📄 p_pspr.c
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// 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
//
// 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.acp2)
{
state->action.acp2(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;
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;
// 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);
}
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
// 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);
}
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