47f4a458d6
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@9312 a1c6a512-1295-4272-9138-f99709370657
420 lines
12 KiB
C
420 lines
12 KiB
C
/* Emacs style mode select -*- C++ -*-
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*-----------------------------------------------------------------------------
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*
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*
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* PrBoom a Doom port merged with LxDoom and LSDLDoom
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* based on BOOM, a modified and improved DOOM engine
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* Copyright (C) 1999 by
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* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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* Copyright (C) 1999-2000 by
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* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program 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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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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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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#include "doomstat.h"
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#include "d_event.h"
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#include "r_main.h"
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#include "p_map.h"
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#include "p_spec.h"
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#include "p_user.h"
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#include "rockmacros.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; // whether player is on ground or in air
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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 P_Thrust(player_t* player,angle_t angle,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_Bob
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* Same as P_Thrust, but only affects bobbing.
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*
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* killough 10/98: We apply thrust separately between the real physical player
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* and the part which affects bobbing. This way, bobbing only comes from player
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* motion, nothing external, avoiding many problems, e.g. bobbing should not
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* occur on conveyors, unless the player walks on one, and bobbing should be
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* reduced at a regular rate, even on ice (where the player coasts).
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*/
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void P_Bob(player_t *player, angle_t angle, fixed_t move)
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{
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player->momx += FixedMul(move,finecosine[angle >>= ANGLETOFINESHIFT]);
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player->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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/* killough 10/98: Make bobbing depend only on player-applied motion.
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*
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* Note: don't reduce bobbing here if on ice: if you reduce bobbing here,
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* it causes bobbing jerkiness when the player moves from ice to non-ice,
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* and vice-versa.
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*/
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player->bob = !mbf_features ?
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(FixedMul (player->mo->momx, player->mo->momx)
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+ FixedMul (player->mo->momy,player->mo->momy))>>2 :
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player_bobbing ? (FixedMul(player->momx,player->momx) +
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FixedMul(player->momy,player->momy))>>2 : 0;
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if (player->bob > MAXBOB)
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player->bob = MAXBOB;
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if (!onground || player->cheats & CF_NOMOMENTUM)
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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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// The following line was in the Id source and appears // phares 2/25/98
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// to be a bug. player->viewz is checked in a similar
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// manner at a different exit below.
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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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// Adds momentum if the player is not in the air
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//
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// killough 10/98: simplified
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void P_MovePlayer (player_t* player)
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{
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ticcmd_t *cmd = &player->cmd;
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mobj_t *mo = player->mo;
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mo->angle += cmd->angleturn << 16;
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onground = mo->z <= mo->floorz;
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// killough 10/98:
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//
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// We must apply thrust to the player and bobbing separately, to avoid
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// anomalies. The thrust applied to bobbing is always the same strength on
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// ice, because the player still "works just as hard" to move, while the
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// thrust applied to the movement varies with 'movefactor'.
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if (cmd->forwardmove | cmd->sidemove) // killough 10/98
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{
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if (onground || mo->flags & MF_BOUNCES) // killough 8/9/98
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{
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int friction, movefactor = P_GetMoveFactor(mo, &friction);
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// killough 11/98:
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// On sludge, make bobbing depend on efficiency.
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// On ice, make it depend on effort.
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int bobfactor =
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friction < ORIG_FRICTION ? movefactor : ORIG_FRICTION_FACTOR;
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if (cmd->forwardmove)
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{
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P_Bob(player,mo->angle,cmd->forwardmove*bobfactor);
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P_Thrust(player,mo->angle,cmd->forwardmove*movefactor);
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}
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if (cmd->sidemove)
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{
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P_Bob(player,mo->angle-ANG90,cmd->sidemove*bobfactor);
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P_Thrust(player,mo->angle-ANG90,cmd->sidemove*movefactor);
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}
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}
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if (mo->state == states+S_PLAY)
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P_SetMobjState(mo,S_PLAY_RUN1);
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}
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}
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#define ANG5 (ANG90/18)
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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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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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// killough 2/8/98, 3/21/98:
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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); // Determines view height and bobbing
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// Determine if there's anything about the sector you're in that's
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// going to affect you, like painful floors.
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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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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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// killough 3/22/98: For demo compatibility we must perform the fist
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// and SSG weapons switches here, rather than in G_BuildTiccmd(). For
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// other games which rely on user preferences, we must use the latter.
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if (demo_compatibility)
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{ // compatibility mode -- required for old demos -- killough
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if (newweapon == wp_fist && player->weaponowned[wp_chainsaw] &&
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(player->readyweapon != wp_chainsaw ||
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!player->powers[pw_strength]))
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newweapon = wp_chainsaw;
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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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newweapon = wp_supershotgun;
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}
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// killough 2/8/98, 3/22/98 -- end of weapon selection changes
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if (player->weaponowned[newweapon] && newweapon != player->readyweapon)
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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 && newweapon != wp_bfg)
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|| (gamemode != shareware) )
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player->pendingweapon = newweapon;
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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 dependent 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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// killough 1/98: Make idbeholdx toggle:
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if (player->powers[pw_invulnerability] > 0) // killough
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player->powers[pw_invulnerability]--;
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if (player->powers[pw_invisibility] > 0) // killough
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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] > 0) // killough
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player->powers[pw_infrared]--;
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if (player->powers[pw_ironfeet] > 0) // killough
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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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// killough 3/20/98: reformat to terse C syntax
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player->fixedcolormap = player->powers[pw_invulnerability] > 4*32 ||
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player->powers[pw_invulnerability] & 8 ? INVERSECOLORMAP :
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player->powers[pw_infrared] > 4*32 || player->powers[pw_infrared] & 8;
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}
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