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Diffstat (limited to 'apps/plugins/doom/p_user.c')
-rw-r--r-- | apps/plugins/doom/p_user.c | 420 |
1 files changed, 420 insertions, 0 deletions
diff --git a/apps/plugins/doom/p_user.c b/apps/plugins/doom/p_user.c new file mode 100644 index 0000000000..abbe36b12c --- /dev/null +++ b/apps/plugins/doom/p_user.c | |||
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1 | /* Emacs style mode select -*- C++ -*- | ||
2 | *----------------------------------------------------------------------------- | ||
3 | * | ||
4 | * | ||
5 | * PrBoom a Doom port merged with LxDoom and LSDLDoom | ||
6 | * based on BOOM, a modified and improved DOOM engine | ||
7 | * Copyright (C) 1999 by | ||
8 | * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman | ||
9 | * Copyright (C) 1999-2000 by | ||
10 | * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze | ||
11 | * | ||
12 | * This program is free software; you can redistribute it and/or | ||
13 | * modify it under the terms of the GNU General Public License | ||
14 | * as published by the Free Software Foundation; either version 2 | ||
15 | * of the License, or (at your option) any later version. | ||
16 | * | ||
17 | * This program is distributed in the hope that it will be useful, | ||
18 | * but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
19 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||
20 | * GNU General Public License for more details. | ||
21 | * | ||
22 | * You should have received a copy of the GNU General Public License | ||
23 | * along with this program; if not, write to the Free Software | ||
24 | * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA | ||
25 | * 02111-1307, USA. | ||
26 | * | ||
27 | * DESCRIPTION: | ||
28 | * Player related stuff. | ||
29 | * Bobbing POV/weapon, movement. | ||
30 | * Pending weapon. | ||
31 | * | ||
32 | *-----------------------------------------------------------------------------*/ | ||
33 | |||
34 | #include "doomstat.h" | ||
35 | #include "d_event.h" | ||
36 | #include "r_main.h" | ||
37 | #include "p_map.h" | ||
38 | #include "p_spec.h" | ||
39 | #include "p_user.h" | ||
40 | #include "rockmacros.h" | ||
41 | // Index of the special effects (INVUL inverse) map. | ||
42 | |||
43 | #define INVERSECOLORMAP 32 | ||
44 | |||
45 | // | ||
46 | // Movement. | ||
47 | // | ||
48 | |||
49 | // 16 pixels of bob | ||
50 | |||
51 | #define MAXBOB 0x100000 | ||
52 | |||
53 | boolean onground; // whether player is on ground or in air | ||
54 | |||
55 | // | ||
56 | // P_Thrust | ||
57 | // Moves the given origin along a given angle. | ||
58 | // | ||
59 | |||
60 | void P_Thrust(player_t* player,angle_t angle,fixed_t move) | ||
61 | { | ||
62 | angle >>= ANGLETOFINESHIFT; | ||
63 | player->mo->momx += FixedMul(move,finecosine[angle]); | ||
64 | player->mo->momy += FixedMul(move,finesine[angle]); | ||
65 | } | ||
66 | |||
67 | |||
68 | /* | ||
69 | * P_Bob | ||
70 | * Same as P_Thrust, but only affects bobbing. | ||
71 | * | ||
72 | * killough 10/98: We apply thrust separately between the real physical player | ||
73 | * and the part which affects bobbing. This way, bobbing only comes from player | ||
74 | * motion, nothing external, avoiding many problems, e.g. bobbing should not | ||
75 | * occur on conveyors, unless the player walks on one, and bobbing should be | ||
76 | * reduced at a regular rate, even on ice (where the player coasts). | ||
77 | */ | ||
78 | |||
79 | void P_Bob(player_t *player, angle_t angle, fixed_t move) | ||
80 | { | ||
81 | player->momx += FixedMul(move,finecosine[angle >>= ANGLETOFINESHIFT]); | ||
82 | player->momy += FixedMul(move,finesine[angle]); | ||
83 | } | ||
84 | |||
85 | // | ||
86 | // P_CalcHeight | ||
87 | // Calculate the walking / running height adjustment | ||
88 | // | ||
89 | |||
90 | void P_CalcHeight (player_t* player) | ||
91 | { | ||
92 | int angle; | ||
93 | fixed_t bob; | ||
94 | |||
95 | // Regular movement bobbing | ||
96 | // (needs to be calculated for gun swing | ||
97 | // even if not on ground) | ||
98 | // OPTIMIZE: tablify angle | ||
99 | // Note: a LUT allows for effects | ||
100 | // like a ramp with low health. | ||
101 | |||
102 | |||
103 | /* killough 10/98: Make bobbing depend only on player-applied motion. | ||
104 | * | ||
105 | * Note: don't reduce bobbing here if on ice: if you reduce bobbing here, | ||
106 | * it causes bobbing jerkiness when the player moves from ice to non-ice, | ||
107 | * and vice-versa. | ||
108 | */ | ||
109 | player->bob = !mbf_features ? | ||
110 | (FixedMul (player->mo->momx, player->mo->momx) | ||
111 | + FixedMul (player->mo->momy,player->mo->momy))>>2 : | ||
112 | player_bobbing ? (FixedMul(player->momx,player->momx) + | ||
113 | FixedMul(player->momy,player->momy))>>2 : 0; | ||
114 | |||
115 | if (player->bob > MAXBOB) | ||
116 | player->bob = MAXBOB; | ||
117 | |||
118 | if (!onground || player->cheats & CF_NOMOMENTUM) | ||
119 | { | ||
120 | player->viewz = player->mo->z + VIEWHEIGHT; | ||
121 | |||
122 | if (player->viewz > player->mo->ceilingz-4*FRACUNIT) | ||
123 | player->viewz = player->mo->ceilingz-4*FRACUNIT; | ||
124 | |||
125 | // The following line was in the Id source and appears // phares 2/25/98 | ||
126 | // to be a bug. player->viewz is checked in a similar | ||
127 | // manner at a different exit below. | ||
128 | |||
129 | // player->viewz = player->mo->z + player->viewheight; | ||
130 | return; | ||
131 | } | ||
132 | |||
133 | angle = (FINEANGLES/20*leveltime)&FINEMASK; | ||
134 | bob = FixedMul(player->bob/2,finesine[angle]); | ||
135 | |||
136 | // move viewheight | ||
137 | |||
138 | if (player->playerstate == PST_LIVE) | ||
139 | { | ||
140 | player->viewheight += player->deltaviewheight; | ||
141 | |||
142 | if (player->viewheight > VIEWHEIGHT) | ||
143 | { | ||
144 | player->viewheight = VIEWHEIGHT; | ||
145 | player->deltaviewheight = 0; | ||
146 | } | ||
147 | |||
148 | if (player->viewheight < VIEWHEIGHT/2) | ||
149 | { | ||
150 | player->viewheight = VIEWHEIGHT/2; | ||
151 | if (player->deltaviewheight <= 0) | ||
152 | player->deltaviewheight = 1; | ||
153 | } | ||
154 | |||
155 | if (player->deltaviewheight) | ||
156 | { | ||
157 | player->deltaviewheight += FRACUNIT/4; | ||
158 | if (!player->deltaviewheight) | ||
159 | player->deltaviewheight = 1; | ||
160 | } | ||
161 | } | ||
162 | |||
163 | player->viewz = player->mo->z + player->viewheight + bob; | ||
164 | |||
165 | if (player->viewz > player->mo->ceilingz-4*FRACUNIT) | ||
166 | player->viewz = player->mo->ceilingz-4*FRACUNIT; | ||
167 | } | ||
168 | |||
169 | |||
170 | // | ||
171 | // P_MovePlayer | ||
172 | // | ||
173 | // Adds momentum if the player is not in the air | ||
174 | // | ||
175 | // killough 10/98: simplified | ||
176 | |||
177 | void P_MovePlayer (player_t* player) | ||
178 | { | ||
179 | ticcmd_t *cmd = &player->cmd; | ||
180 | mobj_t *mo = player->mo; | ||
181 | |||
182 | mo->angle += cmd->angleturn << 16; | ||
183 | onground = mo->z <= mo->floorz; | ||
184 | |||
185 | // killough 10/98: | ||
186 | // | ||
187 | // We must apply thrust to the player and bobbing separately, to avoid | ||
188 | // anomalies. The thrust applied to bobbing is always the same strength on | ||
189 | // ice, because the player still "works just as hard" to move, while the | ||
190 | // thrust applied to the movement varies with 'movefactor'. | ||
191 | |||
192 | if (cmd->forwardmove | cmd->sidemove) // killough 10/98 | ||
193 | { | ||
194 | if (onground || mo->flags & MF_BOUNCES) // killough 8/9/98 | ||
195 | { | ||
196 | int friction, movefactor = P_GetMoveFactor(mo, &friction); | ||
197 | |||
198 | // killough 11/98: | ||
199 | // On sludge, make bobbing depend on efficiency. | ||
200 | // On ice, make it depend on effort. | ||
201 | |||
202 | int bobfactor = | ||
203 | friction < ORIG_FRICTION ? movefactor : ORIG_FRICTION_FACTOR; | ||
204 | |||
205 | if (cmd->forwardmove) | ||
206 | { | ||
207 | P_Bob(player,mo->angle,cmd->forwardmove*bobfactor); | ||
208 | P_Thrust(player,mo->angle,cmd->forwardmove*movefactor); | ||
209 | } | ||
210 | |||
211 | if (cmd->sidemove) | ||
212 | { | ||
213 | P_Bob(player,mo->angle-ANG90,cmd->sidemove*bobfactor); | ||
214 | P_Thrust(player,mo->angle-ANG90,cmd->sidemove*movefactor); | ||
215 | } | ||
216 | } | ||
217 | if (mo->state == states+S_PLAY) | ||
218 | P_SetMobjState(mo,S_PLAY_RUN1); | ||
219 | } | ||
220 | } | ||
221 | |||
222 | #define ANG5 (ANG90/18) | ||
223 | |||
224 | // | ||
225 | // P_DeathThink | ||
226 | // Fall on your face when dying. | ||
227 | // Decrease POV height to floor height. | ||
228 | // | ||
229 | |||
230 | void P_DeathThink (player_t* player) | ||
231 | { | ||
232 | angle_t angle; | ||
233 | angle_t delta; | ||
234 | |||
235 | P_MovePsprites (player); | ||
236 | |||
237 | // fall to the ground | ||
238 | |||
239 | if (player->viewheight > 6*FRACUNIT) | ||
240 | player->viewheight -= FRACUNIT; | ||
241 | |||
242 | if (player->viewheight < 6*FRACUNIT) | ||
243 | player->viewheight = 6*FRACUNIT; | ||
244 | |||
245 | player->deltaviewheight = 0; | ||
246 | onground = (player->mo->z <= player->mo->floorz); | ||
247 | P_CalcHeight (player); | ||
248 | |||
249 | if (player->attacker && player->attacker != player->mo) | ||
250 | { | ||
251 | angle = R_PointToAngle2 (player->mo->x, | ||
252 | player->mo->y, | ||
253 | player->attacker->x, | ||
254 | player->attacker->y); | ||
255 | |||
256 | delta = angle - player->mo->angle; | ||
257 | |||
258 | if (delta < ANG5 || delta > (unsigned)-ANG5) | ||
259 | { | ||
260 | // Looking at killer, | ||
261 | // so fade damage flash down. | ||
262 | |||
263 | player->mo->angle = angle; | ||
264 | |||
265 | if (player->damagecount) | ||
266 | player->damagecount--; | ||
267 | } | ||
268 | else if (delta < ANG180) | ||
269 | player->mo->angle += ANG5; | ||
270 | else | ||
271 | player->mo->angle -= ANG5; | ||
272 | } | ||
273 | else if (player->damagecount) | ||
274 | player->damagecount--; | ||
275 | |||
276 | if (player->cmd.buttons & BT_USE) | ||
277 | player->playerstate = PST_REBORN; | ||
278 | } | ||
279 | |||
280 | |||
281 | // | ||
282 | // P_PlayerThink | ||
283 | // | ||
284 | |||
285 | void P_PlayerThink (player_t* player) | ||
286 | { | ||
287 | ticcmd_t* cmd; | ||
288 | weapontype_t newweapon; | ||
289 | |||
290 | // killough 2/8/98, 3/21/98: | ||
291 | if (player->cheats & CF_NOCLIP) | ||
292 | player->mo->flags |= MF_NOCLIP; | ||
293 | else | ||
294 | player->mo->flags &= ~MF_NOCLIP; | ||
295 | |||
296 | // chain saw run forward | ||
297 | |||
298 | cmd = &player->cmd; | ||
299 | if (player->mo->flags & MF_JUSTATTACKED) | ||
300 | { | ||
301 | cmd->angleturn = 0; | ||
302 | cmd->forwardmove = 0xc800/512; | ||
303 | cmd->sidemove = 0; | ||
304 | player->mo->flags &= ~MF_JUSTATTACKED; | ||
305 | } | ||
306 | |||
307 | if (player->playerstate == PST_DEAD) | ||
308 | { | ||
309 | P_DeathThink (player); | ||
310 | return; | ||
311 | } | ||
312 | |||
313 | // Move around. | ||
314 | // Reactiontime is used to prevent movement | ||
315 | // for a bit after a teleport. | ||
316 | |||
317 | if (player->mo->reactiontime) | ||
318 | player->mo->reactiontime--; | ||
319 | else | ||
320 | P_MovePlayer (player); | ||
321 | |||
322 | P_CalcHeight (player); // Determines view height and bobbing | ||
323 | |||
324 | // Determine if there's anything about the sector you're in that's | ||
325 | // going to affect you, like painful floors. | ||
326 | |||
327 | if (player->mo->subsector->sector->special) | ||
328 | P_PlayerInSpecialSector (player); | ||
329 | |||
330 | // Check for weapon change. | ||
331 | |||
332 | if (cmd->buttons & BT_CHANGE) | ||
333 | { | ||
334 | // The actual changing of the weapon is done | ||
335 | // when the weapon psprite can do it | ||
336 | // (read: not in the middle of an attack). | ||
337 | |||
338 | newweapon = (cmd->buttons & BT_WEAPONMASK)>>BT_WEAPONSHIFT; | ||
339 | |||
340 | // killough 3/22/98: For demo compatibility we must perform the fist | ||
341 | // and SSG weapons switches here, rather than in G_BuildTiccmd(). For | ||
342 | // other games which rely on user preferences, we must use the latter. | ||
343 | |||
344 | if (demo_compatibility) | ||
345 | { // compatibility mode -- required for old demos -- killough | ||
346 | if (newweapon == wp_fist && player->weaponowned[wp_chainsaw] && | ||
347 | (player->readyweapon != wp_chainsaw || | ||
348 | !player->powers[pw_strength])) | ||
349 | newweapon = wp_chainsaw; | ||
350 | if (gamemode == commercial && | ||
351 | newweapon == wp_shotgun && | ||
352 | player->weaponowned[wp_supershotgun] && | ||
353 | player->readyweapon != wp_supershotgun) | ||
354 | newweapon = wp_supershotgun; | ||
355 | } | ||
356 | |||
357 | // killough 2/8/98, 3/22/98 -- end of weapon selection changes | ||
358 | |||
359 | if (player->weaponowned[newweapon] && newweapon != player->readyweapon) | ||
360 | |||
361 | // Do not go to plasma or BFG in shareware, | ||
362 | // even if cheated. | ||
363 | |||
364 | if ((newweapon != wp_plasma && newweapon != wp_bfg) | ||
365 | || (gamemode != shareware) ) | ||
366 | player->pendingweapon = newweapon; | ||
367 | } | ||
368 | |||
369 | // check for use | ||
370 | |||
371 | if (cmd->buttons & BT_USE) | ||
372 | { | ||
373 | if (!player->usedown) | ||
374 | { | ||
375 | P_UseLines (player); | ||
376 | player->usedown = true; | ||
377 | } | ||
378 | } | ||
379 | else | ||
380 | player->usedown = false; | ||
381 | |||
382 | // cycle psprites | ||
383 | |||
384 | P_MovePsprites (player); | ||
385 | |||
386 | // Counters, time dependent power ups. | ||
387 | |||
388 | // Strength counts up to diminish fade. | ||
389 | |||
390 | if (player->powers[pw_strength]) | ||
391 | player->powers[pw_strength]++; | ||
392 | |||
393 | // killough 1/98: Make idbeholdx toggle: | ||
394 | |||
395 | if (player->powers[pw_invulnerability] > 0) // killough | ||
396 | player->powers[pw_invulnerability]--; | ||
397 | |||
398 | if (player->powers[pw_invisibility] > 0) // killough | ||
399 | if (! --player->powers[pw_invisibility] ) | ||
400 | player->mo->flags &= ~MF_SHADOW; | ||
401 | |||
402 | if (player->powers[pw_infrared] > 0) // killough | ||
403 | player->powers[pw_infrared]--; | ||
404 | |||
405 | if (player->powers[pw_ironfeet] > 0) // killough | ||
406 | player->powers[pw_ironfeet]--; | ||
407 | |||
408 | if (player->damagecount) | ||
409 | player->damagecount--; | ||
410 | |||
411 | if (player->bonuscount) | ||
412 | player->bonuscount--; | ||
413 | |||
414 | // Handling colormaps. | ||
415 | // killough 3/20/98: reformat to terse C syntax | ||
416 | |||
417 | player->fixedcolormap = player->powers[pw_invulnerability] > 4*32 || | ||
418 | player->powers[pw_invulnerability] & 8 ? INVERSECOLORMAP : | ||
419 | player->powers[pw_infrared] > 4*32 || player->powers[pw_infrared] & 8; | ||
420 | } | ||