gzdoom/src/p_user.cpp

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// 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 "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"
static FRandom pr_healradius ("HealRadius");
// [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;
//
// Movement.
//
// 16 pixels of bob
#define MAXBOB 0x100000
BOOL onground;
// 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.
void player_s::FixPointers (const DObject *old, DObject *rep)
{
APlayerPawn *replacement = static_cast<APlayerPawn *>(rep);
if (mo == old) mo = replacement;
if (poisoner == old) poisoner = replacement;
if (attacker == old) attacker = replacement;
if (camera == old) camera = replacement;
if (dest == old) dest = replacement;
if (prev == old) prev = replacement;
if (enemy == old) enemy = replacement;
if (missile == old) missile = replacement;
if (mate == old) mate = replacement;
if (last_mate == old) last_mate = replacement;
if (ReadyWeapon == old) ReadyWeapon = static_cast<AWeapon *>(rep);
if (PendingWeapon == old) PendingWeapon = static_cast<AWeapon *>(rep);
}
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
{
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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)
{
ReplaceString (&LogText, text);
}
IMPLEMENT_ABSTRACT_ACTOR (APlayerPawn)
IMPLEMENT_ABSTRACT_ACTOR (APlayerChunk)
void APlayerPawn::Serialize (FArchive &arc)
{
Super::Serialize (arc);
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arc << JumpZ;
}
void APlayerPawn::BeginPlay ()
{
Super::BeginPlay ();
ChangeStatNum (STAT_PLAYER);
}
void APlayerPawn::AddInventory (AInventory *item)
{
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// Don't add to the inventory of dead players.
if (health<=0) return;
// Adding inventory to a voodoo doll should add it to the real player instead.
if (player != NULL && player->mo != this)
{
player->mo->AddInventory (item);
return;
}
Super::AddInventory (item);
// If nothing is selected, select this item.
if (player != NULL && player->InvSel == NULL && (item->ItemFlags & IF_INVBAR))
{
player->InvSel = item;
}
}
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 (player->InvSel == item)
{
player->InvSel = item->NextInv ();
if (player->InvSel == NULL)
{
player->InvSel = item->PrevInv ();
}
}
if (player->InvFirst == item)
{
player->InvFirst = item->NextInv ();
if (player->InvFirst == NULL)
{
player->InvFirst = item->PrevInv ();
}
}
if (item == player->PendingWeapon)
{
player->PendingWeapon = WP_NOCHANGE;
}
if (item == player->ReadyWeapon)
{
// If the current weapon is removed, pick a new one.
pickWeap = true;
player->ReadyWeapon = NULL;
}
}
Super::RemoveInventory (item);
if (pickWeap && player->mo == this && player->PendingWeapon == WP_NOCHANGE)
{
PickNewWeapon (NULL);
}
}
bool APlayerPawn::UseInventory (AInventory *item)
{
const TypeInfo *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 TypeInfo *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 TypeInfo *ammotype)
{
AWeapon *best = BestWeapon (ammotype);
if (best != NULL)
{
player->PendingWeapon = best;
if (player->ReadyWeapon != NULL)
{
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->DownState);
}
else if (player->PendingWeapon != WP_NOCHANGE)
{
P_BringUpWeapon (player);
}
}
return best;
}
const char *APlayerPawn::GetSoundClass ()
{
if (player != NULL &&
player->userinfo.skin != 0 &&
(unsigned)player->userinfo.skin < numskins)
{
return skins[player->userinfo.skin].name;
}
return "player";
}
void APlayerPawn::PlayIdle ()
{
if (state >= SeeState && state < MissileState)
SetState (SpawnState);
}
void APlayerPawn::PlayRunning ()
{
if (state == SpawnState)
SetState (SeeState);
}
void APlayerPawn::PlayAttacking ()
{
SetState (MissileState);
}
void APlayerPawn::PlayAttacking2 ()
{
SetState (MissileState+1);
}
void APlayerPawn::ThrowPoisonBag ()
{
}
void APlayerPawn::GiveDefaultInventory ()
{
}
void APlayerPawn::MorphPlayerThink ()
{
}
void APlayerPawn::ActivateMorphWeapon ()
{
}
fixed_t APlayerPawn::GetJumpZ ()
{
return 8*FRACUNIT;
}
void APlayerPawn::Die (AActor *source, AActor *inflictor)
{
Super::Die (source, inflictor);
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[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;
}
}
}
else
{
item = P_DropItem (this, weap->AmmoType1, -1, 256);
if (item != NULL)
{
item->Amount = weap->Ammo1->Amount;
}
item = P_DropItem (this, weap->AmmoType2, -1, 256);
if (item != NULL)
{
item->Amount = weap->Ammo2->Amount;
}
}
}
}
// Kill the player's inventory
while (Inventory != NULL)
{
Inventory->Destroy ();
}
if (!multiplayer && (level.flags & LEVEL_DEATHSLIDESHOW))
{
F_StartSlideshow ();
}
}
}
void APlayerPawn::TweakSpeeds (int &forward, int &side)
{
if ((player->Powers & PW_SPEED) && !player->morphTics)
{ // Adjust for a player with a speed artifact
forward = (3*forward)>>1;
side = (3*side)>>1;
}
}
// The standard healing radius behavior is the cleric's
bool APlayerPawn::DoHealingRadius (APlayerPawn *other)
{
if (P_GiveBody (other, 50 + (pr_healradius()%50)))
{
S_Sound (other, CHAN_AUTO, "MysticIncant", 1, ATTN_NORM);
return true;
}
return false;
}
void APlayerPawn::SpecialInvulnerabilityHandling (EInvulState setting)
{
}
/*
==================
=
= 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;
}
}
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fixed_t defaultviewheight = player->defaultviewheight;
if (player->cheats & CF_NOMOMENTUM)
{
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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;
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if (player->viewheight > defaultviewheight)
{
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player->viewheight = defaultviewheight;
player->deltaviewheight = 0;
}
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else if (player->viewheight < (defaultviewheight>>1))
{
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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)
{
player->viewz = player->mo->z + player->viewheight - (20 * FRACUNIT);
}
else
{
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);
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: (%ld,%ld,%ld) (%ld,%ld) %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))
{
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, MOD_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->DamageType != MOD_ICE)
{ // 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)))
{
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
player->playerstate = multiplayer ? PST_REBORN : PST_ENTER;
if (player->mo->special1 > 2)
{
player->mo->special1 = 0;
}
}
}
}
//----------------------------------------------------------------------------
//
// 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: (%ld, %ld, %ld, %lu) 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);
}
player->xviewshift = 0; // [RH] Make sure view is in right place
// [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;
}
if (player->playerstate == PST_DEAD)
{
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 (dmflags & DF_NO_FREELOOK)
{
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->mo->waterlevel >= 2)
{
player->mo->momz = 4*FRACUNIT;
}
else if (player->mo->flags & MF_NOGRAVITY)
{
player->mo->momz = 3*FRACUNIT;
}
else if (!(dmflags & DF_NO_JUMP) && onground && !player->jumpTics)
{
fixed_t JumpZ = (player->mo->JumpZ > 0 ? player->mo->JumpZ : player->mo->GetJumpZ ()); // [GRB]
player->mo->momz += JumpZ*35/TICRATE;
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 (TypeInfo::FindType ("ArtiFly"));
if (fly != NULL)
{
player->mo->UseInventory (fly);
}
}
}
}
P_CalcHeight (player);
if (!(player->cheats & CF_PREDICTING))
{
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)
{
int id = S_FindSkinnedSound (player->mo, "*falling");
if (id != 0 && !S_GetSoundPlayingInfo (player->mo, 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, MOD_SLIME);
}
if (player->poisoncount && !(level.time & 15))
{
player->poisoncount -= 5;
if (player->poisoncount < 0)
{
player->poisoncount = 0;
}
P_PoisonDamage (player, player->poisoner, 1, true);
}
// Handle air supply
if (level.airsupply>0)
{
if (player->mo->waterlevel < 3 ||
(player->mo->flags2 & MF2_INVULNERABLE) ||
(player->cheats & CF_GODMODE))
{
player->air_finished = level.time + level.airsupply;
}
else if (player->air_finished <= level.time && !(level.time & 31))
{
P_DamageMobj (player->mo, NULL, NULL, 2 + 2*((level.time-player->air_finished)/TICRATE), MOD_WATER);
}
}
}
// 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;
userinfo_t *ui;
userinfo_t dummy;
if (arc.IsStoring ())
{
arc.UserWriteClass (cls);
ui = &userinfo;
}
else
{
arc.UserReadClass (cls);
ui = &dummy;
}
arc << mo
<< camera
<< playerstate
<< cmd
<< *ui
<< DesiredFOV << FOV
<< viewz
<< viewheight
2006-04-11 16:27:41 +00:00
<< defaultviewheight
<< deltaviewheight
<< bob
<< momx
<< momy
<< centering
<< health
<< inventorytics
<< InvFirst << InvSel
<< pieces
<< backpack
<< fragcount
<< spreecount
<< multicount
<< lastkilltime
<< ReadyWeapon << PendingWeapon
<< cheats
<< refire
<< inconsistant
<< killcount
<< itemcount
<< secretcount
<< damagecount
<< bonuscount
<< hazardcount
<< poisoncount
<< poisoner
<< attacker
<< extralight
<< fixedcolormap
<< xviewshift
<< morphTics
<< PremorphWeapon
<< chickenPeck
<< jumpTics
<< respawn_time
<< air_finished
<< turnticks
<< oldbuttons
<< isbot
<< BlendR
<< BlendG
<< BlendB
<< BlendA
<< accuracy << stamina
<< LogText;
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for (i = 0; i < MAXPLAYERS; i++)
arc << frags[i];
for (i = 0; i < NUMPSPRITES; i++)
arc << psprites[i];
arc << CurrentPlayerClass;
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;
if (arc.IsLoading ())
{
if (consoleplayer != this - players)
{
userinfo = *ui;
}
botinfo_t *thebot = bglobal.botinfo;
while (thebot && stricmp (userinfo.netname, thebot->name))
thebot = thebot->next;
if (thebot)
{
thebot->inuse = true;
}
bglobal.botnum++;
bglobal.botingame[this - players] = true;
}
}
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;
}
}
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