raze/source/sw/src/player.cpp

7955 lines
220 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 "interp.h"
#include "interpso.h"
#include "menu.h"
#include "gstrings.h"
#include "raze_music.h"
#include "gamestate.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)
USER 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
char PlayerGravity = PLAYER_JUMP_GRAV;
#endif
extern bool DebugOperate;
enum
{
TURN_SHIFT = 2,
HORIZ_SPEED = 16
};
//unsigned char synctics, lastsynctics;
int ChopTics;
PLAYER Player[MAX_SW_PLAYERS_REG + 1];
//short snum = 0;
// These are a bunch of kens variables for the player
short NormalVisibility;
int InitBloodSpray(int16_t SpriteNum, bool dogib, short velocity);
SPRITEp FindNearSprite(SPRITEp 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(short SpriteNum);
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 NINJA_STAR_RATE 12
extern STATEp sg_NinjaRun[];
int DoPlayerSpriteReset(short SpriteNum);
#if 0
STATE s_PlayerNinjaThrow[5][4] =
{
{
{PLAYER_SHOOT_R0 + 0, NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[0][1]},
{PLAYER_SHOOT_R0 + 0, NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[0][2]},
{PLAYER_SHOOT_R0 + 0, NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[0][3]},
{PLAYER_SHOOT_R0 + 0, NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]},
},
{
{PLAYER_SHOOT_R1 + 0, NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[1][1]},
{PLAYER_SHOOT_R1 + 0, NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[1][2]},
{PLAYER_SHOOT_R1 + 0, NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[1][3]},
{PLAYER_SHOOT_R1 + 0, NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]},
},
{
{PLAYER_SHOOT_R2 + 0, NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[2][1]},
{PLAYER_SHOOT_R2 + 0, NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[2][2]},
{PLAYER_SHOOT_R2 + 0, NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[2][3]},
{PLAYER_SHOOT_R2 + 0, NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]},
},
{
{PLAYER_SHOOT_R3 + 0, NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[3][1]},
{PLAYER_SHOOT_R3 + 0, NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[3][2]},
{PLAYER_SHOOT_R3 + 0, NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[3][3]},
{PLAYER_SHOOT_R3 + 0, NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]},
},
{
{PLAYER_SHOOT_R4 + 0, NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[4][1]},
{PLAYER_SHOOT_R4 + 0, NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[4][2]},
{PLAYER_SHOOT_R4 + 0, NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[4][3]},
{PLAYER_SHOOT_R4 + 0, NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]},
},
};
#endif
#if 1
STATE s_PlayerNinjaThrow[5][4] =
{
{
{PLAYER_NINJA_SHOOT_R0 + 0, NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[0][1]},
{PLAYER_NINJA_SHOOT_R0 + 0, NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[0][2]},
{PLAYER_NINJA_SHOOT_R0 + 0, NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[0][3]},
{PLAYER_NINJA_SHOOT_R0 + 0, NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]},
},
{
{PLAYER_NINJA_SHOOT_R1 + 0, NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[1][1]},
{PLAYER_NINJA_SHOOT_R1 + 0, NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[1][2]},
{PLAYER_NINJA_SHOOT_R1 + 0, NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[1][3]},
{PLAYER_NINJA_SHOOT_R1 + 0, NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]},
},
{
{PLAYER_NINJA_SHOOT_R2 + 0, NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[2][1]},
{PLAYER_NINJA_SHOOT_R2 + 0, NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[2][2]},
{PLAYER_NINJA_SHOOT_R2 + 0, NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[2][3]},
{PLAYER_NINJA_SHOOT_R2 + 0, NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]},
},
{
{PLAYER_NINJA_SHOOT_R3 + 0, NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[3][1]},
{PLAYER_NINJA_SHOOT_R3 + 0, NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[3][2]},
{PLAYER_NINJA_SHOOT_R3 + 0, NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[3][3]},
{PLAYER_NINJA_SHOOT_R3 + 0, NINJA_STAR_RATE | SF_PLAYER_FUNC, DoPlayerSpriteReset, &s_PlayerNinjaThrow[0][3]},
},
{
{PLAYER_NINJA_SHOOT_R4 + 0, NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[4][1]},
{PLAYER_NINJA_SHOOT_R4 + 0, NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[4][2]},
{PLAYER_NINJA_SHOOT_R4 + 0, NINJA_STAR_RATE, NullAnimator, &s_PlayerNinjaThrow[4][3]},
{PLAYER_NINJA_SHOOT_R4 + 0, 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 NINJA_DIE_RATE 22
STATE s_PlayerDeath[5][10] =
{
{
{PLAYER_NINJA_DIE + 0, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][1]},
{PLAYER_NINJA_DIE + 1, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][2]},
{PLAYER_NINJA_DIE + 2, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][3]},
{PLAYER_NINJA_DIE + 3, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][4]},
{PLAYER_NINJA_DIE + 4, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][5]},
{PLAYER_NINJA_DIE + 5, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][6]},
{PLAYER_NINJA_DIE + 6, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][7]},
{PLAYER_NINJA_DIE + 7, 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, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[0][9]},
},
{
{PLAYER_NINJA_DIE + 0, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][1]},
{PLAYER_NINJA_DIE + 1, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][2]},
{PLAYER_NINJA_DIE + 2, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][3]},
{PLAYER_NINJA_DIE + 3, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][4]},
{PLAYER_NINJA_DIE + 4, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][5]},
{PLAYER_NINJA_DIE + 5, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][6]},
{PLAYER_NINJA_DIE + 6, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][7]},
{PLAYER_NINJA_DIE + 7, 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, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[1][9]},
},
{
{PLAYER_NINJA_DIE + 0, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][1]},
{PLAYER_NINJA_DIE + 1, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][2]},
{PLAYER_NINJA_DIE + 2, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][3]},
{PLAYER_NINJA_DIE + 3, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][4]},
{PLAYER_NINJA_DIE + 4, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][5]},
{PLAYER_NINJA_DIE + 5, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][6]},
{PLAYER_NINJA_DIE + 6, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][7]},
{PLAYER_NINJA_DIE + 7, 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, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[2][9]},
},
{
{PLAYER_NINJA_DIE + 0, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][1]},
{PLAYER_NINJA_DIE + 1, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][2]},
{PLAYER_NINJA_DIE + 2, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][3]},
{PLAYER_NINJA_DIE + 3, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][4]},
{PLAYER_NINJA_DIE + 4, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][5]},
{PLAYER_NINJA_DIE + 5, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][6]},
{PLAYER_NINJA_DIE + 6, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][7]},
{PLAYER_NINJA_DIE + 7, 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, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[3][9]},
},
{
{PLAYER_NINJA_DIE + 0, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][1]},
{PLAYER_NINJA_DIE + 1, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][2]},
{PLAYER_NINJA_DIE + 2, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][3]},
{PLAYER_NINJA_DIE + 3, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][4]},
{PLAYER_NINJA_DIE + 4, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][5]},
{PLAYER_NINJA_DIE + 5, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][6]},
{PLAYER_NINJA_DIE + 6, NINJA_DIE_RATE, NullAnimator, &s_PlayerDeath[4][7]},
{PLAYER_NINJA_DIE + 7, 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, 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] && User[pp->PlayerSprite]->Rot != sg_PlayerNinjaSword)
NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaSword);
else
//if (pp->CurWpn == pp->Wpn[WPN_FIST] && User[pp->PlayerSprite]->Rot != sg_PlayerNinjaPunch)
NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaPunch);
//else
// NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaThrow);
}
}
int
DoPlayerSpriteReset(short SpriteNum)
{
USERp u = User[SpriteNum];
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->PlayerSprite, u->ActorActionSet->Crawl);
else
{
if (TEST(pp->Flags, PF_PLAYER_MOVED))
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run);
else
NewStateGroup(pp->PlayerSprite, 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();
}
short
GetDeltaAngle(short ang1, short ang2)
{
// Look at the smaller angle if > 1024 (180 degrees)
if (labs(ang1 - ang2) > 1024)
{
if (ang1 <= 1024)
ang1 += 2048;
if (ang2 <= 1024)
ang2 += 2048;
}
//if (ang1 - ang2 == -1024)
// return(1024);
return ang1 - ang2;
}
fixed_t
GetDeltaQ16Angle(fixed_t ang1, fixed_t ang2)
{
// Look at the smaller angle if > 1024 (180 degrees)
if (abs(ang1 - ang2) > IntToFixed(1024))
{
if (ang1 <= IntToFixed(1024))
ang1 += IntToFixed(2048);
if (ang2 <= IntToFixed(1024))
ang2 += IntToFixed(2048);
}
//if (ang1 - ang2 == -IntToFixed(1024))
// return(IntToFixed(1024));
return ang1 - ang2;
}
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);
int
DoPickTarget(SPRITEp sp, uint32_t max_delta_ang, int skip_targets)
{
#define PICK_DIST 40000L
short i, nexti, angle2, delta_ang;
int dist, zh;
SPRITEp ep;
USERp eu;
int16_t* shp;
USERp u = User[sp - sprite];
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].sprite_num = -1;
for (shp = StatDamageList; shp < &StatDamageList[SIZ(StatDamageList)]; shp++)
{
TRAVERSE_SPRITE_STAT(headspritestat[*shp], i, nexti)
{
ep = &sprite[i];
eu = User[i];
// don't pick yourself
if (i == (sp - sprite))
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(FixedToInt(pp->q16ang) - angle2);
delta_ang = labs(GetDeltaAngle(sp->ang, angle2));
// 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->sprite_num = i;
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].sprite_num;
}
void
DoPlayerResetMovement(PLAYERp pp)
{
pp->xvect = pp->oxvect = 0;
pp->yvect = pp->oxvect = 0;
pp->slide_xvect = 0;
pp->slide_yvect = 0;
pp->drive_q16avel = 0;
RESET(pp->Flags, PF_PLAYER_MOVED);
}
void
DoPlayerTeleportPause(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
// SPRITEp sp = pp->SpriteP;
// 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;
}
//sp->shade -= 2;
//if (sp->shade <= 0)
// sp->shade = 0;
//DoPlayerBob(pp);
}
void
DoPlayerTeleportToSprite(PLAYERp pp, SPRITEp sp)
{
pp->q16ang = pp->oq16ang = IntToFixed(sp->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;
COVERupdatesector(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;
COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum);
//pp->lastcursectnum = pp->cursectnum;
SET(pp->Flags2, PF2_TELEPORTED);
}
void
DoSpawnTeleporterEffect(SPRITEp sp)
{
extern STATE s_TeleportEffect[];
short effect;
int nx, ny;
SPRITEp ep;
nx = MOVEx(512L, sp->ang);
ny = MOVEy(512L, sp->ang);
nx += sp->x;
ny += sp->y;
effect = SpawnSprite(STAT_MISSILE, 0, s_TeleportEffect, sp->sectnum,
nx, ny, SPRITEp_TOS(sp) + Z(16),
sp->ang, 0);
ep = &sprite[effect];
setspritez(effect, (vec3_t *)ep);
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);
//ep->ang = NORM_ANGLE(ep->ang + 512);
}
void
DoSpawnTeleporterEffectPlace(SPRITEp sp)
{
extern STATE s_TeleportEffect[];
short effect;
SPRITEp ep;
effect = SpawnSprite(STAT_MISSILE, 0, s_TeleportEffect, sp->sectnum,
sp->x, sp->y, SPRITEp_TOS(sp) + Z(16),
sp->ang, 0);
ep = &sprite[effect];
setspritez(effect, (vec3_t *)ep);
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)
{
USERp u = User[pp->PlayerSprite];
SPRITEp sp = pp->SpriteP;
short pnum;
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 ((sp_warp = Warp(&pp->posx, &pp->posy, &pp->posz, &pp->cursectnum)) == NULL)
return;
switch (SP_TAG3(sp_warp))
{
case 1:
DoPlayerTeleportToOffset(pp);
UpdatePlayerSprite(pp);
break;
default:
DoPlayerTeleportToSprite(pp, sp_warp);
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(pp->PlayerSprite, User[pp->PlayerSprite]->ActorActionSet->Stand);
UpdatePlayerSprite(pp);
DoSpawnTeleporterEffect(sp);
TRAVERSE_CONNECT(pnum)
{
if (pnum != pp - Player)
{
PLAYERp npp = &Player[pnum];
// if someone already standing there
if (npp->cursectnum == pp->cursectnum)
{
PlayerUpdateHealth(npp, -User[npp->PlayerSprite]->Health); // Make sure he dies!
// telefraged by teleporting player
//PlayerCheckDeath(npp, npp->PlayerSprite);
PlayerCheckDeath(npp, pp->PlayerSprite);
}
}
}
break;
}
u->ox = sp->x;
u->oy = sp->y;
u->oz = sp->z;
}
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(SectUser[pp->lo_sectp - sector]->depth))
pp->WadeDepth = SectUser[pp->lo_sectp - sector]->depth;
}
}
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
DoPlayerTurn(PLAYERp pp, fixed_t const q16avel, double const scaleAdjust)
{
if (!TEST(pp->Flags, PF_TURN_180))
{
if (pp->input.actions & SB_TURNAROUND)
{
if (pp->KeyPressBits & SB_TURNAROUND)
{
fixed_t delta_ang;
pp->KeyPressBits &= ~SB_TURNAROUND;
pp->turn180_target = pp->q16ang + IntToFixed(1024);
// make the first turn in the clockwise direction
// the rest will follow
delta_ang = labs(GetDeltaQ16Angle(pp->turn180_target, pp->q16ang)) >> TURN_SHIFT;
pp->q16ang = (pp->q16ang + xs_CRoundToInt(scaleAdjust * delta_ang)) & 0x7FFFFFF;
SET(pp->Flags, PF_TURN_180);
}
}
else
{
pp->KeyPressBits |= SB_TURNAROUND;
}
}
if (TEST(pp->Flags, PF_TURN_180))
{
fixed_t delta_ang;
delta_ang = GetDeltaQ16Angle(pp->turn180_target, pp->q16ang) >> TURN_SHIFT;
pp->q16ang = (pp->q16ang + xs_CRoundToInt(scaleAdjust * delta_ang)) & 0x7FFFFFF;
sprite[pp->PlayerSprite].ang = FixedToInt(pp->q16ang);
if (!Prediction && pp->PlayerUnderSprite >= 0)
{
sprite[pp->PlayerUnderSprite].ang = FixedToInt(pp->q16ang);
}
// get new delta to see how close we are
delta_ang = GetDeltaQ16Angle(pp->turn180_target, pp->q16ang);
if (labs(delta_ang) < (IntToFixed(3) << TURN_SHIFT))
{
pp->q16ang = pp->turn180_target;
RESET(pp->Flags, PF_TURN_180);
}
else
{
return;
}
}
if (q16avel != 0)
{
pp->q16ang = (pp->q16ang + q16avel) & 0x7FFFFFF;
// update players sprite angle
// NOTE: It's also updated in UpdatePlayerSprite, but needs to be
// here to cover
// all cases.
sprite[pp->PlayerSprite].ang = FixedToInt(pp->q16ang);
if (!Prediction && pp->PlayerUnderSprite >= 0)
{
sprite[pp->PlayerUnderSprite].ang = FixedToInt(pp->q16ang);
}
}
}
#if 0
void
DoPlayerTurnBoat(PLAYERp pp, fixed_t q16avel)
{
SECTOR_OBJECTp sop = pp->sop;
if (sop->drive_angspeed)
{
fixed_t drive_oq16avel = pp->drive_q16avel;
pp->drive_q16avel = (mulscale16(q16avel, sop->drive_angspeed) + (drive_oq16avel * (sop->drive_angslide - 1))) / sop->drive_angslide;
q16avel = pp->drive_q16avel;
}
else
{
q16avel = xs_CRoundToInt(q16avel * 1.4);
}
if (q16avel != 0)
{
pp->q16ang = (pp->q16ang + q16avel) & 0x7FFFFFF;
sprite[pp->PlayerSprite].ang = FixedToInt(pp->q16ang);
}
}
#endif
void
DoPlayerTurnVehicle(PLAYERp pp, fixed_t q16avel, int z, int floor_dist)
{
SECTOR_OBJECTp sop = pp->sop;
if (sop->drive_angspeed)
{
fixed_t drive_oq16avel = pp->drive_q16avel;
pp->drive_q16avel = (mulscale16(q16avel, sop->drive_angspeed) + (drive_oq16avel * (sop->drive_angslide - 1))) / sop->drive_angslide;
q16avel = pp->drive_q16avel;
}
else
{
q16avel = DIV8(q16avel * synctics);
}
if (q16avel != 0)
{
if (MultiClipTurn(pp, NORM_ANGLE(FixedToInt(pp->q16ang + q16avel)), z, floor_dist))
{
pp->q16ang = (pp->q16ang + q16avel) & 0x7FFFFFF;
sprite[pp->PlayerSprite].ang = FixedToInt(pp->q16ang);
}
}
}
void
DoPlayerTurnVehicleRect(PLAYERp pp, int *x, int *y, int *ox, int *oy)
{
fixed_t q16avel;
SECTOR_OBJECTp sop = pp->sop;
if (sop->drive_angspeed)
{
fixed_t drive_oq16avel = pp->drive_q16avel;
pp->drive_q16avel = (mulscale16(pp->input.q16avel, sop->drive_angspeed) + (drive_oq16avel * (sop->drive_angslide - 1))) / sop->drive_angslide;
q16avel = pp->drive_q16avel;
}
else
{
q16avel = DIV8(pp->input.q16avel * synctics);
}
if (q16avel != 0)
{
if (RectClipTurn(pp, NORM_ANGLE(FixedToInt(pp->q16ang + q16avel)), x, y, ox, oy))
{
pp->q16ang = (pp->q16ang + q16avel) & 0x7FFFFFF;
sprite[pp->PlayerSprite].ang = FixedToInt(pp->q16ang);
}
}
}
void
DoPlayerTurnTurret(PLAYERp pp, fixed_t q16avel)
{
fixed_t new_ang, diff;
SECTOR_OBJECTp sop = pp->sop;
if (sop->drive_angspeed)
{
fixed_t drive_oq16avel = pp->drive_q16avel;
pp->drive_q16avel = (mulscale16(q16avel, sop->drive_angspeed) + (drive_oq16avel * (sop->drive_angslide - 1))) / sop->drive_angslide;
q16avel = pp->drive_q16avel;
}
else
{
q16avel = DIV4(q16avel * synctics);
}
if (q16avel != 0)
{
new_ang = (pp->q16ang + q16avel) & 0x7FFFFFF;
if (sop->limit_ang_center >= 0)
{
diff = GetDeltaQ16Angle(new_ang, IntToFixed(sop->limit_ang_center));
if (labs(diff) >= IntToFixed(sop->limit_ang_delta))
{
if (diff < 0)
new_ang = IntToFixed(sop->limit_ang_center - sop->limit_ang_delta);
else
new_ang = IntToFixed(sop->limit_ang_center + sop->limit_ang_delta);
}
}
pp->q16ang = new_ang;
sprite[pp->PlayerSprite].ang = FixedToInt(pp->q16ang);
}
OperateSectorObject(pp->sop, FixedToInt(pp->q16ang), pp->sop->xmid, pp->sop->ymid);
}
void SlipSlope(PLAYERp pp)
{
short ang;
SECT_USERp sectu;
if (pp->cursectnum < 0 || !(sectu = SectUser[pp->cursectnum]) || !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(sintable[NORM_ANGLE(ang + 512)], sector[pp->cursectnum].floorheinum, sectu->speed);
pp->yvect += mulscale(sintable[ang], sector[pp->cursectnum].floorheinum, sectu->speed);
}
void
PlayerAutoLook(PLAYERp pp, double const scaleAdjust)
{
int x,y,k,j;
short tempsect;
if (!TEST(pp->Flags, PF_FLYING|PF_SWIMMING|PF_DIVING|PF_CLIMBING|PF_JUMPING|PF_FALLING))
{
if (!TEST(pp->Flags, PF_MOUSE_AIMING_ON) && TEST(sector[pp->cursectnum].floorstat, FLOOR_STAT_SLOPE)) // If the floor is sloped
{
// Get a point, 512 units ahead of player's position
auto const ang = FixedToInt(pp->q16ang);
x = pp->posx + (sintable[(ang + 512) & 2047] >> 5);
y = pp->posy + (sintable[ang & 2047] >> 5);
tempsect = pp->cursectnum;
COVERupdatesector(x, y, &tempsect);
if (tempsect >= 0) // If the new point is inside a valid sector...
{
// Get the floorz as if the new (x,y) point was still in
// your sector
j = getflorzofslope(pp->cursectnum, pp->posx, pp->posy);
k = getflorzofslope(pp->cursectnum, x, y);
// If extended point is in same sector as you or the slopes
// of the sector of the extended point and your sector match
// closely (to avoid accidently looking straight out when
// you're at the edge of a sector line) then adjust horizon
// accordingly
if ((pp->cursectnum == tempsect) || (klabs(getflorzofslope(tempsect, x, y) - k) <= (4 << 8)))
{
pp->q16horizoff += xs_CRoundToInt(scaleAdjust * ((j - k) * 160));
}
}
}
}
if (TEST(pp->Flags, PF_CLIMBING) && pp->q16horizoff < IntToFixed(100))
{
// tilt when climbing but you can't even really tell it.
pp->q16horizoff += xs_CRoundToInt(scaleAdjust * (((IntToFixed(100) - pp->q16horizoff) >> 3) + FRACUNIT));
}
else
{
// Make q16horizoff grow towards 0 since q16horizoff is not modified when you're not on a slope.
if (pp->q16horizoff > 0)
{
pp->q16horizoff -= xs_CRoundToInt(scaleAdjust * ((pp->q16horizoff >> 3) + FRACUNIT));
pp->q16horizoff = max(pp->q16horizoff, 0);
}
if (pp->q16horizoff < 0)
{
pp->q16horizoff += xs_CRoundToInt(scaleAdjust * ((pp->q16horizoff >> 3) + FRACUNIT));
pp->q16horizoff = min(pp->q16horizoff, 0);
}
}
}
void
DoPlayerHorizon(PLAYERp pp, fixed_t const q16horz, double const scaleAdjust)
{
// Fixme: This should probably be made optional.
if (cl_slopetilting)
PlayerAutoLook(pp, scaleAdjust);
if (q16horz)
{
pp->q16horizbase += q16horz;
SET(pp->Flags, PF_LOCK_HORIZ | PF_LOOKING);
}
// this is the locked type
if (pp->input.actions & (SB_AIM_UP|SB_AIM_DOWN))
{
// set looking because player is manually looking.
SET(pp->Flags, PF_LOCK_HORIZ | PF_LOOKING);
// adjust q16horiz negative
if (pp->input.actions & SB_AIM_DOWN)
pp->q16horizbase -= FloatToFixed(scaleAdjust * (HORIZ_SPEED >> 1));
// adjust q16horiz positive
if (pp->input.actions & SB_AIM_UP)
pp->q16horizbase += FloatToFixed(scaleAdjust * (HORIZ_SPEED >> 1));
}
// this is the unlocked type
if (pp->input.actions & (SB_LOOK_UP|SB_LOOK_DOWN|SB_CENTERVIEW))
{
RESET(pp->Flags, PF_LOCK_HORIZ);
SET(pp->Flags, PF_LOOKING);
// adjust q16horiz negative
if (pp->input.actions & SB_LOOK_DOWN)
pp->q16horizbase -= FloatToFixed(scaleAdjust * HORIZ_SPEED);
// adjust q16horiz positive
if (pp->input.actions & SB_LOOK_UP)
pp->q16horizbase += FloatToFixed(scaleAdjust * HORIZ_SPEED);
if (pp->input.actions & SB_CENTERVIEW)
pp->q16horizoff = 0;
}
if (!TEST(pp->Flags, PF_LOCK_HORIZ))
{
if (!(pp->input.actions & (SB_LOOK_UP|SB_LOOK_DOWN)))
{
// not pressing the q16horiz keys
if (pp->q16horizbase != IntToFixed(100))
{
// move q16horiz back to 100
for (int i = 1; i; i--)
{
// this formula does not work for q16horiz = 101-103
pp->q16horizbase += xs_CRoundToInt(scaleAdjust * (IntToFixed(25) - (pp->q16horizbase >> 2)));
}
}
else
{
// not looking anymore because q16horiz is back at 100
RESET(pp->Flags, PF_LOOKING);
}
}
}
// bound the base
pp->q16horizbase = max(pp->q16horizbase, IntToFixed(PLAYER_HORIZ_MIN));
pp->q16horizbase = min(pp->q16horizbase, IntToFixed(PLAYER_HORIZ_MAX));
// bound adjust q16horizoff
if (pp->q16horizbase + pp->q16horizoff < IntToFixed(PLAYER_HORIZ_MIN))
pp->q16horizoff = IntToFixed(PLAYER_HORIZ_MIN) - pp->q16horizbase;
else if (pp->q16horizbase + pp->q16horizoff > IntToFixed(PLAYER_HORIZ_MAX))
pp->q16horizoff = IntToFixed(PLAYER_HORIZ_MAX) - pp->q16horizbase;
// add base and offsets
pp->q16horiz = pp->q16horizbase + pp->q16horizoff;
}
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 = mulscale16(amt, dist<<8);
dist = mulscale16(dist, 26000);
// 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 * sintable[pp->bcnt]) >> 14);
pp->bob_z = mulscale14(Z(amt),sintable[pp->bcnt]);
}
else
{
amt = 5;
amt = mulscale16(amt, dist<<9);
dist = mulscale16(dist, 32000);
// 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((4 * sintable[pp->bcnt]) >> 14);
pp->bob_z = mulscale14(Z(amt),sintable[pp->bcnt]);
}
}
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_horizoff = 0;
}
void
DoPlayerRecoil(PLAYERp pp)
{
// controls how fast you move through the sin table
pp->recoil_ndx += pp->recoil_speed;
if (sintable[pp->recoil_ndx] < 0)
{
RESET(pp->Flags, PF_RECOIL);
pp->recoil_horizoff = 0;
return;
}
// move pp->q16horiz up and down
pp->recoil_horizoff = (pp->recoil_amt * sintable[pp->recoil_ndx]) << 2;
}
// for wading
void
DoPlayerSpriteBob(PLAYERp pp, short player_height, short bob_amt, short bob_speed)
{
SPRITEp sp = pp->SpriteP;
pp->bob_ndx = (pp->bob_ndx + (synctics << bob_speed)) & 2047;
pp->bob_amt = ((bob_amt * (int) sintable[pp->bob_ndx]) >> 14);
sp->z = (pp->posz + player_height) + pp->bob_amt;
}
void
UpdatePlayerUnderSprite(PLAYERp pp)
{
SPRITEp over_sp = pp->SpriteP;
USERp over_u = User[pp->PlayerSprite];
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->PlayerUnderSprite >= 0)
{
KillSprite(pp->PlayerUnderSprite);
pp->PlayerUnderSprite = -1;
pp->UnderSpriteP = NULL;
}
return;
}
else
{
// if in a dive area and a under sprite does not exist - create it
if (pp->PlayerUnderSprite < 0)
{
SpawnPlayerUnderSprite(pp);
}
}
sp = pp->UnderSpriteP;
u = User[pp->PlayerUnderSprite];
SpriteNum = pp->PlayerUnderSprite;
sp->x = over_sp->x;
sp->y = over_sp->y;
sp->z = over_sp->z;
changespritesect(SpriteNum, over_sp->sectnum);
SpriteWarpToUnderwater(sp);
// 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->SpriteP;
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))
{
changespritesect(pp->PlayerSprite, pp->cursectnum);
sprite[pp->PlayerSprite].ang = FixedToInt(pp->q16ang);
UpdatePlayerUnderSprite(pp);
return;
}
if (pp->sop_control)
{
sp->z = sector[pp->cursectnum].floorz;
changespritesect(pp->PlayerSprite, pp->cursectnum);
}
else if (pp->DoPlayerAction == DoPlayerCrawl)
{
sp->z = pp->posz + PLAYER_CRAWL_HEIGHT;
changespritesect(pp->PlayerSprite, pp->cursectnum);
}
#if 0
else if (pp->DoPlayerAction == DoPlayerSwim)
{
sp->z = pp->loz - Z(pp->WadeDepth) + Z(1);
changespritesect(pp->PlayerSprite, pp->cursectnum);
}
#endif
else if (pp->DoPlayerAction == DoPlayerWade)
{
sp->z = pp->posz + PLAYER_HEIGHT;
changespritesect(pp->PlayerSprite, 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);
changespritesect(pp->PlayerSprite, 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);
changespritesect(pp->PlayerSprite, 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);
changespritesect(pp->PlayerSprite, pp->cursectnum);
}
else if (pp->DoPlayerAction == DoPlayerJump || pp->DoPlayerAction == DoPlayerFall || pp->DoPlayerAction == DoPlayerForceJump)
{
sp->z = pp->posz + PLAYER_HEIGHT;
changespritesect(pp->PlayerSprite, pp->cursectnum);
}
else if (pp->DoPlayerAction == DoPlayerTeleportPause)
{
sp->z = pp->posz + PLAYER_HEIGHT;
changespritesect(pp->PlayerSprite, pp->cursectnum);
}
else
{
sp->z = pp->loz;
changespritesect(pp->PlayerSprite, pp->cursectnum);
}
UpdatePlayerUnderSprite(pp);
sprite[pp->PlayerSprite].ang = FixedToInt(pp->q16ang);
}
void
DoPlayerZrange(PLAYERp pp)
{
int ceilhit, florhit;
short bakcstat;
if (!pp->SpriteP) 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
bakcstat = pp->SpriteP->cstat;
RESET(pp->SpriteP->cstat, CSTAT_SPRITE_BLOCK);
FAFgetzrange(pp->posx, pp->posy, pp->posz + Z(8), pp->cursectnum, &pp->hiz, &ceilhit, &pp->loz, &florhit, ((int)pp->SpriteP->clipdist<<2) - GETZRANGE_CLIP_ADJ, CLIPMASK_PLAYER);
pp->SpriteP->cstat = bakcstat;
// 16384+sector (sector first touched) or
// 49152+spritenum (sprite first touched)
pp->lo_sectp = pp->hi_sectp = NULL;
pp->lo_sp = pp->hi_sp = NULL;
if (TEST(ceilhit, 0xc000) == 49152)
{
pp->hi_sp = &sprite[ceilhit & 4095];
}
else
{
pp->hi_sectp = &sector[ceilhit & 4095];
}
if (TEST(florhit, 0xc000) == 49152)
{
pp->lo_sp = &sprite[florhit & 4095];
// prevent player from standing on Zombies
if (pp->lo_sp->statnum == STAT_ENEMY && User[pp->lo_sp - sprite]->ID == ZOMBIE_RUN_R0)
{
pp->lo_sectp = &sector[pp->lo_sp->sectnum];
pp->loz = pp->lo_sp->z;
pp->lo_sp = NULL;
}
}
else
{
pp->lo_sectp = &sector[florhit & 4095];
}
}
void
DoPlayerSlide(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
int push_ret;
if ((pp->slide_xvect|pp->slide_yvect) == 0)
return;
if (pp->sop)
return;
pp->slide_xvect = mulscale16(pp->slide_xvect, PLAYER_SLIDE_FRICTION);
pp->slide_yvect = mulscale16(pp->slide_yvect, PLAYER_SLIDE_FRICTION);
if (labs(pp->slide_xvect) < 12800 && labs(pp->slide_yvect) < 12800)
pp->slide_xvect = pp->slide_yvect = 0;
push_ret = pushmove((vec3_t *)pp, &pp->cursectnum, ((int)pp->SpriteP->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((vec3_t *)pp, &pp->cursectnum, pp->slide_xvect, pp->slide_yvect, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
PlayerCheckValidMove(pp);
push_ret = pushmove((vec3_t *)pp, &pp->cursectnum, ((int)pp->SpriteP->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)
{
USERp u = User[pp->PlayerSprite];
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 (!cl_syncinput)
{
SET(pp->Flags2, PF2_INPUT_CAN_TURN_GENERAL);
}
else
{
DoPlayerTurn(pp, pp->input.q16avel, 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 = mulscale16(pp->xvect, friction);
pp->yvect = mulscale16(pp->yvect, friction);
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;
pp->SpriteP->xvel = FindDistance2D(pp->xvect,pp->yvect)>>14;
if (TEST(pp->Flags, PF_CLIP_CHEAT))
{
short sectnum=pp->cursectnum;
if (interpolate_ride)
{
pp->oposx = pp->posx;
pp->oposy = pp->posy;
}
pp->posx += pp->xvect >> 14;
pp->posy += pp->yvect >> 14;
COVERupdatesector(pp->posx, pp->posy, &sectnum);
if (sectnum != -1)
pp->cursectnum = sectnum;
}
else
{
push_ret = pushmove((vec3_t *)pp, &pp->cursectnum, ((int)pp->SpriteP->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 = pp->SpriteP->cstat;
RESET(pp->SpriteP->cstat, CSTAT_SPRITE_BLOCK);
COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum);
clipmove((vec3_t *)pp, &pp->cursectnum, pp->xvect, pp->yvect, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
pp->SpriteP->cstat = save_cstat;
PlayerCheckValidMove(pp);
push_ret = pushmove((vec3_t *)pp, &pp->cursectnum, ((int)pp->SpriteP->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->oq16ang = pp->q16ang;
}
// 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 (!cl_syncinput)
{
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
}
else
{
DoPlayerHorizon(pp, pp->input.q16horz, 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;
}
// moved to crawling and running respectively
#if 0
else if (TEST(pp->Flags, PF_CRAWLING))
{
pp->posz = pp->loz - PLAYER_CRAWL_HEIGHT;
}
else
{
if (pp->posz > pp->loz)
pp->posz = pp->loz - PLAYER_HEIGHT;
if (pp->posz < pp->hiz)
pp->posz = pp->hiz + PLAYER_HEIGHT;
pp->posz = pp->loz - PLAYER_HEIGHT;
}
#endif
}
}
void
DoPlayerSectorUpdatePreMove(PLAYERp pp)
{
short 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;
COVERupdatesector(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;
COVERupdatesector(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)
{
short i,nexti;
// play idle sound - sound 1
TRAVERSE_SPRITE_SECT(headspritesect[sectnum], i, nexti)
{
if (sprite[i].statnum == STAT_SOUND_SPOT)
{
DoSoundSpotStopSound(sprite[i].lotag);
DoSoundSpotMatch(sprite[i].lotag, sound_num, 0);
}
}
}
void StopSOsound(short sectnum)
{
short i,nexti;
// play idle sound - sound 1
TRAVERSE_SPRITE_SECT(headspritesect[sectnum], i, nexti)
{
if (sprite[i].statnum == STAT_SOUND_SPOT)
DoSoundSpotStopSound(sprite[i].lotag);
}
}
#if 0
void
DoPlayerMoveBoat(PLAYERp pp)
{
int z;
int floor_dist;
short save_sectnum;
SECTOR_OBJECTp sop = pp->sop;
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);
}
if (!cl_syncinput)
{
SET(pp->Flags2, PF2_INPUT_CAN_TURN_BOAT);
}
else
{
DoPlayerTurnBoat(pp, pp->input.q16avel);
}
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 = mulscale6(pp->input.fvel, sop->drive_speed);
pp->yvect = mulscale6(pp->input.svel, sop->drive_speed);
// 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 = mulscale16(pp->xvect, BOAT_FRICTION);
pp->yvect = mulscale16(pp->yvect, BOAT_FRICTION);
// does sliding/momentum
pp->xvect = (pp->xvect + (pp->oxvect*5))/6;
pp->yvect = (pp->yvect + (pp->oyvect*5))/6;
}
if (labs(pp->xvect) < 12800 && labs(pp->yvect) < 12800)
pp->xvect = pp->yvect = 0;
pp->lastcursectnum = pp->cursectnum;
z = pp->posz + Z(10);
save_sectnum = pp->cursectnum;
OperateSectorObject(pp->sop, FixedToInt(pp->q16ang), MAXSO, MAXSO);
pp->cursectnum = pp->sop->op_main_sector; // for speed
floor_dist = labs(z - pp->sop->floor_loz);
clipmove_old(&pp->posx, &pp->posy, &z, &pp->cursectnum, pp->xvect, pp->yvect, (int)pp->sop->clipdist, Z(4), floor_dist, CLIPMASK_PLAYER);
OperateSectorObject(pp->sop, FixedToInt(pp->q16ang), pp->posx, pp->posy);
pp->cursectnum = save_sectnum; // for speed
if (!cl_syncinput)
{
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
}
else
{
DoPlayerHorizon(pp, pp->input.q16horz, 1);
}
}
#endif
void DoTankTreads(PLAYERp pp)
{
SPRITEp sp;
short i,nexti;
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, sintable[NORM_ANGLE(FixedToInt(pp->q16ang)+512)], sintable[FixedToInt(pp->q16ang)]);
if (dot < 0)
reverse = true;
for (sectp = pp->sop->sectp, j = 0; *sectp; sectp++, j++)
{
TRAVERSE_SPRITE_SECT(headspritesect[*sectp - sector], i, nexti)
{
sp = &sprite[i];
// 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)
{
sp = &sprite[i];
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)
{
sp = &sprite[i];
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;
int i,nexti;
short stat;
SECTORp *sectp;
if (MoveSkip4 == 0)
return;
// not moving - don't crush
if ((pp->xvect|pp->yvect) == 0 && pp->input.q16avel == 0)
return;
// main sector
TRAVERSE_SPRITE_SECT(headspritesect[sop->op_main_sector], i, nexti)
{
sp = &sprite[i];
u = User[i];
if (testpointinquad(sp->x, sp->y, x, y))
{
if (TEST(sp->extra, SPRX_BREAKABLE) && HitBreakSprite(i,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(i);
KillSprite(i);
}
}
// all enemys
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ENEMY], i, nexti)
{
sp = &sprite[i];
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(i, getangle(pp->xvect, pp->yvect), vel/8, 5);
if (DoActorSlide(i))
continue;
}
UpdateSinglePlayKills(i);
if (SpawnShrap(i, -99))
SetSuicide(i);
else
KillSprite(i);
}
}
// all dead actors
TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEAD_ACTOR], i, nexti)
{
sp = &sprite[i];
if (testpointinquad(sp->x, sp->y, x, y))
{
if (sp->z < sop->crush_z)
continue;
SpriteQueueDelete(i);
KillSprite(i);
}
}
// all players
for (stat = 0; stat < MAX_SW_PLAYERS; stat++)
{
i = headspritestat[STAT_PLAYER0 + stat];
if (i < 0)
continue;
sp = &sprite[i];
u = User[i];
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, FixedToInt(pp->q16ang));
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++)
{
TRAVERSE_SPRITE_SECT(headspritesect[(*sectp) - sector], i, nexti)
{
sp = &sprite[i];
u = User[i];
// 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(i, -99))
SetSuicide(i);
else
KillSprite(i);
}
}
}
}
}
void
DoPlayerMoveVehicle(PLAYERp pp)
{
int z;
int floor_dist;
short save_sectnum;
SPRITEp sp = pp->sop->sp_child;
USERp u = User[sp - sprite];
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);
}
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 = mulscale6(pp->input.fvel, sop->drive_speed);
pp->yvect = mulscale6(pp->input.svel, sop->drive_speed);
// 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 = mulscale16(pp->xvect, TANK_FRICTION);
pp->yvect = mulscale16(pp->yvect, TANK_FRICTION);
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, FixedToInt(pp->q16ang), 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 = pp->SpriteP->cstat;
RESET(pp->SpriteP->cstat, CSTAT_SPRITE_BLOCK);
DoPlayerTurnVehicleRect(pp, x, y, ox, oy);
ret = RectClipMove(pp, x, y);
DriveCrush(pp, x, y);
pp->SpriteP->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, FixedToInt(pp->q16ang)), MOVEy(256, FixedToInt(pp->q16ang)), 0,
&hitinfo, CLIPMASK_PLAYER);
////DSPRINTF(ds,"hitinfo.sect %d, hitinfo.wall %d, hitinfo.pos.x %d, hitinfo.pos.y %d, hitinfo.pos.z %d",hitinfo.sect, hitinfo.wall, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z);
//MONO_PRINT(ds);
if (FindDistance2D(hitinfo.pos.x - hit_pos.x, hitinfo.pos.y - hit_pos.y) < 800)
{
if (hitinfo.wall >= 0)
u->ret = hitinfo.wall|HIT_WALL;
else if (hitinfo.sprite >= 0)
u->ret = hitinfo.sprite|HIT_SPRITE;
else
u->ret = 0;
VehicleMoveHit(sp - sprite);
}
if (!TEST(sop->flags, SOBJ_NO_QUAKE))
{
SetPlayerQuake(pp);
}
}
if (vel > 12000)
{
pp->xvect = pp->yvect = pp->oxvect = pp->oyvect = 0;
}
}
}
else
{
if (!cl_syncinput)
{
SET(pp->Flags2, PF2_INPUT_CAN_TURN_VEHICLE);
}
else
{
DoPlayerTurnVehicle(pp, pp->input.q16avel, z, floor_dist);
}
save_cstat = pp->SpriteP->cstat;
RESET(pp->SpriteP->cstat, CSTAT_SPRITE_BLOCK);
if (pp->sop->clipdist)
u->ret = clipmove_old(&pp->posx, &pp->posy, &z, &pp->cursectnum, pp->xvect, pp->yvect, (int)pp->sop->clipdist, Z(4), floor_dist, CLIPMASK_PLAYER);
else
u->ret = MultiClipMove(pp, z, floor_dist);
pp->SpriteP->cstat = save_cstat;
//SetupDriveCrush(pp, x, y);
//DriveCrush(pp, x, y);
if (u->ret)
{
int vel;
vel = FindDistance2D(pp->xvect>>8, pp->yvect>>8);
if (vel > 13000)
{
VehicleMoveHit(sp - sprite);
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, FixedToInt(pp->q16ang), pp->posx, pp->posy);
pp->cursectnum = save_sectnum; // for speed
if (!cl_syncinput)
{
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
}
else
{
DoPlayerHorizon(pp, pp->input.q16horz, 1);
}
DoTankTreads(pp);
}
void
DoPlayerMoveTurret(PLAYERp pp)
{
if (!Prediction)
{
if (pp->input.q16avel && !pp->lastinput.q16avel)
PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
else if (!pp->input.q16avel && pp->lastinput.q16avel)
PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
}
if (!cl_syncinput)
{
SET(pp->Flags2, PF2_INPUT_CAN_TURN_TURRET);
}
else
{
DoPlayerTurnTurret(pp, pp->input.q16avel);
}
if (PLAYER_MOVING(pp) == 0)
RESET(pp->Flags, PF_PLAYER_MOVED);
else
SET(pp->Flags, PF_PLAYER_MOVED);
if (!cl_syncinput)
{
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
}
else
{
DoPlayerHorizon(pp, pp->input.q16horz, 1);
}
}
void
DoPlayerBeginJump(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
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->PlayerSprite, u->ActorActionSet->Jump);
}
void
DoPlayerBeginForceJump(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
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->PlayerSprite, 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 = User[pp->PlayerSprite];
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->PlayerSprite, u->ActorActionSet->Fall);
}
void StackedWaterSplash(PLAYERp pp)
{
if (FAF_ConnectArea(pp->cursectnum))
{
short sectnum = pp->cursectnum;
updatesectorz(pp->posx, pp->posy, SPRITEp_BOS(pp->SpriteP), &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 (TEST(pp->Flags, PF_LOCK_HORIZ))
{
RESET(pp->Flags, PF_LOCK_HORIZ);
SET(pp->Flags, PF_LOOKING);
}
}
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];
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 = pp->loz - PLAYER_HEIGHT + recoil_amt;
pp->posz += recoil_amt;
DoPlayerHeight(pp);
}
// do some damage
if (pp->jump_speed > 1700 && depth == 0)
{
PlayerSound(DIGI_PLAYERPAIN2, v3df_follow|v3df_dontpan,pp);
// PlayerUpdateHealth(pp, -RANDOM_RANGE(PLAYER_FALL_DAMAGE_AMOUNT) - 2);
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 = User[pp->PlayerSprite];
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 = User[pp->PlayerSprite];
SPRITEp sp = pp->SpriteP;
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->PlayerSprite, User[pp->PlayerSprite]->ActorActionSet->Climb);
NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaClimb);
}
void
DoPlayerClimb(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
int climb_amt;
char i;
SPRITEp sp = pp->SpriteP;
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 = mulscale16(pp->xvect, PLAYER_CLIMB_FRICTION);
pp->yvect = mulscale16(pp->yvect, PLAYER_CLIMB_FRICTION);
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, sintable[NORM_ANGLE(FixedToInt(pp->q16ang)+512)], sintable[FixedToInt(pp->q16ang)]);
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--)
{
#define 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);
ASSERT(pp->LadderSector >= 0 && pp->LadderSector <= MAXSECTORS);
// 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->PlayerSprite, 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->PlayerSprite, 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 += (climb_amt * sintable[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->PlayerSprite, sg_PlayerNinjaClimb);
}
// setsprite to players location
sp->z = pp->posz + PLAYER_HEIGHT;
changespritesect(pp->PlayerSprite, pp->cursectnum);
if (!cl_syncinput)
{
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
}
else
{
DoPlayerHorizon(pp, pp->input.q16horz, 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, FixedToInt(pp->q16ang),
&sec, &wal, &spr,
&dist, 800L, NTAG_SEARCH_LO_HI, NULL);
if (wal >= 0)
{
pp->LadderSector = wall[wal].nextsector;
lsp = FindNearSprite(pp->SpriteP, STAT_CLIMB_MARKER);
// 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 angle player is supposed to face.
pp->LadderAngle = NORM_ANGLE(lsp->ang + 1024);
pp->LadderSector = wall[wal].nextsector;
// 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;
playerSetAngle(pp, pp->LadderAngle);
}
}
}
int
DoPlayerWadeSuperJump(PLAYERp pp)
{
hitdata_t 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
sintable[NORM_ANGLE(FixedToInt(pp->q16ang) + angs[i] + 512)], // X vector of 3D ang
sintable[NORM_ANGLE(FixedToInt(pp->q16ang) + angs[i])], // Y vector of 3D ang
0, // Z vector of 3D ang
&hitinfo, CLIPMASK_MISSILE);
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->SpriteP->clipdist)<<2) + 256))
return true;
}
}
}
return false;
}
bool PlayerFlyKey(void)
{
bool key = false;
if (!GodMode)
return false;
#if 0
// Cheat or not, this simply won't do.
key = inputState.GetKeyStatus(KEYSC_J);
if (key)
inputState.ClearKeyStatus(KEYSC_J);
#endif
return key;
}
void
DoPlayerBeginCrawl(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
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->PlayerSprite, 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;
}
void
DoPlayerCrawl(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
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"
//#define PLAYER_STANDING_ROOM(pp) ((pp)->posz + PLAYER_CRAWL_HEIGHT - PLAYER_HEIGHT - PLAYER_RUN_CEILING_DIST)
#define PLAYER_STANDING_ROOM Z(68)
if (TEST(pp->Flags, PF_LOCK_CRAWL))
{
if (pp->input.actions & SB_CROUCH_LOCK)
{
if (pp->KeyPressBits & SB_CROUCH_LOCK)
{
//if (pp->hiz < PLAYER_STANDING_ROOM(pp))
if (labs(pp->loz - pp->hiz) >= PLAYER_STANDING_ROOM)
{
pp->KeyPressBits&= ~SB_CROUCH_LOCK;
RESET(pp->Flags, PF_CRAWLING);
DoPlayerBeginRun(pp);
return;
}
}
}
else
{
pp->KeyPressBits |= SB_CROUCH_LOCK;
}
// Jump to get up
if (pp->input.actions & SB_JUMP)
{
if (labs(pp->loz - pp->hiz) >= PLAYER_STANDING_ROOM)
{
//pp->posz = pp->loz - PLAYER_HEIGHT;
RESET(pp->Flags, PF_CRAWLING);
DoPlayerBeginRun(pp);
return;
}
}
}
else
{
// 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->PlayerSprite, u->ActorActionSet->Crawl);
}
// If the floor is far below you, fall hard instead of adjusting height
//if (labs(pp->posz - pp->loz) > PLAYER_CRAWL_HEIGHT + PLAYER_FALL_HEIGHT)
if (PlayerFallTest(pp, PLAYER_CRAWL_HEIGHT))
{
pp->jump_speed = Z(1);
//pp->posz -= PLAYER_HEIGHT - PLAYER_CRAWL_HEIGHT;
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)
{
// USERp u = User[pp->PlayerSprite];
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;
///DamageData[u->WeaponNum].Init(pp);
NewStateGroup(pp->PlayerSprite, 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 = mulscale16(pp->z_speed, 58000);
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);
}
SPRITEp
FindNearSprite(SPRITEp sp, short stat)
{
short fs, next_fs;
int dist, near_dist = 15000;
SPRITEp fp, near_fp = NULL;
TRAVERSE_SPRITE_STAT(headspritestat[stat], fs, next_fs)
{
fp = &sprite[fs];
dist = Distance(sp->x, sp->y, fp->x, fp->y);
if (dist < near_dist)
{
near_dist = dist;
near_fp = fp;
}
}
return near_fp;
}
bool
PlayerOnLadder(PLAYERp pp)
{
short sec, wal, spr;
int dist, nx, ny;
unsigned i;
SPRITEp lsp;
hitdata_t 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, FixedToInt(pp->q16ang),
&neartagsector, &neartagwall, &neartagsprite,
&neartaghitdist, 1024L+768L, NTAG_SEARCH_LO_HI, NULL);
dir = DOT_PRODUCT_2D(pp->xvect, pp->yvect, sintable[NORM_ANGLE(FixedToInt(pp->q16ang)+512)], sintable[FixedToInt(pp->q16ang)]);
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(FixedToInt(pp->q16ang) + angles[i]),
&sec, &wal, &spr,
&dist, 600L, NTAG_SEARCH_LO_HI, NULL);
if (wal < 0 || dist < 100 || wall[wal].lotag != TAG_WALL_CLIMB)
return false;
FAFhitscan(pp->posx, pp->posy, pp->posz, pp->cursectnum,
sintable[NORM_ANGLE(FixedToInt(pp->q16ang) + angles[i] + 512)],
sintable[NORM_ANGLE(FixedToInt(pp->q16ang) + angles[i])],
0,
&hitinfo, CLIPMASK_MISSILE);
dist = DIST(pp->posx, pp->posy, hitinfo.pos.x, hitinfo.pos.y);
if (hitinfo.sprite >= 0)
{
// if the sprite blocking you hit is not a wall sprite there is something between
// you and the ladder
if (TEST(sprite[hitinfo.sprite].cstat, CSTAT_SPRITE_BLOCK) &&
!TEST(sprite[hitinfo.sprite].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;
}
}
lsp = FindNearSprite(pp->SpriteP, STAT_CLIMB_MARKER);
if (!lsp)
return false;
// 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 angle player is supposed to face.
pp->LadderAngle = NORM_ANGLE(lsp->ang + 1024);
#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;
//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;
playerSetAngle(pp, pp->LadderAngle);
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))
{
short sectnum = pp->cursectnum;
updatesectorz(pp->posx, pp->posy, SPRITEp_BOS(pp->SpriteP), &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] && SectUser[*under]->number >= 30000) || (SectUser[*over] && 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 i, nexti, 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)
{
TRAVERSE_SPRITE_STAT(headspritestat[STAT_DIVE_AREA],i,nexti)
{
if (inside(x, y, sprite[i].sectnum))
{
sf[found] = sprite[i].sectnum;
found++;
PRODUCTION_ASSERT(found <= 2);
}
}
for (stat = 0; stat < SIZ(UnderStatList); stat++)
{
TRAVERSE_SPRITE_STAT(headspritestat[UnderStatList[stat]],i,nexti)
{
// ignore underwater areas with lotag of 0
if (sprite[i].lotag == 0)
continue;
if (inside(x, y, sprite[i].sectnum))
{
sf[found] = sprite[i].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 = User[pp->PlayerSprite];
short i, nexti;
SECT_USERp sectu = SectUser[pp->cursectnum];
SPRITEp under_sp = NULL, over_sp = NULL;
bool Found = false;
short over, under;
if (Prediction)
return;
// search for DIVE_AREA "over" sprite for reference point
TRAVERSE_SPRITE_STAT(headspritestat[STAT_DIVE_AREA], i, nexti)
{
over_sp = &sprite[i];
if (TEST(sector[over_sp->sectnum].extra, SECTFX_DIVE_AREA) &&
SectUser[over_sp->sectnum] &&
SectUser[over_sp->sectnum]->number == sectu->number)
{
Found = true;
break;
}
}
PRODUCTION_ASSERT(Found == true);
Found = false;
// search for UNDERWATER "under" sprite for reference point
TRAVERSE_SPRITE_STAT(headspritestat[STAT_UNDERWATER], i, nexti)
{
under_sp = &sprite[i];
if (TEST(sector[under_sp->sectnum].extra, SECTFX_UNDERWATER) &&
SectUser[under_sp->sectnum] &&
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 = User[pp->PlayerSprite];
short i, nexti;
SECT_USERp sectu = SectUser[pp->cursectnum];
short over, under;
SPRITEp under_sp = NULL, over_sp = NULL;
bool Found = false;
if (Prediction)
return;
// search for UNDERWATER "under" sprite for reference point
TRAVERSE_SPRITE_STAT(headspritestat[STAT_UNDERWATER], i, nexti)
{
under_sp = &sprite[i];
if (TEST(sector[under_sp->sectnum].extra, SECTFX_UNDERWATER) &&
SectUser[under_sp->sectnum] &&
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
TRAVERSE_SPRITE_STAT(headspritestat[STAT_DIVE_AREA], i, nexti)
{
over_sp = &sprite[i];
if (TEST(sector[over_sp->sectnum].extra, SECTFX_DIVE_AREA) &&
SectUser[over_sp->sectnum] &&
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;
}
#if 1
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;
}
}
}
#endif
void
DoPlayerBeginDive(PLAYERp pp)
{
SPRITEp sp = &sprite[pp->PlayerSprite];
USERp u = User[pp->PlayerSprite];
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->PlayerSprite);
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->PlayerSprite, u->ActorActionSet->Dive);
DoPlayerDive(pp);
}
void DoPlayerBeginDiveNoWarp(PLAYERp pp)
{
SPRITEp sp = &sprite[pp->PlayerSprite];
USERp u = User[pp->PlayerSprite];
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->PlayerSprite, 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->SpriteP->cstat, CSTAT_SPRITE_YCENTER);
if (pp == Player + screenpeek)
{
COVER_SetReverb(0);
pp->Reverb = 0;
}
DoPlayerZrange(pp);
}
void
DoPlayerStopDive(PLAYERp pp)
{
SPRITEp sp = &sprite[pp->PlayerSprite];
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 = User[pp->PlayerSprite];
SECT_USERp sectu = SectUser[pp->cursectnum];
// 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 -(RANDOM_RANGE(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 = mulscale16(pp->z_speed, 58000);
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))
{
short 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->hi_sp 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->hi_sp)
{
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((RANDOM_RANGE(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))
{
short bubble;
SPRITEp bp;
int nx,ny;
PlaySound(DIGI_BUBBLES, pp, v3df_none);
bubble = SpawnBubble(pp->SpriteP - sprite);
if (bubble >= 0)
{
bp = &sprite[bubble];
// 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 = User[pp->PlayerSprite];
// 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];
int push_ret;
if (!sectu)
return;
xvect = sectu->speed * synctics * (int) sintable[NORM_ANGLE(sectu->ang + 512)] >> 4;
yvect = sectu->speed * synctics * (int) sintable[sectu->ang] >> 4;
push_ret = pushmove((vec3_t *)pp, &pp->cursectnum, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
if (push_ret < 0)
{
if (!TEST(pp->Flags, PF_DEAD))
{
USERp u = User[pp->PlayerSprite];
PlayerUpdateHealth(pp, -u->Health); // Make sure he dies!
PlayerCheckDeath(pp, -1);
if (TEST(pp->Flags, PF_DEAD))
return;
}
return;
}
clipmove((vec3_t *)pp, &pp->cursectnum, xvect, yvect, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
PlayerCheckValidMove(pp);
pushmove((vec3_t *)pp, &pp->cursectnum, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
if (push_ret < 0)
{
if (!TEST(pp->Flags, PF_DEAD))
{
USERp u = User[pp->PlayerSprite];
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 = User[pp->PlayerSprite];
if (Prediction)
return;
if (pp->WadeDepth > 20)
{
if (u->flame >= 0)
SetSuicide(u->flame);
u->flame = -2;
}
}
void
DoPlayerFireOutDeath(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
if (Prediction)
return;
if (u->flame >= 0)
SetSuicide(u->flame);
u->flame = -2;
}
void
DoPlayerBeginWade(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
// 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->PlayerSprite);
// 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->PlayerSprite, u->ActorActionSet->Run);
}
void
DoPlayerWade(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
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->PlayerSprite, u->ActorActionSet->Run);
}
else
{
if (u->Rot != u->ActorActionSet->Stand)
NewStateGroup(pp->PlayerSprite, 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;
}
}
#if 0
void
DoPlayerBeginOperateBoat(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
pp->floor_dist = PLAYER_RUN_FLOOR_DIST;
pp->ceiling_dist = PLAYER_RUN_CEILING_DIST;
pp->DoPlayerAction = DoPlayerOperateBoat;
// 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->Run);
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run);
}
#endif
void
DoPlayerBeginOperateVehicle(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
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->PlayerSprite, u->ActorActionSet->Stand);
}
void
DoPlayerBeginOperateTurret(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
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->PlayerSprite, 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;
//COVERupdatesector(sx, sy, &sop->op_main_sector);
//updatesectorz(sx, sy, sop->zmid - Z(8), &sop->op_main_sector);
updatesectorz(sx, sy, sop->zmid, &sop->op_main_sector);
//COVERupdatesector(sx, sy, &sop->op_main_sector);
////DSPRINTF(ds,"main sector %d, zmid %d",sop->op_main_sector, sop->zmid);
//MONO_PRINT(ds);
PlaceSectorObject(sop, sx, sy);
}
}
void DoPlayerOperateMatch(PLAYERp pp, bool starting)
{
SPRITEp sp;
short i,nexti;
if (!pp->sop)
return;
TRAVERSE_SPRITE_SECT(headspritesect[pp->sop->mid_sector], i, nexti)
{
sp = &sprite[i];
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 = User[sop->sp_child - sprite]->MaxHealth;
VehicleSetSmoke(sop, NULL);
RESET(sop->flags, SOBJ_BROKEN);
}
else
{
PlayerSound(DIGI_USEBROKENVEHICLE, v3df_follow|v3df_dontpan,pp);
return;
}
}
pp->sop = pp->sop_control = sop;
sop->controller = pp->SpriteP;
playerSetAngle(pp, sop->ang);
pp->posx = sop->xmid;
pp->posy = sop->ymid;
COVERupdatesector(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->sp_num[i] != -1; i++)
{
if (sprite[sop->sp_num[i]].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.q16avel)
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->SpriteP;
// won't operate - broken
if (sop->max_damage != -9999 && sop->max_damage <= 0)
{
if (pp->InventoryAmount[INVENTORY_REPAIR_KIT])
{
UseInventoryRepairKit(pp);
sop->max_damage = User[sop->sp_child - sprite]->MaxHealth;
VehicleSetSmoke(sop, NULL);
RESET(sop->flags, SOBJ_BROKEN);
}
else
{
PlayerSound(DIGI_USEBROKENVEHICLE, v3df_follow|v3df_dontpan,pp);
return;
}
}
save_sectnum = pp->cursectnum;
playerSetAngle(pp, sop->ang);
pp->posx = sop->xmid;
pp->posy = sop->ymid;
COVERupdatesector(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->sp_num[i] != -1; i++)
{
if (sprite[sop->sp_num[i]].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.q16avel)
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;
pp->posx = pp->remote_sprite->x;
pp->posy = pp->remote_sprite->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)
{
if (TEST_BOOL1(pp->remote_sprite))
pp->q16ang = pp->oq16ang = IntToFixed(pp->remote_sprite->ang);
else
pp->q16ang = pp->oq16ang = gethiq16angle(pp->sop_remote->xmid - pp->posx, pp->sop_remote->ymid - pp->posy);
}
if (pp->sop_control)
{
pp->sop_control->controller = NULL;
}
pp->sop_control = NULL;
pp->sop_riding = NULL;
pp->sop_remote = NULL;
pp->sop = NULL;
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);
}
}
#if 0
void
DoPlayerOperateBoat(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);
DoPlayerMoveBoat(pp);
if (pp->sop_remote)
{
PlayerToRemote(pp);
PlayerRemoteReset(pp, save_sectnum);
}
}
#endif
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->PlayerSprite);
if (RANDOM_RANGE(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)
{
#define 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 NULL;
};
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);
}
}
}
void
DoPlayerBeginDie(PLAYERp pp)
{
extern bool ReloadPrompt;
short bak;
int choosesnd = 0;
USERp u = User[pp->PlayerSprite];
static void (*PlayerDeathFunc[MAX_PLAYER_DEATHS]) (PLAYERp) =
{
DoPlayerDeathFlip,
DoPlayerDeathCrumble,
DoPlayerDeathExplode,
DoPlayerDeathFlip,
DoPlayerDeathExplode,
DoPlayerDeathDrown,
};
#define PLAYER_DEATH_TILT_VALUE (32)
#define PLAYER_DEATH_HORIZ_UP_VALUE (165)
#define PLAYER_DEATH_HORIZ_JUMP_VALUE (150)
#define PLAYER_DEATH_HORIZ_FALL_VALUE (50)
if (Prediction)
return;
if (GodMode)
return;
StopPlayerSound(pp);
// Do the death scream
choosesnd = RANDOM_RANGE(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->PlayerSprite);
if (numplayers > 1)
{
// Give kill credit to player if necessary
if (pp->Killer >= 0)
{
USERp ku = User[pp->Killer];
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 (User[pp->PlayerSprite]->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);
SET(pp->Flags, PF_LOCK_HORIZ);
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 = NULL;
pp->sop_remote = NULL;
pp->sop_riding = NULL;
pp->sop = NULL;
RESET(pp->Flags, PF_TWO_UZI);
NewStateGroup(pp->PlayerSprite, 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->PlayerSprite, sg_PlayerDeath);
DoFindGround(pp->PlayerSprite);
DoBeginJump(pp->PlayerSprite);
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->PlayerSprite, sg_PlayerDeath);
//pp->ceiling_dist = Z(0);
//pp->floor_dist = Z(0);
RESET(pp->SpriteP->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
u->ceiling_dist = Z(10);
u->floor_dist = Z(0);
DoFindGround(pp->PlayerSprite);
DoBeginJump(pp->PlayerSprite);
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->PlayerSprite,-1);
SET(pp->SpriteP->cstat, CSTAT_SPRITE_YCENTER);
NewStateGroup(pp->PlayerSprite, sg_PlayerHeadFly);
u->ID = NINJA_Head_R0;
pp->SpriteP->xrepeat = 48;
pp->SpriteP->yrepeat = 48;
// Blood fountains
InitBloodSpray(pp->PlayerSprite,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->PlayerSprite,-1);
SET(pp->SpriteP->cstat, CSTAT_SPRITE_YCENTER);
NewStateGroup(pp->PlayerSprite, sg_PlayerHeadFly);
u->ID = NINJA_Head_R0;
pp->SpriteP->xrepeat = 48;
pp->SpriteP->yrepeat = 48;
// Blood fountains
InitBloodSpray(pp->PlayerSprite,true,-1);
InitBloodSpray(pp->PlayerSprite,true,-1);
InitBloodSpray(pp->PlayerSprite,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->PlayerSprite, -1);
SET(pp->SpriteP->cstat, CSTAT_SPRITE_YCENTER);
NewStateGroup(pp->PlayerSprite, sg_PlayerHeadFly);
u->ID = NINJA_Head_R0;
pp->SpriteP->xrepeat = 48;
pp->SpriteP->yrepeat = 48;
// Blood fountains
InitBloodSpray(pp->PlayerSprite,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->q16horiz - IntToFixed(target)) > FRACUNIT)
{
playerAddHoriz(pp, -speed);
}
if ((IntToFixed(target) - pp->q16horiz) > FRACUNIT)
{
playerAddHoriz(pp, 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 = User[pp->PlayerSprite];
// make sure we don't land on a regular sprite
DoFindGround(pp->PlayerSprite);
// update player values with results from DoFindGround
// pp->hiz = u->hiz;
pp->loz = u->loz;
pp->lo_sp = u->lo_sp;
//pp->hi_sp = u->hi_sp;
pp->lo_sectp = u->lo_sectp;
//pp->hi_sectp = u->hi_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->PlayerSprite, sg_PlayerHeadHurl);
if (MoveSkip4 == 0)
{
SpawnShrap(pp->PlayerSprite, -1);
if (RANDOM_RANGE(1000) > 400)
PlayerSound(DIGI_DHVOMIT, v3df_dontpan|v3df_follow,pp);
}
return;
}
}
}
if (!TEST(pp->Flags, PF_JUMPING|PF_FALLING))
NewStateGroup(pp->PlayerSprite, 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 (!cl_syncinput)
{
SET(pp->Flags2, PF2_INPUT_CAN_TURN_GENERAL);
}
else
{
DoPlayerTurn(pp, pp->input.q16avel, 1);
}
}
// follow what killed you if its available
if (pp->Killer > -1)
{
SPRITEp kp = &sprite[pp->Killer];
if (FAFcansee(kp->x, kp->y, SPRITEp_TOS(kp), kp->sectnum, pp->posx, pp->posy, pp->posz, pp->cursectnum))
{
playerAddAngle(pp, GetDeltaQ16Angle(gethiq16angle(kp->x - pp->posx, kp->y - pp->posy), pp->q16ang) / (double)(FRACUNIT << 4));
}
}
}
void DoPlayerDeathCheckKeys(PLAYERp pp)
{
SPRITEp sp = pp->SpriteP;
USERp u = User[pp->PlayerSprite];
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->PlayerSprite);
}
else
{
// If he's not on the floor, then gib like a mo-fo!
InitBloodSpray(pp->PlayerSprite,true,-1);
InitBloodSpray(pp->PlayerSprite,true,-1);
InitBloodSpray(pp->PlayerSprite,true,-1);
}
PlayerSpawnPosition(pp);
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Stand);
pp->SpriteP->picnum = u->State->Pic;
pp->SpriteP->xrepeat = pp->SpriteP->yrepeat = PLAYER_NINJA_XREPEAT;
RESET(pp->SpriteP->cstat, CSTAT_SPRITE_YCENTER);
pp->SpriteP->x = pp->posx;
pp->SpriteP->y = pp->posy;
pp->SpriteP->z = pp->posz+PLAYER_HEIGHT;
pp->SpriteP->ang = FixedToInt(pp->q16ang);
DoSpawnTeleporterEffect(pp->SpriteP);
PlaySound(DIGI_TELEPORT, pp, v3df_none);
DoPlayerZrange(pp);
pp->sop_control = NULL;
pp->sop_remote = NULL;
pp->sop_riding = NULL;
pp->sop = NULL;
RESET(pp->Flags, PF_WEAPON_DOWN|PF_WEAPON_RETRACT);
RESET(pp->Flags, PF_DEAD);
RESET(pp->Flags, PF_LOCK_HORIZ);
RESET(sp->cstat, CSTAT_SPRITE_YCENTER);
SET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
sp->xrepeat = PLAYER_NINJA_XREPEAT;
sp->yrepeat = PLAYER_NINJA_YREPEAT;
//pp->tilt = 0;
pp->q16horiz = pp->q16horizbase = IntToFixed(100);
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->SpriteP, hp;
USERp u = User[pp->PlayerSprite], hu;
short i,nexti;
unsigned stat,dist;
int a,b,c;
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
TRAVERSE_SPRITE_STAT(headspritestat[StatDamageList[stat]], i, nexti)
{
hp = &sprite[i];
hu = User[i];
if (i == pp->PlayerSprite)
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 (dist < hu->Radius + 100)
{
pp->Killer = i;
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->PlayerSprite, sg_PlayerHeadFly);
SET(pp->Flags, PF_JUMPING);
SpawnShrap(pp->PlayerSprite, -1);
return hp;
}
}
}
DoPlayerZrange(pp);
// sector stomper kick
if (labs(pp->loz - pp->hiz) < SPRITEp_SIZE_Z(pp->SpriteP) - Z(8))
{
u->slide_ang = RANDOM_P2(2048);
u->slide_vel = 1000;
RESET(u->Flags,SPR_BOUNCE);
pp->jump_speed = -100;
NewStateGroup(pp->PlayerSprite, sg_PlayerHeadFly);
SET(pp->Flags, PF_JUMPING);
SpawnShrap(pp->PlayerSprite, -1);
return NULL;
}
return NULL;
}
void DoPlayerDeathMoveHead(PLAYERp pp)
{
SPRITEp sp = pp->SpriteP;
USERp u = User[pp->PlayerSprite];
int dax,day;
short sectnum;
dax = MOVEx(u->slide_vel, u->slide_ang);
day = MOVEy(u->slide_vel, u->slide_ang);
if ((u->ret = move_sprite(pp->PlayerSprite, dax, day, 0, Z(16), Z(16), 1, synctics)))
{
switch (TEST(u->ret, HIT_MASK))
{
case HIT_SPRITE:
{
short wall_ang, dang;
short hit_sprite = -2;
SPRITEp hsp;
//PlaySound(DIGI_DHCLUNK, pp, v3df_dontpan);
hit_sprite = NORM_SPRITE(u->ret);
hsp = &sprite[hit_sprite];
if (!TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
break;
wall_ang = NORM_ANGLE(hsp->ang);
dang = GetDeltaAngle(u->slide_ang, wall_ang);
u->slide_ang = NORM_ANGLE(wall_ang + 1024 - dang);
SpawnShrap(pp->PlayerSprite, -1);
break;
}
case HIT_WALL:
{
short w,nw,wall_ang,dang;
//PlaySound(DIGI_DHCLUNK, pp, v3df_dontpan);
w = NORM_WALL(u->ret);
nw = wall[w].point2;
wall_ang = NORM_ANGLE(getangle(wall[nw].x - wall[w].x, wall[nw].y - wall[w].y)-512);
dang = GetDeltaAngle(u->slide_ang, wall_ang);
u->slide_ang = NORM_ANGLE(wall_ang + 1024 - dang);
SpawnShrap(pp->PlayerSprite, -1);
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;
COVERupdatesector(pp->posx, pp->posy, &sectnum);
if (sectnum < 0)
{
pp->cursectnum = pp->lv_sectnum;
changespritesect(pp->PlayerSprite, 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->PlayerSprite);
}
if (TEST(pp->Flags,PF_FALLING))
{
DoPlayerDeathFall(pp);
DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_UP_VALUE, 4);
if (MoveSkip2 == 0)
DoFall(pp->PlayerSprite);
}
}
else
{
DoPlayerDeathFollowKiller(pp);
}
DoPlayerDeathCheckKeys(pp);
}
void DoPlayerDeathDrown(PLAYERp pp)
{
SPRITEp sp = pp->SpriteP;
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->PlayerSprite);
}
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->SpriteP;
USERp u = User[pp->PlayerSprite];
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->PlayerSprite, 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->PlayerSprite, -1);
}
void DoPlayerDeathCrumble(PLAYERp pp)
{
SPRITEp sp = pp->SpriteP;
USERp u = User[pp->PlayerSprite];
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->PlayerSprite, 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->SpriteP;
USERp u = User[pp->PlayerSprite];
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->PlayerSprite, sg_PlayerHead);
}
else
{
DoPlayerDeathMoveHead(pp);
}
}
else
{
// special line for amoeba
//COVERupdatesector(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 = User[pp->PlayerSprite];
// 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->PlayerSprite, u->ActorActionSet->Run);
else
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Stand);
}
void
DoPlayerRun(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
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;
}
// Crawl lock
if (pp->input.actions & SB_CROUCH_LOCK)
{
if (pp->KeyPressBits & SB_CROUCH_LOCK)
{
pp->KeyPressBits &= ~SB_CROUCH_LOCK;
SET(pp->Flags, PF_LOCK_CRAWL);
DoPlayerBeginCrawl(pp);
return;
}
}
else
{
pp->KeyPressBits |= SB_CROUCH_LOCK;
}
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))
{
SPRITEp sp;
sp = FindNearSprite(pp->SpriteP, STAT_TRIGGER);
if (sp && SP_TAG5(sp) == TRIGGER_TYPE_REMOTE_SO)
{
pp->remote_sprite = sp;
pp->KeyPressBits &= ~SB_OPEN;
ASSERT(pp->remote_sprite);
DoPlayerBeginRemoteOperate(pp, &SectorObject[SP_TAG7(pp->remote_sprite)]);
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->PlayerSprite, u->ActorActionSet->Run);
}
else
{
if (u->Rot != u->ActorActionSet->Stand)
NewStateGroup(pp->PlayerSprite, 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(int16_t SpriteNum)
{
USERp u;
if ((unsigned)SpriteNum >= MAXSPRITES)
return;
// Convienience var
u = User[SpriteNum];
if (u == NULL)
return;
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)(SpriteNum);
// 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(SpriteNum, (STATEp *) u->State->NextState);
}
}
// Set picnum to the correct pic
//sprite[SpriteNum].picnum = u->State->Pic;
if (u->RotNum > 1)
sprite[SpriteNum].picnum = u->Rot[0]->Pic;
else
sprite[SpriteNum].picnum = u->State->Pic;
// Call the correct animator
if (TEST(u->State->Tics, SF_PLAYER_FUNC))
if (u->State->Animator)
(*u->State->Animator)(SpriteNum);
return;
}
void
MoveSkipSavePos(void)
{
SPRITEp sp;
USERp u;
short i,nexti;
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->oq16ang = pp->q16ang;
pp->oq16horiz = pp->q16horiz;
pp->obob_z = pp->bob_z;
}
// save off stats for skip4
if (MoveSkip4 == 0)
{
short stat;
for (stat = STAT_SKIP4_START; stat <= STAT_SKIP4_INTERP_END; stat++)
{
TRAVERSE_SPRITE_STAT(headspritestat[stat], i, nexti)
{
if ((unsigned)i >= MAXSPRITES)
continue;
sp = &sprite[i];
u = User[i];
if (sp == NULL || u == NULL)
continue;
u->ox = sp->x;
u->oy = sp->y;
u->oz = sp->z;
}
}
}
// save off stats for skip2
if (MoveSkip2 == 0)
{
short stat;
for (stat = STAT_SKIP2_START; stat <= STAT_SKIP2_INTERP_END; stat++)
{
TRAVERSE_SPRITE_STAT(headspritestat[stat], i, nexti)
{
if ((unsigned)i >= MAXSPRITES)
continue;
sp = &sprite[i];
u = User[i];
if (sp == NULL || u == NULL)
continue;
u->ox = sp->x;
u->oy = sp->y;
u->oz = sp->z;
}
}
}
}
void PlayerTimers(PLAYERp pp)
{
SPRITEp sp = pp->SpriteP;
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.q16avel || pp->input.q16horz ||
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, -User[pp->PlayerSprite]->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;
// do not increment if level is 23 thru 28 (should be done smarter.)
if (currentLevel->levelNumber <= 22)
next = FindMapByLevelNum(currentLevel->levelNumber + 1);
ChangeLevel(next, -1);
}
}
void PauseMultiPlay(void)
{
#if 0
static bool SavePrediction;
PLAYERp pp;
short pnum,p;
// check for pause of multi-play game
TRAVERSE_CONNECT(pnum)
{
pp = Player + pnum;
if (TEST_SYNC_KEY(pp, SK_PAUSE))
{
if (FLAG_KEY_PRESSED(pp, SK_PAUSE))
{
FLAG_KEY_RELEASE(pp, SK_PAUSE);
paused ^= 1;
if (paused)
{
SavePrediction = PredictionOn;
PredictionOn = false;
}
else
{
PredictionOn = SavePrediction;
TRAVERSE_CONNECT(p)
}
}
}
else
{
FLAG_KEY_RESET(pp, SK_PAUSE);
}
}
#endif
}
void
domovethings(void)
{
extern int PlayClock;
short i, pnum;
PLAYERp pp;
extern int FinishTimer;
updateinterpolations(); // Stick at beginning of domovethings
short_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)
{
playerSetAngle(&Player[screenpeek], FixedToFloat(gethiq16angle(Player[myconnectindex].posx - Player[screenpeek].posx, Player[myconnectindex].posy - Player[screenpeek].posy)));
}
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);
resetinputhelpers(pp);
if (pp->DoPlayerAction) pp->DoPlayerAction(pp);
UpdatePlayerSprite(pp);
pSpriteControl(pp);
PlayerStateControl(pp->PlayerSprite);
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)
{
map = FindMapByLevelNum(currentLevel->levelNumber+1);
}
ChangeLevel(map, -1);
}
}
}
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->q16horiz = pfirst->q16horizbase = IntToFixed(100);
// 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->q16ang = pp->oq16ang = pfirst->q16ang;
pp->q16horiz = pp->oq16horiz = pfirst->q16horiz;
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->q16horizbase = pfirst->q16horizbase;
pp->oldposx = 0;
pp->oldposy = 0;
pp->climb_ndx = 10;
pp->Killer = -1;
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->q16horizoff = 0;
INITLIST(&pp->PanelSpriteList);
}
}
int SearchSpawnPosition(PLAYERp pp)
{
PLAYERp opp; // other player
SPRITEp sp;
short pos_num;
short pnum,spawn_sprite;
bool blocked;
do
{
// get a spawn position
pos_num = RANDOM_RANGE(MAX_SW_PLAYERS);
spawn_sprite = headspritestat[STAT_MULTI_START + pos_num];
if (spawn_sprite <= -1)
return 0;
sp = &sprite[spawn_sprite];
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 = pp - Player;
short spawn_sprite = 0, pos_num = pnum;
int fz,cz;
int i;
// 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
spawn_sprite = headspritestat[STAT_MULTI_START + 0];
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);
}
spawn_sprite = headspritestat[STAT_MULTI_START + pos_num];
break;
case MULTI_GAME_COOPERATIVE:
// start your assigned spot
spawn_sprite = headspritestat[STAT_CO_OP_START + pos_num];
break;
}
SpawnPositionUsed[pos_num] = true;
if (spawn_sprite < 0)
{
spawn_sprite = headspritestat[STAT_MULTI_START + 0];
}
ASSERT(spawn_sprite >= 0);
sp = &sprite[spawn_sprite];
pp->posx = pp->oposx = sp->x;
pp->posy = pp->oposy = sp->y;
pp->posz = pp->oposz = sp->z;
pp->q16ang = pp->oq16ang = IntToFixed(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, start0;
unsigned stat;
short SpriteNum, NextSprite, tag;
static short MultiStatList[] =
{
STAT_MULTI_START,
STAT_CO_OP_START
};
// this routine is called before SpriteSetup - process start positions NOW
TRAVERSE_SPRITE_STAT(headspritestat[0], SpriteNum, NextSprite)
{
sp = &sprite[SpriteNum];
tag = sp->hitag;
if (sp->picnum == ST1)
{
switch (tag)
{
case MULTI_PLAYER_START:
change_sprite_stat(SpriteNum, STAT_MULTI_START + sp->lotag);
break;
case MULTI_COOPERATIVE_START:
change_sprite_stat(SpriteNum, 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
if (headspritestat[MultiStatList[stat] + 0] >= 0)
continue;
}
start0 = SpawnSprite(MultiStatList[stat], ST1, NULL, pp->cursectnum, pp->posx, pp->posy, pp->posz, FixedToInt(pp->q16ang), 0);
ASSERT(start0 >= 0);
if (User[start0])
{
FreeMem(User[start0]);
User[start0] = NULL;
}
sprite[start0].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(short SpriteNum)
{
USERp u = User[SpriteNum];
if (u->PlayerP)
{
if (u->PlayerP->cursectnum < 0)
return 0;
if (FAF_ConnectArea(u->PlayerP->cursectnum))
return 0;
if (u->PlayerP->NumFootPrints > 0)
{
QueueFootPrint(SpriteNum);
}
}
return 0;
}
void CheckFootPrints(PLAYERp pp)
{
if (pp->NumFootPrints <= 0 || FootMode != WATER_FOOT)
{
// Hey, you just got your feet wet!
pp->NumFootPrints = RANDOM_RANGE(10)+3;
FootMode = WATER_FOOT;
}
}
//---------------------------------------------------------------------------
//
// Unsynchronised input helpers.
//
//---------------------------------------------------------------------------
void resetinputhelpers(PLAYERp pp)
{
pp->horizAdjust = 0;
pp->angAdjust = 0;
pp->pitchAdjust = 0;
}
void playerAddAngle(PLAYERp pp, double ang)
{
if (!cl_syncinput)
{
pp->angAdjust += ang;
}
else
{
pp->addang(ang);
}
}
void playerSetAngle(PLAYERp pp, double ang)
{
if (!cl_syncinput)
{
// Cancel out any angle adjustments as we're setting angle now.
pp->angAdjust = 0;
// Add slight offset if input angle is coming in as absolute 0.
if (ang == 0)
{
ang += 0.1;
}
pp->angTarget = pp->q16ang + GetDeltaQ16Angle(FloatToFixed(ang), pp->q16ang);
}
else
{
pp->setang(ang);
}
}
void playerAddHoriz(PLAYERp pp, double horiz)
{
if (!cl_syncinput)
{
pp->horizAdjust += horiz;
}
else
{
pp->addhoriz(horiz);
}
}
void playerSetHoriz(PLAYERp pp, double horiz)
{
if (!cl_syncinput)
{
// Cancel out any horizon adjustments as we're setting horizon now.
pp->horizAdjust = 0;
// Add slight offset if input horizon is coming in as absolute 0.
if (horiz == 0)
{
horiz += 0.1;
}
pp->horizTarget = FloatToFixed(horiz);
}
else
{
pp->sethoriz(horiz);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
#include "saveable.h"
static saveable_code saveable_player_code[] =
{
SAVE_CODE(DoPlayerSlide),
//SAVE_CODE(DoPlayerBeginSwim),
//SAVE_CODE(DoPlayerSwim),
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(DoPlayerDie),
//SAVE_CODE(DoPlayerBeginOperateBoat),
SAVE_CODE(DoPlayerBeginOperateVehicle),
SAVE_CODE(DoPlayerBeginOperate),
//SAVE_CODE(DoPlayerOperateBoat),
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)
};
END_SW_NS