//----------------------------------------------------------------------------- // // Copyright 1993-1996 id Software // Copyright 1994-1996 Raven Software // Copyright 1998-1998 Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman // Copyright 1999-2016 Randy Heit // Copyright 2002-2016 Christoph Oelckers // Copyright 2016 Leonard2 // // This program 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. // // This program 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 this program. If not, see http://www.gnu.org/licenses/ // //----------------------------------------------------------------------------- // // HEADER FILES ------------------------------------------------------------ #include #include "doomdef.h" #include "d_event.h" #include "c_cvars.h" #include "m_random.h" #include "p_enemy.h" #include "p_local.h" #include "s_sound.h" #include "doomstat.h" #include "gi.h" #include "p_pspr.h" #include "templates.h" #include "g_level.h" #include "d_player.h" #include "serializer.h" #include "v_text.h" #include "cmdlib.h" #include "g_levellocals.h" #include "vm.h" // MACROS ------------------------------------------------------------------ #define LOWERSPEED 6. // TYPES ------------------------------------------------------------------- struct FGenericButtons { int ReadyFlag; // Flag passed to A_WeaponReady int StateFlag; // Flag set in WeaponState int ButtonFlag; // Button to press ENamedName StateName; // Name of the button/state }; enum EWRF_Options { WRF_NoBob = 1, WRF_NoSwitch = 1 << 1, WRF_NoPrimary = 1 << 2, WRF_NoSecondary = 1 << 3, WRF_NoFire = WRF_NoPrimary | WRF_NoSecondary, WRF_AllowReload = 1 << 4, WRF_AllowZoom = 1 << 5, WRF_DisableSwitch = 1 << 6, WRF_AllowUser1 = 1 << 7, WRF_AllowUser2 = 1 << 8, WRF_AllowUser3 = 1 << 9, WRF_AllowUser4 = 1 << 10, }; // EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- // PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- // EXTERNAL DATA DECLARATIONS ---------------------------------------------- // PUBLIC DATA DEFINITIONS ------------------------------------------------- // [SO] 1=Weapons states are all 1 tick // 2=states with a function 1 tick, others 0 ticks. CVAR(Int, sv_fastweapons, false, CVAR_SERVERINFO); // PRIVATE DATA DEFINITIONS ------------------------------------------------ static FRandom pr_wpnreadysnd ("WpnReadySnd"); static const FGenericButtons ButtonChecks[] = { { WRF_AllowZoom, WF_WEAPONZOOMOK, BT_ZOOM, NAME_Zoom }, { WRF_AllowReload, WF_WEAPONRELOADOK, BT_RELOAD, NAME_Reload }, { WRF_AllowUser1, WF_USER1OK, BT_USER1, NAME_User1 }, { WRF_AllowUser2, WF_USER2OK, BT_USER2, NAME_User2 }, { WRF_AllowUser3, WF_USER3OK, BT_USER3, NAME_User3 }, { WRF_AllowUser4, WF_USER4OK, BT_USER4, NAME_User4 }, }; // CODE -------------------------------------------------------------------- //------------------------------------------------------------------------ // // // //------------------------------------------------------------------------ IMPLEMENT_CLASS(DPSprite, false, true) IMPLEMENT_POINTERS_START(DPSprite) IMPLEMENT_POINTER(Caller) IMPLEMENT_POINTER(Next) IMPLEMENT_POINTERS_END DEFINE_FIELD_NAMED(DPSprite, State, CurState) // deconflict with same named type DEFINE_FIELD(DPSprite, Caller) 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) DEFINE_FIELD(DPSprite, y) DEFINE_FIELD(DPSprite, oldx) DEFINE_FIELD(DPSprite, oldy) DEFINE_FIELD(DPSprite, firstTic) DEFINE_FIELD(DPSprite, Tics) DEFINE_FIELD(DPSprite, alpha) DEFINE_FIELD_BIT(DPSprite, Flags, bAddWeapon, PSPF_ADDWEAPON) DEFINE_FIELD_BIT(DPSprite, Flags, bAddBob, PSPF_ADDBOB) DEFINE_FIELD_BIT(DPSprite, Flags, bPowDouble, PSPF_POWDOUBLE) DEFINE_FIELD_BIT(DPSprite, Flags, bCVarFast, PSPF_CVARFAST) DEFINE_FIELD_BIT(DPSprite, Flags, bFlip, PSPF_FLIP) DEFINE_FIELD_BIT(DPSprite, Flags, bMirror, PSPF_MIRROR) //------------------------------------------------------------------------ // // // //------------------------------------------------------------------------ DPSprite::DPSprite(player_t *owner, AActor *caller, int id) : x(.0), y(.0), oldx(.0), oldy(.0), firstTic(true), Flags(0), Caller(caller), Owner(owner), Sprite(0), ID(id), processPending(true) { alpha = 1; Renderstyle = STYLE_Normal; DPSprite *prev = nullptr; DPSprite *next = Owner->psprites; while (next != nullptr && next->ID < ID) { prev = next; next = next->Next; } Next = next; GC::WriteBarrier(this, next); if (prev == nullptr) { Owner->psprites = this; GC::WriteBarrier(this); } else { prev->Next = this; GC::WriteBarrier(prev, this); } if (Next && Next->ID == ID && ID != 0) Next->Destroy(); // Replace it. if (Caller->IsKindOf(NAME_Weapon) || Caller->IsKindOf(RUNTIME_CLASS(APlayerPawn))) Flags = (PSPF_ADDWEAPON|PSPF_ADDBOB|PSPF_POWDOUBLE|PSPF_CVARFAST); } //------------------------------------------------------------------------ // // // //------------------------------------------------------------------------ DPSprite *player_t::FindPSprite(int layer) { if (layer == 0) return nullptr; DPSprite *pspr = psprites; while (pspr) { if (pspr->ID == layer) break; pspr = pspr->Next; } return pspr; } DEFINE_ACTION_FUNCTION(_PlayerInfo, FindPSprite) // the underscore is needed to get past the name mangler which removes the first clas name character to match the class representation (needs to be fixed in a later commit) { PARAM_SELF_STRUCT_PROLOGUE(player_t); PARAM_INT(id); ACTION_RETURN_OBJECT(self->FindPSprite((PSPLayers)id)); } //------------------------------------------------------------------------ // // // //------------------------------------------------------------------------ void P_SetPsprite(player_t *player, PSPLayers id, FState *state, bool pending) { if (player == nullptr) return; player->GetPSprite(id)->SetState(state, pending); } DEFINE_ACTION_FUNCTION(_PlayerInfo, SetPSprite) // the underscore is needed to get past the name mangler which removes the first clas name character to match the class representation (needs to be fixed in a later commit) { PARAM_SELF_STRUCT_PROLOGUE(player_t); PARAM_INT(id); PARAM_POINTER(state, FState); PARAM_BOOL_DEF(pending); P_SetPsprite(self, (PSPLayers)id, state, pending); return 0; } DPSprite *player_t::GetPSprite(PSPLayers layer) { AActor *oldcaller = nullptr; AActor *newcaller = nullptr; if (layer >= PSP_TARGETCENTER) { if (mo != nullptr) { newcaller = mo->FindInventory(NAME_PowerTargeter, true); } } else if (layer == PSP_STRIFEHANDS) { newcaller = mo; } else { newcaller = ReadyWeapon; } assert(newcaller != nullptr); DPSprite *pspr = FindPSprite(layer); if (pspr == nullptr) { pspr = Create(this, newcaller, layer); } else { oldcaller = pspr->Caller; } // Always update the caller here in case we switched weapon // or if the layer was being used by something else before. pspr->Caller = newcaller; if (newcaller != oldcaller) { // Only reset stuff if this layer was created now or if it was being used before. if (layer >= PSP_TARGETCENTER) { // The targeter layers were affected by those. pspr->Flags = (PSPF_CVARFAST|PSPF_POWDOUBLE); } else { pspr->Flags = (PSPF_ADDWEAPON|PSPF_ADDBOB|PSPF_CVARFAST|PSPF_POWDOUBLE); } if (layer == PSP_STRIFEHANDS) { // Some of the old hacks rely on this layer coming from the FireHands state. // This is the ONLY time a psprite's state is actually null. pspr->State = nullptr; pspr->y = WEAPONTOP; } pspr->firstTic = true; } return pspr; } DEFINE_ACTION_FUNCTION(_PlayerInfo, GetPSprite) // the underscore is needed to get past the name mangler which removes the first clas name character to match the class representation (needs to be fixed in a later commit) { PARAM_SELF_STRUCT_PROLOGUE(player_t); PARAM_INT(id); ACTION_RETURN_OBJECT(self->GetPSprite((PSPLayers)id)); } std::pair DPSprite::GetRenderStyle(FRenderStyle ownerstyle, double owneralpha) { FRenderStyle returnstyle, mystyle; double returnalpha; ownerstyle.CheckFuzz(); mystyle = Renderstyle; mystyle.CheckFuzz(); if (Flags & PSPF_RENDERSTYLE) { if (Flags & PSPF_FORCESTYLE) { returnstyle = mystyle; } else if (ownerstyle.BlendOp != STYLEOP_Add) { // all styles that do more than simple blending need to be fully preserved. returnstyle = ownerstyle; } else { returnstyle = mystyle; if (ownerstyle.DestAlpha == STYLEALPHA_One) { // If the owner is additive and the overlay translucent, force additive result. returnstyle.DestAlpha = STYLEALPHA_One; } if (ownerstyle.Flags & (STYLEF_ColorIsFixed|STYLEF_RedIsAlpha)) { // If the owner's style is a stencil type, this must be preserved. returnstyle.Flags = ownerstyle.Flags; } } } else { returnstyle = ownerstyle; } if ((Flags & PSPF_FORCEALPHA) && returnstyle.BlendOp != STYLEOP_Fuzz && returnstyle.BlendOp != STYLEOP_Shadow) { // ALWAYS take priority if asked for, except fuzz. Fuzz does absolutely nothing // no matter what way it's changed. returnalpha = alpha; returnstyle.Flags &= ~(STYLEF_Alpha1 | STYLEF_TransSoulsAlpha); } else if (Flags & PSPF_ALPHA) { // Set the alpha based on if using the overlay's own or not. Also adjust // and override the alpha if not forced. if (returnstyle.BlendOp != STYLEOP_Add) { returnalpha = owneralpha; } else { returnalpha = owneralpha * alpha; } } else { returnalpha = owneralpha; } // Should normal renderstyle come out on top at the end and we desire alpha, // switch it to translucent. Normal never applies any sort of alpha. if (returnstyle.BlendOp == STYLEOP_Add && returnstyle.SrcAlpha == STYLEALPHA_One && returnstyle.DestAlpha == STYLEALPHA_Zero && returnalpha < 1.) { returnstyle = LegacyRenderStyles[STYLE_Translucent]; returnalpha = owneralpha * alpha; } return{ returnstyle, clamp(float(returnalpha), 0.f, 1.f) }; } //--------------------------------------------------------------------------- // // PROC P_NewPspriteTick // //--------------------------------------------------------------------------- void DPSprite::NewTick() { // This function should be called after the beginning of a tick, before any possible // prprite-event, or near the end, after any possible psprite event. // Because data is reset for every tick (which it must be) this has no impact on savegames. for (int i = 0; i < MAXPLAYERS; i++) { if (playeringame[i]) { DPSprite *pspr = players[i].psprites; while (pspr) { pspr->processPending = true; pspr->ResetInterpolation(); pspr = pspr->Next; } } } } //--------------------------------------------------------------------------- // // PROC P_SetPsprite // //--------------------------------------------------------------------------- void DPSprite::SetState(FState *newstate, bool pending) { if (ID == PSP_WEAPON) { // A_WeaponReady will re-set these as needed Owner->WeaponState &= ~(WF_WEAPONREADY | WF_WEAPONREADYALT | WF_WEAPONBOBBING | WF_WEAPONSWITCHOK | WF_WEAPONRELOADOK | WF_WEAPONZOOMOK | WF_USER1OK | WF_USER2OK | WF_USER3OK | WF_USER4OK); } processPending = pending; do { if (newstate == nullptr) { // Object removed itself. Destroy(); return; } if (!(newstate->UseFlags & (SUF_OVERLAY|SUF_WEAPON))) // Weapon and overlay are mostly the same, the main difference is that weapon states restrict the self pointer to class Actor. { Printf(TEXTCOLOR_RED "State %s not flagged for use in overlays or weapons\n", FState::StaticGetStateName(newstate).GetChars()); State = nullptr; Destroy(); return; } else if (!(newstate->UseFlags & SUF_WEAPON)) { if (Caller->IsKindOf(NAME_Weapon)) { Printf(TEXTCOLOR_RED "State %s not flagged for use in weapons\n", FState::StaticGetStateName(newstate).GetChars()); State = nullptr; Destroy(); return; } } State = newstate; if (newstate->sprite != SPR_FIXED) { // okay to change sprite and/or frame if (!newstate->GetSameFrame()) { // okay to change frame Frame = newstate->GetFrame(); } if (newstate->sprite != SPR_NOCHANGE) { // okay to change sprite Sprite = newstate->sprite; } } Tics = newstate->GetTics(); // could be 0 if (Flags & PSPF_CVARFAST) { if (sv_fastweapons == 2 && ID == PSP_WEAPON) Tics = newstate->ActionFunc == nullptr ? 0 : 1; else if (sv_fastweapons == 3) Tics = (newstate->GetTics() != 0); else if (sv_fastweapons) Tics = 1; // great for producing decals :) } if (ID != PSP_FLASH) { // It's still possible to set the flash layer's offsets with the action function. // Anything going through here cannot be reliably interpolated so this has to reset the interpolation coordinates if it changes the values. if (newstate->GetMisc1()) { // Set coordinates. oldx = x = newstate->GetMisc1(); } if (newstate->GetMisc2()) { oldy = y = newstate->GetMisc2(); } } if (Owner->mo != nullptr) { FState *nextstate; FStateParamInfo stp = { newstate, STATE_Psprite, ID }; if (newstate->ActionFunc != nullptr && newstate->ActionFunc->Unsafe) { // If an unsafe function (i.e. one that accesses user variables) is being detected, print a warning once and remove the bogus function. We may not call it because that would inevitably crash. Printf(TEXTCOLOR_RED "Unsafe state call in state %sd to %s which accesses user variables. The action function has been removed from this state\n", FState::StaticGetStateName(newstate).GetChars(), newstate->ActionFunc->PrintableName.GetChars()); newstate->ActionFunc = nullptr; } if (newstate->CallAction(Owner->mo, Caller, &stp, &nextstate)) { // It's possible this call resulted in this very layer being replaced. if (ObjectFlags & OF_EuthanizeMe) { return; } if (nextstate != nullptr) { newstate = nextstate; Tics = 0; continue; } if (State == nullptr) { Destroy(); return; } } } newstate = State->GetNextState(); } while (!Tics); // An initial state of 0 could cycle through. return; } DEFINE_ACTION_FUNCTION(DPSprite, SetState) { PARAM_SELF_PROLOGUE(DPSprite); PARAM_POINTER(state, FState); PARAM_BOOL_DEF(pending); self->SetState(state, pending); return 0; } //--------------------------------------------------------------------------- // // PROC P_BringUpWeapon // // Starts bringing the pending weapon up from the bottom of the screen. // This is only called to start the rising, not throughout it. // //--------------------------------------------------------------------------- void P_BringUpWeapon (player_t *player) { AWeapon *weapon; if (player->PendingWeapon == WP_NOCHANGE) { if (player->ReadyWeapon != nullptr) { player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP; P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetReadyState()); } return; } weapon = player->PendingWeapon; // If the player has a tome of power, use this weapon's powered up // version, if one is available. if (weapon != nullptr && weapon->SisterWeapon && weapon->SisterWeapon->WeaponFlags & WIF_POWERED_UP && player->mo->FindInventory (PClass::FindActor(NAME_PowerWeaponLevel2), true)) { weapon = weapon->SisterWeapon; } player->PendingWeapon = WP_NOCHANGE; player->ReadyWeapon = weapon; player->mo->weaponspecial = 0; if (weapon != nullptr) { if (weapon->UpSound) { S_Sound (player->mo, CHAN_WEAPON, weapon->UpSound, 1, ATTN_NORM); } player->refire = 0; player->GetPSprite(PSP_WEAPON)->y = player->cheats & CF_INSTANTWEAPSWITCH ? WEAPONTOP : WEAPONBOTTOM; // make sure that the previous weapon's flash state is terminated. // When coming here from a weapon drop it may still be active. P_SetPsprite(player, PSP_FLASH, nullptr); P_SetPsprite(player, PSP_WEAPON, weapon->GetUpState()); } } DEFINE_ACTION_FUNCTION(_PlayerInfo, BringUpWeapon) { PARAM_SELF_STRUCT_PROLOGUE(player_t); P_BringUpWeapon(self); return 0; } //--------------------------------------------------------------------------- // // PROC P_DropWeapon // // The player died, so put the weapon away. // //--------------------------------------------------------------------------- void P_DropWeapon (player_t *player) { if (player == nullptr) { return; } // Since the weapon is dropping, stop blocking switching. player->WeaponState &= ~WF_DISABLESWITCH; if ((player->ReadyWeapon != nullptr) && (player->health > 0 || !(player->ReadyWeapon->WeaponFlags & WIF_NODEATHDESELECT))) { P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetDownState()); } } DEFINE_ACTION_FUNCTION(_PlayerInfo, DropWeapon) { PARAM_SELF_STRUCT_PROLOGUE(player_t); P_DropWeapon(self); return 0; } //============================================================================ // // P_BobWeapon // // [RH] Moved this out of A_WeaponReady so that the weapon can bob every // tic and not just when A_WeaponReady is called. Not all weapons execute // A_WeaponReady every tic, and it looks bad if they don't bob smoothly. // // [XA] Added new bob styles and exposed bob properties. Thanks, Ryan Cordell! // [SP] Added new user option for bob speed // //============================================================================ void P_BobWeapon (player_t *player, float *x, float *y, double ticfrac) { static float curbob; double xx[2], yy[2]; AWeapon *weapon; float bobtarget; weapon = player->ReadyWeapon; if (weapon == nullptr || weapon->WeaponFlags & WIF_DONTBOB) { *x = *y = 0; return; } // [XA] Get the current weapon's bob properties. int bobstyle = weapon->BobStyle; float BobSpeed = (weapon->BobSpeed * 128); float Rangex = weapon->BobRangeX; float Rangey = weapon->BobRangeY; for (int i = 0; i < 2; i++) { // Bob the weapon based on movement speed. ([SP] And user's bob speed setting) FAngle angle = (BobSpeed * player->userinfo.GetWBobSpeed() * 35 / TICRATE*(level.time - 1 + i)) * (360.f / 8192.f); // [RH] Smooth transitions between bobbing and not-bobbing frames. // This also fixes the bug where you can "stick" a weapon off-center by // shooting it when it's at the peak of its swing. bobtarget = float((player->WeaponState & WF_WEAPONBOBBING) ? player->bob : 0.); if (curbob != bobtarget) { if (fabsf(bobtarget - curbob) <= 1) { curbob = bobtarget; } else { float zoom = MAX(1.f, fabsf(curbob - bobtarget) / 40); if (curbob > bobtarget) { curbob -= zoom; } else { curbob += zoom; } } } if (curbob != 0) { //[SP] Added in decorate player.viewbob checks float bobx = float(player->bob * Rangex * (float)player->mo->ViewBob); float boby = float(player->bob * Rangey * (float)player->mo->ViewBob); switch (bobstyle) { case AWeapon::BobNormal: xx[i] = bobx * angle.Cos(); yy[i] = boby * fabsf(angle.Sin()); break; case AWeapon::BobInverse: xx[i] = bobx*angle.Cos(); yy[i] = boby * (1.f - fabsf(angle.Sin())); break; case AWeapon::BobAlpha: xx[i] = bobx * angle.Sin(); yy[i] = boby * fabsf(angle.Sin()); break; case AWeapon::BobInverseAlpha: xx[i] = bobx * angle.Sin(); yy[i] = boby * (1.f - fabsf(angle.Sin())); break; case AWeapon::BobSmooth: xx[i] = bobx*angle.Cos(); yy[i] = 0.5f * (boby * (1.f - ((angle * 2).Cos()))); break; case AWeapon::BobInverseSmooth: xx[i] = bobx*angle.Cos(); yy[i] = 0.5f * (boby * (1.f + ((angle * 2).Cos()))); } } else { xx[i] = 0; yy[i] = 0; } } *x = (float)(xx[0] * (1. - ticfrac) + xx[1] * ticfrac); *y = (float)(yy[0] * (1. - ticfrac) + yy[1] * ticfrac); } //============================================================================ // // PROC A_WeaponReady // // Readies a weapon for firing or bobbing with its three ancillary functions, // DoReadyWeaponToSwitch(), DoReadyWeaponToFire() and DoReadyWeaponToBob(). // [XA] Added DoReadyWeaponToReload() and DoReadyWeaponToZoom() // //============================================================================ void DoReadyWeaponToSwitch (AActor *self, bool switchable) { // Prepare for switching action. player_t *player; if (self && (player = self->player)) { if (switchable) { player->WeaponState |= WF_WEAPONSWITCHOK | WF_REFIRESWITCHOK; } else { // WF_WEAPONSWITCHOK is automatically cleared every tic by P_SetPsprite(). player->WeaponState &= ~WF_REFIRESWITCHOK; } } } void DoReadyWeaponDisableSwitch (AActor *self, INTBOOL disable) { // Discard all switch attempts? player_t *player; if (self && (player = self->player)) { if (disable) { player->WeaponState |= WF_DISABLESWITCH; player->WeaponState &= ~WF_REFIRESWITCHOK; } else { player->WeaponState &= ~WF_DISABLESWITCH; } } } void DoReadyWeaponToFire (AActor *self, bool prim, bool alt) { player_t *player; AWeapon *weapon; if (!self || !(player = self->player) || !(weapon = player->ReadyWeapon)) { return; } // Change player from attack state if (self->InStateSequence(self->state, self->MissileState) || self->InStateSequence(self->state, self->MeleeState)) { static_cast(self)->PlayIdle (); } // Play ready sound, if any. if (weapon->ReadySound && player->GetPSprite(PSP_WEAPON)->GetState() == weapon->FindState(NAME_Ready)) { if (!(weapon->WeaponFlags & WIF_READYSNDHALF) || pr_wpnreadysnd() < 128) { S_Sound (self, CHAN_WEAPON, weapon->ReadySound, 1, ATTN_NORM); } } // Prepare for firing action. player->WeaponState |= ((prim ? WF_WEAPONREADY : 0) | (alt ? WF_WEAPONREADYALT : 0)); return; } void DoReadyWeaponToBob (AActor *self) { if (self && self->player && self->player->ReadyWeapon) { // Prepare for bobbing action. self->player->WeaponState |= WF_WEAPONBOBBING; self->player->GetPSprite(PSP_WEAPON)->x = 0; self->player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP; } } void DoReadyWeaponToGeneric(AActor *self, int paramflags) { int flags = 0; for (size_t i = 0; i < countof(ButtonChecks); ++i) { if (paramflags & ButtonChecks[i].ReadyFlag) { flags |= ButtonChecks[i].StateFlag; } } if (self != NULL && self->player != NULL) { self->player->WeaponState |= flags; } } DEFINE_ACTION_FUNCTION(AStateProvider, A_WeaponReady) { PARAM_ACTION_PROLOGUE(AStateProvider); PARAM_INT_DEF(flags); DoReadyWeaponToSwitch(self, !(flags & WRF_NoSwitch)); if ((flags & WRF_NoFire) != WRF_NoFire) DoReadyWeaponToFire(self, !(flags & WRF_NoPrimary), !(flags & WRF_NoSecondary)); if (!(flags & WRF_NoBob)) DoReadyWeaponToBob(self); DoReadyWeaponToGeneric(self, flags); DoReadyWeaponDisableSwitch(self, flags & WRF_DisableSwitch); return 0; } //--------------------------------------------------------------------------- // // PROC P_CheckWeaponButtons // // Check extra button presses for weapons. // //--------------------------------------------------------------------------- static void P_CheckWeaponButtons (player_t *player) { if (player->Bot == nullptr && bot_observer) { return; } AWeapon *weapon = player->ReadyWeapon; if (weapon == nullptr) { return; } // The button checks are ordered by precedence. The first one to match a // button press and affect a state change wins. for (size_t i = 0; i < countof(ButtonChecks); ++i) { if ((player->WeaponState & ButtonChecks[i].StateFlag) && (player->cmd.ucmd.buttons & ButtonChecks[i].ButtonFlag)) { FState *state = weapon->GetStateForButtonName(ButtonChecks[i].StateName); // [XA] don't change state if still null, so if the modder // sets WRF_xxx to true but forgets to define the corresponding // state, the weapon won't disappear. ;) if (state != nullptr) { P_SetPsprite(player, PSP_WEAPON, state); return; } } } } DEFINE_ACTION_FUNCTION(APlayerPawn, CheckWeaponButtons) { PARAM_SELF_PROLOGUE(APlayerPawn); P_CheckWeaponButtons(self->player); return 0; } //--------------------------------------------------------------------------- // // PROC A_OverlayOffset // //--------------------------------------------------------------------------- enum WOFFlags { WOF_KEEPX = 1, WOF_KEEPY = 1 << 1, WOF_ADD = 1 << 2, WOF_INTERPOLATE = 1 << 3, }; void A_OverlayOffset(AActor *self, int layer, double wx, double wy, int flags) { if ((flags & WOF_KEEPX) && (flags & WOF_KEEPY)) { return; } player_t *player = self->player; DPSprite *psp; if (player) { psp = player->FindPSprite(layer); if (psp == nullptr) return; if (!(flags & WOF_KEEPX)) { if (flags & WOF_ADD) { psp->x += wx; } else { psp->x = wx; if (!(flags & WOF_INTERPOLATE)) psp->oldx = psp->x; } } if (!(flags & WOF_KEEPY)) { if (flags & WOF_ADD) { psp->y += wy; } else { psp->y = wy; if (!(flags & WOF_INTERPOLATE)) psp->oldy = psp->y; } } } } DEFINE_ACTION_FUNCTION(AActor, A_OverlayOffset) { PARAM_ACTION_PROLOGUE(AActor); PARAM_INT_DEF(layer) PARAM_FLOAT_DEF(wx) PARAM_FLOAT_DEF(wy) PARAM_INT_DEF(flags) A_OverlayOffset(self, ((layer != 0) ? layer : stateinfo->mPSPIndex), wx, wy, flags); return 0; } DEFINE_ACTION_FUNCTION(AActor, A_WeaponOffset) { PARAM_SELF_PROLOGUE(AActor); PARAM_FLOAT_DEF(wx) PARAM_FLOAT_DEF(wy) PARAM_INT_DEF(flags) A_OverlayOffset(self, PSP_WEAPON, wx, wy, flags); return 0; } //--------------------------------------------------------------------------- // // PROC A_OverlayFlags // //--------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_OverlayFlags) { PARAM_ACTION_PROLOGUE(AActor); PARAM_INT(layer); PARAM_INT(flags); PARAM_BOOL(set); if (!ACTION_CALL_FROM_PSPRITE()) return 0; DPSprite *pspr = self->player->FindPSprite(((layer != 0) ? layer : stateinfo->mPSPIndex)); if (pspr == nullptr) return 0; if (set) pspr->Flags |= flags; else pspr->Flags &= ~flags; return 0; } //--------------------------------------------------------------------------- // // PROC OverlayX/Y // Action function to return the X/Y of an overlay. //--------------------------------------------------------------------------- static double GetOverlayPosition(AActor *self, int layer, bool gety) { if (layer) { DPSprite *pspr = self->player->FindPSprite(layer); if (pspr != nullptr) { return gety ? (pspr->y) : (pspr->x); } } return 0.; } DEFINE_ACTION_FUNCTION(AActor, OverlayX) { PARAM_ACTION_PROLOGUE(AActor); PARAM_INT_DEF(layer); if (ACTION_CALL_FROM_PSPRITE()) { double res = GetOverlayPosition(self, ((layer != 0) ? layer : stateinfo->mPSPIndex), false); ACTION_RETURN_FLOAT(res); } ACTION_RETURN_FLOAT(0.); } DEFINE_ACTION_FUNCTION(AActor, OverlayY) { PARAM_ACTION_PROLOGUE(AActor); PARAM_INT_DEF(layer); if (ACTION_CALL_FROM_PSPRITE()) { double res = GetOverlayPosition(self, ((layer != 0) ? layer : stateinfo->mPSPIndex), true); ACTION_RETURN_FLOAT(res); } ACTION_RETURN_FLOAT(0.); } //--------------------------------------------------------------------------- // // PROC OverlayID // Because non-action functions cannot acquire the ID of the overlay... //--------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, OverlayID) { PARAM_ACTION_PROLOGUE(AActor); if (ACTION_CALL_FROM_PSPRITE()) { ACTION_RETURN_INT(stateinfo->mPSPIndex); } ACTION_RETURN_INT(0); } //--------------------------------------------------------------------------- // // PROC A_OverlayAlpha // Sets the alpha of an overlay. //--------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_OverlayAlpha) { PARAM_ACTION_PROLOGUE(AActor); PARAM_INT(layer); PARAM_FLOAT(alph); if (ACTION_CALL_FROM_PSPRITE()) { DPSprite *pspr = self->player->FindPSprite((layer != 0) ? layer : stateinfo->mPSPIndex); if (pspr != nullptr) pspr->alpha = clamp(alph, 0.0, 1.0); } return 0; } // NON-ACTION function to get the overlay alpha of a layer. DEFINE_ACTION_FUNCTION(AActor, OverlayAlpha) { PARAM_ACTION_PROLOGUE(AActor); PARAM_INT_DEF(layer); if (ACTION_CALL_FROM_PSPRITE()) { DPSprite *pspr = self->player->FindPSprite((layer != 0) ? layer : stateinfo->mPSPIndex); if (pspr != nullptr) { ACTION_RETURN_FLOAT(pspr->alpha); } } ACTION_RETURN_FLOAT(0.0); } //--------------------------------------------------------------------------- // // PROC A_OverlayRenderStyle // //--------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_OverlayRenderStyle) { PARAM_ACTION_PROLOGUE(AActor); PARAM_INT(layer); PARAM_INT(style); if (ACTION_CALL_FROM_PSPRITE()) { DPSprite *pspr = self->player->FindPSprite((layer != 0) ? layer : stateinfo->mPSPIndex); if (pspr == nullptr || style >= STYLE_Count || style < 0) return 0; pspr->Renderstyle = ERenderStyle(style); } return 0; } //--------------------------------------------------------------------------- // // PROC A_Overlay // //--------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_Overlay) { PARAM_ACTION_PROLOGUE(AActor); PARAM_INT (layer); PARAM_STATE_ACTION_DEF(state); PARAM_BOOL_DEF(dontoverride); player_t *player = self->player; if (player == nullptr || (dontoverride && (player->FindPSprite(layer) != nullptr))) { ACTION_RETURN_BOOL(false); } DPSprite *pspr; pspr = Create(player, stateowner, layer); pspr->SetState(state); ACTION_RETURN_BOOL(true); } DEFINE_ACTION_FUNCTION(AActor, A_ClearOverlays) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT_DEF(start); PARAM_INT_DEF(stop); PARAM_BOOL_DEF(safety) if (self->player == nullptr) ACTION_RETURN_INT(0); if (!start && !stop) { start = INT_MIN; stop = safety ? PSP_TARGETCENTER - 1 : INT_MAX; } unsigned int count = 0; int id; for (DPSprite *pspr = self->player->psprites; pspr != nullptr; pspr = pspr->GetNext()) { id = pspr->GetID(); if (id < start || id == 0) continue; else if (id > stop) break; if (safety) { if (id >= PSP_TARGETCENTER) break; else if (id == PSP_STRIFEHANDS || id == PSP_WEAPON || id == PSP_FLASH) continue; } pspr->SetState(nullptr); count++; } ACTION_RETURN_INT(count); } // // WEAPON ATTACKS // // // P_BulletSlope // Sets a slope so a near miss is at aproximately // the height of the intended target // DAngle P_BulletSlope (AActor *mo, FTranslatedLineTarget *pLineTarget, int aimflags) { static const double angdiff[3] = { -5.625f, 5.625f, 0 }; int i; DAngle an; DAngle pitch; FTranslatedLineTarget scratch; if (pLineTarget == NULL) pLineTarget = &scratch; // see which target is to be aimed at i = 2; do { an = mo->Angles.Yaw + angdiff[i]; pitch = P_AimLineAttack (mo, an, 16.*64, pLineTarget, 0., aimflags); if (mo->player != NULL && level.IsFreelookAllowed() && mo->player->userinfo.GetAimDist() <= 0.5) { break; } } while (pLineTarget->linetarget == NULL && --i >= 0); return pitch; } DEFINE_ACTION_FUNCTION(AActor, BulletSlope) { PARAM_SELF_PROLOGUE(AActor); PARAM_POINTER_DEF(t, FTranslatedLineTarget); PARAM_INT_DEF(aimflags); ACTION_RETURN_FLOAT(P_BulletSlope(self, t, aimflags).Degrees); } //------------------------------------------------------------------------ // // PROC P_SetupPsprites // // Called at start of level for each player // //------------------------------------------------------------------------ void P_SetupPsprites(player_t *player, bool startweaponup) { // Remove all psprites player->DestroyPSprites(); // Spawn the ready weapon player->PendingWeapon = !startweaponup ? player->ReadyWeapon : WP_NOCHANGE; P_BringUpWeapon (player); } //------------------------------------------------------------------------ // // // //------------------------------------------------------------------------ void DPSprite::Serialize(FSerializer &arc) { Super::Serialize(arc); arc("next", Next) ("caller", Caller) ("owner", Owner) ("flags", Flags) ("state", State) ("tics", Tics) .Sprite("sprite", Sprite, nullptr) ("frame", Frame) ("id", ID) ("x", x) ("y", y) ("oldx", oldx) ("oldy", oldy) ("alpha", alpha) ("renderstyle_", Renderstyle); // The underscore is intentional to avoid problems with old savegames which had this as an ERenderStyle (which is not future proof.) } //------------------------------------------------------------------------ // // // //------------------------------------------------------------------------ void player_t::DestroyPSprites() { DPSprite *pspr = psprites; psprites = nullptr; while (pspr) { DPSprite *next = pspr->Next; pspr->Next = nullptr; pspr->Destroy(); pspr = next; } } //------------------------------------------------------------------------------------ // // Setting a random flash like some of Doom's weapons can easily crash when the // definition is overridden incorrectly so let's check that the state actually exists. // Be aware though that this will not catch all DEHACKED related problems. But it will // find all DECORATE related ones. // //------------------------------------------------------------------------------------ void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int index) { if (flashstate != nullptr) { PClassActor *cls = weapon->GetClass(); while (cls != RUNTIME_CLASS(AWeapon)) { if (cls->OwnsState(flashstate)) { // The flash state belongs to this class. // Now let's check if the actually wanted state does also if (cls->OwnsState(flashstate + index)) { // we're ok so set the state P_SetPsprite(player, PSP_FLASH, flashstate + index, true); return; } else { // oh, no! The state is beyond the end of the state table so use the original flash state. P_SetPsprite(player, PSP_FLASH, flashstate, true); return; } } // try again with parent class cls = static_cast(cls->ParentClass); } // if we get here the state doesn't seem to belong to any class in the inheritance chain // This can happen with Dehacked if the flash states are remapped. // The only way to check this would be to go through all Dehacked modifiable actors, convert // their states into a single flat array and find the correct one. // Rather than that, just check to make sure it belongs to something. if (FState::StaticFindStateOwner(flashstate + index) == NULL) { // Invalid state. With no index offset, it should at least be valid. index = 0; } } P_SetPsprite(player, PSP_FLASH, flashstate + index, true); } DEFINE_ACTION_FUNCTION(_PlayerInfo, SetSafeFlash) { PARAM_SELF_STRUCT_PROLOGUE(player_t); PARAM_OBJECT_NOT_NULL(weapon, AWeapon); PARAM_POINTER(state, FState); PARAM_INT(index); P_SetSafeFlash(weapon, self, state, index); return 0; } //------------------------------------------------------------------------ // // // //------------------------------------------------------------------------ void DPSprite::OnDestroy() { // Do not crash if this gets called on partially initialized objects. if (Owner != nullptr && Owner->psprites != nullptr) { if (Owner->psprites != this) { DPSprite *prev = Owner->psprites; while (prev != nullptr && prev->Next != this) prev = prev->Next; if (prev != nullptr && prev->Next == this) { prev->Next = Next; GC::WriteBarrier(prev, Next); } } else { Owner->psprites = Next; GC::WriteBarrier(Next); } } Super::OnDestroy(); } //------------------------------------------------------------------------ // // // //------------------------------------------------------------------------ ADD_STAT(psprites) { FString out; DPSprite *pspr; for (int i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) continue; out.AppendFormat("[psprites] player: %d | layers: ", i); pspr = players[i].psprites; while (pspr) { out.AppendFormat("%d, ", pspr->GetID()); pspr = pspr->GetNext(); } out.AppendFormat("\n"); } return out; }