1 module d2dplayer is "monster" "Player";
9 public field(Actor) uint plrstate;
10 public field(Actor) int air;
12 public field(Actor) int looky;
14 field(Actor) uint aitime; // something connected with BFG shot
17 const PL_RUN = 8; // 24 for "formula1"
26 const PL_AQUA_AIR = 1091;
29 // setup actor animations
30 public void initializeAnim () {
32 animClearFrames("monster", "Player", "stand");
33 animAddFrame("monster", "Player", "stand", ACTOR_DIR_LEFT, "monsters/man/graphics/shared/playa1a2.vga");
34 //animAddFrame("monster", "Player", "stand", ACTOR_DIR_LEFT, "sprites/monsters/player/play_a1_a2.vga"); // shooting down
35 //animAddFrame("monster", "Player", "stand", ACTOR_DIR_LEFT, "sprites/monsters/player/playx1x2.vga"); // aiming up
36 //animAddFrame("monster", "Player", "stand", ACTOR_DIR_LEFT, "sprites/monsters/player/playy1y2.vga"); // shooting up
37 //animAddFrame("monster", "Player", "stand", ACTOR_DIR_LEFT, "sprites/monsters/player/playz1z2.vga"); // aiming down up
38 //animAddFrame("monster", "Player", "stand", ACTOR_DIR_LEFT, "monsters/man/graphics/attack/playf1f2.vga"); // shooting forward
39 //animAddFrame("monster", "Player", "stand", ACTOR_DIR_LEFT, "monsters/man/graphics/pain/playg1g2.vga");
40 animAddFrame("monster", "Player", "stand", ACTOR_DIR_RIGHT, "monsters/man/graphics/shared/playa1a2_mirrored.vga");
44 animClearFrames("monster", "Player", "sleep");
46 animAddFrame("monster", "Player", "sleep", ACTOR_DIR_LEFT, "monsters/man/graphics/shared/playa1a2.vga");
47 animAddFrame("monster", "Player", "sleep", ACTOR_DIR_LEFT, "monsters/man/graphics/shared/playa1a2.vga");
48 animAddFrame("monster", "Player", "sleep", ACTOR_DIR_LEFT, "monsters/man/graphics/shared/playa1a2.vga");
49 animAddFrame("monster", "Player", "sleep", ACTOR_DIR_LEFT, "monsters/man/graphics/shared/playb1b2.vga");
50 animAddFrame("monster", "Player", "sleep", ACTOR_DIR_LEFT, "monsters/man/graphics/shared/playb1b2.vga");
51 animAddFrame("monster", "Player", "sleep", ACTOR_DIR_LEFT, "monsters/man/graphics/shared/playb1b2.vga");
53 animAddFrame("monster", "Player", "sleep", ACTOR_DIR_RIGHT, "monsters/man/graphics/shared/playa1a2_mirrored.vga");
54 animAddFrame("monster", "Player", "sleep", ACTOR_DIR_RIGHT, "monsters/man/graphics/shared/playa1a2_mirrored.vga");
55 animAddFrame("monster", "Player", "sleep", ACTOR_DIR_RIGHT, "monsters/man/graphics/shared/playa1a2_mirrored.vga");
56 animAddFrame("monster", "Player", "sleep", ACTOR_DIR_RIGHT, "monsters/man/graphics/shared/playb1b2_mirrored.vga");
57 animAddFrame("monster", "Player", "sleep", ACTOR_DIR_RIGHT, "monsters/man/graphics/shared/playb1b2_mirrored.vga");
58 animAddFrame("monster", "Player", "sleep", ACTOR_DIR_RIGHT, "monsters/man/graphics/shared/playb1b2_mirrored.vga");
60 animClearFrames("monster", "Player", "go");
62 animAddFrame("monster", "Player", "go", ACTOR_DIR_LEFT, "monsters/man/graphics/shared/playa1a2.vga");
63 animAddFrame("monster", "Player", "go", ACTOR_DIR_LEFT, "monsters/man/graphics/go/playc1c2.vga");
64 animAddFrame("monster", "Player", "go", ACTOR_DIR_LEFT, "monsters/man/graphics/go/playd1d2.vga");
65 animAddFrame("monster", "Player", "go", ACTOR_DIR_LEFT, "monsters/man/graphics/shared/playa1a2.vga");
66 animAddFrame("monster", "Player", "go", ACTOR_DIR_LEFT, "monsters/man/graphics/shared/playb1b2.vga");
67 animAddFrame("monster", "Player", "go", ACTOR_DIR_LEFT, "monsters/man/graphics/go/playd1d2.vga");
69 animAddFrame("monster", "Player", "go", ACTOR_DIR_RIGHT, "monsters/man/graphics/shared/playa1a2_mirrored.vga");
70 animAddFrame("monster", "Player", "go", ACTOR_DIR_RIGHT, "monsters/man/graphics/go/playc1c2_mirrored.vga");
71 animAddFrame("monster", "Player", "go", ACTOR_DIR_RIGHT, "monsters/man/graphics/go/playd1d2_mirrored.vga");
72 animAddFrame("monster", "Player", "go", ACTOR_DIR_RIGHT, "monsters/man/graphics/shared/playa1a2_mirrored.vga");
73 animAddFrame("monster", "Player", "go", ACTOR_DIR_RIGHT, "monsters/man/graphics/shared/playb1b2_mirrored.vga");
74 animAddFrame("monster", "Player", "go", ACTOR_DIR_RIGHT, "monsters/man/graphics/go/playd1d2_mirrored.vga");
76 animClearFrames("monster", "Player", "pain");
78 animAddFrame("monster", "Player", "pain", ACTOR_DIR_LEFT, "monsters/man/graphics/pain/playg1g2.vga");
80 animAddFrame("monster", "Player", "pain", ACTOR_DIR_RIGHT, "monsters/man/graphics/pain/playg1g2_mirrored.vga");
82 animClearFrames("monster", "Player", "wait");
84 animAddFrame("monster", "Player", "wait", ACTOR_DIR_LEFT, "monsters/man/graphics/shared/playe1e2.vga");
86 animAddFrame("monster", "Player", "wait", ACTOR_DIR_RIGHT, "monsters/man/graphics/shared/playe1e2_mirrored.vga");
88 animClearFrames("monster", "Player", "attack");
90 animAddFrame("monster", "Player", "attack", ACTOR_DIR_LEFT, "monsters/man/graphics/shared/playe1e2.vga");
91 animAddFrame("monster", "Player", "attack", ACTOR_DIR_LEFT, "monsters/man/graphics/shared/playe1e2.vga");
92 animAddFrame("monster", "Player", "attack", ACTOR_DIR_LEFT, "monsters/man/graphics/shared/playe1e2.vga");
93 animAddFrame("monster", "Player", "attack", ACTOR_DIR_LEFT, "monsters/man/graphics/shared/playe1e2.vga");
94 animAddFrame("monster", "Player", "attack", ACTOR_DIR_LEFT, "monsters/man/graphics/attack/playf1f2.vga");
95 animAddFrame("monster", "Player", "attack", ACTOR_DIR_LEFT, "monsters/man/graphics/attack/playf1f2.vga");
97 animAddFrame("monster", "Player", "attack", ACTOR_DIR_RIGHT, "monsters/man/graphics/shared/playe1e2_mirrored.vga");
98 animAddFrame("monster", "Player", "attack", ACTOR_DIR_RIGHT, "monsters/man/graphics/shared/playe1e2_mirrored.vga");
99 animAddFrame("monster", "Player", "attack", ACTOR_DIR_RIGHT, "monsters/man/graphics/shared/playe1e2_mirrored.vga");
100 animAddFrame("monster", "Player", "attack", ACTOR_DIR_RIGHT, "monsters/man/graphics/shared/playe1e2_mirrored.vga");
101 animAddFrame("monster", "Player", "attack", ACTOR_DIR_RIGHT, "monsters/man/graphics/attack/playf1f2_mirrored.vga");
102 animAddFrame("monster", "Player", "attack", ACTOR_DIR_RIGHT, "monsters/man/graphics/attack/playf1f2_mirrored.vga");
104 animClearFrames("monster", "Player", "die");
106 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playh0.vga");
107 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playh0.vga");
108 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playh0.vga");
109 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playh0.vga");
110 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playi0.vga");
111 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playi0.vga");
112 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playi0.vga");
113 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playi0.vga");
114 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playj0.vga");
115 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playj0.vga");
116 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playj0.vga");
117 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playj0.vga");
118 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playk0.vga");
119 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playk0.vga");
120 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playk0.vga");
121 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playk0.vga");
122 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playl0.vga");
123 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playl0.vga");
124 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playl0.vga");
125 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playl0.vga");
126 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playm0.vga");
127 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playm0.vga");
128 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playm0.vga");
129 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playm0.vga");
131 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playh0.vga");
132 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playh0.vga");
133 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playh0.vga");
134 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playh0.vga");
135 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playi0.vga");
136 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playi0.vga");
137 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playi0.vga");
138 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playi0.vga");
139 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playj0.vga");
140 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playj0.vga");
141 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playj0.vga");
142 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playj0.vga");
143 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playk0.vga");
144 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playk0.vga");
145 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playk0.vga");
146 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playk0.vga");
147 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playl0.vga");
148 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playl0.vga");
149 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playl0.vga");
150 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playl0.vga");
151 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playm0.vga");
152 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playm0.vga");
153 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playm0.vga");
154 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playm0.vga");
156 animClearFrames("monster", "Player", "slop");
158 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/playo0.vga");
159 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/playo0.vga");
160 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/playp0.vga");
161 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/playp0.vga");
162 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/playq0.vga");
163 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/playq0.vga");
164 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/playr0.vga");
165 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/playr0.vga");
166 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/plays0.vga");
167 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/plays0.vga");
168 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/playt0.vga");
169 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/playt0.vga");
170 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/playu0.vga");
171 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/playu0.vga");
172 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/playv0.vga");
173 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/playv0.vga");
175 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/playo0.vga");
176 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/playo0.vga");
177 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/playp0.vga");
178 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/playp0.vga");
179 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/playq0.vga");
180 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/playq0.vga");
181 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/playr0.vga");
182 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/playr0.vga");
183 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/plays0.vga");
184 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/plays0.vga");
185 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/playt0.vga");
186 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/playt0.vga");
187 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/playu0.vga");
188 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/playu0.vga");
189 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/playv0.vga");
190 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/playv0.vga");
192 animClearFrames("monster", "Player", "dead");
194 animAddFrame("monster", "Player", "dead", ACTOR_DIR_LEFT, "monsters/man/graphics/dead/playn0.vga");
196 animAddFrame("monster", "Player", "dead", ACTOR_DIR_RIGHT, "monsters/man/graphics/dead/playn0.vga");
198 animClearFrames("monster", "Player", "mess");
200 animAddFrame("monster", "Player", "mess", ACTOR_DIR_LEFT, "monsters/man/graphics/mess/playw0.vga");
202 animAddFrame("monster", "Player", "mess", ACTOR_DIR_RIGHT, "monsters/man/graphics/mess/playw0.vga");
207 // change actor animation
208 public void setAnim (Actor me, string state) {
211 case "sleep": me.animname = "sleep"; me.animstr = "AAABBB"; break;
212 case "go": me.animname = "go"; me.animstr = "ACDABD"; break;
213 case "pain": me.animname = "pain"; me.animstr = "G"; break;
214 case "wait": me.animname = "wait"; me.animstr = "E"; break;
215 case "attack": me.animname = "attack"; me.animstr = "EEEEFF"; break;
216 case "die": me.animname = "die"; me.animstr = "HHHHIIIIJJJJKKKKLLLLMMMM"; break;
217 case "slop": me.animname = "slop"; me.animstr = "OOPPQQRRSSTTUUVV"; break;
218 case "dead": me.animname = "dead"; me.animstr = "N"; break;
219 case "mess": me.animname = "mess"; me.animstr = "W"; break;
220 case "run": me.animname = "go"; me.animstr = "ACDABD"; break;
221 case "climb": me.animname = "go"; me.animstr = "ACDABD"; break;
222 case "runout": me.animname = "go"; me.animstr = "ACDABD"; break;
223 case "shoot": me.animname = "attack"; me.animstr = "EEEEFF"; break;
224 case "revive": me.animname = "revive"; me.animstr = "MMMMLLLLKKKKJJJJIIIIHHHH"; break;
225 default: me.animname = "sleep"; me.animstr = "AAABBB"; break;
227 me.actorSetAnimation(state);
231 // setup actor properties
232 public void initialize (Actor me) {
233 // `classname` and `classtype` will be set by the engine
234 //me.classname = "Player";
235 //me.classtype = "monster";
238 me.hitpoints = me.life = 400;
245 me.plrstate = PLST_STAND;
248 //me.setAnim("sleep");
250 // add attached light
252 me.attLightYOfs = -12;
253 me.attachedLightColorless(96, 44);
255 me.flags |= AF_NOANIMATE;
260 public void think (Actor me) {
262 //writeln("canstand: ", Z_canstand(me.x, me.y, me.radius));
263 //writeln("cangodown: ", Z_cangodown(me.x, me.y, me.radius));
264 //if (((st = Z_moveobj(&me.o))&Z_FALLOUT) && me.y >= FLDH*CELH+50) {
265 //int st = Z_moveobj(me); dumpSt(st); writeln(st);
268 if (me.plrnum == 1) {
269 int tiltHeight = getMapViewHeight()/4;
271 if (vy < -tiltHeight) vy = -tiltHeight; else if (vy > tiltHeight) vy = tiltHeight;
273 setMapViewPos(me.x, me.y+vy);
278 void dumpSt (int st) {
280 if (st == 0) { writeln(" NONE"); return; }
281 if (st&Z_HITWALL) write(" Z_HITWALL");
282 if (st&Z_HITCEIL) write(" Z_HITCEIL");
283 if (st&Z_HITLAND) write(" Z_HITLAND");
284 if (st&Z_FALLOUT) write(" Z_FALLOUT");
285 if (st&Z_INWATER) write(" Z_INWATER");
286 if (st&Z_HITWATER) write(" Z_HITWATER");
287 if (st&Z_HITAIR) write(" Z_HITAIR");
288 if (st&Z_BLOCK) write(" Z_BLOCK");
293 void jump (Actor me, int st) {
294 if (Z_canbreathe(me.x, me.y, me.radius, me.height)) {
295 if (me.air < PL_AIR) me.air = PL_AIR;
299 //!PL_hit(me, 10, -3, HIT_WATER);
300 } else if ((me.air&31) == 0) {
301 //!FX_bubble(me.x, me.y-20, 0, 0, 5);
305 if (!p_ghost && ISKEY(KB_JUMP)) {
309 if (Z_canstand(OBJT_PLAYER, me.x, me.y, me.radius)) me.yv = -PL_JUMP;
310 else if (st&Z_INWATER) me.yv = -PL_SWUP;
314 //writeln("0: me.yv=", me.yv);
315 if (getPlayerButtons(me.plrnum)&PLK_JUMP) {
316 if (Z_canstand(me.x, me.y, me.radius)) {
319 if (st&Z_INWATER) me.yv = -PL_SWUP;
322 //writeln("1: me.yv=", me.yv);
326 void godown (Actor me) {
328 if (ISKEY(KB_DOWN) && ISKEY(KB_UP)) {
329 //fprintf(stderr, "trying to go down\n");
330 if (Z_cangodown(OBJT_PLAYER, me.x, me.y, me.radius)) {
331 //fprintf(stderr, "going down\n");
339 void PL_act (Actor me) {
341 //if (me.plrnum != 1) return;
343 auto btn = getPlayerButtons(me.plrnum);
344 if (me.plrnum != 1) btn = 0;
345 //writeln("left: ", (btn&PLK_LEFT), "; right: ", (btn&PLK_RIGHT));
347 //if ((btn&PLK_DOWN) && p_ghost) me.yv = 4;
348 //if ((btn&PLK_UP) && p_ghost) me.yv = -4;
350 if (--me.aitime < 0) me.aitime = 0;
352 //SW_press(me.x, me.y, me.radius, me.height, 4|me.keys, me.id);
354 //if (!me.suit && (g_time&15) == 0) PL_hit(me, Z_getacid(me.x, me.y, me.radius, me.height), -3, HIT_SOME);
356 if (me.plrstate != PLST_FALL && me.plrstate != PLST_PLOUT) {
358 //writeln("st=", st);
360 if ((st&Z_FALLOUT) && me.y >= FLDH*CELH+50) {
361 writeln(" FALLING!");
362 switch (me.plrstate) {
370 //me.s = Z_sound(snd[10], 128);
372 //if (g_dm) --me.frag;
375 me.plrstate = PLST_FALL;
381 //if (p_ghost) { me.yv = me.vy = 0; }
383 if (st&Z_HITWATER) Z_splash(me, PL_RAD+PL_HT, st);
385 //!if ((me.f&PLF_FIRE) && me.fire != 2) me.f &= ~PLF_FIRE;
388 if ((btn&(PLK_UP|PLK_DOWN)) != (PLK_UP|PLK_DOWN)) {
392 } else if (btn&PLK_DOWN) {
397 //me.f &= ~(PLF_UP|PLF_DOWN);
398 me.looky = Z_dec(me.looky, 5);
402 //!if ((btn&PLK_USE)) SW_press(me.x, me.y, me.radius, me.height, 1|me.keys, me.id);
405 if (me.fire) --me.fire;
406 if (me.cwpn) --me.cwpn;
407 if (me.csnd) --me.csnd;
408 if (me.invl) --me.invl;
409 if (me.suit) --me.suit;
412 switch (me.plrstate) {
415 //!if (!dieanim[++me.s]) { me.plrstate = PLST_DEAD; MN_killedp(); }
416 me.xv = Z_dec(me.xv, 1);
420 //!if (!slopanim[++me.s]) { me.plrstate = PLST_MESS; MN_killedp(); }
421 me.xv = Z_dec(me.xv, 1);
431 //!if (p_fly) SMK_gas(me.x, me.y-2, 2, 3, me.xv+me.vx, me.yv+me.vy, 128);
433 if ((me.s += abs(me.xv)/2) >= 24) me.s %= 24;
435 if (!(btn&(PLK_LEFT|PLK_RIGHT))) {
436 if (me.xv) me.xv = Z_dec(me.xv, 1); else me.plrstate = PLST_STAND;
440 if (me.xv < PL_RUN && (btn&PLK_RIGHT)) {
443 } else if (PL_RUN > 8) {
444 //!SMK_gas(me.x, me.y-2, 2, 3, me.xv+me.vx, me.yv+me.vy, 32);
447 if (me.xv > -PL_RUN && (btn&PLK_LEFT)) {
450 } else if (PL_RUN > 8) {
451 //!SMK_gas(me.x, me.y-2, 2, 3, me.xv+me.vx, me.yv+me.vy, 32);
462 //!if (p_fly) SMK_gas(me.x, me.y-2, 2, 3, me.xv+me.vx, me.yv+me.vy, 128);
464 if ((btn&(PLK_LEFT|PLK_RIGHT)) != (PLK_LEFT|PLK_RIGHT)) {
466 me.plrstate = PLST_GO;
469 } else if (btn&PLK_RIGHT) {
470 me.plrstate = PLST_GO;
479 me.xv = Z_dec(me.xv, 1);
481 for (int f = 0; f < PLK_MAX; ++f) {
483 if (me.plrstate != PLST_PLOUT) MN_spawn_deadpl(&me. me.color, (me.plrstate == PLST_MESS ? 1 : 0));
485 if (g_dm) { G_respawn_player(me); break; }
486 if (g_plrcount == 1) {
487 if (--me.lives == 0) {
493 me.dir = dm_pos[0].dir;
500 me.dir = dm_pos[0].dir;
504 me.dir = dm_pos[1].dir;
511 if (--me.s <= 0) me.plrstate = PLST_PLOUT;
519 void PL_draw (Actor me) {
521 //static const int wytab[] = {-1, -2, -1, 0};
526 switch (me.plrstate) {
532 } else if (me.pain) {
535 wx = (me.d ? 2 : -2);
555 wx = (me.d ? 2 : -2);
559 w = (me.f&PLF_FIRE ? 'B' : 'A');
560 wx = (me.d ? 2 : -2);
569 //s = slopanim[me.s];
577 if (me.wpn == PWPN_FIST) w = 0;
578 if (w) Z_drawspr(me.o.x+wx, me.o.y+wy, &wpn[me.wpn&0x7f][w-'A'], me.d);
579 if (s) Z_drawmanspr(me.o.x, me.o.y, &spr[(s-'A')*2+me.d], sprd[(s-'A')*2+me.d], me.color);