mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-19 10:51:26 +00:00
09c28e5bf9
ParseActorProperties(). - Fixed: The decorate FindFlag() function returned flags from ActorFlags instead of the passed flags set. - Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed NULL player->mo checks. - Fixed: The "give all" command didn't give the backpack in Doom, and it must give the backpack before giving ammo. - Fixed: P_SetPsprite() must not call the action function if the player is not attached to an actor. This can happen, for instance, if the level is destroyed while the player is holding a powered-up Phoenix Rod. As part of its EndPowerup() function, it sets the psprite to the regular version, but the player actor has already been destroyed. - Fixed: FinishThingdef() needs to check for valid names, because weapons could have inherited valid pointers from their superclass. - Fixed: fuglyname didn't work. - Fixed: Redefining $ambient sounds leaked memory. - Added Jim's crashcatcher.c fix for better shell support. - VC7.1 seems to have no trouble distinguishing between passing a (const TypeInfo *) reference to operator<< and the generic, templated (object *) version, so a few places that can benefit from it now use it. I believe VC6 had problems with this, which is why I didn't do it all along. The function's implementation was also moved out of dobject.cpp and into farchive.cpp. - Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the last byte in a row if the image width is not an even multiple of the number pixels per byte. - Fixed: P_TranslateLineDef() should only clear monster activation for secret useable lines, not crossable lines. - Fixed: Some leftover P_IsHostile() calls still needed to be rewritten. - Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances. SVN r20 (trunk)
822 lines
20 KiB
C++
822 lines
20 KiB
C++
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//**************************************************************************
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//**
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//** p_pspr.c : Heretic 2 : Raven Software, Corp.
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//**
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//** $RCSfile: p_pspr.c,v $
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//** $Revision: 1.105 $
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//** $Date: 96/01/06 03:23:35 $
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//** $Author: bgokey $
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//**
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//**************************************************************************
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// HEADER FILES ------------------------------------------------------------
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#include <stdlib.h>
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#include "doomdef.h"
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#include "d_event.h"
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#include "c_cvars.h"
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#include "m_random.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "doomstat.h"
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#include "gi.h"
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#include "p_pspr.h"
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#include "p_effect.h"
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#include "a_doomglobal.h"
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#include "templates.h"
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// MACROS ------------------------------------------------------------------
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#define LOWERSPEED FRACUNIT*6
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#define RAISESPEED FRACUNIT*6
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// TYPES -------------------------------------------------------------------
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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angle_t bulletpitch;
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// [SO] 1=Weapons states are all 1 tick
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// 2=states with a function 1 tick, others 0 ticks.
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CVAR(Int, sv_fastweapons, false, CVAR_SERVERINFO);
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static FRandom pr_wpnreadysnd ("WpnReadySnd");
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static FRandom pr_gunshot ("GunShot");
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// CODE --------------------------------------------------------------------
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//---------------------------------------------------------------------------
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//
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// PROC P_SetPsprite
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//
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//---------------------------------------------------------------------------
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void P_SetPsprite (player_t *player, int position, FState *state)
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{
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pspdef_t *psp;
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if (position == ps_weapon)
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{
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// A_WeaponReady will re-set this as needed
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player->cheats &= ~CF_WEAPONREADY;
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}
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psp = &player->psprites[position];
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do
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{
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if (state == NULL)
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{ // Object removed itself.
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psp->state = NULL;
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break;
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}
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psp->state = state;
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if (sv_fastweapons >= 2 && position == ps_weapon)
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psp->tics = (state->Action == NULL) ? 0 : 1;
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else if (sv_fastweapons)
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psp->tics = 1; // great for producing decals :)
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else
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psp->tics = state->GetTics(); // could be 0
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if (!(state->Frame & SF_STATEPARAM))
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{
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if (state->GetMisc1())
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{ // Set coordinates.
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psp->sx = state->GetMisc1()<<FRACBITS;
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}
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if (state->GetMisc2())
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{
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psp->sy = state->GetMisc2()<<FRACBITS;
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}
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}
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else // for parameterized action functions this must be done differently!
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{
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unsigned int index = state->GetMisc1_2();
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if (index > 0 && index < StateParameters.Size() - 2)
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{
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if (StateParameters[index])
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{ // Set coordinates.
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psp->sx = (fixed_t)StateParameters[index] << FRACBITS;
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}
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if (StateParameters[index+1])
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{
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psp->sy = (fixed_t)StateParameters[index+1] << FRACBITS;
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}
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}
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}
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if (state->GetAction())
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{
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// The parameterized action functions need access to the current state and
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// if a function is supposed to work with both actors and weapons
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// there is no real means to get to it reliably so I store it in a global variable here.
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// Yes, I know this is truly awful but it is the only method I can think of
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// that does not involve changing stuff throughout the code.
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// Of course this should be rewritten ASAP.
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CallingState = state;
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// Call action routine.
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if (player->mo != NULL)
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{
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state->GetAction() (player->mo);
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}
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if (!psp->state)
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{
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break;
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}
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}
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state = psp->state->GetNextState();
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} while (!psp->tics); // An initial state of 0 could cycle through.
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_SetPspriteNF
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//
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// Identical to P_SetPsprite, without calling the action function
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//---------------------------------------------------------------------------
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void P_SetPspriteNF (player_t *player, int position, FState *state)
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{
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pspdef_t *psp;
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psp = &player->psprites[position];
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do
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{
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if (state == NULL)
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{ // Object removed itself.
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psp->state = NULL;
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break;
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}
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psp->state = state;
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psp->tics = state->GetTics(); // could be 0
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if (!(state->Frame & SF_STATEPARAM))
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{
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if (state->GetMisc1())
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{ // Set coordinates.
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psp->sx = state->GetMisc1()<<FRACBITS;
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}
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if (state->GetMisc2())
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{
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psp->sy = state->GetMisc2()<<FRACBITS;
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}
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}
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else // for parameterized action functions this must be done differently!
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{
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unsigned int index = state->GetMisc1_2();
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if (index > 0 && index < StateParameters.Size()-2)
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{
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if (StateParameters[index])
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{ // Set coordinates.
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psp->sx = (fixed_t)StateParameters[index] << FRACBITS;
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}
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if (StateParameters[index+1])
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{
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psp->sy = (fixed_t)StateParameters[index+1] << FRACBITS;
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}
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}
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}
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state = psp->state->GetNextState();
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} while (!psp->tics); // An initial state of 0 could cycle through.
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_BringUpWeapon
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//
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// Starts bringing the pending weapon up from the bottom of the screen.
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// This is only called to start the rising, not throughout it.
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//
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//---------------------------------------------------------------------------
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void P_BringUpWeapon (player_t *player)
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{
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FState *newstate;
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AWeapon *weapon;
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if (player->PendingWeapon == WP_NOCHANGE)
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{
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player->psprites[ps_weapon].sy = WEAPONTOP;
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P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
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return;
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}
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weapon = player->PendingWeapon;
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// If the player has a tome of power, use this weapon's powered up
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// version, if one is available.
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if (weapon != NULL &&
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weapon->SisterWeapon &&
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weapon->SisterWeapon->WeaponFlags & WIF_POWERED_UP &&
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player->mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2)))
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{
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weapon = weapon->SisterWeapon;
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}
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if (weapon != NULL)
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{
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if (weapon->UpSound)
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{
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S_SoundID (player->mo, CHAN_WEAPON, weapon->UpSound, 1, ATTN_NORM);
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}
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newstate = weapon->GetUpState ();
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}
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else
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{
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newstate = NULL;
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}
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player->PendingWeapon = WP_NOCHANGE;
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player->ReadyWeapon = weapon;
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player->psprites[ps_weapon].sy = player->cheats & CF_INSTANTWEAPSWITCH
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? WEAPONTOP : WEAPONBOTTOM;
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P_SetPsprite (player, ps_weapon, newstate);
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_FireWeapon
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//
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//---------------------------------------------------------------------------
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void P_FireWeapon (player_t *player)
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{
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AWeapon *weapon;
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// [SO] 9/2/02: People were able to do an awful lot of damage
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// when they were observers...
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if (!player->isbot && bot_observer)
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{
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return;
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}
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weapon = player->ReadyWeapon;
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if (weapon == NULL || !weapon->CheckAmmo (AWeapon::PrimaryFire, true))
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{
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return;
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}
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if (gameinfo.gametype == GAME_Heretic)
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{
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player->mo->PlayAttacking2 ();
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}
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else
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{
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player->mo->PlayAttacking ();
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}
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weapon->bAltFire = false;
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P_SetPsprite (player, ps_weapon,
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player->refire ? weapon->GetHoldAtkState() : weapon->GetAtkState());
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if (!(weapon->WeaponFlags & WIF_NOALERT))
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{
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P_NoiseAlert (player->mo, player->mo, false);
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_FireWeaponAlt
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//
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//---------------------------------------------------------------------------
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void P_FireWeaponAlt (player_t *player)
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{
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AWeapon *weapon;
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// [SO] 9/2/02: People were able to do an awful lot of damage
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// when they were observers...
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if (!player->isbot && bot_observer)
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{
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return;
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}
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weapon = player->ReadyWeapon;
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if (weapon == NULL || weapon->AltAtkState == NULL || !weapon->CheckAmmo (AWeapon::AltFire, true))
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{
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return;
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}
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if (gameinfo.gametype == GAME_Heretic)
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{
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player->mo->PlayAttacking2 ();
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}
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else
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{
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player->mo->PlayAttacking ();
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}
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weapon->bAltFire = true;
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P_SetPsprite (player, ps_weapon,
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player->refire ? weapon->AltHoldAtkState : weapon->AltAtkState);
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if (!(weapon->WeaponFlags & WIF_NOALERT))
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{
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P_NoiseAlert (player->mo, player->mo, false);
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_DropWeapon
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//
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// The player died, so put the weapon away.
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//
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//---------------------------------------------------------------------------
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void P_DropWeapon (player_t *player)
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{
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if (player->ReadyWeapon != NULL)
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{
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P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetDownState());
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}
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}
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//============================================================================
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//
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// P_BobWeapon
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//
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// [RH] Moved this out of A_WeaponReady so that the weapon can bob every
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// tic and not just when A_WeaponReady is called. Not all weapons execute
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// A_WeaponReady every tic, and it looks bad if they don't bob smoothly.
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//
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//============================================================================
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void P_BobWeapon (player_t *player, pspdef_t *psp, fixed_t *x, fixed_t *y)
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{
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static fixed_t curbob;
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AWeapon *weapon;
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fixed_t bobtarget;
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weapon = player->ReadyWeapon;
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if (weapon == NULL || weapon->WeaponFlags & WIF_DONTBOB)
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{
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*x = *y = 0;
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return;
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}
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// Bob the weapon based on movement speed.
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int angle = (128*35/TICRATE*level.time)&FINEMASK;
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// [RH] Smooth transitions between bobbing and not-bobbing frames.
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// This also fixes the bug where you can "stick" a weapon off-center by
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// shooting it when it's at the peak of its swing.
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bobtarget = (player->cheats & CF_WEAPONREADY) ? player->bob : 0;
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if (curbob != bobtarget)
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{
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if (abs (bobtarget - curbob) <= 1*FRACUNIT)
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{
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curbob = bobtarget;
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}
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else
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{
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fixed_t zoom = MAX<fixed_t> (1*FRACUNIT, abs (curbob - bobtarget) / 40);
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if (curbob > bobtarget)
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{
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curbob -= zoom;
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}
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else
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{
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curbob += zoom;
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}
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}
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}
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if (curbob != 0)
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{
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*x = FixedMul(player->bob, finecosine[angle]);
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*y = FixedMul(player->bob, finesine[angle & (FINEANGLES/2-1)]);
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}
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else
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{
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*x = 0;
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*y = 0;
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_WeaponReady
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//
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// The player can fire the weapon or change to another weapon at this time.
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//
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//---------------------------------------------------------------------------
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void A_WeaponReady(AActor *actor)
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{
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player_t *player = actor->player;
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AWeapon *weapon;
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if (NULL == player)
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{
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return;
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}
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weapon = player->ReadyWeapon;
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if (NULL == weapon)
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{
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return;
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}
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// Change player from attack state
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if (actor->state >= actor->MissileState &&
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actor->state < actor->PainState)
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{
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static_cast<APlayerPawn *>(actor)->PlayIdle ();
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}
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// Play ready sound, if any.
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if (weapon->ReadySound && player->psprites[ps_weapon].state == weapon->ReadyState)
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{
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if (!(weapon->WeaponFlags & WIF_READYSNDHALF) || pr_wpnreadysnd() < 128)
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{
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S_SoundID (actor, CHAN_WEAPON, weapon->ReadySound, 1, ATTN_NORM);
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}
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}
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// Prepare for bobbing and firing action.
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player->cheats |= CF_WEAPONREADY;
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player->psprites[ps_weapon].sx = 0;
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player->psprites[ps_weapon].sy = WEAPONTOP;
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_CheckWeaponFire
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//
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// The player can fire the weapon or change to another weapon at this time.
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// [RH] This was in A_WeaponReady before, but that only works well when the
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// weapon's ready frames have a one tic delay.
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//
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//---------------------------------------------------------------------------
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void P_CheckWeaponFire (player_t *player)
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{
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AWeapon *weapon = player->ReadyWeapon;
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if (weapon == NULL)
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return;
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// Put the weapon away if the player has a pending weapon or has died.
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if ((player->morphTics == 0 && player->PendingWeapon != WP_NOCHANGE) || player->health <= 0)
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{
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P_SetPsprite (player, ps_weapon, weapon->GetDownState());
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return;
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}
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// Check for fire. Some weapons do not auto fire.
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if (player->cmd.ucmd.buttons & BT_ATTACK)
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{
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if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE))
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{
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player->attackdown = true;
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P_FireWeapon (player);
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return;
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}
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}
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else if (player->cmd.ucmd.buttons & BT_ALTATTACK)
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{
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if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE))
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{
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player->attackdown = true;
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P_FireWeaponAlt (player);
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return;
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}
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}
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else
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{
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player->attackdown = false;
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_ReFire
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//
|
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// The player can re-fire the weapon without lowering it entirely.
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//
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//---------------------------------------------------------------------------
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void A_ReFire (AActor *actor)
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{
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player_t *player = actor->player;
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if (NULL == player)
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{
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return;
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}
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if ((player->cmd.ucmd.buttons&BT_ATTACK)
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&& !player->ReadyWeapon->bAltFire
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&& player->PendingWeapon == WP_NOCHANGE && player->health)
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{
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player->refire++;
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P_FireWeapon (player);
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}
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else if ((player->cmd.ucmd.buttons&BT_ALTATTACK)
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&& player->ReadyWeapon->bAltFire
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|
&& player->PendingWeapon == WP_NOCHANGE && player->health)
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{
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player->refire++;
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P_FireWeaponAlt (player);
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}
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else
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{
|
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player->refire = 0;
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player->ReadyWeapon->CheckAmmo (player->ReadyWeapon->bAltFire
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? AWeapon::AltFire : AWeapon::PrimaryFire, true);
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}
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}
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|
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//---------------------------------------------------------------------------
|
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//
|
|
// PROC A_CheckReload
|
|
//
|
|
// Present in Doom, but unused. Also present in Strife, and actually used.
|
|
// This and what I call A_XBowReFire are actually the same thing in Strife,
|
|
// not two separate functions as I have them here.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void A_CheckReload (AActor *actor)
|
|
{
|
|
if (actor->player != NULL)
|
|
{
|
|
actor->player->ReadyWeapon->CheckAmmo (
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|
actor->player->ReadyWeapon->bAltFire ? AWeapon::AltFire
|
|
: AWeapon::PrimaryFire, true);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC A_Lower
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void A_Lower (AActor *actor)
|
|
{
|
|
player_t *player = actor->player;
|
|
pspdef_t *psp;
|
|
|
|
if (NULL == player)
|
|
{
|
|
return;
|
|
}
|
|
psp = &player->psprites[ps_weapon];
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|
if (player->morphTics || player->cheats & CF_INSTANTWEAPSWITCH)
|
|
{
|
|
psp->sy = WEAPONBOTTOM;
|
|
}
|
|
else
|
|
{
|
|
psp->sy += LOWERSPEED;
|
|
}
|
|
if (psp->sy < WEAPONBOTTOM)
|
|
{ // Not lowered all the way yet
|
|
return;
|
|
}
|
|
if (player->playerstate == PST_DEAD)
|
|
{ // Player is dead, so don't bring up a pending weapon
|
|
psp->sy = WEAPONBOTTOM;
|
|
return;
|
|
}
|
|
if (player->health <= 0)
|
|
{ // Player is dead, so keep the weapon off screen
|
|
P_SetPsprite (player, ps_weapon, NULL);
|
|
return;
|
|
}
|
|
/* if (player->PendingWeapon != WP_NOCHANGE)
|
|
{ // [RH] Make sure we're actually changing weapons.
|
|
player->ReadyWeapon = player->PendingWeapon;
|
|
} */
|
|
// [RH] Clear the flash state. Only needed for Strife.
|
|
P_SetPsprite (player, ps_flash, NULL);
|
|
P_BringUpWeapon (player);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC A_Raise
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void A_Raise (AActor *actor)
|
|
{
|
|
if (actor == NULL)
|
|
{
|
|
return;
|
|
}
|
|
player_t *player = actor->player;
|
|
pspdef_t *psp;
|
|
|
|
if (NULL == player)
|
|
{
|
|
return;
|
|
}
|
|
if (player->PendingWeapon != WP_NOCHANGE)
|
|
{
|
|
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetDownState());
|
|
return;
|
|
}
|
|
psp = &player->psprites[ps_weapon];
|
|
psp->sy -= RAISESPEED;
|
|
if (psp->sy > WEAPONTOP)
|
|
{ // Not raised all the way yet
|
|
return;
|
|
}
|
|
psp->sy = WEAPONTOP;
|
|
if (player->ReadyWeapon != NULL)
|
|
{
|
|
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
|
|
}
|
|
else
|
|
{
|
|
player->psprites[ps_weapon].state = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
//
|
|
// A_GunFlash
|
|
//
|
|
void A_GunFlash (AActor *actor)
|
|
{
|
|
player_t *player = actor->player;
|
|
|
|
if (NULL == player)
|
|
{
|
|
return;
|
|
}
|
|
player->mo->PlayAttacking2 ();
|
|
P_SetPsprite (player, ps_flash, player->ReadyWeapon->FlashState);
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// WEAPON ATTACKS
|
|
//
|
|
|
|
//
|
|
// P_BulletSlope
|
|
// Sets a slope so a near miss is at aproximately
|
|
// the height of the intended target
|
|
//
|
|
|
|
void P_BulletSlope (AActor *mo)
|
|
{
|
|
static const int angdiff[3] = { -1<<26, 1<<26, 0 };
|
|
int i;
|
|
angle_t an;
|
|
|
|
// see which target is to be aimed at
|
|
i = 2;
|
|
do
|
|
{
|
|
an = mo->angle + angdiff[i];
|
|
bulletpitch = P_AimLineAttack (mo, an, 16*64*FRACUNIT);
|
|
|
|
if (mo->player != NULL &&
|
|
!(dmflags & DF_NO_FREELOOK) &&
|
|
mo->player->userinfo.aimdist <= ANGLE_1/2)
|
|
{
|
|
break;
|
|
}
|
|
} while (linetarget == NULL && --i >= 0);
|
|
}
|
|
|
|
|
|
//
|
|
// P_GunShot
|
|
//
|
|
void P_GunShot (AActor *mo, BOOL accurate, const TypeInfo *pufftype)
|
|
{
|
|
angle_t angle;
|
|
int damage;
|
|
|
|
damage = 5*(pr_gunshot()%3+1);
|
|
angle = mo->angle;
|
|
|
|
if (!accurate)
|
|
{
|
|
angle += pr_gunshot.Random2 () << 18;
|
|
}
|
|
|
|
P_LineAttack (mo, angle, PLAYERMISSILERANGE, bulletpitch, damage, MOD_UNKNOWN, pufftype);
|
|
}
|
|
|
|
void A_Light0 (AActor *actor)
|
|
{
|
|
if (actor->player != NULL)
|
|
{
|
|
actor->player->extralight = 0;
|
|
}
|
|
}
|
|
|
|
void A_Light1 (AActor *actor)
|
|
{
|
|
if (actor->player != NULL)
|
|
{
|
|
actor->player->extralight = 1;
|
|
}
|
|
}
|
|
|
|
void A_Light2 (AActor *actor)
|
|
{
|
|
if (actor->player != NULL)
|
|
{
|
|
actor->player->extralight = 2;
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------
|
|
//
|
|
// PROC P_SetupPsprites
|
|
//
|
|
// Called at start of level for each player
|
|
//
|
|
//------------------------------------------------------------------------
|
|
|
|
void P_SetupPsprites(player_t *player)
|
|
{
|
|
int i;
|
|
|
|
// Remove all psprites
|
|
for (i = 0; i < NUMPSPRITES; i++)
|
|
{
|
|
player->psprites[i].state = NULL;
|
|
}
|
|
// Spawn the ready weapon
|
|
player->PendingWeapon = player->ReadyWeapon;
|
|
P_BringUpWeapon (player);
|
|
}
|
|
|
|
//------------------------------------------------------------------------
|
|
//
|
|
// PROC P_MovePsprites
|
|
//
|
|
// Called every tic by player thinking routine
|
|
//
|
|
//------------------------------------------------------------------------
|
|
|
|
void P_MovePsprites (player_t *player)
|
|
{
|
|
int i;
|
|
pspdef_t *psp;
|
|
FState *state;
|
|
|
|
// [RH] If you don't have a weapon, then the psprites should be NULL.
|
|
if (player->ReadyWeapon == NULL && (player->health > 0 || player->mo->DamageType != MOD_FIRE))
|
|
{
|
|
P_SetPsprite (player, ps_weapon, NULL);
|
|
P_SetPsprite (player, ps_flash, NULL);
|
|
if (player->PendingWeapon != WP_NOCHANGE)
|
|
{
|
|
P_BringUpWeapon (player);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
psp = &player->psprites[0];
|
|
for (i = 0; i < NUMPSPRITES; i++, psp++)
|
|
{
|
|
if ((state = psp->state) != NULL) // a null state means not active
|
|
{
|
|
// drop tic count and possibly change state
|
|
if (psp->tics != -1) // a -1 tic count never changes
|
|
{
|
|
psp->tics--;
|
|
if(!psp->tics)
|
|
{
|
|
P_SetPsprite (player, i, psp->state->GetNextState());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx;
|
|
player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy;
|
|
if (player->cheats & CF_WEAPONREADY)
|
|
{
|
|
P_CheckWeaponFire (player);
|
|
}
|
|
}
|
|
}
|
|
|
|
FArchive &operator<< (FArchive &arc, pspdef_t &def)
|
|
{
|
|
return arc << def.state << def.tics << def.sx << def.sy;
|
|
}
|