20 extern int hit_xv,hit_yv;
22 void Z_drawstkeys(byte);
23 void Z_drawstlives(char);
25 void MN_killedp(void);
34 #define PL_AQUA_AIR 1091
36 byte p_immortal=0,p_fly=0;
38 int PL_JUMP=10,PL_RUN=8;
40 int wp_it[11]={0,I_CSAW,0,I_SGUN,I_SGUN2,I_MGUN,I_LAUN,I_PLAS,I_BFG,I_GUN2,0};
42 enum{STAND,GO,DIE,SLOP,DEAD,MESS,OUT,FALL};
44 typedef void fire_f(int,int,int,int,int);
46 int Z_getacid(int x,int y,int r,int h);
50 static void *aisnd[3];
51 static void *pdsnd[5];
53 static void *spr[27*2],*snd[11];
54 static char sprd[27*2];
55 static void *wpn[11][6];
56 static byte goanim[]="BDACDA",
57 dieanim[]="HHHHIIIIJJJJKKKKLLLLMMMM",
58 slopanim[]="OOPPQQRRSSTTUUVVWW";
60 void PL_savegame(int h) {
61 write(h,&pl1,sizeof(pl1));
62 if(_2pl) write(h,&pl2,sizeof(pl2));
63 write(h,&PL_JUMP,4);write(h,&PL_RUN,4);write(h,&p_immortal,1);
66 void PL_loadgame(int h) {
67 read(h,&pl1,sizeof(pl1));
68 if(_2pl) read(h,&pl2,sizeof(pl2));
69 read(h,&PL_JUMP,4);read(h,&PL_RUN,4);read(h,&p_immortal,1);
72 static int nonz(int a) {return (a)?a:1;}
74 static int firediry(player_t *p) {
75 if(p->f&PLF_UP) return -42;
76 if(p->f&PLF_DOWN) return 19;
80 static void fire(player_t *p) {
81 static fire_f *ff[11]={
82 WP_pistol,WP_pistol,WP_pistol,WP_shotgun,WP_dshotgun,
83 WP_mgun,WP_rocket,WP_plasma,WP_bfgshot,WP_shotgun,WP_pistol};
84 static int ft[11]={5,2,6,18,36,2,12,2,0,2,1};
89 if(keys[p->kf] && p->cell>=40)
90 {Z_sound(snd[5],128);p->fire=21;p->cell-=40;p->drawst|=PL_DRAWWPN;return;}
92 if(p->fire==1) p->cwpn=12;
96 if(!keys[p->kf]) {Z_sound(snd[7],128);p->csnd=13;return;}
98 if(keys[p->kf] && !p->fire) {
100 WP_chainsaw(p->o.x+((p->d)?4:-4),p->o.y,(g_dm)?9:3,p->id);
101 if(!p->csnd) {Z_sound(snd[8],128);p->csnd=29;}
103 }else if(p->fire) return;
104 if(keys[p->kf] || p->wpn==8) {
108 --p->ammo;p->drawst|=PL_DRAWWPN;break;
111 --p->shel;p->drawst|=PL_DRAWWPN;break;
113 if(p->shel<2) return;
114 p->shel-=2;p->drawst|=PL_DRAWWPN;break;
117 --p->rock;p->drawst|=PL_DRAWWPN;break;
120 --p->cell;p->drawst|=PL_DRAWWPN;break;
123 --p->fuel;p->drawst|=PL_DRAWWPN;break;
126 WP_ognemet(p->o.x,p->o.y-15,p->o.x+((p->d)?30:-30),p->o.y-15+firediry(p),
127 p->o.xv+p->o.vx,p->o.yv+p->o.vy,p->id);
128 else if(p->wpn>=1) ff[p->wpn] (p->o.x,p->o.y-15,p->o.x+((p->d)?30:-30),
129 p->o.y-15+firediry(p),p->id);
130 else WP_punch(p->o.x+((p->d)?4:-4),p->o.y,3,p->id);
132 if(p->wpn>=2) p->f|=PLF_FIRE;
136 static void chgwpn(player_t *p) {
138 if(p->fire && p->wpn!=1) return;
140 do{ if(--p->wpn<0) p->wpn=10; }while(!(p->wpns&(1<<p->wpn)));
142 }else if(keys[p->kwr]) {
143 do{ if(++p->wpn>10) p->wpn=0; }while(!(p->wpns&(1<<p->wpn)));
147 p->drawst|=PL_DRAWWPN;p->fire=0;
148 if(p->wpn==1) Z_sound(snd[6],128);
152 static void jump(player_t *p,int st) {
153 if(Z_canbreathe(p->o.x,p->o.y,p->o.r,p->o.h)) {
154 if(p->air<PL_AIR) {p->air=PL_AIR;p->drawst|=PL_DRAWAIR;}
158 PL_hit(p,10,-3,HIT_WATER);
159 }else if((p->air&31)==0) {
160 FX_bubble(p->o.x,p->o.y-20,0,0,5);
162 p->drawst|=PL_DRAWAIR;
168 if(Z_canstand(p->o.x,p->o.y,p->o.r)) p->o.yv=-PL_JUMP;
169 else if(st&Z_INWATER) p->o.yv=-PL_SWUP;
174 int PL_isdead(player_t *p) {
176 case DEAD: case MESS:
189 void PL_alloc(void) {
191 static char nm[][6]={
208 spr[i*2]=Z_getspr("PLAY",i,1,sprd+i*2);
209 spr[i*2+1]=Z_getspr("PLAY",i,2,sprd+i*2+1);
213 s[3]=((i<10)?'0':('A'-10))+i;
214 for(j=0;j<6;++j) wpn[i][j]=Z_getspr(s,j,1,NULL);
216 for(i=0;i<11;++i) snd[i]=Z_getsnd(nm[i]);
220 aisnd[i]=Z_getsnd(s);
222 memcpy(s,"PLDTHx",6);
225 pdsnd[i]=Z_getsnd(s);
229 void PL_restore(player_t *p) {
230 p->o.xv=p->o.yv=p->o.vx=p->o.vy=0;
231 p->o.r=PL_RAD;p->o.h=PL_HT;
235 case DEAD: case MESS: case OUT:
236 case DIE: case SLOP: case FALL:
237 p->life=100;p->armor=0;p->air=PL_AIR;
240 p->ammo=50;p->fuel=p->shel=p->rock=p->cell=0;
244 p->fire=p->cwpn=p->csnd=0;
248 p->keys=(g_dm)?0x70:0;
251 void PL_reset(void) {
256 void PL_spawn(player_t *p,int x,int y,char d) {
258 p->o.x=x;p->o.y=y;p->d=d;
259 p->kills=p->secrets=0;
262 int PL_hit(player_t *p,int d,int o,int t) {
266 case DEAD: case MESS:
270 if(t==HIT_TRAP) {if(!p_immortal) {p->armor=0;p->life=-100;}}
271 else if(t!=HIT_ROCKET && t!=HIT_ELECTRO) {
272 if(p->id==-1) {if(o==-1) return 0;}
273 else if(o==-2) return 0;
275 if(t!=HIT_WATER && t!=HIT_ELECTRO)
276 DOT_blood(p->o.x,p->o.y-15,hit_xv,hit_yv,d*2);
277 else if(t==HIT_WATER) FX_bubble(p->o.x,p->o.y-20,0,0,d/2);
278 if(p_immortal || p->invl) return 1;
284 void PL_damage(player_t *p) {
287 if(!p->hit && p->life>0) return;
290 case DEAD: case MESS:
294 i=p->hit*p->life/nonz(p->armor*3/4+p->life);
296 p->drawst|=PL_DRAWLIFE|PL_DRAWARMOR;
297 if((p->armor-=p->hit-i)<0) {p->life+=p->armor;p->armor=0;}
298 if((p->life-=i)<=0) {
299 if(p->life>-30) {p->st=DIE;p->s=0;Z_sound(pdsnd[rand()%5],128);}
300 else {p->st=SLOP;p->s=0;Z_sound(snd[3],128);}
301 // IT_drop_ammo(I_AMMO,p->ammo,p->o.x,p->o.y);
302 // IT_drop_ammo(I_SBOX,p->shel,p->o.x,p->o.y);
303 // IT_drop_ammo(I_RBOX,p->rock,p->o.x,p->o.y);
304 // IT_drop_ammo(I_CELP,p->cell,p->o.x,p->o.y);
305 if(p->amul>1) IT_spawn(p->o.x,p->o.y,I_BPACK);
307 if(p->keys&16) IT_spawn(p->o.x,p->o.y,I_KEYR);
308 if(p->keys&32) IT_spawn(p->o.x,p->o.y,I_KEYG);
309 if(p->keys&64) IT_spawn(p->o.x,p->o.y,I_KEYB);
311 for(i=1,p->wpns>>=1;i<11;++i,p->wpns>>=1)
312 if(i!=2) if(p->wpns&1) IT_spawn(p->o.x,p->o.y,wp_it[i]);
315 p->drawst|=PL_DRAWWPN;
318 if(p->hito==-2) {++pl2.kills;++pl2.frag;/*if(pl1.frag<=0) --pl1.frag;*/}
319 else if(p->hito==-1) --pl1.frag;
321 if(p->hito==-1) {++pl1.kills;++pl1.frag;/*if(pl2.frag<=0) --pl2.frag;*/}
322 else if(p->hito==-2) --pl2.frag;
324 pl1.drawst|=PL_DRAWFRAG;
325 if(_2pl) pl2.drawst|=PL_DRAWFRAG;
332 void PL_cry(player_t *p) {
333 Z_sound(snd[(p->pain>20)?1:0],128);
337 int PL_give(player_t *p,int t) {
342 case DEAD: case MESS: case OUT:
346 case I_STIM: case I_MEDI:
347 if(p->life>=100) return 0;
348 if((p->life+=((t==I_MEDI)?25:10))>100) p->life=100;
349 p->drawst|=PL_DRAWLIFE;return 1;
351 if(p->ammo>=200*p->amul) return 0;
352 if((p->ammo+=10)>200*p->amul) p->ammo=200*p->amul;
353 p->drawst|=PL_DRAWWPN;return 1;
355 if(p->ammo>=200*p->amul) return 0;
356 if((p->ammo+=50)>200*p->amul) p->ammo=200*p->amul;
357 p->drawst|=PL_DRAWWPN;return 1;
359 if(p->shel>=50*p->amul) return 0;
360 if((p->shel+=4)>50*p->amul) p->shel=50*p->amul;
361 p->drawst|=PL_DRAWWPN;return 1;
363 if(p->shel>=50*p->amul) return 0;
364 if((p->shel+=25)>50*p->amul) p->shel=50*p->amul;
365 p->drawst|=PL_DRAWWPN;return 1;
367 if(p->rock>=50*p->amul) return 0;
368 if((++p->rock)>50*p->amul) p->rock=50*p->amul;
369 p->drawst|=PL_DRAWWPN;return 1;
371 if(p->rock>=50*p->amul) return 0;
372 if((p->rock+=5)>50*p->amul) p->rock=50*p->amul;
373 p->drawst|=PL_DRAWWPN;return 1;
375 if(p->cell>=300*p->amul) return 0;
376 if((p->cell+=40)>300*p->amul) p->cell=300*p->amul;
377 p->drawst|=PL_DRAWWPN;return 1;
379 if(p->cell>=300*p->amul) return 0;
380 if((p->cell+=100)>300*p->amul) p->cell=300*p->amul;
381 p->drawst|=PL_DRAWWPN;return 1;
383 if(p->amul==1) {p->amul=2;i=1;} else i=0;
384 i|=PL_give(p,I_CLIP);
385 i|=PL_give(p,I_SHEL);
386 i|=PL_give(p,I_ROCKET);
387 i|=PL_give(p,I_CELL);
390 if(!(p->wpns&2)) {p->wpns|=2;p->drawst|=PL_DRAWWPN;return 1;}
394 if(!(p->wpns&512)) {p->wpns|=512;i=1;}
395 p->drawst|=PL_DRAWWPN;return i;
398 if(!(p->wpns&8)) {p->wpns|=8;i=1;}
399 p->drawst|=PL_DRAWWPN;return i;
402 if(!(p->wpns&16)) {p->wpns|=16;i=1;}
403 p->drawst|=PL_DRAWWPN;return i;
406 if(!(p->wpns&32)) {p->wpns|=32;i=1;}
407 p->drawst|=PL_DRAWWPN;return i;
409 i=PL_give(p,I_ROCKET);
410 i|=PL_give(p,I_ROCKET);
411 if(!(p->wpns&64)) {p->wpns|=64;i=1;}
412 p->drawst|=PL_DRAWWPN;return i;
415 if(!(p->wpns&128)) {p->wpns|=128;i=1;}
416 p->drawst|=PL_DRAWWPN;return i;
419 if(!(p->wpns&256)) {p->wpns|=256;i=1;}
420 p->drawst|=PL_DRAWWPN;return i;
422 if(p->armor>=100) return 0;
423 p->armor=100;p->drawst|=PL_DRAWARMOR;return 1;
425 if(p->armor>=200) return 0;
426 p->armor=200;p->drawst|=PL_DRAWARMOR;return 1;
429 if(p->life<200) {p->life=200;p->drawst|=PL_DRAWLIFE;i=1;}
430 if(p->armor<200) {p->armor=200;p->drawst|=PL_DRAWARMOR;i=1;}
433 if(p->life<200) {p->life=min(p->life+100,200);p->drawst|=PL_DRAWLIFE;return 1;}
436 p->invl=PL_POWERUP_TIME;
439 p->suit=PL_POWERUP_TIME;
442 if(p->air >= PL_AQUA_AIR) return 0;
443 p->air=PL_AQUA_AIR;p->drawst|=PL_DRAWAIR;
446 if(p->keys&16) return 0;
447 p->keys|=16;p->drawst|=PL_DRAWKEYS;return 1;
449 if(p->keys&32) return 0;
450 p->keys|=32;p->drawst|=PL_DRAWKEYS;return 1;
452 if(p->keys&64) return 0;
453 p->keys|=64;p->drawst|=PL_DRAWKEYS;return 1;
459 void PL_act(player_t *p) {
462 if(--aitime<0) aitime=0;
463 SW_press(p->o.x,p->o.y,p->o.r,p->o.h,4|p->keys,p->id);
464 if(!p->suit) if((g_time&15)==0)
465 PL_hit(p,Z_getacid(p->o.x,p->o.y,p->o.r,p->o.h),-3,HIT_SOME);
466 if(p->st!=FALL && p->st!=OUT) {
467 if(((st=Z_moveobj(&p->o))&Z_FALLOUT) && p->o.y>=FLDH*CELH+50) {
469 case DEAD: case MESS: case DIE: case SLOP:
472 p->s=Z_sound(snd[10],128);
477 if(st&Z_HITWATER) Z_splash(&p->o,PL_RAD+PL_HT);
478 if(p->f&PLF_FIRE) if(p->fire!=2) p->f-=PLF_FIRE;
479 if(keys[p->ku]) {p->f|=PLF_UP;p->looky-=5;}
483 {p->f|=PLF_DOWN;p->looky+=5;}
484 else {p->f&=0xFFFF-PLF_DOWN;p->looky=Z_dec(p->looky,5);}
486 if(keys[p->kp]) SW_press(p->o.x,p->o.y,p->o.r,p->o.h,1|p->keys,p->id);
487 if(p->fire) --p->fire;
488 if(p->cwpn) --p->cwpn;
489 if(p->csnd) --p->csnd;
490 if(p->invl) --p->invl;
491 if(p->suit) --p->suit;
495 if(!dieanim[++p->s]) {p->st=DEAD;MN_killedp();}
496 p->o.xv=Z_dec(p->o.xv,1);
500 if(!slopanim[++p->s]) {p->st=MESS;MN_killedp();}
501 p->o.xv=Z_dec(p->o.xv,1);
504 chgwpn(p);fire(p);jump(p,st);
506 SMK_gas(p->o.x,p->o.y-2,2,3,p->o.xv+p->o.vx,p->o.yv+p->o.vy,128);
507 if((p->s+=abs(p->o.xv)/2) >= 24) p->s%=24;
508 if(!keys[p->kl] && !keys[p->kr]) {
509 if(p->o.xv) p->o.xv=Z_dec(p->o.xv,1);
513 if(p->o.xv<PL_RUN && keys[p->kr]) {p->o.xv+=PL_RUN>>3;p->d=1;}
515 SMK_gas(p->o.x,p->o.y-2,2,3,p->o.xv+p->o.vx,p->o.yv+p->o.vy,32);
516 if(p->o.xv>-PL_RUN && keys[p->kl]) {p->o.xv-=PL_RUN>>3;p->d=0;}
518 SMK_gas(p->o.x,p->o.y-2,2,3,p->o.xv+p->o.vx,p->o.yv+p->o.vy,32);
521 chgwpn(p);fire(p);jump(p,st);
523 SMK_gas(p->o.x,p->o.y-2,2,3,p->o.xv+p->o.vx,p->o.yv+p->o.vy,128);
524 if(keys[p->kl]) {p->st=GO;p->s=0;p->d=0;}
525 else if(keys[p->kr]) {p->st=GO;p->s=0;p->d=1;}
530 p->o.xv=Z_dec(p->o.xv,1);
531 if(keys[p->ku] || keys[p->kd] || keys[p->kl] || keys[p->kr] ||
532 keys[p->kf] || keys[p->kj] || keys[p->kp] || keys[p->kwl] || keys[p->kwr]) {
533 if(p->st!=OUT) MN_spawn_deadpl(&p->o,p->color,(p->st==MESS)?1:0);
535 if(g_dm) {G_respawn_player(p);break;}
537 if(--p->lives==0) {G_start();break;}
538 else{p->o.x=dm_pos[0].x;p->o.y=dm_pos[0].y;p->d=dm_pos[0].d;}
539 p->drawst|=PL_DRAWLIVES;
542 {p->o.x=dm_pos[0].x;p->o.y=dm_pos[0].y;p->d=dm_pos[0].d;}
543 else {p->o.x=dm_pos[1].x;p->o.y=dm_pos[1].y;p->d=dm_pos[1].d;}
546 if(--p->s<=0) p->st=OUT;
551 static int standspr(player_t *p) {
552 if(p->f&PLF_UP) return 'X';
553 if(p->f&PLF_DOWN) return 'Z';
557 static int wpnspr(player_t *p) {
558 if(p->f&PLF_UP) return 'C';
559 if(p->f&PLF_DOWN) return 'E';
563 void PL_draw(player_t *p) {
565 static int wytab[]={-1,-2,-1,0};
570 if(p->f&PLF_FIRE) {s=standspr(p)+1;w=wpnspr(p)+1;}
571 else if(p->pain) {s='G';w='A';wx=p->d?2:-2;wy=1;}
572 else {s=standspr(p);w=wpnspr(p);}
579 if(p->pain) {s='G';w='A';wx=p->d?2:-2;wy=1;}
581 s=goanim[p->s/8];w=(p->f&PLF_FIRE)?'B':'A';
582 wx=p->d?2:-2;wy=1+wytab[s-'A'];
586 s=dieanim[p->s];break;
588 s=slopanim[p->s];break;
593 if(w) Z_drawspr(p->o.x+wx,p->o.y+wy,wpn[p->wpn][w-'A'],p->d);
594 if(s) Z_drawmanspr(p->o.x,p->o.y,spr[(s-'A')*2+p->d],sprd[(s-'A')*2+p->d],p->color);
597 void *PL_getspr(int s,int d) {
598 return spr[(s-'A')*2+d];
601 static void chk_bfg(player_t *p,int x,int y) {
606 case DIE: case SLOP: case FALL:
607 case DEAD: case MESS: case OUT:
610 dx=p->o.x-x;dy=p->o.y-p->o.h/2-y;
611 if(dx*dx+dy*dy<=1600) {
612 aitime=Z_sound(aisnd[rand()%3],128)*4;
616 void bfg_fly(int x,int y,int o) {
618 if(o!=-1) chk_bfg(&pl1,x,y);
619 if(_2pl) if(o!=-2) chk_bfg(&pl2,x,y);
620 if(o==-1 || o==-2) MN_warning(x-50,y-50,x+50,y+50);
623 void PL_drawst(player_t *p) {
626 // V_setrect(200,120,w_o,100);
627 if(p->drawst&PL_DRAWAIR)
629 if(p->drawst&PL_DRAWLIFE)
630 Z_drawstprcnt(0,p->life);
631 if(p->drawst&PL_DRAWARMOR)
632 Z_drawstprcnt(1,p->armor);
633 if(p->drawst&PL_DRAWWPN) {
637 case 3: case 4: case 9:
646 Z_drawstwpn(p->wpn,i);
648 if(p->drawst&PL_DRAWFRAG) Z_drawstnum(p->frag);
649 if(p->drawst&PL_DRAWKEYS) Z_drawstkeys(p->keys);
650 if(!_2pl) if(p->drawst&PL_DRAWLIVES) Z_drawstlives(p->lives);