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player.zs
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struct UserCmd native
{
native uint buttons;
native int16 pitch; // up/down
native int16 yaw; // left/right
native int16 roll; // "tilt"
native int16 forwardmove;
native int16 sidemove;
native int16 upmove;
}
class PlayerPawn : Actor
{
const CROUCHSPEED = (1./12);
// [RH] # of ticks to complete a turn180
const TURN180_TICKS = ((TICRATE / 4) + 1);
// 16 pixels of bob
const MAXBOB = 16.;
int crouchsprite;
int MaxHealth;
int BonusHealth;
int MugShotMaxHealth;
int RunHealth;
private int PlayerFlags;
clearscope Inventory InvFirst; // first inventory item displayed on inventory bar
clearscope Inventory InvSel; // selected inventory item
Name SoundClass; // Sound class
Name Portrait;
Name Slot[10];
double HexenArmor[5];
// [GRB] Player class properties
double JumpZ;
double GruntSpeed;
double FallingScreamMinSpeed, FallingScreamMaxSpeed;
double ViewHeight;
double ForwardMove1, ForwardMove2;
double SideMove1, SideMove2;
TextureID ScoreIcon;
int SpawnMask;
Name MorphWeapon;
double AttackZOffset; // attack height, relative to player center
double UseRange; // [NS] Distance at which player can +use
double AirCapacity; // Multiplier for air supply underwater.
Class<Inventory> FlechetteType;
color DamageFade; // [CW] Fades for when you are being damaged.
double ViewBob; // [SP] ViewBob Multiplier
double FullHeight;
double curBob;
meta Name HealingRadiusType;
meta Name InvulMode;
meta Name Face;
meta int TeleportFreezeTime;
meta int ColorRangeStart; // Skin color range
meta int ColorRangeEnd;
property prefix: Player;
property HealRadiusType: HealingradiusType;
property InvulnerabilityMode: InvulMode;
property AttackZOffset: AttackZOffset;
property JumpZ: JumpZ;
property GruntSpeed: GruntSpeed;
property FallingScreamSpeed: FallingScreamMinSpeed, FallingScreamMaxSpeed;
property ViewHeight: ViewHeight;
property UseRange: UseRange;
property AirCapacity: AirCapacity;
property MaxHealth: MaxHealth;
property MugshotMaxHealth: MugshotMaxHealth;
property RunHealth: RunHealth;
property MorphWeapon: MorphWeapon;
property FlechetteType: FlechetteType;
property Portrait: Portrait;
property TeleportFreezeTime: TeleportFreezeTime;
property ViewBob: ViewBob;
flagdef NoThrustWhenInvul: PlayerFlags, 0;
flagdef CanSuperMorph: PlayerFlags, 1;
flagdef CrouchableMorph: PlayerFlags, 2;
Default
{
Health 100;
Radius 16;
Height 56;
Mass 100;
Painchance 255;
Speed 1;
+SOLID
+SHOOTABLE
+DROPOFF
+PICKUP
+NOTDMATCH
+FRIENDLY
+SLIDESONWALLS
+CANPASS
+CANPUSHWALLS
+FLOORCLIP
+WINDTHRUST
+TELESTOMP
+NOBLOCKMONST
Player.AttackZOffset 8;
Player.JumpZ 8;
Player.GruntSpeed 12;
Player.FallingScreamSpeed 35,40;
Player.ViewHeight 41;
Player.UseRange 64;
Player.ForwardMove 1,1;
Player.SideMove 1,1;
Player.ColorRange 0,0;
Player.SoundClass "player";
Player.DamageScreenColor "ff 00 00";
Player.MugShotMaxHealth 0;
Player.FlechetteType "ArtiPoisonBag3";
Player.AirCapacity 1;
Player.ViewBob 1;
Player.TeleportFreezeTime 18;
Obituary "$OB_MPDEFAULT";
}
//===========================================================================
//
// PlayerPawn :: Tick
//
//===========================================================================
override void Tick()
{
if (player != NULL && player.mo == self && CanCrouch() && player.playerstate != PST_DEAD)
{
Height = FullHeight * player.crouchfactor;
}
else
{
if (health > 0) Height = FullHeight;
}
Super.Tick();
}
//===========================================================================
//
//
//
//===========================================================================
override void BeginPlay()
{
Super.BeginPlay ();
ChangeStatNum (STAT_PLAYER);
FullHeight = Height;
if (!SetupCrouchSprite(crouchsprite)) crouchsprite = 0;
}
//===========================================================================
//
// PlayerPawn :: PostBeginPlay
//
//===========================================================================
override void PostBeginPlay()
{
Super.PostBeginPlay();
WeaponSlots.SetupWeaponSlots(self);
// Voodoo dolls: restore original floorz/ceilingz logic
if (player == NULL || player.mo != self)
{
FindFloorCeiling(FFCF_ONLYSPAWNPOS|FFCF_NOPORTALS);
SetZ(floorz);
FindFloorCeiling(FFCF_ONLYSPAWNPOS);
}
else
{
player.SendPitchLimits();
}
}
//===========================================================================
//
// PlayerPawn :: MarkPrecacheSounds
//
//===========================================================================
override void MarkPrecacheSounds()
{
Super.MarkPrecacheSounds();
MarkPlayerSounds();
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
virtual void PlayIdle ()
{
if (InStateSequence(CurState, SeeState))
SetState (SpawnState);
}
virtual void PlayRunning ()
{
if (InStateSequence(CurState, SpawnState) && SeeState != NULL)
SetState (SeeState);
}
virtual void PlayAttacking ()
{
if (MissileState != null) SetState (MissileState);
}
virtual void PlayAttacking2 ()
{
if (MeleeState != null) SetState (MeleeState);
}
virtual void MorphPlayerThink()
{
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
virtual void OnRespawn()
{
if (sv_respawnprotect && (deathmatch || alwaysapplydmflags))
{
let invul = Powerup(Spawn("PowerInvulnerable"));
invul.EffectTics = 3 * TICRATE;
invul.BlendColor = 0; // don't mess with the view
invul.bUndroppable = true; // Don't drop self
bRespawnInvul = true; // [RH] special effect
}
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
override String GetObituary(Actor victim, Actor inflictor, Name mod, bool playerattack)
{
if (victim.player != player && victim.IsTeammate(self))
{
victim = self;
return String.Format("$OB_FRIENDLY%d", random[Obituary](1, 4));
}
else
{
if (mod == 'Telefrag') return "$OB_MPTELEFRAG";
String message;
if (inflictor != NULL && inflictor != self)
{
message = inflictor.GetObituary(victim, inflictor, mod, playerattack);
}
if (message.Length() == 0 && playerattack && player.ReadyWeapon != NULL)
{
message = player.ReadyWeapon.GetObituary(victim, inflictor, mod, playerattack);
}
if (message.Length() == 0)
{
if (mod == 'BFGSplash') return "$OB_MPBFG_SPLASH";
if (mod == 'Railgun') return "$OB_RAILGUN";
message = Obituary;
}
return message;
}
}
//----------------------------------------------------------------------------
//
// This is for SBARINFO.
//
//----------------------------------------------------------------------------
clearscope int, int GetEffectTicsForItem(class<Inventory> item) const
{
let pg = (class<PowerupGiver>)(item);
if (pg != null)
{
let powerupType = (class<Powerup>)(GetDefaultByType(pg).PowerupType);
let powerup = Powerup(FindInventory(powerupType));
if(powerup != null)
{
let maxtics = GetDefaultByType(pg).EffectTics;
if (maxtics == 0) maxtics = powerup.default.EffectTics;
return powerup.EffectTics, maxtics;
}
}
return -1, -1;
}
//===========================================================================
//
// PlayerPawn :: CheckWeaponSwitch
//
// Checks if weapons should be changed after picking up ammo
//
//===========================================================================
void CheckWeaponSwitch(Class<Ammo> ammotype)
{
let player = self.player;
if (!player.GetNeverSwitch() && player.PendingWeapon == WP_NOCHANGE &&
(player.ReadyWeapon == NULL || player.ReadyWeapon.bWimpy_Weapon))
{
let best = BestWeapon (ammotype);
if (best != NULL && (player.ReadyWeapon == NULL ||
best.SelectionOrder < player.ReadyWeapon.SelectionOrder))
{
player.PendingWeapon = best;
}
}
}
//---------------------------------------------------------------------------
//
// PROC P_FireWeapon
//
//---------------------------------------------------------------------------
virtual void FireWeapon (State stat)
{
let player = self.player;
let weapn = player.ReadyWeapon;
if (weapn == null || !weapn.CheckAmmo (Weapon.PrimaryFire, true))
{
return;
}
player.WeaponState &= ~WF_WEAPONBOBBING;
PlayAttacking ();
weapn.bAltFire = false;
if (stat == null)
{
stat = weapn.GetAtkState(!!player.refire);
}
player.SetPsprite(PSP_WEAPON, stat);
if (!weapn.bNoAlert)
{
SoundAlert (self, false);
}
}
//---------------------------------------------------------------------------
//
// PROC P_FireWeaponAlt
//
//---------------------------------------------------------------------------
virtual void FireWeaponAlt (State stat)
{
let weapn = player.ReadyWeapon;
if (weapn == null || weapn.FindState('AltFire') == null || !weapn.CheckAmmo (Weapon.AltFire, true))
{
return;
}
player.WeaponState &= ~WF_WEAPONBOBBING;
PlayAttacking ();
weapn.bAltFire = true;
if (stat == null)
{
stat = weapn.GetAltAtkState(!!player.refire);
}
player.SetPsprite(PSP_WEAPON, stat);
if (!weapn.bNoAlert)
{
SoundAlert (self, false);
}
}
//---------------------------------------------------------------------------
//
// PROC P_CheckWeaponFire
//
// The player can fire the weapon.
// [RH] This was in A_WeaponReady before, but that only works well when the
// weapon's ready frames have a one tic delay.
//
//---------------------------------------------------------------------------
void CheckWeaponFire ()
{
let player = self.player;
let weapon = player.ReadyWeapon;
if (weapon == NULL)
return;
// Check for fire. Some weapons do not auto fire.
if ((player.WeaponState & WF_WEAPONREADY) && (player.cmd.buttons & BT_ATTACK))
{
if (!player.attackdown || !weapon.bNoAutofire)
{
player.attackdown = true;
FireWeapon (NULL);
return;
}
}
else if ((player.WeaponState & WF_WEAPONREADYALT) && (player.cmd.buttons & BT_ALTATTACK))
{
if (!player.attackdown || !weapon.bNoAutofire)
{
player.attackdown = true;
FireWeaponAlt (NULL);
return;
}
}
else
{
player.attackdown = false;
}
}
//---------------------------------------------------------------------------
//
// PROC P_CheckWeaponChange
//
// The player can change to another weapon at self time.
// [GZ] This was cut from P_CheckWeaponFire.
//
//---------------------------------------------------------------------------
virtual void CheckWeaponChange ()
{
let player = self.player;
if ((player.WeaponState & WF_DISABLESWITCH) || // Weapon changing has been disabled.
player.morphTics != 0) // Morphed classes cannot change weapons.
{ // ...so throw away any pending weapon requests.
player.PendingWeapon = WP_NOCHANGE;
}
// Put the weapon away if the player has a pending weapon or has died, and
// we're at a place in the state sequence where dropping the weapon is okay.
if ((player.PendingWeapon != WP_NOCHANGE || player.health <= 0) &&
player.WeaponState & WF_WEAPONSWITCHOK)
{
DropWeapon();
}
}
//------------------------------------------------------------------------
//
// PROC P_MovePsprites
//
// Called every tic by player thinking routine
//
//------------------------------------------------------------------------
virtual void TickPSprites()
{
let player = self.player;
let pspr = player.psprites;
while (pspr)
{
// Destroy the psprite if it's from a weapon that isn't currently selected by the player
// or if it's from an inventory item that the player no longer owns.
if ((pspr.Caller == null ||
(pspr.Caller is "Inventory" && Inventory(pspr.Caller).Owner != pspr.Owner.mo) ||
(pspr.Caller is "Weapon" && pspr.Caller != pspr.Owner.ReadyWeapon)))
{
pspr.Destroy();
}
else
{
pspr.Tick();
}
pspr = pspr.Next;
}
if ((health > 0) || (player.ReadyWeapon != null && !player.ReadyWeapon.bNoDeathInput))
{
if (player.ReadyWeapon == null)
{
if (player.PendingWeapon != WP_NOCHANGE)
player.mo.BringUpWeapon();
}
else
{
CheckWeaponChange();
if (player.WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
{
CheckWeaponFire();
}
// Check custom buttons
CheckWeaponButtons();
}
}
}
/*
==================
=
= P_CalcHeight
=
=
Calculate the walking / running height adjustment
=
==================
*/
virtual void CalcHeight()
{
let player = self.player;
double angle;
double bob;
bool still = false;
// Regular movement bobbing
// (needs to be calculated for gun swing even if not on ground)
// killough 10/98: Make bobbing depend only on player-applied motion.
//
// Note: don't reduce bobbing here if on ice: if you reduce bobbing here,
// it causes bobbing jerkiness when the player moves from ice to non-ice,
// and vice-versa.
if (player.cheats & CF_NOCLIP2)
{
player.bob = 0;
}
else if (bNoGravity && !player.onground)
{
player.bob = 0.5;
}
else
{
player.bob = player.Vel dot player.Vel;
if (player.bob == 0)
{
still = true;
}
else
{
player.bob *= player.GetMoveBob();
if (player.bob > MAXBOB)
player.bob = MAXBOB;
}
}
double defaultviewheight = ViewHeight + player.crouchviewdelta;
if (player.cheats & CF_NOVELOCITY)
{
player.viewz = pos.Z + defaultviewheight;
if (player.viewz > ceilingz-4)
player.viewz = ceilingz-4;
return;
}
if (still)
{
if (player.health > 0)
{
angle = Level.maptime / (120 * TICRATE / 35.) * 360.;
bob = player.GetStillBob() * sin(angle);
}
else
{
bob = 0;
}
}
else
{
angle = Level.maptime / (20 * TICRATE / 35.) * 360.;
bob = player.bob * sin(angle) * (waterlevel > 1 ? 0.25f : 0.5f);
}
// move viewheight
if (player.playerstate == PST_LIVE)
{
player.viewheight += player.deltaviewheight;
if (player.viewheight > defaultviewheight)
{
player.viewheight = defaultviewheight;
player.deltaviewheight = 0;
}
else if (player.viewheight < (defaultviewheight/2))
{
player.viewheight = defaultviewheight/2;
if (player.deltaviewheight <= 0)
player.deltaviewheight = 1 / 65536.;
}
if (player.deltaviewheight)
{
player.deltaviewheight += 0.25;
if (!player.deltaviewheight)
player.deltaviewheight = 1/65536.;
}
}
if (player.morphTics)
{
bob = 0;
}
player.viewz = pos.Z + player.viewheight + (bob * clamp(ViewBob, 0. , 1.5)); // [SP] Allow DECORATE changes to view bobbing speed.
if (Floorclip && player.playerstate != PST_DEAD
&& pos.Z <= floorz)
{
player.viewz -= Floorclip;
}
if (player.viewz > ceilingz - 4)
{
player.viewz = ceilingz - 4;
}
if (player.viewz < floorz + 4)
{
player.viewz = floorz + 4;
}
}
//==========================================================================
//
// P_DeathThink
//
//==========================================================================
virtual void DeathThink ()
{
let player = self.player;
int dir;
double delta;
player.Uncrouch();
TickPSprites();
player.onground = (pos.Z <= floorz);
if (self is "PlayerChunk")
{ // Flying bloody skull or flying ice chunk
player.viewheight = 6;
player.deltaviewheight = 0;
if (player.onground)
{
if (Pitch > -19.)
{
double lookDelta = (-19. - Pitch) / 8;
Pitch += lookDelta;
}
}
}
else if (!bIceCorpse)
{ // Fall to ground (if not frozen)
player.deltaviewheight = 0;
if (player.viewheight > 6)
{
player.viewheight -= 1;
}
if (player.viewheight < 6)
{
player.viewheight = 6;
}
if (Pitch < 0)
{
Pitch += 3;
}
else if (Pitch > 0)
{
Pitch -= 3;
}
if (abs(Pitch) < 3)
{
Pitch = 0.;
}
}
player.mo.CalcHeight ();
if (player.attacker && player.attacker != self)
{ // Watch killer
double diff = deltaangle(angle, AngleTo(player.attacker));
double delta = abs(diff);
if (delta < 10)
{ // Looking at killer, so fade damage and poison counters
if (player.damagecount)
{
player.damagecount--;
}
if (player.poisoncount)
{
player.poisoncount--;
}
}
delta /= 8;
Angle += clamp(diff, -5., 5.);
}
else
{
if (player.damagecount)
{
player.damagecount--;
}
if (player.poisoncount)
{
player.poisoncount--;
}
}
if ((player.cmd.buttons & BT_USE ||
((deathmatch || alwaysapplydmflags) && sv_forcerespawn)) && !sv_norespawn)
{
if (Level.maptime >= player.respawn_time || ((player.cmd.buttons & BT_USE) && player.Bot == NULL))
{
player.cls = NULL; // Force a new class if the player is using a random class
player.playerstate = (multiplayer || level.AllowRespawn || sv_singleplayerrespawn || G_SkillPropertyInt(SKILLP_PlayerRespawn)) ? PST_REBORN : PST_ENTER;
if (special1 > 2)
{
special1 = 0;
}
}
}
}
//===========================================================================
//
// PlayerPawn :: Die
//
//===========================================================================
override void Die (Actor source, Actor inflictor, int dmgflags, Name MeansOfDeath)
{
Super.Die (source, inflictor, dmgflags, MeansOfDeath);
if (player != NULL && player.mo == self) player.bonuscount = 0;
if (player != NULL && player.mo != self)
{ // Make the real player die, too
player.mo.Die (source, inflictor, dmgflags, MeansOfDeath);
}
else
{
if (player != NULL && sv_weapondrop)
{ // Voodoo dolls don't drop weapons
let weap = player.ReadyWeapon;
if (weap != NULL)
{
// kgDROP - start - modified copy from a_action.cpp
let di = weap.GetDropItems();
if (di != NULL)
{
while (di != NULL)
{
if (di.Name != 'None')
{
class<Actor> ti = di.Name;
if (ti) A_DropItem (ti, di.Amount, di.Probability);
}
di = di.Next;
}
}
else if (weap.SpawnState != NULL &&
weap.SpawnState != GetDefaultByType('Actor').SpawnState)
{
let weapitem = Weapon(A_DropItem (weap.GetClass(), -1, 256));
if (weapitem)
{
if (weap.AmmoGive1 && weap.Ammo1)
{
weapitem.AmmoGive1 = weap.Ammo1.Amount;
}
if (weap.AmmoGive2 && weap.Ammo2)
{
weapitem.AmmoGive2 = weap.Ammo2.Amount;
}
weapitem.bIgnoreSkill = true;
}
}
else
{
let item = Inventory(A_DropItem (weap.AmmoType1, -1, 256));
if (item != NULL)
{
item.Amount = weap.Ammo1.Amount;
item.bIgnoreSkill = true;
}
item = Inventory(A_DropItem (weap.AmmoType2, -1, 256));
if (item != NULL)
{
item.Amount = weap.Ammo2.Amount;
item.bIgnoreSkill = true;
}
}
}
}
if (!multiplayer && level.deathsequence != 'None')
{
level.StartIntermission(level.deathsequence, FSTATE_EndingGame);
}
}
}
//===========================================================================
//
// PlayerPawn :: FilterCoopRespawnInventory
//
// When respawning in coop, this function is called to walk through the dead
// player's inventory and modify it according to the current game flags so
// that it can be transferred to the new live player. This player currently
// has the default inventory, and the oldplayer has the inventory at the time
// of death.
//
//===========================================================================
void FilterCoopRespawnInventory (PlayerPawn oldplayer)
{
// If we're losing everything, this is really simple.
if (sv_cooploseinventory)
{
oldplayer.DestroyAllInventory();
return;
}
// Walk through the old player's inventory and destroy or modify
// according to dmflags.
Inventory next;
for (Inventory item = oldplayer.Inv; item != NULL; item = next)
{
next = item.Inv;
// If this item is part of the default inventory, we never want
// to destroy it, although we might want to copy the default
// inventory amount.
let defitem = FindInventory (item.GetClass());
if (sv_cooplosekeys && defitem == NULL && item is 'Key')
{
item.Destroy();
}
else if (sv_cooploseweapons && defitem == NULL && item is 'Weapon')
{
item.Destroy();
}
else if (sv_cooplosearmor && item is 'Armor')
{
if (defitem == NULL)
{
item.Destroy();
}
else if (item is 'BasicArmor')
{
BasicArmor(item).SavePercent = BasicArmor(defitem).SavePercent;
item.Amount = defitem.Amount;
}
else if (item is 'HexenArmor')
{
let to = HexenArmor(item);
let from = HexenArmor(defitem);
to.Slots[0] = from.Slots[0];
to.Slots[1] = from.Slots[1];
to.Slots[2] = from.Slots[2];
to.Slots[3] = from.Slots[3];
}
}
else if (sv_cooplosepowerups && defitem == NULL && item is 'Powerup')
{
item.Destroy();
}
else if ((sv_cooploseammo || sv_coophalveammo) && item is 'Ammo')
{
if (defitem == NULL)
{
if (sv_cooploseammo)
{
// Do NOT destroy the ammo, because a weapon might reference it.
item.Amount = 0;
}
else if (item.Amount > 1)
{
item.Amount /= 2;
}
}
else
{
// When set to lose ammo, you get to keep all your starting ammo.
// When set to halve ammo, you won't be left with less than your starting amount.
if (sv_cooploseammo)
{
item.Amount = defitem.Amount;
}
else if (item.Amount > 1)
{
item.Amount = MAX(item.Amount / 2, defitem.Amount);
}
}
}
}
// Now destroy the default inventory this player is holding and move
// over the old player's remaining inventory.
DestroyAllInventory();
ObtainInventory (oldplayer);
player.ReadyWeapon = NULL;
PickNewWeapon (NULL);
}
//----------------------------------------------------------------------------
//
// PROC P_CheckFOV
//
//----------------------------------------------------------------------------
virtual void CheckFOV()
{
let player = self.player;
// [RH] Zoom the player's FOV
float desired = player.DesiredFOV;
// Adjust FOV using on the currently held weapon.
if (player.playerstate != PST_DEAD && // No adjustment while dead.
player.ReadyWeapon != NULL && // No adjustment if no weapon.
player.ReadyWeapon.FOVScale != 0) // No adjustment if the adjustment is zero.
{
// A negative scale is used to prevent G_AddViewAngle/G_AddViewPitch
// from scaling with the FOV scale.
desired *= abs(player.ReadyWeapon.FOVScale);
}
if (player.FOV != desired)
{
if (abs(player.FOV - desired) < 7.)
{
player.FOV = desired;
}
else
{
float zoom = MAX(7., abs(player.FOV - desired) * 0.025);
if (player.FOV > desired)
{
player.FOV = player.FOV - zoom;
}
else
{
player.FOV = player.FOV + zoom;
}
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_CheckCheats
//
//----------------------------------------------------------------------------
virtual void CheckCheats()
{
let player = self.player;
// No-clip cheat
if ((player.cheats & (CF_NOCLIP | CF_NOCLIP2)) == CF_NOCLIP2)
{ // No noclip2 without noclip
player.cheats &= ~CF_NOCLIP2;
}
bNoClip = (player.cheats & (CF_NOCLIP | CF_NOCLIP2) || Default.bNoClip);
if (player.cheats & CF_NOCLIP2)
{
bNoGravity = true;
}
else if (!bFly && !Default.bNoGravity)
{
bNoGravity = false;
}
}
//----------------------------------------------------------------------------
//
// PROC P_CheckFrozen
//
//----------------------------------------------------------------------------
virtual bool CheckFrozen()
{
let player = self.player;
UserCmd cmd = player.cmd;
bool totallyfrozen = player.IsTotallyFrozen();
// [RH] Being totally frozen zeros out most input parameters.
if (totallyfrozen)