// 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 "gi.h" #include "m_random.h" #include "p_pspr.h" #include "p_enemy.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 "intermission/intermission.h" #include "c_console.h" #include "doomdef.h" #include "c_dispatch.h" #include "tarray.h" #include "thingdef/thingdef.h" #include "g_level.h" #include "d_net.h" #include "gstrings.h" #include "farchive.h" #include "r_renderer.h" #include "d_player.h" #include "r_utility.h" #include "p_blockmap.h" #include "a_morph.h" #include "p_spec.h" static FRandom pr_skullpop ("SkullPop"); // [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) CVAR(Bool, cl_predict_specials, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) CUSTOM_CVAR(Float, cl_predict_lerpscale, 0.05f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) { P_PredictionLerpReset(); } CUSTOM_CVAR(Float, cl_predict_lerpthreshold, 2.00f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) { if (self < 0.1f) self = 0.1f; P_PredictionLerpReset(); } struct PredictPos { int gametic; DVector3 pos; DRotator angles; } static PredictionLerpFrom, PredictionLerpResult, PredictionLast; static int PredictionLerptics; static player_t PredictionPlayerBackup; static BYTE PredictionActorBackup[sizeof(APlayerPawn)]; static TArray PredictionTouchingSectorsBackup; static TArray PredictionSectorListBackup; static TArray PredictionSector_sprev_Backup; // [GRB] Custom player classes TArray 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; } //=========================================================================== // // GetDisplayName // //=========================================================================== FString GetPrintableDisplayName(PClassPlayerPawn *cls) { // Fixme; This needs a decent way to access the string table without creating a mess. // [RH] ???? return cls->DisplayName; } bool ValidatePlayerClass(PClassActor *ti, const char *name) { if (ti == NULL) { Printf("Unknown player class '%s'\n", name); return false; } else if (!ti->IsDescendantOf(RUNTIME_CLASS(APlayerPawn))) { Printf("Invalid player class '%s'\n", name); return false; } else if (static_cast(ti)->DisplayName.IsEmpty()) { Printf ("Missing displayname for player class '%s'\n", name); return false; } return true; } void SetupPlayerClasses () { FPlayerClass newclass; PlayerClasses.Clear(); for (unsigned i = 0; i < gameinfo.PlayerClasses.Size(); i++) { PClassActor *cls = PClass::FindActor(gameinfo.PlayerClasses[i]); if (ValidatePlayerClass(cls, gameinfo.PlayerClasses[i])) { newclass.Flags = 0; newclass.Type = static_cast(cls); if ((GetDefaultByType(cls)->flags6 & MF6_NOMENU)) { newclass.Flags |= PCF_NOMENU; } PlayerClasses.Push(newclass); } } } CCMD (clearplayerclasses) { if (ParsingKeyConf) { PlayerClasses.Clear (); } } CCMD (addplayerclass) { if (ParsingKeyConf && argv.argc () > 1) { PClassActor *ti = PClass::FindActor(argv[1]); if (ValidatePlayerClass(ti, argv[1])) { FPlayerClass newclass; newclass.Type = static_cast(ti); newclass.Flags = 0; int arg = 2; while (arg < argv.argc()) { if (!stricmp (argv[arg], "nomenu")) { newclass.Flags |= PCF_NOMENU; } else { Printf ("Unknown flag '%s' for player class '%s'\n", argv[arg], argv[1]); } arg++; } PlayerClasses.Push (newclass); } } } CCMD (playerclasses) { for (unsigned int i = 0; i < PlayerClasses.Size (); i++) { Printf ("%3d: Class = %s, Name = %s\n", i, PlayerClasses[i].Type->TypeName.GetChars(), PlayerClasses[i].Type->DisplayName.GetChars()); } } // // Movement. // // 16 pixels of bob #define MAXBOB 16. FArchive &operator<< (FArchive &arc, player_t *&p) { return arc.SerializePointer (players, (BYTE **)&p, sizeof(*players)); } // The player_t constructor. Since LogText is not a POD, we cannot just // memset it all to 0. player_t::player_t() : mo(0), playerstate(0), cls(0), DesiredFOV(0), FOV(0), viewz(0), viewheight(0), deltaviewheight(0), bob(0), Vel(0, 0), centering(0), turnticks(0), attackdown(0), usedown(0), oldbuttons(0), health(0), inventorytics(0), CurrentPlayerClass(0), fragcount(0), lastkilltime(0), multicount(0), spreecount(0), WeaponState(0), ReadyWeapon(0), PendingWeapon(0), cheats(0), timefreezer(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), MorphedPlayerClass(0), MorphStyle(0), MorphExitFlash(0), PremorphWeapon(0), chickenPeck(0), jumpTics(0), onground(0), respawn_time(0), camera(0), air_finished(0), MUSINFOactor(0), MUSINFOtics(-1), crouching(0), crouchdir(0), Bot(0), BlendR(0), BlendG(0), BlendB(0), BlendA(0), LogText(), crouchfactor(0), crouchoffset(0), crouchviewdelta(0), ConversationNPC(0), ConversationPC(0), ConversationNPCAngle(0.), ConversationFaceTalker(0) { memset (&cmd, 0, sizeof(cmd)); memset (frags, 0, sizeof(frags)); memset (psprites, 0, sizeof(psprites)); } player_t &player_t::operator=(const player_t &p) { mo = p.mo; playerstate = p.playerstate; cmd = p.cmd; original_cmd = p.original_cmd; original_oldbuttons = p.original_oldbuttons; // Intentionally not copying userinfo! cls = p.cls; DesiredFOV = p.DesiredFOV; FOV = p.FOV; viewz = p.viewz; viewheight = p.viewheight; deltaviewheight = p.deltaviewheight; bob = p.bob; Vel = p.Vel; centering = p.centering; turnticks = p.turnticks; attackdown = p.attackdown; usedown = p.usedown; oldbuttons = p.oldbuttons; health = p.health; inventorytics = p.inventorytics; CurrentPlayerClass = p.CurrentPlayerClass; memcpy(frags, &p.frags, sizeof(frags)); fragcount = p.fragcount; lastkilltime = p.lastkilltime; multicount = p.multicount; spreecount = p.spreecount; WeaponState = p.WeaponState; ReadyWeapon = p.ReadyWeapon; PendingWeapon = p.PendingWeapon; cheats = p.cheats; timefreezer = p.timefreezer; refire = p.refire; inconsistant = p.inconsistant; waiting = p.waiting; killcount = p.killcount; itemcount = p.itemcount; secretcount = p.secretcount; damagecount = p.damagecount; bonuscount = p.bonuscount; hazardcount = p.hazardcount; hazardtype = p.hazardtype; hazardinterval = p.hazardinterval; poisoncount = p.poisoncount; poisontype = p.poisontype; poisonpaintype = p.poisonpaintype; poisoner = p.poisoner; attacker = p.attacker; extralight = p.extralight; fixedcolormap = p.fixedcolormap; fixedlightlevel = p.fixedlightlevel; memcpy(psprites, &p.psprites, sizeof(psprites)); morphTics = p.morphTics; MorphedPlayerClass = p.MorphedPlayerClass; MorphStyle = p.MorphStyle; MorphExitFlash = p.MorphExitFlash; PremorphWeapon = p.PremorphWeapon; chickenPeck = p.chickenPeck; jumpTics = p.jumpTics; onground = p.onground; respawn_time = p.respawn_time; camera = p.camera; air_finished = p.air_finished; LastDamageType = p.LastDamageType; Bot = p.Bot; settings_controller = p.settings_controller; BlendR = p.BlendR; BlendG = p.BlendG; BlendB = p.BlendB; BlendA = p.BlendA; LogText = p.LogText; MinPitch = p.MinPitch; MaxPitch = p.MaxPitch; crouching = p.crouching; crouchdir = p.crouchdir; crouchfactor = p.crouchfactor; crouchoffset = p.crouchoffset; crouchviewdelta = p.crouchviewdelta; weapons = p.weapons; ConversationNPC = p.ConversationNPC; ConversationPC = p.ConversationPC; ConversationNPCAngle = p.ConversationNPCAngle; ConversationFaceTalker = p.ConversationFaceTalker; MUSINFOactor = p.MUSINFOactor; MUSINFOtics = p.MUSINFOtics; return *this; } // This function supplements the pointer cleanup in dobject.cpp, because // player_t 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_t 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. size_t player_t::FixPointers (const DObject *old, DObject *rep) { APlayerPawn *replacement = static_cast(rep); size_t changed = 0; // The construct *& is used in several of these to avoid the read barriers // that would turn the pointer we want to check to NULL if the old object // is pending deletion. 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 (*&Bot == old) Bot = static_cast(rep), changed++; if (ReadyWeapon == old) ReadyWeapon = static_cast(rep), changed++; if (PendingWeapon == old) PendingWeapon = static_cast(rep), changed++; if (*&PremorphWeapon == old) PremorphWeapon = static_cast(rep), changed++; if (*&ConversationNPC == old) ConversationNPC = replacement, changed++; if (*&ConversationPC == old) ConversationPC = replacement, changed++; if (*&MUSINFOactor == old) MUSINFOactor = replacement, changed++; return changed; } size_t player_t::PropagateMark() { GC::Mark(mo); GC::Mark(poisoner); GC::Mark(attacker); GC::Mark(camera); GC::Mark(Bot); GC::Mark(ReadyWeapon); GC::Mark(ConversationNPC); GC::Mark(ConversationPC); GC::Mark(MUSINFOactor); GC::Mark(PremorphWeapon); if (PendingWeapon != WP_NOCHANGE) { GC::Mark(PendingWeapon); } return sizeof(*this); } void player_t::SetLogNumber (int num) { char lumpname[16]; int lumpnum; mysnprintf (lumpname, countof(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; } } void player_t::SetLogText (const char *text) { LogText = text; // Print log text to console AddToConsole(-1, TEXTCOLOR_GOLD); AddToConsole(-1, LogText); AddToConsole(-1, "\n"); } int player_t::GetSpawnClass() { const PClass * type = PlayerClasses[CurrentPlayerClass].Type; return static_cast(GetDefaultByType(type))->SpawnMask; } //=========================================================================== // // PClassPlayerPawn // //=========================================================================== IMPLEMENT_CLASS(PClassPlayerPawn) PClassPlayerPawn::PClassPlayerPawn() { for (size_t i = 0; i < countof(HexenArmor); ++i) { HexenArmor[i] = 0; } ColorRangeStart = 0; ColorRangeEnd = 0; } void PClassPlayerPawn::DeriveData(PClass *newclass) { assert(newclass->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn))); Super::DeriveData(newclass); PClassPlayerPawn *newp = static_cast(newclass); size_t i; newp->DisplayName = DisplayName; newp->SoundClass = SoundClass; newp->Face = Face; newp->InvulMode = InvulMode; newp->HealingRadiusType = HealingRadiusType; newp->ColorRangeStart = ColorRangeStart; newp->ColorRangeEnd = ColorRangeEnd; newp->ColorSets = ColorSets; for (i = 0; i < countof(HexenArmor); ++i) { newp->HexenArmor[i] = HexenArmor[i]; } for (i = 0; i < countof(Slot); ++i) { newp->Slot[i] = Slot[i]; } } static int intcmp(const void *a, const void *b) { return *(const int *)a - *(const int *)b; } void PClassPlayerPawn::EnumColorSets(TArray *out) { out->Clear(); FPlayerColorSetMap::Iterator it(ColorSets); FPlayerColorSetMap::Pair *pair; while (it.NextPair(pair)) { out->Push(pair->Key); } qsort(&(*out)[0], out->Size(), sizeof(int), intcmp); } //========================================================================== // // //========================================================================== bool PClassPlayerPawn::GetPainFlash(FName type, PalEntry *color) const { const PClassPlayerPawn *info = this; while (info != NULL) { const PalEntry *flash = info->PainFlashes.CheckKey(type); if (flash != NULL) { *color = *flash; return true; } // Try parent class info = dyn_cast(info->ParentClass); } return false; } void PClassPlayerPawn::ReplaceClassRef(PClass *oldclass, PClass *newclass) { Super::ReplaceClassRef(oldclass, newclass); APlayerPawn *def = (APlayerPawn*)Defaults; if (def != NULL) { if (def->FlechetteType == oldclass) def->FlechetteType = static_cast(newclass); } } //=========================================================================== // // player_t :: SendPitchLimits // // Ask the local player's renderer what pitch restrictions should be imposed // and let everybody know. Only sends data for the consoleplayer, since the // local player is the only one our data is valid for. // //=========================================================================== void player_t::SendPitchLimits() const { if (this - players == consoleplayer) { Net_WriteByte(DEM_SETPITCHLIMIT); Net_WriteByte(Renderer->GetMaxViewPitch(false)); // up Net_WriteByte(Renderer->GetMaxViewPitch(true)); // down } } //=========================================================================== // // APlayerPawn // //=========================================================================== IMPLEMENT_POINTY_CLASS (APlayerPawn) DECLARE_POINTER(InvFirst) DECLARE_POINTER(InvSel) END_POINTERS IMPLEMENT_CLASS (APlayerChunk) void APlayerPawn::Serialize (FArchive &arc) { Super::Serialize (arc); arc << JumpZ << MaxHealth << RunHealth << SpawnMask << ForwardMove1 << ForwardMove2 << SideMove1 << SideMove2 << ScoreIcon << InvFirst << InvSel << MorphWeapon << DamageFade << PlayerFlags << FlechetteType; arc << GruntSpeed << FallingScreamMinSpeed << FallingScreamMaxSpeed; arc << UseRange; arc << AirCapacity; arc << ViewHeight; } //=========================================================================== // // APlayerPawn :: MarkPrecacheSounds // //=========================================================================== void APlayerPawn::MarkPrecacheSounds() const { Super::MarkPrecacheSounds(); S_MarkPlayerSounds(GetSoundClass()); } //=========================================================================== // // 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].name; FString crouchspritename = sprites[crouchsprite].name; int spritenorm = Wads.CheckNumForName(normspritename + "A1", ns_sprites); if (spritenorm==-1) { spritenorm = Wads.CheckNumForName(normspritename + "A0", ns_sprites); } int spritecrouch = Wads.CheckNumForName(crouchspritename + "A1", ns_sprites); if (spritecrouch==-1) { spritecrouch = Wads.CheckNumForName(crouchspritename + "A0", 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->CanCrouch() && player->playerstate != PST_DEAD) { Height = GetDefault()->Height * player->crouchfactor; } else { if (health > 0) Height = GetDefault()->Height; } Super::Tick(); } //=========================================================================== // // APlayerPawn :: PostBeginPlay // //=========================================================================== void APlayerPawn::PostBeginPlay() { Super::PostBeginPlay(); SetupWeaponSlots(); // Voodoo dolls: restore original floorz/ceilingz logic if (player == NULL || player->mo != this) { P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS|FFCF_NOPORTALS); SetZ(floorz); P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS); } else { player->SendPitchLimits(); } } //=========================================================================== // // APlayerPawn :: SetupWeaponSlots // // Sets up the default weapon slots for this player. If this is also the // local player, determines local modifications and sends those across the // network. Ignores voodoo dolls. // //=========================================================================== void APlayerPawn::SetupWeaponSlots() { if (player != NULL && player->mo == this) { player->weapons.StandardSetup(GetClass()); // If we're the local player, then there's a bit more work to do. // This also applies if we're a bot and this is the net arbitrator. if (player - players == consoleplayer || (player->Bot != NULL && consoleplayer == Net_Arbitrator)) { FWeaponSlots local_slots(player->weapons); if (player->Bot != NULL) { // Bots only need weapons from KEYCONF, not INI modifications. P_PlaybackKeyConfWeapons(&local_slots); } else { local_slots.LocalSetup(GetClass()); } local_slots.SendDifferences(int(player - players), player->weapons); } } } //=========================================================================== // // 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 ((level.flags2 & LEVEL2_FROZEN) && (player == NULL || player->timefreezer == 0)) { // Time 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_Sound (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(PClassAmmo *ammotype) { AWeapon *bestMatch = NULL; int bestOrder = INT_MAX; AInventory *item; AWeapon *weap; bool tomed = NULL != FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true); // 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 (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; // Don't select if if there isn't enough ammo as determined by the weapon's author. if (weap->MinSelAmmo1 > 0 && (weap->Ammo1 == NULL || weap->Ammo1->Amount < weap->MinSelAmmo1)) continue; if (weap->MinSelAmmo2 > 0 && (weap->Ammo2 == NULL || weap->Ammo2->Amount < weap->MinSelAmmo2)) 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(PClassAmmo *ammotype) { AWeapon *best = BestWeapon (ammotype); if (best != NULL) { player->PendingWeapon = best; if (player->ReadyWeapon != NULL) { P_DropWeapon(player); } else if (player->PendingWeapon != WP_NOCHANGE) { P_BringUpWeapon (player); } } return best; } //=========================================================================== // // APlayerPawn :: CheckWeaponSwitch // // Checks if weapons should be changed after picking up ammo // //=========================================================================== void APlayerPawn::CheckWeaponSwitch(PClassAmmo *ammotype) { if (!player->userinfo.GetNeverSwitch() && player->PendingWeapon == WP_NOCHANGE && (player->ReadyWeapon == NULL || (player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON))) { AWeapon *best = BestWeapon (ammotype); if (best != NULL && (player->ReadyWeapon == NULL || best->SelectionOrder < player->ReadyWeapon->SelectionOrder)) { player->PendingWeapon = 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 < PClassActor::AllActorClasses.Size(); ++i) { if (PClassActor::AllActorClasses[i]->IsDescendantOf (RUNTIME_CLASS(AKey))) { AKey *key = (AKey *)GetDefaultByType (PClassActor::AllActorClasses[i]); if (key->KeyNumber != 0) { key = static_cast(Spawn(static_cast(PClassActor::AllActorClasses[i]))); if (!key->CallTryPickup (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 (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) && item->IsKindOf(RUNTIME_CLASS(AArmor))) { if (defitem == NULL) { item->Destroy(); } else if (item->IsKindOf(RUNTIME_CLASS(ABasicArmor))) { static_cast(item)->SavePercent = static_cast(defitem)->SavePercent; item->Amount = defitem->Amount; } else if (item->IsKindOf(RUNTIME_CLASS(AHexenArmor))) { static_cast(item)->Slots[0] = static_cast(defitem)->Slots[0]; static_cast(item)->Slots[1] = static_cast(defitem)->Slots[1]; static_cast(item)->Slots[2] = static_cast(defitem)->Slots[2]; static_cast(item)->Slots[3] = static_cast(defitem)->Slots[3]; } } 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() const { if (player != NULL && (player->mo == NULL || !(player->mo->flags4 &MF4_NOSKIN)) && (unsigned int)player->userinfo.GetSkin() >= PlayerClasses.Size () && (size_t)player->userinfo.GetSkin() < numskins) { return skins[player->userinfo.GetSkin()].name; } // [GRB] PClassPlayerPawn *pclass = GetClass(); return pclass->SoundClass.IsNotEmpty() ? pclass->SoundClass.GetChars() : "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 (bool splash) { int oldlevel = waterlevel; bool retval = Super::UpdateWaterLevel (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 playgasp) { bool wasdrowning = (player->air_finished < level.time); if (playgasp && wasdrowning) { S_Sound (this, CHAN_VOICE, "*gasp", 1, ATTN_NORM); } if (level.airsupply> 0 && player->mo->AirCapacity > 0) player->air_finished = level.time + int(level.airsupply * player->mo->AirCapacity); else player->air_finished = INT_MAX; 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 () { if (player == NULL) return; // 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. PClassPlayerPawn *myclass = GetClass(); GiveInventoryType(RUNTIME_CLASS(AHexenArmor)); AHexenArmor *harmor = FindInventory(); harmor->Slots[4] = myclass->HexenArmor[0]; for (int i = 0; i < 4; ++i) { harmor->SlotsIncrement[i] = myclass->HexenArmor[i + 1]; } // 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 (); barmor->BecomeItem (); barmor->SavePercent = 0; barmor->Amount = 0; AddInventory (barmor); // Now add the items from the DECORATE definition DDropItem *di = GetDropItems(); while (di) { PClassActor *ti = PClass::FindActor (di->Name); if (ti) { AInventory *item = FindInventory (ti); if (item != NULL) { item->Amount = clamp( item->Amount + (di->Amount ? di->Amount : ((AInventory *)item->GetDefault ())->Amount), 0, item->MaxAmount); } else { item = static_cast(Spawn (ti)); 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(item)->AmmoGive1 = static_cast(item)->AmmoGive2 = 0; } AActor *check; if (!item->CallTryPickup(this, &check)) { if (check != this) { // Player was morphed. This is illegal at game start. // This problem is only detectable when it's too late to do something about it... I_Error("Cannot give morph items when starting a game"); } item->Destroy (); item = NULL; } } if (item != NULL && item->IsKindOf (RUNTIME_CLASS (AWeapon)) && static_cast(item)->CheckAmmo(AWeapon::EitherFire, false)) { player->ReadyWeapon = player->PendingWeapon = static_cast (item); } } di = di->Next; } } void APlayerPawn::MorphPlayerThink () { } void APlayerPawn::ActivateMorphWeapon () { PClassActor *morphweapon = PClass::FindActor (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(player->mo->FindInventory (morphweapon)); if (player->ReadyWeapon == NULL) { player->ReadyWeapon = static_cast(player->mo->GiveInventoryType (morphweapon)); if (player->ReadyWeapon != NULL) { player->ReadyWeapon->GivenAsMorphWeapon = true; // flag is used only by new beastweap semantics in P_UndoPlayerMorph } } 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); player->PendingWeapon = WP_NOCHANGE; } //=========================================================================== // // APlayerPawn :: Die // //=========================================================================== void APlayerPawn::Die (AActor *source, AActor *inflictor, int dmgflags) { Super::Die (source, inflictor, dmgflags); 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, dmgflags); } else { if (player != NULL && (dmflags2 & DF2_YES_WEAPONDROP)) { // Voodoo dolls don't drop weapons AWeapon *weap = player->ReadyWeapon; if (weap != NULL) { AInventory *item; // kgDROP - start - modified copy from a_action.cpp DDropItem *di = weap->GetDropItems(); if (di != NULL) { while (di != NULL) { if (di->Name != NAME_None) { PClassActor *ti = PClass::FindActor(di->Name); if (ti) P_DropItem (player->mo, ti, di->Amount, di->Probability); } di = di->Next; } } else // kgDROP - end if (weap->SpawnState != NULL && weap->SpawnState != ::GetDefault()->SpawnState) { item = P_DropItem (this, weap->GetClass(), -1, 256); if (item != NULL && item->IsKindOf(RUNTIME_CLASS(AWeapon))) { if (weap->AmmoGive1 && weap->Ammo1) { static_cast(item)->AmmoGive1 = weap->Ammo1->Amount; } if (weap->AmmoGive2 && weap->Ammo2) { static_cast(item)->AmmoGive2 = weap->Ammo2->Amount; } item->ItemFlags |= IF_IGNORESKILL; } } else { item = P_DropItem (this, weap->AmmoType1, -1, 256); if (item != NULL) { item->Amount = weap->Ammo1->Amount; item->ItemFlags |= IF_IGNORESKILL; } item = P_DropItem (this, weap->AmmoType2, -1, 256); if (item != NULL) { item->Amount = weap->Ammo2->Amount; item->ItemFlags |= IF_IGNORESKILL; } } } } if (!multiplayer && level.info->deathsequence != NAME_None) { F_StartIntermission(level.info->deathsequence, FSTATE_EndingGame); } } } //=========================================================================== // // APlayerPawn :: TweakSpeeds // //=========================================================================== void APlayerPawn::TweakSpeeds (double &forward, double &side) { // Strife's player can't run when its health is below 10 if (health <= RunHealth) { forward = clamp(forward, -0x1900, 0x1900); side = clamp(side, -0x1800, 0x1800); } // [GRB] if (fabs(forward) < 0x3200) { forward *= ForwardMove1; } else { forward *= ForwardMove2; } if (fabs(side) < 0x2800) { side *= SideMove1; } else { side *= SideMove2; } if (!player->morphTics && Inventory != NULL) { double factor = Inventory->GetSpeedFactor (); forward *= factor; side *= factor; } } //=========================================================================== // // A_PlayerScream // // try to find the appropriate death sound and use suitable // replacements if necessary // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_PlayerScream) { PARAM_ACTION_PROLOGUE; int sound = 0; int chan = CHAN_VOICE; if (self->player == NULL || self->DeathSound != 0) { if (self->DeathSound != 0) { S_Sound (self, CHAN_VOICE, self->DeathSound, 1, ATTN_NORM); } else { S_Sound (self, CHAN_VOICE, "*death", 1, ATTN_NORM); } return 0; } // Handle the different player death screams if ((((level.flags >> 15) | (dmflags)) & (DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX)) && self->Vel.Z <= -39) { 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_Sound (self, chan, sound, 1, ATTN_NORM); return 0; } //---------------------------------------------------------------------------- // // PROC A_SkullPop // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullPop) { PARAM_ACTION_PROLOGUE; PARAM_CLASS_OPT(spawntype, APlayerChunk) { spawntype = NULL; } APlayerPawn *mo; player_t *player; // [GRB] Parameterized version if (spawntype == NULL || !spawntype->IsDescendantOf(RUNTIME_CLASS(APlayerChunk))) { spawntype = dyn_cast(PClass::FindClass("BloodySkull")); if (spawntype == NULL) return 0; } self->flags &= ~MF_SOLID; mo = (APlayerPawn *)Spawn (spawntype, self->PosPlusZ(48.), NO_REPLACE); //mo->target = self; mo->Vel.X = pr_skullpop.Random2() / 128.; mo->Vel.Y = pr_skullpop.Random2() / 128.; mo->Vel.Z = 2. + (pr_skullpop() / 1024.); // Attach player mobj to bloody skull player = self->player; self->player = NULL; mo->ObtainInventory (self); mo->player = player; mo->health = self->health; mo->Angles.Yaw = self->Angles.Yaw; if (player != NULL) { player->mo = mo; player->damagecount = 32; } for (int i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i] && players[i].camera == self) { players[i].camera = mo; } } return 0; } //---------------------------------------------------------------------------- // // PROC A_CheckSkullDone // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_CheckPlayerDone) { PARAM_ACTION_PROLOGUE; if (self->player == NULL) { self->Destroy(); } return 0; } //=========================================================================== // // P_CheckPlayerSprites // // Here's the place where crouching sprites are handled. // R_ProjectSprite() calls this for any players. // //=========================================================================== void P_CheckPlayerSprite(AActor *actor, int &spritenum, DVector2 &scale) { player_t *player = actor->player; int crouchspriteno; if (player->userinfo.GetSkin() != 0 && !(actor->flags4 & MF4_NOSKIN)) { // Convert from default scale to skin scale. DVector2 defscale = actor->GetDefault()->Scale; scale.X *= skins[player->userinfo.GetSkin()].Scale.X / defscale.X; scale.Y *= skins[player->userinfo.GetSkin()].Scale.Y / defscale.Y; } // Set the crouch sprite? if (player->crouchfactor < 0.75) { if (spritenum == actor->SpawnState->sprite || spritenum == player->mo->crouchsprite) { crouchspriteno = player->mo->crouchsprite; } else if (!(actor->flags4 & MF4_NOSKIN) && (spritenum == skins[player->userinfo.GetSkin()].sprite || spritenum == skins[player->userinfo.GetSkin()].crouchsprite)) { crouchspriteno = skins[player->userinfo.GetSkin()].crouchsprite; } else { // no sprite -> squash the existing one crouchspriteno = -1; } if (crouchspriteno > 0) { spritenum = crouchspriteno; } else if (player->playerstate != PST_DEAD && player->crouchfactor < 0.75) { scale.Y *= 0.5; } } } /* ================== = = P_Thrust = = moves the given origin along a given angle = ================== */ void P_SideThrust (player_t *player, DAngle angle, double move) { player->mo->Thrust(angle-90, move); } void P_ForwardThrust (player_t *player, DAngle angle, double move) { if ((player->mo->waterlevel || (player->mo->flags & MF_NOGRAVITY)) && player->mo->Angles.Pitch != 0) { double zpush = move * player->mo->Angles.Pitch.Sin(); if (player->mo->waterlevel && player->mo->waterlevel < 2 && zpush < 0) zpush = 0; player->mo->Vel.Z -= zpush; move *= player->mo->Angles.Pitch.Cos(); } player->mo->Thrust(angle, move); } // // 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, DAngle angle, double move, bool forward) { if (forward && (player->mo->waterlevel || (player->mo->flags & MF_NOGRAVITY)) && player->mo->Angles.Pitch != 0) { move *= player->mo->Angles.Pitch.Cos(); } player->Vel += angle.ToVector(move); } /* ================== = = P_CalcHeight = = Calculate the walking / running height adjustment = ================== */ void P_CalcHeight (player_t *player) { DAngle angle; double bob; bool still = false; // Regular movement bobbing // (needs to be calculated for gun swing even if not on ground) // 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->cheats & CF_NOCLIP2) { player->bob = 0; } else if ((player->mo->flags & MF_NOGRAVITY) && !player->onground) { player->bob = 0.5; } else { player->bob = player->Vel.LengthSquared(); if (player->bob == 0) { still = true; } else { player->bob *= player->userinfo.GetMoveBob(); if (player->bob > MAXBOB) player->bob = MAXBOB; } } double defaultviewheight = player->mo->ViewHeight + player->crouchviewdelta; if (player->cheats & CF_NOVELOCITY) { player->viewz = player->mo->Z() + defaultviewheight; if (player->viewz > player->mo->ceilingz-4) player->viewz = player->mo->ceilingz-4; return; } if (still) { if (player->health > 0) { angle = level.time / (120 * TICRATE / 35.) * 360.; bob = player->userinfo.GetStillBob() * angle.Sin(); } else { bob = 0; } } else { angle = level.time / (20 * TICRATE / 35.) * 360.; bob = player->bob * angle.Sin() * (player->mo->waterlevel > 1 ? 0.25f : 0.5f); } // 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/2)) { player->viewheight = defaultviewheight/2; if (player->deltaviewheight <= 0) player->deltaviewheight = 1 / 65536.; } if (player->deltaviewheight) { player->deltaviewheight += 0.25; if (!player->deltaviewheight) player->deltaviewheight = 1/65536.; } } 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) { player->viewz = player->mo->ceilingz - 4; } if (player->viewz < player->mo->floorz + 4) { player->viewz = player->mo->floorz + 4; } } /* ================= = = P_MovePlayer = ================= */ CUSTOM_CVAR (Float, sv_aircontrol, 0.00390625f, CVAR_SERVERINFO|CVAR_NOSAVE) { level.aircontrol = self; 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->Angles.Yaw += (180. / TURN180_TICKS); } else { mo->Angles.Yaw += cmd->ucmd.yaw * (360./65536.); } player->onground = (mo->Z() <= mo->floorz) || (mo->flags2 & MF2_ONMOBJ) || (mo->BounceFlags & BOUNCE_MBF) || (player->cheats & CF_NOCLIP2); // 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) { double forwardmove, sidemove; double bobfactor; double friction, movefactor; double fm, sm; movefactor = P_GetMoveFactor (mo, &friction); bobfactor = friction < ORIG_FRICTION ? movefactor : ORIG_FRICTION_FACTOR; if (!player->onground && !(player->mo->flags & MF_NOGRAVITY) && !player->mo->waterlevel) { // [RH] allow very limited movement if not on ground. movefactor *= level.aircontrol; bobfactor*= level.aircontrol; } fm = cmd->ucmd.forwardmove; sm = cmd->ucmd.sidemove; mo->TweakSpeeds (fm, sm); fm *= player->mo->Speed / 256; sm *= player->mo->Speed / 256; // When crouching, speed and bobbing have to be reduced if (player->CanCrouch() && player->crouchfactor != 1) { fm *= player->crouchfactor; sm *= player->crouchfactor; bobfactor *= player->crouchfactor; } forwardmove = fm * movefactor * (35 / TICRATE); sidemove = sm * movefactor * (35 / TICRATE); if (forwardmove) { P_Bob(player, mo->Angles.Yaw, cmd->ucmd.forwardmove * bobfactor / 256., true); P_ForwardThrust(player, mo->Angles.Yaw, forwardmove); } if (sidemove) { P_Bob(player, mo->Angles.Yaw - 90, cmd->ucmd.sidemove * bobfactor / 256., false); P_SideThrust(player, mo->Angles.Yaw, sidemove); } if (debugfile) { fprintf (debugfile, "move player for pl %d%c: (%f,%f,%f) (%f,%f) %f %f w%d [", int(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, "%td ", n->m_sector-sectors); n = n->m_tnext; } fprintf (debugfile, "]\n"); } if (!(player->cheats & CF_PREDICTING) && (forwardmove != 0 || sidemove != 0)) { 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; double vel; damagestyle = ((level.flags >> 15) | (dmflags)) & (DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX); if (damagestyle == 0) return; if (actor->floorsector->Flags & SECF_NOFALLINGDAMAGE) return; vel = fabs(actor->Vel.Z); // 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 (vel <= 23) { // Not fast enough to hurt return; } if (vel >= 63) { // automatic death damage = 1000000; } else { vel *= (16. / 23); damage = int((vel * vel) / 10 - 24); if (actor->Vel.Z > -39 && damage > actor->health && actor->health != 1) { // No-death threshold damage = actor->health-1; } } break; case DF_FORCE_FALLINGZD: // ZDoom falling damage if (vel <= 19) { // Not fast enough to hurt return; } if (vel >= 84) { // automatic death damage = 1000000; } else { damage = int((vel*vel*(11 / 128.) - 30) / 2); if (damage < 1) { damage = 1; } } break; case DF_FORCE_FALLINGST: // Strife falling damage if (vel <= 20) { // Not fast enough to hurt return; } // The minimum amount of damage you take from falling in Strife // is 52. Ouch! damage = int(vel / (25000./65536.)); 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 | CF_BUDDHA))) { damage = 999; } } P_DamageMobj (actor, NULL, NULL, damage, NAME_Falling); } //========================================================================== // // P_DeathThink // //========================================================================== void P_DeathThink (player_t *player) { int dir; DAngle delta; P_MovePsprites (player); 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; player->deltaviewheight = 0; if (player->onground) { if (player->mo->Angles.Pitch > -19.) { DAngle lookDelta = (-19. - player->mo->Angles.Pitch) / 8; player->mo->Angles.Pitch += lookDelta; } } } else if (!(player->mo->flags & MF_ICECORPSE)) { // Fall to ground (if not frozen) player->deltaviewheight = 0; if (player->viewheight > 6) { player->viewheight -= 1; } if (player->viewheight < 6) { player->viewheight = 6; } if (player->mo->Angles.Pitch < 0) { player->mo->Angles.Pitch += 3; } else if (player->mo->Angles.Pitch > 0) { player->mo->Angles.Pitch -= 3; } if (fabs(player->mo->Angles.Pitch) < 3) { player->mo->Angles.Pitch = 0.; } } P_CalcHeight (player); if (player->attacker && player->attacker != player->mo) { // Watch killer dir = P_FaceMobj (player->mo, player->attacker, &delta); if (delta < 10) { // Looking at killer, so fade damage and poison counters if (player->damagecount) { player->damagecount--; } if (player->poisoncount) { player->poisoncount--; } } delta /= 8; if (delta > 5.) { delta = 5.; } if (dir) { // Turn clockwise player->mo->Angles.Yaw += delta; } else { // Turn counter clockwise player->mo->Angles.Yaw -= delta; } } else { if (player->damagecount) { player->damagecount--; } if (player->poisoncount) { player->poisoncount--; } } if ((player->cmd.ucmd.buttons & BT_USE || ((multiplayer || alwaysapplydmflags) && (dmflags & DF_FORCE_RESPAWN))) && !(dmflags2 & DF2_NO_RESPAWN)) { if (level.time >= player->respawn_time || ((player->cmd.ucmd.buttons & BT_USE) && player->Bot == NULL)) { player->cls = NULL; // Force a new class if the player is using a random class player->playerstate = (multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN)) ? PST_REBORN : PST_ENTER; if (player->mo->special1 > 2) { player->mo->special1 = 0; } } } } //---------------------------------------------------------------------------- // // PROC P_CrouchMove // //---------------------------------------------------------------------------- void P_CrouchMove(player_t * player, int direction) { double defaultheight = player->mo->GetDefault()->Height; 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_PlayerThink // //---------------------------------------------------------------------------- void P_PlayerThink (player_t *player) { ticcmd_t *cmd; if (player->mo == NULL) { I_Error ("No player %td start\n", player - players + 1); } if (debugfile && !(player->cheats & CF_PREDICTING)) { fprintf (debugfile, "tic %d for pl %d: (%f, %f, %f, %f) b:%02x p:%d y:%d f:%d s:%d u:%d\n", gametic, (int)(player-players), player->mo->X(), player->mo->Y(), player->mo->Z(), player->mo->Angles.Yaw.Degrees, 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 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; } } } if (player->inventorytics) { player->inventorytics--; } // Don't interpolate the view for more than one tic player->cheats &= ~CF_INTERPVIEW; // 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; } cmd = &player->cmd; // Make unmodified copies for ACS's GetPlayerInput. player->original_oldbuttons = player->original_cmd.buttons; player->original_cmd = cmd->ucmd; 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; } 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; } // Handle crouching 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); // MUSINFO stuff if (player->MUSINFOtics >= 0 && player->MUSINFOactor != NULL) { if (--player->MUSINFOtics < 0) { if (player - players == consoleplayer) { if (player->MUSINFOactor->args[0] != 0) { FName *music = level.info->MusicMap.CheckKey(player->MUSINFOactor->args[0]); if (music != NULL) { S_ChangeMusic(music->GetChars(), player->MUSINFOactor->args[1]); } } else { S_ChangeMusic("*"); } } DPrintf("MUSINFO change for player %d to %d\n", (int)(player - players), player->MUSINFOactor->args[0]); } } if (player->playerstate == PST_DEAD) { player->Uncrouch(); P_DeathThink (player); return; } if (player->jumpTics != 0) { player->jumpTics--; if (player->onground && player->jumpTics < -18) { player->jumpTics = 0; } } if (player->morphTics && !(player->cheats & CF_PREDICTING)) { player->mo->MorphPlayerThink (); } // [RH] Look up/down stuff if (!level.IsFreelookAllowed()) { player->mo->Angles.Pitch = 0.; } else { // 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. int clook = cmd->ucmd.pitch; if (clook != 0) { if (clook == -32768) { // center view player->centering = true; } else if (!player->centering) { // no more overflows with floating point. Yay! :) player->mo->Angles.Pitch = clamp(player->mo->Angles.Pitch - clook * (360. / 65536.), player->MinPitch, player->MaxPitch); } } } if (player->centering) { if (fabs(player->mo->Angles.Pitch) > 2.) { player->mo->Angles.Pitch *= (2. / 3.); } else { player->mo->Angles.Pitch = 0.; player->centering = false; if (player - players == consoleplayer) { LocalViewPitch = 0; } } } // [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->Vel.Z = 4 * player->mo->Speed; } else if (player->mo->flags & MF_NOGRAVITY) { player->mo->Vel.Z = 3.; } else if (level.IsJumpingAllowed() && player->onground && player->jumpTics == 0) { double jumpvelz = player->mo->JumpZ * 35 / TICRATE; // [BC] If the player has the high jump power, double his jump velocity. if ( player->cheats & CF_HIGHJUMP ) jumpvelz *= 2; player->mo->Vel.Z += jumpvelz; player->mo->flags2 &= ~MF2_ONMOBJ; player->jumpTics = -1; if (!(player->cheats & CF_PREDICTING)) S_Sound(player->mo, CHAN_BODY, "*jump", 1, ATTN_NORM); } } 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->cheats & CF_NOCLIP2)) { player->mo->Vel.Z = player->mo->Speed * cmd->ucmd.upmove / 128.; if (player->mo->waterlevel < 2 && !(player->mo->flags & MF_NOGRAVITY)) { player->mo->flags2 |= MF2_FLY; player->mo->flags |= MF_NOGRAVITY; if ((player->mo->Vel.Z <= -39) && !(player->cheats & CF_PREDICTING)) { // 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); P_PlayerInSpecialSector (player); if (!player->mo->isAbove(player->mo->Sector->floorplane.ZatPoint(player->mo)) || player->mo->waterlevel) { // Player must be touching the floor P_PlayerOnSpecialFlat(player, P_GetThingFloorType(player->mo)); } if (player->mo->Vel.Z <= -player->mo->FallingScreamMinSpeed && player->mo->Vel.Z >= -player->mo->FallingScreamMaxSpeed && !player->morphTics && player->mo->waterlevel == 0) { int id = S_FindSkinnedSound (player->mo, "*falling"); if (id != 0 && !S_IsActorPlayingSomething (player->mo, CHAN_VOICE, id)) { S_Sound (player->mo, CHAN_VOICE, id, 1, ATTN_NORM); } } // check for use if (cmd->ucmd.buttons & BT_USE) { if (!player->usedown) { player->usedown = true; if (!P_TalkFacing(player->mo)) { P_UseLines(player); } } } else { player->usedown = false; } // 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, player, MORPH_UNDOBYTIMEOUT); } } // 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 % player->hazardinterval) && player->hazardcount > 16*TICRATE) P_DamageMobj (player->mo, NULL, NULL, 5, player->hazardtype); } if (player->poisoncount && !(level.time & 15)) { player->poisoncount -= 5; if (player->poisoncount < 0) { player->poisoncount = 0; } P_PoisonDamage (player, player->poisoner, 1, true); } // 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 | CF_NOCLIP2)) || (player->cheats & CF_GODMODE2)) { 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); } } } } void P_PredictionLerpReset() { PredictionLerptics = PredictionLast.gametic = PredictionLerpFrom.gametic = PredictionLerpResult.gametic = 0; } bool P_LerpCalculate(AActor *pmo, PredictPos from, PredictPos to, PredictPos &result, float scale) { //DVector2 pfrom = Displacements.getOffset(from.portalgroup, to.portalgroup); DVector3 vecFrom = from.pos; DVector3 vecTo = to.pos; DVector3 vecResult; vecResult = vecTo - vecFrom; vecResult *= scale; vecResult = vecResult + vecFrom; DVector3 delta = vecResult - vecTo; result.pos = pmo->Vec3Offset(vecResult - to.pos); //result.portalgroup = P_PointInSector(result.pos.x, result.pos.y)->PortalGroup; // As a fail safe, assume extrapolation is the threshold. return (delta.LengthSquared() > cl_predict_lerpthreshold && scale <= 1.00f); } 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; APlayerPawn *act = player->mo; memcpy(PredictionActorBackup, &act->snext, sizeof(APlayerPawn) - ((BYTE *)&act->snext - (BYTE *)act)); act->flags &= ~MF_PICKUP; act->flags2 &= ~MF2_PUSHWALL; player->cheats |= CF_PREDICTING; // The ordering of the touching_sectorlist needs to remain unchanged // Also store a copy of all previous sector_thinglist nodes msecnode_t *mnode = act->touching_sectorlist; msecnode_t *snode; PredictionSector_sprev_Backup.Clear(); PredictionTouchingSectorsBackup.Clear (); while (mnode != NULL) { PredictionTouchingSectorsBackup.Push (mnode->m_sector); for (snode = mnode->m_sector->touching_thinglist; snode; snode = snode->m_snext) { if (snode->m_thing == act) { PredictionSector_sprev_Backup.Push(snode->m_sprev); break; } } mnode = mnode->m_tnext; } // Keep an ordered list off all actors in the linked sector. PredictionSectorListBackup.Clear(); if (!(act->flags & MF_NOSECTOR)) { AActor *link = act->Sector->thinglist; while (link != NULL) { PredictionSectorListBackup.Push(link); link = link->snext; } } // 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; // Values too small to be usable for lerping can be considered "off". bool CanLerp = (!(cl_predict_lerpscale < 0.01f) && (ticdup == 1)), DoLerp = false, NoInterpolateOld = R_GetViewInterpolationStatus(); for (int i = gametic; i < maxtic; ++i) { if (!NoInterpolateOld) R_RebuildViewInterpolation(player); player->cmd = localcmds[i % LOCALCMDTICS]; P_PlayerThink (player); player->mo->Tick (); if (CanLerp && PredictionLast.gametic > 0 && i == PredictionLast.gametic && !NoInterpolateOld) { // Z is not compared as lifts will alter this with no apparent change // Make lerping less picky by only testing whole units DoLerp = (int)PredictionLast.pos.X != (int)player->mo->X() || (int)PredictionLast.pos.Y != (int)player->mo->Y(); // Aditional Debug information if (developer && DoLerp) { DPrintf("Lerp! Ltic (%d) && Ptic (%d) | Lx (%f) && Px (%f) | Ly (%f) && Py (%f)\n", PredictionLast.gametic, i, (PredictionLast.pos.X), (player->mo->X()), (PredictionLast.pos.Y), (player->mo->Y())); } } } if (CanLerp) { if (NoInterpolateOld) P_PredictionLerpReset(); else if (DoLerp) { // If lerping is already in effect, use the previous camera postion so the view doesn't suddenly snap PredictionLerpFrom = (PredictionLerptics == 0) ? PredictionLast : PredictionLerpResult; PredictionLerptics = 1; } PredictionLast.gametic = maxtic - 1; PredictionLast.pos = player->mo->Pos(); //PredictionLast.portalgroup = player->mo->Sector->PortalGroup; if (PredictionLerptics > 0) { if (PredictionLerpFrom.gametic > 0 && P_LerpCalculate(player->mo, PredictionLerpFrom, PredictionLast, PredictionLerpResult, (float)PredictionLerptics * cl_predict_lerpscale)) { PredictionLerptics++; player->mo->SetXYZ(PredictionLerpResult.pos); } else { PredictionLerptics = 0; } } } } 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) { unsigned int i; APlayerPawn *act = player->mo; AActor *savedcamera = player->camera; TObjPtr InvSel = act->InvSel; int inventorytics = player->inventorytics; *player = PredictionPlayerBackup; // Restore the camera instead of using the backup's copy, because spynext/prev // could cause it to change during prediction. player->camera = savedcamera; act->UnlinkFromWorld(); memcpy(&act->snext, PredictionActorBackup, sizeof(APlayerPawn) - ((BYTE *)&act->snext - (BYTE *)act)); // The blockmap ordering needs to remain unchanged, too. // Restore sector links and refrences. // [ED850] This is somewhat of a duplicate of LinkToWorld(), but we need to keep every thing the same, // otherwise we end up fixing bugs in blockmap logic (i.e undefined behaviour with polyobject collisions), // which we really don't want to do here. if (!(act->flags & MF_NOSECTOR)) { sector_t *sec = act->Sector; AActor *me, *next; AActor **link;// , **prev; // The thinglist is just a pointer chain. We are restoring the exact same things, so we can NULL the head safely sec->thinglist = NULL; for (i = PredictionSectorListBackup.Size(); i-- > 0;) { me = PredictionSectorListBackup[i]; link = &sec->thinglist; next = *link; if ((me->snext = next)) next->sprev = &me->snext; me->sprev = link; *link = me; } // Destroy old refrences msecnode_t *node = sector_list; while (node) { node->m_thing = NULL; node = node->m_tnext; } // Make the sector_list match the player's touching_sectorlist before it got predicted. P_DelSeclist(sector_list); sector_list = NULL; for (i = PredictionTouchingSectorsBackup.Size(); i-- > 0;) { sector_list = P_AddSecnode(PredictionTouchingSectorsBackup[i], act, sector_list); } act->touching_sectorlist = sector_list; // Attach to thing sector_list = NULL; // clear for next time node = sector_list; while (node) { if (node->m_thing == NULL) { if (node == sector_list) sector_list = node->m_tnext; node = P_DelSecnode(node); } else { node = node->m_tnext; } } msecnode_t *snode; // Restore sector thinglist order for (i = PredictionTouchingSectorsBackup.Size(); i-- > 0;) { // If we were already the head node, then nothing needs to change if (PredictionSector_sprev_Backup[i] == NULL) continue; for (snode = PredictionTouchingSectorsBackup[i]->touching_thinglist; snode; snode = snode->m_snext) { if (snode->m_thing == act) { if (snode->m_sprev) snode->m_sprev->m_snext = snode->m_snext; else snode->m_sector->touching_thinglist = snode->m_snext; if (snode->m_snext) snode->m_snext->m_sprev = snode->m_sprev; snode->m_sprev = PredictionSector_sprev_Backup[i]; // At the moment, we don't exist in the list anymore, but we do know what our previous node is, so we set its current m_snext->m_sprev to us. if (snode->m_sprev->m_snext) snode->m_sprev->m_snext->m_sprev = snode; snode->m_snext = snode->m_sprev->m_snext; snode->m_sprev->m_snext = snode; break; } } } } // 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; } act->InvSel = InvSel; player->inventorytics = inventorytics; } } void player_t::Serialize (FArchive &arc) { int i; FString skinname; arc << cls << mo << camera << playerstate << cmd; if (arc.IsLoading()) { ReadUserInfo(arc, userinfo, skinname); } else { WriteUserInfo(arc, userinfo); } arc << DesiredFOV << FOV << viewz << viewheight << deltaviewheight << bob << Vel << centering << health << inventorytics; arc << fragcount << spreecount << multicount << lastkilltime << ReadyWeapon << PendingWeapon << cheats << refire << inconsistant << killcount << itemcount << secretcount << damagecount << bonuscount << hazardcount << poisoncount << poisoner << attacker << extralight << fixedcolormap << fixedlightlevel << morphTics << MorphedPlayerClass << MorphStyle << MorphExitFlash << PremorphWeapon << chickenPeck << jumpTics << respawn_time << air_finished << turnticks << oldbuttons; arc << hazardtype << hazardinterval; arc << Bot; arc << BlendR << BlendG << BlendB << BlendA; arc << WeaponState; arc << LogText << ConversationNPC << ConversationPC << ConversationNPCAngle.Degrees << ConversationFaceTalker; 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 << original_cmd << original_oldbuttons; arc << poisontype << poisonpaintype; arc << timefreezer; arc << settings_controller; arc << onground; 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; original_oldbuttons = ~0; } if (skinname.IsNotEmpty()) { userinfo.SkinChanged(skinname, CurrentPlayerClass); } arc << MUSINFOactor << MUSINFOtics; } bool P_IsPlayerTotallyFrozen(const player_t *player) { return gamestate == GS_TITLELEVEL || player->cheats & CF_TOTALLYFROZEN || ((level.flags2 & LEVEL2_FROZEN) && player->timefreezer == 0); }