v4k-git-backup/demos/ports/doom/src/p_pspr.c

779 lines
17 KiB
C

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Weapon sprite animation, weapon objects.
// Action functions for weapons.
//
//-----------------------------------------------------------------------------
#include "doom_config.h"
#include "doomdef.h"
#include "d_event.h"
#include "m_random.h"
#include "p_local.h"
#include "s_sound.h"
#include "doomstat.h" // State.
#include "sounds.h" // Data.
#include "p_pspr.h"
#define LOWERSPEED (FRACUNIT*6)
#define RAISESPEED (FRACUNIT*6)
#define WEAPONBOTTOM (128*FRACUNIT)
#define WEAPONTOP (32*FRACUNIT)
// plasma cells for a bfg attack
#define BFGCELLS 40
fixed_t swingx;
fixed_t swingy;
fixed_t bulletslope;
//
// P_SetPsprite
//
void P_SetPsprite(player_t* player, int position, statenum_t stnum)
{
pspdef_t* psp;
state_t* state;
psp = &player->psprites[position];
do
{
if (!stnum)
{
// object removed itself
psp->state = 0;
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.acp2)
{
state->action.acp2(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
//
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;
player->psprites[ps_weapon].sy = WEAPONBOTTOM;
P_SetPsprite(player, ps_weapon, newstate);
}
//
// P_CheckAmmo
// Returns true if there is enough ammo to shoot.
// If not, selects the next weapon to use.
//
doom_boolean P_CheckAmmo(player_t* player)
{
ammotype_t ammo;
int count;
ammo = weaponinfo[player->readyweapon].ammo;
// Minimal amount for one shot varies.
if (player->readyweapon == wp_bfg)
count = BFGCELLS;
else if (player->readyweapon == wp_supershotgun)
count = 2; // Double barrel.
else
count = 1; // Regular.
// 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.
// Preferences are set here.
do
{
if (player->weaponowned[wp_plasma]
&& player->ammo[am_cell]
&& (gamemode != shareware))
{
player->pendingweapon = wp_plasma;
}
else if (player->weaponowned[wp_supershotgun]
&& player->ammo[am_shell] > 2
&& (gamemode == commercial))
{
player->pendingweapon = wp_supershotgun;
}
else if (player->weaponowned[wp_chaingun]
&& player->ammo[am_clip])
{
player->pendingweapon = wp_chaingun;
}
else if (player->weaponowned[wp_shotgun]
&& player->ammo[am_shell])
{
player->pendingweapon = wp_shotgun;
}
else if (player->ammo[am_clip])
{
player->pendingweapon = wp_pistol;
}
else if (player->weaponowned[wp_chainsaw])
{
player->pendingweapon = wp_chainsaw;
}
else if (player->weaponowned[wp_missile]
&& player->ammo[am_misl])
{
player->pendingweapon = wp_missile;
}
else if (player->weaponowned[wp_bfg]
&& player->ammo[am_cell] > 40
&& (gamemode != shareware))
{
player->pendingweapon = wp_bfg;
}
else
{
// If everything fails.
player->pendingweapon = wp_fist;
}
} while (player->pendingweapon == wp_nochange);
// Now set appropriate weapon overlay.
P_SetPsprite(player,
ps_weapon,
weaponinfo[player->readyweapon].downstate);
return false;
}
//
// P_FireWeapon.
//
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);
// [pd] Stop gun bobbing when shooting
pspdef_t* psp;
psp = &player->psprites[ps_weapon];
psp->sx = FRACUNIT;
psp->sy = WEAPONTOP;
}
//
// 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)
{
statenum_t newstate;
int angle;
// 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 allready be validated)
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
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)
{
// 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)
{
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;
// don't bring weapon back up
return;
}
// 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);
}
//
// A_GunFlash
//
void A_GunFlash(player_t* player, pspdef_t* psp)
{
P_SetMobjState(player->mo, S_PLAY_ATK2);
P_SetPsprite(player, ps_flash, weaponinfo[player->readyweapon].flashstate);
}
//
// WEAPON ATTACKS
//
//
// A_Punch
//
void A_Punch(player_t* player, pspdef_t* psp)
{
angle_t angle;
int damage;
int slope;
damage = (P_Random() % 10 + 1) << 1;
if (player->powers[pw_strength])
damage *= 10;
angle = player->mo->angle;
angle += (P_Random() - P_Random()) << 18;
slope = P_AimLineAttack(player->mo, angle, MELEERANGE);
P_LineAttack(player->mo, angle, MELEERANGE, slope, damage);
// turn to face target
if (linetarget)
{
S_StartSound(player->mo, sfx_punch);
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)
{
angle_t angle;
int damage;
int slope;
damage = 2 * (P_Random() % 10 + 1);
angle = player->mo->angle;
angle += (P_Random() - P_Random()) << 18;
// use meleerange + 1 se the puff doesn't skip the flash
slope = P_AimLineAttack(player->mo, angle, MELEERANGE + 1);
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 < -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)
{
player->ammo[weaponinfo[player->readyweapon].ammo]--;
P_SpawnPlayerMissile(player->mo, MT_ROCKET);
}
//
// A_FireBFG
//
void A_FireBFG(player_t* player, pspdef_t* psp)
{
player->ammo[weaponinfo[player->readyweapon].ammo] -= BFGCELLS;
P_SpawnPlayerMissile(player->mo, MT_BFG);
}
//
// A_FirePlasma
//
void A_FirePlasma(player_t* player, pspdef_t* psp)
{
player->ammo[weaponinfo[player->readyweapon].ammo]--;
P_SetPsprite(player,
ps_flash,
weaponinfo[player->readyweapon].flashstate + (P_Random() & 1));
P_SpawnPlayerMissile(player->mo, MT_PLASMA);
}
//
// P_BulletSlope
// Sets a slope so a near miss is at aproximately
// the height of the intended target
//
void P_BulletSlope(mobj_t* mo)
{
angle_t an;
// see which target is to be aimed at
an = mo->angle;
bulletslope = P_AimLineAttack(mo, an, 16 * 64 * FRACUNIT);
if (!linetarget)
{
an += 1 << 26;
bulletslope = P_AimLineAttack(mo, an, 16 * 64 * FRACUNIT);
if (!linetarget)
{
an -= 2 << 26;
bulletslope = P_AimLineAttack(mo, an, 16 * 64 * FRACUNIT);
}
}
}
//
// P_GunShot
//
void P_GunShot(mobj_t* mo, doom_boolean accurate)
{
angle_t angle;
int damage;
damage = 5 * (P_Random() % 3 + 1);
angle = mo->angle;
if (!accurate)
angle += (P_Random() - P_Random()) << 18;
P_LineAttack(mo, angle, MISSILERANGE, bulletslope, damage);
}
//
// A_FirePistol
//
void A_FirePistol(player_t* player, pspdef_t* psp)
{
S_StartSound(player->mo, sfx_pistol);
P_SetMobjState(player->mo, S_PLAY_ATK2);
player->ammo[weaponinfo[player->readyweapon].ammo]--;
P_SetPsprite(player,
ps_flash,
weaponinfo[player->readyweapon].flashstate);
P_BulletSlope(player->mo);
P_GunShot(player->mo, !player->refire);
}
//
// A_FireShotgun
//
void A_FireShotgun(player_t* player, pspdef_t* psp)
{
int i;
S_StartSound(player->mo, sfx_shotgn);
P_SetMobjState(player->mo, S_PLAY_ATK2);
player->ammo[weaponinfo[player->readyweapon].ammo]--;
P_SetPsprite(player,
ps_flash,
weaponinfo[player->readyweapon].flashstate);
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)
{
int i;
angle_t angle;
int damage;
S_StartSound(player->mo, sfx_dshtgn);
P_SetMobjState(player->mo, S_PLAY_ATK2);
player->ammo[weaponinfo[player->readyweapon].ammo] -= 2;
P_SetPsprite(player,
ps_flash,
weaponinfo[player->readyweapon].flashstate);
P_BulletSlope(player->mo);
for (i = 0; i < 20; i++)
{
damage = 5 * (P_Random() % 3 + 1);
angle = player->mo->angle;
angle += (P_Random() - P_Random()) << 19;
P_LineAttack(player->mo,
angle,
MISSILERANGE,
bulletslope + ((P_Random() - P_Random()) << 5), damage);
}
}
//
// A_FireCGun
//
void A_FireCGun(player_t* player, pspdef_t* psp)
{
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]--;
P_SetPsprite(player,
ps_flash,
weaponinfo[player->readyweapon].flashstate
+ psp->state
- &states[S_CHAIN1]);
P_BulletSlope(player->mo);
P_GunShot(player->mo, !player->refire);
}
//
// ?
//
void A_Light0(player_t* player, pspdef_t* psp)
{
player->extralight = 0;
}
void A_Light1(player_t* player, pspdef_t* psp)
{
player->extralight = 1;
}
void A_Light2(player_t* player, pspdef_t* psp)
{
player->extralight = 2;
}
//
// A_BFGSpray
// Spawn a BFG explosion on every monster in view
//
void A_BFGSpray(mobj_t* mo)
{
int i;
int j;
int damage;
angle_t an;
// offset angles from its attack angle
for (i = 0; i < 40; i++)
{
an = mo->angle - ANG90 / 2 + ANG90 / 40 * i;
// mo->target is the originator (player)
// of the missile
P_AimLineAttack(mo->target, an, 16 * 64 * FRACUNIT);
if (!linetarget)
continue;
P_SpawnMobj(linetarget->x,
linetarget->y,
linetarget->z + (linetarget->height >> 2),
MT_EXTRABFG);
damage = 0;
for (j = 0; j < 15; j++)
damage += (P_Random() & 7) + 1;
P_DamageMobj(linetarget, mo->target, mo->target, damage);
}
}
//
// A_BFGsound
//
void A_BFGsound(player_t* player, pspdef_t* 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 = 0;
// 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)
{
int i;
pspdef_t* psp;
state_t* state;
psp = &player->psprites[0];
for (i = 0; i < NUMPSPRITES; i++, psp++)
{
// a null state means not active
if ((state = psp->state))
{
// drop tic count and possibly change state
// a -1 tic count never changes
if (psp->tics != -1)
{
psp->tics--;
if (!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;
}