doom3-bfg/doomclassic/doom/p_pspr.cpp

977 lines
19 KiB
C++
Raw Normal View History

2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "Precompiled.h"
#include "globaldata.h"
#include "doomdef.h"
#include "d_event.h"
#include "m_random.h"
#include "p_local.h"
#include "s_sound.h"
// State.
#include "doomstat.h"
// Data.
#include "sounds.h"
#include "p_pspr.h"
#include "d3xp/Game_local.h"
extern bool globalNetworking;
static const float PISTOL_MAGNITUDE_HIGH = 0.5f;
static const int PISTOL_DURATION_HIGH = 250;
static const float PISTOL_MAGNITUDE_LOW = 1.0f;
static const int PISTOL_DURATION_LOW = 150;
static const float SHOTGUN_MAGNITUDE_HIGH = 0.5f;
static const int SHOTGUN_DURATION_HIGH = 250;
static const float SHOTGUN_MAGNITUDE_LOW = 1.0f;
static const int SHOTGUN_DURATION_LOW = 350;
static const float CHAINGUN_MAGNITUDE_HIGH = 0.5f;
static const int CHAINGUN_DURATION_HIGH = 250;
static const float CHAINGUN_MAGNITUDE_LOW = 1.0f;
static const int CHAINGUN_DURATION_LOW = 150;
static const float PLASMAGUN_MAGNITUDE_HIGH = 0.5f;
static const int PLASMAGUN_DURATION_HIGH = 250;
static const float PLASMAGUN_MAGNITUDE_LOW = 1.0f;
static const int PLASMAGUN_DURATION_LOW = 150;
static const float SUPERSHOTGUN_MAGNITUDE_HIGH = 1.0f;
static const int SUPERSHOTGUN_DURATION_HIGH = 250;
static const float SUPERSHOTGUN_MAGNITUDE_LOW = 1.0f;
static const int SUPERSHOTGUN_DURATION_LOW = 350;
static const float ROCKET_MAGNITUDE_HIGH = 1.5f;
static const int ROCKET_DURATION_HIGH = 250;
static const float ROCKET_MAGNITUDE_LOW = 1.0f;
static const int ROCKET_DURATION_LOW = 350;
static const float BFG_MAGNITUDE_HIGH = 1.5f;
static const int BFG_DURATION_HIGH = 250;
static const float BFG_MAGNITUDE_LOW = 1.0f;
static const int BFG_DURATION_LOW = 400;
static const float SAW_IDL_MAGNITUDE_HIGH = 0.0f;
static const int SAW_IDL_DURATION_HIGH = 0;
static const float SAW_IDL_MAGNITUDE_LOW = 0.4f;
static const int SAW_IDL_DURATION_LOW = 150;
static const float SAW_ATK_MAGNITUDE_HIGH = 1.0f;
static const int SAW_ATK_DURATION_HIGH = 250;
static const float SAW_ATK_MAGNITUDE_LOW = 0.0f;
static const int SAW_ATK_DURATION_LOW = 0;
// plasma cells for a bfg attack
//
// P_SetPsprite
//
void
P_SetPsprite
( player_t* player,
int position,
statenum_t stnum )
{
pspdef_t* psp;
const state_t* state;
psp = &player->psprites[position];
do
{
if (!stnum)
{
// object removed itself
psp->state = NULL;
break;
}
state = &::g->states[stnum];
psp->state = state;
psp->tics = state->tics; // could be 0
if (state->misc1)
{
// coordinate set
psp->sx = state->misc1 << FRACBITS;
psp->sy = state->misc2 << FRACBITS;
}
// Call action routine.
// Modified handling.
if (state->action)
{
state->action(player, psp);
if (!psp->state)
break;
}
stnum = psp->state->nextstate;
} while (!psp->tics);
// an initial state of 0 could cycle through
}
//
// P_CalcSwing
//
void P_CalcSwing (player_t* player)
{
fixed_t swing;
int angle;
// OPTIMIZE: tablify this.
// A LUT would allow for different modes,
// and add flexibility.
swing = player->bob;
angle = (FINEANGLES/70*::g->leveltime)&FINEMASK;
::g->swingx = FixedMul ( swing, finesine[angle]);
angle = (FINEANGLES/70*::g->leveltime+FINEANGLES/2)&FINEMASK;
::g->swingy = -FixedMul ( ::g->swingx, finesine[angle]);
}
//
// P_BringUpWeapon
// Starts bringing the pending weapon up
// from the bottom of the screen.
// Uses player
//
void P_BringUpWeapon (player_t* player)
{
statenum_t newstate;
if (player->pendingweapon == wp_nochange)
player->pendingweapon = player->readyweapon;
if (player->pendingweapon == wp_chainsaw && (globalNetworking || (player == &::g->players[::g->consoleplayer])) )
S_StartSound (player->mo, sfx_sawup);
newstate = (statenum_t)(weaponinfo[player->pendingweapon].upstate);
player->pendingweapon = wp_nochange;
player->psprites[ps_weapon].sy = WEAPONBOTTOM;
P_SetPsprite (player, ps_weapon, newstate);
}
//
// P_CheckAmmo
// Returns true if there is enough ammo to shoot.
// If not, selects the next weapon to use.
//
qboolean P_CheckAmmo (player_t* player)
{
ammotype_t ammo;
int count;
ammo = weaponinfo[player->readyweapon].ammo;
// Minimal amount for one shot varies.
if (player->readyweapon == wp_bfg)
count = BFGCELLS;
else if (player->readyweapon == wp_supershotgun)
count = 2; // Double barrel.
else
count = 1; // Regular.
// Some do not need ammunition anyway.
// Return if current ammunition sufficient.
if (ammo == am_noammo || player->ammo[ammo] >= count)
return true;
// Out of ammo, pick a weapon to change to.
// Preferences are set here.
do
{
if (player->weaponowned[wp_plasma]
&& player->ammo[am_cell]
&& (::g->gamemode != shareware) )
{
player->pendingweapon = wp_plasma;
}
else if (player->weaponowned[wp_supershotgun]
&& player->ammo[am_shell]>2
&& (::g->gamemode == commercial) )
{
player->pendingweapon = wp_supershotgun;
}
else if (player->weaponowned[wp_chaingun]
&& player->ammo[am_clip])
{
player->pendingweapon = wp_chaingun;
}
else if (player->weaponowned[wp_shotgun]
&& player->ammo[am_shell])
{
player->pendingweapon = wp_shotgun;
}
else if (player->ammo[am_clip])
{
player->pendingweapon = wp_pistol;
}
else if (player->weaponowned[wp_chainsaw])
{
player->pendingweapon = wp_chainsaw;
}
else if (player->weaponowned[wp_missile]
&& player->ammo[am_misl])
{
player->pendingweapon = wp_missile;
}
else if (player->weaponowned[wp_bfg]
&& player->ammo[am_cell]>40
&& (::g->gamemode != shareware) )
{
player->pendingweapon = wp_bfg;
}
else
{
// If everything fails.
player->pendingweapon = wp_fist;
}
} while (player->pendingweapon == wp_nochange);
// Now set appropriate weapon overlay.
P_SetPsprite (player,
ps_weapon,
(statenum_t)(weaponinfo[player->readyweapon].downstate));
return false;
}
//
// P_FireWeapon.
//
void P_FireWeapon (player_t* player)
{
statenum_t newstate;
if (!P_CheckAmmo (player))
return;
P_SetMobjState (player->mo, S_PLAY_ATK1);
newstate = (statenum_t)weaponinfo[player->readyweapon].atkstate;
P_SetPsprite (player, ps_weapon, newstate);
P_NoiseAlert (player->mo, player->mo);
if (player->readyweapon == wp_chainsaw )
{
if( ::g->plyr == player ) {
}
}
}
//
// P_DropWeapon
// Player died, so put the weapon away.
//
void P_DropWeapon (player_t* player)
{
P_SetPsprite (player,
ps_weapon,
(statenum_t)weaponinfo[player->readyweapon].downstate);
}
extern "C" {
//
// A_WeaponReady
// The player can fire the weapon
// or change to another weapon at this time.
// Follows after getting weapon up,
// or after previous attack/fire sequence.
//
void
A_WeaponReady
( player_t* player,
pspdef_t* psp )
{
statenum_t newstate;
int angle;
// get out of attack state
if (player->mo->state == &::g->states[S_PLAY_ATK1]
|| player->mo->state == &::g->states[S_PLAY_ATK2] )
{
P_SetMobjState (player->mo, S_PLAY);
}
if (player->readyweapon == wp_chainsaw
&& psp->state == &::g->states[S_SAW])
{
if (globalNetworking || (player == &::g->players[::g->consoleplayer]))
S_StartSound (player->mo, sfx_sawidl);
}
// check for change
// if player is dead, put the weapon away
if (player->pendingweapon != wp_nochange || !player->health)
{
// change weapon
// (pending weapon should allready be validated)
newstate = (statenum_t)weaponinfo[player->readyweapon].downstate;
P_SetPsprite (player, ps_weapon, newstate);
return;
}
// check for fire
// the missile launcher and bfg do not auto fire
if (player->cmd.buttons & BT_ATTACK)
{
if ( !player->attackdown
|| (player->readyweapon != wp_missile
&& player->readyweapon != wp_bfg) )
{
player->attackdown = true;
P_FireWeapon (player);
return;
}
}
else
player->attackdown = false;
// bob the weapon based on movement speed
angle = (128*::g->leveltime)&FINEMASK;
psp->sx = FRACUNIT + FixedMul (player->bob, finecosine[angle]);
angle &= FINEANGLES/2-1;
psp->sy = WEAPONTOP + FixedMul (player->bob, finesine[angle]);
}
//
// A_ReFire
// The player can re-fire the weapon
// without lowering it entirely.
//
void A_ReFire
( player_t* player,
pspdef_t* psp )
{
// check for fire
// (if a weaponchange is pending, let it go through instead)
if ( (player->cmd.buttons & BT_ATTACK)
&& player->pendingweapon == wp_nochange
&& player->health)
{
player->refire++;
P_FireWeapon (player);
}
else
{
player->refire = 0;
P_CheckAmmo (player);
}
}
void
A_CheckReload
( player_t* player,
pspdef_t* psp )
{
P_CheckAmmo (player);
#if 0
if (player->ammo[am_shell]<2)
P_SetPsprite (player, ps_weapon, S_DSNR1);
#endif
}
//
// A_Lower
// Lowers current weapon,
// and changes weapon at bottom.
//
void
A_Lower
( player_t* player,
pspdef_t* psp )
{
psp->sy += LOWERSPEED;
// Is already down.
if (psp->sy < WEAPONBOTTOM )
return;
// Player is dead.
if (player->playerstate == PST_DEAD)
{
psp->sy = WEAPONBOTTOM;
// don't bring weapon back up
return;
}
// The old weapon has been lowered off the screen,
// so change the weapon and start raising it
if (!player->health)
{
// Player is dead, so keep the weapon off screen.
P_SetPsprite (player, ps_weapon, S_NULL);
return;
}
player->readyweapon = player->pendingweapon;
P_BringUpWeapon (player);
}
//
// A_Raise
//
void
A_Raise
( player_t* player,
pspdef_t* psp )
{
statenum_t newstate;
psp->sy -= RAISESPEED;
if (psp->sy > WEAPONTOP )
return;
psp->sy = WEAPONTOP;
// The weapon has been raised all the way,
// so change to the ready state.
newstate = (statenum_t)weaponinfo[player->readyweapon].readystate;
P_SetPsprite (player, ps_weapon, newstate);
}
//
// A_GunFlash
//
void
A_GunFlash
( player_t* player,
pspdef_t* psp )
{
P_SetMobjState (player->mo, S_PLAY_ATK2);
P_SetPsprite (player,ps_flash,(statenum_t)weaponinfo[player->readyweapon].flashstate);
}
//
// WEAPON ATTACKS
//
//
// A_Punch
//
void
A_Punch
( player_t* player,
pspdef_t* psp )
{
angle_t angle;
int damage;
int slope;
damage = (P_Random ()%10+1)<<1;
if (player->powers[pw_strength])
damage *= 10;
angle = player->mo->angle;
angle += (P_Random()-P_Random())<<18;
slope = P_AimLineAttack (player->mo, angle, MELEERANGE);
P_LineAttack (player->mo, angle, MELEERANGE, slope, damage);
// turn to face target
if (::g->linetarget)
{
S_StartSound (player->mo, sfx_punch);
player->mo->angle = R_PointToAngle2 (player->mo->x,
player->mo->y,
::g->linetarget->x,
::g->linetarget->y);
}
}
//
// A_Saw
//
void
A_Saw
( player_t* player,
pspdef_t* psp )
{
angle_t angle;
int damage;
int slope;
damage = 2*(P_Random ()%10+1);
angle = player->mo->angle;
angle += (P_Random()-P_Random())<<18;
// use meleerange + 1 se the puff doesn't skip the flash
slope = P_AimLineAttack (player->mo, angle, MELEERANGE+1);
P_LineAttack (player->mo, angle, MELEERANGE+1, slope, damage);
if (!::g->linetarget)
{
if (globalNetworking || (player == &::g->players[::g->consoleplayer]))
S_StartSound (player->mo, sfx_sawful);
return;
}
if (globalNetworking || (player == &::g->players[::g->consoleplayer]))
S_StartSound (player->mo, sfx_sawhit);
// turn to face target
angle = R_PointToAngle2 (player->mo->x, player->mo->y,
::g->linetarget->x, ::g->linetarget->y);
if (angle - player->mo->angle > ANG180)
{
if (angle - player->mo->angle < -ANG90/20)
player->mo->angle = angle + ANG90/21;
else
player->mo->angle -= ANG90/20;
}
else
{
if (angle - player->mo->angle > ANG90/20)
player->mo->angle = angle - ANG90/21;
else
player->mo->angle += ANG90/20;
}
player->mo->flags |= MF_JUSTATTACKED;
}
//
// A_FireMissile
//
void
A_FireMissile
( player_t* player,
pspdef_t* psp )
{
if( (player->cheats & CF_INFAMMO) == false ) {
player->ammo[weaponinfo[player->readyweapon].ammo]--;
}
P_SpawnPlayerMissile (player->mo, MT_ROCKET);
if( ::g->plyr == player ) {
}
}
//
// A_FireBFG
//
void
A_FireBFG
( player_t* player,
pspdef_t* psp )
{
if( (player->cheats & CF_INFAMMO) == false ) {
player->ammo[weaponinfo[player->readyweapon].ammo] -= BFGCELLS;
}
P_SpawnPlayerMissile (player->mo, MT_BFG);
if( ::g->plyr == player ) {
}
}
//
// A_FirePlasma
//
void
A_FirePlasma
( player_t* player,
pspdef_t* psp )
{
if( (player->cheats & CF_INFAMMO) == false ) {
player->ammo[weaponinfo[player->readyweapon].ammo]--;
}
P_SetPsprite (player,
ps_flash,
(statenum_t)(weaponinfo[player->readyweapon].flashstate+(P_Random ()&1)) );
P_SpawnPlayerMissile (player->mo, MT_PLASMA);
if( ::g->plyr == player ) {
}
}
//
// P_BulletSlope
// Sets a slope so a near miss is at aproximately
// the height of the intended target
//
void P_BulletSlope (mobj_t* mo)
{
angle_t an;
// see which target is to be aimed at
an = mo->angle;
::g->bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT);
if (!::g->linetarget)
{
an += 1<<26;
::g->bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT);
if (!::g->linetarget)
{
an -= 2<<26;
::g->bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT);
}
}
}
//
// P_GunShot
//
void
P_GunShot
( mobj_t* mo,
qboolean accurate )
{
angle_t angle;
int damage;
damage = 5*(P_Random ()%3+1);
angle = mo->angle;
if (!accurate)
angle += (P_Random()-P_Random())<<18;
P_LineAttack (mo, angle, MISSILERANGE, ::g->bulletslope, damage);
}
//
// A_FirePistol
//
void
A_FirePistol
( player_t* player,
pspdef_t* psp )
{
if (globalNetworking || (player == &::g->players[::g->consoleplayer]))
S_StartSound (player->mo, sfx_pistol);
P_SetMobjState (player->mo, S_PLAY_ATK2);
if( (player->cheats & CF_INFAMMO ) == false ) {
player->ammo[weaponinfo[player->readyweapon].ammo]--;
}
P_SetPsprite (player,
ps_flash,
(statenum_t)weaponinfo[player->readyweapon].flashstate);
P_BulletSlope (player->mo);
P_GunShot (player->mo, !player->refire);
if( ::g->plyr == player ) {
}
}
//
// A_FireShotgun
//
void
A_FireShotgun
( player_t* player,
pspdef_t* psp )
{
int i;
if (globalNetworking || (player == &::g->players[::g->consoleplayer]))
S_StartSound (player->mo, sfx_shotgn);
P_SetMobjState (player->mo, S_PLAY_ATK2);
if( ( player->cheats & CF_INFAMMO ) == false ) {
player->ammo[weaponinfo[player->readyweapon].ammo]--;
}
P_SetPsprite (player,
ps_flash,
(statenum_t)weaponinfo[player->readyweapon].flashstate);
P_BulletSlope (player->mo);
for (i=0 ; i<7 ; i++)
P_GunShot (player->mo, false);
if( ::g->plyr == player ) {
}
}
//
// A_FireShotgun2
//
void
A_FireShotgun2
( player_t* player,
pspdef_t* psp )
{
int i;
angle_t angle;
int damage;
if (globalNetworking || (player == &::g->players[::g->consoleplayer]))
S_StartSound (player->mo, sfx_dshtgn);
P_SetMobjState (player->mo, S_PLAY_ATK2);
if( (player->cheats & CF_INFAMMO) == false ) {
player->ammo[weaponinfo[player->readyweapon].ammo]-=2;
}
P_SetPsprite (player,
ps_flash,
(statenum_t)weaponinfo[player->readyweapon].flashstate);
P_BulletSlope (player->mo);
for (i=0 ; i<20 ; i++)
{
damage = 5*(P_Random ()%3+1);
angle = player->mo->angle;
angle += (P_Random()-P_Random())<<19;
P_LineAttack (player->mo,
angle,
MISSILERANGE,
::g->bulletslope + ((P_Random()-P_Random())<<5), damage);
}
if( ::g->plyr == player ) {
}
}
//
// A_FireCGun
//
void
A_FireCGun
( player_t* player,
pspdef_t* psp )
{
if (globalNetworking || (player == &::g->players[::g->consoleplayer]))
S_StartSound (player->mo, sfx_pistol);
if (!player->ammo[weaponinfo[player->readyweapon].ammo])
return;
P_SetMobjState (player->mo, S_PLAY_ATK2);
if( (player->cheats & CF_INFAMMO) == false ) {
player->ammo[weaponinfo[player->readyweapon].ammo]--;
}
P_SetPsprite (player,
ps_flash,
(statenum_t)(
weaponinfo[player->readyweapon].flashstate
+ psp->state
- &::g->states[S_CHAIN1] ));
P_BulletSlope (player->mo);
P_GunShot (player->mo, !player->refire);
if( ::g->plyr == player ) {
}
}
//
// ?
//
void A_Light0 (player_t *player, pspdef_t *psp)
{
player->extralight = 0;
}
void A_Light1 (player_t *player, pspdef_t *psp)
{
player->extralight = 1;
}
void A_Light2 (player_t *player, pspdef_t *psp)
{
player->extralight = 2;
}
//
// A_BFGSpray
// Spawn a BFG explosion on every monster in view
//
void A_BFGSpray (mobj_t* mo, void * )
{
int i;
int j;
int damage;
angle_t an;
// offset angles from its attack angle
for (i=0 ; i<40 ; i++)
{
an = mo->angle - ANG90/2 + ANG90/40*i;
// mo->target is the originator (player)
// of the missile
P_AimLineAttack (mo->target, an, 16*64*FRACUNIT);
if (!::g->linetarget)
continue;
P_SpawnMobj (::g->linetarget->x,
::g->linetarget->y,
::g->linetarget->z + (::g->linetarget->height>>2),
MT_EXTRABFG);
damage = 0;
for (j=0;j<15;j++)
damage += (P_Random()&7) + 1;
P_DamageMobj (::g->linetarget, mo->target,mo->target, damage);
}
}
//
// A_BFGsound
//
void
A_BFGsound
( player_t* player,
pspdef_t* psp )
{
S_StartSound (player->mo, sfx_bfg);
}
}; // extern "C"
//
// P_SetupPsprites
// Called at start of level for each player.
//
void P_SetupPsprites (player_t* player)
{
int i;
// remove all psprites
for (i=0 ; i<NUMPSPRITES ; i++)
player->psprites[i].state = NULL;
// spawn the gun
player->pendingweapon = player->readyweapon;
P_BringUpWeapon (player);
}
//
// P_MovePsprites
// Called every tic by player thinking routine.
//
void P_MovePsprites (player_t* player)
{
int i;
pspdef_t* psp;
const state_t* state;
psp = &player->psprites[0];
for (i=0 ; i<NUMPSPRITES ; i++, psp++)
{
// a null state means not active
if ( (state = psp->state) )
{
// drop tic count and possibly change state
// a -1 tic count never changes
if (psp->tics != -1)
{
psp->tics--;
if (!psp->tics)
P_SetPsprite (player, i, psp->state->nextstate);
}
}
}
player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx;
player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy;
}