// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2014 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file p_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 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] <= flashingtics) 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; } /** 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; 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 if (special->flags & MF_BOSS) { if (special->type == MT_BLACKEGGMAN) { P_DamageMobj(toucher, special, special, 1); // ouch return; } if (((toucher->player->pflags & PF_NIGHTSMODE) && (toucher->player->pflags & PF_DRILLING)) || (toucher->player->pflags & (PF_JUMPED|PF_SPINNING)) || toucher->player->powers[pw_invulnerability] || toucher->player->powers[pw_super]) // Do you possess the ability to subdue the object? { if (P_MobjFlip(toucher)*toucher->momz < 0) toucher->momz = -toucher->momz; toucher->momx = -toucher->momx; toucher->momy = -toucher->momy; P_DamageMobj(special, toucher, toucher, 1); } else if (((toucher->z < special->z && !(toucher->eflags & MFE_VERTICALFLIP)) || (toucher->z + toucher->height > special->z + special->height && (toucher->eflags & MFE_VERTICALFLIP))) && toucher->player->charability == CA_FLY && (toucher->player->powers[pw_tailsfly] || (toucher->state >= &states[S_PLAY_SPC1] && toucher->state <= &states[S_PLAY_SPC4]))) // Tails can shred stuff with his propeller. { toucher->momz = -toucher->momz/2; P_DamageMobj(special, toucher, toucher, 1); } else P_DamageMobj(toucher, special, special, 1); return; } else if ((special->flags & MF_ENEMY) && !(special->flags & MF_MISSILE)) { //////////////////////////////////////////////////////// /////ENEMIES!!////////////////////////////////////////// //////////////////////////////////////////////////////// if (special->type == MT_GSNAPPER && !(((toucher->player->pflags & PF_NIGHTSMODE) && (toucher->player->pflags & PF_DRILLING)) || toucher->player->powers[pw_invulnerability] || toucher->player->powers[pw_super]) && toucher->z < special->z + special->height && toucher->z + toucher->height > special->z) { // Can only hit snapper from above P_DamageMobj(toucher, special, special, 1); } 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); } else if (((toucher->player->pflags & PF_NIGHTSMODE) && (toucher->player->pflags & PF_DRILLING)) || (toucher->player->pflags & (PF_JUMPED|PF_SPINNING)) || toucher->player->powers[pw_invulnerability] || toucher->player->powers[pw_super]) // Do you possess the ability to subdue the object? { if (P_MobjFlip(toucher)*toucher->momz < 0) toucher->momz = -toucher->momz; P_DamageMobj(special, toucher, toucher, 1); } 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 && toucher->player->charability == CA_FLY && (toucher->player->powers[pw_tailsfly] || (toucher->state >= &states[S_PLAY_SPC1] && toucher->state <= &states[S_PLAY_SPC4]))) // 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); } else P_DamageMobj(toucher, special, special, 1); return; } else if (special->flags & MF_FIRE) { P_DamageMobj(toucher, special, special, 1); 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; #ifdef BLUE_SPHERES 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; #endif case MT_AUTOPICKUP: case MT_BOUNCEPICKUP: case MT_SCATTERPICKUP: case MT_GRENADEPICKUP: case MT_EXPLODEPICKUP: case MT_RAILPICKUP: if (!(P_CanPickupItem(toucher->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->info->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(toucher->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; 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(toucher->player, true)) || player->tossdelay) return; player->powers[pw_emeralds] |= special->threshold; break; // Secret emblem thingy case MT_EMBLEM: { if (demoplayback || player->bot) return; emblemlocations[special->health-1].collected = true; M_UpdateUnlockablesAndExtraEmblems(); G_SaveGameData(); break; } // CTF Flags case MT_REDFLAG: case MT_BLUEFLAG: if (player->bot) return; if (player->powers[pw_flashing] || player->tossdelay) return; if (!special->spawnpoint) return; if (special->fuse == 1) return; // if (special->momz > 0) // return; { UINT8 flagteam = (special->type == MT_REDFLAG) ? 1 : 2; const char *flagtext; if (special->type == MT_REDFLAG) flagtext = M_GetText("red"); else flagtext = M_GetText("blue"); 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 %s flag to base.\n"), player_names[player-players], flagtext); 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 %s flag!\n"), player_names[player-players], flagtext); (*flagmobj) = NULL; player->pflags &= ~PF_GLIDING; player->climbing = 0; if (player->powers[pw_tailsfly]) player->powers[pw_tailsfly] = 1; break; } } return; // ********************************** // // NiGHTS gameplay items and powerups // // ********************************** // case MT_NIGHTSDRONE: if (player->bot) return; if (G_IsSpecialStage(gamemap) && player->bonustime && !player->exiting) { // only allow the player with the emerald in-hand to leave. if (player->mo->tracer && player->mo->tracer->target && player->mo->tracer->target->type == MT_GOTEMERALD) { P_NightserizePlayer(player, special->health); P_GiveEmerald(false); // Don't play Ideya sound in special stage mode } else // Make sure that SOMEONE has the emerald, at least! { for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && players[i].playerstate == PST_LIVE && players[i].mo->tracer && players[i].mo->tracer->target && players[i].mo->tracer->target->type == MT_GOTEMERALD) return; // Well no one has an emerald, so exit anyway! P_NightserizePlayer(player, special->health); P_GiveEmerald(false); } } else if (player->bonustime && !player->exiting) //After-mare bonus time/emerald reward in special stages. { if (!(player->pflags & PF_NIGHTSMODE)) { if (!(netgame || multiplayer)) P_SetTarget(&special->tracer, toucher); P_SetTarget(&toucher->tracer, P_SpawnMobj(toucher->x, toucher->y, toucher->z, MT_NIGHTSCHAR)); } P_NightserizePlayer(player, special->health); S_StartSound(toucher, special->info->activesound); } else if (!G_IsSpecialStage(gamemap) || !player->exiting) //Initial transformation. Don't allow second chances in special stages! { if (!(player->pflags & PF_NIGHTSMODE)) { if (!(netgame || multiplayer)) P_SetTarget(&special->tracer, toucher); S_StartSound(toucher, sfx_supert); P_SetTarget(&toucher->tracer, P_SpawnMobj(toucher->x, toucher->y, toucher->z, MT_NIGHTSCHAR)); P_NightserizePlayer(player, special->health); } } return; case MT_NIGHTSLOOPHELPER: // One second delay if (special->fuse < player->mo->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); 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 #ifdef BLUE_SPHERES || mo2->type == MT_BLUEBALL #endif )) 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) return; if (G_IsSpecialStage(gamemap) && !player->exiting) { // In special stages, share rings. Everyone gives up theirs to the player who touched the capsule for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && (&players[i] != player) && players[i].mo->health > 1) { player->mo->health += players[i].mo->health-1; player->health = player->mo->health; players[i].mo->health = 1; players[i].health = players[i].mo->health; } } if (!(player->health > 1) || player->exiting) return; // Mark the player as 'pull into the capsule' P_SetTarget(&player->capsule, special); special->reactiontime = (player-players)+1; P_SetTarget(&special->target, NULL); // Clear text player->texttimer = 0; return; case MT_NIGHTSBUMPER: // Don't trigger if the stage is ended/failed if (player->exiting) return; if (player->bumpertime < TICRATE/4) { S_StartSound(player->mo, 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); player->mo->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(player->mo); player->mo->x = special->x; player->mo->y = special->y; P_SetThingPosition(player->mo); player->mo->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(player->mo, special->angle, xspeed/10); player->mo->momz = yspeed/11; player->mo->angle = special->angle; if (player == &players[consoleplayer]) localangle = player->mo->angle; else if (player == &players[secondarydisplayplayer]) localangle2 = player->mo->angle; P_ResetPlayer(player); P_SetPlayerMobjState(player->mo, S_PLAY_FALL1); } } return; case MT_NIGHTSSUPERLOOP: if (player->bot || !(player->pflags & PF_NIGHTSMODE)) return; if (!G_IsSpecialStage(gamemap)) player->powers[pw_nights_superloop] = (UINT16)special->info->speed; else { for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && players[i].pflags & PF_NIGHTSMODE) players[i].powers[pw_nights_superloop] = (UINT16)special->info->speed; if (special->info->deathsound != sfx_None) S_StartSound(NULL, special->info->deathsound); } // CECHO showing you what this item is if (player == &players[displayplayer] || G_IsSpecialStage(gamemap)) { HU_SetCEchoFlags(V_AUTOFADEOUT); HU_SetCEchoDuration(4); HU_DoCEcho(M_GetText("\\\\\\\\\\\\\\\\Super Paraloop")); } break; case MT_NIGHTSDRILLREFILL: if (player->bot || !(player->pflags & PF_NIGHTSMODE)) return; if (!G_IsSpecialStage(gamemap)) player->drillmeter = special->info->speed; else { for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && players[i].pflags & PF_NIGHTSMODE) players[i].drillmeter = special->info->speed; if (special->info->deathsound != sfx_None) S_StartSound(NULL, special->info->deathsound); } // CECHO showing you what this item is if (player == &players[displayplayer] || G_IsSpecialStage(gamemap)) { HU_SetCEchoFlags(V_AUTOFADEOUT); HU_SetCEchoDuration(4); HU_DoCEcho(M_GetText("\\\\\\\\\\\\\\\\Drill Refill")); } break; case MT_NIGHTSHELPER: if (player->bot || !(player->pflags & PF_NIGHTSMODE)) return; if (!G_IsSpecialStage(gamemap)) { // A flicky orbits us now mobj_t *flickyobj = P_SpawnMobj(toucher->x, toucher->y, toucher->z + toucher->info->height, MT_NIGHTOPIANHELPER); P_SetTarget(&flickyobj->target, toucher); player->powers[pw_nights_helper] = (UINT16)special->info->speed; } else { mobj_t *flickyobj; for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && players[i].mo && players[i].pflags & PF_NIGHTSMODE) { players[i].powers[pw_nights_helper] = (UINT16)special->info->speed; flickyobj = P_SpawnMobj(players[i].mo->x, players[i].mo->y, players[i].mo->z + players[i].mo->info->height, MT_NIGHTOPIANHELPER); P_SetTarget(&flickyobj->target, players[i].mo); } if (special->info->deathsound != sfx_None) S_StartSound(NULL, special->info->deathsound); } // CECHO showing you what this item is if (player == &players[displayplayer] || G_IsSpecialStage(gamemap)) { HU_SetCEchoFlags(V_AUTOFADEOUT); HU_SetCEchoDuration(4); HU_DoCEcho(M_GetText("\\\\\\\\\\\\\\\\Nightopian Helper")); } break; case MT_NIGHTSEXTRATIME: if (player->bot || !(player->pflags & PF_NIGHTSMODE)) return; if (!G_IsSpecialStage(gamemap)) { player->nightstime += special->info->speed; player->startedtime += special->info->speed; P_RestoreMusic(player); } else { for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && players[i].pflags & PF_NIGHTSMODE) { players[i].nightstime += special->info->speed; players[i].startedtime += special->info->speed; P_RestoreMusic(&players[i]); } if (special->info->deathsound != sfx_None) S_StartSound(NULL, special->info->deathsound); } // CECHO showing you what this item is if (player == &players[displayplayer] || G_IsSpecialStage(gamemap)) { HU_SetCEchoFlags(V_AUTOFADEOUT); HU_SetCEchoDuration(4); HU_DoCEcho(M_GetText("\\\\\\\\\\\\\\\\Extra Time")); } break; case MT_NIGHTSLINKFREEZE: if (player->bot || !(player->pflags & PF_NIGHTSMODE)) return; if (!G_IsSpecialStage(gamemap)) { player->powers[pw_nights_linkfreeze] = (UINT16)special->info->speed; player->linktimer = 2*TICRATE; } else { for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && players[i].pflags & PF_NIGHTSMODE) { players[i].powers[pw_nights_linkfreeze] += (UINT16)special->info->speed; players[i].linktimer = 2*TICRATE; } if (special->info->deathsound != sfx_None) S_StartSound(NULL, special->info->deathsound); } // CECHO showing you what this item is if (player == &players[displayplayer] || G_IsSpecialStage(gamemap)) { HU_SetCEchoFlags(V_AUTOFADEOUT); HU_SetCEchoDuration(4); HU_DoCEcho(M_GetText("\\\\\\\\\\\\\\\\Link Freeze")); } break; case MT_NIGHTSWING: if (G_IsSpecialStage(gamemap) && useNightsSS) { // Pseudo-ring. S_StartSound(toucher, special->info->painsound); player->totalring++; } else S_StartSound(toucher, special->info->activesound); P_DoNightsScore(player); break; case MT_HOOPCOLLIDE: // This produces a kind of 'domino effect' with the hoop's pieces. for (; special->hprev != NULL; special = special->hprev); // Move to the first sprite in the hoop i = 0; for (; special->type == MT_HOOP; special = special->hnext) { special->fuse = 11; special->movedir = i; special->extravalue1 = special->target->extravalue1; special->extravalue2 = special->target->extravalue2; special->target->threshold = 4242; i++; } // Make the collision detectors disappear. { mobj_t *hnext; for (; special != NULL; special = hnext) { hnext = special->hnext; P_RemoveMobj(special); } } P_DoNightsScore(player); // Hoops are the only things that should add to the drill meter // Also, one tic's worth of drill is too much. if (G_IsSpecialStage(gamemap)) { for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && players[i].pflags & PF_NIGHTSMODE) players[i].drillmeter += TICRATE/2; } else if (player->bot) players[consoleplayer].drillmeter += TICRATE/2; else player->drillmeter += TICRATE/2; // Play hoop sound -- pick one depending on the current link. if (player->linkcount <= 5) S_StartSound(toucher, sfx_hoop1); else if (player->linkcount <= 10) S_StartSound(toucher, sfx_hoop2); else S_StartSound(toucher, sfx_hoop3); return; // ***** // // Mario // // ***** // case MT_SHELL: if (special->state == &states[S_SHELL]) // Resting anim { // Kick that sucker around! special->angle = toucher->angle; P_InstaThrust(special, special->angle, FixedMul(special->info->speed, special->scale)); S_StartSound(toucher, sfx_mario2); P_SetMobjState(special, S_SHELL1); P_SetTarget(&special->target, toucher); special->threshold = (3*TICRATE)/2; } return; case MT_AXE: { line_t junk; thinker_t *th; mobj_t *mo2; if (player->bot) return; junk.tag = 649; EV_DoElevator(&junk, bridgeFall, false); // scan the remaining thinkers to find koopa for (th = thinkercap.next; th != &thinkercap; th = th->next) { if (th->function.acp1 != (actionf_p1)P_MobjThinker) continue; mo2 = (mobj_t *)th; if (mo2->type == MT_KOOPA) { mo2->momz = 5*FRACUNIT; break; } } } break; case MT_FIREFLOWER: if (player->bot) return; toucher->player->powers[pw_shield] |= SH_FIREFLOWER; toucher->color = SKINCOLOR_WHITE; G_GhostAddColor(GHC_FIREFLOWER); break; // *************** // // Misc touchables // // *************** // case MT_STARPOST: if (player->bot) return; // In circuit, player must have touched all previous starposts if (circuitmap && special->health - player->starpostnum > 1) { // blatant reuse of a variable that's normally unused in circuit if (!player->tossdelay) S_StartSound(player->mo, 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 = player->mo->x>>FRACBITS; player->starposty = player->mo->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(player->mo, special->info->painsound); if (!(netgame && circuitmap && player != &players[consoleplayer])) P_SetMobjState(special, special->info->painstate); return; case MT_FAKEMOBILE: { fixed_t touchx, touchy, touchspeed; angle_t angle; if (P_AproxDistance(toucher->x-special->x, toucher->y-special->y) > P_AproxDistance((toucher->x-toucher->momx)-special->x, (toucher->y-toucher->momy)-special->y)) { touchx = toucher->x + toucher->momx; touchy = toucher->y + toucher->momy; } else { touchx = toucher->x; touchy = toucher->y; } angle = R_PointToAngle2(special->x, special->y, touchx, touchy); touchspeed = P_AproxDistance(toucher->momx, toucher->momy); toucher->momx = P_ReturnThrustX(special, angle, touchspeed); toucher->momy = P_ReturnThrustY(special, angle, touchspeed); toucher->momz = -toucher->momz; if (player->pflags & PF_GLIDING) { player->pflags &= ~(PF_GLIDING|PF_JUMPED); P_SetPlayerMobjState(toucher, S_PLAY_FALL1); } // Play a bounce sound? S_StartSound(toucher, special->info->painsound); } return; case MT_BLACKEGGMAN_GOOPFIRE: if (toucher->state != &states[S_PLAY_PAIN] && !player->powers[pw_flashing]) { toucher->momx = 0; toucher->momy = 0; if (toucher->momz != 0) special->momz = toucher->momz; player->powers[pw_ingoop] = 2; if (player->pflags & PF_ITEMHANG) { P_SetTarget(&player->mo->tracer, NULL); player->pflags &= ~PF_ITEMHANG; } P_ResetPlayer(player); if (special->target && special->target->state == &states[S_BLACKEGG_SHOOT1]) { if (special->target->health <= 2 && (P_Random() & 1)) P_SetMobjState(special->target, special->target->info->missilestate); else P_SetMobjState(special->target, special->target->info->raisestate); } } else player->powers[pw_ingoop] = 0; return; case MT_EGGSHIELD: { fixed_t touchx, touchy, touchspeed; angle_t angle; if (P_AproxDistance(toucher->x-special->x, toucher->y-special->y) > P_AproxDistance((toucher->x-toucher->momx)-special->x, (toucher->y-toucher->momy)-special->y)) { touchx = toucher->x + toucher->momx; touchy = toucher->y + toucher->momy; } else { touchx = toucher->x; touchy = toucher->y; } angle = R_PointToAngle2(special->x, special->y, touchx, touchy) - special->angle; touchspeed = P_AproxDistance(toucher->momx, toucher->momy); // Blocked by the shield? if (!(angle > ANGLE_90 && angle < ANGLE_270)) { toucher->momx = P_ReturnThrustX(special, special->angle, touchspeed); toucher->momy = P_ReturnThrustY(special, special->angle, touchspeed); toucher->momz = -toucher->momz; if (player->pflags & PF_GLIDING) { player->pflags &= ~(PF_GLIDING|PF_JUMPED); P_SetPlayerMobjState(toucher, S_PLAY_FALL1); } // Play a bounce sound? S_StartSound(toucher, special->info->painsound); return; } else if (((toucher->player->pflags & PF_NIGHTSMODE) && (toucher->player->pflags & PF_DRILLING)) || (toucher->player->pflags & PF_JUMPED) || (toucher->player->pflags & PF_SPINNING) || toucher->player->powers[pw_invulnerability] || toucher->player->powers[pw_super]) // Do you possess the ability to subdue the object? { // Shatter the shield! toucher->momx = -toucher->momx/2; toucher->momy = -toucher->momy/2; toucher->momz = -toucher->momz; break; } } return; case MT_BIGTUMBLEWEED: case MT_LITTLETUMBLEWEED: if (toucher->momx || toucher->momy) { special->momx = toucher->momx; special->momy = toucher->momy; special->momz = P_AproxDistance(toucher->momx, toucher->momy)/4; if (toucher->momz > 0) special->momz += toucher->momz/8; P_SetMobjState(special, special->info->seestate); } return; case MT_SMALLMACECHAIN: case MT_BIGMACECHAIN: // Is this the last link in the chain? if (toucher->momz > 0 || !(special->flags & MF_AMBUSH) || (player->pflags & PF_ITEMHANG) || (player->pflags & PF_MACESPIN)) return; if (toucher->z > special->z + special->height/2) return; if (toucher->z + toucher->height/2 < special->z) return; if (player->powers[pw_flashing]) return; P_ResetPlayer(player); P_SetTarget(&toucher->tracer, special); if (special->target && (special->target->type == MT_SPINMACEPOINT || special->target->type == MT_HIDDEN_SLING)) { player->pflags |= PF_MACESPIN; S_StartSound(toucher, sfx_spin); P_SetPlayerMobjState(player->mo, S_PLAY_ATK1); } else player->pflags |= PF_ITEMHANG; return; case MT_BIGMINE: case MT_BIGAIRMINE: // Spawn explosion! P_SpawnMobj(special->x, special->y, special->z, special->info->mass); P_RadiusAttack(special, special, special->info->damage); S_StartSound(special, special->info->deathsound); P_SetMobjState(special, special->info->deathstate); return; case MT_SPECIALSPIKEBALL: if (!(!useNightsSS && G_IsSpecialStage(gamemap))) // Only for old special stages { P_DamageMobj(toucher, special, special, 1); return; } if (player->powers[pw_invulnerability] || player->powers[pw_flashing] || (player->powers[pw_super] && !(ALL7EMERALDS(player->powers[pw_emeralds])))) return; if (player->powers[pw_shield] || player->bot) //If One-Hit Shield { P_RemoveShield(player); S_StartSound(player->mo, sfx_shldls); // Ba-Dum! Shield loss. } else { P_PlayRinglossSound(toucher); if (toucher->health > 10) toucher->health -= 10; else toucher->health = 1; player->health = toucher->health; } P_DoPlayerPain(player, special, NULL); return; case MT_EGGMOBILE2_POGO: // sanity checks if (!special->target || !special->target->health) return; // Goomba Stomp'd! if (special->target->momz < 0) { P_DamageMobj(toucher, special, special->target, 1); //special->target->momz = -special->target->momz; special->target->momx = special->target->momy = 0; special->target->momz = 0; special->target->flags |= MF_NOGRAVITY; P_SetMobjState(special->target, special->info->raisestate); S_StartSound(special->target, special->info->activesound); P_RemoveMobj(special); } return; case MT_EXTRALARGEBUBBLE: if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) return; if (maptol & TOL_NIGHTS) return; if (mariomode) return; else if (special->z < player->mo->z + player->mo->height / 3 || special->z > player->mo->z + (player->mo->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(player->mo, S_PLAY_GASP); P_ResetPlayer(player); } player->mo->momx = player->mo->momy = player->mo->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); } #define CTFTEAMCODE(pl) pl->ctfteam ? (pl->ctfteam == 1 ? "\x85" : "\x84") : "" #define CTFTEAMENDCODE(pl) pl->ctfteam ? "\x80" : "" /** Prints death messages relating to a dying or hit player. * * \param player Affected player. * \param inflictor The attack weapon used, can be NULL. * \param source The attacker, can be NULL. */ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *source) { const char *str = NULL; boolean deathonly = false; boolean deadsource = false; boolean deadtarget = false; // player names complete with control codes char targetname[MAXPLAYERNAME+4]; char sourcename[MAXPLAYERNAME+4]; if (G_PlatformGametype()) return; // Not in coop, etc. if (!player) return; // Impossible! if (!netgame) return; // Presumably it's obvious what's happening in splitscreen. deadtarget = (player->health <= 0); // Target's name snprintf(targetname, sizeof(targetname), "%s%s%s", CTFTEAMCODE(player), player_names[player - players], CTFTEAMENDCODE(player)); if (source) { // inflictor shouldn't be NULL if source isn't I_Assert(inflictor != NULL); if (source->player) { // Source's name (now that we know there is one) snprintf(sourcename, sizeof(sourcename), "%s%s%s", CTFTEAMCODE(source->player), player_names[source->player - players], CTFTEAMENDCODE(source->player)); // We don't care if it's us. // "Player 1's [redacted] killed Player 1." if (source->player->playerstate == PST_DEAD && source->player != player && (inflictor->flags2 & MF2_BEYONDTHEGRAVE)) deadsource = true; if (inflictor->flags & MF_PUSHABLE) { str = M_GetText("%s%s's playtime with heavy objects %s %s.\n"); } else switch (inflictor->type) { case MT_PLAYER: if ((inflictor->player->powers[pw_shield] & SH_NOSTACK) == SH_BOMB) str = M_GetText("%s%s's armageddon blast %s %s.\n"); else if (inflictor->player->powers[pw_invulnerability]) str = M_GetText("%s%s's invincibility aura %s %s.\n"); else str = M_GetText("%s%s's tagging hand %s %s.\n"); break; case MT_SPINFIRE: str = M_GetText("%s%s's elemental fire trail %s %s.\n"); break; case MT_THROWNBOUNCE: str = M_GetText("%s%s's bounce ring %s %s.\n"); break; case MT_THROWNINFINITY: str = M_GetText("%s%s's infinity ring %s %s.\n"); break; case MT_THROWNAUTOMATIC: str = M_GetText("%s%s's automatic ring %s %s.\n"); break; case MT_THROWNSCATTER: str = M_GetText("%s%s's scatter ring %s %s.\n"); break; // TODO: For next two, figure out how to determine if it was a direct hit or splash damage. -SH case MT_THROWNEXPLOSION: str = M_GetText("%s%s's explosion ring %s %s.\n"); break; case MT_THROWNGRENADE: str = M_GetText("%s%s's grenade ring %s %s.\n"); break; case MT_REDRING: if (inflictor->flags2 & MF2_RAILRING) str = M_GetText("%s%s's rail ring %s %s.\n"); else str = M_GetText("%s%s's thrown ring %s %s.\n"); break; default: str = M_GetText("%s%s %s %s.\n"); break; } CONS_Printf(str, deadsource ? M_GetText("The late ") : "", sourcename, deadtarget ? M_GetText("killed") : M_GetText("hit"), targetname); return; } else switch (source->type) { case MT_NULL: switch(source->threshold) { case 42: deathonly = true; str = M_GetText("%s drowned.\n"); break; case 43: str = M_GetText("%s was %s by spikes.\n"); break; case 44: deathonly = true; str = M_GetText("%s was crushed.\n"); break; } break; case MT_SPIKE: str = M_GetText("%s was %s by spikes.\n"); break; #ifdef CHAOSISNOTDEADYET /* These were obviously made for Chaos, and they're extremely out of date. We either need to keep them out of the EXE or update them to contain proper text for all enemies we currently have in the game. */ case MT_BLUECRAWLA: str = M_GetText("%s was %s by a blue crawla!\n"); break; case MT_REDCRAWLA: str = M_GetText("%s was %s by a red crawla!\n"); break; case MT_JETTGUNNER: str = M_GetText("%s was %s by a jetty-syn gunner!\n"); break; case MT_JETTBOMBER: str = M_GetText("%s was %s by a jetty-syn bomber!\n"); break; case MT_CRAWLACOMMANDER: str = M_GetText("%s was %s by a crawla commander!\n"); break; case MT_EGGMOBILE: str = M_GetText("%s was %s by the Egg Mobile!\n"); break; case MT_EGGMOBILE2: str = M_GetText("%s was %s by the Egg Slimer!\n"); break; #endif default: str = M_GetText("%s was %s by an environmental hazard.\n"); break; } } else { // null source, environment kills // TERRIBLE HACK for hit damage because P_DoPlayerPain moves the player... // I'll put it back, I promise! player->mo->z -= player->mo->momz+1; if (P_PlayerTouchingSectorSpecial(player, 1, 2)) str = M_GetText("%s was %s by chemical water.\n"); else if (P_PlayerTouchingSectorSpecial(player, 1, 3)) str = M_GetText("%s was %s by molten lava.\n"); else if (P_PlayerTouchingSectorSpecial(player, 1, 4)) str = M_GetText("%s was %s by electricity.\n"); else if (deadtarget) { deathonly = true; if (P_PlayerTouchingSectorSpecial(player, 1, 6) || P_PlayerTouchingSectorSpecial(player, 1, 7)) str = M_GetText("%s fell into a bottomless pit.\n"); else if (P_PlayerTouchingSectorSpecial(player, 1, 12)) str = M_GetText("%s asphyxiated in space.\n"); else str = M_GetText("%s died.\n"); } if (!str) str = M_GetText("%s was %s by an environmental hazard.\n"); player->mo->z += player->mo->momz+1; } if (!str) // Should not happen! Unless we missed catching something above. return; // Don't log every hazard hit if they don't want us to. if (!deadtarget && !cv_hazardlog.value) return; if (deathonly) { if (!deadtarget) return; CONS_Printf(str, targetname); } else CONS_Printf(str, targetname, deadtarget ? M_GetText("killed") : M_GetText("hit")); } /** Checks if 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_UpdateSpecials */ void P_CheckPointLimit(void) { INT32 i; if (!cv_pointlimit.value) return; if (!(multiplayer || netgame)) return; if (G_PlatformGametype()) return; // pointlimit is nonzero, check if it's been reached by this player if (G_GametypeHasTeams()) { // Just check both teams if ((UINT32)cv_pointlimit.value <= redscore || (UINT32)cv_pointlimit.value <= bluescore) { if (server) SendNetXCmd(XD_EXITLEVEL, NULL, 0); } } else { for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator) continue; if ((UINT32)cv_pointlimit.value <= players[i].score) { if (server) SendNetXCmd(XD_EXITLEVEL, NULL, 0); return; } } } } /*Checks for untagged remaining players in both tag derivitave modes. *If no untagged players remain, end the round. *Also serves as error checking if the only IT player leaves.*/ void P_CheckSurvivors(void) { INT32 i; INT32 survivors = 0; INT32 taggers = 0; INT32 spectators = 0; INT32 survivorarray[MAXPLAYERS]; if (!D_NumPlayers()) //no players in the game, no check performed. return; for (i=0; i < MAXPLAYERS; i++) //figure out counts of taggers, survivors and spectators. { if (playeringame[i]) { if (players[i].spectator) spectators++; else if (players[i].pflags & PF_TAGIT) taggers++; else if (!(players[i].pflags & PF_TAGGED)) { survivorarray[survivors] = i; survivors++; } } } if (!taggers) //If there are no taggers, pick a survivor at random to be it. { // Exception for hide and seek. If a round has started and the IT player leaves, end the round. if (gametype == GT_HIDEANDSEEK && (leveltime >= (hidetime * TICRATE))) { CONS_Printf(M_GetText("The IT player has left the game.\n")); if (server) SendNetXCmd(XD_EXITLEVEL, NULL, 0); return; } if (survivors) { INT32 newtagger = survivorarray[P_RandomKey(survivors)]; CONS_Printf(M_GetText("%s is now IT!\n"), player_names[newtagger]); // Tell everyone who is it! players[newtagger].pflags |= PF_TAGIT; survivors--; //Get rid of the guy we just made IT. //Yeah, we have an eligible tagger, but we may not have anybody for him to tag! //If there is only one guy waiting on the game to fill or spectators to enter game, don't bother. if (!survivors && (D_NumPlayers() - spectators) > 1) { CONS_Printf(M_GetText("All players have been tagged!\n")); if (server) SendNetXCmd(XD_EXITLEVEL, NULL, 0); } return; } //If we reach this point, no player can replace the one that was IT. //Unless it is one player waiting on a game, end the round. if ((D_NumPlayers() - spectators) > 1) { CONS_Printf(M_GetText("There are no players able to become IT.\n")); if (server) SendNetXCmd(XD_EXITLEVEL, NULL, 0); } return; } //If there are taggers, but no survivors, end the round. //Except when the tagger is by himself and the rest of the game are spectators. if (!survivors && (D_NumPlayers() - spectators) > 1) { CONS_Printf(M_GetText("All players have been tagged!\n")); if (server) SendNetXCmd(XD_EXITLEVEL, NULL, 0); } } // Checks whether or not to end a race netgame. boolean P_CheckRacers(void) { INT32 i; // Check if all the players in the race have finished. If so, end the level. for (i = 0; i < MAXPLAYERS; i++) { if (playeringame[i] && !players[i].exiting && players[i].lives > 0) break; } if (i == MAXPLAYERS) // finished { countdown = 0; countdown2 = 0; return true; } return false; } /** Kills an object. * * \param target The victim. * \param inflictor The attack weapon. May be NULL (environmental damage). * \param source The attacker. May be NULL. * \todo Cleanup, refactor, split up. * \sa P_DamageMobj */ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source) { mobjtype_t item; mobj_t *mo; if (inflictor && (inflictor->type == MT_SHELL || inflictor->type == MT_FIREBALL)) P_SetTarget(&target->tracer, inflictor); if (!useNightsSS && G_IsSpecialStage(gamemap) && target->player && sstimer > 6) sstimer = 6; // Just let P_Ticker take care of the rest. if (target->flags & (MF_ENEMY|MF_BOSS)) target->momx = target->momy = target->momz = 0; if (target->type != MT_PLAYER && !(target->flags & MF_MONITOR)) target->flags |= MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT; // Don't drop Tails 03-08-2000 if (target->flags2 & MF2_NIGHTSPULL) P_SetTarget(&target->tracer, NULL); // dead target is no more shootable target->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SPECIAL); target->flags2 &= ~(MF2_SKULLFLY|MF2_NIGHTSPULL); target->health = 0; // This makes it easy to check if something's dead elsewhere. #ifdef HAVE_BLUA if (LUAh_MobjDeath(target, inflictor, source) || P_MobjWasRemoved(target)) return; #endif // Let EVERYONE know what happened to a player! 01-29-2002 Tails if (target->player && !target->player->spectator) { if (metalrecording) // Ack! Metal Sonic shouldn't die! Cut the tape, end recording! G_CheckDemoStatus(); #ifdef CHAOSISNOTDEADYET if (gametype == GT_CHAOS) target->player->score /= 2; // Halve the player's score in Chaos Mode else #endif 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; #ifdef CHAOSISNOTDEADYET if (gametype == GT_CHAOS) { if ((target->flags & MF_ENEMY) && !(target->flags & MF_MISSILE)) source->player->scoreadd++; switch (target->type) { case MT_BLUECRAWLA: case MT_GOOMBA: score = 100*source->player->scoreadd; break; case MT_REDCRAWLA: case MT_BLUEGOOMBA: score = 150*source->player->scoreadd; break; case MT_JETTBOMBER: score = 400*source->player->scoreadd; break; case MT_JETTGUNNER: score = 500*source->player->scoreadd; break; case MT_CRAWLACOMMANDER: score = 300*source->player->scoreadd; break; default: score = 100*source->player->scoreadd; break; } } else #endif if (maptol & TOL_NIGHTS) // Enemies always worth 200, bosses don't do anything. { if ((target->flags & MF_ENEMY) && !(target->flags & (MF_MISSILE|MF_BOSS))) { score = 200; if (source->player->bonustime) score *= 2; // Also, add to the link. // I don't know if NiGHTS did this, but // Sonic Time Attacked did and it seems like a good enough incentive // to make people want to actually dash towards/paraloop enemies if (++source->player->linkcount > source->player->maxlink) source->player->maxlink = source->player->linkcount; source->player->linktimer = 2*TICRATE; } } else { if (target->flags & MF_BOSS) score = 1000; else if ((target->flags & MF_ENEMY) && !(target->flags & MF_MISSILE)) { mobj_t *scoremobj; UINT32 scorestate = mobjinfo[MT_SCORE].spawnstate; scoremobj = P_SpawnMobj(target->x, target->y, target->z + (target->height / 2), MT_SCORE); // On ground? No chain starts. if (!source->player->powers[pw_invulnerability] && P_IsObjectOnGround(source)) { source->player->scoreadd = 0; score = 100; } // Mario Mode has Mario-like chain point values else if (mariomode) switch (++source->player->scoreadd) { case 1: score = 100; break; case 2: score = 200; scorestate += 1; break; case 3: score = 400; scorestate += 5; break; case 4: score = 800; scorestate += 6; break; case 5: score = 1000; scorestate += 3; break; case 6: score = 2000; scorestate += 7; break; case 7: score = 4000; scorestate += 8; break; case 8: score = 8000; scorestate += 9; break; default: // 1up for a chain this long if (modeattacking) // but 1ups don't exist in record attack! { // So we just go back to 10k points. score = 10000; scorestate += 4; break; } P_GivePlayerLives(source->player, 1); P_PlayLivesJingle(source->player); scorestate += 10; break; } // More Sonic-like point system else switch (++source->player->scoreadd) { case 1: score = 100; break; case 2: score = 200; scorestate += 1; break; case 3: score = 500; scorestate += 2; break; case 4: case 5: case 6: case 7: case 8: case 9: case 10: case 11: case 12: case 13: case 14: score = 1000; scorestate += 3; break; default: score = 10000; scorestate += 4; break; } P_SetMobjState(scoremobj, scorestate); } } P_AddPlayerScore(source->player, score); } } // if a player avatar dies... if (target->player) { target->flags &= ~(MF_SOLID|MF_SHOOTABLE); // does not block P_UnsetThingPosition(target); target->flags |= MF_NOBLOCKMAP; P_SetThingPosition(target); if (!target->player->bot && !G_IsSpecialStage(gamemap) && G_GametypeUsesLives()) { target->player->lives -= 1; // Lose a life Tails 03-11-2000 if (target->player->lives <= 0) // Tails 03-14-2000 { if (P_IsLocalPlayer(target->player) && target->player == &players[consoleplayer]) { S_StopMusic(); // Stop the Music! Tails 03-14-2000 S_ChangeMusic(mus_gmover, false); // Yousa dead now, Okieday? Tails 03-14-2000 } } } target->player->playerstate = PST_DEAD; if (target->player == &players[consoleplayer]) { // don't die in auto map, // switch view prior to dying if (automapactive) AM_Stop(); //added : 22-02-98: recenter view for next life... localaiming = 0; } if (target->player == &players[secondarydisplayplayer]) { // added : 22-02-98: recenter view for next life... localaiming2 = 0; } //tag deaths handled differently in suicide cases. Don't count spectators! if (G_TagGametype() && !(target->player->pflags & PF_TAGIT) && (!source || !source->player) && !(target->player->spectator)) { // if you accidentally die before you run out of time to hide, ignore it. // allow them to try again, rather than sitting the whole thing out. if (leveltime >= hidetime * TICRATE) { if (gametype == GT_HIDEANDSEEK)//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 #ifdef CHAOSISNOTDEADYET && gametype != GT_CHAOS // Or Chaos Mode! #endif && 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: 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) { switch(target->info->doomednum%5) { 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; } } else { prandom = P_Random(); if (prandom < 51) item = MT_BUNNY; else if (prandom < 102) item = MT_BIRD; else if (prandom < 153) item = MT_MOUSE; else if (prandom < 204) item = MT_COW; else item = MT_CHICKEN; } 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; 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_SPIKE && inflictor && target->info->deathstate != S_NULL) { const fixed_t x=target->x,y=target->y,z=target->z; const fixed_t scale=target->scale; const boolean flip=(target->eflags & MFE_VERTICALFLIP) == MFE_VERTICALFLIP; S_StartSound(target,target->info->deathsound); P_SetMobjState(target, target->info->deathstate); target->health = 0; target->angle = inflictor->angle + ANGLE_90; P_UnsetThingPosition(target); target->flags = MF_NOCLIP; target->x += P_ReturnThrustX(target, target->angle, FixedMul(8*FRACUNIT, target->scale)); target->y += P_ReturnThrustY(target, target->angle, FixedMul(8*FRACUNIT, target->scale)); if (flip) target->z -= FixedMul(12*FRACUNIT, target->scale); else target->z += FixedMul(12*FRACUNIT, target->scale); P_SetThingPosition(target); P_InstaThrust(target,target->angle,FixedMul(2*FRACUNIT, target->scale)); target->momz = FixedMul(7*FRACUNIT, target->scale); if (flip) target->momz = -target->momz; if (flip) { target = P_SpawnMobj(x,y,z-FixedMul(12*FRACUNIT, target->scale),MT_SPIKE); target->eflags |= MFE_VERTICALFLIP; } else target = P_SpawnMobj(x,y,z+FixedMul(12*FRACUNIT, target->scale),MT_SPIKE); P_SetMobjState(target, target->info->deathstate); target->health = 0; target->angle = inflictor->angle - ANGLE_90; target->destscale = scale; P_SetScale(target, scale); P_UnsetThingPosition(target); target->flags = MF_NOCLIP; target->x += P_ReturnThrustX(target, target->angle, FixedMul(8*FRACUNIT, target->scale)); target->y += P_ReturnThrustY(target, target->angle, FixedMul(8*FRACUNIT, target->scale)); P_SetThingPosition(target); P_InstaThrust(target,target->angle,FixedMul(2*FRACUNIT, target->scale)); target->momz = FixedMul(7*FRACUNIT, target->scale); if (flip) target->momz = -target->momz; if (target->info->xdeathstate != S_NULL) { target = P_SpawnMobj(x,y,z,MT_SPIKE); if (flip) target->eflags |= MFE_VERTICALFLIP; P_SetMobjState(target, target->info->xdeathstate); target->health = 0; target->angle = inflictor->angle + ANGLE_90; target->destscale = scale; P_SetScale(target, scale); P_UnsetThingPosition(target); target->flags = MF_NOCLIP; target->x += P_ReturnThrustX(target, target->angle, FixedMul(8*FRACUNIT, target->scale)); target->y += P_ReturnThrustY(target, target->angle, FixedMul(8*FRACUNIT, target->scale)); P_SetThingPosition(target); P_InstaThrust(target,target->angle,FixedMul(4*FRACUNIT, target->scale)); target->momz = FixedMul(6*FRACUNIT, target->scale); if (flip) target->momz = -target->momz; target = P_SpawnMobj(x,y,z,MT_SPIKE); if (flip) target->eflags |= MFE_VERTICALFLIP; P_SetMobjState(target, target->info->xdeathstate); target->health = 0; target->angle = inflictor->angle - ANGLE_90; target->destscale = scale; P_SetScale(target, scale); P_UnsetThingPosition(target); target->flags = MF_NOCLIP; target->x += P_ReturnThrustX(target, target->angle, FixedMul(8*FRACUNIT, target->scale)); target->y += P_ReturnThrustY(target, target->angle, FixedMul(8*FRACUNIT, target->scale)); P_SetThingPosition(target); P_InstaThrust(target,target->angle,FixedMul(4*FRACUNIT, target->scale)); target->momz = FixedMul(6*FRACUNIT, target->scale); if (flip) target->momz = -target->momz; } } else if (target->player) P_SetPlayerMobjState(target, target->info->deathstate); else #ifdef DEBUG_NULL_DEATHSTATE P_SetMobjState(target, S_NULL); #else P_SetMobjState(target, target->info->deathstate); #endif /** \note For player, the above is redundant because of P_SetMobjState (target, S_PLAY_DIE1) in P_DamageMobj() Graue 12-22-2003 */ } static inline void P_NiGHTSDamage(mobj_t *target, mobj_t *source) { player_t *player = target->player; tic_t oldnightstime = player->nightstime; if (!player->powers[pw_flashing] && !(player->pflags & PF_GODMODE)) { angle_t fa; player->angle_pos = player->old_angle_pos; player->speed /= 5; player->flyangle += 180; // Shuffle's BETTERNIGHTSMOVEMENT? player->flyangle %= 360; if (gametype == GT_RACE || gametype == GT_COMPETITION) player->drillmeter -= 5*20; else { if (source && source->player) { if (player->nightstime > 20*TICRATE) player->nightstime -= 20*TICRATE; else player->nightstime = 1; } else { if (player->nightstime > 5*TICRATE) player->nightstime -= 5*TICRATE; else player->nightstime = 1; } } if (player->pflags & PF_TRANSFERTOCLOSEST) { target->momx = -target->momx; target->momy = -target->momy; } else { fa = player->old_angle_pos>>ANGLETOFINESHIFT; target->momx = FixedMul(FINECOSINE(fa),target->target->radius); target->momy = FixedMul(FINESINE(fa),target->target->radius); } player->powers[pw_flashing] = flashingtics; P_SetMobjState(target->tracer, S_NIGHTSHURT1); S_StartSound(target, sfx_nghurt); if (oldnightstime > 10*TICRATE && player->nightstime < 10*TICRATE) { //S_StartSound(NULL, sfx_timeup); // that creepy "out of time" music from NiGHTS. Dummied out, as some on the dev team thought it wasn't Sonic-y enough (Mystic, notably). Uncomment to restore. -SH S_ChangeMusic(mus_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); return false; } // The tag occurs so long as you aren't shooting another tagger with friendlyfire on. if (source->player->pflags & PF_TAGIT && !(player->pflags & PF_TAGIT)) { P_AddPlayerScore(source->player, 100); //award points to tagger. P_HitDeathMessages(player, inflictor, source); if (gametype == GT_TAG) //survivor { player->pflags |= PF_TAGIT; //in survivor, the player becomes IT and helps hunt down the survivors. CONS_Printf(M_GetText("%s is now IT!\n"), player_names[player-players]); // Tell everyone who is it! } else { player->pflags |= PF_TAGGED; //in hide and seek, the player is tagged and stays stationary. CONS_Printf(M_GetText("%s was found!\n"), player_names[player-players]); // Tell everyone who is it! } //checks if tagger has tagged all players, if so, end round early. P_CheckSurvivors(); } P_DoPlayerPain(player, source, inflictor); // Check for a shield if (player->powers[pw_shield]) { P_RemoveShield(player); S_StartSound(target, sfx_shldls); return true; } if (target->health <= 1) // Death { P_PlayDeathSound(target); P_PlayVictorySound(source); // Killer laughs at you! LAUGHS! BWAHAHAHHAHAA!! } else if (target->health > 1) // Ring loss { P_PlayRinglossSound(target); P_PlayerRingBurst(player, player->mo->health - 1); } if (inflictor && ((inflictor->flags & MF_MISSILE) || inflictor->player) && player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds])) { player->health -= 10; if (player->health < 2) player->health = 2; target->health = player->health; } else player->health = target->health = 1; return true; } static inline boolean P_PlayerHitsPlayer(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage) { player_t *player = target->player; // You can't kill yourself, idiot... if (source == target) return false; // In COOP/RACE/CHAOS, you can't hurt other players unless cv_friendlyfire is on if (!cv_friendlyfire.value && (G_PlatformGametype() #ifdef CHAOSISNOTDEADYET || gametype == GT_CHAOS #endif )) 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); return false; } } // Add pity. if (!player->powers[pw_flashing] && !player->powers[pw_invulnerability] && !player->powers[pw_super] && source->player->score > player->score) player->pity++; return true; } static void P_KillPlayer(player_t *player, mobj_t *source, INT32 damage) { player->pflags &= ~(PF_CARRIED|PF_SLIDING|PF_ITEMHANG|PF_MACESPIN|PF_ROPEHANG|PF_NIGHTSMODE); // Burst weapons and emeralds in Match/CTF only if (source && (gametype == GT_MATCH || gametype == GT_TEAMMATCH || gametype == GT_CTF)) { P_PlayerRingBurst(player, player->health - 1); P_PlayerEmeraldBurst(player, false); } // Get rid of shield player->powers[pw_shield] = SH_NONE; player->mo->color = player->skincolor; player->mo->momx = player->mo->momy = player->mo->momz = 0; // Get rid of emeralds player->powers[pw_emeralds] = 0; if (player->powers[pw_underwater] != 1) // Don't jump up when drowning P_SetObjectMomZ(player->mo, 14*FRACUNIT, false); else P_SetObjectMomZ(player->mo, 0, false); P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2); P_ResetPlayer(player); if (source && source->type == MT_NULL && source->threshold == 42) // drowned S_StartSound(player->mo, sfx_drown); else if (source && (source->type == MT_SPIKE || (source->type == MT_NULL && source->threshold == 43))) // Spikes S_StartSound(player->mo, sfx_spkdth); else P_PlayDeathSound(player->mo); P_SetPlayerMobjState(player->mo, player->mo->info->deathstate); if (gametype == GT_CTF && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG))) { P_PlayerFlagBurst(player, false); if (source && source->player) { // Award no points when players shoot each other when cv_friendlyfire is on. if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo)) P_AddPlayerScore(source->player, 25); } } if (source && source->player && !player->powers[pw_super]) //don't score points against super players { // Award no points when players shoot each other when cv_friendlyfire is on. if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo)) P_AddPlayerScore(source->player, 100); } // If the player was super, tell them he/she ain't so super nomore. if (gametype != GT_COOP && player->powers[pw_super]) { S_StartSound(NULL, sfx_s3k66); //let all players hear it. HU_SetCEchoFlags(0); HU_SetCEchoDuration(5); HU_DoCEcho(va("%s\\is no longer super.\\\\\\\\", player_names[player-players])); } } static inline void P_SuperDamage(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 damage) { fixed_t fallbackspeed; angle_t ang; P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2); if (player->mo->eflags & MFE_VERTICALFLIP) player->mo->z--; else player->mo->z++; if (player->mo->eflags & MFE_UNDERWATER) P_SetObjectMomZ(player->mo, FixedDiv(10511*FRACUNIT,2600*FRACUNIT), false); else P_SetObjectMomZ(player->mo, FixedDiv(69*FRACUNIT,10*FRACUNIT), false); ang = R_PointToAngle2(inflictor->x, inflictor->y, player->mo->x, player->mo->y); // explosion and rail rings send you farther back, making it more difficult // to recover if (inflictor->flags2 & MF2_SCATTER && source) { fixed_t dist = P_AproxDistance(P_AproxDistance(source->x-player->mo->x, source->y-player->mo->y), source->z-player->mo->z); dist = FixedMul(128*FRACUNIT, inflictor->scale) - dist/4; if (dist < FixedMul(4*FRACUNIT, inflictor->scale)) dist = FixedMul(4*FRACUNIT, inflictor->scale); fallbackspeed = dist; } else if (inflictor->flags2 & MF2_EXPLOSION) { if (inflictor->flags2 & MF2_RAILRING) fallbackspeed = FixedMul(28*FRACUNIT, inflictor->scale); // 7x else fallbackspeed = FixedMul(20*FRACUNIT, inflictor->scale); // 5x } else if (inflictor->flags2 & MF2_RAILRING) fallbackspeed = FixedMul(16*FRACUNIT, inflictor->scale); // 4x else fallbackspeed = FixedMul(4*FRACUNIT, inflictor->scale); // the usual amount of force P_InstaThrust(player->mo, ang, fallbackspeed); if (player->charflags & SF_SUPERANIMS) P_SetPlayerMobjState(player->mo, S_PLAY_SUPERHIT); else P_SetPlayerMobjState(player->mo, player->mo->info->painstate); P_ResetPlayer(player); if (player->timeshit != UINT8_MAX) ++player->timeshit; } void P_RemoveShield(player_t *player) { if (player->powers[pw_shield] & SH_FORCE) { // Multi-hit if ((player->powers[pw_shield] & 0xFF) == 0) player->powers[pw_shield] &= ~SH_FORCE; else player->powers[pw_shield]--; } else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_NONE) { // Second layer shields player->powers[pw_shield] = SH_NONE; // Reset fireflower if (!player->powers[pw_super]) player->mo->color = player->skincolor; } else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_BOMB) // Give them what's coming to them! { P_BlackOw(player); // BAM! player->pflags |= PF_JUMPDOWN; } else player->powers[pw_shield] = player->powers[pw_shield] & SH_STACK; } static void P_ShieldDamage(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 damage) { P_RemoveShield(player); P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2); P_DoPlayerPain(player, source, inflictor); if (source && (source->type == MT_SPIKE || (source->type == MT_NULL && source->threshold == 43))) // spikes S_StartSound(player->mo, sfx_spkdth); else S_StartSound (player->mo, sfx_shldls); // Ba-Dum! Shield loss. if (gametype == GT_CTF && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG))) { P_PlayerFlagBurst(player, false); if (source && source->player) { // Award no points when players shoot each other when cv_friendlyfire is on. if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo)) P_AddPlayerScore(source->player, 25); } } if (source && source->player && !player->powers[pw_super]) //don't score points against super players { // Award no points when players shoot each other when cv_friendlyfire is on. if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo)) P_AddPlayerScore(source->player, cv_match_scoring.value == 1 ? 25 : 50); } } static void P_RingDamage(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 damage) { if (!(inflictor && ((inflictor->flags & MF_MISSILE) || inflictor->player) && player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]))) { P_DoPlayerPain(player, source, inflictor); P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2); if (source && (source->type == MT_SPIKE || (source->type == MT_NULL && source->threshold == 43))) // spikes S_StartSound(player->mo, sfx_spkdth); } if (source && source->player && !player->powers[pw_super]) //don't score points against super players { // Award no points when players shoot each other when cv_friendlyfire is on. if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo)) P_AddPlayerScore(source->player, 50); } if (gametype == GT_CTF && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG))) { P_PlayerFlagBurst(player, false); if (source && source->player) { // Award no points when players shoot each other when cv_friendlyfire is on. if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo)) P_AddPlayerScore(source->player, 25); } } // Ring loss sound plays despite hitting spikes P_PlayRinglossSound(player->mo); // Ringledingle! } /** Damages an object, which may or may not be a player. * For melee attacks, source and inflictor are the same. * * \param target The object being damaged. * \param inflictor The thing that caused the damage: creature, missile, * gargoyle, and so forth. Can be NULL in the case of * environmental damage, such as slime or crushing. * \param source The creature or person responsible. For example, if a * player is hit by a ring, the player who shot it. In some * cases, the target will go after this object after * receiving damage. This can be NULL. * \param damage Amount of damage to be dealt. 10000 is instant death. * \return True if the target sustained damage, otherwise false. * \todo Clean up this mess, split into multiple functions. * \todo Get rid of the magic number 10000. * \sa P_KillMobj */ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage) { player_t *player; #ifdef HAVE_BLUA boolean force = false; #else static const boolean force = false; #endif if (objectplacing) return false; if (target->health <= 0) return false; // Spectator handling if (netgame) { if (damage == 42000 && target->player && target->player->spectator) damage = 10000; else if (target->player && target->player->spectator) return false; if (source && source->player && source->player->spectator) return false; } #ifdef HAVE_BLUA // Everything above here can't be forced. if (!metalrecording) { UINT8 shouldForce = LUAh_ShouldDamage(target, inflictor, source, damage); if (P_MobjWasRemoved(target)) return (shouldForce == 1); // mobj was removed if (shouldForce == 1) force = true; else if (shouldForce == 2) return false; } #endif if (!force) { if (!(target->flags & MF_SHOOTABLE)) return false; // shouldn't happen... if (target->type == MT_BLACKEGGMAN) return false; // Make sure that boxes cannot be popped by enemies, red rings, etc. if (target->flags & MF_MONITOR && ((!source || !source->player || source->player->bot) || (inflictor && !inflictor->player))) return false; } if (target->flags2 & MF2_SKULLFLY) target->momx = target->momy = target->momz = 0; if (!force) { // Special case for team ring boxes if (target->type == MT_REDRINGBOX && !(source->player->ctfteam == 1)) return false; if (target->type == MT_BLUERINGBOX && !(source->player->ctfteam == 2)) return false; } // Special case for Crawla Commander if (target->type == MT_CRAWLACOMMANDER) { if (!force && target->fuse) // Invincible return false; #ifdef HAVE_BLUA if (LUAh_MobjDamage(target, inflictor, source, damage) || P_MobjWasRemoved(target)) return true; #endif if (target->health > 1) { #ifdef CHAOSISNOTDEADYET if (gametype == GT_CHAOS && source && source->player) { player = source->player; if (!((player->pflags & PF_USEDOWN) && player->dashspeed && (player->pflags & PF_STARTDASH) && (player->pflags & PF_SPINNING))) player->scoreadd++; P_AddPlayerScore(player, 300*player->scoreadd); } #endif if (target->info->painsound) S_StartSound(target, target->info->painsound); target->fuse = TICRATE/2; target->flags2 |= MF2_FRET; } else { target->flags |= MF_NOGRAVITY; target->fuse = 0; } target->momx = target->momy = target->momz = 0; P_InstaThrust(target, target->angle-ANGLE_180, FixedMul(5*FRACUNIT, target->scale)); } else if (target->flags & MF_BOSS) { if (!force && target->flags2 & MF2_FRET) // Currently flashing from being hit return false; #ifdef HAVE_BLUA if (LUAh_MobjDamage(target, inflictor, source, damage) || P_MobjWasRemoved(target)) return true; #endif if (target->health > 1) target->flags2 |= MF2_FRET; #ifdef CHAOSISNOTDEADYET if (gametype == GT_CHAOS && source && source->player) { source->player->scoreadd++; P_AddPlayerScore(source->player, 300*source->player->scoreadd); } #endif } player = target->player; if (player) // Player is the target { if (!force) { if (player->exiting) return false; if (!(target->player->pflags & (PF_NIGHTSMODE|PF_NIGHTSFALL)) && (maptol & TOL_NIGHTS)) return false; } if (player->pflags & PF_NIGHTSMODE) // NiGHTS damage handling { if (!force) { if (source == target) return false; // Don't hit yourself with your own paraloop, baka if (source && source->player && !cv_friendlyfire.value && (gametype == GT_COOP || (G_GametypeHasTeams() && target->player->ctfteam == source->player->ctfteam))) return false; // Don't run eachother over in special stages and team games and such } #ifdef HAVE_BLUA if (LUAh_MobjDamage(target, inflictor, source, damage)) return true; #endif P_NiGHTSDamage(target, source); // -5s :( return true; } if (!force && inflictor && (inflictor->flags & MF_FIRE)) { if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) return false; // Invincible to fire objects if (G_PlatformGametype() && source && source->player) return false; // Don't get hurt by fire generated from friends. } // Sudden-Death mode if (source && source->type == MT_PLAYER) { if ((gametype == GT_MATCH || gametype == GT_TEAMMATCH || gametype == GT_CTF) && cv_suddendeath.value && !player->powers[pw_flashing] && !player->powers[pw_invulnerability]) damage = 10000; } // Player hits another player if (!force && source && source->player) { if (!P_PlayerHitsPlayer(target, inflictor, source, damage)) return false; } if (!force && player->pflags & PF_GODMODE) return false; // Instant-Death if (damage == 10000) P_KillPlayer(player, source, damage); else if (metalrecording) { if (!inflictor) inflictor = source; if (inflictor && inflictor->flags & MF_ENEMY) { // Metal Sonic destroy enemy !! P_KillMobj(inflictor, NULL, target); return false; } else if (inflictor && inflictor->flags & MF_MISSILE) return false; // Metal Sonic walk through flame !! else { // Oh no! Metal Sonic is hit !! P_ShieldDamage(player, inflictor, source, damage); return true; } } else if (player->powers[pw_invulnerability] || player->powers[pw_flashing] // ignore bouncing & such in invulnerability || (player->powers[pw_super] && !(ALL7EMERALDS(player->powers[pw_emeralds]) && inflictor && ((inflictor->flags & MF_MISSILE) || inflictor->player)))) { if (force || (inflictor && (inflictor->flags & MF_MISSILE) && (inflictor->flags2 & MF2_SUPERFIRE) && player->powers[pw_super])) { #ifdef HAVE_BLUA if (!LUAh_MobjDamage(target, inflictor, source, damage)) #endif P_SuperDamage(player, inflictor, source, damage); return true; } else return false; } #ifdef HAVE_BLUA else if (LUAh_MobjDamage(target, inflictor, source, damage)) return true; #endif else if (!player->powers[pw_super] && (player->powers[pw_shield] || player->bot)) //If One-Hit Shield { P_ShieldDamage(player, inflictor, source, damage); damage = 0; } else if (player->mo->health > 1) // No shield but have rings. { damage = player->mo->health - 1; P_RingDamage(player, inflictor, source, damage); } else // No shield, no rings, no invincibility. { // To reduce griefing potential, don't allow players to be killed // by friendly fire. Spilling their rings and other items is enough. if (force || !(G_GametypeHasTeams() && source && source->player && (source->player->ctfteam == player->ctfteam) && cv_friendlyfire.value)) { damage = 1; P_KillPlayer(player, source, damage); } else { damage = 0; P_ShieldDamage(player, inflictor, source, damage); } } if (inflictor && ((inflictor->flags & MF_MISSILE) || inflictor->player) && player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds])) { if (player->powers[pw_shield]) { P_RemoveShield(player); return true; } else { player->health -= (10 * (1 << (INT32)(player->powers[pw_super] / 10500))); if (player->health < 2) player->health = 2; } if (gametype == GT_CTF && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG))) P_PlayerFlagBurst(player, false); } else { player->health -= damage; // mirror mobj health here if (damage < 10000) { target->player->powers[pw_flashing] = flashingtics; if (damage > 0) // don't spill emeralds/ammo/panels for shield damage P_PlayerRingBurst(player, damage); } } if (player->health < 0) player->health = 0; P_HitDeathMessages(player, inflictor, source); P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2); } // Killing dead. Just for kicks. if (cv_killingdead.value && source && source->player && P_Random() < 80) P_DamageMobj(source, target, target, 1); // do the damage if (player && player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]) && inflictor && ((inflictor->flags & MF_MISSILE) || inflictor->player)) { target->health -= (10 * (1 << (INT32)(player->powers[pw_super] / 10500))); if (target->health < 2) target->health = 2; } else target->health -= damage; if (source && source->player && target) G_GhostAddHit(target); if (target->health <= 0) { P_KillMobj(target, inflictor, source); return true; } if (player) { if (!(player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]))) P_ResetPlayer(target->player); } else switch (target->type) { case MT_EGGMOBILE2: // egg slimer if (target->health < target->info->damage) // in pinch phase { P_SetMobjState(target, target->info->meleestate); // go to pinch pain state break; } // 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); if (target->state == &states[target->info->spawnstate] && target->info->seestate != S_NULL) { if (player) { if (!(player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]))) P_SetPlayerMobjState(target, target->info->seestate); } else P_SetMobjState(target, target->info->seestate); } } return true; } /** Spills an injured player's rings. * * \param player The player who is losing rings. * \param num_rings Number of rings lost. A maximum of 32 rings will be * spawned. * \sa P_PlayerFlagBurst */ void P_PlayerRingBurst(player_t *player, INT32 num_rings) { INT32 i; mobj_t *mo; angle_t fa; fixed_t ns; fixed_t z; // Better safe than sorry. if (!player) return; // If no health, don't spawn ring! if (player->mo->health <= 1) num_rings = 0; if (num_rings > 32 && !(player->pflags & PF_NIGHTSFALL)) num_rings = 32; if (player->powers[pw_emeralds]) P_PlayerEmeraldBurst(player, false); // Spill weapons first if (player->ringweapons) P_PlayerWeaponPanelBurst(player); // Spill the ammo P_PlayerWeaponAmmoBurst(player); for (i = 0; i < num_rings; i++) { INT32 objType = mobjinfo[MT_RING].reactiontime; if (mariomode) objType = mobjinfo[MT_COIN].reactiontime; z = player->mo->z; if (player->mo->eflags & MFE_VERTICALFLIP) z += player->mo->height - mobjinfo[objType].height; mo = P_SpawnMobj(player->mo->x, player->mo->y, z, objType); mo->fuse = 8*TICRATE; P_SetTarget(&mo->target, player->mo); mo->destscale = player->mo->scale; P_SetScale(mo, player->mo->scale); // Angle offset by player angle, then slightly offset by amount of rings fa = ((i*FINEANGLES/16) + (player->mo->angle>>ANGLETOFINESHIFT) - ((num_rings-1)*FINEANGLES/32)) & FINEMASK; // Make rings spill out around the player in 16 directions like SA, but spill like Sonic 2. // Technically a non-SA way of spilling rings. They just so happen to be a little similar. if (player->pflags & PF_NIGHTSFALL) { ns = FixedMul(((i*FRACUNIT)/16)+2*FRACUNIT, mo->scale); mo->momx = FixedMul(FINECOSINE(fa),ns); if (!(twodlevel || (player->mo->flags2 & MF2_TWOD))) mo->momy = FixedMul(FINESINE(fa),ns); P_SetObjectMomZ(mo, 8*FRACUNIT, false); mo->fuse = 20*TICRATE; // Adjust fuse for NiGHTS } else { fixed_t momxy, momz; // base horizonal/vertical thrusts if (i > 15) { momxy = 3*FRACUNIT; momz = 4*FRACUNIT; } else { momxy = 2*FRACUNIT; momz = 3*FRACUNIT; } ns = FixedMul(FixedMul(momxy, FRACUNIT + FixedDiv(player->losstime<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++; } } // // 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_Random()*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); if (toss) CONS_Printf(M_GetText("%s tossed the %s flag.\n"), player_names[player-players], (type == MT_REDFLAG ? "red" : "blue")); else CONS_Printf(M_GetText("%s dropped the %s flag.\n"), player_names[player-players], (type == MT_REDFLAG ? "red" : "blue")); 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; }