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/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* DESCRIPTION:
* Player related stuff.
* Bobbing POV/weapon, movement.
* Pending weapon.
*
*-----------------------------------------------------------------------------*/
#include "doomstat.h"
#include "d_event.h"
#include "r_main.h"
#include "p_map.h"
#include "p_spec.h"
#include "p_user.h"
#include "rockmacros.h"
// Index of the special effects (INVUL inverse) map.
#define INVERSECOLORMAP 32
//
// Movement.
//
// 16 pixels of bob
#define MAXBOB 0x100000
boolean onground; // whether player is on ground or in air
//
// 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_Bob
* Same as P_Thrust, but only affects bobbing.
*
* killough 10/98: We apply thrust separately between the real physical player
* and the part which affects bobbing. This way, bobbing only comes from player
* motion, nothing external, avoiding many problems, e.g. bobbing should not
* occur on conveyors, unless the player walks on one, and bobbing should be
* reduced at a regular rate, even on ice (where the player coasts).
*/
void P_Bob(player_t *player, angle_t angle, fixed_t move)
{
player->momx += FixedMul(move,finecosine[angle >>= ANGLETOFINESHIFT]);
player->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.
/* killough 10/98: Make bobbing depend only on player-applied motion.
*
* Note: don't reduce bobbing here if on ice: if you reduce bobbing here,
* it causes bobbing jerkiness when the player moves from ice to non-ice,
* and vice-versa.
*/
player->bob = !mbf_features ?
(FixedMul (player->mo->momx, player->mo->momx)
+ FixedMul (player->mo->momy,player->mo->momy))>>2 :
player_bobbing ? (FixedMul(player->momx,player->momx) +
FixedMul(player->momy,player->momy))>>2 : 0;
if (player->bob > MAXBOB)
player->bob = MAXBOB;
if (!onground || player->cheats & CF_NOMOMENTUM)
{
player->viewz = player->mo->z + VIEWHEIGHT;
if (player->viewz > player->mo->ceilingz-4*FRACUNIT)
player->viewz = player->mo->ceilingz-4*FRACUNIT;
// The following line was in the Id source and appears // phares 2/25/98
// to be a bug. player->viewz is checked in a similar
// manner at a different exit below.
// 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
//
// Adds momentum if the player is not in the air
//
// killough 10/98: simplified
void P_MovePlayer (player_t* player)
{
ticcmd_t *cmd = &player->cmd;
mobj_t *mo = player->mo;
mo->angle += cmd->angleturn << 16;
onground = mo->z <= mo->floorz;
// killough 10/98:
//
// We must apply thrust to the player and bobbing separately, to avoid
// anomalies. The thrust applied to bobbing is always the same strength on
// ice, because the player still "works just as hard" to move, while the
// thrust applied to the movement varies with 'movefactor'.
if (cmd->forwardmove | cmd->sidemove) // killough 10/98
{
if (onground || mo->flags & MF_BOUNCES) // killough 8/9/98
{
int friction, movefactor = P_GetMoveFactor(mo, &friction);
// killough 11/98:
// On sludge, make bobbing depend on efficiency.
// On ice, make it depend on effort.
int bobfactor =
friction < ORIG_FRICTION ? movefactor : ORIG_FRICTION_FACTOR;
if (cmd->forwardmove)
{
P_Bob(player,mo->angle,cmd->forwardmove*bobfactor);
P_Thrust(player,mo->angle,cmd->forwardmove*movefactor);
}
if (cmd->sidemove)
{
P_Bob(player,mo->angle-ANG90,cmd->sidemove*bobfactor);
P_Thrust(player,mo->angle-ANG90,cmd->sidemove*movefactor);
}
}
if (mo->state == states+S_PLAY)
P_SetMobjState(mo,S_PLAY_RUN1);
}
}
#define ANG5 (ANG90/18)
//
// P_DeathThink
// Fall on your face when dying.
// Decrease POV height to floor height.
//
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;
// killough 2/8/98, 3/21/98:
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); // Determines view height and bobbing
// Determine if there's anything about the sector you're in that's
// going to affect you, like painful floors.
if (player->mo->subsector->sector->special)
P_PlayerInSpecialSector (player);
// Check for weapon change.
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;
// killough 3/22/98: For demo compatibility we must perform the fist
// and SSG weapons switches here, rather than in G_BuildTiccmd(). For
// other games which rely on user preferences, we must use the latter.
if (demo_compatibility)
{ // compatibility mode -- required for old demos -- killough
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;
}
// killough 2/8/98, 3/22/98 -- end of weapon selection changes
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 dependent power ups.
// Strength counts up to diminish fade.
if (player->powers[pw_strength])
player->powers[pw_strength]++;
// killough 1/98: Make idbeholdx toggle:
if (player->powers[pw_invulnerability] > 0) // killough
player->powers[pw_invulnerability]--;
if (player->powers[pw_invisibility] > 0) // killough
if (! --player->powers[pw_invisibility] )
player->mo->flags &= ~MF_SHADOW;
if (player->powers[pw_infrared] > 0) // killough
player->powers[pw_infrared]--;
if (player->powers[pw_ironfeet] > 0) // killough
player->powers[pw_ironfeet]--;
if (player->damagecount)
player->damagecount--;
if (player->bonuscount)
player->bonuscount--;
// Handling colormaps.
// killough 3/20/98: reformat to terse C syntax
player->fixedcolormap = player->powers[pw_invulnerability] > 4*32 ||
player->powers[pw_invulnerability] & 8 ? INVERSECOLORMAP :
player->powers[pw_infrared] > 4*32 || player->powers[pw_infrared] & 8;
}
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