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-rw-r--r--src/hexen/p_user.c1652
1 files changed, 1652 insertions, 0 deletions
diff --git a/src/hexen/p_user.c b/src/hexen/p_user.c
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+++ b/src/hexen/p_user.c
@@ -0,0 +1,1652 @@
+
+//**************************************************************************
+//**
+//** 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
+
+// Data
+
+boolean 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);
+ }
+ if(player->class == PCLASS_FIGHTER)
+ {
+ // The first type should be blue, and the third should be the
+ // Fighter's original gold color
+ if(playerNum == 0)
+ {
+ mo->flags |= 2<<MF_TRANSSHIFT;
+ }
+ else if(playerNum != 2)
+ {
+ mo->flags |= playerNum<<MF_TRANSSHIFT;
+ }
+ }
+ else if(playerNum)
+ { // Set color translation bits for player sprites
+ 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->morphTics = 0;
+ player->health = mo->health = MAXHEALTH;
+ player->mo = mo;
+ player->class = PlayerClass[playerNum];
+ angle >>= ANGLETOFINESHIFT;
+ fog = P_SpawnMobj(x+20*finecosine[angle],
+ y+20*finesine[angle], z+TELEFOGHEIGHT, MT_TFOG);
+ S_StartSound(fog, SFX_TELEPORT);
+ P_PostMorphWeapon(player, weapon);
+ return(true);
+}
+
+
+//----------------------------------------------------------------------------
+//
+// PROC P_PlayerThink
+//
+//----------------------------------------------------------------------------
+
+void P_PlayerThink(player_t *player)
+{
+ ticcmd_t *cmd;
+ weapontype_t newweapon;
+ int floorType;
+ mobj_t *pmo;
+
+ // 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 || player->messageTics == -1)
+ { // Refresh the screen when a message goes away
+ player->ultimateMessage = false; // clear out any chat messages.
+ player->yellowMessage = false;
+ if(player == &players[consoleplayer])
+ {
+ BorderTopRefresh = true;
+ }
+ }
+ player->worldTimer++;
+ if(player->playerstate == PST_DEAD)
+ {
+ P_DeathThink(player);
+ return;
+ }
+ if(player->jumpTics)
+ {
+ player->jumpTics--;
+ }
+ if(player->morphTics)
+ {
+ P_MorphPlayerThink(player);
+ }
+ // Handle movement
+ if(player->mo->reactiontime)
+ { // Player is frozen
+ player->mo->reactiontime--;
+ }
+ else
+ {
+ P_MovePlayer(player);
+ pmo = player->mo;
+ if(player->powers[pw_speed] && !(leveltime&1)
+ && P_AproxDistance(pmo->momx, pmo->momy) > 12*FRACUNIT)
+ {
+ mobj_t *speedMo;
+ int playerNum;
+
+ speedMo = P_SpawnMobj(pmo->x, pmo->y, pmo->z, MT_PLAYER_SPEED);
+ if(speedMo)
+ {
+ speedMo->angle = pmo->angle;
+ playerNum = P_GetPlayerNum(player);
+ if(player->class == PCLASS_FIGHTER)
+ {
+ // The first type should be blue, and the
+ // third should be the Fighter's original gold color
+ if(playerNum == 0)
+ {
+ speedMo->flags |= 2<<MF_TRANSSHIFT;
+ }
+ else if(playerNum != 2)
+ {
+ speedMo->flags |= playerNum<<MF_TRANSSHIFT;
+ }
+ }
+ else if(playerNum)
+ { // Set color translation bits for player sprites
+ speedMo->flags |= playerNum<<MF_TRANSSHIFT;
+ }
+ speedMo->target = pmo;
+ speedMo->special1 = player->class;
+ if(speedMo->special1 > 2)
+ {
+ speedMo->special1 = 0;
+ }
+ speedMo->sprite = pmo->sprite;
+ speedMo->floorclip = pmo->floorclip;
+ if(player == &players[consoleplayer])
+ {
+ speedMo->flags2 |= MF2_DONTDRAW;
+ }
+ }
+ }
+ }
+ P_CalcHeight(player);
+ if(player->mo->subsector->sector->special)
+ {
+ P_PlayerInSpecialSector(player);
+ }
+ if((floorType = P_GetThingFloorType(player->mo)) != FLOOR_SOLID)
+ {
+ P_PlayerOnSpecialFlat(player, floorType);
+ }
+ switch(player->class)
+ {
+ case PCLASS_FIGHTER:
+ if(player->mo->momz <= -35*FRACUNIT
+ && player->mo->momz >= -40*FRACUNIT && !player->morphTics
+ && !S_GetSoundPlayingInfo(player->mo,
+ SFX_PLAYER_FIGHTER_FALLING_SCREAM))
+ {
+ S_StartSound(player->mo,
+ SFX_PLAYER_FIGHTER_FALLING_SCREAM);
+ }
+ break;
+ case PCLASS_CLERIC:
+ if(player->mo->momz <= -35*FRACUNIT
+ && player->mo->momz >= -40*FRACUNIT && !player->morphTics
+ && !S_GetSoundPlayingInfo(player->mo,
+ SFX_PLAYER_CLERIC_FALLING_SCREAM))
+ {
+ S_StartSound(player->mo,
+ SFX_PLAYER_CLERIC_FALLING_SCREAM);
+ }
+ break;
+ case PCLASS_MAGE:
+ if(player->mo->momz <= -35*FRACUNIT
+ && player->mo->momz >= -40*FRACUNIT && !player->morphTics
+ && !S_GetSoundPlayingInfo(player->mo,
+ SFX_PLAYER_MAGE_FALLING_SCREAM))
+ {
+ S_StartSound(player->mo,
+ SFX_PLAYER_MAGE_FALLING_SCREAM);
+ }
+ break;
+ default:
+ break;
+ }
+ if(cmd->arti)
+ { // Use an artifact
+ if((cmd->arti&AFLAG_JUMP) && onground && !player->jumpTics)
+ {
+ if(player->morphTics)
+ {
+ player->mo->momz = 6*FRACUNIT;
+ }
+ else
+ {
+ player->mo->momz = 9*FRACUNIT;
+ }
+ player->mo->flags2 &= ~MF2_ONMOBJ;
+ player->jumpTics = 18;
+ }
+ else if(cmd->arti&AFLAG_SUICIDE)
+ {
+ P_DamageMobj(player->mo, NULL, NULL, 10000);
+ }
+ if(cmd->arti == NUMARTIFACTS)
+ { // use one of each artifact (except puzzle artifacts)
+ int i;
+
+ for(i = 1; i < arti_firstpuzzitem; i++)
+ {
+ P_PlayerUseArtifact(player, i);
+ }
+ }
+ else
+ {
+ P_PlayerUseArtifact(player, cmd->arti&AFLAG_MASK);
+ }
+ }
+ // Check for weapon change
+ if(cmd->buttons&BT_SPECIAL)
+ { // A special event has no other buttons
+ cmd->buttons = 0;
+ }
+ if(cmd->buttons&BT_CHANGE && !player->morphTics)
+ {
+ // 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(player->weaponowned[newweapon]
+ && newweapon != player->readyweapon)
+ {
+ player->pendingweapon = newweapon;
+ }
+ }
+ // Check for use
+ if(cmd->buttons&BT_USE)
+ {
+ if(!player->usedown)
+ {
+ P_UseLines(player);
+ player->usedown = true;
+ }
+ }
+ else
+ {
+ player->usedown = false;
+ }
+ // Morph counter
+ if(player->morphTics)
+ {
+ if(!--player->morphTics)
+ { // Attempt to undo the pig
+ P_UndoPlayerMorph(player);
+ }
+ }
+ // Cycle psprites
+ P_MovePsprites(player);
+ // Other Counters
+ if(player->powers[pw_invulnerability])
+ {
+ if(player->class == PCLASS_CLERIC)
+ {
+ if(!(leveltime&7) && player->mo->flags&MF_SHADOW
+ && !(player->mo->flags2&MF2_DONTDRAW))
+ {
+ player->mo->flags &= ~MF_SHADOW;
+ if(!(player->mo->flags&MF_ALTSHADOW))
+ {
+ player->mo->flags2 |= MF2_DONTDRAW|MF2_NONSHOOTABLE;
+ }
+ }
+ if(!(leveltime&31))
+ {
+ if(player->mo->flags2&MF2_DONTDRAW)
+ {
+ if(!(player->mo->flags&MF_SHADOW))
+ {
+ player->mo->flags |= MF_SHADOW|MF_ALTSHADOW;
+ }
+ else
+ {
+ player->mo->flags2 &= ~(MF2_DONTDRAW|MF2_NONSHOOTABLE);
+ }
+ }
+ else
+ {
+ player->mo->flags |= MF_SHADOW;
+ player->mo->flags &= ~MF_ALTSHADOW;
+ }
+ }
+ }
+ if(!(--player->powers[pw_invulnerability]))
+ {
+ player->mo->flags2 &= ~(MF2_INVULNERABLE|MF2_REFLECTIVE);
+ if(player->class == PCLASS_CLERIC)
+ {
+ player->mo->flags2 &= ~(MF2_DONTDRAW|MF2_NONSHOOTABLE);
+ player->mo->flags &= ~(MF_SHADOW|MF_ALTSHADOW);
+ }
+ }
+ }
+ if(player->powers[pw_minotaur])
+ {
+ player->powers[pw_minotaur]--;
+ }
+ if(player->powers[pw_infrared])
+ {
+ player->powers[pw_infrared]--;
+ }
+ if(player->powers[pw_flight] && netgame)
+ {
+ if(!--player->powers[pw_flight])
+ {
+ if(player->mo->z != player->mo->floorz)
+ {
+#ifdef __WATCOMC__
+ if(!useexterndriver)
+ {
+ player->centering = true;
+ }
+#else
+ 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_speed])
+ {
+ player->powers[pw_speed]--;
+ }
+ if(player->damagecount)
+ {
+ player->damagecount--;
+ }
+ if(player->bonuscount)
+ {
+ player->bonuscount--;
+ }
+ if(player->poisoncount && !(leveltime&15))
+ {
+ player->poisoncount -= 5;
+ if(player->poisoncount < 0)
+ {
+ player->poisoncount = 0;
+ }
+ P_PoisonDamage(player, player->poisoner, 1, true);
+ }
+ // 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;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_ArtiTele
+//
+//----------------------------------------------------------------------------
+
+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][0].x<<FRACBITS;
+ destY = playerstarts[0][0].y<<FRACBITS;
+ destAngle = ANG45*(playerstarts[0][0].angle/45);
+ }
+ P_Teleport(player->mo, destX, destY, destAngle, true);
+ if(player->morphTics)
+ { // Teleporting away will undo any morph effects (pig)
+ P_UndoPlayerMorph(player);
+ }
+ //S_StartSound(NULL, sfx_wpnup); // Full volume laugh
+}
+
+
+//----------------------------------------------------------------------------
+//
+// PROC P_ArtiTeleportOther
+//
+//----------------------------------------------------------------------------
+
+void P_ArtiTeleportOther(player_t *player)
+{
+ mobj_t *mo;
+
+ mo=P_SpawnPlayerMissile(player->mo, MT_TELOTHER_FX1);
+ if (mo)
+ {
+ mo->target = player->mo;
+ }
+}
+
+
+void P_TeleportToPlayerStarts(mobj_t *victim)
+{
+ int i,selections=0;
+ fixed_t destX,destY;
+ angle_t destAngle;
+
+ for (i=0;i<MAXPLAYERS;i++)
+ {
+ if (!playeringame[i]) continue;
+ selections++;
+ }
+ i = P_Random()%selections;
+ destX = playerstarts[0][i].x<<FRACBITS;
+ destY = playerstarts[0][i].y<<FRACBITS;
+ destAngle = ANG45*(playerstarts[0][i].angle/45);
+ P_Teleport(victim, destX, destY, destAngle, true);
+ //S_StartSound(NULL, sfx_wpnup); // Full volume laugh
+}
+
+void P_TeleportToDeathmatchStarts(mobj_t *victim)
+{
+ int i,selections;
+ fixed_t destX,destY;
+ angle_t destAngle;
+
+ selections = deathmatch_p-deathmatchstarts;
+ if (selections)
+ {
+ i = P_Random()%selections;
+ destX = deathmatchstarts[i].x<<FRACBITS;
+ destY = deathmatchstarts[i].y<<FRACBITS;
+ destAngle = ANG45*(deathmatchstarts[i].angle/45);
+ P_Teleport(victim, destX, destY, destAngle, true);
+ //S_StartSound(NULL, sfx_wpnup); // Full volume laugh
+ }
+ else
+ {
+ P_TeleportToPlayerStarts(victim);
+ }
+}
+
+
+
+//----------------------------------------------------------------------------
+//
+// PROC P_TeleportOther
+//
+//----------------------------------------------------------------------------
+void P_TeleportOther(mobj_t *victim)
+{
+ if (victim->player)
+ {
+ if (deathmatch)
+ P_TeleportToDeathmatchStarts(victim);
+ else
+ P_TeleportToPlayerStarts(victim);
+ }
+ else
+ {
+ // If death action, run it upon teleport
+ if (victim->flags&MF_COUNTKILL && victim->special)
+ {
+ P_RemoveMobjFromTIDList(victim);
+ P_ExecuteLineSpecial(victim->special, victim->args,
+ NULL, 0, victim);
+ victim->special = 0;
+ }
+
+ // Send all monsters to deathmatch spots
+ P_TeleportToDeathmatchStarts(victim);
+ }
+}
+
+
+
+#define BLAST_RADIUS_DIST 255*FRACUNIT
+#define BLAST_SPEED 20*FRACUNIT
+#define BLAST_FULLSTRENGTH 255
+
+void ResetBlasted(mobj_t *mo)
+{
+ mo->flags2 &= ~MF2_BLASTED;
+ if (!(mo->flags&MF_ICECORPSE))
+ {
+ mo->flags2 &= ~MF2_SLIDE;
+ }
+}
+
+void P_BlastMobj(mobj_t *source, mobj_t *victim, fixed_t strength)
+{
+ angle_t angle,ang;
+ mobj_t *mo;
+ fixed_t x,y,z;
+
+ angle = R_PointToAngle2(source->x, source->y, victim->x, victim->y);
+ angle >>= ANGLETOFINESHIFT;
+ if (strength < BLAST_FULLSTRENGTH)
+ {
+ victim->momx = FixedMul(strength, finecosine[angle]);
+ victim->momy = FixedMul(strength, finesine[angle]);
+ if (victim->player)
+ {
+ // Players handled automatically
+ }
+ else
+ {
+ victim->flags2 |= MF2_SLIDE;
+ victim->flags2 |= MF2_BLASTED;
+ }
+ }
+ else // full strength blast from artifact
+ {
+ if (victim->flags&MF_MISSILE)
+ {
+ switch(victim->type)
+ {
+ case MT_SORCBALL1: // don't blast sorcerer balls
+ case MT_SORCBALL2:
+ case MT_SORCBALL3:
+ return;
+ break;
+ case MT_MSTAFF_FX2: // Reflect to originator
+ victim->special1 = (int)victim->target;
+ victim->target = source;
+ break;
+ default:
+ break;
+ }
+ }
+ if (victim->type == MT_HOLY_FX)
+ {
+ if ((mobj_t *)(victim->special1) == source)
+ {
+ victim->special1 = (int)victim->target;
+ victim->target = source;
+ }
+ }
+ victim->momx = FixedMul(BLAST_SPEED, finecosine[angle]);
+ victim->momy = FixedMul(BLAST_SPEED, finesine[angle]);
+
+ // Spawn blast puff
+ ang = R_PointToAngle2(victim->x, victim->y, source->x, source->y);
+ ang >>= ANGLETOFINESHIFT;
+ x = victim->x + FixedMul(victim->radius+FRACUNIT, finecosine[ang]);
+ y = victim->y + FixedMul(victim->radius+FRACUNIT, finesine[ang]);
+ z = victim->z - victim->floorclip + (victim->height>>1);
+ mo=P_SpawnMobj(x, y, z, MT_BLASTEFFECT);
+ if (mo)
+ {
+ mo->momx = victim->momx;
+ mo->momy = victim->momy;
+ }
+
+ if (victim->flags&MF_MISSILE)
+ {
+ victim->momz = 8*FRACUNIT;
+ mo->momz = victim->momz;
+ }
+ else
+ {
+ victim->momz = (1000/victim->info->mass)<<FRACBITS;
+ }
+ if (victim->player)
+ {
+ // Players handled automatically
+ }
+ else
+ {
+ victim->flags2 |= MF2_SLIDE;
+ victim->flags2 |= MF2_BLASTED;
+ }
+ }
+}
+
+
+// Blast all mobj things away
+void P_BlastRadius(player_t *player)
+{
+ mobj_t *mo;
+ mobj_t *pmo=player->mo;
+ thinker_t *think;
+ fixed_t dist;
+
+ S_StartSound(pmo, SFX_ARTIFACT_BLAST);
+ P_NoiseAlert(player->mo, player->mo);
+
+ for(think = thinkercap.next; think != &thinkercap; think = think->next)
+ {
+ if(think->function != P_MobjThinker)
+ { // Not a mobj thinker
+ continue;
+ }
+ mo = (mobj_t *)think;
+ if((mo == pmo) || (mo->flags2&MF2_BOSS))
+ { // Not a valid monster
+ continue;
+ }
+ if ((mo->type == MT_POISONCLOUD) || // poison cloud
+ (mo->type == MT_HOLY_FX) || // holy fx
+ (mo->flags&MF_ICECORPSE)) // frozen corpse
+ {
+ // Let these special cases go
+ }
+ else if ((mo->flags&MF_COUNTKILL) &&
+ (mo->health <= 0))
+ {
+ continue;
+ }
+ else if (!(mo->flags&MF_COUNTKILL) &&
+ !(mo->player) &&
+ !(mo->flags&MF_MISSILE))
+ { // Must be monster, player, or missile
+ continue;
+ }
+ if (mo->flags2&MF2_DORMANT)
+ {
+ continue; // no dormant creatures
+ }
+ if ((mo->type == MT_WRAITHB) && (mo->flags2&MF2_DONTDRAW))
+ {
+ continue; // no underground wraiths
+ }
+ if ((mo->type == MT_SPLASHBASE) ||
+ (mo->type == MT_SPLASH))
+ {
+ continue;
+ }
+ if(mo->type == MT_SERPENT || mo->type == MT_SERPENTLEADER)
+ {
+ continue;
+ }
+ dist = P_AproxDistance(pmo->x - mo->x, pmo->y - mo->y);
+ if(dist > BLAST_RADIUS_DIST)
+ { // Out of range
+ continue;
+ }
+ P_BlastMobj(pmo, mo, BLAST_FULLSTRENGTH);
+ }
+}
+
+
+#define HEAL_RADIUS_DIST 255*FRACUNIT
+
+// Do class specific effect for everyone in radius
+boolean P_HealRadius(player_t *player)
+{
+ mobj_t *mo;
+ mobj_t *pmo=player->mo;
+ thinker_t *think;
+ fixed_t dist;
+ int effective=false;
+ int amount;
+
+ for(think = thinkercap.next; think != &thinkercap; think = think->next)
+ {
+ if(think->function != P_MobjThinker)
+ { // Not a mobj thinker
+ continue;
+ }
+ mo = (mobj_t *)think;
+
+ if (!mo->player) continue;
+ if (mo->health <= 0) continue;
+ dist = P_AproxDistance(pmo->x - mo->x, pmo->y - mo->y);
+ if(dist > HEAL_RADIUS_DIST)
+ { // Out of range
+ continue;
+ }
+
+ switch(player->class)
+ {
+ case PCLASS_FIGHTER: // Radius armor boost
+ if ((P_GiveArmor(mo->player, ARMOR_ARMOR, 1)) ||
+ (P_GiveArmor(mo->player, ARMOR_SHIELD, 1)) ||
+ (P_GiveArmor(mo->player, ARMOR_HELMET, 1)) ||
+ (P_GiveArmor(mo->player, ARMOR_AMULET, 1)))
+ {
+ effective=true;
+ S_StartSound(mo, SFX_MYSTICINCANT);
+ }
+ break;
+ case PCLASS_CLERIC: // Radius heal
+ amount = 50 + (P_Random()%50);
+ if (P_GiveBody(mo->player, amount))
+ {
+ effective=true;
+ S_StartSound(mo, SFX_MYSTICINCANT);
+ }
+ break;
+ case PCLASS_MAGE: // Radius mana boost
+ amount = 50 + (P_Random()%50);
+ if ((P_GiveMana(mo->player, MANA_1, amount)) ||
+ (P_GiveMana(mo->player, MANA_2, amount)))
+ {
+ effective=true;
+ S_StartSound(mo, SFX_MYSTICINCANT);
+ }
+ break;
+ case PCLASS_PIG:
+ default:
+ break;
+ }
+ }
+ return(effective);
+}
+
+
+//----------------------------------------------------------------------------
+//
+// PROC P_PlayerNextArtifact
+//
+//----------------------------------------------------------------------------
+
+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;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_PlayerRemoveArtifact
+//
+//----------------------------------------------------------------------------
+
+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;
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_PlayerUseArtifact
+//
+//----------------------------------------------------------------------------
+
+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])
+ {
+ if(arti < arti_firstpuzzitem)
+ {
+ S_StartSound(NULL, SFX_ARTIFACT_USE);
+ }
+ else
+ {
+ S_StartSound(NULL, SFX_PUZZLE_SUCCESS);
+ }
+ ArtifactFlash = 4;
+ }
+ }
+ else if(arti < arti_firstpuzzitem)
+ { // Unable to use artifact, advance pointer
+ P_PlayerNextArtifact(player);
+ }
+ break;
+ }
+ }
+}
+
+//==========================================================================
+//
+// P_UseArtifact
+//
+// Returns true if the artifact was used.
+//
+//==========================================================================
+
+boolean P_UseArtifact(player_t *player, artitype_t arti)
+{
+ mobj_t *mo;
+ angle_t angle;
+ int i;
+ int count;
+
+ switch(arti)
+ {
+ case arti_invulnerability:
+ if(!P_GivePower(player, pw_invulnerability))
+ {
+ 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_healingradius:
+ if (!P_HealRadius(player))
+ {
+ return(false);
+ }
+ break;
+ case arti_torch:
+ if(!P_GivePower(player, pw_infrared))
+ {
+ return(false);
+ }
+ 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);
+ }
+ if(player->mo->momz <= -35*FRACUNIT)
+ { // stop falling scream
+ S_StopSound(player->mo);
+ }
+ break;
+ case arti_summon:
+ mo = P_SpawnPlayerMissile(player->mo, MT_SUMMON_FX);
+ if (mo)
+ {
+ mo->target = player->mo;
+ mo->special1 = (int)(player->mo);
+ mo->momz = 5*FRACUNIT;
+ }
+ break;
+ case arti_teleport:
+ P_ArtiTele(player);
+ break;
+ case arti_teleportother:
+ P_ArtiTeleportOther(player);
+ break;
+ case arti_poisonbag:
+ angle = player->mo->angle>>ANGLETOFINESHIFT;
+ if(player->class == PCLASS_CLERIC)
+ {
+ mo = P_SpawnMobj(player->mo->x+16*finecosine[angle],
+ player->mo->y+24*finesine[angle], player->mo->z-
+ player->mo->floorclip+8*FRACUNIT, MT_POISONBAG);
+ if(mo)
+ {
+ mo->target = player->mo;
+ }
+ }
+ else if(player->class == PCLASS_MAGE)
+ {
+ mo = P_SpawnMobj(player->mo->x+16*finecosine[angle],
+ player->mo->y+24*finesine[angle], player->mo->z-
+ player->mo->floorclip+8*FRACUNIT, MT_FIREBOMB);
+ if(mo)
+ {
+ mo->target = player->mo;
+ }
+ }
+ else // PCLASS_FIGHTER, obviously (also pig, not so obviously)
+ {
+ mo = P_SpawnMobj(player->mo->x, player->mo->y,
+ player->mo->z-player->mo->floorclip+35*FRACUNIT,
+ MT_THROWINGBOMB);
+ if(mo)
+ {
+ mo->angle = player->mo->angle+(((P_Random()&7)-4)<<24);
+ mo->momz = 4*FRACUNIT+((player->lookdir)<<(FRACBITS-4));
+ mo->z += player->lookdir<<(FRACBITS-4);
+ P_ThrustMobj(mo, mo->angle, mo->info->speed);
+ mo->momx += player->mo->momx>>1;
+ mo->momy += player->mo->momy>>1;
+ mo->target = player->mo;
+ mo->tics -= P_Random()&3;
+ P_CheckMissileSpawn(mo);
+ }
+ }
+ break;
+ case arti_speed:
+ if(!P_GivePower(player, pw_speed))
+ {
+ return(false);
+ }
+ break;
+ case arti_boostmana:
+ if(!P_GiveMana(player, MANA_1, MAX_MANA))
+ {
+ if(!P_GiveMana(player, MANA_2, MAX_MANA))
+ {
+ return false;
+ }
+
+ }
+ else
+ {
+ P_GiveMana(player, MANA_2, MAX_MANA);
+ }
+ break;
+ case arti_boostarmor:
+ count = 0;
+
+ for(i = 0; i < NUMARMOR; i++)
+ {
+ count += P_GiveArmor(player, i, 1); // 1 point per armor type
+ }
+ if(!count)
+ {
+ return false;
+ }
+ break;
+ case arti_blastradius:
+ P_BlastRadius(player);
+ break;
+
+ case arti_puzzskull:
+ case arti_puzzgembig:
+ case arti_puzzgemred:
+ case arti_puzzgemgreen1:
+ case arti_puzzgemgreen2:
+ case arti_puzzgemblue1:
+ case arti_puzzgemblue2:
+ case arti_puzzbook1:
+ case arti_puzzbook2:
+ case arti_puzzskull2:
+ case arti_puzzfweapon:
+ case arti_puzzcweapon:
+ case arti_puzzmweapon:
+ case arti_puzzgear1:
+ case arti_puzzgear2:
+ case arti_puzzgear3:
+ case arti_puzzgear4:
+ if(P_UsePuzzleItem(player, arti-arti_firstpuzzitem))
+ {
+ return true;
+ }
+ else
+ {
+ P_SetYellowMessage(player, TXT_USEPUZZLEFAILED, false);
+ return false;
+ }
+ break;
+ default:
+ return false;
+ }
+ return true;
+}
+
+//============================================================================
+//
+// A_SpeedFade
+//
+//============================================================================
+
+void A_SpeedFade(mobj_t *actor)
+{
+ actor->flags |= MF_SHADOW;
+ actor->flags &= ~MF_ALTSHADOW;
+ actor->sprite = actor->target->sprite;
+}