//************************************************************************** //** //** 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 #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; iWeaponState &= ~(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()<GetMisc2()) { psp->sy = state->GetMisc2()<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; // 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 (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(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, 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, 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(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; }