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📄 p_user.c

📁 使用Doom引擎开发的著名游戏《毁灭巫师》的源代码。
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//**************************************************************************//**//** p_user.c : Heretic 2 : Raven Software, Corp.//**//** $RCSfile: p_user.c,v $//** $Revision: 1.123 $//** $Date: 96/01/05 14:21:01 $//** $Author: bgokey $//**//**************************************************************************#include "h2def.h"#include "p_local.h"#include "soundst.h"void P_PlayerNextArtifact(player_t *player);// Macros#define MAXBOB 0x100000 // 16 pixels of bob// Databoolean onground;int newtorch; // used in the torch flicker effect.int newtorchdelta;int PStateNormal[NUMCLASSES] = {	S_FPLAY,	S_CPLAY,	S_MPLAY,	S_PIGPLAY};int PStateRun[NUMCLASSES] = {	S_FPLAY_RUN1,	S_CPLAY_RUN1,	S_MPLAY_RUN1,	S_PIGPLAY_RUN1};int PStateAttack[NUMCLASSES] = {	S_FPLAY_ATK1,	S_CPLAY_ATK1,	S_MPLAY_ATK1,	S_PIGPLAY_ATK1};int PStateAttackEnd[NUMCLASSES] = {	S_FPLAY_ATK2,	S_CPLAY_ATK3,	S_MPLAY_ATK2,	S_PIGPLAY_ATK1	};int ArmorMax[NUMCLASSES] = { 20, 18, 16, 1 };/*
==================
=
= P_Thrust
=
= moves the given origin along a given angle
=
==================
*/
void P_Thrust(player_t *player, angle_t angle, fixed_t move){	angle >>= ANGLETOFINESHIFT;	if(player->powers[pw_flight] && !(player->mo->z <= player->mo->floorz))	{		player->mo->momx += FixedMul(move, finecosine[angle]);		player->mo->momy += FixedMul(move, finesine[angle]);	}	else if(P_GetThingFloorType(player->mo) == FLOOR_ICE) // Friction_Low	{		player->mo->momx += FixedMul(move>>1, finecosine[angle]);		player->mo->momy += FixedMul(move>>1, finesine[angle]);	}	else	{		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	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->mo->flags2&MF2_FLY && !onground)	{		player->bob = FRACUNIT/2;	}			if ((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;		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;		}	}	if(player->morphTics)	{		player->viewz = player->mo->z+player->viewheight-(20*FRACUNIT);	}	else	{		player->viewz = player->mo->z+player->viewheight+bob;	}	if(player->mo->floorclip && player->playerstate != PST_DEAD		&& player->mo->z <= player->mo->floorz)	{		player->viewz -= player->mo->floorclip;	}	if(player->viewz > player->mo->ceilingz-4*FRACUNIT)	{		player->viewz = player->mo->ceilingz-4*FRACUNIT;	}	if(player->viewz < player->mo->floorz+4*FRACUNIT)	{		player->viewz = player->mo->floorz+4*FRACUNIT;	}}/*=================== P_MovePlayer==================*/void P_MovePlayer(player_t *player){	int look;	int fly;	ticcmd_t *cmd;	cmd = &player->cmd;	player->mo->angle += (cmd->angleturn<<16);	onground = (player->mo->z <= player->mo->floorz		|| (player->mo->flags2&MF2_ONMOBJ));	if(cmd->forwardmove)	{		if(onground || player->mo->flags2&MF2_FLY)		{			P_Thrust(player, player->mo->angle, cmd->forwardmove*2048);		}		else		{			P_Thrust(player, player->mo->angle, FRACUNIT>>8);		}	}		if(cmd->sidemove)	{		if(onground || player->mo->flags2&MF2_FLY)			{			P_Thrust(player, player->mo->angle-ANG90, cmd->sidemove*2048);		}		else		{			P_Thrust(player, player->mo->angle, FRACUNIT>>8);		}	}	if(cmd->forwardmove || cmd->sidemove)	{		if(player->mo->state == &states[PStateNormal[player->class]])		{			P_SetMobjState(player->mo, PStateRun[player->class]);		}	}	look = cmd->lookfly&15;	if(look > 7)	{		look -= 16;	}	if(look)	{		if(look == TOCENTER)		{			player->centering = true;		}		else		{			player->lookdir += 5*look;			if(player->lookdir > 90 || player->lookdir < -110)			{				player->lookdir -= 5*look;			}		}	}	if(player->centering)	{		if(player->lookdir > 0)		{			player->lookdir -= 8;		}		else if(player->lookdir < 0)		{			player->lookdir += 8;		}		if(abs(player->lookdir) < 8)		{			player->lookdir = 0;			player->centering = false;		}	}	fly = cmd->lookfly>>4;	if(fly > 7)	{		fly -= 16;	}	if(fly && player->powers[pw_flight])	{		if(fly != TOCENTER)		{			player->flyheight = fly*2;			if(!(player->mo->flags2&MF2_FLY))			{				player->mo->flags2 |= MF2_FLY;				player->mo->flags |= MF_NOGRAVITY;				if(player->mo->momz <= -39*FRACUNIT)				{ // stop falling scream					S_StopSound(player->mo);				}			}		}		else		{			player->mo->flags2 &= ~MF2_FLY;			player->mo->flags &= ~MF_NOGRAVITY;		}	}	else if(fly > 0)	{		P_PlayerUseArtifact(player, arti_fly);	}	if(player->mo->flags2&MF2_FLY)	{		player->mo->momz = player->flyheight*FRACUNIT;		if(player->flyheight)		{			player->flyheight /= 2;		}	}}//==========================================================================//// P_DeathThink////==========================================================================void P_DeathThink(player_t *player){	int dir;	angle_t delta;	int lookDelta;	extern int inv_ptr;	extern int curpos;	P_MovePsprites(player);	onground = (player->mo->z <= player->mo->floorz);	if(player->mo->type == MT_BLOODYSKULL || player->mo->type == MT_ICECHUNK)	{ // Flying bloody skull or flying ice chunk		player->viewheight = 6*FRACUNIT;		player->deltaviewheight = 0;		//player->damagecount = 20;		if(onground)		{			if(player->lookdir < 60)			{				lookDelta = (60-player->lookdir)/8;				if(lookDelta < 1 && (leveltime&1))				{					lookDelta = 1;				}				else if(lookDelta > 6)				{					lookDelta = 6;				}				player->lookdir += lookDelta;			}		}	}	else if(!(player->mo->flags2&MF2_ICEDAMAGE))	{ // Fall to ground (if not frozen)		player->deltaviewheight = 0;		if(player->viewheight > 6*FRACUNIT)		{			player->viewheight -= FRACUNIT;		}		if(player->viewheight < 6*FRACUNIT)		{			player->viewheight = 6*FRACUNIT;		}		if(player->lookdir > 0)		{			player->lookdir -= 6;		}		else if(player->lookdir < 0)		{			player->lookdir += 6;		}		if(abs(player->lookdir) < 6)		{			player->lookdir = 0;		}	}	P_CalcHeight(player);	if(player->attacker && player->attacker != player->mo)	{ // Watch killer		dir = P_FaceMobj(player->mo, player->attacker, &delta);		if(delta < ANGLE_1*10)		{ // Looking at killer, so fade damage and poison counters			if(player->damagecount)			{				player->damagecount--;			}			if(player->poisoncount)			{				player->poisoncount--;			}		}		delta = delta/8;		if(delta > ANGLE_1*5)		{			delta = ANGLE_1*5;		}		if(dir)		{ // Turn clockwise			player->mo->angle += delta;		}		else		{ // Turn counter clockwise			player->mo->angle -= delta;		}	}	else if(player->damagecount || player->poisoncount)	{		if(player->damagecount)		{			player->damagecount--;		}		else		{			player->poisoncount--;		}	}	if(player->cmd.buttons&BT_USE)	{		if(player == &players[consoleplayer])		{			I_SetPalette((byte *)W_CacheLumpName("PLAYPAL", PU_CACHE));			inv_ptr = 0;			curpos = 0;			newtorch = 0;			newtorchdelta = 0;		}		player->playerstate = PST_REBORN;		player->mo->special1 = player->class;		if(player->mo->special1 > 2)		{			player->mo->special1 = 0;		}		// Let the mobj know the player has entered the reborn state.  Some		// mobjs need to know when it's ok to remove themselves.		player->mo->special2 = 666;	}}//----------------------------------------------------------------------------//// PROC P_MorphPlayerThink////----------------------------------------------------------------------------void P_MorphPlayerThink(player_t *player){	mobj_t *pmo;	if(player->morphTics&15)	{		return;	}	pmo = player->mo;	if(!(pmo->momx+pmo->momy) && P_Random() < 64)	{ // Snout sniff		P_SetPspriteNF(player, ps_weapon, S_SNOUTATK2);		S_StartSound(pmo, SFX_PIG_ACTIVE1); // snort		return;	}	if(P_Random() < 48)	{		if(P_Random() < 128)		{			S_StartSound(pmo, SFX_PIG_ACTIVE1);		}		else		{			S_StartSound(pmo, SFX_PIG_ACTIVE2);		}	}		}//----------------------------------------------------------------------------//// FUNC P_GetPlayerNum////----------------------------------------------------------------------------int P_GetPlayerNum(player_t *player){	int i;	for(i = 0; i < MAXPLAYERS; i++)	{		if(player == &players[i])		{			return(i);		}	}	return(0);}//----------------------------------------------------------------------------//// FUNC P_UndoPlayerMorph////----------------------------------------------------------------------------boolean P_UndoPlayerMorph(player_t *player){	mobj_t *fog;	mobj_t *mo;	mobj_t *pmo;	fixed_t x;	fixed_t y;	fixed_t z;	angle_t angle;	int playerNum;	weapontype_t weapon;	int oldFlags;	int oldFlags2;	int oldBeast;	pmo = player->mo;	x = pmo->x;	y = pmo->y;	z = pmo->z;	angle = pmo->angle;	weapon = pmo->special1;	oldFlags = pmo->flags;	oldFlags2 = pmo->flags2;	oldBeast = pmo->type;	P_SetMobjState(pmo, S_FREETARGMOBJ);	playerNum = P_GetPlayerNum(player);	switch(PlayerClass[playerNum])	{		case PCLASS_FIGHTER:			mo = P_SpawnMobj(x, y, z, MT_PLAYER_FIGHTER);			break;		case PCLASS_CLERIC:			mo = P_SpawnMobj(x, y, z, MT_PLAYER_CLERIC);			break;		case PCLASS_MAGE:			mo = P_SpawnMobj(x, y, z, MT_PLAYER_MAGE);			break;		default:			I_Error("P_UndoPlayerMorph:  Unknown player class %d\n", 				player->class);	}	if(P_TestMobjLocation(mo) == false)	{ // Didn't fit		P_RemoveMobj(mo);		mo = P_SpawnMobj(x, y, z, oldBeast);		mo->angle = angle;		mo->health = player->health;		mo->special1 = weapon;		mo->player = player;		mo->flags = oldFlags;		mo->flags2 = oldFlags2;		player->mo = mo;		player->morphTics = 2*35;		return(false);	}

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