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📄 p_pspr.c

📁 游戏类程序源代码---WinDoom 3D源程序.zip
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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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