr;
};
void DoPlayerDeathMessage(PLAYERp pp, PLAYERp killer)
{
int pnum;
bool SEND_OK = false;
killer->KilledPlayer[pp-Player]++;
if (pp == killer && pp == Player + myconnectindex)
{
sprintf(ds,"%s %s",pp->PlayerName,SuicideNote[STD_RANDOM_RANGE(MAX_SUICIDE)]);
SEND_OK = true;
}
else
// I am being killed
if (killer == Player + myconnectindex)
{
sprintf(ds,"%s",KilledPlayerMessage(pp,killer));
SEND_OK = true;
}
if (SEND_OK)
{
TRAVERSE_CONNECT(pnum)
{
if (pnum == myconnectindex)
Printf(PRINT_NOTIFY|PRINT_TEAMCHAT, "%s\n", ds);
else
SW_SendMessage(pnum, ds);
}
}
}
enum
{
PLAYER_DEATH_HORIZ_UP_VALUE = 65,
PLAYER_DEATH_HORIZ_JUMP_VALUE = 50,
PLAYER_DEATH_HORIZ_FALL_VALUE = -50
};
void DoPlayerBeginDie(PLAYERp pp)
{
extern bool ReloadPrompt;
short bak;
int choosesnd = 0;
USERp u = pp->Actor()->u();
auto sp = &pp->Actor()->s();
static void (*PlayerDeathFunc[MAX_PLAYER_DEATHS]) (PLAYERp) =
{
DoPlayerDeathFlip,
DoPlayerDeathCrumble,
DoPlayerDeathExplode,
DoPlayerDeathFlip,
DoPlayerDeathExplode,
DoPlayerDeathDrown,
};
if (Prediction)
return;
if (GodMode)
return;
StopPlayerSound(pp);
// Do the death scream
choosesnd = RandomRange(MAX_PAIN);
PlayerSound(PlayerLowHealthPainVocs[choosesnd],v3df_dontpan|v3df_doppler|v3df_follow,pp);
PutStringInfo(pp, GStrings("TXTS_PRESSSPACE"));
if (pp->sop_control)
DoPlayerStopOperate(pp);
// if diving force death to drown type
if (TEST(pp->Flags, PF_DIVING))
pp->DeathType = PLAYER_DEATH_DROWN;
RESET(pp->Flags, PF_JUMPING|PF_FALLING|PF_DIVING|PF_FLYING|PF_CLIMBING|PF_CRAWLING|PF_LOCK_CRAWL);
pp->tilt_dest = 0;
ActorCoughItem(pp->Actor());
if (numplayers > 1)
{
// Give kill credit to player if necessary
if (pp->KillerActor != nullptr)
{
USERp ku = pp->KillerActor->u();
ASSERT(ku);
if (ku && ku->PlayerP)
{
if (pp == ku->PlayerP)
{
// Killed yourself
PlayerUpdateKills(pp, -1);
DoPlayerDeathMessage(pp, pp);
}
else
{
// someone else killed you
if (gNet.TeamPlay)
{
// playing team play
if (pp->Actor()->u()->spal == ku->spal)
{
// Killed your team member
PlayerUpdateKills(pp, -1);
DoPlayerDeathMessage(pp, ku->PlayerP);
}
else
{
// killed another team member
PlayerUpdateKills(ku->PlayerP, 1);
DoPlayerDeathMessage(pp, ku->PlayerP);
}
}
else
{
// not playing team play
PlayerUpdateKills(ku->PlayerP, 1);
DoPlayerDeathMessage(pp, ku->PlayerP);
}
}
}
}
else
{
// Killed by some hazard - negative frag
PlayerUpdateKills(pp, -1);
DoPlayerDeathMessage(pp, pp);
}
}
// Get rid of all panel spells that are currently working
KillAllPanelInv(pp);
pp->input.actions &= ~SB_CENTERVIEW;
pp->friction = PLAYER_RUN_FRICTION;
pp->slide_xvect = pp->slide_yvect = 0;
pp->floor_dist = PLAYER_WADE_FLOOR_DIST;
pp->ceiling_dist = PLAYER_WADE_CEILING_DIST;
ASSERT(pp->DeathType < SIZ(PlayerDeathFunc));
pp->DoPlayerAction = PlayerDeathFunc[pp->DeathType];
pp->sop_control = nullptr;
pp->sop_remote = nullptr;
pp->sop_riding = nullptr;
pp->sop = nullptr;
RESET(pp->Flags, PF_TWO_UZI);
NewStateGroup(pp->Actor(), u->ActorActionSet->Run);
pWeaponForceRest(pp);
switch (pp->DeathType)
{
case PLAYER_DEATH_DROWN:
{
SET(pp->Flags, PF_JUMPING);
u->ID = NINJA_DEAD;
pp->jump_speed = -200;
NewStateGroup(pp->Actor(), sg_PlayerDeath);
DoFindGround(pp->Actor());
DoBeginJump(pp->Actor());
u->jump_speed = -300;
break;
}
case PLAYER_DEATH_FLIP:
case PLAYER_DEATH_RIPPER:
//PlaySound(DIGI_SCREAM1, pp, v3df_dontpan|v3df_follow);
SET(pp->Flags, PF_JUMPING);
u->ID = NINJA_DEAD;
pp->jump_speed = -300;
NewStateGroup(pp->Actor(), sg_PlayerDeath);
//pp->ceiling_dist = Z(0);
//pp->floor_dist = Z(0);
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
u->ceiling_dist = Z(10);
u->floor_dist = Z(0);
DoFindGround(pp->Actor());
DoBeginJump(pp->Actor());
u->jump_speed = -400;
break;
case PLAYER_DEATH_CRUMBLE:
PlaySound(DIGI_BODYSQUISH1, pp, v3df_dontpan);
SET(pp->Flags, PF_DEAD_HEAD | PF_JUMPING);
pp->jump_speed = -300;
u->slide_vel = 0;
SpawnShrap(pp->Actor(), nullptr);
SET(sp->cstat, CSTAT_SPRITE_YCENTER);
NewStateGroup(pp->Actor(), sg_PlayerHeadFly);
u->ID = NINJA_Head_R0;
sp->xrepeat = 48;
sp->yrepeat = 48;
// Blood fountains
InitBloodSpray(pp->Actor(),true,105);
break;
case PLAYER_DEATH_EXPLODE:
PlaySound(DIGI_BODYSQUISH1, pp, v3df_dontpan);
SET(pp->Flags, PF_DEAD_HEAD | PF_JUMPING);
pp->jump_speed = -650;
SpawnShrap(pp->Actor(), nullptr);
SET(sp->cstat, CSTAT_SPRITE_YCENTER);
NewStateGroup(pp->Actor(), sg_PlayerHeadFly);
u->ID = NINJA_Head_R0;
sp->xrepeat = 48;
sp->yrepeat = 48;
// Blood fountains
InitBloodSpray(pp->Actor(),true,-1);
InitBloodSpray(pp->Actor(),true,-1);
InitBloodSpray(pp->Actor(),true,-1);
break;
case PLAYER_DEATH_SQUISH:
PlaySound(DIGI_BODYCRUSHED1, pp, v3df_dontpan);
SET(pp->Flags, PF_DEAD_HEAD | PF_JUMPING);
pp->jump_speed = 200;
u->slide_vel = 800;
SpawnShrap(pp->Actor(), nullptr);
SET(sp->cstat, CSTAT_SPRITE_YCENTER);
NewStateGroup(pp->Actor(), sg_PlayerHeadFly);
u->ID = NINJA_Head_R0;
sp->xrepeat = 48;
sp->yrepeat = 48;
// Blood fountains
InitBloodSpray(pp->Actor(),true,105);
break;
}
SET(pp->Flags, PF_DEAD);
RESET(u->Flags,SPR_BOUNCE);
RESET(pp->Flags, PF_HEAD_CONTROL);
}
void DoPlayerDeathHoriz(PLAYERp pp, short target, short speed)
{
if ((pp->horizon.horiz.asbuild() - target) > 1)
{
pp->horizon.addadjustment(-speed);
}
if ((target - pp->horizon.horiz.asbuild()) > 1)
{
pp->horizon.addadjustment(speed);
}
}
int DoPlayerDeathTilt(PLAYERp pp, short target, short speed)
{
if (pp->tilt > target)
{
pp->tilt -= speed;
if (pp->tilt <= target)
pp->tilt = target;
}
if (pp->tilt < target)
{
pp->tilt += speed;
if (pp->tilt >= target)
pp->tilt = target;
}
return pp->tilt == target;
}
void DoPlayerDeathZrange(PLAYERp pp)
{
USERp u = pp->Actor()->u();
// make sure we don't land on a regular sprite
DoFindGround(pp->Actor());
// update player values with results from DoFindGround
pp->loz = u->loz;
pp->lowActor = u->lowActor;
pp->lo_sectp = u->lo_sectp;
}
void DoPlayerDeathHurl(PLAYERp pp)
{
if (numplayers > 1)
{
if (pp->input.actions & SB_FIRE)
{
if (pp->KeyPressBits & SB_FIRE)
{
SET(pp->Flags, PF_HEAD_CONTROL);
NewStateGroup(pp->Actor(), sg_PlayerHeadHurl);
if (MoveSkip4 == 0)
{
SpawnShrap(pp->Actor(), nullptr);
if (RandomRange(1000) > 400)
PlayerSound(DIGI_DHVOMIT, v3df_dontpan|v3df_follow,pp);
}
return;
}
}
}
if (!TEST(pp->Flags, PF_JUMPING|PF_FALLING))
NewStateGroup(pp->Actor(), sg_PlayerHead);
}
void DoPlayerDeathFollowKiller(PLAYERp pp)
{
// if it didn't make it to this angle because of a low ceiling or something
// continue on to it
DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_UP_VALUE, 4);
//DoPlayerDeathTilt(pp, pp->tilt_dest, 4 * synctics);
// allow turning
if (TEST(pp->Flags, PF_DEAD_HEAD|PF_HEAD_CONTROL))
{
if (!SyncInput())
{
SET(pp->Flags2, PF2_INPUT_CAN_TURN_GENERAL);
}
else
{
DoPlayerTurn(pp, pp->input.avel, 1);
}
}
// follow what killed you if its available
if (pp->KillerActor != nullptr)
{
SPRITEp kp = &pp->KillerActor->s();
if (FAFcansee(kp->x, kp->y, SPRITEp_TOS(kp), kp->sectnum, pp->posx, pp->posy, pp->posz, pp->cursectnum))
{
pp->angle.addadjustment(getincanglebam(pp->angle.ang, bvectangbam(kp->x - pp->posx, kp->y - pp->posy)) >> 4);
}
}
}
void DoPlayerDeathCheckKeys(PLAYERp pp)
{
auto ppActor = pp->Actor();
SPRITEp sp = &ppActor->s();
USERp u = ppActor->u();
if (pp->input.actions & SB_OPEN)
{
// Spawn a dead LoWang body for non-head deaths
// Hey Frank, if you think of a better check, go ahead and put it in.
if (PlayerFloorHit(pp, pp->loz - PLAYER_HEIGHT))
{
if (pp->DeathType == PLAYER_DEATH_FLIP || pp->DeathType == PLAYER_DEATH_RIPPER)
QueueLoWangs(pp->Actor());
}
else
{
// If he's not on the floor, then gib like a mo-fo!
InitBloodSpray(ppActor,true,-1);
InitBloodSpray(ppActor,true,-1);
InitBloodSpray(ppActor,true,-1);
}
PlayerSpawnPosition(pp);
NewStateGroup(ppActor, u->ActorActionSet->Stand);
sp->picnum = u->State->Pic;
sp->picnum = u->State->Pic;
sp->xrepeat = sp->yrepeat = PLAYER_NINJA_XREPEAT;
RESET(sp->cstat, CSTAT_SPRITE_YCENTER);
sp->x = pp->posx;
sp->y = pp->posy;
sp->z = pp->posz+PLAYER_HEIGHT;
sp->ang = pp->angle.ang.asbuild();
DoSpawnTeleporterEffect(ppActor);
PlaySound(DIGI_TELEPORT, pp, v3df_none);
DoPlayerZrange(pp);
pp->sop_control = nullptr;
pp->sop_remote = nullptr;
pp->sop_riding = nullptr;
pp->sop = nullptr;
RESET(pp->Flags, PF_WEAPON_DOWN|PF_WEAPON_RETRACT);
RESET(pp->Flags, PF_DEAD);
RESET(sp->cstat, CSTAT_SPRITE_YCENTER);
SET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
pp->input.actions |= SB_CENTERVIEW;
sp->xrepeat = PLAYER_NINJA_XREPEAT;
sp->yrepeat = PLAYER_NINJA_YREPEAT;
//pp->tilt = 0;
pp->horizon.horiz = q16horiz(0);
DoPlayerResetMovement(pp);
u->ID = NINJA_RUN_R0;
PlayerDeathReset(pp);
if (pp == Player + screenpeek)
{
videoFadePalette(0,0,0,0);
}
pp->NightVision = false;
pp->FadeAmt = 0;
DoPlayerDivePalette(pp);
DoPlayerNightVisionPalette(pp);
if (numplayers > 1)
{
// need to call this routine BEFORE resetting DEATH flag
DoPlayerBeginRun(pp);
}
else
{
gameaction = ga_autoloadgame;
}
DoPlayerFireOutDeath(pp);
}
}
void DoPlayerHeadDebris(PLAYERp pp)
{
SECTORp sectp = &sector[pp->cursectnum];
if (TEST(sectp->extra, SECTFX_SINK))
{
DoPlayerSpriteBob(pp, Z(8), Z(4), 3);
}
else
{
pp->bob_amt = 0;
}
}
SPRITEp DoPlayerDeathCheckKick(PLAYERp pp)
{
SPRITEp sp = &pp->Actor()->s(), hp;
USERp u = pp->Actor()->u(), hu;
unsigned stat;
int dist;
int a,b,c;
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
SWStatIterator it(StatDamageList[stat]);
while (auto itActor = it.Next())
{
hp = &itActor->s();
hu = itActor->u();
if (itActor == pp->Actor())
break;
// don't set off mine
if (!TEST(hp->extra, SPRX_PLAYER_OR_ENEMY))
continue;
DISTANCE(hp->x, hp->y, sp->x, sp->y, dist, a, b, c);
if (unsigned(dist) < hu->Radius + 100)
{
pp->KillerActor = itActor;
u->slide_ang = getangle(sp->x - hp->x, sp->y - hp->y);
u->slide_ang = NORM_ANGLE(u->slide_ang + (RANDOM_P2(128<<5)>>5) - 64);
u->slide_vel = hp->xvel<<1;
RESET(u->Flags,SPR_BOUNCE);
pp->jump_speed = -500;
NewStateGroup(pp->Actor(), sg_PlayerHeadFly);
SET(pp->Flags, PF_JUMPING);
SpawnShrap(pp->Actor(), nullptr);
return hp;
}
}
}
DoPlayerZrange(pp);
// sector stomper kick
if (labs(pp->loz - pp->hiz) < SPRITEp_SIZE_Z(sp) - Z(8))
{
u->slide_ang = RANDOM_P2(2048);
u->slide_vel = 1000;
RESET(u->Flags,SPR_BOUNCE);
pp->jump_speed = -100;
NewStateGroup(pp->Actor(), sg_PlayerHeadFly);
SET(pp->Flags, PF_JUMPING);
SpawnShrap(pp->Actor(), nullptr);
return nullptr;
}
return nullptr;
}
void DoPlayerDeathMoveHead(PLAYERp pp)
{
SPRITEp sp = &pp->Actor()->s();
USERp u = pp->Actor()->u();
int dax,day;
int sectnum;
dax = MOVEx(u->slide_vel, u->slide_ang);
day = MOVEy(u->slide_vel, u->slide_ang);
u->coll = move_sprite(pp->Actor(), dax, day, 0, Z(16), Z(16), 1, synctics);
{
switch (u->coll.type)
{
case kHitSprite:
{
short wall_ang, dang;
SPRITEp hsp;
//PlaySound(DIGI_DHCLUNK, pp, v3df_dontpan);
auto hit_sprite = u->coll.actor;
hsp = &hit_sprite->s();
if (!TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
break;
wall_ang = NORM_ANGLE(hsp->ang);
dang = getincangle(wall_ang, u->slide_ang);
u->slide_ang = NORM_ANGLE(wall_ang + 1024 - dang);
SpawnShrap(pp->Actor(), nullptr);
break;
}
case kHitWall:
{
short w,nw,wall_ang,dang;
//PlaySound(DIGI_DHCLUNK, pp, v3df_dontpan);
w = u->coll.index;
nw = wall[w].point2;
wall_ang = NORM_ANGLE(getangle(wall[nw].x - wall[w].x, wall[nw].y - wall[w].y)-512);
dang = getincangle(wall_ang, u->slide_ang);
u->slide_ang = NORM_ANGLE(wall_ang + 1024 - dang);
SpawnShrap(pp->Actor(), nullptr);
break;
}
}
}
pp->posx = sp->x;
pp->posy = sp->y;
pp->cursectnum = sp->sectnum;
// try to stay in valid area - death sometimes throws you out of the map
sectnum = pp->cursectnum;
updatesector(pp->posx, pp->posy, &sectnum);
if (sectnum < 0)
{
pp->cursectnum = pp->lv_sectnum;
ChangeActorSect(pp->Actor(), pp->lv_sectnum);
pp->posx = sp->x = pp->lv_x;
pp->posy = sp->y = pp->lv_y;
}
else
{
pp->lv_sectnum = sectnum;
pp->lv_x = pp->posx;
pp->lv_y = pp->posy;
}
}
void DoPlayerDeathFlip(PLAYERp pp)
{
if (Prediction)
return;
DoPlayerDeathZrange(pp);
if (TEST(pp->Flags,PF_JUMPING|PF_FALLING))
{
if (TEST(pp->Flags,PF_JUMPING))
{
DoPlayerDeathJump(pp);
DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_UP_VALUE, 2);
if (MoveSkip2 == 0)
DoJump(pp->Actor());
}
if (TEST(pp->Flags,PF_FALLING))
{
DoPlayerDeathFall(pp);
DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_UP_VALUE, 4);
if (MoveSkip2 == 0)
DoFall(pp->Actor());
}
}
else
{
DoPlayerDeathFollowKiller(pp);
}
DoPlayerDeathCheckKeys(pp);
}
void DoPlayerDeathDrown(PLAYERp pp)
{
SPRITEp sp = &pp->Actor()->s();
if (Prediction)
return;
DoPlayerDeathZrange(pp);
if (TEST(pp->Flags,PF_JUMPING|PF_FALLING))
{
if (TEST(pp->Flags,PF_JUMPING))
{
DoPlayerDeathJump(pp);
DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_UP_VALUE, 2);
if (MoveSkip2 == 0)
DoJump(pp->Actor());
}
if (TEST(pp->Flags,PF_FALLING))
{
pp->posz += Z(2);
if (MoveSkip2 == 0)
sp->z += Z(4);
// Stick like glue when you hit the ground
if (pp->posz > pp->loz - PLAYER_DEATH_HEIGHT)
{
pp->posz = pp->loz - PLAYER_DEATH_HEIGHT;
RESET(pp->Flags, PF_FALLING);
}
}
}
DoPlayerDeathFollowKiller(pp);
DoPlayerDeathCheckKeys(pp);
}
void DoPlayerDeathBounce(PLAYERp pp)
{
SPRITEp sp = &pp->Actor()->s();
USERp u = pp->Actor()->u();
if (Prediction)
return;
if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_SINK))
{
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
NewStateGroup(pp->Actor(), sg_PlayerHead);
u->slide_vel = 0;
SET(u->Flags, SPR_BOUNCE);
return;
}
SET(u->Flags, SPR_BOUNCE);
pp->jump_speed = -300;
u->slide_vel >>= 2;
u->slide_ang = NORM_ANGLE((RANDOM_P2(64<<8)>>8) - 32);
SET(pp->Flags, PF_JUMPING);
SpawnShrap(pp->Actor(), nullptr);
}
void DoPlayerDeathCrumble(PLAYERp pp)
{
SPRITEp sp = &pp->Actor()->s();
USERp u = pp->Actor()->u();
if (Prediction)
return;
DoPlayerDeathZrange(pp);
if (TEST(pp->Flags,PF_JUMPING|PF_FALLING))
{
if (TEST(pp->Flags,PF_JUMPING))
{
DoPlayerDeathJump(pp);
DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_JUMP_VALUE, 4);
}
if (TEST(pp->Flags,PF_FALLING))
{
DoPlayerDeathFall(pp);
DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_FALL_VALUE, 3);
}
if (!TEST(pp->Flags,PF_JUMPING|PF_FALLING))
{
if (!TEST(u->Flags, SPR_BOUNCE))
{
DoPlayerDeathBounce(pp);
return;
}
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
NewStateGroup(pp->Actor(), sg_PlayerHead);
}
else
{
DoPlayerDeathMoveHead(pp);
}
}
else
{
DoPlayerDeathCheckKick(pp);
DoPlayerDeathHurl(pp);
DoPlayerDeathFollowKiller(pp);
//pp->posz = pp->loz - PLAYER_DEATH_HEIGHT;
}
DoPlayerDeathCheckKeys(pp);
sp->z = pp->posz+PLAYER_DEAD_HEAD_FLOORZ_OFFSET;
DoPlayerHeadDebris(pp);
}
void DoPlayerDeathExplode(PLAYERp pp)
{
SPRITEp sp = &pp->Actor()->s();
USERp u = pp->Actor()->u();
if (Prediction)
return;
DoPlayerDeathZrange(pp);
if (TEST(pp->Flags,PF_JUMPING|PF_FALLING))
{
if (TEST(pp->Flags,PF_JUMPING))
{
DoPlayerDeathJump(pp);
DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_JUMP_VALUE, 4);
}
if (TEST(pp->Flags,PF_FALLING))
{
DoPlayerDeathFall(pp);
DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_JUMP_VALUE, 3);
}
if (!TEST(pp->Flags,PF_JUMPING|PF_FALLING))
{
if (!TEST(u->Flags, SPR_BOUNCE))
{
DoPlayerDeathBounce(pp);
return;
}
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
NewStateGroup(pp->Actor(), sg_PlayerHead);
}
else
{
DoPlayerDeathMoveHead(pp);
}
}
else
{
// special line for amoeba
//updatesector(pp->posx, pp->posy, &pp->cursectnum);
DoPlayerDeathCheckKick(pp);
DoPlayerDeathHurl(pp);
DoPlayerDeathFollowKiller(pp);
//pp->posz = pp->loz - PLAYER_DEATH_HEIGHT;
}
DoPlayerDeathCheckKeys(pp);
sp->z = pp->posz+PLAYER_DEAD_HEAD_FLOORZ_OFFSET;
DoPlayerHeadDebris(pp);
}
void DoPlayerBeginRun(PLAYERp pp)
{
USERp u = pp->Actor()->u();
// Crawl if in small aread automatically
if (DoPlayerTestCrawl(pp))
{
DoPlayerBeginCrawl(pp);
return;
}
RESET(pp->Flags, PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL|PF_CLIMBING);
if (pp->WadeDepth)
{
DoPlayerBeginWade(pp);
return;
}
pp->friction = PLAYER_RUN_FRICTION;
pp->floor_dist = PLAYER_RUN_FLOOR_DIST;
pp->ceiling_dist = PLAYER_RUN_CEILING_DIST;
pp->DoPlayerAction = DoPlayerRun;
///DamageData[u->WeaponNum].Init(pp);
ASSERT(u->ActorActionSet->Run);
if (TEST(pp->Flags, PF_PLAYER_MOVED))
NewStateGroup(pp->Actor(), u->ActorActionSet->Run);
else
NewStateGroup(pp->Actor(), u->ActorActionSet->Stand);
}
void DoPlayerRun(PLAYERp pp)
{
USERp u = pp->Actor()->u();
if (pp->cursectnum >= 0 && SectorIsUnderwaterArea(pp->cursectnum))
{
DoPlayerBeginDiveNoWarp(pp);
return;
}
// Crawl if in small aread automatically
if (DoPlayerTestCrawl(pp))
{
DoPlayerBeginCrawl(pp);
return;
}
// Crawl Commanded
if (pp->input.actions & SB_CROUCH)
{
DoPlayerBeginCrawl(pp);
return;
}
// Jump
if (pp->input.actions & SB_JUMP)
{
if (pp->KeyPressBits & SB_JUMP)
{
pp->KeyPressBits &= ~SB_JUMP;
// make sure you stand at full heights for jumps/double jumps
//DoPlayerHeight(pp);
//DoPlayerHeight(pp);
//DoPlayerHeight(pp);
//DoPlayerHeight(pp);
//DoPlayerHeight(pp);
pp->posz = pp->loz - PLAYER_HEIGHT;
DoPlayerBeginJump(pp);
return;
}
}
else
{
pp->KeyPressBits |= SB_JUMP;
}
if (PlayerFlyKey())
{
DoPlayerBeginFly(pp);
return;
}
if (DebugOperate)
{
if (!TEST(pp->Flags, PF_DEAD) && !Prediction)
{
if (pp->input.actions & SB_OPEN)
{
if ((pp->KeyPressBits & SB_OPEN) && pp->cursectnum >= 0)
{
if (TEST(sector[pp->cursectnum].extra, SECTFX_OPERATIONAL))
{
pp->KeyPressBits &= ~SB_OPEN;
DoPlayerBeginOperate(pp);
return;
}
else if (TEST(sector[pp->cursectnum].extra, SECTFX_TRIGGER))
{
auto sActor = FindNearSprite(pp->Actor(), STAT_TRIGGER);
if (sActor && SP_TAG5(&sActor->s()) == TRIGGER_TYPE_REMOTE_SO)
{
pp->remoteActor = sActor;
pp->KeyPressBits &= ~SB_OPEN;
DoPlayerBeginRemoteOperate(pp, &SectorObject[SP_TAG7(&sActor->s())]);
return;
}
}
}
}
else
{
pp->KeyPressBits |= SB_OPEN;
}
}
}
DoPlayerBob(pp);
if (pp->WadeDepth)
{
DoPlayerBeginWade(pp);
return;
}
// If moving forward and tag is a ladder start climbing
if (PlayerOnLadder(pp))
{
DoPlayerBeginClimb(pp);
return;
}
// Move about
DoPlayerMove(pp);
if (u->Rot != sg_PlayerNinjaSword && u->Rot != sg_PlayerNinjaPunch)
{
if (TEST(pp->Flags, PF_PLAYER_MOVED))
{
if (u->Rot != u->ActorActionSet->Run)
NewStateGroup(pp->Actor(), u->ActorActionSet->Run);
}
else
{
if (u->Rot != u->ActorActionSet->Stand)
NewStateGroup(pp->Actor(), u->ActorActionSet->Stand);
}
}
// If the floor is far below you, fall hard instead of adjusting height
if (PlayerFallTest(pp, PLAYER_HEIGHT))
{
pp->jump_speed = Z(1);
DoPlayerBeginFall(pp);
// call PlayerFall now seems to iron out a hitch before falling
DoPlayerFall(pp);
return;
}
if (TEST(sector[pp->cursectnum].extra, SECTFX_DYNAMIC_AREA))
{
pp->posz = pp->loz - PLAYER_HEIGHT;
}
// Adjust height moving up and down sectors
DoPlayerHeight(pp);
}
void PlayerStateControl(DSWActor* actor)
{
if (actor == nullptr || !actor->hasU()) return;
auto u = actor->u();
auto sp = &actor->s();
u->Tics += synctics;
// Skip states if too much time has passed
while (u->Tics >= TEST(u->State->Tics, SF_TICS_MASK))
{
// Set Tics
u->Tics -= TEST(u->State->Tics, SF_TICS_MASK);
// Transition to the next state
u->State = u->State->NextState;
// !JIM! Added this so I can do quick calls in player states!
// Need this in order for floor blood and footprints to not get called more than once.
while (TEST(u->State->Tics, SF_QUICK_CALL))
{
// Call it once and go to the next state
(*u->State->Animator)(actor);
// if still on the same QUICK_CALL should you
// go to the next state.
if (TEST(u->State->Tics, SF_QUICK_CALL))
u->State = u->State->NextState;
}
if (!u->State->Pic)
{
NewStateGroup(actor, (STATEp *) u->State->NextState);
}
}
// Set picnum to the correct pic
if (u->RotNum > 1)
sp->picnum = u->Rot[0]->Pic;
else
sp->picnum = u->State->Pic;
// Call the correct animator
if (TEST(u->State->Tics, SF_PLAYER_FUNC))
if (u->State->Animator)
(*u->State->Animator)(actor);
return;
}
void MoveSkipSavePos(void)
{
SPRITEp sp;
USERp u;
int i;
short pnum;
PLAYERp pp;
MoveSkip8 = (MoveSkip8 + 1) & 7;
MoveSkip4 = (MoveSkip4 + 1) & 3;
MoveSkip2 ^= 1;
// Save off player
TRAVERSE_CONNECT(pnum)
{
pp = Player + pnum;
pp->oposx = pp->posx;
pp->oposy = pp->posy;
pp->oposz = pp->posz;
pp->obob_z = pp->bob_z;
pp->angle.backup();
pp->horizon.backup();
}
// save off stats for skip4
if (MoveSkip4 == 0)
{
short stat;
for (stat = STAT_SKIP4_START; stat <= STAT_SKIP4_INTERP_END; stat++)
{
SWStatIterator it(stat);
while (auto actor = it.Next())
{
if (!actor->hasU()) continue;
sp = &actor->s();
u = actor->u();
sp->backuppos();
u->oz = sp->oz;
}
}
}
// save off stats for skip2
if (MoveSkip2 == 0)
{
short stat;
for (stat = STAT_SKIP2_START; stat <= STAT_SKIP2_INTERP_END; stat++)
{
SWStatIterator it(stat);
while (auto actor = it.Next())
{
if (!actor->hasU()) continue;
sp = &actor->s();
u = actor->u();
sp->backuppos();
u->oz = sp->oz;
}
}
}
SWSpriteIterator it;
// back up all sprite angles.
while (auto actor = it.Next())
{
actor->s().backupang();
}
}
void PlayerTimers(PLAYERp pp)
{
InventoryTimer(pp);
}
void ChopsCheck(PLAYERp pp)
{
if (!M_Active() && !TEST(pp->Flags, PF_DEAD) && !pp->sop_riding && numplayers <= 1)
{
if (pp->input.actions & ~SB_RUN || pp->input.fvel || pp->input.svel || pp->input.avel || pp->input.horz ||
TEST(pp->Flags, PF_CLIMBING | PF_FALLING | PF_DIVING))
{
// Hit a input key or other reason to stop chops
//if (pp->Chops && pp->Chops->State != pp->Chops->State->RetractState)
if (pp->Chops)
{
if (!pp->sop_control) // specail case
RESET(pp->Flags, PF_WEAPON_DOWN);
ChopsSetRetract(pp);
}
ChopTics = 0;
}
else
{
ChopTics += synctics;
if (!pp->Chops)
{
// Chops not up
if (ChopTics > 30*120)
{
ChopTics = 0;
// take weapon down
SET(pp->Flags, PF_WEAPON_DOWN);
InitChops(pp);
}
}
else
{
// Chops already up
if (ChopTics > 30*120)
{
ChopTics = 0;
// bring weapon back up
RESET(pp->Flags, PF_WEAPON_DOWN);
ChopsSetRetract(pp);
}
}
}
}
}
void PlayerGlobal(PLAYERp pp)
{
// This is the place for things that effect the player no matter what hes
// doing
PlayerTimers(pp);
if (TEST(pp->Flags, PF_RECOIL))
DoPlayerRecoil(pp);
if (!TEST(pp->Flags, PF_CLIP_CHEAT))
{
if (pp->hi_sectp && pp->lo_sectp)
{
int min_height;
// just adjusted min height to something small to take care of all cases
min_height = PLAYER_MIN_HEIGHT;
if (labs(pp->loz - pp->hiz) < min_height)
{
if (!TEST(pp->Flags, PF_DEAD))
{
////DSPRINTF(ds,"Squish diff %d, min %d, cz %d, fz %d, lo %d, hi %d",labs(pp->loz - pp->hiz)>>8,min_height>>8, pp->ceiling_dist>>8, pp->floor_dist>>8,pp->lo_sectp-sector,pp->hi_sectp-sector);
//MONO_PRINT(ds);
PlayerUpdateHealth(pp, -pp->Actor()->u()->Health); // Make sure he dies!
PlayerCheckDeath(pp, -1);
if (TEST(pp->Flags, PF_DEAD))
return;
}
}
}
}
if (pp->FadeAmt > 0 && MoveSkip4 == 0)
{
DoPaletteFlash(pp);
}
// camera stuff that can't be done in drawscreen
if (pp->circle_camera_dist > CIRCLE_CAMERA_DIST_MIN)
pp->circle_camera_ang = NORM_ANGLE(pp->circle_camera_ang + 14);
if (pp->camera_check_time_delay > 0)
{
pp->camera_check_time_delay -= synctics;
if (pp->camera_check_time_delay <= 0)
pp->camera_check_time_delay = 0;
}
}
void MultiPlayLimits(void)
{
short pnum;
PLAYERp pp;
bool Done = false;
if (gNet.MultiGameType != MULTI_GAME_COMMBAT)
return;
if (gNet.KillLimit)
{
TRAVERSE_CONNECT(pnum)
{
pp = Player + pnum;
if (pp->Kills >= gNet.KillLimit)
{
Done = true;
}
}
}
if (gNet.TimeLimit)
{
gNet.TimeLimitClock -= synctics;
if (gNet.TimeLimitClock <= 0)
Done = true;
}
if (Done)
{
gNet.TimeLimitClock = gNet.TimeLimit;
MapRecord *next = nullptr;
next = FindNextMap(currentLevel);
ChangeLevel(next, g_nextskill);
}
}
void PauseMultiPlay(void)
{
}
void domovethings(void)
{
short i, pnum;
PLAYERp pp;
extern int FinishTimer;
UpdateInterpolations(); // Stick at beginning of domovethings
so_updateinterpolations(); // Stick at beginning of domovethings
MoveSkipSavePos();
if (paused)
{
if (!ReloadPrompt)
return;
}
PlayClock += synctics;
if (PlayClock == 2*synctics) gameaction = ga_autosave; // let the game run for 1 frame before saving.
thinktime.Reset();
thinktime.Clock();
DoAnim(synctics);
// should pass pnum and use syncbits
DoSector();
ProcessVisOn();
if (MoveSkip4 == 0)
{
ProcessQuakeOn();
ProcessQuakeSpot();
JS_ProcessEchoSpot();
}
actortime.Reset();
actortime.Clock();
SpriteControl();
actortime.Unclock();
TRAVERSE_CONNECT(pnum)
{
extern short screenpeek;
extern bool PlayerTrackingMode;
extern PLAYERp GlobPlayerP;
pp = Player + pnum;
GlobPlayerP = pp;
if (pp->cookieTime)
{
pp->cookieTime -= synctics;
if (pp->cookieTime <= 0)
{
memset(pp->cookieQuote, 0, sizeof(pp->cookieQuote));
pp->cookieTime = 0;
}
}
// auto tracking mode for single player multi-game
if (numplayers <= 1 && PlayerTrackingMode && pnum == screenpeek && screenpeek != myconnectindex)
{
int deltax = Player[myconnectindex].posx - Player[screenpeek].posx;
int deltay = Player[myconnectindex].posy - Player[screenpeek].posy;
Player[screenpeek].angle.settarget(bvectangbam(deltax, deltay));
}
if (!TEST(pp->Flags, PF_DEAD))
{
WeaponOperate(pp);
PlayerOperateEnv(pp);
}
// do for moving sectors
DoPlayerSectorUpdatePreMove(pp);
ChopsCheck(pp);
// Reset flags used while tying input to framerate
RESET(pp->Flags2, PF2_INPUT_CAN_AIM|PF2_INPUT_CAN_TURN_GENERAL|PF2_INPUT_CAN_TURN_VEHICLE|PF2_INPUT_CAN_TURN_TURRET);
pp->horizon.resetadjustment();
pp->angle.resetadjustment();
// disable synchronised input if set by game.
resetForcedSyncInput();
if (pp->DoPlayerAction) pp->DoPlayerAction(pp);
UpdatePlayerSprite(pp);
pSpriteControl(pp);
PlayerStateControl(pp->Actor());
DoPlayerSectorUpdatePostMove(pp);
PlayerGlobal(pp);
}
MultiPlayLimits();
thinktime.Unclock();
#if 0
CorrectPrediction(movefifoplc - 1);
#endif
if (FinishTimer)
{
if ((FinishTimer -= synctics) <= 0)
{
FinishTimer = 0;
MapRecord *map = nullptr;
if (FinishAnim == ANIM_SUMO || FinishAnim == ANIM_SERP)
{
map = FindNextMap(currentLevel);
}
ChangeLevel(map, g_nextskill, true);
}
}
}
void InitAllPlayers(void)
{
PLAYERp pp;
PLAYERp pfirst = Player;
int i;
extern bool NewGame;
//int fz,cz;
//getzsofslope(pfirst->cursectnum, pfirst->posx, pfirst->posy, &cz, &fz);
//pfirst->posz = fz - PLAYER_HEIGHT;
pfirst->horizon.horiz = q16horiz(0);
// Initialize all [MAX_SW_PLAYERS] arrays here!
for (pp = Player; pp < &Player[MAX_SW_PLAYERS]; pp++)
{
pp->posx = pp->oposx = pfirst->posx;
pp->posy = pp->oposy = pfirst->posy;
pp->posz = pp->oposz = pfirst->posz;
pp->angle.ang = pp->angle.oang = pfirst->angle.ang;
pp->horizon.horiz = pp->horizon.ohoriz = pfirst->horizon.horiz;
pp->cursectnum = pfirst->cursectnum;
// set like this so that player can trigger something on start of the level
pp->lastcursectnum = pfirst->cursectnum+1;
//pp->MaxHealth = 100;
pp->oldposx = 0;
pp->oldposy = 0;
pp->climb_ndx = 10;
pp->KillerActor = nullptr;
pp->Kills = 0;
pp->bcnt = 0;
pp->UziShellLeftAlt = 0;
pp->UziShellRightAlt = 0;
pp->ceiling_dist = PLAYER_RUN_CEILING_DIST;
pp->floor_dist = PLAYER_RUN_FLOOR_DIST;
pp->WpnGotOnceFlags = 0;
pp->DoPlayerAction = DoPlayerBeginRun;
pp->KeyPressBits = ESyncBits::FromInt(0xFFFFFFFF);
memset(pp->KilledPlayer,0,sizeof(pp->KilledPlayer));
if (NewGame)
{
for (i = 0; i < MAX_INVENTORY; i++)
{
pp->InventoryAmount[i] = 0;
pp->InventoryPercent[i] = 0;
}
}
// My palette flashing stuff
pp->FadeAmt = 0;
pp->FadeTics = 0;
pp->StartColor = 0;
pp->horizon.horizoff = q16horiz(0);
INITLIST(&pp->PanelSpriteList);
}
}
int SearchSpawnPosition(PLAYERp pp)
{
PLAYERp opp; // other player
SPRITEp sp;
short pos_num;
short pnum;
bool blocked;
do
{
// get a spawn position
pos_num = RandomRange(MAX_SW_PLAYERS);
SWStatIterator it(STAT_MULTI_START + pos_num);
auto spawn_sprite = it.Next();
if (spawn_sprite == nullptr)
return 0;
sp = &spawn_sprite->s();
blocked = false;
// check to see if anyone else is blocking this spot
TRAVERSE_CONNECT(pnum)
{
opp = &Player[pnum];
if (opp != pp) // don't test for yourself
{
if (FindDistance3D(sp->x - opp->posx, sp->y - opp->posy, sp->z - opp->posz) < 1000)
{
blocked = true;
break;
}
}
}
}
while (blocked);
return pos_num;
}
bool SpawnPositionUsed[MAX_SW_PLAYERS_REG+1];
void PlayerSpawnPosition(PLAYERp pp)
{
SPRITEp sp;
short pnum = short(pp - Player);
short pos_num = pnum;
int fz,cz;
int i;
DSWActor* spawn_sprite = nullptr;
// find the first unused spawn position
// garauntees that the spawn pos 0 will be used
// Note: This code is not used if the player is DEAD and respawning
for (i = 0; i < MAX_SW_PLAYERS; i++)
{
if (!SpawnPositionUsed[i])
{
pos_num = i;
break;
}
}
// need to call this routine BEFORE resetting DEATH flag
switch (gNet.MultiGameType)
{
case MULTI_GAME_NONE:
{
// start from the beginning
SWStatIterator it(STAT_MULTI_START + 0);
spawn_sprite = it.Next();
break;
}
case MULTI_GAME_COMMBAT:
case MULTI_GAME_AI_BOTS:
{
// start from random position after death
if (TEST(pp->Flags, PF_DEAD))
{
pos_num = SearchSpawnPosition(pp);
}
SWStatIterator it(STAT_MULTI_START + pos_num);
spawn_sprite = it.Next();
break;
}
case MULTI_GAME_COOPERATIVE:
{
// start your assigned spot
SWStatIterator it(STAT_MULTI_START + pos_num);
spawn_sprite = it.Next();
break;
}
}
SpawnPositionUsed[pos_num] = true;
if (spawn_sprite == nullptr)
{
SWStatIterator it(STAT_MULTI_START + 0);
spawn_sprite = it.Next();
}
ASSERT(spawn_sprite != nullptr);
sp = &spawn_sprite->s();
pp->posx = pp->oposx = sp->x;
pp->posy = pp->oposy = sp->y;
pp->posz = pp->oposz = sp->z;
pp->angle.ang = pp->angle.oang = buildang(sp->ang);
pp->cursectnum = sp->sectnum;
getzsofslope(pp->cursectnum, pp->posx, pp->posy, &cz, &fz);
// if too close to the floor - stand up
if (pp->posz > fz - PLAYER_HEIGHT)
{
pp->posz = pp->oposz = fz - PLAYER_HEIGHT;
}
}
void InitMultiPlayerInfo(void)
{
PLAYERp pp;
SPRITEp sp;
short pnum;
unsigned stat;
int tag;
static short MultiStatList[] =
{
STAT_MULTI_START,
STAT_CO_OP_START
};
// this routine is called before SpriteSetup - process start positions NOW
SWStatIterator it(STAT_DEFAULT);
while (auto actor = it.Next())
{
sp = &actor->s();
tag = sp->hitag;
if (sp->picnum == ST1)
{
switch (tag)
{
case MULTI_PLAYER_START:
change_actor_stat(actor, STAT_MULTI_START + sp->lotag);
break;
case MULTI_COOPERATIVE_START:
change_actor_stat(actor, STAT_CO_OP_START + sp->lotag);
break;
}
}
}
// set up the zero starting positions - its not saved in the map as a ST1 sprite
// like the others
pp = Player;
for (stat = 0; stat < SIZ(MultiStatList); stat++)
{
if (gNet.MultiGameType != MULTI_GAME_NONE)
{
// if start position is physically set then don't spawn a new one
SWStatIterator it(MultiStatList[stat]);
if (it.Next())
continue;
}
auto start0 = SpawnActor(MultiStatList[stat], ST1, nullptr, pp->cursectnum, pp->posx, pp->posy, pp->posz, pp->angle.ang.asbuild(), 0);
start0->clearUser();
start0->s().picnum = ST1;
}
memset(SpawnPositionUsed,0,sizeof(SpawnPositionUsed));
// Initialize multi player positions here
//for (pp = Player; pp < Player + numplayers; pp++)
TRAVERSE_CONNECT(pnum)
{
pp = Player + pnum;
switch (gNet.MultiGameType)
{
case MULTI_GAME_NONE:
PlayerSpawnPosition(pp);
break;
//return;
case MULTI_GAME_COMMBAT:
case MULTI_GAME_AI_BOTS:
// there are no keys in deathmatch play
memset(Player[0].HasKey,0xFFFF,sizeof(Player[0].HasKey));
memset(pp->HasKey,0xFFFF,sizeof(pp->HasKey));
PlayerSpawnPosition(pp);
break;
case MULTI_GAME_COOPERATIVE:
PlayerSpawnPosition(pp);
break;
}
}
}
// If player stepped in something gooey, track it all over the place.
int DoFootPrints(DSWActor* actor)
{
USER* u = actor->u();
if (u->PlayerP)
{
if (u->PlayerP->cursectnum < 0)
return 0;
if (FAF_ConnectArea(u->PlayerP->cursectnum))
return 0;
if (u->PlayerP->NumFootPrints > 0)
{
QueueFootPrint(actor);
}
}
return 0;
}
void CheckFootPrints(PLAYERp pp)
{
if (pp->NumFootPrints <= 0 || FootMode != WATER_FOOT)
{
// Hey, you just got your feet wet!
pp->NumFootPrints = RandomRange(10)+3;
FootMode = WATER_FOOT;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
#include "saveable.h"
static saveable_code saveable_player_code[] =
{
SAVE_CODE(DoPlayerSlide),
SAVE_CODE(DoPlayerWade),
SAVE_CODE(DoPlayerBeginWade),
SAVE_CODE(DoPlayerBeginCrawl),
SAVE_CODE(DoPlayerCrawl),
SAVE_CODE(DoPlayerRun),
SAVE_CODE(DoPlayerBeginRun),
SAVE_CODE(DoPlayerFall),
SAVE_CODE(DoPlayerBeginFall),
SAVE_CODE(DoPlayerJump),
SAVE_CODE(DoPlayerBeginJump),
SAVE_CODE(DoPlayerForceJump),
SAVE_CODE(DoPlayerBeginFly),
SAVE_CODE(DoPlayerFly),
SAVE_CODE(DoPlayerBeginClimb),
SAVE_CODE(DoPlayerClimb),
SAVE_CODE(DoPlayerBeginDie),
SAVE_CODE(DoPlayerBeginOperateVehicle),
SAVE_CODE(DoPlayerBeginOperate),
SAVE_CODE(DoPlayerOperateVehicle),
SAVE_CODE(DoPlayerOperateTurret),
SAVE_CODE(DoPlayerBeginDive),
SAVE_CODE(DoPlayerDive),
SAVE_CODE(DoPlayerTeleportPause),
SAVE_CODE(DoPlayerTestCrawl),
SAVE_CODE(DoPlayerDeathFlip),
SAVE_CODE(DoPlayerDeathCrumble),
SAVE_CODE(DoPlayerDeathExplode),
SAVE_CODE(DoPlayerDeathFall),
SAVE_CODE(DoPlayerBeginDiveNoWarp),
SAVE_CODE(DoPlayerCurrent),
};
static saveable_data saveable_player_data[] =
{
SAVE_DATA(Player),
SAVE_DATA(s_PlayerNinjaRun),
SAVE_DATA(sg_PlayerNinjaRun),
SAVE_DATA(s_PlayerNinjaStand),
SAVE_DATA(sg_PlayerNinjaStand),
SAVE_DATA(s_PlayerNinjaThrow),
SAVE_DATA(sg_PlayerNinjaThrow),
SAVE_DATA(s_PlayerNinjaJump),
SAVE_DATA(sg_PlayerNinjaJump),
SAVE_DATA(s_PlayerNinjaFall),
SAVE_DATA(sg_PlayerNinjaFall),
SAVE_DATA(s_PlayerNinjaClimb),
SAVE_DATA(sg_PlayerNinjaClimb),
SAVE_DATA(s_PlayerNinjaCrawl),
SAVE_DATA(sg_PlayerNinjaCrawl),
SAVE_DATA(s_PlayerNinjaSwim),
SAVE_DATA(sg_PlayerNinjaSwim),
SAVE_DATA(s_PlayerHeadFly),
SAVE_DATA(sg_PlayerHeadFly),
SAVE_DATA(s_PlayerHead),
SAVE_DATA(sg_PlayerHead),
SAVE_DATA(s_PlayerHeadHurl),
SAVE_DATA(sg_PlayerHeadHurl),
SAVE_DATA(s_PlayerDeath),
SAVE_DATA(sg_PlayerDeath),
SAVE_DATA(s_PlayerNinjaSword),
SAVE_DATA(sg_PlayerNinjaSword),
SAVE_DATA(s_PlayerNinjaPunch),
SAVE_DATA(sg_PlayerNinjaPunch),
SAVE_DATA(s_PlayerNinjaFly),
SAVE_DATA(sg_PlayerNinjaFly),
};
saveable_module saveable_player =
{
// code
saveable_player_code,
SIZ(saveable_player_code),
// data
saveable_player_data,
SIZ(saveable_player_data)
};
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, sop_remote)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, jump_count)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, jump_speed)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, down_speed)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, up_speed)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, z_speed)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, oz_speed)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, climb_ndx)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, hiz)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, loz)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, ceiling_dist)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, floor_dist)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, circle_camera_dist)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, six)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, siy)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, siz)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, siang)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, xvect)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, yvect)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, oxvect)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, oyvect)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, friction)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, slide_xvect)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, slide_yvect)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, slide_ang)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, slide_dec)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, drive_avel)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, view_outside_dang)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, circle_camera_ang)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, camera_check_time_delay)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, cursectnum)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, lastcursectnum)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, turn180_target)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, hvel)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, tilt)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, tilt_dest)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, recoil_amt)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, recoil_speed)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, recoil_ndx)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, recoil_horizoff)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, recoil_ohorizoff)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, oldposx)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, oldposy)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, oldposz)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, RevolveX)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, RevolveY)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, RevolveDeltaAng)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, pnum)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, LadderSector)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, lx)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, ly)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, JumpDuration)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WadeDepth)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, bob_amt)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, bob_ndx)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, bcnt)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, bob_z)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, obob_z)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, playerreadyflag)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, Flags)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, Flags2)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, HasKey)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, SwordAng)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnGotOnceFlags)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnFlags)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnAmmo)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnNum)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnRocketType)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnRocketHeat)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnRocketNuke)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnFlameType)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnFirstType)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WeaponType)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, FirePause)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, InventoryNum)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, InventoryBarTics)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, InventoryTics)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, InventoryPercent)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, InventoryAmount)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, InventoryActive)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, DiveTics)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, DiveDamageTics)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, DeathType)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, Kills)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, SecretsFound)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, Armor)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, MaxHealth)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, UziShellLeftAlt)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, UziShellRightAlt)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, TeamColor)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, FadeTics)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, FadeAmt)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, NightVision)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, StartColor)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, IsAI)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, fta)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, ftq)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, NumFootPrints)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnUziType)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnShotgunType)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnShotgunAuto)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnShotgunLastShell)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnRailType)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, Bloody)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, InitingNuke)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, TestNukeInit)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, NukeInitialized)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, FistAng)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnKungFuMove)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, HitBy)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, Reverb)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, Heads)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, PlayerVersion)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnReloadState)
DEFINE_ACTION_FUNCTION(_SWPlayer, WeaponNum)
{
PARAM_SELF_STRUCT_PROLOGUE(PLAYERstruct);
USERp uu = self->Actor()->u();
ACTION_RETURN_INT(uu->WeaponNum);
}
DEFINE_ACTION_FUNCTION(_SWPlayer, Health)
{
PARAM_SELF_STRUCT_PROLOGUE(PLAYERstruct);
USERp uu = self->Actor()->u();
ACTION_RETURN_INT(uu->Health);
}
DEFINE_ACTION_FUNCTION(_SWPlayer, MaxUserHealth)
{
PARAM_SELF_STRUCT_PROLOGUE(PLAYERstruct);
USERp uu = self->Actor()->u();
ACTION_RETURN_INT(uu->MaxHealth);
}
DEFINE_ACTION_FUNCTION(_SWPlayer, GetBuildAngle)
{
PARAM_SELF_STRUCT_PROLOGUE(PLAYERstruct);
ACTION_RETURN_INT(self->angle.ang.asbuild());
}
DEFINE_ACTION_FUNCTION(_SW, WeaponMaxAmmo)
{
PARAM_PROLOGUE;
PARAM_INT(wp);
ACTION_RETURN_INT(DamageData[wp].max_ammo);
}
DEFINE_ACTION_FUNCTION(_SW, InventoryFlags)
{
PARAM_PROLOGUE;
PARAM_INT(inv);
INVENTORY_DATAp id = &InventoryData[inv];
ACTION_RETURN_INT(id->Flags);
}
DEFINE_ACTION_FUNCTION(_SW, GetViewPlayer)
{
PARAM_PROLOGUE;
ACTION_RETURN_POINTER(&Player[screenpeek]);
}
DEFINE_ACTION_FUNCTION(_SW, RealWeapon)
{
PARAM_PROLOGUE;
PARAM_INT(inv);
int w = DamageData[inv].with_weapon;
ACTION_RETURN_INT(w == -1? inv : w);
}
END_SW_NS