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cfaa3e3fa9
With arbitrary PSP layers the old method was no longer safe because the layer ID was not available in the action function.
1476 lines
33 KiB
C++
1476 lines
33 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 6.
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#define RAISESPEED 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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//
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//
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//------------------------------------------------------------------------
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IMPLEMENT_POINTY_CLASS(DPSprite)
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DECLARE_POINTER(Caller)
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DECLARE_POINTER(Next)
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END_POINTERS
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//------------------------------------------------------------------------
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//
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//
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//
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//------------------------------------------------------------------------
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DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
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: processPending(true),
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firstTic(true),
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x(.0), y(.0),
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oldx(.0), oldy(.0),
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Flags(0), ID(id),
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Caller(caller),
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Owner(owner)
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{
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DPSprite *prev = nullptr;
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DPSprite *next = Owner->psprites;
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while (next != nullptr && next->ID < ID)
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{
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prev = next;
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next = next->Next;
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}
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Next = next;
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GC::WriteBarrier(this, next);
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if (prev == nullptr)
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{
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Owner->psprites = this;
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GC::WriteBarrier(this);
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}
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else
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{
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prev->Next = this;
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GC::WriteBarrier(prev, this);
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}
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if (Next && Next->ID == ID && ID != 0)
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Next->Destroy(); // Replace it.
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if (Caller->IsKindOf(RUNTIME_CLASS(AWeapon)) || Caller->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
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Flags = (PSPF_ADDWEAPON|PSPF_ADDBOB|PSPF_POWDOUBLE|PSPF_CVARFAST);
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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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DPSprite *player_t::FindPSprite(int layer)
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{
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if (layer == 0)
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return nullptr;
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DPSprite *pspr = psprites;
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while (pspr)
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{
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if (pspr->ID == layer)
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break;
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pspr = pspr->Next;
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}
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return pspr;
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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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void P_SetPsprite(player_t *player, PSPLayers id, FState *state, bool pending)
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{
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if (player == nullptr) return;
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player->GetPSprite(id)->SetState(state, pending);
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}
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DPSprite *player_t::GetPSprite(PSPLayers layer)
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{
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AActor *oldcaller = nullptr;
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AActor *newcaller = nullptr;
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if (layer >= PSP_TARGETCENTER)
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{
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if (mo != nullptr)
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{
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newcaller = mo->FindInventory(RUNTIME_CLASS(APowerTargeter), true);
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}
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}
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else if (layer == PSP_STRIFEHANDS)
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{
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newcaller = mo;
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}
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else
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{
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newcaller = ReadyWeapon;
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}
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assert(newcaller != nullptr);
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DPSprite *pspr = FindPSprite(layer);
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if (pspr == nullptr)
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{
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pspr = new DPSprite(this, newcaller, layer);
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}
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else
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{
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oldcaller = pspr->Caller;
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}
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// Always update the caller here in case we switched weapon
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// or if the layer was being used by an inventory item before.
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pspr->Caller = newcaller;
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if (newcaller != oldcaller)
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{ // Only change the flags if this layer was created now or if we updated the caller.
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if (layer >= PSP_TARGETCENTER)
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{ // The targeter layers were affected by those.
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pspr->Flags |= (PSPF_CVARFAST|PSPF_POWDOUBLE);
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}
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}
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return pspr;
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}
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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 DPSprite::NewTick()
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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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DPSprite *pspr = players[i].psprites;
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while (pspr)
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{
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pspr->processPending = true;
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pspr->oldx = pspr->x;
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pspr->oldy = pspr->y;
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pspr = pspr->Next;
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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 DPSprite::SetState(FState *newstate, bool pending)
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{
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if (ID == PSP_WEAPON)
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{ // A_WeaponReady will re-set these as needed
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Owner->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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processPending = pending;
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do
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{
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if (newstate == nullptr)
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{ // Object removed itself.
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Destroy();
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return;
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}
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State = newstate;
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if (newstate->sprite != SPR_FIXED)
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{ // okay to change sprite and/or frame
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if (!newstate->GetSameFrame())
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{ // okay to change frame
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Frame = newstate->GetFrame();
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}
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if (newstate->sprite != SPR_NOCHANGE)
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{ // okay to change sprite
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Sprite = newstate->sprite;
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}
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}
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Tics = newstate->GetTics(); // could be 0
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if (Flags & PSPF_CVARFAST)
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{
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if (sv_fastweapons == 2 && ID == PSP_WEAPON)
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Tics = newstate->ActionFunc == nullptr ? 0 : 1;
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else if (sv_fastweapons == 3)
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Tics = (newstate->GetTics() != 0);
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else if (sv_fastweapons)
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Tics = 1; // great for producing decals :)
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}
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if (ID != PSP_FLASH)
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{ // It's still possible to set the flash layer's offsets with the action function.
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if (newstate->GetMisc1())
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{ // Set coordinates.
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x = newstate->GetMisc1();
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}
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if (newstate->GetMisc2())
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{
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y = newstate->GetMisc2();
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}
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}
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if (Owner->mo != nullptr)
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{
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FState *nextstate;
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FStateParamInfo stp = { newstate, STATE_Psprite, ID };
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if (newstate->CallAction(Owner->mo, Caller, &stp, &nextstate))
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{
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// It's possible this call resulted in this very layer being replaced.
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if (ObjectFlags & OF_EuthanizeMe)
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{
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return;
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}
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if (nextstate != nullptr)
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{
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newstate = nextstate;
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Tics = 0;
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continue;
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}
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if (State == nullptr)
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{
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Destroy();
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return;
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}
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}
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}
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newstate = State->GetNextState();
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} while (!Tics); // An initial state of 0 could cycle through.
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return;
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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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AWeapon *weapon;
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if (player->PendingWeapon == WP_NOCHANGE)
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{
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if (player->ReadyWeapon != nullptr)
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{
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player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP;
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P_SetPsprite(player, PSP_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 != nullptr &&
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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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player->PendingWeapon = WP_NOCHANGE;
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player->ReadyWeapon = weapon;
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player->mo->weaponspecial = 0;
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if (weapon != nullptr)
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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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player->refire = 0;
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player->GetPSprite(PSP_WEAPON)->y = 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, PSP_FLASH, nullptr);
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P_SetPsprite(player, PSP_WEAPON, weapon->GetUpState());
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}
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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 == nullptr && 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 == nullptr || !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 == nullptr)
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{
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state = weapon->GetAtkState(!!player->refire);
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}
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P_SetPsprite(player, PSP_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 == nullptr && 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 == nullptr || weapon->FindState(NAME_AltFire) == nullptr || !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 == nullptr)
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{
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state = weapon->GetAltAtkState(!!player->refire);
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}
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P_SetPsprite(player, PSP_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 == nullptr)
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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 != nullptr)
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{
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P_SetPsprite(player, PSP_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, float *x, float *y, double ticfrac)
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{
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static float curbob;
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double xx[2], yy[2];
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AWeapon *weapon;
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float bobtarget;
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weapon = player->ReadyWeapon;
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if (weapon == nullptr || 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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float BobSpeed = (weapon->BobSpeed * 128);
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float Rangex = weapon->BobRangeX;
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float Rangey = weapon->BobRangeY;
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for (int i = 0; i < 2; i++)
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{
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// Bob the weapon based on movement speed.
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FAngle angle = (BobSpeed * 35 / TICRATE*(level.time - 1 + i)) * (360.f / 8192.f);
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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 = float((player->WeaponState & WF_WEAPONBOBBING) ? player->bob : 0.);
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if (curbob != bobtarget)
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{
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if (fabsf(bobtarget - curbob) <= 1)
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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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float zoom = MAX(1.f, fabsf(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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|
}
|
|
|
|
if (curbob != 0)
|
|
{
|
|
float bobx = float(player->bob * Rangex);
|
|
float boby = float(player->bob * Rangey);
|
|
switch (bobstyle)
|
|
{
|
|
case AWeapon::BobNormal:
|
|
xx[i] = bobx * angle.Cos();
|
|
yy[i] = boby * fabsf(angle.Sin());
|
|
break;
|
|
|
|
case AWeapon::BobInverse:
|
|
xx[i] = bobx*angle.Cos();
|
|
yy[i] = boby * (1.f - fabsf(angle.Sin()));
|
|
break;
|
|
|
|
case AWeapon::BobAlpha:
|
|
xx[i] = bobx * angle.Sin();
|
|
yy[i] = boby * fabsf(angle.Sin());
|
|
break;
|
|
|
|
case AWeapon::BobInverseAlpha:
|
|
xx[i] = bobx * angle.Sin();
|
|
yy[i] = boby * (1.f - fabsf(angle.Sin()));
|
|
break;
|
|
|
|
case AWeapon::BobSmooth:
|
|
xx[i] = bobx*angle.Cos();
|
|
yy[i] = 0.5f * (boby * (1.f - ((angle * 2).Cos())));
|
|
break;
|
|
|
|
case AWeapon::BobInverseSmooth:
|
|
xx[i] = bobx*angle.Cos();
|
|
yy[i] = 0.5f * (boby * (1.f + ((angle * 2).Cos())));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
xx[i] = 0;
|
|
yy[i] = 0;
|
|
}
|
|
}
|
|
*x = (float)(xx[0] * (1. - ticfrac) + xx[1] * ticfrac);
|
|
*y = (float)(yy[0] * (1. - ticfrac) + yy[1] * ticfrac);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// PROC A_WeaponReady
|
|
//
|
|
// Readies a weapon for firing or bobbing with its three ancillary functions,
|
|
// DoReadyWeaponToSwitch(), DoReadyWeaponToFire() and DoReadyWeaponToBob().
|
|
// [XA] Added DoReadyWeaponToReload() and DoReadyWeaponToZoom()
|
|
//
|
|
//============================================================================
|
|
|
|
void DoReadyWeaponToSwitch (AActor *self, bool switchable)
|
|
{
|
|
// Prepare for switching action.
|
|
player_t *player;
|
|
if (self && (player = self->player))
|
|
{
|
|
if (switchable)
|
|
{
|
|
player->WeaponState |= WF_WEAPONSWITCHOK | WF_REFIRESWITCHOK;
|
|
}
|
|
else
|
|
{
|
|
// WF_WEAPONSWITCHOK is automatically cleared every tic by P_SetPsprite().
|
|
player->WeaponState &= ~WF_REFIRESWITCHOK;
|
|
}
|
|
}
|
|
}
|
|
|
|
void DoReadyWeaponDisableSwitch (AActor *self, INTBOOL disable)
|
|
{
|
|
// Discard all switch attempts?
|
|
player_t *player;
|
|
if (self && (player = self->player))
|
|
{
|
|
if (disable)
|
|
{
|
|
player->WeaponState |= WF_DISABLESWITCH;
|
|
player->WeaponState &= ~WF_REFIRESWITCHOK;
|
|
}
|
|
else
|
|
{
|
|
player->WeaponState &= ~WF_DISABLESWITCH;
|
|
}
|
|
}
|
|
}
|
|
|
|
void DoReadyWeaponToFire (AActor *self, bool prim, bool alt)
|
|
{
|
|
player_t *player;
|
|
AWeapon *weapon;
|
|
|
|
if (!self || !(player = self->player) || !(weapon = player->ReadyWeapon))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Change player from attack state
|
|
if (self->InStateSequence(self->state, self->MissileState) ||
|
|
self->InStateSequence(self->state, self->MeleeState))
|
|
{
|
|
static_cast<APlayerPawn *>(self)->PlayIdle ();
|
|
}
|
|
|
|
// Play ready sound, if any.
|
|
if (weapon->ReadySound && player->GetPSprite(PSP_WEAPON)->GetState() == weapon->FindState(NAME_Ready))
|
|
{
|
|
if (!(weapon->WeaponFlags & WIF_READYSNDHALF) || pr_wpnreadysnd() < 128)
|
|
{
|
|
S_Sound (self, CHAN_WEAPON, weapon->ReadySound, 1, ATTN_NORM);
|
|
}
|
|
}
|
|
|
|
// Prepare for firing action.
|
|
player->WeaponState |= ((prim ? WF_WEAPONREADY : 0) | (alt ? WF_WEAPONREADYALT : 0));
|
|
return;
|
|
}
|
|
|
|
void DoReadyWeaponToBob (AActor *self)
|
|
{
|
|
if (self && self->player && self->player->ReadyWeapon)
|
|
{
|
|
// Prepare for bobbing action.
|
|
self->player->WeaponState |= WF_WEAPONBOBBING;
|
|
self->player->GetPSprite(PSP_WEAPON)->x = 0;
|
|
self->player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP;
|
|
}
|
|
}
|
|
|
|
void DoReadyWeaponToGeneric(AActor *self, int paramflags)
|
|
{
|
|
int flags = 0;
|
|
|
|
for (size_t i = 0; i < countof(ButtonChecks); ++i)
|
|
{
|
|
if (paramflags & ButtonChecks[i].ReadyFlag)
|
|
{
|
|
flags |= ButtonChecks[i].StateFlag;
|
|
}
|
|
}
|
|
if (self != NULL && self->player != NULL)
|
|
{
|
|
self->player->WeaponState |= flags;
|
|
}
|
|
}
|
|
|
|
// 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 == nullptr && bot_observer)
|
|
{
|
|
return;
|
|
}
|
|
AWeapon *weapon = player->ReadyWeapon;
|
|
if (weapon == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
// The button checks are ordered by precedence. The first one to match a
|
|
// button press and affect a state change wins.
|
|
for (size_t i = 0; i < countof(ButtonChecks); ++i)
|
|
{
|
|
if ((player->WeaponState & ButtonChecks[i].StateFlag) &&
|
|
(player->cmd.ucmd.buttons & ButtonChecks[i].ButtonFlag))
|
|
{
|
|
FState *state = weapon->GetStateForButtonName(ButtonChecks[i].StateName);
|
|
// [XA] don't change state if still null, so if the modder
|
|
// sets WRF_xxx to true but forgets to define the corresponding
|
|
// state, the weapon won't disappear. ;)
|
|
if (state != nullptr)
|
|
{
|
|
P_SetPsprite(player, PSP_WEAPON, state);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// 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_OverlayOffset
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
enum WOFFlags
|
|
{
|
|
WOF_KEEPX = 1,
|
|
WOF_KEEPY = 1 << 1,
|
|
WOF_ADD = 1 << 2,
|
|
};
|
|
|
|
void A_OverlayOffset(AActor *self, int layer, double wx, double wy, int flags)
|
|
{
|
|
if ((flags & WOF_KEEPX) && (flags & WOF_KEEPY))
|
|
{
|
|
return;
|
|
}
|
|
|
|
player_t *player = self->player;
|
|
DPSprite *psp;
|
|
|
|
if (player && (player->playerstate != PST_DEAD))
|
|
{
|
|
psp = player->FindPSprite(layer);
|
|
|
|
if (psp == nullptr)
|
|
return;
|
|
|
|
if (!(flags & WOF_KEEPX))
|
|
{
|
|
if (flags & WOF_ADD)
|
|
{
|
|
psp->x += wx;
|
|
}
|
|
else
|
|
{
|
|
psp->x = wx;
|
|
}
|
|
}
|
|
if (!(flags & WOF_KEEPY))
|
|
{
|
|
if (flags & WOF_ADD)
|
|
{
|
|
psp->y += wy;
|
|
}
|
|
else
|
|
{
|
|
psp->y = wy;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_OverlayOffset)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
PARAM_INT_OPT(layer) { layer = PSP_WEAPON; }
|
|
PARAM_FLOAT_OPT(wx) { wx = 0.; }
|
|
PARAM_FLOAT_OPT(wy) { wy = 32.; }
|
|
PARAM_INT_OPT(flags) { flags = 0; }
|
|
A_OverlayOffset(self, layer, wx, wy, flags);
|
|
return 0;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_WeaponOffset)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
PARAM_FLOAT_OPT(wx) { wx = 0.; }
|
|
PARAM_FLOAT_OPT(wy) { wy = 32.; }
|
|
PARAM_INT_OPT(flags) { flags = 0; }
|
|
A_OverlayOffset(self, PSP_WEAPON, wx, wy, flags);
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC A_OverlayFlags
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_OverlayFlags)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
PARAM_INT(layer);
|
|
PARAM_INT(flags);
|
|
PARAM_BOOL(set);
|
|
|
|
if (self->player == nullptr)
|
|
return 0;
|
|
|
|
DPSprite *pspr = self->player->FindPSprite(layer);
|
|
|
|
if (pspr == nullptr)
|
|
return 0;
|
|
|
|
if (set)
|
|
pspr->Flags |= flags;
|
|
else
|
|
pspr->Flags &= ~flags;
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC A_Lower
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
|
|
player_t *player = self->player;
|
|
DPSprite *psp;
|
|
|
|
if (nullptr == player)
|
|
{
|
|
return 0;
|
|
}
|
|
if (nullptr == player->ReadyWeapon)
|
|
{
|
|
P_BringUpWeapon(player);
|
|
return 0;
|
|
}
|
|
psp = player->GetPSprite(PSP_WEAPON);
|
|
if (player->morphTics || player->cheats & CF_INSTANTWEAPSWITCH)
|
|
{
|
|
psp->y = WEAPONBOTTOM;
|
|
}
|
|
else
|
|
{
|
|
psp->y += LOWERSPEED;
|
|
}
|
|
if (psp->y < 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->y = WEAPONBOTTOM;
|
|
|
|
// Player is dead, so keep the weapon off screen
|
|
psp->SetState(nullptr);
|
|
return 0;
|
|
}
|
|
// [RH] Clear the flash state. Only needed for Strife.
|
|
P_SetPsprite(player, PSP_FLASH, nullptr);
|
|
P_BringUpWeapon (player);
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC A_Raise
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
DEFINE_ACTION_FUNCTION(AInventory, A_Raise)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
|
|
if (self == nullptr)
|
|
{
|
|
return 0;
|
|
}
|
|
player_t *player = self->player;
|
|
DPSprite *psp;
|
|
|
|
if (nullptr == player)
|
|
{
|
|
return 0;
|
|
}
|
|
if (player->PendingWeapon != WP_NOCHANGE)
|
|
{
|
|
P_DropWeapon(player);
|
|
return 0;
|
|
}
|
|
if (player->ReadyWeapon == nullptr)
|
|
{
|
|
return 0;
|
|
}
|
|
psp = player->GetPSprite(PSP_WEAPON);
|
|
psp->y -= RAISESPEED;
|
|
if (psp->y > WEAPONTOP)
|
|
{ // Not raised all the way yet
|
|
return 0;
|
|
}
|
|
psp->y = WEAPONTOP;
|
|
psp->SetState(player->ReadyWeapon->GetReadyState());
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC A_Overlay
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Overlay)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
PARAM_INT (layer);
|
|
PARAM_STATE_OPT (state) { state = nullptr; }
|
|
|
|
player_t *player = self->player;
|
|
|
|
if (player == nullptr)
|
|
return 0;
|
|
|
|
DPSprite *pspr;
|
|
pspr = new DPSprite(player, stateowner, layer);
|
|
pspr->SetState(state);
|
|
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 = nullptr; }
|
|
PARAM_INT_OPT (flags) { flags = 0; }
|
|
|
|
player_t *player = self->player;
|
|
|
|
if (nullptr == player)
|
|
{
|
|
return 0;
|
|
}
|
|
if (!(flags & GFF_NOEXTCHANGE))
|
|
{
|
|
player->mo->PlayAttacking2 ();
|
|
}
|
|
if (flash == nullptr)
|
|
{
|
|
if (player->ReadyWeapon->bAltFire)
|
|
{
|
|
flash = player->ReadyWeapon->FindState(NAME_AltFlash);
|
|
}
|
|
if (flash == nullptr)
|
|
{
|
|
flash = player->ReadyWeapon->FindState(NAME_Flash);
|
|
}
|
|
}
|
|
P_SetPsprite(player, PSP_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)
|
|
{
|
|
// Remove all psprites
|
|
player->DestroyPSprites();
|
|
|
|
// 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 player_t::TickPSprites()
|
|
{
|
|
DPSprite *pspr = psprites;
|
|
while (pspr)
|
|
{
|
|
// Destroy the psprite if it's from a weapon that isn't currently selected by the player
|
|
// or if it's from an inventory item that the player no longer owns.
|
|
if ((pspr->Caller == nullptr ||
|
|
(pspr->Caller->IsKindOf(RUNTIME_CLASS(AInventory)) && barrier_cast<AInventory *>(pspr->Caller)->Owner != pspr->Owner->mo) ||
|
|
(pspr->Caller->IsKindOf(RUNTIME_CLASS(AWeapon)) && pspr->Caller != pspr->Owner->ReadyWeapon)))
|
|
{
|
|
pspr->Destroy();
|
|
}
|
|
else
|
|
{
|
|
pspr->Tick();
|
|
}
|
|
|
|
pspr = pspr->Next;
|
|
}
|
|
|
|
if (ReadyWeapon == nullptr && (health > 0 || mo->DamageType != NAME_Fire))
|
|
{
|
|
if (PendingWeapon != WP_NOCHANGE)
|
|
P_BringUpWeapon(this);
|
|
}
|
|
else
|
|
{
|
|
P_CheckWeaponSwitch(this);
|
|
if (WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
|
|
{
|
|
P_CheckWeaponFire(this);
|
|
}
|
|
// Check custom buttons
|
|
P_CheckWeaponButtons(this);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//------------------------------------------------------------------------
|
|
|
|
void DPSprite::Tick()
|
|
{
|
|
if (processPending)
|
|
{
|
|
// drop tic count and possibly change state
|
|
if (Tics != -1) // a -1 tic count never changes
|
|
{
|
|
Tics--;
|
|
|
|
// [BC] Apply double firing speed.
|
|
if ((Flags & PSPF_POWDOUBLE) && Tics && (Owner->cheats & CF_DOUBLEFIRINGSPEED))
|
|
Tics--;
|
|
|
|
if (!Tics)
|
|
SetState(State->GetNextState());
|
|
}
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//------------------------------------------------------------------------
|
|
|
|
void DPSprite::Serialize(FArchive &arc)
|
|
{
|
|
Super::Serialize(arc);
|
|
|
|
arc << Next << Caller << Owner << Flags
|
|
<< State << Tics << Sprite << Frame
|
|
<< ID << x << y << oldx << oldy;
|
|
}
|
|
|
|
//------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//------------------------------------------------------------------------
|
|
|
|
void player_t::DestroyPSprites()
|
|
{
|
|
DPSprite *pspr = psprites;
|
|
psprites = nullptr;
|
|
while (pspr)
|
|
{
|
|
DPSprite *next = pspr->Next;
|
|
pspr->Next = nullptr;
|
|
pspr->Destroy();
|
|
pspr = next;
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//------------------------------------------------------------------------
|
|
|
|
void DPSprite::Destroy()
|
|
{
|
|
// Do not crash if this gets called on partially initialized objects.
|
|
if (Owner != nullptr && Owner->psprites != nullptr)
|
|
{
|
|
if (Owner->psprites != this)
|
|
{
|
|
DPSprite *prev = Owner->psprites;
|
|
while (prev != nullptr && prev->Next != this)
|
|
prev = prev->Next;
|
|
|
|
if (prev != nullptr && prev->Next == this)
|
|
{
|
|
prev->Next = Next;
|
|
GC::WriteBarrier(prev, Next);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Owner->psprites = Next;
|
|
GC::WriteBarrier(Next);
|
|
}
|
|
}
|
|
Super::Destroy();
|
|
}
|
|
|
|
//------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//------------------------------------------------------------------------
|
|
|
|
ADD_STAT(psprites)
|
|
{
|
|
FString out;
|
|
DPSprite *pspr;
|
|
for (int i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i])
|
|
continue;
|
|
|
|
out.AppendFormat("[psprites] player: %d | layers: ", i);
|
|
|
|
pspr = players[i].psprites;
|
|
while (pspr)
|
|
{
|
|
out.AppendFormat("%d, ", pspr->GetID());
|
|
|
|
pspr = pspr->GetNext();
|
|
}
|
|
|
|
out.AppendFormat("\n");
|
|
}
|
|
|
|
return out;
|
|
}
|