#include "doomdef.h"
#include "d_event.h"
#include "deh_misc.h"
#include "m_random.h"
#include "p_local.h"
#include "s_sound.h"
#include "doomstat.h"
#include "sounds.h"
#include "p_pspr.h"
#define LOWERSPEED FRACUNIT*6
#define RAISESPEED FRACUNIT*6
#define WEAPONBOTTOM 128*FRACUNIT
#define WEAPONTOP 32*FRACUNIT
void
P_SetPsprite
( player_t* player,
int position,
statenum_t stnum )
{
pspdef_t* psp;
state_t* state;
psp = &player->psprites[position];
do
{
if (!stnum)
{
psp->state = NULL;
break;
}
state = &states[stnum];
psp->state = state;
psp->tics = state->tics;
if (state->misc1)
{
psp->sx = state->misc1 << FRACBITS;
psp->sy = state->misc2 << FRACBITS;
}
if (state->action.acp2)
{
state->action.acp2(player, psp);
if (!psp->state)
break;
}
stnum = psp->state->nextstate;
} while (!psp->tics);
}
fixed_t swingx;
fixed_t swingy;
void P_CalcSwing (player_t* player)
{
fixed_t swing;
int angle;
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]);
}
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);
}
boolean P_CheckAmmo (player_t* player)
{
ammotype_t ammo;
int count;
ammo = weaponinfo[player->readyweapon].ammo;
if (player->readyweapon == wp_bfg)
count = deh_bfg_cells_per_shot;
else if (player->readyweapon == wp_supershotgun)
count = 2; else
count = 1;
if (ammo == am_noammo || player->ammo[ammo] >= count)
return true;
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
{
player->pendingweapon = wp_fist;
}
} while (player->pendingweapon == wp_nochange);
P_SetPsprite (player,
ps_weapon,
weaponinfo[player->readyweapon].downstate);
return false;
}
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);
}
void P_DropWeapon (player_t* player)
{
P_SetPsprite (player,
ps_weapon,
weaponinfo[player->readyweapon].downstate);
}
void
A_WeaponReady
( player_t* player,
pspdef_t* psp )
{
statenum_t newstate;
int angle;
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);
}
if (player->pendingweapon != wp_nochange || !player->health)
{
newstate = weaponinfo[player->readyweapon].downstate;
P_SetPsprite (player, ps_weapon, newstate);
return;
}
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;
angle = (128*leveltime)&FINEMASK;
psp->sx = FRACUNIT + FixedMul (player->bob, finecosine[angle]);
angle &= FINEANGLES/2-1;
psp->sy = WEAPONTOP + FixedMul (player->bob, finesine[angle]);
}
void A_ReFire
( player_t* player,
pspdef_t* psp )
{
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#endif
}
void
A_Lower
( player_t* player,
pspdef_t* psp )
{
psp->sy += LOWERSPEED;
if (psp->sy < WEAPONBOTTOM )
return;
if (player->playerstate == PST_DEAD)
{
psp->sy = WEAPONBOTTOM;
return;
}
if (!player->health)
{
P_SetPsprite (player, ps_weapon, S_NULL);
return;
}
player->readyweapon = player->pendingweapon;
P_BringUpWeapon (player);
}
void
A_Raise
( player_t* player,
pspdef_t* psp )
{
statenum_t newstate;
psp->sy -= RAISESPEED;
if (psp->sy > WEAPONTOP )
return;
psp->sy = WEAPONTOP;
newstate = weaponinfo[player->readyweapon].readystate;
P_SetPsprite (player, ps_weapon, newstate);
}
void
A_GunFlash
( player_t* player,
pspdef_t* psp )
{
P_SetMobjState (player->mo, S_PLAY_ATK2);
P_SetPsprite (player,ps_flash,weaponinfo[player->readyweapon].flashstate);
}
void
A_Punch
( player_t* player,
pspdef_t* psp )
{
angle_t angle;
int damage;
int slope;
damage = (P_Random ()%10+1)<<1;
if (player->powers[pw_strength])
damage *= 10;
angle = player->mo->angle;
angle += (P_Random()-P_Random())<<18;
slope = P_AimLineAttack (player->mo, angle, MELEERANGE);
P_LineAttack (player->mo, angle, MELEERANGE, slope, damage);
if (linetarget)
{
S_StartSound (player->mo, sfx_punch);
player->mo->angle = R_PointToAngle2 (player->mo->x,
player->mo->y,
linetarget->x,
linetarget->y);
}
}
void
A_Saw
( player_t* player,
pspdef_t* psp )
{
angle_t angle;
int damage;
int slope;
damage = 2*(P_Random ()%10+1);
angle = player->mo->angle;
angle += (P_Random()-P_Random())<<18;
slope = P_AimLineAttack (player->mo, angle, MELEERANGE+1);
P_LineAttack (player->mo, angle, MELEERANGE+1, slope, damage);
if (!linetarget)
{
S_StartSound (player->mo, sfx_sawful);
return;
}
S_StartSound (player->mo, sfx_sawhit);
angle = R_PointToAngle2 (player->mo->x, player->mo->y,
linetarget->x, linetarget->y);
if (angle - player->mo->angle > ANG180)
{
if ((signed int) (angle - player->mo->angle) < -ANG90/20)
player->mo->angle = angle + ANG90/21;
else
player->mo->angle -= ANG90/20;
}
else
{
if (angle - player->mo->angle > ANG90/20)
player->mo->angle = angle - ANG90/21;
else
player->mo->angle += ANG90/20;
}
player->mo->flags |= MF_JUSTATTACKED;
}
static void DecreaseAmmo(player_t *player, int ammonum, int amount)
{
if (ammonum < NUMAMMO)
{
player->ammo[ammonum] -= amount;
}
else
{
player->maxammo[ammonum - NUMAMMO] -= amount;
}
}
void
A_FireMissile
( player_t* player,
pspdef_t* psp )
{
DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 1);
P_SpawnPlayerMissile (player->mo, MT_ROCKET);
}
void
A_FireBFG
( player_t* player,
pspdef_t* psp )
{
DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo,
deh_bfg_cells_per_shot);
P_SpawnPlayerMissile (player->mo, MT_BFG);
}
void
A_FirePlasma
( player_t* player,
pspdef_t* psp )
{
DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 1);
P_SetPsprite (player,
ps_flash,
weaponinfo[player->readyweapon].flashstate+(P_Random ()&1) );
P_SpawnPlayerMissile (player->mo, MT_PLASMA);
}
fixed_t bulletslope;
void P_BulletSlope (mobj_t* mo)
{
angle_t an;
an = mo->angle;
bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT);
if (!linetarget)
{
an += 1<<26;
bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT);
if (!linetarget)
{
an -= 2<<26;
bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT);
}
}
}
void
P_GunShot
( mobj_t* mo,
boolean accurate )
{
angle_t angle;
int damage;
damage = 5*(P_Random ()%3+1);
angle = mo->angle;
if (!accurate)
angle += (P_Random()-P_Random())<<18;
P_LineAttack (mo, angle, MISSILERANGE, bulletslope, damage);
}
void
A_FirePistol
( player_t* player,
pspdef_t* psp )
{
S_StartSound (player->mo, sfx_pistol);
P_SetMobjState (player->mo, S_PLAY_ATK2);
DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 1);
P_SetPsprite (player,
ps_flash,
weaponinfo[player->readyweapon].flashstate);
P_BulletSlope (player->mo);
P_GunShot (player->mo, !player->refire);
}
void
A_FireShotgun
( player_t* player,
pspdef_t* psp )
{
int i;
S_StartSound (player->mo, sfx_shotgn);
P_SetMobjState (player->mo, S_PLAY_ATK2);
DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 1);
P_SetPsprite (player,
ps_flash,
weaponinfo[player->readyweapon].flashstate);
P_BulletSlope (player->mo);
for (i=0 ; i<7 ; i++)
P_GunShot (player->mo, false);
}
void
A_FireShotgun2
( player_t* player,
pspdef_t* psp )
{
int i;
angle_t angle;
int damage;
S_StartSound (player->mo, sfx_dshtgn);
P_SetMobjState (player->mo, S_PLAY_ATK2);
DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 2);
P_SetPsprite (player,
ps_flash,
weaponinfo[player->readyweapon].flashstate);
P_BulletSlope (player->mo);
for (i=0 ; i<20 ; i++)
{
damage = 5*(P_Random ()%3+1);
angle = player->mo->angle;
angle += (P_Random()-P_Random())<<19;
P_LineAttack (player->mo,
angle,
MISSILERANGE,
bulletslope + ((P_Random()-P_Random())<<5), damage);
}
}
void
A_FireCGun
( player_t* player,
pspdef_t* psp )
{
S_StartSound (player->mo, sfx_pistol);
if (!player->ammo[weaponinfo[player->readyweapon].ammo])
return;
P_SetMobjState (player->mo, S_PLAY_ATK2);
DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 1);
P_SetPsprite (player,
ps_flash,
weaponinfo[player->readyweapon].flashstate
+ psp->state
- &states[S_CHAIN1] );
P_BulletSlope (player->mo);
P_GunShot (player->mo, !player->refire);
}
void A_Light0 (player_t *player, pspdef_t *psp)
{
player->extralight = 0;
}
void A_Light1 (player_t *player, pspdef_t *psp)
{
player->extralight = 1;
}
void A_Light2 (player_t *player, pspdef_t *psp)
{
player->extralight = 2;
}
void A_BFGSpray (mobj_t* mo)
{
int i;
int j;
int damage;
angle_t an;
for (i=0 ; i<40 ; i++)
{
an = mo->angle - ANG90/2 + ANG90/40*i;
P_AimLineAttack (mo->target, an, 16*64*FRACUNIT);
if (!linetarget)
continue;
P_SpawnMobj (linetarget->x,
linetarget->y,
linetarget->z + (linetarget->height>>2),
MT_EXTRABFG);
damage = 0;
for (j=0;j<15;j++)
damage += (P_Random()&7) + 1;
P_DamageMobj (linetarget, mo->target,mo->target, damage);
}
}
void
A_BFGsound
( player_t* player,
pspdef_t* psp )
{
S_StartSound (player->mo, sfx_bfg);
}
void P_SetupPsprites (player_t* player)
{
int i;
for (i=0 ; i<NUMPSPRITES ; i++)
player->psprites[i].state = NULL;
player->pendingweapon = player->readyweapon;
P_BringUpWeapon (player);
}
void P_MovePsprites (player_t* player)
{
int i;
pspdef_t* psp;
state_t* state;
psp = &player->psprites[0];
for (i=0 ; i<NUMPSPRITES ; i++, psp++)
{
if ( (state = psp->state) )
{
if (psp->tics != -1)
{
psp->tics--;
if (!psp->tics)
P_SetPsprite (player, i, psp->state->nextstate);
}
}
}
player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx;
player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy;
}