rockbox/apps/plugins/doom/p_pspr.c
Karl Kurbjun 7e6f74e429 Dehacked and BEX support for Doom - currently only supports a DEHACKED file in a WAD (not as a standalone file yet).
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@11738 a1c6a512-1295-4272-9138-f99709370657
2006-12-13 04:44:17 +00:00

851 lines
22 KiB
C

/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* DESCRIPTION:
* Weapon sprite animation, weapon objects.
* Action functions for weapons.
*
*-----------------------------------------------------------------------------*/
#include "doomstat.h"
#include "r_main.h"
#include "p_map.h"
#include "p_inter.h"
#include "p_pspr.h"
#include "p_enemy.h"
#include "m_random.h"
#include "s_sound.h"
#include "sounds.h"
#include "d_event.h"
#include "rockmacros.h"
#define LOWERSPEED (FRACUNIT*6)
#define RAISESPEED (FRACUNIT*6)
#define WEAPONBOTTOM (FRACUNIT*128)
#define WEAPONTOP (FRACUNIT*32)
#define BFGCELLS bfgcells /* Ty 03/09/98 externalized in p_inter.c */
extern void P_Thrust(player_t *, angle_t, fixed_t);
// The following array holds the recoil values // phares
static const int recoil_values[] = { // phares
10, // wp_fist
10, // wp_pistol
30, // wp_shotgun
10, // wp_chaingun
100,// wp_missile
20, // wp_plasma
100,// wp_bfg
0, // wp_chainsaw
80 // wp_supershotgun
};
//
// P_SetPsprite
//
static void P_SetPsprite(player_t *player, int position, statenum_t stnum)
{
pspdef_t *psp = &player->psprites[position];
do
{
state_t *state;
if (!stnum)
{
// object removed itself
psp->state = NULL;
break;
}
state = &states[stnum];
psp->state = state;
psp->tics = state->tics; // could be 0
if (state->misc1)
{
// coordinate set
psp->sx = state->misc1 << FRACBITS;
psp->sy = state->misc2 << FRACBITS;
}
// Call action routine.
// Modified handling.
if (state->action)
{
state->action(player, psp);
if (!psp->state)
break;
}
stnum = psp->state->nextstate;
}
while (!psp->tics); // an initial state of 0 could cycle through
}
//
// P_BringUpWeapon
// Starts bringing the pending weapon up
// from the bottom of the screen.
// Uses player
//
static void P_BringUpWeapon(player_t *player)
{
statenum_t newstate;
if (player->pendingweapon == wp_nochange)
player->pendingweapon = player->readyweapon;
if (player->pendingweapon == wp_chainsaw)
S_StartSound (player->mo, sfx_sawup);
newstate = weaponinfo[player->pendingweapon].upstate;
player->pendingweapon = wp_nochange;
// killough 12/98: prevent pistol from starting visibly at bottom of screen:
player->psprites[ps_weapon].sy =
mbf_features ? WEAPONBOTTOM+FRACUNIT*2 : WEAPONBOTTOM;
P_SetPsprite(player, ps_weapon, newstate);
}
// The first set is where the weapon preferences from // killough,
// default.cfg are stored. These values represent the keys used // phares
// in DOOM2 to bring up the weapon, i.e. 6 = plasma gun. These // |
// are NOT the wp_* constants. // V
int weapon_preferences[2][NUMWEAPONS+1] = {
{6, 9, 4, 3, 2, 8, 5, 7, 1, 0}, // !compatibility preferences
{6, 9, 4, 3, 2, 8, 5, 7, 1, 0}, // compatibility preferences
};
// P_SwitchWeapon checks current ammo levels and gives you the
// most preferred weapon with ammo. It will not pick the currently
// raised weapon. When called from P_CheckAmmo this won't matter,
// because the raised weapon has no ammo anyway. When called from
// G_BuildTiccmd you want to toggle to a different weapon regardless.
int P_SwitchWeapon(player_t *player)
{
int *prefer = weapon_preferences[demo_compatibility!=0]; // killough 3/22/98
int currentweapon = player->readyweapon;
int newweapon = currentweapon;
int i = NUMWEAPONS+1; // killough 5/2/98
// killough 2/8/98: follow preferences and fix BFG/SSG bugs
do
switch (*prefer++)
{
case 1:
if (!player->powers[pw_strength]) // allow chainsaw override
break;
case 0:
newweapon = wp_fist;
break;
case 2:
if (player->ammo[am_clip])
newweapon = wp_pistol;
break;
case 3:
if (player->weaponowned[wp_shotgun] && player->ammo[am_shell])
newweapon = wp_shotgun;
break;
case 4:
if (player->weaponowned[wp_chaingun] && player->ammo[am_clip])
newweapon = wp_chaingun;
break;
case 5:
if (player->weaponowned[wp_missile] && player->ammo[am_misl])
newweapon = wp_missile;
break;
case 6:
if (player->weaponowned[wp_plasma] && player->ammo[am_cell] &&
gamemode != shareware)
newweapon = wp_plasma;
break;
case 7:
if (player->weaponowned[wp_bfg] && gamemode != shareware &&
player->ammo[am_cell] >= (demo_compatibility ? 41 : 40))
newweapon = wp_bfg;
break;
case 8:
if (player->weaponowned[wp_chainsaw])
newweapon = wp_chainsaw;
break;
case 9:
if (player->weaponowned[wp_supershotgun] && gamemode == commercial &&
player->ammo[am_shell] >= (demo_compatibility ? 3 : 2))
newweapon = wp_supershotgun;
break;
}
while (newweapon==currentweapon && --i); // killough 5/2/98
return newweapon;
}
// killough 5/2/98: whether consoleplayer prefers weapon w1 over weapon w2.
int P_WeaponPreferred(int w1, int w2)
{
return
(weapon_preferences[0][0] != ++w2 && (weapon_preferences[0][0] == ++w1 ||
(weapon_preferences[0][1] != w2 && (weapon_preferences[0][1] == w1 ||
(weapon_preferences[0][2] != w2 && (weapon_preferences[0][2] == w1 ||
(weapon_preferences[0][3] != w2 && (weapon_preferences[0][3] == w1 ||
(weapon_preferences[0][4] != w2 && (weapon_preferences[0][4] == w1 ||
(weapon_preferences[0][5] != w2 && (weapon_preferences[0][5] == w1 ||
(weapon_preferences[0][6] != w2 && (weapon_preferences[0][6] == w1 ||
(weapon_preferences[0][7] != w2 && (weapon_preferences[0][7] == w1
))))))))))))))));
}
//
// P_CheckAmmo
// Returns true if there is enough ammo to shoot.
// If not, selects the next weapon to use.
// (only in demo_compatibility mode -- killough 3/22/98)
//
boolean P_CheckAmmo(player_t *player)
{
ammotype_t ammo = weaponinfo[player->readyweapon].ammo;
int count = 1; // Regular
if (player->readyweapon == wp_bfg) // Minimal amount for one shot varies.
count = BFGCELLS;
else
if (player->readyweapon == wp_supershotgun) // Double barrel.
count = 2;
// Some do not need ammunition anyway.
// Return if current ammunition sufficient.
if (ammo == am_noammo || player->ammo[ammo] >= count)
return true;
// Out of ammo, pick a weapon to change to.
//
// killough 3/22/98: for old demos we do the switch here and now;
// for Boom games we cannot do this, and have different player
// preferences across demos or networks, so we have to use the
// G_BuildTiccmd() interface instead of making the switch here.
if (demo_compatibility)
{
player->pendingweapon = P_SwitchWeapon(player); // phares
// Now set appropriate weapon overlay.
P_SetPsprite(player,ps_weapon,weaponinfo[player->readyweapon].downstate);
}
return false;
}
//
// P_FireWeapon.
//
int lastshottic; // killough 3/22/98
static void P_FireWeapon(player_t *player)
{
statenum_t newstate;
if (!P_CheckAmmo(player))
return;
P_SetMobjState(player->mo, S_PLAY_ATK1);
newstate = weaponinfo[player->readyweapon].atkstate;
P_SetPsprite(player, ps_weapon, newstate);
P_NoiseAlert(player->mo, player->mo);
lastshottic = gametic; // killough 3/22/98
}
//
// P_DropWeapon
// Player died, so put the weapon away.
//
void P_DropWeapon(player_t *player)
{
P_SetPsprite(player, ps_weapon, weaponinfo[player->readyweapon].downstate);
}
//
// A_WeaponReady
// The player can fire the weapon
// or change to another weapon at this time.
// Follows after getting weapon up,
// or after previous attack/fire sequence.
//
void A_WeaponReady(player_t *player, pspdef_t *psp)
{
// get out of attack state
if (player->mo->state == &states[S_PLAY_ATK1]
|| player->mo->state == &states[S_PLAY_ATK2] )
P_SetMobjState(player->mo, S_PLAY);
if (player->readyweapon == wp_chainsaw && psp->state == &states[S_SAW])
S_StartSound(player->mo, sfx_sawidl);
// check for change
// if player is dead, put the weapon away
if (player->pendingweapon != wp_nochange || !player->health)
{
// change weapon (pending weapon should already be validated)
statenum_t newstate = weaponinfo[player->readyweapon].downstate;
P_SetPsprite(player, ps_weapon, newstate);
return;
}
// check for fire
// the missile launcher and bfg do not auto fire
if (player->cmd.buttons & BT_ATTACK)
{
if (!player->attackdown || (player->readyweapon != wp_missile &&
player->readyweapon != wp_bfg))
{
player->attackdown = true;
P_FireWeapon(player);
return;
}
}
else
player->attackdown = false;
// bob the weapon based on movement speed
{
int angle = (128*leveltime) & FINEMASK;
psp->sx = FRACUNIT + FixedMul(player->bob, finecosine[angle]);
angle &= FINEANGLES/2-1;
psp->sy = WEAPONTOP + FixedMul(player->bob, finesine[angle]);
}
}
//
// A_ReFire
// The player can re-fire the weapon
// without lowering it entirely.
//
void A_ReFire(player_t *player, pspdef_t *psp)
{
(void)psp;
// check for fire
// (if a weaponchange is pending, let it go through instead)
if ( (player->cmd.buttons & BT_ATTACK)
&& player->pendingweapon == wp_nochange && player->health)
{
player->refire++;
P_FireWeapon(player);
}
else
{
player->refire = 0;
P_CheckAmmo(player);
}
}
void A_CheckReload(player_t *player, pspdef_t *psp)
{
(void)psp;
P_CheckAmmo(player);
}
//
// A_Lower
// Lowers current weapon,
// and changes weapon at bottom.
//
void A_Lower(player_t *player, pspdef_t *psp)
{
psp->sy += LOWERSPEED;
// Is already down.
if (psp->sy < WEAPONBOTTOM)
return;
// Player is dead.
if (player->playerstate == PST_DEAD)
{
psp->sy = WEAPONBOTTOM;
return; // don't bring weapon back up
}
// The old weapon has been lowered off the screen,
// so change the weapon and start raising it
if (!player->health)
{ // Player is dead, so keep the weapon off screen.
P_SetPsprite(player, ps_weapon, S_NULL);
return;
}
player->readyweapon = player->pendingweapon;
P_BringUpWeapon(player);
}
//
// A_Raise
//
void A_Raise(player_t *player, pspdef_t *psp)
{
statenum_t newstate;
psp->sy -= RAISESPEED;
if (psp->sy > WEAPONTOP)
return;
psp->sy = WEAPONTOP;
// The weapon has been raised all the way,
// so change to the ready state.
newstate = weaponinfo[player->readyweapon].readystate;
P_SetPsprite(player, ps_weapon, newstate);
}
// Weapons now recoil, amount depending on the weapon. // phares
// // |
// The P_SetPsprite call in each of the weapon firing routines // V
// was moved here so the recoil could be synched with the
// muzzle flash, rather than the pressing of the trigger.
// The BFG delay caused this to be necessary.
static void A_FireSomething(player_t* player,int adder)
{
P_SetPsprite(player, ps_flash,
weaponinfo[player->readyweapon].flashstate+adder);
// killough 3/27/98: prevent recoil in no-clipping mode
if (!(player->mo->flags & MF_NOCLIP))
if (!compatibility && weapon_recoil)
P_Thrust(player,
ANG180+player->mo->angle, // ^
2048*recoil_values[player->readyweapon]); // |
} // phares
//
// A_GunFlash
//
void A_GunFlash(player_t *player, pspdef_t *psp)
{
(void)psp;
P_SetMobjState(player->mo, S_PLAY_ATK2);
A_FireSomething(player,0); // phares
}
//
// WEAPON ATTACKS
//
//
// A_Punch
//
void A_Punch(player_t *player, pspdef_t *psp)
{
(void)psp;
angle_t angle;
int t, slope, damage = (P_Random(pr_punch)%10+1)<<1;
if (player->powers[pw_strength])
damage *= 10;
angle = player->mo->angle;
// killough 5/5/98: remove dependence on order of evaluation:
t = P_Random(pr_punchangle);
angle += (t - P_Random(pr_punchangle))<<18;
/* killough 8/2/98: make autoaiming prefer enemies */
if (!mbf_features ||
(slope = P_AimLineAttack(player->mo, angle, MELEERANGE, MF_FRIEND),
!linetarget))
slope = P_AimLineAttack(player->mo, angle, MELEERANGE, 0);
P_LineAttack(player->mo, angle, MELEERANGE, slope, damage);
if (!linetarget)
return;
S_StartSound(player->mo, sfx_punch);
// turn to face target
player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y,
linetarget->x, linetarget->y);
}
//
// A_Saw
//
void A_Saw(player_t *player, pspdef_t *psp)
{
(void)psp;
int slope, damage = 2*(P_Random(pr_saw)%10+1);
angle_t angle = player->mo->angle;
// killough 5/5/98: remove dependence on order of evaluation:
int t = P_Random(pr_saw);
angle += (t - P_Random(pr_saw))<<18;
/* Use meleerange + 1 so that the puff doesn't skip the flash
* killough 8/2/98: make autoaiming prefer enemies */
if (!mbf_features ||
(slope = P_AimLineAttack(player->mo, angle, MELEERANGE+1, MF_FRIEND),
!linetarget))
slope = P_AimLineAttack(player->mo, angle, MELEERANGE+1, 0);
P_LineAttack(player->mo, angle, MELEERANGE+1, slope, damage);
if (!linetarget)
{
S_StartSound(player->mo, sfx_sawful);
return;
}
S_StartSound(player->mo, sfx_sawhit);
// turn to face target
angle = R_PointToAngle2(player->mo->x, player->mo->y,
linetarget->x, linetarget->y);
if (angle - player->mo->angle > ANG180) {
if (angle - player->mo->angle < (unsigned)(-ANG90/20))
player->mo->angle = angle + ANG90/21;
else
player->mo->angle -= ANG90/20;
} else {
if (angle - player->mo->angle > ANG90/20)
player->mo->angle = angle - ANG90/21;
else
player->mo->angle += ANG90/20;
}
player->mo->flags |= MF_JUSTATTACKED;
}
//
// A_FireMissile
//
void A_FireMissile(player_t *player, pspdef_t *psp)
{
(void)psp;
player->ammo[weaponinfo[player->readyweapon].ammo]--;
P_SpawnPlayerMissile(player->mo, MT_ROCKET);
}
//
// A_FireBFG
//
void A_FireBFG(player_t *player, pspdef_t *psp)
{
(void)psp;
player->ammo[weaponinfo[player->readyweapon].ammo] -= BFGCELLS;
P_SpawnPlayerMissile(player->mo, MT_BFG);
}
/*
* A_FireOldBFG
*
* This function emulates Doom's Pre-Beta BFG
* By Lee Killough 6/6/98, 7/11/98, 7/19/98, 8/20/98
*
* This code may not be used in other mods without appropriate credit given.
* Code leeches will be telefragged.
*/
void A_FireOldBFG(player_t *player, pspdef_t *psp)
{
(void)psp;
(void)player;
}
//
// A_FirePlasma
//
void A_FirePlasma(player_t *player, pspdef_t *psp)
{
(void)psp;
player->ammo[weaponinfo[player->readyweapon].ammo]--;
A_FireSomething(player,P_Random(pr_plasma)&1); // phares
P_SpawnPlayerMissile(player->mo, MT_PLASMA);
}
//
// P_BulletSlope
// Sets a slope so a near miss is at aproximately
// the height of the intended target
//
static fixed_t bulletslope;
static void P_BulletSlope(mobj_t *mo)
{
angle_t an = mo->angle; // see which target is to be aimed at
/* killough 8/2/98: make autoaiming prefer enemies */
uint_64_t mask = mbf_features ? MF_FRIEND : 0;
do
{
bulletslope = P_AimLineAttack(mo, an, 16*64*FRACUNIT, mask);
if (!linetarget)
bulletslope = P_AimLineAttack(mo, an += 1<<26, 16*64*FRACUNIT, mask);
if (!linetarget)
bulletslope = P_AimLineAttack(mo, an -= 2<<26, 16*64*FRACUNIT, mask);
}
while (mask && (mask=0, !linetarget)); /* killough 8/2/98 */
}
//
// P_GunShot
//
void P_GunShot(mobj_t *mo, boolean accurate)
{
int damage = 5*(P_Random(pr_gunshot)%3+1);
angle_t angle = mo->angle;
if (!accurate)
{ // killough 5/5/98: remove dependence on order of evaluation:
int t = P_Random(pr_misfire);
angle += (t - P_Random(pr_misfire))<<18;
}
P_LineAttack(mo, angle, MISSILERANGE, bulletslope, damage);
}
//
// A_FirePistol
//
void A_FirePistol(player_t *player, pspdef_t *psp)
{
(void)psp;
S_StartSound(player->mo, sfx_pistol);
P_SetMobjState(player->mo, S_PLAY_ATK2);
player->ammo[weaponinfo[player->readyweapon].ammo]--;
A_FireSomething(player,0); // phares
P_BulletSlope(player->mo);
P_GunShot(player->mo, !player->refire);
}
//
// A_FireShotgun
//
void A_FireShotgun(player_t *player, pspdef_t *psp)
{
(void)psp;
int i;
S_StartSound(player->mo, sfx_shotgn);
P_SetMobjState(player->mo, S_PLAY_ATK2);
player->ammo[weaponinfo[player->readyweapon].ammo]--;
A_FireSomething(player,0); // phares
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)
{
(void)psp;
int i;
S_StartSound(player->mo, sfx_dshtgn);
P_SetMobjState(player->mo, S_PLAY_ATK2);
player->ammo[weaponinfo[player->readyweapon].ammo] -= 2;
A_FireSomething(player,0); // phares
P_BulletSlope(player->mo);
for (i=0; i<20; i++)
{
int damage = 5*(P_Random(pr_shotgun)%3+1);
angle_t angle = player->mo->angle;
// killough 5/5/98: remove dependence on order of evaluation:
int t = P_Random(pr_shotgun);
angle += (t - P_Random(pr_shotgun))<<19;
t = P_Random(pr_shotgun);
P_LineAttack(player->mo, angle, MISSILERANGE, bulletslope +
((t - P_Random(pr_shotgun))<<5), damage);
}
}
//
// A_FireCGun
//
void A_FireCGun(player_t *player, pspdef_t *psp)
{
if (player->ammo[weaponinfo[player->readyweapon].ammo] || comp[comp_sound])
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]--;
A_FireSomething(player,psp->state - &states[S_CHAIN1]); // phares
P_BulletSlope(player->mo);
P_GunShot(player->mo, !player->refire);
}
void A_Light0(player_t *player, pspdef_t *psp)
{
(void)psp;
player->extralight = 0;
}
void A_Light1 (player_t *player, pspdef_t *psp)
{
(void)psp;
player->extralight = 1;
}
void A_Light2 (player_t *player, pspdef_t *psp)
{
(void)psp;
player->extralight = 2;
}
//
// A_BFGSpray
// Spawn a BFG explosion on every monster in view
//
void A_BFGSpray(mobj_t *mo)
{
int i;
for (i=0 ; i<40 ; i++) // offset angles from its attack angle
{
int j, damage;
angle_t an = mo->angle - ANG90/2 + ANG90/40*i;
// mo->target is the originator (player) of the missile
// killough 8/2/98: make autoaiming prefer enemies
if (!mbf_features ||
(P_AimLineAttack(mo->target, an, 16*64*FRACUNIT, MF_FRIEND),
!linetarget))
P_AimLineAttack(mo->target, an, 16*64*FRACUNIT, 0);
if (!linetarget)
continue;
P_SpawnMobj(linetarget->x, linetarget->y,
linetarget->z + (linetarget->height>>2), MT_EXTRABFG);
for (damage=j=0; j<15; j++)
damage += (P_Random(pr_bfg)&7) + 1;
P_DamageMobj(linetarget, mo->target, mo->target, damage);
}
}
//
// A_BFGsound
//
void A_BFGsound(player_t *player, pspdef_t *psp)
{
(void)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)
{
pspdef_t *psp = player->psprites;
int i;
// a null state means not active
// drop tic count and possibly change state
// a -1 tic count never changes
for (i=0; i<NUMPSPRITES; i++, psp++)
if (psp->state && psp->tics != -1 && !--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;
}