ref: 2932aef2247dd4f6c654416e4272cfbf872401a1
dir: /src/heretic/p_user.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 1993-2008 Raven Software // Copyright(C) 2008 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. // //----------------------------------------------------------------------------- // P_user.c #include <stdlib.h> #include "doomdef.h" #include "m_random.h" #include "p_local.h" #include "s_sound.h" void P_PlayerNextArtifact(player_t * player); // Macros #define MAXBOB 0x100000 // 16 pixels of bob // Data boolean onground; int newtorch; // used in the torch flicker effect. int newtorchdelta; boolean WeaponInShareware[] = { true, // Staff true, // Gold wand true, // Crossbow true, // Blaster false, // Skull rod false, // Phoenix rod false, // Mace true, // Gauntlets true // Beak }; /* ================== = = P_Thrust = = moves the given origin along a given angle = ================== */ void P_Thrust(player_t * player, angle_t angle, fixed_t move) { angle >>= ANGLETOFINESHIFT; if (player->powers[pw_flight] && !(player->mo->z <= player->mo->floorz)) { player->mo->momx += FixedMul(move, finecosine[angle]); player->mo->momy += FixedMul(move, finesine[angle]); } else if (player->mo->subsector->sector->special == 15) // Friction_Low { player->mo->momx += FixedMul(move >> 2, finecosine[angle]); player->mo->momy += FixedMul(move >> 2, finesine[angle]); } else { player->mo->momx += FixedMul(move, finecosine[angle]); player->mo->momy += FixedMul(move, finesine[angle]); } } /* ================== = = P_CalcHeight = =Calculate the walking / running height adjustment = ================== */ void P_CalcHeight(player_t * player) { int angle; fixed_t bob; // // regular movement bobbing (needs to be calculated for gun swing even // if not on ground) // OPTIMIZE: tablify angle player->bob = FixedMul(player->mo->momx, player->mo->momx) + FixedMul(player->mo->momy, player->mo->momy); player->bob >>= 2; if (player->bob > MAXBOB) player->bob = MAXBOB; if (player->mo->flags2 & MF2_FLY && !onground) { player->bob = FRACUNIT / 2; } if ((player->cheats & CF_NOMOMENTUM)) { player->viewz = player->mo->z + VIEWHEIGHT; if (player->viewz > player->mo->ceilingz - 4 * FRACUNIT) player->viewz = player->mo->ceilingz - 4 * FRACUNIT; player->viewz = player->mo->z + player->viewheight; return; } angle = (FINEANGLES / 20 * leveltime) & FINEMASK; bob = FixedMul(player->bob / 2, finesine[angle]); // // move viewheight // if (player->playerstate == PST_LIVE) { player->viewheight += player->deltaviewheight; if (player->viewheight > VIEWHEIGHT) { player->viewheight = VIEWHEIGHT; player->deltaviewheight = 0; } if (player->viewheight < VIEWHEIGHT / 2) { player->viewheight = VIEWHEIGHT / 2; if (player->deltaviewheight <= 0) player->deltaviewheight = 1; } if (player->deltaviewheight) { player->deltaviewheight += FRACUNIT / 4; if (!player->deltaviewheight) player->deltaviewheight = 1; } } if (player->chickenTics) { player->viewz = player->mo->z + player->viewheight - (20 * FRACUNIT); } else { player->viewz = player->mo->z + player->viewheight + bob; } if (player->mo->flags2 & MF2_FEETARECLIPPED && player->playerstate != PST_DEAD && player->mo->z <= player->mo->floorz) { player->viewz -= FOOTCLIPSIZE; } 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 = ================= */ void P_MovePlayer(player_t * player) { int look; int fly; ticcmd_t *cmd; cmd = &player->cmd; player->mo->angle += (cmd->angleturn << 16); onground = (player->mo->z <= player->mo->floorz || (player->mo->flags2 & MF2_ONMOBJ)); if (player->chickenTics) { // Chicken speed if (cmd->forwardmove && (onground || player->mo->flags2 & MF2_FLY)) P_Thrust(player, player->mo->angle, cmd->forwardmove * 2500); if (cmd->sidemove && (onground || player->mo->flags2 & MF2_FLY)) P_Thrust(player, player->mo->angle - ANG90, cmd->sidemove * 2500); } else { // Normal speed if (cmd->forwardmove && (onground || player->mo->flags2 & MF2_FLY)) P_Thrust(player, player->mo->angle, cmd->forwardmove * 2048); if (cmd->sidemove && (onground || player->mo->flags2 & MF2_FLY)) P_Thrust(player, player->mo->angle - ANG90, cmd->sidemove * 2048); } if (cmd->forwardmove || cmd->sidemove) { if (player->chickenTics) { if (player->mo->state == &states[S_CHICPLAY]) { P_SetMobjState(player->mo, S_CHICPLAY_RUN1); } } else { if (player->mo->state == &states[S_PLAY]) { P_SetMobjState(player->mo, S_PLAY_RUN1); } } } look = cmd->lookfly & 15; if (look > 7) { look -= 16; } if (look) { if (look == TOCENTER) { player->centering = true; } else { player->lookdir += 5 * look; if (player->lookdir > 90 || player->lookdir < -110) { player->lookdir -= 5 * look; } } } if (player->centering) { if (player->lookdir > 0) { player->lookdir -= 8; } else if (player->lookdir < 0) { player->lookdir += 8; } if (abs(player->lookdir) < 8) { player->lookdir = 0; player->centering = false; } } fly = cmd->lookfly >> 4; if (fly > 7) { fly -= 16; } if (fly && player->powers[pw_flight]) { if (fly != TOCENTER) { player->flyheight = fly * 2; if (!(player->mo->flags2 & MF2_FLY)) { player->mo->flags2 |= MF2_FLY; player->mo->flags |= MF_NOGRAVITY; } } else { player->mo->flags2 &= ~MF2_FLY; player->mo->flags &= ~MF_NOGRAVITY; } } else if (fly > 0) { P_PlayerUseArtifact(player, arti_fly); } if (player->mo->flags2 & MF2_FLY) { player->mo->momz = player->flyheight * FRACUNIT; if (player->flyheight) { player->flyheight /= 2; } } } /* ================= = = P_DeathThink = ================= */ #define ANG5 (ANG90/18) void P_DeathThink(player_t * player) { angle_t angle, delta; extern int inv_ptr; extern int curpos; int lookDelta; P_MovePsprites(player); onground = (player->mo->z <= player->mo->floorz); if (player->mo->type == MT_BLOODYSKULL) { // Flying bloody skull player->viewheight = 6 * FRACUNIT; player->deltaviewheight = 0; //player->damagecount = 20; if (onground) { if (player->lookdir < 60) { lookDelta = (60 - player->lookdir) / 8; if (lookDelta < 1 && (leveltime & 1)) { lookDelta = 1; } else if (lookDelta > 6) { lookDelta = 6; } player->lookdir += lookDelta; } } } else { // Fall to ground player->deltaviewheight = 0; if (player->viewheight > 6 * FRACUNIT) player->viewheight -= FRACUNIT; if (player->viewheight < 6 * FRACUNIT) player->viewheight = 6 * FRACUNIT; if (player->lookdir > 0) { player->lookdir -= 6; } else if (player->lookdir < 0) { player->lookdir += 6; } if (abs(player->lookdir) < 6) { player->lookdir = 0; } } P_CalcHeight(player); if (player->attacker && player->attacker != player->mo) { angle = R_PointToAngle2(player->mo->x, player->mo->y, player->attacker->x, player->attacker->y); delta = angle - player->mo->angle; if (delta < ANG5 || delta > (unsigned) -ANG5) { // Looking at killer, so fade damage flash down player->mo->angle = angle; if (player->damagecount) { player->damagecount--; } } else if (delta < ANG180) player->mo->angle += ANG5; else player->mo->angle -= ANG5; } else if (player->damagecount) { player->damagecount--; } if (player->cmd.buttons & BT_USE) { if (player == &players[consoleplayer]) { I_SetPalette((byte *) W_CacheLumpName("PLAYPAL", PU_CACHE)); inv_ptr = 0; curpos = 0; newtorch = 0; newtorchdelta = 0; } player->playerstate = PST_REBORN; // Let the mobj know the player has entered the reborn state. Some // mobjs need to know when it's ok to remove themselves. player->mo->special2 = 666; } } //---------------------------------------------------------------------------- // // PROC P_ChickenPlayerThink // //---------------------------------------------------------------------------- void P_ChickenPlayerThink(player_t * player) { mobj_t *pmo; if (player->health > 0) { // Handle beak movement P_UpdateBeak(player, &player->psprites[ps_weapon]); } if (player->chickenTics & 15) { return; } pmo = player->mo; if (!(pmo->momx + pmo->momy) && P_Random() < 160) { // Twitch view angle pmo->angle += (P_Random() - P_Random()) << 19; } if ((pmo->z <= pmo->floorz) && (P_Random() < 32)) { // Jump and noise pmo->momz += FRACUNIT; P_SetMobjState(pmo, S_CHICPLAY_PAIN); return; } if (P_Random() < 48) { // Just noise S_StartSound(pmo, sfx_chicact); } } //---------------------------------------------------------------------------- // // FUNC P_GetPlayerNum // //---------------------------------------------------------------------------- int P_GetPlayerNum(player_t * player) { int i; for (i = 0; i < MAXPLAYERS; i++) { if (player == &players[i]) { return (i); } } return (0); } //---------------------------------------------------------------------------- // // FUNC P_UndoPlayerChicken // //---------------------------------------------------------------------------- boolean P_UndoPlayerChicken(player_t * player) { mobj_t *fog; mobj_t *mo; mobj_t *pmo; fixed_t x; fixed_t y; fixed_t z; angle_t angle; int playerNum; weapontype_t weapon; int oldFlags; int oldFlags2; pmo = player->mo; x = pmo->x; y = pmo->y; z = pmo->z; angle = pmo->angle; weapon = pmo->special1; oldFlags = pmo->flags; oldFlags2 = pmo->flags2; P_SetMobjState(pmo, S_FREETARGMOBJ); mo = P_SpawnMobj(x, y, z, MT_PLAYER); if (P_TestMobjLocation(mo) == false) { // Didn't fit P_RemoveMobj(mo); mo = P_SpawnMobj(x, y, z, MT_CHICPLAYER); mo->angle = angle; mo->health = player->health; mo->special1 = weapon; mo->player = player; mo->flags = oldFlags; mo->flags2 = oldFlags2; player->mo = mo; player->chickenTics = 2 * 35; return (false); } playerNum = P_GetPlayerNum(player); if (playerNum != 0) { // Set color translation mo->flags |= playerNum << MF_TRANSSHIFT; } mo->angle = angle; mo->player = player; mo->reactiontime = 18; if (oldFlags2 & MF2_FLY) { mo->flags2 |= MF2_FLY; mo->flags |= MF_NOGRAVITY; } player->chickenTics = 0; player->powers[pw_weaponlevel2] = 0; player->health = mo->health = MAXHEALTH; player->mo = mo; angle >>= ANGLETOFINESHIFT; fog = P_SpawnMobj(x + 20 * finecosine[angle], y + 20 * finesine[angle], z + TELEFOGHEIGHT, MT_TFOG); S_StartSound(fog, sfx_telept); P_PostChickenWeapon(player, weapon); return (true); } //---------------------------------------------------------------------------- // // PROC P_PlayerThink // //---------------------------------------------------------------------------- void P_PlayerThink(player_t * player) { ticcmd_t *cmd; weapontype_t newweapon; extern boolean ultimatemsg; // 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) { // Gauntlets attack auto forward motion cmd->angleturn = 0; cmd->forwardmove = 0xc800 / 512; cmd->sidemove = 0; player->mo->flags &= ~MF_JUSTATTACKED; } // messageTics is above the rest of the counters so that messages will // go away, even in death. player->messageTics--; // Can go negative if (!player->messageTics) { // Refresh the screen when a message goes away ultimatemsg = false; // clear out any chat messages. BorderTopRefresh = true; } if (player->playerstate == PST_DEAD) { P_DeathThink(player); return; } if (player->chickenTics) { P_ChickenPlayerThink(player); } // Handle movement if (player->mo->reactiontime) { // Player is frozen player->mo->reactiontime--; } else { P_MovePlayer(player); } P_CalcHeight(player); if (player->mo->subsector->sector->special) { P_PlayerInSpecialSector(player); } if (cmd->arti) { // Use an artifact if (cmd->arti == 0xff) { P_PlayerNextArtifact(player); } else { P_PlayerUseArtifact(player, cmd->arti); } } // Check for weapon change if (cmd->buttons & BT_SPECIAL) { // A special event has no other buttons cmd->buttons = 0; } if (cmd->buttons & BT_CHANGE) { // The actual changing of the weapon is done when the weapon // psprite can do it (A_WeaponReady), so it doesn't happen in // the middle of an attack. newweapon = (cmd->buttons & BT_WEAPONMASK) >> BT_WEAPONSHIFT; if (newweapon == wp_staff && player->weaponowned[wp_gauntlets] && !(player->readyweapon == wp_gauntlets)) { newweapon = wp_gauntlets; } if (player->weaponowned[newweapon] && newweapon != player->readyweapon) { if (WeaponInShareware[newweapon] || gamemode != shareware) { player->pendingweapon = newweapon; } } } // Check for use if (cmd->buttons & BT_USE) { if (!player->usedown) { P_UseLines(player); player->usedown = true; } } else { player->usedown = false; } // Chicken counter if (player->chickenTics) { if (player->chickenPeck) { // Chicken attack counter player->chickenPeck -= 3; } if (!--player->chickenTics) { // Attempt to undo the chicken P_UndoPlayerChicken(player); } } // Cycle psprites P_MovePsprites(player); // Other Counters if (player->powers[pw_invulnerability]) { player->powers[pw_invulnerability]--; } if (player->powers[pw_invisibility]) { if (!--player->powers[pw_invisibility]) { player->mo->flags &= ~MF_SHADOW; } } if (player->powers[pw_infrared]) { player->powers[pw_infrared]--; } if (player->powers[pw_flight]) { if (!--player->powers[pw_flight]) { #ifdef __WATCOMC__ if (player->mo->z != player->mo->floorz && !useexterndriver) { player->centering = true; } #else if (player->mo->z != player->mo->floorz) { player->centering = true; } #endif player->mo->flags2 &= ~MF2_FLY; player->mo->flags &= ~MF_NOGRAVITY; BorderTopRefresh = true; //make sure the sprite's cleared out } } if (player->powers[pw_weaponlevel2]) { if (!--player->powers[pw_weaponlevel2]) { if ((player->readyweapon == wp_phoenixrod) && (player->psprites[ps_weapon].state != &states[S_PHOENIXREADY]) && (player->psprites[ps_weapon].state != &states[S_PHOENIXUP])) { P_SetPsprite(player, ps_weapon, S_PHOENIXREADY); player->ammo[am_phoenixrod] -= USE_PHRD_AMMO_2; player->refire = 0; } else if ((player->readyweapon == wp_gauntlets) || (player->readyweapon == wp_staff)) { player->pendingweapon = player->readyweapon; } BorderTopRefresh = true; } } if (player->damagecount) { player->damagecount--; } if (player->bonuscount) { player->bonuscount--; } // Colormaps if (player->powers[pw_invulnerability]) { if (player->powers[pw_invulnerability] > BLINKTHRESHOLD || (player->powers[pw_invulnerability] & 8)) { player->fixedcolormap = INVERSECOLORMAP; } else { player->fixedcolormap = 0; } } else if (player->powers[pw_infrared]) { if (player->powers[pw_infrared] <= BLINKTHRESHOLD) { if (player->powers[pw_infrared] & 8) { player->fixedcolormap = 0; } else { player->fixedcolormap = 1; } } else if (!(leveltime & 16) && player == &players[consoleplayer]) { if (newtorch) { if (player->fixedcolormap + newtorchdelta > 7 || player->fixedcolormap + newtorchdelta < 1 || newtorch == player->fixedcolormap) { newtorch = 0; } else { player->fixedcolormap += newtorchdelta; } } else { newtorch = (M_Random() & 7) + 1; newtorchdelta = (newtorch == player->fixedcolormap) ? 0 : ((newtorch > player->fixedcolormap) ? 1 : -1); } } } else { player->fixedcolormap = 0; } } //---------------------------------------------------------------------------- // // PROC P_ArtiTele // //---------------------------------------------------------------------------- void P_ArtiTele(player_t * player) { int i; int selections; fixed_t destX; fixed_t destY; angle_t destAngle; if (deathmatch) { selections = deathmatch_p - deathmatchstarts; i = P_Random() % selections; destX = deathmatchstarts[i].x << FRACBITS; destY = deathmatchstarts[i].y << FRACBITS; destAngle = ANG45 * (deathmatchstarts[i].angle / 45); } else { destX = playerstarts[0].x << FRACBITS; destY = playerstarts[0].y << FRACBITS; destAngle = ANG45 * (playerstarts[0].angle / 45); } P_Teleport(player->mo, destX, destY, destAngle); S_StartSound(NULL, sfx_wpnup); // Full volume laugh } //---------------------------------------------------------------------------- // // PROC P_PlayerNextArtifact // //---------------------------------------------------------------------------- void P_PlayerNextArtifact(player_t * player) { extern int inv_ptr; extern int curpos; if (player == &players[consoleplayer]) { inv_ptr--; if (inv_ptr < 6) { curpos--; if (curpos < 0) { curpos = 0; } } if (inv_ptr < 0) { inv_ptr = player->inventorySlotNum - 1; if (inv_ptr < 6) { curpos = inv_ptr; } else { curpos = 6; } } player->readyArtifact = player->inventory[inv_ptr].type; } } //---------------------------------------------------------------------------- // // PROC P_PlayerRemoveArtifact // //---------------------------------------------------------------------------- void P_PlayerRemoveArtifact(player_t * player, int slot) { int i; extern int inv_ptr; extern int curpos; player->artifactCount--; if (!(--player->inventory[slot].count)) { // Used last of a type - compact the artifact list player->readyArtifact = arti_none; player->inventory[slot].type = arti_none; for (i = slot + 1; i < player->inventorySlotNum; i++) { player->inventory[i - 1] = player->inventory[i]; } player->inventorySlotNum--; if (player == &players[consoleplayer]) { // Set position markers and get next readyArtifact inv_ptr--; if (inv_ptr < 6) { curpos--; if (curpos < 0) { curpos = 0; } } if (inv_ptr >= player->inventorySlotNum) { inv_ptr = player->inventorySlotNum - 1; } if (inv_ptr < 0) { inv_ptr = 0; } player->readyArtifact = player->inventory[inv_ptr].type; } } } //---------------------------------------------------------------------------- // // PROC P_PlayerUseArtifact // //---------------------------------------------------------------------------- void P_PlayerUseArtifact(player_t * player, artitype_t arti) { int i; for (i = 0; i < player->inventorySlotNum; i++) { if (player->inventory[i].type == arti) { // Found match - try to use if (P_UseArtifact(player, arti)) { // Artifact was used - remove it from inventory P_PlayerRemoveArtifact(player, i); if (player == &players[consoleplayer]) { S_StartSound(NULL, sfx_artiuse); ArtifactFlash = 4; } } else { // Unable to use artifact, advance pointer P_PlayerNextArtifact(player); } break; } } } //---------------------------------------------------------------------------- // // FUNC P_UseArtifact // // Returns true if artifact was used. // //---------------------------------------------------------------------------- boolean P_UseArtifact(player_t * player, artitype_t arti) { mobj_t *mo; angle_t angle; switch (arti) { case arti_invulnerability: if (!P_GivePower(player, pw_invulnerability)) { return (false); } break; case arti_invisibility: if (!P_GivePower(player, pw_invisibility)) { return (false); } break; case arti_health: if (!P_GiveBody(player, 25)) { return (false); } break; case arti_superhealth: if (!P_GiveBody(player, 100)) { return (false); } break; case arti_tomeofpower: if (player->chickenTics) { // Attempt to undo chicken if (P_UndoPlayerChicken(player) == false) { // Failed P_DamageMobj(player->mo, NULL, NULL, 10000); } else { // Succeeded player->chickenTics = 0; S_StartSound(player->mo, sfx_wpnup); } } else { if (!P_GivePower(player, pw_weaponlevel2)) { return (false); } if (player->readyweapon == wp_staff) { P_SetPsprite(player, ps_weapon, S_STAFFREADY2_1); } else if (player->readyweapon == wp_gauntlets) { P_SetPsprite(player, ps_weapon, S_GAUNTLETREADY2_1); } } break; case arti_torch: if (!P_GivePower(player, pw_infrared)) { return (false); } break; case arti_firebomb: angle = player->mo->angle >> ANGLETOFINESHIFT; mo = P_SpawnMobj(player->mo->x + 24 * finecosine[angle], player->mo->y + 24 * finesine[angle], player->mo->z - 15 * FRACUNIT * (player->mo->flags2 & MF2_FEETARECLIPPED) != 0, MT_FIREBOMB); mo->target = player->mo; break; case arti_egg: mo = player->mo; P_SpawnPlayerMissile(mo, MT_EGGFX); P_SPMAngle(mo, MT_EGGFX, mo->angle - (ANG45 / 6)); P_SPMAngle(mo, MT_EGGFX, mo->angle + (ANG45 / 6)); P_SPMAngle(mo, MT_EGGFX, mo->angle - (ANG45 / 3)); P_SPMAngle(mo, MT_EGGFX, mo->angle + (ANG45 / 3)); break; case arti_fly: if (!P_GivePower(player, pw_flight)) { return (false); } break; case arti_teleport: P_ArtiTele(player); break; default: return (false); } return (true); }