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3668 lines
102 KiB
C
3668 lines
102 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2016 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file p_inter.c
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/// \brief Handling interactions (i.e., collisions)
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#include "doomdef.h"
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#include "i_system.h"
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#include "am_map.h"
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#include "g_game.h"
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#include "m_random.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "r_main.h"
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#include "st_stuff.h"
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#include "hu_stuff.h"
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#include "lua_hook.h"
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#include "m_cond.h" // unlockables, emblems, etc
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#include "m_cheat.h" // objectplace
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#include "m_misc.h"
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#include "v_video.h" // video flags for CEchos
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// CTF player names
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#define CTFTEAMCODE(pl) pl->ctfteam ? (pl->ctfteam == 1 ? "\x85" : "\x84") : ""
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#define CTFTEAMENDCODE(pl) pl->ctfteam ? "\x80" : ""
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void P_ForceFeed(const player_t *player, INT32 attack, INT32 fade, tic_t duration, INT32 period)
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{
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BasicFF_t Basicfeed;
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if (!player)
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return;
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Basicfeed.Duration = (UINT32)(duration * (100L/TICRATE));
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Basicfeed.ForceX = Basicfeed.ForceY = 1;
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Basicfeed.Gain = 25000;
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Basicfeed.Magnitude = period*10;
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Basicfeed.player = player;
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/// \todo test FFB
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P_RampConstant(&Basicfeed, attack, fade);
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}
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void P_ForceConstant(const BasicFF_t *FFInfo)
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{
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JoyFF_t ConstantQuake;
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if (!FFInfo || !FFInfo->player)
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return;
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ConstantQuake.ForceX = FFInfo->ForceX;
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ConstantQuake.ForceY = FFInfo->ForceY;
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ConstantQuake.Duration = FFInfo->Duration;
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ConstantQuake.Gain = FFInfo->Gain;
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ConstantQuake.Magnitude = FFInfo->Magnitude;
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if (FFInfo->player == &players[consoleplayer])
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I_Tactile(ConstantForce, &ConstantQuake);
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else if (splitscreen && FFInfo->player == &players[secondarydisplayplayer])
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I_Tactile2(ConstantForce, &ConstantQuake);
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}
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void P_RampConstant(const BasicFF_t *FFInfo, INT32 Start, INT32 End)
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{
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JoyFF_t RampQuake;
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if (!FFInfo || !FFInfo->player)
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return;
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RampQuake.ForceX = FFInfo->ForceX;
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RampQuake.ForceY = FFInfo->ForceY;
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RampQuake.Duration = FFInfo->Duration;
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RampQuake.Gain = FFInfo->Gain;
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RampQuake.Magnitude = FFInfo->Magnitude;
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RampQuake.Start = Start;
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RampQuake.End = End;
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if (FFInfo->player == &players[consoleplayer])
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I_Tactile(ConstantForce, &RampQuake);
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else if (splitscreen && FFInfo->player == &players[secondarydisplayplayer])
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I_Tactile2(ConstantForce, &RampQuake);
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}
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//
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// GET STUFF
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//
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/** Makes sure all previous starposts are cleared.
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* For instance, hitting starpost 5 will clear starposts 1 through 4, even if
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* you didn't touch them. This is how the classic games work, although it can
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* lead to bizarre situations on levels that allow you to make a circuit.
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*
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* \param postnum The number of the starpost just touched.
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*/
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void P_ClearStarPost(INT32 postnum)
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{
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thinker_t *th;
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mobj_t *mo2;
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// scan the thinkers
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for (th = thinkercap.next; th != &thinkercap; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo2 = (mobj_t *)th;
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if (mo2->type == MT_STARPOST && mo2->health <= postnum)
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P_SetMobjState(mo2, mo2->info->seestate);
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}
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return;
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}
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//
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// P_ResetStarposts
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//
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// Resets all starposts back to their spawn state, used on A_Mixup and some other things.
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//
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void P_ResetStarposts(void)
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{
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// Search through all the thinkers.
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thinker_t *th;
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mobj_t *post;
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for (th = thinkercap.next; th != &thinkercap; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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post = (mobj_t *)th;
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if (post->type == MT_STARPOST)
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P_SetMobjState(post, post->info->spawnstate);
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}
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}
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//
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// P_CanPickupItem
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//
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// Returns true if the player is in a state where they can pick up items.
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//
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boolean P_CanPickupItem(player_t *player, boolean weapon)
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{
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if (player->bot && weapon)
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return false;
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if (player->powers[pw_flashing] > (flashingtics/4)*3 && player->powers[pw_flashing] <= flashingtics)
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return false;
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return true;
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}
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//
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// P_DoNightsScore
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//
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// When you pick up some items in nights, it displays
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// a score sign, and awards you some drill time.
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//
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void P_DoNightsScore(player_t *player)
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{
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mobj_t *dummymo;
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if (player->exiting)
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return; // Don't do any fancy shit for failures.
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dummymo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z+player->mo->height/2, MT_NIGHTSCORE);
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if (player->bot)
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player = &players[consoleplayer];
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if (G_IsSpecialStage(gamemap)) // Global link count? Maybe not a good idea...
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{
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INT32 i;
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for (i = 0; i < MAXPLAYERS; i++)
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if (playeringame[i])
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{
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if (++players[i].linkcount > players[i].maxlink)
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players[i].maxlink = players[i].linkcount;
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players[i].linktimer = 2*TICRATE;
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}
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}
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else // Individual link counts
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{
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if (++player->linkcount > player->maxlink)
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player->maxlink = player->linkcount;
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player->linktimer = 2*TICRATE;
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}
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if (player->linkcount < 10)
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{
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if (player->bonustime)
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{
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P_AddPlayerScore(player, player->linkcount*20);
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P_SetMobjState(dummymo, dummymo->info->xdeathstate+player->linkcount-1);
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}
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else
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{
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P_AddPlayerScore(player, player->linkcount*10);
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P_SetMobjState(dummymo, dummymo->info->spawnstate+player->linkcount-1);
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}
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}
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else
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{
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if (player->bonustime)
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{
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P_AddPlayerScore(player, 200);
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P_SetMobjState(dummymo, dummymo->info->xdeathstate+9);
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}
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else
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{
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P_AddPlayerScore(player, 100);
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P_SetMobjState(dummymo, dummymo->info->spawnstate+9);
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}
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}
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// Hoops are the only things that should add to your drill meter
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//player->drillmeter += TICRATE;
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dummymo->momz = FRACUNIT;
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dummymo->fuse = 3*TICRATE;
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// What?! NO, don't use the camera! Scale up instead!
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//P_InstaThrust(dummymo, R_PointToAngle2(dummymo->x, dummymo->y, camera.x, camera.y), 3*FRACUNIT);
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dummymo->scalespeed = FRACUNIT/25;
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dummymo->destscale = 2*FRACUNIT;
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}
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/** Takes action based on a ::MF_SPECIAL thing touched by a player.
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* Actually, this just checks a few things (heights, toucher->player, no
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* objectplace, no dead or disappearing things)
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*
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* The special thing may be collected and disappear, or a sound may play, or
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* both.
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*
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* \param special The special thing.
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* \param toucher The player's mobj.
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* \param heightcheck Whether or not to make sure the player and the object
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* are actually touching.
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*/
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void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
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{
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player_t *player;
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INT32 i;
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if (objectplacing)
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return;
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I_Assert(special != NULL);
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I_Assert(toucher != NULL);
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// Dead thing touching.
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// Can happen with a sliding player corpse.
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if (toucher->health <= 0)
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return;
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if (heightcheck)
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{
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if (special->type == MT_FLINGEMERALD) // little hack here...
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{ // flingemerald sprites are low to the ground, so extend collision radius down some.
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if (toucher->z > (special->z + special->height))
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return;
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if (special->z - special->height > (toucher->z + toucher->height))
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return;
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}
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else
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{
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if (toucher->momz < 0) {
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if (toucher->z + toucher->momz > special->z + special->height)
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return;
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} else if (toucher->z > special->z + special->height)
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return;
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if (toucher->momz > 0) {
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if (toucher->z + toucher->height + toucher->momz < special->z)
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return;
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} else if (toucher->z + toucher->height < special->z)
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return;
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}
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}
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if (special->health <= 0)
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return;
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player = toucher->player;
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I_Assert(player != NULL); // Only players can touch stuff!
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if (player->spectator)
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return;
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// Ignore eggman in "ouchie" mode
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if (special->flags & MF_BOSS && special->flags2 & MF2_FRET)
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return;
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#ifdef HAVE_BLUA
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if (LUAh_TouchSpecial(special, toucher) || P_MobjWasRemoved(special))
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return;
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#endif
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if (special->flags & MF_BOSS)
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{
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if (special->type == MT_BLACKEGGMAN)
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{
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P_DamageMobj(toucher, special, special, 1); // ouch
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return;
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}
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if (((player->pflags & PF_NIGHTSMODE) && (player->pflags & PF_DRILLING))
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|| (player->pflags & (PF_JUMPED|PF_SPINNING|PF_GLIDING))
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|| player->powers[pw_invulnerability] || player->powers[pw_super]) // Do you possess the ability to subdue the object?
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{
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if (P_MobjFlip(toucher)*toucher->momz < 0)
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toucher->momz = -toucher->momz;
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toucher->momx = -toucher->momx;
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toucher->momy = -toucher->momy;
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P_DamageMobj(special, toucher, toucher, 1);
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}
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else if (((toucher->z < special->z && !(toucher->eflags & MFE_VERTICALFLIP))
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|| (toucher->z + toucher->height > special->z + special->height && (toucher->eflags & MFE_VERTICALFLIP)))
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&& player->charability == CA_FLY
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&& (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.
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{
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toucher->momz = -toucher->momz/2;
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P_DamageMobj(special, toucher, toucher, 1);
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}
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else
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P_DamageMobj(toucher, special, special, 1);
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return;
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}
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else if ((special->flags & MF_ENEMY) && !(special->flags & MF_MISSILE))
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{
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////////////////////////////////////////////////////////
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/////ENEMIES!!//////////////////////////////////////////
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////////////////////////////////////////////////////////
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if (special->type == MT_GSNAPPER && !(((player->pflags & PF_NIGHTSMODE) && (player->pflags & PF_DRILLING))
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|| player->powers[pw_invulnerability] || player->powers[pw_super])
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&& toucher->z < special->z + special->height && toucher->z + toucher->height > special->z)
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{
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// Can only hit snapper from above
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P_DamageMobj(toucher, special, special, 1);
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}
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else if (special->type == MT_SHARP
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&& ((special->state == &states[special->info->xdeathstate]) || (toucher->z > special->z + special->height/2)))
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{
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// Cannot hit sharp from above or when red and angry
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P_DamageMobj(toucher, special, special, 1);
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}
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else if (((player->pflags & PF_NIGHTSMODE) && (player->pflags & PF_DRILLING))
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|| (player->pflags & (PF_JUMPED|PF_SPINNING|PF_GLIDING))
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|| player->powers[pw_invulnerability] || player->powers[pw_super]) // Do you possess the ability to subdue the object?
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{
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if (P_MobjFlip(toucher)*toucher->momz < 0)
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toucher->momz = -toucher->momz;
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P_DamageMobj(special, toucher, toucher, 1);
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}
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else if (((toucher->z < special->z && !(toucher->eflags & MFE_VERTICALFLIP))
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|| (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
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&& (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.
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{
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if (P_MobjFlip(toucher)*toucher->momz < 0)
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toucher->momz = -toucher->momz/2;
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P_DamageMobj(special, toucher, toucher, 1);
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}
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else
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P_DamageMobj(toucher, special, special, 1);
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return;
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}
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else if (special->flags & MF_FIRE)
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{
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P_DamageMobj(toucher, special, special, 1);
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return;
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}
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else
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{
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// We now identify by object type, not sprite! Tails 04-11-2001
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switch (special->type)
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{
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// ***************************************** //
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// Rings, coins, spheres, weapon panels, etc //
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// ***************************************** //
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case MT_REDTEAMRING:
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if (player->ctfteam != 1)
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return;
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/* FALLTHRU */
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case MT_BLUETEAMRING: // Yes, I'm lazy. Oh well, deal with it.
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if (special->type == MT_BLUETEAMRING && player->ctfteam != 2)
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return;
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/* FALLTHRU */
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case MT_RING:
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case MT_FLINGRING:
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if (!(P_CanPickupItem(player, false)))
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return;
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special->momx = special->momy = special->momz = 0;
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P_GivePlayerRings(player, 1);
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if ((maptol & TOL_NIGHTS) && special->type != MT_FLINGRING)
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P_DoNightsScore(player);
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break;
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case MT_COIN:
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case MT_FLINGCOIN:
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if (!(P_CanPickupItem(player, false)))
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return;
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special->momx = special->momy = 0;
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P_GivePlayerRings(player, 1);
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|
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if ((maptol & TOL_NIGHTS) && special->type != MT_FLINGCOIN)
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P_DoNightsScore(player);
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break;
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case MT_BLUEBALL:
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if (!(P_CanPickupItem(player, false)))
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return;
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|
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P_GivePlayerRings(player, 1);
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|
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special->momx = special->momy = special->momz = 0;
|
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special->destscale = FixedMul(8*FRACUNIT, special->scale);
|
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if (states[special->info->deathstate].tics > 0)
|
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special->scalespeed = FixedDiv(FixedDiv(special->destscale, special->scale), states[special->info->deathstate].tics<<FRACBITS);
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else
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special->scalespeed = 4*FRACUNIT/5;
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|
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if (maptol & TOL_NIGHTS)
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P_DoNightsScore(player);
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break;
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case MT_AUTOPICKUP:
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case MT_BOUNCEPICKUP:
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case MT_SCATTERPICKUP:
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case MT_GRENADEPICKUP:
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case MT_EXPLODEPICKUP:
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case MT_RAILPICKUP:
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if (!(P_CanPickupItem(player, true)))
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return;
|
|
|
|
// Give the power and ringweapon
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if (special->info->mass >= pw_infinityring && special->info->mass <= pw_railring)
|
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{
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INT32 pindex = special->info->mass - (INT32)pw_infinityring;
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player->powers[special->info->mass] += (UINT16)special->info->reactiontime;
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player->ringweapons |= 1 << (pindex-1);
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if (player->powers[special->info->mass] > rw_maximums[pindex])
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player->powers[special->info->mass] = rw_maximums[pindex];
|
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}
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break;
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|
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// Ammo pickups
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case MT_INFINITYRING:
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case MT_AUTOMATICRING:
|
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case MT_BOUNCERING:
|
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case MT_SCATTERRING:
|
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case MT_GRENADERING:
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case MT_EXPLOSIONRING:
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case MT_RAILRING:
|
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if (!(P_CanPickupItem(player, true)))
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return;
|
|
|
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if (special->info->mass >= pw_infinityring && special->info->mass <= pw_railring)
|
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{
|
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INT32 pindex = special->info->mass - (INT32)pw_infinityring;
|
|
|
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player->powers[special->info->mass] += (UINT16)special->health;
|
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if (player->powers[special->info->mass] > rw_maximums[pindex])
|
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player->powers[special->info->mass] = rw_maximums[pindex];
|
|
}
|
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break;
|
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|
|
// ***************************** //
|
|
// 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:
|
|
if (!(P_CanPickupItem(player, true)) || player->tossdelay)
|
|
return;
|
|
|
|
player->powers[pw_emeralds] |= special->threshold;
|
|
break;
|
|
|
|
// Secret emblem thingy
|
|
case MT_EMBLEM:
|
|
{
|
|
if (demoplayback || player->bot)
|
|
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;
|
|
char flagcolor;
|
|
char plname[MAXPLAYERNAME+4];
|
|
|
|
if (special->type == MT_REDFLAG)
|
|
{
|
|
flagtext = M_GetText("Red flag");
|
|
flagcolor = '\x85';
|
|
}
|
|
else
|
|
{
|
|
flagtext = M_GetText("Blue flag");
|
|
flagcolor = '\x84';
|
|
}
|
|
snprintf(plname, sizeof(plname), "%s%s%s",
|
|
CTFTEAMCODE(player),
|
|
player_names[player - players],
|
|
CTFTEAMENDCODE(player));
|
|
|
|
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 %c%s%c to base.\n"), plname, flagcolor, flagtext, 0x80);
|
|
|
|
// The fuse code plays this sound effect
|
|
//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 %c%s%c!\n"), plname, flagcolor, flagtext, 0x80);
|
|
(*flagmobj) = NULL;
|
|
// code for dealing with abilities is handled elsewhere now
|
|
break;
|
|
}
|
|
}
|
|
return;
|
|
|
|
// ********************************** //
|
|
// NiGHTS gameplay items and powerups //
|
|
// ********************************** //
|
|
case MT_NIGHTSDRONE:
|
|
if (player->bot)
|
|
return;
|
|
if (player->exiting)
|
|
return;
|
|
if (player->bonustime)
|
|
{
|
|
if (G_IsSpecialStage(gamemap)) //After-mare bonus time/emerald reward in special stages.
|
|
{
|
|
// 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!
|
|
}
|
|
P_GiveEmerald(false);
|
|
// Don't play Ideya sound in special stage mode
|
|
}
|
|
else
|
|
S_StartSound(toucher, special->info->activesound);
|
|
}
|
|
else //Initial transformation. Don't allow second chances in special stages!
|
|
{
|
|
if (player->pflags & PF_NIGHTSMODE)
|
|
return;
|
|
|
|
S_StartSound(toucher, sfx_supert);
|
|
}
|
|
if (!(netgame || multiplayer) && !(player->pflags & PF_NIGHTSMODE))
|
|
P_SetTarget(&special->tracer, toucher);
|
|
P_NightserizePlayer(player, special->health); // Transform!
|
|
return;
|
|
case MT_NIGHTSLOOPHELPER:
|
|
// One second delay
|
|
if (special->fuse < toucher->fuse - TICRATE)
|
|
{
|
|
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
|
|
|| mo2->type == MT_BLUEBALL))
|
|
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
|
|
if (player->pflags & PF_NIGHTSMODE && !toucher->target)
|
|
return;
|
|
|
|
if (player->mare != special->threshold) // wrong mare
|
|
return;
|
|
|
|
if (special->reactiontime > 0) // capsule already has a player attacking it, ignore
|
|
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)
|
|
{
|
|
toucher->health += players[i].mo->health-1;
|
|
player->health = toucher->health;
|
|
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)
|
|
{
|
|
S_StartSound(toucher, special->info->seesound);
|
|
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);
|
|
toucher->z = special->z+(special->height/4);
|
|
}
|
|
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;
|
|
|
|
P_UnsetThingPosition(toucher);
|
|
toucher->x = special->x;
|
|
toucher->y = special->y;
|
|
P_SetThingPosition(toucher);
|
|
toucher->z = special->z+(special->height/4);
|
|
|
|
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);
|
|
|
|
P_InstaThrust(toucher, special->angle, xspeed/10);
|
|
toucher->momz = yspeed/11;
|
|
|
|
toucher->angle = special->angle;
|
|
|
|
if (player == &players[consoleplayer])
|
|
localangle = toucher->angle;
|
|
else if (player == &players[secondarydisplayplayer])
|
|
localangle2 = toucher->angle;
|
|
|
|
P_ResetPlayer(player);
|
|
|
|
P_SetPlayerMobjState(toucher, S_PLAY_FALL1);
|
|
}
|
|
}
|
|
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;
|
|
player->powers[pw_shield] |= SH_FIREFLOWER;
|
|
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)
|
|
S_StartSound(toucher, sfx_lose);
|
|
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;
|
|
player->starpostx = toucher->x>>FRACBITS;
|
|
player->starposty = toucher->y>>FRACBITS;
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
S_StartSound(toucher, special->info->painsound);
|
|
|
|
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)
|
|
{
|
|
P_SetTarget(&toucher->tracer, NULL);
|
|
player->pflags &= ~PF_ITEMHANG;
|
|
}
|
|
|
|
P_ResetPlayer(player);
|
|
|
|
if (special->target && special->target->state == &states[S_BLACKEGG_SHOOT1])
|
|
{
|
|
if (special->target->health <= 2 && P_RandomChance(FRACUNIT/2))
|
|
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;
|
|
}
|
|
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?
|
|
{
|
|
// 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);
|
|
P_SetPlayerMobjState(toucher, S_PLAY_ATK1);
|
|
}
|
|
else
|
|
player->pflags |= PF_ITEMHANG;
|
|
|
|
// Can't jump first frame
|
|
player->pflags |= PF_JUMPSTASIS;
|
|
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);
|
|
S_StartSound(toucher, sfx_shldls); // Ba-Dum! Shield loss.
|
|
}
|
|
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;
|
|
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))
|
|
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)
|
|
{
|
|
P_SetPlayerMobjState(toucher, S_PLAY_GASP);
|
|
P_ResetPlayer(player);
|
|
}
|
|
|
|
toucher->momx = toucher->momy = toucher->momz = 0;
|
|
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);
|
|
}
|
|
|
|
/** 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 (player->spectator)
|
|
return; // No messages for dying (crushed) spectators.
|
|
|
|
if (!netgame)
|
|
return; // Presumably it's obvious what's happening in splitscreen.
|
|
|
|
#ifdef HAVE_BLUA
|
|
if (LUAh_HurtMsg(player, inflictor, source))
|
|
return;
|
|
#endif
|
|
|
|
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");
|
|
else if (inflictor->player->powers[pw_invulnerability])
|
|
str = M_GetText("%s%s's invincibility aura %s %s.\n");
|
|
else if (inflictor->player->powers[pw_super])
|
|
str = M_GetText("%s%s's super aura %s %s.\n");
|
|
else
|
|
str = M_GetText("%s%s's tagging hand %s %s.\n");
|
|
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
|
|
str = M_GetText("%s%s's thrown ring %s %s.\n");
|
|
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;
|
|
case MT_EGGMANICO:
|
|
case MT_EGGMANBOX:
|
|
str = M_GetText("%s was %s by Eggman's nefarious TV magic.\n");
|
|
break;
|
|
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"));
|
|
}
|
|
|
|
/** 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 received 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 received 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);
|
|
}
|
|
|
|
/** 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.
|
|
*
|
|
* \sa cv_pointlimit, P_CheckTimeLimit, P_UpdateSpecials
|
|
*/
|
|
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!
|
|
G_StopMetalRecording();
|
|
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_ChangeMusicInternal("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)
|
|
{
|
|
if (gametype == GT_TAG)//suiciding in survivor makes you IT.
|
|
{
|
|
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:
|
|
case MT_DETON:
|
|
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)
|
|
prandom = target->info->doomednum%5; // "Random" animal for new enemies.
|
|
else
|
|
prandom = P_RandomKey(5); // No placable object, just use a random number.
|
|
|
|
switch(prandom)
|
|
{
|
|
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;
|
|
}
|
|
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;
|
|
|
|
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;
|
|
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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
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_ChangeMusicInternal("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);
|
|
if (inflictor->flags2 & MF2_BOUNCERING)
|
|
inflictor->fuse = 0; // bounce ring disappears at -1 not 0
|
|
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
|
|
if (!cv_friendlyfire.value && (G_PlatformGametype()))
|
|
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);
|
|
if (inflictor->flags2 & MF2_BOUNCERING)
|
|
inflictor->fuse = 0; // bounce ring disappears at -1 not 0
|
|
|
|
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])
|
|
{
|
|
player->mo->color = player->skincolor;
|
|
G_GhostAddColor(GHC_NORMAL);
|
|
}
|
|
}
|
|
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)
|
|
{
|
|
// Must do pain first to set flashing -- P_RemoveShield can cause damage
|
|
P_DoPlayerPain(player, source, inflictor);
|
|
|
|
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;
|
|
}
|
|
#ifdef HAVE_BLUA
|
|
else if (target->flags & MF_ENEMY)
|
|
{
|
|
if (LUAh_MobjDamage(target, inflictor, source, damage) || P_MobjWasRemoved(target))
|
|
return true;
|
|
}
|
|
#endif
|
|
|
|
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.
|
|
// Require source and inflictor be player. Don't hurt for firing rings.
|
|
if (cv_killingdead.value && (source && source->player) && (inflictor && inflictor->player) && P_RandomChance(5*FRACUNIT/16))
|
|
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;
|
|
}
|
|
/* FALLTHRU */
|
|
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_RandomByte()*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);
|
|
|
|
// Flag text
|
|
{
|
|
char plname[MAXPLAYERNAME+4];
|
|
const char *flagtext;
|
|
char flagcolor;
|
|
|
|
snprintf(plname, sizeof(plname), "%s%s%s",
|
|
CTFTEAMCODE(player),
|
|
player_names[player - players],
|
|
CTFTEAMENDCODE(player));
|
|
|
|
if (type == MT_REDFLAG)
|
|
{
|
|
flagtext = M_GetText("Red flag");
|
|
flagcolor = '\x85';
|
|
}
|
|
else
|
|
{
|
|
flagtext = M_GetText("Blue flag");
|
|
flagcolor = '\x84';
|
|
}
|
|
|
|
if (toss)
|
|
CONS_Printf(M_GetText("%s tossed the %c%s%c.\n"), plname, flagcolor, flagtext, 0x80);
|
|
else
|
|
CONS_Printf(M_GetText("%s dropped the %c%s%c.\n"), plname, flagcolor, flagtext, 0x80);
|
|
}
|
|
|
|
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;
|
|
}
|