ref: 8761422d31fdceb685b292a780727f3ad1d950db
dir: /src/strife/p_user.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005 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. // // DESCRIPTION: // Player related stuff. // Bobbing POV/weapon, movement. // Pending weapon. // //----------------------------------------------------------------------------- #include "doomdef.h" #include "d_event.h" #include "p_local.h" #include "doomstat.h" // Index of the special effects (INVUL inverse) map. #define INVERSECOLORMAP 32 #define LOOKPITCHAMOUNT 6 // villsa [STRIFE] #define CENTERVIEWAMOUNT (LOOKPITCHAMOUNT + 2) // villsa [STRIFE] #define LOOKUPMAX 90 // villsa [STRIFE] #define LOOKDOWNMAX -110 // villsa [STRIFE] // // Movement. // // 16 pixels of bob #define MAXBOB 0x100000 boolean onground; // // P_Thrust // Moves the given origin along a given angle. // void P_Thrust ( player_t* player, angle_t angle, fixed_t move ) { angle >>= ANGLETOFINESHIFT; 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 // Note: a LUT allows for effects // like a ramp with low health. 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->cheats & CF_NOMOMENTUM) || !onground) { 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; } } player->viewz = player->mo->z + player->viewheight + bob; // villsa [STRIFE] TODO - verify if(player->mo->flags & MF_FEETCLIPPED) player->viewz -= (13*FRACUNIT); if (player->viewz > player->mo->ceilingz-4*FRACUNIT) player->viewz = player->mo->ceilingz-4*FRACUNIT; } // // P_MovePlayer // void P_MovePlayer (player_t* player) { ticcmd_t* cmd; cmd = &player->cmd; player->mo->angle += (cmd->angleturn<<16); // Do not let the player control movement // if not onground. onground = (player->mo->z <= player->mo->floorz); // villsa [STRIFE] jump button if (onground && cmd->buttons2 & BT2_JUMP) { if(!player->deltaviewheight) player->mo->momz += (8*FRACUNIT); } if (cmd->forwardmove && onground) P_Thrust (player, player->mo->angle, cmd->forwardmove*2048); if (cmd->sidemove && onground) P_Thrust (player, player->mo->angle-ANG90, cmd->sidemove*2048); // villsa [STRIFE] TODO - verify if ( (cmd->forwardmove || cmd->sidemove) && player->mo->state == &states[S_PLAY_00] ) { P_SetMobjState (player->mo, S_PLAY_01); } // villsa [STRIFE] centerview button if (cmd->buttons2 & BT2_CENTERVIEW) player->centerview = 1; // villsa [STRIFE] adjust player's pitch when centerviewing if (player->centerview) { if (player->pitch <= 0) { if (player->pitch < 0) player->pitch = player->pitch + CENTERVIEWAMOUNT; } else { player->pitch = player->pitch - CENTERVIEWAMOUNT; } if (abs(player->pitch) < CENTERVIEWAMOUNT) { player->pitch = 0; player->centerview = 0; } } // villsa [STRIFE] look up action if (cmd->buttons2 & BT2_LOOKUP) { player->pitch += LOOKPITCHAMOUNT; if ((player->pitch + LOOKPITCHAMOUNT) > LOOKUPMAX || (player->pitch + LOOKPITCHAMOUNT) < LOOKDOWNMAX) player->pitch -= LOOKPITCHAMOUNT; } else { // villsa [STRIFE] look down action if (cmd->buttons2 & BT2_LOOKDOWN) { player->pitch -= LOOKPITCHAMOUNT; if ((player->pitch - LOOKPITCHAMOUNT) > LOOKUPMAX || (player->pitch - LOOKPITCHAMOUNT) < LOOKDOWNMAX) player->pitch += LOOKPITCHAMOUNT; } } } // // P_DeathThink // Fall on your face when dying. // Decrease POV height to floor height. // #define ANG5 (ANG90/18) void P_DeathThink (player_t* player) { angle_t angle; angle_t delta; P_MovePsprites (player); // fall to the ground if (player->viewheight > 6*FRACUNIT) player->viewheight -= FRACUNIT; if (player->viewheight < 6*FRACUNIT) player->viewheight = 6*FRACUNIT; player->deltaviewheight = 0; onground = (player->mo->z <= player->mo->floorz); 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) player->playerstate = PST_REBORN; } // // P_PlayerThink // void P_PlayerThink (player_t* player) { ticcmd_t* cmd; weapontype_t newweapon; // fixme: do this in the cheat code if (player->cheats & CF_NOCLIP) player->mo->flags |= MF_NOCLIP; else player->mo->flags &= ~MF_NOCLIP; // chain saw run forward cmd = &player->cmd; if (player->mo->flags & MF_JUSTATTACKED) { cmd->angleturn = 0; cmd->forwardmove = 0xc800/512; cmd->sidemove = 0; player->mo->flags &= ~MF_JUSTATTACKED; } if (player->playerstate == PST_DEAD) { P_DeathThink (player); return; } // Move around. // Reactiontime is used to prevent movement // for a bit after a teleport. if (player->mo->reactiontime) player->mo->reactiontime--; else P_MovePlayer (player); P_CalcHeight (player); if (player->mo->subsector->sector->special) P_PlayerInSpecialSector (player); // Check for weapon change. // A special event has no other buttons. if (cmd->buttons & BT_SPECIAL) cmd->buttons = 0; if (cmd->buttons & BT_CHANGE) { // The actual changing of the weapon is done // when the weapon psprite can do it // (read: not in the middle of an attack). newweapon = (cmd->buttons&BT_WEAPONMASK)>>BT_WEAPONSHIFT; // villsa [STRIFE] TODO - placeholder if (player->weaponowned[newweapon] && newweapon != player->readyweapon) { player->pendingweapon = newweapon; } // villsa [STRIFE] TODO - MUST FIX!!! /*if (newweapon == wp_fist && player->weaponowned[wp_chainsaw] && !(player->readyweapon == wp_chainsaw && player->powers[pw_strength])) { newweapon = wp_chainsaw; } if ( (gamemode == commercial) && newweapon == wp_shotgun && player->weaponowned[wp_supershotgun] && player->readyweapon != wp_supershotgun) { newweapon = wp_supershotgun; } if (player->weaponowned[newweapon] && newweapon != player->readyweapon) { // Do not go to plasma or BFG in shareware, // even if cheated. if ((newweapon != wp_plasma && newweapon != wp_bfg) || (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; // cycle psprites P_MovePsprites (player); // Counters, time dependend power ups. // haleyjd 08/30/10: [STRIFE] // Nukage count keeps track of exposure to hazardous conditions over time. // After accumulating 16 total seconds or more of exposure, you will take // 5 damage roughly once per second until the count drops back under 560 // tics. if (player->nukagecount) { player->nukagecount--; if (!(leveltime & 0x1f) && player->nukagecount > 16*TICRATE) P_DamageMobj(player->mo, NULL, NULL, 5); } // Strength counts up to diminish fade. if (player->powers[pw_strength]) player->powers[pw_strength]++; 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_ironfeet]) player->powers[pw_ironfeet]--; if (player->damagecount) player->damagecount--; if (player->bonuscount) player->bonuscount--; // Handling colormaps. if (player->powers[pw_invulnerability]) { if (player->powers[pw_invulnerability] > 4*32 || (player->powers[pw_invulnerability]&8) ) player->fixedcolormap = INVERSECOLORMAP; else player->fixedcolormap = 0; } else if (player->powers[pw_infrared]) { if (player->powers[pw_infrared] > 4*32 || (player->powers[pw_infrared]&8) ) { // almost full bright player->fixedcolormap = 1; } else player->fixedcolormap = 0; } else player->fixedcolormap = 0; }