qzdoom/src/p_pspr.cpp

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//**************************************************************************
//**
//** p_pspr.c : Heretic 2 : Raven Software, Corp.
//**
//** $RCSfile: p_pspr.c,v $
//** $Revision: 1.105 $
//** $Date: 96/01/06 03:23:35 $
//** $Author: bgokey $
//**
//**************************************************************************
// HEADER FILES ------------------------------------------------------------
#include <stdlib.h>
#include "doomdef.h"
#include "d_event.h"
#include "c_cvars.h"
#include "m_random.h"
#include "p_enemy.h"
#include "p_local.h"
#include "s_sound.h"
#include "doomstat.h"
#include "gi.h"
#include "p_pspr.h"
#include "templates.h"
#include "g_level.h"
#include "d_player.h"
#include "serializer.h"
#include "v_text.h"
#include "cmdlib.h"
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// MACROS ------------------------------------------------------------------
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#define LOWERSPEED 6.
#define RAISESPEED 6.
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// TYPES -------------------------------------------------------------------
struct FGenericButtons
{
int ReadyFlag; // Flag passed to A_WeaponReady
int StateFlag; // Flag set in WeaponState
int ButtonFlag; // Button to press
ENamedName StateName; // Name of the button/state
};
enum EWRF_Options
{
WRF_NoBob = 1,
WRF_NoSwitch = 1 << 1,
WRF_NoPrimary = 1 << 2,
WRF_NoSecondary = 1 << 3,
WRF_NoFire = WRF_NoPrimary | WRF_NoSecondary,
WRF_AllowReload = 1 << 4,
WRF_AllowZoom = 1 << 5,
WRF_DisableSwitch = 1 << 6,
WRF_AllowUser1 = 1 << 7,
WRF_AllowUser2 = 1 << 8,
WRF_AllowUser3 = 1 << 9,
WRF_AllowUser4 = 1 << 10,
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
// PUBLIC DATA DEFINITIONS -------------------------------------------------
// [SO] 1=Weapons states are all 1 tick
// 2=states with a function 1 tick, others 0 ticks.
CVAR(Int, sv_fastweapons, false, CVAR_SERVERINFO);
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static FRandom pr_wpnreadysnd ("WpnReadySnd");
static const FGenericButtons ButtonChecks[] =
{
{ WRF_AllowZoom, WF_WEAPONZOOMOK, BT_ZOOM, NAME_Zoom },
{ WRF_AllowReload, WF_WEAPONRELOADOK, BT_RELOAD, NAME_Reload },
{ WRF_AllowUser1, WF_USER1OK, BT_USER1, NAME_User1 },
{ WRF_AllowUser2, WF_USER2OK, BT_USER2, NAME_User2 },
{ WRF_AllowUser3, WF_USER3OK, BT_USER3, NAME_User3 },
{ WRF_AllowUser4, WF_USER4OK, BT_USER4, NAME_User4 },
};
// CODE --------------------------------------------------------------------
//------------------------------------------------------------------------
//
//
//
//------------------------------------------------------------------------
IMPLEMENT_CLASS(DPSprite, false, true)
IMPLEMENT_POINTERS_START(DPSprite)
IMPLEMENT_POINTER(Caller)
IMPLEMENT_POINTER(Next)
IMPLEMENT_POINTERS_END
DEFINE_FIELD_NAMED(DPSprite, State, CurState) // deconflict with same named type
DEFINE_FIELD(DPSprite, Caller)
DEFINE_FIELD(DPSprite, Next)
DEFINE_FIELD(DPSprite, Owner)
DEFINE_FIELD(DPSprite, Sprite)
DEFINE_FIELD(DPSprite, Frame)
DEFINE_FIELD(DPSprite, ID)
DEFINE_FIELD(DPSprite, processPending)
DEFINE_FIELD(DPSprite, x)
DEFINE_FIELD(DPSprite, y)
DEFINE_FIELD(DPSprite, oldx)
DEFINE_FIELD(DPSprite, oldy)
DEFINE_FIELD(DPSprite, firstTic)
DEFINE_FIELD(DPSprite, Tics)
DEFINE_FIELD_BIT(DPSprite, Flags, bAddWeapon, PSPF_ADDWEAPON)
DEFINE_FIELD_BIT(DPSprite, Flags, bAddBob, PSPF_ADDBOB)
DEFINE_FIELD_BIT(DPSprite, Flags, bPowDouble, PSPF_POWDOUBLE)
DEFINE_FIELD_BIT(DPSprite, Flags, bCVarFast, PSPF_CVARFAST)
DEFINE_FIELD_BIT(DPSprite, Flags, bFlip, PSPF_FLIP)
//------------------------------------------------------------------------
//
//
//
//------------------------------------------------------------------------
DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
: x(.0), y(.0),
oldx(.0), oldy(.0),
firstTic(true),
Flags(0),
Caller(caller),
Owner(owner),
ID(id),
processPending(true)
{
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DPSprite *prev = nullptr;
DPSprite *next = Owner->psprites;
while (next != nullptr && next->ID < ID)
{
prev = next;
next = next->Next;
}
Next = next;
GC::WriteBarrier(this, next);
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if (prev == nullptr)
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{
Owner->psprites = this;
GC::WriteBarrier(this);
}
else
{
prev->Next = this;
GC::WriteBarrier(prev, this);
}
if (Next && Next->ID == ID && ID != 0)
Next->Destroy(); // Replace it.
if (Caller->IsKindOf(RUNTIME_CLASS(AWeapon)) || Caller->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
Flags = (PSPF_ADDWEAPON|PSPF_ADDBOB|PSPF_POWDOUBLE|PSPF_CVARFAST);
}
//------------------------------------------------------------------------
//
//
//
//------------------------------------------------------------------------
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DPSprite *player_t::FindPSprite(int layer)
{
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if (layer == 0)
return nullptr;
DPSprite *pspr = psprites;
while (pspr)
{
if (pspr->ID == layer)
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break;
pspr = pspr->Next;
}
return pspr;
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, FindPSprite) // the underscore is needed to get past the name mangler which removes the first clas name character to match the class representation (needs to be fixed in a later commit)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
PARAM_INT(id);
ACTION_RETURN_OBJECT(self->FindPSprite((PSPLayers)id));
}
//------------------------------------------------------------------------
//
//
//
//------------------------------------------------------------------------
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void P_SetPsprite(player_t *player, PSPLayers id, FState *state, bool pending)
{
if (player == nullptr) return;
player->GetPSprite(id)->SetState(state, pending);
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, SetPSprite) // the underscore is needed to get past the name mangler which removes the first clas name character to match the class representation (needs to be fixed in a later commit)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
PARAM_INT(id);
PARAM_POINTER(state, FState);
PARAM_BOOL_DEF(pending);
P_SetPsprite(self, (PSPLayers)id, state, pending);
return 0;
}
DPSprite *player_t::GetPSprite(PSPLayers layer)
{
AActor *oldcaller = nullptr;
AActor *newcaller = nullptr;
if (layer >= PSP_TARGETCENTER)
{
if (mo != nullptr)
{
newcaller = mo->FindInventory(RUNTIME_CLASS(APowerTargeter), true);
}
}
else if (layer == PSP_STRIFEHANDS)
{
newcaller = mo;
}
else
{
newcaller = ReadyWeapon;
}
assert(newcaller != nullptr);
DPSprite *pspr = FindPSprite(layer);
if (pspr == nullptr)
{
pspr = new DPSprite(this, newcaller, layer);
}
else
{
oldcaller = pspr->Caller;
}
// Always update the caller here in case we switched weapon
// or if the layer was being used by something else before.
pspr->Caller = newcaller;
if (newcaller != oldcaller)
{ // Only reset stuff if this layer was created now or if it was being used before.
if (layer >= PSP_TARGETCENTER)
{ // The targeter layers were affected by those.
pspr->Flags = (PSPF_CVARFAST|PSPF_POWDOUBLE);
}
else
{
pspr->Flags = (PSPF_ADDWEAPON|PSPF_ADDBOB|PSPF_CVARFAST|PSPF_POWDOUBLE);
}
if (layer == PSP_STRIFEHANDS)
{
// Some of the old hacks rely on this layer coming from the FireHands state.
// This is the ONLY time a psprite's state is actually null.
pspr->State = nullptr;
pspr->y = WEAPONTOP;
}
pspr->firstTic = true;
}
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return pspr;
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetPSprite) // the underscore is needed to get past the name mangler which removes the first clas name character to match the class representation (needs to be fixed in a later commit)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
PARAM_INT(id);
ACTION_RETURN_OBJECT(self->GetPSprite((PSPLayers)id));
}
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//---------------------------------------------------------------------------
//
// PROC P_NewPspriteTick
//
//---------------------------------------------------------------------------
void DPSprite::NewTick()
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{
// This function should be called after the beginning of a tick, before any possible
// prprite-event, or near the end, after any possible psprite event.
// Because data is reset for every tick (which it must be) this has no impact on savegames.
for (int i = 0; i < MAXPLAYERS; i++)
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{
if (playeringame[i])
{
DPSprite *pspr = players[i].psprites;
while (pspr)
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{
pspr->processPending = true;
pspr->ResetInterpolation();
pspr = pspr->Next;
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}
}
}
}
//---------------------------------------------------------------------------
//
// PROC P_SetPsprite
//
//---------------------------------------------------------------------------
void DPSprite::SetState(FState *newstate, bool pending)
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{
if (ID == PSP_WEAPON)
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{ // A_WeaponReady will re-set these as needed
Owner->WeaponState &= ~(WF_WEAPONREADY | WF_WEAPONREADYALT | WF_WEAPONBOBBING | WF_WEAPONSWITCHOK | WF_WEAPONRELOADOK | WF_WEAPONZOOMOK |
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WF_USER1OK | WF_USER2OK | WF_USER3OK | WF_USER4OK);
}
processPending = pending;
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do
{
if (newstate == nullptr)
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{ // Object removed itself.
Destroy();
return;
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}
if (!(newstate->UseFlags & (SUF_OVERLAY|SUF_WEAPON))) // Weapon and overlay are mostly the same, the main difference is that weapon states restrict the self pointer to class Actor.
{
auto so = FState::StaticFindStateOwner(newstate);
Printf(TEXTCOLOR_RED "State %s.%d not flagged for use in overlays or weapons\n", so->TypeName.GetChars(), int(newstate - so->OwnedStates));
State = nullptr;
Destroy();
return;
}
else if (!(newstate->UseFlags & SUF_WEAPON))
{
if (Caller->IsKindOf(RUNTIME_CLASS(AWeapon)))
{
auto so = FState::StaticFindStateOwner(newstate);
Printf(TEXTCOLOR_RED "State %s.%d not flagged for use in weapons\n", so->TypeName.GetChars(), int(newstate - so->OwnedStates));
State = nullptr;
Destroy();
return;
}
}
State = newstate;
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if (newstate->sprite != SPR_FIXED)
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{ // okay to change sprite and/or frame
if (!newstate->GetSameFrame())
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{ // okay to change frame
Frame = newstate->GetFrame();
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}
if (newstate->sprite != SPR_NOCHANGE)
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{ // okay to change sprite
Sprite = newstate->sprite;
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}
}
Tics = newstate->GetTics(); // could be 0
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if (Flags & PSPF_CVARFAST)
{
if (sv_fastweapons == 2 && ID == PSP_WEAPON)
Tics = newstate->ActionFunc == nullptr ? 0 : 1;
else if (sv_fastweapons == 3)
Tics = (newstate->GetTics() != 0);
else if (sv_fastweapons)
Tics = 1; // great for producing decals :)
}
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if (ID != PSP_FLASH)
{ // It's still possible to set the flash layer's offsets with the action function.
if (newstate->GetMisc1())
{ // Set coordinates.
x = newstate->GetMisc1();
}
if (newstate->GetMisc2())
{
y = newstate->GetMisc2();
}
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}
if (Owner->mo != nullptr)
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{
FState *nextstate;
FStateParamInfo stp = { newstate, STATE_Psprite, ID };
if (newstate->ActionFunc != nullptr && newstate->ActionFunc->Unsafe)
{
// If an unsafe function (i.e. one that accesses user variables) is being detected, print a warning once and remove the bogus function. We may not call it because that would inevitably crash.
auto owner = FState::StaticFindStateOwner(newstate);
Printf(TEXTCOLOR_RED "Unsafe state call in state %s.%d to %s which accesses user variables. The action function has been removed from this state\n",
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owner->TypeName.GetChars(), int(newstate - owner->OwnedStates), newstate->ActionFunc->PrintableName.GetChars());
newstate->ActionFunc = nullptr;
}
if (newstate->CallAction(Owner->mo, Caller, &stp, &nextstate))
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{
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// It's possible this call resulted in this very layer being replaced.
if (ObjectFlags & OF_EuthanizeMe)
{
return;
}
if (nextstate != nullptr)
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{
newstate = nextstate;
Tics = 0;
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continue;
}
if (State == nullptr)
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{
Destroy();
return;
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}
}
}
newstate = State->GetNextState();
} while (!Tics); // An initial state of 0 could cycle through.
return;
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}
DEFINE_ACTION_FUNCTION(DPSprite, SetState)
{
PARAM_SELF_PROLOGUE(DPSprite);
PARAM_POINTER(state, FState);
PARAM_BOOL_DEF(pending);
self->SetState(state, pending);
return 0;
}
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//---------------------------------------------------------------------------
//
// PROC P_BringUpWeapon
//
// Starts bringing the pending weapon up from the bottom of the screen.
// This is only called to start the rising, not throughout it.
//
//---------------------------------------------------------------------------
void P_BringUpWeapon (player_t *player)
{
AWeapon *weapon;
if (player->PendingWeapon == WP_NOCHANGE)
{
if (player->ReadyWeapon != nullptr)
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{
player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP;
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P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetReadyState());
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}
return;
}
weapon = player->PendingWeapon;
// If the player has a tome of power, use this weapon's powered up
// version, if one is available.
if (weapon != nullptr &&
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weapon->SisterWeapon &&
weapon->SisterWeapon->WeaponFlags & WIF_POWERED_UP &&
player->mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true))
{
weapon = weapon->SisterWeapon;
}
player->PendingWeapon = WP_NOCHANGE;
player->ReadyWeapon = weapon;
player->mo->weaponspecial = 0;
if (weapon != nullptr)
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{
if (weapon->UpSound)
{
S_Sound (player->mo, CHAN_WEAPON, weapon->UpSound, 1, ATTN_NORM);
}
player->refire = 0;
player->GetPSprite(PSP_WEAPON)->y = 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.
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P_SetPsprite(player, PSP_FLASH, nullptr);
P_SetPsprite(player, PSP_WEAPON, weapon->GetUpState());
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}
}
//---------------------------------------------------------------------------
//
// PROC P_FireWeapon
//
//---------------------------------------------------------------------------
void P_FireWeapon (player_t *player, FState *state)
{
AWeapon *weapon;
// [SO] 9/2/02: People were able to do an awful lot of damage
// when they were observers...
if (player->Bot == nullptr && bot_observer)
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{
return;
}
weapon = player->ReadyWeapon;
if (weapon == nullptr || !weapon->CheckAmmo (AWeapon::PrimaryFire, true))
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{
return;
}
player->mo->PlayAttacking ();
weapon->bAltFire = false;
if (state == nullptr)
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{
state = weapon->GetAtkState(!!player->refire);
}
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P_SetPsprite(player, PSP_WEAPON, state);
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if (!(weapon->WeaponFlags & WIF_NOALERT))
{
P_NoiseAlert (player->mo, player->mo, false);
}
}
//---------------------------------------------------------------------------
//
// PROC P_FireWeaponAlt
//
//---------------------------------------------------------------------------
void P_FireWeaponAlt (player_t *player, FState *state)
{
AWeapon *weapon;
// [SO] 9/2/02: People were able to do an awful lot of damage
// when they were observers...
if (player->Bot == nullptr && bot_observer)
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{
return;
}
weapon = player->ReadyWeapon;
if (weapon == nullptr || weapon->FindState(NAME_AltFire) == nullptr || !weapon->CheckAmmo (AWeapon::AltFire, true))
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{
return;
}
player->mo->PlayAttacking ();
weapon->bAltFire = true;
if (state == nullptr)
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{
state = weapon->GetAltAtkState(!!player->refire);
}
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P_SetPsprite(player, PSP_WEAPON, state);
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if (!(weapon->WeaponFlags & WIF_NOALERT))
{
P_NoiseAlert (player->mo, player->mo, false);
}
}
//---------------------------------------------------------------------------
//
// PROC P_DropWeapon
//
// The player died, so put the weapon away.
//
//---------------------------------------------------------------------------
void P_DropWeapon (player_t *player)
{
if (player == nullptr)
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{
return;
}
// Since the weapon is dropping, stop blocking switching.
player->WeaponState &= ~WF_DISABLESWITCH;
if ((player->ReadyWeapon != nullptr) && (player->health > 0 || !(player->ReadyWeapon->WeaponFlags & WIF_NODEATHDESELECT)))
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{
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P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetDownState());
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}
}
//============================================================================
//
// P_BobWeapon
//
// [RH] Moved this out of A_WeaponReady so that the weapon can bob every
// tic and not just when A_WeaponReady is called. Not all weapons execute
// A_WeaponReady every tic, and it looks bad if they don't bob smoothly.
//
// [XA] Added new bob styles and exposed bob properties. Thanks, Ryan Cordell!
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// [SP] Added new user option for bob speed
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//
//============================================================================
void P_BobWeapon (player_t *player, float *x, float *y, double ticfrac)
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{
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static float curbob;
double xx[2], yy[2];
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AWeapon *weapon;
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float bobtarget;
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weapon = player->ReadyWeapon;
if (weapon == nullptr || weapon->WeaponFlags & WIF_DONTBOB)
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{
*x = *y = 0;
return;
}
// [XA] Get the current weapon's bob properties.
int bobstyle = weapon->BobStyle;
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float BobSpeed = (weapon->BobSpeed * 128);
float Rangex = weapon->BobRangeX;
float Rangey = weapon->BobRangeY;
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for (int i = 0; i < 2; i++)
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{
// Bob the weapon based on movement speed. ([SP] And user's bob speed setting)
FAngle angle = (BobSpeed * player->userinfo.GetWBobSpeed() * 35 /
TICRATE*(level.time - 1 + i)) * (360.f / 8192.f);
// [RH] Smooth transitions between bobbing and not-bobbing frames.
// This also fixes the bug where you can "stick" a weapon off-center by
// shooting it when it's at the peak of its swing.
bobtarget = float((player->WeaponState & WF_WEAPONBOBBING) ? player->bob : 0.);
if (curbob != bobtarget)
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{
if (fabsf(bobtarget - curbob) <= 1)
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{
curbob = bobtarget;
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}
else
{
float zoom = MAX(1.f, fabsf(curbob - bobtarget) / 40);
if (curbob > bobtarget)
{
curbob -= zoom;
}
else
{
curbob += zoom;
}
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}
}
if (curbob != 0)
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{
//[SP] Added in decorate player.viewbob checks
float bobx = float(player->bob * Rangex * (float)player->mo->ViewBob);
float boby = float(player->bob * Rangey * (float)player->mo->ViewBob);
switch (bobstyle)
{
case AWeapon::BobNormal:
xx[i] = bobx * angle.Cos();
yy[i] = boby * fabsf(angle.Sin());
break;
case AWeapon::BobInverse:
xx[i] = bobx*angle.Cos();
yy[i] = boby * (1.f - fabsf(angle.Sin()));
break;
case AWeapon::BobAlpha:
xx[i] = bobx * angle.Sin();
yy[i] = boby * fabsf(angle.Sin());
break;
case AWeapon::BobInverseAlpha:
xx[i] = bobx * angle.Sin();
yy[i] = boby * (1.f - fabsf(angle.Sin()));
break;
case AWeapon::BobSmooth:
xx[i] = bobx*angle.Cos();
yy[i] = 0.5f * (boby * (1.f - ((angle * 2).Cos())));
break;
case AWeapon::BobInverseSmooth:
xx[i] = bobx*angle.Cos();
yy[i] = 0.5f * (boby * (1.f + ((angle * 2).Cos())));
}
}
else
{
xx[i] = 0;
yy[i] = 0;
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}
}
*x = (float)(xx[0] * (1. - ticfrac) + xx[1] * ticfrac);
*y = (float)(yy[0] * (1. - ticfrac) + yy[1] * ticfrac);
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}
//============================================================================
//
// PROC A_WeaponReady
//
// Readies a weapon for firing or bobbing with its three ancillary functions,
// DoReadyWeaponToSwitch(), DoReadyWeaponToFire() and DoReadyWeaponToBob().
// [XA] Added DoReadyWeaponToReload() and DoReadyWeaponToZoom()
//
//============================================================================
void DoReadyWeaponToSwitch (AActor *self, bool switchable)
{
// Prepare for switching action.
player_t *player;
if (self && (player = self->player))
{
if (switchable)
{
player->WeaponState |= WF_WEAPONSWITCHOK | WF_REFIRESWITCHOK;
}
else
{
// WF_WEAPONSWITCHOK is automatically cleared every tic by P_SetPsprite().
player->WeaponState &= ~WF_REFIRESWITCHOK;
}
}
}
void DoReadyWeaponDisableSwitch (AActor *self, INTBOOL disable)
{
// Discard all switch attempts?
player_t *player;
if (self && (player = self->player))
{
if (disable)
{
player->WeaponState |= WF_DISABLESWITCH;
player->WeaponState &= ~WF_REFIRESWITCHOK;
}
else
{
player->WeaponState &= ~WF_DISABLESWITCH;
}
}
}
void DoReadyWeaponToFire (AActor *self, bool prim, bool alt)
{
player_t *player;
AWeapon *weapon;
if (!self || !(player = self->player) || !(weapon = player->ReadyWeapon))
{
return;
}
// Change player from attack state
if (self->InStateSequence(self->state, self->MissileState) ||
self->InStateSequence(self->state, self->MeleeState))
{
static_cast<APlayerPawn *>(self)->PlayIdle ();
}
// Play ready sound, if any.
if (weapon->ReadySound && player->GetPSprite(PSP_WEAPON)->GetState() == weapon->FindState(NAME_Ready))
2016-03-01 15:47:10 +00:00
{
if (!(weapon->WeaponFlags & WIF_READYSNDHALF) || pr_wpnreadysnd() < 128)
{
S_Sound (self, CHAN_WEAPON, weapon->ReadySound, 1, ATTN_NORM);
}
}
// Prepare for firing action.
player->WeaponState |= ((prim ? WF_WEAPONREADY : 0) | (alt ? WF_WEAPONREADYALT : 0));
return;
}
void DoReadyWeaponToBob (AActor *self)
{
if (self && self->player && self->player->ReadyWeapon)
{
// Prepare for bobbing action.
self->player->WeaponState |= WF_WEAPONBOBBING;
self->player->GetPSprite(PSP_WEAPON)->x = 0;
self->player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP;
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}
}
void DoReadyWeaponToGeneric(AActor *self, int paramflags)
{
int flags = 0;
for (size_t i = 0; i < countof(ButtonChecks); ++i)
{
if (paramflags & ButtonChecks[i].ReadyFlag)
{
flags |= ButtonChecks[i].StateFlag;
}
}
if (self != NULL && self->player != NULL)
{
self->player->WeaponState |= flags;
}
}
// This function replaces calls to A_WeaponReady in other codepointers.
void DoReadyWeapon(AActor *self)
{
DoReadyWeaponToBob(self);
DoReadyWeaponToFire(self);
DoReadyWeaponToSwitch(self);
DoReadyWeaponToGeneric(self, ~0);
}
DEFINE_ACTION_FUNCTION(AStateProvider, A_WeaponReady)
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{
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT_DEF(flags);
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DoReadyWeaponToSwitch(self, !(flags & WRF_NoSwitch));
if ((flags & WRF_NoFire) != WRF_NoFire) DoReadyWeaponToFire(self, !(flags & WRF_NoPrimary), !(flags & WRF_NoSecondary));
if (!(flags & WRF_NoBob)) DoReadyWeaponToBob(self);
DoReadyWeaponToGeneric(self, flags);
DoReadyWeaponDisableSwitch(self, flags & WRF_DisableSwitch);
return 0;
}
//---------------------------------------------------------------------------
//
// PROC P_CheckWeaponFire
//
// The player can fire the weapon.
// [RH] This was in A_WeaponReady before, but that only works well when the
// weapon's ready frames have a one tic delay.
//
//---------------------------------------------------------------------------
void P_CheckWeaponFire (player_t *player)
{
AWeapon *weapon = player->ReadyWeapon;
if (weapon == NULL)
return;
// Check for fire. Some weapons do not auto fire.
if ((player->WeaponState & WF_WEAPONREADY) && (player->cmd.ucmd.buttons & BT_ATTACK))
{
if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE))
{
player->attackdown = true;
P_FireWeapon (player, NULL);
return;
}
}
else if ((player->WeaponState & WF_WEAPONREADYALT) && (player->cmd.ucmd.buttons & BT_ALTATTACK))
{
if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE))
{
player->attackdown = true;
P_FireWeaponAlt (player, NULL);
return;
}
}
else
{
player->attackdown = false;
}
}
//---------------------------------------------------------------------------
//
// PROC P_CheckWeaponSwitch
//
// The player can change to another weapon at this time.
// [GZ] This was cut from P_CheckWeaponFire.
//
//---------------------------------------------------------------------------
void P_CheckWeaponSwitch (player_t *player)
{
if (player == NULL)
{
return;
}
if ((player->WeaponState & WF_DISABLESWITCH) || // Weapon changing has been disabled.
player->morphTics != 0) // Morphed classes cannot change weapons.
{ // ...so throw away any pending weapon requests.
player->PendingWeapon = WP_NOCHANGE;
}
// Put the weapon away if the player has a pending weapon or has died, and
// we're at a place in the state sequence where dropping the weapon is okay.
if ((player->PendingWeapon != WP_NOCHANGE || player->health <= 0) &&
player->WeaponState & WF_WEAPONSWITCHOK)
{
P_DropWeapon(player);
}
}
//---------------------------------------------------------------------------
//
// PROC P_CheckWeaponButtons
//
// Check extra button presses for weapons.
//
//---------------------------------------------------------------------------
static void P_CheckWeaponButtons (player_t *player)
{
if (player->Bot == nullptr && bot_observer)
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{
return;
}
AWeapon *weapon = player->ReadyWeapon;
if (weapon == nullptr)
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{
return;
}
// The button checks are ordered by precedence. The first one to match a
// button press and affect a state change wins.
for (size_t i = 0; i < countof(ButtonChecks); ++i)
{
if ((player->WeaponState & ButtonChecks[i].StateFlag) &&
(player->cmd.ucmd.buttons & ButtonChecks[i].ButtonFlag))
{
FState *state = weapon->GetStateForButtonName(ButtonChecks[i].StateName);
// [XA] don't change state if still null, so if the modder
// sets WRF_xxx to true but forgets to define the corresponding
// state, the weapon won't disappear. ;)
if (state != nullptr)
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{
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P_SetPsprite(player, PSP_WEAPON, state);
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return;
}
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}
}
}
//---------------------------------------------------------------------------
//
// PROC A_ReFire
//
// The player can re-fire the weapon without lowering it entirely.
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AStateProvider, A_ReFire)
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{
PARAM_ACTION_PROLOGUE(AActor);
- fixed: State labels were resolved in the calling function's context instead of the called function one's. This could cause problems with functions that take states as parameters but use them to set them internally instead of passing them through the A_Jump interface back to the caller, like A_Chase or A_LookEx. This required some quite significant refactoring because the entire state resolution logic had been baked into the compiler which turned out to be a major maintenance problem. Fixed this by adding a new builtin type 'statelabel'. This is an opaque identifier representing a state, with the actual data either directly encoded into the number for single label state or an index into a state information table. The state resolution is now the task of the called function as it should always have remained. Note, that this required giving back the 'action' qualifier to most state jumping functions. - refactored most A_Jump checkers to a two stage setup with a pure checker that returns a boolean and a scripted A_Jump wrapper, for some simpler checks the checker function was entirely omitted and calculated inline in the A_Jump function. It is strongly recommended to use the boolean checkers unless using an inline function invocation in a state as they lead to vastly clearer code and offer more flexibility. - let Min() and Max() use the OP_MIN and OP_MAX opcodes. Although these were present, these function were implemented using some grossly inefficient branching tests. - the DECORATE 'state' cast kludge will now actually call ResolveState because a state label is not a state and needs conversion.
2016-11-14 13:12:27 +00:00
PARAM_STATE_ACTION_DEF(state);
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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(AStateProvider, A_ClearReFire)
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{
PARAM_ACTION_PROLOGUE(AActor);
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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(AStateProvider, A_CheckReload)
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{
PARAM_ACTION_PROLOGUE(AActor);
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if (self->player != NULL)
{
self->player->ReadyWeapon->CheckAmmo (
self->player->ReadyWeapon->bAltFire ? AWeapon::AltFire
: AWeapon::PrimaryFire, true);
}
return 0;
}
//---------------------------------------------------------------------------
//
// PROC A_OverlayOffset
//
//---------------------------------------------------------------------------
enum WOFFlags
{
WOF_KEEPX = 1,
WOF_KEEPY = 1 << 1,
WOF_ADD = 1 << 2,
};
void A_OverlayOffset(AActor *self, int layer, double wx, double wy, int flags)
{
if ((flags & WOF_KEEPX) && (flags & WOF_KEEPY))
{
return;
}
player_t *player = self->player;
DPSprite *psp;
if (player && (player->playerstate != PST_DEAD))
{
psp = player->FindPSprite(layer);
if (psp == nullptr)
return;
if (!(flags & WOF_KEEPX))
{
if (flags & WOF_ADD)
{
psp->x += wx;
}
else
{
psp->x = wx;
}
}
if (!(flags & WOF_KEEPY))
{
if (flags & WOF_ADD)
{
psp->y += wy;
}
else
{
psp->y = wy;
}
}
}
}
DEFINE_ACTION_FUNCTION(AActor, A_OverlayOffset)
{
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT_DEF(layer)
PARAM_FLOAT_DEF(wx)
PARAM_FLOAT_DEF(wy)
PARAM_INT_DEF(flags)
A_OverlayOffset(self, ((layer != 0) ? layer : stateinfo->mPSPIndex), wx, wy, flags);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_WeaponOffset)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT_DEF(wx)
PARAM_FLOAT_DEF(wy)
PARAM_INT_DEF(flags)
A_OverlayOffset(self, PSP_WEAPON, wx, wy, flags);
return 0;
}
//---------------------------------------------------------------------------
//
// PROC A_OverlayFlags
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_OverlayFlags)
{
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT(layer);
PARAM_INT(flags);
PARAM_BOOL(set);
if (!ACTION_CALL_FROM_PSPRITE())
return 0;
DPSprite *pspr = self->player->FindPSprite(((layer != 0) ? layer : stateinfo->mPSPIndex));
if (pspr == nullptr)
return 0;
if (set)
pspr->Flags |= flags;
else
pspr->Flags &= ~flags;
return 0;
}
//---------------------------------------------------------------------------
//
// PROC OverlayX/Y
// Action function to return the X/Y of an overlay.
//---------------------------------------------------------------------------
static double GetOverlayPosition(AActor *self, int layer, bool gety)
{
if (layer)
{
DPSprite *pspr = self->player->FindPSprite(layer);
if (pspr != nullptr)
{
return gety ? (pspr->y) : (pspr->x);
}
}
return 0.;
}
DEFINE_ACTION_FUNCTION(AActor, OverlayX)
{
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT_DEF(layer);
if (ACTION_CALL_FROM_PSPRITE())
{
double res = GetOverlayPosition(self, ((layer != 0) ? layer : stateinfo->mPSPIndex), false);
ACTION_RETURN_FLOAT(res);
}
ACTION_RETURN_FLOAT(0.);
}
DEFINE_ACTION_FUNCTION(AActor, OverlayY)
{
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT_DEF(layer);
if (ACTION_CALL_FROM_PSPRITE())
{
double res = GetOverlayPosition(self, ((layer != 0) ? layer : stateinfo->mPSPIndex), true);
ACTION_RETURN_FLOAT(res);
}
ACTION_RETURN_FLOAT(0.);
}
//---------------------------------------------------------------------------
//
// PROC OverlayID
// Because non-action functions cannot acquire the ID of the overlay...
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, OverlayID)
{
PARAM_ACTION_PROLOGUE(AActor);
if (ACTION_CALL_FROM_PSPRITE())
{
ACTION_RETURN_INT(stateinfo->mPSPIndex);
}
ACTION_RETURN_INT(0);
}
2016-03-01 15:47:10 +00:00
//---------------------------------------------------------------------------
//
// PROC A_Lower
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AStateProvider, A_Lower)
2016-03-01 15:47:10 +00:00
{
PARAM_ACTION_PROLOGUE(AActor);
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player_t *player = self->player;
DPSprite *psp;
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if (nullptr == player)
2016-03-01 15:47:10 +00:00
{
return 0;
}
if (nullptr == player->ReadyWeapon)
{
P_BringUpWeapon(player);
return 0;
}
psp = player->GetPSprite(PSP_WEAPON);
2016-03-01 15:47:10 +00:00
if (player->morphTics || player->cheats & CF_INSTANTWEAPSWITCH)
{
psp->y = WEAPONBOTTOM;
2016-03-01 15:47:10 +00:00
}
else
{
psp->y += LOWERSPEED;
2016-03-01 15:47:10 +00:00
}
if (psp->y < WEAPONBOTTOM)
2016-03-01 15:47:10 +00:00
{ // Not lowered all the way yet
return 0;
}
if (player->playerstate == PST_DEAD)
{ // Player is dead, so don't bring up a pending weapon
// Player is dead, so keep the weapon off screen
P_SetPsprite(player, PSP_FLASH, nullptr);
psp->SetState(player->ReadyWeapon->FindState(NAME_DeadLowered));
2016-03-01 15:47:10 +00:00
return 0;
}
// [RH] Clear the flash state. Only needed for Strife.
2016-06-16 12:24:00 +00:00
P_SetPsprite(player, PSP_FLASH, nullptr);
2016-03-01 15:47:10 +00:00
P_BringUpWeapon (player);
return 0;
}
//---------------------------------------------------------------------------
//
// PROC A_Raise
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_Raise)
2016-03-01 15:47:10 +00:00
{
PARAM_ACTION_PROLOGUE(AActor);
2016-03-01 15:47:10 +00:00
if (self == nullptr)
2016-03-01 15:47:10 +00:00
{
return 0;
}
player_t *player = self->player;
DPSprite *psp;
2016-03-01 15:47:10 +00:00
if (nullptr == player)
2016-03-01 15:47:10 +00:00
{
return 0;
}
if (player->PendingWeapon != WP_NOCHANGE)
{
P_DropWeapon(player);
return 0;
}
if (player->ReadyWeapon == nullptr)
{
return 0;
}
psp = player->GetPSprite(PSP_WEAPON);
psp->y -= RAISESPEED;
if (psp->y > WEAPONTOP)
2016-03-01 15:47:10 +00:00
{ // Not raised all the way yet
return 0;
}
psp->y = WEAPONTOP;
psp->SetState(player->ReadyWeapon->GetReadyState());
2016-03-01 15:47:10 +00:00
return 0;
}
2016-05-11 21:13:02 +00:00
//---------------------------------------------------------------------------
//
// PROC A_Overlay
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_Overlay)
2016-05-11 21:13:02 +00:00
{
PARAM_ACTION_PROLOGUE(AActor);
2016-05-11 21:13:02 +00:00
PARAM_INT (layer);
- fixed: State labels were resolved in the calling function's context instead of the called function one's. This could cause problems with functions that take states as parameters but use them to set them internally instead of passing them through the A_Jump interface back to the caller, like A_Chase or A_LookEx. This required some quite significant refactoring because the entire state resolution logic had been baked into the compiler which turned out to be a major maintenance problem. Fixed this by adding a new builtin type 'statelabel'. This is an opaque identifier representing a state, with the actual data either directly encoded into the number for single label state or an index into a state information table. The state resolution is now the task of the called function as it should always have remained. Note, that this required giving back the 'action' qualifier to most state jumping functions. - refactored most A_Jump checkers to a two stage setup with a pure checker that returns a boolean and a scripted A_Jump wrapper, for some simpler checks the checker function was entirely omitted and calculated inline in the A_Jump function. It is strongly recommended to use the boolean checkers unless using an inline function invocation in a state as they lead to vastly clearer code and offer more flexibility. - let Min() and Max() use the OP_MIN and OP_MAX opcodes. Although these were present, these function were implemented using some grossly inefficient branching tests. - the DECORATE 'state' cast kludge will now actually call ResolveState because a state label is not a state and needs conversion.
2016-11-14 13:12:27 +00:00
PARAM_STATE_ACTION_DEF(state);
PARAM_BOOL_DEF(dontoverride);
2016-05-11 21:13:02 +00:00
player_t *player = self->player;
2016-03-01 15:47:10 +00:00
2016-06-18 12:43:59 +00:00
if (player == nullptr || (dontoverride && (player->FindPSprite(layer) != nullptr)))
{
ACTION_RETURN_BOOL(false);
}
2016-06-18 12:43:59 +00:00
DPSprite *pspr;
pspr = new DPSprite(player, stateowner, layer);
2016-05-11 21:13:02 +00:00
pspr->SetState(state);
ACTION_RETURN_BOOL(true);
}
DEFINE_ACTION_FUNCTION(AActor, A_ClearOverlays)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT_DEF(start);
PARAM_INT_DEF(stop);
PARAM_BOOL_DEF(safety)
2016-07-16 14:07:31 +00:00
if (self->player == nullptr)
ACTION_RETURN_INT(0);
2016-06-18 12:43:59 +00:00
if (!start && !stop)
{
start = INT_MIN;
stop = safety ? PSP_TARGETCENTER - 1 : INT_MAX;
}
2016-07-16 14:07:31 +00:00
unsigned int count = 0;
int id;
for (DPSprite *pspr = self->player->psprites; pspr != nullptr; pspr = pspr->GetNext())
{
2016-07-16 14:07:31 +00:00
id = pspr->GetID();
2016-06-18 12:43:59 +00:00
2016-07-16 14:07:31 +00:00
if (id < start || id == 0)
2016-06-18 12:43:59 +00:00
continue;
2016-07-16 14:07:31 +00:00
else if (id > stop)
2016-06-18 12:49:15 +00:00
break;
2016-06-18 12:43:59 +00:00
if (safety)
{
2016-06-18 12:43:59 +00:00
if (id >= PSP_TARGETCENTER)
break;
2016-07-16 14:07:31 +00:00
else if (id == PSP_STRIFEHANDS || id == PSP_WEAPON || id == PSP_FLASH)
continue;
}
2016-06-18 12:43:59 +00:00
pspr->SetState(nullptr);
count++;
}
2016-07-16 14:07:31 +00:00
ACTION_RETURN_INT(count);
2016-05-11 21:13:02 +00:00
}
2016-03-01 15:47:10 +00:00
//
// A_GunFlash
//
enum GF_Flags
{
GFF_NOEXTCHANGE = 1,
};
DEFINE_ACTION_FUNCTION(AStateProvider, A_GunFlash)
2016-03-01 15:47:10 +00:00
{
PARAM_ACTION_PROLOGUE(AActor);
- fixed: State labels were resolved in the calling function's context instead of the called function one's. This could cause problems with functions that take states as parameters but use them to set them internally instead of passing them through the A_Jump interface back to the caller, like A_Chase or A_LookEx. This required some quite significant refactoring because the entire state resolution logic had been baked into the compiler which turned out to be a major maintenance problem. Fixed this by adding a new builtin type 'statelabel'. This is an opaque identifier representing a state, with the actual data either directly encoded into the number for single label state or an index into a state information table. The state resolution is now the task of the called function as it should always have remained. Note, that this required giving back the 'action' qualifier to most state jumping functions. - refactored most A_Jump checkers to a two stage setup with a pure checker that returns a boolean and a scripted A_Jump wrapper, for some simpler checks the checker function was entirely omitted and calculated inline in the A_Jump function. It is strongly recommended to use the boolean checkers unless using an inline function invocation in a state as they lead to vastly clearer code and offer more flexibility. - let Min() and Max() use the OP_MIN and OP_MAX opcodes. Although these were present, these function were implemented using some grossly inefficient branching tests. - the DECORATE 'state' cast kludge will now actually call ResolveState because a state label is not a state and needs conversion.
2016-11-14 13:12:27 +00:00
PARAM_STATE_ACTION_DEF(flash);
PARAM_INT_DEF(flags);
2016-03-01 15:47:10 +00:00
player_t *player = self->player;
if (nullptr == player)
2016-03-01 15:47:10 +00:00
{
return 0;
}
if (!(flags & GFF_NOEXTCHANGE))
{
player->mo->PlayAttacking2 ();
}
if (flash == nullptr)
2016-03-01 15:47:10 +00:00
{
if (player->ReadyWeapon->bAltFire)
{
flash = player->ReadyWeapon->FindState(NAME_AltFlash);
}
if (flash == nullptr)
2016-03-01 15:47:10 +00:00
{
flash = player->ReadyWeapon->FindState(NAME_Flash);
}
}
2016-06-16 12:24:00 +00:00
P_SetPsprite(player, PSP_FLASH, flash);
2016-03-01 15:47:10 +00:00
return 0;
}
//
// WEAPON ATTACKS
//
//
// P_BulletSlope
// Sets a slope so a near miss is at aproximately
// the height of the intended target
//
DAngle P_BulletSlope (AActor *mo, FTranslatedLineTarget *pLineTarget, int aimflags)
2016-03-01 15:47:10 +00:00
{
static const double angdiff[3] = { -5.625f, 5.625f, 0 };
2016-03-01 15:47:10 +00:00
int i;
DAngle an;
DAngle pitch;
2016-03-01 15:47:10 +00:00
FTranslatedLineTarget scratch;
if (pLineTarget == NULL) pLineTarget = &scratch;
// see which target is to be aimed at
i = 2;
do
{
an = mo->Angles.Yaw + angdiff[i];
pitch = P_AimLineAttack (mo, an, 16.*64, pLineTarget, 0., aimflags);
2016-03-01 15:47:10 +00:00
if (mo->player != NULL &&
level.IsFreelookAllowed() &&
mo->player->userinfo.GetAimDist() <= 0.5)
2016-03-01 15:47:10 +00:00
{
break;
}
} while (pLineTarget->linetarget == NULL && --i >= 0);
return pitch;
}
DEFINE_ACTION_FUNCTION(AActor, BulletSlope)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_POINTER_DEF(t, FTranslatedLineTarget);
PARAM_INT_DEF(aimflags);
ACTION_RETURN_FLOAT(P_BulletSlope(self, t, aimflags).Degrees);
}
- fixed: State labels were resolved in the calling function's context instead of the called function one's. This could cause problems with functions that take states as parameters but use them to set them internally instead of passing them through the A_Jump interface back to the caller, like A_Chase or A_LookEx. This required some quite significant refactoring because the entire state resolution logic had been baked into the compiler which turned out to be a major maintenance problem. Fixed this by adding a new builtin type 'statelabel'. This is an opaque identifier representing a state, with the actual data either directly encoded into the number for single label state or an index into a state information table. The state resolution is now the task of the called function as it should always have remained. Note, that this required giving back the 'action' qualifier to most state jumping functions. - refactored most A_Jump checkers to a two stage setup with a pure checker that returns a boolean and a scripted A_Jump wrapper, for some simpler checks the checker function was entirely omitted and calculated inline in the A_Jump function. It is strongly recommended to use the boolean checkers unless using an inline function invocation in a state as they lead to vastly clearer code and offer more flexibility. - let Min() and Max() use the OP_MIN and OP_MAX opcodes. Although these were present, these function were implemented using some grossly inefficient branching tests. - the DECORATE 'state' cast kludge will now actually call ResolveState because a state label is not a state and needs conversion.
2016-11-14 13:12:27 +00:00
AActor *P_AimTarget(AActor *mo)
{
FTranslatedLineTarget t;
P_BulletSlope(mo, &t, ALF_PORTALRESTRICT);
return t.linetarget;
}
DEFINE_ACTION_FUNCTION(AActor, AimTarget)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_OBJECT(P_AimTarget(self));
}
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//------------------------------------------------------------------------
//
// PROC P_SetupPsprites
//
// Called at start of level for each player
//
//------------------------------------------------------------------------
void P_SetupPsprites(player_t *player, bool startweaponup)
{
// Remove all psprites
player->DestroyPSprites();
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// Spawn the ready weapon
player->PendingWeapon = !startweaponup ? player->ReadyWeapon : WP_NOCHANGE;
P_BringUpWeapon (player);
}
//------------------------------------------------------------------------
//
// PROC P_MovePsprites
//
// Called every tic by player thinking routine
//
//------------------------------------------------------------------------
void player_t::TickPSprites()
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{
DPSprite *pspr = psprites;
while (pspr)
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{
// Destroy the psprite if it's from a weapon that isn't currently selected by the player
// or if it's from an inventory item that the player no longer owns.
if ((pspr->Caller == nullptr ||
(pspr->Caller->IsKindOf(RUNTIME_CLASS(AInventory)) && barrier_cast<AInventory *>(pspr->Caller)->Owner != pspr->Owner->mo) ||
(pspr->Caller->IsKindOf(RUNTIME_CLASS(AWeapon)) && pspr->Caller != pspr->Owner->ReadyWeapon)))
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{
pspr->Destroy();
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}
else
{
pspr->Tick();
}
pspr = pspr->Next;
}
if ((health > 0) || (ReadyWeapon != nullptr && !(ReadyWeapon->WeaponFlags & WIF_NODEATHINPUT)))
{
if (ReadyWeapon == nullptr)
{
if (PendingWeapon != WP_NOCHANGE)
P_BringUpWeapon(this);
}
else
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{
P_CheckWeaponSwitch(this);
if (WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
{
P_CheckWeaponFire(this);
}
// Check custom buttons
P_CheckWeaponButtons(this);
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}
}
}
//------------------------------------------------------------------------
//
//
//
//------------------------------------------------------------------------
void DPSprite::Tick()
{
if (processPending)
{
// drop tic count and possibly change state
if (Tics != -1) // a -1 tic count never changes
{
Tics--;
// [BC] Apply double firing speed.
if ((Flags & PSPF_POWDOUBLE) && Tics && (Owner->cheats & CF_DOUBLEFIRINGSPEED))
Tics--;
if (!Tics)
SetState(State->GetNextState());
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}
}
}
//------------------------------------------------------------------------
//
//
//
//------------------------------------------------------------------------
void DPSprite::Serialize(FSerializer &arc)
{
Super::Serialize(arc);
arc("next", Next)
("caller", Caller)
("owner", Owner)
("flags", Flags)
("state", State)
("tics", Tics)
.Sprite("sprite", Sprite, nullptr)
("frame", Frame)
("id", ID)
("x", x)
("y", y)
("oldx", oldx)
("oldy", oldy);
}
//------------------------------------------------------------------------
//
//
//
//------------------------------------------------------------------------
void player_t::DestroyPSprites()
{
DPSprite *pspr = psprites;
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psprites = nullptr;
while (pspr)
{
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DPSprite *next = pspr->Next;
pspr->Next = nullptr;
pspr->Destroy();
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pspr = next;
}
}
//------------------------------------------------------------------------------------
//
// Setting a random flash like some of Doom's weapons can easily crash when the
// definition is overridden incorrectly so let's check that the state actually exists.
// Be aware though that this will not catch all DEHACKED related problems. But it will
// find all DECORATE related ones.
//
//------------------------------------------------------------------------------------
void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int index)
{
PClassActor *cls = weapon->GetClass();
while (cls != RUNTIME_CLASS(AWeapon))
{
if (flashstate >= cls->OwnedStates && flashstate < cls->OwnedStates + cls->NumOwnedStates)
{
// The flash state belongs to this class.
// Now let's check if the actually wanted state does also
if (flashstate + index < cls->OwnedStates + cls->NumOwnedStates)
{
// we're ok so set the state
P_SetPsprite(player, PSP_FLASH, flashstate + index, true);
return;
}
else
{
// oh, no! The state is beyond the end of the state table so use the original flash state.
P_SetPsprite(player, PSP_FLASH, flashstate, true);
return;
}
}
// try again with parent class
cls = static_cast<PClassActor *>(cls->ParentClass);
}
// if we get here the state doesn't seem to belong to any class in the inheritance chain
// This can happen with Dehacked if the flash states are remapped.
// The only way to check this would be to go through all Dehacked modifiable actors, convert
// their states into a single flat array and find the correct one.
// Rather than that, just check to make sure it belongs to something.
if (FState::StaticFindStateOwner(flashstate + index) == NULL)
{ // Invalid state. With no index offset, it should at least be valid.
index = 0;
}
P_SetPsprite(player, PSP_FLASH, flashstate + index, true);
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, SetSafeFlash)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
PARAM_OBJECT(weapon, AWeapon);
PARAM_POINTER(state, FState);
PARAM_INT(index);
P_SetSafeFlash(weapon, self, state, index);
return 0;
}
//------------------------------------------------------------------------
//
//
//
//------------------------------------------------------------------------
void DPSprite::Destroy()
{
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// Do not crash if this gets called on partially initialized objects.
if (Owner != nullptr && Owner->psprites != nullptr)
{
if (Owner->psprites != this)
{
DPSprite *prev = Owner->psprites;
while (prev != nullptr && prev->Next != this)
prev = prev->Next;
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if (prev != nullptr && prev->Next == this)
{
prev->Next = Next;
GC::WriteBarrier(prev, Next);
}
}
else
{
Owner->psprites = Next;
GC::WriteBarrier(Next);
}
}
Super::Destroy();
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}
//------------------------------------------------------------------------
//
//
//
//------------------------------------------------------------------------
ADD_STAT(psprites)
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{
FString out;
DPSprite *pspr;
for (int i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
out.AppendFormat("[psprites] player: %d | layers: ", i);
pspr = players[i].psprites;
while (pspr)
{
out.AppendFormat("%d, ", pspr->GetID());
pspr = pspr->GetNext();
}
out.AppendFormat("\n");
}
return out;
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}