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// P_pspr.c
#include "doomdef.h"
#include "p_local.h"
#define LOWERSPEED FRACUNIT*6
#define RAISESPEED FRACUNIT*6
#define WEAPONBOTTOM 128*FRACUNIT
#define WEAPONTOP 32*FRACUNIT
#define BFGCELLS 40 // plasma cells for a bfg attack
/*
==================
=
= 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)
{
psp->state = NULL;
break; // object removed itself
}
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
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_CalcSwing
=
=================
*/
fixed_t swingx, swingy;
void P_CalcSwing (player_t *player)
{
fixed_t swing;
int angle;
// OPTIMIZE: tablify this
swing = player->bob;
angle = (FINEANGLES/70*leveltime)&FINEMASK;
swingx = FixedMul ( swing, finesine[angle]);
angle = (FINEANGLES/70*leveltime+FINEANGLES/2)&FINEMASK;
swingy = -FixedMul ( swingx, finesine[angle]);
}
/*
===============================================================================
PSPRITE ACTIONS
===============================================================================
*/
weaponinfo_t weaponinfo[NUMWEAPONS] =
{
{ // fist
/* ammo */ am_noammo,
/* upstate */ S_PUNCHUP,
/* downstate */ S_PUNCHDOWN,
/* readystate */ S_PUNCH,
/* atkstate */ S_PUNCH1,
/* flashstate */ S_NULL
},
{ // pistol
/* ammo */ am_clip,
/* upstate */ S_PISTOLUP,
/* downstate */ S_PISTOLDOWN,
/* readystate */ S_PISTOL,
/* atkstate */ S_PISTOL1,
/* flashstate */ S_PISTOLFLASH
},
{ // shotgun
/* ammo */ am_shell,
/* upstate */ S_SGUNUP,
/* downstate */ S_SGUNDOWN,
/* readystate */ S_SGUN,
/* atkstate */ S_SGUN1,
/* flashstate */ S_SGUNFLASH1
},
{ // chaingun
/* ammo */ am_clip,
/* upstate */ S_CHAINUP,
/* downstate */ S_CHAINDOWN,
/* readystate */ S_CHAIN,
/* atkstate */ S_CHAIN1,
/* flashstate */ S_CHAINFLASH1
},
{ // missile
/* ammo */ am_misl,
/* upstate */ S_MISSILEUP,
/* downstate */ S_MISSILEDOWN,
/* readystate */ S_MISSILE,
/* atkstate */ S_MISSILE1,
/* flashstate */ S_MISSILEFLASH1
},
{ // plasma
/* ammo */ am_cell,
/* upstate */ S_PLASMAUP,
/* downstate */ S_PLASMADOWN,
/* readystate */ S_PLASMA,
/* atkstate */ S_PLASMA1,
/* flashstate */ S_PLASMAFLASH1
},
{ // bfg
/* ammo */ am_cell,
/* upstate */ S_BFGUP,
/* downstate */ S_BFGDOWN,
/* readystate */ S_BFG,
/* atkstate */ S_BFG1,
/* flashstate */ S_BFGFLASH1
},
{ // saw
/* ammo */ am_noammo,
/* upstate */ S_SAWUP,
/* downstate */ S_SAWDOWN,
/* readystate */ S_SAW,
/* atkstate */ S_SAW1,
/* flashstate */ S_NULL
},
{ // super shotgun
/* ammo */ am_shell,
/* upstate */ S_DSGUNUP,
/* downstate */ S_DSGUNDOWN,
/* readystate */ S_DSGUN,
/* atkstate */ S_DSGUN1,
/* flashstate */ S_DSGUNFLASH1
},
};
/*
================
=
= 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
================
*/
boolean P_CheckAmmo (player_t *player)
{
ammotype_t ammo;
int count;
ammo = weaponinfo[player->readyweapon].ammo;
if (player->readyweapon == wp_bfg)
count = BFGCELLS;
else if (player->readyweapon == wp_supershotgun)
count = 2;
else
count = 1;
if (ammo == am_noammo || player->ammo[ammo] >= count)
return true;
// out of ammo, pick a weapon to change to
do
{
if (player->weaponowned[wp_plasma] && player->ammo[am_cell]
&& !shareware)
player->pendingweapon = wp_plasma;
else if (player->weaponowned[wp_supershotgun]
&& player->ammo[am_shell]>2
&& 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
&& !shareware)
player->pendingweapon = wp_bfg;
else
player->pendingweapon = wp_fist;
} while (player->pendingweapon == wp_nochange);
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);
}
/*
================
=
= 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
=
=================
*/
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);
#if 0
if (player->ammo[am_shell]<2)
P_SetPsprite (player, ps_weapon, S_DSNR1);
#endif
}
/*
=================
=
= A_Lower
=
=================
*/
void A_Lower (player_t *player, pspdef_t *psp)
{
psp->sy += LOWERSPEED;
if (psp->sy < WEAPONBOTTOM )
return;
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);
}
/*
================
=
= 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
=
===============
*/
fixed_t bulletslope;
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, 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, j, 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 = 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)
{
int i;
pspdef_t *psp;
state_t *state;
psp = &player->psprites[0];
for (i=0 ; i<NUMPSPRITES ; i++, psp++)
if (state = psp->state) // a null state means not active
{
// drop tic count and possibly change state
if (psp->tics != -1) // a -1 tic count never changes
{
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;
}