forked from KolibriOS/kolibrios
9ae55df628
git-svn-id: svn://kolibrios.org@8547 a494cfbc-eb01-0410-851d-a64ba20cac60
880 lines
16 KiB
C
Executable File
880 lines
16 KiB
C
Executable File
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Weapon sprite animation, weapon objects.
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// Action functions for weapons.
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//
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//-----------------------------------------------------------------------------
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static const char
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rcsid[] = "$Id: p_pspr.c,v 1.5 1997/02/03 22:45:12 b1 Exp $";
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#include "doomdef.h"
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#include "d_event.h"
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#include "m_random.h"
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#include "p_local.h"
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#include "s_sound.h"
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// State.
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#include "doomstat.h"
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// Data.
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#include "sounds.h"
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#include "p_pspr.h"
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#define LOWERSPEED FRACUNIT*6
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#define RAISESPEED FRACUNIT*6
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#define WEAPONBOTTOM 128*FRACUNIT
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#define WEAPONTOP 32*FRACUNIT
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// plasma cells for a bfg attack
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#define BFGCELLS 40
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//
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// P_SetPsprite
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//
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void
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P_SetPsprite
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( player_t* player,
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int position,
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statenum_t stnum )
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{
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pspdef_t* psp;
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state_t* state;
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psp = &player->psprites[position];
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do
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{
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if (!stnum)
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{
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// object removed itself
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psp->state = NULL;
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break;
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}
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state = &states[stnum];
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psp->state = state;
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psp->tics = state->tics; // could be 0
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if (state->misc1)
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{
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// coordinate set
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psp->sx = state->misc1 << FRACBITS;
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psp->sy = state->misc2 << FRACBITS;
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}
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// Call action routine.
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// Modified handling.
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if (state->action.acp2)
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{
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state->action.acp2(player, psp);
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if (!psp->state)
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break;
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}
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stnum = psp->state->nextstate;
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} while (!psp->tics);
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// an initial state of 0 could cycle through
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}
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//
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// P_CalcSwing
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//
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fixed_t swingx;
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fixed_t swingy;
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void P_CalcSwing (player_t* player)
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{
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fixed_t swing;
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int angle;
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// OPTIMIZE: tablify this.
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// A LUT would allow for different modes,
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// and add flexibility.
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swing = player->bob;
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angle = (FINEANGLES/70*leveltime)&FINEMASK;
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swingx = FixedMul ( swing, finesine[angle]);
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angle = (FINEANGLES/70*leveltime+FINEANGLES/2)&FINEMASK;
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swingy = -FixedMul ( swingx, finesine[angle]);
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}
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//
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// P_BringUpWeapon
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// Starts bringing the pending weapon up
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// from the bottom of the screen.
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// Uses player
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//
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void P_BringUpWeapon (player_t* player)
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{
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statenum_t newstate;
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if (player->pendingweapon == wp_nochange)
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player->pendingweapon = player->readyweapon;
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if (player->pendingweapon == wp_chainsaw)
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S_StartSound (player->mo, sfx_sawup);
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newstate = weaponinfo[player->pendingweapon].upstate;
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player->pendingweapon = wp_nochange;
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player->psprites[ps_weapon].sy = WEAPONBOTTOM;
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P_SetPsprite (player, ps_weapon, newstate);
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}
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//
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// P_CheckAmmo
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// Returns true if there is enough ammo to shoot.
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// If not, selects the next weapon to use.
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//
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boolean P_CheckAmmo (player_t* player)
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{
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ammotype_t ammo;
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int count;
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ammo = weaponinfo[player->readyweapon].ammo;
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// Minimal amount for one shot varies.
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if (player->readyweapon == wp_bfg)
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count = BFGCELLS;
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else if (player->readyweapon == wp_supershotgun)
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count = 2; // Double barrel.
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else
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count = 1; // Regular.
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// Some do not need ammunition anyway.
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// Return if current ammunition sufficient.
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if (ammo == am_noammo || player->ammo[ammo] >= count)
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return true;
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// Out of ammo, pick a weapon to change to.
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// Preferences are set here.
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do
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{
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if (player->weaponowned[wp_plasma]
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&& player->ammo[am_cell]
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&& (gamemode != shareware) )
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{
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player->pendingweapon = wp_plasma;
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}
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else if (player->weaponowned[wp_supershotgun]
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&& player->ammo[am_shell]>2
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&& (gamemode == commercial) )
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{
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player->pendingweapon = wp_supershotgun;
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}
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else if (player->weaponowned[wp_chaingun]
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&& player->ammo[am_clip])
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{
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player->pendingweapon = wp_chaingun;
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}
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else if (player->weaponowned[wp_shotgun]
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&& player->ammo[am_shell])
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{
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player->pendingweapon = wp_shotgun;
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}
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else if (player->ammo[am_clip])
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{
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player->pendingweapon = wp_pistol;
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}
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else if (player->weaponowned[wp_chainsaw])
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{
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player->pendingweapon = wp_chainsaw;
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}
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else if (player->weaponowned[wp_missile]
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&& player->ammo[am_misl])
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{
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player->pendingweapon = wp_missile;
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}
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else if (player->weaponowned[wp_bfg]
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&& player->ammo[am_cell]>40
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&& (gamemode != shareware) )
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{
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player->pendingweapon = wp_bfg;
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}
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else
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{
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// If everything fails.
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player->pendingweapon = wp_fist;
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}
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} while (player->pendingweapon == wp_nochange);
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// Now set appropriate weapon overlay.
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P_SetPsprite (player,
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ps_weapon,
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weaponinfo[player->readyweapon].downstate);
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return false;
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}
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//
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// P_FireWeapon.
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//
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void P_FireWeapon (player_t* player)
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{
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statenum_t newstate;
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if (!P_CheckAmmo (player))
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return;
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P_SetMobjState (player->mo, S_PLAY_ATK1);
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newstate = weaponinfo[player->readyweapon].atkstate;
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P_SetPsprite (player, ps_weapon, newstate);
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P_NoiseAlert (player->mo, player->mo);
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}
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//
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// P_DropWeapon
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// Player died, so put the weapon away.
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//
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void P_DropWeapon (player_t* player)
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{
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P_SetPsprite (player,
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ps_weapon,
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weaponinfo[player->readyweapon].downstate);
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}
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//
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// A_WeaponReady
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// The player can fire the weapon
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// or change to another weapon at this time.
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// Follows after getting weapon up,
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// or after previous attack/fire sequence.
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//
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void
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A_WeaponReady
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( player_t* player,
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pspdef_t* psp )
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{
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statenum_t newstate;
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int angle;
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// get out of attack state
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if (player->mo->state == &states[S_PLAY_ATK1]
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|| player->mo->state == &states[S_PLAY_ATK2] )
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{
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P_SetMobjState (player->mo, S_PLAY);
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}
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if (player->readyweapon == wp_chainsaw
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&& psp->state == &states[S_SAW])
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{
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S_StartSound (player->mo, sfx_sawidl);
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}
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// check for change
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// if player is dead, put the weapon away
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if (player->pendingweapon != wp_nochange || !player->health)
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{
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// change weapon
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// (pending weapon should allready be validated)
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newstate = weaponinfo[player->readyweapon].downstate;
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P_SetPsprite (player, ps_weapon, newstate);
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return;
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}
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// check for fire
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// the missile launcher and bfg do not auto fire
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if (player->cmd.buttons & BT_ATTACK)
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{
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if ( !player->attackdown
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|| (player->readyweapon != wp_missile
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&& player->readyweapon != wp_bfg) )
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{
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player->attackdown = true;
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P_FireWeapon (player);
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return;
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}
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}
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else
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player->attackdown = false;
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// bob the weapon based on movement speed
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angle = (128*leveltime)&FINEMASK;
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psp->sx = FRACUNIT + FixedMul (player->bob, finecosine[angle]);
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angle &= FINEANGLES/2-1;
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psp->sy = WEAPONTOP + FixedMul (player->bob, finesine[angle]);
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}
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//
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// A_ReFire
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// The player can re-fire the weapon
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// without lowering it entirely.
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//
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void A_ReFire
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( player_t* player,
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pspdef_t* psp )
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{
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// check for fire
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// (if a weaponchange is pending, let it go through instead)
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if ( (player->cmd.buttons & BT_ATTACK)
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&& player->pendingweapon == wp_nochange
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&& player->health)
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{
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player->refire++;
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P_FireWeapon (player);
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}
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else
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{
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player->refire = 0;
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P_CheckAmmo (player);
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}
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}
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void
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A_CheckReload
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( player_t* player,
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pspdef_t* psp )
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{
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P_CheckAmmo (player);
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#if 0
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if (player->ammo[am_shell]<2)
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P_SetPsprite (player, ps_weapon, S_DSNR1);
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#endif
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}
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//
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// A_Lower
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// Lowers current weapon,
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// and changes weapon at bottom.
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//
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void
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A_Lower
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( player_t* player,
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pspdef_t* psp )
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{
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psp->sy += LOWERSPEED;
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// Is already down.
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if (psp->sy < WEAPONBOTTOM )
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return;
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// Player is dead.
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if (player->playerstate == PST_DEAD)
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{
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psp->sy = WEAPONBOTTOM;
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// don't bring weapon back up
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return;
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}
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// The old weapon has been lowered off the screen,
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// so change the weapon and start raising it
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if (!player->health)
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{
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// Player is dead, so keep the weapon off screen.
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P_SetPsprite (player, ps_weapon, S_NULL);
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return;
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}
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player->readyweapon = player->pendingweapon;
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P_BringUpWeapon (player);
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}
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//
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// A_Raise
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//
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void
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A_Raise
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( player_t* player,
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pspdef_t* psp )
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{
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statenum_t newstate;
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psp->sy -= RAISESPEED;
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if (psp->sy > WEAPONTOP )
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return;
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psp->sy = WEAPONTOP;
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// The weapon has been raised all the way,
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// so change to the ready state.
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newstate = weaponinfo[player->readyweapon].readystate;
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P_SetPsprite (player, ps_weapon, newstate);
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}
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//
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// A_GunFlash
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//
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void
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A_GunFlash
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( player_t* player,
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pspdef_t* psp )
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{
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P_SetMobjState (player->mo, S_PLAY_ATK2);
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P_SetPsprite (player,ps_flash,weaponinfo[player->readyweapon].flashstate);
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}
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//
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// WEAPON ATTACKS
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//
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//
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// A_Punch
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//
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void
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A_Punch
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( player_t* player,
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pspdef_t* psp )
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{
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angle_t angle;
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int damage;
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int slope;
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damage = (P_Random ()%10+1)<<1;
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if (player->powers[pw_strength])
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damage *= 10;
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angle = player->mo->angle;
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angle += (P_Random()-P_Random())<<18;
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slope = P_AimLineAttack (player->mo, angle, MELEERANGE);
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P_LineAttack (player->mo, angle, MELEERANGE, slope, damage);
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// turn to face target
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if (linetarget)
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{
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S_StartSound (player->mo, sfx_punch);
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player->mo->angle = R_PointToAngle2 (player->mo->x,
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player->mo->y,
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linetarget->x,
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linetarget->y);
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}
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}
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//
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// A_Saw
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//
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void
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A_Saw
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( player_t* player,
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pspdef_t* psp )
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{
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angle_t angle;
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int damage;
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int slope;
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damage = 2*(P_Random ()%10+1);
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angle = player->mo->angle;
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angle += (P_Random()-P_Random())<<18;
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// use meleerange + 1 se the puff doesn't skip the flash
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slope = P_AimLineAttack (player->mo, angle, MELEERANGE+1);
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P_LineAttack (player->mo, angle, MELEERANGE+1, slope, damage);
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if (!linetarget)
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{
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S_StartSound (player->mo, sfx_sawful);
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return;
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}
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S_StartSound (player->mo, sfx_sawhit);
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// turn to face target
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angle = R_PointToAngle2 (player->mo->x, player->mo->y,
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linetarget->x, linetarget->y);
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if (angle - player->mo->angle > ANG180)
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{
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if (angle - player->mo->angle < -ANG90/20)
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player->mo->angle = angle + ANG90/21;
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else
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player->mo->angle -= ANG90/20;
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}
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else
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{
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if (angle - player->mo->angle > ANG90/20)
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player->mo->angle = angle - ANG90/21;
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else
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player->mo->angle += ANG90/20;
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}
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player->mo->flags |= MF_JUSTATTACKED;
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}
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//
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// A_FireMissile
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//
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void
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A_FireMissile
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( player_t* player,
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pspdef_t* psp )
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{
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player->ammo[weaponinfo[player->readyweapon].ammo]--;
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P_SpawnPlayerMissile (player->mo, MT_ROCKET);
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}
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//
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// A_FireBFG
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//
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void
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A_FireBFG
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( player_t* player,
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pspdef_t* psp )
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{
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player->ammo[weaponinfo[player->readyweapon].ammo] -= BFGCELLS;
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P_SpawnPlayerMissile (player->mo, MT_BFG);
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}
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//
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// A_FirePlasma
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//
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void
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A_FirePlasma
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( player_t* player,
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pspdef_t* psp )
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{
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player->ammo[weaponinfo[player->readyweapon].ammo]--;
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P_SetPsprite (player,
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ps_flash,
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weaponinfo[player->readyweapon].flashstate+(P_Random ()&1) );
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P_SpawnPlayerMissile (player->mo, MT_PLASMA);
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}
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//
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// P_BulletSlope
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// Sets a slope so a near miss is at aproximately
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// the height of the intended target
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//
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fixed_t bulletslope;
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void P_BulletSlope (mobj_t* mo)
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{
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angle_t an;
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// 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 = 5*(P_Random ()%3+1);
|
|
angle = mo->angle;
|
|
|
|
if (!accurate)
|
|
angle += (P_Random()-P_Random())<<18;
|
|
|
|
P_LineAttack (mo, angle, MISSILERANGE, bulletslope, damage);
|
|
}
|
|
|
|
|
|
//
|
|
// A_FirePistol
|
|
//
|
|
void
|
|
A_FirePistol
|
|
( player_t* player,
|
|
pspdef_t* psp )
|
|
{
|
|
S_StartSound (player->mo, sfx_pistol);
|
|
|
|
P_SetMobjState (player->mo, S_PLAY_ATK2);
|
|
player->ammo[weaponinfo[player->readyweapon].ammo]--;
|
|
|
|
P_SetPsprite (player,
|
|
ps_flash,
|
|
weaponinfo[player->readyweapon].flashstate);
|
|
|
|
P_BulletSlope (player->mo);
|
|
P_GunShot (player->mo, !player->refire);
|
|
}
|
|
|
|
|
|
//
|
|
// A_FireShotgun
|
|
//
|
|
void
|
|
A_FireShotgun
|
|
( player_t* player,
|
|
pspdef_t* psp )
|
|
{
|
|
int i;
|
|
|
|
S_StartSound (player->mo, sfx_shotgn);
|
|
P_SetMobjState (player->mo, S_PLAY_ATK2);
|
|
|
|
player->ammo[weaponinfo[player->readyweapon].ammo]--;
|
|
|
|
P_SetPsprite (player,
|
|
ps_flash,
|
|
weaponinfo[player->readyweapon].flashstate);
|
|
|
|
P_BulletSlope (player->mo);
|
|
|
|
for (i=0 ; i<7 ; i++)
|
|
P_GunShot (player->mo, false);
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// A_FireShotgun2
|
|
//
|
|
void
|
|
A_FireShotgun2
|
|
( player_t* player,
|
|
pspdef_t* psp )
|
|
{
|
|
int i;
|
|
angle_t angle;
|
|
int damage;
|
|
|
|
|
|
S_StartSound (player->mo, sfx_dshtgn);
|
|
P_SetMobjState (player->mo, S_PLAY_ATK2);
|
|
|
|
player->ammo[weaponinfo[player->readyweapon].ammo]-=2;
|
|
|
|
P_SetPsprite (player,
|
|
ps_flash,
|
|
weaponinfo[player->readyweapon].flashstate);
|
|
|
|
P_BulletSlope (player->mo);
|
|
|
|
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_FireCGun
|
|
//
|
|
void
|
|
A_FireCGun
|
|
( player_t* player,
|
|
pspdef_t* psp )
|
|
{
|
|
S_StartSound (player->mo, sfx_pistol);
|
|
|
|
if (!player->ammo[weaponinfo[player->readyweapon].ammo])
|
|
return;
|
|
|
|
P_SetMobjState (player->mo, S_PLAY_ATK2);
|
|
player->ammo[weaponinfo[player->readyweapon].ammo]--;
|
|
|
|
P_SetPsprite (player,
|
|
ps_flash,
|
|
weaponinfo[player->readyweapon].flashstate
|
|
+ psp->state
|
|
- &states[S_CHAIN1] );
|
|
|
|
P_BulletSlope (player->mo);
|
|
|
|
P_GunShot (player->mo, !player->refire);
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// ?
|
|
//
|
|
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;
|
|
}
|
|
|
|
|
|
//
|
|
// A_BFGSpray
|
|
// Spawn a BFG explosion on every monster in view
|
|
//
|
|
void A_BFGSpray (mobj_t* mo)
|
|
{
|
|
int i;
|
|
int j;
|
|
int damage;
|
|
angle_t an;
|
|
|
|
// offset angles from its attack angle
|
|
for (i=0 ; i<40 ; i++)
|
|
{
|
|
an = mo->angle - ANG90/2 + ANG90/40*i;
|
|
|
|
// mo->target is the originator (player)
|
|
// of the missile
|
|
P_AimLineAttack (mo->target, an, 16*64*FRACUNIT);
|
|
|
|
if (!linetarget)
|
|
continue;
|
|
|
|
P_SpawnMobj (linetarget->x,
|
|
linetarget->y,
|
|
linetarget->z + (linetarget->height>>2),
|
|
MT_EXTRABFG);
|
|
|
|
damage = 0;
|
|
for (j=0;j<15;j++)
|
|
damage += (P_Random()&7) + 1;
|
|
|
|
P_DamageMobj (linetarget, mo->target,mo->target, damage);
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// A_BFGsound
|
|
//
|
|
void
|
|
A_BFGsound
|
|
( player_t* player,
|
|
pspdef_t* psp )
|
|
{
|
|
S_StartSound (player->mo, sfx_bfg);
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// 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;
|
|
}
|
|
|
|
|