gzdoom-gles/src/p_user.cpp
Randy Heit b8eb530a0d - Fixed: Wall drawing handled fixed light levels improperly (but did not
completely ignore them, either).
- Separated light level fixing out of player_t's fixedcolormap parameter.
  Using a fixed light level (e.g. PowerTorch) will no longer wipe out
  colored lighting.
- Moved the blending rectangle drawing into a separate discrete stage, since
  doing it while copying the 3D view window to the display now blends
  underneath the weapon instead of on top of it.
- Consolidated the special colormaps into a single 2D table.
- Tweaked the special colormaps slightly to make the true color results more
  closely match the paletted approximations.
- fb_d3d9_shaders.h was getting unwieldy, so I moved the shaders out of the
  executable and into zdoom.pk3. Shaders are still precompiled so I don't need
  to pull in a dependancy on D3DX.
- Added a few more shaders to accomodate drawing weapons with all the in-game
  lighting models. These are accessed with the new DrawTexture tags
  DTA_SpecialColormap and DTA_ColormapStyle.
- Player weapon sprites are now drawn using Direct3D and receive all the
  benefits thereof.


SVN r1858 (trunk)
2009-09-20 03:50:05 +00:00

2603 lines
65 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Player related stuff.
// Bobbing POV/weapon, movement.
// Pending weapon.
//
//-----------------------------------------------------------------------------
#include "templates.h"
#include "doomdef.h"
#include "d_event.h"
#include "p_local.h"
#include "doomstat.h"
#include "s_sound.h"
#include "i_system.h"
#include "r_draw.h"
#include "gi.h"
#include "m_random.h"
#include "p_pspr.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "a_sharedglobal.h"
#include "a_keys.h"
#include "statnums.h"
#include "v_palette.h"
#include "v_video.h"
#include "w_wad.h"
#include "cmdlib.h"
#include "sbar.h"
#include "f_finale.h"
#include "c_console.h"
#include "doomdef.h"
#include "c_dispatch.h"
#include "tarray.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
#include "d_net.h"
static FRandom pr_skullpop ("SkullPop");
// [RH] # of ticks to complete a turn180
#define TURN180_TICKS ((TICRATE / 4) + 1)
// Variables for prediction
CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
static player_t PredictionPlayerBackup;
static BYTE PredictionActorBackup[sizeof(AActor)];
static TArray<sector_t *> PredictionTouchingSectorsBackup;
// [GRB] Custom player classes
TArray<FPlayerClass> PlayerClasses;
FPlayerClass::FPlayerClass ()
{
Type = NULL;
Flags = 0;
}
FPlayerClass::FPlayerClass (const FPlayerClass &other)
{
Type = other.Type;
Flags = other.Flags;
Skins = other.Skins;
}
FPlayerClass::~FPlayerClass ()
{
}
bool FPlayerClass::CheckSkin (int skin)
{
for (unsigned int i = 0; i < Skins.Size (); i++)
{
if (Skins[i] == skin)
return true;
}
return false;
}
void SetupPlayerClasses ()
{
FPlayerClass newclass;
newclass.Flags = 0;
if (gameinfo.gametype == GAME_Doom)
{
newclass.Type = PClass::FindClass (NAME_DoomPlayer);
PlayerClasses.Push (newclass);
}
else if (gameinfo.gametype == GAME_Heretic)
{
newclass.Type = PClass::FindClass (NAME_HereticPlayer);
PlayerClasses.Push (newclass);
}
else if (gameinfo.gametype == GAME_Hexen)
{
newclass.Type = PClass::FindClass (NAME_FighterPlayer);
PlayerClasses.Push (newclass);
newclass.Type = PClass::FindClass (NAME_ClericPlayer);
PlayerClasses.Push (newclass);
newclass.Type = PClass::FindClass (NAME_MagePlayer);
PlayerClasses.Push (newclass);
}
else if (gameinfo.gametype == GAME_Strife)
{
newclass.Type = PClass::FindClass (NAME_StrifePlayer);
PlayerClasses.Push (newclass);
}
else if (gameinfo.gametype == GAME_Chex)
{
newclass.Type = PClass::FindClass (NAME_ChexPlayer);
PlayerClasses.Push (newclass);
}
}
CCMD (clearplayerclasses)
{
if (ParsingKeyConf)
{
PlayerClasses.Clear ();
}
}
CCMD (addplayerclass)
{
if (ParsingKeyConf && argv.argc () > 1)
{
const PClass *ti = PClass::FindClass (argv[1]);
if (!ti)
{
Printf ("Unknown player class '%s'\n", argv[1]);
}
else if (!ti->IsDescendantOf (RUNTIME_CLASS (APlayerPawn)))
{
Printf ("Invalid player class '%s'\n", argv[1]);
}
else if (ti->Meta.GetMetaString (APMETA_DisplayName) == NULL)
{
Printf ("Missing displayname for player class '%s'\n", argv[1]);
}
else
{
FPlayerClass newclass;
newclass.Type = ti;
newclass.Flags = 0;
int arg = 2;
while (arg < argv.argc ())
{
if (!stricmp (argv[arg], "nomenu"))
{
newclass.Flags |= PCF_NOMENU;
}
else
{
Printf ("Unknown flag '%s' for player class '%s'\n", argv[arg], argv[1]);
}
arg++;
}
PlayerClasses.Push (newclass);
}
}
}
CCMD (playerclasses)
{
for (unsigned int i = 0; i < PlayerClasses.Size (); i++)
{
Printf ("% 3d %s\n", i,
PlayerClasses[i].Type->Meta.GetMetaString (APMETA_DisplayName));
}
}
//
// Movement.
//
// 16 pixels of bob
#define MAXBOB 0x100000
bool onground;
// The player_t constructor. Since LogText is not a POD, we cannot just
// memset it all to 0.
player_t::player_t()
: mo(0),
playerstate(0),
cls(0),
DesiredFOV(0),
FOV(0),
viewz(0),
viewheight(0),
deltaviewheight(0),
bob(0),
velx(0),
vely(0),
centering(0),
turnticks(0),
attackdown(0),
oldbuttons(0),
health(0),
inventorytics(0),
CurrentPlayerClass(0),
backpack(0),
fragcount(0),
lastkilltime(0),
multicount(0),
spreecount(0),
ReadyWeapon(0),
PendingWeapon(0),
cheats(0),
refire(0),
inconsistant(0),
killcount(0),
itemcount(0),
secretcount(0),
damagecount(0),
bonuscount(0),
hazardcount(0),
poisoncount(0),
poisoner(0),
attacker(0),
extralight(0),
morphTics(0),
MorphedPlayerClass(0),
MorphStyle(0),
MorphExitFlash(0),
PremorphWeapon(0),
chickenPeck(0),
jumpTics(0),
respawn_time(0),
camera(0),
air_finished(0),
accuracy(0),
stamina(0),
savedyaw(0),
savedpitch(0),
angle(0),
dest(0),
prev(0),
enemy(0),
missile(0),
mate(0),
last_mate(0),
t_active(0),
t_respawn(0),
t_strafe(0),
t_react(0),
t_fight(0),
t_roam(0),
t_rocket(0),
isbot(0),
first_shot(0),
sleft(0),
allround(0),
oldx(0),
oldy(0),
BlendR(0),
BlendG(0),
BlendB(0),
BlendA(0),
LogText(),
crouching(0),
crouchdir(0),
crouchfactor(0),
crouchoffset(0),
crouchviewdelta(0),
ConversationNPC(0),
ConversationPC(0),
ConversationNPCAngle(0),
ConversationFaceTalker(0)
{
memset (&cmd, 0, sizeof(cmd));
memset (&userinfo, 0, sizeof(userinfo));
memset (frags, 0, sizeof(frags));
memset (psprites, 0, sizeof(psprites));
memset (&skill, 0, sizeof(skill));
}
// This function supplements the pointer cleanup in dobject.cpp, because
// player_t is not derived from DObject. (I tried it, and DestroyScan was
// unable to properly determine the player object's type--possibly
// because it gets staticly allocated in an array.)
//
// This function checks all the DObject pointers in a player_t and NULLs any
// that match the pointer passed in. If you add any pointers that point to
// DObject (or a subclass), add them here too.
size_t player_t::FixPointers (const DObject *old, DObject *rep)
{
APlayerPawn *replacement = static_cast<APlayerPawn *>(rep);
size_t changed = 0;
if (mo == old) mo = replacement, changed++;
if (poisoner == old) poisoner = replacement, changed++;
if (attacker == old) attacker = replacement, changed++;
if (camera == old) camera = replacement, changed++;
if (dest == old) dest = replacement, changed++;
if (prev == old) prev = replacement, changed++;
if (enemy == old) enemy = replacement, changed++;
if (missile == old) missile = replacement, changed++;
if (mate == old) mate = replacement, changed++;
if (last_mate == old) last_mate = replacement, changed++;
if (ReadyWeapon == old) ReadyWeapon = static_cast<AWeapon *>(rep), changed++;
if (PendingWeapon == old) PendingWeapon = static_cast<AWeapon *>(rep), changed++;
if (PremorphWeapon == old) PremorphWeapon = static_cast<AWeapon *>(rep), changed++;
if (ConversationNPC == old) ConversationNPC = replacement, changed++;
if (ConversationPC == old) ConversationPC = replacement, changed++;
return changed;
}
size_t player_t::PropagateMark()
{
GC::Mark(mo);
GC::Mark(poisoner);
GC::Mark(attacker);
GC::Mark(camera);
GC::Mark(dest);
GC::Mark(prev);
GC::Mark(enemy);
GC::Mark(missile);
GC::Mark(mate);
GC::Mark(last_mate);
GC::Mark(ReadyWeapon);
GC::Mark(ConversationNPC);
GC::Mark(ConversationPC);
GC::Mark(PremorphWeapon);
if (PendingWeapon != WP_NOCHANGE)
{
GC::Mark(PendingWeapon);
}
return sizeof(*this);
}
void player_t::SetLogNumber (int num)
{
char lumpname[16];
int lumpnum;
mysnprintf (lumpname, countof(lumpname), "LOG%d", num);
lumpnum = Wads.CheckNumForName (lumpname);
if (lumpnum == -1)
{
// Leave the log message alone if this one doesn't exist.
//SetLogText (lumpname);
}
else
{
int length=Wads.LumpLength(lumpnum);
char *data= new char[length+1];
Wads.ReadLump (lumpnum, data);
data[length]=0;
SetLogText (data);
delete[] data;
// Print log text to console
AddToConsole(-1, TEXTCOLOR_GOLD);
AddToConsole(-1, LogText);
AddToConsole(-1, "\n");
}
}
void player_t::SetLogText (const char *text)
{
LogText = text;
}
int player_t::GetSpawnClass()
{
const PClass * type = PlayerClasses[CurrentPlayerClass].Type;
return static_cast<APlayerPawn*>(GetDefaultByType(type))->SpawnMask;
}
//===========================================================================
//
// APlayerPawn
//
//===========================================================================
IMPLEMENT_POINTY_CLASS (APlayerPawn)
DECLARE_POINTER(InvFirst)
DECLARE_POINTER(InvSel)
END_POINTERS
IMPLEMENT_CLASS (APlayerChunk)
void APlayerPawn::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << JumpZ
<< MaxHealth
<< RunHealth
<< SpawnMask
<< ForwardMove1
<< ForwardMove2
<< SideMove1
<< SideMove2
<< ScoreIcon
<< InvFirst
<< InvSel
<< MorphWeapon
<< DamageFade
<< PlayerFlags;
}
//===========================================================================
//
// APlayerPawn :: BeginPlay
//
//===========================================================================
void APlayerPawn::BeginPlay ()
{
Super::BeginPlay ();
ChangeStatNum (STAT_PLAYER);
// Check whether a PWADs normal sprite is to be combined with the base WADs
// crouch sprite. In such a case the sprites normally don't match and it is
// best to disable the crouch sprite.
if (crouchsprite > 0)
{
// This assumes that player sprites always exist in rotated form and
// that the front view is always a separate sprite. So far this is
// true for anything that exists.
FString normspritename = sprites[SpawnState->sprite].name;
FString crouchspritename = sprites[crouchsprite].name;
int spritenorm = Wads.CheckNumForName(normspritename + "A1", ns_sprites);
int spritecrouch = Wads.CheckNumForName(crouchspritename + "A1", ns_sprites);
if (spritenorm==-1 || spritecrouch ==-1)
{
// Sprites do not exist so it is best to disable the crouch sprite.
crouchsprite = 0;
return;
}
int wadnorm = Wads.GetLumpFile(spritenorm);
int wadcrouch = Wads.GetLumpFile(spritenorm);
if (wadnorm > FWadCollection::IWAD_FILENUM && wadcrouch <= FWadCollection::IWAD_FILENUM)
{
// Question: Add an option / disable crouching or do what?
crouchsprite = 0;
}
}
}
//===========================================================================
//
// APlayerPawn :: Tick
//
//===========================================================================
void APlayerPawn::Tick()
{
if (player != NULL && player->mo == this && player->morphTics == 0 && player->playerstate != PST_DEAD)
{
height = FixedMul(GetDefault()->height, player->crouchfactor);
}
else
{
if (health > 0) height = GetDefault()->height;
}
Super::Tick();
}
//===========================================================================
//
// APlayerPawn :: PostBeginPlay
//
//===========================================================================
void APlayerPawn::PostBeginPlay()
{
SetupWeaponSlots();
}
//===========================================================================
//
// APlayerPawn :: SetupWeaponSlots
//
// Sets up the default weapon slots for this player. If this is also the
// local player, determines local modifications and sends those across the
// network. Ignores voodoo dolls.
//
//===========================================================================
void APlayerPawn::SetupWeaponSlots()
{
if (player != NULL && player->mo == this)
{
player->weapons.StandardSetup(GetClass());
if (player - players == consoleplayer)
{ // If we're the local player, then there's a bit more work to do.
FWeaponSlots local_slots(player->weapons);
local_slots.LocalSetup(GetClass());
local_slots.SendDifferences(player->weapons);
}
}
}
//===========================================================================
//
// APlayerPawn :: AddInventory
//
//===========================================================================
void APlayerPawn::AddInventory (AInventory *item)
{
// Adding inventory to a voodoo doll should add it to the real player instead.
if (player != NULL && player->mo != this && player->mo != NULL)
{
player->mo->AddInventory (item);
return;
}
Super::AddInventory (item);
// If nothing is selected, select this item.
if (InvSel == NULL && (item->ItemFlags & IF_INVBAR))
{
InvSel = item;
}
}
//===========================================================================
//
// APlayerPawn :: RemoveInventory
//
//===========================================================================
void APlayerPawn::RemoveInventory (AInventory *item)
{
bool pickWeap = false;
// Since voodoo dolls aren't supposed to have an inventory, there should be
// no need to redirect them to the real player here as there is with AddInventory.
// If the item removed is the selected one, select something else, either the next
// item, if there is one, or the previous item.
if (player != NULL)
{
if (InvSel == item)
{
InvSel = item->NextInv ();
if (InvSel == NULL)
{
InvSel = item->PrevInv ();
}
}
if (InvFirst == item)
{
InvFirst = item->NextInv ();
if (InvFirst == NULL)
{
InvFirst = item->PrevInv ();
}
}
if (item == player->PendingWeapon)
{
player->PendingWeapon = WP_NOCHANGE;
}
if (item == player->ReadyWeapon)
{
// If the current weapon is removed, clear the refire counter and pick a new one.
pickWeap = true;
player->ReadyWeapon = NULL;
player->refire = 0;
}
}
Super::RemoveInventory (item);
if (pickWeap && player->mo == this && player->PendingWeapon == WP_NOCHANGE)
{
PickNewWeapon (NULL);
}
}
//===========================================================================
//
// APlayerPawn :: UseInventory
//
//===========================================================================
bool APlayerPawn::UseInventory (AInventory *item)
{
const PClass *itemtype = item->GetClass();
if (player->cheats & CF_TOTALLYFROZEN)
{ // You can't use items if you're totally frozen
return false;
}
if (!Super::UseInventory (item))
{
// Heretic and Hexen advance the inventory cursor if the use failed.
// Should this behavior be retained?
return false;
}
if (player == &players[consoleplayer])
{
S_Sound (this, CHAN_ITEM, item->UseSound, 1, ATTN_NORM);
StatusBar->FlashItem (itemtype);
}
return true;
}
//===========================================================================
//
// APlayerPawn :: BestWeapon
//
// Returns the best weapon a player has, possibly restricted to a single
// type of ammo.
//
//===========================================================================
AWeapon *APlayerPawn::BestWeapon (const PClass *ammotype)
{
AWeapon *bestMatch = NULL;
int bestOrder = INT_MAX;
AInventory *item;
AWeapon *weap;
bool tomed = NULL != FindInventory (RUNTIME_CLASS(APowerWeaponLevel2));
// Find the best weapon the player has.
for (item = Inventory; item != NULL; item = item->Inventory)
{
if (!item->IsKindOf (RUNTIME_CLASS(AWeapon)))
continue;
weap = static_cast<AWeapon *> (item);
// Don't select it if it's worse than what was already found.
if (weap->SelectionOrder > bestOrder)
continue;
// Don't select it if its primary fire doesn't use the desired ammo.
if (ammotype != NULL &&
(weap->Ammo1 == NULL ||
weap->Ammo1->GetClass() != ammotype))
continue;
// Don't select it if the Tome is active and this isn't the powered-up version.
if (tomed && weap->SisterWeapon != NULL && weap->SisterWeapon->WeaponFlags & WIF_POWERED_UP)
continue;
// Don't select it if it's powered-up and the Tome is not active.
if (!tomed && weap->WeaponFlags & WIF_POWERED_UP)
continue;
// Don't select it if there isn't enough ammo to use its primary fire.
if (!(weap->WeaponFlags & WIF_AMMO_OPTIONAL) &&
!weap->CheckAmmo (AWeapon::PrimaryFire, false))
continue;
// This weapon is usable!
bestOrder = weap->SelectionOrder;
bestMatch = weap;
}
return bestMatch;
}
//===========================================================================
//
// APlayerPawn :: PickNewWeapon
//
// Picks a new weapon for this player. Used mostly for running out of ammo,
// but it also works when an ACS script explicitly takes the ready weapon
// away or the player picks up some ammo they had previously run out of.
//
//===========================================================================
AWeapon *APlayerPawn::PickNewWeapon (const PClass *ammotype)
{
AWeapon *best = BestWeapon (ammotype);
if (best != NULL)
{
player->PendingWeapon = best;
if (player->ReadyWeapon != NULL)
{
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetDownState());
}
else if (player->PendingWeapon != WP_NOCHANGE)
{
P_BringUpWeapon (player);
}
}
return best;
}
//===========================================================================
//
// APlayerPawn :: CheckWeaponSwitch
//
// Checks if weapons should be changed after picking up ammo
//
//===========================================================================
void APlayerPawn::CheckWeaponSwitch(const PClass *ammotype)
{
if (!player->userinfo.neverswitch &&
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;
}
}
}
//===========================================================================
//
// APlayerPawn :: GiveDeathmatchInventory
//
// Gives players items they should have in addition to their default
// inventory when playing deathmatch. (i.e. all keys)
//
//===========================================================================
void APlayerPawn::GiveDeathmatchInventory()
{
for (unsigned int i = 0; i < PClass::m_Types.Size(); ++i)
{
if (PClass::m_Types[i]->IsDescendantOf (RUNTIME_CLASS(AKey)))
{
AKey *key = (AKey *)GetDefaultByType (PClass::m_Types[i]);
if (key->KeyNumber != 0)
{
key = static_cast<AKey *>(Spawn (PClass::m_Types[i], 0,0,0, NO_REPLACE));
if (!key->CallTryPickup (this))
{
key->Destroy ();
}
}
}
}
}
//===========================================================================
//
// APlayerPawn :: FilterCoopRespawnInventory
//
// When respawning in coop, this function is called to walk through the dead
// player's inventory and modify it according to the current game flags so
// that it can be transferred to the new live player. This player currently
// has the default inventory, and the oldplayer has the inventory at the time
// of death.
//
//===========================================================================
void APlayerPawn::FilterCoopRespawnInventory (APlayerPawn *oldplayer)
{
AInventory *item, *next, *defitem;
// If we're losing everything, this is really simple.
if (dmflags & DF_COOP_LOSE_INVENTORY)
{
oldplayer->DestroyAllInventory();
return;
}
if (dmflags & (DF_COOP_LOSE_KEYS |
DF_COOP_LOSE_WEAPONS |
DF_COOP_LOSE_AMMO |
DF_COOP_HALVE_AMMO |
DF_COOP_LOSE_ARMOR |
DF_COOP_LOSE_POWERUPS))
{
// Walk through the old player's inventory and destroy or modify
// according to dmflags.
for (item = oldplayer->Inventory; item != NULL; item = next)
{
next = item->Inventory;
// If this item is part of the default inventory, we never want
// to destroy it, although we might want to copy the default
// inventory amount.
defitem = FindInventory (item->GetClass());
if ((dmflags & DF_COOP_LOSE_KEYS) &&
defitem == NULL &&
item->IsKindOf(RUNTIME_CLASS(AKey)))
{
item->Destroy();
}
else if ((dmflags & DF_COOP_LOSE_WEAPONS) &&
defitem == NULL &&
item->IsKindOf(RUNTIME_CLASS(AWeapon)))
{
item->Destroy();
}
else if ((dmflags & DF_COOP_LOSE_ARMOR) &&
item->IsKindOf(RUNTIME_CLASS(AArmor)))
{
if (defitem != NULL)
{
item->Destroy();
}
else if (item->IsKindOf(RUNTIME_CLASS(ABasicArmor)))
{
static_cast<ABasicArmor*>(item)->SavePercent = static_cast<ABasicArmor*>(defitem)->SavePercent;
item->Amount = defitem->Amount;
}
else if (item->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
{
static_cast<AHexenArmor*>(item)->Slots[0] = static_cast<AHexenArmor*>(defitem)->Slots[0];
static_cast<AHexenArmor*>(item)->Slots[1] = static_cast<AHexenArmor*>(defitem)->Slots[1];
static_cast<AHexenArmor*>(item)->Slots[2] = static_cast<AHexenArmor*>(defitem)->Slots[2];
static_cast<AHexenArmor*>(item)->Slots[3] = static_cast<AHexenArmor*>(defitem)->Slots[3];
}
}
else if ((dmflags & DF_COOP_LOSE_POWERUPS) &&
defitem == NULL &&
item->IsKindOf(RUNTIME_CLASS(APowerupGiver)))
{
item->Destroy();
}
else if ((dmflags & (DF_COOP_LOSE_AMMO | DF_COOP_HALVE_AMMO)) &&
item->IsKindOf(RUNTIME_CLASS(AAmmo)))
{
if (defitem == NULL)
{
if (dmflags & DF_COOP_LOSE_AMMO)
{
// Do NOT destroy the ammo, because a weapon might reference it.
item->Amount = 0;
}
else if (item->Amount > 1)
{
item->Amount /= 2;
}
}
else
{
// When set to lose ammo, you get to keep all your starting ammo.
// When set to halve ammo, you won't be left with less than your starting amount.
if (dmflags & DF_COOP_LOSE_AMMO)
{
item->Amount = defitem->Amount;
}
else if (item->Amount > 1)
{
item->Amount = MAX(item->Amount / 2, defitem->Amount);
}
}
}
}
}
// Now destroy the default inventory this player is holding and move
// over the old player's remaining inventory.
DestroyAllInventory();
ObtainInventory (oldplayer);
player->ReadyWeapon = NULL;
PickNewWeapon (NULL);
}
//===========================================================================
//
// APlayerPawn :: GetSoundClass
//
//===========================================================================
const char *APlayerPawn::GetSoundClass ()
{
if (player != NULL &&
(unsigned int)player->userinfo.skin >= PlayerClasses.Size () &&
(size_t)player->userinfo.skin < numskins)
{
return skins[player->userinfo.skin].name;
}
// [GRB]
const char *sclass = GetClass ()->Meta.GetMetaString (APMETA_SoundClass);
return sclass != NULL ? sclass : "player";
}
//===========================================================================
//
// APlayerPawn :: GetMaxHealth
//
// only needed because Boom screwed up Dehacked.
//
//===========================================================================
int APlayerPawn::GetMaxHealth() const
{
return MaxHealth > 0? MaxHealth : ((i_compatflags&COMPATF_DEHHEALTH)? 100 : deh.MaxHealth);
}
//===========================================================================
//
// APlayerPawn :: UpdateWaterLevel
//
// Plays surfacing and diving sounds, as appropriate.
//
//===========================================================================
bool APlayerPawn::UpdateWaterLevel (fixed_t oldz, bool splash)
{
int oldlevel = waterlevel;
bool retval = Super::UpdateWaterLevel (oldz, splash);
if (player != NULL)
{
if (oldlevel < 3 && waterlevel == 3)
{ // Our head just went under.
S_Sound (this, CHAN_VOICE, "*dive", 1, ATTN_NORM);
}
else if (oldlevel == 3 && waterlevel < 3)
{ // Our head just came up.
if (player->air_finished > level.time)
{ // We hadn't run out of air yet.
S_Sound (this, CHAN_VOICE, "*surface", 1, ATTN_NORM);
}
// If we were running out of air, then ResetAirSupply() will play *gasp.
}
}
return retval;
}
//===========================================================================
//
// APlayerPawn :: ResetAirSupply
//
// Gives the player a full "tank" of air. If they had previously completely
// run out of air, also plays the *gasp sound. Returns true if the player
// was drowning.
//
//===========================================================================
bool APlayerPawn::ResetAirSupply (bool playgasp)
{
bool wasdrowning = (player->air_finished < level.time);
if (playgasp && wasdrowning)
{
S_Sound (this, CHAN_VOICE, "*gasp", 1, ATTN_NORM);
}
if (level.airsupply> 0) player->air_finished = level.time + level.airsupply;
else player->air_finished = INT_MAX;
return wasdrowning;
}
//===========================================================================
//
// Animations
//
//===========================================================================
void APlayerPawn::PlayIdle ()
{
if (InStateSequence(state, SeeState))
SetState (SpawnState);
}
void APlayerPawn::PlayRunning ()
{
if (InStateSequence(state, SpawnState) && SeeState != NULL)
SetState (SeeState);
}
void APlayerPawn::PlayAttacking ()
{
if (MissileState != NULL) SetState (MissileState);
}
void APlayerPawn::PlayAttacking2 ()
{
if (MeleeState != NULL) SetState (MeleeState);
}
void APlayerPawn::ThrowPoisonBag ()
{
}
//===========================================================================
//
// APlayerPawn :: GiveDefaultInventory
//
//===========================================================================
void APlayerPawn::GiveDefaultInventory ()
{
if (player == NULL) return;
// [GRB] Give inventory specified in DECORATE
player->health = GetDefault ()->health;
// HexenArmor must always be the first item in the inventory because
// it provides player class based protection that should not affect
// any other protection item.
fixed_t hx[5];
for(int i=0;i<5;i++)
{
hx[i] = GetClass()->Meta.GetMetaFixed(APMETA_Hexenarmor0+i);
}
GiveInventoryType (RUNTIME_CLASS(AHexenArmor));
AHexenArmor *harmor = FindInventory<AHexenArmor>();
harmor->Slots[4] = hx[0];
harmor->SlotsIncrement[0] = hx[1];
harmor->SlotsIncrement[1] = hx[2];
harmor->SlotsIncrement[2] = hx[3];
harmor->SlotsIncrement[3] = hx[4];
// BasicArmor must come right after that. It should not affect any
// other protection item as well but needs to process the damage
// before the HexenArmor does.
ABasicArmor *barmor = Spawn<ABasicArmor> (0,0,0, NO_REPLACE);
barmor->BecomeItem ();
barmor->SavePercent = 0;
barmor->Amount = 0;
AddInventory (barmor);
// Now add the items from the DECORATE definition
FDropItem *di = GetDropItems();
while (di)
{
const PClass *ti = PClass::FindClass (di->Name);
if (ti)
{
AInventory *item = FindInventory (ti);
if (item != NULL)
{
item->Amount = clamp<int>(
item->Amount + (di->amount ? di->amount : ((AInventory *)item->GetDefault ())->Amount),
0, item->MaxAmount);
}
else
{
item = static_cast<AInventory *>(Spawn (ti, 0,0,0, NO_REPLACE));
item->ItemFlags|=IF_IGNORESKILL; // no skill multiplicators here
item->Amount = di->amount;
if (item->IsKindOf (RUNTIME_CLASS (AWeapon)))
{
// To allow better control any weapon is emptied of
// ammo before being given to the player.
static_cast<AWeapon*>(item)->AmmoGive1 =
static_cast<AWeapon*>(item)->AmmoGive2 = 0;
}
AActor *check;
if (!item->CallTryPickup(this, &check))
{
if (check != this)
{
// Player was morphed. This is illegal at game start.
// This problem is only detectable when it's too late to do something about it...
I_Error("Cannot give morph items when starting a game");
}
item->Destroy ();
item = NULL;
}
}
if (item != NULL && item->IsKindOf (RUNTIME_CLASS (AWeapon)) &&
static_cast<AWeapon*>(item)->CheckAmmo(AWeapon::EitherFire, false))
{
player->ReadyWeapon = player->PendingWeapon = static_cast<AWeapon *> (item);
}
}
di = di->Next;
}
}
void APlayerPawn::MorphPlayerThink ()
{
}
void APlayerPawn::ActivateMorphWeapon ()
{
const PClass *morphweapon = PClass::FindClass (MorphWeapon);
player->PendingWeapon = WP_NOCHANGE;
player->psprites[ps_weapon].sy = WEAPONTOP;
if (morphweapon == NULL || !morphweapon->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
{ // No weapon at all while morphed!
player->ReadyWeapon = NULL;
P_SetPsprite (player, ps_weapon, NULL);
}
else
{
player->ReadyWeapon = static_cast<AWeapon *>(player->mo->FindInventory (morphweapon));
if (player->ReadyWeapon == NULL)
{
player->ReadyWeapon = static_cast<AWeapon *>(player->mo->GiveInventoryType (morphweapon));
if (player->ReadyWeapon != NULL)
{
player->ReadyWeapon->GivenAsMorphWeapon = true; // flag is used only by new beastweap semantics in P_UndoPlayerMorph
}
}
if (player->ReadyWeapon != NULL)
{
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
}
else
{
P_SetPsprite (player, ps_weapon, NULL);
}
}
P_SetPsprite (player, ps_flash, NULL);
player->PendingWeapon = WP_NOCHANGE;
}
//===========================================================================
//
// APlayerPawn :: Die
//
//===========================================================================
void APlayerPawn::Die (AActor *source, AActor *inflictor)
{
Super::Die (source, inflictor);
if (player != NULL && player->mo == this) player->bonuscount = 0;
if (player != NULL && player->mo != this)
{ // Make the real player die, too
player->mo->Die (source, inflictor);
}
else
{
if (player != NULL && (dmflags2 & DF2_YES_WEAPONDROP))
{ // Voodoo dolls don't drop weapons
AWeapon *weap = player->ReadyWeapon;
if (weap != NULL)
{
AInventory *item;
if (weap->SpawnState != NULL &&
weap->SpawnState != ::GetDefault<AActor>()->SpawnState)
{
item = P_DropItem (this, weap->GetClass(), -1, 256);
if (item != NULL)
{
if (weap->AmmoGive1 && weap->Ammo1)
{
static_cast<AWeapon *>(item)->AmmoGive1 = weap->Ammo1->Amount;
}
if (weap->AmmoGive2 && weap->Ammo2)
{
static_cast<AWeapon *>(item)->AmmoGive2 = weap->Ammo2->Amount;
}
item->ItemFlags |= IF_IGNORESKILL;
}
}
else
{
item = P_DropItem (this, weap->AmmoType1, -1, 256);
if (item != NULL)
{
item->Amount = weap->Ammo1->Amount;
item->ItemFlags |= IF_IGNORESKILL;
}
item = P_DropItem (this, weap->AmmoType2, -1, 256);
if (item != NULL)
{
item->Amount = weap->Ammo2->Amount;
item->ItemFlags |= IF_IGNORESKILL;
}
}
}
}
if (!multiplayer && (level.flags2 & LEVEL2_DEATHSLIDESHOW))
{
F_StartSlideshow ();
}
}
}
//===========================================================================
//
// APlayerPawn :: TweakSpeeds
//
//===========================================================================
void APlayerPawn::TweakSpeeds (int &forward, int &side)
{
// Strife's player can't run when its healh is below 10
if (health <= RunHealth)
{
forward = clamp(forward, -0x1900, 0x1900);
side = clamp(side, -0x1800, 0x1800);
}
// [GRB]
if ((unsigned int)(forward + 0x31ff) < 0x63ff)
{
forward = FixedMul (forward, ForwardMove1);
}
else
{
forward = FixedMul (forward, ForwardMove2);
}
if ((unsigned int)(side + 0x27ff) < 0x4fff)
{
side = FixedMul (side, SideMove1);
}
else
{
side = FixedMul (side, SideMove2);
}
if (!player->morphTics && Inventory != NULL)
{
fixed_t factor = Inventory->GetSpeedFactor ();
forward = FixedMul(forward, factor);
side = FixedMul(side, factor);
}
}
//===========================================================================
//
// A_PlayerScream
//
// try to find the appropriate death sound and use suitable
// replacements if necessary
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_PlayerScream)
{
int sound = 0;
int chan = CHAN_VOICE;
if (self->player == NULL || self->DeathSound != 0)
{
if (self->DeathSound != 0)
{
S_Sound (self, CHAN_VOICE, self->DeathSound, 1, ATTN_NORM);
}
else
{
S_Sound (self, CHAN_VOICE, "*death", 1, ATTN_NORM);
}
return;
}
// Handle the different player death screams
if ((((level.flags >> 15) | (dmflags)) &
(DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX)) &&
self->velz <= -39*FRACUNIT)
{
sound = S_FindSkinnedSound (self, "*splat");
chan = CHAN_BODY;
}
if (!sound && self->special1<10)
{ // Wimpy death sound
sound = S_FindSkinnedSoundEx (self, "*wimpydeath", self->player->LastDamageType);
}
if (!sound && self->health <= -50)
{
if (self->health > -100)
{ // Crazy death sound
sound = S_FindSkinnedSoundEx (self, "*crazydeath", self->player->LastDamageType);
}
if (!sound)
{ // Extreme death sound
sound = S_FindSkinnedSoundEx (self, "*xdeath", self->player->LastDamageType);
if (!sound)
{
sound = S_FindSkinnedSoundEx (self, "*gibbed", self->player->LastDamageType);
chan = CHAN_BODY;
}
}
}
if (!sound)
{ // Normal death sound
sound = S_FindSkinnedSoundEx (self, "*death", self->player->LastDamageType);
}
if (chan != CHAN_VOICE)
{
for (int i = 0; i < 8; ++i)
{ // Stop most playing sounds from this player.
// This is mainly to stop *land from messing up *splat.
if (i != CHAN_WEAPON && i != CHAN_VOICE)
{
S_StopSound (self, i);
}
}
}
S_Sound (self, chan, sound, 1, ATTN_NORM);
}
//----------------------------------------------------------------------------
//
// PROC A_SkullPop
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullPop)
{
ACTION_PARAM_START(1);
ACTION_PARAM_CLASS(spawntype, 0);
APlayerPawn *mo;
player_t *player;
// [GRB] Parameterized version
if (!spawntype || !spawntype->IsDescendantOf (RUNTIME_CLASS (APlayerChunk)))
{
spawntype = PClass::FindClass("BloodySkull");
if (spawntype == NULL) return;
}
self->flags &= ~MF_SOLID;
mo = (APlayerPawn *)Spawn (spawntype, self->x, self->y, self->z + 48*FRACUNIT, NO_REPLACE);
//mo->target = self;
mo->velx = pr_skullpop.Random2() << 9;
mo->vely = pr_skullpop.Random2() << 9;
mo->velz = 2*FRACUNIT + (pr_skullpop() << 6);
// Attach player mobj to bloody skull
player = self->player;
self->player = NULL;
mo->ObtainInventory (self);
mo->player = player;
mo->health = self->health;
mo->angle = self->angle;
if (player != NULL)
{
player->mo = mo;
if (player->camera == self)
{
player->camera = mo;
}
player->damagecount = 32;
}
}
//----------------------------------------------------------------------------
//
// PROC A_CheckSkullDone
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_CheckPlayerDone)
{
if (self->player == NULL)
{
self->Destroy ();
}
}
//===========================================================================
//
// P_CheckPlayerSprites
//
// Here's the place where crouching sprites are handled
// This must be called each frame before rendering
//
//===========================================================================
void P_CheckPlayerSprites()
{
for(int i=0; i<MAXPLAYERS; i++)
{
player_t * player = &players[i];
APlayerPawn * mo = player->mo;
if (playeringame[i] && mo != NULL)
{
int crouchspriteno;
fixed_t defscaleY = mo->GetDefault()->scaleY;
if (player->userinfo.skin != 0)
{
defscaleY = skins[player->userinfo.skin].ScaleY;
}
// Set the crouch sprite
if (player->crouchfactor < FRACUNIT*3/4)
{
if (mo->sprite == mo->SpawnState->sprite || mo->sprite == mo->crouchsprite)
{
crouchspriteno = mo->crouchsprite;
}
else if (mo->sprite == skins[player->userinfo.skin].sprite ||
mo->sprite == skins[player->userinfo.skin].crouchsprite)
{
crouchspriteno = skins[player->userinfo.skin].crouchsprite;
}
else
{
// no sprite -> squash the existing one
crouchspriteno = -1;
}
if (crouchspriteno > 0)
{
mo->sprite = crouchspriteno;
mo->scaleY = defscaleY;
}
else if (player->playerstate != PST_DEAD)
{
mo->scaleY = player->crouchfactor < FRACUNIT*3/4 ? defscaleY/2 : defscaleY;
}
}
else // Set the normal sprite
{
if (mo->sprite == mo->crouchsprite)
{
mo->sprite = mo->SpawnState->sprite;
}
else if (mo->sprite == skins[player->userinfo.skin].crouchsprite)
{
mo->sprite = skins[player->userinfo.skin].sprite;
}
mo->scaleY = defscaleY;
}
}
}
}
/*
==================
=
= P_Thrust
=
= moves the given origin along a given angle
=
==================
*/
void P_SideThrust (player_t *player, angle_t angle, fixed_t move)
{
angle = (angle - ANGLE_90) >> ANGLETOFINESHIFT;
player->mo->velx += FixedMul (move, finecosine[angle]);
player->mo->vely += FixedMul (move, finesine[angle]);
}
void P_ForwardThrust (player_t *player, angle_t angle, fixed_t move)
{
angle >>= ANGLETOFINESHIFT;
if ((player->mo->waterlevel || (player->mo->flags & MF_NOGRAVITY))
&& player->mo->pitch != 0)
{
angle_t pitch = (angle_t)player->mo->pitch >> ANGLETOFINESHIFT;
fixed_t zpush = FixedMul (move, finesine[pitch]);
if (player->mo->waterlevel && player->mo->waterlevel < 2 && zpush < 0)
zpush = 0;
player->mo->velz -= zpush;
move = FixedMul (move, finecosine[pitch]);
}
player->mo->velx += FixedMul (move, finecosine[angle]);
player->mo->vely += FixedMul (move, finesine[angle]);
}
//
// P_Bob
// Same as P_Thrust, but only affects bobbing.
//
// killough 10/98: We apply thrust separately between the real physical player
// and the part which affects bobbing. This way, bobbing only comes from player
// motion, nothing external, avoiding many problems, e.g. bobbing should not
// occur on conveyors, unless the player walks on one, and bobbing should be
// reduced at a regular rate, even on ice (where the player coasts).
//
void P_Bob (player_t *player, angle_t angle, fixed_t move)
{
angle >>= ANGLETOFINESHIFT;
player->velx += FixedMul(move, finecosine[angle]);
player->vely += FixedMul(move, finesine[angle]);
}
/*
==================
=
= P_CalcHeight
=
=
Calculate the walking / running height adjustment
=
==================
*/
void P_CalcHeight (player_t *player)
{
int angle;
fixed_t bob;
bool still = false;
// Regular movement bobbing
// (needs to be calculated for gun swing even if not on ground)
// killough 10/98: Make bobbing depend only on player-applied motion.
//
// Note: don't reduce bobbing here if on ice: if you reduce bobbing here,
// it causes bobbing jerkiness when the player moves from ice to non-ice,
// and vice-versa.
if ((player->mo->flags & MF_NOGRAVITY) && !onground)
{
player->bob = FRACUNIT / 2;
}
else
{
player->bob = DMulScale16 (player->velx, player->velx, player->vely, player->vely);
if (player->bob == 0)
{
still = true;
}
else
{
player->bob = FixedMul (player->bob, player->userinfo.MoveBob);
if (player->bob > MAXBOB)
player->bob = MAXBOB;
}
}
fixed_t defaultviewheight = player->mo->ViewHeight + player->crouchviewdelta;
if (player->cheats & CF_NOVELOCITY)
{
player->viewz = player->mo->z + defaultviewheight;
if (player->viewz > player->mo->ceilingz-4*FRACUNIT)
player->viewz = player->mo->ceilingz-4*FRACUNIT;
return;
}
if (still)
{
if (player->health > 0)
{
angle = DivScale13 (level.time, 120*TICRATE/35) & FINEMASK;
bob = FixedMul (player->userinfo.StillBob, finesine[angle]);
}
else
{
bob = 0;
}
}
else
{
// DivScale 13 because FINEANGLES == (1<<13)
angle = DivScale13 (level.time, 20*TICRATE/35) & FINEMASK;
bob = FixedMul (player->bob>>(player->mo->waterlevel > 1 ? 2 : 1), finesine[angle]);
}
// move viewheight
if (player->playerstate == PST_LIVE)
{
player->viewheight += player->deltaviewheight;
if (player->viewheight > defaultviewheight)
{
player->viewheight = defaultviewheight;
player->deltaviewheight = 0;
}
else if (player->viewheight < (defaultviewheight>>1))
{
player->viewheight = defaultviewheight>>1;
if (player->deltaviewheight <= 0)
player->deltaviewheight = 1;
}
if (player->deltaviewheight)
{
player->deltaviewheight += FRACUNIT/4;
if (!player->deltaviewheight)
player->deltaviewheight = 1;
}
}
if (player->morphTics)
{
bob = 0;
}
player->viewz = player->mo->z + player->viewheight + bob;
if (player->mo->floorclip && player->playerstate != PST_DEAD
&& player->mo->z <= player->mo->floorz)
{
player->viewz -= player->mo->floorclip;
}
if (player->viewz > player->mo->ceilingz - 4*FRACUNIT)
{
player->viewz = player->mo->ceilingz - 4*FRACUNIT;
}
if (player->viewz < player->mo->floorz + 4*FRACUNIT)
{
player->viewz = player->mo->floorz + 4*FRACUNIT;
}
}
/*
=================
=
= P_MovePlayer
=
=================
*/
CUSTOM_CVAR (Float, sv_aircontrol, 0.00390625f, CVAR_SERVERINFO|CVAR_NOSAVE)
{
level.aircontrol = (fixed_t)(self * 65536.f);
G_AirControlChanged ();
}
void P_MovePlayer (player_t *player)
{
ticcmd_t *cmd = &player->cmd;
APlayerPawn *mo = player->mo;
// [RH] 180-degree turn overrides all other yaws
if (player->turnticks)
{
player->turnticks--;
mo->angle += (ANGLE_180 / TURN180_TICKS);
}
else
{
mo->angle += cmd->ucmd.yaw << 16;
}
onground = (mo->z <= mo->floorz) || (mo->flags2 & MF2_ONMOBJ) || (mo->BounceFlags & BOUNCE_MBF);
// killough 10/98:
//
// We must apply thrust to the player and bobbing separately, to avoid
// anomalies. The thrust applied to bobbing is always the same strength on
// ice, because the player still "works just as hard" to move, while the
// thrust applied to the movement varies with 'movefactor'.
if (cmd->ucmd.forwardmove | cmd->ucmd.sidemove)
{
fixed_t forwardmove, sidemove;
int bobfactor;
int friction, movefactor;
int fm, sm;
movefactor = P_GetMoveFactor (mo, &friction);
bobfactor = friction < ORIG_FRICTION ? movefactor : ORIG_FRICTION_FACTOR;
if (!onground && !(player->mo->flags & MF_NOGRAVITY) && !player->mo->waterlevel)
{
// [RH] allow very limited movement if not on ground.
movefactor = FixedMul (movefactor, level.aircontrol);
bobfactor = FixedMul (bobfactor, level.aircontrol);
}
fm = cmd->ucmd.forwardmove;
sm = cmd->ucmd.sidemove;
mo->TweakSpeeds (fm, sm);
fm = FixedMul (fm, player->mo->Speed);
sm = FixedMul (sm, player->mo->Speed);
// When crouching speed and bobbing have to be reduced
if (player->morphTics==0 && player->crouchfactor != FRACUNIT)
{
fm = FixedMul(fm, player->crouchfactor);
sm = FixedMul(sm, player->crouchfactor);
bobfactor = FixedMul(bobfactor, player->crouchfactor);
}
forwardmove = Scale (fm, movefactor * 35, TICRATE << 8);
sidemove = Scale (sm, movefactor * 35, TICRATE << 8);
if (forwardmove)
{
P_Bob (player, mo->angle, (cmd->ucmd.forwardmove * bobfactor) >> 8);
P_ForwardThrust (player, mo->angle, forwardmove);
}
if (sidemove)
{
P_Bob (player, mo->angle-ANG90, (cmd->ucmd.sidemove * bobfactor) >> 8);
P_SideThrust (player, mo->angle, sidemove);
}
if (debugfile)
{
fprintf (debugfile, "move player for pl %d%c: (%d,%d,%d) (%d,%d) %d %d w%d [", int(player-players),
player->cheats&CF_PREDICTING?'p':' ',
player->mo->x, player->mo->y, player->mo->z,forwardmove, sidemove, movefactor, friction, player->mo->waterlevel);
msecnode_t *n = player->mo->touching_sectorlist;
while (n != NULL)
{
fprintf (debugfile, "%td ", n->m_sector-sectors);
n = n->m_tnext;
}
fprintf (debugfile, "]\n");
}
if (!(player->cheats & CF_PREDICTING) && (forwardmove|sidemove))
{
player->mo->PlayRunning ();
}
if (player->cheats & CF_REVERTPLEASE)
{
player->cheats &= ~CF_REVERTPLEASE;
player->camera = player->mo;
}
}
}
//==========================================================================
//
// P_FallingDamage
//
//==========================================================================
void P_FallingDamage (AActor *actor)
{
int damagestyle;
int damage;
fixed_t vel;
damagestyle = ((level.flags >> 15) | (dmflags)) &
(DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX);
if (damagestyle == 0)
return;
if (actor->floorsector->Flags & SECF_NOFALLINGDAMAGE)
return;
vel = abs(actor->velz);
// Since Hexen falling damage is stronger than ZDoom's, it takes
// precedence. ZDoom falling damage may not be as strong, but it
// gets felt sooner.
switch (damagestyle)
{
case DF_FORCE_FALLINGHX: // Hexen falling damage
if (vel <= 23*FRACUNIT)
{ // Not fast enough to hurt
return;
}
if (vel >= 63*FRACUNIT)
{ // automatic death
damage = 1000000;
}
else
{
vel = FixedMul (vel, 16*FRACUNIT/23);
damage = ((FixedMul (vel, vel) / 10) >> FRACBITS) - 24;
if (actor->velz > -39*FRACUNIT && damage > actor->health
&& actor->health != 1)
{ // No-death threshold
damage = actor->health-1;
}
}
break;
case DF_FORCE_FALLINGZD: // ZDoom falling damage
if (vel <= 19*FRACUNIT)
{ // Not fast enough to hurt
return;
}
if (vel >= 84*FRACUNIT)
{ // automatic death
damage = 1000000;
}
else
{
damage = ((MulScale23 (vel, vel*11) >> FRACBITS) - 30) / 2;
if (damage < 1)
{
damage = 1;
}
}
break;
case DF_FORCE_FALLINGST: // Strife falling damage
if (vel <= 20*FRACUNIT)
{ // Not fast enough to hurt
return;
}
// The minimum amount of damage you take from falling in Strife
// is 52. Ouch!
damage = vel / 25000;
break;
default:
return;
}
if (actor->player)
{
S_Sound (actor, CHAN_AUTO, "*land", 1, ATTN_NORM);
P_NoiseAlert (actor, actor, true);
if (damage == 1000000 && (actor->player->cheats & (CF_GODMODE | CF_BUDDHA)))
{
damage = 999;
}
}
P_DamageMobj (actor, NULL, NULL, damage, NAME_Falling);
}
//==========================================================================
//
// P_DeathThink
//
//==========================================================================
void P_DeathThink (player_t *player)
{
int dir;
angle_t delta;
int lookDelta;
P_MovePsprites (player);
onground = (player->mo->z <= player->mo->floorz);
if (player->mo->IsKindOf (RUNTIME_CLASS(APlayerChunk)))
{ // Flying bloody skull or flying ice chunk
player->viewheight = 6 * FRACUNIT;
player->deltaviewheight = 0;
if (onground)
{
if (player->mo->pitch > -(int)ANGLE_1*19)
{
lookDelta = (-(int)ANGLE_1*19 - player->mo->pitch) / 8;
player->mo->pitch += lookDelta;
}
}
}
else if (!(player->mo->flags & MF_ICECORPSE))
{ // Fall to ground (if not frozen)
player->deltaviewheight = 0;
if (player->viewheight > 6*FRACUNIT)
{
player->viewheight -= FRACUNIT;
}
if (player->viewheight < 6*FRACUNIT)
{
player->viewheight = 6*FRACUNIT;
}
if (player->mo->pitch < 0)
{
player->mo->pitch += ANGLE_1*3;
}
else if (player->mo->pitch > 0)
{
player->mo->pitch -= ANGLE_1*3;
}
if (abs(player->mo->pitch) < ANGLE_1*3)
{
player->mo->pitch = 0;
}
}
P_CalcHeight (player);
if (player->attacker && player->attacker != player->mo)
{ // Watch killer
dir = P_FaceMobj (player->mo, player->attacker, &delta);
if (delta < ANGLE_1*10)
{ // Looking at killer, so fade damage and poison counters
if (player->damagecount)
{
player->damagecount--;
}
if (player->poisoncount)
{
player->poisoncount--;
}
}
delta /= 8;
if (delta > ANGLE_1*5)
{
delta = ANGLE_1*5;
}
if (dir)
{ // Turn clockwise
player->mo->angle += delta;
}
else
{ // Turn counter clockwise
player->mo->angle -= delta;
}
}
else
{
if (player->damagecount)
{
player->damagecount--;
}
if (player->poisoncount)
{
player->poisoncount--;
}
}
if ((player->cmd.ucmd.buttons & BT_USE ||
((multiplayer || alwaysapplydmflags) && (dmflags & DF_FORCE_RESPAWN))) && !(dmflags2 & DF2_NO_RESPAWN))
{
if (level.time >= player->respawn_time || ((player->cmd.ucmd.buttons & BT_USE) && !player->isbot))
{
player->cls = NULL; // Force a new class if the player is using a random class
player->playerstate = (multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN)) ? PST_REBORN : PST_ENTER;
if (player->mo->special1 > 2)
{
player->mo->special1 = 0;
}
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_CrouchMove
//
//----------------------------------------------------------------------------
void P_CrouchMove(player_t * player, int direction)
{
fixed_t defaultheight = player->mo->GetDefault()->height;
fixed_t savedheight = player->mo->height;
fixed_t crouchspeed = direction * CROUCHSPEED;
fixed_t oldheight = player->viewheight;
player->crouchdir = (signed char) direction;
player->crouchfactor += crouchspeed;
// check whether the move is ok
player->mo->height = FixedMul(defaultheight, player->crouchfactor);
if (!P_TryMove(player->mo, player->mo->x, player->mo->y, false, false))
{
player->mo->height = savedheight;
if (direction > 0)
{
// doesn't fit
player->crouchfactor -= crouchspeed;
return;
}
}
player->mo->height = savedheight;
player->crouchfactor = clamp<fixed_t>(player->crouchfactor, FRACUNIT/2, FRACUNIT);
player->viewheight = FixedMul(player->mo->ViewHeight, player->crouchfactor);
player->crouchviewdelta = player->viewheight - player->mo->ViewHeight;
// Check for eyes going above/below fake floor due to crouching motion.
P_CheckFakeFloorTriggers(player->mo, player->mo->z + oldheight, true);
}
//----------------------------------------------------------------------------
//
// PROC P_PlayerThink
//
//----------------------------------------------------------------------------
void P_PlayerThink (player_t *player)
{
ticcmd_t *cmd;
if (player->mo == NULL)
{
I_Error ("No player %td start\n", player - players + 1);
}
if (debugfile && !(player->cheats & CF_PREDICTING))
{
fprintf (debugfile, "tic %d for pl %td: (%d, %d, %d, %u) b:%02x p:%d y:%d f:%d s:%d u:%d\n",
gametic, player-players, player->mo->x, player->mo->y, player->mo->z,
player->mo->angle>>ANGLETOFINESHIFT, player->cmd.ucmd.buttons,
player->cmd.ucmd.pitch, player->cmd.ucmd.yaw, player->cmd.ucmd.forwardmove,
player->cmd.ucmd.sidemove, player->cmd.ucmd.upmove);
}
// [RH] Zoom the player's FOV
float desired = player->DesiredFOV;
// Adjust FOV using on the currently held weapon.
if (player->playerstate != PST_DEAD && // No adjustment while dead.
player->ReadyWeapon != NULL && // No adjustment if no weapon.
player->ReadyWeapon->FOVScale != 0) // No adjustment if the adjustment is zero.
{
// A negative scale is used top prevent G_AddViewAngle/G_AddViewPitch
// from scaling with the FOV scale.
desired *= fabs(player->ReadyWeapon->FOVScale);
}
if (player->FOV != desired)
{
if (fabsf (player->FOV - desired) < 7.f)
{
player->FOV = desired;
}
else
{
float zoom = MAX(7.f, fabsf(player->FOV - desired) * 0.025f);
if (player->FOV > desired)
{
player->FOV = player->FOV - zoom;
}
else
{
player->FOV = player->FOV + zoom;
}
}
}
if (player->inventorytics)
{
player->inventorytics--;
}
// No-clip cheat
if (player->cheats & CF_NOCLIP)
{
player->mo->flags |= MF_NOCLIP;
}
else
{
player->mo->flags &= ~MF_NOCLIP;
}
cmd = &player->cmd;
// Make unmodified copies for ACS's GetPlayerInput.
player->original_oldbuttons = player->original_cmd.buttons;
player->original_cmd = cmd->ucmd;
if (player->mo->flags & MF_JUSTATTACKED)
{ // Chainsaw/Gauntlets attack auto forward motion
cmd->ucmd.yaw = 0;
cmd->ucmd.forwardmove = 0xc800/2;
cmd->ucmd.sidemove = 0;
player->mo->flags &= ~MF_JUSTATTACKED;
}
// [RH] Being totally frozen zeros out most input parameters.
if (player->cheats & CF_TOTALLYFROZEN || gamestate == GS_TITLELEVEL)
{
if (gamestate == GS_TITLELEVEL)
{
cmd->ucmd.buttons = 0;
}
else
{
cmd->ucmd.buttons &= BT_USE;
}
cmd->ucmd.pitch = 0;
cmd->ucmd.yaw = 0;
cmd->ucmd.roll = 0;
cmd->ucmd.forwardmove = 0;
cmd->ucmd.sidemove = 0;
cmd->ucmd.upmove = 0;
player->turnticks = 0;
}
else if (player->cheats & CF_FROZEN)
{
cmd->ucmd.forwardmove = 0;
cmd->ucmd.sidemove = 0;
cmd->ucmd.upmove = 0;
}
// Handle crouching
if (player->cmd.ucmd.buttons & BT_JUMP)
{
player->cmd.ucmd.buttons &= ~BT_CROUCH;
}
if (player->morphTics == 0 && player->health > 0 && level.IsCrouchingAllowed())
{
if (!(player->cheats & CF_TOTALLYFROZEN))
{
int crouchdir = player->crouching;
if (crouchdir == 0)
{
crouchdir = (player->cmd.ucmd.buttons & BT_CROUCH)? -1 : 1;
}
else if (player->cmd.ucmd.buttons & BT_CROUCH)
{
player->crouching=0;
}
if (crouchdir == 1 && player->crouchfactor < FRACUNIT &&
player->mo->z + player->mo->height < player->mo->ceilingz)
{
P_CrouchMove(player, 1);
}
else if (crouchdir == -1 && player->crouchfactor > FRACUNIT/2)
{
P_CrouchMove(player, -1);
}
}
}
else
{
player->Uncrouch();
}
player->crouchoffset = -FixedMul(player->mo->ViewHeight, (FRACUNIT - player->crouchfactor));
if (player->playerstate == PST_DEAD)
{
player->Uncrouch();
P_DeathThink (player);
return;
}
if (player->jumpTics)
{
player->jumpTics--;
}
if (player->morphTics && !(player->cheats & CF_PREDICTING))
{
player->mo->MorphPlayerThink ();
}
// [RH] Look up/down stuff
if (!level.IsFreelookAllowed())
{
player->mo->pitch = 0;
}
else
{
int look = cmd->ucmd.pitch << 16;
// The player's view pitch is clamped between -32 and +56 degrees,
// which translates to about half a screen height up and (more than)
// one full screen height down from straight ahead when view panning
// is used.
if (look)
{
if (look == -32768 << 16)
{ // center view
player->mo->pitch = 0;
}
else
{
player->mo->pitch -= look;
if (look > 0)
{ // look up
if (player->mo->pitch < -ANGLE_1*MAX_UP_ANGLE)
player->mo->pitch = -ANGLE_1*MAX_UP_ANGLE;
}
else
{ // look down
if (player->mo->pitch > ANGLE_1*MAX_DN_ANGLE)
player->mo->pitch = ANGLE_1*MAX_DN_ANGLE;
}
}
}
}
// [RH] Check for fast turn around
if (cmd->ucmd.buttons & BT_TURN180 && !(player->oldbuttons & BT_TURN180))
{
player->turnticks = TURN180_TICKS;
}
// Handle movement
if (player->mo->reactiontime)
{ // Player is frozen
player->mo->reactiontime--;
}
else
{
P_MovePlayer (player);
// [RH] check for jump
if (cmd->ucmd.buttons & BT_JUMP)
{
if (player->crouchoffset!=0)
{
// Jumping while crouching will force an un-crouch but not jump
player->crouching = 1;
}
else
if (player->mo->waterlevel >= 2)
{
player->mo->velz = 4*FRACUNIT;
}
else if (player->mo->flags & MF_NOGRAVITY)
{
player->mo->velz = 3*FRACUNIT;
}
else if (level.IsJumpingAllowed() && onground && !player->jumpTics)
{
fixed_t jumpvelz = player->mo->JumpZ * 35 / TICRATE;
// [BC] If the player has the high jump power, double his jump velocity.
if ( player->cheats & CF_HIGHJUMP ) jumpvelz *= 2;
player->mo->velz += jumpvelz;
S_Sound (player->mo, CHAN_BODY, "*jump", 1, ATTN_NORM);
player->mo->flags2 &= ~MF2_ONMOBJ;
player->jumpTics = 18*TICRATE/35;
}
}
if (cmd->ucmd.upmove == -32768)
{ // Only land if in the air
if ((player->mo->flags & MF_NOGRAVITY) && player->mo->waterlevel < 2)
{
//player->mo->flags2 &= ~MF2_FLY;
player->mo->flags &= ~MF_NOGRAVITY;
}
}
else if (cmd->ucmd.upmove != 0)
{
// Clamp the speed to some reasonable maximum.
int magnitude = abs (cmd->ucmd.upmove);
if (magnitude > 0x300)
{
cmd->ucmd.upmove = ksgn (cmd->ucmd.upmove) * 0x300;
}
if (player->mo->waterlevel >= 2 || (player->mo->flags2 & MF2_FLY))
{
player->mo->velz = cmd->ucmd.upmove << 9;
if (player->mo->waterlevel < 2 && !(player->mo->flags & MF_NOGRAVITY))
{
player->mo->flags2 |= MF2_FLY;
player->mo->flags |= MF_NOGRAVITY;
if (player->mo->velz <= -39*FRACUNIT)
{ // Stop falling scream
S_StopSound (player->mo, CHAN_VOICE);
}
}
}
else if (cmd->ucmd.upmove > 0 && !(player->cheats & CF_PREDICTING))
{
AInventory *fly = player->mo->FindInventory (NAME_ArtiFly);
if (fly != NULL)
{
player->mo->UseInventory (fly);
}
}
}
}
P_CalcHeight (player);
if (!(player->cheats & CF_PREDICTING))
{
P_PlayerOnSpecial3DFloor (player);
if (player->mo->Sector->special || player->mo->Sector->damage)
{
P_PlayerInSpecialSector (player);
}
P_PlayerOnSpecialFlat (player, P_GetThingFloorType (player->mo));
if (player->mo->velz <= -35*FRACUNIT &&
player->mo->velz >= -40*FRACUNIT && !player->morphTics &&
player->mo->waterlevel == 0)
{
int id = S_FindSkinnedSound (player->mo, "*falling");
if (id != 0 && !S_IsActorPlayingSomething (player->mo, CHAN_VOICE, id))
{
S_Sound (player->mo, CHAN_VOICE, id, 1, ATTN_NORM);
}
}
// check for use
if ((cmd->ucmd.buttons & BT_USE) && !(player->oldbuttons & BT_USE))
{
P_UseLines (player);
}
// Morph counter
if (player->morphTics)
{
if (player->chickenPeck)
{ // Chicken attack counter
player->chickenPeck -= 3;
}
if (!--player->morphTics)
{ // Attempt to undo the chicken/pig
P_UndoPlayerMorph (player, player);
}
}
// Cycle psprites
P_MovePsprites (player);
// Other Counters
if (player->damagecount)
player->damagecount--;
if (player->bonuscount)
player->bonuscount--;
if (player->hazardcount)
{
player->hazardcount--;
if (!(level.time & 31) && player->hazardcount > 16*TICRATE)
P_DamageMobj (player->mo, NULL, NULL, 5, NAME_Slime);
}
if (player->poisoncount && !(level.time & 15))
{
player->poisoncount -= 5;
if (player->poisoncount < 0)
{
player->poisoncount = 0;
}
P_PoisonDamage (player, player->poisoner, 1, true);
}
// [BC] Apply regeneration.
if (( level.time & 31 ) == 0 && ( player->cheats & CF_REGENERATION ) && ( player->health ))
{
if ( P_GiveBody( player->mo, 5 ))
{
S_Sound(player->mo, CHAN_ITEM, "*regenerate", 1, ATTN_NORM );
}
}
// Apply degeneration.
if (dmflags2 & DF2_YES_DEGENERATION)
{
if ((level.time % TICRATE) == 0 && player->health > deh.MaxHealth)
{
if (player->health - 5 < deh.MaxHealth)
player->health = deh.MaxHealth;
else
player->health--;
player->mo->health = player->health;
}
}
// Handle air supply
//if (level.airsupply > 0)
{
if (player->mo->waterlevel < 3 ||
(player->mo->flags2 & MF2_INVULNERABLE) ||
(player->cheats & CF_GODMODE))
{
player->mo->ResetAirSupply ();
}
else if (player->air_finished <= level.time && !(level.time & 31))
{
P_DamageMobj (player->mo, NULL, NULL, 2 + ((level.time-player->air_finished)/TICRATE), NAME_Drowning);
}
}
}
}
void P_PredictPlayer (player_t *player)
{
int maxtic;
if (cl_noprediction ||
singletics ||
demoplayback ||
player->mo == NULL ||
player != &players[consoleplayer] ||
player->playerstate != PST_LIVE ||
!netgame ||
/*player->morphTics ||*/
(player->cheats & CF_PREDICTING))
{
return;
}
maxtic = maketic;
if (gametic == maxtic)
{
return;
}
// Save original values for restoration later
PredictionPlayerBackup = *player;
AActor *act = player->mo;
memcpy (PredictionActorBackup, &act->x, sizeof(AActor)-((BYTE *)&act->x-(BYTE *)act));
act->flags &= ~MF_PICKUP;
act->flags2 &= ~MF2_PUSHWALL;
player->cheats |= CF_PREDICTING;
// The ordering of the touching_sectorlist needs to remain unchanged
msecnode_t *mnode = act->touching_sectorlist;
PredictionTouchingSectorsBackup.Clear ();
while (mnode != NULL)
{
PredictionTouchingSectorsBackup.Push (mnode->m_sector);
mnode = mnode->m_tnext;
}
// Blockmap ordering also needs to stay the same, so unlink the block nodes
// without releasing them. (They will be used again in P_UnpredictPlayer).
FBlockNode *block = act->BlockNode;
while (block != NULL)
{
if (block->NextActor != NULL)
{
block->NextActor->PrevActor = block->PrevActor;
}
*(block->PrevActor) = block->NextActor;
block = block->NextBlock;
}
act->BlockNode = NULL;
for (int i = gametic; i < maxtic; ++i)
{
player->cmd = localcmds[i % LOCALCMDTICS];
P_PlayerThink (player);
player->mo->Tick ();
}
}
extern msecnode_t *P_AddSecnode (sector_t *s, AActor *thing, msecnode_t *nextnode);
void P_UnPredictPlayer ()
{
player_t *player = &players[consoleplayer];
if (player->cheats & CF_PREDICTING)
{
AActor *act = player->mo;
*player = PredictionPlayerBackup;
act->UnlinkFromWorld ();
memcpy (&act->x, PredictionActorBackup, sizeof(AActor)-((BYTE *)&act->x-(BYTE *)act));
// Make the sector_list match the player's touching_sectorlist before it got predicted.
P_DelSeclist (sector_list);
sector_list = NULL;
for (unsigned int i = PredictionTouchingSectorsBackup.Size (); i-- > 0; )
{
sector_list = P_AddSecnode (PredictionTouchingSectorsBackup[i], act, sector_list);
}
// The blockmap ordering needs to remain unchanged, too. Right now, act has the right
// pointers, so temporarily set its MF_NOBLOCKMAP flag so that LinkToWorld() does not
// mess with them.
act->flags |= MF_NOBLOCKMAP;
act->LinkToWorld ();
act->flags &= ~MF_NOBLOCKMAP;
// Now fix the pointers in the blocknode chain
FBlockNode *block = act->BlockNode;
while (block != NULL)
{
*(block->PrevActor) = block;
if (block->NextActor != NULL)
{
block->NextActor->PrevActor = &block->NextActor;
}
block = block->NextBlock;
}
}
}
void player_t::Serialize (FArchive &arc)
{
int i;
arc << cls
<< mo
<< camera
<< playerstate
<< cmd
<< userinfo
<< DesiredFOV << FOV
<< viewz
<< viewheight
<< deltaviewheight
<< bob
<< velx
<< vely
<< centering
<< health
<< inventorytics
<< backpack
<< fragcount
<< spreecount
<< multicount
<< lastkilltime
<< ReadyWeapon << PendingWeapon
<< cheats
<< refire
<< inconsistant
<< killcount
<< itemcount
<< secretcount
<< damagecount
<< bonuscount
<< hazardcount
<< poisoncount
<< poisoner
<< attacker
<< extralight;
if (SaveVersion < 1858)
{
int fixedmap;
arc << fixedmap;
fixedcolormap = NOFIXEDCOLORMAP;
fixedlightlev = -1;
if (fixedmap >= NUMCOLORMAPS)
{
fixedcolormap = fixedmap - NUMCOLORMAPS;
}
else if (fixedmap > 0)
{
fixedlightlev = fixedmap;
}
}
else
{
arc << fixedcolormap << fixedlightlev;
}
arc << morphTics
<< MorphedPlayerClass
<< MorphStyle
<< MorphExitFlash
<< PremorphWeapon
<< chickenPeck
<< jumpTics
<< respawn_time
<< air_finished
<< turnticks
<< oldbuttons
<< isbot
<< BlendR
<< BlendG
<< BlendB
<< BlendA
<< accuracy << stamina
<< LogText
<< ConversationNPC
<< ConversationPC
<< ConversationNPCAngle
<< ConversationFaceTalker;
for (i = 0; i < MAXPLAYERS; i++)
arc << frags[i];
for (i = 0; i < NUMPSPRITES; i++)
arc << psprites[i];
arc << CurrentPlayerClass;
arc << crouchfactor
<< crouching
<< crouchdir
<< crouchviewdelta
<< original_cmd
<< original_oldbuttons;
if (isbot)
{
arc << angle
<< dest
<< prev
<< enemy
<< missile
<< mate
<< last_mate
<< skill
<< t_active
<< t_respawn
<< t_strafe
<< t_react
<< t_fight
<< t_roam
<< t_rocket
<< first_shot
<< sleft
<< allround
<< oldx
<< oldy;
}
else
{
dest = prev = enemy = missile = mate = last_mate = NULL;
}
if (arc.IsLoading ())
{
// If the player reloaded because they pressed +use after dying, we
// don't want +use to still be down after the game is loaded.
oldbuttons = ~0;
original_oldbuttons = ~0;
}
}