DEADSOFTWARE

2d781a33716c1c36f7fb29154749b485fb3698bd
[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";
71 static void PL_save_player (player_t *p, FILE *h) {
72 myfwrite32(p->o.x, h);
73 myfwrite32(p->o.y, h);
74 myfwrite32(p->o.xv, h);
75 myfwrite32(p->o.yv, h);
76 myfwrite32(p->o.vx, h);
77 myfwrite32(p->o.vy, h);
78 myfwrite32(p->o.r, h);
79 myfwrite32(p->o.h, h);
80 myfwrite32(p->looky, h);
81 myfwrite32(p->st, h);
82 myfwrite32(p->s, h);
83 myfwrite32(p->life, h);
84 myfwrite32(p->armor, h);
85 myfwrite32(p->hit, h);
86 myfwrite32(p->hito, h);
87 myfwrite32(p->pain, h);
88 myfwrite32(p->air, h);
89 myfwrite32(p->invl, h);
90 myfwrite32(p->suit, h);
91 myfwrite8(p->d, h);
92 myfwrite32(p->frag, h);
93 myfwrite32(p->ammo, h);
94 myfwrite32(p->shel, h);
95 myfwrite32(p->rock, h);
96 myfwrite32(p->cell, h);
97 myfwrite32(p->fuel, h);
98 myfwrite32(p->kills, h);
99 myfwrite32(p->secrets, h);
100 myfwrite8(p->fire, h);
101 myfwrite8(p->cwpn, h);
102 myfwrite8(p->csnd, h);
103 myfwrite8(p->amul, h);
104 myfwrite16(p->wpns, h);
105 myfwrite8(p->wpn, h);
106 myfwrite8(p->f, h);
107 myfwrite8(p->drawst, h);
108 myfwrite8(p->color, h);
109 myfwrite32(p->id, h);
110 myfwrite8(p->keys, h);
111 myfwrite8(p->lives, h);
112 // k* not saved
115 void PL_savegame (FILE *h) {
116 PL_save_player(&pl1, h);
117 if (_2pl) {
118 PL_save_player(&pl2, h);
120 myfwrite32(PL_JUMP, h);
121 myfwrite32(PL_RUN, h);
122 myfwrite8(p_immortal, h);
125 static void PL_load_player (player_t *p, FILE *h) {
126 p->o.x = myfread32(h);
127 p->o.y = myfread32(h);
128 p->o.xv = myfread32(h);
129 p->o.yv = myfread32(h);
130 p->o.vx = myfread32(h);
131 p->o.vy = myfread32(h);
132 p->o.r = myfread32(h);
133 p->o.h = myfread32(h);
134 p->looky = myfread32(h);
135 p->st = myfread32(h);
136 p->s = myfread32(h);
137 p->life = myfread32(h);
138 p->armor = myfread32(h);
139 p->hit = myfread32(h);
140 p->hito = myfread32(h);
141 p->pain = myfread32(h);
142 p->air = myfread32(h);
143 p->invl = myfread32(h);
144 p->suit = myfread32(h);
145 p->d = myfread8(h);
146 p->frag = myfread32(h);
147 p->ammo = myfread32(h);
148 p->shel = myfread32(h);
149 p->rock = myfread32(h);
150 p->cell = myfread32(h);
151 p->fuel = myfread32(h);
152 p->kills = myfread32(h);
153 p->secrets = myfread32(h);
154 p->fire = myfread8(h);
155 p->cwpn = myfread8(h);
156 p->csnd = myfread8(h);
157 p->amul = myfread8(h);
158 p->wpns = myfread16(h);
159 p->wpn = myfread8(h);
160 p->f = myfread8(h);
161 p->drawst = myfread8(h);
162 p->color = myfread8(h);
163 p->id = myfread32(h);
164 p->keys = myfread8(h);
165 p->lives = myfread8(h);
166 // k* not saved
169 void PL_loadgame (FILE *h) {
170 PL_load_player(&pl1, h);
171 if (_2pl) {
172 PL_load_player(&pl2, h);
174 PL_JUMP = myfread32(h);
175 PL_RUN = myfread32(h);
176 p_immortal = myfread8(h);
179 static int nonz (int a) {
180 return a ? a : 1;
183 static int firediry(player_t *p) {
184 if(p->f&PLF_UP) return -42;
185 if(p->f&PLF_DOWN) return 19;
186 return 0;
189 static void fire(player_t *p) {
190 static fire_f *ff[11]={
191 WP_pistol,WP_pistol,WP_pistol,WP_shotgun,WP_dshotgun,
192 WP_mgun,WP_rocket,WP_plasma,WP_bfgshot,WP_shotgun,WP_pistol};
193 static int ft[11]={5,2,6,18,36,2,12,2,0,2,1};
195 if(p->cwpn) return;
196 if(p->wpn==8) {
197 if(!p->fire)
198 if(I_pressed(p->kf) && p->cell>=40)
199 {Z_sound(snd[5],128);p->fire=21;p->cell-=40;p->drawst|=PL_DRAWWPN;return;}
200 else return;
201 if(p->fire==1) p->cwpn=12;
202 else return;
203 }else if(p->wpn==1) {
204 if(!p->csnd) {
205 if(!I_pressed(p->kf)) {Z_sound(snd[7],128);p->csnd=13;return;}
207 if(I_pressed(p->kf) && !p->fire) {
208 p->fire=2;
209 WP_chainsaw(p->o.x+((p->d)?4:-4),p->o.y,(g_dm)?9:3,p->id);
210 if(!p->csnd) {Z_sound(snd[8],128);p->csnd=29;}
211 }return;
212 }else if(p->fire) return;
213 if(I_pressed(p->kf) || p->wpn==8) {
214 switch(p->wpn) {
215 case 2: case 5:
216 if(!p->ammo) return;
217 --p->ammo;p->drawst|=PL_DRAWWPN;break;
218 case 3: case 9:
219 if(!p->shel) return;
220 --p->shel;p->drawst|=PL_DRAWWPN;break;
221 case 4:
222 if(p->shel<2) return;
223 p->shel-=2;p->drawst|=PL_DRAWWPN;break;
224 case 6:
225 if(!p->rock) return;
226 --p->rock;p->drawst|=PL_DRAWWPN;break;
227 case 7:
228 if(!p->cell) return;
229 --p->cell;p->drawst|=PL_DRAWWPN;break;
230 case 10:
231 if(!p->fuel) return;
232 --p->fuel;p->drawst|=PL_DRAWWPN;break;
234 if(p->wpn==10)
235 WP_ognemet(p->o.x,p->o.y-15,p->o.x+((p->d)?30:-30),p->o.y-15+firediry(p),
236 p->o.xv+p->o.vx,p->o.yv+p->o.vy,p->id);
237 else if(p->wpn>=1) ff[p->wpn] (p->o.x,p->o.y-15,p->o.x+((p->d)?30:-30),
238 p->o.y-15+firediry(p),p->id);
239 else WP_punch(p->o.x+((p->d)?4:-4),p->o.y,3,p->id);
240 p->fire=ft[p->wpn];
241 if(p->wpn>=2) p->f|=PLF_FIRE;
245 static void chgwpn(player_t *p) {
246 if(p->cwpn) return;
247 if(p->fire && p->wpn!=1) return;
248 if(I_pressed(p->kwl)) {
249 do{ if(--p->wpn<0) p->wpn=10; }while(!(p->wpns&(1<<p->wpn)));
250 p->cwpn=3;
251 }else if(I_pressed(p->kwr)) {
252 do{ if(++p->wpn>10) p->wpn=0; }while(!(p->wpns&(1<<p->wpn)));
253 p->cwpn=3;
255 if(p->cwpn) {
256 p->drawst|=PL_DRAWWPN;p->fire=0;
257 if(p->wpn==1) Z_sound(snd[6],128);
261 static void jump(player_t *p,int st) {
262 if(Z_canbreathe(p->o.x,p->o.y,p->o.r,p->o.h)) {
263 if(p->air<PL_AIR) {p->air=PL_AIR;p->drawst|=PL_DRAWAIR;}
264 }else {
265 if(--p->air < -9) {
266 p->air=0;
267 PL_hit(p,10,-3,HIT_WATER);
268 }else if((p->air&31)==0) {
269 FX_bubble(p->o.x,p->o.y-20,0,0,5);
271 p->drawst|=PL_DRAWAIR;
273 if(I_pressed(p->kj)) {
274 if(p_fly) {
275 p->o.yv=-PL_FLYUP;
276 }else{
277 if(Z_canstand(p->o.x,p->o.y,p->o.r)) p->o.yv=-PL_JUMP;
278 else if(st&Z_INWATER) p->o.yv=-PL_SWUP;
283 int PL_isdead (player_t *p) {
284 switch(p->st) {
285 case DEAD: case MESS:
286 case OUT:
287 return 1;
289 return 0;
292 void PL_init (void) {
293 pl1.id = -1;
294 pl2.id = -2;
295 p_immortal = 0;
296 PL_JUMP = 10;
297 PL_RUN = 8;
298 aitime = 0;
301 void PL_alloc(void) {
302 int i,j;
303 static char nm[][6]={
304 "OOF",
305 "PLPAIN",
306 "PLDETH",
307 "SLOP",
308 "PDIEHI",
309 "BFG",
310 "SAWUP",
311 "SAWIDL",
312 "SAWFUL",
313 "SAWHIT",
314 "PLFALL"
315 };
316 char s[6];
317 for(i=0;i<11;++i) snd[i]=Z_getsnd(nm[i]);
318 memcpy(s,"AIx",4);
319 for(i=0;i<3;++i) {
320 s[2]=i+'1';
321 aisnd[i]=Z_getsnd(s);
323 memcpy(s,"PLDTHx",6);
324 for(i=0;i<5;++i) {
325 s[5]=i+'1';
326 pdsnd[i]=Z_getsnd(s);
330 static void PL_restore(player_t *p) {
331 p->o.xv=p->o.yv=p->o.vx=p->o.vy=0;
332 p->o.r=PL_RAD;p->o.h=PL_HT;
333 p->pain=0;
334 p->invl=p->suit=0;
335 switch(p->st) {
336 case DEAD: case MESS: case OUT:
337 case DIE: case SLOP: case FALL:
338 p->life=100;p->armor=0;p->air=PL_AIR;
339 p->wpns=5;
340 p->wpn=2;
341 p->ammo=50;p->fuel=p->shel=p->rock=p->cell=0;
342 p->amul=1;
344 p->st=STAND;
345 p->fire=p->cwpn=p->csnd=0;
346 p->f=0;
347 p->drawst=0xFF;
348 p->looky=0;
349 p->keys=(g_dm)?0x70:0;
352 void PL_reset (void) {
353 pl1.st=pl2.st=DEAD;
354 pl1.frag=pl2.frag=0;
357 void PL_spawn (player_t *p,int x,int y,char d) {
358 PL_restore(p);
359 p->o.x=x;p->o.y=y;p->d=d;
360 p->kills=p->secrets=0;
363 int PL_hit (player_t *p,int d,int o,int t) {
364 if(!d) return 0;
365 switch(p->st) {
366 case DIE: case SLOP:
367 case DEAD: case MESS:
368 case OUT: case FALL:
369 return 0;
371 if(t==HIT_TRAP) {if(!p_immortal) {p->armor=0;p->life=-100;}}
372 else if(t!=HIT_ROCKET && t!=HIT_ELECTRO) {
373 if(p->id==-1) {if(o==-1) return 0;}
374 else if(o==-2) return 0;
376 if(t!=HIT_WATER && t!=HIT_ELECTRO)
377 DOT_blood(p->o.x,p->o.y-15,hit_xv,hit_yv,d*2);
378 else if(t==HIT_WATER) FX_bubble(p->o.x,p->o.y-20,0,0,d/2);
379 if(p_immortal || p->invl) return 1;
380 p->hit+=d;
381 p->hito=o;
382 return 1;
385 void PL_damage (player_t *p) {
386 int i;
388 if(!p->hit && p->life>0) return;
389 switch(p->st) {
390 case DIE: case SLOP:
391 case DEAD: case MESS:
392 case OUT: case FALL:
393 return;
395 i=p->hit*p->life/nonz(p->armor*3/4+p->life);
396 p->pain+=p->hit;
397 p->drawst|=PL_DRAWLIFE|PL_DRAWARMOR;
398 if((p->armor-=p->hit-i)<0) {p->life+=p->armor;p->armor=0;}
399 if((p->life-=i)<=0) {
400 if(p->life>-30) {p->st=DIE;p->s=0;Z_sound(pdsnd[rand()%5],128);}
401 else {p->st=SLOP;p->s=0;Z_sound(snd[3],128);}
402 if(p->amul>1) IT_spawn(p->o.x,p->o.y,I_BPACK);
403 if(!g_dm) {
404 if(p->keys&16) IT_spawn(p->o.x,p->o.y,I_KEYR);
405 if(p->keys&32) IT_spawn(p->o.x,p->o.y,I_KEYG);
406 if(p->keys&64) IT_spawn(p->o.x,p->o.y,I_KEYB);
408 for(i=1,p->wpns>>=1;i<11;++i,p->wpns>>=1)
409 if(i!=2) if(p->wpns&1) IT_spawn(p->o.x,p->o.y,wp_it[i]);
410 p->wpns=5;p->wpn=2;
411 p->f|=PLF_PNSND;
412 p->drawst|=PL_DRAWWPN;
413 if(g_dm && _2pl) {
414 if(p->id==-1) {
415 if(p->hito==-2) {++pl2.kills;++pl2.frag;}
416 else if(p->hito==-1) --pl1.frag;
417 }else{
418 if(p->hito==-1) {++pl1.kills;++pl1.frag;}
419 else if(p->hito==-2) --pl2.frag;
421 pl1.drawst|=PL_DRAWFRAG;
422 if(_2pl) pl2.drawst|=PL_DRAWFRAG;
424 p->life=0;return;
426 return;
429 void PL_cry (player_t *p) {
430 Z_sound(snd[(p->pain>20)?1:0],128);
431 p->f|=PLF_PNSND;
434 int PL_give (player_t *p, int t) {
435 int i;
437 switch(p->st) {
438 case DIE: case SLOP:
439 case DEAD: case MESS: case OUT:
440 return 0;
442 switch(t) {
443 case I_STIM: case I_MEDI:
444 if(p->life>=100) return 0;
445 if((p->life+=((t==I_MEDI)?25:10))>100) p->life=100;
446 p->drawst|=PL_DRAWLIFE;return 1;
447 case I_CLIP:
448 if(p->ammo>=200*p->amul) return 0;
449 if((p->ammo+=10)>200*p->amul) p->ammo=200*p->amul;
450 p->drawst|=PL_DRAWWPN;return 1;
451 case I_AMMO:
452 if(p->ammo>=200*p->amul) return 0;
453 if((p->ammo+=50)>200*p->amul) p->ammo=200*p->amul;
454 p->drawst|=PL_DRAWWPN;return 1;
455 case I_SHEL:
456 if(p->shel>=50*p->amul) return 0;
457 if((p->shel+=4)>50*p->amul) p->shel=50*p->amul;
458 p->drawst|=PL_DRAWWPN;return 1;
459 case I_SBOX:
460 if(p->shel>=50*p->amul) return 0;
461 if((p->shel+=25)>50*p->amul) p->shel=50*p->amul;
462 p->drawst|=PL_DRAWWPN;return 1;
463 case I_ROCKET:
464 if(p->rock>=50*p->amul) return 0;
465 if((++p->rock)>50*p->amul) p->rock=50*p->amul;
466 p->drawst|=PL_DRAWWPN;return 1;
467 case I_RBOX:
468 if(p->rock>=50*p->amul) return 0;
469 if((p->rock+=5)>50*p->amul) p->rock=50*p->amul;
470 p->drawst|=PL_DRAWWPN;return 1;
471 case I_CELL:
472 if(p->cell>=300*p->amul) return 0;
473 if((p->cell+=40)>300*p->amul) p->cell=300*p->amul;
474 p->drawst|=PL_DRAWWPN;return 1;
475 case I_CELP:
476 if(p->cell>=300*p->amul) return 0;
477 if((p->cell+=100)>300*p->amul) p->cell=300*p->amul;
478 p->drawst|=PL_DRAWWPN;return 1;
479 case I_BPACK:
480 if(p->amul==1) {p->amul=2;i=1;} else i=0;
481 i|=PL_give(p,I_CLIP);
482 i|=PL_give(p,I_SHEL);
483 i|=PL_give(p,I_ROCKET);
484 i|=PL_give(p,I_CELL);
485 return i;
486 case I_CSAW:
487 if(!(p->wpns&2)) {p->wpns|=2;p->drawst|=PL_DRAWWPN;return 1;}
488 return 0;
489 case I_GUN2:
490 i=PL_give(p,I_SHEL);
491 if(!(p->wpns&512)) {p->wpns|=512;i=1;}
492 p->drawst|=PL_DRAWWPN;return i;
493 case I_SGUN:
494 i=PL_give(p,I_SHEL);
495 if(!(p->wpns&8)) {p->wpns|=8;i=1;}
496 p->drawst|=PL_DRAWWPN;return i;
497 case I_SGUN2:
498 i=PL_give(p,I_SHEL);
499 if(!(p->wpns&16)) {p->wpns|=16;i=1;}
500 p->drawst|=PL_DRAWWPN;return i;
501 case I_MGUN:
502 i=PL_give(p,I_AMMO);
503 if(!(p->wpns&32)) {p->wpns|=32;i=1;}
504 p->drawst|=PL_DRAWWPN;return i;
505 case I_LAUN:
506 i=PL_give(p,I_ROCKET);
507 i|=PL_give(p,I_ROCKET);
508 if(!(p->wpns&64)) {p->wpns|=64;i=1;}
509 p->drawst|=PL_DRAWWPN;return i;
510 case I_PLAS:
511 i=PL_give(p,I_CELL);
512 if(!(p->wpns&128)) {p->wpns|=128;i=1;}
513 p->drawst|=PL_DRAWWPN;return i;
514 case I_BFG:
515 i=PL_give(p,I_CELL);
516 if(!(p->wpns&256)) {p->wpns|=256;i=1;}
517 p->drawst|=PL_DRAWWPN;return i;
518 case I_ARM1:
519 if(p->armor>=100) return 0;
520 p->armor=100;p->drawst|=PL_DRAWARMOR;return 1;
521 case I_ARM2:
522 if(p->armor>=200) return 0;
523 p->armor=200;p->drawst|=PL_DRAWARMOR;return 1;
524 case I_MEGA:
525 i=0;
526 if(p->life<200) {p->life=200;p->drawst|=PL_DRAWLIFE;i=1;}
527 if(p->armor<200) {p->armor=200;p->drawst|=PL_DRAWARMOR;i=1;}
528 return i;
529 case I_SUPER:
530 if(p->life<200) {p->life=min(p->life+100,200);p->drawst|=PL_DRAWLIFE;return 1;}
531 return 0;
532 case I_INVL:
533 p->invl=PL_POWERUP_TIME;
534 return 1;
535 case I_SUIT:
536 p->suit=PL_POWERUP_TIME;
537 return 1;
538 case I_AQUA:
539 if(p->air >= PL_AQUA_AIR) return 0;
540 p->air=PL_AQUA_AIR;p->drawst|=PL_DRAWAIR;
541 return 1;
542 case I_KEYR:
543 if(p->keys&16) return 0;
544 p->keys|=16;p->drawst|=PL_DRAWKEYS;return 1;
545 case I_KEYG:
546 if(p->keys&32) return 0;
547 p->keys|=32;p->drawst|=PL_DRAWKEYS;return 1;
548 case I_KEYB:
549 if(p->keys&64) return 0;
550 p->keys|=64;p->drawst|=PL_DRAWKEYS;return 1;
551 default:
552 return 0;
556 void PL_act (player_t *p) {
557 int st;
559 if(--aitime<0) aitime=0;
560 SW_press(p->o.x,p->o.y,p->o.r,p->o.h,4|p->keys,p->id);
561 if(!p->suit) if((g_time&15)==0)
562 PL_hit(p,Z_getacid(p->o.x,p->o.y,p->o.r,p->o.h),-3,HIT_SOME);
563 if(p->st!=FALL && p->st!=OUT) {
564 if(((st=Z_moveobj(&p->o))&Z_FALLOUT) && p->o.y>=FLDH*CELH+50) {
565 switch(p->st) {
566 case DEAD: case MESS: case DIE: case SLOP:
567 p->s=5;break;
568 default:
569 p->s=Z_sound(snd[10],128);
570 if(g_dm) --p->frag;
571 }p->st=FALL;
573 }else st=0;
574 if(st&Z_HITWATER) Z_splash(&p->o,PL_RAD+PL_HT);
575 if(p->f&PLF_FIRE) if(p->fire!=2) p->f-=PLF_FIRE;
576 if(I_pressed(p->ku)) {p->f|=PLF_UP;p->looky-=5;}
577 else{
578 p->f&=0xFFFF-PLF_UP;
579 if(I_pressed(p->kd))
580 {p->f|=PLF_DOWN;p->looky+=5;}
581 else {p->f&=0xFFFF-PLF_DOWN;p->looky=Z_dec(p->looky,5);}
583 if(I_pressed(p->kp)) SW_press(p->o.x,p->o.y,p->o.r,p->o.h,1|p->keys,p->id);
584 if(p->fire) --p->fire;
585 if(p->cwpn) --p->cwpn;
586 if(p->csnd) --p->csnd;
587 if(p->invl) --p->invl;
588 if(p->suit) --p->suit;
589 switch(p->st) {
590 case DIE:
591 p->o.h=7;
592 if(!plr_dieanim[++p->s]) {p->st=DEAD;MN_killedp();}
593 p->o.xv=Z_dec(p->o.xv,1);
594 break;
595 case SLOP:
596 p->o.h=6;
597 if(!plr_slopanim[++p->s]) {p->st=MESS;MN_killedp();}
598 p->o.xv=Z_dec(p->o.xv,1);
599 break;
600 case GO:
601 chgwpn(p);fire(p);jump(p,st);
602 if(p_fly)
603 SMK_gas(p->o.x,p->o.y-2,2,3,p->o.xv+p->o.vx,p->o.yv+p->o.vy,128);
604 if((p->s+=abs(p->o.xv)/2) >= 24) p->s%=24;
605 if(!I_pressed(p->kl) && !I_pressed(p->kr)) {
606 if(p->o.xv) p->o.xv=Z_dec(p->o.xv,1);
607 else p->st=STAND;
608 break;
610 if(p->o.xv<PL_RUN && I_pressed(p->kr)) {p->o.xv+=PL_RUN>>3;p->d=1;}
611 else if(PL_RUN>8)
612 SMK_gas(p->o.x,p->o.y-2,2,3,p->o.xv+p->o.vx,p->o.yv+p->o.vy,32);
613 if(p->o.xv>-PL_RUN && I_pressed(p->kl)) {p->o.xv-=PL_RUN>>3;p->d=0;}
614 else if(PL_RUN>8)
615 SMK_gas(p->o.x,p->o.y-2,2,3,p->o.xv+p->o.vx,p->o.yv+p->o.vy,32);
616 break;
617 case STAND:
618 chgwpn(p);fire(p);jump(p,st);
619 if(p_fly)
620 SMK_gas(p->o.x,p->o.y-2,2,3,p->o.xv+p->o.vx,p->o.yv+p->o.vy,128);
621 if(I_pressed(p->kl)) {p->st=GO;p->s=0;p->d=0;}
622 else if(I_pressed(p->kr)) {p->st=GO;p->s=0;p->d=1;}
623 break;
624 case DEAD:
625 case MESS:
626 case OUT:
627 p->o.xv=Z_dec(p->o.xv,1);
628 if(I_pressed(p->ku) || I_pressed(p->kd) || I_pressed(p->kl) || I_pressed(p->kr) ||
629 I_pressed(p->kf) || I_pressed(p->kj) || I_pressed(p->kp) || I_pressed(p->kwl) || I_pressed(p->kwr)) {
630 if(p->st!=OUT) MN_spawn_deadpl(&p->o,p->color,(p->st==MESS)?1:0);
631 PL_restore(p);
632 if(g_dm) {G_respawn_player(p);break;}
633 if(!_2pl) {
634 if(--p->lives==0) {G_start();break;}
635 else{p->o.x=dm_pos[0].x;p->o.y=dm_pos[0].y;p->d=dm_pos[0].d;}
636 p->drawst|=PL_DRAWLIVES;
638 if(p->id==-1)
639 {p->o.x=dm_pos[0].x;p->o.y=dm_pos[0].y;p->d=dm_pos[0].d;}
640 else {p->o.x=dm_pos[1].x;p->o.y=dm_pos[1].y;p->d=dm_pos[1].d;}
641 }break;
642 case FALL:
643 if(--p->s<=0) p->st=OUT;
644 break;
648 static void chk_bfg(player_t *p,int x,int y) {
649 int dx,dy;
651 if(aitime) return;
652 switch(p->st) {
653 case DIE: case SLOP: case FALL:
654 case DEAD: case MESS: case OUT:
655 return;
657 dx=p->o.x-x;dy=p->o.y-p->o.h/2-y;
658 if(dx*dx+dy*dy<=1600) {
659 aitime=Z_sound(aisnd[rand()%3],128)*4;
663 void bfg_fly (int x,int y,int o) {
664 // if(!g_dm) return;
665 if(o!=-1) chk_bfg(&pl1,x,y);
666 if(_2pl) if(o!=-2) chk_bfg(&pl2,x,y);
667 if(o==-1 || o==-2) MN_warning(x-50,y-50,x+50,y+50);