// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2016 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file p_inter.c /// \brief Handling interactions (i.e., collisions) #include "doomdef.h" #include "i_system.h" #include "am_map.h" #include "g_game.h" #include "m_random.h" #include "p_local.h" #include "s_sound.h" #include "r_main.h" #include "st_stuff.h" #include "hu_stuff.h" #include "lua_hook.h" #include "m_cond.h" // unlockables, emblems, etc #include "m_cheat.h" // objectplace #include "m_misc.h" #include "v_video.h" // video flags for CEchos // CTF player names #define CTFTEAMCODE(pl) pl->ctfteam ? (pl->ctfteam == 1 ? "\x85" : "\x84") : "" #define CTFTEAMENDCODE(pl) pl->ctfteam ? "\x80" : "" void P_ForceFeed(const player_t *player, INT32 attack, INT32 fade, tic_t duration, INT32 period) { BasicFF_t Basicfeed; if (!player) return; Basicfeed.Duration = (UINT32)(duration * (100L/TICRATE)); Basicfeed.ForceX = Basicfeed.ForceY = 1; Basicfeed.Gain = 25000; Basicfeed.Magnitude = period*10; Basicfeed.player = player; /// \todo test FFB P_RampConstant(&Basicfeed, attack, fade); } void P_ForceConstant(const BasicFF_t *FFInfo) { JoyFF_t ConstantQuake; if (!FFInfo || !FFInfo->player) return; ConstantQuake.ForceX = FFInfo->ForceX; ConstantQuake.ForceY = FFInfo->ForceY; ConstantQuake.Duration = FFInfo->Duration; ConstantQuake.Gain = FFInfo->Gain; ConstantQuake.Magnitude = FFInfo->Magnitude; if (FFInfo->player == &players[consoleplayer]) I_Tactile(ConstantForce, &ConstantQuake); else if (splitscreen && FFInfo->player == &players[secondarydisplayplayer]) I_Tactile2(ConstantForce, &ConstantQuake); } void P_RampConstant(const BasicFF_t *FFInfo, INT32 Start, INT32 End) { JoyFF_t RampQuake; if (!FFInfo || !FFInfo->player) return; RampQuake.ForceX = FFInfo->ForceX; RampQuake.ForceY = FFInfo->ForceY; RampQuake.Duration = FFInfo->Duration; RampQuake.Gain = FFInfo->Gain; RampQuake.Magnitude = FFInfo->Magnitude; RampQuake.Start = Start; RampQuake.End = End; if (FFInfo->player == &players[consoleplayer]) I_Tactile(ConstantForce, &RampQuake); else if (splitscreen && FFInfo->player == &players[secondarydisplayplayer]) I_Tactile2(ConstantForce, &RampQuake); } // // GET STUFF // /** Makes sure all previous starposts are cleared. * For instance, hitting starpost 5 will clear starposts 1 through 4, even if * you didn't touch them. This is how the classic games work, although it can * lead to bizarre situations on levels that allow you to make a circuit. * * \param postnum The number of the starpost just touched. */ void P_ClearStarPost(INT32 postnum) { thinker_t *th; mobj_t *mo2; // scan the thinkers for (th = thinkercap.next; th != &thinkercap; th = th->next) { if (th->function.acp1 != (actionf_p1)P_MobjThinker) continue; mo2 = (mobj_t *)th; if (mo2->type == MT_STARPOST && mo2->health <= postnum) P_SetMobjState(mo2, mo2->info->seestate); } return; } // // P_ResetStarposts // // Resets all starposts back to their spawn state, used on A_Mixup and some other things. // void P_ResetStarposts(void) { // Search through all the thinkers. thinker_t *th; mobj_t *post; for (th = thinkercap.next; th != &thinkercap; th = th->next) { if (th->function.acp1 != (actionf_p1)P_MobjThinker) continue; post = (mobj_t *)th; if (post->type == MT_STARPOST) P_SetMobjState(post, post->info->spawnstate); } } // // P_CanPickupItem // // Returns true if the player is in a state where they can pick up items. // boolean P_CanPickupItem(player_t *player, boolean weapon) { if (player->bot && weapon) return false; if (player->powers[pw_flashing] > (flashingtics/4)*3 && player->powers[pw_flashing] < UINT16_MAX) return false; if (player->mo && player->mo->health <= 0) return false; return true; } // // P_DoNightsScore // // When you pick up some items in nights, it displays // a score sign, and awards you some drill time. // void P_DoNightsScore(player_t *player) { mobj_t *dummymo; if (player->exiting) return; // Don't do any fancy shit for failures. dummymo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z+player->mo->height/2, MT_NIGHTSCORE); if (player->bot) player = &players[consoleplayer]; if (G_IsSpecialStage(gamemap)) // Global link count? Maybe not a good idea... { INT32 i; for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i]) { if (++players[i].linkcount > players[i].maxlink) players[i].maxlink = players[i].linkcount; players[i].linktimer = 2*TICRATE; } } else // Individual link counts { if (++player->linkcount > player->maxlink) player->maxlink = player->linkcount; player->linktimer = 2*TICRATE; } if (player->linkcount < 10) { if (player->bonustime) { P_AddPlayerScore(player, player->linkcount*20); P_SetMobjState(dummymo, dummymo->info->xdeathstate+player->linkcount-1); } else { P_AddPlayerScore(player, player->linkcount*10); P_SetMobjState(dummymo, dummymo->info->spawnstate+player->linkcount-1); } } else { if (player->bonustime) { P_AddPlayerScore(player, 200); P_SetMobjState(dummymo, dummymo->info->xdeathstate+9); } else { P_AddPlayerScore(player, 100); P_SetMobjState(dummymo, dummymo->info->spawnstate+9); } } // Hoops are the only things that should add to your drill meter //player->drillmeter += TICRATE; dummymo->momz = FRACUNIT; dummymo->fuse = 3*TICRATE; // What?! NO, don't use the camera! Scale up instead! //P_InstaThrust(dummymo, R_PointToAngle2(dummymo->x, dummymo->y, camera.x, camera.y), 3*FRACUNIT); dummymo->scalespeed = FRACUNIT/25; dummymo->destscale = 2*FRACUNIT; } // // P_DoMatchSuper // // Checks if you have all 7 pw_emeralds, then turns you "super". =P // void P_DoMatchSuper(player_t *player) { UINT16 match_emeralds = player->powers[pw_emeralds]; boolean doteams = false; int i; // If this gametype has teams, check every player on your team for emeralds. if (G_GametypeHasTeams()) { doteams = true; for (i = 0; i < MAXPLAYERS; i++) if (players[i].ctfteam == player->ctfteam) match_emeralds |= players[i].powers[pw_emeralds]; } if (!ALL7EMERALDS(match_emeralds)) return; // Got 'em all? Turn "super"! emeraldspawndelay = invulntics + 1; player->powers[pw_emeralds] = 0; player->powers[pw_invulnerability] = emeraldspawndelay; player->powers[pw_sneakers] = emeraldspawndelay; if (P_IsLocalPlayer(player) && !player->powers[pw_super]) { S_StopMusic(); if (mariomode) G_GhostAddColor(GHC_INVINCIBLE); S_ChangeMusicInternal((mariomode) ? "_minv" : "_inv", false); } // Also steal 50 points from every enemy, sealing your victory. P_StealPlayerScore(player, 50); // In a team game? // Check everyone else on your team for emeralds, and turn those helpful assisting players invincible too. if (doteams) for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && players[i].ctfteam == player->ctfteam && players[i].powers[pw_emeralds] != 0) { players[i].powers[pw_emeralds] = 0; player->powers[pw_invulnerability] = invulntics + 1; player->powers[pw_sneakers] = player->powers[pw_invulnerability]; if (P_IsLocalPlayer(player) && !player->powers[pw_super]) { S_StopMusic(); if (mariomode) G_GhostAddColor(GHC_INVINCIBLE); S_ChangeMusicInternal((mariomode) ? "_minv" : "_inv", false); } } } /** Takes action based on a ::MF_SPECIAL thing touched by a player. * Actually, this just checks a few things (heights, toucher->player, no * objectplace, no dead or disappearing things) * * The special thing may be collected and disappear, or a sound may play, or * both. * * \param special The special thing. * \param toucher The player's mobj. * \param heightcheck Whether or not to make sure the player and the object * are actually touching. */ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) { player_t *player; INT32 i; UINT8 elementalpierce; if (objectplacing) return; I_Assert(special != NULL); I_Assert(toucher != NULL); // Dead thing touching. // Can happen with a sliding player corpse. if (toucher->health <= 0) return; if (heightcheck) { if (special->type == MT_FLINGEMERALD) // little hack here... { // flingemerald sprites are low to the ground, so extend collision radius down some. if (toucher->z > (special->z + special->height)) return; if (special->z - special->height > (toucher->z + toucher->height)) return; } else { if (toucher->momz < 0) { if (toucher->z + toucher->momz > special->z + special->height) return; } else if (toucher->z > special->z + special->height) return; if (toucher->momz > 0) { if (toucher->z + toucher->height + toucher->momz < special->z) return; } else if (toucher->z + toucher->height < special->z) return; } } if (special->health <= 0) return; player = toucher->player; I_Assert(player != NULL); // Only players can touch stuff! if (player->spectator) return; // Ignore eggman in "ouchie" mode if (special->flags & MF_BOSS && special->flags2 & MF2_FRET) return; #ifdef HAVE_BLUA if (LUAh_TouchSpecial(special, toucher) || P_MobjWasRemoved(special)) return; #endif // 0 = none, 1 = elemental pierce, 2 = bubble bounce elementalpierce = (((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL || (player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) && (player->pflags & PF_SHIELDABILITY) ? (((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) ? 1 : 2) : 0); if (special->flags & MF_BOSS) { if (special->type == MT_BLACKEGGMAN) { P_DamageMobj(toucher, special, special, 1, 0); // ouch return; } if (((player->pflags & PF_NIGHTSMODE) && (player->pflags & PF_DRILLING)) || ((player->pflags & PF_JUMPED) && (player->pflags & PF_FORCEJUMPDAMAGE || !(player->charflags & SF_NOJUMPSPIN) || (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY))) || (player->pflags & (PF_SPINNING|PF_GLIDING)) || (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2) || ((player->charflags & SF_STOMPDAMAGE) && (P_MobjFlip(toucher)*(toucher->z - (special->z + special->height/2)) > 0) && (P_MobjFlip(toucher)*toucher->momz < 0)) || player->powers[pw_invulnerability] || player->powers[pw_super] || elementalpierce) // Do you possess the ability to subdue the object? { if ((P_MobjFlip(toucher)*toucher->momz < 0) && (elementalpierce != 1)) { if (elementalpierce == 2) P_DoBubbleBounce(player); else toucher->momz = -toucher->momz; } toucher->momx = -toucher->momx; toucher->momy = -toucher->momy; P_DamageMobj(special, toucher, toucher, 1, 0); } else if (((toucher->z < special->z && !(toucher->eflags & MFE_VERTICALFLIP)) || (toucher->z + toucher->height > special->z + special->height && (toucher->eflags & MFE_VERTICALFLIP))) && player->charability == CA_FLY && (player->powers[pw_tailsfly] || toucher->state-states == S_PLAY_FLY_TIRED)) // Tails can shred stuff with his propeller. { toucher->momz = -toucher->momz/2; P_DamageMobj(special, toucher, toucher, 1, 0); } else P_DamageMobj(toucher, special, special, 1, 0); return; } else if ((special->flags & MF_ENEMY) && !(special->flags & MF_MISSILE)) { //////////////////////////////////////////////////////// /////ENEMIES!!////////////////////////////////////////// //////////////////////////////////////////////////////// if (special->type == MT_GSNAPPER && !(((player->pflags & PF_NIGHTSMODE) && (player->pflags & PF_DRILLING)) || player->powers[pw_invulnerability] || player->powers[pw_super] || elementalpierce) && toucher->z < special->z + special->height && toucher->z + toucher->height > special->z) { // Can only hit snapper from above P_DamageMobj(toucher, special, special, 1, 0); } else if (special->type == MT_SHARP && ((special->state == &states[special->info->xdeathstate]) || (toucher->z > special->z + special->height/2))) { // Cannot hit sharp from above or when red and angry P_DamageMobj(toucher, special, special, 1, 0); } else if (((player->pflags & PF_NIGHTSMODE) && (player->pflags & PF_DRILLING)) || ((player->pflags & PF_JUMPED) && (player->pflags & PF_FORCEJUMPDAMAGE || !(player->charflags & SF_NOJUMPSPIN) || (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY))) || (player->pflags & (PF_SPINNING|PF_GLIDING)) || (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2) || ((player->charflags & SF_STOMPDAMAGE) && (P_MobjFlip(toucher)*(toucher->z - (special->z + special->height/2)) > 0) && (P_MobjFlip(toucher)*toucher->momz < 0)) || player->powers[pw_invulnerability] || player->powers[pw_super]) // Do you possess the ability to subdue the object? { if ((P_MobjFlip(toucher)*toucher->momz < 0) && (elementalpierce != 1)) { if (elementalpierce == 2) P_DoBubbleBounce(player); else toucher->momz = -toucher->momz; } P_DamageMobj(special, toucher, toucher, 1, 0); } else if (((toucher->z < special->z && !(toucher->eflags & MFE_VERTICALFLIP)) || (toucher->z + toucher->height > special->z + special->height && (toucher->eflags & MFE_VERTICALFLIP))) // Flame is bad at logic - JTE && player->charability == CA_FLY && (player->powers[pw_tailsfly] || toucher->state-states == S_PLAY_FLY_TIRED)) // Tails can shred stuff with his propeller. { if (P_MobjFlip(toucher)*toucher->momz < 0) toucher->momz = -toucher->momz/2; P_DamageMobj(special, toucher, toucher, 1, 0); } else P_DamageMobj(toucher, special, special, 1, 0); return; } else if (special->flags & MF_FIRE) { P_DamageMobj(toucher, special, special, 1, DMG_FIRE); return; } else { // We now identify by object type, not sprite! Tails 04-11-2001 switch (special->type) { // ***************************************** // // Rings, coins, spheres, weapon panels, etc // // ***************************************** // case MT_REDTEAMRING: if (player->ctfteam != 1) return; case MT_BLUETEAMRING: // Yes, I'm lazy. Oh well, deal with it. if (special->type == MT_BLUETEAMRING && player->ctfteam != 2) return; case MT_RING: case MT_FLINGRING: if (!(P_CanPickupItem(player, false))) return; special->momx = special->momy = special->momz = 0; P_GivePlayerRings(player, 1); if ((maptol & TOL_NIGHTS) && special->type != MT_FLINGRING) P_DoNightsScore(player); break; case MT_COIN: case MT_FLINGCOIN: if (!(P_CanPickupItem(player, false))) return; special->momx = special->momy = 0; P_GivePlayerRings(player, 1); if ((maptol & TOL_NIGHTS) && special->type != MT_FLINGCOIN) P_DoNightsScore(player); break; case MT_BLUEBALL: if (!(P_CanPickupItem(player, false))) return; P_GivePlayerRings(player, 1); special->momx = special->momy = special->momz = 0; special->destscale = FixedMul(8*FRACUNIT, special->scale); if (states[special->info->deathstate].tics > 0) special->scalespeed = FixedDiv(FixedDiv(special->destscale, special->scale), states[special->info->deathstate].tics<scalespeed = 4*FRACUNIT/5; if (maptol & TOL_NIGHTS) P_DoNightsScore(player); break; case MT_AUTOPICKUP: case MT_BOUNCEPICKUP: case MT_SCATTERPICKUP: case MT_GRENADEPICKUP: case MT_EXPLODEPICKUP: case MT_RAILPICKUP: if (!(P_CanPickupItem(player, true))) return; // Give the power and ringweapon if (special->info->mass >= pw_infinityring && special->info->mass <= pw_railring) { INT32 pindex = special->info->mass - (INT32)pw_infinityring; player->powers[special->info->mass] += (UINT16)special->reactiontime; player->ringweapons |= 1 << (pindex-1); if (player->powers[special->info->mass] > rw_maximums[pindex]) player->powers[special->info->mass] = rw_maximums[pindex]; } break; // Ammo pickups case MT_INFINITYRING: case MT_AUTOMATICRING: case MT_BOUNCERING: case MT_SCATTERRING: case MT_GRENADERING: case MT_EXPLOSIONRING: case MT_RAILRING: if (!(P_CanPickupItem(player, true))) return; if (special->info->mass >= pw_infinityring && special->info->mass <= pw_railring) { INT32 pindex = special->info->mass - (INT32)pw_infinityring; player->powers[special->info->mass] += (UINT16)special->health; if (player->powers[special->info->mass] > rw_maximums[pindex]) player->powers[special->info->mass] = rw_maximums[pindex]; } break; // ***************************** // // Gameplay related collectibles // // ***************************** // // Special Stage Token case MT_EMMY: if (player->bot) return; tokenlist += special->health; if (ALL7EMERALDS(emeralds)) // Got all 7 { P_GivePlayerRings(player, 50); nummaprings += 50; // no cheating towards Perfect! } else token++; if (special->tracer) // token BG P_RemoveMobj(special->tracer); break; // Emerald Hunt case MT_EMERHUNT: if (player->bot) return; if (hunt1 == special) hunt1 = NULL; else if (hunt2 == special) hunt2 = NULL; else if (hunt3 == special) hunt3 = NULL; if (!hunt1 && !hunt2 && !hunt3) { for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator) continue; players[i].exiting = (14*TICRATE)/5 + 1; } S_StartSound(NULL, sfx_lvpass); } break; // Collectible emeralds case MT_EMERALD1: case MT_EMERALD2: case MT_EMERALD3: case MT_EMERALD4: case MT_EMERALD5: case MT_EMERALD6: case MT_EMERALD7: if (player->bot) return; if (special->threshold) { player->powers[pw_emeralds] |= special->info->speed; P_DoMatchSuper(player); } else emeralds |= special->info->speed; if (special->target && special->target->type == MT_EMERALDSPAWN) { if (special->target->target) P_SetTarget(&special->target->target, NULL); special->target->threshold = 0; P_SetTarget(&special->target, NULL); } break; // Power stones / Match emeralds case MT_FLINGEMERALD: if (!(P_CanPickupItem(player, true)) || player->tossdelay) return; player->powers[pw_emeralds] |= special->threshold; P_DoMatchSuper(player); break; // Secret emblem thingy case MT_EMBLEM: { if (demoplayback || player->bot) return; emblemlocations[special->health-1].collected = true; M_UpdateUnlockablesAndExtraEmblems(); G_SaveGameData(); break; } // CTF Flags case MT_REDFLAG: case MT_BLUEFLAG: if (player->bot) return; if (player->powers[pw_flashing] || player->tossdelay) return; if (!special->spawnpoint) return; if (special->fuse == 1) return; // if (special->momz > 0) // return; { UINT8 flagteam = (special->type == MT_REDFLAG) ? 1 : 2; const char *flagtext; char flagcolor; char plname[MAXPLAYERNAME+4]; if (special->type == MT_REDFLAG) { flagtext = M_GetText("Red flag"); flagcolor = '\x85'; } else { flagtext = M_GetText("Blue flag"); flagcolor = '\x84'; } snprintf(plname, sizeof(plname), "%s%s%s", CTFTEAMCODE(player), player_names[player - players], CTFTEAMENDCODE(player)); if (player->ctfteam == flagteam) // Player is on the same team as the flag { // Ignore height, only check x/y for now // avoids stupid problems with some flags constantly returning if (special->x>>FRACBITS != special->spawnpoint->x || special->y>>FRACBITS != special->spawnpoint->y) { special->fuse = 1; special->flags2 |= MF2_JUSTATTACKED; if (!P_PlayerTouchingSectorSpecial(player, 4, 2 + flagteam)) { CONS_Printf(M_GetText("%s returned the %c%s%c to base.\n"), plname, flagcolor, flagtext, 0x80); // The fuse code plays this sound effect //if (players[consoleplayer].ctfteam == player->ctfteam) // S_StartSound(NULL, sfx_hoop1); } } } else if (player->ctfteam) // Player is on the other team (and not a spectator) { UINT16 flagflag = (special->type == MT_REDFLAG) ? GF_REDFLAG : GF_BLUEFLAG; mobj_t **flagmobj = (special->type == MT_REDFLAG) ? &redflag : &blueflag; if (player->powers[pw_super]) return; player->gotflag |= flagflag; CONS_Printf(M_GetText("%s picked up the %c%s%c!\n"), plname, flagcolor, flagtext, 0x80); (*flagmobj) = NULL; // code for dealing with abilities is handled elsewhere now break; } } return; // ********************************** // // NiGHTS gameplay items and powerups // // ********************************** // case MT_NIGHTSDRONE: if (player->bot) return; if (player->exiting) return; if (player->bonustime) { if (G_IsSpecialStage(gamemap)) //After-mare bonus time/emerald reward in special stages. { // only allow the player with the emerald in-hand to leave. if (toucher->tracer && toucher->tracer->type == MT_GOTEMERALD) { } else // Make sure that SOMEONE has the emerald, at least! { for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && players[i].playerstate == PST_LIVE && players[i].mo->tracer && players[i].mo->tracer->type == MT_GOTEMERALD) return; // Well no one has an emerald, so exit anyway! } P_GiveEmerald(false); // Don't play Ideya sound in special stage mode } else S_StartSound(toucher, special->info->activesound); } else //Initial transformation. Don't allow second chances in special stages! { if (player->pflags & PF_NIGHTSMODE) return; S_StartSound(toucher, sfx_supert); } if (!(netgame || multiplayer) && !(player->pflags & PF_NIGHTSMODE)) P_SetTarget(&special->tracer, toucher); P_NightserizePlayer(player, special->health); // Transform! return; case MT_NIGHTSLOOPHELPER: // One second delay if (special->fuse < toucher->fuse - TICRATE) { thinker_t *th; mobj_t *mo2; INT32 count; fixed_t x,y,z, gatherradius; angle_t d; statenum_t sparklestate = S_NULL; if (special->target != toucher) // These ain't your helpers, pal! return; x = special->x>>FRACBITS; y = special->y>>FRACBITS; z = special->z>>FRACBITS; count = 1; // scan the remaining thinkers for (th = thinkercap.next; th != &thinkercap; th = th->next) { if (th->function.acp1 != (actionf_p1)P_MobjThinker) continue; mo2 = (mobj_t *)th; if (mo2 == special) continue; // Not our stuff! if (mo2->target != toucher) continue; if (mo2->type == MT_NIGHTSPARKLE) mo2->tics = 1; else if (mo2->type == MT_NIGHTSLOOPHELPER) { if (mo2->fuse >= special->fuse) { count++; x += mo2->x>>FRACBITS; y += mo2->y>>FRACBITS; z += mo2->z>>FRACBITS; } P_RemoveMobj(mo2); } } x = (x/count)<x - x, special->y - y), special->z - z); P_RemoveMobj(special); if (player->powers[pw_nights_superloop]) { gatherradius *= 2; sparklestate = mobjinfo[MT_NIGHTSPARKLE].seestate; } if (gatherradius < 30*FRACUNIT) // Player is probably just sitting there. return; for (d = 0; d < 16; d++) P_SpawnParaloop(x, y, z, gatherradius, 16, MT_NIGHTSPARKLE, sparklestate, d*ANGLE_22h, false); S_StartSound(toucher, sfx_prloop); // Now we RE-scan all the thinkers to find close objects to pull // in from the paraloop. Isn't this just so efficient? for (th = thinkercap.next; th != &thinkercap; th = th->next) { if (th->function.acp1 != (actionf_p1)P_MobjThinker) continue; mo2 = (mobj_t *)th; if (P_AproxDistance(P_AproxDistance(mo2->x - x, mo2->y - y), mo2->z - z) > gatherradius) continue; if (mo2->flags & MF_SHOOTABLE) { P_DamageMobj(mo2, toucher, toucher, 1, 0); continue; } // Make these APPEAR! // Tails 12-15-2003 if (mo2->flags & MF_NIGHTSITEM) { // Requires Bonus Time if ((mo2->flags2 & MF2_STRONGBOX) && !player->bonustime) continue; if (!(mo2->flags & MF_SPECIAL) && mo2->health) { P_SetMobjState(mo2, mo2->info->seestate); mo2->flags |= MF_SPECIAL; mo2->flags &= ~MF_NIGHTSITEM; S_StartSound(toucher, sfx_hidden); continue; } } if (!(mo2->type == MT_NIGHTSWING || mo2->type == MT_RING || mo2->type == MT_COIN || mo2->type == MT_BLUEBALL)) continue; // Yay! The thing's in reach! Pull it in! mo2->flags |= MF_NOCLIP|MF_NOCLIPHEIGHT; mo2->flags2 |= MF2_NIGHTSPULL; P_SetTarget(&mo2->tracer, toucher); } } return; case MT_EGGCAPSULE: if (player->bot) return; // make sure everything is as it should be, THEN take rings from players in special stages if (player->pflags & PF_NIGHTSMODE && !toucher->target) return; if (player->mare != special->threshold) // wrong mare return; if (special->reactiontime > 0) // capsule already has a player attacking it, ignore return; if (G_IsSpecialStage(gamemap) && !player->exiting) { // In special stages, share rings. Everyone gives up theirs to the player who touched the capsule for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && (&players[i] != player) && players[i].rings > 0) { player->rings += players[i].rings; players[i].rings = 0; } } if (player->rings <= 0 || player->exiting) return; // Mark the player as 'pull into the capsule' P_SetTarget(&player->capsule, special); special->reactiontime = (player-players)+1; P_SetTarget(&special->target, NULL); // Clear text player->texttimer = 0; return; case MT_NIGHTSBUMPER: // Don't trigger if the stage is ended/failed if (player->exiting) return; if (player->bumpertime < TICRATE/4) { S_StartSound(toucher, special->info->seesound); if (player->pflags & PF_NIGHTSMODE) { player->bumpertime = TICRATE/2; if (special->threshold > 0) player->flyangle = (special->threshold*30)-1; else player->flyangle = special->threshold; player->speed = FixedMul(special->info->speed, special->scale); // Potentially causes axis transfer failures. // Also rarely worked properly anyway. //P_UnsetThingPosition(player->mo); //player->mo->x = special->x; //player->mo->y = special->y; //P_SetThingPosition(player->mo); toucher->z = special->z+(special->height/4); } else // More like a spring { angle_t fa; fixed_t xspeed, yspeed; const fixed_t speed = FixedMul(FixedDiv(special->info->speed*FRACUNIT,75*FRACUNIT), FixedSqrt(FixedMul(toucher->scale,special->scale))); player->bumpertime = TICRATE/2; P_UnsetThingPosition(toucher); toucher->x = special->x; toucher->y = special->y; P_SetThingPosition(toucher); toucher->z = special->z+(special->height/4); if (special->threshold > 0) fa = (FixedAngle(((special->threshold*30)-1)*FRACUNIT)>>ANGLETOFINESHIFT) & FINEMASK; else fa = 0; xspeed = FixedMul(FINECOSINE(fa),speed); yspeed = FixedMul(FINESINE(fa),speed); P_InstaThrust(toucher, special->angle, xspeed/10); toucher->momz = yspeed/11; toucher->angle = special->angle; if (player == &players[consoleplayer]) localangle = toucher->angle; else if (player == &players[secondarydisplayplayer]) localangle2 = toucher->angle; P_ResetPlayer(player); P_SetPlayerMobjState(toucher, S_PLAY_FALL); } } return; case MT_NIGHTSSUPERLOOP: if (player->bot || !(player->pflags & PF_NIGHTSMODE)) return; if (!G_IsSpecialStage(gamemap)) player->powers[pw_nights_superloop] = (UINT16)special->info->speed; else { for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && players[i].pflags & PF_NIGHTSMODE) players[i].powers[pw_nights_superloop] = (UINT16)special->info->speed; if (special->info->deathsound != sfx_None) S_StartSound(NULL, special->info->deathsound); } // CECHO showing you what this item is if (player == &players[displayplayer] || G_IsSpecialStage(gamemap)) { HU_SetCEchoFlags(V_AUTOFADEOUT); HU_SetCEchoDuration(4); HU_DoCEcho(M_GetText("\\\\\\\\\\\\\\\\Super Paraloop")); } break; case MT_NIGHTSDRILLREFILL: if (player->bot || !(player->pflags & PF_NIGHTSMODE)) return; if (!G_IsSpecialStage(gamemap)) player->drillmeter = special->info->speed; else { for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && players[i].pflags & PF_NIGHTSMODE) players[i].drillmeter = special->info->speed; if (special->info->deathsound != sfx_None) S_StartSound(NULL, special->info->deathsound); } // CECHO showing you what this item is if (player == &players[displayplayer] || G_IsSpecialStage(gamemap)) { HU_SetCEchoFlags(V_AUTOFADEOUT); HU_SetCEchoDuration(4); HU_DoCEcho(M_GetText("\\\\\\\\\\\\\\\\Drill Refill")); } break; case MT_NIGHTSHELPER: if (player->bot || !(player->pflags & PF_NIGHTSMODE)) return; if (!G_IsSpecialStage(gamemap)) { // A flicky orbits us now mobj_t *flickyobj = P_SpawnMobj(toucher->x, toucher->y, toucher->z + toucher->info->height, MT_NIGHTOPIANHELPER); P_SetTarget(&flickyobj->target, toucher); player->powers[pw_nights_helper] = (UINT16)special->info->speed; } else { mobj_t *flickyobj; for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && players[i].mo && players[i].pflags & PF_NIGHTSMODE) { players[i].powers[pw_nights_helper] = (UINT16)special->info->speed; flickyobj = P_SpawnMobj(players[i].mo->x, players[i].mo->y, players[i].mo->z + players[i].mo->info->height, MT_NIGHTOPIANHELPER); P_SetTarget(&flickyobj->target, players[i].mo); } if (special->info->deathsound != sfx_None) S_StartSound(NULL, special->info->deathsound); } // CECHO showing you what this item is if (player == &players[displayplayer] || G_IsSpecialStage(gamemap)) { HU_SetCEchoFlags(V_AUTOFADEOUT); HU_SetCEchoDuration(4); HU_DoCEcho(M_GetText("\\\\\\\\\\\\\\\\Nightopian Helper")); } break; case MT_NIGHTSEXTRATIME: if (player->bot || !(player->pflags & PF_NIGHTSMODE)) return; if (!G_IsSpecialStage(gamemap)) { player->nightstime += special->info->speed; player->startedtime += special->info->speed; P_RestoreMusic(player); } else { for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && players[i].pflags & PF_NIGHTSMODE) { players[i].nightstime += special->info->speed; players[i].startedtime += special->info->speed; P_RestoreMusic(&players[i]); } if (special->info->deathsound != sfx_None) S_StartSound(NULL, special->info->deathsound); } // CECHO showing you what this item is if (player == &players[displayplayer] || G_IsSpecialStage(gamemap)) { HU_SetCEchoFlags(V_AUTOFADEOUT); HU_SetCEchoDuration(4); HU_DoCEcho(M_GetText("\\\\\\\\\\\\\\\\Extra Time")); } break; case MT_NIGHTSLINKFREEZE: if (player->bot || !(player->pflags & PF_NIGHTSMODE)) return; if (!G_IsSpecialStage(gamemap)) { player->powers[pw_nights_linkfreeze] = (UINT16)special->info->speed; player->linktimer = 2*TICRATE; } else { for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && players[i].pflags & PF_NIGHTSMODE) { players[i].powers[pw_nights_linkfreeze] += (UINT16)special->info->speed; players[i].linktimer = 2*TICRATE; } if (special->info->deathsound != sfx_None) S_StartSound(NULL, special->info->deathsound); } // CECHO showing you what this item is if (player == &players[displayplayer] || G_IsSpecialStage(gamemap)) { HU_SetCEchoFlags(V_AUTOFADEOUT); HU_SetCEchoDuration(4); HU_DoCEcho(M_GetText("\\\\\\\\\\\\\\\\Link Freeze")); } break; case MT_NIGHTSWING: if (G_IsSpecialStage(gamemap) && useNightsSS) { // Pseudo-ring. S_StartSound(toucher, special->info->painsound); player->totalring++; } else S_StartSound(toucher, special->info->activesound); P_DoNightsScore(player); break; case MT_HOOPCOLLIDE: // This produces a kind of 'domino effect' with the hoop's pieces. for (; special->hprev != NULL; special = special->hprev); // Move to the first sprite in the hoop i = 0; for (; special->type == MT_HOOP; special = special->hnext) { special->fuse = 11; special->movedir = i; special->extravalue1 = special->target->extravalue1; special->extravalue2 = special->target->extravalue2; special->target->threshold = 4242; i++; } // Make the collision detectors disappear. { mobj_t *hnext; for (; special != NULL; special = hnext) { hnext = special->hnext; P_RemoveMobj(special); } } P_DoNightsScore(player); // Hoops are the only things that should add to the drill meter // Also, one tic's worth of drill is too much. if (G_IsSpecialStage(gamemap)) { for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && players[i].pflags & PF_NIGHTSMODE) players[i].drillmeter += TICRATE/2; } else if (player->bot) players[consoleplayer].drillmeter += TICRATE/2; else player->drillmeter += TICRATE/2; // Play hoop sound -- pick one depending on the current link. if (player->linkcount <= 5) S_StartSound(toucher, sfx_hoop1); else if (player->linkcount <= 10) S_StartSound(toucher, sfx_hoop2); else S_StartSound(toucher, sfx_hoop3); return; // ***** // // Mario // // ***** // case MT_SHELL: if (special->state == &states[S_SHELL]) // Resting anim { // Kick that sucker around! special->angle = toucher->angle; P_InstaThrust(special, special->angle, FixedMul(special->info->speed, special->scale)); S_StartSound(toucher, sfx_mario2); P_SetMobjState(special, S_SHELL1); P_SetTarget(&special->target, toucher); special->threshold = (3*TICRATE)/2; } return; case MT_AXE: { line_t junk; thinker_t *th; mobj_t *mo2; if (player->bot) return; junk.tag = 649; EV_DoElevator(&junk, bridgeFall, false); // scan the remaining thinkers to find koopa for (th = thinkercap.next; th != &thinkercap; th = th->next) { if (th->function.acp1 != (actionf_p1)P_MobjThinker) continue; mo2 = (mobj_t *)th; if (mo2->type == MT_KOOPA) { mo2->momz = 5*FRACUNIT; break; } } } break; case MT_FIREFLOWER: if (player->bot) return; S_StartSound(toucher, sfx_mario3); player->powers[pw_shield] = (player->powers[pw_shield] & SH_NOSTACK)|SH_FIREFLOWER; if (!(player->powers[pw_super] || (mariomode && player->powers[pw_invulnerability]))) { player->mo->color = SKINCOLOR_WHITE; G_GhostAddColor(GHC_FIREFLOWER); } break; // *************** // // Misc touchables // // *************** // case MT_STARPOST: if (player->bot) return; // In circuit, player must have touched all previous starposts if (circuitmap && special->health - player->starpostnum > 1) { // blatant reuse of a variable that's normally unused in circuit if (!player->tossdelay) S_StartSound(toucher, sfx_lose); player->tossdelay = 3; return; } // We could technically have 91.1 Star Posts. 90 is cleaner. if (special->health > 90) { CONS_Debug(DBG_GAMELOGIC, "Bad Starpost Number!\n"); return; } if (player->starpostnum >= special->health) return; // Already hit this post // Save the player's time and position. player->starposttime = leveltime; player->starpostx = toucher->x>>FRACBITS; player->starposty = toucher->y>>FRACBITS; player->starpostz = special->z>>FRACBITS; player->starpostangle = special->angle; player->starpostnum = special->health; P_ClearStarPost(special->health); // Find all starposts in the level with this value. { thinker_t *th; mobj_t *mo2; for (th = thinkercap.next; th != &thinkercap; th = th->next) { if (th->function.acp1 != (actionf_p1)P_MobjThinker) continue; mo2 = (mobj_t *)th; if (mo2 == special) continue; if (mo2->type == MT_STARPOST && mo2->health == special->health) { if (!(netgame && circuitmap && player != &players[consoleplayer])) P_SetMobjState(mo2, mo2->info->painstate); } } } S_StartSound(toucher, special->info->painsound); if (!(netgame && circuitmap && player != &players[consoleplayer])) P_SetMobjState(special, special->info->painstate); return; case MT_FAKEMOBILE: { fixed_t touchx, touchy, touchspeed; angle_t angle; if (P_AproxDistance(toucher->x-special->x, toucher->y-special->y) > P_AproxDistance((toucher->x-toucher->momx)-special->x, (toucher->y-toucher->momy)-special->y)) { touchx = toucher->x + toucher->momx; touchy = toucher->y + toucher->momy; } else { touchx = toucher->x; touchy = toucher->y; } angle = R_PointToAngle2(special->x, special->y, touchx, touchy); touchspeed = P_AproxDistance(toucher->momx, toucher->momy); toucher->momx = P_ReturnThrustX(special, angle, touchspeed); toucher->momy = P_ReturnThrustY(special, angle, touchspeed); toucher->momz = -toucher->momz; if (player->pflags & PF_GLIDING) { player->pflags &= ~(PF_GLIDING|PF_JUMPED); P_SetPlayerMobjState(toucher, S_PLAY_FALL); } // Play a bounce sound? S_StartSound(toucher, special->info->painsound); } return; case MT_BLACKEGGMAN_GOOPFIRE: if (toucher->state != &states[S_PLAY_PAIN] && !player->powers[pw_flashing]) { toucher->momx = 0; toucher->momy = 0; if (toucher->momz != 0) special->momz = toucher->momz; player->powers[pw_ingoop] = 2; if (player->powers[pw_carry] == CR_GENERIC) { P_SetTarget(&toucher->tracer, NULL); player->powers[pw_carry] = CR_NONE; } P_ResetPlayer(player); if (special->target && special->target->state == &states[S_BLACKEGG_SHOOT1]) { if (special->target->health <= 2 && P_RandomChance(FRACUNIT/2)) P_SetMobjState(special->target, special->target->info->missilestate); else P_SetMobjState(special->target, special->target->info->raisestate); } } else player->powers[pw_ingoop] = 0; return; case MT_EGGSHIELD: { fixed_t touchx, touchy, touchspeed; angle_t angle; if (P_AproxDistance(toucher->x-special->x, toucher->y-special->y) > P_AproxDistance((toucher->x-toucher->momx)-special->x, (toucher->y-toucher->momy)-special->y)) { touchx = toucher->x + toucher->momx; touchy = toucher->y + toucher->momy; } else { touchx = toucher->x; touchy = toucher->y; } angle = R_PointToAngle2(special->x, special->y, touchx, touchy) - special->angle; touchspeed = P_AproxDistance(toucher->momx, toucher->momy); // Blocked by the shield? if (!(angle > ANGLE_90 && angle < ANGLE_270)) { toucher->momx = P_ReturnThrustX(special, special->angle, touchspeed); toucher->momy = P_ReturnThrustY(special, special->angle, touchspeed); toucher->momz = -toucher->momz; if (player->pflags & PF_GLIDING) { player->pflags &= ~(PF_GLIDING|PF_JUMPED); P_SetPlayerMobjState(toucher, S_PLAY_FALL); } // Play a bounce sound? S_StartSound(toucher, special->info->painsound); return; } else if (((player->pflags & PF_NIGHTSMODE) && (player->pflags & PF_DRILLING)) || ((player->pflags & PF_JUMPED) && (player->pflags & PF_FORCEJUMPDAMAGE || !(player->charflags & SF_NOJUMPSPIN) || (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY))) || ((player->charflags & SF_STOMPDAMAGE) && (P_MobjFlip(toucher)*(toucher->z - (special->z + special->height/2)) > 0) && (P_MobjFlip(toucher)*toucher->momz < 0)) || (player->pflags & (PF_SPINNING|PF_GLIDING)) || player->powers[pw_invulnerability] || player->powers[pw_super]) // Do you possess the ability to subdue the object? { // Shatter the shield! toucher->momx = -toucher->momx/2; toucher->momy = -toucher->momy/2; toucher->momz = -toucher->momz; break; } } return; case MT_BIGTUMBLEWEED: case MT_LITTLETUMBLEWEED: if (toucher->momx || toucher->momy) { special->momx = toucher->momx; special->momy = toucher->momy; special->momz = P_AproxDistance(toucher->momx, toucher->momy)/4; if (toucher->momz > 0) special->momz += toucher->momz/8; P_SetMobjState(special, special->info->seestate); } return; case MT_SMALLMACECHAIN: case MT_BIGMACECHAIN: // Is this the last link in the chain? if (toucher->momz > 0 || !(special->flags2 & MF2_AMBUSH) || (player->powers[pw_carry])) return; if (toucher->z > special->z + special->height/2) return; if (toucher->z + toucher->height/2 < special->z) return; if (player->powers[pw_flashing]) return; P_ResetPlayer(player); P_SetTarget(&toucher->tracer, special); if (special->target && (special->target->type == MT_SPINMACEPOINT || special->target->type == MT_HIDDEN_SLING)) { player->powers[pw_carry] = CR_MACESPIN; S_StartSound(toucher, sfx_spin); P_SetPlayerMobjState(toucher, S_PLAY_SPIN); } else player->powers[pw_carry] = CR_GENERIC; // Can't jump first frame player->pflags |= PF_JUMPSTASIS; return; case MT_BIGMINE: case MT_BIGAIRMINE: // Spawn explosion! P_SpawnMobj(special->x, special->y, special->z, special->info->mass); P_RadiusAttack(special, special, special->info->damage); S_StartSound(special, special->info->deathsound); P_SetMobjState(special, special->info->deathstate); return; case MT_SPECIALSPIKEBALL: if (!(!useNightsSS && G_IsSpecialStage(gamemap))) // Only for old special stages { P_DamageMobj(toucher, special, special, 1, 0); return; } if (player->powers[pw_invulnerability] || player->powers[pw_flashing] || player->powers[pw_super]) return; if (player->powers[pw_shield] || player->bot) //If One-Hit Shield { P_RemoveShield(player); S_StartSound(toucher, sfx_shldls); // Ba-Dum! Shield loss. } else { P_PlayRinglossSound(toucher); if (player->rings >= 10) player->rings -= 10; else player->rings = 0; } P_DoPlayerPain(player, special, NULL); return; case MT_EGGMOBILE2_POGO: // sanity checks if (!special->target || !special->target->health) return; // Goomba Stomp'd! if (special->target->momz < 0) { P_DamageMobj(toucher, special, special->target, 1, 0); //special->target->momz = -special->target->momz; special->target->momx = special->target->momy = 0; special->target->momz = 0; special->target->flags |= MF_NOGRAVITY; P_SetMobjState(special->target, special->info->raisestate); S_StartSound(special->target, special->info->activesound); P_RemoveMobj(special); } return; case MT_EXTRALARGEBUBBLE: if (player->powers[pw_shield] & SH_PROTECTWATER) return; if (maptol & TOL_NIGHTS) return; if (mariomode) return; else if (toucher->eflags & MFE_VERTICALFLIP) { if (special->z+special->height < toucher->z + toucher->height / 3 || special->z+special->height > toucher->z + (toucher->height*2/3)) return; // Only go in the mouth } else if (special->z < toucher->z + toucher->height / 3 || special->z > toucher->z + (toucher->height*2/3)) return; // Only go in the mouth // Eaten by player! if (player->powers[pw_underwater] && player->powers[pw_underwater] <= 12*TICRATE + 1) P_RestoreMusic(player); if (player->powers[pw_underwater] < underwatertics + 1) player->powers[pw_underwater] = underwatertics + 1; if (!player->climbing) { P_SetPlayerMobjState(toucher, S_PLAY_GASP); P_ResetPlayer(player); } toucher->momx = toucher->momy = toucher->momz = 0; break; case MT_WATERDROP: if (special->state == &states[special->info->spawnstate]) { special->z = toucher->z+toucher->height-FixedMul(8*FRACUNIT, special->scale); special->momz = 0; special->flags |= MF_NOGRAVITY; P_SetMobjState (special, special->info->deathstate); S_StartSound (special, special->info->deathsound+(P_RandomKey(special->info->mass))); } return; default: // SOC or script pickup if (player->bot) return; P_SetTarget(&special->target, toucher); break; } } S_StartSound(toucher, special->info->deathsound); // was NULL, but changed to player so you could hear others pick up rings P_KillMobj(special, NULL, toucher, 0); } /** Prints death messages relating to a dying or hit player. * * \param player Affected player. * \param inflictor The attack weapon used, can be NULL. * \param source The attacker, can be NULL. * \param damagetype The type of damage dealt to the player. If bit 7 (0x80) is set, this was an instant-kill. */ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *source, UINT8 damagetype) { const char *str = NULL; boolean deathonly = false; boolean deadsource = false; boolean deadtarget = false; // player names complete with control codes char targetname[MAXPLAYERNAME+4]; char sourcename[MAXPLAYERNAME+4]; if (G_PlatformGametype()) return; // Not in coop, etc. if (!player) return; // Impossible! if (!player->mo) return; // Also impossible! if (player->spectator) return; // No messages for dying (crushed) spectators. if (!netgame) return; // Presumably it's obvious what's happening in splitscreen. #ifdef HAVE_BLUA if (LUAh_HurtMsg(player, inflictor, source, damagetype)) return; #endif deadtarget = (player->mo->health <= 0); // Target's name snprintf(targetname, sizeof(targetname), "%s%s%s", CTFTEAMCODE(player), player_names[player - players], CTFTEAMENDCODE(player)); if (source) { // inflictor shouldn't be NULL if source isn't I_Assert(inflictor != NULL); if (source->player) { // Source's name (now that we know there is one) snprintf(sourcename, sizeof(sourcename), "%s%s%s", CTFTEAMCODE(source->player), player_names[source->player - players], CTFTEAMENDCODE(source->player)); // We don't care if it's us. // "Player 1's [redacted] killed Player 1." if (source->player->playerstate == PST_DEAD && source->player != player && (inflictor->flags2 & MF2_BEYONDTHEGRAVE)) deadsource = true; if (inflictor->flags & MF_PUSHABLE) { str = M_GetText("%s%s's playtime with heavy objects %s %s.\n"); } else switch (inflictor->type) { case MT_PLAYER: if (damagetype == DMG_NUKE) // SH_ARMAGEDDON, armageddon shield str = M_GetText("%s%s's armageddon blast %s %s.\n"); else if ((inflictor->player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL && (inflictor->player->pflags & PF_SHIELDABILITY)) str = M_GetText("%s%s's flame stomp %s %s.\n"); else if (inflictor->player->powers[pw_invulnerability]) str = M_GetText("%s%s's invincibility aura %s %s.\n"); else if (inflictor->player->powers[pw_super]) str = M_GetText("%s%s's super aura %s %s.\n"); else str = M_GetText("%s%s's tagging hand %s %s.\n"); break; case MT_SPINFIRE: str = M_GetText("%s%s's elemental fire trail %s %s.\n"); break; case MT_THROWNBOUNCE: str = M_GetText("%s%s's bounce ring %s %s.\n"); break; case MT_THROWNINFINITY: str = M_GetText("%s%s's infinity ring %s %s.\n"); break; case MT_THROWNAUTOMATIC: str = M_GetText("%s%s's automatic ring %s %s.\n"); break; case MT_THROWNSCATTER: str = M_GetText("%s%s's scatter ring %s %s.\n"); break; // TODO: For next two, figure out how to determine if it was a direct hit or splash damage. -SH case MT_THROWNEXPLOSION: str = M_GetText("%s%s's explosion ring %s %s.\n"); break; case MT_THROWNGRENADE: str = M_GetText("%s%s's grenade ring %s %s.\n"); break; case MT_REDRING: if (inflictor->flags2 & MF2_RAILRING) str = M_GetText("%s%s's rail ring %s %s.\n"); else str = M_GetText("%s%s's thrown ring %s %s.\n"); break; default: str = M_GetText("%s%s %s %s.\n"); break; } CONS_Printf(str, deadsource ? M_GetText("The late ") : "", sourcename, deadtarget ? M_GetText("killed") : M_GetText("hit"), targetname); return; } else switch (source->type) { case MT_EGGMAN_ICON: str = M_GetText("%s was %s by Eggman's nefarious TV magic.\n"); break; case MT_SPIKE: str = M_GetText("%s was %s by spikes.\n"); break; default: str = M_GetText("%s was %s by an environmental hazard.\n"); break; } } else { // null source, environment kills switch (damagetype) { case DMG_WATER: str = M_GetText("%s was %s by chemical water.\n"); break; case DMG_FIRE: str = M_GetText("%s was %s by molten lava.\n"); break; case DMG_ELECTRIC: str = M_GetText("%s was %s by electricity.\n"); break; case DMG_SPIKE: str = M_GetText("%s was %s by spikes.\n"); break; case DMG_DROWNED: deathonly = true; str = M_GetText("%s drowned.\n"); break; case DMG_CRUSHED: deathonly = true; str = M_GetText("%s was crushed.\n"); break; case DMG_DEATHPIT: if (deadtarget) { deathonly = true; str = M_GetText("%s fell into a bottomless pit.\n"); } break; case DMG_SPACEDROWN: if (deadtarget) { deathonly = true; str = M_GetText("%s asphyxiated in space.\n"); } break; default: if (deadtarget) { deathonly = true; str = M_GetText("%s died.\n"); } break; } if (!str) str = M_GetText("%s was %s by an environmental hazard.\n"); } if (!str) // Should not happen! Unless we missed catching something above. return; // Don't log every hazard hit if they don't want us to. if (!deadtarget && !cv_hazardlog.value) return; if (deathonly) { if (!deadtarget) return; CONS_Printf(str, targetname); } else CONS_Printf(str, targetname, deadtarget ? M_GetText("killed") : M_GetText("hit")); } /** Checks if the level timer is over the timelimit and the round should end, * unless you are in overtime. In which case leveltime may stretch out beyond * timelimitintics and overtime's status will be checked here each tick. * Verify that the value of ::cv_timelimit is greater than zero before * calling this function. * * \sa cv_timelimit, P_CheckPointLimit, P_UpdateSpecials */ void P_CheckTimeLimit(void) { INT32 i, k; if (!cv_timelimit.value) return; if (!(multiplayer || netgame)) return; if (G_PlatformGametype()) return; if (leveltime < timelimitintics) return; if (gameaction == ga_completed) return; //Tagmode round end but only on the tic before the //XD_EXITLEVEL packet is recieved by all players. if (G_TagGametype()) { if (leveltime == (timelimitintics + 1)) { for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator || (players[i].pflags & PF_TAGGED) || (players[i].pflags & PF_TAGIT)) continue; CONS_Printf(M_GetText("%s recieved double points for surviving the round.\n"), player_names[i]); P_AddPlayerScore(&players[i], players[i].score); } } if (server) SendNetXCmd(XD_EXITLEVEL, NULL, 0); } //Optional tie-breaker for Match/CTF else if (cv_overtime.value) { INT32 playerarray[MAXPLAYERS]; INT32 tempplayer = 0; INT32 spectators = 0; INT32 playercount = 0; //Figure out if we have enough participating players to care. for (i = 0; i < MAXPLAYERS; i++) { if (playeringame[i] && players[i].spectator) spectators++; } if ((D_NumPlayers() - spectators) > 1) { // Play the starpost sfx after the first second of overtime. if (gamestate == GS_LEVEL && (leveltime == (timelimitintics + TICRATE))) S_StartSound(NULL, sfx_strpst); // Normal Match if (!G_GametypeHasTeams()) { //Store the nodes of participating players in an array. for (i = 0; i < MAXPLAYERS; i++) { if (playeringame[i] && !players[i].spectator) { playerarray[playercount] = i; playercount++; } } //Sort 'em. for (i = 1; i < playercount; i++) { for (k = i; k < playercount; k++) { if (players[playerarray[i-1]].score < players[playerarray[k]].score) { tempplayer = playerarray[i-1]; playerarray[i-1] = playerarray[k]; playerarray[k] = tempplayer; } } } //End the round if the top players aren't tied. if (players[playerarray[0]].score == players[playerarray[1]].score) return; } else { //In team match and CTF, determining a tie is much simpler. =P if (redscore == bluescore) return; } } if (server) SendNetXCmd(XD_EXITLEVEL, NULL, 0); } if (server) SendNetXCmd(XD_EXITLEVEL, NULL, 0); } /** Checks if a player's score is over the pointlimit and the round should end. * Verify that the value of ::cv_pointlimit is greater than zero before * calling this function. * * \sa cv_pointlimit, P_CheckTimeLimit, P_UpdateSpecials */ void P_CheckPointLimit(void) { INT32 i; if (!cv_pointlimit.value) return; if (!(multiplayer || netgame)) return; if (G_PlatformGametype()) return; // pointlimit is nonzero, check if it's been reached by this player if (G_GametypeHasTeams()) { // Just check both teams if ((UINT32)cv_pointlimit.value <= redscore || (UINT32)cv_pointlimit.value <= bluescore) { if (server) SendNetXCmd(XD_EXITLEVEL, NULL, 0); } } else { for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator) continue; if ((UINT32)cv_pointlimit.value <= players[i].score) { if (server) SendNetXCmd(XD_EXITLEVEL, NULL, 0); return; } } } } /*Checks for untagged remaining players in both tag derivitave modes. *If no untagged players remain, end the round. *Also serves as error checking if the only IT player leaves.*/ void P_CheckSurvivors(void) { INT32 i; INT32 survivors = 0; INT32 taggers = 0; INT32 spectators = 0; INT32 survivorarray[MAXPLAYERS]; if (!D_NumPlayers()) //no players in the game, no check performed. return; for (i=0; i < MAXPLAYERS; i++) //figure out counts of taggers, survivors and spectators. { if (playeringame[i]) { if (players[i].spectator) spectators++; else if (players[i].pflags & PF_TAGIT) taggers++; else if (!(players[i].pflags & PF_TAGGED)) { survivorarray[survivors] = i; survivors++; } } } if (!taggers) //If there are no taggers, pick a survivor at random to be it. { // Exception for hide and seek. If a round has started and the IT player leaves, end the round. if (gametype == GT_HIDEANDSEEK && (leveltime >= (hidetime * TICRATE))) { CONS_Printf(M_GetText("The IT player has left the game.\n")); if (server) SendNetXCmd(XD_EXITLEVEL, NULL, 0); return; } if (survivors) { INT32 newtagger = survivorarray[P_RandomKey(survivors)]; CONS_Printf(M_GetText("%s is now IT!\n"), player_names[newtagger]); // Tell everyone who is it! players[newtagger].pflags |= PF_TAGIT; survivors--; //Get rid of the guy we just made IT. //Yeah, we have an eligible tagger, but we may not have anybody for him to tag! //If there is only one guy waiting on the game to fill or spectators to enter game, don't bother. if (!survivors && (D_NumPlayers() - spectators) > 1) { CONS_Printf(M_GetText("All players have been tagged!\n")); if (server) SendNetXCmd(XD_EXITLEVEL, NULL, 0); } return; } //If we reach this point, no player can replace the one that was IT. //Unless it is one player waiting on a game, end the round. if ((D_NumPlayers() - spectators) > 1) { CONS_Printf(M_GetText("There are no players able to become IT.\n")); if (server) SendNetXCmd(XD_EXITLEVEL, NULL, 0); } return; } //If there are taggers, but no survivors, end the round. //Except when the tagger is by himself and the rest of the game are spectators. if (!survivors && (D_NumPlayers() - spectators) > 1) { CONS_Printf(M_GetText("All players have been tagged!\n")); if (server) SendNetXCmd(XD_EXITLEVEL, NULL, 0); } } // Checks whether or not to end a race netgame. boolean P_CheckRacers(void) { INT32 i; // Check if all the players in the race have finished. If so, end the level. for (i = 0; i < MAXPLAYERS; i++) { if (playeringame[i] && !players[i].exiting && players[i].lives > 0) break; } if (i == MAXPLAYERS) // finished { countdown = 0; countdown2 = 0; return true; } return false; } /** Kills an object. * * \param target The victim. * \param inflictor The attack weapon. May be NULL (environmental damage). * \param source The attacker. May be NULL. * \param damagetype The type of damage dealt that killed the target. If bit 7 (0x80) was set, this was an instant-death. * \todo Cleanup, refactor, split up. * \sa P_DamageMobj */ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damagetype) { mobjtype_t item; mobj_t *mo; if (inflictor && (inflictor->type == MT_SHELL || inflictor->type == MT_FIREBALL)) P_SetTarget(&target->tracer, inflictor); if (!useNightsSS && G_IsSpecialStage(gamemap) && target->player && sstimer > 6) sstimer = 6; // Just let P_Ticker take care of the rest. if (target->flags & (MF_ENEMY|MF_BOSS)) target->momx = target->momy = target->momz = 0; if (target->type != MT_PLAYER && !(target->flags & MF_MONITOR)) target->flags |= MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT; // Don't drop Tails 03-08-2000 if (target->flags2 & MF2_NIGHTSPULL) P_SetTarget(&target->tracer, NULL); // dead target is no more shootable target->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SPECIAL); target->flags2 &= ~(MF2_SKULLFLY|MF2_NIGHTSPULL); target->health = 0; // This makes it easy to check if something's dead elsewhere. #ifdef HAVE_BLUA if (LUAh_MobjDeath(target, inflictor, source, damagetype) || P_MobjWasRemoved(target)) return; #endif // Let EVERYONE know what happened to a player! 01-29-2002 Tails if (target->player && !target->player->spectator) { if (metalrecording) // Ack! Metal Sonic shouldn't die! Cut the tape, end recording! G_StopMetalRecording(); if (gametype == GT_MATCH && cv_match_scoring.value == 0 // note, no team match suicide penalty && ((target == source) || (source == NULL && inflictor == NULL) || (source && !source->player))) { // Suicide penalty if (target->player->score >= 50) target->player->score -= 50; else target->player->score = 0; } target->flags2 &= ~MF2_DONTDRAW; } // if killed by a player if (source && source->player) { if (target->flags & MF_MONITOR) { P_SetTarget(&target->target, source); source->player->numboxes++; if ((cv_itemrespawn.value && gametype != GT_COOP && (modifiedgame || netgame || multiplayer))) target->fuse = cv_itemrespawntime.value*TICRATE + 2; // Random box generation } // Award Score Tails { INT32 score = 0; if (maptol & TOL_NIGHTS) // Enemies always worth 200, bosses don't do anything. { if ((target->flags & MF_ENEMY) && !(target->flags & (MF_MISSILE|MF_BOSS))) { score = 200; if (source->player->bonustime) score *= 2; // Also, add to the link. // I don't know if NiGHTS did this, but // Sonic Time Attacked did and it seems like a good enough incentive // to make people want to actually dash towards/paraloop enemies if (++source->player->linkcount > source->player->maxlink) source->player->maxlink = source->player->linkcount; source->player->linktimer = 2*TICRATE; } } else { if (target->flags & MF_BOSS) score = 1000; else if ((target->flags & MF_ENEMY) && !(target->flags & MF_MISSILE)) { mobj_t *scoremobj; UINT32 scorestate = mobjinfo[MT_SCORE].spawnstate; scoremobj = P_SpawnMobj(target->x, target->y, target->z + (target->height / 2), MT_SCORE); // On ground? No chain starts. if (!source->player->powers[pw_invulnerability] && P_IsObjectOnGround(source)) { source->player->scoreadd = 0; score = 100; } // Mario Mode has Mario-like chain point values else if (mariomode) switch (++source->player->scoreadd) { case 1: score = 100; break; case 2: score = 200; scorestate += 1; break; case 3: score = 400; scorestate += 5; break; case 4: score = 800; scorestate += 6; break; case 5: score = 1000; scorestate += 3; break; case 6: score = 2000; scorestate += 7; break; case 7: score = 4000; scorestate += 8; break; case 8: score = 8000; scorestate += 9; break; default: // 1up for a chain this long if (modeattacking) // but 1ups don't exist in record attack! { // So we just go back to 10k points. score = 10000; scorestate += 4; break; } P_GivePlayerLives(source->player, 1); P_PlayLivesJingle(source->player); scorestate += 10; break; } // More Sonic-like point system else switch (++source->player->scoreadd) { case 1: score = 100; break; case 2: score = 200; scorestate += 1; break; case 3: score = 500; scorestate += 2; break; case 4: case 5: case 6: case 7: case 8: case 9: case 10: case 11: case 12: case 13: case 14: score = 1000; scorestate += 3; break; default: score = 10000; scorestate += 4; break; } P_SetMobjState(scoremobj, scorestate); } } P_AddPlayerScore(source->player, score); } } // if a player avatar dies... if (target->player) { target->flags &= ~(MF_SOLID|MF_SHOOTABLE); // does not block P_UnsetThingPosition(target); target->flags |= MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY; P_SetThingPosition(target); if (!target->player->bot && !G_IsSpecialStage(gamemap) && G_GametypeUsesLives()) { target->player->lives -= 1; // Lose a life Tails 03-11-2000 if (target->player->lives <= 0) // Tails 03-14-2000 { if (P_IsLocalPlayer(target->player)/* && target->player == &players[consoleplayer] */) { S_StopMusic(); // Stop the Music! Tails 03-14-2000 S_ChangeMusicInternal("_gover", false); // Yousa dead now, Okieday? Tails 03-14-2000 } } } target->player->playerstate = PST_DEAD; if (target->player == &players[consoleplayer]) { // don't die in auto map, // switch view prior to dying if (automapactive) AM_Stop(); //added : 22-02-98: recenter view for next life... localaiming = 0; } if (target->player == &players[secondarydisplayplayer]) { // added : 22-02-98: recenter view for next life... localaiming2 = 0; } //tag deaths handled differently in suicide cases. Don't count spectators! if (G_TagGametype() && !(target->player->pflags & PF_TAGIT) && (!source || !source->player) && !(target->player->spectator)) { // if you accidentally die before you run out of time to hide, ignore it. // allow them to try again, rather than sitting the whole thing out. if (leveltime >= hidetime * TICRATE) { if (gametype == GT_TAG)//suiciding in survivor makes you IT. { target->player->pflags |= PF_TAGIT; CONS_Printf(M_GetText("%s is now IT!\n"), player_names[target->player-players]); // Tell everyone who is it! P_CheckSurvivors(); } else { if (!(target->player->pflags & PF_TAGGED)) { //otherwise, increment the tagger's score. //in hide and seek, suiciding players are counted as found. INT32 w; for (w=0; w < MAXPLAYERS; w++) { if (players[w].pflags & PF_TAGIT) P_AddPlayerScore(&players[w], 100); } target->player->pflags |= PF_TAGGED; CONS_Printf(M_GetText("%s was found!\n"), player_names[target->player-players]); P_CheckSurvivors(); } } } } } if (source && target && target->player && source->player) P_PlayVictorySound(source); // Killer laughs at you. LAUGHS! BWAHAHAHA! // Drop stuff. // This determines the kind of object spawned // during the death frame of a thing. /*if (!mariomode // Don't show birds, etc. in Mario Mode Tails 12-23-2001 && target->flags & MF_ENEMY) { if (cv_soniccd.value) item = MT_SEED; else { INT32 prandom; switch (target->type) { case MT_REDCRAWLA: case MT_GOLDBUZZ: case MT_SKIM: case MT_UNIDUS: item = MT_BUNNY; break; case MT_BLUECRAWLA: case MT_JETTBOMBER: case MT_GFZFISH: item = MT_BIRD; break; case MT_JETTGUNNER: case MT_CRAWLACOMMANDER: case MT_REDBUZZ: case MT_DETON: item = MT_MOUSE; break; case MT_GSNAPPER: case MT_EGGGUARD: case MT_SPRINGSHELL: item = MT_COW; break; case MT_MINUS: case MT_VULTURE: case MT_POINTY: case MT_YELLOWSHELL: item = MT_CHICKEN; break; case MT_AQUABUZZ: item = MT_REDBIRD; break; default: if (target->info->doomednum) prandom = target->info->doomednum%5; // "Random" animal for new enemies. else prandom = P_RandomKey(5); // No placable object, just use a random number. switch(prandom) { default: item = MT_BUNNY; break; case 1: item = MT_BIRD; break; case 2: item = MT_MOUSE; break; case 3: item = MT_COW; break; case 4: item = MT_CHICKEN; break; } break; } } mo = P_SpawnMobj(target->x, target->y, target->z + (target->height / 2) - FixedMul(mobjinfo[item].height / 2, target->scale), item); mo->destscale = target->scale; P_SetScale(mo, mo->destscale); } // Other death animation effects else */switch(target->type) { case MT_BOUNCEPICKUP: case MT_RAILPICKUP: case MT_AUTOPICKUP: case MT_EXPLODEPICKUP: case MT_SCATTERPICKUP: case MT_GRENADEPICKUP: P_SetObjectMomZ(target, FRACUNIT, false); target->fuse = target->info->damage; break; case MT_EGGTRAP: // Time for birdies! Yaaaaaaaay! target->fuse = TICRATE*2; break; case MT_PLAYER: { target->fuse = TICRATE*3; // timer before mobj disappears from view (even if not an actual player) target->momx = target->momy = target->momz = 0; if (damagetype == DMG_DROWNED) // drowned { target->movedir = damagetype; // we're MOVING the Damage Into anotheR function... Okay, this is a bit of a hack. if (target->player->charflags & SF_MACHINE) S_StartSound(target, sfx_fizzle); else S_StartSound(target, sfx_drown); // Don't jump up when drowning } else { P_SetObjectMomZ(target, 14*FRACUNIT, false); if ((source && source->type == MT_SPIKE) || damagetype == DMG_SPIKE) // Spikes S_StartSound(target, sfx_spkdth); else P_PlayDeathSound(target); } } break; default: break; } // Enemy drops that ALWAYS occur regardless of mode if (target->type == MT_AQUABUZZ) // Additionally spawns breathable bubble for players to get { if (inflictor && inflictor->player // did a player kill you? Spawn relative to the player so he's bound to get it && P_AproxDistance(inflictor->x - target->x, inflictor->y - target->y) <= inflictor->radius + target->radius + FixedMul(8*FRACUNIT, inflictor->scale) // close enough? && inflictor->z <= target->z + target->height + FixedMul(8*FRACUNIT, inflictor->scale) && inflictor->z + inflictor->height >= target->z - FixedMul(8*FRACUNIT, inflictor->scale)) mo = P_SpawnMobj(inflictor->x + inflictor->momx, inflictor->y + inflictor->momy, inflictor->z + (inflictor->height / 2) + inflictor->momz, MT_EXTRALARGEBUBBLE); else mo = P_SpawnMobj(target->x, target->y, target->z, MT_EXTRALARGEBUBBLE); mo->destscale = target->scale; P_SetScale(mo, mo->destscale); } else if (target->type == MT_YELLOWSHELL) // Spawns a spring that falls to the ground { mobjtype_t spawnspring = MT_YELLOWSPRING; fixed_t spawnheight = target->z; if (!(target->eflags & MFE_VERTICALFLIP)) spawnheight += target->height; mo = P_SpawnMobj(target->x, target->y, spawnheight, spawnspring); mo->destscale = target->scale; P_SetScale(mo, mo->destscale); if (target->flags2 & MF2_OBJECTFLIP) mo->flags2 |= MF2_OBJECTFLIP; } if (target->type == MT_EGGMOBILE3) { thinker_t *th; UINT32 i = 0; // to check how many clones we've removed // scan the thinkers to make sure all the old pinch dummies are gone on death // this can happen if the boss was hurt earlier than expected for (th = thinkercap.next; th != &thinkercap; th = th->next) { if (th->function.acp1 != (actionf_p1)P_MobjThinker) continue; mo = (mobj_t *)th; if (mo->type == (mobjtype_t)target->info->mass && mo->tracer == target) { P_RemoveMobj(mo); i++; } if (i == 2) // we've already removed 2 of these, let's stop now break; } } if (target->type == MT_SPIKE && inflictor && target->info->deathstate != S_NULL) { const fixed_t x=target->x,y=target->y,z=target->z; const fixed_t scale=target->scale; const boolean flip=(target->eflags & MFE_VERTICALFLIP) == MFE_VERTICALFLIP; S_StartSound(target,target->info->deathsound); P_SetMobjState(target, target->info->deathstate); target->health = 0; target->angle = inflictor->angle + ANGLE_90; P_UnsetThingPosition(target); target->flags = MF_NOCLIP; target->x += P_ReturnThrustX(target, target->angle, FixedMul(8*FRACUNIT, target->scale)); target->y += P_ReturnThrustY(target, target->angle, FixedMul(8*FRACUNIT, target->scale)); if (flip) target->z -= FixedMul(12*FRACUNIT, target->scale); else target->z += FixedMul(12*FRACUNIT, target->scale); P_SetThingPosition(target); P_InstaThrust(target,target->angle,FixedMul(2*FRACUNIT, target->scale)); target->momz = FixedMul(7*FRACUNIT, target->scale); if (flip) target->momz = -target->momz; if (flip) { target = P_SpawnMobj(x,y,z-FixedMul(12*FRACUNIT, target->scale),MT_SPIKE); target->eflags |= MFE_VERTICALFLIP; } else target = P_SpawnMobj(x,y,z+FixedMul(12*FRACUNIT, target->scale),MT_SPIKE); P_SetMobjState(target, target->info->deathstate); target->health = 0; target->angle = inflictor->angle - ANGLE_90; target->destscale = scale; P_SetScale(target, scale); P_UnsetThingPosition(target); target->flags = MF_NOCLIP; target->x += P_ReturnThrustX(target, target->angle, FixedMul(8*FRACUNIT, target->scale)); target->y += P_ReturnThrustY(target, target->angle, FixedMul(8*FRACUNIT, target->scale)); P_SetThingPosition(target); P_InstaThrust(target,target->angle,FixedMul(2*FRACUNIT, target->scale)); target->momz = FixedMul(7*FRACUNIT, target->scale); if (flip) target->momz = -target->momz; if (target->info->xdeathstate != S_NULL) { target = P_SpawnMobj(x,y,z,MT_SPIKE); if (flip) target->eflags |= MFE_VERTICALFLIP; P_SetMobjState(target, target->info->xdeathstate); target->health = 0; target->angle = inflictor->angle + ANGLE_90; target->destscale = scale; P_SetScale(target, scale); P_UnsetThingPosition(target); target->flags = MF_NOCLIP; target->x += P_ReturnThrustX(target, target->angle, FixedMul(8*FRACUNIT, target->scale)); target->y += P_ReturnThrustY(target, target->angle, FixedMul(8*FRACUNIT, target->scale)); P_SetThingPosition(target); P_InstaThrust(target,target->angle,FixedMul(4*FRACUNIT, target->scale)); target->momz = FixedMul(6*FRACUNIT, target->scale); if (flip) target->momz = -target->momz; target = P_SpawnMobj(x,y,z,MT_SPIKE); if (flip) target->eflags |= MFE_VERTICALFLIP; P_SetMobjState(target, target->info->xdeathstate); target->health = 0; target->angle = inflictor->angle - ANGLE_90; target->destscale = scale; P_SetScale(target, scale); P_UnsetThingPosition(target); target->flags = MF_NOCLIP; target->x += P_ReturnThrustX(target, target->angle, FixedMul(8*FRACUNIT, target->scale)); target->y += P_ReturnThrustY(target, target->angle, FixedMul(8*FRACUNIT, target->scale)); P_SetThingPosition(target); P_InstaThrust(target,target->angle,FixedMul(4*FRACUNIT, target->scale)); target->momz = FixedMul(6*FRACUNIT, target->scale); if (flip) target->momz = -target->momz; } } else if (target->player) { if (damagetype == DMG_DROWNED || damagetype == DMG_SPACEDROWN) P_SetPlayerMobjState(target, target->info->xdeathstate); else P_SetPlayerMobjState(target, target->info->deathstate); } else #ifdef DEBUG_NULL_DEATHSTATE P_SetMobjState(target, S_NULL); #else P_SetMobjState(target, target->info->deathstate); #endif /** \note For player, the above is redundant because of P_SetMobjState (target, S_PLAY_DIE1) in P_DamageMobj() Graue 12-22-2003 */ } static inline void P_NiGHTSDamage(mobj_t *target, mobj_t *source) { player_t *player = target->player; tic_t oldnightstime = player->nightstime; if (!player->powers[pw_flashing]) { angle_t fa; player->angle_pos = player->old_angle_pos; player->speed /= 5; player->flyangle += 180; // Shuffle's BETTERNIGHTSMOVEMENT? player->flyangle %= 360; if (gametype == GT_RACE || gametype == GT_COMPETITION) player->drillmeter -= 5*20; else { if (source && source->player) { if (player->nightstime > 20*TICRATE) player->nightstime -= 20*TICRATE; else player->nightstime = 1; } else { if (player->nightstime > 5*TICRATE) player->nightstime -= 5*TICRATE; else player->nightstime = 1; } } if (player->pflags & PF_TRANSFERTOCLOSEST) { target->momx = -target->momx; target->momy = -target->momy; } else { fa = player->old_angle_pos>>ANGLETOFINESHIFT; target->momx = FixedMul(FINECOSINE(fa),target->target->radius); target->momy = FixedMul(FINESINE(fa),target->target->radius); } player->powers[pw_flashing] = flashingtics; P_SetPlayerMobjState(target, S_PLAY_NIGHTS_PAIN); S_StartSound(target, sfx_nghurt); if (oldnightstime > 10*TICRATE && player->nightstime < 10*TICRATE) { //S_StartSound(NULL, sfx_timeup); // that creepy "out of time" music from NiGHTS. Dummied out, as some on the dev team thought it wasn't Sonic-y enough (Mystic, notably). Uncomment to restore. -SH S_ChangeMusicInternal("_drown",false); } } } static inline boolean P_TagDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage) { player_t *player = target->player; (void)damage; //unused parm // If flashing or invulnerable, ignore the tag, if (player->powers[pw_flashing] || player->powers[pw_invulnerability]) return false; // Ignore IT players shooting each other, unless friendlyfire is on. if ((player->pflags & PF_TAGIT && !(cv_friendlyfire.value && source && source->player && source->player->pflags & PF_TAGIT))) return false; // Don't allow any damage before the round starts. if (leveltime <= hidetime * TICRATE) return false; // Don't allow players on the same team to hurt one another, // unless cv_friendlyfire is on. if (!cv_friendlyfire.value && (player->pflags & PF_TAGIT) == (source->player->pflags & PF_TAGIT)) { if (!(inflictor->flags & MF_FIRE)) P_GivePlayerRings(player, 1); if (inflictor->flags2 & MF2_BOUNCERING) inflictor->fuse = 0; // bounce ring disappears at -1 not 0 return false; } // The tag occurs so long as you aren't shooting another tagger with friendlyfire on. if (source->player->pflags & PF_TAGIT && !(player->pflags & PF_TAGIT)) { P_AddPlayerScore(source->player, 100); //award points to tagger. P_HitDeathMessages(player, inflictor, source, 0); if (gametype == GT_TAG) //survivor { player->pflags |= PF_TAGIT; //in survivor, the player becomes IT and helps hunt down the survivors. CONS_Printf(M_GetText("%s is now IT!\n"), player_names[player-players]); // Tell everyone who is it! } else { player->pflags |= PF_TAGGED; //in hide and seek, the player is tagged and stays stationary. CONS_Printf(M_GetText("%s was found!\n"), player_names[player-players]); // Tell everyone who is it! } //checks if tagger has tagged all players, if so, end round early. P_CheckSurvivors(); } P_DoPlayerPain(player, source, inflictor); // Check for a shield if (player->powers[pw_shield]) { P_RemoveShield(player); S_StartSound(target, sfx_shldls); return true; } if (player->rings > 0) // Ring loss { P_PlayRinglossSound(target); P_PlayerRingBurst(player, player->rings); } else // Death { P_PlayDeathSound(target); P_PlayVictorySound(source); // Killer laughs at you! LAUGHS! BWAHAHAHHAHAA!! } player->rings = 0; return true; } static inline boolean P_PlayerHitsPlayer(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage) { player_t *player = target->player; // You can't kill yourself, idiot... if (source == target) return false; // In COOP/RACE/CHAOS, you can't hurt other players unless cv_friendlyfire is on if (!cv_friendlyfire.value && (G_PlatformGametype())) return false; // Tag handling if (G_TagGametype()) return P_TagDamage(target, inflictor, source, damage); else if (G_GametypeHasTeams()) // CTF + Team Match { // Don't allow players on the same team to hurt one another, // unless cv_friendlyfire is on. if (!cv_friendlyfire.value && target->player->ctfteam == source->player->ctfteam) { if (!(inflictor->flags & MF_FIRE)) P_GivePlayerRings(target->player, 1); if (inflictor->flags2 & MF2_BOUNCERING) inflictor->fuse = 0; // bounce ring disappears at -1 not 0 return false; } } // Add pity. if (!player->powers[pw_flashing] && !player->powers[pw_invulnerability] && !player->powers[pw_super] && source->player->score > player->score) player->pity++; return true; } static void P_KillPlayer(player_t *player, mobj_t *source, INT32 damage) { player->pflags &= ~(PF_SLIDING|PF_NIGHTSMODE); player->powers[pw_carry] = CR_NONE; // Burst weapons and emeralds in Match/CTF only if (source && (gametype == GT_MATCH || gametype == GT_TEAMMATCH || gametype == GT_CTF)) { P_PlayerRingBurst(player, player->rings); P_PlayerEmeraldBurst(player, false); } // Get rid of shield player->powers[pw_shield] = SH_NONE; player->mo->color = player->skincolor; // Get rid of emeralds player->powers[pw_emeralds] = 0; P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2); P_ResetPlayer(player); P_SetPlayerMobjState(player->mo, player->mo->info->deathstate); if (gametype == GT_CTF && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG))) { P_PlayerFlagBurst(player, false); if (source && source->player) { // Award no points when players shoot each other when cv_friendlyfire is on. if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo)) P_AddPlayerScore(source->player, 25); } } if (source && source->player && !player->powers[pw_super]) //don't score points against super players { // Award no points when players shoot each other when cv_friendlyfire is on. if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo)) P_AddPlayerScore(source->player, 100); } // If the player was super, tell them he/she ain't so super nomore. if (gametype != GT_COOP && player->powers[pw_super]) { S_StartSound(NULL, sfx_s3k66); //let all players hear it. HU_SetCEchoFlags(0); HU_SetCEchoDuration(5); HU_DoCEcho(va("%s\\is no longer super.\\\\\\\\", player_names[player-players])); } } static inline void P_SuperDamage(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 damage) { fixed_t fallbackspeed; angle_t ang; P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2); if (player->mo->eflags & MFE_VERTICALFLIP) player->mo->z--; else player->mo->z++; if (player->mo->eflags & MFE_UNDERWATER) P_SetObjectMomZ(player->mo, FixedDiv(10511*FRACUNIT,2600*FRACUNIT), false); else P_SetObjectMomZ(player->mo, FixedDiv(69*FRACUNIT,10*FRACUNIT), false); ang = R_PointToAngle2(inflictor->x, inflictor->y, player->mo->x, player->mo->y); // explosion and rail rings send you farther back, making it more difficult // to recover if (inflictor->flags2 & MF2_SCATTER && source) { fixed_t dist = P_AproxDistance(P_AproxDistance(source->x-player->mo->x, source->y-player->mo->y), source->z-player->mo->z); dist = FixedMul(128*FRACUNIT, inflictor->scale) - dist/4; if (dist < FixedMul(4*FRACUNIT, inflictor->scale)) dist = FixedMul(4*FRACUNIT, inflictor->scale); fallbackspeed = dist; } else if (inflictor->flags2 & MF2_EXPLOSION) { if (inflictor->flags2 & MF2_RAILRING) fallbackspeed = FixedMul(28*FRACUNIT, inflictor->scale); // 7x else fallbackspeed = FixedMul(20*FRACUNIT, inflictor->scale); // 5x } else if (inflictor->flags2 & MF2_RAILRING) fallbackspeed = FixedMul(16*FRACUNIT, inflictor->scale); // 4x else fallbackspeed = FixedMul(4*FRACUNIT, inflictor->scale); // the usual amount of force P_InstaThrust(player->mo, ang, fallbackspeed); if (player->charflags & SF_SUPERANIMS) P_SetPlayerMobjState(player->mo, S_PLAY_SUPER_STUN); else P_SetPlayerMobjState(player->mo, player->mo->info->painstate); P_ResetPlayer(player); if (player->timeshit != UINT8_MAX) ++player->timeshit; } void P_RemoveShield(player_t *player) { if (player->powers[pw_shield] & SH_FORCE) { // Multi-hit if (player->powers[pw_shield] & SH_FORCEHP) player->powers[pw_shield]--; else player->powers[pw_shield] &= SH_STACK; } else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_NONE) { // Second layer shields if (((player->powers[pw_shield] & SH_STACK) == SH_FIREFLOWER) && !(player->powers[pw_super] || (mariomode && player->powers[pw_invulnerability]))) { player->mo->color = player->skincolor; G_GhostAddColor(GHC_NORMAL); } player->powers[pw_shield] = SH_NONE; } else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ARMAGEDDON) // Give them what's coming to them! { P_BlackOw(player); // BAM! player->pflags |= PF_JUMPDOWN; } else player->powers[pw_shield] = player->powers[pw_shield] & SH_STACK; } static void P_ShieldDamage(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype) { // Must do pain first to set flashing -- P_RemoveShield can cause damage P_DoPlayerPain(player, source, inflictor); P_RemoveShield(player); P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2); if ((source && source->type == MT_SPIKE) || damagetype == DMG_SPIKE) // spikes S_StartSound(player->mo, sfx_spkdth); else S_StartSound (player->mo, sfx_shldls); // Ba-Dum! Shield loss. if (gametype == GT_CTF && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG))) { P_PlayerFlagBurst(player, false); if (source && source->player) { // Award no points when players shoot each other when cv_friendlyfire is on. if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo)) P_AddPlayerScore(source->player, 25); } } if (source && source->player && !player->powers[pw_super]) //don't score points against super players { // Award no points when players shoot each other when cv_friendlyfire is on. if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo)) P_AddPlayerScore(source->player, cv_match_scoring.value == 1 ? 25 : 50); } } static void P_RingDamage(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype) { P_DoPlayerPain(player, source, inflictor); P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2); if ((source && source->type == MT_SPIKE) || damagetype == DMG_SPIKE) // spikes S_StartSound(player->mo, sfx_spkdth); if (source && source->player && !player->powers[pw_super]) //don't score points against super players { // Award no points when players shoot each other when cv_friendlyfire is on. if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo)) P_AddPlayerScore(source->player, 50); } if (gametype == GT_CTF && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG))) { P_PlayerFlagBurst(player, false); if (source && source->player) { // Award no points when players shoot each other when cv_friendlyfire is on. if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo)) P_AddPlayerScore(source->player, 25); } } // Ring loss sound plays despite hitting spikes P_PlayRinglossSound(player->mo); // Ringledingle! P_PlayerRingBurst(player, damage); player->rings -= damage; if (player->rings < 0) player->rings = 0; } /** Damages an object, which may or may not be a player. * For melee attacks, source and inflictor are the same. * * \param target The object being damaged. * \param inflictor The thing that caused the damage: creature, missile, * gargoyle, and so forth. Can be NULL in the case of * environmental damage, such as slime or crushing. * \param source The creature or person responsible. For example, if a * player is hit by a ring, the player who shot it. In some * cases, the target will go after this object after * receiving damage. This can be NULL. * \param damage Amount of damage to be dealt. * \param damagetype Type of damage to be dealt. If bit 7 (0x80) is set, this is an instant-kill. * \return True if the target sustained damage, otherwise false. * \todo Clean up this mess, split into multiple functions. * \sa P_KillMobj */ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype) { player_t *player; #ifdef HAVE_BLUA boolean force = false; #else static const boolean force = false; #endif if (objectplacing) return false; if (target->health <= 0) return false; // Spectator handling if (netgame) { if (damagetype != DMG_SPECTATOR && target->player && target->player->spectator) return false; if (source && source->player && source->player->spectator) return false; } #ifdef HAVE_BLUA // Everything above here can't be forced. if (!metalrecording) { UINT8 shouldForce = LUAh_ShouldDamage(target, inflictor, source, damage, damagetype); if (P_MobjWasRemoved(target)) return (shouldForce == 1); // mobj was removed if (shouldForce == 1) force = true; else if (shouldForce == 2) return false; } #endif if (!force) { if (!(target->flags & MF_SHOOTABLE)) return false; // shouldn't happen... if (target->type == MT_BLACKEGGMAN) return false; // Make sure that boxes cannot be popped by enemies, red rings, etc. if (target->flags & MF_MONITOR && ((!source || !source->player || source->player->bot) || (inflictor && !inflictor->player))) return false; } if (target->flags2 & MF2_SKULLFLY) target->momx = target->momy = target->momz = 0; if (!force) { // Special case for team ring boxes if (target->type == MT_RING_REDBOX && !(source->player->ctfteam == 1)) return false; if (target->type == MT_RING_BLUEBOX && !(source->player->ctfteam == 2)) return false; } // Special case for Crawla Commander if (target->type == MT_CRAWLACOMMANDER) { if (!force && target->fuse) // Invincible return false; #ifdef HAVE_BLUA if (LUAh_MobjDamage(target, inflictor, source, damage, damagetype) || P_MobjWasRemoved(target)) return true; #endif if (target->health > 1) { if (target->info->painsound) S_StartSound(target, target->info->painsound); target->fuse = TICRATE/2; target->flags2 |= MF2_FRET; } else { target->flags |= MF_NOGRAVITY; target->fuse = 0; } target->momx = target->momy = target->momz = 0; P_InstaThrust(target, target->angle-ANGLE_180, FixedMul(5*FRACUNIT, target->scale)); } else if (target->flags & MF_BOSS) { if (!force && target->flags2 & MF2_FRET) // Currently flashing from being hit return false; #ifdef HAVE_BLUA if (LUAh_MobjDamage(target, inflictor, source, damage, damagetype) || P_MobjWasRemoved(target)) return true; #endif if (target->health > 1) target->flags2 |= MF2_FRET; } #ifdef HAVE_BLUA else if (target->flags & MF_ENEMY) { if (LUAh_MobjDamage(target, inflictor, source, damage, damagetype) || P_MobjWasRemoved(target)) return true; } #endif player = target->player; if (player) // Player is the target { if (!force) { if (player->exiting) return false; if (player->pflags & PF_GODMODE) return false; if (!(target->player->pflags & (PF_NIGHTSMODE|PF_NIGHTSFALL)) && (maptol & TOL_NIGHTS)) return false; switch (damagetype) { case DMG_WATER: if (player->powers[pw_shield] & SH_PROTECTWATER) return false; // Invincible to water damage break; case DMG_FIRE: if (player->powers[pw_shield] & SH_PROTECTFIRE) return false; // Invincible to fire damage break; case DMG_ELECTRIC: if (player->powers[pw_shield] & SH_PROTECTELECTRIC) return false; // Invincible to electric damage break; default: break; } } if (player->pflags & PF_NIGHTSMODE) // NiGHTS damage handling { if (!force) { if (source == target) return false; // Don't hit yourself with your own paraloop, baka if (source && source->player && !cv_friendlyfire.value && (gametype == GT_COOP || (G_GametypeHasTeams() && player->ctfteam == source->player->ctfteam))) return false; // Don't run eachother over in special stages and team games and such } #ifdef HAVE_BLUA if (LUAh_MobjDamage(target, inflictor, source, damage, damagetype)) return true; #endif P_NiGHTSDamage(target, source); // -5s :( return true; } if (!force && inflictor && inflictor->flags & MF_FIRE) { if (player->powers[pw_shield] & SH_PROTECTFIRE) return false; // Invincible to fire objects if (G_PlatformGametype() && inflictor && source && source->player) return false; // Don't get hurt by fire generated from friends. } // Sudden-Death mode if (source && source->type == MT_PLAYER) { if ((gametype == GT_MATCH || gametype == GT_TEAMMATCH || gametype == GT_CTF) && cv_suddendeath.value && !player->powers[pw_flashing] && !player->powers[pw_invulnerability]) damagetype = DMG_INSTAKILL; } // Player hits another player if (!force && source && source->player) { if (!P_PlayerHitsPlayer(target, inflictor, source, damage)) return false; } // Instant-Death if (damagetype & DMG_DEATHMASK) { P_KillPlayer(player, source, damage); player->rings = 0; } else if (metalrecording) { if (!inflictor) inflictor = source; if (inflictor && inflictor->flags & MF_ENEMY) { // Metal Sonic destroy enemy !! P_KillMobj(inflictor, NULL, target, damagetype); return false; } else if (inflictor && inflictor->flags & MF_MISSILE) return false; // Metal Sonic walk through flame !! else { // Oh no! Metal Sonic is hit !! P_ShieldDamage(player, inflictor, source, damage, damagetype); return true; } } else if (player->powers[pw_invulnerability] || player->powers[pw_flashing] // ignore bouncing & such in invulnerability || player->powers[pw_super]) { if (force || (inflictor && (inflictor->flags & MF_MISSILE) && (inflictor->flags2 & MF2_SUPERFIRE) && player->powers[pw_super])) { #ifdef HAVE_BLUA if (!LUAh_MobjDamage(target, inflictor, source, damage, damagetype)) #endif P_SuperDamage(player, inflictor, source, damage); return true; } else return false; } #ifdef HAVE_BLUA else if (LUAh_MobjDamage(target, inflictor, source, damage, damagetype)) return true; #endif else if (player->powers[pw_shield] || player->bot) //If One-Hit Shield { P_ShieldDamage(player, inflictor, source, damage, damagetype); damage = 0; } else if (player->rings > 0) // No shield but have rings. { damage = player->rings; P_RingDamage(player, inflictor, source, damage, damagetype); damage = 0; } // To reduce griefing potential, don't allow players to be killed // by friendly fire. Spilling their rings and other items is enough. else if (!force && G_GametypeHasTeams() && source && source->player && (source->player->ctfteam == player->ctfteam) && cv_friendlyfire.value) { damage = 0; P_ShieldDamage(player, inflictor, source, damage, damagetype); } else // No shield, no rings, no invincibility. { damage = 1; P_KillPlayer(player, source, damage); } P_HitDeathMessages(player, inflictor, source, damagetype); P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2); } // Killing dead. Just for kicks. // Require source and inflictor be player. Don't hurt for firing rings. if (cv_killingdead.value && (source && source->player) && (inflictor && inflictor->player) && P_RandomChance(5*FRACUNIT/16)) P_DamageMobj(source, target, target, 1, 0); // do the damage if (damagetype & DMG_DEATHMASK) target->health = 0; else target->health -= damage; if (source && source->player && target) G_GhostAddHit(target); if (target->health <= 0) { P_KillMobj(target, inflictor, source, damagetype); return true; } if (player) P_ResetPlayer(target->player); else switch (target->type) { case MT_EGGMOBILE2: // egg slimer if (target->health < target->info->damage) // in pinch phase { P_SetMobjState(target, target->info->meleestate); // go to pinch pain state break; } // fallthrough default: P_SetMobjState(target, target->info->painstate); break; } target->reactiontime = 0; // we're awake now... if (source && source != target) { // if not intent on another player, // chase after this one P_SetTarget(&target->target, source); } return true; } /** Spills an injured player's rings. * * \param player The player who is losing rings. * \param num_rings Number of rings lost. A maximum of 32 rings will be * spawned. * \sa P_PlayerFlagBurst */ void P_PlayerRingBurst(player_t *player, INT32 num_rings) { INT32 i; mobj_t *mo; angle_t fa; fixed_t ns; fixed_t z; // Better safe than sorry. if (!player) return; // If no health, don't spawn ring! if (player->rings <= 0) num_rings = 0; if (num_rings > 32 && !(player->pflags & PF_NIGHTSFALL)) num_rings = 32; if (player->powers[pw_emeralds]) P_PlayerEmeraldBurst(player, false); // Spill weapons first P_PlayerWeaponPanelOrAmmoBurst(player); for (i = 0; i < num_rings; i++) { INT32 objType = mobjinfo[MT_RING].reactiontime; if (mariomode) objType = mobjinfo[MT_COIN].reactiontime; z = player->mo->z; if (player->mo->eflags & MFE_VERTICALFLIP) z += player->mo->height - mobjinfo[objType].height; mo = P_SpawnMobj(player->mo->x, player->mo->y, z, objType); mo->fuse = 8*TICRATE; P_SetTarget(&mo->target, player->mo); mo->destscale = player->mo->scale; P_SetScale(mo, player->mo->scale); // Angle offset by player angle, then slightly offset by amount of rings fa = ((i*FINEANGLES/16) + (player->mo->angle>>ANGLETOFINESHIFT) - ((num_rings-1)*FINEANGLES/32)) & FINEMASK; // Make rings spill out around the player in 16 directions like SA, but spill like Sonic 2. // Technically a non-SA way of spilling rings. They just so happen to be a little similar. if (player->pflags & PF_NIGHTSFALL) { ns = FixedMul(((i*FRACUNIT)/16)+2*FRACUNIT, mo->scale); mo->momx = FixedMul(FINECOSINE(fa),ns); if (!(twodlevel || (player->mo->flags2 & MF2_TWOD))) mo->momy = FixedMul(FINESINE(fa),ns); P_SetObjectMomZ(mo, 8*FRACUNIT, false); mo->fuse = 20*TICRATE; // Adjust fuse for NiGHTS } else { fixed_t momxy, momz; // base horizonal/vertical thrusts if (i > 15) { momxy = 3*FRACUNIT; momz = 4*FRACUNIT; } else { momxy = 2*FRACUNIT; momz = 3*FRACUNIT; } ns = FixedMul(FixedMul(momxy, FRACUNIT + FixedDiv(player->losstime<scale); mo->momx = FixedMul(FINECOSINE(fa),ns); if (!(twodlevel || (player->mo->flags2 & MF2_TWOD))) mo->momy = FixedMul(FINESINE(fa),ns); ns = FixedMul(momz, FRACUNIT + FixedDiv(player->losstime<mo->eflags & MFE_VERTICALFLIP) mo->momz *= -1; } player->losstime += 10*TICRATE; if (P_IsObjectOnGround(player->mo)) player->pflags &= ~PF_NIGHTSFALL; return; } void P_PlayerWeaponPanelBurst(player_t *player) { mobj_t *mo; angle_t fa; fixed_t ns; INT32 i; fixed_t z; INT32 num_weapons = M_CountBits((UINT32)player->ringweapons, NUM_WEAPONS-1); UINT16 ammoamt = 0; for (i = 0; i < num_weapons; i++) { mobjtype_t weptype = 0; powertype_t power = 0; if (player->ringweapons & RW_BOUNCE) // Bounce { weptype = MT_BOUNCEPICKUP; player->ringweapons &= ~RW_BOUNCE; power = pw_bouncering; } else if (player->ringweapons & RW_RAIL) // Rail { weptype = MT_RAILPICKUP; player->ringweapons &= ~RW_RAIL; power = pw_railring; } else if (player->ringweapons & RW_AUTO) // Auto { weptype = MT_AUTOPICKUP; player->ringweapons &= ~RW_AUTO; power = pw_automaticring; } else if (player->ringweapons & RW_EXPLODE) // Explode { weptype = MT_EXPLODEPICKUP; player->ringweapons &= ~RW_EXPLODE; power = pw_explosionring; } else if (player->ringweapons & RW_SCATTER) // Scatter { weptype = MT_SCATTERPICKUP; player->ringweapons &= ~RW_SCATTER; power = pw_scatterring; } else if (player->ringweapons & RW_GRENADE) // Grenade { weptype = MT_GRENADEPICKUP; player->ringweapons &= ~RW_GRENADE; power = pw_grenadering; } if (!weptype) // ??? continue; if (player->powers[power] >= mobjinfo[weptype].reactiontime) ammoamt = (UINT16)mobjinfo[weptype].reactiontime; else ammoamt = player->powers[power]; player->powers[power] -= ammoamt; z = player->mo->z; if (player->mo->eflags & MFE_VERTICALFLIP) z += player->mo->height - mobjinfo[weptype].height; mo = P_SpawnMobj(player->mo->x, player->mo->y, z, weptype); mo->reactiontime = ammoamt; mo->flags2 |= MF2_DONTRESPAWN; mo->flags &= ~(MF_NOGRAVITY|MF_NOCLIPHEIGHT); P_SetTarget(&mo->target, player->mo); mo->fuse = 12*TICRATE; mo->destscale = player->mo->scale; P_SetScale(mo, player->mo->scale); // Angle offset by player angle fa = ((i*FINEANGLES/16) + (player->mo->angle>>ANGLETOFINESHIFT)) & FINEMASK; // Make rings spill out around the player in 16 directions like SA, but spill like Sonic 2. // Technically a non-SA way of spilling rings. They just so happen to be a little similar. // >16 ring type spillout ns = FixedMul(3*FRACUNIT, mo->scale); mo->momx = FixedMul(FINECOSINE(fa),ns); if (!(twodlevel || (player->mo->flags2 & MF2_TWOD))) mo->momy = FixedMul(FINESINE(fa),ns); P_SetObjectMomZ(mo, 4*FRACUNIT, false); if (i & 1) P_SetObjectMomZ(mo, 4*FRACUNIT, true); } } void P_PlayerWeaponAmmoBurst(player_t *player) { mobj_t *mo; angle_t fa; fixed_t ns; INT32 i = 0; fixed_t z; mobjtype_t weptype = 0; powertype_t power = 0; while (true) { if (player->powers[pw_bouncering]) { weptype = MT_BOUNCERING; power = pw_bouncering; } else if (player->powers[pw_railring]) { weptype = MT_RAILRING; power = pw_railring; } else if (player->powers[pw_infinityring]) { weptype = MT_INFINITYRING; power = pw_infinityring; } else if (player->powers[pw_automaticring]) { weptype = MT_AUTOMATICRING; power = pw_automaticring; } else if (player->powers[pw_explosionring]) { weptype = MT_EXPLOSIONRING; power = pw_explosionring; } else if (player->powers[pw_scatterring]) { weptype = MT_SCATTERRING; power = pw_scatterring; } else if (player->powers[pw_grenadering]) { weptype = MT_GRENADERING; power = pw_grenadering; } else break; // All done! z = player->mo->z; if (player->mo->eflags & MFE_VERTICALFLIP) z += player->mo->height - mobjinfo[weptype].height; mo = P_SpawnMobj(player->mo->x, player->mo->y, z, weptype); mo->health = player->powers[power]; mo->flags2 |= MF2_DONTRESPAWN; mo->flags &= ~(MF_NOGRAVITY|MF_NOCLIPHEIGHT); P_SetTarget(&mo->target, player->mo); player->powers[power] = 0; mo->fuse = 12*TICRATE; mo->destscale = player->mo->scale; P_SetScale(mo, player->mo->scale); // Angle offset by player angle fa = ((i*FINEANGLES/16) + (player->mo->angle>>ANGLETOFINESHIFT)) & FINEMASK; // Spill them! ns = FixedMul(2*FRACUNIT, mo->scale); mo->momx = FixedMul(FINECOSINE(fa), ns); if (!(twodlevel || (player->mo->flags2 & MF2_TWOD))) mo->momy = FixedMul(FINESINE(fa),ns); P_SetObjectMomZ(mo, 3*FRACUNIT, false); if (i & 1) P_SetObjectMomZ(mo, 3*FRACUNIT, true); i++; } } void P_PlayerWeaponPanelOrAmmoBurst(player_t *player) { mobj_t *mo; angle_t fa; fixed_t ns; INT32 i = 0; fixed_t z; #define SETUP_DROP(thingtype) \ z = player->mo->z; \ if (player->mo->eflags & MFE_VERTICALFLIP) \ z += player->mo->height - mobjinfo[thingtype].height; \ fa = ((i*FINEANGLES/16) + (player->mo->angle>>ANGLETOFINESHIFT)) & FINEMASK; \ ns = FixedMul(3*FRACUNIT, player->mo->scale); \ #define DROP_WEAPON(rwflag, pickup, ammo, power) \ if (player->ringweapons & rwflag) \ { \ player->ringweapons &= ~rwflag; \ SETUP_DROP(pickup) \ mo = P_SpawnMobj(player->mo->x, player->mo->y, z, pickup); \ mo->reactiontime = 0; \ mo->flags2 |= MF2_DONTRESPAWN; \ mo->flags &= ~(MF_NOGRAVITY|MF_NOCLIPHEIGHT); \ P_SetTarget(&mo->target, player->mo); \ mo->fuse = 12*TICRATE; \ mo->destscale = player->mo->scale; \ P_SetScale(mo, player->mo->scale); \ mo->momx = FixedMul(FINECOSINE(fa),ns); \ if (!(twodlevel || (player->mo->flags2 & MF2_TWOD))) \ mo->momy = FixedMul(FINESINE(fa),ns); \ P_SetObjectMomZ(mo, 4*FRACUNIT, false); \ if (i & 1) \ P_SetObjectMomZ(mo, 4*FRACUNIT, true); \ ++i; \ } \ else if (player->powers[power] > 0) \ { \ SETUP_DROP(ammo) \ mo = P_SpawnMobj(player->mo->x, player->mo->y, z, ammo); \ mo->health = player->powers[power]; \ mo->flags2 |= MF2_DONTRESPAWN; \ mo->flags &= ~(MF_NOGRAVITY|MF_NOCLIPHEIGHT); \ P_SetTarget(&mo->target, player->mo); \ mo->fuse = 12*TICRATE; \ mo->destscale = player->mo->scale; \ P_SetScale(mo, player->mo->scale); \ mo->momx = FixedMul(FINECOSINE(fa),ns); \ if (!(twodlevel || (player->mo->flags2 & MF2_TWOD))) \ mo->momy = FixedMul(FINESINE(fa),ns); \ P_SetObjectMomZ(mo, 3*FRACUNIT, false); \ if (i & 1) \ P_SetObjectMomZ(mo, 3*FRACUNIT, true); \ player->powers[power] = 0; \ ++i; \ } DROP_WEAPON(RW_BOUNCE, MT_BOUNCEPICKUP, MT_BOUNCERING, pw_bouncering); DROP_WEAPON(RW_RAIL, MT_RAILPICKUP, MT_RAILRING, pw_railring); DROP_WEAPON(RW_AUTO, MT_AUTOPICKUP, MT_AUTOMATICRING, pw_automaticring); DROP_WEAPON(RW_EXPLODE, MT_EXPLODEPICKUP, MT_EXPLOSIONRING, pw_explosionring); DROP_WEAPON(RW_SCATTER, MT_SCATTERPICKUP, MT_SCATTERRING, pw_scatterring); DROP_WEAPON(RW_GRENADE, MT_GRENADEPICKUP, MT_GRENADERING, pw_grenadering); DROP_WEAPON(0, 0, MT_INFINITYRING, pw_infinityring); #undef DROP_WEAPON #undef SETUP_DROP } // // P_PlayerEmeraldBurst // // Spills ONLY emeralds. // void P_PlayerEmeraldBurst(player_t *player, boolean toss) { INT32 i; angle_t fa; fixed_t ns; fixed_t z = 0, momx = 0, momy = 0; // Better safe than sorry. if (!player) return; // Spill power stones if (player->powers[pw_emeralds]) { INT32 num_stones = 0; if (player->powers[pw_emeralds] & EMERALD1) num_stones++; if (player->powers[pw_emeralds] & EMERALD2) num_stones++; if (player->powers[pw_emeralds] & EMERALD3) num_stones++; if (player->powers[pw_emeralds] & EMERALD4) num_stones++; if (player->powers[pw_emeralds] & EMERALD5) num_stones++; if (player->powers[pw_emeralds] & EMERALD6) num_stones++; if (player->powers[pw_emeralds] & EMERALD7) num_stones++; for (i = 0; i < num_stones; i++) { INT32 stoneflag = 0; statenum_t statenum = S_CEMG1; mobj_t *mo; if (player->powers[pw_emeralds] & EMERALD1) { stoneflag = EMERALD1; statenum = S_CEMG1; } else if (player->powers[pw_emeralds] & EMERALD2) { stoneflag = EMERALD2; statenum = S_CEMG2; } else if (player->powers[pw_emeralds] & EMERALD3) { stoneflag = EMERALD3; statenum = S_CEMG3; } else if (player->powers[pw_emeralds] & EMERALD4) { stoneflag = EMERALD4; statenum = S_CEMG4; } else if (player->powers[pw_emeralds] & EMERALD5) { stoneflag = EMERALD5; statenum = S_CEMG5; } else if (player->powers[pw_emeralds] & EMERALD6) { stoneflag = EMERALD6; statenum = S_CEMG6; } else if (player->powers[pw_emeralds] & EMERALD7) { stoneflag = EMERALD7; statenum = S_CEMG7; } if (!stoneflag) // ??? continue; player->powers[pw_emeralds] &= ~stoneflag; if (toss) { fa = player->mo->angle>>ANGLETOFINESHIFT; z = player->mo->z + player->mo->height; if (player->mo->eflags & MFE_VERTICALFLIP) z -= mobjinfo[MT_FLINGEMERALD].height + player->mo->height; ns = FixedMul(8*FRACUNIT, player->mo->scale); } else { fa = ((255 / num_stones) * i) * FINEANGLES/256; z = player->mo->z + (player->mo->height / 2); if (player->mo->eflags & MFE_VERTICALFLIP) z -= mobjinfo[MT_FLINGEMERALD].height; ns = FixedMul(4*FRACUNIT, player->mo->scale); } momx = FixedMul(FINECOSINE(fa), ns); if (!(twodlevel || (player->mo->flags2 & MF2_TWOD))) momy = FixedMul(FINESINE(fa),ns); else momy = 0; mo = P_SpawnMobj(player->mo->x, player->mo->y, z, MT_FLINGEMERALD); mo->health = 1; mo->threshold = stoneflag; mo->flags2 |= (MF2_DONTRESPAWN|MF2_SLIDEPUSH); mo->flags &= ~(MF_NOGRAVITY|MF_NOCLIPHEIGHT); P_SetTarget(&mo->target, player->mo); mo->fuse = 12*TICRATE; P_SetMobjState(mo, statenum); mo->momx = momx; mo->momy = momy; P_SetObjectMomZ(mo, 3*FRACUNIT, false); if (player->mo->eflags & MFE_VERTICALFLIP) mo->momz = -mo->momz; if (toss) player->tossdelay = 2*TICRATE; } } } /** Makes an injured or dead player lose possession of the flag. * * \param player The player with the flag, about to lose it. * \sa P_PlayerRingBurst */ void P_PlayerFlagBurst(player_t *player, boolean toss) { mobj_t *flag; mobjtype_t type; if (!(player->gotflag & (GF_REDFLAG|GF_BLUEFLAG))) return; if (player->gotflag & GF_REDFLAG) type = MT_REDFLAG; else type = MT_BLUEFLAG; flag = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, type); if (player->mo->eflags & MFE_VERTICALFLIP) flag->z += player->mo->height - flag->height; if (toss) P_InstaThrust(flag, player->mo->angle, FixedMul(6*FRACUNIT, player->mo->scale)); else { angle_t fa = P_RandomByte()*FINEANGLES/256; flag->momx = FixedMul(FINECOSINE(fa), FixedMul(6*FRACUNIT, player->mo->scale)); if (!(twodlevel || (player->mo->flags2 & MF2_TWOD))) flag->momy = FixedMul(FINESINE(fa), FixedMul(6*FRACUNIT, player->mo->scale)); } flag->momz = FixedMul(8*FRACUNIT, player->mo->scale); if (player->mo->eflags & MFE_VERTICALFLIP) flag->momz = -flag->momz; if (type == MT_REDFLAG) flag->spawnpoint = rflagpoint; else flag->spawnpoint = bflagpoint; flag->fuse = cv_flagtime.value * TICRATE; P_SetTarget(&flag->target, player->mo); // Flag text { char plname[MAXPLAYERNAME+4]; const char *flagtext; char flagcolor; snprintf(plname, sizeof(plname), "%s%s%s", CTFTEAMCODE(player), player_names[player - players], CTFTEAMENDCODE(player)); if (type == MT_REDFLAG) { flagtext = M_GetText("Red flag"); flagcolor = '\x85'; } else { flagtext = M_GetText("Blue flag"); flagcolor = '\x84'; } if (toss) CONS_Printf(M_GetText("%s tossed the %c%s%c.\n"), plname, flagcolor, flagtext, 0x80); else CONS_Printf(M_GetText("%s dropped the %c%s%c.\n"), plname, flagcolor, flagtext, 0x80); } player->gotflag = 0; // Pointers set for displaying time value and for consistency restoration. if (type == MT_REDFLAG) redflag = flag; else blueflag = flag; if (toss) player->tossdelay = 2*TICRATE; return; }