home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
ST-Computer Leser-CD 2000 January
/
LCD_01_2000.iso
/
games
/
doom
/
pmdoom
/
src
/
p_user.c
< prev
next >
Wrap
C/C++ Source or Header
|
1999-12-17
|
9KB
|
386 lines
/* 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;
}