- scriptified the weapon firing logic.
This commit is contained in:
parent
abee2805cb
commit
b84f7bcada
8 changed files with 289 additions and 362 deletions
275
src/p_pspr.cpp
275
src/p_pspr.cpp
|
|
@ -126,6 +126,7 @@ DEFINE_FIELD(DPSprite, Next)
|
|||
DEFINE_FIELD(DPSprite, Owner)
|
||||
DEFINE_FIELD(DPSprite, Sprite)
|
||||
DEFINE_FIELD(DPSprite, Frame)
|
||||
DEFINE_FIELD(DPSprite, Flags)
|
||||
DEFINE_FIELD(DPSprite, ID)
|
||||
DEFINE_FIELD(DPSprite, processPending)
|
||||
DEFINE_FIELD(DPSprite, x)
|
||||
|
|
@ -601,82 +602,6 @@ DEFINE_ACTION_FUNCTION(_PlayerInfo, BringUpWeapon)
|
|||
return 0;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// PROC P_FireWeapon
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void P_FireWeapon (player_t *player, FState *state)
|
||||
{
|
||||
AWeapon *weapon;
|
||||
|
||||
// [SO] 9/2/02: People were able to do an awful lot of damage
|
||||
// when they were observers...
|
||||
if (player->Bot == nullptr && bot_observer)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
weapon = player->ReadyWeapon;
|
||||
if (weapon == nullptr || !weapon->CheckAmmo (AWeapon::PrimaryFire, true))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
player->WeaponState &= ~WF_WEAPONBOBBING;
|
||||
player->mo->PlayAttacking ();
|
||||
weapon->bAltFire = false;
|
||||
if (state == nullptr)
|
||||
{
|
||||
state = weapon->GetAtkState(!!player->refire);
|
||||
}
|
||||
P_SetPsprite(player, PSP_WEAPON, state);
|
||||
if (!(weapon->WeaponFlags & WIF_NOALERT))
|
||||
{
|
||||
P_NoiseAlert (player->mo, player->mo, false);
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// PROC P_FireWeaponAlt
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void P_FireWeaponAlt (player_t *player, FState *state)
|
||||
{
|
||||
AWeapon *weapon;
|
||||
|
||||
// [SO] 9/2/02: People were able to do an awful lot of damage
|
||||
// when they were observers...
|
||||
if (player->Bot == nullptr && bot_observer)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
weapon = player->ReadyWeapon;
|
||||
if (weapon == nullptr || weapon->FindState(NAME_AltFire) == nullptr || !weapon->CheckAmmo (AWeapon::AltFire, true))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
player->WeaponState &= ~WF_WEAPONBOBBING;
|
||||
player->mo->PlayAttacking ();
|
||||
weapon->bAltFire = true;
|
||||
|
||||
if (state == nullptr)
|
||||
{
|
||||
state = weapon->GetAltAtkState(!!player->refire);
|
||||
}
|
||||
|
||||
P_SetPsprite(player, PSP_WEAPON, state);
|
||||
if (!(weapon->WeaponFlags & WIF_NOALERT))
|
||||
{
|
||||
P_NoiseAlert (player->mo, player->mo, false);
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// PROC P_DropWeapon
|
||||
|
|
@ -935,78 +860,6 @@ DEFINE_ACTION_FUNCTION(AStateProvider, A_WeaponReady)
|
|||
return 0;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// 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 P_CheckWeaponFire (player_t *player)
|
||||
{
|
||||
AWeapon *weapon = player->ReadyWeapon;
|
||||
|
||||
if (weapon == NULL)
|
||||
return;
|
||||
|
||||
// Check for fire. Some weapons do not auto fire.
|
||||
if ((player->WeaponState & WF_WEAPONREADY) && (player->cmd.ucmd.buttons & BT_ATTACK))
|
||||
{
|
||||
if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE))
|
||||
{
|
||||
player->attackdown = true;
|
||||
P_FireWeapon (player, NULL);
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if ((player->WeaponState & WF_WEAPONREADYALT) && (player->cmd.ucmd.buttons & BT_ALTATTACK))
|
||||
{
|
||||
if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE))
|
||||
{
|
||||
player->attackdown = true;
|
||||
P_FireWeaponAlt (player, NULL);
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
player->attackdown = false;
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// PROC P_CheckWeaponSwitch
|
||||
//
|
||||
// The player can change to another weapon at this time.
|
||||
// [GZ] This was cut from P_CheckWeaponFire.
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void P_CheckWeaponSwitch (player_t *player)
|
||||
{
|
||||
if (player == NULL)
|
||||
{
|
||||
return;
|
||||
}
|
||||
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)
|
||||
{
|
||||
P_DropWeapon(player);
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// PROC P_CheckWeaponButtons
|
||||
|
|
@ -1046,53 +899,13 @@ static void P_CheckWeaponButtons (player_t *player)
|
|||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// PROC A_ReFire
|
||||
//
|
||||
// The player can re-fire the weapon without lowering it entirely.
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AStateProvider, A_ReFire)
|
||||
DEFINE_ACTION_FUNCTION(APlayerPawn, CheckWeaponButtons)
|
||||
{
|
||||
PARAM_ACTION_PROLOGUE(AStateProvider);
|
||||
PARAM_STATE_ACTION_DEF(state);
|
||||
A_ReFire(self, state);
|
||||
PARAM_SELF_PROLOGUE(APlayerPawn);
|
||||
P_CheckWeaponButtons(self->player);
|
||||
return 0;
|
||||
}
|
||||
|
||||
void A_ReFire(AActor *self, FState *state)
|
||||
{
|
||||
player_t *player = self->player;
|
||||
bool pending;
|
||||
|
||||
if (NULL == player)
|
||||
{
|
||||
return;
|
||||
}
|
||||
pending = player->PendingWeapon != WP_NOCHANGE && (player->WeaponState & WF_REFIRESWITCHOK);
|
||||
if ((player->cmd.ucmd.buttons & BT_ATTACK)
|
||||
&& !player->ReadyWeapon->bAltFire && !pending && player->health > 0)
|
||||
{
|
||||
player->refire++;
|
||||
P_FireWeapon (player, state);
|
||||
}
|
||||
else if ((player->cmd.ucmd.buttons & BT_ALTATTACK)
|
||||
&& player->ReadyWeapon->bAltFire && !pending && player->health > 0)
|
||||
{
|
||||
player->refire++;
|
||||
P_FireWeaponAlt (player, state);
|
||||
}
|
||||
else
|
||||
{
|
||||
player->refire = 0;
|
||||
player->ReadyWeapon->CheckAmmo (player->ReadyWeapon->bAltFire
|
||||
? AWeapon::AltFire : AWeapon::PrimaryFire, true);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// PROC A_OverlayOffset
|
||||
|
|
@ -1459,86 +1272,6 @@ void P_SetupPsprites(player_t *player, bool startweaponup)
|
|||
P_BringUpWeapon (player);
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
//
|
||||
// PROC P_MovePsprites
|
||||
//
|
||||
// Called every tic by player thinking routine
|
||||
//
|
||||
//------------------------------------------------------------------------
|
||||
|
||||
void player_t::TickPSprites()
|
||||
{
|
||||
DPSprite *pspr = 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 == nullptr ||
|
||||
(pspr->Caller->IsKindOf(RUNTIME_CLASS(AInventory)) && barrier_cast<AInventory *>(pspr->Caller)->Owner != pspr->Owner->mo) ||
|
||||
(pspr->Caller->IsKindOf(NAME_Weapon) && pspr->Caller != pspr->Owner->ReadyWeapon)))
|
||||
{
|
||||
pspr->Destroy();
|
||||
}
|
||||
else
|
||||
{
|
||||
pspr->Tick();
|
||||
}
|
||||
|
||||
pspr = pspr->Next;
|
||||
}
|
||||
|
||||
if ((health > 0) || (ReadyWeapon != nullptr && !(ReadyWeapon->WeaponFlags & WIF_NODEATHINPUT)))
|
||||
{
|
||||
if (ReadyWeapon == nullptr)
|
||||
{
|
||||
if (PendingWeapon != WP_NOCHANGE)
|
||||
P_BringUpWeapon(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
P_CheckWeaponSwitch(this);
|
||||
if (WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
|
||||
{
|
||||
P_CheckWeaponFire(this);
|
||||
}
|
||||
// Check custom buttons
|
||||
P_CheckWeaponButtons(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_PlayerInfo, TickPSprites)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_t);
|
||||
self->TickPSprites();
|
||||
return 0;
|
||||
}
|
||||
//------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//------------------------------------------------------------------------
|
||||
|
||||
void DPSprite::Tick()
|
||||
{
|
||||
if (processPending)
|
||||
{
|
||||
// drop tic count and possibly change state
|
||||
if (Tics != -1) // a -1 tic count never changes
|
||||
{
|
||||
Tics--;
|
||||
|
||||
// [BC] Apply double firing speed.
|
||||
if ((Flags & PSPF_POWDOUBLE) && Tics && (Owner->mo->FindInventory (PClass::FindActor(NAME_PowerDoubleFiringSpeed), true)))
|
||||
Tics--;
|
||||
|
||||
if (!Tics)
|
||||
SetState(State->GetNextState());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue