doom3-bfg/doomclassic/doom/p_pspr.cpp

1055 lines
20 KiB
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 "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 < UINT_MAX - ANG90 / 20 + 1 ) // SRS - make uint math explicit
{
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;
}