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7955 lines
220 KiB
C++
7955 lines
220 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "build.h"
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#include "mytypes.h"
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#include "names2.h"
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#include "panel.h"
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#include "game.h"
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#include "tags.h"
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#include "player.h"
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#include "lists.h"
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#include "gamecontrol.h"
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#include "menus.h"
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#include "network.h"
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#include "pal.h"
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#include "mclip.h"
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#include "sprite.h"
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#include "weapon.h"
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#include "break.h"
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#include "jsector.h"
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#include "sector.h"
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#include "misc.h"
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#include "interp.h"
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#include "interpso.h"
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#include "menu.h"
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#include "gstrings.h"
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#include "raze_music.h"
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#include "gamestate.h"
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BEGIN_SW_NS
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void pSpriteControl(PLAYERp pp);
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int WeaponOperate(PLAYERp pp);
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SECTOR_OBJECTp PlayerOnObject(short sectnum_match);
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void PlayerRemoteReset(PLAYERp pp, short sectnum);
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void KillAllPanelInv(PLAYERp pp);
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void DoPlayerDeathDrown(PLAYERp pp);
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void pWeaponForceRest(PLAYERp pp);
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#define SO_DRIVE_SOUND 2
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#define SO_IDLE_SOUND 1
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extern bool NoMeters;
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#define TEST_UNDERWATER(pp) (TEST(sector[(pp)->cursectnum].extra, SECTFX_UNDERWATER))
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//#define PLAYER_MIN_HEIGHT (Z(30))
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//#define PLAYER_MIN_HEIGHT_JUMP (Z(20))
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#define PLAYER_MIN_HEIGHT (Z(20))
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#define PLAYER_CRAWL_WADE_DEPTH (30)
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USER puser[MAX_SW_PLAYERS_REG];
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//int16_t gNet.MultiGameType = MULTI_GAME_NONE;
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bool NightVision = false;
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extern int FinishAnim;
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// the smaller the number the slower the going
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#define PLAYER_RUN_FRICTION (50000L)
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//#define PLAYER_RUN_FRICTION 0xcb00
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#define PLAYER_JUMP_FRICTION PLAYER_RUN_FRICTION
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#define PLAYER_FALL_FRICTION PLAYER_RUN_FRICTION
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#define PLAYER_WADE_FRICTION PLAYER_RUN_FRICTION
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#define PLAYER_FLY_FRICTION (55808L)
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#define PLAYER_CRAWL_FRICTION (45056L)
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#define PLAYER_SWIM_FRICTION (49152L)
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#define PLAYER_DIVE_FRICTION (49152L)
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// only for z direction climbing
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#define PLAYER_CLIMB_FRICTION (45056L)
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//#define BOAT_FRICTION 0xd000
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#define BOAT_FRICTION 0xcb00
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//#define TANK_FRICTION 0xcb00
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#define TANK_FRICTION (53248L)
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#define PLAYER_SLIDE_FRICTION (53248L)
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#define JUMP_STUFF 4
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// just like 2 except can jump higher - less gravity
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// goes better with slightly slower run speed than I had it at
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#if JUMP_STUFF == 4
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#define PLAYER_JUMP_GRAV 24
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#define PLAYER_JUMP_AMT (-650)
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#define PLAYER_CLIMB_JUMP_AMT (-1100)
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#define MAX_JUMP_DURATION 12
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char PlayerGravity = PLAYER_JUMP_GRAV;
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#endif
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extern bool DebugOperate;
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enum
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{
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TURN_SHIFT = 2,
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HORIZ_SPEED = 16
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};
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//unsigned char synctics, lastsynctics;
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int ChopTics;
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PLAYER Player[MAX_SW_PLAYERS_REG + 1];
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//short snum = 0;
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// These are a bunch of kens variables for the player
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short NormalVisibility;
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int InitBloodSpray(int16_t SpriteNum, bool dogib, short velocity);
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SPRITEp FindNearSprite(SPRITEp sp, short stat);
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bool PlayerOnLadder(PLAYERp pp);
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void DoPlayerSlide(PLAYERp pp);
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void DoPlayerBeginSwim(PLAYERp pp);
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void DoPlayerSwim(PLAYERp pp);
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void DoPlayerWade(PLAYERp pp);
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void DoPlayerBeginWade(PLAYERp pp);
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void DoPlayerBeginCrawl(PLAYERp pp);
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void DoPlayerCrawl(PLAYERp pp);
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void DoPlayerRun(PLAYERp pp);
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void DoPlayerBeginRun(PLAYERp pp);
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void DoPlayerFall(PLAYERp pp);
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void DoPlayerBeginFall(PLAYERp pp);
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void DoPlayerJump(PLAYERp pp);
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void DoPlayerBeginJump(PLAYERp pp);
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void DoPlayerForceJump(PLAYERp pp);
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void DoPlayerBeginFly(PLAYERp pp);
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void DoPlayerFly(PLAYERp pp);
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void DoPlayerBeginClimb(PLAYERp pp);
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void DoPlayerClimb(PLAYERp pp);
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void DoPlayerBeginDie(PLAYERp pp);
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void DoPlayerDie(PLAYERp pp);
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// void DoPlayerBeginOperateBoat(PLAYERp pp);
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void DoPlayerBeginOperateVehicle(PLAYERp pp);
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void DoPlayerBeginOperate(PLAYERp pp);
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// void DoPlayerOperateBoat(PLAYERp pp);
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void DoPlayerOperateVehicle(PLAYERp pp);
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void DoPlayerOperateTurret(PLAYERp pp);
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void DoPlayerBeginDive(PLAYERp pp);
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void DoPlayerDive(PLAYERp pp);
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void DoPlayerTeleportPause(PLAYERp pp);
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bool PlayerFlyKey(void);
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void OperateSectorObject(SECTOR_OBJECTp sop, short newang, int newx, int newy);
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void CheckFootPrints(PLAYERp pp);
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bool DoPlayerTestCrawl(PLAYERp pp);
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void DoPlayerDeathFlip(PLAYERp pp);
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void DoPlayerDeathCrumble(PLAYERp pp);
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void DoPlayerDeathExplode(PLAYERp pp);
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void DoPlayerDeathFall(PLAYERp pp);
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void PlayerCheckValidMove(PLAYERp pp);
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void PlayerWarpUpdatePos(PLAYERp pp);
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void DoPlayerBeginDiveNoWarp(PLAYERp pp);
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int PlayerCanDiveNoWarp(PLAYERp pp);
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void DoPlayerCurrent(PLAYERp pp);
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int GetOverlapSector2(int x, int y, short *over, short *under);
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void PlayerToRemote(PLAYERp pp);
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void PlayerRemoteInit(PLAYERp pp);
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void PlayerSpawnPosition(PLAYERp pp);
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extern short target_ang;
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//////////////////////
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//
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// PLAYER SPECIFIC
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//
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//////////////////////
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#if 1
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#define PLAYER_NINJA_RATE 14
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int DoFootPrints(short SpriteNum);
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STATE s_PlayerNinjaRun[5][6] =
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{
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{
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{PLAYER_NINJA_RUN_R0 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][1]},
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{PLAYER_NINJA_RUN_R0 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][2]},
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{PLAYER_NINJA_RUN_R0 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[0][3]},
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{PLAYER_NINJA_RUN_R0 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][4]},
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{PLAYER_NINJA_RUN_R0 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][5]},
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{PLAYER_NINJA_RUN_R0 + 3, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[0][0]},
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},
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{
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{PLAYER_NINJA_RUN_R1 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][1]},
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{PLAYER_NINJA_RUN_R1 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][2]},
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{PLAYER_NINJA_RUN_R1 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[1][3]},
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{PLAYER_NINJA_RUN_R1 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][4]},
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{PLAYER_NINJA_RUN_R1 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][5]},
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{PLAYER_NINJA_RUN_R1 + 3, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[1][0]},
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},
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{
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{PLAYER_NINJA_RUN_R2 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][1]},
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{PLAYER_NINJA_RUN_R2 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][2]},
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{PLAYER_NINJA_RUN_R2 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[2][3]},
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{PLAYER_NINJA_RUN_R2 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][4]},
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{PLAYER_NINJA_RUN_R2 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][5]},
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{PLAYER_NINJA_RUN_R2 + 3, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[2][0]},
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},
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{
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{PLAYER_NINJA_RUN_R3 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][1]},
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{PLAYER_NINJA_RUN_R3 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][2]},
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{PLAYER_NINJA_RUN_R3 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[3][3]},
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{PLAYER_NINJA_RUN_R3 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][4]},
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{PLAYER_NINJA_RUN_R3 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][5]},
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{PLAYER_NINJA_RUN_R3 + 3, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[3][0]},
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},
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{
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{PLAYER_NINJA_RUN_R4 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][1]},
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{PLAYER_NINJA_RUN_R4 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][2]},
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{PLAYER_NINJA_RUN_R4 + 1, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[4][3]},
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{PLAYER_NINJA_RUN_R4 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][4]},
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{PLAYER_NINJA_RUN_R4 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][5]},
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{PLAYER_NINJA_RUN_R4 + 3, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[4][0]},
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},
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};
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STATEp sg_PlayerNinjaRun[] =
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{
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s_PlayerNinjaRun[0],
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s_PlayerNinjaRun[1],
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s_PlayerNinjaRun[2],
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s_PlayerNinjaRun[3],
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s_PlayerNinjaRun[4]
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};
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#else
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#define PLAYER_NINJA_RATE 10
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STATE s_PlayerNinjaRun[5][8] =
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{
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{
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{PLAYER_NINJA_RUN_R0 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][1]},
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{PLAYER_NINJA_RUN_R0 + 0, PLAYER_NINJA_RATE | SF_PLAYER_FUNC,DoFootPrints, &s_PlayerNinjaRun[0][2]},
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{PLAYER_NINJA_RUN_R0 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][3]},
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{PLAYER_NINJA_RUN_R0 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][4]},
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{PLAYER_NINJA_RUN_R0 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][5]},
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{PLAYER_NINJA_RUN_R0 + 4, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][6]},
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{PLAYER_NINJA_RUN_R0 + 5, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[0][7]},
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{PLAYER_NINJA_RUN_R0 + 5, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[0][0]},
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},
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{
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{PLAYER_NINJA_RUN_R1 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][1]},
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{PLAYER_NINJA_RUN_R1 + 0, PLAYER_NINJA_RATE | SF_PLAYER_FUNC,DoFootPrints, &s_PlayerNinjaRun[1][2]},
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{PLAYER_NINJA_RUN_R1 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][3]},
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{PLAYER_NINJA_RUN_R1 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][4]},
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{PLAYER_NINJA_RUN_R1 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][5]},
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{PLAYER_NINJA_RUN_R1 + 4, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][6]},
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{PLAYER_NINJA_RUN_R1 + 5, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[1][7]},
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{PLAYER_NINJA_RUN_R1 + 5, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[1][0]},
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},
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{
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{PLAYER_NINJA_RUN_R2 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][1]},
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{PLAYER_NINJA_RUN_R2 + 0, PLAYER_NINJA_RATE | SF_PLAYER_FUNC,DoFootPrints, &s_PlayerNinjaRun[2][2]},
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{PLAYER_NINJA_RUN_R2 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][3]},
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{PLAYER_NINJA_RUN_R2 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][4]},
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{PLAYER_NINJA_RUN_R2 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][5]},
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{PLAYER_NINJA_RUN_R2 + 4, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][6]},
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{PLAYER_NINJA_RUN_R2 + 5, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[2][7]},
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{PLAYER_NINJA_RUN_R2 + 5, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[2][0]},
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},
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{
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{PLAYER_NINJA_RUN_R3 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][1]},
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{PLAYER_NINJA_RUN_R3 + 0, PLAYER_NINJA_RATE | SF_PLAYER_FUNC,DoFootPrints, &s_PlayerNinjaRun[3][2]},
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{PLAYER_NINJA_RUN_R3 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][3]},
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{PLAYER_NINJA_RUN_R3 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][4]},
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{PLAYER_NINJA_RUN_R3 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][5]},
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{PLAYER_NINJA_RUN_R3 + 4, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][6]},
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{PLAYER_NINJA_RUN_R3 + 5, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[3][7]},
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{PLAYER_NINJA_RUN_R3 + 5, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[3][0]},
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},
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{
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{PLAYER_NINJA_RUN_R4 + 0, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][1]},
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{PLAYER_NINJA_RUN_R4 + 0, PLAYER_NINJA_RATE | SF_PLAYER_FUNC,DoFootPrints, &s_PlayerNinjaRun[4][2]},
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{PLAYER_NINJA_RUN_R4 + 1, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][3]},
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{PLAYER_NINJA_RUN_R4 + 2, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][4]},
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{PLAYER_NINJA_RUN_R4 + 3, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][5]},
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{PLAYER_NINJA_RUN_R4 + 4, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][6]},
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{PLAYER_NINJA_RUN_R4 + 5, PLAYER_NINJA_RATE | SF_TIC_ADJUST, NullAnimator, &s_PlayerNinjaRun[4][7]},
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{PLAYER_NINJA_RUN_R4 + 5, 0 | SF_QUICK_CALL, DoFootPrints, &s_PlayerNinjaRun[4][0]},
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}
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};
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STATEp sg_PlayerNinjaRun[] =
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{
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s_PlayerNinjaRun[0],
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s_PlayerNinjaRun[1],
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s_PlayerNinjaRun[2],
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s_PlayerNinjaRun[3],
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s_PlayerNinjaRun[4]
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};
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#endif
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//////////////////////
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//
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// PLAYER_NINJA STAND
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//
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//////////////////////
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#define PLAYER_NINJA_STAND_RATE 10
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STATE s_PlayerNinjaStand[5][1] =
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{
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{
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{PLAYER_NINJA_STAND_R0 + 0, PLAYER_NINJA_STAND_RATE, NullAnimator, &s_PlayerNinjaStand[0][0]},
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},
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{
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{PLAYER_NINJA_STAND_R1 + 0, PLAYER_NINJA_STAND_RATE, NullAnimator, &s_PlayerNinjaStand[1][0]},
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},
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{
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{PLAYER_NINJA_STAND_R2 + 0, PLAYER_NINJA_STAND_RATE, NullAnimator, &s_PlayerNinjaStand[2][0]},
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},
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{
|
|
{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 = §or[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 = §or[pp->lo_sp->sectnum];
|
|
pp->loz = pp->lo_sp->z;
|
|
pp->lo_sp = NULL;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pp->lo_sectp = §or[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, §num);
|
|
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, §num);
|
|
if (sectnum < 0)
|
|
{
|
|
sectnum = pp->cursectnum;
|
|
COVERupdatesector(pp->posx, pp->posy, §num);
|
|
}
|
|
ASSERT(sectnum >= 0);
|
|
}
|
|
else if (FAF_ConnectArea(sectnum))
|
|
{
|
|
updatesectorz(pp->posx, pp->posy, pp->posz, §num);
|
|
if (sectnum < 0)
|
|
{
|
|
sectnum = pp->cursectnum;
|
|
COVERupdatesector(pp->posx, pp->posy, §num);
|
|
}
|
|
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), §num);
|
|
|
|
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 = §or[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 == §or[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 = §or[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), §num);
|
|
|
|
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), §num);
|
|
|
|
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 = §or[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, §num);
|
|
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
|