gzdoom/wadsrc/static/zscript/shared/player.txt
Christoph Oelckers 9521b6cd1f - removed all remaining native parts of APlayerPawn.
Unlike the other classes, the places where variables from this class were accessed were quite scattered so there isn't much scriptified code. Instead, most of these places are now using the script variable access methods.
This was the last remaining subclass of AActor, meaning that class Actor can now be opened for user-side extensions.
2019-01-03 22:05:49 +01:00

2841 lines
69 KiB
Text

struct UserCmd native
{
native uint buttons;
native int16 pitch; // up/down
native int16 yaw; // left/right
native int16 roll; // "tilt"
native int16 forwardmove;
native int16 sidemove;
native int16 upmove;
}
class PlayerPawn : Actor
{
const CROUCHSPEED = (1./12);
// [RH] # of ticks to complete a turn180
const TURN180_TICKS = ((TICRATE / 4) + 1);
// 16 pixels of bob
const MAXBOB = 16.;
int crouchsprite;
int MaxHealth;
int BonusHealth;
int MugShotMaxHealth;
int RunHealth;
private int PlayerFlags;
clearscope Inventory InvFirst; // first inventory item displayed on inventory bar
clearscope Inventory InvSel; // selected inventory item
Name SoundClass; // Sound class
Name Portrait;
Name Slot[10];
double HexenArmor[5];
// [GRB] Player class properties
double JumpZ;
double GruntSpeed;
double FallingScreamMinSpeed, FallingScreamMaxSpeed;
double ViewHeight;
double ForwardMove1, ForwardMove2;
double SideMove1, SideMove2;
TextureID ScoreIcon;
int SpawnMask;
Name MorphWeapon;
double AttackZOffset; // attack height, relative to player center
double UseRange; // [NS] Distance at which player can +use
double AirCapacity; // Multiplier for air supply underwater.
Class<Inventory> FlechetteType;
color DamageFade; // [CW] Fades for when you are being damaged.
double ViewBob; // [SP] ViewBob Multiplier
double FullHeight;
double curBob;
meta Name HealingRadiusType;
meta Name InvulMode;
meta Name Face;
meta int TeleportFreezeTime;
meta int ColorRangeStart; // Skin color range
meta int ColorRangeEnd;
property prefix: Player;
property HealRadiusType: HealingradiusType;
property InvulnerabilityMode: InvulMode;
property AttackZOffset: AttackZOffset;
property JumpZ: JumpZ;
property GruntSpeed: GruntSpeed;
property FallingScreamSpeed: FallingScreamMinSpeed, FallingScreamMaxSpeed;
property ViewHeight: ViewHeight;
property UseRange: UseRange;
property AirCapacity: AirCapacity;
property MaxHealth: MaxHealth;
property MugshotMaxHealth: MugshotMaxHealth;
property RunHealth: RunHealth;
property MorphWeapon: MorphWeapon;
property FlechetteType: FlechetteType;
property Portrait: Portrait;
property TeleportFreezeTime: TeleportFreezeTime;
property ViewBob: ViewBob;
flagdef NoThrustWhenInvul: PlayerFlags, 0;
flagdef CanSuperMorph: PlayerFlags, 1;
flagdef CrouchableMorph: PlayerFlags, 2;
Default
{
Health 100;
Radius 16;
Height 56;
Mass 100;
Painchance 255;
Speed 1;
+SOLID
+SHOOTABLE
+DROPOFF
+PICKUP
+NOTDMATCH
+FRIENDLY
+SLIDESONWALLS
+CANPASS
+CANPUSHWALLS
+FLOORCLIP
+WINDTHRUST
+TELESTOMP
+NOBLOCKMONST
Player.AttackZOffset 8;
Player.JumpZ 8;
Player.GruntSpeed 12;
Player.FallingScreamSpeed 35,40;
Player.ViewHeight 41;
Player.UseRange 64;
Player.ForwardMove 1,1;
Player.SideMove 1,1;
Player.ColorRange 0,0;
Player.SoundClass "player";
Player.DamageScreenColor "ff 00 00";
Player.MugShotMaxHealth 0;
Player.FlechetteType "ArtiPoisonBag3";
Player.AirCapacity 1;
Player.ViewBob 1;
Player.TeleportFreezeTime 18;
Obituary "$OB_MPDEFAULT";
}
//===========================================================================
//
// PlayerPawn :: Tick
//
//===========================================================================
override void Tick()
{
if (player != NULL && player.mo == self && CanCrouch() && player.playerstate != PST_DEAD)
{
Height = FullHeight * player.crouchfactor;
}
else
{
if (health > 0) Height = FullHeight;
}
Super.Tick();
}
//===========================================================================
//
//
//
//===========================================================================
override void BeginPlay()
{
Super.BeginPlay ();
ChangeStatNum (STAT_PLAYER);
FullHeight = Height;
if (!SetupCrouchSprite(crouchsprite)) crouchsprite = 0;
}
//===========================================================================
//
// PlayerPawn :: PostBeginPlay
//
//===========================================================================
override void PostBeginPlay()
{
Super.PostBeginPlay();
WeaponSlots.SetupWeaponSlots(self);
// Voodoo dolls: restore original floorz/ceilingz logic
if (player == NULL || player.mo != self)
{
FindFloorCeiling(FFCF_ONLYSPAWNPOS|FFCF_NOPORTALS);
SetZ(floorz);
FindFloorCeiling(FFCF_ONLYSPAWNPOS);
}
else
{
player.SendPitchLimits();
}
}
//===========================================================================
//
// PlayerPawn :: MarkPrecacheSounds
//
//===========================================================================
override void MarkPrecacheSounds()
{
Super.MarkPrecacheSounds();
MarkPlayerSounds();
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
virtual void PlayIdle ()
{
if (InStateSequence(CurState, SeeState))
SetState (SpawnState);
}
virtual void PlayRunning ()
{
if (InStateSequence(CurState, SpawnState) && SeeState != NULL)
SetState (SeeState);
}
virtual void PlayAttacking ()
{
if (MissileState != null) SetState (MissileState);
}
virtual void PlayAttacking2 ()
{
if (MeleeState != null) SetState (MeleeState);
}
virtual void MorphPlayerThink()
{
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
virtual void OnRespawn()
{
if (sv_respawnprotect && (multiplayer || alwaysapplydmflags))
{
let invul = Powerup(Spawn("PowerInvulnerable"));
invul.EffectTics = 3 * TICRATE;
invul.BlendColor = 0; // don't mess with the view
invul.bUndroppable = true; // Don't drop self
bRespawnInvul = true; // [RH] special effect
}
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
override String GetObituary(Actor victim, Actor inflictor, Name mod, bool playerattack)
{
if (victim.player != player && victim.IsTeammate(self))
{
victim = self;
return String.Format("$OB_FRIENDLY%c", random[Obituary](49, 53));
}
else
{
if (mod == 'Telefrag') return "$OB_MPTELEFRAG";
String message;
if (inflictor != NULL && inflictor != self)
{
message = inflictor.GetObituary(victim, inflictor, mod, playerattack);
}
if (message.Length() == 0 && playerattack && player.ReadyWeapon != NULL)
{
message = player.ReadyWeapon.GetObituary(victim, inflictor, mod, playerattack);
}
if (message.Length() == 0)
{
if (mod == 'BFGSplash') return "$OB_MPBFG_SPLASH";
if (mod == 'Railgun') return "$OB_RAILGUN";
message = Obituary;
}
return message;
}
}
//----------------------------------------------------------------------------
//
// This is for SBARINFO.
//
//----------------------------------------------------------------------------
clearscope int, int GetEffectTicsForItem(class<Inventory> item) const
{
let pg = (class<PowerupGiver>)(item);
if (pg != null)
{
let powerupType = (class<Powerup>)(GetDefaultByType(pg).PowerupType);
let powerup = Powerup(FindInventory(powerupType));
if(powerup != null)
{
let maxtics = GetDefaultByType(pg).EffectTics;
if (maxtics == 0) maxtics = powerup.default.EffectTics;
return powerup.EffectTics, maxtics;
}
}
return -1, -1;
}
//===========================================================================
//
// PlayerPawn :: CheckWeaponSwitch
//
// Checks if weapons should be changed after picking up ammo
//
//===========================================================================
void CheckWeaponSwitch(Class<Ammo> ammotype)
{
let player = self.player;
if (!player.GetNeverSwitch() && player.PendingWeapon == WP_NOCHANGE &&
(player.ReadyWeapon == NULL || player.ReadyWeapon.bWimpy_Weapon))
{
let best = BestWeapon (ammotype);
if (best != NULL && (player.ReadyWeapon == NULL ||
best.SelectionOrder < player.ReadyWeapon.SelectionOrder))
{
player.PendingWeapon = best;
}
}
}
//---------------------------------------------------------------------------
//
// PROC P_FireWeapon
//
//---------------------------------------------------------------------------
virtual void FireWeapon (State stat)
{
let player = self.player;
// [SO] 9/2/02: People were able to do an awful lot of damage
// when they were observers...
if (player.Bot == null && bot_observer)
{
return;
}
let weapn = player.ReadyWeapon;
if (weapn == null || !weapn.CheckAmmo (Weapon.PrimaryFire, true))
{
return;
}
player.WeaponState &= ~WF_WEAPONBOBBING;
PlayAttacking ();
weapn.bAltFire = false;
if (stat == null)
{
stat = weapn.GetAtkState(!!player.refire);
}
player.SetPsprite(PSP_WEAPON, stat);
if (!weapn.bNoAlert)
{
SoundAlert (self, false);
}
}
//---------------------------------------------------------------------------
//
// PROC P_FireWeaponAlt
//
//---------------------------------------------------------------------------
virtual void FireWeaponAlt (State stat)
{
// [SO] 9/2/02: People were able to do an awful lot of damage
// when they were observers...
if (player.Bot == null && bot_observer)
{
return;
}
let weapn = player.ReadyWeapon;
if (weapn == null || weapn.FindState('AltFire') == null || !weapn.CheckAmmo (Weapon.AltFire, true))
{
return;
}
player.WeaponState &= ~WF_WEAPONBOBBING;
PlayAttacking ();
weapn.bAltFire = true;
if (stat == null)
{
stat = weapn.GetAltAtkState(!!player.refire);
}
player.SetPsprite(PSP_WEAPON, stat);
if (!weapn.bNoAlert)
{
SoundAlert (self, false);
}
}
//---------------------------------------------------------------------------
//
// PROC P_CheckWeaponFire
//
// The player can fire the weapon.
// [RH] This was in A_WeaponReady before, but that only works well when the
// weapon's ready frames have a one tic delay.
//
//---------------------------------------------------------------------------
void CheckWeaponFire ()
{
let player = self.player;
let weapon = player.ReadyWeapon;
if (weapon == NULL)
return;
// Check for fire. Some weapons do not auto fire.
if ((player.WeaponState & WF_WEAPONREADY) && (player.cmd.buttons & BT_ATTACK))
{
if (!player.attackdown || !weapon.bNoAutofire)
{
player.attackdown = true;
FireWeapon (NULL);
return;
}
}
else if ((player.WeaponState & WF_WEAPONREADYALT) && (player.cmd.buttons & BT_ALTATTACK))
{
if (!player.attackdown || !weapon.bNoAutofire)
{
player.attackdown = true;
FireWeaponAlt (NULL);
return;
}
}
else
{
player.attackdown = false;
}
}
//---------------------------------------------------------------------------
//
// PROC P_CheckWeaponChange
//
// The player can change to another weapon at self time.
// [GZ] This was cut from P_CheckWeaponFire.
//
//---------------------------------------------------------------------------
virtual void CheckWeaponChange ()
{
let player = self.player;
if ((player.WeaponState & WF_DISABLESWITCH) || // Weapon changing has been disabled.
player.morphTics != 0) // Morphed classes cannot change weapons.
{ // ...so throw away any pending weapon requests.
player.PendingWeapon = WP_NOCHANGE;
}
// Put the weapon away if the player has a pending weapon or has died, and
// we're at a place in the state sequence where dropping the weapon is okay.
if ((player.PendingWeapon != WP_NOCHANGE || player.health <= 0) &&
player.WeaponState & WF_WEAPONSWITCHOK)
{
DropWeapon();
}
}
//------------------------------------------------------------------------
//
// PROC P_MovePsprites
//
// Called every tic by player thinking routine
//
//------------------------------------------------------------------------
virtual void TickPSprites()
{
let player = self.player;
let pspr = player.psprites;
while (pspr)
{
// Destroy the psprite if it's from a weapon that isn't currently selected by the player
// or if it's from an inventory item that the player no longer owns.
if ((pspr.Caller == null ||
(pspr.Caller is "Inventory" && Inventory(pspr.Caller).Owner != pspr.Owner.mo) ||
(pspr.Caller is "Weapon" && pspr.Caller != pspr.Owner.ReadyWeapon)))
{
pspr.Destroy();
}
else
{
pspr.Tick();
}
pspr = pspr.Next;
}
if ((health > 0) || (player.ReadyWeapon != null && !player.ReadyWeapon.bNoDeathInput))
{
if (player.ReadyWeapon == null)
{
if (player.PendingWeapon != WP_NOCHANGE)
player.mo.BringUpWeapon();
}
else
{
CheckWeaponChange();
if (player.WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
{
CheckWeaponFire();
}
// Check custom buttons
CheckWeaponButtons();
}
}
}
/*
==================
=
= P_CalcHeight
=
=
Calculate the walking / running height adjustment
=
==================
*/
virtual void CalcHeight()
{
let player = self.player;
double angle;
double bob;
bool still = false;
// Regular movement bobbing
// (needs to be calculated for gun swing even if not on ground)
// killough 10/98: Make bobbing depend only on player-applied motion.
//
// Note: don't reduce bobbing here if on ice: if you reduce bobbing here,
// it causes bobbing jerkiness when the player moves from ice to non-ice,
// and vice-versa.
if (player.cheats & CF_NOCLIP2)
{
player.bob = 0;
}
else if (bNoGravity && !player.onground)
{
player.bob = 0.5;
}
else
{
player.bob = player.Vel dot player.Vel;
if (player.bob == 0)
{
still = true;
}
else
{
player.bob *= player.GetMoveBob();
if (player.bob > MAXBOB)
player.bob = MAXBOB;
}
}
double defaultviewheight = ViewHeight + player.crouchviewdelta;
if (player.cheats & CF_NOVELOCITY)
{
player.viewz = pos.Z + defaultviewheight;
if (player.viewz > ceilingz-4)
player.viewz = ceilingz-4;
return;
}
if (still)
{
if (player.health > 0)
{
angle = level.time / (120 * TICRATE / 35.) * 360.;
bob = player.GetStillBob() * sin(angle);
}
else
{
bob = 0;
}
}
else
{
angle = level.time / (20 * TICRATE / 35.) * 360.;
bob = player.bob * sin(angle) * (waterlevel > 1 ? 0.25f : 0.5f);
}
// move viewheight
if (player.playerstate == PST_LIVE)
{
player.viewheight += player.deltaviewheight;
if (player.viewheight > defaultviewheight)
{
player.viewheight = defaultviewheight;
player.deltaviewheight = 0;
}
else if (player.viewheight < (defaultviewheight/2))
{
player.viewheight = defaultviewheight/2;
if (player.deltaviewheight <= 0)
player.deltaviewheight = 1 / 65536.;
}
if (player.deltaviewheight)
{
player.deltaviewheight += 0.25;
if (!player.deltaviewheight)
player.deltaviewheight = 1/65536.;
}
}
if (player.morphTics)
{
bob = 0;
}
player.viewz = pos.Z + player.viewheight + (bob * clamp(ViewBob, 0. , 1.5)); // [SP] Allow DECORATE changes to view bobbing speed.
if (Floorclip && player.playerstate != PST_DEAD
&& pos.Z <= floorz)
{
player.viewz -= Floorclip;
}
if (player.viewz > ceilingz - 4)
{
player.viewz = ceilingz - 4;
}
if (player.viewz < floorz + 4)
{
player.viewz = floorz + 4;
}
}
//==========================================================================
//
// P_DeathThink
//
//==========================================================================
virtual void DeathThink ()
{
let player = self.player;
int dir;
double delta;
player.Uncrouch();
TickPSprites();
player.onground = (pos.Z <= floorz);
if (self is "PlayerChunk")
{ // Flying bloody skull or flying ice chunk
player.viewheight = 6;
player.deltaviewheight = 0;
if (player.onground)
{
if (Pitch > -19.)
{
double lookDelta = (-19. - Pitch) / 8;
Pitch += lookDelta;
}
}
}
else if (!bIceCorpse)
{ // Fall to ground (if not frozen)
player.deltaviewheight = 0;
if (player.viewheight > 6)
{
player.viewheight -= 1;
}
if (player.viewheight < 6)
{
player.viewheight = 6;
}
if (Pitch < 0)
{
Pitch += 3;
}
else if (Pitch > 0)
{
Pitch -= 3;
}
if (abs(Pitch) < 3)
{
Pitch = 0.;
}
}
player.mo.CalcHeight ();
if (player.attacker && player.attacker != self)
{ // Watch killer
double diff = deltaangle(angle, AngleTo(player.attacker));
double delta = abs(diff);
if (delta < 10)
{ // Looking at killer, so fade damage and poison counters
if (player.damagecount)
{
player.damagecount--;
}
if (player.poisoncount)
{
player.poisoncount--;
}
}
delta /= 8;
Angle += clamp(diff, -5., 5.);
}
else
{
if (player.damagecount)
{
player.damagecount--;
}
if (player.poisoncount)
{
player.poisoncount--;
}
}
if ((player.cmd.buttons & BT_USE ||
((multiplayer || alwaysapplydmflags) && sv_forcerespawn)) && !sv_norespawn)
{
if (level.time >= player.respawn_time || ((player.cmd.buttons & BT_USE) && player.Bot == NULL))
{
player.cls = NULL; // Force a new class if the player is using a random class
player.playerstate = (multiplayer || level.AllowRespawn || sv_singleplayerrespawn || G_SkillPropertyInt(SKILLP_PlayerRespawn)) ? PST_REBORN : PST_ENTER;
if (special1 > 2)
{
special1 = 0;
}
}
}
}
//===========================================================================
//
// PlayerPawn :: Die
//
//===========================================================================
override void Die (Actor source, Actor inflictor, int dmgflags, Name MeansOfDeath)
{
Super.Die (source, inflictor, dmgflags, MeansOfDeath);
if (player != NULL && player.mo == self) player.bonuscount = 0;
if (player != NULL && player.mo != self)
{ // Make the real player die, too
player.mo.Die (source, inflictor, dmgflags, MeansOfDeath);
}
else
{
if (player != NULL && sv_weapondrop)
{ // Voodoo dolls don't drop weapons
let weap = player.ReadyWeapon;
if (weap != NULL)
{
// kgDROP - start - modified copy from a_action.cpp
let di = weap.GetDropItems();
if (di != NULL)
{
while (di != NULL)
{
if (di.Name != 'None')
{
class<Actor> ti = di.Name;
if (ti) A_DropItem (ti, di.Amount, di.Probability);
}
di = di.Next;
}
}
else if (weap.SpawnState != NULL &&
weap.SpawnState != GetDefaultByType('Actor').SpawnState)
{
let weapitem = Weapon(A_DropItem (weap.GetClass(), -1, 256));
if (weapitem)
{
if (weap.AmmoGive1 && weap.Ammo1)
{
weapitem.AmmoGive1 = weap.Ammo1.Amount;
}
if (weap.AmmoGive2 && weap.Ammo2)
{
weapitem.AmmoGive2 = weap.Ammo2.Amount;
}
weapitem.bIgnoreSkill = true;
}
}
else
{
let item = Inventory(A_DropItem (weap.AmmoType1, -1, 256));
if (item != NULL)
{
item.Amount = weap.Ammo1.Amount;
item.bIgnoreSkill = true;
}
item = Inventory(A_DropItem (weap.AmmoType2, -1, 256));
if (item != NULL)
{
item.Amount = weap.Ammo2.Amount;
item.bIgnoreSkill = true;
}
}
}
}
if (!multiplayer && level.deathsequence != 'None')
{
level.StartIntermission(level.deathsequence, FSTATE_EndingGame);
}
}
}
//===========================================================================
//
// PlayerPawn :: 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 FilterCoopRespawnInventory (PlayerPawn oldplayer)
{
// If we're losing everything, this is really simple.
if (sv_cooploseinventory)
{
oldplayer.DestroyAllInventory();
return;
}
// Walk through the old player's inventory and destroy or modify
// according to dmflags.
Inventory next;
for (Inventory item = oldplayer.Inv; item != NULL; item = next)
{
next = item.Inv;
// 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.
let defitem = FindInventory (item.GetClass());
if (sv_cooplosekeys && defitem == NULL && item is 'Key')
{
item.Destroy();
}
else if (sv_cooploseweapons && defitem == NULL && item is 'Weapon')
{
item.Destroy();
}
else if (sv_cooplosearmor && item is 'Armor')
{
if (defitem == NULL)
{
item.Destroy();
}
else if (item is 'BasicArmor')
{
BasicArmor(item).SavePercent = BasicArmor(defitem).SavePercent;
item.Amount = defitem.Amount;
}
else if (item is 'HexenArmor')
{
let to = HexenArmor(item);
let from = HexenArmor(defitem);
to.Slots[0] = from.Slots[0];
to.Slots[1] = from.Slots[1];
to.Slots[2] = from.Slots[2];
to.Slots[3] = from.Slots[3];
}
}
else if (sv_cooplosepowerups && defitem == NULL && item is 'Powerup')
{
item.Destroy();
}
else if ((sv_cooploseammo || sv_coophalveammo) && item is 'Ammo')
{
if (defitem == NULL)
{
if (sv_cooploseammo)
{
// 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 (sv_cooploseammo)
{
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);
}
//----------------------------------------------------------------------------
//
// PROC P_CheckFOV
//
//----------------------------------------------------------------------------
virtual void CheckFOV()
{
let player = self.player;
// [RH] Zoom the player's FOV
float desired = player.DesiredFOV;
// Adjust FOV using on the currently held weapon.
if (player.playerstate != PST_DEAD && // No adjustment while dead.
player.ReadyWeapon != NULL && // No adjustment if no weapon.
player.ReadyWeapon.FOVScale != 0) // No adjustment if the adjustment is zero.
{
// A negative scale is used to prevent G_AddViewAngle/G_AddViewPitch
// from scaling with the FOV scale.
desired *= abs(player.ReadyWeapon.FOVScale);
}
if (player.FOV != desired)
{
if (abs(player.FOV - desired) < 7.)
{
player.FOV = desired;
}
else
{
float zoom = MAX(7., abs(player.FOV - desired) * 0.025);
if (player.FOV > desired)
{
player.FOV = player.FOV - zoom;
}
else
{
player.FOV = player.FOV + zoom;
}
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_CheckCheats
//
//----------------------------------------------------------------------------
virtual void CheckCheats()
{
let player = self.player;
// No-clip cheat
if ((player.cheats & (CF_NOCLIP | CF_NOCLIP2)) == CF_NOCLIP2)
{ // No noclip2 without noclip
player.cheats &= ~CF_NOCLIP2;
}
bNoClip = (player.cheats & (CF_NOCLIP | CF_NOCLIP2) || Default.bNoClip);
if (player.cheats & CF_NOCLIP2)
{
bNoGravity = true;
}
else if (!bFly && !Default.bNoGravity)
{
bNoGravity = false;
}
}
//----------------------------------------------------------------------------
//
// PROC P_CheckFrozen
//
//----------------------------------------------------------------------------
virtual bool CheckFrozen()
{
let player = self.player;
UserCmd cmd = player.cmd;
bool totallyfrozen = player.IsTotallyFrozen();
// [RH] Being totally frozen zeros out most input parameters.
if (totallyfrozen)
{
if (gamestate == GS_TITLELEVEL)
{
cmd.buttons = 0;
}
else
{
cmd.buttons &= BT_USE;
}
cmd.pitch = 0;
cmd.yaw = 0;
cmd.roll = 0;
cmd.forwardmove = 0;
cmd.sidemove = 0;
cmd.upmove = 0;
player.turnticks = 0;
}
else if (player.cheats & CF_FROZEN)
{
cmd.forwardmove = 0;
cmd.sidemove = 0;
cmd.upmove = 0;
}
return totallyfrozen;
}
virtual bool CanCrouch() const
{
return player.morphTics == 0 || bCrouchableMorph;
}
//----------------------------------------------------------------------------
//
// PROC P_CrouchMove
//
//----------------------------------------------------------------------------
virtual void CrouchMove(int direction)
{
let player = self.player;
double defaultheight = FullHeight;
double savedheight = Height;
double crouchspeed = direction * CROUCHSPEED;
double oldheight = player.viewheight;
player.crouchdir = direction;
player.crouchfactor += crouchspeed;
// check whether the move is ok
Height = defaultheight * player.crouchfactor;
if (!TryMove(Pos.XY, false, NULL))
{
Height = savedheight;
if (direction > 0)
{
// doesn't fit
player.crouchfactor -= crouchspeed;
return;
}
}
Height = savedheight;
player.crouchfactor = clamp(player.crouchfactor, 0.5, 1.);
player.viewheight = ViewHeight * player.crouchfactor;
player.crouchviewdelta = player.viewheight - ViewHeight;
// Check for eyes going above/below fake floor due to crouching motion.
CheckFakeFloorTriggers(pos.Z + oldheight, true);
}
//----------------------------------------------------------------------------
//
// PROC P_CheckCrouch
//
//----------------------------------------------------------------------------
virtual void CheckCrouch(bool totallyfrozen)
{
let player = self.player;
UserCmd cmd = player.cmd;
if (cmd.buttons & BT_JUMP)
{
cmd.buttons &= ~BT_CROUCH;
}
if (CanCrouch() && player.health > 0 && level.IsCrouchingAllowed())
{
if (!totallyfrozen)
{
int crouchdir = player.crouching;
if (crouchdir == 0)
{
crouchdir = (cmd.buttons & BT_CROUCH) ? -1 : 1;
}
else if (cmd.buttons & BT_CROUCH)
{
player.crouching = 0;
}
if (crouchdir == 1 && player.crouchfactor < 1 && pos.Z + height < ceilingz)
{
CrouchMove(1);
}
else if (crouchdir == -1 && player.crouchfactor > 0.5)
{
CrouchMove(-1);
}
}
}
else
{
player.Uncrouch();
}
player.crouchoffset = -(ViewHeight) * (1 - player.crouchfactor);
}
//----------------------------------------------------------------------------
//
// P_Thrust
//
// moves the given origin along a given angle
//
//----------------------------------------------------------------------------
void ForwardThrust (double move, double angle)
{
if ((waterlevel || bNoGravity) && Pitch != 0 && !player.GetClassicFlight())
{
double zpush = move * sin(Pitch);
if (waterlevel && waterlevel < 2 && zpush < 0) zpush = 0;
Vel.Z -= zpush;
move *= cos(Pitch);
}
Thrust(move, 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 Bob (double angle, double move, bool forward)
{
if (forward && (waterlevel || bNoGravity) && Pitch != 0)
{
move *= cos(Pitch);
}
player.Vel += AngleToVector(angle, move);
}
//===========================================================================
//
// PlayerPawn :: TweakSpeeds
//
//===========================================================================
virtual double, double TweakSpeeds (double forward, double side)
{
// Strife's player can't run when its health is below 10
if (health <= RunHealth)
{
forward = clamp(forward, -0x1900, 0x1900);
side = clamp(side, -0x1800, 0x1800);
}
// [GRB]
if (abs(forward) < 0x3200)
{
forward *= ForwardMove1;
}
else
{
forward *= ForwardMove2;
}
if (abs(side) < 0x2800)
{
side *= SideMove1;
}
else
{
side *= SideMove2;
}
if (!player.morphTics)
{
double factor = 1.;
for(let it = Inv; it != null; it = it.Inv)
{
factor *= it.GetSpeedFactor ();
}
forward *= factor;
side *= factor;
}
return forward, side;
}
//----------------------------------------------------------------------------
//
// PROC P_MovePlayer
//
//----------------------------------------------------------------------------
virtual void MovePlayer ()
{
let player = self.player;
UserCmd cmd = player.cmd;
// [RH] 180-degree turn overrides all other yaws
if (player.turnticks)
{
player.turnticks--;
Angle += (180. / TURN180_TICKS);
}
else
{
Angle += cmd.yaw * (360./65536.);
}
player.onground = (pos.z <= floorz) || bOnMobj || bMBFBouncer || (player.cheats & CF_NOCLIP2);
// killough 10/98:
//
// We must apply thrust to the player and bobbing separately, to avoid
// anomalies. The thrust applied to bobbing is always the same strength on
// ice, because the player still "works just as hard" to move, while the
// thrust applied to the movement varies with 'movefactor'.
if (cmd.forwardmove | cmd.sidemove)
{
double forwardmove, sidemove;
double bobfactor;
double friction, movefactor;
double fm, sm;
[friction, movefactor] = GetFriction();
bobfactor = friction < ORIG_FRICTION ? movefactor : ORIG_FRICTION_FACTOR;
if (!player.onground && !bNoGravity && !waterlevel)
{
// [RH] allow very limited movement if not on ground.
movefactor *= level.aircontrol;
bobfactor*= level.aircontrol;
}
fm = cmd.forwardmove;
sm = cmd.sidemove;
[fm, sm] = TweakSpeeds (fm, sm);
fm *= Speed / 256;
sm *= Speed / 256;
// When crouching, speed and bobbing have to be reduced
if (CanCrouch() && player.crouchfactor != 1)
{
fm *= player.crouchfactor;
sm *= player.crouchfactor;
bobfactor *= player.crouchfactor;
}
forwardmove = fm * movefactor * (35 / TICRATE);
sidemove = sm * movefactor * (35 / TICRATE);
if (forwardmove)
{
Bob(Angle, cmd.forwardmove * bobfactor / 256., true);
ForwardThrust(forwardmove, Angle);
}
if (sidemove)
{
let a = Angle - 90;
Bob(a, cmd.sidemove * bobfactor / 256., false);
Thrust(sidemove, a);
}
if (!(player.cheats & CF_PREDICTING) && (forwardmove != 0 || sidemove != 0))
{
PlayRunning ();
}
if (player.cheats & CF_REVERTPLEASE)
{
player.cheats &= ~CF_REVERTPLEASE;
player.camera = player.mo;
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_CheckPitch
//
//----------------------------------------------------------------------------
virtual void CheckPitch()
{
let player = self.player;
// [RH] Look up/down stuff
if (!level.IsFreelookAllowed())
{
Pitch = 0.;
}
else
{
// The player's view pitch is clamped between -32 and +56 degrees,
// which translates to about half a screen height up and (more than)
// one full screen height down from straight ahead when view panning
// is used.
int clook = player.cmd.pitch;
if (clook != 0)
{
if (clook == -32768)
{ // center view
player.centering = true;
}
else if (!player.centering)
{
// no more overflows with floating point. Yay! :)
Pitch = clamp(Pitch - clook * (360. / 65536.), player.MinPitch, player.MaxPitch);
}
}
}
if (player.centering)
{
if (abs(Pitch) > 2.)
{
Pitch *= (2. / 3.);
}
else
{
Pitch = 0.;
player.centering = false;
if (PlayerNumber() == consoleplayer)
{
LocalViewPitch = 0;
}
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_CheckJump
//
//----------------------------------------------------------------------------
virtual void CheckJump()
{
let player = self.player;
// [RH] check for jump
if (player.cmd.buttons & BT_JUMP)
{
if (player.crouchoffset != 0)
{
// Jumping while crouching will force an un-crouch but not jump
player.crouching = 1;
}
else if (waterlevel >= 2)
{
Vel.Z = 4 * Speed;
}
else if (bNoGravity)
{
Vel.Z = 3.;
}
else if (level.IsJumpingAllowed() && player.onground && player.jumpTics == 0)
{
double jumpvelz = JumpZ * 35 / TICRATE;
double jumpfac = 0;
// [BC] If the player has the high jump power, double his jump velocity.
// (actually, pick the best factors from all active items.)
for (let p = Inv; p != null; p = p.Inv)
{
let pp = PowerHighJump(p);
if (pp)
{
double f = pp.Strength;
if (f > jumpfac) jumpfac = f;
}
}
if (jumpfac > 0) jumpvelz *= jumpfac;
Vel.Z += jumpvelz;
bOnMobj = false;
player.jumpTics = -1;
if (!(player.cheats & CF_PREDICTING)) A_PlaySound("*jump", CHAN_BODY);
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_CheckMoveUpDown
//
//----------------------------------------------------------------------------
virtual void CheckMoveUpDown()
{
let player = self.player;
UserCmd cmd = player.cmd;
if (cmd.upmove == -32768)
{ // Only land if in the air
if (bNoGravity && waterlevel < 2)
{
bNoGravity = false;
}
}
else if (cmd.upmove != 0)
{
// Clamp the speed to some reasonable maximum.
cmd.upmove = clamp(cmd.upmove, -0x300, 0x300);
if (waterlevel >= 2 || bFly || (player.cheats & CF_NOCLIP2))
{
Vel.Z = Speed * cmd.upmove / 128.;
if (waterlevel < 2 && !bNoGravity)
{
bFly = true;
bNoGravity = true;
if ((Vel.Z <= -39) && !(player.cheats & CF_PREDICTING))
{ // Stop falling scream
A_StopSound(CHAN_VOICE);
}
}
}
else if (cmd.upmove > 0 && !(player.cheats & CF_PREDICTING))
{
let fly = FindInventory("ArtiFly");
if (fly != NULL)
{
UseInventory(fly);
}
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_HandleMovement
//
//----------------------------------------------------------------------------
virtual void HandleMovement()
{
let player = self.player;
// [RH] Check for fast turn around
if (player.cmd.buttons & BT_TURN180 && !(player.oldbuttons & BT_TURN180))
{
player.turnticks = TURN180_TICKS;
}
// Handle movement
if (reactiontime)
{ // Player is frozen
reactiontime--;
}
else
{
MovePlayer();
CheckJump();
CheckMoveUpDown();
}
}
//----------------------------------------------------------------------------
//
// PROC P_CheckUndoMorph
//
//----------------------------------------------------------------------------
virtual void CheckUndoMorph()
{
let player = self.player;
// Morph counter
if (player.morphTics)
{
if (player.chickenPeck)
{ // Chicken attack counter
player.chickenPeck -= 3;
}
if (!--player.morphTics)
{ // Attempt to undo the chicken/pig
player.mo.UndoPlayerMorph(player, MRF_UNDOBYTIMEOUT);
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_CheckPoison
//
//----------------------------------------------------------------------------
virtual void CheckPoison()
{
let player = self.player;
if (player.poisoncount && !(level.time & 15))
{
player.poisoncount -= 5;
if (player.poisoncount < 0)
{
player.poisoncount = 0;
}
player.PoisonDamage(player.poisoner, 1, true);
}
}
//----------------------------------------------------------------------------
//
// PROC P_CheckDegeneration
//
//----------------------------------------------------------------------------
virtual void CheckDegeneration()
{
// Apply degeneration.
if (sv_degeneration)
{
let player = self.player;
int maxhealth = GetMaxHealth(true);
if ((level.time % TICRATE) == 0 && player.health > maxhealth)
{
if (player.health - 5 < maxhealth)
player.health = maxhealth;
else
player.health--;
health = player.health;
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_CheckAirSupply
//
//----------------------------------------------------------------------------
virtual void CheckAirSupply()
{
// Handle air supply
//if (level.airsupply > 0)
{
let player = self.player;
if (waterlevel < 3 || (bInvulnerable) || (player.cheats & (CF_GODMODE | CF_NOCLIP2)) || (player.cheats & CF_GODMODE2))
{
ResetAirSupply();
}
else if (player.air_finished <= level.time && !(level.time & 31))
{
DamageMobj(NULL, NULL, 2 + ((level.time - player.air_finished) / TICRATE), 'Drowning');
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_PlayerThink
//
//----------------------------------------------------------------------------
virtual void PlayerThink()
{
let player = self.player;
UserCmd cmd = player.cmd;
CheckFOV();
if (player.inventorytics)
{
player.inventorytics--;
}
CheckCheats();
if (bJustAttacked)
{ // Chainsaw/Gauntlets attack auto forward motion
cmd.yaw = 0;
cmd.forwardmove = 0xc800/2;
cmd.sidemove = 0;
bJustAttacked = false;
}
bool totallyfrozen = CheckFrozen();
// Handle crouching
CheckCrouch(totallyfrozen);
CheckMusicChange();
if (player.playerstate == PST_DEAD)
{
DeathThink ();
return;
}
if (player.jumpTics != 0)
{
player.jumpTics--;
if (player.onground && player.jumpTics < -18)
{
player.jumpTics = 0;
}
}
if (player.morphTics && !(player.cheats & CF_PREDICTING))
{
MorphPlayerThink ();
}
CheckPitch();
HandleMovement();
CalcHeight ();
if (!(player.cheats & CF_PREDICTING))
{
CheckEnvironment();
CheckUse();
CheckUndoMorph();
// Cycle psprites.
// Note that after this point the PlayerPawn may have changed due to getting unmorphed so 'self' is no longer safe to use.
player.mo.TickPSprites();
// Other Counters
if (player.damagecount) player.damagecount--;
if (player.bonuscount) player.bonuscount--;
if (player.hazardcount)
{
player.hazardcount--;
if (!(level.time % player.hazardinterval) && player.hazardcount > 16*TICRATE)
player.mo.DamageMobj (NULL, NULL, 5, player.hazardtype);
}
player.mo.CheckPoison();
player.mo.CheckDegeneration();
player.mo.CheckAirSupply();
}
}
//---------------------------------------------------------------------------
//
// PROC P_BringUpWeapon
//
// Starts bringing the pending weapon up from the bottom of the screen.
// This is only called to start the rising, not throughout it.
//
//---------------------------------------------------------------------------
void BringUpWeapon ()
{
let player = self.player;
if (player.PendingWeapon == WP_NOCHANGE)
{
if (player.ReadyWeapon != null)
{
player.GetPSprite(PSP_WEAPON).y = WEAPONTOP;
player.SetPsprite(PSP_WEAPON, player.ReadyWeapon.GetReadyState());
}
return;
}
let weapon = player.PendingWeapon;
// If the player has a tome of power, use self weapon's powered up
// version, if one is available.
if (weapon != null &&
weapon.SisterWeapon &&
weapon.SisterWeapon.bPowered_Up &&
player.mo.FindInventory ('PowerWeaponLevel2', true))
{
weapon = weapon.SisterWeapon;
}
player.PendingWeapon = WP_NOCHANGE;
player.ReadyWeapon = weapon;
player.mo.weaponspecial = 0;
if (weapon != null)
{
weapon.PlayUpSound(self);
player.refire = 0;
player.GetPSprite(PSP_WEAPON).y = player.cheats & CF_INSTANTWEAPSWITCH? WEAPONTOP : WEAPONBOTTOM;
// make sure that the previous weapon's flash state is terminated.
// When coming here from a weapon drop it may still be active.
player.SetPsprite(PSP_FLASH, null);
player.SetPsprite(PSP_WEAPON, weapon.GetUpState());
}
}
//===========================================================================
//
// PlayerPawn :: BestWeapon
//
// Returns the best weapon a player has, possibly restricted to a single
// type of ammo.
//
//===========================================================================
Weapon BestWeapon(Class<Ammo> ammotype)
{
Weapon bestMatch = NULL;
int bestOrder = int.max;
Inventory item;
bool tomed = !!FindInventory ('PowerWeaponLevel2', true);
// Find the best weapon the player has.
for (item = Inv; item != NULL; item = item.Inv)
{
let weap = Weapon(item);
if (weap == null)
continue;
// 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 self isn't the powered-up version.
if (tomed && weap.SisterWeapon != NULL && weap.SisterWeapon.bPowered_Up)
continue;
// Don't select it if it's powered-up and the Tome is not active.
if (!tomed && weap.bPowered_Up)
continue;
// Don't select it if there isn't enough ammo to use its primary fire.
if (!(weap.bAMMO_OPTIONAL) &&
!weap.CheckAmmo (Weapon.PrimaryFire, false))
continue;
// Don't select if if there isn't enough ammo as determined by the weapon's author.
if (weap.MinSelAmmo1 > 0 && (weap.Ammo1 == NULL || weap.Ammo1.Amount < weap.MinSelAmmo1))
continue;
if (weap.MinSelAmmo2 > 0 && (weap.Ammo2 == NULL || weap.Ammo2.Amount < weap.MinSelAmmo2))
continue;
// This weapon is usable!
bestOrder = weap.SelectionOrder;
bestMatch = weap;
}
return bestMatch;
}
//---------------------------------------------------------------------------
//
// PROC P_DropWeapon
//
// The player died, so put the weapon away.
//
//---------------------------------------------------------------------------
void DropWeapon ()
{
let player = self.player;
if (player == null)
{
return;
}
// Since the weapon is dropping, stop blocking switching.
player.WeaponState &= ~WF_DISABLESWITCH;
Weapon weap = player.ReadyWeapon;
if ((weap != null) && (player.health > 0 || !weap.bNoDeathDeselect))
{
player.SetPsprite(PSP_WEAPON, weap.GetDownState());
}
}
//===========================================================================
//
// PlayerPawn :: 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.
//
//===========================================================================
Weapon PickNewWeapon(Class<Ammo> ammotype)
{
Weapon best = BestWeapon (ammotype);
if (best != NULL)
{
player.PendingWeapon = best;
if (player.ReadyWeapon != NULL)
{
DropWeapon();
}
else if (player.PendingWeapon != WP_NOCHANGE)
{
BringUpWeapon ();
}
}
return best;
}
//===========================================================================
//
// PlayerPawn :: GiveDefaultInventory
//
//===========================================================================
virtual void GiveDefaultInventory ()
{
let player = self.player;
if (player == NULL) return;
// HexenArmor must always be the first item in the inventory because
// it provides player class based protection that should not affect
// any other protection item.
let myclass = GetClass();
GiveInventoryType('HexenArmor');
let harmor = HexenArmor(FindInventory('HexenArmor'));
harmor.Slots[4] = self.HexenArmor[0];
for (int i = 0; i < 4; ++i)
{
harmor.SlotsIncrement[i] = self.HexenArmor[i + 1];
}
// BasicArmor must come right after that. It should not affect any
// other protection item as well but needs to process the damage
// before the HexenArmor does.
let barmor = BasicArmor(Spawn('BasicArmor'));
barmor.BecomeItem ();
AddInventory (barmor);
// Now add the items from the DECORATE definition
let di = GetDropItems();
while (di)
{
Class<Actor> ti = di.Name;
if (ti)
{
let tinv = (class<Inventory>)(ti);
if (!tinv)
{
Console.Printf(TEXTCOLOR_ORANGE .. "%s is not an inventory item and cannot be given to a player as start item.\n", di.Name);
}
else
{
let item = FindInventory(tinv);
if (item != NULL)
{
item.Amount = clamp(
item.Amount + (di.Amount ? di.Amount : item.default.Amount), 0, item.MaxAmount);
}
else
{
item = Inventory(Spawn(ti));
item.bIgnoreSkill = true; // no skill multipliers here
item.Amount = di.Amount;
let weap = Weapon(item);
if (weap)
{
// To allow better control any weapon is emptied of
// ammo before being given to the player.
weap.AmmoGive1 = weap.AmmoGive2 = 0;
}
bool res;
Actor check;
[res, check] = item.CallTryPickup(self);
if (check != self)
{
// Player was morphed. This is illegal at game start.
// This problem is only detectable when it's too late to do something about it...
ThrowAbortException("Cannot give morph item '%s' when starting a game!", di.Name);
}
else if (!res)
{
item.Destroy();
item = NULL;
}
}
let weap = Weapon(item);
if (weap != NULL && weap.CheckAmmo(Weapon.EitherFire, false))
{
player.ReadyWeapon = player.PendingWeapon = weap;
}
}
}
di = di.Next;
}
}
//===========================================================================
//
// PlayerPawn :: GiveDeathmatchInventory
//
// Gives players items they should have in addition to their default
// inventory when playing deathmatch. (i.e. all keys)
//
//===========================================================================
virtual void GiveDeathmatchInventory()
{
for ( int i = 0; i < AllActorClasses.Size(); ++i)
{
let cls = (class<Key>)(AllActorClasses[i]);
if (cls)
{
let keyobj = GetDefaultByType(cls);
if (keyobj.special1 != 0)
{
GiveInventoryType(cls);
}
}
}
}
//===========================================================================
//
//
//
//===========================================================================
override int GetMaxHealth(bool withupgrades) const
{
int ret = MaxHealth > 0? MaxHealth : (compat_dehhealth? 100 : deh.MaxHealth);
if (withupgrades) ret += stamina + BonusHealth;
return ret;
}
//===========================================================================
//
//
//
//===========================================================================
virtual int GetTeleportFreezeTime()
{
if (TeleportFreezeTime <= 0) return 0;
let item = inv;
while (item != null)
{
if (item.GetNoTeleportFreeze()) return 0;
item = item.inv;
}
return TeleportFreezeTime;
}
//===========================================================================
//
// G_PlayerFinishLevel
// Called when a player completes a level.
//
// flags is checked for RESETINVENTORY and RESETHEALTH only.
//
//===========================================================================
void PlayerFinishLevel (int mode, int flags)
{
Inventory item, next;
let p = player;
if (p.morphTics != 0)
{ // Undo morph
Unmorph(self, 0, true);
}
// 'self' will be no longer valid from here on in case of an unmorph
let me = p.mo;
// Strip all current powers, unless moving in a hub and the power is okay to keep.
item = me.Inv;
while (item != NULL)
{
next = item.Inv;
if (item is 'Powerup')
{
if (deathmatch || ((mode != FINISH_SameHub || !item.bHUBPOWER) && !item.bPERSISTENTPOWER)) // Keep persistent powers in non-deathmatch games
{
item.Destroy ();
}
}
item = next;
}
let ReadyWeapon = p.ReadyWeapon;
if (ReadyWeapon != NULL && ReadyWeapon.bPOWERED_UP && p.PendingWeapon == ReadyWeapon.SisterWeapon)
{
// Unselect powered up weapons if the unpowered counterpart is pending
p.ReadyWeapon = p.PendingWeapon;
}
// reset invisibility to default
me.RestoreRenderStyle();
p.extralight = 0; // cancel gun flashes
p.fixedcolormap = PlayerInfo.NOFIXEDCOLORMAP; // cancel ir goggles
p.fixedlightlevel = -1;
p.damagecount = 0; // no palette changes
p.bonuscount = 0;
p.poisoncount = 0;
p.inventorytics = 0;
if (mode != FINISH_SameHub)
{
// Take away flight and keys (and anything else with IF_INTERHUBSTRIP set)
item = me.Inv;
while (item != NULL)
{
next = item.Inv;
if (item.InterHubAmount < 1)
{
item.Destroy ();
}
item = next;
}
}
if (mode == FINISH_NoHub && !level.KEEPFULLINVENTORY)
{ // Reduce all owned (visible) inventory to defined maximum interhub amount
Array<Inventory> todelete;
for (item = me.Inv; item != NULL; item = item.Inv)
{
// If the player is carrying more samples of an item than allowed, reduce amount accordingly
if (item.bINVBAR && item.Amount > item.InterHubAmount)
{
item.Amount = item.InterHubAmount;
if (level.REMOVEITEMS && !item.bUNDROPPABLE)
{
todelete.Push(item);
}
}
}
for (int i = 0; i < toDelete.Size(); i++)
{
let it = toDelete[i];
if (!it.bDestroyed)
{
item.DepleteOrDestroy();
}
}
}
// Resets player health to default if not dead.
if ((flags & CHANGELEVEL_RESETHEALTH) && p.playerstate != PST_DEAD)
{
p.health = me.health = me.SpawnHealth();
}
// Clears the entire inventory and gives back the defaults for starting a game
if ((flags & CHANGELEVEL_RESETINVENTORY) && p.playerstate != PST_DEAD)
{
me.ClearInventory();
me.GiveDefaultInventory();
}
}
//===========================================================================
//
// FWeaponSlot :: PickWeapon
//
// Picks a weapon from this slot. If no weapon is selected in this slot,
// or the first weapon in this slot is selected, returns the last weapon.
// Otherwise, returns the previous weapon in this slot. This means
// precedence is given to the last weapon in the slot, which by convention
// is probably the strongest. Does not return weapons you have no ammo
// for or which you do not possess.
//
//===========================================================================
virtual Weapon PickWeapon(int slot, bool checkammo)
{
int i, j;
let player = self.player;
int Size = player.weapons.SlotSize(slot);
// Does this slot even have any weapons?
if (Size == 0)
{
return player.ReadyWeapon;
}
let ReadyWeapon = player.ReadyWeapon;
if (ReadyWeapon != null)
{
for (i = 0; i < Size; i++)
{
let weapontype = player.weapons.GetWeapon(slot, i);
if (weapontype == ReadyWeapon.GetClass() ||
(ReadyWeapon.bPOWERED_UP && ReadyWeapon.SisterWeapon != null && ReadyWeapon.SisterWeapon.GetClass() == weapontype))
{
for (j = (i == 0 ? Size - 1 : i - 1);
j != i;
j = (j == 0 ? Size - 1 : j - 1))
{
let weapontype2 = player.weapons.GetWeapon(slot, j);
let weap = Weapon(player.mo.FindInventory(weapontype2));
if (weap != null)
{
if (!checkammo || weap.CheckAmmo(Weapon.EitherFire, false))
{
return weap;
}
}
}
}
}
}
for (i = Size - 1; i >= 0; i--)
{
let weapontype = player.weapons.GetWeapon(slot, i);
let weap = Weapon(player.mo.FindInventory(weapontype));
if (weap != null)
{
if (!checkammo || weap.CheckAmmo(Weapon.EitherFire, false))
{
return weap;
}
}
}
return ReadyWeapon;
}
//===========================================================================
//
// FindMostRecentWeapon
//
// Locates the slot and index for the most recently selected weapon. If the
// player is in the process of switching to a new weapon, that is the most
// recently selected weapon. Otherwise, the current weapon is the most recent
// weapon.
//
//===========================================================================
bool, int, int FindMostRecentWeapon()
{
let player = self.player;
let ReadyWeapon = player.ReadyWeapon;
if (player.PendingWeapon != WP_NOCHANGE)
{
// Workaround for the current inability
bool found;
int slot;
int index;
[found, slot, index] = player.weapons.LocateWeapon(player.PendingWeapon.GetClass());
return found, slot, index;
}
else if (ReadyWeapon != null)
{
bool found;
int slot;
int index;
[found, slot, index] = player.weapons.LocateWeapon(ReadyWeapon.GetClass());
if (!found)
{
// If the current weapon wasn't found and is powered up,
// look for its non-powered up version.
if (ReadyWeapon.bPOWERED_UP && ReadyWeapon.SisterWeaponType != null)
{
return player.weapons.LocateWeapon(ReadyWeapon.SisterWeaponType);
}
return false, 0, 0;
}
return true, slot, index;
}
else
{
return false, 0, 0;
}
}
//===========================================================================
//
// FWeaponSlots :: PickNextWeapon
//
// Returns the "next" weapon for this player. If the current weapon is not
// in a slot, then it just returns that weapon, since there's nothing to
// consider it relative to.
//
//===========================================================================
const NUM_WEAPON_SLOTS = 10;
virtual Weapon PickNextWeapon()
{
let player = self.player;
bool found;
int startslot, startindex;
int slotschecked = 0;
[found, startslot, startindex] = FindMostRecentWeapon();
let ReadyWeapon = player.ReadyWeapon;
if (ReadyWeapon == null || found)
{
int slot;
int index;
if (ReadyWeapon == null)
{
startslot = NUM_WEAPON_SLOTS - 1;
startindex = player.weapons.SlotSize(startslot) - 1;
}
slot = startslot;
index = startindex;
do
{
if (++index >= player.weapons.SlotSize(slot))
{
index = 0;
slotschecked++;
if (++slot >= NUM_WEAPON_SLOTS)
{
slot = 0;
}
}
let type = player.weapons.GetWeapon(slot, index);
let weap = Weapon(FindInventory(type));
if (weap != null && weap.CheckAmmo(Weapon.EitherFire, false))
{
return weap;
}
} while ((slot != startslot || index != startindex) && slotschecked <= NUM_WEAPON_SLOTS);
}
return ReadyWeapon;
}
//===========================================================================
//
// FWeaponSlots :: PickPrevWeapon
//
// Returns the "previous" weapon for this player. If the current weapon is
// not in a slot, then it just returns that weapon, since there's nothing to
// consider it relative to.
//
//===========================================================================
virtual Weapon PickPrevWeapon()
{
let player = self.player;
int startslot, startindex;
bool found;
int slotschecked = 0;
[found, startslot, startindex] = FindMostRecentWeapon();
if (player.ReadyWeapon == null || found)
{
int slot;
int index;
if (player.ReadyWeapon == null)
{
startslot = 0;
startindex = 0;
}
slot = startslot;
index = startindex;
do
{
if (--index < 0)
{
slotschecked++;
if (--slot < 0)
{
slot = NUM_WEAPON_SLOTS - 1;
}
index = player.weapons.SlotSize(slot) - 1;
}
let type = player.weapons.GetWeapon(slot, index);
let weap = Weapon(FindInventory(type));
if (weap != null && weap.CheckAmmo(Weapon.EitherFire, false))
{
return weap;
}
} while ((slot != startslot || index != startindex) && slotschecked <= NUM_WEAPON_SLOTS);
}
return player.ReadyWeapon;
}
//============================================================================
//
// P_BobWeapon
//
// [RH] Moved this out of A_WeaponReady so that the weapon can bob every
// tic and not just when A_WeaponReady is called. Not all weapons execute
// A_WeaponReady every tic, and it looks bad if they don't bob smoothly.
//
// [XA] Added new bob styles and exposed bob properties. Thanks, Ryan Cordell!
// [SP] Added new user option for bob speed
//
//============================================================================
virtual Vector2 BobWeapon (double ticfrac)
{
Vector2 p1, p2, r;
Vector2 result;
float bobtarget;
let player = self.player;
if (!player) return (0, 0);
let weapon = player.ReadyWeapon;
if (weapon == null || weapon.bDontBob)
{
return (0, 0);
}
// [XA] Get the current weapon's bob properties.
int bobstyle = weapon.BobStyle;
double BobSpeed = (weapon.BobSpeed * 128);
double Rangex = weapon.BobRangeX;
double Rangey = weapon.BobRangeY;
for (int i = 0; i < 2; i++)
{
// Bob the weapon based on movement speed. ([SP] And user's bob speed setting)
double angle = (BobSpeed * player.GetWBobSpeed() * 35 / TICRATE*(level.time - 1 + i)) * (360. / 8192.);
// [RH] Smooth transitions between bobbing and not-bobbing frames.
// This also fixes the bug where you can "stick" a weapon off-center by
// shooting it when it's at the peak of its swing.
bobtarget = double((player.WeaponState & WF_WEAPONBOBBING) ? player.bob : 0.);
if (curbob != bobtarget)
{
if (abs(bobtarget - curbob) <= 1)
{
curbob = bobtarget;
}
else
{
double zoom = MAX(1., abs(curbob - bobtarget) / 40);
if (curbob > bobtarget)
{
curbob -= zoom;
}
else
{
curbob += zoom;
}
}
}
if (curbob != 0)
{
//[SP] Added in decorate player.viewbob checks
double bobx = (player.bob * Rangex * ViewBob);
double boby = (player.bob * Rangey * ViewBob);
switch (bobstyle)
{
case Bob_Normal:
r.X = bobx * cos(angle);
r.Y = boby * abs(sin(angle));
break;
case Bob_Inverse:
r.X = bobx*cos(angle);
r.Y = boby * (1. - abs(sin(angle)));
break;
case Bob_Alpha:
r.X = bobx * sin(angle);
r.Y = boby * abs(sin(angle));
break;
case Bob_InverseAlpha:
r.X = bobx * sin(angle);
r.Y = boby * (1. - abs(sin(angle)));
break;
case Bob_Smooth:
r.X = bobx*cos(angle);
r.Y = 0.5f * (boby * (1. - (cos(angle * 2))));
break;
case Bob_InverseSmooth:
r.X = bobx*cos(angle);
r.Y = 0.5f * (boby * (1. + (cos(angle * 2))));
}
}
else
{
r = (0, 0);
}
if (i == 0) p1 = r; else p2 = r;
}
return p1 * (1. - ticfrac) + p2 * ticfrac;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
virtual clearscope color GetPainFlash() const
{
Color painFlash = GetPainFlashForType(DamageTypeReceived);
if (painFlash == 0) painFlash = DamageFade;
return painFlash;
}
//===========================================================================
//
// PlayerPawn :: 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.
//
//===========================================================================
virtual bool ResetAirSupply (bool playgasp = true)
{
let player = self.player;
bool wasdrowning = (player.air_finished < level.time);
if (playgasp && wasdrowning)
{
A_PlaySound("*gasp", CHAN_VOICE);
}
if (level.airsupply > 0 && AirCapacity > 0) player.air_finished = level.time + int(level.airsupply * AirCapacity);
else player.air_finished = int.max;
return wasdrowning;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
native clearscope static String GetPrintableDisplayName(Class<Actor> cls);
native void CheckMusicChange();
native void CheckEnvironment();
native void CheckUse();
native void CheckWeaponButtons();
native void MarkPlayerSounds();
private native int SetupCrouchSprite(int c);
private native clearscope Color GetPainFlashForType(Name type);
}
extend class Actor
{
//----------------------------------------------------------------------------
//
// PROC A_SkullPop
// This should really be in PlayerPawn but cannot be.
//
//----------------------------------------------------------------------------
void A_SkullPop(class<PlayerChunk> skulltype = "BloodySkull")
{
// [GRB] Parameterized version
if (skulltype == NULL || !(skulltype is "PlayerChunk"))
{
skulltype = "BloodySkull";
if (skulltype == NULL)
return;
}
bSolid = false;
let mo = PlayerPawn(Spawn (skulltype, Pos + (0, 0, 48), NO_REPLACE));
//mo.target = self;
mo.Vel.X = Random2[SkullPop]() / 128.;
mo.Vel.Y = Random2[SkullPop]() / 128.;
mo.Vel.Z = 2. + (Random[SkullPop]() / 1024.);
// Attach player mobj to bloody skull
let player = self.player;
self.player = NULL;
mo.ObtainInventory (self);
mo.player = player;
mo.health = health;
mo.Angle = Angle;
if (player != NULL)
{
player.mo = mo;
player.damagecount = 32;
}
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].camera == self)
{
players[i].camera = mo;
}
}
}
}
class PlayerChunk : PlayerPawn
{
Default
{
+NOSKIN
-SOLID
-SHOOTABLE
-PICKUP
-NOTDMATCH
-FRIENDLY
-SLIDESONWALLS
-CANPUSHWALLS
-FLOORCLIP
-WINDTHRUST
-TELESTOMP
}
}
class PSprite : Object native play
{
enum PSPLayers
{
STRIFEHANDS = -1,
WEAPON = 1,
FLASH = 1000,
TARGETCENTER = 0x7fffffff - 2,
TARGETLEFT,
TARGETRIGHT,
};
native readonly State CurState;
native Actor Caller;
native readonly PSprite Next;
native readonly PlayerInfo Owner;
native SpriteID Sprite;
native int Frame;
//native readonly int RenderStyle; had to be blocked because the internal representation was not ok. Renderstyle is still pending a proper solution.
native readonly int ID;
native Bool processPending;
native double x;
native double y;
native double oldx;
native double oldy;
native double alpha;
native Bool firstTic;
native int Tics;
native bool bAddWeapon;
native bool bAddBob;
native bool bPowDouble;
native bool bCVarFast;
native bool bFlip;
native void SetState(State newstate, bool pending = false);
//------------------------------------------------------------------------
//
//
//
//------------------------------------------------------------------------
void Tick()
{
if (processPending)
{
// drop tic count and possibly change state
if (Tics != -1) // a -1 tic count never changes
{
Tics--;
// [BC] Apply double firing speed.
if (bPowDouble && Tics && (Owner.mo.FindInventory ("PowerDoubleFiringSpeed", true))) Tics--;
if (!Tics && Caller != null) SetState(CurState.NextState);
}
}
}
void ResetInterpolation()
{
oldx = x;
oldy = y;
}
}
enum EPlayerState
{
PST_LIVE, // Playing or camping.
PST_DEAD, // Dead on the ground, view follows killer.
PST_REBORN, // Ready to restart/respawn???
PST_ENTER, // [BC] Entered the game
PST_GONE // Player has left the game
}
enum EPlayerGender
{
GENDER_MALE,
GENDER_FEMALE,
GENDER_NEUTRAL,
GENDER_OTHER
}
struct PlayerInfo native play // self is what internally is known as player_t
{
// technically engine constants but the only part of the playsim using them is the player.
const NOFIXEDCOLORMAP = -1;
const NUMCOLORMAPS = 32;
native PlayerPawn mo;
native uint8 playerstate;
native readonly uint buttons;
native uint original_oldbuttons;
native Class<PlayerPawn> cls;
native float DesiredFOV;
native float FOV;
native double viewz;
native double viewheight;
native double deltaviewheight;
native double bob;
native vector2 vel;
native bool centering;
native uint8 turnticks;
native bool attackdown;
native bool usedown;
native uint oldbuttons;
native int health;
native clearscope int inventorytics;
native uint8 CurrentPlayerClass;
native int frags[MAXPLAYERS];
native int fragcount;
native int lastkilltime;
native uint8 multicount;
native uint8 spreecount;
native uint16 WeaponState;
native Weapon ReadyWeapon;
native Weapon PendingWeapon;
native PSprite psprites;
native int cheats;
native int timefreezer;
native int16 refire;
native int16 inconsistent;
native bool waiting;
native int killcount;
native int itemcount;
native int secretcount;
native int damagecount;
native int bonuscount;
native int hazardcount;
native int hazardinterval;
native Name hazardtype;
native int poisoncount;
native Name poisontype;
native Name poisonpaintype;
native Actor poisoner;
native Actor attacker;
native int extralight;
native int16 fixedcolormap;
native int16 fixedlightlevel;
native int morphtics;
native Class<PlayerPawn>MorphedPlayerClass;
native int MorphStyle;
native Class<Actor> MorphExitFlash;
native Weapon PremorphWeapon;
native int chickenPeck;
native int jumpTics;
native bool onground;
native int respawn_time;
native Actor camera;
native int air_finished;
native Name LastDamageType;
native Actor MUSINFOactor;
native int8 MUSINFOtics;
native bool settings_controller;
native int8 crouching;
native int8 crouchdir;
native Bot bot;
native float BlendR;
native float BlendG;
native float BlendB;
native float BlendA;
native String LogText;
native double MinPitch;
native double MaxPitch;
native double crouchfactor;
native double crouchoffset;
native double crouchviewdelta;
native Actor ConversationNPC;
native Actor ConversationPC;
native double ConversationNPCAngle;
native bool ConversationFaceTalker;
native @WeaponSlots weapons;
native @UserCmd cmd;
native readonly @UserCmd original_cmd;
native bool PoisonPlayer(Actor poisoner, Actor source, int poison);
native void PoisonDamage(Actor source, int damage, bool playPainSound);
native void SetPsprite(int id, State stat, bool pending = false);
native void SetSafeFlash(Weapon weap, State flashstate, int index);
native PSprite GetPSprite(int id) const;
native PSprite FindPSprite(int id) const;
native void SetLogNumber (int text);
native void SetLogText (String text);
native bool Resurrect();
native String GetUserName() const;
native Color GetColor() const;
native Color GetDisplayColor() const;
native int GetColorSet() const;
native int GetPlayerClassNum() const;
native int GetSkin() const;
native bool GetNeverSwitch() const;
native int GetGender() const;
native int GetTeam() const;
native float GetAutoaim() const;
native bool GetNoAutostartMap() const;
native double GetWBobSpeed() const;
native double GetMoveBob() const;
native double GetStillBob() const;
native void SetFOV(float fov);
native bool GetClassicFlight() const;
native void SendPitchLimits();
native clearscope bool HasWeaponsInSlot(int slot) const;
// The actual implementation is on PlayerPawn where it can be overridden. Use that directly in the future.
deprecated("3.7") bool MorphPlayer(playerinfo p, Class<PlayerPawn> spawntype, int duration, int style, Class<Actor> enter_flash = null, Class<Actor> exit_flash = null)
{
if (mo != null)
{
return mo.MorphPlayer(p, spawntype, duration, style, enter_flash, exit_flash);
}
return false;
}
// This somehow got its arguments mixed up. 'self' should have been the player to be unmorphed, not the activator
deprecated("3.7") bool UndoPlayerMorph(playerinfo player, int unmorphflag = 0, bool force = false)
{
if (player.mo != null)
{
return player.mo.UndoPlayerMorph(self, unmorphflag, force);
}
return false;
}
deprecated("3.7") void DropWeapon()
{
if (mo != null)
{
mo.DropWeapon();
}
}
deprecated("3.7") void BringUpWeapon()
{
if (mo) mo.BringUpWeapon();
}
bool IsTotallyFrozen()
{
return
gamestate == GS_TITLELEVEL ||
(cheats & CF_TOTALLYFROZEN) ||
(level.frozen && timefreezer == 0);
}
void Uncrouch()
{
if (crouchfactor != 1)
{
crouchfactor = 1;
crouchoffset = 0;
crouchdir = 0;
crouching = 0;
crouchviewdelta = 0;
viewheight = mo.ViewHeight;
}
}
clearscope int fragSum () const
{
int i;
int allfrags = 0;
int playernum = mo.PlayerNumber();
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i]
&& i!=playernum)
{
allfrags += frags[i];
}
}
// JDC hack - negative frags.
allfrags -= frags[playernum];
return allfrags;
}
double GetDeltaViewHeight()
{
return (mo.ViewHeight + crouchviewdelta - viewheight) / 8;
}
}
struct PlayerClass native
{
native class<Actor> Type;
native uint Flags;
native Array<int> Skins;
native bool CheckSkin(int skin);
native void EnumColorsets(out Array<int> data);
native Name GetColorsetName(int setnum);
}
struct PlayerSkin native
{
native readonly String SkinName;
native readonly String Face;
native readonly uint8 gender;
native readonly uint8 range0start;
native readonly uint8 range0end;
native readonly bool othergame;
native readonly Vector2 Scale;
native readonly int sprite;
native readonly int crouchsprite;
native readonly int namespc;
};
struct Team native
{
const NoTeam = 255;
const Max = 16;
native String mName;
}