qzdoom/src/p_user.cpp
Randy Heit a0c88a9b31 - Yay! We now seem to be free of memory leaks! The next step will be to
merge a lot of these static destructor-only structs into regular
  functions added to the exit chain with atterm so that they can be called
  in a deterministic order and not whatever order the linker decides to put
  them in. (Interestingly, the amount of memory used when repeatedly
  executing the same map command at the console varies up and down, but it
  now stays relatively stable rather than increasing unbounded.)
- Fixed: The list of resolutions in the video modes menu was not freed
  at exit.
- Fixed: mus_playing.name was not freed at exit.
- Fixed: SN_StopAllSequences() should be called at the start of
  P_FreeLevelData(), not just before the call to P_SetupLevel() in
  G_DoLoadLevel(), so it can run even at exit. And C_FullConsole() can
  call P_FreeLevelData() to free more memory too.
- Fixed: StatusBar was not freed at exit.
- Fixed: spritesorter was not freed at exit.
- Fixed: Bad things happened if FString's data pool was destroyed before
  all C_RemoveTabCommand() calls were made.
- Added an overload for FArchive << FString.
- Fixed: The players' log text was not freed at exit.
- Fixed: Bot information was not freed at exit.
- Fixed: doomcom was not freed at exit. But since it's always created,
  there's no reason why it needs to be allocated from the heap. My guess
  is that in the DOS days, the external packet driver was responsible for
  allocating doomcom and passed its location with the -net parameter.
- Fixed: FBlockNodes were not freed at exit.
- Fixed: Openings were not freed at exit.
- Fixed: Drawsegs were not freed at exit.
- Fixed: Vissprites were not freed at exit.
- Fixed: Console command history was not freed at exit.
- Fixed: Visplanes were not freed at exit.
- Fixed: Call P_FreeLevelData() at exit.
- Fixed: Channel, SoundCurve, and PlayList in s_sound.cpp were not freed at
  exit.
- Fixed: Sound sequences were not freed at exit.
- Fixed: DSeqNode::Serialize() did not resize the m_SequenceChoices array
  when loading.


SVN r106 (trunk)
2006-05-11 04:00:58 +00:00

1456 lines
35 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Player related stuff.
// Bobbing POV/weapon, movement.
// Pending weapon.
//
//-----------------------------------------------------------------------------
#include "templates.h"
#include "doomdef.h"
#include "d_event.h"
#include "p_local.h"
#include "doomstat.h"
#include "s_sound.h"
#include "i_system.h"
#include "r_draw.h"
#include "gi.h"
#include "m_random.h"
#include "p_pspr.h"
#include "p_enemy.h"
#include "p_effect.h"
#include "s_sound.h"
#include "a_sharedglobal.h"
#include "statnums.h"
#include "v_palette.h"
#include "v_video.h"
#include "w_wad.h"
#include "cmdlib.h"
#include "sbar.h"
#include "f_finale.h"
#include "c_console.h"
static FRandom pr_healradius ("HealRadius");
// [RH] # of ticks to complete a turn180
#define TURN180_TICKS ((TICRATE / 4) + 1)
// Variables for prediction
CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
static player_t PredictionPlayerBackup;
static BYTE PredictionActorBackup[sizeof(AActor)];
static TArray<sector_t *> PredictionTouchingSectorsBackup;
//
// Movement.
//
// 16 pixels of bob
#define MAXBOB 0x100000
BOOL onground;
// This function supplements the pointer cleanup in dobject.cpp, because
// player_s is not derived from DObject. (I tried it, and DestroyScan was
// unable to properly determine the player object's type--possibly
// because it gets staticly allocated in an array.)
//
// This function checks all the DObject pointers in a player_s and NULLs any
// that match the pointer passed in. If you add any pointers that point to
// DObject (or a subclass), add them here too.
void player_s::FixPointers (const DObject *old, DObject *rep)
{
APlayerPawn *replacement = static_cast<APlayerPawn *>(rep);
if (mo == old) mo = replacement;
if (poisoner == old) poisoner = replacement;
if (attacker == old) attacker = replacement;
if (camera == old) camera = replacement;
if (dest == old) dest = replacement;
if (prev == old) prev = replacement;
if (enemy == old) enemy = replacement;
if (missile == old) missile = replacement;
if (mate == old) mate = replacement;
if (last_mate == old) last_mate = replacement;
if (ReadyWeapon == old) ReadyWeapon = static_cast<AWeapon *>(rep);
if (PendingWeapon == old) PendingWeapon = static_cast<AWeapon *>(rep);
}
void player_s::SetLogNumber (int num)
{
char lumpname[16];
int lumpnum;
sprintf (lumpname, "LOG%d", num);
lumpnum = Wads.CheckNumForName (lumpname);
if (lumpnum == -1)
{
// Leave the log message alone if this one doesn't exist.
//SetLogText (lumpname);
}
else
{
int length=Wads.LumpLength(lumpnum);
char *data= new char[length+1];
Wads.ReadLump (lumpnum, data);
data[length]=0;
SetLogText (data);
delete[] data;
// Print log text to console
AddToConsole(-1, TEXTCOLOR_GOLD);
AddToConsole(-1, LogText);
AddToConsole(-1, "\n");
}
}
void player_s::SetLogText (const char *text)
{
LogText = text;
}
IMPLEMENT_ABSTRACT_ACTOR (APlayerPawn)
IMPLEMENT_ABSTRACT_ACTOR (APlayerChunk)
void APlayerPawn::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << JumpZ;
}
void APlayerPawn::BeginPlay ()
{
Super::BeginPlay ();
ChangeStatNum (STAT_PLAYER);
}
void APlayerPawn::AddInventory (AInventory *item)
{
// Don't add to the inventory of dead players.
if (health<=0) return;
// Adding inventory to a voodoo doll should add it to the real player instead.
if (player != NULL && player->mo != this)
{
player->mo->AddInventory (item);
return;
}
Super::AddInventory (item);
// If nothing is selected, select this item.
if (player != NULL && player->InvSel == NULL && (item->ItemFlags & IF_INVBAR))
{
player->InvSel = item;
}
}
void APlayerPawn::RemoveInventory (AInventory *item)
{
bool pickWeap = false;
// Since voodoo dolls aren't supposed to have an inventory, there should be
// no need to redirect them to the real player here as there is with AddInventory.
// If the item removed is the selected one, select something else, either the next
// item, if there is one, or the previous item.
if (player != NULL)
{
if (player->InvSel == item)
{
player->InvSel = item->NextInv ();
if (player->InvSel == NULL)
{
player->InvSel = item->PrevInv ();
}
}
if (player->InvFirst == item)
{
player->InvFirst = item->NextInv ();
if (player->InvFirst == NULL)
{
player->InvFirst = item->PrevInv ();
}
}
if (item == player->PendingWeapon)
{
player->PendingWeapon = WP_NOCHANGE;
}
if (item == player->ReadyWeapon)
{
// If the current weapon is removed, pick a new one.
pickWeap = true;
player->ReadyWeapon = NULL;
}
}
Super::RemoveInventory (item);
if (pickWeap && player->mo == this && player->PendingWeapon == WP_NOCHANGE)
{
PickNewWeapon (NULL);
}
}
bool APlayerPawn::UseInventory (AInventory *item)
{
const PClass *itemtype = item->GetClass();
if (player->cheats & CF_TOTALLYFROZEN)
{ // You can't use items if you're totally frozen
return false;
}
if (!Super::UseInventory (item))
{
// Heretic and Hexen advance the inventory cursor if the use failed.
// Should this behavior be retained?
return false;
}
if (player == &players[consoleplayer])
{
S_SoundID (this, CHAN_ITEM, item->UseSound, 1, ATTN_NORM);
StatusBar->FlashItem (itemtype);
}
return true;
}
//===========================================================================
//
// APlayerPawn :: BestWeapon
//
// Returns the best weapon a player has, possibly restricted to a single
// type of ammo.
//
//===========================================================================
AWeapon *APlayerPawn::BestWeapon (const PClass *ammotype)
{
AWeapon *bestMatch = NULL;
int bestOrder = INT_MAX;
AInventory *item;
AWeapon *weap;
bool tomed = NULL != FindInventory (RUNTIME_CLASS(APowerWeaponLevel2));
// Find the best weapon the player has.
for (item = Inventory; item != NULL; item = item->Inventory)
{
if (!item->IsKindOf (RUNTIME_CLASS(AWeapon)))
continue;
weap = static_cast<AWeapon *> (item);
// Don't select it if it's worse than what was already found.
if (weap->SelectionOrder > bestOrder)
continue;
// Don't select it if its primary fire doesn't use the desired ammo.
if (ammotype != NULL &&
(weap->Ammo1 == NULL ||
weap->Ammo1->GetClass() != ammotype))
continue;
// Don't select it if the Tome is active and this isn't the powered-up version.
if (tomed && weap->SisterWeapon != NULL && weap->SisterWeapon->WeaponFlags & WIF_POWERED_UP)
continue;
// Don't select it if it's powered-up and the Tome is not active.
if (!tomed && weap->WeaponFlags & WIF_POWERED_UP)
continue;
// Don't select it if there isn't enough ammo to use its primary fire.
if (!(weap->WeaponFlags & WIF_AMMO_OPTIONAL) &&
!weap->CheckAmmo (AWeapon::PrimaryFire, false))
continue;
// This weapon is usable!
bestOrder = weap->SelectionOrder;
bestMatch = weap;
}
return bestMatch;
}
//===========================================================================
//
// APlayerPawn :: PickNewWeapon
//
// Picks a new weapon for this player. Used mostly for running out of ammo,
// but it also works when an ACS script explicitly takes the ready weapon
// away or the player picks up some ammo they had previously run out of.
//
//===========================================================================
AWeapon *APlayerPawn::PickNewWeapon (const PClass *ammotype)
{
AWeapon *best = BestWeapon (ammotype);
if (best != NULL)
{
player->PendingWeapon = best;
if (player->ReadyWeapon != NULL)
{
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->DownState);
}
else if (player->PendingWeapon != WP_NOCHANGE)
{
P_BringUpWeapon (player);
}
}
return best;
}
const char *APlayerPawn::GetSoundClass ()
{
if (player != NULL &&
player->userinfo.skin != 0 &&
(unsigned)player->userinfo.skin < numskins)
{
return skins[player->userinfo.skin].name;
}
return "player";
}
void APlayerPawn::PlayIdle ()
{
if (state >= SeeState && state < MissileState)
SetState (SpawnState);
}
void APlayerPawn::PlayRunning ()
{
if (state == SpawnState)
SetState (SeeState);
}
void APlayerPawn::PlayAttacking ()
{
SetState (MissileState);
}
void APlayerPawn::PlayAttacking2 ()
{
SetState (MissileState+1);
}
void APlayerPawn::ThrowPoisonBag ()
{
}
void APlayerPawn::GiveDefaultInventory ()
{
}
void APlayerPawn::MorphPlayerThink ()
{
}
void APlayerPawn::ActivateMorphWeapon ()
{
}
fixed_t APlayerPawn::GetJumpZ ()
{
return 8*FRACUNIT;
}
void APlayerPawn::Die (AActor *source, AActor *inflictor)
{
Super::Die (source, inflictor);
if (player != NULL && player->mo != this)
{ // Make the real player die, too
player->mo->Die (source, inflictor);
}
else
{
if (player != NULL && (dmflags2 & DF2_YES_WEAPONDROP))
{ // Voodoo dolls don't drop weapons
AWeapon *weap = player->ReadyWeapon;
if (weap != NULL)
{
AInventory *item;
if (weap->SpawnState != NULL &&
weap->SpawnState != &AActor::States[AActor::S_NULL])
{
item = P_DropItem (this, weap->GetClass(), -1, 256);
if (item != NULL)
{
if (weap->AmmoGive1 && weap->Ammo1)
{
static_cast<AWeapon *>(item)->AmmoGive1 = weap->Ammo1->Amount;
}
if (weap->AmmoGive2 && weap->Ammo2)
{
static_cast<AWeapon *>(item)->AmmoGive2 = weap->Ammo2->Amount;
}
}
}
else
{
item = P_DropItem (this, weap->AmmoType1, -1, 256);
if (item != NULL)
{
item->Amount = weap->Ammo1->Amount;
}
item = P_DropItem (this, weap->AmmoType2, -1, 256);
if (item != NULL)
{
item->Amount = weap->Ammo2->Amount;
}
}
}
}
// Kill the player's inventory
while (Inventory != NULL)
{
Inventory->Destroy ();
}
if (!multiplayer && (level.flags & LEVEL_DEATHSLIDESHOW))
{
F_StartSlideshow ();
}
}
}
void APlayerPawn::TweakSpeeds (int &forward, int &side)
{
if ((player->Powers & PW_SPEED) && !player->morphTics)
{ // Adjust for a player with a speed artifact
forward = (3*forward)>>1;
side = (3*side)>>1;
}
}
// The standard healing radius behavior is the cleric's
bool APlayerPawn::DoHealingRadius (APlayerPawn *other)
{
if (P_GiveBody (other, 50 + (pr_healradius()%50)))
{
S_Sound (other, CHAN_AUTO, "MysticIncant", 1, ATTN_NORM);
return true;
}
return false;
}
void APlayerPawn::SpecialInvulnerabilityHandling (EInvulState setting, fixed_t * pAlpha)
{
if (setting == INVUL_GetAlpha && pAlpha!=NULL) *pAlpha=FIXED_MAX; // indicates no change
}
/*
==================
=
= P_Thrust
=
= moves the given origin along a given angle
=
==================
*/
void P_SideThrust (player_t *player, angle_t angle, fixed_t move)
{
angle = (angle - ANGLE_90) >> ANGLETOFINESHIFT;
player->mo->momx += FixedMul (move, finecosine[angle]);
player->mo->momy += FixedMul (move, finesine[angle]);
}
void P_ForwardThrust (player_t *player, angle_t angle, fixed_t move)
{
angle >>= ANGLETOFINESHIFT;
if ((player->mo->waterlevel || (player->mo->flags & MF_NOGRAVITY))
&& player->mo->pitch != 0)
{
angle_t pitch = (angle_t)player->mo->pitch >> ANGLETOFINESHIFT;
fixed_t zpush = FixedMul (move, finesine[pitch]);
if (player->mo->waterlevel && player->mo->waterlevel < 2 && zpush < 0)
zpush = 0;
player->mo->momz -= zpush;
move = FixedMul (move, finecosine[pitch]);
}
player->mo->momx += FixedMul (move, finecosine[angle]);
player->mo->momy += FixedMul (move, finesine[angle]);
}
//
// P_Bob
// Same as P_Thrust, but only affects bobbing.
//
// killough 10/98: We apply thrust separately between the real physical player
// and the part which affects bobbing. This way, bobbing only comes from player
// motion, nothing external, avoiding many problems, e.g. bobbing should not
// occur on conveyors, unless the player walks on one, and bobbing should be
// reduced at a regular rate, even on ice (where the player coasts).
//
void P_Bob (player_t *player, angle_t angle, fixed_t move)
{
angle >>= ANGLETOFINESHIFT;
player->momx += FixedMul(move,finecosine[angle]);
player->momy += FixedMul(move,finesine[angle]);
}
/*
==================
=
= P_CalcHeight
=
=
Calculate the walking / running height adjustment
=
==================
*/
void P_CalcHeight (player_t *player)
{
int angle;
fixed_t bob;
bool still = false;
// Regular movement bobbing
// (needs to be calculated for gun swing even if not on ground)
// OPTIMIZE: tablify angle
// killough 10/98: Make bobbing depend only on player-applied motion.
//
// Note: don't reduce bobbing here if on ice: if you reduce bobbing here,
// it causes bobbing jerkiness when the player moves from ice to non-ice,
// and vice-versa.
if ((player->mo->flags & MF_NOGRAVITY) && !onground)
{
player->bob = FRACUNIT / 2;
}
else
{
player->bob = DMulScale16 (player->momx, player->momx, player->momy, player->momy);
if (player->bob == 0)
{
still = true;
}
else
{
player->bob = FixedMul (player->bob, player->userinfo.MoveBob);
if (player->bob > MAXBOB)
player->bob = MAXBOB;
}
}
fixed_t defaultviewheight = player->defaultviewheight;
if (player->cheats & CF_NOMOMENTUM)
{
player->viewz = player->mo->z + defaultviewheight;
if (player->viewz > player->mo->ceilingz-4*FRACUNIT)
player->viewz = player->mo->ceilingz-4*FRACUNIT;
return;
}
if (still)
{
if (player->health > 0)
{
angle = DivScale13 (level.time, 120*TICRATE/35) & FINEMASK;
bob = FixedMul (player->userinfo.StillBob, finesine[angle]);
}
else
{
bob = 0;
}
}
else
{
// DivScale 13 because FINEANGLES == (1<<13)
angle = DivScale13 (level.time, 20*TICRATE/35) & FINEMASK;
bob = FixedMul (player->bob>>(player->mo->waterlevel > 1 ? 2 : 1), finesine[angle]);
}
// move viewheight
if (player->playerstate == PST_LIVE)
{
player->viewheight += player->deltaviewheight;
if (player->viewheight > defaultviewheight)
{
player->viewheight = defaultviewheight;
player->deltaviewheight = 0;
}
else if (player->viewheight < (defaultviewheight>>1))
{
player->viewheight = defaultviewheight>>1;
if (player->deltaviewheight <= 0)
player->deltaviewheight = 1;
}
if (player->deltaviewheight)
{
player->deltaviewheight += FRACUNIT/4;
if (!player->deltaviewheight)
player->deltaviewheight = 1;
}
}
if (player->morphTics)
{
player->viewz = player->mo->z + player->viewheight - (20 * FRACUNIT);
}
else
{
player->viewz = player->mo->z + player->viewheight + bob;
}
if (player->mo->floorclip && player->playerstate != PST_DEAD
&& player->mo->z <= player->mo->floorz)
{
player->viewz -= player->mo->floorclip;
}
if (player->viewz > player->mo->ceilingz - 4*FRACUNIT)
{
player->viewz = player->mo->ceilingz - 4*FRACUNIT;
}
if (player->viewz < player->mo->floorz + 4*FRACUNIT)
{
player->viewz = player->mo->floorz + 4*FRACUNIT;
}
}
/*
=================
=
= P_MovePlayer
=
=================
*/
CUSTOM_CVAR (Float, sv_aircontrol, 0.00390625f, CVAR_SERVERINFO|CVAR_NOSAVE)
{
level.aircontrol = (fixed_t)(self * 65536.f);
G_AirControlChanged ();
}
void P_MovePlayer (player_t *player)
{
ticcmd_t *cmd = &player->cmd;
APlayerPawn *mo = player->mo;
// [RH] 180-degree turn overrides all other yaws
if (player->turnticks)
{
player->turnticks--;
mo->angle += (ANGLE_180 / TURN180_TICKS);
}
else
{
mo->angle += cmd->ucmd.yaw << 16;
}
onground = (mo->z <= mo->floorz) || (mo->flags2 & MF2_ONMOBJ);
// killough 10/98:
//
// We must apply thrust to the player and bobbing separately, to avoid
// anomalies. The thrust applied to bobbing is always the same strength on
// ice, because the player still "works just as hard" to move, while the
// thrust applied to the movement varies with 'movefactor'.
if (cmd->ucmd.forwardmove | cmd->ucmd.sidemove)
{
fixed_t forwardmove, sidemove;
int bobfactor;
int friction, movefactor;
int fm, sm;
movefactor = P_GetMoveFactor (mo, &friction);
bobfactor = friction < ORIG_FRICTION ? movefactor : ORIG_FRICTION_FACTOR;
if (!onground && !(player->mo->flags & MF_NOGRAVITY) && !player->mo->waterlevel)
{
// [RH] allow very limited movement if not on ground.
movefactor = FixedMul (movefactor, level.aircontrol);
bobfactor = FixedMul (bobfactor, level.aircontrol);
}
fm = cmd->ucmd.forwardmove;
sm = cmd->ucmd.sidemove;
mo->TweakSpeeds (fm, sm);
fm = FixedMul (fm, player->mo->Speed);
sm = FixedMul (sm, player->mo->Speed);
forwardmove = Scale (fm, movefactor * 35, TICRATE << 8);
sidemove = Scale (sm, movefactor * 35, TICRATE << 8);
if (forwardmove)
{
P_Bob (player, mo->angle, (cmd->ucmd.forwardmove * bobfactor) >> 8);
P_ForwardThrust (player, mo->angle, forwardmove);
}
if (sidemove)
{
P_Bob (player, mo->angle-ANG90, (cmd->ucmd.sidemove * bobfactor) >> 8);
P_SideThrust (player, mo->angle, sidemove);
}
if (debugfile)
{
fprintf (debugfile, "move player for pl %d%c: (%ld,%ld,%ld) (%ld,%ld) %d %d w%d [", player-players,
player->cheats&CF_PREDICTING?'p':' ',
player->mo->x, player->mo->y, player->mo->z,forwardmove, sidemove, movefactor, friction, player->mo->waterlevel);
msecnode_t *n = player->mo->touching_sectorlist;
while (n != NULL)
{
fprintf (debugfile, "%d ", n->m_sector-sectors);
n = n->m_tnext;
}
fprintf (debugfile, "]\n");
}
if (!(player->cheats & CF_PREDICTING))
{
player->mo->PlayRunning ();
}
if (player->cheats & CF_REVERTPLEASE)
{
player->cheats &= ~CF_REVERTPLEASE;
player->camera = player->mo;
}
}
}
//==========================================================================
//
// P_FallingDamage
//
//==========================================================================
void P_FallingDamage (AActor *actor)
{
int damagestyle;
int damage;
fixed_t mom;
damagestyle = ((level.flags >> 15) | (dmflags)) &
(DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX);
if (damagestyle == 0)
return;
mom = abs (actor->momz);
// Since Hexen falling damage is stronger than ZDoom's, it takes
// precedence. ZDoom falling damage may not be as strong, but it
// gets felt sooner.
switch (damagestyle)
{
case DF_FORCE_FALLINGHX: // Hexen falling damage
if (mom <= 23*FRACUNIT)
{ // Not fast enough to hurt
return;
}
if (mom >= 63*FRACUNIT)
{ // automatic death
damage = 1000000;
}
else
{
mom = FixedMul (mom, 16*FRACUNIT/23);
damage = ((FixedMul (mom, mom) / 10) >> FRACBITS) - 24;
if (actor->momz > -39*FRACUNIT && damage > actor->health
&& actor->health != 1)
{ // No-death threshold
damage = actor->health-1;
}
}
break;
case DF_FORCE_FALLINGZD: // ZDoom falling damage
if (mom <= 19*FRACUNIT)
{ // Not fast enough to hurt
return;
}
if (mom >= 84*FRACUNIT)
{ // automatic death
damage = 1000000;
}
else
{
damage = ((MulScale23 (mom, mom*11) >> FRACBITS) - 30) / 2;
if (damage < 1)
{
damage = 1;
}
}
break;
case DF_FORCE_FALLINGST: // Strife falling damage
if (mom <= 20*FRACUNIT)
{ // Not fast enough to hurt
return;
}
// The minimum amount of damage you take from falling in Strife
// is 52. Ouch!
damage = mom / 25000;
break;
default:
return;
}
if (actor->player)
{
S_Sound (actor, CHAN_AUTO, "*land", 1, ATTN_NORM);
P_NoiseAlert (actor, actor, true);
if (damage == 1000000 && (actor->player->cheats & CF_GODMODE))
{
damage = 999;
}
}
P_DamageMobj (actor, NULL, NULL, damage, MOD_FALLING);
}
//==========================================================================
//
// P_DeathThink
//
//==========================================================================
void P_DeathThink (player_t *player)
{
int dir;
angle_t delta;
int lookDelta;
P_MovePsprites (player);
onground = (player->mo->z <= player->mo->floorz);
if (player->mo->IsKindOf (RUNTIME_CLASS(APlayerChunk)))
{ // Flying bloody skull or flying ice chunk
player->viewheight = 6 * FRACUNIT;
player->deltaviewheight = 0;
if (onground)
{
if (player->mo->pitch > -(int)ANGLE_1*19)
{
lookDelta = (-(int)ANGLE_1*19 - player->mo->pitch) / 8;
player->mo->pitch += lookDelta;
}
}
}
else if (player->mo->DamageType != MOD_ICE)
{ // Fall to ground (if not frozen)
player->deltaviewheight = 0;
if (player->viewheight > 6*FRACUNIT)
{
player->viewheight -= FRACUNIT;
}
if (player->viewheight < 6*FRACUNIT)
{
player->viewheight = 6*FRACUNIT;
}
if (player->mo->pitch < 0)
{
player->mo->pitch += ANGLE_1*3;
}
else if (player->mo->pitch > 0)
{
player->mo->pitch -= ANGLE_1*3;
}
if (abs(player->mo->pitch) < ANGLE_1*3)
{
player->mo->pitch = 0;
}
}
P_CalcHeight (player);
if (player->attacker && player->attacker != player->mo)
{ // Watch killer
dir = P_FaceMobj (player->mo, player->attacker, &delta);
if (delta < ANGLE_1*10)
{ // Looking at killer, so fade damage and poison counters
if (player->damagecount)
{
player->damagecount--;
}
if (player->poisoncount)
{
player->poisoncount--;
}
}
delta /= 8;
if (delta > ANGLE_1*5)
{
delta = ANGLE_1*5;
}
if (dir)
{ // Turn clockwise
player->mo->angle += delta;
}
else
{ // Turn counter clockwise
player->mo->angle -= delta;
}
}
else
{
if (player->damagecount)
{
player->damagecount--;
}
if (player->poisoncount)
{
player->poisoncount--;
}
}
if (player->cmd.ucmd.buttons & BT_USE ||
((deathmatch || alwaysapplydmflags) && (dmflags & DF_FORCE_RESPAWN)))
{
if (level.time >= player->respawn_time || ((player->cmd.ucmd.buttons & BT_USE) && !player->isbot))
{
player->cls = NULL; // Force a new class if the player is using a random class
player->playerstate = multiplayer ? PST_REBORN : PST_ENTER;
if (player->mo->special1 > 2)
{
player->mo->special1 = 0;
}
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_PlayerThink
//
//----------------------------------------------------------------------------
void P_PlayerThink (player_t *player)
{
ticcmd_t *cmd;
if (player->mo == NULL)
{
I_Error ("No player %d start\n", player - players + 1);
}
if (debugfile && !(player->cheats & CF_PREDICTING))
{
fprintf (debugfile, "tic %d for pl %d: (%ld, %ld, %ld, %lu) b:%02x p:%d y:%d f:%d s:%d u:%d\n",
gametic, player-players, player->mo->x, player->mo->y, player->mo->z,
player->mo->angle>>ANGLETOFINESHIFT, player->cmd.ucmd.buttons,
player->cmd.ucmd.pitch, player->cmd.ucmd.yaw, player->cmd.ucmd.forwardmove,
player->cmd.ucmd.sidemove, player->cmd.ucmd.upmove);
}
player->xviewshift = 0; // [RH] Make sure view is in right place
// [RH] Zoom the player's FOV
if (player->FOV != player->DesiredFOV)
{
if (fabsf (player->FOV - player->DesiredFOV) < 7.f)
{
player->FOV = player->DesiredFOV;
}
else
{
float zoom = MAX(7.f, fabsf (player->FOV - player->DesiredFOV) * 0.025f);
if (player->FOV > player->DesiredFOV)
{
player->FOV = player->FOV - zoom;
}
else
{
player->FOV = player->FOV + zoom;
}
}
}
if (player->inventorytics)
{
player->inventorytics--;
}
// No-clip cheat
if (player->cheats & CF_NOCLIP)
{
player->mo->flags |= MF_NOCLIP;
}
else
{
player->mo->flags &= ~MF_NOCLIP;
}
cmd = &player->cmd;
if (player->mo->flags & MF_JUSTATTACKED)
{ // Chainsaw/Gauntlets attack auto forward motion
cmd->ucmd.yaw = 0;
cmd->ucmd.forwardmove = 0xc800/2;
cmd->ucmd.sidemove = 0;
player->mo->flags &= ~MF_JUSTATTACKED;
}
// [RH] Being totally frozen zeros out most input parameters.
if (player->cheats & CF_TOTALLYFROZEN || gamestate == GS_TITLELEVEL)
{
if (gamestate == GS_TITLELEVEL)
{
cmd->ucmd.buttons = 0;
}
else
{
cmd->ucmd.buttons &= BT_USE;
}
cmd->ucmd.pitch = 0;
cmd->ucmd.yaw = 0;
cmd->ucmd.roll = 0;
cmd->ucmd.forwardmove = 0;
cmd->ucmd.sidemove = 0;
cmd->ucmd.upmove = 0;
player->turnticks = 0;
}
else if (player->cheats & CF_FROZEN)
{
cmd->ucmd.forwardmove = 0;
cmd->ucmd.sidemove = 0;
cmd->ucmd.upmove = 0;
}
if (player->playerstate == PST_DEAD)
{
P_DeathThink (player);
return;
}
if (player->jumpTics)
{
player->jumpTics--;
}
if (player->morphTics && !(player->cheats & CF_PREDICTING))
{
player->mo->MorphPlayerThink ();
}
// [RH] Look up/down stuff
if (dmflags & DF_NO_FREELOOK)
{
player->mo->pitch = 0;
}
else
{
int look = cmd->ucmd.pitch << 16;
// The player's view pitch is clamped between -32 and +56 degrees,
// which translates to about half a screen height up and (more than)
// one full screen height down from straight ahead when view panning
// is used.
if (look)
{
if (look == -32768 << 16)
{ // center view
player->mo->pitch = 0;
}
else
{
player->mo->pitch -= look;
if (look > 0)
{ // look up
if (player->mo->pitch < -ANGLE_1*MAX_UP_ANGLE)
player->mo->pitch = -ANGLE_1*MAX_UP_ANGLE;
}
else
{ // look down
if (player->mo->pitch > ANGLE_1*MAX_DN_ANGLE)
player->mo->pitch = ANGLE_1*MAX_DN_ANGLE;
}
}
}
}
// [RH] Check for fast turn around
if (cmd->ucmd.buttons & BT_TURN180 && !(player->oldbuttons & BT_TURN180))
{
player->turnticks = TURN180_TICKS;
}
// Handle movement
if (player->mo->reactiontime)
{ // Player is frozen
player->mo->reactiontime--;
}
else
{
P_MovePlayer (player);
// [RH] check for jump
if (cmd->ucmd.buttons & BT_JUMP)
{
if (player->mo->waterlevel >= 2)
{
player->mo->momz = 4*FRACUNIT;
}
else if (player->mo->flags & MF_NOGRAVITY)
{
player->mo->momz = 3*FRACUNIT;
}
else if (!(dmflags & DF_NO_JUMP) && onground && !player->jumpTics)
{
fixed_t JumpZ = (player->mo->JumpZ > 0 ? player->mo->JumpZ : player->mo->GetJumpZ ()); // [GRB]
player->mo->momz += JumpZ*35/TICRATE;
S_Sound (player->mo, CHAN_BODY, "*jump", 1, ATTN_NORM);
player->mo->flags2 &= ~MF2_ONMOBJ;
player->jumpTics = 18*TICRATE/35;
}
}
if (cmd->ucmd.upmove == -32768)
{ // Only land if in the air
if ((player->mo->flags & MF_NOGRAVITY) && player->mo->waterlevel < 2)
{
//player->mo->flags2 &= ~MF2_FLY;
player->mo->flags &= ~MF_NOGRAVITY;
}
}
else if (cmd->ucmd.upmove != 0)
{
// Clamp the speed to some reasonable maximum.
int magnitude = abs (cmd->ucmd.upmove);
if (magnitude > 0x300)
{
cmd->ucmd.upmove = ksgn (cmd->ucmd.upmove) * 0x300;
}
if (player->mo->waterlevel >= 2 || (player->mo->flags2 & MF2_FLY))
{
player->mo->momz = cmd->ucmd.upmove << 9;
if (player->mo->waterlevel < 2 && !(player->mo->flags & MF_NOGRAVITY))
{
player->mo->flags2 |= MF2_FLY;
player->mo->flags |= MF_NOGRAVITY;
if (player->mo->momz <= -39*FRACUNIT)
{ // Stop falling scream
S_StopSound (player->mo, CHAN_VOICE);
}
}
}
else if (cmd->ucmd.upmove > 0 && !(player->cheats & CF_PREDICTING))
{
AInventory *fly = player->mo->FindInventory (PClass::FindClass (NAME_ArtiFly));
if (fly != NULL)
{
player->mo->UseInventory (fly);
}
}
}
}
P_CalcHeight (player);
if (!(player->cheats & CF_PREDICTING))
{
if (player->mo->Sector->special || player->mo->Sector->damage)
{
P_PlayerInSpecialSector (player);
}
P_PlayerOnSpecialFlat (player, P_GetThingFloorType (player->mo));
if (player->mo->momz <= -35*FRACUNIT
&& player->mo->momz >= -40*FRACUNIT && !player->morphTics)
{
int id = S_FindSkinnedSound (player->mo, "*falling");
if (id != 0 && !S_GetSoundPlayingInfo (player->mo, id))
{
S_SoundID (player->mo, CHAN_VOICE, id, 1, ATTN_NORM);
}
}
// check for use
if ((cmd->ucmd.buttons & BT_USE) && !(player->oldbuttons & BT_USE))
{
P_UseLines (player);
}
// Morph counter
if (player->morphTics)
{
if (player->chickenPeck)
{ // Chicken attack counter
player->chickenPeck -= 3;
}
if (!--player->morphTics)
{ // Attempt to undo the chicken/pig
P_UndoPlayerMorph (player);
}
}
// Cycle psprites
P_MovePsprites (player);
// Other Counters
if (player->damagecount)
player->damagecount--;
if (player->bonuscount)
player->bonuscount--;
if (player->hazardcount)
{
player->hazardcount--;
if (!(level.time & 31) && player->hazardcount > 16*TICRATE)
P_DamageMobj (player->mo, NULL, NULL, 5, MOD_SLIME);
}
if (player->poisoncount && !(level.time & 15))
{
player->poisoncount -= 5;
if (player->poisoncount < 0)
{
player->poisoncount = 0;
}
P_PoisonDamage (player, player->poisoner, 1, true);
}
// Handle air supply
if (level.airsupply>0)
{
if (player->mo->waterlevel < 3 ||
(player->mo->flags2 & MF2_INVULNERABLE) ||
(player->cheats & CF_GODMODE))
{
player->air_finished = level.time + level.airsupply;
}
else if (player->air_finished <= level.time && !(level.time & 31))
{
P_DamageMobj (player->mo, NULL, NULL, 2 + 2*((level.time-player->air_finished)/TICRATE), MOD_WATER);
}
}
}
// Save buttons
player->oldbuttons = cmd->ucmd.buttons;
}
void P_PredictPlayer (player_t *player)
{
int maxtic;
if (cl_noprediction ||
singletics ||
demoplayback ||
player->mo == NULL ||
player != &players[consoleplayer] ||
player->playerstate != PST_LIVE ||
!netgame ||
/*player->morphTics ||*/
(player->cheats & CF_PREDICTING))
{
return;
}
maxtic = maketic;
if (gametic == maxtic)
{
return;
}
// Save original values for restoration later
PredictionPlayerBackup = *player;
AActor *act = player->mo;
memcpy (PredictionActorBackup, &act->x, sizeof(AActor)-((BYTE *)&act->x-(BYTE *)act));
act->flags &= ~MF_PICKUP;
act->flags2 &= ~MF2_PUSHWALL;
player->cheats |= CF_PREDICTING;
// The ordering of the touching_sectorlist needs to remain unchanged
msecnode_t *mnode = act->touching_sectorlist;
PredictionTouchingSectorsBackup.Clear ();
while (mnode != NULL)
{
PredictionTouchingSectorsBackup.Push (mnode->m_sector);
mnode = mnode->m_tnext;
}
// Blockmap ordering also needs to stay the same, so unlink the block nodes
// without releasing them. (They will be used again in P_UnpredictPlayer).
FBlockNode *block = act->BlockNode;
while (block != NULL)
{
if (block->NextActor != NULL)
{
block->NextActor->PrevActor = block->PrevActor;
}
*(block->PrevActor) = block->NextActor;
block = block->NextBlock;
}
act->BlockNode = NULL;
for (int i = gametic; i < maxtic; ++i)
{
player->cmd = localcmds[i % LOCALCMDTICS];
P_PlayerThink (player);
player->mo->Tick ();
}
}
extern msecnode_t *P_AddSecnode (sector_t *s, AActor *thing, msecnode_t *nextnode);
void P_UnPredictPlayer ()
{
player_t *player = &players[consoleplayer];
if (player->cheats & CF_PREDICTING)
{
AActor *act = player->mo;
*player = PredictionPlayerBackup;
act->UnlinkFromWorld ();
memcpy (&act->x, PredictionActorBackup, sizeof(AActor)-((BYTE *)&act->x-(BYTE *)act));
// Make the sector_list match the player's touching_sectorlist before it got predicted.
P_DelSeclist (sector_list);
sector_list = NULL;
for (unsigned int i = PredictionTouchingSectorsBackup.Size (); i-- > 0; )
{
sector_list = P_AddSecnode (PredictionTouchingSectorsBackup[i], act, sector_list);
}
// The blockmap ordering needs to remain unchanged, too. Right now, act has the right
// pointers, so temporarily set its MF_NOBLOCKMAP flag so that LinkToWorld() does not
// mess with them.
act->flags |= MF_NOBLOCKMAP;
act->LinkToWorld ();
act->flags &= ~MF_NOBLOCKMAP;
// Now fix the pointers in the blocknode chain
FBlockNode *block = act->BlockNode;
while (block != NULL)
{
*(block->PrevActor) = block;
if (block->NextActor != NULL)
{
block->NextActor->PrevActor = &block->NextActor;
}
block = block->NextBlock;
}
}
}
void player_s::Serialize (FArchive &arc)
{
int i;
arc << cls
<< mo
<< camera
<< playerstate
<< cmd
<< userinfo
<< DesiredFOV << FOV
<< viewz
<< viewheight
<< defaultviewheight
<< deltaviewheight
<< bob
<< momx
<< momy
<< centering
<< health
<< inventorytics
<< InvFirst << InvSel
<< pieces
<< backpack
<< fragcount
<< spreecount
<< multicount
<< lastkilltime
<< ReadyWeapon << PendingWeapon
<< cheats
<< refire
<< inconsistant
<< killcount
<< itemcount
<< secretcount
<< damagecount
<< bonuscount
<< hazardcount
<< poisoncount
<< poisoner
<< attacker
<< extralight
<< fixedcolormap
<< xviewshift
<< morphTics
<< PremorphWeapon
<< chickenPeck
<< jumpTics
<< respawn_time
<< air_finished
<< turnticks
<< oldbuttons
<< isbot
<< BlendR
<< BlendG
<< BlendB
<< BlendA
<< accuracy << stamina
<< LogText;
for (i = 0; i < MAXPLAYERS; i++)
arc << frags[i];
for (i = 0; i < NUMPSPRITES; i++)
arc << psprites[i];
arc << CurrentPlayerClass;
if (isbot)
{
arc << angle
<< dest
<< prev
<< enemy
<< missile
<< mate
<< last_mate
<< skill
<< t_active
<< t_respawn
<< t_strafe
<< t_react
<< t_fight
<< t_roam
<< t_rocket
<< first_shot
<< sleft
<< allround
<< oldx
<< oldy;
}
else
{
dest = prev = enemy = missile = mate = last_mate = NULL;
}
if (arc.IsLoading ())
{
// If the player reloaded because they pressed +use after dying, we
// don't want +use to still be down after the game is loaded.
oldbuttons = ~0;
}
}