gzdoom/src/p_pspr.cpp
Christoph Oelckers b4a002a07f - preparations for allowing hitscans through portals.
To allow processing the hit through an arbitrary portal without reference to the portal group table, P_AimLineAttack and P_LineAttack need to pass some more info than just the linetarget.
We need the relative positions of shooter and target within the visual reference of the other to calculate proper angles and we need to know if such a portal was crossed at all, because a few things, e.g. seeker missiles won't work with them.

- fixed setup of target acquisition for the Mage Staff.

The pre-acquired seeker target was never passed to the spawned projectiles.
2016-03-01 16:39:31 +01:00

1101 lines
27 KiB
C++

//**************************************************************************
//**
//** p_pspr.c : Heretic 2 : Raven Software, Corp.
//**
//** $RCSfile: p_pspr.c,v $
//** $Revision: 1.105 $
//** $Date: 96/01/06 03:23:35 $
//** $Author: bgokey $
//**
//**************************************************************************
// HEADER FILES ------------------------------------------------------------
#include <stdlib.h>
#include "doomdef.h"
#include "d_event.h"
#include "c_cvars.h"
#include "m_random.h"
#include "p_enemy.h"
#include "p_local.h"
#include "s_sound.h"
#include "doomstat.h"
#include "gi.h"
#include "p_pspr.h"
#include "templates.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
#include "farchive.h"
#include "d_player.h"
// MACROS ------------------------------------------------------------------
#define LOWERSPEED FRACUNIT*6
#define RAISESPEED FRACUNIT*6
// TYPES -------------------------------------------------------------------
struct FGenericButtons
{
int ReadyFlag; // Flag passed to A_WeaponReady
int StateFlag; // Flag set in WeaponState
int ButtonFlag; // Button to press
ENamedName StateName; // Name of the button/state
};
enum EWRF_Options
{
WRF_NoBob = 1,
WRF_NoSwitch = 1 << 1,
WRF_NoPrimary = 1 << 2,
WRF_NoSecondary = 1 << 3,
WRF_NoFire = WRF_NoPrimary | WRF_NoSecondary,
WRF_AllowReload = 1 << 4,
WRF_AllowZoom = 1 << 5,
WRF_DisableSwitch = 1 << 6,
WRF_AllowUser1 = 1 << 7,
WRF_AllowUser2 = 1 << 8,
WRF_AllowUser3 = 1 << 9,
WRF_AllowUser4 = 1 << 10,
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
// PUBLIC DATA DEFINITIONS -------------------------------------------------
// [SO] 1=Weapons states are all 1 tick
// 2=states with a function 1 tick, others 0 ticks.
CVAR(Int, sv_fastweapons, false, CVAR_SERVERINFO);
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static FRandom pr_wpnreadysnd ("WpnReadySnd");
static FRandom pr_gunshot ("GunShot");
static const FGenericButtons ButtonChecks[] =
{
{ WRF_AllowZoom, WF_WEAPONZOOMOK, BT_ZOOM, NAME_Zoom },
{ WRF_AllowReload, WF_WEAPONRELOADOK, BT_RELOAD, NAME_Reload },
{ WRF_AllowUser1, WF_USER1OK, BT_USER1, NAME_User1 },
{ WRF_AllowUser2, WF_USER2OK, BT_USER2, NAME_User2 },
{ WRF_AllowUser3, WF_USER3OK, BT_USER3, NAME_User3 },
{ WRF_AllowUser4, WF_USER4OK, BT_USER4, NAME_User4 },
};
// CODE --------------------------------------------------------------------
//---------------------------------------------------------------------------
//
// PROC P_NewPspriteTick
//
//---------------------------------------------------------------------------
void P_NewPspriteTick()
{
// This function should be called after the beginning of a tick, before any possible
// prprite-event, or near the end, after any possible psprite event.
// Because data is reset for every tick (which it must be) this has no impact on savegames.
for (int i = 0; i<MAXPLAYERS; i++)
{
if (playeringame[i])
{
pspdef_t *pspdef = players[i].psprites;
for (int j = 0;j < NUMPSPRITES; j++)
{
pspdef[j].processPending = true;
}
}
}
}
//---------------------------------------------------------------------------
//
// PROC P_SetPsprite
//
//---------------------------------------------------------------------------
void P_SetPsprite (player_t *player, int position, FState *state, bool nofunction)
{
pspdef_t *psp;
if (position == ps_weapon && !nofunction)
{ // A_WeaponReady will re-set these as needed
player->WeaponState &= ~(WF_WEAPONREADY | WF_WEAPONREADYALT | WF_WEAPONBOBBING | WF_WEAPONSWITCHOK | WF_WEAPONRELOADOK | WF_WEAPONZOOMOK |
WF_USER1OK | WF_USER2OK | WF_USER3OK | WF_USER4OK);
}
psp = &player->psprites[position];
psp->processPending = false; // Do not subsequently perform periodic processing within the same tick.
do
{
if (state == NULL)
{ // Object removed itself.
psp->state = NULL;
break;
}
psp->state = state;
if (state->sprite != SPR_FIXED)
{ // okay to change sprite and/or frame
if (!state->GetSameFrame())
{ // okay to change frame
psp->frame = state->GetFrame();
}
if (state->sprite != SPR_NOCHANGE)
{ // okay to change sprite
psp->sprite = state->sprite;
}
}
if (sv_fastweapons == 2 && position == ps_weapon)
psp->tics = state->ActionFunc == NULL ? 0 : 1;
else if (sv_fastweapons == 3)
psp->tics = (state->GetTics() != 0);
else if (sv_fastweapons)
psp->tics = 1; // great for producing decals :)
else
psp->tics = state->GetTics(); // could be 0
if (state->GetMisc1())
{ // Set coordinates.
psp->sx = state->GetMisc1()<<FRACBITS;
}
if (state->GetMisc2())
{
psp->sy = state->GetMisc2()<<FRACBITS;
}
if (!nofunction && player->mo != NULL)
{
FState *newstate;
if (state->CallAction(player->mo, player->ReadyWeapon, &newstate))
{
if (newstate != NULL)
{
state = newstate;
psp->tics = 0;
continue;
}
if (psp->state == NULL)
{
break;
}
}
}
state = psp->state->GetNextState();
} while (!psp->tics); // An initial state of 0 could cycle through.
}
//---------------------------------------------------------------------------
//
// 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 P_BringUpWeapon (player_t *player)
{
FState *newstate;
AWeapon *weapon;
if (player->PendingWeapon == WP_NOCHANGE)
{
if (player->ReadyWeapon != NULL)
{
player->psprites[ps_weapon].sy = WEAPONTOP;
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
}
return;
}
weapon = player->PendingWeapon;
// If the player has a tome of power, use this weapon's powered up
// version, if one is available.
if (weapon != NULL &&
weapon->SisterWeapon &&
weapon->SisterWeapon->WeaponFlags & WIF_POWERED_UP &&
player->mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true))
{
weapon = weapon->SisterWeapon;
}
if (weapon != NULL)
{
if (weapon->UpSound)
{
S_Sound (player->mo, CHAN_WEAPON, weapon->UpSound, 1, ATTN_NORM);
}
newstate = weapon->GetUpState ();
player->refire = 0;
}
else
{
newstate = NULL;
}
player->PendingWeapon = WP_NOCHANGE;
player->ReadyWeapon = weapon;
player->psprites[ps_weapon].sy = 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.
P_SetPsprite(player, ps_flash, NULL);
P_SetPsprite (player, ps_weapon, newstate);
player->mo->weaponspecial = 0;
}
//---------------------------------------------------------------------------
//
// PROC P_FireWeapon
//
//---------------------------------------------------------------------------
void P_FireWeapon (player_t *player, FState *state)
{
AWeapon *weapon;
// [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;
}
weapon = player->ReadyWeapon;
if (weapon == NULL || !weapon->CheckAmmo (AWeapon::PrimaryFire, true))
{
return;
}
player->mo->PlayAttacking ();
weapon->bAltFire = false;
if (state == NULL)
{
state = weapon->GetAtkState(!!player->refire);
}
P_SetPsprite (player, ps_weapon, state);
if (!(weapon->WeaponFlags & WIF_NOALERT))
{
P_NoiseAlert (player->mo, player->mo, false);
}
}
//---------------------------------------------------------------------------
//
// PROC P_FireWeaponAlt
//
//---------------------------------------------------------------------------
void P_FireWeaponAlt (player_t *player, FState *state)
{
AWeapon *weapon;
// [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;
}
weapon = player->ReadyWeapon;
if (weapon == NULL || weapon->FindState(NAME_AltFire) == NULL || !weapon->CheckAmmo (AWeapon::AltFire, true))
{
return;
}
player->mo->PlayAttacking ();
weapon->bAltFire = true;
if (state == NULL)
{
state = weapon->GetAltAtkState(!!player->refire);
}
P_SetPsprite (player, ps_weapon, state);
if (!(weapon->WeaponFlags & WIF_NOALERT))
{
P_NoiseAlert (player->mo, player->mo, false);
}
}
//---------------------------------------------------------------------------
//
// PROC P_DropWeapon
//
// The player died, so put the weapon away.
//
//---------------------------------------------------------------------------
void P_DropWeapon (player_t *player)
{
if (player == NULL)
{
return;
}
// Since the weapon is dropping, stop blocking switching.
player->WeaponState &= ~WF_DISABLESWITCH;
if (player->ReadyWeapon != NULL)
{
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetDownState());
}
}
//============================================================================
//
// 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!
//
//============================================================================
void P_BobWeapon (player_t *player, pspdef_t *psp, fixed_t *x, fixed_t *y)
{
static fixed_t curbob;
AWeapon *weapon;
fixed_t bobtarget;
weapon = player->ReadyWeapon;
if (weapon == NULL || weapon->WeaponFlags & WIF_DONTBOB)
{
*x = *y = 0;
return;
}
// [XA] Get the current weapon's bob properties.
int bobstyle = weapon->BobStyle;
int bobspeed = (weapon->BobSpeed * 128) >> 16;
fixed_t rangex = weapon->BobRangeX;
fixed_t rangey = weapon->BobRangeY;
// Bob the weapon based on movement speed.
int angle = (bobspeed*35/TICRATE*level.time)&FINEMASK;
// [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 = (player->WeaponState & WF_WEAPONBOBBING) ? player->bob : 0;
if (curbob != bobtarget)
{
if (abs (bobtarget - curbob) <= 1*FRACUNIT)
{
curbob = bobtarget;
}
else
{
fixed_t zoom = MAX<fixed_t> (1*FRACUNIT, abs (curbob - bobtarget) / 40);
if (curbob > bobtarget)
{
curbob -= zoom;
}
else
{
curbob += zoom;
}
}
}
if (curbob != 0)
{
fixed_t bobx = FixedMul(player->bob, rangex);
fixed_t boby = FixedMul(player->bob, rangey);
switch (bobstyle)
{
case AWeapon::BobNormal:
*x = FixedMul(bobx, finecosine[angle]);
*y = FixedMul(boby, finesine[angle & (FINEANGLES/2-1)]);
break;
case AWeapon::BobInverse:
*x = FixedMul(bobx, finecosine[angle]);
*y = boby - FixedMul(boby, finesine[angle & (FINEANGLES/2-1)]);
break;
case AWeapon::BobAlpha:
*x = FixedMul(bobx, finesine[angle]);
*y = FixedMul(boby, finesine[angle & (FINEANGLES/2-1)]);
break;
case AWeapon::BobInverseAlpha:
*x = FixedMul(bobx, finesine[angle]);
*y = boby - FixedMul(boby, finesine[angle & (FINEANGLES/2-1)]);
break;
case AWeapon::BobSmooth:
*x = FixedMul(bobx, finecosine[angle]);
*y = (boby - FixedMul(boby, finecosine[angle*2 & (FINEANGLES-1)])) / 2;
break;
case AWeapon::BobInverseSmooth:
*x = FixedMul(bobx, finecosine[angle]);
*y = (FixedMul(boby, finecosine[angle*2 & (FINEANGLES-1)]) + boby) / 2;
}
}
else
{
*x = 0;
*y = 0;
}
}
//============================================================================
//
// PROC A_WeaponReady
//
// Readies a weapon for firing or bobbing with its three ancillary functions,
// DoReadyWeaponToSwitch(), DoReadyWeaponToFire() and DoReadyWeaponToBob().
// [XA] Added DoReadyWeaponToReload() and DoReadyWeaponToZoom()
//
//============================================================================
void DoReadyWeaponToSwitch (AActor *self, bool switchable)
{
// Prepare for switching action.
player_t *player;
if (self && (player = self->player))
{
if (switchable)
{
player->WeaponState |= WF_WEAPONSWITCHOK | WF_REFIRESWITCHOK;
}
else
{
// WF_WEAPONSWITCHOK is automatically cleared every tic by P_SetPsprite().
player->WeaponState &= ~WF_REFIRESWITCHOK;
}
}
}
void DoReadyWeaponDisableSwitch (AActor *self, INTBOOL disable)
{
// Discard all switch attempts?
player_t *player;
if (self && (player = self->player))
{
if (disable)
{
player->WeaponState |= WF_DISABLESWITCH;
player->WeaponState &= ~WF_REFIRESWITCHOK;
}
else
{
player->WeaponState &= ~WF_DISABLESWITCH;
}
}
}
void DoReadyWeaponToFire (AActor *self, bool prim, bool alt)
{
player_t *player;
AWeapon *weapon;
if (!self || !(player = self->player) || !(weapon = player->ReadyWeapon))
{
return;
}
// Change player from attack state
if (self->InStateSequence(self->state, self->MissileState) ||
self->InStateSequence(self->state, self->MeleeState))
{
static_cast<APlayerPawn *>(self)->PlayIdle ();
}
// Play ready sound, if any.
if (weapon->ReadySound && player->psprites[ps_weapon].state == weapon->FindState(NAME_Ready))
{
if (!(weapon->WeaponFlags & WIF_READYSNDHALF) || pr_wpnreadysnd() < 128)
{
S_Sound (self, CHAN_WEAPON, weapon->ReadySound, 1, ATTN_NORM);
}
}
// Prepare for firing action.
player->WeaponState |= ((prim ? WF_WEAPONREADY : 0) | (alt ? WF_WEAPONREADYALT : 0));
return;
}
void DoReadyWeaponToBob (AActor *self)
{
if (self && self->player && self->player->ReadyWeapon)
{
// Prepare for bobbing action.
self->player->WeaponState |= WF_WEAPONBOBBING;
self->player->psprites[ps_weapon].sx = 0;
self->player->psprites[ps_weapon].sy = WEAPONTOP;
}
}
void DoReadyWeaponToGeneric(AActor *self, int paramflags)
{
int flags = 0;
for (size_t i = 0; i < countof(ButtonChecks); ++i)
{
if (paramflags & ButtonChecks[i].ReadyFlag)
{
flags |= ButtonChecks[i].StateFlag;
}
}
if (self != NULL && self->player != NULL)
{
self->player->WeaponState |= flags;
}
}
// This function replaces calls to A_WeaponReady in other codepointers.
void DoReadyWeapon(AActor *self)
{
DoReadyWeaponToBob(self);
DoReadyWeaponToFire(self);
DoReadyWeaponToSwitch(self);
DoReadyWeaponToGeneric(self, ~0);
}
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_WeaponReady)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT_OPT(flags) { flags = 0; }
DoReadyWeaponToSwitch(self, !(flags & WRF_NoSwitch));
if ((flags & WRF_NoFire) != WRF_NoFire) DoReadyWeaponToFire(self, !(flags & WRF_NoPrimary), !(flags & WRF_NoSecondary));
if (!(flags & WRF_NoBob)) DoReadyWeaponToBob(self);
DoReadyWeaponToGeneric(self, flags);
DoReadyWeaponDisableSwitch(self, flags & WRF_DisableSwitch);
return 0;
}
//---------------------------------------------------------------------------
//
// 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 P_CheckWeaponFire (player_t *player)
{
AWeapon *weapon = player->ReadyWeapon;
if (weapon == NULL)
return;
// Check for fire. Some weapons do not auto fire.
if ((player->WeaponState & WF_WEAPONREADY) && (player->cmd.ucmd.buttons & BT_ATTACK))
{
if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE))
{
player->attackdown = true;
P_FireWeapon (player, NULL);
return;
}
}
else if ((player->WeaponState & WF_WEAPONREADYALT) && (player->cmd.ucmd.buttons & BT_ALTATTACK))
{
if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE))
{
player->attackdown = true;
P_FireWeaponAlt (player, NULL);
return;
}
}
else
{
player->attackdown = false;
}
}
//---------------------------------------------------------------------------
//
// PROC P_CheckWeaponSwitch
//
// The player can change to another weapon at this time.
// [GZ] This was cut from P_CheckWeaponFire.
//
//---------------------------------------------------------------------------
void P_CheckWeaponSwitch (player_t *player)
{
if (player == NULL)
{
return;
}
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)
{
P_DropWeapon(player);
}
}
//---------------------------------------------------------------------------
//
// PROC P_CheckWeaponButtons
//
// Check extra button presses for weapons.
//
//---------------------------------------------------------------------------
static void P_CheckWeaponButtons (player_t *player)
{
if (player->Bot == NULL && bot_observer)
{
return;
}
AWeapon *weapon = player->ReadyWeapon;
if (weapon == NULL)
{
return;
}
// The button checks are ordered by precedence. The first one to match a
// button press and affect a state change wins.
for (size_t i = 0; i < countof(ButtonChecks); ++i)
{
if ((player->WeaponState & ButtonChecks[i].StateFlag) &&
(player->cmd.ucmd.buttons & ButtonChecks[i].ButtonFlag))
{
FState *state = weapon->GetStateForButtonName(ButtonChecks[i].StateName);
// [XA] don't change state if still null, so if the modder
// sets WRF_xxx to true but forgets to define the corresponding
// state, the weapon won't disappear. ;)
if (state != NULL)
{
P_SetPsprite(player, ps_weapon, state);
return;
}
}
}
}
//---------------------------------------------------------------------------
//
// PROC A_ReFire
//
// The player can re-fire the weapon without lowering it entirely.
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_ReFire)
{
PARAM_ACTION_PROLOGUE;
PARAM_STATE_OPT(state) { state = NULL; }
A_ReFire(self, state);
return 0;
}
void A_ReFire(AActor *self, FState *state)
{
player_t *player = self->player;
bool pending;
if (NULL == player)
{
return;
}
pending = player->PendingWeapon != WP_NOCHANGE && (player->WeaponState & WF_REFIRESWITCHOK);
if ((player->cmd.ucmd.buttons & BT_ATTACK)
&& !player->ReadyWeapon->bAltFire && !pending && player->health > 0)
{
player->refire++;
P_FireWeapon (player, state);
}
else if ((player->cmd.ucmd.buttons & BT_ALTATTACK)
&& player->ReadyWeapon->bAltFire && !pending && player->health > 0)
{
player->refire++;
P_FireWeaponAlt (player, state);
}
else
{
player->refire = 0;
player->ReadyWeapon->CheckAmmo (player->ReadyWeapon->bAltFire
? AWeapon::AltFire : AWeapon::PrimaryFire, true);
}
}
DEFINE_ACTION_FUNCTION(AInventory, A_ClearReFire)
{
PARAM_ACTION_PROLOGUE;
player_t *player = self->player;
if (NULL != player)
{
player->refire = 0;
}
return 0;
}
//---------------------------------------------------------------------------
//
// PROC A_CheckReload
//
// Present in Doom, but unused. Also present in Strife, and actually used.
// This and what I call A_XBowReFire are actually the same thing in Strife,
// not two separate functions as I have them here.
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AInventory, A_CheckReload)
{
PARAM_ACTION_PROLOGUE;
if (self->player != NULL)
{
self->player->ReadyWeapon->CheckAmmo (
self->player->ReadyWeapon->bAltFire ? AWeapon::AltFire
: AWeapon::PrimaryFire, true);
}
return 0;
}
//---------------------------------------------------------------------------
//
// PROC A_Lower
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
{
PARAM_ACTION_PROLOGUE;
player_t *player = self->player;
pspdef_t *psp;
if (NULL == player)
{
return 0;
}
psp = &player->psprites[ps_weapon];
if (player->morphTics || player->cheats & CF_INSTANTWEAPSWITCH)
{
psp->sy = WEAPONBOTTOM;
}
else
{
psp->sy += LOWERSPEED;
}
if (psp->sy < WEAPONBOTTOM)
{ // Not lowered all the way yet
return 0;
}
if (player->playerstate == PST_DEAD)
{ // Player is dead, so don't bring up a pending weapon
psp->sy = WEAPONBOTTOM;
// Player is dead, so keep the weapon off screen
P_SetPsprite (player, ps_weapon, NULL);
return 0;
}
// [RH] Clear the flash state. Only needed for Strife.
P_SetPsprite (player, ps_flash, NULL);
P_BringUpWeapon (player);
return 0;
}
//---------------------------------------------------------------------------
//
// PROC A_Raise
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AInventory, A_Raise)
{
PARAM_ACTION_PROLOGUE;
if (self == NULL)
{
return 0;
}
player_t *player = self->player;
pspdef_t *psp;
if (NULL == player)
{
return 0;
}
if (player->PendingWeapon != WP_NOCHANGE)
{
P_DropWeapon(player);
return 0;
}
psp = &player->psprites[ps_weapon];
psp->sy -= RAISESPEED;
if (psp->sy > WEAPONTOP)
{ // Not raised all the way yet
return 0;
}
psp->sy = WEAPONTOP;
if (player->ReadyWeapon != NULL)
{
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
}
else
{
player->psprites[ps_weapon].state = NULL;
}
return 0;
}
//
// A_GunFlash
//
enum GF_Flags
{
GFF_NOEXTCHANGE = 1,
};
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_GunFlash)
{
PARAM_ACTION_PROLOGUE;
PARAM_STATE_OPT(flash) { flash = NULL; }
PARAM_INT_OPT (flags) { flags = 0; }
player_t *player = self->player;
if (NULL == player)
{
return 0;
}
if (!(flags & GFF_NOEXTCHANGE))
{
player->mo->PlayAttacking2 ();
}
if (flash == NULL)
{
if (player->ReadyWeapon->bAltFire)
{
flash = player->ReadyWeapon->FindState(NAME_AltFlash);
}
if (flash == NULL)
{
flash = player->ReadyWeapon->FindState(NAME_Flash);
}
}
P_SetPsprite (player, ps_flash, flash);
return 0;
}
//
// WEAPON ATTACKS
//
//
// P_BulletSlope
// Sets a slope so a near miss is at aproximately
// the height of the intended target
//
angle_t P_BulletSlope (AActor *mo, FTranslatedLineTarget *pLineTarget, int aimflags)
{
static const int angdiff[3] = { -(1<<26), 1<<26, 0 };
int i;
angle_t an;
angle_t pitch;
FTranslatedLineTarget scratch;
if (pLineTarget == NULL) pLineTarget = &scratch;
// see which target is to be aimed at
i = 2;
do
{
an = mo->angle + angdiff[i];
pitch = P_AimLineAttack (mo, an, 16*64*FRACUNIT, pLineTarget, 0, aimflags);
if (mo->player != NULL &&
level.IsFreelookAllowed() &&
mo->player->userinfo.GetAimDist() <= ANGLE_1/2)
{
break;
}
} while (pLineTarget->linetarget == NULL && --i >= 0);
return pitch;
}
//
// P_GunShot
//
void P_GunShot (AActor *mo, bool accurate, PClassActor *pufftype, angle_t pitch)
{
angle_t angle;
int damage;
damage = 5*(pr_gunshot()%3+1);
angle = mo->angle;
if (!accurate)
{
angle += pr_gunshot.Random2 () << 18;
}
P_LineAttack (mo, angle, PLAYERMISSILERANGE, pitch, damage, NAME_Hitscan, pufftype);
}
DEFINE_ACTION_FUNCTION(AInventory, A_Light0)
{
PARAM_ACTION_PROLOGUE;
if (self->player != NULL)
{
self->player->extralight = 0;
}
return 0;
}
DEFINE_ACTION_FUNCTION(AInventory, A_Light1)
{
PARAM_ACTION_PROLOGUE;
if (self->player != NULL)
{
self->player->extralight = 1;
}
return 0;
}
DEFINE_ACTION_FUNCTION(AInventory, A_Light2)
{
PARAM_ACTION_PROLOGUE;
if (self->player != NULL)
{
self->player->extralight = 2;
}
return 0;
}
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_Light)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT(light);
if (self->player != NULL)
{
self->player->extralight = clamp<int>(light, -20, 20);
}
return 0;
}
//------------------------------------------------------------------------
//
// PROC P_SetupPsprites
//
// Called at start of level for each player
//
//------------------------------------------------------------------------
void P_SetupPsprites(player_t *player, bool startweaponup)
{
int i;
// Remove all psprites
for (i = 0; i < NUMPSPRITES; i++)
{
player->psprites[i].state = NULL;
}
// Spawn the ready weapon
player->PendingWeapon = !startweaponup ? player->ReadyWeapon : WP_NOCHANGE;
P_BringUpWeapon (player);
}
//------------------------------------------------------------------------
//
// PROC P_MovePsprites
//
// Called every tic by player thinking routine
//
//------------------------------------------------------------------------
void P_MovePsprites (player_t *player)
{
int i;
pspdef_t *psp;
FState *state;
// [RH] If you don't have a weapon, then the psprites should be NULL.
if (player->ReadyWeapon == NULL && (player->health > 0 || player->mo->DamageType != NAME_Fire))
{
P_SetPsprite (player, ps_weapon, NULL);
P_SetPsprite (player, ps_flash, NULL);
if (player->PendingWeapon != WP_NOCHANGE)
{
P_BringUpWeapon (player);
}
}
else
{
psp = &player->psprites[0];
for (i = 0; i < NUMPSPRITES; i++, psp++)
{
if ((state = psp->state) != NULL && psp->processPending) // a null state means not active
{
// drop tic count and possibly change state
if (psp->tics != -1) // a -1 tic count never changes
{
psp->tics--;
// [BC] Apply double firing speed.
if ( psp->tics && (player->cheats & CF_DOUBLEFIRINGSPEED))
psp->tics--;
if(!psp->tics)
{
P_SetPsprite (player, i, psp->state->GetNextState());
}
}
}
}
player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx;
player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy;
P_CheckWeaponSwitch (player);
if (player->WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
{
P_CheckWeaponFire (player);
}
// Check custom buttons
P_CheckWeaponButtons(player);
}
}
FArchive &operator<< (FArchive &arc, pspdef_t &def)
{
arc << def.state << def.tics << def.sx << def.sy
<< def.sprite << def.frame;
return arc;
}