- more player code exported

This commit is contained in:
Christoph Oelckers 2017-04-30 22:16:32 +02:00
parent 10deb5ce56
commit 6e25c34fda
7 changed files with 238 additions and 224 deletions

View file

@ -567,8 +567,6 @@ inline bool AActor::IsNoClip2() const
return false;
}
#define CROUCHSPEED (1./12)
bool P_IsPlayerTotallyFrozen(const player_t *player);
#endif // __D_PLAYER_H__

View file

@ -1464,6 +1464,12 @@ bool FLevelLocals::IsCrouchingAllowed() const
return !(flags & LEVEL_CROUCH_NO);
}
DEFINE_ACTION_FUNCTION(FLevelLocals, IsCrouchingAllowed)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
ACTION_RETURN_BOOL(self->IsCrouchingAllowed());
}
//==========================================================================
//
//

View file

@ -3270,6 +3270,14 @@ void P_CheckFakeFloorTriggers (AActor *mo, double oldz, bool oldz_has_viewheight
}
}
DEFINE_ACTION_FUNCTION(AActor, CheckFakeFloorTriggers)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(oldz);
PARAM_BOOL_DEF(oldz_has_viewh);
P_CheckFakeFloorTriggers(self, oldz, oldz_has_viewh);
return 0;
}
//===========================================================================
//
// PlayerLandedOnThing

View file

@ -2520,200 +2520,6 @@ void P_DeathThink (player_t *player)
}
}
//----------------------------------------------------------------------------
//
// PROC P_CrouchMove
//
//----------------------------------------------------------------------------
void P_CrouchMove(player_t * player, int direction)
{
double defaultheight = player->mo->FullHeight;
double savedheight = player->mo->Height;
double crouchspeed = direction * CROUCHSPEED;
double oldheight = player->viewheight;
player->crouchdir = (signed char) direction;
player->crouchfactor += crouchspeed;
// check whether the move is ok
player->mo->Height = defaultheight * player->crouchfactor;
if (!P_TryMove(player->mo, player->mo->Pos(), false, NULL))
{
player->mo->Height = savedheight;
if (direction > 0)
{
// doesn't fit
player->crouchfactor -= crouchspeed;
return;
}
}
player->mo->Height = savedheight;
player->crouchfactor = clamp(player->crouchfactor, 0.5, 1.);
player->viewheight = 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_CheckFOV
//
//----------------------------------------------------------------------------
void P_CheckFOV(player_t *player)
{
// [RH] Zoom the player's FOV
float desired = player->DesiredFOV;
// Adjust FOV using on the currently held weapon.
if (player->playerstate != PST_DEAD && // No adjustment while dead.
player->ReadyWeapon != NULL && // No adjustment if no weapon.
player->ReadyWeapon->FOVScale != 0) // No adjustment if the adjustment is zero.
{
// A negative scale is used to prevent G_AddViewAngle/G_AddViewPitch
// from scaling with the FOV scale.
desired *= fabsf(player->ReadyWeapon->FOVScale);
}
if (player->FOV != desired)
{
if (fabsf(player->FOV - desired) < 7.f)
{
player->FOV = desired;
}
else
{
float zoom = MAX(7.f, fabsf(player->FOV - desired) * 0.025f);
if (player->FOV > desired)
{
player->FOV = player->FOV - zoom;
}
else
{
player->FOV = player->FOV + zoom;
}
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_CheckCheats
//
//----------------------------------------------------------------------------
void P_CheckCheats(player_t *player)
{
// No-clip cheat
if ((player->cheats & (CF_NOCLIP | CF_NOCLIP2)) == CF_NOCLIP2)
{ // No noclip2 without noclip
player->cheats &= ~CF_NOCLIP2;
}
if (player->cheats & (CF_NOCLIP | CF_NOCLIP2) || (player->mo->GetDefault()->flags & MF_NOCLIP))
{
player->mo->flags |= MF_NOCLIP;
}
else
{
player->mo->flags &= ~MF_NOCLIP;
}
if (player->cheats & CF_NOCLIP2)
{
player->mo->flags |= MF_NOGRAVITY;
}
else if (!(player->mo->flags2 & MF2_FLY) && !(player->mo->GetDefault()->flags & MF_NOGRAVITY))
{
player->mo->flags &= ~MF_NOGRAVITY;
}
}
//----------------------------------------------------------------------------
//
// PROC P_CheckFrozen
//
//----------------------------------------------------------------------------
bool P_CheckFrozen(player_t *player)
{
auto cmd = &player->cmd;
bool totallyfrozen = P_IsPlayerTotallyFrozen(player);
// [RH] Being totally frozen zeros out most input parameters.
if (totallyfrozen)
{
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;
}
return totallyfrozen;
}
//----------------------------------------------------------------------------
//
// PROC P_CheckCrouch
//
//----------------------------------------------------------------------------
void P_CheckCrouch(player_t *player, bool totallyfrozen)
{
if (player->cmd.ucmd.buttons & BT_JUMP)
{
player->cmd.ucmd.buttons &= ~BT_CROUCH;
}
if (player->CanCrouch() && player->health > 0 && level.IsCrouchingAllowed())
{
if (!totallyfrozen)
{
int crouchdir = player->crouching;
if (crouchdir == 0)
{
crouchdir = (player->cmd.ucmd.buttons & BT_CROUCH) ? -1 : 1;
}
else if (player->cmd.ucmd.buttons & BT_CROUCH)
{
player->crouching = 0;
}
if (crouchdir == 1 && player->crouchfactor < 1 &&
player->mo->Top() < player->mo->ceilingz)
{
P_CrouchMove(player, 1);
}
else if (crouchdir == -1 && player->crouchfactor > 0.5)
{
P_CrouchMove(player, -1);
}
}
}
else
{
player->Uncrouch();
}
player->crouchoffset = -(player->mo->ViewHeight) * (1 - player->crouchfactor);
}
//----------------------------------------------------------------------------
//
// PROC P_CheckMusicChange
@ -3069,30 +2875,6 @@ void P_HandleMovement(player_t *player)
}
DEFINE_ACTION_FUNCTION(APlayerPawn, CheckFOV)
{
PARAM_SELF_PROLOGUE(APlayerPawn);
P_CheckFOV(self->player);
return 0;
}
DEFINE_ACTION_FUNCTION(APlayerPawn, CheckCheats)
{
PARAM_SELF_PROLOGUE(APlayerPawn);
P_CheckCheats(self->player);
return 0;
}
DEFINE_ACTION_FUNCTION(APlayerPawn, CheckFrozen)
{
PARAM_SELF_PROLOGUE(APlayerPawn);
ACTION_RETURN_BOOL(P_CheckFrozen(self->player));
}
DEFINE_ACTION_FUNCTION(APlayerPawn, CheckCrouch)
{
PARAM_SELF_PROLOGUE(APlayerPawn);
PARAM_BOOL(totally);
P_CheckCrouch(self->player, totally);
return 0;
}
DEFINE_ACTION_FUNCTION(APlayerPawn, CheckMusicChange)
{
PARAM_SELF_PROLOGUE(APlayerPawn);

View file

@ -540,6 +540,7 @@ class Actor : Thinker native
native void SetXYZ(vector3 newpos);
native Actor GetPointer(int aaptr);
native double BulletSlope(out FTranslatedLineTarget pLineTarget = null, int aimflags = 0);
native void CheckFakeFloorTriggers (double oldz, bool oldz_has_viewheight = false);
native bool CheckMissileSpawn(double maxdist);
native bool CheckPosition(Vector2 pos, bool actorsonly = false, FCheckPosition tm = null);

View file

@ -530,6 +530,7 @@ struct LevelLocals native
native static void RemoveAllBots(bool fromlist);
native void SetInterMusic(String nextmap);
native String FormatMapName(int mapnamecolor);
native bool IsCrouchingAllowed() const;
String TimeFormatted(bool totals = false)
{

View file

@ -12,6 +12,7 @@ struct UserCmd native
class PlayerPawn : Actor native
{
const CROUCHSPEED = (1./12);
native int crouchsprite;
native int MaxHealth;
@ -215,16 +216,211 @@ class PlayerPawn : Actor native
return -1, -1;
}
//----------------------------------------------------------------------------
//
// PROC P_CheckFOV
//
//----------------------------------------------------------------------------
virtual void CheckFOV()
{
let player = self.player;
// [RH] Zoom the player's FOV
float desired = player.DesiredFOV;
// Adjust FOV using on the currently held weapon.
if (player.playerstate != PST_DEAD && // No adjustment while dead.
player.ReadyWeapon != NULL && // No adjustment if no weapon.
player.ReadyWeapon.FOVScale != 0) // No adjustment if the adjustment is zero.
{
// A negative scale is used to prevent G_AddViewAngle/G_AddViewPitch
// from scaling with the FOV scale.
desired *= abs(player.ReadyWeapon.FOVScale);
}
if (player.FOV != desired)
{
if (abs(player.FOV - desired) < 7.)
{
player.FOV = desired;
}
else
{
float zoom = MAX(7., abs(player.FOV - desired) * 0.025);
if (player.FOV > desired)
{
player.FOV = player.FOV - zoom;
}
else
{
player.FOV = player.FOV + zoom;
}
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_CheckCheats
//
//----------------------------------------------------------------------------
virtual void CheckCheats()
{
let player = self.player;
// No-clip cheat
if ((player.cheats & (CF_NOCLIP | CF_NOCLIP2)) == CF_NOCLIP2)
{ // No noclip2 without noclip
player.cheats &= ~CF_NOCLIP2;
}
bNoClip = (player.cheats & (CF_NOCLIP | CF_NOCLIP2) || Default.bNoClip);
if (player.cheats & CF_NOCLIP2)
{
bNoGravity = true;
}
else if (!bFly && !Default.bNoGravity)
{
bNoGravity = false;
}
}
//----------------------------------------------------------------------------
//
// PROC P_CheckFrozen
//
//----------------------------------------------------------------------------
virtual bool CheckFrozen()
{
let player = self.player;
UserCmd cmd = player.cmd;
bool totallyfrozen = player.IsTotallyFrozen();
// [RH] Being totally frozen zeros out most input parameters.
if (totallyfrozen)
{
if (gamestate == GS_TITLELEVEL)
{
cmd.buttons = 0;
}
else
{
cmd.buttons &= BT_USE;
}
cmd.pitch = 0;
cmd.yaw = 0;
cmd.roll = 0;
cmd.forwardmove = 0;
cmd.sidemove = 0;
cmd.upmove = 0;
player.turnticks = 0;
}
else if (player.cheats & CF_FROZEN)
{
cmd.forwardmove = 0;
cmd.sidemove = 0;
cmd.upmove = 0;
}
return totallyfrozen;
}
virtual bool CanCrouch() const
{
return player.morphTics == 0 || bCrouchableMorph;
}
//----------------------------------------------------------------------------
//
// PROC P_CrouchMove
//
//----------------------------------------------------------------------------
virtual void CrouchMove(int direction)
{
let player = self.player;
double defaultheight = FullHeight;
double savedheight = Height;
double crouchspeed = direction * CROUCHSPEED;
double oldheight = player.viewheight;
player.crouchdir = direction;
player.crouchfactor += crouchspeed;
// check whether the move is ok
Height = defaultheight * player.crouchfactor;
if (!TryMove(Pos.XY, false, NULL))
{
Height = savedheight;
if (direction > 0)
{
// doesn't fit
player.crouchfactor -= crouchspeed;
return;
}
}
Height = savedheight;
player.crouchfactor = clamp(player.crouchfactor, 0.5, 1.);
player.viewheight = ViewHeight * player.crouchfactor;
player.crouchviewdelta = player.viewheight - ViewHeight;
// Check for eyes going above/below fake floor due to crouching motion.
CheckFakeFloorTriggers(pos.Z + oldheight, true);
}
//----------------------------------------------------------------------------
//
// PROC P_CheckCrouch
//
//----------------------------------------------------------------------------
virtual void CheckCrouch(bool totallyfrozen)
{
let player = self.player;
UserCmd cmd = player.cmd;
if (cmd.buttons & BT_JUMP)
{
cmd.buttons &= ~BT_CROUCH;
}
if (CanCrouch() && player.health > 0 && level.IsCrouchingAllowed())
{
if (!totallyfrozen)
{
int crouchdir = player.crouching;
if (crouchdir == 0)
{
crouchdir = (cmd.buttons & BT_CROUCH) ? -1 : 1;
}
else if (cmd.buttons & BT_CROUCH)
{
player.crouching = 0;
}
if (crouchdir == 1 && player.crouchfactor < 1 && pos.Z + height < ceilingz)
{
CrouchMove(1);
}
else if (crouchdir == -1 && player.crouchfactor > 0.5)
{
CrouchMove(-1);
}
}
}
else
{
player.Uncrouch();
}
player.crouchoffset = -(ViewHeight) * (1 - player.crouchfactor);
}
//----------------------------------------------------------------------------
//
// PROC P_PlayerThink
//
//----------------------------------------------------------------------------
native void CheckFOV();
native void CheckCheats();
native bool CheckFrozen();
native void CheckCrouch(bool totallyfrozen);
native void CheckMusicChange();
native void DeathThink ();
native void CheckPitch();
@ -513,6 +709,28 @@ struct PlayerInfo native play // this is what internally is known as player_t
native clearscope bool HasWeaponsInSlot(int slot) const;
native void TickPSprites();
bool IsTotallyFrozen()
{
return
gamestate == GS_TITLELEVEL ||
(cheats & CF_TOTALLYFROZEN) ||
(level.frozen && timefreezer == 0);
}
void Uncrouch()
{
if (crouchfactor != 1)
{
crouchfactor = 1;
crouchoffset = 0;
crouchdir = 0;
crouching = 0;
crouchviewdelta = 0;
viewheight = mo.ViewHeight;
}
}
clearscope int fragSum () const
{
int i;