mirror of
https://github.com/ZDoom/Raze.git
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1564 lines
38 KiB
C++
1564 lines
38 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: EDuke source was in transition. Changes are in-progress in the
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source as it is released.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "global.h"
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#include "mapinfo.h"
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#include "dukeactor.h"
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#include "vm.h"
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BEGIN_DUKE_NS
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//---------------------------------------------------------------------------
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//
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// callback for playercolor CVAR
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//
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//---------------------------------------------------------------------------
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int playercolor2lookup(int color)
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{
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static int8_t player_pals[] = { 0, 9, 10, 11, 12, 13, 14, 15, 16, 21, 23, };
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if (color >= 0 && color < 10) return player_pals[color];
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return 0;
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}
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void PlayerColorChanged(void)
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{
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if (ud.recstat != 0)
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return;
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auto& pp = ps[myconnectindex];
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if (ud.multimode > 1)
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{
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//Net_SendClientInfo();
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}
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else
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{
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pp.palookup = ud.user_pals[myconnectindex] = playercolor2lookup(playercolor);
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}
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if (pp.GetActor()->isPlayer() && pp.GetActor()->spr.pal != 1)
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pp.GetActor()->spr.pal = ud.user_pals[myconnectindex];
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}
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//---------------------------------------------------------------------------
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//
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// why is this such a mess?
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//
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//---------------------------------------------------------------------------
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int setpal(player_struct* p)
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{
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int palette;
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if (p->DrugMode) palette = DRUGPAL;
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else if (p->heat_on) palette = SLIMEPAL;
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else if (!p->insector()) palette = BASEPAL; // don't crash if out of range.
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else if (tilesurface(p->cursector->ceilingtexture) == TSURF_SLIME) palette = SLIMEPAL;
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else if (p->cursector->lotag == ST_2_UNDERWATER) palette = WATERPAL;
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else palette = BASEPAL;
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return palette;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void quickkill(player_struct* p)
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{
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SetPlayerPal(p, PalEntry(48, 48, 48, 48));
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auto pa = p->GetActor();
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pa->spr.extra = 0;
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pa->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
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if (ud.god == 0) spawnguts(pa, PClass::FindActor("DukeJibs6"), 8);
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return;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void forceplayerangle(player_struct* p)
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{
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const auto ang = (DAngle22_5 - randomAngle(45)) / 2.;
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p->GetActor()->spr.Angles.Pitch -= DAngle::fromDeg(26.566);
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p->sync.actions |= SB_CENTERVIEW;
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p->Angles.ViewAngles.Yaw = ang;
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p->Angles.ViewAngles.Roll = -ang;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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double hits(DDukeActor* actor)
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{
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double zoff;
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HitInfo hit{};
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if (actor->isPlayer()) zoff = gs.playerheight;
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else zoff = 0;
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auto pos = actor->spr.pos;
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hitscan(pos.plusZ(-zoff), actor->sector(), DVector3(actor->spr.Angles.Yaw.ToVector() * 1024, 0), hit, CLIPMASK1);
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return (hit.hitpos.XY() - actor->spr.pos.XY()).Length();
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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double hitasprite(DDukeActor* actor, DDukeActor** hitsp)
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{
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double zoff;
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HitInfo hit{};
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if (badguy(actor))
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zoff = 42;
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else if (actor->isPlayer()) zoff = gs.playerheight;
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else zoff = 0;
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auto pos = actor->spr.pos;
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hitscan(pos.plusZ(-zoff), actor->sector(), DVector3(actor->spr.Angles.Yaw.ToVector() * 1024, 0), hit, CLIPMASK1);
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if (hitsp) *hitsp = hit.actor();
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if (hit.hitWall != nullptr && (hit.hitWall->cstat & CSTAT_WALL_MASKED) && badguy(actor))
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return INT_MAX;
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return (hit.hitpos.XY() - actor->spr.pos.XY()).Length();
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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double hitawall(player_struct* p, walltype** hitw)
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{
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HitInfo hit{};
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hitscan(p->GetActor()->getPosWithOffsetZ(), p->cursector, DVector3(p->GetActor()->spr.Angles.Yaw.ToVector() * 1024, 0), hit, CLIPMASK0);
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if (hitw) *hitw = hit.hitWall;
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return (hit.hitpos.XY() - p->GetActor()->spr.pos.XY()).Length();
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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DDukeActor* aim(DDukeActor* actor, int abase, bool force)
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{
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DAngle aang = mapangle(abase);
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bool gotshrinker, gotfreezer;
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static const int aimstats[] = { STAT_PLAYER, STAT_DUMMYPLAYER, STAT_ACTOR, STAT_ZOMBIEACTOR };
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DAngle a = actor->spr.Angles.Yaw;
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// Autoaim from DukeGDX.
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if (actor->isPlayer())
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{
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auto* plr = &ps[actor->PlayerIndex()];
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int autoaim = force? 1 : Autoaim(actor->PlayerIndex());
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if (!autoaim)
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{
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// Some fudging to avoid aim randomization when autoaim is off.
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// This is a reimplementation of how it was solved in RedNukem.
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if (plr->curr_weapon == PISTOL_WEAPON && !isWW2GI())
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{
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double vel = 1024, zvel = 0;
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setFreeAimVelocity(vel, zvel, plr->Angles.getPitchWithView(), 16.);
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HitInfo hit{};
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hitscan(plr->GetActor()->getPosWithOffsetZ().plusZ(4), actor->sector(), DVector3(actor->spr.Angles.Yaw.ToVector() * vel, zvel * 64), hit, CLIPMASK1);
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if (hit.actor() != nullptr)
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{
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if (isIn(hit.actor()->spr.statnum, { STAT_PLAYER, STAT_DUMMYPLAYER, STAT_ACTOR, STAT_ZOMBIEACTOR }))
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return hit.actor();
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}
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}
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// The chickens in RRRA are homing and must always autoaim.
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if (!isRRRA() || plr->curr_weapon != CHICKEN_WEAPON)
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return nullptr;
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}
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else if (autoaim == 2)
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{
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int weap;
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if (!isWW2GI())
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{
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weap = plr->curr_weapon;
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}
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else
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{
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weap = aplWeaponWorksLike(plr->curr_weapon, actor->PlayerIndex());
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}
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// The chickens in RRRA are homing and must always autoaim.
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if (!isRRRA() || plr->curr_weapon != CHICKEN_WEAPON)
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{
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if ((weap > CHAINGUN_WEAPON && weap != GROW_WEAPON) || weap == KNEE_WEAPON)
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{
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return nullptr;
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}
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}
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}
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}
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DDukeActor* aimed = nullptr;
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// if(actor->isPlayer() && ps[actor->PlayerIndex()].aim_mode) return -1;
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if (isRR())
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{
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gotshrinker = false;
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gotfreezer = false;
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}
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else if (isWW2GI())
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{
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gotshrinker = actor->isPlayer() && aplWeaponWorksLike(ps[actor->PlayerIndex()].curr_weapon, actor->PlayerIndex()) == SHRINKER_WEAPON;
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gotfreezer = actor->isPlayer() && aplWeaponWorksLike(ps[actor->PlayerIndex()].curr_weapon, actor->PlayerIndex()) == FREEZE_WEAPON;
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}
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else
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{
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gotshrinker = actor->isPlayer() && ps[actor->PlayerIndex()].curr_weapon == SHRINKER_WEAPON;
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gotfreezer = actor->isPlayer() && ps[actor->PlayerIndex()].curr_weapon == FREEZE_WEAPON;
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}
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double smax = 0x7fffffff;
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auto dv1 = (a - aang).ToVector();
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auto dv2 = (a + aang).ToVector();
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auto dv3 = a.ToVector();
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for (int k = 0; k < 4; k++)
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{
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if (aimed)
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break;
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DukeStatIterator it(aimstats[k]);
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while (auto act = it.Next())
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{
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if (act->spr.scale.X > 0 && act->spr.extra >= 0 && (act->spr.cstat & (CSTAT_SPRITE_BLOCK_ALL | CSTAT_SPRITE_INVISIBLE)) == CSTAT_SPRITE_BLOCK_ALL)
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if (badguy(act) || k < 2)
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{
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if (badguy(act) || act->isPlayer())
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{
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if (act->isPlayer() &&
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(isRR() && ud.ffire == 0) &&
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ud.coop == 1 &&
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actor->isPlayer() &&
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actor != act)
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continue;
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if (gotshrinker && act->spr.scale.X < 0.46875 && !(act->flags1 & SFLAG_SHRINKAUTOAIM)) continue;
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if (gotfreezer && act->spr.pal == 1) continue;
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}
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DVector2 vv = act->spr.pos.XY() - actor->spr.pos.XY();
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if ((dv1.Y * vv.X) <= (dv1.X * vv.Y))
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if ((dv2.Y * vv.X) >= (dv2.X * vv.Y))
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{
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double sdist = dv3.dot(vv);
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if (sdist > 32 && sdist < smax)
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{
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int check;
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if (actor->isPlayer())
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{
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double checkval = (act->spr.pos.Z - actor->spr.pos.Z) * 1.25 / sdist;
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double horiz = ps[actor->PlayerIndex()].Angles.getPitchWithView().Tan();
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check = abs(checkval - horiz) < 0.78125;
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}
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else check = 1;
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int cans = cansee(act->spr.pos.plusZ(-32 + act->IntVar(NAME_aimoffset)), act->sector(), actor->spr.pos.plusZ(-32), actor->sector());
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if (check && cans)
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{
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smax = sdist;
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aimed = act;
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}
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}
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}
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}
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}
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}
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return aimed;
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}
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// This is what aim should be.
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DDukeActor* aim_(DDukeActor* actor, DDukeActor* weapon, double aimangle)
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{
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if (!weapon || (weapon->flags1 & SFLAG_NOAUTOAIM)) return nullptr;
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return aim(actor, int((aimangle > 0 ? aimangle : weapon->FloatVar(NAME_autoaimangle)) * (512 / 90.)), (weapon->flags1 & SFLAG_FORCEAUTOAIM));
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void dokneeattack(int snum)
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{
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auto p = &ps[snum];
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auto pact = p->GetActor();
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if (p->knee_incs > 0)
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{
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p->oknee_incs = p->knee_incs;
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p->knee_incs++;
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pact->spr.Angles.Pitch = (pact->getPosWithOffsetZ() - p->actorsqu->spr.pos.plusZ(-4)).Pitch();
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p->sync.actions |= SB_CENTERVIEW;
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if (p->knee_incs > 15)
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{
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p->oknee_incs = p->knee_incs = 0;
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p->holster_weapon = 0;
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if (p->weapon_pos < 0)
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p->weapon_pos = -p->weapon_pos;
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if (p->actorsqu != nullptr && (pact->spr.pos - p->actorsqu->spr.pos).Length() < 1400/16.)
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{
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spawnguts(p->actorsqu, PClass::FindActor("DukeJibs6"), 7);
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spawn(p->actorsqu, PClass::FindActor("DukeBloodPool"));
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S_PlayActorSound(SQUISHED, p->actorsqu);
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if (p->actorsqu->flags2 & SFLAG2_TRIGGERRESPAWN)
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{
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if (p->actorsqu->spr.yint)
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operaterespawns(p->actorsqu->spr.yint);
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}
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if (p->actorsqu->isPlayer())
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{
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quickkill(&ps[p->actorsqu->PlayerIndex()]);
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ps[p->actorsqu->PlayerIndex()].frag_ps = snum;
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}
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else
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{
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addkill(p->actorsqu);
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p->actorsqu->Destroy();
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}
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}
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p->actorsqu = nullptr;
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int makepainsounds(int snum, int type)
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{
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auto p = &ps[snum];
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auto actor = p->GetActor();
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int k = 0;
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switch (type)
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{
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case 0:
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if (rnd(32))
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{
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if (p->boot_amount > 0)
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k = 1;
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else
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{
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if (!S_CheckActorSoundPlaying(actor, DUKE_LONGTERM_PAIN))
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S_PlayActorSound(DUKE_LONGTERM_PAIN, actor);
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SetPlayerPal(p, PalEntry(32, 64, 64, 64));
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actor->spr.extra -= 1 + (krand() & 3);
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if (!S_CheckActorSoundPlaying(actor, SHORT_CIRCUIT))
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S_PlayActorSound(SHORT_CIRCUIT, actor);
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}
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}
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break;
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case 1:
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if (rnd(16))
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{
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if (p->boot_amount > 0)
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k = 1;
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else
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{
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if (!S_CheckActorSoundPlaying(actor, DUKE_LONGTERM_PAIN))
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S_PlayActorSound(DUKE_LONGTERM_PAIN, actor);
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SetPlayerPal(p, PalEntry(32, 0, 8, 0));
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actor->spr.extra -= 1 + (krand() & 3);
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}
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}
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break;
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case 2:
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if (rnd(32))
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{
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if (p->boot_amount > 0)
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k = 1;
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else
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{
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if (!S_CheckActorSoundPlaying(actor, DUKE_LONGTERM_PAIN))
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S_PlayActorSound(DUKE_LONGTERM_PAIN, actor);
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SetPlayerPal(p, PalEntry(32, 8, 0, 0));
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actor->spr.extra -= 1 + (krand() & 3);
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}
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}
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break;
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case 3:
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if ((krand() & 3) == 1)
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if (p->on_ground)
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{
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if (p->OnMotorcycle)
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actor->spr.extra -= 2;
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else
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actor->spr.extra -= 4;
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S_PlayActorSound(DUKE_LONGTERM_PAIN, actor);
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}
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break;
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}
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return k;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void footprints(int snum)
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{
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auto p = &ps[snum];
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auto actor = p->GetActor();
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if (p->footprintcount > 0 && p->on_ground)
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if (p->insector() && (p->cursector->floorstat & CSTAT_SECTOR_SLOPE) != 2)
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{
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int j = -1;
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DukeSectIterator it(actor->sector());
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while (auto act = it.Next())
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{
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if (act->IsKindOf(NAME_DukeFootprints))
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if (abs(act->spr.pos.X - p->GetActor()->spr.pos.X) < 24)
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if (abs(act->spr.pos.Y - p->GetActor()->spr.pos.Y) < 24)
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{
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j = 1;
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break;
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}
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}
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if (j < 0)
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{
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p->footprintcount--;
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if (p->cursector->lotag == 0 && p->cursector->hitag == 0)
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{
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DDukeActor* fprint = spawn(actor, PClass::FindActor(NAME_DukeFootprints));
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if (fprint)
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{
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fprint->spr.Angles.Yaw = p->actor->spr.Angles.Yaw;
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fprint->spr.pal = p->footprintpal;
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fprint->spr.shade = (int8_t)p->footprintshade;
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}
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}
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}
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}
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}
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|
|
//---------------------------------------------------------------------------
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//
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//
|
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//
|
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//---------------------------------------------------------------------------
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void playerisdead(int snum, int psectlotag, double floorz, double ceilingz)
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{
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auto p = &ps[snum];
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auto actor = p->GetActor();
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// lock input when dead.
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setForcedSyncInput(snum);
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if (p->dead_flag == 0)
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{
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if (actor->spr.pal != 1)
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{
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SetPlayerPal(p, PalEntry(63, 63, 0, 0));
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actor->spr.pos.Z -= 16;
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}
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#if 0
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if (ud.recstat == 1 && ud.multimode < 2)
|
|
closedemowrite();
|
|
#endif
|
|
|
|
if (actor->spr.pal != 1)
|
|
p->dead_flag = (512 - ((krand() & 1) << 10) + (krand() & 255) - 512) & 2047;
|
|
|
|
p->jetpack_on = 0;
|
|
p->holoduke_on = nullptr;
|
|
|
|
if (!isRR())S_StopSound(DUKE_JETPACK_IDLE, actor);
|
|
S_StopSound(-1, actor, CHAN_VOICE);
|
|
|
|
|
|
if (actor->spr.pal != 1 && (actor->spr.cstat & CSTAT_SPRITE_INVISIBLE) == 0) actor->spr.cstat = 0;
|
|
|
|
if (ud.multimode > 1 && (actor->spr.pal != 1 || (actor->spr.cstat & CSTAT_SPRITE_INVISIBLE)))
|
|
{
|
|
if (p->frag_ps != snum)
|
|
{
|
|
ps[p->frag_ps].frag++;
|
|
ps[p->frag_ps].frags[snum]++;
|
|
|
|
auto pname = PlayerName(p->frag_ps);
|
|
if (snum == screenpeek)
|
|
{
|
|
Printf(PRINT_NOTIFY, "Killed by %s", pname);
|
|
}
|
|
else
|
|
{
|
|
Printf(PRINT_NOTIFY, "Killed %s", pname);
|
|
}
|
|
|
|
}
|
|
else p->fraggedself++;
|
|
|
|
p->frag_ps = snum;
|
|
}
|
|
}
|
|
|
|
if (psectlotag == ST_2_UNDERWATER)
|
|
{
|
|
if (p->on_warping_sector == 0)
|
|
{
|
|
if (abs(actor->getOffsetZ() - floorz) > (gs.playerheight * 0.5))
|
|
actor->spr.pos.Z += 348/ 256.;
|
|
}
|
|
else
|
|
{
|
|
actor->spr.pos.Z -= 2;
|
|
actor->vel.Z = -348 / 256.;
|
|
}
|
|
|
|
Collision coll;
|
|
clipmove(actor->spr.pos.XY(), actor->getOffsetZ(), &p->cursector, DVector2( 0, 0), 10.25, 4., 4., CLIPMASK0, coll);
|
|
}
|
|
|
|
actor->backuploc();
|
|
|
|
p->Angles.ViewAngles.Pitch = actor->spr.Angles.Pitch = nullAngle;
|
|
|
|
updatesector(actor->getPosWithOffsetZ(), &p->cursector);
|
|
|
|
pushmove(actor->spr.pos.XY(), actor->getOffsetZ(), &p->cursector, 8, 4, 20, CLIPMASK0);
|
|
|
|
if (floorz > ceilingz + 16 && actor->spr.pal != 1)
|
|
p->Angles.ViewAngles.Roll = DAngle::fromBuild(-(p->dead_flag + ((floorz + actor->getOffsetZ()) * 2)));
|
|
|
|
p->on_warping_sector = 0;
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int endoflevel(int snum)
|
|
{
|
|
auto p = &ps[snum];
|
|
|
|
// the fist puching the end-of-level thing...
|
|
p->ofist_incs = p->fist_incs;
|
|
p->fist_incs++;
|
|
if (p->fist_incs == 28)
|
|
{
|
|
#if 0
|
|
if (ud.recstat == 1) closedemowrite();
|
|
#endif
|
|
S_PlaySound(PIPEBOMB_EXPLODE);
|
|
SetPlayerPal(p, PalEntry(48, 64, 64, 64));
|
|
}
|
|
if (p->fist_incs > 42)
|
|
{
|
|
setnextmap(!!p->buttonpalette);
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int timedexit(int snum)
|
|
{
|
|
auto p = &ps[snum];
|
|
p->timebeforeexit--;
|
|
if (p->timebeforeexit == 26 * 5)
|
|
{
|
|
FX_StopAllSounds();
|
|
if (p->customexitsound >= 0)
|
|
{
|
|
S_PlaySound(p->customexitsound);
|
|
FTA(102, p);
|
|
}
|
|
}
|
|
else if (p->timebeforeexit == 1)
|
|
{
|
|
setnextmap(false);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void playerCrouch(int snum)
|
|
{
|
|
auto p = &ps[snum];
|
|
// crouching
|
|
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
|
|
OnEvent(EVENT_CROUCH, snum, p->GetActor(), -1);
|
|
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0)
|
|
{
|
|
p->GetActor()->spr.pos.Z += 8 + 3;
|
|
p->crack_time = CRACK_TIME;
|
|
}
|
|
}
|
|
|
|
void playerJump(int snum, double floorz, double ceilingz)
|
|
{
|
|
auto p = &ps[snum];
|
|
if (p->jumping_toggle == 0 && p->jumping_counter == 0)
|
|
{
|
|
if ((floorz - ceilingz) > 56)
|
|
{
|
|
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
|
|
OnEvent(EVENT_JUMP, snum, p->GetActor(), -1);
|
|
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0)
|
|
{
|
|
p->jumping_counter = 1;
|
|
p->jumping_toggle = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void player_struct::apply_seasick()
|
|
{
|
|
if (isRRRA() && SeaSick && (dead_flag == 0))
|
|
{
|
|
if (SeaSick < 250)
|
|
{
|
|
static constexpr DAngle adjustment = DAngle::fromDeg(4.21875);
|
|
|
|
if (SeaSick >= 180)
|
|
Angles.ViewAngles.Roll -= adjustment;
|
|
else if (SeaSick >= 130)
|
|
Angles.ViewAngles.Roll += adjustment;
|
|
else if (SeaSick >= 70)
|
|
Angles.ViewAngles.Roll -= adjustment;
|
|
else if (SeaSick >= 20)
|
|
Angles.ViewAngles.Roll += adjustment;
|
|
}
|
|
if (SeaSick < 250)
|
|
Angles.ViewAngles.Yaw = DAngle::fromDeg(krandf(45) - 22.5);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void player_struct::backuppos(bool noclipping)
|
|
{
|
|
if (!noclipping)
|
|
{
|
|
GetActor()->backupvec2();
|
|
}
|
|
else
|
|
{
|
|
GetActor()->restorevec2();
|
|
}
|
|
|
|
GetActor()->backupz();
|
|
bobpos = GetActor()->spr.pos.XY();
|
|
opyoff = pyoff;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void player_struct::backupweapon()
|
|
{
|
|
oweapon_sway = weapon_sway;
|
|
oweapon_pos = weapon_pos;
|
|
okickback_pic = kickback_pic;
|
|
orandom_club_frame = random_club_frame;
|
|
ohard_landing = hard_landing;
|
|
ofistsign = fistsign;
|
|
otipincs = tipincs;
|
|
oknee_incs = knee_incs;
|
|
oaccess_incs = access_incs;
|
|
ofist_incs = fist_incs;
|
|
oloogcnt = loogcnt;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void player_struct::checkhardlanding()
|
|
{
|
|
if (hard_landing > 0)
|
|
{
|
|
GetActor()->spr.Angles.Pitch += maphoriz(hard_landing << 4) * !!(cl_dukepitchmode & kDukePitchHardLanding);
|
|
hard_landing--;
|
|
}
|
|
}
|
|
|
|
void player_struct::playerweaponsway(double xvel)
|
|
{
|
|
if (cl_weaponsway)
|
|
{
|
|
if (xvel < 2 || on_ground == 0 || bobcounter == 1024)
|
|
{
|
|
if ((weapon_sway & 2047) > (1024 + 96))
|
|
weapon_sway -= 96;
|
|
else if ((weapon_sway & 2047) < (1024 - 96))
|
|
weapon_sway += 96;
|
|
else oweapon_sway = weapon_sway = 1024;
|
|
}
|
|
else
|
|
{
|
|
weapon_sway = bobcounter;
|
|
|
|
if ((bobcounter - oweapon_sway) > 256)
|
|
{
|
|
oweapon_sway = weapon_sway;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void checklook(int snum, ESyncBits actions)
|
|
{
|
|
auto p = &ps[snum];
|
|
|
|
if ((actions & SB_LOOK_LEFT) && !p->OnMotorcycle)
|
|
{
|
|
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
|
|
OnEvent(EVENT_LOOKLEFT, snum, p->GetActor(), -1);
|
|
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() != 0)
|
|
{
|
|
actions &= ~SB_LOOK_LEFT;
|
|
}
|
|
}
|
|
|
|
if ((actions & SB_LOOK_RIGHT) && !p->OnMotorcycle)
|
|
{
|
|
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
|
|
OnEvent(EVENT_LOOKRIGHT, snum, p->GetActor(), -1);
|
|
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() != 0)
|
|
{
|
|
actions &= ~SB_LOOK_RIGHT;
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void playerCenterView(int snum)
|
|
{
|
|
auto p = &ps[snum];
|
|
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
|
|
OnEvent(EVENT_RETURNTOCENTER, snum, p->GetActor(), -1);
|
|
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0)
|
|
{
|
|
p->sync.actions |= SB_CENTERVIEW;
|
|
p->sync.horz = 0;
|
|
setForcedSyncInput(snum);
|
|
}
|
|
else
|
|
{
|
|
p->sync.actions &= ~SB_CENTERVIEW;
|
|
}
|
|
}
|
|
|
|
void playerLookUp(int snum, ESyncBits actions)
|
|
{
|
|
auto p = &ps[snum];
|
|
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
|
|
OnEvent(EVENT_LOOKUP, snum, p->GetActor(), -1);
|
|
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0)
|
|
{
|
|
p->sync.actions |= SB_CENTERVIEW;
|
|
}
|
|
else
|
|
{
|
|
p->sync.actions &= ~SB_LOOK_UP;
|
|
}
|
|
}
|
|
|
|
void playerLookDown(int snum, ESyncBits actions)
|
|
{
|
|
auto p = &ps[snum];
|
|
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
|
|
OnEvent(EVENT_LOOKDOWN, snum, p->GetActor(), -1);
|
|
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0)
|
|
{
|
|
p->sync.actions |= SB_CENTERVIEW;
|
|
}
|
|
else
|
|
{
|
|
p->sync.actions &= ~SB_LOOK_DOWN;
|
|
}
|
|
}
|
|
|
|
void playerAimUp(int snum, ESyncBits actions)
|
|
{
|
|
auto p = &ps[snum];
|
|
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
|
|
OnEvent(EVENT_AIMUP, snum, p->GetActor(), -1);
|
|
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() != 0)
|
|
{
|
|
p->sync.actions &= ~SB_AIM_UP;
|
|
}
|
|
}
|
|
|
|
void playerAimDown(int snum, ESyncBits actions)
|
|
{
|
|
auto p = &ps[snum];
|
|
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
|
|
OnEvent(EVENT_AIMDOWN, snum, p->GetActor(), -1); // due to a typo in WW2GI's CON files this is the same as EVENT_AIMUP.
|
|
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() != 0)
|
|
{
|
|
p->sync.actions &= ~SB_AIM_DOWN;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void shoot(DDukeActor* actor, int atwith, PClass* cls)
|
|
{
|
|
int p;
|
|
DVector3 spos;
|
|
DAngle sang;
|
|
|
|
auto const sect = actor->sector();
|
|
|
|
sang = actor->spr.Angles.Yaw;
|
|
if (actor->isPlayer())
|
|
{
|
|
p = actor->PlayerIndex();
|
|
spos = actor->getPosWithOffsetZ().plusZ(ps[p].pyoff + 4);
|
|
|
|
ps[p].crack_time = CRACK_TIME;
|
|
}
|
|
else
|
|
{
|
|
p = -1;
|
|
auto tex = TexMan.GetGameTexture(actor->spr.spritetexture());
|
|
spos = actor->spr.pos.plusZ(-(actor->spr.scale.Y * tex->GetDisplayHeight() * 0.5) + 4);
|
|
|
|
spos.Z += actor->FloatVar(NAME_shootzoffset);
|
|
if (badguy(actor) && !(actor->flags3 & SFLAG3_SHOOTCENTERED))
|
|
{
|
|
spos.X -= (sang + DAngle22_5 * 0.75).Sin() * 8;
|
|
spos.Y += (sang + DAngle22_5 * 0.75).Cos() * 8;
|
|
}
|
|
}
|
|
|
|
if (cls == nullptr)
|
|
cls = GetSpawnType(atwith);
|
|
|
|
CallShootThis(static_cast<DDukeActor*>(GetDefaultByType(cls)), actor, p, spos, sang);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// split out so that the weapon check can be done right.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool movementBlocked(player_struct *p)
|
|
{
|
|
auto blockingweapon = [=]()
|
|
{
|
|
if (isRR()) return false;
|
|
if (isWW2GI()) return aplWeaponWorksLike(p->curr_weapon, p->GetPlayerNum()) == TRIPBOMB_WEAPON;
|
|
else return p->curr_weapon == TRIPBOMB_WEAPON;
|
|
};
|
|
|
|
auto weapondelay = [=]()
|
|
{
|
|
if (isWW2GI()) return aplWeaponFireDelay(p->curr_weapon, p->GetPlayerNum());
|
|
else return 4;
|
|
};
|
|
|
|
return (p->fist_incs ||
|
|
p->transporter_hold > 2 ||
|
|
p->hard_landing ||
|
|
p->access_incs > 0 ||
|
|
p->knee_incs > 0 ||
|
|
p->GetActor()->spr.extra <= 0 ||
|
|
(p->dead_flag && !ud.god) ||
|
|
(blockingweapon() && p->kickback_pic > 1 && p->kickback_pic < weapondelay()));
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int haskey(sectortype* sectp, int snum)
|
|
{
|
|
auto p = &ps[snum];
|
|
if (!sectp)
|
|
return 0;
|
|
if (!sectp->keyinfo)
|
|
return 1;
|
|
if (sectp->keyinfo > 6)
|
|
return 1;
|
|
int wk = sectp->keyinfo;
|
|
if (wk > 3)
|
|
wk -= 3;
|
|
|
|
if (p->keys[wk] == 1)
|
|
{
|
|
sectp->keyinfo = 0;
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// taken out of Duke, now that it is no longer hard coded.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void purplelavacheck(player_struct* p)
|
|
{
|
|
auto pact = p->actor;
|
|
if (p->spritebridge == 0 && pact->insector())
|
|
{
|
|
auto sect = pact->sector();
|
|
// one texflag for a single texture again, just to avoid one hard coded check...
|
|
if ((tilesurface(sect->floortexture) == TSURF_PURPLELAVA) || (tilesurface(sect->ceilingtexture) == TSURF_PURPLELAVA))
|
|
{
|
|
if (p->boot_amount > 0)
|
|
{
|
|
p->boot_amount--;
|
|
p->inven_icon = 7;
|
|
if (p->boot_amount <= 0)
|
|
checkavailinven(p);
|
|
}
|
|
else
|
|
{
|
|
if (!S_CheckActorSoundPlaying(pact, DUKE_LONGTERM_PAIN))
|
|
S_PlayActorSound(DUKE_LONGTERM_PAIN, pact);
|
|
SetPlayerPal(p, PalEntry(32, 0, 8, 0));
|
|
pact->spr.extra--;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// moved out of the CON interpreter.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool addphealth(player_struct* p, int amount, bool bigitem)
|
|
{
|
|
if (p->newOwner != nullptr)
|
|
{
|
|
p->newOwner = nullptr;
|
|
p->GetActor()->restoreloc();
|
|
updatesector(p->GetActor()->getPosWithOffsetZ(), &p->cursector);
|
|
|
|
DukeStatIterator it(STAT_ACTOR);
|
|
while (auto actj = it.Next())
|
|
{
|
|
if (actj->flags2 & SFLAG2_CAMERA)
|
|
actj->spr.yint = 0;
|
|
}
|
|
}
|
|
|
|
int curhealth = p->GetActor()->spr.extra;
|
|
|
|
if (!bigitem)
|
|
{
|
|
if (curhealth > gs.max_player_health && amount > 0)
|
|
{
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
if (curhealth > 0)
|
|
curhealth += amount;
|
|
if (curhealth > gs.max_player_health && amount > 0)
|
|
curhealth = gs.max_player_health;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (curhealth > 0)
|
|
curhealth += amount;
|
|
if (curhealth > (gs.max_player_health << 1))
|
|
curhealth = (gs.max_player_health << 1);
|
|
}
|
|
|
|
if (curhealth < 0) curhealth = 0;
|
|
|
|
if (ud.god == 0)
|
|
{
|
|
if (amount > 0)
|
|
{
|
|
if ((curhealth - amount) < (gs.max_player_health >> 2) &&
|
|
curhealth >= (gs.max_player_health >> 2))
|
|
S_PlayActorSound(PLAYER_GOTHEALTHATLOW, p->GetActor());
|
|
|
|
p->last_extra = curhealth;
|
|
}
|
|
|
|
p->GetActor()->spr.extra = curhealth;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// moved out of the CON interpreter.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool playereat(player_struct* p, int amount, bool bigitem)
|
|
{
|
|
p->eat += amount;
|
|
if (p->eat > 100)
|
|
{
|
|
p->eat = 100;
|
|
}
|
|
p->drink_amt -= amount;
|
|
if (p->drink_amt < 0)
|
|
p->drink_amt = 0;
|
|
int curhealth = p->GetActor()->spr.extra;
|
|
if (!bigitem)
|
|
{
|
|
if (curhealth > gs.max_player_health && amount > 0)
|
|
{
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
if (curhealth > 0)
|
|
curhealth += (amount) * 3;
|
|
if (curhealth > gs.max_player_health && amount > 0)
|
|
curhealth = gs.max_player_health;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (curhealth > 0)
|
|
curhealth += amount;
|
|
if (curhealth > (gs.max_player_health << 1))
|
|
curhealth = (gs.max_player_health << 1);
|
|
}
|
|
|
|
if (curhealth < 0) curhealth = 0;
|
|
|
|
if (ud.god == 0)
|
|
{
|
|
if (amount > 0)
|
|
{
|
|
if ((curhealth - amount) < (gs.max_player_health >> 2) &&
|
|
curhealth >= (gs.max_player_health >> 2))
|
|
S_PlayActorSound(PLAYER_GOTHEALTHATLOW, p->GetActor());
|
|
|
|
p->last_extra = curhealth;
|
|
}
|
|
|
|
p->GetActor()->spr.extra = curhealth;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// moved out of the CON interpreter.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void playerdrink(player_struct* p, int amount)
|
|
{
|
|
p->drink_amt += amount;
|
|
int curhealth = p->GetActor()->spr.extra;
|
|
if (curhealth > 0)
|
|
curhealth += amount;
|
|
if (curhealth > gs.max_player_health * 2)
|
|
curhealth = gs.max_player_health * 2;
|
|
if (curhealth < 0)
|
|
curhealth = 0;
|
|
|
|
if (ud.god == 0)
|
|
{
|
|
if (amount > 0)
|
|
{
|
|
if ((curhealth - amount) < (gs.max_player_health >> 2) &&
|
|
curhealth >= (gs.max_player_health >> 2))
|
|
S_PlayActorSound(PLAYER_GOTHEALTHATLOW, p->GetActor());
|
|
|
|
p->last_extra = curhealth;
|
|
}
|
|
|
|
p->GetActor()->spr.extra = curhealth;
|
|
}
|
|
if (p->drink_amt > 100)
|
|
p->drink_amt = 100;
|
|
|
|
if (p->GetActor()->spr.extra >= gs.max_player_health)
|
|
{
|
|
p->GetActor()->spr.extra = gs.max_player_health;
|
|
p->last_extra = gs.max_player_health;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// moved out of the CON interpreter.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool playeraddammo(player_struct* p, int weaponindex, int amount)
|
|
{
|
|
if (p->ammo_amount[weaponindex] >= gs.max_ammo_amount[weaponindex])
|
|
{
|
|
return false;
|
|
}
|
|
addammo(weaponindex, p, amount);
|
|
if (p->curr_weapon == KNEE_WEAPON)
|
|
if (p->gotweapon[weaponindex] && (WeaponSwitch(p - ps) & 1))
|
|
fi.addweapon(p, weaponindex, true);
|
|
return true;
|
|
}
|
|
|
|
bool playeraddweapon(player_struct* p, int weaponindex, int amount)
|
|
{
|
|
if (p->gotweapon[weaponindex] == 0) fi.addweapon(p, weaponindex, !!(WeaponSwitch(p- ps) & 1));
|
|
else if (p->ammo_amount[weaponindex] >= gs.max_ammo_amount[weaponindex])
|
|
{
|
|
return false;
|
|
}
|
|
addammo(weaponindex, p, amount);
|
|
if (p->curr_weapon == KNEE_WEAPON)
|
|
if (p->gotweapon[weaponindex] && (WeaponSwitch(p - ps) & 1))
|
|
fi.addweapon(p, weaponindex, true);
|
|
|
|
return true;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// moved out of the CON interpreter.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void playeraddinventory(player_struct* p, DDukeActor* item, int type, int amount)
|
|
{
|
|
switch (type)
|
|
{
|
|
case 0:
|
|
p->steroids_amount = amount;
|
|
p->inven_icon = 2;
|
|
break;
|
|
case 1:
|
|
p->shield_amount += amount;// 100;
|
|
if (p->shield_amount > gs.max_player_health)
|
|
p->shield_amount = gs.max_player_health;
|
|
break;
|
|
case 2:
|
|
p->scuba_amount = amount;// 1600;
|
|
p->inven_icon = 6;
|
|
break;
|
|
case 3:
|
|
p->holoduke_amount = amount;// 1600;
|
|
p->inven_icon = 3;
|
|
break;
|
|
case 4:
|
|
p->jetpack_amount = amount;// 1600;
|
|
p->inven_icon = 4;
|
|
break;
|
|
case 6:
|
|
if (isRR())
|
|
{
|
|
switch (item->spr.lotag)
|
|
{
|
|
case 100: p->keys[1] = 1; break;
|
|
case 101: p->keys[2] = 1; break;
|
|
case 102: p->keys[3] = 1; break;
|
|
case 103: p->keys[4] = 1; break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch (item->spr.pal)
|
|
{
|
|
case 0: p->got_access |= 1; break;
|
|
case 21: p->got_access |= 2; break;
|
|
case 23: p->got_access |= 4; break;
|
|
}
|
|
}
|
|
break;
|
|
case 7:
|
|
p->heat_amount = amount;
|
|
p->inven_icon = 5;
|
|
break;
|
|
case 9:
|
|
p->inven_icon = 1;
|
|
p->firstaid_amount = amount;
|
|
break;
|
|
case 10:
|
|
p->inven_icon = 7;
|
|
p->boot_amount = amount;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// moved out of the CON interpreter.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool checkp(DDukeActor* self, player_struct* p, int flags)
|
|
{
|
|
bool j = 0;
|
|
|
|
double vel = self->vel.X;
|
|
unsigned plindex = unsigned(p - ps);
|
|
|
|
// sigh.. this was yet another place where number literals were used as bit masks for every single value, making the code totally unreadable.
|
|
if ((flags & pducking) && p->on_ground && PlayerInput(plindex, SB_CROUCH))
|
|
j = 1;
|
|
else if ((flags & pfalling) && p->jumping_counter == 0 && !p->on_ground && p->vel.Z > 8)
|
|
j = 1;
|
|
else if ((flags & pjumping) && p->jumping_counter > 348)
|
|
j = 1;
|
|
else if ((flags & pstanding) && vel >= 0 && vel < 0.5)
|
|
j = 1;
|
|
else if ((flags & pwalking) && vel >= 0.5 && !(PlayerInput(plindex, SB_RUN)))
|
|
j = 1;
|
|
else if ((flags & prunning) && vel >= 0.5 && PlayerInput(plindex, SB_RUN))
|
|
j = 1;
|
|
else if ((flags & phigher) && p->GetActor()->getOffsetZ() < self->spr.pos.Z - 48)
|
|
j = 1;
|
|
else if ((flags & pwalkingback) && vel <= -0.5 && !(PlayerInput(plindex, SB_RUN)))
|
|
j = 1;
|
|
else if ((flags & prunningback) && vel <= -0.5 && (PlayerInput(plindex, SB_RUN)))
|
|
j = 1;
|
|
else if ((flags & pkicking) && (p->quick_kick > 0 || (p->curr_weapon == KNEE_WEAPON && p->kickback_pic > 0)))
|
|
j = 1;
|
|
else if ((flags & pshrunk) && p->GetActor()->spr.scale.X < (isRR() ? 0.125 : 0.5))
|
|
j = 1;
|
|
else if ((flags & pjetpack) && p->jetpack_on)
|
|
j = 1;
|
|
else if ((flags & ponsteroids) && p->steroids_amount > 0 && p->steroids_amount < 400)
|
|
j = 1;
|
|
else if ((flags & ponground) && p->on_ground)
|
|
j = 1;
|
|
else if ((flags & palive) && p->GetActor()->spr.scale.X > (isRR() ? 0.125 : 0.5) && p->GetActor()->spr.extra > 0 && p->timebeforeexit == 0)
|
|
j = 1;
|
|
else if ((flags & pdead) && p->GetActor()->spr.extra <= 0)
|
|
j = 1;
|
|
else if ((flags & pfacing))
|
|
{
|
|
DAngle ang;
|
|
if (self->isPlayer() && ud.multimode > 1)
|
|
ang = absangle(ps[otherp].GetActor()->spr.Angles.Yaw, (p->GetActor()->spr.pos.XY() - ps[otherp].GetActor()->spr.pos.XY()).Angle());
|
|
else
|
|
ang = absangle(p->GetActor()->spr.Angles.Yaw, (self->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle());
|
|
|
|
j = ang < DAngle22_5;
|
|
}
|
|
return j;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// moved out of the CON interpreter.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool playercheckinventory(player_struct* p, DDukeActor* item, int type, int amount)
|
|
{
|
|
bool j = 0;
|
|
switch (type)
|
|
{
|
|
case 0:
|
|
if (p->steroids_amount != amount)
|
|
j = 1;
|
|
break;
|
|
case 1:
|
|
if (p->shield_amount != gs.max_player_health)
|
|
j = 1;
|
|
break;
|
|
case 2:
|
|
if (p->scuba_amount != amount) j = 1;
|
|
break;
|
|
case 3:
|
|
if (p->holoduke_amount != amount) j = 1;
|
|
break;
|
|
case 4:
|
|
if (p->jetpack_amount != amount) j = 1;
|
|
break;
|
|
case 6:
|
|
if (isRR())
|
|
{
|
|
switch (item->spr.lotag)
|
|
{
|
|
case 100:
|
|
if (p->keys[1]) j = 1;
|
|
break;
|
|
case 101:
|
|
if (p->keys[2]) j = 1;
|
|
break;
|
|
case 102:
|
|
if (p->keys[3]) j = 1;
|
|
break;
|
|
case 103:
|
|
if (p->keys[4]) j = 1;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch (item->spr.pal)
|
|
{
|
|
case 0:
|
|
if (p->got_access & 1) j = 1;
|
|
break;
|
|
case 21:
|
|
if (p->got_access & 2) j = 1;
|
|
break;
|
|
case 23:
|
|
if (p->got_access & 4) j = 1;
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
case 7:
|
|
if (p->heat_amount != amount) j = 1;
|
|
break;
|
|
case 9:
|
|
if (p->firstaid_amount != amount) j = 1;
|
|
break;
|
|
case 10:
|
|
if (p->boot_amount != amount) j = 1;
|
|
break;
|
|
}
|
|
return j;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// moved out of the CON interpreter.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void playerstomp(player_struct* p, DDukeActor* stomped)
|
|
{
|
|
if (p->knee_incs == 0 && p->GetActor()->spr.scale.X >= (isRR() ? 0.140625 : 0.625))
|
|
if (cansee(stomped->spr.pos.plusZ(-4), stomped->sector(), p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector()))
|
|
{
|
|
p->knee_incs = 1;
|
|
if (p->weapon_pos == 0)
|
|
p->weapon_pos = -1;
|
|
p->actorsqu = stomped;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// moved out of the CON interpreter.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void playerreset(player_struct* p, DDukeActor* g_ac)
|
|
{
|
|
if (ud.multimode < 2)
|
|
{
|
|
gameaction = ga_autoloadgame;
|
|
g_ac->killit_flag = 2;
|
|
}
|
|
else
|
|
{
|
|
// I am not convinced this is even remotely smart to be executed from here..
|
|
pickrandomspot(int(p - ps));
|
|
g_ac->spr.pos = p->GetActor()->getPosWithOffsetZ();
|
|
p->GetActor()->backuppos();
|
|
p->setbobpos();
|
|
g_ac->backuppos();
|
|
updatesector(p->GetActor()->getPosWithOffsetZ(), &p->cursector);
|
|
SetActor(p->GetActor(), p->GetActor()->spr.pos);
|
|
g_ac->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
|
|
|
|
g_ac->spr.shade = -12;
|
|
g_ac->clipdist = 16;
|
|
g_ac->spr.scale = DVector2(0.65625, 0.5625);
|
|
g_ac->SetOwner(g_ac);
|
|
g_ac->spr.xoffset = 0;
|
|
g_ac->spr.pal = p->palookup;
|
|
|
|
p->last_extra = g_ac->spr.extra = gs.max_player_health;
|
|
p->wantweaponfire = -1;
|
|
p->GetActor()->PrevAngles.Pitch = p->GetActor()->spr.Angles.Pitch = nullAngle;
|
|
p->on_crane = nullptr;
|
|
p->frag_ps = int(p - ps);
|
|
p->Angles.PrevViewAngles.Pitch = p->Angles.ViewAngles.Pitch = nullAngle;
|
|
p->opyoff = 0;
|
|
p->wackedbyactor = nullptr;
|
|
p->shield_amount = gs.max_armour_amount;
|
|
p->dead_flag = 0;
|
|
p->pals.a = 0;
|
|
p->footprintcount = 0;
|
|
p->weapreccnt = 0;
|
|
p->ftq = 0;
|
|
p->vel.X = p->vel.Y = 0;
|
|
if (!isRR()) p->Angles.PrevViewAngles.Roll = p->Angles.ViewAngles.Roll = nullAngle;
|
|
|
|
p->falling_counter = 0;
|
|
|
|
g_ac->hitextra = -1;
|
|
|
|
g_ac->cgg = 0;
|
|
g_ac->movflag = 0;
|
|
g_ac->tempval = 0;
|
|
g_ac->actorstayput = nullptr;
|
|
g_ac->dispicnum = 0;
|
|
g_ac->SetHitOwner(p->GetActor());
|
|
g_ac->temp_data[4] = 0;
|
|
|
|
resetinventory(p);
|
|
resetweapons(p);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// moved out of the CON interpreter.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void wackplayer(player_struct* p)
|
|
{
|
|
if (!isRR())
|
|
forceplayerangle(p);
|
|
else
|
|
{
|
|
p->vel.XY() -= p->GetActor()->spr.Angles.Yaw.ToVector() * 64;
|
|
p->jumping_counter = 767;
|
|
p->jumping_toggle = 1;
|
|
}
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// moved out of the CON interpreter.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void playerkick(player_struct* p, DDukeActor* g_ac)
|
|
{
|
|
if (ud.multimode > 1 && g_ac->isPlayer())
|
|
{
|
|
if (ps[otherp].quick_kick == 0)
|
|
ps[otherp].quick_kick = 14;
|
|
}
|
|
else if (!g_ac->isPlayer() && p->quick_kick == 0)
|
|
p->quick_kick = 14;
|
|
}
|
|
|
|
END_DUKE_NS
|