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authorSamuel Villareal2010-09-17 01:42:59 +0000
committerSamuel Villareal2010-09-17 01:42:59 +0000
commit96736b3926e90e09ad6f42e1ba9fcbdecccc7180 (patch)
treeaa18489cf5c84bea3711b05b3f6373f470a1542d /src/strife/p_user.c
parent9c7d3ca93d47193d16f51290757cd9ace1d5581c (diff)
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+ P_PlayerThink and P_DeathThink done
+ weaponinfo's unknown 1 identified as availabledemo Subversion-branch: /branches/strife-branch Subversion-revision: 2095
Diffstat (limited to 'src/strife/p_user.c')
-rw-r--r--src/strife/p_user.c286
1 files changed, 159 insertions, 127 deletions
diff --git a/src/strife/p_user.c b/src/strife/p_user.c
index c8c9b23e..b8997c6c 100644
--- a/src/strife/p_user.c
+++ b/src/strife/p_user.c
@@ -34,6 +34,7 @@
#include "p_local.h"
#include "sounds.h" // villsa [STRIFE]
#include "p_dialog.h" // villsa [STRIFE]
+#include "d_main.h" // villsa [STRIFE]
#include "doomstat.h"
@@ -253,53 +254,58 @@ void P_MovePlayer (player_t* player)
//
#define ANG5 (ANG90/18)
-void P_DeathThink (player_t* player)
+void P_DeathThink(player_t* player)
{
- angle_t angle;
- angle_t delta;
+ angle_t angle;
+ angle_t delta;
+
+ P_MovePsprites(player);
- P_MovePsprites (player);
-
// fall to the ground
if (player->viewheight > 6*FRACUNIT)
- player->viewheight -= FRACUNIT;
+ player->viewheight -= FRACUNIT;
if (player->viewheight < 6*FRACUNIT)
- 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)
+ 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;
+ angle = R_PointToAngle2 (player->mo->x,
+ player->mo->y,
+ player->attacker->x,
+ player->attacker->y);
- if (player->damagecount)
- player->damagecount--;
- }
- else if (delta < ANG180)
- player->mo->angle += ANG5;
- else
- player->mo->angle -= ANG5;
+ 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--;
-
+ player->damagecount--;
+
+ // villsa [STRIFE]
+ if(player->pitch <= 90)
+ player->pitch = player->pitch + 3;
+
+
- if (player->cmd.buttons & BT_USE)
- player->playerstate = PST_REBORN;
+ if(player->cmd.buttons & BT_USE)
+ player->playerstate = PST_REBORN;
}
@@ -360,23 +366,23 @@ void P_PlayerThink (player_t* player)
P_DropInventoryItem(player, cmd->inventory);
else
{
- // villsa [STRIFE] TODO - add workparm variable
- /*if(workparm)
+ // villsa [STRIFE]
+ if(workparm)
{
- int cheat = player->cheats ^ 1;
- player->cheats ^= CF_NOCLIP;
-
- if(cheat & CF_NOCLIP)
- {
- player->message = "No Clipping Mode ON";
- player->mo->flags |= MF_NOCLIP;
- }
- else
- {
- player->mo->flags &= ~MF_NOCLIP;
- player->message = "No Clipping Mode OFF";
+ int cheat = player->cheats ^ 1;
+ player->cheats ^= CF_NOCLIP;
+
+ if(cheat & CF_NOCLIP)
+ {
+ player->message = DEH_String("No Clipping Mode ON");
+ player->mo->flags |= MF_NOCLIP;
+ }
+ else
+ {
+ player->mo->flags &= ~MF_NOCLIP;
+ player->message = DEH_String("No Clipping Mode OFF");
+ }
}
- }*/
}
@@ -388,59 +394,80 @@ void P_PlayerThink (player_t* player)
// Check for weapon change.
// A special event has no other buttons.
- if (cmd->buttons & BT_SPECIAL)
+ if(cmd->buttons & BT_SPECIAL)
cmd->buttons = 0;
- if (cmd->buttons & BT_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;
+ newweapon = (cmd->buttons & BT_WEAPONMASK) >> BT_WEAPONSHIFT;
- // villsa [STRIFE] TODO - placeholder
- if (player->weaponowned[newweapon]
- && newweapon != player->readyweapon)
+ // villsa [STRIFE] select poison bow
+ if(newweapon == wp_elecbow)
{
- player->pendingweapon = newweapon;
+ if(player->weaponowned[wp_poisonbow] && player->readyweapon == wp_elecbow)
+ {
+ if(player->ammo[weaponinfo[wp_poisonbow].ammo])
+ newweapon = wp_poisonbow;
+ }
}
- // villsa [STRIFE] TODO - MUST FIX!!!
- /*if (newweapon == wp_fist
- && player->weaponowned[wp_chainsaw]
- && !(player->readyweapon == wp_chainsaw
- && player->powers[pw_strength]))
+ // villsa [STRIFE] select wp grenade launcher
+ if(newweapon == wp_hegrenade)
{
- newweapon = wp_chainsaw;
+ if(player->weaponowned[wp_wpgrenade] && player->readyweapon == wp_hegrenade)
+ {
+ if(player->ammo[weaponinfo[wp_wpgrenade].ammo])
+ newweapon = wp_wpgrenade;
+ }
}
- if ( (gamemode == commercial)
- && newweapon == wp_shotgun
- && player->weaponowned[wp_supershotgun]
- && player->readyweapon != wp_supershotgun)
+ // villsa [STRIFE] select torpedo
+ if(newweapon == wp_mauler)
{
- newweapon = wp_supershotgun;
+ if(player->weaponowned[wp_torpedo] && player->readyweapon == wp_mauler)
+ {
+ if(player->ammo[weaponinfo[am_cell].ammo] >= 30)
+ newweapon = wp_torpedo;
+ }
}
-
- if (player->weaponowned[newweapon]
- && newweapon != player->readyweapon)
+ 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;
+ // villsa [STRIFE] check weapon if in demo mode or not
+ if(weaponinfo[newweapon].availabledemo || !isdemoversion)
+ {
+ if(player->ammo[weaponinfo[newweapon].ammo])
+ player->pendingweapon = newweapon;
+ else
+ {
+ // decide between electric bow or poison arrow
+ if(newweapon == wp_elecbow &&
+ player->ammo[am_poisonbolts] &&
+ player->readyweapon != wp_poisonbow)
+ {
+ player->pendingweapon = wp_poisonbow;
+ }
+ // decide between hp grenade launcher or wp grenade launcher
+ else if(newweapon == wp_hegrenade &&
+ player->ammo[am_wpgrenades] &&
+ player->readyweapon != wp_wpgrenade)
+ {
+ player->pendingweapon = wp_wpgrenade;
+ }
+
+ // villsa [STRIFE] TODO - no check for mauler/torpedo??
+ }
+ }
}
- }*/
}
// check for use
- if (cmd->buttons & BT_USE)
+ if(cmd->buttons & BT_USE)
{
- if (!player->usedown)
+ if(!player->usedown)
{
P_DialogStart(player); // villsa [STRIFE]
P_UseLines (player);
@@ -455,41 +482,71 @@ void P_PlayerThink (player_t* player)
// Counters, time dependend power ups.
+ // Strength counts up to diminish fade.
+ if (player->powers[pw_strength])
+ player->powers[pw_strength]++;
+
+ // villsa [STRIFE] targeter powerup
+ if(player->powers[pw_targeter])
+ {
+ player->powers[pw_targeter]--;
+ if(player->powers[pw_targeter] == 1)
+ {
+ P_SetPsprite(player, ps_targcenter, S_NULL);
+ P_SetPsprite(player, ps_targleft, S_NULL);
+ P_SetPsprite(player, ps_targright, S_NULL);
+ }
+ else if(player->powers[pw_targeter] - 1 < 175)
+ {
+ if(player->powers[pw_targeter] & 32)
+ {
+ P_SetPsprite(player, ps_targright, S_NULL);
+ P_SetPsprite(player, ps_targleft, S_TRGT_01); // 11
+ }
+
+ if(player->powers[pw_targeter] & 16)
+ {
+ P_SetPsprite(player, ps_targright, S_TRGT_02); // 12
+ P_SetPsprite(player, ps_targleft, S_NULL);
+ }
+ }
+ }
+
+ if(player->powers[pw_invisibility])
+ {
+ // villsa [STRIFE] remove mvis flag as well
+ if(!--player->powers[pw_invisibility])
+ player->mo->flags &= ~(MF_SHADOW|MF_MVIS);
+ }
+
+ if(player->powers[pw_ironfeet])
+ {
+ player->powers[pw_ironfeet]--;
+
+ // villsa [STRIFE] gasmask sound
+ if(!(leveltime & 0x3f))
+ S_StartSound(player->mo, sfx_mask);
+ }
+
+ if(player->powers[pw_allmap] > 1)
+ player->powers[pw_allmap]--;
+
// haleyjd 08/30/10: [STRIFE]
// Nukage count keeps track of exposure to hazardous conditions over time.
// After accumulating 16 total seconds or more of exposure, you will take
// 5 damage roughly once per second until the count drops back under 560
// tics.
- if (player->nukagecount)
+ if(player->nukagecount)
{
player->nukagecount--;
- if (!(leveltime & 0x1f) && player->nukagecount > 16*TICRATE)
+ if(!(leveltime & 0x1f) && player->nukagecount > 16*TICRATE)
P_DamageMobj(player->mo, NULL, NULL, 5);
}
- // Strength counts up to diminish fade.
- if (player->powers[pw_strength])
- player->powers[pw_strength]++;
-
- // villsa [STRIFE] unused
- /*if (player->powers[pw_invulnerability])
- player->powers[pw_invulnerability]--;*/
-
- if (player->powers[pw_invisibility])
- if (! --player->powers[pw_invisibility] )
- player->mo->flags &= ~MF_SHADOW;
-
- // villsa [STRIFE] unused
- /*if (player->powers[pw_infrared])
- player->powers[pw_infrared]--;*/
-
- if (player->powers[pw_ironfeet])
- player->powers[pw_ironfeet]--;
-
- if (player->damagecount)
+ if(player->damagecount)
player->damagecount--;
- if (player->bonuscount)
+ if(player->bonuscount)
player->bonuscount--;
// villsa [STRIFE] checks for extralight
@@ -502,31 +559,6 @@ void P_PlayerThink (player_t* player)
}
else // Sigil shock:
player->fixedcolormap = INVERSECOLORMAP;
-
-
- // villsa [STRIFE] unused
- // Handling colormaps.
- /*if (player->powers[pw_invulnerability])
- {
- if (player->powers[pw_invulnerability] > 4*32
- || (player->powers[pw_invulnerability]&8) )
- player->fixedcolormap = INVERSECOLORMAP;
- else
- player->fixedcolormap = 0;
- }
- else if (player->powers[pw_infrared])
- {
- if (player->powers[pw_infrared] > 4*32
- || (player->powers[pw_infrared]&8) )
- {
- // almost full bright
- player->fixedcolormap = 1;
- }
- else
- player->fixedcolormap = 0;
- }
- else
- player->fixedcolormap = 0;*/
}