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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2014 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file p_inter.c
/// \brief Handling interactions (i.e., collisions)
# include "doomdef.h"
# include "i_system.h"
# include "am_map.h"
# include "g_game.h"
# include "m_random.h"
# include "p_local.h"
# include "s_sound.h"
# include "r_main.h"
# include "st_stuff.h"
# include "hu_stuff.h"
# include "lua_hook.h"
# include "m_cond.h" // unlockables, emblems, etc
# include "m_cheat.h" // objectplace
# include "m_misc.h"
# include "v_video.h" // video flags for CEchos
void P_ForceFeed ( const player_t * player , INT32 attack , INT32 fade , tic_t duration , INT32 period )
{
BasicFF_t Basicfeed ;
if ( ! player )
return ;
Basicfeed . Duration = ( UINT32 ) ( duration * ( 100L / TICRATE ) ) ;
Basicfeed . ForceX = Basicfeed . ForceY = 1 ;
Basicfeed . Gain = 25000 ;
Basicfeed . Magnitude = period * 10 ;
Basicfeed . player = player ;
/// \todo test FFB
P_RampConstant ( & Basicfeed , attack , fade ) ;
}
void P_ForceConstant ( const BasicFF_t * FFInfo )
{
JoyFF_t ConstantQuake ;
if ( ! FFInfo | | ! FFInfo - > player )
return ;
ConstantQuake . ForceX = FFInfo - > ForceX ;
ConstantQuake . ForceY = FFInfo - > ForceY ;
ConstantQuake . Duration = FFInfo - > Duration ;
ConstantQuake . Gain = FFInfo - > Gain ;
ConstantQuake . Magnitude = FFInfo - > Magnitude ;
if ( FFInfo - > player = = & players [ consoleplayer ] )
I_Tactile ( ConstantForce , & ConstantQuake ) ;
else if ( splitscreen & & FFInfo - > player = = & players [ secondarydisplayplayer ] )
I_Tactile2 ( ConstantForce , & ConstantQuake ) ;
}
void P_RampConstant ( const BasicFF_t * FFInfo , INT32 Start , INT32 End )
{
JoyFF_t RampQuake ;
if ( ! FFInfo | | ! FFInfo - > player )
return ;
RampQuake . ForceX = FFInfo - > ForceX ;
RampQuake . ForceY = FFInfo - > ForceY ;
RampQuake . Duration = FFInfo - > Duration ;
RampQuake . Gain = FFInfo - > Gain ;
RampQuake . Magnitude = FFInfo - > Magnitude ;
RampQuake . Start = Start ;
RampQuake . End = End ;
if ( FFInfo - > player = = & players [ consoleplayer ] )
I_Tactile ( ConstantForce , & RampQuake ) ;
else if ( splitscreen & & FFInfo - > player = = & players [ secondarydisplayplayer ] )
I_Tactile2 ( ConstantForce , & RampQuake ) ;
}
//
// GET STUFF
//
/** Makes sure all previous starposts are cleared.
* For instance , hitting starpost 5 will clear starposts 1 through 4 , even if
* you didn ' t touch them . This is how the classic games work , although it can
* lead to bizarre situations on levels that allow you to make a circuit .
*
* \ param postnum The number of the starpost just touched .
*/
void P_ClearStarPost ( INT32 postnum )
{
thinker_t * th ;
mobj_t * mo2 ;
// scan the thinkers
for ( th = thinkercap . next ; th ! = & thinkercap ; th = th - > next )
{
if ( th - > function . acp1 ! = ( actionf_p1 ) P_MobjThinker )
continue ;
mo2 = ( mobj_t * ) th ;
if ( mo2 - > type = = MT_STARPOST & & mo2 - > health < = postnum )
P_SetMobjState ( mo2 , mo2 - > info - > seestate ) ;
}
return ;
}
//
// P_ResetStarposts
//
// Resets all starposts back to their spawn state, used on A_Mixup and some other things.
//
void P_ResetStarposts ( void )
{
// Search through all the thinkers.
thinker_t * th ;
mobj_t * post ;
for ( th = thinkercap . next ; th ! = & thinkercap ; th = th - > next )
{
if ( th - > function . acp1 ! = ( actionf_p1 ) P_MobjThinker )
continue ;
post = ( mobj_t * ) th ;
if ( post - > type = = MT_STARPOST )
P_SetMobjState ( post , post - > info - > spawnstate ) ;
}
}
//
// P_CanPickupItem
//
// Returns true if the player is in a state where they can pick up items.
//
boolean P_CanPickupItem ( player_t * player , boolean weapon )
{
if ( player - > bot & & weapon )
return false ;
if ( player - > powers [ pw_flashing ] > ( flashingtics / 4 ) * 3 & & player - > powers [ pw_flashing ] < = flashingtics )
return false ;
return true ;
}
//
// P_DoNightsScore
//
// When you pick up some items in nights, it displays
// a score sign, and awards you some drill time.
//
void P_DoNightsScore ( player_t * player )
{
mobj_t * dummymo ;
if ( player - > exiting )
return ; // Don't do any fancy shit for failures.
dummymo = P_SpawnMobj ( player - > mo - > x , player - > mo - > y , player - > mo - > z + player - > mo - > height / 2 , MT_NIGHTSCORE ) ;
if ( player - > bot )
player = & players [ consoleplayer ] ;
if ( G_IsSpecialStage ( gamemap ) ) // Global link count? Maybe not a good idea...
{
INT32 i ;
for ( i = 0 ; i < MAXPLAYERS ; i + + )
if ( playeringame [ i ] )
{
if ( + + players [ i ] . linkcount > players [ i ] . maxlink )
players [ i ] . maxlink = players [ i ] . linkcount ;
players [ i ] . linktimer = 2 * TICRATE ;
}
}
else // Individual link counts
{
if ( + + player - > linkcount > player - > maxlink )
player - > maxlink = player - > linkcount ;
player - > linktimer = 2 * TICRATE ;
}
if ( player - > linkcount < 10 )
{
if ( player - > bonustime )
{
P_AddPlayerScore ( player , player - > linkcount * 20 ) ;
P_SetMobjState ( dummymo , dummymo - > info - > xdeathstate + player - > linkcount - 1 ) ;
}
else
{
P_AddPlayerScore ( player , player - > linkcount * 10 ) ;
P_SetMobjState ( dummymo , dummymo - > info - > spawnstate + player - > linkcount - 1 ) ;
}
}
else
{
if ( player - > bonustime )
{
P_AddPlayerScore ( player , 200 ) ;
P_SetMobjState ( dummymo , dummymo - > info - > xdeathstate + 9 ) ;
}
else
{
P_AddPlayerScore ( player , 100 ) ;
P_SetMobjState ( dummymo , dummymo - > info - > spawnstate + 9 ) ;
}
}
// Hoops are the only things that should add to your drill meter
//player->drillmeter += TICRATE;
dummymo - > momz = FRACUNIT ;
dummymo - > fuse = 3 * TICRATE ;
// What?! NO, don't use the camera! Scale up instead!
//P_InstaThrust(dummymo, R_PointToAngle2(dummymo->x, dummymo->y, camera.x, camera.y), 3*FRACUNIT);
dummymo - > scalespeed = FRACUNIT / 25 ;
dummymo - > destscale = 2 * FRACUNIT ;
}
/** Takes action based on a ::MF_SPECIAL thing touched by a player.
* Actually , this just checks a few things ( heights , toucher - > player , no
* objectplace , no dead or disappearing things )
*
* The special thing may be collected and disappear , or a sound may play , or
* both .
*
* \ param special The special thing .
* \ param toucher The player ' s mobj .
* \ param heightcheck Whether or not to make sure the player and the object
* are actually touching .
*/
void P_TouchSpecialThing ( mobj_t * special , mobj_t * toucher , boolean heightcheck )
{
player_t * player ;
INT32 i ;
if ( objectplacing )
return ;
I_Assert ( special ! = NULL ) ;
I_Assert ( toucher ! = NULL ) ;
// Dead thing touching.
// Can happen with a sliding player corpse.
if ( toucher - > health < = 0 )
return ;
if ( heightcheck )
{
if ( special - > type = = MT_FLINGEMERALD ) // little hack here...
{ // flingemerald sprites are low to the ground, so extend collision radius down some.
if ( toucher - > z > ( special - > z + special - > height ) )
return ;
if ( special - > z - special - > height > ( toucher - > z + toucher - > height ) )
return ;
}
else
{
if ( toucher - > momz < 0 ) {
if ( toucher - > z + toucher - > momz > special - > z + special - > height )
return ;
} else if ( toucher - > z > special - > z + special - > height )
return ;
if ( toucher - > momz > 0 ) {
if ( toucher - > z + toucher - > height + toucher - > momz < special - > z )
return ;
} else if ( toucher - > z + toucher - > height < special - > z )
return ;
}
}
if ( special - > health < = 0 )
return ;
player = toucher - > player ;
I_Assert ( player ! = NULL ) ; // Only players can touch stuff!
if ( player - > spectator )
return ;
// Ignore eggman in "ouchie" mode
if ( special - > flags & MF_BOSS & & special - > flags2 & MF2_FRET )
return ;
# ifdef HAVE_BLUA
if ( LUAh_TouchSpecial ( special , toucher ) | | P_MobjWasRemoved ( special ) )
return ;
# endif
if ( special - > flags & MF_BOSS )
{
if ( special - > type = = MT_BLACKEGGMAN )
{
P_DamageMobj ( toucher , special , special , 1 ) ; // ouch
return ;
}
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if ( ( ( player - > pflags & PF_NIGHTSMODE ) & & ( player - > pflags & PF_DRILLING ) )
| | ( player - > pflags & ( PF_JUMPED | PF_SPINNING | PF_GLIDING ) )
| | player - > powers [ pw_invulnerability ] | | player - > powers [ pw_super ] ) // Do you possess the ability to subdue the object?
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{
if ( P_MobjFlip ( toucher ) * toucher - > momz < 0 )
toucher - > momz = - toucher - > momz ;
toucher - > momx = - toucher - > momx ;
toucher - > momy = - toucher - > momy ;
P_DamageMobj ( special , toucher , toucher , 1 ) ;
}
else if ( ( ( toucher - > z < special - > z & & ! ( toucher - > eflags & MFE_VERTICALFLIP ) )
| | ( toucher - > z + toucher - > height > special - > z + special - > height & & ( toucher - > eflags & MFE_VERTICALFLIP ) ) )
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& & player - > charability = = CA_FLY
& & ( player - > powers [ pw_tailsfly ]
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| | ( toucher - > state > = & states [ S_PLAY_SPC1 ] & & toucher - > state < = & states [ S_PLAY_SPC4 ] ) ) ) // Tails can shred stuff with his propeller.
{
toucher - > momz = - toucher - > momz / 2 ;
P_DamageMobj ( special , toucher , toucher , 1 ) ;
}
else
P_DamageMobj ( toucher , special , special , 1 ) ;
return ;
}
else if ( ( special - > flags & MF_ENEMY ) & & ! ( special - > flags & MF_MISSILE ) )
{
////////////////////////////////////////////////////////
/////ENEMIES!!//////////////////////////////////////////
////////////////////////////////////////////////////////
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if ( special - > type = = MT_GSNAPPER & & ! ( ( ( player - > pflags & PF_NIGHTSMODE ) & & ( player - > pflags & PF_DRILLING ) )
| | player - > powers [ pw_invulnerability ] | | player - > powers [ pw_super ] )
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& & toucher - > z < special - > z + special - > height & & toucher - > z + toucher - > height > special - > z )
{
// Can only hit snapper from above
P_DamageMobj ( toucher , special , special , 1 ) ;
}
else if ( special - > type = = MT_SHARP
& & ( ( special - > state = = & states [ special - > info - > xdeathstate ] ) | | ( toucher - > z > special - > z + special - > height / 2 ) ) )
{
// Cannot hit sharp from above or when red and angry
P_DamageMobj ( toucher , special , special , 1 ) ;
}
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else if ( ( ( player - > pflags & PF_NIGHTSMODE ) & & ( player - > pflags & PF_DRILLING ) )
| | ( player - > pflags & ( PF_JUMPED | PF_SPINNING | PF_GLIDING ) )
| | player - > powers [ pw_invulnerability ] | | player - > powers [ pw_super ] ) // Do you possess the ability to subdue the object?
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{
if ( P_MobjFlip ( toucher ) * toucher - > momz < 0 )
toucher - > momz = - toucher - > momz ;
P_DamageMobj ( special , toucher , toucher , 1 ) ;
}
else if ( ( ( toucher - > z < special - > z & & ! ( toucher - > eflags & MFE_VERTICALFLIP ) )
| | ( toucher - > z + toucher - > height > special - > z + special - > height & & ( toucher - > eflags & MFE_VERTICALFLIP ) ) ) // Flame is bad at logic - JTE
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& & player - > charability = = CA_FLY
& & ( player - > powers [ pw_tailsfly ]
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| | ( toucher - > state > = & states [ S_PLAY_SPC1 ] & & toucher - > state < = & states [ S_PLAY_SPC4 ] ) ) ) // Tails can shred stuff with his propeller.
{
if ( P_MobjFlip ( toucher ) * toucher - > momz < 0 )
toucher - > momz = - toucher - > momz / 2 ;
P_DamageMobj ( special , toucher , toucher , 1 ) ;
}
else
P_DamageMobj ( toucher , special , special , 1 ) ;
return ;
}
else if ( special - > flags & MF_FIRE )
{
P_DamageMobj ( toucher , special , special , 1 ) ;
return ;
}
else
{
// We now identify by object type, not sprite! Tails 04-11-2001
switch ( special - > type )
{
// ***************************************** //
// Rings, coins, spheres, weapon panels, etc //
// ***************************************** //
case MT_REDTEAMRING :
if ( player - > ctfteam ! = 1 )
return ;
case MT_BLUETEAMRING : // Yes, I'm lazy. Oh well, deal with it.
if ( special - > type = = MT_BLUETEAMRING & & player - > ctfteam ! = 2 )
return ;
case MT_RING :
case MT_FLINGRING :
if ( ! ( P_CanPickupItem ( player , false ) ) )
return ;
special - > momx = special - > momy = special - > momz = 0 ;
P_GivePlayerRings ( player , 1 ) ;
if ( ( maptol & TOL_NIGHTS ) & & special - > type ! = MT_FLINGRING )
P_DoNightsScore ( player ) ;
break ;
case MT_COIN :
case MT_FLINGCOIN :
if ( ! ( P_CanPickupItem ( player , false ) ) )
return ;
special - > momx = special - > momy = 0 ;
P_GivePlayerRings ( player , 1 ) ;
if ( ( maptol & TOL_NIGHTS ) & & special - > type ! = MT_FLINGCOIN )
P_DoNightsScore ( player ) ;
break ;
# ifdef BLUE_SPHERES
case MT_BLUEBALL :
if ( ! ( P_CanPickupItem ( player , false ) ) )
return ;
P_GivePlayerRings ( player , 1 ) ;
special - > momx = special - > momy = special - > momz = 0 ;
special - > destscale = FixedMul ( 8 * FRACUNIT , special - > scale ) ;
if ( states [ special - > info - > deathstate ] . tics > 0 )
special - > scalespeed = FixedDiv ( FixedDiv ( special - > destscale , special - > scale ) , states [ special - > info - > deathstate ] . tics < < FRACBITS ) ;
else
special - > scalespeed = 4 * FRACUNIT / 5 ;
if ( maptol & TOL_NIGHTS )
P_DoNightsScore ( player ) ;
break ;
# endif
case MT_AUTOPICKUP :
case MT_BOUNCEPICKUP :
case MT_SCATTERPICKUP :
case MT_GRENADEPICKUP :
case MT_EXPLODEPICKUP :
case MT_RAILPICKUP :
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if ( ! ( P_CanPickupItem ( player , true ) ) )
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return ;
// Give the power and ringweapon
if ( special - > info - > mass > = pw_infinityring & & special - > info - > mass < = pw_railring )
{
INT32 pindex = special - > info - > mass - ( INT32 ) pw_infinityring ;
player - > powers [ special - > info - > mass ] + = ( UINT16 ) special - > info - > reactiontime ;
player - > ringweapons | = 1 < < ( pindex - 1 ) ;
if ( player - > powers [ special - > info - > mass ] > rw_maximums [ pindex ] )
player - > powers [ special - > info - > mass ] = rw_maximums [ pindex ] ;
}
break ;
// Ammo pickups
case MT_INFINITYRING :
case MT_AUTOMATICRING :
case MT_BOUNCERING :
case MT_SCATTERRING :
case MT_GRENADERING :
case MT_EXPLOSIONRING :
case MT_RAILRING :
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if ( ! ( P_CanPickupItem ( player , true ) ) )
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return ;
if ( special - > info - > mass > = pw_infinityring & & special - > info - > mass < = pw_railring )
{
INT32 pindex = special - > info - > mass - ( INT32 ) pw_infinityring ;
player - > powers [ special - > info - > mass ] + = ( UINT16 ) special - > health ;
if ( player - > powers [ special - > info - > mass ] > rw_maximums [ pindex ] )
player - > powers [ special - > info - > mass ] = rw_maximums [ pindex ] ;
}
break ;
// ***************************** //
// Gameplay related collectibles //
// ***************************** //
// Special Stage Token
case MT_EMMY :
if ( player - > bot )
return ;
tokenlist + = special - > health ;
if ( ALL7EMERALDS ( emeralds ) ) // Got all 7
{
P_GivePlayerRings ( player , 50 ) ;
nummaprings + = 50 ; // no cheating towards Perfect!
}
else
token + + ;
if ( special - > tracer ) // token BG
P_RemoveMobj ( special - > tracer ) ;
break ;
// Emerald Hunt
case MT_EMERHUNT :
if ( player - > bot )
return ;
if ( hunt1 = = special )
hunt1 = NULL ;
else if ( hunt2 = = special )
hunt2 = NULL ;
else if ( hunt3 = = special )
hunt3 = NULL ;
if ( ! hunt1 & & ! hunt2 & & ! hunt3 )
{
for ( i = 0 ; i < MAXPLAYERS ; i + + )
{
if ( ! playeringame [ i ] | | players [ i ] . spectator )
continue ;
players [ i ] . exiting = ( 14 * TICRATE ) / 5 + 1 ;
}
S_StartSound ( NULL , sfx_lvpass ) ;
}
break ;
// Collectible emeralds
case MT_EMERALD1 :
case MT_EMERALD2 :
case MT_EMERALD3 :
case MT_EMERALD4 :
case MT_EMERALD5 :
case MT_EMERALD6 :
case MT_EMERALD7 :
if ( player - > bot )
return ;
if ( special - > threshold )
player - > powers [ pw_emeralds ] | = special - > info - > speed ;
else
emeralds | = special - > info - > speed ;
if ( special - > target & & special - > target - > type = = MT_EMERALDSPAWN )
{
if ( special - > target - > target )
P_SetTarget ( & special - > target - > target , NULL ) ;
special - > target - > threshold = 0 ;
P_SetTarget ( & special - > target , NULL ) ;
}
break ;
// Power stones / Match emeralds
case MT_FLINGEMERALD :
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if ( ! ( P_CanPickupItem ( player , true ) ) | | player - > tossdelay )
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return ;
player - > powers [ pw_emeralds ] | = special - > threshold ;
break ;
// Secret emblem thingy
case MT_EMBLEM :
{
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if ( demoplayback | | player - > bot )
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return ;
emblemlocations [ special - > health - 1 ] . collected = true ;
M_UpdateUnlockablesAndExtraEmblems ( ) ;
G_SaveGameData ( ) ;
break ;
}
// CTF Flags
case MT_REDFLAG :
case MT_BLUEFLAG :
if ( player - > bot )
return ;
if ( player - > powers [ pw_flashing ] | | player - > tossdelay )
return ;
if ( ! special - > spawnpoint )
return ;
if ( special - > fuse = = 1 )
return ;
// if (special->momz > 0)
// return;
{
UINT8 flagteam = ( special - > type = = MT_REDFLAG ) ? 1 : 2 ;
const char * flagtext ;
if ( special - > type = = MT_REDFLAG )
flagtext = M_GetText ( " red " ) ;
else
flagtext = M_GetText ( " blue " ) ;
if ( player - > ctfteam = = flagteam ) // Player is on the same team as the flag
{
// Ignore height, only check x/y for now
// avoids stupid problems with some flags constantly returning
if ( special - > x > > FRACBITS ! = special - > spawnpoint - > x
| | special - > y > > FRACBITS ! = special - > spawnpoint - > y )
{
special - > fuse = 1 ;
special - > flags2 | = MF2_JUSTATTACKED ;
if ( ! P_PlayerTouchingSectorSpecial ( player , 4 , 2 + flagteam ) )
{
CONS_Printf ( M_GetText ( " %s returned the %s flag to base. \n " ) , player_names [ player - players ] , flagtext ) ;
if ( players [ consoleplayer ] . ctfteam = = player - > ctfteam )
S_StartSound ( NULL , sfx_hoop1 ) ;
}
}
}
else if ( player - > ctfteam ) // Player is on the other team (and not a spectator)
{
UINT16 flagflag = ( special - > type = = MT_REDFLAG ) ? GF_REDFLAG : GF_BLUEFLAG ;
mobj_t * * flagmobj = ( special - > type = = MT_REDFLAG ) ? & redflag : & blueflag ;
if ( player - > powers [ pw_super ] )
return ;
player - > gotflag | = flagflag ;
CONS_Printf ( M_GetText ( " %s picked up the %s flag! \n " ) , player_names [ player - players ] , flagtext ) ;
( * flagmobj ) = NULL ;
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// code for dealing with abilities is handled elsewhere now
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break ;
}
}
return ;
// ********************************** //
// NiGHTS gameplay items and powerups //
// ********************************** //
case MT_NIGHTSDRONE :
if ( player - > bot )
return ;
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if ( player - > exiting )
return ;
if ( player - > bonustime )
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{
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if ( G_IsSpecialStage ( gamemap ) ) //After-mare bonus time/emerald reward in special stages.
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{
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// only allow the player with the emerald in-hand to leave.
if ( toucher - > tracer & & toucher - > tracer - > target
& & toucher - > tracer - > target - > type = = MT_GOTEMERALD )
{
}
else // Make sure that SOMEONE has the emerald, at least!
{
for ( i = 0 ; i < MAXPLAYERS ; i + + )
if ( playeringame [ i ] & & players [ i ] . playerstate = = PST_LIVE
& & players [ i ] . mo - > tracer & & players [ i ] . mo - > tracer - > target
& & players [ i ] . mo - > tracer - > target - > type = = MT_GOTEMERALD )
return ;
// Well no one has an emerald, so exit anyway!
}
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P_GiveEmerald ( false ) ;
// Don't play Ideya sound in special stage mode
}
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else
S_StartSound ( toucher , special - > info - > activesound ) ;
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}
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else //Initial transformation. Don't allow second chances in special stages!
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{
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if ( player - > pflags & PF_NIGHTSMODE )
return ;
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S_StartSound ( toucher , sfx_supert ) ;
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}
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if ( ! ( netgame | | multiplayer ) & & ! ( player - > pflags & PF_NIGHTSMODE ) )
P_SetTarget ( & special - > tracer , toucher ) ;
P_NightserizePlayer ( player , special - > health ) ; // Transform!
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return ;
case MT_NIGHTSLOOPHELPER :
// One second delay
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if ( special - > fuse < toucher - > fuse - TICRATE )
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{
thinker_t * th ;
mobj_t * mo2 ;
INT32 count ;
fixed_t x , y , z , gatherradius ;
angle_t d ;
statenum_t sparklestate = S_NULL ;
if ( special - > target ! = toucher ) // These ain't your helpers, pal!
return ;
x = special - > x > > FRACBITS ;
y = special - > y > > FRACBITS ;
z = special - > z > > FRACBITS ;
count = 1 ;
// scan the remaining thinkers
for ( th = thinkercap . next ; th ! = & thinkercap ; th = th - > next )
{
if ( th - > function . acp1 ! = ( actionf_p1 ) P_MobjThinker )
continue ;
mo2 = ( mobj_t * ) th ;
if ( mo2 = = special )
continue ;
// Not our stuff!
if ( mo2 - > target ! = toucher )
continue ;
if ( mo2 - > type = = MT_NIGHTSPARKLE )
mo2 - > tics = 1 ;
else if ( mo2 - > type = = MT_NIGHTSLOOPHELPER )
{
if ( mo2 - > fuse > = special - > fuse )
{
count + + ;
x + = mo2 - > x > > FRACBITS ;
y + = mo2 - > y > > FRACBITS ;
z + = mo2 - > z > > FRACBITS ;
}
P_RemoveMobj ( mo2 ) ;
}
}
x = ( x / count ) < < FRACBITS ;
y = ( y / count ) < < FRACBITS ;
z = ( z / count ) < < FRACBITS ;
gatherradius = P_AproxDistance ( P_AproxDistance ( special - > x - x , special - > y - y ) , special - > z - z ) ;
P_RemoveMobj ( special ) ;
if ( player - > powers [ pw_nights_superloop ] )
{
gatherradius * = 2 ;
sparklestate = mobjinfo [ MT_NIGHTSPARKLE ] . seestate ;
}
if ( gatherradius < 30 * FRACUNIT ) // Player is probably just sitting there.
return ;
for ( d = 0 ; d < 16 ; d + + )
P_SpawnParaloop ( x , y , z , gatherradius , 16 , MT_NIGHTSPARKLE , sparklestate , d * ANGLE_22h , false ) ;
S_StartSound ( toucher , sfx_prloop ) ;
// Now we RE-scan all the thinkers to find close objects to pull
// in from the paraloop. Isn't this just so efficient?
for ( th = thinkercap . next ; th ! = & thinkercap ; th = th - > next )
{
if ( th - > function . acp1 ! = ( actionf_p1 ) P_MobjThinker )
continue ;
mo2 = ( mobj_t * ) th ;
if ( P_AproxDistance ( P_AproxDistance ( mo2 - > x - x , mo2 - > y - y ) , mo2 - > z - z ) > gatherradius )
continue ;
if ( mo2 - > flags & MF_SHOOTABLE )
{
P_DamageMobj ( mo2 , toucher , toucher , 1 ) ;
continue ;
}
// Make these APPEAR!
// Tails 12-15-2003
if ( mo2 - > flags & MF_NIGHTSITEM )
{
// Requires Bonus Time
if ( ( mo2 - > flags2 & MF2_STRONGBOX ) & & ! player - > bonustime )
continue ;
if ( ! ( mo2 - > flags & MF_SPECIAL ) & & mo2 - > health )
{
P_SetMobjState ( mo2 , mo2 - > info - > seestate ) ;
mo2 - > flags | = MF_SPECIAL ;
mo2 - > flags & = ~ MF_NIGHTSITEM ;
S_StartSound ( toucher , sfx_hidden ) ;
continue ;
}
}
if ( ! ( mo2 - > type = = MT_NIGHTSWING | | mo2 - > type = = MT_RING | | mo2 - > type = = MT_COIN
# ifdef BLUE_SPHERES
| | mo2 - > type = = MT_BLUEBALL
# endif
) )
continue ;
// Yay! The thing's in reach! Pull it in!
mo2 - > flags | = MF_NOCLIP | MF_NOCLIPHEIGHT ;
mo2 - > flags2 | = MF2_NIGHTSPULL ;
P_SetTarget ( & mo2 - > tracer , toucher ) ;
}
}
return ;
case MT_EGGCAPSULE :
if ( player - > bot )
return ;
// make sure everything is as it should be, THEN take rings from players in special stages
2014-08-04 03:49:33 +00:00
if ( player - > pflags & PF_NIGHTSMODE & & ! toucher - > target )
return ;
if ( player - > mare ! = special - > threshold ) // wrong mare
2014-03-15 16:59:03 +00:00
return ;
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if ( special - > reactiontime > 0 ) // capsule already has a player attacking it, ignore
2014-03-15 16:59:03 +00:00
return ;
if ( G_IsSpecialStage ( gamemap ) & & ! player - > exiting )
{ // In special stages, share rings. Everyone gives up theirs to the player who touched the capsule
for ( i = 0 ; i < MAXPLAYERS ; i + + )
if ( playeringame [ i ] & & ( & players [ i ] ! = player ) & & players [ i ] . mo - > health > 1 )
{
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toucher - > health + = players [ i ] . mo - > health - 1 ;
player - > health = toucher - > health ;
2014-03-15 16:59:03 +00:00
players [ i ] . mo - > health = 1 ;
players [ i ] . health = players [ i ] . mo - > health ;
}
}
if ( ! ( player - > health > 1 ) | | player - > exiting )
return ;
// Mark the player as 'pull into the capsule'
P_SetTarget ( & player - > capsule , special ) ;
special - > reactiontime = ( player - players ) + 1 ;
P_SetTarget ( & special - > target , NULL ) ;
// Clear text
player - > texttimer = 0 ;
return ;
case MT_NIGHTSBUMPER :
// Don't trigger if the stage is ended/failed
if ( player - > exiting )
return ;
if ( player - > bumpertime < TICRATE / 4 )
{
2014-08-04 03:49:33 +00:00
S_StartSound ( toucher , special - > info - > seesound ) ;
2014-03-15 16:59:03 +00:00
if ( player - > pflags & PF_NIGHTSMODE )
{
player - > bumpertime = TICRATE / 2 ;
if ( special - > threshold > 0 )
player - > flyangle = ( special - > threshold * 30 ) - 1 ;
else
player - > flyangle = special - > threshold ;
player - > speed = FixedMul ( special - > info - > speed , special - > scale ) ;
// Potentially causes axis transfer failures.
// Also rarely worked properly anyway.
//P_UnsetThingPosition(player->mo);
//player->mo->x = special->x;
//player->mo->y = special->y;
//P_SetThingPosition(player->mo);
2014-08-04 03:49:33 +00:00
toucher - > z = special - > z + ( special - > height / 4 ) ;
2014-03-15 16:59:03 +00:00
}
else // More like a spring
{
angle_t fa ;
fixed_t xspeed , yspeed ;
const fixed_t speed = FixedMul ( FixedDiv ( special - > info - > speed * FRACUNIT , 75 * FRACUNIT ) , FixedSqrt ( FixedMul ( toucher - > scale , special - > scale ) ) ) ;
player - > bumpertime = TICRATE / 2 ;
2014-08-04 03:49:33 +00:00
P_UnsetThingPosition ( toucher ) ;
toucher - > x = special - > x ;
toucher - > y = special - > y ;
P_SetThingPosition ( toucher ) ;
toucher - > z = special - > z + ( special - > height / 4 ) ;
2014-03-15 16:59:03 +00:00
if ( special - > threshold > 0 )
fa = ( FixedAngle ( ( ( special - > threshold * 30 ) - 1 ) * FRACUNIT ) > > ANGLETOFINESHIFT ) & FINEMASK ;
else
fa = 0 ;
xspeed = FixedMul ( FINECOSINE ( fa ) , speed ) ;
yspeed = FixedMul ( FINESINE ( fa ) , speed ) ;
2014-08-04 03:49:33 +00:00
P_InstaThrust ( toucher , special - > angle , xspeed / 10 ) ;
toucher - > momz = yspeed / 11 ;
2014-03-15 16:59:03 +00:00
2014-08-04 03:49:33 +00:00
toucher - > angle = special - > angle ;
2014-03-15 16:59:03 +00:00
if ( player = = & players [ consoleplayer ] )
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localangle = toucher - > angle ;
2014-03-15 16:59:03 +00:00
else if ( player = = & players [ secondarydisplayplayer ] )
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localangle2 = toucher - > angle ;
2014-03-15 16:59:03 +00:00
P_ResetPlayer ( player ) ;
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P_SetPlayerMobjState ( toucher , S_PLAY_FALL1 ) ;
2014-03-15 16:59:03 +00:00
}
}
return ;
case MT_NIGHTSSUPERLOOP :
if ( player - > bot | | ! ( player - > pflags & PF_NIGHTSMODE ) )
return ;
if ( ! G_IsSpecialStage ( gamemap ) )
player - > powers [ pw_nights_superloop ] = ( UINT16 ) special - > info - > speed ;
else
{
for ( i = 0 ; i < MAXPLAYERS ; i + + )
if ( playeringame [ i ] & & players [ i ] . pflags & PF_NIGHTSMODE )
players [ i ] . powers [ pw_nights_superloop ] = ( UINT16 ) special - > info - > speed ;
if ( special - > info - > deathsound ! = sfx_None )
S_StartSound ( NULL , special - > info - > deathsound ) ;
}
// CECHO showing you what this item is
if ( player = = & players [ displayplayer ] | | G_IsSpecialStage ( gamemap ) )
{
HU_SetCEchoFlags ( V_AUTOFADEOUT ) ;
HU_SetCEchoDuration ( 4 ) ;
HU_DoCEcho ( M_GetText ( " \\ \\ \\ \\ \\ \\ \\ \\ Super Paraloop " ) ) ;
}
break ;
case MT_NIGHTSDRILLREFILL :
if ( player - > bot | | ! ( player - > pflags & PF_NIGHTSMODE ) )
return ;
if ( ! G_IsSpecialStage ( gamemap ) )
player - > drillmeter = special - > info - > speed ;
else
{
for ( i = 0 ; i < MAXPLAYERS ; i + + )
if ( playeringame [ i ] & & players [ i ] . pflags & PF_NIGHTSMODE )
players [ i ] . drillmeter = special - > info - > speed ;
if ( special - > info - > deathsound ! = sfx_None )
S_StartSound ( NULL , special - > info - > deathsound ) ;
}
// CECHO showing you what this item is
if ( player = = & players [ displayplayer ] | | G_IsSpecialStage ( gamemap ) )
{
HU_SetCEchoFlags ( V_AUTOFADEOUT ) ;
HU_SetCEchoDuration ( 4 ) ;
HU_DoCEcho ( M_GetText ( " \\ \\ \\ \\ \\ \\ \\ \\ Drill Refill " ) ) ;
}
break ;
case MT_NIGHTSHELPER :
if ( player - > bot | | ! ( player - > pflags & PF_NIGHTSMODE ) )
return ;
if ( ! G_IsSpecialStage ( gamemap ) )
{
// A flicky orbits us now
mobj_t * flickyobj = P_SpawnMobj ( toucher - > x , toucher - > y , toucher - > z + toucher - > info - > height , MT_NIGHTOPIANHELPER ) ;
P_SetTarget ( & flickyobj - > target , toucher ) ;
player - > powers [ pw_nights_helper ] = ( UINT16 ) special - > info - > speed ;
}
else
{
mobj_t * flickyobj ;
for ( i = 0 ; i < MAXPLAYERS ; i + + )
if ( playeringame [ i ] & & players [ i ] . mo & & players [ i ] . pflags & PF_NIGHTSMODE ) {
players [ i ] . powers [ pw_nights_helper ] = ( UINT16 ) special - > info - > speed ;
flickyobj = P_SpawnMobj ( players [ i ] . mo - > x , players [ i ] . mo - > y , players [ i ] . mo - > z + players [ i ] . mo - > info - > height , MT_NIGHTOPIANHELPER ) ;
P_SetTarget ( & flickyobj - > target , players [ i ] . mo ) ;
}
if ( special - > info - > deathsound ! = sfx_None )
S_StartSound ( NULL , special - > info - > deathsound ) ;
}
// CECHO showing you what this item is
if ( player = = & players [ displayplayer ] | | G_IsSpecialStage ( gamemap ) )
{
HU_SetCEchoFlags ( V_AUTOFADEOUT ) ;
HU_SetCEchoDuration ( 4 ) ;
HU_DoCEcho ( M_GetText ( " \\ \\ \\ \\ \\ \\ \\ \\ Nightopian Helper " ) ) ;
}
break ;
case MT_NIGHTSEXTRATIME :
if ( player - > bot | | ! ( player - > pflags & PF_NIGHTSMODE ) )
return ;
if ( ! G_IsSpecialStage ( gamemap ) )
{
player - > nightstime + = special - > info - > speed ;
player - > startedtime + = special - > info - > speed ;
P_RestoreMusic ( player ) ;
}
else
{
for ( i = 0 ; i < MAXPLAYERS ; i + + )
if ( playeringame [ i ] & & players [ i ] . pflags & PF_NIGHTSMODE )
{
players [ i ] . nightstime + = special - > info - > speed ;
players [ i ] . startedtime + = special - > info - > speed ;
P_RestoreMusic ( & players [ i ] ) ;
}
if ( special - > info - > deathsound ! = sfx_None )
S_StartSound ( NULL , special - > info - > deathsound ) ;
}
// CECHO showing you what this item is
if ( player = = & players [ displayplayer ] | | G_IsSpecialStage ( gamemap ) )
{
HU_SetCEchoFlags ( V_AUTOFADEOUT ) ;
HU_SetCEchoDuration ( 4 ) ;
HU_DoCEcho ( M_GetText ( " \\ \\ \\ \\ \\ \\ \\ \\ Extra Time " ) ) ;
}
break ;
case MT_NIGHTSLINKFREEZE :
if ( player - > bot | | ! ( player - > pflags & PF_NIGHTSMODE ) )
return ;
if ( ! G_IsSpecialStage ( gamemap ) )
{
player - > powers [ pw_nights_linkfreeze ] = ( UINT16 ) special - > info - > speed ;
player - > linktimer = 2 * TICRATE ;
}
else
{
for ( i = 0 ; i < MAXPLAYERS ; i + + )
if ( playeringame [ i ] & & players [ i ] . pflags & PF_NIGHTSMODE )
{
players [ i ] . powers [ pw_nights_linkfreeze ] + = ( UINT16 ) special - > info - > speed ;
players [ i ] . linktimer = 2 * TICRATE ;
}
if ( special - > info - > deathsound ! = sfx_None )
S_StartSound ( NULL , special - > info - > deathsound ) ;
}
// CECHO showing you what this item is
if ( player = = & players [ displayplayer ] | | G_IsSpecialStage ( gamemap ) )
{
HU_SetCEchoFlags ( V_AUTOFADEOUT ) ;
HU_SetCEchoDuration ( 4 ) ;
HU_DoCEcho ( M_GetText ( " \\ \\ \\ \\ \\ \\ \\ \\ Link Freeze " ) ) ;
}
break ;
case MT_NIGHTSWING :
if ( G_IsSpecialStage ( gamemap ) & & useNightsSS )
{ // Pseudo-ring.
S_StartSound ( toucher , special - > info - > painsound ) ;
player - > totalring + + ;
}
else
S_StartSound ( toucher , special - > info - > activesound ) ;
P_DoNightsScore ( player ) ;
break ;
case MT_HOOPCOLLIDE :
// This produces a kind of 'domino effect' with the hoop's pieces.
for ( ; special - > hprev ! = NULL ; special = special - > hprev ) ; // Move to the first sprite in the hoop
i = 0 ;
for ( ; special - > type = = MT_HOOP ; special = special - > hnext )
{
special - > fuse = 11 ;
special - > movedir = i ;
special - > extravalue1 = special - > target - > extravalue1 ;
special - > extravalue2 = special - > target - > extravalue2 ;
special - > target - > threshold = 4242 ;
i + + ;
}
// Make the collision detectors disappear.
{
mobj_t * hnext ;
for ( ; special ! = NULL ; special = hnext )
{
hnext = special - > hnext ;
P_RemoveMobj ( special ) ;
}
}
P_DoNightsScore ( player ) ;
// Hoops are the only things that should add to the drill meter
// Also, one tic's worth of drill is too much.
if ( G_IsSpecialStage ( gamemap ) )
{
for ( i = 0 ; i < MAXPLAYERS ; i + + )
if ( playeringame [ i ] & & players [ i ] . pflags & PF_NIGHTSMODE )
players [ i ] . drillmeter + = TICRATE / 2 ;
}
else if ( player - > bot )
players [ consoleplayer ] . drillmeter + = TICRATE / 2 ;
else
player - > drillmeter + = TICRATE / 2 ;
// Play hoop sound -- pick one depending on the current link.
if ( player - > linkcount < = 5 )
S_StartSound ( toucher , sfx_hoop1 ) ;
else if ( player - > linkcount < = 10 )
S_StartSound ( toucher , sfx_hoop2 ) ;
else
S_StartSound ( toucher , sfx_hoop3 ) ;
return ;
// ***** //
// Mario //
// ***** //
case MT_SHELL :
if ( special - > state = = & states [ S_SHELL ] ) // Resting anim
{
// Kick that sucker around!
special - > angle = toucher - > angle ;
P_InstaThrust ( special , special - > angle , FixedMul ( special - > info - > speed , special - > scale ) ) ;
S_StartSound ( toucher , sfx_mario2 ) ;
P_SetMobjState ( special , S_SHELL1 ) ;
P_SetTarget ( & special - > target , toucher ) ;
special - > threshold = ( 3 * TICRATE ) / 2 ;
}
return ;
case MT_AXE :
{
line_t junk ;
thinker_t * th ;
mobj_t * mo2 ;
if ( player - > bot )
return ;
junk . tag = 649 ;
EV_DoElevator ( & junk , bridgeFall , false ) ;
// scan the remaining thinkers to find koopa
for ( th = thinkercap . next ; th ! = & thinkercap ; th = th - > next )
{
if ( th - > function . acp1 ! = ( actionf_p1 ) P_MobjThinker )
continue ;
mo2 = ( mobj_t * ) th ;
if ( mo2 - > type = = MT_KOOPA )
{
mo2 - > momz = 5 * FRACUNIT ;
break ;
}
}
}
break ;
case MT_FIREFLOWER :
if ( player - > bot )
return ;
2014-08-04 03:49:33 +00:00
player - > powers [ pw_shield ] | = SH_FIREFLOWER ;
2014-03-15 16:59:03 +00:00
toucher - > color = SKINCOLOR_WHITE ;
G_GhostAddColor ( GHC_FIREFLOWER ) ;
break ;
// *************** //
// Misc touchables //
// *************** //
case MT_STARPOST :
if ( player - > bot )
return ;
// In circuit, player must have touched all previous starposts
if ( circuitmap
& & special - > health - player - > starpostnum > 1 )
{
// blatant reuse of a variable that's normally unused in circuit
if ( ! player - > tossdelay )
2014-08-04 03:49:33 +00:00
S_StartSound ( toucher , sfx_lose ) ;
2014-03-15 16:59:03 +00:00
player - > tossdelay = 3 ;
return ;
}
// We could technically have 91.1 Star Posts. 90 is cleaner.
if ( special - > health > 90 )
{
CONS_Debug ( DBG_GAMELOGIC , " Bad Starpost Number! \n " ) ;
return ;
}
if ( player - > starpostnum > = special - > health )
return ; // Already hit this post
// Save the player's time and position.
player - > starposttime = leveltime ;
2014-08-04 03:49:33 +00:00
player - > starpostx = toucher - > x > > FRACBITS ;
player - > starposty = toucher - > y > > FRACBITS ;
2014-03-15 16:59:03 +00:00
player - > starpostz = special - > z > > FRACBITS ;
player - > starpostangle = special - > angle ;
player - > starpostnum = special - > health ;
P_ClearStarPost ( special - > health ) ;
// Find all starposts in the level with this value.
{
thinker_t * th ;
mobj_t * mo2 ;
for ( th = thinkercap . next ; th ! = & thinkercap ; th = th - > next )
{
if ( th - > function . acp1 ! = ( actionf_p1 ) P_MobjThinker )
continue ;
mo2 = ( mobj_t * ) th ;
if ( mo2 = = special )
continue ;
if ( mo2 - > type = = MT_STARPOST & & mo2 - > health = = special - > health )
{
if ( ! ( netgame & & circuitmap & & player ! = & players [ consoleplayer ] ) )
P_SetMobjState ( mo2 , mo2 - > info - > painstate ) ;
}
}
}
2014-08-04 03:49:33 +00:00
S_StartSound ( toucher , special - > info - > painsound ) ;
2014-03-15 16:59:03 +00:00
if ( ! ( netgame & & circuitmap & & player ! = & players [ consoleplayer ] ) )
P_SetMobjState ( special , special - > info - > painstate ) ;
return ;
case MT_FAKEMOBILE :
{
fixed_t touchx , touchy , touchspeed ;
angle_t angle ;
if ( P_AproxDistance ( toucher - > x - special - > x , toucher - > y - special - > y ) >
P_AproxDistance ( ( toucher - > x - toucher - > momx ) - special - > x , ( toucher - > y - toucher - > momy ) - special - > y ) )
{
touchx = toucher - > x + toucher - > momx ;
touchy = toucher - > y + toucher - > momy ;
}
else
{
touchx = toucher - > x ;
touchy = toucher - > y ;
}
angle = R_PointToAngle2 ( special - > x , special - > y , touchx , touchy ) ;
touchspeed = P_AproxDistance ( toucher - > momx , toucher - > momy ) ;
toucher - > momx = P_ReturnThrustX ( special , angle , touchspeed ) ;
toucher - > momy = P_ReturnThrustY ( special , angle , touchspeed ) ;
toucher - > momz = - toucher - > momz ;
if ( player - > pflags & PF_GLIDING )
{
player - > pflags & = ~ ( PF_GLIDING | PF_JUMPED ) ;
P_SetPlayerMobjState ( toucher , S_PLAY_FALL1 ) ;
}
// Play a bounce sound?
S_StartSound ( toucher , special - > info - > painsound ) ;
}
return ;
case MT_BLACKEGGMAN_GOOPFIRE :
if ( toucher - > state ! = & states [ S_PLAY_PAIN ] & & ! player - > powers [ pw_flashing ] )
{
toucher - > momx = 0 ;
toucher - > momy = 0 ;
if ( toucher - > momz ! = 0 )
special - > momz = toucher - > momz ;
player - > powers [ pw_ingoop ] = 2 ;
if ( player - > pflags & PF_ITEMHANG )
{
2014-08-04 03:49:33 +00:00
P_SetTarget ( & toucher - > tracer , NULL ) ;
2014-03-15 16:59:03 +00:00
player - > pflags & = ~ PF_ITEMHANG ;
}
P_ResetPlayer ( player ) ;
if ( special - > target & & special - > target - > state = = & states [ S_BLACKEGG_SHOOT1 ] )
{
if ( special - > target - > health < = 2 & & ( P_Random ( ) & 1 ) )
P_SetMobjState ( special - > target , special - > target - > info - > missilestate ) ;
else
P_SetMobjState ( special - > target , special - > target - > info - > raisestate ) ;
}
}
else
player - > powers [ pw_ingoop ] = 0 ;
return ;
case MT_EGGSHIELD :
{
fixed_t touchx , touchy , touchspeed ;
angle_t angle ;
if ( P_AproxDistance ( toucher - > x - special - > x , toucher - > y - special - > y ) >
P_AproxDistance ( ( toucher - > x - toucher - > momx ) - special - > x , ( toucher - > y - toucher - > momy ) - special - > y ) )
{
touchx = toucher - > x + toucher - > momx ;
touchy = toucher - > y + toucher - > momy ;
}
else
{
touchx = toucher - > x ;
touchy = toucher - > y ;
}
angle = R_PointToAngle2 ( special - > x , special - > y , touchx , touchy ) - special - > angle ;
touchspeed = P_AproxDistance ( toucher - > momx , toucher - > momy ) ;
// Blocked by the shield?
if ( ! ( angle > ANGLE_90 & & angle < ANGLE_270 ) )
{
toucher - > momx = P_ReturnThrustX ( special , special - > angle , touchspeed ) ;
toucher - > momy = P_ReturnThrustY ( special , special - > angle , touchspeed ) ;
toucher - > momz = - toucher - > momz ;
if ( player - > pflags & PF_GLIDING )
{
player - > pflags & = ~ ( PF_GLIDING | PF_JUMPED ) ;
P_SetPlayerMobjState ( toucher , S_PLAY_FALL1 ) ;
}
// Play a bounce sound?
S_StartSound ( toucher , special - > info - > painsound ) ;
return ;
}
2014-08-04 03:49:33 +00:00
else if ( ( ( player - > pflags & PF_NIGHTSMODE ) & & ( player - > pflags & PF_DRILLING ) ) | | ( player - > pflags & ( PF_JUMPED | PF_SPINNING | PF_GLIDING ) )
| | player - > powers [ pw_invulnerability ] | | player - > powers [ pw_super ] ) // Do you possess the ability to subdue the object?
2014-03-15 16:59:03 +00:00
{
// Shatter the shield!
toucher - > momx = - toucher - > momx / 2 ;
toucher - > momy = - toucher - > momy / 2 ;
toucher - > momz = - toucher - > momz ;
break ;
}
}
return ;
case MT_BIGTUMBLEWEED :
case MT_LITTLETUMBLEWEED :
if ( toucher - > momx | | toucher - > momy )
{
special - > momx = toucher - > momx ;
special - > momy = toucher - > momy ;
special - > momz = P_AproxDistance ( toucher - > momx , toucher - > momy ) / 4 ;
if ( toucher - > momz > 0 )
special - > momz + = toucher - > momz / 8 ;
P_SetMobjState ( special , special - > info - > seestate ) ;
}
return ;
case MT_SMALLMACECHAIN :
case MT_BIGMACECHAIN :
// Is this the last link in the chain?
if ( toucher - > momz > 0 | | ! ( special - > flags & MF_AMBUSH )
| | ( player - > pflags & PF_ITEMHANG ) | | ( player - > pflags & PF_MACESPIN ) )
return ;
if ( toucher - > z > special - > z + special - > height / 2 )
return ;
if ( toucher - > z + toucher - > height / 2 < special - > z )
return ;
if ( player - > powers [ pw_flashing ] )
return ;
P_ResetPlayer ( player ) ;
P_SetTarget ( & toucher - > tracer , special ) ;
if ( special - > target & & ( special - > target - > type = = MT_SPINMACEPOINT | | special - > target - > type = = MT_HIDDEN_SLING ) )
{
player - > pflags | = PF_MACESPIN ;
S_StartSound ( toucher , sfx_spin ) ;
2014-08-04 03:49:33 +00:00
P_SetPlayerMobjState ( toucher , S_PLAY_ATK1 ) ;
2014-03-15 16:59:03 +00:00
}
else
player - > pflags | = PF_ITEMHANG ;
2016-02-14 20:28:03 +00:00
// Can't jump first frame
player - > pflags | = PF_JUMPSTASIS ;
2014-03-15 16:59:03 +00:00
return ;
case MT_BIGMINE :
case MT_BIGAIRMINE :
// Spawn explosion!
P_SpawnMobj ( special - > x , special - > y , special - > z , special - > info - > mass ) ;
P_RadiusAttack ( special , special , special - > info - > damage ) ;
S_StartSound ( special , special - > info - > deathsound ) ;
P_SetMobjState ( special , special - > info - > deathstate ) ;
return ;
case MT_SPECIALSPIKEBALL :
if ( ! ( ! useNightsSS & & G_IsSpecialStage ( gamemap ) ) ) // Only for old special stages
{
P_DamageMobj ( toucher , special , special , 1 ) ;
return ;
}
if ( player - > powers [ pw_invulnerability ] | | player - > powers [ pw_flashing ]
| | ( player - > powers [ pw_super ] & & ! ( ALL7EMERALDS ( player - > powers [ pw_emeralds ] ) ) ) )
return ;
if ( player - > powers [ pw_shield ] | | player - > bot ) //If One-Hit Shield
{
P_RemoveShield ( player ) ;
2014-08-04 03:49:33 +00:00
S_StartSound ( toucher , sfx_shldls ) ; // Ba-Dum! Shield loss.
2014-03-15 16:59:03 +00:00
}
else
{
P_PlayRinglossSound ( toucher ) ;
if ( toucher - > health > 10 )
toucher - > health - = 10 ;
else
toucher - > health = 1 ;
player - > health = toucher - > health ;
}
P_DoPlayerPain ( player , special , NULL ) ;
return ;
case MT_EGGMOBILE2_POGO :
// sanity checks
if ( ! special - > target | | ! special - > target - > health )
return ;
// Goomba Stomp'd!
if ( special - > target - > momz < 0 )
{
P_DamageMobj ( toucher , special , special - > target , 1 ) ;
//special->target->momz = -special->target->momz;
special - > target - > momx = special - > target - > momy = 0 ;
special - > target - > momz = 0 ;
special - > target - > flags | = MF_NOGRAVITY ;
P_SetMobjState ( special - > target , special - > info - > raisestate ) ;
S_StartSound ( special - > target , special - > info - > activesound ) ;
P_RemoveMobj ( special ) ;
}
return ;
case MT_EXTRALARGEBUBBLE :
if ( ( player - > powers [ pw_shield ] & SH_NOSTACK ) = = SH_ELEMENTAL )
return ;
if ( maptol & TOL_NIGHTS )
return ;
if ( mariomode )
return ;
2014-08-04 03:49:33 +00:00
else if ( toucher - > eflags & MFE_VERTICALFLIP )
{
if ( special - > z + special - > height < toucher - > z + toucher - > height / 3
| | special - > z + special - > height > toucher - > z + ( toucher - > height * 2 / 3 ) )
return ; // Only go in the mouth
}
else if ( special - > z < toucher - > z + toucher - > height / 3
| | special - > z > toucher - > z + ( toucher - > height * 2 / 3 ) )
2014-03-15 16:59:03 +00:00
return ; // Only go in the mouth
// Eaten by player!
if ( player - > powers [ pw_underwater ] & & player - > powers [ pw_underwater ] < = 12 * TICRATE + 1 )
P_RestoreMusic ( player ) ;
if ( player - > powers [ pw_underwater ] < underwatertics + 1 )
player - > powers [ pw_underwater ] = underwatertics + 1 ;
if ( ! player - > climbing )
{
2014-08-04 03:49:33 +00:00
P_SetPlayerMobjState ( toucher , S_PLAY_GASP ) ;
2014-03-15 16:59:03 +00:00
P_ResetPlayer ( player ) ;
}
2014-08-04 03:49:33 +00:00
toucher - > momx = toucher - > momy = toucher - > momz = 0 ;
2014-03-15 16:59:03 +00:00
break ;
case MT_WATERDROP :
if ( special - > state = = & states [ special - > info - > spawnstate ] )
{
special - > z = toucher - > z + toucher - > height - FixedMul ( 8 * FRACUNIT , special - > scale ) ;
special - > momz = 0 ;
special - > flags | = MF_NOGRAVITY ;
P_SetMobjState ( special , special - > info - > deathstate ) ;
S_StartSound ( special , special - > info - > deathsound + ( P_RandomKey ( special - > info - > mass ) ) ) ;
}
return ;
default : // SOC or script pickup
if ( player - > bot )
return ;
P_SetTarget ( & special - > target , toucher ) ;
break ;
}
}
S_StartSound ( toucher , special - > info - > deathsound ) ; // was NULL, but changed to player so you could hear others pick up rings
P_KillMobj ( special , NULL , toucher ) ;
}
# define CTFTEAMCODE(pl) pl->ctfteam ? (pl->ctfteam == 1 ? "\x85" : "\x84") : ""
# define CTFTEAMENDCODE(pl) pl->ctfteam ? "\x80" : ""
/** Prints death messages relating to a dying or hit player.
*
* \ param player Affected player .
* \ param inflictor The attack weapon used , can be NULL .
* \ param source The attacker , can be NULL .
*/
static void P_HitDeathMessages ( player_t * player , mobj_t * inflictor , mobj_t * source )
{
const char * str = NULL ;
boolean deathonly = false ;
boolean deadsource = false ;
boolean deadtarget = false ;
// player names complete with control codes
char targetname [ MAXPLAYERNAME + 4 ] ;
char sourcename [ MAXPLAYERNAME + 4 ] ;
if ( G_PlatformGametype ( ) )
return ; // Not in coop, etc.
if ( ! player )
return ; // Impossible!
if ( ! netgame )
return ; // Presumably it's obvious what's happening in splitscreen.
2014-08-04 03:49:33 +00:00
# ifdef HAVE_BLUA
2015-06-10 11:28:09 +00:00
if ( LUAh_HurtMsg ( player , inflictor , source ) )
2014-08-04 03:49:33 +00:00
return ;
# endif
2014-03-15 16:59:03 +00:00
deadtarget = ( player - > health < = 0 ) ;
// Target's name
snprintf ( targetname , sizeof ( targetname ) , " %s%s%s " ,
CTFTEAMCODE ( player ) ,
player_names [ player - players ] ,
CTFTEAMENDCODE ( player ) ) ;
if ( source )
{
// inflictor shouldn't be NULL if source isn't
I_Assert ( inflictor ! = NULL ) ;
if ( source - > player )
{
// Source's name (now that we know there is one)
snprintf ( sourcename , sizeof ( sourcename ) , " %s%s%s " ,
CTFTEAMCODE ( source - > player ) ,
player_names [ source - > player - players ] ,
CTFTEAMENDCODE ( source - > player ) ) ;
// We don't care if it's us.
// "Player 1's [redacted] killed Player 1."
if ( source - > player - > playerstate = = PST_DEAD & & source - > player ! = player & &
( inflictor - > flags2 & MF2_BEYONDTHEGRAVE ) )
deadsource = true ;
if ( inflictor - > flags & MF_PUSHABLE )
{
str = M_GetText ( " %s%s's playtime with heavy objects %s %s. \n " ) ;
}
else switch ( inflictor - > type )
{
case MT_PLAYER :
if ( ( inflictor - > player - > powers [ pw_shield ] & SH_NOSTACK ) = = SH_BOMB )
str = M_GetText ( " %s%s's armageddon blast %s %s. \n " ) ;
2014-03-17 12:13:16 +00:00
else if ( inflictor - > player - > powers [ pw_invulnerability ] )
2014-03-15 16:59:03 +00:00
str = M_GetText ( " %s%s's invincibility aura %s %s. \n " ) ;
2014-03-18 17:56:54 +00:00
else if ( inflictor - > player - > powers [ pw_super ] )
str = M_GetText ( " %s%s's super aura %s %s. \n " ) ;
2014-03-17 12:13:16 +00:00
else
str = M_GetText ( " %s%s's tagging hand %s %s. \n " ) ;
2014-03-15 16:59:03 +00:00
break ;
case MT_SPINFIRE :
str = M_GetText ( " %s%s's elemental fire trail %s %s. \n " ) ;
break ;
case MT_THROWNBOUNCE :
str = M_GetText ( " %s%s's bounce ring %s %s. \n " ) ;
break ;
case MT_THROWNINFINITY :
str = M_GetText ( " %s%s's infinity ring %s %s. \n " ) ;
break ;
case MT_THROWNAUTOMATIC :
str = M_GetText ( " %s%s's automatic ring %s %s. \n " ) ;
break ;
case MT_THROWNSCATTER :
str = M_GetText ( " %s%s's scatter ring %s %s. \n " ) ;
break ;
// TODO: For next two, figure out how to determine if it was a direct hit or splash damage. -SH
case MT_THROWNEXPLOSION :
str = M_GetText ( " %s%s's explosion ring %s %s. \n " ) ;
break ;
case MT_THROWNGRENADE :
str = M_GetText ( " %s%s's grenade ring %s %s. \n " ) ;
break ;
case MT_REDRING :
if ( inflictor - > flags2 & MF2_RAILRING )
str = M_GetText ( " %s%s's rail ring %s %s. \n " ) ;
else
2014-03-17 12:13:16 +00:00
str = M_GetText ( " %s%s's thrown ring %s %s. \n " ) ;
2014-03-15 16:59:03 +00:00
break ;
default :
str = M_GetText ( " %s%s %s %s. \n " ) ;
break ;
}
CONS_Printf ( str ,
deadsource ? M_GetText ( " The late " ) : " " ,
sourcename ,
deadtarget ? M_GetText ( " killed " ) : M_GetText ( " hit " ) ,
targetname ) ;
return ;
}
else switch ( source - > type )
{
case MT_NULL :
switch ( source - > threshold )
{
case 42 :
deathonly = true ;
str = M_GetText ( " %s drowned. \n " ) ;
break ;
case 43 :
str = M_GetText ( " %s was %s by spikes. \n " ) ;
break ;
case 44 :
deathonly = true ;
str = M_GetText ( " %s was crushed. \n " ) ;
break ;
}
break ;
2014-03-18 17:56:54 +00:00
case MT_EGGMANICO :
case MT_EGGMANBOX :
str = M_GetText ( " %s was %s by Eggman's nefarious TV magic. \n " ) ;
break ;
2014-03-15 16:59:03 +00:00
case MT_SPIKE :
str = M_GetText ( " %s was %s by spikes. \n " ) ;
break ;
default :
str = M_GetText ( " %s was %s by an environmental hazard. \n " ) ;
break ;
}
}
else
{
// null source, environment kills
// TERRIBLE HACK for hit damage because P_DoPlayerPain moves the player...
// I'll put it back, I promise!
player - > mo - > z - = player - > mo - > momz + 1 ;
if ( P_PlayerTouchingSectorSpecial ( player , 1 , 2 ) )
str = M_GetText ( " %s was %s by chemical water. \n " ) ;
else if ( P_PlayerTouchingSectorSpecial ( player , 1 , 3 ) )
str = M_GetText ( " %s was %s by molten lava. \n " ) ;
else if ( P_PlayerTouchingSectorSpecial ( player , 1 , 4 ) )
str = M_GetText ( " %s was %s by electricity. \n " ) ;
else if ( deadtarget )
{
deathonly = true ;
if ( P_PlayerTouchingSectorSpecial ( player , 1 , 6 )
| | P_PlayerTouchingSectorSpecial ( player , 1 , 7 ) )
str = M_GetText ( " %s fell into a bottomless pit. \n " ) ;
else if ( P_PlayerTouchingSectorSpecial ( player , 1 , 12 ) )
str = M_GetText ( " %s asphyxiated in space. \n " ) ;
else
str = M_GetText ( " %s died. \n " ) ;
}
if ( ! str )
str = M_GetText ( " %s was %s by an environmental hazard. \n " ) ;
player - > mo - > z + = player - > mo - > momz + 1 ;
}
if ( ! str ) // Should not happen! Unless we missed catching something above.
return ;
// Don't log every hazard hit if they don't want us to.
if ( ! deadtarget & & ! cv_hazardlog . value )
return ;
if ( deathonly )
{
if ( ! deadtarget )
return ;
CONS_Printf ( str , targetname ) ;
}
else
CONS_Printf ( str , targetname , deadtarget ? M_GetText ( " killed " ) : M_GetText ( " hit " ) ) ;
}
2015-10-11 20:01:04 +00:00
/** Checks if the level timer is over the timelimit and the round should end,
* unless you are in overtime . In which case leveltime may stretch out beyond
* timelimitintics and overtime ' s status will be checked here each tick .
* Verify that the value of : : cv_timelimit is greater than zero before
* calling this function .
*
* \ sa cv_timelimit , P_CheckPointLimit , P_UpdateSpecials
*/
void P_CheckTimeLimit ( void )
{
INT32 i , k ;
if ( ! cv_timelimit . value )
return ;
if ( ! ( multiplayer | | netgame ) )
return ;
if ( G_PlatformGametype ( ) )
return ;
if ( leveltime < timelimitintics )
return ;
if ( gameaction = = ga_completed )
return ;
//Tagmode round end but only on the tic before the
//XD_EXITLEVEL packet is recieved by all players.
if ( G_TagGametype ( ) )
{
if ( leveltime = = ( timelimitintics + 1 ) )
{
for ( i = 0 ; i < MAXPLAYERS ; i + + )
{
if ( ! playeringame [ i ] | | players [ i ] . spectator
| | ( players [ i ] . pflags & PF_TAGGED ) | | ( players [ i ] . pflags & PF_TAGIT ) )
continue ;
CONS_Printf ( M_GetText ( " %s recieved double points for surviving the round. \n " ) , player_names [ i ] ) ;
P_AddPlayerScore ( & players [ i ] , players [ i ] . score ) ;
}
}
if ( server )
SendNetXCmd ( XD_EXITLEVEL , NULL , 0 ) ;
}
//Optional tie-breaker for Match/CTF
else if ( cv_overtime . value )
{
INT32 playerarray [ MAXPLAYERS ] ;
INT32 tempplayer = 0 ;
INT32 spectators = 0 ;
INT32 playercount = 0 ;
//Figure out if we have enough participating players to care.
for ( i = 0 ; i < MAXPLAYERS ; i + + )
{
if ( playeringame [ i ] & & players [ i ] . spectator )
spectators + + ;
}
if ( ( D_NumPlayers ( ) - spectators ) > 1 )
{
// Play the starpost sfx after the first second of overtime.
if ( gamestate = = GS_LEVEL & & ( leveltime = = ( timelimitintics + TICRATE ) ) )
S_StartSound ( NULL , sfx_strpst ) ;
// Normal Match
if ( ! G_GametypeHasTeams ( ) )
{
//Store the nodes of participating players in an array.
for ( i = 0 ; i < MAXPLAYERS ; i + + )
{
if ( playeringame [ i ] & & ! players [ i ] . spectator )
{
playerarray [ playercount ] = i ;
playercount + + ;
}
}
//Sort 'em.
for ( i = 1 ; i < playercount ; i + + )
{
for ( k = i ; k < playercount ; k + + )
{
if ( players [ playerarray [ i - 1 ] ] . score < players [ playerarray [ k ] ] . score )
{
tempplayer = playerarray [ i - 1 ] ;
playerarray [ i - 1 ] = playerarray [ k ] ;
playerarray [ k ] = tempplayer ;
}
}
}
//End the round if the top players aren't tied.
if ( players [ playerarray [ 0 ] ] . score = = players [ playerarray [ 1 ] ] . score )
return ;
}
else
{
//In team match and CTF, determining a tie is much simpler. =P
if ( redscore = = bluescore )
return ;
}
}
if ( server )
SendNetXCmd ( XD_EXITLEVEL , NULL , 0 ) ;
}
if ( server )
SendNetXCmd ( XD_EXITLEVEL , NULL , 0 ) ;
}
2014-03-15 16:59:03 +00:00
/** Checks if a player's score is over the pointlimit and the round should end.
* Verify that the value of : : cv_pointlimit is greater than zero before
* calling this function .
*
2015-10-11 20:01:04 +00:00
* \ sa cv_pointlimit , P_CheckTimeLimit , P_UpdateSpecials
2014-03-15 16:59:03 +00:00
*/
void P_CheckPointLimit ( void )
{
INT32 i ;
if ( ! cv_pointlimit . value )
return ;
if ( ! ( multiplayer | | netgame ) )
return ;
if ( G_PlatformGametype ( ) )
return ;
// pointlimit is nonzero, check if it's been reached by this player
if ( G_GametypeHasTeams ( ) )
{
// Just check both teams
if ( ( UINT32 ) cv_pointlimit . value < = redscore | | ( UINT32 ) cv_pointlimit . value < = bluescore )
{
if ( server )
SendNetXCmd ( XD_EXITLEVEL , NULL , 0 ) ;
}
}
else
{
for ( i = 0 ; i < MAXPLAYERS ; i + + )
{
if ( ! playeringame [ i ] | | players [ i ] . spectator )
continue ;
if ( ( UINT32 ) cv_pointlimit . value < = players [ i ] . score )
{
if ( server )
SendNetXCmd ( XD_EXITLEVEL , NULL , 0 ) ;
return ;
}
}
}
}
/*Checks for untagged remaining players in both tag derivitave modes.
* If no untagged players remain , end the round .
* Also serves as error checking if the only IT player leaves . */
void P_CheckSurvivors ( void )
{
INT32 i ;
INT32 survivors = 0 ;
INT32 taggers = 0 ;
INT32 spectators = 0 ;
INT32 survivorarray [ MAXPLAYERS ] ;
if ( ! D_NumPlayers ( ) ) //no players in the game, no check performed.
return ;
for ( i = 0 ; i < MAXPLAYERS ; i + + ) //figure out counts of taggers, survivors and spectators.
{
if ( playeringame [ i ] )
{
if ( players [ i ] . spectator )
spectators + + ;
else if ( players [ i ] . pflags & PF_TAGIT )
taggers + + ;
else if ( ! ( players [ i ] . pflags & PF_TAGGED ) )
{
survivorarray [ survivors ] = i ;
survivors + + ;
}
}
}
if ( ! taggers ) //If there are no taggers, pick a survivor at random to be it.
{
// Exception for hide and seek. If a round has started and the IT player leaves, end the round.
if ( gametype = = GT_HIDEANDSEEK & & ( leveltime > = ( hidetime * TICRATE ) ) )
{
CONS_Printf ( M_GetText ( " The IT player has left the game. \n " ) ) ;
if ( server )
SendNetXCmd ( XD_EXITLEVEL , NULL , 0 ) ;
return ;
}
if ( survivors )
{
INT32 newtagger = survivorarray [ P_RandomKey ( survivors ) ] ;
CONS_Printf ( M_GetText ( " %s is now IT! \n " ) , player_names [ newtagger ] ) ; // Tell everyone who is it!
players [ newtagger ] . pflags | = PF_TAGIT ;
survivors - - ; //Get rid of the guy we just made IT.
//Yeah, we have an eligible tagger, but we may not have anybody for him to tag!
//If there is only one guy waiting on the game to fill or spectators to enter game, don't bother.
if ( ! survivors & & ( D_NumPlayers ( ) - spectators ) > 1 )
{
CONS_Printf ( M_GetText ( " All players have been tagged! \n " ) ) ;
if ( server )
SendNetXCmd ( XD_EXITLEVEL , NULL , 0 ) ;
}
return ;
}
//If we reach this point, no player can replace the one that was IT.
//Unless it is one player waiting on a game, end the round.
if ( ( D_NumPlayers ( ) - spectators ) > 1 )
{
CONS_Printf ( M_GetText ( " There are no players able to become IT. \n " ) ) ;
if ( server )
SendNetXCmd ( XD_EXITLEVEL , NULL , 0 ) ;
}
return ;
}
//If there are taggers, but no survivors, end the round.
//Except when the tagger is by himself and the rest of the game are spectators.
if ( ! survivors & & ( D_NumPlayers ( ) - spectators ) > 1 )
{
CONS_Printf ( M_GetText ( " All players have been tagged! \n " ) ) ;
if ( server )
SendNetXCmd ( XD_EXITLEVEL , NULL , 0 ) ;
}
}
// Checks whether or not to end a race netgame.
boolean P_CheckRacers ( void )
{
INT32 i ;
// Check if all the players in the race have finished. If so, end the level.
for ( i = 0 ; i < MAXPLAYERS ; i + + )
{
if ( playeringame [ i ] & & ! players [ i ] . exiting & & players [ i ] . lives > 0 )
break ;
}
if ( i = = MAXPLAYERS ) // finished
{
countdown = 0 ;
countdown2 = 0 ;
return true ;
}
return false ;
}
/** Kills an object.
*
* \ param target The victim .
* \ param inflictor The attack weapon . May be NULL ( environmental damage ) .
* \ param source The attacker . May be NULL .
* \ todo Cleanup , refactor , split up .
* \ sa P_DamageMobj
*/
void P_KillMobj ( mobj_t * target , mobj_t * inflictor , mobj_t * source )
{
mobjtype_t item ;
mobj_t * mo ;
if ( inflictor & & ( inflictor - > type = = MT_SHELL | | inflictor - > type = = MT_FIREBALL ) )
P_SetTarget ( & target - > tracer , inflictor ) ;
if ( ! useNightsSS & & G_IsSpecialStage ( gamemap ) & & target - > player & & sstimer > 6 )
sstimer = 6 ; // Just let P_Ticker take care of the rest.
if ( target - > flags & ( MF_ENEMY | MF_BOSS ) )
target - > momx = target - > momy = target - > momz = 0 ;
if ( target - > type ! = MT_PLAYER & & ! ( target - > flags & MF_MONITOR ) )
target - > flags | = MF_NOGRAVITY | MF_NOCLIP | MF_NOCLIPHEIGHT ; // Don't drop Tails 03-08-2000
if ( target - > flags2 & MF2_NIGHTSPULL )
P_SetTarget ( & target - > tracer , NULL ) ;
// dead target is no more shootable
target - > flags & = ~ ( MF_SHOOTABLE | MF_FLOAT | MF_SPECIAL ) ;
target - > flags2 & = ~ ( MF2_SKULLFLY | MF2_NIGHTSPULL ) ;
target - > health = 0 ; // This makes it easy to check if something's dead elsewhere.
# ifdef HAVE_BLUA
if ( LUAh_MobjDeath ( target , inflictor , source ) | | P_MobjWasRemoved ( target ) )
return ;
# endif
// Let EVERYONE know what happened to a player! 01-29-2002 Tails
if ( target - > player & & ! target - > player - > spectator )
{
if ( metalrecording ) // Ack! Metal Sonic shouldn't die! Cut the tape, end recording!
2014-03-23 16:00:29 +00:00
G_StopMetalRecording ( ) ;
2014-03-15 16:59:03 +00:00
if ( gametype = = GT_MATCH & & cv_match_scoring . value = = 0 // note, no team match suicide penalty
& & ( ( target = = source ) | | ( source = = NULL & & inflictor = = NULL ) | | ( source & & ! source - > player ) ) )
{ // Suicide penalty
if ( target - > player - > score > = 50 )
target - > player - > score - = 50 ;
else
target - > player - > score = 0 ;
}
target - > flags2 & = ~ MF2_DONTDRAW ;
}
// if killed by a player
if ( source & & source - > player )
{
if ( target - > flags & MF_MONITOR )
{
P_SetTarget ( & target - > target , source ) ;
source - > player - > numboxes + + ;
if ( ( cv_itemrespawn . value & & gametype ! = GT_COOP & & ( modifiedgame | | netgame | | multiplayer ) ) )
target - > fuse = cv_itemrespawntime . value * TICRATE + 2 ; // Random box generation
}
// Award Score Tails
{
INT32 score = 0 ;
if ( maptol & TOL_NIGHTS ) // Enemies always worth 200, bosses don't do anything.
{
if ( ( target - > flags & MF_ENEMY ) & & ! ( target - > flags & ( MF_MISSILE | MF_BOSS ) ) )
{
score = 200 ;
if ( source - > player - > bonustime )
score * = 2 ;
// Also, add to the link.
// I don't know if NiGHTS did this, but
// Sonic Time Attacked did and it seems like a good enough incentive
// to make people want to actually dash towards/paraloop enemies
if ( + + source - > player - > linkcount > source - > player - > maxlink )
source - > player - > maxlink = source - > player - > linkcount ;
source - > player - > linktimer = 2 * TICRATE ;
}
}
else
{
if ( target - > flags & MF_BOSS )
score = 1000 ;
else if ( ( target - > flags & MF_ENEMY ) & & ! ( target - > flags & MF_MISSILE ) )
{
mobj_t * scoremobj ;
UINT32 scorestate = mobjinfo [ MT_SCORE ] . spawnstate ;
scoremobj = P_SpawnMobj ( target - > x , target - > y , target - > z + ( target - > height / 2 ) , MT_SCORE ) ;
// On ground? No chain starts.
if ( ! source - > player - > powers [ pw_invulnerability ] & & P_IsObjectOnGround ( source ) )
{
source - > player - > scoreadd = 0 ;
score = 100 ;
}
// Mario Mode has Mario-like chain point values
else if ( mariomode ) switch ( + + source - > player - > scoreadd )
{
case 1 : score = 100 ; break ;
case 2 : score = 200 ; scorestate + = 1 ; break ;
case 3 : score = 400 ; scorestate + = 5 ; break ;
case 4 : score = 800 ; scorestate + = 6 ; break ;
case 5 : score = 1000 ; scorestate + = 3 ; break ;
case 6 : score = 2000 ; scorestate + = 7 ; break ;
case 7 : score = 4000 ; scorestate + = 8 ; break ;
case 8 : score = 8000 ; scorestate + = 9 ; break ;
default : // 1up for a chain this long
if ( modeattacking ) // but 1ups don't exist in record attack!
{ // So we just go back to 10k points.
score = 10000 ; scorestate + = 4 ; break ;
}
P_GivePlayerLives ( source - > player , 1 ) ;
P_PlayLivesJingle ( source - > player ) ;
scorestate + = 10 ;
break ;
}
// More Sonic-like point system
else switch ( + + source - > player - > scoreadd )
{
case 1 : score = 100 ; break ;
case 2 : score = 200 ; scorestate + = 1 ; break ;
case 3 : score = 500 ; scorestate + = 2 ; break ;
case 4 : case 5 : case 6 : case 7 : case 8 : case 9 :
case 10 : case 11 : case 12 : case 13 : case 14 :
score = 1000 ; scorestate + = 3 ; break ;
default : score = 10000 ; scorestate + = 4 ; break ;
}
P_SetMobjState ( scoremobj , scorestate ) ;
}
}
P_AddPlayerScore ( source - > player , score ) ;
}
}
// if a player avatar dies...
if ( target - > player )
{
target - > flags & = ~ ( MF_SOLID | MF_SHOOTABLE ) ; // does not block
P_UnsetThingPosition ( target ) ;
target - > flags | = MF_NOBLOCKMAP ;
P_SetThingPosition ( target ) ;
if ( ! target - > player - > bot & & ! G_IsSpecialStage ( gamemap )
& & G_GametypeUsesLives ( ) )
{
target - > player - > lives - = 1 ; // Lose a life Tails 03-11-2000
if ( target - > player - > lives < = 0 ) // Tails 03-14-2000
{
if ( P_IsLocalPlayer ( target - > player ) & & target - > player = = & players [ consoleplayer ] )
{
S_StopMusic ( ) ; // Stop the Music! Tails 03-14-2000
S_ChangeMusic ( mus_gmover , false ) ; // Yousa dead now, Okieday? Tails 03-14-2000
}
}
}
target - > player - > playerstate = PST_DEAD ;
if ( target - > player = = & players [ consoleplayer ] )
{
// don't die in auto map,
// switch view prior to dying
if ( automapactive )
AM_Stop ( ) ;
//added : 22-02-98: recenter view for next life...
localaiming = 0 ;
}
if ( target - > player = = & players [ secondarydisplayplayer ] )
{
// added : 22-02-98: recenter view for next life...
localaiming2 = 0 ;
}
//tag deaths handled differently in suicide cases. Don't count spectators!
if ( G_TagGametype ( )
& & ! ( target - > player - > pflags & PF_TAGIT ) & & ( ! source | | ! source - > player ) & & ! ( target - > player - > spectator ) )
{
// if you accidentally die before you run out of time to hide, ignore it.
// allow them to try again, rather than sitting the whole thing out.
if ( leveltime > = hidetime * TICRATE )
{
2015-08-15 12:00:49 +00:00
if ( gametype = = GT_TAG ) //suiciding in survivor makes you IT.
2014-03-15 16:59:03 +00:00
{
target - > player - > pflags | = PF_TAGIT ;
CONS_Printf ( M_GetText ( " %s is now IT! \n " ) , player_names [ target - > player - players ] ) ; // Tell everyone who is it!
P_CheckSurvivors ( ) ;
}
else
{
if ( ! ( target - > player - > pflags & PF_TAGGED ) )
{
//otherwise, increment the tagger's score.
//in hide and seek, suiciding players are counted as found.
INT32 w ;
for ( w = 0 ; w < MAXPLAYERS ; w + + )
{
if ( players [ w ] . pflags & PF_TAGIT )
P_AddPlayerScore ( & players [ w ] , 100 ) ;
}
target - > player - > pflags | = PF_TAGGED ;
CONS_Printf ( M_GetText ( " %s was found! \n " ) , player_names [ target - > player - players ] ) ;
P_CheckSurvivors ( ) ;
}
}
}
}
}
if ( source & & target & & target - > player & & source - > player )
P_PlayVictorySound ( source ) ; // Killer laughs at you. LAUGHS! BWAHAHAHA!
// Drop stuff.
// This determines the kind of object spawned
// during the death frame of a thing.
if ( ! mariomode // Don't show birds, etc. in Mario Mode Tails 12-23-2001
& & target - > flags & MF_ENEMY )
{
if ( cv_soniccd . value )
item = MT_SEED ;
else
{
INT32 prandom ;
switch ( target - > type )
{
case MT_REDCRAWLA :
case MT_GOLDBUZZ :
case MT_SKIM :
case MT_UNIDUS :
item = MT_BUNNY ;
break ;
case MT_BLUECRAWLA :
case MT_JETTBOMBER :
case MT_GFZFISH :
item = MT_BIRD ;
break ;
case MT_JETTGUNNER :
case MT_CRAWLACOMMANDER :
case MT_REDBUZZ :
2014-08-27 03:56:30 +00:00
case MT_DETON :
2014-03-15 16:59:03 +00:00
item = MT_MOUSE ;
break ;
case MT_GSNAPPER :
case MT_EGGGUARD :
case MT_SPRINGSHELL :
item = MT_COW ;
break ;
case MT_MINUS :
case MT_VULTURE :
case MT_POINTY :
case MT_YELLOWSHELL :
item = MT_CHICKEN ;
break ;
case MT_AQUABUZZ :
item = MT_REDBIRD ;
break ;
default :
if ( target - > info - > doomednum )
{
switch ( target - > info - > doomednum % 5 )
{
default : item = MT_BUNNY ; break ;
case 1 : item = MT_BIRD ; break ;
case 2 : item = MT_MOUSE ; break ;
case 3 : item = MT_COW ; break ;
case 4 : item = MT_CHICKEN ; break ;
}
}
else
{
prandom = P_Random ( ) ;
if ( prandom < 51 )
item = MT_BUNNY ;
else if ( prandom < 102 )
item = MT_BIRD ;
else if ( prandom < 153 )
item = MT_MOUSE ;
else if ( prandom < 204 )
item = MT_COW ;
else
item = MT_CHICKEN ;
}
break ;
}
}
mo = P_SpawnMobj ( target - > x , target - > y , target - > z + ( target - > height / 2 ) - FixedMul ( mobjinfo [ item ] . height / 2 , target - > scale ) , item ) ;
mo - > destscale = target - > scale ;
P_SetScale ( mo , mo - > destscale ) ;
}
// Other death animation effects
else switch ( target - > type )
{
case MT_BOUNCEPICKUP :
case MT_RAILPICKUP :
case MT_AUTOPICKUP :
case MT_EXPLODEPICKUP :
case MT_SCATTERPICKUP :
case MT_GRENADEPICKUP :
P_SetObjectMomZ ( target , FRACUNIT , false ) ;
target - > fuse = target - > info - > damage ;
break ;
case MT_EGGTRAP :
// Time for birdies! Yaaaaaaaay!
target - > fuse = TICRATE * 2 ;
break ;
2014-08-04 03:49:33 +00:00
case MT_PLAYER :
target - > fuse = TICRATE * 3 ; // timer before mobj disappears from view (even if not an actual player)
target - > momx = target - > momy = target - > momz = 0 ;
if ( ! ( source & & source - > type = = MT_NULL & & source - > threshold = = 42 ) ) // Don't jump up when drowning
P_SetObjectMomZ ( target , 14 * FRACUNIT , false ) ;
if ( source & & source - > type = = MT_NULL & & source - > threshold = = 42 ) // drowned
S_StartSound ( target , sfx_drown ) ;
else if ( source & & ( source - > type = = MT_SPIKE | | ( source - > type = = MT_NULL & & source - > threshold = = 43 ) ) ) // Spikes
S_StartSound ( target , sfx_spkdth ) ;
else
P_PlayDeathSound ( target ) ;
break ;
2014-03-15 16:59:03 +00:00
default :
break ;
}
// Enemy drops that ALWAYS occur regardless of mode
if ( target - > type = = MT_AQUABUZZ ) // Additionally spawns breathable bubble for players to get
{
if ( inflictor & & inflictor - > player // did a player kill you? Spawn relative to the player so he's bound to get it
& & P_AproxDistance ( inflictor - > x - target - > x , inflictor - > y - target - > y ) < = inflictor - > radius + target - > radius + FixedMul ( 8 * FRACUNIT , inflictor - > scale ) // close enough?
& & inflictor - > z < = target - > z + target - > height + FixedMul ( 8 * FRACUNIT , inflictor - > scale )
& & inflictor - > z + inflictor - > height > = target - > z - FixedMul ( 8 * FRACUNIT , inflictor - > scale ) )
mo = P_SpawnMobj ( inflictor - > x + inflictor - > momx , inflictor - > y + inflictor - > momy , inflictor - > z + ( inflictor - > height / 2 ) + inflictor - > momz , MT_EXTRALARGEBUBBLE ) ;
else
mo = P_SpawnMobj ( target - > x , target - > y , target - > z , MT_EXTRALARGEBUBBLE ) ;
mo - > destscale = target - > scale ;
P_SetScale ( mo , mo - > destscale ) ;
}
else if ( target - > type = = MT_YELLOWSHELL ) // Spawns a spring that falls to the ground
{
mobjtype_t spawnspring = MT_YELLOWSPRING ;
fixed_t spawnheight = target - > z ;
if ( ! ( target - > eflags & MFE_VERTICALFLIP ) )
spawnheight + = target - > height ;
mo = P_SpawnMobj ( target - > x , target - > y , spawnheight , spawnspring ) ;
mo - > destscale = target - > scale ;
P_SetScale ( mo , mo - > destscale ) ;
if ( target - > flags2 & MF2_OBJECTFLIP )
mo - > flags2 | = MF2_OBJECTFLIP ;
}
2014-08-04 03:49:33 +00:00
if ( target - > type = = MT_EGGMOBILE3 )
{
thinker_t * th ;
UINT32 i = 0 ; // to check how many clones we've removed
// scan the thinkers to make sure all the old pinch dummies are gone on death
// this can happen if the boss was hurt earlier than expected
for ( th = thinkercap . next ; th ! = & thinkercap ; th = th - > next )
{
if ( th - > function . acp1 ! = ( actionf_p1 ) P_MobjThinker )
continue ;
mo = ( mobj_t * ) th ;
if ( mo - > type = = ( mobjtype_t ) target - > info - > mass & & mo - > tracer = = target )
{
P_RemoveMobj ( mo ) ;
i + + ;
}
if ( i = = 2 ) // we've already removed 2 of these, let's stop now
break ;
}
}
2014-03-15 16:59:03 +00:00
if ( target - > type = = MT_SPIKE & & inflictor & & target - > info - > deathstate ! = S_NULL )
{
const fixed_t x = target - > x , y = target - > y , z = target - > z ;
const fixed_t scale = target - > scale ;
const boolean flip = ( target - > eflags & MFE_VERTICALFLIP ) = = MFE_VERTICALFLIP ;
S_StartSound ( target , target - > info - > deathsound ) ;
P_SetMobjState ( target , target - > info - > deathstate ) ;
target - > health = 0 ;
target - > angle = inflictor - > angle + ANGLE_90 ;
P_UnsetThingPosition ( target ) ;
target - > flags = MF_NOCLIP ;
target - > x + = P_ReturnThrustX ( target , target - > angle , FixedMul ( 8 * FRACUNIT , target - > scale ) ) ;
target - > y + = P_ReturnThrustY ( target , target - > angle , FixedMul ( 8 * FRACUNIT , target - > scale ) ) ;
if ( flip )
target - > z - = FixedMul ( 12 * FRACUNIT , target - > scale ) ;
else
target - > z + = FixedMul ( 12 * FRACUNIT , target - > scale ) ;
P_SetThingPosition ( target ) ;
P_InstaThrust ( target , target - > angle , FixedMul ( 2 * FRACUNIT , target - > scale ) ) ;
target - > momz = FixedMul ( 7 * FRACUNIT , target - > scale ) ;
if ( flip )
target - > momz = - target - > momz ;
if ( flip )
{
target = P_SpawnMobj ( x , y , z - FixedMul ( 12 * FRACUNIT , target - > scale ) , MT_SPIKE ) ;
target - > eflags | = MFE_VERTICALFLIP ;
}
else
target = P_SpawnMobj ( x , y , z + FixedMul ( 12 * FRACUNIT , target - > scale ) , MT_SPIKE ) ;
P_SetMobjState ( target , target - > info - > deathstate ) ;
target - > health = 0 ;
target - > angle = inflictor - > angle - ANGLE_90 ;
target - > destscale = scale ;
P_SetScale ( target , scale ) ;
P_UnsetThingPosition ( target ) ;
target - > flags = MF_NOCLIP ;
target - > x + = P_ReturnThrustX ( target , target - > angle , FixedMul ( 8 * FRACUNIT , target - > scale ) ) ;
target - > y + = P_ReturnThrustY ( target , target - > angle , FixedMul ( 8 * FRACUNIT , target - > scale ) ) ;
P_SetThingPosition ( target ) ;
P_InstaThrust ( target , target - > angle , FixedMul ( 2 * FRACUNIT , target - > scale ) ) ;
target - > momz = FixedMul ( 7 * FRACUNIT , target - > scale ) ;
if ( flip )
target - > momz = - target - > momz ;
if ( target - > info - > xdeathstate ! = S_NULL )
{
target = P_SpawnMobj ( x , y , z , MT_SPIKE ) ;
if ( flip )
target - > eflags | = MFE_VERTICALFLIP ;
P_SetMobjState ( target , target - > info - > xdeathstate ) ;
target - > health = 0 ;
target - > angle = inflictor - > angle + ANGLE_90 ;
target - > destscale = scale ;
P_SetScale ( target , scale ) ;
P_UnsetThingPosition ( target ) ;
target - > flags = MF_NOCLIP ;
target - > x + = P_ReturnThrustX ( target , target - > angle , FixedMul ( 8 * FRACUNIT , target - > scale ) ) ;
target - > y + = P_ReturnThrustY ( target , target - > angle , FixedMul ( 8 * FRACUNIT , target - > scale ) ) ;
P_SetThingPosition ( target ) ;
P_InstaThrust ( target , target - > angle , FixedMul ( 4 * FRACUNIT , target - > scale ) ) ;
target - > momz = FixedMul ( 6 * FRACUNIT , target - > scale ) ;
if ( flip )
target - > momz = - target - > momz ;
target = P_SpawnMobj ( x , y , z , MT_SPIKE ) ;
if ( flip )
target - > eflags | = MFE_VERTICALFLIP ;
P_SetMobjState ( target , target - > info - > xdeathstate ) ;
target - > health = 0 ;
target - > angle = inflictor - > angle - ANGLE_90 ;
target - > destscale = scale ;
P_SetScale ( target , scale ) ;
P_UnsetThingPosition ( target ) ;
target - > flags = MF_NOCLIP ;
target - > x + = P_ReturnThrustX ( target , target - > angle , FixedMul ( 8 * FRACUNIT , target - > scale ) ) ;
target - > y + = P_ReturnThrustY ( target , target - > angle , FixedMul ( 8 * FRACUNIT , target - > scale ) ) ;
P_SetThingPosition ( target ) ;
P_InstaThrust ( target , target - > angle , FixedMul ( 4 * FRACUNIT , target - > scale ) ) ;
target - > momz = FixedMul ( 6 * FRACUNIT , target - > scale ) ;
if ( flip )
target - > momz = - target - > momz ;
}
}
else if ( target - > player )
P_SetPlayerMobjState ( target , target - > info - > deathstate ) ;
else
# ifdef DEBUG_NULL_DEATHSTATE
P_SetMobjState ( target , S_NULL ) ;
# else
P_SetMobjState ( target , target - > info - > deathstate ) ;
# endif
/** \note For player, the above is redundant because of P_SetMobjState (target, S_PLAY_DIE1)
in P_DamageMobj ( )
Graue 12 - 22 - 2003 */
}
static inline void P_NiGHTSDamage ( mobj_t * target , mobj_t * source )
{
player_t * player = target - > player ;
tic_t oldnightstime = player - > nightstime ;
if ( ! player - > powers [ pw_flashing ]
& & ! ( player - > pflags & PF_GODMODE ) )
{
angle_t fa ;
player - > angle_pos = player - > old_angle_pos ;
player - > speed / = 5 ;
player - > flyangle + = 180 ; // Shuffle's BETTERNIGHTSMOVEMENT?
player - > flyangle % = 360 ;
if ( gametype = = GT_RACE | | gametype = = GT_COMPETITION )
player - > drillmeter - = 5 * 20 ;
else
{
if ( source & & source - > player )
{
if ( player - > nightstime > 20 * TICRATE )
player - > nightstime - = 20 * TICRATE ;
else
player - > nightstime = 1 ;
}
else
{
if ( player - > nightstime > 5 * TICRATE )
player - > nightstime - = 5 * TICRATE ;
else
player - > nightstime = 1 ;
}
}
if ( player - > pflags & PF_TRANSFERTOCLOSEST )
{
target - > momx = - target - > momx ;
target - > momy = - target - > momy ;
}
else
{
fa = player - > old_angle_pos > > ANGLETOFINESHIFT ;
target - > momx = FixedMul ( FINECOSINE ( fa ) , target - > target - > radius ) ;
target - > momy = FixedMul ( FINESINE ( fa ) , target - > target - > radius ) ;
}
player - > powers [ pw_flashing ] = flashingtics ;
P_SetMobjState ( target - > tracer , S_NIGHTSHURT1 ) ;
S_StartSound ( target , sfx_nghurt ) ;
if ( oldnightstime > 10 * TICRATE
& & player - > nightstime < 10 * TICRATE )
{
//S_StartSound(NULL, sfx_timeup); // that creepy "out of time" music from NiGHTS. Dummied out, as some on the dev team thought it wasn't Sonic-y enough (Mystic, notably). Uncomment to restore. -SH
S_ChangeMusic ( mus_drown , false ) ;
}
}
}
static inline boolean P_TagDamage ( mobj_t * target , mobj_t * inflictor , mobj_t * source , INT32 damage )
{
player_t * player = target - > player ;
( void ) damage ; //unused parm
// If flashing or invulnerable, ignore the tag,
if ( player - > powers [ pw_flashing ] | | player - > powers [ pw_invulnerability ] )
return false ;
// Ignore IT players shooting each other, unless friendlyfire is on.
if ( ( player - > pflags & PF_TAGIT & & ! ( cv_friendlyfire . value & &
source & & source - > player & & source - > player - > pflags & PF_TAGIT ) ) )
return false ;
// Don't allow any damage before the round starts.
if ( leveltime < = hidetime * TICRATE )
return false ;
// Don't allow players on the same team to hurt one another,
// unless cv_friendlyfire is on.
if ( ! cv_friendlyfire . value & & ( player - > pflags & PF_TAGIT ) = = ( source - > player - > pflags & PF_TAGIT ) )
{
if ( ! ( inflictor - > flags & MF_FIRE ) )
P_GivePlayerRings ( player , 1 ) ;
2014-04-14 05:14:58 +00:00
if ( inflictor - > flags2 & MF2_BOUNCERING )
inflictor - > fuse = 1 ;
2014-03-15 16:59:03 +00:00
return false ;
}
// The tag occurs so long as you aren't shooting another tagger with friendlyfire on.
if ( source - > player - > pflags & PF_TAGIT & & ! ( player - > pflags & PF_TAGIT ) )
{
P_AddPlayerScore ( source - > player , 100 ) ; //award points to tagger.
P_HitDeathMessages ( player , inflictor , source ) ;
if ( gametype = = GT_TAG ) //survivor
{
player - > pflags | = PF_TAGIT ; //in survivor, the player becomes IT and helps hunt down the survivors.
CONS_Printf ( M_GetText ( " %s is now IT! \n " ) , player_names [ player - players ] ) ; // Tell everyone who is it!
}
else
{
player - > pflags | = PF_TAGGED ; //in hide and seek, the player is tagged and stays stationary.
CONS_Printf ( M_GetText ( " %s was found! \n " ) , player_names [ player - players ] ) ; // Tell everyone who is it!
}
//checks if tagger has tagged all players, if so, end round early.
P_CheckSurvivors ( ) ;
}
P_DoPlayerPain ( player , source , inflictor ) ;
// Check for a shield
if ( player - > powers [ pw_shield ] )
{
P_RemoveShield ( player ) ;
S_StartSound ( target , sfx_shldls ) ;
return true ;
}
if ( target - > health < = 1 ) // Death
{
P_PlayDeathSound ( target ) ;
P_PlayVictorySound ( source ) ; // Killer laughs at you! LAUGHS! BWAHAHAHHAHAA!!
}
else if ( target - > health > 1 ) // Ring loss
{
P_PlayRinglossSound ( target ) ;
P_PlayerRingBurst ( player , player - > mo - > health - 1 ) ;
}
if ( inflictor & & ( ( inflictor - > flags & MF_MISSILE ) | | inflictor - > player ) & & player - > powers [ pw_super ] & & ALL7EMERALDS ( player - > powers [ pw_emeralds ] ) )
{
player - > health - = 10 ;
if ( player - > health < 2 )
player - > health = 2 ;
target - > health = player - > health ;
}
else
player - > health = target - > health = 1 ;
return true ;
}
static inline boolean P_PlayerHitsPlayer ( mobj_t * target , mobj_t * inflictor , mobj_t * source , INT32 damage )
{
player_t * player = target - > player ;
// You can't kill yourself, idiot...
if ( source = = target )
return false ;
// In COOP/RACE/CHAOS, you can't hurt other players unless cv_friendlyfire is on
2015-01-01 19:50:31 +00:00
if ( ! cv_friendlyfire . value & & ( G_PlatformGametype ( ) ) )
2014-03-15 16:59:03 +00:00
return false ;
// Tag handling
if ( G_TagGametype ( ) )
return P_TagDamage ( target , inflictor , source , damage ) ;
else if ( G_GametypeHasTeams ( ) ) // CTF + Team Match
{
// Don't allow players on the same team to hurt one another,
// unless cv_friendlyfire is on.
if ( ! cv_friendlyfire . value & & target - > player - > ctfteam = = source - > player - > ctfteam )
{
if ( ! ( inflictor - > flags & MF_FIRE ) )
P_GivePlayerRings ( target - > player , 1 ) ;
2014-04-14 05:14:58 +00:00
if ( inflictor - > flags2 & MF2_BOUNCERING )
inflictor - > fuse = 1 ;
2014-03-15 16:59:03 +00:00
return false ;
}
}
// Add pity.
if ( ! player - > powers [ pw_flashing ] & & ! player - > powers [ pw_invulnerability ] & & ! player - > powers [ pw_super ]
& & source - > player - > score > player - > score )
player - > pity + + ;
return true ;
}
static void P_KillPlayer ( player_t * player , mobj_t * source , INT32 damage )
{
player - > pflags & = ~ ( PF_CARRIED | PF_SLIDING | PF_ITEMHANG | PF_MACESPIN | PF_ROPEHANG | PF_NIGHTSMODE ) ;
// Burst weapons and emeralds in Match/CTF only
if ( source & & ( gametype = = GT_MATCH | | gametype = = GT_TEAMMATCH | | gametype = = GT_CTF ) )
{
P_PlayerRingBurst ( player , player - > health - 1 ) ;
P_PlayerEmeraldBurst ( player , false ) ;
}
// Get rid of shield
player - > powers [ pw_shield ] = SH_NONE ;
player - > mo - > color = player - > skincolor ;
// Get rid of emeralds
player - > powers [ pw_emeralds ] = 0 ;
P_ForceFeed ( player , 40 , 10 , TICRATE , 40 + min ( damage , 100 ) * 2 ) ;
P_ResetPlayer ( player ) ;
P_SetPlayerMobjState ( player - > mo , player - > mo - > info - > deathstate ) ;
if ( gametype = = GT_CTF & & ( player - > gotflag & ( GF_REDFLAG | GF_BLUEFLAG ) ) )
{
P_PlayerFlagBurst ( player , false ) ;
if ( source & & source - > player )
{
// Award no points when players shoot each other when cv_friendlyfire is on.
if ( ! G_GametypeHasTeams ( ) | | ! ( source - > player - > ctfteam = = player - > ctfteam & & source ! = player - > mo ) )
P_AddPlayerScore ( source - > player , 25 ) ;
}
}
if ( source & & source - > player & & ! player - > powers [ pw_super ] ) //don't score points against super players
{
// Award no points when players shoot each other when cv_friendlyfire is on.
if ( ! G_GametypeHasTeams ( ) | | ! ( source - > player - > ctfteam = = player - > ctfteam & & source ! = player - > mo ) )
P_AddPlayerScore ( source - > player , 100 ) ;
}
// If the player was super, tell them he/she ain't so super nomore.
if ( gametype ! = GT_COOP & & player - > powers [ pw_super ] )
{
S_StartSound ( NULL , sfx_s3k66 ) ; //let all players hear it.
HU_SetCEchoFlags ( 0 ) ;
HU_SetCEchoDuration ( 5 ) ;
HU_DoCEcho ( va ( " %s \\ is no longer super. \\ \\ \\ \\ " , player_names [ player - players ] ) ) ;
}
}
static inline void P_SuperDamage ( player_t * player , mobj_t * inflictor , mobj_t * source , INT32 damage )
{
fixed_t fallbackspeed ;
angle_t ang ;
P_ForceFeed ( player , 40 , 10 , TICRATE , 40 + min ( damage , 100 ) * 2 ) ;
if ( player - > mo - > eflags & MFE_VERTICALFLIP )
player - > mo - > z - - ;
else
player - > mo - > z + + ;
if ( player - > mo - > eflags & MFE_UNDERWATER )
P_SetObjectMomZ ( player - > mo , FixedDiv ( 10511 * FRACUNIT , 2600 * FRACUNIT ) , false ) ;
else
P_SetObjectMomZ ( player - > mo , FixedDiv ( 69 * FRACUNIT , 10 * FRACUNIT ) , false ) ;
ang = R_PointToAngle2 ( inflictor - > x , inflictor - > y , player - > mo - > x , player - > mo - > y ) ;
// explosion and rail rings send you farther back, making it more difficult
// to recover
if ( inflictor - > flags2 & MF2_SCATTER & & source )
{
fixed_t dist = P_AproxDistance ( P_AproxDistance ( source - > x - player - > mo - > x , source - > y - player - > mo - > y ) , source - > z - player - > mo - > z ) ;
dist = FixedMul ( 128 * FRACUNIT , inflictor - > scale ) - dist / 4 ;
if ( dist < FixedMul ( 4 * FRACUNIT , inflictor - > scale ) )
dist = FixedMul ( 4 * FRACUNIT , inflictor - > scale ) ;
fallbackspeed = dist ;
}
else if ( inflictor - > flags2 & MF2_EXPLOSION )
{
if ( inflictor - > flags2 & MF2_RAILRING )
fallbackspeed = FixedMul ( 28 * FRACUNIT , inflictor - > scale ) ; // 7x
else
fallbackspeed = FixedMul ( 20 * FRACUNIT , inflictor - > scale ) ; // 5x
}
else if ( inflictor - > flags2 & MF2_RAILRING )
fallbackspeed = FixedMul ( 16 * FRACUNIT , inflictor - > scale ) ; // 4x
else
fallbackspeed = FixedMul ( 4 * FRACUNIT , inflictor - > scale ) ; // the usual amount of force
P_InstaThrust ( player - > mo , ang , fallbackspeed ) ;
if ( player - > charflags & SF_SUPERANIMS )
P_SetPlayerMobjState ( player - > mo , S_PLAY_SUPERHIT ) ;
else
P_SetPlayerMobjState ( player - > mo , player - > mo - > info - > painstate ) ;
P_ResetPlayer ( player ) ;
if ( player - > timeshit ! = UINT8_MAX )
+ + player - > timeshit ;
}
void P_RemoveShield ( player_t * player )
{
if ( player - > powers [ pw_shield ] & SH_FORCE )
{ // Multi-hit
if ( ( player - > powers [ pw_shield ] & 0xFF ) = = 0 )
player - > powers [ pw_shield ] & = ~ SH_FORCE ;
else
player - > powers [ pw_shield ] - - ;
}
else if ( ( player - > powers [ pw_shield ] & SH_NOSTACK ) = = SH_NONE )
{ // Second layer shields
player - > powers [ pw_shield ] = SH_NONE ;
// Reset fireflower
if ( ! player - > powers [ pw_super ] )
2014-04-14 05:14:58 +00:00
{
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player - > mo - > color = player - > skincolor ;
2014-04-14 05:14:58 +00:00
G_GhostAddColor ( GHC_NORMAL ) ;
}
2014-03-15 16:59:03 +00:00
}
else if ( ( player - > powers [ pw_shield ] & SH_NOSTACK ) = = SH_BOMB ) // Give them what's coming to them!
{
P_BlackOw ( player ) ; // BAM!
player - > pflags | = PF_JUMPDOWN ;
}
else
player - > powers [ pw_shield ] = player - > powers [ pw_shield ] & SH_STACK ;
}
static void P_ShieldDamage ( player_t * player , mobj_t * inflictor , mobj_t * source , INT32 damage )
{
2014-03-25 02:17:59 +00:00
// Must do pain first to set flashing -- P_RemoveShield can cause damage
P_DoPlayerPain ( player , source , inflictor ) ;
2014-03-15 16:59:03 +00:00
P_RemoveShield ( player ) ;
P_ForceFeed ( player , 40 , 10 , TICRATE , 40 + min ( damage , 100 ) * 2 ) ;
if ( source & & ( source - > type = = MT_SPIKE | | ( source - > type = = MT_NULL & & source - > threshold = = 43 ) ) ) // spikes
S_StartSound ( player - > mo , sfx_spkdth ) ;
else
S_StartSound ( player - > mo , sfx_shldls ) ; // Ba-Dum! Shield loss.
if ( gametype = = GT_CTF & & ( player - > gotflag & ( GF_REDFLAG | GF_BLUEFLAG ) ) )
{
P_PlayerFlagBurst ( player , false ) ;
if ( source & & source - > player )
{
// Award no points when players shoot each other when cv_friendlyfire is on.
if ( ! G_GametypeHasTeams ( ) | | ! ( source - > player - > ctfteam = = player - > ctfteam & & source ! = player - > mo ) )
P_AddPlayerScore ( source - > player , 25 ) ;
}
}
if ( source & & source - > player & & ! player - > powers [ pw_super ] ) //don't score points against super players
{
// Award no points when players shoot each other when cv_friendlyfire is on.
if ( ! G_GametypeHasTeams ( ) | | ! ( source - > player - > ctfteam = = player - > ctfteam & & source ! = player - > mo ) )
P_AddPlayerScore ( source - > player , cv_match_scoring . value = = 1 ? 25 : 50 ) ;
}
}
static void P_RingDamage ( player_t * player , mobj_t * inflictor , mobj_t * source , INT32 damage )
{
if ( ! ( inflictor & & ( ( inflictor - > flags & MF_MISSILE ) | | inflictor - > player ) & & player - > powers [ pw_super ] & & ALL7EMERALDS ( player - > powers [ pw_emeralds ] ) ) )
{
P_DoPlayerPain ( player , source , inflictor ) ;
P_ForceFeed ( player , 40 , 10 , TICRATE , 40 + min ( damage , 100 ) * 2 ) ;
if ( source & & ( source - > type = = MT_SPIKE | | ( source - > type = = MT_NULL & & source - > threshold = = 43 ) ) ) // spikes
S_StartSound ( player - > mo , sfx_spkdth ) ;
}
if ( source & & source - > player & & ! player - > powers [ pw_super ] ) //don't score points against super players
{
// Award no points when players shoot each other when cv_friendlyfire is on.
if ( ! G_GametypeHasTeams ( ) | | ! ( source - > player - > ctfteam = = player - > ctfteam & & source ! = player - > mo ) )
P_AddPlayerScore ( source - > player , 50 ) ;
}
if ( gametype = = GT_CTF & & ( player - > gotflag & ( GF_REDFLAG | GF_BLUEFLAG ) ) )
{
P_PlayerFlagBurst ( player , false ) ;
if ( source & & source - > player )
{
// Award no points when players shoot each other when cv_friendlyfire is on.
if ( ! G_GametypeHasTeams ( ) | | ! ( source - > player - > ctfteam = = player - > ctfteam & & source ! = player - > mo ) )
P_AddPlayerScore ( source - > player , 25 ) ;
}
}
// Ring loss sound plays despite hitting spikes
P_PlayRinglossSound ( player - > mo ) ; // Ringledingle!
}
/** Damages an object, which may or may not be a player.
* For melee attacks , source and inflictor are the same .
*
* \ param target The object being damaged .
* \ param inflictor The thing that caused the damage : creature , missile ,
* gargoyle , and so forth . Can be NULL in the case of
* environmental damage , such as slime or crushing .
* \ param source The creature or person responsible . For example , if a
* player is hit by a ring , the player who shot it . In some
* cases , the target will go after this object after
* receiving damage . This can be NULL .
* \ param damage Amount of damage to be dealt . 10000 is instant death .
* \ return True if the target sustained damage , otherwise false .
* \ todo Clean up this mess , split into multiple functions .
* \ todo Get rid of the magic number 10000.
* \ sa P_KillMobj
*/
boolean P_DamageMobj ( mobj_t * target , mobj_t * inflictor , mobj_t * source , INT32 damage )
{
player_t * player ;
# ifdef HAVE_BLUA
boolean force = false ;
# else
static const boolean force = false ;
# endif
if ( objectplacing )
return false ;
if ( target - > health < = 0 )
return false ;
// Spectator handling
if ( netgame )
{
if ( damage = = 42000 & & target - > player & & target - > player - > spectator )
damage = 10000 ;
else if ( target - > player & & target - > player - > spectator )
return false ;
if ( source & & source - > player & & source - > player - > spectator )
return false ;
}
# ifdef HAVE_BLUA
// Everything above here can't be forced.
if ( ! metalrecording )
{
UINT8 shouldForce = LUAh_ShouldDamage ( target , inflictor , source , damage ) ;
if ( P_MobjWasRemoved ( target ) )
return ( shouldForce = = 1 ) ; // mobj was removed
if ( shouldForce = = 1 )
force = true ;
else if ( shouldForce = = 2 )
return false ;
}
# endif
if ( ! force )
{
if ( ! ( target - > flags & MF_SHOOTABLE ) )
return false ; // shouldn't happen...
if ( target - > type = = MT_BLACKEGGMAN )
return false ;
// Make sure that boxes cannot be popped by enemies, red rings, etc.
if ( target - > flags & MF_MONITOR & & ( ( ! source | | ! source - > player | | source - > player - > bot ) | | ( inflictor & & ! inflictor - > player ) ) )
return false ;
}
if ( target - > flags2 & MF2_SKULLFLY )
target - > momx = target - > momy = target - > momz = 0 ;
if ( ! force )
{
// Special case for team ring boxes
if ( target - > type = = MT_REDRINGBOX & & ! ( source - > player - > ctfteam = = 1 ) )
return false ;
if ( target - > type = = MT_BLUERINGBOX & & ! ( source - > player - > ctfteam = = 2 ) )
return false ;
}
// Special case for Crawla Commander
if ( target - > type = = MT_CRAWLACOMMANDER )
{
if ( ! force & & target - > fuse ) // Invincible
return false ;
# ifdef HAVE_BLUA
if ( LUAh_MobjDamage ( target , inflictor , source , damage ) | | P_MobjWasRemoved ( target ) )
return true ;
# endif
if ( target - > health > 1 )
{
if ( target - > info - > painsound )
S_StartSound ( target , target - > info - > painsound ) ;
target - > fuse = TICRATE / 2 ;
target - > flags2 | = MF2_FRET ;
}
else
{
target - > flags | = MF_NOGRAVITY ;
target - > fuse = 0 ;
}
target - > momx = target - > momy = target - > momz = 0 ;
P_InstaThrust ( target , target - > angle - ANGLE_180 , FixedMul ( 5 * FRACUNIT , target - > scale ) ) ;
}
else if ( target - > flags & MF_BOSS )
{
if ( ! force & & target - > flags2 & MF2_FRET ) // Currently flashing from being hit
return false ;
# ifdef HAVE_BLUA
if ( LUAh_MobjDamage ( target , inflictor , source , damage ) | | P_MobjWasRemoved ( target ) )
return true ;
# endif
if ( target - > health > 1 )
target - > flags2 | = MF2_FRET ;
}
2014-04-19 17:41:29 +00:00
# ifdef HAVE_BLUA
else if ( target - > flags & MF_ENEMY )
{
if ( LUAh_MobjDamage ( target , inflictor , source , damage ) | | P_MobjWasRemoved ( target ) )
return true ;
}
# endif
2014-03-15 16:59:03 +00:00
player = target - > player ;
if ( player ) // Player is the target
{
if ( ! force )
{
if ( player - > exiting )
return false ;
if ( ! ( target - > player - > pflags & ( PF_NIGHTSMODE | PF_NIGHTSFALL ) ) & & ( maptol & TOL_NIGHTS ) )
return false ;
}
if ( player - > pflags & PF_NIGHTSMODE ) // NiGHTS damage handling
{
if ( ! force )
{
if ( source = = target )
return false ; // Don't hit yourself with your own paraloop, baka
if ( source & & source - > player & & ! cv_friendlyfire . value
& & ( gametype = = GT_COOP
| | ( G_GametypeHasTeams ( ) & & target - > player - > ctfteam = = source - > player - > ctfteam ) ) )
return false ; // Don't run eachother over in special stages and team games and such
}
# ifdef HAVE_BLUA
if ( LUAh_MobjDamage ( target , inflictor , source , damage ) )
return true ;
# endif
P_NiGHTSDamage ( target , source ) ; // -5s :(
return true ;
}
if ( ! force & & inflictor & & ( inflictor - > flags & MF_FIRE ) )
{
if ( ( player - > powers [ pw_shield ] & SH_NOSTACK ) = = SH_ELEMENTAL )
return false ; // Invincible to fire objects
if ( G_PlatformGametype ( ) & & source & & source - > player )
return false ; // Don't get hurt by fire generated from friends.
}
// Sudden-Death mode
if ( source & & source - > type = = MT_PLAYER )
{
if ( ( gametype = = GT_MATCH | | gametype = = GT_TEAMMATCH | | gametype = = GT_CTF ) & & cv_suddendeath . value
& & ! player - > powers [ pw_flashing ] & & ! player - > powers [ pw_invulnerability ] )
damage = 10000 ;
}
// Player hits another player
if ( ! force & & source & & source - > player )
{
if ( ! P_PlayerHitsPlayer ( target , inflictor , source , damage ) )
return false ;
}
if ( ! force & & player - > pflags & PF_GODMODE )
return false ;
// Instant-Death
if ( damage = = 10000 )
P_KillPlayer ( player , source , damage ) ;
else if ( metalrecording )
{
if ( ! inflictor )
inflictor = source ;
if ( inflictor & & inflictor - > flags & MF_ENEMY )
{ // Metal Sonic destroy enemy !!
P_KillMobj ( inflictor , NULL , target ) ;
return false ;
}
else if ( inflictor & & inflictor - > flags & MF_MISSILE )
return false ; // Metal Sonic walk through flame !!
else
{ // Oh no! Metal Sonic is hit !!
P_ShieldDamage ( player , inflictor , source , damage ) ;
return true ;
}
}
else if ( player - > powers [ pw_invulnerability ] | | player - > powers [ pw_flashing ] // ignore bouncing & such in invulnerability
| | ( player - > powers [ pw_super ] & & ! ( ALL7EMERALDS ( player - > powers [ pw_emeralds ] ) & & inflictor & & ( ( inflictor - > flags & MF_MISSILE ) | | inflictor - > player ) ) ) )
{
if ( force | | ( inflictor & & ( inflictor - > flags & MF_MISSILE )
& & ( inflictor - > flags2 & MF2_SUPERFIRE )
& & player - > powers [ pw_super ] ) )
{
# ifdef HAVE_BLUA
if ( ! LUAh_MobjDamage ( target , inflictor , source , damage ) )
# endif
P_SuperDamage ( player , inflictor , source , damage ) ;
return true ;
}
else
return false ;
}
# ifdef HAVE_BLUA
else if ( LUAh_MobjDamage ( target , inflictor , source , damage ) )
return true ;
# endif
else if ( ! player - > powers [ pw_super ] & & ( player - > powers [ pw_shield ] | | player - > bot ) ) //If One-Hit Shield
{
P_ShieldDamage ( player , inflictor , source , damage ) ;
damage = 0 ;
}
else if ( player - > mo - > health > 1 ) // No shield but have rings.
{
damage = player - > mo - > health - 1 ;
P_RingDamage ( player , inflictor , source , damage ) ;
}
else // No shield, no rings, no invincibility.
{
// To reduce griefing potential, don't allow players to be killed
// by friendly fire. Spilling their rings and other items is enough.
if ( force | | ! ( G_GametypeHasTeams ( )
& & source & & source - > player & & ( source - > player - > ctfteam = = player - > ctfteam )
& & cv_friendlyfire . value ) )
{
damage = 1 ;
P_KillPlayer ( player , source , damage ) ;
}
else
{
damage = 0 ;
P_ShieldDamage ( player , inflictor , source , damage ) ;
}
}
if ( inflictor & & ( ( inflictor - > flags & MF_MISSILE ) | | inflictor - > player ) & & player - > powers [ pw_super ] & & ALL7EMERALDS ( player - > powers [ pw_emeralds ] ) )
{
if ( player - > powers [ pw_shield ] )
{
P_RemoveShield ( player ) ;
return true ;
}
else
{
player - > health - = ( 10 * ( 1 < < ( INT32 ) ( player - > powers [ pw_super ] / 10500 ) ) ) ;
if ( player - > health < 2 )
player - > health = 2 ;
}
if ( gametype = = GT_CTF & & ( player - > gotflag & ( GF_REDFLAG | GF_BLUEFLAG ) ) )
P_PlayerFlagBurst ( player , false ) ;
}
else
{
player - > health - = damage ; // mirror mobj health here
if ( damage < 10000 )
{
target - > player - > powers [ pw_flashing ] = flashingtics ;
if ( damage > 0 ) // don't spill emeralds/ammo/panels for shield damage
P_PlayerRingBurst ( player , damage ) ;
}
}
if ( player - > health < 0 )
player - > health = 0 ;
P_HitDeathMessages ( player , inflictor , source ) ;
P_ForceFeed ( player , 40 , 10 , TICRATE , 40 + min ( damage , 100 ) * 2 ) ;
}
// Killing dead. Just for kicks.
2014-04-19 17:41:29 +00:00
// Require source and inflictor be player. Don't hurt for firing rings.
if ( cv_killingdead . value & & ( source & & source - > player ) & & ( inflictor & & inflictor - > player ) & & P_Random ( ) < 80 )
2014-03-15 16:59:03 +00:00
P_DamageMobj ( source , target , target , 1 ) ;
// do the damage
if ( player & & player - > powers [ pw_super ] & & ALL7EMERALDS ( player - > powers [ pw_emeralds ] ) & & inflictor & & ( ( inflictor - > flags & MF_MISSILE ) | | inflictor - > player ) )
{
target - > health - = ( 10 * ( 1 < < ( INT32 ) ( player - > powers [ pw_super ] / 10500 ) ) ) ;
if ( target - > health < 2 )
target - > health = 2 ;
}
else
target - > health - = damage ;
if ( source & & source - > player & & target )
G_GhostAddHit ( target ) ;
if ( target - > health < = 0 )
{
P_KillMobj ( target , inflictor , source ) ;
return true ;
}
if ( player )
{
if ( ! ( player - > powers [ pw_super ] & & ALL7EMERALDS ( player - > powers [ pw_emeralds ] ) ) )
P_ResetPlayer ( target - > player ) ;
}
else
switch ( target - > type )
{
case MT_EGGMOBILE2 : // egg slimer
if ( target - > health < target - > info - > damage ) // in pinch phase
{
P_SetMobjState ( target , target - > info - > meleestate ) ; // go to pinch pain state
break ;
}
// fallthrough
default :
P_SetMobjState ( target , target - > info - > painstate ) ;
break ;
}
target - > reactiontime = 0 ; // we're awake now...
if ( source & & source ! = target )
{
// if not intent on another player,
// chase after this one
P_SetTarget ( & target - > target , source ) ;
if ( target - > state = = & states [ target - > info - > spawnstate ] & & target - > info - > seestate ! = S_NULL )
{
if ( player )
{
if ( ! ( player - > powers [ pw_super ] & & ALL7EMERALDS ( player - > powers [ pw_emeralds ] ) ) )
P_SetPlayerMobjState ( target , target - > info - > seestate ) ;
}
else
P_SetMobjState ( target , target - > info - > seestate ) ;
}
}
return true ;
}
/** Spills an injured player's rings.
*
* \ param player The player who is losing rings .
* \ param num_rings Number of rings lost . A maximum of 32 rings will be
* spawned .
* \ sa P_PlayerFlagBurst
*/
void P_PlayerRingBurst ( player_t * player , INT32 num_rings )
{
INT32 i ;
mobj_t * mo ;
angle_t fa ;
fixed_t ns ;
fixed_t z ;
// Better safe than sorry.
if ( ! player )
return ;
// If no health, don't spawn ring!
if ( player - > mo - > health < = 1 )
num_rings = 0 ;
if ( num_rings > 32 & & ! ( player - > pflags & PF_NIGHTSFALL ) )
num_rings = 32 ;
if ( player - > powers [ pw_emeralds ] )
P_PlayerEmeraldBurst ( player , false ) ;
// Spill weapons first
if ( player - > ringweapons )
P_PlayerWeaponPanelBurst ( player ) ;
// Spill the ammo
P_PlayerWeaponAmmoBurst ( player ) ;
for ( i = 0 ; i < num_rings ; i + + )
{
INT32 objType = mobjinfo [ MT_RING ] . reactiontime ;
if ( mariomode )
objType = mobjinfo [ MT_COIN ] . reactiontime ;
z = player - > mo - > z ;
if ( player - > mo - > eflags & MFE_VERTICALFLIP )
z + = player - > mo - > height - mobjinfo [ objType ] . height ;
mo = P_SpawnMobj ( player - > mo - > x , player - > mo - > y , z , objType ) ;
mo - > fuse = 8 * TICRATE ;
P_SetTarget ( & mo - > target , player - > mo ) ;
mo - > destscale = player - > mo - > scale ;
P_SetScale ( mo , player - > mo - > scale ) ;
// Angle offset by player angle, then slightly offset by amount of rings
fa = ( ( i * FINEANGLES / 16 ) + ( player - > mo - > angle > > ANGLETOFINESHIFT ) - ( ( num_rings - 1 ) * FINEANGLES / 32 ) ) & FINEMASK ;
// Make rings spill out around the player in 16 directions like SA, but spill like Sonic 2.
// Technically a non-SA way of spilling rings. They just so happen to be a little similar.
if ( player - > pflags & PF_NIGHTSFALL )
{
ns = FixedMul ( ( ( i * FRACUNIT ) / 16 ) + 2 * FRACUNIT , mo - > scale ) ;
mo - > momx = FixedMul ( FINECOSINE ( fa ) , ns ) ;
if ( ! ( twodlevel | | ( player - > mo - > flags2 & MF2_TWOD ) ) )
mo - > momy = FixedMul ( FINESINE ( fa ) , ns ) ;
P_SetObjectMomZ ( mo , 8 * FRACUNIT , false ) ;
mo - > fuse = 20 * TICRATE ; // Adjust fuse for NiGHTS
}
else
{
fixed_t momxy , momz ; // base horizonal/vertical thrusts
if ( i > 15 )
{
momxy = 3 * FRACUNIT ;
momz = 4 * FRACUNIT ;
}
else
{
momxy = 2 * FRACUNIT ;
momz = 3 * FRACUNIT ;
}
ns = FixedMul ( FixedMul ( momxy , FRACUNIT + FixedDiv ( player - > losstime < < FRACBITS , 10 * TICRATE < < FRACBITS ) ) , mo - > scale ) ;
mo - > momx = FixedMul ( FINECOSINE ( fa ) , ns ) ;
if ( ! ( twodlevel | | ( player - > mo - > flags2 & MF2_TWOD ) ) )
mo - > momy = FixedMul ( FINESINE ( fa ) , ns ) ;
ns = FixedMul ( momz , FRACUNIT + FixedDiv ( player - > losstime < < FRACBITS , 10 * TICRATE < < FRACBITS ) ) ;
P_SetObjectMomZ ( mo , ns , false ) ;
if ( i & 1 )
P_SetObjectMomZ ( mo , ns , true ) ;
}
if ( player - > mo - > eflags & MFE_VERTICALFLIP )
mo - > momz * = - 1 ;
}
player - > losstime + = 10 * TICRATE ;
if ( P_IsObjectOnGround ( player - > mo ) )
player - > pflags & = ~ PF_NIGHTSFALL ;
return ;
}
void P_PlayerWeaponPanelBurst ( player_t * player )
{
mobj_t * mo ;
angle_t fa ;
fixed_t ns ;
INT32 i ;
fixed_t z ;
INT32 num_weapons = M_CountBits ( ( UINT32 ) player - > ringweapons , NUM_WEAPONS - 1 ) ;
UINT16 ammoamt = 0 ;
for ( i = 0 ; i < num_weapons ; i + + )
{
mobjtype_t weptype = 0 ;
powertype_t power = 0 ;
if ( player - > ringweapons & RW_BOUNCE ) // Bounce
{
weptype = MT_BOUNCEPICKUP ;
player - > ringweapons & = ~ RW_BOUNCE ;
power = pw_bouncering ;
}
else if ( player - > ringweapons & RW_RAIL ) // Rail
{
weptype = MT_RAILPICKUP ;
player - > ringweapons & = ~ RW_RAIL ;
power = pw_railring ;
}
else if ( player - > ringweapons & RW_AUTO ) // Auto
{
weptype = MT_AUTOPICKUP ;
player - > ringweapons & = ~ RW_AUTO ;
power = pw_automaticring ;
}
else if ( player - > ringweapons & RW_EXPLODE ) // Explode
{
weptype = MT_EXPLODEPICKUP ;
player - > ringweapons & = ~ RW_EXPLODE ;
power = pw_explosionring ;
}
else if ( player - > ringweapons & RW_SCATTER ) // Scatter
{
weptype = MT_SCATTERPICKUP ;
player - > ringweapons & = ~ RW_SCATTER ;
power = pw_scatterring ;
}
else if ( player - > ringweapons & RW_GRENADE ) // Grenade
{
weptype = MT_GRENADEPICKUP ;
player - > ringweapons & = ~ RW_GRENADE ;
power = pw_grenadering ;
}
if ( ! weptype ) // ???
continue ;
if ( player - > powers [ power ] > = mobjinfo [ weptype ] . reactiontime )
ammoamt = ( UINT16 ) mobjinfo [ weptype ] . reactiontime ;
else
ammoamt = player - > powers [ power ] ;
player - > powers [ power ] - = ammoamt ;
z = player - > mo - > z ;
if ( player - > mo - > eflags & MFE_VERTICALFLIP )
z + = player - > mo - > height - mobjinfo [ weptype ] . height ;
mo = P_SpawnMobj ( player - > mo - > x , player - > mo - > y , z , weptype ) ;
mo - > reactiontime = ammoamt ;
mo - > flags2 | = MF2_DONTRESPAWN ;
mo - > flags & = ~ ( MF_NOGRAVITY | MF_NOCLIPHEIGHT ) ;
P_SetTarget ( & mo - > target , player - > mo ) ;
mo - > fuse = 12 * TICRATE ;
mo - > destscale = player - > mo - > scale ;
P_SetScale ( mo , player - > mo - > scale ) ;
// Angle offset by player angle
fa = ( ( i * FINEANGLES / 16 ) + ( player - > mo - > angle > > ANGLETOFINESHIFT ) ) & FINEMASK ;
// Make rings spill out around the player in 16 directions like SA, but spill like Sonic 2.
// Technically a non-SA way of spilling rings. They just so happen to be a little similar.
// >16 ring type spillout
ns = FixedMul ( 3 * FRACUNIT , mo - > scale ) ;
mo - > momx = FixedMul ( FINECOSINE ( fa ) , ns ) ;
if ( ! ( twodlevel | | ( player - > mo - > flags2 & MF2_TWOD ) ) )
mo - > momy = FixedMul ( FINESINE ( fa ) , ns ) ;
P_SetObjectMomZ ( mo , 4 * FRACUNIT , false ) ;
if ( i & 1 )
P_SetObjectMomZ ( mo , 4 * FRACUNIT , true ) ;
}
}
void P_PlayerWeaponAmmoBurst ( player_t * player )
{
mobj_t * mo ;
angle_t fa ;
fixed_t ns ;
INT32 i = 0 ;
fixed_t z ;
mobjtype_t weptype = 0 ;
powertype_t power = 0 ;
while ( true )
{
if ( player - > powers [ pw_bouncering ] )
{
weptype = MT_BOUNCERING ;
power = pw_bouncering ;
}
else if ( player - > powers [ pw_railring ] )
{
weptype = MT_RAILRING ;
power = pw_railring ;
}
else if ( player - > powers [ pw_infinityring ] )
{
weptype = MT_INFINITYRING ;
power = pw_infinityring ;
}
else if ( player - > powers [ pw_automaticring ] )
{
weptype = MT_AUTOMATICRING ;
power = pw_automaticring ;
}
else if ( player - > powers [ pw_explosionring ] )
{
weptype = MT_EXPLOSIONRING ;
power = pw_explosionring ;
}
else if ( player - > powers [ pw_scatterring ] )
{
weptype = MT_SCATTERRING ;
power = pw_scatterring ;
}
else if ( player - > powers [ pw_grenadering ] )
{
weptype = MT_GRENADERING ;
power = pw_grenadering ;
}
else
break ; // All done!
z = player - > mo - > z ;
if ( player - > mo - > eflags & MFE_VERTICALFLIP )
z + = player - > mo - > height - mobjinfo [ weptype ] . height ;
mo = P_SpawnMobj ( player - > mo - > x , player - > mo - > y , z , weptype ) ;
mo - > health = player - > powers [ power ] ;
mo - > flags2 | = MF2_DONTRESPAWN ;
mo - > flags & = ~ ( MF_NOGRAVITY | MF_NOCLIPHEIGHT ) ;
P_SetTarget ( & mo - > target , player - > mo ) ;
player - > powers [ power ] = 0 ;
mo - > fuse = 12 * TICRATE ;
mo - > destscale = player - > mo - > scale ;
P_SetScale ( mo , player - > mo - > scale ) ;
// Angle offset by player angle
fa = ( ( i * FINEANGLES / 16 ) + ( player - > mo - > angle > > ANGLETOFINESHIFT ) ) & FINEMASK ;
// Spill them!
ns = FixedMul ( 2 * FRACUNIT , mo - > scale ) ;
mo - > momx = FixedMul ( FINECOSINE ( fa ) , ns ) ;
if ( ! ( twodlevel | | ( player - > mo - > flags2 & MF2_TWOD ) ) )
mo - > momy = FixedMul ( FINESINE ( fa ) , ns ) ;
P_SetObjectMomZ ( mo , 3 * FRACUNIT , false ) ;
if ( i & 1 )
P_SetObjectMomZ ( mo , 3 * FRACUNIT , true ) ;
i + + ;
}
}
//
// P_PlayerEmeraldBurst
//
// Spills ONLY emeralds.
//
void P_PlayerEmeraldBurst ( player_t * player , boolean toss )
{
INT32 i ;
angle_t fa ;
fixed_t ns ;
fixed_t z = 0 , momx = 0 , momy = 0 ;
// Better safe than sorry.
if ( ! player )
return ;
// Spill power stones
if ( player - > powers [ pw_emeralds ] )
{
INT32 num_stones = 0 ;
if ( player - > powers [ pw_emeralds ] & EMERALD1 )
num_stones + + ;
if ( player - > powers [ pw_emeralds ] & EMERALD2 )
num_stones + + ;
if ( player - > powers [ pw_emeralds ] & EMERALD3 )
num_stones + + ;
if ( player - > powers [ pw_emeralds ] & EMERALD4 )
num_stones + + ;
if ( player - > powers [ pw_emeralds ] & EMERALD5 )
num_stones + + ;
if ( player - > powers [ pw_emeralds ] & EMERALD6 )
num_stones + + ;
if ( player - > powers [ pw_emeralds ] & EMERALD7 )
num_stones + + ;
for ( i = 0 ; i < num_stones ; i + + )
{
INT32 stoneflag = 0 ;
statenum_t statenum = S_CEMG1 ;
mobj_t * mo ;
if ( player - > powers [ pw_emeralds ] & EMERALD1 )
{
stoneflag = EMERALD1 ;
statenum = S_CEMG1 ;
}
else if ( player - > powers [ pw_emeralds ] & EMERALD2 )
{
stoneflag = EMERALD2 ;
statenum = S_CEMG2 ;
}
else if ( player - > powers [ pw_emeralds ] & EMERALD3 )
{
stoneflag = EMERALD3 ;
statenum = S_CEMG3 ;
}
else if ( player - > powers [ pw_emeralds ] & EMERALD4 )
{
stoneflag = EMERALD4 ;
statenum = S_CEMG4 ;
}
else if ( player - > powers [ pw_emeralds ] & EMERALD5 )
{
stoneflag = EMERALD5 ;
statenum = S_CEMG5 ;
}
else if ( player - > powers [ pw_emeralds ] & EMERALD6 )
{
stoneflag = EMERALD6 ;
statenum = S_CEMG6 ;
}
else if ( player - > powers [ pw_emeralds ] & EMERALD7 )
{
stoneflag = EMERALD7 ;
statenum = S_CEMG7 ;
}
if ( ! stoneflag ) // ???
continue ;
player - > powers [ pw_emeralds ] & = ~ stoneflag ;
if ( toss )
{
fa = player - > mo - > angle > > ANGLETOFINESHIFT ;
z = player - > mo - > z + player - > mo - > height ;
if ( player - > mo - > eflags & MFE_VERTICALFLIP )
z - = mobjinfo [ MT_FLINGEMERALD ] . height + player - > mo - > height ;
ns = FixedMul ( 8 * FRACUNIT , player - > mo - > scale ) ;
}
else
{
fa = ( ( 255 / num_stones ) * i ) * FINEANGLES / 256 ;
z = player - > mo - > z + ( player - > mo - > height / 2 ) ;
if ( player - > mo - > eflags & MFE_VERTICALFLIP )
z - = mobjinfo [ MT_FLINGEMERALD ] . height ;
ns = FixedMul ( 4 * FRACUNIT , player - > mo - > scale ) ;
}
momx = FixedMul ( FINECOSINE ( fa ) , ns ) ;
if ( ! ( twodlevel | | ( player - > mo - > flags2 & MF2_TWOD ) ) )
momy = FixedMul ( FINESINE ( fa ) , ns ) ;
else
momy = 0 ;
mo = P_SpawnMobj ( player - > mo - > x , player - > mo - > y , z , MT_FLINGEMERALD ) ;
mo - > health = 1 ;
mo - > threshold = stoneflag ;
mo - > flags2 | = ( MF2_DONTRESPAWN | MF2_SLIDEPUSH ) ;
mo - > flags & = ~ ( MF_NOGRAVITY | MF_NOCLIPHEIGHT ) ;
P_SetTarget ( & mo - > target , player - > mo ) ;
mo - > fuse = 12 * TICRATE ;
P_SetMobjState ( mo , statenum ) ;
mo - > momx = momx ;
mo - > momy = momy ;
P_SetObjectMomZ ( mo , 3 * FRACUNIT , false ) ;
if ( player - > mo - > eflags & MFE_VERTICALFLIP )
mo - > momz = - mo - > momz ;
if ( toss )
player - > tossdelay = 2 * TICRATE ;
}
}
}
/** Makes an injured or dead player lose possession of the flag.
*
* \ param player The player with the flag , about to lose it .
* \ sa P_PlayerRingBurst
*/
void P_PlayerFlagBurst ( player_t * player , boolean toss )
{
mobj_t * flag ;
mobjtype_t type ;
if ( ! ( player - > gotflag & ( GF_REDFLAG | GF_BLUEFLAG ) ) )
return ;
if ( player - > gotflag & GF_REDFLAG )
type = MT_REDFLAG ;
else
type = MT_BLUEFLAG ;
flag = P_SpawnMobj ( player - > mo - > x , player - > mo - > y , player - > mo - > z , type ) ;
if ( player - > mo - > eflags & MFE_VERTICALFLIP )
flag - > z + = player - > mo - > height - flag - > height ;
if ( toss )
P_InstaThrust ( flag , player - > mo - > angle , FixedMul ( 6 * FRACUNIT , player - > mo - > scale ) ) ;
else
{
angle_t fa = P_Random ( ) * FINEANGLES / 256 ;
flag - > momx = FixedMul ( FINECOSINE ( fa ) , FixedMul ( 6 * FRACUNIT , player - > mo - > scale ) ) ;
if ( ! ( twodlevel | | ( player - > mo - > flags2 & MF2_TWOD ) ) )
flag - > momy = FixedMul ( FINESINE ( fa ) , FixedMul ( 6 * FRACUNIT , player - > mo - > scale ) ) ;
}
flag - > momz = FixedMul ( 8 * FRACUNIT , player - > mo - > scale ) ;
if ( player - > mo - > eflags & MFE_VERTICALFLIP )
flag - > momz = - flag - > momz ;
if ( type = = MT_REDFLAG )
flag - > spawnpoint = rflagpoint ;
else
flag - > spawnpoint = bflagpoint ;
flag - > fuse = cv_flagtime . value * TICRATE ;
P_SetTarget ( & flag - > target , player - > mo ) ;
if ( toss )
CONS_Printf ( M_GetText ( " %s tossed the %s flag. \n " ) , player_names [ player - players ] , ( type = = MT_REDFLAG ? " red " : " blue " ) ) ;
else
CONS_Printf ( M_GetText ( " %s dropped the %s flag. \n " ) , player_names [ player - players ] , ( type = = MT_REDFLAG ? " red " : " blue " ) ) ;
player - > gotflag = 0 ;
// Pointers set for displaying time value and for consistency restoration.
if ( type = = MT_REDFLAG )
redflag = flag ;
else
blueflag = flag ;
if ( toss )
player - > tossdelay = 2 * TICRATE ;
return ;
}