//************************************************************************** //** //** p_pspr.c : Heretic 2 : Raven Software, Corp. //** //** $RCSfile: p_pspr.c,v $ //** $Revision: 1.105 $ //** $Date: 96/01/06 03:23:35 $ //** $Author: bgokey $ //** //************************************************************************** // HEADER FILES ------------------------------------------------------------ #include #include "doomdef.h" #include "d_event.h" #include "c_cvars.h" #include "m_random.h" #include "p_enemy.h" #include "p_local.h" #include "s_sound.h" #include "doomstat.h" #include "gi.h" #include "p_pspr.h" #include "templates.h" #include "thingdef/thingdef.h" #include "g_level.h" #include "farchive.h" #include "d_player.h" // MACROS ------------------------------------------------------------------ #define LOWERSPEED 6. #define RAISESPEED 6. // TYPES ------------------------------------------------------------------- struct FGenericButtons { int ReadyFlag; // Flag passed to A_WeaponReady int StateFlag; // Flag set in WeaponState int ButtonFlag; // Button to press ENamedName StateName; // Name of the button/state }; enum EWRF_Options { WRF_NoBob = 1, WRF_NoSwitch = 1 << 1, WRF_NoPrimary = 1 << 2, WRF_NoSecondary = 1 << 3, WRF_NoFire = WRF_NoPrimary | WRF_NoSecondary, WRF_AllowReload = 1 << 4, WRF_AllowZoom = 1 << 5, WRF_DisableSwitch = 1 << 6, WRF_AllowUser1 = 1 << 7, WRF_AllowUser2 = 1 << 8, WRF_AllowUser3 = 1 << 9, WRF_AllowUser4 = 1 << 10, }; // EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- // PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- // EXTERNAL DATA DECLARATIONS ---------------------------------------------- // PUBLIC DATA DEFINITIONS ------------------------------------------------- // [SO] 1=Weapons states are all 1 tick // 2=states with a function 1 tick, others 0 ticks. CVAR(Int, sv_fastweapons, false, CVAR_SERVERINFO); // PRIVATE DATA DEFINITIONS ------------------------------------------------ static FRandom pr_wpnreadysnd ("WpnReadySnd"); static FRandom pr_gunshot ("GunShot"); static const FGenericButtons ButtonChecks[] = { { WRF_AllowZoom, WF_WEAPONZOOMOK, BT_ZOOM, NAME_Zoom }, { WRF_AllowReload, WF_WEAPONRELOADOK, BT_RELOAD, NAME_Reload }, { WRF_AllowUser1, WF_USER1OK, BT_USER1, NAME_User1 }, { WRF_AllowUser2, WF_USER2OK, BT_USER2, NAME_User2 }, { WRF_AllowUser3, WF_USER3OK, BT_USER3, NAME_User3 }, { WRF_AllowUser4, WF_USER4OK, BT_USER4, NAME_User4 }, }; // CODE -------------------------------------------------------------------- //------------------------------------------------------------------------ // // // //------------------------------------------------------------------------ IMPLEMENT_POINTY_CLASS(DPSprite) DECLARE_POINTER(Caller) DECLARE_POINTER(Next) END_POINTERS //------------------------------------------------------------------------ // // // //------------------------------------------------------------------------ DPSprite::DPSprite(player_t *owner, AInventory *caller, int id) : processPending(true), firstTic(true), x(.0), y(.0), oldx(.0), oldy(.0), Flags(0), ID(id), Caller(caller), Owner(owner) { DPSprite *prev = nullptr; DPSprite *next = Owner->psprites; while (next != nullptr && next->ID < ID) { prev = next; next = next->Next; } Next = next; GC::WriteBarrier(this, next); if (prev == nullptr) { 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 (ID == ps_weapon || ID == ps_flash || (ID >= NUMPSPRITES && Caller->IsKindOf(RUNTIME_CLASS(AWeapon)))) { Flags |= PSPF_ADDBOB; if (ID != ps_weapon) Flags |= PSPF_ADDWEAPON; } } //------------------------------------------------------------------------ // // // //------------------------------------------------------------------------ DPSprite *player_t::FindPSprite(int layer) { if (layer == 0) return nullptr; DPSprite *pspr = psprites; while (pspr) { if (pspr->ID == layer) break; pspr = pspr->Next; } return pspr; } //------------------------------------------------------------------------ // // // //------------------------------------------------------------------------ DPSprite *player_t::GetPSprite(psprnum_t layer) { assert(layer > 0 && layer < NUMPSPRITES); DPSprite *pspr = FindPSprite(layer); if (pspr == nullptr) pspr = new DPSprite(this, ReadyWeapon, layer); return pspr; } //--------------------------------------------------------------------------- // // PROC P_NewPspriteTick // //--------------------------------------------------------------------------- void DPSprite::NewTick() { // 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++) { if (playeringame[i]) { DPSprite *pspr = players[i].psprites; while (pspr) { pspr->processPending = true; pspr->oldx = pspr->x; pspr->oldy = pspr->y; pspr = pspr->Next; } } } } //--------------------------------------------------------------------------- // // PROC P_SetPsprite // //--------------------------------------------------------------------------- void DPSprite::SetState(FState *newstate, bool pending) { if (ID == ps_weapon) { // A_WeaponReady will re-set these as needed Owner->WeaponState &= ~(WF_WEAPONREADY | WF_WEAPONREADYALT | WF_WEAPONBOBBING | WF_WEAPONSWITCHOK | WF_WEAPONRELOADOK | WF_WEAPONZOOMOK | WF_USER1OK | WF_USER2OK | WF_USER3OK | WF_USER4OK); } // Special handling for the old hardcoded layers. if (ID > 0 && ID < NUMPSPRITES) Caller = Owner->ReadyWeapon; processPending = pending; do { if (newstate == nullptr) { // Object removed itself. Destroy(); return; } State = newstate; if (newstate->sprite != SPR_FIXED) { // okay to change sprite and/or frame if (!newstate->GetSameFrame()) { // okay to change frame Frame = newstate->GetFrame(); } if (newstate->sprite != SPR_NOCHANGE) { // okay to change sprite Sprite = newstate->sprite; } } Tics = newstate->GetTics(); // could be 0 if ((ID > 0 && ID < NUMPSPRITES) || Caller->IsKindOf(RUNTIME_CLASS(AWeapon))) { // The targeter layers are affected by this too. if (sv_fastweapons == 2 && ID == ps_weapon) Tics = newstate->ActionFunc == nullptr ? 0 : 1; else if (sv_fastweapons == 3) Tics = (newstate->GetTics() != 0); else if (sv_fastweapons) Tics = 1; // great for producing decals :) } if (ID != ps_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(); } } if (Owner->mo != nullptr) { FState *nextstate; if (newstate->CallAction(Owner->mo, Caller, &nextstate)) { // It's possible this call resulted in this very layer being replaced. if (ObjectFlags & OF_EuthanizeMe) { return; } if (nextstate != nullptr) { newstate = nextstate; Tics = 0; continue; } if (State == nullptr) { Destroy(); return; } } } newstate = State->GetNextState(); } while (!Tics); // An initial state of 0 could cycle through. return; } void P_SetPsprite(player_t *player, psprnum_t id, FState *state, bool pending) { if (player == nullptr) return; player->GetPSprite(id)->SetState(state, pending); } //--------------------------------------------------------------------------- // // PROC P_BringUpWeapon // // Starts bringing the pending weapon up from the bottom of the screen. // This is only called to start the rising, not throughout it. // //--------------------------------------------------------------------------- void P_BringUpWeapon (player_t *player) { FState *newstate; AWeapon *weapon; DPSprite *psweapon = player->GetPSprite(ps_weapon); if (player->PendingWeapon == WP_NOCHANGE) { if (player->ReadyWeapon != nullptr) { psweapon->y = WEAPONTOP; psweapon->SetState(player->ReadyWeapon->GetReadyState()); } return; } weapon = player->PendingWeapon; // If the player has a tome of power, use this weapon's powered up // version, if one is available. if (weapon != nullptr && weapon->SisterWeapon && weapon->SisterWeapon->WeaponFlags & WIF_POWERED_UP && player->mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true)) { weapon = weapon->SisterWeapon; } if (weapon != nullptr) { if (weapon->UpSound) { S_Sound (player->mo, CHAN_WEAPON, weapon->UpSound, 1, ATTN_NORM); } newstate = weapon->GetUpState (); player->refire = 0; } else { newstate = nullptr; } player->PendingWeapon = WP_NOCHANGE; player->ReadyWeapon = weapon; psweapon->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. P_SetPsprite(player, ps_flash, nullptr); psweapon->SetState(newstate); player->mo->weaponspecial = 0; } //--------------------------------------------------------------------------- // // PROC P_FireWeapon // //--------------------------------------------------------------------------- void P_FireWeapon (player_t *player, FState *state) { AWeapon *weapon; // [SO] 9/2/02: People were able to do an awful lot of damage // when they were observers... if (player->Bot == nullptr && bot_observer) { return; } weapon = player->ReadyWeapon; if (weapon == nullptr || !weapon->CheckAmmo (AWeapon::PrimaryFire, true)) { return; } player->mo->PlayAttacking (); weapon->bAltFire = false; if (state == nullptr) { state = weapon->GetAtkState(!!player->refire); } P_SetPsprite(player, ps_weapon, state); if (!(weapon->WeaponFlags & WIF_NOALERT)) { P_NoiseAlert (player->mo, player->mo, false); } } //--------------------------------------------------------------------------- // // PROC P_FireWeaponAlt // //--------------------------------------------------------------------------- void P_FireWeaponAlt (player_t *player, FState *state) { AWeapon *weapon; // [SO] 9/2/02: People were able to do an awful lot of damage // when they were observers... if (player->Bot == nullptr && bot_observer) { return; } weapon = player->ReadyWeapon; if (weapon == nullptr || weapon->FindState(NAME_AltFire) == nullptr || !weapon->CheckAmmo (AWeapon::AltFire, true)) { return; } player->mo->PlayAttacking (); weapon->bAltFire = true; if (state == nullptr) { state = weapon->GetAltAtkState(!!player->refire); } P_SetPsprite(player, ps_weapon, state); if (!(weapon->WeaponFlags & WIF_NOALERT)) { P_NoiseAlert (player->mo, player->mo, false); } } //--------------------------------------------------------------------------- // // PROC P_DropWeapon // // The player died, so put the weapon away. // //--------------------------------------------------------------------------- void P_DropWeapon (player_t *player) { if (player == nullptr) { return; } // Since the weapon is dropping, stop blocking switching. player->WeaponState &= ~WF_DISABLESWITCH; if (player->ReadyWeapon != nullptr) { P_SetPsprite(player, ps_weapon, player->ReadyWeapon->GetDownState()); } } //============================================================================ // // P_BobWeapon // // [RH] Moved this out of A_WeaponReady so that the weapon can bob every // tic and not just when A_WeaponReady is called. Not all weapons execute // A_WeaponReady every tic, and it looks bad if they don't bob smoothly. // // [XA] Added new bob styles and exposed bob properties. Thanks, Ryan Cordell! // //============================================================================ void P_BobWeapon (player_t *player, float *x, float *y, double ticfrac) { static float curbob; double xx[2], yy[2]; AWeapon *weapon; float bobtarget; weapon = player->ReadyWeapon; if (weapon == nullptr || weapon->WeaponFlags & WIF_DONTBOB) { *x = *y = 0; return; } // [XA] Get the current weapon's bob properties. int bobstyle = weapon->BobStyle; float BobSpeed = (weapon->BobSpeed * 128); float Rangex = weapon->BobRangeX; float Rangey = weapon->BobRangeY; for (int i = 0; i < 2; i++) { // Bob the weapon based on movement speed. FAngle angle = (BobSpeed * 35 / TICRATE*(level.time - 1 + i)) * (360.f / 8192.f); // [RH] Smooth transitions between bobbing and not-bobbing frames. // This also fixes the bug where you can "stick" a weapon off-center by // shooting it when it's at the peak of its swing. bobtarget = float((player->WeaponState & WF_WEAPONBOBBING) ? player->bob : 0.); if (curbob != bobtarget) { if (fabsf(bobtarget - curbob) <= 1) { curbob = bobtarget; } else { float zoom = MAX(1.f, fabsf(curbob - bobtarget) / 40); if (curbob > bobtarget) { curbob -= zoom; } else { curbob += zoom; } } } if (curbob != 0) { float bobx = float(player->bob * Rangex); float boby = float(player->bob * Rangey); switch (bobstyle) { case AWeapon::BobNormal: xx[i] = bobx * angle.Cos(); yy[i] = boby * fabsf(angle.Sin()); break; case AWeapon::BobInverse: xx[i] = bobx*angle.Cos(); yy[i] = boby * (1.f - fabsf(angle.Sin())); break; case AWeapon::BobAlpha: xx[i] = bobx * angle.Sin(); yy[i] = boby * fabsf(angle.Sin()); break; case AWeapon::BobInverseAlpha: xx[i] = bobx * angle.Sin(); yy[i] = boby * (1.f - fabsf(angle.Sin())); break; case AWeapon::BobSmooth: xx[i] = bobx*angle.Cos(); yy[i] = 0.5f * (boby * (1.f - ((angle * 2).Cos()))); break; case AWeapon::BobInverseSmooth: xx[i] = bobx*angle.Cos(); yy[i] = 0.5f * (boby * (1.f + ((angle * 2).Cos()))); } } else { xx[i] = 0; yy[i] = 0; } } *x = (float)(xx[0] * (1. - ticfrac) + xx[1] * ticfrac); *y = (float)(yy[0] * (1. - ticfrac) + yy[1] * ticfrac); } //============================================================================ // // PROC A_WeaponReady // // Readies a weapon for firing or bobbing with its three ancillary functions, // DoReadyWeaponToSwitch(), DoReadyWeaponToFire() and DoReadyWeaponToBob(). // [XA] Added DoReadyWeaponToReload() and DoReadyWeaponToZoom() // //============================================================================ void DoReadyWeaponToSwitch (AActor *self, bool switchable) { // Prepare for switching action. player_t *player; if (self && (player = self->player)) { if (switchable) { player->WeaponState |= WF_WEAPONSWITCHOK | WF_REFIRESWITCHOK; } else { // WF_WEAPONSWITCHOK is automatically cleared every tic by P_SetPsprite(). player->WeaponState &= ~WF_REFIRESWITCHOK; } } } void DoReadyWeaponDisableSwitch (AActor *self, INTBOOL disable) { // Discard all switch attempts? player_t *player; if (self && (player = self->player)) { if (disable) { player->WeaponState |= WF_DISABLESWITCH; player->WeaponState &= ~WF_REFIRESWITCHOK; } else { player->WeaponState &= ~WF_DISABLESWITCH; } } } void DoReadyWeaponToFire (AActor *self, bool prim, bool alt) { player_t *player; AWeapon *weapon; if (!self || !(player = self->player) || !(weapon = player->ReadyWeapon)) { return; } // Change player from attack state if (self->InStateSequence(self->state, self->MissileState) || self->InStateSequence(self->state, self->MeleeState)) { static_cast(self)->PlayIdle (); } // Play ready sound, if any. if (weapon->ReadySound && player->GetPSprite(ps_weapon)->GetState() == weapon->FindState(NAME_Ready)) { if (!(weapon->WeaponFlags & WIF_READYSNDHALF) || pr_wpnreadysnd() < 128) { S_Sound (self, CHAN_WEAPON, weapon->ReadySound, 1, ATTN_NORM); } } // Prepare for firing action. player->WeaponState |= ((prim ? WF_WEAPONREADY : 0) | (alt ? WF_WEAPONREADYALT : 0)); return; } void DoReadyWeaponToBob (AActor *self) { if (self && self->player && self->player->ReadyWeapon) { // Prepare for bobbing action. self->player->WeaponState |= WF_WEAPONBOBBING; self->player->GetPSprite(ps_weapon)->x = 0; self->player->GetPSprite(ps_weapon)->y = WEAPONTOP; } } void DoReadyWeaponToGeneric(AActor *self, int paramflags) { int flags = 0; for (size_t i = 0; i < countof(ButtonChecks); ++i) { if (paramflags & ButtonChecks[i].ReadyFlag) { flags |= ButtonChecks[i].StateFlag; } } if (self != NULL && self->player != NULL) { self->player->WeaponState |= flags; } } // This function replaces calls to A_WeaponReady in other codepointers. void DoReadyWeapon(AActor *self) { DoReadyWeaponToBob(self); DoReadyWeaponToFire(self); DoReadyWeaponToSwitch(self); DoReadyWeaponToGeneric(self, ~0); } DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_WeaponReady) { PARAM_ACTION_PROLOGUE; PARAM_INT_OPT(flags) { flags = 0; } DoReadyWeaponToSwitch(self, !(flags & WRF_NoSwitch)); if ((flags & WRF_NoFire) != WRF_NoFire) DoReadyWeaponToFire(self, !(flags & WRF_NoPrimary), !(flags & WRF_NoSecondary)); if (!(flags & WRF_NoBob)) DoReadyWeaponToBob(self); DoReadyWeaponToGeneric(self, flags); DoReadyWeaponDisableSwitch(self, flags & WRF_DisableSwitch); return 0; } //--------------------------------------------------------------------------- // // PROC P_CheckWeaponFire // // The player can fire the weapon. // [RH] This was in A_WeaponReady before, but that only works well when the // weapon's ready frames have a one tic delay. // //--------------------------------------------------------------------------- void P_CheckWeaponFire (player_t *player) { AWeapon *weapon = player->ReadyWeapon; if (weapon == NULL) return; // Check for fire. Some weapons do not auto fire. if ((player->WeaponState & WF_WEAPONREADY) && (player->cmd.ucmd.buttons & BT_ATTACK)) { if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE)) { player->attackdown = true; P_FireWeapon (player, NULL); return; } } else if ((player->WeaponState & WF_WEAPONREADYALT) && (player->cmd.ucmd.buttons & BT_ALTATTACK)) { if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE)) { player->attackdown = true; P_FireWeaponAlt (player, NULL); return; } } else { player->attackdown = false; } } //--------------------------------------------------------------------------- // // PROC P_CheckWeaponSwitch // // The player can change to another weapon at this time. // [GZ] This was cut from P_CheckWeaponFire. // //--------------------------------------------------------------------------- void P_CheckWeaponSwitch (player_t *player) { if (player == NULL) { return; } if ((player->WeaponState & WF_DISABLESWITCH) || // Weapon changing has been disabled. player->morphTics != 0) // Morphed classes cannot change weapons. { // ...so throw away any pending weapon requests. player->PendingWeapon = WP_NOCHANGE; } // Put the weapon away if the player has a pending weapon or has died, and // we're at a place in the state sequence where dropping the weapon is okay. if ((player->PendingWeapon != WP_NOCHANGE || player->health <= 0) && player->WeaponState & WF_WEAPONSWITCHOK) { P_DropWeapon(player); } } //--------------------------------------------------------------------------- // // PROC P_CheckWeaponButtons // // Check extra button presses for weapons. // //--------------------------------------------------------------------------- static void P_CheckWeaponButtons (player_t *player) { if (player->Bot == nullptr && bot_observer) { return; } AWeapon *weapon = player->ReadyWeapon; if (weapon == nullptr) { 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) { P_SetPsprite(player, ps_weapon, state); return; } } } } //--------------------------------------------------------------------------- // // PROC A_ReFire // // The player can re-fire the weapon without lowering it entirely. // //--------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_ReFire) { PARAM_ACTION_PROLOGUE; PARAM_STATE_OPT(state) { state = NULL; } A_ReFire(self, state); return 0; } void A_ReFire(AActor *self, FState *state) { player_t *player = self->player; bool pending; if (NULL == player) { return; } pending = player->PendingWeapon != WP_NOCHANGE && (player->WeaponState & WF_REFIRESWITCHOK); if ((player->cmd.ucmd.buttons & BT_ATTACK) && !player->ReadyWeapon->bAltFire && !pending && player->health > 0) { player->refire++; P_FireWeapon (player, state); } else if ((player->cmd.ucmd.buttons & BT_ALTATTACK) && player->ReadyWeapon->bAltFire && !pending && player->health > 0) { player->refire++; P_FireWeaponAlt (player, state); } else { player->refire = 0; player->ReadyWeapon->CheckAmmo (player->ReadyWeapon->bAltFire ? AWeapon::AltFire : AWeapon::PrimaryFire, true); } } DEFINE_ACTION_FUNCTION(AInventory, A_ClearReFire) { PARAM_ACTION_PROLOGUE; player_t *player = self->player; if (NULL != player) { player->refire = 0; } return 0; } //--------------------------------------------------------------------------- // // PROC A_CheckReload // // Present in Doom, but unused. Also present in Strife, and actually used. // This and what I call A_XBowReFire are actually the same thing in Strife, // not two separate functions as I have them here. // //--------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AInventory, A_CheckReload) { PARAM_ACTION_PROLOGUE; if (self->player != NULL) { self->player->ReadyWeapon->CheckAmmo ( self->player->ReadyWeapon->bAltFire ? AWeapon::AltFire : AWeapon::PrimaryFire, true); } return 0; } //--------------------------------------------------------------------------- // // PROC A_OverlayOffset // //--------------------------------------------------------------------------- enum WOFFlags { WOF_KEEPX = 1, WOF_KEEPY = 1 << 1, WOF_ADD = 1 << 2, }; void A_OverlayOffset(AActor *self, int layer, double wx, double wy, int flags) { if ((flags & WOF_KEEPX) && (flags & WOF_KEEPY)) { return; } player_t *player = self->player; DPSprite *psp; if (player && (player->playerstate != PST_DEAD)) { psp = player->FindPSprite(layer); if (psp == nullptr) return; if (!(flags & WOF_KEEPX)) { if (flags & WOF_ADD) { psp->x += wx; } else { psp->x = wx; } } if (!(flags & WOF_KEEPY)) { if (flags & WOF_ADD) { psp->y += wy; } else { psp->y = wy; } } } } DEFINE_ACTION_FUNCTION(AInventory, A_OverlayOffset) { PARAM_ACTION_PROLOGUE; PARAM_INT_OPT(layer) { layer = ps_weapon; } PARAM_FLOAT_OPT(wx) { wx = 0.; } PARAM_FLOAT_OPT(wy) { wy = 32.; } PARAM_INT_OPT(flags) { flags = 0; } A_OverlayOffset(self, layer, wx, wy, flags); return 0; } DEFINE_ACTION_FUNCTION(AInventory, A_WeaponOffset) { PARAM_ACTION_PROLOGUE; PARAM_FLOAT_OPT(wx) { wx = 0.; } PARAM_FLOAT_OPT(wy) { wy = 32.; } PARAM_INT_OPT(flags) { flags = 0; } A_OverlayOffset(self, ps_weapon, wx, wy, flags); return 0; } //--------------------------------------------------------------------------- // // PROC A_OverlayFlags // //--------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AInventory, A_OverlayFlags) { PARAM_ACTION_PROLOGUE; PARAM_INT(layer); PARAM_INT(flags); PARAM_BOOL(set); if (self->player == nullptr) return 0; DPSprite *pspr = self->player->FindPSprite(layer); if (pspr == nullptr) return 0; if (set) pspr->Flags |= flags; else pspr->Flags &= ~flags; return 0; } //--------------------------------------------------------------------------- // // PROC A_Lower // //--------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AInventory, A_Lower) { PARAM_ACTION_PROLOGUE; player_t *player = self->player; DPSprite *psp; if (nullptr == player) { return 0; } psp = player->GetPSprite(ps_weapon); if (player->morphTics || player->cheats & CF_INSTANTWEAPSWITCH) { psp->y = WEAPONBOTTOM; } else { psp->y += LOWERSPEED; } if (psp->y < WEAPONBOTTOM) { // Not lowered all the way yet return 0; } if (player->playerstate == PST_DEAD) { // Player is dead, so don't bring up a pending weapon psp->y = WEAPONBOTTOM; // Player is dead, so keep the weapon off screen psp->SetState(nullptr); return 0; } // [RH] Clear the flash state. Only needed for Strife. P_SetPsprite(player, ps_flash, nullptr); P_BringUpWeapon (player); return 0; } //--------------------------------------------------------------------------- // // PROC A_Raise // //--------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AInventory, A_Raise) { PARAM_ACTION_PROLOGUE; if (self == nullptr) { return 0; } player_t *player = self->player; DPSprite *psp; if (nullptr == player) { return 0; } if (player->PendingWeapon != WP_NOCHANGE) { P_DropWeapon(player); return 0; } psp = player->GetPSprite(ps_weapon); psp->y -= RAISESPEED; if (psp->y > WEAPONTOP) { // Not raised all the way yet return 0; } psp->y = WEAPONTOP; if (player->ReadyWeapon != nullptr) { psp->SetState(player->ReadyWeapon->GetReadyState()); } else { psp->SetState(nullptr); } return 0; } //--------------------------------------------------------------------------- // // PROC A_Overlay // //--------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_Overlay) { PARAM_ACTION_PROLOGUE; PARAM_INT (layer); PARAM_STATE_OPT (state) { state = nullptr; } player_t *player = self->player; if (player == nullptr) return 0; DPSprite *pspr; pspr = new DPSprite(player, reinterpret_cast(stateowner), layer); pspr->SetState(state); return 0; } // // A_GunFlash // enum GF_Flags { GFF_NOEXTCHANGE = 1, }; DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_GunFlash) { PARAM_ACTION_PROLOGUE; PARAM_STATE_OPT(flash) { flash = nullptr; } PARAM_INT_OPT (flags) { flags = 0; } player_t *player = self->player; if (nullptr == player) { return 0; } if (!(flags & GFF_NOEXTCHANGE)) { player->mo->PlayAttacking2 (); } if (flash == nullptr) { if (player->ReadyWeapon->bAltFire) { flash = player->ReadyWeapon->FindState(NAME_AltFlash); } if (flash == nullptr) { flash = player->ReadyWeapon->FindState(NAME_Flash); } } P_SetPsprite(player, ps_flash, flash); return 0; } // // WEAPON ATTACKS // // // P_BulletSlope // Sets a slope so a near miss is at aproximately // the height of the intended target // DAngle P_BulletSlope (AActor *mo, FTranslatedLineTarget *pLineTarget, int aimflags) { static const double angdiff[3] = { -5.625f, 5.625f, 0 }; int i; DAngle an; DAngle pitch; 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); if (mo->player != NULL && level.IsFreelookAllowed() && mo->player->userinfo.GetAimDist() <= 0.5) { break; } } while (pLineTarget->linetarget == NULL && --i >= 0); return pitch; } // // P_GunShot // void P_GunShot (AActor *mo, bool accurate, PClassActor *pufftype, DAngle pitch) { DAngle angle; int damage; damage = 5*(pr_gunshot()%3+1); angle = mo->Angles.Yaw; if (!accurate) { angle += pr_gunshot.Random2 () * (5.625 / 256); } P_LineAttack (mo, angle, PLAYERMISSILERANGE, pitch, damage, NAME_Hitscan, pufftype); } DEFINE_ACTION_FUNCTION(AInventory, A_Light0) { PARAM_ACTION_PROLOGUE; if (self->player != NULL) { self->player->extralight = 0; } return 0; } DEFINE_ACTION_FUNCTION(AInventory, A_Light1) { PARAM_ACTION_PROLOGUE; if (self->player != NULL) { self->player->extralight = 1; } return 0; } DEFINE_ACTION_FUNCTION(AInventory, A_Light2) { PARAM_ACTION_PROLOGUE; if (self->player != NULL) { self->player->extralight = 2; } return 0; } DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_Light) { PARAM_ACTION_PROLOGUE; PARAM_INT(light); if (self->player != NULL) { self->player->extralight = clamp(light, -20, 20); } return 0; } //------------------------------------------------------------------------ // // PROC P_SetupPsprites // // Called at start of level for each player // //------------------------------------------------------------------------ void P_SetupPsprites(player_t *player, bool startweaponup) { // Remove all psprites player->DestroyPSprites(); // 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() { DPSprite *weapon = nullptr; DPSprite *flash = nullptr; bool noweapon = (ReadyWeapon == nullptr && (health > 0 || mo->DamageType != NAME_Fire)); DPSprite *pspr = psprites; while (pspr) { // Destroy the psprite if it's from a weapon that isn't currently selected by the player // or if it's from an inventory item that the player no longer owns. // (except for the old hardcoded layers) if (!(pspr->ID > 0 && pspr->ID < NUMPSPRITES) && (pspr->Caller == nullptr || (pspr->Caller->IsKindOf(RUNTIME_CLASS(AWeapon)) && pspr->Caller != pspr->Owner->ReadyWeapon) || (pspr->Caller->Owner != pspr->Owner->mo))) { pspr->Destroy(); } else if (!(pspr->ID > 0 && pspr->ID < NUMPSPRITES && noweapon)) { pspr->Tick(); } if (pspr->ID == ps_weapon) weapon = pspr; else if (pspr->ID == ps_flash) flash = pspr; pspr = pspr->Next; } if (noweapon) { if (weapon) weapon->SetState(nullptr); if (flash) flash->SetState(nullptr); if (PendingWeapon != WP_NOCHANGE) P_BringUpWeapon(this); } else { P_CheckWeaponSwitch(this); if (WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT)) { P_CheckWeaponFire(this); } // Check custom buttons P_CheckWeaponButtons(this); } } //------------------------------------------------------------------------ // // // //------------------------------------------------------------------------ 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. // This is applied to the targeter layers too. if (((ID > 0 && ID < NUMPSPRITES) || (Caller->IsKindOf(RUNTIME_CLASS(AWeapon)))) && (Tics && Owner->cheats & CF_DOUBLEFIRINGSPEED)) Tics--; if (!Tics) SetState(State->GetNextState()); } } } //------------------------------------------------------------------------ // // // //------------------------------------------------------------------------ void DPSprite::Serialize(FArchive &arc) { Super::Serialize(arc); arc << Next << Caller << Owner << Flags << State << Tics << Sprite << Frame << ID << x << y << oldx << oldy; } //------------------------------------------------------------------------ // // // //------------------------------------------------------------------------ void player_t::DestroyPSprites() { DPSprite *pspr = psprites; psprites = nullptr; while (pspr) { DPSprite *next = pspr->Next; pspr->Next = nullptr; pspr->Destroy(); pspr = next; } } //------------------------------------------------------------------------ // // // //------------------------------------------------------------------------ void DPSprite::Destroy() { // 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; if (prev != nullptr && prev->Next == this) { prev->Next = Next; GC::WriteBarrier(prev, Next); } } else { Owner->psprites = Next; GC::WriteBarrier(Next); } } Super::Destroy(); } //------------------------------------------------------------------------ // // // //------------------------------------------------------------------------ ADD_STAT(psprites) { 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; }