Kart-Public/src/p_user.c
Inuyasha 816990a3ed Merge branch 'polyobj-teeter-fix' into 'next'
Fix for teetering on PolyObjects

So... somebody goofed and didn't realise PolyObject sectors could be added to the sector node list for each object (which is referenced by mobj->touching_sectorlist), via their linedefs if they are nearby the player (yes, PolyObject linedefs are special and get to move about the level). As it turns out, this allows even INTANGIBLE PolyObjects to make you teeter in a seemingly inexplicable way.

What is happening is that PolyObject sectors, when they are added to the mentioned lists, are then checked under normal sector teetering conditions - if the player is above the floorheight by 24 FUs, you're officially teetering unless stated otherwise. The actual PolyObject teetering code can't help you here if the conditions are right, especially if they're taller than 24 FU in height.

There are a number of things wrong with the teetering code in general that I'd like to sort eventually, but at least now teetering on PolyObjects is fixed at last ...right? Please check the branch out if you can to check this, obviously.

See merge request !54
2016-03-31 20:55:28 -04:00

9440 lines
270 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2014 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file p_user.c
/// \brief New stuff?
/// Player related stuff.
/// Bobbing POV/weapon, movement.
/// Pending weapon.
#include "doomdef.h"
#include "i_system.h"
#include "d_event.h"
#include "d_net.h"
#include "g_game.h"
#include "p_local.h"
#include "r_main.h"
#include "s_sound.h"
#include "r_things.h"
#include "d_think.h"
#include "r_sky.h"
#include "p_setup.h"
#include "m_random.h"
#include "m_misc.h"
#include "i_video.h"
#include "p_slopes.h"
#include "p_spec.h"
#include "r_splats.h"
#include "z_zone.h"
#include "w_wad.h"
#include "hu_stuff.h"
// We need to affect the NiGHTS hud
#include "st_stuff.h"
#include "lua_script.h"
#include "lua_hook.h"
#include "b_bot.h"
// Objectplace
#include "m_cheat.h"
#ifdef HW3SOUND
#include "hardware/hw3sound.h"
#endif
#ifdef HWRENDER
#include "hardware/hw_light.h"
#include "hardware/hw_main.h"
#endif
#if 0
static void P_NukeAllPlayers(player_t *player);
#endif
//
// Movement.
//
// 16 pixels of bob
#define MAXBOB (0x10 << FRACBITS)
static boolean onground;
//
// P_Thrust
// Moves the given origin along a given angle.
//
void P_Thrust(mobj_t *mo, angle_t angle, fixed_t move)
{
angle >>= ANGLETOFINESHIFT;
mo->momx += FixedMul(move, FINECOSINE(angle));
if (!(twodlevel || (mo->flags2 & MF2_TWOD)))
mo->momy += FixedMul(move, FINESINE(angle));
}
#if 0
static inline void P_ThrustEvenIn2D(mobj_t *mo, angle_t angle, fixed_t move)
{
angle >>= ANGLETOFINESHIFT;
mo->momx += FixedMul(move, FINECOSINE(angle));
mo->momy += FixedMul(move, FINESINE(angle));
}
static inline void P_VectorInstaThrust(fixed_t xa, fixed_t xb, fixed_t xc, fixed_t ya, fixed_t yb, fixed_t yc,
fixed_t za, fixed_t zb, fixed_t zc, fixed_t momentum, mobj_t *mo)
{
fixed_t a1, b1, c1, a2, b2, c2, i, j, k;
a1 = xb - xa;
b1 = yb - ya;
c1 = zb - za;
a2 = xb - xc;
b2 = yb - yc;
c2 = zb - zc;
/*
// Convert to unit vectors...
a1 = FixedDiv(a1,FixedSqrt(FixedMul(a1,a1) + FixedMul(b1,b1) + FixedMul(c1,c1)));
b1 = FixedDiv(b1,FixedSqrt(FixedMul(a1,a1) + FixedMul(b1,b1) + FixedMul(c1,c1)));
c1 = FixedDiv(c1,FixedSqrt(FixedMul(c1,c1) + FixedMul(c1,c1) + FixedMul(c1,c1)));
a2 = FixedDiv(a2,FixedSqrt(FixedMul(a2,a2) + FixedMul(c2,c2) + FixedMul(c2,c2)));
b2 = FixedDiv(b2,FixedSqrt(FixedMul(a2,a2) + FixedMul(c2,c2) + FixedMul(c2,c2)));
c2 = FixedDiv(c2,FixedSqrt(FixedMul(a2,a2) + FixedMul(c2,c2) + FixedMul(c2,c2)));
*/
// Calculate the momx, momy, and momz
i = FixedMul(momentum, FixedMul(b1, c2) - FixedMul(c1, b2));
j = FixedMul(momentum, FixedMul(c1, a2) - FixedMul(a1, c2));
k = FixedMul(momentum, FixedMul(a1, b2) - FixedMul(a1, c2));
mo->momx = i;
mo->momy = j;
mo->momz = k;
}
#endif
//
// P_InstaThrust
// Moves the given origin along a given angle instantly.
//
// FIXTHIS: belongs in another file, not here
//
void P_InstaThrust(mobj_t *mo, angle_t angle, fixed_t move)
{
angle >>= ANGLETOFINESHIFT;
mo->momx = FixedMul(move, FINECOSINE(angle));
if (!(twodlevel || (mo->flags2 & MF2_TWOD)))
mo->momy = FixedMul(move,FINESINE(angle));
}
void P_InstaThrustEvenIn2D(mobj_t *mo, angle_t angle, fixed_t move)
{
angle >>= ANGLETOFINESHIFT;
mo->momx = FixedMul(move, FINECOSINE(angle));
mo->momy = FixedMul(move, FINESINE(angle));
}
// Returns a location (hard to explain - go see how it is used)
fixed_t P_ReturnThrustX(mobj_t *mo, angle_t angle, fixed_t move)
{
(void)mo;
angle >>= ANGLETOFINESHIFT;
return FixedMul(move, FINECOSINE(angle));
}
fixed_t P_ReturnThrustY(mobj_t *mo, angle_t angle, fixed_t move)
{
(void)mo;
angle >>= ANGLETOFINESHIFT;
return FixedMul(move, FINESINE(angle));
}
//
// P_AutoPause
// Returns true when gameplay should be halted even if the game isn't necessarily paused.
//
boolean P_AutoPause(void)
{
// Don't pause even on menu-up or focus-lost in netgames or record attack
if (netgame || modeattacking)
return false;
return (menuactive || window_notinfocus);
}
//
// P_CalcHeight
// Calculate the walking / running height adjustment
//
void P_CalcHeight(player_t *player)
{
INT32 angle;
fixed_t bob;
fixed_t pviewheight;
mobj_t *mo = player->mo;
// Regular movement bobbing.
// Should not be calculated when not on ground (FIXTHIS?)
// OPTIMIZE: tablify angle
// Note: a LUT allows for effects
// like a ramp with low health.
player->bob = (FixedMul(player->rmomx,player->rmomx)
+ FixedMul(player->rmomy,player->rmomy))>>2;
if (player->bob > FixedMul(MAXBOB, mo->scale))
player->bob = FixedMul(MAXBOB, mo->scale);
if (!P_IsObjectOnGround(mo))
{
if (mo->eflags & MFE_VERTICALFLIP)
{
player->viewz = mo->z + mo->height - player->viewheight;
if (player->viewz < mo->floorz + FixedMul(FRACUNIT, mo->scale))
player->viewz = mo->floorz + FixedMul(FRACUNIT, mo->scale);
}
else
{
player->viewz = mo->z + player->viewheight;
if (player->viewz > mo->ceilingz - FixedMul(FRACUNIT, mo->scale))
player->viewz = mo->ceilingz - FixedMul(FRACUNIT, mo->scale);
}
return;
}
angle = (FINEANGLES/20*localgametic)&FINEMASK;
bob = FixedMul(player->bob/2, FINESINE(angle));
// move viewheight
pviewheight = FixedMul(cv_viewheight.value << FRACBITS, mo->scale); // default eye view height
if (player->playerstate == PST_LIVE)
{
player->viewheight += player->deltaviewheight;
if (player->viewheight > pviewheight)
{
player->viewheight = pviewheight;
player->deltaviewheight = 0;
}
if (player->viewheight < pviewheight/2)
{
player->viewheight = pviewheight/2;
if (player->deltaviewheight <= 0)
player->deltaviewheight = 1;
}
if (player->deltaviewheight)
{
player->deltaviewheight += FixedMul(FRACUNIT/4, mo->scale);
if (!player->deltaviewheight)
player->deltaviewheight = 1;
}
}
if (player->mo->eflags & MFE_VERTICALFLIP)
player->viewz = mo->z + mo->height - player->viewheight - bob;
else
player->viewz = mo->z + player->viewheight + bob;
if (player->viewz > mo->ceilingz-FixedMul(4*FRACUNIT, mo->scale))
player->viewz = mo->ceilingz-FixedMul(4*FRACUNIT, mo->scale);
if (player->viewz < mo->floorz+FixedMul(4*FRACUNIT, mo->scale))
player->viewz = mo->floorz+FixedMul(4*FRACUNIT, mo->scale);
}
/** Decides if a player is moving.
* \param pnum The player number to test.
* \return True if the player is considered to be moving.
* \author Graue <graue@oceanbase.org>
*/
boolean P_PlayerMoving(INT32 pnum)
{
player_t *p = &players[pnum];
if (!Playing())
return false;
if (p->jointime < 5*TICRATE || p->playerstate == PST_DEAD || p->playerstate == PST_REBORN || p->spectator)
return false;
return gamestate == GS_LEVEL && p->mo && p->mo->health > 0
&& (abs(p->rmomx) >= FixedMul(FRACUNIT/2, p->mo->scale)
|| abs(p->rmomy) >= FixedMul(FRACUNIT/2, p->mo->scale)
|| abs(p->mo->momz) >= FixedMul(FRACUNIT/2, p->mo->scale)
|| p->climbing || p->powers[pw_tailsfly]
|| (p->pflags & PF_JUMPED) || (p->pflags & PF_SPINNING));
}
// P_GetNextEmerald
//
// Gets the number (0 based) of the next emerald to obtain
//
UINT8 P_GetNextEmerald(void)
{
if (!useNightsSS) // In order
{
if (!(emeralds & EMERALD1)) return 0;
if (!(emeralds & EMERALD2)) return 1;
if (!(emeralds & EMERALD3)) return 2;
if (!(emeralds & EMERALD4)) return 3;
if (!(emeralds & EMERALD5)) return 4;
if (!(emeralds & EMERALD6)) return 5;
return 6;
}
else // Depends on stage
{
if (gamemap < sstage_start || gamemap > sstage_end)
return 0;
return (UINT8)(gamemap - sstage_start);
}
}
//
// P_GiveEmerald
//
// Award an emerald upon completion
// of a special stage.
//
void P_GiveEmerald(boolean spawnObj)
{
INT32 i;
UINT8 em;
S_StartSound(NULL, sfx_cgot); // Got the emerald!
em = P_GetNextEmerald();
emeralds |= (1 << em);
if (spawnObj)
{
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i])
P_SetMobjState(P_SpawnMobj(players[i].mo->x, players[i].mo->y, players[i].mo->z + players[i].mo->info->height, MT_GOTEMERALD),
mobjinfo[MT_GOTEMERALD].spawnstate + em);
}
}
//
// P_ResetScore
//
// This is called when your chain is reset.
void P_ResetScore(player_t *player)
{
// Formally a host for Chaos mode behavior
player->scoreadd = 0;
}
//
// P_FindLowestMare
//
// Returns the lowest open mare available
//
UINT8 P_FindLowestMare(void)
{
thinker_t *th;
mobj_t *mo2;
UINT8 mare = UINT8_MAX;
if (gametype == GT_RACE || gametype == GT_COMPETITION)
return 0;
// scan the thinkers
// to find the egg capsule with the lowest mare
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_EGGCAPSULE && mo2->health > 0)
{
const UINT8 threshold = (UINT8)mo2->threshold;
if (mare == 255)
mare = threshold;
else if (threshold < mare)
mare = threshold;
}
}
CONS_Debug(DBG_NIGHTS, "Lowest mare found: %d\n", mare);
return mare;
}
//
// P_TransferToNextMare
//
// Transfers the player to the next Mare.
// (Finds the lowest mare # for capsules that have not been destroyed).
// Returns true if successful, false if there is no other mare.
//
boolean P_TransferToNextMare(player_t *player)
{
thinker_t *th;
mobj_t *mo2;
mobj_t *closestaxis = NULL;
INT32 lowestaxisnum = -1;
UINT8 mare = P_FindLowestMare();
fixed_t dist1, dist2 = 0;
if (mare == 255)
return false;
CONS_Debug(DBG_NIGHTS, "Mare is %d\n", mare);
player->mare = mare;
// scan the thinkers
// to find the closest axis point
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_AXIS)
{
if (mo2->threshold == mare)
{
if (closestaxis == NULL)
{
closestaxis = mo2;
lowestaxisnum = mo2->health;
dist2 = R_PointToDist2(player->mo->x, player->mo->y, mo2->x, mo2->y)-mo2->radius;
}
else if (mo2->health < lowestaxisnum)
{
dist1 = R_PointToDist2(player->mo->x, player->mo->y, mo2->x, mo2->y)-mo2->radius;
if (dist1 < dist2)
{
closestaxis = mo2;
lowestaxisnum = mo2->health;
dist2 = dist1;
}
}
}
}
}
if (closestaxis == NULL)
return false;
P_SetTarget(&player->mo->target, closestaxis);
return true;
}
//
// P_FindAxis
//
// Given a mare and axis number, returns
// the mobj for that axis point.
static mobj_t *P_FindAxis(INT32 mare, INT32 axisnum)
{
thinker_t *th;
mobj_t *mo2;
// scan the thinkers
// to find the closest axis point
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
// Axis things are only at beginning of list.
if (!(mo2->flags2 & MF2_AXIS))
return NULL;
if (mo2->type == MT_AXIS)
{
if (mo2->health == axisnum && mo2->threshold == mare)
return mo2;
}
}
return NULL;
}
//
// P_FindAxisTransfer
//
// Given a mare and axis number, returns
// the mobj for that axis transfer point.
static mobj_t *P_FindAxisTransfer(INT32 mare, INT32 axisnum, mobjtype_t type)
{
thinker_t *th;
mobj_t *mo2;
// scan the thinkers
// to find the closest axis point
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
// Axis things are only at beginning of list.
if (!(mo2->flags2 & MF2_AXIS))
return NULL;
if (mo2->type == type)
{
if (mo2->health == axisnum && mo2->threshold == mare)
return mo2;
}
}
return NULL;
}
//
// P_TransferToAxis
//
// Finds the CLOSEST axis with the number specified.
void P_TransferToAxis(player_t *player, INT32 axisnum)
{
thinker_t *th;
mobj_t *mo2;
mobj_t *closestaxis;
INT32 mare = player->mare;
fixed_t dist1, dist2 = 0;
CONS_Debug(DBG_NIGHTS, "Transferring to axis %d\nLeveltime: %u...\n", axisnum, leveltime);
closestaxis = NULL;
// scan the thinkers
// to find the closest axis point
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_AXIS)
{
if (mo2->health == axisnum && mo2->threshold == mare)
{
if (closestaxis == NULL)
{
closestaxis = mo2;
dist2 = R_PointToDist2(player->mo->x, player->mo->y, mo2->x, mo2->y)-mo2->radius;
}
else
{
dist1 = R_PointToDist2(player->mo->x, player->mo->y, mo2->x, mo2->y)-mo2->radius;
if (dist1 < dist2)
{
closestaxis = mo2;
dist2 = dist1;
}
}
}
}
}
if (!closestaxis)
{
CONS_Debug(DBG_NIGHTS, "ERROR: Specified axis point to transfer to not found!\n%d\n", axisnum);
}
else
{
CONS_Debug(DBG_NIGHTS, "Transferred to axis %d, mare %d\n", closestaxis->health, closestaxis->threshold);
}
P_SetTarget(&player->mo->target, closestaxis);
}
//
// P_DeNightserizePlayer
//
// Whoops! Ran out of NiGHTS time!
//
static void P_DeNightserizePlayer(player_t *player)
{
thinker_t *th;
mobj_t *mo2;
player->pflags &= ~PF_NIGHTSMODE;
//if (player->mo->tracer)
//P_RemoveMobj(player->mo->tracer);
player->powers[pw_underwater] = 0;
player->pflags &= ~(PF_USEDOWN|PF_JUMPDOWN|PF_ATTACKDOWN|PF_STARTDASH|PF_GLIDING|PF_JUMPED|PF_THOKKED|PF_SPINNING|PF_DRILLING|PF_TRANSFERTOCLOSEST);
player->secondjump = 0;
player->jumping = 0;
player->homing = 0;
player->climbing = 0;
player->mo->fuse = 0;
player->speed = 0;
P_SetTarget(&player->mo->target, NULL);
P_SetTarget(&player->axis1, P_SetTarget(&player->axis2, NULL));
player->mo->flags &= ~MF_NOGRAVITY;
player->mo->flags2 &= ~MF2_DONTDRAW;
// Restore aiming angle
if (player == &players[consoleplayer])
localaiming = 0;
else if (player == &players[secondarydisplayplayer])
localaiming2 = 0;
// If you screwed up, kiss your score goodbye.
player->marescore = 0;
if (player->mo->tracer)
P_RemoveMobj(player->mo->tracer);
P_SetPlayerMobjState(player->mo, S_PLAY_FALL1);
player->pflags |= PF_NIGHTSFALL;
// If in a special stage, add some preliminary exit time.
if (G_IsSpecialStage(gamemap))
{
INT32 i;
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].pflags & PF_NIGHTSMODE)
players[i].nightstime = 1; // force everyone else to fall too.
player->exiting = 3*TICRATE;
stagefailed = true; // NIGHT OVER
}
// Check to see if the player should be killed.
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_NIGHTSDRONE))
continue;
if (mo2->flags & MF_AMBUSH)
P_DamageMobj(player->mo, NULL, NULL, 10000);
break;
}
// Restore from drowning music
P_RestoreMusic(player);
}
//
// P_NightserizePlayer
//
// NiGHTS Time!
void P_NightserizePlayer(player_t *player, INT32 nighttime)
{
INT32 oldmare;
// Bots can't be super, silly!1 :P
if (player->bot)
return;
if (!(player->pflags & PF_NIGHTSMODE))
{
P_SetTarget(&player->mo->tracer, P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_NIGHTSCHAR));
player->mo->tracer->destscale = player->mo->scale;
P_SetScale(player->mo->tracer, player->mo->scale);
player->mo->tracer->eflags = (player->mo->tracer->eflags & ~MFE_VERTICALFLIP)|(player->mo->eflags & MFE_VERTICALFLIP);
player->mo->height = player->mo->tracer->height;
}
player->pflags &= ~(PF_USEDOWN|PF_JUMPDOWN|PF_ATTACKDOWN|PF_STARTDASH|PF_GLIDING|PF_JUMPED|PF_THOKKED|PF_SPINNING|PF_DRILLING);
player->homing = 0;
player->mo->fuse = 0;
player->speed = 0;
player->climbing = 0;
player->secondjump = 0;
player->powers[pw_shield] = SH_NONE;
player->mo->flags |= MF_NOGRAVITY;
player->mo->flags2 |= MF2_DONTDRAW;
player->nightstime = player->startedtime = nighttime*TICRATE;
player->bonustime = false;
P_RestoreMusic(player);
P_SetMobjState(player->mo->tracer, S_SUPERTRANS1);
if (gametype == GT_RACE || gametype == GT_COMPETITION)
{
if (player->drillmeter < 48*20)
player->drillmeter = 48*20;
}
else
{
if (player->drillmeter < 40*20)
player->drillmeter = 40*20;
}
oldmare = player->mare;
if (P_TransferToNextMare(player) == false)
{
INT32 i;
INT32 total_rings = 0;
P_SetTarget(&player->mo->target, NULL);
if (G_IsSpecialStage(gamemap))
{
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i]/* && players[i].pflags & PF_NIGHTSMODE*/)
total_rings += players[i].health-1;
}
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || !players[i].mo || players[i].spectator)
continue;
players[i].texttimer = (3 * TICRATE) - 10;
players[i].textvar = 4; // Score and grades
players[i].lastmare = players[i].mare;
if (G_IsSpecialStage(gamemap))
{
players[i].finishedrings = (INT16)total_rings;
P_AddPlayerScore(player, total_rings * 50);
}
else
{
players[i].finishedrings = (INT16)(players[i].health - 1);
P_AddPlayerScore(&players[i], (players[i].health - 1) * 50);
}
// Add score to leaderboards now
if (!(netgame||multiplayer) && P_IsLocalPlayer(&players[i]))
G_AddTempNightsRecords(players[i].marescore, leveltime - player->marebegunat, players[i].mare + 1);
// transfer scores anyway
players[i].lastmarescore = players[i].marescore;
players[i].marescore = 0;
players[i].mo->health = players[i].health = 1;
P_DoPlayerExit(&players[i]);
}
}
else if (oldmare != player->mare)
{
/// \todo Handle multi-mare special stages.
// Ring bonus
P_AddPlayerScore(player, (player->health - 1) * 50);
player->lastmare = (UINT8)oldmare;
player->texttimer = 4*TICRATE;
player->textvar = 4; // Score and grades
player->finishedrings = (INT16)(player->health - 1);
// Add score to temp leaderboards
if (!(netgame||multiplayer) && P_IsLocalPlayer(player))
G_AddTempNightsRecords(player->marescore, leveltime - player->marebegunat, (UINT8)(oldmare + 1));
// Starting a new mare, transfer scores
player->lastmarescore = player->marescore;
player->marescore = 0;
player->marebegunat = leveltime;
player->mo->health = player->health = 1;
}
else
{
player->textvar = 5; // Nothing, just tells it to go to the GET n RINGS/SPHERES text in a bit
player->texttimer = 40;
// Don't show before title card
// Not consistency safe, but this only affects drawing
if (timeinmap + 40 < 110)
player->texttimer = (UINT8)(110 - timeinmap);
}
player->pflags |= PF_NIGHTSMODE;
}
//
// P_PlayerInPain
//
// Is player in pain??
// Checks for painstate and pw_flashing, if both found return true
//
boolean P_PlayerInPain(player_t *player)
{
// no silly, sliding isn't pain
if (!(player->pflags & PF_SLIDING) && player->mo->state == &states[player->mo->info->painstate] && player->powers[pw_flashing])
return true;
return false;
}
//
// P_DoPlayerPain
//
// Player was hit,
// put them in pain.
//
void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor)
{
angle_t ang;
fixed_t fallbackspeed;
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);
if (inflictor)
{
ang = R_PointToAngle2(inflictor->x-inflictor->momx, inflictor->y - inflictor->momy, player->mo->x - player->mo->momx, player->mo->y - player->mo->momy);
// 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(38*FRACUNIT, inflictor->scale); // 7x
else
fallbackspeed = FixedMul(30*FRACUNIT, inflictor->scale); // 5x
}
else if (inflictor->flags2 & MF2_RAILRING)
fallbackspeed = FixedMul(45*FRACUNIT, inflictor->scale); // 4x
else
fallbackspeed = FixedMul(4*FRACUNIT, inflictor->scale); // the usual amount of force
}
else
{
ang = R_PointToAngle2(player->mo->momx, player->mo->momy, 0, 0);
fallbackspeed = FixedMul(4*FRACUNIT, player->mo->scale);
}
P_InstaThrust(player->mo, ang, fallbackspeed);
if (player->pflags & PF_ROPEHANG)
P_SetTarget(&player->mo->tracer, NULL);
// Point penalty for hitting a hazard during tag.
// Discourages players from intentionally hurting themselves to avoid being tagged.
if (gametype == GT_TAG && (!(player->pflags & PF_TAGGED) && !(player->pflags & PF_TAGIT)))
{
if (player->score >= 50)
player->score -= 50;
else
player->score = 0;
}
P_ResetPlayer(player);
P_SetPlayerMobjState(player->mo, player->mo->info->painstate);
player->powers[pw_flashing] = flashingtics;
if (player->timeshit != UINT8_MAX)
++player->timeshit;
}
//
// P_ResetPlayer
//
// Useful when you want to kill everything the player is doing.
void P_ResetPlayer(player_t *player)
{
player->pflags &= ~(PF_ROPEHANG|PF_ITEMHANG|PF_MACESPIN|PF_SPINNING|PF_JUMPED|PF_GLIDING|PF_THOKKED|PF_CARRIED);
player->jumping = 0;
player->secondjump = 0;
player->glidetime = 0;
player->homing = 0;
player->climbing = 0;
player->powers[pw_tailsfly] = 0;
player->onconveyor = 0;
player->skidtime = 0;
if (player-players == consoleplayer && botingame)
CV_SetValue(&cv_analog2, true);
}
//
// P_GivePlayerRings
//
// Gives rings to the player, and does any special things required.
// Call this function when you want to increment the player's health.
//
void P_GivePlayerRings(player_t *player, INT32 num_rings)
{
if (player->bot)
player = &players[consoleplayer];
if (!player->mo)
return;
player->mo->health += num_rings;
player->health += num_rings;
if (!G_IsSpecialStage(gamemap) || !useNightsSS)
player->totalring += num_rings;
// Can only get up to 9999 rings, sorry!
if (player->mo->health > 10000)
{
player->mo->health = 10000;
player->health = 10000;
}
else if (player->mo->health < 1)
{
player->mo->health = 1;
player->health = 1;
}
// Now extra life bonuses are handled here instead of in P_MovePlayer, since why not?
if (!ultimatemode && !modeattacking && !G_IsSpecialStage(gamemap) && G_GametypeUsesLives())
{
INT32 gainlives = 0;
while (player->xtralife < maxXtraLife && player->health > 100 * (player->xtralife+1))
{
++gainlives;
++player->xtralife;
}
if (gainlives)
{
P_GivePlayerLives(player, gainlives);
P_PlayLivesJingle(player);
}
}
}
//
// P_GivePlayerLives
//
// Gives the player an extra life.
// Call this function when you want to add lives to the player.
//
void P_GivePlayerLives(player_t *player, INT32 numlives)
{
player->lives += numlives;
if (player->lives > 99)
player->lives = 99;
else if (player->lives < 1)
player->lives = 1;
}
//
// P_DoSuperTransformation
//
// Transform into Super Sonic!
void P_DoSuperTransformation(player_t *player, boolean giverings)
{
player->powers[pw_super] = 1;
if (!(mapheaderinfo[gamemap-1]->levelflags & LF_NOSSMUSIC) && P_IsLocalPlayer(player))
{
S_StopMusic();
S_ChangeMusicInternal("supers", true);
}
S_StartSound(NULL, sfx_supert); //let all players hear it -mattw_cfi
// Transformation animation
P_SetPlayerMobjState(player->mo, S_PLAY_SUPERTRANS1);
player->mo->momx = player->mo->momy = player->mo->momz = 0;
if (giverings)
{
player->mo->health = 51;
player->health = player->mo->health;
}
// Just in case.
if (!(mapheaderinfo[gamemap-1]->levelflags & LF_NOSSMUSIC))
{
player->powers[pw_extralife] = 0;
player->powers[pw_invulnerability] = 0;
player->powers[pw_sneakers] = 0;
}
if (gametype != GT_COOP)
{
HU_SetCEchoFlags(0);
HU_SetCEchoDuration(5);
HU_DoCEcho(va("%s\\is now super.\\\\\\\\", player_names[player-players]));
}
P_PlayerFlagBurst(player, false);
}
// Adds to the player's score
void P_AddPlayerScore(player_t *player, UINT32 amount)
{
UINT32 oldscore;
if (player->bot)
player = &players[consoleplayer];
// NiGHTS does it different!
if (gamestate == GS_LEVEL && mapheaderinfo[gamemap-1]->typeoflevel & TOL_NIGHTS)
{
if ((netgame || multiplayer) && G_IsSpecialStage(gamemap))
{ // Pseudo-shared score for multiplayer special stages.
INT32 i;
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].pflags & PF_NIGHTSMODE)
{
oldscore = players[i].marescore;
// Don't go above MAXSCORE.
if (players[i].marescore + amount < MAXSCORE)
players[i].marescore += amount;
else
players[i].marescore = MAXSCORE;
// Continues are worthless in netgames.
// If that stops being the case uncomment this.
/* if (!ultimatemode && players[i].marescore > 50000
&& oldscore < 50000)
{
players[i].continues += 1;
players[i].gotcontinue = true;
if (P_IsLocalPlayer(player))
S_StartSound(NULL, sfx_flgcap);
} */
}
}
else
{
oldscore = player->marescore;
// Don't go above MAXSCORE.
if (player->marescore + amount < MAXSCORE)
player->marescore += amount;
else
player->marescore = MAXSCORE;
if (!ultimatemode && !(netgame || multiplayer) && G_IsSpecialStage(gamemap)
&& player->marescore >= 50000 && oldscore < 50000)
{
player->continues += 1;
player->gotcontinue = true;
if (P_IsLocalPlayer(player))
S_StartSound(NULL, sfx_flgcap);
}
}
if (gametype == GT_COOP)
return;
}
oldscore = player->score;
// Don't go above MAXSCORE.
if (player->score + amount < MAXSCORE)
player->score += amount;
else
player->score = MAXSCORE;
// check for extra lives every 50000 pts
if (!ultimatemode && !modeattacking && player->score > oldscore && player->score % 50000 < amount && (gametype == GT_COMPETITION || gametype == GT_COOP))
{
P_GivePlayerLives(player, (player->score/50000) - (oldscore/50000));
P_PlayLivesJingle(player);
}
// In team match, all awarded points are incremented to the team's running score.
if (gametype == GT_TEAMMATCH)
{
if (player->ctfteam == 1)
redscore += amount;
else if (player->ctfteam == 2)
bluescore += amount;
}
}
//
// P_PlayLivesJingle
//
void P_PlayLivesJingle(player_t *player)
{
if (player && !P_IsLocalPlayer(player))
return;
if (use1upSound)
S_StartSound(NULL, sfx_oneup);
else if (mariomode)
S_StartSound(NULL, sfx_marioa);
else
{
if (player)
player->powers[pw_extralife] = extralifetics + 1;
S_StopMusic(); // otherwise it won't restart if this is done twice in a row
S_ChangeMusicInternal("xtlife", false);
}
}
//
// P_RestoreMusic
//
// Restores music after some special music change
//
void P_RestoreMusic(player_t *player)
{
if (!P_IsLocalPlayer(player)) // Only applies to a local player
return;
if (player->powers[pw_extralife] > 1)
return;
S_SpeedMusic(1.0f);
if (player->powers[pw_super] && !(mapheaderinfo[gamemap-1]->levelflags & LF_NOSSMUSIC))
S_ChangeMusicInternal("supers", true);
else if (player->powers[pw_invulnerability] > 1)
S_ChangeMusicInternal((mariomode) ? "minvnc" : "invinc", false);
else if (player->powers[pw_sneakers] > 1 && !player->powers[pw_super])
{
if (mapheaderinfo[gamemap-1]->levelflags & LF_SPEEDMUSIC)
{
S_SpeedMusic(1.4f);
S_ChangeMusic(mapmusname, mapmusflags, true);
}
else
S_ChangeMusicInternal("shoes", true);
}
else
S_ChangeMusic(mapmusname, mapmusflags, true);
}
//
// P_IsObjectInGoop
//
// Returns true if the object is inside goop water.
// (Spectators and objects otherwise without gravity cannot have goop gravity!)
//
boolean P_IsObjectInGoop(mobj_t *mo)
{
if (mo->player && mo->player->spectator)
return false;
if (mo->flags & MF_NOGRAVITY)
return false;
return ((mo->eflags & (MFE_UNDERWATER|MFE_GOOWATER)) == (MFE_UNDERWATER|MFE_GOOWATER));
}
//
// P_IsObjectOnGround
//
// Returns true if the player is
// on the ground. Takes reverse
// gravity and FOFs into account.
//
boolean P_IsObjectOnGround(mobj_t *mo)
{
if (P_IsObjectInGoop(mo))
{
/*
// It's a crazy hack that checking if you're on the ground
// would actually CHANGE your position and momentum,
if (mo->z < mo->floorz)
{
mo->z = mo->floorz;
mo->momz = 0;
}
else if (mo->z + mo->height > mo->ceilingz)
{
mo->z = mo->ceilingz - mo->height;
mo->momz = 0;
}
*/
// but I don't want you to ever 'stand' while submerged in goo.
// You're in constant vertical momentum, even if you get stuck on something.
// No exceptions.
return false;
}
if (mo->eflags & MFE_VERTICALFLIP)
{
if (mo->z+mo->height >= mo->ceilingz)
return true;
}
else
{
if (mo->z <= mo->floorz)
return true;
}
return false;
}
//
// P_IsObjectOnGroundIn
//
// Returns true if the player is
// on the ground in a specific sector. Takes reverse
// gravity and FOFs into account.
//
boolean P_IsObjectOnGroundIn(mobj_t *mo, sector_t *sec)
{
ffloor_t *rover;
// Is the object in reverse gravity?
if (mo->eflags & MFE_VERTICALFLIP)
{
// Detect if the player is on the ceiling.
if (mo->z+mo->height >= P_GetSpecialTopZ(mo, sec, sec))
return true;
// Otherwise, detect if the player is on the bottom of a FOF.
else
{
for (rover = sec->ffloors; rover; rover = rover->next)
{
// If the FOF doesn't exist, continue.
if (!(rover->flags & FF_EXISTS))
continue;
// If the FOF is configured to let players through, continue.
if (!(rover->flags & FF_BLOCKPLAYER) && (rover->flags & FF_BLOCKOTHERS))
continue;
// If the the platform is intangile from below, continue.
if (rover->flags & FF_PLATFORM)
continue;
// If the FOF is a water block, continue. (Unnecessary check?)
if (rover->flags & FF_SWIMMABLE)
continue;
// Actually check if the player is on the suitable FOF.
if (mo->z+mo->height == P_GetSpecialBottomZ(mo, sectors + rover->secnum, sec))
return true;
}
}
}
// Nope!
else
{
// Detect if the player is on the floor.
if (mo->z <= P_GetSpecialBottomZ(mo, sec, sec))
return true;
// Otherwise, detect if the player is on the top of a FOF.
else
{
for (rover = sec->ffloors; rover; rover = rover->next)
{
// If the FOF doesn't exist, continue.
if (!(rover->flags & FF_EXISTS))
continue;
// If the FOF is configured to let players through, continue.
if (!(rover->flags & FF_BLOCKPLAYER) && (rover->flags & FF_BLOCKOTHERS))
continue;
// If the the platform is intangile from above, continue.
if (rover->flags & FF_REVERSEPLATFORM)
continue;
// If the FOF is a water block, continue. (Unnecessary check?)
if (rover->flags & FF_SWIMMABLE)
continue;
// Actually check if the player is on the suitable FOF.
if (mo->z == P_GetSpecialTopZ(mo, sectors + rover->secnum, sec))
return true;
}
}
}
return false;
}
//
// P_SetObjectMomZ
//
// Sets the player momz appropriately.
// Takes reverse gravity into account.
//
void P_SetObjectMomZ(mobj_t *mo, fixed_t value, boolean relative)
{
if (mo->eflags & MFE_VERTICALFLIP)
value = -value;
if (mo->scale != FRACUNIT)
value = FixedMul(value, mo->scale);
if (relative)
mo->momz += value;
else
mo->momz = value;
}
//
// P_GetPlayerHeight
//
// Returns the height
// of the player.
//
fixed_t P_GetPlayerHeight(player_t *player)
{
return FixedMul(player->mo->info->height, player->mo->scale);
}
//
// P_GetPlayerSpinHeight
//
// Returns the 'spin height'
// of the player.
//
fixed_t P_GetPlayerSpinHeight(player_t *player)
{
return FixedMul(FixedMul(player->mo->info->height, player->mo->scale),2*FRACUNIT/3);
}
//
// P_IsLocalPlayer
//
// Returns true if player is
// on the local machine.
//
boolean P_IsLocalPlayer(player_t *player)
{
return ((splitscreen && player == &players[secondarydisplayplayer]) || player == &players[consoleplayer]);
}
//
// P_SpawnShieldOrb
//
// Spawns the shield orb on the player
// depending on which shield they are
// supposed to have.
//
void P_SpawnShieldOrb(player_t *player)
{
mobjtype_t orbtype;
thinker_t *th;
mobj_t *shieldobj, *ov;
#ifdef PARANOIA
if (!player->mo)
I_Error("P_SpawnShieldOrb: player->mo is NULL!\n");
#endif
if (player->powers[pw_shield] & SH_FORCE)
orbtype = MT_BLUEORB;
else switch (player->powers[pw_shield] & SH_NOSTACK)
{
case SH_JUMP:
orbtype = MT_WHITEORB;
break;
case SH_ATTRACT:
orbtype = MT_YELLOWORB;
break;
case SH_ELEMENTAL:
orbtype = MT_GREENORB;
break;
case SH_BOMB:
orbtype = MT_BLACKORB;
break;
case SH_PITY:
orbtype = MT_PITYORB;
break;
default:
return;
}
// blaze through the thinkers to see if an orb already exists!
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
shieldobj = (mobj_t *)th;
if (shieldobj->type == orbtype && shieldobj->target == player->mo)
P_RemoveMobj(shieldobj); //kill the old one(s)
}
shieldobj = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, orbtype);
P_SetTarget(&shieldobj->target, player->mo);
shieldobj->color = (UINT8)shieldobj->info->painchance;
if (shieldobj->info->seestate)
{
ov = P_SpawnMobj(shieldobj->x, shieldobj->y, shieldobj->z, MT_OVERLAY);
P_SetTarget(&ov->target, shieldobj);
P_SetMobjState(ov, shieldobj->info->seestate);
}
if (shieldobj->info->meleestate)
{
ov = P_SpawnMobj(shieldobj->x, shieldobj->y, shieldobj->z, MT_OVERLAY);
P_SetTarget(&ov->target, shieldobj);
P_SetMobjState(ov, shieldobj->info->meleestate);
}
if (shieldobj->info->missilestate)
{
ov = P_SpawnMobj(shieldobj->x, shieldobj->y, shieldobj->z, MT_OVERLAY);
P_SetTarget(&ov->target, shieldobj);
P_SetMobjState(ov, shieldobj->info->missilestate);
}
if (player->powers[pw_shield] & SH_FORCE)
{
//Copy and pasted from P_ShieldLook in p_mobj.c
shieldobj->movecount = (player->powers[pw_shield] & 0xFF);
if (shieldobj->movecount < 1)
{
if (shieldobj->info->painstate)
P_SetMobjState(shieldobj,shieldobj->info->painstate);
else
shieldobj->flags2 |= MF2_SHADOW;
}
}
}
//
// P_SpawnGhostMobj
//
// Spawns a ghost object on the player
//
mobj_t *P_SpawnGhostMobj(mobj_t *mobj)
{
mobj_t *ghost;
ghost = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_GHOST);
P_SetScale(ghost, mobj->scale);
ghost->destscale = mobj->scale;
if (mobj->eflags & MFE_VERTICALFLIP)
{
ghost->eflags |= MFE_VERTICALFLIP;
ghost->z += mobj->height - ghost->height;
}
ghost->color = mobj->color;
ghost->angle = mobj->angle;
ghost->sprite = mobj->sprite;
ghost->frame = mobj->frame;
ghost->tics = -1;
ghost->frame &= ~FF_TRANSMASK;
ghost->frame |= tr_trans50<<FF_TRANSSHIFT;
ghost->fuse = ghost->info->damage;
ghost->skin = mobj->skin;
if (mobj->flags2 & MF2_OBJECTFLIP)
ghost->flags |= MF2_OBJECTFLIP;
return ghost;
}
//
// P_SpawnThokMobj
//
// Spawns the appropriate thok object on the player
//
void P_SpawnThokMobj(player_t *player)
{
mobj_t *mobj;
mobjtype_t type = player->thokitem;
fixed_t zheight;
if (player->skincolor == 0)
return;
if (player->spectator)
return;
if (type == MT_GHOST)
mobj = P_SpawnGhostMobj(player->mo); // virtually does everything here for us
else
{
if (player->mo->eflags & MFE_VERTICALFLIP)
zheight = player->mo->z + player->mo->height + FixedDiv(P_GetPlayerHeight(player) - player->mo->height, 3*FRACUNIT) - FixedMul(mobjinfo[type].height, player->mo->scale);
else
zheight = player->mo->z - FixedDiv(P_GetPlayerHeight(player) - player->mo->height, 3*FRACUNIT);
if (!(player->mo->eflags & MFE_VERTICALFLIP) && zheight < player->mo->floorz && !(mobjinfo[type].flags & MF_NOCLIPHEIGHT))
zheight = player->mo->floorz;
else if (player->mo->eflags & MFE_VERTICALFLIP && zheight + FixedMul(mobjinfo[type].height, player->mo->scale) > player->mo->ceilingz && !(mobjinfo[type].flags & MF_NOCLIPHEIGHT))
zheight = player->mo->ceilingz - FixedMul(mobjinfo[type].height, player->mo->scale);
mobj = P_SpawnMobj(player->mo->x, player->mo->y, zheight, type);
// set to player's angle, just in case
mobj->angle = player->mo->angle;
// color and skin
mobj->color = player->mo->color;
mobj->skin = player->mo->skin;
// vertical flip
if (player->mo->eflags & MFE_VERTICALFLIP)
mobj->flags2 |= MF2_OBJECTFLIP;
mobj->eflags |= (player->mo->eflags & MFE_VERTICALFLIP);
// scale
P_SetScale(mobj, player->mo->scale);
mobj->destscale = player->mo->scale;
}
P_SetTarget(&mobj->target, player->mo); // the one thing P_SpawnGhostMobj doesn't do
if (demorecording)
G_GhostAddThok();
}
//
// P_SpawnSpinMobj
//
// Spawns the appropriate spin object on the player
//
void P_SpawnSpinMobj(player_t *player, mobjtype_t type)
{
mobj_t *mobj;
fixed_t zheight;
if (player->skincolor == 0)
return;
if (player->spectator)
return;
if (type == MT_GHOST)
mobj = P_SpawnGhostMobj(player->mo); // virtually does everything here for us
else
{
if (player->mo->eflags & MFE_VERTICALFLIP)
zheight = player->mo->z + player->mo->height + FixedDiv(P_GetPlayerHeight(player) - player->mo->height, 3*FRACUNIT) - FixedMul(mobjinfo[type].height, player->mo->scale);
else
zheight = player->mo->z - FixedDiv(P_GetPlayerHeight(player) - player->mo->height, 3*FRACUNIT);
if (!(player->mo->eflags & MFE_VERTICALFLIP) && zheight < player->mo->floorz && !(mobjinfo[type].flags & MF_NOCLIPHEIGHT))
zheight = player->mo->floorz;
else if (player->mo->eflags & MFE_VERTICALFLIP && zheight + FixedMul(mobjinfo[type].height, player->mo->scale) > player->mo->ceilingz && !(mobjinfo[type].flags & MF_NOCLIPHEIGHT))
zheight = player->mo->ceilingz - FixedMul(mobjinfo[type].height, player->mo->scale);
mobj = P_SpawnMobj(player->mo->x, player->mo->y, zheight, type);
// set to player's angle, just in case
mobj->angle = player->mo->angle;
// color and skin
mobj->color = player->mo->color;
mobj->skin = player->mo->skin;
// vertical flip
if (player->mo->eflags & MFE_VERTICALFLIP)
mobj->flags2 |= MF2_OBJECTFLIP;
mobj->eflags |= (player->mo->eflags & MFE_VERTICALFLIP);
// scale
P_SetScale(mobj, player->mo->scale);
mobj->destscale = player->mo->scale;
}
P_SetTarget(&mobj->target, player->mo); // the one thing P_SpawnGhostMobj doesn't do
}
//
// P_DoPlayerExit
//
// Player exits the map via sector trigger
void P_DoPlayerExit(player_t *player)
{
if (player->exiting)
return;
if (cv_allowexitlevel.value == 0 && !G_PlatformGametype())
return;
else if (gametype == GT_RACE || gametype == GT_COMPETITION) // If in Race Mode, allow
{
if (!countdown) // a 60-second wait ala Sonic 2.
countdown = cv_countdowntime.value*TICRATE + 1; // Use cv_countdowntime
player->exiting = 3*TICRATE;
if (!countdown2)
countdown2 = (8 + cv_countdowntime.value)*TICRATE + 1; // 8 sec more than countdowntime -- 11 is too much
if (P_CheckRacers())
player->exiting = (14*TICRATE)/5 + 1;
}
else
player->exiting = (14*TICRATE)/5 + 2; // Accidental death safeguard???
//player->pflags &= ~PF_GLIDING;
if (player->climbing)
{
player->climbing = 0;
player->pflags |= PF_JUMPED;
P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
}
player->powers[pw_underwater] = 0;
player->powers[pw_spacetime] = 0;
P_RestoreMusic(player);
if (playeringame[player-players] && netgame && !circuitmap)
CONS_Printf(M_GetText("%s has completed the level.\n"), player_names[player-players]);
}
#define SPACESPECIAL 12
boolean P_InSpaceSector(mobj_t *mo) // Returns true if you are in space
{
sector_t *sector;
sector = mo->subsector->sector;
if (GETSECSPECIAL(sector->special, 1) == SPACESPECIAL)
return true;
if (sector->ffloors)
{
ffloor_t *rover;
for (rover = sector->ffloors; rover; rover = rover->next)
{
if (GETSECSPECIAL(rover->master->frontsector->special, 1) != SPACESPECIAL)
continue;
if (mo->z > *rover->topheight)
continue;
if (mo->z + (mo->height/2) < *rover->bottomheight)
continue;
return true;
}
}
return false; // No vacuum here, Captain!
}
boolean P_InQuicksand(mobj_t *mo) // Returns true if you are in quicksand
{
sector_t *sector;
sector = mo->subsector->sector;
if (sector->ffloors)
{
ffloor_t *rover;
for (rover = sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS))
continue;
if (!(rover->flags & FF_QUICKSAND))
continue;
if (mo->z > *rover->topheight)
continue;
if (mo->z + (mo->height/2) < *rover->bottomheight)
continue;
return true;
}
}
return false; // No sand here, Captain!
}
static void P_CheckBustableBlocks(player_t *player)
{
msecnode_t *node;
fixed_t oldx;
fixed_t oldy;
if ((netgame || multiplayer) && player->spectator)
return;
oldx = player->mo->x;
oldy = player->mo->y;
P_UnsetThingPosition(player->mo);
player->mo->x += player->mo->momx;
player->mo->y += player->mo->momy;
P_SetThingPosition(player->mo);
for (node = player->mo->touching_sectorlist; node; node = node->m_snext)
{
if (!node->m_sector)
break;
if (node->m_sector->ffloors)
{
ffloor_t *rover;
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS)) continue;
if ((rover->flags & FF_BUSTUP)/* && !rover->master->frontsector->crumblestate*/)
{
// If it's an FF_SPINBUST, you have to either be jumping, or coming down
// onto the top from a spin.
if (rover->flags & FF_SPINBUST && ((!(player->pflags & PF_JUMPED) && !(player->pflags & PF_SPINNING)) || (player->pflags & PF_STARTDASH)))
continue;
// if it's not an FF_SHATTER, you must be spinning (and not jumping)
// or have Knuckles's abilities (or Super Sonic)
// ...or are drilling in NiGHTS (or Metal Sonic)
if (!(rover->flags & FF_SHATTER) && !(rover->flags & FF_SPINBUST)
&& !((player->pflags & PF_SPINNING) && !(player->pflags & PF_JUMPED))
&& (player->charability != CA_GLIDEANDCLIMB && !player->powers[pw_super])
&& !(player->pflags & PF_DRILLING) && !metalrecording)
continue;
// Only Knuckles can break this rock...
if (!(rover->flags & FF_SHATTER) && (rover->flags & FF_ONLYKNUX) && !(player->charability == CA_GLIDEANDCLIMB))
continue;
// Height checks
if (rover->flags & FF_SHATTERBOTTOM)
{
if (player->mo->z+player->mo->momz + player->mo->height < *rover->bottomheight)
continue;
if (player->mo->z+player->mo->height > *rover->bottomheight)
continue;
}
else if (rover->flags & FF_SPINBUST)
{
if (player->mo->z+player->mo->momz > *rover->topheight)
continue;
if (player->mo->z + player->mo->height < *rover->bottomheight)
continue;
}
else if (rover->flags & FF_SHATTER)
{
if (player->mo->z + player->mo->momz > *rover->topheight)
continue;
if (player->mo->z+player->mo->momz + player->mo->height < *rover->bottomheight)
continue;
}
else
{
if (player->mo->z >= *rover->topheight)
continue;
if (player->mo->z + player->mo->height < *rover->bottomheight)
continue;
}
// Impede the player's fall a bit
if (((rover->flags & FF_SPINBUST) || (rover->flags & FF_SHATTER)) && player->mo->z >= *rover->topheight)
player->mo->momz >>= 1;
else if (rover->flags & FF_SHATTER)
{
player->mo->momx >>= 1;
player->mo->momy >>= 1;
}
//if (metalrecording)
// G_RecordBustup(rover);
EV_CrumbleChain(node->m_sector, rover);
// Run a linedef executor??
if (rover->master->flags & ML_EFFECT5)
P_LinedefExecute((INT16)(P_AproxDistance(rover->master->dx, rover->master->dy)>>FRACBITS), player->mo, node->m_sector);
goto bustupdone;
}
}
}
}
bustupdone:
P_UnsetThingPosition(player->mo);
player->mo->x = oldx;
player->mo->y = oldy;
P_SetThingPosition(player->mo);
}
static void P_CheckBouncySectors(player_t *player)
{
msecnode_t *node;
fixed_t oldx;
fixed_t oldy;
fixed_t oldz;
#ifdef ESLOPE
vector3_t momentum;
#endif
oldx = player->mo->x;
oldy = player->mo->y;
oldz = player->mo->z;
P_UnsetThingPosition(player->mo);
player->mo->x += player->mo->momx;
player->mo->y += player->mo->momy;
player->mo->z += player->mo->momz;
P_SetThingPosition(player->mo);
for (node = player->mo->touching_sectorlist; node; node = node->m_snext)
{
if (!node->m_sector)
break;
if (node->m_sector->ffloors)
{
ffloor_t *rover;
boolean top = true;
fixed_t topheight, bottomheight;
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
{
topheight = P_GetFOFTopZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL);
bottomheight = P_GetFOFBottomZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL);
if (player->mo->z > topheight)
continue;
if (player->mo->z + player->mo->height < bottomheight)
continue;
if (oldz < P_GetFOFTopZ(player->mo, node->m_sector, rover, oldx, oldy, NULL)
&& oldz + player->mo->height > P_GetFOFBottomZ(player->mo, node->m_sector, rover, oldx, oldy, NULL))
top = false;
if (GETSECSPECIAL(rover->master->frontsector->special, 1) == 15)
{
fixed_t linedist;
linedist = P_AproxDistance(rover->master->v1->x-rover->master->v2->x, rover->master->v1->y-rover->master->v2->y);
linedist = FixedDiv(linedist,100*FRACUNIT);
if (top)
{
fixed_t newmom;
#ifdef ESLOPE
pslope_t *slope;
if (abs(oldz - topheight) < abs(oldz + player->mo->height - bottomheight)) { // Hit top
slope = *rover->t_slope;
} else { // Hit bottom
slope = *rover->b_slope;
}
momentum.x = player->mo->momx;
momentum.y = player->mo->momy;
momentum.z = player->mo->momz*2;
if (slope) {
// Reverse quantizing might could use its own function later
slope->zangle = ANGLE_MAX-slope->zangle;
P_QuantizeMomentumToSlope(&momentum, slope);
slope->zangle = ANGLE_MAX-slope->zangle;
}
newmom = momentum.z = -FixedMul(momentum.z,linedist)/2;
#else
newmom = -FixedMul(player->mo->momz,linedist);
#endif
if (abs(newmom) < (linedist*2))
{
goto bouncydone;
}
if (!(rover->master->flags & ML_BOUNCY))
{
if (newmom > 0)
{
if (newmom < 8*FRACUNIT)
newmom = 8*FRACUNIT;
}
else if (newmom > -8*FRACUNIT && newmom != 0)
newmom = -8*FRACUNIT;
}
if (newmom > P_GetPlayerHeight(player)/2)
newmom = P_GetPlayerHeight(player)/2;
else if (newmom < -P_GetPlayerHeight(player)/2)
newmom = -P_GetPlayerHeight(player)/2;
#ifdef ESLOPE
momentum.z = newmom*2;
if (slope)
P_QuantizeMomentumToSlope(&momentum, slope);
player->mo->momx = momentum.x;
player->mo->momy = momentum.y;
player->mo->momz = momentum.z/2;
#else
player->mo->momz = newmom;
#endif
if (player->pflags & PF_SPINNING)
{
player->pflags &= ~PF_SPINNING;
player->pflags |= PF_JUMPED;
player->pflags |= PF_THOKKED;
}
}
else
{
player->mo->momx = -FixedMul(player->mo->momx,linedist);
player->mo->momy = -FixedMul(player->mo->momy,linedist);
if (player->pflags & PF_SPINNING)
{
player->pflags &= ~PF_SPINNING;
player->pflags |= PF_JUMPED;
player->pflags |= PF_THOKKED;
}
}
if ((player->pflags & PF_SPINNING) && player->speed < FixedMul(1<<FRACBITS, player->mo->scale) && player->mo->momz)
{
player->pflags &= ~PF_SPINNING;
player->pflags |= PF_JUMPED;
}
goto bouncydone;
}
}
}
}
bouncydone:
P_UnsetThingPosition(player->mo);
player->mo->x = oldx;
player->mo->y = oldy;
player->mo->z = oldz;
P_SetThingPosition(player->mo);
}
static void P_CheckQuicksand(player_t *player)
{
ffloor_t *rover;
fixed_t sinkspeed, friction;
if (!(player->mo->subsector->sector->ffloors && player->mo->momz <= 0))
return;
for (rover = player->mo->subsector->sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS)) continue;
if (!(rover->flags & FF_QUICKSAND))
continue;
if (*rover->topheight >= player->mo->z && *rover->bottomheight < player->mo->z + player->mo->height)
{
sinkspeed = abs(rover->master->v1->x - rover->master->v2->x)>>1;
sinkspeed = FixedDiv(sinkspeed,TICRATE*FRACUNIT);
player->mo->z -= sinkspeed;
if (player->mo->z <= player->mo->subsector->sector->floorheight)
player->mo->z = player->mo->subsector->sector->floorheight;
friction = abs(rover->master->v1->y - rover->master->v2->y)>>6;
player->mo->momx = FixedMul(player->mo->momx, friction);
player->mo->momy = FixedMul(player->mo->momy, friction);
}
}
}
//
// P_CheckSneakerAndLivesTimer
//
// Restores music from sneaker and life fanfares
//
static void P_CheckSneakerAndLivesTimer(player_t *player)
{
if ((player->powers[pw_underwater] <= 11*TICRATE + 1)
&& (player->powers[pw_underwater] > 1))
return; // don't restore music if drowning music is playing
if (player->powers[pw_extralife] == 1) // Extra Life!
P_RestoreMusic(player);
if (player->powers[pw_sneakers] == 1)
P_RestoreMusic(player);
}
//
// P_CheckUnderwaterAndSpaceTimer
//
// Restores music from underwater and space warnings, and handles number generation
//
static void P_CheckUnderwaterAndSpaceTimer(player_t *player)
{
fixed_t height;
mobj_t *numbermobj = NULL;
if (player->mo->eflags & MFE_VERTICALFLIP)
height = player->mo->z - FixedMul(8*FRACUNIT - mobjinfo[MT_DROWNNUMBERS].height, player->mo->scale);
else
height = player->mo->z + player->mo->height + FixedMul(8*FRACUNIT, player->mo->scale);
if (player->powers[pw_underwater] == 11*TICRATE + 1 || player->powers[pw_spacetime] == 11*TICRATE + 1)
{
numbermobj = P_SpawnMobj(player->mo->x, player->mo->y, height, MT_DROWNNUMBERS);
P_SetMobjState(numbermobj, numbermobj->info->spawnstate+5);
}
else if (player->powers[pw_underwater] == 9*TICRATE + 1 || player->powers[pw_spacetime] == 9*TICRATE + 1)
{
numbermobj = P_SpawnMobj(player->mo->x, player->mo->y, height, MT_DROWNNUMBERS);
P_SetMobjState(numbermobj, numbermobj->info->spawnstate+4);
}
else if (player->powers[pw_underwater] == 7*TICRATE + 1 || player->powers[pw_spacetime] == 7*TICRATE + 1)
{
numbermobj = P_SpawnMobj(player->mo->x, player->mo->y, height, MT_DROWNNUMBERS);
P_SetMobjState(numbermobj, numbermobj->info->spawnstate+3);
}
else if (player->powers[pw_underwater] == 5*TICRATE + 1 || player->powers[pw_spacetime] == 5*TICRATE + 1)
{
numbermobj = P_SpawnMobj(player->mo->x, player->mo->y, height, MT_DROWNNUMBERS);
P_SetMobjState(numbermobj, numbermobj->info->spawnstate+2);
}
else if (player->powers[pw_underwater] == 3*TICRATE + 1 || player->powers[pw_spacetime] == 3*TICRATE + 1)
{
numbermobj = P_SpawnMobj(player->mo->x, player->mo->y, height, MT_DROWNNUMBERS);
P_SetMobjState(numbermobj, numbermobj->info->spawnstate+1);
}
else if (player->powers[pw_underwater] == 1*TICRATE + 1 || player->powers[pw_spacetime] == 1*TICRATE + 1)
{
numbermobj = P_SpawnMobj(player->mo->x, player->mo->y, height, MT_DROWNNUMBERS);
//P_SetMobjState(numbermobj, numbermobj->info->spawnstate+0);
}
// Underwater timer runs out
else if (player->powers[pw_underwater] == 1)
{
mobj_t *killer;
if ((netgame || multiplayer) && P_IsLocalPlayer(player))
S_ChangeMusic(mapmusname, mapmusflags, true);
killer = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_NULL);
killer->threshold = 42; // Special flag that it was drowning which killed you.
P_DamageMobj(player->mo, killer, killer, 10000);
}
else if (player->powers[pw_spacetime] == 1)
{
if ((netgame || multiplayer) && P_IsLocalPlayer(player))
S_ChangeMusic(mapmusname, mapmusflags, true);
P_DamageMobj(player->mo, NULL, NULL, 10000);
}
if (numbermobj)
{
P_SetTarget(&numbermobj->target, player->mo);
numbermobj->threshold = 40;
S_StartSound(player->mo, sfx_dwnind);
numbermobj->destscale = player->mo->scale;
P_SetScale(numbermobj, player->mo->scale);
}
if (!(player->mo->eflags & MFE_UNDERWATER) && player->powers[pw_underwater])
{
if (player->powers[pw_underwater] <= 12*TICRATE + 1)
P_RestoreMusic(player);
player->powers[pw_underwater] = 0;
}
if (player->powers[pw_spacetime] > 1 && !P_InSpaceSector(player->mo))
{
P_RestoreMusic(player);
player->powers[pw_spacetime] = 0;
}
// Underwater audio cues
if (P_IsLocalPlayer(player) && !player->bot)
{
if (player->powers[pw_underwater] == 11*TICRATE + 1
&& player == &players[consoleplayer])
{
S_StopMusic();
S_ChangeMusicInternal("drown", false);
}
if (player->powers[pw_underwater] == 25*TICRATE + 1)
S_StartSound(NULL, sfx_wtrdng);
else if (player->powers[pw_underwater] == 20*TICRATE + 1)
S_StartSound(NULL, sfx_wtrdng);
else if (player->powers[pw_underwater] == 15*TICRATE + 1)
S_StartSound(NULL, sfx_wtrdng);
}
if (player->exiting)
{
if (player->powers[pw_underwater] > 1)
player->powers[pw_underwater] = 0;
player->powers[pw_spacetime] = 0;
}
}
//
// P_CheckInvincibilityTimer
//
// Restores music from invincibility, and handles invincibility sparkles
//
static void P_CheckInvincibilityTimer(player_t *player)
{
if (!player->powers[pw_invulnerability])
return;
if (mariomode && !player->powers[pw_super])
player->mo->color = (UINT8)(1 + (leveltime % (MAXSKINCOLORS-1)));
else if (leveltime % (TICRATE/7) == 0)
{
mobj_t *sparkle = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_IVSP);
sparkle->destscale = player->mo->scale;
P_SetScale(sparkle, player->mo->scale);
}
// Resume normal music stuff.
if (player->powers[pw_invulnerability] == 1)
{
if (!player->powers[pw_super])
{
if (mariomode)
{
if (player->powers[pw_shield] & SH_FIREFLOWER)
{
player->mo->color = SKINCOLOR_WHITE;
G_GhostAddColor(GHC_FIREFLOWER);
}
else
{
player->mo->color = player->skincolor;
G_GhostAddColor(GHC_NORMAL);
}
}
// If you had a shield, restore its visual significance
P_SpawnShieldOrb(player);
}
if ((player->powers[pw_underwater] <= 11*TICRATE + 1)
&& (player->powers[pw_underwater] > 1))
return; // don't restore music if drowning music is playing
if (!player->powers[pw_super] || (mapheaderinfo[gamemap-1]->levelflags & LF_NOSSMUSIC))
P_RestoreMusic(player);
}
}
//
// P_DoBubbleBreath
//
// Handles bubbles spawned by the player
//
static void P_DoBubbleBreath(player_t *player)
{
fixed_t zh;
mobj_t *bubble = NULL;
if (player->mo->eflags & MFE_VERTICALFLIP)
zh = player->mo->z + player->mo->height - FixedDiv(player->mo->height,5*(FRACUNIT/4));
else
zh = player->mo->z + FixedDiv(player->mo->height,5*(FRACUNIT/4));
if (!(player->mo->eflags & MFE_UNDERWATER) || ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL && !(player->pflags & PF_NIGHTSMODE)) || player->spectator)
return;
if (!(P_Random() % 16))
bubble = P_SpawnMobj(player->mo->x, player->mo->y, zh, MT_SMALLBUBBLE);
else if (!(P_Random() % 96))
bubble = P_SpawnMobj(player->mo->x, player->mo->y, zh, MT_MEDIUMBUBBLE);
if (bubble)
{
bubble->threshold = 42;
bubble->destscale = player->mo->scale;
P_SetScale(bubble, bubble->destscale);
}
if (player->pflags & PF_NIGHTSMODE) // NiGHTS Super doesn't spawn flight bubbles
return;
// Tails stirs up the water while flying in it
if (player->powers[pw_tailsfly] && (leveltime & 1) && player->charability != CA_SWIM)
{
fixed_t radius = (3*player->mo->radius)>>1;
angle_t fa = ((leveltime%45)*FINEANGLES/8) & FINEMASK;
fixed_t stirwaterx = FixedMul(FINECOSINE(fa),radius);
fixed_t stirwatery = FixedMul(FINESINE(fa),radius);
fixed_t stirwaterz;
if (player->mo->eflags & MFE_VERTICALFLIP)
stirwaterz = player->mo->z + player->mo->height - FixedDiv(player->mo->height,3*FRACUNIT/2);
else
stirwaterz = player->mo->z + FixedDiv(player->mo->height,3*FRACUNIT/2);
bubble = P_SpawnMobj(
player->mo->x + stirwaterx,
player->mo->y + stirwatery,
stirwaterz, MT_SMALLBUBBLE);
bubble->destscale = player->mo->scale;
P_SetScale(bubble,bubble->destscale);
bubble = P_SpawnMobj(
player->mo->x - stirwaterx,
player->mo->y - stirwatery,
stirwaterz, MT_SMALLBUBBLE);
bubble->destscale = player->mo->scale;
P_SetScale(bubble,bubble->destscale);
}
}
//
// P_DoPlayerHeadSigns
//
// Spawns "IT" and "GOT FLAG" signs for Tag and CTF respectively
//
static void P_DoPlayerHeadSigns(player_t *player)
{
if (G_TagGametype())
{
// If you're "IT", show a big "IT" over your head for others to see.
if (player->pflags & PF_TAGIT)
{
if (!(player == &players[consoleplayer] || player == &players[secondarydisplayplayer] || player == &players[displayplayer])) // Don't display it on your own view.
{
if (!(player->mo->eflags & MFE_VERTICALFLIP))
P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height, MT_TAG);
else
P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z - mobjinfo[MT_TAG].height, MT_TAG)->eflags |= MFE_VERTICALFLIP;
}
}
}
else if (gametype == GT_CTF)
{
if (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)) // If you have the flag (duh).
{
// Spawn a got-flag message over the head of the player that
// has it (but not on your own screen if you have the flag).
if (splitscreen || player != &players[consoleplayer])
{
if (player->gotflag & GF_REDFLAG)
{
if (!(player->mo->eflags & MFE_VERTICALFLIP))
P_SpawnMobj(player->mo->x+player->mo->momx, player->mo->y+player->mo->momy,
player->mo->z+P_GetPlayerHeight(player)+FixedMul(16*FRACUNIT, player->mo->scale)+player->mo->momz, MT_GOTFLAG);
else
P_SpawnMobj(player->mo->x+player->mo->momx, player->mo->y+player->mo->momy,
player->mo->z+player->mo->height-P_GetPlayerHeight(player)-mobjinfo[MT_GOTFLAG].height-FixedMul(16*FRACUNIT, player->mo->scale)+player->mo->momz, MT_GOTFLAG)->eflags |= MFE_VERTICALFLIP;
}
if (player->gotflag & GF_BLUEFLAG)
{
if (!(player->mo->eflags & MFE_VERTICALFLIP))
P_SpawnMobj(player->mo->x+player->mo->momx, player->mo->y+player->mo->momy,
player->mo->z+P_GetPlayerHeight(player)+FixedMul(16*FRACUNIT, player->mo->scale)+player->mo->momz, MT_GOTFLAG2);
else
P_SpawnMobj(player->mo->x+player->mo->momx, player->mo->y+player->mo->momy,
player->mo->z+player->mo->height-P_GetPlayerHeight(player)-mobjinfo[MT_GOTFLAG2].height-FixedMul(16*FRACUNIT, player->mo->scale)+player->mo->momz, MT_GOTFLAG2)->eflags |= MFE_VERTICALFLIP;
}
}
}
}
}
//
// P_DoClimbing
//
// Handles player climbing
//
static void P_DoClimbing(player_t *player)
{
ticcmd_t *cmd = &player->cmd;
fixed_t platx;
fixed_t platy;
subsector_t *glidesector;
boolean climb = true;
platx = P_ReturnThrustX(player->mo, player->mo->angle, player->mo->radius + FixedMul(8*FRACUNIT, player->mo->scale));
platy = P_ReturnThrustY(player->mo, player->mo->angle, player->mo->radius + FixedMul(8*FRACUNIT, player->mo->scale));
glidesector = R_PointInSubsector(player->mo->x + platx, player->mo->y + platy);
if (glidesector->sector != player->mo->subsector->sector)
{
boolean floorclimb;
boolean thrust;
boolean boostup;
boolean skyclimber;
fixed_t floorheight, ceilingheight; // ESLOPE
thrust = false;
floorclimb = false;
boostup = false;
skyclimber = false;
#ifdef ESLOPE
floorheight = glidesector->sector->f_slope ? P_GetZAt(glidesector->sector->f_slope, player->mo->x, player->mo->y)
: glidesector->sector->floorheight;
ceilingheight = glidesector->sector->c_slope ? P_GetZAt(glidesector->sector->c_slope, player->mo->x, player->mo->y)
: glidesector->sector->ceilingheight;
#else
floorheight = glidesector->sector->floorheight;
ceilingheight = glidesector->sector->ceilingheight;
#endif
if (glidesector->sector->ffloors)
{
ffloor_t *rover;
fixed_t topheight, bottomheight; // ESLOPE
for (rover = glidesector->sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP))
continue;
floorclimb = true;
#ifdef ESLOPE
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) : *rover->topheight;
#else
bottomheight = *rover->bottomheight;
topheight = *rover->topheight;
#endif
// Only supports rovers that are moving like an 'elevator', not just the top or bottom.
if (rover->master->frontsector->floorspeed && rover->master->frontsector->ceilspeed == 42)
{
if ((!(player->mo->eflags & MFE_VERTICALFLIP) && (bottomheight < player->mo->z+player->mo->height)
&& (topheight >= player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale)))
|| ((player->mo->eflags & MFE_VERTICALFLIP) && (topheight > player->mo->z)
&& (bottomheight <= player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale))))
{
if (cmd->forwardmove != 0)
player->mo->momz += rover->master->frontsector->floorspeed;
else
{
player->mo->momz = rover->master->frontsector->floorspeed;
climb = false;
}
}
}
// Gravity is flipped, so the comments are, too.
if (player->mo->eflags & MFE_VERTICALFLIP)
{
// Trying to climb down past the bottom of the FOF
if ((topheight >= player->mo->z + player->mo->height) && ((player->mo->z + player->mo->height + player->mo->momz) >= topheight))
{
fixed_t bottomheight2;
ffloor_t *roverbelow;
boolean foundfof = false;
floorclimb = true;
boostup = false;
// Is there a FOF directly below this one that we can move onto?
for (roverbelow = glidesector->sector->ffloors; roverbelow; roverbelow = roverbelow->next)
{
if (!(roverbelow->flags & FF_EXISTS) || !(roverbelow->flags & FF_BLOCKPLAYER) || (roverbelow->flags & FF_BUSTUP))
continue;
if (roverbelow == rover)
continue;
#ifdef ESLOPE
bottomheight2 = *roverbelow->b_slope ? P_GetZAt(*roverbelow->b_slope, player->mo->x, player->mo->y) : *roverbelow->bottomheight;
#else
bottomheight2 = *roverbelow->bottomheight;
#endif
if (bottomheight2 < topheight + FixedMul(16*FRACUNIT, player->mo->scale))
foundfof = true;
}
if (!foundfof)
player->mo->momz = 0;
}
// Below the FOF
if (topheight <= player->mo->z)
{
floorclimb = false;
boostup = false;
thrust = false;
}
// Above the FOF
if (bottomheight > player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale))
{
floorclimb = false;
thrust = true;
boostup = true;
}
}
else
{
// Trying to climb down past the bottom of a FOF
if ((bottomheight <= player->mo->z) && ((player->mo->z + player->mo->momz) <= bottomheight))
{
fixed_t topheight2;
ffloor_t *roverbelow;
boolean foundfof = false;
floorclimb = true;
boostup = false;
// Is there a FOF directly below this one that we can move onto?
for (roverbelow = glidesector->sector->ffloors; roverbelow; roverbelow = roverbelow->next)
{
if (!(roverbelow->flags & FF_EXISTS) || !(roverbelow->flags & FF_BLOCKPLAYER) || (roverbelow->flags & FF_BUSTUP))
continue;
if (roverbelow == rover)
continue;
#ifdef ESLOPE
topheight2 = *roverbelow->t_slope ? P_GetZAt(*roverbelow->t_slope, player->mo->x, player->mo->y) : *roverbelow->topheight;
#else
topheight2 = *roverbelow->topheight;
#endif
if (topheight2 > bottomheight - FixedMul(16*FRACUNIT, player->mo->scale))
foundfof = true;
}
if (!foundfof)
player->mo->momz = 0;
}
// Below the FOF
if (bottomheight >= player->mo->z + player->mo->height)
{
floorclimb = false;
boostup = false;
thrust = false;
}
// Above the FOF
if (topheight < player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale))
{
floorclimb = false;
thrust = true;
boostup = true;
}
}
if (floorclimb)
{
if (rover->flags & FF_CRUMBLE && !(netgame && player->spectator))
EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), player, rover->alpha, !(rover->flags & FF_NORETURN));
break;
}
}
}
// Gravity is flipped, so are comments.
if (player->mo->eflags & MFE_VERTICALFLIP)
{
// Trying to climb down past the upper texture area
if ((floorheight >= player->mo->z + player->mo->height) && ((player->mo->z + player->mo->height + player->mo->momz) >= floorheight))
{
boolean foundfof = false;
floorclimb = true;
// Is there a FOF directly below that we can move onto?
if (glidesector->sector->ffloors)
{
fixed_t bottomheight;
ffloor_t *rover;
for (rover = glidesector->sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP))
continue;
#ifdef ESLOPE
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
#else
bottomheight = *rover->bottomheight;
#endif
if (bottomheight < floorheight + FixedMul(16*FRACUNIT, player->mo->scale))
{
foundfof = true;
break;
}
}
}
if (!foundfof)
player->mo->momz = 0;
}
// Reached the top of the lower texture area
if (!floorclimb && ceilingheight > player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale)
&& (glidesector->sector->ceilingpic == skyflatnum || floorheight < (player->mo->z - FixedMul(8*FRACUNIT, player->mo->scale))))
{
thrust = true;
boostup = true;
// Play climb-up animation here
}
}
else
{
// Trying to climb down past the upper texture area
if ((ceilingheight <= player->mo->z) && ((player->mo->z + player->mo->momz) <= ceilingheight))
{
boolean foundfof = false;
floorclimb = true;
// Is there a FOF directly below that we can move onto?
if (glidesector->sector->ffloors)
{
ffloor_t *rover;
for (rover = glidesector->sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP))
continue;
if (*rover->topheight > ceilingheight - FixedMul(16*FRACUNIT, player->mo->scale))
{
foundfof = true;
break;
}
}
}
if (!foundfof)
player->mo->momz = 0;
}
// Allow climbing from a FOF or lower texture onto the upper texture and vice versa.
if (player->mo->z > ceilingheight - FixedMul(16*FRACUNIT, player->mo->scale))
{
floorclimb = true;
thrust = false;
boostup = false;
}
// Reached the top of the lower texture area
if (!floorclimb && floorheight < player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale)
&& (glidesector->sector->ceilingpic == skyflatnum || ceilingheight > (player->mo->z + player->mo->height + FixedMul(8*FRACUNIT, player->mo->scale))))
{
thrust = true;
boostup = true;
// Play climb-up animation here
}
}
// Trying to climb on the sky
if ((ceilingheight < player->mo->z) && glidesector->sector->ceilingpic == skyflatnum)
{
skyclimber = true;
}
// Climbing on the lower texture area?
if ((!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale) < floorheight)
|| ((player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + player->mo->height <= floorheight))
{
floorclimb = true;
if (glidesector->sector->floorspeed)
{
if (cmd->forwardmove != 0)
player->mo->momz += glidesector->sector->floorspeed;
else
{
player->mo->momz = glidesector->sector->floorspeed;
climb = false;
}
}
}
// Climbing on the upper texture area?
else if ((!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z >= ceilingheight)
|| ((player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale) > ceilingheight))
{
floorclimb = true;
if (glidesector->sector->ceilspeed)
{
if (cmd->forwardmove != 0)
player->mo->momz += glidesector->sector->ceilspeed;
else
{
player->mo->momz = glidesector->sector->ceilspeed;
climb = false;
}
}
}
if (player->lastsidehit != -1 && player->lastlinehit != -1)
{
thinker_t *think;
scroll_t *scroller;
angle_t sideangle;
fixed_t dx, dy;
for (think = thinkercap.next; think != &thinkercap; think = think->next)
{
if (think->function.acp1 != (actionf_p1)T_Scroll)
continue;
scroller = (scroll_t *)think;
if (scroller->type != sc_side)
continue;
if (scroller->affectee != player->lastsidehit)
continue;
if (scroller->accel)
{
dx = scroller->vdx;
dy = scroller->vdy;
}
else
{
dx = scroller->dx;
dy = scroller->dy;
}
if (cmd->forwardmove != 0)
{
player->mo->momz += dy;
climb = true;
}
else
{
player->mo->momz = dy;
climb = false;
}
sideangle = R_PointToAngle2(lines[player->lastlinehit].v2->x,lines[player->lastlinehit].v2->y,lines[player->lastlinehit].v1->x,lines[player->lastlinehit].v1->y);
if (cmd->sidemove != 0)
{
P_Thrust(player->mo, sideangle, dx);
climb = true;
}
else
{
P_InstaThrust(player->mo, sideangle, dx);
climb = false;
}
}
}
if (cmd->sidemove != 0 || cmd->forwardmove != 0)
climb = true;
else
climb = false;
if (player->climbing && climb && (player->mo->momx || player->mo->momy || player->mo->momz)
&& !(player->mo->state >= &states[S_PLAY_CLIMB2] && player->mo->state <= &states[S_PLAY_CLIMB5]))
P_SetPlayerMobjState(player->mo, S_PLAY_CLIMB2);
else if ((!(player->mo->momx || player->mo->momy || player->mo->momz) || !climb) && player->mo->state != &states[S_PLAY_CLIMB1])
P_SetPlayerMobjState(player->mo, S_PLAY_CLIMB1);
if (!floorclimb)
{
if (boostup)
P_SetObjectMomZ(player->mo, 2*FRACUNIT, true);
if (thrust)
P_InstaThrust(player->mo, player->mo->angle, FixedMul(4*FRACUNIT, player->mo->scale)); // Lil' boost up.
player->climbing = 0;
player->pflags |= PF_JUMPED;
P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
}
if (skyclimber)
{
player->climbing = 0;
player->pflags |= PF_JUMPED;
P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
}
}
else
{
player->climbing = 0;
player->pflags |= PF_JUMPED;
P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
}
if (cmd->sidemove != 0 || cmd->forwardmove != 0)
climb = true;
else
climb = false;
if (player->climbing && climb && (player->mo->momx || player->mo->momy || player->mo->momz)
&& !(player->mo->state >= &states[S_PLAY_CLIMB2] && player->mo->state <= &states[S_PLAY_CLIMB5]))
P_SetPlayerMobjState(player->mo, S_PLAY_CLIMB2);
else if ((!(player->mo->momx || player->mo->momy || player->mo->momz) || !climb) && player->mo->state != &states[S_PLAY_CLIMB1])
P_SetPlayerMobjState(player->mo, S_PLAY_CLIMB1);
if (cmd->buttons & BT_USE && !(player->pflags & PF_JUMPSTASIS))
{
player->climbing = 0;
player->pflags |= PF_JUMPED;
P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
P_SetObjectMomZ(player->mo, 4*FRACUNIT, false);
P_InstaThrust(player->mo, player->mo->angle, FixedMul(-4*FRACUNIT, player->mo->scale));
}
if (player == &players[consoleplayer])
localangle = player->mo->angle;
else if (player == &players[secondarydisplayplayer])
localangle2 = player->mo->angle;
if (player->climbing == 0)
P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
if (player->climbing && P_IsObjectOnGround(player->mo))
{
P_ResetPlayer(player);
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
}
}
//
// PIT_CheckSolidsTeeter
// AKA: PIT_HacksToStopPlayersTeeteringOnGargoyles
//
static mobj_t *teeterer; // the player checking for teetering
static boolean solidteeter; // saves whether the player can teeter on this or not
static fixed_t highesttop; // highest floor found so far
// reserved for standing on multiple objects
static boolean couldteeter;
static fixed_t teeterxl, teeterxh;
static fixed_t teeteryl, teeteryh;
static boolean PIT_CheckSolidsTeeter(mobj_t *thing)
{
fixed_t blockdist;
fixed_t tiptop = FixedMul(MAXSTEPMOVE, teeterer->scale);
fixed_t thingtop = thing->z + thing->height;
fixed_t teeterertop = teeterer->z + teeterer->height;
if (!teeterer || !thing)
return true;
if (!(thing->flags & MF_SOLID))
return true;
if (thing->flags & MF_NOCLIP)
return true;
if (thing == teeterer)
return true;
if (thing->player && cv_tailspickup.value && gametype != GT_HIDEANDSEEK)
return true;
blockdist = teeterer->radius + thing->radius;
if (abs(thing->x - teeterer->x) >= blockdist || abs(thing->y - teeterer->y) >= blockdist)
return true; // didn't hit it
if (teeterer->eflags & MFE_VERTICALFLIP)
{
if (thingtop < teeterer->z)
return true;
if (thing->z > highesttop)
return true;
highesttop = thing->z;
if (thing->z > teeterertop + tiptop)
{
solidteeter = true;
return true;
}
}
else
{
if (thing->z > teeterertop)
return true;
if (thingtop < highesttop)
return true;
highesttop = thingtop;
if (thingtop < teeterer->z - tiptop)
{
solidteeter = true;
return true;
}
}
// are you standing on this?
if ((teeterer->eflags & MFE_VERTICALFLIP && thing->z - FixedMul(FRACUNIT, teeterer->scale) == teeterertop)
|| (!(teeterer->eflags & MFE_VERTICALFLIP) && thingtop + FixedMul(FRACUNIT, teeterer->scale) == teeterer->z))
{
fixed_t teeterdist = thing->radius - FixedMul(5*FRACUNIT, teeterer->scale);
// how far are you from the edge?
if (abs(teeterer->x - thing->x) > teeterdist || abs(teeterer->y - thing->y) > teeterdist)
{
if (couldteeter) // player is standing on another object already, see if we can stand on both and not teeter!
{
if (thing->x - teeterdist < teeterxl)
teeterxl = thing->x - teeterdist;
if (thing->x + teeterdist > teeterxh)
teeterxh = thing->x + teeterdist;
if (thing->y - teeterdist < teeteryl)
teeteryl = thing->y - teeterdist;
if (thing->y + teeterdist > teeteryh)
teeteryh = thing->y + teeterdist;
if (teeterer->x < teeterxl)
return true;
if (teeterer->x > teeterxh)
return true;
if (teeterer->y < teeteryl)
return true;
if (teeterer->y > teeteryh)
return true;
solidteeter = false; // you can stop teetering now!
couldteeter = false; // just in case...
return false;
}
else
{
// too far! don't change teeter status though
// save teeter x/y limits to bring up later
teeterxl = thing->x - teeterdist;
teeterxh = thing->x + teeterdist;
teeteryl = thing->y - teeterdist;
teeteryh = thing->y + teeterdist;
}
couldteeter = true;
return true;
}
solidteeter = false;
couldteeter = false;
return false; // you're definitely not teetering, that's the end of the matter
}
solidteeter = false;
return true; // you're not teetering but it's not neccessarily over, YET
}
//
// P_DoTeeter
//
// Handles player teetering
//
static void P_DoTeeter(player_t *player)
{
msecnode_t *node;
boolean teeter = false;
boolean roverfloor; // solid 3d floors?
boolean checkedforteeter = false;
const fixed_t tiptop = FixedMul(MAXSTEPMOVE, player->mo->scale); // Distance you have to be above the ground in order to teeter.
for (node = player->mo->touching_sectorlist; node; node = node->m_snext)
{
// Ledge teetering. Check if any nearby sectors are low enough from your current one.
checkedforteeter = true;
roverfloor = false;
if (node->m_sector->ffloors)
{
ffloor_t *rover;
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS)) continue;
if (P_CheckSolidLava(player->mo, rover))
;
else if (!(rover->flags & FF_BLOCKPLAYER || rover->flags & FF_QUICKSAND))
continue; // intangible 3d floor
if (player->mo->eflags & MFE_VERTICALFLIP)
{
if (*rover->bottomheight > node->m_sector->ceilingheight) // Above the ceiling
continue;
if (*rover->bottomheight > player->mo->z + player->mo->height + tiptop
|| (*rover->topheight < player->mo->z
&& player->mo->z + player->mo->height < node->m_sector->ceilingheight - tiptop))
{
teeter = true;
roverfloor = true;
}
else
{
teeter = false;
roverfloor = true;
break;
}
}
else
{
if (*rover->topheight < node->m_sector->floorheight) // Below the floor
continue;
if (*rover->topheight < player->mo->z - tiptop
|| (*rover->bottomheight > player->mo->z + player->mo->height
&& player->mo->z > node->m_sector->floorheight + tiptop))
{
teeter = true;
roverfloor = true;
}
else
{
teeter = false;
roverfloor = true;
break;
}
}
}
}
if (!teeter && !roverfloor)
{
if (player->mo->eflags & MFE_VERTICALFLIP)
{
if (node->m_sector->ceilingheight > player->mo->z + player->mo->height + tiptop)
teeter = true;
}
else
{
if (node->m_sector->floorheight < player->mo->z - tiptop)
teeter = true;
}
}
}
if (checkedforteeter && !teeter) // Backup code
{
subsector_t *subsec[4]; // changed abcd into array instead
UINT8 i;
subsec[0] = R_PointInSubsector(player->mo->x + FixedMul(5*FRACUNIT, player->mo->scale), player->mo->y + FixedMul(5*FRACUNIT, player->mo->scale));
subsec[1] = R_PointInSubsector(player->mo->x - FixedMul(5*FRACUNIT, player->mo->scale), player->mo->y + FixedMul(5*FRACUNIT, player->mo->scale));
subsec[2] = R_PointInSubsector(player->mo->x + FixedMul(5*FRACUNIT, player->mo->scale), player->mo->y - FixedMul(5*FRACUNIT, player->mo->scale));
subsec[3] = R_PointInSubsector(player->mo->x - FixedMul(5*FRACUNIT, player->mo->scale), player->mo->y - FixedMul(5*FRACUNIT, player->mo->scale));
teeter = false;
roverfloor = false;
for (i = 0; i < 4; i++)
{
ffloor_t *rover;
if (!(subsec[i]->sector->ffloors))
continue; // move on to the next subsector
for (rover = subsec[i]->sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS)) continue;
if (P_CheckSolidLava(player->mo, rover))
;
else if (!(rover->flags & FF_BLOCKPLAYER || rover->flags & FF_QUICKSAND))
continue; // intangible 3d floor
if (player->mo->eflags & MFE_VERTICALFLIP)
{
if (*rover->bottomheight > subsec[i]->sector->ceilingheight) // Above the ceiling
continue;
if (*rover->bottomheight > player->mo->z + player->mo->height + tiptop
|| (*rover->topheight < player->mo->z
&& player->mo->z + player->mo->height < subsec[i]->sector->ceilingheight - tiptop))
{
teeter = true;
roverfloor = true;
}
else
{
teeter = false;
roverfloor = true;
break;
}
}
else
{
if (*rover->topheight < subsec[i]->sector->floorheight) // Below the floor
continue;
if (*rover->topheight < player->mo->z - tiptop
|| (*rover->bottomheight > player->mo->z + player->mo->height
&& player->mo->z > subsec[i]->sector->floorheight + tiptop))
{
teeter = true;
roverfloor = true;
}
else
{
teeter = false;
roverfloor = true;
break;
}
}
}
break; // break out of loop now, we're done
}
if (player->mo->eflags & MFE_VERTICALFLIP)
{
if (!teeter && !roverfloor && (subsec[0]->sector->ceilingheight > player->mo->ceilingz + tiptop
|| subsec[1]->sector->ceilingheight > player->mo->ceilingz + tiptop
|| subsec[2]->sector->ceilingheight > player->mo->ceilingz + tiptop
|| subsec[3]->sector->ceilingheight > player->mo->ceilingz + tiptop))
teeter = true;
}
else
{
if (!teeter && !roverfloor && (subsec[0]->sector->floorheight < player->mo->floorz - tiptop
|| subsec[1]->sector->floorheight < player->mo->floorz - tiptop
|| subsec[2]->sector->floorheight < player->mo->floorz - tiptop
|| subsec[3]->sector->floorheight < player->mo->floorz - tiptop))
teeter = true;
}
}
{
INT32 bx, by, xl, xh, yl, yh;
yh = (unsigned)(player->mo->y + player->mo->radius - bmaporgy)>>MAPBLOCKSHIFT;
yl = (unsigned)(player->mo->y - player->mo->radius - bmaporgy)>>MAPBLOCKSHIFT;
xh = (unsigned)(player->mo->x + player->mo->radius - bmaporgx)>>MAPBLOCKSHIFT;
xl = (unsigned)(player->mo->x - player->mo->radius - bmaporgx)>>MAPBLOCKSHIFT;
BMBOUNDFIX(xl, xh, yl, yh);
// Polyobjects
#ifdef POLYOBJECTS
validcount++;
for (by = yl; by <= yh; by++)
for (bx = xl; bx <= xh; bx++)
{
INT32 offset;
polymaplink_t *plink; // haleyjd 02/22/06
if (bx < 0 || by < 0 || bx >= bmapwidth || by >= bmapheight)
continue;
offset = by*bmapwidth + bx;
// haleyjd 02/22/06: consider polyobject lines
plink = polyblocklinks[offset];
while (plink)
{
polyobj_t *po = plink->po;
if (po->validcount != validcount) // if polyobj hasn't been checked
{
sector_t *polysec;
fixed_t polytop, polybottom;
po->validcount = validcount;
if (!(po->flags & POF_SOLID))
{
plink = (polymaplink_t *)(plink->link.next);
continue;
}
if (!P_MobjInsidePolyobj(po, player->mo))
{
plink = (polymaplink_t *)(plink->link.next);
continue;
}
// We're inside it! Yess...
polysec = po->lines[0]->backsector;
if (po->flags & POF_CLIPPLANES)
{
polytop = polysec->ceilingheight;
polybottom = polysec->floorheight;
}
else
{
polytop = INT32_MAX;
polybottom = INT32_MIN;
}
if (player->mo->eflags & MFE_VERTICALFLIP)
{
if (polybottom > player->mo->ceilingz) // Above the ceiling
{
plink = (polymaplink_t *)(plink->link.next);
continue;
}
if (polybottom > player->mo->z + player->mo->height + tiptop
|| (polytop < player->mo->z
&& player->mo->z + player->mo->height < player->mo->ceilingz - tiptop))
teeter = true;
else
{
teeter = false;
break;
}
}
else
{
if (polytop < player->mo->floorz) // Below the floor
{
plink = (polymaplink_t *)(plink->link.next);
continue;
}
if (polytop < player->mo->z - tiptop
|| (polybottom > player->mo->z + player->mo->height
&& player->mo->z > player->mo->floorz + tiptop))
teeter = true;
else
{
teeter = false;
break;
}
}
}
plink = (polymaplink_t *)(plink->link.next);
}
}
#endif
if (teeter) // only bother with objects as a last resort if you were already teetering
{
mobj_t *oldtmthing = tmthing;
tmthing = teeterer = player->mo;
teeterxl = teeterxh = player->mo->x;
teeteryl = teeteryh = player->mo->y;
couldteeter = false;
solidteeter = teeter;
for (by = yl; by <= yh; by++)
for (bx = xl; bx <= xh; bx++)
{
highesttop = INT32_MIN;
if (!P_BlockThingsIterator(bx, by, PIT_CheckSolidsTeeter))
goto teeterdone; // we've found something that stops us teetering at all, how about we stop already
}
teeterdone:
teeter = solidteeter;
tmthing = oldtmthing; // restore old tmthing, goodness knows what the game does with this before mobj thinkers
}
}
if (teeter)
{
if ((player->mo->state == &states[S_PLAY_STND] || player->mo->state == &states[S_PLAY_TAP1] || player->mo->state == &states[S_PLAY_TAP2] || player->mo->state == &states[S_PLAY_SUPERSTAND]))
P_SetPlayerMobjState(player->mo, S_PLAY_TEETER1);
}
else if (checkedforteeter && (player->mo->state == &states[S_PLAY_TEETER1] || player->mo->state == &states[S_PLAY_TEETER2] || player->mo->state == &states[S_PLAY_SUPERTEETER]))
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
}
//
// P_SetWeaponDelay
//
// Sets weapon delay. Properly accounts for Knux's firing rate bonus.
//
static void P_SetWeaponDelay(player_t *player, INT32 delay)
{
player->weapondelay = delay;
if (player->skin == 2) // Knuckles
{
// Multiply before dividing.
// Loss of precision can make a surprisingly large difference.
player->weapondelay *= 2;
player->weapondelay /= 3;
}
}
//
// P_DoFiring()
//
// Handles firing ring weapons and Mario fireballs.
//
static void P_DoFiring(player_t *player, ticcmd_t *cmd)
{
INT32 i;
I_Assert(player != NULL);
I_Assert(!P_MobjWasRemoved(player->mo));
if (cmd->buttons & BT_ATTACK || cmd->buttons & BT_FIRENORMAL)
{
if (!(player->pflags & PF_ATTACKDOWN) && player->powers[pw_shield] & SH_FIREFLOWER && !player->climbing)
{
player->pflags |= PF_ATTACKDOWN;
P_SpawnPlayerMissile(player->mo, MT_FIREBALL, 0);
S_StartSound(player->mo, sfx_mario7);
}
else if (G_RingSlingerGametype() && (!G_TagGametype() || player->pflags & PF_TAGIT)
&& !player->weapondelay && !player->climbing
&& !(player->pflags & PF_ATTACKDOWN))
{
mobj_t *mo = NULL;
player->pflags |= PF_ATTACKDOWN;
if (cmd->buttons & BT_FIRENORMAL) // No powers, just a regular ring.
goto firenormal; //code repetition sucks.
// Bounce ring
else if (player->currentweapon == WEP_BOUNCE && player->powers[pw_bouncering])
{
if (player->health <= 1)
return;
P_SetWeaponDelay(player, TICRATE/4);
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNBOUNCE, MF2_BOUNCERING);
if (mo)
mo->fuse = 3*TICRATE; // Bounce Ring time
player->powers[pw_bouncering]--;
player->mo->health--;
player->health--;
}
// Rail ring
else if (player->currentweapon == WEP_RAIL && player->powers[pw_railring])
{
if (player->health <= 1)
return;
P_SetWeaponDelay(player, (3*TICRATE)/2);
mo = P_SpawnPlayerMissile(player->mo, MT_REDRING, MF2_RAILRING|MF2_DONTDRAW);
// Rail has no unique thrown object, therefore its sound plays here.
S_StartSound(player->mo, sfx_rail1);
player->powers[pw_railring]--;
player->mo->health--;
player->health--;
}
// Automatic
else if (player->currentweapon == WEP_AUTO && player->powers[pw_automaticring])
{
if (player->health <= 1)
return;
player->pflags &= ~PF_ATTACKDOWN;
P_SetWeaponDelay(player, 2);
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNAUTOMATIC, MF2_AUTOMATIC);
player->powers[pw_automaticring]--;
player->mo->health--;
player->health--;
}
// Explosion
else if (player->currentweapon == WEP_EXPLODE && player->powers[pw_explosionring])
{
if (player->health <= 1)
return;
P_SetWeaponDelay(player, (3*TICRATE)/2);
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNEXPLOSION, MF2_EXPLOSION);
player->powers[pw_explosionring]--;
player->mo->health--;
player->health--;
}
// Grenade
else if (player->currentweapon == WEP_GRENADE && player->powers[pw_grenadering])
{
if (player->health <= 1)
return;
P_SetWeaponDelay(player, TICRATE/3);
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNGRENADE, MF2_EXPLOSION);
if (mo)
{
//P_InstaThrust(mo, player->mo->angle, FixedMul(mo->info->speed, player->mo->scale));
mo->fuse = mo->info->mass;
}
player->powers[pw_grenadering]--;
player->mo->health--;
player->health--;
}
// Scatter
// Note: Ignores MF2_RAILRING
else if (player->currentweapon == WEP_SCATTER && player->powers[pw_scatterring])
{
fixed_t oldz = player->mo->z;
angle_t shotangle = player->mo->angle;
angle_t oldaiming = player->aiming;
if (player->health <= 1)
return;
P_SetWeaponDelay(player, (2*TICRATE)/3);
// Center
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNSCATTER, MF2_SCATTER);
if (mo)
shotangle = R_PointToAngle2(player->mo->x, player->mo->y, mo->x, mo->y);
// Left
mo = P_SPMAngle(player->mo, MT_THROWNSCATTER, shotangle-ANG2, true, MF2_SCATTER);
// Right
mo = P_SPMAngle(player->mo, MT_THROWNSCATTER, shotangle+ANG2, true, MF2_SCATTER);
// Down
player->mo->z += FixedMul(12*FRACUNIT, player->mo->scale);
player->aiming += ANG1;
mo = P_SPMAngle(player->mo, MT_THROWNSCATTER, shotangle, true, MF2_SCATTER);
// Up
player->mo->z -= FixedMul(24*FRACUNIT, player->mo->scale);
player->aiming -= ANG2;
mo = P_SPMAngle(player->mo, MT_THROWNSCATTER, shotangle, true, MF2_SCATTER);
player->mo->z = oldz;
player->aiming = oldaiming;
player->powers[pw_scatterring]--;
player->mo->health--;
player->health--;
return;
}
// No powers, just a regular ring.
else
{
firenormal:
// Infinity ring was selected.
// Mystic wants this ONLY to happen specifically if it's selected,
// and to not be able to get around it EITHER WAY with firenormal.
// Infinity Ring
if (player->currentweapon == 0
&& player->powers[pw_infinityring])
{
P_SetWeaponDelay(player, TICRATE/4);
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNINFINITY, 0);
player->powers[pw_infinityring]--;
}
// Red Ring
else
{
if (player->health <= 1)
return;
P_SetWeaponDelay(player, TICRATE/4);
mo = P_SpawnPlayerMissile(player->mo, MT_REDRING, 0);
if (mo)
P_ColorTeamMissile(mo, player);
player->mo->health--;
player->health--;
}
}
if (mo)
{
if (mo->flags & MF_MISSILE && mo->flags2 & MF2_RAILRING)
{
const boolean nblockmap = !(mo->flags & MF_NOBLOCKMAP);
for (i = 0; i < 256; i++)
{
if (nblockmap)
{
P_UnsetThingPosition(mo);
mo->flags |= MF_NOBLOCKMAP;
P_SetThingPosition(mo);
}
if (i&1)
P_SpawnMobj(mo->x, mo->y, mo->z, MT_SPARK);
if (P_RailThinker(mo))
break; // mobj was removed (missile hit a wall) or couldn't move
}
// Other rail sound plays at contact point.
S_StartSound(mo, sfx_rail2);
}
}
}
return;
}
// Not holding any firing buttons anymore.
// Release the grenade / whatever.
player->pflags &= ~PF_ATTACKDOWN;
}
//
// P_DoSuperStuff()
//
// Handle related superform functionality.
//
static void P_DoSuperStuff(player_t *player)
{
mobj_t *spark;
ticcmd_t *cmd = &player->cmd;
if (player->mo->state >= &states[S_PLAY_SUPERTRANS1] && player->mo->state <= &states[S_PLAY_SUPERTRANS9])
return; // don't do anything right now, we're in the middle of transforming!
if (player->pflags & PF_NIGHTSMODE)
return; // NiGHTS Super doesn't mix with normal super
// Does player have all emeralds? If so, flag the "Ready For Super!"
if ((ALL7EMERALDS(emeralds) || ALL7EMERALDS(player->powers[pw_emeralds])) && player->health > 50)
player->pflags |= PF_SUPERREADY;
else
player->pflags &= ~PF_SUPERREADY;
if (player->powers[pw_super])
{
// If you're super and not Sonic, de-superize!
if (!((ALL7EMERALDS(emeralds)) && (player->charflags & SF_SUPER)) && !(ALL7EMERALDS(player->powers[pw_emeralds])))
{
player->powers[pw_super] = 0;
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
P_RestoreMusic(player);
P_SpawnShieldOrb(player);
// Restore color
if (player->powers[pw_shield] & SH_FIREFLOWER)
{
player->mo->color = SKINCOLOR_WHITE;
G_GhostAddColor(GHC_FIREFLOWER);
}
else
{
player->mo->color = player->skincolor;
G_GhostAddColor(GHC_NORMAL);
}
if (gametype != GT_COOP)
{
HU_SetCEchoFlags(0);
HU_SetCEchoDuration(5);
HU_DoCEcho(va("%s\\is no longer super.\\\\\\\\", player_names[player-players]));
}
return;
}
// Deplete one ring every second while super
if ((leveltime % TICRATE == 0) && !(player->exiting))
{
player->health--;
player->mo->health--;
}
// future todo: a skin option for this, and possibly more colors
switch (player->skin)
{
case 1: /* Tails */ player->mo->color = SKINCOLOR_TSUPER1; break;
case 2: /* Knux */ player->mo->color = SKINCOLOR_KSUPER1; break;
default: /* everyone */ player->mo->color = SKINCOLOR_SUPER1; break;
}
player->mo->color += abs( ( (signed)( (unsigned)leveltime >> 1 ) % 9) - 4);
if ((cmd->forwardmove != 0 || cmd->sidemove != 0 || player->pflags & (PF_CARRIED|PF_ROPEHANG|PF_ITEMHANG|PF_MACESPIN))
&& !(leveltime % TICRATE) && (player->mo->momx || player->mo->momy))
{
spark = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_SUPERSPARK);
spark->destscale = player->mo->scale;
P_SetScale(spark, player->mo->scale);
}
G_GhostAddColor(GHC_SUPER);
// Ran out of rings while super!
if (player->health <= 1 || player->exiting)
{
player->powers[pw_emeralds] = 0; // lost the power stones
P_SpawnGhostMobj(player->mo);
player->powers[pw_super] = 0;
// Restore color
if (player->powers[pw_shield] & SH_FIREFLOWER)
{
player->mo->color = SKINCOLOR_WHITE;
G_GhostAddColor(GHC_FIREFLOWER);
}
else
{
player->mo->color = player->skincolor;
G_GhostAddColor(GHC_NORMAL);
}
if (gametype != GT_COOP)
player->powers[pw_flashing] = flashingtics-1;
if (player->mo->health > 0)
{
if ((player->pflags & PF_JUMPED) || (player->pflags & PF_SPINNING))
P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
else if (player->panim == PA_RUN)
P_SetPlayerMobjState(player->mo, S_PLAY_SPD1);
else if (player->panim == PA_WALK)
P_SetPlayerMobjState(player->mo, S_PLAY_RUN1);
else
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
if (!player->exiting)
{
player->health = 1;
player->mo->health = 1;
}
}
// Inform the netgame that the champion has fallen in the heat of battle.
if (gametype != GT_COOP)
{
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]));
}
// Resume normal music if you're the console player
P_RestoreMusic(player);
// If you had a shield, restore its visual significance.
P_SpawnShieldOrb(player);
}
}
}
//
// P_SuperReady
//
// Returns true if player is ready to turn super, duh
//
boolean P_SuperReady(player_t *player)
{
if ((player->pflags & PF_SUPERREADY) && !player->powers[pw_super] && !player->powers[pw_tailsfly]
&& !(player->powers[pw_shield] & SH_NOSTACK)
&& !player->powers[pw_invulnerability]
&& !(maptol & TOL_NIGHTS) // don't turn 'regular super' in nights levels
&& player->pflags & PF_JUMPED
&& ((player->charflags & SF_SUPER) || ALL7EMERALDS(player->powers[pw_emeralds])))
return true;
return false;
}
//
// P_DoJump
//
// Jump routine for the player
//
void P_DoJump(player_t *player, boolean soundandstate)
{
fixed_t factor;
const fixed_t dist6 = FixedMul(FixedDiv(player->speed, player->mo->scale), player->actionspd)/20;
if (player->pflags & PF_JUMPSTASIS)
return;
if (!player->jumpfactor)
return;
if (player->climbing)
{
// Jump this high.
if (player->powers[pw_super])
player->mo->momz = 5*FRACUNIT;
else if (player->mo->eflags & MFE_UNDERWATER)
player->mo->momz = 2*FRACUNIT;
else
player->mo->momz = 15*(FRACUNIT/4);
player->mo->angle = player->mo->angle - ANGLE_180; // Turn around from the wall you were climbing.
if (player == &players[consoleplayer])
localangle = player->mo->angle; // Adjust the local control angle.
else if (player == &players[secondarydisplayplayer])
localangle2 = player->mo->angle;
player->climbing = 0; // Stop climbing, duh!
P_InstaThrust(player->mo, player->mo->angle, FixedMul(6*FRACUNIT, player->mo->scale)); // Jump off the wall.
}
// Quicksand jumping.
else if (P_InQuicksand(player->mo))
{
if (player->mo->ceilingz-player->mo->floorz <= player->mo->height-1)
return;
player->mo->momz += (39*(FRACUNIT/4))>>1;
if (player->mo->momz >= 6*FRACUNIT)
player->mo->momz = 6*FRACUNIT; //max momz in quicksand
else if (player->mo->momz < 0) // still descending?
player->mo->momz = (39*(FRACUNIT/4))>>1; // just default to the jump height.
}
else if (!(player->pflags & PF_JUMPED)) // Spin Attack
{
if (player->mo->ceilingz-player->mo->floorz <= player->mo->height-1)
return;
// Jump this high.
if (player->pflags & PF_CARRIED)
{
player->mo->momz = 9*FRACUNIT;
player->pflags &= ~PF_CARRIED;
if (player-players == consoleplayer && botingame)
CV_SetValue(&cv_analog2, true);
}
else if (player->pflags & PF_ITEMHANG)
{
player->mo->momz = 9*FRACUNIT;
player->pflags &= ~PF_ITEMHANG;
}
else if (player->pflags & PF_ROPEHANG)
{
player->mo->momz = 12*FRACUNIT;
player->pflags &= ~PF_ROPEHANG;
P_SetTarget(&player->mo->tracer, NULL);
}
else if (player->mo->eflags & MFE_GOOWATER)
{
player->mo->momz = 7*FRACUNIT;
if (player->charability == CA_JUMPBOOST && onground)
{
if (player->charability2 == CA2_MULTIABILITY)
player->mo->momz += FixedMul(FRACUNIT/4, dist6);
else
player->mo->momz += FixedMul(FRACUNIT/8, dist6);
}
}
else if (maptol & TOL_NIGHTS)
player->mo->momz = 24*FRACUNIT;
else if (player->powers[pw_super])
{
if (player->charability == CA_FLOAT)
player->mo->momz = 28*FRACUNIT; //Obscene jump height anyone?
else if (player->charability == CA_SLOWFALL)
player->mo->momz = 37*(FRACUNIT/2); //Less obscene because during super, floating propells oneself upward.
else // Default super jump momentum.
player->mo->momz = 13*FRACUNIT;
// Add a boost for super characters with float/slowfall and multiability.
if (player->charability2 == CA2_MULTIABILITY &&
(player->charability == CA_FLOAT || player->charability == CA_SLOWFALL))
player->mo->momz += 2*FRACUNIT;
else if (player->charability == CA_JUMPBOOST)
{
if (player->charability2 == CA2_MULTIABILITY)
player->mo->momz += FixedMul(FRACUNIT/4, dist6);
else
player->mo->momz += FixedMul(FRACUNIT/8, dist6);
}
}
else if (player->charability2 == CA2_MULTIABILITY &&
(player->charability == CA_DOUBLEJUMP || player->charability == CA_FLOAT || player->charability == CA_SLOWFALL))
{
// Multiability exceptions, since some abilities cannot effectively use it and need a boost.
if (player->charability == CA_DOUBLEJUMP)
player->mo->momz = 23*(FRACUNIT/2); // Increased jump height instead of infinite jumps.
else if (player->charability == CA_FLOAT || player->charability == CA_SLOWFALL)
player->mo->momz = 12*FRACUNIT; // Increased jump height due to ineffective repeat.
}
else
{
player->mo->momz = 39*(FRACUNIT/4); // Default jump momentum.
if (player->charability == CA_JUMPBOOST && onground)
{
if (player->charability2 == CA2_MULTIABILITY)
player->mo->momz += FixedMul(FRACUNIT/4, dist6);
else
player->mo->momz += FixedMul(FRACUNIT/8, dist6);
}
}
// Reduce player momz by 58.5% when underwater.
if (player->mo->eflags & MFE_UNDERWATER)
player->mo->momz = FixedMul(player->mo->momz, FixedDiv(117*FRACUNIT, 200*FRACUNIT));
player->jumping = 1;
}
factor = player->jumpfactor;
if (twodlevel || (player->mo->flags2 & MF2_TWOD))
factor += player->jumpfactor / 10;
P_SetObjectMomZ(player->mo, FixedMul(factor, player->mo->momz), false); // Custom height
// set just an eensy above the ground
if (player->mo->eflags & MFE_VERTICALFLIP)
{
player->mo->z--;
if (player->mo->pmomz < 0)
player->mo->momz += player->mo->pmomz; // Add the platform's momentum to your jump.
else
player->mo->pmomz = 0;
}
else
{
player->mo->z++;
if (player->mo->pmomz > 0)
player->mo->momz += player->mo->pmomz; // Add the platform's momentum to your jump.
else
player->mo->pmomz = 0;
}
player->mo->eflags &= ~MFE_APPLYPMOMZ;
player->pflags |= PF_JUMPED;
if (soundandstate)
{
if (!player->spectator)
S_StartSound(player->mo, sfx_jump); // Play jump sound!
if (!(player->charability2 == CA2_SPINDASH))
P_SetPlayerMobjState(player->mo, S_PLAY_SPRING);
else
P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
}
}
//
// P_DoSpinDash
//
// Player spindash handling
//
static void P_DoSpinDash(player_t *player, ticcmd_t *cmd)
{
if (player->pflags & PF_STASIS)
return;
#ifdef HAVE_BLUA
if (cmd->buttons & BT_USE)
{
if (LUAh_SpinSpecial(player))
return;
}
#endif
// Spinning and Spindashing
if ((player->charability2 == CA2_SPINDASH) && !(player->pflags & PF_SLIDING) && !player->exiting
&& !P_PlayerInPain(player)) // subsequent revs
{
if ((cmd->buttons & BT_USE) && player->speed < FixedMul(5<<FRACBITS, player->mo->scale) && !player->mo->momz && onground && !(player->pflags & PF_USEDOWN) && !(player->pflags & PF_SPINNING)
#ifdef ESLOPE
&& (!player->mo->standingslope || abs(player->mo->standingslope->zdelta) < FRACUNIT/2)
#endif
)
{
player->mo->momx = player->cmomx;
player->mo->momy = player->cmomy;
player->pflags |= PF_STARTDASH|PF_SPINNING;
player->dashspeed = FixedMul(FRACUNIT, player->mo->scale);
player->dashtime = 0;
P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
player->pflags |= PF_USEDOWN;
}
else if ((cmd->buttons & BT_USE) && (player->pflags & PF_STARTDASH))
{
player->dashspeed += FixedMul(FRACUNIT, player->mo->scale);
if (!(player->dashtime++ % 5))
{
if (!player->spectator && player->dashspeed < FixedMul(player->maxdash, player->mo->scale))
S_StartSound(player->mo, sfx_spndsh); // Make the rev sound!
// Now spawn the color thok circle.
P_SpawnSpinMobj(player, player->revitem);
if (demorecording)
G_GhostAddRev();
}
}
// If not moving up or down, and travelling faster than a speed of four while not holding
// down the spin button and not spinning.
// AKA Just go into a spin on the ground, you idiot. ;)
else if ((cmd->buttons & BT_USE || ((twodlevel || (player->mo->flags2 & MF2_TWOD)) && cmd->forwardmove < -20))
&& !player->climbing && !player->mo->momz && onground && (player->speed > FixedMul(5<<FRACBITS, player->mo->scale)
#ifdef ESLOPE
|| (player->mo->standingslope && abs(player->mo->standingslope->zdelta) >= FRACUNIT/2)
#endif
) && !(player->pflags & PF_USEDOWN) && !(player->pflags & PF_SPINNING))
{
player->pflags |= PF_SPINNING;
P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
if (!player->spectator)
S_StartSound(player->mo, sfx_spin);
player->pflags |= PF_USEDOWN;
}
}
// Rolling normally
if (onground && player->pflags & PF_SPINNING && !(player->pflags & PF_STARTDASH)
&& player->speed < FixedMul(5*FRACUNIT,player->mo->scale)
#ifdef ESLOPE
&& (!player->mo->standingslope || abs(player->mo->standingslope->zdelta) < FRACUNIT/2)
#endif
)
{
if (GETSECSPECIAL(player->mo->subsector->sector->special, 4) == 7 || (player->mo->ceilingz - player->mo->floorz < P_GetPlayerHeight(player)))
P_InstaThrust(player->mo, player->mo->angle, FixedMul(10*FRACUNIT, player->mo->scale));
else
{
player->skidtime = 0;
player->pflags &= ~PF_SPINNING;
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
player->mo->momx = player->cmomx;
player->mo->momy = player->cmomy;
}
}
// Catapult the player from a spindash rev!
if (onground && !(player->pflags & PF_USEDOWN) && player->dashspeed && (player->pflags & PF_STARTDASH) && (player->pflags & PF_SPINNING))
{
if (player->powers[pw_ingoop])
player->dashspeed = 0;
player->pflags &= ~PF_STARTDASH;
if (!((gametype == GT_RACE || gametype == GT_COMPETITION) && leveltime < 4*TICRATE))
{
P_InstaThrust(player->mo, player->mo->angle, player->dashspeed); // catapult forward ho!!
if (!player->spectator)
S_StartSound(player->mo, sfx_zoom);
}
player->dashspeed = 0;
}
if (onground && (player->pflags & PF_SPINNING) && !(player->panim == PA_ROLL))
P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
}
//
// P_DoJumpShield
//
// Jump Shield Activation
//
void P_DoJumpShield(player_t *player)
{
if (player->pflags & PF_THOKKED)
return;
player->pflags &= ~PF_JUMPED;
P_DoJump(player, false);
player->pflags &= ~PF_JUMPED;
player->secondjump = 0;
player->jumping = 0;
player->pflags |= PF_THOKKED;
player->pflags &= ~PF_SPINNING;
P_SetPlayerMobjState(player->mo, S_PLAY_FALL1);
S_StartSound(player->mo, sfx_wdjump);
}
//
// P_Telekinesis
//
// Morph's fancy stuff-moving character ability
// +ve thrust pushes away, -ve thrust pulls in
//
void P_Telekinesis(player_t *player, fixed_t thrust, fixed_t range)
{
thinker_t *th;
mobj_t *mo2;
fixed_t dist = 0;
angle_t an;
if (player->powers[pw_super]) // increase range when super
range *= 2;
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
if (mo2 == player->mo)
continue;
if (!((mo2->flags & MF_SHOOTABLE && mo2->flags & MF_ENEMY) || mo2->type == MT_EGGGUARD || mo2->player))
continue;
dist = P_AproxDistance(P_AproxDistance(player->mo->x-mo2->x, player->mo->y-mo2->y), player->mo->z-mo2->z);
if (range < dist)
continue;
if (!P_CheckSight(player->mo, mo2))
continue; // if your psychic powers can't "see" it don't bother
an = R_PointToAngle2(player->mo->x, player->mo->y, mo2->x, mo2->y);
if (mo2->health > 0)
{
P_Thrust(mo2, an, thrust);
if (mo2->type == MT_GOLDBUZZ || mo2->type == MT_REDBUZZ)
mo2->tics += 8;
}
}
P_SpawnThokMobj(player);
player->pflags |= PF_THOKKED;
}
//
// P_DoJumpStuff
//
// Handles player jumping
//
static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
{
if (player->pflags & PF_JUMPSTASIS)
return;
if (cmd->buttons & BT_USE && !(player->pflags & PF_JUMPDOWN) && !player->exiting && !P_PlayerInPain(player))
{
if (onground || player->climbing || player->pflags & (PF_CARRIED|PF_ITEMHANG|PF_ROPEHANG))
{}
else if (player->pflags & PF_MACESPIN && player->mo->tracer)
{}
else if (!(player->pflags & PF_SLIDING) && ((gametype != GT_CTF) || (!player->gotflag)))
{
#ifdef HAVE_BLUA
if (!LUAh_JumpSpinSpecial(player))
#endif
switch (player->charability)
{
case CA_TELEKINESIS:
if (player->pflags & PF_JUMPED)
{
if (!(player->pflags & PF_THOKKED) || (player->charability2 == CA2_MULTIABILITY))
{
P_Telekinesis(player,
-FixedMul(player->actionspd, player->mo->scale), // -ve thrust (pulling towards player)
FixedMul(384*FRACUNIT, player->mo->scale));
}
}
break;
case CA_AIRDRILL:
if (player->pflags & PF_JUMPED)
{
if (player->pflags & PF_THOKKED) // speed up falling down
{
if (player->secondjump < 42)
player->secondjump ++;
}
}
break;
default:
break;
}
}
}
if (player->charability == CA_AIRDRILL)
{
if (player->pflags & PF_JUMPED)
{
if (player->flyangle > 0 && player->pflags & PF_THOKKED)
{
player->flyangle--;
P_SetObjectMomZ(player->mo, ((player->flyangle-24 - player->secondjump*3)*((player->actionspd>>FRACBITS)/12 + 1)<<FRACBITS)/7, false);
P_SpawnThokMobj(player);
if ((player->mo->eflags & MFE_UNDERWATER))
P_InstaThrust(player->mo, player->mo->angle, FixedMul(player->normalspeed, player->mo->scale)*(80-player->flyangle - (player->actionspd>>FRACBITS)/2)/80);
else
P_InstaThrust(player->mo, player->mo->angle, ((FixedMul(player->normalspeed - player->actionspd/4, player->mo->scale))*2)/3);
}
}
}
if (cmd->buttons & BT_JUMP && !player->exiting && !P_PlayerInPain(player))
{
#ifdef HAVE_BLUA
if (LUAh_JumpSpecial(player))
;
else
#endif
if (player->pflags & PF_JUMPDOWN) // all situations below this require jump button not to be pressed already
;
else
// Jump S3&K style while in quicksand.
if (P_InQuicksand(player->mo))
{
P_DoJump(player, true);
player->secondjump = 0;
player->pflags &= ~PF_THOKKED;
}
else
// can't jump while in air, can't jump while jumping
if (onground || player->climbing || player->pflags & (PF_CARRIED|PF_ITEMHANG|PF_ROPEHANG))
{
P_DoJump(player, true);
player->secondjump = 0;
player->pflags &= ~PF_THOKKED;
}
else if (player->pflags & PF_MACESPIN && player->mo->tracer)
{
player->pflags &= ~PF_MACESPIN;
player->powers[pw_flashing] = TICRATE/4;
}
else if (player->pflags & PF_SLIDING || (gametype == GT_CTF && player->gotflag))
;
else if (P_SuperReady(player))
{
// If you can turn super and aren't already,
// and you don't have a shield, do it!
P_DoSuperTransformation(player, false);
}
else if (player->pflags & PF_JUMPED)
{
#ifdef HAVE_BLUA
if (!LUAh_AbilitySpecial(player))
#endif
switch (player->charability)
{
case CA_THOK:
case CA_HOMINGTHOK:
case CA_JUMPTHOK: // Credit goes to CZ64 and Sryder13 for the original
// Now it's Sonic's abilities turn!
// THOK!
if (!(player->pflags & PF_THOKKED) || (player->charability2 == CA2_MULTIABILITY))
{
// Catapult the player
fixed_t actionspd = player->actionspd;
if (player->mo->eflags & MFE_UNDERWATER)
actionspd >>= 1;
if ((player->charability == CA_JUMPTHOK) && !(player->pflags & PF_THOKKED))
{
player->pflags &= ~PF_JUMPED;
P_DoJump(player, false);
}
P_InstaThrust(player->mo, player->mo->angle, FixedMul(actionspd, player->mo->scale));
if (maptol & TOL_2D)
{
player->mo->momx /= 2;
player->mo->momy /= 2;
}
else if (player->charability == CA_HOMINGTHOK)
{
player->mo->momx /= 3;
player->mo->momy /= 3;
}
if (player->mo->info->attacksound && !player->spectator)
S_StartSound(player->mo, player->mo->info->attacksound); // Play the THOK sound
P_SpawnThokMobj(player);
if (player->charability == CA_HOMINGTHOK && !player->homing)
{
if (P_LookForEnemies(player))
{
if (player->mo->tracer)
player->homing = 3*TICRATE;
}
}
player->pflags &= ~(PF_SPINNING|PF_STARTDASH);
player->pflags |= PF_THOKKED;
}
break;
case CA_FLY:
case CA_SWIM: // Swim
// If currently in the air from a jump, and you pressed the
// button again and have the ability to fly, do so!
if (player->charability == CA_SWIM && !(player->mo->eflags & MFE_UNDERWATER))
; // Can't do anything if you're a fish out of water!
else if (!(player->pflags & PF_THOKKED) && !(player->powers[pw_tailsfly]))
{
P_SetPlayerMobjState(player->mo, S_PLAY_ABL1); // Change to the flying animation
player->powers[pw_tailsfly] = tailsflytics + 1; // Set the fly timer
player->pflags &= ~(PF_JUMPED|PF_SPINNING|PF_STARTDASH);
player->pflags |= PF_THOKKED;
}
break;
case CA_GLIDEANDCLIMB:
// Now Knuckles-type abilities are checked.
// If you can turn super and aren't already,
// and you don't have a shield, do it!
if (!(player->pflags & PF_THOKKED) || player->charability2 == CA2_MULTIABILITY)
{
INT32 glidespeed = player->actionspd;
player->pflags |= PF_GLIDING|PF_THOKKED;
player->glidetime = 0;
if (player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]))
{
// Glide at double speed while super.
glidespeed *= 2;
player->pflags &= ~PF_THOKKED;
}
P_SetPlayerMobjState(player->mo, S_PLAY_ABL1);
P_InstaThrust(player->mo, player->mo->angle, FixedMul(glidespeed, player->mo->scale));
player->pflags &= ~(PF_SPINNING|PF_STARTDASH);
}
break;
case CA_DOUBLEJUMP: // Double-Jump
if (!(player->pflags & PF_THOKKED))
{
player->pflags &= ~PF_JUMPED;
P_DoJump(player, true);
// Allow infinite double jumping if super.
if (!player->powers[pw_super])
player->pflags |= PF_THOKKED;
}
break;
case CA_FLOAT: // Float
case CA_SLOWFALL: // Slow descent hover
if (!player->secondjump)
player->secondjump = 1;
break;
case CA_TELEKINESIS:
if (!(player->pflags & PF_THOKKED) || player->charability2 == CA2_MULTIABILITY)
{
P_Telekinesis(player,
FixedMul(player->actionspd, player->mo->scale), // +ve thrust (pushing away from player)
FixedMul(384*FRACUNIT, player->mo->scale));
}
break;
case CA_FALLSWITCH:
if (!(player->pflags & PF_THOKKED) || player->charability2 == CA2_MULTIABILITY)
{
player->mo->momz = -player->mo->momz;
P_SpawnThokMobj(player);
player->pflags |= PF_THOKKED;
}
break;
case CA_AIRDRILL:
if (!(player->pflags & PF_THOKKED) || player->charability2 == CA2_MULTIABILITY)
{
player->flyangle = 56 + (60-(player->actionspd>>FRACBITS))/3;
player->pflags |= PF_THOKKED;
S_StartSound(player->mo, sfx_spndsh);
}
break;
default:
break;
}
}
else if (player->pflags & PF_THOKKED)
{
#ifdef HAVE_BLUA
if (!LUAh_AbilitySpecial(player))
#endif
switch (player->charability)
{
case CA_FLY:
case CA_SWIM: // Swim
if (player->charability == CA_SWIM && !(player->mo->eflags & MFE_UNDERWATER))
; // Can't do anything if you're a fish out of water!
else if (player->powers[pw_tailsfly]) // If currently flying, give an ascend boost.
{
if (!player->fly1)
player->fly1 = 20;
else
player->fly1 = 2;
if (player->charability == CA_SWIM)
player->fly1 /= 2;
// Slow down!
if (player->speed > FixedMul(8*FRACUNIT, player->mo->scale) && player->speed > FixedMul(player->normalspeed>>1, player->mo->scale))
P_Thrust(player->mo, R_PointToAngle2(0,0,player->mo->momx,player->mo->momy), FixedMul(-4*FRACUNIT, player->mo->scale));
}
break;
default:
break;
}
}
else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_JUMP && !player->powers[pw_super])
P_DoJumpShield(player);
}
if (cmd->buttons & BT_JUMP)
{
player->pflags |= PF_JUMPDOWN;
if ((gametype != GT_CTF || !player->gotflag) && !player->exiting)
{
if (player->secondjump == 1)
{
if (player->charability == CA_FLOAT)
player->mo->momz = 0;
else if (player->charability == CA_SLOWFALL)
{
if (player->powers[pw_super])
{
if (P_MobjFlip(player->mo)*player->mo->momz < gravity*16)
player->mo->momz = P_MobjFlip(player->mo)*gravity*16; //Float upward 4x as fast while super.
}
else if (P_MobjFlip(player->mo)*player->mo->momz < -gravity*4)
player->mo->momz = P_MobjFlip(player->mo)*-gravity*4;
}
player->pflags &= ~PF_SPINNING;
}
}
}
else // If not pressing the jump button
{
player->pflags &= ~PF_JUMPDOWN;
// Repeat abilities, but not double jump!
if ((player->charability2 == CA2_MULTIABILITY && player->charability != CA_DOUBLEJUMP)
|| (player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds])))
player->secondjump = 0;
else if (player->charability == CA_FLOAT && player->secondjump == 1)
player->secondjump = 2;
// If letting go of the jump button while still on ascent, cut the jump height.
if (player->pflags & PF_JUMPED && P_MobjFlip(player->mo)*player->mo->momz > 0 && player->jumping == 1)
{
player->mo->momz >>= 1;
player->jumping = 0;
}
}
}
static boolean P_AnalogMove(player_t *player)
{
return player->pflags & PF_ANALOGMODE;
}
//
// P_GetPlayerControlDirection
//
// Determines if the player is pressing in the direction they are moving
//
// 0 = no controls pressed/no movement
// 1 = pressing in the direction of movement
// 2 = pressing in the opposite direction of movement
//
INT32 P_GetPlayerControlDirection(player_t *player)
{
ticcmd_t *cmd = &player->cmd;
angle_t controllerdirection, controlplayerdirection;
camera_t *thiscam;
angle_t dangle;
fixed_t tempx = 0, tempy = 0;
angle_t tempangle, origtempangle;
if (splitscreen && player == &players[secondarydisplayplayer])
thiscam = &camera2;
else
thiscam = &camera;
if (!cmd->forwardmove && !cmd->sidemove)
return 0;
if (!player->mo->momx && !player->mo->momy)
return 0;
if (twodlevel || player->mo->flags2 & MF2_TWOD)
{
if (!cmd->sidemove)
return 0;
if (!player->mo->momx)
return 0;
origtempangle = tempangle = 0; // relative to the axis rather than the player!
controlplayerdirection = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy);
}
else if (P_AnalogMove(player) && thiscam->chase)
{
if (player->awayviewtics)
origtempangle = tempangle = player->awayviewmobj->angle;
else
origtempangle = tempangle = thiscam->angle;
controlplayerdirection = player->mo->angle;
}
else
{
origtempangle = tempangle = player->mo->angle;
controlplayerdirection = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy);
}
// Calculate the angle at which the controls are pointing
// to figure out the proper mforward and mbackward.
tempangle >>= ANGLETOFINESHIFT;
if (!(twodlevel || player->mo->flags2 & MF2_TWOD)) // in 2d mode, sidemove is treated as the forwards/backwards direction
{
tempx += FixedMul(cmd->forwardmove*FRACUNIT,FINECOSINE(tempangle));
tempy += FixedMul(cmd->forwardmove*FRACUNIT,FINESINE(tempangle));
tempangle = origtempangle-ANGLE_90;
tempangle >>= ANGLETOFINESHIFT;
}
tempx += FixedMul(cmd->sidemove*FRACUNIT,FINECOSINE(tempangle));
tempy += FixedMul(cmd->sidemove*FRACUNIT,FINESINE(tempangle));
controllerdirection = R_PointToAngle2(0, 0, tempx, tempy);
dangle = controllerdirection - controlplayerdirection;
if (dangle > ANGLE_180) //flip to keep to one side
dangle = InvAngle(dangle);
if (dangle > ANGLE_90)
return 2; // Controls pointing backwards from player
else
return 1; // Controls pointing in player's general direction
}
// Control scheme for 2d levels.
static void P_2dMovement(player_t *player)
{
ticcmd_t *cmd;
INT32 topspeed, acceleration, thrustfactor;
fixed_t movepushforward = 0;
angle_t movepushangle = 0;
fixed_t normalspd = FixedMul(player->normalspeed, player->mo->scale);
cmd = &player->cmd;
if (player->exiting || player->pflags & PF_STASIS)
{
cmd->forwardmove = cmd->sidemove = 0;
if (player->pflags & PF_GLIDING)
{
if (!player->skidtime)
player->pflags &= ~PF_GLIDING;
else if (player->exiting)
{
player->pflags &= ~PF_GLIDING;
P_SetPlayerMobjState(player->mo, S_PLAY_RUN1);
player->skidtime = 0;
}
}
if (player->pflags & PF_SPINNING && !player->exiting)
{
player->pflags &= ~PF_SPINNING;
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
}
}
// cmomx/cmomy stands for the conveyor belt speed.
if (player->onconveyor == 2) // Wind/Current
{
//if (player->mo->z > player->mo->watertop || player->mo->z + player->mo->height < player->mo->waterbottom)
if (!(player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)))
player->cmomx = player->cmomy = 0;
}
else if (player->onconveyor == 4 && !P_IsObjectOnGround(player->mo)) // Actual conveyor belt
player->cmomx = player->cmomy = 0;
else if (player->onconveyor != 2 && player->onconveyor != 4
#ifdef POLYOBJECTS
&& player->onconveyor != 1
#endif
)
player->cmomx = player->cmomy = 0;
player->rmomx = player->mo->momx - player->cmomx;
player->rmomy = player->mo->momy - player->cmomy;
// Calculates player's speed based on absolute-value-of-a-number formula
player->speed = abs(player->rmomx);
if (player->pflags & PF_GLIDING)
{
// Angle fix.
if (player->mo->angle < ANGLE_180 && player->mo->angle > ANGLE_90)
player->mo->angle = ANGLE_180;
else if (player->mo->angle < ANGLE_90 && player->mo->angle > 0)
player->mo->angle = 0;
if (cmd->sidemove > 0 && player->mo->angle != 0 && player->mo->angle >= ANGLE_180)
player->mo->angle += 1280<<FRACBITS;
else if (cmd->sidemove < 0 && player->mo->angle != ANGLE_180 && (player->mo->angle > ANGLE_180 || player->mo->angle == 0))
player->mo->angle -= 1280<<FRACBITS;
else if (cmd->sidemove == 0)
{
if (player->mo->angle >= ANGLE_270)
player->mo->angle += 1280<<FRACBITS;
else if (player->mo->angle < ANGLE_270 && player->mo->angle > ANGLE_180)
player->mo->angle -= 1280<<FRACBITS;
}
}
else if (cmd->sidemove && !(player->climbing) && !P_PlayerInPain(player))
{
if (cmd->sidemove > 0)
player->mo->angle = 0;
else if (cmd->sidemove < 0)
player->mo->angle = ANGLE_180;
}
if (player == &players[consoleplayer])
localangle = player->mo->angle;
else if (player == &players[secondarydisplayplayer])
localangle2 = player->mo->angle;
if (player->pflags & PF_GLIDING)
movepushangle = player->mo->angle;
else
{
if (cmd->sidemove > 0)
movepushangle = 0;
else if (cmd->sidemove < 0)
movepushangle = ANGLE_180;
else
movepushangle = player->mo->angle;
}
// Do not let the player control movement if not onground.
onground = P_IsObjectOnGround(player->mo);
player->aiming = cmd->aiming<<FRACBITS;
// Set the player speeds.
if (maptol & TOL_2D)
normalspd = FixedMul(normalspd, 2*FRACUNIT/3);
if (player->powers[pw_super] || player->powers[pw_sneakers])
{
thrustfactor = player->thrustfactor*2;
acceleration = player->accelstart/2 + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * player->acceleration/2;
if (player->powers[pw_tailsfly])
topspeed = normalspd;
else if (player->mo->eflags & (MFE_UNDERWATER|MFE_GOOWATER) && !(player->pflags & PF_SLIDING))
{
topspeed = normalspd;
acceleration = 2*acceleration/3;
}
else
topspeed = normalspd * 2;
}
else
{
thrustfactor = player->thrustfactor;
acceleration = player->accelstart + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * player->acceleration;
if (player->powers[pw_tailsfly])
topspeed = normalspd/2;
else if (player->mo->eflags & (MFE_UNDERWATER|MFE_GOOWATER) && !(player->pflags & PF_SLIDING))
{
topspeed = normalspd/2;
acceleration = 2*acceleration/3;
}
else
topspeed = normalspd;
}
//////////////////////////////////////
if (player->climbing)
{
if (cmd->forwardmove != 0)
P_SetObjectMomZ(player->mo, FixedDiv(cmd->forwardmove*FRACUNIT,10*FRACUNIT), false);
if (player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]))
player->mo->momz *= 2;
player->mo->momx = 0;
}
else if (cmd->sidemove != 0 && !(player->pflags & PF_GLIDING || player->exiting
|| (P_PlayerInPain(player) && !onground)))
{
movepushforward = abs(cmd->sidemove) * (thrustfactor * acceleration);
// allow very small movement while in air for gameplay
if (!onground)
movepushforward >>= 1; // Proper air movement
// Allow a bit of movement while spinning
if (player->pflags & PF_SPINNING)
{
if (!(player->pflags & PF_STARTDASH))
movepushforward = movepushforward/48;
else
movepushforward = 0;
}
movepushforward = FixedMul(movepushforward, player->mo->scale);
if (player->rmomx < topspeed && cmd->sidemove > 0) // Sonic's Speed
P_Thrust(player->mo, movepushangle, movepushforward);
else if (player->rmomx > -topspeed && cmd->sidemove < 0)
P_Thrust(player->mo, movepushangle, movepushforward);
}
}
//#define OLD_MOVEMENT_CODE 1
static void P_3dMovement(player_t *player)
{
ticcmd_t *cmd;
angle_t movepushangle, movepushsideangle; // Analog
INT32 topspeed, acceleration, thrustfactor;
fixed_t movepushforward = 0, movepushside = 0;
INT32 mforward = 0, mbackward = 0;
angle_t dangle; // replaces old quadrants bits
fixed_t normalspd = FixedMul(player->normalspeed, player->mo->scale);
boolean analogmove = false;
fixed_t oldMagnitude, newMagnitude;
#ifdef ESLOPE
vector3_t totalthrust;
totalthrust.x = totalthrust.y = 0; // I forget if this is needed
totalthrust.z = FRACUNIT*P_MobjFlip(player->mo)/3; // A bit of extra push-back on slopes
#endif // ESLOPE
// Get the old momentum; this will be needed at the end of the function! -SH
oldMagnitude = R_PointToDist2(player->mo->momx - player->cmomx, player->mo->momy - player->cmomy, 0, 0);
analogmove = P_AnalogMove(player);
cmd = &player->cmd;
if (player->exiting || player->pflags & PF_STASIS)
{
cmd->forwardmove = cmd->sidemove = 0;
if (player->pflags & PF_GLIDING)
{
if (!player->skidtime)
player->pflags &= ~PF_GLIDING;
else if (player->exiting)
{
player->pflags &= ~PF_GLIDING;
P_SetPlayerMobjState(player->mo, S_PLAY_RUN1);
player->skidtime = 0;
}
}
if (player->pflags & PF_SPINNING && !player->exiting)
{
player->pflags &= ~PF_SPINNING;
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
}
}
if (analogmove)
{
movepushangle = (cmd->angleturn<<16 /* not FRACBITS */);
}
else
{
movepushangle = player->mo->angle;
}
movepushsideangle = movepushangle-ANGLE_90;
// cmomx/cmomy stands for the conveyor belt speed.
if (player->onconveyor == 2) // Wind/Current
{
//if (player->mo->z > player->mo->watertop || player->mo->z + player->mo->height < player->mo->waterbottom)
if (!(player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)))
player->cmomx = player->cmomy = 0;
}
else if (player->onconveyor == 4 && !P_IsObjectOnGround(player->mo)) // Actual conveyor belt
player->cmomx = player->cmomy = 0;
else if (player->onconveyor != 2 && player->onconveyor != 4
#ifdef POLYOBJECTS
&& player->onconveyor != 1
#endif
)
player->cmomx = player->cmomy = 0;
player->rmomx = player->mo->momx - player->cmomx;
player->rmomy = player->mo->momy - player->cmomy;
// Calculates player's speed based on distance-of-a-line formula
player->speed = P_AproxDistance(player->rmomx, player->rmomy);
// Monster Iestyn - 04-11-13
// Quadrants are stupid, excessive and broken, let's do this a much simpler way!
// Get delta angle from rmom angle and player angle first
dangle = R_PointToAngle2(0,0, player->rmomx, player->rmomy) - player->mo->angle;
if (dangle > ANGLE_180) //flip to keep to one side
dangle = InvAngle(dangle);
// now use it to determine direction!
if (dangle <= ANGLE_45) // angles 0-45 or 315-360
mforward = 1; // going forwards
else if (dangle >= ANGLE_135) // angles 135-225
mbackward = 1; // going backwards
// anything else will leave both at 0, so no need to do anything else
// When sliding, don't allow forward/back
if (player->pflags & PF_SLIDING)
cmd->forwardmove = 0;
// Do not let the player control movement if not onground.
onground = P_IsObjectOnGround(player->mo);
player->aiming = cmd->aiming<<FRACBITS;
// Set the player speeds.
if (player->pflags & PF_SLIDING)
{
normalspd = FixedMul(36<<FRACBITS, player->mo->scale);
thrustfactor = 5;
acceleration = 96 + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * 40;
topspeed = normalspd;
}
else if (player->bot)
{ // Bot steals player 1's stats
normalspd = FixedMul(players[consoleplayer].normalspeed, player->mo->scale);
thrustfactor = players[consoleplayer].thrustfactor;
acceleration = players[consoleplayer].accelstart + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * players[consoleplayer].acceleration;
if (player->powers[pw_tailsfly])
topspeed = normalspd/2;
else if (player->mo->eflags & (MFE_UNDERWATER|MFE_GOOWATER))
{
topspeed = normalspd/2;
acceleration = 2*acceleration/3;
}
else
topspeed = normalspd;
}
else if (player->powers[pw_super] || player->powers[pw_sneakers])
{
thrustfactor = player->thrustfactor*2;
acceleration = player->accelstart/2 + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * player->acceleration/2;
if (player->powers[pw_tailsfly])
topspeed = normalspd;
else if (player->mo->eflags & (MFE_UNDERWATER|MFE_GOOWATER))
{
topspeed = normalspd;
acceleration = 2*acceleration/3;
}
else
topspeed = normalspd * 2;
}
else
{
thrustfactor = player->thrustfactor;
acceleration = player->accelstart + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * player->acceleration;
if (player->powers[pw_tailsfly])
topspeed = normalspd/2;
else if (player->mo->eflags & (MFE_UNDERWATER|MFE_GOOWATER))
{
topspeed = normalspd/2;
acceleration = 2*acceleration/3;
}
else
topspeed = normalspd;
}
// Better maneuverability while flying
if(player->powers[pw_tailsfly])
{
thrustfactor = player->thrustfactor*2;
acceleration = player->accelstart + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * player->acceleration;
}
// Forward movement
if (player->climbing)
{
if (cmd->forwardmove)
{
P_SetObjectMomZ(player->mo, FixedDiv(cmd->forwardmove*FRACUNIT, 10*FRACUNIT), false);
if (player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]))
player->mo->momz *= 2;
}
}
else if (!analogmove
&& cmd->forwardmove != 0 && !(player->pflags & PF_GLIDING || player->exiting
|| (P_PlayerInPain(player) && !onground)))
{
movepushforward = cmd->forwardmove * (thrustfactor * acceleration);
// allow very small movement while in air for gameplay
if (!onground)
movepushforward >>= 2; // proper air movement
// Allow a bit of movement while spinning
if (player->pflags & PF_SPINNING)
{
if ((mforward && cmd->forwardmove > 0) || (mbackward && cmd->forwardmove < 0))
movepushforward = 0;
else if (!(player->pflags & PF_STARTDASH))
movepushforward = FixedDiv(movepushforward, 16*FRACUNIT);
else
movepushforward = 0;
}
movepushforward = FixedMul(movepushforward, player->mo->scale);
#ifdef ESLOPE
totalthrust.x += P_ReturnThrustX(player->mo, movepushangle, movepushforward);
totalthrust.y += P_ReturnThrustY(player->mo, movepushangle, movepushforward);
#else
P_Thrust(player->mo, movepushangle, movepushforward);
#endif
}
// Sideways movement
if (player->climbing)
{
if (player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]))
P_InstaThrust(player->mo, player->mo->angle-ANGLE_90, FixedMul(FixedDiv(cmd->sidemove*FRACUNIT, 5*FRACUNIT), player->mo->scale));
else
P_InstaThrust(player->mo, player->mo->angle-ANGLE_90, FixedMul(FixedDiv(cmd->sidemove*FRACUNIT, 10*FRACUNIT), player->mo->scale));
}
// Analog movement control
else if (analogmove)
{
if (!(player->pflags & PF_GLIDING || player->exiting || P_PlayerInPain(player)))
{
angle_t controldirection;
// Calculate the angle at which the controls are pointing
// to figure out the proper mforward and mbackward.
// (Why was it so complicated before? ~Red)
controldirection = R_PointToAngle2(0, 0, cmd->forwardmove*FRACUNIT, -cmd->sidemove*FRACUNIT)+movepushangle;
movepushforward = max(abs(cmd->sidemove), abs(cmd->forwardmove)) * (thrustfactor * acceleration);
// allow very small movement while in air for gameplay
if (!onground)
movepushforward >>= 2; // proper air movement
// Allow a bit of movement while spinning
if (player->pflags & PF_SPINNING)
{
// Stupid little movement prohibitor hack
// that REALLY shouldn't belong in analog code.
if ((mforward && cmd->forwardmove > 0) || (mbackward && cmd->forwardmove < 0))
movepushforward = 0;
else if (!(player->pflags & PF_STARTDASH))
movepushforward = FixedDiv(movepushforward, 16*FRACUNIT);
else
movepushforward = 0;
}
movepushsideangle = controldirection;
movepushforward = FixedMul(movepushforward, player->mo->scale);
#ifdef ESLOPE
totalthrust.x += P_ReturnThrustX(player->mo, controldirection, movepushforward);
totalthrust.y += P_ReturnThrustY(player->mo, controldirection, movepushforward);
#else
P_Thrust(player->mo, controldirection, movepushforward);
#endif
}
}
else if (cmd->sidemove && !(player->pflags & PF_GLIDING) && !player->exiting && !P_PlayerInPain(player))
{
movepushside = cmd->sidemove * (thrustfactor * acceleration);
if (!onground)
{
movepushside >>= 2;
// Reduce movepushslide even more if over "max" flight speed
if (player->powers[pw_tailsfly] && player->speed > topspeed)
movepushside >>= 2;
}
// Allow a bit of movement while spinning
if (player->pflags & PF_SPINNING)
{
if (!(player->pflags & PF_STARTDASH))
movepushside = FixedDiv(movepushside,16*FRACUNIT);
else
movepushside = 0;
}
// Finally move the player now that his speed/direction has been decided.
movepushside = FixedMul(movepushside, player->mo->scale);
#ifdef ESLOPE
totalthrust.x += P_ReturnThrustX(player->mo, movepushsideangle, movepushside);
totalthrust.y += P_ReturnThrustY(player->mo, movepushsideangle, movepushside);
#else
P_Thrust(player->mo, movepushsideangle, movepushside);
#endif
}
#ifdef ESLOPE
if ((totalthrust.x || totalthrust.y)
&& player->mo->standingslope && abs(player->mo->standingslope->zdelta) > FRACUNIT/2) {
// Factor thrust to slope, but only for the part pushing up it!
// The rest is unaffected.
angle_t thrustangle = R_PointToAngle2(0, 0, totalthrust.x, totalthrust.y)-player->mo->standingslope->xydirection;
if (player->mo->standingslope->zdelta < 0) { // Direction goes down, so thrustangle needs to face toward
if (thrustangle < ANGLE_90 || thrustangle > ANGLE_270) {
P_QuantizeMomentumToSlope(&totalthrust, player->mo->standingslope);
}
} else { // Direction goes up, so thrustangle needs to face away
if (thrustangle > ANGLE_90 && thrustangle < ANGLE_270) {
P_QuantizeMomentumToSlope(&totalthrust, player->mo->standingslope);
}
}
}
player->mo->momx += totalthrust.x;
player->mo->momy += totalthrust.y;
#endif
// Time to ask three questions:
// 1) Are we over topspeed?
// 2) If "yes" to 1, were we moving over topspeed to begin with?
// 3) If "yes" to 2, are we now going faster?
// If "yes" to 3, normalize to our initial momentum; this will allow thoks to stay as fast as they normally are.
// If "no" to 3, ignore it; the player might be going too fast, but they're slowing down, so let them.
// If "no" to 2, normalize to topspeed, so we can't suddenly run faster than it of our own accord.
// If "no" to 1, we're not reaching any limits yet, so ignore this entirely!
// -Shadow Hog
newMagnitude = R_PointToDist2(player->mo->momx - player->cmomx, player->mo->momy - player->cmomy, 0, 0);
if (newMagnitude > topspeed)
{
fixed_t tempmomx, tempmomy;
if (oldMagnitude > topspeed)
{
if (newMagnitude > oldMagnitude)
{
tempmomx = FixedMul(FixedDiv(player->mo->momx - player->cmomx, newMagnitude), oldMagnitude);
tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), oldMagnitude);
player->mo->momx = tempmomx + player->cmomx;
player->mo->momy = tempmomy + player->cmomy;
}
// else do nothing
}
else
{
tempmomx = FixedMul(FixedDiv(player->mo->momx - player->cmomx, newMagnitude), topspeed);
tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), topspeed);
player->mo->momx = tempmomx + player->cmomx;
player->mo->momy = tempmomy + player->cmomy;
}
}
}
//
// P_SpectatorMovement
//
// Control for spectators in multiplayer
//
static void P_SpectatorMovement(player_t *player)
{
ticcmd_t *cmd = &player->cmd;
player->mo->angle = (cmd->angleturn<<16 /* not FRACBITS */);
ticruned++;
if (!(cmd->angleturn & TICCMD_RECEIVED))
ticmiss++;
if (player->mo->z > player->mo->ceilingz - player->mo->height)
player->mo->z = player->mo->ceilingz - player->mo->height;
if (player->mo->z < player->mo->floorz)
player->mo->z = player->mo->floorz;
if (cmd->buttons & BT_JUMP)
player->mo->z += FRACUNIT*16;
else if (cmd->buttons & BT_USE)
player->mo->z -= FRACUNIT*16;
// Aiming needed for SEENAMES, etc.
// We may not need to fire as a spectator, but this is still handy!
player->aiming = cmd->aiming<<FRACBITS;
player->mo->momx = player->mo->momy = player->mo->momz = 0;
if (cmd->forwardmove != 0)
{
P_Thrust(player->mo, player->mo->angle, cmd->forwardmove*(FRACUNIT/2));
// Quake-style flying spectators :D
player->mo->momz += FixedMul(cmd->forwardmove*(FRACUNIT/2), AIMINGTOSLOPE(player->aiming));
}
if (cmd->sidemove != 0)
{
P_Thrust(player->mo, player->mo->angle-ANGLE_90, cmd->sidemove*(FRACUNIT/2));
}
}
//
// P_ShootLine
//
// Fun and fancy
// graphical indicator
// for building/debugging
// NiGHTS levels!
static void P_ShootLine(mobj_t *source, mobj_t *dest, fixed_t height)
{
mobj_t *mo;
INT32 i;
fixed_t temp;
INT32 speed, seesound;
temp = dest->z;
dest->z = height;
seesound = mobjinfo[MT_REDRING].seesound;
speed = mobjinfo[MT_REDRING].speed;
mobjinfo[MT_REDRING].seesound = sfx_None;
mobjinfo[MT_REDRING].speed = 20*FRACUNIT;
mo = P_SpawnXYZMissile(source, dest, MT_REDRING, source->x, source->y, height);
dest->z = temp;
if (mo)
{
mo->flags2 |= MF2_RAILRING;
mo->flags2 |= MF2_DONTDRAW;
mo->flags |= MF_NOCLIPHEIGHT;
mo->flags |= MF_NOCLIP;
mo->flags &= ~MF_MISSILE;
mo->fuse = 3;
}
for (i = 0; i < 32; i++)
{
if (mo)
{
if (!(mo->flags & MF_NOBLOCKMAP))
{
P_UnsetThingPosition(mo);
mo->flags |= MF_NOBLOCKMAP;
P_SetThingPosition(mo);
}
if (i&1)
P_SpawnMobj(mo->x, mo->y, mo->z, MT_SPARK);
P_UnsetThingPosition(mo);
mo->x += mo->momx;
mo->y += mo->momy;
mo->z += mo->momz;
P_SetThingPosition(mo);
}
else
{
mobjinfo[MT_REDRING].seesound = seesound;
mobjinfo[MT_REDRING].speed = speed;
return;
}
}
mobjinfo[MT_REDRING].seesound = seesound;
mobjinfo[MT_REDRING].speed = speed;
}
#define MAXDRILLSPEED 14000
#define MAXNORMALSPEED 6250 //6000
static void P_NightsTransferPoints(player_t *player, fixed_t xspeed, fixed_t radius)
{
if (player->pflags & PF_TRANSFERTOCLOSEST)
{
const angle_t fa = R_PointToAngle2(player->axis1->x, player->axis1->y, player->axis2->x, player->axis2->y);
P_InstaThrust(player->mo, fa, xspeed/10);
}
else
{
const angle_t fa = player->angle_pos>>ANGLETOFINESHIFT;
player->mo->momx = player->mo->target->x + FixedMul(FINECOSINE(fa),radius) - player->mo->x;
player->mo->momy = player->mo->target->y + FixedMul(FINESINE(fa),radius) - player->mo->y;
}
if (player->exiting)
return;
// You're welcome, Rob. (Now with slightly less horrendous hacking -Red
player->mo->tracer->flags &= ~MF_NOCLIP;
player->mo->tracer->z = player->mo->z;
if (!P_TryMove(player->mo->tracer, player->mo->x+player->mo->momx, player->mo->y+player->mo->momy, true)) {
player->mo->tracer->flags |= MF_NOCLIP;
return;
}
player->mo->tracer->flags |= MF_NOCLIP;
{
const INT32 sequence = player->mo->target->threshold;
mobj_t *transfer1 = NULL;
mobj_t *transfer2 = NULL;
mobj_t *axis;
mobj_t *mo2;
thinker_t *th;
line_t transfer1line;
line_t transfer2line;
boolean transfer1last = false;
boolean transfer2last = false;
vertex_t vertices[4];
fixed_t truexspeed = xspeed*(!(player->pflags & PF_TRANSFERTOCLOSEST) && player->mo->target->flags & MF_AMBUSH ? -1 : 1);
// Find next waypoint
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
continue;
mo2 = (mobj_t *)th;
// Axis things are only at beginning of list.
if (!(mo2->flags2 & MF2_AXIS))
break;
if ((mo2->type == MT_AXISTRANSFER || mo2->type == MT_AXISTRANSFERLINE)
&& mo2->threshold == sequence)
{
if (player->pflags & PF_TRANSFERTOCLOSEST)
{
if (mo2->health == player->axis1->health)
transfer1 = mo2;
else if (mo2->health == player->axis2->health)
transfer2 = mo2;
}
else
{
if (mo2->health == player->mo->target->health)
transfer1 = mo2;
else if (mo2->health == player->mo->target->health + 1)
transfer2 = mo2;
}
}
}
// It might be possible that one wasn't found.
// Is it because we're at the end of the track?
// Look for a wrapper point.
if (!transfer1)
{
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
continue;
mo2 = (mobj_t *)th;
// Axis things are only at beginning of list.
if (!(mo2->flags2 & MF2_AXIS))
break;
if (mo2->threshold == sequence && (mo2->type == MT_AXISTRANSFER || mo2->type == MT_AXISTRANSFERLINE))
{
if (!transfer1)
{
transfer1 = mo2;
transfer1last = true;
}
else if (mo2->health > transfer1->health)
{
transfer1 = mo2;
transfer1last = true;
}
}
}
}
if (!transfer2)
{
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
continue;
mo2 = (mobj_t *)th;
// Axis things are only at beginning of list.
if (!(mo2->flags2 & MF2_AXIS))
break;
if (mo2->threshold == sequence && (mo2->type == MT_AXISTRANSFER || mo2->type == MT_AXISTRANSFERLINE))
{
if (!transfer2)
{
transfer2 = mo2;
transfer2last = true;
}
else if (mo2->health > transfer2->health)
{
transfer2 = mo2;
transfer2last = true;
}
}
}
}
if (!(transfer1 && transfer2)) // We can't continue...
I_Error("Mare does not form a complete circuit!\n");
transfer1line.v1 = &vertices[0];
transfer1line.v2 = &vertices[1];
transfer2line.v1 = &vertices[2];
transfer2line.v2 = &vertices[3];
if (cv_debug && (leveltime % TICRATE == 0))
{
CONS_Debug(DBG_NIGHTS, "Transfer1 : %d\n", transfer1->health);
CONS_Debug(DBG_NIGHTS, "Transfer2 : %d\n", transfer2->health);
}
//CONS_Debug(DBG_NIGHTS, "Xspeed : %d", truexspeed);
//CONS_Debug(DBG_NIGHTS, "T1 is at %d, %d\n", transfer1->x>>FRACBITS, transfer1->y>>FRACBITS);
//CONS_Debug(DBG_NIGHTS, "T2 is at %d, %d\n", transfer2->x>>FRACBITS, transfer2->y>>FRACBITS);
//CONS_Debug(DBG_NIGHTS, "Distance from T1: %d\n", P_AproxDistance(transfer1->x - player->mo->x, transfer1->y - player->mo->y)>>FRACBITS);
//CONS_Debug(DBG_NIGHTS, "Distance from T2: %d\n", P_AproxDistance(transfer2->x - player->mo->x, transfer2->y - player->mo->y)>>FRACBITS);
// Transfer1 is closer to the player than transfer2
if (P_AproxDistance(transfer1->x - player->mo->x, transfer1->y - player->mo->y)>>FRACBITS
< P_AproxDistance(transfer2->x - player->mo->x, transfer2->y - player->mo->y)>>FRACBITS)
{
//CONS_Debug(DBG_NIGHTS, " must be < 0 to transfer\n");
if (transfer1->type == MT_AXISTRANSFERLINE)
{
if (transfer1last)
axis = P_FindAxis(transfer1->threshold, transfer1->health-2);
else if (player->pflags & PF_TRANSFERTOCLOSEST)
axis = P_FindAxis(transfer1->threshold, transfer1->health-1);
else
axis = P_FindAxis(transfer1->threshold, transfer1->health);
if (!axis)
{
CONS_Debug(DBG_NIGHTS, "Unable to find an axis - error code #1\n");
return;
}
//CONS_Debug(DBG_NIGHTS, "Drawing a line from %d to ", axis->health);
transfer1line.v1->x = axis->x;
transfer1line.v1->y = axis->y;
transfer1line.v2->x = transfer1->x;
transfer1line.v2->y = transfer1->y;
if (cv_debug & DBG_NIGHTS)
P_ShootLine(axis, transfer1, player->mo->z);
//CONS_Debug(DBG_NIGHTS, "closest %d\n", transfer1->health);
transfer1line.dx = transfer1line.v2->x - transfer1line.v1->x;
transfer1line.dy = transfer1line.v2->y - transfer1line.v1->y;
if (P_PointOnLineSide(player->mo->x, player->mo->y, &transfer1line)
!= P_PointOnLineSide(player->mo->x+player->mo->momx, player->mo->y+player->mo->momy, &transfer1line)
&& truexspeed < 0)
{
if (cv_debug & DBG_NIGHTS)
{
HU_SetCEchoDuration(1);
HU_DoCEcho("transfer!");
HU_SetCEchoDuration(5);
S_StartSound(NULL, sfx_strpst);
}
if (player->pflags & PF_TRANSFERTOCLOSEST)
{
player->pflags &= ~PF_TRANSFERTOCLOSEST;
P_TransferToAxis(player, transfer1->health - 1);
}
else
{
player->pflags |= PF_TRANSFERTOCLOSEST;
P_SetTarget(&player->axis2, transfer1);
P_SetTarget(&player->axis1, P_FindAxisTransfer(transfer1->threshold, transfer1->health-1, MT_AXISTRANSFERLINE));//P_FindAxis(transfer1->threshold, axis->health-2);
}
}
}
else
{
// Transfer1
if (transfer1last)
axis = P_FindAxis(transfer1->threshold, 1);
else
axis = P_FindAxis(transfer1->threshold, transfer1->health);
if (!axis)
{
CONS_Debug(DBG_NIGHTS, "Unable to find an axis - error code #2\n");
return;
}
//CONS_Debug(DBG_NIGHTS, "Drawing a line from %d to ", axis->health);
transfer1line.v1->x = axis->x;
transfer1line.v1->y = axis->y;
if (cv_debug & DBG_NIGHTS)
P_ShootLine(transfer1, P_FindAxis(transfer1->threshold, transfer1->health-1), player->mo->z);
//axis = P_FindAxis(transfer1->threshold, transfer1->health-1);
//CONS_Debug(DBG_NIGHTS, "%d\n", axis->health);
transfer1line.v2->x = transfer1->x;
transfer1line.v2->y = transfer1->y;
transfer1line.dx = transfer1line.v2->x - transfer1line.v1->x;
transfer1line.dy = transfer1line.v2->y - transfer1line.v1->y;
if (P_PointOnLineSide(player->mo->x, player->mo->y, &transfer1line)
!= P_PointOnLineSide(player->mo->x+player->mo->momx, player->mo->y+player->mo->momy, &transfer1line)
&& truexspeed < 0)
{
if (cv_debug & DBG_NIGHTS)
{
HU_SetCEchoDuration(1);
HU_DoCEcho("transfer!");
HU_SetCEchoDuration(5);
S_StartSound(NULL, sfx_strpst);
}
if (player->mo->target->health < transfer1->health)
{
// Find the next axis with a ->health
// +1 from the current axis.
if (transfer1last)
P_TransferToAxis(player, transfer1->health - 1);
else
P_TransferToAxis(player, transfer1->health);
}
else if (player->mo->target->health >= transfer1->health)
{
// Find the next axis with a ->health
// -1 from the current axis.
P_TransferToAxis(player, transfer1->health - 1);
}
}
}
}
else
{
//CONS_Debug(DBG_NIGHTS, " must be > 0 to transfer\n");
if (transfer2->type == MT_AXISTRANSFERLINE)
{
if (transfer2last)
axis = P_FindAxis(transfer2->threshold, 1);
else if (player->pflags & PF_TRANSFERTOCLOSEST)
axis = P_FindAxis(transfer2->threshold, transfer2->health);
else
axis = P_FindAxis(transfer2->threshold, transfer2->health - 1);
if (!axis)
axis = P_FindAxis(transfer2->threshold, 1);
if (!axis)
{
CONS_Debug(DBG_NIGHTS, "Unable to find an axis - error code #3\n");
return;
}
//CONS_Debug(DBG_NIGHTS, "Drawing a line from %d to ", axis->health);
transfer2line.v1->x = axis->x;
transfer2line.v1->y = axis->y;
transfer2line.v2->x = transfer2->x;
transfer2line.v2->y = transfer2->y;
//CONS_Debug(DBG_NIGHTS, "closest %d\n", transfer2->health);
if (cv_debug & DBG_NIGHTS)
P_ShootLine(axis, transfer2, player->mo->z);
transfer2line.dx = transfer2line.v2->x - transfer2line.v1->x;
transfer2line.dy = transfer2line.v2->y - transfer2line.v1->y;
if (P_PointOnLineSide(player->mo->x, player->mo->y, &transfer2line)
!= P_PointOnLineSide(player->mo->x+player->mo->momx, player->mo->y+player->mo->momy, &transfer2line)
&& truexspeed > 0)
{
if (cv_debug & DBG_NIGHTS)
{
HU_SetCEchoDuration(1);
HU_DoCEcho("transfer!");
HU_SetCEchoDuration(5);
S_StartSound(NULL, sfx_strpst);
}
if (player->pflags & PF_TRANSFERTOCLOSEST)
{
player->pflags &= ~PF_TRANSFERTOCLOSEST;
if (!P_FindAxis(transfer2->threshold, transfer2->health))
transfer2last = true;
if (transfer2last)
P_TransferToAxis(player, 1);
else
P_TransferToAxis(player, transfer2->health);
}
else
{
player->pflags |= PF_TRANSFERTOCLOSEST;
P_SetTarget(&player->axis1, transfer2);
P_SetTarget(&player->axis2, P_FindAxisTransfer(transfer2->threshold, transfer2->health+1, MT_AXISTRANSFERLINE));//P_FindAxis(transfer2->threshold, axis->health + 2);
}
}
}
else
{
// Transfer2
if (transfer2last)
axis = P_FindAxis(transfer2->threshold, 1);
else
axis = P_FindAxis(transfer2->threshold, transfer2->health);
if (!axis)
axis = P_FindAxis(transfer2->threshold, 1);
if (!axis)
{
CONS_Debug(DBG_NIGHTS, "Unable to find an axis - error code #4\n");
return;
}
//CONS_Debug(DBG_NIGHTS, "Drawing a line from %d to ", axis->health);
transfer2line.v1->x = axis->x;
transfer2line.v1->y = axis->y;
if (cv_debug & DBG_NIGHTS)
P_ShootLine(transfer2, P_FindAxis(transfer2->threshold, transfer2->health-1), player->mo->z);
//axis = P_FindAxis(transfer2->threshold, transfer2->health-1);
//CONS_Debug(DBG_NIGHTS, "%d\n", axis->health);
transfer2line.v2->x = transfer2->x;
transfer2line.v2->y = transfer2->y;
transfer2line.dx = transfer2line.v2->x - transfer2line.v1->x;
transfer2line.dy = transfer2line.v2->y - transfer2line.v1->y;
if (P_PointOnLineSide(player->mo->x, player->mo->y, &transfer2line)
!= P_PointOnLineSide(player->mo->x+player->mo->momx, player->mo->y+player->mo->momy, &transfer2line)
&& truexspeed > 0)
{
if (cv_debug & DBG_NIGHTS)
{
HU_SetCEchoDuration(1);
HU_DoCEcho("transfer!");
HU_SetCEchoDuration(5);
S_StartSound(NULL, sfx_strpst);
}
if (player->mo->target->health < transfer2->health)
{
if (!P_FindAxis(transfer2->threshold, transfer2->health))
transfer2last = true;
if (transfer2last)
P_TransferToAxis(player, 1);
else
P_TransferToAxis(player, transfer2->health);
}
else if (player->mo->target->health >= transfer2->health)
P_TransferToAxis(player, transfer2->health - 1);
}
}
}
}
}
//
// P_DoNiGHTSCapsule
//
// Handles blowing up the Ideya (emerald) capsule for NiGHTS mode
//
static void P_DoNiGHTSCapsule(player_t *player)
{
INT32 i;
if ((player->pflags & PF_NIGHTSMODE) && (player->mo->tracer->state < &states[S_NIGHTSHURT1]
|| player->mo->tracer->state > &states[S_NIGHTSHURT32]))
P_SetMobjState(player->mo->tracer, S_NIGHTSHURT1);
if (abs(player->mo->x-player->capsule->x) <= 2*FRACUNIT)
{
P_UnsetThingPosition(player->mo);
player->mo->x = player->capsule->x;
P_SetThingPosition(player->mo);
player->mo->momx = 0;
}
if (abs(player->mo->y-player->capsule->y) <= 2*FRACUNIT)
{
P_UnsetThingPosition(player->mo);
player->mo->y = player->capsule->y;
P_SetThingPosition(player->mo);
player->mo->momy = 0;
}
if (abs(player->mo->z - (player->capsule->z+(player->capsule->height/3))) <= 2*FRACUNIT)
{
player->mo->z = player->capsule->z+(player->capsule->height/3);
player->mo->momz = 0;
}
if (player->mo->x > player->capsule->x)
player->mo->momx = -2*FRACUNIT;
else if (player->mo->x < player->capsule->x)
player->mo->momx = 2*FRACUNIT;
if (player->mo->y > player->capsule->y)
player->mo->momy = -2*FRACUNIT;
else if (player->mo->y < player->capsule->y)
player->mo->momy = 2*FRACUNIT;
if (player->mo->z > player->capsule->z+(player->capsule->height/3))
player->mo->momz = -2*FRACUNIT;
else if (player->mo->z < player->capsule->z+(player->capsule->height/3))
player->mo->momz = 2*FRACUNIT;
if (G_IsSpecialStage(gamemap))
{ // In special stages, share rings. Everyone gives up theirs to the capsule player always, because we can't have any individualism here!
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && (&players[i] != player) && players[i].mo->health > 1)
{
player->mo->health += players[i].mo->health-1;
player->health = player->mo->health;
players[i].mo->health = 1;
players[i].health = players[i].mo->health;
}
}
// Time to blow it up!
if (player->mo->x == player->capsule->x
&& player->mo->y == player->capsule->y
&& player->mo->z == player->capsule->z+(player->capsule->height/3))
{
if (player->mo->health > 1)
{
player->mo->health--;
player->health--;
player->capsule->health--;
player->capsule->extravalue1++;
// Spawn a 'pop' for every 5 rings you deposit
if (!(player->capsule->extravalue1 % 5))
S_StartSound(P_SpawnMobj(player->capsule->x + ((P_SignedRandom()/2)<<FRACBITS),
player->capsule->y + ((P_SignedRandom()/2)<<FRACBITS),
player->capsule->z + (player->capsule->height/2) + ((P_SignedRandom()/2)<<FRACBITS),
MT_EXPLODE),sfx_pop);
if (player->capsule->health <= 0)
{
player->capsule->flags &= ~MF_NOGRAVITY;
player->capsule->momz = 5*FRACUNIT;
player->capsule->reactiontime = 0;
player->capsule->extravalue1 = -1;
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && !player->exiting && players[i].mare == player->mare)
{
players[i].bonustime = true;
players[i].texttimer = 4*TICRATE;
players[i].textvar = 1; // Time Bonus
players[i].finishedtime = players[i].nightstime;
if (!G_IsSpecialStage(gamemap))
P_AddPlayerScore(&players[i], (players[i].finishedtime/TICRATE) * 100);
P_FlashPal(&players[i], PAL_WHITE, 8);
}
if (G_IsSpecialStage(gamemap))
{
// The Chaos Emerald begins to orbit us!
mobj_t *emmo;
UINT8 em = P_GetNextEmerald();
tic_t lowest_time;
/*for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator || !players[i].mo || !players[i].mo->tracer)
continue;
emmo = P_SpawnMobj(players[i].mo->x, players[i].mo->y, players[i].mo->z + players[i].mo->info->height, MT_GOTEMERALD);
P_SetTarget(&emmo->target, players[i].mo);
P_SetMobjState(emmo, mobjinfo[MT_GOTEMERALD].meleestate + em);
}*/
if (player->mo->tracer)
{
// Only give it to ONE person, and THAT player has to get to the goal!
emmo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->info->height, MT_GOTEMERALD);
P_SetTarget(&emmo->target, player->mo);
P_SetMobjState(emmo, mobjinfo[MT_GOTEMERALD].meleestate + em);
P_SetTarget(&player->mo->tracer->target, emmo);
}
// Okay, we're doing this down here because we're handling time weirdly for co-op special stages
// and because P_AddPlayerScore gives score to everyone in co-op special stages.
// Find the player with the lowest time remaining and award points based on that time instead.
lowest_time = player->finishedtime;
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].pflags & PF_NIGHTSMODE)
if (players[i].finishedtime < lowest_time)
lowest_time = players[i].finishedtime;
P_AddPlayerScore(player, (lowest_time/TICRATE) * 100);
}
else
{
fixed_t z;
z = player->capsule->z + player->capsule->height/2;
for (i = 0; i < 16; i++)
P_SpawnMobj(player->capsule->x, player->capsule->y, z, MT_BIRD);
}
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].mare == player->mare)
P_SetTarget(&players[i].capsule, NULL); // Remove capsule from everyone now that it is dead!
S_StartScreamSound(player->mo, sfx_ngdone);
}
}
else
{
S_StartScreamSound(player->mo, sfx_lose);
player->texttimer = 4*TICRATE;
player->textvar = 3; // Get more rings!
player->capsule->reactiontime = 0;
player->capsule->extravalue1 = -1;
}
}
else
player->capsule->extravalue1 = -1;
}
//
// P_NiGHTSMovement
//
// Movement code for NiGHTS!
//
static void P_NiGHTSMovement(player_t *player)
{
fixed_t drillamt = 0;
boolean still = false, moved = false, backwardaxis = false, firstdrill;
INT16 newangle = 0;
fixed_t xspeed, yspeed;
thinker_t *th;
mobj_t *mo2;
mobj_t *closestaxis = NULL;
fixed_t newx, newy, radius;
angle_t movingangle;
ticcmd_t *cmd = &player->cmd;
INT32 thrustfactor;
INT32 i;
statenum_t flystate = S_NIGHTSFLY1A;
player->pflags &= ~PF_DRILLING;
firstdrill = false;
if (player->drillmeter > 96*20)
player->drillmeter = 96*20;
if (player->drilldelay)
player->drilldelay--;
if (!(cmd->buttons & BT_JUMP))
{
// Always have just a TINY bit of drill power.
if (player->drillmeter <= 0)
player->drillmeter = TICRATE/10;
}
if (!player->mo->tracer)
{
P_DeNightserizePlayer(player);
return;
}
if (G_IsSpecialStage(gamemap))
{
boolean capsule = false;
// NiGHTS special stages have a pseudo-shared timer, so check if ANYONE is feeding the capsule.
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] /*&& players[i].pflags & PF_NIGHTSMODE*/
&& (players[i].capsule && players[i].capsule->reactiontime))
capsule = true;
if (!capsule
&& !(player->mo->tracer->state >= &states[S_SUPERTRANS1]
&& player->mo->tracer->state <= &states[S_SUPERTRANS9])
&& !player->exiting)
player->nightstime--;
}
else if (gametype != GT_RACE && gametype != GT_COMPETITION
&& !(player->mo->tracer->state >= &states[S_SUPERTRANS1] && player->mo->tracer->state <= &states[S_SUPERTRANS9])
&& !(player->capsule && player->capsule->reactiontime)
&& !player->exiting)
player->nightstime--;
if (!player->nightstime)
{
P_DeNightserizePlayer(player);
S_StartScreamSound(player->mo, sfx_s3k66);
// S_StopSoundByNum(sfx_timeup); // Kill the "out of time" music, if it's playing. Dummied out, as some on the dev team thought it wasn't Sonic-y enough (Mystic, notably). Uncomment to restore. -SH
P_RestoreMusic(player); // I have my doubts that this is the right place for this...
return;
}
else if (P_IsLocalPlayer(player) && 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);
if (player->mo->z < player->mo->floorz)
player->mo->z = player->mo->floorz;
if (player->mo->z+player->mo->height > player->mo->ceilingz)
player->mo->z = player->mo->ceilingz - player->mo->height;
newx = P_ReturnThrustX(player->mo, player->mo->angle, 3*FRACUNIT)+player->mo->x;
newy = P_ReturnThrustY(player->mo, player->mo->angle, 3*FRACUNIT)+player->mo->y;
if (!player->mo->target)
{
fixed_t dist1, dist2 = 0;
// scan the thinkers
// to find the closest axis point
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_AXIS)
{
if (mo2->threshold == player->mare)
{
if (closestaxis == NULL)
{
closestaxis = mo2;
dist2 = R_PointToDist2(newx, newy, mo2->x, mo2->y)-mo2->radius;
}
else
{
dist1 = R_PointToDist2(newx, newy, mo2->x, mo2->y)-mo2->radius;
if (dist1 < dist2)
{
closestaxis = mo2;
dist2 = dist1;
}
}
}
}
}
P_SetTarget(&player->mo->target, closestaxis);
}
if (!player->mo->target) // Uh-oh!
{
CONS_Debug(DBG_NIGHTS, "No axis points found!\n");
return;
}
// The 'ambush' flag says you should rotate
// the other way around the axis.
if (player->mo->target->flags & MF_AMBUSH)
backwardaxis = true;
player->angle_pos = R_PointToAngle2(player->mo->target->x, player->mo->target->y, player->mo->x, player->mo->y);
player->old_angle_pos = player->angle_pos;
radius = player->mo->target->radius;
player->mo->flags |= MF_NOGRAVITY;
player->mo->flags2 |= MF2_DONTDRAW;
P_SetScale(player->mo->tracer, player->mo->scale);
if (player->mo->eflags & MFE_VERTICALFLIP)
cmd->forwardmove = (SINT8)(-cmd->forwardmove);
// Currently reeling from being hit.
if (player->powers[pw_flashing] > (2*flashingtics)/3)
{
{
const angle_t fa = (FixedAngle(player->flyangle*FRACUNIT)>>ANGLETOFINESHIFT) & FINEMASK;
const fixed_t speed = FixedDiv(player->speed*FRACUNIT,50*FRACUNIT);
xspeed = FixedMul(FINECOSINE(fa),speed);
yspeed = FixedMul(FINESINE(fa),speed);
}
if (!(player->pflags & PF_TRANSFERTOCLOSEST))
{
xspeed = FixedMul(xspeed, FixedDiv(1024*FRACUNIT, player->mo->target->radius));
if (backwardaxis)
xspeed *= -1;
player->angle_pos += FixedAngleC(FixedDiv(xspeed,5*FRACUNIT),40*FRACUNIT);
}
if (player->pflags & PF_TRANSFERTOCLOSEST)
{
const angle_t fa = R_PointToAngle2(player->axis1->x, player->axis1->y, player->axis2->x, player->axis2->y);
P_InstaThrust(player->mo, fa, xspeed/10);
}
else
{
const angle_t fa = player->angle_pos>>ANGLETOFINESHIFT;
player->mo->momx = player->mo->target->x + FixedMul(FINECOSINE(fa),radius) - player->mo->x;
player->mo->momy = player->mo->target->y + FixedMul(FINESINE(fa),radius) - player->mo->y;
}
player->mo->momz = 0;
P_NightsTransferPoints(player, xspeed, radius);
return;
}
if (player->mo->tracer->state >= &states[S_SUPERTRANS1]
&& player->mo->tracer->state <= &states[S_SUPERTRANS9])
{
player->mo->momx = player->mo->momy = player->mo->momz = 0;
return;
}
if (player->exiting > 0 && player->exiting < 2*TICRATE)
{
player->mo->momx = player->mo->momy = 0;
if (gametype != GT_RACE && gametype != GT_COMPETITION)
P_SetObjectMomZ(player->mo, 30*FRACUNIT, false);
player->mo->tracer->angle += ANGLE_11hh;
if (!(player->mo->tracer->state >= &states[S_NIGHTSDRONE1]
&& player->mo->tracer->state <= &states[S_NIGHTSDRONE2]))
P_SetMobjState(player->mo->tracer, S_NIGHTSDRONE1);
player->mo->tracer->flags |= MF_NOCLIPHEIGHT;
player->mo->flags |= MF_NOCLIPHEIGHT;
return;
}
// Spawn the little sparkles on each side of the player.
if (leveltime & 1)
{
mobj_t *firstmobj;
mobj_t *secondmobj;
fixed_t spawndist = FixedMul(16*FRACUNIT, player->mo->scale);
fixed_t z = player->mo->z + player->mo->height/2;
if (player->mo->eflags & MFE_VERTICALFLIP)
z -= FixedMul(mobjinfo[MT_NIGHTSPARKLE].height, player->mo->scale);
firstmobj = P_SpawnMobj(player->mo->x + P_ReturnThrustX(player->mo, player->mo->angle+ANGLE_90, spawndist), player->mo->y + P_ReturnThrustY(player->mo, player->mo->angle+ANGLE_90, spawndist), z, MT_NIGHTSPARKLE);
secondmobj = P_SpawnMobj(player->mo->x + P_ReturnThrustX(player->mo, player->mo->angle-ANGLE_90, spawndist), player->mo->y + P_ReturnThrustY(player->mo, player->mo->angle-ANGLE_90, spawndist), z, MT_NIGHTSPARKLE);
firstmobj->destscale = secondmobj->destscale = player->mo->scale;
P_SetTarget(&firstmobj->target, player->mo);
P_SetScale(firstmobj, player->mo->scale);
P_SetTarget(&secondmobj->target, player->mo);
P_SetScale(secondmobj, player->mo->scale);
// Superloop turns sparkles red
if (player->powers[pw_nights_superloop])
{
P_SetMobjState(firstmobj, mobjinfo[MT_NIGHTSPARKLE].seestate);
P_SetMobjState(secondmobj, mobjinfo[MT_NIGHTSPARKLE].seestate);
}
}
// Paraloop helper is now separate from sparkles
// It also spawns every tic to avoid failed paraloops
{
mobj_t *helpermobj = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, MT_NIGHTSLOOPHELPER);
helpermobj->fuse = player->mo->fuse = leveltime;
P_SetTarget(&helpermobj->target, player->mo);
P_SetScale(helpermobj, player->mo->scale);
}
if (player->bumpertime)
{
player->jumping = 1;
player->pflags |= PF_DRILLING;
newangle = (INT16)player->flyangle;
}
else if (cmd->buttons & BT_JUMP && player->drillmeter && player->drilldelay == 0)
{
if (!player->jumping)
firstdrill = true;
player->jumping = 1;
player->pflags |= PF_DRILLING;
}
else
{
player->jumping = 0;
if (cmd->sidemove != 0)
moved = true;
if (player->drillmeter & 1)
player->drillmeter++; // I'll be nice and give them one.
}
if (cmd->forwardmove != 0)
moved = true;
if (!player->bumpertime)
{
if (moved)
{
if (player->pflags & PF_DRILLING)
drillamt += 100*FRACUNIT;
else
{
const fixed_t fforward = abs(cmd->forwardmove)*FRACUNIT;
const fixed_t fside = abs(cmd->sidemove)*FRACUNIT;
const fixed_t dist = FixedHypot(fforward, fside);
drillamt += dist > 50*FRACUNIT ? 50*FRACUNIT : dist;
// Accel up from 50 * 2.5
drillamt = FixedMul(drillamt, 5*FRACUNIT/2);
}
if ((player->pflags & PF_DRILLING && player->speed < MAXDRILLSPEED) || player->speed < MAXNORMALSPEED)
player->speed += FixedInt(drillamt);
}
if (player->pflags & PF_DRILLING)
{
if (player->speed < MAXDRILLSPEED)
player->speed += 150;
if (--player->drillmeter == 0)
player->drilldelay = TICRATE*2;
}
if (player->speed < 0)
player->speed = 0;
if (!cmd->forwardmove)
{
if (cmd->sidemove > 0)
newangle = 0;
else if (cmd->sidemove < 0)
newangle = 180;
}
else if (!cmd->sidemove)
{
if (cmd->forwardmove > 0)
newangle = 90;
else if (cmd->forwardmove < 0)
newangle = 270;
}
else // AngleFixed(R_PointToAngle2()) results in slight inaccuracy! Don't use it unless movement is on both axises.
newangle = (INT16)FixedInt(AngleFixed(R_PointToAngle2(0,0, cmd->sidemove*FRACUNIT, cmd->forwardmove*FRACUNIT)));
if (newangle < 0 && moved)
newangle = (INT16)(360+newangle);
}
if (player->pflags & PF_DRILLING)
thrustfactor = 2;
else
{
thrustfactor = 8;
// Decelerate while turning normally.
if (moved && player->flyangle != newangle && player->speed > 12000)
player->speed -= 60;
}
for (i = 0; i < thrustfactor; i++)
{
if (moved && player->flyangle != newangle)
{
INT32 anglediff = (((newangle-player->flyangle)+360)%360);
INT32 angledif2 = (((player->flyangle-newangle)+360)%360);
// player->flyangle is the one to move
// newangle is the "move to"
if (anglediff == 0 && angledif2 == 0)
break;
if (anglediff>angledif2)
player->flyangle--;
else // if (anglediff<angledif2)
player->flyangle++;
}
// Buff out negatives, >360 angles...
player->flyangle = ((player->flyangle + 360) % 360);
}
if (!(player->speed)
&& cmd->forwardmove == 0)
still = true;
// No more bumper braking
if (!player->bumpertime
&& ((cmd->buttons & (BT_CAMLEFT|BT_CAMRIGHT)) == (BT_CAMLEFT|BT_CAMRIGHT)
|| (cmd->buttons & BT_USE)))
{
if (!(player->pflags & PF_SKIDDOWN))
S_StartSound(player->mo, sfx_ngskid);
// You can tap the button to only slow down a bit,
// or hold it to slow to a crawl as before, your choice.
if (player->speed > 8000)
player->speed -= 2000;
else if (player->speed > 1000)
player->speed -= (player->speed/4);
else {
player->speed -= 60;
if (player->speed < 0)
{
player->speed = 0;
still = true;
}
}
player->pflags |= PF_SKIDDOWN;
}
else
player->pflags &= ~PF_SKIDDOWN;
{
const angle_t fa = (FixedAngle(player->flyangle*FRACUNIT)>>ANGLETOFINESHIFT) & FINEMASK;
const fixed_t speed = FixedDiv(player->speed*FRACUNIT,50*FRACUNIT);
xspeed = FixedMul(FINECOSINE(fa),speed);
yspeed = FixedMul(FINESINE(fa),speed);
}
if (!(player->pflags & PF_TRANSFERTOCLOSEST))
{
xspeed = FixedMul(xspeed, FixedDiv(1024*FRACUNIT, player->mo->target->radius));
if (backwardaxis)
xspeed *= -1;
player->angle_pos += FixedAngleC(FixedDiv(xspeed,5*FRACUNIT),40*FRACUNIT);
}
P_NightsTransferPoints(player, xspeed, radius);
if (still)
player->mo->momz = -FRACUNIT;
else
player->mo->momz = yspeed/11;
if (player->mo->momz > 20*FRACUNIT)
player->mo->momz = 20*FRACUNIT;
else if (player->mo->momz < -20*FRACUNIT)
player->mo->momz = -20*FRACUNIT;
// You can create splashes as you fly across water.
if (((!(player->mo->eflags & MFE_VERTICALFLIP)
&& player->mo->z + P_GetPlayerHeight(player) >= player->mo->watertop && player->mo->z <= player->mo->watertop)
|| (player->mo->eflags & MFE_VERTICALFLIP
&& player->mo->z + player->mo->height - P_GetPlayerHeight(player) <= player->mo->waterbottom && player->mo->z + player->mo->height >= player->mo->waterbottom))
&& player->speed > 9000 && leveltime % (TICRATE/7) == 0 && !player->spectator)
{
mobj_t *water = P_SpawnMobj(player->mo->x, player->mo->y,
((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[MT_SPLISH].height, player->mo->scale) : player->mo->watertop), MT_SPLISH);
if (player->mo->eflags & MFE_GOOWATER)
S_StartSound(water, sfx_ghit);
else
S_StartSound(water, sfx_wslap);
if (player->mo->eflags & MFE_VERTICALFLIP)
{
water->flags2 |= MF2_OBJECTFLIP;
water->eflags |= MFE_VERTICALFLIP;
}
water->destscale = player->mo->scale;
P_SetScale(water, player->mo->scale);
}
if (player->mo->momx || player->mo->momy)
player->mo->angle = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy);
if (still)
{
player->anotherflyangle = 0;
movingangle = 0;
}
else
{
INT32 neg = 1;
// Special cases to prevent the angle from being
// calculated incorrectly when wrapped.
if (backwardaxis && (player->old_angle_pos > ANG350 && player->angle_pos < ANG10))
neg = -1;
else if (backwardaxis ^ (player->old_angle_pos < ANG10 && player->angle_pos > ANG350))
neg = -1;
else if (player->angle_pos > player->old_angle_pos)
neg = -1;
movingangle = R_PointToAngle2(0, 0, neg*R_PointToDist2(player->mo->momx, player->mo->momy, 0, 0), player->mo->momz);
player->anotherflyangle = (movingangle >> ANGLETOFINESHIFT) * 360/FINEANGLES;
}
// NiGHTS flying state
// Yep, I just ripped out almost 1000 lines of code.
if ((player->anotherflyangle >= 12 && player->anotherflyangle <= 33) // +x +y
|| (player->anotherflyangle >= 147 && player->anotherflyangle <= 168)) // -x +y
flystate = S_NIGHTSFLY2A;
else if ((player->anotherflyangle >= 34 && player->anotherflyangle <= 56) // +x +y
|| (player->anotherflyangle >= 124 && player->anotherflyangle <= 146)) // -x +y
flystate = S_NIGHTSFLY3A;
else if ((player->anotherflyangle >= 57 && player->anotherflyangle <= 79) // +x +y
|| (player->anotherflyangle >= 102 && player->anotherflyangle <= 123)) // -x +y
flystate = S_NIGHTSFLY4A;
else if (player->anotherflyangle >= 80 && player->anotherflyangle <= 101)
flystate = S_NIGHTSFLY5A;
else if ((player->anotherflyangle >= 192 && player->anotherflyangle <= 213) // -x -y
|| (player->anotherflyangle >= 327 && player->anotherflyangle <= 348)) // +x -y
flystate = S_NIGHTSFLY6A;
else if ((player->anotherflyangle >= 214 && player->anotherflyangle <= 236) // -x -y
|| (player->anotherflyangle >= 305 && player->anotherflyangle <= 326)) // +x -y
flystate = S_NIGHTSFLY7A;
else if ((player->anotherflyangle >= 237 && player->anotherflyangle <= 258) // -x -y
|| (player->anotherflyangle >= 282 && player->anotherflyangle <= 304)) // +x -y
flystate = S_NIGHTSFLY8A;
else if (player->anotherflyangle >= 259 && player->anotherflyangle <= 281)
flystate = S_NIGHTSFLY9A;
else
flystate = S_NIGHTSFLY1A;
if (player->mo->eflags & MFE_VERTICALFLIP)
{
if (flystate >= S_NIGHTSFLY2A && flystate <= S_NIGHTSFLY5A)
flystate += 24; // shift to S_NIGHTSFLY6A
else if (flystate >= S_NIGHTSFLY6A && flystate <= S_NIGHTSFLY9A)
flystate -= 24; // shift to S_NIGHTSFLY2A
}
if (player->pflags & PF_DRILLING)
{
const statenum_t drillstate = flystate + 2;
if (!(player->mo->tracer->state >= &states[drillstate]
&& player->mo->tracer->state <= &states[drillstate+4]))
{
if (!(player->mo->tracer->state >= &states[S_NIGHTSFLY1A]
&& player->mo->tracer->state <= &states[S_NIGHTSFLY9B]))
{
const INT32 framenum = player->mo->tracer->state->frame & 3;
if (framenum == 3) // Drilld special case
P_SetMobjStateNF(player->mo->tracer, drillstate);
else
P_SetMobjStateNF(player->mo->tracer, drillstate+framenum+1);
}
else
P_SetMobjStateNF(player->mo->tracer, drillstate);
}
}
else
P_SetMobjStateNF(player->mo->tracer, leveltime & 1 ? flystate : flystate+1);
if (player == &players[consoleplayer])
localangle = player->mo->angle;
else if (player == &players[secondarydisplayplayer])
localangle2 = player->mo->angle;
if (still)
{
P_SetMobjStateNF(player->mo->tracer, S_NIGHTSDRONE1);
player->mo->tracer->angle = player->mo->angle;
}
// Check for crushing in our new location
if ((player->mo->ceilingz - player->mo->floorz < player->mo->height)
&& !(player->mo->flags & MF_NOCLIP))
{
// Flashing won't run out until you STOP being crushed.
if (player->powers[pw_flashing] == 1)
player->powers[pw_flashing] = 3;
else
P_DamageMobj(player->mo, NULL, NULL, 1);
}
if (movingangle >= ANGLE_90 && movingangle <= ANGLE_180)
movingangle = movingangle - ANGLE_180;
else if (movingangle >= ANGLE_180 && movingangle <= ANGLE_270)
movingangle = movingangle - ANGLE_180;
else if (movingangle >= ANGLE_270)
movingangle = InvAngle(movingangle);
if (player == &players[consoleplayer])
localaiming = movingangle;
else if (player == &players[secondarydisplayplayer])
localaiming2 = movingangle;
player->mo->tracer->angle = player->mo->angle;
if ((player->pflags & PF_DRILLING) && !player->bumpertime)
{
if (firstdrill)
{
S_StartSound(player->mo, sfx_drill1);
player->drilltimer = 32;
}
else if (--player->drilltimer <= 0)
{
player->drilltimer = 10;
S_StartSound(player->mo, sfx_drill2);
}
}
if (objectplacing)
OP_NightsObjectplace(player);
}
// May be used in future for CTF
#if 0
static void P_PlayerDropWeapon(player_t *player)
{
mobj_t *mo = NULL;
if (player->powers[pw_homingring])
{
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z+(60*FRACUNIT), MT_HOMINGRING);
player->powers[pw_homingring] = 0;
}
else if (player->powers[pw_railring])
{
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z+(60*FRACUNIT), MT_RAILRING);
player->powers[pw_railring] = 0;
}
else if (player->powers[pw_automaticring])
{
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z+(60*FRACUNIT), MT_AUTOMATICRING);
player->powers[pw_automaticring] = 0;
}
else if (player->powers[pw_explosionring])
{
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z+(60*FRACUNIT), MT_EXPLOSIONRING);
player->powers[pw_explosionring] = 0;
}
else if (player->powers[pw_scatterring])
{
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z+(60*FRACUNIT), MT_SCATTERRING);
player->powers[pw_scatterring] = 0;
}
else if (player->powers[pw_grenadering])
{
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z+(60*FRACUNIT), MT_GRENADERING);
player->powers[pw_grenadering] = 0;
}
if (mo)
{
player->mo->health--;
P_InstaThrust(mo, player->mo->angle-ANGLE_180, 8*FRACUNIT);
P_SetObjectMomZ(mo, 4*FRACUNIT, false);
mo->flags2 |= MF2_DONTRESPAWN;
mo->flags &= ~MF_NOGRAVITY;
mo->flags &= ~MF_NOCLIPHEIGHT;
mo->fuse = 12*TICRATE;
}
}
#endif
void P_BlackOw(player_t *player)
{
INT32 i;
S_StartSound (player->mo, sfx_bkpoof); // Sound the BANG!
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && P_AproxDistance(player->mo->x - players[i].mo->x,
player->mo->y - players[i].mo->y) < 1536*FRACUNIT)
P_FlashPal(&players[i], PAL_NUKE, 10);
P_NukeEnemies(player->mo, player->mo, 1536*FRACUNIT); // Search for all nearby enemies and nuke their pants off!
player->powers[pw_shield] = player->powers[pw_shield] & SH_STACK;
}
void P_ElementalFireTrail(player_t *player)
{
fixed_t newx;
fixed_t newy;
fixed_t ground;
mobj_t *flame;
angle_t travelangle;
INT32 i;
I_Assert(player != NULL);
I_Assert(player->mo != NULL);
I_Assert(!P_MobjWasRemoved(player->mo));
if (player->mo->eflags & MFE_VERTICALFLIP)
ground = player->mo->ceilingz - FixedMul(mobjinfo[MT_SPINFIRE].height, player->mo->scale);
else
ground = player->mo->floorz;
travelangle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy);
for (i = 0; i < 2; i++)
{
newx = player->mo->x + P_ReturnThrustX(player->mo, travelangle + ((i&1) ? -1 : 1)*ANGLE_135, FixedMul(24*FRACUNIT, player->mo->scale));
newy = player->mo->y + P_ReturnThrustY(player->mo, travelangle + ((i&1) ? -1 : 1)*ANGLE_135, FixedMul(24*FRACUNIT, player->mo->scale));
flame = P_SpawnMobj(newx, newy, ground, MT_SPINFIRE);
P_SetTarget(&flame->target, player->mo);
flame->angle = travelangle;
flame->fuse = TICRATE*6;
flame->destscale = player->mo->scale;
P_SetScale(flame, player->mo->scale);
flame->eflags = (flame->eflags & ~MFE_VERTICALFLIP)|(player->mo->eflags & MFE_VERTICALFLIP);
flame->momx = 8;
P_XYMovement(flame);
if (P_MobjWasRemoved(flame))
continue;
if (player->mo->eflags & MFE_VERTICALFLIP)
{
if (flame->z + flame->height < flame->ceilingz)
P_RemoveMobj(flame);
}
else if (flame->z > flame->floorz)
P_RemoveMobj(flame);
}
}
static void P_SkidStuff(player_t *player)
{
fixed_t pmx = player->rmomx + player->cmomx;
fixed_t pmy = player->rmomy + player->cmomy;
// Knuckles glides into the dirt.
if (player->pflags & PF_GLIDING && player->skidtime)
{
// Fell off a ledge...
if (!onground)
{
player->skidtime = 0;
player->pflags &= ~(PF_GLIDING|PF_JUMPED);
P_SetPlayerMobjState(player->mo, S_PLAY_FALL1);
}
// Get up and brush yourself off, idiot.
else if (player->glidetime > 15)
{
P_ResetPlayer(player);
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
player->mo->momx = player->cmomx;
player->mo->momy = player->cmomy;
}
// Didn't stop yet? Skid FOREVER!
else if (player->skidtime == 1)
player->skidtime = 3*TICRATE+1;
// Spawn a particle every 3 tics.
else if (!(player->skidtime % 3))
{
mobj_t *particle = P_SpawnMobj(player->mo->x + P_RandomRange(-player->mo->radius, player->mo->radius), player->mo->y + P_RandomRange(-player->mo->radius, player->mo->radius),
player->mo->z + (player->mo->eflags & MFE_VERTICALFLIP ? player->mo->height - mobjinfo[MT_PARTICLE].height : 0),
MT_PARTICLE);
particle->tics = 10;
particle->eflags |= player->mo->eflags & MFE_VERTICALFLIP;
P_SetScale(particle, player->mo->scale >> 2);
particle->destscale = player->mo->scale << 2;
particle->scalespeed = FixedMul(particle->scalespeed, player->mo->scale); // scale the scaling speed!
P_SetObjectMomZ(particle, FRACUNIT, false);
S_StartSound(player->mo, sfx_s3k7e); // the proper "Knuckles eats dirt" sfx.
}
}
// Skidding!
else if (onground && !(player->mo->eflags & MFE_GOOWATER) && !(player->pflags & (PF_JUMPED|PF_SPINNING|PF_SLIDING)) && !(player->charflags & SF_NOSKID))
{
if (player->skidtime)
{
// Spawn a particle every 3 tics.
if (!(player->skidtime % 3))
{
mobj_t *particle = P_SpawnMobj(player->mo->x, player->mo->y,
player->mo->z + (player->mo->eflags & MFE_VERTICALFLIP ? player->mo->height - mobjinfo[MT_PARTICLE].height : 0),
MT_PARTICLE);
particle->tics = 10;
particle->eflags |= player->mo->eflags & MFE_VERTICALFLIP;
P_SetScale(particle, player->mo->scale >> 2);
particle->destscale = player->mo->scale << 2;
particle->scalespeed = FixedMul(particle->scalespeed, player->mo->scale); // scale the scaling speed!
P_SetObjectMomZ(particle, FRACUNIT, false);
}
}
else if (P_AproxDistance(pmx, pmy) >= FixedMul(player->runspeed/2, player->mo->scale) // if you were moving faster than half your run speed last frame
&& (player->mo->momx != pmx || player->mo->momy != pmy) // and you are moving differently this frame
&& P_GetPlayerControlDirection(player) == 2) // and your controls are pointing in the opposite direction to your movement
{ // check for skidding
angle_t mang = R_PointToAngle2(0,0,pmx,pmy); // movement angle
angle_t pang = R_PointToAngle2(pmx,pmy,player->mo->momx,player->mo->momy); // push angle
angle_t dang = mang - pang; // delta angle
if (dang > ANGLE_180) // Make delta angle always positive, invert it if it's negative.
dang = InvAngle(dang);
// If your push angle is more than this close to a full 180 degrees, trigger a skid.
if (dang > ANGLE_157h)
{
player->skidtime = TICRATE/2;
S_StartSound(player->mo, sfx_skid);
if (player->panim != PA_WALK)
P_SetPlayerMobjState(player->mo, S_PLAY_RUN4); // this switches to S_PLAY_SUPERWALK1 for superanims
player->mo->tics = player->skidtime;
}
}
}
else {
if (player->skidtime) {
player->skidtime = 0;
S_StopSound(player->mo);
}
}
}
//
// P_MovePlayer
static void P_MovePlayer(player_t *player)
{
ticcmd_t *cmd;
INT32 i;
fixed_t runspd;
if (countdowntimeup)
return;
if (player->mo->state >= &states[S_PLAY_SUPERTRANS1] && player->mo->state <= &states[S_PLAY_SUPERTRANS9])
{
player->mo->momx = player->mo->momy = player->mo->momz = 0;
return;
}
cmd = &player->cmd;
runspd = FixedMul(player->runspeed, player->mo->scale);
// Control relinquishing stuff!
if (player->powers[pw_ingoop])
player->pflags |= PF_FULLSTASIS;
else if (player->pflags & PF_GLIDING && player->skidtime)
player->pflags |= PF_FULLSTASIS;
else if (player->powers[pw_nocontrol])
{
player->pflags |= PF_STASIS;
if (!(player->powers[pw_nocontrol] & (1<<15)))
player->pflags |= PF_JUMPSTASIS;
}
// note: don't unset stasis here
if (!player->spectator && G_TagGametype())
{
// If we have stasis already here, it's because it's forced on us
// by a linedef executor or what have you
boolean forcestasis = false;
//During hide time, taggers cannot move.
if (leveltime < hidetime * TICRATE)
{
if (player->pflags & PF_TAGIT)
forcestasis = true;
}
else if (gametype == GT_HIDEANDSEEK)
{
if (!(player->pflags & PF_TAGIT))
{
forcestasis = true;
if (player->pflags & PF_TAGGED) // Already hit.
player->powers[pw_flashing] = 5;
}
}
if (forcestasis)
{
player->pflags |= PF_FULLSTASIS;
// If you're in stasis in tag, you don't drown.
if (player->powers[pw_underwater] <= 12*TICRATE + 1)
P_RestoreMusic(player);
player->powers[pw_underwater] = player->powers[pw_spacetime] = 0;
}
}
if (player->spectator)
{
P_SpectatorMovement(player);
return;
}
// Locate the capsule for this mare.
else if (maptol & TOL_NIGHTS)
{
if (!player->capsule && !player->bonustime)
{
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->type == MT_EGGCAPSULE
&& mo2->threshold == player->mare)
P_SetTarget(&player->capsule, mo2);
}
}
else if (player->capsule && player->capsule->reactiontime > 0 && player == &players[player->capsule->reactiontime-1])
{
P_DoNiGHTSCapsule(player);
return;
}
// Test revamped NiGHTS movement.
if (player->pflags & PF_NIGHTSMODE)
{
P_NiGHTSMovement(player);
// No more goto blockchecking, let's just do all that here =D
if (CheckForBustableBlocks)
P_CheckBustableBlocks(player);
if (CheckForBouncySector)
P_CheckBouncySectors(player);
if (CheckForQuicksand)
P_CheckQuicksand(player);
return;
}
if (player->pflags & PF_NIGHTSFALL && P_IsObjectOnGround(player->mo))
{
if (G_IsSpecialStage(gamemap))
{
if (player == &players[displayplayer]) // only play the sound for yourself landing
S_StartSound(NULL, sfx_s3k6a);
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i])
players[i].exiting = (14*TICRATE)/5 + 1;
}
else if (player->health > 1)
P_DamageMobj(player->mo, NULL, NULL, 1);
player->pflags &= ~PF_NIGHTSFALL;
}
}
//////////////////////
// MOVEMENT CODE //
//////////////////////
if (twodlevel || player->mo->flags2 & MF2_TWOD) // 2d-level, so special control applies.
P_2dMovement(player);
else
{
if (!player->climbing && (!P_AnalogMove(player)))
player->mo->angle = (cmd->angleturn<<16 /* not FRACBITS */);
ticruned++;
if ((cmd->angleturn & TICCMD_RECEIVED) == 0)
ticmiss++;
P_3dMovement(player);
}
if (maptol & TOL_2D)
runspd = FixedMul(runspd, 2*FRACUNIT/3);
P_SkidStuff(player);
/////////////////////////
// MOVEMENT ANIMATIONS //
/////////////////////////
if ((cmd->forwardmove != 0 || cmd->sidemove != 0) || (player->powers[pw_super] && player->mo->z > player->mo->floorz))
{
// If the player is moving fast enough,
// break into a run!
if (player->speed >= runspd && player->panim == PA_WALK && !player->skidtime && (onground || player->powers[pw_super]))
P_SetPlayerMobjState (player->mo, S_PLAY_SPD1);
// Otherwise, just walk.
else if ((player->rmomx || player->rmomy) && player->panim == PA_IDLE)
P_SetPlayerMobjState (player->mo, S_PLAY_RUN1);
}
// If your running animation is playing, and you're
// going too slow, switch back to the walking frames.
if (player->panim == PA_RUN && player->speed < runspd)
P_SetPlayerMobjState(player->mo, S_PLAY_RUN1);
// If Springing, but travelling DOWNWARD, change back!
if (player->mo->state == &states[S_PLAY_SPRING] && P_MobjFlip(player->mo)*player->mo->momz < 0)
P_SetPlayerMobjState(player->mo, S_PLAY_FALL1);
// If Springing but on the ground, change back!
else if (onground && (player->mo->state == &states[S_PLAY_SPRING] || player->panim == PA_FALL || player->mo->state == &states[S_PLAY_CARRY]) && !player->mo->momz)
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
// If you are stopped and are still walking, stand still!
if (!player->mo->momx && !player->mo->momy && !player->mo->momz && player->panim == PA_WALK)
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
//////////////////
//GAMEPLAY STUFF//
//////////////////
// Make sure you're not "jumping" on the ground
if (onground && player->pflags & PF_JUMPED && !(player->pflags & PF_GLIDING)
&& P_MobjFlip(player->mo)*player->mo->momz < 0)
{
player->pflags &= ~PF_JUMPED;
player->jumping = 0;
player->secondjump = 0;
player->pflags &= ~PF_THOKKED;
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
}
// Cap the speed limit on a spindash
// Up the 60*FRACUNIT number to boost faster, you speed demon you!
if (player->dashspeed > FixedMul(player->maxdash, player->mo->scale))
player->dashspeed = FixedMul(player->maxdash, player->mo->scale);
else if (player->dashspeed > 0 && player->dashspeed < FixedMul(player->mindash, player->mo->scale))
player->dashspeed = FixedMul(player->mindash, player->mo->scale);
if (!(player->charability == CA_GLIDEANDCLIMB) || player->gotflag) // If you can't glide, then why the heck would you be gliding?
{
if (player->pflags & PF_GLIDING || player->climbing)
{
if (onground)
P_SetPlayerMobjState(player->mo, S_PLAY_RUN1);
else
{
player->pflags |= PF_JUMPED;
P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
}
}
player->pflags &= ~PF_GLIDING;
player->glidetime = 0;
player->climbing = 0;
}
// Glide MOMZ
// AKA my own gravity. =)
if (player->pflags & PF_GLIDING)
{
fixed_t leeway;
fixed_t glidespeed = player->actionspd;
if (player->powers[pw_super])
glidespeed *= 2;
if (player->mo->eflags & MFE_VERTICALFLIP)
{
if (player->mo->momz > FixedMul(2*FRACUNIT, player->mo->scale))
player->mo->momz -= FixedMul(3*(FRACUNIT/4), player->mo->scale);
}
else
{
if (player->mo->momz < FixedMul(-2*FRACUNIT, player->mo->scale))
player->mo->momz += FixedMul(3*(FRACUNIT/4), player->mo->scale);
}
// Strafing while gliding.
leeway = FixedAngle(cmd->sidemove*(FRACUNIT/2));
if (player->skidtime) // ground gliding
{
fixed_t speed = FixedMul(glidespeed, FRACUNIT - (FRACUNIT>>2));
if (player->mo->eflags & MFE_UNDERWATER)
speed >>= 1;
speed = FixedMul(speed - player->glidetime*FRACUNIT, player->mo->scale);
if (speed < 0)
speed = 0;
P_InstaThrust(player->mo, player->mo->angle-leeway, speed);
}
else if (player->mo->eflags & MFE_UNDERWATER)
P_InstaThrust(player->mo, player->mo->angle-leeway, FixedMul((glidespeed>>1) + player->glidetime*750, player->mo->scale));
else
P_InstaThrust(player->mo, player->mo->angle-leeway, FixedMul(glidespeed + player->glidetime*1500, player->mo->scale));
player->glidetime++;
if (!(player->pflags & PF_JUMPDOWN)) // If not holding the jump button
{
P_ResetPlayer(player); // down, stop gliding.
if (onground)
P_SetPlayerMobjState(player->mo, S_PLAY_RUN1);
else if ((player->charability2 == CA2_MULTIABILITY)
|| (player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]) && player->charability == CA_GLIDEANDCLIMB))
{
player->pflags |= PF_JUMPED;
P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
}
else
{
player->pflags |= PF_THOKKED;
player->mo->momx >>= 1;
player->mo->momy >>= 1;
P_SetPlayerMobjState(player->mo, S_PLAY_FALL1);
}
}
}
else if (player->climbing) // 'Deceleration' for climbing on walls.
{
if (player->mo->momz > 0)
{
player->mo->momz -= FixedMul(FRACUNIT/2, player->mo->scale);
if (player->mo->momz < 0)
player->mo->momz = 0;
}
else if (player->mo->momz < 0)
{
player->mo->momz += FixedMul(FRACUNIT/2, player->mo->scale);
if (player->mo->momz > 0)
player->mo->momz = 0;
}
}
// If you're running fast enough, you can create splashes as you run in shallow water.
if (!player->climbing
&& ((!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + player->mo->height >= player->mo->watertop && player->mo->z <= player->mo->watertop)
|| (player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height >= player->mo->waterbottom && player->mo->z <= player->mo->waterbottom))
&& (player->speed > runspd || (player->pflags & PF_STARTDASH))
&& leveltime % (TICRATE/7) == 0 && player->mo->momz == 0 && !(player->pflags & PF_SLIDING) && !player->spectator)
{
mobj_t *water = P_SpawnMobj(player->mo->x, player->mo->y,
((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[MT_SPLISH].height, player->mo->scale) : player->mo->watertop), MT_SPLISH);
if (player->mo->eflags & MFE_GOOWATER)
S_StartSound(water, sfx_ghit);
else
S_StartSound(water, sfx_wslap);
if (player->mo->eflags & MFE_VERTICALFLIP)
{
water->flags2 |= MF2_OBJECTFLIP;
water->eflags |= MFE_VERTICALFLIP;
}
water->destscale = player->mo->scale;
P_SetScale(water, player->mo->scale);
}
// Little water sound while touching water - just a nicety.
if ((player->mo->eflags & MFE_TOUCHWATER) && !(player->mo->eflags & MFE_UNDERWATER) && !player->spectator)
{
if (P_Random() & 1 && leveltime % TICRATE == 0)
S_StartSound(player->mo, sfx_floush);
}
////////////////
//TAILS FLYING//
////////////////
if (!(player->charability == CA_FLY || player->charability == CA_SWIM)) // why are you flying when you cannot fly?!
{
if (player->powers[pw_tailsfly]
|| (player->mo->state >= &states[S_PLAY_SPC1] && player->mo->state <= &states[S_PLAY_SPC4]))
{
if (onground)
P_SetPlayerMobjState(player->mo, S_PLAY_RUN1);
else
{
player->pflags |= PF_JUMPED;
P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
}
}
player->powers[pw_tailsfly] = 0;
}
if (player->gotflag && player->powers[pw_tailsfly])
player->powers[pw_tailsfly] = 1;
// If not in a fly position, don't think you're flying!
if (player->panim != PA_ABILITY)
player->powers[pw_tailsfly] = 0;
if (player->charability == CA_FLY || (player->charability == CA_SWIM && player->mo->eflags & MFE_UNDERWATER))
{
// Fly counter for Tails.
if (player->powers[pw_tailsfly])
{
const fixed_t actionspd = player->actionspd/100;
if (player->charability2 == CA2_MULTIABILITY)
{
// Adventure-style flying by just holding the button down
if (cmd->buttons & BT_JUMP && !(player->pflags & PF_STASIS) && !player->exiting)
P_SetObjectMomZ(player->mo, actionspd/4, true);
}
else
{
// Classic flying
if (player->fly1)
{
if (P_MobjFlip(player->mo)*player->mo->momz < FixedMul(5*actionspd, player->mo->scale))
P_SetObjectMomZ(player->mo, actionspd/2, true);
player->fly1--;
}
}
// Tails Put-Put noise
if (player->charability == CA_FLY && player->bot != 1 && leveltime % 10 == 0 && !player->spectator)
S_StartSound(player->mo, sfx_putput);
// Descend
if (cmd->buttons & BT_USE && !(player->pflags & PF_STASIS) && !player->exiting)
if (P_MobjFlip(player->mo)*player->mo->momz > -FixedMul(5*actionspd, player->mo->scale))
P_SetObjectMomZ(player->mo, -actionspd/2, true);
}
else
{
// Tails-gets-tired Stuff
if (player->panim == PA_ABILITY)
P_SetPlayerMobjState(player->mo, S_PLAY_SPC4);
if (player->charability == CA_FLY && (leveltime % 10 == 0)
&& player->mo->state >= &states[S_PLAY_SPC1]
&& player->mo->state <= &states[S_PLAY_SPC4]
&& !player->spectator)
S_StartSound(player->mo, sfx_pudpud);
}
}
// End your chain if you're on the ground or climbing a wall.
// But not if invincible! Allow for some crazy long chains with it.
// Also keep in mind the PF_JUMPED check.
// If we lacked this, stepping up while jumping up would reset score.
// (for instance, when climbing up off a wall.)
if ((onground || player->climbing) && !(player->pflags & PF_JUMPED) && player->powers[pw_invulnerability] <= 1)
P_ResetScore(player);
// Show the "THOK!" graphic when spinning quickly across the ground. (even applies to non-spinners, in the case of zoom tubes)
if (player->pflags & PF_SPINNING && player->speed > FixedMul(15<<FRACBITS, player->mo->scale) && !(player->pflags & PF_JUMPED))
{
P_SpawnSpinMobj(player, player->spinitem);
if (demorecording)
G_GhostAddSpin();
}
////////////////////////////
//SPINNING AND SPINDASHING//
////////////////////////////
// If the player isn't on the ground, make sure they aren't in a "starting dash" position.
if (!onground)
{
player->pflags &= ~PF_STARTDASH;
player->dashspeed = 0;
}
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL
&& (player->pflags & PF_SPINNING) && player->speed > FixedMul(4<<FRACBITS, player->mo->scale) && onground && (leveltime & 1)
&& !(player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)))
P_ElementalFireTrail(player);
P_DoSpinDash(player, cmd);
// jumping
P_DoJumpStuff(player, cmd);
// If you're not spinning, you'd better not be spindashing!
if (!(player->pflags & PF_SPINNING))
player->pflags &= ~PF_STARTDASH;
//////////////////
//ANALOG CONTROL//
//////////////////
// This really looks like it should be moved to P_3dMovement. -Red
if (P_AnalogMove(player)
&& (cmd->forwardmove != 0 || cmd->sidemove != 0) && !player->climbing && !twodlevel && !(player->mo->flags2 & MF2_TWOD))
{
// If travelling slow enough, face the way the controls
// point and not your direction of movement.
if (player->speed < FixedMul(5*FRACUNIT, player->mo->scale) || player->pflags & PF_GLIDING || !onground)
{
angle_t tempangle;
tempangle = (cmd->angleturn << 16);
#ifdef REDSANALOG // Ease to it. Chillax. ~Red
tempangle += R_PointToAngle2(0, 0, cmd->forwardmove*FRACUNIT, -cmd->sidemove*FRACUNIT);
{
fixed_t tweenvalue = max(abs(cmd->forwardmove), abs(cmd->sidemove));
if (tweenvalue < 10 && (cmd->buttons & (BT_CAMLEFT|BT_CAMRIGHT)) == (BT_CAMLEFT|BT_CAMRIGHT)) {
tempangle = (cmd->angleturn << 16);
tweenvalue = 16;
}
tweenvalue *= tweenvalue*tweenvalue*1536;
//if (player->pflags & PF_GLIDING)
//tweenvalue >>= 1;
tempangle -= player->mo->angle;
if (tempangle < ANGLE_180 && tempangle > tweenvalue)
player->mo->angle += tweenvalue;
else if (tempangle >= ANGLE_180 && InvAngle(tempangle) > tweenvalue)
player->mo->angle -= tweenvalue;
else
player->mo->angle += tempangle;
}
#else
// Less math this way ~Red
player->mo->angle = R_PointToAngle2(0, 0, cmd->forwardmove*FRACUNIT, -cmd->sidemove*FRACUNIT)+tempangle;
#endif
}
// Otherwise, face the direction you're travelling.
else if (player->panim == PA_WALK || player->panim == PA_RUN || player->panim == PA_ROLL
|| ((player->mo->state >= &states[S_PLAY_ABL1] && player->mo->state <= &states[S_PLAY_SPC4]) && player->charability == CA_FLY))
player->mo->angle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy);
// Update the local angle control.
if (player == &players[consoleplayer])
localangle = player->mo->angle;
else if (player == &players[secondarydisplayplayer])
localangle2 = player->mo->angle;
}
///////////////////////////
//BOMB SHIELD ACTIVATION,//
//HOMING, AND OTHER COOL //
//STUFF! //
///////////////////////////
if (cmd->buttons & BT_USE) // Spin button effects
{
if (player->pflags & PF_JUMPED) // If the player is jumping
{
if (!(player->pflags & PF_USEDOWN)) // If the player is not holding down BT_USE
{
// Jump shield activation
if (!P_PlayerInPain(player) // If the player is not in pain
&& !player->climbing // If the player is not climbing
&& !(player->pflags & (PF_GLIDING|PF_SLIDING|PF_THOKKED)) // If the player is not gliding or sliding and hasn't used their ability
&& !onground) // If the player isn't on the ground
{
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_JUMP && !player->powers[pw_super])
P_DoJumpShield(player);
else if (player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]) && player->charability == CA_FLY)
{
P_DoJumpShield(player);
player->mo->momz *= 2;
}
}
// Bomb shield activation
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_BOMB)
{
// Don't let Super Sonic or invincibility use it
if (!(player->powers[pw_super] || player->powers[pw_invulnerability]))
P_BlackOw(player);
}
}
// Super Sonic move
if (player->charflags & SF_SUPER && player->powers[pw_super] && player->speed > FixedMul(5<<FRACBITS, player->mo->scale)
&& P_MobjFlip(player->mo)*player->mo->momz <= 0)
{
if (player->panim == PA_ROLL || player->mo->state == &states[S_PLAY_PAIN])
P_SetPlayerMobjState(player->mo, S_PLAY_SUPERWALK1);
player->mo->momz = 0;
player->pflags &= ~PF_SPINNING;
player->jumping = 0; // don't cut jump height after bouncing off something
}
}
}
// HOMING option.
if (player->charability == CA_HOMINGTHOK)
{
// If you've got a target, chase after it!
if (player->homing && player->mo->tracer)
{
P_SpawnThokMobj(player);
P_HomingAttack(player->mo, player->mo->tracer);
// But if you don't, then stop homing.
if (player->mo->tracer->health <= 0 || (player->mo->tracer->flags2 & MF2_FRET))
{
if (player->mo->eflags & MFE_UNDERWATER)
P_SetObjectMomZ(player->mo, FixedDiv(457*FRACUNIT,72*FRACUNIT), false);
else
P_SetObjectMomZ(player->mo, 10*FRACUNIT, false);
player->mo->momx = player->mo->momy = player->homing = 0;
if (player->mo->tracer->flags2 & MF2_FRET)
P_InstaThrust(player->mo, player->mo->angle, -(player->speed>>3));
if (!(player->mo->tracer->flags & MF_BOSS))
player->pflags &= ~PF_THOKKED;
}
}
// If you're not jumping, then you obviously wouldn't be homing.
if (!(player->pflags & PF_JUMPED))
player->homing = 0;
}
else
player->homing = 0;
if (player->climbing == 1)
P_DoClimbing(player);
if (player->climbing > 1)
{
P_InstaThrust(player->mo, player->mo->angle, FixedMul(4*FRACUNIT, player->mo->scale)); // Shove up against the wall
player->climbing--;
}
if (!player->climbing)
{
player->lastsidehit = -1;
player->lastlinehit = -1;
}
// Make sure you're not teetering when you shouldn't be.
if ((player->mo->state == &states[S_PLAY_TEETER1] || player->mo->state == &states[S_PLAY_TEETER2] || player->mo->state == &states[S_PLAY_SUPERTEETER])
&& (player->mo->momx || player->mo->momy || player->mo->momz))
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
// Check for teeter!
if (!(player->mo->momz || player->mo->momx || player->mo->momy) && !(player->mo->eflags & MFE_GOOWATER)
&& player->panim == PA_IDLE && !(player->pflags & (PF_CARRIED|PF_ITEMHANG|PF_ROPEHANG)))
P_DoTeeter(player);
// Toss a flag
if (G_GametypeHasTeams() && (cmd->buttons & BT_TOSSFLAG) && !(player->powers[pw_super]) && !(player->tossdelay))
{
if (!(player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
P_PlayerEmeraldBurst(player, true); // Toss emeralds
else
P_PlayerFlagBurst(player, true);
}
// check for fire
if (!player->exiting)
P_DoFiring(player, cmd);
{
fixed_t oldheight = player->mo->height;
// Less height while spinning. Good for spinning under things...?
if ((player->mo->state == &states[player->mo->info->painstate] || player->mo->state == &states[S_PLAY_SUPERHIT])
|| (player->charability2 == CA2_SPINDASH && (player->pflags & (PF_SPINNING|PF_JUMPED)))
|| player->powers[pw_tailsfly] || player->pflags & PF_GLIDING
|| (player->charability == CA_FLY && (player->mo->state >= &states[S_PLAY_SPC1] && player->mo->state <= &states[S_PLAY_SPC4])))
player->mo->height = P_GetPlayerSpinHeight(player);
else
player->mo->height = P_GetPlayerHeight(player);
if (player->mo->eflags & MFE_VERTICALFLIP && player->mo->height != oldheight) // adjust z height for reverse gravity, similar to how it's done for scaling
player->mo->z -= player->mo->height - oldheight;
}
// Crush test...
if ((player->mo->ceilingz - player->mo->floorz < player->mo->height)
&& !(player->mo->flags & MF_NOCLIP))
{
if ((player->charability2 == CA2_SPINDASH) && !(player->pflags & PF_SPINNING))
{
player->pflags |= PF_SPINNING;
P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
}
else if (player->mo->ceilingz - player->mo->floorz < player->mo->height)
{
if ((netgame || multiplayer) && player->spectator)
P_DamageMobj(player->mo, NULL, NULL, 42000); // Respawn crushed spectators
else
{
mobj_t *killer = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_NULL);
killer->threshold = 44; // Special flag that it was crushing which killed you.
P_DamageMobj(player->mo, killer, killer, 10000);
}
if (player->playerstate == PST_DEAD)
return;
}
}
#ifdef HWRENDER
if (rendermode != render_soft && rendermode != render_none && cv_grfovchange.value)
{
fixed_t speed;
const fixed_t runnyspeed = 20*FRACUNIT;
speed = R_PointToDist2(player->rmomx, player->rmomy, 0, 0);
if (speed > player->normalspeed-5*FRACUNIT)
speed = player->normalspeed-5*FRACUNIT;
if (speed >= runnyspeed)
player->fovadd = speed-runnyspeed;
else
player->fovadd = 0;
if (player->fovadd < 0)
player->fovadd = 0;
}
else
player->fovadd = 0;
#endif
#ifdef FLOORSPLATS
if (cv_shadow.value && rendermode == render_soft)
R_AddFloorSplat(player->mo->subsector, player->mo, "SHADOW", player->mo->x,
player->mo->y, player->mo->floorz, SPLATDRAWMODE_OPAQUE);
#endif
// Look for blocks to bust up
// Because of FF_SHATTER, we should look for blocks constantly,
// not just when spinning or playing as Knuckles
if (CheckForBustableBlocks)
P_CheckBustableBlocks(player);
// Special handling for
// gliding in 2D mode
if ((twodlevel || player->mo->flags2 & MF2_TWOD) && player->pflags & PF_GLIDING && player->charability == CA_GLIDEANDCLIMB
&& !(player->mo->flags & MF_NOCLIP))
{
msecnode_t *node; // only place it's being used in P_MovePlayer now
fixed_t oldx;
fixed_t oldy;
oldx = player->mo->x;
oldy = player->mo->y;
P_UnsetThingPosition(player->mo);
player->mo->x += player->mo->momx;
player->mo->y += player->mo->momy;
P_SetThingPosition(player->mo);
for (node = player->mo->touching_sectorlist; node; node = node->m_snext)
{
if (!node->m_sector)
break;
if (node->m_sector->ffloors)
{
ffloor_t *rover;
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS)) continue;
if ((rover->flags & FF_BLOCKPLAYER))
{
if (*rover->topheight > player->mo->z && *rover->bottomheight < player->mo->z)
{
P_ResetPlayer(player);
S_StartSound(player->mo, sfx_s3k4a);
player->climbing = 5;
player->mo->momx = player->mo->momy = player->mo->momz = 0;
break;
}
}
}
}
if (player->mo->z+player->mo->height > node->m_sector->ceilingheight
&& node->m_sector->ceilingpic == skyflatnum)
continue;
if (node->m_sector->floorheight > player->mo->z
|| node->m_sector->ceilingheight < player->mo->z)
{
P_ResetPlayer(player);
S_StartSound(player->mo, sfx_s3k4a);
player->climbing = 5;
player->mo->momx = player->mo->momy = player->mo->momz = 0;
break;
}
}
P_UnsetThingPosition(player->mo);
player->mo->x = oldx;
player->mo->y = oldy;
P_SetThingPosition(player->mo);
}
// Check for a BOUNCY sector!
if (CheckForBouncySector)
P_CheckBouncySectors(player);
// Look for Quicksand!
if (CheckForQuicksand)
P_CheckQuicksand(player);
}
static void P_DoZoomTube(player_t *player)
{
INT32 sequence;
fixed_t speed;
thinker_t *th;
mobj_t *mo2;
mobj_t *waypoint = NULL;
fixed_t dist;
boolean reverse;
fixed_t speedx,speedy,speedz;
player->mo->height = P_GetPlayerSpinHeight(player);
if (player->speed > 0)
reverse = false;
else
reverse = true;
player->powers[pw_flashing] = 1;
speed = abs(player->speed);
sequence = player->mo->tracer->threshold;
// change slope
dist = P_AproxDistance(P_AproxDistance(player->mo->tracer->x - player->mo->x, player->mo->tracer->y - player->mo->y), player->mo->tracer->z - player->mo->z);
if (dist < 1)
dist = 1;
speedx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed));
speedy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed));
speedz = FixedMul(FixedDiv(player->mo->tracer->z - player->mo->z, dist), (speed));
// Calculate the distance between the player and the waypoint
// 'dist' already equals this.
// Will the player be FURTHER away if the momx/momy/momz is added to
// his current coordinates, or closer? (shift down to fracunits to avoid approximation errors)
if (dist>>FRACBITS <= P_AproxDistance(P_AproxDistance(player->mo->tracer->x - player->mo->x - speedx, player->mo->tracer->y - player->mo->y - speedy), player->mo->tracer->z - player->mo->z - speedz)>>FRACBITS)
{
// If further away, set XYZ of player to waypoint location
P_UnsetThingPosition(player->mo);
player->mo->x = player->mo->tracer->x;
player->mo->y = player->mo->tracer->y;
player->mo->z = player->mo->tracer->z;
P_SetThingPosition(player->mo);
// ugh, duh!!
player->mo->floorz = player->mo->subsector->sector->floorheight;
player->mo->ceilingz = player->mo->subsector->sector->ceilingheight;
CONS_Debug(DBG_GAMELOGIC, "Looking for next waypoint...\n");
// Find next waypoint
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
continue;
mo2 = (mobj_t *)th;
if (mo2->type != MT_TUBEWAYPOINT)
continue;
if (mo2->threshold == sequence)
{
if ((reverse && mo2->health == player->mo->tracer->health - 1)
|| (!reverse && mo2->health == player->mo->tracer->health + 1))
{
waypoint = mo2;
break;
}
}
}
if (waypoint)
{
CONS_Debug(DBG_GAMELOGIC, "Found waypoint (sequence %d, number %d).\n", waypoint->threshold, waypoint->health);
// calculate MOMX/MOMY/MOMZ for next waypoint
// change angle
player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, player->mo->tracer->x, player->mo->tracer->y);
if (player == &players[consoleplayer])
localangle = player->mo->angle;
else if (player == &players[secondarydisplayplayer])
localangle2 = player->mo->angle;
// change slope
dist = P_AproxDistance(P_AproxDistance(player->mo->tracer->x - player->mo->x, player->mo->tracer->y - player->mo->y), player->mo->tracer->z - player->mo->z);
if (dist < 1)
dist = 1;
player->mo->momx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed));
player->mo->momy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed));
player->mo->momz = FixedMul(FixedDiv(player->mo->tracer->z - player->mo->z, dist), (speed));
P_SetTarget(&player->mo->tracer, waypoint);
}
else
{
P_SetTarget(&player->mo->tracer, NULL); // Else, we just let him fly.
CONS_Debug(DBG_GAMELOGIC, "Next waypoint not found, releasing from track...\n");
}
}
else
{
player->mo->momx = speedx;
player->mo->momy = speedy;
player->mo->momz = speedz;
}
// change angle
if (player->mo->tracer)
{
player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, player->mo->tracer->x, player->mo->tracer->y);
if (player == &players[consoleplayer])
localangle = player->mo->angle;
else if (player == &players[secondarydisplayplayer])
localangle2 = player->mo->angle;
}
}
//
// P_DoRopeHang
//
// Kinda like P_DoZoomTube
// but a little different.
//
static void P_DoRopeHang(player_t *player)
{
INT32 sequence;
fixed_t speed;
thinker_t *th;
mobj_t *mo2;
mobj_t *waypoint = NULL;
fixed_t dist;
fixed_t speedx,speedy,speedz;
fixed_t playerz;
player->mo->height = P_GetPlayerHeight(player);
if (player->cmd.buttons & BT_USE && !(player->pflags & PF_STASIS)) // Drop off of the rope
{
P_SetTarget(&player->mo->tracer, NULL);
player->pflags |= PF_JUMPED;
player->pflags &= ~PF_ROPEHANG;
if (!(player->pflags & PF_SLIDING) && (player->pflags & PF_JUMPED)
&& !(player->panim == PA_ROLL) && player->charability2 == CA2_SPINDASH)
P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
return;
}
// Play the 'clink' sound only if the player is moving.
if (!(leveltime & 7) && player->speed)
S_StartSound(player->mo, sfx_s3k55);
playerz = player->mo->z + player->mo->height;
speed = abs(player->speed);
sequence = player->mo->tracer->threshold;
// change slope
dist = P_AproxDistance(P_AproxDistance(player->mo->tracer->x - player->mo->x, player->mo->tracer->y - player->mo->y), player->mo->tracer->z - playerz);
if (dist < 1)
dist = 1;
speedx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed));
speedy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed));
speedz = FixedMul(FixedDiv(player->mo->tracer->z - playerz, dist), (speed));
// If not allowed to move, we're done here.
if (!speed)
return;
// Calculate the distance between the player and the waypoint
// 'dist' already equals this.
// Will the player be FURTHER away if the momx/momy/momz is added to
// his current coordinates, or closer? (shift down to fracunits to avoid approximation errors)
if (dist>>FRACBITS <= P_AproxDistance(P_AproxDistance(player->mo->tracer->x - player->mo->x - speedx, player->mo->tracer->y - player->mo->y - speedy), player->mo->tracer->z - playerz - speedz)>>FRACBITS)
{
// If further away, set XYZ of player to waypoint location
P_UnsetThingPosition(player->mo);
player->mo->x = player->mo->tracer->x;
player->mo->y = player->mo->tracer->y;
player->mo->z = player->mo->tracer->z - player->mo->height;
P_SetThingPosition(player->mo);
CONS_Debug(DBG_GAMELOGIC, "Looking for next waypoint...\n");
// Find next waypoint
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
continue;
mo2 = (mobj_t *)th;
if (mo2->type != MT_TUBEWAYPOINT)
continue;
if (mo2->threshold == sequence)
{
if (mo2->health == player->mo->tracer->health + 1)
{
waypoint = mo2;
break;
}
}
}
if (!(player->mo->tracer->flags & MF_SLIDEME) && !waypoint)
{
CONS_Debug(DBG_GAMELOGIC, "Next waypoint not found, wrapping to start...\n");
// Wrap around back to first waypoint
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
continue;
mo2 = (mobj_t *)th;
if (mo2->type != MT_TUBEWAYPOINT)
continue;
if (mo2->threshold == sequence)
{
if (mo2->health == 0)
{
waypoint = mo2;
break;
}
}
}
}
if (waypoint)
{
CONS_Debug(DBG_GAMELOGIC, "Found waypoint (sequence %d, number %d).\n", waypoint->threshold, waypoint->health);
// calculate MOMX/MOMY/MOMZ for next waypoint
// change slope
dist = P_AproxDistance(P_AproxDistance(player->mo->tracer->x - player->mo->x, player->mo->tracer->y - player->mo->y), player->mo->tracer->z - playerz);
if (dist < 1)
dist = 1;
player->mo->momx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed));
player->mo->momy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed));
player->mo->momz = FixedMul(FixedDiv(player->mo->tracer->z - playerz, dist), (speed));
P_SetTarget(&player->mo->tracer, waypoint);
}
else
{
if (player->mo->tracer->flags & MF_SLIDEME)
{
player->pflags |= PF_JUMPED;
player->pflags &= ~PF_ROPEHANG;
if (!(player->pflags & PF_SLIDING) && (player->pflags & PF_JUMPED)
&& !(player->panim == PA_ROLL) && player->charability2 == CA2_SPINDASH)
P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
}
P_SetTarget(&player->mo->tracer, NULL);
CONS_Debug(DBG_GAMELOGIC, "Next waypoint not found!\n");
}
}
else
{
player->mo->momx = speedx;
player->mo->momy = speedy;
player->mo->momz = speedz;
}
}
#if 0
//
// P_NukeAllPlayers
//
// Hurts all players
// source = guy who gets the credit
//
static void P_NukeAllPlayers(player_t *player)
{
mobj_t *mo;
thinker_t *think;
for (think = thinkercap.next; think != &thinkercap; think = think->next)
{
if (think->function.acp1 != (actionf_p1)P_MobjThinker)
continue; // not a mobj thinker
mo = (mobj_t *)think;
if (!mo->player)
continue;
if (mo->health <= 0) // dead
continue;
if (mo == player->mo)
continue;
P_DamageMobj(mo, player->mo, player->mo, 1);
}
CONS_Printf(M_GetText("%s caused a world of pain.\n"), player_names[player-players]);
return;
}
#endif
//
// P_NukeEnemies
// Looks for something you can hit - Used for bomb shield
//
void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius)
{
const fixed_t ns = 60 << FRACBITS;
mobj_t *mo;
angle_t fa;
thinker_t *think;
INT32 i;
for (i = 0; i < 16; i++)
{
fa = (i*(FINEANGLES/16));
mo = P_SpawnMobj(inflictor->x, inflictor->y, inflictor->z, MT_SUPERSPARK);
if (!P_MobjWasRemoved(mo))
{
mo->momx = FixedMul(FINESINE(fa),ns);
mo->momy = FixedMul(FINECOSINE(fa),ns);
}
}
for (think = thinkercap.next; think != &thinkercap; think = think->next)
{
if (think->function.acp1 != (actionf_p1)P_MobjThinker)
continue; // not a mobj thinker
mo = (mobj_t *)think;
if (!(mo->flags & MF_SHOOTABLE) && !(mo->type == MT_EGGGUARD || mo->type == MT_MINUS))
continue;
if (mo->flags & MF_MONITOR)
continue; // Monitors cannot be 'nuked'.
if (!G_RingSlingerGametype() && mo->type == MT_PLAYER)
continue; // Don't hurt players in Co-Op!
if (abs(inflictor->x - mo->x) > radius || abs(inflictor->y - mo->y) > radius || abs(inflictor->z - mo->z) > radius)
continue; // Workaround for possible integer overflow in the below -Red
if (P_AproxDistance(P_AproxDistance(inflictor->x - mo->x, inflictor->y - mo->y), inflictor->z - mo->z) > radius)
continue;
if (mo->type == MT_MINUS && !(mo->flags & (MF_SPECIAL|MF_SHOOTABLE)))
mo->flags |= MF_SPECIAL|MF_SHOOTABLE;
if (mo->type == MT_EGGGUARD && mo->tracer) //nuke Egg Guard's shield!
P_KillMobj(mo->tracer, inflictor, source);
if (mo->flags & MF_BOSS || mo->type == MT_PLAYER) //don't OHKO bosses nor players!
P_DamageMobj(mo, inflictor, source, 1);
else
P_DamageMobj(mo, inflictor, source, 1000);
}
}
//
// P_LookForEnemies
// Looks for something you can hit - Used for homing attack
// Includes monitors and springs!
//
boolean P_LookForEnemies(player_t *player)
{
mobj_t *mo;
thinker_t *think;
mobj_t *closestmo = NULL;
angle_t an;
for (think = thinkercap.next; think != &thinkercap; think = think->next)
{
if (think->function.acp1 != (actionf_p1)P_MobjThinker)
continue; // not a mobj thinker
mo = (mobj_t *)think;
if (!(mo->flags & (MF_ENEMY|MF_BOSS|MF_MONITOR|MF_SPRING)))
continue; // not a valid enemy
if (mo->health <= 0) // dead
continue;
if (mo == player->mo)
continue;
if (mo->flags2 & MF2_FRET)
continue;
if ((mo->flags & (MF_ENEMY|MF_BOSS)) && !(mo->flags & MF_SHOOTABLE)) // don't aim at something you can't shoot at anyway (see Egg Guard or Minus)
continue;
if (mo->type == MT_DETON) // Don't be STUPID, Sonic!
continue;
if (((mo->z > player->mo->z+FixedMul(MAXSTEPMOVE, player->mo->scale)) && !(player->mo->eflags & MFE_VERTICALFLIP))
|| ((mo->z+mo->height < player->mo->z+player->mo->height-FixedMul(MAXSTEPMOVE, player->mo->scale)) && (player->mo->eflags & MFE_VERTICALFLIP))) // Reverse gravity check - Flame.
continue; // Don't home upwards!
if (P_AproxDistance(P_AproxDistance(player->mo->x-mo->x, player->mo->y-mo->y),
player->mo->z-mo->z) > FixedMul(RING_DIST, player->mo->scale))
continue; // out of range
if ((twodlevel || player->mo->flags2 & MF2_TWOD)
&& abs(player->mo->y-mo->y) > player->mo->radius)
continue; // not in your 2d plane
if (mo->type == MT_PLAYER) // Don't chase after other players!
continue;
if (closestmo && P_AproxDistance(P_AproxDistance(player->mo->x-mo->x, player->mo->y-mo->y),
player->mo->z-mo->z) > P_AproxDistance(P_AproxDistance(player->mo->x-closestmo->x,
player->mo->y-closestmo->y), player->mo->z-closestmo->z))
continue;
an = R_PointToAngle2(player->mo->x, player->mo->y, mo->x, mo->y) - player->mo->angle;
if (an > ANGLE_90 && an < ANGLE_270)
continue; // behind back
player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, mo->x, mo->y);
if (!P_CheckSight(player->mo, mo))
continue; // out of sight
closestmo = mo;
}
if (closestmo)
{
// Found a target monster
P_SetTarget(&player->mo->target, P_SetTarget(&player->mo->tracer, closestmo));
return true;
}
return false;
}
void P_HomingAttack(mobj_t *source, mobj_t *enemy) // Home in on your target
{
fixed_t dist;
fixed_t ns = 0;
if (!enemy)
return;
if (!(enemy->health))
return;
// change angle
source->angle = R_PointToAngle2(source->x, source->y, enemy->x, enemy->y);
if (source->player)
{
if (source->player == &players[consoleplayer])
localangle = source->angle;
else if (source->player == &players[secondarydisplayplayer])
localangle2 = source->angle;
}
// change slope
dist = P_AproxDistance(P_AproxDistance(enemy->x - source->x, enemy->y - source->y),
enemy->z - source->z);
if (dist < 1)
dist = 1;
if (source->type == MT_DETON && enemy->player) // For Deton Chase (Unused)
ns = FixedDiv(FixedMul(enemy->player->normalspeed, enemy->scale), FixedDiv(20*FRACUNIT,17*FRACUNIT));
else if (source->type != MT_PLAYER)
{
if (source->threshold == 32000)
ns = FixedMul(source->info->speed/2, source->scale);
else
ns = FixedMul(source->info->speed, source->scale);
}
else if (source->player)
ns = FixedDiv(FixedMul(source->player->actionspd, source->scale), 3*FRACUNIT/2);
source->momx = FixedMul(FixedDiv(enemy->x - source->x, dist), ns);
source->momy = FixedMul(FixedDiv(enemy->y - source->y, dist), ns);
source->momz = FixedMul(FixedDiv(enemy->z - source->z, dist), ns);
}
// Search for emeralds
void P_FindEmerald(void)
{
thinker_t *th;
mobj_t *mo2;
hunt1 = hunt2 = hunt3 = NULL;
// scan the remaining thinkers
// to find all emeralds
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_EMERHUNT)
{
if (!hunt1)
hunt1 = mo2;
else if (!hunt2)
hunt2 = mo2;
else if (!hunt3)
hunt3 = mo2;
}
}
return;
}
//
// P_DeathThink
// Fall on your face when dying.
// Decrease POV height to floor height.
//
static void P_DeathThink(player_t *player)
{
ticcmd_t *cmd = &player->cmd;
player->deltaviewheight = 0;
if (player->deadtimer < INT32_MAX)
player->deadtimer++;
// continue logic
if (!(netgame || multiplayer) && player->lives <= 0)
{
if (player->deadtimer > TICRATE && (cmd->buttons & BT_USE || cmd->buttons & BT_JUMP) && player->continues > 0)
G_UseContinue();
else if (player->deadtimer >= gameovertics)
G_UseContinue(); // Even if we don't have one this handles ending the game
}
// Force respawn if idle for more than 30 seconds in shooter modes.
if (player->deadtimer > 30*TICRATE && !G_PlatformGametype())
player->playerstate = PST_REBORN;
else if (player->lives > 0 && !G_IsSpecialStage(gamemap)) // Don't allow "click to respawn" in special stages!
{
// Respawn with jump button, force respawn time (3 second default, cheat protected) in shooter modes.
if ((cmd->buttons & BT_JUMP) && player->deadtimer > cv_respawntime.value*TICRATE
&& gametype != GT_RACE && gametype != GT_COOP)
player->playerstate = PST_REBORN;
// Instant respawn in race or if you're spectating.
if ((cmd->buttons & BT_JUMP) && (gametype == GT_RACE || player->spectator))
player->playerstate = PST_REBORN;
// One second respawn in coop.
if ((cmd->buttons & BT_JUMP) && player->deadtimer > TICRATE && (gametype == GT_COOP || gametype == GT_COMPETITION))
player->playerstate = PST_REBORN;
// Single player auto respawn
if (!(netgame || multiplayer) && player->deadtimer > 5*TICRATE)
player->playerstate = PST_REBORN;
}
else if ((netgame || multiplayer) && player->deadtimer == 8*TICRATE)
{
// In a net/multiplayer game, and out of lives
if (gametype == GT_COMPETITION)
{
INT32 i;
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && !players[i].exiting && players[i].lives > 0)
break;
if (i == MAXPLAYERS)
{
// Everyone's either done with the race, or dead.
if (!countdown2 || countdown2 > 1*TICRATE)
countdown2 = 1*TICRATE;
}
}
// In a coop game, and out of lives
if (gametype == GT_COOP)
{
INT32 i;
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && (players[i].exiting || players[i].lives > 0))
break;
if (i == MAXPLAYERS)
{
// They're dead, Jim.
//nextmapoverride = spstage_start;
nextmapoverride = gamemap;
countdown2 = 1*TICRATE;
skipstats = true;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
players[i].score = 0;
}
//emeralds = 0;
tokenbits = 0;
tokenlist = 0;
token = 0;
}
}
}
if (gametype == GT_RACE || gametype == GT_COMPETITION || (gametype == GT_COOP && (multiplayer || netgame)))
{
// Keep time rolling in race mode
if (!(countdown2 && !countdown) && !player->exiting && !(player->pflags & PF_TIMEOVER))
{
if (gametype == GT_RACE || gametype == GT_COMPETITION)
{
if (leveltime >= 4*TICRATE)
player->realtime = leveltime - 4*TICRATE;
else
player->realtime = 0;
}
else
player->realtime = leveltime;
}
// Return to level music
if (netgame && player->deadtimer == gameovertics && P_IsLocalPlayer(player))
S_ChangeMusic(mapmusname, mapmusflags, true);
}
if (!player->mo)
return;
P_CalcHeight(player);
}
//
// P_MoveCamera: make sure the camera is not outside the world and looks at the player avatar
//
camera_t camera, camera2; // Two cameras.. one for split!
static void CV_CamRotate_OnChange(void)
{
if (cv_cam_rotate.value < 0)
CV_SetValue(&cv_cam_rotate, cv_cam_rotate.value + 360);
else if (cv_cam_rotate.value > 359)
CV_SetValue(&cv_cam_rotate, cv_cam_rotate.value % 360);
}
static void CV_CamRotate2_OnChange(void)
{
if (cv_cam2_rotate.value < 0)
CV_SetValue(&cv_cam2_rotate, cv_cam2_rotate.value + 360);
else if (cv_cam2_rotate.value > 359)
CV_SetValue(&cv_cam2_rotate, cv_cam2_rotate.value % 360);
}
static CV_PossibleValue_t CV_CamSpeed[] = {{0, "MIN"}, {1*FRACUNIT, "MAX"}, {0, NULL}};
static CV_PossibleValue_t rotation_cons_t[] = {{1, "MIN"}, {45, "MAX"}, {0, NULL}};
static CV_PossibleValue_t CV_CamRotate[] = {{-720, "MIN"}, {720, "MAX"}, {0, NULL}};
consvar_t cv_cam_dist = {"cam_dist", "128", CV_FLOAT, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_cam_height = {"cam_height", "20", CV_FLOAT, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_cam_still = {"cam_still", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_cam_speed = {"cam_speed", "0.25", CV_FLOAT, CV_CamSpeed, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_cam_rotate = {"cam_rotate", "0", CV_CALL|CV_NOINIT, CV_CamRotate, CV_CamRotate_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_cam_rotspeed = {"cam_rotspeed", "10", 0, rotation_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_cam2_dist = {"cam2_dist", "128", CV_FLOAT, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_cam2_height = {"cam2_height", "20", CV_FLOAT, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_cam2_still = {"cam2_still", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_cam2_speed = {"cam2_speed", "0.25", CV_FLOAT, CV_CamSpeed, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_cam2_rotate = {"cam2_rotate", "0", CV_CALL|CV_NOINIT, CV_CamRotate, CV_CamRotate2_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_cam2_rotspeed = {"cam2_rotspeed", "10", 0, rotation_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
fixed_t t_cam_dist = -42;
fixed_t t_cam_height = -42;
fixed_t t_cam_rotate = -42;
fixed_t t_cam2_dist = -42;
fixed_t t_cam2_height = -42;
fixed_t t_cam2_rotate = -42;
#define MAXCAMERADIST 140*FRACUNIT // Max distance the camera can be in front of the player (2D mode)
void P_ResetCamera(player_t *player, camera_t *thiscam)
{
tic_t tries = 0;
fixed_t x, y, z;
if (!player->mo)
return;
if (thiscam->chase && player->mo->health <= 0)
return;
thiscam->chase = true;
x = player->mo->x - P_ReturnThrustX(player->mo, thiscam->angle, player->mo->radius);
y = player->mo->y - P_ReturnThrustY(player->mo, thiscam->angle, player->mo->radius);
if (player->mo->eflags & MFE_VERTICALFLIP)
z = player->mo->z + player->mo->height - (cv_viewheight.value<<FRACBITS) - 16*FRACUNIT;
else
z = player->mo->z + (cv_viewheight.value<<FRACBITS);
// set bits for the camera
thiscam->x = x;
thiscam->y = y;
thiscam->z = z;
if (!(thiscam == &camera && (cv_cam_still.value || cv_analog.value))
&& !(thiscam == &camera2 && (cv_cam2_still.value || cv_analog2.value)))
{
thiscam->angle = player->mo->angle;
thiscam->aiming = 0;
}
thiscam->relativex = 0;
thiscam->subsector = R_PointInSubsector(thiscam->x,thiscam->y);
thiscam->radius = 20*FRACUNIT;
thiscam->height = 16*FRACUNIT;
while (!P_MoveChaseCamera(player,thiscam,true) && ++tries < 2*TICRATE);
}
boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcalled)
{
angle_t angle = 0, focusangle = 0, focusaiming = 0;
fixed_t x, y, z, dist, checkdist, viewpointx, viewpointy, camspeed, camdist, camheight, pviewheight;
INT32 camrotate;
boolean camstill, cameranoclip;
mobj_t *mo;
subsector_t *newsubsec;
fixed_t f1, f2;
cameranoclip = (player->pflags & (PF_NOCLIP|PF_NIGHTSMODE)) || (player->mo->flags & (MF_NOCLIP|MF_NOCLIPHEIGHT)); // Noclipping player camera noclips too!!
if (!(player->climbing || (player->pflags & PF_NIGHTSMODE) || player->playerstate == PST_DEAD))
{
if (player->spectator) // force cam off for spectators
return true;
if (!cv_chasecam.value && thiscam == &camera)
return true;
if (!cv_chasecam2.value && thiscam == &camera2)
return true;
}
if (!thiscam->chase && !resetcalled)
{
if (player == &players[consoleplayer])
focusangle = localangle;
else if (player == &players[secondarydisplayplayer])
focusangle = localangle2;
else
focusangle = player->mo->angle;
if (thiscam == &camera)
camrotate = cv_cam_rotate.value;
else if (thiscam == &camera2)
camrotate = cv_cam2_rotate.value;
else
camrotate = 0;
thiscam->angle = focusangle + FixedAngle(camrotate*FRACUNIT);
P_ResetCamera(player, thiscam);
return true;
}
if (!player || !player->mo)
return true;
mo = player->mo;
thiscam->radius = FixedMul(20*FRACUNIT, mo->scale);
thiscam->height = FixedMul(16*FRACUNIT, mo->scale);
if (!mo)
return true;
// Don't run while respawning from a starpost
// Inu 4/8/13 Why not?!
// if (leveltime > 0 && timeinmap <= 0)
// return true;
if (player->pflags & PF_NIGHTSMODE)
{
focusangle = player->mo->angle;
focusaiming = 0;
}
else if (player == &players[consoleplayer])
{
focusangle = localangle;
focusaiming = localaiming;
}
else if (player == &players[secondarydisplayplayer])
{
focusangle = localangle2;
focusaiming = localaiming2;
}
else
{
focusangle = player->mo->angle;
focusaiming = player->aiming;
}
if (P_CameraThinker(player, thiscam, resetcalled))
return true;
if (thiscam == &camera)
{
camspeed = cv_cam_speed.value;
camstill = cv_cam_still.value;
camrotate = cv_cam_rotate.value;
camdist = FixedMul(cv_cam_dist.value, mo->scale);
camheight = FixedMul(cv_cam_height.value, mo->scale);
}
else // Camera 2
{
camspeed = cv_cam2_speed.value;
camstill = cv_cam2_still.value;
camrotate = cv_cam2_rotate.value;
camdist = FixedMul(cv_cam2_dist.value, mo->scale);
camheight = FixedMul(cv_cam2_height.value, mo->scale);
}
#ifdef REDSANALOG
if (P_AnalogMove(player) && (player->cmd.buttons & (BT_CAMLEFT|BT_CAMRIGHT)) == (BT_CAMLEFT|BT_CAMRIGHT)) {
camstill = true;
if (camspeed < 4*FRACUNIT/5)
camspeed = 4*FRACUNIT/5;
}
#endif // REDSANALOG
if (mo->eflags & MFE_VERTICALFLIP)
camheight += thiscam->height;
if (twodlevel || (mo->flags2 & MF2_TWOD))
angle = ANGLE_90;
else if (camstill || resetcalled || player->playerstate == PST_DEAD)
angle = thiscam->angle;
else if (player->pflags & PF_NIGHTSMODE) // NiGHTS Level
{
if ((player->pflags & PF_TRANSFERTOCLOSEST) && player->axis1 && player->axis2)
{
angle = R_PointToAngle2(player->axis1->x, player->axis1->y, player->axis2->x, player->axis2->y);
angle += ANGLE_90;
}
else if (player->mo->target)
{
if (player->mo->target->flags & MF_AMBUSH)
angle = R_PointToAngle2(player->mo->target->x, player->mo->target->y, player->mo->x, player->mo->y);
else
angle = R_PointToAngle2(player->mo->x, player->mo->y, player->mo->target->x, player->mo->target->y);
}
}
else if (demoplayback)
{
angle = focusangle;
focusangle = R_PointToAngle2(thiscam->x, thiscam->y, mo->x, mo->y);
if (player == &players[consoleplayer])
{
if (focusangle >= localangle)
localangle += abs((signed)(focusangle - localangle))>>5;
else
localangle -= abs((signed)(focusangle - localangle))>>5;
}
}
else if (P_AnalogMove(player)) // Analog
angle = R_PointToAngle2(thiscam->x, thiscam->y, mo->x, mo->y);
else
angle = focusangle + FixedAngle(camrotate*FRACUNIT);
if (!resetcalled && (cv_analog.value || demoplayback) && ((thiscam == &camera && t_cam_rotate != -42) || (thiscam == &camera2
&& t_cam2_rotate != -42)))
{
angle = FixedAngle(camrotate*FRACUNIT);
thiscam->angle = angle;
}
if (!objectplacing && !(twodlevel || (mo->flags2 & MF2_TWOD)) && !(player->pflags & PF_NIGHTSMODE))
{
#ifdef REDSANALOG
if ((player->cmd.buttons & (BT_CAMLEFT|BT_CAMRIGHT)) == (BT_CAMLEFT|BT_CAMRIGHT)); else
#endif
if (player->cmd.buttons & BT_CAMLEFT)
{
if (thiscam == &camera)
{
if (cv_analog.value || demoplayback)
angle -= FixedAngle(cv_cam_rotspeed.value*FRACUNIT);
else
CV_SetValue(&cv_cam_rotate, camrotate == 0 ? 358
: camrotate - 2);
}
else
{
if (cv_analog2.value)
angle -= FixedAngle(cv_cam2_rotspeed.value*FRACUNIT);
else
CV_SetValue(&cv_cam2_rotate, camrotate == 0 ? 358
: camrotate - 2);
}
}
else if (player->cmd.buttons & BT_CAMRIGHT)
{
if (thiscam == &camera)
{
if (cv_analog.value || demoplayback)
angle += FixedAngle(cv_cam_rotspeed.value*FRACUNIT);
else
CV_SetValue(&cv_cam_rotate, camrotate + 2);
}
else
{
if (cv_analog2.value)
angle += FixedAngle(cv_cam2_rotspeed.value*FRACUNIT);
else
CV_SetValue(&cv_cam2_rotate, camrotate + 2);
}
}
}
// sets ideal cam pos
if (twodlevel || (mo->flags2 & MF2_TWOD))
dist = 480<<FRACBITS;
else if (player->pflags & PF_NIGHTSMODE)
dist = 320<<FRACBITS;
else
{
dist = camdist;
if (player->climbing || player->exiting || player->playerstate == PST_DEAD || (player->pflags & (PF_MACESPIN|PF_ITEMHANG|PF_ROPEHANG)))
dist <<= 1;
}
checkdist = dist;
if (checkdist < 128*FRACUNIT)
checkdist = 128*FRACUNIT;
x = mo->x - FixedMul(FINECOSINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist);
y = mo->y - FixedMul(FINESINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist);
#if 0
if (twodlevel || (mo->flags2 & MF2_TWOD))
{
// Camera doesn't ALWAYS need to move, only when running...
if (abs(player->mo->momx) > 10)
{
// Move the camera all smooth-like, not jerk it around...
if (mo->momx > 0)
{
if (thiscam->relativex < MAXCAMERADIST)
thiscam->relativex += 4*FRACUNIT;
}
else if (mo->momx < 0)
{
if (thiscam->relativex > -MAXCAMERADIST)
thiscam->relativex -= 4*FRACUNIT;
}
}
else // If speed is less than required, start moving the camera back.
{
if (thiscam->relativex > 0)
thiscam->relativex -= 4*FRACUNIT;
else if (thiscam->relativex < 0)
thiscam->relativex += 4*FRACUNIT;
}
// Add the relative x to the global x
x += thiscam->relativex;
y += mo->momy << 1;
}
#endif // bad 2D camera code
pviewheight = FixedMul(cv_viewheight.value<<FRACBITS, mo->scale);
if (mo->eflags & MFE_VERTICALFLIP)
z = mo->z + mo->height - pviewheight - camheight;
else
z = mo->z + pviewheight + camheight;
// move camera down to move under lower ceilings
newsubsec = R_IsPointInSubsector(((mo->x>>FRACBITS) + (thiscam->x>>FRACBITS))<<(FRACBITS-1), ((mo->y>>FRACBITS) + (thiscam->y>>FRACBITS))<<(FRACBITS-1));
if (!newsubsec)
newsubsec = thiscam->subsector;
if (newsubsec)
{
fixed_t myfloorz, myceilingz;
fixed_t midz = thiscam->z + (thiscam->z - mo->z)/2;
// Cameras use the heightsec's heights rather then the actual sector heights.
// If you can see through it, why not move the camera through it too?
if (newsubsec->sector->camsec >= 0)
{
myfloorz = sectors[newsubsec->sector->camsec].floorheight;
myceilingz = sectors[newsubsec->sector->camsec].ceilingheight;
}
else if (newsubsec->sector->heightsec >= 0)
{
myfloorz = sectors[newsubsec->sector->heightsec].floorheight;
myceilingz = sectors[newsubsec->sector->heightsec].ceilingheight;
}
else
{
myfloorz = newsubsec->sector->floorheight;
myceilingz = newsubsec->sector->ceilingheight;
}
// Check list of fake floors and see if floorz/ceilingz need to be altered.
if (newsubsec->sector->ffloors)
{
ffloor_t *rover;
fixed_t delta1, delta2;
INT32 thingtop = midz + thiscam->height;
for (rover = newsubsec->sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_BLOCKOTHERS) || !(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERALL) || GETSECSPECIAL(rover->master->frontsector->special, 4) == 12)
continue;
delta1 = midz - (*rover->bottomheight
+ ((*rover->topheight - *rover->bottomheight)/2));
delta2 = thingtop - (*rover->bottomheight
+ ((*rover->topheight - *rover->bottomheight)/2));
if (*rover->topheight > myfloorz && abs(delta1) < abs(delta2))
myfloorz = *rover->topheight;
if (*rover->bottomheight < myceilingz && abs(delta1) >= abs(delta2))
myceilingz = *rover->bottomheight;
}
}
#ifdef POLYOBJECTS
// Check polyobjects and see if floorz/ceilingz need to be altered
{
INT32 xl, xh, yl, yh, bx, by;
validcount++;
xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
BMBOUNDFIX(xl, xh, yl, yh);
for (by = yl; by <= yh; by++)
for (bx = xl; bx <= xh; bx++)
{
INT32 offset;
polymaplink_t *plink; // haleyjd 02/22/06
if (bx < 0 || by < 0 || bx >= bmapwidth || by >= bmapheight)
continue;
offset = by*bmapwidth + bx;
// haleyjd 02/22/06: consider polyobject lines
plink = polyblocklinks[offset];
while (plink)
{
polyobj_t *po = plink->po;
if (po->validcount != validcount) // if polyobj hasn't been checked
{
sector_t *polysec;
fixed_t delta1, delta2, thingtop;
fixed_t polytop, polybottom;
po->validcount = validcount;
if (!P_PointInsidePolyobj(po, x, y) || !(po->flags & POF_SOLID))
{
plink = (polymaplink_t *)(plink->link.next);
continue;
}
// We're inside it! Yess...
polysec = po->lines[0]->backsector;
if (GETSECSPECIAL(polysec->special, 4) == 12)
{ // Camera noclip polyobj.
plink = (polymaplink_t *)(plink->link.next);
continue;
}
if (po->flags & POF_CLIPPLANES)
{
polytop = polysec->ceilingheight;
polybottom = polysec->floorheight;
}
else
{
polytop = INT32_MAX;
polybottom = INT32_MIN;
}
thingtop = midz + thiscam->height;
delta1 = midz - (polybottom + ((polytop - polybottom)/2));
delta2 = thingtop - (polybottom + ((polytop - polybottom)/2));
if (polytop > myfloorz && abs(delta1) < abs(delta2))
myfloorz = polytop;
if (polybottom < myceilingz && abs(delta1) >= abs(delta2))
myceilingz = polybottom;
}
plink = (polymaplink_t *)(plink->link.next);
}
}
}
#endif
// crushed camera
if (myceilingz <= myfloorz + thiscam->height && !resetcalled && !cameranoclip)
{
P_ResetCamera(player, thiscam);
return true;
}
// camera fit?
if (myceilingz != myfloorz
&& myceilingz - thiscam->height < z)
{
/* // no fit
if (!resetcalled && !cameranoclip)
{
P_ResetCamera(player, thiscam);
return true;
}
*/
z = myceilingz - thiscam->height-FixedMul(11*FRACUNIT, mo->scale);
// is the camera fit is there own sector
}
// Make the camera a tad smarter with 3d floors
if (newsubsec->sector->ffloors && !cameranoclip)
{
ffloor_t *rover;
for (rover = newsubsec->sector->ffloors; rover; rover = rover->next)
{
if ((rover->flags & FF_BLOCKOTHERS) && (rover->flags & FF_RENDERALL) && (rover->flags & FF_EXISTS) && GETSECSPECIAL(rover->master->frontsector->special, 4) != 12)
{
if (*rover->bottomheight - thiscam->height < z
&& midz < *rover->bottomheight)
z = *rover->bottomheight - thiscam->height-FixedMul(11*FRACUNIT, mo->scale);
else if (*rover->topheight + thiscam->height > z
&& midz > *rover->topheight)
z = *rover->topheight;
if ((mo->z >= *rover->topheight && midz < *rover->bottomheight)
|| ((mo->z < *rover->bottomheight && mo->z+mo->height < *rover->topheight) && midz >= *rover->topheight))
{
// Can't see
if (!resetcalled)
P_ResetCamera(player, thiscam);
return true;
}
}
}
}
}
if (mo->type == MT_EGGTRAP)
z = mo->z + 128*FRACUNIT + pviewheight + camheight;
if (thiscam->z < thiscam->floorz && !cameranoclip)
thiscam->z = thiscam->floorz;
// point viewed by the camera
// this point is just 64 unit forward the player
dist = FixedMul(64 << FRACBITS, mo->scale);
viewpointx = mo->x + FixedMul(FINECOSINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist);
viewpointy = mo->y + FixedMul(FINESINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist);
if (!camstill && !resetcalled && !paused)
thiscam->angle = R_PointToAngle2(thiscam->x, thiscam->y, viewpointx, viewpointy);
viewpointx = mo->x + FixedMul(FINECOSINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist);
viewpointy = mo->y + FixedMul(FINESINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist);
/*
if (twodlevel || (mo->flags2 & MF2_TWOD))
thiscam->angle = angle;
*/
// follow the player
/*if (player->playerstate != PST_DEAD && (camspeed) != 0)
{
if (P_AproxDistance(mo->x - thiscam->x, mo->y - thiscam->y) > (checkdist + P_AproxDistance(mo->momx, mo->momy)) * 4
|| abs(mo->z - thiscam->z) > checkdist * 3)
{
if (!resetcalled)
P_ResetCamera(player, thiscam);
return true;
}
}*/
if (twodlevel || (mo->flags2 & MF2_TWOD))
{
thiscam->momx = x-thiscam->x;
thiscam->momy = y-thiscam->y;
thiscam->momz = z-thiscam->z;
}
else
{
thiscam->momx = FixedMul(x - thiscam->x, camspeed);
thiscam->momy = FixedMul(y - thiscam->y, camspeed);
if (GETSECSPECIAL(thiscam->subsector->sector->special, 1) == 6
&& thiscam->z < thiscam->subsector->sector->floorheight + 256*FRACUNIT
&& FixedMul(z - thiscam->z, camspeed) < 0)
{
thiscam->momz = 0; // Don't go down a death pit
}
else
thiscam->momz = FixedMul(z - thiscam->z, camspeed);
}
// compute aming to look the viewed point
f1 = viewpointx-thiscam->x;
f2 = viewpointy-thiscam->y;
dist = FixedHypot(f1, f2);
if (mo->eflags & MFE_VERTICALFLIP)
angle = R_PointToAngle2(0, thiscam->z + thiscam->height, dist, mo->z + mo->height - P_GetPlayerHeight(player));
else
angle = R_PointToAngle2(0, thiscam->z, dist, mo->z + P_GetPlayerHeight(player));
if (player->playerstate != PST_DEAD && !(player->pflags & PF_NIGHTSMODE && player->exiting))
angle += (focusaiming < ANGLE_180 ? focusaiming/2 : InvAngle(InvAngle(focusaiming)/2)); // overcomplicated version of '((signed)focusaiming)/2;'
if (twodlevel || (mo->flags2 & MF2_TWOD) || !camstill) // Keep the view still...
{
G_ClipAimingPitch((INT32 *)&angle);
dist = thiscam->aiming - angle;
thiscam->aiming -= (dist>>3);
}
// Make player translucent if camera is too close (only in single player).
if (!(multiplayer || netgame) && !splitscreen)
{
fixed_t vx = 0, vy = 0;
if (player->awayviewtics) {
vx = player->awayviewmobj->x;
vy = player->awayviewmobj->y;
}
else
{
vx = thiscam->x;
vy = thiscam->y;
}
if (P_AproxDistance(vx - player->mo->x, vy - player->mo->y) < FixedMul(48*FRACUNIT, mo->scale))
player->mo->flags2 |= MF2_SHADOW;
else
player->mo->flags2 &= ~MF2_SHADOW;
}
else
player->mo->flags2 &= ~MF2_SHADOW;
/* if (!resetcalled && (player->pflags & PF_NIGHTSMODE && player->exiting))
{
// Don't let the camera match your movement.
thiscam->momz = 0;
// Only let the camera go a little bit upwards.
if (mo->eflags & MFE_VERTICALFLIP && thiscam->aiming < ANGLE_315 && thiscam->aiming > ANGLE_180)
thiscam->aiming = ANGLE_315;
else if (!(mo->eflags & MFE_VERTICALFLIP) && thiscam->aiming > ANGLE_45 && thiscam->aiming < ANGLE_180)
thiscam->aiming = ANGLE_45;
}
else */if (!resetcalled && (player->playerstate == PST_DEAD || player->playerstate == PST_REBORN))
{
// Don't let the camera match your movement.
thiscam->momz = 0;
// Only let the camera go a little bit downwards.
if (!(mo->eflags & MFE_VERTICALFLIP) && thiscam->aiming < ANGLE_337h && thiscam->aiming > ANGLE_180)
thiscam->aiming = ANGLE_337h;
else if (mo->eflags & MFE_VERTICALFLIP && thiscam->aiming > ANGLE_22h && thiscam->aiming < ANGLE_180)
thiscam->aiming = ANGLE_22h;
}
return (x == thiscam->x && y == thiscam->y && z == thiscam->z && angle == thiscam->aiming);
}
static boolean P_SpectatorJoinGame(player_t *player)
{
if (!G_GametypeHasSpectators() && G_IsSpecialStage(gamemap) && useNightsSS) // Special Stage spectators should NEVER be allowed to rejoin the game
{
if (P_IsLocalPlayer(player))
CONS_Printf(M_GetText("You cannot enter the game while a special stage is in progress.\n"));
player->powers[pw_flashing] += 2*TICRATE; //to prevent message spam.
}
else if (!cv_allowteamchange.value)
{
if (P_IsLocalPlayer(player))
CONS_Printf(M_GetText("Server does not allow team change.\n"));
player->powers[pw_flashing] += 2*TICRATE; //to prevent message spam.
}
// Team changing in Team Match and CTF
// Pressing fire assigns you to a team that needs players if allowed.
// Partial code reproduction from p_tick.c autobalance code.
else if (G_GametypeHasTeams())
{
INT32 changeto = 0;
INT32 z, numplayersred = 0, numplayersblue = 0;
//find a team by num players, score, or random if all else fails.
for (z = 0; z < MAXPLAYERS; ++z)
if (playeringame[z])
{
if (players[z].ctfteam == 1)
++numplayersred;
else if (players[z].ctfteam == 2)
++numplayersblue;
}
// for z
if (numplayersblue > numplayersred)
changeto = 1;
else if (numplayersred > numplayersblue)
changeto = 2;
else if (bluescore > redscore)
changeto = 1;
else if (redscore > bluescore)
changeto = 2;
else
changeto = (P_Random() & 1) + 1;
if (player->mo)
{
P_RemoveMobj(player->mo);
player->mo = NULL;
}
player->spectator = false;
player->ctfteam = changeto;
player->playerstate = PST_REBORN;
//Reset away view
if (P_IsLocalPlayer(player) && displayplayer != consoleplayer)
displayplayer = consoleplayer;
if (changeto == 1)
CONS_Printf(M_GetText("%s switched to the %c%s%c.\n"), player_names[player-players], '\x85', M_GetText("Red Team"), '\x80');
else if (changeto == 2)
CONS_Printf(M_GetText("%s switched to the %c%s%c.\n"), player_names[player-players], '\x84', M_GetText("Blue Team"), '\x80');
return true; // no more player->mo, cannot continue.
}
// Joining in game from firing.
else
{
// Exception for hide and seek. Don't join a game when you simply
// respawn in place and sit there for the rest of the round.
if (!(gametype == GT_HIDEANDSEEK && leveltime > (hidetime * TICRATE)))
{
if (player->mo)
{
P_RemoveMobj(player->mo);
player->mo = NULL;
}
player->spectator = false;
player->playerstate = PST_REBORN;
if (gametype == GT_TAG)
{
//Make joining players "it" after hidetime.
if (leveltime > (hidetime * TICRATE))
{
CONS_Printf(M_GetText("%s is now IT!\n"), player_names[player-players]); // Tell everyone who is it!
player->pflags |= PF_TAGIT;
}
P_CheckSurvivors();
}
//Reset away view
if (P_IsLocalPlayer(player) && displayplayer != consoleplayer)
displayplayer = consoleplayer;
CONS_Printf(M_GetText("%s entered the game.\n"), player_names[player-players]);
return true; // no more player->mo, cannot continue.
}
else
{
if (P_IsLocalPlayer(player))
CONS_Printf(M_GetText("You must wait until next round to enter the game.\n"));
player->powers[pw_flashing] += 2*TICRATE; //to prevent message spam.
}
}
return false;
}
static void P_CalcPostImg(player_t *player)
{
sector_t *sector = player->mo->subsector->sector;
postimg_t *type;
INT32 *param;
fixed_t pviewheight;
if (player->mo->eflags & MFE_VERTICALFLIP)
pviewheight = player->mo->z + player->mo->height - player->viewheight;
else
pviewheight = player->mo->z + player->viewheight;
if (player->awayviewtics)
{
sector = player->awayviewmobj->subsector->sector;
pviewheight = player->awayviewmobj->z + 20*FRACUNIT;
}
if (splitscreen && player == &players[secondarydisplayplayer])
{
type = &postimgtype2;
param = &postimgparam2;
}
else
{
type = &postimgtype;
param = &postimgparam;
}
// see if we are in heat (no, not THAT kind of heat...)
if (P_FindSpecialLineFromTag(13, sector->tag, -1) != -1)
*type = postimg_heat;
else if (sector->ffloors)
{
ffloor_t *rover;
for (rover = sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS))
continue;
if (pviewheight >= *rover->topheight || pviewheight <= *rover->bottomheight)
continue;
if (P_FindSpecialLineFromTag(13, rover->master->frontsector->tag, -1) != -1)
*type = postimg_heat;
}
}
// see if we are in water (water trumps heat)
if (sector->ffloors)
{
ffloor_t *rover;
for (rover = sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_SWIMMABLE) || rover->flags & FF_BLOCKPLAYER)
continue;
if (pviewheight >= *rover->topheight || pviewheight <= *rover->bottomheight)
continue;
*type = postimg_water;
}
}
if (player->mo->eflags & MFE_VERTICALFLIP)
*type = postimg_flip;
#if 1
(void)param;
#else
// Motion blur
if (player->speed > (35<<FRACBITS))
{
*type = postimg_motion;
*param = (player->speed - 32)/4;
if (*param > 5)
*param = 5;
}
#endif
}
void P_DoPityCheck(player_t *player)
{
// No pity outside of match or CTF.
if (player->spectator
|| !(gametype == GT_MATCH || gametype == GT_TEAMMATCH || gametype == GT_CTF))
return;
// Apply pity shield if available.
if ((player->pity >= 3 || player->pity < 0) && player->powers[pw_shield] == SH_NONE)
{
if (player->pity > 0)
S_StartSound(player->mo, mobjinfo[MT_PITYSHIELDICO].seesound);
player->pity = 0;
player->powers[pw_shield] = SH_PITY;
P_SpawnShieldOrb(player);
}
}
//
// P_PlayerThink
//
boolean playerdeadview; // show match/chaos/tag/capture the flag rankings while in death view
void P_PlayerThink(player_t *player)
{
ticcmd_t *cmd;
const size_t playeri = (size_t)(player - players);
#ifdef PARANOIA
if (!player->mo)
I_Error("p_playerthink: players[%s].mo == NULL", sizeu1(playeri));
#endif
// todo: Figure out what is actually causing these problems in the first place...
if ((player->health <= 0 || player->mo->health <= 0) && player->playerstate == PST_LIVE) //you should be DEAD!
{
CONS_Debug(DBG_GAMELOGIC, "P_PlayerThink: Player %s in PST_LIVE with 0 health. (\"Zombie bug\")\n", sizeu1(playeri));
player->playerstate = PST_DEAD;
}
if (player->bot)
{
if (player->playerstate == PST_LIVE && B_CheckRespawn(player))
player->playerstate = PST_REBORN;
if (player->playerstate == PST_REBORN)
return;
}
#ifdef SEENAMES
if (netgame && player == &players[displayplayer] && !(leveltime % (TICRATE/5)))
{
seenplayer = NULL;
if (cv_seenames.value && cv_allowseenames.value &&
!(G_TagGametype() && (player->pflags & PF_TAGIT)))
{
mobj_t *mo = P_SpawnNameFinder(player->mo, MT_NAMECHECK);
if (mo)
{
short int i;
mo->flags |= MF_NOCLIPHEIGHT;
for (i = 0; i < 32; i++)
{
// Debug drawing
// if (i&1)
// P_SpawnMobj(mo->x, mo->y, mo->z, MT_SPARK);
if (P_RailThinker(mo))
break; // mobj was removed (missile hit a wall) or couldn't move
}
}
}
}
#endif
if (player->pflags & PF_GLIDING)
{
if (player->panim != PA_ABILITY)
P_SetPlayerMobjState(player->mo, S_PLAY_ABL1);
}
else if ((player->pflags & PF_JUMPED) && !player->powers[pw_super] && player->panim != PA_ROLL && player->charability2 == CA2_SPINDASH)
P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
if (player->flashcount)
player->flashcount--;
if (player->awayviewtics)
player->awayviewtics--;
/// \note do this in the cheat code
if (player->pflags & PF_NOCLIP)
player->mo->flags |= MF_NOCLIP;
else
player->mo->flags &= ~MF_NOCLIP;
cmd = &player->cmd;
// Add some extra randomization.
if (cmd->forwardmove)
P_Random();
#ifdef PARANOIA
if (player->playerstate == PST_REBORN)
I_Error("player %s is in PST_REBORN\n", sizeu1(playeri));
#endif
if (gametype == GT_RACE || gametype == GT_COMPETITION)
{
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])
{
if (!players[i].exiting && players[i].lives > 0)
break;
}
}
if (i == MAXPLAYERS && player->exiting == 3*TICRATE) // finished
player->exiting = (14*TICRATE)/5 + 1;
// If 10 seconds are left on the timer,
// begin the drown music for countdown!
if (countdown == 11*TICRATE - 1)
{
if (P_IsLocalPlayer(player))
S_ChangeMusicInternal("drown", false);
}
// If you've hit the countdown and you haven't made
// it to the exit, you're a goner!
else if (countdown == 1 && !player->exiting && player->lives > 0)
{
if (netgame && player->health > 0)
CONS_Printf(M_GetText("%s ran out of time.\n"), player_names[player-players]);
player->pflags |= PF_TIMEOVER;
if (player->pflags & PF_NIGHTSMODE)
{
P_DeNightserizePlayer(player);
S_StartScreamSound(player->mo, sfx_s3k66);
}
player->lives = 2; // Don't start the game over music!
P_DamageMobj(player->mo, NULL, NULL, 10000);
player->lives = 0;
if (player->playerstate == PST_DEAD)
return;
}
}
// If it is set, start subtracting
// Don't allow it to go back to 0
if (player->exiting > 1 && player->exiting < 3*TICRATE)
player->exiting--;
if (player->exiting && countdown2)
player->exiting = 5;
if (player->exiting == 2 || countdown2 == 2)
{
if (cv_playersforexit.value) // Count to be sure everyone's exited
{
INT32 i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator || players[i].bot)
continue;
if (players[i].lives <= 0)
continue;
if (!players[i].exiting || players[i].exiting > 3)
break;
}
if (i == MAXPLAYERS)
{
if (server)
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
}
else
player->exiting = 3;
}
else
{
if (server)
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
}
}
// check water content, set stuff in mobj
P_MobjCheckWater(player->mo);
#ifdef POLYOBJECTS
if (player->onconveyor != 1 || !P_IsObjectOnGround(player->mo))
#endif
player->onconveyor = 0;
// check special sectors : damage & secrets
if (!player->spectator)
P_PlayerInSpecialSector(player);
if (player->playerstate == PST_DEAD)
{
player->mo->flags2 &= ~MF2_SHADOW;
// show the multiplayer rankings while dead
if (player == &players[displayplayer])
playerdeadview = true;
P_DeathThink(player);
return;
}
// Make sure spectators always have a score and ring count of 0.
if (player->spectator)
{
player->score = 0;
player->mo->health = 1;
player->health = 1;
}
if ((netgame || multiplayer) && player->lives <= 0)
{
// In Co-Op, replenish a user's lives if they are depleted.
// of course, this is just a cheap hack, meh...
player->lives = cv_startinglives.value;
}
if (player == &players[displayplayer])
playerdeadview = false;
if ((gametype == GT_RACE || gametype == GT_COMPETITION) && leveltime < 4*TICRATE)
{
cmd->buttons &= BT_USE; // Remove all buttons except BT_USE
cmd->forwardmove = 0;
cmd->sidemove = 0;
}
// Synchronizes the "real" amount of time spent in the level.
if (!player->exiting)
{
if (gametype == GT_RACE || gametype == GT_COMPETITION)
{
if (leveltime >= 4*TICRATE)
player->realtime = leveltime - 4*TICRATE;
else
player->realtime = 0;
}
else
player->realtime = leveltime;
}
if ((netgame || splitscreen) && player->spectator && cmd->buttons & BT_ATTACK && !player->powers[pw_flashing])
{
if (P_SpectatorJoinGame(player))
return; // player->mo was removed.
}
// Even if not NiGHTS, pull in nearby objects when walking around as John Q. Elliot.
if (!objectplacing && !((netgame || multiplayer) && player->spectator)
&& maptol & TOL_NIGHTS && (!(player->pflags & PF_NIGHTSMODE) || player->powers[pw_nights_helper]))
{
thinker_t *th;
mobj_t *mo2;
fixed_t x = player->mo->x;
fixed_t y = player->mo->y;
fixed_t z = player->mo->z;
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_NIGHTSWING || mo2->type == MT_RING || mo2->type == MT_COIN
|| mo2->type == MT_BLUEBALL))
continue;
if (P_AproxDistance(P_AproxDistance(mo2->x - x, mo2->y - y), mo2->z - z) > FixedMul(128*FRACUNIT, player->mo->scale))
continue;
// Yay! The thing's in reach! Pull it in!
mo2->flags |= MF_NOCLIP|MF_NOCLIPHEIGHT;
mo2->flags2 |= MF2_NIGHTSPULL;
P_SetTarget(&mo2->tracer, player->mo);
}
}
if (player->linktimer && !player->powers[pw_nights_linkfreeze])
{
if (--player->linktimer <= 0) // Link timer
player->linkcount = 0;
}
// Move around.
// Reactiontime is used to prevent movement
// for a bit after a teleport.
if (player->mo->reactiontime)
player->mo->reactiontime--;
else if (player->mo->tracer && player->mo->tracer->type == MT_TUBEWAYPOINT)
{
if (player->pflags & PF_ROPEHANG)
{
if (!P_AnalogMove(player))
player->mo->angle = (cmd->angleturn<<16 /* not FRACBITS */);
ticruned++;
if ((cmd->angleturn & TICCMD_RECEIVED) == 0)
ticmiss++;
P_DoRopeHang(player);
P_SetPlayerMobjState(player->mo, S_PLAY_CARRY);
P_DoJumpStuff(player, &player->cmd);
}
else
{
P_DoZoomTube(player);
if (!(player->panim == PA_ROLL) && player->charability2 == CA2_SPINDASH)
P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
}
player->rmomx = player->rmomy = 0; // no actual momentum from your controls
P_ResetScore(player);
}
else
P_MovePlayer(player);
if (!player->mo)
return; // P_MovePlayer removed player->mo.
// Unset statis flags after moving.
// In other words, if you manually set stasis via code,
// it lasts for one tic.
player->pflags &= ~PF_FULLSTASIS;
#ifdef POLYOBJECTS
if (player->onconveyor == 1)
player->cmomy = player->cmomx = 0;
#endif
P_DoSuperStuff(player);
P_CheckSneakerAndLivesTimer(player);
P_DoBubbleBreath(player); // Spawn Sonic's bubbles
P_CheckUnderwaterAndSpaceTimer(player); // Display the countdown drown numbers!
P_CheckInvincibilityTimer(player); // Spawn Invincibility Sparkles
P_DoPlayerHeadSigns(player); // Spawn Tag/CTF signs over player's head
#if 1
// "Blur" a bit when you have speed shoes and are going fast enough
if ((player->powers[pw_super] || player->powers[pw_sneakers]) && (player->speed + abs(player->mo->momz)) > FixedMul(20*FRACUNIT,player->mo->scale))
{
mobj_t *gmobj = P_SpawnGhostMobj(player->mo);
gmobj->fuse = 2;
if (leveltime & 1)
{
gmobj->frame &= ~FF_TRANSMASK;
gmobj->frame |= tr_trans70<<FF_TRANSSHIFT;
}
// Hide the mobj from our sights if we're the displayplayer and chasecam is off,
// or secondarydisplayplayer and chasecam2 is off.
// Why not just not spawn the mobj? Well, I'd rather only flirt with
// consistency so much...
if ((player == &players[displayplayer] && !camera.chase)
|| (splitscreen && player == &players[secondarydisplayplayer] && !camera2.chase))
gmobj->flags2 |= MF2_DONTDRAW;
}
#endif
// check for use
if (!(player->pflags & PF_NIGHTSMODE))
{
if (cmd->buttons & BT_USE)
player->pflags |= PF_USEDOWN;
else
player->pflags &= ~PF_USEDOWN;
}
else if (player->mo->tracer) // match tracer's position with yours when NiGHTS
{
P_UnsetThingPosition(player->mo->tracer);
player->mo->tracer->x = player->mo->x;
player->mo->tracer->y = player->mo->y;
if (player->mo->eflags & MFE_VERTICALFLIP)
player->mo->tracer->z = player->mo->z + player->mo->height - player->mo->tracer->height;
else
player->mo->tracer->z = player->mo->z;
player->mo->tracer->floorz = player->mo->floorz;
player->mo->tracer->ceilingz = player->mo->ceilingz;
P_SetThingPosition(player->mo->tracer);
}
// Counters, time dependent power ups.
// Time Bonus & Ring Bonus count settings
// Strength counts up to diminish fade.
if (player->powers[pw_sneakers] && player->powers[pw_sneakers] < UINT16_MAX)
player->powers[pw_sneakers]--;
if (player->powers[pw_invulnerability] && player->powers[pw_invulnerability] < UINT16_MAX)
player->powers[pw_invulnerability]--;
if (player->powers[pw_flashing] && player->powers[pw_flashing] < UINT16_MAX && ((player->pflags & PF_NIGHTSMODE) || player->powers[pw_flashing] < flashingtics))
player->powers[pw_flashing]--;
if (player->powers[pw_tailsfly] && player->powers[pw_tailsfly] < UINT16_MAX && player->charability != CA_SWIM && !(player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]))) // tails fly counter
player->powers[pw_tailsfly]--;
if (player->powers[pw_underwater] && (player->pflags & PF_GODMODE || (player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL))
{
if (player->powers[pw_underwater] <= 12*TICRATE+1)
P_RestoreMusic(player); //incase they were about to drown
player->powers[pw_underwater] = 0;
}
else if (player->powers[pw_underwater] && !(maptol & TOL_NIGHTS) && !((netgame || multiplayer) && player->spectator)) // underwater timer
player->powers[pw_underwater]--;
if (player->powers[pw_spacetime] && (player->pflags & PF_GODMODE || (player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL))
player->powers[pw_spacetime] = 0;
else if (player->powers[pw_spacetime] && !(maptol & TOL_NIGHTS) && !((netgame || multiplayer) && player->spectator)) // underwater timer
player->powers[pw_spacetime]--;
if (player->powers[pw_gravityboots] && player->powers[pw_gravityboots] < UINT16_MAX)
player->powers[pw_gravityboots]--;
if (player->powers[pw_extralife] && player->powers[pw_extralife] < UINT16_MAX)
player->powers[pw_extralife]--;
if (player->powers[pw_nights_linkfreeze] && player->powers[pw_nights_linkfreeze] < UINT16_MAX)
player->powers[pw_nights_linkfreeze]--;
if (player->powers[pw_nights_superloop] && player->powers[pw_nights_superloop] < UINT16_MAX)
player->powers[pw_nights_superloop]--;
if (player->powers[pw_nights_helper] && player->powers[pw_nights_helper] < UINT16_MAX)
player->powers[pw_nights_helper]--;
if (player->powers[pw_nocontrol] & ((1<<15)-1) && player->powers[pw_nocontrol] < UINT16_MAX)
player->powers[pw_nocontrol]--;
else
player->powers[pw_nocontrol] = 0;
//pw_super acts as a timer now
if (player->powers[pw_super])
player->powers[pw_super]++;
if (player->powers[pw_ingoop])
{
if (player->mo->state == &states[S_PLAY_STND])
player->mo->tics = 2;
player->powers[pw_ingoop]--;
}
if (player->bumpertime)
player->bumpertime--;
if (player->skidtime)
player->skidtime--;
if (player->weapondelay)
player->weapondelay--;
if (player->tossdelay)
player->tossdelay--;
if (player->homing)
player->homing--;
if (player->texttimer)
{
--player->texttimer;
if (!player->texttimer && !player->exiting && player->textvar >= 4)
{
player->texttimer = 4*TICRATE;
player->textvar = 2; // GET n RINGS!
if (player->capsule && player->capsule->health != player->capsule->spawnpoint->angle)
player->textvar++; // GET n MORE RINGS!
}
}
if (player->losstime && !player->powers[pw_flashing])
player->losstime--;
// Flash player after being hit.
if (!(player->pflags & PF_NIGHTSMODE))
{
if (player->powers[pw_flashing] > 0 && player->powers[pw_flashing] < flashingtics && (leveltime & 1))
player->mo->flags2 |= MF2_DONTDRAW;
else
player->mo->flags2 &= ~MF2_DONTDRAW;
}
else if (player->mo->tracer)
{
if (player->powers[pw_flashing] & 1)
player->mo->tracer->flags2 |= MF2_DONTDRAW;
else
player->mo->tracer->flags2 &= ~MF2_DONTDRAW;
}
player->pflags &= ~PF_SLIDING;
/*
// Colormap verification
{
INT32 i,j;
sector_t *controlsec;
for (j=0; j<numsectors; j++)
{
controlsec = NULL;
// Does this sector have a water linedef?
for (i=0; i<numlines;i++)
{
if ((lines[i].special == 121 || lines[i].special == 123)
&& lines[i].tag == sectors[j].tag)
{
controlsec = lines[i].frontsector;
break;
}
}
if (i < numlines && controlsec)
{
// Does this sector have a colormap?
for (i=0; i<numlines;i++)
{
if (lines[i].special == 606 && lines[i].tag == controlsec->tag)
break;
}
if (i == numlines)
CONS_Debug(DBG_GAMELOGIC, "%d, %d\n", j, sectors[j].tag);
}
}
I_Error("I'm done!\n");
}*/
}
//
// P_PlayerAfterThink
//
// Thinker for player after all other thinkers have run
//
void P_PlayerAfterThink(player_t *player)
{
ticcmd_t *cmd;
INT32 oldweapon = player->currentweapon;
camera_t *thiscam = NULL; // if not one of the displayed players, just don't bother
#ifdef PARANOIA
if (!player->mo)
{
const size_t playeri = (size_t)(player - players);
I_Error("P_PlayerAfterThink: players[%s].mo == NULL", sizeu1(playeri));
}
#endif
cmd = &player->cmd;
if (splitscreen && player == &players[secondarydisplayplayer])
thiscam = &camera2;
else if (player == &players[displayplayer])
thiscam = &camera;
if (player->playerstate == PST_DEAD)
{
// camera may still move when guy is dead
//if (!netgame)
{
if (thiscam && thiscam->chase)
P_MoveChaseCamera(player, thiscam, false);
}
return;
}
if (player->pflags & PF_NIGHTSMODE)
{
player->powers[pw_gravityboots] = 0;
//player->mo->eflags &= ~MFE_VERTICALFLIP;
}
if (!(player->pflags & PF_WPNDOWN))
{
if (cmd->buttons & BT_WEAPONNEXT)
{
player->currentweapon++;
player->currentweapon %= NUM_WEAPONS;
player->pflags |= PF_WPNDOWN;
}
if (cmd->buttons & BT_WEAPONPREV)
{
player->currentweapon--;
if (player->currentweapon < 0)
player->currentweapon = NUM_WEAPONS - 1;
player->pflags |= PF_WPNDOWN;
if (player->currentweapon == WEP_RAIL && (!(player->ringweapons & RW_RAIL) || !player->powers[pw_railring]))
player->currentweapon--;
if (player->currentweapon == WEP_EXPLODE && (!(player->ringweapons & RW_EXPLODE) || !player->powers[pw_explosionring]))
player->currentweapon--;
if (player->currentweapon == WEP_GRENADE && (!(player->ringweapons & RW_GRENADE) || !player->powers[pw_grenadering]))
player->currentweapon--;
if (player->currentweapon == WEP_SCATTER && (!(player->ringweapons & RW_SCATTER) || !player->powers[pw_scatterring]))
player->currentweapon--;
if (player->currentweapon == WEP_BOUNCE && (!(player->ringweapons & RW_BOUNCE) || !player->powers[pw_bouncering]))
player->currentweapon--;
if (player->currentweapon == WEP_AUTO && (!(player->ringweapons & RW_AUTO) || !player->powers[pw_automaticring]))
player->currentweapon = 0;
}
if (cmd->buttons & BT_WEAPONMASK)
{
//Read the bits to determine individual weapon ring selection.
INT32 weapon = (cmd->buttons & BT_WEAPONMASK);
switch (weapon)
{
case 1: //normal / infinity
player->currentweapon = 0;
player->pflags |= PF_WPNDOWN;
break;
case 2: //automatic
if ((player->ringweapons & RW_AUTO) && player->powers[pw_automaticring])
{
player->currentweapon = WEP_AUTO;
player->pflags |= PF_WPNDOWN;
}
break;
case 3: //bounce
if ((player->ringweapons & RW_BOUNCE) && player->powers[pw_bouncering])
{
player->currentweapon = WEP_BOUNCE;
player->pflags |= PF_WPNDOWN;
}
break;
case 4: //scatter
if ((player->ringweapons & RW_SCATTER) && player->powers[pw_scatterring])
{
player->currentweapon = WEP_SCATTER;
player->pflags |= PF_WPNDOWN;
}
break;
case 5: //grenade
if ((player->ringweapons & RW_GRENADE) && player->powers[pw_grenadering])
{
player->currentweapon = WEP_GRENADE;
player->pflags |= PF_WPNDOWN;
}
break;
case 6: //explosion
if ((player->ringweapons & RW_EXPLODE) && player->powers[pw_explosionring])
{
player->currentweapon = WEP_EXPLODE;
player->pflags |= PF_WPNDOWN;
}
break;
case 7: //rail
if ((player->ringweapons & RW_RAIL) && player->powers[pw_railring])
{
player->currentweapon = WEP_RAIL;
player->pflags |= PF_WPNDOWN;
}
break;
}
}
}
if (!(cmd->buttons & (BT_WEAPONNEXT|BT_WEAPONPREV|BT_WEAPONMASK)))
player->pflags &= ~PF_WPNDOWN;
// Weapon cycling if out of ammo for a certain weapon
if (player->currentweapon == WEP_AUTO && (!(player->ringweapons & RW_AUTO) || !player->powers[pw_automaticring]))
player->currentweapon++;
if (player->currentweapon == WEP_BOUNCE && (!(player->ringweapons & RW_BOUNCE) || !player->powers[pw_bouncering]))
player->currentweapon++;
if (player->currentweapon == WEP_SCATTER && (!(player->ringweapons & RW_SCATTER) || !player->powers[pw_scatterring]))
player->currentweapon++;
if (player->currentweapon == WEP_GRENADE && (!(player->ringweapons & RW_GRENADE) || !player->powers[pw_grenadering]))
player->currentweapon++;
if (player->currentweapon == WEP_EXPLODE && (!(player->ringweapons & RW_EXPLODE) || !player->powers[pw_explosionring]))
player->currentweapon++;
if (player->currentweapon == WEP_RAIL && (!(player->ringweapons & RW_RAIL) || !player->powers[pw_railring]))
player->currentweapon = 0;
// If you're out of rings, but have Infinity Rings left, switch to that.
if (player->currentweapon != 0 && player->health <= 1 && player->powers[pw_infinityring])
player->currentweapon = 0;
if (P_IsLocalPlayer(player) && (player->pflags & PF_WPNDOWN) && player->currentweapon != oldweapon)
S_StartSound(NULL, sfx_wepchg);
if (player->pflags & PF_GLIDING)
{
if (player->panim != PA_ABILITY)
P_SetPlayerMobjState(player->mo, S_PLAY_ABL1);
}
else if (player->pflags & PF_SLIDING)
P_SetPlayerMobjState(player->mo, player->mo->info->painstate);
else if (player->pflags & PF_JUMPED
&& ((!player->powers[pw_super] && player->panim != PA_ROLL)
|| player->mo->state == &states[player->mo->info->painstate])
&& player->charability2 == CA2_SPINDASH)
P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
if (player->pflags & PF_CARRIED && player->mo->tracer)
{
player->mo->height = FixedDiv(P_GetPlayerHeight(player), FixedDiv(14*FRACUNIT,10*FRACUNIT));
// State check for the carrier - Flame
// You are an IDIOT, those aren't even the right frames! >_> - JTE
if (player->mo->tracer->player
&& !(player->mo->tracer->state >= &states[S_PLAY_ABL1]
&& player->mo->tracer->state <= &states[S_PLAY_SPC4]))
player->pflags &= ~PF_CARRIED;
if (player->mo->eflags & MFE_VERTICALFLIP)
{
if ((player->mo->tracer->z + player->mo->tracer->height + player->mo->height + FixedMul(FRACUNIT, player->mo->scale)) <= player->mo->tracer->ceilingz
&& (player->mo->tracer->eflags & MFE_VERTICALFLIP)) // Reverse gravity check for the carrier - Flame
player->mo->z = player->mo->tracer->z + player->mo->tracer->height + FixedMul(FRACUNIT, player->mo->scale);
else
player->pflags &= ~PF_CARRIED;
}
else
{
if ((player->mo->tracer->z - player->mo->height - FixedMul(FRACUNIT, player->mo->scale)) >= player->mo->tracer->floorz
&& !(player->mo->tracer->eflags & MFE_VERTICALFLIP)) // Correct gravity check for the carrier - Flame
player->mo->z = player->mo->tracer->z - player->mo->height - FixedMul(FRACUNIT, player->mo->scale);
else
player->pflags &= ~PF_CARRIED;
}
if (player->mo->tracer->health <= 0)
player->pflags &= ~PF_CARRIED;
else
{
P_TryMove(player->mo, player->mo->tracer->x, player->mo->tracer->y, true);
player->mo->momx = player->mo->tracer->momx;
player->mo->momy = player->mo->tracer->momy;
player->mo->momz = player->mo->tracer->momz;
}
if (gametype == GT_COOP)
{
player->mo->angle = player->mo->tracer->angle;
if (player == &players[consoleplayer])
localangle = player->mo->angle;
else if (player == &players[secondarydisplayplayer])
localangle2 = player->mo->angle;
}
if (P_AproxDistance(player->mo->x - player->mo->tracer->x, player->mo->y - player->mo->tracer->y) > player->mo->radius)
player->pflags &= ~PF_CARRIED;
P_SetPlayerMobjState(player->mo, S_PLAY_CARRY);
if (player-players == consoleplayer && botingame)
CV_SetValue(&cv_analog2, !(player->pflags & PF_CARRIED));
}
else if (player->pflags & PF_ITEMHANG && player->mo->tracer)
{
// tracer is what you're hanging onto
P_UnsetThingPosition(player->mo);
player->mo->x = player->mo->tracer->x;
player->mo->y = player->mo->tracer->y;
if (player->mo->eflags & MFE_VERTICALFLIP)
player->mo->z = player->mo->tracer->z + player->mo->tracer->height - FixedDiv(player->mo->height, 3*FRACUNIT);
else
player->mo->z = player->mo->tracer->z - FixedDiv(player->mo->height, 3*FRACUNIT/2);
player->mo->momx = player->mo->momy = player->mo->momz = 0;
P_SetThingPosition(player->mo);
P_SetPlayerMobjState(player->mo, S_PLAY_CARRY);
// Controllable missile
if (player->mo->tracer->type == MT_BLACKEGGMAN_MISSILE)
{
if (cmd->forwardmove > 0)
player->mo->tracer->momz += FixedMul(FRACUNIT/4, player->mo->tracer->scale);
else if (cmd->forwardmove < 0)
player->mo->tracer->momz -= FixedMul(FRACUNIT/4, player->mo->tracer->scale);
player->mo->tracer->angle = player->mo->angle;
P_InstaThrust(player->mo->tracer, player->mo->tracer->angle, FixedMul(player->mo->tracer->info->speed, player->mo->tracer->scale));
if (player->mo->z <= player->mo->floorz
|| player->mo->tracer->health <= 0)
{
player->pflags &= ~PF_ITEMHANG;
P_SetTarget(&player->mo->tracer, NULL);
}
}
}
else if (player->pflags & PF_MACESPIN && player->mo->tracer && player->mo->tracer->target)
{
player->mo->height = P_GetPlayerSpinHeight(player);
// tracer is what you're hanging onto....
player->mo->momx = (player->mo->tracer->x - player->mo->x)*2;
player->mo->momy = (player->mo->tracer->y - player->mo->y)*2;
player->mo->momz = (player->mo->tracer->z - (player->mo->height-player->mo->tracer->height/2) - player->mo->z)*2;
P_TeleportMove(player->mo, player->mo->tracer->x, player->mo->tracer->y, player->mo->tracer->z - (player->mo->height-player->mo->tracer->height/2));
player->pflags |= PF_JUMPED;
player->secondjump = 0;
player->pflags &= ~PF_THOKKED;
if (cmd->forwardmove > 0)
player->mo->tracer->target->lastlook += 2;
else if (cmd->forwardmove < 0 && player->mo->tracer->target->lastlook > player->mo->tracer->target->movecount)
player->mo->tracer->target->lastlook -= 2;
if (!(player->mo->tracer->target->flags & MF_SLIDEME) // Noclimb on chain parameters gives this
&& !(twodlevel || player->mo->flags2 & MF2_TWOD)) // why on earth would you want to turn them in 2D mode?
{
player->mo->tracer->target->health += cmd->sidemove;
player->mo->angle += cmd->sidemove<<ANGLETOFINESHIFT; // 2048 --> ANGLE_MAX
if (player == &players[consoleplayer])
localangle = player->mo->angle; // Adjust the local control angle.
else if (player == &players[secondarydisplayplayer])
localangle2 = player->mo->angle;
}
}
if (thiscam)
{
if (!thiscam->chase) // bob view only if looking through the player's eyes
{
P_CalcHeight(player);
P_CalcPostImg(player);
}
else
{
// defaults to make sure 1st person cam doesn't do anything weird on startup
player->deltaviewheight = 0;
player->viewheight = FixedMul(cv_viewheight.value << FRACBITS, player->mo->scale);
if (player->mo->eflags & MFE_VERTICALFLIP)
player->viewz = player->mo->z + player->mo->height - player->viewheight;
else
player->viewz = player->mo->z + player->viewheight;
if (server || addedtogame)
P_MoveChaseCamera(player, thiscam, false); // calculate the camera movement
}
}
// spectator invisibility and nogravity.
if ((netgame || multiplayer) && player->spectator)
{
player->mo->flags2 |= MF2_DONTDRAW;
player->mo->flags |= MF_NOGRAVITY;
}
if (P_IsObjectOnGround(player->mo))
player->mo->pmomz = 0;
}