DEADSOFTWARE

fully move highter level rendering code in separate file
[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 "vga.h"
27 #include "keyb.h"
28 #include "view.h"
29 #include "dots.h"
30 #include "smoke.h"
31 #include "weapons.h"
32 #include "monster.h"
33 #include "fx.h"
34 #include "items.h"
35 #include "switch.h"
36 #include "player.h"
37 #include "misc.h"
38 #include "my.h"
40 extern int hit_xv,hit_yv;
42 #define PL_RAD 8
43 #define PL_HT 26
45 #define PL_SWUP 4
46 #define PL_FLYUP 4
48 #define PL_AQUA_AIR 1091
50 byte p_immortal=0,p_fly=0;
52 int PL_JUMP=10,PL_RUN=8;
54 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,pl2;
61 static int aitime;
62 static void *aisnd[3];
63 static void *pdsnd[5];
65 static void *snd[11];
66 byte plr_goanim[]="BDACDA",
67 plr_dieanim[]="HHHHIIIIJJJJKKKKLLLLMMMM",
68 plr_slopanim[]="OOPPQQRRSSTTUUVVWW";
71 #pragma pack(1)
72 struct {
73 int ku,kd,kl,kr,kf,kj,kwl,kwr,kp;
74 } _keys;
75 #pragma pack()
77 void PL_save_player (player_t *p, FILE *h) {
78 myfwrite32(p->o.x, h);
79 myfwrite32(p->o.y, h);
80 myfwrite32(p->o.xv, h);
81 myfwrite32(p->o.yv, h);
82 myfwrite32(p->o.vx, h);
83 myfwrite32(p->o.vy, h);
84 myfwrite32(p->o.r, h);
85 myfwrite32(p->o.h, h);
86 myfwrite32(p->looky, h);
87 myfwrite32(p->st, h);
88 myfwrite32(p->s, h);
89 myfwrite32(p->life, h);
90 myfwrite32(p->armor, h);
91 myfwrite32(p->hit, h);
92 myfwrite32(p->hito, h);
93 myfwrite32(p->pain, h);
94 myfwrite32(p->air, h);
95 myfwrite32(p->invl, h);
96 myfwrite32(p->suit, h);
97 myfwrite8(p->d, h);
98 myfwrite32(p->frag, h);
99 myfwrite32(p->ammo, h);
100 myfwrite32(p->shel, h);
101 myfwrite32(p->rock, h);
102 myfwrite32(p->cell, h);
103 myfwrite32(p->fuel, h);
104 myfwrite32(p->kills, h);
105 myfwrite32(p->secrets, h);
106 myfwrite8(p->fire, h);
107 myfwrite8(p->cwpn, h);
108 myfwrite8(p->csnd, h);
109 myfwrite8(p->amul, h);
110 myfwrite16(p->wpns, h);
111 myfwrite8(p->wpn, h);
112 myfwrite8(p->f, h);
113 myfwrite8(p->drawst, h);
114 myfwrite8(p->color, h);
115 myfwrite32(p->id, h);
116 myfwrite8(p->keys, h);
117 myfwrite8(p->lives, h);
118 // k* not saved
121 void PL_savegame (FILE *h) {
122 PL_save_player(&pl1, h);
123 if (_2pl) {
124 PL_save_player(&pl2, h);
126 myfwrite32(PL_JUMP, h);
127 myfwrite32(PL_RUN, h);
128 myfwrite8(p_immortal, h);
131 void PL_load_player (player_t *p, FILE *h) {
132 p->o.x = myfread32(h);
133 p->o.y = myfread32(h);
134 p->o.xv = myfread32(h);
135 p->o.yv = myfread32(h);
136 p->o.vx = myfread32(h);
137 p->o.vy = myfread32(h);
138 p->o.r = myfread32(h);
139 p->o.h = myfread32(h);
140 p->looky = myfread32(h);
141 p->st = myfread32(h);
142 p->s = myfread32(h);
143 p->life = myfread32(h);
144 p->armor = myfread32(h);
145 p->hit = myfread32(h);
146 p->hito = myfread32(h);
147 p->pain = myfread32(h);
148 p->air = myfread32(h);
149 p->invl = myfread32(h);
150 p->suit = myfread32(h);
151 p->d = myfread8(h);
152 p->frag = myfread32(h);
153 p->ammo = myfread32(h);
154 p->shel = myfread32(h);
155 p->rock = myfread32(h);
156 p->cell = myfread32(h);
157 p->fuel = myfread32(h);
158 p->kills = myfread32(h);
159 p->secrets = myfread32(h);
160 p->fire = myfread8(h);
161 p->cwpn = myfread8(h);
162 p->csnd = myfread8(h);
163 p->amul = myfread8(h);
164 p->wpns = myfread16(h);
165 p->wpn = myfread8(h);
166 p->f = myfread8(h);
167 p->drawst = myfread8(h);
168 p->color = myfread8(h);
169 p->id = myfread32(h);
170 p->keys = myfread8(h);
171 p->lives = myfread8(h);
172 // k* not saved
175 void PL_loadgame (FILE *h) {
176 PL_load_player(&pl1, h);
177 if (_2pl) {
178 PL_load_player(&pl2, h);
180 PL_JUMP = myfread32(h);
181 PL_RUN = myfread32(h);
182 p_immortal = myfread8(h);
185 static int nonz(int a) {return (a)?a:1;}
187 static int firediry(player_t *p) {
188 if(p->f&PLF_UP) return -42;
189 if(p->f&PLF_DOWN) return 19;
190 return 0;
193 static void fire(player_t *p) {
194 static fire_f *ff[11]={
195 WP_pistol,WP_pistol,WP_pistol,WP_shotgun,WP_dshotgun,
196 WP_mgun,WP_rocket,WP_plasma,WP_bfgshot,WP_shotgun,WP_pistol};
197 static int ft[11]={5,2,6,18,36,2,12,2,0,2,1};
199 if(p->cwpn) return;
200 if(p->wpn==8) {
201 if(!p->fire)
202 if(keys[p->kf] && p->cell>=40)
203 {Z_sound(snd[5],128);p->fire=21;p->cell-=40;p->drawst|=PL_DRAWWPN;return;}
204 else return;
205 if(p->fire==1) p->cwpn=12;
206 else return;
207 }else if(p->wpn==1) {
208 if(!p->csnd) {
209 if(!keys[p->kf]) {Z_sound(snd[7],128);p->csnd=13;return;}
211 if(keys[p->kf] && !p->fire) {
212 p->fire=2;
213 WP_chainsaw(p->o.x+((p->d)?4:-4),p->o.y,(g_dm)?9:3,p->id);
214 if(!p->csnd) {Z_sound(snd[8],128);p->csnd=29;}
215 }return;
216 }else if(p->fire) return;
217 if(keys[p->kf] || p->wpn==8) {
218 switch(p->wpn) {
219 case 2: case 5:
220 if(!p->ammo) return;
221 --p->ammo;p->drawst|=PL_DRAWWPN;break;
222 case 3: case 9:
223 if(!p->shel) return;
224 --p->shel;p->drawst|=PL_DRAWWPN;break;
225 case 4:
226 if(p->shel<2) return;
227 p->shel-=2;p->drawst|=PL_DRAWWPN;break;
228 case 6:
229 if(!p->rock) return;
230 --p->rock;p->drawst|=PL_DRAWWPN;break;
231 case 7:
232 if(!p->cell) return;
233 --p->cell;p->drawst|=PL_DRAWWPN;break;
234 case 10:
235 if(!p->fuel) return;
236 --p->fuel;p->drawst|=PL_DRAWWPN;break;
238 if(p->wpn==10)
239 WP_ognemet(p->o.x,p->o.y-15,p->o.x+((p->d)?30:-30),p->o.y-15+firediry(p),
240 p->o.xv+p->o.vx,p->o.yv+p->o.vy,p->id);
241 else if(p->wpn>=1) ff[p->wpn] (p->o.x,p->o.y-15,p->o.x+((p->d)?30:-30),
242 p->o.y-15+firediry(p),p->id);
243 else WP_punch(p->o.x+((p->d)?4:-4),p->o.y,3,p->id);
244 p->fire=ft[p->wpn];
245 if(p->wpn>=2) p->f|=PLF_FIRE;
249 static void chgwpn(player_t *p) {
250 if(p->cwpn) return;
251 if(p->fire && p->wpn!=1) return;
252 if(keys[p->kwl]) {
253 do{ if(--p->wpn<0) p->wpn=10; }while(!(p->wpns&(1<<p->wpn)));
254 p->cwpn=3;
255 }else if(keys[p->kwr]) {
256 do{ if(++p->wpn>10) p->wpn=0; }while(!(p->wpns&(1<<p->wpn)));
257 p->cwpn=3;
259 if(p->cwpn) {
260 p->drawst|=PL_DRAWWPN;p->fire=0;
261 if(p->wpn==1) Z_sound(snd[6],128);
265 static void jump(player_t *p,int st) {
266 if(Z_canbreathe(p->o.x,p->o.y,p->o.r,p->o.h)) {
267 if(p->air<PL_AIR) {p->air=PL_AIR;p->drawst|=PL_DRAWAIR;}
268 }else {
269 if(--p->air < -9) {
270 p->air=0;
271 PL_hit(p,10,-3,HIT_WATER);
272 }else if((p->air&31)==0) {
273 FX_bubble(p->o.x,p->o.y-20,0,0,5);
275 p->drawst|=PL_DRAWAIR;
277 if(keys[p->kj]) {
278 if(p_fly) {
279 p->o.yv=-PL_FLYUP;
280 }else{
281 if(Z_canstand(p->o.x,p->o.y,p->o.r)) p->o.yv=-PL_JUMP;
282 else if(st&Z_INWATER) p->o.yv=-PL_SWUP;
287 int PL_isdead(player_t *p) {
288 switch(p->st) {
289 case DEAD: case MESS:
290 case OUT:
291 return 1;
293 return 0;
296 void PL_init(void) {
297 p_immortal=0;
298 PL_JUMP=10;PL_RUN=8;
299 aitime=0;
302 void PL_alloc(void) {
303 int i,j;
304 static char nm[][6]={
305 "OOF",
306 "PLPAIN",
307 "PLDETH",
308 "SLOP",
309 "PDIEHI",
310 "BFG",
311 "SAWUP",
312 "SAWIDL",
313 "SAWFUL",
314 "SAWHIT",
315 "PLFALL"
316 };
317 char s[6];
318 for(i=0;i<11;++i) snd[i]=Z_getsnd(nm[i]);
319 memcpy(s,"AIx",4);
320 for(i=0;i<3;++i) {
321 s[2]=i+'1';
322 aisnd[i]=Z_getsnd(s);
324 memcpy(s,"PLDTHx",6);
325 for(i=0;i<5;++i) {
326 s[5]=i+'1';
327 pdsnd[i]=Z_getsnd(s);
331 void PL_restore(player_t *p) {
332 p->o.xv=p->o.yv=p->o.vx=p->o.vy=0;
333 p->o.r=PL_RAD;p->o.h=PL_HT;
334 p->pain=0;
335 p->invl=p->suit=0;
336 switch(p->st) {
337 case DEAD: case MESS: case OUT:
338 case DIE: case SLOP: case FALL:
339 p->life=100;p->armor=0;p->air=PL_AIR;
340 p->wpns=5;
341 p->wpn=2;
342 p->ammo=50;p->fuel=p->shel=p->rock=p->cell=0;
343 p->amul=1;
345 p->st=STAND;
346 p->fire=p->cwpn=p->csnd=0;
347 p->f=0;
348 p->drawst=0xFF;
349 p->looky=0;
350 p->keys=(g_dm)?0x70:0;
353 void PL_reset(void) {
354 pl1.st=pl2.st=DEAD;
355 pl1.frag=pl2.frag=0;
358 void PL_spawn(player_t *p,int x,int y,char d) {
359 PL_restore(p);
360 p->o.x=x;p->o.y=y;p->d=d;
361 p->kills=p->secrets=0;
364 int PL_hit(player_t *p,int d,int o,int t) {
365 if(!d) return 0;
366 switch(p->st) {
367 case DIE: case SLOP:
368 case DEAD: case MESS:
369 case OUT: case FALL:
370 return 0;
372 if(t==HIT_TRAP) {if(!p_immortal) {p->armor=0;p->life=-100;}}
373 else if(t!=HIT_ROCKET && t!=HIT_ELECTRO) {
374 if(p->id==-1) {if(o==-1) return 0;}
375 else if(o==-2) return 0;
377 if(t!=HIT_WATER && t!=HIT_ELECTRO)
378 DOT_blood(p->o.x,p->o.y-15,hit_xv,hit_yv,d*2);
379 else if(t==HIT_WATER) FX_bubble(p->o.x,p->o.y-20,0,0,d/2);
380 if(p_immortal || p->invl) return 1;
381 p->hit+=d;
382 p->hito=o;
383 return 1;
386 void PL_damage(player_t *p) {
387 int i;
389 if(!p->hit && p->life>0) return;
390 switch(p->st) {
391 case DIE: case SLOP:
392 case DEAD: case MESS:
393 case OUT: case FALL:
394 return;
396 i=p->hit*p->life/nonz(p->armor*3/4+p->life);
397 p->pain+=p->hit;
398 p->drawst|=PL_DRAWLIFE|PL_DRAWARMOR;
399 if((p->armor-=p->hit-i)<0) {p->life+=p->armor;p->armor=0;}
400 if((p->life-=i)<=0) {
401 if(p->life>-30) {p->st=DIE;p->s=0;Z_sound(pdsnd[rand()%5],128);}
402 else {p->st=SLOP;p->s=0;Z_sound(snd[3],128);}
403 if(p->amul>1) IT_spawn(p->o.x,p->o.y,I_BPACK);
404 if(!g_dm) {
405 if(p->keys&16) IT_spawn(p->o.x,p->o.y,I_KEYR);
406 if(p->keys&32) IT_spawn(p->o.x,p->o.y,I_KEYG);
407 if(p->keys&64) IT_spawn(p->o.x,p->o.y,I_KEYB);
409 for(i=1,p->wpns>>=1;i<11;++i,p->wpns>>=1)
410 if(i!=2) if(p->wpns&1) IT_spawn(p->o.x,p->o.y,wp_it[i]);
411 p->wpns=5;p->wpn=2;
412 p->f|=PLF_PNSND;
413 p->drawst|=PL_DRAWWPN;
414 if(g_dm && _2pl) {
415 if(p->id==-1) {
416 if(p->hito==-2) {++pl2.kills;++pl2.frag;}
417 else if(p->hito==-1) --pl1.frag;
418 }else{
419 if(p->hito==-1) {++pl1.kills;++pl1.frag;}
420 else if(p->hito==-2) --pl2.frag;
422 pl1.drawst|=PL_DRAWFRAG;
423 if(_2pl) pl2.drawst|=PL_DRAWFRAG;
425 p->life=0;return;
427 return;
430 void PL_cry(player_t *p) {
431 Z_sound(snd[(p->pain>20)?1:0],128);
432 p->f|=PLF_PNSND;
435 int PL_give(player_t *p,int t) {
436 int i;
438 switch(p->st) {
439 case DIE: case SLOP:
440 case DEAD: case MESS: case OUT:
441 return 0;
443 switch(t) {
444 case I_STIM: case I_MEDI:
445 if(p->life>=100) return 0;
446 if((p->life+=((t==I_MEDI)?25:10))>100) p->life=100;
447 p->drawst|=PL_DRAWLIFE;return 1;
448 case I_CLIP:
449 if(p->ammo>=200*p->amul) return 0;
450 if((p->ammo+=10)>200*p->amul) p->ammo=200*p->amul;
451 p->drawst|=PL_DRAWWPN;return 1;
452 case I_AMMO:
453 if(p->ammo>=200*p->amul) return 0;
454 if((p->ammo+=50)>200*p->amul) p->ammo=200*p->amul;
455 p->drawst|=PL_DRAWWPN;return 1;
456 case I_SHEL:
457 if(p->shel>=50*p->amul) return 0;
458 if((p->shel+=4)>50*p->amul) p->shel=50*p->amul;
459 p->drawst|=PL_DRAWWPN;return 1;
460 case I_SBOX:
461 if(p->shel>=50*p->amul) return 0;
462 if((p->shel+=25)>50*p->amul) p->shel=50*p->amul;
463 p->drawst|=PL_DRAWWPN;return 1;
464 case I_ROCKET:
465 if(p->rock>=50*p->amul) return 0;
466 if((++p->rock)>50*p->amul) p->rock=50*p->amul;
467 p->drawst|=PL_DRAWWPN;return 1;
468 case I_RBOX:
469 if(p->rock>=50*p->amul) return 0;
470 if((p->rock+=5)>50*p->amul) p->rock=50*p->amul;
471 p->drawst|=PL_DRAWWPN;return 1;
472 case I_CELL:
473 if(p->cell>=300*p->amul) return 0;
474 if((p->cell+=40)>300*p->amul) p->cell=300*p->amul;
475 p->drawst|=PL_DRAWWPN;return 1;
476 case I_CELP:
477 if(p->cell>=300*p->amul) return 0;
478 if((p->cell+=100)>300*p->amul) p->cell=300*p->amul;
479 p->drawst|=PL_DRAWWPN;return 1;
480 case I_BPACK:
481 if(p->amul==1) {p->amul=2;i=1;} else i=0;
482 i|=PL_give(p,I_CLIP);
483 i|=PL_give(p,I_SHEL);
484 i|=PL_give(p,I_ROCKET);
485 i|=PL_give(p,I_CELL);
486 return i;
487 case I_CSAW:
488 if(!(p->wpns&2)) {p->wpns|=2;p->drawst|=PL_DRAWWPN;return 1;}
489 return 0;
490 case I_GUN2:
491 i=PL_give(p,I_SHEL);
492 if(!(p->wpns&512)) {p->wpns|=512;i=1;}
493 p->drawst|=PL_DRAWWPN;return i;
494 case I_SGUN:
495 i=PL_give(p,I_SHEL);
496 if(!(p->wpns&8)) {p->wpns|=8;i=1;}
497 p->drawst|=PL_DRAWWPN;return i;
498 case I_SGUN2:
499 i=PL_give(p,I_SHEL);
500 if(!(p->wpns&16)) {p->wpns|=16;i=1;}
501 p->drawst|=PL_DRAWWPN;return i;
502 case I_MGUN:
503 i=PL_give(p,I_AMMO);
504 if(!(p->wpns&32)) {p->wpns|=32;i=1;}
505 p->drawst|=PL_DRAWWPN;return i;
506 case I_LAUN:
507 i=PL_give(p,I_ROCKET);
508 i|=PL_give(p,I_ROCKET);
509 if(!(p->wpns&64)) {p->wpns|=64;i=1;}
510 p->drawst|=PL_DRAWWPN;return i;
511 case I_PLAS:
512 i=PL_give(p,I_CELL);
513 if(!(p->wpns&128)) {p->wpns|=128;i=1;}
514 p->drawst|=PL_DRAWWPN;return i;
515 case I_BFG:
516 i=PL_give(p,I_CELL);
517 if(!(p->wpns&256)) {p->wpns|=256;i=1;}
518 p->drawst|=PL_DRAWWPN;return i;
519 case I_ARM1:
520 if(p->armor>=100) return 0;
521 p->armor=100;p->drawst|=PL_DRAWARMOR;return 1;
522 case I_ARM2:
523 if(p->armor>=200) return 0;
524 p->armor=200;p->drawst|=PL_DRAWARMOR;return 1;
525 case I_MEGA:
526 i=0;
527 if(p->life<200) {p->life=200;p->drawst|=PL_DRAWLIFE;i=1;}
528 if(p->armor<200) {p->armor=200;p->drawst|=PL_DRAWARMOR;i=1;}
529 return i;
530 case I_SUPER:
531 if(p->life<200) {p->life=min(p->life+100,200);p->drawst|=PL_DRAWLIFE;return 1;}
532 return 0;
533 case I_INVL:
534 p->invl=PL_POWERUP_TIME;
535 return 1;
536 case I_SUIT:
537 p->suit=PL_POWERUP_TIME;
538 return 1;
539 case I_AQUA:
540 if(p->air >= PL_AQUA_AIR) return 0;
541 p->air=PL_AQUA_AIR;p->drawst|=PL_DRAWAIR;
542 return 1;
543 case I_KEYR:
544 if(p->keys&16) return 0;
545 p->keys|=16;p->drawst|=PL_DRAWKEYS;return 1;
546 case I_KEYG:
547 if(p->keys&32) return 0;
548 p->keys|=32;p->drawst|=PL_DRAWKEYS;return 1;
549 case I_KEYB:
550 if(p->keys&64) return 0;
551 p->keys|=64;p->drawst|=PL_DRAWKEYS;return 1;
552 default:
553 return 0;
557 void PL_act(player_t *p) {
558 int st;
560 if(--aitime<0) aitime=0;
561 SW_press(p->o.x,p->o.y,p->o.r,p->o.h,4|p->keys,p->id);
562 if(!p->suit) if((g_time&15)==0)
563 PL_hit(p,Z_getacid(p->o.x,p->o.y,p->o.r,p->o.h),-3,HIT_SOME);
564 if(p->st!=FALL && p->st!=OUT) {
565 if(((st=Z_moveobj(&p->o))&Z_FALLOUT) && p->o.y>=FLDH*CELH+50) {
566 switch(p->st) {
567 case DEAD: case MESS: case DIE: case SLOP:
568 p->s=5;break;
569 default:
570 p->s=Z_sound(snd[10],128);
571 if(g_dm) --p->frag;
572 }p->st=FALL;
574 }else st=0;
575 if(st&Z_HITWATER) Z_splash(&p->o,PL_RAD+PL_HT);
576 if(p->f&PLF_FIRE) if(p->fire!=2) p->f-=PLF_FIRE;
577 if(keys[p->ku]) {p->f|=PLF_UP;p->looky-=5;}
578 else{
579 p->f&=0xFFFF-PLF_UP;
580 if(keys[p->kd])
581 {p->f|=PLF_DOWN;p->looky+=5;}
582 else {p->f&=0xFFFF-PLF_DOWN;p->looky=Z_dec(p->looky,5);}
584 if(keys[p->kp]) SW_press(p->o.x,p->o.y,p->o.r,p->o.h,1|p->keys,p->id);
585 if(p->fire) --p->fire;
586 if(p->cwpn) --p->cwpn;
587 if(p->csnd) --p->csnd;
588 if(p->invl) --p->invl;
589 if(p->suit) --p->suit;
590 switch(p->st) {
591 case DIE:
592 p->o.h=7;
593 if(!plr_dieanim[++p->s]) {p->st=DEAD;MN_killedp();}
594 p->o.xv=Z_dec(p->o.xv,1);
595 break;
596 case SLOP:
597 p->o.h=6;
598 if(!plr_slopanim[++p->s]) {p->st=MESS;MN_killedp();}
599 p->o.xv=Z_dec(p->o.xv,1);
600 break;
601 case GO:
602 chgwpn(p);fire(p);jump(p,st);
603 if(p_fly)
604 SMK_gas(p->o.x,p->o.y-2,2,3,p->o.xv+p->o.vx,p->o.yv+p->o.vy,128);
605 if((p->s+=abs(p->o.xv)/2) >= 24) p->s%=24;
606 if(!keys[p->kl] && !keys[p->kr]) {
607 if(p->o.xv) p->o.xv=Z_dec(p->o.xv,1);
608 else p->st=STAND;
609 break;
611 if(p->o.xv<PL_RUN && keys[p->kr]) {p->o.xv+=PL_RUN>>3;p->d=1;}
612 else if(PL_RUN>8)
613 SMK_gas(p->o.x,p->o.y-2,2,3,p->o.xv+p->o.vx,p->o.yv+p->o.vy,32);
614 if(p->o.xv>-PL_RUN && keys[p->kl]) {p->o.xv-=PL_RUN>>3;p->d=0;}
615 else if(PL_RUN>8)
616 SMK_gas(p->o.x,p->o.y-2,2,3,p->o.xv+p->o.vx,p->o.yv+p->o.vy,32);
617 break;
618 case STAND:
619 chgwpn(p);fire(p);jump(p,st);
620 if(p_fly)
621 SMK_gas(p->o.x,p->o.y-2,2,3,p->o.xv+p->o.vx,p->o.yv+p->o.vy,128);
622 if(keys[p->kl]) {p->st=GO;p->s=0;p->d=0;}
623 else if(keys[p->kr]) {p->st=GO;p->s=0;p->d=1;}
624 break;
625 case DEAD:
626 case MESS:
627 case OUT:
628 p->o.xv=Z_dec(p->o.xv,1);
629 if(keys[p->ku] || keys[p->kd] || keys[p->kl] || keys[p->kr] ||
630 keys[p->kf] || keys[p->kj] || keys[p->kp] || keys[p->kwl] || keys[p->kwr]) {
631 if(p->st!=OUT) MN_spawn_deadpl(&p->o,p->color,(p->st==MESS)?1:0);
632 PL_restore(p);
633 if(g_dm) {G_respawn_player(p);break;}
634 if(!_2pl) {
635 if(--p->lives==0) {G_start();break;}
636 else{p->o.x=dm_pos[0].x;p->o.y=dm_pos[0].y;p->d=dm_pos[0].d;}
637 p->drawst|=PL_DRAWLIVES;
639 if(p->id==-1)
640 {p->o.x=dm_pos[0].x;p->o.y=dm_pos[0].y;p->d=dm_pos[0].d;}
641 else {p->o.x=dm_pos[1].x;p->o.y=dm_pos[1].y;p->d=dm_pos[1].d;}
642 }break;
643 case FALL:
644 if(--p->s<=0) p->st=OUT;
645 break;
649 static void chk_bfg(player_t *p,int x,int y) {
650 int dx,dy;
652 if(aitime) return;
653 switch(p->st) {
654 case DIE: case SLOP: case FALL:
655 case DEAD: case MESS: case OUT:
656 return;
658 dx=p->o.x-x;dy=p->o.y-p->o.h/2-y;
659 if(dx*dx+dy*dy<=1600) {
660 aitime=Z_sound(aisnd[rand()%3],128)*4;
664 void bfg_fly(int x,int y,int o) {
665 // if(!g_dm) return;
666 if(o!=-1) chk_bfg(&pl1,x,y);
667 if(_2pl) if(o!=-2) chk_bfg(&pl2,x,y);
668 if(o==-1 || o==-2) MN_warning(x-50,y-50,x+50,y+50);