mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-14 08:30:50 +00:00
51b05d331d
- Converted P_MovePlayer and all associated variables to floating point because this wasn't working well with a mixture between float and fixed. Like the angle commit this has just been patched up to compile, the bulk of work is yet to be done.
1101 lines
26 KiB
C++
1101 lines
26 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_enemy.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 "templates.h"
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#include "thingdef/thingdef.h"
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#include "g_level.h"
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#include "farchive.h"
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#include "d_player.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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struct FGenericButtons
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{
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int ReadyFlag; // Flag passed to A_WeaponReady
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int StateFlag; // Flag set in WeaponState
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int ButtonFlag; // Button to press
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ENamedName StateName; // Name of the button/state
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};
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enum EWRF_Options
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{
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WRF_NoBob = 1,
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WRF_NoSwitch = 1 << 1,
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WRF_NoPrimary = 1 << 2,
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WRF_NoSecondary = 1 << 3,
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WRF_NoFire = WRF_NoPrimary | WRF_NoSecondary,
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WRF_AllowReload = 1 << 4,
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WRF_AllowZoom = 1 << 5,
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WRF_DisableSwitch = 1 << 6,
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WRF_AllowUser1 = 1 << 7,
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WRF_AllowUser2 = 1 << 8,
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WRF_AllowUser3 = 1 << 9,
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WRF_AllowUser4 = 1 << 10,
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};
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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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// [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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static const FGenericButtons ButtonChecks[] =
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{
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{ WRF_AllowZoom, WF_WEAPONZOOMOK, BT_ZOOM, NAME_Zoom },
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{ WRF_AllowReload, WF_WEAPONRELOADOK, BT_RELOAD, NAME_Reload },
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{ WRF_AllowUser1, WF_USER1OK, BT_USER1, NAME_User1 },
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{ WRF_AllowUser2, WF_USER2OK, BT_USER2, NAME_User2 },
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{ WRF_AllowUser3, WF_USER3OK, BT_USER3, NAME_User3 },
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{ WRF_AllowUser4, WF_USER4OK, BT_USER4, NAME_User4 },
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};
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// CODE --------------------------------------------------------------------
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//---------------------------------------------------------------------------
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//
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// PROC P_NewPspriteTick
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//
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//---------------------------------------------------------------------------
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void P_NewPspriteTick()
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{
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// This function should be called after the beginning of a tick, before any possible
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// prprite-event, or near the end, after any possible psprite event.
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// Because data is reset for every tick (which it must be) this has no impact on savegames.
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for (int i = 0; i<MAXPLAYERS; i++)
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{
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if (playeringame[i])
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{
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pspdef_t *pspdef = players[i].psprites;
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for (int j = 0;j < NUMPSPRITES; j++)
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{
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pspdef[j].processPending = true;
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}
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}
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}
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}
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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, bool nofunction)
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{
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pspdef_t *psp;
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if (position == ps_weapon && !nofunction)
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{ // A_WeaponReady will re-set these as needed
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player->WeaponState &= ~(WF_WEAPONREADY | WF_WEAPONREADYALT | WF_WEAPONBOBBING | WF_WEAPONSWITCHOK | WF_WEAPONRELOADOK | WF_WEAPONZOOMOK |
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WF_USER1OK | WF_USER2OK | WF_USER3OK | WF_USER4OK);
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}
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psp = &player->psprites[position];
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psp->processPending = false; // Do not subsequently perform periodic processing within the same tick.
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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 (state->sprite != SPR_FIXED)
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{ // okay to change sprite and/or frame
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if (!state->GetSameFrame())
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{ // okay to change frame
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psp->frame = state->GetFrame();
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}
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if (state->sprite != SPR_NOCHANGE)
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{ // okay to change sprite
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psp->sprite = state->sprite;
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}
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}
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if (sv_fastweapons == 2 && position == ps_weapon)
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psp->tics = state->ActionFunc == NULL ? 0 : 1;
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else if (sv_fastweapons == 3)
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psp->tics = (state->GetTics() != 0);
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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->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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if (!nofunction && player->mo != NULL)
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{
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FState *newstate;
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if (state->CallAction(player->mo, player->ReadyWeapon, &newstate))
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{
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if (newstate != NULL)
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{
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state = newstate;
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psp->tics = 0;
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continue;
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}
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if (psp->state == NULL)
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{
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break;
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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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if (player->ReadyWeapon != NULL)
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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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}
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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), true))
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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_Sound (player->mo, CHAN_WEAPON, weapon->UpSound, 1, ATTN_NORM);
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}
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newstate = weapon->GetUpState ();
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player->refire = 0;
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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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// make sure that the previous weapon's flash state is terminated.
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// When coming here from a weapon drop it may still be active.
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P_SetPsprite(player, ps_flash, NULL);
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P_SetPsprite (player, ps_weapon, newstate);
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player->mo->weaponspecial = 0;
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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, FState *state)
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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->Bot == NULL && 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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player->mo->PlayAttacking ();
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weapon->bAltFire = false;
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if (state == NULL)
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{
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state = weapon->GetAtkState(!!player->refire);
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}
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P_SetPsprite (player, ps_weapon, state);
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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, FState *state)
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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->Bot == NULL && 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->FindState(NAME_AltFire) == NULL || !weapon->CheckAmmo (AWeapon::AltFire, true))
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{
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return;
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}
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player->mo->PlayAttacking ();
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weapon->bAltFire = true;
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if (state == NULL)
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{
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state = weapon->GetAltAtkState(!!player->refire);
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}
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P_SetPsprite (player, ps_weapon, state);
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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 == NULL)
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{
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return;
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}
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// Since the weapon is dropping, stop blocking switching.
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player->WeaponState &= ~WF_DISABLESWITCH;
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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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// [XA] Added new bob styles and exposed bob properties. Thanks, Ryan Cordell!
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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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// [XA] Get the current weapon's bob properties.
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int bobstyle = weapon->BobStyle;
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int bobspeed = (weapon->BobSpeed * 128) >> 16;
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fixed_t rangex = weapon->BobRangeX;
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fixed_t rangey = weapon->BobRangeY;
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// Bob the weapon based on movement speed.
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int angle = (bobspeed*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->WeaponState & WF_WEAPONBOBBING) ? FLOAT2FIXED(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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fixed_t bobx = fixed_t(player->bob * rangex);
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fixed_t boby = fixed_t(player->bob * rangey);
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switch (bobstyle)
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{
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case AWeapon::BobNormal:
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*x = FixedMul(bobx, finecosine[angle]);
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*y = FixedMul(boby, finesine[angle & (FINEANGLES/2-1)]);
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break;
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case AWeapon::BobInverse:
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*x = FixedMul(bobx, finecosine[angle]);
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*y = boby - FixedMul(boby, finesine[angle & (FINEANGLES/2-1)]);
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break;
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case AWeapon::BobAlpha:
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*x = FixedMul(bobx, finesine[angle]);
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*y = FixedMul(boby, finesine[angle & (FINEANGLES/2-1)]);
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break;
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case AWeapon::BobInverseAlpha:
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*x = FixedMul(bobx, finesine[angle]);
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*y = boby - FixedMul(boby, finesine[angle & (FINEANGLES/2-1)]);
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break;
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case AWeapon::BobSmooth:
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*x = FixedMul(bobx, finecosine[angle]);
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*y = (boby - FixedMul(boby, finecosine[angle*2 & (FINEANGLES-1)])) / 2;
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break;
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case AWeapon::BobInverseSmooth:
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*x = FixedMul(bobx, finecosine[angle]);
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*y = (FixedMul(boby, finecosine[angle*2 & (FINEANGLES-1)]) + boby) / 2;
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}
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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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// Readies a weapon for firing or bobbing with its three ancillary functions,
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// DoReadyWeaponToSwitch(), DoReadyWeaponToFire() and DoReadyWeaponToBob().
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// [XA] Added DoReadyWeaponToReload() and DoReadyWeaponToZoom()
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//
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//============================================================================
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void DoReadyWeaponToSwitch (AActor *self, bool switchable)
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{
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// Prepare for switching action.
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player_t *player;
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if (self && (player = self->player))
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{
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if (switchable)
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{
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player->WeaponState |= WF_WEAPONSWITCHOK | WF_REFIRESWITCHOK;
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}
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else
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{
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// WF_WEAPONSWITCHOK is automatically cleared every tic by P_SetPsprite().
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player->WeaponState &= ~WF_REFIRESWITCHOK;
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}
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}
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}
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void DoReadyWeaponDisableSwitch (AActor *self, INTBOOL disable)
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{
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// Discard all switch attempts?
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player_t *player;
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if (self && (player = self->player))
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{
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if (disable)
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{
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player->WeaponState |= WF_DISABLESWITCH;
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player->WeaponState &= ~WF_REFIRESWITCHOK;
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}
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else
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{
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player->WeaponState &= ~WF_DISABLESWITCH;
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}
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}
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}
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void DoReadyWeaponToFire (AActor *self, bool prim, bool alt)
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{
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player_t *player;
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AWeapon *weapon;
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if (!self || !(player = self->player) || !(weapon = player->ReadyWeapon))
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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 (self->InStateSequence(self->state, self->MissileState) ||
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self->InStateSequence(self->state, self->MeleeState))
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{
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static_cast<APlayerPawn *>(self)->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->FindState(NAME_Ready))
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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_Sound (self, CHAN_WEAPON, weapon->ReadySound, 1, ATTN_NORM);
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}
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}
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// Prepare for firing action.
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player->WeaponState |= ((prim ? WF_WEAPONREADY : 0) | (alt ? WF_WEAPONREADYALT : 0));
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|
return;
|
|
}
|
|
|
|
void DoReadyWeaponToBob (AActor *self)
|
|
{
|
|
if (self && self->player && self->player->ReadyWeapon)
|
|
{
|
|
// Prepare for bobbing action.
|
|
self->player->WeaponState |= WF_WEAPONBOBBING;
|
|
self->player->psprites[ps_weapon].sx = 0;
|
|
self->player->psprites[ps_weapon].sy = WEAPONTOP;
|
|
}
|
|
}
|
|
|
|
void DoReadyWeaponToGeneric(AActor *self, int paramflags)
|
|
{
|
|
int flags = 0;
|
|
|
|
for (size_t i = 0; i < countof(ButtonChecks); ++i)
|
|
{
|
|
if (paramflags & ButtonChecks[i].ReadyFlag)
|
|
{
|
|
flags |= ButtonChecks[i].StateFlag;
|
|
}
|
|
}
|
|
if (self != NULL && self->player != NULL)
|
|
{
|
|
self->player->WeaponState |= flags;
|
|
}
|
|
}
|
|
|
|
// This function replaces calls to A_WeaponReady in other codepointers.
|
|
void DoReadyWeapon(AActor *self)
|
|
{
|
|
DoReadyWeaponToBob(self);
|
|
DoReadyWeaponToFire(self);
|
|
DoReadyWeaponToSwitch(self);
|
|
DoReadyWeaponToGeneric(self, ~0);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_WeaponReady)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
PARAM_INT_OPT(flags) { flags = 0; }
|
|
|
|
DoReadyWeaponToSwitch(self, !(flags & WRF_NoSwitch));
|
|
if ((flags & WRF_NoFire) != WRF_NoFire) DoReadyWeaponToFire(self, !(flags & WRF_NoPrimary), !(flags & WRF_NoSecondary));
|
|
if (!(flags & WRF_NoBob)) DoReadyWeaponToBob(self);
|
|
DoReadyWeaponToGeneric(self, flags);
|
|
DoReadyWeaponDisableSwitch(self, flags & WRF_DisableSwitch);
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC P_CheckWeaponFire
|
|
//
|
|
// The player can fire the weapon.
|
|
// [RH] This was in A_WeaponReady before, but that only works well when the
|
|
// weapon's ready frames have a one tic delay.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void P_CheckWeaponFire (player_t *player)
|
|
{
|
|
AWeapon *weapon = player->ReadyWeapon;
|
|
|
|
if (weapon == NULL)
|
|
return;
|
|
|
|
// Check for fire. Some weapons do not auto fire.
|
|
if ((player->WeaponState & WF_WEAPONREADY) && (player->cmd.ucmd.buttons & BT_ATTACK))
|
|
{
|
|
if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE))
|
|
{
|
|
player->attackdown = true;
|
|
P_FireWeapon (player, NULL);
|
|
return;
|
|
}
|
|
}
|
|
else if ((player->WeaponState & WF_WEAPONREADYALT) && (player->cmd.ucmd.buttons & BT_ALTATTACK))
|
|
{
|
|
if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE))
|
|
{
|
|
player->attackdown = true;
|
|
P_FireWeaponAlt (player, NULL);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
player->attackdown = false;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC P_CheckWeaponSwitch
|
|
//
|
|
// The player can change to another weapon at this time.
|
|
// [GZ] This was cut from P_CheckWeaponFire.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void P_CheckWeaponSwitch (player_t *player)
|
|
{
|
|
if (player == NULL)
|
|
{
|
|
return;
|
|
}
|
|
if ((player->WeaponState & WF_DISABLESWITCH) || // Weapon changing has been disabled.
|
|
player->morphTics != 0) // Morphed classes cannot change weapons.
|
|
{ // ...so throw away any pending weapon requests.
|
|
player->PendingWeapon = WP_NOCHANGE;
|
|
}
|
|
|
|
// Put the weapon away if the player has a pending weapon or has died, and
|
|
// we're at a place in the state sequence where dropping the weapon is okay.
|
|
if ((player->PendingWeapon != WP_NOCHANGE || player->health <= 0) &&
|
|
player->WeaponState & WF_WEAPONSWITCHOK)
|
|
{
|
|
P_DropWeapon(player);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC P_CheckWeaponButtons
|
|
//
|
|
// Check extra button presses for weapons.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void P_CheckWeaponButtons (player_t *player)
|
|
{
|
|
if (player->Bot == NULL && bot_observer)
|
|
{
|
|
return;
|
|
}
|
|
AWeapon *weapon = player->ReadyWeapon;
|
|
if (weapon == NULL)
|
|
{
|
|
return;
|
|
}
|
|
// The button checks are ordered by precedence. The first one to match a
|
|
// button press and affect a state change wins.
|
|
for (size_t i = 0; i < countof(ButtonChecks); ++i)
|
|
{
|
|
if ((player->WeaponState & ButtonChecks[i].StateFlag) &&
|
|
(player->cmd.ucmd.buttons & ButtonChecks[i].ButtonFlag))
|
|
{
|
|
FState *state = weapon->GetStateForButtonName(ButtonChecks[i].StateName);
|
|
// [XA] don't change state if still null, so if the modder
|
|
// sets WRF_xxx to true but forgets to define the corresponding
|
|
// state, the weapon won't disappear. ;)
|
|
if (state != NULL)
|
|
{
|
|
P_SetPsprite(player, ps_weapon, state);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC A_ReFire
|
|
//
|
|
// The player can re-fire the weapon without lowering it entirely.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_ReFire)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
PARAM_STATE_OPT(state) { state = NULL; }
|
|
A_ReFire(self, state);
|
|
return 0;
|
|
}
|
|
|
|
void A_ReFire(AActor *self, FState *state)
|
|
{
|
|
player_t *player = self->player;
|
|
bool pending;
|
|
|
|
if (NULL == player)
|
|
{
|
|
return;
|
|
}
|
|
pending = player->PendingWeapon != WP_NOCHANGE && (player->WeaponState & WF_REFIRESWITCHOK);
|
|
if ((player->cmd.ucmd.buttons & BT_ATTACK)
|
|
&& !player->ReadyWeapon->bAltFire && !pending && player->health > 0)
|
|
{
|
|
player->refire++;
|
|
P_FireWeapon (player, state);
|
|
}
|
|
else if ((player->cmd.ucmd.buttons & BT_ALTATTACK)
|
|
&& player->ReadyWeapon->bAltFire && !pending && player->health > 0)
|
|
{
|
|
player->refire++;
|
|
P_FireWeaponAlt (player, state);
|
|
}
|
|
else
|
|
{
|
|
player->refire = 0;
|
|
player->ReadyWeapon->CheckAmmo (player->ReadyWeapon->bAltFire
|
|
? AWeapon::AltFire : AWeapon::PrimaryFire, true);
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AInventory, A_ClearReFire)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
player_t *player = self->player;
|
|
|
|
if (NULL != player)
|
|
{
|
|
player->refire = 0;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// 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.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
DEFINE_ACTION_FUNCTION(AInventory, A_CheckReload)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
|
|
if (self->player != NULL)
|
|
{
|
|
self->player->ReadyWeapon->CheckAmmo (
|
|
self->player->ReadyWeapon->bAltFire ? AWeapon::AltFire
|
|
: AWeapon::PrimaryFire, true);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC A_Lower
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
|
|
player_t *player = self->player;
|
|
pspdef_t *psp;
|
|
|
|
if (NULL == player)
|
|
{
|
|
return 0;
|
|
}
|
|
psp = &player->psprites[ps_weapon];
|
|
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 0;
|
|
}
|
|
if (player->playerstate == PST_DEAD)
|
|
{ // Player is dead, so don't bring up a pending weapon
|
|
psp->sy = WEAPONBOTTOM;
|
|
|
|
// Player is dead, so keep the weapon off screen
|
|
P_SetPsprite (player, ps_weapon, NULL);
|
|
return 0;
|
|
}
|
|
// [RH] Clear the flash state. Only needed for Strife.
|
|
P_SetPsprite (player, ps_flash, NULL);
|
|
P_BringUpWeapon (player);
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC A_Raise
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
DEFINE_ACTION_FUNCTION(AInventory, A_Raise)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
|
|
if (self == NULL)
|
|
{
|
|
return 0;
|
|
}
|
|
player_t *player = self->player;
|
|
pspdef_t *psp;
|
|
|
|
if (NULL == player)
|
|
{
|
|
return 0;
|
|
}
|
|
if (player->PendingWeapon != WP_NOCHANGE)
|
|
{
|
|
P_DropWeapon(player);
|
|
return 0;
|
|
}
|
|
psp = &player->psprites[ps_weapon];
|
|
psp->sy -= RAISESPEED;
|
|
if (psp->sy > WEAPONTOP)
|
|
{ // Not raised all the way yet
|
|
return 0;
|
|
}
|
|
psp->sy = WEAPONTOP;
|
|
if (player->ReadyWeapon != NULL)
|
|
{
|
|
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
|
|
}
|
|
else
|
|
{
|
|
player->psprites[ps_weapon].state = NULL;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
|
|
|
|
|
|
//
|
|
// A_GunFlash
|
|
//
|
|
enum GF_Flags
|
|
{
|
|
GFF_NOEXTCHANGE = 1,
|
|
};
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_GunFlash)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
PARAM_STATE_OPT(flash) { flash = NULL; }
|
|
PARAM_INT_OPT (flags) { flags = 0; }
|
|
|
|
player_t *player = self->player;
|
|
|
|
if (NULL == player)
|
|
{
|
|
return 0;
|
|
}
|
|
if (!(flags & GFF_NOEXTCHANGE))
|
|
{
|
|
player->mo->PlayAttacking2 ();
|
|
}
|
|
if (flash == NULL)
|
|
{
|
|
if (player->ReadyWeapon->bAltFire)
|
|
{
|
|
flash = player->ReadyWeapon->FindState(NAME_AltFlash);
|
|
}
|
|
if (flash == NULL)
|
|
{
|
|
flash = player->ReadyWeapon->FindState(NAME_Flash);
|
|
}
|
|
}
|
|
P_SetPsprite (player, ps_flash, flash);
|
|
return 0;
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// WEAPON ATTACKS
|
|
//
|
|
|
|
//
|
|
// P_BulletSlope
|
|
// Sets a slope so a near miss is at aproximately
|
|
// the height of the intended target
|
|
//
|
|
|
|
DAngle P_BulletSlope (AActor *mo, FTranslatedLineTarget *pLineTarget, int aimflags)
|
|
{
|
|
static const double angdiff[3] = { -5.625f, 5.625f, 0 };
|
|
int i;
|
|
DAngle an;
|
|
DAngle pitch;
|
|
FTranslatedLineTarget scratch;
|
|
|
|
if (pLineTarget == NULL) pLineTarget = &scratch;
|
|
// see which target is to be aimed at
|
|
i = 2;
|
|
do
|
|
{
|
|
an = mo->Angles.Yaw + angdiff[i];
|
|
pitch = P_AimLineAttack (mo, an, 16.*64, pLineTarget, 0., aimflags);
|
|
|
|
if (mo->player != NULL &&
|
|
level.IsFreelookAllowed() &&
|
|
mo->player->userinfo.GetAimDist() <= 0.5)
|
|
{
|
|
break;
|
|
}
|
|
} while (pLineTarget->linetarget == NULL && --i >= 0);
|
|
|
|
return pitch;
|
|
}
|
|
|
|
|
|
//
|
|
// P_GunShot
|
|
//
|
|
void P_GunShot (AActor *mo, bool accurate, PClassActor *pufftype, DAngle pitch)
|
|
{
|
|
DAngle angle;
|
|
int damage;
|
|
|
|
damage = 5*(pr_gunshot()%3+1);
|
|
angle = mo->Angles.Yaw;
|
|
|
|
if (!accurate)
|
|
{
|
|
angle += pr_gunshot.Random2 () * (5.625 / 256);
|
|
}
|
|
|
|
P_LineAttack (mo, angle, PLAYERMISSILERANGE, pitch, damage, NAME_Hitscan, pufftype);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AInventory, A_Light0)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
|
|
if (self->player != NULL)
|
|
{
|
|
self->player->extralight = 0;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AInventory, A_Light1)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
|
|
if (self->player != NULL)
|
|
{
|
|
self->player->extralight = 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AInventory, A_Light2)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
|
|
if (self->player != NULL)
|
|
{
|
|
self->player->extralight = 2;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_Light)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
PARAM_INT(light);
|
|
|
|
if (self->player != NULL)
|
|
{
|
|
self->player->extralight = clamp<int>(light, -20, 20);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//------------------------------------------------------------------------
|
|
//
|
|
// PROC P_SetupPsprites
|
|
//
|
|
// Called at start of level for each player
|
|
//
|
|
//------------------------------------------------------------------------
|
|
|
|
void P_SetupPsprites(player_t *player, bool startweaponup)
|
|
{
|
|
int i;
|
|
|
|
// Remove all psprites
|
|
for (i = 0; i < NUMPSPRITES; i++)
|
|
{
|
|
player->psprites[i].state = NULL;
|
|
}
|
|
// Spawn the ready weapon
|
|
player->PendingWeapon = !startweaponup ? player->ReadyWeapon : WP_NOCHANGE;
|
|
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 != NAME_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 && psp->processPending) // 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--;
|
|
|
|
// [BC] Apply double firing speed.
|
|
if ( psp->tics && (player->cheats & CF_DOUBLEFIRINGSPEED))
|
|
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;
|
|
P_CheckWeaponSwitch (player);
|
|
if (player->WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
|
|
{
|
|
P_CheckWeaponFire (player);
|
|
}
|
|
|
|
// Check custom buttons
|
|
P_CheckWeaponButtons(player);
|
|
}
|
|
}
|
|
|
|
FArchive &operator<< (FArchive &arc, pspdef_t &def)
|
|
{
|
|
arc << def.state << def.tics << def.sx << def.sy
|
|
<< def.sprite << def.frame;
|
|
return arc;
|
|
}
|