From d55790097fbcf81b15f28f2f8fe88dcfb268b798 Mon Sep 17 00:00:00 2001 From: Monster Iestyn Date: Sun, 11 Nov 2018 21:01:55 +0000 Subject: [PATCH] split MT_TAILSOVERLAY handling code into a function of its own, since there's so much of it # Conflicts: # src/p_user.c --- src/p_user.c | 369 ++++++++++++++++++++++++++------------------------- 1 file changed, 187 insertions(+), 182 deletions(-) diff --git a/src/p_user.c b/src/p_user.c index b74cafd21..862aa1baa 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -10134,6 +10134,7 @@ void P_DoPityCheck(player_t *player) } } + static sector_t *P_GetMinecartSector(fixed_t x, fixed_t y, fixed_t z, fixed_t *nz) { sector_t *sec = R_PointInSubsector(x, y)->sector; @@ -10546,6 +10547,191 @@ static void P_MinecartThink(player_t *player) player->powers[pw_flashing]--; } +// Handle Tails' fluff +static void P_DoTailsOverlay(player_t *player, mobj_t *tails) +{ + // init... + boolean smilesonground = P_IsObjectOnGround(player->mo); + angle_t horizangle = player->drawangle; + fixed_t zoffs = 0; + fixed_t backwards = -1*FRACUNIT; + boolean doroll = (player->panim == PA_ROLL || player->panim == PA_JUMP); + angle_t rollangle; + boolean panimchange; + INT32 ticnum = 0; + statenum_t chosenstate; + + if (!tails->skin) + { + tails->skin = player->mo->skin; + P_SetMobjState(tails, S_TAILSOVERLAY_STAND); + tails->movecount = -1; + } + + panimchange = (tails->movecount != (INT32)player->panim); + + // initial position... + if (doroll) + { + fixed_t testval, zdist; + if (player->speed < FRACUNIT) + testval = FRACUNIT; + else + { + testval = (FixedMul(player->speed, FINECOSINE((horizangle - R_PointToAngle2(0, 0, player->rmomx, player->rmomy)) >> ANGLETOFINESHIFT))); + if (testval < FRACUNIT) + testval = FRACUNIT; + } + if (smilesonground && !player->mo->reactiontime) + zdist = (player->mo->z - tails->threshold); + else + zdist = player->mo->momz; + rollangle = R_PointToAngle2(0, 0, testval, -P_MobjFlip(player->mo)*zdist); + zoffs = 3*FRACUNIT + 12*FINESINE(rollangle >> ANGLETOFINESHIFT); + backwards = -12*FINECOSINE(rollangle >> ANGLETOFINESHIFT); + } + else if (player->panim == PA_RUN) + backwards = -5*FRACUNIT; + else if (player->panim == PA_SPRING) + { + zoffs += 4*FRACUNIT; + backwards /= 2; + } + else if (player->panim == PA_PAIN) + backwards /= 16; + else if (player->mo->state-states == S_PLAY_GASP) + { + backwards /= 16; + zoffs += 12*FRACUNIT; + } + else if (player->mo->state-states == S_PLAY_EDGE) + { + backwards /= 16; + zoffs = 3*FRACUNIT; + } + else if (player->panim == PA_ABILITY2) + { + zoffs = -7*FRACUNIT; + backwards = -9*FRACUNIT; + } + else if (player->mo->sprite2 == SPR2_FLY || player->mo->sprite2 == SPR2_TIRE) + backwards = -5*FRACUNIT; + + // sprite... + if (doroll) + { + statenum_t add = ((rollangle > ANGLE_180) ? 2 : 0); + if (add) + rollangle = InvAngle(rollangle); + rollangle += ANG15; // modify the thresholds to be nice clean numbers + if (rollangle > ANG60) + chosenstate = S_TAILSOVERLAY_PLUS60DEGREES + add; + else if (rollangle > ANG30) + chosenstate = S_TAILSOVERLAY_PLUS30DEGREES + add; + else + chosenstate = S_TAILSOVERLAY_0DEGREES; + } + else if (player->panim == PA_SPRING) + chosenstate = S_TAILSOVERLAY_MINUS60DEGREES; + else if (player->panim == PA_FALL || player->mo->state-states == S_PLAY_RIDE) + chosenstate = S_TAILSOVERLAY_PLUS60DEGREES; + else if (player->panim == PA_PAIN) + chosenstate = S_TAILSOVERLAY_PAIN; + else if (player->mo->state-states == S_PLAY_GASP) + chosenstate = S_TAILSOVERLAY_GASP; + else if (player->mo->state-states == S_PLAY_EDGE) + chosenstate = S_TAILSOVERLAY_EDGE; + else if (player->panim == PA_RUN) + chosenstate = S_TAILSOVERLAY_RUN; + else if (player->panim == PA_WALK) + { + if (!smilesonground || player->mo->state-states == S_PLAY_SKID) + chosenstate = S_TAILSOVERLAY_PLUS30DEGREES; + else if (player->speed >= FixedMul(player->runspeed/2, player->mo->scale)) + chosenstate = S_TAILSOVERLAY_0DEGREES; + else + chosenstate = S_TAILSOVERLAY_MINUS30DEGREES; + } + else if (player->mo->sprite2 == SPR2_FLY) + chosenstate = S_TAILSOVERLAY_FLY; + else if (player->mo->sprite2 == SPR2_TIRE) + chosenstate = S_TAILSOVERLAY_TIRE; + else if (player->panim == PA_ABILITY2) + chosenstate = S_TAILSOVERLAY_PLUS30DEGREES; + else if (player->panim == PA_IDLE) + chosenstate = S_TAILSOVERLAY_STAND; + else + chosenstate = S_INVISIBLE; + + // state... + if (panimchange) + { + tails->sprite2 = -1; + P_SetMobjState(tails, chosenstate); + } + else + { + if (tails->state != states+chosenstate) + { + if (states[chosenstate].sprite == SPR_PLAY) + tails->sprite2 = P_GetSkinSprite2(((skin_t *)tails->skin), (states[chosenstate].frame & FF_FRAMEMASK), player); + P_SetMobjState(tails, chosenstate); + } + } + + if (player->fly1 != 0 && player->powers[pw_tailsfly] != 0 && !smilesonground) + P_SetMobjState(tails, chosenstate); + + // animation... + if (player->panim == PA_SPRING || player->panim == PA_FALL || player->mo->state-states == S_PLAY_RIDE) + { + if (FixedDiv(abs(player->mo->momz), player->mo->scale) < 20<panim == PA_PAIN) + ticnum = 2; + else if (player->mo->state-states == S_PLAY_GASP) + tails->tics = -1; + else if (player->mo->sprite2 == SPR2_TIRE) + ticnum = 4; + else if (player->panim != PA_IDLE) + ticnum = player->mo->tics; + + if (ticnum && tails->tics > ticnum) + tails->tics = ticnum; + + // final handling... + tails->color = player->mo->color; + tails->threshold = player->mo->z; + tails->movecount = player->panim; + tails->angle = horizangle; + P_SetScale(tails, player->mo->scale); + tails->destscale = player->mo->destscale; + tails->radius = player->mo->radius; + tails->height = player->mo->height; + zoffs = FixedMul(zoffs, tails->scale); + + if (player->mo->eflags & MFE_VERTICALFLIP) + { + tails->eflags |= MFE_VERTICALFLIP; + tails->flags2 |= MF2_OBJECTFLIP; + zoffs = player->mo->height - tails->height - zoffs; + } + else + { + tails->eflags &= ~MFE_VERTICALFLIP; + tails->flags2 &= ~MF2_OBJECTFLIP; + } + + P_UnsetThingPosition(tails); + tails->x = player->mo->x + P_ReturnThrustX(tails, tails->angle, FixedMul(backwards, tails->scale)); + tails->y = player->mo->y + P_ReturnThrustY(tails, tails->angle, FixedMul(backwards, tails->scale)); + tails->z = player->mo->z + zoffs; + P_SetThingPosition(tails); +} + // // P_PlayerThink // @@ -11684,188 +11870,7 @@ void P_PlayerAfterThink(player_t *player) switch (player->followmobj->type) { case MT_TAILSOVERLAY: // c: - { - // init... - boolean smilesonground = P_IsObjectOnGround(player->mo); - angle_t horizangle = player->drawangle; - fixed_t zoffs = 0; - fixed_t backwards = -1*FRACUNIT; - boolean doroll = (player->panim == PA_ROLL || player->panim == PA_JUMP); - angle_t rollangle; - boolean panimchange; - INT32 ticnum = 0; - statenum_t chosenstate; - - if (!player->followmobj->skin) - { - player->followmobj->skin = player->mo->skin; - P_SetMobjState(player->followmobj, S_TAILSOVERLAY_STAND); - player->followmobj->movecount = -1; - } - - panimchange = (player->followmobj->movecount != (INT32)player->panim); - - // initial position... - if (doroll) - { - fixed_t testval, zdist; - if (player->speed < FRACUNIT) - testval = FRACUNIT; - else - { - testval = (FixedMul(player->speed, FINECOSINE((horizangle - R_PointToAngle2(0, 0, player->rmomx, player->rmomy)) >> ANGLETOFINESHIFT))); - if (testval < FRACUNIT) - testval = FRACUNIT; - } - if (smilesonground && !player->mo->reactiontime) - zdist = (player->mo->z - player->followmobj->threshold); - else - zdist = player->mo->momz; - rollangle = R_PointToAngle2(0, 0, testval, -P_MobjFlip(player->mo)*zdist); - zoffs = 3*FRACUNIT + 12*FINESINE(rollangle >> ANGLETOFINESHIFT); - backwards = -12*FINECOSINE(rollangle >> ANGLETOFINESHIFT); - } - else if (player->panim == PA_RUN) - backwards = -5*FRACUNIT; - else if (player->panim == PA_SPRING) - { - zoffs += 4*FRACUNIT; - backwards /= 2; - } - else if (player->panim == PA_PAIN) - backwards /= 16; - else if (player->mo->state-states == S_PLAY_GASP) - { - backwards /= 16; - zoffs += 12*FRACUNIT; - } - else if (player->mo->state-states == S_PLAY_EDGE) - { - backwards /= 16; - zoffs = 3*FRACUNIT; - } - else if (player->panim == PA_ABILITY2) - { - zoffs = -7*FRACUNIT; - backwards = -9*FRACUNIT; - } - else if (player->mo->sprite2 == SPR2_FLY || player->mo->sprite2 == SPR2_TIRE) - backwards = -5*FRACUNIT; - - // sprite... - if (doroll) - { - statenum_t add = ((rollangle > ANGLE_180) ? 2 : 0); - if (add) - rollangle = InvAngle(rollangle); - rollangle += ANG15; // modify the thresholds to be nice clean numbers - if (rollangle > ANG60) - chosenstate = S_TAILSOVERLAY_PLUS60DEGREES + add; - else if (rollangle > ANG30) - chosenstate = S_TAILSOVERLAY_PLUS30DEGREES + add; - else - chosenstate = S_TAILSOVERLAY_0DEGREES; - } - else if (player->panim == PA_SPRING) - chosenstate = S_TAILSOVERLAY_MINUS60DEGREES; - else if (player->panim == PA_FALL || player->mo->state-states == S_PLAY_RIDE) - chosenstate = S_TAILSOVERLAY_PLUS60DEGREES; - else if (player->panim == PA_PAIN) - chosenstate = S_TAILSOVERLAY_PAIN; - else if (player->mo->state-states == S_PLAY_GASP) - chosenstate = S_TAILSOVERLAY_GASP; - else if (player->mo->state-states == S_PLAY_EDGE) - chosenstate = S_TAILSOVERLAY_EDGE; - else if (player->panim == PA_RUN) - chosenstate = S_TAILSOVERLAY_RUN; - else if (player->panim == PA_WALK) - { - if (!smilesonground || player->mo->state-states == S_PLAY_SKID) - chosenstate = S_TAILSOVERLAY_PLUS30DEGREES; - else if (player->speed >= FixedMul(player->runspeed/2, player->mo->scale)) - chosenstate = S_TAILSOVERLAY_0DEGREES; - else - chosenstate = S_TAILSOVERLAY_MINUS30DEGREES; - } - else if (player->mo->sprite2 == SPR2_FLY) - chosenstate = S_TAILSOVERLAY_FLY; - else if (player->mo->sprite2 == SPR2_TIRE) - chosenstate = S_TAILSOVERLAY_TIRE; - else if (player->panim == PA_ABILITY2) - chosenstate = S_TAILSOVERLAY_PLUS30DEGREES; - else if (player->panim == PA_IDLE) - chosenstate = S_TAILSOVERLAY_STAND; - else - chosenstate = S_INVISIBLE; - - // state... - if (panimchange) - { - player->followmobj->sprite2 = -1; - P_SetMobjState(player->followmobj, chosenstate); - } - else - { - if (player->followmobj->state != states+chosenstate) - { - if (states[chosenstate].sprite == SPR_PLAY) - player->followmobj->sprite2 = P_GetSkinSprite2(((skin_t *)player->followmobj->skin), (states[chosenstate].frame & FF_FRAMEMASK), player); - P_SetMobjState(player->followmobj, chosenstate); - } - } - - if (player->fly1 != 0 && player->powers[pw_tailsfly] != 0 && !smilesonground) - P_SetMobjState(player->followmobj, chosenstate); - - // animation... - if (player->panim == PA_SPRING || player->panim == PA_FALL || player->mo->state-states == S_PLAY_RIDE) - { - if (FixedDiv(abs(player->mo->momz), player->mo->scale) < 20<panim == PA_PAIN) - ticnum = 2; - else if (player->mo->state-states == S_PLAY_GASP) - player->followmobj->tics = -1; - else if (player->mo->sprite2 == SPR2_TIRE) - ticnum = 4; - else if (player->panim != PA_IDLE) - ticnum = player->mo->tics; - - if (ticnum && player->followmobj->tics > ticnum) - player->followmobj->tics = ticnum; - - // final handling... - player->followmobj->color = player->mo->color; - player->followmobj->threshold = player->mo->z; - player->followmobj->movecount = player->panim; - player->followmobj->angle = horizangle; - P_SetScale(player->followmobj, player->mo->scale); - player->followmobj->destscale = player->mo->destscale; - player->followmobj->radius = player->mo->radius; - player->followmobj->height = player->mo->height; - zoffs = FixedMul(zoffs, player->followmobj->scale); - - if (player->mo->eflags & MFE_VERTICALFLIP) - { - player->followmobj->eflags |= MFE_VERTICALFLIP; - player->followmobj->flags2 |= MF2_OBJECTFLIP; - zoffs = player->mo->height - player->followmobj->height - zoffs; - } - else - { - player->followmobj->eflags &= ~MFE_VERTICALFLIP; - player->followmobj->flags2 &= ~MF2_OBJECTFLIP; - } - - P_UnsetThingPosition(player->followmobj); - player->followmobj->x = player->mo->x + P_ReturnThrustX(player->followmobj, player->followmobj->angle, FixedMul(backwards, player->followmobj->scale)); - player->followmobj->y = player->mo->y + P_ReturnThrustY(player->followmobj, player->followmobj->angle, FixedMul(backwards, player->followmobj->scale)); - player->followmobj->z = player->mo->z + zoffs; - P_SetThingPosition(player->followmobj); - } + P_DoTailsOverlay(player, player->followmobj); break; default: var1 = 1;