2008-01-27 11:25:03 +00:00
|
|
|
// Emacs style mode select -*- C++ -*-
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// $Id:$
|
|
|
|
//
|
|
|
|
// Copyright (C) 1993-1996 by id Software, Inc.
|
|
|
|
//
|
|
|
|
// This source is available for distribution and/or modification
|
|
|
|
// only under the terms of the DOOM Source Code License as
|
|
|
|
// published by id Software. All rights reserved.
|
|
|
|
//
|
|
|
|
// The source is distributed in the hope that it will be useful,
|
|
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
|
|
|
|
// for more details.
|
|
|
|
//
|
|
|
|
// $Log:$
|
|
|
|
//
|
|
|
|
// DESCRIPTION:
|
|
|
|
// Player related stuff.
|
|
|
|
// Bobbing POV/weapon, movement.
|
|
|
|
// Pending weapon.
|
|
|
|
//
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
#include "templates.h"
|
|
|
|
#include "doomdef.h"
|
|
|
|
#include "d_event.h"
|
|
|
|
#include "p_local.h"
|
|
|
|
#include "doomstat.h"
|
|
|
|
#include "s_sound.h"
|
|
|
|
#include "i_system.h"
|
|
|
|
#include "r_draw.h"
|
|
|
|
#include "gi.h"
|
|
|
|
#include "m_random.h"
|
|
|
|
#include "p_pspr.h"
|
|
|
|
#include "p_enemy.h"
|
|
|
|
#include "p_effect.h"
|
|
|
|
#include "s_sound.h"
|
|
|
|
#include "a_sharedglobal.h"
|
|
|
|
#include "a_keys.h"
|
|
|
|
#include "statnums.h"
|
|
|
|
#include "v_palette.h"
|
|
|
|
#include "v_video.h"
|
|
|
|
#include "w_wad.h"
|
|
|
|
#include "cmdlib.h"
|
|
|
|
#include "sbar.h"
|
|
|
|
#include "f_finale.h"
|
|
|
|
#include "c_console.h"
|
|
|
|
#include "doomdef.h"
|
|
|
|
#include "c_dispatch.h"
|
|
|
|
#include "tarray.h"
|
|
|
|
#include "thingdef/thingdef.h"
|
|
|
|
|
|
|
|
static FRandom pr_skullpop ("SkullPop");
|
|
|
|
|
|
|
|
CUSTOM_CVAR(Float, maxviewpitch, 90.f, CVAR_ARCHIVE|CVAR_SERVERINFO)
|
|
|
|
{
|
|
|
|
if (self>90.f) self=90.f;
|
|
|
|
else if (self<-90.f) self=-90.f;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// [RH] # of ticks to complete a turn180
|
|
|
|
#define TURN180_TICKS ((TICRATE / 4) + 1)
|
|
|
|
|
|
|
|
// Variables for prediction
|
|
|
|
CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
|
|
|
static player_t PredictionPlayerBackup;
|
|
|
|
static BYTE PredictionActorBackup[sizeof(AActor)];
|
|
|
|
static TArray<sector_t *> PredictionTouchingSectorsBackup;
|
|
|
|
|
|
|
|
// [GRB] Custom player classes
|
|
|
|
TArray<FPlayerClass> PlayerClasses;
|
|
|
|
|
|
|
|
FPlayerClass::FPlayerClass ()
|
|
|
|
{
|
|
|
|
Type = NULL;
|
|
|
|
Flags = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
FPlayerClass::FPlayerClass (const FPlayerClass &other)
|
|
|
|
{
|
|
|
|
Type = other.Type;
|
|
|
|
Flags = other.Flags;
|
|
|
|
Skins = other.Skins;
|
|
|
|
}
|
|
|
|
|
|
|
|
FPlayerClass::~FPlayerClass ()
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
bool FPlayerClass::CheckSkin (int skin)
|
|
|
|
{
|
|
|
|
for (unsigned int i = 0; i < Skins.Size (); i++)
|
|
|
|
{
|
|
|
|
if (Skins[i] == skin)
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SetupPlayerClasses ()
|
|
|
|
{
|
|
|
|
FPlayerClass newclass;
|
|
|
|
|
|
|
|
newclass.Flags = 0;
|
|
|
|
|
|
|
|
if (gameinfo.gametype == GAME_Doom)
|
|
|
|
{
|
|
|
|
newclass.Type = PClass::FindClass (NAME_DoomPlayer);
|
|
|
|
PlayerClasses.Push (newclass);
|
|
|
|
}
|
|
|
|
else if (gameinfo.gametype == GAME_Heretic)
|
|
|
|
{
|
|
|
|
newclass.Type = PClass::FindClass (NAME_HereticPlayer);
|
|
|
|
PlayerClasses.Push (newclass);
|
|
|
|
}
|
|
|
|
else if (gameinfo.gametype == GAME_Hexen)
|
|
|
|
{
|
|
|
|
newclass.Type = PClass::FindClass (NAME_FighterPlayer);
|
|
|
|
PlayerClasses.Push (newclass);
|
|
|
|
newclass.Type = PClass::FindClass (NAME_ClericPlayer);
|
|
|
|
PlayerClasses.Push (newclass);
|
|
|
|
newclass.Type = PClass::FindClass (NAME_MagePlayer);
|
|
|
|
PlayerClasses.Push (newclass);
|
|
|
|
}
|
|
|
|
else if (gameinfo.gametype == GAME_Strife)
|
|
|
|
{
|
|
|
|
newclass.Type = PClass::FindClass (NAME_StrifePlayer);
|
|
|
|
PlayerClasses.Push (newclass);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (clearplayerclasses)
|
|
|
|
{
|
|
|
|
if (ParsingKeyConf)
|
|
|
|
{
|
|
|
|
PlayerClasses.Clear ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (addplayerclass)
|
|
|
|
{
|
|
|
|
if (ParsingKeyConf && argv.argc () > 1)
|
|
|
|
{
|
|
|
|
const PClass *ti = PClass::FindClass (argv[1]);
|
|
|
|
|
|
|
|
if (!ti)
|
|
|
|
{
|
2008-02-20 16:51:40 +00:00
|
|
|
Printf ("Unknown player class '%s'\n", argv[1]);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else if (!ti->IsDescendantOf (RUNTIME_CLASS (APlayerPawn)))
|
|
|
|
{
|
2008-02-20 16:51:40 +00:00
|
|
|
Printf ("Invalid player class '%s'\n", argv[1]);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else if (ti->Meta.GetMetaString (APMETA_DisplayName) == NULL)
|
|
|
|
{
|
2008-02-20 16:51:40 +00:00
|
|
|
Printf ("Missing displayname for player class '%s'\n", argv[1]);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FPlayerClass newclass;
|
|
|
|
|
|
|
|
newclass.Type = ti;
|
|
|
|
newclass.Flags = 0;
|
|
|
|
|
|
|
|
int arg = 2;
|
|
|
|
while (arg < argv.argc ())
|
|
|
|
{
|
|
|
|
if (!stricmp (argv[arg], "nomenu"))
|
|
|
|
{
|
|
|
|
newclass.Flags |= PCF_NOMENU;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2008-02-20 16:51:40 +00:00
|
|
|
Printf ("Unknown flag '%s' for player class '%s'\n", argv[arg], argv[1]);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
arg++;
|
|
|
|
}
|
|
|
|
|
|
|
|
PlayerClasses.Push (newclass);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (playerclasses)
|
|
|
|
{
|
|
|
|
for (unsigned int i = 0; i < PlayerClasses.Size (); i++)
|
|
|
|
{
|
|
|
|
Printf ("% 3d %s\n", i,
|
|
|
|
PlayerClasses[i].Type->Meta.GetMetaString (APMETA_DisplayName));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// Movement.
|
|
|
|
//
|
|
|
|
|
|
|
|
// 16 pixels of bob
|
|
|
|
#define MAXBOB 0x100000
|
|
|
|
|
|
|
|
bool onground;
|
|
|
|
|
|
|
|
// The player_s constructor. Since LogText is not a POD, we cannot just
|
|
|
|
// memset it all to 0.
|
|
|
|
player_s::player_s()
|
|
|
|
: mo(0),
|
|
|
|
playerstate(0),
|
|
|
|
cls(0),
|
|
|
|
DesiredFOV(0),
|
|
|
|
FOV(0),
|
|
|
|
viewz(0),
|
|
|
|
viewheight(0),
|
|
|
|
deltaviewheight(0),
|
|
|
|
bob(0),
|
|
|
|
momx(0),
|
|
|
|
momy(0),
|
|
|
|
centering(0),
|
|
|
|
turnticks(0),
|
|
|
|
oldbuttons(0),
|
|
|
|
attackdown(0),
|
|
|
|
health(0),
|
|
|
|
inventorytics(0),
|
|
|
|
CurrentPlayerClass(0),
|
|
|
|
pieces(0),
|
|
|
|
backpack(0),
|
|
|
|
fragcount(0),
|
|
|
|
lastkilltime(0),
|
|
|
|
multicount(0),
|
|
|
|
spreecount(0),
|
|
|
|
ReadyWeapon(0),
|
|
|
|
PendingWeapon(0),
|
|
|
|
cheats(0),
|
|
|
|
refire(0),
|
|
|
|
inconsistant(0),
|
|
|
|
killcount(0),
|
|
|
|
itemcount(0),
|
|
|
|
secretcount(0),
|
|
|
|
damagecount(0),
|
|
|
|
bonuscount(0),
|
|
|
|
hazardcount(0),
|
|
|
|
poisoncount(0),
|
|
|
|
poisoner(0),
|
|
|
|
attacker(0),
|
|
|
|
extralight(0),
|
|
|
|
morphTics(0),
|
2008-04-08 22:32:52 +00:00
|
|
|
MorphedPlayerClass(0),
|
|
|
|
MorphStyle(0),
|
|
|
|
MorphExitFlash(0),
|
2008-01-27 11:25:03 +00:00
|
|
|
PremorphWeapon(0),
|
|
|
|
chickenPeck(0),
|
|
|
|
jumpTics(0),
|
|
|
|
respawn_time(0),
|
|
|
|
camera(0),
|
|
|
|
air_finished(0),
|
|
|
|
accuracy(0),
|
|
|
|
stamina(0),
|
|
|
|
savedyaw(0),
|
|
|
|
savedpitch(0),
|
|
|
|
angle(0),
|
|
|
|
dest(0),
|
|
|
|
prev(0),
|
|
|
|
enemy(0),
|
|
|
|
missile(0),
|
|
|
|
mate(0),
|
|
|
|
last_mate(0),
|
|
|
|
t_active(0),
|
|
|
|
t_respawn(0),
|
|
|
|
t_strafe(0),
|
|
|
|
t_react(0),
|
|
|
|
t_fight(0),
|
|
|
|
t_roam(0),
|
|
|
|
t_rocket(0),
|
|
|
|
isbot(0),
|
|
|
|
first_shot(0),
|
|
|
|
sleft(0),
|
|
|
|
allround(0),
|
|
|
|
oldx(0),
|
|
|
|
oldy(0),
|
|
|
|
BlendR(0),
|
|
|
|
BlendG(0),
|
|
|
|
BlendB(0),
|
|
|
|
BlendA(0),
|
|
|
|
LogText(),
|
|
|
|
crouching(0),
|
|
|
|
crouchdir(0),
|
|
|
|
crouchfactor(0),
|
|
|
|
crouchoffset(0),
|
- Update to ZDoom r858:
- Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it
from doing prebuffering of the song. This was causing the Linux version to
hang while waiting for input from the pipe, since Timidity hadn't been
started yet. I tried using a select call in the FillStream() method, but it
always seems to return the pipe as having nothing available. Unfortunately,
the game still falls all over itself if Timidity isn't available. Instead
of execvp failing nicely, X errors kill the game. I don't know why it's
doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch
set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far)
and set the snd_midipatchset cvar to point to it. It's faster and also
sounds a whole lot better than the crappy freepats Ubuntu wants to install
with Timidity++ (thank goodness I have the official patches from a real
GUS so I don't need to use them).
- GCC fixes.
- Fixed: After starting new music the music volume has to be reset so that
the song's relative volume takes effect.
- Removed the arbitrary 1024 bytes limit when the file being played is a MIDI
file. I had a D_DM2TTL that's only 990 bytes.
- Restructured I_RegisterSong so that $mididevice works again and also supports
selecting FMOD.
- Added Jim' Linux fix.
- Added MartinHowe's fix for mugshot display in status bars.
- The garbage collector is now run one last time just before exiting the game.
- Removed movie volume from the sound menu and renamed some of the other
options to give the MIDI device name more room to display itself.
- Moved the midi device selection into the main sound menu.
- Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the
default device. By default, it uses exactly the same DLS instruments as the
Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set
you want to use, set the snd_midipatchset cvar to specify where it should
load the instruments from.
- Changed the ProduceMIDI function to store its output into a TArray<BYTE>.
An overloaded version wraps around it to continue to supply file-writing
support for external Timidity++ usage.
- Added an FMOD credits banner to comply with their non-commercial license.
- Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather
than a time in ms, this is now the length in samples of the DSP buffer.
Also added the snd_buffercount cvar to offer complete control over the
call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate
below about 44kHz, you will need to set snd_buffersize to avoid long
latencies.
- Reimplemented the snd_output cvar for the FMOD Ex sound system.
- Changed snd_samplerate default to 0. This now means to use the default
sample rate.
- Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and
snd_hrtf available through the menu.
- Split the HRTF effect selection into its own cvar: snd_hrtf.
- Removed 96000 Hz option from the menu. It's still available through the
cvar, if desired.
- Fixed: If Windows sound init failed, retry with DirectSound. (Apparently,
WASAPI doesn't work with more than two speakers and PCM-Float output at the
same time.)
- Fixed: Area sounds only played from the front speakers once you got within
the 2D panning area.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
|
|
|
crouchviewdelta(0),
|
|
|
|
ConversationNPC(0),
|
|
|
|
ConversationPC(0),
|
|
|
|
ConversationNPCAngle(0),
|
|
|
|
ConversationFaceTalker(0)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
memset (&cmd, 0, sizeof(cmd));
|
|
|
|
memset (&userinfo, 0, sizeof(userinfo));
|
|
|
|
memset (frags, 0, sizeof(frags));
|
|
|
|
memset (psprites, 0, sizeof(psprites));
|
|
|
|
memset (&skill, 0, sizeof(skill));
|
|
|
|
}
|
|
|
|
|
|
|
|
// This function supplements the pointer cleanup in dobject.cpp, because
|
|
|
|
// player_s is not derived from DObject. (I tried it, and DestroyScan was
|
|
|
|
// unable to properly determine the player object's type--possibly
|
|
|
|
// because it gets staticly allocated in an array.)
|
|
|
|
//
|
|
|
|
// This function checks all the DObject pointers in a player_s and NULLs any
|
|
|
|
// that match the pointer passed in. If you add any pointers that point to
|
|
|
|
// DObject (or a subclass), add them here too.
|
|
|
|
|
2008-03-14 08:27:37 +00:00
|
|
|
size_t player_s::FixPointers (const DObject *old, DObject *rep)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
APlayerPawn *replacement = static_cast<APlayerPawn *>(rep);
|
2008-03-14 08:27:37 +00:00
|
|
|
size_t changed = 0;
|
|
|
|
if (mo == old) mo = replacement, changed++;
|
|
|
|
if (poisoner == old) poisoner = replacement, changed++;
|
|
|
|
if (attacker == old) attacker = replacement, changed++;
|
|
|
|
if (camera == old) camera = replacement, changed++;
|
|
|
|
if (dest == old) dest = replacement, changed++;
|
|
|
|
if (prev == old) prev = replacement, changed++;
|
|
|
|
if (enemy == old) enemy = replacement, changed++;
|
|
|
|
if (missile == old) missile = replacement, changed++;
|
|
|
|
if (mate == old) mate = replacement, changed++;
|
|
|
|
if (last_mate == old) last_mate = replacement, changed++;
|
|
|
|
if (ReadyWeapon == old) ReadyWeapon = static_cast<AWeapon *>(rep), changed++;
|
|
|
|
if (PendingWeapon == old) PendingWeapon = static_cast<AWeapon *>(rep), changed++;
|
- Update to ZDoom r858:
- Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it
from doing prebuffering of the song. This was causing the Linux version to
hang while waiting for input from the pipe, since Timidity hadn't been
started yet. I tried using a select call in the FillStream() method, but it
always seems to return the pipe as having nothing available. Unfortunately,
the game still falls all over itself if Timidity isn't available. Instead
of execvp failing nicely, X errors kill the game. I don't know why it's
doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch
set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far)
and set the snd_midipatchset cvar to point to it. It's faster and also
sounds a whole lot better than the crappy freepats Ubuntu wants to install
with Timidity++ (thank goodness I have the official patches from a real
GUS so I don't need to use them).
- GCC fixes.
- Fixed: After starting new music the music volume has to be reset so that
the song's relative volume takes effect.
- Removed the arbitrary 1024 bytes limit when the file being played is a MIDI
file. I had a D_DM2TTL that's only 990 bytes.
- Restructured I_RegisterSong so that $mididevice works again and also supports
selecting FMOD.
- Added Jim' Linux fix.
- Added MartinHowe's fix for mugshot display in status bars.
- The garbage collector is now run one last time just before exiting the game.
- Removed movie volume from the sound menu and renamed some of the other
options to give the MIDI device name more room to display itself.
- Moved the midi device selection into the main sound menu.
- Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the
default device. By default, it uses exactly the same DLS instruments as the
Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set
you want to use, set the snd_midipatchset cvar to specify where it should
load the instruments from.
- Changed the ProduceMIDI function to store its output into a TArray<BYTE>.
An overloaded version wraps around it to continue to supply file-writing
support for external Timidity++ usage.
- Added an FMOD credits banner to comply with their non-commercial license.
- Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather
than a time in ms, this is now the length in samples of the DSP buffer.
Also added the snd_buffercount cvar to offer complete control over the
call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate
below about 44kHz, you will need to set snd_buffersize to avoid long
latencies.
- Reimplemented the snd_output cvar for the FMOD Ex sound system.
- Changed snd_samplerate default to 0. This now means to use the default
sample rate.
- Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and
snd_hrtf available through the menu.
- Split the HRTF effect selection into its own cvar: snd_hrtf.
- Removed 96000 Hz option from the menu. It's still available through the
cvar, if desired.
- Fixed: If Windows sound init failed, retry with DirectSound. (Apparently,
WASAPI doesn't work with more than two speakers and PCM-Float output at the
same time.)
- Fixed: Area sounds only played from the front speakers once you got within
the 2D panning area.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
|
|
|
if (ConversationNPC == old) ConversationNPC = replacement, changed++;
|
|
|
|
if (ConversationPC == old) ConversationPC = replacement, changed++;
|
2008-03-14 08:27:37 +00:00
|
|
|
return changed;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
size_t player_s::PropagateMark()
|
|
|
|
{
|
|
|
|
GC::Mark(mo);
|
|
|
|
GC::Mark(poisoner);
|
|
|
|
GC::Mark(attacker);
|
|
|
|
GC::Mark(camera);
|
|
|
|
GC::Mark(dest);
|
|
|
|
GC::Mark(prev);
|
|
|
|
GC::Mark(enemy);
|
|
|
|
GC::Mark(missile);
|
|
|
|
GC::Mark(mate);
|
|
|
|
GC::Mark(last_mate);
|
|
|
|
GC::Mark(ReadyWeapon);
|
- Update to ZDoom r858:
- Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it
from doing prebuffering of the song. This was causing the Linux version to
hang while waiting for input from the pipe, since Timidity hadn't been
started yet. I tried using a select call in the FillStream() method, but it
always seems to return the pipe as having nothing available. Unfortunately,
the game still falls all over itself if Timidity isn't available. Instead
of execvp failing nicely, X errors kill the game. I don't know why it's
doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch
set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far)
and set the snd_midipatchset cvar to point to it. It's faster and also
sounds a whole lot better than the crappy freepats Ubuntu wants to install
with Timidity++ (thank goodness I have the official patches from a real
GUS so I don't need to use them).
- GCC fixes.
- Fixed: After starting new music the music volume has to be reset so that
the song's relative volume takes effect.
- Removed the arbitrary 1024 bytes limit when the file being played is a MIDI
file. I had a D_DM2TTL that's only 990 bytes.
- Restructured I_RegisterSong so that $mididevice works again and also supports
selecting FMOD.
- Added Jim' Linux fix.
- Added MartinHowe's fix for mugshot display in status bars.
- The garbage collector is now run one last time just before exiting the game.
- Removed movie volume from the sound menu and renamed some of the other
options to give the MIDI device name more room to display itself.
- Moved the midi device selection into the main sound menu.
- Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the
default device. By default, it uses exactly the same DLS instruments as the
Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set
you want to use, set the snd_midipatchset cvar to specify where it should
load the instruments from.
- Changed the ProduceMIDI function to store its output into a TArray<BYTE>.
An overloaded version wraps around it to continue to supply file-writing
support for external Timidity++ usage.
- Added an FMOD credits banner to comply with their non-commercial license.
- Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather
than a time in ms, this is now the length in samples of the DSP buffer.
Also added the snd_buffercount cvar to offer complete control over the
call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate
below about 44kHz, you will need to set snd_buffersize to avoid long
latencies.
- Reimplemented the snd_output cvar for the FMOD Ex sound system.
- Changed snd_samplerate default to 0. This now means to use the default
sample rate.
- Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and
snd_hrtf available through the menu.
- Split the HRTF effect selection into its own cvar: snd_hrtf.
- Removed 96000 Hz option from the menu. It's still available through the
cvar, if desired.
- Fixed: If Windows sound init failed, retry with DirectSound. (Apparently,
WASAPI doesn't work with more than two speakers and PCM-Float output at the
same time.)
- Fixed: Area sounds only played from the front speakers once you got within
the 2D panning area.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
|
|
|
GC::Mark(ConversationNPC);
|
|
|
|
GC::Mark(ConversationPC);
|
2008-03-12 15:21:17 +00:00
|
|
|
if (PendingWeapon != WP_NOCHANGE)
|
|
|
|
{
|
|
|
|
GC::Mark(PendingWeapon);
|
|
|
|
}
|
|
|
|
return sizeof(*this);
|
|
|
|
}
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
void player_s::SetLogNumber (int num)
|
|
|
|
{
|
|
|
|
char lumpname[16];
|
|
|
|
int lumpnum;
|
|
|
|
|
|
|
|
sprintf (lumpname, "LOG%d", num);
|
|
|
|
lumpnum = Wads.CheckNumForName (lumpname);
|
|
|
|
if (lumpnum == -1)
|
|
|
|
{
|
|
|
|
// Leave the log message alone if this one doesn't exist.
|
|
|
|
//SetLogText (lumpname);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int length=Wads.LumpLength(lumpnum);
|
|
|
|
char *data= new char[length+1];
|
|
|
|
Wads.ReadLump (lumpnum, data);
|
|
|
|
data[length]=0;
|
|
|
|
SetLogText (data);
|
|
|
|
delete[] data;
|
|
|
|
|
|
|
|
// Print log text to console
|
|
|
|
AddToConsole(-1, TEXTCOLOR_GOLD);
|
|
|
|
AddToConsole(-1, LogText);
|
|
|
|
AddToConsole(-1, "\n");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void player_s::SetLogText (const char *text)
|
|
|
|
{
|
|
|
|
LogText = text;
|
|
|
|
}
|
|
|
|
|
|
|
|
int player_t::GetSpawnClass()
|
|
|
|
{
|
|
|
|
const PClass * type = PlayerClasses[CurrentPlayerClass].Type;
|
|
|
|
return static_cast<APlayerPawn*>(GetDefaultByType(type))->SpawnMask;
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
IMPLEMENT_POINTY_CLASS (APlayerPawn)
|
|
|
|
DECLARE_POINTER(InvFirst)
|
|
|
|
DECLARE_POINTER(InvSel)
|
|
|
|
END_POINTERS
|
|
|
|
|
|
|
|
BEGIN_STATELESS_DEFAULTS (APlayerPawn, Any, -1, 0)
|
|
|
|
PROP_SpawnHealth (100)
|
|
|
|
PROP_RadiusFixed (16)
|
|
|
|
PROP_HeightFixed (56)
|
|
|
|
PROP_Mass (100)
|
|
|
|
PROP_PainChance (255)
|
|
|
|
PROP_SpeedFixed (1)
|
|
|
|
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH|MF_FRIENDLY)
|
|
|
|
PROP_Flags2 (MF2_SLIDE|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP|MF2_WINDTHRUST|MF2_TELESTOMP)
|
|
|
|
PROP_Flags3 (MF3_NOBLOCKMONST)
|
|
|
|
PROP_PlayerPawn_AttackZOffset (8)
|
|
|
|
// [GRB]
|
|
|
|
PROP_PlayerPawn_JumpZ (8*FRACUNIT)
|
|
|
|
PROP_PlayerPawn_ViewHeight (41*FRACUNIT)
|
|
|
|
PROP_PlayerPawn_ForwardMove1 (FRACUNIT)
|
|
|
|
PROP_PlayerPawn_ForwardMove2 (FRACUNIT)
|
|
|
|
PROP_PlayerPawn_SideMove1 (FRACUNIT)
|
|
|
|
PROP_PlayerPawn_SideMove2 (FRACUNIT)
|
|
|
|
PROP_PlayerPawn_ColorRange (0, 0)
|
|
|
|
PROP_PlayerPawn_SoundClass ("player")
|
- Fixed: The players were not added to FS's list of spawned things.
- Update to ZDoom r882
- Added the option to use $ as a prefix to a string table name everywhere in
MAPINFO where 'lookup' could be specified so that there is one consistent
way to do it.
- Externalized all default episode definitions. Added an 'optional' keyword
to handle M4 and 5 in Doom and Heretic.
- Added P_CheckMapData function and replaced all calls to P_OpenMapData that
only checked for a map's presence with it.
- Added Martin Howe's player statusbar face submission.
- Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap'
but keeps all existing information in the default and just adds to it. This
is needed because Hexen and Strife set some information in their base
MAPINFO and using 'defaultmap' in a PWAD would override that.
- Fixed: Using MAPINFO's f1 option could cause memory leaks.
- Added option to load lumps by full name to several places:
* Finale texts loaded from a text lump
* Demos
* Local SNDINFOs
* Local SNDSEQs
* Image names in FONTDEFS
* intermission script names
- Changed the STCFN121 handling. The character is not an 'I' but a '|' so
instead of discarding it it should be inserted at position 124.
- Renamed indexfont.fon to indexfont so that I could remove a special case
from V_GetFont that was just added for this one font.
- Added a 'dumpspawnedthings' CVAR that enables a listing of all things in
the map and the actor type they spawned.
SBarInfo Update #16
- Added: fillzeros flag for drawnumber. When set the string will always have
a length of the specified size and zeros will fill in for the missing places.
If the number is negative the negative sign will take the place of the last
digit.
- Added: globalarray type to drawnumber which will display the value in a
global array with the index set to the player's number. Untested.
- Added: isselected command to SBarInfo.
- Fixed: Bi and Tri colored numbers didn't work.
- Fixed: Crash when using nullimage as the last image in drawswitchableimage.
- Applied Graf suggestion to include the y coord when calulating heights to fix
most of the gaps caused by round off errors. At least for now anyways and it
is only applied for drawimage.
- SBarInfo inventory bars have been converted to use screen->DrawTexture()
- Increased limit for demon/melee to 4.
- Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided
line.
- Fixed: P_SpawnPuff assumed that all melee attacks have the same range
(MELEERANGE) and didn't set the puff to its melee state if the range
was different. Even worse, it checked a global variable for this so
the behavior was undefined when P_SpawnPuff was called from anywhere
else but P_LineAttack. To reduce the amount of parameters I combined
this information with the hitthing and temporary parameters into one
flags parameter. Also changed P_LineAttack so that it gets passed
an additional parameter that specifies whether the attack is a melee
attack or not and set this to true in all calls that are to be considered
melee attacks. I couldn't use the damage type because A_CustomPunch
and A_CustomMeleeAttack allow passing any damage type they want.
- Added a sprite option as an alternative of particles for FX_ROCKET
and FX_GRENADE.
- Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for
DECORATE was wrong (2 instead of 1.)
- Changed: Hexen set every cluster to be a hub if it hadn't been defined before
a level using this cluster. Now it will only do that if HexenHack is true,
i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format
MAPINFOs it will now be the same as for the other games which means that
'hub' has to be declared explicitly.
- Added an Idle state that is entered in place of the spawn state if a monster
has to return to its inactive state if it can't find any more targets.
- Added MF5_NOINTERACTION flag which completely disables all physics related
code for any actor with this flag. Mostly useful for particle effects where
the actors just move a certain distance and then disappear.
- Removed the last remains of the antialias precalculation code from
am_map.cpp because it was no longer used.
- Fixed: Two-sided lines bordering a secret sector were not drawn in the
proper color
- Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color.
- Switched sounds local to the listener from head-relative 3D sounds to 2D
sounds so stereo sounds have full separation. I tried using set3DSpread,
but that still caused some blending of the channels.
- Changed FScanner so that opening a lump gives the complete wad+lump name
rather than a generic one, so identifying errors among files that all have
the same lump name no longer involves any degree of guesswork in
determining exactly which file the error occurred in.
- Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final
sequences.
- Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL
pointer checks, in case an improper sequence was encountered during
parsing but not early enough to avoid creating a slot for it in the array.
- Added support for dumping from RAW/DRO/IMF files, so now anything that
can be played as OPL can also be dumped.
- Removed the opl_enable cvar, since OPL playback is now selectable as just
another MIDI device.
- Added support for DRO playback and dual-chip RAW playback.
- Removed MUS support from OPLMUSSong, since using the OPLMIDIDevice with
MUSSong2 works just as well. There are still lots of leftover bits in
the class that should probably be removed at some point, too.
- Added dual-chip dumping support for the RAW format.
- Added DosBox Raw OPL (.DRO) dumping support. For whatever reason,
in_adlib calculates the song length for this format wrong, even though
the exact length is stored right in the header. (But in_adlib seems buggy
in general; too bad it's the only Windows version of Adplug that seems to
exist.)
- Rewrote the OPL dumper to work with MIDI as well as MUS.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@86 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-05 13:28:48 +00:00
|
|
|
PROP_PlayerPawn_Face ("None")
|
2008-01-27 11:25:03 +00:00
|
|
|
PROP_PlayerPawn_MorphWeapon ("None")
|
|
|
|
END_DEFAULTS
|
|
|
|
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (APlayerChunk, Any, -1, 0)
|
|
|
|
PROP_Flags (MF_DROPOFF)
|
|
|
|
PROP_Flags2 (MF2_PASSMOBJ)
|
|
|
|
END_DEFAULTS
|
|
|
|
|
|
|
|
void APlayerPawn::Serialize (FArchive &arc)
|
|
|
|
{
|
|
|
|
Super::Serialize (arc);
|
|
|
|
|
|
|
|
arc << JumpZ
|
|
|
|
<< MaxHealth
|
|
|
|
<< RunHealth
|
|
|
|
<< SpawnMask
|
|
|
|
<< ForwardMove1
|
|
|
|
<< ForwardMove2
|
|
|
|
<< SideMove1
|
|
|
|
<< SideMove2
|
|
|
|
<< ScoreIcon
|
|
|
|
<< InvFirst
|
|
|
|
<< InvSel
|
|
|
|
<< MorphWeapon;
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: BeginPlay
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void APlayerPawn::BeginPlay ()
|
|
|
|
{
|
|
|
|
Super::BeginPlay ();
|
|
|
|
ChangeStatNum (STAT_PLAYER);
|
|
|
|
|
|
|
|
// Check whether a PWADs normal sprite is to be combined with the base WADs
|
|
|
|
// crouch sprite. In such a case the sprites normally don't match and it is
|
|
|
|
// best to disable the crouch sprite.
|
|
|
|
if (crouchsprite > 0)
|
|
|
|
{
|
|
|
|
// This assumes that player sprites always exist in rotated form and
|
|
|
|
// that the front view is always a separate sprite. So far this is
|
|
|
|
// true for anything that exists.
|
|
|
|
FString normspritename = sprites[SpawnState->sprite.index].name;
|
|
|
|
FString crouchspritename = sprites[crouchsprite].name;
|
|
|
|
|
|
|
|
int spritenorm = Wads.CheckNumForName(normspritename + "A1", ns_sprites);
|
|
|
|
int spritecrouch = Wads.CheckNumForName(crouchspritename + "A1", ns_sprites);
|
|
|
|
|
|
|
|
if (spritenorm==-1 || spritecrouch ==-1)
|
|
|
|
{
|
|
|
|
// Sprites do not exist so it is best to disable the crouch sprite.
|
|
|
|
crouchsprite = 0;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
int wadnorm = Wads.GetLumpFile(spritenorm);
|
|
|
|
int wadcrouch = Wads.GetLumpFile(spritenorm);
|
|
|
|
|
|
|
|
if (wadnorm > FWadCollection::IWAD_FILENUM && wadcrouch <= FWadCollection::IWAD_FILENUM)
|
|
|
|
{
|
|
|
|
// Question: Add an option / disable crouching or do what?
|
|
|
|
crouchsprite = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: Tick
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void APlayerPawn::Tick()
|
|
|
|
{
|
|
|
|
if (player != NULL && player->mo == this && player->morphTics == 0 && player->playerstate != PST_DEAD)
|
|
|
|
{
|
|
|
|
height = FixedMul(GetDefault()->height, player->crouchfactor);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (health > 0) height = GetDefault()->height;
|
|
|
|
}
|
|
|
|
Super::Tick();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: AddInventory
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void APlayerPawn::AddInventory (AInventory *item)
|
|
|
|
{
|
|
|
|
// Adding inventory to a voodoo doll should add it to the real player instead.
|
|
|
|
if (player != NULL && player->mo != this && player->mo != NULL)
|
|
|
|
{
|
|
|
|
player->mo->AddInventory (item);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
Super::AddInventory (item);
|
|
|
|
|
|
|
|
// If nothing is selected, select this item.
|
|
|
|
if (InvSel == NULL && (item->ItemFlags & IF_INVBAR))
|
|
|
|
{
|
|
|
|
InvSel = item;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: RemoveInventory
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void APlayerPawn::RemoveInventory (AInventory *item)
|
|
|
|
{
|
|
|
|
bool pickWeap = false;
|
|
|
|
|
|
|
|
// Since voodoo dolls aren't supposed to have an inventory, there should be
|
|
|
|
// no need to redirect them to the real player here as there is with AddInventory.
|
|
|
|
|
|
|
|
// If the item removed is the selected one, select something else, either the next
|
|
|
|
// item, if there is one, or the previous item.
|
|
|
|
if (player != NULL)
|
|
|
|
{
|
|
|
|
if (InvSel == item)
|
|
|
|
{
|
|
|
|
InvSel = item->NextInv ();
|
|
|
|
if (InvSel == NULL)
|
|
|
|
{
|
|
|
|
InvSel = item->PrevInv ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (InvFirst == item)
|
|
|
|
{
|
|
|
|
InvFirst = item->NextInv ();
|
|
|
|
if (InvFirst == NULL)
|
|
|
|
{
|
|
|
|
InvFirst = item->PrevInv ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (item == player->PendingWeapon)
|
|
|
|
{
|
|
|
|
player->PendingWeapon = WP_NOCHANGE;
|
|
|
|
}
|
|
|
|
if (item == player->ReadyWeapon)
|
|
|
|
{
|
|
|
|
// If the current weapon is removed, clear the refire counter and pick a new one.
|
|
|
|
pickWeap = true;
|
|
|
|
player->ReadyWeapon = NULL;
|
|
|
|
player->refire = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
Super::RemoveInventory (item);
|
|
|
|
if (pickWeap && player->mo == this && player->PendingWeapon == WP_NOCHANGE)
|
|
|
|
{
|
|
|
|
PickNewWeapon (NULL);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: UseInventory
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
bool APlayerPawn::UseInventory (AInventory *item)
|
|
|
|
{
|
|
|
|
const PClass *itemtype = item->GetClass();
|
|
|
|
|
|
|
|
if (player->cheats & CF_TOTALLYFROZEN)
|
|
|
|
{ // You can't use items if you're totally frozen
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
if (!Super::UseInventory (item))
|
|
|
|
{
|
|
|
|
// Heretic and Hexen advance the inventory cursor if the use failed.
|
|
|
|
// Should this behavior be retained?
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
if (player == &players[consoleplayer])
|
|
|
|
{
|
|
|
|
S_SoundID (this, CHAN_ITEM, item->UseSound, 1, ATTN_NORM);
|
|
|
|
StatusBar->FlashItem (itemtype);
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: BestWeapon
|
|
|
|
//
|
|
|
|
// Returns the best weapon a player has, possibly restricted to a single
|
|
|
|
// type of ammo.
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
AWeapon *APlayerPawn::BestWeapon (const PClass *ammotype)
|
|
|
|
{
|
|
|
|
AWeapon *bestMatch = NULL;
|
|
|
|
int bestOrder = INT_MAX;
|
|
|
|
AInventory *item;
|
|
|
|
AWeapon *weap;
|
|
|
|
bool tomed = NULL != FindInventory (RUNTIME_CLASS(APowerWeaponLevel2));
|
|
|
|
|
|
|
|
// Find the best weapon the player has.
|
|
|
|
for (item = Inventory; item != NULL; item = item->Inventory)
|
|
|
|
{
|
|
|
|
if (!item->IsKindOf (RUNTIME_CLASS(AWeapon)))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
weap = static_cast<AWeapon *> (item);
|
|
|
|
|
|
|
|
// Don't select it if it's worse than what was already found.
|
|
|
|
if (weap->SelectionOrder > bestOrder)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// Don't select it if its primary fire doesn't use the desired ammo.
|
|
|
|
if (ammotype != NULL &&
|
|
|
|
(weap->Ammo1 == NULL ||
|
|
|
|
weap->Ammo1->GetClass() != ammotype))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// Don't select it if the Tome is active and this isn't the powered-up version.
|
|
|
|
if (tomed && weap->SisterWeapon != NULL && weap->SisterWeapon->WeaponFlags & WIF_POWERED_UP)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// Don't select it if it's powered-up and the Tome is not active.
|
|
|
|
if (!tomed && weap->WeaponFlags & WIF_POWERED_UP)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// Don't select it if there isn't enough ammo to use its primary fire.
|
|
|
|
if (!(weap->WeaponFlags & WIF_AMMO_OPTIONAL) &&
|
|
|
|
!weap->CheckAmmo (AWeapon::PrimaryFire, false))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// This weapon is usable!
|
|
|
|
bestOrder = weap->SelectionOrder;
|
|
|
|
bestMatch = weap;
|
|
|
|
}
|
|
|
|
return bestMatch;
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: PickNewWeapon
|
|
|
|
//
|
|
|
|
// Picks a new weapon for this player. Used mostly for running out of ammo,
|
|
|
|
// but it also works when an ACS script explicitly takes the ready weapon
|
|
|
|
// away or the player picks up some ammo they had previously run out of.
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
AWeapon *APlayerPawn::PickNewWeapon (const PClass *ammotype)
|
|
|
|
{
|
|
|
|
AWeapon *best = BestWeapon (ammotype);
|
|
|
|
|
|
|
|
if (best != NULL)
|
|
|
|
{
|
|
|
|
player->PendingWeapon = best;
|
|
|
|
if (player->ReadyWeapon != NULL)
|
|
|
|
{
|
|
|
|
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetDownState());
|
|
|
|
}
|
|
|
|
else if (player->PendingWeapon != WP_NOCHANGE)
|
|
|
|
{
|
|
|
|
P_BringUpWeapon (player);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return best;
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: GiveDeathmatchInventory
|
|
|
|
//
|
|
|
|
// Gives players items they should have in addition to their default
|
|
|
|
// inventory when playing deathmatch. (i.e. all keys)
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void APlayerPawn::GiveDeathmatchInventory()
|
|
|
|
{
|
|
|
|
for (unsigned int i = 0; i < PClass::m_Types.Size(); ++i)
|
|
|
|
{
|
|
|
|
if (PClass::m_Types[i]->IsDescendantOf (RUNTIME_CLASS(AKey)))
|
|
|
|
{
|
|
|
|
AKey *key = (AKey *)GetDefaultByType (PClass::m_Types[i]);
|
|
|
|
if (key->KeyNumber != 0)
|
|
|
|
{
|
|
|
|
key = static_cast<AKey *>(Spawn (PClass::m_Types[i], 0,0,0, NO_REPLACE));
|
|
|
|
if (!key->TryPickup (this))
|
|
|
|
{
|
|
|
|
key->Destroy ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: FilterCoopRespawnInventory
|
|
|
|
//
|
|
|
|
// When respawning in coop, this function is called to walk through the dead
|
|
|
|
// player's inventory and modify it according to the current game flags so
|
|
|
|
// that it can be transferred to the new live player. This player currently
|
|
|
|
// has the default inventory, and the oldplayer has the inventory at the time
|
|
|
|
// of death.
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void APlayerPawn::FilterCoopRespawnInventory (APlayerPawn *oldplayer)
|
|
|
|
{
|
|
|
|
AInventory *item, *next, *defitem;
|
|
|
|
|
|
|
|
// If we're losing everything, this is really simple.
|
|
|
|
if (dmflags & DF_COOP_LOSE_INVENTORY)
|
|
|
|
{
|
|
|
|
oldplayer->DestroyAllInventory();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// If we don't want to lose anything, then we don't need to bother checking
|
|
|
|
// the old inventory.
|
|
|
|
if (dmflags & (DF_COOP_LOSE_KEYS |
|
|
|
|
DF_COOP_LOSE_WEAPONS |
|
|
|
|
DF_COOP_LOSE_AMMO |
|
|
|
|
DF_COOP_HALVE_AMMO |
|
|
|
|
DF_COOP_LOSE_ARMOR |
|
|
|
|
DF_COOP_LOSE_POWERUPS))
|
|
|
|
{
|
|
|
|
// Walk through the old player's inventory and destroy or modify
|
|
|
|
// according to dmflags.
|
|
|
|
for (item = oldplayer->Inventory; item != NULL; item = next)
|
|
|
|
{
|
|
|
|
next = item->Inventory;
|
|
|
|
|
|
|
|
// If this item is part of the default inventory, we never want
|
|
|
|
// to destroy it, although we might want to copy the default
|
|
|
|
// inventory amount.
|
|
|
|
defitem = FindInventory (item->GetClass());
|
|
|
|
|
|
|
|
if ((dmflags & DF_COOP_LOSE_KEYS) &&
|
|
|
|
defitem == NULL &&
|
|
|
|
item->IsKindOf(RUNTIME_CLASS(AKey)))
|
|
|
|
{
|
|
|
|
item->Destroy();
|
|
|
|
}
|
|
|
|
else if ((dmflags & DF_COOP_LOSE_WEAPONS) &&
|
|
|
|
defitem == NULL &&
|
|
|
|
item->IsKindOf(RUNTIME_CLASS(AWeapon)))
|
|
|
|
{
|
|
|
|
item->Destroy();
|
|
|
|
}
|
|
|
|
else if ((dmflags & DF_COOP_LOSE_ARMOR) &&
|
|
|
|
defitem == NULL &&
|
|
|
|
item->IsKindOf(RUNTIME_CLASS(AArmor)))
|
|
|
|
{
|
|
|
|
item->Destroy();
|
|
|
|
}
|
|
|
|
else if ((dmflags & DF_COOP_LOSE_POWERUPS) &&
|
|
|
|
defitem == NULL &&
|
|
|
|
item->IsKindOf(RUNTIME_CLASS(APowerupGiver)))
|
|
|
|
{
|
|
|
|
item->Destroy();
|
|
|
|
}
|
|
|
|
else if ((dmflags & (DF_COOP_LOSE_AMMO | DF_COOP_HALVE_AMMO)) &&
|
|
|
|
item->IsKindOf(RUNTIME_CLASS(AAmmo)))
|
|
|
|
{
|
|
|
|
if (defitem == NULL)
|
|
|
|
{
|
|
|
|
if (dmflags & DF_COOP_LOSE_AMMO)
|
|
|
|
{
|
|
|
|
// Do NOT destroy the ammo, because a weapon might reference it.
|
|
|
|
item->Amount = 0;
|
|
|
|
}
|
|
|
|
else if (item->Amount > 1)
|
|
|
|
{
|
|
|
|
item->Amount /= 2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// When set to lose ammo, you get to keep all your starting ammo.
|
|
|
|
// When set to halve ammo, you won't be left with less than your starting amount.
|
|
|
|
if (dmflags & DF_COOP_LOSE_AMMO)
|
|
|
|
{
|
|
|
|
item->Amount = defitem->Amount;
|
|
|
|
}
|
|
|
|
else if (item->Amount > 1)
|
|
|
|
{
|
|
|
|
item->Amount = MAX(item->Amount / 2, defitem->Amount);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Now destroy the default inventory this player is holding and move
|
|
|
|
// over the old player's remaining inventory.
|
|
|
|
DestroyAllInventory();
|
|
|
|
ObtainInventory (oldplayer);
|
|
|
|
|
|
|
|
player->ReadyWeapon = NULL;
|
|
|
|
PickNewWeapon (NULL);
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: GetSoundClass
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
const char *APlayerPawn::GetSoundClass ()
|
|
|
|
{
|
|
|
|
if (player != NULL &&
|
|
|
|
(unsigned int)player->userinfo.skin >= PlayerClasses.Size () &&
|
|
|
|
(size_t)player->userinfo.skin < numskins)
|
|
|
|
{
|
|
|
|
return skins[player->userinfo.skin].name;
|
|
|
|
}
|
|
|
|
|
|
|
|
// [GRB]
|
|
|
|
const char *sclass = GetClass ()->Meta.GetMetaString (APMETA_SoundClass);
|
|
|
|
return sclass != NULL ? sclass : "player";
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: GetMaxHealth
|
|
|
|
//
|
|
|
|
// only needed because Boom screwed up Dehacked.
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
int APlayerPawn::GetMaxHealth() const
|
|
|
|
{
|
|
|
|
return MaxHealth > 0? MaxHealth : ((i_compatflags&COMPATF_DEHHEALTH)? 100 : deh.MaxHealth);
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: UpdateWaterLevel
|
|
|
|
//
|
|
|
|
// Plays surfacing and diving sounds, as appropriate.
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
bool APlayerPawn::UpdateWaterLevel (fixed_t oldz, bool splash)
|
|
|
|
{
|
|
|
|
int oldlevel = waterlevel;
|
|
|
|
bool retval = Super::UpdateWaterLevel (oldz, splash);
|
|
|
|
if (player != NULL)
|
|
|
|
{
|
|
|
|
if (oldlevel < 3 && waterlevel == 3)
|
|
|
|
{ // Our head just went under.
|
|
|
|
S_Sound (this, CHAN_VOICE, "*dive", 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
else if (oldlevel == 3 && waterlevel < 3)
|
|
|
|
{ // Our head just came up.
|
|
|
|
if (player->air_finished > level.time)
|
|
|
|
{ // We hadn't run out of air yet.
|
|
|
|
S_Sound (this, CHAN_VOICE, "*surface", 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
// If we were running out of air, then ResetAirSupply() will play *gasp.
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: ResetAirSupply
|
|
|
|
//
|
|
|
|
// Gives the player a full "tank" of air. If they had previously completely
|
|
|
|
// run out of air, also plays the *gasp sound. Returns true if the player
|
|
|
|
// was drowning.
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
bool APlayerPawn::ResetAirSupply ()
|
|
|
|
{
|
|
|
|
bool wasdrowning = (player->air_finished < level.time);
|
|
|
|
|
|
|
|
if (wasdrowning)
|
|
|
|
{
|
|
|
|
S_Sound (this, CHAN_VOICE, "*gasp", 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
player->air_finished = level.time + level.airsupply;
|
|
|
|
return wasdrowning;
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Animations
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void APlayerPawn::PlayIdle ()
|
|
|
|
{
|
|
|
|
if (InStateSequence(state, SeeState))
|
|
|
|
SetState (SpawnState);
|
|
|
|
}
|
|
|
|
|
|
|
|
void APlayerPawn::PlayRunning ()
|
|
|
|
{
|
|
|
|
if (InStateSequence(state, SpawnState) && SeeState != NULL)
|
|
|
|
SetState (SeeState);
|
|
|
|
}
|
|
|
|
|
|
|
|
void APlayerPawn::PlayAttacking ()
|
|
|
|
{
|
|
|
|
if (MissileState != NULL) SetState (MissileState);
|
|
|
|
}
|
|
|
|
|
|
|
|
void APlayerPawn::PlayAttacking2 ()
|
|
|
|
{
|
|
|
|
if (MeleeState != NULL) SetState (MeleeState);
|
|
|
|
}
|
|
|
|
|
|
|
|
void APlayerPawn::ThrowPoisonBag ()
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: GiveDefaultInventory
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void APlayerPawn::GiveDefaultInventory ()
|
|
|
|
{
|
|
|
|
// [GRB] Give inventory specified in DECORATE
|
|
|
|
player->health = GetDefault ()->health;
|
|
|
|
|
|
|
|
// HexenArmor must always be the first item in the inventory because
|
|
|
|
// it provides player class based protection that should not affect
|
|
|
|
// any other protection item.
|
|
|
|
fixed_t hx[5];
|
|
|
|
for(int i=0;i<5;i++)
|
|
|
|
{
|
|
|
|
hx[i] = GetClass()->Meta.GetMetaFixed(APMETA_Hexenarmor0+i);
|
|
|
|
}
|
|
|
|
GiveInventoryType (RUNTIME_CLASS(AHexenArmor));
|
|
|
|
AHexenArmor *harmor = FindInventory<AHexenArmor>();
|
|
|
|
harmor->Slots[4] = hx[0];
|
|
|
|
harmor->SlotsIncrement[0] = hx[1];
|
|
|
|
harmor->SlotsIncrement[1] = hx[2];
|
|
|
|
harmor->SlotsIncrement[2] = hx[3];
|
|
|
|
harmor->SlotsIncrement[3] = hx[4];
|
|
|
|
|
|
|
|
// BasicArmor must come right after that. It should not affect any
|
|
|
|
// other protection item as well but needs to process the damage
|
|
|
|
// before the HexenArmor does.
|
|
|
|
ABasicArmor *barmor = Spawn<ABasicArmor> (0,0,0, NO_REPLACE);
|
|
|
|
barmor->BecomeItem ();
|
|
|
|
barmor->SavePercent = 0;
|
|
|
|
barmor->Amount = 0;
|
|
|
|
AddInventory (barmor);
|
|
|
|
|
|
|
|
// Now add the items from the DECORATE definition
|
|
|
|
FDropItem *di = GetDropItems(RUNTIME_TYPE(this));
|
|
|
|
|
|
|
|
while (di)
|
|
|
|
{
|
|
|
|
const PClass *ti = PClass::FindClass (di->Name);
|
|
|
|
if (ti)
|
|
|
|
{
|
|
|
|
AInventory *item = FindInventory (ti);
|
|
|
|
if (item != NULL)
|
|
|
|
{
|
|
|
|
item->Amount = clamp<int>(
|
|
|
|
item->Amount + (di->amount ? di->amount : ((AInventory *)item->GetDefault ())->Amount),
|
|
|
|
0, item->MaxAmount);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
item = static_cast<AInventory *>(Spawn (ti, 0,0,0, NO_REPLACE));
|
|
|
|
item->ItemFlags|=IF_IGNORESKILL; // no skill multiplicators here
|
|
|
|
item->Amount = di->amount;
|
|
|
|
if (item->IsKindOf (RUNTIME_CLASS (AWeapon)))
|
|
|
|
{
|
|
|
|
// To allow better control any weapon is emptied of
|
|
|
|
// ammo before being given to the player.
|
|
|
|
static_cast<AWeapon*>(item)->AmmoGive1 =
|
|
|
|
static_cast<AWeapon*>(item)->AmmoGive2 = 0;
|
|
|
|
}
|
|
|
|
if (!item->TryPickup(this))
|
|
|
|
{
|
|
|
|
item->Destroy ();
|
|
|
|
item = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (item != NULL && item->IsKindOf (RUNTIME_CLASS (AWeapon)) &&
|
|
|
|
static_cast<AWeapon*>(item)->CheckAmmo(AWeapon::EitherFire, false))
|
|
|
|
{
|
|
|
|
player->ReadyWeapon = player->PendingWeapon = static_cast<AWeapon *> (item);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
di = di->Next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void APlayerPawn::MorphPlayerThink ()
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
void APlayerPawn::ActivateMorphWeapon ()
|
|
|
|
{
|
|
|
|
const PClass *morphweapon = PClass::FindClass (MorphWeapon);
|
|
|
|
player->PendingWeapon = WP_NOCHANGE;
|
|
|
|
player->psprites[ps_weapon].sy = WEAPONTOP;
|
|
|
|
|
|
|
|
if (morphweapon == NULL || !morphweapon->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
|
|
|
|
{ // No weapon at all while morphed!
|
|
|
|
player->ReadyWeapon = NULL;
|
|
|
|
P_SetPsprite (player, ps_weapon, NULL);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
player->ReadyWeapon = static_cast<AWeapon *>(player->mo->FindInventory (morphweapon));
|
|
|
|
if (player->ReadyWeapon == NULL)
|
|
|
|
{
|
|
|
|
player->ReadyWeapon = static_cast<AWeapon *>(player->mo->GiveInventoryType (morphweapon));
|
2008-04-17 20:58:50 +00:00
|
|
|
if (player->ReadyWeapon != NULL)
|
|
|
|
{
|
|
|
|
player->ReadyWeapon->GivenAsMorphWeapon = true; // flag is used only by new beastweap semantics in P_UndoPlayerMorph
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
if (player->ReadyWeapon != NULL)
|
|
|
|
{
|
|
|
|
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
P_SetPsprite (player, ps_weapon, NULL);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
P_SetPsprite (player, ps_flash, NULL);
|
Update to ZDoom r905:
- Added Martin Howe's morph system update.
- Added support for defining composite textures in HIRESTEX. It is not fully tested
and right now can't do much more than the old TEXTUREx method.
- Added a few NULL pointer checks to the texture code.
- Made duplicate class names in DECORATE non-fatal. There is really no stability
concern here and the worst that can happen is that the wrong actor is spawned.
This was a constant hassle when testing with WADs that contain duplicate resources.
- Removed some GCC warnings.
- Fixed: MinGW doesn't have _get_pgmptr(), so it couldn't compile i_main.cpp.
- Fixed: MOD_WAVETABLE and MOD_SWSYNTH are not defined by w32api, so MinGW
failed compiling the new MIDI code.
- Fixed: LocalSndInfo and LocalSndSeq in S_Start() need to be const char
pointers, since "" is a constant.
- Fixed: parsecontext.h was missing a newline at the end of the file.
- Fixed: Timidity::Channel::mono, rpn, and nrpn were not initialized. In
particular, this meant that every channel was almost certainly in mono mode,
which can sound pretty bad if the song isn't meant to be played that way.
- Added bank numbers to the MIDI precaching for Timidity, since I guess I do
need to care about banks, if even the Duke MIDIs use various banks.
- Fixed: snd_midiprecache only exists in Win32 builds, so gameconfigfile.cpp
shouldn't unconditionally link against it.
- Fixed: pre_resample() was still disabled, and it left two samples at the end
of the new wave data uninitialized.
- Moved the xmap table from timidity/tables.cpp to playmidi.cpp. Now I can get
rid of timidity/tables.cpp, which conflicts in name with the main Doom
tables.cpp. (And interestingly, VC++ automatically renamed the object file,
so I wasn't aware of the problem with GCC.)
- Added a Gets function to the FileReader class which I planned to use
to enable Timidity to read its config and sound patches from Zips.
I put this on hold though after finding out that the sound quality
isn't even near that of Timidity++.
- GCC-Fixes (FString::GetChars() for Printf calls)
- Added a dummy Weapon.NOLMS flag so that Skulltag weapons using this flag
can be loaded
- Changed the MIDIStreamer to send the all notes off controller to each
channel when restarting the song, rather than emitting a single note off
event which only has 1 in 127 chance of being for a note that's playing
on that channel. Then I decided it would probably be a good idea to reset
all the controllers as well.
- Increasing the size of the internal Timidity stream buffer from 1/14 sec
(copied from the OPL player) improved its sound dramatically, so apparently
Timidity has issues with short stream buffers. It's now at 1/2 sec in
length. However, there seems to be something weird going on with
corazonazul_ff6boss.mid near the beginning where it stops and immediately
restarts a guitar on the exact same note.
- Added a new sound debugging cvar: snd_drawoutput, which can show various
oscilloscopes and spectrums.
- Eliminated some more global variables (onmobj, DoRipping, LastRipped,
MissileActor, bulletpitch and linetarget.)
- Internal TiMidity now plays music. Unfortunately, it doesn't sound right. :(
- Changed the progdir global variable into an FString.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@90 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-12 18:59:23 +00:00
|
|
|
|
|
|
|
player->PendingWeapon = WP_NOCHANGE;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: Die
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void APlayerPawn::Die (AActor *source, AActor *inflictor)
|
|
|
|
{
|
|
|
|
Super::Die (source, inflictor);
|
|
|
|
|
|
|
|
if (player != NULL && player->mo == this) player->bonuscount = 0;
|
|
|
|
|
|
|
|
if (player != NULL && player->mo != this)
|
|
|
|
{ // Make the real player die, too
|
|
|
|
player->mo->Die (source, inflictor);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (player != NULL && (dmflags2 & DF2_YES_WEAPONDROP))
|
|
|
|
{ // Voodoo dolls don't drop weapons
|
|
|
|
AWeapon *weap = player->ReadyWeapon;
|
|
|
|
if (weap != NULL)
|
|
|
|
{
|
|
|
|
AInventory *item;
|
|
|
|
|
|
|
|
if (weap->SpawnState != NULL &&
|
|
|
|
weap->SpawnState != &AActor::States[0] &&
|
|
|
|
weap->SpawnState != &AActor::States[AActor::S_NULL])
|
|
|
|
{
|
|
|
|
item = P_DropItem (this, weap->GetClass(), -1, 256);
|
|
|
|
if (item != NULL)
|
|
|
|
{
|
|
|
|
if (weap->AmmoGive1 && weap->Ammo1)
|
|
|
|
{
|
|
|
|
static_cast<AWeapon *>(item)->AmmoGive1 = weap->Ammo1->Amount;
|
|
|
|
}
|
|
|
|
if (weap->AmmoGive2 && weap->Ammo2)
|
|
|
|
{
|
|
|
|
static_cast<AWeapon *>(item)->AmmoGive2 = weap->Ammo2->Amount;
|
|
|
|
}
|
- Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'.
Update to ZDoom r940:
SBarInfo Update #18:
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
sbarinfo_display.cpp. So Strife popups can be handeled better and allow for
other effects (translucent bars?). I'm thinking about making a struct for
these five (also x and y) arguments so that the argument lists don't become a
mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups. It takes two args fade in rate and fade
out rate. Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
and so on).
- Added a translucency arg to statusbars. 1.0 = opaque and 0.0 = invisible.
- Fixed: When an instrument's envelope runs out, it does not immediately ramp
to zero. Rather, it lets the remainder of the sample finish playing.
- Fixed: When playing a MIDI file with EMIDI track designations to turn a
track off, any ticks that had only events on the disabled track would cause
the delay for that track to be thrown away, and the following notes on
enabled tracks would play too soon. This could be heard quite clearly in
xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
of tracks 13 and 14 (EP1 Melody and EP1 Echo).
- Fixed: DFlashFader did some operations in its destructor that had to be moved
to its Destroy method.
- Fixed: Dropped weapons from dying players should not double ammo.
- Fixed: When note_on() is called and another copy of the same note is
already playing on the channel, it should stop it with finish_note(), not
kill_note(). This can be clearly heard in the final cymbal crashes of
D_DM2TTL where TiMidity cuts them off because the final cymbals are played
with a velocity of 1 before the preceding cymbals have finished. (I wonder
if I should be setting the self_nonexclusive flag for GUS patches to
disable even this behavior, though, since gf1note.c doesn't turn off
duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
bit. This is not what it does; every sample has an envelope. Rather, this
is a "no sampled release" flag. Also, despite fiddling with the
PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
- Fixed: wbstartstruct's lump name fields were only 8 characters long
and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
NULL check was missing.
- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
values.
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an
unlimited sound. This can become extremely loud. Replaced with a new
sound which is just an alias to weapons/rocklx but has a limit of 4.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-25 10:00:54 +00:00
|
|
|
item->ItemFlags |= IF_IGNORESKILL;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
item = P_DropItem (this, weap->AmmoType1, -1, 256);
|
|
|
|
if (item != NULL)
|
|
|
|
{
|
|
|
|
item->Amount = weap->Ammo1->Amount;
|
- Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'.
Update to ZDoom r940:
SBarInfo Update #18:
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
sbarinfo_display.cpp. So Strife popups can be handeled better and allow for
other effects (translucent bars?). I'm thinking about making a struct for
these five (also x and y) arguments so that the argument lists don't become a
mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups. It takes two args fade in rate and fade
out rate. Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
and so on).
- Added a translucency arg to statusbars. 1.0 = opaque and 0.0 = invisible.
- Fixed: When an instrument's envelope runs out, it does not immediately ramp
to zero. Rather, it lets the remainder of the sample finish playing.
- Fixed: When playing a MIDI file with EMIDI track designations to turn a
track off, any ticks that had only events on the disabled track would cause
the delay for that track to be thrown away, and the following notes on
enabled tracks would play too soon. This could be heard quite clearly in
xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
of tracks 13 and 14 (EP1 Melody and EP1 Echo).
- Fixed: DFlashFader did some operations in its destructor that had to be moved
to its Destroy method.
- Fixed: Dropped weapons from dying players should not double ammo.
- Fixed: When note_on() is called and another copy of the same note is
already playing on the channel, it should stop it with finish_note(), not
kill_note(). This can be clearly heard in the final cymbal crashes of
D_DM2TTL where TiMidity cuts them off because the final cymbals are played
with a velocity of 1 before the preceding cymbals have finished. (I wonder
if I should be setting the self_nonexclusive flag for GUS patches to
disable even this behavior, though, since gf1note.c doesn't turn off
duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
bit. This is not what it does; every sample has an envelope. Rather, this
is a "no sampled release" flag. Also, despite fiddling with the
PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
- Fixed: wbstartstruct's lump name fields were only 8 characters long
and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
NULL check was missing.
- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
values.
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an
unlimited sound. This can become extremely loud. Replaced with a new
sound which is just an alias to weapons/rocklx but has a limit of 4.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-25 10:00:54 +00:00
|
|
|
item->ItemFlags |= IF_IGNORESKILL;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
item = P_DropItem (this, weap->AmmoType2, -1, 256);
|
|
|
|
if (item != NULL)
|
|
|
|
{
|
|
|
|
item->Amount = weap->Ammo2->Amount;
|
- Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'.
Update to ZDoom r940:
SBarInfo Update #18:
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
sbarinfo_display.cpp. So Strife popups can be handeled better and allow for
other effects (translucent bars?). I'm thinking about making a struct for
these five (also x and y) arguments so that the argument lists don't become a
mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups. It takes two args fade in rate and fade
out rate. Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
and so on).
- Added a translucency arg to statusbars. 1.0 = opaque and 0.0 = invisible.
- Fixed: When an instrument's envelope runs out, it does not immediately ramp
to zero. Rather, it lets the remainder of the sample finish playing.
- Fixed: When playing a MIDI file with EMIDI track designations to turn a
track off, any ticks that had only events on the disabled track would cause
the delay for that track to be thrown away, and the following notes on
enabled tracks would play too soon. This could be heard quite clearly in
xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
of tracks 13 and 14 (EP1 Melody and EP1 Echo).
- Fixed: DFlashFader did some operations in its destructor that had to be moved
to its Destroy method.
- Fixed: Dropped weapons from dying players should not double ammo.
- Fixed: When note_on() is called and another copy of the same note is
already playing on the channel, it should stop it with finish_note(), not
kill_note(). This can be clearly heard in the final cymbal crashes of
D_DM2TTL where TiMidity cuts them off because the final cymbals are played
with a velocity of 1 before the preceding cymbals have finished. (I wonder
if I should be setting the self_nonexclusive flag for GUS patches to
disable even this behavior, though, since gf1note.c doesn't turn off
duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
bit. This is not what it does; every sample has an envelope. Rather, this
is a "no sampled release" flag. Also, despite fiddling with the
PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
- Fixed: wbstartstruct's lump name fields were only 8 characters long
and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
NULL check was missing.
- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
values.
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an
unlimited sound. This can become extremely loud. Replaced with a new
sound which is just an alias to weapons/rocklx but has a limit of 4.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-25 10:00:54 +00:00
|
|
|
item->ItemFlags |= IF_IGNORESKILL;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!multiplayer && (level.flags & LEVEL_DEATHSLIDESHOW))
|
|
|
|
{
|
|
|
|
F_StartSlideshow ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: TweakSpeeds
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void APlayerPawn::TweakSpeeds (int &forward, int &side)
|
|
|
|
{
|
|
|
|
// Strife's player can't run when its healh is below 10
|
|
|
|
if (health <= RunHealth)
|
|
|
|
{
|
|
|
|
forward = clamp(forward, -0x1900, 0x1900);
|
|
|
|
side = clamp(side, -0x1800, 0x1800);
|
|
|
|
}
|
|
|
|
|
|
|
|
// [GRB]
|
|
|
|
if ((unsigned int)(forward + 0x31ff) < 0x63ff)
|
|
|
|
{
|
|
|
|
forward = FixedMul (forward, ForwardMove1);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
forward = FixedMul (forward, ForwardMove2);
|
|
|
|
}
|
|
|
|
if ((unsigned int)(side + 0x27ff) < 0x4fff)
|
|
|
|
{
|
|
|
|
side = FixedMul (side, SideMove1);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
side = FixedMul (side, SideMove2);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!player->morphTics && Inventory != NULL)
|
|
|
|
{
|
|
|
|
fixed_t factor = Inventory->GetSpeedFactor ();
|
|
|
|
forward = FixedMul(forward, factor);
|
|
|
|
side = FixedMul(side, factor);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// A_PlayerScream
|
|
|
|
//
|
|
|
|
// try to find the appropriate death sound and use suitable
|
|
|
|
// replacements if necessary
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void A_PlayerScream (AActor *self)
|
|
|
|
{
|
|
|
|
int sound = 0;
|
|
|
|
int chan = CHAN_VOICE;
|
|
|
|
|
|
|
|
if (self->player == NULL || self->DeathSound != 0)
|
|
|
|
{
|
|
|
|
S_SoundID (self, CHAN_VOICE, self->DeathSound, 1, ATTN_NORM);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Handle the different player death screams
|
|
|
|
if ((((level.flags >> 15) | (dmflags)) &
|
|
|
|
(DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX)) &&
|
|
|
|
self->momz <= -39*FRACUNIT)
|
|
|
|
{
|
|
|
|
sound = S_FindSkinnedSound (self, "*splat");
|
|
|
|
chan = CHAN_BODY;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!sound && self->special1<10)
|
|
|
|
{ // Wimpy death sound
|
|
|
|
sound = S_FindSkinnedSoundEx (self, "*wimpydeath", self->player->LastDamageType);
|
|
|
|
}
|
|
|
|
if (!sound && self->health <= -50)
|
|
|
|
{
|
|
|
|
if (self->health > -100)
|
|
|
|
{ // Crazy death sound
|
|
|
|
sound = S_FindSkinnedSoundEx (self, "*crazydeath", self->player->LastDamageType);
|
|
|
|
}
|
|
|
|
if (!sound)
|
|
|
|
{ // Extreme death sound
|
|
|
|
sound = S_FindSkinnedSoundEx (self, "*xdeath", self->player->LastDamageType);
|
|
|
|
if (!sound)
|
|
|
|
{
|
|
|
|
sound = S_FindSkinnedSoundEx (self, "*gibbed", self->player->LastDamageType);
|
|
|
|
chan = CHAN_BODY;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!sound)
|
|
|
|
{ // Normal death sound
|
|
|
|
sound = S_FindSkinnedSoundEx (self, "*death", self->player->LastDamageType);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (chan != CHAN_VOICE)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < 8; ++i)
|
|
|
|
{ // Stop most playing sounds from this player.
|
|
|
|
// This is mainly to stop *land from messing up *splat.
|
|
|
|
if (i != CHAN_WEAPON && i != CHAN_VOICE)
|
|
|
|
{
|
|
|
|
S_StopSound (self, i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
S_SoundID (self, chan, sound, 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC A_SkullPop
|
|
|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void A_SkullPop (AActor *actor)
|
|
|
|
{
|
|
|
|
APlayerPawn *mo;
|
|
|
|
player_t *player;
|
|
|
|
|
|
|
|
// [GRB] Parameterized version
|
|
|
|
const PClass *spawntype = NULL;
|
|
|
|
int index = CheckIndex (1, NULL);
|
|
|
|
if (index >= 0)
|
|
|
|
spawntype = PClass::FindClass((ENamedName)StateParameters[index]);
|
|
|
|
if (!spawntype || !spawntype->IsDescendantOf (RUNTIME_CLASS (APlayerChunk)))
|
|
|
|
{
|
|
|
|
spawntype = PClass::FindClass("BloodySkull");
|
|
|
|
if (spawntype == NULL) return;
|
|
|
|
}
|
|
|
|
|
|
|
|
actor->flags &= ~MF_SOLID;
|
|
|
|
mo = (APlayerPawn *)Spawn (spawntype, actor->x, actor->y, actor->z + 48*FRACUNIT, NO_REPLACE);
|
|
|
|
//mo->target = actor;
|
|
|
|
mo->momx = pr_skullpop.Random2() << 9;
|
|
|
|
mo->momy = pr_skullpop.Random2() << 9;
|
|
|
|
mo->momz = 2*FRACUNIT + (pr_skullpop() << 6);
|
|
|
|
// Attach player mobj to bloody skull
|
|
|
|
player = actor->player;
|
|
|
|
actor->player = NULL;
|
|
|
|
mo->ObtainInventory (actor);
|
|
|
|
mo->player = player;
|
|
|
|
mo->health = actor->health;
|
|
|
|
mo->angle = actor->angle;
|
|
|
|
if (player != NULL)
|
|
|
|
{
|
|
|
|
player->mo = mo;
|
|
|
|
if (player->camera == actor)
|
|
|
|
{
|
|
|
|
player->camera = mo;
|
|
|
|
}
|
|
|
|
player->damagecount = 32;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC A_CheckSkullDone
|
|
|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void A_CheckPlayerDone (AActor *actor)
|
|
|
|
{
|
|
|
|
if (actor->player == NULL)
|
|
|
|
{
|
|
|
|
actor->Destroy ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// P_CheckPlayerSprites
|
|
|
|
//
|
|
|
|
// Here's the place where crouching sprites are handled
|
|
|
|
// This must be called each frame before rendering
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void P_CheckPlayerSprites()
|
|
|
|
{
|
|
|
|
for(int i=0; i<MAXPLAYERS; i++)
|
|
|
|
{
|
|
|
|
player_t * player = &players[i];
|
|
|
|
APlayerPawn * mo = player->mo;
|
|
|
|
|
|
|
|
if (playeringame[i] && mo != NULL)
|
|
|
|
{
|
|
|
|
int crouchspriteno;
|
|
|
|
fixed_t defscaleY = mo->GetDefault()->scaleY;
|
|
|
|
|
|
|
|
if (player->userinfo.skin != 0)
|
|
|
|
{
|
2008-05-01 21:45:22 +00:00
|
|
|
defscaleY = skins[player->userinfo.skin].ScaleY;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Set the crouch sprite
|
|
|
|
if (player->crouchfactor < FRACUNIT*3/4)
|
|
|
|
{
|
|
|
|
|
|
|
|
if (mo->sprite == mo->SpawnState->sprite.index || mo->sprite == mo->crouchsprite)
|
|
|
|
{
|
|
|
|
crouchspriteno = mo->crouchsprite;
|
|
|
|
}
|
|
|
|
else if (mo->sprite == skins[player->userinfo.skin].sprite ||
|
|
|
|
mo->sprite == skins[player->userinfo.skin].crouchsprite)
|
|
|
|
{
|
|
|
|
crouchspriteno = skins[player->userinfo.skin].crouchsprite;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// no sprite -> squash the existing one
|
|
|
|
crouchspriteno = -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (crouchspriteno > 0)
|
|
|
|
{
|
|
|
|
mo->sprite = crouchspriteno;
|
|
|
|
mo->scaleY = defscaleY;
|
|
|
|
}
|
|
|
|
else if (player->playerstate != PST_DEAD)
|
|
|
|
{
|
|
|
|
mo->scaleY = player->crouchfactor < FRACUNIT*3/4 ? defscaleY/2 : defscaleY;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else // Set the normal sprite
|
|
|
|
{
|
|
|
|
if (mo->sprite == mo->crouchsprite)
|
|
|
|
{
|
|
|
|
mo->sprite = mo->SpawnState->sprite.index;
|
|
|
|
}
|
|
|
|
else if (mo->sprite == skins[player->userinfo.skin].crouchsprite)
|
|
|
|
{
|
|
|
|
mo->sprite = skins[player->userinfo.skin].sprite;
|
|
|
|
}
|
|
|
|
mo->scaleY = defscaleY;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
=
|
|
|
|
= P_Thrust
|
|
|
|
=
|
|
|
|
= moves the given origin along a given angle
|
|
|
|
=
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
|
|
|
|
void P_SideThrust (player_t *player, angle_t angle, fixed_t move)
|
|
|
|
{
|
|
|
|
angle = (angle - ANGLE_90) >> ANGLETOFINESHIFT;
|
|
|
|
|
|
|
|
player->mo->momx += FixedMul (move, finecosine[angle]);
|
|
|
|
player->mo->momy += FixedMul (move, finesine[angle]);
|
|
|
|
}
|
|
|
|
|
|
|
|
void P_ForwardThrust (player_t *player, angle_t angle, fixed_t move)
|
|
|
|
{
|
|
|
|
angle >>= ANGLETOFINESHIFT;
|
|
|
|
|
|
|
|
if ((player->mo->waterlevel || (player->mo->flags & MF_NOGRAVITY))
|
|
|
|
&& player->mo->pitch != 0)
|
|
|
|
{
|
|
|
|
angle_t pitch = (angle_t)player->mo->pitch >> ANGLETOFINESHIFT;
|
|
|
|
fixed_t zpush = FixedMul (move, finesine[pitch]);
|
|
|
|
if (player->mo->waterlevel && player->mo->waterlevel < 2 && zpush < 0)
|
|
|
|
zpush = 0;
|
|
|
|
player->mo->momz -= zpush;
|
|
|
|
move = FixedMul (move, finecosine[pitch]);
|
|
|
|
}
|
|
|
|
player->mo->momx += FixedMul (move, finecosine[angle]);
|
|
|
|
player->mo->momy += FixedMul (move, finesine[angle]);
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// P_Bob
|
|
|
|
// Same as P_Thrust, but only affects bobbing.
|
|
|
|
//
|
|
|
|
// killough 10/98: We apply thrust separately between the real physical player
|
|
|
|
// and the part which affects bobbing. This way, bobbing only comes from player
|
|
|
|
// motion, nothing external, avoiding many problems, e.g. bobbing should not
|
|
|
|
// occur on conveyors, unless the player walks on one, and bobbing should be
|
|
|
|
// reduced at a regular rate, even on ice (where the player coasts).
|
|
|
|
//
|
|
|
|
|
|
|
|
void P_Bob (player_t *player, angle_t angle, fixed_t move)
|
|
|
|
{
|
|
|
|
angle >>= ANGLETOFINESHIFT;
|
|
|
|
|
|
|
|
player->momx += FixedMul(move,finecosine[angle]);
|
|
|
|
player->momy += FixedMul(move,finesine[angle]);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
=
|
|
|
|
= P_CalcHeight
|
|
|
|
=
|
|
|
|
=
|
|
|
|
Calculate the walking / running height adjustment
|
|
|
|
=
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
|
|
|
|
void P_CalcHeight (player_t *player)
|
|
|
|
{
|
|
|
|
int angle;
|
|
|
|
fixed_t bob;
|
|
|
|
bool still = false;
|
|
|
|
|
|
|
|
// Regular movement bobbing
|
|
|
|
// (needs to be calculated for gun swing even if not on ground)
|
|
|
|
// OPTIMIZE: tablify angle
|
|
|
|
|
|
|
|
// killough 10/98: Make bobbing depend only on player-applied motion.
|
|
|
|
//
|
|
|
|
// Note: don't reduce bobbing here if on ice: if you reduce bobbing here,
|
|
|
|
// it causes bobbing jerkiness when the player moves from ice to non-ice,
|
|
|
|
// and vice-versa.
|
|
|
|
|
|
|
|
if ((player->mo->flags & MF_NOGRAVITY) && !onground)
|
|
|
|
{
|
|
|
|
player->bob = FRACUNIT / 2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
player->bob = DMulScale16 (player->momx, player->momx, player->momy, player->momy);
|
|
|
|
if (player->bob == 0)
|
|
|
|
{
|
|
|
|
still = true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
player->bob = FixedMul (player->bob, player->userinfo.MoveBob);
|
|
|
|
|
|
|
|
if (player->bob > MAXBOB)
|
|
|
|
player->bob = MAXBOB;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fixed_t defaultviewheight = player->mo->ViewHeight + player->crouchviewdelta;
|
|
|
|
|
|
|
|
if (player->cheats & CF_NOMOMENTUM)
|
|
|
|
{
|
|
|
|
player->viewz = player->mo->z + defaultviewheight;
|
|
|
|
|
|
|
|
if (player->viewz > player->mo->ceilingz-4*FRACUNIT)
|
|
|
|
player->viewz = player->mo->ceilingz-4*FRACUNIT;
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (still)
|
|
|
|
{
|
|
|
|
if (player->health > 0)
|
|
|
|
{
|
|
|
|
angle = DivScale13 (level.time, 120*TICRATE/35) & FINEMASK;
|
|
|
|
bob = FixedMul (player->userinfo.StillBob, finesine[angle]);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
bob = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// DivScale 13 because FINEANGLES == (1<<13)
|
|
|
|
angle = DivScale13 (level.time, 20*TICRATE/35) & FINEMASK;
|
|
|
|
bob = FixedMul (player->bob>>(player->mo->waterlevel > 1 ? 2 : 1), finesine[angle]);
|
|
|
|
}
|
|
|
|
|
|
|
|
// move viewheight
|
|
|
|
if (player->playerstate == PST_LIVE)
|
|
|
|
{
|
|
|
|
player->viewheight += player->deltaviewheight;
|
|
|
|
|
|
|
|
if (player->viewheight > defaultviewheight)
|
|
|
|
{
|
|
|
|
player->viewheight = defaultviewheight;
|
|
|
|
player->deltaviewheight = 0;
|
|
|
|
}
|
|
|
|
else if (player->viewheight < (defaultviewheight>>1))
|
|
|
|
{
|
|
|
|
player->viewheight = defaultviewheight>>1;
|
|
|
|
if (player->deltaviewheight <= 0)
|
|
|
|
player->deltaviewheight = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (player->deltaviewheight)
|
|
|
|
{
|
|
|
|
player->deltaviewheight += FRACUNIT/4;
|
|
|
|
if (!player->deltaviewheight)
|
|
|
|
player->deltaviewheight = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (player->morphTics)
|
|
|
|
{
|
|
|
|
bob = 0;
|
|
|
|
}
|
|
|
|
player->viewz = player->mo->z + player->viewheight + bob;
|
|
|
|
if (player->mo->floorclip && player->playerstate != PST_DEAD
|
|
|
|
&& player->mo->z <= player->mo->floorz)
|
|
|
|
{
|
|
|
|
player->viewz -= player->mo->floorclip;
|
|
|
|
}
|
|
|
|
if (player->viewz > player->mo->ceilingz - 4*FRACUNIT)
|
|
|
|
{
|
|
|
|
player->viewz = player->mo->ceilingz - 4*FRACUNIT;
|
|
|
|
}
|
|
|
|
if (player->viewz < player->mo->floorz + 4*FRACUNIT)
|
|
|
|
{
|
|
|
|
player->viewz = player->mo->floorz + 4*FRACUNIT;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
=
|
|
|
|
= P_MovePlayer
|
|
|
|
=
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
CUSTOM_CVAR (Float, sv_aircontrol, 0.00390625f, CVAR_SERVERINFO|CVAR_NOSAVE)
|
|
|
|
{
|
|
|
|
level.aircontrol = (fixed_t)(self * 65536.f);
|
|
|
|
G_AirControlChanged ();
|
|
|
|
}
|
|
|
|
|
|
|
|
void P_MovePlayer (player_t *player)
|
|
|
|
{
|
|
|
|
ticcmd_t *cmd = &player->cmd;
|
|
|
|
APlayerPawn *mo = player->mo;
|
|
|
|
|
|
|
|
// [RH] 180-degree turn overrides all other yaws
|
|
|
|
if (player->turnticks)
|
|
|
|
{
|
|
|
|
player->turnticks--;
|
|
|
|
mo->angle += (ANGLE_180 / TURN180_TICKS);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
mo->angle += cmd->ucmd.yaw << 16;
|
|
|
|
}
|
|
|
|
|
|
|
|
onground = (mo->z <= mo->floorz) || (mo->flags2 & MF2_ONMOBJ);
|
|
|
|
|
|
|
|
// killough 10/98:
|
|
|
|
//
|
|
|
|
// We must apply thrust to the player and bobbing separately, to avoid
|
|
|
|
// anomalies. The thrust applied to bobbing is always the same strength on
|
|
|
|
// ice, because the player still "works just as hard" to move, while the
|
|
|
|
// thrust applied to the movement varies with 'movefactor'.
|
|
|
|
|
|
|
|
if (cmd->ucmd.forwardmove | cmd->ucmd.sidemove)
|
|
|
|
{
|
|
|
|
fixed_t forwardmove, sidemove;
|
|
|
|
int bobfactor;
|
|
|
|
int friction, movefactor;
|
|
|
|
int fm, sm;
|
|
|
|
|
|
|
|
movefactor = P_GetMoveFactor (mo, &friction);
|
|
|
|
bobfactor = friction < ORIG_FRICTION ? movefactor : ORIG_FRICTION_FACTOR;
|
|
|
|
if (!onground && !(player->mo->flags & MF_NOGRAVITY) && !player->mo->waterlevel)
|
|
|
|
{
|
|
|
|
// [RH] allow very limited movement if not on ground.
|
|
|
|
movefactor = FixedMul (movefactor, level.aircontrol);
|
|
|
|
bobfactor = FixedMul (bobfactor, level.aircontrol);
|
|
|
|
}
|
|
|
|
|
|
|
|
fm = cmd->ucmd.forwardmove;
|
|
|
|
sm = cmd->ucmd.sidemove;
|
|
|
|
mo->TweakSpeeds (fm, sm);
|
|
|
|
fm = FixedMul (fm, player->mo->Speed);
|
|
|
|
sm = FixedMul (sm, player->mo->Speed);
|
|
|
|
|
|
|
|
// When crouching speed and bobbing have to be reduced
|
|
|
|
if (player->morphTics==0 && player->crouchfactor != FRACUNIT)
|
|
|
|
{
|
|
|
|
fm = FixedMul(fm, player->crouchfactor);
|
|
|
|
sm = FixedMul(sm, player->crouchfactor);
|
|
|
|
bobfactor = FixedMul(bobfactor, player->crouchfactor);
|
|
|
|
}
|
|
|
|
|
|
|
|
forwardmove = Scale (fm, movefactor * 35, TICRATE << 8);
|
|
|
|
sidemove = Scale (sm, movefactor * 35, TICRATE << 8);
|
|
|
|
|
|
|
|
if (forwardmove)
|
|
|
|
{
|
|
|
|
P_Bob (player, mo->angle, (cmd->ucmd.forwardmove * bobfactor) >> 8);
|
|
|
|
P_ForwardThrust (player, mo->angle, forwardmove);
|
|
|
|
}
|
|
|
|
if (sidemove)
|
|
|
|
{
|
|
|
|
P_Bob (player, mo->angle-ANG90, (cmd->ucmd.sidemove * bobfactor) >> 8);
|
|
|
|
P_SideThrust (player, mo->angle, sidemove);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (debugfile)
|
|
|
|
{
|
|
|
|
fprintf (debugfile, "move player for pl %d%c: (%d,%d,%d) (%d,%d) %d %d w%d [", player-players,
|
|
|
|
player->cheats&CF_PREDICTING?'p':' ',
|
|
|
|
player->mo->x, player->mo->y, player->mo->z,forwardmove, sidemove, movefactor, friction, player->mo->waterlevel);
|
|
|
|
msecnode_t *n = player->mo->touching_sectorlist;
|
|
|
|
while (n != NULL)
|
|
|
|
{
|
|
|
|
fprintf (debugfile, "%d ", n->m_sector-sectors);
|
|
|
|
n = n->m_tnext;
|
|
|
|
}
|
|
|
|
fprintf (debugfile, "]\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!(player->cheats & CF_PREDICTING) && (forwardmove|sidemove))
|
|
|
|
{
|
|
|
|
player->mo->PlayRunning ();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (player->cheats & CF_REVERTPLEASE)
|
|
|
|
{
|
|
|
|
player->cheats &= ~CF_REVERTPLEASE;
|
|
|
|
player->camera = player->mo;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// P_FallingDamage
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void P_FallingDamage (AActor *actor)
|
|
|
|
{
|
|
|
|
int damagestyle;
|
|
|
|
int damage;
|
|
|
|
fixed_t mom;
|
|
|
|
|
|
|
|
damagestyle = ((level.flags >> 15) | (dmflags)) &
|
|
|
|
(DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX);
|
|
|
|
|
|
|
|
if (damagestyle == 0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
mom = abs (actor->momz);
|
|
|
|
|
|
|
|
// Since Hexen falling damage is stronger than ZDoom's, it takes
|
|
|
|
// precedence. ZDoom falling damage may not be as strong, but it
|
|
|
|
// gets felt sooner.
|
|
|
|
|
|
|
|
switch (damagestyle)
|
|
|
|
{
|
|
|
|
case DF_FORCE_FALLINGHX: // Hexen falling damage
|
|
|
|
if (mom <= 23*FRACUNIT)
|
|
|
|
{ // Not fast enough to hurt
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (mom >= 63*FRACUNIT)
|
|
|
|
{ // automatic death
|
|
|
|
damage = 1000000;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
mom = FixedMul (mom, 16*FRACUNIT/23);
|
|
|
|
damage = ((FixedMul (mom, mom) / 10) >> FRACBITS) - 24;
|
|
|
|
if (actor->momz > -39*FRACUNIT && damage > actor->health
|
|
|
|
&& actor->health != 1)
|
|
|
|
{ // No-death threshold
|
|
|
|
damage = actor->health-1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case DF_FORCE_FALLINGZD: // ZDoom falling damage
|
|
|
|
if (mom <= 19*FRACUNIT)
|
|
|
|
{ // Not fast enough to hurt
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (mom >= 84*FRACUNIT)
|
|
|
|
{ // automatic death
|
|
|
|
damage = 1000000;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
damage = ((MulScale23 (mom, mom*11) >> FRACBITS) - 30) / 2;
|
|
|
|
if (damage < 1)
|
|
|
|
{
|
|
|
|
damage = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case DF_FORCE_FALLINGST: // Strife falling damage
|
|
|
|
if (mom <= 20*FRACUNIT)
|
|
|
|
{ // Not fast enough to hurt
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
// The minimum amount of damage you take from falling in Strife
|
|
|
|
// is 52. Ouch!
|
|
|
|
damage = mom / 25000;
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (actor->player)
|
|
|
|
{
|
|
|
|
S_Sound (actor, CHAN_AUTO, "*land", 1, ATTN_NORM);
|
|
|
|
P_NoiseAlert (actor, actor, true);
|
|
|
|
if (damage == 1000000 && (actor->player->cheats & CF_GODMODE))
|
|
|
|
{
|
|
|
|
damage = 999;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
P_DamageMobj (actor, NULL, NULL, damage, NAME_Falling);
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// P_DeathThink
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void P_DeathThink (player_t *player)
|
|
|
|
{
|
|
|
|
int dir;
|
|
|
|
angle_t delta;
|
|
|
|
int lookDelta;
|
|
|
|
|
|
|
|
P_MovePsprites (player);
|
|
|
|
|
|
|
|
onground = (player->mo->z <= player->mo->floorz);
|
|
|
|
if (player->mo->IsKindOf (RUNTIME_CLASS(APlayerChunk)))
|
|
|
|
{ // Flying bloody skull or flying ice chunk
|
|
|
|
player->viewheight = 6 * FRACUNIT;
|
|
|
|
player->deltaviewheight = 0;
|
|
|
|
if (onground)
|
|
|
|
{
|
|
|
|
if (player->mo->pitch > -(int)ANGLE_1*19)
|
|
|
|
{
|
|
|
|
lookDelta = (-(int)ANGLE_1*19 - player->mo->pitch) / 8;
|
|
|
|
player->mo->pitch += lookDelta;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (!(player->mo->flags & MF_ICECORPSE))
|
|
|
|
{ // Fall to ground (if not frozen)
|
|
|
|
player->deltaviewheight = 0;
|
|
|
|
if (player->viewheight > 6*FRACUNIT)
|
|
|
|
{
|
|
|
|
player->viewheight -= FRACUNIT;
|
|
|
|
}
|
|
|
|
if (player->viewheight < 6*FRACUNIT)
|
|
|
|
{
|
|
|
|
player->viewheight = 6*FRACUNIT;
|
|
|
|
}
|
|
|
|
if (player->mo->pitch < 0)
|
|
|
|
{
|
|
|
|
player->mo->pitch += ANGLE_1*3;
|
|
|
|
}
|
|
|
|
else if (player->mo->pitch > 0)
|
|
|
|
{
|
|
|
|
player->mo->pitch -= ANGLE_1*3;
|
|
|
|
}
|
|
|
|
if (abs(player->mo->pitch) < ANGLE_1*3)
|
|
|
|
{
|
|
|
|
player->mo->pitch = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
P_CalcHeight (player);
|
|
|
|
|
|
|
|
if (player->attacker && player->attacker != player->mo)
|
|
|
|
{ // Watch killer
|
|
|
|
dir = P_FaceMobj (player->mo, player->attacker, &delta);
|
|
|
|
if (delta < ANGLE_1*10)
|
|
|
|
{ // Looking at killer, so fade damage and poison counters
|
|
|
|
if (player->damagecount)
|
|
|
|
{
|
|
|
|
player->damagecount--;
|
|
|
|
}
|
|
|
|
if (player->poisoncount)
|
|
|
|
{
|
|
|
|
player->poisoncount--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
delta /= 8;
|
|
|
|
if (delta > ANGLE_1*5)
|
|
|
|
{
|
|
|
|
delta = ANGLE_1*5;
|
|
|
|
}
|
|
|
|
if (dir)
|
|
|
|
{ // Turn clockwise
|
|
|
|
player->mo->angle += delta;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{ // Turn counter clockwise
|
|
|
|
player->mo->angle -= delta;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (player->damagecount)
|
|
|
|
{
|
|
|
|
player->damagecount--;
|
|
|
|
}
|
|
|
|
if (player->poisoncount)
|
|
|
|
{
|
|
|
|
player->poisoncount--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((player->cmd.ucmd.buttons & BT_USE ||
|
|
|
|
((deathmatch || alwaysapplydmflags) && (dmflags & DF_FORCE_RESPAWN))) && !(dmflags2 & DF2_NO_RESPAWN))
|
|
|
|
{
|
|
|
|
if (level.time >= player->respawn_time || ((player->cmd.ucmd.buttons & BT_USE) && !player->isbot))
|
|
|
|
{
|
|
|
|
player->cls = NULL; // Force a new class if the player is using a random class
|
2008-02-14 13:07:19 +00:00
|
|
|
player->playerstate = (multiplayer || (level.flags & LEVEL_ALLOWRESPAWN)) ? PST_REBORN : PST_ENTER;
|
2008-01-27 11:25:03 +00:00
|
|
|
if (player->mo->special1 > 2)
|
|
|
|
{
|
|
|
|
player->mo->special1 = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC P_CrouchMove
|
|
|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void P_CrouchMove(player_t * player, int direction)
|
|
|
|
{
|
|
|
|
fixed_t defaultheight = player->mo->GetDefault()->height;
|
|
|
|
fixed_t savedheight = player->mo->height;
|
|
|
|
fixed_t crouchspeed = direction * CROUCHSPEED;
|
|
|
|
fixed_t oldheight = player->viewheight;
|
|
|
|
|
|
|
|
player->crouchdir = (signed char) direction;
|
|
|
|
player->crouchfactor += crouchspeed;
|
|
|
|
|
|
|
|
// check whether the move is ok
|
|
|
|
player->mo->height = FixedMul(defaultheight, player->crouchfactor);
|
|
|
|
if (!P_TryMove(player->mo, player->mo->x, player->mo->y, false, false))
|
|
|
|
{
|
|
|
|
player->mo->height = savedheight;
|
|
|
|
if (direction > 0)
|
|
|
|
{
|
|
|
|
// doesn't fit
|
|
|
|
player->crouchfactor -= crouchspeed;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
player->mo->height = savedheight;
|
|
|
|
|
|
|
|
player->crouchfactor = clamp<fixed_t>(player->crouchfactor, FRACUNIT/2, FRACUNIT);
|
|
|
|
player->viewheight = FixedMul(player->mo->ViewHeight, player->crouchfactor);
|
|
|
|
player->crouchviewdelta = player->viewheight - player->mo->ViewHeight;
|
|
|
|
|
|
|
|
// Check for eyes going above/below fake floor due to crouching motion.
|
|
|
|
P_CheckFakeFloorTriggers(player->mo, player->mo->z + oldheight, true);
|
|
|
|
}
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC P_PlayerThink
|
|
|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void P_PlayerThink (player_t *player)
|
|
|
|
{
|
|
|
|
ticcmd_t *cmd;
|
|
|
|
|
|
|
|
if (player->mo == NULL)
|
|
|
|
{
|
|
|
|
I_Error ("No player %d start\n", player - players + 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (debugfile && !(player->cheats & CF_PREDICTING))
|
|
|
|
{
|
|
|
|
fprintf (debugfile, "tic %d for pl %d: (%d, %d, %d, %u) b:%02x p:%d y:%d f:%d s:%d u:%d\n",
|
|
|
|
gametic, player-players, player->mo->x, player->mo->y, player->mo->z,
|
|
|
|
player->mo->angle>>ANGLETOFINESHIFT, player->cmd.ucmd.buttons,
|
|
|
|
player->cmd.ucmd.pitch, player->cmd.ucmd.yaw, player->cmd.ucmd.forwardmove,
|
|
|
|
player->cmd.ucmd.sidemove, player->cmd.ucmd.upmove);
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] Zoom the player's FOV
|
|
|
|
if (player->FOV != player->DesiredFOV)
|
|
|
|
{
|
|
|
|
if (fabsf (player->FOV - player->DesiredFOV) < 7.f)
|
|
|
|
{
|
|
|
|
player->FOV = player->DesiredFOV;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
float zoom = MAX(7.f, fabsf (player->FOV - player->DesiredFOV) * 0.025f);
|
|
|
|
if (player->FOV > player->DesiredFOV)
|
|
|
|
{
|
|
|
|
player->FOV = player->FOV - zoom;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
player->FOV = player->FOV + zoom;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (player->inventorytics)
|
|
|
|
{
|
|
|
|
player->inventorytics--;
|
|
|
|
}
|
|
|
|
// No-clip cheat
|
|
|
|
if (player->cheats & CF_NOCLIP)
|
|
|
|
{
|
|
|
|
player->mo->flags |= MF_NOCLIP;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
player->mo->flags &= ~MF_NOCLIP;
|
|
|
|
}
|
|
|
|
cmd = &player->cmd;
|
|
|
|
if (player->mo->flags & MF_JUSTATTACKED)
|
|
|
|
{ // Chainsaw/Gauntlets attack auto forward motion
|
|
|
|
cmd->ucmd.yaw = 0;
|
|
|
|
cmd->ucmd.forwardmove = 0xc800/2;
|
|
|
|
cmd->ucmd.sidemove = 0;
|
|
|
|
player->mo->flags &= ~MF_JUSTATTACKED;
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] Being totally frozen zeros out most input parameters.
|
|
|
|
if (player->cheats & CF_TOTALLYFROZEN || gamestate == GS_TITLELEVEL)
|
|
|
|
{
|
|
|
|
if (gamestate == GS_TITLELEVEL)
|
|
|
|
{
|
|
|
|
cmd->ucmd.buttons = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
cmd->ucmd.buttons &= BT_USE;
|
|
|
|
}
|
|
|
|
cmd->ucmd.pitch = 0;
|
|
|
|
cmd->ucmd.yaw = 0;
|
|
|
|
cmd->ucmd.roll = 0;
|
|
|
|
cmd->ucmd.forwardmove = 0;
|
|
|
|
cmd->ucmd.sidemove = 0;
|
|
|
|
cmd->ucmd.upmove = 0;
|
|
|
|
player->turnticks = 0;
|
|
|
|
}
|
|
|
|
else if (player->cheats & CF_FROZEN)
|
|
|
|
{
|
|
|
|
cmd->ucmd.forwardmove = 0;
|
|
|
|
cmd->ucmd.sidemove = 0;
|
|
|
|
cmd->ucmd.upmove = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Handle crouching
|
|
|
|
if (player->cmd.ucmd.buttons & BT_JUMP) player->cmd.ucmd.buttons &= ~BT_DUCK;
|
|
|
|
if (player->morphTics == 0 && player->health > 0 && level.IsCrouchingAllowed())
|
|
|
|
{
|
|
|
|
if (!(player->cheats & CF_TOTALLYFROZEN))
|
|
|
|
{
|
|
|
|
int crouchdir = player->crouching;
|
|
|
|
|
|
|
|
if (crouchdir==0)
|
|
|
|
{
|
|
|
|
crouchdir = (player->cmd.ucmd.buttons & BT_DUCK)? -1 : 1;
|
|
|
|
}
|
|
|
|
else if (player->cmd.ucmd.buttons & BT_DUCK)
|
|
|
|
{
|
|
|
|
player->crouching=0;
|
|
|
|
}
|
|
|
|
if (crouchdir == 1 && player->crouchfactor < FRACUNIT &&
|
|
|
|
player->mo->z + player->mo->height < player->mo->ceilingz)
|
|
|
|
{
|
|
|
|
P_CrouchMove(player, 1);
|
|
|
|
}
|
|
|
|
else if (crouchdir == -1 && player->crouchfactor > FRACUNIT/2)
|
|
|
|
{
|
|
|
|
P_CrouchMove(player, -1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
player->Uncrouch();
|
|
|
|
}
|
|
|
|
|
|
|
|
player->crouchoffset = -FixedMul(player->mo->ViewHeight, (FRACUNIT - player->crouchfactor));
|
|
|
|
|
|
|
|
|
|
|
|
if (player->playerstate == PST_DEAD)
|
|
|
|
{
|
|
|
|
player->Uncrouch();
|
|
|
|
P_DeathThink (player);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (player->jumpTics)
|
|
|
|
{
|
|
|
|
player->jumpTics--;
|
|
|
|
}
|
|
|
|
if (player->morphTics && !(player->cheats & CF_PREDICTING))
|
|
|
|
{
|
|
|
|
player->mo->MorphPlayerThink ();
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] Look up/down stuff
|
|
|
|
if (!level.IsFreelookAllowed())
|
|
|
|
{
|
|
|
|
player->mo->pitch = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int look = cmd->ucmd.pitch << 16;
|
|
|
|
|
|
|
|
// The player's view pitch is clamped between -32 and +56 degrees,
|
|
|
|
// which translates to about half a screen height up and (more than)
|
|
|
|
// one full screen height down from straight ahead when view panning
|
|
|
|
// is used.
|
|
|
|
if (look)
|
|
|
|
{
|
|
|
|
if (look == -32768 << 16)
|
|
|
|
{ // center view
|
|
|
|
player->mo->pitch = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
player->mo->pitch -= look;
|
|
|
|
if (look > 0)
|
|
|
|
{ // look up
|
|
|
|
if (player->mo->pitch < -ANGLE_1*MAX_UP_ANGLE)
|
|
|
|
player->mo->pitch = -ANGLE_1*MAX_UP_ANGLE;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{ // look down
|
|
|
|
if (player->mo->pitch > ANGLE_1*MAX_DN_ANGLE)
|
|
|
|
player->mo->pitch = ANGLE_1*MAX_DN_ANGLE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] Check for fast turn around
|
|
|
|
if (cmd->ucmd.buttons & BT_TURN180 && !(player->oldbuttons & BT_TURN180))
|
|
|
|
{
|
|
|
|
player->turnticks = TURN180_TICKS;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Handle movement
|
|
|
|
if (player->mo->reactiontime)
|
|
|
|
{ // Player is frozen
|
|
|
|
player->mo->reactiontime--;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
P_MovePlayer (player);
|
|
|
|
|
|
|
|
// [RH] check for jump
|
|
|
|
if (cmd->ucmd.buttons & BT_JUMP)
|
|
|
|
{
|
|
|
|
if (player->crouchoffset!=0)
|
|
|
|
{
|
|
|
|
// Jumping while crouching will force an un-crouch but not jump
|
|
|
|
player->crouching = 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
if (player->mo->waterlevel >= 2)
|
|
|
|
{
|
|
|
|
player->mo->momz = 4*FRACUNIT;
|
|
|
|
}
|
|
|
|
else if (player->mo->flags & MF_NOGRAVITY)
|
|
|
|
{
|
|
|
|
player->mo->momz = 3*FRACUNIT;
|
|
|
|
}
|
|
|
|
else if (level.IsJumpingAllowed() && onground && !player->jumpTics)
|
|
|
|
{
|
|
|
|
fixed_t jumpmomz = player->mo->JumpZ * 35 / TICRATE;
|
|
|
|
|
|
|
|
// [BC] If the player has the high jump power, double his jump velocity.
|
|
|
|
if ( player->cheats & CF_HIGHJUMP ) jumpmomz *= 2;
|
|
|
|
|
|
|
|
player->mo->momz += jumpmomz;
|
|
|
|
S_Sound (player->mo, CHAN_BODY, "*jump", 1, ATTN_NORM);
|
|
|
|
player->mo->flags2 &= ~MF2_ONMOBJ;
|
|
|
|
player->jumpTics = 18*TICRATE/35;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (cmd->ucmd.upmove == -32768)
|
|
|
|
{ // Only land if in the air
|
|
|
|
if ((player->mo->flags & MF_NOGRAVITY) && player->mo->waterlevel < 2)
|
|
|
|
{
|
|
|
|
//player->mo->flags2 &= ~MF2_FLY;
|
|
|
|
player->mo->flags &= ~MF_NOGRAVITY;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (cmd->ucmd.upmove != 0)
|
|
|
|
{
|
|
|
|
// Clamp the speed to some reasonable maximum.
|
|
|
|
int magnitude = abs (cmd->ucmd.upmove);
|
|
|
|
if (magnitude > 0x300)
|
|
|
|
{
|
|
|
|
cmd->ucmd.upmove = ksgn (cmd->ucmd.upmove) * 0x300;
|
|
|
|
}
|
|
|
|
if (player->mo->waterlevel >= 2 || (player->mo->flags2 & MF2_FLY))
|
|
|
|
{
|
|
|
|
player->mo->momz = cmd->ucmd.upmove << 9;
|
|
|
|
if (player->mo->waterlevel < 2 && !(player->mo->flags & MF_NOGRAVITY))
|
|
|
|
{
|
|
|
|
player->mo->flags2 |= MF2_FLY;
|
|
|
|
player->mo->flags |= MF_NOGRAVITY;
|
|
|
|
if (player->mo->momz <= -39*FRACUNIT)
|
|
|
|
{ // Stop falling scream
|
|
|
|
S_StopSound (player->mo, CHAN_VOICE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (cmd->ucmd.upmove > 0 && !(player->cheats & CF_PREDICTING))
|
|
|
|
{
|
|
|
|
AInventory *fly = player->mo->FindInventory (NAME_ArtiFly);
|
|
|
|
if (fly != NULL)
|
|
|
|
{
|
|
|
|
player->mo->UseInventory (fly);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
P_CalcHeight (player);
|
|
|
|
|
|
|
|
if (!(player->cheats & CF_PREDICTING))
|
|
|
|
{
|
|
|
|
P_PlayerOnSpecial3DFloor (player);
|
|
|
|
if (player->mo->Sector->special || player->mo->Sector->damage)
|
|
|
|
{
|
|
|
|
P_PlayerInSpecialSector (player);
|
|
|
|
}
|
|
|
|
P_PlayerOnSpecialFlat (player, P_GetThingFloorType (player->mo));
|
|
|
|
if (player->mo->momz <= -35*FRACUNIT &&
|
|
|
|
player->mo->momz >= -40*FRACUNIT && !player->morphTics &&
|
|
|
|
player->mo->waterlevel == 0)
|
|
|
|
{
|
|
|
|
int id = S_FindSkinnedSound (player->mo, "*falling");
|
|
|
|
if (id != 0 && !S_IsActorPlayingSomething (player->mo, CHAN_VOICE, id))
|
|
|
|
{
|
|
|
|
S_SoundID (player->mo, CHAN_VOICE, id, 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// check for use
|
|
|
|
if ((cmd->ucmd.buttons & BT_USE) && !(player->oldbuttons & BT_USE))
|
|
|
|
{
|
|
|
|
P_UseLines (player);
|
|
|
|
}
|
|
|
|
// Morph counter
|
|
|
|
if (player->morphTics)
|
|
|
|
{
|
|
|
|
if (player->chickenPeck)
|
|
|
|
{ // Chicken attack counter
|
|
|
|
player->chickenPeck -= 3;
|
|
|
|
}
|
|
|
|
if (!--player->morphTics)
|
|
|
|
{ // Attempt to undo the chicken/pig
|
|
|
|
P_UndoPlayerMorph (player);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Cycle psprites
|
|
|
|
P_MovePsprites (player);
|
|
|
|
|
|
|
|
// Other Counters
|
|
|
|
if (player->damagecount)
|
|
|
|
player->damagecount--;
|
|
|
|
|
|
|
|
if (player->bonuscount)
|
|
|
|
player->bonuscount--;
|
|
|
|
|
|
|
|
if (player->hazardcount)
|
|
|
|
{
|
|
|
|
player->hazardcount--;
|
|
|
|
if (!(level.time & 31) && player->hazardcount > 16*TICRATE)
|
|
|
|
P_DamageMobj (player->mo, NULL, NULL, 5, NAME_Slime);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (player->poisoncount && !(level.time & 15))
|
|
|
|
{
|
|
|
|
player->poisoncount -= 5;
|
|
|
|
if (player->poisoncount < 0)
|
|
|
|
{
|
|
|
|
player->poisoncount = 0;
|
|
|
|
}
|
|
|
|
P_PoisonDamage (player, player->poisoner, 1, true);
|
|
|
|
}
|
|
|
|
|
|
|
|
// [BC] Apply regeneration.
|
|
|
|
if (( level.time & 31 ) == 0 && ( player->cheats & CF_REGENERATION ) && ( player->health ))
|
|
|
|
{
|
|
|
|
if ( P_GiveBody( player->mo, 5 ))
|
|
|
|
{
|
|
|
|
S_Sound(player->mo, CHAN_ITEM, "*regenerate", 1, ATTN_NORM );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Apply degeneration.
|
|
|
|
if (dmflags2 & DF2_YES_DEGENERATION)
|
|
|
|
{
|
|
|
|
if ((level.time % TICRATE) == 0 && player->health > deh.MaxHealth)
|
|
|
|
{
|
|
|
|
if (player->health - 5 < deh.MaxHealth)
|
|
|
|
player->health = deh.MaxHealth;
|
|
|
|
else
|
|
|
|
player->health--;
|
|
|
|
|
|
|
|
player->mo->health = player->health;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Handle air supply
|
|
|
|
if (level.airsupply > 0)
|
|
|
|
{
|
|
|
|
if (player->mo->waterlevel < 3 ||
|
|
|
|
(player->mo->flags2 & MF2_INVULNERABLE) ||
|
|
|
|
(player->cheats & CF_GODMODE))
|
|
|
|
{
|
|
|
|
player->mo->ResetAirSupply ();
|
|
|
|
}
|
|
|
|
else if (player->air_finished <= level.time && !(level.time & 31))
|
|
|
|
{
|
|
|
|
P_DamageMobj (player->mo, NULL, NULL, 2 + ((level.time-player->air_finished)/TICRATE), NAME_Drowning);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Save buttons
|
|
|
|
player->oldbuttons = cmd->ucmd.buttons;
|
|
|
|
}
|
|
|
|
|
|
|
|
void P_PredictPlayer (player_t *player)
|
|
|
|
{
|
|
|
|
int maxtic;
|
|
|
|
|
|
|
|
if (cl_noprediction ||
|
|
|
|
singletics ||
|
|
|
|
demoplayback ||
|
|
|
|
player->mo == NULL ||
|
|
|
|
player != &players[consoleplayer] ||
|
|
|
|
player->playerstate != PST_LIVE ||
|
|
|
|
!netgame ||
|
|
|
|
/*player->morphTics ||*/
|
|
|
|
(player->cheats & CF_PREDICTING))
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
maxtic = maketic;
|
|
|
|
|
|
|
|
if (gametic == maxtic)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Save original values for restoration later
|
|
|
|
PredictionPlayerBackup = *player;
|
|
|
|
|
|
|
|
AActor *act = player->mo;
|
|
|
|
memcpy (PredictionActorBackup, &act->x, sizeof(AActor)-((BYTE *)&act->x-(BYTE *)act));
|
|
|
|
|
|
|
|
act->flags &= ~MF_PICKUP;
|
|
|
|
act->flags2 &= ~MF2_PUSHWALL;
|
|
|
|
player->cheats |= CF_PREDICTING;
|
|
|
|
|
|
|
|
// The ordering of the touching_sectorlist needs to remain unchanged
|
|
|
|
msecnode_t *mnode = act->touching_sectorlist;
|
|
|
|
PredictionTouchingSectorsBackup.Clear ();
|
|
|
|
|
|
|
|
while (mnode != NULL)
|
|
|
|
{
|
|
|
|
PredictionTouchingSectorsBackup.Push (mnode->m_sector);
|
|
|
|
mnode = mnode->m_tnext;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Blockmap ordering also needs to stay the same, so unlink the block nodes
|
|
|
|
// without releasing them. (They will be used again in P_UnpredictPlayer).
|
|
|
|
FBlockNode *block = act->BlockNode;
|
|
|
|
|
|
|
|
while (block != NULL)
|
|
|
|
{
|
|
|
|
if (block->NextActor != NULL)
|
|
|
|
{
|
|
|
|
block->NextActor->PrevActor = block->PrevActor;
|
|
|
|
}
|
|
|
|
*(block->PrevActor) = block->NextActor;
|
|
|
|
block = block->NextBlock;
|
|
|
|
}
|
|
|
|
act->BlockNode = NULL;
|
|
|
|
|
|
|
|
for (int i = gametic; i < maxtic; ++i)
|
|
|
|
{
|
|
|
|
player->cmd = localcmds[i % LOCALCMDTICS];
|
|
|
|
P_PlayerThink (player);
|
|
|
|
player->mo->Tick ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
extern msecnode_t *P_AddSecnode (sector_t *s, AActor *thing, msecnode_t *nextnode);
|
|
|
|
|
|
|
|
void P_UnPredictPlayer ()
|
|
|
|
{
|
|
|
|
player_t *player = &players[consoleplayer];
|
|
|
|
|
|
|
|
if (player->cheats & CF_PREDICTING)
|
|
|
|
{
|
|
|
|
AActor *act = player->mo;
|
|
|
|
|
|
|
|
*player = PredictionPlayerBackup;
|
|
|
|
|
|
|
|
act->UnlinkFromWorld ();
|
|
|
|
memcpy (&act->x, PredictionActorBackup, sizeof(AActor)-((BYTE *)&act->x-(BYTE *)act));
|
|
|
|
|
|
|
|
// Make the sector_list match the player's touching_sectorlist before it got predicted.
|
|
|
|
P_DelSeclist (sector_list);
|
|
|
|
sector_list = NULL;
|
|
|
|
for (unsigned int i = PredictionTouchingSectorsBackup.Size (); i-- > 0; )
|
|
|
|
{
|
|
|
|
sector_list = P_AddSecnode (PredictionTouchingSectorsBackup[i], act, sector_list);
|
|
|
|
}
|
|
|
|
|
|
|
|
// The blockmap ordering needs to remain unchanged, too. Right now, act has the right
|
|
|
|
// pointers, so temporarily set its MF_NOBLOCKMAP flag so that LinkToWorld() does not
|
|
|
|
// mess with them.
|
|
|
|
act->flags |= MF_NOBLOCKMAP;
|
|
|
|
act->LinkToWorld ();
|
|
|
|
act->flags &= ~MF_NOBLOCKMAP;
|
|
|
|
|
|
|
|
// Now fix the pointers in the blocknode chain
|
|
|
|
FBlockNode *block = act->BlockNode;
|
|
|
|
|
|
|
|
while (block != NULL)
|
|
|
|
{
|
|
|
|
*(block->PrevActor) = block;
|
|
|
|
if (block->NextActor != NULL)
|
|
|
|
{
|
|
|
|
block->NextActor->PrevActor = &block->NextActor;
|
|
|
|
}
|
|
|
|
block = block->NextBlock;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void player_s::Serialize (FArchive &arc)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
arc << cls
|
|
|
|
<< mo
|
|
|
|
<< camera
|
|
|
|
<< playerstate
|
|
|
|
<< cmd
|
|
|
|
<< userinfo
|
|
|
|
<< DesiredFOV << FOV
|
|
|
|
<< viewz
|
|
|
|
<< viewheight
|
|
|
|
<< deltaviewheight
|
|
|
|
<< bob
|
|
|
|
<< momx
|
|
|
|
<< momy
|
|
|
|
<< centering
|
|
|
|
<< health
|
|
|
|
<< inventorytics
|
|
|
|
<< pieces
|
|
|
|
<< backpack
|
|
|
|
<< fragcount
|
|
|
|
<< spreecount
|
|
|
|
<< multicount
|
|
|
|
<< lastkilltime
|
|
|
|
<< ReadyWeapon << PendingWeapon
|
|
|
|
<< cheats
|
|
|
|
<< refire
|
|
|
|
<< inconsistant
|
|
|
|
<< killcount
|
|
|
|
<< itemcount
|
|
|
|
<< secretcount
|
|
|
|
<< damagecount
|
|
|
|
<< bonuscount
|
|
|
|
<< hazardcount
|
|
|
|
<< poisoncount
|
|
|
|
<< poisoner
|
|
|
|
<< attacker
|
|
|
|
<< extralight
|
|
|
|
<< fixedcolormap
|
|
|
|
<< morphTics
|
2008-04-08 22:32:52 +00:00
|
|
|
<< MorphedPlayerClass
|
|
|
|
<< MorphStyle
|
|
|
|
<< MorphExitFlash
|
2008-01-27 11:25:03 +00:00
|
|
|
<< PremorphWeapon
|
|
|
|
<< chickenPeck
|
|
|
|
<< jumpTics
|
|
|
|
<< respawn_time
|
|
|
|
<< air_finished
|
|
|
|
<< turnticks
|
|
|
|
<< oldbuttons
|
|
|
|
<< isbot
|
|
|
|
<< BlendR
|
|
|
|
<< BlendG
|
|
|
|
<< BlendB
|
|
|
|
<< BlendA
|
|
|
|
<< accuracy << stamina
|
- Update to ZDoom r858:
- Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it
from doing prebuffering of the song. This was causing the Linux version to
hang while waiting for input from the pipe, since Timidity hadn't been
started yet. I tried using a select call in the FillStream() method, but it
always seems to return the pipe as having nothing available. Unfortunately,
the game still falls all over itself if Timidity isn't available. Instead
of execvp failing nicely, X errors kill the game. I don't know why it's
doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch
set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far)
and set the snd_midipatchset cvar to point to it. It's faster and also
sounds a whole lot better than the crappy freepats Ubuntu wants to install
with Timidity++ (thank goodness I have the official patches from a real
GUS so I don't need to use them).
- GCC fixes.
- Fixed: After starting new music the music volume has to be reset so that
the song's relative volume takes effect.
- Removed the arbitrary 1024 bytes limit when the file being played is a MIDI
file. I had a D_DM2TTL that's only 990 bytes.
- Restructured I_RegisterSong so that $mididevice works again and also supports
selecting FMOD.
- Added Jim' Linux fix.
- Added MartinHowe's fix for mugshot display in status bars.
- The garbage collector is now run one last time just before exiting the game.
- Removed movie volume from the sound menu and renamed some of the other
options to give the MIDI device name more room to display itself.
- Moved the midi device selection into the main sound menu.
- Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the
default device. By default, it uses exactly the same DLS instruments as the
Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set
you want to use, set the snd_midipatchset cvar to specify where it should
load the instruments from.
- Changed the ProduceMIDI function to store its output into a TArray<BYTE>.
An overloaded version wraps around it to continue to supply file-writing
support for external Timidity++ usage.
- Added an FMOD credits banner to comply with their non-commercial license.
- Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather
than a time in ms, this is now the length in samples of the DSP buffer.
Also added the snd_buffercount cvar to offer complete control over the
call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate
below about 44kHz, you will need to set snd_buffersize to avoid long
latencies.
- Reimplemented the snd_output cvar for the FMOD Ex sound system.
- Changed snd_samplerate default to 0. This now means to use the default
sample rate.
- Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and
snd_hrtf available through the menu.
- Split the HRTF effect selection into its own cvar: snd_hrtf.
- Removed 96000 Hz option from the menu. It's still available through the
cvar, if desired.
- Fixed: If Windows sound init failed, retry with DirectSound. (Apparently,
WASAPI doesn't work with more than two speakers and PCM-Float output at the
same time.)
- Fixed: Area sounds only played from the front speakers once you got within
the 2D panning area.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
|
|
|
<< LogText
|
|
|
|
<< ConversationNPC
|
|
|
|
<< ConversationPC
|
|
|
|
<< ConversationNPCAngle
|
|
|
|
<< ConversationFaceTalker;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
|
|
arc << frags[i];
|
|
|
|
for (i = 0; i < NUMPSPRITES; i++)
|
|
|
|
arc << psprites[i];
|
|
|
|
|
|
|
|
arc << CurrentPlayerClass;
|
|
|
|
|
|
|
|
arc << crouchfactor
|
|
|
|
<< crouching
|
|
|
|
<< crouchdir
|
|
|
|
<< crouchviewdelta;
|
|
|
|
|
|
|
|
if (isbot)
|
|
|
|
{
|
|
|
|
arc << angle
|
|
|
|
<< dest
|
|
|
|
<< prev
|
|
|
|
<< enemy
|
|
|
|
<< missile
|
|
|
|
<< mate
|
|
|
|
<< last_mate
|
|
|
|
<< skill
|
|
|
|
<< t_active
|
|
|
|
<< t_respawn
|
|
|
|
<< t_strafe
|
|
|
|
<< t_react
|
|
|
|
<< t_fight
|
|
|
|
<< t_roam
|
|
|
|
<< t_rocket
|
|
|
|
<< first_shot
|
|
|
|
<< sleft
|
|
|
|
<< allround
|
|
|
|
<< oldx
|
|
|
|
<< oldy;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
dest = prev = enemy = missile = mate = last_mate = NULL;
|
|
|
|
}
|
|
|
|
if (arc.IsLoading ())
|
|
|
|
{
|
|
|
|
// If the player reloaded because they pressed +use after dying, we
|
|
|
|
// don't want +use to still be down after the game is loaded.
|
|
|
|
oldbuttons = ~0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|