qzdoom-gpl/src/p_user.cpp
Randy Heit 604b5ef673 - Removed the old meta data system. All meta data is now stored in subclasses of PClass. This
should simplify scripting, since it means that meta fields can be treated (mostly) the same as
  normal fields.

SVN r2242 (scripting)
2010-03-25 20:38:00 +00:00

2673 lines
67 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Player related stuff.
// Bobbing POV/weapon, movement.
// Pending weapon.
//
//-----------------------------------------------------------------------------
#include "templates.h"
#include "doomdef.h"
#include "d_event.h"
#include "p_local.h"
#include "doomstat.h"
#include "s_sound.h"
#include "i_system.h"
#include "r_draw.h"
#include "gi.h"
#include "m_random.h"
#include "p_pspr.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "a_sharedglobal.h"
#include "a_keys.h"
#include "statnums.h"
#include "v_palette.h"
#include "v_video.h"
#include "w_wad.h"
#include "cmdlib.h"
#include "sbar.h"
#include "f_finale.h"
#include "c_console.h"
#include "doomdef.h"
#include "c_dispatch.h"
#include "tarray.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
#include "d_net.h"
static FRandom pr_skullpop ("SkullPop");
// [RH] # of ticks to complete a turn180
#define TURN180_TICKS ((TICRATE / 4) + 1)
// Variables for prediction
CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
static player_t PredictionPlayerBackup;
static BYTE PredictionActorBackup[sizeof(AActor)];
static TArray<sector_t *> PredictionTouchingSectorsBackup;
// [GRB] Custom player classes
TArray<FPlayerClass> PlayerClasses;
FPlayerClass::FPlayerClass ()
{
Type = NULL;
Flags = 0;
}
FPlayerClass::FPlayerClass (const FPlayerClass &other)
{
Type = other.Type;
Flags = other.Flags;
Skins = other.Skins;
}
FPlayerClass::~FPlayerClass ()
{
}
bool FPlayerClass::CheckSkin (int skin)
{
for (unsigned int i = 0; i < Skins.Size (); i++)
{
if (Skins[i] == skin)
return true;
}
return false;
}
void SetupPlayerClasses ()
{
FPlayerClass newclass;
newclass.Flags = 0;
if (gameinfo.gametype == GAME_Doom)
{
newclass.Type = static_cast<PClassPlayerPawn *>(PClass::FindClass(NAME_DoomPlayer));
PlayerClasses.Push(newclass);
}
else if (gameinfo.gametype == GAME_Heretic)
{
newclass.Type = static_cast<PClassPlayerPawn *>(PClass::FindClass(NAME_HereticPlayer));
PlayerClasses.Push(newclass);
}
else if (gameinfo.gametype == GAME_Hexen)
{
newclass.Type = static_cast<PClassPlayerPawn *>(PClass::FindClass(NAME_FighterPlayer));
PlayerClasses.Push(newclass);
newclass.Type = static_cast<PClassPlayerPawn *>(PClass::FindClass(NAME_ClericPlayer));
PlayerClasses.Push(newclass);
newclass.Type = static_cast<PClassPlayerPawn *>(PClass::FindClass(NAME_MagePlayer));
PlayerClasses.Push(newclass);
}
else if (gameinfo.gametype == GAME_Strife)
{
newclass.Type = static_cast<PClassPlayerPawn *>(PClass::FindClass(NAME_StrifePlayer));
PlayerClasses.Push(newclass);
}
else if (gameinfo.gametype == GAME_Chex)
{
newclass.Type = static_cast<PClassPlayerPawn *>(PClass::FindClass(NAME_ChexPlayer));
PlayerClasses.Push(newclass);
}
}
CCMD (clearplayerclasses)
{
if (ParsingKeyConf)
{
PlayerClasses.Clear ();
}
}
CCMD (addplayerclass)
{
if (ParsingKeyConf && argv.argc () > 1)
{
PClassPlayerPawn *ti = dyn_cast<PClassPlayerPawn>(PClass::FindClass(argv[1]));
if (ti == NULL)
{
Printf ("Unknown player class '%s'\n", argv[1]);
}
else if (ti->DisplayName.IsEmpty())
{
Printf ("Missing displayname for player class '%s'\n", argv[1]);
}
else
{
FPlayerClass newclass;
newclass.Type = ti;
newclass.Flags = 0;
int arg = 2;
while (arg < argv.argc ())
{
if (!stricmp (argv[arg], "nomenu"))
{
newclass.Flags |= PCF_NOMENU;
}
else
{
Printf ("Unknown flag '%s' for player class '%s'\n", argv[arg], argv[1]);
}
arg++;
}
PlayerClasses.Push (newclass);
}
}
}
CCMD (playerclasses)
{
for (unsigned int i = 0; i < PlayerClasses.Size (); i++)
{
Printf("% 3d %s\n", i, PlayerClasses[i].Type->DisplayName.GetChars());
}
}
//
// Movement.
//
// 16 pixels of bob
#define MAXBOB 0x100000
bool onground;
// The player_t constructor. Since LogText is not a POD, we cannot just
// memset it all to 0.
player_t::player_t()
: mo(0),
playerstate(0),
cls(0),
DesiredFOV(0),
FOV(0),
viewz(0),
viewheight(0),
deltaviewheight(0),
bob(0),
velx(0),
vely(0),
centering(0),
turnticks(0),
attackdown(0),
usedown(0),
oldbuttons(0),
health(0),
inventorytics(0),
CurrentPlayerClass(0),
backpack(0),
fragcount(0),
lastkilltime(0),
multicount(0),
spreecount(0),
ReadyWeapon(0),
PendingWeapon(0),
cheats(0),
refire(0),
inconsistant(0),
killcount(0),
itemcount(0),
secretcount(0),
damagecount(0),
bonuscount(0),
hazardcount(0),
poisoncount(0),
poisoner(0),
attacker(0),
extralight(0),
morphTics(0),
MorphedPlayerClass(0),
MorphStyle(0),
MorphExitFlash(0),
PremorphWeapon(0),
chickenPeck(0),
jumpTics(0),
respawn_time(0),
camera(0),
air_finished(0),
accuracy(0),
stamina(0),
savedyaw(0),
savedpitch(0),
angle(0),
dest(0),
prev(0),
enemy(0),
missile(0),
mate(0),
last_mate(0),
t_active(0),
t_respawn(0),
t_strafe(0),
t_react(0),
t_fight(0),
t_roam(0),
t_rocket(0),
isbot(0),
first_shot(0),
sleft(0),
allround(0),
oldx(0),
oldy(0),
BlendR(0),
BlendG(0),
BlendB(0),
BlendA(0),
LogText(),
crouching(0),
crouchdir(0),
crouchfactor(0),
crouchoffset(0),
crouchviewdelta(0),
ConversationNPC(0),
ConversationPC(0),
ConversationNPCAngle(0),
ConversationFaceTalker(0)
{
memset (&cmd, 0, sizeof(cmd));
memset (&userinfo, 0, sizeof(userinfo));
memset (frags, 0, sizeof(frags));
memset (psprites, 0, sizeof(psprites));
memset (&skill, 0, sizeof(skill));
}
// This function supplements the pointer cleanup in dobject.cpp, because
// player_t is not derived from DObject. (I tried it, and DestroyScan was
// unable to properly determine the player object's type--possibly
// because it gets staticly allocated in an array.)
//
// This function checks all the DObject pointers in a player_t and NULLs any
// that match the pointer passed in. If you add any pointers that point to
// DObject (or a subclass), add them here too.
size_t player_t::FixPointers (const DObject *old, DObject *rep)
{
APlayerPawn *replacement = static_cast<APlayerPawn *>(rep);
size_t changed = 0;
if (mo == old) mo = replacement, changed++;
if (poisoner == old) poisoner = replacement, changed++;
if (attacker == old) attacker = replacement, changed++;
if (camera == old) camera = replacement, changed++;
if (dest == old) dest = replacement, changed++;
if (prev == old) prev = replacement, changed++;
if (enemy == old) enemy = replacement, changed++;
if (missile == old) missile = replacement, changed++;
if (mate == old) mate = replacement, changed++;
if (last_mate == old) last_mate = replacement, changed++;
if (ReadyWeapon == old) ReadyWeapon = static_cast<AWeapon *>(rep), changed++;
if (PendingWeapon == old) PendingWeapon = static_cast<AWeapon *>(rep), changed++;
if (PremorphWeapon == old) PremorphWeapon = static_cast<AWeapon *>(rep), changed++;
if (ConversationNPC == old) ConversationNPC = replacement, changed++;
if (ConversationPC == old) ConversationPC = replacement, changed++;
return changed;
}
size_t player_t::PropagateMark()
{
GC::Mark(mo);
GC::Mark(poisoner);
GC::Mark(attacker);
GC::Mark(camera);
GC::Mark(dest);
GC::Mark(prev);
GC::Mark(enemy);
GC::Mark(missile);
GC::Mark(mate);
GC::Mark(last_mate);
GC::Mark(ReadyWeapon);
GC::Mark(ConversationNPC);
GC::Mark(ConversationPC);
GC::Mark(PremorphWeapon);
if (PendingWeapon != WP_NOCHANGE)
{
GC::Mark(PendingWeapon);
}
return sizeof(*this);
}
void player_t::SetLogNumber (int num)
{
char lumpname[16];
int lumpnum;
mysnprintf (lumpname, countof(lumpname), "LOG%d", num);
lumpnum = Wads.CheckNumForName (lumpname);
if (lumpnum == -1)
{
// Leave the log message alone if this one doesn't exist.
//SetLogText (lumpname);
}
else
{
int length=Wads.LumpLength(lumpnum);
char *data= new char[length+1];
Wads.ReadLump (lumpnum, data);
data[length]=0;
SetLogText (data);
delete[] data;
// Print log text to console
AddToConsole(-1, TEXTCOLOR_GOLD);
AddToConsole(-1, LogText);
AddToConsole(-1, "\n");
}
}
void player_t::SetLogText (const char *text)
{
LogText = text;
}
int player_t::GetSpawnClass()
{
const PClass * type = PlayerClasses[CurrentPlayerClass].Type;
return static_cast<APlayerPawn*>(GetDefaultByType(type))->SpawnMask;
}
//===========================================================================
//
// PClassPlayerPawn
//
//===========================================================================
IMPLEMENT_CLASS(PClassPlayerPawn)
PClassPlayerPawn::PClassPlayerPawn()
{
for (int i = 0; i < countof(HexenArmor); ++i)
{
HexenArmor[i] = 0;
}
ColorRangeStart = 0;
ColorRangeEnd = 0;
}
void PClassPlayerPawn::Derive(PClass *newclass)
{
assert(newclass->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn)));
Super::Derive(newclass);
PClassPlayerPawn *newp = static_cast<PClassPlayerPawn *>(newclass);
int i;
newp->DisplayName = DisplayName;
newp->SoundClass = SoundClass;
newp->Face = Face;
newp->InvulMode = InvulMode;
newp->HealingRadiusType = HealingRadiusType;
newp->ColorRangeStart = ColorRangeStart;
newp->ColorRangeEnd = ColorRangeEnd;
for (i = 0; i < countof(HexenArmor); ++i)
{
newp->HexenArmor[i] = HexenArmor[i];
}
for (i = 0; i < countof(Slot); ++i)
{
newp->Slot[i] = Slot[i];
}
}
//===========================================================================
//
// APlayerPawn
//
//===========================================================================
IMPLEMENT_POINTY_CLASS (APlayerPawn)
DECLARE_POINTER(InvFirst)
DECLARE_POINTER(InvSel)
END_POINTERS
IMPLEMENT_CLASS (APlayerChunk)
void APlayerPawn::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << JumpZ
<< MaxHealth
<< RunHealth
<< SpawnMask
<< ForwardMove1
<< ForwardMove2
<< SideMove1
<< SideMove2
<< ScoreIcon
<< InvFirst
<< InvSel
<< MorphWeapon
<< DamageFade
<< PlayerFlags;
}
//===========================================================================
//
// APlayerPawn :: BeginPlay
//
//===========================================================================
void APlayerPawn::BeginPlay ()
{
Super::BeginPlay ();
ChangeStatNum (STAT_PLAYER);
// Check whether a PWADs normal sprite is to be combined with the base WADs
// crouch sprite. In such a case the sprites normally don't match and it is
// best to disable the crouch sprite.
if (crouchsprite > 0)
{
// This assumes that player sprites always exist in rotated form and
// that the front view is always a separate sprite. So far this is
// true for anything that exists.
FString normspritename = sprites[SpawnState->sprite].name;
FString crouchspritename = sprites[crouchsprite].name;
int spritenorm = Wads.CheckNumForName(normspritename + "A1", ns_sprites);
int spritecrouch = Wads.CheckNumForName(crouchspritename + "A1", ns_sprites);
if (spritenorm==-1 || spritecrouch ==-1)
{
// Sprites do not exist so it is best to disable the crouch sprite.
crouchsprite = 0;
return;
}
int wadnorm = Wads.GetLumpFile(spritenorm);
int wadcrouch = Wads.GetLumpFile(spritenorm);
if (wadnorm > FWadCollection::IWAD_FILENUM && wadcrouch <= FWadCollection::IWAD_FILENUM)
{
// Question: Add an option / disable crouching or do what?
crouchsprite = 0;
}
}
}
//===========================================================================
//
// APlayerPawn :: Tick
//
//===========================================================================
void APlayerPawn::Tick()
{
if (player != NULL && player->mo == this && player->morphTics == 0 && player->playerstate != PST_DEAD)
{
height = FixedMul(GetDefault()->height, player->crouchfactor);
}
else
{
if (health > 0) height = GetDefault()->height;
}
Super::Tick();
}
//===========================================================================
//
// APlayerPawn :: PostBeginPlay
//
//===========================================================================
void APlayerPawn::PostBeginPlay()
{
SetupWeaponSlots();
}
//===========================================================================
//
// APlayerPawn :: SetupWeaponSlots
//
// Sets up the default weapon slots for this player. If this is also the
// local player, determines local modifications and sends those across the
// network. Ignores voodoo dolls.
//
//===========================================================================
void APlayerPawn::SetupWeaponSlots()
{
if (player != NULL && player->mo == this)
{
player->weapons.StandardSetup(GetClass());
if (player - players == consoleplayer)
{ // If we're the local player, then there's a bit more work to do.
FWeaponSlots local_slots(player->weapons);
local_slots.LocalSetup(GetClass());
local_slots.SendDifferences(player->weapons);
}
}
}
//===========================================================================
//
// APlayerPawn :: AddInventory
//
//===========================================================================
void APlayerPawn::AddInventory (AInventory *item)
{
// Adding inventory to a voodoo doll should add it to the real player instead.
if (player != NULL && player->mo != this && player->mo != NULL)
{
player->mo->AddInventory (item);
return;
}
Super::AddInventory (item);
// If nothing is selected, select this item.
if (InvSel == NULL && (item->ItemFlags & IF_INVBAR))
{
InvSel = item;
}
}
//===========================================================================
//
// APlayerPawn :: RemoveInventory
//
//===========================================================================
void APlayerPawn::RemoveInventory (AInventory *item)
{
bool pickWeap = false;
// Since voodoo dolls aren't supposed to have an inventory, there should be
// no need to redirect them to the real player here as there is with AddInventory.
// If the item removed is the selected one, select something else, either the next
// item, if there is one, or the previous item.
if (player != NULL)
{
if (InvSel == item)
{
InvSel = item->NextInv ();
if (InvSel == NULL)
{
InvSel = item->PrevInv ();
}
}
if (InvFirst == item)
{
InvFirst = item->NextInv ();
if (InvFirst == NULL)
{
InvFirst = item->PrevInv ();
}
}
if (item == player->PendingWeapon)
{
player->PendingWeapon = WP_NOCHANGE;
}
if (item == player->ReadyWeapon)
{
// If the current weapon is removed, clear the refire counter and pick a new one.
pickWeap = true;
player->ReadyWeapon = NULL;
player->refire = 0;
}
}
Super::RemoveInventory (item);
if (pickWeap && player->mo == this && player->PendingWeapon == WP_NOCHANGE)
{
PickNewWeapon (NULL);
}
}
//===========================================================================
//
// APlayerPawn :: UseInventory
//
//===========================================================================
bool APlayerPawn::UseInventory (AInventory *item)
{
const PClass *itemtype = item->GetClass();
if (player->cheats & CF_TOTALLYFROZEN)
{ // You can't use items if you're totally frozen
return false;
}
if (( level.flags2 & LEVEL2_FROZEN ) && ( player == NULL || !( player->cheats & CF_TIMEFREEZE )))
{
// Time frozen
return false;
}
if (!Super::UseInventory (item))
{
// Heretic and Hexen advance the inventory cursor if the use failed.
// Should this behavior be retained?
return false;
}
if (player == &players[consoleplayer])
{
S_Sound (this, CHAN_ITEM, item->UseSound, 1, ATTN_NORM);
StatusBar->FlashItem (itemtype);
}
return true;
}
//===========================================================================
//
// APlayerPawn :: BestWeapon
//
// Returns the best weapon a player has, possibly restricted to a single
// type of ammo.
//
//===========================================================================
AWeapon *APlayerPawn::BestWeapon (const PClass *ammotype)
{
AWeapon *bestMatch = NULL;
int bestOrder = INT_MAX;
AInventory *item;
AWeapon *weap;
bool tomed = NULL != FindInventory (RUNTIME_CLASS(APowerWeaponLevel2));
// Find the best weapon the player has.
for (item = Inventory; item != NULL; item = item->Inventory)
{
if (!item->IsKindOf (RUNTIME_CLASS(AWeapon)))
continue;
weap = static_cast<AWeapon *> (item);
// Don't select it if it's worse than what was already found.
if (weap->SelectionOrder > bestOrder)
continue;
// Don't select it if its primary fire doesn't use the desired ammo.
if (ammotype != NULL &&
(weap->Ammo1 == NULL ||
weap->Ammo1->GetClass() != ammotype))
continue;
// Don't select it if the Tome is active and this isn't the powered-up version.
if (tomed && weap->SisterWeapon != NULL && weap->SisterWeapon->WeaponFlags & WIF_POWERED_UP)
continue;
// Don't select it if it's powered-up and the Tome is not active.
if (!tomed && weap->WeaponFlags & WIF_POWERED_UP)
continue;
// Don't select it if there isn't enough ammo to use its primary fire.
if (!(weap->WeaponFlags & WIF_AMMO_OPTIONAL) &&
!weap->CheckAmmo (AWeapon::PrimaryFire, false))
continue;
// This weapon is usable!
bestOrder = weap->SelectionOrder;
bestMatch = weap;
}
return bestMatch;
}
//===========================================================================
//
// APlayerPawn :: PickNewWeapon
//
// Picks a new weapon for this player. Used mostly for running out of ammo,
// but it also works when an ACS script explicitly takes the ready weapon
// away or the player picks up some ammo they had previously run out of.
//
//===========================================================================
AWeapon *APlayerPawn::PickNewWeapon (const PClass *ammotype)
{
AWeapon *best = BestWeapon (ammotype);
if (best != NULL)
{
player->PendingWeapon = best;
if (player->ReadyWeapon != NULL)
{
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetDownState());
}
else if (player->PendingWeapon != WP_NOCHANGE)
{
P_BringUpWeapon (player);
}
}
return best;
}
//===========================================================================
//
// APlayerPawn :: CheckWeaponSwitch
//
// Checks if weapons should be changed after picking up ammo
//
//===========================================================================
void APlayerPawn::CheckWeaponSwitch(const PClass *ammotype)
{
if (!player->userinfo.neverswitch &&
player->PendingWeapon == WP_NOCHANGE &&
(player->ReadyWeapon == NULL ||
(player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON)))
{
AWeapon *best = BestWeapon (ammotype);
if (best != NULL && (player->ReadyWeapon == NULL ||
best->SelectionOrder < player->ReadyWeapon->SelectionOrder))
{
player->PendingWeapon = best;
}
}
}
//===========================================================================
//
// APlayerPawn :: GiveDeathmatchInventory
//
// Gives players items they should have in addition to their default
// inventory when playing deathmatch. (i.e. all keys)
//
//===========================================================================
void APlayerPawn::GiveDeathmatchInventory()
{
for (unsigned int i = 0; i < PClass::m_Types.Size(); ++i)
{
if (PClass::m_Types[i]->IsDescendantOf (RUNTIME_CLASS(AKey)))
{
AKey *key = (AKey *)GetDefaultByType (PClass::m_Types[i]);
if (key->KeyNumber != 0)
{
key = static_cast<AKey *>(Spawn (PClass::m_Types[i], 0,0,0, NO_REPLACE));
if (!key->CallTryPickup (this))
{
key->Destroy ();
}
}
}
}
}
//===========================================================================
//
// APlayerPawn :: FilterCoopRespawnInventory
//
// When respawning in coop, this function is called to walk through the dead
// player's inventory and modify it according to the current game flags so
// that it can be transferred to the new live player. This player currently
// has the default inventory, and the oldplayer has the inventory at the time
// of death.
//
//===========================================================================
void APlayerPawn::FilterCoopRespawnInventory (APlayerPawn *oldplayer)
{
AInventory *item, *next, *defitem;
// If we're losing everything, this is really simple.
if (dmflags & DF_COOP_LOSE_INVENTORY)
{
oldplayer->DestroyAllInventory();
return;
}
if (dmflags & (DF_COOP_LOSE_KEYS |
DF_COOP_LOSE_WEAPONS |
DF_COOP_LOSE_AMMO |
DF_COOP_HALVE_AMMO |
DF_COOP_LOSE_ARMOR |
DF_COOP_LOSE_POWERUPS))
{
// Walk through the old player's inventory and destroy or modify
// according to dmflags.
for (item = oldplayer->Inventory; item != NULL; item = next)
{
next = item->Inventory;
// If this item is part of the default inventory, we never want
// to destroy it, although we might want to copy the default
// inventory amount.
defitem = FindInventory (item->GetClass());
if ((dmflags & DF_COOP_LOSE_KEYS) &&
defitem == NULL &&
item->IsKindOf(RUNTIME_CLASS(AKey)))
{
item->Destroy();
}
else if ((dmflags & DF_COOP_LOSE_WEAPONS) &&
defitem == NULL &&
item->IsKindOf(RUNTIME_CLASS(AWeapon)))
{
item->Destroy();
}
else if ((dmflags & DF_COOP_LOSE_ARMOR) &&
item->IsKindOf(RUNTIME_CLASS(AArmor)))
{
if (defitem != NULL)
{
item->Destroy();
}
else if (item->IsKindOf(RUNTIME_CLASS(ABasicArmor)))
{
static_cast<ABasicArmor*>(item)->SavePercent = static_cast<ABasicArmor*>(defitem)->SavePercent;
item->Amount = defitem->Amount;
}
else if (item->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
{
static_cast<AHexenArmor*>(item)->Slots[0] = static_cast<AHexenArmor*>(defitem)->Slots[0];
static_cast<AHexenArmor*>(item)->Slots[1] = static_cast<AHexenArmor*>(defitem)->Slots[1];
static_cast<AHexenArmor*>(item)->Slots[2] = static_cast<AHexenArmor*>(defitem)->Slots[2];
static_cast<AHexenArmor*>(item)->Slots[3] = static_cast<AHexenArmor*>(defitem)->Slots[3];
}
}
else if ((dmflags & DF_COOP_LOSE_POWERUPS) &&
defitem == NULL &&
item->IsKindOf(RUNTIME_CLASS(APowerupGiver)))
{
item->Destroy();
}
else if ((dmflags & (DF_COOP_LOSE_AMMO | DF_COOP_HALVE_AMMO)) &&
item->IsKindOf(RUNTIME_CLASS(AAmmo)))
{
if (defitem == NULL)
{
if (dmflags & DF_COOP_LOSE_AMMO)
{
// Do NOT destroy the ammo, because a weapon might reference it.
item->Amount = 0;
}
else if (item->Amount > 1)
{
item->Amount /= 2;
}
}
else
{
// When set to lose ammo, you get to keep all your starting ammo.
// When set to halve ammo, you won't be left with less than your starting amount.
if (dmflags & DF_COOP_LOSE_AMMO)
{
item->Amount = defitem->Amount;
}
else if (item->Amount > 1)
{
item->Amount = MAX(item->Amount / 2, defitem->Amount);
}
}
}
}
}
// Now destroy the default inventory this player is holding and move
// over the old player's remaining inventory.
DestroyAllInventory();
ObtainInventory (oldplayer);
player->ReadyWeapon = NULL;
PickNewWeapon (NULL);
}
//===========================================================================
//
// APlayerPawn :: GetSoundClass
//
//===========================================================================
const char *APlayerPawn::GetSoundClass ()
{
if (player != NULL &&
(unsigned int)player->userinfo.skin >= PlayerClasses.Size () &&
(size_t)player->userinfo.skin < numskins)
{
return skins[player->userinfo.skin].name;
}
// [GRB]
PClassPlayerPawn *pclass = GetClass();
return pclass->SoundClass.IsNotEmpty() ? pclass->SoundClass : "player";
}
//===========================================================================
//
// APlayerPawn :: GetMaxHealth
//
// only needed because Boom screwed up Dehacked.
//
//===========================================================================
int APlayerPawn::GetMaxHealth() const
{
return MaxHealth > 0? MaxHealth : ((i_compatflags&COMPATF_DEHHEALTH)? 100 : deh.MaxHealth);
}
//===========================================================================
//
// APlayerPawn :: UpdateWaterLevel
//
// Plays surfacing and diving sounds, as appropriate.
//
//===========================================================================
bool APlayerPawn::UpdateWaterLevel (fixed_t oldz, bool splash)
{
int oldlevel = waterlevel;
bool retval = Super::UpdateWaterLevel (oldz, splash);
if (player != NULL)
{
if (oldlevel < 3 && waterlevel == 3)
{ // Our head just went under.
S_Sound (this, CHAN_VOICE, "*dive", 1, ATTN_NORM);
}
else if (oldlevel == 3 && waterlevel < 3)
{ // Our head just came up.
if (player->air_finished > level.time)
{ // We hadn't run out of air yet.
S_Sound (this, CHAN_VOICE, "*surface", 1, ATTN_NORM);
}
// If we were running out of air, then ResetAirSupply() will play *gasp.
}
}
return retval;
}
//===========================================================================
//
// APlayerPawn :: ResetAirSupply
//
// Gives the player a full "tank" of air. If they had previously completely
// run out of air, also plays the *gasp sound. Returns true if the player
// was drowning.
//
//===========================================================================
bool APlayerPawn::ResetAirSupply (bool playgasp)
{
bool wasdrowning = (player->air_finished < level.time);
if (playgasp && wasdrowning)
{
S_Sound (this, CHAN_VOICE, "*gasp", 1, ATTN_NORM);
}
if (level.airsupply> 0) player->air_finished = level.time + level.airsupply;
else player->air_finished = INT_MAX;
return wasdrowning;
}
//===========================================================================
//
// Animations
//
//===========================================================================
void APlayerPawn::PlayIdle ()
{
if (InStateSequence(state, SeeState))
SetState (SpawnState);
}
void APlayerPawn::PlayRunning ()
{
if (InStateSequence(state, SpawnState) && SeeState != NULL)
SetState (SeeState);
}
void APlayerPawn::PlayAttacking ()
{
if (MissileState != NULL) SetState (MissileState);
}
void APlayerPawn::PlayAttacking2 ()
{
if (MeleeState != NULL) SetState (MeleeState);
}
void APlayerPawn::ThrowPoisonBag ()
{
}
//===========================================================================
//
// APlayerPawn :: GiveDefaultInventory
//
//===========================================================================
void APlayerPawn::GiveDefaultInventory ()
{
if (player == NULL) return;
// [GRB] Give inventory specified in DECORATE
player->health = GetDefault ()->health;
// HexenArmor must always be the first item in the inventory because
// it provides player class based protection that should not affect
// any other protection item.
PClassPlayerPawn *myclass = GetClass();
GiveInventoryType(RUNTIME_CLASS(AHexenArmor));
AHexenArmor *harmor = FindInventory<AHexenArmor>();
harmor->Slots[4] = myclass->HexenArmor[0];
for (int i = 0; i < 4; ++i)
{
harmor->SlotsIncrement[i] = myclass->HexenArmor[i + 1];
}
// BasicArmor must come right after that. It should not affect any
// other protection item as well but needs to process the damage
// before the HexenArmor does.
ABasicArmor *barmor = Spawn<ABasicArmor> (0,0,0, NO_REPLACE);
barmor->BecomeItem ();
barmor->SavePercent = 0;
barmor->Amount = 0;
AddInventory (barmor);
// Now add the items from the DECORATE definition
DDropItem *di = GetDropItems();
while (di)
{
PClassActor *ti = PClass::FindActor (di->Name);
if (ti)
{
AInventory *item = FindInventory (ti);
if (item != NULL)
{
item->Amount = clamp<int>(
item->Amount + (di->Amount ? di->Amount : ((AInventory *)item->GetDefault ())->Amount),
0, item->MaxAmount);
}
else
{
item = static_cast<AInventory *>(Spawn (ti, 0,0,0, NO_REPLACE));
item->ItemFlags |= IF_IGNORESKILL; // no skill multiplicators here
item->Amount = di->Amount;
if (item->IsKindOf (RUNTIME_CLASS (AWeapon)))
{
// To allow better control any weapon is emptied of
// ammo before being given to the player.
static_cast<AWeapon*>(item)->AmmoGive1 =
static_cast<AWeapon*>(item)->AmmoGive2 = 0;
}
AActor *check;
if (!item->CallTryPickup(this, &check))
{
if (check != this)
{
// Player was morphed. This is illegal at game start.
// This problem is only detectable when it's too late to do something about it...
I_Error("Cannot give morph items when starting a game");
}
item->Destroy ();
item = NULL;
}
}
if (item != NULL && item->IsKindOf (RUNTIME_CLASS (AWeapon)) &&
static_cast<AWeapon*>(item)->CheckAmmo(AWeapon::EitherFire, false))
{
player->ReadyWeapon = player->PendingWeapon = static_cast<AWeapon *> (item);
}
}
di = di->Next;
}
}
void APlayerPawn::MorphPlayerThink ()
{
}
void APlayerPawn::ActivateMorphWeapon ()
{
PClassActor *morphweapon = PClass::FindActor (MorphWeapon);
player->PendingWeapon = WP_NOCHANGE;
player->psprites[ps_weapon].sy = WEAPONTOP;
if (morphweapon == NULL || !morphweapon->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
{ // No weapon at all while morphed!
player->ReadyWeapon = NULL;
P_SetPsprite (player, ps_weapon, NULL);
}
else
{
player->ReadyWeapon = static_cast<AWeapon *>(player->mo->FindInventory (morphweapon));
if (player->ReadyWeapon == NULL)
{
player->ReadyWeapon = static_cast<AWeapon *>(player->mo->GiveInventoryType (morphweapon));
if (player->ReadyWeapon != NULL)
{
player->ReadyWeapon->GivenAsMorphWeapon = true; // flag is used only by new beastweap semantics in P_UndoPlayerMorph
}
}
if (player->ReadyWeapon != NULL)
{
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
}
else
{
P_SetPsprite (player, ps_weapon, NULL);
}
}
P_SetPsprite (player, ps_flash, NULL);
player->PendingWeapon = WP_NOCHANGE;
}
//===========================================================================
//
// APlayerPawn :: Die
//
//===========================================================================
void APlayerPawn::Die (AActor *source, AActor *inflictor)
{
Super::Die (source, inflictor);
if (player != NULL && player->mo == this) player->bonuscount = 0;
if (player != NULL && player->mo != this)
{ // Make the real player die, too
player->mo->Die (source, inflictor);
}
else
{
if (player != NULL && (dmflags2 & DF2_YES_WEAPONDROP))
{ // Voodoo dolls don't drop weapons
AWeapon *weap = player->ReadyWeapon;
if (weap != NULL)
{
AInventory *item;
if (weap->SpawnState != NULL &&
weap->SpawnState != ::GetDefault<AActor>()->SpawnState)
{
item = P_DropItem (this, weap->GetClass(), -1, 256);
if (item != NULL)
{
if (weap->AmmoGive1 && weap->Ammo1)
{
static_cast<AWeapon *>(item)->AmmoGive1 = weap->Ammo1->Amount;
}
if (weap->AmmoGive2 && weap->Ammo2)
{
static_cast<AWeapon *>(item)->AmmoGive2 = weap->Ammo2->Amount;
}
item->ItemFlags |= IF_IGNORESKILL;
}
}
else
{
item = P_DropItem (this, weap->AmmoType1, -1, 256);
if (item != NULL)
{
item->Amount = weap->Ammo1->Amount;
item->ItemFlags |= IF_IGNORESKILL;
}
item = P_DropItem (this, weap->AmmoType2, -1, 256);
if (item != NULL)
{
item->Amount = weap->Ammo2->Amount;
item->ItemFlags |= IF_IGNORESKILL;
}
}
}
}
if (!multiplayer && (level.flags2 & LEVEL2_DEATHSLIDESHOW))
{
F_StartSlideshow ();
}
}
}
//===========================================================================
//
// APlayerPawn :: TweakSpeeds
//
//===========================================================================
void APlayerPawn::TweakSpeeds (int &forward, int &side)
{
// Strife's player can't run when its healh is below 10
if (health <= RunHealth)
{
forward = clamp(forward, -0x1900, 0x1900);
side = clamp(side, -0x1800, 0x1800);
}
// [GRB]
if ((unsigned int)(forward + 0x31ff) < 0x63ff)
{
forward = FixedMul (forward, ForwardMove1);
}
else
{
forward = FixedMul (forward, ForwardMove2);
}
if ((unsigned int)(side + 0x27ff) < 0x4fff)
{
side = FixedMul (side, SideMove1);
}
else
{
side = FixedMul (side, SideMove2);
}
if (!player->morphTics && Inventory != NULL)
{
fixed_t factor = Inventory->GetSpeedFactor ();
forward = FixedMul(forward, factor);
side = FixedMul(side, factor);
}
}
//===========================================================================
//
// A_PlayerScream
//
// try to find the appropriate death sound and use suitable
// replacements if necessary
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_PlayerScream)
{
PARAM_ACTION_PROLOGUE;
int sound = 0;
int chan = CHAN_VOICE;
if (self->player == NULL || self->DeathSound != 0)
{
if (self->DeathSound != 0)
{
S_Sound (self, CHAN_VOICE, self->DeathSound, 1, ATTN_NORM);
}
else
{
S_Sound (self, CHAN_VOICE, "*death", 1, ATTN_NORM);
}
return 0;
}
// Handle the different player death screams
if ((((level.flags >> 15) | (dmflags)) &
(DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX)) &&
self->velz <= -39*FRACUNIT)
{
sound = S_FindSkinnedSound (self, "*splat");
chan = CHAN_BODY;
}
if (!sound && self->special1<10)
{ // Wimpy death sound
sound = S_FindSkinnedSoundEx (self, "*wimpydeath", self->player->LastDamageType);
}
if (!sound && self->health <= -50)
{
if (self->health > -100)
{ // Crazy death sound
sound = S_FindSkinnedSoundEx (self, "*crazydeath", self->player->LastDamageType);
}
if (!sound)
{ // Extreme death sound
sound = S_FindSkinnedSoundEx (self, "*xdeath", self->player->LastDamageType);
if (!sound)
{
sound = S_FindSkinnedSoundEx (self, "*gibbed", self->player->LastDamageType);
chan = CHAN_BODY;
}
}
}
if (!sound)
{ // Normal death sound
sound = S_FindSkinnedSoundEx (self, "*death", self->player->LastDamageType);
}
if (chan != CHAN_VOICE)
{
for (int i = 0; i < 8; ++i)
{ // Stop most playing sounds from this player.
// This is mainly to stop *land from messing up *splat.
if (i != CHAN_WEAPON && i != CHAN_VOICE)
{
S_StopSound (self, i);
}
}
}
S_Sound (self, chan, sound, 1, ATTN_NORM);
return 0;
}
//----------------------------------------------------------------------------
//
// PROC A_SkullPop
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullPop)
{
PARAM_ACTION_PROLOGUE;
PARAM_CLASS_OPT(spawntype, APlayerChunk) { spawntype = NULL; }
APlayerPawn *mo;
player_t *player;
// [GRB] Parameterized version
if (spawntype == NULL || !spawntype->IsDescendantOf(RUNTIME_CLASS(APlayerChunk)))
{
spawntype = dyn_cast<PClassPlayerPawn>(PClass::FindClass("BloodySkull"));
if (spawntype == NULL)
return 0;
}
self->flags &= ~MF_SOLID;
mo = (APlayerPawn *)Spawn (spawntype, self->x, self->y, self->z + 48*FRACUNIT, NO_REPLACE);
//mo->target = self;
mo->velx = pr_skullpop.Random2() << 9;
mo->vely = pr_skullpop.Random2() << 9;
mo->velz = 2*FRACUNIT + (pr_skullpop() << 6);
// Attach player mobj to bloody skull
player = self->player;
self->player = NULL;
mo->ObtainInventory (self);
mo->player = player;
mo->health = self->health;
mo->angle = self->angle;
if (player != NULL)
{
player->mo = mo;
if (player->camera == self)
{
player->camera = mo;
}
player->damagecount = 32;
}
return 0;
}
//----------------------------------------------------------------------------
//
// PROC A_CheckSkullDone
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_CheckPlayerDone)
{
PARAM_ACTION_PROLOGUE;
if (self->player == NULL)
{
self->Destroy();
}
return 0;
}
//===========================================================================
//
// P_CheckPlayerSprites
//
// Here's the place where crouching sprites are handled
// This must be called each frame before rendering
//
//===========================================================================
void P_CheckPlayerSprites()
{
for (int i = 0; i < MAXPLAYERS; i++)
{
player_t * player = &players[i];
APlayerPawn * mo = player->mo;
if (playeringame[i] && mo != NULL)
{
int crouchspriteno;
fixed_t defscaleY = mo->GetDefault()->scaleY;
fixed_t defscaleX = mo->GetDefault()->scaleX;
if (player->userinfo.skin != 0 && !(player->mo->flags4 & MF4_NOSKIN))
{
defscaleY = skins[player->userinfo.skin].ScaleY;
defscaleX = skins[player->userinfo.skin].ScaleX;
}
// Set the crouch sprite
if (player->crouchfactor < FRACUNIT*3/4)
{
if (mo->sprite == mo->SpawnState->sprite || mo->sprite == mo->crouchsprite)
{
crouchspriteno = mo->crouchsprite;
}
else if (!(player->mo->flags4 & MF4_NOSKIN) &&
(mo->sprite == skins[player->userinfo.skin].sprite ||
mo->sprite == skins[player->userinfo.skin].crouchsprite))
{
crouchspriteno = skins[player->userinfo.skin].crouchsprite;
}
else
{
// no sprite -> squash the existing one
crouchspriteno = -1;
}
if (crouchspriteno > 0)
{
mo->sprite = crouchspriteno;
mo->scaleY = defscaleY;
}
else if (player->playerstate != PST_DEAD)
{
mo->scaleY = player->crouchfactor < FRACUNIT*3/4 ? defscaleY/2 : defscaleY;
}
}
else // Set the normal sprite
{
if (mo->sprite == mo->crouchsprite)
{
mo->sprite = mo->SpawnState->sprite;
}
else if (mo->sprite == skins[player->userinfo.skin].crouchsprite)
{
mo->sprite = skins[player->userinfo.skin].sprite;
}
mo->scaleY = defscaleY;
}
mo->scaleX = defscaleX;
}
}
}
/*
==================
=
= P_Thrust
=
= moves the given origin along a given angle
=
==================
*/
void P_SideThrust (player_t *player, angle_t angle, fixed_t move)
{
angle = (angle - ANGLE_90) >> ANGLETOFINESHIFT;
player->mo->velx += FixedMul (move, finecosine[angle]);
player->mo->vely += FixedMul (move, finesine[angle]);
}
void P_ForwardThrust (player_t *player, angle_t angle, fixed_t move)
{
angle >>= ANGLETOFINESHIFT;
if ((player->mo->waterlevel || (player->mo->flags & MF_NOGRAVITY))
&& player->mo->pitch != 0)
{
angle_t pitch = (angle_t)player->mo->pitch >> ANGLETOFINESHIFT;
fixed_t zpush = FixedMul (move, finesine[pitch]);
if (player->mo->waterlevel && player->mo->waterlevel < 2 && zpush < 0)
zpush = 0;
player->mo->velz -= zpush;
move = FixedMul (move, finecosine[pitch]);
}
player->mo->velx += FixedMul (move, finecosine[angle]);
player->mo->vely += FixedMul (move, finesine[angle]);
}
//
// P_Bob
// Same as P_Thrust, but only affects bobbing.
//
// killough 10/98: We apply thrust separately between the real physical player
// and the part which affects bobbing. This way, bobbing only comes from player
// motion, nothing external, avoiding many problems, e.g. bobbing should not
// occur on conveyors, unless the player walks on one, and bobbing should be
// reduced at a regular rate, even on ice (where the player coasts).
//
void P_Bob (player_t *player, angle_t angle, fixed_t move)
{
angle >>= ANGLETOFINESHIFT;
player->velx += FixedMul(move, finecosine[angle]);
player->vely += FixedMul(move, finesine[angle]);
}
/*
==================
=
= P_CalcHeight
=
=
Calculate the walking / running height adjustment
=
==================
*/
void P_CalcHeight (player_t *player)
{
int angle;
fixed_t bob;
bool still = false;
// Regular movement bobbing
// (needs to be calculated for gun swing even if not on ground)
// killough 10/98: Make bobbing depend only on player-applied motion.
//
// Note: don't reduce bobbing here if on ice: if you reduce bobbing here,
// it causes bobbing jerkiness when the player moves from ice to non-ice,
// and vice-versa.
if ((player->mo->flags & MF_NOGRAVITY) && !onground)
{
player->bob = FRACUNIT / 2;
}
else
{
player->bob = DMulScale16 (player->velx, player->velx, player->vely, player->vely);
if (player->bob == 0)
{
still = true;
}
else
{
player->bob = FixedMul (player->bob, player->userinfo.MoveBob);
if (player->bob > MAXBOB)
player->bob = MAXBOB;
}
}
fixed_t defaultviewheight = player->mo->ViewHeight + player->crouchviewdelta;
if (player->cheats & CF_NOVELOCITY)
{
player->viewz = player->mo->z + defaultviewheight;
if (player->viewz > player->mo->ceilingz-4*FRACUNIT)
player->viewz = player->mo->ceilingz-4*FRACUNIT;
return;
}
if (still)
{
if (player->health > 0)
{
angle = DivScale13 (level.time, 120*TICRATE/35) & FINEMASK;
bob = FixedMul (player->userinfo.StillBob, finesine[angle]);
}
else
{
bob = 0;
}
}
else
{
// DivScale 13 because FINEANGLES == (1<<13)
angle = DivScale13 (level.time, 20*TICRATE/35) & FINEMASK;
bob = FixedMul (player->bob>>(player->mo->waterlevel > 1 ? 2 : 1), finesine[angle]);
}
// move viewheight
if (player->playerstate == PST_LIVE)
{
player->viewheight += player->deltaviewheight;
if (player->viewheight > defaultviewheight)
{
player->viewheight = defaultviewheight;
player->deltaviewheight = 0;
}
else if (player->viewheight < (defaultviewheight>>1))
{
player->viewheight = defaultviewheight>>1;
if (player->deltaviewheight <= 0)
player->deltaviewheight = 1;
}
if (player->deltaviewheight)
{
player->deltaviewheight += FRACUNIT/4;
if (!player->deltaviewheight)
player->deltaviewheight = 1;
}
}
if (player->morphTics)
{
bob = 0;
}
player->viewz = player->mo->z + player->viewheight + bob;
if (player->mo->floorclip && player->playerstate != PST_DEAD
&& player->mo->z <= player->mo->floorz)
{
player->viewz -= player->mo->floorclip;
}
if (player->viewz > player->mo->ceilingz - 4*FRACUNIT)
{
player->viewz = player->mo->ceilingz - 4*FRACUNIT;
}
if (player->viewz < player->mo->floorz + 4*FRACUNIT)
{
player->viewz = player->mo->floorz + 4*FRACUNIT;
}
}
/*
=================
=
= P_MovePlayer
=
=================
*/
CUSTOM_CVAR (Float, sv_aircontrol, 0.00390625f, CVAR_SERVERINFO|CVAR_NOSAVE)
{
level.aircontrol = (fixed_t)(self * 65536.f);
G_AirControlChanged ();
}
void P_MovePlayer (player_t *player)
{
ticcmd_t *cmd = &player->cmd;
APlayerPawn *mo = player->mo;
// [RH] 180-degree turn overrides all other yaws
if (player->turnticks)
{
player->turnticks--;
mo->angle += (ANGLE_180 / TURN180_TICKS);
}
else
{
mo->angle += cmd->ucmd.yaw << 16;
}
onground = (mo->z <= mo->floorz) || (mo->flags2 & MF2_ONMOBJ) || (mo->BounceFlags & BOUNCE_MBF);
// killough 10/98:
//
// We must apply thrust to the player and bobbing separately, to avoid
// anomalies. The thrust applied to bobbing is always the same strength on
// ice, because the player still "works just as hard" to move, while the
// thrust applied to the movement varies with 'movefactor'.
if (cmd->ucmd.forwardmove | cmd->ucmd.sidemove)
{
fixed_t forwardmove, sidemove;
int bobfactor;
int friction, movefactor;
int fm, sm;
movefactor = P_GetMoveFactor (mo, &friction);
bobfactor = friction < ORIG_FRICTION ? movefactor : ORIG_FRICTION_FACTOR;
if (!onground && !(player->mo->flags & MF_NOGRAVITY) && !player->mo->waterlevel)
{
// [RH] allow very limited movement if not on ground.
movefactor = FixedMul (movefactor, level.aircontrol);
bobfactor = FixedMul (bobfactor, level.aircontrol);
}
fm = cmd->ucmd.forwardmove;
sm = cmd->ucmd.sidemove;
mo->TweakSpeeds (fm, sm);
fm = FixedMul (fm, player->mo->Speed);
sm = FixedMul (sm, player->mo->Speed);
// When crouching speed and bobbing have to be reduced
if (player->morphTics==0 && player->crouchfactor != FRACUNIT)
{
fm = FixedMul(fm, player->crouchfactor);
sm = FixedMul(sm, player->crouchfactor);
bobfactor = FixedMul(bobfactor, player->crouchfactor);
}
forwardmove = Scale (fm, movefactor * 35, TICRATE << 8);
sidemove = Scale (sm, movefactor * 35, TICRATE << 8);
if (forwardmove)
{
P_Bob (player, mo->angle, (cmd->ucmd.forwardmove * bobfactor) >> 8);
P_ForwardThrust (player, mo->angle, forwardmove);
}
if (sidemove)
{
P_Bob (player, mo->angle-ANG90, (cmd->ucmd.sidemove * bobfactor) >> 8);
P_SideThrust (player, mo->angle, sidemove);
}
if (debugfile)
{
fprintf (debugfile, "move player for pl %d%c: (%d,%d,%d) (%d,%d) %d %d w%d [", int(player-players),
player->cheats&CF_PREDICTING?'p':' ',
player->mo->x, player->mo->y, player->mo->z,forwardmove, sidemove, movefactor, friction, player->mo->waterlevel);
msecnode_t *n = player->mo->touching_sectorlist;
while (n != NULL)
{
fprintf (debugfile, "%td ", n->m_sector-sectors);
n = n->m_tnext;
}
fprintf (debugfile, "]\n");
}
if (!(player->cheats & CF_PREDICTING) && (forwardmove|sidemove))
{
player->mo->PlayRunning ();
}
if (player->cheats & CF_REVERTPLEASE)
{
player->cheats &= ~CF_REVERTPLEASE;
player->camera = player->mo;
}
}
}
//==========================================================================
//
// P_FallingDamage
//
//==========================================================================
void P_FallingDamage (AActor *actor)
{
int damagestyle;
int damage;
fixed_t vel;
damagestyle = ((level.flags >> 15) | (dmflags)) &
(DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX);
if (damagestyle == 0)
return;
if (actor->floorsector->Flags & SECF_NOFALLINGDAMAGE)
return;
vel = abs(actor->velz);
// Since Hexen falling damage is stronger than ZDoom's, it takes
// precedence. ZDoom falling damage may not be as strong, but it
// gets felt sooner.
switch (damagestyle)
{
case DF_FORCE_FALLINGHX: // Hexen falling damage
if (vel <= 23*FRACUNIT)
{ // Not fast enough to hurt
return;
}
if (vel >= 63*FRACUNIT)
{ // automatic death
damage = 1000000;
}
else
{
vel = FixedMul (vel, 16*FRACUNIT/23);
damage = ((FixedMul (vel, vel) / 10) >> FRACBITS) - 24;
if (actor->velz > -39*FRACUNIT && damage > actor->health
&& actor->health != 1)
{ // No-death threshold
damage = actor->health-1;
}
}
break;
case DF_FORCE_FALLINGZD: // ZDoom falling damage
if (vel <= 19*FRACUNIT)
{ // Not fast enough to hurt
return;
}
if (vel >= 84*FRACUNIT)
{ // automatic death
damage = 1000000;
}
else
{
damage = ((MulScale23 (vel, vel*11) >> FRACBITS) - 30) / 2;
if (damage < 1)
{
damage = 1;
}
}
break;
case DF_FORCE_FALLINGST: // Strife falling damage
if (vel <= 20*FRACUNIT)
{ // Not fast enough to hurt
return;
}
// The minimum amount of damage you take from falling in Strife
// is 52. Ouch!
damage = vel / 25000;
break;
default:
return;
}
if (actor->player)
{
S_Sound (actor, CHAN_AUTO, "*land", 1, ATTN_NORM);
P_NoiseAlert (actor, actor, true);
if (damage == 1000000 && (actor->player->cheats & (CF_GODMODE | CF_BUDDHA)))
{
damage = 999;
}
}
P_DamageMobj (actor, NULL, NULL, damage, NAME_Falling);
}
//==========================================================================
//
// P_DeathThink
//
//==========================================================================
void P_DeathThink (player_t *player)
{
int dir;
angle_t delta;
int lookDelta;
P_MovePsprites (player);
onground = (player->mo->z <= player->mo->floorz);
if (player->mo->IsKindOf (RUNTIME_CLASS(APlayerChunk)))
{ // Flying bloody skull or flying ice chunk
player->viewheight = 6 * FRACUNIT;
player->deltaviewheight = 0;
if (onground)
{
if (player->mo->pitch > -(int)ANGLE_1*19)
{
lookDelta = (-(int)ANGLE_1*19 - player->mo->pitch) / 8;
player->mo->pitch += lookDelta;
}
}
}
else if (!(player->mo->flags & MF_ICECORPSE))
{ // Fall to ground (if not frozen)
player->deltaviewheight = 0;
if (player->viewheight > 6*FRACUNIT)
{
player->viewheight -= FRACUNIT;
}
if (player->viewheight < 6*FRACUNIT)
{
player->viewheight = 6*FRACUNIT;
}
if (player->mo->pitch < 0)
{
player->mo->pitch += ANGLE_1*3;
}
else if (player->mo->pitch > 0)
{
player->mo->pitch -= ANGLE_1*3;
}
if (abs(player->mo->pitch) < ANGLE_1*3)
{
player->mo->pitch = 0;
}
}
P_CalcHeight (player);
if (player->attacker && player->attacker != player->mo)
{ // Watch killer
dir = P_FaceMobj (player->mo, player->attacker, &delta);
if (delta < ANGLE_1*10)
{ // Looking at killer, so fade damage and poison counters
if (player->damagecount)
{
player->damagecount--;
}
if (player->poisoncount)
{
player->poisoncount--;
}
}
delta /= 8;
if (delta > ANGLE_1*5)
{
delta = ANGLE_1*5;
}
if (dir)
{ // Turn clockwise
player->mo->angle += delta;
}
else
{ // Turn counter clockwise
player->mo->angle -= delta;
}
}
else
{
if (player->damagecount)
{
player->damagecount--;
}
if (player->poisoncount)
{
player->poisoncount--;
}
}
if ((player->cmd.ucmd.buttons & BT_USE ||
((multiplayer || alwaysapplydmflags) && (dmflags & DF_FORCE_RESPAWN))) && !(dmflags2 & DF2_NO_RESPAWN))
{
if (level.time >= player->respawn_time || ((player->cmd.ucmd.buttons & BT_USE) && !player->isbot))
{
player->cls = NULL; // Force a new class if the player is using a random class
player->playerstate = (multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN)) ? PST_REBORN : PST_ENTER;
if (player->mo->special1 > 2)
{
player->mo->special1 = 0;
}
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_CrouchMove
//
//----------------------------------------------------------------------------
void P_CrouchMove(player_t * player, int direction)
{
fixed_t defaultheight = player->mo->GetDefault()->height;
fixed_t savedheight = player->mo->height;
fixed_t crouchspeed = direction * CROUCHSPEED;
fixed_t oldheight = player->viewheight;
player->crouchdir = (signed char) direction;
player->crouchfactor += crouchspeed;
// check whether the move is ok
player->mo->height = FixedMul(defaultheight, player->crouchfactor);
if (!P_TryMove(player->mo, player->mo->x, player->mo->y, false, false))
{
player->mo->height = savedheight;
if (direction > 0)
{
// doesn't fit
player->crouchfactor -= crouchspeed;
return;
}
}
player->mo->height = savedheight;
player->crouchfactor = clamp<fixed_t>(player->crouchfactor, FRACUNIT/2, FRACUNIT);
player->viewheight = FixedMul(player->mo->ViewHeight, player->crouchfactor);
player->crouchviewdelta = player->viewheight - player->mo->ViewHeight;
// Check for eyes going above/below fake floor due to crouching motion.
P_CheckFakeFloorTriggers(player->mo, player->mo->z + oldheight, true);
}
//----------------------------------------------------------------------------
//
// PROC P_PlayerThink
//
//----------------------------------------------------------------------------
void P_PlayerThink (player_t *player)
{
ticcmd_t *cmd;
if (player->mo == NULL)
{
I_Error ("No player %td start\n", player - players + 1);
}
if (debugfile && !(player->cheats & CF_PREDICTING))
{
fprintf (debugfile, "tic %d for pl %td: (%d, %d, %d, %u) b:%02x p:%d y:%d f:%d s:%d u:%d\n",
gametic, player-players, player->mo->x, player->mo->y, player->mo->z,
player->mo->angle>>ANGLETOFINESHIFT, player->cmd.ucmd.buttons,
player->cmd.ucmd.pitch, player->cmd.ucmd.yaw, player->cmd.ucmd.forwardmove,
player->cmd.ucmd.sidemove, player->cmd.ucmd.upmove);
}
// [RH] Zoom the player's FOV
float desired = player->DesiredFOV;
// Adjust FOV using on the currently held weapon.
if (player->playerstate != PST_DEAD && // No adjustment while dead.
player->ReadyWeapon != NULL && // No adjustment if no weapon.
player->ReadyWeapon->FOVScale != 0) // No adjustment if the adjustment is zero.
{
// A negative scale is used top prevent G_AddViewAngle/G_AddViewPitch
// from scaling with the FOV scale.
desired *= fabs(player->ReadyWeapon->FOVScale);
}
if (player->FOV != desired)
{
if (fabsf (player->FOV - desired) < 7.f)
{
player->FOV = desired;
}
else
{
float zoom = MAX(7.f, fabsf(player->FOV - desired) * 0.025f);
if (player->FOV > desired)
{
player->FOV = player->FOV - zoom;
}
else
{
player->FOV = player->FOV + zoom;
}
}
}
if (player->inventorytics)
{
player->inventorytics--;
}
// No-clip cheat
if (player->cheats & CF_NOCLIP)
{
player->mo->flags |= MF_NOCLIP;
}
else
{
player->mo->flags &= ~MF_NOCLIP;
}
cmd = &player->cmd;
// Make unmodified copies for ACS's GetPlayerInput.
player->original_oldbuttons = player->original_cmd.buttons;
player->original_cmd = cmd->ucmd;
if (player->mo->flags & MF_JUSTATTACKED)
{ // Chainsaw/Gauntlets attack auto forward motion
cmd->ucmd.yaw = 0;
cmd->ucmd.forwardmove = 0xc800/2;
cmd->ucmd.sidemove = 0;
player->mo->flags &= ~MF_JUSTATTACKED;
}
bool totallyfrozen = (player->cheats & CF_TOTALLYFROZEN || gamestate == GS_TITLELEVEL ||
(( level.flags2 & LEVEL2_FROZEN ) && ( player == NULL || !( player->cheats & CF_TIMEFREEZE )))
);
// [RH] Being totally frozen zeros out most input parameters.
if (totallyfrozen)
{
if (gamestate == GS_TITLELEVEL)
{
cmd->ucmd.buttons = 0;
}
else
{
cmd->ucmd.buttons &= BT_USE;
}
cmd->ucmd.pitch = 0;
cmd->ucmd.yaw = 0;
cmd->ucmd.roll = 0;
cmd->ucmd.forwardmove = 0;
cmd->ucmd.sidemove = 0;
cmd->ucmd.upmove = 0;
player->turnticks = 0;
}
else if (player->cheats & CF_FROZEN)
{
cmd->ucmd.forwardmove = 0;
cmd->ucmd.sidemove = 0;
cmd->ucmd.upmove = 0;
}
// Handle crouching
if (player->cmd.ucmd.buttons & BT_JUMP)
{
player->cmd.ucmd.buttons &= ~BT_CROUCH;
}
if (player->morphTics == 0 && player->health > 0 && level.IsCrouchingAllowed())
{
if (!totallyfrozen)
{
int crouchdir = player->crouching;
if (crouchdir == 0)
{
crouchdir = (player->cmd.ucmd.buttons & BT_CROUCH)? -1 : 1;
}
else if (player->cmd.ucmd.buttons & BT_CROUCH)
{
player->crouching=0;
}
if (crouchdir == 1 && player->crouchfactor < FRACUNIT &&
player->mo->z + player->mo->height < player->mo->ceilingz)
{
P_CrouchMove(player, 1);
}
else if (crouchdir == -1 && player->crouchfactor > FRACUNIT/2)
{
P_CrouchMove(player, -1);
}
}
}
else
{
player->Uncrouch();
}
player->crouchoffset = -FixedMul(player->mo->ViewHeight, (FRACUNIT - player->crouchfactor));
if (player->playerstate == PST_DEAD)
{
player->Uncrouch();
P_DeathThink (player);
return;
}
if (player->jumpTics)
{
player->jumpTics--;
}
if (player->morphTics && !(player->cheats & CF_PREDICTING))
{
player->mo->MorphPlayerThink ();
}
// [RH] Look up/down stuff
if (!level.IsFreelookAllowed())
{
player->mo->pitch = 0;
}
else
{
int look = cmd->ucmd.pitch << 16;
// The player's view pitch is clamped between -32 and +56 degrees,
// which translates to about half a screen height up and (more than)
// one full screen height down from straight ahead when view panning
// is used.
if (look)
{
if (look == -32768 << 16)
{ // center view
player->mo->pitch = 0;
}
else
{
player->mo->pitch -= look;
if (look > 0)
{ // look up
player->mo->pitch = MAX(player->mo->pitch, screen->GetMaxViewPitch(false));
}
else
{ // look down
player->mo->pitch = MIN(player->mo->pitch, screen->GetMaxViewPitch(true));
}
}
}
}
// [RH] Check for fast turn around
if (cmd->ucmd.buttons & BT_TURN180 && !(player->oldbuttons & BT_TURN180))
{
player->turnticks = TURN180_TICKS;
}
// Handle movement
if (player->mo->reactiontime)
{ // Player is frozen
player->mo->reactiontime--;
}
else
{
P_MovePlayer (player);
// [RH] check for jump
if (cmd->ucmd.buttons & BT_JUMP)
{
if (player->crouchoffset!=0)
{
// Jumping while crouching will force an un-crouch but not jump
player->crouching = 1;
}
else
if (player->mo->waterlevel >= 2)
{
player->mo->velz = 4*FRACUNIT;
}
else if (player->mo->flags & MF_NOGRAVITY)
{
player->mo->velz = 3*FRACUNIT;
}
else if (level.IsJumpingAllowed() && onground && !player->jumpTics)
{
fixed_t jumpvelz = player->mo->JumpZ * 35 / TICRATE;
// [BC] If the player has the high jump power, double his jump velocity.
if ( player->cheats & CF_HIGHJUMP ) jumpvelz *= 2;
player->mo->velz += jumpvelz;
S_Sound (player->mo, CHAN_BODY, "*jump", 1, ATTN_NORM);
player->mo->flags2 &= ~MF2_ONMOBJ;
player->jumpTics = 18*TICRATE/35;
}
}
if (cmd->ucmd.upmove == -32768)
{ // Only land if in the air
if ((player->mo->flags & MF_NOGRAVITY) && player->mo->waterlevel < 2)
{
//player->mo->flags2 &= ~MF2_FLY;
player->mo->flags &= ~MF_NOGRAVITY;
}
}
else if (cmd->ucmd.upmove != 0)
{
// Clamp the speed to some reasonable maximum.
int magnitude = abs (cmd->ucmd.upmove);
if (magnitude > 0x300)
{
cmd->ucmd.upmove = ksgn (cmd->ucmd.upmove) * 0x300;
}
if (player->mo->waterlevel >= 2 || (player->mo->flags2 & MF2_FLY))
{
player->mo->velz = cmd->ucmd.upmove << 9;
if (player->mo->waterlevel < 2 && !(player->mo->flags & MF_NOGRAVITY))
{
player->mo->flags2 |= MF2_FLY;
player->mo->flags |= MF_NOGRAVITY;
if (player->mo->velz <= -39*FRACUNIT)
{ // Stop falling scream
S_StopSound (player->mo, CHAN_VOICE);
}
}
}
else if (cmd->ucmd.upmove > 0 && !(player->cheats & CF_PREDICTING))
{
AInventory *fly = player->mo->FindInventory (NAME_ArtiFly);
if (fly != NULL)
{
player->mo->UseInventory (fly);
}
}
}
}
P_CalcHeight (player);
if (!(player->cheats & CF_PREDICTING))
{
P_PlayerOnSpecial3DFloor (player);
if (player->mo->Sector->special || player->mo->Sector->damage)
{
P_PlayerInSpecialSector (player);
}
P_PlayerOnSpecialFlat (player, P_GetThingFloorType (player->mo));
if (player->mo->velz <= -35*FRACUNIT &&
player->mo->velz >= -40*FRACUNIT && !player->morphTics &&
player->mo->waterlevel == 0)
{
int id = S_FindSkinnedSound (player->mo, "*falling");
if (id != 0 && !S_IsActorPlayingSomething (player->mo, CHAN_VOICE, id))
{
S_Sound (player->mo, CHAN_VOICE, id, 1, ATTN_NORM);
}
}
// check for use
if (cmd->ucmd.buttons & BT_USE)
{
if (!player->usedown)
{
player->usedown = true;
if (!P_TalkFacing(player->mo))
{
P_UseLines(player);
}
}
}
else
{
player->usedown = false;
}
// Morph counter
if (player->morphTics)
{
if (player->chickenPeck)
{ // Chicken attack counter
player->chickenPeck -= 3;
}
if (!--player->morphTics)
{ // Attempt to undo the chicken/pig
P_UndoPlayerMorph (player, player, MORPH_UNDOBYTIMEOUT);
}
}
// Cycle psprites
P_MovePsprites (player);
// Other Counters
if (player->damagecount)
player->damagecount--;
if (player->bonuscount)
player->bonuscount--;
if (player->hazardcount)
{
player->hazardcount--;
if (!(level.time & 31) && player->hazardcount > 16*TICRATE)
P_DamageMobj (player->mo, NULL, NULL, 5, NAME_Slime);
}
if (player->poisoncount && !(level.time & 15))
{
player->poisoncount -= 5;
if (player->poisoncount < 0)
{
player->poisoncount = 0;
}
P_PoisonDamage (player, player->poisoner, 1, true);
}
// [BC] Apply regeneration.
if (( level.time & 31 ) == 0 && ( player->cheats & CF_REGENERATION ) && ( player->health ))
{
if ( P_GiveBody( player->mo, 5 ))
{
S_Sound(player->mo, CHAN_ITEM, "*regenerate", 1, ATTN_NORM );
}
}
// Apply degeneration.
if (dmflags2 & DF2_YES_DEGENERATION)
{
if ((level.time % TICRATE) == 0 && player->health > deh.MaxHealth)
{
if (player->health - 5 < deh.MaxHealth)
player->health = deh.MaxHealth;
else
player->health--;
player->mo->health = player->health;
}
}
// Handle air supply
//if (level.airsupply > 0)
{
if (player->mo->waterlevel < 3 ||
(player->mo->flags2 & MF2_INVULNERABLE) ||
(player->cheats & CF_GODMODE))
{
player->mo->ResetAirSupply ();
}
else if (player->air_finished <= level.time && !(level.time & 31))
{
P_DamageMobj (player->mo, NULL, NULL, 2 + ((level.time-player->air_finished)/TICRATE), NAME_Drowning);
}
}
}
}
void P_PredictPlayer (player_t *player)
{
int maxtic;
if (cl_noprediction ||
singletics ||
demoplayback ||
player->mo == NULL ||
player != &players[consoleplayer] ||
player->playerstate != PST_LIVE ||
!netgame ||
/*player->morphTics ||*/
(player->cheats & CF_PREDICTING))
{
return;
}
maxtic = maketic;
if (gametic == maxtic)
{
return;
}
// Save original values for restoration later
PredictionPlayerBackup = *player;
AActor *act = player->mo;
memcpy (PredictionActorBackup, &act->x, sizeof(AActor)-((BYTE *)&act->x-(BYTE *)act));
act->flags &= ~MF_PICKUP;
act->flags2 &= ~MF2_PUSHWALL;
player->cheats |= CF_PREDICTING;
// The ordering of the touching_sectorlist needs to remain unchanged
msecnode_t *mnode = act->touching_sectorlist;
PredictionTouchingSectorsBackup.Clear ();
while (mnode != NULL)
{
PredictionTouchingSectorsBackup.Push (mnode->m_sector);
mnode = mnode->m_tnext;
}
// Blockmap ordering also needs to stay the same, so unlink the block nodes
// without releasing them. (They will be used again in P_UnpredictPlayer).
FBlockNode *block = act->BlockNode;
while (block != NULL)
{
if (block->NextActor != NULL)
{
block->NextActor->PrevActor = block->PrevActor;
}
*(block->PrevActor) = block->NextActor;
block = block->NextBlock;
}
act->BlockNode = NULL;
for (int i = gametic; i < maxtic; ++i)
{
player->cmd = localcmds[i % LOCALCMDTICS];
P_PlayerThink (player);
player->mo->Tick ();
}
}
extern msecnode_t *P_AddSecnode (sector_t *s, AActor *thing, msecnode_t *nextnode);
void P_UnPredictPlayer ()
{
player_t *player = &players[consoleplayer];
if (player->cheats & CF_PREDICTING)
{
AActor *act = player->mo;
*player = PredictionPlayerBackup;
act->UnlinkFromWorld ();
memcpy (&act->x, PredictionActorBackup, sizeof(AActor)-((BYTE *)&act->x-(BYTE *)act));
// Make the sector_list match the player's touching_sectorlist before it got predicted.
P_DelSeclist (sector_list);
sector_list = NULL;
for (unsigned int i = PredictionTouchingSectorsBackup.Size (); i-- > 0; )
{
sector_list = P_AddSecnode (PredictionTouchingSectorsBackup[i], act, sector_list);
}
// The blockmap ordering needs to remain unchanged, too. Right now, act has the right
// pointers, so temporarily set its MF_NOBLOCKMAP flag so that LinkToWorld() does not
// mess with them.
act->flags |= MF_NOBLOCKMAP;
act->LinkToWorld ();
act->flags &= ~MF_NOBLOCKMAP;
// Now fix the pointers in the blocknode chain
FBlockNode *block = act->BlockNode;
while (block != NULL)
{
*(block->PrevActor) = block;
if (block->NextActor != NULL)
{
block->NextActor->PrevActor = &block->NextActor;
}
block = block->NextBlock;
}
}
}
void player_t::Serialize (FArchive &arc)
{
int i;
arc << cls
<< mo
<< camera
<< playerstate
<< cmd
<< userinfo
<< DesiredFOV << FOV
<< viewz
<< viewheight
<< deltaviewheight
<< bob
<< velx
<< vely
<< centering
<< health
<< inventorytics
<< backpack
<< fragcount
<< spreecount
<< multicount
<< lastkilltime
<< ReadyWeapon << PendingWeapon
<< cheats
<< refire
<< inconsistant
<< killcount
<< itemcount
<< secretcount
<< damagecount
<< bonuscount
<< hazardcount
<< poisoncount
<< poisoner
<< attacker
<< extralight;
if (SaveVersion < 1858)
{
int fixedmap;
arc << fixedmap;
fixedcolormap = NOFIXEDCOLORMAP;
fixedlightlevel = -1;
if (fixedmap >= NUMCOLORMAPS)
{
fixedcolormap = fixedmap - NUMCOLORMAPS;
}
else if (fixedmap > 0)
{
fixedlightlevel = fixedmap;
}
}
else if (SaveVersion < 1893)
{
int ll;
arc << fixedcolormap << ll;
fixedlightlevel = ll;
}
else
{
arc << fixedcolormap << fixedlightlevel;
}
arc << morphTics
<< MorphedPlayerClass
<< MorphStyle
<< MorphExitFlash
<< PremorphWeapon
<< chickenPeck
<< jumpTics
<< respawn_time
<< air_finished
<< turnticks
<< oldbuttons
<< isbot
<< BlendR
<< BlendG
<< BlendB
<< BlendA
<< accuracy << stamina
<< LogText
<< ConversationNPC
<< ConversationPC
<< ConversationNPCAngle
<< ConversationFaceTalker;
for (i = 0; i < MAXPLAYERS; i++)
arc << frags[i];
for (i = 0; i < NUMPSPRITES; i++)
arc << psprites[i];
arc << CurrentPlayerClass;
arc << crouchfactor
<< crouching
<< crouchdir
<< crouchviewdelta
<< original_cmd
<< original_oldbuttons;
if (isbot)
{
arc << angle
<< dest
<< prev
<< enemy
<< missile
<< mate
<< last_mate
<< skill
<< t_active
<< t_respawn
<< t_strafe
<< t_react
<< t_fight
<< t_roam
<< t_rocket
<< first_shot
<< sleft
<< allround
<< oldx
<< oldy;
}
else
{
dest = prev = enemy = missile = mate = last_mate = NULL;
}
if (arc.IsLoading ())
{
// If the player reloaded because they pressed +use after dying, we
// don't want +use to still be down after the game is loaded.
oldbuttons = ~0;
original_oldbuttons = ~0;
}
}