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raw | patch | inline | side by side (parent: 419a2ae)
raw | patch | inline | side by side (parent: 419a2ae)
author | Andriy Shinkarchuck <adriano32.gnu@gmail.com> | |
Sun, 24 Jul 2011 15:57:20 +0000 (18:57 +0300) | ||
committer | Andriy Shinkarchuck <adriano32.gnu@gmail.com> | |
Sun, 24 Jul 2011 15:57:20 +0000 (18:57 +0300) |
player.c | [new file with mode: 0755] | patch | blob |
player.h | [new file with mode: 0755] | patch | blob |
diff --git a/player.c b/player.c
--- /dev/null
+++ b/player.c
@@ -0,0 +1,669 @@
+/*
+ Copyright (C) Prikol Software 1996-1997
+ Copyright (C) Aleksey Volynskov 1996-1997
+ Copyright (C) <ARembo@gmail.com> 2011
+
+ This file is part of the Doom2D:Rembo project.
+
+ Doom2D:Rembo is free software; you can redistribute it and/or modify
+ it under the terms of the GNU General Public License version 2 as
+ published by the Free Software Foundation.
+
+ Doom2D:Rembo 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, see <http://www.gnu.org/licenses/> or
+ write to the Free Software Foundation, Inc.,
+ 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+*/
+
+#include "glob.h"
+#include <stdlib.h>
+#include <string.h>
+#include "files.h"
+#include "memory.h"
+#include "vga.h"
+#include "error.h"
+#include "keyb.h"
+#include "view.h"
+#include "dots.h"
+#include "smoke.h"
+#include "weapons.h"
+#include "monster.h"
+#include "fx.h"
+#include "items.h"
+#include "switch.h"
+#include "player.h"
+#include "misc.h"
+
+extern int hit_xv,hit_yv;
+
+#define PL_RAD 8
+#define PL_HT 26
+
+#define PL_SWUP 4
+#define PL_FLYUP 4
+
+#define PL_AIR 360
+#define PL_AQUA_AIR 1091
+
+byte p_immortal=0,p_fly=0;
+
+int PL_JUMP=10,PL_RUN=8;
+
+int wp_it[11]={0,I_CSAW,0,I_SGUN,I_SGUN2,I_MGUN,I_LAUN,I_PLAS,I_BFG,I_GUN2,0};
+
+enum{STAND,GO,DIE,SLOP,DEAD,MESS,OUT,FALL};
+
+typedef void fire_f(int,int,int,int,int);
+
+player_t pl1,pl2;
+static int aitime;
+static void *aisnd[3];
+static void *pdsnd[5];
+
+static void *spr[27*2],*snd[11];
+static char sprd[27*2];
+static void *wpn[11][6];
+static byte goanim[]="BDACDA",
+ dieanim[]="HHHHIIIIJJJJKKKKLLLLMMMM",
+ slopanim[]="OOPPQQRRSSTTUUVVWW";
+
+
+#pragma pack(1)
+struct {
+ int ku,kd,kl,kr,kf,kj,kwl,kwr,kp;
+} _keys;
+#pragma pack()
+
+void PL_savegame(FILE* h) {
+ myfwrite(&pl1,1,sizeof(pl1)-sizeof(_keys),h);//myfwrite(&pl1,1,sizeof(pl1),h);
+ if(_2pl) myfwrite(&pl2,1,sizeof(pl2)-sizeof(_keys),h);//myfwrite(&pl2,1,sizeof(pl2),h);
+ myfwrite(&PL_JUMP,1,4,h);myfwrite(&PL_RUN,1,4,h);myfwrite(&p_immortal,1,1,h);
+}
+
+void PL_loadgame(FILE* h) {
+ myfread(&pl1,1,sizeof(pl1)-sizeof(_keys),h);//myfread(&pl1,1,sizeof(pl1),h);
+ if(_2pl) myfread(&pl2,1,sizeof(pl2)-sizeof(_keys),h);//myfread(&pl2,1,sizeof(pl2),h);
+ myfread(&PL_JUMP,1,4,h);myfread(&PL_RUN,1,4,h);myfread(&p_immortal,1,1,h);
+}
+
+static int nonz(int a) {return (a)?a:1;}
+
+static int firediry(player_t *p) {
+ if(p->f&PLF_UP) return -42;
+ if(p->f&PLF_DOWN) return 19;
+ return 0;
+}
+
+static void fire(player_t *p) {
+ static fire_f *ff[11]={
+ WP_pistol,WP_pistol,WP_pistol,WP_shotgun,WP_dshotgun,
+ WP_mgun,WP_rocket,WP_plasma,WP_bfgshot,WP_shotgun,WP_pistol};
+ static int ft[11]={5,2,6,18,36,2,12,2,0,2,1};
+
+ if(p->cwpn) return;
+ if(p->wpn==8) {
+ if(!p->fire)
+ if(keys[p->kf] && p->cell>=40)
+ {Z_sound(snd[5],128);p->fire=21;p->cell-=40;p->drawst|=PL_DRAWWPN;return;}
+ else return;
+ if(p->fire==1) p->cwpn=12;
+ else return;
+ }else if(p->wpn==1) {
+ if(!p->csnd) {
+ if(!keys[p->kf]) {Z_sound(snd[7],128);p->csnd=13;return;}
+ }
+ if(keys[p->kf] && !p->fire) {
+ p->fire=2;
+ WP_chainsaw(p->o.x+((p->d)?4:-4),p->o.y,(g_dm)?9:3,p->id);
+ if(!p->csnd) {Z_sound(snd[8],128);p->csnd=29;}
+ }return;
+ }else if(p->fire) return;
+ if(keys[p->kf] || p->wpn==8) {
+ switch(p->wpn) {
+ case 2: case 5:
+ if(!p->ammo) return;
+ --p->ammo;p->drawst|=PL_DRAWWPN;break;
+ case 3: case 9:
+ if(!p->shel) return;
+ --p->shel;p->drawst|=PL_DRAWWPN;break;
+ case 4:
+ if(p->shel<2) return;
+ p->shel-=2;p->drawst|=PL_DRAWWPN;break;
+ case 6:
+ if(!p->rock) return;
+ --p->rock;p->drawst|=PL_DRAWWPN;break;
+ case 7:
+ if(!p->cell) return;
+ --p->cell;p->drawst|=PL_DRAWWPN;break;
+ case 10:
+ if(!p->fuel) return;
+ --p->fuel;p->drawst|=PL_DRAWWPN;break;
+ }
+ if(p->wpn==10)
+ WP_ognemet(p->o.x,p->o.y-15,p->o.x+((p->d)?30:-30),p->o.y-15+firediry(p),
+ p->o.xv+p->o.vx,p->o.yv+p->o.vy,p->id);
+ else if(p->wpn>=1) ff[p->wpn] (p->o.x,p->o.y-15,p->o.x+((p->d)?30:-30),
+ p->o.y-15+firediry(p),p->id);
+ else WP_punch(p->o.x+((p->d)?4:-4),p->o.y,3,p->id);
+ p->fire=ft[p->wpn];
+ if(p->wpn>=2) p->f|=PLF_FIRE;
+ }
+}
+
+static void chgwpn(player_t *p) {
+ if(p->cwpn) return;
+ if(p->fire && p->wpn!=1) return;
+ if(keys[p->kwl]) {
+ do{ if(--p->wpn<0) p->wpn=10; }while(!(p->wpns&(1<<p->wpn)));
+ p->cwpn=3;
+ }else if(keys[p->kwr]) {
+ do{ if(++p->wpn>10) p->wpn=0; }while(!(p->wpns&(1<<p->wpn)));
+ p->cwpn=3;
+ }
+ if(p->cwpn) {
+ p->drawst|=PL_DRAWWPN;p->fire=0;
+ if(p->wpn==1) Z_sound(snd[6],128);
+ }
+}
+
+static void jump(player_t *p,int st) {
+ if(Z_canbreathe(p->o.x,p->o.y,p->o.r,p->o.h)) {
+ if(p->air<PL_AIR) {p->air=PL_AIR;p->drawst|=PL_DRAWAIR;}
+ }else {
+ if(--p->air < -9) {
+ p->air=0;
+ PL_hit(p,10,-3,HIT_WATER);
+ }else if((p->air&31)==0) {
+ FX_bubble(p->o.x,p->o.y-20,0,0,5);
+ }
+ p->drawst|=PL_DRAWAIR;
+ }
+ if(keys[p->kj]) {
+ if(p_fly) {
+ p->o.yv=-PL_FLYUP;
+ }else{
+ if(Z_canstand(p->o.x,p->o.y,p->o.r)) p->o.yv=-PL_JUMP;
+ else if(st&Z_INWATER) p->o.yv=-PL_SWUP;
+ }
+ }
+}
+
+int PL_isdead(player_t *p) {
+ switch(p->st) {
+ case DEAD: case MESS:
+ case OUT:
+ return 1;
+ }
+ return 0;
+}
+
+void PL_init(void) {
+ p_immortal=0;
+ PL_JUMP=10;PL_RUN=8;
+ aitime=0;
+}
+
+void PL_alloc(void) {
+ int i,j;
+ static char nm[][6]={
+ "OOF",
+ "PLPAIN",
+ "PLDETH",
+ "SLOP",
+ "PDIEHI",
+ "BFG",
+ "SAWUP",
+ "SAWIDL",
+ "SAWFUL",
+ "SAWHIT",
+ "PLFALL"
+ };
+ static char s[6];
+
+ for(i=0;i<27;++i) {
+ spr[i*2]=Z_getspr("PLAY",i,1,sprd+i*2);
+ spr[i*2+1]=Z_getspr("PLAY",i,2,sprd+i*2+1);
+ }
+ memcpy(s,"PWPx",4);
+ for(i=1;i<11;++i) {
+ s[3]=((i<10)?'0':('A'-10))+i;
+ for(j=0;j<6;++j) wpn[i][j]=Z_getspr(s,j,1,NULL);
+ }
+ for(i=0;i<11;++i) snd[i]=Z_getsnd(nm[i]);
+ memcpy(s,"AIx",4);
+ for(i=0;i<3;++i) {
+ s[2]=i+'1';
+ aisnd[i]=Z_getsnd(s);
+ }
+ memcpy(s,"PLDTHx",6);
+ for(i=0;i<5;++i) {
+ s[5]=i+'1';
+ pdsnd[i]=Z_getsnd(s);
+ }
+}
+
+void PL_restore(player_t *p) {
+ p->o.xv=p->o.yv=p->o.vx=p->o.vy=0;
+ p->o.r=PL_RAD;p->o.h=PL_HT;
+ p->pain=0;
+ p->invl=p->suit=0;
+ switch(p->st) {
+ case DEAD: case MESS: case OUT:
+ case DIE: case SLOP: case FALL:
+ p->life=100;p->armor=0;p->air=PL_AIR;
+ p->wpns=5;
+ p->wpn=2;
+ p->ammo=50;p->fuel=p->shel=p->rock=p->cell=0;
+ p->amul=1;
+ }
+ p->st=STAND;
+ p->fire=p->cwpn=p->csnd=0;
+ p->f=0;
+ p->drawst=0xFF;
+ p->looky=0;
+ p->keys=(g_dm)?0x70:0;
+}
+
+void PL_reset(void) {
+ pl1.st=pl2.st=DEAD;
+ pl1.frag=pl2.frag=0;
+}
+
+void PL_spawn(player_t *p,int x,int y,char d) {
+ PL_restore(p);
+ p->o.x=x;p->o.y=y;p->d=d;
+ p->kills=p->secrets=0;
+}
+
+int PL_hit(player_t *p,int d,int o,int t) {
+ if(!d) return 0;
+ switch(p->st) {
+ case DIE: case SLOP:
+ case DEAD: case MESS:
+ case OUT: case FALL:
+ return 0;
+ }
+ if(t==HIT_TRAP) {if(!p_immortal) {p->armor=0;p->life=-100;}}
+ else if(t!=HIT_ROCKET && t!=HIT_ELECTRO) {
+ if(p->id==-1) {if(o==-1) return 0;}
+ else if(o==-2) return 0;
+ }
+ if(t!=HIT_WATER && t!=HIT_ELECTRO)
+ DOT_blood(p->o.x,p->o.y-15,hit_xv,hit_yv,d*2);
+ else if(t==HIT_WATER) FX_bubble(p->o.x,p->o.y-20,0,0,d/2);
+ if(p_immortal || p->invl) return 1;
+ p->hit+=d;
+ p->hito=o;
+ return 1;
+}
+
+void PL_damage(player_t *p) {
+ int i;
+
+ if(!p->hit && p->life>0) return;
+ switch(p->st) {
+ case DIE: case SLOP:
+ case DEAD: case MESS:
+ case OUT: case FALL:
+ return;
+ }
+ i=p->hit*p->life/nonz(p->armor*3/4+p->life);
+ p->pain+=p->hit;
+ p->drawst|=PL_DRAWLIFE|PL_DRAWARMOR;
+ if((p->armor-=p->hit-i)<0) {p->life+=p->armor;p->armor=0;}
+ if((p->life-=i)<=0) {
+ if(p->life>-30) {p->st=DIE;p->s=0;Z_sound(pdsnd[rand()%5],128);}
+ else {p->st=SLOP;p->s=0;Z_sound(snd[3],128);}
+ if(p->amul>1) IT_spawn(p->o.x,p->o.y,I_BPACK);
+ if(!g_dm) {
+ if(p->keys&16) IT_spawn(p->o.x,p->o.y,I_KEYR);
+ if(p->keys&32) IT_spawn(p->o.x,p->o.y,I_KEYG);
+ if(p->keys&64) IT_spawn(p->o.x,p->o.y,I_KEYB);
+ }
+ for(i=1,p->wpns>>=1;i<11;++i,p->wpns>>=1)
+ if(i!=2) if(p->wpns&1) IT_spawn(p->o.x,p->o.y,wp_it[i]);
+ p->wpns=5;p->wpn=2;
+ p->f|=PLF_PNSND;
+ p->drawst|=PL_DRAWWPN;
+ if(g_dm && _2pl) {
+ if(p->id==-1) {
+ if(p->hito==-2) {++pl2.kills;++pl2.frag;}
+ else if(p->hito==-1) --pl1.frag;
+ }else{
+ if(p->hito==-1) {++pl1.kills;++pl1.frag;}
+ else if(p->hito==-2) --pl2.frag;
+ }
+ pl1.drawst|=PL_DRAWFRAG;
+ if(_2pl) pl2.drawst|=PL_DRAWFRAG;
+ }
+ p->life=0;return;
+ }
+ return;
+}
+
+void PL_cry(player_t *p) {
+ Z_sound(snd[(p->pain>20)?1:0],128);
+ p->f|=PLF_PNSND;
+}
+
+int PL_give(player_t *p,int t) {
+ int i;
+
+ switch(p->st) {
+ case DIE: case SLOP:
+ case DEAD: case MESS: case OUT:
+ return 0;
+ }
+ switch(t) {
+ case I_STIM: case I_MEDI:
+ if(p->life>=100) return 0;
+ if((p->life+=((t==I_MEDI)?25:10))>100) p->life=100;
+ p->drawst|=PL_DRAWLIFE;return 1;
+ case I_CLIP:
+ if(p->ammo>=200*p->amul) return 0;
+ if((p->ammo+=10)>200*p->amul) p->ammo=200*p->amul;
+ p->drawst|=PL_DRAWWPN;return 1;
+ case I_AMMO:
+ if(p->ammo>=200*p->amul) return 0;
+ if((p->ammo+=50)>200*p->amul) p->ammo=200*p->amul;
+ p->drawst|=PL_DRAWWPN;return 1;
+ case I_SHEL:
+ if(p->shel>=50*p->amul) return 0;
+ if((p->shel+=4)>50*p->amul) p->shel=50*p->amul;
+ p->drawst|=PL_DRAWWPN;return 1;
+ case I_SBOX:
+ if(p->shel>=50*p->amul) return 0;
+ if((p->shel+=25)>50*p->amul) p->shel=50*p->amul;
+ p->drawst|=PL_DRAWWPN;return 1;
+ case I_ROCKET:
+ if(p->rock>=50*p->amul) return 0;
+ if((++p->rock)>50*p->amul) p->rock=50*p->amul;
+ p->drawst|=PL_DRAWWPN;return 1;
+ case I_RBOX:
+ if(p->rock>=50*p->amul) return 0;
+ if((p->rock+=5)>50*p->amul) p->rock=50*p->amul;
+ p->drawst|=PL_DRAWWPN;return 1;
+ case I_CELL:
+ if(p->cell>=300*p->amul) return 0;
+ if((p->cell+=40)>300*p->amul) p->cell=300*p->amul;
+ p->drawst|=PL_DRAWWPN;return 1;
+ case I_CELP:
+ if(p->cell>=300*p->amul) return 0;
+ if((p->cell+=100)>300*p->amul) p->cell=300*p->amul;
+ p->drawst|=PL_DRAWWPN;return 1;
+ case I_BPACK:
+ if(p->amul==1) {p->amul=2;i=1;} else i=0;
+ i|=PL_give(p,I_CLIP);
+ i|=PL_give(p,I_SHEL);
+ i|=PL_give(p,I_ROCKET);
+ i|=PL_give(p,I_CELL);
+ return i;
+ case I_CSAW:
+ if(!(p->wpns&2)) {p->wpns|=2;p->drawst|=PL_DRAWWPN;return 1;}
+ return 0;
+ case I_GUN2:
+ i=PL_give(p,I_SHEL);
+ if(!(p->wpns&512)) {p->wpns|=512;i=1;}
+ p->drawst|=PL_DRAWWPN;return i;
+ case I_SGUN:
+ i=PL_give(p,I_SHEL);
+ if(!(p->wpns&8)) {p->wpns|=8;i=1;}
+ p->drawst|=PL_DRAWWPN;return i;
+ case I_SGUN2:
+ i=PL_give(p,I_SHEL);
+ if(!(p->wpns&16)) {p->wpns|=16;i=1;}
+ p->drawst|=PL_DRAWWPN;return i;
+ case I_MGUN:
+ i=PL_give(p,I_AMMO);
+ if(!(p->wpns&32)) {p->wpns|=32;i=1;}
+ p->drawst|=PL_DRAWWPN;return i;
+ case I_LAUN:
+ i=PL_give(p,I_ROCKET);
+ i|=PL_give(p,I_ROCKET);
+ if(!(p->wpns&64)) {p->wpns|=64;i=1;}
+ p->drawst|=PL_DRAWWPN;return i;
+ case I_PLAS:
+ i=PL_give(p,I_CELL);
+ if(!(p->wpns&128)) {p->wpns|=128;i=1;}
+ p->drawst|=PL_DRAWWPN;return i;
+ case I_BFG:
+ i=PL_give(p,I_CELL);
+ if(!(p->wpns&256)) {p->wpns|=256;i=1;}
+ p->drawst|=PL_DRAWWPN;return i;
+ case I_ARM1:
+ if(p->armor>=100) return 0;
+ p->armor=100;p->drawst|=PL_DRAWARMOR;return 1;
+ case I_ARM2:
+ if(p->armor>=200) return 0;
+ p->armor=200;p->drawst|=PL_DRAWARMOR;return 1;
+ case I_MEGA:
+ i=0;
+ if(p->life<200) {p->life=200;p->drawst|=PL_DRAWLIFE;i=1;}
+ if(p->armor<200) {p->armor=200;p->drawst|=PL_DRAWARMOR;i=1;}
+ return i;
+ case I_SUPER:
+ if(p->life<200) {p->life=min(p->life+100,200);p->drawst|=PL_DRAWLIFE;return 1;}
+ return 0;
+ case I_INVL:
+ p->invl=PL_POWERUP_TIME;
+ return 1;
+ case I_SUIT:
+ p->suit=PL_POWERUP_TIME;
+ return 1;
+ case I_AQUA:
+ if(p->air >= PL_AQUA_AIR) return 0;
+ p->air=PL_AQUA_AIR;p->drawst|=PL_DRAWAIR;
+ return 1;
+ case I_KEYR:
+ if(p->keys&16) return 0;
+ p->keys|=16;p->drawst|=PL_DRAWKEYS;return 1;
+ case I_KEYG:
+ if(p->keys&32) return 0;
+ p->keys|=32;p->drawst|=PL_DRAWKEYS;return 1;
+ case I_KEYB:
+ if(p->keys&64) return 0;
+ p->keys|=64;p->drawst|=PL_DRAWKEYS;return 1;
+ default:
+ return 0;
+ }
+}
+
+void PL_act(player_t *p) {
+ int st;
+
+ if(--aitime<0) aitime=0;
+ SW_press(p->o.x,p->o.y,p->o.r,p->o.h,4|p->keys,p->id);
+ if(!p->suit) if((g_time&15)==0)
+ PL_hit(p,Z_getacid(p->o.x,p->o.y,p->o.r,p->o.h),-3,HIT_SOME);
+ if(p->st!=FALL && p->st!=OUT) {
+ if(((st=Z_moveobj(&p->o))&Z_FALLOUT) && p->o.y>=FLDH*CELH+50) {
+ switch(p->st) {
+ case DEAD: case MESS: case DIE: case SLOP:
+ p->s=5;break;
+ default:
+ p->s=Z_sound(snd[10],128);
+ if(g_dm) --p->frag;
+ }p->st=FALL;
+ }
+ }else st=0;
+ if(st&Z_HITWATER) Z_splash(&p->o,PL_RAD+PL_HT);
+ if(p->f&PLF_FIRE) if(p->fire!=2) p->f-=PLF_FIRE;
+ if(keys[p->ku]) {p->f|=PLF_UP;p->looky-=5;}
+ else{
+ p->f&=0xFFFF-PLF_UP;
+ if(keys[p->kd])
+ {p->f|=PLF_DOWN;p->looky+=5;}
+ else {p->f&=0xFFFF-PLF_DOWN;p->looky=Z_dec(p->looky,5);}
+ }
+ if(keys[p->kp]) SW_press(p->o.x,p->o.y,p->o.r,p->o.h,1|p->keys,p->id);
+ if(p->fire) --p->fire;
+ if(p->cwpn) --p->cwpn;
+ if(p->csnd) --p->csnd;
+ if(p->invl) --p->invl;
+ if(p->suit) --p->suit;
+ switch(p->st) {
+ case DIE:
+ p->o.h=7;
+ if(!dieanim[++p->s]) {p->st=DEAD;MN_killedp();}
+ p->o.xv=Z_dec(p->o.xv,1);
+ break;
+ case SLOP:
+ p->o.h=6;
+ if(!slopanim[++p->s]) {p->st=MESS;MN_killedp();}
+ p->o.xv=Z_dec(p->o.xv,1);
+ break;
+ case GO:
+ chgwpn(p);fire(p);jump(p,st);
+ if(p_fly)
+ SMK_gas(p->o.x,p->o.y-2,2,3,p->o.xv+p->o.vx,p->o.yv+p->o.vy,128);
+ if((p->s+=abs(p->o.xv)/2) >= 24) p->s%=24;
+ if(!keys[p->kl] && !keys[p->kr]) {
+ if(p->o.xv) p->o.xv=Z_dec(p->o.xv,1);
+ else p->st=STAND;
+ break;
+ }
+ if(p->o.xv<PL_RUN && keys[p->kr]) {p->o.xv+=PL_RUN>>3;p->d=1;}
+ else if(PL_RUN>8)
+ SMK_gas(p->o.x,p->o.y-2,2,3,p->o.xv+p->o.vx,p->o.yv+p->o.vy,32);
+ if(p->o.xv>-PL_RUN && keys[p->kl]) {p->o.xv-=PL_RUN>>3;p->d=0;}
+ else if(PL_RUN>8)
+ SMK_gas(p->o.x,p->o.y-2,2,3,p->o.xv+p->o.vx,p->o.yv+p->o.vy,32);
+ break;
+ case STAND:
+ chgwpn(p);fire(p);jump(p,st);
+ if(p_fly)
+ SMK_gas(p->o.x,p->o.y-2,2,3,p->o.xv+p->o.vx,p->o.yv+p->o.vy,128);
+ if(keys[p->kl]) {p->st=GO;p->s=0;p->d=0;}
+ else if(keys[p->kr]) {p->st=GO;p->s=0;p->d=1;}
+ break;
+ case DEAD:
+ case MESS:
+ case OUT:
+ p->o.xv=Z_dec(p->o.xv,1);
+ if(keys[p->ku] || keys[p->kd] || keys[p->kl] || keys[p->kr] ||
+ keys[p->kf] || keys[p->kj] || keys[p->kp] || keys[p->kwl] || keys[p->kwr]) {
+ if(p->st!=OUT) MN_spawn_deadpl(&p->o,p->color,(p->st==MESS)?1:0);
+ PL_restore(p);
+ if(g_dm) {G_respawn_player(p);break;}
+ if(!_2pl) {
+ if(--p->lives==0) {G_start();break;}
+ else{p->o.x=dm_pos[0].x;p->o.y=dm_pos[0].y;p->d=dm_pos[0].d;}
+ p->drawst|=PL_DRAWLIVES;
+ }
+ if(p->id==-1)
+ {p->o.x=dm_pos[0].x;p->o.y=dm_pos[0].y;p->d=dm_pos[0].d;}
+ else {p->o.x=dm_pos[1].x;p->o.y=dm_pos[1].y;p->d=dm_pos[1].d;}
+ }break;
+ case FALL:
+ if(--p->s<=0) p->st=OUT;
+ break;
+ }
+}
+
+static int standspr(player_t *p) {
+ if(p->f&PLF_UP) return 'X';
+ if(p->f&PLF_DOWN) return 'Z';
+ return 'E';
+}
+
+static int wpnspr(player_t *p) {
+ if(p->f&PLF_UP) return 'C';
+ if(p->f&PLF_DOWN) return 'E';
+ return 'A';
+}
+
+void PL_draw(player_t *p) {
+ int s,w,wx,wy;
+ static int wytab[]={-1,-2,-1,0};
+
+ s='A';w=0;wx=wy=0;
+ switch(p->st) {
+ case STAND:
+ if(p->f&PLF_FIRE) {s=standspr(p)+1;w=wpnspr(p)+1;}
+ else if(p->pain) {s='G';w='A';wx=p->d?2:-2;wy=1;}
+ else {s=standspr(p);w=wpnspr(p);}
+ break;
+ case DEAD:
+ s='N';break;
+ case MESS:
+ s='W';break;
+ case GO:
+ if(p->pain) {s='G';w='A';wx=p->d?2:-2;wy=1;}
+ else {
+ s=goanim[p->s/8];w=(p->f&PLF_FIRE)?'B':'A';
+ wx=p->d?2:-2;wy=1+wytab[s-'A'];
+ }
+ break;
+ case DIE:
+ s=dieanim[p->s];break;
+ case SLOP:
+ s=slopanim[p->s];break;
+ case OUT:
+ s=0;break;
+ }
+ if(p->wpn==0) w=0;
+ if(w) Z_drawspr(p->o.x+wx,p->o.y+wy,wpn[p->wpn][w-'A'],p->d);
+ if(s) Z_drawmanspr(p->o.x,p->o.y,spr[(s-'A')*2+p->d],sprd[(s-'A')*2+p->d],p->color);
+}
+
+void *PL_getspr(int s,int d) {
+ return spr[(s-'A')*2+d];
+}
+
+static void chk_bfg(player_t *p,int x,int y) {
+ int dx,dy;
+
+ if(aitime) return;
+ switch(p->st) {
+ case DIE: case SLOP: case FALL:
+ case DEAD: case MESS: case OUT:
+ return;
+ }
+ dx=p->o.x-x;dy=p->o.y-p->o.h/2-y;
+ if(dx*dx+dy*dy<=1600) {
+ aitime=Z_sound(aisnd[rand()%3],128)*4;
+ }
+}
+
+void bfg_fly(int x,int y,int o) {
+// if(!g_dm) return;
+ if(o!=-1) chk_bfg(&pl1,x,y);
+ if(_2pl) if(o!=-2) chk_bfg(&pl2,x,y);
+ if(o==-1 || o==-2) MN_warning(x-50,y-50,x+50,y+50);
+}
+
+void PL_drawst(player_t *p) {
+ V_setrect(WD,120,w_o,HT);Z_clrst();
+ int i;
+
+ if(p->drawst&PL_DRAWAIR)
+ if (p->air<PL_AIR)//
+ Z_drawstair(p->air);
+ if(p->drawst&PL_DRAWLIFE)
+ Z_drawstprcnt(0,p->life);
+ if(p->drawst&PL_DRAWARMOR)
+ Z_drawstprcnt(1,p->armor);
+ if(p->drawst&PL_DRAWWPN) {
+ switch(p->wpn) {
+ case 2: case 5:
+ i=p->ammo;break;
+ case 3: case 4: case 9:
+ i=p->shel;break;
+ case 6:
+ i=p->rock;break;
+ case 10:
+ i=p->fuel;break;
+ case 7: case 8:
+ i=p->cell;break;
+ }
+ Z_drawstwpn(p->wpn,i);
+ }
+ if(p->drawst&PL_DRAWFRAG) Z_drawstnum(p->frag);
+ if(p->drawst&PL_DRAWKEYS) Z_drawstkeys(p->keys);
+ if(!_2pl) if(p->drawst&PL_DRAWLIVES) Z_drawstlives(p->lives);
+}
diff --git a/player.h b/player.h
--- /dev/null
+++ b/player.h
@@ -0,0 +1,93 @@
+/*
+ Copyright (C) Prikol Software 1996-1997
+ Copyright (C) Aleksey Volynskov 1996-1997
+ Copyright (C) <ARembo@gmail.com> 2011
+
+ This file is part of the Doom2D:Rembo project.
+
+ Doom2D:Rembo is free software; you can redistribute it and/or modify
+ it under the terms of the GNU General Public License version 2 as
+ published by the Free Software Foundation.
+
+ Doom2D:Rembo 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, see <http://www.gnu.org/licenses/> or
+ write to the Free Software Foundation, Inc.,
+ 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+*/
+
+// Player data and functions
+
+#define PL_DRAWLIFE 1
+#define PL_DRAWARMOR 2
+#define PL_DRAWWPN 4
+#define PL_DRAWFRAG 8
+#define PL_DRAWAIR 16
+#define PL_DRAWKEYS 32
+#define PL_DRAWLIVES 64
+
+#define PLK_U 1
+#define PLK_D 2
+#define PLK_L 4
+#define PLK_R 8
+#define PLK_F 16
+#define PLK_J 32
+#define PLK_P 64
+#define PLK_W 128
+#define PLK_WL 1
+#define PLK_WR 2
+
+#define PLF_FIRE 1
+#define PLF_PNSND 2
+#define PLF_UP 4
+#define PLF_DOWN 8
+
+#define PL_POWERUP_TIME 546
+
+#pragma pack(1)
+typedef struct{
+ obj_t o;
+ int looky;
+ int st,s;
+ int life,armor,hit,hito;
+ int pain,air;
+ int invl,suit;
+ char d;
+ //byte ku,kd,kl,kr,kf,kj,kwl,kwr,kp;
+ int frag,ammo,shel,rock,cell,fuel,kills,secrets;
+ byte fire,cwpn,csnd;
+ byte amul;
+ word wpns;
+ char wpn;
+ byte f;
+ byte drawst;
+ byte color;
+ int id;
+ byte keys;
+ char lives;
+ int ku,kd,kl,kr,kf,kj,kwl,kwr,kp;
+}player_t;
+#pragma pack()
+
+void PL_init(void);
+void PL_alloc(void);
+void PL_spawn(player_t *,int,int,char);
+int PL_hit(player_t *,int,int,int);
+int PL_isdead(player_t *);
+void PL_act(player_t *);
+void PL_draw(player_t *);
+void PL_drawst(player_t *);
+void PL_cry(player_t *);
+void PL_damage(player_t *);
+int PL_give(player_t *,int);
+void G_respawn_player(player_t *);
+
+void PL_reset(void);
+void *PL_getspr(int c,int d);
+
+extern byte p_immortal;
+extern player_t pl1,pl2;