ref: cb142afe2e4bfa756249cd0e7e17ddd3ec820a87
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 <stdlib.h> #include "doomdef.h" #include "d_event.h" #include "p_local.h" #include "sounds.h" // villsa [STRIFE] #include "p_dialog.h" // villsa [STRIFE] #include "d_main.h" // villsa [STRIFE] #include "doomstat.h" #include "deh_str.h" // haleyjd [STRIFE] #include "z_zone.h" #include "w_wad.h" #include "p_pspr.h" #include "m_random.h" #include "s_sound.h" #include "p_inter.h" // Index of the special effects (INVUL inverse) map. #define LOOKPITCHAMOUNT 6 // villsa [STRIFE] #define CENTERVIEWAMOUNT (LOOKPITCHAMOUNT + 2) // villsa [STRIFE] #define LOOKUPMAX 90 // villsa [STRIFE] #define LOOKDOWNMAX -110 // villsa [STRIFE] boolean P_UseInventoryItem(player_t* player, int item); // fraggle [STRIFE] void P_DropInventoryItem(player_t* player, int sprite); // villsa [STRIFE] boolean P_ItemBehavior(player_t* player, int item); // villsa [STRIFE] static char useinventorymsg[44]; // villsa [STRIFE] // // Movement. // // 16 pixels of bob #define MAXBOB 0x100000 boolean onground; // // P_Thrust // Moves the given origin along a given angle. // // [STRIFE] Verified unmodified // 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 // // [STRIFE] Some odd adjustments, and terrain view 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; // haleyjd 20110205 [STRIFE]: No CF_NOMOMENTUM check, and Rogue also removed // the dead code inside. if (!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] account for terrain lowering the view 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; // haleyjd [STRIFE]: added a floorz clip here if (player->viewz < player->mo->floorz) player->viewz = player->mo->floorz; } // // P_MovePlayer // // [STRIFE] Adjustments to allow air control, jumping, and up/down look. // 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] allows player to climb over things by jumping // haleyjd 20110205: air control thrust should be 256, not cmd->forwardmove if(!onground) { if(cmd->forwardmove) P_Thrust (player, player->mo->angle, 256); } else { // villsa [STRIFE] jump button if (cmd->buttons2 & BT2_JUMP) { if(!player->deltaviewheight) player->mo->momz += 8*FRACUNIT; } // haleyjd 20110205 [STRIFE] Either Rogue or Watcom removed the // redundant "onground" checks from these if's. if (cmd->forwardmove) P_Thrust (player, player->mo->angle, cmd->forwardmove*2048); if (cmd->sidemove) P_Thrust (player, player->mo->angle-ANG90, cmd->sidemove*2048); } // villsa [STRIFE] player walking state set 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. // // [STRIFE] Modifications for up/down look. // #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--; // villsa [STRIFE] if(player->pitch <= 90) player->pitch = player->pitch + 3; if(player->cmd.buttons & BT_USE) player->playerstate = PST_REBORN; } // // P_PlayerThink // // [STRIFE] Massive changes/additions: // * NOCLIP hack removed // * P_DeathThink moved up // * Inventory use/dropping // * Strife weapons logic // * Dialog // * Strife powerups and nukage behavior // * Fire Death/Sigil Shock // void P_PlayerThink (player_t* player) { ticcmd_t* cmd; weapontype_t newweapon; // villsa [STRIFE] unused code (see ST_Responder) /* // fixme: do this in the cheat code if (player->cheats & CF_NOCLIP) player->mo->flags |= MF_NOCLIP; else player->mo->flags &= ~MF_NOCLIP; */ // haleyjd 20110205 [STRIFE]: P_DeathThink moved up if (player->playerstate == PST_DEAD) { P_DeathThink (player); return; } // 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; } // 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); // villsa [STRIFE] handle inventory input if(cmd->buttons2 & (BT2_HEALTH|BT2_INVUSE|BT2_INVDROP)) { if(!player->inventorydown) { if(cmd->buttons2 & BT2_HEALTH) P_UseInventoryItem(player, SPR_FULL); else if(cmd->buttons2 & BT2_INVUSE) P_UseInventoryItem(player, cmd->inventory); else if(cmd->buttons2 & BT2_INVDROP) { P_DropInventoryItem(player, cmd->inventory); // haleyjd 20110205: removed incorrect "else" here // villsa [STRIFE] if(workparm) { int cheat = player->cheats ^ 1; player->cheats ^= CF_NOCLIP; if(cheat & CF_NOCLIP) { player->message = DEH_String("No Clipping Mode ON"); player->mo->flags |= MF_NOCLIP; } else { player->mo->flags &= ~MF_NOCLIP; player->message = DEH_String("No Clipping Mode OFF"); } } } } player->inventorydown = true; } else player->inventorydown = false; // 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] select poison bow if(newweapon == wp_elecbow) { if(player->weaponowned[wp_poisonbow] && player->readyweapon == wp_elecbow) { if(player->ammo[weaponinfo[wp_poisonbow].ammo]) newweapon = wp_poisonbow; } } // villsa [STRIFE] select wp grenade launcher if(newweapon == wp_hegrenade) { if(player->weaponowned[wp_wpgrenade] && player->readyweapon == wp_hegrenade) { if(player->ammo[weaponinfo[wp_wpgrenade].ammo]) newweapon = wp_wpgrenade; } } // villsa [STRIFE] select torpedo if(newweapon == wp_mauler) { if(player->weaponowned[wp_torpedo] && player->readyweapon == wp_mauler) { if(player->ammo[weaponinfo[am_cell].ammo] >= 30) newweapon = wp_torpedo; } } if(player->weaponowned[newweapon] && newweapon != player->readyweapon) { // villsa [STRIFE] check weapon if in demo mode or not if(weaponinfo[newweapon].availabledemo || !isdemoversion) { if(player->ammo[weaponinfo[newweapon].ammo]) player->pendingweapon = newweapon; else { // decide between electric bow or poison arrow if(newweapon == wp_elecbow && player->ammo[am_poisonbolts] && player->readyweapon != wp_poisonbow) { player->pendingweapon = wp_poisonbow; } // decide between hp grenade launcher or wp grenade launcher else if(newweapon == wp_hegrenade && player->ammo[am_wpgrenades] && player->readyweapon != wp_wpgrenade) { player->pendingweapon = wp_wpgrenade; } // villsa [STRIFE] - no check for mauler/torpedo?? } } } } // check for use if(cmd->buttons & BT_USE) { if(!player->usedown) { P_DialogStart(player); // villsa [STRIFE] P_UseLines (player); player->usedown = true; } } else player->usedown = false; // cycle psprites P_MovePsprites (player); // Counters, time dependend power ups. // Strength counts up to diminish fade. if (player->powers[pw_strength]) player->powers[pw_strength]++; // villsa [STRIFE] targeter powerup if(player->powers[pw_targeter]) { player->powers[pw_targeter]--; if(player->powers[pw_targeter] == 1) { P_SetPsprite(player, ps_targcenter, S_NULL); P_SetPsprite(player, ps_targleft, S_NULL); P_SetPsprite(player, ps_targright, S_NULL); } else if(player->powers[pw_targeter] - 1 < 5*TICRATE) { if(player->powers[pw_targeter] & 32) { P_SetPsprite(player, ps_targright, S_NULL); P_SetPsprite(player, ps_targleft, S_TRGT_01); // 11 } else if(player->powers[pw_targeter] & 16) // haleyjd 20110205: missing else { P_SetPsprite(player, ps_targright, S_TRGT_02); // 12 P_SetPsprite(player, ps_targleft, S_NULL); } } } if(player->powers[pw_invisibility]) { // villsa [STRIFE] remove mvis flag as well if(!--player->powers[pw_invisibility]) player->mo->flags &= ~(MF_SHADOW|MF_MVIS); } if(player->powers[pw_ironfeet]) { player->powers[pw_ironfeet]--; // villsa [STRIFE] gasmask sound if(!(leveltime & 0x3f)) S_StartSound(player->mo, sfx_mask); } if(player->powers[pw_allmap] > 1) player->powers[pw_allmap]--; // 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); } if(player->damagecount) player->damagecount--; if(player->bonuscount) player->bonuscount--; // villsa [STRIFE] checks for extralight if(player->extralight >= 0) { if(player->cheats & CF_ONFIRE) player->fixedcolormap = 1; else player->fixedcolormap = 0; } else // Sigil shock: player->fixedcolormap = INVERSECOLORMAP; } // // P_RemoveInventoryItem // villsa [STRIFE] new function // char* P_RemoveInventoryItem(player_t *player, int slot, int amount) { mobjtype_t type; player->inventory[slot].amount -= amount; player->st_update = true; type = player->inventory[slot].type; if(!player->inventory[slot].amount) { // shift everything above it down // see P_TakeDialogItem for notes on possible bugs int j; for(j = slot + 1; j <= player->numinventory; j++) { inventory_t *item1 = &(player->inventory[j - 1]); inventory_t *item2 = &(player->inventory[j]); *item1 = *item2; } player->inventory[player->numinventory].type = NUMMOBJTYPES; player->inventory[player->numinventory].sprite = -1; player->numinventory--; // update cursor position if(player->inventorycursor >= player->numinventory) { if(player->inventorycursor) player->inventorycursor--; } } return mobjinfo[type].name; } // // P_DropInventoryItem // villsa [STRIFE] new function // void P_DropInventoryItem(player_t* player, int sprite) { int invslot; inventory_t *item; mobjtype_t type; int amount; invslot = 0; amount = 1; while(invslot < player->numinventory && sprite != player->inventory[invslot].sprite) invslot++; item = &(player->inventory[invslot]); type = item->type; if(item->amount) { angle_t angle; fixed_t dist; mobj_t* mo; mobj_t* mobjitem; fixed_t x; fixed_t y; fixed_t z; int r; if(item->type == MT_MONY_1) { if(item->amount >= 50) { type = MT_MONY_50; amount = 50; } else if(item->amount >= 25) { type = MT_MONY_25; amount = 25; } else if(item->amount >= 10) { type = MT_MONY_10; amount = 10; } } if(type >= NUMMOBJTYPES) return; angle = player->mo->angle; r = P_Random(); angle = (angle + ((r - P_Random()) << 18)) >> ANGLETOFINESHIFT; if(angle < 7618 && angle >= 6718) angle = 7618; else if(angle < 5570 && angle >= 4670) angle = 5570; else if(angle < 3522 && angle >= 2622) angle = 3522; else if(angle < 1474 && angle >= 574) angle = 1474; mo = player->mo; dist = mobjinfo[type].radius + mo->info->radius + (4*FRACUNIT); x = mo->x + FixedMul(finecosine[angle], dist); y = mo->y + FixedMul(finesine[angle], dist); z = mo->z + (10*FRACUNIT); mobjitem = P_SpawnMobj(x, y, z, type); mobjitem->flags |= (MF_SPECIAL|MF_DROPPED); if(P_CheckPosition(mobjitem, x, y)) { mobjitem->angle = (angle << ANGLETOFINESHIFT); mobjitem->momx = FixedMul(finecosine[angle], (5*FRACUNIT)) + mo->momx; mobjitem->momy = FixedMul(finesine[angle], (5*FRACUNIT)) + mo->momy; mobjitem->momz = FRACUNIT; P_RemoveInventoryItem(player, invslot, amount); } else P_RemoveMobj(mobjitem); } } // // P_TossDegninOre // villsa [STRIFE] new function // boolean P_TossDegninOre(player_t* player) { angle_t angle; mobj_t* mo; mobj_t* ore; fixed_t x; fixed_t y; fixed_t z; fixed_t dist; angle = player->mo->angle >> ANGLETOFINESHIFT; if(angle < 7618 && angle >= 6718) angle = 7618; else if(angle < 5570 && angle >= 4670) angle = 5570; else if(angle < 3522 && angle >= 2622) angle = 3522; else if(angle < 1474 && angle >= 574) angle = 1474; mo = player->mo; dist = mobjinfo[MT_DEGNINORE].radius + mo->info->radius + (4*FRACUNIT); x = mo->x + FixedMul(finecosine[angle], dist); y = mo->y + FixedMul(finesine[angle], dist); z = mo->z + (10*FRACUNIT); ore = P_SpawnMobj(x, y, z, MT_DEGNINORE); if(P_CheckPosition(ore, x, y)) { ore->target = mo; ore->angle = (angle << ANGLETOFINESHIFT); ore->momx = FixedMul(finecosine[angle], (5*FRACUNIT)); ore->momy = FixedMul(finesine[angle], (5*FRACUNIT)); ore->momz = FRACUNIT; return true; } else P_RemoveMobj(ore); return false; } // // P_SpawnTeleportBeacon // villsa [STRIFE] new function // boolean P_SpawnTeleportBeacon(player_t* player) { angle_t angle; int r; mobj_t* mo; mobj_t* beacon; fixed_t x; fixed_t y; fixed_t z; fixed_t dist; angle = player->mo->angle; r = P_Random(); angle = (angle + ((r - P_Random()) << 18)) >> ANGLETOFINESHIFT; if(angle < 7618 && angle >= 6718) angle = 7618; else if(angle < 5570 && angle >= 4670) angle = 5570; else if(angle < 3522 && angle >= 2622) angle = 3522; else if(angle < 1474 && angle >= 574) angle = 1474; mo = player->mo; dist = mobjinfo[MT_BEACON].radius + mo->info->radius + (4*FRACUNIT); x = mo->x + FixedMul(finecosine[angle], dist); y = mo->y + FixedMul(finesine[angle], dist); z = mo->z + (10*FRACUNIT); beacon = P_SpawnMobj(x, y, z, MT_BEACON); if(P_CheckPosition(beacon, x, y)) { beacon->target = mo; beacon->miscdata = mo->miscdata; beacon->angle = (angle << ANGLETOFINESHIFT); beacon->momx = FixedMul(finecosine[angle], (5*FRACUNIT)); beacon->momy = FixedMul(finesine[angle], (5*FRACUNIT)); beacon->momz = FRACUNIT; P_SetMobjState(beacon, beacon->info->seestate); return true; } else P_RemoveMobj(beacon); return false; } // // P_UseInventoryItem // villsa [STRIFE] new function // boolean P_UseInventoryItem(player_t* player, int item) { int i; char* name; if(player->cheats & CF_ONFIRE) return false; for(i = 0; i < player->numinventory; i++) { if(item != player->inventory[i].sprite) continue; if(!P_ItemBehavior(player, item)) return false; name = P_RemoveInventoryItem(player, i, 1); if(name == NULL) name = "Item"; sprintf(useinventorymsg, "You used the %s.", name); player->message = useinventorymsg; if(player == &players[consoleplayer]) S_StartSound(NULL, sfx_itemup); return true; } return false; } // // P_ItemBehavior // villsa [STRIFE] new function // boolean P_ItemBehavior(player_t* player, int item) { switch(item) { case SPR_ARM1: // 136 return P_GiveArmor(player, 2); case SPR_ARM2: // 137 return P_GiveArmor(player, 1); case SPR_SHD1: // 186 return P_GivePower(player, pw_invisibility); case SPR_MASK: // 187 return P_GivePower(player, pw_ironfeet); case SPR_PMUP: // 191 if(!player->powers[pw_allmap]) { player->message = "The scanner won't work without a map!"; return false; } player->powers[pw_allmap] = PMUPTICS; return true; // haleyjd 20110228: repaired case SPR_STMP: // 180 return P_GiveBody(player, 10); case SPR_MDKT: // 181 return P_GiveBody(player, 25); case SPR_FULL: // 130 return P_GiveBody(player, 200); case SPR_BEAC: // 135 return P_SpawnTeleportBeacon(player); case SPR_TARG: // 108 return P_GivePower(player, pw_targeter); } return false; }