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doom3-bfg/doomclassic/doom/p_user.cpp

523 lines
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C++

/*
===========================================================================
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 "p_local.h"
#include "doomstat.h"
// Index of the special effects (INVUL inverse) map.
//
// Movement.
//
// 16 pixels of bob
//
// P_Thrust
// Moves the given origin along a given angle.
//
void
P_Thrust
( player_t* player,
angle_t angle,
fixed_t move )
{
angle >>= ANGLETOFINESHIFT;
player->mo->momx += FixedMul( move, finecosine[angle] );
player->mo->momy += FixedMul( move, finesine[angle] );
}
//
// P_CalcHeight
// Calculate the walking / running height adjustment
//
void P_CalcHeight( player_t* player )
{
int angle;
fixed_t bob;
// Regular movement bobbing
// (needs to be calculated for gun swing
// even if not on ground)
// OPTIMIZE: tablify angle
// Note: a LUT allows for effects
// like a ramp with low health.
player->bob =
FixedMul( player->mo->momx, player->mo->momx )
+ FixedMul( player->mo->momy, player->mo->momy );
player->bob >>= 2;
// DHM - NERVE :: player bob reduced by 25%, MAXBOB reduced by 25% as well
player->bob = ( fixed_t )( ( float )( player->bob ) * 0.75f );
if( player->bob > MAXBOB )
{
player->bob = MAXBOB;
}
if( ( player->cheats & CF_NOMOMENTUM ) || !::g->onground )
{
player->viewz = player->mo->z + VIEWHEIGHT;
if( player->viewz > player->mo->ceilingz - 4 * FRACUNIT )
{
player->viewz = player->mo->ceilingz - 4 * FRACUNIT;
}
player->viewz = player->mo->z + player->viewheight;
return;
}
angle = ( FINEANGLES / 20 *::g->leveltime )&FINEMASK;
bob = FixedMul( player->bob / 2, finesine[angle] );
// move ::g->viewheight
if( player->playerstate == PST_LIVE )
{
player->viewheight += player->deltaviewheight;
if( player->viewheight > VIEWHEIGHT )
{
player->viewheight = VIEWHEIGHT;
player->deltaviewheight = 0;
}
if( player->viewheight < VIEWHEIGHT / 2 )
{
player->viewheight = VIEWHEIGHT / 2;
if( player->deltaviewheight <= 0 )
{
player->deltaviewheight = 1;
}
}
if( player->deltaviewheight )
{
player->deltaviewheight += FRACUNIT / 4;
if( !player->deltaviewheight )
{
player->deltaviewheight = 1;
}
}
}
player->viewz = player->mo->z + player->viewheight + bob;
if( player->viewz > player->mo->ceilingz - 4 * FRACUNIT )
{
player->viewz = player->mo->ceilingz - 4 * FRACUNIT;
}
}
//
// P_MovePlayer
//
void P_MovePlayer( player_t* player )
{
ticcmd_t* cmd;
cmd = &player->cmd;
player->mo->angle += ( cmd->angleturn << 16 );
// Do not let the player control movement
// if not ::g->onground.
::g->onground = ( player->mo->z <= player->mo->floorz );
if( cmd->forwardmove && ::g->onground )
{
P_Thrust( player, player->mo->angle, cmd->forwardmove * 2048 );
}
if( cmd->sidemove && ::g->onground )
{
P_Thrust( player, player->mo->angle - ANG90, cmd->sidemove * 2048 );
}
if( ( cmd->forwardmove || cmd->sidemove )
&& player->mo->state == &::g->states[S_PLAY] )
{
P_SetMobjState( player->mo, S_PLAY_RUN1 );
}
}
//
// P_DeathThink
// Fall on your face when dying.
// Decrease POV height to floor height.
//
extern byte demoversion;
void P_DeathThink( player_t* player )
{
angle_t angle;
angle_t delta;
P_MovePsprites( player );
// fall to the ground
if( player->viewheight > 6 * FRACUNIT )
{
player->viewheight -= FRACUNIT;
}
if( player->viewheight < 6 * FRACUNIT )
{
player->viewheight = 6 * FRACUNIT;
}
player->deltaviewheight = 0;
::g->onground = ( player->mo->z <= player->mo->floorz );
P_CalcHeight( player );
if( player->attacker && player->attacker != player->mo )
{
angle = R_PointToAngle2( player->mo->x,
player->mo->y,
player->attacker->x,
player->attacker->y );
delta = angle - player->mo->angle;
if( delta < ANG5 || delta > UINT_MAX - ANG5 + 1 ) // SRS - make uint math explicit
{
// Looking at killer,
// so fade damage flash down.
player->mo->angle = angle;
if( player->damagecount )
{
player->damagecount--;
}
}
else if( delta < ANG180 )
{
player->mo->angle += ANG5;
}
else
{
player->mo->angle -= ANG5;
}
}
else if( player->damagecount )
{
player->damagecount--;
}
if( player->cmd.buttons & BT_USE )
{
player->playerstate = PST_REBORN;
}
}
//
// P_PlayerThink
//
void P_PlayerThink( player_t* player )
{
ticcmd_t* cmd;
weapontype_t newweapon = wp_fist;
// fixme: do this in the cheat code
if( player->cheats & CF_NOCLIP )
{
player->mo->flags |= MF_NOCLIP;
}
else
{
player->mo->flags &= ~MF_NOCLIP;
}
// chain saw run forward
cmd = &player->cmd;
if( player->mo->flags & MF_JUSTATTACKED )
{
cmd->angleturn = 0;
cmd->forwardmove = 0xc800 / 512;
cmd->sidemove = 0;
player->mo->flags &= ~MF_JUSTATTACKED;
}
if( player->playerstate == PST_DEAD )
{
P_DeathThink( player );
return;
}
// Move around.
// Reactiontime is used to prevent movement
// for a bit after a teleport.
if( player->mo->reactiontime )
{
player->mo->reactiontime--;
}
else
{
P_MovePlayer( player );
}
P_CalcHeight( player );
if( player->mo->subsector->sector->special )
{
P_PlayerInSpecialSector( player );
}
// Check for weapon change.
// A special event has no other buttons.
if( cmd->buttons & BT_SPECIAL )
{
cmd->buttons = 0;
}
if( ::g->demoplayback && demoversion < VERSION )
{
if( cmd->buttons & BT_CHANGE )
{
// The actual changing of the weapon is done
// when the weapon psprite can do it
// (read: not in the middle of an attack).
newweapon = ( weapontype_t )( ( cmd->buttons & BT_WEAPONMASK ) >> BT_WEAPONSHIFT );
if( newweapon == wp_fist
&& player->weaponowned[wp_chainsaw]
&& !( player->readyweapon == wp_chainsaw
&& player->powers[pw_strength] ) )
{
newweapon = wp_chainsaw;
}
if( ( ::g->gamemode == commercial )
&& newweapon == wp_shotgun
&& player->weaponowned[wp_supershotgun]
&& player->readyweapon != wp_supershotgun )
{
newweapon = wp_supershotgun;
}
if( player->weaponowned[newweapon]
&& newweapon != player->readyweapon )
{
// Do not go to plasma or BFG in shareware,
// even if cheated.
if( ( newweapon != wp_plasma
&& newweapon != wp_bfg )
|| ( ::g->gamemode != shareware ) )
{
player->pendingweapon = newweapon;
}
}
}
}
else if( cmd->buttons & BT_CHANGE )
{
int k, which;
// The actual changing of the weapon is done
// when the weapon psprite can do it
// (read: not in the middle of an attack).
which = ( ( cmd->buttons & BT_WEAPONMASK ) >> BT_WEAPONSHIFT );
if( cmd->nextPrevWeapon > 0 )
{
newweapon = player->readyweapon;
for( k = 0; k < NUMWEAPONS; ++k )
{
newweapon = ( weapontype_t )( ( cmd->nextPrevWeapon - 1 ) ? ( newweapon + 1 ) : ( newweapon - 1 ) );
if( newweapon == wp_nochange )
{
continue;
}
weapontype_t maxweapon = ( ::g->gamemode == retail ) ? wp_chainsaw : wp_supershotgun;
if( newweapon < 0 )
{
newweapon = maxweapon;
}
if( newweapon > maxweapon )
{
newweapon = wp_fist;
}
if( player->weaponowned[newweapon] && newweapon != player->readyweapon )
{
player->pendingweapon = newweapon;
break;
}
}
}
else
{
newweapon = ( weapontype_t )( ( cmd->buttons & BT_WEAPONMASK ) >> BT_WEAPONSHIFT );
if( newweapon == wp_fist
&& player->weaponowned[wp_chainsaw]
&& !( player->readyweapon == wp_chainsaw
&& player->powers[pw_strength] ) )
{
newweapon = wp_chainsaw;
}
if( ( ::g->gamemode == commercial )
&& newweapon == wp_shotgun
&& player->weaponowned[wp_supershotgun]
&& player->readyweapon != wp_supershotgun )
{
newweapon = wp_supershotgun;
}
if( player->weaponowned[ newweapon ] && newweapon != player->readyweapon )
{
player->pendingweapon = newweapon;
}
}
}
// check for use
if( cmd->buttons & BT_USE )
{
if( !player->usedown )
{
P_UseLines( player );
player->usedown = true;
}
}
else
{
player->usedown = false;
}
// cycle psprites
P_MovePsprites( player );
// Counters, time dependend power ups.
// Strength counts up to diminish fade.
if( player->powers[pw_strength] )
{
player->powers[pw_strength]++;
}
if( player->powers[pw_invulnerability] )
{
player->powers[pw_invulnerability]--;
}
if( player->powers[pw_invisibility] )
if( ! --player->powers[pw_invisibility] )
{
player->mo->flags &= ~MF_SHADOW;
}
if( player->powers[pw_infrared] )
{
player->powers[pw_infrared]--;
}
if( player->powers[pw_ironfeet] )
{
player->powers[pw_ironfeet]--;
}
if( player->damagecount )
{
player->damagecount--;
}
if( player->bonuscount )
{
player->bonuscount--;
}
// Handling ::g->colormaps.
if( player->powers[pw_invulnerability] )
{
if( player->powers[pw_invulnerability] > 4 * 32
|| ( player->powers[pw_invulnerability] & 8 ) )
{
player->fixedcolormap = INVERSECOLORMAP;
}
else
{
player->fixedcolormap = 0;
}
}
else if( player->powers[pw_infrared] )
{
if( player->powers[pw_infrared] > 4 * 32
|| ( player->powers[pw_infrared] & 8 ) )
{
// almost full bright
player->fixedcolormap = 1;
}
else
{
player->fixedcolormap = 0;
}
}
else
{
player->fixedcolormap = 0;
}
}