//************************************************************************** //** //** 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_local.h" #include "s_sound.h" #include "doomstat.h" #include "gi.h" #include "p_pspr.h" #include "p_effect.h" #include "a_doomglobal.h" #include "templates.h" #include "thingdef/thingdef.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_SetPsprite // //--------------------------------------------------------------------------- void P_SetPsprite (player_t *player, int position, FState *state) { pspdef_t *psp; if (position == ps_weapon) { // A_WeaponReady will re-set this as needed player->cheats &= ~CF_WEAPONREADY; } psp = &player->psprites[position]; do { if (state == NULL) { // Object removed itself. psp->state = NULL; break; } psp->state = state; if (sv_fastweapons >= 2 && position == ps_weapon) psp->tics = (state->Action == 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()<GetMisc2()) { psp->sy = state->GetMisc2()<GetAction()) { // The parameterized action functions need access to the current state and // if a function is supposed to work with both actors and weapons // there is no real means to get to it reliably so I store it in a global variable here. // Yes, I know this is truly awful but it is the only method I can think of // that does not involve changing stuff throughout the code. // Of course this should be rewritten ASAP. CallingState = state; // Call action routine. if (player->mo != NULL) { state->GetAction() (player->mo); } if (!psp->state) { break; } } state = psp->state->GetNextState(); } while (!psp->tics); // An initial state of 0 could cycle through. } //--------------------------------------------------------------------------- // // PROC P_SetPspriteNF // // Identical to P_SetPsprite, without calling the action function //--------------------------------------------------------------------------- void P_SetPspriteNF (player_t *player, int position, FState *state) { pspdef_t *psp; psp = &player->psprites[position]; do { if (state == NULL) { // Object removed itself. psp->state = NULL; break; } psp->state = state; psp->tics = state->GetTics(); // could be 0 if (state->GetMisc1()) { // Set coordinates. psp->sx = state->GetMisc1()<GetMisc2()) { psp->sy = state->GetMisc2()<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) { 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))) { weapon = weapon->SisterWeapon; } if (weapon != NULL) { if (weapon->UpSound) { S_Sound (player->mo, CHAN_WEAPON, weapon->UpSound, 1, ATTN_NORM); } newstate = weapon->GetUpState (); } 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); } //--------------------------------------------------------------------------- // // PROC P_FireWeapon // //--------------------------------------------------------------------------- void P_FireWeapon (player_t *player) { 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; P_SetPsprite (player, ps_weapon, weapon->GetAtkState(!!player->refire)); if (!(weapon->WeaponFlags & WIF_NOALERT)) { P_NoiseAlert (player->mo, player->mo, false); } } //--------------------------------------------------------------------------- // // PROC P_FireWeaponAlt // //--------------------------------------------------------------------------- void P_FireWeaponAlt (player_t *player) { 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; P_SetPsprite (player, ps_weapon, weapon->GetAltAtkState(!!player->refire)); 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->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. // //============================================================================ 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; } // Bob the weapon based on movement speed. int angle = (128*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->cheats & CF_WEAPONREADY) ? 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) { *x = FixedMul(player->bob, finecosine[angle]); *y = FixedMul(player->bob, finesine[angle & (FINEANGLES/2-1)]); } else { *x = 0; *y = 0; } } //--------------------------------------------------------------------------- // // PROC A_WeaponReady // // The player can fire the weapon or change to another weapon at this time. // //--------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AInventory, A_WeaponReady) { player_t *player = self->player; AWeapon *weapon; if (NULL == player) { return; } weapon = player->ReadyWeapon; if (NULL == weapon) { 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 bobbing and firing action. player->cheats |= CF_WEAPONREADY; player->psprites[ps_weapon].sx = 0; player->psprites[ps_weapon].sy = WEAPONTOP; } //--------------------------------------------------------------------------- // // PROC P_CheckWeaponFire // // The player can fire the weapon or change to another weapon at this time. // [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; // Put the weapon away if the player has a pending weapon or has died. if ((player->morphTics == 0 && player->PendingWeapon != WP_NOCHANGE) || player->health <= 0) { P_SetPsprite (player, ps_weapon, weapon->GetDownState()); return; } // Check for fire. Some weapons do not auto fire. if (player->cmd.ucmd.buttons & BT_ATTACK) { if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE)) { player->attackdown = true; P_FireWeapon (player); return; } } else if (player->cmd.ucmd.buttons & BT_ALTATTACK) { if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE)) { player->attackdown = true; P_FireWeaponAlt (player); return; } } else { player->attackdown = false; } } //--------------------------------------------------------------------------- // // PROC A_ReFire // // The player can re-fire the weapon without lowering it entirely. // //--------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AInventory, A_ReFire) { player_t *player = self->player; if (NULL == player) { return; } if ((player->cmd.ucmd.buttons&BT_ATTACK) && !player->ReadyWeapon->bAltFire && player->PendingWeapon == WP_NOCHANGE && player->health) { player->refire++; P_FireWeapon (player); } else if ((player->cmd.ucmd.buttons&BT_ALTATTACK) && player->ReadyWeapon->bAltFire && player->PendingWeapon == WP_NOCHANGE && player->health) { player->refire++; P_FireWeaponAlt (player); } 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; return; } if (player->health <= 0) { // Player is dead, so keep the weapon off screen P_SetPsprite (player, ps_weapon, NULL); return; } /* if (player->PendingWeapon != WP_NOCHANGE) { // [RH] Make sure we're actually changing weapons. player->ReadyWeapon = player->PendingWeapon; } */ // [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_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetDownState()); 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 // DEFINE_ACTION_FUNCTION(AInventory, A_GunFlash) { player_t *player = self->player; if (NULL == player) { return; } player->mo->PlayAttacking2 (); FState * 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.aimdist <= 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_None, 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(AInventory, A_Light) { int index=CheckIndex(1, &CallingState); if (self->player != NULL && index > 0) { self->player->extralight = clamp(EvalExpressionI (StateParameters[index], self), 0, 20); } } //------------------------------------------------------------------------ // // PROC P_SetupPsprites // // Called at start of level for each player // //------------------------------------------------------------------------ void P_SetupPsprites(player_t *player) { int i; // Remove all psprites for (i = 0; i < NUMPSPRITES; i++) { player->psprites[i].state = NULL; } // Spawn the ready weapon player->PendingWeapon = player->ReadyWeapon; 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) // 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--; 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; if (player->cheats & CF_WEAPONREADY) { P_CheckWeaponFire (player); } } } FArchive &operator<< (FArchive &arc, pspdef_t &def) { return arc << def.state << def.tics << def.sx << def.sy; }