mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-16 17:41:19 +00:00
1448 lines
36 KiB
C++
1448 lines
36 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1994-1996 Raven Software
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// Copyright 1998-1998 Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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// Copyright 2016 Leonard2
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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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 "g_level.h"
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#include "d_player.h"
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#include "serializer.h"
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#include "v_text.h"
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#include "cmdlib.h"
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#include "g_levellocals.h"
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#include "vm.h"
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// MACROS ------------------------------------------------------------------
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#define LOWERSPEED 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 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_CLASS(DPSprite, false, true)
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IMPLEMENT_POINTERS_START(DPSprite)
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IMPLEMENT_POINTER(Caller)
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IMPLEMENT_POINTER(Next)
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IMPLEMENT_POINTERS_END
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DEFINE_FIELD_NAMED(DPSprite, State, CurState) // deconflict with same named type
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DEFINE_FIELD(DPSprite, Caller)
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DEFINE_FIELD(DPSprite, Next)
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DEFINE_FIELD(DPSprite, Owner)
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DEFINE_FIELD(DPSprite, Sprite)
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DEFINE_FIELD(DPSprite, Frame)
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DEFINE_FIELD(DPSprite, Flags)
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DEFINE_FIELD(DPSprite, ID)
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DEFINE_FIELD(DPSprite, processPending)
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DEFINE_FIELD(DPSprite, x)
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DEFINE_FIELD(DPSprite, y)
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DEFINE_FIELD(DPSprite, oldx)
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DEFINE_FIELD(DPSprite, oldy)
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DEFINE_FIELD(DPSprite, firstTic)
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DEFINE_FIELD(DPSprite, Tics)
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DEFINE_FIELD(DPSprite, alpha)
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DEFINE_FIELD_BIT(DPSprite, Flags, bAddWeapon, PSPF_ADDWEAPON)
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DEFINE_FIELD_BIT(DPSprite, Flags, bAddBob, PSPF_ADDBOB)
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DEFINE_FIELD_BIT(DPSprite, Flags, bPowDouble, PSPF_POWDOUBLE)
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DEFINE_FIELD_BIT(DPSprite, Flags, bCVarFast, PSPF_CVARFAST)
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DEFINE_FIELD_BIT(DPSprite, Flags, bFlip, PSPF_FLIP)
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DEFINE_FIELD_BIT(DPSprite, Flags, bMirror, PSPF_MIRROR)
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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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: x(.0), y(.0),
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oldx(.0), oldy(.0),
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firstTic(true),
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Tics(0),
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Flags(0),
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Caller(caller),
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Owner(owner),
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State(nullptr),
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Sprite(0),
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Frame(0),
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ID(id),
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processPending(true)
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{
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alpha = 1;
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Renderstyle = STYLE_Normal;
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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(NAME_Weapon) || 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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DEFINE_ACTION_FUNCTION(_PlayerInfo, FindPSprite) // the underscore is needed to get past the name mangler which removes the first clas name character to match the class representation (needs to be fixed in a later commit)
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{
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PARAM_SELF_STRUCT_PROLOGUE(player_t);
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PARAM_INT(id);
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ACTION_RETURN_OBJECT(self->FindPSprite((PSPLayers)id));
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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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DEFINE_ACTION_FUNCTION(_PlayerInfo, SetPSprite) // the underscore is needed to get past the name mangler which removes the first clas name character to match the class representation (needs to be fixed in a later commit)
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{
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PARAM_SELF_STRUCT_PROLOGUE(player_t);
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PARAM_INT(id);
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PARAM_POINTER(state, FState);
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PARAM_BOOL_DEF(pending);
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P_SetPsprite(self, (PSPLayers)id, state, pending);
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return 0;
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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(NAME_PowerTargeter, 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 = Create<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 something else before.
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pspr->Caller = newcaller;
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if (newcaller != oldcaller)
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{ // Only reset stuff if this layer was created now or if it was being used before.
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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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else
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{
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pspr->Flags = (PSPF_ADDWEAPON|PSPF_ADDBOB|PSPF_CVARFAST|PSPF_POWDOUBLE);
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}
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if (layer == PSP_STRIFEHANDS)
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{
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// Some of the old hacks rely on this layer coming from the FireHands state.
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// This is the ONLY time a psprite's state is actually null.
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pspr->State = nullptr;
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pspr->y = WEAPONTOP;
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}
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pspr->firstTic = true;
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}
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return pspr;
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}
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DEFINE_ACTION_FUNCTION(_PlayerInfo, GetPSprite) // the underscore is needed to get past the name mangler which removes the first clas name character to match the class representation (needs to be fixed in a later commit)
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{
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PARAM_SELF_STRUCT_PROLOGUE(player_t);
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PARAM_INT(id);
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ACTION_RETURN_OBJECT(self->GetPSprite((PSPLayers)id));
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}
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std::pair<FRenderStyle, float> DPSprite::GetRenderStyle(FRenderStyle ownerstyle, double owneralpha)
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{
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FRenderStyle returnstyle, mystyle;
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double returnalpha;
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ownerstyle.CheckFuzz();
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mystyle = Renderstyle;
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mystyle.CheckFuzz();
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if (Flags & PSPF_RENDERSTYLE)
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{
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if (Flags & PSPF_FORCESTYLE)
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{
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returnstyle = mystyle;
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}
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else if (ownerstyle.BlendOp != STYLEOP_Add)
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{
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// all styles that do more than simple blending need to be fully preserved.
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returnstyle = ownerstyle;
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}
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else
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{
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returnstyle = mystyle;
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if (ownerstyle.DestAlpha == STYLEALPHA_One)
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{
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// If the owner is additive and the overlay translucent, force additive result.
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returnstyle.DestAlpha = STYLEALPHA_One;
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}
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if (ownerstyle.Flags & (STYLEF_ColorIsFixed|STYLEF_RedIsAlpha))
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{
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// If the owner's style is a stencil type, this must be preserved.
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returnstyle.Flags = ownerstyle.Flags;
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}
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}
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}
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else
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{
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returnstyle = ownerstyle;
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}
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if ((Flags & PSPF_FORCEALPHA) && returnstyle.BlendOp != STYLEOP_Fuzz && returnstyle.BlendOp != STYLEOP_Shadow)
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{
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// ALWAYS take priority if asked for, except fuzz. Fuzz does absolutely nothing
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// no matter what way it's changed.
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returnalpha = alpha;
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returnstyle.Flags &= ~(STYLEF_Alpha1 | STYLEF_TransSoulsAlpha);
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}
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else if (Flags & PSPF_ALPHA)
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{
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// Set the alpha based on if using the overlay's own or not. Also adjust
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// and override the alpha if not forced.
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if (returnstyle.BlendOp != STYLEOP_Add)
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{
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returnalpha = owneralpha;
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}
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else
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{
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returnalpha = owneralpha * alpha;
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}
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}
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else
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{
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returnalpha = owneralpha;
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}
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// Should normal renderstyle come out on top at the end and we desire alpha,
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// switch it to translucent. Normal never applies any sort of alpha.
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if (returnstyle.BlendOp == STYLEOP_Add && returnstyle.SrcAlpha == STYLEALPHA_One && returnstyle.DestAlpha == STYLEALPHA_Zero && returnalpha < 1.)
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{
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returnstyle = LegacyRenderStyles[STYLE_Translucent];
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returnalpha = owneralpha * alpha;
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}
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return{ returnstyle, clamp<float>(float(returnalpha), 0.f, 1.f) };
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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->ResetInterpolation();
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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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if (!(newstate->UseFlags & (SUF_OVERLAY|SUF_WEAPON))) // Weapon and overlay are mostly the same, the main difference is that weapon states restrict the self pointer to class Actor.
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{
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Printf(TEXTCOLOR_RED "State %s not flagged for use in overlays or weapons\n", FState::StaticGetStateName(newstate).GetChars());
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State = nullptr;
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Destroy();
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return;
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}
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else if (!(newstate->UseFlags & SUF_WEAPON))
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{
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if (Caller->IsKindOf(NAME_Weapon))
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{
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Printf(TEXTCOLOR_RED "State %s not flagged for use in weapons\n", FState::StaticGetStateName(newstate).GetChars());
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State = nullptr;
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Destroy();
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return;
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}
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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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// Anything going through here cannot be reliably interpolated so this has to reset the interpolation coordinates if it changes the values.
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if (newstate->GetMisc1())
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{ // Set coordinates.
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oldx = x = newstate->GetMisc1();
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}
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if (newstate->GetMisc2())
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{
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oldy = 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->ActionFunc != nullptr && newstate->ActionFunc->Unsafe)
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{
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// If an unsafe function (i.e. one that accesses user variables) is being detected, print a warning once and remove the bogus function. We may not call it because that would inevitably crash.
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Printf(TEXTCOLOR_RED "Unsafe state call in state %sd to %s which accesses user variables. The action function has been removed from this state\n",
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FState::StaticGetStateName(newstate).GetChars(), newstate->ActionFunc->PrintableName.GetChars());
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newstate->ActionFunc = nullptr;
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}
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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;
|
|
Tics = 0;
|
|
continue;
|
|
}
|
|
if (State == nullptr)
|
|
{
|
|
Destroy();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
newstate = State->GetNextState();
|
|
} while (!Tics); // An initial state of 0 could cycle through.
|
|
|
|
return;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(DPSprite, SetState)
|
|
{
|
|
PARAM_SELF_PROLOGUE(DPSprite);
|
|
PARAM_POINTER(state, FState);
|
|
PARAM_BOOL_DEF(pending);
|
|
self->SetState(state, pending);
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC P_BringUpWeapon
|
|
//
|
|
// Starts bringing the pending weapon up from the bottom of the screen.
|
|
// This is only called to start the rising, not throughout it.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void P_BringUpWeapon (player_t *player)
|
|
{
|
|
AWeapon *weapon;
|
|
|
|
if (player->PendingWeapon == WP_NOCHANGE)
|
|
{
|
|
if (player->ReadyWeapon != nullptr)
|
|
{
|
|
player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP;
|
|
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetReadyState());
|
|
}
|
|
return;
|
|
}
|
|
|
|
weapon = player->PendingWeapon;
|
|
|
|
// If the player has a tome of power, use this weapon's powered up
|
|
// version, if one is available.
|
|
if (weapon != nullptr &&
|
|
weapon->SisterWeapon &&
|
|
weapon->SisterWeapon->WeaponFlags & WIF_POWERED_UP &&
|
|
player->mo->FindInventory (PClass::FindActor(NAME_PowerWeaponLevel2), true))
|
|
{
|
|
weapon = weapon->SisterWeapon;
|
|
}
|
|
|
|
player->PendingWeapon = WP_NOCHANGE;
|
|
player->ReadyWeapon = weapon;
|
|
player->mo->weaponspecial = 0;
|
|
|
|
if (weapon != nullptr)
|
|
{
|
|
if (weapon->UpSound)
|
|
{
|
|
S_Sound (player->mo, CHAN_WEAPON, weapon->UpSound, 1, ATTN_NORM);
|
|
}
|
|
player->refire = 0;
|
|
|
|
player->GetPSprite(PSP_WEAPON)->y = player->cheats & CF_INSTANTWEAPSWITCH
|
|
? WEAPONTOP : WEAPONBOTTOM;
|
|
// make sure that the previous weapon's flash state is terminated.
|
|
// When coming here from a weapon drop it may still be active.
|
|
P_SetPsprite(player, PSP_FLASH, nullptr);
|
|
P_SetPsprite(player, PSP_WEAPON, weapon->GetUpState());
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_PlayerInfo, BringUpWeapon)
|
|
{
|
|
PARAM_SELF_STRUCT_PROLOGUE(player_t);
|
|
P_BringUpWeapon(self);
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC P_DropWeapon
|
|
//
|
|
// The player died, so put the weapon away.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void P_DropWeapon (player_t *player)
|
|
{
|
|
if (player == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
// Since the weapon is dropping, stop blocking switching.
|
|
player->WeaponState &= ~WF_DISABLESWITCH;
|
|
if ((player->ReadyWeapon != nullptr) && (player->health > 0 || !(player->ReadyWeapon->WeaponFlags & WIF_NODEATHDESELECT)))
|
|
{
|
|
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetDownState());
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_PlayerInfo, DropWeapon)
|
|
{
|
|
PARAM_SELF_STRUCT_PROLOGUE(player_t);
|
|
P_DropWeapon(self);
|
|
return 0;
|
|
}
|
|
//============================================================================
|
|
//
|
|
// P_BobWeapon
|
|
//
|
|
// [RH] Moved this out of A_WeaponReady so that the weapon can bob every
|
|
// tic and not just when A_WeaponReady is called. Not all weapons execute
|
|
// A_WeaponReady every tic, and it looks bad if they don't bob smoothly.
|
|
//
|
|
// [XA] Added new bob styles and exposed bob properties. Thanks, Ryan Cordell!
|
|
// [SP] Added new user option for bob speed
|
|
//
|
|
//============================================================================
|
|
|
|
void P_BobWeapon (player_t *player, float *x, float *y, double ticfrac)
|
|
{
|
|
static float curbob;
|
|
double xx[2], yy[2];
|
|
|
|
AWeapon *weapon;
|
|
float bobtarget;
|
|
|
|
weapon = player->ReadyWeapon;
|
|
|
|
if (weapon == nullptr || weapon->WeaponFlags & WIF_DONTBOB)
|
|
{
|
|
*x = *y = 0;
|
|
return;
|
|
}
|
|
|
|
// [XA] Get the current weapon's bob properties.
|
|
int bobstyle = weapon->BobStyle;
|
|
float BobSpeed = (weapon->BobSpeed * 128);
|
|
float Rangex = weapon->BobRangeX;
|
|
float Rangey = weapon->BobRangeY;
|
|
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
// Bob the weapon based on movement speed. ([SP] And user's bob speed setting)
|
|
FAngle angle = (BobSpeed * player->userinfo.GetWBobSpeed() * 35 /
|
|
TICRATE*(level.time - 1 + i)) * (360.f / 8192.f);
|
|
|
|
// [RH] Smooth transitions between bobbing and not-bobbing frames.
|
|
// This also fixes the bug where you can "stick" a weapon off-center by
|
|
// shooting it when it's at the peak of its swing.
|
|
bobtarget = float((player->WeaponState & WF_WEAPONBOBBING) ? player->bob : 0.);
|
|
if (curbob != bobtarget)
|
|
{
|
|
if (fabsf(bobtarget - curbob) <= 1)
|
|
{
|
|
curbob = bobtarget;
|
|
}
|
|
else
|
|
{
|
|
float zoom = MAX(1.f, fabsf(curbob - bobtarget) / 40);
|
|
if (curbob > bobtarget)
|
|
{
|
|
curbob -= zoom;
|
|
}
|
|
else
|
|
{
|
|
curbob += zoom;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (curbob != 0)
|
|
{
|
|
//[SP] Added in decorate player.viewbob checks
|
|
float bobx = float(player->bob * Rangex * (float)player->mo->ViewBob);
|
|
float boby = float(player->bob * Rangey * (float)player->mo->ViewBob);
|
|
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;
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AStateProvider, A_WeaponReady)
|
|
{
|
|
PARAM_ACTION_PROLOGUE(AStateProvider);
|
|
PARAM_INT_DEF(flags);
|
|
|
|
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_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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(APlayerPawn, CheckWeaponButtons)
|
|
{
|
|
PARAM_SELF_PROLOGUE(APlayerPawn);
|
|
P_CheckWeaponButtons(self->player);
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC A_OverlayOffset
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
enum WOFFlags
|
|
{
|
|
WOF_KEEPX = 1,
|
|
WOF_KEEPY = 1 << 1,
|
|
WOF_ADD = 1 << 2,
|
|
WOF_INTERPOLATE = 1 << 3,
|
|
};
|
|
|
|
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)
|
|
{
|
|
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_INTERPOLATE)) psp->oldx = psp->x;
|
|
}
|
|
}
|
|
if (!(flags & WOF_KEEPY))
|
|
{
|
|
if (flags & WOF_ADD)
|
|
{
|
|
psp->y += wy;
|
|
}
|
|
else
|
|
{
|
|
psp->y = wy;
|
|
if (!(flags & WOF_INTERPOLATE)) psp->oldy = psp->y;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_OverlayOffset)
|
|
{
|
|
PARAM_ACTION_PROLOGUE(AActor);
|
|
PARAM_INT_DEF(layer)
|
|
PARAM_FLOAT_DEF(wx)
|
|
PARAM_FLOAT_DEF(wy)
|
|
PARAM_INT_DEF(flags)
|
|
A_OverlayOffset(self, ((layer != 0) ? layer : stateinfo->mPSPIndex), wx, wy, flags);
|
|
return 0;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_WeaponOffset)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_FLOAT_DEF(wx)
|
|
PARAM_FLOAT_DEF(wy)
|
|
PARAM_INT_DEF(flags)
|
|
A_OverlayOffset(self, PSP_WEAPON, wx, wy, flags);
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC A_OverlayFlags
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_OverlayFlags)
|
|
{
|
|
PARAM_ACTION_PROLOGUE(AActor);
|
|
PARAM_INT(layer);
|
|
PARAM_INT(flags);
|
|
PARAM_BOOL(set);
|
|
|
|
if (!ACTION_CALL_FROM_PSPRITE())
|
|
return 0;
|
|
|
|
DPSprite *pspr = self->player->FindPSprite(((layer != 0) ? layer : stateinfo->mPSPIndex));
|
|
|
|
if (pspr == nullptr)
|
|
return 0;
|
|
|
|
if (set)
|
|
pspr->Flags |= flags;
|
|
else
|
|
pspr->Flags &= ~flags;
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC OverlayX/Y
|
|
// Action function to return the X/Y of an overlay.
|
|
//---------------------------------------------------------------------------
|
|
|
|
static double GetOverlayPosition(AActor *self, int layer, bool gety)
|
|
{
|
|
if (layer)
|
|
{
|
|
DPSprite *pspr = self->player->FindPSprite(layer);
|
|
|
|
if (pspr != nullptr)
|
|
{
|
|
return gety ? (pspr->y) : (pspr->x);
|
|
}
|
|
}
|
|
return 0.;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, OverlayX)
|
|
{
|
|
PARAM_ACTION_PROLOGUE(AActor);
|
|
PARAM_INT_DEF(layer);
|
|
|
|
if (ACTION_CALL_FROM_PSPRITE())
|
|
{
|
|
double res = GetOverlayPosition(self, ((layer != 0) ? layer : stateinfo->mPSPIndex), false);
|
|
ACTION_RETURN_FLOAT(res);
|
|
}
|
|
ACTION_RETURN_FLOAT(0.);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, OverlayY)
|
|
{
|
|
PARAM_ACTION_PROLOGUE(AActor);
|
|
PARAM_INT_DEF(layer);
|
|
|
|
if (ACTION_CALL_FROM_PSPRITE())
|
|
{
|
|
double res = GetOverlayPosition(self, ((layer != 0) ? layer : stateinfo->mPSPIndex), true);
|
|
ACTION_RETURN_FLOAT(res);
|
|
}
|
|
ACTION_RETURN_FLOAT(0.);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC OverlayID
|
|
// Because non-action functions cannot acquire the ID of the overlay...
|
|
//---------------------------------------------------------------------------
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, OverlayID)
|
|
{
|
|
PARAM_ACTION_PROLOGUE(AActor);
|
|
|
|
if (ACTION_CALL_FROM_PSPRITE())
|
|
{
|
|
ACTION_RETURN_INT(stateinfo->mPSPIndex);
|
|
}
|
|
ACTION_RETURN_INT(0);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC A_OverlayAlpha
|
|
// Sets the alpha of an overlay.
|
|
//---------------------------------------------------------------------------
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_OverlayAlpha)
|
|
{
|
|
PARAM_ACTION_PROLOGUE(AActor);
|
|
PARAM_INT(layer);
|
|
PARAM_FLOAT(alph);
|
|
|
|
if (ACTION_CALL_FROM_PSPRITE())
|
|
{
|
|
DPSprite *pspr = self->player->FindPSprite((layer != 0) ? layer : stateinfo->mPSPIndex);
|
|
|
|
if (pspr != nullptr)
|
|
pspr->alpha = clamp<double>(alph, 0.0, 1.0);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
// NON-ACTION function to get the overlay alpha of a layer.
|
|
DEFINE_ACTION_FUNCTION(AActor, OverlayAlpha)
|
|
{
|
|
PARAM_ACTION_PROLOGUE(AActor);
|
|
PARAM_INT_DEF(layer);
|
|
|
|
if (ACTION_CALL_FROM_PSPRITE())
|
|
{
|
|
DPSprite *pspr = self->player->FindPSprite((layer != 0) ? layer : stateinfo->mPSPIndex);
|
|
|
|
if (pspr != nullptr)
|
|
{
|
|
ACTION_RETURN_FLOAT(pspr->alpha);
|
|
}
|
|
}
|
|
ACTION_RETURN_FLOAT(0.0);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC A_OverlayRenderStyle
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_OverlayRenderStyle)
|
|
{
|
|
PARAM_ACTION_PROLOGUE(AActor);
|
|
PARAM_INT(layer);
|
|
PARAM_INT(style);
|
|
|
|
if (ACTION_CALL_FROM_PSPRITE())
|
|
{
|
|
DPSprite *pspr = self->player->FindPSprite((layer != 0) ? layer : stateinfo->mPSPIndex);
|
|
|
|
if (pspr == nullptr || style >= STYLE_Count || style < 0)
|
|
return 0;
|
|
|
|
pspr->Renderstyle = ERenderStyle(style);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC A_Overlay
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_Overlay)
|
|
{
|
|
PARAM_ACTION_PROLOGUE(AActor);
|
|
PARAM_INT (layer);
|
|
PARAM_STATE_ACTION_DEF(state);
|
|
PARAM_BOOL_DEF(dontoverride);
|
|
|
|
player_t *player = self->player;
|
|
|
|
if (player == nullptr || (dontoverride && (player->FindPSprite(layer) != nullptr)))
|
|
{
|
|
ACTION_RETURN_BOOL(false);
|
|
}
|
|
|
|
DPSprite *pspr;
|
|
pspr = Create<DPSprite>(player, stateowner, layer);
|
|
pspr->SetState(state);
|
|
ACTION_RETURN_BOOL(true);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_ClearOverlays)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_INT_DEF(start);
|
|
PARAM_INT_DEF(stop);
|
|
PARAM_BOOL_DEF(safety)
|
|
|
|
if (self->player == nullptr)
|
|
ACTION_RETURN_INT(0);
|
|
|
|
if (!start && !stop)
|
|
{
|
|
start = INT_MIN;
|
|
stop = safety ? PSP_TARGETCENTER - 1 : INT_MAX;
|
|
}
|
|
|
|
unsigned int count = 0;
|
|
int id;
|
|
|
|
for (DPSprite *pspr = self->player->psprites; pspr != nullptr; pspr = pspr->GetNext())
|
|
{
|
|
id = pspr->GetID();
|
|
|
|
if (id < start || id == 0)
|
|
continue;
|
|
else if (id > stop)
|
|
break;
|
|
|
|
if (safety)
|
|
{
|
|
if (id >= PSP_TARGETCENTER)
|
|
break;
|
|
else if (id == PSP_STRIFEHANDS || id == PSP_WEAPON || id == PSP_FLASH)
|
|
continue;
|
|
}
|
|
|
|
pspr->SetState(nullptr);
|
|
count++;
|
|
}
|
|
|
|
ACTION_RETURN_INT(count);
|
|
}
|
|
|
|
//
|
|
// 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;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, BulletSlope)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_POINTER_DEF(t, FTranslatedLineTarget);
|
|
PARAM_INT_DEF(aimflags);
|
|
ACTION_RETURN_FLOAT(P_BulletSlope(self, t, aimflags).Degrees);
|
|
}
|
|
|
|
//------------------------------------------------------------------------
|
|
//
|
|
// 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);
|
|
}
|
|
|
|
//------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//------------------------------------------------------------------------
|
|
|
|
void DPSprite::Serialize(FSerializer &arc)
|
|
{
|
|
Super::Serialize(arc);
|
|
|
|
arc("next", Next)
|
|
("caller", Caller)
|
|
("owner", Owner)
|
|
("flags", Flags)
|
|
("state", State)
|
|
("tics", Tics)
|
|
.Sprite("sprite", Sprite, nullptr)
|
|
("frame", Frame)
|
|
("id", ID)
|
|
("x", x)
|
|
("y", y)
|
|
("oldx", oldx)
|
|
("oldy", oldy)
|
|
("alpha", alpha)
|
|
("renderstyle_", Renderstyle); // The underscore is intentional to avoid problems with old savegames which had this as an ERenderStyle (which is not future proof.)
|
|
}
|
|
|
|
//------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//------------------------------------------------------------------------
|
|
|
|
void player_t::DestroyPSprites()
|
|
{
|
|
DPSprite *pspr = psprites;
|
|
psprites = nullptr;
|
|
while (pspr)
|
|
{
|
|
DPSprite *next = pspr->Next;
|
|
pspr->Next = nullptr;
|
|
pspr->Destroy();
|
|
pspr = next;
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------------
|
|
//
|
|
// Setting a random flash like some of Doom's weapons can easily crash when the
|
|
// definition is overridden incorrectly so let's check that the state actually exists.
|
|
// Be aware though that this will not catch all DEHACKED related problems. But it will
|
|
// find all DECORATE related ones.
|
|
//
|
|
//------------------------------------------------------------------------------------
|
|
|
|
void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int index)
|
|
{
|
|
if (flashstate != nullptr)
|
|
{
|
|
PClassActor *cls = weapon->GetClass();
|
|
while (cls != RUNTIME_CLASS(AWeapon))
|
|
{
|
|
if (cls->OwnsState(flashstate))
|
|
{
|
|
// The flash state belongs to this class.
|
|
// Now let's check if the actually wanted state does also
|
|
if (cls->OwnsState(flashstate + index))
|
|
{
|
|
// we're ok so set the state
|
|
P_SetPsprite(player, PSP_FLASH, flashstate + index, true);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// oh, no! The state is beyond the end of the state table so use the original flash state.
|
|
P_SetPsprite(player, PSP_FLASH, flashstate, true);
|
|
return;
|
|
}
|
|
}
|
|
// try again with parent class
|
|
cls = static_cast<PClassActor *>(cls->ParentClass);
|
|
}
|
|
// if we get here the state doesn't seem to belong to any class in the inheritance chain
|
|
// This can happen with Dehacked if the flash states are remapped.
|
|
// The only way to check this would be to go through all Dehacked modifiable actors, convert
|
|
// their states into a single flat array and find the correct one.
|
|
// Rather than that, just check to make sure it belongs to something.
|
|
if (FState::StaticFindStateOwner(flashstate + index) == NULL)
|
|
{ // Invalid state. With no index offset, it should at least be valid.
|
|
index = 0;
|
|
}
|
|
}
|
|
P_SetPsprite(player, PSP_FLASH, flashstate + index, true);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_PlayerInfo, SetSafeFlash)
|
|
{
|
|
PARAM_SELF_STRUCT_PROLOGUE(player_t);
|
|
PARAM_OBJECT_NOT_NULL(weapon, AWeapon);
|
|
PARAM_POINTER(state, FState);
|
|
PARAM_INT(index);
|
|
P_SetSafeFlash(weapon, self, state, index);
|
|
return 0;
|
|
}
|
|
|
|
//------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//------------------------------------------------------------------------
|
|
|
|
void DPSprite::OnDestroy()
|
|
{
|
|
// 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::OnDestroy();
|
|
}
|
|
|
|
//------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//------------------------------------------------------------------------
|
|
|
|
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;
|
|
}
|