qzdoom-gpl/src/p_pspr.cpp

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//**************************************************************************
//**
//** 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 ------------------------------------------------------------------
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#define LOWERSPEED 6.
#define RAISESPEED 6.
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// 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 --------------------------------------------------------------------
//------------------------------------------------------------------------
//
//
//
//------------------------------------------------------------------------
IMPLEMENT_POINTY_CLASS(DPSprite)
DECLARE_POINTER(Caller)
DECLARE_POINTER(Next)
END_POINTERS
//------------------------------------------------------------------------
//
//
//
//------------------------------------------------------------------------
DPSprite::DPSprite(player_t *owner, AInventory *caller, int id)
: processPending(true), firstTic(true), Owner(owner), Caller(caller), ID(id)
{
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DPSprite *prev = nullptr;
DPSprite *next = Owner->psprites;
while (next != nullptr && next->ID < ID)
{
prev = next;
next = next->Next;
}
Next = next;
GC::WriteBarrier(this, next);
if (prev == NULL)
{
Owner->psprites = this;
GC::WriteBarrier(this);
}
else
{
prev->Next = this;
GC::WriteBarrier(prev, this);
}
if (Next && Next->ID == ID && ID != 0)
Next->Destroy(); // Replace it.
}
//------------------------------------------------------------------------
//
//
//
//------------------------------------------------------------------------
DPSprite *player_t::GetPSprite(psprnum_t layer)
{
assert(layer > 0 && layer < NUMPSPRITES);
DPSprite *weapon = nullptr;
DPSprite *pspr = psprites;
while (pspr)
{
if (pspr->ID == layer)
return pspr;
if (pspr->ID == ps_weapon)
weapon = pspr;
pspr = pspr->Next;
}
pspr = new DPSprite(this, ReadyWeapon, layer);
if (layer == ps_flash && weapon)
{
pspr->x = weapon->x;
pspr->y = weapon->y;
}
return pspr;
}
//------------------------------------------------------------------------
//
//
//
//------------------------------------------------------------------------
DPSprite *player_t::FindPSprite(int layer)
{
if (layer == 0)
return nullptr;
DPSprite *pspr = psprites;
while (pspr)
{
if (pspr->ID == layer)
break;
pspr = pspr->Next;
}
return pspr;
}
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//---------------------------------------------------------------------------
//
// PROC P_NewPspriteTick
//
//---------------------------------------------------------------------------
void DPSprite::NewTick()
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{
// 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++)
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{
if (playeringame[i])
{
DPSprite *pspr = players[i].psprites;
while (pspr)
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{
pspr->processPending = true;
pspr = pspr->Next;
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}
}
}
}
//---------------------------------------------------------------------------
//
// PROC P_SetPsprite
//
//---------------------------------------------------------------------------
void DPSprite::SetState(FState *newstate, bool pending)
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{
if (ID == ps_weapon)
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{ // A_WeaponReady will re-set these as needed
Owner->WeaponState &= ~(WF_WEAPONREADY | WF_WEAPONREADYALT | WF_WEAPONBOBBING | WF_WEAPONSWITCHOK | WF_WEAPONRELOADOK | WF_WEAPONZOOMOK |
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WF_USER1OK | WF_USER2OK | WF_USER3OK | WF_USER4OK);
}
// Special handling for the old hardcoded layers.
if (ID > 0 && ID < NUMPSPRITES)
Caller = Owner->ReadyWeapon;
processPending = pending;
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do
{
if (newstate == nullptr)
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{ // Object removed itself.
Destroy();
return;
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}
State = newstate;
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if (newstate->sprite != SPR_FIXED)
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{ // okay to change sprite and/or frame
if (!newstate->GetSameFrame())
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{ // okay to change frame
Frame = newstate->GetFrame();
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}
if (newstate->sprite != SPR_NOCHANGE)
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{ // okay to change sprite
Sprite = newstate->sprite;
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}
}
Tics = newstate->GetTics(); // could be 0
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if ((ID > 0 && ID < NUMPSPRITES) || Caller->IsKindOf(RUNTIME_CLASS(AWeapon)))
{ // The targeter layers are affected by this too.
if (sv_fastweapons == 2 && ID == ps_weapon)
Tics = newstate->ActionFunc == nullptr ? 0 : 1;
else if (sv_fastweapons == 3)
Tics = (newstate->GetTics() != 0);
else if (sv_fastweapons)
Tics = 1; // great for producing decals :)
}
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if (newstate->GetMisc1())
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{ // Set coordinates.
x = newstate->GetMisc1();
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}
if (newstate->GetMisc2())
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{
y = newstate->GetMisc2();
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}
if (Owner->mo != nullptr)
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{
FState *nextstate;
if (newstate->CallAction(Owner->mo, Caller, &nextstate))
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{
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// It's possible this call resulted in this very layer being replaced.
if (ObjectFlags & OF_EuthanizeMe)
{
return;
}
if (nextstate != nullptr)
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{
newstate = nextstate;
Tics = 0;
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continue;
}
if (State == nullptr)
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{
Destroy();
return;
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}
}
}
newstate = State->GetNextState();
} while (!Tics); // An initial state of 0 could cycle through.
return;
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}
//---------------------------------------------------------------------------
//
// 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;
DPSprite *psweapon = player->GetPSprite(ps_weapon);
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if (player->PendingWeapon == WP_NOCHANGE)
{
if (player->ReadyWeapon != nullptr)
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{
psweapon->y = WEAPONTOP;
psweapon->SetState(player->ReadyWeapon->GetReadyState());
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}
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 != nullptr &&
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weapon->SisterWeapon &&
weapon->SisterWeapon->WeaponFlags & WIF_POWERED_UP &&
player->mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true))
{
weapon = weapon->SisterWeapon;
}
if (weapon != nullptr)
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{
if (weapon->UpSound)
{
S_Sound (player->mo, CHAN_WEAPON, weapon->UpSound, 1, ATTN_NORM);
}
newstate = weapon->GetUpState ();
player->refire = 0;
}
else
{
newstate = nullptr;
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}
player->PendingWeapon = WP_NOCHANGE;
player->ReadyWeapon = weapon;
psweapon->y = player->cheats & CF_INSTANTWEAPSWITCH
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? WEAPONTOP : WEAPONBOTTOM;
psweapon->SetState(newstate);
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// make sure that the previous weapon's flash state is terminated.
// When coming here from a weapon drop it may still be active.
player->GetPSprite(ps_flash)->SetState(nullptr);
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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 == nullptr && bot_observer)
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{
return;
}
weapon = player->ReadyWeapon;
if (weapon == nullptr || !weapon->CheckAmmo (AWeapon::PrimaryFire, true))
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{
return;
}
player->mo->PlayAttacking ();
weapon->bAltFire = false;
if (state == nullptr)
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{
state = weapon->GetAtkState(!!player->refire);
}
player->GetPSprite(ps_weapon)->SetState(state);
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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 == nullptr && bot_observer)
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{
return;
}
weapon = player->ReadyWeapon;
if (weapon == nullptr || weapon->FindState(NAME_AltFire) == nullptr || !weapon->CheckAmmo (AWeapon::AltFire, true))
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{
return;
}
player->mo->PlayAttacking ();
weapon->bAltFire = true;
if (state == nullptr)
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{
state = weapon->GetAltAtkState(!!player->refire);
}
player->GetPSprite(ps_weapon)->SetState(state);
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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 == nullptr)
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{
return;
}
// Since the weapon is dropping, stop blocking switching.
player->WeaponState &= ~WF_DISABLESWITCH;
if (player->ReadyWeapon != nullptr)
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{
player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->GetDownState());
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}
}
//============================================================================
//
// 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, float *x, float *y, double ticfrac)
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{
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static float curbob;
double xx[2], yy[2];
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AWeapon *weapon;
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float bobtarget;
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weapon = player->ReadyWeapon;
if (weapon == nullptr || weapon->WeaponFlags & WIF_DONTBOB)
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{
*x = *y = 0;
return;
}
// [XA] Get the current weapon's bob properties.
int bobstyle = weapon->BobStyle;
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float BobSpeed = (weapon->BobSpeed * 128);
float Rangex = weapon->BobRangeX;
float Rangey = weapon->BobRangeY;
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for (int i = 0; i < 2; i++)
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{
// Bob the weapon based on movement speed.
FAngle angle = (BobSpeed * 35 / TICRATE*(level.time - 1 + i)) * (360.f / 8192.f);
// [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 = float((player->WeaponState & WF_WEAPONBOBBING) ? player->bob : 0.);
if (curbob != bobtarget)
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{
if (fabsf(bobtarget - curbob) <= 1)
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{
curbob = bobtarget;
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}
else
{
float zoom = MAX(1.f, fabsf(curbob - bobtarget) / 40);
if (curbob > bobtarget)
{
curbob -= zoom;
}
else
{
curbob += zoom;
}
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}
}
if (curbob != 0)
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{
float bobx = float(player->bob * Rangex);
float boby = float(player->bob * Rangey);
switch (bobstyle)
{
case AWeapon::BobNormal:
xx[i] = bobx * angle.Cos();
yy[i] = boby * fabsf(angle.Sin());
break;
case AWeapon::BobInverse:
xx[i] = bobx*angle.Cos();
yy[i] = boby * (1.f - fabsf(angle.Sin()));
break;
case AWeapon::BobAlpha:
xx[i] = bobx * angle.Sin();
yy[i] = boby * fabsf(angle.Sin());
break;
case AWeapon::BobInverseAlpha:
xx[i] = bobx * angle.Sin();
yy[i] = boby * (1.f - fabsf(angle.Sin()));
break;
case AWeapon::BobSmooth:
xx[i] = bobx*angle.Cos();
yy[i] = 0.5f * (boby * (1.f - ((angle * 2).Cos())));
break;
case AWeapon::BobInverseSmooth:
xx[i] = bobx*angle.Cos();
yy[i] = 0.5f * (boby * (1.f + ((angle * 2).Cos())));
}
}
else
{
xx[i] = 0;
yy[i] = 0;
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}
}
*x = (float)(xx[0] * (1. - ticfrac) + xx[1] * ticfrac);
*y = (float)(yy[0] * (1. - ticfrac) + yy[1] * ticfrac);
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}
//============================================================================
//
// 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->GetPSprite(ps_weapon)->GetState() == weapon->FindState(NAME_Ready))
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{
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->GetPSprite(ps_weapon)->x = 0;
self->player->GetPSprite(ps_weapon)->y = WEAPONTOP;
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}
}
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 == nullptr && bot_observer)
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{
return;
}
AWeapon *weapon = player->ReadyWeapon;
if (weapon == nullptr)
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{
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 != nullptr)
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{
player->GetPSprite(ps_weapon)->SetState(state);
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return;
}
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}
}
}
//---------------------------------------------------------------------------
//
// 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_OverlayOffset
//
//---------------------------------------------------------------------------
enum WOFFlags
{
WOF_KEEPX = 1,
WOF_KEEPY = 1 << 1,
WOF_ADD = 1 << 2,
};
void A_OverlayOffset(AActor *self, int layer, double wx, double wy, int flags)
{
if ((flags & WOF_KEEPX) && (flags & WOF_KEEPY))
{
return;
}
player_t *player = self->player;
DPSprite *psp;
if (player && (player->playerstate != PST_DEAD))
{
psp = player->FindPSprite(layer);
if (psp == nullptr)
return;
if (!(flags & WOF_KEEPX))
{
if (flags & WOF_ADD)
{
psp->x += wx;
}
else
{
psp->x = wx;
}
}
if (!(flags & WOF_KEEPY))
{
if (flags & WOF_ADD)
{
psp->y += wy;
}
else
{
psp->y = wy;
}
}
}
}
DEFINE_ACTION_FUNCTION(AInventory, A_OverlayOffset)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT_OPT(layer) { layer = ps_weapon; }
PARAM_FLOAT_OPT(wx) { wx = 0.; }
PARAM_FLOAT_OPT(wy) { wy = 32.; }
PARAM_INT_OPT(flags) { flags = 0; }
A_OverlayOffset(self, layer, wx, wy, flags);
return 0;
}
DEFINE_ACTION_FUNCTION(AInventory, A_WeaponOffset)
{
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT_OPT(wx) { wx = 0.; }
PARAM_FLOAT_OPT(wy) { wy = 32.; }
PARAM_INT_OPT(flags) { flags = 0; }
A_OverlayOffset(self, ps_weapon, wx, wy, flags);
return 0;
}
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//---------------------------------------------------------------------------
//
// PROC A_Lower
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
{
PARAM_ACTION_PROLOGUE;
player_t *player = self->player;
DPSprite *psp;
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if (nullptr == player)
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{
return 0;
}
psp = player->GetPSprite(ps_weapon);
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if (player->morphTics || player->cheats & CF_INSTANTWEAPSWITCH)
{
psp->y = WEAPONBOTTOM;
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}
else
{
psp->y += LOWERSPEED;
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}
if (psp->y < WEAPONBOTTOM)
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{ // 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->y = WEAPONBOTTOM;
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// Player is dead, so keep the weapon off screen
psp->SetState(nullptr);
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return 0;
}
// [RH] Clear the flash state. Only needed for Strife.
player->GetPSprite(ps_flash)->SetState(nullptr);
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P_BringUpWeapon (player);
return 0;
}
//---------------------------------------------------------------------------
//
// PROC A_Raise
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AInventory, A_Raise)
{
PARAM_ACTION_PROLOGUE;
if (self == nullptr)
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{
return 0;
}
player_t *player = self->player;
DPSprite *psp;
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if (nullptr == player)
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{
return 0;
}
if (player->PendingWeapon != WP_NOCHANGE)
{
P_DropWeapon(player);
return 0;
}
psp = player->GetPSprite(ps_weapon);
psp->y -= RAISESPEED;
if (psp->y > WEAPONTOP)
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{ // Not raised all the way yet
return 0;
}
psp->y = WEAPONTOP;
if (player->ReadyWeapon != nullptr)
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{
psp->SetState(player->ReadyWeapon->GetReadyState());
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}
else
{
psp->SetState(nullptr);
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}
return 0;
}
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//---------------------------------------------------------------------------
//
// PROC A_Overlay
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_Overlay)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT (layer);
PARAM_STATE_OPT (state) { state = nullptr; }
player_t *player = self->player;
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if (player == nullptr)
return 0;
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DPSprite *pspr;
pspr = new DPSprite(player, reinterpret_cast<AInventory *>(stateowner), layer);
pspr->SetState(state);
return 0;
}
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//
// A_GunFlash
//
enum GF_Flags
{
GFF_NOEXTCHANGE = 1,
};
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_GunFlash)
{
PARAM_ACTION_PROLOGUE;
PARAM_STATE_OPT(flash) { flash = nullptr; }
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PARAM_INT_OPT (flags) { flags = 0; }
player_t *player = self->player;
if (nullptr == player)
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{
return 0;
}
if (!(flags & GFF_NOEXTCHANGE))
{
player->mo->PlayAttacking2 ();
}
if (flash == nullptr)
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{
if (player->ReadyWeapon->bAltFire)
{
flash = player->ReadyWeapon->FindState(NAME_AltFlash);
}
if (flash == nullptr)
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{
flash = player->ReadyWeapon->FindState(NAME_Flash);
}
}
player->GetPSprite(ps_flash)->SetState(flash);
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return 0;
}
//
// WEAPON ATTACKS
//
//
// P_BulletSlope
// Sets a slope so a near miss is at aproximately
// the height of the intended target
//
DAngle P_BulletSlope (AActor *mo, FTranslatedLineTarget *pLineTarget, int aimflags)
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{
static const double angdiff[3] = { -5.625f, 5.625f, 0 };
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int i;
DAngle an;
DAngle pitch;
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FTranslatedLineTarget scratch;
if (pLineTarget == NULL) pLineTarget = &scratch;
// see which target is to be aimed at
i = 2;
do
{
an = mo->Angles.Yaw + angdiff[i];
pitch = P_AimLineAttack (mo, an, 16.*64, pLineTarget, 0., aimflags);
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if (mo->player != NULL &&
level.IsFreelookAllowed() &&
mo->player->userinfo.GetAimDist() <= 0.5)
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{
break;
}
} while (pLineTarget->linetarget == NULL && --i >= 0);
return pitch;
}
//
// P_GunShot
//
void P_GunShot (AActor *mo, bool accurate, PClassActor *pufftype, DAngle pitch)
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{
DAngle angle;
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int damage;
damage = 5*(pr_gunshot()%3+1);
angle = mo->Angles.Yaw;
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if (!accurate)
{
angle += pr_gunshot.Random2 () * (5.625 / 256);
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}
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)
{
// Remove all psprites
player->DestroyPSprites();
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// 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 player_t::TickPSprites()
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{
DPSprite *weapon = nullptr;
DPSprite *flash = nullptr;
bool noweapon = (ReadyWeapon == nullptr && (health > 0 || mo->DamageType != NAME_Fire));
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DPSprite *pspr = psprites;
while (pspr)
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{
// 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.
// (except for the old hardcoded layers)
if (!(pspr->ID > 0 && pspr->ID < NUMPSPRITES) &&
(pspr->Caller == nullptr ||
(pspr->Caller->IsKindOf(RUNTIME_CLASS(AWeapon)) && pspr->Caller != pspr->Owner->ReadyWeapon) ||
(pspr->Caller->Owner != pspr->Owner->mo)))
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{
pspr->Destroy();
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}
else if (!(pspr->ID > 0 && pspr->ID < NUMPSPRITES && noweapon))
{
pspr->Tick();
}
if (pspr->ID == ps_weapon)
weapon = pspr;
else if (pspr->ID == ps_flash)
flash = pspr;
pspr = pspr->Next;
}
if (noweapon)
{
if (weapon) weapon->SetState(nullptr);
if (flash) flash->SetState(nullptr);
if (PendingWeapon != WP_NOCHANGE)
P_BringUpWeapon(this);
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}
else
{
if (weapon && flash)
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{
flash->x = weapon->x;
flash->y = weapon->y;
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}
P_CheckWeaponSwitch(this);
if (WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
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{
P_CheckWeaponFire(this);
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}
// Check custom buttons
P_CheckWeaponButtons(this);
}
}
//------------------------------------------------------------------------
//
//
//
//------------------------------------------------------------------------
void DPSprite::Tick()
{
oldx = x;
oldy = y;
if (processPending)
{
// drop tic count and possibly change state
if (Tics != -1) // a -1 tic count never changes
{
Tics--;
// [BC] Apply double firing speed.
// This is applied to the targeter layers too.
if (((ID > 0 && ID < NUMPSPRITES) || (Caller->IsKindOf(RUNTIME_CLASS(AWeapon)))) &&
(Tics && Owner->cheats & CF_DOUBLEFIRINGSPEED))
Tics--;
if (!Tics)
SetState(State->GetNextState());
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}
}
}
//------------------------------------------------------------------------
//
//
//
//------------------------------------------------------------------------
void DPSprite::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << Next << Caller << Owner
<< State << Tics << Sprite << Frame
<< ID << x << y << oldx << oldy;
}
//------------------------------------------------------------------------
//
//
//
//------------------------------------------------------------------------
void player_t::DestroyPSprites()
{
DPSprite *pspr = psprites;
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psprites = nullptr;
while (pspr)
{
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DPSprite *next = pspr->Next;
pspr->Next = nullptr;
pspr->Destroy();
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pspr = next;
}
}
//------------------------------------------------------------------------
//
//
//
//------------------------------------------------------------------------
void DPSprite::Destroy()
{
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// Do not crash if this gets called on partially initialized objects.
if (Owner != nullptr && Owner->psprites != nullptr)
{
if (Owner->psprites != this)
{
DPSprite *prev = Owner->psprites;
while (prev != nullptr && prev->Next != this)
prev = prev->Next;
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if (prev != nullptr && prev->Next == this)
{
prev->Next = Next;
GC::WriteBarrier(prev, Next);
}
}
else
{
Owner->psprites = Next;
GC::WriteBarrier(Next);
}
}
Super::Destroy();
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}
//------------------------------------------------------------------------
//
//
//
//------------------------------------------------------------------------
ADD_STAT(psprites)
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{
FString out;
DPSprite *pspr;
for (int i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
out.AppendFormat("[psprites] player: %d | layers: ", i);
pspr = players[i].psprites;
while (pspr)
{
out.AppendFormat("%d, ", pspr->GetID());
pspr = pspr->GetNext();
}
out.AppendFormat("\n");
}
return out;
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}