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-rw-r--r--src/heretic/p_user.c1702
1 files changed, 862 insertions, 840 deletions
diff --git a/src/heretic/p_user.c b/src/heretic/p_user.c
index 3f8ffa0f..21b87f6e 100644
--- a/src/heretic/p_user.c
+++ b/src/heretic/p_user.c
@@ -1,3 +1,25 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
// P_user.c
@@ -5,29 +27,28 @@
#include "P_local.h"
#include "soundst.h"
-void P_PlayerNextArtifact(player_t *player);
+void P_PlayerNextArtifact(player_t * player);
// Macros
-#define MAXBOB 0x100000 // 16 pixels of bob
+#define MAXBOB 0x100000 // 16 pixels of bob
// Data
boolean onground;
-int newtorch; // used in the torch flicker effect.
+int newtorch; // used in the torch flicker effect.
int newtorchdelta;
-boolean WeaponInShareware[] =
-{
- true, // Staff
- true, // Gold wand
- true, // Crossbow
- true, // Blaster
- false, // Skull rod
- false, // Phoenix rod
- false, // Mace
- true, // Gauntlets
- true // Beak
+boolean WeaponInShareware[] = {
+ true, // Staff
+ true, // Gold wand
+ true, // Crossbow
+ true, // Blaster
+ false, // Skull rod
+ false, // Phoenix rod
+ false, // Mace
+ true, // Gauntlets
+ true // Beak
};
/*
@@ -40,24 +61,24 @@ boolean WeaponInShareware[] =
==================
*/
-void P_Thrust(player_t *player, angle_t angle, fixed_t move)
+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(player->mo->subsector->sector->special == 15) // Friction_Low
- {
- player->mo->momx += FixedMul(move>>2, finecosine[angle]);
- player->mo->momy += FixedMul(move>>2, finesine[angle]);
- }
- else
- {
- player->mo->momx += FixedMul(move, finecosine[angle]);
- player->mo->momy += FixedMul(move, finesine[angle]);
- }
+ 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 (player->mo->subsector->sector->special == 15) // Friction_Low
+ {
+ player->mo->momx += FixedMul(move >> 2, finecosine[angle]);
+ player->mo->momy += FixedMul(move >> 2, finesine[angle]);
+ }
+ else
+ {
+ player->mo->momx += FixedMul(move, finecosine[angle]);
+ player->mo->momy += FixedMul(move, finesine[angle]);
+ }
}
@@ -71,86 +92,86 @@ void P_Thrust(player_t *player, angle_t angle, fixed_t move)
==================
*/
-void P_CalcHeight (player_t *player)
+void P_CalcHeight(player_t * player)
{
- int angle;
- fixed_t bob;
+ 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]);
+ 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->chickenTics)
- {
- player->viewz = player->mo->z+player->viewheight-(20*FRACUNIT);
- }
- else
- {
- player->viewz = player->mo->z+player->viewheight+bob;
- }
- if(player->mo->flags2&MF2_FEETARECLIPPED
- && player->playerstate != PST_DEAD
- && player->mo->z <= player->mo->floorz)
- {
- player->viewz -= FOOTCLIPSIZE;
- }
- 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;
- }
+ 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->chickenTics)
+ {
+ player->viewz = player->mo->z + player->viewheight - (20 * FRACUNIT);
+ }
+ else
+ {
+ player->viewz = player->mo->z + player->viewheight + bob;
+ }
+ if (player->mo->flags2 & MF2_FEETARECLIPPED
+ && player->playerstate != PST_DEAD
+ && player->mo->z <= player->mo->floorz)
+ {
+ player->viewz -= FOOTCLIPSIZE;
+ }
+ 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;
+ }
}
/*
@@ -161,121 +182,121 @@ void P_CalcHeight (player_t *player)
=================
*/
-void P_MovePlayer(player_t *player)
+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(player->chickenTics)
- { // Chicken speed
- if(cmd->forwardmove && (onground||player->mo->flags2&MF2_FLY))
- P_Thrust(player, player->mo->angle, cmd->forwardmove*2500);
- if(cmd->sidemove && (onground||player->mo->flags2&MF2_FLY))
- P_Thrust(player, player->mo->angle-ANG90, cmd->sidemove*2500);
- }
- else
- { // Normal speed
- if(cmd->forwardmove && (onground||player->mo->flags2&MF2_FLY))
- P_Thrust(player, player->mo->angle, cmd->forwardmove*2048);
- if(cmd->sidemove && (onground||player->mo->flags2&MF2_FLY))
- P_Thrust(player, player->mo->angle-ANG90, cmd->sidemove*2048);
- }
-
- if(cmd->forwardmove || cmd->sidemove)
- {
- if(player->chickenTics)
- {
- if(player->mo->state == &states[S_CHICPLAY])
- {
- P_SetMobjState(player->mo, S_CHICPLAY_RUN1);
- }
- }
- else
- {
- if(player->mo->state == &states[S_PLAY])
- {
- P_SetMobjState(player->mo, S_PLAY_RUN1);
- }
- }
- }
-
- 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;
- }
- }
- 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;
- }
- }
+ 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 (player->chickenTics)
+ { // Chicken speed
+ if (cmd->forwardmove && (onground || player->mo->flags2 & MF2_FLY))
+ P_Thrust(player, player->mo->angle, cmd->forwardmove * 2500);
+ if (cmd->sidemove && (onground || player->mo->flags2 & MF2_FLY))
+ P_Thrust(player, player->mo->angle - ANG90, cmd->sidemove * 2500);
+ }
+ else
+ { // Normal speed
+ if (cmd->forwardmove && (onground || player->mo->flags2 & MF2_FLY))
+ P_Thrust(player, player->mo->angle, cmd->forwardmove * 2048);
+ if (cmd->sidemove && (onground || player->mo->flags2 & MF2_FLY))
+ P_Thrust(player, player->mo->angle - ANG90, cmd->sidemove * 2048);
+ }
+
+ if (cmd->forwardmove || cmd->sidemove)
+ {
+ if (player->chickenTics)
+ {
+ if (player->mo->state == &states[S_CHICPLAY])
+ {
+ P_SetMobjState(player->mo, S_CHICPLAY_RUN1);
+ }
+ }
+ else
+ {
+ if (player->mo->state == &states[S_PLAY])
+ {
+ P_SetMobjState(player->mo, S_PLAY_RUN1);
+ }
+ }
+ }
+
+ 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;
+ }
+ }
+ 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;
+ }
+ }
}
/*
@@ -288,98 +309,98 @@ 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, delta;
- extern int inv_ptr;
- extern int curpos;
- int lookDelta;
-
- P_MovePsprites(player);
-
- onground = (player->mo->z <= player->mo->floorz);
- if(player->mo->type == MT_BLOODYSKULL)
- { // Flying bloody skull
- 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
- { // Fall to ground
- 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)
- {
- 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;
- if(player->damagecount)
- {
- player->damagecount--;
- }
- }
- else if(delta < ANG180)
- player->mo->angle += ANG5;
- else
- player->mo->angle -= ANG5;
- }
- else if(player->damagecount)
- {
- player->damagecount--;
- }
-
- 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;
- // 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;
- }
+ angle_t angle, delta;
+ extern int inv_ptr;
+ extern int curpos;
+ int lookDelta;
+
+ P_MovePsprites(player);
+
+ onground = (player->mo->z <= player->mo->floorz);
+ if (player->mo->type == MT_BLOODYSKULL)
+ { // Flying bloody skull
+ 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
+ { // Fall to ground
+ 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)
+ {
+ 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;
+ if (player->damagecount)
+ {
+ player->damagecount--;
+ }
+ }
+ else if (delta < ANG180)
+ player->mo->angle += ANG5;
+ else
+ player->mo->angle -= ANG5;
+ }
+ else if (player->damagecount)
+ {
+ player->damagecount--;
+ }
+
+ 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;
+ // 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;
+ }
}
//----------------------------------------------------------------------------
@@ -388,33 +409,33 @@ void P_DeathThink(player_t *player)
//
//----------------------------------------------------------------------------
-void P_ChickenPlayerThink(player_t *player)
+void P_ChickenPlayerThink(player_t * player)
{
- mobj_t *pmo;
-
- if(player->health > 0)
- { // Handle beak movement
- P_UpdateBeak(player, &player->psprites[ps_weapon]);
- }
- if(player->chickenTics&15)
- {
- return;
- }
- pmo = player->mo;
- if(!(pmo->momx+pmo->momy) && P_Random() < 160)
- { // Twitch view angle
- pmo->angle += (P_Random()-P_Random())<<19;
- }
- if((pmo->z <= pmo->floorz) && (P_Random() < 32))
- { // Jump and noise
- pmo->momz += FRACUNIT;
- P_SetMobjState(pmo, S_CHICPLAY_PAIN);
- return;
- }
- if(P_Random() < 48)
- { // Just noise
- S_StartSound(pmo, sfx_chicact);
- }
+ mobj_t *pmo;
+
+ if (player->health > 0)
+ { // Handle beak movement
+ P_UpdateBeak(player, &player->psprites[ps_weapon]);
+ }
+ if (player->chickenTics & 15)
+ {
+ return;
+ }
+ pmo = player->mo;
+ if (!(pmo->momx + pmo->momy) && P_Random() < 160)
+ { // Twitch view angle
+ pmo->angle += (P_Random() - P_Random()) << 19;
+ }
+ if ((pmo->z <= pmo->floorz) && (P_Random() < 32))
+ { // Jump and noise
+ pmo->momz += FRACUNIT;
+ P_SetMobjState(pmo, S_CHICPLAY_PAIN);
+ return;
+ }
+ if (P_Random() < 48)
+ { // Just noise
+ S_StartSound(pmo, sfx_chicact);
+ }
}
//----------------------------------------------------------------------------
@@ -423,18 +444,18 @@ void P_ChickenPlayerThink(player_t *player)
//
//----------------------------------------------------------------------------
-int P_GetPlayerNum(player_t *player)
+int P_GetPlayerNum(player_t * player)
{
- int i;
-
- for(i = 0; i < MAXPLAYERS; i++)
- {
- if(player == &players[i])
- {
- return(i);
- }
- }
- return(0);
+ int i;
+
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (player == &players[i])
+ {
+ return (i);
+ }
+ }
+ return (0);
}
//----------------------------------------------------------------------------
@@ -443,67 +464,67 @@ int P_GetPlayerNum(player_t *player)
//
//----------------------------------------------------------------------------
-boolean P_UndoPlayerChicken(player_t *player)
+boolean P_UndoPlayerChicken(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;
-
- pmo = player->mo;
- x = pmo->x;
- y = pmo->y;
- z = pmo->z;
- angle = pmo->angle;
- weapon = pmo->special1;
- oldFlags = pmo->flags;
- oldFlags2 = pmo->flags2;
- P_SetMobjState(pmo, S_FREETARGMOBJ);
- mo = P_SpawnMobj(x, y, z, MT_PLAYER);
- if(P_TestMobjLocation(mo) == false)
- { // Didn't fit
- P_RemoveMobj(mo);
- mo = P_SpawnMobj(x, y, z, MT_CHICPLAYER);
- mo->angle = angle;
- mo->health = player->health;
- mo->special1 = weapon;
- mo->player = player;
- mo->flags = oldFlags;
- mo->flags2 = oldFlags2;
- player->mo = mo;
- player->chickenTics = 2*35;
- return(false);
- }
- playerNum = P_GetPlayerNum(player);
- if(playerNum != 0)
- { // Set color translation
- mo->flags |= playerNum<<MF_TRANSSHIFT;
- }
- mo->angle = angle;
- mo->player = player;
- mo->reactiontime = 18;
- if(oldFlags2&MF2_FLY)
- {
- mo->flags2 |= MF2_FLY;
- mo->flags |= MF_NOGRAVITY;
- }
- player->chickenTics = 0;
- player->powers[pw_weaponlevel2] = 0;
- player->health = mo->health = MAXHEALTH;
- player->mo = mo;
- angle >>= ANGLETOFINESHIFT;
- fog = P_SpawnMobj(x+20*finecosine[angle],
- y+20*finesine[angle], z+TELEFOGHEIGHT, MT_TFOG);
- S_StartSound(fog, sfx_telept);
- P_PostChickenWeapon(player, weapon);
- return(true);
+ 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;
+
+ pmo = player->mo;
+ x = pmo->x;
+ y = pmo->y;
+ z = pmo->z;
+ angle = pmo->angle;
+ weapon = pmo->special1;
+ oldFlags = pmo->flags;
+ oldFlags2 = pmo->flags2;
+ P_SetMobjState(pmo, S_FREETARGMOBJ);
+ mo = P_SpawnMobj(x, y, z, MT_PLAYER);
+ if (P_TestMobjLocation(mo) == false)
+ { // Didn't fit
+ P_RemoveMobj(mo);
+ mo = P_SpawnMobj(x, y, z, MT_CHICPLAYER);
+ mo->angle = angle;
+ mo->health = player->health;
+ mo->special1 = weapon;
+ mo->player = player;
+ mo->flags = oldFlags;
+ mo->flags2 = oldFlags2;
+ player->mo = mo;
+ player->chickenTics = 2 * 35;
+ return (false);
+ }
+ playerNum = P_GetPlayerNum(player);
+ if (playerNum != 0)
+ { // Set color translation
+ mo->flags |= playerNum << MF_TRANSSHIFT;
+ }
+ mo->angle = angle;
+ mo->player = player;
+ mo->reactiontime = 18;
+ if (oldFlags2 & MF2_FLY)
+ {
+ mo->flags2 |= MF2_FLY;
+ mo->flags |= MF_NOGRAVITY;
+ }
+ player->chickenTics = 0;
+ player->powers[pw_weaponlevel2] = 0;
+ player->health = mo->health = MAXHEALTH;
+ player->mo = mo;
+ angle >>= ANGLETOFINESHIFT;
+ fog = P_SpawnMobj(x + 20 * finecosine[angle],
+ y + 20 * finesine[angle], z + TELEFOGHEIGHT, MT_TFOG);
+ S_StartSound(fog, sfx_telept);
+ P_PostChickenWeapon(player, weapon);
+ return (true);
}
//----------------------------------------------------------------------------
@@ -512,244 +533,244 @@ boolean P_UndoPlayerChicken(player_t *player)
//
//----------------------------------------------------------------------------
-void P_PlayerThink(player_t *player)
+void P_PlayerThink(player_t * player)
{
- ticcmd_t *cmd;
- weapontype_t newweapon;
-
- extern boolean ultimatemsg;
-
- // No-clip cheat
- if(player->cheats&CF_NOCLIP)
- {
- player->mo->flags |= MF_NOCLIP;
- }
- else
- {
- player->mo->flags &= ~MF_NOCLIP;
- }
- cmd = &player->cmd;
- if(player->mo->flags&MF_JUSTATTACKED)
- { // Gauntlets attack auto forward motion
- cmd->angleturn = 0;
- cmd->forwardmove = 0xc800/512;
- cmd->sidemove = 0;
- player->mo->flags &= ~MF_JUSTATTACKED;
- }
+ ticcmd_t *cmd;
+ weapontype_t newweapon;
+
+ extern boolean ultimatemsg;
+
+ // No-clip cheat
+ if (player->cheats & CF_NOCLIP)
+ {
+ player->mo->flags |= MF_NOCLIP;
+ }
+ else
+ {
+ player->mo->flags &= ~MF_NOCLIP;
+ }
+ cmd = &player->cmd;
+ if (player->mo->flags & MF_JUSTATTACKED)
+ { // Gauntlets attack auto forward motion
+ cmd->angleturn = 0;
+ cmd->forwardmove = 0xc800 / 512;
+ cmd->sidemove = 0;
+ player->mo->flags &= ~MF_JUSTATTACKED;
+ }
// messageTics is above the rest of the counters so that messages will
// go away, even in death.
- player->messageTics--; // Can go negative
- if(!player->messageTics)
- { // Refresh the screen when a message goes away
- ultimatemsg = false; // clear out any chat messages.
- BorderTopRefresh = true;
- }
- if(player->playerstate == PST_DEAD)
- {
- P_DeathThink(player);
- return;
- }
- if(player->chickenTics)
- {
- P_ChickenPlayerThink(player);
- }
- // Handle movement
- if(player->mo->reactiontime)
- { // Player is frozen
- player->mo->reactiontime--;
- }
- else
- {
- P_MovePlayer(player);
- }
- P_CalcHeight(player);
- if(player->mo->subsector->sector->special)
- {
- P_PlayerInSpecialSector(player);
- }
- if(cmd->arti)
- { // Use an artifact
- if(cmd->arti == 0xff)
- {
- P_PlayerNextArtifact(player);
- }
- else
- {
- P_PlayerUseArtifact(player, cmd->arti);
- }
- }
- // Check for weapon change
- if(cmd->buttons&BT_SPECIAL)
- { // A special event has no other buttons
- cmd->buttons = 0;
- }
- if(cmd->buttons&BT_CHANGE)
- {
- // The actual changing of the weapon is done when the weapon
- // psprite can do it (A_WeaponReady), so it doesn't happen in
- // the middle of an attack.
- newweapon = (cmd->buttons&BT_WEAPONMASK)>>BT_WEAPONSHIFT;
- if(newweapon == wp_staff && player->weaponowned[wp_gauntlets]
- && !(player->readyweapon == wp_gauntlets))
- {
- newweapon = wp_gauntlets;
- }
- if(player->weaponowned[newweapon]
- && newweapon != player->readyweapon)
- {
- if(WeaponInShareware[newweapon] || !shareware)
- {
- player->pendingweapon = newweapon;
- }
- }
- }
- // Check for use
- if(cmd->buttons&BT_USE)
- {
- if(!player->usedown)
- {
- P_UseLines(player);
- player->usedown = true;
- }
- }
- else
- {
- player->usedown = false;
- }
- // Chicken counter
- if(player->chickenTics)
- {
- if(player->chickenPeck)
- { // Chicken attack counter
- player->chickenPeck -= 3;
- }
- if(!--player->chickenTics)
- { // Attempt to undo the chicken
- P_UndoPlayerChicken(player);
- }
- }
- // Cycle psprites
- P_MovePsprites(player);
- // Other Counters
- if(player->powers[pw_invulnerability])
- {
- player->powers[pw_invulnerability]--;
- }
- if(player->powers[pw_invisibility])
- {
- if(!--player->powers[pw_invisibility])
- {
- player->mo->flags &= ~MF_SHADOW;
- }
- }
- if(player->powers[pw_infrared])
- {
- player->powers[pw_infrared]--;
- }
- if(player->powers[pw_flight])
- {
- if(!--player->powers[pw_flight])
- {
+ player->messageTics--; // Can go negative
+ if (!player->messageTics)
+ { // Refresh the screen when a message goes away
+ ultimatemsg = false; // clear out any chat messages.
+ BorderTopRefresh = true;
+ }
+ if (player->playerstate == PST_DEAD)
+ {
+ P_DeathThink(player);
+ return;
+ }
+ if (player->chickenTics)
+ {
+ P_ChickenPlayerThink(player);
+ }
+ // Handle movement
+ if (player->mo->reactiontime)
+ { // Player is frozen
+ player->mo->reactiontime--;
+ }
+ else
+ {
+ P_MovePlayer(player);
+ }
+ P_CalcHeight(player);
+ if (player->mo->subsector->sector->special)
+ {
+ P_PlayerInSpecialSector(player);
+ }
+ if (cmd->arti)
+ { // Use an artifact
+ if (cmd->arti == 0xff)
+ {
+ P_PlayerNextArtifact(player);
+ }
+ else
+ {
+ P_PlayerUseArtifact(player, cmd->arti);
+ }
+ }
+ // Check for weapon change
+ if (cmd->buttons & BT_SPECIAL)
+ { // A special event has no other buttons
+ cmd->buttons = 0;
+ }
+ if (cmd->buttons & BT_CHANGE)
+ {
+ // The actual changing of the weapon is done when the weapon
+ // psprite can do it (A_WeaponReady), so it doesn't happen in
+ // the middle of an attack.
+ newweapon = (cmd->buttons & BT_WEAPONMASK) >> BT_WEAPONSHIFT;
+ if (newweapon == wp_staff && player->weaponowned[wp_gauntlets]
+ && !(player->readyweapon == wp_gauntlets))
+ {
+ newweapon = wp_gauntlets;
+ }
+ if (player->weaponowned[newweapon]
+ && newweapon != player->readyweapon)
+ {
+ if (WeaponInShareware[newweapon] || !shareware)
+ {
+ player->pendingweapon = newweapon;
+ }
+ }
+ }
+ // Check for use
+ if (cmd->buttons & BT_USE)
+ {
+ if (!player->usedown)
+ {
+ P_UseLines(player);
+ player->usedown = true;
+ }
+ }
+ else
+ {
+ player->usedown = false;
+ }
+ // Chicken counter
+ if (player->chickenTics)
+ {
+ if (player->chickenPeck)
+ { // Chicken attack counter
+ player->chickenPeck -= 3;
+ }
+ if (!--player->chickenTics)
+ { // Attempt to undo the chicken
+ P_UndoPlayerChicken(player);
+ }
+ }
+ // Cycle psprites
+ P_MovePsprites(player);
+ // Other Counters
+ if (player->powers[pw_invulnerability])
+ {
+ player->powers[pw_invulnerability]--;
+ }
+ if (player->powers[pw_invisibility])
+ {
+ if (!--player->powers[pw_invisibility])
+ {
+ player->mo->flags &= ~MF_SHADOW;
+ }
+ }
+ if (player->powers[pw_infrared])
+ {
+ player->powers[pw_infrared]--;
+ }
+ if (player->powers[pw_flight])
+ {
+ if (!--player->powers[pw_flight])
+ {
#ifdef __WATCOMC__
- if(player->mo->z != player->mo->floorz && !useexterndriver)
- {
- player->centering = true;
- }
+ if (player->mo->z != player->mo->floorz && !useexterndriver)
+ {
+ player->centering = true;
+ }
#else
- if(player->mo->z != player->mo->floorz)
- {
- player->centering = true;
- }
+ if (player->mo->z != player->mo->floorz)
+ {
+ player->centering = true;
+ }
#endif
- player->mo->flags2 &= ~MF2_FLY;
- player->mo->flags &= ~MF_NOGRAVITY;
- BorderTopRefresh = true; //make sure the sprite's cleared out
- }
- }
- if(player->powers[pw_weaponlevel2])
- {
- if(!--player->powers[pw_weaponlevel2])
- {
- if((player->readyweapon == wp_phoenixrod)
- && (player->psprites[ps_weapon].state
- != &states[S_PHOENIXREADY])
- && (player->psprites[ps_weapon].state
- != &states[S_PHOENIXUP]))
- {
- P_SetPsprite(player, ps_weapon, S_PHOENIXREADY);
- player->ammo[am_phoenixrod] -= USE_PHRD_AMMO_2;
- player->refire = 0;
- }
- else if((player->readyweapon == wp_gauntlets)
- || (player->readyweapon == wp_staff))
- {
- player->pendingweapon = player->readyweapon;
- }
- BorderTopRefresh = true;
- }
- }
- if(player->damagecount)
- {
- player->damagecount--;
- }
- if(player->bonuscount)
- {
- player->bonuscount--;
- }
- // Colormaps
- if(player->powers[pw_invulnerability])
- {
- if(player->powers[pw_invulnerability] > BLINKTHRESHOLD
- || (player->powers[pw_invulnerability]&8))
- {
- player->fixedcolormap = INVERSECOLORMAP;
- }
- else
- {
- player->fixedcolormap = 0;
- }
- }
- else if(player->powers[pw_infrared])
- {
- if (player->powers[pw_infrared] <= BLINKTHRESHOLD)
- {
- if(player->powers[pw_infrared]&8)
- {
- player->fixedcolormap = 0;
- }
- else
- {
- player->fixedcolormap = 1;
- }
- }
- else if(!(leveltime&16) && player == &players[consoleplayer])
- {
- if(newtorch)
- {
- if(player->fixedcolormap+newtorchdelta > 7
- || player->fixedcolormap+newtorchdelta < 1
- || newtorch == player->fixedcolormap)
- {
- newtorch = 0;
- }
- else
- {
- player->fixedcolormap += newtorchdelta;
- }
- }
- else
- {
- newtorch = (M_Random()&7)+1;
- newtorchdelta = (newtorch == player->fixedcolormap) ?
- 0 : ((newtorch > player->fixedcolormap) ? 1 : -1);
- }
- }
- }
- else
- {
- player->fixedcolormap = 0;
- }
+ player->mo->flags2 &= ~MF2_FLY;
+ player->mo->flags &= ~MF_NOGRAVITY;
+ BorderTopRefresh = true; //make sure the sprite's cleared out
+ }
+ }
+ if (player->powers[pw_weaponlevel2])
+ {
+ if (!--player->powers[pw_weaponlevel2])
+ {
+ if ((player->readyweapon == wp_phoenixrod)
+ && (player->psprites[ps_weapon].state
+ != &states[S_PHOENIXREADY])
+ && (player->psprites[ps_weapon].state
+ != &states[S_PHOENIXUP]))
+ {
+ P_SetPsprite(player, ps_weapon, S_PHOENIXREADY);
+ player->ammo[am_phoenixrod] -= USE_PHRD_AMMO_2;
+ player->refire = 0;
+ }
+ else if ((player->readyweapon == wp_gauntlets)
+ || (player->readyweapon == wp_staff))
+ {
+ player->pendingweapon = player->readyweapon;
+ }
+ BorderTopRefresh = true;
+ }
+ }
+ if (player->damagecount)
+ {
+ player->damagecount--;
+ }
+ if (player->bonuscount)
+ {
+ player->bonuscount--;
+ }
+ // Colormaps
+ if (player->powers[pw_invulnerability])
+ {
+ if (player->powers[pw_invulnerability] > BLINKTHRESHOLD
+ || (player->powers[pw_invulnerability] & 8))
+ {
+ player->fixedcolormap = INVERSECOLORMAP;
+ }
+ else
+ {
+ player->fixedcolormap = 0;
+ }
+ }
+ else if (player->powers[pw_infrared])
+ {
+ if (player->powers[pw_infrared] <= BLINKTHRESHOLD)
+ {
+ if (player->powers[pw_infrared] & 8)
+ {
+ player->fixedcolormap = 0;
+ }
+ else
+ {
+ player->fixedcolormap = 1;
+ }
+ }
+ else if (!(leveltime & 16) && player == &players[consoleplayer])
+ {
+ if (newtorch)
+ {
+ if (player->fixedcolormap + newtorchdelta > 7
+ || player->fixedcolormap + newtorchdelta < 1
+ || newtorch == player->fixedcolormap)
+ {
+ newtorch = 0;
+ }
+ else
+ {
+ player->fixedcolormap += newtorchdelta;
+ }
+ }
+ else
+ {
+ newtorch = (M_Random() & 7) + 1;
+ newtorchdelta = (newtorch == player->fixedcolormap) ?
+ 0 : ((newtorch > player->fixedcolormap) ? 1 : -1);
+ }
+ }
+ }
+ else
+ {
+ player->fixedcolormap = 0;
+ }
}
//----------------------------------------------------------------------------
@@ -758,30 +779,30 @@ void P_PlayerThink(player_t *player)
//
//----------------------------------------------------------------------------
-void P_ArtiTele(player_t *player)
+void P_ArtiTele(player_t * player)
{
- int i;
- int selections;
- fixed_t destX;
- fixed_t destY;
- angle_t destAngle;
-
- if(deathmatch)
- {
- selections = deathmatch_p-deathmatchstarts;
- i = P_Random()%selections;
- destX = deathmatchstarts[i].x<<FRACBITS;
- destY = deathmatchstarts[i].y<<FRACBITS;
- destAngle = ANG45*(deathmatchstarts[i].angle/45);
- }
- else
- {
- destX = playerstarts[0].x<<FRACBITS;
- destY = playerstarts[0].y<<FRACBITS;
- destAngle = ANG45*(playerstarts[0].angle/45);
- }
- P_Teleport(player->mo, destX, destY, destAngle);
- S_StartSound(NULL, sfx_wpnup); // Full volume laugh
+ int i;
+ int selections;
+ fixed_t destX;
+ fixed_t destY;
+ angle_t destAngle;
+
+ if (deathmatch)
+ {
+ selections = deathmatch_p - deathmatchstarts;
+ i = P_Random() % selections;
+ destX = deathmatchstarts[i].x << FRACBITS;
+ destY = deathmatchstarts[i].y << FRACBITS;
+ destAngle = ANG45 * (deathmatchstarts[i].angle / 45);
+ }
+ else
+ {
+ destX = playerstarts[0].x << FRACBITS;
+ destY = playerstarts[0].y << FRACBITS;
+ destAngle = ANG45 * (playerstarts[0].angle / 45);
+ }
+ P_Teleport(player->mo, destX, destY, destAngle);
+ S_StartSound(NULL, sfx_wpnup); // Full volume laugh
}
//----------------------------------------------------------------------------
@@ -790,37 +811,36 @@ void P_ArtiTele(player_t *player)
//
//----------------------------------------------------------------------------
-void P_PlayerNextArtifact(player_t *player)
+void P_PlayerNextArtifact(player_t * player)
{
- extern int inv_ptr;
- extern int curpos;
-
- if(player == &players[consoleplayer])
- {
- inv_ptr--;
- if(inv_ptr < 6)
- {
- curpos--;
- if(curpos < 0)
- {
- curpos = 0;
- }
- }
- if(inv_ptr < 0)
- {
- inv_ptr = player->inventorySlotNum-1;
- if(inv_ptr < 6)
- {
- curpos = inv_ptr;
- }
- else
- {
- curpos = 6;
- }
- }
- player->readyArtifact =
- player->inventory[inv_ptr].type;
- }
+ extern int inv_ptr;
+ extern int curpos;
+
+ if (player == &players[consoleplayer])
+ {
+ inv_ptr--;
+ if (inv_ptr < 6)
+ {
+ curpos--;
+ if (curpos < 0)
+ {
+ curpos = 0;
+ }
+ }
+ if (inv_ptr < 0)
+ {
+ inv_ptr = player->inventorySlotNum - 1;
+ if (inv_ptr < 6)
+ {
+ curpos = inv_ptr;
+ }
+ else
+ {
+ curpos = 6;
+ }
+ }
+ player->readyArtifact = player->inventory[inv_ptr].type;
+ }
}
//----------------------------------------------------------------------------
@@ -829,45 +849,44 @@ void P_PlayerNextArtifact(player_t *player)
//
//----------------------------------------------------------------------------
-void P_PlayerRemoveArtifact(player_t *player, int slot)
+void P_PlayerRemoveArtifact(player_t * player, int slot)
{
- int i;
- extern int inv_ptr;
- extern int curpos;
-
- player->artifactCount--;
- if(!(--player->inventory[slot].count))
- { // Used last of a type - compact the artifact list
- player->readyArtifact = arti_none;
- player->inventory[slot].type = arti_none;
- for(i = slot+1; i < player->inventorySlotNum; i++)
- {
- player->inventory[i-1] = player->inventory[i];
- }
- player->inventorySlotNum--;
- if(player == &players[consoleplayer])
- { // Set position markers and get next readyArtifact
- inv_ptr--;
- if(inv_ptr < 6)
- {
- curpos--;
- if(curpos < 0)
- {
- curpos = 0;
- }
- }
- if(inv_ptr >= player->inventorySlotNum)
- {
- inv_ptr = player->inventorySlotNum-1;
- }
- if(inv_ptr < 0)
- {
- inv_ptr = 0;
- }
- player->readyArtifact =
- player->inventory[inv_ptr].type;
- }
- }
+ int i;
+ extern int inv_ptr;
+ extern int curpos;
+
+ player->artifactCount--;
+ if (!(--player->inventory[slot].count))
+ { // Used last of a type - compact the artifact list
+ player->readyArtifact = arti_none;
+ player->inventory[slot].type = arti_none;
+ for (i = slot + 1; i < player->inventorySlotNum; i++)
+ {
+ player->inventory[i - 1] = player->inventory[i];
+ }
+ player->inventorySlotNum--;
+ if (player == &players[consoleplayer])
+ { // Set position markers and get next readyArtifact
+ inv_ptr--;
+ if (inv_ptr < 6)
+ {
+ curpos--;
+ if (curpos < 0)
+ {
+ curpos = 0;
+ }
+ }
+ if (inv_ptr >= player->inventorySlotNum)
+ {
+ inv_ptr = player->inventorySlotNum - 1;
+ }
+ if (inv_ptr < 0)
+ {
+ inv_ptr = 0;
+ }
+ player->readyArtifact = player->inventory[inv_ptr].type;
+ }
+ }
}
//----------------------------------------------------------------------------
@@ -876,30 +895,30 @@ void P_PlayerRemoveArtifact(player_t *player, int slot)
//
//----------------------------------------------------------------------------
-void P_PlayerUseArtifact(player_t *player, artitype_t arti)
+void P_PlayerUseArtifact(player_t * player, artitype_t arti)
{
- int i;
-
- for(i = 0; i < player->inventorySlotNum; i++)
- {
- if(player->inventory[i].type == arti)
- { // Found match - try to use
- if(P_UseArtifact(player, arti))
- { // Artifact was used - remove it from inventory
- P_PlayerRemoveArtifact(player, i);
- if(player == &players[consoleplayer])
- {
- S_StartSound(NULL, sfx_artiuse);
- ArtifactFlash = 4;
- }
- }
- else
- { // Unable to use artifact, advance pointer
- P_PlayerNextArtifact(player);
- }
- break;
- }
- }
+ int i;
+
+ for (i = 0; i < player->inventorySlotNum; i++)
+ {
+ if (player->inventory[i].type == arti)
+ { // Found match - try to use
+ if (P_UseArtifact(player, arti))
+ { // Artifact was used - remove it from inventory
+ P_PlayerRemoveArtifact(player, i);
+ if (player == &players[consoleplayer])
+ {
+ S_StartSound(NULL, sfx_artiuse);
+ ArtifactFlash = 4;
+ }
+ }
+ else
+ { // Unable to use artifact, advance pointer
+ P_PlayerNextArtifact(player);
+ }
+ break;
+ }
+ }
}
//----------------------------------------------------------------------------
@@ -910,98 +929,101 @@ void P_PlayerUseArtifact(player_t *player, artitype_t arti)
//
//----------------------------------------------------------------------------
-boolean P_UseArtifact(player_t *player, artitype_t arti)
+boolean P_UseArtifact(player_t * player, artitype_t arti)
{
- mobj_t *mo;
- angle_t angle;
-
- switch(arti)
- {
- case arti_invulnerability:
- if(!P_GivePower(player, pw_invulnerability))
- {
- return(false);
- }
- break;
- case arti_invisibility:
- if(!P_GivePower(player, pw_invisibility))
- {
- return(false);
- }
- break;
- case arti_health:
- if(!P_GiveBody(player, 25))
- {
- return(false);
- }
- break;
- case arti_superhealth:
- if(!P_GiveBody(player, 100))
- {
- return(false);
- }
- break;
- case arti_tomeofpower:
- if(player->chickenTics)
- { // Attempt to undo chicken
- if(P_UndoPlayerChicken(player) == false)
- { // Failed
- P_DamageMobj(player->mo, NULL, NULL, 10000);
- }
- else
- { // Succeeded
- player->chickenTics = 0;
- S_StartSound(player->mo, sfx_wpnup);
- }
- }
- else
- {
- if(!P_GivePower(player, pw_weaponlevel2))
- {
- return(false);
- }
- if(player->readyweapon == wp_staff)
- {
- P_SetPsprite(player, ps_weapon, S_STAFFREADY2_1);
- }
- else if(player->readyweapon == wp_gauntlets)
- {
- P_SetPsprite(player, ps_weapon, S_GAUNTLETREADY2_1);
- }
- }
- break;
- case arti_torch:
- if(!P_GivePower(player, pw_infrared))
- {
- return(false);
- }
- break;
- case arti_firebomb:
- angle = player->mo->angle>>ANGLETOFINESHIFT;
- mo = P_SpawnMobj(player->mo->x+24*finecosine[angle],
- player->mo->y+24*finesine[angle], player->mo->z - 15*FRACUNIT*
- (player->mo->flags2&MF2_FEETARECLIPPED != 0), MT_FIREBOMB);
- mo->target = player->mo;
- break;
- case arti_egg:
- mo = player->mo;
- P_SpawnPlayerMissile(mo, MT_EGGFX);
- P_SPMAngle(mo, MT_EGGFX, mo->angle-(ANG45/6));
- P_SPMAngle(mo, MT_EGGFX, mo->angle+(ANG45/6));
- P_SPMAngle(mo, MT_EGGFX, mo->angle-(ANG45/3));
- P_SPMAngle(mo, MT_EGGFX, mo->angle+(ANG45/3));
- break;
- case arti_fly:
- if(!P_GivePower(player, pw_flight))
- {
- return(false);
- }
- break;
- case arti_teleport:
- P_ArtiTele(player);
- break;
- default:
- return(false);
- }
- return(true);
+ mobj_t *mo;
+ angle_t angle;
+
+ switch (arti)
+ {
+ case arti_invulnerability:
+ if (!P_GivePower(player, pw_invulnerability))
+ {
+ return (false);
+ }
+ break;
+ case arti_invisibility:
+ if (!P_GivePower(player, pw_invisibility))
+ {
+ return (false);
+ }
+ break;
+ case arti_health:
+ if (!P_GiveBody(player, 25))
+ {
+ return (false);
+ }
+ break;
+ case arti_superhealth:
+ if (!P_GiveBody(player, 100))
+ {
+ return (false);
+ }
+ break;
+ case arti_tomeofpower:
+ if (player->chickenTics)
+ { // Attempt to undo chicken
+ if (P_UndoPlayerChicken(player) == false)
+ { // Failed
+ P_DamageMobj(player->mo, NULL, NULL, 10000);
+ }
+ else
+ { // Succeeded
+ player->chickenTics = 0;
+ S_StartSound(player->mo, sfx_wpnup);
+ }
+ }
+ else
+ {
+ if (!P_GivePower(player, pw_weaponlevel2))
+ {
+ return (false);
+ }
+ if (player->readyweapon == wp_staff)
+ {
+ P_SetPsprite(player, ps_weapon, S_STAFFREADY2_1);
+ }
+ else if (player->readyweapon == wp_gauntlets)
+ {
+ P_SetPsprite(player, ps_weapon, S_GAUNTLETREADY2_1);
+ }
+ }
+ break;
+ case arti_torch:
+ if (!P_GivePower(player, pw_infrared))
+ {
+ return (false);
+ }
+ break;
+ case arti_firebomb:
+ angle = player->mo->angle >> ANGLETOFINESHIFT;
+ mo = P_SpawnMobj(player->mo->x + 24 * finecosine[angle],
+ player->mo->y + 24 * finesine[angle],
+ player->mo->z -
+ 15 * FRACUNIT *
+ (player->mo->flags2 & MF2_FEETARECLIPPED != 0),
+ MT_FIREBOMB);
+ mo->target = player->mo;
+ break;
+ case arti_egg:
+ mo = player->mo;
+ P_SpawnPlayerMissile(mo, MT_EGGFX);
+ P_SPMAngle(mo, MT_EGGFX, mo->angle - (ANG45 / 6));
+ P_SPMAngle(mo, MT_EGGFX, mo->angle + (ANG45 / 6));
+ P_SPMAngle(mo, MT_EGGFX, mo->angle - (ANG45 / 3));
+ P_SPMAngle(mo, MT_EGGFX, mo->angle + (ANG45 / 3));
+ break;
+ case arti_fly:
+ if (!P_GivePower(player, pw_flight))
+ {
+ return (false);
+ }
+ break;
+ case arti_teleport:
+ P_ArtiTele(player);
+ break;
+ default:
+ return (false);
+ }
+ return (true);
}