gzdoom-gles/src/p_user.cpp
Christoph Oelckers ddab2c3e78 - removed the playernum parameter from CheckLocalView
This was always used with 'consoleplayer' which really is the only thing making sense here. But this is a part of the global state which should be avoided in play code.

In particular, this makes no real sense in case of secondary maps where it should always return false.
2019-01-31 03:29:25 +01:00

1798 lines
48 KiB
C++

//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1994-1996 Raven Software
// Copyright 1998-1998 Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
// DESCRIPTION:
// Player related stuff.
// Bobbing POV/weapon, movement.
// Pending weapon.
//
//-----------------------------------------------------------------------------
/* For code that originates from ZDoom the following applies:
**
**---------------------------------------------------------------------------
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "templates.h"
#include "doomdef.h"
#include "d_event.h"
#include "p_local.h"
#include "doomstat.h"
#include "s_sound.h"
#include "gi.h"
#include "m_random.h"
#include "p_pspr.h"
#include "p_enemy.h"
#include "a_sharedglobal.h"
#include "a_keys.h"
#include "w_wad.h"
#include "cmdlib.h"
#include "sbar.h"
#include "intermission/intermission.h"
#include "c_console.h"
#include "c_dispatch.h"
#include "d_net.h"
#include "serializer.h"
#include "r_renderer.h"
#include "d_player.h"
#include "r_utility.h"
#include "p_blockmap.h"
#include "a_morph.h"
#include "p_spec.h"
#include "vm.h"
#include "g_levellocals.h"
#include "actorinlines.h"
#include "p_acs.h"
#include "events.h"
#include "g_game.h"
static FRandom pr_skullpop ("SkullPop");
// [SP] Allows respawn in single player
CVAR(Bool, sv_singleplayerrespawn, false, CVAR_SERVERINFO | CVAR_CHEAT)
// Variables for prediction
CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Bool, cl_predict_specials, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CUSTOM_CVAR(Float, cl_predict_lerpscale, 0.05f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
P_PredictionLerpReset();
}
CUSTOM_CVAR(Float, cl_predict_lerpthreshold, 2.00f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (self < 0.1f)
self = 0.1f;
P_PredictionLerpReset();
}
ColorSetList ColorSets;
PainFlashList PainFlashes;
// [Nash] FOV cvar setting
CUSTOM_CVAR(Float, fov, 90.f, CVAR_ARCHIVE | CVAR_USERINFO | CVAR_NOINITCALL)
{
player_t *p = &players[consoleplayer];
p->SetFOV(fov);
}
struct PredictPos
{
int gametic;
DVector3 pos;
DRotator angles;
} static PredictionLerpFrom, PredictionLerpResult, PredictionLast;
static int PredictionLerptics;
static player_t PredictionPlayerBackup;
static AActor *PredictionActor;
static TArray<uint8_t> PredictionActorBackupArray;
static TArray<AActor *> PredictionSectorListBackup;
static TArray<sector_t *> PredictionTouchingSectorsBackup;
static TArray<msecnode_t *> PredictionTouchingSectors_sprev_Backup;
static TArray<sector_t *> PredictionRenderSectorsBackup;
static TArray<msecnode_t *> PredictionRenderSectors_sprev_Backup;
static TArray<sector_t *> PredictionPortalSectorsBackup;
static TArray<msecnode_t *> PredictionPortalSectors_sprev_Backup;
static TArray<FLinePortal *> PredictionPortalLinesBackup;
static TArray<portnode_t *> PredictionPortalLines_sprev_Backup;
// [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;
}
DEFINE_ACTION_FUNCTION(FPlayerClass, CheckSkin)
{
PARAM_SELF_STRUCT_PROLOGUE(FPlayerClass);
PARAM_INT(skin);
ACTION_RETURN_BOOL(self->CheckSkin(skin));
}
//===========================================================================
//
// GetDisplayName
//
//===========================================================================
FString GetPrintableDisplayName(PClassActor *cls)
{
// Fixme; This needs a decent way to access the string table without creating a mess.
// [RH] ????
return cls->GetDisplayName();
}
bool ValidatePlayerClass(PClassActor *ti, const char *name)
{
if (ti == NULL)
{
Printf("Unknown player class '%s'\n", name);
return false;
}
else if (!ti->IsDescendantOf(NAME_PlayerPawn))
{
Printf("Invalid player class '%s'\n", name);
return false;
}
else if (ti->GetDisplayName().IsEmpty())
{
Printf ("Missing displayname for player class '%s'\n", name);
return false;
}
return true;
}
void SetupPlayerClasses ()
{
FPlayerClass newclass;
PlayerClasses.Clear();
for (unsigned i = 0; i < gameinfo.PlayerClasses.Size(); i++)
{
PClassActor *cls = PClass::FindActor(gameinfo.PlayerClasses[i]);
if (ValidatePlayerClass(cls, gameinfo.PlayerClasses[i]))
{
newclass.Flags = 0;
newclass.Type = cls;
if ((GetDefaultByType(cls)->flags6 & MF6_NOMENU))
{
newclass.Flags |= PCF_NOMENU;
}
PlayerClasses.Push(newclass);
}
}
}
CCMD (clearplayerclasses)
{
if (ParsingKeyConf)
{
PlayerClasses.Clear ();
}
}
CCMD (addplayerclass)
{
if (ParsingKeyConf && argv.argc () > 1)
{
PClassActor *ti = PClass::FindActor(argv[1]);
if (ValidatePlayerClass(ti, argv[1]))
{
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: Class = %s, Name = %s\n", i,
PlayerClasses[i].Type->TypeName.GetChars(),
PlayerClasses[i].Type->GetDisplayName().GetChars());
}
}
//
// Movement.
//
player_t::~player_t()
{
DestroyPSprites();
}
player_t &player_t::operator=(const player_t &p)
{
mo = p.mo;
playerstate = p.playerstate;
cmd = p.cmd;
original_cmd = p.original_cmd;
original_oldbuttons = p.original_oldbuttons;
// Intentionally not copying userinfo!
cls = p.cls;
DesiredFOV = p.DesiredFOV;
FOV = p.FOV;
viewz = p.viewz;
viewheight = p.viewheight;
deltaviewheight = p.deltaviewheight;
bob = p.bob;
Vel = p.Vel;
centering = p.centering;
turnticks = p.turnticks;
attackdown = p.attackdown;
usedown = p.usedown;
oldbuttons = p.oldbuttons;
health = p.health;
inventorytics = p.inventorytics;
CurrentPlayerClass = p.CurrentPlayerClass;
memcpy(frags, &p.frags, sizeof(frags));
fragcount = p.fragcount;
lastkilltime = p.lastkilltime;
multicount = p.multicount;
spreecount = p.spreecount;
WeaponState = p.WeaponState;
ReadyWeapon = p.ReadyWeapon;
PendingWeapon = p.PendingWeapon;
cheats = p.cheats;
timefreezer = p.timefreezer;
refire = p.refire;
inconsistant = p.inconsistant;
waiting = p.waiting;
killcount = p.killcount;
itemcount = p.itemcount;
secretcount = p.secretcount;
damagecount = p.damagecount;
bonuscount = p.bonuscount;
hazardcount = p.hazardcount;
hazardtype = p.hazardtype;
hazardinterval = p.hazardinterval;
poisoncount = p.poisoncount;
poisontype = p.poisontype;
poisonpaintype = p.poisonpaintype;
poisoner = p.poisoner;
attacker = p.attacker;
extralight = p.extralight;
fixedcolormap = p.fixedcolormap;
fixedlightlevel = p.fixedlightlevel;
psprites = p.psprites;
morphTics = p.morphTics;
MorphedPlayerClass = p.MorphedPlayerClass;
MorphStyle = p.MorphStyle;
MorphExitFlash = p.MorphExitFlash;
PremorphWeapon = p.PremorphWeapon;
chickenPeck = p.chickenPeck;
jumpTics = p.jumpTics;
onground = p.onground;
respawn_time = p.respawn_time;
camera = p.camera;
air_finished = p.air_finished;
LastDamageType = p.LastDamageType;
Bot = p.Bot;
settings_controller = p.settings_controller;
BlendR = p.BlendR;
BlendG = p.BlendG;
BlendB = p.BlendB;
BlendA = p.BlendA;
LogText = p.LogText;
MinPitch = p.MinPitch;
MaxPitch = p.MaxPitch;
crouching = p.crouching;
crouchdir = p.crouchdir;
crouchfactor = p.crouchfactor;
crouchoffset = p.crouchoffset;
crouchviewdelta = p.crouchviewdelta;
weapons = p.weapons;
ConversationNPC = p.ConversationNPC;
ConversationPC = p.ConversationPC;
ConversationNPCAngle = p.ConversationNPCAngle;
ConversationFaceTalker = p.ConversationFaceTalker;
MUSINFOactor = p.MUSINFOactor;
MUSINFOtics = p.MUSINFOtics;
return *this;
}
size_t player_t::PropagateMark()
{
GC::Mark(mo);
GC::Mark(poisoner);
GC::Mark(attacker);
GC::Mark(camera);
GC::Mark(Bot);
GC::Mark(ReadyWeapon);
GC::Mark(ConversationNPC);
GC::Mark(ConversationPC);
GC::Mark(MUSINFOactor);
GC::Mark(PremorphWeapon);
GC::Mark(psprites);
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
{
auto lump = Wads.ReadLump(lumpnum);
SetLogText (lump.GetString());
}
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, SetLogNumber)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
PARAM_INT(log);
self->SetLogNumber(log);
return 0;
}
void player_t::SetLogText (const char *text)
{
LogText = text;
if (mo->CheckLocalView())
{
// Print log text to console
AddToConsole(-1, TEXTCOLOR_GOLD);
AddToConsole(-1, LogText);
AddToConsole(-1, "\n");
}
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, SetLogText)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
PARAM_STRING(log);
self->SetLogText(log);
return 0;
}
int player_t::GetSpawnClass()
{
const PClass * type = PlayerClasses[CurrentPlayerClass].Type;
return GetDefaultByType(type)->IntVar(NAME_SpawnMask);
}
// [Nash] Set FOV
void player_t::SetFOV(float fov)
{
player_t *p = &players[consoleplayer];
if (p != nullptr && p->mo != nullptr)
{
if (dmflags & DF_NO_FOV)
{
if (consoleplayer == Net_Arbitrator)
{
Net_WriteByte(DEM_MYFOV);
}
else
{
Printf("A setting controller has disabled FOV changes.\n");
return;
}
}
else
{
Net_WriteByte(DEM_MYFOV);
}
Net_WriteFloat(clamp<float>(fov, 5.f, 179.f));
}
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, SetFOV)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
PARAM_FLOAT(fov);
self->SetFOV((float)fov);
return 0;
}
//===========================================================================
//
// EnumColorsets
//
// Only used by the menu so it doesn't really matter that it's a bit
// inefficient.
//
//===========================================================================
static int intcmp(const void *a, const void *b)
{
return *(const int *)a - *(const int *)b;
}
void EnumColorSets(PClassActor *cls, TArray<int> *out)
{
TArray<int> deleteds;
out->Clear();
for (int i = ColorSets.Size() - 1; i >= 0; i--)
{
if (std::get<0>(ColorSets[i])->IsAncestorOf(cls))
{
int v = std::get<1>(ColorSets[i]);
if (out->Find(v) == out->Size() && deleteds.Find(v) == deleteds.Size())
{
if (std::get<2>(ColorSets[i]).Name == NAME_None) deleteds.Push(v);
else out->Push(v);
}
}
}
qsort(&(*out)[0], out->Size(), sizeof(int), intcmp);
}
DEFINE_ACTION_FUNCTION(FPlayerClass, EnumColorSets)
{
PARAM_SELF_STRUCT_PROLOGUE(FPlayerClass);
PARAM_POINTER(out, TArray<int>);
EnumColorSets(self->Type, out);
return 0;
}
//==========================================================================
//
//
//==========================================================================
FPlayerColorSet *GetColorSet(PClassActor *cls, int setnum)
{
for (int i = ColorSets.Size() - 1; i >= 0; i--)
{
if (std::get<1>(ColorSets[i]) == setnum &&
std::get<0>(ColorSets[i])->IsAncestorOf(cls))
{
auto c = &std::get<2>(ColorSets[i]);
return c->Name != NAME_None ? c : nullptr;
}
}
return nullptr;
}
DEFINE_ACTION_FUNCTION(FPlayerClass, GetColorSetName)
{
PARAM_SELF_STRUCT_PROLOGUE(FPlayerClass);
PARAM_INT(setnum);
auto p = GetColorSet(self->Type, setnum);
ACTION_RETURN_INT(p ? p->Name.GetIndex() : 0);
}
//==========================================================================
//
//
//==========================================================================
static int GetPainFlash(AActor *info, int type)
{
// go backwards through the list and return the first item with a
// matching damage type for an ancestor of our class.
// This will always return the best fit because any parent class
// must be processed before its children.
for (int i = PainFlashes.Size() - 1; i >= 0; i--)
{
if (std::get<1>(PainFlashes[i]) == ENamedName(type) &&
std::get<0>(PainFlashes[i])->IsAncestorOf(info->GetClass()))
{
return std::get<2>(PainFlashes[i]);
}
}
return 0;
}
DEFINE_ACTION_FUNCTION_NATIVE(APlayerPawn, GetPainFlashForType, GetPainFlash)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(type);
ACTION_RETURN_INT(GetPainFlash(self, type));
}
//===========================================================================
//
// player_t :: SendPitchLimits
//
// Ask the local player's renderer what pitch restrictions should be imposed
// and let everybody know. Only sends data for the consoleplayer, since the
// local player is the only one our data is valid for.
//
//===========================================================================
EXTERN_CVAR(Float, maxviewpitch)
EXTERN_CVAR(Bool, cl_oldfreelooklimit);
static int GetSoftPitch(bool down)
{
int MAX_DN_ANGLE = MIN(56, (int)maxviewpitch); // Max looking down angle
int MAX_UP_ANGLE = MIN(32, (int)maxviewpitch); // Max looking up angle
return (down ? MAX_DN_ANGLE : ((cl_oldfreelooklimit) ? MAX_UP_ANGLE : MAX_DN_ANGLE));
}
void player_t::SendPitchLimits() const
{
if (this - players == consoleplayer)
{
int uppitch, downpitch;
if (V_IsSoftwareRenderer())
{
uppitch = GetSoftPitch(false);
downpitch = GetSoftPitch(true);
}
else
{
uppitch = downpitch = (int)maxviewpitch;
}
Net_WriteByte(DEM_SETPITCHLIMIT);
Net_WriteByte(uppitch);
Net_WriteByte(downpitch);
}
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, SendPitchLimits)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
self->SendPitchLimits();
return 0;
}
bool player_t::HasWeaponsInSlot(int slot) const
{
for (int i = 0; i < weapons.SlotSize(slot); i++)
{
PClassActor *weap = weapons.GetWeapon(slot, i);
if (weap != NULL && mo->FindInventory(weap)) return true;
}
return false;
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, HasWeaponsInSlot)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
PARAM_INT(slot);
ACTION_RETURN_BOOL(self->HasWeaponsInSlot(slot));
}
bool player_t::Resurrect()
{
if (mo == nullptr || mo->IsKindOf(NAME_PlayerChunk)) return false;
mo->Revive();
playerstate = PST_LIVE;
health = mo->health = mo->GetDefault()->health;
viewheight = DefaultViewHeight();
mo->renderflags &= ~RF_INVISIBLE;
mo->Height = mo->GetDefault()->Height;
mo->radius = mo->GetDefault()->radius;
mo->special1 = 0; // required for the Hexen fighter's fist attack.
// This gets set by AActor::Die as flag for the wimpy death and must be reset here.
mo->SetState(mo->SpawnState);
if (!(mo->flags2 & MF2_DONTTRANSLATE))
{
mo->Translation = TRANSLATION(TRANSLATION_Players, uint8_t(this - players));
}
if (ReadyWeapon != nullptr)
{
PendingWeapon = ReadyWeapon;
P_BringUpWeapon(this);
}
if (morphTics)
{
P_UnmorphActor(mo, mo);
}
// player is now alive.
// fire E_PlayerRespawned and start the ACS SCRIPT_Respawn.
E_PlayerRespawned(int(this - players));
//
mo->Level->Behaviors.StartTypedScripts(SCRIPT_Respawn, mo, true);
return true;
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, Resurrect)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_BOOL(self->Resurrect());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetUserName)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_STRING(self->userinfo.GetName());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetNeverSwitch)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_BOOL(self->userinfo.GetNeverSwitch());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetClassicFlight)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_BOOL(self->userinfo.GetClassicFlight());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetColor)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_INT(self->userinfo.GetColor());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetColorSet)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_INT(self->userinfo.GetColorSet());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetPlayerClassNum)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_INT(self->userinfo.GetPlayerClassNum());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetSkin)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_INT(self->userinfo.GetSkin());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetGender)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_INT(self->userinfo.GetGender());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetAutoaim)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_FLOAT(self->userinfo.GetAutoaim());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetTeam)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_INT(self->userinfo.GetTeam());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetNoAutostartMap)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_INT(self->userinfo.GetNoAutostartMap());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetWBobSpeed)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_FLOAT(self->userinfo.GetWBobSpeed());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetMoveBob)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_FLOAT(self->userinfo.GetMoveBob());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetStillBob)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_FLOAT(self->userinfo.GetStillBob());
}
//===========================================================================
//
//
//
//===========================================================================
static int SetupCrouchSprite(AActor *self, int crouchsprite)
{
// 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[self->SpawnState->sprite].name;
FString crouchspritename = sprites[crouchsprite].name;
int spritenorm = Wads.CheckNumForName(normspritename + "A1", ns_sprites);
if (spritenorm == -1)
{
spritenorm = Wads.CheckNumForName(normspritename + "A0", ns_sprites);
}
int spritecrouch = Wads.CheckNumForName(crouchspritename + "A1", ns_sprites);
if (spritecrouch == -1)
{
spritecrouch = Wads.CheckNumForName(crouchspritename + "A0", ns_sprites);
}
if (spritenorm == -1 || spritecrouch == -1)
{
// Sprites do not exist so it is best to disable the crouch sprite.
return false;
}
int wadnorm = Wads.GetLumpFile(spritenorm);
int wadcrouch = Wads.GetLumpFile(spritenorm);
if (wadnorm > Wads.GetIwadNum() && wadcrouch <= Wads.GetIwadNum())
{
// Question: Add an option / disable crouching or do what?
return false;
}
}
return true;
}
DEFINE_ACTION_FUNCTION_NATIVE(APlayerPawn, SetupCrouchSprite, SetupCrouchSprite)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(crouchsprite);
ACTION_RETURN_INT(SetupCrouchSprite(self, crouchsprite));
}
//===========================================================================
//
// Animations
//
//===========================================================================
void PlayIdle (AActor *player)
{
IFVIRTUALPTRNAME(player, NAME_PlayerPawn, PlayIdle)
{
VMValue params[1] = { (DObject*)player };
VMCall(func, params, 1, nullptr, 0);
}
}
//===========================================================================
//
// A_PlayerScream
//
// try to find the appropriate death sound and use suitable
// replacements if necessary
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_PlayerScream)
{
PARAM_SELF_PROLOGUE(AActor);
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 0;
}
// Handle the different player death screams
if ((((self->Level->flags >> 15) | (dmflags)) &
(DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX)) &&
self->Vel.Z <= -39)
{
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);
return 0;
}
//===========================================================================
//
// P_CheckPlayerSprites
//
// Here's the place where crouching sprites are handled.
// R_ProjectSprite() calls this for any players.
//
//===========================================================================
void P_CheckPlayerSprite(AActor *actor, int &spritenum, DVector2 &scale)
{
player_t *player = actor->player;
int crouchspriteno;
if (player->userinfo.GetSkin() != 0 && !(actor->flags4 & MF4_NOSKIN))
{
// Convert from default scale to skin scale.
DVector2 defscale = actor->GetDefault()->Scale;
scale.X *= Skins[player->userinfo.GetSkin()].Scale.X / defscale.X;
scale.Y *= Skins[player->userinfo.GetSkin()].Scale.Y / defscale.Y;
}
// Set the crouch sprite?
if (player->crouchfactor < 0.75)
{
int crouchsprite = player->mo->IntVar(NAME_crouchsprite);
if (spritenum == actor->SpawnState->sprite || spritenum == crouchsprite)
{
crouchspriteno = crouchsprite;
}
else if (!(actor->flags4 & MF4_NOSKIN) &&
(spritenum == Skins[player->userinfo.GetSkin()].sprite ||
spritenum == Skins[player->userinfo.GetSkin()].crouchsprite))
{
crouchspriteno = Skins[player->userinfo.GetSkin()].crouchsprite;
}
else
{ // no sprite -> squash the existing one
crouchspriteno = -1;
}
if (crouchspriteno > 0)
{
spritenum = crouchspriteno;
}
else if (player->playerstate != PST_DEAD && player->crouchfactor < 0.75)
{
scale.Y *= 0.5;
}
}
}
CUSTOM_CVAR (Float, sv_aircontrol, 0.00390625f, CVAR_SERVERINFO|CVAR_NOSAVE)
{
currentUILevel->aircontrol = self;
currentUILevel->AirControlChanged ();
}
//==========================================================================
//
// P_FallingDamage
//
//==========================================================================
void P_FallingDamage (AActor *actor)
{
int damagestyle;
int damage;
double vel;
damagestyle = ((actor->Level->flags >> 15) | (dmflags)) &
(DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX);
if (damagestyle == 0)
return;
if (actor->floorsector->Flags & SECF_NOFALLINGDAMAGE)
return;
vel = fabs(actor->Vel.Z);
// 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)
{ // Not fast enough to hurt
return;
}
if (vel >= 63)
{ // automatic death
damage = TELEFRAG_DAMAGE;
}
else
{
vel *= (16. / 23);
damage = int((vel * vel) / 10 - 24);
if (actor->Vel.Z > -39 && damage > actor->health
&& actor->health != 1)
{ // No-death threshold
damage = actor->health-1;
}
}
break;
case DF_FORCE_FALLINGZD: // ZDoom falling damage
if (vel <= 19)
{ // Not fast enough to hurt
return;
}
if (vel >= 84)
{ // automatic death
damage = TELEFRAG_DAMAGE;
}
else
{
damage = int((vel*vel*(11 / 128.) - 30) / 2);
if (damage < 1)
{
damage = 1;
}
}
break;
case DF_FORCE_FALLINGST: // Strife falling damage
if (vel <= 20)
{ // Not fast enough to hurt
return;
}
// The minimum amount of damage you take from falling in Strife
// is 52. Ouch!
damage = int(vel / (25000./65536.));
break;
default:
return;
}
if (actor->player)
{
S_Sound (actor, CHAN_AUTO, "*land", 1, ATTN_NORM);
P_NoiseAlert (actor, actor, true);
if (damage >= TELEFRAG_DAMAGE && ((actor->player->cheats & (CF_GODMODE | CF_BUDDHA) ||
(actor->FindInventory(PClass::FindActor(NAME_PowerBuddha), true) != nullptr))))
{
damage = TELEFRAG_DAMAGE - 1;
}
}
P_DamageMobj (actor, NULL, NULL, damage, NAME_Falling);
}
//----------------------------------------------------------------------------
//
// PROC P_CheckMusicChange
//
//----------------------------------------------------------------------------
void P_CheckMusicChange(player_t *player)
{
// MUSINFO stuff
if (player->MUSINFOtics >= 0 && player->MUSINFOactor != NULL)
{
if (--player->MUSINFOtics < 0)
{
if (player - players == consoleplayer)
{
if (player->MUSINFOactor->args[0] != 0)
{
FName *music = player->MUSINFOactor->Level->info->MusicMap.CheckKey(player->MUSINFOactor->args[0]);
if (music != NULL)
{
S_ChangeMusic(music->GetChars(), player->MUSINFOactor->args[1]);
}
}
else
{
S_ChangeMusic("*");
}
}
DPrintf(DMSG_NOTIFY, "MUSINFO change for player %d to %d\n", (int)(player - players), player->MUSINFOactor->args[0]);
}
}
}
DEFINE_ACTION_FUNCTION(APlayerPawn, CheckMusicChange)
{
PARAM_SELF_PROLOGUE(AActor);
P_CheckMusicChange(self->player);
return 0;
}
//----------------------------------------------------------------------------
//
// PROC P_CheckEnviroment
//
//----------------------------------------------------------------------------
void P_CheckEnvironment(player_t *player)
{
P_PlayerOnSpecial3DFloor(player);
P_PlayerInSpecialSector(player);
if (!player->mo->isAbove(player->mo->Sector->floorplane.ZatPoint(player->mo)) ||
player->mo->waterlevel)
{
// Player must be touching the floor
P_PlayerOnSpecialFlat(player, P_GetThingFloorType(player->mo));
}
if (player->mo->Vel.Z <= -player->mo->FloatVar(NAME_FallingScreamMinSpeed) &&
player->mo->Vel.Z >= -player->mo->FloatVar(NAME_FallingScreamMaxSpeed) && !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);
}
}
}
DEFINE_ACTION_FUNCTION(APlayerPawn, CheckEnvironment)
{
PARAM_SELF_PROLOGUE(AActor);
P_CheckEnvironment(self->player);
return 0;
}
//----------------------------------------------------------------------------
//
// PROC P_CheckUse
//
//----------------------------------------------------------------------------
void P_CheckUse(player_t *player)
{
// check for use
if (player->cmd.ucmd.buttons & BT_USE)
{
if (!player->usedown)
{
player->usedown = true;
if (!P_TalkFacing(player->mo))
{
P_UseLines(player);
}
}
}
else
{
player->usedown = false;
}
}
DEFINE_ACTION_FUNCTION(APlayerPawn, CheckUse)
{
PARAM_SELF_PROLOGUE(AActor);
P_CheckUse(self->player);
return 0;
}
//----------------------------------------------------------------------------
//
// PROC P_PlayerThink
//
//----------------------------------------------------------------------------
void P_PlayerThink (player_t *player)
{
ticcmd_t *cmd = &player->cmd;
if (player->mo == NULL)
{
I_Error ("No player %td start\n", player - players + 1);
}
// Bots do not think in freeze mode.
if (player->mo->Level->isFrozen() && player->Bot != nullptr)
{
return;
}
if (debugfile && !(player->cheats & CF_PREDICTING))
{
fprintf (debugfile, "tic %d for pl %d: (%f, %f, %f, %f) b:%02x p:%d y:%d f:%d s:%d u:%d\n",
gametic, (int)(player-players), player->mo->X(), player->mo->Y(), player->mo->Z(),
player->mo->Angles.Yaw.Degrees, player->cmd.ucmd.buttons,
player->cmd.ucmd.pitch, player->cmd.ucmd.yaw, player->cmd.ucmd.forwardmove,
player->cmd.ucmd.sidemove, player->cmd.ucmd.upmove);
}
// Make unmodified copies for ACS's GetPlayerInput.
player->original_oldbuttons = player->original_cmd.buttons;
player->original_cmd = cmd->ucmd;
// Don't interpolate the view for more than one tic
player->cheats &= ~CF_INTERPVIEW;
IFVIRTUALPTRNAME(player->mo, NAME_PlayerPawn, PlayerThink)
{
VMValue param = player->mo;
VMCall(func, &param, 1, nullptr, 0);
}
}
void P_PredictionLerpReset()
{
PredictionLerptics = PredictionLast.gametic = PredictionLerpFrom.gametic = PredictionLerpResult.gametic = 0;
}
bool P_LerpCalculate(AActor *pmo, PredictPos from, PredictPos to, PredictPos &result, float scale)
{
DVector3 vecFrom = from.pos;
DVector3 vecTo = to.pos;
DVector3 vecResult;
vecResult = vecTo - vecFrom;
vecResult *= scale;
vecResult = vecResult + vecFrom;
DVector3 delta = vecResult - vecTo;
result.pos = pmo->Vec3Offset(vecResult - to.pos);
// As a fail safe, assume extrapolation is the threshold.
return (delta.LengthSquared() > cl_predict_lerpthreshold && scale <= 1.00f);
}
template<class nodetype, class linktype>
void BackupNodeList(AActor *act, nodetype *head, nodetype *linktype::*otherlist, TArray<nodetype*, nodetype*> &prevbackup, TArray<linktype *, linktype *> &otherbackup)
{
// The ordering of the touching_sectorlist needs to remain unchanged
// Also store a copy of all previous sector_thinglist nodes
prevbackup.Clear();
otherbackup.Clear();
for (auto mnode = head; mnode != nullptr; mnode = mnode->m_tnext)
{
otherbackup.Push(mnode->m_sector);
for (auto snode = mnode->m_sector->*otherlist; snode; snode = snode->m_snext)
{
if (snode->m_thing == act)
{
prevbackup.Push(snode->m_sprev);
break;
}
}
}
}
template<class nodetype, class linktype>
nodetype *RestoreNodeList(AActor *act, nodetype *head, nodetype *linktype::*otherlist, TArray<nodetype*, nodetype*> &prevbackup, TArray<linktype *, linktype *> &otherbackup)
{
// Destroy old refrences
nodetype *node = head;
while (node)
{
node->m_thing = NULL;
node = node->m_tnext;
}
// Make the sector_list match the player's touching_sectorlist before it got predicted.
P_DelSeclist(head, otherlist);
head = NULL;
for (auto i = otherbackup.Size(); i-- > 0;)
{
head = P_AddSecnode(otherbackup[i], act, head, otherbackup[i]->*otherlist);
}
//act->touching_sectorlist = ctx.sector_list; // Attach to thing
//ctx.sector_list = NULL; // clear for next time
// In the old code this block never executed because of the commented-out NULL assignment above. Needs to be checked
node = head;
while (node)
{
if (node->m_thing == NULL)
{
if (node == head)
head = node->m_tnext;
node = P_DelSecnode(node, otherlist);
}
else
{
node = node->m_tnext;
}
}
nodetype *snode;
// Restore sector thinglist order
for (auto i = otherbackup.Size(); i-- > 0;)
{
// If we were already the head node, then nothing needs to change
if (prevbackup[i] == NULL)
continue;
for (snode = otherbackup[i]->*otherlist; snode; snode = snode->m_snext)
{
if (snode->m_thing == act)
{
if (snode->m_sprev)
snode->m_sprev->m_snext = snode->m_snext;
else
snode->m_sector->*otherlist = snode->m_snext;
if (snode->m_snext)
snode->m_snext->m_sprev = snode->m_sprev;
snode->m_sprev = prevbackup[i];
// At the moment, we don't exist in the list anymore, but we do know what our previous node is, so we set its current m_snext->m_sprev to us.
if (snode->m_sprev->m_snext)
snode->m_sprev->m_snext->m_sprev = snode;
snode->m_snext = snode->m_sprev->m_snext;
snode->m_sprev->m_snext = snode;
break;
}
}
}
return head;
}
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;
auto act = player->mo;
PredictionActor = player->mo;
PredictionActorBackupArray.Resize(act->GetClass()->Size);
memcpy(PredictionActorBackupArray.Data(), &act->snext, act->GetClass()->Size - ((uint8_t *)&act->snext - (uint8_t *)act));
act->flags &= ~MF_PICKUP;
act->flags2 &= ~MF2_PUSHWALL;
player->cheats |= CF_PREDICTING;
BackupNodeList(act, act->touching_sectorlist, &sector_t::touching_thinglist, PredictionTouchingSectors_sprev_Backup, PredictionTouchingSectorsBackup);
BackupNodeList(act, act->touching_rendersectors, &sector_t::touching_renderthings, PredictionRenderSectors_sprev_Backup, PredictionRenderSectorsBackup);
BackupNodeList(act, act->touching_sectorportallist, &sector_t::sectorportal_thinglist, PredictionPortalSectors_sprev_Backup, PredictionPortalSectorsBackup);
BackupNodeList(act, act->touching_lineportallist, &FLinePortal::lineportal_thinglist, PredictionPortalLines_sprev_Backup, PredictionPortalLinesBackup);
// Keep an ordered list off all actors in the linked sector.
PredictionSectorListBackup.Clear();
if (!(act->flags & MF_NOSECTOR))
{
AActor *link = act->Sector->thinglist;
while (link != NULL)
{
PredictionSectorListBackup.Push(link);
link = link->snext;
}
}
// 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;
// Values too small to be usable for lerping can be considered "off".
bool CanLerp = (!(cl_predict_lerpscale < 0.01f) && (ticdup == 1)), DoLerp = false, NoInterpolateOld = R_GetViewInterpolationStatus();
for (int i = gametic; i < maxtic; ++i)
{
if (!NoInterpolateOld)
R_RebuildViewInterpolation(player);
player->cmd = localcmds[i % LOCALCMDTICS];
P_PlayerThink (player);
player->mo->Tick ();
if (CanLerp && PredictionLast.gametic > 0 && i == PredictionLast.gametic && !NoInterpolateOld)
{
// Z is not compared as lifts will alter this with no apparent change
// Make lerping less picky by only testing whole units
DoLerp = (int)PredictionLast.pos.X != (int)player->mo->X() || (int)PredictionLast.pos.Y != (int)player->mo->Y();
// Aditional Debug information
if (developer >= DMSG_NOTIFY && DoLerp)
{
DPrintf(DMSG_NOTIFY, "Lerp! Ltic (%d) && Ptic (%d) | Lx (%f) && Px (%f) | Ly (%f) && Py (%f)\n",
PredictionLast.gametic, i,
(PredictionLast.pos.X), (player->mo->X()),
(PredictionLast.pos.Y), (player->mo->Y()));
}
}
}
if (CanLerp)
{
if (NoInterpolateOld)
P_PredictionLerpReset();
else if (DoLerp)
{
// If lerping is already in effect, use the previous camera postion so the view doesn't suddenly snap
PredictionLerpFrom = (PredictionLerptics == 0) ? PredictionLast : PredictionLerpResult;
PredictionLerptics = 1;
}
PredictionLast.gametic = maxtic - 1;
PredictionLast.pos = player->mo->Pos();
//PredictionLast.portalgroup = player->mo->Sector->PortalGroup;
if (PredictionLerptics > 0)
{
if (PredictionLerpFrom.gametic > 0 &&
P_LerpCalculate(player->mo, PredictionLerpFrom, PredictionLast, PredictionLerpResult, (float)PredictionLerptics * cl_predict_lerpscale))
{
PredictionLerptics++;
player->mo->SetXYZ(PredictionLerpResult.pos);
}
else
{
PredictionLerptics = 0;
}
}
}
}
void P_UnPredictPlayer ()
{
player_t *player = &players[consoleplayer];
if (player->cheats & CF_PREDICTING)
{
unsigned int i;
AActor *act = player->mo;
if (act != PredictionActor)
{
// Q: Can this happen? If yes, can we continue?
}
AActor *savedcamera = player->camera;
auto &actInvSel = act->PointerVar<AActor*>(NAME_InvSel);
auto InvSel = actInvSel;
int inventorytics = player->inventorytics;
const bool settings_controller = player->settings_controller;
*player = PredictionPlayerBackup;
player->settings_controller = settings_controller;
// Restore the camera instead of using the backup's copy, because spynext/prev
// could cause it to change during prediction.
player->camera = savedcamera;
FLinkContext ctx;
// Unlink from all list, including those which are not being handled by UnlinkFromWorld.
auto sectorportal_list = act->touching_sectorportallist;
auto lineportal_list = act->touching_lineportallist;
act->touching_sectorportallist = nullptr;
act->touching_lineportallist = nullptr;
act->UnlinkFromWorld(&ctx);
memcpy(&act->snext, PredictionActorBackupArray.Data(), PredictionActorBackupArray.Size() - ((uint8_t *)&act->snext - (uint8_t *)act));
// The blockmap ordering needs to remain unchanged, too.
// Restore sector links and refrences.
// [ED850] This is somewhat of a duplicate of LinkToWorld(), but we need to keep every thing the same,
// otherwise we end up fixing bugs in blockmap logic (i.e undefined behaviour with polyobject collisions),
// which we really don't want to do here.
if (!(act->flags & MF_NOSECTOR))
{
sector_t *sec = act->Sector;
AActor *me, *next;
AActor **link;// , **prev;
// The thinglist is just a pointer chain. We are restoring the exact same things, so we can NULL the head safely
sec->thinglist = NULL;
for (i = PredictionSectorListBackup.Size(); i-- > 0;)
{
me = PredictionSectorListBackup[i];
link = &sec->thinglist;
next = *link;
if ((me->snext = next))
next->sprev = &me->snext;
me->sprev = link;
*link = me;
}
act->touching_sectorlist = RestoreNodeList(act, ctx.sector_list, &sector_t::touching_thinglist, PredictionTouchingSectors_sprev_Backup, PredictionTouchingSectorsBackup);
act->touching_rendersectors = RestoreNodeList(act, ctx.render_list, &sector_t::touching_renderthings, PredictionRenderSectors_sprev_Backup, PredictionRenderSectorsBackup);
act->touching_sectorportallist = RestoreNodeList(act, sectorportal_list, &sector_t::sectorportal_thinglist, PredictionPortalSectors_sprev_Backup, PredictionPortalSectorsBackup);
act->touching_lineportallist = RestoreNodeList(act, lineportal_list, &FLinePortal::lineportal_thinglist, PredictionPortalLines_sprev_Backup, PredictionPortalLinesBackup);
}
// 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;
}
actInvSel = InvSel;
player->inventorytics = inventorytics;
}
}
void player_t::Serialize(FSerializer &arc)
{
FString skinname;
arc("class", cls)
("mo", mo)
("camera", camera)
("playerstate", playerstate)
("cmd", cmd);
if (arc.isReading())
{
ReadUserInfo(arc, userinfo, skinname);
}
else
{
WriteUserInfo(arc, userinfo);
}
arc("desiredfov", DesiredFOV)
("fov", FOV)
("viewz", viewz)
("viewheight", viewheight)
("deltaviewheight", deltaviewheight)
("bob", bob)
("vel", Vel)
("centering", centering)
("health", health)
("inventorytics", inventorytics)
("fragcount", fragcount)
("spreecount", spreecount)
("multicount", multicount)
("lastkilltime", lastkilltime)
("readyweapon", ReadyWeapon)
("pendingweapon", PendingWeapon)
("cheats", cheats)
("refire", refire)
("inconsistant", inconsistant)
("killcount", killcount)
("itemcount", itemcount)
("secretcount", secretcount)
("damagecount", damagecount)
("bonuscount", bonuscount)
("hazardcount", hazardcount)
("poisoncount", poisoncount)
("poisoner", poisoner)
("attacker", attacker)
("extralight", extralight)
("fixedcolormap", fixedcolormap)
("fixedlightlevel", fixedlightlevel)
("morphTics", morphTics)
("morphedplayerclass", MorphedPlayerClass)
("morphstyle", MorphStyle)
("morphexitflash", MorphExitFlash)
("premorphweapon", PremorphWeapon)
("chickenpeck", chickenPeck)
("jumptics", jumpTics)
("respawntime", respawn_time)
("airfinished", air_finished)
("turnticks", turnticks)
("oldbuttons", oldbuttons)
("hazardtype", hazardtype)
("hazardinterval", hazardinterval)
("bot", Bot)
("blendr", BlendR)
("blendg", BlendG)
("blendb", BlendB)
("blenda", BlendA)
("weaponstate", WeaponState)
("logtext", LogText)
("conversionnpc", ConversationNPC)
("conversionpc", ConversationPC)
("conversionnpcangle", ConversationNPCAngle)
("conversionfacetalker", ConversationFaceTalker)
.Array("frags", frags, MAXPLAYERS)
("psprites", psprites)
("currentplayerclass", CurrentPlayerClass)
("crouchfactor", crouchfactor)
("crouching", crouching)
("crouchdir", crouchdir)
("crouchviewdelta", crouchviewdelta)
("original_cmd", original_cmd)
("original_oldbuttons", original_oldbuttons)
("poisontype", poisontype)
("poisonpaintype", poisonpaintype)
("timefreezer", timefreezer)
("settings_controller", settings_controller)
("onground", onground)
("musinfoactor", MUSINFOactor)
("musinfotics", MUSINFOtics);
if (arc.isWriting ())
{
// 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;
}
if (skinname.IsNotEmpty())
{
userinfo.SkinChanged(skinname, CurrentPlayerClass);
}
}
bool P_IsPlayerTotallyFrozen(const player_t *player)
{
return
gamestate == GS_TITLELEVEL ||
player->cheats & CF_TOTALLYFROZEN ||
player->mo->isFrozen();
}
//==========================================================================
//
// native members
//
//==========================================================================
DEFINE_FIELD_X(PlayerInfo, player_t, mo)
DEFINE_FIELD_X(PlayerInfo, player_t, playerstate)
DEFINE_FIELD_X(PlayerInfo, player_t, original_oldbuttons)
DEFINE_FIELD_X(PlayerInfo, player_t, cls)
DEFINE_FIELD_X(PlayerInfo, player_t, DesiredFOV)
DEFINE_FIELD_X(PlayerInfo, player_t, FOV)
DEFINE_FIELD_X(PlayerInfo, player_t, viewz)
DEFINE_FIELD_X(PlayerInfo, player_t, viewheight)
DEFINE_FIELD_X(PlayerInfo, player_t, deltaviewheight)
DEFINE_FIELD_X(PlayerInfo, player_t, bob)
DEFINE_FIELD_X(PlayerInfo, player_t, Vel)
DEFINE_FIELD_X(PlayerInfo, player_t, centering)
DEFINE_FIELD_X(PlayerInfo, player_t, turnticks)
DEFINE_FIELD_X(PlayerInfo, player_t, attackdown)
DEFINE_FIELD_X(PlayerInfo, player_t, usedown)
DEFINE_FIELD_X(PlayerInfo, player_t, oldbuttons)
DEFINE_FIELD_X(PlayerInfo, player_t, health)
DEFINE_FIELD_X(PlayerInfo, player_t, inventorytics)
DEFINE_FIELD_X(PlayerInfo, player_t, CurrentPlayerClass)
DEFINE_FIELD_X(PlayerInfo, player_t, frags)
DEFINE_FIELD_X(PlayerInfo, player_t, fragcount)
DEFINE_FIELD_X(PlayerInfo, player_t, lastkilltime)
DEFINE_FIELD_X(PlayerInfo, player_t, multicount)
DEFINE_FIELD_X(PlayerInfo, player_t, spreecount)
DEFINE_FIELD_X(PlayerInfo, player_t, WeaponState)
DEFINE_FIELD_X(PlayerInfo, player_t, ReadyWeapon)
DEFINE_FIELD_X(PlayerInfo, player_t, PendingWeapon)
DEFINE_FIELD_X(PlayerInfo, player_t, psprites)
DEFINE_FIELD_X(PlayerInfo, player_t, cheats)
DEFINE_FIELD_X(PlayerInfo, player_t, timefreezer)
DEFINE_FIELD_X(PlayerInfo, player_t, refire)
DEFINE_FIELD_NAMED_X(PlayerInfo, player_t, inconsistant, inconsistent)
DEFINE_FIELD_X(PlayerInfo, player_t, waiting)
DEFINE_FIELD_X(PlayerInfo, player_t, killcount)
DEFINE_FIELD_X(PlayerInfo, player_t, itemcount)
DEFINE_FIELD_X(PlayerInfo, player_t, secretcount)
DEFINE_FIELD_X(PlayerInfo, player_t, damagecount)
DEFINE_FIELD_X(PlayerInfo, player_t, bonuscount)
DEFINE_FIELD_X(PlayerInfo, player_t, hazardcount)
DEFINE_FIELD_X(PlayerInfo, player_t, hazardinterval)
DEFINE_FIELD_X(PlayerInfo, player_t, hazardtype)
DEFINE_FIELD_X(PlayerInfo, player_t, poisoncount)
DEFINE_FIELD_X(PlayerInfo, player_t, poisontype)
DEFINE_FIELD_X(PlayerInfo, player_t, poisonpaintype)
DEFINE_FIELD_X(PlayerInfo, player_t, poisoner)
DEFINE_FIELD_X(PlayerInfo, player_t, attacker)
DEFINE_FIELD_X(PlayerInfo, player_t, extralight)
DEFINE_FIELD_X(PlayerInfo, player_t, fixedcolormap)
DEFINE_FIELD_X(PlayerInfo, player_t, fixedlightlevel)
DEFINE_FIELD_X(PlayerInfo, player_t, morphTics)
DEFINE_FIELD_X(PlayerInfo, player_t, MorphedPlayerClass)
DEFINE_FIELD_X(PlayerInfo, player_t, MorphStyle)
DEFINE_FIELD_X(PlayerInfo, player_t, MorphExitFlash)
DEFINE_FIELD_X(PlayerInfo, player_t, PremorphWeapon)
DEFINE_FIELD_X(PlayerInfo, player_t, chickenPeck)
DEFINE_FIELD_X(PlayerInfo, player_t, jumpTics)
DEFINE_FIELD_X(PlayerInfo, player_t, onground)
DEFINE_FIELD_X(PlayerInfo, player_t, respawn_time)
DEFINE_FIELD_X(PlayerInfo, player_t, camera)
DEFINE_FIELD_X(PlayerInfo, player_t, air_finished)
DEFINE_FIELD_X(PlayerInfo, player_t, LastDamageType)
DEFINE_FIELD_X(PlayerInfo, player_t, MUSINFOactor)
DEFINE_FIELD_X(PlayerInfo, player_t, MUSINFOtics)
DEFINE_FIELD_X(PlayerInfo, player_t, settings_controller)
DEFINE_FIELD_X(PlayerInfo, player_t, crouching)
DEFINE_FIELD_X(PlayerInfo, player_t, crouchdir)
DEFINE_FIELD_X(PlayerInfo, player_t, Bot)
DEFINE_FIELD_X(PlayerInfo, player_t, BlendR)
DEFINE_FIELD_X(PlayerInfo, player_t, BlendG)
DEFINE_FIELD_X(PlayerInfo, player_t, BlendB)
DEFINE_FIELD_X(PlayerInfo, player_t, BlendA)
DEFINE_FIELD_X(PlayerInfo, player_t, LogText)
DEFINE_FIELD_X(PlayerInfo, player_t, MinPitch)
DEFINE_FIELD_X(PlayerInfo, player_t, MaxPitch)
DEFINE_FIELD_X(PlayerInfo, player_t, crouchfactor)
DEFINE_FIELD_X(PlayerInfo, player_t, crouchoffset)
DEFINE_FIELD_X(PlayerInfo, player_t, crouchviewdelta)
DEFINE_FIELD_X(PlayerInfo, player_t, ConversationNPC)
DEFINE_FIELD_X(PlayerInfo, player_t, ConversationPC)
DEFINE_FIELD_X(PlayerInfo, player_t, ConversationNPCAngle)
DEFINE_FIELD_X(PlayerInfo, player_t, ConversationFaceTalker)
DEFINE_FIELD_NAMED_X(PlayerInfo, player_t, cmd.ucmd, cmd)
DEFINE_FIELD_X(PlayerInfo, player_t, original_cmd)
DEFINE_FIELD_X(PlayerInfo, player_t, userinfo)
DEFINE_FIELD_X(PlayerInfo, player_t, weapons)
DEFINE_FIELD_NAMED_X(PlayerInfo, player_t, cmd.ucmd.buttons, buttons)
DEFINE_FIELD_X(UserCmd, usercmd_t, buttons)
DEFINE_FIELD_X(UserCmd, usercmd_t, pitch)
DEFINE_FIELD_X(UserCmd, usercmd_t, yaw)
DEFINE_FIELD_X(UserCmd, usercmd_t, roll)
DEFINE_FIELD_X(UserCmd, usercmd_t, forwardmove)
DEFINE_FIELD_X(UserCmd, usercmd_t, sidemove)
DEFINE_FIELD_X(UserCmd, usercmd_t, upmove)
DEFINE_FIELD(FPlayerClass, Type)
DEFINE_FIELD(FPlayerClass, Flags)
DEFINE_FIELD(FPlayerClass, Skins)