📄 actors.c
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//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
This file is part of Duke Nukem 3D version 1.5 - Atomic EditionDuke 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
along 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
*/
//-------------------------------------------------------------------------
#include "duke3d.h"
extern char numenvsnds,actor_tog;
void updateinterpolations() //Stick at beginning of domovethings
{
long i;
for(i=numinterpolations-1;i>=0;i--) oldipos[i] = *curipos[i];
}
void setinterpolation(long *posptr)
{
long i;
if (numinterpolations >= MAXINTERPOLATIONS) return;
for(i=numinterpolations-1;i>=0;i--)
if (curipos[i] == posptr) return;
curipos[numinterpolations] = posptr;
oldipos[numinterpolations] = *posptr;
numinterpolations++;
}
void stopinterpolation(long *posptr)
{
long i;
for(i=numinterpolations-1;i>=startofdynamicinterpolations;i--)
if (curipos[i] == posptr)
{
numinterpolations--;
oldipos[i] = oldipos[numinterpolations];
bakipos[i] = bakipos[numinterpolations];
curipos[i] = curipos[numinterpolations];
}
}
void dointerpolations(long smoothratio) //Stick at beginning of drawscreen
{
long i, j, odelta, ndelta;
ndelta = 0; j = 0;
for(i=numinterpolations-1;i>=0;i--)
{
bakipos[i] = *curipos[i];
odelta = ndelta; ndelta = (*curipos[i])-oldipos[i];
if (odelta != ndelta) j = mulscale16(ndelta,smoothratio);
*curipos[i] = oldipos[i]+j;
}
}
void restoreinterpolations() //Stick at end of drawscreen
{
long i;
for(i=numinterpolations-1;i>=0;i--) *curipos[i] = bakipos[i];
}
long ceilingspace(short sectnum)
{
if( (sector[sectnum].ceilingstat&1) && sector[sectnum].ceilingpal == 0 )
{
switch(sector[sectnum].ceilingpicnum)
{
case MOONSKY1:
case BIGORBIT1:
return 1;
}
}
return 0;
}
long floorspace(short sectnum)
{
if( (sector[sectnum].floorstat&1) && sector[sectnum].ceilingpal == 0 )
{
switch(sector[sectnum].floorpicnum)
{
case MOONSKY1:
case BIGORBIT1:
return 1;
}
}
return 0;
}
void addammo( short weapon,struct player_struct *p,short amount)
{
p->ammo_amount[weapon] += amount;
if( p->ammo_amount[weapon] > max_ammo_amount[weapon] )
p->ammo_amount[weapon] = max_ammo_amount[weapon];
}
void addweapon( struct player_struct *p,short weapon)
{
if ( p->gotweapon[weapon] == 0 )
{
p->gotweapon[weapon] = 1;
if(weapon == SHRINKER_WEAPON)
p->gotweapon[GROW_WEAPON] = 1;
}
p->random_club_frame = 0;
if(p->holster_weapon == 0)
{
p->weapon_pos = -1;
p->last_weapon = p->curr_weapon;
}
else
{
p->weapon_pos = 10;
p->holster_weapon = 0;
p->last_weapon = -1;
}
p->kickback_pic = 0;
p->curr_weapon = weapon;
switch(weapon)
{
case KNEE_WEAPON:
case TRIPBOMB_WEAPON:
case HANDREMOTE_WEAPON:
case HANDBOMB_WEAPON: break;
case SHOTGUN_WEAPON: spritesound(SHOTGUN_COCK,p->i);break;
case PISTOL_WEAPON: spritesound(INSERT_CLIP,p->i);break;
default: spritesound(SELECT_WEAPON,p->i);break;
}
}
void checkavailinven( struct player_struct *p )
{
if(p->firstaid_amount > 0)
p->inven_icon = 1;
else if(p->steroids_amount > 0)
p->inven_icon = 2;
else if(p->holoduke_amount > 0)
p->inven_icon = 3;
else if(p->jetpack_amount > 0)
p->inven_icon = 4;
else if(p->heat_amount > 0)
p->inven_icon = 5;
else if(p->scuba_amount > 0)
p->inven_icon = 6;
else if(p->boot_amount > 0)
p->inven_icon = 7;
else p->inven_icon = 0;
}
void checkavailweapon( struct player_struct *p )
{
short i,snum;
int32 weap;
if(p->wantweaponfire >= 0)
{
weap = p->wantweaponfire;
p->wantweaponfire = -1;
if(weap == p->curr_weapon) return;
else if( p->gotweapon[weap] && p->ammo_amount[weap] > 0 )
{
addweapon(p,weap);
return;
}
}
weap = p->curr_weapon;
if( p->gotweapon[weap] && p->ammo_amount[weap] > 0 )
return;
snum = sprite[p->i].yvel;
for(i=0;i<10;i++)
{
weap = ud.wchoice[snum][i];
#ifdef VOLUMEONE
if(weap > 6) continue;
#endif
if(weap == 0) weap = 9;
else weap--;
if( weap == 0 || ( p->gotweapon[weap] && p->ammo_amount[weap] > 0 ) )
break;
}
if(i == 10) weap = 0;
// Found the weapon
p->last_weapon = p->curr_weapon;
p->random_club_frame = 0;
p->curr_weapon = weap;
p->kickback_pic = 0;
if(p->holster_weapon == 1)
{
p->holster_weapon = 0;
p->weapon_pos = 10;
}
else p->weapon_pos = -1;
}
/*
void checkavailweapon( struct player_struct *p )
{
short i,okay,check_shoot,check_bombs;
if(p->ammo_amount[p->curr_weapon] > 0) return;
okay = check_shoot = check_bombs = 0;
switch(p->curr_weapon)
{
case PISTOL_WEAPON:
case CHAINGUN_WEAPON:
case SHOTGUN_WEAPON:
#ifndef VOLUMEONE
case FREEZE_WEAPON:
case DEVISTATOR_WEAPON:
case SHRINKER_WEAPON:
case GROW_WEAPON:
#endif
case RPG_WEAPON:
case KNEE_WEAPON:
check_shoot = 1;
break;
case HANDBOMB_WEAPON:
case HANDREMOTE_WEAPON:
#ifndef VOLUMEONE
case TRIPBOMB_WEAPON:
#endif
check_bombs = 1;
break;
}
CHECK_SHOOT:
if(check_shoot)
{
for(i = p->curr_weapon+1; i < MAX_WEAPONS;i++)
switch(i)
{
case PISTOL_WEAPON:
case CHAINGUN_WEAPON:
case SHOTGUN_WEAPON:
#ifndef VOLUMEONE
case FREEZE_WEAPON:
case SHRINKER_WEAPON:
case GROW_WEAPON:
case DEVISTATOR_WEAPON:
#endif
if ( p->gotweapon[i] && p->ammo_amount[i] > 0 )
{
okay = i;
goto OKAY_HERE;
}
break;
}
for(i = p->curr_weapon-1; i > 0;i--)
switch(i)
{
case PISTOL_WEAPON:
case CHAINGUN_WEAPON:
case SHOTGUN_WEAPON:
#ifndef VOLUMEONE
case FREEZE_WEAPON:
case DEVISTATOR_WEAPON:
case SHRINKER_WEAPON:
case GROW_WEAPON:
#endif
if ( p->gotweapon[i] && p->ammo_amount[i] > 0 )
{
okay = i;
goto OKAY_HERE;
}
break;
}
if( p->gotweapon[RPG_WEAPON] && p->ammo_amount[RPG_WEAPON] > 0 )
{
okay = RPG_WEAPON;
goto OKAY_HERE;
}
if(check_bombs == 0)
check_bombs = 1;
else
{
addweapon(p,KNEE_WEAPON);
return;
}
}
if(check_bombs)
{
for(i = p->curr_weapon-1; i > 0;i--)
switch(i)
{
case HANDBOMB_WEAPON:
#ifndef VOLUMEONE
case TRIPBOMB_WEAPON:
#endif
if ( p->gotweapon[i] && p->ammo_amount[i] > 0 )
{
okay = i;
goto OKAY_HERE;
}
break;
}
for(i = p->curr_weapon+1; i < MAX_WEAPONS;i++)
switch(i)
{
case HANDBOMB_WEAPON:
#ifdef VOLUMEONE
case TRIPBOMB_WEAPON:
#endif
if ( p->gotweapon[i] && p->ammo_amount[i] > 0 )
{
okay = i;
goto OKAY_HERE;
}
break;
}
if(check_shoot == 0)
{
check_shoot = 1;
goto CHECK_SHOOT;
}
else
{
addweapon(p,KNEE_WEAPON);
return;
}
}
OKAY_HERE:
if(okay)
{
p->last_weapon = p->curr_weapon;
p->random_club_frame = 0;
p->curr_weapon = okay;
p->kickback_pic = 0;
if(p->holster_weapon == 1)
{
p->holster_weapon = 0;
p->weapon_pos = 10;
}
else p->weapon_pos = -1;
return;
}
}
*/
long ifsquished(short i, short p)
{
sectortype *sc;
char squishme;
long floorceildist;
if(PN == APLAYER && ud.clipping)
return 0;
sc = §or[SECT];
floorceildist = sc->floorz - sc->ceilingz;
if(sc->lotag != 23)
{
if(sprite[i].pal == 1)
squishme = floorceildist < (32<<8) && (sc->lotag&32768) == 0;
else
squishme = floorceildist < (12<<8); // && (sc->lotag&32768) == 0;
}
else squishme = 0;
if( squishme )
{
FTA(10,&ps[p]);
if(badguy(&sprite[i])) sprite[i].xvel = 0;
if(sprite[i].pal == 1)
{
hittype[i].picnum = SHOTSPARK1;
hittype[i].extra = 1;
return 0;
}
return 1;
}
return 0;
}
void hitradius( short i, long r, long hp1, long hp2, long hp3, long hp4 )
{
spritetype *s,*sj;
walltype *wal;
long d, q, x1, y1;
long sectcnt, sectend, dasect, startwall, endwall, nextsect;
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