gzdoom/code/P_user.c
1999-02-21 00:00:00 +00:00

537 lines
12 KiB
C

// 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 "doomdef.h"
#include "d_event.h"
#include "p_local.h"
#include "doomstat.h"
#include "s_sound.h"
#include "i_system.h"
// Index of the special effects (INVUL inverse) map.
#define INVERSECOLORMAP 32
//
// Movement.
//
// 16 pixels of bob
#define MAXBOB 0x100000
BOOL onground;
//
// P_Thrust
// Moves the given origin along a given angle.
//
void P_Thrust (player_t *player, angle_t angle, fixed_t move)
{
angle >>= ANGLETOFINESHIFT;
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;
// 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->flags2 & MF2_FLY) && !onground)
{
player->bob = FRACUNIT / 2;
}
else
{
player->bob = FixedMul (player->momx, player->momx)
+ FixedMul (player->momy, player->momy);
player->bob >>= 2;
if (player->bob > MAXBOB)
player->bob = MAXBOB;
}
if (!onground || (player->cheats & CF_NOMOMENTUM))
{
player->viewz = player->mo->z + VIEWHEIGHT;
if (player->viewz > player->mo->ceilingz-4*FRACUNIT)
player->viewz = player->mo->ceilingz-4*FRACUNIT;
return;
}
angle = (FINEANGLES/20*level.time) & FINEMASK;
bob = FixedMul (player->bob/2, finesine[angle]);
// move viewheight
if (player->playerstate == PST_LIVE)
{
player->viewheight += player->deltaviewheight;
if (player->viewheight > VIEWHEIGHT)
{
player->viewheight = VIEWHEIGHT;
player->deltaviewheight = 0;
}
else if (player->viewheight < VIEWHEIGHT/2)
{
player->viewheight = VIEWHEIGHT/2;
if (player->deltaviewheight <= 0)
player->deltaviewheight = 1;
}
if (player->deltaviewheight)
{
player->deltaviewheight += FRACUNIT/4;
if (!player->deltaviewheight)
player->deltaviewheight = 1;
}
}
player->viewz = player->mo->z + player->viewheight + bob;
if (player->viewz > player->mo->ceilingz-4*FRACUNIT)
player->viewz = player->mo->ceilingz-4*FRACUNIT;
}
//
// P_MovePlayer
//
void P_MovePlayer (player_t *player)
{
ticcmd_t *cmd = &player->cmd;
mobj_t *mo = player->mo;
mo->angle += (cmd->ucmd.yaw << 16);
onground = (mo->z <= mo->floorz) || (mo->flags2 & MF2_ONMOBJ);
// [RH] Don't let frozen players move
if (player->cheats & CF_FROZEN)
return;
// 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;
movefactor = P_GetMoveFactor (mo, &friction);
bobfactor = friction < ORIG_FRICTION ? movefactor : ORIG_FRICTION_FACTOR;
if (!onground && !(player->mo->flags2 & MF2_FLY))
{
// [RH] allow very limited movement if not on ground.
movefactor >>= 8;
bobfactor >>= 8;
}
forwardmove = (cmd->ucmd.forwardmove * movefactor) >> 8;
sidemove = (cmd->ucmd.sidemove * movefactor) >> 8;
if (forwardmove)
{
P_Bob (player, mo->angle, (cmd->ucmd.forwardmove * bobfactor) >> 8);
P_Thrust (player, mo->angle, forwardmove);
}
if (sidemove)
{
P_Bob (player, mo->angle-ANG90, (cmd->ucmd.sidemove * bobfactor) >> 8);
P_Thrust (player, mo->angle-ANG90, sidemove);
}
if (mo->state == &states[S_PLAY])
{
P_SetMobjState (player->mo, S_PLAY_RUN1);
}
if (player->cheats & CF_REVERTPLEASE)
{
player->cheats &= ~CF_REVERTPLEASE;
player->camera = player->mo;
}
}
}
// [RH] (Adapted from Q2)
// P_FallingDamage
//
void P_FallingDamage (mobj_t *ent)
{
float delta;
int damage;
if (!ent->player)
return; // not a player
if (ent->flags & MF_NOCLIP)
return;
if ((ent->player->oldvelocity[2] < 0)
&& (ent->momz > ent->player->oldvelocity[2])
&& (!(ent->flags2 & MF2_ONMOBJ)
|| !(ent->z <= ent->floorz)))
{
delta = (float)ent->player->oldvelocity[2];
}
else
{
if (!(ent->flags2 & MF2_ONMOBJ))
return;
delta = (float)(ent->momz - ent->player->oldvelocity[2]);
}
delta = delta*delta * 2.03904313e-11f;
if (delta < 1)
return;
if (delta < 15)
{
//ent->s.event = EV_FOOTSTEP;
return;
}
if (delta > 30)
{
damage = (int)((delta-30)/2);
if (damage < 1)
damage = 1;
if (dmflags & DF_YES_FALLING)
P_DamageMobj (ent, NULL, NULL, damage, MOD_FALLING);
}
else
{
//ent->s.event = EV_FALLSHORT;
return;
}
}
//
// P_DeathThink
// Fall on your face when dying.
// Decrease POV height to floor height.
//
#define ANG5 (ANG90/18)
void P_DeathThink (player_t *player)
{
angle_t angle;
angle_t delta;
P_MovePsprites (player);
onground = (player->mo->z <= player->mo->floorz);
// fall to the ground
if (player->viewheight > 6*FRACUNIT)
player->viewheight -= FRACUNIT;
if (player->viewheight < 6*FRACUNIT)
player->viewheight = 6*FRACUNIT;
player->deltaviewheight = 0;
P_CalcHeight (player);
if (player->attacker && player->attacker != player->mo)
{
angle = R_PointToAngle2 (player->mo->x,
player->mo->y,
player->attacker->x,
player->attacker->y);
delta = angle - player->mo->angle;
if (delta < ANG5 || delta > (unsigned)-ANG5)
{
// Looking at killer,
// so fade damage flash down.
player->mo->angle = angle;
if (player->damagecount)
player->damagecount--;
}
else if (delta < ANG180)
player->mo->angle += ANG5;
else
player->mo->angle -= ANG5;
}
else if (player->damagecount)
player->damagecount--;
// [RH] Delay rebirth slightly
if (level.time >= player->respawn_time) {
if (player->cmd.ucmd.buttons & BT_USE ||
(deathmatch->value && dmflags & DF_FORCE_RESPAWN))
player->playerstate = PST_REBORN;
}
}
//
// P_PlayerThink
//
void P_PlayerThink (player_t *player)
{
ticcmd_t *cmd;
weapontype_t newweapon;
// [RH] Error out if player doesn't have an mobj
if (!player->mo)
I_Error ("No player %ld start\n", player - players + 1);
player->xviewshift = 0; // [RH] Make sure view is in right place
// fixme: do this in the cheat code
if (player->cheats & CF_NOCLIP)
player->mo->flags |= MF_NOCLIP;
else
player->mo->flags &= ~MF_NOCLIP;
// chain saw run forward
cmd = &player->cmd;
if (player->mo->flags & MF_JUSTATTACKED)
{
cmd->ucmd.yaw = 0;
cmd->ucmd.forwardmove = 0xc800/2;
cmd->ucmd.sidemove = 0;
player->mo->flags &= ~MF_JUSTATTACKED;
}
if (player->playerstate == PST_DEAD)
{
P_DeathThink (player);
return;
}
if (player->jumpTics)
{
player->jumpTics--;
}
// [RH] Look up/down stuff
if (dmflags & DF_NO_FREELOOK) {
player->mo->pitch = 0;
} else {
int look = cmd->ucmd.pitch;
if (look) {
if (look == -32768) {
// center view
player->mo->pitch = 0;
} else if (look > 0) {
// look up
player->mo->pitch -= look;
if (player->mo->pitch < -FRACUNIT)
player->mo->pitch = -FRACUNIT;
} else {
// look down
player->mo->pitch -= look;
if (player->mo->pitch > (FRACUNIT<<1))
player->mo->pitch = FRACUNIT<<1;
}
}
}
// Move around.
// Reactiontime is used to prevent movement
// for a bit after a teleport.
if (player->mo->reactiontime)
player->mo->reactiontime--;
else
P_MovePlayer (player);
P_CalcHeight (player);
if (player->mo->subsector->sector->special || player->mo->subsector->sector->damage)
P_PlayerInSpecialSector (player);
// Check for weapon change.
// A special event has no other buttons.
if (cmd->ucmd.buttons & BT_SPECIAL)
cmd->ucmd.buttons = 0;
if ((cmd->ucmd.buttons & BT_CHANGE) || cmd->ucmd.impulse >= 50)
{
// [RH] Support direct weapon changes
if (cmd->ucmd.impulse) {
newweapon = cmd->ucmd.impulse - 50;
} else {
// The actual changing of the weapon is done
// when the weapon psprite can do it
// (read: not in the middle of an attack).
newweapon = (cmd->ucmd.buttons&BT_WEAPONMASK)>>BT_WEAPONSHIFT;
if (newweapon == wp_fist
&& player->weaponowned[wp_chainsaw]
&& !(player->readyweapon == wp_chainsaw
&& player->powers[pw_strength]))
{
newweapon = wp_chainsaw;
}
if (newweapon == wp_shotgun
&& player->weaponowned[wp_supershotgun]
&& player->readyweapon != wp_supershotgun)
{
newweapon = wp_supershotgun;
}
}
if (newweapon >= 0 && newweapon < NUMWEAPONS) {
if (player->weaponowned[newweapon]
&& newweapon != player->readyweapon)
{
player->pendingweapon = newweapon;
}
}
}
// [RH] check for jump
if ((cmd->ucmd.buttons & BT_JUMP) == BT_JUMP) {
if (!(dmflags & DF_NO_JUMP) && onground && !player->jumpTics) {
player->mo->momz += 8 * FRACUNIT;
S_Sound (player->mo, CHAN_BODY, "*jump1", 1, ATTN_NORM);
player->mo->flags2 &= ~MF2_ONMOBJ;
player->jumpTics = 18;
}
}
// check for use
if (cmd->ucmd.buttons & BT_USE)
{
if (!player->usedown)
{
P_UseLines (player);
player->usedown = true;
}
}
else
player->usedown = false;
// cycle psprites
P_MovePsprites (player);
// Counters, time dependend power ups.
// Strength counts up to diminish fade.
if (player->powers[pw_strength])
player->powers[pw_strength]++;
if (player->powers[pw_invulnerability])
player->powers[pw_invulnerability]--;
if (player->powers[pw_invisibility])
if (! --player->powers[pw_invisibility] )
player->mo->flags &= ~MF_SHADOW;
if (player->powers[pw_infrared])
player->powers[pw_infrared]--;
if (player->powers[pw_ironfeet])
player->powers[pw_ironfeet]--;
if (player->damagecount)
player->damagecount--;
if (player->bonuscount)
player->bonuscount--;
// Handling colormaps.
if (player->powers[pw_invulnerability])
{
if (player->powers[pw_invulnerability] > 4*32
|| (player->powers[pw_invulnerability]&8) )
player->fixedcolormap = INVERSECOLORMAP;
else
player->fixedcolormap = 0;
}
else if (player->powers[pw_infrared])
{
if (player->powers[pw_infrared] > 4*32
|| (player->powers[pw_infrared]&8) )
{
// almost full bright
player->fixedcolormap = 1;
}
else
player->fixedcolormap = 0;
}
else
player->fixedcolormap = 0;
}