- scriptified the weapon firing logic.

This commit is contained in:
Christoph Oelckers 2017-05-01 01:55:35 +02:00
parent abee2805cb
commit b84f7bcada
8 changed files with 289 additions and 362 deletions

View file

@ -100,7 +100,6 @@ public:
void ActivateMorphWeapon ();
AWeapon *PickNewWeapon (PClassActor *ammotype);
AWeapon *BestWeapon (PClassActor *ammotype);
void CheckWeaponSwitch(PClassActor *ammotype);
void GiveDeathmatchInventory ();
void FilterCoopRespawnInventory (APlayerPawn *oldplayer);
@ -109,7 +108,6 @@ public:
// These are virtual on the script side only.
void PlayIdle();
void PlayAttacking ();
void PlayAttacking2 ();
const char *GetSoundClass () const;

View file

@ -446,46 +446,6 @@ FState *AWeapon::GetReadyState ()
return nullptr;
}
//===========================================================================
//
// AWeapon :: GetAtkState
//
//===========================================================================
FState *AWeapon::GetAtkState (bool hold)
{
IFVIRTUAL(AWeapon, GetAtkState)
{
VMValue params[2] = { (DObject*)this, hold };
VMReturn ret;
FState *retval;
ret.PointerAt((void**)&retval);
VMCall(func, params, 2, &ret, 1);
return retval;
}
return nullptr;
}
//===========================================================================
//
// AWeapon :: GetAtkState
//
//===========================================================================
FState *AWeapon::GetAltAtkState (bool hold)
{
IFVIRTUAL(AWeapon, GetAltAtkState)
{
VMValue params[2] = { (DObject*)this, hold };
VMReturn ret;
FState *retval;
ret.PointerAt((void**)&retval);
VMCall(func, params, 2, &ret, 1);
return retval;
}
return nullptr;
}
//===========================================================================
//
// AWeapon :: GetStateForButtonName

View file

@ -132,8 +132,6 @@ public:
FState *GetUpState ();
FState *GetDownState ();
FState *GetReadyState ();
FState *GetAtkState (bool hold);
FState *GetAltAtkState (bool hold);
FState *GetStateForButtonName (FName button);

View file

@ -126,6 +126,7 @@ DEFINE_FIELD(DPSprite, Next)
DEFINE_FIELD(DPSprite, Owner)
DEFINE_FIELD(DPSprite, Sprite)
DEFINE_FIELD(DPSprite, Frame)
DEFINE_FIELD(DPSprite, Flags)
DEFINE_FIELD(DPSprite, ID)
DEFINE_FIELD(DPSprite, processPending)
DEFINE_FIELD(DPSprite, x)
@ -601,82 +602,6 @@ DEFINE_ACTION_FUNCTION(_PlayerInfo, BringUpWeapon)
return 0;
}
//---------------------------------------------------------------------------
//
// PROC P_FireWeapon
//
//---------------------------------------------------------------------------
void P_FireWeapon (player_t *player, FState *state)
{
AWeapon *weapon;
// [SO] 9/2/02: People were able to do an awful lot of damage
// when they were observers...
if (player->Bot == nullptr && bot_observer)
{
return;
}
weapon = player->ReadyWeapon;
if (weapon == nullptr || !weapon->CheckAmmo (AWeapon::PrimaryFire, true))
{
return;
}
player->WeaponState &= ~WF_WEAPONBOBBING;
player->mo->PlayAttacking ();
weapon->bAltFire = false;
if (state == nullptr)
{
state = weapon->GetAtkState(!!player->refire);
}
P_SetPsprite(player, PSP_WEAPON, state);
if (!(weapon->WeaponFlags & WIF_NOALERT))
{
P_NoiseAlert (player->mo, player->mo, false);
}
}
//---------------------------------------------------------------------------
//
// PROC P_FireWeaponAlt
//
//---------------------------------------------------------------------------
void P_FireWeaponAlt (player_t *player, FState *state)
{
AWeapon *weapon;
// [SO] 9/2/02: People were able to do an awful lot of damage
// when they were observers...
if (player->Bot == nullptr && bot_observer)
{
return;
}
weapon = player->ReadyWeapon;
if (weapon == nullptr || weapon->FindState(NAME_AltFire) == nullptr || !weapon->CheckAmmo (AWeapon::AltFire, true))
{
return;
}
player->WeaponState &= ~WF_WEAPONBOBBING;
player->mo->PlayAttacking ();
weapon->bAltFire = true;
if (state == nullptr)
{
state = weapon->GetAltAtkState(!!player->refire);
}
P_SetPsprite(player, PSP_WEAPON, state);
if (!(weapon->WeaponFlags & WIF_NOALERT))
{
P_NoiseAlert (player->mo, player->mo, false);
}
}
//---------------------------------------------------------------------------
//
// PROC P_DropWeapon
@ -935,78 +860,6 @@ DEFINE_ACTION_FUNCTION(AStateProvider, A_WeaponReady)
return 0;
}
//---------------------------------------------------------------------------
//
// PROC P_CheckWeaponFire
//
// The player can fire the weapon.
// [RH] This was in A_WeaponReady before, but that only works well when the
// weapon's ready frames have a one tic delay.
//
//---------------------------------------------------------------------------
void P_CheckWeaponFire (player_t *player)
{
AWeapon *weapon = player->ReadyWeapon;
if (weapon == NULL)
return;
// Check for fire. Some weapons do not auto fire.
if ((player->WeaponState & WF_WEAPONREADY) && (player->cmd.ucmd.buttons & BT_ATTACK))
{
if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE))
{
player->attackdown = true;
P_FireWeapon (player, NULL);
return;
}
}
else if ((player->WeaponState & WF_WEAPONREADYALT) && (player->cmd.ucmd.buttons & BT_ALTATTACK))
{
if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE))
{
player->attackdown = true;
P_FireWeaponAlt (player, NULL);
return;
}
}
else
{
player->attackdown = false;
}
}
//---------------------------------------------------------------------------
//
// PROC P_CheckWeaponSwitch
//
// The player can change to another weapon at this time.
// [GZ] This was cut from P_CheckWeaponFire.
//
//---------------------------------------------------------------------------
void P_CheckWeaponSwitch (player_t *player)
{
if (player == NULL)
{
return;
}
if ((player->WeaponState & WF_DISABLESWITCH) || // Weapon changing has been disabled.
player->morphTics != 0) // Morphed classes cannot change weapons.
{ // ...so throw away any pending weapon requests.
player->PendingWeapon = WP_NOCHANGE;
}
// Put the weapon away if the player has a pending weapon or has died, and
// we're at a place in the state sequence where dropping the weapon is okay.
if ((player->PendingWeapon != WP_NOCHANGE || player->health <= 0) &&
player->WeaponState & WF_WEAPONSWITCHOK)
{
P_DropWeapon(player);
}
}
//---------------------------------------------------------------------------
//
// PROC P_CheckWeaponButtons
@ -1046,53 +899,13 @@ static void P_CheckWeaponButtons (player_t *player)
}
}
//---------------------------------------------------------------------------
//
// PROC A_ReFire
//
// The player can re-fire the weapon without lowering it entirely.
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AStateProvider, A_ReFire)
DEFINE_ACTION_FUNCTION(APlayerPawn, CheckWeaponButtons)
{
PARAM_ACTION_PROLOGUE(AStateProvider);
PARAM_STATE_ACTION_DEF(state);
A_ReFire(self, state);
PARAM_SELF_PROLOGUE(APlayerPawn);
P_CheckWeaponButtons(self->player);
return 0;
}
void A_ReFire(AActor *self, FState *state)
{
player_t *player = self->player;
bool pending;
if (NULL == player)
{
return;
}
pending = player->PendingWeapon != WP_NOCHANGE && (player->WeaponState & WF_REFIRESWITCHOK);
if ((player->cmd.ucmd.buttons & BT_ATTACK)
&& !player->ReadyWeapon->bAltFire && !pending && player->health > 0)
{
player->refire++;
P_FireWeapon (player, state);
}
else if ((player->cmd.ucmd.buttons & BT_ALTATTACK)
&& player->ReadyWeapon->bAltFire && !pending && player->health > 0)
{
player->refire++;
P_FireWeaponAlt (player, state);
}
else
{
player->refire = 0;
player->ReadyWeapon->CheckAmmo (player->ReadyWeapon->bAltFire
? AWeapon::AltFire : AWeapon::PrimaryFire, true);
}
}
//---------------------------------------------------------------------------
//
// PROC A_OverlayOffset
@ -1459,86 +1272,6 @@ void P_SetupPsprites(player_t *player, bool startweaponup)
P_BringUpWeapon (player);
}
//------------------------------------------------------------------------
//
// PROC P_MovePsprites
//
// Called every tic by player thinking routine
//
//------------------------------------------------------------------------
void player_t::TickPSprites()
{
DPSprite *pspr = psprites;
while (pspr)
{
// Destroy the psprite if it's from a weapon that isn't currently selected by the player
// or if it's from an inventory item that the player no longer owns.
if ((pspr->Caller == nullptr ||
(pspr->Caller->IsKindOf(RUNTIME_CLASS(AInventory)) && barrier_cast<AInventory *>(pspr->Caller)->Owner != pspr->Owner->mo) ||
(pspr->Caller->IsKindOf(NAME_Weapon) && pspr->Caller != pspr->Owner->ReadyWeapon)))
{
pspr->Destroy();
}
else
{
pspr->Tick();
}
pspr = pspr->Next;
}
if ((health > 0) || (ReadyWeapon != nullptr && !(ReadyWeapon->WeaponFlags & WIF_NODEATHINPUT)))
{
if (ReadyWeapon == nullptr)
{
if (PendingWeapon != WP_NOCHANGE)
P_BringUpWeapon(this);
}
else
{
P_CheckWeaponSwitch(this);
if (WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
{
P_CheckWeaponFire(this);
}
// Check custom buttons
P_CheckWeaponButtons(this);
}
}
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, TickPSprites)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
self->TickPSprites();
return 0;
}
//------------------------------------------------------------------------
//
//
//
//------------------------------------------------------------------------
void DPSprite::Tick()
{
if (processPending)
{
// drop tic count and possibly change state
if (Tics != -1) // a -1 tic count never changes
{
Tics--;
// [BC] Apply double firing speed.
if ((Flags & PSPF_POWDOUBLE) && Tics && (Owner->mo->FindInventory (PClass::FindActor(NAME_PowerDoubleFiringSpeed), true)))
Tics--;
if (!Tics)
SetState(State->GetNextState());
}
}
}
//------------------------------------------------------------------------
//
//

View file

@ -103,7 +103,6 @@ private:
DPSprite () {}
void Serialize(FSerializer &arc);
void Tick();
public: // must be public to be able to generate the field export tables. Grrr...
TObjPtr<AActor*> Caller;

View file

@ -1217,6 +1217,12 @@ AWeapon *APlayerPawn::BestWeapon(PClassActor *ammotype)
return bestMatch;
}
DEFINE_ACTION_FUNCTION(APlayerPawn, BestWeapon)
{
PARAM_SELF_PROLOGUE(APlayerPawn);
PARAM_CLASS(ammo, AActor);
ACTION_RETURN_POINTER(self->BestWeapon(ammo));
}
//===========================================================================
//
// APlayerPawn :: PickNewWeapon
@ -1246,38 +1252,6 @@ AWeapon *APlayerPawn::PickNewWeapon(PClassActor *ammotype)
return best;
}
//===========================================================================
//
// APlayerPawn :: CheckWeaponSwitch
//
// Checks if weapons should be changed after picking up ammo
//
//===========================================================================
void APlayerPawn::CheckWeaponSwitch(PClassActor *ammotype)
{
if (!player->userinfo.GetNeverSwitch() &&
player->PendingWeapon == WP_NOCHANGE &&
(player->ReadyWeapon == NULL ||
(player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON)))
{
AWeapon *best = BestWeapon (ammotype);
if (best != NULL && (player->ReadyWeapon == NULL ||
best->SelectionOrder < player->ReadyWeapon->SelectionOrder))
{
player->PendingWeapon = best;
}
}
}
DEFINE_ACTION_FUNCTION(APlayerPawn, CheckWeaponSwitch)
{
PARAM_SELF_PROLOGUE(APlayerPawn);
PARAM_POINTER(ammotype, PClassActor);
self->CheckWeaponSwitch(ammotype);
return 0;
}
//===========================================================================
//
// APlayerPawn :: GiveDeathmatchInventory
@ -1541,15 +1515,6 @@ void APlayerPawn::PlayIdle ()
}
}
void APlayerPawn::PlayAttacking ()
{
IFVIRTUAL(APlayerPawn, PlayAttacking)
{
VMValue params[1] = { (DObject*)this };
VMCall(func, params, 1, nullptr, 0);
}
}
void APlayerPawn::PlayAttacking2 ()
{
IFVIRTUAL(APlayerPawn, PlayAttacking2)

View file

@ -8,7 +8,43 @@ class StateProvider : Inventory native
action native void A_RailAttack(int damage, int spawnofs_xy = 0, bool useammo = true, color color1 = 0, color color2 = 0, int flags = 0, double maxdiff = 0, class<Actor> pufftype = "BulletPuff", double spread_xy = 0, double spread_z = 0, double range = 0, int duration = 0, double sparsity = 1.0, double driftspeed = 1.0, class<Actor> spawnclass = "none", double spawnofs_z = 0, int spiraloffset = 270, int limit = 0);
action native void A_WeaponReady(int flags = 0);
action native void A_ReFire(statelabel flash = null);
//---------------------------------------------------------------------------
//
// PROC A_ReFire
//
// The player can re-fire the weapon without lowering it entirely.
//
//---------------------------------------------------------------------------
action void A_ReFire(statelabel flash = null)
{
let player = self.player;
bool pending;
if (NULL == player)
{
return;
}
pending = player.PendingWeapon != WP_NOCHANGE && (player.WeaponState & WF_REFIRESWITCHOK);
if ((player.cmd.buttons & BT_ATTACK)
&& !player.ReadyWeapon.bAltFire && !pending && player.health > 0)
{
player.refire++;
player.mo.FireWeapon(ResolveState(flash));
}
else if ((player.cmd.buttons & BT_ALTATTACK)
&& player.ReadyWeapon.bAltFire && !pending && player.health > 0)
{
player.refire++;
player.mo.FireWeaponAlt(ResolveState(flash));
}
else
{
player.refire = 0;
player.ReadyWeapon.CheckAmmo (player.ReadyWeapon.bAltFire? Weapon.AltFire : Weapon.PrimaryFire, true);
}
}
action native state A_CheckForReload(int counter, statelabel label, bool dontincrement = false);
action native void A_ResetReloadCounter();

View file

@ -218,6 +218,224 @@ class PlayerPawn : Actor native
return -1, -1;
}
//===========================================================================
//
// APlayerPawn :: CheckWeaponSwitch
//
// Checks if weapons should be changed after picking up ammo
//
//===========================================================================
void CheckWeaponSwitch(Class<Ammo> ammotype)
{
let player = self.player;
if (!player.GetNeverSwitch() && player.PendingWeapon == WP_NOCHANGE &&
(player.ReadyWeapon == NULL || player.ReadyWeapon.bWimpy_Weapon))
{
let best = BestWeapon (ammotype);
if (best != NULL && (player.ReadyWeapon == NULL ||
best.SelectionOrder < player.ReadyWeapon.SelectionOrder))
{
player.PendingWeapon = best;
}
}
}
//---------------------------------------------------------------------------
//
// PROC P_FireWeapon
//
//---------------------------------------------------------------------------
virtual void FireWeapon (State stat)
{
let player = self.player;
// [SO] 9/2/02: People were able to do an awful lot of damage
// when they were observers...
if (player.Bot == null && bot_observer)
{
return;
}
let weapn = player.ReadyWeapon;
if (weapn == null || !weapn.CheckAmmo (Weapon.PrimaryFire, true))
{
return;
}
player.WeaponState &= ~WF_WEAPONBOBBING;
PlayAttacking ();
weapn.bAltFire = false;
if (stat == null)
{
stat = weapn.GetAtkState(!!player.refire);
}
player.SetPsprite(PSP_WEAPON, stat);
if (!weapn.bNoAlert)
{
SoundAlert (self, false);
}
}
//---------------------------------------------------------------------------
//
// PROC P_FireWeaponAlt
//
//---------------------------------------------------------------------------
virtual void FireWeaponAlt (State stat)
{
// [SO] 9/2/02: People were able to do an awful lot of damage
// when they were observers...
if (player.Bot == null && bot_observer)
{
return;
}
let weapn = player.ReadyWeapon;
if (weapn == null || weapn.FindState('AltFire') == null || !weapn.CheckAmmo (Weapon.AltFire, true))
{
return;
}
player.WeaponState &= ~WF_WEAPONBOBBING;
PlayAttacking ();
weapn.bAltFire = true;
if (stat == null)
{
stat = weapn.GetAltAtkState(!!player.refire);
}
player.SetPsprite(PSP_WEAPON, stat);
if (!weapn.bNoAlert)
{
SoundAlert (self, false);
}
}
//---------------------------------------------------------------------------
//
// PROC P_CheckWeaponFire
//
// The player can fire the weapon.
// [RH] This was in A_WeaponReady before, but that only works well when the
// weapon's ready frames have a one tic delay.
//
//---------------------------------------------------------------------------
void CheckWeaponFire ()
{
let player = self.player;
let weapon = player.ReadyWeapon;
if (weapon == NULL)
return;
// Check for fire. Some weapons do not auto fire.
if ((player.WeaponState & WF_WEAPONREADY) && (player.cmd.buttons & BT_ATTACK))
{
if (!player.attackdown || !weapon.bNoAutofire)
{
player.attackdown = true;
FireWeapon (NULL);
return;
}
}
else if ((player.WeaponState & WF_WEAPONREADYALT) && (player.cmd.buttons & BT_ALTATTACK))
{
if (!player.attackdown || !weapon.bNoAutofire)
{
player.attackdown = true;
FireWeaponAlt (NULL);
return;
}
}
else
{
player.attackdown = false;
}
}
//---------------------------------------------------------------------------
//
// PROC P_CheckWeaponChange
//
// The player can change to another weapon at this time.
// [GZ] This was cut from P_CheckWeaponFire.
//
//---------------------------------------------------------------------------
virtual void CheckWeaponChange ()
{
let player = self.player;
if ((player.WeaponState & WF_DISABLESWITCH) || // Weapon changing has been disabled.
player.morphTics != 0) // Morphed classes cannot change weapons.
{ // ...so throw away any pending weapon requests.
player.PendingWeapon = WP_NOCHANGE;
}
// Put the weapon away if the player has a pending weapon or has died, and
// we're at a place in the state sequence where dropping the weapon is okay.
if ((player.PendingWeapon != WP_NOCHANGE || player.health <= 0) &&
player.WeaponState & WF_WEAPONSWITCHOK)
{
player.DropWeapon();
}
}
//------------------------------------------------------------------------
//
// PROC P_MovePsprites
//
// Called every tic by player thinking routine
//
//------------------------------------------------------------------------
virtual void TickPSprites()
{
let player = self.player;
let pspr = player.psprites;
while (pspr)
{
// Destroy the psprite if it's from a weapon that isn't currently selected by the player
// or if it's from an inventory item that the player no longer owns.
if ((pspr.Caller == null ||
(pspr.Caller is "Inventory" && Inventory(pspr.Caller).Owner != pspr.Owner.mo) ||
(pspr.Caller is "Weapon" && pspr.Caller != pspr.Owner.ReadyWeapon)))
{
pspr.Destroy();
}
else
{
pspr.Tick();
}
pspr = pspr.Next;
}
if ((health > 0) || (player.ReadyWeapon != null && !player.ReadyWeapon.bNoDeathInput))
{
if (player.ReadyWeapon == null)
{
if (player.PendingWeapon != WP_NOCHANGE)
player.BringUpWeapon();
}
else
{
CheckWeaponChange();
if (player.WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
{
CheckWeaponFire();
}
// Check custom buttons
CheckWeaponButtons();
}
}
}
//==========================================================================
//
// P_DeathThink
@ -231,7 +449,7 @@ class PlayerPawn : Actor native
double delta;
player.Uncrouch();
player.TickPSprites();
TickPSprites();
player.onground = (pos.Z <= floorz);
if (self is "PlayerChunk")
@ -1022,7 +1240,7 @@ class PlayerPawn : Actor native
CheckUse();
CheckUndoMorph();
// Cycle psprites
player.TickPSprites();
TickPSprites();
// Other Counters
if (player.damagecount) player.damagecount--;
@ -1049,12 +1267,13 @@ class PlayerPawn : Actor native
native clearscope int GetMaxHealth(bool withupgrades = false) const;
native bool ResetAirSupply (bool playgasp = false);
native void CheckWeaponSwitch(class<Inventory> item);
native clearscope static String GetPrintableDisplayName(Class<Actor> cls);
native void CheckMusicChange();
native void CalcHeight ();
native void CheckEnvironment();
native void CheckUse();
native void CheckWeaponButtons();
native Weapon BestWeapon(class<Ammo> ammotype);
}
@ -1112,6 +1331,26 @@ class PSprite : Object native play
native void SetState(State newstate, bool pending = false);
//------------------------------------------------------------------------
//
//
//
//------------------------------------------------------------------------
void Tick()
{
if (processPending)
{
// drop tic count and possibly change state
if (Tics != -1) // a -1 tic count never changes
{
Tics--;
// [BC] Apply double firing speed.
if (bPowDouble && Tics && (Owner.mo.FindInventory ("PowerDoubleFiringSpeed", true))) Tics--;
if (!Tics) SetState(CurState.NextState);
}
}
}
}
enum EPlayerState
@ -1243,7 +1482,6 @@ struct PlayerInfo native play // this is what internally is known as player_t
native bool GetNoAutostartMap() const;
native void SetFOV(float fov);
native clearscope bool HasWeaponsInSlot(int slot) const;
native void TickPSprites();
bool IsTotallyFrozen()
{