ref: 09ba7616f3ba9bf367aab25731191b96678ea492
dir: /Game/src/player.c/
//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment This file is part of Duke Nukem 3D version 1.5 - Atomic Edition Duke Nukem 3D is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License aint32_t with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Original Source: 1996 - Todd Replogle Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- // Savage Baggage Masters #include "duke3d.h" int32 turnheldtime; //MED int32 lastcontroltime; //MED void setpal(struct player_struct *p) { if(p->heat_on) p->palette = slimepal; else switch(sector[p->cursectnum].ceilingpicnum) { case FLOORSLIME: case FLOORSLIME+1: case FLOORSLIME+2: p->palette = slimepal; break; default: if(sector[p->cursectnum].lotag == 2) p->palette = waterpal; else p->palette = palette; break; } restorepalette = 1; } void incur_damage( struct player_struct *p ) { int32_t damage = 0L, shield_damage = 0L; sprite[p->i].extra -= p->extra_extra8>>8; damage = sprite[p->i].extra - p->last_extra; if ( damage < 0 ) { p->extra_extra8 = 0; if ( p->shield_amount > 0 ) { shield_damage = damage * (20 + (TRAND%30)) / 100; damage -= shield_damage; p->shield_amount += shield_damage; if ( p->shield_amount < 0 ) { damage += p->shield_amount; p->shield_amount = 0; } } sprite[p->i].extra = p->last_extra + damage; } } void quickkill(struct player_struct *p) { p->pals[0] = 48; p->pals[1] = 48; p->pals[2] = 48; p->pals_time = 48; sprite[p->i].extra = 0; sprite[p->i].cstat |= 32768; if(ud.god == 0) guts(&sprite[p->i],JIBS6,8,myconnectindex); return; } void forceplayerangle(struct player_struct *p) { short n; n = 128-(TRAND&255); p->horiz += 64; p->return_to_center = 9; p->look_ang = n>>1; p->rotscrnang = n>>1; } void tracers(int32_t x1,int32_t y1,int32_t z1,int32_t x2,int32_t y2,int32_t z2,int32_t n) { int32_t i, xv, yv, zv; short sect = -1; i = n+1; xv = (x2-x1)/i; yv = (y2-y1)/i; zv = (z2-z1)/i; if( ( klabs(x1-x2)+klabs(y1-y2) ) < 3084 ) return; for(i=n;i>0;i--) { x1 += xv; y1 += yv; z1 += zv; updatesector(x1,y1,§); if(sect >= 0) { if(sector[sect].lotag == 2) EGS(sect,x1,y1,z1,WATERBUBBLE,-32,4+(TRAND&3),4+(TRAND&3),TRAND&2047,0,0,ps[0].i,5); else EGS(sect,x1,y1,z1,SMALLSMOKE,-32,14,14,0,0,0,ps[0].i,5); } } } int32_t hits(short i) { int32_t sx,sy,sz; short sect,hw,hs; int32_t zoff; if(PN == APLAYER) zoff = (40<<8); else zoff = 0; hitscan(SX,SY,SZ-zoff,SECT, sintable[(SA+512)&2047], sintable[SA&2047], 0,§,&hw,&hs,&sx,&sy,&sz,CLIPMASK1); return ( FindDistance2D( sx-SX,sy-SY ) ); } int32_t hitasprite(short i,short *hitsp) { int32_t sx,sy,sz,zoff; short sect,hw; if(badguy(&sprite[i]) ) zoff = (42<<8); else if(PN == APLAYER) zoff = (39<<8); else zoff = 0; hitscan(SX,SY,SZ-zoff,SECT, sintable[(SA+512)&2047], sintable[SA&2047], 0,§,&hw,hitsp,&sx,&sy,&sz,CLIPMASK1); if(hw >= 0 && (wall[hw].cstat&16) && badguy(&sprite[i]) ) return((1<<30)); return ( FindDistance2D(sx-SX,sy-SY) ); } /* int32_t hitaspriteandwall(short i,short *hitsp,short *hitw,short *x, short *y) { int32_t sz; short sect; hitscan(SX,SY,SZ,SECT, sintable[(SA+512)&2047], sintable[SA&2047], 0,§,hitw,hitsp,x,y,&sz,CLIPMASK1); return ( FindDistance2D(*x-SX,*y-SY) ); } */ int32_t hitawall(struct player_struct *p,short *hitw) { int32_t sx,sy,sz; short sect,hs; hitscan(p->posx,p->posy,p->posz,p->cursectnum, sintable[(p->ang+512)&2047], sintable[p->ang&2047], 0,§,hitw,&hs,&sx,&sy,&sz,CLIPMASK0); return ( FindDistance2D(sx-p->posx,sy-p->posy) ); } short aim(spritetype *s,short aang, short auto_aim) { uint8_t gotshrinker,gotfreezer; short i, j, a, k, cans; short aimstats[] = {10,13,1,2}; int32_t dx1, dy1, dx2, dy2, dx3, dy3, smax, sdist; int32_t xv, yv; a = s->ang; j = -1; // if(s->picnum == APLAYER && ps[s->yvel].aim_mode) return -1; gotshrinker = s->picnum == APLAYER && ps[s->yvel].curr_weapon == SHRINKER_WEAPON; gotfreezer = s->picnum == APLAYER && ps[s->yvel].curr_weapon == FREEZE_WEAPON; smax = 0x7fffffff; dx1 = sintable[(a+512-aang)&2047]; dy1 = sintable[(a-aang)&2047]; dx2 = sintable[(a+512+aang)&2047]; dy2 = sintable[(a+aang)&2047]; dx3 = sintable[(a+512)&2047]; dy3 = sintable[a&2047]; // FIX_00015: Backward compliance with older demos (down to demos v27, 28, 116 and 117 only) //if player has AutoAim ON do the function. if((auto_aim && nHostForceDisableAutoaim == 0)|| ud.playing_demo_rev == BYTEVERSION_27 || ud.playing_demo_rev == BYTEVERSION_28 || ud.playing_demo_rev == BYTEVERSION_116 || ud.playing_demo_rev == BYTEVERSION_117) // don't disable any autoaim in case we are playing an old demo { for(k=0;k<4;k++) { if( j >= 0 ) break; for(i=headspritestat[aimstats[k]];i >= 0;i=nextspritestat[i]) if( sprite[i].xrepeat > 0 && sprite[i].extra >= 0 && (sprite[i].cstat&(257+32768)) == 257) if( badguy(&sprite[i]) || k < 2 ) { if(badguy(&sprite[i]) || PN == APLAYER || PN == SHARK) { if( PN == APLAYER && // ud.ffire == 0 && ud.coop == 1 && s->picnum == APLAYER && s != &sprite[i]) continue; if(gotshrinker && sprite[i].xrepeat < 30 ) { switch(PN) { case SHARK: if(sprite[i].xrepeat < 20) continue; continue; case GREENSLIME: case GREENSLIME+1: case GREENSLIME+2: case GREENSLIME+3: case GREENSLIME+4: case GREENSLIME+5: case GREENSLIME+6: case GREENSLIME+7: break; default: continue; } } if(gotfreezer && sprite[i].pal == 1) continue; } xv = (SX-s->x); yv = (SY-s->y); if( (dy1*xv) <= (dx1*yv) ) if( ( dy2*xv ) >= (dx2*yv) ) { sdist = mulscale(dx3,xv,14) + mulscale(dy3,yv,14); if( sdist > 512 && sdist < smax ) { if(s->picnum == APLAYER) a = (klabs(scale(SZ-s->z,10,sdist)-(ps[s->yvel].horiz+ps[s->yvel].horizoff-100)) < 100); else a = 1; if(PN == ORGANTIC || PN == ROTATEGUN ) cans = cansee(SX,SY,SZ,SECT,s->x,s->y,s->z-(32<<8),s->sectnum); else cans = cansee(SX,SY,SZ-(32<<8),SECT,s->x,s->y,s->z-(32<<8),s->sectnum); if( a && cans ) { smax = sdist; j = i; } } } } } } return j; } void shoot(short i,short atwith) { short sect, hitsect, hitspr, hitwall, l, sa, p, j, k, scount; int32_t sx, sy, sz, vel, zvel, hitx, hity, hitz, x, oldzvel, dal; uint8_t sizx,sizy; spritetype *s; s = &sprite[i]; sect = s->sectnum; zvel = 0; if( s->picnum == APLAYER ) { p = s->yvel; sx = ps[p].posx; sy = ps[p].posy; sz = ps[p].posz+ps[p].pyoff+(4<<8); sa = ps[p].ang; ps[p].crack_time = 777; } else { p = -1; sa = s->ang; sx = s->x; sy = s->y; sz = s->z-((s->yrepeat*tilesizy[s->picnum])<<1)+(4<<8); if(s->picnum != ROTATEGUN) { sz -= (7<<8); if(badguy(s) && PN != COMMANDER) { sx += (sintable[(sa+1024+96)&2047]>>7); sy += (sintable[(sa+512+96)&2047]>>7); } } } switch(atwith) { case BLOODSPLAT1: case BLOODSPLAT2: case BLOODSPLAT3: case BLOODSPLAT4: if(p >= 0) sa += 64 - (TRAND&127); else sa += 1024 + 64 - (TRAND&127); zvel = 1024-(TRAND&2047); case KNEE: if(atwith == KNEE ) { if(p >= 0) { zvel = (100-ps[p].horiz-ps[p].horizoff)<<5; sz += (6<<8); sa += 15; } else { j = ps[findplayer(s,&x)].i; zvel = ( (sprite[j].z-sz)<<8 ) / (x+1); sa = getangle(sprite[j].x-sx,sprite[j].y-sy); } } // writestring(sx,sy,sz,sect,sintable[(sa+512)&2047],sintable[sa&2047],zvel<<6); hitscan(sx,sy,sz,sect, sintable[(sa+512)&2047], sintable[sa&2047],zvel<<6, &hitsect,&hitwall,&hitspr,&hitx,&hity,&hitz,CLIPMASK1); if( atwith == BLOODSPLAT1 || atwith == BLOODSPLAT2 || atwith == BLOODSPLAT3 || atwith == BLOODSPLAT4 ) { if( FindDistance2D(sx-hitx,sy-hity) < 1024 ) if( hitwall >= 0 && wall[hitwall].overpicnum != BIGFORCE ) if( ( wall[hitwall].nextsector >= 0 && hitsect >= 0 && sector[wall[hitwall].nextsector].lotag == 0 && sector[hitsect].lotag == 0 && sector[wall[hitwall].nextsector].lotag == 0 && (sector[hitsect].floorz-sector[wall[hitwall].nextsector].floorz) > (16<<8) ) || ( wall[hitwall].nextsector == -1 && sector[hitsect].lotag == 0 ) ) if( (wall[hitwall].cstat&16) == 0) { if(wall[hitwall].nextsector >= 0) { k = headspritesect[wall[hitwall].nextsector]; while(k >= 0) { if(sprite[k].statnum == 3 && sprite[k].lotag == 13) return; k = nextspritesect[k]; } } if( wall[hitwall].nextwall >= 0 && wall[wall[hitwall].nextwall].hitag != 0 ) return; if(wall[hitwall].hitag == 0) { k = spawn(i,atwith); sprite[k].xvel = -12; sprite[k].ang = getangle(wall[hitwall].x-wall[wall[hitwall].point2].x, wall[hitwall].y-wall[wall[hitwall].point2].y)+512; sprite[k].x = hitx; sprite[k].y = hity; sprite[k].z = hitz; sprite[k].cstat |= (TRAND&4); ssp(k,CLIPMASK0); setsprite(k,sprite[k].x,sprite[k].y,sprite[k].z); if( PN == OOZFILTER || PN == NEWBEAST ) sprite[k].pal = 6; } } return; } if(hitsect < 0) break; if( ( klabs(sx-hitx)+klabs(sy-hity) ) < 1024 ) { if(hitwall >= 0 || hitspr >= 0) { j = EGS(hitsect,hitx,hity,hitz,KNEE,-15,0,0,sa,32,0,i,4); sprite[j].extra += (TRAND&7); if(p >= 0) { k = spawn(j,SMALLSMOKE); sprite[k].z -= (8<<8); spritesound(KICK_HIT,j); } if ( p >= 0 && ps[p].steroids_amount > 0 && ps[p].steroids_amount < 400 ) sprite[j].extra += (max_player_health>>2); if( hitspr >= 0 && sprite[hitspr].picnum != ACCESSSWITCH && sprite[hitspr].picnum != ACCESSSWITCH2 ) { checkhitsprite(hitspr,j); if(p >= 0) checkhitswitch(p,hitspr,1); } else if( hitwall >= 0 ) { if( wall[hitwall].cstat&2 ) if(wall[hitwall].nextsector >= 0) if(hitz >= (sector[wall[hitwall].nextsector].floorz) ) hitwall = wall[hitwall].nextwall; if( hitwall >= 0 && wall[hitwall].picnum != ACCESSSWITCH && wall[hitwall].picnum != ACCESSSWITCH2 ) { checkhitwall(j,hitwall,hitx,hity,hitz,atwith); if(p >= 0) checkhitswitch(p,hitwall,0); } } } else if(p >= 0 && zvel > 0 && sector[hitsect].lotag == 1) { j = spawn(ps[p].i,WATERSPLASH2); sprite[j].x = hitx; sprite[j].y = hity; sprite[j].ang = ps[p].ang; // Total tweek sprite[j].xvel = 32; ssp(i,CLIPMASK0); sprite[j].xvel = 0; } } break; case SHOTSPARK1: case SHOTGUN: case CHAINGUN: if( s->extra >= 0 ) s->shade = -96; if(p >= 0) { j = aim( s, AUTO_AIM_ANGLE, ps[p].auto_aim!= 0 ); if(j >= 0) { dal = ((sprite[j].xrepeat*tilesizy[sprite[j].picnum])<<1)+(5<<8); switch(sprite[j].picnum) { case GREENSLIME: case GREENSLIME+1: case GREENSLIME+2: case GREENSLIME+3: case GREENSLIME+4: case GREENSLIME+5: case GREENSLIME+6: case GREENSLIME+7: case ROTATEGUN: dal -= (8<<8); break; } zvel = ( ( sprite[j].z-sz-dal )<<8 ) / ldist(&sprite[ps[p].i], &sprite[j]) ; sa = getangle(sprite[j].x-sx,sprite[j].y-sy); } if(atwith == SHOTSPARK1) { if(j == -1) { sa += 16-(TRAND&31); zvel = (100-ps[p].horiz-ps[p].horizoff)<<5; zvel += 128-(TRAND&255); } } else { sa += 16-(TRAND&31); if(j == -1) zvel = (100-ps[p].horiz-ps[p].horizoff)<<5; zvel += 128-(TRAND&255); } sz -= (2<<8); } else { j = findplayer(s,&x); sz -= (4<<8); zvel = ( (ps[j].posz-sz) <<8 ) / (ldist(&sprite[ps[j].i], s ) ); if(s->picnum != BOSS1) { zvel += 128-(TRAND&255); sa += 32-(TRAND&63); } else { zvel += 128-(TRAND&255); sa = getangle(ps[j].posx-sx,ps[j].posy-sy)+64-(TRAND&127); } } s->cstat &= ~257; hitscan(sx,sy,sz,sect, sintable[(sa+512)&2047], sintable[sa&2047], zvel<<6,&hitsect,&hitwall,&hitspr,&hitx,&hity,&hitz,CLIPMASK1); s->cstat |= 257; if(hitsect < 0) return; if( (TRAND&15) == 0 && sector[hitsect].lotag == 2 ) tracers(hitx,hity,hitz,sx,sy,sz,8-(ud.multimode>>1)); if(p >= 0) { k = EGS(hitsect,hitx,hity,hitz,SHOTSPARK1,-15,10,10,sa,0,0,i,4); sprite[k].extra = *actorscrptr[atwith]; sprite[k].extra += (TRAND%6); if( hitwall == -1 && hitspr == -1) { if( zvel < 0 ) { if( sector[hitsect].ceilingstat&1 ) { sprite[k].xrepeat = 0; sprite[k].yrepeat = 0; return; } else checkhitceiling(hitsect); } spawn(k,SMALLSMOKE); } if(hitspr >= 0) { checkhitsprite(hitspr,k); if( sprite[hitspr].picnum == APLAYER && (ud.coop != 1 || ud.ffire == 1) ) { l = spawn(k,JIBS6); sprite[k].xrepeat = sprite[k].yrepeat = 0; sprite[l].z += (4<<8); sprite[l].xvel = 16; sprite[l].xrepeat = sprite[l].yrepeat = 24; sprite[l].ang += 64-(TRAND&127); } else spawn(k,SMALLSMOKE); if(p >= 0 && ( sprite[hitspr].picnum == DIPSWITCH || sprite[hitspr].picnum == DIPSWITCH+1 || sprite[hitspr].picnum == DIPSWITCH2 || sprite[hitspr].picnum == DIPSWITCH2+1 || sprite[hitspr].picnum == DIPSWITCH3 || sprite[hitspr].picnum == DIPSWITCH3+1 || sprite[hitspr].picnum == HANDSWITCH || sprite[hitspr].picnum == HANDSWITCH+1) ) { checkhitswitch(p,hitspr,1); return; } } else if( hitwall >= 0 ) { spawn(k,SMALLSMOKE); if( isadoorwall(wall[hitwall].picnum) == 1 ) goto SKIPBULLETHOLE; if(p >= 0 && ( wall[hitwall].picnum == DIPSWITCH || wall[hitwall].picnum == DIPSWITCH+1 || wall[hitwall].picnum == DIPSWITCH2 || wall[hitwall].picnum == DIPSWITCH2+1 || wall[hitwall].picnum == DIPSWITCH3 || wall[hitwall].picnum == DIPSWITCH3+1 || wall[hitwall].picnum == HANDSWITCH || wall[hitwall].picnum == HANDSWITCH+1) ) { checkhitswitch(p,hitwall,0); return; } if(wall[hitwall].hitag != 0 || ( wall[hitwall].nextwall >= 0 && wall[wall[hitwall].nextwall].hitag != 0 ) ) goto SKIPBULLETHOLE; if( hitsect >= 0 && sector[hitsect].lotag == 0 ) if( wall[hitwall].overpicnum != BIGFORCE ) if( (wall[hitwall].nextsector >= 0 && sector[wall[hitwall].nextsector].lotag == 0 ) || ( wall[hitwall].nextsector == -1 && sector[hitsect].lotag == 0 ) ) if( (wall[hitwall].cstat&16) == 0) { if(wall[hitwall].nextsector >= 0) { l = headspritesect[wall[hitwall].nextsector]; while(l >= 0) { if(sprite[l].statnum == 3 && sprite[l].lotag == 13) goto SKIPBULLETHOLE; l = nextspritesect[l]; } } l = headspritestat[5]; while(l >= 0) { if(sprite[l].picnum == BULLETHOLE) if(dist(&sprite[l],&sprite[k]) < (12+(TRAND&7)) ) goto SKIPBULLETHOLE; l = nextspritestat[l]; } l = spawn(k,BULLETHOLE); sprite[l].xvel = -1; sprite[l].ang = getangle(wall[hitwall].x-wall[wall[hitwall].point2].x, wall[hitwall].y-wall[wall[hitwall].point2].y)+512; ssp(l,CLIPMASK0); } SKIPBULLETHOLE: if( wall[hitwall].cstat&2 ) if(wall[hitwall].nextsector >= 0) if(hitz >= (sector[wall[hitwall].nextsector].floorz) ) hitwall = wall[hitwall].nextwall; checkhitwall(k,hitwall,hitx,hity,hitz,SHOTSPARK1); } } else { k = EGS(hitsect,hitx,hity,hitz,SHOTSPARK1,-15,24,24,sa,0,0,i,4); sprite[k].extra = *actorscrptr[atwith]; if( hitspr >= 0 ) { checkhitsprite(hitspr,k); if( sprite[hitspr].picnum != APLAYER ) spawn(k,SMALLSMOKE); else sprite[k].xrepeat = sprite[k].yrepeat = 0; } else if( hitwall >= 0 ) checkhitwall(k,hitwall,hitx,hity,hitz,SHOTSPARK1); } if( (TRAND&255) < 4 ) xyzsound(PISTOL_RICOCHET,k,hitx,hity,hitz); return; case FIRELASER: case SPIT: case COOLEXPLOSION1: if( s->extra >= 0 ) s->shade = -96; scount = 1; if(atwith == SPIT) vel = 292; else { if(atwith == COOLEXPLOSION1) { if(s->picnum == BOSS2) vel = 644; else vel = 348; sz -= (4<<7); } else { vel = 840; sz -= (4<<7); } } if(p >= 0) { j = aim( s, AUTO_AIM_ANGLE, ps[p].auto_aim==2 ); if(j >= 0) { dal = ((sprite[j].xrepeat*tilesizy[sprite[j].picnum])<<1)-(12<<8); zvel = ((sprite[j].z-sz-dal)*vel ) / ldist(&sprite[ps[p].i], &sprite[j]) ; sa = getangle(sprite[j].x-sx,sprite[j].y-sy); } else zvel = (100-ps[p].horiz-ps[p].horizoff)*98; } else { j = findplayer(s,&x); // sa = getangle(ps[j].oposx-sx,ps[j].oposy-sy); sa += 16-(TRAND&31); zvel = ( ( (ps[j].oposz - sz + (3<<8) ) )*vel ) / ldist(&sprite[ps[j].i],s); } oldzvel = zvel; if(atwith == SPIT) { sizx = 18;sizy = 18,sz -= (10<<8); } else { if( atwith == FIRELASER ) { if(p >= 0) { sizx = 34; sizy = 34; } else { sizx = 18; sizy = 18; } } else { sizx = 18; sizy = 18; } } if(p >= 0) sizx = 7,sizy = 7; while(scount > 0) { j = EGS(sect,sx,sy,sz,atwith,-127,sizx,sizy,sa,vel,zvel,i,4); sprite[j].extra += (TRAND&7); if(atwith == COOLEXPLOSION1) { sprite[j].shade = 0; if(PN == BOSS2) { l = sprite[j].xvel; sprite[j].xvel = 1024; ssp(j,CLIPMASK0); sprite[j].xvel = l; sprite[j].ang += 128-(TRAND&255); } } sprite[j].cstat = 128; sprite[j].clipdist = 4; sa = s->ang+32-(TRAND&63); zvel = oldzvel+512-(TRAND&1023); scount--; } return; case FREEZEBLAST: sz += (3<<8); case RPG: if( s->extra >= 0 ) s->shade = -96; scount = 1; vel = 644; j = -1; if(p >= 0) { j = aim( s, 48, ps[p].auto_aim==2); if(j >= 0) { dal = ((sprite[j].xrepeat*tilesizy[sprite[j].picnum])<<1)+(8<<8); zvel = ( (sprite[j].z-sz-dal)*vel ) / ldist(&sprite[ps[p].i], &sprite[j]); if( sprite[j].picnum != RECON ) sa = getangle(sprite[j].x-sx,sprite[j].y-sy); } else zvel = (100-ps[p].horiz-ps[p].horizoff)*81; if(atwith == RPG) spritesound(RPG_SHOOT,i); } else { j = findplayer(s,&x); sa = getangle(ps[j].oposx-sx,ps[j].oposy-sy); if(PN == BOSS3) sz -= (32<<8); else if(PN == BOSS2) { vel += 128; sz += 24<<8; } l = ldist(&sprite[ps[j].i],s); zvel = ( (ps[j].oposz-sz)*vel) / l; if( badguy(s) && (s->hitag&face_player_smart) ) sa = s->ang+(TRAND&31)-16; } if( p >= 0 && j >= 0) l = j; else l = -1; j = EGS(sect, sx+(sintable[(348+sa+512)&2047]/448), sy+(sintable[(sa+348)&2047]/448), sz-(1<<8),atwith,0,14,14,sa,vel,zvel,i,4); sprite[j].extra += (TRAND&7); if(atwith != FREEZEBLAST) sprite[j].yvel = l; else { sprite[j].yvel = numfreezebounces; sprite[j].xrepeat >>= 1; sprite[j].yrepeat >>= 1; sprite[j].zvel -= (2<<4); } if(p == -1) { if(PN == BOSS3) { if(TRAND&1) { sprite[j].x -= sintable[sa&2047]>>6; sprite[j].y -= sintable[(sa+1024+512)&2047]>>6; sprite[j].ang -= 8; } else { sprite[j].x += sintable[sa&2047]>>6; sprite[j].y += sintable[(sa+1024+512)&2047]>>6; sprite[j].ang += 4; } sprite[j].xrepeat = 42; sprite[j].yrepeat = 42; } else if(PN == BOSS2) { sprite[j].x -= sintable[sa&2047]/56; sprite[j].y -= sintable[(sa+1024+512)&2047]/56; sprite[j].ang -= 8+(TRAND&255)-128; sprite[j].xrepeat = 24; sprite[j].yrepeat = 24; } else if(atwith != FREEZEBLAST) { sprite[j].xrepeat = 30; sprite[j].yrepeat = 30; sprite[j].extra >>= 2; } } else if(ps[p].curr_weapon == DEVISTATOR_WEAPON) { sprite[j].extra >>= 2; sprite[j].ang += 16-(TRAND&31); sprite[j].zvel += 256-(TRAND&511); if( ps[p].hbomb_hold_delay ) { sprite[j].x -= sintable[sa&2047]/644; sprite[j].y -= sintable[(sa+1024+512)&2047]/644; } else { sprite[j].x += sintable[sa&2047]>>8; sprite[j].y += sintable[(sa+1024+512)&2047]>>8; } sprite[j].xrepeat >>= 1; sprite[j].yrepeat >>= 1; } sprite[j].cstat = 128; if(atwith == RPG) sprite[j].clipdist = 4; else sprite[j].clipdist = 40; break; case HANDHOLDINGLASER: if(p >= 0) zvel = (100-ps[p].horiz-ps[p].horizoff)*32; else zvel = 0; hitscan(sx,sy,sz-ps[p].pyoff,sect, sintable[(sa+512)&2047], sintable[sa&2047], zvel<<6,&hitsect,&hitwall,&hitspr,&hitx,&hity,&hitz,CLIPMASK1); j = 0; if(hitspr >= 0) break; if(hitwall >= 0 && hitsect >= 0) if( ((hitx-sx)*(hitx-sx)+(hity-sy)*(hity-sy)) < (290*290) ) { if( wall[hitwall].nextsector >= 0) { if( sector[wall[hitwall].nextsector].lotag <= 2 && sector[hitsect].lotag <= 2 ) j = 1; } else if( sector[hitsect].lotag <= 2 ) j = 1; } if(j == 1) { k = EGS(hitsect,hitx,hity,hitz,TRIPBOMB,-16,4,5,sa,0,0,i,6); sprite[k].hitag = k; spritesound(LASERTRIP_ONWALL,k); sprite[k].xvel = -20; ssp(k,CLIPMASK0); sprite[k].cstat = 16; hittype[k].temp_data[5] = sprite[k].ang = getangle(wall[hitwall].x-wall[wall[hitwall].point2].x,wall[hitwall].y-wall[wall[hitwall].point2].y)-512; if(p >= 0) ps[p].ammo_amount[TRIPBOMB_WEAPON]--; } return; case BOUNCEMINE: case MORTER: if( s->extra >= 0 ) s->shade = -96; j = ps[findplayer(s,&x)].i; x = ldist(&sprite[j],s); zvel = -x>>1; if(zvel < -4096) zvel = -2048; vel = x>>4; EGS(sect, sx+(sintable[(512+sa+512)&2047]>>8), sy+(sintable[(sa+512)&2047]>>8), sz+(6<<8),atwith,-64,32,32,sa,vel,zvel,i,1); break; case GROWSPARK: if(p >= 0) { j = aim( s, AUTO_AIM_ANGLE, ps[p].auto_aim==2); if(j >= 0) { dal = ((sprite[j].xrepeat*tilesizy[sprite[j].picnum])<<1)+(5<<8); switch(sprite[j].picnum) { case GREENSLIME: case GREENSLIME+1: case GREENSLIME+2: case GREENSLIME+3: case GREENSLIME+4: case GREENSLIME+5: case GREENSLIME+6: case GREENSLIME+7: case ROTATEGUN: dal -= (8<<8); break; } zvel = ( ( sprite[j].z-sz-dal )<<8 ) / (ldist(&sprite[ps[p].i], &sprite[j]) ); sa = getangle(sprite[j].x-sx,sprite[j].y-sy); } else { sa += 16-(TRAND&31); zvel = (100-ps[p].horiz-ps[p].horizoff)<<5; zvel += 128-(TRAND&255); } sz -= (2<<8); } else { j = findplayer(s,&x); sz -= (4<<8); zvel = ( (ps[j].posz-sz) <<8 ) / (ldist(&sprite[ps[j].i], s ) ); zvel += 128-(TRAND&255); sa += 32-(TRAND&63); } k = 0; // RESHOOTGROW: s->cstat &= ~257; hitscan(sx,sy,sz,sect, sintable[(sa+512)&2047], sintable[sa&2047], zvel<<6,&hitsect,&hitwall,&hitspr,&hitx,&hity,&hitz,CLIPMASK1); s->cstat |= 257; j = EGS(sect,hitx,hity,hitz,GROWSPARK,-16,28,28,sa,0,0,i,1); sprite[j].pal = 2; sprite[j].cstat |= 130; sprite[j].xrepeat = sprite[j].yrepeat = 1; if( hitwall == -1 && hitspr == -1 && hitsect >= 0) { if( zvel < 0 && (sector[hitsect].ceilingstat&1) == 0) checkhitceiling(hitsect); } else if(hitspr >= 0) checkhitsprite(hitspr,j); else if(hitwall >= 0 && wall[hitwall].picnum != ACCESSSWITCH && wall[hitwall].picnum != ACCESSSWITCH2 ) { /* if(wall[hitwall].overpicnum == MIRROR && k == 0) { l = getangle( wall[wall[hitwall].point2].x-wall[hitwall].x, wall[wall[hitwall].point2].y-wall[hitwall].y); sx = hitx; sy = hity; sz = hitz; sect = hitsect; sa = ((l<<1) - sa)&2047; sx += sintable[(sa+512)&2047]>>12; sy += sintable[sa&2047]>>12; k++; goto RESHOOTGROW; } else */ checkhitwall(j,hitwall,hitx,hity,hitz,atwith); } break; case SHRINKER: if( s->extra >= 0 ) s->shade = -96; if(p >= 0) { j = aim( s, AUTO_AIM_ANGLE, ps[p].auto_aim==2); if(j >= 0) { dal = ((sprite[j].xrepeat*tilesizy[sprite[j].picnum])<<1); zvel = ( (sprite[j].z-sz-dal-(4<<8))*768) / (ldist( &sprite[ps[p].i], &sprite[j])); sa = getangle(sprite[j].x-sx,sprite[j].y-sy); } else zvel = (100-ps[p].horiz-ps[p].horizoff)*98; } else if(s->statnum != 3) { j = findplayer(s,&x); l = ldist(&sprite[ps[j].i],s); zvel = ( (ps[j].oposz-sz)*512) / l ; } else zvel = 0; j = EGS(sect, sx+(sintable[(512+sa+512)&2047]>>12), sy+(sintable[(sa+512)&2047]>>12), sz+(2<<8),SHRINKSPARK,-16,28,28,sa,768,zvel,i,4); sprite[j].cstat = 128; sprite[j].clipdist = 32; return; } return; } void displayloogie(short snum) { int32_t i, a, x, y, z; if(ps[snum].loogcnt == 0) return; y = (ps[snum].loogcnt<<2); for(i=0;i<ps[snum].numloogs;i++) { a = klabs(sintable[((ps[snum].loogcnt+i)<<5)&2047])>>5; z = 4096+((ps[snum].loogcnt+i)<<9); x = (-sync[snum].avel)+(sintable[((ps[snum].loogcnt+i)<<6)&2047]>>10); rotatesprite( (ps[snum].loogiex[i]+x)<<16,(200+ps[snum].loogiey[i]-y)<<16,z-(i<<8),256-a, LOOGIE,0,0,2,0,0,xdim-1,ydim-1); } } uint8_t animatefist(short gs,short snum) { short looking_arc,fisti,fistpal; int32_t fistzoom, fistz; fisti = ps[snum].fist_incs; if(fisti > 32) fisti = 32; if(fisti <= 0) return 0; looking_arc = klabs(ps[snum].look_ang)/9; fistzoom = 65536L - (sintable[(512+(fisti<<6))&2047]<<2); if(fistzoom > 90612L) fistzoom = 90612L; if(fistzoom < 40920) fistzoom = 40290; fistz = 194 + (sintable[((6+fisti)<<7)&2047]>>9); if(sprite[ps[snum].i].pal == 1) fistpal = 1; else fistpal = sector[ps[snum].cursectnum].floorpal; rotatesprite( (-fisti+222+(sync[snum].avel>>4))<<16, (looking_arc+fistz)<<16, fistzoom,0,FIST,gs,fistpal,2,0,0,xdim-1,ydim-1); return 1; } uint8_t animateknee(short gs,short snum) { short knee_y[] = {0,-8,-16,-32,-64,-84,-108,-108,-108,-72,-32,-8}; short looking_arc, pal; if(ps[snum].knee_incs > 11 || ps[snum].knee_incs == 0 || sprite[ps[snum].i].extra <= 0) return 0; looking_arc = knee_y[ps[snum].knee_incs] + klabs(ps[snum].look_ang)/9; looking_arc -= (ps[snum].hard_landing<<3); if(sprite[ps[snum].i].pal == 1) pal = 1; else { pal = sector[ps[snum].cursectnum].floorpal; if(pal == 0) pal = ps[snum].palookup; } myospal(105+(sync[snum].avel>>4)-(ps[snum].look_ang>>1)+(knee_y[ps[snum].knee_incs]>>2),looking_arc+280-((ps[snum].horiz-ps[snum].horizoff)>>4),KNEE,gs,4,pal); return 1; } uint8_t animateknuckles(short gs,short snum) { short knuckle_frames[] = {0,1,2,2,3,3,3,2,2,1,0}; short looking_arc, pal; if(ps[snum].knuckle_incs == 0 || sprite[ps[snum].i].extra <= 0) return 0; looking_arc = klabs(ps[snum].look_ang)/9; looking_arc -= (ps[snum].hard_landing<<3); if(sprite[ps[snum].i].pal == 1) pal = 1; else pal = sector[ps[snum].cursectnum].floorpal; myospal(160+(sync[snum].avel>>4)-(ps[snum].look_ang>>1),looking_arc+180-((ps[snum].horiz-ps[snum].horizoff)>>4),CRACKKNUCKLES+knuckle_frames[ps[snum].knuckle_incs>>1],gs,4,pal); return 1; } int32_t lastvisinc; void displaymasks(short snum) { short p; if(sprite[ps[snum].i].pal == 1) p = 1; else p = sector[ps[snum].cursectnum].floorpal; if(ps[snum].scuba_on) { if(ud.screen_size > 4) { rotatesprite(43<<16,(200-8-(tilesizy[SCUBAMASK])<<16),65536,0,SCUBAMASK,0,p,2+16,windowx1,windowy1,windowx2,windowy2); rotatesprite((320-43)<<16,(200-8-(tilesizy[SCUBAMASK])<<16),65536,1024,SCUBAMASK,0,p,2+4+16,windowx1,windowy1,windowx2,windowy2); } else { rotatesprite(43<<16,(200-(tilesizy[SCUBAMASK])<<16),65536,0,SCUBAMASK,0,p,2+16,windowx1,windowy1,windowx2,windowy2); rotatesprite((320-43)<<16,(200-(tilesizy[SCUBAMASK])<<16),65536,1024,SCUBAMASK,0,p,2+4+16,windowx1,windowy1,windowx2,windowy2); } } } uint8_t animatetip(short gs,short snum) { short p,looking_arc; short tip_y[] = {0,-8,-16,-32,-64,-84,-108,-108,-108,-108,-108,-108,-108,-108,-108,-108,-96,-72,-64,-32,-16}; if(ps[snum].tipincs == 0) return 0; looking_arc = klabs(ps[snum].look_ang)/9; looking_arc -= (ps[snum].hard_landing<<3); if(sprite[ps[snum].i].pal == 1) p = 1; else p = sector[ps[snum].cursectnum].floorpal; /* if(ps[snum].access_spritenum >= 0) p = sprite[ps[snum].access_spritenum].pal; else p = wall[ps[snum].access_wallnum].pal; */ myospal(170+(sync[snum].avel>>4)-(ps[snum].look_ang>>1), (tip_y[ps[snum].tipincs]>>1)+looking_arc+240-((ps[snum].horiz-ps[snum].horizoff)>>4),TIP+((26-ps[snum].tipincs)>>4),gs,0,p); return 1; } uint8_t animateaccess(short gs,short snum) { short access_y[] = {0,-8,-16,-32,-64,-84,-108,-108,-108,-108,-108,-108,-108,-108,-108,-108,-96,-72,-64,-32,-16}; short looking_arc; uint8_t p; if(ps[snum].access_incs == 0 || sprite[ps[snum].i].extra <= 0) return 0; looking_arc = access_y[ps[snum].access_incs] + klabs(ps[snum].look_ang)/9; looking_arc -= (ps[snum].hard_landing<<3); if(ps[snum].access_spritenum >= 0) p = sprite[ps[snum].access_spritenum].pal; else p = 0; // else // p = wall[ps[snum].access_wallnum].pal; if((ps[snum].access_incs-3) > 0 && (ps[snum].access_incs-3)>>3) myospal(170+(sync[snum].avel>>4)-(ps[snum].look_ang>>1)+(access_y[ps[snum].access_incs]>>2),looking_arc+266-((ps[snum].horiz-ps[snum].horizoff)>>4),HANDHOLDINGLASER+(ps[snum].access_incs>>3),gs,0,p); else myospal(170+(sync[snum].avel>>4)-(ps[snum].look_ang>>1)+(access_y[ps[snum].access_incs]>>2),looking_arc+266-((ps[snum].horiz-ps[snum].horizoff)>>4),HANDHOLDINGACCESS,gs,4,p); return 1; } short fistsign; void displayweapon(short snum) { int32_t gun_pos, looking_arc, cw; int32_t weapon_xoffset, i, j; uint8_t o,pal; int8_t gs; struct player_struct *p; short *kb; p = &ps[snum]; kb = &p->kickback_pic; o = 0; looking_arc = klabs(p->look_ang)/9; gs = sprite[p->i].shade; if(gs > 24) gs = 24; if(p->newowner >= 0 || ud.camerasprite >= 0 || p->over_shoulder_on > 0 || (sprite[p->i].pal != 1 && sprite[p->i].extra <= 0) || animatefist(gs,snum) || animateknuckles(gs,snum) || animatetip(gs,snum) || animateaccess(gs,snum) ) return; animateknee(gs,snum); gun_pos = 80-(p->weapon_pos*p->weapon_pos); weapon_xoffset = (160)-90; weapon_xoffset -= (sintable[((p->weapon_sway>>1)+512)&2047]/(1024+512)); weapon_xoffset -= 58 + p->weapon_ang; if( sprite[p->i].xrepeat < 32 ) gun_pos -= klabs(sintable[(p->weapon_sway<<2)&2047]>>9); else gun_pos -= klabs(sintable[(p->weapon_sway>>1)&2047]>>10); gun_pos -= (p->hard_landing<<3); if(p->last_weapon >= 0) cw = p->last_weapon; else cw = p->curr_weapon; j = 14-p->quick_kick; if(j != 14) { if(sprite[p->i].pal == 1) pal = 1; else { pal = sector[p->cursectnum].floorpal; if(pal == 0) pal = p->palookup; } if( j < 5 || j > 9 ) myospal(weapon_xoffset+80-(p->look_ang>>1), looking_arc+250-gun_pos,KNEE,gs,o|4,pal); else myospal(weapon_xoffset+160-16-(p->look_ang>>1), looking_arc+214-gun_pos,KNEE+1,gs,o|4,pal); } if( sprite[p->i].xrepeat < 40 ) { if(p->jetpack_on == 0 ) { i = sprite[p->i].xvel; looking_arc += 32-(i>>1); fistsign += i>>1; } cw = weapon_xoffset; weapon_xoffset += sintable[(fistsign)&2047]>>10; myos(weapon_xoffset+250-(p->look_ang>>1), looking_arc+258-(klabs(sintable[(fistsign)&2047]>>8)), FIST,gs,o); weapon_xoffset = cw; weapon_xoffset -= sintable[(fistsign)&2047]>>10; myos(weapon_xoffset+40-(p->look_ang>>1), looking_arc+200+(klabs(sintable[(fistsign)&2047]>>8)), FIST,gs,o|4); } else { // FIX_00026: Weapon can now be hidden (on your screen only). if(!ud.hideweapon || cw==KNEE_WEAPON || cw == HANDREMOTE_WEAPON) { switch(cw) { case KNEE_WEAPON: if( (*kb) > 0 ) { if(sprite[p->i].pal == 1) pal = 1; else { pal = sector[p->cursectnum].floorpal; if(pal == 0) pal = p->palookup; } if( (*kb) < 5 || (*kb) > 9 ) myospal(weapon_xoffset+220-(p->look_ang>>1), looking_arc+250-gun_pos,KNEE,gs,o,pal); else myospal(weapon_xoffset+160-(p->look_ang>>1), looking_arc+214-gun_pos,KNEE+1,gs,o,pal); } break; case TRIPBOMB_WEAPON: if(sprite[p->i].pal == 1) pal = 1; else pal = sector[p->cursectnum].floorpal; weapon_xoffset += 8; gun_pos -= 10; if((*kb) > 6) looking_arc += ((*kb)<<3); else if((*kb) < 4) myospal(weapon_xoffset+142-(p->look_ang>>1), looking_arc+234-gun_pos,HANDHOLDINGLASER+3,gs,o,pal); myospal(weapon_xoffset+130-(p->look_ang>>1), looking_arc+249-gun_pos, HANDHOLDINGLASER+((*kb)>>2),gs,o,pal); myospal(weapon_xoffset+152-(p->look_ang>>1), looking_arc+249-gun_pos, HANDHOLDINGLASER+((*kb)>>2),gs,o|4,pal); break; case RPG_WEAPON: if(sprite[p->i].pal == 1) pal = 1; else pal = sector[p->cursectnum].floorpal; weapon_xoffset -= sintable[(768+((*kb)<<7))&2047]>>11; gun_pos += sintable[(768+((*kb)<<7)&2047)]>>11; if(*kb > 0) { if(*kb < 8) { myospal(weapon_xoffset+164,(looking_arc<<1)+176-gun_pos, RPGGUN+((*kb)>>1),gs,o,pal); } } myospal(weapon_xoffset+164,(looking_arc<<1)+176-gun_pos, RPGGUN,gs,o,pal); break; case SHOTGUN_WEAPON: if(sprite[p->i].pal == 1) pal = 1; else pal = sector[p->cursectnum].floorpal; weapon_xoffset -= 8; switch(*kb) { case 1: case 2: myospal(weapon_xoffset+168-(p->look_ang>>1),looking_arc+201-gun_pos, SHOTGUN+2,-128,o,pal); case 0: case 6: case 7: case 8: myospal(weapon_xoffset+146-(p->look_ang>>1),looking_arc+202-gun_pos, SHOTGUN,gs,o,pal); break; case 3: case 4: case 5: case 9: case 10: case 11: case 12: if( *kb > 1 && *kb < 5 ) { gun_pos -= 40; weapon_xoffset += 20; myospal(weapon_xoffset+178-(p->look_ang>>1),looking_arc+194-gun_pos, SHOTGUN+1+((*(kb)-1)>>1),-128,o,pal); } myospal(weapon_xoffset+158-(p->look_ang>>1),looking_arc+220-gun_pos, SHOTGUN+3,gs,o,pal); break; case 13: case 14: case 15: myospal(32+weapon_xoffset+166-(p->look_ang>>1),looking_arc+210-gun_pos, SHOTGUN+4,gs,o,pal); break; case 16: case 17: case 18: case 19: myospal(64+weapon_xoffset+170-(p->look_ang>>1),looking_arc+196-gun_pos, SHOTGUN+5,gs,o,pal); break; case 20: case 21: case 22: case 23: myospal(64+weapon_xoffset+176-(p->look_ang>>1),looking_arc+196-gun_pos, SHOTGUN+6,gs,o,pal); break; case 24: case 25: case 26: case 27: myospal(64+weapon_xoffset+170-(p->look_ang>>1),looking_arc+196-gun_pos, SHOTGUN+5,gs,o,pal); break; case 28: case 29: case 30: myospal(32+weapon_xoffset+156-(p->look_ang>>1),looking_arc+206-gun_pos, SHOTGUN+4,gs,o,pal); break; } break; case CHAINGUN_WEAPON: if(sprite[p->i].pal == 1) pal = 1; else pal = sector[p->cursectnum].floorpal; if(*kb > 0) gun_pos -= sintable[(*kb)<<7]>>12; if(*kb > 0 && sprite[p->i].pal != 1) weapon_xoffset += 1-(rand()&3); myospal(weapon_xoffset+168-(p->look_ang>>1),looking_arc+260-gun_pos, CHAINGUN,gs,o,pal); switch(*kb) { case 0: myospal(weapon_xoffset+178-(p->look_ang>>1),looking_arc+233-gun_pos, CHAINGUN+1,gs,o,pal); break; default: if(*kb > 4 && *kb < 12) { i = 0; if(sprite[p->i].pal != 1) i = rand()&7; myospal(i+weapon_xoffset-4+140-(p->look_ang>>1),i+looking_arc-((*kb)>>1)+208-gun_pos, CHAINGUN+5+((*kb-4)/5),gs,o,pal); if(sprite[p->i].pal != 1) i = rand()&7; myospal(i+weapon_xoffset-4+184-(p->look_ang>>1),i+looking_arc-((*kb)>>1)+208-gun_pos, CHAINGUN+5+((*kb-4)/5),gs,o,pal); } if(*kb < 8) { i = rand()&7; myospal(i+weapon_xoffset-4+162-(p->look_ang>>1),i+looking_arc-((*kb)>>1)+208-gun_pos, CHAINGUN+5+((*kb-2)/5),gs,o,pal); myospal(weapon_xoffset+178-(p->look_ang>>1),looking_arc+233-gun_pos, CHAINGUN+1+((*kb)>>1),gs,o,pal); } else myospal(weapon_xoffset+178-(p->look_ang>>1),looking_arc+233-gun_pos, CHAINGUN+1,gs,o,pal); break; } break; case PISTOL_WEAPON: if(sprite[p->i].pal == 1) pal = 1; else pal = sector[p->cursectnum].floorpal; if( (*kb) < 5) { short kb_frames[] = {0,1,2,0,0},l; l = 195-12+weapon_xoffset; if((*kb) == 2) l -= 3; myospal( (l-(p->look_ang>>1)), (looking_arc+244-gun_pos), FIRSTGUN+kb_frames[*kb], gs,2,pal); } else { if((*kb) < 10) myospal(194-(p->look_ang>>1),looking_arc+230-gun_pos,FIRSTGUN+4,gs,o,pal); else if((*kb) < 15) { myospal(244-((*kb)<<3)-(p->look_ang>>1),looking_arc+130-gun_pos+((*kb)<<4),FIRSTGUN+6,gs,o,pal); myospal(224-(p->look_ang>>1),looking_arc+220-gun_pos,FIRSTGUN+5,gs,o,pal); } else if((*kb) < 20) { myospal(124+((*kb)<<1)-(p->look_ang>>1),looking_arc+430-gun_pos-((*kb)<<3),FIRSTGUN+6,gs,o,pal); myospal(224-(p->look_ang>>1),looking_arc+220-gun_pos,FIRSTGUN+5,gs,o,pal); } else if((*kb) < 23) { myospal(184-(p->look_ang>>1),looking_arc+235-gun_pos,FIRSTGUN+8,gs,o,pal); myospal(224-(p->look_ang>>1),looking_arc+210-gun_pos,FIRSTGUN+5,gs,o,pal); } else if((*kb) < 25) { myospal(164-(p->look_ang>>1),looking_arc+245-gun_pos,FIRSTGUN+8,gs,o,pal); myospal(224-(p->look_ang>>1),looking_arc+220-gun_pos,FIRSTGUN+5,gs,o,pal); } else if((*kb) < 27) myospal(194-(p->look_ang>>1),looking_arc+235-gun_pos,FIRSTGUN+5,gs,o,pal); } break; case HANDBOMB_WEAPON: { if(sprite[p->i].pal == 1) pal = 1; else pal = sector[p->cursectnum].floorpal; if((*kb)) { uint8_t throw_frames[] = {0,0,0,0,0,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2}; if((*kb) < 7) gun_pos -= 10*(*kb); //D else if((*kb) < 12) gun_pos += 20*((*kb)-10); //U else if((*kb) < 20) gun_pos -= 9*((*kb)-14); //D myospal(weapon_xoffset+190-(p->look_ang>>1),looking_arc+250-gun_pos,HANDTHROW+throw_frames[(*kb)],gs,o,pal); } else myospal(weapon_xoffset+190-(p->look_ang>>1),looking_arc+260-gun_pos,HANDTHROW,gs,o,pal); } break; case HANDREMOTE_WEAPON: { int8_t remote_frames[] = {0,1,1,2,1,1,0,0,0,0,0}; if(sprite[p->i].pal == 1) pal = 1; else pal = sector[p->cursectnum].floorpal; weapon_xoffset = -48; if((*kb)) myospal(weapon_xoffset+150-(p->look_ang>>1),looking_arc+258-gun_pos,HANDREMOTE+remote_frames[(*kb)],gs,o,pal); else myospal(weapon_xoffset+150-(p->look_ang>>1),looking_arc+258-gun_pos,HANDREMOTE,gs,o,pal); } break; case DEVISTATOR_WEAPON: if(sprite[p->i].pal == 1) pal = 1; else pal = sector[p->cursectnum].floorpal; if((*kb)) { uint8_t cycloidy[] = {0,4,12,24,12,4,0}; i = sgn((*kb)>>2); if(p->hbomb_hold_delay) { myospal( (cycloidy[*kb]>>1)+weapon_xoffset+268-(p->look_ang>>1),cycloidy[*kb]+looking_arc+238-gun_pos,DEVISTATOR+i,-32,o,pal); myospal(weapon_xoffset+30-(p->look_ang>>1),looking_arc+240-gun_pos,DEVISTATOR,gs,o|4,pal); } else { myospal( -(cycloidy[*kb]>>1)+weapon_xoffset+30-(p->look_ang>>1),cycloidy[*kb]+looking_arc+240-gun_pos,DEVISTATOR+i,-32,o|4,pal); myospal(weapon_xoffset+268-(p->look_ang>>1),looking_arc+238-gun_pos,DEVISTATOR,gs,o,pal); } } else { myospal(weapon_xoffset+268-(p->look_ang>>1),looking_arc+238-gun_pos,DEVISTATOR,gs,o,pal); myospal(weapon_xoffset+30-(p->look_ang>>1),looking_arc+240-gun_pos,DEVISTATOR,gs,o|4,pal); } break; case FREEZE_WEAPON: if(sprite[p->i].pal == 1) pal = 1; else pal = sector[p->cursectnum].floorpal; if((*kb)) { uint8_t cat_frames[] = { 0,0,1,1,2,2 }; if(sprite[p->i].pal != 1) { weapon_xoffset += rand()&3; looking_arc += rand()&3; } gun_pos -= 16; myospal(weapon_xoffset+210-(p->look_ang>>1),looking_arc+261-gun_pos,FREEZE+2,-32,o,pal); myospal(weapon_xoffset+210-(p->look_ang>>1),looking_arc+235-gun_pos,FREEZE+3+cat_frames[*kb%6],-32,o,pal); } else myospal(weapon_xoffset+210-(p->look_ang>>1),looking_arc+261-gun_pos,FREEZE,gs,o,pal); break; case SHRINKER_WEAPON: case GROW_WEAPON: weapon_xoffset += 28; looking_arc += 18; if(sprite[p->i].pal == 1) pal = 1; else pal = sector[p->cursectnum].floorpal; if((*kb) == 0) { if(cw == GROW_WEAPON) { myospal(weapon_xoffset+184-(p->look_ang>>1), looking_arc+240-gun_pos,SHRINKER+2, 16-(sintable[p->random_club_frame&2047]>>10), o,2); myospal(weapon_xoffset+188-(p->look_ang>>1), looking_arc+240-gun_pos,SHRINKER-2,gs,o,pal); } else { myospal(weapon_xoffset+184-(p->look_ang>>1), looking_arc+240-gun_pos,SHRINKER+2, 16-(sintable[p->random_club_frame&2047]>>10), o,0); myospal(weapon_xoffset+188-(p->look_ang>>1), looking_arc+240-gun_pos,SHRINKER,gs,o,pal); } } else { if(sprite[p->i].pal != 1) { weapon_xoffset += rand()&3; gun_pos += (rand()&3); } if(cw == GROW_WEAPON) { myospal(weapon_xoffset+184-(p->look_ang>>1), looking_arc+240-gun_pos,SHRINKER+3+((*kb)&3),-32, o,2); myospal(weapon_xoffset+188-(p->look_ang>>1), looking_arc+240-gun_pos,SHRINKER-1,gs,o,pal); } else { myospal(weapon_xoffset+184-(p->look_ang>>1), looking_arc+240-gun_pos,SHRINKER+3+((*kb)&3),-32, o,0); myospal(weapon_xoffset+188-(p->look_ang>>1), looking_arc+240-gun_pos,SHRINKER+1,gs,o,pal); } } break; } } } displayloogie(snum); } #define TURBOTURNTIME (TICRATE/8) // 7 #define NORMALTURN 15 #define PREAMBLETURN 5 #define NORMALKEYMOVE 40 #define MAXVEL ((NORMALKEYMOVE*2)+10) #define MAXSVEL ((NORMALKEYMOVE*2)+10) #define MAXANGVEL 127 #define MAXHORIZ 127 int32_t myaimmode = 0, myaimstat = 0, omyaimstat = 0; void getinput(short snum) { short j, daang; // MED ControlInfo info; int32 tics; boolean running; int32 turnamount; int32 keymove; int32 momx,momy; struct player_struct *p; // FIX_00038: Improved Mouse accuracy (losses of integer computation) static fixed previousInfoDyaw = 0; static fixed previousInfoDpitch = 0; static fixed previousInfoDyawSvel = 0; momx = momy = 0; p = &ps[snum]; CONTROL_GetInput( &info ); // FIX_00021: Duke was moving when moving the mouse up/down. Y axis move is disabled. info.dz = 0; // remove y axis if( (p->gm&MODE_MENU) || (p->gm&MODE_TYPE) || (ud.pause_on && !KB_KeyPressed(sc_Pause)) ) { loc.fvel = vel = 0; loc.svel = svel = 0; loc.avel = angvel = 0; loc.horz = horiz = 0; loc.bits = (((long)gamequit)<<26); info.dz = info.dyaw = 0; return; } tics = totalclock-lastcontroltime; lastcontroltime = totalclock; if (MouseAiming) myaimmode = ACTION(gamefunc_Mouse_Aiming); // mouse aiming button is temporary else { // mouse aiming button is a toggle omyaimstat = myaimstat; myaimstat = ACTION(gamefunc_Mouse_Aiming); if (myaimstat > omyaimstat) { myaimmode ^= 1; FTA(44+myaimmode,p,1); } } // FIX_00039: Toggle autoaim between Normal (full) and partial (on bullet weapons only) if( ACTION(gamefunc_Auto_Aim) && nHostForceDisableAutoaim == 0) { ud.auto_aim++; ud.auto_aim = ((ud.auto_aim-1)%2)+1; sprintf(fta_quotes[103],"AUTOAIM %s", ud.auto_aim?(ud.auto_aim==1)?"BULLET ONLY":"NORMAL (FULL)":"OFF"); vscrn(); // FIX_00056: Refresh issue w/FPS, small Weapon and custom FTA, when screen resized down // This is because we use the same FTA for BULLET and NORMAL text: duke doesn't see we // changed the text and doesnt issue a refresh FTA(103,&ps[screenpeek],1); // Originally reserved for "screen saved". Now used dynamically. CONTROL_ClearAction(gamefunc_Auto_Aim); } if(multiflag == 1) { loc.bits = 1<<17; loc.bits |= multiwhat<<18; loc.bits |= multipos<<19; multiflag = 0; return; } loc.bits = ACTION(gamefunc_Jump); loc.bits |= ACTION(gamefunc_Crouch)<<1; loc.bits |= ACTION(gamefunc_Fire)<<2; loc.bits |= ACTION(gamefunc_Aim_Up)<<3; loc.bits |= ACTION(gamefunc_Aim_Down)<<4; loc.bits |= ACTION(gamefunc_Run)<<5; #if 0 // this function won't be recorded anymore, but it's not really needed as it's *local* loc.bits |= ACTION(gamefunc_Look_Left)<<6; loc.bits |= ACTION(gamefunc_Look_Right)<<7; #endif loc.bits |= (ud.auto_aim==2)<<6; // 2 = normal, 1 = bullet only, 0 = disabled (not implemented) loc.bits |= ud.weaponautoswitch<<7; j=0; if (ACTION(gamefunc_Weapon_1)) j = 1; if (ACTION(gamefunc_Weapon_2)) j = 2; if (ACTION(gamefunc_Weapon_3)) j = 3; if (ACTION(gamefunc_Weapon_4)) j = 4; if (ACTION(gamefunc_Weapon_5)) j = 5; if (ACTION(gamefunc_Weapon_6)) j = 6; if (ACTION(gamefunc_Previous_Weapon)) j = 11; if (ACTION(gamefunc_Next_Weapon)) j = 12; if (!VOLUMEONE) { if (ACTION(gamefunc_Weapon_7)) j = 7; if (ACTION(gamefunc_Weapon_8)) j = 8; if (ACTION(gamefunc_Weapon_9)) j = 9; if (ACTION(gamefunc_Weapon_10)) j = 10; } loc.bits |= j<<8; loc.bits |= ACTION(gamefunc_Steroids)<<12; loc.bits |= ACTION(gamefunc_Look_Up)<<13; loc.bits |= ACTION(gamefunc_Look_Down)<<14; loc.bits |= ACTION(gamefunc_NightVision)<<15; if(ud.gitdat_mdk) { if(sprite[ps[myconnectindex].i].extra < max_player_health && ps[myconnectindex].firstaid_amount) // avoid medkit overloading controls loc.bits |= ACTION(gamefunc_MedKit)<<16; } else { loc.bits |= ACTION(gamefunc_MedKit)<<16; } loc.bits |= ACTION(gamefunc_Center_View)<<18; loc.bits |= ACTION(gamefunc_Holster_Weapon)<<19; if(ACTION(gamefunc_Hide_Weapon)) { ud.hideweapon = !ud.hideweapon; vscrn(); // FIX_00056: Refresh issue w/FPS, small Weapon and custom FTA, when screen resized down CONTROL_ClearAction(gamefunc_Hide_Weapon); } loc.bits |= ACTION(gamefunc_Inventory_Left)<<20; loc.bits |= KB_KeyPressed(sc_Pause)<<21; loc.bits |= ACTION(gamefunc_Quick_Kick)<<22; loc.bits |= myaimmode<<23; loc.bits |= ACTION(gamefunc_Holo_Duke)<<24; loc.bits |= ACTION(gamefunc_Jetpack)<<25; loc.bits |= (((long)gamequit)<<26); loc.bits |= ACTION(gamefunc_Inventory_Right)<<27; loc.bits |= ACTION(gamefunc_TurnAround)<<28; loc.bits |= ACTION(gamefunc_Open)<<29; loc.bits |= ACTION(gamefunc_Inventory)<<30; loc.bits |= KB_KeyPressed(sc_Escape)<<31; running = ACTION(gamefunc_Run)|ud.auto_run; svel = vel = angvel = horiz = 0; if( CONTROL_JoystickEnabled ) { if ( running ) { info.dz *= 2; } } if( ACTION(gamefunc_Strafe) ) { svel = -(info.dyaw+previousInfoDyawSvel)/8; } else { angvel = (info.dyaw+previousInfoDyaw)/64; } previousInfoDyaw = (previousInfoDyaw+info.dyaw)%64; // % xduke: dont waste mouse tics previousInfoDyawSvel = (previousInfoDyawSvel+info.dyaw)%8; // svel -= info.dx; svel = -info.dx>>6; // This helps the analog feel a bit. vel = -info.dz>>6; // Account for which mode we're in. (1, 2 or 7) switch(ControllerType) { case controltype_keyboardandjoystick: case controltype_joystickandmouse: if(CONTROL_JoystickEnabled) { if(ud.mouseflip) { horiz = -(info.dpitch+previousInfoDpitch)/(314-128); } else { horiz = (info.dpitch+previousInfoDpitch)/(314-128); } horiz = (horiz>=0)?horiz+1:horiz; // xduke: fix assymetry (speed of 2 is like -1) previousInfoDpitch = (previousInfoDpitch+info.dpitch)%(314-128); info.dpitch = 0; } break; default: // If Mouse aim active if( myaimmode ) { // // if(ud.mouseflip) { horiz = -(info.dpitch+previousInfoDpitch)/(314-128); } else { horiz = (info.dpitch+previousInfoDpitch)/(314-128); } horiz = (horiz>=0)?horiz+1:horiz; // xduke: fix assymetry (speed of 2 is like -1) previousInfoDpitch = (previousInfoDpitch+info.dpitch)%(314-128); info.dpitch = 0; } break; } if (running) { turnamount = NORMALTURN<<1; keymove = NORMALKEYMOVE<<1; } else { turnamount = NORMALTURN; keymove = NORMALKEYMOVE; } if (ACTION(gamefunc_Strafe)) { if ( ACTION(gamefunc_Turn_Left)) { svel -= -keymove; } if ( ACTION(gamefunc_Turn_Right)) { svel -= keymove; } } else { if ( ACTION(gamefunc_Turn_Left)) { turnheldtime += tics; if (turnheldtime>=TURBOTURNTIME) { angvel -= turnamount; } else { angvel -= PREAMBLETURN; } } else if ( ACTION(gamefunc_Turn_Right)) { turnheldtime += tics; if (turnheldtime>=TURBOTURNTIME) { angvel += turnamount; } else { angvel += PREAMBLETURN; } } else { turnheldtime=0; } } if ( ACTION( gamefunc_Strafe_Left ) ) svel += keymove; if ( ACTION( gamefunc_Strafe_Right ) ) svel += -keymove; if ( ACTION(gamefunc_Move_Forward) ) vel += keymove; if ( ACTION(gamefunc_Move_Backward) ) vel += -keymove; if(vel < -MAXVEL) vel = -MAXVEL; if(vel > MAXVEL) vel = MAXVEL; if(svel < -MAXSVEL) svel = -MAXSVEL; if(svel > MAXSVEL) svel = MAXSVEL; if(angvel < -MAXANGVEL) angvel = -MAXANGVEL; if(angvel > MAXANGVEL) angvel = MAXANGVEL; if(horiz < -MAXHORIZ) horiz = -MAXHORIZ; if(horiz > MAXHORIZ) horiz = MAXHORIZ; if(ud.scrollmode && ud.overhead_on) { ud.folfvel = vel; ud.folavel = angvel; loc.fvel = 0; loc.svel = 0; loc.avel = 0; loc.horz = 0; return; } if( numplayers > 1 ) daang = myang; else daang = p->ang; momx = mulscale9(vel,sintable[(daang+2560)&2047]); momy = mulscale9(vel,sintable[(daang+2048)&2047]); momx += mulscale9(svel,sintable[(daang+2048)&2047]); momy += mulscale9(svel,sintable[(daang+1536)&2047]); momx += fricxv; momy += fricyv; loc.fvel = momx; loc.svel = momy; loc.avel = angvel; // if(loc.avel) // printf("getinput loc.avel=%d\n", loc.avel); loc.horz = horiz; } uint8_t doincrements(struct player_struct *p) { int32_t snum; snum = sprite[p->i].yvel; // j = sync[snum].avel; // p->weapon_ang = -(j/5); p->player_par++; if(p->invdisptime > 0) p->invdisptime--; if(p->tipincs > 0) p->tipincs--; if(p->last_pissed_time > 0 ) { p->last_pissed_time--; if( p->last_pissed_time == (26*219) ) { spritesound(FLUSH_TOILET,p->i); if(snum == screenpeek || ud.coop == 1) spritesound(DUKE_PISSRELIEF,p->i); } if( p->last_pissed_time == (26*218) ) { p->holster_weapon = 0; p->weapon_pos = 10; } } if(p->crack_time > 0) { p->crack_time--; if(p->crack_time == 0) { p->knuckle_incs = 1; p->crack_time = 777; } } if( p->steroids_amount > 0 && p->steroids_amount < 400) { p->steroids_amount--; if(p->steroids_amount == 0) checkavailinven(p); if( !(p->steroids_amount&7) ) if(snum == screenpeek || ud.coop == 1) spritesound(DUKE_HARTBEAT,p->i); } if(p->heat_on && p->heat_amount > 0) { p->heat_amount--; if( p->heat_amount == 0 ) { p->heat_on = 0; checkavailinven(p); spritesound(NITEVISION_ONOFF,p->i); setpal(p); } } if( p->holoduke_on >= 0 ) { p->holoduke_amount--; if(p->holoduke_amount <= 0) { spritesound(TELEPORTER,p->i); p->holoduke_on = -1; checkavailinven(p); } } if( p->jetpack_on && p->jetpack_amount > 0 ) { p->jetpack_amount--; if(p->jetpack_amount <= 0) { p->jetpack_on = 0; checkavailinven(p); spritesound(DUKE_JETPACK_OFF,p->i); stopsound(DUKE_JETPACK_IDLE); stopsound(DUKE_JETPACK_ON); } } if(p->quick_kick > 0 && sprite[p->i].pal != 1) { p->quick_kick--; if( p->quick_kick == 8 ) shoot(p->i,KNEE); } if(p->access_incs && sprite[p->i].pal != 1) { p->access_incs++; if(sprite[p->i].extra <= 0) p->access_incs = 12; if(p->access_incs == 12) { if(p->access_spritenum >= 0) { checkhitswitch(snum,p->access_spritenum,1); switch(sprite[p->access_spritenum].pal) { case 0:p->got_access &= (0xffff-0x1);break; case 21:p->got_access &= (0xffff-0x2);break; case 23:p->got_access &= (0xffff-0x4);break; } p->access_spritenum = -1; } else { checkhitswitch(snum,p->access_wallnum,0); switch(wall[p->access_wallnum].pal) { case 0:p->got_access &= (0xffff-0x1);break; case 21:p->got_access &= (0xffff-0x2);break; case 23:p->got_access &= (0xffff-0x4);break; } } } if(p->access_incs > 20) { p->access_incs = 0; p->weapon_pos = 10; p->kickback_pic = 0; } } if(p->scuba_on == 0 && sector[p->cursectnum].lotag == 2) { if(p->scuba_amount > 0) { p->scuba_on = 1; p->inven_icon = 6; FTA(76,p,0); } else { if(p->airleft > 0) p->airleft--; else { p->extra_extra8 += 32; if(p->last_extra < (max_player_health>>1) && (p->last_extra&3) == 0) spritesound(DUKE_LONGTERM_PAIN,p->i); } } } else if(p->scuba_amount > 0 && p->scuba_on) { p->scuba_amount--; if(p->scuba_amount == 0) { p->scuba_on = 0; checkavailinven(p); } } if(p->knuckle_incs) { p->knuckle_incs ++; if(p->knuckle_incs==10) { if(totalclock > 1024) if(snum == screenpeek || ud.coop == 1) { if(rand()&1) spritesound(DUKE_CRACK,p->i); else spritesound(DUKE_CRACK2,p->i); } spritesound(DUKE_CRACK_FIRST,p->i); } else if( p->knuckle_incs == 22 || (sync[snum].bits&(1<<2))) p->knuckle_incs=0; return 1; } return 0; } short weapon_sprites[MAX_WEAPONS] = { KNEE, FIRSTGUNSPRITE, SHOTGUNSPRITE, CHAINGUNSPRITE, RPGSPRITE, HEAVYHBOMB, SHRINKERSPRITE, DEVISTATORSPRITE, TRIPBOMBSPRITE, FREEZESPRITE, HEAVYHBOMB, SHRINKERSPRITE}; void checkweapons(struct player_struct *p) { short cw; cw = p->curr_weapon; if(cw < 1 || cw >= MAX_WEAPONS) return; if(cw) { if(TRAND&1) spawn(p->i,weapon_sprites[cw]); else switch(cw) { case RPG_WEAPON: case HANDBOMB_WEAPON: spawn(p->i,EXPLOSION2); break; } } } void processinput(short snum) { int32_t j, i, k, doubvel, fz, cz, hz, lz, truefdist, x, y; uint8_t shrunk; uint32_t sb_snum; short psect, psectlotag,*kb, tempsect, pi; struct player_struct *p; spritetype *s; p = &ps[snum]; pi = p->i; s = &sprite[pi]; kb = &p->kickback_pic; if(p->cheat_phase <= 0) sb_snum = sync[snum].bits; else sb_snum = 0; psect = p->cursectnum; if(psect == -1) { if(s->extra > 0 && ud.clipping == 0) { quickkill(p); spritesound(SQUISHED,pi); } psect = 0; } psectlotag = sector[psect].lotag; p->spritebridge = 0; shrunk = (s->yrepeat < 32); getzrange(p->posx,p->posy,p->posz,psect,&cz,&hz,&fz,&lz,163L,CLIPMASK0); j = getflorzofslope(psect,p->posx,p->posy); p->truefz = j; p->truecz = getceilzofslope(psect,p->posx,p->posy); truefdist = klabs(p->posz-j); if( (lz&49152) == 16384 && psectlotag == 1 && truefdist > PHEIGHT+(16<<8) ) psectlotag = 0; hittype[pi].floorz = fz; hittype[pi].ceilingz = cz; p->ohoriz = p->horiz; p->ohorizoff = p->horizoff; if( p->aim_mode == 0 && p->on_ground && psectlotag != 2 && (sector[psect].floorstat&2) ) { x = p->posx+(sintable[(p->ang+512)&2047]>>5); y = p->posy+(sintable[p->ang&2047]>>5); tempsect = psect; updatesector(x,y,&tempsect); if (tempsect >= 0) { k = getflorzofslope(psect,x,y); if (psect == tempsect) p->horizoff += mulscale16(j-k,160); else if (klabs(getflorzofslope(tempsect,x,y)-k) <= (4<<8)) p->horizoff += mulscale16(j-k,160); } } if (p->horizoff > 0) p->horizoff -= ((p->horizoff>>3)+1); else if (p->horizoff < 0) p->horizoff += (((-p->horizoff)>>3)+1); if( hz >= 0 && (hz&49152) == 49152) { hz &= (MAXSPRITES-1); if(sprite[hz].statnum == 1 && sprite[hz].extra >= 0) { hz = 0; cz = p->truecz; } } if(lz >= 0 && (lz&49152) == 49152) { j = lz&(MAXSPRITES-1); if( (sprite[j].cstat&33) == 33 ) { psectlotag = 0; p->footprintcount = 0; p->spritebridge = 1; } else if(badguy(&sprite[j]) && sprite[j].xrepeat > 24 && klabs(s->z-sprite[j].z) < (84<<8) ) { j = getangle(sprite[j].x-p->posx,sprite[j].y-p->posy); p->posxv -= sintable[(j+512)&2047]<<4; p->posyv -= sintable[j&2047]<<4; } } if ( s->extra > 0 ) incur_damage( p ); else { s->extra = 0; p->shield_amount = 0; } p->last_extra = s->extra; if(p->loogcnt > 0) p->loogcnt--; else p->loogcnt = 0; if(p->fist_incs) { p->fist_incs++; if(p->fist_incs == 28) { if(ud.recstat == 1) closedemowrite(); sound(PIPEBOMB_EXPLODE); p->pals[0] = 64; p->pals[1] = 64; p->pals[2] = 64; p->pals_time = 48; } if(p->fist_incs > 42) { if(p->buttonpalette && ud.from_bonus == 0) { ud.from_bonus = ud.level_number+1; if(ud.secretlevel > 0 && ud.secretlevel < 12) ud.level_number = ud.secretlevel-1; ud.m_level_number = ud.level_number; } else { if(ud.from_bonus) { ud.level_number = ud.from_bonus; ud.m_level_number = ud.level_number; ud.from_bonus = 0; } else { if(ud.level_number == ud.secretlevel && ud.from_bonus > 0 ) ud.level_number = ud.from_bonus; else ud.level_number++; if(ud.level_number > 10) ud.level_number = 0; ud.m_level_number = ud.level_number; } } for(i=connecthead;i>=0;i=connectpoint2[i]) ps[i].gm = MODE_EOL; p->fist_incs = 0; return; } } if(p->timebeforeexit > 1 && p->last_extra > 0) { p->timebeforeexit--; if(p->timebeforeexit == 26*5) { FX_StopAllSounds(); clearsoundlocks(); if(p->customexitsound >= 0) { sound(p->customexitsound); FTA(102,p,0); } } else if(p->timebeforeexit == 1) { for(i=connecthead;i>=0;i=connectpoint2[i]) ps[i].gm = MODE_EOL; if(ud.from_bonus) { ud.level_number = ud.from_bonus; ud.m_level_number = ud.level_number; ud.from_bonus = 0; } else { ud.level_number++; ud.m_level_number = ud.level_number; } return; } } /* if(p->select_dir) { if(psectlotag != 15 || (sb_snum&(1<<31)) ) p->select_dir = 0; else { if(sync[snum].fvel > 127) { p->select_dir = 0; activatewarpelevators(pi,-1); } else if(sync[snum].fvel <= -127) { p->select_dir = 0; activatewarpelevators(pi,1); } return; } } */ if(p->pals_time > 0) p->pals_time--; if(p->fta > 0) { p->fta--; if(p->fta == 0) { pub = NUMPAGES; pus = NUMPAGES; p->ftq = 0; } } if( s->extra <= 0 ) { if(p->dead_flag == 0) { if(s->pal != 1) { p->pals[0] = 63; p->pals[1] = 0; p->pals[2] = 0; p->pals_time = 63; p->posz -= (16<<8); s->z -= (16<<8); } if(ud.recstat == 1 && ud.multimode < 2) closedemowrite(); if(s->pal != 1) p->dead_flag = (512-((TRAND&1)<<10)+(TRAND&255)-512)&2047; p->jetpack_on = 0; p->holoduke_on = -1; stopsound(DUKE_JETPACK_IDLE); if(p->scream_voice > FX_Ok) { FX_StopSound(p->scream_voice); testcallback(DUKE_SCREAM); p->scream_voice = FX_Ok; } if( s->pal != 1 && (s->cstat&32768) == 0) s->cstat = 0; if( ud.multimode > 1 && ( s->pal != 1 || (s->cstat&32768) ) ) { if(p->frag_ps != snum) { ps[p->frag_ps].frag++; frags[p->frag_ps][snum]++; if( ud.user_name[p->frag_ps][0] != 0) { if(snum == screenpeek) { sprintf(&fta_quotes[115][0],"KILLED BY %s",&ud.user_name[p->frag_ps][0]); FTA(115,p,1); } else if(screenpeek == p->frag_ps) // FIX_00076: Added default names for bots + fixed a "killed <name>" bug in Fakeplayers with AI { sprintf(&fta_quotes[116][0],"KILLED %s",&ud.user_name[snum][0]); FTA(116,&ps[p->frag_ps],1); } } else { if(snum == screenpeek) { sprintf(&fta_quotes[115][0],"KILLED BY PLAYER %ld",1+p->frag_ps); FTA(115,p,1); } else if(screenpeek == p->frag_ps) { sprintf(&fta_quotes[116][0],"KILLED PLAYER %ld",1+snum); FTA(116,&ps[p->frag_ps],1); } } } else p->fraggedself++; if(myconnectindex == connecthead) { sprintf(tempbuf,"frag %d killed %d\n",p->frag_ps+1,snum+1); sendscore(tempbuf); // printf(tempbuf); } p->frag_ps = snum; pus = NUMPAGES; } } if( psectlotag == 2 ) { if(p->on_warping_sector == 0) { if( klabs(p->posz-fz) > (PHEIGHT>>1)) p->posz += 348; } else { s->z -= 512; s->zvel = -348; } clipmove(&p->posx,&p->posy, &p->posz,&p->cursectnum, 0,0,164L,(4L<<8),(4L<<8),CLIPMASK0); // p->bobcounter += 32; } p->oposx = p->posx; p->oposy = p->posy; p->oposz = p->posz; p->oang = p->ang; p->opyoff = p->pyoff; p->horiz = 100; p->horizoff = 0; updatesector(p->posx,p->posy,&p->cursectnum); pushmove(&p->posx,&p->posy,&p->posz,&p->cursectnum,128L,(4L<<8),(20L<<8),CLIPMASK0); if( fz > cz+(16<<8) && s->pal != 1) p->rotscrnang = (p->dead_flag + ( (fz+p->posz)>>7))&2047; p->on_warping_sector = 0; return; } if(p->transporter_hold > 0) { p->transporter_hold--; if(p->transporter_hold == 0 && p->on_warping_sector) p->transporter_hold = 2; } if(p->transporter_hold < 0) p->transporter_hold++; if(p->newowner >= 0) { i = p->newowner; p->posx = SX; p->posy = SY; p->posz = SZ; p->ang = SA; p->posxv = p->posyv = s->xvel = 0; p->look_ang = 0; p->rotscrnang = 0; doincrements(p); if(p->curr_weapon == HANDREMOTE_WEAPON) goto SHOOTINCODE; return; } p->weaponautoswitch = (sb_snum&(1<<7))?1:0; p->auto_aim = (sb_snum&(1<<6))?2:1; // 2 == normal == full; 1 == partial; 0 = none (not implemented) doubvel = TICSPERFRAME; if (p->rotscrnang > 0) p->rotscrnang -= ((p->rotscrnang>>1)+1); else if (p->rotscrnang < 0) p->rotscrnang += (((-p->rotscrnang)>>1)+1); p->look_ang -= (p->look_ang>>2); // 1<<6: toggle ud.auto_aim if( (ud.playing_demo_rev == BYTEVERSION_27 || ud.playing_demo_rev == BYTEVERSION_28 || ud.playing_demo_rev == BYTEVERSION_116 || ud.playing_demo_rev == BYTEVERSION_117) && sb_snum&(1<<6) || ACTION(gamefunc_Look_Left) && (p->gm&MODE_GAME) && !(p->gm&MODE_MENU) && !(p->gm&MODE_TYPE) && !(ud.pause_on) && (ud.recstat != 2)) { p->look_ang -= 152; p->rotscrnang += 24; } // 1<<7 : ANTIWEAPONSWITCH if( (ud.playing_demo_rev == BYTEVERSION_27 || ud.playing_demo_rev == BYTEVERSION_28 || ud.playing_demo_rev == BYTEVERSION_116 || ud.playing_demo_rev == BYTEVERSION_117) && sb_snum&(1<<7) || ( ACTION(gamefunc_Look_Right) && (p->gm&MODE_GAME) && !(p->gm&MODE_MENU) && !(p->gm&MODE_TYPE) && !(ud.pause_on) && (ud.recstat != 2) ) ) { p->look_ang += 152; p->rotscrnang -= 24; } if(p->on_crane >= 0) goto HORIZONLY; j = ksgn(sync[snum].avel); /* if( j && ud.screen_tilting == 2) { k = 4; if(sb_snum&(1<<5)) k <<= 2; p->rotscrnang -= k*j; p->look_ang += k*j; } */ if( s->xvel < 32 || p->on_ground == 0 || p->bobcounter == 1024 ) { if( (p->weapon_sway&2047) > (1024+96) ) p->weapon_sway -= 96; else if( (p->weapon_sway&2047) < (1024-96) ) p->weapon_sway += 96; else p->weapon_sway = 1024; } else p->weapon_sway = p->bobcounter; s->xvel = ksqrt( (p->posx-p->bobposx)*(p->posx-p->bobposx)+(p->posy-p->bobposy)*(p->posy-p->bobposy)); if(p->on_ground) p->bobcounter += sprite[p->i].xvel>>1; if( ud.clipping == 0 && ( sector[p->cursectnum].floorpicnum == MIRROR || p->cursectnum < 0 || p->cursectnum >= MAXSECTORS) ) { p->posx = p->oposx; p->posy = p->oposy; } else { p->oposx = p->posx; p->oposy = p->posy; } p->bobposx = p->posx; p->bobposy = p->posy; p->oposz = p->posz; p->opyoff = p->pyoff; p->oang = p->ang; if(p->one_eighty_count < 0) { p->one_eighty_count += 128; p->ang += 128; } // Shrinking code i = 40; if( psectlotag == 2) { p->jumping_counter = 0; p->pycount += 32; p->pycount &= 2047; p->pyoff = sintable[p->pycount]>>7; if( Sound[DUKE_UNDERWATER].num == 0 ) spritesound(DUKE_UNDERWATER,pi); if ( sb_snum&1 ) { if(p->poszv > 0) p->poszv = 0; p->poszv -= 348; if(p->poszv < -(256*6)) p->poszv = -(256*6); } else if (sb_snum&(1<<1)) { if(p->poszv < 0) p->poszv = 0; p->poszv += 348; if(p->poszv > (256*6)) p->poszv = (256*6); } else { if(p->poszv < 0) { p->poszv += 256; if(p->poszv > 0) p->poszv = 0; } if(p->poszv > 0) { p->poszv -= 256; if(p->poszv < 0) p->poszv = 0; } } if(p->poszv > 2048) p->poszv >>= 1; p->posz += p->poszv; if(p->posz > (fz-(15<<8)) ) p->posz += ((fz-(15<<8))-p->posz)>>1; if(p->posz < (cz+(4<<8)) ) { p->posz = cz+(4<<8); p->poszv = 0; } if( p->scuba_on && (TRAND&255) < 8 ) { j = spawn(pi,WATERBUBBLE); sprite[j].x += sintable[(p->ang+512+64-(global_random&128))&2047]>>6; sprite[j].y += sintable[(p->ang+64-(global_random&128))&2047]>>6; sprite[j].xrepeat = 3; sprite[j].yrepeat = 2; sprite[j].z = p->posz+(8<<8); } } else if(p->jetpack_on) { p->on_ground = 0; p->jumping_counter = 0; p->hard_landing = 0; p->falling_counter = 0; p->pycount += 32; p->pycount &= 2047; p->pyoff = sintable[p->pycount]>>7; if(p->jetpack_on < 11) { p->jetpack_on++; p->posz -= (p->jetpack_on<<7); //Goin up } else if(p->jetpack_on == 11 && Sound[DUKE_JETPACK_IDLE].num < 1) spritesound(DUKE_JETPACK_IDLE,pi); if(shrunk) j = 512; else j = 2048; if ( sb_snum&1 ) //A (soar high) { p->posz -= j; p->crack_time = 777; } if (sb_snum&(1<<1)) //Z (soar low) { p->posz += j; p->crack_time = 777; } if( shrunk == 0 && (psectlotag == 0 || psectlotag == 2)) k = 32; else k = 16; if( psectlotag != 2 && p->scuba_on == 1 ) p->scuba_on = 0; if(p->posz > (fz-(k<<8)) ) p->posz += ((fz-(k<<8))-p->posz)>>1; if(p->posz < (hittype[pi].ceilingz+(18<<8)) ) p->posz = hittype[pi].ceilingz+(18<<8); } else if( psectlotag != 2 ) { if(p->airleft != 15*26) p->airleft = 15*26; //Aprox twenty seconds. if(p->scuba_on == 1) p->scuba_on = 0; if( psectlotag == 1 && p->spritebridge == 0) { if(shrunk == 0) { i = 34; p->pycount += 32; p->pycount &= 2047; p->pyoff = sintable[p->pycount]>>6; } else i = 12; if(shrunk == 0 && truefdist <= PHEIGHT) { if(p->on_ground == 1) { if( p->dummyplayersprite == -1 ) p->dummyplayersprite = spawn(pi,PLAYERONWATER); p->footprintcount = 6; if(sector[p->cursectnum].floorpicnum == FLOORSLIME) p->footprintpal = 8; else p->footprintpal = 0; p->footprintshade = 0; } } } else { if(p->footprintcount > 0 && p->on_ground) if( (sector[p->cursectnum].floorstat&2) != 2 ) { for(j=headspritesect[psect];j>=0;j=nextspritesect[j]) if( sprite[j].picnum == FOOTPRINTS || sprite[j].picnum == FOOTPRINTS2 || sprite[j].picnum == FOOTPRINTS3 || sprite[j].picnum == FOOTPRINTS4 ) if (klabs(sprite[j].x-p->posx) < 384) if (klabs(sprite[j].y-p->posy) < 384) break; if(j < 0) { p->footprintcount--; if( sector[p->cursectnum].lotag == 0 && sector[p->cursectnum].hitag == 0 ) { switch(TRAND&3) { case 0: j = spawn(pi,FOOTPRINTS); break; case 1: j = spawn(pi,FOOTPRINTS2); break; case 2: j = spawn(pi,FOOTPRINTS3); break; default: j = spawn(pi,FOOTPRINTS4); break; } sprite[j].pal = p->footprintpal; sprite[j].shade = p->footprintshade; } } } } if(p->posz < (fz-(i<<8)) ) //falling { if( (sb_snum&3) == 0 && p->on_ground && (sector[psect].floorstat&2) && p->posz >= (fz-(i<<8)-(16<<8) ) ) p->posz = fz-(i<<8); else { p->on_ground = 0; p->poszv += (gc+80); // (TICSPERFRAME<<6); if(p->poszv >= (4096+2048)) p->poszv = (4096+2048); if(p->poszv > 2400 && p->falling_counter < 255) { p->falling_counter++; if( p->falling_counter == 38 ) p->scream_voice = spritesound(DUKE_SCREAM,pi); } if( (p->posz+p->poszv) >= (fz-(i<<8)) ) // hit the ground if(sector[p->cursectnum].lotag != 1) { if( p->falling_counter > 62 ) quickkill(p); else if( p->falling_counter > 9 ) { j = p->falling_counter; s->extra -= j-(TRAND&3); if(s->extra <= 0) { spritesound(SQUISHED,pi); p->pals[0] = 63; p->pals[1] = 0; p->pals[2] = 0; p->pals_time = 63; } else { spritesound(DUKE_LAND,pi); spritesound(DUKE_LAND_HURT,pi); } p->pals[0] = 16; p->pals[1] = 0; p->pals[2] = 0; p->pals_time = 32; } else if(p->poszv > 2048) spritesound(DUKE_LAND,pi); } } } else { p->falling_counter = 0; if(p->scream_voice > FX_Ok) { FX_StopSound(p->scream_voice); p->scream_voice = FX_Ok; } if(psectlotag != 1 && psectlotag != 2 && p->on_ground == 0 && p->poszv > (6144>>1)) p->hard_landing = p->poszv>>10; p->on_ground = 1; if( i==40 ) { //Smooth on the ground k = ((fz-(i<<8))-p->posz)>>1; if( klabs(k) < 256 ) k = 0; p->posz += k; p->poszv -= 768; if(p->poszv < 0) p->poszv = 0; } else if(p->jumping_counter == 0) { p->posz += ((fz-(i<<7))-p->posz)>>1; //Smooth on the water if(p->on_warping_sector == 0 && p->posz > fz-(16<<8)) { p->posz = fz-(16<<8); p->poszv >>= 1; } } p->on_warping_sector = 0; if( (sb_snum&2) ) { p->posz += (2048+768); p->crack_time = 777; } if( (sb_snum&1) == 0 && p->jumping_toggle == 1) p->jumping_toggle = 0; else if( (sb_snum&1) && p->jumping_toggle == 0 ) { if( p->jumping_counter == 0 ) if( (fz-cz) > (56<<8) ) { p->jumping_counter = 1; p->jumping_toggle = 1; } } if( p->jumping_counter && (sb_snum&1) == 0 ) p->jumping_toggle = 0; } if(p->jumping_counter) { if( (sb_snum&1) == 0 && p->jumping_toggle == 1) p->jumping_toggle = 0; if( p->jumping_counter < (1024+256) ) { if(psectlotag == 1 && p->jumping_counter > 768) { p->jumping_counter = 0; p->poszv = -512; } else { p->poszv -= (sintable[(2048-128+p->jumping_counter)&2047])/12; p->jumping_counter += 180; p->on_ground = 0; } } else { p->jumping_counter = 0; p->poszv = 0; } } p->posz += p->poszv; if(p->posz < (cz+(4<<8))) { p->jumping_counter = 0; if(p->poszv < 0) p->posxv = p->posyv = 0; p->poszv = 128; p->posz = cz+(4<<8); } } //Do the quick lefts and rights if ( p->fist_incs || p->transporter_hold > 2 || p->hard_landing || p->access_incs > 0 || p->knee_incs > 0 || (p->curr_weapon == TRIPBOMB_WEAPON && *kb > 1 && *kb < 4 ) ) { doubvel = 0; p->posxv = 0; p->posyv = 0; } else if ( sync[snum].avel ) //p->ang += syncangvel * constant { //ENGINE calculates angvel for you int32_t tempang; tempang = sync[snum].avel<<1; if( psectlotag == 2 ) p->angvel =(tempang-(tempang>>3))*ksgn(doubvel); else p->angvel = tempang*ksgn(doubvel); p->ang += p->angvel; p->ang &= 2047; p->crack_time = 777; } if(p->spritebridge == 0) { j = sector[s->sectnum].floorpicnum; if( j == PURPLELAVA || sector[s->sectnum].ceilingpicnum == PURPLELAVA ) { if(p->boot_amount > 0) { p->boot_amount--; p->inven_icon = 7; if(p->boot_amount <= 0) checkavailinven(p); } else { if(Sound[DUKE_LONGTERM_PAIN].num < 1) spritesound(DUKE_LONGTERM_PAIN,pi); p->pals[0] = 0; p->pals[1] = 8; p->pals[2] = 0; p->pals_time = 32; s->extra--; } } k = 0; if(p->on_ground && truefdist <= PHEIGHT+(16<<8)) { switch(j) { case HURTRAIL: if( rnd(32) ) { if(p->boot_amount > 0) k = 1; else { if(Sound[DUKE_LONGTERM_PAIN].num < 1) spritesound(DUKE_LONGTERM_PAIN,pi); p->pals[0] = 64; p->pals[1] = 64; p->pals[2] = 64; p->pals_time = 32; s->extra -= 1+(TRAND&3); if(Sound[SHORT_CIRCUIT].num < 1) spritesound(SHORT_CIRCUIT,pi); } } break; case FLOORSLIME: if( rnd(16) ) { if(p->boot_amount > 0) k = 1; else { if(Sound[DUKE_LONGTERM_PAIN].num < 1) spritesound(DUKE_LONGTERM_PAIN,pi); p->pals[0] = 0; p->pals[1] = 8; p->pals[2] = 0; p->pals_time = 32; s->extra -= 1+(TRAND&3); } } break; case FLOORPLASMA: if( rnd(32) ) { if( p->boot_amount > 0 ) k = 1; else { if(Sound[DUKE_LONGTERM_PAIN].num < 1) spritesound(DUKE_LONGTERM_PAIN,pi); p->pals[0] = 8; p->pals[1] = 0; p->pals[2] = 0; p->pals_time = 32; s->extra -= 1+(TRAND&3); } } break; } } if( k ) { FTA(75,p,0); p->boot_amount -= 2; if(p->boot_amount <= 0) checkavailinven(p); } } if ( p->posxv || p->posyv || sync[snum].fvel || sync[snum].svel ) { p->crack_time = 777; k = sintable[p->bobcounter&2047]>>12; if(truefdist < PHEIGHT+(8<<8) ) { if( k == 1 || k == 3 ) { if(p->spritebridge == 0 && p->walking_snd_toggle == 0 && p->on_ground) { switch( psectlotag ) { case 0: if(lz >= 0 && (lz&(MAXSPRITES-1))==49152 ) j = sprite[lz&(MAXSPRITES-1)].picnum; else j = sector[psect].floorpicnum; switch(j) { case PANNEL1: case PANNEL2: spritesound(DUKE_WALKINDUCTS,pi); p->walking_snd_toggle = 1; break; } break; case 1: if((TRAND&1) == 0) spritesound(DUKE_ONWATER,pi); p->walking_snd_toggle = 1; break; } } } else{ if(p->walking_snd_toggle > 0) { p->walking_snd_toggle --; } } } if(p->jetpack_on == 0 && p->steroids_amount > 0 && p->steroids_amount < 400) doubvel <<= 1; p->posxv += ((sync[snum].fvel*doubvel)<<6); p->posyv += ((sync[snum].svel*doubvel)<<6); if( ( p->curr_weapon == KNEE_WEAPON && *kb > 10 && p->on_ground ) || ( p->on_ground && (sb_snum&2) ) ) { p->posxv = mulscale(p->posxv,dukefriction-0x2000,16); p->posyv = mulscale(p->posyv,dukefriction-0x2000,16); } else { if(psectlotag == 2) { p->posxv = mulscale(p->posxv,dukefriction-0x1400,16); p->posyv = mulscale(p->posyv,dukefriction-0x1400,16); } else { p->posxv = mulscale(p->posxv,dukefriction,16); p->posyv = mulscale(p->posyv,dukefriction,16); } } if( abs(p->posxv) < 2048 && abs(p->posyv) < 2048 ) p->posxv = p->posyv = 0; if( shrunk ) { p->posxv = mulscale16(p->posxv,dukefriction-(dukefriction>>1)+(dukefriction>>2)); p->posyv = mulscale16(p->posyv,dukefriction-(dukefriction>>1)+(dukefriction>>2)); } } HORIZONLY: if(psectlotag == 1 || p->spritebridge == 1) i = (4L<<8); else i = (20L<<8); if(sector[p->cursectnum].lotag == 2) k = 0; else k = 1; if(ud.clipping) { j = 0; p->posx += p->posxv>>14; p->posy += p->posyv>>14; updatesector(p->posx,p->posy,&p->cursectnum); changespritesect(pi,p->cursectnum); } else j = clipmove(&p->posx,&p->posy, &p->posz,&p->cursectnum, p->posxv,p->posyv,164L,(4L<<8),i,CLIPMASK0); if(p->jetpack_on == 0 && psectlotag != 2 && psectlotag != 1 && shrunk) p->posz += 32<<8; if(j) checkplayerhurt(p,j); if(p->jetpack_on == 0) { if( s->xvel > 16 ) { if( psectlotag != 1 && psectlotag != 2 && p->on_ground ) { p->pycount += 52; p->pycount &= 2047; p->pyoff = klabs(s->xvel*sintable[p->pycount])/1596; } } else if( psectlotag != 2 && psectlotag != 1 ) p->pyoff = 0; } // RBG*** setsprite(pi,p->posx,p->posy,p->posz+PHEIGHT); if( psectlotag < 3 ) { psect = s->sectnum; if( ud.clipping == 0 && sector[psect].lotag == 31) { if( sprite[sector[psect].hitag].xvel && hittype[sector[psect].hitag].temp_data[0] == 0) { quickkill(p); return; } } } if(truefdist < PHEIGHT && p->on_ground && psectlotag != 1 && shrunk == 0 && sector[p->cursectnum].lotag == 1) if( Sound[DUKE_ONWATER].num == 0 ) spritesound(DUKE_ONWATER,pi); if (p->cursectnum != s->sectnum) changespritesect(pi,p->cursectnum); if(ud.clipping == 0) j = ( pushmove(&p->posx,&p->posy,&p->posz,&p->cursectnum,164L,(4L<<8),(4L<<8),CLIPMASK0) < 0 && furthestangle(pi,8) < 512 ); else j = 0; if(ud.clipping == 0) { if( klabs(hittype[pi].floorz-hittype[pi].ceilingz) < (48<<8) || j ) { if ( !(sector[s->sectnum].lotag&0x8000) && ( isanunderoperator(sector[s->sectnum].lotag) || isanearoperator(sector[s->sectnum].lotag) ) ) activatebysector(s->sectnum,pi); if(j) { quickkill(p); return; } } else if( klabs(fz-cz) < (32<<8) && isanunderoperator(sector[psect].lotag) ) activatebysector(psect,pi); } if( sb_snum&(1<<18) || p->hard_landing) p->return_to_center = 9; if( sb_snum&(1<<13) ) { p->return_to_center = 9; if( sb_snum&(1<<5) ) p->horiz += 12; p->horiz += 12; } else if( sb_snum&(1<<14) ) { p->return_to_center = 9; if( sb_snum&(1<<5) ) p->horiz -= 12; p->horiz -= 12; } else if( sb_snum&(1<<3) ) { if( sb_snum&(1<<5) ) p->horiz += 6; p->horiz += 6; } else if( sb_snum&(1<<4) ) { if( sb_snum&(1<<5) ) p->horiz -= 6; p->horiz -= 6; } if(p->return_to_center > 0) if( (sb_snum&(1<<13)) == 0 && (sb_snum&(1<<14)) == 0 ) { p->return_to_center--; p->horiz += 33-(p->horiz/3); } if(p->hard_landing > 0) { p->hard_landing--; p->horiz -= (p->hard_landing<<4); } if(p->aim_mode) p->horiz += sync[snum].horz>>1; else { if( p->horiz > 95 && p->horiz < 105) p->horiz = 100; if( p->horizoff > -5 && p->horizoff < 5) p->horizoff = 0; } if(p->horiz > 299) p->horiz = 299; else if(p->horiz < -99) p->horiz = -99; //Shooting code/changes if( p->show_empty_weapon > 0) { p->show_empty_weapon--; if(p->show_empty_weapon == 0) { if(p->last_full_weapon == GROW_WEAPON) p->subweapon |= (1<<GROW_WEAPON); else if(p->last_full_weapon == SHRINKER_WEAPON) p->subweapon &= ~(1<<GROW_WEAPON); addweapon( p, p->last_full_weapon ); return; } } if(p->knee_incs > 0) { p->knee_incs++; p->horiz -= 48; p->return_to_center = 9; if(p->knee_incs > 15) { p->knee_incs = 0; p->holster_weapon = 0; if(p->weapon_pos < 0) p->weapon_pos = -p->weapon_pos; if(p->actorsqu >= 0 && dist(&sprite[pi],&sprite[p->actorsqu]) < 1400 ) { guts(&sprite[p->actorsqu],JIBS6,7,myconnectindex); spawn(p->actorsqu,BLOODPOOL); spritesound(SQUISHED,p->actorsqu); switch(sprite[p->actorsqu].picnum) { case FEM1: case FEM2: case FEM3: case FEM4: case FEM5: case FEM6: case FEM7: case FEM8: case FEM9: case FEM10: case PODFEM1: case NAKED1: case STATUE: if(sprite[p->actorsqu].yvel) operaterespawns(sprite[p->actorsqu].yvel); break; } if(sprite[p->actorsqu].picnum == APLAYER) { quickkill(&ps[sprite[p->actorsqu].yvel]); ps[sprite[p->actorsqu].yvel].frag_ps = snum; } else if(badguy(&sprite[p->actorsqu])) { deletesprite(p->actorsqu); p->actors_killed++; } else deletesprite(p->actorsqu); } p->actorsqu = -1; } else if(p->actorsqu >= 0) p->ang += getincangle(p->ang,getangle(sprite[p->actorsqu].x-p->posx,sprite[p->actorsqu].y-p->posy))>>2; } if( doincrements(p) ) return; if(p->weapon_pos != 0) { if(p->weapon_pos == -9) { if(p->last_weapon >= 0) { p->weapon_pos = 10; // if(p->curr_weapon == KNEE_WEAPON) *kb = 1; p->last_weapon = -1; } else if(p->holster_weapon == 0) p->weapon_pos = 10; } else p->weapon_pos--; } // HACKS SHOOTINCODE: if( p->curr_weapon == SHRINKER_WEAPON || p->curr_weapon == GROW_WEAPON ) p->random_club_frame += 64; // Glowing if(p->rapid_fire_hold == 1) { if( sb_snum&(1<<2) ) return; p->rapid_fire_hold = 0; } if(shrunk || p->tipincs || p->access_incs) sb_snum &= ~(1<<2); else if ( shrunk == 0 && (sb_snum&(1<<2)) && (*kb) == 0 && p->fist_incs == 0 && p->last_weapon == -1 && ( p->weapon_pos == 0 || p->holster_weapon == 1 ) ) { p->crack_time = 777; if(p->holster_weapon == 1) { if( p->last_pissed_time <= (26*218) && p->weapon_pos == -9) { p->holster_weapon = 0; p->weapon_pos = 10; FTA(74,p,1); } } else switch(p->curr_weapon) { case HANDBOMB_WEAPON: p->hbomb_hold_delay = 0; if( p->ammo_amount[HANDBOMB_WEAPON] > 0 ) (*kb)=1; break; case HANDREMOTE_WEAPON: p->hbomb_hold_delay = 0; (*kb) = 1; break; case PISTOL_WEAPON: if( p->ammo_amount[PISTOL_WEAPON] > 0 ) { p->ammo_amount[PISTOL_WEAPON]--; (*kb) = 1; } break; case CHAINGUN_WEAPON: if( p->ammo_amount[CHAINGUN_WEAPON] > 0 ) // && p->random_club_frame == 0) (*kb)=1; break; case SHOTGUN_WEAPON: if( p->ammo_amount[SHOTGUN_WEAPON] > 0 && p->random_club_frame == 0 ) (*kb)=1; break; case TRIPBOMB_WEAPON: if (VOLUMEONE) break; if ( p->ammo_amount[TRIPBOMB_WEAPON] > 0 ) { int32_t sx,sy,sz; short sect,hw,hitsp; hitscan( p->posx, p->posy, p->posz, p->cursectnum, sintable[(p->ang+512)&2047], sintable[p->ang&2047], (100-p->horiz-p->horizoff)*32, §, &hw, &hitsp, &sx, &sy, &sz,CLIPMASK1); if(sect < 0 || hitsp >= 0) break; if( hw >= 0 && sector[sect].lotag > 2 ) break; if(hw >= 0 && wall[hw].overpicnum >= 0) if(wall[hw].overpicnum == BIGFORCE) break; j = headspritesect[sect]; while(j >= 0) { if( sprite[j].picnum == TRIPBOMB && klabs(sprite[j].z-sz) < (12<<8) && ((sprite[j].x-sx)*(sprite[j].x-sx)+(sprite[j].y-sy)*(sprite[j].y-sy)) < (290*290) ) break; j = nextspritesect[j]; } if(j == -1 && hw >= 0 && (wall[hw].cstat&16) == 0 ) if( ( wall[hw].nextsector >= 0 && sector[wall[hw].nextsector].lotag <= 2 ) || ( wall[hw].nextsector == -1 && sector[sect].lotag <= 2 ) ) if( ( (sx-p->posx)*(sx-p->posx) + (sy-p->posy)*(sy-p->posy) ) < (290*290) ) { p->posz = p->oposz; p->poszv = 0; (*kb) = 1; } } break; case SHRINKER_WEAPON: case GROW_WEAPON: if (VOLUMEONE) break; if( p->curr_weapon == GROW_WEAPON ) { if( p->ammo_amount[GROW_WEAPON] > 0 ) { (*kb) = 1; spritesound(EXPANDERSHOOT,pi); } } else if( p->ammo_amount[SHRINKER_WEAPON] > 0) { (*kb) = 1; spritesound(SHRINKER_FIRE,pi); } break; case FREEZE_WEAPON: if (VOLUMEONE) break; if( p->ammo_amount[FREEZE_WEAPON] > 0 ) { (*kb) = 1; spritesound(CAT_FIRE,pi); } break; case DEVISTATOR_WEAPON: if (VOLUMEONE) break; if( p->ammo_amount[DEVISTATOR_WEAPON] > 0 ) { (*kb) = 1; p->hbomb_hold_delay = !p->hbomb_hold_delay; spritesound(CAT_FIRE,pi); } break; case RPG_WEAPON: if ( p->ammo_amount[RPG_WEAPON] > 0) (*kb) = 1; break; case KNEE_WEAPON: if(p->quick_kick == 0) (*kb) = 1; break; } } else if((*kb)) { switch( p->curr_weapon ) { case HANDBOMB_WEAPON: if( (*kb) == 6 && (sb_snum&(1<<2)) ) { p->rapid_fire_hold = 1; break; } (*kb)++; if((*kb)==12) { p->ammo_amount[HANDBOMB_WEAPON]--; if(p->on_ground && (sb_snum&2) ) { k = 15; i = ((p->horiz+p->horizoff-100)*20); } else { k = 140; i = -512-((p->horiz+p->horizoff-100)*20); } j = EGS(p->cursectnum, p->posx+(sintable[(p->ang+512)&2047]>>6), p->posy+(sintable[p->ang&2047]>>6), p->posz,HEAVYHBOMB,-16,9,9, p->ang,(k+(p->hbomb_hold_delay<<5)),i,pi,1); if(k == 15) { sprite[j].yvel = 3; sprite[j].z += (8<<8); } k = hits(pi); if( k < 512 ) { sprite[j].ang += 1024; sprite[j].zvel /= 3; sprite[j].xvel /= 3; } p->hbomb_on = 1; } else if( (*kb) < 12 && (sb_snum&(1<<2)) ) p->hbomb_hold_delay++; else if( (*kb) > 19 ) { (*kb) = 0; p->curr_weapon = HANDREMOTE_WEAPON; p->last_weapon = -1; p->weapon_pos = 10; } break; case HANDREMOTE_WEAPON: (*kb)++; if((*kb) == 2) { p->hbomb_on = 0; } if((*kb) == 10) { (*kb) = 0; if(p->ammo_amount[HANDBOMB_WEAPON] > 0) addweapon(p,HANDBOMB_WEAPON); else checkavailweapon(p); } break; case PISTOL_WEAPON: if( (*kb)==1) { shoot(pi,SHOTSPARK1); spritesound(PISTOL_FIRE,pi); lastvisinc = totalclock+32; p->visibility = 0; } else if((*kb) == 2) spawn(pi,SHELL); (*kb)++; if((*kb) >= 5) { if( p->ammo_amount[PISTOL_WEAPON] <= 0 || (p->ammo_amount[PISTOL_WEAPON]%12) ) { (*kb)=0; checkavailweapon(p); } else { switch((*kb)) { case 5: spritesound(EJECT_CLIP,pi); break; case 8: spritesound(INSERT_CLIP,pi); break; } } } if((*kb) == 27) { (*kb) = 0; checkavailweapon(p); } break; case SHOTGUN_WEAPON: (*kb)++; if(*kb == 4) { shoot(pi,SHOTGUN); shoot(pi,SHOTGUN); shoot(pi,SHOTGUN); shoot(pi,SHOTGUN); shoot(pi,SHOTGUN); shoot(pi,SHOTGUN); shoot(pi,SHOTGUN); p->ammo_amount[SHOTGUN_WEAPON]--; spritesound(SHOTGUN_FIRE,pi); lastvisinc = totalclock+32; p->visibility = 0; } switch(*kb) { case 13: checkavailweapon(p); break; case 15: spritesound(SHOTGUN_COCK,pi); break; case 17: case 20: p->kickback_pic++; break; case 24: j = spawn(pi,SHOTGUNSHELL); sprite[j].ang += 1024; ssp(j,CLIPMASK0); sprite[j].ang += 1024; p->kickback_pic++; break; case 31: *kb = 0; return; } break; case CHAINGUN_WEAPON: (*kb)++; if( *(kb) <= 12 ) { if( ((*(kb))%3) == 0 ) { p->ammo_amount[CHAINGUN_WEAPON]--; if( (*(kb)%3) == 0 ) { j = spawn(pi,SHELL); sprite[j].ang += 1024; sprite[j].ang &= 2047; sprite[j].xvel += 32; sprite[j].z += (3<<8); ssp(j,CLIPMASK0); } spritesound(CHAINGUN_FIRE,pi); shoot(pi,CHAINGUN); lastvisinc = totalclock+32; p->visibility = 0; checkavailweapon(p); if( ( sb_snum&(1<<2) ) == 0 ) { *kb = 0; break; } } } else if((*kb) > 10) { if( sb_snum&(1<<2) ) *kb = 1; else *kb = 0; } break; case SHRINKER_WEAPON: case GROW_WEAPON: if(p->curr_weapon == GROW_WEAPON) { if((*kb) > 3) { *kb = 0; if( screenpeek == snum ) pus = 1; p->ammo_amount[GROW_WEAPON]--; shoot(pi,GROWSPARK); p->visibility = 0; lastvisinc = totalclock+32; checkavailweapon(p); } else (*kb)++; } else { if( (*kb) > 10) { (*kb) = 0; p->ammo_amount[SHRINKER_WEAPON]--; shoot(pi,SHRINKER); p->visibility = 0; lastvisinc = totalclock+32; checkavailweapon(p); } else (*kb)++; } break; case DEVISTATOR_WEAPON: if(*kb) { (*kb)++; if( (*kb) & 1 ) { p->visibility = 0; lastvisinc = totalclock+32; shoot(pi,RPG); p->ammo_amount[DEVISTATOR_WEAPON]--; checkavailweapon(p); } if((*kb) > 5) (*kb) = 0; } break; case FREEZE_WEAPON: if( (*kb) < 4 ) { (*kb)++; if( (*kb) == 3 ) { p->ammo_amount[FREEZE_WEAPON]--; p->visibility = 0; lastvisinc = totalclock+32; shoot(pi,FREEZEBLAST); checkavailweapon(p); } if(s->xrepeat < 32) { *kb = 0; break; } } else { if( sb_snum&(1<<2)) { *kb = 1; spritesound(CAT_FIRE,pi); } else *kb = 0; } break; case TRIPBOMB_WEAPON: if(*kb < 4) { p->posz = p->oposz; p->poszv = 0; if( (*kb) == 3 ) shoot(pi,HANDHOLDINGLASER); } if((*kb) == 16) { (*kb) = 0; checkavailweapon(p); p->weapon_pos = -9; } else (*kb)++; break; case KNEE_WEAPON: (*kb)++; if( (*kb) == 7) shoot(pi,KNEE); else if( (*kb) == 14) { if( sb_snum&(1<<2) ) *kb = 1+(TRAND&3); else *kb = 0; } if(p->wantweaponfire >= 0) checkavailweapon(p); break; case RPG_WEAPON: (*kb)++; if( (*kb) == 4 ) { p->ammo_amount[RPG_WEAPON]--; lastvisinc = totalclock+32; p->visibility = 0; shoot(pi,RPG); checkavailweapon(p); } else if( *kb == 20 ) *kb = 0; break; } } } //UPDATE THIS FILE OVER THE OLD GETSPRITESCORE/COMPUTERGETINPUT FUNCTIONS static int getspritescore(int32_t snum, int32_t dapicnum) { switch(dapicnum) { case FIRSTGUNSPRITE: return(5); case CHAINGUNSPRITE: return(50); case RPGSPRITE: return(200); case FREEZESPRITE: return(25); case SHRINKERSPRITE: return(80); case HEAVYHBOMB: return(60); case TRIPBOMBSPRITE: return(50); case SHOTGUNSPRITE: return(120); case DEVISTATORSPRITE: return(120); case FREEZEAMMO: if (ps[snum].ammo_amount[FREEZE_WEAPON] < max_ammo_amount[FREEZE_WEAPON]) return(10); else return(0); case AMMO: if (ps[snum].ammo_amount[SHOTGUN_WEAPON] < max_ammo_amount[SHOTGUN_WEAPON]) return(10); else return(0); case BATTERYAMMO: if (ps[snum].ammo_amount[CHAINGUN_WEAPON] < max_ammo_amount[CHAINGUN_WEAPON]) return(20); else return(0); case DEVISTATORAMMO: if (ps[snum].ammo_amount[DEVISTATOR_WEAPON] < max_ammo_amount[DEVISTATOR_WEAPON]) return(25); else return(0); case RPGAMMO: if (ps[snum].ammo_amount[RPG_WEAPON] < max_ammo_amount[RPG_WEAPON]) return(50); else return(0); case CRYSTALAMMO: if (ps[snum].ammo_amount[SHRINKER_WEAPON] < max_ammo_amount[SHRINKER_WEAPON]) return(10); else return(0); case HBOMBAMMO: if (ps[snum].ammo_amount[HANDBOMB_WEAPON] < max_ammo_amount[HANDBOMB_WEAPON]) return(30); else return(0); case SHOTGUNAMMO: if (ps[snum].ammo_amount[SHOTGUN_WEAPON] < max_ammo_amount[SHOTGUN_WEAPON]) return(25); else return(0); case COLA: if (sprite[ps[snum].i].extra < 100) return(10); else return(0); case SIXPAK: if (sprite[ps[snum].i].extra < 100) return(30); else return(0); case FIRSTAID: if (ps[snum].firstaid_amount < 100) return(100); else return(0); case SHIELD: if (ps[snum].shield_amount < 100) return(50); else return(0); case STEROIDS: if (ps[snum].steroids_amount < 400) return(30); else return(0); case AIRTANK: if (ps[snum].scuba_amount < 6400) return(30); else return(0); case JETPACK: if (ps[snum].jetpack_amount < 1600) return(100); else return(0); case HEATSENSOR: if (ps[snum].heat_amount < 1200) return(10); else return(0); case ACCESSCARD: return(1); case BOOTS: if (ps[snum].boot_amount < 200) return(50); else return(0); case ATOMICHEALTH: if (sprite[ps[snum].i].extra < max_player_health) return(50); else return(0); case HOLODUKE: if (ps[snum].holoduke_amount < 2400) return(30); else return(0); } return(0); } static int32_t fdmatrix[12][12] = { //KNEE PIST SHOT CHAIN RPG PIPE SHRI DEVI WALL FREE HAND EXPA { 128, -1, -1, -1, 128, -1, -1, -1, 128, -1, 128, -1 }, //KNEE { 1024,1024,1024,1024,2560, 128,2560,2560,1024,2560,2560,2560 }, //PIST { 512, 512, 512, 512,2560, 128,2560,2560,1024,2560,2560,2560 }, //SHOT { 512, 512, 512, 512,2560, 128,2560,2560,1024,2560,2560,2560 }, //CHAIN { 2560,2560,2560,2560,2560,2560,2560,2560,2560,2560,2560,2560 }, //RPG { 512, 512, 512, 512,2048, 512,2560,2560, 512,2560,2560,2560 }, //PIPE { 128, 128, 128, 128,2560, 128,2560,2560, 128, 128, 128, 128 }, //SHRI { 1536,1536,1536,1536,2560,1536,1536,1536,1536,1536,1536,1536 }, //DEVI { -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, //WALL { 128, 128, 128, 128,2560, 128,2560,2560, 128, 128, 128, 128 }, //FREE { 2560,2560,2560,2560,2560,2560,2560,2560,2560,2560,2560,2560 }, //HAND { 128, 128, 128, 128,2560, 128,2560,2560, 128, 128, 128, 128 } //EXPA }; static int32_t goalx[MAXPLAYERS], goaly[MAXPLAYERS], goalz[MAXPLAYERS]; static int32_t goalsect[MAXPLAYERS], goalwall[MAXPLAYERS], goalsprite[MAXPLAYERS]; static int32_t goalplayer[MAXPLAYERS], clipmovecount[MAXPLAYERS]; short searchsect[MAXSECTORS], searchparent[MAXSECTORS]; uint8_t dashow2dsector[(MAXSECTORS+7)>>3]; void computergetinput(int32_t snum, input *syn) { int32_t i, j, k, l, x1, y1, z1, x2, y2, z2, x3, y3, z3, dx, dy; int32_t dist, daang, zang, fightdist, damyang, damysect; int32_t startsect, endsect, splc, send, startwall, endwall; short dasect, dawall, daspr; struct player_struct *p; walltype *wal; p = &ps[snum]; syn->fvel = 0; syn->svel = 0; syn->avel = 0; syn->horz = 0; syn->bits = 0; z2 = y2 = x2 = 0; x1 = sprite[p->i].x; y1 = sprite[p->i].y; z1 = sprite[p->i].z; damyang = sprite[p->i].ang; damysect = sprite[p->i].sectnum; if ((numplayers >= 2) && (snum == myconnectindex)) { x1 = myx; y1 = myy; z1 = myz+PHEIGHT; damyang = myang; damysect = mycursectnum; } if (!(numframes&7)) { x2 = sprite[ps[goalplayer[snum]].i].x; y2 = sprite[ps[goalplayer[snum]].i].y; z2 = sprite[ps[goalplayer[snum]].i].z; if (!cansee(x1,y1,z1-(48<<8),damysect,x2,y2,z2-(48<<8),sprite[ps[goalplayer[snum]].i].sectnum)) goalplayer[snum] = snum; } if ((goalplayer[snum] == snum) || (ps[goalplayer[snum]].dead_flag != 0)) { j = 0x7fffffff; for(i=connecthead;i>=0;i=connectpoint2[i]) if (i != snum) { dist = ksqrt((sprite[ps[i].i].x-x1)*(sprite[ps[i].i].x-x1)+(sprite[ps[i].i].y-y1)*(sprite[ps[i].i].y-y1)); x2 = sprite[ps[i].i].x; y2 = sprite[ps[i].i].y; z2 = sprite[ps[i].i].z; if (!cansee(x1,y1,z1-(48<<8),damysect,x2,y2,z2-(48<<8),sprite[ps[i].i].sectnum)) dist <<= 1; if (dist < j) { j = dist; goalplayer[snum] = i; } } } x2 = sprite[ps[goalplayer[snum]].i].x; y2 = sprite[ps[goalplayer[snum]].i].y; z2 = sprite[ps[goalplayer[snum]].i].z; if (p->dead_flag) syn->bits |= (1<<29); if ((p->firstaid_amount > 0) && (p->last_extra < max_player_health)) syn->bits |= (1<<16); for(j=headspritestat[4];j>=0;j=nextspritestat[j]) { switch (sprite[j].picnum) { case TONGUE: k = 4; break; case FREEZEBLAST: k = 4; break; case SHRINKSPARK: k = 16; break; case RPG: k = 16; break; default: k = 0; break; } if (k) { x3 = sprite[j].x; y3 = sprite[j].y; z3 = sprite[j].z; for(l=0;l<=8;l++) { if (tmulscale11(x3-x1,x3-x1,y3-y1,y3-y1,(z3-z1)>>4,(z3-z1)>>4) < 3072) { dx = sintable[(sprite[j].ang+512)&2047]; dy = sintable[sprite[j].ang&2047]; if ((x1-x3)*dy > (y1-y3)*dx) i = -k*512; else i = k*512; syn->fvel -= mulscale17(dy,i); syn->svel += mulscale17(dx,i); } if (l < 7) { x3 += (mulscale14(sprite[j].xvel,sintable[(sprite[j].ang+512)&2047])<<2); y3 += (mulscale14(sprite[j].xvel,sintable[sprite[j].ang&2047])<<2); z3 += (sprite[j].zvel<<2); } else { hitscan(sprite[j].x,sprite[j].y,sprite[j].z,sprite[j].sectnum, mulscale14(sprite[j].xvel,sintable[(sprite[j].ang+512)&2047]), mulscale14(sprite[j].xvel,sintable[sprite[j].ang&2047]), (long)sprite[j].zvel, &dasect,&dawall,&daspr,&x3,&y3,&z3,CLIPMASK1); } } } } if ((ps[goalplayer[snum]].dead_flag == 0) && ((cansee(x1,y1,z1,damysect,x2,y2,z2,sprite[ps[goalplayer[snum]].i].sectnum)) || (cansee(x1,y1,z1-(24<<8),damysect,x2,y2,z2-(24<<8),sprite[ps[goalplayer[snum]].i].sectnum)) || (cansee(x1,y1,z1-(48<<8),damysect,x2,y2,z2-(48<<8),sprite[ps[goalplayer[snum]].i].sectnum)))) { syn->bits |= (1<<2); if ((p->curr_weapon == HANDBOMB_WEAPON) && (!(rand()&7))) syn->bits &= ~(1<<2); if (p->curr_weapon == TRIPBOMB_WEAPON) syn->bits |= ((rand()%MAX_WEAPONS)<<8); if (p->curr_weapon == RPG_WEAPON) { hitscan(x1,y1,z1-PHEIGHT,damysect,sintable[(damyang+512)&2047],sintable[damyang&2047], (100-p->horiz-p->horizoff)*32,&dasect,&dawall,&daspr,&x3,&y3,&z3,CLIPMASK1); if ((x3-x1)*(x3-x1)+(y3-y1)*(y3-y1) < 2560*2560) syn->bits &= ~(1<<2); } fightdist = fdmatrix[p->curr_weapon][ps[goalplayer[snum]].curr_weapon]; if (fightdist < 128) fightdist = 128; dist = ksqrt((x2-x1)*(x2-x1)+(y2-y1)*(y2-y1)); if (dist == 0) dist = 1; daang = getangle(x2+(ps[goalplayer[snum]].posxv>>14)-x1,y2+(ps[goalplayer[snum]].posyv>>14)-y1); zang = 100-((z2-z1)*8)/dist; fightdist = max(fightdist,(klabs(z2-z1)>>4)); if (sprite[ps[goalplayer[snum]].i].yrepeat < 32) { fightdist = 0; syn->bits &= ~(1<<2); } if (sprite[ps[goalplayer[snum]].i].pal == 1) { fightdist = 0; syn->bits &= ~(1<<2); } if (dist < 256) syn->bits |= (1<<22); x3 = x2+((x1-x2)*fightdist/dist); y3 = y2+((y1-y2)*fightdist/dist); syn->fvel += (x3-x1)*2047/dist; syn->svel += (y3-y1)*2047/dist; //Strafe attack if (fightdist) { j = totalclock+snum*13468; i = sintable[(j<<6)&2047]; i += sintable[((j+4245)<<5)&2047]; i += sintable[((j+6745)<<4)&2047]; i += sintable[((j+15685)<<3)&2047]; dx = sintable[(sprite[ps[goalplayer[snum]].i].ang+512)&2047]; dy = sintable[sprite[ps[goalplayer[snum]].i].ang&2047]; if ((x1-x2)*dy > (y1-y2)*dx) i += 8192; else i -= 8192; syn->fvel += ((sintable[(daang+1024)&2047]*i)>>17); syn->svel += ((sintable[(daang+512)&2047]*i)>>17); } syn->avel = min(max((((daang+1024-damyang)&2047)-1024)>>1,-127),127); syn->horz = min(max((zang-p->horiz)>>1,-MAXHORIZ),MAXHORIZ); syn->bits |= (1<<23); return; } goalsect[snum] = -1; if (goalsect[snum] < 0) { goalwall[snum] = -1; startsect = sprite[p->i].sectnum; endsect = sprite[ps[goalplayer[snum]].i].sectnum; clearbufbyte(dashow2dsector,(MAXSECTORS+7)>>3,0L); searchsect[0] = startsect; searchparent[0] = -1; dashow2dsector[startsect>>3] |= (1<<(startsect&7)); for(splc=0,send=1;splc<send;splc++) { startwall = sector[searchsect[splc]].wallptr; endwall = startwall + sector[searchsect[splc]].wallnum; for(i=startwall,wal=&wall[startwall];i<endwall;i++,wal++) { j = wal->nextsector; if (j < 0) continue; dx = ((wall[wal->point2].x+wal->x)>>1); dy = ((wall[wal->point2].y+wal->y)>>1); if ((getceilzofslope(j,dx,dy) > getflorzofslope(j,dx,dy)-(28<<8)) && ((sector[j].lotag < 15) || (sector[j].lotag > 22))) continue; if (getflorzofslope(j,dx,dy) < getflorzofslope(searchsect[splc],dx,dy)-(72<<8)) continue; if ((dashow2dsector[j>>3]&(1<<(j&7))) == 0) { dashow2dsector[j>>3] |= (1<<(j&7)); searchsect[send] = (short)j; searchparent[send] = (short)splc; send++; if (j == endsect) { clearbufbyte(dashow2dsector,(MAXSECTORS+7)>>3,0L); for(k=send-1;k>=0;k=searchparent[k]) dashow2dsector[searchsect[k]>>3] |= (1<<(searchsect[k]&7)); for(k=send-1;k>=0;k=searchparent[k]) if (!searchparent[k]) break; goalsect[snum] = searchsect[k]; startwall = sector[goalsect[snum]].wallptr; endwall = startwall+sector[goalsect[snum]].wallnum; x3 = y3 = 0; for(i=startwall;i<endwall;i++) { x3 += wall[i].x; y3 += wall[i].y; } x3 /= (endwall-startwall); y3 /= (endwall-startwall); startwall = sector[startsect].wallptr; endwall = startwall+sector[startsect].wallnum; l = 0; k = startwall; for(i=startwall;i<endwall;i++) { if (wall[i].nextsector != goalsect[snum]) continue; dx = wall[wall[i].point2].x-wall[i].x; dy = wall[wall[i].point2].y-wall[i].y; //if (dx*(y1-wall[i].y) <= dy*(x1-wall[i].x)) // if (dx*(y2-wall[i].y) >= dy*(x2-wall[i].x)) if ((x3-x1)*(wall[i].y-y1) <= (y3-y1)*(wall[i].x-x1)) if ((x3-x1)*(wall[wall[i].point2].y-y1) >= (y3-y1)*(wall[wall[i].point2].x-x1)) { k = i; break; } dist = ksqrt(dx*dx+dy*dy); if (dist > l) { l = dist; k = i; } } goalwall[snum] = k; daang = ((getangle(wall[wall[k].point2].x-wall[k].x,wall[wall[k].point2].y-wall[k].y)+1536)&2047); goalx[snum] = ((wall[k].x+wall[wall[k].point2].x)>>1)+(sintable[(daang+512)&2047]>>8); goaly[snum] = ((wall[k].y+wall[wall[k].point2].y)>>1)+(sintable[daang&2047]>>8); goalz[snum] = sector[goalsect[snum]].floorz-(32<<8); break; } } } for(i=headspritesect[searchsect[splc]];i>=0;i=nextspritesect[i]) if (sprite[i].lotag == 7) { j = sprite[sprite[i].owner].sectnum; if ((dashow2dsector[j>>3]&(1<<(j&7))) == 0) { dashow2dsector[j>>3] |= (1<<(j&7)); searchsect[send] = (short)j; searchparent[send] = (short)splc; send++; if (j == endsect) { clearbufbyte(dashow2dsector,(MAXSECTORS+7)>>3,0L); for(k=send-1;k>=0;k=searchparent[k]) dashow2dsector[searchsect[k]>>3] |= (1<<(searchsect[k]&7)); for(k=send-1;k>=0;k=searchparent[k]) if (!searchparent[k]) break; goalsect[snum] = searchsect[k]; startwall = sector[startsect].wallptr; endwall = startwall+sector[startsect].wallnum; l = 0; k = startwall; for(i=startwall;i<endwall;i++) { dx = wall[wall[i].point2].x-wall[i].x; dy = wall[wall[i].point2].y-wall[i].y; dist = ksqrt(dx*dx+dy*dy); if ((wall[i].nextsector == goalsect[snum]) && (dist > l)) { l = dist; k = i; } } goalwall[snum] = k; daang = ((getangle(wall[wall[k].point2].x-wall[k].x,wall[wall[k].point2].y-wall[k].y)+1536)&2047); goalx[snum] = ((wall[k].x+wall[wall[k].point2].x)>>1)+(sintable[(daang+512)&2047]>>8); goaly[snum] = ((wall[k].y+wall[wall[k].point2].y)>>1)+(sintable[daang&2047]>>8); goalz[snum] = sector[goalsect[snum]].floorz-(32<<8); break; } } } if (goalwall[snum] >= 0) break; } } if ((goalsect[snum] < 0) || (goalwall[snum] < 0)) { if (goalsprite[snum] < 0) { for(k=0;k<4;k++) { i = (rand()%numsectors); for(j=headspritesect[i];j>=0;j=nextspritesect[j]) { if ((sprite[j].xrepeat <= 0) || (sprite[j].yrepeat <= 0)) continue; if (getspritescore(snum,sprite[j].picnum) <= 0) continue; if (cansee(x1,y1,z1-(32<<8),damysect,sprite[j].x,sprite[j].y,sprite[j].z-(4<<8),i)) { goalx[snum] = sprite[j].x; goaly[snum] = sprite[j].y; goalz[snum] = sprite[j].z; goalsprite[snum] = j; break; } } } } x2 = goalx[snum]; y2 = goaly[snum]; dist = ksqrt((x2-x1)*(x2-x1)+(y2-y1)*(y2-y1)); if (!dist) return; daang = getangle(x2-x1,y2-y1); syn->fvel += (x2-x1)*2047/dist; syn->svel += (y2-y1)*2047/dist; syn->avel = min(max((((daang+1024-damyang)&2047)-1024)>>3,-127),127); } else goalsprite[snum] = -1; x3 = p->posx; y3 = p->posy; z3 = p->posz; dasect = p->cursectnum; i = clipmove(&x3,&y3,&z3,&dasect,p->posxv,p->posyv,164L,4L<<8,4L<<8,CLIPMASK0); if (!i) { x3 = p->posx; y3 = p->posy; z3 = p->posz+(24<<8); dasect = p->cursectnum; i = clipmove(&x3,&y3,&z3,&dasect,p->posxv,p->posyv,164L,4L<<8,4L<<8,CLIPMASK0); } if (i) { clipmovecount[snum]++; j = 0; if ((i&0xc000) == 32768) //Hit a wall (49152 for sprite) if (wall[i&(MAXWALLS-1)].nextsector >= 0) { if (getflorzofslope(wall[i&(MAXWALLS-1)].nextsector,p->posx,p->posy) <= p->posz+(24<<8)) j |= 1; if (getceilzofslope(wall[i&(MAXWALLS-1)].nextsector,p->posx,p->posy) >= p->posz-(24<<8)) j |= 2; } if ((i&0xc000) == 49152) j = 1; if (j&1) if (clipmovecount[snum] == 4) syn->bits |= (1<<0); if (j&2) syn->bits |= (1<<1); //Strafe attack daang = getangle(x2-x1,y2-y1); if ((i&0xc000) == 32768) daang = getangle(wall[wall[i&(MAXWALLS-1)].point2].x-wall[i&(MAXWALLS-1)].x,wall[wall[i&(MAXWALLS-1)].point2].y-wall[i&(MAXWALLS-1)].y); j = totalclock+snum*13468; i = sintable[(j<<6)&2047]; i += sintable[((j+4245)<<5)&2047]; i += sintable[((j+6745)<<4)&2047]; i += sintable[((j+15685)<<3)&2047]; syn->fvel += ((sintable[(daang+1024)&2047]*i)>>17); syn->svel += ((sintable[(daang+512)&2047]*i)>>17); if ((clipmovecount[snum]&31) == 2) syn->bits |= (1<<29); if ((clipmovecount[snum]&31) == 17) syn->bits |= (1<<22); if (clipmovecount[snum] > 32) { goalsect[snum] = -1; goalwall[snum] = -1; clipmovecount[snum] = 0; } goalsprite[snum] = -1; } else clipmovecount[snum] = 0; if ((goalsect[snum] >= 0) && (goalwall[snum] >= 0)) { x2 = goalx[snum]; y2 = goaly[snum]; dist = ksqrt((x2-x1)*(x2-x1)+(y2-y1)*(y2-y1)); if (!dist) return; daang = getangle(x2-x1,y2-y1); if ((goalwall[snum] >= 0) && (dist < 4096)) daang = ((getangle(wall[wall[goalwall[snum]].point2].x-wall[goalwall[snum]].x,wall[wall[goalwall[snum]].point2].y-wall[goalwall[snum]].y)+1536)&2047); syn->fvel += (x2-x1)*2047/dist; syn->svel += (y2-y1)*2047/dist; syn->avel = min(max((((daang+1024-damyang)&2047)-1024)>>3,-127),127); } }