1007 lines
21 KiB
C
1007 lines
21 KiB
C
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// P_user.c
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#include "DoomDef.h"
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#include "P_local.h"
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#include "soundst.h"
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void P_PlayerNextArtifact(player_t *player);
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// Macros
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#define MAXBOB 0x100000 // 16 pixels of bob
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// Data
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boolean onground;
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int newtorch; // used in the torch flicker effect.
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int newtorchdelta;
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boolean WeaponInShareware[] =
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{
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true, // Staff
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true, // Gold wand
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true, // Crossbow
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true, // Blaster
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false, // Skull rod
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false, // Phoenix rod
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false, // Mace
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true, // Gauntlets
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true // Beak
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};
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/*
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==================
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=
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= P_Thrust
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=
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= moves the given origin along a given angle
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=
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==================
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*/
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void P_Thrust(player_t *player, angle_t angle, fixed_t move)
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{
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angle >>= ANGLETOFINESHIFT;
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if(player->powers[pw_flight] && !(player->mo->z <= player->mo->floorz))
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{
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player->mo->momx += FixedMul(move, finecosine[angle]);
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player->mo->momy += FixedMul(move, finesine[angle]);
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}
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else if(player->mo->subsector->sector->special == 15) // Friction_Low
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{
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player->mo->momx += FixedMul(move>>2, finecosine[angle]);
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player->mo->momy += FixedMul(move>>2, finesine[angle]);
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}
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else
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{
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player->mo->momx += FixedMul(move, finecosine[angle]);
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player->mo->momy += FixedMul(move, finesine[angle]);
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}
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}
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/*
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==================
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=
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= P_CalcHeight
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=
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=Calculate the walking / running height adjustment
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=
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==================
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*/
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void P_CalcHeight (player_t *player)
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{
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int angle;
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fixed_t bob;
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//
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// regular movement bobbing (needs to be calculated for gun swing even
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// if not on ground)
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// OPTIMIZE: tablify angle
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player->bob = FixedMul (player->mo->momx, player->mo->momx)+
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FixedMul (player->mo->momy,player->mo->momy);
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player->bob >>= 2;
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if (player->bob>MAXBOB)
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player->bob = MAXBOB;
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if(player->mo->flags2&MF2_FLY && !onground)
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{
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player->bob = FRACUNIT/2;
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}
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if ((player->cheats & CF_NOMOMENTUM))
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{
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player->viewz = player->mo->z + VIEWHEIGHT;
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if (player->viewz > player->mo->ceilingz-4*FRACUNIT)
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player->viewz = player->mo->ceilingz-4*FRACUNIT;
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player->viewz = player->mo->z + player->viewheight;
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return;
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}
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angle = (FINEANGLES/20*leveltime)&FINEMASK;
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bob = FixedMul ( player->bob/2, finesine[angle]);
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//
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// move viewheight
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//
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if (player->playerstate == PST_LIVE)
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{
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player->viewheight += player->deltaviewheight;
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if (player->viewheight > VIEWHEIGHT)
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{
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player->viewheight = VIEWHEIGHT;
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player->deltaviewheight = 0;
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}
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if (player->viewheight < VIEWHEIGHT/2)
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{
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player->viewheight = VIEWHEIGHT/2;
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if (player->deltaviewheight <= 0)
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player->deltaviewheight = 1;
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}
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if (player->deltaviewheight)
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{
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player->deltaviewheight += FRACUNIT/4;
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if (!player->deltaviewheight)
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player->deltaviewheight = 1;
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}
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}
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if(player->chickenTics)
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{
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player->viewz = player->mo->z+player->viewheight-(20*FRACUNIT);
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}
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else
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{
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player->viewz = player->mo->z+player->viewheight+bob;
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}
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if(player->mo->flags2&MF2_FEETARECLIPPED
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&& player->playerstate != PST_DEAD
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&& player->mo->z <= player->mo->floorz)
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{
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player->viewz -= FOOTCLIPSIZE;
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}
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if(player->viewz > player->mo->ceilingz-4*FRACUNIT)
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{
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player->viewz = player->mo->ceilingz-4*FRACUNIT;
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}
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if(player->viewz < player->mo->floorz+4*FRACUNIT)
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{
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player->viewz = player->mo->floorz+4*FRACUNIT;
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}
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}
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/*
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=================
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=
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= P_MovePlayer
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=
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=================
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*/
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void P_MovePlayer(player_t *player)
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{
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int look;
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int fly;
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ticcmd_t *cmd;
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cmd = &player->cmd;
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player->mo->angle += (cmd->angleturn<<16);
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onground = (player->mo->z <= player->mo->floorz
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|| (player->mo->flags2&MF2_ONMOBJ));
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if(player->chickenTics)
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{ // Chicken speed
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if(cmd->forwardmove && (onground||player->mo->flags2&MF2_FLY))
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P_Thrust(player, player->mo->angle, cmd->forwardmove*2500);
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if(cmd->sidemove && (onground||player->mo->flags2&MF2_FLY))
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P_Thrust(player, player->mo->angle-ANG90, cmd->sidemove*2500);
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}
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else
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{ // Normal speed
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if(cmd->forwardmove && (onground||player->mo->flags2&MF2_FLY))
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P_Thrust(player, player->mo->angle, cmd->forwardmove*2048);
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if(cmd->sidemove && (onground||player->mo->flags2&MF2_FLY))
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P_Thrust(player, player->mo->angle-ANG90, cmd->sidemove*2048);
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}
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if(cmd->forwardmove || cmd->sidemove)
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{
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if(player->chickenTics)
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{
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if(player->mo->state == &states[S_CHICPLAY])
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{
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P_SetMobjState(player->mo, S_CHICPLAY_RUN1);
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}
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}
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else
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{
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if(player->mo->state == &states[S_PLAY])
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{
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P_SetMobjState(player->mo, S_PLAY_RUN1);
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}
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}
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}
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look = cmd->lookfly&15;
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if(look > 7)
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{
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look -= 16;
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}
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if(look)
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{
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if(look == TOCENTER)
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{
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player->centering = true;
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}
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else
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{
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player->lookdir += 5*look;
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if(player->lookdir > 90 || player->lookdir < -110)
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{
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player->lookdir -= 5*look;
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}
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}
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}
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if(player->centering)
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{
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if(player->lookdir > 0)
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{
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player->lookdir -= 8;
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}
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else if(player->lookdir < 0)
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{
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player->lookdir += 8;
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}
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if(abs(player->lookdir) < 8)
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{
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player->lookdir = 0;
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player->centering = false;
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}
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}
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fly = cmd->lookfly>>4;
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if(fly > 7)
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{
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fly -= 16;
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}
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if(fly && player->powers[pw_flight])
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{
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if(fly != TOCENTER)
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{
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player->flyheight = fly*2;
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if(!(player->mo->flags2&MF2_FLY))
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{
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player->mo->flags2 |= MF2_FLY;
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player->mo->flags |= MF_NOGRAVITY;
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}
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}
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else
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{
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player->mo->flags2 &= ~MF2_FLY;
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player->mo->flags &= ~MF_NOGRAVITY;
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}
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}
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else if(fly > 0)
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{
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P_PlayerUseArtifact(player, arti_fly);
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}
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if(player->mo->flags2&MF2_FLY)
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{
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player->mo->momz = player->flyheight*FRACUNIT;
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if(player->flyheight)
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{
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player->flyheight /= 2;
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}
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}
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}
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/*
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=================
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=
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= P_DeathThink
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=
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=================
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*/
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#define ANG5 (ANG90/18)
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void P_DeathThink(player_t *player)
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{
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angle_t angle, delta;
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extern int inv_ptr;
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extern int curpos;
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int lookDelta;
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P_MovePsprites(player);
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onground = (player->mo->z <= player->mo->floorz);
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if(player->mo->type == MT_BLOODYSKULL)
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{ // Flying bloody skull
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player->viewheight = 6*FRACUNIT;
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player->deltaviewheight = 0;
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//player->damagecount = 20;
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if(onground)
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{
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if(player->lookdir < 60)
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{
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lookDelta = (60-player->lookdir)/8;
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if(lookDelta < 1 && (leveltime&1))
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{
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lookDelta = 1;
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}
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else if(lookDelta > 6)
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{
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lookDelta = 6;
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}
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player->lookdir += lookDelta;
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}
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}
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}
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else
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{ // Fall to ground
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player->deltaviewheight = 0;
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if(player->viewheight > 6*FRACUNIT)
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player->viewheight -= FRACUNIT;
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if(player->viewheight < 6*FRACUNIT)
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player->viewheight = 6*FRACUNIT;
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if(player->lookdir > 0)
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{
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player->lookdir -= 6;
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}
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else if(player->lookdir < 0)
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{
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player->lookdir += 6;
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}
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if(abs(player->lookdir) < 6)
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{
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player->lookdir = 0;
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}
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}
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P_CalcHeight(player);
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if(player->attacker && player->attacker != player->mo)
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{
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angle = R_PointToAngle2(player->mo->x, player->mo->y,
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player->attacker->x, player->attacker->y);
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delta = angle-player->mo->angle;
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if(delta < ANG5 || delta > (unsigned)-ANG5)
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{ // Looking at killer, so fade damage flash down
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player->mo->angle = angle;
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if(player->damagecount)
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{
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player->damagecount--;
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}
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}
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else if(delta < ANG180)
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player->mo->angle += ANG5;
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else
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player->mo->angle -= ANG5;
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}
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else if(player->damagecount)
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{
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player->damagecount--;
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}
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if(player->cmd.buttons&BT_USE)
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{
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if(player == &players[consoleplayer])
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{
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I_SetPalette((byte *)W_CacheLumpName("PLAYPAL", PU_CACHE));
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inv_ptr = 0;
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curpos = 0;
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newtorch = 0;
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newtorchdelta = 0;
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}
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player->playerstate = PST_REBORN;
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// Let the mobj know the player has entered the reborn state. Some
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// mobjs need to know when it's ok to remove themselves.
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player->mo->special2 = 666;
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC P_ChickenPlayerThink
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//
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//----------------------------------------------------------------------------
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void P_ChickenPlayerThink(player_t *player)
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{
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mobj_t *pmo;
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if(player->health > 0)
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{ // Handle beak movement
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P_UpdateBeak(player, &player->psprites[ps_weapon]);
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}
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if(player->chickenTics&15)
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{
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return;
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}
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pmo = player->mo;
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if(!(pmo->momx+pmo->momy) && P_Random() < 160)
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{ // Twitch view angle
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pmo->angle += (P_Random()-P_Random())<<19;
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}
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if((pmo->z <= pmo->floorz) && (P_Random() < 32))
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{ // Jump and noise
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pmo->momz += FRACUNIT;
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P_SetMobjState(pmo, S_CHICPLAY_PAIN);
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return;
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}
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if(P_Random() < 48)
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{ // Just noise
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S_StartSound(pmo, sfx_chicact);
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}
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}
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//----------------------------------------------------------------------------
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//
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// FUNC P_GetPlayerNum
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//
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//----------------------------------------------------------------------------
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int P_GetPlayerNum(player_t *player)
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{
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int i;
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for(i = 0; i < MAXPLAYERS; i++)
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{
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if(player == &players[i])
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{
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return(i);
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}
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}
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return(0);
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}
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//----------------------------------------------------------------------------
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//
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// FUNC P_UndoPlayerChicken
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//
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//----------------------------------------------------------------------------
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boolean P_UndoPlayerChicken(player_t *player)
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{
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mobj_t *fog;
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mobj_t *mo;
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mobj_t *pmo;
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fixed_t x;
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fixed_t y;
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fixed_t z;
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angle_t angle;
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int playerNum;
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weapontype_t weapon;
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int oldFlags;
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int oldFlags2;
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pmo = player->mo;
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x = pmo->x;
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y = pmo->y;
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z = pmo->z;
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angle = pmo->angle;
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weapon = pmo->special1;
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oldFlags = pmo->flags;
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oldFlags2 = pmo->flags2;
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P_SetMobjState(pmo, S_FREETARGMOBJ);
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mo = P_SpawnMobj(x, y, z, MT_PLAYER);
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if(P_TestMobjLocation(mo) == false)
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{ // Didn't fit
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P_RemoveMobj(mo);
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mo = P_SpawnMobj(x, y, z, MT_CHICPLAYER);
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mo->angle = angle;
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mo->health = player->health;
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mo->special1 = weapon;
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mo->player = player;
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mo->flags = oldFlags;
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mo->flags2 = oldFlags2;
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player->mo = mo;
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player->chickenTics = 2*35;
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return(false);
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}
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playerNum = P_GetPlayerNum(player);
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if(playerNum != 0)
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{ // Set color translation
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mo->flags |= playerNum<<MF_TRANSSHIFT;
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}
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mo->angle = angle;
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mo->player = player;
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mo->reactiontime = 18;
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if(oldFlags2&MF2_FLY)
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{
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mo->flags2 |= MF2_FLY;
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mo->flags |= MF_NOGRAVITY;
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}
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player->chickenTics = 0;
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player->powers[pw_weaponlevel2] = 0;
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player->health = mo->health = MAXHEALTH;
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player->mo = mo;
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angle >>= ANGLETOFINESHIFT;
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fog = P_SpawnMobj(x+20*finecosine[angle],
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y+20*finesine[angle], z+TELEFOGHEIGHT, MT_TFOG);
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S_StartSound(fog, sfx_telept);
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P_PostChickenWeapon(player, weapon);
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return(true);
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}
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//----------------------------------------------------------------------------
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//
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// PROC P_PlayerThink
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//
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//----------------------------------------------------------------------------
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void P_PlayerThink(player_t *player)
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{
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ticcmd_t *cmd;
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weapontype_t newweapon;
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extern boolean ultimatemsg;
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// No-clip cheat
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if(player->cheats&CF_NOCLIP)
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{
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player->mo->flags |= MF_NOCLIP;
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}
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else
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{
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player->mo->flags &= ~MF_NOCLIP;
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}
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cmd = &player->cmd;
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if(player->mo->flags&MF_JUSTATTACKED)
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{ // Gauntlets attack auto forward motion
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cmd->angleturn = 0;
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cmd->forwardmove = 0xc800/512;
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cmd->sidemove = 0;
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player->mo->flags &= ~MF_JUSTATTACKED;
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}
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// messageTics is above the rest of the counters so that messages will
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// go away, even in death.
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player->messageTics--; // Can go negative
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if(!player->messageTics)
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{ // Refresh the screen when a message goes away
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ultimatemsg = false; // clear out any chat messages.
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BorderTopRefresh = true;
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}
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if(player->playerstate == PST_DEAD)
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{
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P_DeathThink(player);
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return;
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}
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if(player->chickenTics)
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{
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P_ChickenPlayerThink(player);
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}
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// Handle movement
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if(player->mo->reactiontime)
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{ // Player is frozen
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player->mo->reactiontime--;
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}
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else
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{
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P_MovePlayer(player);
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}
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P_CalcHeight(player);
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if(player->mo->subsector->sector->special)
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{
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P_PlayerInSpecialSector(player);
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}
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if(cmd->arti)
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{ // Use an artifact
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if(cmd->arti == 0xff)
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{
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P_PlayerNextArtifact(player);
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}
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else
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{
|
|
P_PlayerUseArtifact(player, cmd->arti);
|
|
}
|
|
}
|
|
// Check for weapon change
|
|
if(cmd->buttons&BT_SPECIAL)
|
|
{ // A special event has no other buttons
|
|
cmd->buttons = 0;
|
|
}
|
|
if(cmd->buttons&BT_CHANGE)
|
|
{
|
|
// The actual changing of the weapon is done when the weapon
|
|
// psprite can do it (A_WeaponReady), so it doesn't happen in
|
|
// the middle of an attack.
|
|
newweapon = (cmd->buttons&BT_WEAPONMASK)>>BT_WEAPONSHIFT;
|
|
if(newweapon == wp_staff && player->weaponowned[wp_gauntlets]
|
|
&& !(player->readyweapon == wp_gauntlets))
|
|
{
|
|
newweapon = wp_gauntlets;
|
|
}
|
|
if(player->weaponowned[newweapon]
|
|
&& newweapon != player->readyweapon)
|
|
{
|
|
if(WeaponInShareware[newweapon] || !shareware)
|
|
{
|
|
player->pendingweapon = newweapon;
|
|
}
|
|
}
|
|
}
|
|
// Check for use
|
|
if(cmd->buttons&BT_USE)
|
|
{
|
|
if(!player->usedown)
|
|
{
|
|
P_UseLines(player);
|
|
player->usedown = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
player->usedown = false;
|
|
}
|
|
// Chicken counter
|
|
if(player->chickenTics)
|
|
{
|
|
if(player->chickenPeck)
|
|
{ // Chicken attack counter
|
|
player->chickenPeck -= 3;
|
|
}
|
|
if(!--player->chickenTics)
|
|
{ // Attempt to undo the chicken
|
|
P_UndoPlayerChicken(player);
|
|
}
|
|
}
|
|
// Cycle psprites
|
|
P_MovePsprites(player);
|
|
// Other Counters
|
|
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_flight])
|
|
{
|
|
if(!--player->powers[pw_flight])
|
|
{
|
|
#ifdef __WATCOMC__
|
|
if(player->mo->z != player->mo->floorz && !useexterndriver)
|
|
{
|
|
player->centering = true;
|
|
}
|
|
#else
|
|
if(player->mo->z != player->mo->floorz)
|
|
{
|
|
player->centering = true;
|
|
}
|
|
#endif
|
|
|
|
player->mo->flags2 &= ~MF2_FLY;
|
|
player->mo->flags &= ~MF_NOGRAVITY;
|
|
BorderTopRefresh = true; //make sure the sprite's cleared out
|
|
}
|
|
}
|
|
if(player->powers[pw_weaponlevel2])
|
|
{
|
|
if(!--player->powers[pw_weaponlevel2])
|
|
{
|
|
if((player->readyweapon == wp_phoenixrod)
|
|
&& (player->psprites[ps_weapon].state
|
|
!= &states[S_PHOENIXREADY])
|
|
&& (player->psprites[ps_weapon].state
|
|
!= &states[S_PHOENIXUP]))
|
|
{
|
|
P_SetPsprite(player, ps_weapon, S_PHOENIXREADY);
|
|
player->ammo[am_phoenixrod] -= USE_PHRD_AMMO_2;
|
|
player->refire = 0;
|
|
}
|
|
else if((player->readyweapon == wp_gauntlets)
|
|
|| (player->readyweapon == wp_staff))
|
|
{
|
|
player->pendingweapon = player->readyweapon;
|
|
}
|
|
BorderTopRefresh = true;
|
|
}
|
|
}
|
|
if(player->damagecount)
|
|
{
|
|
player->damagecount--;
|
|
}
|
|
if(player->bonuscount)
|
|
{
|
|
player->bonuscount--;
|
|
}
|
|
// Colormaps
|
|
if(player->powers[pw_invulnerability])
|
|
{
|
|
if(player->powers[pw_invulnerability] > BLINKTHRESHOLD
|
|
|| (player->powers[pw_invulnerability]&8))
|
|
{
|
|
player->fixedcolormap = INVERSECOLORMAP;
|
|
}
|
|
else
|
|
{
|
|
player->fixedcolormap = 0;
|
|
}
|
|
}
|
|
else if(player->powers[pw_infrared])
|
|
{
|
|
if (player->powers[pw_infrared] <= BLINKTHRESHOLD)
|
|
{
|
|
if(player->powers[pw_infrared]&8)
|
|
{
|
|
player->fixedcolormap = 0;
|
|
}
|
|
else
|
|
{
|
|
player->fixedcolormap = 1;
|
|
}
|
|
}
|
|
else if(!(leveltime&16) && player == &players[consoleplayer])
|
|
{
|
|
if(newtorch)
|
|
{
|
|
if(player->fixedcolormap+newtorchdelta > 7
|
|
|| player->fixedcolormap+newtorchdelta < 1
|
|
|| newtorch == player->fixedcolormap)
|
|
{
|
|
newtorch = 0;
|
|
}
|
|
else
|
|
{
|
|
player->fixedcolormap += newtorchdelta;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
newtorch = (M_Random()&7)+1;
|
|
newtorchdelta = (newtorch == player->fixedcolormap) ?
|
|
0 : ((newtorch > player->fixedcolormap) ? 1 : -1);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
player->fixedcolormap = 0;
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_ArtiTele
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void P_ArtiTele(player_t *player)
|
|
{
|
|
int i;
|
|
int selections;
|
|
fixed_t destX;
|
|
fixed_t destY;
|
|
angle_t destAngle;
|
|
|
|
if(deathmatch)
|
|
{
|
|
selections = deathmatch_p-deathmatchstarts;
|
|
i = P_Random()%selections;
|
|
destX = deathmatchstarts[i].x<<FRACBITS;
|
|
destY = deathmatchstarts[i].y<<FRACBITS;
|
|
destAngle = ANG45*(deathmatchstarts[i].angle/45);
|
|
}
|
|
else
|
|
{
|
|
destX = playerstarts[0].x<<FRACBITS;
|
|
destY = playerstarts[0].y<<FRACBITS;
|
|
destAngle = ANG45*(playerstarts[0].angle/45);
|
|
}
|
|
P_Teleport(player->mo, destX, destY, destAngle);
|
|
S_StartSound(NULL, sfx_wpnup); // Full volume laugh
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_PlayerNextArtifact
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void P_PlayerNextArtifact(player_t *player)
|
|
{
|
|
extern int inv_ptr;
|
|
extern int curpos;
|
|
|
|
if(player == &players[consoleplayer])
|
|
{
|
|
inv_ptr--;
|
|
if(inv_ptr < 6)
|
|
{
|
|
curpos--;
|
|
if(curpos < 0)
|
|
{
|
|
curpos = 0;
|
|
}
|
|
}
|
|
if(inv_ptr < 0)
|
|
{
|
|
inv_ptr = player->inventorySlotNum-1;
|
|
if(inv_ptr < 6)
|
|
{
|
|
curpos = inv_ptr;
|
|
}
|
|
else
|
|
{
|
|
curpos = 6;
|
|
}
|
|
}
|
|
player->readyArtifact =
|
|
player->inventory[inv_ptr].type;
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_PlayerRemoveArtifact
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void P_PlayerRemoveArtifact(player_t *player, int slot)
|
|
{
|
|
int i;
|
|
extern int inv_ptr;
|
|
extern int curpos;
|
|
|
|
player->artifactCount--;
|
|
if(!(--player->inventory[slot].count))
|
|
{ // Used last of a type - compact the artifact list
|
|
player->readyArtifact = arti_none;
|
|
player->inventory[slot].type = arti_none;
|
|
for(i = slot+1; i < player->inventorySlotNum; i++)
|
|
{
|
|
player->inventory[i-1] = player->inventory[i];
|
|
}
|
|
player->inventorySlotNum--;
|
|
if(player == &players[consoleplayer])
|
|
{ // Set position markers and get next readyArtifact
|
|
inv_ptr--;
|
|
if(inv_ptr < 6)
|
|
{
|
|
curpos--;
|
|
if(curpos < 0)
|
|
{
|
|
curpos = 0;
|
|
}
|
|
}
|
|
if(inv_ptr >= player->inventorySlotNum)
|
|
{
|
|
inv_ptr = player->inventorySlotNum-1;
|
|
}
|
|
if(inv_ptr < 0)
|
|
{
|
|
inv_ptr = 0;
|
|
}
|
|
player->readyArtifact =
|
|
player->inventory[inv_ptr].type;
|
|
}
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_PlayerUseArtifact
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void P_PlayerUseArtifact(player_t *player, artitype_t arti)
|
|
{
|
|
int i;
|
|
|
|
for(i = 0; i < player->inventorySlotNum; i++)
|
|
{
|
|
if(player->inventory[i].type == arti)
|
|
{ // Found match - try to use
|
|
if(P_UseArtifact(player, arti))
|
|
{ // Artifact was used - remove it from inventory
|
|
P_PlayerRemoveArtifact(player, i);
|
|
if(player == &players[consoleplayer])
|
|
{
|
|
S_StartSound(NULL, sfx_artiuse);
|
|
ArtifactFlash = 4;
|
|
}
|
|
}
|
|
else
|
|
{ // Unable to use artifact, advance pointer
|
|
P_PlayerNextArtifact(player);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// FUNC P_UseArtifact
|
|
//
|
|
// Returns true if artifact was used.
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
boolean P_UseArtifact(player_t *player, artitype_t arti)
|
|
{
|
|
mobj_t *mo;
|
|
angle_t angle;
|
|
|
|
switch(arti)
|
|
{
|
|
case arti_invulnerability:
|
|
if(!P_GivePower(player, pw_invulnerability))
|
|
{
|
|
return(false);
|
|
}
|
|
break;
|
|
case arti_invisibility:
|
|
if(!P_GivePower(player, pw_invisibility))
|
|
{
|
|
return(false);
|
|
}
|
|
break;
|
|
case arti_health:
|
|
if(!P_GiveBody(player, 25))
|
|
{
|
|
return(false);
|
|
}
|
|
break;
|
|
case arti_superhealth:
|
|
if(!P_GiveBody(player, 100))
|
|
{
|
|
return(false);
|
|
}
|
|
break;
|
|
case arti_tomeofpower:
|
|
if(player->chickenTics)
|
|
{ // Attempt to undo chicken
|
|
if(P_UndoPlayerChicken(player) == false)
|
|
{ // Failed
|
|
P_DamageMobj(player->mo, NULL, NULL, 10000);
|
|
}
|
|
else
|
|
{ // Succeeded
|
|
player->chickenTics = 0;
|
|
S_StartSound(player->mo, sfx_wpnup);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(!P_GivePower(player, pw_weaponlevel2))
|
|
{
|
|
return(false);
|
|
}
|
|
if(player->readyweapon == wp_staff)
|
|
{
|
|
P_SetPsprite(player, ps_weapon, S_STAFFREADY2_1);
|
|
}
|
|
else if(player->readyweapon == wp_gauntlets)
|
|
{
|
|
P_SetPsprite(player, ps_weapon, S_GAUNTLETREADY2_1);
|
|
}
|
|
}
|
|
break;
|
|
case arti_torch:
|
|
if(!P_GivePower(player, pw_infrared))
|
|
{
|
|
return(false);
|
|
}
|
|
break;
|
|
case arti_firebomb:
|
|
angle = player->mo->angle>>ANGLETOFINESHIFT;
|
|
mo = P_SpawnMobj(player->mo->x+24*finecosine[angle],
|
|
player->mo->y+24*finesine[angle], player->mo->z - 15*FRACUNIT*
|
|
(player->mo->flags2&MF2_FEETARECLIPPED != 0), MT_FIREBOMB);
|
|
mo->target = player->mo;
|
|
break;
|
|
case arti_egg:
|
|
mo = player->mo;
|
|
P_SpawnPlayerMissile(mo, MT_EGGFX);
|
|
P_SPMAngle(mo, MT_EGGFX, mo->angle-(ANG45/6));
|
|
P_SPMAngle(mo, MT_EGGFX, mo->angle+(ANG45/6));
|
|
P_SPMAngle(mo, MT_EGGFX, mo->angle-(ANG45/3));
|
|
P_SPMAngle(mo, MT_EGGFX, mo->angle+(ANG45/3));
|
|
break;
|
|
case arti_fly:
|
|
if(!P_GivePower(player, pw_flight))
|
|
{
|
|
return(false);
|
|
}
|
|
break;
|
|
case arti_teleport:
|
|
P_ArtiTele(player);
|
|
break;
|
|
default:
|
|
return(false);
|
|
}
|
|
return(true);
|
|
}
|