forked from KolibriOS/kolibrios
9ae55df628
git-svn-id: svn://kolibrios.org@8547 a494cfbc-eb01-0410-851d-a64ba20cac60
387 lines
8.1 KiB
C
Executable File
387 lines
8.1 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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// Player related stuff.
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// Bobbing POV/weapon, movement.
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// Pending weapon.
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//
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//-----------------------------------------------------------------------------
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static const char
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rcsid[] = "$Id: p_user.c,v 1.3 1997/01/28 22:08:29 b1 Exp $";
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#include "doomdef.h"
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#include "d_event.h"
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#include "p_local.h"
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#include "doomstat.h"
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// Index of the special effects (INVUL inverse) map.
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#define INVERSECOLORMAP 32
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//
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// Movement.
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//
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// 16 pixels of bob
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#define MAXBOB 0x100000
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boolean onground;
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//
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// P_Thrust
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// Moves the given origin along a given angle.
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//
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void
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P_Thrust
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( player_t* player,
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angle_t angle,
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fixed_t move )
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{
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angle >>= ANGLETOFINESHIFT;
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player->mo->momx += FixedMul(move,finecosine[angle]);
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player->mo->momy += FixedMul(move,finesine[angle]);
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}
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//
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// P_CalcHeight
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// Calculate the walking / running height adjustment
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//
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void P_CalcHeight (player_t* player)
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{
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int angle;
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fixed_t bob;
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// Regular movement bobbing
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// (needs to be calculated for gun swing
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// even if not on ground)
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// OPTIMIZE: tablify angle
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// Note: a LUT allows for effects
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// like a ramp with low health.
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player->bob =
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FixedMul (player->mo->momx, player->mo->momx)
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+ FixedMul (player->mo->momy,player->mo->momy);
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player->bob >>= 2;
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if (player->bob>MAXBOB)
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player->bob = MAXBOB;
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if ((player->cheats & CF_NOMOMENTUM) || !onground)
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{
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player->viewz = player->mo->z + VIEWHEIGHT;
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if (player->viewz > player->mo->ceilingz-4*FRACUNIT)
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player->viewz = player->mo->ceilingz-4*FRACUNIT;
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player->viewz = player->mo->z + player->viewheight;
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return;
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}
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angle = (FINEANGLES/20*leveltime)&FINEMASK;
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bob = FixedMul ( player->bob/2, finesine[angle]);
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// move viewheight
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if (player->playerstate == PST_LIVE)
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{
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player->viewheight += player->deltaviewheight;
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if (player->viewheight > VIEWHEIGHT)
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{
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player->viewheight = VIEWHEIGHT;
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player->deltaviewheight = 0;
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}
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if (player->viewheight < VIEWHEIGHT/2)
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{
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player->viewheight = VIEWHEIGHT/2;
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if (player->deltaviewheight <= 0)
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player->deltaviewheight = 1;
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}
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if (player->deltaviewheight)
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{
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player->deltaviewheight += FRACUNIT/4;
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if (!player->deltaviewheight)
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player->deltaviewheight = 1;
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}
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}
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player->viewz = player->mo->z + player->viewheight + bob;
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if (player->viewz > player->mo->ceilingz-4*FRACUNIT)
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player->viewz = player->mo->ceilingz-4*FRACUNIT;
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}
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//
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// P_MovePlayer
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//
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void P_MovePlayer (player_t* player)
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{
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ticcmd_t* cmd;
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cmd = &player->cmd;
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player->mo->angle += (cmd->angleturn<<16);
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// Do not let the player control movement
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// if not onground.
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onground = (player->mo->z <= player->mo->floorz);
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if (cmd->forwardmove && onground)
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P_Thrust (player, player->mo->angle, cmd->forwardmove*2048);
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if (cmd->sidemove && onground)
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P_Thrust (player, player->mo->angle-ANG90, cmd->sidemove*2048);
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if ( (cmd->forwardmove || cmd->sidemove)
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&& player->mo->state == &states[S_PLAY] )
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{
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P_SetMobjState (player->mo, S_PLAY_RUN1);
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}
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}
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//
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// P_DeathThink
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// Fall on your face when dying.
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// Decrease POV height to floor height.
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//
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#define ANG5 (ANG90/18)
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void P_DeathThink (player_t* player)
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{
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angle_t angle;
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angle_t delta;
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P_MovePsprites (player);
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// fall to the ground
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if (player->viewheight > 6*FRACUNIT)
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player->viewheight -= FRACUNIT;
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if (player->viewheight < 6*FRACUNIT)
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player->viewheight = 6*FRACUNIT;
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player->deltaviewheight = 0;
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onground = (player->mo->z <= player->mo->floorz);
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P_CalcHeight (player);
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if (player->attacker && player->attacker != player->mo)
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{
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angle = R_PointToAngle2 (player->mo->x,
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player->mo->y,
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player->attacker->x,
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player->attacker->y);
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delta = angle - player->mo->angle;
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if (delta < ANG5 || delta > (unsigned)-ANG5)
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{
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// Looking at killer,
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// so fade damage flash down.
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player->mo->angle = angle;
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if (player->damagecount)
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player->damagecount--;
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}
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else if (delta < ANG180)
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player->mo->angle += ANG5;
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else
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player->mo->angle -= ANG5;
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}
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else if (player->damagecount)
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player->damagecount--;
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if (player->cmd.buttons & BT_USE)
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player->playerstate = PST_REBORN;
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}
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//
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// P_PlayerThink
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//
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void P_PlayerThink (player_t* player)
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{
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ticcmd_t* cmd;
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weapontype_t newweapon;
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// fixme: do this in the cheat code
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if (player->cheats & CF_NOCLIP)
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player->mo->flags |= MF_NOCLIP;
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else
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player->mo->flags &= ~MF_NOCLIP;
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// chain saw run forward
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cmd = &player->cmd;
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if (player->mo->flags & MF_JUSTATTACKED)
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{
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cmd->angleturn = 0;
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cmd->forwardmove = 0xc800/512;
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cmd->sidemove = 0;
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player->mo->flags &= ~MF_JUSTATTACKED;
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}
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if (player->playerstate == PST_DEAD)
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{
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P_DeathThink (player);
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return;
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}
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// Move around.
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// Reactiontime is used to prevent movement
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// for a bit after a teleport.
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if (player->mo->reactiontime)
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player->mo->reactiontime--;
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else
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P_MovePlayer (player);
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P_CalcHeight (player);
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if (player->mo->subsector->sector->special)
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P_PlayerInSpecialSector (player);
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// Check for weapon change.
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// A special event has no other buttons.
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if (cmd->buttons & BT_SPECIAL)
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cmd->buttons = 0;
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if (cmd->buttons & BT_CHANGE)
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{
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// The actual changing of the weapon is done
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// when the weapon psprite can do it
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// (read: not in the middle of an attack).
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newweapon = (cmd->buttons&BT_WEAPONMASK)>>BT_WEAPONSHIFT;
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if (newweapon == wp_fist
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&& player->weaponowned[wp_chainsaw]
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&& !(player->readyweapon == wp_chainsaw
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&& player->powers[pw_strength]))
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{
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newweapon = wp_chainsaw;
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}
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if ( (gamemode == commercial)
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&& newweapon == wp_shotgun
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&& player->weaponowned[wp_supershotgun]
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&& player->readyweapon != wp_supershotgun)
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{
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newweapon = wp_supershotgun;
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}
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if (player->weaponowned[newweapon]
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&& newweapon != player->readyweapon)
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{
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// Do not go to plasma or BFG in shareware,
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// even if cheated.
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if ((newweapon != wp_plasma
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&& newweapon != wp_bfg)
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|| (gamemode != shareware) )
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{
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player->pendingweapon = newweapon;
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}
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}
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}
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// check for use
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if (cmd->buttons & BT_USE)
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{
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if (!player->usedown)
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{
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P_UseLines (player);
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player->usedown = true;
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}
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}
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else
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player->usedown = false;
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// cycle psprites
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P_MovePsprites (player);
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// Counters, time dependend power ups.
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// Strength counts up to diminish fade.
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if (player->powers[pw_strength])
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player->powers[pw_strength]++;
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if (player->powers[pw_invulnerability])
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player->powers[pw_invulnerability]--;
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if (player->powers[pw_invisibility])
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if (! --player->powers[pw_invisibility] )
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player->mo->flags &= ~MF_SHADOW;
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if (player->powers[pw_infrared])
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player->powers[pw_infrared]--;
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if (player->powers[pw_ironfeet])
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player->powers[pw_ironfeet]--;
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if (player->damagecount)
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player->damagecount--;
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if (player->bonuscount)
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player->bonuscount--;
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// Handling colormaps.
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if (player->powers[pw_invulnerability])
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{
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if (player->powers[pw_invulnerability] > 4*32
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|| (player->powers[pw_invulnerability]&8) )
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player->fixedcolormap = INVERSECOLORMAP;
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else
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player->fixedcolormap = 0;
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}
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else if (player->powers[pw_infrared])
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{
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if (player->powers[pw_infrared] > 4*32
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|| (player->powers[pw_infrared]&8) )
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{
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// almost full bright
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player->fixedcolormap = 1;
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}
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else
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player->fixedcolormap = 0;
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}
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else
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player->fixedcolormap = 0;
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}
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