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298 | serge | 1 | // Emacs style mode select -*- C++ -*- |
2 | //----------------------------------------------------------------------------- |
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3 | // |
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4 | // $Id:$ |
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5 | // |
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6 | // Copyright (C) 1993-1996 by id Software, Inc. |
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7 | // |
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8 | // This source is available for distribution and/or modification |
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9 | // only under the terms of the DOOM Source Code License as |
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10 | // published by id Software. All rights reserved. |
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11 | // |
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12 | // The source is distributed in the hope that it will be useful, |
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13 | // but WITHOUT ANY WARRANTY; without even the implied warranty of |
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14 | // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License |
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15 | // for more details. |
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16 | // |
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17 | // $Log:$ |
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18 | // |
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19 | // DESCRIPTION: |
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20 | // Player related stuff. |
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21 | // Bobbing POV/weapon, movement. |
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22 | // Pending weapon. |
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23 | // |
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24 | //----------------------------------------------------------------------------- |
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25 | |||
26 | |||
27 | static const char |
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28 | rcsid[] = "$Id: p_user.c,v 1.3 1997/01/28 22:08:29 b1 Exp $"; |
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29 | |||
30 | |||
31 | #include "doomdef.h" |
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32 | #include "d_event.h" |
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33 | |||
34 | #include "p_local.h" |
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35 | |||
36 | #include "doomstat.h" |
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37 | |||
38 | |||
39 | |||
40 | // Index of the special effects (INVUL inverse) map. |
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41 | #define INVERSECOLORMAP 32 |
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42 | |||
43 | |||
44 | // |
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45 | // Movement. |
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46 | // |
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47 | |||
48 | // 16 pixels of bob |
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49 | #define MAXBOB 0x100000 |
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50 | |||
51 | boolean onground; |
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52 | |||
53 | |||
54 | // |
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55 | // P_Thrust |
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56 | // Moves the given origin along a given angle. |
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57 | // |
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58 | void |
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59 | P_Thrust |
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60 | ( player_t* player, |
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61 | angle_t angle, |
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62 | fixed_t move ) |
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63 | { |
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64 | angle >>= ANGLETOFINESHIFT; |
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65 | |||
66 | player->mo->momx += FixedMul(move,finecosine[angle]); |
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67 | player->mo->momy += FixedMul(move,finesine[angle]); |
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68 | } |
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69 | |||
70 | |||
71 | |||
72 | |||
73 | // |
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74 | // P_CalcHeight |
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75 | // Calculate the walking / running height adjustment |
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76 | // |
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77 | void P_CalcHeight (player_t* player) |
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78 | { |
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79 | int angle; |
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80 | fixed_t bob; |
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81 | |||
82 | // Regular movement bobbing |
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83 | // (needs to be calculated for gun swing |
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84 | // even if not on ground) |
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85 | // OPTIMIZE: tablify angle |
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86 | // Note: a LUT allows for effects |
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87 | // like a ramp with low health. |
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88 | player->bob = |
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89 | FixedMul (player->mo->momx, player->mo->momx) |
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90 | + FixedMul (player->mo->momy,player->mo->momy); |
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91 | |||
92 | player->bob >>= 2; |
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93 | |||
94 | if (player->bob>MAXBOB) |
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95 | player->bob = MAXBOB; |
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96 | |||
97 | if ((player->cheats & CF_NOMOMENTUM) || !onground) |
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98 | { |
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99 | player->viewz = player->mo->z + VIEWHEIGHT; |
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100 | |||
101 | if (player->viewz > player->mo->ceilingz-4*FRACUNIT) |
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102 | player->viewz = player->mo->ceilingz-4*FRACUNIT; |
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103 | |||
104 | player->viewz = player->mo->z + player->viewheight; |
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105 | return; |
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106 | } |
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107 | |||
108 | angle = (FINEANGLES/20*leveltime)&FINEMASK; |
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109 | bob = FixedMul ( player->bob/2, finesine[angle]); |
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110 | |||
111 | |||
112 | // move viewheight |
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113 | if (player->playerstate == PST_LIVE) |
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114 | { |
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115 | player->viewheight += player->deltaviewheight; |
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116 | |||
117 | if (player->viewheight > VIEWHEIGHT) |
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118 | { |
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119 | player->viewheight = VIEWHEIGHT; |
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120 | player->deltaviewheight = 0; |
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121 | } |
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122 | |||
123 | if (player->viewheight < VIEWHEIGHT/2) |
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124 | { |
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125 | player->viewheight = VIEWHEIGHT/2; |
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126 | if (player->deltaviewheight <= 0) |
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127 | player->deltaviewheight = 1; |
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128 | } |
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129 | |||
130 | if (player->deltaviewheight) |
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131 | { |
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132 | player->deltaviewheight += FRACUNIT/4; |
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133 | if (!player->deltaviewheight) |
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134 | player->deltaviewheight = 1; |
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135 | } |
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136 | } |
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137 | player->viewz = player->mo->z + player->viewheight + bob; |
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138 | |||
139 | if (player->viewz > player->mo->ceilingz-4*FRACUNIT) |
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140 | player->viewz = player->mo->ceilingz-4*FRACUNIT; |
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141 | } |
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142 | |||
143 | |||
144 | |||
145 | // |
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146 | // P_MovePlayer |
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147 | // |
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148 | void P_MovePlayer (player_t* player) |
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149 | { |
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150 | ticcmd_t* cmd; |
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151 | |||
152 | cmd = &player->cmd; |
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153 | |||
154 | player->mo->angle += (cmd->angleturn<<16); |
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155 | |||
156 | // Do not let the player control movement |
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157 | // if not onground. |
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158 | onground = (player->mo->z <= player->mo->floorz); |
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159 | |||
160 | if (cmd->forwardmove && onground) |
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161 | P_Thrust (player, player->mo->angle, cmd->forwardmove*2048); |
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162 | |||
163 | if (cmd->sidemove && onground) |
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164 | P_Thrust (player, player->mo->angle-ANG90, cmd->sidemove*2048); |
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165 | |||
166 | if ( (cmd->forwardmove || cmd->sidemove) |
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167 | && player->mo->state == &states[S_PLAY] ) |
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168 | { |
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169 | P_SetMobjState (player->mo, S_PLAY_RUN1); |
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170 | } |
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171 | } |
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172 | |||
173 | |||
174 | |||
175 | // |
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176 | // P_DeathThink |
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177 | // Fall on your face when dying. |
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178 | // Decrease POV height to floor height. |
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179 | // |
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180 | #define ANG5 (ANG90/18) |
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181 | |||
182 | void P_DeathThink (player_t* player) |
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183 | { |
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184 | angle_t angle; |
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185 | angle_t delta; |
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186 | |||
187 | P_MovePsprites (player); |
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188 | |||
189 | // fall to the ground |
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190 | if (player->viewheight > 6*FRACUNIT) |
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191 | player->viewheight -= FRACUNIT; |
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192 | |||
193 | if (player->viewheight < 6*FRACUNIT) |
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194 | player->viewheight = 6*FRACUNIT; |
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195 | |||
196 | player->deltaviewheight = 0; |
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197 | onground = (player->mo->z <= player->mo->floorz); |
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198 | P_CalcHeight (player); |
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199 | |||
200 | if (player->attacker && player->attacker != player->mo) |
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201 | { |
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202 | angle = R_PointToAngle2 (player->mo->x, |
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203 | player->mo->y, |
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204 | player->attacker->x, |
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205 | player->attacker->y); |
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206 | |||
207 | delta = angle - player->mo->angle; |
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208 | |||
209 | if (delta < ANG5 || delta > (unsigned)-ANG5) |
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210 | { |
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211 | // Looking at killer, |
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212 | // so fade damage flash down. |
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213 | player->mo->angle = angle; |
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214 | |||
215 | if (player->damagecount) |
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216 | player->damagecount--; |
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217 | } |
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218 | else if (delta < ANG180) |
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219 | player->mo->angle += ANG5; |
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220 | else |
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221 | player->mo->angle -= ANG5; |
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222 | } |
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223 | else if (player->damagecount) |
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224 | player->damagecount--; |
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225 | |||
226 | |||
227 | if (player->cmd.buttons & BT_USE) |
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228 | player->playerstate = PST_REBORN; |
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229 | } |
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230 | |||
231 | |||
232 | |||
233 | // |
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234 | // P_PlayerThink |
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235 | // |
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236 | void P_PlayerThink (player_t* player) |
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237 | { |
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238 | ticcmd_t* cmd; |
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239 | weapontype_t newweapon; |
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240 | |||
241 | // fixme: do this in the cheat code |
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242 | if (player->cheats & CF_NOCLIP) |
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243 | player->mo->flags |= MF_NOCLIP; |
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244 | else |
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245 | player->mo->flags &= ~MF_NOCLIP; |
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246 | |||
247 | // chain saw run forward |
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248 | cmd = &player->cmd; |
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249 | if (player->mo->flags & MF_JUSTATTACKED) |
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250 | { |
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251 | cmd->angleturn = 0; |
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252 | cmd->forwardmove = 0xc800/512; |
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253 | cmd->sidemove = 0; |
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254 | player->mo->flags &= ~MF_JUSTATTACKED; |
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255 | } |
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256 | |||
257 | |||
258 | if (player->playerstate == PST_DEAD) |
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259 | { |
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260 | P_DeathThink (player); |
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261 | return; |
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262 | } |
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263 | |||
264 | // Move around. |
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265 | // Reactiontime is used to prevent movement |
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266 | // for a bit after a teleport. |
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267 | if (player->mo->reactiontime) |
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268 | player->mo->reactiontime--; |
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269 | else |
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270 | P_MovePlayer (player); |
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271 | |||
272 | P_CalcHeight (player); |
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273 | |||
274 | if (player->mo->subsector->sector->special) |
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275 | P_PlayerInSpecialSector (player); |
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276 | |||
277 | // Check for weapon change. |
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278 | |||
279 | // A special event has no other buttons. |
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280 | if (cmd->buttons & BT_SPECIAL) |
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281 | cmd->buttons = 0; |
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282 | |||
283 | if (cmd->buttons & BT_CHANGE) |
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284 | { |
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285 | // The actual changing of the weapon is done |
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286 | // when the weapon psprite can do it |
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287 | // (read: not in the middle of an attack). |
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288 | newweapon = (cmd->buttons&BT_WEAPONMASK)>>BT_WEAPONSHIFT; |
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289 | |||
290 | if (newweapon == wp_fist |
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291 | && player->weaponowned[wp_chainsaw] |
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292 | && !(player->readyweapon == wp_chainsaw |
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293 | && player->powers[pw_strength])) |
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294 | { |
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295 | newweapon = wp_chainsaw; |
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296 | } |
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297 | |||
298 | if ( (gamemode == commercial) |
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299 | && newweapon == wp_shotgun |
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300 | && player->weaponowned[wp_supershotgun] |
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301 | && player->readyweapon != wp_supershotgun) |
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302 | { |
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303 | newweapon = wp_supershotgun; |
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304 | } |
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305 | |||
306 | |||
307 | if (player->weaponowned[newweapon] |
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308 | && newweapon != player->readyweapon) |
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309 | { |
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310 | // Do not go to plasma or BFG in shareware, |
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311 | // even if cheated. |
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312 | if ((newweapon != wp_plasma |
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313 | && newweapon != wp_bfg) |
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314 | || (gamemode != shareware) ) |
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315 | { |
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316 | player->pendingweapon = newweapon; |
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317 | } |
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318 | } |
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319 | } |
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320 | |||
321 | // check for use |
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322 | if (cmd->buttons & BT_USE) |
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323 | { |
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324 | if (!player->usedown) |
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325 | { |
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326 | P_UseLines (player); |
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327 | player->usedown = true; |
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328 | } |
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329 | } |
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330 | else |
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331 | player->usedown = false; |
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332 | |||
333 | // cycle psprites |
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334 | P_MovePsprites (player); |
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335 | |||
336 | // Counters, time dependend power ups. |
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337 | |||
338 | // Strength counts up to diminish fade. |
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339 | if (player->powers[pw_strength]) |
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340 | player->powers[pw_strength]++; |
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341 | |||
342 | if (player->powers[pw_invulnerability]) |
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343 | player->powers[pw_invulnerability]--; |
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344 | |||
345 | if (player->powers[pw_invisibility]) |
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346 | if (! --player->powers[pw_invisibility] ) |
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347 | player->mo->flags &= ~MF_SHADOW; |
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348 | |||
349 | if (player->powers[pw_infrared]) |
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350 | player->powers[pw_infrared]--; |
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351 | |||
352 | if (player->powers[pw_ironfeet]) |
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353 | player->powers[pw_ironfeet]--; |
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354 | |||
355 | if (player->damagecount) |
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356 | player->damagecount--; |
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357 | |||
358 | if (player->bonuscount) |
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359 | player->bonuscount--; |
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360 | |||
361 | |||
362 | // Handling colormaps. |
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363 | if (player->powers[pw_invulnerability]) |
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364 | { |
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365 | if (player->powers[pw_invulnerability] > 4*32 |
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366 | || (player->powers[pw_invulnerability]&8) ) |
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367 | player->fixedcolormap = INVERSECOLORMAP; |
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368 | else |
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369 | player->fixedcolormap = 0; |
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370 | } |
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371 | else if (player->powers[pw_infrared]) |
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372 | { |
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373 | if (player->powers[pw_infrared] > 4*32 |
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374 | || (player->powers[pw_infrared]&8) ) |
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375 | { |
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376 | // almost full bright |
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377 | player->fixedcolormap = 1; |
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378 | } |
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379 | else |
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380 | player->fixedcolormap = 0; |
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381 | } |
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382 | else |
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383 | player->fixedcolormap = 0; |
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384 | }>>=>>=>16); |
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385 | |||
386 |