qzdoom/src/p_pspr.cpp
Christoph Oelckers 42f3ccc602 - scriptified a few parts of p_pspr.cpp.
- added a speed parameter to A_Lower and A_Raise in the process.
2017-01-19 13:26:46 +01:00

1557 lines
38 KiB
C++

//**************************************************************************
//**
//** 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"
#include "g_levellocals.h"
// MACROS ------------------------------------------------------------------
#define LOWERSPEED 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 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),
Sprite(0),
ID(id),
processPending(true)
{
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 (Caller->IsKindOf(RUNTIME_CLASS(AWeapon)) || Caller->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
Flags = (PSPF_ADDWEAPON|PSPF_ADDBOB|PSPF_POWDOUBLE|PSPF_CVARFAST);
}
//------------------------------------------------------------------------
//
//
//
//------------------------------------------------------------------------
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;
}
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));
}
//------------------------------------------------------------------------
//
//
//
//------------------------------------------------------------------------
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(NAME_PowerTargeter, 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;
}
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));
}
//---------------------------------------------------------------------------
//
// 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->ResetInterpolation();
pspr = pspr->Next;
}
}
}
}
//---------------------------------------------------------------------------
//
// PROC P_SetPsprite
//
//---------------------------------------------------------------------------
void DPSprite::SetState(FState *newstate, bool pending)
{
if (ID == PSP_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);
}
processPending = pending;
do
{
if (newstate == nullptr)
{ // Object removed itself.
Destroy();
return;
}
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;
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 (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 :)
}
if (ID != PSP_FLASH)
{ // It's still possible to set the flash layer's offsets with the action function.
// Anything going through here cannot be reliably interpolated so this has to reset the interpolation coordinates if it changes the values.
if (newstate->GetMisc1())
{ // Set coordinates.
oldx = x = newstate->GetMisc1();
}
if (newstate->GetMisc2())
{
oldy = y = newstate->GetMisc2();
}
}
if (Owner->mo != nullptr)
{
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",
owner->TypeName.GetChars(), int(newstate - owner->OwnedStates), newstate->ActionFunc->PrintableName.GetChars());
newstate->ActionFunc = nullptr;
}
if (newstate->CallAction(Owner->mo, Caller, &stp, &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;
}
DEFINE_ACTION_FUNCTION(DPSprite, SetState)
{
PARAM_SELF_PROLOGUE(DPSprite);
PARAM_POINTER(state, FState);
PARAM_BOOL_DEF(pending);
self->SetState(state, pending);
return 0;
}
//---------------------------------------------------------------------------
//
// 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)
{
player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP;
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetReadyState());
}
return;
}
weapon = player->PendingWeapon;
// If the player has a tome of power, use this weapon's powered up
// version, if one is available.
if (weapon != nullptr &&
weapon->SisterWeapon &&
weapon->SisterWeapon->WeaponFlags & WIF_POWERED_UP &&
player->mo->FindInventory (PClass::FindActor(NAME_PowerWeaponLevel2), true))
{
weapon = weapon->SisterWeapon;
}
player->PendingWeapon = WP_NOCHANGE;
player->ReadyWeapon = weapon;
player->mo->weaponspecial = 0;
if (weapon != nullptr)
{
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.
P_SetPsprite(player, PSP_FLASH, nullptr);
P_SetPsprite(player, PSP_WEAPON, weapon->GetUpState());
}
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, BringUpWeapon)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
P_BringUpWeapon(self);
return 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, PSP_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, PSP_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) && (player->health > 0 || !(player->ReadyWeapon->WeaponFlags & WIF_NODEATHDESELECT)))
{
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetDownState());
}
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, DropWeapon)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
P_DropWeapon(self);
return 0;
}
//============================================================================
//
// 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!
// [SP] Added new user option for bob speed
//
//============================================================================
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. ([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)
{
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)
{
//[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;
}
}
*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<APlayerPawn *>(self)->PlayIdle ();
}
// Play ready sound, if any.
if (weapon->ReadySound && player->GetPSprite(PSP_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(PSP_WEAPON)->x = 0;
self->player->GetPSprite(PSP_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(AStateProvider, A_WeaponReady)
{
PARAM_ACTION_PROLOGUE(AStateProvider);
PARAM_INT_DEF(flags);
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, PSP_WEAPON, state);
return;
}
}
}
}
//---------------------------------------------------------------------------
//
// PROC A_ReFire
//
// The player can re-fire the weapon without lowering it entirely.
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AStateProvider, A_ReFire)
{
PARAM_ACTION_PROLOGUE(AStateProvider);
PARAM_STATE_ACTION_DEF(state);
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);
}
}
//---------------------------------------------------------------------------
//
// PROC A_OverlayOffset
//
//---------------------------------------------------------------------------
enum WOFFlags
{
WOF_KEEPX = 1,
WOF_KEEPY = 1 << 1,
WOF_ADD = 1 << 2,
WOF_INTERPOLATE = 1 << 3,
};
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_INTERPOLATE)) psp->oldx = psp->x;
}
}
if (!(flags & WOF_KEEPY))
{
if (flags & WOF_ADD)
{
psp->y += wy;
}
else
{
psp->y = wy;
if (!(flags & WOF_INTERPOLATE)) psp->oldy = psp->y;
}
}
}
}
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);
}
//---------------------------------------------------------------------------
//
// PROC A_Overlay
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_Overlay)
{
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT (layer);
PARAM_STATE_ACTION_DEF(state);
PARAM_BOOL_DEF(dontoverride);
player_t *player = self->player;
if (player == nullptr || (dontoverride && (player->FindPSprite(layer) != nullptr)))
{
ACTION_RETURN_BOOL(false);
}
DPSprite *pspr;
pspr = new DPSprite(player, stateowner, layer);
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)
if (self->player == nullptr)
ACTION_RETURN_INT(0);
if (!start && !stop)
{
start = INT_MIN;
stop = safety ? PSP_TARGETCENTER - 1 : INT_MAX;
}
unsigned int count = 0;
int id;
for (DPSprite *pspr = self->player->psprites; pspr != nullptr; pspr = pspr->GetNext())
{
id = pspr->GetID();
if (id < start || id == 0)
continue;
else if (id > stop)
break;
if (safety)
{
if (id >= PSP_TARGETCENTER)
break;
else if (id == PSP_STRIFEHANDS || id == PSP_WEAPON || id == PSP_FLASH)
continue;
}
pspr->SetState(nullptr);
count++;
}
ACTION_RETURN_INT(count);
}
//
// 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;
}
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);
}
//------------------------------------------------------------------------
//
// 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 *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.
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)))
{
pspr->Destroy();
}
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
{
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.
if ((Flags & PSPF_POWDOUBLE) && Tics && (Owner->cheats & CF_DOUBLEFIRINGSPEED))
Tics--;
if (!Tics)
SetState(State->GetNextState());
}
}
}
//------------------------------------------------------------------------
//
//
//
//------------------------------------------------------------------------
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;
psprites = nullptr;
while (pspr)
{
DPSprite *next = pspr->Next;
pspr->Next = nullptr;
pspr->Destroy();
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)
{
if (flashstate != nullptr)
{
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_NOT_NULL(weapon, AWeapon);
PARAM_POINTER(state, FState);
PARAM_INT(index);
P_SetSafeFlash(weapon, self, state, index);
return 0;
}
//------------------------------------------------------------------------
//
//
//
//------------------------------------------------------------------------
void DPSprite::OnDestroy()
{
// 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::OnDestroy();
}
//------------------------------------------------------------------------
//
//
//
//------------------------------------------------------------------------
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;
}