// 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_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 */ 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_ChangeMusic(mus_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_ChangeMusic(mus_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_ChangeMusic(mus_supers, true); else if (player->powers[pw_invulnerability] > 1) S_ChangeMusic((mariomode) ? mus_minvnc : mus_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(mapmusic, true); } else S_ChangeMusic(mus_shoes, true); } else S_ChangeMusic(mapmusic, 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 >= sec->ceilingheight) 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 == *rover->bottomheight) return true; } } } // Nope! else { // Detect if the player is on the floor. if (mo->z <= sec->floorheight) 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 == *rover->topheight) 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<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; 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; for (rover = node->m_sector->ffloors; rover; rover = rover->next) { if (player->mo->z > *rover->topheight) continue; if (player->mo->z + player->mo->height < *rover->bottomheight) continue; if (oldz < *rover->topheight && oldz > *rover->bottomheight) 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; newmom = -FixedMul(player->mo->momz,linedist); 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; player->mo->momz = newmom; 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<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(mapmusic, 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(mapmusic, 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_ChangeMusic(mus_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) { fixed_t destx, desty; mobj_t *sparkle; if (!splitscreen && rendermode != render_soft) { angle_t viewingangle; if (players[displayplayer].awayviewtics) viewingangle = R_PointToAngle2(player->mo->x, player->mo->y, players[displayplayer].awayviewmobj->x, players[displayplayer].awayviewmobj->y); else if (!camera.chase && players[displayplayer].mo) viewingangle = R_PointToAngle2(player->mo->x, player->mo->y, players[displayplayer].mo->x, players[displayplayer].mo->y); else viewingangle = R_PointToAngle2(player->mo->x, player->mo->y, camera.x, camera.y); destx = player->mo->x + P_ReturnThrustX(player->mo, viewingangle, FixedMul(FRACUNIT, player->mo->scale)); desty = player->mo->y + P_ReturnThrustY(player->mo, viewingangle, FixedMul(FRACUNIT, player->mo->scale)); } else { destx = player->mo->x; desty = player->mo->y; } sparkle = P_SpawnMobj(destx, desty, 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; thrust = false; floorclimb = false; boostup = false; skyclimber = false; 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; floorclimb = true; // 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) && (*rover->bottomheight < player->mo->z+player->mo->height) && (*rover->topheight >= player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale))) || ((player->mo->eflags & MFE_VERTICALFLIP) && (*rover->topheight > player->mo->z) && (*rover->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 ((*rover->topheight >= player->mo->z + player->mo->height) && ((player->mo->z + player->mo->height + player->mo->momz) >= *rover->topheight)) { 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; if (*roverbelow->bottomheight < *rover->topheight + FixedMul(16*FRACUNIT, player->mo->scale)) foundfof = true; } if (!foundfof) player->mo->momz = 0; } // Below the FOF if (*rover->topheight <= player->mo->z) { floorclimb = false; boostup = false; thrust = false; } // Above the FOF if (*rover->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 ((*rover->bottomheight <= player->mo->z) && ((player->mo->z + player->mo->momz) <= *rover->bottomheight)) { 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; if (*roverbelow->topheight > *rover->bottomheight - FixedMul(16*FRACUNIT, player->mo->scale)) foundfof = true; } if (!foundfof) player->mo->momz = 0; } // Below the FOF if (*rover->bottomheight >= player->mo->z + player->mo->height) { floorclimb = false; boostup = false; thrust = false; } // Above the FOF if (*rover->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 ((glidesector->sector->floorheight >= player->mo->z + player->mo->height) && ((player->mo->z + player->mo->height + player->mo->momz) >= glidesector->sector->floorheight)) { 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->bottomheight < glidesector->sector->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 && glidesector->sector->ceilingheight > player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale) && (glidesector->sector->ceilingpic == skyflatnum || glidesector->sector->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 ((glidesector->sector->ceilingheight <= player->mo->z) && ((player->mo->z + player->mo->momz) <= glidesector->sector->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 > glidesector->sector->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 > glidesector->sector->ceilingheight - FixedMul(16*FRACUNIT, player->mo->scale)) { floorclimb = true; thrust = false; boostup = false; } // Reached the top of the lower texture area if (!floorclimb && glidesector->sector->floorheight < player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale) && (glidesector->sector->ceilingpic == skyflatnum || glidesector->sector->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 ((glidesector->sector->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) < glidesector->sector->floorheight) || ((player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + player->mo->height <= glidesector->sector->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 >= glidesector->sector->ceilingheight) || ((player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale) > glidesector->sector->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; // 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 || (polybottom < 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 || (polytop > 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) { 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--; } switch (player->skin) { case 1: // Golden orange supertails. player->mo->color = SKINCOLOR_TSUPER1 + (leveltime/2) % 5; break; case 2: // Pink superknux. player->mo->color = SKINCOLOR_KSUPER1 + (leveltime/2) % 5; break; default: // Yousa yellow now! player->mo->color = SKINCOLOR_SUPER1 + (leveltime/2) % 5; break; } 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)) P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_SUPERSPARK); 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--; else player->mo->z++; player->mo->z += player->mo->pmomz; // Solves problem of 'hitting around again after jumping on a moving platform'. 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<mo->scale) && !player->mo->momz && onground && !(player->pflags & PF_USEDOWN) && !(player->pflags & PF_SPINNING)) { 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<mo->scale) && !(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)) { 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)<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<sidemove < 0 && player->mo->angle != ANGLE_180 && (player->mo->angle > ANGLE_180 || player->mo->angle == 0)) player->mo->angle -= 1280<sidemove == 0) { if (player->mo->angle >= ANGLE_270) player->mo->angle += 1280<mo->angle < ANGLE_270 && player->mo->angle > ANGLE_180) player->mo->angle -= 1280<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<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; #ifndef OLD_MOVEMENT_CODE fixed_t oldMagnitude, newMagnitude; // 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); #endif 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<pflags & PF_SLIDING) { normalspd = FixedMul(36<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 OLD_MOVEMENT_CODE if (player->speed < topspeed && mforward && cmd->forwardmove > 0) // Sonic's Speed P_Thrust(player->mo, movepushangle, movepushforward); else if (mforward && cmd->forwardmove < 0) P_Thrust(player->mo, movepushangle, movepushforward); else if (player->speed < topspeed && mbackward && cmd->forwardmove < 0) P_Thrust(player->mo, movepushangle, movepushforward); else if (mbackward && cmd->forwardmove > 0) P_Thrust(player->mo, movepushangle, movepushforward); else if (!mforward && !mbackward) P_Thrust(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; #ifdef OLD_MOVEMENT_CODE angle_t controlplayerdirection; boolean cforward; // controls pointing forward from the player boolean cbackward; // controls pointing backward from the player angle_t dangle; cforward = cbackward = false; #endif // 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; #ifdef OLD_MOVEMENT_CODE controlplayerdirection = player->mo->angle; dangle = controldirection - controlplayerdirection; if (dangle > ANGLE_180) //flip to keep to one side dangle = InvAngle(dangle); if (dangle > ANGLE_90) cbackward = true; // Controls pointing backwards from player else cforward = true; // Controls pointing in player's general direction #endif 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 OLD_MOVEMENT_CODE if (player->speed < topspeed) P_Thrust(player->mo, controldirection, movepushforward); else if ((mforward) && (cbackward)) P_Thrust(player->mo, controldirection, movepushforward); else if ((mbackward) && (cforward)) P_Thrust(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)) { #ifdef OLD_MOVEMENT_CODE boolean mright = 0; boolean mleft = 0; angle_t sideangle; sideangle = player->mo->angle - ANGLE_90; // 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) - sideangle; if (dangle > ANGLE_180) dangle = InvAngle(dangle); // now use it to determine direction! if (dangle <= ANGLE_45) // angles 0-45 or 315-360 mright = 1; // going right else if (dangle >= ANGLE_135) // angles 135-225 mleft = 1; // going left // anything else will leave both at 0, so no need to do anything else #endif 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 OLD_MOVEMENT_CODE if (player->speed < topspeed) P_Thrust(player->mo, movepushsideangle, movepushside); else if (mright && cmd->sidemove < 0) P_Thrust(player->mo, movepushsideangle, movepushside); else if (mleft && cmd->sidemove > 0) P_Thrust(player->mo, movepushsideangle, movepushside); #else P_Thrust(player->mo, movepushsideangle, movepushside); #endif } #ifndef OLD_MOVEMENT_CODE // 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; } } #endif } // // 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<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)<capsule->y + ((P_SignedRandom()/2)<capsule->z + (player->capsule->height/2) + ((P_SignedRandom()/2)<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_ChangeMusic(mus_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 (anglediffflyangle++; } // 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; } else player->pflags &= ~PF_FULLSTASIS; 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<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<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<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(mapmusic, 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<mo->z + (cv_viewheight.value<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, forceon = false, 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) forceon = true; if (!forceon && player->spectator) // force cam off for spectators return true; if (!forceon && !cv_chasecam.value && thiscam == &camera) return true; if (!forceon && !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<pflags & PF_NIGHTSMODE) dist = 320<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<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; 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)) { 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<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_ChangeMusic(mus_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 #ifdef BLUE_SPHERES || mo2->type == MT_BLUEBALL #endif )) 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. #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<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->mo->pmomz = 0; player->pflags &= ~PF_SLIDING; /* // Colormap verification { INT32 i,j; sector_t *controlsec; for (j=0; jtag) 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; #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 thiscam = &camera; if (player->playerstate == PST_DEAD) { // camera may still move when guy is dead //if (!netgame) { if (((splitscreen && player == &players[secondarydisplayplayer]) || player == &players[displayplayer]) && 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< 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 ((splitscreen && player == &players[secondarydisplayplayer]) || player == &players[displayplayer]) { 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; } }