mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-07 21:41:07 +00:00
583cbd49a6
SVN r2839 (trunk)
2700 lines
67 KiB
C++
2700 lines
67 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Player related stuff.
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// Bobbing POV/weapon, movement.
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// Pending weapon.
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//
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//-----------------------------------------------------------------------------
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#include "templates.h"
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#include "doomdef.h"
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#include "d_event.h"
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#include "p_local.h"
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#include "doomstat.h"
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#include "s_sound.h"
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#include "i_system.h"
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#include "r_draw.h"
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#include "gi.h"
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#include "m_random.h"
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#include "p_pspr.h"
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#include "p_enemy.h"
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#include "s_sound.h"
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#include "a_sharedglobal.h"
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#include "a_keys.h"
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#include "statnums.h"
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#include "v_palette.h"
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#include "v_video.h"
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#include "w_wad.h"
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#include "cmdlib.h"
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#include "sbar.h"
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#include "f_finale.h"
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#include "c_console.h"
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#include "doomdef.h"
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#include "c_dispatch.h"
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#include "tarray.h"
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#include "thingdef/thingdef.h"
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#include "g_level.h"
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#include "d_net.h"
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#include "gstrings.h"
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static FRandom pr_skullpop ("SkullPop");
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// [RH] # of ticks to complete a turn180
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#define TURN180_TICKS ((TICRATE / 4) + 1)
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// Variables for prediction
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CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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static player_t PredictionPlayerBackup;
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static BYTE PredictionActorBackup[sizeof(AActor)];
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static TArray<sector_t *> PredictionTouchingSectorsBackup;
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// [GRB] Custom player classes
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TArray<FPlayerClass> PlayerClasses;
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FPlayerClass::FPlayerClass ()
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{
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Type = NULL;
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Flags = 0;
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}
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FPlayerClass::FPlayerClass (const FPlayerClass &other)
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{
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Type = other.Type;
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Flags = other.Flags;
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Skins = other.Skins;
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}
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FPlayerClass::~FPlayerClass ()
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{
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}
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bool FPlayerClass::CheckSkin (int skin)
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{
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for (unsigned int i = 0; i < Skins.Size (); i++)
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{
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if (Skins[i] == skin)
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return true;
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}
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return false;
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}
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//===========================================================================
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//
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// GetDisplayName
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//
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//===========================================================================
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const char *GetPrintableDisplayName(const PClass *cls)
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{
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// Fixme; This needs a decent way to access the string table without creating a mess.
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const char *name = cls->Meta.GetMetaString(APMETA_DisplayName);
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return name;
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}
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bool ValidatePlayerClass(const PClass *ti, const char *name)
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{
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if (!ti)
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{
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Printf ("Unknown player class '%s'\n", name);
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return false;
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}
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else if (!ti->IsDescendantOf (RUNTIME_CLASS (APlayerPawn)))
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{
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Printf ("Invalid player class '%s'\n", name);
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return false;
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}
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else if (ti->Meta.GetMetaString (APMETA_DisplayName) == NULL)
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{
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Printf ("Missing displayname for player class '%s'\n", name);
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return false;
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}
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return true;
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}
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void SetupPlayerClasses ()
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{
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FPlayerClass newclass;
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for (unsigned i=0; i<gameinfo.PlayerClasses.Size(); i++)
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{
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newclass.Flags = 0;
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newclass.Type = PClass::FindClass(gameinfo.PlayerClasses[i]);
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if (ValidatePlayerClass(newclass.Type, gameinfo.PlayerClasses[i]))
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{
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if ((GetDefaultByType(newclass.Type)->flags6 & MF6_NOMENU))
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{
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newclass.Flags |= PCF_NOMENU;
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}
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PlayerClasses.Push (newclass);
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}
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}
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}
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CCMD (clearplayerclasses)
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{
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if (ParsingKeyConf)
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{
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PlayerClasses.Clear ();
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}
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}
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CCMD (addplayerclass)
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{
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if (ParsingKeyConf && argv.argc () > 1)
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{
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const PClass *ti = PClass::FindClass (argv[1]);
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if (ValidatePlayerClass(ti, argv[1]))
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{
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FPlayerClass newclass;
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newclass.Type = ti;
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newclass.Flags = 0;
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int arg = 2;
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while (arg < argv.argc ())
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{
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if (!stricmp (argv[arg], "nomenu"))
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{
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newclass.Flags |= PCF_NOMENU;
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}
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else
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{
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Printf ("Unknown flag '%s' for player class '%s'\n", argv[arg], argv[1]);
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}
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arg++;
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}
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PlayerClasses.Push (newclass);
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}
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}
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}
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CCMD (playerclasses)
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{
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for (unsigned int i = 0; i < PlayerClasses.Size (); i++)
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{
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Printf ("%3d: Class = %s, Name = %s\n", i,
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PlayerClasses[i].Type->TypeName.GetChars(),
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PlayerClasses[i].Type->Meta.GetMetaString (APMETA_DisplayName));
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}
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}
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//
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// Movement.
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//
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// 16 pixels of bob
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#define MAXBOB 0x100000
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bool onground;
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// The player_t constructor. Since LogText is not a POD, we cannot just
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// memset it all to 0.
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player_t::player_t()
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: mo(0),
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playerstate(0),
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cls(0),
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DesiredFOV(0),
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FOV(0),
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viewz(0),
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viewheight(0),
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deltaviewheight(0),
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bob(0),
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velx(0),
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vely(0),
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centering(0),
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turnticks(0),
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attackdown(0),
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usedown(0),
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oldbuttons(0),
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health(0),
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inventorytics(0),
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CurrentPlayerClass(0),
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backpack(0),
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fragcount(0),
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lastkilltime(0),
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multicount(0),
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spreecount(0),
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ReadyWeapon(0),
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PendingWeapon(0),
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cheats(0),
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refire(0),
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inconsistant(0),
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killcount(0),
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itemcount(0),
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secretcount(0),
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damagecount(0),
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bonuscount(0),
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hazardcount(0),
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poisoncount(0),
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poisoner(0),
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attacker(0),
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extralight(0),
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morphTics(0),
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MorphedPlayerClass(0),
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MorphStyle(0),
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MorphExitFlash(0),
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PremorphWeapon(0),
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chickenPeck(0),
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jumpTics(0),
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respawn_time(0),
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camera(0),
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air_finished(0),
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accuracy(0),
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stamina(0),
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savedyaw(0),
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savedpitch(0),
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angle(0),
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dest(0),
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prev(0),
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enemy(0),
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missile(0),
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mate(0),
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last_mate(0),
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t_active(0),
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t_respawn(0),
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t_strafe(0),
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t_react(0),
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t_fight(0),
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t_roam(0),
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t_rocket(0),
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isbot(0),
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first_shot(0),
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sleft(0),
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allround(0),
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oldx(0),
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oldy(0),
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BlendR(0),
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BlendG(0),
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BlendB(0),
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BlendA(0),
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LogText(),
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crouching(0),
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crouchdir(0),
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crouchfactor(0),
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crouchoffset(0),
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crouchviewdelta(0),
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ConversationNPC(0),
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ConversationPC(0),
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ConversationNPCAngle(0),
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ConversationFaceTalker(0)
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{
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memset (&cmd, 0, sizeof(cmd));
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memset (&userinfo, 0, sizeof(userinfo));
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memset (frags, 0, sizeof(frags));
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memset (psprites, 0, sizeof(psprites));
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memset (&skill, 0, sizeof(skill));
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}
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// This function supplements the pointer cleanup in dobject.cpp, because
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// player_t is not derived from DObject. (I tried it, and DestroyScan was
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// unable to properly determine the player object's type--possibly
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// because it gets staticly allocated in an array.)
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//
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// This function checks all the DObject pointers in a player_t and NULLs any
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// that match the pointer passed in. If you add any pointers that point to
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// DObject (or a subclass), add them here too.
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size_t player_t::FixPointers (const DObject *old, DObject *rep)
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{
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APlayerPawn *replacement = static_cast<APlayerPawn *>(rep);
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size_t changed = 0;
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if (mo == old) mo = replacement, changed++;
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if (poisoner == old) poisoner = replacement, changed++;
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if (attacker == old) attacker = replacement, changed++;
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if (camera == old) camera = replacement, changed++;
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if (dest == old) dest = replacement, changed++;
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if (prev == old) prev = replacement, changed++;
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if (enemy == old) enemy = replacement, changed++;
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if (missile == old) missile = replacement, changed++;
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if (mate == old) mate = replacement, changed++;
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if (last_mate == old) last_mate = replacement, changed++;
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if (ReadyWeapon == old) ReadyWeapon = static_cast<AWeapon *>(rep), changed++;
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if (PendingWeapon == old) PendingWeapon = static_cast<AWeapon *>(rep), changed++;
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if (PremorphWeapon == old) PremorphWeapon = static_cast<AWeapon *>(rep), changed++;
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if (ConversationNPC == old) ConversationNPC = replacement, changed++;
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if (ConversationPC == old) ConversationPC = replacement, changed++;
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return changed;
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}
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size_t player_t::PropagateMark()
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{
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GC::Mark(mo);
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GC::Mark(poisoner);
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GC::Mark(attacker);
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GC::Mark(camera);
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GC::Mark(dest);
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GC::Mark(prev);
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GC::Mark(enemy);
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GC::Mark(missile);
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GC::Mark(mate);
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GC::Mark(last_mate);
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GC::Mark(ReadyWeapon);
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GC::Mark(ConversationNPC);
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GC::Mark(ConversationPC);
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GC::Mark(PremorphWeapon);
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if (PendingWeapon != WP_NOCHANGE)
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{
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GC::Mark(PendingWeapon);
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}
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return sizeof(*this);
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}
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void player_t::SetLogNumber (int num)
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{
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char lumpname[16];
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int lumpnum;
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mysnprintf (lumpname, countof(lumpname), "LOG%d", num);
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lumpnum = Wads.CheckNumForName (lumpname);
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if (lumpnum == -1)
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{
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// Leave the log message alone if this one doesn't exist.
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//SetLogText (lumpname);
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}
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else
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{
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int length=Wads.LumpLength(lumpnum);
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char *data= new char[length+1];
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Wads.ReadLump (lumpnum, data);
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data[length]=0;
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SetLogText (data);
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delete[] data;
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}
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}
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void player_t::SetLogText (const char *text)
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{
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LogText = text;
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// Print log text to console
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AddToConsole(-1, TEXTCOLOR_GOLD);
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AddToConsole(-1, LogText);
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AddToConsole(-1, "\n");
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}
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int player_t::GetSpawnClass()
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{
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const PClass * type = PlayerClasses[CurrentPlayerClass].Type;
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return static_cast<APlayerPawn*>(GetDefaultByType(type))->SpawnMask;
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}
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//===========================================================================
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//
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// APlayerPawn
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//
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//===========================================================================
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IMPLEMENT_POINTY_CLASS (APlayerPawn)
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DECLARE_POINTER(InvFirst)
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DECLARE_POINTER(InvSel)
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END_POINTERS
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IMPLEMENT_CLASS (APlayerChunk)
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void APlayerPawn::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << JumpZ
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<< MaxHealth
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<< RunHealth
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<< SpawnMask
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<< ForwardMove1
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<< ForwardMove2
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<< SideMove1
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<< SideMove2
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<< ScoreIcon
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<< InvFirst
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<< InvSel
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<< MorphWeapon
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<< DamageFade
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<< PlayerFlags;
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if (SaveVersion < 2435)
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{
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DamageFade.a = 255;
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}
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}
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//===========================================================================
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//
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// APlayerPawn :: BeginPlay
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//
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//===========================================================================
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void APlayerPawn::BeginPlay ()
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{
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Super::BeginPlay ();
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ChangeStatNum (STAT_PLAYER);
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// Check whether a PWADs normal sprite is to be combined with the base WADs
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// crouch sprite. In such a case the sprites normally don't match and it is
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// best to disable the crouch sprite.
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if (crouchsprite > 0)
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{
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// This assumes that player sprites always exist in rotated form and
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// that the front view is always a separate sprite. So far this is
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// true for anything that exists.
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FString normspritename = sprites[SpawnState->sprite].name;
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FString crouchspritename = sprites[crouchsprite].name;
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int spritenorm = Wads.CheckNumForName(normspritename + "A1", ns_sprites);
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int spritecrouch = Wads.CheckNumForName(crouchspritename + "A1", ns_sprites);
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if (spritenorm==-1 || spritecrouch ==-1)
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{
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// Sprites do not exist so it is best to disable the crouch sprite.
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crouchsprite = 0;
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return;
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}
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int wadnorm = Wads.GetLumpFile(spritenorm);
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int wadcrouch = Wads.GetLumpFile(spritenorm);
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if (wadnorm > FWadCollection::IWAD_FILENUM && wadcrouch <= FWadCollection::IWAD_FILENUM)
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{
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// Question: Add an option / disable crouching or do what?
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crouchsprite = 0;
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}
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}
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}
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//===========================================================================
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//
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// APlayerPawn :: Tick
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//
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//===========================================================================
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void APlayerPawn::Tick()
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{
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if (player != NULL && player->mo == this && player->morphTics == 0 && player->playerstate != PST_DEAD)
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{
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height = FixedMul(GetDefault()->height, player->crouchfactor);
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}
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else
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{
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if (health > 0) height = GetDefault()->height;
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}
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Super::Tick();
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}
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//===========================================================================
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//
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// APlayerPawn :: PostBeginPlay
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//
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//===========================================================================
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void APlayerPawn::PostBeginPlay()
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{
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SetupWeaponSlots();
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// Voodoo dolls: restore original floorz/ceilingz logic
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if (player == NULL || player->mo != this)
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{
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dropoffz = floorz = Sector->floorplane.ZatPoint(x, y);
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ceilingz = Sector->ceilingplane.ZatPoint(x, y);
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P_FindFloorCeiling(this, true);
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z = floorz;
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}
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}
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//===========================================================================
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//
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// APlayerPawn :: SetupWeaponSlots
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//
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// Sets up the default weapon slots for this player. If this is also the
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// local player, determines local modifications and sends those across the
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// network. Ignores voodoo dolls.
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//
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//===========================================================================
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void APlayerPawn::SetupWeaponSlots()
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{
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if (player != NULL && player->mo == this)
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{
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player->weapons.StandardSetup(GetClass());
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if (player - players == consoleplayer)
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{ // If we're the local player, then there's a bit more work to do.
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FWeaponSlots local_slots(player->weapons);
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local_slots.LocalSetup(GetClass());
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local_slots.SendDifferences(player->weapons);
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}
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}
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}
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//===========================================================================
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//
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// APlayerPawn :: AddInventory
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//
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//===========================================================================
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void APlayerPawn::AddInventory (AInventory *item)
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{
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// Adding inventory to a voodoo doll should add it to the real player instead.
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if (player != NULL && player->mo != this && player->mo != NULL)
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{
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player->mo->AddInventory (item);
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return;
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}
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Super::AddInventory (item);
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// If nothing is selected, select this item.
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|
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->cheats & CF_TIMEFREEZE )))
|
|
{
|
|
// 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 (const PClass *ammotype)
|
|
{
|
|
AWeapon *bestMatch = NULL;
|
|
int bestOrder = INT_MAX;
|
|
AInventory *item;
|
|
AWeapon *weap;
|
|
bool tomed = NULL != FindInventory (RUNTIME_CLASS(APowerWeaponLevel2));
|
|
|
|
// Find the best weapon the player has.
|
|
for (item = Inventory; item != NULL; item = item->Inventory)
|
|
{
|
|
if (!item->IsKindOf (RUNTIME_CLASS(AWeapon)))
|
|
continue;
|
|
|
|
weap = static_cast<AWeapon *> (item);
|
|
|
|
// Don't select it if it's worse than what was already found.
|
|
if (weap->SelectionOrder > bestOrder)
|
|
continue;
|
|
|
|
// Don't select it if its primary fire doesn't use the desired ammo.
|
|
if (ammotype != NULL &&
|
|
(weap->Ammo1 == NULL ||
|
|
weap->Ammo1->GetClass() != ammotype))
|
|
continue;
|
|
|
|
// Don't select it if the Tome is active and this isn't the powered-up version.
|
|
if (tomed && weap->SisterWeapon != NULL && weap->SisterWeapon->WeaponFlags & WIF_POWERED_UP)
|
|
continue;
|
|
|
|
// Don't select it if it's powered-up and the Tome is not active.
|
|
if (!tomed && weap->WeaponFlags & WIF_POWERED_UP)
|
|
continue;
|
|
|
|
// Don't select it if there isn't enough ammo to use its primary fire.
|
|
if (!(weap->WeaponFlags & WIF_AMMO_OPTIONAL) &&
|
|
!weap->CheckAmmo (AWeapon::PrimaryFire, false))
|
|
continue;
|
|
|
|
// This weapon is usable!
|
|
bestOrder = weap->SelectionOrder;
|
|
bestMatch = weap;
|
|
}
|
|
return bestMatch;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APlayerPawn :: PickNewWeapon
|
|
//
|
|
// Picks a new weapon for this player. Used mostly for running out of ammo,
|
|
// but it also works when an ACS script explicitly takes the ready weapon
|
|
// away or the player picks up some ammo they had previously run out of.
|
|
//
|
|
//===========================================================================
|
|
|
|
AWeapon *APlayerPawn::PickNewWeapon (const PClass *ammotype)
|
|
{
|
|
AWeapon *best = BestWeapon (ammotype);
|
|
|
|
if (best != NULL)
|
|
{
|
|
player->PendingWeapon = best;
|
|
if (player->ReadyWeapon != NULL)
|
|
{
|
|
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetDownState());
|
|
}
|
|
else if (player->PendingWeapon != WP_NOCHANGE)
|
|
{
|
|
P_BringUpWeapon (player);
|
|
}
|
|
}
|
|
return best;
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// APlayerPawn :: CheckWeaponSwitch
|
|
//
|
|
// Checks if weapons should be changed after picking up ammo
|
|
//
|
|
//===========================================================================
|
|
|
|
void APlayerPawn::CheckWeaponSwitch(const PClass *ammotype)
|
|
{
|
|
if (!player->userinfo.neverswitch &&
|
|
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 < PClass::m_Types.Size(); ++i)
|
|
{
|
|
if (PClass::m_Types[i]->IsDescendantOf (RUNTIME_CLASS(AKey)))
|
|
{
|
|
AKey *key = (AKey *)GetDefaultByType (PClass::m_Types[i]);
|
|
if (key->KeyNumber != 0)
|
|
{
|
|
key = static_cast<AKey *>(Spawn (PClass::m_Types[i], 0,0,0, NO_REPLACE));
|
|
if (!key->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<ABasicArmor*>(item)->SavePercent = static_cast<ABasicArmor*>(defitem)->SavePercent;
|
|
item->Amount = defitem->Amount;
|
|
}
|
|
else if (item->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
|
|
{
|
|
static_cast<AHexenArmor*>(item)->Slots[0] = static_cast<AHexenArmor*>(defitem)->Slots[0];
|
|
static_cast<AHexenArmor*>(item)->Slots[1] = static_cast<AHexenArmor*>(defitem)->Slots[1];
|
|
static_cast<AHexenArmor*>(item)->Slots[2] = static_cast<AHexenArmor*>(defitem)->Slots[2];
|
|
static_cast<AHexenArmor*>(item)->Slots[3] = static_cast<AHexenArmor*>(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 ()
|
|
{
|
|
if (player != NULL &&
|
|
(unsigned int)player->userinfo.skin >= PlayerClasses.Size () &&
|
|
(size_t)player->userinfo.skin < numskins)
|
|
{
|
|
return skins[player->userinfo.skin].name;
|
|
}
|
|
|
|
// [GRB]
|
|
const char *sclass = GetClass ()->Meta.GetMetaString (APMETA_SoundClass);
|
|
return sclass != NULL ? sclass : "player";
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APlayerPawn :: GetMaxHealth
|
|
//
|
|
// only needed because Boom screwed up Dehacked.
|
|
//
|
|
//===========================================================================
|
|
|
|
int APlayerPawn::GetMaxHealth() const
|
|
{
|
|
return MaxHealth > 0? MaxHealth : ((i_compatflags&COMPATF_DEHHEALTH)? 100 : deh.MaxHealth);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APlayerPawn :: UpdateWaterLevel
|
|
//
|
|
// Plays surfacing and diving sounds, as appropriate.
|
|
//
|
|
//===========================================================================
|
|
|
|
bool APlayerPawn::UpdateWaterLevel (fixed_t oldz, bool splash)
|
|
{
|
|
int oldlevel = waterlevel;
|
|
bool retval = Super::UpdateWaterLevel (oldz, splash);
|
|
if (player != NULL)
|
|
{
|
|
if (oldlevel < 3 && waterlevel == 3)
|
|
{ // Our head just went under.
|
|
S_Sound (this, CHAN_VOICE, "*dive", 1, ATTN_NORM);
|
|
}
|
|
else if (oldlevel == 3 && waterlevel < 3)
|
|
{ // Our head just came up.
|
|
if (player->air_finished > level.time)
|
|
{ // We hadn't run out of air yet.
|
|
S_Sound (this, CHAN_VOICE, "*surface", 1, ATTN_NORM);
|
|
}
|
|
// If we were running out of air, then ResetAirSupply() will play *gasp.
|
|
}
|
|
}
|
|
return retval;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APlayerPawn :: ResetAirSupply
|
|
//
|
|
// Gives the player a full "tank" of air. If they had previously completely
|
|
// run out of air, also plays the *gasp sound. Returns true if the player
|
|
// was drowning.
|
|
//
|
|
//===========================================================================
|
|
|
|
bool APlayerPawn::ResetAirSupply (bool 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->air_finished = level.time + level.airsupply;
|
|
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;
|
|
|
|
// [GRB] Give inventory specified in DECORATE
|
|
player->health = GetDefault ()->health;
|
|
|
|
// HexenArmor must always be the first item in the inventory because
|
|
// it provides player class based protection that should not affect
|
|
// any other protection item.
|
|
fixed_t hx[5];
|
|
for(int i=0;i<5;i++)
|
|
{
|
|
hx[i] = GetClass()->Meta.GetMetaFixed(APMETA_Hexenarmor0+i);
|
|
}
|
|
GiveInventoryType (RUNTIME_CLASS(AHexenArmor));
|
|
AHexenArmor *harmor = FindInventory<AHexenArmor>();
|
|
harmor->Slots[4] = hx[0];
|
|
harmor->SlotsIncrement[0] = hx[1];
|
|
harmor->SlotsIncrement[1] = hx[2];
|
|
harmor->SlotsIncrement[2] = hx[3];
|
|
harmor->SlotsIncrement[3] = hx[4];
|
|
|
|
// BasicArmor must come right after that. It should not affect any
|
|
// other protection item as well but needs to process the damage
|
|
// before the HexenArmor does.
|
|
ABasicArmor *barmor = Spawn<ABasicArmor> (0,0,0, NO_REPLACE);
|
|
barmor->BecomeItem ();
|
|
barmor->SavePercent = 0;
|
|
barmor->Amount = 0;
|
|
AddInventory (barmor);
|
|
|
|
// Now add the items from the DECORATE definition
|
|
FDropItem *di = GetDropItems();
|
|
|
|
while (di)
|
|
{
|
|
const PClass *ti = PClass::FindClass (di->Name);
|
|
if (ti)
|
|
{
|
|
AInventory *item = FindInventory (ti);
|
|
if (item != NULL)
|
|
{
|
|
item->Amount = clamp<int>(
|
|
item->Amount + (di->amount ? di->amount : ((AInventory *)item->GetDefault ())->Amount),
|
|
0, item->MaxAmount);
|
|
}
|
|
else
|
|
{
|
|
item = static_cast<AInventory *>(Spawn (ti, 0,0,0, NO_REPLACE));
|
|
item->ItemFlags|=IF_IGNORESKILL; // no skill multiplicators here
|
|
item->Amount = di->amount;
|
|
if (item->IsKindOf (RUNTIME_CLASS (AWeapon)))
|
|
{
|
|
// To allow better control any weapon is emptied of
|
|
// ammo before being given to the player.
|
|
static_cast<AWeapon*>(item)->AmmoGive1 =
|
|
static_cast<AWeapon*>(item)->AmmoGive2 = 0;
|
|
}
|
|
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<AWeapon*>(item)->CheckAmmo(AWeapon::EitherFire, false))
|
|
{
|
|
player->ReadyWeapon = player->PendingWeapon = static_cast<AWeapon *> (item);
|
|
}
|
|
}
|
|
di = di->Next;
|
|
}
|
|
}
|
|
|
|
void APlayerPawn::MorphPlayerThink ()
|
|
{
|
|
}
|
|
|
|
void APlayerPawn::ActivateMorphWeapon ()
|
|
{
|
|
const PClass *morphweapon = PClass::FindClass (MorphWeapon);
|
|
player->PendingWeapon = WP_NOCHANGE;
|
|
player->psprites[ps_weapon].sy = WEAPONTOP;
|
|
|
|
if (morphweapon == NULL || !morphweapon->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
|
|
{ // No weapon at all while morphed!
|
|
player->ReadyWeapon = NULL;
|
|
P_SetPsprite (player, ps_weapon, NULL);
|
|
}
|
|
else
|
|
{
|
|
player->ReadyWeapon = static_cast<AWeapon *>(player->mo->FindInventory (morphweapon));
|
|
if (player->ReadyWeapon == NULL)
|
|
{
|
|
player->ReadyWeapon = static_cast<AWeapon *>(player->mo->GiveInventoryType (morphweapon));
|
|
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)
|
|
{
|
|
Super::Die (source, inflictor);
|
|
|
|
if (player != NULL && player->mo == this) player->bonuscount = 0;
|
|
|
|
if (player != NULL && player->mo != this)
|
|
{ // Make the real player die, too
|
|
player->mo->Die (source, inflictor);
|
|
}
|
|
else
|
|
{
|
|
if (player != NULL && (dmflags2 & DF2_YES_WEAPONDROP))
|
|
{ // Voodoo dolls don't drop weapons
|
|
AWeapon *weap = player->ReadyWeapon;
|
|
if (weap != NULL)
|
|
{
|
|
AInventory *item;
|
|
|
|
if (weap->SpawnState != NULL &&
|
|
weap->SpawnState != ::GetDefault<AActor>()->SpawnState)
|
|
{
|
|
item = P_DropItem (this, weap->GetClass(), -1, 256);
|
|
if (item != NULL)
|
|
{
|
|
if (weap->AmmoGive1 && weap->Ammo1)
|
|
{
|
|
static_cast<AWeapon *>(item)->AmmoGive1 = weap->Ammo1->Amount;
|
|
}
|
|
if (weap->AmmoGive2 && weap->Ammo2)
|
|
{
|
|
static_cast<AWeapon *>(item)->AmmoGive2 = weap->Ammo2->Amount;
|
|
}
|
|
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.flags2 & LEVEL2_DEATHSLIDESHOW))
|
|
{
|
|
F_StartSlideshow ();
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APlayerPawn :: TweakSpeeds
|
|
//
|
|
//===========================================================================
|
|
|
|
void APlayerPawn::TweakSpeeds (int &forward, int &side)
|
|
{
|
|
// Strife's player can't run when its healh is below 10
|
|
if (health <= RunHealth)
|
|
{
|
|
forward = clamp(forward, -0x1900, 0x1900);
|
|
side = clamp(side, -0x1800, 0x1800);
|
|
}
|
|
|
|
// [GRB]
|
|
if ((unsigned int)(forward + 0x31ff) < 0x63ff)
|
|
{
|
|
forward = FixedMul (forward, ForwardMove1);
|
|
}
|
|
else
|
|
{
|
|
forward = FixedMul (forward, ForwardMove2);
|
|
}
|
|
if ((unsigned int)(side + 0x27ff) < 0x4fff)
|
|
{
|
|
side = FixedMul (side, SideMove1);
|
|
}
|
|
else
|
|
{
|
|
side = FixedMul (side, SideMove2);
|
|
}
|
|
|
|
if (!player->morphTics && Inventory != NULL)
|
|
{
|
|
fixed_t factor = Inventory->GetSpeedFactor ();
|
|
forward = FixedMul(forward, factor);
|
|
side = FixedMul(side, factor);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_PlayerScream
|
|
//
|
|
// try to find the appropriate death sound and use suitable
|
|
// replacements if necessary
|
|
//
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_PlayerScream)
|
|
{
|
|
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;
|
|
}
|
|
|
|
// Handle the different player death screams
|
|
if ((((level.flags >> 15) | (dmflags)) &
|
|
(DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX)) &&
|
|
self->velz <= -39*FRACUNIT)
|
|
{
|
|
sound = S_FindSkinnedSound (self, "*splat");
|
|
chan = CHAN_BODY;
|
|
}
|
|
|
|
if (!sound && self->special1<10)
|
|
{ // Wimpy death sound
|
|
sound = S_FindSkinnedSoundEx (self, "*wimpydeath", self->player->LastDamageType);
|
|
}
|
|
if (!sound && self->health <= -50)
|
|
{
|
|
if (self->health > -100)
|
|
{ // Crazy death sound
|
|
sound = S_FindSkinnedSoundEx (self, "*crazydeath", self->player->LastDamageType);
|
|
}
|
|
if (!sound)
|
|
{ // Extreme death sound
|
|
sound = S_FindSkinnedSoundEx (self, "*xdeath", self->player->LastDamageType);
|
|
if (!sound)
|
|
{
|
|
sound = S_FindSkinnedSoundEx (self, "*gibbed", self->player->LastDamageType);
|
|
chan = CHAN_BODY;
|
|
}
|
|
}
|
|
}
|
|
if (!sound)
|
|
{ // Normal death sound
|
|
sound = S_FindSkinnedSoundEx (self, "*death", self->player->LastDamageType);
|
|
}
|
|
|
|
if (chan != CHAN_VOICE)
|
|
{
|
|
for (int i = 0; i < 8; ++i)
|
|
{ // Stop most playing sounds from this player.
|
|
// This is mainly to stop *land from messing up *splat.
|
|
if (i != CHAN_WEAPON && i != CHAN_VOICE)
|
|
{
|
|
S_StopSound (self, i);
|
|
}
|
|
}
|
|
}
|
|
S_Sound (self, chan, sound, 1, ATTN_NORM);
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC A_SkullPop
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullPop)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_CLASS(spawntype, 0);
|
|
|
|
APlayerPawn *mo;
|
|
player_t *player;
|
|
|
|
// [GRB] Parameterized version
|
|
if (!spawntype || !spawntype->IsDescendantOf (RUNTIME_CLASS (APlayerChunk)))
|
|
{
|
|
spawntype = PClass::FindClass("BloodySkull");
|
|
if (spawntype == NULL) return;
|
|
}
|
|
|
|
self->flags &= ~MF_SOLID;
|
|
mo = (APlayerPawn *)Spawn (spawntype, self->x, self->y, self->z + 48*FRACUNIT, NO_REPLACE);
|
|
//mo->target = self;
|
|
mo->velx = pr_skullpop.Random2() << 9;
|
|
mo->vely = pr_skullpop.Random2() << 9;
|
|
mo->velz = 2*FRACUNIT + (pr_skullpop() << 6);
|
|
// Attach player mobj to bloody skull
|
|
player = self->player;
|
|
self->player = NULL;
|
|
mo->ObtainInventory (self);
|
|
mo->player = player;
|
|
mo->health = self->health;
|
|
mo->angle = self->angle;
|
|
if (player != NULL)
|
|
{
|
|
player->mo = mo;
|
|
if (player->camera == self)
|
|
{
|
|
player->camera = mo;
|
|
}
|
|
player->damagecount = 32;
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC A_CheckSkullDone
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_CheckPlayerDone)
|
|
{
|
|
if (self->player == NULL)
|
|
{
|
|
self->Destroy ();
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// P_CheckPlayerSprites
|
|
//
|
|
// Here's the place where crouching sprites are handled
|
|
// This must be called each frame before rendering
|
|
//
|
|
//===========================================================================
|
|
|
|
void P_CheckPlayerSprites()
|
|
{
|
|
for(int i=0; i<MAXPLAYERS; i++)
|
|
{
|
|
player_t * player = &players[i];
|
|
APlayerPawn * mo = player->mo;
|
|
|
|
if (playeringame[i] && mo != NULL)
|
|
{
|
|
int crouchspriteno;
|
|
fixed_t defscaleY = mo->GetDefault()->scaleY;
|
|
fixed_t defscaleX = mo->GetDefault()->scaleX;
|
|
|
|
if (player->userinfo.skin != 0 && !(player->mo->flags4 & MF4_NOSKIN))
|
|
{
|
|
defscaleY = skins[player->userinfo.skin].ScaleY;
|
|
defscaleX = skins[player->userinfo.skin].ScaleX;
|
|
}
|
|
|
|
// Set the crouch sprite
|
|
if (player->crouchfactor < FRACUNIT*3/4)
|
|
{
|
|
|
|
if (mo->sprite == mo->SpawnState->sprite || mo->sprite == mo->crouchsprite)
|
|
{
|
|
crouchspriteno = mo->crouchsprite;
|
|
}
|
|
else if (!(player->mo->flags4 & MF4_NOSKIN) &&
|
|
(mo->sprite == skins[player->userinfo.skin].sprite ||
|
|
mo->sprite == skins[player->userinfo.skin].crouchsprite))
|
|
{
|
|
crouchspriteno = skins[player->userinfo.skin].crouchsprite;
|
|
}
|
|
else
|
|
{
|
|
// no sprite -> squash the existing one
|
|
crouchspriteno = -1;
|
|
}
|
|
|
|
if (crouchspriteno > 0)
|
|
{
|
|
mo->sprite = crouchspriteno;
|
|
mo->scaleY = defscaleY;
|
|
}
|
|
else if (player->playerstate != PST_DEAD)
|
|
{
|
|
mo->scaleY = player->crouchfactor < FRACUNIT*3/4 ? defscaleY/2 : defscaleY;
|
|
}
|
|
}
|
|
else // Set the normal sprite
|
|
{
|
|
if (mo->sprite == mo->crouchsprite)
|
|
{
|
|
mo->sprite = mo->SpawnState->sprite;
|
|
}
|
|
else if (mo->sprite == skins[player->userinfo.skin].crouchsprite)
|
|
{
|
|
mo->sprite = skins[player->userinfo.skin].sprite;
|
|
}
|
|
mo->scaleY = defscaleY;
|
|
}
|
|
mo->scaleX = defscaleX;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
=
|
|
= P_Thrust
|
|
=
|
|
= moves the given origin along a given angle
|
|
=
|
|
==================
|
|
*/
|
|
|
|
void P_SideThrust (player_t *player, angle_t angle, fixed_t move)
|
|
{
|
|
angle = (angle - ANGLE_90) >> ANGLETOFINESHIFT;
|
|
|
|
player->mo->velx += FixedMul (move, finecosine[angle]);
|
|
player->mo->vely += FixedMul (move, finesine[angle]);
|
|
}
|
|
|
|
void P_ForwardThrust (player_t *player, angle_t angle, fixed_t move)
|
|
{
|
|
angle >>= ANGLETOFINESHIFT;
|
|
|
|
if ((player->mo->waterlevel || (player->mo->flags & MF_NOGRAVITY))
|
|
&& player->mo->pitch != 0)
|
|
{
|
|
angle_t pitch = (angle_t)player->mo->pitch >> ANGLETOFINESHIFT;
|
|
fixed_t zpush = FixedMul (move, finesine[pitch]);
|
|
if (player->mo->waterlevel && player->mo->waterlevel < 2 && zpush < 0)
|
|
zpush = 0;
|
|
player->mo->velz -= zpush;
|
|
move = FixedMul (move, finecosine[pitch]);
|
|
}
|
|
player->mo->velx += FixedMul (move, finecosine[angle]);
|
|
player->mo->vely += 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->velx += FixedMul(move, finecosine[angle]);
|
|
player->vely += FixedMul(move, finesine[angle]);
|
|
}
|
|
|
|
/*
|
|
==================
|
|
=
|
|
= P_CalcHeight
|
|
=
|
|
=
|
|
Calculate the walking / running height adjustment
|
|
=
|
|
==================
|
|
*/
|
|
|
|
void P_CalcHeight (player_t *player)
|
|
{
|
|
int angle;
|
|
fixed_t bob;
|
|
bool still = false;
|
|
|
|
// Regular movement bobbing
|
|
// (needs to be calculated for gun swing even if not on ground)
|
|
|
|
// killough 10/98: Make bobbing depend only on player-applied motion.
|
|
//
|
|
// Note: don't reduce bobbing here if on ice: if you reduce bobbing here,
|
|
// it causes bobbing jerkiness when the player moves from ice to non-ice,
|
|
// and vice-versa.
|
|
|
|
if ((player->mo->flags & MF_NOGRAVITY) && !onground)
|
|
{
|
|
player->bob = FRACUNIT / 2;
|
|
}
|
|
else
|
|
{
|
|
player->bob = DMulScale16 (player->velx, player->velx, player->vely, player->vely);
|
|
if (player->bob == 0)
|
|
{
|
|
still = true;
|
|
}
|
|
else
|
|
{
|
|
player->bob = FixedMul (player->bob, player->userinfo.MoveBob);
|
|
|
|
if (player->bob > MAXBOB)
|
|
player->bob = MAXBOB;
|
|
}
|
|
}
|
|
|
|
fixed_t defaultviewheight = player->mo->ViewHeight + player->crouchviewdelta;
|
|
|
|
if (player->cheats & CF_NOVELOCITY)
|
|
{
|
|
player->viewz = player->mo->z + defaultviewheight;
|
|
|
|
if (player->viewz > player->mo->ceilingz-4*FRACUNIT)
|
|
player->viewz = player->mo->ceilingz-4*FRACUNIT;
|
|
|
|
return;
|
|
}
|
|
|
|
if (still)
|
|
{
|
|
if (player->health > 0)
|
|
{
|
|
angle = DivScale13 (level.time, 120*TICRATE/35) & FINEMASK;
|
|
bob = FixedMul (player->userinfo.StillBob, finesine[angle]);
|
|
}
|
|
else
|
|
{
|
|
bob = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// DivScale 13 because FINEANGLES == (1<<13)
|
|
angle = DivScale13 (level.time, 20*TICRATE/35) & FINEMASK;
|
|
bob = FixedMul (player->bob>>(player->mo->waterlevel > 1 ? 2 : 1), finesine[angle]);
|
|
}
|
|
|
|
// move viewheight
|
|
if (player->playerstate == PST_LIVE)
|
|
{
|
|
player->viewheight += player->deltaviewheight;
|
|
|
|
if (player->viewheight > defaultviewheight)
|
|
{
|
|
player->viewheight = defaultviewheight;
|
|
player->deltaviewheight = 0;
|
|
}
|
|
else if (player->viewheight < (defaultviewheight>>1))
|
|
{
|
|
player->viewheight = defaultviewheight>>1;
|
|
if (player->deltaviewheight <= 0)
|
|
player->deltaviewheight = 1;
|
|
}
|
|
|
|
if (player->deltaviewheight)
|
|
{
|
|
player->deltaviewheight += FRACUNIT/4;
|
|
if (!player->deltaviewheight)
|
|
player->deltaviewheight = 1;
|
|
}
|
|
}
|
|
|
|
if (player->morphTics)
|
|
{
|
|
bob = 0;
|
|
}
|
|
player->viewz = player->mo->z + player->viewheight + bob;
|
|
if (player->mo->floorclip && player->playerstate != PST_DEAD
|
|
&& player->mo->z <= player->mo->floorz)
|
|
{
|
|
player->viewz -= player->mo->floorclip;
|
|
}
|
|
if (player->viewz > player->mo->ceilingz - 4*FRACUNIT)
|
|
{
|
|
player->viewz = player->mo->ceilingz - 4*FRACUNIT;
|
|
}
|
|
if (player->viewz < player->mo->floorz + 4*FRACUNIT)
|
|
{
|
|
player->viewz = player->mo->floorz + 4*FRACUNIT;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
=
|
|
= P_MovePlayer
|
|
=
|
|
=================
|
|
*/
|
|
CUSTOM_CVAR (Float, sv_aircontrol, 0.00390625f, CVAR_SERVERINFO|CVAR_NOSAVE)
|
|
{
|
|
level.aircontrol = (fixed_t)(self * 65536.f);
|
|
G_AirControlChanged ();
|
|
}
|
|
|
|
void P_MovePlayer (player_t *player)
|
|
{
|
|
ticcmd_t *cmd = &player->cmd;
|
|
APlayerPawn *mo = player->mo;
|
|
|
|
// [RH] 180-degree turn overrides all other yaws
|
|
if (player->turnticks)
|
|
{
|
|
player->turnticks--;
|
|
mo->angle += (ANGLE_180 / TURN180_TICKS);
|
|
}
|
|
else
|
|
{
|
|
mo->angle += cmd->ucmd.yaw << 16;
|
|
}
|
|
|
|
onground = (mo->z <= mo->floorz) || (mo->flags2 & MF2_ONMOBJ) || (mo->BounceFlags & BOUNCE_MBF);
|
|
|
|
// killough 10/98:
|
|
//
|
|
// We must apply thrust to the player and bobbing separately, to avoid
|
|
// anomalies. The thrust applied to bobbing is always the same strength on
|
|
// ice, because the player still "works just as hard" to move, while the
|
|
// thrust applied to the movement varies with 'movefactor'.
|
|
|
|
if (cmd->ucmd.forwardmove | cmd->ucmd.sidemove)
|
|
{
|
|
fixed_t forwardmove, sidemove;
|
|
int bobfactor;
|
|
int friction, movefactor;
|
|
int fm, sm;
|
|
|
|
movefactor = P_GetMoveFactor (mo, &friction);
|
|
bobfactor = friction < ORIG_FRICTION ? movefactor : ORIG_FRICTION_FACTOR;
|
|
if (!onground && !(player->mo->flags & MF_NOGRAVITY) && !player->mo->waterlevel)
|
|
{
|
|
// [RH] allow very limited movement if not on ground.
|
|
movefactor = FixedMul (movefactor, level.aircontrol);
|
|
bobfactor = FixedMul (bobfactor, level.aircontrol);
|
|
}
|
|
|
|
fm = cmd->ucmd.forwardmove;
|
|
sm = cmd->ucmd.sidemove;
|
|
mo->TweakSpeeds (fm, sm);
|
|
fm = FixedMul (fm, player->mo->Speed);
|
|
sm = FixedMul (sm, player->mo->Speed);
|
|
|
|
// When crouching speed and bobbing have to be reduced
|
|
if (player->morphTics==0 && player->crouchfactor != FRACUNIT)
|
|
{
|
|
fm = FixedMul(fm, player->crouchfactor);
|
|
sm = FixedMul(sm, player->crouchfactor);
|
|
bobfactor = FixedMul(bobfactor, player->crouchfactor);
|
|
}
|
|
|
|
forwardmove = Scale (fm, movefactor * 35, TICRATE << 8);
|
|
sidemove = Scale (sm, movefactor * 35, TICRATE << 8);
|
|
|
|
if (forwardmove)
|
|
{
|
|
P_Bob (player, mo->angle, (cmd->ucmd.forwardmove * bobfactor) >> 8);
|
|
P_ForwardThrust (player, mo->angle, forwardmove);
|
|
}
|
|
if (sidemove)
|
|
{
|
|
P_Bob (player, mo->angle-ANG90, (cmd->ucmd.sidemove * bobfactor) >> 8);
|
|
P_SideThrust (player, mo->angle, sidemove);
|
|
}
|
|
|
|
if (debugfile)
|
|
{
|
|
fprintf (debugfile, "move player for pl %d%c: (%d,%d,%d) (%d,%d) %d %d w%d [", 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|sidemove))
|
|
{
|
|
player->mo->PlayRunning ();
|
|
}
|
|
|
|
if (player->cheats & CF_REVERTPLEASE)
|
|
{
|
|
player->cheats &= ~CF_REVERTPLEASE;
|
|
player->camera = player->mo;
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// P_FallingDamage
|
|
//
|
|
//==========================================================================
|
|
|
|
void P_FallingDamage (AActor *actor)
|
|
{
|
|
int damagestyle;
|
|
int damage;
|
|
fixed_t vel;
|
|
|
|
damagestyle = ((level.flags >> 15) | (dmflags)) &
|
|
(DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX);
|
|
|
|
if (damagestyle == 0)
|
|
return;
|
|
|
|
if (actor->floorsector->Flags & SECF_NOFALLINGDAMAGE)
|
|
return;
|
|
|
|
vel = abs(actor->velz);
|
|
|
|
// 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*FRACUNIT)
|
|
{ // Not fast enough to hurt
|
|
return;
|
|
}
|
|
if (vel >= 63*FRACUNIT)
|
|
{ // automatic death
|
|
damage = 1000000;
|
|
}
|
|
else
|
|
{
|
|
vel = FixedMul (vel, 16*FRACUNIT/23);
|
|
damage = ((FixedMul (vel, vel) / 10) >> FRACBITS) - 24;
|
|
if (actor->velz > -39*FRACUNIT && damage > actor->health
|
|
&& actor->health != 1)
|
|
{ // No-death threshold
|
|
damage = actor->health-1;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case DF_FORCE_FALLINGZD: // ZDoom falling damage
|
|
if (vel <= 19*FRACUNIT)
|
|
{ // Not fast enough to hurt
|
|
return;
|
|
}
|
|
if (vel >= 84*FRACUNIT)
|
|
{ // automatic death
|
|
damage = 1000000;
|
|
}
|
|
else
|
|
{
|
|
damage = ((MulScale23 (vel, vel*11) >> FRACBITS) - 30) / 2;
|
|
if (damage < 1)
|
|
{
|
|
damage = 1;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case DF_FORCE_FALLINGST: // Strife falling damage
|
|
if (vel <= 20*FRACUNIT)
|
|
{ // Not fast enough to hurt
|
|
return;
|
|
}
|
|
// The minimum amount of damage you take from falling in Strife
|
|
// is 52. Ouch!
|
|
damage = vel / 25000;
|
|
break;
|
|
|
|
default:
|
|
return;
|
|
}
|
|
|
|
if (actor->player)
|
|
{
|
|
S_Sound (actor, CHAN_AUTO, "*land", 1, ATTN_NORM);
|
|
P_NoiseAlert (actor, actor, true);
|
|
if (damage == 1000000 && (actor->player->cheats & (CF_GODMODE | CF_BUDDHA)))
|
|
{
|
|
damage = 999;
|
|
}
|
|
}
|
|
P_DamageMobj (actor, NULL, NULL, damage, NAME_Falling);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// P_DeathThink
|
|
//
|
|
//==========================================================================
|
|
|
|
void P_DeathThink (player_t *player)
|
|
{
|
|
int dir;
|
|
angle_t delta;
|
|
int lookDelta;
|
|
|
|
P_MovePsprites (player);
|
|
|
|
onground = (player->mo->z <= player->mo->floorz);
|
|
if (player->mo->IsKindOf (RUNTIME_CLASS(APlayerChunk)))
|
|
{ // Flying bloody skull or flying ice chunk
|
|
player->viewheight = 6 * FRACUNIT;
|
|
player->deltaviewheight = 0;
|
|
if (onground)
|
|
{
|
|
if (player->mo->pitch > -(int)ANGLE_1*19)
|
|
{
|
|
lookDelta = (-(int)ANGLE_1*19 - player->mo->pitch) / 8;
|
|
player->mo->pitch += lookDelta;
|
|
}
|
|
}
|
|
}
|
|
else if (!(player->mo->flags & MF_ICECORPSE))
|
|
{ // Fall to ground (if not frozen)
|
|
player->deltaviewheight = 0;
|
|
if (player->viewheight > 6*FRACUNIT)
|
|
{
|
|
player->viewheight -= FRACUNIT;
|
|
}
|
|
if (player->viewheight < 6*FRACUNIT)
|
|
{
|
|
player->viewheight = 6*FRACUNIT;
|
|
}
|
|
if (player->mo->pitch < 0)
|
|
{
|
|
player->mo->pitch += ANGLE_1*3;
|
|
}
|
|
else if (player->mo->pitch > 0)
|
|
{
|
|
player->mo->pitch -= ANGLE_1*3;
|
|
}
|
|
if (abs(player->mo->pitch) < ANGLE_1*3)
|
|
{
|
|
player->mo->pitch = 0;
|
|
}
|
|
}
|
|
P_CalcHeight (player);
|
|
|
|
if (player->attacker && player->attacker != player->mo)
|
|
{ // Watch killer
|
|
dir = P_FaceMobj (player->mo, player->attacker, &delta);
|
|
if (delta < ANGLE_1*10)
|
|
{ // Looking at killer, so fade damage and poison counters
|
|
if (player->damagecount)
|
|
{
|
|
player->damagecount--;
|
|
}
|
|
if (player->poisoncount)
|
|
{
|
|
player->poisoncount--;
|
|
}
|
|
}
|
|
delta /= 8;
|
|
if (delta > ANGLE_1*5)
|
|
{
|
|
delta = ANGLE_1*5;
|
|
}
|
|
if (dir)
|
|
{ // Turn clockwise
|
|
player->mo->angle += delta;
|
|
}
|
|
else
|
|
{ // Turn counter clockwise
|
|
player->mo->angle -= delta;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (player->damagecount)
|
|
{
|
|
player->damagecount--;
|
|
}
|
|
if (player->poisoncount)
|
|
{
|
|
player->poisoncount--;
|
|
}
|
|
}
|
|
|
|
if ((player->cmd.ucmd.buttons & BT_USE ||
|
|
((multiplayer || alwaysapplydmflags) && (dmflags & DF_FORCE_RESPAWN))) && !(dmflags2 & DF2_NO_RESPAWN))
|
|
{
|
|
if (level.time >= player->respawn_time || ((player->cmd.ucmd.buttons & BT_USE) && !player->isbot))
|
|
{
|
|
player->cls = NULL; // Force a new class if the player is using a random class
|
|
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)
|
|
{
|
|
fixed_t defaultheight = player->mo->GetDefault()->height;
|
|
fixed_t savedheight = player->mo->height;
|
|
fixed_t crouchspeed = direction * CROUCHSPEED;
|
|
fixed_t oldheight = player->viewheight;
|
|
|
|
player->crouchdir = (signed char) direction;
|
|
player->crouchfactor += crouchspeed;
|
|
|
|
// check whether the move is ok
|
|
player->mo->height = FixedMul(defaultheight, player->crouchfactor);
|
|
if (!P_TryMove(player->mo, player->mo->x, player->mo->y, false, NULL))
|
|
{
|
|
player->mo->height = savedheight;
|
|
if (direction > 0)
|
|
{
|
|
// doesn't fit
|
|
player->crouchfactor -= crouchspeed;
|
|
return;
|
|
}
|
|
}
|
|
player->mo->height = savedheight;
|
|
|
|
player->crouchfactor = clamp<fixed_t>(player->crouchfactor, FRACUNIT/2, FRACUNIT);
|
|
player->viewheight = FixedMul(player->mo->ViewHeight, player->crouchfactor);
|
|
player->crouchviewdelta = player->viewheight - player->mo->ViewHeight;
|
|
|
|
// Check for eyes going above/below fake floor due to crouching motion.
|
|
P_CheckFakeFloorTriggers(player->mo, player->mo->z + oldheight, true);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_PlayerThink
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void P_PlayerThink (player_t *player)
|
|
{
|
|
ticcmd_t *cmd;
|
|
|
|
if (player->mo == NULL)
|
|
{
|
|
I_Error ("No player %td start\n", player - players + 1);
|
|
}
|
|
|
|
if (debugfile && !(player->cheats & CF_PREDICTING))
|
|
{
|
|
fprintf (debugfile, "tic %d for pl %td: (%d, %d, %d, %u) b:%02x p:%d y:%d f:%d s:%d u:%d\n",
|
|
gametic, player-players, player->mo->x, player->mo->y, player->mo->z,
|
|
player->mo->angle>>ANGLETOFINESHIFT, player->cmd.ucmd.buttons,
|
|
player->cmd.ucmd.pitch, player->cmd.ucmd.yaw, player->cmd.ucmd.forwardmove,
|
|
player->cmd.ucmd.sidemove, player->cmd.ucmd.upmove);
|
|
}
|
|
|
|
// [RH] Zoom the player's FOV
|
|
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 top prevent G_AddViewAngle/G_AddViewPitch
|
|
// from scaling with the FOV scale.
|
|
desired *= fabs(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--;
|
|
}
|
|
// No-clip cheat
|
|
if (player->cheats & CF_NOCLIP || (player->mo->GetDefault()->flags & MF_NOCLIP))
|
|
{
|
|
player->mo->flags |= MF_NOCLIP;
|
|
}
|
|
else
|
|
{
|
|
player->mo->flags &= ~MF_NOCLIP;
|
|
}
|
|
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 = (player->cheats & CF_TOTALLYFROZEN || gamestate == GS_TITLELEVEL ||
|
|
(( level.flags2 & LEVEL2_FROZEN ) && ( player == NULL || !( player->cheats & CF_TIMEFREEZE )))
|
|
);
|
|
|
|
// [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->morphTics == 0 && 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 < FRACUNIT &&
|
|
player->mo->z + player->mo->height < player->mo->ceilingz)
|
|
{
|
|
P_CrouchMove(player, 1);
|
|
}
|
|
else if (crouchdir == -1 && player->crouchfactor > FRACUNIT/2)
|
|
{
|
|
P_CrouchMove(player, -1);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
player->Uncrouch();
|
|
}
|
|
|
|
player->crouchoffset = -FixedMul(player->mo->ViewHeight, (FRACUNIT - player->crouchfactor));
|
|
|
|
|
|
if (player->playerstate == PST_DEAD)
|
|
{
|
|
player->Uncrouch();
|
|
P_DeathThink (player);
|
|
return;
|
|
}
|
|
if (player->jumpTics)
|
|
{
|
|
player->jumpTics--;
|
|
}
|
|
if (player->morphTics && !(player->cheats & CF_PREDICTING))
|
|
{
|
|
player->mo->MorphPlayerThink ();
|
|
}
|
|
|
|
// [RH] Look up/down stuff
|
|
if (!level.IsFreelookAllowed())
|
|
{
|
|
player->mo->pitch = 0;
|
|
}
|
|
else
|
|
{
|
|
int look = cmd->ucmd.pitch << 16;
|
|
|
|
// The player's view pitch is clamped between -32 and +56 degrees,
|
|
// which translates to about half a screen height up and (more than)
|
|
// one full screen height down from straight ahead when view panning
|
|
// is used.
|
|
if (look)
|
|
{
|
|
if (look == -32768 << 16)
|
|
{ // center view
|
|
player->mo->pitch = 0;
|
|
}
|
|
else
|
|
{
|
|
player->mo->pitch -= look;
|
|
if (look > 0)
|
|
{ // look up
|
|
player->mo->pitch = MAX(player->mo->pitch, screen->GetMaxViewPitch(false));
|
|
}
|
|
else
|
|
{ // look down
|
|
player->mo->pitch = MIN(player->mo->pitch, screen->GetMaxViewPitch(true));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// [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->velz = 4*FRACUNIT;
|
|
}
|
|
else if (player->mo->flags & MF_NOGRAVITY)
|
|
{
|
|
player->mo->velz = 3*FRACUNIT;
|
|
}
|
|
else if (level.IsJumpingAllowed() && onground && !player->jumpTics)
|
|
{
|
|
fixed_t 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->velz += jumpvelz;
|
|
S_Sound (player->mo, CHAN_BODY, "*jump", 1, ATTN_NORM);
|
|
player->mo->flags2 &= ~MF2_ONMOBJ;
|
|
player->jumpTics = 18*TICRATE/35;
|
|
}
|
|
}
|
|
|
|
if (cmd->ucmd.upmove == -32768)
|
|
{ // Only land if in the air
|
|
if ((player->mo->flags & MF_NOGRAVITY) && player->mo->waterlevel < 2)
|
|
{
|
|
//player->mo->flags2 &= ~MF2_FLY;
|
|
player->mo->flags &= ~MF_NOGRAVITY;
|
|
}
|
|
}
|
|
else if (cmd->ucmd.upmove != 0)
|
|
{
|
|
// Clamp the speed to some reasonable maximum.
|
|
int magnitude = abs (cmd->ucmd.upmove);
|
|
if (magnitude > 0x300)
|
|
{
|
|
cmd->ucmd.upmove = ksgn (cmd->ucmd.upmove) * 0x300;
|
|
}
|
|
if (player->mo->waterlevel >= 2 || (player->mo->flags2 & MF2_FLY))
|
|
{
|
|
player->mo->velz = cmd->ucmd.upmove << 9;
|
|
if (player->mo->waterlevel < 2 && !(player->mo->flags & MF_NOGRAVITY))
|
|
{
|
|
player->mo->flags2 |= MF2_FLY;
|
|
player->mo->flags |= MF_NOGRAVITY;
|
|
if (player->mo->velz <= -39*FRACUNIT)
|
|
{ // Stop falling scream
|
|
S_StopSound (player->mo, CHAN_VOICE);
|
|
}
|
|
}
|
|
}
|
|
else if (cmd->ucmd.upmove > 0 && !(player->cheats & CF_PREDICTING))
|
|
{
|
|
AInventory *fly = player->mo->FindInventory (NAME_ArtiFly);
|
|
if (fly != NULL)
|
|
{
|
|
player->mo->UseInventory (fly);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
P_CalcHeight (player);
|
|
|
|
if (!(player->cheats & CF_PREDICTING))
|
|
{
|
|
P_PlayerOnSpecial3DFloor (player);
|
|
if (player->mo->Sector->special || player->mo->Sector->damage)
|
|
{
|
|
P_PlayerInSpecialSector (player);
|
|
}
|
|
P_PlayerOnSpecialFlat (player, P_GetThingFloorType (player->mo));
|
|
if (player->mo->velz <= -35*FRACUNIT &&
|
|
player->mo->velz >= -40*FRACUNIT && !player->morphTics &&
|
|
player->mo->waterlevel == 0)
|
|
{
|
|
int id = S_FindSkinnedSound (player->mo, "*falling");
|
|
if (id != 0 && !S_IsActorPlayingSomething (player->mo, CHAN_VOICE, id))
|
|
{
|
|
S_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 & 31) && player->hazardcount > 16*TICRATE)
|
|
P_DamageMobj (player->mo, NULL, NULL, 5, NAME_Slime);
|
|
}
|
|
|
|
if (player->poisoncount && !(level.time & 15))
|
|
{
|
|
player->poisoncount -= 5;
|
|
if (player->poisoncount < 0)
|
|
{
|
|
player->poisoncount = 0;
|
|
}
|
|
P_PoisonDamage (player, player->poisoner, 1, true);
|
|
}
|
|
|
|
// [BC] Apply regeneration.
|
|
if (( level.time & 31 ) == 0 && ( player->cheats & CF_REGENERATION ) && ( player->health ))
|
|
{
|
|
if ( P_GiveBody( player->mo, 5 ))
|
|
{
|
|
S_Sound(player->mo, CHAN_ITEM, "*regenerate", 1, ATTN_NORM );
|
|
}
|
|
}
|
|
|
|
// Apply degeneration.
|
|
if (dmflags2 & DF2_YES_DEGENERATION)
|
|
{
|
|
if ((level.time % TICRATE) == 0 && player->health > deh.MaxHealth)
|
|
{
|
|
if (player->health - 5 < deh.MaxHealth)
|
|
player->health = deh.MaxHealth;
|
|
else
|
|
player->health--;
|
|
|
|
player->mo->health = player->health;
|
|
}
|
|
}
|
|
|
|
// Handle air supply
|
|
//if (level.airsupply > 0)
|
|
{
|
|
if (player->mo->waterlevel < 3 ||
|
|
(player->mo->flags2 & MF2_INVULNERABLE) ||
|
|
(player->cheats & CF_GODMODE))
|
|
{
|
|
player->mo->ResetAirSupply ();
|
|
}
|
|
else if (player->air_finished <= level.time && !(level.time & 31))
|
|
{
|
|
P_DamageMobj (player->mo, NULL, NULL, 2 + ((level.time-player->air_finished)/TICRATE), NAME_Drowning);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void P_PredictPlayer (player_t *player)
|
|
{
|
|
int maxtic;
|
|
|
|
if (cl_noprediction ||
|
|
singletics ||
|
|
demoplayback ||
|
|
player->mo == NULL ||
|
|
player != &players[consoleplayer] ||
|
|
player->playerstate != PST_LIVE ||
|
|
!netgame ||
|
|
/*player->morphTics ||*/
|
|
(player->cheats & CF_PREDICTING))
|
|
{
|
|
return;
|
|
}
|
|
|
|
maxtic = maketic;
|
|
|
|
if (gametic == maxtic)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Save original values for restoration later
|
|
PredictionPlayerBackup = *player;
|
|
|
|
AActor *act = player->mo;
|
|
memcpy (PredictionActorBackup, &act->x, sizeof(AActor)-((BYTE *)&act->x-(BYTE *)act));
|
|
|
|
act->flags &= ~MF_PICKUP;
|
|
act->flags2 &= ~MF2_PUSHWALL;
|
|
player->cheats |= CF_PREDICTING;
|
|
|
|
// The ordering of the touching_sectorlist needs to remain unchanged
|
|
msecnode_t *mnode = act->touching_sectorlist;
|
|
PredictionTouchingSectorsBackup.Clear ();
|
|
|
|
while (mnode != NULL)
|
|
{
|
|
PredictionTouchingSectorsBackup.Push (mnode->m_sector);
|
|
mnode = mnode->m_tnext;
|
|
}
|
|
|
|
// Blockmap ordering also needs to stay the same, so unlink the block nodes
|
|
// without releasing them. (They will be used again in P_UnpredictPlayer).
|
|
FBlockNode *block = act->BlockNode;
|
|
|
|
while (block != NULL)
|
|
{
|
|
if (block->NextActor != NULL)
|
|
{
|
|
block->NextActor->PrevActor = block->PrevActor;
|
|
}
|
|
*(block->PrevActor) = block->NextActor;
|
|
block = block->NextBlock;
|
|
}
|
|
act->BlockNode = NULL;
|
|
|
|
for (int i = gametic; i < maxtic; ++i)
|
|
{
|
|
player->cmd = localcmds[i % LOCALCMDTICS];
|
|
P_PlayerThink (player);
|
|
player->mo->Tick ();
|
|
}
|
|
}
|
|
|
|
extern msecnode_t *P_AddSecnode (sector_t *s, AActor *thing, msecnode_t *nextnode);
|
|
|
|
void P_UnPredictPlayer ()
|
|
{
|
|
player_t *player = &players[consoleplayer];
|
|
|
|
if (player->cheats & CF_PREDICTING)
|
|
{
|
|
AActor *act = player->mo;
|
|
|
|
*player = PredictionPlayerBackup;
|
|
|
|
act->UnlinkFromWorld ();
|
|
memcpy (&act->x, PredictionActorBackup, sizeof(AActor)-((BYTE *)&act->x-(BYTE *)act));
|
|
|
|
// Make the sector_list match the player's touching_sectorlist before it got predicted.
|
|
P_DelSeclist (sector_list);
|
|
sector_list = NULL;
|
|
for (unsigned int i = PredictionTouchingSectorsBackup.Size (); i-- > 0; )
|
|
{
|
|
sector_list = P_AddSecnode (PredictionTouchingSectorsBackup[i], act, sector_list);
|
|
}
|
|
|
|
// The blockmap ordering needs to remain unchanged, too. Right now, act has the right
|
|
// pointers, so temporarily set its MF_NOBLOCKMAP flag so that LinkToWorld() does not
|
|
// mess with them.
|
|
act->flags |= MF_NOBLOCKMAP;
|
|
act->LinkToWorld ();
|
|
act->flags &= ~MF_NOBLOCKMAP;
|
|
|
|
// Now fix the pointers in the blocknode chain
|
|
FBlockNode *block = act->BlockNode;
|
|
|
|
while (block != NULL)
|
|
{
|
|
*(block->PrevActor) = block;
|
|
if (block->NextActor != NULL)
|
|
{
|
|
block->NextActor->PrevActor = &block->NextActor;
|
|
}
|
|
block = block->NextBlock;
|
|
}
|
|
}
|
|
}
|
|
|
|
void player_t::Serialize (FArchive &arc)
|
|
{
|
|
int i;
|
|
|
|
arc << cls
|
|
<< mo
|
|
<< camera
|
|
<< playerstate
|
|
<< cmd
|
|
<< userinfo
|
|
<< DesiredFOV << FOV
|
|
<< viewz
|
|
<< viewheight
|
|
<< deltaviewheight
|
|
<< bob
|
|
<< velx
|
|
<< vely
|
|
<< centering
|
|
<< health
|
|
<< inventorytics
|
|
<< backpack
|
|
<< fragcount
|
|
<< spreecount
|
|
<< multicount
|
|
<< lastkilltime
|
|
<< ReadyWeapon << PendingWeapon
|
|
<< cheats
|
|
<< refire
|
|
<< inconsistant
|
|
<< killcount
|
|
<< itemcount
|
|
<< secretcount
|
|
<< damagecount
|
|
<< bonuscount
|
|
<< hazardcount
|
|
<< poisoncount
|
|
<< poisoner
|
|
<< attacker
|
|
<< extralight;
|
|
if (SaveVersion < 1858)
|
|
{
|
|
int fixedmap;
|
|
arc << fixedmap;
|
|
fixedcolormap = NOFIXEDCOLORMAP;
|
|
fixedlightlevel = -1;
|
|
if (fixedmap >= NUMCOLORMAPS)
|
|
{
|
|
fixedcolormap = fixedmap - NUMCOLORMAPS;
|
|
}
|
|
else if (fixedmap > 0)
|
|
{
|
|
fixedlightlevel = fixedmap;
|
|
}
|
|
}
|
|
else if (SaveVersion < 1893)
|
|
{
|
|
int ll;
|
|
arc << fixedcolormap << ll;
|
|
fixedlightlevel = ll;
|
|
}
|
|
else
|
|
{
|
|
arc << fixedcolormap << fixedlightlevel;
|
|
}
|
|
arc << morphTics
|
|
<< MorphedPlayerClass
|
|
<< MorphStyle
|
|
<< MorphExitFlash
|
|
<< PremorphWeapon
|
|
<< chickenPeck
|
|
<< jumpTics
|
|
<< respawn_time
|
|
<< air_finished
|
|
<< turnticks
|
|
<< oldbuttons
|
|
<< isbot
|
|
<< BlendR
|
|
<< BlendG
|
|
<< BlendB
|
|
<< BlendA
|
|
<< accuracy << stamina
|
|
<< LogText
|
|
<< ConversationNPC
|
|
<< ConversationPC
|
|
<< ConversationNPCAngle
|
|
<< 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;
|
|
|
|
if (isbot)
|
|
{
|
|
arc << angle
|
|
<< dest
|
|
<< prev
|
|
<< enemy
|
|
<< missile
|
|
<< mate
|
|
<< last_mate
|
|
<< skill
|
|
<< t_active
|
|
<< t_respawn
|
|
<< t_strafe
|
|
<< t_react
|
|
<< t_fight
|
|
<< t_roam
|
|
<< t_rocket
|
|
<< first_shot
|
|
<< sleft
|
|
<< allround
|
|
<< oldx
|
|
<< oldy;
|
|
}
|
|
else
|
|
{
|
|
dest = prev = enemy = missile = mate = last_mate = NULL;
|
|
}
|
|
if (arc.IsLoading ())
|
|
{
|
|
// If the player reloaded because they pressed +use after dying, we
|
|
// don't want +use to still be down after the game is loaded.
|
|
oldbuttons = ~0;
|
|
original_oldbuttons = ~0;
|
|
}
|
|
}
|
|
|
|
|
|
static FPlayerColorSetMap *GetPlayerColors(FName classname)
|
|
{
|
|
const PClass *cls = PClass::FindClass(classname);
|
|
|
|
if (cls != NULL)
|
|
{
|
|
FActorInfo *inf = cls->ActorInfo;
|
|
|
|
if (inf != NULL)
|
|
{
|
|
return inf->ColorSets;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
FPlayerColorSet *P_GetPlayerColorSet(FName classname, int setnum)
|
|
{
|
|
FPlayerColorSetMap *map = GetPlayerColors(classname);
|
|
if (map == NULL)
|
|
{
|
|
return NULL;
|
|
}
|
|
return map->CheckKey(setnum);
|
|
}
|
|
|
|
static int STACK_ARGS intcmp(const void *a, const void *b)
|
|
{
|
|
return *(const int *)a - *(const int *)b;
|
|
}
|
|
|
|
void P_EnumPlayerColorSets(FName classname, TArray<int> *out)
|
|
{
|
|
out->Clear();
|
|
FPlayerColorSetMap *map = GetPlayerColors(classname);
|
|
if (map != NULL)
|
|
{
|
|
FPlayerColorSetMap::Iterator it(*map);
|
|
FPlayerColorSetMap::Pair *pair;
|
|
|
|
while (it.NextPair(pair))
|
|
{
|
|
out->Push(pair->Key);
|
|
}
|
|
qsort(&(*out)[0], out->Size(), sizeof(int), intcmp);
|
|
}
|
|
}
|
|
|