qzdoom/wadsrc/static/zscript/shared/player.txt

1564 lines
37 KiB
Text

struct UserCmd native
{
native uint buttons;
native int16 pitch; // up/down
native int16 yaw; // left/right
native int16 roll; // "tilt"
native int16 forwardmove;
native int16 sidemove;
native int16 upmove;
}
class PlayerPawn : Actor native
{
const CROUCHSPEED = (1./12);
// [RH] # of ticks to complete a turn180
const TURN180_TICKS = ((TICRATE / 4) + 1);
native int crouchsprite;
native int MaxHealth;
native int BonusHealth;
native int MugShotMaxHealth;
native int RunHealth;
native int PlayerFlags;
native clearscope Inventory InvFirst; // first inventory item displayed on inventory bar
native clearscope Inventory InvSel; // selected inventory item
native Name SoundClass; // Sound class
native Name Face; // Doom status bar face (when used)
native Name Portrait;
native Name Slot[10];
native double HexenArmor[5];
native uint8 ColorRangeStart; // Skin color range
native uint8 ColorRangeEnd;
// [GRB] Player class properties
native double JumpZ;
native double GruntSpeed;
native double FallingScreamMinSpeed, FallingScreamMaxSpeed;
native double ViewHeight;
native double ForwardMove1, ForwardMove2;
native double SideMove1, SideMove2;
native TextureID ScoreIcon;
native int SpawnMask;
native Name MorphWeapon;
native double AttackZOffset; // attack height, relative to player center
native double UseRange; // [NS] Distance at which player can +use
native double AirCapacity; // Multiplier for air supply underwater.
native Class<Actor> FlechetteType;
native color DamageFade; // [CW] Fades for when you are being damaged.
native double ViewBob; // [SP] ViewBob Multiplier
native double FullHeight;
meta Name HealingRadiusType;
meta Name InvulMode;
property prefix: Player;
property HealRadiusType: HealingradiusType;
property InvulnerabilityMode: InvulMode;
property AttackZOffset: AttackZOffset;
property JumpZ: JumpZ;
property GruntSpeed: GruntSpeed;
property FallingScreamSpeed: FallingScreamMinSpeed, FallingScreamMaxSpeed;
property ViewHeight: ViewHeight;
property UseRange: UseRange;
property AirCapacity: AirCapacity;
property MaxHealth: MaxHealth;
property MugshotMaxHealth: MugshotMaxHealth;
property RunHealth: RunHealth;
property MorphWeapon: MorphWeapon;
property FlechetteType: FlechetteType;
property Portrait: Portrait;
Default
{
Health 100;
Radius 16;
Height 56;
Mass 100;
Painchance 255;
Speed 1;
+SOLID
+SHOOTABLE
+DROPOFF
+PICKUP
+NOTDMATCH
+FRIENDLY
+SLIDESONWALLS
+CANPASS
+CANPUSHWALLS
+FLOORCLIP
+WINDTHRUST
+TELESTOMP
+NOBLOCKMONST
Player.AttackZOffset 8;
Player.JumpZ 8;
Player.GruntSpeed 12;
Player.FallingScreamSpeed 35,40;
Player.ViewHeight 41;
Player.UseRange 64;
Player.ForwardMove 1,1;
Player.SideMove 1,1;
Player.ColorRange 0,0;
Player.SoundClass "player";
Player.DamageScreenColor "ff 00 00";
Player.MugShotMaxHealth 0;
Player.FlechetteType "ArtiPoisonBag3";
Player.AirCapacity 1;
Player.ViewBob 1;
Obituary "$OB_MPDEFAULT";
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
virtual void PlayIdle ()
{
if (InStateSequence(CurState, SeeState))
SetState (SpawnState);
}
virtual void PlayRunning ()
{
if (InStateSequence(CurState, SpawnState) && SeeState != NULL)
SetState (SeeState);
}
virtual void PlayAttacking ()
{
if (MissileState != null) SetState (MissileState);
}
virtual void PlayAttacking2 ()
{
if (MeleeState != null) SetState (MeleeState);
}
virtual void MorphPlayerThink()
{
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
virtual void OnRespawn()
{
if (sv_respawnprotect && (multiplayer || alwaysapplydmflags))
{
let invul = Powerup(Spawn("PowerInvulnerable"));
invul.EffectTics = 3 * TICRATE;
invul.BlendColor = 0; // don't mess with the view
invul.bUndroppable = true; // Don't drop this
bRespawnInvul = true; // [RH] special effect
}
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
override String GetObituary(Actor victim, Actor inflictor, Name mod, bool playerattack)
{
if (victim.player != player && victim.IsTeammate(self))
{
victim = self;
return String.Format("$OB_FRIENDLY%c", random[Obituary](49, 53));
}
else
{
if (mod == 'Telefrag') return "$OB_MPTELEFRAG";
String message;
if (inflictor != NULL && inflictor != self)
{
message = inflictor.GetObituary(victim, inflictor, mod, playerattack);
}
if (message.Length() == 0 && playerattack && player.ReadyWeapon != NULL)
{
message = player.ReadyWeapon.GetObituary(victim, inflictor, mod, playerattack);
}
if (message.Length() == 0)
{
if (mod == 'BFGSplash') return "$OB_MPBFG_SPLASH";
if (mod == 'Railgun') return "$OB_RAILGUN";
message = Obituary;
}
return message;
}
}
//----------------------------------------------------------------------------
//
// This is for SBARINFO.
//
//----------------------------------------------------------------------------
clearscope int, int GetEffectTicsForItem(class<Inventory> item) const
{
let pg = (class<PowerupGiver>)(item);
if (pg != null)
{
let powerupType = (class<Powerup>)(GetDefaultByType(pg).PowerupType);
let powerup = Powerup(FindInventory(powerupType));
if(powerup != null)
{
let maxtics = GetDefaultByType(pg).EffectTics;
if (maxtics == 0) maxtics = powerup.default.EffectTics;
return powerup.EffectTics, maxtics;
}
}
return -1, -1;
}
//===========================================================================
//
// APlayerPawn :: CheckWeaponSwitch
//
// Checks if weapons should be changed after picking up ammo
//
//===========================================================================
void CheckWeaponSwitch(Class<Ammo> ammotype)
{
let player = self.player;
if (!player.GetNeverSwitch() && player.PendingWeapon == WP_NOCHANGE &&
(player.ReadyWeapon == NULL || player.ReadyWeapon.bWimpy_Weapon))
{
let best = BestWeapon (ammotype);
if (best != NULL && (player.ReadyWeapon == NULL ||
best.SelectionOrder < player.ReadyWeapon.SelectionOrder))
{
player.PendingWeapon = best;
}
}
}
//---------------------------------------------------------------------------
//
// PROC P_FireWeapon
//
//---------------------------------------------------------------------------
virtual void FireWeapon (State stat)
{
let player = self.player;
// [SO] 9/2/02: People were able to do an awful lot of damage
// when they were observers...
if (player.Bot == null && bot_observer)
{
return;
}
let weapn = player.ReadyWeapon;
if (weapn == null || !weapn.CheckAmmo (Weapon.PrimaryFire, true))
{
return;
}
player.WeaponState &= ~WF_WEAPONBOBBING;
PlayAttacking ();
weapn.bAltFire = false;
if (stat == null)
{
stat = weapn.GetAtkState(!!player.refire);
}
player.SetPsprite(PSP_WEAPON, stat);
if (!weapn.bNoAlert)
{
SoundAlert (self, false);
}
}
//---------------------------------------------------------------------------
//
// PROC P_FireWeaponAlt
//
//---------------------------------------------------------------------------
virtual void FireWeaponAlt (State stat)
{
// [SO] 9/2/02: People were able to do an awful lot of damage
// when they were observers...
if (player.Bot == null && bot_observer)
{
return;
}
let weapn = player.ReadyWeapon;
if (weapn == null || weapn.FindState('AltFire') == null || !weapn.CheckAmmo (Weapon.AltFire, true))
{
return;
}
player.WeaponState &= ~WF_WEAPONBOBBING;
PlayAttacking ();
weapn.bAltFire = true;
if (stat == null)
{
stat = weapn.GetAltAtkState(!!player.refire);
}
player.SetPsprite(PSP_WEAPON, stat);
if (!weapn.bNoAlert)
{
SoundAlert (self, false);
}
}
//---------------------------------------------------------------------------
//
// 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 CheckWeaponFire ()
{
let player = self.player;
let weapon = player.ReadyWeapon;
if (weapon == NULL)
return;
// Check for fire. Some weapons do not auto fire.
if ((player.WeaponState & WF_WEAPONREADY) && (player.cmd.buttons & BT_ATTACK))
{
if (!player.attackdown || !weapon.bNoAutofire)
{
player.attackdown = true;
FireWeapon (NULL);
return;
}
}
else if ((player.WeaponState & WF_WEAPONREADYALT) && (player.cmd.buttons & BT_ALTATTACK))
{
if (!player.attackdown || !weapon.bNoAutofire)
{
player.attackdown = true;
FireWeaponAlt (NULL);
return;
}
}
else
{
player.attackdown = false;
}
}
//---------------------------------------------------------------------------
//
// PROC P_CheckWeaponChange
//
// The player can change to another weapon at this time.
// [GZ] This was cut from P_CheckWeaponFire.
//
//---------------------------------------------------------------------------
virtual void CheckWeaponChange ()
{
let player = self.player;
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)
{
player.DropWeapon();
}
}
//------------------------------------------------------------------------
//
// PROC P_MovePsprites
//
// Called every tic by player thinking routine
//
//------------------------------------------------------------------------
virtual void TickPSprites()
{
let player = self.player;
let pspr = player.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 == null ||
(pspr.Caller is "Inventory" && Inventory(pspr.Caller).Owner != pspr.Owner.mo) ||
(pspr.Caller is "Weapon" && pspr.Caller != pspr.Owner.ReadyWeapon)))
{
pspr.Destroy();
}
else
{
pspr.Tick();
}
pspr = pspr.Next;
}
if ((health > 0) || (player.ReadyWeapon != null && !player.ReadyWeapon.bNoDeathInput))
{
if (player.ReadyWeapon == null)
{
if (player.PendingWeapon != WP_NOCHANGE)
player.BringUpWeapon();
}
else
{
CheckWeaponChange();
if (player.WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
{
CheckWeaponFire();
}
// Check custom buttons
CheckWeaponButtons();
}
}
}
//==========================================================================
//
// P_DeathThink
//
//==========================================================================
virtual void DeathThink ()
{
let player = self.player;
int dir;
double delta;
player.Uncrouch();
TickPSprites();
player.onground = (pos.Z <= floorz);
if (self is "PlayerChunk")
{ // Flying bloody skull or flying ice chunk
player.viewheight = 6;
player.deltaviewheight = 0;
if (player.onground)
{
if (Pitch > -19.)
{
double lookDelta = (-19. - Pitch) / 8;
Pitch += lookDelta;
}
}
}
else if (!bIceCorpse)
{ // Fall to ground (if not frozen)
player.deltaviewheight = 0;
if (player.viewheight > 6)
{
player.viewheight -= 1;
}
if (player.viewheight < 6)
{
player.viewheight = 6;
}
if (Pitch < 0)
{
Pitch += 3;
}
else if (Pitch > 0)
{
Pitch -= 3;
}
if (abs(Pitch) < 3)
{
Pitch = 0.;
}
}
CalcHeight ();
if (player.attacker && player.attacker != self)
{ // Watch killer
double diff = deltaangle(angle, AngleTo(player.attacker));
double delta = abs(diff);
if (delta < 10)
{ // Looking at killer, so fade damage and poison counters
if (player.damagecount)
{
player.damagecount--;
}
if (player.poisoncount)
{
player.poisoncount--;
}
}
delta /= 8;
Angle += clamp(diff, -5., 5.);
}
else
{
if (player.damagecount)
{
player.damagecount--;
}
if (player.poisoncount)
{
player.poisoncount--;
}
}
if ((player.cmd.buttons & BT_USE ||
((multiplayer || alwaysapplydmflags) && sv_forcerespawn)) && !sv_norespawn)
{
if (level.time >= player.respawn_time || ((player.cmd.buttons & BT_USE) && player.Bot == NULL))
{
player.cls = NULL; // Force a new class if the player is using a random class
player.playerstate = (multiplayer || (level.AllowRespawn) || sv_singleplayerrespawn)? PST_REBORN : PST_ENTER;
if (special1 > 2)
{
special1 = 0;
}
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_CheckFOV
//
//----------------------------------------------------------------------------
virtual void CheckFOV()
{
let player = self.player;
// [RH] Zoom the player's FOV
float desired = player.DesiredFOV;
// Adjust FOV using on the currently held weapon.
if (player.playerstate != PST_DEAD && // No adjustment while dead.
player.ReadyWeapon != NULL && // No adjustment if no weapon.
player.ReadyWeapon.FOVScale != 0) // No adjustment if the adjustment is zero.
{
// A negative scale is used to prevent G_AddViewAngle/G_AddViewPitch
// from scaling with the FOV scale.
desired *= abs(player.ReadyWeapon.FOVScale);
}
if (player.FOV != desired)
{
if (abs(player.FOV - desired) < 7.)
{
player.FOV = desired;
}
else
{
float zoom = MAX(7., abs(player.FOV - desired) * 0.025);
if (player.FOV > desired)
{
player.FOV = player.FOV - zoom;
}
else
{
player.FOV = player.FOV + zoom;
}
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_CheckCheats
//
//----------------------------------------------------------------------------
virtual void CheckCheats()
{
let player = self.player;
// No-clip cheat
if ((player.cheats & (CF_NOCLIP | CF_NOCLIP2)) == CF_NOCLIP2)
{ // No noclip2 without noclip
player.cheats &= ~CF_NOCLIP2;
}
bNoClip = (player.cheats & (CF_NOCLIP | CF_NOCLIP2) || Default.bNoClip);
if (player.cheats & CF_NOCLIP2)
{
bNoGravity = true;
}
else if (!bFly && !Default.bNoGravity)
{
bNoGravity = false;
}
}
//----------------------------------------------------------------------------
//
// PROC P_CheckFrozen
//
//----------------------------------------------------------------------------
virtual bool CheckFrozen()
{
let player = self.player;
UserCmd cmd = player.cmd;
bool totallyfrozen = player.IsTotallyFrozen();
// [RH] Being totally frozen zeros out most input parameters.
if (totallyfrozen)
{
if (gamestate == GS_TITLELEVEL)
{
cmd.buttons = 0;
}
else
{
cmd.buttons &= BT_USE;
}
cmd.pitch = 0;
cmd.yaw = 0;
cmd.roll = 0;
cmd.forwardmove = 0;
cmd.sidemove = 0;
cmd.upmove = 0;
player.turnticks = 0;
}
else if (player.cheats & CF_FROZEN)
{
cmd.forwardmove = 0;
cmd.sidemove = 0;
cmd.upmove = 0;
}
return totallyfrozen;
}
virtual bool CanCrouch() const
{
return player.morphTics == 0 || bCrouchableMorph;
}
//----------------------------------------------------------------------------
//
// PROC P_CrouchMove
//
//----------------------------------------------------------------------------
virtual void CrouchMove(int direction)
{
let player = self.player;
double defaultheight = FullHeight;
double savedheight = Height;
double crouchspeed = direction * CROUCHSPEED;
double oldheight = player.viewheight;
player.crouchdir = direction;
player.crouchfactor += crouchspeed;
// check whether the move is ok
Height = defaultheight * player.crouchfactor;
if (!TryMove(Pos.XY, false, NULL))
{
Height = savedheight;
if (direction > 0)
{
// doesn't fit
player.crouchfactor -= crouchspeed;
return;
}
}
Height = savedheight;
player.crouchfactor = clamp(player.crouchfactor, 0.5, 1.);
player.viewheight = ViewHeight * player.crouchfactor;
player.crouchviewdelta = player.viewheight - ViewHeight;
// Check for eyes going above/below fake floor due to crouching motion.
CheckFakeFloorTriggers(pos.Z + oldheight, true);
}
//----------------------------------------------------------------------------
//
// PROC P_CheckCrouch
//
//----------------------------------------------------------------------------
virtual void CheckCrouch(bool totallyfrozen)
{
let player = self.player;
UserCmd cmd = player.cmd;
if (cmd.buttons & BT_JUMP)
{
cmd.buttons &= ~BT_CROUCH;
}
if (CanCrouch() && player.health > 0 && level.IsCrouchingAllowed())
{
if (!totallyfrozen)
{
int crouchdir = player.crouching;
if (crouchdir == 0)
{
crouchdir = (cmd.buttons & BT_CROUCH) ? -1 : 1;
}
else if (cmd.buttons & BT_CROUCH)
{
player.crouching = 0;
}
if (crouchdir == 1 && player.crouchfactor < 1 && pos.Z + height < ceilingz)
{
CrouchMove(1);
}
else if (crouchdir == -1 && player.crouchfactor > 0.5)
{
CrouchMove(-1);
}
}
}
else
{
player.Uncrouch();
}
player.crouchoffset = -(ViewHeight) * (1 - player.crouchfactor);
}
//----------------------------------------------------------------------------
//
// P_Thrust
//
// moves the given origin along a given angle
//
//----------------------------------------------------------------------------
void ForwardThrust (double move, double angle)
{
if ((waterlevel || bNoGravity) && Pitch != 0)
{
double zpush = move * sin(Pitch);
if (waterlevel && waterlevel < 2 && zpush < 0) zpush = 0;
Vel.Z -= zpush;
move *= cos(Pitch);
}
Thrust(move);
}
//----------------------------------------------------------------------------
//
// P_Bob
// Same as P_Thrust, but only affects bobbing.
//
// killough 10/98: We apply thrust separately between the real physical player
// and the part which affects bobbing. This way, bobbing only comes from player
// motion, nothing external, avoiding many problems, e.g. bobbing should not
// occur on conveyors, unless the player walks on one, and bobbing should be
// reduced at a regular rate, even on ice (where the player coasts).
//
//----------------------------------------------------------------------------
void Bob (double angle, double move, bool forward)
{
if (forward && (waterlevel || bNoGravity) && Pitch != 0)
{
move *= cos(Pitch);
}
player.Vel += AngleToVector(angle, move);
}
//===========================================================================
//
// APlayerPawn :: TweakSpeeds
//
//===========================================================================
double, double TweakSpeeds (double forward, double side)
{
// Strife's player can't run when its health is below 10
if (health <= RunHealth)
{
forward = clamp(forward, -0x1900, 0x1900);
side = clamp(side, -0x1800, 0x1800);
}
// [GRB]
if (abs(forward) < 0x3200)
{
forward *= ForwardMove1;
}
else
{
forward *= ForwardMove2;
}
if (abs(side) < 0x2800)
{
side *= SideMove1;
}
else
{
side *= SideMove2;
}
if (!player.morphTics)
{
double factor = 1.;
for(let it = Inv; it != null; it = it.Inv)
{
factor *= it.GetSpeedFactor ();
}
forward *= factor;
side *= factor;
}
return forward, side;
}
//----------------------------------------------------------------------------
//
// PROC P_MovePlayer
//
//----------------------------------------------------------------------------
virtual void MovePlayer ()
{
let player = self.player;
UserCmd cmd = player.cmd;
// [RH] 180-degree turn overrides all other yaws
if (player.turnticks)
{
player.turnticks--;
Angle += (180. / TURN180_TICKS);
}
else
{
Angle += cmd.yaw * (360./65536.);
}
player.onground = (pos.z <= floorz) || bOnMobj || bMBFBouncer || (player.cheats & CF_NOCLIP2);
// killough 10/98:
//
// We must apply thrust to the player and bobbing separately, to avoid
// anomalies. The thrust applied to bobbing is always the same strength on
// ice, because the player still "works just as hard" to move, while the
// thrust applied to the movement varies with 'movefactor'.
if (cmd.forwardmove | cmd.sidemove)
{
double forwardmove, sidemove;
double bobfactor;
double friction, movefactor;
double fm, sm;
[friction, movefactor] = GetFriction();
bobfactor = friction < ORIG_FRICTION ? movefactor : ORIG_FRICTION_FACTOR;
if (!player.onground && !bNoGravity && !waterlevel)
{
// [RH] allow very limited movement if not on ground.
movefactor *= level.aircontrol;
bobfactor*= level.aircontrol;
}
fm = cmd.forwardmove;
sm = cmd.sidemove;
[fm, sm] = TweakSpeeds (fm, sm);
fm *= Speed / 256;
sm *= Speed / 256;
// When crouching, speed and bobbing have to be reduced
if (CanCrouch() && player.crouchfactor != 1)
{
fm *= player.crouchfactor;
sm *= player.crouchfactor;
bobfactor *= player.crouchfactor;
}
forwardmove = fm * movefactor * (35 / TICRATE);
sidemove = sm * movefactor * (35 / TICRATE);
if (forwardmove)
{
Bob(Angle, cmd.forwardmove * bobfactor / 256., true);
ForwardThrust(forwardmove, Angle);
}
if (sidemove)
{
let a = Angle - 90;
Bob(a, cmd.sidemove * bobfactor / 256., false);
Thrust(sidemove, a);
}
if (!(player.cheats & CF_PREDICTING) && (forwardmove != 0 || sidemove != 0))
{
PlayRunning ();
}
if (player.cheats & CF_REVERTPLEASE)
{
player.cheats &= ~CF_REVERTPLEASE;
player.camera = player.mo;
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_CheckPitch
//
//----------------------------------------------------------------------------
virtual void CheckPitch()
{
let player = self.player;
// [RH] Look up/down stuff
if (!level.IsFreelookAllowed())
{
Pitch = 0.;
}
else
{
// The player's view pitch is clamped between -32 and +56 degrees,
// which translates to about half a screen height up and (more than)
// one full screen height down from straight ahead when view panning
// is used.
int clook = player.cmd.pitch;
if (clook != 0)
{
if (clook == -32768)
{ // center view
player.centering = true;
}
else if (!player.centering)
{
// no more overflows with floating point. Yay! :)
Pitch = clamp(Pitch - clook * (360. / 65536.), player.MinPitch, player.MaxPitch);
}
}
}
if (player.centering)
{
if (abs(Pitch) > 2.)
{
Pitch *= (2. / 3.);
}
else
{
Pitch = 0.;
player.centering = false;
if (PlayerNumber() == consoleplayer)
{
LocalViewPitch = 0;
}
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_CheckJump
//
//----------------------------------------------------------------------------
virtual void CheckJump()
{
let player = self.player;
// [RH] check for jump
if (player.cmd.buttons & BT_JUMP)
{
if (player.crouchoffset != 0)
{
// Jumping while crouching will force an un-crouch but not jump
player.crouching = 1;
}
else if (waterlevel >= 2)
{
Vel.Z = 4 * Speed;
}
else if (bNoGravity)
{
Vel.Z = 3.;
}
else if (level.IsJumpingAllowed() && player.onground && player.jumpTics == 0)
{
double jumpvelz = JumpZ * 35 / TICRATE;
double jumpfac = 0;
// [BC] If the player has the high jump power, double his jump velocity.
// (actually, pick the best factors from all active items.)
for (let p = Inv; p != null; p = p.Inv)
{
let pp = PowerHighJump(p);
if (pp)
{
double f = pp.Strength;
if (f > jumpfac) jumpfac = f;
}
}
if (jumpfac > 0) jumpvelz *= jumpfac;
Vel.Z += jumpvelz;
bOnMobj = false;
player.jumpTics = -1;
if (!(player.cheats & CF_PREDICTING)) A_PlaySound("*jump", CHAN_BODY);
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_CheckMoveUpDown
//
//----------------------------------------------------------------------------
virtual void CheckMoveUpDown()
{
let player = self.player;
UserCmd cmd = player.cmd;
if (cmd.upmove == -32768)
{ // Only land if in the air
if (bNoGravity && waterlevel < 2)
{
bNoGravity = false;
}
}
else if (cmd.upmove != 0)
{
// Clamp the speed to some reasonable maximum.
cmd.upmove = clamp(cmd.upmove, -0x300, 0x300);
if (waterlevel >= 2 || bFly || (player.cheats & CF_NOCLIP2))
{
Vel.Z = Speed * cmd.upmove / 128.;
if (waterlevel < 2 && !bNoGravity)
{
bFly = true;
bNoGravity = true;
if ((Vel.Z <= -39) && !(player.cheats & CF_PREDICTING))
{ // Stop falling scream
A_StopSound(CHAN_VOICE);
}
}
}
else if (cmd.upmove > 0 && !(player.cheats & CF_PREDICTING))
{
let fly = FindInventory("ArtiFly");
if (fly != NULL)
{
UseInventory(fly);
}
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_HandleMovement
//
//----------------------------------------------------------------------------
virtual void HandleMovement()
{
let player = self.player;
// [RH] Check for fast turn around
if (player.cmd.buttons & BT_TURN180 && !(player.oldbuttons & BT_TURN180))
{
player.turnticks = TURN180_TICKS;
}
// Handle movement
if (reactiontime)
{ // Player is frozen
reactiontime--;
}
else
{
MovePlayer();
CheckJump();
CheckMoveUpDown();
}
}
//----------------------------------------------------------------------------
//
// PROC P_CheckUndoMorph
//
//----------------------------------------------------------------------------
virtual void CheckUndoMorph()
{
let player = self.player;
// Morph counter
if (player.morphTics)
{
if (player.chickenPeck)
{ // Chicken attack counter
player.chickenPeck -= 3;
}
if (!--player.morphTics)
{ // Attempt to undo the chicken/pig
player.UndoPlayerMorph(player, MRF_UNDOBYTIMEOUT);
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_CheckPoison
//
//----------------------------------------------------------------------------
virtual void CheckPoison()
{
let player = self.player;
if (player.poisoncount && !(level.time & 15))
{
player.poisoncount -= 5;
if (player.poisoncount < 0)
{
player.poisoncount = 0;
}
player.PoisonDamage(player.poisoner, 1, true);
}
}
//----------------------------------------------------------------------------
//
// PROC P_CheckDegeneration
//
//----------------------------------------------------------------------------
virtual void CheckDegeneration()
{
// Apply degeneration.
if (sv_degeneration)
{
let player = self.player;
int maxhealth = GetMaxHealth(true);
if ((level.time % TICRATE) == 0 && player.health > maxhealth)
{
if (player.health - 5 < maxhealth)
player.health = maxhealth;
else
player.health--;
health = player.health;
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_CheckAirSupply
//
//----------------------------------------------------------------------------
virtual void CheckAirSupply()
{
// Handle air supply
//if (level.airsupply > 0)
{
let player = self.player;
if (waterlevel < 3 || (bInvulnerable) || (player.cheats & (CF_GODMODE | CF_NOCLIP2)) || (player.cheats & CF_GODMODE2))
{
ResetAirSupply();
}
else if (player.air_finished <= level.time && !(level.time & 31))
{
DamageMobj(NULL, NULL, 2 + ((level.time - player.air_finished) / TICRATE), 'Drowning');
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_PlayerThink
//
//----------------------------------------------------------------------------
virtual void PlayerThink()
{
let player = self.player;
UserCmd cmd = player.cmd;
CheckFOV();
if (player.inventorytics)
{
player.inventorytics--;
}
CheckCheats();
if (bJustAttacked)
{ // Chainsaw/Gauntlets attack auto forward motion
cmd.yaw = 0;
cmd.forwardmove = 0xc800/2;
cmd.sidemove = 0;
bJustAttacked = false;
}
bool totallyfrozen = CheckFrozen();
// Handle crouching
CheckCrouch(totallyfrozen);
CheckMusicChange();
if (player.playerstate == PST_DEAD)
{
DeathThink ();
return;
}
if (player.jumpTics != 0)
{
player.jumpTics--;
if (player.onground && player.jumpTics < -18)
{
player.jumpTics = 0;
}
}
if (player.morphTics && !(player.cheats & CF_PREDICTING))
{
MorphPlayerThink ();
}
CheckPitch();
HandleMovement();
CalcHeight ();
if (!(player.cheats & CF_PREDICTING))
{
CheckEnvironment();
CheckUse();
CheckUndoMorph();
// Cycle psprites
TickPSprites();
// Other Counters
if (player.damagecount) player.damagecount--;
if (player.bonuscount) player.bonuscount--;
if (player.hazardcount)
{
player.hazardcount--;
if (!(level.time % player.hazardinterval) && player.hazardcount > 16*TICRATE)
DamageMobj (NULL, NULL, 5, player.hazardtype);
}
CheckPoison();
CheckDegeneration();
CheckAirSupply();
}
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
native clearscope int GetMaxHealth(bool withupgrades = false) const;
native bool ResetAirSupply (bool playgasp = false);
native clearscope static String GetPrintableDisplayName(Class<Actor> cls);
native void CheckMusicChange();
native void CalcHeight ();
native void CheckEnvironment();
native void CheckUse();
native void CheckWeaponButtons();
native Weapon BestWeapon(class<Ammo> ammotype);
}
class PlayerChunk : PlayerPawn
{
Default
{
+NOSKIN
-SOLID
-SHOOTABLE
-PICKUP
-NOTDMATCH
-FRIENDLY
-SLIDESONWALLS
-CANPUSHWALLS
-FLOORCLIP
-WINDTHRUST
-TELESTOMP
}
}
class PSprite : Object native play
{
enum PSPLayers
{
STRIFEHANDS = -1,
WEAPON = 1,
FLASH = 1000,
TARGETCENTER = 0x7fffffff - 2,
TARGETLEFT,
TARGETRIGHT,
};
native readonly State CurState;
native Actor Caller;
native readonly PSprite Next;
native readonly PlayerInfo Owner;
native SpriteID Sprite;
native int Frame;
//native readonly int RenderStyle; had to be blocked because the internal representation was not ok. Renderstyle is still pending a proper solution.
native readonly int ID;
native Bool processPending;
native double x;
native double y;
native double oldx;
native double oldy;
native double alpha;
native Bool firstTic;
native int Tics;
native bool bAddWeapon;
native bool bAddBob;
native bool bPowDouble;
native bool bCVarFast;
native bool bFlip;
native void SetState(State newstate, bool pending = false);
//------------------------------------------------------------------------
//
//
//
//------------------------------------------------------------------------
void 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 (bPowDouble && Tics && (Owner.mo.FindInventory ("PowerDoubleFiringSpeed", true))) Tics--;
if (!Tics) SetState(CurState.NextState);
}
}
}
}
enum EPlayerState
{
PST_LIVE, // Playing or camping.
PST_DEAD, // Dead on the ground, view follows killer.
PST_REBORN, // Ready to restart/respawn???
PST_ENTER, // [BC] Entered the game
PST_GONE // Player has left the game
}
struct PlayerInfo native play // this is what internally is known as player_t
{
// technically engine constants but the only part of the playsim using them is the player.
const NOFIXEDCOLORMAP = -1;
const NUMCOLORMAPS = 32;
native PlayerPawn mo;
native uint8 playerstate;
native readonly uint buttons;
native uint original_oldbuttons;
native Class<PlayerPawn> cls;
native float DesiredFOV;
native float FOV;
native double viewz;
native double viewheight;
native double deltaviewheight;
native double bob;
native vector2 vel;
native bool centering;
native uint8 turnticks;
native bool attackdown;
native bool usedown;
native uint oldbuttons;
native int health;
native clearscope int inventorytics;
native uint8 CurrentPlayerClass;
native int frags[MAXPLAYERS];
native int fragcount;
native int lastkilltime;
native uint8 multicount;
native uint8 spreecount;
native uint16 WeaponState;
native Weapon ReadyWeapon;
native Weapon PendingWeapon;
native PSprite psprites;
native int cheats;
native int timefreezer;
native int16 refire;
native int16 inconsistent;
native bool waiting;
native int killcount;
native int itemcount;
native int secretcount;
native int damagecount;
native int bonuscount;
native int hazardcount;
native int hazardinterval;
native Name hazardtype;
native int poisoncount;
native Name poisontype;
native Name poisonpaintype;
native Actor poisoner;
native Actor attacker;
native int extralight;
native int16 fixedcolormap;
native int16 fixedlightlevel;
native int morphtics;
native Class<PlayerPawn>MorphedPlayerClass;
native int MorphStyle;
native Class<Actor> MorphExitFlash;
native Class<Weapon> PremorphWeapon;
native int chickenPeck;
native int jumpTics;
native bool onground;
native int respawn_time;
native Actor camera;
native int air_finished;
native Name LastDamageType;
native Actor MUSINFOactor;
native int8 MUSINFOtics;
native bool settings_controller;
native int8 crouching;
native int8 crouchdir;
native Bot bot;
native float BlendR;
native float BlendG;
native float BlendB;
native float BlendA;
native String LogText;
native double MinPitch;
native double MaxPitch;
native double crouchfactor;
native double crouchoffset;
native double crouchviewdelta;
native Actor ConversationNPC;
native Actor ConversationPC;
native double ConversationNPCAngle;
native bool ConversationFaceTalker;
native @WeaponSlots weapons;
native @UserCmd cmd;
native readonly @UserCmd original_cmd;
native bool MorphPlayer(playerinfo p, Class<PlayerPawn> spawntype, int duration, int style, Class<Actor> enter_flash = null, Class<Actor> exit_flash = null);
native bool UndoPlayerMorph(playerinfo player, int unmorphflag = 0, bool force = false);
native bool PoisonPlayer(Actor poisoner, Actor source, int poison);
native void PoisonDamage(Actor source, int damage, bool playPainSound);
native void SetPsprite(int id, State stat, bool pending = false);
native void SetSafeFlash(Weapon weap, State flashstate, int index);
native PSprite GetPSprite(int id) const;
native PSprite FindPSprite(int id) const;
native void SetLogNumber (int text);
native void SetLogText (String text);
native void DropWeapon();
native void BringUpWeapon();
native bool Resurrect();
native String GetUserName() const;
native Color GetColor() const;
native Color GetDisplayColor() const;
native int GetColorSet() const;
native int GetPlayerClassNum() const;
native int GetSkin() const;
native bool GetNeverSwitch() const;
native int GetGender() const;
native int GetTeam() const;
native float GetAutoaim() const;
native bool GetNoAutostartMap() const;
native void SetFOV(float fov);
native clearscope bool HasWeaponsInSlot(int slot) const;
bool IsTotallyFrozen()
{
return
gamestate == GS_TITLELEVEL ||
(cheats & CF_TOTALLYFROZEN) ||
(level.frozen && timefreezer == 0);
}
void Uncrouch()
{
if (crouchfactor != 1)
{
crouchfactor = 1;
crouchoffset = 0;
crouchdir = 0;
crouching = 0;
crouchviewdelta = 0;
viewheight = mo.ViewHeight;
}
}
clearscope int fragSum () const
{
int i;
int allfrags = 0;
int playernum = mo.PlayerNumber();
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i]
&& i!=playernum)
{
allfrags += frags[i];
}
}
// JDC hack - negative frags.
allfrags -= frags[playernum];
return allfrags;
}
}
struct PlayerClass native
{
native class<Actor> Type;
native uint Flags;
native Array<int> Skins;
native bool CheckSkin(int skin);
native void EnumColorsets(out Array<int> data);
native Name GetColorsetName(int setnum);
}
struct PlayerSkin native
{
native readonly String SkinName;
native readonly String Face;
native readonly uint8 gender;
native readonly uint8 range0start;
native readonly uint8 range0end;
native readonly bool othergame;
native readonly Vector2 Scale;
native readonly int sprite;
native readonly int crouchsprite;
native readonly int namespc;
};
struct Team native
{
const NoTeam = 255;
const Max = 16;
native String mName;
}