gzdoom/src/p_pspr.cpp
Christoph Oelckers 261bc77846 - fixed: when bringing up a new weapon the current flash state needs to be removed.
Especially when dropping the current weapon it can still be active, this is most easily observed with Strife's crossbow which loops the flash state, but it also can happen with other weapons, right after shooting.
2014-05-20 10:29:27 +02:00

1113 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 -------------------------------------------------------------------
// 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");
// 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);
}
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)
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)
{
if (state->CallAction(player->mo, player->ReadyWeapon))
{
if (!psp->state)
{
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;
P_SetPsprite (player, ps_weapon, newstate);
// 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);
}
//---------------------------------------------------------------------------
//
// 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->isbot && 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->isbot && 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_ReloadWeapon
//
//---------------------------------------------------------------------------
void P_ReloadWeapon (player_t *player, FState *state)
{
AWeapon *weapon;
if (!player->isbot && bot_observer)
{
return;
}
weapon = player->ReadyWeapon;
if (weapon == NULL)
{
return;
}
if (state == NULL)
{
state = weapon->GetRelState();
}
// [XA] don't change state if still null, so if the modder sets
// WRF_RELOAD to true but forgets to define the Reload state, the weapon
// won't disappear. ;)
if (state != NULL)
P_SetPsprite (player, ps_weapon, state);
}
//---------------------------------------------------------------------------
//
// PROC P_ZoomWeapon
//
//---------------------------------------------------------------------------
void P_ZoomWeapon (player_t *player, FState *state)
{
AWeapon *weapon;
if (!player->isbot && bot_observer)
{
return;
}
weapon = player->ReadyWeapon;
if (weapon == NULL)
{
return;
}
if (state == NULL)
{
state = weapon->GetZoomState();
}
// [XA] don't change state if still null. Same reasons as above.
if (state != NULL)
P_SetPsprite (player, ps_weapon, state);
}
//---------------------------------------------------------------------------
//
// 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 DoReadyWeaponToReload (AActor *self)
{
// Prepare for reload action.
player_t *player;
if (self && (player = self->player))
player->WeaponState |= WF_WEAPONRELOADOK;
return;
}
void DoReadyWeaponToZoom (AActor *self)
{
// Prepare for reload action.
player_t *player;
if (self && (player = self->player))
player->WeaponState |= WF_WEAPONZOOMOK;
return;
}
// This function replaces calls to A_WeaponReady in other codepointers.
void DoReadyWeapon(AActor *self)
{
DoReadyWeaponToBob(self);
DoReadyWeaponToFire(self);
DoReadyWeaponToSwitch(self);
DoReadyWeaponToReload(self);
DoReadyWeaponToZoom(self);
}
enum EWRF_Options
{
WRF_NoBob = 1,
WRF_NoSwitch = 2,
WRF_NoPrimary = 4,
WRF_NoSecondary = 8,
WRF_NoFire = WRF_NoPrimary + WRF_NoSecondary,
WRF_AllowReload = 16,
WRF_AllowZoom = 32,
WRF_DisableSwitch = 64,
};
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_WeaponReady)
{
ACTION_PARAM_START(1);
ACTION_PARAM_INT(paramflags, 0);
DoReadyWeaponToSwitch(self, !(paramflags & WRF_NoSwitch));
if ((paramflags & WRF_NoFire) != WRF_NoFire) DoReadyWeaponToFire(self, !(paramflags & WRF_NoPrimary), !(paramflags & WRF_NoSecondary));
if (!(paramflags & WRF_NoBob)) DoReadyWeaponToBob(self);
if ((paramflags & WRF_AllowReload)) DoReadyWeaponToReload(self);
if ((paramflags & WRF_AllowZoom)) DoReadyWeaponToZoom(self);
DoReadyWeaponDisableSwitch(self, paramflags & WRF_DisableSwitch);
}
//---------------------------------------------------------------------------
//
// 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_CheckWeaponReload
//
// The player can reload the weapon.
//
//---------------------------------------------------------------------------
void P_CheckWeaponReload (player_t *player)
{
AWeapon *weapon = player->ReadyWeapon;
if (weapon == NULL)
return;
// Check for reload.
if ((player->WeaponState & WF_WEAPONRELOADOK) && (player->cmd.ucmd.buttons & BT_RELOAD))
{
P_ReloadWeapon (player, NULL);
}
}
//---------------------------------------------------------------------------
//
// PROC P_CheckWeaponZoom
//
// The player can use the weapon's zoom function.
//
//---------------------------------------------------------------------------
void P_CheckWeaponZoom (player_t *player)
{
AWeapon *weapon = player->ReadyWeapon;
if (weapon == NULL)
return;
// Check for zoom.
if ((player->WeaponState & WF_WEAPONZOOMOK) && (player->cmd.ucmd.buttons & BT_ZOOM))
{
P_ZoomWeapon (player, NULL);
}
}
//---------------------------------------------------------------------------
//
// PROC A_ReFire
//
// The player can re-fire the weapon without lowering it entirely.
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_ReFire)
{
ACTION_PARAM_START(1)
ACTION_PARAM_STATE(state, 0);
A_ReFire(self, state);
}
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)
{
player_t *player = self->player;
if (NULL != player)
{
player->refire = 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)
{
if (self->player != NULL)
{
self->player->ReadyWeapon->CheckAmmo (
self->player->ReadyWeapon->bAltFire ? AWeapon::AltFire
: AWeapon::PrimaryFire, true);
}
}
//---------------------------------------------------------------------------
//
// PROC A_Lower
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
{
player_t *player = self->player;
pspdef_t *psp;
if (NULL == player)
{
return;
}
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;
}
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;
}
// [RH] Clear the flash state. Only needed for Strife.
P_SetPsprite (player, ps_flash, NULL);
P_BringUpWeapon (player);
}
//---------------------------------------------------------------------------
//
// PROC A_Raise
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AInventory, A_Raise)
{
if (self == NULL)
{
return;
}
player_t *player = self->player;
pspdef_t *psp;
if (NULL == player)
{
return;
}
if (player->PendingWeapon != WP_NOCHANGE)
{
P_DropWeapon(player);
return;
}
psp = &player->psprites[ps_weapon];
psp->sy -= RAISESPEED;
if (psp->sy > WEAPONTOP)
{ // Not raised all the way yet
return;
}
psp->sy = WEAPONTOP;
if (player->ReadyWeapon != NULL)
{
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
}
else
{
player->psprites[ps_weapon].state = NULL;
}
}
//
// A_GunFlash
//
enum GF_Flags
{
GFF_NOEXTCHANGE = 1,
};
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_GunFlash)
{
ACTION_PARAM_START(2)
ACTION_PARAM_STATE(flash, 0);
ACTION_PARAM_INT(Flags, 1);
player_t *player = self->player;
if (NULL == player)
{
return;
}
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);
}
//
// 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, AActor **pLineTarget)
{
static const int angdiff[3] = { -1<<26, 1<<26, 0 };
int i;
angle_t an;
angle_t pitch;
AActor *linetarget;
// see which target is to be aimed at
i = 2;
do
{
an = mo->angle + angdiff[i];
pitch = P_AimLineAttack (mo, an, 16*64*FRACUNIT, &linetarget);
if (mo->player != NULL &&
level.IsFreelookAllowed() &&
mo->player->userinfo.GetAimDist() <= ANGLE_1/2)
{
break;
}
} while (linetarget == NULL && --i >= 0);
if (pLineTarget != NULL)
{
*pLineTarget = linetarget;
}
return pitch;
}
//
// P_GunShot
//
void P_GunShot (AActor *mo, bool accurate, const PClass *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)
{
if (self->player != NULL)
{
self->player->extralight = 0;
}
}
DEFINE_ACTION_FUNCTION(AInventory, A_Light1)
{
if (self->player != NULL)
{
self->player->extralight = 1;
}
}
DEFINE_ACTION_FUNCTION(AInventory, A_Light2)
{
if (self->player != NULL)
{
self->player->extralight = 2;
}
}
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_Light)
{
ACTION_PARAM_START(1);
ACTION_PARAM_INT(light, 0);
if (self->player != NULL)
{
self->player->extralight = clamp<int>(light, -20, 20);
}
}
//------------------------------------------------------------------------
//
// 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);
}
if (player->WeaponState & WF_WEAPONRELOADOK)
{
P_CheckWeaponReload (player);
}
if (player->WeaponState & WF_WEAPONZOOMOK)
{
P_CheckWeaponZoom (player);
}
}
}
FArchive &operator<< (FArchive &arc, pspdef_t &def)
{
arc << def.state << def.tics << def.sx << def.sy
<< def.sprite << def.frame;
return arc;
}