mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
450 lines
10 KiB
C++
450 lines
10 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 "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 > (unsigned)-ANG5)
|
|
{
|
|
// 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;
|
|
}
|
|
|
|
|
|
|