// 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. // //----------------------------------------------------------------------------- //static const char //rcsid[] = "$Id: p_pspr.c,v 1.5 1997/02/03 22:45:12 b1 Exp $"; #include "doomdef.h" #include "d_event.h" #include "m_random.h" #include "p_local.h" //#include "s_sound.h" // State. #include "doomstat.h" // Data. //#include "sounds.h" #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 void A_PSetState(int act, player_t* playr, pspdef_t* pspr ); // // 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 = NULL; 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) { //state->action(player, psp); A_PSetState(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; fixed_t swingy; void P_CalcSwing (player_t* player) { fixed_t swing; int angle; // OPTIMIZE: tablify this. // A LUT would allow for different modes, // and add flexibility. 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]); } // // 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; 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; // 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); } // // 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); } // 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 ) { psp= 0; //Shuts up GCC // 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 ) { psp= 0; //Shuts up GCC 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 ) { psp= 0; //Shuts up GCC 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; psp= 0; //Shuts up GCC 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) { 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; psp= 0; //Shuts up GCC 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) return; // turn to face target angle = R_PointToAngle2 (player->mo->x, player->mo->y, linetarget->x, linetarget->y); if (angle - player->mo->angle > ANG180) { if ((signed)(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 ) { psp= 0; //Shuts up GCC player->ammo[weaponinfo[player->readyweapon].ammo]--; P_SpawnPlayerMissile (player->mo, MT_ROCKET); } // // A_FireBFG // void A_FireBFG ( player_t* player, pspdef_t* psp ) { psp= 0; //Shuts up GCC player->ammo[weaponinfo[player->readyweapon].ammo] -= BFGCELLS; P_SpawnPlayerMissile (player->mo, MT_BFG); } // // A_FirePlasma // void A_FirePlasma ( player_t* player, pspdef_t* psp ) { psp= 0; //Shuts up GCC 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 ) { psp= 0; //Shuts up GCC 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; psp= 0; //Shuts up GCC 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; psp= 0; //Shuts up GCC 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 ) { 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) { player->extralight = 0; } void A_Light1 (player_t *player) { player->extralight = 1; } void A_Light2 (player_t *player) { player->extralight = 2; } // // A_BFGsound // void A_BFGsound ( player_t* player) { //No sound! player= 0; //Shut up, GCC } void A_OpenShotgun2 ( player_t* player, pspdef_t* psp ) { player= 0; //Shut up, GCC psp= 0; } void A_LoadShotgun2 ( player_t* player, pspdef_t* psp ) { player= 0; //Shut up, GCC psp= 0; } //void A_ReFire ( player_t* player, pspdef_t* psp ) void A_CloseShotgun2 ( player_t* player, pspdef_t* psp ) { player= 0; //Shut up, GCC psp= 0; //A_ReFire(player,psp); } // // P_SetupPsprites // Called at start of level for each player. // void P_SetupPsprites (player_t* player) { int i; // remove all psprites for (i=0 ; ipsprites[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 ; istate) ) { // 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; } void A_PSetState(int act, player_t* playr, pspdef_t* pspr ) { switch (act) { case TA_Light0: A_Light0(playr); break; case TA_WeaponReady: A_WeaponReady(playr, pspr); break; case TA_Lower: A_Lower(playr, pspr); break; case TA_Raise: A_Raise(playr, pspr); break; case TA_Punch: A_Punch(playr, pspr); break; case TA_ReFire: A_ReFire(playr, pspr); break; case TA_FirePistol: A_FirePistol(playr, pspr); break; case TA_Light1: A_Light1(playr); break; case TA_FireShotgun: A_FireShotgun(playr, pspr); break; case TA_Light2: A_Light2(playr); break; case TA_FireShotgun2: A_FireShotgun2(playr, pspr); break; case TA_CheckReload: A_CheckReload(playr, pspr); break; case TA_OpenShotgun2: A_OpenShotgun2(playr, pspr); break; case TA_LoadShotgun2: A_LoadShotgun2(playr, pspr); break; case TA_CloseShotgun2: A_CloseShotgun2(playr, pspr); break; case TA_FireCGun: A_FireCGun(playr, pspr); break; case TA_GunFlash: A_GunFlash(playr, pspr); break; case TA_FireMissile: A_FireMissile(playr, pspr); break; case TA_Saw: A_Saw(playr, pspr); break; case TA_FirePlasma: A_FirePlasma(playr, pspr); break; case TA_BFGsound: A_BFGsound(playr); break; case TA_FireBFG: A_FireBFG(playr, pspr); break; default: break; } }