DEADSOFTWARE

move error.c into system layer
[flatwaifu.git] / src / player.c
1 /*
2 Copyright (C) Prikol Software 1996-1997
3 Copyright (C) Aleksey Volynskov 1996-1997
4 Copyright (C) <ARembo@gmail.com> 2011
6 This file is part of the Doom2D:Rembo project.
8 Doom2D:Rembo is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License version 2 as
10 published by the Free Software Foundation.
12 Doom2D:Rembo is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, see <http://www.gnu.org/licenses/> or
19 write to the Free Software Foundation, Inc.,
20 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
21 */
23 #include "glob.h"
24 #include <stdlib.h>
25 #include <string.h>
26 #include "view.h"
27 #include "dots.h"
28 #include "smoke.h"
29 #include "weapons.h"
30 #include "monster.h"
31 #include "fx.h"
32 #include "items.h"
33 #include "switch.h"
34 #include "player.h"
35 #include "misc.h"
36 #include "my.h"
37 #include "game.h"
38 #include "input.h"
40 #define PL_RAD 8
41 #define PL_HT 26
43 #define PL_SWUP 4
44 #define PL_FLYUP 4
46 #define PL_AQUA_AIR 1091
48 byte p_immortal;
49 byte p_fly;
51 int PL_JUMP=10;
52 int PL_RUN=8;
54 static int wp_it[11]={0,I_CSAW,0,I_SGUN,I_SGUN2,I_MGUN,I_LAUN,I_PLAS,I_BFG,I_GUN2,0};
56 enum{STAND,GO,DIE,SLOP,DEAD,MESS,OUT,FALL};
58 typedef void fire_f(int,int,int,int,int);
60 player_t pl1;
61 player_t pl2;
62 static int aitime;
63 static void *aisnd[3];
64 static void *pdsnd[5];
66 static void *snd[11];
67 byte plr_goanim[]="BDACDA";
68 byte plr_dieanim[]="HHHHIIIIJJJJKKKKLLLLMMMM";
69 byte plr_slopanim[]="OOPPQQRRSSTTUUVVWW";
72 #pragma pack(1)
73 struct {
74 int ku,kd,kl,kr,kf,kj,kwl,kwr,kp;
75 } _keys;
76 #pragma pack()
78 static void PL_save_player (player_t *p, FILE *h) {
79 myfwrite32(p->o.x, h);
80 myfwrite32(p->o.y, h);
81 myfwrite32(p->o.xv, h);
82 myfwrite32(p->o.yv, h);
83 myfwrite32(p->o.vx, h);
84 myfwrite32(p->o.vy, h);
85 myfwrite32(p->o.r, h);
86 myfwrite32(p->o.h, h);
87 myfwrite32(p->looky, h);
88 myfwrite32(p->st, h);
89 myfwrite32(p->s, h);
90 myfwrite32(p->life, h);
91 myfwrite32(p->armor, h);
92 myfwrite32(p->hit, h);
93 myfwrite32(p->hito, h);
94 myfwrite32(p->pain, h);
95 myfwrite32(p->air, h);
96 myfwrite32(p->invl, h);
97 myfwrite32(p->suit, h);
98 myfwrite8(p->d, h);
99 myfwrite32(p->frag, h);
100 myfwrite32(p->ammo, h);
101 myfwrite32(p->shel, h);
102 myfwrite32(p->rock, h);
103 myfwrite32(p->cell, h);
104 myfwrite32(p->fuel, h);
105 myfwrite32(p->kills, h);
106 myfwrite32(p->secrets, h);
107 myfwrite8(p->fire, h);
108 myfwrite8(p->cwpn, h);
109 myfwrite8(p->csnd, h);
110 myfwrite8(p->amul, h);
111 myfwrite16(p->wpns, h);
112 myfwrite8(p->wpn, h);
113 myfwrite8(p->f, h);
114 myfwrite8(p->drawst, h);
115 myfwrite8(p->color, h);
116 myfwrite32(p->id, h);
117 myfwrite8(p->keys, h);
118 myfwrite8(p->lives, h);
119 // k* not saved
122 void PL_savegame (FILE *h) {
123 PL_save_player(&pl1, h);
124 if (_2pl) {
125 PL_save_player(&pl2, h);
127 myfwrite32(PL_JUMP, h);
128 myfwrite32(PL_RUN, h);
129 myfwrite8(p_immortal, h);
132 static void PL_load_player (player_t *p, FILE *h) {
133 p->o.x = myfread32(h);
134 p->o.y = myfread32(h);
135 p->o.xv = myfread32(h);
136 p->o.yv = myfread32(h);
137 p->o.vx = myfread32(h);
138 p->o.vy = myfread32(h);
139 p->o.r = myfread32(h);
140 p->o.h = myfread32(h);
141 p->looky = myfread32(h);
142 p->st = myfread32(h);
143 p->s = myfread32(h);
144 p->life = myfread32(h);
145 p->armor = myfread32(h);
146 p->hit = myfread32(h);
147 p->hito = myfread32(h);
148 p->pain = myfread32(h);
149 p->air = myfread32(h);
150 p->invl = myfread32(h);
151 p->suit = myfread32(h);
152 p->d = myfread8(h);
153 p->frag = myfread32(h);
154 p->ammo = myfread32(h);
155 p->shel = myfread32(h);
156 p->rock = myfread32(h);
157 p->cell = myfread32(h);
158 p->fuel = myfread32(h);
159 p->kills = myfread32(h);
160 p->secrets = myfread32(h);
161 p->fire = myfread8(h);
162 p->cwpn = myfread8(h);
163 p->csnd = myfread8(h);
164 p->amul = myfread8(h);
165 p->wpns = myfread16(h);
166 p->wpn = myfread8(h);
167 p->f = myfread8(h);
168 p->drawst = myfread8(h);
169 p->color = myfread8(h);
170 p->id = myfread32(h);
171 p->keys = myfread8(h);
172 p->lives = myfread8(h);
173 // k* not saved
176 void PL_loadgame (FILE *h) {
177 PL_load_player(&pl1, h);
178 if (_2pl) {
179 PL_load_player(&pl2, h);
181 PL_JUMP = myfread32(h);
182 PL_RUN = myfread32(h);
183 p_immortal = myfread8(h);
186 static int nonz (int a) {
187 return a ? a : 1;
190 static int firediry(player_t *p) {
191 if(p->f&PLF_UP) return -42;
192 if(p->f&PLF_DOWN) return 19;
193 return 0;
196 static void fire(player_t *p) {
197 static fire_f *ff[11]={
198 WP_pistol,WP_pistol,WP_pistol,WP_shotgun,WP_dshotgun,
199 WP_mgun,WP_rocket,WP_plasma,WP_bfgshot,WP_shotgun,WP_pistol};
200 static int ft[11]={5,2,6,18,36,2,12,2,0,2,1};
202 if(p->cwpn) return;
203 if(p->wpn==8) {
204 if(!p->fire)
205 if(I_pressed(p->kf) && p->cell>=40)
206 {Z_sound(snd[5],128);p->fire=21;p->cell-=40;p->drawst|=PL_DRAWWPN;return;}
207 else return;
208 if(p->fire==1) p->cwpn=12;
209 else return;
210 }else if(p->wpn==1) {
211 if(!p->csnd) {
212 if(!I_pressed(p->kf)) {Z_sound(snd[7],128);p->csnd=13;return;}
214 if(I_pressed(p->kf) && !p->fire) {
215 p->fire=2;
216 WP_chainsaw(p->o.x+((p->d)?4:-4),p->o.y,(g_dm)?9:3,p->id);
217 if(!p->csnd) {Z_sound(snd[8],128);p->csnd=29;}
218 }return;
219 }else if(p->fire) return;
220 if(I_pressed(p->kf) || p->wpn==8) {
221 switch(p->wpn) {
222 case 2: case 5:
223 if(!p->ammo) return;
224 --p->ammo;p->drawst|=PL_DRAWWPN;break;
225 case 3: case 9:
226 if(!p->shel) return;
227 --p->shel;p->drawst|=PL_DRAWWPN;break;
228 case 4:
229 if(p->shel<2) return;
230 p->shel-=2;p->drawst|=PL_DRAWWPN;break;
231 case 6:
232 if(!p->rock) return;
233 --p->rock;p->drawst|=PL_DRAWWPN;break;
234 case 7:
235 if(!p->cell) return;
236 --p->cell;p->drawst|=PL_DRAWWPN;break;
237 case 10:
238 if(!p->fuel) return;
239 --p->fuel;p->drawst|=PL_DRAWWPN;break;
241 if(p->wpn==10)
242 WP_ognemet(p->o.x,p->o.y-15,p->o.x+((p->d)?30:-30),p->o.y-15+firediry(p),
243 p->o.xv+p->o.vx,p->o.yv+p->o.vy,p->id);
244 else if(p->wpn>=1) ff[p->wpn] (p->o.x,p->o.y-15,p->o.x+((p->d)?30:-30),
245 p->o.y-15+firediry(p),p->id);
246 else WP_punch(p->o.x+((p->d)?4:-4),p->o.y,3,p->id);
247 p->fire=ft[p->wpn];
248 if(p->wpn>=2) p->f|=PLF_FIRE;
252 static void chgwpn(player_t *p) {
253 if(p->cwpn) return;
254 if(p->fire && p->wpn!=1) return;
255 if(I_pressed(p->kwl)) {
256 do{ if(--p->wpn<0) p->wpn=10; }while(!(p->wpns&(1<<p->wpn)));
257 p->cwpn=3;
258 }else if(I_pressed(p->kwr)) {
259 do{ if(++p->wpn>10) p->wpn=0; }while(!(p->wpns&(1<<p->wpn)));
260 p->cwpn=3;
262 if(p->cwpn) {
263 p->drawst|=PL_DRAWWPN;p->fire=0;
264 if(p->wpn==1) Z_sound(snd[6],128);
268 static void jump(player_t *p,int st) {
269 if(Z_canbreathe(p->o.x,p->o.y,p->o.r,p->o.h)) {
270 if(p->air<PL_AIR) {p->air=PL_AIR;p->drawst|=PL_DRAWAIR;}
271 }else {
272 if(--p->air < -9) {
273 p->air=0;
274 PL_hit(p,10,-3,HIT_WATER);
275 }else if((p->air&31)==0) {
276 FX_bubble(p->o.x,p->o.y-20,0,0,5);
278 p->drawst|=PL_DRAWAIR;
280 if(I_pressed(p->kj)) {
281 if(p_fly) {
282 p->o.yv=-PL_FLYUP;
283 }else{
284 if(Z_canstand(p->o.x,p->o.y,p->o.r)) p->o.yv=-PL_JUMP;
285 else if(st&Z_INWATER) p->o.yv=-PL_SWUP;
290 int PL_isdead (player_t *p) {
291 switch(p->st) {
292 case DEAD: case MESS:
293 case OUT:
294 return 1;
296 return 0;
299 void PL_init (void) {
300 pl1.id = -1;
301 pl2.id = -2;
302 p_immortal = 0;
303 PL_JUMP = 10;
304 PL_RUN = 8;
305 aitime = 0;
308 void PL_alloc(void) {
309 int i,j;
310 static char nm[][6]={
311 "OOF",
312 "PLPAIN",
313 "PLDETH",
314 "SLOP",
315 "PDIEHI",
316 "BFG",
317 "SAWUP",
318 "SAWIDL",
319 "SAWFUL",
320 "SAWHIT",
321 "PLFALL"
322 };
323 char s[6];
324 for(i=0;i<11;++i) snd[i]=Z_getsnd(nm[i]);
325 memcpy(s,"AIx",4);
326 for(i=0;i<3;++i) {
327 s[2]=i+'1';
328 aisnd[i]=Z_getsnd(s);
330 memcpy(s,"PLDTHx",6);
331 for(i=0;i<5;++i) {
332 s[5]=i+'1';
333 pdsnd[i]=Z_getsnd(s);
337 static void PL_restore(player_t *p) {
338 p->o.xv=p->o.yv=p->o.vx=p->o.vy=0;
339 p->o.r=PL_RAD;p->o.h=PL_HT;
340 p->pain=0;
341 p->invl=p->suit=0;
342 switch(p->st) {
343 case DEAD: case MESS: case OUT:
344 case DIE: case SLOP: case FALL:
345 p->life=100;p->armor=0;p->air=PL_AIR;
346 p->wpns=5;
347 p->wpn=2;
348 p->ammo=50;p->fuel=p->shel=p->rock=p->cell=0;
349 p->amul=1;
351 p->st=STAND;
352 p->fire=p->cwpn=p->csnd=0;
353 p->f=0;
354 p->drawst=0xFF;
355 p->looky=0;
356 p->keys=(g_dm)?0x70:0;
359 void PL_reset (void) {
360 pl1.st=pl2.st=DEAD;
361 pl1.frag=pl2.frag=0;
364 void PL_spawn (player_t *p,int x,int y,char d) {
365 PL_restore(p);
366 p->o.x=x;p->o.y=y;p->d=d;
367 p->kills=p->secrets=0;
370 int PL_hit (player_t *p,int d,int o,int t) {
371 if(!d) return 0;
372 switch(p->st) {
373 case DIE: case SLOP:
374 case DEAD: case MESS:
375 case OUT: case FALL:
376 return 0;
378 if(t==HIT_TRAP) {if(!p_immortal) {p->armor=0;p->life=-100;}}
379 else if(t!=HIT_ROCKET && t!=HIT_ELECTRO) {
380 if(p->id==-1) {if(o==-1) return 0;}
381 else if(o==-2) return 0;
383 if(t!=HIT_WATER && t!=HIT_ELECTRO)
384 DOT_blood(p->o.x,p->o.y-15,hit_xv,hit_yv,d*2);
385 else if(t==HIT_WATER) FX_bubble(p->o.x,p->o.y-20,0,0,d/2);
386 if(p_immortal || p->invl) return 1;
387 p->hit+=d;
388 p->hito=o;
389 return 1;
392 void PL_damage (player_t *p) {
393 int i;
395 if(!p->hit && p->life>0) return;
396 switch(p->st) {
397 case DIE: case SLOP:
398 case DEAD: case MESS:
399 case OUT: case FALL:
400 return;
402 i=p->hit*p->life/nonz(p->armor*3/4+p->life);
403 p->pain+=p->hit;
404 p->drawst|=PL_DRAWLIFE|PL_DRAWARMOR;
405 if((p->armor-=p->hit-i)<0) {p->life+=p->armor;p->armor=0;}
406 if((p->life-=i)<=0) {
407 if(p->life>-30) {p->st=DIE;p->s=0;Z_sound(pdsnd[rand()%5],128);}
408 else {p->st=SLOP;p->s=0;Z_sound(snd[3],128);}
409 if(p->amul>1) IT_spawn(p->o.x,p->o.y,I_BPACK);
410 if(!g_dm) {
411 if(p->keys&16) IT_spawn(p->o.x,p->o.y,I_KEYR);
412 if(p->keys&32) IT_spawn(p->o.x,p->o.y,I_KEYG);
413 if(p->keys&64) IT_spawn(p->o.x,p->o.y,I_KEYB);
415 for(i=1,p->wpns>>=1;i<11;++i,p->wpns>>=1)
416 if(i!=2) if(p->wpns&1) IT_spawn(p->o.x,p->o.y,wp_it[i]);
417 p->wpns=5;p->wpn=2;
418 p->f|=PLF_PNSND;
419 p->drawst|=PL_DRAWWPN;
420 if(g_dm && _2pl) {
421 if(p->id==-1) {
422 if(p->hito==-2) {++pl2.kills;++pl2.frag;}
423 else if(p->hito==-1) --pl1.frag;
424 }else{
425 if(p->hito==-1) {++pl1.kills;++pl1.frag;}
426 else if(p->hito==-2) --pl2.frag;
428 pl1.drawst|=PL_DRAWFRAG;
429 if(_2pl) pl2.drawst|=PL_DRAWFRAG;
431 p->life=0;return;
433 return;
436 void PL_cry (player_t *p) {
437 Z_sound(snd[(p->pain>20)?1:0],128);
438 p->f|=PLF_PNSND;
441 int PL_give (player_t *p, int t) {
442 int i;
444 switch(p->st) {
445 case DIE: case SLOP:
446 case DEAD: case MESS: case OUT:
447 return 0;
449 switch(t) {
450 case I_STIM: case I_MEDI:
451 if(p->life>=100) return 0;
452 if((p->life+=((t==I_MEDI)?25:10))>100) p->life=100;
453 p->drawst|=PL_DRAWLIFE;return 1;
454 case I_CLIP:
455 if(p->ammo>=200*p->amul) return 0;
456 if((p->ammo+=10)>200*p->amul) p->ammo=200*p->amul;
457 p->drawst|=PL_DRAWWPN;return 1;
458 case I_AMMO:
459 if(p->ammo>=200*p->amul) return 0;
460 if((p->ammo+=50)>200*p->amul) p->ammo=200*p->amul;
461 p->drawst|=PL_DRAWWPN;return 1;
462 case I_SHEL:
463 if(p->shel>=50*p->amul) return 0;
464 if((p->shel+=4)>50*p->amul) p->shel=50*p->amul;
465 p->drawst|=PL_DRAWWPN;return 1;
466 case I_SBOX:
467 if(p->shel>=50*p->amul) return 0;
468 if((p->shel+=25)>50*p->amul) p->shel=50*p->amul;
469 p->drawst|=PL_DRAWWPN;return 1;
470 case I_ROCKET:
471 if(p->rock>=50*p->amul) return 0;
472 if((++p->rock)>50*p->amul) p->rock=50*p->amul;
473 p->drawst|=PL_DRAWWPN;return 1;
474 case I_RBOX:
475 if(p->rock>=50*p->amul) return 0;
476 if((p->rock+=5)>50*p->amul) p->rock=50*p->amul;
477 p->drawst|=PL_DRAWWPN;return 1;
478 case I_CELL:
479 if(p->cell>=300*p->amul) return 0;
480 if((p->cell+=40)>300*p->amul) p->cell=300*p->amul;
481 p->drawst|=PL_DRAWWPN;return 1;
482 case I_CELP:
483 if(p->cell>=300*p->amul) return 0;
484 if((p->cell+=100)>300*p->amul) p->cell=300*p->amul;
485 p->drawst|=PL_DRAWWPN;return 1;
486 case I_BPACK:
487 if(p->amul==1) {p->amul=2;i=1;} else i=0;
488 i|=PL_give(p,I_CLIP);
489 i|=PL_give(p,I_SHEL);
490 i|=PL_give(p,I_ROCKET);
491 i|=PL_give(p,I_CELL);
492 return i;
493 case I_CSAW:
494 if(!(p->wpns&2)) {p->wpns|=2;p->drawst|=PL_DRAWWPN;return 1;}
495 return 0;
496 case I_GUN2:
497 i=PL_give(p,I_SHEL);
498 if(!(p->wpns&512)) {p->wpns|=512;i=1;}
499 p->drawst|=PL_DRAWWPN;return i;
500 case I_SGUN:
501 i=PL_give(p,I_SHEL);
502 if(!(p->wpns&8)) {p->wpns|=8;i=1;}
503 p->drawst|=PL_DRAWWPN;return i;
504 case I_SGUN2:
505 i=PL_give(p,I_SHEL);
506 if(!(p->wpns&16)) {p->wpns|=16;i=1;}
507 p->drawst|=PL_DRAWWPN;return i;
508 case I_MGUN:
509 i=PL_give(p,I_AMMO);
510 if(!(p->wpns&32)) {p->wpns|=32;i=1;}
511 p->drawst|=PL_DRAWWPN;return i;
512 case I_LAUN:
513 i=PL_give(p,I_ROCKET);
514 i|=PL_give(p,I_ROCKET);
515 if(!(p->wpns&64)) {p->wpns|=64;i=1;}
516 p->drawst|=PL_DRAWWPN;return i;
517 case I_PLAS:
518 i=PL_give(p,I_CELL);
519 if(!(p->wpns&128)) {p->wpns|=128;i=1;}
520 p->drawst|=PL_DRAWWPN;return i;
521 case I_BFG:
522 i=PL_give(p,I_CELL);
523 if(!(p->wpns&256)) {p->wpns|=256;i=1;}
524 p->drawst|=PL_DRAWWPN;return i;
525 case I_ARM1:
526 if(p->armor>=100) return 0;
527 p->armor=100;p->drawst|=PL_DRAWARMOR;return 1;
528 case I_ARM2:
529 if(p->armor>=200) return 0;
530 p->armor=200;p->drawst|=PL_DRAWARMOR;return 1;
531 case I_MEGA:
532 i=0;
533 if(p->life<200) {p->life=200;p->drawst|=PL_DRAWLIFE;i=1;}
534 if(p->armor<200) {p->armor=200;p->drawst|=PL_DRAWARMOR;i=1;}
535 return i;
536 case I_SUPER:
537 if(p->life<200) {p->life=min(p->life+100,200);p->drawst|=PL_DRAWLIFE;return 1;}
538 return 0;
539 case I_INVL:
540 p->invl=PL_POWERUP_TIME;
541 return 1;
542 case I_SUIT:
543 p->suit=PL_POWERUP_TIME;
544 return 1;
545 case I_AQUA:
546 if(p->air >= PL_AQUA_AIR) return 0;
547 p->air=PL_AQUA_AIR;p->drawst|=PL_DRAWAIR;
548 return 1;
549 case I_KEYR:
550 if(p->keys&16) return 0;
551 p->keys|=16;p->drawst|=PL_DRAWKEYS;return 1;
552 case I_KEYG:
553 if(p->keys&32) return 0;
554 p->keys|=32;p->drawst|=PL_DRAWKEYS;return 1;
555 case I_KEYB:
556 if(p->keys&64) return 0;
557 p->keys|=64;p->drawst|=PL_DRAWKEYS;return 1;
558 default:
559 return 0;
563 void PL_act (player_t *p) {
564 int st;
566 if(--aitime<0) aitime=0;
567 SW_press(p->o.x,p->o.y,p->o.r,p->o.h,4|p->keys,p->id);
568 if(!p->suit) if((g_time&15)==0)
569 PL_hit(p,Z_getacid(p->o.x,p->o.y,p->o.r,p->o.h),-3,HIT_SOME);
570 if(p->st!=FALL && p->st!=OUT) {
571 if(((st=Z_moveobj(&p->o))&Z_FALLOUT) && p->o.y>=FLDH*CELH+50) {
572 switch(p->st) {
573 case DEAD: case MESS: case DIE: case SLOP:
574 p->s=5;break;
575 default:
576 p->s=Z_sound(snd[10],128);
577 if(g_dm) --p->frag;
578 }p->st=FALL;
580 }else st=0;
581 if(st&Z_HITWATER) Z_splash(&p->o,PL_RAD+PL_HT);
582 if(p->f&PLF_FIRE) if(p->fire!=2) p->f-=PLF_FIRE;
583 if(I_pressed(p->ku)) {p->f|=PLF_UP;p->looky-=5;}
584 else{
585 p->f&=0xFFFF-PLF_UP;
586 if(I_pressed(p->kd))
587 {p->f|=PLF_DOWN;p->looky+=5;}
588 else {p->f&=0xFFFF-PLF_DOWN;p->looky=Z_dec(p->looky,5);}
590 if(I_pressed(p->kp)) SW_press(p->o.x,p->o.y,p->o.r,p->o.h,1|p->keys,p->id);
591 if(p->fire) --p->fire;
592 if(p->cwpn) --p->cwpn;
593 if(p->csnd) --p->csnd;
594 if(p->invl) --p->invl;
595 if(p->suit) --p->suit;
596 switch(p->st) {
597 case DIE:
598 p->o.h=7;
599 if(!plr_dieanim[++p->s]) {p->st=DEAD;MN_killedp();}
600 p->o.xv=Z_dec(p->o.xv,1);
601 break;
602 case SLOP:
603 p->o.h=6;
604 if(!plr_slopanim[++p->s]) {p->st=MESS;MN_killedp();}
605 p->o.xv=Z_dec(p->o.xv,1);
606 break;
607 case GO:
608 chgwpn(p);fire(p);jump(p,st);
609 if(p_fly)
610 SMK_gas(p->o.x,p->o.y-2,2,3,p->o.xv+p->o.vx,p->o.yv+p->o.vy,128);
611 if((p->s+=abs(p->o.xv)/2) >= 24) p->s%=24;
612 if(!I_pressed(p->kl) && !I_pressed(p->kr)) {
613 if(p->o.xv) p->o.xv=Z_dec(p->o.xv,1);
614 else p->st=STAND;
615 break;
617 if(p->o.xv<PL_RUN && I_pressed(p->kr)) {p->o.xv+=PL_RUN>>3;p->d=1;}
618 else if(PL_RUN>8)
619 SMK_gas(p->o.x,p->o.y-2,2,3,p->o.xv+p->o.vx,p->o.yv+p->o.vy,32);
620 if(p->o.xv>-PL_RUN && I_pressed(p->kl)) {p->o.xv-=PL_RUN>>3;p->d=0;}
621 else if(PL_RUN>8)
622 SMK_gas(p->o.x,p->o.y-2,2,3,p->o.xv+p->o.vx,p->o.yv+p->o.vy,32);
623 break;
624 case STAND:
625 chgwpn(p);fire(p);jump(p,st);
626 if(p_fly)
627 SMK_gas(p->o.x,p->o.y-2,2,3,p->o.xv+p->o.vx,p->o.yv+p->o.vy,128);
628 if(I_pressed(p->kl)) {p->st=GO;p->s=0;p->d=0;}
629 else if(I_pressed(p->kr)) {p->st=GO;p->s=0;p->d=1;}
630 break;
631 case DEAD:
632 case MESS:
633 case OUT:
634 p->o.xv=Z_dec(p->o.xv,1);
635 if(I_pressed(p->ku) || I_pressed(p->kd) || I_pressed(p->kl) || I_pressed(p->kr) ||
636 I_pressed(p->kf) || I_pressed(p->kj) || I_pressed(p->kp) || I_pressed(p->kwl) || I_pressed(p->kwr)) {
637 if(p->st!=OUT) MN_spawn_deadpl(&p->o,p->color,(p->st==MESS)?1:0);
638 PL_restore(p);
639 if(g_dm) {G_respawn_player(p);break;}
640 if(!_2pl) {
641 if(--p->lives==0) {G_start();break;}
642 else{p->o.x=dm_pos[0].x;p->o.y=dm_pos[0].y;p->d=dm_pos[0].d;}
643 p->drawst|=PL_DRAWLIVES;
645 if(p->id==-1)
646 {p->o.x=dm_pos[0].x;p->o.y=dm_pos[0].y;p->d=dm_pos[0].d;}
647 else {p->o.x=dm_pos[1].x;p->o.y=dm_pos[1].y;p->d=dm_pos[1].d;}
648 }break;
649 case FALL:
650 if(--p->s<=0) p->st=OUT;
651 break;
655 static void chk_bfg(player_t *p,int x,int y) {
656 int dx,dy;
658 if(aitime) return;
659 switch(p->st) {
660 case DIE: case SLOP: case FALL:
661 case DEAD: case MESS: case OUT:
662 return;
664 dx=p->o.x-x;dy=p->o.y-p->o.h/2-y;
665 if(dx*dx+dy*dy<=1600) {
666 aitime=Z_sound(aisnd[rand()%3],128)*4;
670 void bfg_fly (int x,int y,int o) {
671 // if(!g_dm) return;
672 if(o!=-1) chk_bfg(&pl1,x,y);
673 if(_2pl) if(o!=-2) chk_bfg(&pl2,x,y);
674 if(o==-1 || o==-2) MN_warning(x-50,y-50,x+50,y+50);