ref: ded5e702b8f28f9eb2d5322d47f0cd08e93cb74b
dir: /src/strife/p_pspr.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: // Weapon sprite animation, weapon objects. // Action functions for weapons. // //----------------------------------------------------------------------------- #include "doomdef.h" #include "d_event.h" #include "deh_misc.h" #include "m_random.h" #include "p_local.h" #include "s_sound.h" // State. #include "doomstat.h" // Data. #include "sounds.h" #include "p_pspr.h" #define LOWERSPEED FRACUNIT*6 #define RAISESPEED FRACUNIT*6 #define WEAPONBOTTOM 128*FRACUNIT #define WEAPONTOP 32*FRACUNIT // // P_SetPsprite // void P_SetPsprite ( player_t* player, int position, statenum_t stnum ) { pspdef_t* psp; state_t* state; psp = &player->psprites[position]; do { if (!stnum) { // object removed itself psp->state = NULL; break; } state = &states[stnum]; psp->state = state; psp->tics = state->tics; // could be 0 // villsa [STRIFE] unused /*if (state->misc1) { // coordinate set psp->sx = state->misc1 << FRACBITS; psp->sy = state->misc2 << FRACBITS; }*/ // Call action routine. // Modified handling. if (state->action.acp2) { state->action.acp2(player, psp); if (!psp->state) break; } stnum = psp->state->nextstate; } while (!psp->tics); // an initial state of 0 could cycle through } // // P_CalcSwing // fixed_t swingx; fixed_t swingy; void P_CalcSwing (player_t* player) { fixed_t swing; int angle; // OPTIMIZE: tablify this. // A LUT would allow for different modes, // and add flexibility. swing = player->bob; angle = (FINEANGLES/70*leveltime)&FINEMASK; swingx = FixedMul ( swing, finesine[angle]); angle = (FINEANGLES/70*leveltime+FINEANGLES/2)&FINEMASK; swingy = -FixedMul ( swingx, finesine[angle]); } // // P_BringUpWeapon // Starts bringing the pending weapon up // from the bottom of the screen. // Uses player // void P_BringUpWeapon (player_t* player) { statenum_t newstate; if (player->pendingweapon == wp_nochange) player->pendingweapon = player->readyweapon; // villsa [STRIFE] unused /*if (player->pendingweapon == wp_chainsaw) S_StartSound (player->mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds*/ newstate = weaponinfo[player->pendingweapon].upstate; player->pendingweapon = wp_nochange; player->psprites[ps_weapon].sy = WEAPONBOTTOM; P_SetPsprite (player, ps_weapon, newstate); } // // P_CheckAmmo // Returns true if there is enough ammo to shoot. // If not, selects the next weapon to use. // boolean P_CheckAmmo (player_t* player) { ammotype_t ammo; int count; // villsa [STRIFE] TODO - temp until this function is cleaned up return true; ammo = weaponinfo[player->readyweapon].ammo; // Minimal amount for one shot varies. // villsa [STRIFE] unused /*if (player->readyweapon == wp_bfg) count = deh_bfg_cells_per_shot; else if (player->readyweapon == wp_supershotgun) count = 2; // Double barrel. else*/ count = 1; // Regular. // Some do not need ammunition anyway. // Return if current ammunition sufficient. if (ammo == am_noammo || player->ammo[ammo] >= count) return true; // Out of ammo, pick a weapon to change to. // Preferences are set here. // villsa [STRIFE] TODO - BEWARE, NO WEAPON PREFERENCE, MUST FIX! /*do { if (player->weaponowned[wp_plasma] && player->ammo[am_cell] && (gamemode != shareware) ) { player->pendingweapon = wp_plasma; } else if (player->weaponowned[wp_supershotgun] && player->ammo[am_shell]>2 && (gamemode == commercial) ) { player->pendingweapon = wp_supershotgun; } else if (player->weaponowned[wp_chaingun] && player->ammo[am_clip]) { player->pendingweapon = wp_chaingun; } else if (player->weaponowned[wp_shotgun] && player->ammo[am_shell]) { player->pendingweapon = wp_shotgun; } else if (player->ammo[am_clip]) { player->pendingweapon = wp_pistol; } else if (player->weaponowned[wp_chainsaw]) { player->pendingweapon = wp_chainsaw; } else if (player->weaponowned[wp_missile] && player->ammo[am_misl]) { player->pendingweapon = wp_missile; } else if (player->weaponowned[wp_bfg] && player->ammo[am_cell]>40 && (gamemode != shareware) ) { player->pendingweapon = wp_bfg; } else { // If everything fails. player->pendingweapon = wp_fist; } } while (player->pendingweapon == wp_nochange);*/ // Now set appropriate weapon overlay. P_SetPsprite (player, ps_weapon, weaponinfo[player->readyweapon].downstate); return false; } // // P_FireWeapon. // void P_FireWeapon (player_t* player) { statenum_t newstate; if (!P_CheckAmmo (player)) return; // villsa [STRIFE] TODO - verify P_SetMobjState (player->mo, S_PLAY_05); newstate = weaponinfo[player->readyweapon].atkstate; P_SetPsprite (player, ps_weapon, newstate); P_NoiseAlert (player->mo, player->mo); } // // P_DropWeapon // Player died, so put the weapon away. // void P_DropWeapon (player_t* player) { P_SetPsprite (player, ps_weapon, weaponinfo[player->readyweapon].downstate); } // // A_WeaponReady // The player can fire the weapon // or change to another weapon at this time. // Follows after getting weapon up, // or after previous attack/fire sequence. // void A_WeaponReady ( player_t* player, pspdef_t* psp ) { statenum_t newstate; int angle; // get out of attack state // villsa [STRIFE] TODO - verify if (player->mo->state == &states[S_PLAY_05] || player->mo->state == &states[S_PLAY_06] ) { P_SetMobjState (player->mo, S_PLAY_00); } // villsa [STRIFE] unused /*if (player->readyweapon == wp_chainsaw && psp->state == &states[S_SAW]) { S_StartSound (player->mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds }*/ // check for change // if player is dead, put the weapon away if (player->pendingweapon != wp_nochange || !player->health) { // change weapon // (pending weapon should allready be validated) newstate = weaponinfo[player->readyweapon].downstate; P_SetPsprite (player, ps_weapon, newstate); return; } // check for fire // the missile launcher and bfg do not auto fire if (player->cmd.buttons & BT_ATTACK) { if ( !player->attackdown /*|| (player->readyweapon != wp_missile // villsa [STRIFE] unused? && player->readyweapon != wp_bfg)*/ ) { player->attackdown = true; P_FireWeapon (player); return; } } else player->attackdown = false; // bob the weapon based on movement speed angle = (128*leveltime)&FINEMASK; psp->sx = FRACUNIT + FixedMul (player->bob, finecosine[angle]); angle &= FINEANGLES/2-1; psp->sy = WEAPONTOP + FixedMul (player->bob, finesine[angle]); } // // A_ReFire // The player can re-fire the weapon // without lowering it entirely. // void A_ReFire ( player_t* player, pspdef_t* psp ) { // check for fire // (if a weaponchange is pending, let it go through instead) if ( (player->cmd.buttons & BT_ATTACK) && player->pendingweapon == wp_nochange && player->health) { player->refire++; P_FireWeapon (player); } else { player->refire = 0; P_CheckAmmo (player); } } void A_CheckReload ( player_t* player, pspdef_t* psp ) { P_CheckAmmo (player); #if 0 if (player->ammo[am_shell]<2) P_SetPsprite (player, ps_weapon, S_DSNR1); #endif } // // A_Lower // Lowers current weapon, // and changes weapon at bottom. // void A_Lower ( player_t* player, pspdef_t* psp ) { psp->sy += LOWERSPEED; // Is already down. if (psp->sy < WEAPONBOTTOM ) return; // Player is dead. if (player->playerstate == PST_DEAD) { psp->sy = WEAPONBOTTOM; // don't bring weapon back up return; } // The old weapon has been lowered off the screen, // so change the weapon and start raising it if (!player->health) { // Player is dead, so keep the weapon off screen. P_SetPsprite (player, ps_weapon, S_NULL); return; } player->readyweapon = player->pendingweapon; P_BringUpWeapon (player); } // // A_Raise // void A_Raise ( player_t* player, pspdef_t* psp ) { statenum_t newstate; psp->sy -= RAISESPEED; if (psp->sy > WEAPONTOP ) return; psp->sy = WEAPONTOP; // The weapon has been raised all the way, // so change to the ready state. newstate = weaponinfo[player->readyweapon].readystate; P_SetPsprite (player, ps_weapon, newstate); } // // A_GunFlash // void A_GunFlash ( player_t* player, pspdef_t* psp ) { // villsa [STRIFE] TODO - verify P_SetMobjState (player->mo, S_PLAY_06); P_SetPsprite (player,ps_flash,weaponinfo[player->readyweapon].flashstate); } // // WEAPON ATTACKS // // // A_Punch // void A_Punch ( player_t* player, pspdef_t* psp ) { angle_t angle; int damage; int slope; damage = (P_Random ()%10+1)<<1; if (player->powers[pw_strength]) damage *= 10; angle = player->mo->angle; angle += (P_Random()-P_Random())<<18; slope = P_AimLineAttack (player->mo, angle, MELEERANGE); P_LineAttack (player->mo, angle, MELEERANGE, slope, damage); // turn to face target if (linetarget) { S_StartSound (player->mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds player->mo->angle = R_PointToAngle2 (player->mo->x, player->mo->y, linetarget->x, linetarget->y); } } // Doom does not check the bounds of the ammo array. As a result, // it is possible to use an ammo type > 4 that overflows into the // maxammo array and affects that instead. Through dehacked, for // example, it is possible to make a weapon that decreases the max // number of ammo for another weapon. Emulate this. static void DecreaseAmmo(player_t *player, int ammonum, int amount) { if (ammonum < NUMAMMO) { player->ammo[ammonum] -= amount; } else { player->maxammo[ammonum - NUMAMMO] -= amount; } } // // A_FireFlameThrower // villsa [STRIFE] completly new compared to the original // void A_FireFlameThrower(player_t* player, pspdef_t* psp) { mobj_t* mo; P_SetMobjState(player->mo, S_PLAY_06); player->ammo[weaponinfo[player->readyweapon].ammo]--; player->mo->angle += (P_Random() - P_Random()) << 18; mo = P_SpawnPlayerMissile(player->mo, MT_SFIREBALL); mo->momz += (5*FRACUNIT); } // // A_FireMissile // villsa [STRIFE] completly new compared to the original // void A_FireMissile(player_t* player, pspdef_t* psp) { angle_t an; mobj_t* mo; an = player->mo->angle; player->mo->angle += (P_Random() - P_Random())<<(19 - (player->accuracy * 4 / 100)); P_SetMobjState(player->mo, S_PLAY_06); player->ammo[weaponinfo[player->readyweapon].ammo]--; P_SpawnPlayerMissile(player->mo, MT_MINIMISSLE); player->mo->angle = an; } // // A_FireMauler2 // villsa [STRIFE] - new codepointer // void A_FireMauler2(player_t* player, pspdef_t* pspr) { P_SetMobjState(player->mo, S_PLAY_06); P_DamageMobj(player->mo, player->mo, NULL, 20); player->ammo[weaponinfo[player->readyweapon].ammo] -= 30; P_SpawnPlayerMissile(player->mo, MT_TORPEDO); P_Thrust(player, player->mo->angle + ANG180, 512000); } // // A_FireGrenade // villsa [STRIFE] - new codepointer // void A_FireGrenade(player_t* player, pspdef_t* pspr) { mobjtype_t type; mobj_t* mo; state_t* st1; state_t* st2; angle_t an; fixed_t radius; // decide on what type of grenade to spawn if(player->readyweapon == wp_hegrenade) type = MT_HEGRENADE; else { if(player->readyweapon == wp_wpgrenade) type = MT_PGRENADE; } player->ammo[weaponinfo[player->readyweapon].ammo]--; // set flash frame st1 = &states[(pspr->state - states) + weaponinfo[player->readyweapon].flashstate]; st2 = &states[weaponinfo[player->readyweapon].atkstate]; P_SetPsprite(player, ps_flash, st1 - st2); player->mo->z += (32*FRACUNIT); // ugh mo = P_SpawnMortar(player->mo, type); player->mo->z -= (32*FRACUNIT); // ugh // change momz based on player's pitch mo->momz = FixedMul((player->pitch<<FRACBITS) / 160, mo->info->speed) + (8*FRACUNIT); S_StartSound(mo, mo->info->seesound); radius = mobjinfo[type].radius + player->mo->info->radius; an = (player->mo->angle >> ANGLETOFINESHIFT); mo->x += FixedMul(finecosine[an], radius + (4*FRACUNIT)); mo->y += FixedMul(finesine[an], radius + (4*FRACUNIT)); // shoot grenade from left or right side? if(&states[weaponinfo[player->readyweapon].atkstate] == pspr->state) an = (player->mo->angle - ANG90) >> ANGLETOFINESHIFT; else an = (player->mo->angle + ANG90) >> ANGLETOFINESHIFT; mo->x += FixedMul((15*FRACUNIT), finecosine[an]); mo->y += FixedMul((15*FRACUNIT), finesine[an]); // set bounce flag mo->flags |= MF_BOUNCE; } // // A_FireElectricBolt // villsa [STRIFE] - new codepointer // void A_FireElectricBolt(player_t* player, pspdef_t* pspr) { angle_t an = player->mo->angle; player->mo->angle += (P_Random() - P_Random()) << (18 - (player->accuracy * 4 / 100)); player->ammo[weaponinfo[player->readyweapon].ammo]--; P_SpawnPlayerMissile(player->mo, MT_ELECARROW); player->mo->angle = an; S_StartSound(player->mo, sfx_xbow); } // // A_FirePoisonBolt // villsa [STRIFE] - new codepointer // void A_FirePoisonBolt(player_t* player, pspdef_t* pspr) { angle_t an = player->mo->angle; player->mo->angle += (P_Random() - P_Random())<<(18 - (player->accuracy * 4 / 100)); player->ammo[weaponinfo[player->readyweapon].ammo]--; P_SpawnPlayerMissile(player->mo, MT_POISARROW); player->mo->angle = an; S_StartSound(player->mo, sfx_xbow); } // // P_BulletSlope // Sets a slope so a near miss is at aproximately // the height of the intended target // fixed_t bulletslope; void P_BulletSlope (mobj_t* mo) { angle_t an; // see which target is to be aimed at an = mo->angle; bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT); if (!linetarget) { an += 1<<26; bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT); if (!linetarget) { an -= 2<<26; bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT); } } } // // P_GunShot // void P_GunShot ( mobj_t* mo, boolean accurate ) { angle_t angle; int damage; damage = 4*(P_Random ()%3+4); // villsa [STRIFE] different damage formula angle = mo->angle; // villsa [STRIFE] apply player accuracy if (!accurate) angle += (P_Random()-P_Random())<<(20 - (mo->player->accuracy * 4 / 100)); P_LineAttack (mo, angle, MISSILERANGE, bulletslope, damage); } // // A_FireRifle // villsa [STRIFE] - new codepointer // void A_FireRifle(player_t* player, pspdef_t* pspr) { S_StartSound(player->mo, sfx_rifle); if(player->ammo[weaponinfo[player->readyweapon].ammo]) { P_SetMobjState(player->mo, S_PLAY_06); player->ammo[weaponinfo[player->readyweapon].ammo]--; P_BulletSlope(player->mo); P_GunShot(player->mo, !player->refire); } } // // A_FireMauler1 // villsa [STRIFE] - new codepointer // void A_FireMauler1(player_t* player, pspdef_t* pspr) { int i; angle_t angle; int damage; if(player->ammo[weaponinfo[player->readyweapon].ammo] > 20) { player->ammo[weaponinfo[player->readyweapon].ammo] -= 20; P_BulletSlope(player->mo); S_StartSound(player->mo, sfx_pgrdat); for(i = 0; i < 20; i++) { damage = 5*(P_Random ()%3+1); angle = player->mo->angle; angle += (P_Random()-P_Random())<<19; P_LineAttack(player->mo, angle, MISSILERANGE, bulletslope + ((P_Random()-P_Random())<<5), damage); } } } // // A_SigilSound // villsa [STRIFE] - new codepointer // void A_SigilSound(player_t* player, pspdef_t* pspr) { S_StartSound(player->mo, sfx_siglup); player->extralight = 2; } // // ? // void A_Light0 (player_t *player, pspdef_t *psp) { player->extralight = 0; } void A_Light1 (player_t *player, pspdef_t *psp) { player->extralight = 1; } void A_Light2 (player_t *player, pspdef_t *psp) { player->extralight = 2; } // // P_SetupPsprites // Called at start of level for each player. // void P_SetupPsprites (player_t* player) { int i; // remove all psprites for (i=0 ; i<NUMPSPRITES ; i++) player->psprites[i].state = NULL; // spawn the gun player->pendingweapon = player->readyweapon; P_BringUpWeapon (player); } // // P_MovePsprites // Called every tic by player thinking routine. // void P_MovePsprites (player_t* player) { int i; pspdef_t* psp; state_t* state; psp = &player->psprites[0]; for (i=0 ; i<NUMPSPRITES ; i++, psp++) { // a null state means not active if ( (state = psp->state) ) { // drop tic count and possibly change state // a -1 tic count never changes if (psp->tics != -1) { psp->tics--; if (!psp->tics) P_SetPsprite (player, i, psp->state->nextstate); } } } player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx; player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy; }