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- /* 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
- * Copyright 2005, 2006 by
- * Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
- *
- * 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:
- * Player related stuff.
- * Bobbing POV/weapon, movement.
- * Pending weapon.
- *
- *-----------------------------------------------------------------------------*/
- #include "doomstat.h"
- #include "d_event.h"
- #include "r_main.h"
- #include "p_map.h"
- #include "p_spec.h"
- #include "p_user.h"
- #include "r_demo.h"
- #include "r_fps.h"
- // Index of the special effects (INVUL inverse) map.
- #define INVERSECOLORMAP 32
- //
- // Movement.
- //
- // 16 pixels of bob
- #define MAXBOB 0x100000
- boolean onground; // whether player is on ground or in air
- //
- // P_Thrust
- // Moves the given origin along a given angle.
- //
- void P_Thrust(player_t* player,angle_t angle,fixed_t move)
- {
- angle >>= ANGLETOFINESHIFT;
- player->mo->momx += FixedMul(move,finecosine[angle]);
- player->mo->momy += FixedMul(move,finesine[angle]);
- }
- /*
- * P_Bob
- * Same as P_Thrust, but only affects bobbing.
- *
- * killough 10/98: We apply thrust separately between the real physical player
- * and the part which affects bobbing. This way, bobbing only comes from player
- * motion, nothing external, avoiding many problems, e.g. bobbing should not
- * occur on conveyors, unless the player walks on one, and bobbing should be
- * reduced at a regular rate, even on ice (where the player coasts).
- */
- static void P_Bob(player_t *player, angle_t angle, fixed_t move)
- {
- //e6y
- if (!mbf_features)
- return;
- player->momx += FixedMul(move,finecosine[angle >>= ANGLETOFINESHIFT]);
- player->momy += FixedMul(move,finesine[angle]);
- }
- //
- // P_CalcHeight
- // Calculate the walking / running height adjustment
- //
- void P_CalcHeight (player_t* player)
- {
- int angle;
- fixed_t bob;
- // Regular movement bobbing
- // (needs to be calculated for gun swing
- // even if not on ground)
- // OPTIMIZE: tablify angle
- // Note: a LUT allows for effects
- // like a ramp with low health.
- /* killough 10/98: Make bobbing depend only on player-applied motion.
- *
- * Note: don't reduce bobbing here if on ice: if you reduce bobbing here,
- * it causes bobbing jerkiness when the player moves from ice to non-ice,
- * and vice-versa.
- */
- player->bob = !mbf_features ?
- (FixedMul (player->mo->momx, player->mo->momx)
- + FixedMul (player->mo->momy,player->mo->momy))>>2 :
- player_bobbing ? (FixedMul(player->momx,player->momx) +
- FixedMul(player->momy,player->momy))>>2 : 0;
- //e6y
- if (compatibility_level >= boom_202_compatibility &&
- compatibility_level <= lxdoom_1_compatibility &&
- player->mo->friction > ORIG_FRICTION) // ice?
- {
- if (player->bob > (MAXBOB>>2))
- player->bob = MAXBOB>>2;
- }
- else
- if (player->bob > MAXBOB)
- player->bob = MAXBOB;
- if (!onground || player->cheats & CF_NOMOMENTUM)
- {
- player->viewz = player->mo->z + VIEWHEIGHT;
- if (player->viewz > player->mo->ceilingz-4*FRACUNIT)
- player->viewz = player->mo->ceilingz-4*FRACUNIT;
- // The following line was in the Id source and appears // phares 2/25/98
- // to be a bug. player->viewz is checked in a similar
- // manner at a different exit below.
- // player->viewz = player->mo->z + player->viewheight;
- return;
- }
- angle = (FINEANGLES/20*leveltime)&FINEMASK;
- bob = FixedMul(player->bob/2,finesine[angle]);
- // move viewheight
- if (player->playerstate == PST_LIVE)
- {
- player->viewheight += player->deltaviewheight;
- if (player->viewheight > VIEWHEIGHT)
- {
- player->viewheight = VIEWHEIGHT;
- player->deltaviewheight = 0;
- }
- if (player->viewheight < VIEWHEIGHT/2)
- {
- player->viewheight = VIEWHEIGHT/2;
- if (player->deltaviewheight <= 0)
- player->deltaviewheight = 1;
- }
- if (player->deltaviewheight)
- {
- player->deltaviewheight += FRACUNIT/4;
- if (!player->deltaviewheight)
- player->deltaviewheight = 1;
- }
- }
- player->viewz = player->mo->z + player->viewheight + bob;
- if (player->viewz > player->mo->ceilingz-4*FRACUNIT)
- player->viewz = player->mo->ceilingz-4*FRACUNIT;
- }
- //
- // P_MovePlayer
- //
- // Adds momentum if the player is not in the air
- //
- // killough 10/98: simplified
- void P_MovePlayer (player_t* player)
- {
- ticcmd_t *cmd = &player->cmd;
- mobj_t *mo = player->mo;
- mo->angle += cmd->angleturn << 16;
- onground = mo->z <= mo->floorz;
- // e6y
- if (demo_smoothturns && player == &players[displayplayer])
- R_SmoothPlaying_Add(cmd->angleturn << 16);
- // killough 10/98:
- //
- // We must apply thrust to the player and bobbing separately, to avoid
- // anomalies. The thrust applied to bobbing is always the same strength on
- // ice, because the player still "works just as hard" to move, while the
- // thrust applied to the movement varies with 'movefactor'.
- //e6y
- if ((!demo_compatibility && !mbf_features) || (cmd->forwardmove | cmd->sidemove)) // killough 10/98
- {
- if (onground || mo->flags & MF_BOUNCES) // killough 8/9/98
- {
- int friction, movefactor = P_GetMoveFactor(mo, &friction);
- // killough 11/98:
- // On sludge, make bobbing depend on efficiency.
- // On ice, make it depend on effort.
- int bobfactor =
- friction < ORIG_FRICTION ? movefactor : ORIG_FRICTION_FACTOR;
- if (cmd->forwardmove)
- {
- P_Bob(player,mo->angle,cmd->forwardmove*bobfactor);
- P_Thrust(player,mo->angle,cmd->forwardmove*movefactor);
- }
- if (cmd->sidemove)
- {
- P_Bob(player,mo->angle-ANG90,cmd->sidemove*bobfactor);
- P_Thrust(player,mo->angle-ANG90,cmd->sidemove*movefactor);
- }
- }
- if (mo->state == states+S_PLAY)
- P_SetMobjState(mo,S_PLAY_RUN1);
- }
- }
- #define ANG5 (ANG90/18)
- //
- // P_DeathThink
- // Fall on your face when dying.
- // Decrease POV height to floor height.
- //
- void P_DeathThink (player_t* player)
- {
- angle_t angle;
- angle_t delta;
- P_MovePsprites (player);
- // fall to the ground
- if (player->viewheight > 6*FRACUNIT)
- player->viewheight -= FRACUNIT;
- if (player->viewheight < 6*FRACUNIT)
- player->viewheight = 6*FRACUNIT;
- player->deltaviewheight = 0;
- onground = (player->mo->z <= player->mo->floorz);
- P_CalcHeight (player);
- if (player->attacker && player->attacker != player->mo)
- {
- angle = R_PointToAngle2 (player->mo->x,
- player->mo->y,
- player->attacker->x,
- player->attacker->y);
- delta = angle - player->mo->angle;
- if (delta < ANG5 || delta > (unsigned)-ANG5)
- {
- // Looking at killer,
- // so fade damage flash down.
- player->mo->angle = angle;
- if (player->damagecount)
- player->damagecount--;
- }
- else if (delta < ANG180)
- player->mo->angle += ANG5;
- else
- player->mo->angle -= ANG5;
- }
- else if (player->damagecount)
- player->damagecount--;
- if (player->cmd.buttons & BT_USE)
- player->playerstate = PST_REBORN;
- R_SmoothPlaying_Reset(player); // e6y
- }
- //
- // P_PlayerThink
- //
- void P_PlayerThink (player_t* player)
- {
- ticcmd_t* cmd;
- weapontype_t newweapon;
- if (movement_smooth && players && &players[displayplayer] == player)
- {
- original_view_vars.viewx = player->mo->x;
- original_view_vars.viewy = player->mo->y;
- original_view_vars.viewz = player->viewz;
- original_view_vars.viewangle = R_SmoothPlaying_Get(player->mo->angle) + viewangleoffset;
- }
- // killough 2/8/98, 3/21/98:
- if (player->cheats & CF_NOCLIP)
- player->mo->flags |= MF_NOCLIP;
- else
- player->mo->flags &= ~MF_NOCLIP;
- // chain saw run forward
- cmd = &player->cmd;
- if (player->mo->flags & MF_JUSTATTACKED)
- {
- cmd->angleturn = 0;
- cmd->forwardmove = 0xc800/512;
- cmd->sidemove = 0;
- player->mo->flags &= ~MF_JUSTATTACKED;
- }
- if (player->playerstate == PST_DEAD)
- {
- P_DeathThink (player);
- return;
- }
- // Move around.
- // Reactiontime is used to prevent movement
- // for a bit after a teleport.
- if (player->mo->reactiontime)
- player->mo->reactiontime--;
- else
- P_MovePlayer (player);
- P_CalcHeight (player); // Determines view height and bobbing
- // Determine if there's anything about the sector you're in that's
- // going to affect you, like painful floors.
- if (player->mo->subsector->sector->special)
- P_PlayerInSpecialSector (player);
- // Check for weapon change.
- if (cmd->buttons & BT_CHANGE)
- {
- // The actual changing of the weapon is done
- // when the weapon psprite can do it
- // (read: not in the middle of an attack).
- newweapon = (cmd->buttons & BT_WEAPONMASK)>>BT_WEAPONSHIFT;
- // killough 3/22/98: For demo compatibility we must perform the fist
- // and SSG weapons switches here, rather than in G_BuildTiccmd(). For
- // other games which rely on user preferences, we must use the latter.
- if (demo_compatibility)
- { // compatibility mode -- required for old demos -- killough
- if (newweapon == wp_fist && player->weaponowned[wp_chainsaw] &&
- (player->readyweapon != wp_chainsaw ||
- !player->powers[pw_strength]))
- newweapon = wp_chainsaw;
- if (gamemode == commercial &&
- newweapon == wp_shotgun &&
- player->weaponowned[wp_supershotgun] &&
- player->readyweapon != wp_supershotgun)
- newweapon = wp_supershotgun;
- }
- // killough 2/8/98, 3/22/98 -- end of weapon selection changes
- if (player->weaponowned[newweapon] && newweapon != player->readyweapon)
- // Do not go to plasma or BFG in shareware,
- // even if cheated.
- if ((newweapon != wp_plasma && newweapon != wp_bfg)
- || (gamemode != shareware) )
- player->pendingweapon = newweapon;
- }
- // check for use
- if (cmd->buttons & BT_USE)
- {
- if (!player->usedown)
- {
- P_UseLines (player);
- player->usedown = true;
- }
- }
- else
- player->usedown = false;
- // cycle psprites
- P_MovePsprites (player);
- // Counters, time dependent power ups.
- // Strength counts up to diminish fade.
- if (player->powers[pw_strength])
- player->powers[pw_strength]++;
- // killough 1/98: Make idbeholdx toggle:
- if (player->powers[pw_invulnerability] > 0) // killough
- player->powers[pw_invulnerability]--;
- if (player->powers[pw_invisibility] > 0) // killough
- if (! --player->powers[pw_invisibility] )
- player->mo->flags &= ~MF_SHADOW;
- if (player->powers[pw_infrared] > 0) // killough
- player->powers[pw_infrared]--;
- if (player->powers[pw_ironfeet] > 0) // killough
- player->powers[pw_ironfeet]--;
- if (player->damagecount)
- player->damagecount--;
- if (player->bonuscount)
- player->bonuscount--;
- // Handling colormaps.
- // killough 3/20/98: reformat to terse C syntax
- player->fixedcolormap = player->powers[pw_invulnerability] > 4*32 ||
- player->powers[pw_invulnerability] & 8 ? INVERSECOLORMAP :
- player->powers[pw_infrared] > 4*32 || player->powers[pw_infrared] & 8;
- }
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