// 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: // Player related stuff. // Bobbing POV/weapon, movement. // Pending weapon. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: p_user.c,v 1.3 1997/01/28 22:08:29 b1 Exp $"; #include "doomdef.h" #include "d_event.h" #include "p_local.h" #include "doomstat.h" // Index of the special effects (INVUL inverse) map. #define INVERSECOLORMAP 32 // // Movement. // // 16 pixels of bob #define MAXBOB 0x100000 boolean onground; // // 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_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. player->bob = FixedMul (player->mo->momx, player->mo->momx) + FixedMul (player->mo->momy,player->mo->momy); player->bob >>= 2; if (player->bob>MAXBOB) player->bob = MAXBOB; if ((player->cheats & CF_NOMOMENTUM) || !onground) { player->viewz = player->mo->z + VIEWHEIGHT; if (player->viewz > player->mo->ceilingz-4*FRACUNIT) player->viewz = player->mo->ceilingz-4*FRACUNIT; 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 // void P_MovePlayer (player_t* player) { ticcmd_t* cmd; cmd = &player->cmd; player->mo->angle += (cmd->angleturn<<16); // Do not let the player control movement // if not onground. onground = (player->mo->z <= player->mo->floorz); if (cmd->forwardmove && onground) P_Thrust (player, player->mo->angle, cmd->forwardmove*2048); if (cmd->sidemove && onground) P_Thrust (player, player->mo->angle-ANG90, cmd->sidemove*2048); if ( (cmd->forwardmove || cmd->sidemove) && player->mo->state == &states[S_PLAY] ) { P_SetMobjState (player->mo, S_PLAY_RUN1); } } // // P_DeathThink // Fall on your face when dying. // Decrease POV height to floor height. // #define ANG5 (ANG90/18) 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; } // // P_PlayerThink // void P_PlayerThink (player_t* player) { ticcmd_t* cmd; weapontype_t newweapon; // fixme: do this in the cheat code 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); if (player->mo->subsector->sector->special) P_PlayerInSpecialSector (player); // Check for weapon change. // A special event has no other buttons. if (cmd->buttons & BT_SPECIAL) cmd->buttons = 0; 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; 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; } 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 dependend power ups. // Strength counts up to diminish fade. if (player->powers[pw_strength]) player->powers[pw_strength]++; if (player->powers[pw_invulnerability]) player->powers[pw_invulnerability]--; if (player->powers[pw_invisibility]) if (! --player->powers[pw_invisibility] ) player->mo->flags &= ~MF_SHADOW; if (player->powers[pw_infrared]) player->powers[pw_infrared]--; if (player->powers[pw_ironfeet]) player->powers[pw_ironfeet]--; if (player->damagecount) player->damagecount--; if (player->bonuscount) player->bonuscount--; // Handling colormaps. if (player->powers[pw_invulnerability]) { if (player->powers[pw_invulnerability] > 4*32 || (player->powers[pw_invulnerability]&8) ) player->fixedcolormap = INVERSECOLORMAP; else player->fixedcolormap = 0; } else if (player->powers[pw_infrared]) { if (player->powers[pw_infrared] > 4*32 || (player->powers[pw_infrared]&8) ) { // almost full bright player->fixedcolormap = 1; } else player->fixedcolormap = 0; } else player->fixedcolormap = 0; } ='n107' href='#n107'>107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440