// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2020 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file p_user.c /// \brief New stuff? /// Player related stuff. /// Bobbing POV/weapon, movement. /// Pending weapon. #include "doomdef.h" #include "i_system.h" #include "d_event.h" #include "d_net.h" #include "g_game.h" #include "p_local.h" #include "r_main.h" #include "s_sound.h" #include "r_skins.h" #include "d_think.h" #include "r_sky.h" #include "p_setup.h" #include "m_random.h" #include "m_misc.h" #include "i_video.h" #include "p_slopes.h" #include "p_spec.h" #include "r_splats.h" #include "z_zone.h" #include "w_wad.h" #include "hu_stuff.h" // We need to affect the NiGHTS hud #include "st_stuff.h" #include "lua_script.h" #include "lua_hook.h" #include "b_bot.h" // Objectplace #include "m_cheat.h" // Thok camera snap (ctrl-f "chalupa") #include "g_input.h" #ifdef HW3SOUND #include "hardware/hw3sound.h" #endif #ifdef HWRENDER #include "hardware/hw_light.h" #include "hardware/hw_main.h" #endif #if 0 static void P_NukeAllPlayers(player_t *player); #endif // // Jingle stuff. // jingle_t jingleinfo[NUMJINGLES] = { // {musname, looping, reset, nest} {"" , false}, // JT_NONE {"" , false}, // JT_OTHER {"" , false}, // JT_MASTER {"_1up" , false}, {"_shoes" , true}, {"_inv" , false}, {"_minv" , false}, {"_drown" , false}, {"_super" , true}, {"_gover" , false}, {"_ntime" , false}, // JT_NIGHTSTIMEOUT {"_drown" , false} // JT_SSTIMEOUT // {"_clear" , false}, // {"_inter" , true}, // {"_conti" , true} }; // // Movement. // // 16 pixels of bob #define MAXBOB (0x10 << FRACBITS) static boolean onground; // // P_Thrust // Moves the given origin along a given angle. // void P_Thrust(mobj_t *mo, angle_t angle, fixed_t move) { angle >>= ANGLETOFINESHIFT; mo->momx += FixedMul(move, FINECOSINE(angle)); if (!(twodlevel || (mo->flags2 & MF2_TWOD))) mo->momy += FixedMul(move, FINESINE(angle)); } #if 0 static inline void P_ThrustEvenIn2D(mobj_t *mo, angle_t angle, fixed_t move) { angle >>= ANGLETOFINESHIFT; mo->momx += FixedMul(move, FINECOSINE(angle)); mo->momy += FixedMul(move, FINESINE(angle)); } static inline void P_VectorInstaThrust(fixed_t xa, fixed_t xb, fixed_t xc, fixed_t ya, fixed_t yb, fixed_t yc, fixed_t za, fixed_t zb, fixed_t zc, fixed_t momentum, mobj_t *mo) { fixed_t a1, b1, c1, a2, b2, c2, i, j, k; a1 = xb - xa; b1 = yb - ya; c1 = zb - za; a2 = xb - xc; b2 = yb - yc; c2 = zb - zc; /* // Convert to unit vectors... a1 = FixedDiv(a1,FixedSqrt(FixedMul(a1,a1) + FixedMul(b1,b1) + FixedMul(c1,c1))); b1 = FixedDiv(b1,FixedSqrt(FixedMul(a1,a1) + FixedMul(b1,b1) + FixedMul(c1,c1))); c1 = FixedDiv(c1,FixedSqrt(FixedMul(c1,c1) + FixedMul(c1,c1) + FixedMul(c1,c1))); a2 = FixedDiv(a2,FixedSqrt(FixedMul(a2,a2) + FixedMul(c2,c2) + FixedMul(c2,c2))); b2 = FixedDiv(b2,FixedSqrt(FixedMul(a2,a2) + FixedMul(c2,c2) + FixedMul(c2,c2))); c2 = FixedDiv(c2,FixedSqrt(FixedMul(a2,a2) + FixedMul(c2,c2) + FixedMul(c2,c2))); */ // Calculate the momx, momy, and momz i = FixedMul(momentum, FixedMul(b1, c2) - FixedMul(c1, b2)); j = FixedMul(momentum, FixedMul(c1, a2) - FixedMul(a1, c2)); k = FixedMul(momentum, FixedMul(a1, b2) - FixedMul(a1, c2)); mo->momx = i; mo->momy = j; mo->momz = k; } #endif // // P_InstaThrust // Moves the given origin along a given angle instantly. // // FIXTHIS: belongs in another file, not here // void P_InstaThrust(mobj_t *mo, angle_t angle, fixed_t move) { angle >>= ANGLETOFINESHIFT; mo->momx = FixedMul(move, FINECOSINE(angle)); if (!(twodlevel || (mo->flags2 & MF2_TWOD))) mo->momy = FixedMul(move,FINESINE(angle)); } void P_InstaThrustEvenIn2D(mobj_t *mo, angle_t angle, fixed_t move) { angle >>= ANGLETOFINESHIFT; mo->momx = FixedMul(move, FINECOSINE(angle)); mo->momy = FixedMul(move, FINESINE(angle)); } // Returns a location (hard to explain - go see how it is used) fixed_t P_ReturnThrustX(mobj_t *mo, angle_t angle, fixed_t move) { (void)mo; angle >>= ANGLETOFINESHIFT; return FixedMul(move, FINECOSINE(angle)); } fixed_t P_ReturnThrustY(mobj_t *mo, angle_t angle, fixed_t move) { (void)mo; angle >>= ANGLETOFINESHIFT; return FixedMul(move, FINESINE(angle)); } // // P_AutoPause // Returns true when gameplay should be halted even if the game isn't necessarily paused. // boolean P_AutoPause(void) { // Don't pause even on menu-up or focus-lost in netgames or record attack if (netgame || modeattacking || gamestate == GS_TITLESCREEN || (marathonmode && gamestate == GS_INTERMISSION)) return false; return (menuactive || ( window_notinfocus && cv_pauseifunfocused.value )); } // // P_CalcHeight // Calculate the walking / running height adjustment // void P_CalcHeight(player_t *player) { INT32 angle; fixed_t bob; fixed_t pviewheight; mobj_t *mo = player->mo; // Regular movement bobbing. // Should not be calculated when not on ground (FIXTHIS?) // OPTIMIZE: tablify angle // Note: a LUT allows for effects // like a ramp with low health. player->bob = FixedMul(cv_movebob.value, (FixedMul(player->rmomx,player->rmomx) + FixedMul(player->rmomy,player->rmomy))>>2); if (player->bob > FixedMul(cv_movebob.value, FixedMul(MAXBOB, mo->scale))) player->bob = FixedMul(cv_movebob.value, FixedMul(MAXBOB, mo->scale)); if (!P_IsObjectOnGround(mo)) { if (mo->eflags & MFE_VERTICALFLIP) { player->viewz = mo->z + mo->height - player->viewheight; if (player->viewz < mo->floorz + FixedMul(FRACUNIT, mo->scale)) player->viewz = mo->floorz + FixedMul(FRACUNIT, mo->scale); } else { player->viewz = mo->z + player->viewheight; if (player->viewz > mo->ceilingz - FixedMul(FRACUNIT, mo->scale)) player->viewz = mo->ceilingz - FixedMul(FRACUNIT, mo->scale); } return; } angle = (FINEANGLES/20*localgametic)&FINEMASK; bob = FixedMul(player->bob/2, FINESINE(angle)); // move viewheight pviewheight = FixedMul(41*player->height/48, mo->scale); // default eye view height if (player->playerstate == PST_LIVE) { player->viewheight += player->deltaviewheight; if (player->viewheight > pviewheight) { player->viewheight = pviewheight; player->deltaviewheight = 0; } if (player->viewheight < pviewheight/2) { player->viewheight = pviewheight/2; if (player->deltaviewheight <= 0) player->deltaviewheight = 1; } if (player->deltaviewheight) { player->deltaviewheight += FixedMul(FRACUNIT/4, mo->scale); if (!player->deltaviewheight) player->deltaviewheight = 1; } } if (player->mo->eflags & MFE_VERTICALFLIP) player->viewz = mo->z + mo->height - player->viewheight - bob; else player->viewz = mo->z + player->viewheight + bob; if (player->viewz > mo->ceilingz-FixedMul(4*FRACUNIT, mo->scale)) player->viewz = mo->ceilingz-FixedMul(4*FRACUNIT, mo->scale); if (player->viewz < mo->floorz+FixedMul(4*FRACUNIT, mo->scale)) player->viewz = mo->floorz+FixedMul(4*FRACUNIT, mo->scale); } /** Decides if a player is moving. * \param pnum The player number to test. * \return True if the player is considered to be moving. * \author Graue */ boolean P_PlayerMoving(INT32 pnum) { player_t *p = &players[pnum]; if (!Playing()) return false; if (p->jointime < 5*TICRATE || p->playerstate == PST_DEAD || p->playerstate == PST_REBORN || p->spectator) return false; return gamestate == GS_LEVEL && p->mo && p->mo->health > 0 && (abs(p->rmomx) >= FixedMul(FRACUNIT/2, p->mo->scale) || abs(p->rmomy) >= FixedMul(FRACUNIT/2, p->mo->scale) || abs(p->mo->momz) >= FixedMul(FRACUNIT/2, p->mo->scale) || p->climbing || p->powers[pw_tailsfly] || (p->pflags & PF_JUMPED) || (p->pflags & PF_SPINNING)); } // P_GetNextEmerald // // Gets the number (0 based) of the next emerald to obtain // UINT8 P_GetNextEmerald(void) { if (gamemap >= sstage_start && gamemap <= sstage_end) return (UINT8)(gamemap - sstage_start); if (gamemap >= smpstage_start || gamemap <= smpstage_end) return (UINT8)(gamemap - smpstage_start); return 0; } // // P_GiveEmerald // // Award an emerald upon completion // of a special stage. // void P_GiveEmerald(boolean spawnObj) { UINT8 em = P_GetNextEmerald(); S_StartSound(NULL, sfx_cgot); // Got the emerald! emeralds |= (1 << em); stagefailed = false; if (spawnObj) { // The Chaos Emerald begins to orbit us! // Only visibly give it to ONE person! UINT8 i, pnum = ((playeringame[consoleplayer]) && (!players[consoleplayer].spectator) && (players[consoleplayer].mo)) ? consoleplayer : 255; for (i = 0; i < MAXPLAYERS; i++) { mobj_t *emmo; if (!playeringame[i]) continue; if (players[i].spectator) continue; if (!players[i].mo) continue; emmo = P_SpawnMobjFromMobj(players[i].mo, 0, 0, players[i].mo->height, MT_GOTEMERALD); if (!emmo) continue; P_SetTarget(&emmo->target, players[i].mo); P_SetMobjState(emmo, mobjinfo[MT_GOTEMERALD].meleestate + em); // Make sure we're not being carried before our tracer is changed if (players[i].powers[pw_carry] != CR_NIGHTSMODE) players[i].powers[pw_carry] = CR_NONE; P_SetTarget(&players[i].mo->tracer, emmo); if (pnum == 255) { pnum = i; continue; } if (i == pnum) continue; emmo->flags2 |= MF2_DONTDRAW; } } } // // P_GiveFinishFlags // // Give the player visual indicators // that they've finished the map. // void P_GiveFinishFlags(player_t *player) { angle_t angle = FixedAngle(player->mo->angle << FRACBITS); UINT8 i; if (!player->mo) return; if (!(netgame||multiplayer)) return; for (i = 0; i < 3; i++) { angle_t fa = (angle >> ANGLETOFINESHIFT) & FINEMASK; fixed_t xoffs = FINECOSINE(fa); fixed_t yoffs = FINESINE(fa); mobj_t* flag = P_SpawnMobjFromMobj(player->mo, xoffs, yoffs, 0, MT_FINISHFLAG); flag->angle = angle; angle += FixedAngle(120*FRACUNIT); P_SetTarget(&flag->target, player->mo); } } #if 0 // // P_ResetScore // // This is called when your chain is reset. void P_ResetScore(player_t *player) { // Formally a host for Chaos mode behavior player->scoreadd = 0; } #endif // // P_FindLowestMare // // Returns the lowest open mare available // UINT8 P_FindLowestMare(void) { thinker_t *th; mobj_t *mo2; UINT8 mare = UINT8_MAX; if (gametyperules & GTR_RACE) return 0; // scan the thinkers // to find the egg capsule with the lowest mare for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; if (mo2->type != MT_EGGCAPSULE) continue; if (mo2->health <= 0) continue; { const UINT8 threshold = (UINT8)mo2->threshold; if (mare == 255) mare = threshold; else if (threshold < mare) mare = threshold; } } CONS_Debug(DBG_NIGHTS, "Lowest mare found: %d\n", mare); return mare; } // // P_TransferToNextMare // // Transfers the player to the next Mare. // (Finds the lowest mare # for capsules that have not been destroyed). // Returns true if successful, false if there is no other mare. // boolean P_TransferToNextMare(player_t *player) { thinker_t *th; mobj_t *mo2; mobj_t *closestaxis = NULL; INT32 lowestaxisnum = -1; UINT8 mare = P_FindLowestMare(); fixed_t dist1, dist2 = 0; if (mare == 255) return false; CONS_Debug(DBG_NIGHTS, "Mare is %d\n", mare); player->mare = mare; player->marelap = 0; player->marebonuslap = 0; // scan the thinkers // to find the closest axis point for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; if (mo2->type != MT_AXIS) continue; if (mo2->threshold != mare) continue; if (closestaxis == NULL) { closestaxis = mo2; lowestaxisnum = mo2->health; dist2 = R_PointToDist2(player->mo->x, player->mo->y, mo2->x, mo2->y) - mo2->radius; } else if (mo2->health < lowestaxisnum) { dist1 = R_PointToDist2(player->mo->x, player->mo->y, mo2->x, mo2->y) - mo2->radius; if (dist1 < dist2) { closestaxis = mo2; lowestaxisnum = mo2->health; dist2 = dist1; } } } if (closestaxis == NULL) return false; P_SetTarget(&player->mo->target, closestaxis); return true; } // // P_FindAxis // // Given a mare and axis number, returns // the mobj for that axis point. static mobj_t *P_FindAxis(INT32 mare, INT32 axisnum) { thinker_t *th; mobj_t *mo2; // scan the thinkers // to find the closest axis point for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; // Axis things are only at beginning of list. if (!(mo2->flags2 & MF2_AXIS)) return NULL; if (mo2->type != MT_AXIS) continue; if (mo2->health != axisnum) continue; if (mo2->threshold != mare) continue; return mo2; } return NULL; } // // P_FindAxisTransfer // // Given a mare and axis number, returns // the mobj for that axis transfer point. static mobj_t *P_FindAxisTransfer(INT32 mare, INT32 axisnum, mobjtype_t type) { thinker_t *th; mobj_t *mo2; // scan the thinkers // to find the closest axis point for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; // Axis things are only at beginning of list. if (!(mo2->flags2 & MF2_AXIS)) return NULL; if (mo2->type != type) continue; if (mo2->health != axisnum) continue; if (mo2->threshold != mare) continue; return mo2; } return NULL; } // // P_TransferToAxis // // Finds the CLOSEST axis with the number specified. void P_TransferToAxis(player_t *player, INT32 axisnum) { thinker_t *th; mobj_t *mo2; mobj_t *closestaxis; INT32 mare = player->mare; fixed_t dist1, dist2 = 0; CONS_Debug(DBG_NIGHTS, "Transferring to axis %d\nLeveltime: %u...\n", axisnum, leveltime); closestaxis = NULL; // scan the thinkers // to find the closest axis point for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; if (mo2->type != MT_AXIS) continue; if (mo2->health != axisnum) continue; if (mo2->threshold != mare) continue; if (closestaxis == NULL) { closestaxis = mo2; dist2 = R_PointToDist2(player->mo->x, player->mo->y, mo2->x, mo2->y) - mo2->radius; } else { dist1 = R_PointToDist2(player->mo->x, player->mo->y, mo2->x, mo2->y) - mo2->radius; if (dist1 < dist2) { closestaxis = mo2; dist2 = dist1; } } } if (!closestaxis) { CONS_Debug(DBG_NIGHTS, "ERROR: Specified axis point to transfer to not found!\n%d\n", axisnum); } else { CONS_Debug(DBG_NIGHTS, "Transferred to axis %d, mare %d\n", closestaxis->health, closestaxis->threshold); } P_SetTarget(&player->mo->target, closestaxis); } // // P_DeNightserizePlayer // // Whoops! Ran out of NiGHTS time! // static void P_DeNightserizePlayer(player_t *player) { thinker_t *th; mobj_t *mo2; player->powers[pw_carry] = CR_NIGHTSFALL; player->powers[pw_underwater] = 0; player->pflags &= ~(PF_SPINDOWN|PF_JUMPDOWN|PF_ATTACKDOWN|PF_STARTDASH|PF_GLIDING|PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED|PF_SPINNING|PF_DRILLING|PF_TRANSFERTOCLOSEST); player->secondjump = 0; player->homing = 0; player->climbing = 0; player->mo->fuse = 0; player->speed = 0; player->marelap = 0; player->marebonuslap = 0; player->flyangle = 0; player->anotherflyangle = 0; player->mo->rollangle = 0; P_SetTarget(&player->mo->target, NULL); P_SetTarget(&player->axis1, P_SetTarget(&player->axis2, NULL)); player->mo->flags &= ~MF_NOGRAVITY; player->mo->skin = &skins[player->skin]; player->followitem = skins[player->skin].followitem; player->mo->color = player->skincolor; G_GhostAddColor(GHC_RETURNSKIN); // Restore aiming angle if (player == &players[consoleplayer]) localaiming = 0; else if (player == &players[secondarydisplayplayer]) localaiming2 = 0; P_SetPlayerMobjState(player->mo, S_PLAY_FALL); // If in a special stage, add some preliminary exit time. if (G_IsSpecialStage(gamemap)) { INT32 i; for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && players[i].powers[pw_carry] == CR_NIGHTSMODE) players[i].nightstime = 1; // force everyone else to fall too. player->exiting = 3*TICRATE; // If you screwed up, kiss your score and ring bonus goodbye. // But only do this in special stage (and instakill!) In regular stages, wait til we hit the ground. player->marescore = player->spheres =\ player->rings = 0; } // Check to see if the player should be killed. for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; if (!(mo2->type == MT_NIGHTSDRONE)) continue; if (mo2->flags2 & MF2_AMBUSH) { player->marescore = player->spheres =\ player->rings = 0; P_DamageMobj(player->mo, NULL, NULL, 1, DMG_INSTAKILL); // Reset music to beginning if MIXNIGHTSCOUNTDOWN if ((mapheaderinfo[gamemap-1]->levelflags & LF_MIXNIGHTSCOUNTDOWN) #ifdef _WIN32 && S_MusicType() != MU_MID #endif ) S_SetMusicPosition(0); } break; } if (player->mo->scale != player->oldscale) player->mo->destscale = player->oldscale; player->oldscale = 0; // Restore from drowning music if ((mapheaderinfo[gamemap-1]->levelflags & LF_MIXNIGHTSCOUNTDOWN) #ifdef _WIN32 && S_MusicType() != MU_MID #endif ) { S_StopSoundByNum(sfx_timeup); S_StopFadingMusic(); S_SetInternalMusicVolume(100); // Reset the music if you did not destroy all the capsules, because you failed. // Why make the all-capsules exception: because it's your reward for nearly finishing the level! // (unless the player auto-loses upon denightserizing; for death case, see above.) if (P_FindLowestMare() != UINT8_MAX || G_IsSpecialStage(gamemap)) S_SetMusicPosition(0); } else { music_stack_fadein = 0; // HACK: Change fade-in for restore music P_RestoreMusic(player); } P_RunDeNightserizeExecutors(player->mo); } // // P_NightserizePlayer // // NiGHTS Time! void P_NightserizePlayer(player_t *player, INT32 nighttime) { UINT8 oldmare, oldmarelap, oldmarebonuslap; // Bots can't be NiGHTSerized, silly!1 :P if (player->bot) return; if (player->powers[pw_carry] != CR_NIGHTSMODE) { player->mo->height = P_GetPlayerHeight(player); // Just to make sure jumping into the drone doesn't result in a squashed hitbox. player->oldscale = player->mo->scale; if (skins[player->skin].sprites[SPR2_NFLY].numframes == 0) // If you don't have a sprite for flying horizontally, use the default NiGHTS skin. { player->mo->skin = &skins[DEFAULTNIGHTSSKIN]; if (!(cv_debug || devparm) && !(netgame || multiplayer || demoplayback)) player->mo->color = skins[DEFAULTNIGHTSSKIN].prefcolor; player->followitem = skins[DEFAULTNIGHTSSKIN].followitem; G_GhostAddColor(GHC_NIGHTSSKIN); } } player->pflags &= ~(PF_SPINDOWN|PF_JUMPDOWN|PF_ATTACKDOWN|PF_STARTDASH|PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED|PF_SHIELDABILITY|PF_SPINNING|PF_DRILLING); player->homing = 0; player->mo->fuse = 0; player->speed = 0; player->climbing = 0; player->secondjump = 0; player->flyangle = 0; player->anotherflyangle = 0; player->mo->rollangle = 0; player->powers[pw_shield] = SH_NONE; player->powers[pw_super] = 0; player->mo->flags |= MF_NOGRAVITY; player->nightstime = player->startedtime = player->lapstartedtime = nighttime*TICRATE; player->bonustime = false; // Restore from drowning music if (mapheaderinfo[gamemap-1]->levelflags & LF_MIXNIGHTSCOUNTDOWN) { S_StopSoundByNum(sfx_timeup); S_StopFadingMusic(); S_SetInternalMusicVolume(100); } else { music_stack_fadein = 0; // HACK: Change fade-in for restore music P_RestoreMusic(player); } if (gametyperules & GTR_RACE) { if (player->drillmeter < 48*20) player->drillmeter = 48*20; } else { if (player->drillmeter < 40*20) player->drillmeter = 40*20; } oldmare = player->mare; oldmarelap = player->marelap; oldmarebonuslap = player->marebonuslap; if (!P_TransferToNextMare(player)) { INT32 i; INT32 total_spheres = 0; INT32 total_rings = 0; P_SetTarget(&player->mo->target, NULL); if (G_IsSpecialStage(gamemap)) { for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i]/* && players[i].powers[pw_carry] == CR_NIGHTSMODE*/) { total_spheres += players[i].spheres; total_rings += players[i].rings; } } for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || !players[i].mo || players[i].spectator) continue; players[i].texttimer = (3 * TICRATE) - 10; players[i].textvar = 4; // Score and grades players[i].lastmare = players[i].mare; players[i].lastmarelap = players[i].marelap; players[i].lastmarebonuslap = players[i].marebonuslap; if (G_IsSpecialStage(gamemap)) { players[i].finishedspheres = (INT16)total_spheres; players[i].finishedrings = (INT16)total_rings; P_AddPlayerScore(player, total_spheres * 50); } else { players[i].finishedspheres = (INT16)(players[i].spheres); players[i].finishedrings = (INT16)(players[i].rings); P_AddPlayerScore(&players[i], (players[i].spheres) * 50); } // Add score to leaderboards now if (!(netgame||multiplayer) && P_IsLocalPlayer(&players[i])) G_AddTempNightsRecords(players[i].marescore, leveltime - player->marebegunat, players[i].mare + 1); // transfer scores anyway players[i].totalmarescore += players[i].marescore; players[i].lastmarescore = players[i].marescore; players[i].marescore = 0; players[i].spheres = players[i].rings = 0; P_DoPlayerExit(&players[i]); } } else if (oldmare != player->mare) { /// \todo Handle multi-mare special stages. // Spheres bonus P_AddPlayerScore(player, (player->spheres) * 50); player->lastmare = oldmare; player->lastmarelap = oldmarelap; player->lastmarebonuslap = oldmarebonuslap; player->texttimer = 4*TICRATE; player->textvar = 4; // Score and grades player->finishedspheres = (INT16)(player->spheres); player->finishedrings = (INT16)(player->rings); // Add score to temp leaderboards if (!(netgame||multiplayer) && P_IsLocalPlayer(player)) G_AddTempNightsRecords(player->marescore, leveltime - player->marebegunat, (UINT8)(oldmare + 1)); // Starting a new mare, transfer scores player->totalmarescore += player->marescore; player->lastmarescore = player->marescore; player->marescore = 0; player->marebegunat = leveltime; player->lapbegunat = leveltime; player->spheres = player->rings = 0; } else { player->textvar = 5; // Nothing, just tells it to go to the GET n RINGS/SPHERES text in a bit player->texttimer = 40; // Don't show before title card // Not consistency safe, but this only affects drawing if (timeinmap + 40 < (110 - 70)) player->texttimer = (UINT8)((110 - 70) - timeinmap); } if (player->drone && player->drone->scale != player->mo->scale) player->mo->destscale = player->drone->scale; // force NiGHTS to face forward or backward if (player->mo->target) { player->angle_pos = R_PointToAngle2(player->mo->target->x, player->mo->target->y, player->mo->x, player->mo->y); player->drawangle = player->angle_pos + ((player->mo->target->flags2 & MF2_AMBUSH) ? // if axis is invert, take the opposite right angle -ANGLE_90 : ANGLE_90); // flyangle is always 0 here, below is kept for posterity /*(player->flyangle > 90 && player->flyangle < 270 ? ANGLE_90 : -ANGLE_90) : (player->flyangle > 90 && player->flyangle < 270 ? -ANGLE_90 : ANGLE_90));*/ } // Do this before setting CR_NIGHTSMODE so we can tell if player was non-NiGHTS P_RunNightserizeExecutors(player->mo); player->powers[pw_carry] = CR_NIGHTSMODE; P_SetPlayerMobjState(player->mo, S_PLAY_NIGHTS_TRANS1); } pflags_t P_GetJumpFlags(player_t *player) { if (player->charflags & SF_NOJUMPDAMAGE) return (PF_JUMPED|PF_NOJUMPDAMAGE); return PF_JUMPED; } // // P_PlayerInPain // // Is player in pain?? // Checks for painstate and pw_flashing, if both found return true // boolean P_PlayerInPain(player_t *player) { // no silly, sliding isn't pain if (!(player->pflags & PF_SLIDING) && player->mo->state == &states[player->mo->info->painstate] && player->powers[pw_flashing]) return true; if (player->mo->state == &states[S_PLAY_STUN]) return true; return false; } // // P_DoPlayerPain // // Player was hit, // put them in pain. // void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor) { if (player->powers[pw_carry] == CR_ROPEHANG) P_SetTarget(&player->mo->tracer, NULL); { angle_t ang; fixed_t fallbackspeed; P_ResetPlayer(player); P_SetPlayerMobjState(player->mo, player->mo->info->painstate); if (player->mo->eflags & MFE_VERTICALFLIP) player->mo->z--; else player->mo->z++; if (player->mo->eflags & MFE_UNDERWATER) P_SetObjectMomZ(player->mo, FixedDiv(10511*FRACUNIT,2600*FRACUNIT), false); else P_SetObjectMomZ(player->mo, FixedDiv(69*FRACUNIT,10*FRACUNIT), false); if (inflictor) { if (inflictor->type == MT_WALLSPIKE) ang = inflictor->angle; else ang = R_PointToAngle2(inflictor->x-inflictor->momx, inflictor->y - inflictor->momy, player->mo->x - player->mo->momx, player->mo->y - player->mo->momy); // explosion and rail rings send you farther back, making it more difficult // to recover if ((inflictor->flags2 & MF2_SCATTER) && source) { fixed_t dist = P_AproxDistance(P_AproxDistance(source->x-player->mo->x, source->y-player->mo->y), source->z-player->mo->z); dist = FixedMul(128*FRACUNIT, inflictor->scale) - dist/4; if (dist < FixedMul(4*FRACUNIT, inflictor->scale)) dist = FixedMul(4*FRACUNIT, inflictor->scale); fallbackspeed = dist; } else if (inflictor->flags2 & MF2_EXPLOSION) { if (inflictor->flags2 & MF2_RAILRING) fallbackspeed = FixedMul(38*FRACUNIT, inflictor->scale); // 7x else fallbackspeed = FixedMul(30*FRACUNIT, inflictor->scale); // 5x } else if (inflictor->flags2 & MF2_RAILRING) fallbackspeed = FixedMul(45*FRACUNIT, inflictor->scale); // 4x else fallbackspeed = FixedMul(4*FRACUNIT, inflictor->scale); // the usual amount of force } else { ang = ((player->mo->momx || player->mo->momy) ? R_PointToAngle2(player->mo->momx, player->mo->momy, 0, 0) : player->drawangle); fallbackspeed = FixedMul(4*FRACUNIT, player->mo->scale); } player->drawangle = ang + ANGLE_180; P_InstaThrust(player->mo, ang, fallbackspeed); } // Point penalty for hitting a hazard during tag. // Discourages players from intentionally hurting themselves to avoid being tagged. if (((gametyperules & (GTR_TAG|GTR_HIDEFROZEN)) == GTR_TAG) && (!(player->pflags & PF_GAMETYPEOVER) && !(player->pflags & PF_TAGIT))) { if (player->score >= 50) player->score -= 50; else player->score = 0; } player->powers[pw_flashing] = flashingtics; if (player->timeshit != UINT8_MAX) ++player->timeshit; } // // P_ResetPlayer // // Useful when you want to kill everything the player is doing. void P_ResetPlayer(player_t *player) { player->pflags &= ~(PF_SPINNING|PF_STARTDASH|PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_THOKKED|PF_CANCARRY|PF_SHIELDABILITY|PF_BOUNCING); if (player->powers[pw_carry] == CR_ROLLOUT) { if (player->mo->tracer && !P_MobjWasRemoved(player->mo->tracer)) { player->mo->tracer->flags |= MF_PUSHABLE; P_SetTarget(&player->mo->tracer->tracer, NULL); } P_SetTarget(&player->mo->tracer, NULL); player->powers[pw_carry] = CR_NONE; } if (!(player->powers[pw_carry] == CR_NIGHTSMODE || player->powers[pw_carry] == CR_NIGHTSFALL || player->powers[pw_carry] == CR_BRAKGOOP || player->powers[pw_carry] == CR_MINECART)) player->powers[pw_carry] = CR_NONE; player->secondjump = 0; player->glidetime = 0; player->homing = 0; player->climbing = 0; player->powers[pw_tailsfly] = 0; player->onconveyor = 0; player->skidtime = 0; if (player-players == consoleplayer && botingame) CV_SetValue(&cv_analog[1], true); } // P_PlayerCanDamage // // Can player do damage? // boolean P_PlayerCanDamage(player_t *player, mobj_t *thing) { fixed_t bottomheight, topheight; if (!player->mo || player->spectator || !thing || P_MobjWasRemoved(thing)) return false; { UINT8 shouldCollide = LUAh_PlayerCanDamage(player, thing); if (P_MobjWasRemoved(thing)) return false; // removed??? if (shouldCollide == 1) return true; // force yes else if (shouldCollide == 2) return false; // force no } // Invinc/super. Not for Monitors. if (!(thing->flags & MF_MONITOR) && (player->powers[pw_invulnerability] || player->powers[pw_super])) return true; // NiGHTS drill. Wasn't originally for monitors, but that's more an oversight being corrected than anything else. if ((player->powers[pw_carry] == CR_NIGHTSMODE) && (player->pflags & PF_DRILLING)) return true; // Jumping. if ((player->pflags & PF_JUMPED) && (!(player->pflags & PF_NOJUMPDAMAGE) || (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY))) return true; // Spinning. if (player->pflags & PF_SPINNING) return true; if (player->dashmode >= DASHMODE_THRESHOLD && (player->charflags & (SF_DASHMODE|SF_MACHINE)) == (SF_DASHMODE|SF_MACHINE)) return true; // From the front. if (((player->pflags & PF_GLIDING) || (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)) && (player->drawangle - R_PointToAngle2(player->mo->x - player->mo->momx, player->mo->y - player->mo->momy, thing->x, thing->y) + + ANGLE_90) < ANGLE_180) return true; // From the top/bottom. bottomheight = player->mo->z; topheight = player->mo->z + player->mo->height; if (player->mo->eflags & MFE_VERTICALFLIP) { fixed_t swap = bottomheight; bottomheight = topheight; topheight = swap; } if (P_MobjFlip(player->mo)*(bottomheight - (thing->z + thing->height/2)) > 0) { if ((player->charflags & SF_STOMPDAMAGE || player->pflags & PF_BOUNCING) && (P_MobjFlip(player->mo)*(player->mo->momz - thing->momz) < 0)) return true; } else if (P_MobjFlip(player->mo)*(topheight - (thing->z + thing->height/2)) < 0) { if (player->charability == CA_FLY && player->panim == PA_ABILITY && !(player->mo->eflags & MFE_UNDERWATER) && (P_MobjFlip(player->mo)*(player->mo->momz - thing->momz) > 0)) return true; } // Shield stomp. if (((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL || (player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) && (player->pflags & PF_SHIELDABILITY)) return true; return false; } // // P_GivePlayerRings // // Gives rings to the player, and does any special things required. // Call this function when you want to increment the player's health. // void P_GivePlayerRings(player_t *player, INT32 num_rings) { if (!player) return; if (player->bot) player = &players[consoleplayer]; if (!player->mo) return; player->rings += num_rings; player->totalring += num_rings; // Can only get up to 9999 rings, sorry! if (player->rings > 9999) player->rings = 9999; else if (player->rings < 0) player->rings = 0; // Now extra life bonuses are handled here instead of in P_MovePlayer, since why not? if (!ultimatemode && !modeattacking && !G_IsSpecialStage(gamemap) && G_GametypeUsesLives() && player->lives != INFLIVES) { INT32 gainlives = 0; while (player->xtralife < maxXtraLife && player->rings >= 100 * (player->xtralife+1)) { ++gainlives; ++player->xtralife; } if (gainlives) { player->lives += gainlives; if (player->lives > 99) player->lives = 99; else if (player->lives < 1) player->lives = 1; P_PlayLivesJingle(player); } } } void P_GivePlayerSpheres(player_t *player, INT32 num_spheres) { if (!player) return; if (player->bot) player = &players[consoleplayer]; if (!player->mo) return; player->spheres += num_spheres; // Can only get up to 9999 spheres, sorry! if (player->spheres > 9999) player->spheres = 9999; else if (player->spheres < 0) player->spheres = 0; } // // P_GivePlayerLives // // Gives the player an extra life. // Call this function when you want to add lives to the player. // void P_GivePlayerLives(player_t *player, INT32 numlives) { UINT8 prevlives = player->lives; if (!player) return; if (player->bot) player = &players[consoleplayer]; if (gamestate == GS_LEVEL) { if (player->lives == INFLIVES || !(gametyperules & GTR_LIVES)) { P_GivePlayerRings(player, 100*numlives); return; } if ((netgame || multiplayer) && G_GametypeUsesCoopLives() && cv_cooplives.value == 0) { P_GivePlayerRings(player, 100*numlives); if (player->lives - prevlives >= numlives) goto docooprespawn; numlives = (numlives + prevlives - player->lives); } } else if (player->lives == INFLIVES) return; player->lives += numlives; if (player->lives > 99) player->lives = 99; else if (player->lives < 1) player->lives = 1; docooprespawn: if (cv_coopstarposts.value) return; if (prevlives > 0) return; if (!player->spectator) return; P_SpectatorJoinGame(player); } void P_GiveCoopLives(player_t *player, INT32 numlives, boolean sound) { if (!((netgame || multiplayer) && G_GametypeUsesCoopLives())) { P_GivePlayerLives(player, numlives); if (sound) P_PlayLivesJingle(player); } else { INT32 i; for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) continue; P_GivePlayerLives(&players[i], numlives); if (sound) P_PlayLivesJingle(&players[i]); } } } // // P_DoSuperTransformation // // Transform into Super Sonic! void P_DoSuperTransformation(player_t *player, boolean giverings) { player->powers[pw_super] = 1; if (!(mapheaderinfo[gamemap-1]->levelflags & LF_NOSSMUSIC) && P_IsLocalPlayer(player)) P_PlayJingle(player, JT_SUPER); S_StartSound(NULL, sfx_supert); //let all players hear it -mattw_cfi player->mo->momx = player->mo->momy = player->mo->momz = player->cmomx = player->cmomy = player->rmomx = player->rmomy = 0; // Transformation animation P_SetPlayerMobjState(player->mo, S_PLAY_SUPER_TRANS1); if (giverings && player->rings < 50) player->rings = 50; // Just in case. if (!(mapheaderinfo[gamemap-1]->levelflags & LF_NOSSMUSIC)) { player->powers[pw_extralife] = 0; player->powers[pw_invulnerability] = 0; player->powers[pw_sneakers] = 0; } if (!G_CoopGametype()) { HU_SetCEchoFlags(0); HU_SetCEchoDuration(5); HU_DoCEcho(va("%s\\is now super.\\\\\\\\", player_names[player-players])); } P_PlayerFlagBurst(player, false); } // Adds to the player's score void P_AddPlayerScore(player_t *player, UINT32 amount) { UINT32 oldscore; if (player->bot) player = &players[consoleplayer]; // NiGHTS does it different! if (gamestate == GS_LEVEL && mapheaderinfo[gamemap-1]->typeoflevel & TOL_NIGHTS) { if ((netgame || multiplayer) && G_IsSpecialStage(gamemap)) { // Pseudo-shared score for multiplayer special stages. INT32 i; for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && players[i].powers[pw_carry] == CR_NIGHTSMODE) { oldscore = players[i].marescore; // Don't go above MAXSCORE. if (players[i].marescore + amount < MAXSCORE) players[i].marescore += amount; else players[i].marescore = MAXSCORE; // Continues are worthless in netgames. // If that stops being the case uncomment this. /* if (!ultimatemode && continuesInSession && players[i].marescore > 50000 && oldscore < 50000) { players[i].continues += 1; players[i].gotcontinue = true; if (P_IsLocalPlayer(player)) S_StartSound(NULL, sfx_s3kac); } */ } } else { oldscore = player->marescore; // Don't go above MAXSCORE. if (player->marescore + amount < MAXSCORE) player->marescore += amount; else player->marescore = MAXSCORE; if (!ultimatemode && continuesInSession && G_IsSpecialStage(gamemap) && player->marescore >= 50000 && oldscore < 50000) { player->continues += 1; player->gotcontinue = true; if (P_IsLocalPlayer(player)) S_StartSound(NULL, sfx_s3kac); } } if (G_CoopGametype()) return; } oldscore = player->score; // Don't go above MAXSCORE. player->score += amount; if (player->score > MAXSCORE) player->score = MAXSCORE; // check for extra lives every 50000 pts if (!ultimatemode && !modeattacking && player->score > oldscore && player->score % 50000 < amount && (gametyperules & GTR_LIVES)) { P_GivePlayerLives(player, (player->score/50000) - (oldscore/50000)); P_PlayLivesJingle(player); } // In team match, all awarded points are incremented to the team's running score. if ((gametyperules & (GTR_TEAMS|GTR_TEAMFLAGS)) == GTR_TEAMS) { if (player->ctfteam == 1) redscore += amount; else if (player->ctfteam == 2) bluescore += amount; } } // Steals from every enemy's score. void P_StealPlayerScore(player_t *player, UINT32 amount) { boolean teams = G_GametypeHasTeams(); UINT32 stolen = 0; int i; for (i = 0; i < MAXPLAYERS; i++) { if (&players[i] == player || (teams && players[i].ctfteam == player->ctfteam)) continue; if (players[i].score >= amount) { stolen += amount; players[i].score -= amount; } else { stolen += players[i].score; players[i].score = 0; } } if (stolen > 0) { // In team match, all stolen points are removed from the enemy team's running score. if ((gametyperules & (GTR_TEAMS|GTR_TEAMFLAGS)) == GTR_TEAMS) { if (player->ctfteam == 1) bluescore -= amount; else if (player->ctfteam == 2) redscore -= amount; } P_AddPlayerScore(player, stolen); } } // // P_PlayLivesJingle // void P_PlayLivesJingle(player_t *player) { if (player && !P_IsLocalPlayer(player)) return; if (mariomode) S_StartSound(NULL, sfx_marioa); else if (use1upSound || cv_1upsound.value) S_StartSound(NULL, sfx_oneup); else { P_PlayJingle(player, JT_1UP); if (player) player->powers[pw_extralife] = extralifetics + 1; strlcpy(S_sfx[sfx_None].caption, "One-up", 7); S_StartCaption(sfx_None, -1, extralifetics+1); } } void P_PlayJingle(player_t *player, jingletype_t jingletype) { const char *musname = jingleinfo[jingletype].musname; UINT16 musflags = 0; boolean looping = jingleinfo[jingletype].looping; char newmusic[7]; strncpy(newmusic, musname, 7); #ifdef HAVE_LUA_MUSICPLUS if(LUAh_MusicJingle(jingletype, newmusic, &musflags, &looping)) return; #endif newmusic[6] = 0; P_PlayJingleMusic(player, newmusic, musflags, looping, jingletype); } // // P_PlayJingleMusic // void P_PlayJingleMusic(player_t *player, const char *musname, UINT16 musflags, boolean looping, UINT16 status) { // If gamestate != GS_LEVEL, always play the jingle (1-up intermission) if (gamestate == GS_LEVEL && player && !P_IsLocalPlayer(player)) return; S_RetainMusic(musname, musflags, looping, 0, status); S_StopMusic(); S_ChangeMusicInternal(musname, looping); } boolean P_EvaluateMusicStatus(UINT16 status, const char *musname) { // \todo lua hook int i; boolean result = false; for (i = 0; i < MAXPLAYERS; i++) { if (!P_IsLocalPlayer(&players[i])) continue; switch(status) { case JT_1UP: // Extra life result = (players[i].powers[pw_extralife] > 1); break; case JT_SHOES: // Speed shoes if (players[i].powers[pw_sneakers] > 1 && !players[i].powers[pw_super]) { //strlcpy(S_sfx[sfx_None].caption, "Speed shoes", 12); //S_StartCaption(sfx_None, -1, players[i].powers[pw_sneakers]); result = true; } else result = false; break; case JT_INV: // Invincibility case JT_MINV: // Mario Invincibility if (players[i].powers[pw_invulnerability] > 1) { //strlcpy(S_sfx[sfx_None].caption, "Invincibility", 14); //S_StartCaption(sfx_None, -1, players[i].powers[pw_invulnerability]); result = true; } else result = false; break; case JT_DROWN: // Drowning result = (players[i].powers[pw_underwater] && players[i].powers[pw_underwater] <= 11*TICRATE + 1); break; case JT_SUPER: // Super Sonic result = (players[i].powers[pw_super] && !(mapheaderinfo[gamemap-1]->levelflags & LF_NOSSMUSIC)); break; case JT_GOVER: // Game Over result = (players[i].lives <= 0); break; case JT_NIGHTSTIMEOUT: // NiGHTS Time Out (10 seconds) case JT_SSTIMEOUT: result = (players[i].nightstime && players[i].nightstime <= 10*TICRATE); break; case JT_OTHER: // Other state result = LUAh_ShouldJingleContinue(&players[i], musname); break; case JT_NONE: // Null state case JT_MASTER: // Main level music default: result = true; } if (result) break; } return result; } // // P_RestoreMusic // // Restores music after some special music change // void P_RestoreMusic(player_t *player) { if (!P_IsLocalPlayer(player)) // Only applies to a local player return; S_SpeedMusic(1.0f); // Jingles have a priority in this order, so follow it // and as a default case, go down the music stack. // Extra life if (player->powers[pw_extralife] > 1) return; // Super else if (player->powers[pw_super] && !(mapheaderinfo[gamemap-1]->levelflags & LF_NOSSMUSIC) && !S_RecallMusic(JT_SUPER, false)) P_PlayJingle(player, JT_SUPER); // Invulnerability else if (player->powers[pw_invulnerability] > 1 && !player->powers[pw_super]) { strlcpy(S_sfx[sfx_None].caption, "Invincibility", 14); S_StartCaption(sfx_None, -1, player->powers[pw_invulnerability]); if (!S_RecallMusic(JT_INV, false) && !S_RecallMusic(JT_MINV, false)) P_PlayJingle(player, (mariomode) ? JT_MINV : JT_INV); } // Shoes else if (player->powers[pw_sneakers] > 1 && !player->powers[pw_super]) { strlcpy(S_sfx[sfx_None].caption, "Speed shoes", 12); S_StartCaption(sfx_None, -1, player->powers[pw_sneakers]); if (mapheaderinfo[gamemap-1]->levelflags & LF_SPEEDMUSIC) { S_SpeedMusic(1.4f); if (!S_RecallMusic(JT_MASTER, true)) S_ChangeMusicEx(mapmusname, mapmusflags, true, mapmusposition, 0, 0); } else if (!S_RecallMusic(JT_SHOES, false)) P_PlayJingle(player, JT_SHOES); } // Default else if (!S_RecallMusic(JT_NONE, false)) // go down the stack { CONS_Debug(DBG_BASIC, "Cannot find any music in resume stack!\n"); S_ChangeMusicEx(mapmusname, mapmusflags, true, mapmusposition, 0, 0); } } // // P_IsObjectInGoop // // Returns true if the object is inside goop water. // (Spectators and objects otherwise without gravity cannot have goop gravity!) // boolean P_IsObjectInGoop(mobj_t *mo) { if (mo->player && mo->player->spectator) return false; if (mo->flags & MF_NOGRAVITY) return false; return ((mo->eflags & (MFE_UNDERWATER|MFE_GOOWATER)) == (MFE_UNDERWATER|MFE_GOOWATER)); } // // P_IsObjectOnGround // // Returns true if the player is // on the ground. Takes reverse // gravity and FOFs into account. // boolean P_IsObjectOnGround(mobj_t *mo) { if (P_IsObjectInGoop(mo) && !(mo->player && mo->player->pflags & PF_BOUNCING)) { /* // It's a crazy hack that checking if you're on the ground // would actually CHANGE your position and momentum, if (mo->z < mo->floorz) { mo->z = mo->floorz; mo->momz = 0; } else if (mo->z + mo->height > mo->ceilingz) { mo->z = mo->ceilingz - mo->height; mo->momz = 0; } */ // but I don't want you to ever 'stand' while submerged in goo. // You're in constant vertical momentum, even if you get stuck on something. // No exceptions. return false; } if (mo->eflags & MFE_VERTICALFLIP) { if (mo->z+mo->height >= mo->ceilingz) return true; } else { if (mo->z <= mo->floorz) return true; } return false; } // // P_IsObjectOnGroundIn // // Returns true if the player is // on the ground in a specific sector. Takes reverse // gravity and FOFs into account. // boolean P_IsObjectOnGroundIn(mobj_t *mo, sector_t *sec) { ffloor_t *rover; // Is the object in reverse gravity? if (mo->eflags & MFE_VERTICALFLIP) { // Detect if the player is on the ceiling. if (mo->z+mo->height >= P_GetSpecialTopZ(mo, sec, sec)) return true; // Otherwise, detect if the player is on the bottom of a FOF. else { for (rover = sec->ffloors; rover; rover = rover->next) { // If the FOF doesn't exist, continue. if (!(rover->flags & FF_EXISTS)) continue; // If the FOF is configured to let the object through, continue. if (!((rover->flags & FF_BLOCKPLAYER && mo->player) || (rover->flags & FF_BLOCKOTHERS && !mo->player))) continue; // If the the platform is intangible from below, continue. if (rover->flags & FF_PLATFORM) continue; // If the FOF is a water block, continue. (Unnecessary check?) if (rover->flags & FF_SWIMMABLE) continue; // Actually check if the player is on the suitable FOF. if (mo->z+mo->height == P_GetSpecialBottomZ(mo, sectors + rover->secnum, sec)) return true; } } } // Nope! else { // Detect if the player is on the floor. if (mo->z <= P_GetSpecialBottomZ(mo, sec, sec)) return true; // Otherwise, detect if the player is on the top of a FOF. else { for (rover = sec->ffloors; rover; rover = rover->next) { // If the FOF doesn't exist, continue. if (!(rover->flags & FF_EXISTS)) continue; // If the FOF is configured to let the object through, continue. if (!((rover->flags & FF_BLOCKPLAYER && mo->player) || (rover->flags & FF_BLOCKOTHERS && !mo->player))) continue; // If the the platform is intangible from above, continue. if (rover->flags & FF_REVERSEPLATFORM) continue; // If the FOF is a water block, continue. (Unnecessary check?) if (rover->flags & FF_SWIMMABLE) continue; // Actually check if the player is on the suitable FOF. if (mo->z == P_GetSpecialTopZ(mo, sectors + rover->secnum, sec)) return true; } } } return false; } // // P_SetObjectMomZ // // Sets the player momz appropriately. // Takes reverse gravity into account. // void P_SetObjectMomZ(mobj_t *mo, fixed_t value, boolean relative) { if (mo->eflags & MFE_VERTICALFLIP) value = -value; if (mo->scale != FRACUNIT) value = FixedMul(value, mo->scale); if (relative) mo->momz += value; else mo->momz = value; } // // P_IsLocalPlayer // // Returns true if player is // on the local machine. // boolean P_IsLocalPlayer(player_t *player) { return ((splitscreen && player == &players[secondarydisplayplayer]) || player == &players[consoleplayer]); } // // P_SpawnShieldOrb // // Spawns the shield orb on the player // depending on which shield they are // supposed to have. // void P_SpawnShieldOrb(player_t *player) { mobjtype_t orbtype; thinker_t *th; mobj_t *shieldobj, *ov; #ifdef PARANOIA if (!player->mo) I_Error("P_SpawnShieldOrb: player->mo is NULL!\n"); #endif if (LUAh_ShieldSpawn(player)) return; if (player->powers[pw_shield] & SH_FORCE) orbtype = MT_FORCE_ORB; else switch (player->powers[pw_shield] & SH_NOSTACK) { case SH_WHIRLWIND: orbtype = MT_WHIRLWIND_ORB; break; case SH_ATTRACT: orbtype = MT_ATTRACT_ORB; break; case SH_ELEMENTAL: orbtype = MT_ELEMENTAL_ORB; break; case SH_ARMAGEDDON: orbtype = MT_ARMAGEDDON_ORB; break; case SH_PITY: case SH_PINK: // PITY IN PINK orbtype = MT_PITY_ORB; break; case SH_FLAMEAURA: orbtype = MT_FLAMEAURA_ORB; break; case SH_BUBBLEWRAP: orbtype = MT_BUBBLEWRAP_ORB; break; case SH_THUNDERCOIN: orbtype = MT_THUNDERCOIN_ORB; break; default: return; } // blaze through the thinkers to see if an orb already exists! for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; shieldobj = (mobj_t *)th; if (shieldobj->type == orbtype && shieldobj->target == player->mo) P_RemoveMobj(shieldobj); //kill the old one(s) } shieldobj = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, orbtype); shieldobj->flags2 |= MF2_SHIELD; P_SetTarget(&shieldobj->target, player->mo); if ((player->powers[pw_shield] & SH_NOSTACK) == SH_PINK) { shieldobj->color = SKINCOLOR_PINK; shieldobj->colorized = true; } else shieldobj->color = (UINT16)shieldobj->info->painchance; shieldobj->threshold = (player->powers[pw_shield] & SH_FORCE) ? SH_FORCE : (player->powers[pw_shield] & SH_NOSTACK); if (shieldobj->info->seestate) { ov = P_SpawnMobj(shieldobj->x, shieldobj->y, shieldobj->z, MT_OVERLAY); P_SetTarget(&ov->target, shieldobj); P_SetMobjState(ov, shieldobj->info->seestate); P_SetTarget(&shieldobj->tracer, ov); } if (shieldobj->info->meleestate) { ov = P_SpawnMobj(shieldobj->x, shieldobj->y, shieldobj->z, MT_OVERLAY); P_SetTarget(&ov->target, shieldobj); P_SetMobjState(ov, shieldobj->info->meleestate); } if (shieldobj->info->missilestate) { ov = P_SpawnMobj(shieldobj->x, shieldobj->y, shieldobj->z, MT_OVERLAY); P_SetTarget(&ov->target, shieldobj); P_SetMobjState(ov, shieldobj->info->missilestate); } if (player->powers[pw_shield] & SH_FORCE) { //Copy and pasted from P_ShieldLook in p_mobj.c shieldobj->movecount = (player->powers[pw_shield] & SH_FORCEHP); if (shieldobj->movecount < 1) { if (shieldobj->info->painstate) P_SetMobjState(shieldobj,shieldobj->info->painstate); else shieldobj->flags2 |= MF2_SHADOW; } } } // // P_SwitchShield // // Handles the possibility of switching between // the non-stack layer of shields thoroughly, // then adds the desired one. // void P_SwitchShield(player_t *player, UINT16 shieldtype) { boolean donthavealready; // If you already have a bomb shield, use it! if ((shieldtype == SH_ARMAGEDDON) && (player->powers[pw_shield] & SH_NOSTACK) == SH_ARMAGEDDON) P_BlackOw(player); donthavealready = (shieldtype & SH_FORCE) ? (!(player->powers[pw_shield] & SH_FORCE) || (player->powers[pw_shield] & SH_FORCEHP) < (shieldtype & ~SH_FORCE)) : ((player->powers[pw_shield] & SH_NOSTACK) != shieldtype); if (donthavealready) { boolean stopshieldability = (shieldtype & SH_FORCE) ? (!(player->powers[pw_shield] & SH_FORCE)) : true; // Just in case. if (stopshieldability && player->pflags & PF_SHIELDABILITY) { player->pflags &= ~(PF_SPINNING|PF_SHIELDABILITY); // They'll still have PF_THOKKED... player->homing = 0; } player->powers[pw_shield] = shieldtype|(player->powers[pw_shield] & SH_STACK); P_SpawnShieldOrb(player); if (shieldtype & SH_PROTECTWATER) { if (player->powers[pw_underwater] && player->powers[pw_underwater] <= 12*TICRATE + 1) { player->powers[pw_underwater] = 0; P_RestoreMusic(player); } else player->powers[pw_underwater] = 0; if (player->powers[pw_spacetime] > 1) { player->powers[pw_spacetime] = 0; P_RestoreMusic(player); } } } } // // P_SpawnGhostMobj // // Spawns a ghost object on the player // mobj_t *P_SpawnGhostMobj(mobj_t *mobj) { mobj_t *ghost = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_GHOST); P_SetScale(ghost, mobj->scale); ghost->destscale = mobj->scale; if (mobj->eflags & MFE_VERTICALFLIP) { ghost->eflags |= MFE_VERTICALFLIP; ghost->z += mobj->height - ghost->height; } ghost->color = mobj->color; ghost->colorized = mobj->colorized; // alternatively, "true" for sonic advance style colourisation ghost->angle = (mobj->player ? mobj->player->drawangle : mobj->angle); ghost->rollangle = mobj->rollangle; ghost->sprite = mobj->sprite; ghost->sprite2 = mobj->sprite2; ghost->frame = mobj->frame; ghost->tics = -1; ghost->frame &= ~FF_TRANSMASK; ghost->frame |= tr_trans50<fuse = ghost->info->damage; ghost->skin = mobj->skin; if (mobj->flags2 & MF2_OBJECTFLIP) ghost->flags |= MF2_OBJECTFLIP; if (mobj->player && mobj->player->followmobj) { mobj_t *ghost2 = P_SpawnGhostMobj(mobj->player->followmobj); P_SetTarget(&ghost2->tracer, ghost); P_SetTarget(&ghost->tracer, ghost2); ghost2->flags2 |= (mobj->player->followmobj->flags2 & MF2_LINKDRAW); } return ghost; } // // P_SpawnThokMobj // // Spawns the appropriate thok object on the player // void P_SpawnThokMobj(player_t *player) { mobj_t *mobj; mobjtype_t type = player->thokitem; fixed_t zheight; if (player->skincolor == 0) return; if (player->spectator) return; if (!type) return; if (type == MT_GHOST) mobj = P_SpawnGhostMobj(player->mo); // virtually does everything here for us else { if (player->mo->eflags & MFE_VERTICALFLIP) zheight = player->mo->z + player->mo->height + FixedDiv(P_GetPlayerHeight(player) - player->mo->height, 3*FRACUNIT) - FixedMul(mobjinfo[type].height, player->mo->scale); else zheight = player->mo->z - FixedDiv(P_GetPlayerHeight(player) - player->mo->height, 3*FRACUNIT); if (!(player->mo->eflags & MFE_VERTICALFLIP) && zheight < player->mo->floorz && !(mobjinfo[type].flags & MF_NOCLIPHEIGHT)) zheight = player->mo->floorz; else if (player->mo->eflags & MFE_VERTICALFLIP && zheight + FixedMul(mobjinfo[type].height, player->mo->scale) > player->mo->ceilingz && !(mobjinfo[type].flags & MF_NOCLIPHEIGHT)) zheight = player->mo->ceilingz - FixedMul(mobjinfo[type].height, player->mo->scale); mobj = P_SpawnMobj(player->mo->x, player->mo->y, zheight, type); // set to player's angle, just in case mobj->angle = player->drawangle; // color and skin mobj->color = player->mo->color; mobj->skin = player->mo->skin; // vertical flip if (player->mo->eflags & MFE_VERTICALFLIP) mobj->flags2 |= MF2_OBJECTFLIP; mobj->eflags |= (player->mo->eflags & MFE_VERTICALFLIP); // scale P_SetScale(mobj, (mobj->destscale = player->mo->scale)); if (type == MT_THOK) // spintrail-specific modification for MT_THOK { mobj->frame = FF_TRANS70; mobj->fuse = mobj->tics; } } P_SetTarget(&mobj->target, player->mo); // the one thing P_SpawnGhostMobj doesn't do G_GhostAddThok(); } // // P_SpawnSpinMobj // // Spawns the appropriate spin object on the player // void P_SpawnSpinMobj(player_t *player, mobjtype_t type) { mobj_t *mobj; fixed_t zheight; if (player->skincolor == 0) return; if (player->spectator) return; if (!type) return; if (type == MT_GHOST) mobj = P_SpawnGhostMobj(player->mo); // virtually does everything here for us else { if (player->mo->eflags & MFE_VERTICALFLIP) zheight = player->mo->z + player->mo->height + FixedDiv(P_GetPlayerHeight(player) - player->mo->height, 3*FRACUNIT) - FixedMul(mobjinfo[type].height, player->mo->scale); else zheight = player->mo->z - FixedDiv(P_GetPlayerHeight(player) - player->mo->height, 3*FRACUNIT); if (!(player->mo->eflags & MFE_VERTICALFLIP) && zheight < player->mo->floorz && !(mobjinfo[type].flags & MF_NOCLIPHEIGHT)) zheight = player->mo->floorz; else if (player->mo->eflags & MFE_VERTICALFLIP && zheight + FixedMul(mobjinfo[type].height, player->mo->scale) > player->mo->ceilingz && !(mobjinfo[type].flags & MF_NOCLIPHEIGHT)) zheight = player->mo->ceilingz - FixedMul(mobjinfo[type].height, player->mo->scale); mobj = P_SpawnMobj(player->mo->x, player->mo->y, zheight, type); // set to player's angle, just in case mobj->angle = player->drawangle; // color and skin mobj->color = player->mo->color; mobj->skin = player->mo->skin; // vertical flip if (player->mo->eflags & MFE_VERTICALFLIP) mobj->flags2 |= MF2_OBJECTFLIP; mobj->eflags |= (player->mo->eflags & MFE_VERTICALFLIP); // scale P_SetScale(mobj, player->mo->scale); mobj->destscale = player->mo->scale; if (type == MT_THOK) // spintrail-specific modification for MT_THOK { mobj->frame = FF_TRANS70; mobj->fuse = mobj->tics; } } P_SetTarget(&mobj->target, player->mo); // the one thing P_SpawnGhostMobj doesn't do } /** Called when \p player finishes the level. * * Only use for cases where the player should be able to move * while waiting for others to finish. Otherwise, use P_DoPlayerExit(). * * In single player or if ::cv_exitmove is disabled, this will also cause * P_PlayerThink() to call P_DoPlayerExit(), so you do not need to * make a special cases for those. * * \param player The player who finished the level. * \sa P_DoPlayerExit * */ void P_DoPlayerFinish(player_t *player) { if (player->pflags & PF_FINISHED) return; player->pflags |= PF_FINISHED; P_GiveFinishFlags(player); if (netgame) CONS_Printf(M_GetText("%s has completed the level.\n"), player_names[player-players]); player->powers[pw_underwater] = 0; player->powers[pw_spacetime] = 0; P_RestoreMusic(player); } // // P_DoPlayerExit // // Player exits the map via sector trigger void P_DoPlayerExit(player_t *player) { if (player->exiting) return; if (cv_allowexitlevel.value == 0 && !G_PlatformGametype()) return; else if (gametyperules & GTR_RACE) // If in Race Mode, allow { if (!countdown) // a 60-second wait ala Sonic 2. countdown = (cv_countdowntime.value - 1)*TICRATE + 1; // Use cv_countdowntime player->exiting = 3*TICRATE; if (!countdown2) countdown2 = (8 + cv_countdowntime.value)*TICRATE + 1; // 8 sec more than countdowntime -- 11 is too much if (P_CheckRacers()) player->exiting = (14*TICRATE)/5 + 1; } else player->exiting = (14*TICRATE)/5 + 2; // Accidental death safeguard??? //player->pflags &= ~PF_GLIDING; if (player->climbing) { player->climbing = 0; player->pflags |= P_GetJumpFlags(player); P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); } else if (player->pflags & PF_STARTDASH) { player->pflags &= ~PF_STARTDASH; P_SetPlayerMobjState(player->mo, S_PLAY_STND); } player->powers[pw_underwater] = 0; player->powers[pw_spacetime] = 0; P_RestoreMusic(player); } #define SPACESPECIAL 12 boolean P_InSpaceSector(mobj_t *mo) // Returns true if you are in space { sector_t *sector = mo->subsector->sector; fixed_t topheight, bottomheight; if (GETSECSPECIAL(sector->special, 1) == SPACESPECIAL) return true; if (sector->ffloors) { ffloor_t *rover; for (rover = sector->ffloors; rover; rover = rover->next) { if (!(rover->flags & FF_EXISTS)) continue; if (GETSECSPECIAL(rover->master->frontsector->special, 1) != SPACESPECIAL) continue; topheight = P_GetFFloorTopZAt (rover, mo->x, mo->y); bottomheight = P_GetFFloorBottomZAt(rover, mo->x, mo->y); if (mo->z + (mo->height/2) > topheight) continue; if (mo->z + (mo->height/2) < bottomheight) continue; return true; } } return false; // No vacuum here, Captain! } // // P_PlayerHitFloor // // Handles player hitting floor surface. // Returns whether to clip momz. boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff) { boolean clipmomz; I_Assert(player->mo != NULL); if (player->powers[pw_carry] == CR_NIGHTSMODE) return true; if ((clipmomz = !(P_CheckDeathPitCollide(player->mo))) && player->mo->health && !player->spectator) { if (dorollstuff) { if ((player->charability2 == CA2_SPINDASH) && !((player->pflags & (PF_SPINNING|PF_THOKKED)) == PF_THOKKED) && !(player->charability == CA_THOK && player->secondjump) && (player->cmd.buttons & BT_SPIN) && (FixedHypot(player->mo->momx, player->mo->momy) > (5*player->mo->scale))) player->pflags = (player->pflags|PF_SPINNING) & ~PF_THOKKED; else if (!(player->pflags & PF_STARTDASH)) player->pflags &= ~PF_SPINNING; } if (player->pflags & PF_BOUNCING) { if (dorollstuff && player->mo->state-states != S_PLAY_BOUNCE_LANDING) { P_MobjCheckWater(player->mo); player->mo->momz *= -1; P_DoAbilityBounce(player, true); if (player->scoreadd) player->scoreadd--; } else player->mo->z += P_MobjFlip(player->mo); clipmomz = false; } else { P_MobjCheckWater(player->mo); if (player->pflags & PF_SPINNING) { if (!(player->pflags & PF_STARTDASH) && player->panim != PA_ROLL && player->panim != PA_ETC && player->panim != PA_ABILITY && player->panim != PA_ABILITY2) { P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); S_StartSound(player->mo, sfx_spin); } } else if (player->pflags & PF_GLIDING) // ground gliding { if (dorollstuff) { player->skidtime = TICRATE; P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE); P_SpawnSkidDust(player, player->mo->radius, true); // make sure the player knows they landed player->mo->tics = -1; } else if (!player->skidtime) player->pflags &= ~PF_GLIDING; } else if (player->charability == CA_GLIDEANDCLIMB && player->pflags & PF_THOKKED && !(player->pflags & (PF_JUMPED|PF_SHIELDABILITY)) && (player->mo->floorz != player->mo->watertop) && player->mo->state-states == S_PLAY_FALL) { if (player->mo->state-states != S_PLAY_GLIDE_LANDING) { P_ResetPlayer(player); P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE_LANDING); player->pflags |= PF_STASIS; if (player->speed > FixedMul(player->runspeed, player->mo->scale)) player->skidtime += player->mo->tics; player->mo->momx = ((player->mo->momx - player->cmomx)/2) + player->cmomx; player->mo->momy = ((player->mo->momy - player->cmomy)/2) + player->cmomy; if (player->powers[pw_super]) { P_Earthquake(player->mo, player->mo, 256*FRACUNIT); S_StartSound(player->mo, sfx_s3k49); } else S_StartSound(player->mo, sfx_s3k4c); } } else if (player->charability2 == CA2_MELEE && ((player->panim == PA_ABILITY2) || (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY && player->cmd.buttons & (BT_JUMP|BT_SPIN)))) { if (player->mo->state-states != S_PLAY_MELEE_LANDING) { mobjtype_t type = player->revitem; P_SetPlayerMobjState(player->mo, S_PLAY_MELEE_LANDING); player->mo->tics = (player->mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(player->mo->movefactor)))>>FRACBITS; S_StartSound(player->mo, sfx_s3k8b); player->pflags |= PF_FULLSTASIS; // hearticles if (type) { UINT8 i = 0; angle_t throwang = -(2*ANG30); fixed_t xo = P_ReturnThrustX(player->mo, player->drawangle, 16*player->mo->scale); fixed_t yo = P_ReturnThrustY(player->mo, player->drawangle, 16*player->mo->scale); fixed_t zo = 6*player->mo->scale; fixed_t mu = FixedMul(player->maxdash, player->mo->scale); fixed_t mu2 = FixedHypot(player->mo->momx, player->mo->momy); fixed_t ev; mobj_t *missile = NULL; if (mu2 < mu) mu2 = mu; ev = (50*FRACUNIT - (mu/25))/50; while (i < 5) { missile = P_SpawnMobjFromMobj(player->mo, xo, yo, zo, type); P_SetTarget(&missile->target, player->mo); missile->angle = throwang + player->drawangle; P_Thrust(missile, player->drawangle + ANGLE_90, P_ReturnThrustY(missile, throwang, mu)); // side to side component P_Thrust(missile, player->drawangle, mu2); // forward component P_SetObjectMomZ(missile, (4 + ((i&1)<<1))*FRACUNIT, true); missile->momz += player->mo->pmomz; missile->fuse = TICRATE/2; missile->extravalue2 = ev; i++; throwang += ANG30; } if (mobjinfo[type].seesound && missile) S_StartSound(missile, missile->info->seesound); } } } else if (player->charability == CA_GLIDEANDCLIMB && (player->mo->state-states == S_PLAY_GLIDE_LANDING)) ; else if (player->charability2 == CA2_GUNSLINGER && player->panim == PA_ABILITY2) ; else if (dorollstuff && player->panim != PA_IDLE && player->panim != PA_WALK && player->panim != PA_RUN && player->panim != PA_DASH) { fixed_t runspd = FixedMul(player->runspeed, player->mo->scale); // See comments in P_MovePlayer for explanation of changes. if (player->powers[pw_super]) runspd = FixedMul(runspd, 5*FRACUNIT/3); runspd = FixedMul(runspd, player->mo->movefactor); if (maptol & TOL_2D) runspd = FixedMul(runspd, 2*FRACUNIT/3); if (player->cmomx || player->cmomy) { if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD && player->panim != PA_DASH) P_SetPlayerMobjState(player->mo, S_PLAY_DASH); else if (player->speed >= runspd && (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN)) P_SetPlayerMobjState(player->mo, S_PLAY_RUN); else if ((player->rmomx || player->rmomy) && (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT)) P_SetPlayerMobjState(player->mo, S_PLAY_WALK); else if (!player->rmomx && !player->rmomy && player->panim != PA_IDLE) P_SetPlayerMobjState(player->mo, S_PLAY_STND); } else { if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD && player->panim != PA_DASH) P_SetPlayerMobjState(player->mo, S_PLAY_DASH); else if (player->speed >= runspd && (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN)) P_SetPlayerMobjState(player->mo, S_PLAY_RUN); else if ((player->mo->momx || player->mo->momy) && (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT)) P_SetPlayerMobjState(player->mo, S_PLAY_WALK); else if (!player->mo->momx && !player->mo->momy && player->panim != PA_IDLE) P_SetPlayerMobjState(player->mo, S_PLAY_STND); } } if (!(player->pflags & PF_GLIDING)) player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE); player->pflags &= ~(PF_STARTJUMP|PF_THOKKED|PF_CANCARRY/*|PF_GLIDING*/); player->secondjump = 0; player->glidetime = 0; player->climbing = 0; player->powers[pw_tailsfly] = 0; if (player->pflags & PF_SHIELDABILITY) { player->pflags &= ~PF_SHIELDABILITY; if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) // Elemental shield's stomp attack. { if (player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)) // play a blunt sound S_StartSound(player->mo, sfx_s3k4c); else // create a fire pattern on the ground { S_StartSound(player->mo, sfx_s3k47); P_ElementalFire(player, true); } P_SetObjectMomZ(player->mo, (player->mo->eflags & MFE_UNDERWATER) ? 6*FRACUNIT/5 : 5*FRACUNIT/2, false); P_SetPlayerMobjState(player->mo, S_PLAY_FALL); player->mo->momx = player->mo->momy = 0; clipmomz = false; } else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) // Bubble shield's bounce attack. { P_DoBubbleBounce(player); clipmomz = false; } } } } return clipmomz; } boolean P_InQuicksand(mobj_t *mo) // Returns true if you are in quicksand { sector_t *sector = mo->subsector->sector; fixed_t topheight, bottomheight; fixed_t flipoffset = ((mo->eflags & MFE_VERTICALFLIP) ? (mo->height/2) : 0); if (sector->ffloors) { ffloor_t *rover; for (rover = sector->ffloors; rover; rover = rover->next) { if (!(rover->flags & FF_EXISTS)) continue; if (!(rover->flags & FF_QUICKSAND)) continue; topheight = P_GetFFloorTopZAt (rover, mo->x, mo->y); bottomheight = P_GetFFloorBottomZAt(rover, mo->x, mo->y); if (mo->z + flipoffset > topheight) continue; if (mo->z + (mo->height/2) + flipoffset < bottomheight) continue; return true; } } return false; // No sand here, Captain! } static boolean P_PlayerCanBust(player_t *player, ffloor_t *rover) { if (!(rover->flags & FF_EXISTS)) return false; if (!(rover->flags & FF_BUSTUP)) return false; /*if (rover->master->frontsector->crumblestate != CRUMBLE_NONE) return false;*/ // If it's an FF_SHATTER, you can break it just by touching it. if (rover->flags & FF_SHATTER) return true; // If it's an FF_SPINBUST, you can break it if you are in your spinning frames // (either from jumping or spindashing). if (rover->flags & FF_SPINBUST) { if ((player->pflags & PF_SPINNING) && !(player->pflags & PF_STARTDASH)) return true; if ((player->pflags & PF_JUMPED) && !(player->pflags & PF_NOJUMPDAMAGE)) return true; } // Strong abilities can break even FF_STRONGBUST. if (player->charflags & SF_CANBUSTWALLS) return true; if (player->pflags & PF_BOUNCING) return true; if (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY) return true; if (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2) return true; // Everyone else is out of luck. if (rover->flags & FF_STRONGBUST) return false; // Spinning (and not jumping) if ((player->pflags & PF_SPINNING) && !(player->pflags & PF_JUMPED)) return true; // Super if (player->powers[pw_super]) return true; // Dashmode if ((player->charflags & (SF_DASHMODE|SF_MACHINE)) == (SF_DASHMODE|SF_MACHINE) && player->dashmode >= DASHMODE_THRESHOLD) return true; // NiGHTS drill if (player->pflags & PF_DRILLING) return true; // Recording for Metal Sonic if (metalrecording) return true; return false; } static void P_CheckBustableBlocks(player_t *player) { msecnode_t *node; fixed_t oldx; fixed_t oldy; if ((netgame || multiplayer) && player->spectator) return; oldx = player->mo->x; oldy = player->mo->y; if (!(player->pflags & PF_BOUNCING)) // Bouncers only get to break downwards, not sideways { P_UnsetThingPosition(player->mo); player->mo->x += player->mo->momx; player->mo->y += player->mo->momy; P_SetThingPosition(player->mo); } for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next) { ffloor_t *rover; fixed_t topheight, bottomheight; if (!node->m_sector) break; if (!node->m_sector->ffloors) continue; for (rover = node->m_sector->ffloors; rover; rover = rover->next) { if (!P_PlayerCanBust(player, rover)) continue; topheight = P_GetFOFTopZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL); bottomheight = P_GetFOFBottomZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL); if (((player->charability == CA_TWINSPIN) && (player->panim == PA_ABILITY)) || ((P_MobjFlip(player->mo)*player->mo->momz < 0) && (player->pflags & PF_BOUNCING || ((player->charability2 == CA2_MELEE) && (player->panim == PA_ABILITY2))))) { topheight -= player->mo->momz; bottomheight -= player->mo->momz; } // Height checks if (rover->flags & FF_SHATTERBOTTOM) { if (player->mo->z + player->mo->momz + player->mo->height < bottomheight) continue; if (player->mo->z + player->mo->height > bottomheight) continue; } else if (rover->flags & FF_SPINBUST) { if (player->mo->z + player->mo->momz > topheight) continue; if (player->mo->z + player->mo->height < bottomheight) continue; } else if (rover->flags & FF_SHATTER) { if (player->mo->z + player->mo->momz > topheight) continue; if (player->mo->z + player->mo->momz + player->mo->height < bottomheight) continue; } else { if (player->mo->z >= topheight) continue; if (player->mo->z + player->mo->height < bottomheight) continue; } // Impede the player's fall a bit if (((rover->flags & FF_SPINBUST) || (rover->flags & FF_SHATTER)) && player->mo->z >= topheight) player->mo->momz >>= 1; else if (rover->flags & FF_SHATTER) { player->mo->momx >>= 1; player->mo->momy >>= 1; } //if (metalrecording) // G_RecordBustup(rover); EV_CrumbleChain(NULL, rover); // node->m_sector // Run a linedef executor?? if (rover->master->flags & ML_EFFECT5) P_LinedefExecute((INT16)(P_AproxDistance(rover->master->dx, rover->master->dy)>>FRACBITS), player->mo, node->m_sector); goto bustupdone; } } bustupdone: if (!(player->pflags & PF_BOUNCING)) { P_UnsetThingPosition(player->mo); player->mo->x = oldx; player->mo->y = oldy; P_SetThingPosition(player->mo); } } static void P_CheckBouncySectors(player_t *player) { msecnode_t *node; fixed_t oldx; fixed_t oldy; fixed_t oldz; vector3_t momentum; oldx = player->mo->x; oldy = player->mo->y; oldz = player->mo->z; P_UnsetThingPosition(player->mo); player->mo->x += player->mo->momx; player->mo->y += player->mo->momy; player->mo->z += player->mo->momz; P_SetThingPosition(player->mo); for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next) { ffloor_t *rover; if (!node->m_sector) break; if (!node->m_sector->ffloors) continue; for (rover = node->m_sector->ffloors; rover; rover = rover->next) { fixed_t bouncestrength; fixed_t topheight, bottomheight; if (!(rover->flags & FF_EXISTS)) continue; // FOFs should not be bouncy if they don't even "exist" if (GETSECSPECIAL(rover->master->frontsector->special, 1) != 15) continue; // this sector type is required for FOFs to be bouncy topheight = P_GetFOFTopZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL); bottomheight = P_GetFOFBottomZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL); if (player->mo->z > topheight) continue; if (player->mo->z + player->mo->height < bottomheight) continue; bouncestrength = P_AproxDistance(rover->master->dx, rover->master->dy)/100; if (oldz < P_GetFOFTopZ(player->mo, node->m_sector, rover, oldx, oldy, NULL) && oldz + player->mo->height > P_GetFOFBottomZ(player->mo, node->m_sector, rover, oldx, oldy, NULL)) { player->mo->momx = -FixedMul(player->mo->momx,bouncestrength); player->mo->momy = -FixedMul(player->mo->momy,bouncestrength); if (player->pflags & PF_SPINNING) { player->pflags &= ~PF_SPINNING; player->pflags |= P_GetJumpFlags(player); player->pflags |= PF_THOKKED; } } else { fixed_t newmom; pslope_t *slope = (abs(oldz - topheight) < abs(oldz + player->mo->height - bottomheight)) ? *rover->t_slope : *rover->b_slope; momentum.x = player->mo->momx; momentum.y = player->mo->momy; momentum.z = player->mo->momz*2; if (slope) P_ReverseQuantizeMomentumToSlope(&momentum, slope); newmom = momentum.z = -FixedMul(momentum.z,bouncestrength)/2; if (abs(newmom) < (bouncestrength*2)) goto bouncydone; if (!(rover->master->flags & ML_BOUNCY)) { if (newmom > 0) { if (newmom < 8*FRACUNIT) newmom = 8*FRACUNIT; } else if (newmom < 0) { if (newmom > -8*FRACUNIT) newmom = -8*FRACUNIT; } } if (newmom > P_GetPlayerHeight(player)/2) newmom = P_GetPlayerHeight(player)/2; else if (newmom < -P_GetPlayerHeight(player)/2) newmom = -P_GetPlayerHeight(player)/2; momentum.z = newmom*2; if (slope) P_QuantizeMomentumToSlope(&momentum, slope); player->mo->momx = momentum.x; player->mo->momy = momentum.y; player->mo->momz = momentum.z/2; if (player->pflags & PF_SPINNING) { player->pflags &= ~PF_SPINNING; player->pflags |= P_GetJumpFlags(player); player->pflags |= PF_THOKKED; } } if ((player->pflags & PF_SPINNING) && player->speed < FixedMul(1<mo->scale) && player->mo->momz) { player->pflags &= ~PF_SPINNING; player->pflags |= P_GetJumpFlags(player); } goto bouncydone; } } bouncydone: P_UnsetThingPosition(player->mo); player->mo->x = oldx; player->mo->y = oldy; player->mo->z = oldz; P_SetThingPosition(player->mo); } static void P_CheckQuicksand(player_t *player) { ffloor_t *rover; fixed_t sinkspeed, friction; fixed_t topheight, bottomheight; if (!(player->mo->subsector->sector->ffloors && player->mo->momz <= 0)) return; for (rover = player->mo->subsector->sector->ffloors; rover; rover = rover->next) { if (!(rover->flags & FF_EXISTS)) continue; if (!(rover->flags & FF_QUICKSAND)) continue; topheight = P_GetFFloorTopZAt (rover, player->mo->x, player->mo->y); bottomheight = P_GetFFloorBottomZAt(rover, player->mo->x, player->mo->y); if (topheight >= player->mo->z && bottomheight < player->mo->z + player->mo->height) { sinkspeed = abs(rover->master->v1->x - rover->master->v2->x)>>1; sinkspeed = FixedDiv(sinkspeed,TICRATE*FRACUNIT); if (player->mo->eflags & MFE_VERTICALFLIP) { fixed_t ceilingheight = P_GetCeilingZ(player->mo, player->mo->subsector->sector, player->mo->x, player->mo->y, NULL); player->mo->z += sinkspeed; if (player->mo->z + player->mo->height >= ceilingheight) player->mo->z = ceilingheight - player->mo->height; if (player->mo->momz <= 0) P_PlayerHitFloor(player, false); } else { fixed_t floorheight = P_GetFloorZ(player->mo, player->mo->subsector->sector, player->mo->x, player->mo->y, NULL); player->mo->z -= sinkspeed; if (player->mo->z <= floorheight) player->mo->z = floorheight; if (player->mo->momz >= 0) P_PlayerHitFloor(player, false); } friction = abs(rover->master->v1->y - rover->master->v2->y)>>6; player->mo->momx = FixedMul(player->mo->momx, friction); player->mo->momy = FixedMul(player->mo->momy, friction); } } } // // P_CheckSneakerAndLivesTimer // // Restores music from sneaker and life fanfares // static void P_CheckSneakerAndLivesTimer(player_t *player) { if (player->powers[pw_extralife] == 1) // Extra Life! P_RestoreMusic(player); if (player->powers[pw_sneakers] == 1) P_RestoreMusic(player); } // // P_CheckUnderwaterAndSpaceTimer // // Restores music from underwater and space warnings, and handles number generation // static void P_CheckUnderwaterAndSpaceTimer(player_t *player) { tic_t timeleft = (player->powers[pw_spacetime]) ? player->powers[pw_spacetime] : player->powers[pw_underwater]; if (player->exiting || (player->pflags & PF_FINISHED)) player->powers[pw_underwater] = player->powers[pw_spacetime] = 0; timeleft--; // The original code was all n*TICRATE + 1, so let's remove 1 tic for simplicity if ((timeleft == 11*TICRATE) // 5 || (timeleft == 9*TICRATE) // 4 || (timeleft == 7*TICRATE) // 3 || (timeleft == 5*TICRATE) // 2 || (timeleft == 3*TICRATE) // 1 || (timeleft == 1*TICRATE) // 0 ) { fixed_t height = (player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->z - FixedMul(8*FRACUNIT + mobjinfo[MT_DROWNNUMBERS].height, FixedMul(player->mo->scale, player->shieldscale)) : player->mo->z + player->mo->height + FixedMul(8*FRACUNIT, FixedMul(player->mo->scale, player->shieldscale)); mobj_t *numbermobj = P_SpawnMobj(player->mo->x, player->mo->y, height, MT_DROWNNUMBERS); timeleft /= (2*TICRATE); // To be strictly accurate it'd need to be ((timeleft/TICRATE) - 1)/2, but integer division rounds down for us if (player->charflags & SF_MACHINE) { S_StartSound(player->mo, sfx_buzz1); timeleft += 6; } else S_StartSound(player->mo, sfx_dwnind); if (timeleft) // Don't waste time setting the state if the time is 0. P_SetMobjState(numbermobj, numbermobj->info->spawnstate+timeleft); P_SetTarget(&numbermobj->target, player->mo); numbermobj->threshold = 40; numbermobj->destscale = player->mo->scale; P_SetScale(numbermobj, player->mo->scale); } // Underwater timer runs out else if (timeleft == 1) { if ((netgame || multiplayer) && P_IsLocalPlayer(player)) S_ChangeMusic(mapmusname, mapmusflags, true); if (player->powers[pw_spacetime] == 1) P_DamageMobj(player->mo, NULL, NULL, 1, DMG_SPACEDROWN); else P_DamageMobj(player->mo, NULL, NULL, 1, DMG_DROWNED); } if (!(player->mo->eflags & MFE_UNDERWATER) && player->powers[pw_underwater]) { if (player->powers[pw_underwater] <= 12*TICRATE + 1) { player->powers[pw_underwater] = 0; P_RestoreMusic(player); } else player->powers[pw_underwater] = 0; } if (player->powers[pw_spacetime] > 1 && !P_InSpaceSector(player->mo)) player->powers[pw_spacetime] = 0; // Underwater audio cues if (P_IsLocalPlayer(player) && !player->bot) { if ((player->powers[pw_underwater] == 25*TICRATE + 1) || (player->powers[pw_underwater] == 20*TICRATE + 1) || (player->powers[pw_underwater] == 15*TICRATE + 1)) S_StartSound(NULL, sfx_wtrdng); if (player->powers[pw_underwater] == 11*TICRATE + 1 && player == &players[consoleplayer]) { P_PlayJingle(player, JT_DROWN); } } } // // P_CheckInvincibilityTimer // // Restores music from invincibility, and handles invincibility sparkles // static void P_CheckInvincibilityTimer(player_t *player) { if (!player->powers[pw_invulnerability]) return; if (mariomode && !player->powers[pw_super]) player->mo->color = (UINT16)(SKINCOLOR_RUBY + (leveltime % (numskincolors - SKINCOLOR_RUBY))); // Passes through all saturated colours else if (leveltime % (TICRATE/7) == 0) { mobj_t *sparkle = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_IVSP); sparkle->destscale = player->mo->scale; P_SetScale(sparkle, player->mo->scale); } // Resume normal music stuff. if (player->powers[pw_invulnerability] == 1) { if (!player->powers[pw_super]) { if (mariomode) { if ((player->powers[pw_shield] & SH_STACK) == SH_FIREFLOWER) { player->mo->color = SKINCOLOR_WHITE; G_GhostAddColor(GHC_FIREFLOWER); } else { player->mo->color = player->skincolor; G_GhostAddColor(GHC_NORMAL); } } // If you had a shield, restore its visual significance P_SpawnShieldOrb(player); } if (!player->powers[pw_super] || (mapheaderinfo[gamemap-1]->levelflags & LF_NOSSMUSIC)) P_RestoreMusic(player); } } // // P_DoBubbleBreath // // Handles bubbles spawned by the player // static void P_DoBubbleBreath(player_t *player) { fixed_t x = player->mo->x; fixed_t y = player->mo->y; fixed_t z = player->mo->z; mobj_t *bubble = NULL; if (!(player->mo->eflags & MFE_UNDERWATER) || ((player->powers[pw_shield] & SH_PROTECTWATER) && !(player->powers[pw_carry] == CR_NIGHTSMODE)) || player->spectator) return; if (player->charflags & SF_MACHINE) { if (player->powers[pw_underwater] && P_RandomChance((128-(player->powers[pw_underwater]/4))*FRACUNIT/256)) { fixed_t r = player->mo->radius>>FRACBITS; x += (P_RandomRange(r, -r)<mo->height>>FRACBITS)<mo->eflags & MFE_VERTICALFLIP) z += player->mo->height - FixedDiv(player->mo->height,5*(FRACUNIT/4)); else z += FixedDiv(player->mo->height,5*(FRACUNIT/4)); if (P_RandomChance(FRACUNIT/16)) bubble = P_SpawnMobj(x, y, z, MT_SMALLBUBBLE); else if (P_RandomChance(3*FRACUNIT/256)) bubble = P_SpawnMobj(x, y, z, MT_MEDIUMBUBBLE); } if (bubble) { bubble->threshold = 42; bubble->destscale = player->mo->scale; P_SetScale(bubble, bubble->destscale); } // Tails stirs up the water while flying in it if (player->powers[pw_tailsfly] && (leveltime & 1) && player->charability != CA_SWIM) { fixed_t radius = player->mo->radius; angle_t fa = ((leveltime%45)*FINEANGLES/8) & FINEMASK; fixed_t stirwaterx = FixedMul(FINECOSINE(fa),radius); fixed_t stirwatery = FixedMul(FINESINE(fa),radius); fixed_t stirwaterz; if (player->mo->eflags & MFE_VERTICALFLIP) stirwaterz = player->mo->z + player->mo->height - (4<mo->z + (4<mo->x + stirwaterx, player->mo->y + stirwatery, stirwaterz, MT_SMALLBUBBLE); bubble->destscale = player->mo->scale; P_SetScale(bubble,bubble->destscale); bubble = P_SpawnMobj( player->mo->x - stirwaterx, player->mo->y - stirwatery, stirwaterz, MT_SMALLBUBBLE); bubble->destscale = player->mo->scale; P_SetScale(bubble,bubble->destscale); } } // // P_DoPlayerHeadSigns // // Spawns "IT" and "GOT FLAG" signs for Tag and CTF respectively // static void P_DoPlayerHeadSigns(player_t *player) { if (G_TagGametype()) { // If you're "IT", show a big "IT" over your head for others to see. if (player->pflags & PF_TAGIT) { if (!P_IsLocalPlayer(player)) // Don't display it on your own view. { if (!(player->mo->eflags & MFE_VERTICALFLIP)) P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height, MT_TAG); else P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z - mobjinfo[MT_TAG].height, MT_TAG)->eflags |= MFE_VERTICALFLIP; } } } else if ((gametyperules & GTR_TEAMFLAGS) && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG))) // If you have the flag (duh). { // Spawn a got-flag message over the head of the player that // has it (but not on your own screen if you have the flag). if (splitscreen || player != &players[consoleplayer]) { mobj_t *sign = P_SpawnMobj(player->mo->x+player->mo->momx, player->mo->y+player->mo->momy, player->mo->z+player->mo->momz, MT_GOTFLAG); if (player->mo->eflags & MFE_VERTICALFLIP) { sign->z += player->mo->height-P_GetPlayerHeight(player)-mobjinfo[MT_GOTFLAG].height-FixedMul(16*FRACUNIT, player->mo->scale); sign->eflags |= MFE_VERTICALFLIP; } else sign->z += P_GetPlayerHeight(player)+FixedMul(16*FRACUNIT, player->mo->scale); if (player->gotflag & GF_REDFLAG) sign->frame = 1|FF_FULLBRIGHT; else //if (player->gotflag & GF_BLUEFLAG) sign->frame = 2|FF_FULLBRIGHT; } } } // // P_DoClimbing // // Handles player climbing // static void P_DoClimbing(player_t *player) { ticcmd_t *cmd = &player->cmd; fixed_t platx; fixed_t platy; subsector_t *glidesector; boolean climb = true; platx = P_ReturnThrustX(player->mo, player->mo->angle, player->mo->radius + FixedMul(8*FRACUNIT, player->mo->scale)); platy = P_ReturnThrustY(player->mo, player->mo->angle, player->mo->radius + FixedMul(8*FRACUNIT, player->mo->scale)); glidesector = R_PointInSubsectorOrNull(player->mo->x + platx, player->mo->y + platy); { boolean floorclimb = false; boolean thrust = false; boolean boostup = false; boolean skyclimber = false; fixed_t floorheight, ceilingheight; if (!glidesector) floorclimb = true; else { floorheight = P_GetSectorFloorZAt (glidesector->sector, player->mo->x, player->mo->y); ceilingheight = P_GetSectorCeilingZAt(glidesector->sector, player->mo->x, player->mo->y); if (glidesector->sector->ffloors) { ffloor_t *rover; fixed_t topheight, bottomheight; for (rover = glidesector->sector->ffloors; rover; rover = rover->next) { if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || ((rover->flags & FF_BUSTUP) && (player->charflags & SF_CANBUSTWALLS))) continue; floorclimb = true; topheight = P_GetFFloorTopZAt (rover, player->mo->x, player->mo->y); bottomheight = P_GetFFloorBottomZAt(rover, player->mo->x, player->mo->y); // Only supports rovers that are moving like an 'elevator', not just the top or bottom. if (rover->master->frontsector->floorspeed && rover->master->frontsector->ceilspeed == 42) { if ((!(player->mo->eflags & MFE_VERTICALFLIP) && (bottomheight < player->mo->z+player->mo->height) && (topheight >= player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale))) || ((player->mo->eflags & MFE_VERTICALFLIP) && (topheight > player->mo->z) && (bottomheight <= player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale)))) { if (cmd->forwardmove != 0) player->mo->momz += rover->master->frontsector->floorspeed; else { player->mo->momz = rover->master->frontsector->floorspeed; climb = false; } } } // Gravity is flipped, so the comments are, too. if (player->mo->eflags & MFE_VERTICALFLIP) { // Trying to climb down past the bottom of the FOF if ((topheight >= player->mo->z + player->mo->height) && ((player->mo->z + player->mo->height + player->mo->momz) >= topheight)) { fixed_t bottomheight2; ffloor_t *roverbelow; boolean foundfof = false; floorclimb = true; boostup = false; // Is there a FOF directly below this one that we can move onto? for (roverbelow = glidesector->sector->ffloors; roverbelow; roverbelow = roverbelow->next) { if (!(roverbelow->flags & FF_EXISTS) || !(roverbelow->flags & FF_BLOCKPLAYER) || ((rover->flags & FF_BUSTUP) && (player->charflags & SF_CANBUSTWALLS))) continue; if (roverbelow == rover) continue; bottomheight2 = P_GetFFloorBottomZAt(roverbelow, player->mo->x, player->mo->y); if (bottomheight2 < topheight + FixedMul(16*FRACUNIT, player->mo->scale)) foundfof = true; } if (!foundfof) player->mo->momz = 0; } // Below the FOF if (topheight <= player->mo->z) { floorclimb = false; boostup = false; thrust = false; } // Above the FOF if (bottomheight > player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale)) { floorclimb = false; thrust = true; boostup = true; } } else { // Trying to climb down past the bottom of a FOF if ((bottomheight <= player->mo->z) && ((player->mo->z + player->mo->momz) <= bottomheight)) { fixed_t topheight2; ffloor_t *roverbelow; boolean foundfof = false; floorclimb = true; boostup = false; // Is there a FOF directly below this one that we can move onto? for (roverbelow = glidesector->sector->ffloors; roverbelow; roverbelow = roverbelow->next) { if (!(roverbelow->flags & FF_EXISTS) || !(roverbelow->flags & FF_BLOCKPLAYER) || ((rover->flags & FF_BUSTUP) && (player->charflags & SF_CANBUSTWALLS))) continue; if (roverbelow == rover) continue; topheight2 = P_GetFFloorTopZAt(roverbelow, player->mo->x, player->mo->y); if (topheight2 > bottomheight - FixedMul(16*FRACUNIT, player->mo->scale)) foundfof = true; } if (!foundfof) player->mo->momz = 0; } // Below the FOF if (bottomheight >= player->mo->z + player->mo->height) { floorclimb = false; boostup = false; thrust = false; } // Above the FOF if (topheight < player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale)) { floorclimb = false; thrust = true; boostup = true; } } if (floorclimb) { if (rover->flags & FF_CRUMBLE && !(netgame && player->spectator)) EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), player, rover->alpha, !(rover->flags & FF_NORETURN)); break; } } } // Gravity is flipped, so are comments. if (player->mo->eflags & MFE_VERTICALFLIP) { // Trying to climb down past the upper texture area if ((floorheight >= player->mo->z + player->mo->height) && ((player->mo->z + player->mo->height + player->mo->momz) >= floorheight)) { boolean foundfof = false; floorclimb = true; // Is there a FOF directly below that we can move onto? if (glidesector->sector->ffloors) { fixed_t bottomheight; ffloor_t *rover; for (rover = glidesector->sector->ffloors; rover; rover = rover->next) { if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || ((rover->flags & FF_BUSTUP) && (player->charflags & SF_CANBUSTWALLS))) continue; bottomheight = P_GetFFloorBottomZAt(rover, player->mo->x, player->mo->y); if (bottomheight < floorheight + FixedMul(16*FRACUNIT, player->mo->scale)) { foundfof = true; break; } } } if (!foundfof) player->mo->momz = 0; } // Reached the top of the lower texture area if (!floorclimb && ceilingheight > player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale) && (glidesector->sector->ceilingpic == skyflatnum || floorheight < (player->mo->z - FixedMul(8*FRACUNIT, player->mo->scale)))) { thrust = true; boostup = true; // Play climb-up animation here } } else { // Trying to climb down past the upper texture area if ((ceilingheight <= player->mo->z) && ((player->mo->z + player->mo->momz) <= ceilingheight)) { boolean foundfof = false; floorclimb = true; // Is there a FOF directly below that we can move onto? if (glidesector->sector->ffloors) { fixed_t topheight; ffloor_t *rover; for (rover = glidesector->sector->ffloors; rover; rover = rover->next) { if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || ((rover->flags & FF_BUSTUP) && (player->charflags & SF_CANBUSTWALLS))) continue; topheight = P_GetFFloorTopZAt(rover, player->mo->x, player->mo->y); if (topheight > ceilingheight - FixedMul(16*FRACUNIT, player->mo->scale)) { foundfof = true; break; } } } if (!foundfof) player->mo->momz = 0; } // Allow climbing from a FOF or lower texture onto the upper texture and vice versa. if (player->mo->z > ceilingheight - FixedMul(16*FRACUNIT, player->mo->scale)) { floorclimb = true; thrust = false; boostup = false; } // Reached the top of the lower texture area if (!floorclimb && floorheight < player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale) && (glidesector->sector->ceilingpic == skyflatnum || ceilingheight > (player->mo->z + player->mo->height + FixedMul(8*FRACUNIT, player->mo->scale)))) { thrust = true; boostup = true; // Play climb-up animation here } } // Trying to climb on the sky if ((ceilingheight < player->mo->z) && glidesector->sector->ceilingpic == skyflatnum) { skyclimber = true; } // Climbing on the lower texture area? if ((!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale) < floorheight) || ((player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + player->mo->height <= floorheight)) { floorclimb = true; if (glidesector->sector->floorspeed) { if (cmd->forwardmove != 0) player->mo->momz += glidesector->sector->floorspeed; else { player->mo->momz = glidesector->sector->floorspeed; climb = false; } } } // Climbing on the upper texture area? else if ((!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z >= ceilingheight) || ((player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale) > ceilingheight)) { floorclimb = true; if (glidesector->sector->ceilspeed) { if (cmd->forwardmove != 0) player->mo->momz += glidesector->sector->ceilspeed; else { player->mo->momz = glidesector->sector->ceilspeed; climb = false; } } } } if (player->lastsidehit != -1 && player->lastlinehit != -1) { thinker_t *think; scroll_t *scroller; angle_t sideangle; fixed_t dx, dy; for (think = thlist[THINK_MAIN].next; think != &thlist[THINK_MAIN]; think = think->next) { if (think->function.acp1 != (actionf_p1)T_Scroll) continue; scroller = (scroll_t *)think; if (scroller->type != sc_side) continue; if (scroller->affectee != player->lastsidehit) continue; if (scroller->accel) { dx = scroller->vdx; dy = scroller->vdy; } else { dx = scroller->dx; dy = scroller->dy; } if (cmd->forwardmove != 0) { player->mo->momz += dy; climb = true; } else { player->mo->momz = dy; climb = false; } sideangle = R_PointToAngle2(lines[player->lastlinehit].v2->x,lines[player->lastlinehit].v2->y,lines[player->lastlinehit].v1->x,lines[player->lastlinehit].v1->y); if (cmd->sidemove != 0) { P_Thrust(player->mo, sideangle, dx); climb = true; } else { P_InstaThrust(player->mo, sideangle, dx); climb = false; } } } if (cmd->sidemove != 0 || cmd->forwardmove != 0) climb = true; else climb = false; if (player->climbing && climb && (player->mo->momx || player->mo->momy || player->mo->momz) && player->mo->state-states != S_PLAY_CLIMB) P_SetPlayerMobjState(player->mo, S_PLAY_CLIMB); else if ((!(player->mo->momx || player->mo->momy || player->mo->momz) || !climb) && player->mo->state-states != S_PLAY_CLING) P_SetPlayerMobjState(player->mo, S_PLAY_CLING); if (!floorclimb) { if (boostup) { P_SetObjectMomZ(player->mo, 2*FRACUNIT, true); if (cmd->forwardmove) player->mo->momz = 2*player->mo->momz/3; } if (thrust) P_Thrust(player->mo, player->mo->angle, FixedMul(4*FRACUNIT, player->mo->scale)); // Lil' boost up. player->climbing = 0; player->pflags |= P_GetJumpFlags(player); P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); } if (skyclimber) { player->climbing = 0; player->pflags |= P_GetJumpFlags(player); P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); } } if (cmd->sidemove != 0 || cmd->forwardmove != 0) climb = true; else climb = false; if (player->climbing && climb && (player->mo->momx || player->mo->momy || player->mo->momz) && player->mo->state-states != S_PLAY_CLIMB) P_SetPlayerMobjState(player->mo, S_PLAY_CLIMB); else if ((!(player->mo->momx || player->mo->momy || player->mo->momz) || !climb) && player->mo->state-states != S_PLAY_CLING) P_SetPlayerMobjState(player->mo, S_PLAY_CLING); if (cmd->buttons & BT_SPIN && !(player->pflags & PF_JUMPSTASIS)) { player->climbing = 0; player->pflags |= P_GetJumpFlags(player); P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); P_SetObjectMomZ(player->mo, 4*FRACUNIT, false); P_Thrust(player->mo, player->mo->angle, FixedMul(-4*FRACUNIT, player->mo->scale)); } #define CLIMBCONEMAX FixedAngle(90*FRACUNIT) if (!demoplayback || P_ControlStyle(player) == CS_LMAOGALOG) { angle_t angdiff = P_GetLocalAngle(player) - player->mo->angle; if (angdiff < ANGLE_180 && angdiff > CLIMBCONEMAX) P_SetLocalAngle(player, player->mo->angle + CLIMBCONEMAX); else if (angdiff > ANGLE_180 && angdiff < InvAngle(CLIMBCONEMAX)) P_SetLocalAngle(player, player->mo->angle - CLIMBCONEMAX); } if (player->climbing == 0) P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); if (player->climbing && P_IsObjectOnGround(player->mo)) { P_ResetPlayer(player); P_SetPlayerMobjState(player->mo, S_PLAY_STND); } } // // PIT_CheckSolidsTeeter // AKA: PIT_HacksToStopPlayersTeeteringOnGargoyles // static mobj_t *teeterer; // the player checking for teetering static boolean solidteeter; // saves whether the player can teeter on this or not static fixed_t highesttop; // highest floor found so far // reserved for standing on multiple objects static boolean couldteeter; static fixed_t teeterxl, teeterxh; static fixed_t teeteryl, teeteryh; static boolean PIT_CheckSolidsTeeter(mobj_t *thing) { fixed_t blockdist; fixed_t tiptop = FixedMul(MAXSTEPMOVE, teeterer->scale); fixed_t thingtop = thing->z + thing->height; fixed_t teeterertop = teeterer->z + teeterer->height; if (!teeterer || !thing) return true; if (!(thing->flags & MF_SOLID)) return true; if (thing->flags & MF_NOCLIP) return true; if (thing == teeterer) return true; if (thing->player && cv_tailspickup.value && !(gametyperules & GTR_HIDEFROZEN)) return true; blockdist = teeterer->radius + thing->radius; if (abs(thing->x - teeterer->x) >= blockdist || abs(thing->y - teeterer->y) >= blockdist) return true; // didn't hit it if (teeterer->eflags & MFE_VERTICALFLIP) { if (thingtop < teeterer->z) return true; if (thing->z > highesttop) return true; highesttop = thing->z; if (thing->z > teeterertop + tiptop) { solidteeter = true; return true; } } else { if (thing->z > teeterertop) return true; if (thingtop < highesttop) return true; highesttop = thingtop; if (thingtop < teeterer->z - tiptop) { solidteeter = true; return true; } } // are you standing on this? if ((teeterer->eflags & MFE_VERTICALFLIP && thing->z - FixedMul(FRACUNIT, teeterer->scale) == teeterertop) || (!(teeterer->eflags & MFE_VERTICALFLIP) && thingtop + FixedMul(FRACUNIT, teeterer->scale) == teeterer->z)) { fixed_t teeterdist = thing->radius - FixedMul(5*FRACUNIT, teeterer->scale); // how far are you from the edge? if (abs(teeterer->x - thing->x) > teeterdist || abs(teeterer->y - thing->y) > teeterdist) { if (couldteeter) // player is standing on another object already, see if we can stand on both and not teeter! { if (thing->x - teeterdist < teeterxl) teeterxl = thing->x - teeterdist; if (thing->x + teeterdist > teeterxh) teeterxh = thing->x + teeterdist; if (thing->y - teeterdist < teeteryl) teeteryl = thing->y - teeterdist; if (thing->y + teeterdist > teeteryh) teeteryh = thing->y + teeterdist; if (teeterer->x < teeterxl) return true; if (teeterer->x > teeterxh) return true; if (teeterer->y < teeteryl) return true; if (teeterer->y > teeteryh) return true; solidteeter = false; // you can stop teetering now! couldteeter = false; // just in case... return false; } else { // too far! don't change teeter status though // save teeter x/y limits to bring up later teeterxl = thing->x - teeterdist; teeterxh = thing->x + teeterdist; teeteryl = thing->y - teeterdist; teeteryh = thing->y + teeterdist; } couldteeter = true; return true; } solidteeter = false; couldteeter = false; return false; // you're definitely not teetering, that's the end of the matter } solidteeter = false; return true; // you're not teetering but it's not neccessarily over, YET } // // P_DoTeeter // // Handles player teetering // static void P_DoTeeter(player_t *player) { boolean teeter = false; boolean roverfloor; // solid 3d floors? fixed_t floorheight, ceilingheight; fixed_t topheight, bottomheight; // for 3d floor usage const fixed_t tiptop = FixedMul(MAXSTEPMOVE, player->mo->scale); // Distance you have to be above the ground in order to teeter. if (player->mo->standingslope && player->mo->standingslope->zdelta >= (FRACUNIT/2)) // Always teeter if the slope is too steep. teeter = true; else // Let's do some checks... { UINT8 i; sector_t *sec; fixed_t highestceilingheight = INT32_MIN; fixed_t lowestfloorheight = INT32_MAX; teeter = false; roverfloor = false; for (i = 0; i < 4; i++) { ffloor_t *rover; #define xsign ((i & 1) ? -1 : 1) // 0 -> 1 | 1 -> -1 | 2 -> 1 | 3 -> -1 #define ysign ((i & 2) ? 1 : -1) // 0 -> 1 | 1 -> 1 | 2 -> -1 | 3 -> -1 fixed_t checkx = player->mo->x + (xsign*FixedMul(5*FRACUNIT, player->mo->scale)); fixed_t checky = player->mo->y + (ysign*FixedMul(5*FRACUNIT, player->mo->scale)); #undef xsign #undef ysign sec = R_PointInSubsector(checkx, checky)->sector; ceilingheight = P_GetSectorCeilingZAt(sec, checkx, checky); floorheight = P_GetSectorFloorZAt (sec, checkx, checky); highestceilingheight = (ceilingheight > highestceilingheight) ? ceilingheight : highestceilingheight; lowestfloorheight = (floorheight < lowestfloorheight) ? floorheight : lowestfloorheight; if (!(sec->ffloors)) continue; // move on to the next subsector for (rover = sec->ffloors; rover; rover = rover->next) { if (!(rover->flags & FF_EXISTS)) continue; topheight = P_GetFFloorTopZAt (rover, player->mo->x, player->mo->y); bottomheight = P_GetFFloorBottomZAt(rover, player->mo->x, player->mo->y); if (P_CheckSolidLava(rover)) ; else if (!(rover->flags & FF_BLOCKPLAYER || rover->flags & FF_QUICKSAND)) continue; // intangible 3d floor if (player->mo->eflags & MFE_VERTICALFLIP) { if (bottomheight > ceilingheight) // Above the ceiling continue; if (bottomheight > player->mo->z + player->mo->height + tiptop || (topheight < player->mo->z && player->mo->z + player->mo->height < ceilingheight - tiptop)) { teeter = true; roverfloor = true; } else { teeter = false; roverfloor = true; break; } } else { if (topheight < floorheight) // Below the floor continue; if (topheight < player->mo->z - tiptop || (bottomheight > player->mo->z + player->mo->height && player->mo->z > floorheight + tiptop)) { teeter = true; roverfloor = true; } else { teeter = false; roverfloor = true; break; } } } break; // break out of loop now, we're done } if (player->mo->eflags & MFE_VERTICALFLIP) { if (!teeter && !roverfloor && (highestceilingheight > player->mo->ceilingz + tiptop)) teeter = true; } else { if (!teeter && !roverfloor && (lowestfloorheight < player->mo->floorz - tiptop)) teeter = true; } } { INT32 bx, by, xl, xh, yl, yh; yh = (unsigned)(player->mo->y + player->mo->radius - bmaporgy)>>MAPBLOCKSHIFT; yl = (unsigned)(player->mo->y - player->mo->radius - bmaporgy)>>MAPBLOCKSHIFT; xh = (unsigned)(player->mo->x + player->mo->radius - bmaporgx)>>MAPBLOCKSHIFT; xl = (unsigned)(player->mo->x - player->mo->radius - bmaporgx)>>MAPBLOCKSHIFT; BMBOUNDFIX(xl, xh, yl, yh); // Polyobjects validcount++; for (by = yl; by <= yh; by++) for (bx = xl; bx <= xh; bx++) { INT32 offset; polymaplink_t *plink; // haleyjd 02/22/06 if (bx < 0 || by < 0 || bx >= bmapwidth || by >= bmapheight) continue; offset = by*bmapwidth + bx; // haleyjd 02/22/06: consider polyobject lines plink = polyblocklinks[offset]; while (plink) { polyobj_t *po = plink->po; if (po->validcount != validcount) // if polyobj hasn't been checked { sector_t *polysec; fixed_t polytop, polybottom; po->validcount = validcount; if (!(po->flags & POF_SOLID)) { plink = (polymaplink_t *)(plink->link.next); continue; } if (!P_MobjInsidePolyobj(po, player->mo)) { plink = (polymaplink_t *)(plink->link.next); continue; } // We're inside it! Yess... polysec = po->lines[0]->backsector; if (po->flags & POF_CLIPPLANES) { polytop = polysec->ceilingheight; polybottom = polysec->floorheight; } else { polytop = INT32_MAX; polybottom = INT32_MIN; } if (player->mo->eflags & MFE_VERTICALFLIP) { if (polybottom > player->mo->ceilingz) // Above the ceiling { plink = (polymaplink_t *)(plink->link.next); continue; } if (polybottom > player->mo->z + player->mo->height + tiptop || (polytop < player->mo->z && player->mo->z + player->mo->height < player->mo->ceilingz - tiptop)) teeter = true; else { teeter = false; break; } } else { if (polytop < player->mo->floorz) // Below the floor { plink = (polymaplink_t *)(plink->link.next); continue; } if (polytop < player->mo->z - tiptop || (polybottom > player->mo->z + player->mo->height && player->mo->z > player->mo->floorz + tiptop)) teeter = true; else { teeter = false; break; } } } plink = (polymaplink_t *)(plink->link.next); } } if (teeter) // only bother with objects as a last resort if you were already teetering { mobj_t *oldtmthing = tmthing; teeterer = player->mo; P_SetTarget(&tmthing, teeterer); teeterxl = teeterxh = player->mo->x; teeteryl = teeteryh = player->mo->y; couldteeter = false; solidteeter = teeter; for (by = yl; by <= yh; by++) for (bx = xl; bx <= xh; bx++) { highesttop = INT32_MIN; if (!P_BlockThingsIterator(bx, by, PIT_CheckSolidsTeeter)) goto teeterdone; // we've found something that stops us teetering at all, how about we stop already } teeterdone: teeter = solidteeter; P_SetTarget(&tmthing, oldtmthing); // restore old tmthing, goodness knows what the game does with this before mobj thinkers } } if (teeter) { if (player->panim == PA_IDLE) P_SetPlayerMobjState(player->mo, S_PLAY_EDGE); } else if (player->panim == PA_EDGE) P_SetPlayerMobjState(player->mo, S_PLAY_STND); } // // P_SetWeaponDelay // // Sets weapon delay. Properly accounts for Knux's firing rate bonus. // static void P_SetWeaponDelay(player_t *player, INT32 delay) { player->weapondelay = delay; if (player->skin == 2) // Knuckles { // Multiply before dividing. // Loss of precision can make a surprisingly large difference. player->weapondelay *= 2; player->weapondelay /= 3; } } // // P_DrainWeaponAmmo // // Reduces rings and weapon ammo. Also penalizes the player // for using weapon rings with no normal rings! >:V // static void P_DrainWeaponAmmo (player_t *player, INT32 power) { player->powers[power]--; if (player->rings < 1) { player->ammoremovalweapon = player->currentweapon; player->ammoremovaltimer = ammoremovaltics; if (player->powers[power] > 0) // can't take a ring that doesn't exist { player->powers[power]--; player->ammoremoval = 2; } else player->ammoremoval = 1; } else player->rings--; } // // P_DoFiring() // // Handles firing ring weapons and Mario fireballs. // static void P_DoFiring(player_t *player, ticcmd_t *cmd) { INT32 i; mobj_t *mo = NULL; I_Assert(player != NULL); I_Assert(!P_MobjWasRemoved(player->mo)); if (!(cmd->buttons & (BT_ATTACK|BT_FIRENORMAL))) { // Not holding any firing buttons anymore. // Release the grenade / whatever. player->pflags &= ~PF_ATTACKDOWN; return; } if (player->pflags & PF_ATTACKDOWN || player->climbing || (G_TagGametype() && !(player->pflags & PF_TAGIT))) return; if (((player->powers[pw_shield] & SH_STACK) == SH_FIREFLOWER) && !(player->weapondelay)) { player->pflags |= PF_ATTACKDOWN; mo = P_SpawnPlayerMissile(player->mo, MT_FIREBALL, 0); if (mo) P_InstaThrust(mo, player->mo->angle, ((mo->info->speed>>FRACBITS)*player->mo->scale) + player->speed); S_StartSound(player->mo, sfx_mario7); P_SetWeaponDelay(player, TICRATE); // Short delay between fireballs so you can't spam them everywhere return; } if (!G_RingSlingerGametype() || player->weapondelay) return; player->pflags |= PF_ATTACKDOWN; if (cmd->buttons & BT_FIRENORMAL) // No powers, just a regular ring. goto firenormal; //code repetition sucks. // Bounce ring else if (player->currentweapon == WEP_BOUNCE && player->powers[pw_bouncering]) { P_DrainWeaponAmmo(player, pw_bouncering); P_SetWeaponDelay(player, TICRATE/4); mo = P_SpawnPlayerMissile(player->mo, MT_THROWNBOUNCE, MF2_BOUNCERING); if (mo) mo->fuse = 3*TICRATE; // Bounce Ring time } // Rail ring else if (player->currentweapon == WEP_RAIL && player->powers[pw_railring]) { P_DrainWeaponAmmo(player, pw_railring); P_SetWeaponDelay(player, (3*TICRATE)/2); mo = P_SpawnPlayerMissile(player->mo, MT_REDRING, MF2_RAILRING|MF2_DONTDRAW); // Rail has no unique thrown object, therefore its sound plays here. S_StartSound(player->mo, sfx_rail1); } // Automatic else if (player->currentweapon == WEP_AUTO && player->powers[pw_automaticring]) { P_DrainWeaponAmmo(player, pw_automaticring); player->pflags &= ~PF_ATTACKDOWN; P_SetWeaponDelay(player, 2); mo = P_SpawnPlayerMissile(player->mo, MT_THROWNAUTOMATIC, MF2_AUTOMATIC); } // Explosion else if (player->currentweapon == WEP_EXPLODE && player->powers[pw_explosionring]) { P_DrainWeaponAmmo(player, pw_explosionring); P_SetWeaponDelay(player, (3*TICRATE)/2); mo = P_SpawnPlayerMissile(player->mo, MT_THROWNEXPLOSION, MF2_EXPLOSION); } // Grenade else if (player->currentweapon == WEP_GRENADE && player->powers[pw_grenadering]) { P_DrainWeaponAmmo(player, pw_grenadering); P_SetWeaponDelay(player, TICRATE/3); mo = P_SpawnPlayerMissile(player->mo, MT_THROWNGRENADE, MF2_EXPLOSION); if (mo) { //P_InstaThrust(mo, player->mo->angle, FixedMul(mo->info->speed, player->mo->scale)); mo->fuse = mo->info->reactiontime; } } // Scatter // Note: Ignores MF2_RAILRING else if (player->currentweapon == WEP_SCATTER && player->powers[pw_scatterring]) { fixed_t oldz = player->mo->z; angle_t shotangle = player->mo->angle; angle_t oldaiming = player->aiming; P_DrainWeaponAmmo(player, pw_scatterring); P_SetWeaponDelay(player, (2*TICRATE)/3); // Center mo = P_SpawnPlayerMissile(player->mo, MT_THROWNSCATTER, MF2_SCATTER); if (mo) shotangle = R_PointToAngle2(player->mo->x, player->mo->y, mo->x, mo->y); // Left mo = P_SPMAngle(player->mo, MT_THROWNSCATTER, shotangle-ANG2, true, MF2_SCATTER); // Right mo = P_SPMAngle(player->mo, MT_THROWNSCATTER, shotangle+ANG2, true, MF2_SCATTER); // Down player->mo->z += FixedMul(12*FRACUNIT, player->mo->scale); player->aiming += ANG1; mo = P_SPMAngle(player->mo, MT_THROWNSCATTER, shotangle, true, MF2_SCATTER); // Up player->mo->z -= FixedMul(24*FRACUNIT, player->mo->scale); player->aiming -= ANG2; mo = P_SPMAngle(player->mo, MT_THROWNSCATTER, shotangle, true, MF2_SCATTER); player->mo->z = oldz; player->aiming = oldaiming; return; } // No powers, just a regular ring. else { firenormal: // Infinity ring was selected. // Mystic wants this ONLY to happen specifically if it's selected, // and to not be able to get around it EITHER WAY with firenormal. // Infinity Ring if (player->currentweapon == 0 && player->powers[pw_infinityring]) { P_SetWeaponDelay(player, TICRATE/4); mo = P_SpawnPlayerMissile(player->mo, MT_THROWNINFINITY, 0); player->powers[pw_infinityring]--; } // Red Ring else { if (player->rings <= 0) return; P_SetWeaponDelay(player, TICRATE/4); mo = P_SpawnPlayerMissile(player->mo, MT_REDRING, 0); if (mo) P_ColorTeamMissile(mo, player); player->rings--; } } if (mo) { if (mo->flags & MF_MISSILE && mo->flags2 & MF2_RAILRING) { const boolean nblockmap = !(mo->flags & MF_NOBLOCKMAP); for (i = 0; i < 256; i++) { if (nblockmap) { P_UnsetThingPosition(mo); mo->flags |= MF_NOBLOCKMAP; P_SetThingPosition(mo); } if (i&1) P_SpawnMobj(mo->x, mo->y, mo->z, MT_SPARK); if (P_RailThinker(mo)) break; // mobj was removed (missile hit a wall) or couldn't move } // Other rail sound plays at contact point. S_StartSound(mo, sfx_rail2); } } } // // P_DoSuperStuff() // // Handle related superform functionality. // static void P_DoSuperStuff(player_t *player) { mobj_t *spark; ticcmd_t *cmd = &player->cmd; if (player->mo->state >= &states[S_PLAY_SUPER_TRANS1] && player->mo->state < &states[S_PLAY_SUPER_TRANS6]) return; // don't do anything right now, we're in the middle of transforming! if (player->powers[pw_carry] == CR_NIGHTSMODE) return; // NiGHTS Super doesn't mix with normal super if (player->powers[pw_super]) { // If you're super and not Sonic, de-superize! if (!(ALL7EMERALDS(emeralds) && player->charflags & SF_SUPER)) { player->powers[pw_super] = 0; P_SetPlayerMobjState(player->mo, S_PLAY_STND); if (P_IsLocalPlayer(player)) { music_stack_noposition = true; // HACK: Do not reposition next music music_stack_fadeout = MUSICRATE/2; // HACK: Fade out current music } P_RestoreMusic(player); P_SpawnShieldOrb(player); // Restore color if ((player->powers[pw_shield] & SH_STACK) == SH_FIREFLOWER) { player->mo->color = SKINCOLOR_WHITE; G_GhostAddColor(GHC_FIREFLOWER); } else { player->mo->color = player->skincolor; G_GhostAddColor(GHC_NORMAL); } if (!G_CoopGametype()) { HU_SetCEchoFlags(0); HU_SetCEchoDuration(5); HU_DoCEcho(va("%s\\is no longer super.\\\\\\\\", player_names[player-players])); } return; } player->mo->color = (player->pflags & PF_GODMODE && cv_debug == 0) ? (SKINCOLOR_SUPERSILVER1 + 5*(((signed)leveltime >> 1) % 7)) // A wholesome easter egg. : skins[player->skin].supercolor + abs( ( (player->powers[pw_super] >> 1) % 9) - 4); // This is where super flashing is handled. G_GhostAddColor(GHC_SUPER); if (player->mo->state == &states[S_PLAY_SUPER_TRANS6]) // stop here for now return; // Deplete one ring every second while super if ((leveltime % TICRATE == 0) && !(player->exiting)) player->rings--; if ((cmd->forwardmove != 0 || cmd->sidemove != 0 || player->powers[pw_carry]) && !(leveltime % TICRATE) && (player->mo->momx || player->mo->momy)) { spark = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_SUPERSPARK); spark->destscale = player->mo->scale; P_SetScale(spark, player->mo->scale); } // Ran out of rings while super! if (player->rings <= 0 || player->exiting) { player->powers[pw_emeralds] = 0; // lost the power stones P_SpawnGhostMobj(player->mo); player->powers[pw_super] = 0; // Restore color if ((player->powers[pw_shield] & SH_STACK) == SH_FIREFLOWER) { player->mo->color = SKINCOLOR_WHITE; G_GhostAddColor(GHC_FIREFLOWER); } else { player->mo->color = player->skincolor; G_GhostAddColor(GHC_NORMAL); } if (!G_CoopGametype()) player->powers[pw_flashing] = flashingtics-1; if (player->mo->sprite2 & FF_SPR2SUPER) P_SetPlayerMobjState(player->mo, player->mo->state-states); // Inform the netgame that the champion has fallen in the heat of battle. if (!G_CoopGametype()) { S_StartSound(NULL, sfx_s3k66); //let all players hear it. HU_SetCEchoFlags(0); HU_SetCEchoDuration(5); HU_DoCEcho(va("%s\\is no longer super.\\\\\\\\", player_names[player-players])); } // Resume normal music if you're the console player if (P_IsLocalPlayer(player)) { music_stack_noposition = true; // HACK: Do not reposition next music music_stack_fadeout = MUSICRATE/2; // HACK: Fade out current music } P_RestoreMusic(player); // If you had a shield, restore its visual significance. P_SpawnShieldOrb(player); } } } // // P_SuperReady // // Returns true if player is ready to turn super, duh // boolean P_SuperReady(player_t *player) { if (!player->powers[pw_super] && !player->powers[pw_invulnerability] && !player->powers[pw_tailsfly] && (player->charflags & SF_SUPER) && (player->pflags & PF_JUMPED) && !(player->powers[pw_shield] & SH_NOSTACK) && !(maptol & TOL_NIGHTS) && ALL7EMERALDS(emeralds) && (player->rings >= 50)) return true; return false; } // // P_DoJump // // Jump routine for the player // void P_DoJump(player_t *player, boolean soundandstate) { fixed_t factor; const fixed_t dist6 = FixedMul(FixedDiv(player->speed, player->mo->scale), player->actionspd)/20; if (player->pflags & PF_JUMPSTASIS) return; if (!player->jumpfactor) return; if (player->climbing) { // Jump this high. if (player->powers[pw_super]) player->mo->momz = 5*FRACUNIT; else if (player->mo->eflags & MFE_UNDERWATER) player->mo->momz = 2*FRACUNIT; else player->mo->momz = 15*(FRACUNIT/4); player->drawangle = player->mo->angle = player->mo->angle - ANGLE_180; // Turn around from the wall you were climbing. if (!demoplayback || P_ControlStyle(player) == CS_LMAOGALOG) P_SetPlayerAngle(player, player->mo->angle); player->climbing = 0; // Stop climbing, duh! P_InstaThrust(player->mo, player->mo->angle, FixedMul(6*FRACUNIT, player->mo->scale)); // Jump off the wall. } // Quicksand jumping. else if (P_InQuicksand(player->mo)) { if (player->mo->ceilingz-player->mo->floorz <= player->mo->height-1) return; player->mo->momz += (39*(FRACUNIT/4))>>1; if (player->mo->momz >= 6*FRACUNIT) player->mo->momz = 6*FRACUNIT; //max momz in quicksand else if (player->mo->momz < 0) // still descending? player->mo->momz = (39*(FRACUNIT/4))>>1; // just default to the jump height. } else if (!(player->pflags & PF_JUMPED)) // Jump { if (player->mo->ceilingz-player->mo->floorz <= player->mo->height-1) return; if (player->powers[pw_carry] == CR_PTERABYTE) { S_StartSound(player->mo, sfx_s3kd7s); player->mo->tracer->cusval += 10; player->mo->tracer->watertop = P_RandomRange(-player->mo->tracer->cusval, player->mo->tracer->cusval) << (FRACBITS - 1); player->mo->tracer->waterbottom = P_RandomRange(-player->mo->tracer->cusval, player->mo->tracer->cusval) << (FRACBITS - 1); player->mo->tracer->cvmem = P_RandomRange(-player->mo->tracer->cusval, player->mo->tracer->cusval) << (FRACBITS - 1); return; } // Jump this high. if (player->powers[pw_carry] == CR_PLAYER) { player->mo->momz = 9*FRACUNIT; player->powers[pw_carry] = CR_NONE; P_SetTarget(&player->mo->tracer, NULL); if (player-players == consoleplayer && botingame) CV_SetValue(&cv_analog[1], true); } else if (player->powers[pw_carry] == CR_GENERIC) { player->mo->momz = 9*FRACUNIT; player->powers[pw_carry] = CR_NONE; if (!(player->mo->tracer->flags & MF_MISSILE)) // Missiles remember their owner! P_SetTarget(&player->mo->tracer->target, NULL); P_SetTarget(&player->mo->tracer, NULL); } else if (player->powers[pw_carry] == CR_ROPEHANG) { player->mo->momz = 12*FRACUNIT; player->powers[pw_carry] = CR_NONE; P_SetTarget(&player->mo->tracer, NULL); } else if (player->powers[pw_carry] == CR_ROLLOUT) { player->mo->momz = 9*FRACUNIT; if (player->mo->tracer) { if (P_MobjFlip(player->mo->tracer)*player->mo->tracer->momz > 0) player->mo->momz += player->mo->tracer->momz; if (!P_IsObjectOnGround(player->mo->tracer)) P_SetObjectMomZ(player->mo->tracer, -9*FRACUNIT, true); player->mo->tracer->flags |= MF_PUSHABLE; P_SetTarget(&player->mo->tracer->tracer, NULL); } player->powers[pw_carry] = CR_NONE; P_SetTarget(&player->mo->tracer, NULL); } else if (player->mo->eflags & MFE_GOOWATER) { player->mo->momz = 7*FRACUNIT; if (player->charability == CA_JUMPBOOST && onground) { if (player->charflags & SF_MULTIABILITY) player->mo->momz += FixedMul(FRACUNIT/4, dist6); else player->mo->momz += FixedMul(FRACUNIT/8, dist6); } } else if (maptol & TOL_NIGHTS) player->mo->momz = 18*FRACUNIT; else if (player->powers[pw_super] && !(player->charflags & SF_NOSUPERJUMPBOOST)) { player->mo->momz = 13*FRACUNIT; // Add a boost for super characters with float/slowfall and multiability. if (player->charability == CA_JUMPBOOST) { if (player->charflags & SF_MULTIABILITY) player->mo->momz += FixedMul(FRACUNIT/4, dist6); else player->mo->momz += FixedMul(FRACUNIT/8, dist6); } } else { player->mo->momz = 39*(FRACUNIT/4); // Default jump momentum. if (player->charability == CA_JUMPBOOST && onground) { if (player->charflags & SF_MULTIABILITY) player->mo->momz += FixedMul(FRACUNIT/4, dist6); else player->mo->momz += FixedMul(FRACUNIT/8, dist6); } } // Reduce player momz by 58.5% when underwater. if (player->mo->eflags & MFE_UNDERWATER) player->mo->momz = FixedMul(player->mo->momz, FixedDiv(117*FRACUNIT, 200*FRACUNIT)); player->pflags |= PF_STARTJUMP; } factor = player->jumpfactor; if (twodlevel || (player->mo->flags2 & MF2_TWOD)) factor += player->jumpfactor / 10; if (player->charflags & SF_MULTIABILITY && player->charability == CA_DOUBLEJUMP && (player->actionspd >> FRACBITS) != -1) factor -= max(0, player->secondjump * player->jumpfactor / ((player->actionspd >> FRACBITS) + 1)); // Reduce the jump height each time //if (maptol & TOL_NIGHTS) // factor = player->jumpfactor; // all skins jump the same. if you nerf jumping abilities, you may want this. P_SetObjectMomZ(player->mo, FixedMul(factor, player->mo->momz), false); // Custom height // set just an eensy above the ground if (player->mo->eflags & MFE_VERTICALFLIP) { player->mo->z--; if (player->mo->pmomz < 0) player->mo->momz += player->mo->pmomz; // Add the platform's momentum to your jump. player->mo->pmomz = 0; } else { player->mo->z++; if (player->mo->pmomz > 0) player->mo->momz += player->mo->pmomz; // Add the platform's momentum to your jump. player->mo->pmomz = 0; } player->mo->eflags &= ~MFE_APPLYPMOMZ; player->pflags |= P_GetJumpFlags(player);; if (player->charflags & SF_NOJUMPDAMAGE) player->pflags &= ~PF_SPINNING; if (soundandstate) { if (!player->spectator) S_StartSound(player->mo, sfx_jump); // Play jump sound! P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); } } static void P_DoSpinDashDust(player_t *player) { UINT32 i; mobj_t *particle; INT32 prandom[3]; for (i = 0; i <= (leveltime%7)/2; i++) { // 1, 2, 3 or 4 particles particle = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_SPINDUST); if (player->mo->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER)) // overrides fire version P_SetMobjState(particle, S_SPINDUST_BUBBLE1); else if (player->powers[pw_shield] == SH_ELEMENTAL) P_SetMobjState(particle, S_SPINDUST_FIRE1); P_SetTarget(&particle->target, player->mo); particle->destscale = (2*player->mo->scale)/3; P_SetScale(particle, particle->destscale); if (player->mo->eflags & MFE_VERTICALFLIP) // readjust z position if needed particle->z = player->mo->z + player->mo->height - particle->height; prandom[0] = P_RandomFixed()<<2; // P_RandomByte()<<10 prandom[1] = P_RandomRange(-30, 30); // P_RandomRange(-ANG30/FRACUNIT, ANG30/FRACUNIT)*FRACUNIT prandom[2] = P_RandomFixed()<<3; // P_RandomByte()<<11 P_SetObjectMomZ(particle, player->dashspeed/50 + prandom[0], false); P_InstaThrust(particle, player->drawangle + (prandom[1]*ANG1), -FixedMul(player->dashspeed/12 + FRACUNIT + prandom[2], player->mo->scale)); P_TryMove(particle, particle->x+particle->momx, particle->y+particle->momy, true); } } // // P_DoSpinAbility // // Player spindash handling // static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd) { boolean canstand = true; // can we stand on the ground? (mostly relevant for slopes) if (player->pflags & PF_STASIS && (player->pflags & PF_JUMPSTASIS || player->mo->state-states != S_PLAY_GLIDE_LANDING)) return; if (cmd->buttons & BT_SPIN) { if (LUAh_SpinSpecial(player)) return; } canstand = (!player->mo->standingslope || (player->mo->standingslope->flags & SL_NOPHYSICS) || abs(player->mo->standingslope->zdelta) < FRACUNIT/2); /////////////////////////////// // ability-specific behavior // /////////////////////////////// if (!(player->pflags & PF_SLIDING) && !player->exiting && !P_PlayerInPain(player)) { switch (player->charability2) { case CA2_SPINDASH: // Spinning and Spindashing // Start revving if ((cmd->buttons & BT_SPIN) && (player->speed < FixedMul(5<mo->scale) || player->mo->state - states == S_PLAY_GLIDE_LANDING) && !player->mo->momz && onground && !(player->pflags & (PF_SPINDOWN|PF_SPINNING)) && canstand) { player->mo->momx = player->cmomx; player->mo->momy = player->cmomy; player->pflags |= (PF_SPINDOWN|PF_STARTDASH|PF_SPINNING); player->dashspeed = player->mindash; P_SetPlayerMobjState(player->mo, S_PLAY_SPINDASH); if (!player->spectator) S_StartSound(player->mo, sfx_spndsh); // Make the rev sound! } // Revving else if ((cmd->buttons & BT_SPIN) && (player->pflags & PF_STARTDASH)) { if (player->speed > 5*player->mo->scale) { player->pflags &= ~PF_STARTDASH; P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); S_StartSound(player->mo, sfx_spin); break; } if (player->dashspeed < player->mindash) player->dashspeed = player->mindash; if (player->dashspeed > player->maxdash) player->dashspeed = player->maxdash; if (player->dashspeed < player->maxdash && player->mindash != player->maxdash) { #define chargecalculation (6*(player->dashspeed - player->mindash))/(player->maxdash - player->mindash) fixed_t soundcalculation = chargecalculation; player->dashspeed += FRACUNIT; if (!player->spectator && soundcalculation != chargecalculation) S_StartSound(player->mo, sfx_spndsh); // Make the rev sound! #undef chargecalculation } if (player->revitem && !(leveltime % 5)) // Now spawn the color thok circle. { P_SpawnSpinMobj(player, player->revitem); G_GhostAddRev(); } } // If not moving up or down, and travelling faster than a speed of five while not holding // down the spin button and not spinning. // AKA Just go into a spin on the ground, you idiot. ;) else if ((cmd->buttons & BT_SPIN || ((twodlevel || (player->mo->flags2 & MF2_TWOD)) && cmd->forwardmove < -20)) && !player->climbing && !player->mo->momz && onground && (player->speed > FixedMul(5<mo->scale) || !canstand) && !(player->pflags & (PF_SPINDOWN|PF_SPINNING))) { player->pflags |= (PF_SPINDOWN|PF_SPINNING); P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); if (!player->spectator) S_StartSound(player->mo, sfx_spin); } else // Catapult the player from a spindash rev! if (onground && !(player->pflags & PF_SPINDOWN) && (player->pflags & PF_STARTDASH) && (player->pflags & PF_SPINNING)) { player->pflags &= ~PF_STARTDASH; if (player->powers[pw_carry] == CR_BRAKGOOP) player->dashspeed = 0; if (!((gametyperules & GTR_RACE) && leveltime < 4*TICRATE)) { if (player->dashspeed) { P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); P_InstaThrust(player->mo, player->mo->angle, (player->speed = FixedMul(player->dashspeed, player->mo->scale))); // catapult forward ho!! } else { P_SetPlayerMobjState(player->mo, S_PLAY_STND); player->pflags &= ~PF_SPINNING; } if (!player->spectator) S_StartSound(player->mo, sfx_zoom); } player->dashspeed = 0; } break; case CA2_GUNSLINGER: if (!player->mo->momz && onground && !player->weapondelay && canstand) { if (player->speed > FixedMul(10<mo->scale)) {} else { mobj_t *lockon = P_LookForEnemies(player, false, true); if (lockon) { if (P_IsLocalPlayer(player)) // Only display it on your own view. { mobj_t *visual = P_SpawnMobj(lockon->x, lockon->y, lockon->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker P_SetTarget(&visual->target, lockon); } } if ((cmd->buttons & BT_SPIN) && !(player->pflags & PF_SPINDOWN)) { mobj_t *bullet; P_SetPlayerMobjState(player->mo, S_PLAY_FIRE); #define zpos(posmo) (posmo->z + (posmo->height - mobjinfo[player->revitem].height)/2) if (lockon) { player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, lockon->x, lockon->y); bullet = P_SpawnPointMissile(player->mo, lockon->x, lockon->y, zpos(lockon), player->revitem, player->mo->x, player->mo->y, zpos(player->mo)); if (!demoplayback || P_ControlStyle(player) == CS_LMAOGALOG) P_SetPlayerAngle(player, player->mo->angle); } else { bullet = P_SpawnPointMissile(player->mo, player->mo->x + P_ReturnThrustX(NULL, player->mo->angle, FRACUNIT), player->mo->y + P_ReturnThrustY(NULL, player->mo->angle, FRACUNIT), zpos(player->mo), player->revitem, player->mo->x, player->mo->y, zpos(player->mo)); if (bullet) { bullet->flags &= ~MF_NOGRAVITY; bullet->momx >>= 1; bullet->momy >>= 1; } } player->drawangle = player->mo->angle; #undef zpos player->mo->momx >>= 1; player->mo->momy >>= 1; player->pflags |= PF_SPINDOWN; P_SetWeaponDelay(player, TICRATE/2); } } } break; case CA2_MELEE: // Melee attack if (player->panim != PA_ABILITY2 && (cmd->buttons & BT_SPIN) && !player->mo->momz && onground && !(player->pflags & PF_SPINDOWN) && canstand) { P_ResetPlayer(player); player->pflags |= PF_THOKKED; #if 0 if ((player->charability == CA_TWINSPIN) && (player->speed > FixedMul(player->runspeed, player->mo->scale))) { P_DoJump(player, false); player->pflags &= ~PF_STARTJUMP; player->mo->momz = FixedMul(player->mo->momz, 3*FRACUNIT/2); // NOT 1.5 times the jump height, but 2.25 times. P_SetPlayerMobjState(player->mo, S_PLAY_TWINSPIN); S_StartSound(player->mo, sfx_s3k8b); } else #endif { player->mo->z += P_MobjFlip(player->mo); P_SetObjectMomZ(player->mo, player->mindash, false); if (P_MobjFlip(player->mo)*player->mo->pmomz > 0) player->mo->momz += player->mo->pmomz; // Add the platform's momentum to your jump. else player->mo->pmomz = 0; if (player->mo->eflags & MFE_UNDERWATER) player->mo->momz >>= 1; #if 0 if (FixedMul(player->speed, FINECOSINE(((player->mo->angle - R_PointToAngle2(0, 0, player->rmomx, player->rmomy)) >> ANGLETOFINESHIFT) & FINEMASK)) < FixedMul(player->maxdash, player->mo->scale)) #else if (player->speed < FixedMul(player->maxdash, player->mo->scale)) #endif { if (player->panim == PA_IDLE) player->drawangle = player->mo->angle; P_InstaThrust(player->mo, player->drawangle, FixedMul(player->maxdash, player->mo->scale)); } player->mo->momx += player->cmomx; player->mo->momy += player->cmomy; P_SetPlayerMobjState(player->mo, S_PLAY_MELEE); S_StartSound(player->mo, sfx_s3k42); } player->pflags |= PF_SPINDOWN; } break; } } /////////////////////////////// // general spinning behavior // /////////////////////////////// // Rolling normally if (onground && player->pflags & PF_SPINNING && !(player->pflags & PF_STARTDASH) && player->speed < 5*player->mo->scale && canstand) { if (GETSECSPECIAL(player->mo->subsector->sector->special, 4) == 7 || (player->mo->ceilingz - player->mo->floorz < P_GetPlayerHeight(player))) P_InstaThrust(player->mo, player->mo->angle, 10*player->mo->scale); else { player->skidtime = 0; player->pflags &= ~PF_SPINNING; P_SetPlayerMobjState(player->mo, S_PLAY_STND); player->mo->momx = player->cmomx; player->mo->momy = player->cmomy; } } if (onground && player->pflags & PF_STARTDASH) { // Spawn spin dash dust if (!(player->charflags & SF_NOSPINDASHDUST) && !(player->mo->eflags & MFE_GOOWATER)) P_DoSpinDashDust(player); } } // // P_DoJumpShield // // Jump Shield Activation // void P_DoJumpShield(player_t *player) { boolean electric = ((player->powers[pw_shield] & SH_PROTECTELECTRIC) == SH_PROTECTELECTRIC); if (player->pflags & PF_THOKKED) return; player->pflags &= ~PF_JUMPED; P_DoJump(player, false); player->secondjump = 0; player->pflags |= PF_THOKKED|PF_SHIELDABILITY; player->pflags &= ~(PF_STARTJUMP|PF_SPINNING|PF_BOUNCING); if (electric) { mobj_t *spark; INT32 i; #define numangles 6 #define limitangle (360/numangles) const angle_t travelangle = player->mo->angle + P_RandomRange(-limitangle, limitangle)*ANG1; for (i = 0; i < numangles; i++) { spark = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_THUNDERCOIN_SPARK); P_InstaThrust(spark, travelangle + i*(ANGLE_MAX/numangles), FixedMul(4*FRACUNIT, spark->scale)); if (i % 2) P_SetObjectMomZ(spark, -4*FRACUNIT, false); spark->fuse = 18; } #undef limitangle #undef numangles player->pflags &= ~PF_NOJUMPDAMAGE; P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); S_StartSound(player->mo, sfx_s3k45); } else { player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE); P_SetPlayerMobjState(player->mo, S_PLAY_FALL); S_StartSound(player->mo, sfx_wdjump); } } // // P_DoBubbleBounce // // Bubblewrap shield landing handling // void P_DoBubbleBounce(player_t *player) { player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_SHIELDABILITY); S_StartSound(player->mo, sfx_s3k44); P_MobjCheckWater(player->mo); P_DoJump(player, false); if (player->charflags & SF_NOJUMPSPIN) P_SetPlayerMobjState(player->mo, S_PLAY_FALL); else P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); player->pflags |= PF_THOKKED; player->pflags &= ~PF_STARTJUMP; player->secondjump = UINT8_MAX; player->mo->momz = FixedMul(player->mo->momz, 11*FRACUNIT/8); } // // P_DoAbilityBounce // // CA_BOUNCE landing handling // void P_DoAbilityBounce(player_t *player, boolean changemomz) { if (player->mo->state-states == S_PLAY_BOUNCE_LANDING) return; if (changemomz) { fixed_t prevmomz = player->mo->momz, minmomz; if (P_MobjFlip(player->mo)*prevmomz < 0) prevmomz = 0; else if (player->mo->eflags & MFE_UNDERWATER) prevmomz /= 2; P_DoJump(player, false); player->pflags &= ~(PF_STARTJUMP|PF_JUMPED); minmomz = FixedMul(player->mo->momz, 3*FRACUNIT/2); if (player->mo->eflags & MFE_VERTICALFLIP) // Use "min" or "max" depending on if the player is flipped player->mo->momz = min(minmomz, (minmomz + prevmomz)/2); else player->mo->momz = max(minmomz, (minmomz + prevmomz)/2); } S_StartSound(player->mo, sfx_boingf); P_SetPlayerMobjState(player->mo, S_PLAY_BOUNCE_LANDING); player->pflags |= PF_BOUNCING|PF_THOKKED; } // // P_TwinSpinRejuvenate // // CA_TWINSPIN landing handling // void P_TwinSpinRejuvenate(player_t *player, mobjtype_t type) { fixed_t actionspd; angle_t movang, ang, fa; fixed_t v, h; UINT8 i; if (!player->mo || !type) return; actionspd = FixedMul(player->actionspd, player->mo->scale); fa = (R_PointToAngle2(0, 0, player->mo->momz, FixedHypot(player->mo->momx, player->mo->momy))>>ANGLETOFINESHIFT) & FINEMASK; movang = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy); ang = 0; v = FixedMul(actionspd, FINESINE(fa)); h = actionspd - FixedMul(actionspd, FINECOSINE(fa)); // hearticles for (i = 0; i <= 7; i++) { fixed_t side = actionspd - FixedMul(h, abs(FINESINE((ang>>ANGLETOFINESHIFT) & FINEMASK))); fixed_t xo = P_ReturnThrustX(NULL, ang + movang, side); fixed_t yo = P_ReturnThrustY(NULL, ang + movang, side); fixed_t zo = -FixedMul(FINECOSINE(((ang>>ANGLETOFINESHIFT) & FINEMASK)), v); mobj_t *missile = P_SpawnMobjFromMobj(player->mo, xo, yo, player->mo->height/2 + zo, type); P_SetTarget(&missile->target, player->mo); P_SetScale(missile, (missile->destscale >>= 1)); missile->angle = ang + movang; missile->fuse = TICRATE/2; missile->extravalue2 = (99*FRACUNIT)/100; missile->momx = xo; missile->momy = yo; missile->momz = zo; ang += ANGLE_45; } player->pflags &= ~PF_THOKKED; } // // P_Telekinesis // // Morph's fancy stuff-moving character ability // +ve thrust pushes away, -ve thrust pulls in // void P_Telekinesis(player_t *player, fixed_t thrust, fixed_t range) { thinker_t *th; mobj_t *mo2; fixed_t dist = 0; angle_t an; if (player->powers[pw_super]) // increase range when super range *= 2; for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; if (mo2 == player->mo) continue; if (!((mo2->flags & MF_SHOOTABLE && mo2->flags & MF_ENEMY) || mo2->type == MT_EGGGUARD || mo2->player)) continue; dist = P_AproxDistance(P_AproxDistance(player->mo->x-mo2->x, player->mo->y-mo2->y), player->mo->z-mo2->z); if (range < dist) continue; if (!P_CheckSight(player->mo, mo2)) continue; // if your psychic powers can't "see" it don't bother an = R_PointToAngle2(player->mo->x, player->mo->y, mo2->x, mo2->y); if (mo2->health > 0) { P_Thrust(mo2, an, thrust); if (mo2->type == MT_GOLDBUZZ || mo2->type == MT_REDBUZZ) mo2->tics += 8; } } P_SpawnThokMobj(player); player->pflags |= PF_THOKKED; } static void P_DoTwinSpin(player_t *player) { player->pflags &= ~PF_NOJUMPDAMAGE; player->pflags |= P_GetJumpFlags(player) | PF_THOKKED; S_StartSound(player->mo, sfx_s3k42); player->mo->frame = 0; P_SetPlayerMobjState(player->mo, S_PLAY_TWINSPIN); } // // returns true if the player used a shield ability, false otherwise // passing in the mobjs from P_DoJumpStuff is a bit hackily specific, but I don't care enough to make a more elaborate solution (I think that is more appropriately approached with a more general MT_LOCKON spawning system) // static boolean P_PlayerShieldThink(player_t *player, ticcmd_t *cmd, mobj_t *lockonthok, mobj_t *visual) { mobj_t *lockonshield = NULL; if ((player->powers[pw_shield] & SH_NOSTACK) && !player->powers[pw_super] && !(player->pflags & PF_SPINDOWN) && ((!(player->pflags & PF_THOKKED) || (((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP || (player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT) && player->secondjump == UINT8_MAX) ))) // thokked is optional if you're bubblewrapped / 3dblasted { if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT && !(player->charflags & SF_NOSHIELDABILITY)) { if ((lockonshield = P_LookForEnemies(player, false, false))) { if (P_IsLocalPlayer(player)) // Only display it on your own view. { boolean dovis = true; if (lockonshield == lockonthok) { if (leveltime & 2) dovis = false; else if (visual) P_RemoveMobj(visual); } if (dovis) { visual = P_SpawnMobj(lockonshield->x, lockonshield->y, lockonshield->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker P_SetTarget(&visual->target, lockonshield); P_SetMobjStateNF(visual, visual->info->spawnstate+1); } } } } if ((!(player->charflags & SF_NOSHIELDABILITY)) && (cmd->buttons & BT_SPIN && !LUAh_ShieldSpecial(player))) // Spin button effects { // Force stop if ((player->powers[pw_shield] & ~(SH_FORCEHP|SH_STACK)) == SH_FORCE) { player->pflags |= PF_THOKKED|PF_SHIELDABILITY; player->mo->momx = player->mo->momy = player->mo->momz = 0; S_StartSound(player->mo, sfx_ngskid); } else { switch (player->powers[pw_shield] & SH_NOSTACK) { // Whirlwind jump/Thunder jump case SH_WHIRLWIND: case SH_THUNDERCOIN: P_DoJumpShield(player); break; // Armageddon pow case SH_ARMAGEDDON: player->pflags |= PF_THOKKED|PF_SHIELDABILITY; P_BlackOw(player); break; // Attraction blast case SH_ATTRACT: player->pflags |= PF_THOKKED|PF_SHIELDABILITY; player->homing = 2; P_SetTarget(&player->mo->target, P_SetTarget(&player->mo->tracer, lockonshield)); if (lockonshield) { player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, lockonshield->x, lockonshield->y); player->pflags &= ~PF_NOJUMPDAMAGE; P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); S_StartSound(player->mo, sfx_s3k40); player->homing = 3*TICRATE; } else S_StartSound(player->mo, sfx_s3ka6); break; // Elemental stomp/Bubble bounce case SH_ELEMENTAL: case SH_BUBBLEWRAP: { boolean elem = ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL); player->pflags |= PF_THOKKED|PF_SHIELDABILITY; if (elem) { player->mo->momx = player->mo->momy = 0; S_StartSound(player->mo, sfx_s3k43); } else { player->mo->momx -= (player->mo->momx/3); player->mo->momy -= (player->mo->momy/3); player->pflags &= ~PF_NOJUMPDAMAGE; P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); S_StartSound(player->mo, sfx_s3k44); } player->secondjump = 0; P_SetObjectMomZ(player->mo, -24*FRACUNIT, false); break; } // Flame burst case SH_FLAMEAURA: player->pflags |= PF_THOKKED|PF_SHIELDABILITY; P_Thrust(player->mo, player->mo->angle, FixedMul(30*FRACUNIT - FixedSqrt(FixedDiv(player->speed, player->mo->scale)), player->mo->scale)); player->drawangle = player->mo->angle; player->pflags &= ~PF_NOJUMPDAMAGE; P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); S_StartSound(player->mo, sfx_s3k43); default: break; } } } return player->pflags & PF_SHIELDABILITY; } return false; } // // P_DoJumpStuff // // Handles player jumping // static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) { mobj_t *lockonthok = NULL, *visual = NULL; if (player->pflags & PF_JUMPSTASIS) return; if ((player->charability == CA_HOMINGTHOK) && !player->homing && (player->pflags & PF_JUMPED) && (!(player->pflags & PF_THOKKED) || (player->charflags & SF_MULTIABILITY)) && (lockonthok = P_LookForEnemies(player, true, false))) { if (P_IsLocalPlayer(player)) // Only display it on your own view. { visual = P_SpawnMobj(lockonthok->x, lockonthok->y, lockonthok->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker P_SetTarget(&visual->target, lockonthok); } } ////////////////// //SHIELD ACTIVES// //& SUPER FLOAT!// ////////////////// if ((player->pflags & PF_JUMPED) && !player->exiting && !P_PlayerInPain(player)) { if (onground || player->climbing || player->powers[pw_carry]) ; else if ((gametyperules & GTR_TEAMFLAGS) && player->gotflag) ; else if (player->pflags & (PF_GLIDING|PF_SLIDING|PF_SHIELDABILITY)) // If the player has used an ability previously ; else if (P_PlayerShieldThink(player, cmd, lockonthok, visual)) ; else if ((cmd->buttons & BT_SPIN)) { if (!(player->pflags & PF_SPINDOWN) && P_SuperReady(player)) { // If you can turn super and aren't already, // and you don't have a shield, do it! P_DoSuperTransformation(player, false); } else if (!LUAh_JumpSpinSpecial(player)) switch (player->charability) { case CA_THOK: if (player->powers[pw_super]) // Super Sonic float { if ((player->speed > 5*player->mo->scale) // FixedMul(5<mo->scale), but scale is FRACUNIT-based && (P_MobjFlip(player->mo)*player->mo->momz <= 0)) { if (player->panim != PA_RUN && player->panim != PA_WALK) { if (player->speed >= FixedMul(player->runspeed, player->mo->scale)) P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT_RUN); else P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT); } player->mo->momz = 0; player->pflags &= ~(PF_STARTJUMP|PF_SPINNING); player->secondjump = 1; } } break; case CA_TELEKINESIS: if (!(player->pflags & (PF_THOKKED|PF_SPINDOWN)) || (player->charflags & SF_MULTIABILITY)) { P_Telekinesis(player, -FixedMul(player->actionspd, player->mo->scale), // -ve thrust (pulling towards player) FixedMul(384*FRACUNIT, player->mo->scale)); } break; case CA_TWINSPIN: if ((player->charability2 == CA2_MELEE) && (!(player->pflags & (PF_THOKKED|PF_SPINDOWN)) || player->charflags & SF_MULTIABILITY)) P_DoTwinSpin(player); break; default: break; } } } if (player->charability == CA_AIRDRILL) { if (player->pflags & PF_JUMPED) { if (cmd->buttons & BT_SPIN && player->secondjump < 42) // speed up falling down player->secondjump++; if (player->flyangle > 0 && player->pflags & PF_THOKKED) { player->flyangle--; P_SetObjectMomZ(player->mo, ((player->flyangle-24 - player->secondjump*3)*((player->actionspd>>FRACBITS)/12 + 1)<mo->eflags & MFE_UNDERWATER)) P_InstaThrust(player->mo, player->mo->angle, FixedMul(player->normalspeed, player->mo->scale)*(80-player->flyangle - (player->actionspd>>FRACBITS)/2)/80); else P_InstaThrust(player->mo, player->mo->angle, ((FixedMul(player->normalspeed - player->actionspd/4, player->mo->scale))*2)/3); player->drawangle = player->mo->angle; } } } /////////////// // CHARACTER // // ABILITIES!// /////////////// if (cmd->buttons & BT_JUMP && !player->exiting && !P_PlayerInPain(player)) { if (LUAh_JumpSpecial(player)) ; // all situations below this require jump button not to be pressed already else if (player->pflags & PF_JUMPDOWN) ; // Jump S3&K style while in quicksand. else if (P_InQuicksand(player->mo)) { P_DoJump(player, true); player->secondjump = 0; player->pflags &= ~PF_THOKKED; } else if (player->powers[pw_carry] == CR_MACESPIN && player->mo->tracer) { player->powers[pw_carry] = CR_NONE; P_SetTarget(&player->mo->tracer, NULL); player->powers[pw_flashing] = TICRATE/4; } // can't jump while in air, can't jump while jumping else if (onground || player->climbing || player->powers[pw_carry]) { P_DoJump(player, true); player->secondjump = 0; player->pflags &= ~PF_THOKKED; } else if (player->pflags & PF_SLIDING || ((gametyperules & GTR_TEAMFLAGS) && player->gotflag) || player->pflags & PF_SHIELDABILITY) ; /*else if (P_SuperReady(player)) { // If you can turn super and aren't already, // and you don't have a shield, do it! P_DoSuperTransformation(player, false); }*/ else if (player->pflags & PF_JUMPED) { if (!LUAh_AbilitySpecial(player)) switch (player->charability) { case CA_THOK: case CA_HOMINGTHOK: case CA_JUMPTHOK: // Credit goes to CZ64 and Sryder13 for the original // Now it's Sonic's abilities turn! // THOK! if (!(player->pflags & PF_THOKKED) || (player->charflags & SF_MULTIABILITY)) { // Catapult the player fixed_t actionspd = player->actionspd; if (player->charflags & SF_DASHMODE) actionspd = max(player->normalspeed, FixedDiv(player->speed, player->mo->scale)); if (player->mo->eflags & MFE_UNDERWATER) actionspd >>= 1; if ((player->charability == CA_JUMPTHOK) && !(player->pflags & PF_THOKKED)) { player->pflags &= ~PF_JUMPED; P_DoJump(player, false); } P_InstaThrust(player->mo, player->mo->angle, FixedMul(actionspd, player->mo->scale)); if (maptol & TOL_2D) { player->mo->momx /= 2; player->mo->momy /= 2; } if (player->charability == CA_HOMINGTHOK) { player->mo->momx /= 2; player->mo->momy /= 2; } if (player->charability == CA_HOMINGTHOK) { P_SetTarget(&player->mo->target, P_SetTarget(&player->mo->tracer, lockonthok)); if (lockonthok) { P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, lockonthok->x, lockonthok->y); player->homing = 3*TICRATE; } else { P_SetPlayerMobjState(player->mo, S_PLAY_FALL); player->pflags &= ~PF_JUMPED; player->mo->height = P_GetPlayerHeight(player); } player->pflags &= ~PF_NOJUMPDAMAGE; } player->drawangle = player->mo->angle; if (player->mo->info->attacksound && !player->spectator) S_StartSound(player->mo, player->mo->info->attacksound); // Play the THOK sound P_SpawnThokMobj(player); player->pflags &= ~(PF_SPINNING|PF_STARTDASH); player->pflags |= PF_THOKKED; // Change localangle to match for simple controls? (P.S. chalupa) // disabled because it seemed to disorient people and Z-targeting exists now /*if (!demoplayback) { if (player == &players[consoleplayer] && cv_cam_turnfacingability[0].value > 0 && !(PLAYER1INPUTDOWN(gc_turnleft) || PLAYER1INPUTDOWN(gc_turnright))) P_SetPlayerAngle(player, player->mo->angle);; else if (player == &players[secondarydisplayplayer] && cv_cam_turnfacingability[1].value > 0 && !(PLAYER2INPUTDOWN(gc_turnleft) || PLAYER2INPUTDOWN(gc_turnright))) P_SetPlayerAngle(player, player->mo->angle); }*/ } break; case CA_FLY: case CA_SWIM: // If currently in the air from a jump, and you pressed the // button again and have the ability to fly, do so! if (player->charability == CA_SWIM && !(player->mo->eflags & MFE_UNDERWATER)) ; // Can't do anything if you're a fish out of water! else if (!(player->pflags & PF_THOKKED) && !(player->powers[pw_tailsfly])) { P_SetPlayerMobjState(player->mo, S_PLAY_FLY); // Change to the flying animation player->powers[pw_tailsfly] = tailsflytics + 1; // Set the fly timer player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_SPINNING|PF_STARTDASH); if (player->bot == 1) player->pflags |= PF_THOKKED; else player->pflags |= (PF_THOKKED|PF_CANCARRY); } break; case CA_GLIDEANDCLIMB: // Now Knuckles-type abilities are checked. if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY) { fixed_t glidespeed = FixedMul(player->actionspd, player->mo->scale); fixed_t playerspeed = player->speed; if (player->mo->eflags & MFE_UNDERWATER) { glidespeed >>= 1; playerspeed = 2*playerspeed/3; if (!(player->powers[pw_super] || player->powers[pw_sneakers])) { player->mo->momx = (2*(player->mo->momx - player->cmomx)/3) + player->cmomx; player->mo->momy = (2*(player->mo->momy - player->cmomy)/3) + player->cmomy; } } player->pflags |= PF_GLIDING|PF_THOKKED; player->glidetime = 0; P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE); if (playerspeed < glidespeed) P_Thrust(player->mo, player->mo->angle, glidespeed - playerspeed); player->pflags &= ~(PF_SPINNING|PF_STARTDASH); } break; case CA_DOUBLEJUMP: // Double-Jump if (!(player->pflags & PF_THOKKED) || ((player->charflags & SF_MULTIABILITY) && (player->secondjump < (player->actionspd >> FRACBITS)))) { player->pflags |= PF_THOKKED; player->pflags &= ~PF_JUMPED; P_DoJump(player, true); player->secondjump++; } break; case CA_FLOAT: // Float case CA_SLOWFALL: // Slow descent hover if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY) { if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD) P_SetPlayerMobjState(player->mo, S_PLAY_DASH); else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)) P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT_RUN); else P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT); player->pflags |= PF_THOKKED; player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_SPINNING); player->secondjump = 1; } break; case CA_TELEKINESIS: if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY) { P_Telekinesis(player, FixedMul(player->actionspd, player->mo->scale), // +ve thrust (pushing away from player) FixedMul(384*FRACUNIT, player->mo->scale)); } break; case CA_FALLSWITCH: if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY) { player->mo->momz = -player->mo->momz; P_SpawnThokMobj(player); player->pflags |= PF_THOKKED; } break; case CA_AIRDRILL: if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY) { player->flyangle = 56 + (60-(player->actionspd>>FRACBITS))/3; player->pflags |= PF_THOKKED; S_StartSound(player->mo, sfx_spndsh); } break; case CA_BOUNCE: if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY) { P_SetPlayerMobjState(player->mo, S_PLAY_BOUNCE); player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE); player->pflags |= PF_THOKKED|PF_BOUNCING; player->mo->momx >>= 1; player->mo->momy >>= 1; player->mo->momz >>= 1; } break; case CA_TWINSPIN: if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY) P_DoTwinSpin(player); break; default: break; } } else if (player->pflags & PF_THOKKED) { if (!LUAh_AbilitySpecial(player)) switch (player->charability) { case CA_FLY: case CA_SWIM: // Swim if (player->charability == CA_SWIM && !(player->mo->eflags & MFE_UNDERWATER)) ; // Can't do anything if you're a fish out of water! else if (player->powers[pw_tailsfly]) // If currently flying, give an ascend boost. { player->fly1 = 20; if (player->charability == CA_SWIM) player->fly1 /= 2; // Slow down! if (player->speed > FixedMul(8*FRACUNIT, player->mo->scale) && player->speed > FixedMul(player->normalspeed>>1, player->mo->scale)) P_Thrust(player->mo, R_PointToAngle2(0,0,player->mo->momx,player->mo->momy), FixedMul(-4*FRACUNIT, player->mo->scale)); } break; default: break; } } else if ((!(player->charflags & SF_NOSHIELDABILITY)) && ((player->powers[pw_shield] & SH_NOSTACK) == SH_WHIRLWIND && !player->powers[pw_super] && !LUAh_ShieldSpecial(player))) P_DoJumpShield(player); } // HOMING option. if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT // Sonic 3D Blast. && player->pflags & PF_SHIELDABILITY) { if (player->homing && player->mo->tracer) { if (!P_HomingAttack(player->mo, player->mo->tracer)) { player->pflags &= ~PF_SHIELDABILITY; player->secondjump = UINT8_MAX; P_SetObjectMomZ(player->mo, 6*FRACUNIT, false); if (player->mo->eflags & MFE_UNDERWATER) player->mo->momz = FixedMul(player->mo->momz, FRACUNIT/3); player->homing = 0; } } // If you're not jumping, then you obviously wouldn't be homing. if (!(player->pflags & PF_JUMPED)) player->homing = 0; } else if (player->charability == CA_HOMINGTHOK) // Sonic Adventure. { // If you've got a target, chase after it! if (player->homing && player->mo->tracer) { P_SpawnThokMobj(player); // But if you don't, then stop homing. if (!P_HomingAttack(player->mo, player->mo->tracer)) { if (player->mo->eflags & MFE_UNDERWATER) P_SetObjectMomZ(player->mo, FixedDiv(457*FRACUNIT,72*FRACUNIT), false); else P_SetObjectMomZ(player->mo, 10*FRACUNIT, false); player->mo->momx = player->mo->momy = player->homing = 0; if (player->mo->tracer->flags2 & MF2_FRET) P_InstaThrust(player->mo, player->mo->angle, -(player->speed>>3)); if (!(player->mo->tracer->flags & MF_BOSS)) player->pflags &= ~PF_THOKKED; P_SetPlayerMobjState(player->mo, S_PLAY_SPRING); player->pflags |= PF_NOJUMPDAMAGE; } } // If you're not jumping, then you obviously wouldn't be homing. if (!(player->pflags & PF_JUMPED)) player->homing = 0; } else player->homing = 0; if (cmd->buttons & BT_JUMP) { player->pflags |= PF_JUMPDOWN; if ((!(gametyperules & GTR_TEAMFLAGS) || !player->gotflag) && !player->exiting) { if (player->secondjump == 1 && player->charability != CA_DOUBLEJUMP && player->charability != CA_THOK) { fixed_t potentialmomz; if (player->charability == CA_SLOWFALL) potentialmomz = -gravity*4; else potentialmomz = ((player->speed < 10*player->mo->scale) ? (player->speed - 10*player->mo->scale)/5 : 0); if (P_MobjFlip(player->mo)*player->mo->momz < potentialmomz) player->mo->momz = P_MobjFlip(player->mo)*potentialmomz; player->pflags &= ~PF_SPINNING; } } } else // If not pressing the jump button { player->pflags &= ~PF_JUMPDOWN; // Repeat abilities, but not double jump! if (player->secondjump == 1 && player->charability != CA_DOUBLEJUMP && player->charability != CA_AIRDRILL && player->charability != CA_THOK) { if (player->charflags & SF_MULTIABILITY) { player->pflags |= (PF_JUMPED|PF_NOJUMPDAMAGE); player->secondjump = 0; } else player->secondjump = 2; P_SetPlayerMobjState(player->mo, S_PLAY_FALL); } // If letting go of the jump button while still on ascent, cut the jump height. if (((player->pflags & (PF_JUMPED|PF_STARTJUMP)) == (PF_JUMPED|PF_STARTJUMP)) && (P_MobjFlip(player->mo)*player->mo->momz > 0)) { player->mo->momz >>= 1; player->pflags &= ~PF_STARTJUMP; } } } // // P_GetPlayerControlDirection // // Determines if the player is pressing in the direction they are moving // // 0 = no controls pressed/no movement // 1 = pressing in the direction of movement // 2 = pressing in the opposite direction of movement // INT32 P_GetPlayerControlDirection(player_t *player) { ticcmd_t *cmd = &player->cmd; angle_t controllerdirection, controlplayerdirection; camera_t *thiscam; angle_t dangle; fixed_t tempx = 0, tempy = 0; angle_t tempangle, origtempangle; if (splitscreen && player == &players[secondarydisplayplayer]) thiscam = &camera2; else thiscam = &camera; if (!cmd->forwardmove && !cmd->sidemove) return 0; if (!player->mo->momx && !player->mo->momy) return 0; if (twodlevel || player->mo->flags2 & MF2_TWOD) { if (!cmd->sidemove) return 0; if (!player->mo->momx) return 0; origtempangle = tempangle = 0; // relative to the axis rather than the player! controlplayerdirection = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy); } else if ((P_ControlStyle(player) & CS_LMAOGALOG) && thiscam->chase) { if (player->awayviewtics) origtempangle = tempangle = player->awayviewmobj->angle; else origtempangle = tempangle = thiscam->angle; controlplayerdirection = player->mo->angle; } else { origtempangle = tempangle = player->mo->angle; controlplayerdirection = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy); } // Calculate the angle at which the controls are pointing // to figure out the proper mforward and mbackward. tempangle >>= ANGLETOFINESHIFT; if (!(twodlevel || player->mo->flags2 & MF2_TWOD)) // in 2d mode, sidemove is treated as the forwards/backwards direction { tempx += FixedMul(cmd->forwardmove*FRACUNIT,FINECOSINE(tempangle)); tempy += FixedMul(cmd->forwardmove*FRACUNIT,FINESINE(tempangle)); tempangle = origtempangle-ANGLE_90; tempangle >>= ANGLETOFINESHIFT; } tempx += FixedMul(cmd->sidemove*FRACUNIT,FINECOSINE(tempangle)); tempy += FixedMul(cmd->sidemove*FRACUNIT,FINESINE(tempangle)); controllerdirection = R_PointToAngle2(0, 0, tempx, tempy); dangle = controllerdirection - controlplayerdirection; if (dangle > ANGLE_180) //flip to keep to one side dangle = InvAngle(dangle); if (dangle > ANGLE_90) return 2; // Controls pointing backwards from player else return 1; // Controls pointing in player's general direction } // Control scheme for 2d levels. static void P_2dMovement(player_t *player) { ticcmd_t *cmd; INT32 topspeed, acceleration, thrustfactor; fixed_t movepushforward = 0; angle_t movepushangle = 0; fixed_t normalspd = FixedMul(player->normalspeed, player->mo->scale); cmd = &player->cmd; if (player->exiting || player->pflags & PF_STASIS) { cmd->forwardmove = cmd->sidemove = 0; if (player->pflags & PF_GLIDING) { if (!player->skidtime) player->pflags &= ~PF_GLIDING; else if (player->exiting) { player->pflags &= ~PF_GLIDING; P_SetPlayerMobjState(player->mo, S_PLAY_WALK); player->skidtime = 0; } } if (player->pflags & PF_BOUNCING) player->pflags &= ~PF_BOUNCING; if (player->pflags & PF_SPINNING && !player->exiting) { player->pflags &= ~PF_SPINNING; P_SetPlayerMobjState(player->mo, S_PLAY_STND); } } // cmomx/cmomy stands for the conveyor belt speed. if (player->onconveyor == 2) // Wind/Current { //if (player->mo->z > player->mo->watertop || player->mo->z + player->mo->height < player->mo->waterbottom) if (!(player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER))) player->cmomx = player->cmomy = 0; } else if (player->onconveyor == 4 && !P_IsObjectOnGround(player->mo)) // Actual conveyor belt player->cmomx = player->cmomy = 0; else if (player->onconveyor != 2 && player->onconveyor != 4 && player->onconveyor != 1) player->cmomx = player->cmomy = 0; player->rmomx = player->mo->momx - player->cmomx; player->rmomy = player->mo->momy - player->cmomy; // Calculates player's speed based on absolute-value-of-a-number formula player->speed = abs(player->rmomx); if (player->pflags & PF_GLIDING) { // Angle fix. if (player->mo->angle < ANGLE_180 && player->mo->angle > ANGLE_90) player->mo->angle = ANGLE_180; else if (player->mo->angle < ANGLE_90 && player->mo->angle > 0) player->mo->angle = 0; if (cmd->sidemove > 0 && player->mo->angle != 0 && player->mo->angle >= ANGLE_180) player->mo->angle += 1280<sidemove < 0 && player->mo->angle != ANGLE_180 && (player->mo->angle > ANGLE_180 || player->mo->angle == 0)) player->mo->angle -= 1280<sidemove == 0) { if (player->mo->angle >= ANGLE_270) player->mo->angle += 1280<mo->angle < ANGLE_270 && player->mo->angle > ANGLE_180) player->mo->angle -= 1280<sidemove && !(player->climbing) && !P_PlayerInPain(player)) { if (cmd->sidemove > 0) player->mo->angle = 0; else if (cmd->sidemove < 0) player->mo->angle = ANGLE_180; } P_SetPlayerAngle(player, player->mo->angle); if (player->pflags & PF_GLIDING) movepushangle = player->mo->angle; else { if (cmd->sidemove > 0) movepushangle = 0; else if (cmd->sidemove < 0) movepushangle = ANGLE_180; else movepushangle = player->mo->angle; } // Do not let the player control movement if not onground. onground = P_IsObjectOnGround(player->mo); player->aiming = cmd->aiming<powers[pw_super] || player->powers[pw_sneakers]) { thrustfactor = player->thrustfactor*2; acceleration = player->accelstart/2 + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * player->acceleration/2; if (player->powers[pw_tailsfly]) topspeed = normalspd; else if (player->mo->eflags & (MFE_UNDERWATER|MFE_GOOWATER) && !(player->pflags & PF_SLIDING)) { topspeed = normalspd; acceleration = 2*acceleration/3; } else topspeed = normalspd * 2; } else { thrustfactor = player->thrustfactor; acceleration = player->accelstart + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * player->acceleration; if (player->powers[pw_tailsfly]) topspeed = normalspd/2; else if (player->mo->eflags & (MFE_UNDERWATER|MFE_GOOWATER) && !(player->pflags & PF_SLIDING)) { topspeed = normalspd/2; acceleration = 2*acceleration/3; } else topspeed = normalspd; } ////////////////////////////////////// if (player->climbing) { if (cmd->forwardmove != 0) P_SetObjectMomZ(player->mo, FixedDiv(cmd->forwardmove*FRACUNIT, player->powers[pw_super] ? 5*FRACUNIT : 15*FRACUNIT>>1), false); // 2/3 while super player->mo->momx = 0; } else if (cmd->sidemove != 0 && !(player->pflags & PF_GLIDING || player->exiting || (P_PlayerInPain(player) && !onground))) { movepushforward = abs(cmd->sidemove) * (thrustfactor * acceleration); // allow very small movement while in air for gameplay if (!onground) movepushforward >>= 1; // Proper air movement // Allow a bit of movement while spinning if ((player->pflags & (PF_SPINNING|PF_THOKKED)) == PF_SPINNING) { if (!(player->pflags & PF_STARTDASH)) movepushforward = movepushforward/48; else movepushforward = 0; } movepushforward = FixedMul(movepushforward, player->mo->scale); if (player->rmomx < topspeed && cmd->sidemove > 0) // Sonic's Speed P_Thrust(player->mo, movepushangle, movepushforward); else if (player->rmomx > -topspeed && cmd->sidemove < 0) P_Thrust(player->mo, movepushangle, movepushforward); } } //#define OLD_MOVEMENT_CODE 1 static void P_3dMovement(player_t *player) { ticcmd_t *cmd; angle_t movepushangle, movepushsideangle; // Analog INT32 topspeed, acceleration, thrustfactor; fixed_t movepushforward = 0, movepushside = 0; INT32 mforward = 0, mbackward = 0; angle_t dangle; // replaces old quadrants bits fixed_t normalspd = FixedMul(player->normalspeed, player->mo->scale); controlstyle_e controlstyle; boolean spin = ((onground = P_IsObjectOnGround(player->mo)) && (player->pflags & (PF_SPINNING|PF_THOKKED)) == PF_SPINNING && (player->rmomx || player->rmomy) && !(player->pflags & PF_STARTDASH)); fixed_t oldMagnitude, newMagnitude; vector3_t totalthrust; totalthrust.x = totalthrust.y = 0; // I forget if this is needed totalthrust.z = FRACUNIT*P_MobjFlip(player->mo)/3; // A bit of extra push-back on slopes // Get the old momentum; this will be needed at the end of the function! -SH oldMagnitude = R_PointToDist2(player->mo->momx - player->cmomx, player->mo->momy - player->cmomy, 0, 0); controlstyle = P_ControlStyle(player); cmd = &player->cmd; if (player->exiting || player->pflags & PF_STASIS) { cmd->forwardmove = cmd->sidemove = 0; if (player->pflags & PF_GLIDING) { if (!player->skidtime) player->pflags &= ~PF_GLIDING; else if (player->exiting) { player->pflags &= ~PF_GLIDING; P_SetPlayerMobjState(player->mo, S_PLAY_WALK); player->skidtime = 0; } } if (player->pflags & PF_BOUNCING) player->pflags &= ~PF_BOUNCING; if (player->pflags & PF_SPINNING && !player->exiting) { player->pflags &= ~PF_SPINNING; P_SetPlayerMobjState(player->mo, S_PLAY_STND); } } if (controlstyle & CS_LMAOGALOG) { movepushangle = (cmd->angleturn<<16 /* not FRACBITS */); } else { movepushangle = player->mo->angle; } movepushsideangle = movepushangle-ANGLE_90; // cmomx/cmomy stands for the conveyor belt speed. if (player->onconveyor == 2) // Wind/Current { //if (player->mo->z > player->mo->watertop || player->mo->z + player->mo->height < player->mo->waterbottom) if (!(player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER))) player->cmomx = player->cmomy = 0; } else if (player->onconveyor == 4 && !P_IsObjectOnGround(player->mo)) // Actual conveyor belt player->cmomx = player->cmomy = 0; else if (player->onconveyor != 2 && player->onconveyor != 4 && player->onconveyor != 1) player->cmomx = player->cmomy = 0; player->rmomx = player->mo->momx - player->cmomx; player->rmomy = player->mo->momy - player->cmomy; // Calculates player's speed based on distance-of-a-line formula player->speed = P_AproxDistance(player->rmomx, player->rmomy); // Monster Iestyn - 04-11-13 // Quadrants are stupid, excessive and broken, let's do this a much simpler way! // Get delta angle from rmom angle and player angle first dangle = R_PointToAngle2(0,0, player->rmomx, player->rmomy) - player->mo->angle; if (dangle > ANGLE_180) //flip to keep to one side dangle = InvAngle(dangle); // now use it to determine direction! if (dangle <= ANGLE_45) // angles 0-45 or 315-360 mforward = 1; // going forwards else if (dangle >= ANGLE_135) // angles 135-225 mbackward = 1; // going backwards // anything else will leave both at 0, so no need to do anything else // When sliding, don't allow forward/back if (player->pflags & PF_SLIDING) cmd->forwardmove = 0; else if (onground && player->mo->state == states+S_PLAY_PAIN) P_SetPlayerMobjState(player->mo, S_PLAY_WALK); player->aiming = cmd->aiming<pflags & PF_SLIDING) { normalspd = FixedMul(36<mo->scale); thrustfactor = 5; acceleration = 96 + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * 40; topspeed = normalspd; } else if (player->bot) { // Bot steals player 1's stats normalspd = FixedMul(players[consoleplayer].normalspeed, player->mo->scale); thrustfactor = players[consoleplayer].thrustfactor; acceleration = players[consoleplayer].accelstart + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * players[consoleplayer].acceleration; if (player->powers[pw_tailsfly]) topspeed = normalspd/2; else if (player->mo->eflags & (MFE_UNDERWATER|MFE_GOOWATER)) { topspeed = normalspd/2; acceleration = 2*acceleration/3; } else topspeed = normalspd; } else { if (player->powers[pw_super] || player->powers[pw_sneakers]) { topspeed = 5 * normalspd / 3; // 1.67x thrustfactor = player->thrustfactor*2; acceleration = player->accelstart/2 + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * player->acceleration/2; } else { topspeed = normalspd; thrustfactor = player->thrustfactor; acceleration = player->accelstart + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * player->acceleration; } if (player->powers[pw_tailsfly]) topspeed >>= 1; else if (player->mo->eflags & (MFE_UNDERWATER|MFE_GOOWATER)) { topspeed >>= 1; acceleration = 2*acceleration/3; } } if (spin) // Prevent gaining speed whilst rolling! { const fixed_t ns = FixedDiv(549*ORIG_FRICTION,500*FRACUNIT); // P_XYFriction topspeed = FixedMul(oldMagnitude, ns); } // Better maneuverability while flying if (player->powers[pw_tailsfly]) { thrustfactor = player->thrustfactor*2; acceleration = player->accelstart + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * player->acceleration; } else { if (player->pflags & PF_BOUNCING) { if (player->mo->state-states == S_PLAY_BOUNCE_LANDING) { thrustfactor = player->thrustfactor*8; acceleration = player->accelstart/8 + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * player->acceleration/8; } else { thrustfactor = (3*player->thrustfactor)/4; acceleration = player->accelstart + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * player->acceleration; } } if (player->mo->movefactor != FRACUNIT) // Friction-scaled acceleration... acceleration = FixedMul(acceleration<mo->movefactor)>>FRACBITS; } // Forward movement if (player->climbing) { if (cmd->forwardmove) { if (player->mo->eflags & MFE_UNDERWATER) P_SetObjectMomZ(player->mo, FixedDiv(cmd->forwardmove*FRACUNIT, player->powers[pw_super] ? 20*FRACUNIT/3 : 10*FRACUNIT), false); // 2/3 while super else P_SetObjectMomZ(player->mo, FixedDiv(cmd->forwardmove*FRACUNIT, player->powers[pw_super] ? 5*FRACUNIT : 15*FRACUNIT>>1), false); // 2/3 while super } } else if (!(controlstyle == CS_LMAOGALOG) && cmd->forwardmove != 0 && !(player->pflags & PF_GLIDING || player->exiting || (P_PlayerInPain(player) && !onground))) { movepushforward = cmd->forwardmove * (thrustfactor * acceleration); // Allow a bit of movement while spinning if ((player->pflags & (PF_SPINNING|PF_THOKKED)) == PF_SPINNING) { if ((mforward && cmd->forwardmove > 0) || (mbackward && cmd->forwardmove < 0) || (player->pflags & PF_STARTDASH)) movepushforward = 0; else if (onground) movepushforward >>= 4; else movepushforward >>= 3; } // allow very small movement while in air for gameplay else if (!onground) movepushforward >>= 2; // proper air movement movepushforward = FixedMul(movepushforward, player->mo->scale); totalthrust.x += P_ReturnThrustX(player->mo, movepushangle, movepushforward); totalthrust.y += P_ReturnThrustY(player->mo, movepushangle, movepushforward); } // Sideways movement if (player->climbing) { if (player->mo->eflags & MFE_UNDERWATER) P_InstaThrust(player->mo, player->mo->angle-ANGLE_90, FixedDiv(cmd->sidemove*player->mo->scale, player->powers[pw_super] ? 20*FRACUNIT/3 : 10*FRACUNIT)); // 2/3 while super else P_InstaThrust(player->mo, player->mo->angle-ANGLE_90, FixedDiv(cmd->sidemove*player->mo->scale, player->powers[pw_super] ? 5*FRACUNIT : 15*FRACUNIT>>1)); // 2/3 while super } // Analog movement control else if (controlstyle == CS_LMAOGALOG) { if (!(player->pflags & PF_GLIDING || player->exiting || P_PlayerInPain(player))) { angle_t controldirection; // Calculate the angle at which the controls are pointing // to figure out the proper mforward and mbackward. // (Why was it so complicated before? ~Red) controldirection = R_PointToAngle2(0, 0, cmd->forwardmove*FRACUNIT, -cmd->sidemove*FRACUNIT)+movepushangle; movepushforward = FixedHypot(cmd->sidemove, cmd->forwardmove) * (thrustfactor * acceleration); // Allow a bit of movement while spinning if ((player->pflags & (PF_SPINNING|PF_THOKKED)) == PF_SPINNING) { if ((mforward && cmd->forwardmove > 0) || (mbackward && cmd->forwardmove < 0) || (player->pflags & PF_STARTDASH)) movepushforward = 0; else if (onground) movepushforward >>= 4; else movepushforward >>= 3; } // allow very small movement while in air for gameplay else if (!onground) movepushforward >>= 2; // proper air movement movepushsideangle = controldirection; movepushforward = FixedMul(movepushforward, player->mo->scale); totalthrust.x += P_ReturnThrustX(player->mo, controldirection, movepushforward); totalthrust.y += P_ReturnThrustY(player->mo, controldirection, movepushforward); } } else if (cmd->sidemove && !(player->pflags & PF_GLIDING) && !player->exiting && !P_PlayerInPain(player)) { movepushside = cmd->sidemove * (thrustfactor * acceleration); // allow very small movement while in air for gameplay if (!onground) { movepushside >>= 2; // proper air movement // Reduce movepushslide even more if over "max" flight speed if (((player->pflags & (PF_SPINNING|PF_THOKKED)) == PF_SPINNING) || (player->powers[pw_tailsfly] && player->speed > topspeed)) movepushside >>= 2; } // Allow a bit of movement while spinning else if ((player->pflags & (PF_SPINNING|PF_THOKKED)) == PF_SPINNING) { if (player->pflags & PF_STARTDASH) movepushside = 0; else if (onground) movepushside >>= 4; else movepushside >>= 3; } // Finally move the player now that their speed/direction has been decided. movepushside = FixedMul(movepushside, player->mo->scale); totalthrust.x += P_ReturnThrustX(player->mo, movepushsideangle, movepushside); totalthrust.y += P_ReturnThrustY(player->mo, movepushsideangle, movepushside); } if ((totalthrust.x || totalthrust.y) && player->mo->standingslope && (!(player->mo->standingslope->flags & SL_NOPHYSICS)) && abs(player->mo->standingslope->zdelta) > FRACUNIT/2) { // Factor thrust to slope, but only for the part pushing up it! // The rest is unaffected. angle_t thrustangle = R_PointToAngle2(0, 0, totalthrust.x, totalthrust.y)-player->mo->standingslope->xydirection; if (player->mo->standingslope->zdelta < 0) { // Direction goes down, so thrustangle needs to face toward if (thrustangle < ANGLE_90 || thrustangle > ANGLE_270) { P_QuantizeMomentumToSlope(&totalthrust, player->mo->standingslope); } } else { // Direction goes up, so thrustangle needs to face away if (thrustangle > ANGLE_90 && thrustangle < ANGLE_270) { P_QuantizeMomentumToSlope(&totalthrust, player->mo->standingslope); } } } player->mo->momx += totalthrust.x; player->mo->momy += totalthrust.y; // Time to ask three questions: // 1) Are we over topspeed? // 2) If "yes" to 1, were we moving over topspeed to begin with? // 3) If "yes" to 2, are we now going faster? // If "yes" to 3, normalize to our initial momentum; this will allow thoks to stay as fast as they normally are. // If "no" to 3, ignore it; the player might be going too fast, but they're slowing down, so let them. // If "no" to 2, normalize to topspeed, so we can't suddenly run faster than it of our own accord. // If "no" to 1, we're not reaching any limits yet, so ignore this entirely! // -Shadow Hog newMagnitude = R_PointToDist2(player->mo->momx - player->cmomx, player->mo->momy - player->cmomy, 0, 0); if (newMagnitude > topspeed) { fixed_t tempmomx, tempmomy; if (oldMagnitude > topspeed && !spin) { if (newMagnitude > oldMagnitude) { tempmomx = FixedMul(FixedDiv(player->mo->momx - player->cmomx, newMagnitude), oldMagnitude); tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), oldMagnitude); player->mo->momx = tempmomx + player->cmomx; player->mo->momy = tempmomy + player->cmomy; } // else do nothing } else { tempmomx = FixedMul(FixedDiv(player->mo->momx - player->cmomx, newMagnitude), topspeed); tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), topspeed); player->mo->momx = tempmomx + player->cmomx; player->mo->momy = tempmomy + player->cmomy; } } } // // P_SpectatorMovement // // Control for spectators in multiplayer // static void P_SpectatorMovement(player_t *player) { ticcmd_t *cmd = &player->cmd; player->mo->angle = (cmd->angleturn<<16 /* not FRACBITS */); ticruned++; if (!(cmd->angleturn & TICCMD_RECEIVED)) ticmiss++; if (cmd->buttons & BT_JUMP) player->mo->z += FRACUNIT*16; else if (cmd->buttons & BT_SPIN) player->mo->z -= FRACUNIT*16; if (player->mo->z > player->mo->ceilingz - player->mo->height) player->mo->z = player->mo->ceilingz - player->mo->height; if (player->mo->z < player->mo->floorz) player->mo->z = player->mo->floorz; // Aiming needed for SEENAMES, etc. // We may not need to fire as a spectator, but this is still handy! player->aiming = cmd->aiming<mo->momx = player->mo->momy = player->mo->momz = 0; if (cmd->forwardmove != 0) { P_Thrust(player->mo, player->mo->angle, cmd->forwardmove*(FRACUNIT/2)); // Quake-style flying spectators :D player->mo->momz += FixedMul(cmd->forwardmove*(FRACUNIT/2), AIMINGTOSLOPE(player->aiming)); } if (cmd->sidemove != 0) { P_Thrust(player->mo, player->mo->angle-ANGLE_90, cmd->sidemove*(FRACUNIT/2)); } } // // P_ShootLine // // Fun and fancy // graphical indicator // for building/debugging // NiGHTS levels! static void P_ShootLine(mobj_t *source, mobj_t *dest, fixed_t height) { mobj_t *mo; INT32 i; fixed_t temp; INT32 speed, seesound; temp = dest->z; dest->z = height; seesound = mobjinfo[MT_REDRING].seesound; speed = mobjinfo[MT_REDRING].speed; mobjinfo[MT_REDRING].seesound = sfx_None; mobjinfo[MT_REDRING].speed = 20*FRACUNIT; mo = P_SpawnXYZMissile(source, dest, MT_REDRING, source->x, source->y, height); dest->z = temp; if (mo) { mo->flags2 |= MF2_RAILRING; mo->flags2 |= MF2_DONTDRAW; mo->flags |= MF_NOCLIPHEIGHT; mo->flags |= MF_NOCLIP; mo->flags &= ~MF_MISSILE; mo->fuse = 3; } for (i = 0; i < 32; i++) { if (mo) { if (!(mo->flags & MF_NOBLOCKMAP)) { P_UnsetThingPosition(mo); mo->flags |= MF_NOBLOCKMAP; P_SetThingPosition(mo); } if (i&1) P_SpawnMobj(mo->x, mo->y, mo->z, MT_SPARK); P_UnsetThingPosition(mo); mo->x += mo->momx; mo->y += mo->momy; mo->z += mo->momz; P_SetThingPosition(mo); } else { mobjinfo[MT_REDRING].seesound = seesound; mobjinfo[MT_REDRING].speed = speed; return; } } mobjinfo[MT_REDRING].seesound = seesound; mobjinfo[MT_REDRING].speed = speed; } #define MAXDRILLSPEED 14000 #define MAXNORMALSPEED 6250 //6000 static void P_NightsTransferPoints(player_t *player, fixed_t xspeed, fixed_t radius) { if (player->pflags & PF_TRANSFERTOCLOSEST) { const angle_t fa = R_PointToAngle2(player->axis1->x, player->axis1->y, player->axis2->x, player->axis2->y); P_InstaThrust(player->mo, fa, xspeed/10); } else { const angle_t fa = player->angle_pos>>ANGLETOFINESHIFT; const angle_t faold = player->old_angle_pos>>ANGLETOFINESHIFT; player->mo->momx = FixedMul(FINECOSINE(fa),radius) - FixedMul(FINECOSINE(faold),radius); player->mo->momy = FixedMul(FINESINE(fa),radius) - FixedMul(FINESINE(faold),radius); } if (player->exiting) return; { boolean notallowed; mobj_t *hack = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_NULL); hack->flags = MF_NOGRAVITY; hack->radius = player->mo->radius; hack->height = player->mo->height; hack->z = player->mo->z; P_SetThingPosition(hack); notallowed = (!(P_TryMove(hack, player->mo->x+player->mo->momx, player->mo->y+player->mo->momy, true))); P_RemoveMobj(hack); if (notallowed) return; } { const INT32 sequence = player->mo->target->threshold; mobj_t *transfer1 = NULL; mobj_t *transfer2 = NULL; mobj_t *axis; mobj_t *mo2; thinker_t *th; line_t transfer1line; line_t transfer2line; boolean transfer1last = false; boolean transfer2last = false; vertex_t vertices[4]; fixed_t truexspeed = xspeed*(!(player->pflags & PF_TRANSFERTOCLOSEST) && player->mo->target->flags2 & MF2_AMBUSH ? -1 : 1); // Find next waypoint for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; // Axis things are only at beginning of list. if (!(mo2->flags2 & MF2_AXIS)) break; if (!(mo2->type == MT_AXISTRANSFER || mo2->type == MT_AXISTRANSFERLINE)) continue; if (mo2->threshold != sequence) continue; if (player->pflags & PF_TRANSFERTOCLOSEST) { if (mo2->health == player->axis1->health) transfer1 = mo2; else if (mo2->health == player->axis2->health) transfer2 = mo2; } else { if (mo2->health == player->mo->target->health) transfer1 = mo2; else if (mo2->health == player->mo->target->health + 1) transfer2 = mo2; } } // It might be possible that one wasn't found. // Is it because we're at the end of the track? // Look for a wrapper point. if (!transfer1) { for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; // Axis things are only at beginning of list. if (!(mo2->flags2 & MF2_AXIS)) break; if (!(mo2->type == MT_AXISTRANSFER || mo2->type == MT_AXISTRANSFERLINE)) continue; if (mo2->threshold != sequence) continue; if (!transfer1) { transfer1 = mo2; transfer1last = true; } else if (mo2->health > transfer1->health) { transfer1 = mo2; transfer1last = true; } } } if (!transfer2) { for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; // Axis things are only at beginning of list. if (!(mo2->flags2 & MF2_AXIS)) break; if (!(mo2->type == MT_AXISTRANSFER || mo2->type == MT_AXISTRANSFERLINE)) continue; if (mo2->threshold != sequence) continue; if (!transfer2) { transfer2 = mo2; transfer2last = true; } else if (mo2->health > transfer2->health) { transfer2 = mo2; transfer2last = true; } } } if (!(transfer1 && transfer2)) // We can't continue... I_Error("Mare does not form a complete circuit!\n"); transfer1line.v1 = &vertices[0]; transfer1line.v2 = &vertices[1]; transfer2line.v1 = &vertices[2]; transfer2line.v2 = &vertices[3]; if (cv_debug && (leveltime % TICRATE == 0)) { CONS_Debug(DBG_NIGHTS, "Transfer1 : %d\n", transfer1->health); CONS_Debug(DBG_NIGHTS, "Transfer2 : %d\n", transfer2->health); } //CONS_Debug(DBG_NIGHTS, "Xspeed : %d", truexspeed); //CONS_Debug(DBG_NIGHTS, "T1 is at %d, %d\n", transfer1->x>>FRACBITS, transfer1->y>>FRACBITS); //CONS_Debug(DBG_NIGHTS, "T2 is at %d, %d\n", transfer2->x>>FRACBITS, transfer2->y>>FRACBITS); //CONS_Debug(DBG_NIGHTS, "Distance from T1: %d\n", P_AproxDistance(transfer1->x - player->mo->x, transfer1->y - player->mo->y)>>FRACBITS); //CONS_Debug(DBG_NIGHTS, "Distance from T2: %d\n", P_AproxDistance(transfer2->x - player->mo->x, transfer2->y - player->mo->y)>>FRACBITS); // Transfer1 is closer to the player than transfer2 if (P_AproxDistance(transfer1->x - player->mo->x, transfer1->y - player->mo->y)>>FRACBITS < P_AproxDistance(transfer2->x - player->mo->x, transfer2->y - player->mo->y)>>FRACBITS) { //CONS_Debug(DBG_NIGHTS, " must be < 0 to transfer\n"); if (transfer1->type == MT_AXISTRANSFERLINE) { if (transfer1last) axis = P_FindAxis(transfer1->threshold, transfer1->health-2); else if (player->pflags & PF_TRANSFERTOCLOSEST) axis = P_FindAxis(transfer1->threshold, transfer1->health-1); else axis = P_FindAxis(transfer1->threshold, transfer1->health); if (!axis) { CONS_Debug(DBG_NIGHTS, "Unable to find an axis - error code #1\n"); return; } //CONS_Debug(DBG_NIGHTS, "Drawing a line from %d to ", axis->health); transfer1line.v1->x = axis->x; transfer1line.v1->y = axis->y; transfer1line.v2->x = transfer1->x; transfer1line.v2->y = transfer1->y; if (cv_debug & DBG_NIGHTS) P_ShootLine(axis, transfer1, player->mo->z); //CONS_Debug(DBG_NIGHTS, "closest %d\n", transfer1->health); transfer1line.dx = transfer1line.v2->x - transfer1line.v1->x; transfer1line.dy = transfer1line.v2->y - transfer1line.v1->y; if (P_PointOnLineSide(player->mo->x, player->mo->y, &transfer1line) != P_PointOnLineSide(player->mo->x+player->mo->momx, player->mo->y+player->mo->momy, &transfer1line) && truexspeed < 0) { if (cv_debug & DBG_NIGHTS) { HU_SetCEchoDuration(1); HU_DoCEcho("transfer!"); HU_SetCEchoDuration(5); S_StartSound(NULL, sfx_strpst); } if (player->pflags & PF_TRANSFERTOCLOSEST) { player->pflags &= ~PF_TRANSFERTOCLOSEST; P_TransferToAxis(player, transfer1->health - 1); } else { player->pflags |= PF_TRANSFERTOCLOSEST; P_SetTarget(&player->axis2, transfer1); P_SetTarget(&player->axis1, P_FindAxisTransfer(transfer1->threshold, transfer1->health-1, MT_AXISTRANSFERLINE));//P_FindAxis(transfer1->threshold, axis->health-2); } } } else { // Transfer1 if (transfer1last) axis = P_FindAxis(transfer1->threshold, 1); else axis = P_FindAxis(transfer1->threshold, transfer1->health); if (!axis) { CONS_Debug(DBG_NIGHTS, "Unable to find an axis - error code #2\n"); return; } //CONS_Debug(DBG_NIGHTS, "Drawing a line from %d to ", axis->health); transfer1line.v1->x = axis->x; transfer1line.v1->y = axis->y; if (cv_debug & DBG_NIGHTS) P_ShootLine(transfer1, P_FindAxis(transfer1->threshold, transfer1->health-1), player->mo->z); //axis = P_FindAxis(transfer1->threshold, transfer1->health-1); //CONS_Debug(DBG_NIGHTS, "%d\n", axis->health); transfer1line.v2->x = transfer1->x; transfer1line.v2->y = transfer1->y; transfer1line.dx = transfer1line.v2->x - transfer1line.v1->x; transfer1line.dy = transfer1line.v2->y - transfer1line.v1->y; if (P_PointOnLineSide(player->mo->x, player->mo->y, &transfer1line) != P_PointOnLineSide(player->mo->x+player->mo->momx, player->mo->y+player->mo->momy, &transfer1line) && truexspeed < 0) { if (cv_debug & DBG_NIGHTS) { HU_SetCEchoDuration(1); HU_DoCEcho("transfer!"); HU_SetCEchoDuration(5); S_StartSound(NULL, sfx_strpst); } if (player->mo->target->health < transfer1->health) { // Find the next axis with a ->health // +1 from the current axis. if (transfer1last) P_TransferToAxis(player, transfer1->health - 1); else P_TransferToAxis(player, transfer1->health); } else if (player->mo->target->health >= transfer1->health) { // Find the next axis with a ->health // -1 from the current axis. P_TransferToAxis(player, transfer1->health - 1); } } } } else { //CONS_Debug(DBG_NIGHTS, " must be > 0 to transfer\n"); if (transfer2->type == MT_AXISTRANSFERLINE) { if (transfer2last) axis = P_FindAxis(transfer2->threshold, 1); else if (player->pflags & PF_TRANSFERTOCLOSEST) axis = P_FindAxis(transfer2->threshold, transfer2->health); else axis = P_FindAxis(transfer2->threshold, transfer2->health - 1); if (!axis) axis = P_FindAxis(transfer2->threshold, 1); if (!axis) { CONS_Debug(DBG_NIGHTS, "Unable to find an axis - error code #3\n"); return; } //CONS_Debug(DBG_NIGHTS, "Drawing a line from %d to ", axis->health); transfer2line.v1->x = axis->x; transfer2line.v1->y = axis->y; transfer2line.v2->x = transfer2->x; transfer2line.v2->y = transfer2->y; //CONS_Debug(DBG_NIGHTS, "closest %d\n", transfer2->health); if (cv_debug & DBG_NIGHTS) P_ShootLine(axis, transfer2, player->mo->z); transfer2line.dx = transfer2line.v2->x - transfer2line.v1->x; transfer2line.dy = transfer2line.v2->y - transfer2line.v1->y; if (P_PointOnLineSide(player->mo->x, player->mo->y, &transfer2line) != P_PointOnLineSide(player->mo->x+player->mo->momx, player->mo->y+player->mo->momy, &transfer2line) && truexspeed > 0) { if (cv_debug & DBG_NIGHTS) { HU_SetCEchoDuration(1); HU_DoCEcho("transfer!"); HU_SetCEchoDuration(5); S_StartSound(NULL, sfx_strpst); } if (player->pflags & PF_TRANSFERTOCLOSEST) { player->pflags &= ~PF_TRANSFERTOCLOSEST; if (!P_FindAxis(transfer2->threshold, transfer2->health)) transfer2last = true; if (transfer2last) P_TransferToAxis(player, 1); else P_TransferToAxis(player, transfer2->health); } else { player->pflags |= PF_TRANSFERTOCLOSEST; P_SetTarget(&player->axis1, transfer2); P_SetTarget(&player->axis2, P_FindAxisTransfer(transfer2->threshold, transfer2->health+1, MT_AXISTRANSFERLINE));//P_FindAxis(transfer2->threshold, axis->health + 2); } } } else { // Transfer2 if (transfer2last) axis = P_FindAxis(transfer2->threshold, 1); else axis = P_FindAxis(transfer2->threshold, transfer2->health); if (!axis) axis = P_FindAxis(transfer2->threshold, 1); if (!axis) { CONS_Debug(DBG_NIGHTS, "Unable to find an axis - error code #4\n"); return; } //CONS_Debug(DBG_NIGHTS, "Drawing a line from %d to ", axis->health); transfer2line.v1->x = axis->x; transfer2line.v1->y = axis->y; if (cv_debug & DBG_NIGHTS) P_ShootLine(transfer2, P_FindAxis(transfer2->threshold, transfer2->health-1), player->mo->z); //axis = P_FindAxis(transfer2->threshold, transfer2->health-1); //CONS_Debug(DBG_NIGHTS, "%d\n", axis->health); transfer2line.v2->x = transfer2->x; transfer2line.v2->y = transfer2->y; transfer2line.dx = transfer2line.v2->x - transfer2line.v1->x; transfer2line.dy = transfer2line.v2->y - transfer2line.v1->y; if (P_PointOnLineSide(player->mo->x, player->mo->y, &transfer2line) != P_PointOnLineSide(player->mo->x+player->mo->momx, player->mo->y+player->mo->momy, &transfer2line) && truexspeed > 0) { if (cv_debug & DBG_NIGHTS) { HU_SetCEchoDuration(1); HU_DoCEcho("transfer!"); HU_SetCEchoDuration(5); S_StartSound(NULL, sfx_strpst); } if (player->mo->target->health < transfer2->health) { if (!P_FindAxis(transfer2->threshold, transfer2->health)) transfer2last = true; if (transfer2last) P_TransferToAxis(player, 1); else P_TransferToAxis(player, transfer2->health); } else if (player->mo->target->health >= transfer2->health) P_TransferToAxis(player, transfer2->health - 1); } } } } } // // P_DoNiGHTSCapsule // // Handles blowing up the Ideya (emerald) capsule for NiGHTS mode // static void P_DoNiGHTSCapsule(player_t *player) { INT32 i, spherecount, totalduration, popduration, deductinterval, deductquantity, sphereresult, firstpoptic, startingspheres; INT32 tictimer = ++player->capsule->extravalue2; if (abs(player->mo->x-player->capsule->x) <= 3*FRACUNIT) { P_UnsetThingPosition(player->mo); player->mo->x = player->capsule->x; P_SetThingPosition(player->mo); player->mo->momx = 0; } if (abs(player->mo->y-player->capsule->y) <= 3*FRACUNIT) { P_UnsetThingPosition(player->mo); player->mo->y = player->capsule->y; P_SetThingPosition(player->mo); player->mo->momy = 0; } if (abs(player->mo->z - (player->capsule->z+(player->capsule->height/3))) <= 3*FRACUNIT) { player->mo->z = player->capsule->z+(player->capsule->height/3); player->mo->momz = 0; } if (player->mo->x > player->capsule->x) player->mo->momx = -3*FRACUNIT; else if (player->mo->x < player->capsule->x) player->mo->momx = 3*FRACUNIT; if (player->mo->y > player->capsule->y) player->mo->momy = -3*FRACUNIT; else if (player->mo->y < player->capsule->y) player->mo->momy = 3*FRACUNIT; if (player->mo->z > player->capsule->z+(player->capsule->height/3)) player->mo->momz = -3*FRACUNIT; else if (player->mo->z < player->capsule->z+(player->capsule->height/3)) player->mo->momz = 3*FRACUNIT; if (player->powers[pw_carry] == CR_NIGHTSMODE) { if (player->mo->momx || player->mo->momy || player->mo->momz) { if (player->mo->state != &states[S_PLAY_NIGHTS_PULL]) P_SetPlayerMobjState(player->mo, S_PLAY_NIGHTS_PULL); } else if (player->mo->state != &states[S_PLAY_NIGHTS_ATTACK]) { S_StartSound(player->mo, sfx_spin); P_SetPlayerMobjState(player->mo, S_PLAY_NIGHTS_ATTACK); } } else { if (!(player->pflags & PF_JUMPED) && !(player->pflags & PF_SPINNING)) player->pflags |= PF_JUMPED; if (player->panim != PA_ROLL) P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); } if (!(player->charflags & SF_NONIGHTSROTATION)) { if ((player->mo->state == &states[S_PLAY_NIGHTS_PULL]) && (player->mo->sprite2 == SPR2_NPUL)) player->mo->rollangle -= ANG30; else player->mo->rollangle = 0; } if (G_IsSpecialStage(gamemap)) { // In special stages, share rings. Everyone gives up theirs to the capsule player always, because we can't have any individualism here! for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && (&players[i] != player) && players[i].spheres > 0) { player->spheres += players[i].spheres; players[i].spheres = 0; } } if (player->capsule->extravalue2 <= 0 && player->capsule->health > 0) P_RunNightsCapsuleTouchExecutors(player->mo, true, player->spheres >= player->capsule->health); // run capsule entrance executors // Time to blow it up! if (player->mo->x == player->capsule->x && player->mo->y == player->capsule->y && player->mo->z == player->capsule->z+(player->capsule->height/3)) { if (player->capsule->lastlook < 0) { // Stretch the sphere deduction across the capsule time! // 1. Force the remaining capsule time to `popduration` // 2. Given `popduration` and `spherecount`, at what tic interval do we deduct spheres? `deductinterval` // 3. And on each deduction, how many spheres do we deduct? `deductquantity` // 4. Store the expected capsule health upon completion: `sphereresult` spherecount = min(player->spheres, player->capsule->health); totalduration = min(40 + spherecount, 60); popduration = player->capsule->extravalue1 = max(totalduration - tictimer, 1); deductinterval = player->capsule->cvmem = max(FixedFloor(FixedDiv(popduration, spherecount))/FRACUNIT, 1); deductquantity = player->capsule->cusval = max(FixedRound(FixedDiv(spherecount, popduration))/FRACUNIT, 1); sphereresult = player->capsule->movecount = player->capsule->health - spherecount; firstpoptic = player->capsule->lastlook = tictimer; } else { popduration = player->capsule->extravalue1; deductinterval = player->capsule->cvmem; deductquantity = player->capsule->cusval; sphereresult = player->capsule->movecount; firstpoptic = player->capsule->lastlook; } if (tictimer - firstpoptic < popduration) { if (!((tictimer - firstpoptic) % deductinterval)) { // Did you somehow get more spheres during destruct? if (player->capsule->health <= sphereresult && player->spheres > 0 && player->capsule->health > 0) sphereresult = max(sphereresult - player->spheres, 0); if (player->capsule->health > sphereresult && player->spheres > 0) { player->spheres -= deductquantity; player->capsule->health -= deductquantity; } if (player->spheres < 0) player->spheres = 0; if (player->capsule->health < sphereresult) player->capsule->health = sphereresult; } // Spawn a 'pop' for every 2 tics if (!((tictimer - firstpoptic) % 2)) S_StartSound(P_SpawnMobj(player->capsule->x + ((P_SignedRandom()/2)<capsule->y + ((P_SignedRandom()/2)<capsule->z + (player->capsule->height/2) + ((P_SignedRandom()/2)<spheres != 0 && player->capsule->health > 0) { if (player->spheres < player->capsule->health) { player->capsule->health -= player->spheres; player->spheres = 0; } else { startingspheres = player->spheres - player->capsule->health; player->capsule->health = 0; player->spheres = startingspheres; } } if (player->capsule->health <= 0) { player->capsule->flags &= ~MF_NOGRAVITY; player->capsule->momz = 5*FRACUNIT; player->capsule->reactiontime = 0; tictimer = -1; for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && !player->exiting && players[i].mare == player->mare) { players[i].bonustime = true; players[i].texttimer = 4*TICRATE; players[i].textvar = 1; // Time Bonus players[i].finishedtime = players[i].nightstime; if (!G_IsSpecialStage(gamemap)) P_AddPlayerScore(&players[i], (players[i].finishedtime/TICRATE) * 100); P_FlashPal(&players[i], PAL_WHITE, 8); } if (G_IsSpecialStage(gamemap)) { tic_t lowest_time; /*for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator || !players[i].mo || !players[i].mo->tracer) continue; emmo = P_SpawnMobj(players[i].mo->x, players[i].mo->y, players[i].mo->z + players[i].mo->info->height, MT_GOTEMERALD); P_SetTarget(&emmo->target, players[i].mo); P_SetMobjState(emmo, mobjinfo[MT_GOTEMERALD].meleestate + em); }*/ if (player->powers[pw_carry] == CR_NIGHTSMODE) { // The Chaos Emerald begins to orbit us! UINT8 em = P_GetNextEmerald(); // Only give it to ONE person, and THAT player has to get to the goal! mobj_t *emmo = P_SpawnMobjFromMobj(player->mo, 0, 0, player->mo->height, MT_GOTEMERALD); emmo->health = em; // for identification P_SetTarget(&emmo->target, player->mo); P_SetMobjState(emmo, mobjinfo[MT_GOTEMERALD].meleestate + em); P_SetTarget(&player->mo->tracer, emmo); } // Okay, we're doing this down here because we're handling time weirdly for co-op special stages // and because P_AddPlayerScore gives score to everyone in co-op special stages. // Find the player with the lowest time remaining and award points based on that time instead. lowest_time = player->finishedtime; for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && players[i].powers[pw_carry] == CR_NIGHTSMODE) if (players[i].finishedtime < lowest_time) lowest_time = players[i].finishedtime; P_AddPlayerScore(player, (lowest_time/TICRATE) * 100); } else { /*for (i = 0; i < 16; i++) { mobj_t *flicky = P_InternalFlickySpawn(player->capsule, 0, ((i%4) + 1)*2*FRACUNIT, true, 0); flicky->z += player->capsule->height/2; flicky->angle = (i*(ANGLE_MAX/16)); P_InstaThrust(flicky, flicky->angle, 8*FRACUNIT); }*/ mobj_t *idya = P_SpawnMobjFromMobj(player->mo, 0, 0, player->mo->height, MT_GOTEMERALD); idya->extravalue2 = player->mare/5; idya->health = player->mare + 1; // for identification P_SetTarget(&idya->target, player->mo); P_SetMobjState(idya, mobjinfo[MT_GOTEMERALD].missilestate + ((player->mare + 1) % 5)); if (player->mo->tracer) { P_SetTarget(&idya->hnext, player->mo->tracer); idya->extravalue1 = (angle_t)(player->mo->tracer->extravalue1 - 72*ANG1); if (idya->extravalue1 > player->mo->tracer->extravalue1) idya->extravalue1 -= (72*ANG1)/idya->extravalue1; } P_SetTarget(&player->mo->tracer, idya); } for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && players[i].mare == player->mare) P_SetTarget(&players[i].capsule, NULL); // Remove capsule from everyone now that it is dead! S_StartScreamSound(player->mo, sfx_ngdone); P_SwitchSpheresBonusMode(true); P_RunNightsCapsuleTouchExecutors(player->mo, false, true); // run capsule exit executors, and we destroyed it } else { S_StartScreamSound(player->mo, sfx_lose); player->texttimer = 4*TICRATE; player->textvar = 3; // Get more rings! player->capsule->reactiontime = 0; player->capsule->extravalue1 = player->capsule->cvmem =\ player->capsule->cusval = player->capsule->movecount =\ player->capsule->lastlook = player->capsule->extravalue2 = -1; P_RunNightsCapsuleTouchExecutors(player->mo, false, false); // run capsule exit executors, and we lacked rings } } } else if (player->capsule->lastlook > -1) // We somehow moved out of the capsule (OBJECTPLACE?) // So recalculate all the timings player->capsule->lastlook = player->capsule->extravalue2 = -1; } // // P_MoveNiGHTSToDrone // // Pull NiGHTS to the drone during Nightserizing // static void P_MoveNiGHTSToDrone(player_t *player) { boolean flip, topaligned, middlealigned, bottomoffsetted; fixed_t droneboxmandiff, zofs; if (!player->drone) return; flip = player->drone->flags2 & MF2_OBJECTFLIP; topaligned = (player->drone->flags & MF_SLIDEME) && !(player->drone->flags & MF_GRENADEBOUNCE); middlealigned = (player->drone->flags & MF_GRENADEBOUNCE) && !(player->drone->flags & MF_SLIDEME); bottomoffsetted = !(player->drone->flags & MF_SLIDEME) && !(player->drone->flags & MF_GRENADEBOUNCE); droneboxmandiff = max(player->drone->height - player->mo->height, 0); if (!flip) { if (topaligned) zofs = droneboxmandiff; else if (middlealigned) zofs = droneboxmandiff / 2; else if (bottomoffsetted) zofs = FixedMul(24*FRACUNIT, player->drone->scale); else zofs = 0; } else { if (topaligned) zofs = 0; else if (middlealigned) zofs = droneboxmandiff / 2; else if (bottomoffsetted) zofs = droneboxmandiff - FixedMul(24*FRACUNIT, player->drone->scale); else zofs = droneboxmandiff; } player->mo->momx = player->mo->momy = player->mo->momz = 0; P_TeleportMove(player->mo, player->drone->x, player->drone->y, player->drone->z + zofs); P_SetTarget(&player->drone, NULL); } // // P_NiGHTSMovement // // Movement code for NiGHTS! // static void P_NiGHTSMovement(player_t *player) { fixed_t drillamt = 0; boolean still = false, moved = false, backwardaxis = false, firstdrill; INT16 newangle = 0; fixed_t xspeed, yspeed; thinker_t *th; mobj_t *mo2; mobj_t *closestaxis = NULL; fixed_t newx, newy, radius; angle_t movingangle; ticcmd_t *cmd = &player->cmd; INT32 thrustfactor; INT32 i; statenum_t flystate; UINT16 visangle; angle_t rollangle = 0; player->pflags &= ~PF_DRILLING; firstdrill = false; if (player->drillmeter > 96*20) player->drillmeter = 96*20; if (player->drilldelay) player->drilldelay--; if (!(cmd->buttons & BT_JUMP)) { // Always have just a TINY bit of drill power. if (player->drillmeter <= 0) player->drillmeter = TICRATE/10; } if (!(player->powers[pw_carry] == CR_NIGHTSMODE)) { P_DeNightserizePlayer(player); return; } if (G_IsSpecialStage(gamemap)) { boolean capsule = false; // NiGHTS special stages have a pseudo-shared timer, so check if ANYONE is feeding the capsule. for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] /*&& players[i].powers[pw_carry] == CR_NIGHTSMODE*/ && (players[i].capsule && players[i].capsule->reactiontime)) capsule = true; if (!capsule && !(player->mo->state >= &states[S_PLAY_NIGHTS_TRANS1] && player->mo->state <= &states[S_PLAY_NIGHTS_TRANS6]) && !player->exiting) player->nightstime--; } else if (!(gametyperules & GTR_RACE) && !(player->mo->state >= &states[S_PLAY_NIGHTS_TRANS1] && player->mo->state <= &states[S_PLAY_NIGHTS_TRANS6]) && !(player->capsule && player->capsule->reactiontime) && !player->exiting) player->nightstime--; if (!player->nightstime) { P_DeNightserizePlayer(player); S_StartScreamSound(player->mo, sfx_s3k66); return; } else if (P_IsLocalPlayer(player) && player->nightstime == 10*TICRATE) { if (mapheaderinfo[gamemap-1]->levelflags & LF_MIXNIGHTSCOUNTDOWN) { S_FadeMusic(0, 10*MUSICRATE); S_StartSound(NULL, sfx_timeup); // that creepy "out of time" music from NiGHTS. } else P_PlayJingle(player, ((maptol & TOL_NIGHTS) && !G_IsSpecialStage(gamemap)) ? JT_NIGHTSTIMEOUT : JT_SSTIMEOUT); } if (player->mo->z < player->mo->floorz) player->mo->z = player->mo->floorz; if (player->mo->z+player->mo->height > player->mo->ceilingz) player->mo->z = player->mo->ceilingz - player->mo->height; newx = P_ReturnThrustX(player->mo, player->mo->angle, 3*FRACUNIT)+player->mo->x; newy = P_ReturnThrustY(player->mo, player->mo->angle, 3*FRACUNIT)+player->mo->y; if (!player->mo->target) { fixed_t dist1, dist2 = 0; // scan the thinkers // to find the closest axis point for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; if (mo2->type != MT_AXIS) continue; if (mo2->threshold != player->mare) continue; if (closestaxis == NULL) { closestaxis = mo2; dist2 = R_PointToDist2(newx, newy, mo2->x, mo2->y) - mo2->radius; } else { dist1 = R_PointToDist2(newx, newy, mo2->x, mo2->y) - mo2->radius; if (dist1 < dist2) { closestaxis = mo2; dist2 = dist1; } } } P_SetTarget(&player->mo->target, closestaxis); } if (!player->mo->target) // Uh-oh! { CONS_Debug(DBG_NIGHTS, "No axis points found!\n"); return; } // The 'ambush' flag says you should rotate // the other way around the axis. if (player->mo->target->flags2 & MF2_AMBUSH) backwardaxis = true; player->angle_pos = R_PointToAngle2(player->mo->target->x, player->mo->target->y, player->mo->x, player->mo->y); player->old_angle_pos = player->angle_pos; radius = player->mo->target->radius; player->mo->flags |= MF_NOGRAVITY; if (player->mo->eflags & MFE_VERTICALFLIP) cmd->forwardmove = (SINT8)(-cmd->forwardmove); if (!(player->pflags & PF_TRANSFERTOCLOSEST)) { fixed_t realdist = R_PointToDist2(player->mo->x, player->mo->y, player->mo->target->x, player->mo->target->y); // teleport player to correct radius if neccessary if (realdist>>FRACBITS != radius>>FRACBITS) { CONS_Debug(DBG_NIGHTS, "Aligning player with axis\n"); P_UnsetThingPosition(player->mo); if (realdist == 0) // other method won't work if we're exactly on the target lol { const angle_t fa = player->old_angle_pos>>ANGLETOFINESHIFT; player->mo->x = player->mo->target->x + FixedMul(FINECOSINE(fa), radius); player->mo->y = player->mo->target->y + FixedMul(FINESINE(fa), radius); } else { player->mo->x = player->mo->target->x + FixedMul(FixedDiv(player->mo->x - player->mo->target->x, realdist), radius); player->mo->y = player->mo->target->y + FixedMul(FixedDiv(player->mo->y - player->mo->target->y, realdist), radius); } P_SetThingPosition(player->mo); } } // Currently reeling from being hit. if (player->powers[pw_flashing] > (2*flashingtics)/3) { { const angle_t fa = (FixedAngle(player->flyangle*FRACUNIT)>>ANGLETOFINESHIFT) & FINEMASK; const fixed_t speed = FixedDiv(player->speed*FRACUNIT,50*FRACUNIT); xspeed = FixedMul(FINECOSINE(fa),speed); yspeed = FixedMul(FINESINE(fa),speed); } if (!(player->pflags & PF_TRANSFERTOCLOSEST)) { xspeed = FixedMul(xspeed, FixedDiv(1024*FRACUNIT, player->mo->target->radius)); if (backwardaxis) xspeed *= -1; player->angle_pos += FixedAngleC(FixedDiv(xspeed,5*FRACUNIT),40*FRACUNIT); } player->mo->momz = 0; P_NightsTransferPoints(player, xspeed, radius); return; } if (player->mo->state >= &states[S_PLAY_NIGHTS_TRANS1] && player->mo->state <= &states[S_PLAY_NIGHTS_TRANS6]) { player->mo->momx = player->mo->momy = player->mo->momz = 0; player->mo->rollangle = 0; return; } if (player->exiting > 0) // && player->exiting < 2*TICRATE) { player->mo->momx = player->mo->momy = 0; if (!(gametyperules & GTR_RACE)) P_SetObjectMomZ(player->mo, FRACUNIT/2, (P_MobjFlip(player->mo)*player->mo->momz >= 0)); else player->mo->momz = 0; #if 0//def ROTSPRITE if (!(player->charflags & SF_NONIGHTSROTATION) && player->mo->momz) { if (player->mo->state != &states[S_PLAY_NIGHTS_DRILL]) P_SetPlayerMobjState(player->mo, S_PLAY_NIGHTS_DRILL); player->mo->rollangle = ANGLE_90; } else #endif { if (player->mo->state != &states[S_PLAY_NIGHTS_FLOAT]) P_SetPlayerMobjState(player->mo, S_PLAY_NIGHTS_FLOAT); player->drawangle += ANGLE_22h; } player->mo->flags |= MF_NOCLIPHEIGHT; return; } // Spawn the little sparkles on each side of the player. if (leveltime & 1) { mobj_t *firstmobj; mobj_t *secondmobj; fixed_t spawndist = FixedMul(16*FRACUNIT, player->mo->scale); fixed_t z = player->mo->z + player->mo->height/2; if (player->mo->eflags & MFE_VERTICALFLIP) z -= FixedMul(mobjinfo[MT_NIGHTSPARKLE].height, player->mo->scale); firstmobj = P_SpawnMobj(player->mo->x + P_ReturnThrustX(player->mo, player->mo->angle+ANGLE_90, spawndist), player->mo->y + P_ReturnThrustY(player->mo, player->mo->angle+ANGLE_90, spawndist), z, MT_NIGHTSPARKLE); secondmobj = P_SpawnMobj(player->mo->x + P_ReturnThrustX(player->mo, player->mo->angle-ANGLE_90, spawndist), player->mo->y + P_ReturnThrustY(player->mo, player->mo->angle-ANGLE_90, spawndist), z, MT_NIGHTSPARKLE); firstmobj->destscale = secondmobj->destscale = player->mo->scale; P_SetTarget(&firstmobj->target, player->mo); P_SetScale(firstmobj, player->mo->scale); P_SetTarget(&secondmobj->target, player->mo); P_SetScale(secondmobj, player->mo->scale); // Superloop turns sparkles red if (player->powers[pw_nights_superloop]) { P_SetMobjState(firstmobj, mobjinfo[MT_NIGHTSPARKLE].seestate); P_SetMobjState(secondmobj, mobjinfo[MT_NIGHTSPARKLE].seestate); } } // Paraloop helper is now separate from sparkles // It also spawns every tic to avoid failed paraloops { mobj_t *helpermobj = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, MT_NIGHTSLOOPHELPER); helpermobj->fuse = player->mo->fuse = leveltime; P_SetTarget(&helpermobj->target, player->mo); P_SetScale(helpermobj, player->mo->scale); } if (player->bumpertime) { player->pflags |= (PF_STARTJUMP|PF_DRILLING); newangle = (INT16)player->flyangle; } else if (cmd->buttons & BT_JUMP && player->drillmeter && player->drilldelay == 0) { if (!(player->pflags & PF_STARTJUMP)) firstdrill = true; player->pflags |= (PF_STARTJUMP|PF_DRILLING); } else { player->pflags &= ~PF_STARTJUMP; if (cmd->sidemove != 0) moved = true; if (player->drillmeter & 1) player->drillmeter++; // I'll be nice and give them one. } if (cmd->forwardmove != 0) moved = true; if (!player->bumpertime) { if (moved) { if (player->pflags & PF_DRILLING) drillamt += 100*FRACUNIT; else { const fixed_t fforward = abs(cmd->forwardmove)*FRACUNIT; const fixed_t fside = abs(cmd->sidemove)*FRACUNIT; const fixed_t dist = FixedHypot(fforward, fside); drillamt += dist > 50*FRACUNIT ? 50*FRACUNIT : dist; // Accel up from 50 * 2.5 drillamt = FixedMul(drillamt, 5*FRACUNIT/2); } if ((player->pflags & PF_DRILLING && player->speed < MAXDRILLSPEED) || player->speed < MAXNORMALSPEED) player->speed += FixedInt(drillamt); } if (player->pflags & PF_DRILLING) { if (player->speed < MAXDRILLSPEED) player->speed += 150; if (--player->drillmeter == 0) player->drilldelay = TICRATE*2; } if (player->speed < 0) player->speed = 0; if (!cmd->forwardmove) { if (cmd->sidemove > 0) newangle = 0; else if (cmd->sidemove < 0) newangle = 180; } else if (!cmd->sidemove) { if (cmd->forwardmove > 0) newangle = 90; else if (cmd->forwardmove < 0) newangle = 270; } else // AngleFixed(R_PointToAngle2()) results in slight inaccuracy! Don't use it unless movement is on both axises. newangle = (INT16)FixedInt(AngleFixed(R_PointToAngle2(0,0, cmd->sidemove*FRACUNIT, cmd->forwardmove*FRACUNIT))); newangle -= player->viewrollangle / ANG1; if (newangle < 0 && moved) newangle = (INT16)(360+newangle); } if (player->pflags & PF_DRILLING) thrustfactor = 2; else { thrustfactor = 8; // Decelerate while turning normally. if (moved && player->flyangle != newangle && player->speed > 12000) player->speed -= 60; } for (i = 0; i < thrustfactor; i++) { if (moved && player->flyangle != newangle) { INT32 anglediff = (((newangle-player->flyangle)+360)%360); INT32 angledif2 = (((player->flyangle-newangle)+360)%360); // player->flyangle is the one to move // newangle is the "move to" if (anglediff == 0 && angledif2 == 0) break; if (anglediff>angledif2) player->flyangle--; else // if (anglediffflyangle++; } // Buff out negatives, >360 angles... player->flyangle = ((player->flyangle + 360) % 360); } if (!(player->speed) && cmd->forwardmove == 0) still = true; // No more bumper braking if (!player->bumpertime && ((cmd->buttons & (BT_CAMLEFT|BT_CAMRIGHT)) == (BT_CAMLEFT|BT_CAMRIGHT) || (cmd->buttons & BT_SPIN))) { if (!(player->pflags & PF_STARTDASH)) S_StartSound(player->mo, sfx_ngskid); // You can tap the button to only slow down a bit, // or hold it to slow to a crawl as before, your choice. if (player->speed > 8000) player->speed -= 2000; else if (player->speed > 1000) player->speed -= (player->speed/4); else { player->speed -= 60; if (player->speed < 0) { player->speed = 0; still = true; } } player->pflags |= PF_STARTDASH; } else player->pflags &= ~PF_STARTDASH; { const angle_t fa = (FixedAngle(player->flyangle*FRACUNIT)>>ANGLETOFINESHIFT) & FINEMASK; const fixed_t speed = FixedDiv(player->speed*FRACUNIT,50*FRACUNIT); xspeed = FixedMul(FINECOSINE(fa),speed); yspeed = FixedMul(FINESINE(fa),speed); } if (!(player->pflags & PF_TRANSFERTOCLOSEST)) { xspeed = FixedMul(xspeed, FixedDiv(1024*FRACUNIT, player->mo->target->radius)); if (backwardaxis) xspeed *= -1; player->angle_pos += FixedAngleC(FixedDiv(xspeed,5*FRACUNIT),40*FRACUNIT); } P_NightsTransferPoints(player, xspeed, radius); if (still) player->mo->momz = -FRACUNIT; else player->mo->momz = yspeed/11; if (player->mo->momz > 20*FRACUNIT) player->mo->momz = 20*FRACUNIT; else if (player->mo->momz < -20*FRACUNIT) player->mo->momz = -20*FRACUNIT; // You can create splashes as you fly across water. if (((!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + P_GetPlayerHeight(player) >= player->mo->watertop && player->mo->z <= player->mo->watertop) || (player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height - P_GetPlayerHeight(player) <= player->mo->waterbottom && player->mo->z + player->mo->height >= player->mo->waterbottom)) && player->speed > 9000 && leveltime % (TICRATE/7) == 0 && !player->spectator) { mobjtype_t splishtype = (player->mo->eflags & MFE_TOUCHLAVA) ? MT_LAVASPLISH : MT_SPLISH; mobj_t *water = P_SpawnMobj(player->mo->x, player->mo->y, ((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[splishtype].height, player->mo->scale) : player->mo->watertop), splishtype); if (player->mo->eflags & MFE_GOOWATER) S_StartSound(water, sfx_ghit); else if (player->mo->eflags & MFE_TOUCHLAVA) S_StartSound(water, sfx_splash); else S_StartSound(water, sfx_wslap); if (player->mo->eflags & MFE_VERTICALFLIP) { water->flags2 |= MF2_OBJECTFLIP; water->eflags |= MFE_VERTICALFLIP; } water->destscale = player->mo->scale; P_SetScale(water, player->mo->scale); } if (player->mo->momx || player->mo->momy) { player->mo->angle = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy); player->drawangle = player->mo->angle; } if (still) { player->anotherflyangle = 0; movingangle = 0; } else { INT32 neg = 1; // Special cases to prevent the angle from being // calculated incorrectly when wrapped. if (backwardaxis && (player->old_angle_pos > ANG350 && player->angle_pos < ANG10)) neg = -1; else if (backwardaxis ^ (player->old_angle_pos < ANG10 && player->angle_pos > ANG350)) neg = -1; else if (player->angle_pos > player->old_angle_pos) neg = -1; movingangle = R_PointToAngle2(0, 0, neg*R_PointToDist2(player->mo->momx, player->mo->momy, 0, 0), player->mo->momz); player->anotherflyangle = (movingangle >> ANGLETOFINESHIFT) * 360/FINEANGLES; } // NiGHTS flying state // Yep, I just ripped out almost 1000 lines of code. // (and then toast revamped the entire thing again to be better, but not by much) if (still) flystate = (P_IsObjectOnGround(player->mo)) ? S_PLAY_NIGHTS_STAND : S_PLAY_NIGHTS_FLOAT; else { flystate = (player->pflags & PF_DRILLING) ? S_PLAY_NIGHTS_DRILL : S_PLAY_NIGHTS_FLY; if (player->charflags & SF_NONIGHTSROTATION) { #if 0 visangle = ((player->anotherflyangle + 7) % 360)/15; if (visangle > 18) // Over 270 degrees. visangle = 30 - visangle; else if (visangle > 12) // Over 180 degrees. visangle -= 6; else if (visangle > 6) // Over 90 degrees. visangle = 12 - visangle; if (player->mo->eflags & MFE_VERTICALFLIP && visangle) // S_PLAY_NIGHTS_FLY0 stays the same, even in reverse gravity { if (visangle > 6) visangle -= 6; // shift to S_PLAY_NIGHTS_FLY1-6 else visangle += 6; // shift to S_PLAY_NIGHTS_FLY7-C } flystate += (visangle*2); // S_PLAY_NIGHTS_FLY0-C - the *2 is to skip over drill states #endif } else { angle_t a = R_PointToAngle(player->mo->x, player->mo->y) - player->mo->angle; visangle = (player->flyangle % 360); if (player->flyangle >= 90 && player->flyangle <= 270) { if (player->flyangle == 270 && (a < ANGLE_180)) ; else if (player->flyangle == 90 && (a < ANGLE_180)) ; else visangle += 180; } rollangle = FixedAngle(visangle<mo->state != &states[flystate]) P_SetPlayerMobjState(player->mo, flystate); if (player->charflags & SF_NONIGHTSROTATION) player->mo->rollangle = 0; else player->mo->rollangle = rollangle; P_SetPlayerAngle(player, player->mo->angle); // Check for crushing in our new location if ((player->mo->ceilingz - player->mo->floorz < player->mo->height) && !(player->mo->flags & MF_NOCLIP)) { // Flashing won't run out until you STOP being crushed. if (player->powers[pw_flashing] == 1) player->powers[pw_flashing] = 3; else P_DamageMobj(player->mo, NULL, NULL, 1, 0); } if (movingangle >= ANGLE_90 && movingangle <= ANGLE_180) movingangle = movingangle - ANGLE_180; else if (movingangle >= ANGLE_180 && movingangle <= ANGLE_270) movingangle = movingangle - ANGLE_180; else if (movingangle >= ANGLE_270) movingangle = InvAngle(movingangle); if (player == &players[consoleplayer]) localaiming = movingangle; else if (player == &players[secondarydisplayplayer]) localaiming2 = movingangle; if ((player->pflags & PF_DRILLING) && !player->bumpertime) { if (firstdrill) { S_StartSound(player->mo, sfx_drill1); player->drilltimer = 32; } else if (player->drilltimer == 32) { // drill mash penalty player->drilltimer = 31; player->drillmeter -= TICRATE/2; if (player->drillmeter <= 0) player->drillmeter = TICRATE/10; } else if (--player->drilltimer == 11) // give that drill mash penalty back (after 0.6 seconds) player->drillmeter += TICRATE/2; else if (player->drilltimer <= 0) { player->drilltimer = 10; S_StartSound(player->mo, sfx_drill2); } } if (objectplacing) OP_NightsObjectplace(player); } // May be used in future for CTF #if 0 static void P_PlayerDropWeapon(player_t *player) { mobj_t *mo = NULL; if (player->powers[pw_homingring]) { mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z+(60*FRACUNIT), MT_HOMINGRING); player->powers[pw_homingring] = 0; } else if (player->powers[pw_railring]) { mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z+(60*FRACUNIT), MT_RAILRING); player->powers[pw_railring] = 0; } else if (player->powers[pw_automaticring]) { mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z+(60*FRACUNIT), MT_AUTOMATICRING); player->powers[pw_automaticring] = 0; } else if (player->powers[pw_explosionring]) { mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z+(60*FRACUNIT), MT_EXPLOSIONRING); player->powers[pw_explosionring] = 0; } else if (player->powers[pw_scatterring]) { mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z+(60*FRACUNIT), MT_SCATTERRING); player->powers[pw_scatterring] = 0; } else if (player->powers[pw_grenadering]) { mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z+(60*FRACUNIT), MT_GRENADERING); player->powers[pw_grenadering] = 0; } if (mo) { player->rings--; P_InstaThrust(mo, player->mo->angle-ANGLE_180, 8*FRACUNIT); P_SetObjectMomZ(mo, 4*FRACUNIT, false); mo->flags2 |= MF2_DONTRESPAWN; mo->flags &= ~MF_NOGRAVITY; mo->flags &= ~MF_NOCLIPHEIGHT; mo->fuse = 12*TICRATE; } } #endif void P_BlackOw(player_t *player) { INT32 i; S_StartSound (player->mo, sfx_bkpoof); // Sound the BANG! for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && P_AproxDistance(player->mo->x - players[i].mo->x, player->mo->y - players[i].mo->y) < 1536*FRACUNIT) P_FlashPal(&players[i], PAL_NUKE, 10); P_NukeEnemies(player->mo, player->mo, 1536*FRACUNIT); // Search for all nearby enemies and nuke their pants off! player->powers[pw_shield] = player->powers[pw_shield] & SH_STACK; } void P_ElementalFire(player_t *player, boolean cropcircle) { fixed_t newx; fixed_t newy; fixed_t ground; mobj_t *flame; angle_t travelangle; INT32 i; I_Assert(player != NULL); I_Assert(player->mo != NULL); I_Assert(!P_MobjWasRemoved(player->mo)); if (player->mo->eflags & MFE_VERTICALFLIP) ground = player->mo->ceilingz - FixedMul(mobjinfo[MT_SPINFIRE].height, player->mo->scale); else ground = player->mo->floorz; if (cropcircle) ground += P_MobjFlip(player->mo); if (cropcircle) { #define numangles 8 #define limitangle (180/numangles) travelangle = player->mo->angle + P_RandomRange(-limitangle, limitangle)*ANG1; for (i = 0; i < numangles; i++) { flame = P_SpawnMobj(player->mo->x, player->mo->y, ground, MT_SPINFIRE); flame->flags &= ~MF_NOGRAVITY; P_SetTarget(&flame->target, player->mo); flame->angle = travelangle + i*(ANGLE_MAX/numangles); flame->fuse = TICRATE*7; // takes about an extra second to hit the ground flame->destscale = player->mo->scale; P_SetScale(flame, player->mo->scale); flame->flags2 = (flame->flags2 & ~MF2_OBJECTFLIP)|(player->mo->flags2 & MF2_OBJECTFLIP); flame->eflags = (flame->eflags & ~MFE_VERTICALFLIP)|(player->mo->eflags & MFE_VERTICALFLIP); P_InstaThrust(flame, flame->angle, FixedMul(3*FRACUNIT, flame->scale)); P_SetObjectMomZ(flame, 3*FRACUNIT, false); if (!(gametyperules & GTR_FRIENDLY)) { P_SetMobjState(flame, S_TEAM_SPINFIRE1); flame->color = player->mo->color; } } #undef limitangle #undef numangles } else { travelangle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy); for (i = 0; i < 2; i++) { newx = player->mo->x + P_ReturnThrustX(player->mo, (travelangle + ((i&1) ? -1 : 1)*ANGLE_135), FixedMul(24*FRACUNIT, player->mo->scale)); newy = player->mo->y + P_ReturnThrustY(player->mo, (travelangle + ((i&1) ? -1 : 1)*ANGLE_135), FixedMul(24*FRACUNIT, player->mo->scale)); if (player->mo->standingslope) { ground = P_GetSlopeZAt(player->mo->standingslope, newx, newy); if (player->mo->eflags & MFE_VERTICALFLIP) ground -= FixedMul(mobjinfo[MT_SPINFIRE].height, player->mo->scale); } flame = P_SpawnMobj(newx, newy, ground, MT_SPINFIRE); P_SetTarget(&flame->target, player->mo); flame->angle = travelangle; flame->fuse = TICRATE*6; flame->destscale = player->mo->scale; P_SetScale(flame, player->mo->scale); flame->eflags = (flame->eflags & ~MFE_VERTICALFLIP)|(player->mo->eflags & MFE_VERTICALFLIP); if (!(gametyperules & GTR_FRIENDLY)) { P_SetMobjState(flame, S_TEAM_SPINFIRE1); flame->color = player->mo->color; } flame->momx = 8; // this is a hack which is used to ensure it still behaves as a missile and can damage others P_XYMovement(flame); if (P_MobjWasRemoved(flame)) continue; if (player->mo->eflags & MFE_VERTICALFLIP) { if (flame->z + flame->height < flame->ceilingz) P_RemoveMobj(flame); } else if (flame->z > flame->floorz) P_RemoveMobj(flame); } } } // // P_SpawnSkidDust // // Spawns spindash dust randomly around the player within a certain radius. // void P_SpawnSkidDust(player_t *player, fixed_t radius, boolean sound) { mobj_t *mo = player->mo; mobj_t *particle; particle = P_SpawnMobjFromMobj(mo, 0, 0, 0, MT_SPINDUST); if (radius >>= FRACBITS) { P_UnsetThingPosition(particle); particle->x += P_RandomRange(-radius, radius) << FRACBITS; particle->y += P_RandomRange(-radius, radius) << FRACBITS; P_SetThingPosition(particle); } particle->tics = 10; particle->destscale = (2*mo->scale)/3; P_SetScale(particle, particle->destscale); P_SetObjectMomZ(particle, FRACUNIT, false); if (mo->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER)) // overrides fire version P_SetMobjState(particle, S_SPINDUST_BUBBLE1); else if (player->powers[pw_shield] == SH_ELEMENTAL) P_SetMobjState(particle, S_SPINDUST_FIRE1); if (sound) S_StartSound(mo, sfx_s3k7e); // the proper "Knuckles eats dirt" sfx. } static void P_SkidStuff(player_t *player) { fixed_t pmx = player->rmomx + player->cmomx; fixed_t pmy = player->rmomy + player->cmomy; // Knuckles glides into the dirt. if (player->pflags & PF_GLIDING && player->skidtime) { // Fell off a ledge... if (!onground) { player->skidtime = 0; player->pflags &= ~(PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE); player->pflags |= PF_THOKKED; P_SetPlayerMobjState(player->mo, S_PLAY_FALL); } // Get up and brush yourself off, idiot. else if (player->glidetime > 15 || !(player->cmd.buttons & BT_JUMP)) { P_ResetPlayer(player); P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE_LANDING); player->pflags |= PF_STASIS; if (player->speed > FixedMul(player->runspeed, player->mo->scale)) player->skidtime += player->mo->tics; player->mo->momx = ((player->mo->momx - player->cmomx)/2) + player->cmomx; player->mo->momy = ((player->mo->momy - player->cmomy)/2) + player->cmomy; } // Didn't stop yet? Skid FOREVER! else if (player->skidtime == 1) player->skidtime = 3*TICRATE+1; // Spawn a particle every 3 tics. else if (!(player->skidtime % 3) && !(player->charflags & SF_NOSKID)) { P_SpawnSkidDust(player, player->mo->radius, true); } } // Skidding! else if (onground && !(player->mo->eflags & MFE_GOOWATER) && !(player->pflags & (PF_JUMPED|PF_SPINNING|PF_SLIDING)) && !(player->charflags & SF_NOSKID)) { if (player->skidtime) { // Spawn a particle every 3 tics. if (!(player->skidtime % 3)) { if (player->mo->state-states == S_PLAY_GLIDE_LANDING) P_SpawnSkidDust(player, player->mo->radius, true); else P_SpawnSkidDust(player, 0, false); } } else if (P_AproxDistance(pmx, pmy) >= FixedMul(player->runspeed/2, player->mo->scale) // if you were moving faster than half your run speed last frame && (player->mo->momx != pmx || player->mo->momy != pmy) // and you are moving differently this frame && P_GetPlayerControlDirection(player) == 2) // and your controls are pointing in the opposite direction to your movement { // check for skidding angle_t mang = R_PointToAngle2(0,0,pmx,pmy); // movement angle angle_t pang = R_PointToAngle2(pmx,pmy,player->mo->momx,player->mo->momy); // push angle angle_t dang = mang - pang; // delta angle if (dang > ANGLE_180) // Make delta angle always positive, invert it if it's negative. dang = InvAngle(dang); // If your push angle is more than this close to a full 180 degrees, trigger a skid. if (dang > ANGLE_157h) { if (player->mo->state-states != S_PLAY_SKID) P_SetPlayerMobjState(player->mo, S_PLAY_SKID); player->mo->tics = player->skidtime = (player->mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(player->mo->movefactor)))>>FRACBITS; S_StartSound(player->mo, sfx_skid); } } } else { if (player->skidtime) { player->skidtime = 0; S_StopSound(player->mo); } } } // // P_MovePlayer void P_MovePlayer(player_t *player) { ticcmd_t *cmd; INT32 i; fixed_t runspd; if (player->mo->state >= &states[S_PLAY_SUPER_TRANS1] && player->mo->state <= &states[S_PLAY_SUPER_TRANS6]) { player->mo->momx = player->mo->momy = player->mo->momz = 0; return; } cmd = &player->cmd; runspd = FixedMul(player->runspeed, player->mo->scale); // This was done in Sonic 3 & Knuckles, but has been missed in Sonic Mania and the Taxman/Stealth mobile remakes. Thanks to NeoHazard for his 2017 blogpost on the matter, because this oversight otherwise almost made it all the way to 2.2's release. //https://s3unlocked.blogspot.com/2017/12/over-threshold.html if (player->powers[pw_super]) runspd = FixedMul(runspd, 5*FRACUNIT/3); // Let's have some movement speed fun on low-friction surfaces, JUST for players... (high friction surfaces shouldn't have any adjustment, since the acceleration in this game is super high and that ends up cheesing high-friction surfaces.) runspd = FixedMul(runspd, player->mo->movefactor); // Control relinquishing stuff! if ((player->powers[pw_carry] == CR_BRAKGOOP) || (player->pflags & PF_GLIDING && player->skidtime) || (player->charability2 == CA2_GUNSLINGER && player->panim == PA_ABILITY2) || (player->charability2 == CA2_MELEE && player->mo->state-states == S_PLAY_MELEE_LANDING)) player->pflags |= PF_FULLSTASIS; else if (player->powers[pw_nocontrol]) { player->pflags |= PF_STASIS; if (!(player->powers[pw_nocontrol] & (1<<15))) player->pflags |= PF_JUMPSTASIS; } if (player->charability == CA_GLIDEANDCLIMB && player->mo->state-states == S_PLAY_GLIDE_LANDING) { player->pflags |= PF_STASIS; } // note: don't unset stasis here if (!player->spectator && G_TagGametype()) { // If we have stasis already here, it's because it's forced on us // by a linedef executor or what have you boolean forcestasis = false; //During hide time, taggers cannot move. if (leveltime < hidetime * TICRATE) { if (player->pflags & PF_TAGIT) forcestasis = true; } else if (gametyperules & GTR_HIDEFROZEN) { if (!(player->pflags & PF_TAGIT)) { forcestasis = true; if (player->pflags & PF_GAMETYPEOVER) // Already hit. player->powers[pw_flashing] = 5; } } if (forcestasis) { player->pflags |= PF_FULLSTASIS; // If you're in stasis in tag, you don't drown. if (player->powers[pw_underwater] <= 12*TICRATE + 1) P_RestoreMusic(player); player->powers[pw_underwater] = player->powers[pw_spacetime] = 0; } } if (player->spectator) { player->mo->eflags &= ~MFE_VERTICALFLIP; // deflip... P_SpectatorMovement(player); return; } // Locate the capsule for this mare. else if (maptol & TOL_NIGHTS) { if (P_PlayerFullbright(player)) { player->mo->color = ((skin_t *)player->mo->skin)->supercolor + ((player->nightstime == player->startedtime) ? 4 : abs((((signed)leveltime >> 1) % 9) - 4)); // This is where super flashing is handled. G_GhostAddColor(GHC_SUPER); } if (!player->capsule && !player->bonustime) { thinker_t *th; mobj_t *mo2; for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; if (mo2->type == MT_EGGCAPSULE && mo2->threshold == player->mare) P_SetTarget(&player->capsule, mo2); } } else if (player->capsule && player->capsule->reactiontime > 0 && player == &players[player->capsule->reactiontime-1]) { P_DoNiGHTSCapsule(player); return; } // Suck player into their drone if (player->drone) { P_MoveNiGHTSToDrone(player); return; } // Test revamped NiGHTS movement. if (player->powers[pw_carry] == CR_NIGHTSMODE) { P_NiGHTSMovement(player); // No more goto blockchecking, let's just do all that here =D if (CheckForBustableBlocks) P_CheckBustableBlocks(player); if (CheckForBouncySector) P_CheckBouncySectors(player); if (CheckForQuicksand) P_CheckQuicksand(player); return; } else if (player->powers[pw_carry] == CR_NIGHTSFALL && P_IsObjectOnGround(player->mo)) { if (G_IsSpecialStage(gamemap)) { if (player == &players[displayplayer]) // only play the sound for yourself landing S_StartSound(NULL, sfx_s3k6a); for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i]) players[i].exiting = (14*TICRATE)/5 + 1; } else { // Damage whether or not we have spheres, as player should recoil upon losing points P_DamageMobj(player->mo, NULL, NULL, 1, 0); // Now deduct our mare score! player->marescore = player->spheres =\ player->rings = 0; } player->powers[pw_carry] = CR_NONE; } } ////////////////////// // MOVEMENT CODE // ////////////////////// if (twodlevel || player->mo->flags2 & MF2_TWOD) // 2d-level, so special control applies. P_2dMovement(player); else { if (!player->climbing) { switch (P_ControlStyle(player)) { case CS_LEGACY: case CS_STANDARD: player->mo->angle = (cmd->angleturn<<16 /* not FRACBITS */); break; case CS_LMAOGALOG: break; // handled elsewhere case CS_SIMPLE: if (cmd->forwardmove || cmd->sidemove) { angle_t controlangle = R_PointToAngle2(0, 0, cmd->forwardmove << FRACBITS, -cmd->sidemove << FRACBITS); player->mo->angle = (cmd->angleturn<<16 /* not FRACBITS */) + controlangle; } else { angle_t drawangleoffset = (player->powers[pw_carry] == CR_ROLLOUT) ? ANGLE_180 : 0; player->mo->angle = player->drawangle + drawangleoffset; } break; } } ticruned++; if ((cmd->angleturn & TICCMD_RECEIVED) == 0) ticmiss++; P_3dMovement(player); } if (maptol & TOL_2D) runspd = FixedMul(runspd, 2*FRACUNIT/3); P_SkidStuff(player); ///////////////////////// // MOVEMENT ANIMATIONS // ///////////////////////// if ((cmd->forwardmove != 0 || cmd->sidemove != 0) || (player->powers[pw_super] && !onground)) { // If the player is in dashmode, here's their peelout. if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD && player->panim == PA_RUN && !player->skidtime && (onground || ((player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) && player->secondjump == 1) || player->powers[pw_super])) P_SetPlayerMobjState (player->mo, S_PLAY_DASH); // If the player is moving fast enough, // break into a run! else if (player->speed >= runspd && player->panim == PA_WALK && !player->skidtime && (onground || ((player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) && player->secondjump == 1) || player->powers[pw_super])) { if (!onground) P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT_RUN); else P_SetPlayerMobjState(player->mo, S_PLAY_RUN); } // Floating at slow speeds has its own special animation. else if ((((player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) && player->secondjump == 1) || player->powers[pw_super]) && player->panim == PA_IDLE && !onground) P_SetPlayerMobjState (player->mo, S_PLAY_FLOAT); // Otherwise, just walk. else if ((player->rmomx || player->rmomy) && player->panim == PA_IDLE) P_SetPlayerMobjState (player->mo, S_PLAY_WALK); } // If your peelout animation is playing, and you're // going too slow, switch back to the run. if (player->charflags & SF_DASHMODE && player->panim == PA_DASH && player->dashmode < DASHMODE_THRESHOLD) P_SetPlayerMobjState(player->mo, S_PLAY_RUN); // If your running animation is playing, and you're // going too slow, switch back to the walking frames. if (player->panim == PA_RUN && player->speed < runspd) { if (!onground && (((player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) && player->secondjump == 1) || player->powers[pw_super])) P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT); else P_SetPlayerMobjState(player->mo, S_PLAY_WALK); } // Correct floating when ending up on the ground. if (onground) { if (player->mo->state-states == S_PLAY_FLOAT) P_SetPlayerMobjState(player->mo, S_PLAY_WALK); else if (player->mo->state-states == S_PLAY_FLOAT_RUN) P_SetPlayerMobjState(player->mo, S_PLAY_RUN); } // If Springing (or nojumpspinning), but travelling DOWNWARD, change back! if ((player->panim == PA_SPRING && P_MobjFlip(player->mo)*player->mo->momz < 0) || ((((player->charflags & SF_NOJUMPSPIN) && (player->pflags & PF_JUMPED) && player->panim == PA_JUMP)) && (P_MobjFlip(player->mo)*player->mo->momz < 0))) P_SetPlayerMobjState(player->mo, S_PLAY_FALL); // If doing an air animation but on the ground, change back! else if (onground && (player->panim == PA_SPRING || player->panim == PA_FALL || player->panim == PA_RIDE || player->panim == PA_JUMP) && !player->mo->momz) P_SetPlayerMobjState(player->mo, S_PLAY_STND); // If you are stopped and are still walking, stand still! if (!player->mo->momx && !player->mo->momy && !player->mo->momz && player->panim == PA_WALK) P_SetPlayerMobjState(player->mo, S_PLAY_STND); ////////////////// //GAMEPLAY STUFF// ////////////////// // Make sure you're not "jumping" on the ground if (onground && player->pflags & PF_JUMPED && !(player->pflags & PF_GLIDING) && P_MobjFlip(player->mo)*player->mo->momz < 0) { player->pflags &= ~(PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED|PF_SHIELDABILITY); player->secondjump = 0; P_SetPlayerMobjState(player->mo, S_PLAY_STND); } if ((!(player->charability == CA_GLIDEANDCLIMB) || player->gotflag) // If you can't glide, then why the heck would you be gliding? && (player->pflags & PF_GLIDING || player->climbing)) { if (onground) P_SetPlayerMobjState(player->mo, S_PLAY_WALK); else { player->pflags |= P_GetJumpFlags(player); P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); } player->pflags &= ~PF_GLIDING; player->glidetime = 0; player->climbing = 0; } if ((!(player->charability == CA_BOUNCE) || player->gotflag) // If you can't bounce, then why the heck would you be bouncing? && (player->pflags & PF_BOUNCING)) { if (onground) P_SetPlayerMobjState(player->mo, S_PLAY_WALK); else { player->pflags |= P_GetJumpFlags(player); P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); } player->pflags &= ~PF_BOUNCING; } // Glide MOMZ // AKA my own gravity. =) if (player->pflags & PF_GLIDING) { mobj_t *mo = player->mo; // seriously why isn't this at the top of the function hngngngng fixed_t glidespeed = player->actionspd; fixed_t momx = mo->momx - player->cmomx, momy = mo->momy - player->cmomy; angle_t angle, moveangle = R_PointToAngle2(0, 0, momx, momy); boolean swimming = mo->state - states == S_PLAY_SWIM; boolean in2d = mo->flags2 & MF2_TWOD || twodlevel; if (player->powers[pw_super] || player->powers[pw_sneakers]) glidespeed *= 2; if (player->mo->eflags & MFE_VERTICALFLIP) { if (player->mo->momz > FixedMul(2*FRACUNIT, player->mo->scale)) player->mo->momz -= FixedMul(3*(FRACUNIT/4), player->mo->scale); } else { if (player->mo->momz < FixedMul(-2*FRACUNIT, player->mo->scale)) player->mo->momz += FixedMul(3*(FRACUNIT/4), player->mo->scale); } // Strafing while gliding. if ((P_ControlStyle(player) & CS_LMAOGALOG) || in2d) angle = mo->angle; else if (swimming) angle = mo->angle + R_PointToAngle2(0, 0, cmd->forwardmove<sidemove<angle - FixedAngle(cmd->sidemove * FRACUNIT); if (!player->skidtime) // TODO: make sure this works in 2D! { angle_t anglediff = angle - moveangle; fixed_t accelfactor = 4*FRACUNIT - 3*FINECOSINE((anglediff >> ANGLETOFINESHIFT) & FINEMASK); fixed_t speed, scale = mo->scale; if (in2d) { if (mo->eflags & MFE_UNDERWATER) speed = FixedMul((glidespeed>>1) + player->glidetime*750, scale); else speed = FixedMul(glidespeed + player->glidetime*1500, scale); P_InstaThrust(mo, angle, speed); } else if (swimming) { fixed_t minspeed; if (anglediff > ANGLE_180) anglediff = InvAngle(InvAngle(anglediff) >> 3); else anglediff = anglediff >> 3; minspeed = FixedMul((glidespeed>>1) + player->glidetime*750, scale); // underwater-specific speed = FixedHypot(momx, momy) - abs(P_ReturnThrustY(mo, anglediff, mo->scale)); if (speed < minspeed) { momx += P_ReturnThrustX(mo, angle, FixedMul(accelfactor, scale)); momy += P_ReturnThrustY(mo, angle, FixedMul(accelfactor, scale)); speed = FixedHypot(momx, momy); // recalculate speed } mo->momx = P_ReturnThrustX(mo, moveangle + anglediff, speed) + player->cmomx; mo->momy = P_ReturnThrustY(mo, moveangle + anglediff, speed) + player->cmomy; } else { fixed_t newMagnitude, oldMagnitude = R_PointToDist2(momx, momy, 0, 0); if (mo->eflags & MFE_UNDERWATER) speed = FixedMul((glidespeed>>1) + player->glidetime*750, scale); else speed = FixedMul(glidespeed + player->glidetime*1500, scale); P_Thrust(mo, angle, FixedMul(accelfactor, scale)); newMagnitude = R_PointToDist2(player->mo->momx - player->cmomx, player->mo->momy - player->cmomy, 0, 0); if (newMagnitude > speed) { fixed_t tempmomx, tempmomy; if (oldMagnitude > speed) { if (newMagnitude > oldMagnitude) { tempmomx = FixedMul(FixedDiv(player->mo->momx - player->cmomx, newMagnitude), oldMagnitude); tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), oldMagnitude); player->mo->momx = tempmomx + player->cmomx; player->mo->momy = tempmomy + player->cmomy; } // else do nothing } else { tempmomx = FixedMul(FixedDiv(player->mo->momx - player->cmomx, newMagnitude), speed); tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), speed); player->mo->momx = tempmomx + player->cmomx; player->mo->momy = tempmomy + player->cmomy; } } } } player->glidetime++; if (!(player->pflags & PF_JUMPDOWN)) // If not holding the jump button { P_ResetPlayer(player); // down, stop gliding. if (onground) P_SetPlayerMobjState(player->mo, S_PLAY_WALK); else if (player->charflags & SF_MULTIABILITY) { player->pflags |= P_GetJumpFlags(player); P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); } else { player->pflags |= PF_THOKKED; player->mo->momx >>= 1; player->mo->momy >>= 1; P_SetPlayerMobjState(player->mo, S_PLAY_FALL); } } } else if (player->climbing) // 'Deceleration' for climbing on walls. { if (!player->cmd.forwardmove) player->mo->momz = 0; } else if (player->pflags & PF_BOUNCING) { if (!(player->pflags & PF_JUMPDOWN)) // If not holding the jump button { P_ResetPlayer(player); // down, stop bouncing. player->pflags |= PF_THOKKED; if (onground) P_SetPlayerMobjState(player->mo, S_PLAY_WALK); else if (player->charflags & SF_MULTIABILITY) { player->pflags |= P_GetJumpFlags(player); P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); } else { player->mo->momx >>= 1; player->mo->momy >>= 1; player->mo->momz >>= 1; P_SetPlayerMobjState(player->mo, S_PLAY_FALL); } } } else if (player->mo->state-states == S_PLAY_BOUNCE) P_SetPlayerMobjState(player->mo, S_PLAY_FALL); // If you're running fast enough, you can create splashes as you run in shallow water. if (!player->climbing && ((!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + player->mo->height >= player->mo->watertop && player->mo->z <= player->mo->watertop) || (player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height >= player->mo->waterbottom && player->mo->z <= player->mo->waterbottom)) && (player->speed > runspd || (player->pflags & PF_STARTDASH)) && leveltime % (TICRATE/7) == 0 && player->mo->momz == 0 && !(player->pflags & PF_SLIDING) && !player->spectator) { mobjtype_t splishtype = (player->mo->eflags & MFE_TOUCHLAVA) ? MT_LAVASPLISH : MT_SPLISH; mobj_t *water = P_SpawnMobj(player->mo->x - P_ReturnThrustX(NULL, player->mo->angle, player->mo->radius), player->mo->y - P_ReturnThrustY(NULL, player->mo->angle, player->mo->radius), ((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[splishtype].height, player->mo->scale) : player->mo->watertop), splishtype); if (player->mo->eflags & MFE_GOOWATER) S_StartSound(water, sfx_ghit); else if (player->mo->eflags & MFE_TOUCHLAVA) S_StartSound(water, sfx_splash); else S_StartSound(water, sfx_wslap); if (player->mo->eflags & MFE_VERTICALFLIP) { water->flags2 |= MF2_OBJECTFLIP; water->eflags |= MFE_VERTICALFLIP; } water->destscale = player->mo->scale; P_SetScale(water, player->mo->scale); } // Little water sound while touching water - just a nicety. if ((player->mo->eflags & MFE_TOUCHWATER) && !(player->mo->eflags & MFE_UNDERWATER) && !player->spectator) { if (P_RandomChance(FRACUNIT/2) && leveltime % TICRATE == 0) S_StartSound(player->mo, sfx_floush); } //////////////// //TAILS FLYING// //////////////// if (!(player->charability == CA_FLY || player->charability == CA_SWIM)) // why are you flying when you cannot fly?! { if (player->powers[pw_tailsfly] || player->mo->state-states == S_PLAY_FLY_TIRED) { if (onground) P_SetPlayerMobjState(player->mo, S_PLAY_WALK); else { player->pflags |= P_GetJumpFlags(player); P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); } } player->powers[pw_tailsfly] = 0; } if (player->gotflag && player->powers[pw_tailsfly]) player->powers[pw_tailsfly] = 1; // If not in a fly position, don't think you're flying! if (player->panim != PA_ABILITY) player->powers[pw_tailsfly] = 0; if (player->charability == CA_FLY || (player->charability == CA_SWIM && player->mo->eflags & MFE_UNDERWATER)) { // Fly counter for Tails. if (player->powers[pw_tailsfly]) { const fixed_t actionspd = player->actionspd/100; if (player->charflags & SF_MULTIABILITY) { // Adventure-style flying by just holding the button down if (cmd->buttons & BT_JUMP && !(player->pflags & PF_STASIS) && !player->exiting) P_SetObjectMomZ(player->mo, actionspd/4, true); } else { // Classic flying if (player->fly1) { if (P_MobjFlip(player->mo)*player->mo->momz < FixedMul(5*actionspd, player->mo->scale)) P_SetObjectMomZ(player->mo, actionspd/2, true); P_SetPlayerMobjState(player->mo, player->mo->state->nextstate); player->fly1--; } } // Tails Put-Put noise if (player->charability == CA_FLY && (player->pflags & PF_CANCARRY) && !(player->mo->eflags & MFE_UNDERWATER) && leveltime % 10 == 0 && !player->spectator) S_StartSound(player->mo, sfx_putput); // Descend if (cmd->buttons & BT_SPIN && !(player->pflags & PF_STASIS) && !player->exiting && !(player->mo->eflags & MFE_GOOWATER)) if (P_MobjFlip(player->mo)*player->mo->momz > -FixedMul(5*actionspd, player->mo->scale)) { if (player->fly1 > 2) player->fly1 = 2; P_SetObjectMomZ(player->mo, -actionspd/2, true); } } else { // Tails-gets-tired Stuff if (player->panim == PA_ABILITY && player->mo->state-states != S_PLAY_FLY_TIRED) P_SetPlayerMobjState(player->mo, S_PLAY_FLY_TIRED); if (player->charability == CA_FLY && (leveltime % 10 == 0) && player->mo->state-states == S_PLAY_FLY_TIRED && !(player->mo->eflags & MFE_UNDERWATER) && !player->spectator) S_StartSound(player->mo, sfx_pudpud); } } // End your chain if you're on the ground or climbing a wall. // But not if invincible! Allow for some crazy long chains with it. // Also keep in mind the PF_JUMPED check. // If we lacked this, stepping up while jumping up would reset score. // (for instance, when climbing up off a wall.) if ((onground || player->climbing) && !(player->pflags & PF_JUMPED) && player->powers[pw_invulnerability] <= 1) P_ResetScore(player); // Show the "THOK!" graphic when spinning quickly across the ground. (even applies to non-spinners, in the case of zoom tubes) if (player->pflags & PF_SPINNING && P_AproxDistance(player->speed, player->mo->momz) > FixedMul(15<mo->scale) && !(player->pflags & PF_JUMPED)) { P_SpawnSpinMobj(player, player->spinitem); G_GhostAddSpin(); } //////////////////////////// //SPINNING AND SPINDASHING// //////////////////////////// // If the player isn't on the ground, make sure they aren't in a "starting dash" position. if (!onground && player->powers[pw_carry] != CR_NIGHTSMODE) { player->pflags &= ~PF_STARTDASH; player->dashspeed = 0; } if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL && (player->pflags & PF_SPINNING) && player->speed > FixedMul(4<mo->scale) && onground && (leveltime & 1) && !(player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER))) P_ElementalFire(player, false); P_DoSpinAbility(player, cmd); // jumping P_DoJumpStuff(player, cmd); // If you're not spinning, you'd better not be spindashing! if (!(player->pflags & PF_SPINNING) && player->powers[pw_carry] != CR_NIGHTSMODE) player->pflags &= ~PF_STARTDASH; ////////////////// //ANALOG CONTROL// ////////////////// // This really looks like it should be moved to P_3dMovement. -Red if (P_ControlStyle(player) == CS_LMAOGALOG && (cmd->forwardmove != 0 || cmd->sidemove != 0) && !player->climbing && !twodlevel && !(player->mo->flags2 & MF2_TWOD)) { // If travelling slow enough, face the way the controls // point and not your direction of movement. if (player->speed < FixedMul(5*FRACUNIT, player->mo->scale) || player->pflags & PF_GLIDING || !onground) { angle_t tempangle; tempangle = (cmd->angleturn << 16); #ifdef REDSANALOG // Ease to it. Chillax. ~Red tempangle += R_PointToAngle2(0, 0, cmd->forwardmove*FRACUNIT, -cmd->sidemove*FRACUNIT); { fixed_t tweenvalue = max(abs(cmd->forwardmove), abs(cmd->sidemove)); if (tweenvalue < 10 && (cmd->buttons & (BT_CAMLEFT|BT_CAMRIGHT)) == (BT_CAMLEFT|BT_CAMRIGHT)) { tempangle = (cmd->angleturn << 16); tweenvalue = 16; } tweenvalue *= tweenvalue*tweenvalue*1536; //if (player->pflags & PF_GLIDING) //tweenvalue >>= 1; tempangle -= player->mo->angle; if (tempangle < ANGLE_180 && tempangle > tweenvalue) player->mo->angle += tweenvalue; else if (tempangle >= ANGLE_180 && InvAngle(tempangle) > tweenvalue) player->mo->angle -= tweenvalue; else player->mo->angle += tempangle; } #else // Less math this way ~Red player->mo->angle = R_PointToAngle2(0, 0, cmd->forwardmove*FRACUNIT, -cmd->sidemove*FRACUNIT)+tempangle; #endif } // Otherwise, face the direction you're travelling. else if (player->panim == PA_WALK || player->panim == PA_RUN || player->panim == PA_DASH || player->panim == PA_ROLL || player->panim == PA_JUMP || (player->panim == PA_ABILITY && player->mo->state-states == S_PLAY_GLIDE)) player->mo->angle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy); // Update the local angle control. P_SetPlayerAngle(player, player->mo->angle); } if (player->climbing == 1) P_DoClimbing(player); if (player->climbing > 1) { P_InstaThrust(player->mo, player->mo->angle, FixedMul(4*FRACUNIT, player->mo->scale)); // Shove up against the wall player->climbing--; } // Make sure you're not teetering when you shouldn't be. if (player->panim == PA_EDGE && (player->mo->momx || player->mo->momy || player->mo->momz)) P_SetPlayerMobjState(player->mo, S_PLAY_STND); // Check for teeter! if (!(player->mo->momz || player->mo->momx || player->mo->momy) && !(player->mo->eflags & MFE_GOOWATER) && player->panim == PA_IDLE && !(player->powers[pw_carry])) P_DoTeeter(player); // Toss a flag if (G_GametypeHasTeams() && (cmd->buttons & BT_TOSSFLAG) && !(player->powers[pw_super]) && !(player->tossdelay)) { if (!(player->gotflag & (GF_REDFLAG|GF_BLUEFLAG))) P_PlayerEmeraldBurst(player, true); // Toss emeralds else P_PlayerFlagBurst(player, true); } // check for fire if (!player->exiting) P_DoFiring(player, cmd); { boolean atspinheight = false; fixed_t oldheight = player->mo->height; // Less height while spinning. Good for spinning under things...? if (P_PlayerShouldUseSpinHeight(player)) { player->mo->height = P_GetPlayerSpinHeight(player); atspinheight = true; } else player->mo->height = P_GetPlayerHeight(player); if (player->mo->eflags & MFE_VERTICALFLIP && player->mo->height != oldheight) // adjust z height for reverse gravity, similar to how it's done for scaling player->mo->z -= player->mo->height - oldheight; // Crush test... if ((player->mo->ceilingz - player->mo->floorz < player->mo->height) && !(player->mo->flags & MF_NOCLIP)) { if (!atspinheight) { player->pflags |= PF_SPINNING; P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); } else if (player->mo->ceilingz - player->mo->floorz < player->mo->height) { if ((netgame || multiplayer) && player->spectator) P_DamageMobj(player->mo, NULL, NULL, 1, DMG_SPECTATOR); // Respawn crushed spectators else P_DamageMobj(player->mo, NULL, NULL, 1, DMG_CRUSHED); if (player->playerstate == PST_DEAD) return; } } } #ifdef HWRENDER if (rendermode == render_opengl && cv_fovchange.value) { fixed_t speed; const fixed_t runnyspeed = 20*FRACUNIT; speed = R_PointToDist2(player->rmomx, player->rmomy, 0, 0); if (speed > player->normalspeed-5*FRACUNIT) speed = player->normalspeed-5*FRACUNIT; if (speed >= runnyspeed) player->fovadd = speed-runnyspeed; else player->fovadd = 0; if (player->fovadd < 0) player->fovadd = 0; } else player->fovadd = 0; #endif // Look for blocks to bust up // Because of FF_SHATTER, we should look for blocks constantly, // not just when spinning or playing as Knuckles if (CheckForBustableBlocks) P_CheckBustableBlocks(player); // Check for a BOUNCY sector! if (CheckForBouncySector) P_CheckBouncySectors(player); // Look for Quicksand! if (CheckForQuicksand) P_CheckQuicksand(player); if (P_IsObjectOnGround(player->mo)) player->mo->pmomz = 0; } static void P_DoZoomTube(player_t *player) { fixed_t speed; mobj_t *waypoint = NULL; fixed_t dist; boolean reverse; player->mo->height = P_GetPlayerSpinHeight(player); if (player->speed > 0) reverse = false; else reverse = true; player->powers[pw_flashing] = 1; speed = abs(player->speed); // change slope dist = P_AproxDistance(P_AproxDistance(player->mo->tracer->x - player->mo->x, player->mo->tracer->y - player->mo->y), player->mo->tracer->z - player->mo->z); if (dist < 1) dist = 1; player->mo->momx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed)); player->mo->momy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed)); player->mo->momz = FixedMul(FixedDiv(player->mo->tracer->z - player->mo->z, dist), (speed)); // Calculate the distance between the player and the waypoint // 'dist' already equals this. // Will the player go past the waypoint? if (speed > dist) { speed -= dist; // If further away, set XYZ of player to waypoint location P_UnsetThingPosition(player->mo); player->mo->x = player->mo->tracer->x; player->mo->y = player->mo->tracer->y; player->mo->z = player->mo->tracer->z; P_SetThingPosition(player->mo); // ugh, duh!! player->mo->floorz = player->mo->subsector->sector->floorheight; player->mo->ceilingz = player->mo->subsector->sector->ceilingheight; CONS_Debug(DBG_GAMELOGIC, "Looking for next waypoint...\n"); // Find next waypoint waypoint = reverse ? P_GetPreviousWaypoint(player->mo->tracer, false) : P_GetNextWaypoint(player->mo->tracer, false); if (waypoint) { CONS_Debug(DBG_GAMELOGIC, "Found waypoint (sequence %d, number %d).\n", waypoint->threshold, waypoint->health); P_SetTarget(&player->mo->tracer, waypoint); // calculate MOMX/MOMY/MOMZ for next waypoint // change slope dist = P_AproxDistance(P_AproxDistance(player->mo->tracer->x - player->mo->x, player->mo->tracer->y - player->mo->y), player->mo->tracer->z - player->mo->z); if (dist < 1) dist = 1; player->mo->momx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed)); player->mo->momy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed)); player->mo->momz = FixedMul(FixedDiv(player->mo->tracer->z - player->mo->z, dist), (speed)); } else { P_SetTarget(&player->mo->tracer, NULL); // Else, we just let them fly. player->powers[pw_carry] = CR_NONE; CONS_Debug(DBG_GAMELOGIC, "Next waypoint not found, releasing from track...\n"); } } // change angle if (player->mo->tracer) { player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, player->mo->tracer->x, player->mo->tracer->y); P_SetPlayerAngle(player, player->mo->angle); } } // // P_DoRopeHang // // Kinda like P_DoZoomTube // but a little different. // static void P_DoRopeHang(player_t *player) { INT32 sequence; fixed_t speed; mobj_t *waypoint = NULL; fixed_t dist; fixed_t playerz; player->mo->height = P_GetPlayerHeight(player); // Play the 'clink' sound only if the player is moving. if (!(leveltime & 7) && player->speed) S_StartSound(player->mo, sfx_s3k55); playerz = player->mo->z + player->mo->height; speed = abs(player->speed); sequence = player->mo->tracer->threshold; // change slope dist = P_AproxDistance(P_AproxDistance(player->mo->tracer->x - player->mo->x, player->mo->tracer->y - player->mo->y), player->mo->tracer->z - playerz); if (dist < 1) dist = 1; player->mo->momx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed)); player->mo->momy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed)); player->mo->momz = FixedMul(FixedDiv(player->mo->tracer->z - playerz, dist), (speed)); if (player->cmd.buttons & BT_SPIN && !(player->pflags & PF_STASIS)) // Drop off of the rope { player->pflags |= (P_GetJumpFlags(player)|PF_SPINDOWN); P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); P_SetTarget(&player->mo->tracer, NULL); player->powers[pw_carry] = CR_NONE; return; } if (player->mo->state-states != S_PLAY_RIDE) P_SetPlayerMobjState(player->mo, S_PLAY_RIDE); // If not allowed to move, we're done here. if (!speed) return; // Calculate the distance between the player and the waypoint // 'dist' already equals this. // Will the player go past the waypoint? if (speed > dist) { speed -= dist; // If further away, set XYZ of player to waypoint location P_UnsetThingPosition(player->mo); player->mo->x = player->mo->tracer->x; player->mo->y = player->mo->tracer->y; player->mo->z = player->mo->tracer->z - player->mo->height; playerz = player->mo->tracer->z; P_SetThingPosition(player->mo); CONS_Debug(DBG_GAMELOGIC, "Looking for next waypoint...\n"); // Find next waypoint waypoint = P_GetNextWaypoint(player->mo->tracer, false); if (!(player->mo->tracer->flags & MF_SLIDEME) && !waypoint) { CONS_Debug(DBG_GAMELOGIC, "Next waypoint not found, wrapping to start...\n"); // Wrap around back to first waypoint waypoint = P_GetFirstWaypoint(sequence); } if (waypoint) { CONS_Debug(DBG_GAMELOGIC, "Found waypoint (sequence %d, number %d).\n", waypoint->threshold, waypoint->health); P_SetTarget(&player->mo->tracer, waypoint); // calculate MOMX/MOMY/MOMZ for next waypoint // change slope dist = P_AproxDistance(P_AproxDistance(player->mo->tracer->x - player->mo->x, player->mo->tracer->y - player->mo->y), player->mo->tracer->z - playerz); if (dist < 1) dist = 1; player->mo->momx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed)); player->mo->momy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed)); player->mo->momz = FixedMul(FixedDiv(player->mo->tracer->z - playerz, dist), (speed)); } else { if (player->mo->tracer->flags & MF_SLIDEME) { player->pflags |= P_GetJumpFlags(player); P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); } P_SetTarget(&player->mo->tracer, NULL); player->powers[pw_carry] = CR_NONE; CONS_Debug(DBG_GAMELOGIC, "Next waypoint not found!\n"); } } } #if 0 // // P_NukeAllPlayers // // Hurts all players // source = guy who gets the credit // static void P_NukeAllPlayers(player_t *player) { mobj_t *mo; UINT8 i; for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) continue; if (players[i].spectator) continue; if (!players[i].mo) continue; if (players[i].mo == player->mo) continue; if (players[i].mo->health <= 0) continue; P_DamageMobj(players[i].mo, player->mo, player->mo, 1, 0); } CONS_Printf(M_GetText("%s caused a world of pain.\n"), player_names[player-players]); return; } #endif // // P_NukeEnemies // Looks for something you can hit - Used for bomb shield // void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius) { const fixed_t ns = 60 << FRACBITS; mobj_t *mo; angle_t fa; thinker_t *think; INT32 i; for (i = 0; i < 16; i++) { fa = (i*(FINEANGLES/16)); mo = P_SpawnMobj(inflictor->x, inflictor->y, inflictor->z, MT_SUPERSPARK); if (!P_MobjWasRemoved(mo)) { mo->momx = FixedMul(FINESINE(fa),ns); mo->momy = FixedMul(FINECOSINE(fa),ns); } } for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next) { if (think->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo = (mobj_t *)think; if (!(mo->flags & MF_SHOOTABLE) && !(mo->type == MT_EGGGUARD || mo->type == MT_MINUS)) continue; if (mo->flags & MF_MONITOR) continue; // Monitors cannot be 'nuked'. if (!G_RingSlingerGametype() && mo->type == MT_PLAYER) continue; // Don't hurt players in Co-Op! if (abs(inflictor->x - mo->x) > radius || abs(inflictor->y - mo->y) > radius || abs(inflictor->z - mo->z) > radius) continue; // Workaround for possible integer overflow in the below -Red if (P_AproxDistance(P_AproxDistance(inflictor->x - mo->x, inflictor->y - mo->y), inflictor->z - mo->z) > radius) continue; if (mo->type == MT_MINUS && !(mo->flags & (MF_SPECIAL|MF_SHOOTABLE))) mo->flags = (mo->flags & ~MF_NOCLIPTHING)|MF_SPECIAL|MF_SHOOTABLE; if (mo->type == MT_EGGGUARD && mo->tracer) //nuke Egg Guard's shield! P_KillMobj(mo->tracer, inflictor, source, DMG_NUKE); if (mo->flags & MF_BOSS || mo->type == MT_PLAYER) //don't OHKO bosses nor players! P_DamageMobj(mo, inflictor, source, 1, DMG_NUKE); else P_DamageMobj(mo, inflictor, source, 1000, DMG_NUKE); } } // // P_Earthquake // Used for Super Knuckles' landing - damages enemies within the given radius // void P_Earthquake(mobj_t *inflictor, mobj_t *source, fixed_t radius) { const fixed_t scaledradius = FixedMul(radius, inflictor->scale); const fixed_t ns = scaledradius/12; mobj_t *mo; angle_t fa; INT32 i; boolean grounded = P_IsObjectOnGround(inflictor); for (i = 0; i < 16; i++) { fa = (i*(FINEANGLES/16)); mo = P_SpawnMobjFromMobj(inflictor, 0, 0, 0, MT_SUPERSPARK); if (!P_MobjWasRemoved(mo)) { if (grounded) { mo->momx = FixedMul(FINESINE(fa),ns); mo->momy = FixedMul(FINECOSINE(fa),ns); } else { P_InstaThrust(mo, inflictor->angle + ANGLE_90, FixedMul(FINECOSINE(fa),ns)); mo->momz = FixedMul(FINESINE(fa),ns); } } } if (inflictor->player && P_IsLocalPlayer(inflictor->player)) { quake.epicenter = NULL; quake.intensity = 8*inflictor->scale; quake.time = 8; quake.radius = scaledradius; } P_RadiusAttack(inflictor, source, radius, 0, false); } // // P_LookForFocusTarget // Looks for a target for a player to focus on, for Z-targeting etc. // exclude would be the current focus target, to ignore. // direction, if set, requires the target to be to the left (1) or right (-1) of the angle // mobjflags can be used to limit the flags of objects that can be focused // mobj_t *P_LookForFocusTarget(player_t *player, mobj_t *exclude, SINT8 direction, UINT8 lockonflags) { mobj_t *mo; thinker_t *think; mobj_t *closestmo = NULL; const fixed_t maxdist = 2560*player->mo->scale; const angle_t span = ANGLE_45; fixed_t dist, closestdist = 0; angle_t dangle, closestdangle = 0; for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next) { if (think->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo = (mobj_t *)think; if (mo->flags & MF_NOCLIPTHING) continue; if (mo == player->mo || mo == exclude) continue; if (mo->health <= 0) // dead continue; switch (mo->type) { case MT_TNTBARREL: if (lockonflags & LOCK_INTERESTS) break; /*FALLTHRU*/ case MT_PLAYER: // Don't chase other players! case MT_DETON: continue; // Don't be STUPID, Sonic! case MT_FAKEMOBILE: if (!(lockonflags & LOCK_BOSS)) continue; break; case MT_EGGSHIELD: if (!(lockonflags & LOCK_ENEMY)) continue; break; case MT_EGGSTATUE: if (tutorialmode) break; // Always focus egg statue in the tutorial /*FALLTHRU*/ default: if ((lockonflags & LOCK_BOSS) && ((mo->flags & (MF_BOSS|MF_SHOOTABLE)) == (MF_BOSS|MF_SHOOTABLE))) // allows if it has the flags desired XOR it has the invert aimable flag { if (mo->flags2 & MF2_FRET) continue; break; } if ((lockonflags & LOCK_ENEMY) && (!((mo->flags & (MF_ENEMY|MF_SHOOTABLE)) == (MF_ENEMY|MF_SHOOTABLE)) != !(mo->flags2 & MF2_INVERTAIMABLE))) // allows if it has the flags desired XOR it has the invert aimable flag break; if ((lockonflags & LOCK_INTERESTS) && (mo->flags & (MF_PUSHABLE|MF_MONITOR))) // allows if it has the flags desired XOR it has the invert aimable flag break; continue; // not a valid object } { fixed_t zdist = (player->mo->z + player->mo->height/2) - (mo->z + mo->height/2); dist = P_AproxDistance(player->mo->x-mo->x, player->mo->y-mo->y); if (abs(zdist) > dist) continue; // Don't home outside of desired angle! dist = P_AproxDistance(dist, zdist); if (dist > maxdist) continue; // out of range } if ((twodlevel || player->mo->flags2 & MF2_TWOD) && abs(player->mo->y-mo->y) > player->mo->radius) continue; // not in your 2d plane dangle = R_PointToAngle2(player->mo->x, player->mo->y, mo->x, mo->y) - ( !exclude ? player->mo->angle : R_PointToAngle2(player->mo->x, player->mo->y, exclude->x, exclude->y) ); if (direction) { if (direction == 1 && dangle > ANGLE_180) continue; // To the right of the player if (direction == -1 && dangle < ANGLE_180) continue; // To the left of the player } if (dangle > ANGLE_180) dangle = InvAngle(dangle); if (dangle > span) continue; // behind back // Inflate dist by angle difference to bias toward objects at a closer angle dist = FixedDiv(dist, FINECOSINE(dangle>>ANGLETOFINESHIFT)*3); if (closestmo && (exclude ? (dangle > closestdangle) : (dist > closestdist))) continue; if (!P_CheckSight(player->mo, mo)) continue; // out of sight closestmo = mo; closestdist = dist; closestdangle = dangle; } return closestmo; } // // P_LookForEnemies // Looks for something you can hit - Used for homing attack // If nonenemies is true, includes monitors and springs! // If bullet is true, you can look up and the distance is further, // but your total angle span you can look is limited to compensate. (Also, allows monitors.) // If you modify this, please also modify P_HomingAttack. // mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet) { mobj_t *mo; thinker_t *think; mobj_t *closestmo = NULL; const fixed_t maxdist = FixedMul((bullet ? RING_DIST*2 : RING_DIST), player->mo->scale); const angle_t span = (bullet ? ANG30 : ANGLE_90); fixed_t dist, closestdist = 0; const mobjflag_t nonenemiesdisregard = (bullet ? 0 : MF_MONITOR)|MF_SPRING; for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next) { if (think->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo = (mobj_t *)think; if (mo->flags & MF_NOCLIPTHING) continue; if (mo->health <= 0) // dead continue; if (!((mo->flags & (MF_ENEMY|MF_BOSS|MF_MONITOR) && (mo->flags & MF_SHOOTABLE)) || (mo->flags & MF_SPRING)) == !(mo->flags2 & MF2_INVERTAIMABLE)) // allows if it has the flags desired XOR it has the invert aimable flag continue; // not a valid target if (mo == player->mo) continue; if (mo->flags2 & MF2_FRET) continue; if (!nonenemies && mo->flags & nonenemiesdisregard) continue; if (!bullet && mo->type == MT_DETON) // Don't be STUPID, Sonic! continue; { fixed_t zdist = (player->mo->z + player->mo->height/2) - (mo->z + mo->height/2); dist = P_AproxDistance(player->mo->x-mo->x, player->mo->y-mo->y); if (bullet) { if ((R_PointToAngle2(0, 0, dist, zdist) + span) > span*2) continue; // Don't home outside of desired angle! } else // Don't home upwards! { if (player->mo->eflags & MFE_VERTICALFLIP) { if (mo->z+mo->height < player->mo->z+player->mo->height-FixedMul(MAXSTEPMOVE, player->mo->scale)) continue; } else if (mo->z > player->mo->z+FixedMul(MAXSTEPMOVE, player->mo->scale)) continue; } dist = P_AproxDistance(dist, zdist); if (dist > maxdist) continue; // out of range } if ((twodlevel || player->mo->flags2 & MF2_TWOD) && abs(player->mo->y-mo->y) > player->mo->radius) continue; // not in your 2d plane if (mo->type == MT_PLAYER) // Don't chase after other players! continue; if (closestmo && dist > closestdist) continue; if ((R_PointToAngle2(player->mo->x + P_ReturnThrustX(player->mo, player->mo->angle, player->mo->radius), player->mo->y + P_ReturnThrustY(player->mo, player->mo->angle, player->mo->radius), mo->x, mo->y) - player->mo->angle + span) > span*2) continue; // behind back if (!P_CheckSight(player->mo, mo)) continue; // out of sight closestmo = mo; closestdist = dist; } return closestmo; } boolean P_HomingAttack(mobj_t *source, mobj_t *enemy) // Home in on your target { fixed_t zdist; fixed_t dist; fixed_t ns = 0; if (!enemy) return false; if (enemy->flags & MF_NOCLIPTHING) return false; if (enemy->health <= 0) // dead return false; if (source->player && (!((enemy->flags & (MF_ENEMY|MF_BOSS|MF_MONITOR) && (enemy->flags & MF_SHOOTABLE)) || (enemy->flags & MF_SPRING)) == !(enemy->flags2 & MF2_INVERTAIMABLE))) // allows if it has the flags desired XOR it has the invert aimable flag return false; if (enemy->flags2 & MF2_FRET) return false; // change angle source->angle = R_PointToAngle2(source->x, source->y, enemy->x, enemy->y); if (source->player) { source->player->drawangle = source->angle; if (!demoplayback || P_ControlStyle(source->player) == CS_LMAOGALOG) P_SetPlayerAngle(source->player, source->angle); } // change slope zdist = ((P_MobjFlip(source) == -1) ? (enemy->z + enemy->height) - (source->z + source->height) : (enemy->z - source->z)); dist = P_AproxDistance(P_AproxDistance(enemy->x - source->x, enemy->y - source->y), zdist); if (dist < 1) dist = 1; if (source->type == MT_DETON && enemy->player) // For Deton Chase (Unused) ns = FixedDiv(FixedMul(enemy->player->normalspeed, enemy->scale), FixedDiv(20*FRACUNIT,17*FRACUNIT)); else if (source->type != MT_PLAYER) { if (source->threshold == 32000) ns = FixedMul(source->info->speed/2, source->scale); else ns = FixedMul(source->info->speed, source->scale); } else if (source->player) { if (source->player->charability == CA_HOMINGTHOK && !(source->player->pflags & PF_SHIELDABILITY)) ns = FixedDiv(FixedMul(source->player->actionspd, source->scale), 3*FRACUNIT/2); else ns = FixedMul(45*FRACUNIT, source->scale); } source->momx = FixedMul(FixedDiv(enemy->x - source->x, dist), ns); source->momy = FixedMul(FixedDiv(enemy->y - source->y, dist), ns); source->momz = FixedMul(FixedDiv(zdist, dist), ns); return true; } // Search for emeralds void P_FindEmerald(void) { thinker_t *th; mobj_t *mo2; hunt1 = hunt2 = hunt3 = NULL; // scan the remaining thinkers // to find all emeralds for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; if (mo2->type == MT_EMERHUNT) { if (!hunt1) hunt1 = mo2; else if (!hunt2) hunt2 = mo2; else if (!hunt3) hunt3 = mo2; } } return; } // // P_GetLives // Get extra lives in new co-op if you're allowed to. // boolean P_GetLives(player_t *player) { INT32 i, maxlivesplayer = -1, livescheck = 1; if (!(netgame || multiplayer) || !G_GametypeUsesCoopLives() || (player->lives == INFLIVES)) return true; if (cv_cooplives.value == 0) // infinite lives { if (player->lives < 1) player->lives = 1; return true; } if ((cv_cooplives.value == 2 || cv_cooplives.value == 1) && player->lives > 0) return true; if (cv_cooplives.value == 1) return false; for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) continue; if (players[i].lives > livescheck) { maxlivesplayer = i; livescheck = players[i].lives; } } if (maxlivesplayer != -1 && &players[maxlivesplayer] != player) { if (cv_cooplives.value == 2 && (P_IsLocalPlayer(player) || P_IsLocalPlayer(&players[maxlivesplayer]))) S_StartSound(NULL, sfx_jshard); // placeholder if (players[maxlivesplayer].lives != INFLIVES) players[maxlivesplayer].lives--; player->lives++; if (player->lives < 1) player->lives = 1; return true; } return (player->lives > 0); } // // P_ConsiderAllGone // Shamelessly lifted from TD. Thanks, Sryder! // static void P_ConsiderAllGone(void) { INT32 i, lastdeadplayer = -1, deadtimercheck = INT32_MAX; if (countdown2) return; for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) continue; if (players[i].playerstate != PST_DEAD && !players[i].spectator && players[i].mo && players[i].mo->health) break; if (players[i].spectator) { if (lastdeadplayer == -1) lastdeadplayer = i; } else if (players[i].lives > 0) { lastdeadplayer = i; if (players[i].deadtimer < deadtimercheck) deadtimercheck = players[i].deadtimer; } } if (i == MAXPLAYERS && lastdeadplayer != -1 && deadtimercheck > 2*TICRATE) // the last killed player will reset the level in G_DoReborn { //players[lastdeadplayer].spectator = true; players[lastdeadplayer].outofcoop = true; players[lastdeadplayer].playerstate = PST_REBORN; } } void P_RestoreMultiMusic(player_t *player) { if (netgame) { if (P_IsLocalPlayer(player)) S_ChangeMusic(mapmusname, mapmusflags, true); } else if (multiplayer) // local multiplayer only { // Restore the other player's music once we're dead for long enough // -- that is, as long as they aren't dead too if (player == &players[displayplayer] && players[secondarydisplayplayer].lives > 0) P_RestoreMusic(&players[secondarydisplayplayer]); else if (player == &players[secondarydisplayplayer] && players[displayplayer].lives > 0) P_RestoreMusic(&players[displayplayer]); } } // // P_DeathThink // Fall on your face when dying. // Decrease POV height to floor height. // static void P_DeathThink(player_t *player) { INT32 j = MAXPLAYERS; ticcmd_t *cmd = &player->cmd; player->deltaviewheight = 0; if (player->deadtimer < INT32_MAX) player->deadtimer++; if (player->bot) // don't allow bots to do any of the below, B_CheckRespawn does all they need for respawning already goto notrealplayer; // continue logic if (!(netgame || multiplayer) && player->lives <= 0) { if (player->deadtimer > (3*TICRATE) && (cmd->buttons & BT_SPIN || cmd->buttons & BT_JUMP) && (!continuesInSession || player->continues > 0)) G_UseContinue(); else if (player->deadtimer >= gameovertics) G_UseContinue(); // Even if we don't have one this handles ending the game } if ((cv_cooplives.value != 1) && (G_GametypeUsesCoopLives()) && (netgame || multiplayer) && (player->lives <= 0)) { for (j = 0; j < MAXPLAYERS; j++) { if (!playeringame[j]) continue; if (players[j].lives > 1) break; } } // Force respawn if idle for more than 30 seconds in shooter modes. if (player->deadtimer > 30*TICRATE && !G_PlatformGametype()) player->playerstate = PST_REBORN; else if ((player->lives > 0 || j != MAXPLAYERS) && !(!(netgame || multiplayer) && G_IsSpecialStage(gamemap))) // Don't allow "click to respawn" in special stages! { if (G_GametypeUsesCoopStarposts() && (netgame || multiplayer) && cv_coopstarposts.value == 2) { P_ConsiderAllGone(); if ((player->deadtimer > TICRATE<<1) || ((cmd->buttons & BT_JUMP) && (player->deadtimer > TICRATE))) { //player->spectator = true; player->outofcoop = true; player->playerstate = PST_REBORN; } } else { // Respawn with jump button, force respawn time (3 second default, cheat protected) in shooter modes. if (cmd->buttons & BT_JUMP) { // You're a spectator, so respawn right away. if ((gametyperules & GTR_SPECTATORS) && player->spectator) player->playerstate = PST_REBORN; else { // Give me one second. INT32 respawndelay = TICRATE; // Non-platform gametypes if (gametyperules & GTR_RESPAWNDELAY) respawndelay = (cv_respawntime.value*TICRATE); // You've been dead for enough time. // You may now respawn. if (player->deadtimer > respawndelay) player->playerstate = PST_REBORN; } } // Single player auto respawn if (!(netgame || multiplayer) && player->deadtimer > TICRATE<<1) player->playerstate = PST_REBORN; } } else if ((netgame || multiplayer) && player->deadtimer >= 8*TICRATE) { INT32 i, deadtimercheck = INT32_MAX; // In a net/multiplayer game, and out of lives if (G_CompetitionGametype()) { for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) continue; if (!players[i].exiting && players[i].lives) break; if (players[i].deadtimer < deadtimercheck) deadtimercheck = players[i].deadtimer; } if (i == MAXPLAYERS && deadtimercheck == 8*TICRATE) { // Everyone's either done with the race, or dead. if (!countdown2 || countdown2 > 1*TICRATE) countdown2 = 1*TICRATE; } } //else if (G_CoopGametype()) -- moved to G_DoReborn } if (G_CoopGametype() && (multiplayer || netgame) && (player->lives <= 0) && (player->deadtimer >= 8*TICRATE || ((cmd->buttons & BT_JUMP) && (player->deadtimer > TICRATE)))) { //player->spectator = true; player->outofcoop = true; player->playerstate = PST_REBORN; } if ((gametyperules & GTR_RACE) || (G_CoopGametype() && (multiplayer || netgame))) { // Keep time rolling in race mode if (!(countdown2 && !countdown) && !player->exiting && !(player->pflags & PF_GAMETYPEOVER) && !stoppedclock) { if (gametyperules & GTR_RACE) { if (leveltime >= 4*TICRATE) player->realtime = leveltime - 4*TICRATE; else player->realtime = 0; } else player->realtime = leveltime; } // Return to level music if (!G_CoopGametype() && player->lives <= 0 && player->deadtimer == gameovertics) P_RestoreMultiMusic(player); } notrealplayer: if (!player->mo) return; P_CalcHeight(player); } // // P_MoveCamera: make sure the camera is not outside the world and looks at the player avatar // camera_t camera, camera2; // Two cameras.. one for split! static void CV_CamRotate_OnChange(void) { if (cv_cam_rotate.value < 0) CV_SetValue(&cv_cam_rotate, cv_cam_rotate.value + 360); else if (cv_cam_rotate.value > 359) CV_SetValue(&cv_cam_rotate, cv_cam_rotate.value % 360); } static void CV_CamRotate2_OnChange(void) { if (cv_cam2_rotate.value < 0) CV_SetValue(&cv_cam2_rotate, cv_cam2_rotate.value + 360); else if (cv_cam2_rotate.value > 359) CV_SetValue(&cv_cam2_rotate, cv_cam2_rotate.value % 360); } static CV_PossibleValue_t CV_CamSpeed[] = {{0, "MIN"}, {1*FRACUNIT, "MAX"}, {0, NULL}}; static CV_PossibleValue_t rotation_cons_t[] = {{1, "MIN"}, {25, "MAX"}, {0, NULL}}; static CV_PossibleValue_t CV_CamRotate[] = {{-720, "MIN"}, {720, "MAX"}, {0, NULL}}; static CV_PossibleValue_t multiplier_cons_t[] = {{0, "MIN"}, {3*FRACUNIT, "MAX"}, {0, NULL}}; consvar_t cv_cam_dist = CVAR_INIT ("cam_curdist", "160", CV_FLOAT, NULL, NULL); consvar_t cv_cam_height = CVAR_INIT ("cam_curheight", "25", CV_FLOAT, NULL, NULL); consvar_t cv_cam_still = CVAR_INIT ("cam_still", "Off", 0, CV_OnOff, NULL); consvar_t cv_cam_speed = CVAR_INIT ("cam_speed", "0.3", CV_FLOAT|CV_SAVE, CV_CamSpeed, NULL); consvar_t cv_cam_rotate = CVAR_INIT ("cam_rotate", "0", CV_CALL|CV_NOINIT, CV_CamRotate, CV_CamRotate_OnChange); consvar_t cv_cam_rotspeed = CVAR_INIT ("cam_rotspeed", "10", CV_SAVE, rotation_cons_t, NULL); consvar_t cv_cam_turnmultiplier = CVAR_INIT ("cam_turnmultiplier", "1.0", CV_FLOAT|CV_SAVE, multiplier_cons_t, NULL); consvar_t cv_cam_orbit = CVAR_INIT ("cam_orbit", "Off", CV_SAVE, CV_OnOff, NULL); consvar_t cv_cam_adjust = CVAR_INIT ("cam_adjust", "On", CV_SAVE, CV_OnOff, NULL); consvar_t cv_cam2_dist = CVAR_INIT ("cam2_curdist", "160", CV_FLOAT, NULL, NULL); consvar_t cv_cam2_height = CVAR_INIT ("cam2_curheight", "25", CV_FLOAT, NULL, NULL); consvar_t cv_cam2_still = CVAR_INIT ("cam2_still", "Off", 0, CV_OnOff, NULL); consvar_t cv_cam2_speed = CVAR_INIT ("cam2_speed", "0.3", CV_FLOAT|CV_SAVE, CV_CamSpeed, NULL); consvar_t cv_cam2_rotate = CVAR_INIT ("cam2_rotate", "0", CV_CALL|CV_NOINIT, CV_CamRotate, CV_CamRotate2_OnChange); consvar_t cv_cam2_rotspeed = CVAR_INIT ("cam2_rotspeed", "10", CV_SAVE, rotation_cons_t, NULL); consvar_t cv_cam2_turnmultiplier = CVAR_INIT ("cam2_turnmultiplier", "1.0", CV_FLOAT|CV_SAVE, multiplier_cons_t, NULL); consvar_t cv_cam2_orbit = CVAR_INIT ("cam2_orbit", "Off", CV_SAVE, CV_OnOff, NULL); consvar_t cv_cam2_adjust = CVAR_INIT ("cam2_adjust", "On", CV_SAVE, CV_OnOff, NULL); // [standard vs simple][p1 or p2] consvar_t cv_cam_savedist[2][2] = { { // standard CVAR_INIT ("cam_dist", "160", CV_FLOAT|CV_SAVE|CV_CALL, NULL, CV_UpdateCamDist), CVAR_INIT ("cam2_dist", "160", CV_FLOAT|CV_SAVE|CV_CALL, NULL, CV_UpdateCam2Dist), }, { // simple CVAR_INIT ("cam_simpledist", "224", CV_FLOAT|CV_SAVE|CV_CALL, NULL, CV_UpdateCamDist), CVAR_INIT ("cam2_simpledist", "224", CV_FLOAT|CV_SAVE|CV_CALL, NULL, CV_UpdateCam2Dist), } }; consvar_t cv_cam_saveheight[2][2] = { { // standard CVAR_INIT ("cam_height", "25", CV_FLOAT|CV_SAVE|CV_CALL, NULL, CV_UpdateCamDist), CVAR_INIT ("cam2_height", "25", CV_FLOAT|CV_SAVE|CV_CALL, NULL, CV_UpdateCam2Dist), }, { // simple CVAR_INIT ("cam_simpleheight", "48", CV_FLOAT|CV_SAVE|CV_CALL, NULL, CV_UpdateCamDist), CVAR_INIT ("cam2_simpleheight", "48", CV_FLOAT|CV_SAVE|CV_CALL, NULL, CV_UpdateCam2Dist), } }; void CV_UpdateCamDist(void) { CV_Set(&cv_cam_dist, va("%f", FIXED_TO_FLOAT(cv_cam_savedist[cv_useranalog[0].value][0].value))); CV_Set(&cv_cam_height, va("%f", FIXED_TO_FLOAT(cv_cam_saveheight[cv_useranalog[0].value][0].value))); } void CV_UpdateCam2Dist(void) { CV_Set(&cv_cam2_dist, va("%f", FIXED_TO_FLOAT(cv_cam_savedist[cv_useranalog[1].value][1].value))); CV_Set(&cv_cam2_height, va("%f", FIXED_TO_FLOAT(cv_cam_saveheight[cv_useranalog[1].value][1].value))); } fixed_t t_cam_dist = -42; fixed_t t_cam_height = -42; fixed_t t_cam_rotate = -42; fixed_t t_cam2_dist = -42; fixed_t t_cam2_height = -42; fixed_t t_cam2_rotate = -42; #define MAXCAMERADIST 140*FRACUNIT // Max distance the camera can be in front of the player (2D mode) void P_ResetCamera(player_t *player, camera_t *thiscam) { tic_t tries = 0; fixed_t x, y, z; if (!player->mo) return; if (thiscam->chase && player->mo->health <= 0) return; thiscam->chase = true; x = player->mo->x - P_ReturnThrustX(player->mo, thiscam->angle, player->mo->radius); y = player->mo->y - P_ReturnThrustY(player->mo, thiscam->angle, player->mo->radius); if (player->mo->eflags & MFE_VERTICALFLIP) z = player->mo->z + player->mo->height - (41*player->height/48) - 16*FRACUNIT; else z = player->mo->z + (41*player->height/48); // set bits for the camera thiscam->x = x; thiscam->y = y; thiscam->z = z; if ((thiscam == &camera && G_ControlStyle(1) == CS_SIMPLE) || (thiscam == &camera2 && G_ControlStyle(2) == CS_SIMPLE)) { thiscam->angle = P_GetLocalAngle(player); thiscam->aiming = (thiscam == &camera) ? localaiming : localaiming2; } else if (!(thiscam == &camera && (cv_cam_still.value || cv_analog[0].value)) && !(thiscam == &camera2 && (cv_cam2_still.value || cv_analog[1].value))) { thiscam->angle = player->mo->angle; thiscam->aiming = 0; } thiscam->relativex = 0; thiscam->subsector = R_PointInSubsector(thiscam->x,thiscam->y); thiscam->radius = 20*FRACUNIT; thiscam->height = 16*FRACUNIT; while (!P_MoveChaseCamera(player,thiscam,true) && ++tries < 2*TICRATE); } boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcalled) { angle_t angle = 0, focusangle = 0, focusaiming = 0; fixed_t x, y, z, dist, distxy, distz, checkdist, viewpointx, viewpointy, camspeed, camdist, camheight, pviewheight, slopez = 0; INT32 camrotate; boolean camstill, cameranoclip, camorbit; mobj_t *mo, *sign = NULL; subsector_t *newsubsec; fixed_t f1, f2; static fixed_t camsideshift[2] = {0, 0}; fixed_t shiftx = 0, shifty = 0; // We probably shouldn't move the camera if there is no player or player mobj somehow if (!player || !player->mo) return true; mo = player->mo; if (player->playerstate == PST_REBORN) { P_CalcChasePostImg(player, thiscam); return true; } if (player->exiting) { if (mo->target && mo->target->type == MT_SIGN && mo->target->spawnpoint && !((gametyperules & GTR_FRIENDLY) && (netgame || multiplayer) && cv_exitmove.value) && !(twodlevel || (mo->flags2 & MF2_TWOD))) sign = mo->target; else if ((player->powers[pw_carry] == CR_NIGHTSMODE) && !(player->mo->state >= &states[S_PLAY_NIGHTS_TRANS1] && player->mo->state <= &states[S_PLAY_NIGHTS_TRANS6])) { P_CalcChasePostImg(player, thiscam); return true; } } cameranoclip = (sign || player->powers[pw_carry] == CR_NIGHTSMODE || player->pflags & PF_NOCLIP) || (mo->flags & (MF_NOCLIP|MF_NOCLIPHEIGHT)); // Noclipping player camera noclips too!! if (!(player->climbing || (player->powers[pw_carry] == CR_NIGHTSMODE) || player->playerstate == PST_DEAD || tutorialmode)) { if (player->spectator) // force cam off for spectators return true; if (!cv_chasecam.value && thiscam == &camera) return true; if (!cv_chasecam2.value && thiscam == &camera2) return true; } if (!thiscam->chase && !resetcalled) { if (player == &players[consoleplayer]) focusangle = localangle; else if (player == &players[secondarydisplayplayer]) focusangle = localangle2; else focusangle = mo->angle; if (thiscam == &camera) camrotate = cv_cam_rotate.value; else if (thiscam == &camera2) camrotate = cv_cam2_rotate.value; else camrotate = 0; thiscam->angle = focusangle + FixedAngle(camrotate*FRACUNIT); P_ResetCamera(player, thiscam); return true; } thiscam->radius = FixedMul(20*FRACUNIT, mo->scale); thiscam->height = FixedMul(16*FRACUNIT, mo->scale); // Don't run while respawning from a starpost // Inu 4/8/13 Why not?! // if (leveltime > 0 && timeinmap <= 0) // return true; if (player->powers[pw_carry] == CR_NIGHTSMODE) { focusangle = mo->angle; focusaiming = 0; } else if (sign) { focusangle = FixedAngle(sign->spawnpoint->angle << FRACBITS) + ANGLE_180; focusaiming = 0; } else if (player == &players[consoleplayer]) { focusangle = localangle; focusaiming = localaiming; } else if (player == &players[secondarydisplayplayer]) { focusangle = localangle2; focusaiming = localaiming2; } else { focusangle = player->cmd.angleturn << 16; focusaiming = player->aiming; } if (P_CameraThinker(player, thiscam, resetcalled)) return true; if (tutorialmode) { // force defaults because we have a camera look section camspeed = (INT32)(atof(cv_cam_speed.defaultvalue) * FRACUNIT); camstill = (!stricmp(cv_cam_still.defaultvalue, "off")) ? false : true; camorbit = (!stricmp(cv_cam_orbit.defaultvalue, "off")) ? false : true; camrotate = atoi(cv_cam_rotate.defaultvalue); camdist = FixedMul((INT32)(atof(cv_cam_dist.defaultvalue) * FRACUNIT), mo->scale); camheight = FixedMul((INT32)(atof(cv_cam_height.defaultvalue) * FRACUNIT), mo->scale); } else if (thiscam == &camera) { camspeed = cv_cam_speed.value; camstill = cv_cam_still.value; camorbit = cv_cam_orbit.value; camrotate = cv_cam_rotate.value; camdist = FixedMul(cv_cam_dist.value, mo->scale); camheight = FixedMul(cv_cam_height.value, mo->scale); } else // Camera 2 { camspeed = cv_cam2_speed.value; camstill = cv_cam2_still.value; camorbit = cv_cam2_orbit.value; camrotate = cv_cam2_rotate.value; camdist = FixedMul(cv_cam2_dist.value, mo->scale); camheight = FixedMul(cv_cam2_height.value, mo->scale); } if (!(twodlevel || (mo->flags2 & MF2_TWOD)) && !(player->powers[pw_carry] == CR_NIGHTSMODE)) camheight = FixedMul(camheight, player->camerascale); #ifdef REDSANALOG if (P_ControlStyle(player) == CS_LMAOGALOG && (player->cmd.buttons & (BT_CAMLEFT|BT_CAMRIGHT)) == (BT_CAMLEFT|BT_CAMRIGHT)) { camstill = true; if (camspeed < 4*FRACUNIT/5) camspeed = 4*FRACUNIT/5; } #endif // REDSANALOG if (mo->eflags & MFE_VERTICALFLIP) camheight += thiscam->height; if (twodlevel || (mo->flags2 & MF2_TWOD)) angle = ANGLE_90; else if (camstill || resetcalled || player->playerstate == PST_DEAD) angle = thiscam->angle; else if (player->powers[pw_carry] == CR_NIGHTSMODE) // NiGHTS Level { if ((player->pflags & PF_TRANSFERTOCLOSEST) && player->axis1 && player->axis2) { angle = R_PointToAngle2(player->axis1->x, player->axis1->y, player->axis2->x, player->axis2->y); angle += ANGLE_90; } else if (mo->target) { if (mo->target->flags2 & MF2_AMBUSH) angle = R_PointToAngle2(mo->target->x, mo->target->y, mo->x, mo->y); else angle = R_PointToAngle2(mo->x, mo->y, mo->target->x, mo->target->y); } } else if (P_ControlStyle(player) == CS_LMAOGALOG && !sign) // Analog angle = R_PointToAngle2(thiscam->x, thiscam->y, mo->x, mo->y); else if (demoplayback) { angle = focusangle; focusangle = R_PointToAngle2(thiscam->x, thiscam->y, mo->x, mo->y); if (player == &players[consoleplayer]) { if (focusangle >= localangle) P_ForceLocalAngle(player, localangle + (abs((signed)(focusangle - localangle))>>5)); else P_ForceLocalAngle(player, localangle - (abs((signed)(focusangle - localangle))>>5)); } } else angle = focusangle + FixedAngle(camrotate*FRACUNIT); if (!resetcalled && (cv_analog[0].value || demoplayback) && ((thiscam == &camera && t_cam_rotate != -42) || (thiscam == &camera2 && t_cam2_rotate != -42))) { angle = FixedAngle(camrotate*FRACUNIT); thiscam->angle = angle; } if ((((thiscam == &camera) && cv_analog[0].value) || ((thiscam != &camera) && cv_analog[1].value) || demoplayback) && !sign && !objectplacing && !(twodlevel || (mo->flags2 & MF2_TWOD)) && (player->powers[pw_carry] != CR_NIGHTSMODE) && displayplayer == consoleplayer) { #ifdef REDSANALOG if ((player->cmd.buttons & (BT_CAMLEFT|BT_CAMRIGHT)) == (BT_CAMLEFT|BT_CAMRIGHT)); else #endif if (player->cmd.buttons & BT_CAMRIGHT) { if (thiscam == &camera) angle -= FixedAngle(cv_cam_rotspeed.value*FRACUNIT); else angle -= FixedAngle(cv_cam2_rotspeed.value*FRACUNIT); } else if (player->cmd.buttons & BT_CAMLEFT) { if (thiscam == &camera) angle += FixedAngle(cv_cam_rotspeed.value*FRACUNIT); else angle += FixedAngle(cv_cam2_rotspeed.value*FRACUNIT); } } if (G_ControlStyle((thiscam == &camera) ? 1 : 2) == CS_SIMPLE && !sign) { // Shift the camera slightly to the sides depending on the player facing direction UINT8 forplayer = (thiscam == &camera) ? 0 : 1; fixed_t shift = FixedMul(FINESINE((player->mo->angle - angle) >> ANGLETOFINESHIFT), cv_cam_shiftfacing[forplayer].value); if (player->powers[pw_carry] == CR_NIGHTSMODE) { fixed_t cos = FINECOSINE((angle_t) (player->flyangle * ANG1)>>ANGLETOFINESHIFT); shift = FixedMul(shift, min(FRACUNIT, player->speed*abs(cos)/6000)); shift += FixedMul(camsideshift[forplayer] - shift, FRACUNIT-(camspeed>>2)); } else if (ticcmd_centerviewdown[(thiscam == &camera) ? 0 : 1]) shift = FixedMul(camsideshift[forplayer], FRACUNIT-camspeed); else shift += FixedMul(camsideshift[forplayer] - shift, FRACUNIT-(camspeed>>3)); camsideshift[forplayer] = shift; shift = FixedMul(shift, camdist); shiftx = -FixedMul(FINESINE(angle>>ANGLETOFINESHIFT), shift); shifty = FixedMul(FINECOSINE(angle>>ANGLETOFINESHIFT), shift); } // sets ideal cam pos if (twodlevel || (mo->flags2 & MF2_TWOD)) dist = 480<powers[pw_carry] == CR_NIGHTSMODE || ((maptol & TOL_NIGHTS) && player->capsule && player->capsule->reactiontime > 0 && player == &players[player->capsule->reactiontime-1])) dist = 320<scale << 7; camspeed = FRACUNIT/12; } else if (P_ControlStyle(player) == CS_LMAOGALOG) // x1.2 dist for analog { dist = FixedMul(dist, 6*FRACUNIT/5); camheight = FixedMul(camheight, 6*FRACUNIT/5); } if (player->climbing || player->exiting || player->playerstate == PST_DEAD || (player->powers[pw_carry] == CR_ROPEHANG || player->powers[pw_carry] == CR_GENERIC || player->powers[pw_carry] == CR_MACESPIN)) dist <<= 1; } if (!sign && !(twodlevel || (mo->flags2 & MF2_TWOD)) && !(player->powers[pw_carry] == CR_NIGHTSMODE)) dist = FixedMul(dist, player->camerascale); checkdist = dist; if (checkdist < 128*FRACUNIT) checkdist = 128*FRACUNIT; if (!(twodlevel || (mo->flags2 & MF2_TWOD)) && !(player->powers[pw_carry] == CR_NIGHTSMODE)) // This block here is like 90% Lach's work, thanks bud { if (!resetcalled && ((thiscam == &camera && cv_cam_adjust.value) || (thiscam == &camera2 && cv_cam2_adjust.value))) { if (!(mo->eflags & MFE_JUSTHITFLOOR) && (P_IsObjectOnGround(mo)) // Check that player is grounded && thiscam->ceilingz - thiscam->floorz >= P_GetPlayerHeight(player)) // Check that camera's sector is large enough for the player to fit into, at least { if (mo->eflags & MFE_VERTICALFLIP) // if player is upside-down { //z = min(z, thiscam->ceilingz); // solution 1: change new z coordinate to be at LEAST its ground height slopez += min(thiscam->ceilingz - mo->z, 0); // solution 2: change new z coordinate by the difference between camera's ground and top of player } else // player is not upside-down { //z = max(z, thiscam->floorz); // solution 1: change new z coordinate to be at LEAST its ground height slopez += max(thiscam->floorz - mo->z - mo->height, 0); // solution 2: change new z coordinate by the difference between camera's ground and top of player } } } } if (camorbit) //Sev here, I'm guessing this is where orbital cam lives { #ifdef HWRENDER if (rendermode == render_opengl && !cv_glshearing.value) distxy = FixedMul(dist, FINECOSINE((focusaiming>>ANGLETOFINESHIFT) & FINEMASK)); else #endif distxy = dist; distz = -FixedMul(dist, FINESINE((focusaiming>>ANGLETOFINESHIFT) & FINEMASK)) + slopez; } else { distxy = dist; distz = slopez; } if (sign) { x = sign->x - FixedMul(FINECOSINE((angle>>ANGLETOFINESHIFT) & FINEMASK), distxy); y = sign->y - FixedMul(FINESINE((angle>>ANGLETOFINESHIFT) & FINEMASK), distxy); } else { x = mo->x - FixedMul(FINECOSINE((angle>>ANGLETOFINESHIFT) & FINEMASK), distxy); y = mo->y - FixedMul(FINESINE((angle>>ANGLETOFINESHIFT) & FINEMASK), distxy); } #if 0 if (twodlevel || (mo->flags2 & MF2_TWOD)) { // Camera doesn't ALWAYS need to move, only when running... if (abs(mo->momx) > 10) { // Move the camera all smooth-like, not jerk it around... if (mo->momx > 0) { if (thiscam->relativex < MAXCAMERADIST) thiscam->relativex += 4*FRACUNIT; } else if (mo->momx < 0) { if (thiscam->relativex > -MAXCAMERADIST) thiscam->relativex -= 4*FRACUNIT; } } else // If speed is less than required, start moving the camera back. { if (thiscam->relativex > 0) thiscam->relativex -= 4*FRACUNIT; else if (thiscam->relativex < 0) thiscam->relativex += 4*FRACUNIT; } // Add the relative x to the global x x += thiscam->relativex; y += mo->momy << 1; } #endif // bad 2D camera code pviewheight = FixedMul(41*player->height/48, mo->scale); if (sign) { if (sign->eflags & MFE_VERTICALFLIP) z = sign->ceilingz - pviewheight - camheight; else z = sign->floorz + pviewheight + camheight; } else { if (mo->eflags & MFE_VERTICALFLIP) z = mo->z + mo->height - pviewheight - camheight + distz; else z = mo->z + pviewheight + camheight + distz; } // move camera down to move under lower ceilings newsubsec = R_PointInSubsectorOrNull(((mo->x>>FRACBITS) + (thiscam->x>>FRACBITS))<<(FRACBITS-1), ((mo->y>>FRACBITS) + (thiscam->y>>FRACBITS))<<(FRACBITS-1)); if (!newsubsec) newsubsec = thiscam->subsector; if (newsubsec) { fixed_t myfloorz, myceilingz; fixed_t midz = thiscam->z + (thiscam->z - mo->z)/2; fixed_t midx = ((mo->x>>FRACBITS) + (thiscam->x>>FRACBITS))<<(FRACBITS-1); fixed_t midy = ((mo->y>>FRACBITS) + (thiscam->y>>FRACBITS))<<(FRACBITS-1); // Cameras use the heightsec's heights rather then the actual sector heights. // If you can see through it, why not move the camera through it too? if (newsubsec->sector->camsec >= 0) { myfloorz = sectors[newsubsec->sector->camsec].floorheight; myceilingz = sectors[newsubsec->sector->camsec].ceilingheight; } else if (newsubsec->sector->heightsec >= 0) { myfloorz = sectors[newsubsec->sector->heightsec].floorheight; myceilingz = sectors[newsubsec->sector->heightsec].ceilingheight; } else { myfloorz = P_CameraGetFloorZ(thiscam, newsubsec->sector, midx, midy, NULL); myceilingz = P_CameraGetCeilingZ(thiscam, newsubsec->sector, midx, midy, NULL); } // Check list of fake floors and see if floorz/ceilingz need to be altered. if (newsubsec->sector->ffloors) { ffloor_t *rover; fixed_t delta1, delta2; INT32 thingtop = midz + thiscam->height; for (rover = newsubsec->sector->ffloors; rover; rover = rover->next) { fixed_t topheight, bottomheight; if (!(rover->flags & FF_BLOCKOTHERS) || !(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERALL) || GETSECSPECIAL(rover->master->frontsector->special, 4) == 12) continue; topheight = P_CameraGetFOFTopZ(thiscam, newsubsec->sector, rover, midx, midy, NULL); bottomheight = P_CameraGetFOFBottomZ(thiscam, newsubsec->sector, rover, midx, midy, NULL); delta1 = midz - (bottomheight + ((topheight - bottomheight)/2)); delta2 = thingtop - (bottomheight + ((topheight - bottomheight)/2)); if (topheight > myfloorz && abs(delta1) < abs(delta2)) myfloorz = topheight; if (bottomheight < myceilingz && abs(delta1) >= abs(delta2)) myceilingz = bottomheight; } } // Check polyobjects and see if floorz/ceilingz need to be altered { INT32 xl, xh, yl, yh, bx, by; validcount++; xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT; xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT; yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT; yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT; BMBOUNDFIX(xl, xh, yl, yh); for (by = yl; by <= yh; by++) for (bx = xl; bx <= xh; bx++) { INT32 offset; polymaplink_t *plink; // haleyjd 02/22/06 if (bx < 0 || by < 0 || bx >= bmapwidth || by >= bmapheight) continue; offset = by*bmapwidth + bx; // haleyjd 02/22/06: consider polyobject lines plink = polyblocklinks[offset]; while (plink) { polyobj_t *po = plink->po; if (po->validcount != validcount) // if polyobj hasn't been checked { sector_t *polysec; fixed_t delta1, delta2, thingtop; fixed_t polytop, polybottom; po->validcount = validcount; if (!P_PointInsidePolyobj(po, x, y) || !(po->flags & POF_SOLID)) { plink = (polymaplink_t *)(plink->link.next); continue; } // We're inside it! Yess... polysec = po->lines[0]->backsector; if (GETSECSPECIAL(polysec->special, 4) == 12) { // Camera noclip polyobj. plink = (polymaplink_t *)(plink->link.next); continue; } if (po->flags & POF_CLIPPLANES) { polytop = polysec->ceilingheight; polybottom = polysec->floorheight; } else { polytop = INT32_MAX; polybottom = INT32_MIN; } thingtop = midz + thiscam->height; delta1 = midz - (polybottom + ((polytop - polybottom)/2)); delta2 = thingtop - (polybottom + ((polytop - polybottom)/2)); if (polytop > myfloorz && abs(delta1) < abs(delta2)) myfloorz = polytop; if (polybottom < myceilingz && abs(delta1) >= abs(delta2)) myceilingz = polybottom; } plink = (polymaplink_t *)(plink->link.next); } } } // crushed camera if (myceilingz <= myfloorz + thiscam->height && !resetcalled && !cameranoclip) { P_ResetCamera(player, thiscam); return true; } // camera fit? if (myceilingz != myfloorz && myceilingz - thiscam->height < z) { /* // no fit if (!resetcalled && !cameranoclip) { P_ResetCamera(player, thiscam); return true; } */ z = myceilingz - thiscam->height-FixedMul(11*FRACUNIT, mo->scale); // is the camera fit is there own sector } // Make the camera a tad smarter with 3d floors if (newsubsec->sector->ffloors && !cameranoclip) { ffloor_t *rover; for (rover = newsubsec->sector->ffloors; rover; rover = rover->next) { fixed_t topheight, bottomheight; if ((rover->flags & FF_BLOCKOTHERS) && (rover->flags & FF_RENDERALL) && (rover->flags & FF_EXISTS) && GETSECSPECIAL(rover->master->frontsector->special, 4) != 12) { topheight = P_CameraGetFOFTopZ(thiscam, newsubsec->sector, rover, midx, midy, NULL); bottomheight = P_CameraGetFOFBottomZ(thiscam, newsubsec->sector, rover, midx, midy, NULL); if (bottomheight - thiscam->height < z && midz < bottomheight) z = bottomheight - thiscam->height-FixedMul(11*FRACUNIT, mo->scale); else if (topheight + thiscam->height > z && midz > topheight) z = topheight; if ((mo->z >= topheight && midz < bottomheight) || ((mo->z < bottomheight && mo->z+mo->height < topheight) && midz >= topheight)) { // Can't see if (!resetcalled) P_ResetCamera(player, thiscam); return true; } } } } } if (mo->type == MT_EGGTRAP) z = mo->z + 128*FRACUNIT + pviewheight + camheight; if (thiscam->z < thiscam->floorz && !cameranoclip) thiscam->z = thiscam->floorz; // point viewed by the camera // this point is just 64 unit forward the player dist = FixedMul(64 << FRACBITS, mo->scale); if (sign) { viewpointx = sign->x + FixedMul(FINECOSINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist); viewpointy = sign->y + FixedMul(FINESINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist); } else { viewpointx = mo->x + shiftx + FixedMul(FINECOSINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist); viewpointy = mo->y + shifty + FixedMul(FINESINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist); } if (!camstill && !resetcalled && !paused) thiscam->angle = R_PointToAngle2(thiscam->x, thiscam->y, viewpointx, viewpointy); /* if (twodlevel || (mo->flags2 & MF2_TWOD)) thiscam->angle = angle; */ // follow the player /*if (player->playerstate != PST_DEAD && (camspeed) != 0) { if (P_AproxDistance(mo->x - thiscam->x, mo->y - thiscam->y) > (checkdist + P_AproxDistance(mo->momx, mo->momy)) * 4 || abs(mo->z - thiscam->z) > checkdist * 3) { if (!resetcalled) P_ResetCamera(player, thiscam); return true; } }*/ if (twodlevel || (mo->flags2 & MF2_TWOD)) { thiscam->momx = x-thiscam->x; thiscam->momy = y-thiscam->y; thiscam->momz = z-thiscam->z; } else { thiscam->momx = FixedMul(x - thiscam->x, camspeed); thiscam->momy = FixedMul(y - thiscam->y, camspeed); if (GETSECSPECIAL(thiscam->subsector->sector->special, 1) == 6 && thiscam->z < thiscam->subsector->sector->floorheight + 256*FRACUNIT && FixedMul(z - thiscam->z, camspeed) < 0) { thiscam->momz = 0; // Don't go down a death pit } else thiscam->momz = FixedMul(z - thiscam->z, camspeed); thiscam->momx += FixedMul(shiftx, camspeed); thiscam->momy += FixedMul(shifty, camspeed); } // compute aming to look the viewed point f1 = viewpointx-thiscam->x; f2 = viewpointy-thiscam->y; dist = FixedHypot(f1, f2); if (mo->eflags & MFE_VERTICALFLIP) angle = R_PointToAngle2(0, thiscam->z + thiscam->height, dist, (sign ? sign->ceilingz : mo->z + mo->height) - P_GetPlayerHeight(player)); else angle = R_PointToAngle2(0, thiscam->z, dist, (sign ? sign->floorz : mo->z) + P_GetPlayerHeight(player)); if (player->playerstate != PST_DEAD) angle += (focusaiming < ANGLE_180 ? focusaiming/2 : InvAngle(InvAngle(focusaiming)/2)); // overcomplicated version of '((signed)focusaiming)/2;' if (twodlevel || (mo->flags2 & MF2_TWOD) || !camstill) // Keep the view still... { G_ClipAimingPitch((INT32 *)&angle); dist = thiscam->aiming - angle; thiscam->aiming -= (dist>>3); } // Make player translucent if camera is too close (only in single player). if (!(multiplayer || netgame) && !splitscreen) { fixed_t vx = thiscam->x, vy = thiscam->y; fixed_t vz = thiscam->z + thiscam->height / 2; if (player->awayviewtics && player->awayviewmobj != NULL && !P_MobjWasRemoved(player->awayviewmobj)) // Camera must obviously exist { vx = player->awayviewmobj->x; vy = player->awayviewmobj->y; vz = player->awayviewmobj->z + player->awayviewmobj->height / 2; } /* check z distance too for orbital camera */ if (P_AproxDistance(P_AproxDistance(vx - mo->x, vy - mo->y), vz - ( mo->z + mo->height / 2 )) < FixedMul(48*FRACUNIT, mo->scale)) mo->flags2 |= MF2_SHADOW; else mo->flags2 &= ~MF2_SHADOW; } else mo->flags2 &= ~MF2_SHADOW; /* if (!resetcalled && (player->powers[pw_carry] == CR_NIGHTSMODE && player->exiting)) { // Don't let the camera match your movement. thiscam->momz = 0; // Only let the camera go a little bit upwards. if (mo->eflags & MFE_VERTICALFLIP && thiscam->aiming < ANGLE_315 && thiscam->aiming > ANGLE_180) thiscam->aiming = ANGLE_315; else if (!(mo->eflags & MFE_VERTICALFLIP) && thiscam->aiming > ANGLE_45 && thiscam->aiming < ANGLE_180) thiscam->aiming = ANGLE_45; } else */if (!resetcalled && (player->playerstate == PST_DEAD || player->playerstate == PST_REBORN)) { // Don't let the camera match your movement. thiscam->momz = 0; // Only let the camera go a little bit downwards. if (!(mo->eflags & MFE_VERTICALFLIP) && thiscam->aiming < ANGLE_337h && thiscam->aiming > ANGLE_180) thiscam->aiming = ANGLE_337h; else if (mo->eflags & MFE_VERTICALFLIP && thiscam->aiming > ANGLE_22h && thiscam->aiming < ANGLE_180) thiscam->aiming = ANGLE_22h; } return (x == thiscam->x && y == thiscam->y && z == thiscam->z && angle == thiscam->aiming); } boolean P_SpectatorJoinGame(player_t *player) { if (!G_CoopGametype() && !cv_allowteamchange.value) { if (P_IsLocalPlayer(player)) CONS_Printf(M_GetText("Server does not allow team change.\n")); player->powers[pw_flashing] += 2*TICRATE; //to prevent message spam. } // Team changing in Team Match and CTF // Pressing fire assigns you to a team that needs players if allowed. // Partial code reproduction from p_tick.c autobalance code. else if (G_GametypeHasTeams()) { INT32 changeto = 0; INT32 z, numplayersred = 0, numplayersblue = 0; //find a team by num players, score, or random if all else fails. for (z = 0; z < MAXPLAYERS; ++z) if (playeringame[z]) { if (players[z].ctfteam == 1) ++numplayersred; else if (players[z].ctfteam == 2) ++numplayersblue; } // for z if (numplayersblue > numplayersred) changeto = 1; else if (numplayersred > numplayersblue) changeto = 2; else if (bluescore > redscore) changeto = 1; else if (redscore > bluescore) changeto = 2; else changeto = (P_RandomFixed() & 1) + 1; if (!LUAh_TeamSwitch(player, changeto, true, false, false)) return false; if (player->mo) { P_RemoveMobj(player->mo); player->mo = NULL; } player->spectator = false; player->ctfteam = changeto; player->playerstate = PST_REBORN; //Reset away view if (P_IsLocalPlayer(player) && displayplayer != consoleplayer) { // Call ViewpointSwitch hooks here. // The viewpoint was forcibly changed. LUAh_ViewpointSwitch(player, &players[consoleplayer], true); displayplayer = consoleplayer; } if (changeto == 1) CONS_Printf(M_GetText("%s switched to the %c%s%c.\n"), player_names[player-players], '\x85', M_GetText("Red team"), '\x80'); else if (changeto == 2) CONS_Printf(M_GetText("%s switched to the %c%s%c.\n"), player_names[player-players], '\x84', M_GetText("Blue team"), '\x80'); return true; // no more player->mo, cannot continue. } // Joining in game from firing. else { // Exception for hide and seek. Don't join a game when you simply // respawn in place and sit there for the rest of the round. if (!((gametyperules & GTR_HIDEFROZEN) && leveltime > (hidetime * TICRATE))) { if (!LUAh_TeamSwitch(player, 3, true, false, false)) return false; if (player->mo) { P_RemoveMobj(player->mo); player->mo = NULL; } player->spectator = player->outofcoop = false; player->playerstate = PST_REBORN; if ((gametyperules & (GTR_TAG|GTR_HIDEFROZEN)) == GTR_TAG) { //Make joining players "it" after hidetime. if (leveltime > (hidetime * TICRATE)) { CONS_Printf(M_GetText("%s is now IT!\n"), player_names[player-players]); // Tell everyone who is it! player->pflags |= PF_TAGIT; } P_CheckSurvivors(); } //Reset away view if (P_IsLocalPlayer(player) && displayplayer != consoleplayer) { // Call ViewpointSwitch hooks here. // The viewpoint was forcibly changed. LUAh_ViewpointSwitch(player, &players[consoleplayer], true); displayplayer = consoleplayer; } if (!G_CoopGametype()) CONS_Printf(M_GetText("%s entered the game.\n"), player_names[player-players]); return true; // no more player->mo, cannot continue. } else { if (P_IsLocalPlayer(player)) CONS_Printf(M_GetText("You must wait until next round to enter the game.\n")); player->powers[pw_flashing] += 2*TICRATE; //to prevent message spam. } } return false; } // the below is first person only, if you're curious. check out P_CalcChasePostImg in p_mobj.c for chasecam static void P_CalcPostImg(player_t *player) { sector_t *sector = player->mo->subsector->sector; postimg_t *type; INT32 *param; fixed_t pviewheight; size_t i; if (player->mo->eflags & MFE_VERTICALFLIP) pviewheight = player->mo->z + player->mo->height - player->viewheight; else pviewheight = player->mo->z + player->viewheight; if (player->awayviewtics && player->awayviewmobj && !P_MobjWasRemoved(player->awayviewmobj)) { sector = player->awayviewmobj->subsector->sector; pviewheight = player->awayviewmobj->z + 20*FRACUNIT; } if (splitscreen && player == &players[secondarydisplayplayer]) { type = &postimgtype2; param = &postimgparam2; } else { type = &postimgtype; param = &postimgparam; } // see if we are in heat (no, not THAT kind of heat...) for (i = 0; i < sector->tags.count; i++) { if (Tag_FindLineSpecial(13, sector->tags.tags[i]) != -1) { *type = postimg_heat; break; } else if (sector->ffloors) { ffloor_t *rover; fixed_t topheight; fixed_t bottomheight; boolean gotres = false; for (rover = sector->ffloors; rover; rover = rover->next) { size_t j; if (!(rover->flags & FF_EXISTS)) continue; topheight = P_GetFFloorTopZAt (rover, player->mo->x, player->mo->y); bottomheight = P_GetFFloorBottomZAt(rover, player->mo->x, player->mo->y); if (pviewheight >= topheight || pviewheight <= bottomheight) continue; for (j = 0; j < rover->master->frontsector->tags.count; j++) { if (Tag_FindLineSpecial(13, rover->master->frontsector->tags.tags[j]) != -1) { *type = postimg_heat; gotres = true; break; } } } if (gotres) break; } } // see if we are in water (water trumps heat) if (sector->ffloors) { ffloor_t *rover; fixed_t topheight; fixed_t bottomheight; for (rover = sector->ffloors; rover; rover = rover->next) { if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_SWIMMABLE) || rover->flags & FF_BLOCKPLAYER) continue; topheight = P_GetFFloorTopZAt (rover, player->mo->x, player->mo->y); bottomheight = P_GetFFloorBottomZAt(rover, player->mo->x, player->mo->y); if (pviewheight >= topheight || pviewheight <= bottomheight) continue; *type = postimg_water; } } if (player->mo->eflags & MFE_VERTICALFLIP) *type = postimg_flip; #if 1 (void)param; #else // Motion blur if (player->speed > (35<speed - 32)/4; if (*param > 5) *param = 5; } #endif } void P_DoPityCheck(player_t *player) { // No pity outside of match or CTF. if (player->spectator || !(gametyperules & GTR_PITYSHIELD)) return; // Apply pity shield if available. if ((player->pity >= 3 || player->pity < 0) && player->powers[pw_shield] == SH_NONE) { P_SwitchShield(player, SH_PITY); if (player->pity > 0) S_StartSound(player->mo, mobjinfo[MT_PITY_ICON].seesound); player->pity = 0; } } static sector_t *P_GetMinecartSector(fixed_t x, fixed_t y, fixed_t z, fixed_t *nz) { sector_t *sec = R_PointInSubsector(x, y)->sector; if ((sec->ceilingheight - sec->floorheight) < 64*FRACUNIT) return NULL; if (sec->ffloors) { ffloor_t *rover; for (rover = sec->ffloors; rover; rover = rover->next) { if (!(rover->flags & (FF_EXISTS|FF_BLOCKOTHERS))) continue; *nz = P_GetFFloorTopZAt(rover, x, y); if (abs(z - *nz) <= 56*FRACUNIT) { sec = §ors[rover->secnum]; return sec; } } } *nz = P_GetSectorFloorZAt(sec, x, y); if (abs(z - *nz) > 56*FRACUNIT) return NULL; return sec; } static INT32 P_GetMinecartSpecialLine(sector_t *sec) { INT32 line = -1; size_t i; if (!sec) return line; for (i = 0; i < sec->tags.count; i++) if (sec->tags.tags[i] != 0) line = Tag_FindLineSpecial(16, sec->tags.tags[i]); // Also try for lines facing the sector itself, with tag 0. for (i = 0; i < sec->linecount; i++) { line_t *li = sec->lines[i]; if (Tag_Find(&li->tags, 0) && li->special == 16 && li->frontsector == sec) line = li - lines; } return line; } // Get an axis of a certain ID number static mobj_t *P_GetAxis(INT32 num) { thinker_t *th; mobj_t *mobj; for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mobj = (mobj_t *)th; // NiGHTS axes spawn before anything else. If this mobj doesn't have MF2_AXIS, it means we reached the axes' end. if (!(mobj->flags2 & MF2_AXIS)) break; // Skip if this axis isn't the one we want. if (mobj->health != num) continue; return mobj; } CONS_Alert(CONS_WARNING, "P_GetAxis: Track segment %d is missing!\n", num); return NULL; } // Auxiliary function. For a given position and axis, it calculates the nearest "valid" snap-on position. static void P_GetAxisPosition(fixed_t x, fixed_t y, mobj_t *amo, fixed_t *newx, fixed_t *newy, angle_t *targetangle, angle_t *grind) { fixed_t ax = amo->x; fixed_t ay = amo->y; angle_t ang; angle_t gr = 0; if (amo->type == MT_AXISTRANSFERLINE) { ang = amo->angle; // Extra security for cardinal directions. if (ang == ANGLE_90 || ang == ANGLE_270) // Vertical lines x = ax; else if (ang == 0 || ang == ANGLE_180) // Horizontal lines y = ay; else // Diagonal lines { fixed_t distance = R_PointToDist2(ax, ay, x, y); angle_t fad = ((R_PointToAngle2(ax, ay, x, y) - ang) >> ANGLETOFINESHIFT) & FINEMASK; fixed_t cosine = FINECOSINE(fad); angle_t fa = (ang >> ANGLETOFINESHIFT) & FINEMASK; distance = FixedMul(distance, cosine); x = ax + FixedMul(distance, FINECOSINE(fa)); y = ay + FixedMul(distance, FINESINE(fa)); } } else // Keep minecart to circle { fixed_t rad = amo->radius; fixed_t distfactor = FixedDiv(rad, R_PointToDist2(ax, ay, x, y)); gr = R_PointToAngle2(ax, ay, x, y); ang = gr + ANGLE_90; x = ax + FixedMul(x - ax, distfactor); y = ay + FixedMul(y - ay, distfactor); } *newx = x; *newy = y; *targetangle = ang; *grind = gr; } static void P_SpawnSparks(mobj_t *mo, angle_t maindir) { angle_t fa = (mo->angle >> ANGLETOFINESHIFT) & FINEMASK; fixed_t c = FixedMul(FINECOSINE(fa), mo->radius); fixed_t s = FixedMul(FINESINE(fa), mo->radius); mobj_t *spark; SINT8 b1 = (leveltime & 1) ? 1 : -1; SINT8 b2 = (leveltime & 2) ? 1 : -1; fixed_t r1 = FRACUNIT*P_RandomRange(-1, 1); fixed_t r2 = FRACUNIT*P_RandomRange(-1, 1); fixed_t r3 = FRACUNIT*P_RandomRange(-1, 1); fixed_t fm = (maindir >> ANGLETOFINESHIFT) & FINEMASK; spark = P_SpawnMobj(mo->x - b2*s + b1*c, mo->y + b2*c + b1*s, mo->z, MT_MINECARTSPARK); spark->momx = mo->momx + r1 + 8*FINECOSINE(fm); spark->momy = mo->momy + r2 + 8*FINESINE(fm); spark->momz = mo->momz + r3; P_Thrust(spark, R_PointToAngle2(mo->x, mo->y, spark->x, spark->y), 8*FRACUNIT); P_SetScale(spark, FRACUNIT/4); spark->destscale = spark->scale; spark->fuse = TICRATE/3; } // Performs a proximity check on a given direction looking for rails. static mobj_t *P_LookForRails(mobj_t* mobj, fixed_t c, fixed_t s, angle_t targetangle, fixed_t xcom, fixed_t ycom) { INT16 interval = 16; INT16 fwooffset = FixedHypot(mobj->momx, mobj->momy) >> FRACBITS; fixed_t x = mobj->x; fixed_t y = mobj->y; fixed_t z = mobj->z; UINT8 i; for (i = 4; i <= 10; i++) { fixed_t nz; INT32 lline; x += interval*xcom*i + fwooffset*c*i; y += interval*ycom*i + fwooffset*s*i; lline = P_GetMinecartSpecialLine(P_GetMinecartSector(x, y, z, &nz)); if (lline != -1) { fixed_t nx, ny; angle_t nang, dummy, angdiff; mobj_t *mark; mobj_t *snax = P_GetAxis(sides[lines[lline].sidenum[0]].textureoffset >> FRACBITS); if (!snax) return NULL; P_GetAxisPosition(x, y, snax, &nx, &ny, &nang, &dummy); angdiff = ((nang - targetangle) + ANG10/2) & ~ANGLE_180; //Axes must be directly parallel or antiparallel, give or take 5 degrees. if (angdiff < ANG10) { mark = P_SpawnMobj(nx, ny, nz, (mobjtype_t)mobj->info->raisestate); return mark; } } } return NULL; } static void P_ParabolicMove(mobj_t *mo, fixed_t x, fixed_t y, fixed_t z, fixed_t g, fixed_t speed) { fixed_t dx = x - mo->x; fixed_t dy = y - mo->y; fixed_t dz = z - mo->z; fixed_t dh = P_AproxDistance(dx, dy); fixed_t c = FixedDiv(dx, dh); fixed_t s = FixedDiv(dy, dh); fixed_t fixConst = FixedDiv(speed, g); mo->momx = FixedMul(c, speed); mo->momy = FixedMul(s, speed); mo->momz = FixedDiv(dh, 2*fixConst) + FixedDiv(dz, FixedDiv(dh, fixConst/2)); } static void P_MinecartThink(player_t *player) { mobj_t *minecart = player->mo->tracer; angle_t fa; if (!minecart || P_MobjWasRemoved(minecart) || !minecart->health) { // Minecart died on you, so kill yourself. P_KillMobj(player->mo, NULL, NULL, 0); return; } //Limit player's angle to a cone. #define MINECARTCONEMAX FixedAngle(20*FRACUNIT) { angle_t angdiff = player->mo->angle - minecart->angle; if (angdiff < ANGLE_180 && angdiff > MINECARTCONEMAX) player->mo->angle = minecart->angle + MINECARTCONEMAX; else if (angdiff > ANGLE_180 && angdiff < InvAngle(MINECARTCONEMAX)) player->mo->angle = minecart->angle - MINECARTCONEMAX; if (angdiff + minecart->angle != player->mo->angle && (!demoplayback || P_ControlStyle(player) == CS_LMAOGALOG)) { angdiff = P_GetLocalAngle(player) - minecart->angle; if (angdiff < ANGLE_180 && angdiff > MINECARTCONEMAX) P_SetLocalAngle(player, minecart->angle + MINECARTCONEMAX); else if (angdiff > ANGLE_180 && angdiff < InvAngle(MINECARTCONEMAX)) P_SetLocalAngle(player, minecart->angle - MINECARTCONEMAX); } } // Player holding jump? if (!(player->cmd.buttons & BT_JUMP)) player->pflags &= ~PF_JUMPDOWN; // Handle segments. P_HandleMinecartSegments(minecart); // Force 0 friction. minecart->friction = FRACUNIT; fa = (minecart->angle >> ANGLETOFINESHIFT) & FINEMASK; if (!P_TryMove(minecart, minecart->x + FINECOSINE(fa), minecart->y + FINESINE(fa), true)) { P_KillMobj(minecart, NULL, NULL, 0); return; } if (P_IsObjectOnGround(minecart)) { sector_t *sec; INT32 lnum = -1; fixed_t dummy; // Just hit floor. if (minecart->eflags & MFE_JUSTHITFLOOR) { S_StopSound(minecart); S_StartSound(minecart, sfx_s3k96); } sec = P_GetMinecartSector(minecart->x, minecart->y, minecart->z, &dummy); if (sec) lnum = P_GetMinecartSpecialLine(sec); // Update axis if the cart is standing on a rail. if (sec && lnum != -1) { mobj_t *axis = P_GetAxis(sides[lines[lnum].sidenum[0]].textureoffset >> FRACBITS); fixed_t newx, newy; angle_t targetangle, grind; angle_t prevangle, angdiff; mobj_t *detleft = NULL; mobj_t *detright = NULL; mobj_t *sidelock = NULL; boolean jumped = false; fixed_t currentSpeed; if (!axis) { P_KillMobj(minecart, NULL, NULL, 0); return; } minecart->movefactor = 0; P_ResetScore(player); // Handle angle and position P_GetAxisPosition(minecart->x, minecart->y, axis, &newx, &newy, &targetangle, &grind); if (axis->type != MT_AXISTRANSFERLINE) P_SpawnSparks(minecart, grind); P_TryMove(minecart, newx, newy, true); // Set angle based on target prevangle = minecart->angle; angdiff = targetangle - minecart->angle; if (angdiff < ANGLE_90 + ANG2 || angdiff > ANGLE_270 - ANG2) minecart->angle = targetangle; else minecart->angle = targetangle + ANGLE_180; angdiff = (minecart->angle - prevangle); if (angdiff && (!demoplayback || P_ControlStyle(player) == CS_LMAOGALOG)) // maintain relative angle on turns { player->mo->angle += angdiff; P_SetPlayerAngle(player, (angle_t)(player->angleturn << 16) + angdiff); } // Sideways detection if (minecart->flags2 & MF2_AMBUSH) { angle_t fa2 = (minecart->angle >> ANGLETOFINESHIFT) & FINEMASK; fixed_t c = FINECOSINE(fa2); fixed_t s = FINESINE(fa2); detleft = P_LookForRails(minecart, c, s, targetangle, -s, c); detright = P_LookForRails(minecart, c, s, targetangle, s, -c); } // How fast are we going? currentSpeed = FixedHypot(minecart->momx, minecart->momy); angdiff = R_PointToAngle2(0, 0, minecart->momx, minecart->momy) - minecart->angle; if (angdiff > ANGLE_90 && angdiff < ANGLE_270) currentSpeed *= -1; // Player-specific behavior. if (detleft && player->cmd.sidemove < 0) sidelock = detleft; else if (detright && player->cmd.sidemove > 0) sidelock = detright; //if (player->cmd.buttons & BT_SPIN && currentSpeed > 4*FRACUNIT) // currentSpeed -= FRACUNIT/8; // Jumping if (sidelock || ((player->cmd.buttons & BT_JUMP) && !(player->pflags & PF_JUMPDOWN))) { player->pflags |= PF_JUMPDOWN; if (minecart->eflags & MFE_ONGROUND) minecart->eflags &= ~MFE_ONGROUND; minecart->z += P_MobjFlip(minecart); if (sidelock) P_ParabolicMove(minecart, sidelock->x, sidelock->y, sidelock->z, gravity, max(currentSpeed, 10 * FRACUNIT)); else minecart->momz = 10 * FRACUNIT; S_StartSound(minecart, sfx_s3k51); jumped = true; } if (!jumped) { // Natural acceleration and boosters if (currentSpeed < minecart->info->speed) currentSpeed += FRACUNIT/4; if (minecart->standingslope) { fixed_t fa2 = (minecart->angle >> ANGLETOFINESHIFT) & FINEMASK; fixed_t front = P_GetSlopeZAt(minecart->standingslope, minecart->x, minecart->y); fixed_t back = P_GetSlopeZAt(minecart->standingslope, minecart->x - FINECOSINE(fa2), minecart->y - FINESINE(fa2)); if (abs(front - back) < 3*FRACUNIT) currentSpeed += (back - front)/3; } // Go forward at our current speed P_InstaThrust(minecart, minecart->angle, currentSpeed); // On-track ka-klong sound FX. minecart->movecount += abs(currentSpeed); if (minecart->movecount > 128*FRACUNIT) { minecart->movecount %= 128*FRACUNIT; S_StartSound(minecart, minecart->info->activesound); } } } else { minecart->movefactor++; if ((P_IsObjectOnGround(minecart) && minecart->movefactor >= 5) // off rail || (abs(minecart->momx) < minecart->scale/2 && abs(minecart->momy) < minecart->scale/2)) // hit a wall { P_KillMobj(minecart, NULL, NULL, 0); return; } } } if (player->mo->state-states != S_PLAY_STND) { P_SetPlayerMobjState(player->mo, S_PLAY_STND); player->mo->tics = -1; } // Move player to minecart. P_TeleportMove(player->mo, minecart->x - minecart->momx, minecart->y - minecart->momy, minecart->z + max(minecart->momz, 0) + 8*FRACUNIT); if (player->powers[pw_carry] != CR_MINECART) return; player->mo->momx = player->mo->momy = player->mo->momz = 0; P_TryMove(player->mo, player->mo->x + minecart->momx, player->mo->y + minecart->momy, true); if (player->powers[pw_flashing] == flashingtics) player->powers[pw_flashing]--; } // Handle Tails' fluff static void P_DoTailsOverlay(player_t *player, mobj_t *tails) { // init... boolean smilesonground = P_IsObjectOnGround(player->mo); angle_t horizangle = player->drawangle; fixed_t zoffs = 0; fixed_t backwards = -1*FRACUNIT; boolean doswim = (player->panim == PA_ABILITY && (player->mo->eflags & MFE_UNDERWATER)); boolean doroll = (player->panim == PA_ROLL || (player->panim == PA_JUMP && !(player->charflags & SF_NOJUMPSPIN)) || doswim); angle_t rollangle; boolean panimchange; INT32 ticnum = 0; statenum_t chosenstate; if (!tails->skin) { tails->skin = player->mo->skin; P_SetMobjState(tails, S_TAILSOVERLAY_STAND); tails->movecount = -1; } panimchange = (tails->movecount != (INT32)player->panim); // initial position... if (doroll) { fixed_t testval, zdist; if (player->speed < FRACUNIT) testval = FRACUNIT; else { testval = (FixedMul(player->speed, FINECOSINE((horizangle - R_PointToAngle2(0, 0, player->rmomx, player->rmomy)) >> ANGLETOFINESHIFT))); if (testval < FRACUNIT) testval = FRACUNIT; } if (doswim) zdist = player->mo->momz<<1; else if (smilesonground && !player->mo->reactiontime) zdist = (player->mo->z - tails->threshold); else zdist = player->mo->momz; rollangle = R_PointToAngle2(0, 0, testval, -P_MobjFlip(player->mo)*zdist); if (!doswim) { zoffs = 3*FRACUNIT + 12*FINESINE(rollangle >> ANGLETOFINESHIFT); backwards = -12*FINECOSINE(rollangle >> ANGLETOFINESHIFT); } } else if (player->panim == PA_RUN) backwards = -5*FRACUNIT; else if (player->panim == PA_SPRING || player->panim == PA_JUMP) { zoffs += 4*FRACUNIT; backwards /= 2; } else if (player->panim == PA_PAIN) backwards /= 16; else if (player->mo->state-states == S_PLAY_GASP) { backwards /= 16; zoffs += 12*FRACUNIT; } else if (player->mo->state-states == S_PLAY_EDGE) { backwards /= 16; zoffs = 3*FRACUNIT; } else if (player->panim == PA_ABILITY2) { zoffs = -7*FRACUNIT; backwards = -9*FRACUNIT; } else if (player->panim == PA_ABILITY) backwards = -5*FRACUNIT; // sprite... if (doroll) { statenum_t add = ((rollangle > ANGLE_180) ? 2 : 0); if (add) rollangle = InvAngle(rollangle); rollangle += ANG15; // modify the thresholds to be nice clean numbers if (rollangle > ANG60) chosenstate = S_TAILSOVERLAY_PLUS60DEGREES + add; else if (rollangle > ANG30) chosenstate = S_TAILSOVERLAY_PLUS30DEGREES + add; else chosenstate = S_TAILSOVERLAY_0DEGREES; } else if (player->panim == PA_SPRING || player->panim == PA_JUMP) chosenstate = S_TAILSOVERLAY_MINUS60DEGREES; else if (player->panim == PA_FALL || player->mo->state-states == S_PLAY_RIDE) chosenstate = S_TAILSOVERLAY_PLUS60DEGREES; else if (player->panim == PA_PAIN) chosenstate = S_TAILSOVERLAY_PAIN; else if (player->mo->state-states == S_PLAY_GASP) chosenstate = S_TAILSOVERLAY_GASP; else if (player->mo->state-states == S_PLAY_EDGE) chosenstate = S_TAILSOVERLAY_EDGE; else if (player->panim == PA_DASH) chosenstate = S_TAILSOVERLAY_DASH; else if (player->panim == PA_RUN) chosenstate = S_TAILSOVERLAY_RUN; else if (player->panim == PA_WALK) { if (!smilesonground || player->mo->state-states == S_PLAY_SKID) chosenstate = S_TAILSOVERLAY_PLUS30DEGREES; else if (player->speed >= FixedMul(player->runspeed/2, player->mo->scale)) chosenstate = S_TAILSOVERLAY_0DEGREES; else chosenstate = S_TAILSOVERLAY_MINUS30DEGREES; } else if (player->mo->sprite2 == SPR2_FLY) chosenstate = S_TAILSOVERLAY_FLY; else if (player->mo->sprite2 == SPR2_SWIM) chosenstate = S_TAILSOVERLAY_FLY; else if (player->mo->sprite2 == SPR2_TIRE) chosenstate = S_TAILSOVERLAY_TIRE; else if (player->panim == PA_ABILITY2) chosenstate = S_TAILSOVERLAY_PLUS30DEGREES; else if (player->panim == PA_IDLE) chosenstate = S_TAILSOVERLAY_STAND; else chosenstate = S_INVISIBLE; // state... if (panimchange) { tails->sprite2 = -1; P_SetMobjState(tails, chosenstate); } else { if (tails->state != states+chosenstate) { if (states[chosenstate].sprite == SPR_PLAY) tails->sprite2 = P_GetSkinSprite2(((skin_t *)tails->skin), (states[chosenstate].frame & FF_FRAMEMASK), player); P_SetMobjState(tails, chosenstate); } } #if 0 if (player->fly1 != 0 && player->powers[pw_tailsfly] != 0 && !smilesonground) P_SetMobjState(tails, chosenstate); #endif // animation... if (player->panim == PA_SPRING || player->panim == PA_FALL || player->mo->state-states == S_PLAY_RIDE) { if (FixedDiv(abs(player->mo->momz), player->mo->scale) < 20<panim == PA_PAIN) ticnum = 2; else if (player->mo->state-states == S_PLAY_GASP) tails->tics = -1; else if (player->mo->sprite2 == SPR2_TIRE) ticnum = (doswim ? 2 : 4); else if (player->panim != PA_IDLE) ticnum = player->mo->tics; if (ticnum && tails->tics > ticnum) tails->tics = ticnum; // final handling... tails->color = player->mo->color; tails->threshold = player->mo->z; tails->movecount = player->panim; tails->angle = horizangle; P_SetScale(tails, player->mo->scale); tails->destscale = player->mo->destscale; tails->radius = player->mo->radius; tails->height = player->mo->height; zoffs = FixedMul(zoffs, tails->scale); if (player->mo->eflags & MFE_VERTICALFLIP) { tails->eflags |= MFE_VERTICALFLIP; tails->flags2 |= MF2_OBJECTFLIP; zoffs = player->mo->height - tails->height - zoffs; } else { tails->eflags &= ~MFE_VERTICALFLIP; tails->flags2 &= ~MF2_OBJECTFLIP; } P_UnsetThingPosition(tails); tails->x = player->mo->x + P_ReturnThrustX(tails, tails->angle, FixedMul(backwards, tails->scale)); tails->y = player->mo->y + P_ReturnThrustY(tails, tails->angle, FixedMul(backwards, tails->scale)); tails->z = player->mo->z + zoffs; P_SetThingPosition(tails); } // Metal Sonic's jet fume static void P_DoMetalJetFume(player_t *player, mobj_t *fume) { static const UINT8 FUME_SKINCOLORS[] = { SKINCOLOR_ICY, SKINCOLOR_SKY, SKINCOLOR_CYAN, SKINCOLOR_WAVE, SKINCOLOR_TEAL, SKINCOLOR_AQUA, SKINCOLOR_SEAFOAM, SKINCOLOR_MINT, SKINCOLOR_PERIDOT, SKINCOLOR_LIME, SKINCOLOR_YELLOW, SKINCOLOR_SANDY, SKINCOLOR_GOLD, SKINCOLOR_APRICOT, SKINCOLOR_SUNSET }; mobj_t *mo = player->mo; angle_t angle = player->drawangle; fixed_t dist; panim_t panim = player->panim; tic_t dashmode = player->dashmode; boolean underwater = mo->eflags & MFE_UNDERWATER; statenum_t stat = fume->state-states; if (panim != PA_WALK && panim != PA_RUN && panim != PA_DASH) // turn invisible when not in a coherent movement state { if (stat != fume->info->spawnstate) P_SetMobjState(fume, fume->info->spawnstate); return; } if (underwater) // No fume underwater; spawn bubbles instead! { fume->movedir += FixedAngle(FixedDiv(2 * player->speed, 3 * mo->scale)); fume->movefactor += player->speed; if (fume->movefactor > FixedDiv(2 * player->normalspeed, 3 * mo->scale)) { INT16 i; fixed_t radiusV = 4*FRACUNIT; fixed_t radiusX = P_ReturnThrustX(mo, angle, -mo->radius >> (panim == PA_WALK ? 1 : 0)); fixed_t radiusY = P_ReturnThrustY(mo, angle, -mo->radius >> (panim == PA_WALK ? 1 : 0)); fixed_t factorX = P_ReturnThrustX(mo, angle + ANGLE_90, mo->scale); fixed_t factorY = P_ReturnThrustY(mo, angle + ANGLE_90, mo->scale); fixed_t offsetH, offsetV, x, y, z; for (i = -1; i < 2; i += 2) { offsetH = i*P_ReturnThrustX(fume, fume->movedir, radiusV); offsetV = i*P_ReturnThrustY(fume, fume->movedir, radiusV); x = mo->x + radiusX + FixedMul(offsetH, factorX); y = mo->y + radiusY + FixedMul(offsetH, factorY); z = mo->z + (mo->height >> 1) + offsetV; P_SpawnMobj(x, y, z, MT_SMALLBUBBLE)->scale = mo->scale >> 1; } fume->movefactor = 0; } if (panim == PA_WALK) { if (stat != fume->info->spawnstate) { fume->threshold = 0; P_SetMobjState(fume, fume->info->spawnstate); } return; } } if (stat == fume->info->spawnstate) // If currently inivisble, activate! { P_SetMobjState(fume, (stat = fume->info->seestate)); P_SetScale(fume, mo->scale); } if (dashmode > DASHMODE_THRESHOLD && stat != fume->info->seestate) // If in dashmode, grow really big and flash { fume->destscale = mo->scale; fume->flags2 ^= MF2_DONTDRAW; fume->flags2 |= mo->flags2 & MF2_DONTDRAW; } else // Otherwise, pick a size and color depending on speed and proximity to dashmode { if (dashmode == DASHMODE_THRESHOLD && dashmode > (tic_t)fume->movecount) // If just about to enter dashmode, play the startup animation again { P_SetMobjState(fume, (stat = fume->info->seestate)); P_SetScale(fume, mo->scale << 1); } fume->flags2 = (fume->flags2 & ~MF2_DONTDRAW) | (mo->flags2 & MF2_DONTDRAW); fume->destscale = (mo->scale + FixedDiv(player->speed, player->normalspeed)) / (underwater ? 6 : 3); fume->color = FUME_SKINCOLORS[(dashmode * sizeof(FUME_SKINCOLORS)) / (DASHMODE_MAX + 1)]; if (underwater) { fume->frame = (fume->frame & FF_FRAMEMASK) | FF_ANIMATE | (P_RandomRange(0, 9) * FF_TRANS10); fume->threshold = 1; } else if (fume->threshold) { fume->frame = (fume->frame & FF_FRAMEMASK) | fume->state->frame; fume->threshold = 0; } } fume->movecount = dashmode; // keeps track of previous dashmode value so we know whether Metal is entering or leaving it fume->eflags = (fume->flags2 & ~MF2_OBJECTFLIP) | (mo->flags2 & MF2_OBJECTFLIP); // Make sure to flip in reverse gravity! fume->eflags = (fume->eflags & ~MFE_VERTICALFLIP) | (mo->eflags & MFE_VERTICALFLIP); // Make sure to flip in reverse gravity! // Finally, set its position dist = -mo->radius - FixedMul(fume->info->radius, fume->destscale - mo->scale/3); P_UnsetThingPosition(fume); fume->x = mo->x + P_ReturnThrustX(fume, angle, dist); fume->y = mo->y + P_ReturnThrustY(fume, angle, dist); fume->z = mo->z + ((mo->height - fume->height) >> 1); P_SetThingPosition(fume); // If dashmode is high enough, spawn a trail if (player->normalspeed >= skins[player->skin].normalspeed*2) P_SpawnGhostMobj(fume); } // // P_PlayerThink // void P_PlayerThink(player_t *player) { ticcmd_t *cmd; const size_t playeri = (size_t)(player - players); #ifdef PARANOIA if (!player->mo) I_Error("p_playerthink: players[%s].mo == NULL", sizeu1(playeri)); #endif // todo: Figure out what is actually causing these problems in the first place... if (player->mo->health <= 0 && player->playerstate == PST_LIVE) //you should be DEAD! { CONS_Debug(DBG_GAMELOGIC, "P_PlayerThink: Player %s in PST_LIVE with 0 health. (\"Zombie bug\")\n", sizeu1(playeri)); player->playerstate = PST_DEAD; } if (player->bot) { if (player->playerstate == PST_LIVE || player->playerstate == PST_DEAD) { if (B_CheckRespawn(player)) player->playerstate = PST_REBORN; } if (player->playerstate == PST_REBORN) { LUAh_PlayerThink(player); return; } } if (netgame && player == &players[displayplayer] && !(leveltime % (TICRATE/5))) { seenplayer = NULL; if (cv_seenames.value && cv_allowseenames.value && !(G_TagGametype() && (player->pflags & PF_TAGIT))) { mobj_t *mo = P_SpawnNameFinder(player->mo, MT_NAMECHECK); if (mo) { short int i; mo->flags |= MF_NOCLIPHEIGHT; for (i = 0; i < 32; i++) { // Debug drawing // if (i&1) // P_SpawnMobj(mo->x, mo->y, mo->z, MT_SPARK); if (P_RailThinker(mo)) break; // mobj was removed (missile hit a wall) or couldn't move } } } } if (player->awayviewmobj && P_MobjWasRemoved(player->awayviewmobj)) { P_SetTarget(&player->awayviewmobj, NULL); // remove awayviewmobj asap if invalid player->awayviewtics = 0; // reset to zero } if (player->flashcount) player->flashcount--; if (player->awayviewtics && player->awayviewtics != -1) player->awayviewtics--; /// \note do this in the cheat code if (player->pflags & PF_NOCLIP) player->mo->flags |= MF_NOCLIP; else player->mo->flags &= ~MF_NOCLIP; cmd = &player->cmd; // Add some extra randomization. if (cmd->forwardmove) P_RandomFixed(); #ifdef PARANOIA if (player->playerstate == PST_REBORN) I_Error("player %s is in PST_REBORN\n", sizeu1(playeri)); #endif if (gametyperules & GTR_RACE) { INT32 i; // Check if all the players in the race have finished. If so, end the level. for (i = 0; i < MAXPLAYERS; i++) { if (playeringame[i]) { if (!players[i].exiting && players[i].lives > 0) break; } } if (i == MAXPLAYERS && player->exiting == 3*TICRATE) // finished player->exiting = (14*TICRATE)/5 + 1; // If 11 seconds are left on the timer, // begin the drown music for countdown! if (countdown == 11*TICRATE - 1 && P_IsLocalPlayer(player)) P_PlayJingle(player, JT_DROWN); // If you've hit the countdown and you haven't made // it to the exit, you're a goner! else if (countdown == 1 && !player->exiting && player->lives > 0) { if (netgame && player->mo->health > 0) CONS_Printf(M_GetText("%s ran out of time.\n"), player_names[player-players]); player->pflags |= PF_GAMETYPEOVER; if (player->powers[pw_carry] == CR_NIGHTSMODE) { P_DeNightserizePlayer(player); S_StartScreamSound(player->mo, sfx_s3k66); } player->lives = 2; // Don't start the game over music! P_DamageMobj(player->mo, NULL, NULL, 1, DMG_INSTAKILL); player->lives = 0; if (player->playerstate == PST_DEAD) { LUAh_PlayerThink(player); return; } } } // If it is set, start subtracting // Don't allow it to go back to 0 if (player->exiting > 1 && player->exiting < 3*TICRATE) player->exiting--; if (player->exiting && countdown2) player->exiting = 5; // The following code is disabled for now as this causes the game to freeze sometimes // Monster Iestyn -- 16/08/19 #if 0 // Same check as below, just at 1 second before // so we can fade music if (!exitfadestarted && player->exiting > 0 && player->exiting <= 1*TICRATE && (!multiplayer || G_CoopGametype() ? !mapheaderinfo[gamemap-1]->musinterfadeout : true) && // don't fade if we're fading during intermission. follows Y_StartIntermission intertype = int_coop ((gametyperules & GTR_RACE) ? countdown2 == 0 : true) && // don't fade on timeout player->lives > 0 && // don't fade on game over (competition) P_IsLocalPlayer(player)) { if (cv_playersforexit.value) { INT32 i; for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator || players[i].bot) continue; if (players[i].lives <= 0) continue; if (!players[i].exiting || players[i].exiting > 1*TICRATE) break; } if (i == MAXPLAYERS) { exitfadestarted = true; S_FadeOutStopMusic(1*MUSICRATE); } } else { exitfadestarted = true; S_FadeOutStopMusic(1*MUSICRATE); } } #endif if (player->exiting == 2 || countdown2 == 2) { UINT8 numneeded = (G_IsSpecialStage(gamemap) ? 4 : cv_playersforexit.value); if (numneeded) // Count to be sure everyone's exited { INT32 i, total = 0, exiting = 0; for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator || players[i].bot) continue; if (players[i].quittime > 30 * TICRATE) continue; if (players[i].lives <= 0) continue; total++; if (players[i].exiting && players[i].exiting < 4) exiting++; } if (!total || ((4*exiting)/total) >= numneeded) { if (server) SendNetXCmd(XD_EXITLEVEL, NULL, 0); } else player->exiting = 3; } else { if (server) SendNetXCmd(XD_EXITLEVEL, NULL, 0); } } if (player->pflags & PF_FINISHED) { if (((gametyperules & GTR_FRIENDLY) && cv_exitmove.value) && !G_EnoughPlayersFinished()) player->exiting = 0; else P_DoPlayerExit(player); } // check water content, set stuff in mobj P_MobjCheckWater(player->mo); #ifndef SECTORSPECIALSAFTERTHINK if (player->onconveyor != 1 || !P_IsObjectOnGround(player->mo)) player->onconveyor = 0; // check special sectors : damage & secrets if (!player->spectator) P_PlayerInSpecialSector(player); else if ( #else if (player->spectator && #endif G_GametypeUsesCoopStarposts() && (netgame || multiplayer) && cv_coopstarposts.value == 2) P_ConsiderAllGone(); if (player->playerstate == PST_DEAD) { player->mo->flags2 &= ~MF2_SHADOW; P_DeathThink(player); LUAh_PlayerThink(player); return; } // Make sure spectators always have a score and ring count of 0. if (player->spectator) { if (!(gametyperules & GTR_CAMPAIGN)) player->score = 0; } else if ((netgame || multiplayer) && player->lives <= 0 && !G_CoopGametype()) { // Outside of Co-Op, replenish a user's lives if they are depleted. // of course, this is just a cheap hack, meh... player->lives = cv_startinglives.value; } if ((gametyperules & GTR_RACE) && leveltime < 4*TICRATE) { cmd->buttons &= BT_SPIN; // Remove all buttons except BT_SPIN cmd->forwardmove = 0; cmd->sidemove = 0; } // Synchronizes the "real" amount of time spent in the level. if (!player->exiting && !stoppedclock) { if (gametyperules & GTR_RACE) { if (leveltime >= 4*TICRATE) player->realtime = leveltime - 4*TICRATE; else player->realtime = 0; } else player->realtime = leveltime; } if (player->spectator && cmd->buttons & BT_ATTACK && !player->powers[pw_flashing] && G_GametypeHasSpectators()) { if (P_SpectatorJoinGame(player)) { LUAh_PlayerThink(player); return; // player->mo was removed. } } // Even if not NiGHTS, pull in nearby objects when walking around as John Q. Elliot. if (!objectplacing && !((netgame || multiplayer) && player->spectator) && maptol & TOL_NIGHTS && (player->powers[pw_carry] != CR_NIGHTSMODE || player->powers[pw_nights_helper])) { thinker_t *th; mobj_t *mo2; fixed_t x = player->mo->x; fixed_t y = player->mo->y; fixed_t z = player->mo->z; for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; if (!(mo2->type == MT_RING || mo2->type == MT_COIN || mo2->type == MT_BLUESPHERE || mo2->type == MT_BOMBSPHERE || mo2->type == MT_NIGHTSCHIP || mo2->type == MT_NIGHTSSTAR)) continue; if (mo2->flags2 & MF2_NIGHTSPULL) continue; if (P_AproxDistance(P_AproxDistance(mo2->x - x, mo2->y - y), mo2->z - z) > FixedMul(128*FRACUNIT, player->mo->scale)) continue; // Yay! The thing's in reach! Pull it in! mo2->flags |= MF_NOCLIP|MF_NOCLIPHEIGHT; mo2->flags2 |= MF2_NIGHTSPULL; // New NiGHTS attract speed dummied out because the older behavior // is exploited as a mechanic. Uncomment to enable. mo2->movefactor = 0; // 40*FRACUNIT; // initialize the NightsItemChase timer P_SetTarget(&mo2->tracer, player->mo); } } if (player->linktimer && !player->powers[pw_nights_linkfreeze]) { if (--player->linktimer <= 0) // Link timer player->linkcount = 0; } // Move around. // Reactiontime is used to prevent movement // for a bit after a teleport. if (player->mo->reactiontime) player->mo->reactiontime--; else if (player->powers[pw_carry] == CR_MINECART) { if (P_ControlStyle(player) != CS_LMAOGALOG) player->mo->angle = (cmd->angleturn << 16 /* not FRACBITS */); ticruned++; if ((cmd->angleturn & TICCMD_RECEIVED) == 0) ticmiss++; P_MinecartThink(player); } else if (player->mo->tracer && player->mo->tracer->type == MT_TUBEWAYPOINT && (player->powers[pw_carry] == CR_ROPEHANG || player->powers[pw_carry] == CR_ZOOMTUBE)) { if (player->powers[pw_carry] == CR_ROPEHANG) { if (P_ControlStyle(player) != CS_LMAOGALOG) player->mo->angle = (cmd->angleturn<<16 /* not FRACBITS */); ticruned++; if ((cmd->angleturn & TICCMD_RECEIVED) == 0) ticmiss++; P_DoRopeHang(player); P_DoJumpStuff(player, &player->cmd); } else //if (player->powers[pw_carry] == CR_ZOOMTUBE) { P_DoZoomTube(player); if (!(player->panim == PA_ROLL)) P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); } player->rmomx = player->rmomy = 0; // no actual momentum from your controls P_ResetScore(player); } else { if (player->bumpertime == TICRATE/2 && player->mo->hnext) { // Center player to NiGHTS bumper here because if you try to set player's position in // P_TouchSpecialThing case MT_NIGHTSBUMPER, that position is fudged in the time // between that routine in the previous tic // and reaching here in the current tic P_TeleportMove(player->mo, player->mo->hnext->x, player->mo->hnext->y , player->mo->hnext->z + FixedMul(player->mo->hnext->height/4, player->mo->hnext->scale)); P_SetTarget(&player->mo->hnext, NULL); } P_MovePlayer(player); } if (!player->mo) { LUAh_PlayerThink(player); return; // P_MovePlayer removed player->mo. } // deez New User eXperiences. { angle_t oldang = player->drawangle, diff = 0; UINT8 factor; // Directionchar! // Camera angle stuff. if (player->exiting // no control, no modification || player->powers[pw_carry] == CR_NIGHTSMODE) ; else if (!(player->pflags & PF_DIRECTIONCHAR) || (player->climbing) // stuff where the direction is forced at all times || (twodlevel || player->mo->flags2 & MF2_TWOD) // keep things synchronised up there, since the camera IS seperate from player motion when that happens || G_RingSlingerGametype()) // no firing rings in directions your player isn't aiming player->drawangle = player->mo->angle; else if (P_PlayerInPain(player)) ; else if (player->powers[pw_justsprung]) // restricted, potentially by lua { #ifdef SPRINGSPIN if (player->powers[pw_justsprung] & (1<<15)) player->drawangle += (player->powers[pw_justsprung] & ~(1<<15))*(ANG2+ANG1); #endif } else if (player->powers[pw_carry] && player->mo->tracer) // carry { switch (player->powers[pw_carry]) { case CR_PLAYER: if (player->mo->tracer->player) { player->drawangle = player->mo->tracer->player->drawangle; break; } /* FALLTHRU */ case CR_MINECART: case CR_GENERIC: case CR_PTERABYTE: player->drawangle = player->mo->tracer->angle; break; case CR_ROLLOUT: if (cmd->forwardmove || cmd->sidemove) // only when you're pressing movement keys { // inverse direction! diff = (((player->cmd.angleturn<<16) + R_PointToAngle2(0, 0, -cmd->forwardmove<sidemove<drawangle); factor = 4; } break; case CR_DUSTDEVIL: player->drawangle += ANG20; break; /* -- in case we wanted to have the camera freely movable during zoom tubes case CR_ZOOMTUBE:*/ case CR_ROPEHANG: if (player->mo->momx || player->mo->momy) { player->drawangle = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy); break; } /* FALLTHRU */ default: player->drawangle = player->mo->angle; break; } } else if ((player->skidtime > (TICRATE/2 - 2) || ((player->pflags & (PF_SPINNING|PF_STARTDASH)) == PF_SPINNING)) && (abs(player->rmomx) > 5*player->mo->scale || abs(player->rmomy) > 5*player->mo->scale)) // spin/skid force player->drawangle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy); else if (((player->charability2 == CA2_GUNSLINGER || player->charability2 == CA2_MELEE) && player->panim == PA_ABILITY2) || player->pflags & PF_STASIS || player->skidtime) ; else { if (player->pflags & PF_GLIDING) { if (player->speed < player->mo->scale) diff = player->mo->angle - player->drawangle; else diff = (R_PointToAngle2(0, 0, player->rmomx, player->rmomy) - player->drawangle); factor = 4; } else if (player->pflags & PF_SLIDING) { #if 0 // fun hydrocity style horizontal spin if (player->mo->eflags & MFE_TOUCHWATER || player->powers[pw_flashing] > (flashingtics/4)*3) { diff = (player->mo->angle - player->drawangle); factor = 16; } else { diff = factor = 0; player->drawangle += ANGLE_22h; } #else diff = (player->mo->angle - player->drawangle); factor = 16; #endif } else if (player->pflags & PF_STARTDASH) { diff = (player->mo->angle - player->drawangle); factor = 4; } else if (cmd->forwardmove || cmd->sidemove) // only when you're pressing movement keys { diff = ((player->mo->angle + ((player->pflags & PF_ANALOGMODE) ? 0 : R_PointToAngle2(0, 0, cmd->forwardmove<sidemove<drawangle); factor = 4; } else if (player->rmomx || player->rmomy) diff = factor = 0; else { diff = (player->mo->angle - player->drawangle); factor = 8; } } if (diff) { if (diff > ANGLE_180) diff = InvAngle(InvAngle(diff)/factor); else diff /= factor; player->drawangle += diff; } // reset from waiting to standing when turning on the spot if (player->panim == PA_IDLE) { diff = player->drawangle - oldang; if (diff > ANGLE_180) diff = InvAngle(diff); if (diff > ANG10/2) { statenum_t stat = player->mo->state-states; if (stat == S_PLAY_WAIT) P_SetPlayerMobjState(player->mo, S_PLAY_STND); else if (stat == S_PLAY_STND && player->mo->tics != -1) player->mo->tics++; } } // Autobrake! check ST_drawInput if you modify this { boolean currentlyonground = P_IsObjectOnGround(player->mo); if (player->powers[pw_noautobrake]) ; else if (!player->powers[pw_carry] && !player->powers[pw_nocontrol] && ((player->pflags & (PF_AUTOBRAKE|PF_APPLYAUTOBRAKE|PF_STASIS)) == (PF_AUTOBRAKE|PF_APPLYAUTOBRAKE)) && !(cmd->forwardmove || cmd->sidemove) && (player->rmomx || player->rmomy) && (!player->capsule || (player->capsule->reactiontime != (player-players)+1))) { fixed_t acceleration = (player->accelstart + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * player->acceleration) * player->thrustfactor * 20; angle_t moveAngle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy); if (!currentlyonground) acceleration /= 2; // fake skidding! see P_SkidStuff for reference on conditionals else if (!player->skidtime && !(player->mo->eflags & MFE_GOOWATER) && !(player->pflags & (PF_JUMPED|PF_SPINNING|PF_SLIDING)) && !(player->charflags & SF_NOSKID) && P_AproxDistance(player->mo->momx, player->mo->momy) >= FixedMul(player->runspeed, player->mo->scale)) // modified from player->runspeed/2 'cuz the skid was just TOO frequent ngl { if (player->mo->state-states != S_PLAY_SKID) P_SetPlayerMobjState(player->mo, S_PLAY_SKID); player->mo->tics = player->skidtime = (player->mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(player->mo->movefactor)))>>FRACBITS; if (P_IsLocalPlayer(player)) // the sound happens way more frequently now, so give co-op players' ears a brake... S_StartSound(player->mo, sfx_skid); } if (player->mo->movefactor != FRACUNIT) // Friction-scaled acceleration... acceleration = FixedMul(acceleration<mo->movefactor)>>FRACBITS; P_Thrust(player->mo, moveAngle, -acceleration); } if (!(player->pflags & PF_AUTOBRAKE) || player->powers[pw_carry] || player->panim == PA_SPRING || player->panim == PA_PAIN || !player->mo->health || player->climbing || player->pflags & (PF_SPINNING|PF_SLIDING) || player->bumpertime) player->pflags &= ~PF_APPLYAUTOBRAKE; else if (currentlyonground || player->powers[pw_tailsfly]) player->pflags |= PF_APPLYAUTOBRAKE; } } player->mo->movefactor = FRACUNIT; // We're not going to do any more with this, so let's change it back for the next frame. // Unset statis flags after moving. // In other words, if you manually set stasis via code, // it lasts for one tic. player->pflags &= ~PF_FULLSTASIS; if (player->onconveyor == 1) player->onconveyor = 3; else if (player->onconveyor == 3) player->cmomy = player->cmomx = 0; P_DoSuperStuff(player); P_CheckSneakerAndLivesTimer(player); P_DoBubbleBreath(player); // Spawn Sonic's bubbles P_CheckUnderwaterAndSpaceTimer(player); // Display the countdown drown numbers! P_CheckInvincibilityTimer(player); // Spawn Invincibility Sparkles P_DoPlayerHeadSigns(player); // Spawn Tag/CTF signs over player's head #if 1 // "Blur" a bit when you have speed shoes and are going fast enough if ((player->powers[pw_super] || player->powers[pw_sneakers]) && (player->speed + abs(player->mo->momz)) > FixedMul(20*FRACUNIT,player->mo->scale)) { mobj_t *gmobj = P_SpawnGhostMobj(player->mo); gmobj->fuse = 2; if (gmobj->tracer) gmobj->tracer->fuse = 2; if (leveltime & 1) { gmobj->frame &= ~FF_TRANSMASK; gmobj->frame |= tr_trans70<tracer) { gmobj->tracer->frame &= ~FF_TRANSMASK; gmobj->tracer->frame |= tr_trans70<flags2 |= MF2_DONTDRAW; } #endif // check for use if (player->powers[pw_carry] != CR_NIGHTSMODE) { if (cmd->buttons & BT_SPIN) player->pflags |= PF_SPINDOWN; else player->pflags &= ~PF_SPINDOWN; } // IF PLAYER NOT HERE THEN FLASH END IF if (player->quittime && player->powers[pw_flashing] < flashingtics - 1 && !(G_TagGametype() && !(player->pflags & PF_TAGIT)) && !player->gotflag) player->powers[pw_flashing] = flashingtics - 1; // Counters, time dependent power ups. // Time Bonus & Ring Bonus count settings if (player->ammoremovaltimer) { if (--player->ammoremovaltimer == 0) player->ammoremoval = 0; } // Strength counts up to diminish fade. if (player->powers[pw_sneakers] && player->powers[pw_sneakers] < UINT16_MAX) player->powers[pw_sneakers]--; if (player->powers[pw_invulnerability] && player->powers[pw_invulnerability] < UINT16_MAX) player->powers[pw_invulnerability]--; if (player->powers[pw_flashing] && player->powers[pw_flashing] < UINT16_MAX && ((player->powers[pw_carry] == CR_NIGHTSMODE) || player->powers[pw_flashing] < flashingtics)) player->powers[pw_flashing]--; if (player->powers[pw_tailsfly] && player->powers[pw_tailsfly] < UINT16_MAX && player->charability != CA_SWIM) // tails fly counter player->powers[pw_tailsfly]--; if (player->powers[pw_pushing] && player->powers[pw_pushing] < UINT16_MAX) player->powers[pw_pushing]--; if (player->powers[pw_justsprung] & ((1<<15)-1) && player->powers[pw_justsprung] < UINT16_MAX) player->powers[pw_justsprung]--; else player->powers[pw_justsprung] = 0; if (player->powers[pw_noautobrake] && player->powers[pw_noautobrake] < UINT16_MAX) player->powers[pw_noautobrake]--; if (player->powers[pw_underwater] && (player->pflags & PF_GODMODE || (player->powers[pw_shield] & SH_PROTECTWATER))) { if (player->powers[pw_underwater] <= 12*TICRATE+1) { player->powers[pw_underwater] = 0; P_RestoreMusic(player); //incase they were about to drown } else player->powers[pw_underwater] = 0; } else if (player->powers[pw_underwater] && !(maptol & TOL_NIGHTS) && !((netgame || multiplayer) && (player->spectator || player->quittime))) // underwater timer player->powers[pw_underwater]--; if (player->powers[pw_spacetime] && (player->pflags & PF_GODMODE || (player->powers[pw_shield] & SH_PROTECTWATER))) player->powers[pw_spacetime] = 0; else if (player->powers[pw_spacetime] && !(maptol & TOL_NIGHTS) && !((netgame || multiplayer) && (player->spectator || player->quittime))) // underwater timer player->powers[pw_spacetime]--; if (player->powers[pw_gravityboots] && player->powers[pw_gravityboots] < UINT16_MAX) player->powers[pw_gravityboots]--; if (player->powers[pw_extralife] && player->powers[pw_extralife] < UINT16_MAX) player->powers[pw_extralife]--; if (player->powers[pw_nights_linkfreeze] && player->powers[pw_nights_linkfreeze] < UINT16_MAX) player->powers[pw_nights_linkfreeze]--; if (player->powers[pw_nights_superloop] && player->powers[pw_nights_superloop] < UINT16_MAX) player->powers[pw_nights_superloop]--; if (player->powers[pw_nights_helper] && player->powers[pw_nights_helper] < UINT16_MAX) player->powers[pw_nights_helper]--; if (player->powers[pw_nocontrol] & ((1<<15)-1) && player->powers[pw_nocontrol] < UINT16_MAX) player->powers[pw_nocontrol]--; else player->powers[pw_nocontrol] = 0; if (player->powers[pw_ignorelatch] & ((1<<15)-1) && player->powers[pw_ignorelatch] < UINT16_MAX) player->powers[pw_ignorelatch]--; else player->powers[pw_ignorelatch] = 0; //pw_super acts as a timer now if (player->powers[pw_super] && (player->mo->state < &states[S_PLAY_SUPER_TRANS1] || player->mo->state > &states[S_PLAY_SUPER_TRANS6])) player->powers[pw_super]++; if (player->powers[pw_carry] == CR_BRAKGOOP) { if (!player->powers[pw_flashing]) { if (player->mo->state != &states[S_PLAY_STND]) P_SetPlayerMobjState(player->mo, S_PLAY_STND); else player->mo->tics = 2; } else P_SetTarget(&player->mo->tracer, NULL); if (!player->mo->tracer) player->powers[pw_carry] = CR_NONE; } if (player->bumpertime) player->bumpertime--; if (player->skidtime) player->skidtime--; if (player->weapondelay) player->weapondelay--; if (player->tossdelay) player->tossdelay--; if (player->homing) player->homing--; if (player->texttimer) { --player->texttimer; if (!player->texttimer && !player->exiting && player->textvar >= 4) { player->texttimer = 4*TICRATE; player->textvar = 2; // GET n RINGS! if (player->capsule && player->capsule->health != player->capsule->spawnpoint->angle) player->textvar++; // GET n MORE RINGS! } } if (player->losstime && !player->powers[pw_flashing]) player->losstime--; // Flash player after being hit. if (player->powers[pw_flashing] > 0 && player->powers[pw_flashing] < flashingtics && (leveltime & 1)) player->mo->flags2 |= MF2_DONTDRAW; else player->mo->flags2 &= ~MF2_DONTDRAW; player->pflags &= ~PF_SLIDING; #define dashmode player->dashmode // Dash mode - thanks be to VelocitOni if ((player->charflags & SF_DASHMODE) && !player->gotflag && !player->powers[pw_carry] && !player->exiting && !(maptol & TOL_NIGHTS) && !metalrecording) // woo, dashmode! no nights tho. { tic_t prevdashmode = dashmode; boolean totallyradical = player->speed >= FixedMul(player->runspeed, player->mo->scale); boolean floating = (player->secondjump == 1); if ((totallyradical && !floating) || (player->pflags & PF_STARTDASH)) { if (dashmode < DASHMODE_MAX) dashmode++; // Counter. Adds 1 to dash mode per tic in top speed. if (dashmode == DASHMODE_THRESHOLD) // This isn't in the ">=" equation because it'd cause the sound to play infinitely. S_StartSound(player->mo, (player->charflags & SF_MACHINE) ? sfx_kc4d : sfx_cdfm40); // If the player enters dashmode, play this sound on the the tic it starts. } else if ((!totallyradical || !floating) && !(player->pflags & PF_SPINNING)) { if (dashmode > 3) { dashmode -= 3; // Rather than lose it all, it gently counts back down! if ((dashmode+3) >= DASHMODE_THRESHOLD && dashmode < DASHMODE_THRESHOLD) S_StartSound(player->mo, sfx_kc65); } else dashmode = 0; } if (dashmode < DASHMODE_THRESHOLD) // Exits Dash Mode if you drop below speed/dash counter tics. Not in the above block so it doesn't keep disabling in midair. { if (prevdashmode >= DASHMODE_THRESHOLD) { player->normalspeed = skins[player->skin].normalspeed; // Reset to default if not capable of entering dash mode. player->jumpfactor = skins[player->skin].jumpfactor; } } else if (P_IsObjectOnGround(player->mo)) // Activate dash mode if we're on the ground. { if (player->normalspeed < skins[player->skin].normalspeed*2) // If the player normalspeed is not currently at normalspeed*2 in dash mode, add speed each tic player->normalspeed += FRACUNIT/5; // Enter Dash Mode smoothly. if (player->jumpfactor < FixedMul(skins[player->skin].jumpfactor, 5*FRACUNIT/4)) // Boost jump height. player->jumpfactor += FRACUNIT/300; } if (player->normalspeed >= skins[player->skin].normalspeed*2) { mobj_t *ghost = P_SpawnGhostMobj(player->mo); // Spawns afterimages ghost->fuse = 2; // Makes the images fade quickly if (ghost->tracer && !P_MobjWasRemoved(ghost->tracer)) ghost->tracer->fuse = ghost->fuse; } } else if (dashmode) { if (dashmode >= DASHMODE_THRESHOLD) // catch getting the flag! { player->normalspeed = skins[player->skin].normalspeed; player->jumpfactor = skins[player->skin].jumpfactor; S_StartSound(player->mo, sfx_kc65); } dashmode = 0; } #undef dashmode LUAh_PlayerThink(player); /* // Colormap verification { INT32 i,j; sector_t *controlsec; for (j=0; jtags); // Does this sector have a colormap? for (i=0; isubsector->sector; if (sector->ffloors) { ffloor_t *rover; for (rover = sector->ffloors; rover; rover = rover->next) { if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_SWIMMABLE) || GETSECSPECIAL(rover->master->frontsector->special, 1) != 3) continue; if (mobj->eflags & MFE_VERTICALFLIP) { if (*rover->bottomheight <= mobj->ceilingz && *rover->bottomheight >= mobj->z) return true; } else { if (*rover->topheight >= mobj->floorz && *rover->topheight <= mobj->z) return true; } } } return false; } // // P_PlayerAfterThink // // Thinker for player after all other thinkers have run // void P_PlayerAfterThink(player_t *player) { ticcmd_t *cmd; INT32 oldweapon = player->currentweapon; camera_t *thiscam = NULL; // if not one of the displayed players, just don't bother #ifdef PARANOIA if (!player->mo) { const size_t playeri = (size_t)(player - players); I_Error("P_PlayerAfterThink: players[%s].mo == NULL", sizeu1(playeri)); } #endif cmd = &player->cmd; #ifdef SECTORSPECIALSAFTERTHINK if (player->onconveyor != 1 || !P_IsObjectOnGround(player->mo)) player->onconveyor = 0; // check special sectors : damage & secrets if (!player->spectator) P_PlayerInSpecialSector(player); #endif if (splitscreen && player == &players[secondarydisplayplayer]) thiscam = &camera2; else if (player == &players[displayplayer]) thiscam = &camera; if (player->playerstate == PST_DEAD) { // camera may still move when guy is dead //if (!netgame) { if (thiscam && thiscam->chase) P_MoveChaseCamera(player, thiscam, false); } if (player->followmobj) { P_RemoveMobj(player->followmobj); P_SetTarget(&player->followmobj, NULL); } return; } if (player->powers[pw_carry] == CR_NIGHTSMODE) { player->powers[pw_gravityboots] = 0; //player->mo->eflags &= ~MFE_VERTICALFLIP; } if (!(player->pflags & PF_WPNDOWN)) { if (cmd->buttons & BT_WEAPONNEXT) { player->currentweapon++; player->currentweapon %= NUM_WEAPONS; player->pflags |= PF_WPNDOWN; } if (cmd->buttons & BT_WEAPONPREV) { player->currentweapon--; if (player->currentweapon < 0) player->currentweapon = NUM_WEAPONS - 1; player->pflags |= PF_WPNDOWN; if (player->currentweapon == WEP_RAIL && (!(player->ringweapons & RW_RAIL) || !player->powers[pw_railring])) player->currentweapon--; if (player->currentweapon == WEP_EXPLODE && (!(player->ringweapons & RW_EXPLODE) || !player->powers[pw_explosionring])) player->currentweapon--; if (player->currentweapon == WEP_GRENADE && (!(player->ringweapons & RW_GRENADE) || !player->powers[pw_grenadering])) player->currentweapon--; if (player->currentweapon == WEP_SCATTER && (!(player->ringweapons & RW_SCATTER) || !player->powers[pw_scatterring])) player->currentweapon--; if (player->currentweapon == WEP_BOUNCE && (!(player->ringweapons & RW_BOUNCE) || !player->powers[pw_bouncering])) player->currentweapon--; if (player->currentweapon == WEP_AUTO && (!(player->ringweapons & RW_AUTO) || !player->powers[pw_automaticring])) player->currentweapon = 0; } if (cmd->buttons & BT_WEAPONMASK) { //Read the bits to determine individual weapon ring selection. INT32 weapon = (cmd->buttons & BT_WEAPONMASK); switch (weapon) { case 1: //normal / infinity player->currentweapon = 0; player->pflags |= PF_WPNDOWN; break; case 2: //automatic if ((player->ringweapons & RW_AUTO) && player->powers[pw_automaticring]) { player->currentweapon = WEP_AUTO; player->pflags |= PF_WPNDOWN; } break; case 3: //bounce if ((player->ringweapons & RW_BOUNCE) && player->powers[pw_bouncering]) { player->currentweapon = WEP_BOUNCE; player->pflags |= PF_WPNDOWN; } break; case 4: //scatter if ((player->ringweapons & RW_SCATTER) && player->powers[pw_scatterring]) { player->currentweapon = WEP_SCATTER; player->pflags |= PF_WPNDOWN; } break; case 5: //grenade if ((player->ringweapons & RW_GRENADE) && player->powers[pw_grenadering]) { player->currentweapon = WEP_GRENADE; player->pflags |= PF_WPNDOWN; } break; case 6: //explosion if ((player->ringweapons & RW_EXPLODE) && player->powers[pw_explosionring]) { player->currentweapon = WEP_EXPLODE; player->pflags |= PF_WPNDOWN; } break; case 7: //rail if ((player->ringweapons & RW_RAIL) && player->powers[pw_railring]) { player->currentweapon = WEP_RAIL; player->pflags |= PF_WPNDOWN; } break; } } } if (!(cmd->buttons & (BT_WEAPONNEXT|BT_WEAPONPREV|BT_WEAPONMASK))) player->pflags &= ~PF_WPNDOWN; // Weapon cycling if out of ammo for a certain weapon if (player->currentweapon == WEP_AUTO && (!(player->ringweapons & RW_AUTO) || !player->powers[pw_automaticring])) player->currentweapon++; if (player->currentweapon == WEP_BOUNCE && (!(player->ringweapons & RW_BOUNCE) || !player->powers[pw_bouncering])) player->currentweapon++; if (player->currentweapon == WEP_SCATTER && (!(player->ringweapons & RW_SCATTER) || !player->powers[pw_scatterring])) player->currentweapon++; if (player->currentweapon == WEP_GRENADE && (!(player->ringweapons & RW_GRENADE) || !player->powers[pw_grenadering])) player->currentweapon++; if (player->currentweapon == WEP_EXPLODE && (!(player->ringweapons & RW_EXPLODE) || !player->powers[pw_explosionring])) player->currentweapon++; if (player->currentweapon == WEP_RAIL && (!(player->ringweapons & RW_RAIL) || !player->powers[pw_railring])) player->currentweapon = 0; if (P_IsLocalPlayer(player) && (player->pflags & PF_WPNDOWN) && player->currentweapon != oldweapon) S_StartSound(NULL, sfx_wepchg); if ((player->pflags & PF_SLIDING) && ((player->pflags & (PF_JUMPED|PF_NOJUMPDAMAGE)) != PF_JUMPED)) P_SetPlayerMobjState(player->mo, player->mo->info->painstate); /* if (player->powers[pw_carry] == CR_NONE && player->mo->tracer && !player->homing) P_SetTarget(&player->mo->tracer, NULL); else */ if (player->mo->tracer) { switch (player->powers[pw_carry]) { case CR_PLAYER: // being carried by a flying character (such as Tails) { mobj_t *tails = player->mo->tracer; player->mo->height = FixedDiv(P_GetPlayerHeight(player), FixedDiv(14*FRACUNIT,10*FRACUNIT)); if (tails->player && !(tails->player->pflags & PF_CANCARRY)) player->powers[pw_carry] = CR_NONE; if (player->mo->eflags & MFE_VERTICALFLIP) { if ((tails->z + tails->height + player->mo->height + FixedMul(FRACUNIT, player->mo->scale)) <= tails->ceilingz && (tails->eflags & MFE_VERTICALFLIP)) // Reverse gravity check for the carrier - Flame player->mo->z = tails->z + tails->height + 12*player->mo->scale; else player->powers[pw_carry] = CR_NONE; } else { if ((tails->z - player->mo->height - FixedMul(FRACUNIT, player->mo->scale)) >= tails->floorz && !(tails->eflags & MFE_VERTICALFLIP)) // Correct gravity check for the carrier - Flame player->mo->z = tails->z - player->mo->height - 12*player->mo->scale; else player->powers[pw_carry] = CR_NONE; } if (tails->health <= 0) player->powers[pw_carry] = CR_NONE; else { if (tails->player) P_TryMove(player->mo, tails->x + P_ReturnThrustX(tails, tails->player->drawangle, 4*FRACUNIT), tails->y + P_ReturnThrustY(tails, tails->player->drawangle, 4*FRACUNIT), true); else P_TryMove(player->mo, tails->x + P_ReturnThrustX(tails, tails->angle, 4*FRACUNIT), tails->y + P_ReturnThrustY(tails, tails->angle, 4*FRACUNIT), true); player->mo->momx = tails->momx; player->mo->momy = tails->momy; player->mo->momz = tails->momz; } if (G_CoopGametype() && tails->player && tails->player->bot != 1) { player->mo->angle = tails->angle; if (!demoplayback || P_ControlStyle(player) == CS_LMAOGALOG) P_SetPlayerAngle(player, player->mo->angle); } if (P_AproxDistance(player->mo->x - tails->x, player->mo->y - tails->y) > player->mo->radius) player->powers[pw_carry] = CR_NONE; if (player->powers[pw_carry] != CR_NONE) { if (player->mo->state-states != S_PLAY_RIDE) P_SetPlayerMobjState(player->mo, S_PLAY_RIDE); if (tails->player && (tails->skin && ((skin_t *)(tails->skin))->sprites[SPR2_SWIM].numframes) && (tails->eflags & MFE_UNDERWATER)) tails->player->powers[pw_tailsfly] = 0; } else P_SetTarget(&player->mo->tracer, NULL); if (player-players == consoleplayer && botingame) CV_SetValue(&cv_analog[1], (player->powers[pw_carry] != CR_PLAYER)); break; } case CR_GENERIC: // being carried by some generic item { mobj_t *item = player->mo->tracer; // tracer is what you're hanging onto P_UnsetThingPosition(player->mo); player->mo->x = item->x; player->mo->y = item->y; if (player->mo->eflags & MFE_VERTICALFLIP) player->mo->z = item->z + item->height - FixedDiv(player->mo->height, 3*FRACUNIT); else player->mo->z = item->z - FixedDiv(player->mo->height, 3*FRACUNIT/2); player->mo->momx = player->mo->momy = player->mo->momz = 0; P_SetThingPosition(player->mo); if (player->mo->state-states != S_PLAY_RIDE) P_SetPlayerMobjState(player->mo, S_PLAY_RIDE); // Controllable missile if (item->type == MT_BLACKEGGMAN_MISSILE) { if (cmd->forwardmove > 0) item->momz += FixedMul(FRACUNIT/4, item->scale); else if (cmd->forwardmove < 0) item->momz -= FixedMul(FRACUNIT/4, item->scale); item->angle = player->mo->angle; P_InstaThrust(item, item->angle, FixedMul(item->info->speed, item->scale)); if (player->mo->z <= player->mo->floorz || item->health <= 0) { player->powers[pw_carry] = CR_NONE; P_SetTarget(&player->mo->tracer, NULL); } } break; } case CR_MACESPIN: // being carried by a spinning chain { mobj_t *chain; mobj_t *macecenter; if (!player->mo->tracer->tracer) // can't spin around a point if... there is no point in doing so break; chain = player->mo->tracer; macecenter = player->mo->tracer->tracer; player->mo->height = P_GetPlayerSpinHeight(player); // tracer is what you're hanging onto.... player->mo->momx = (chain->x - player->mo->x)*2; player->mo->momy = (chain->y - player->mo->y)*2; player->mo->momz = (chain->z - (player->mo->height-chain->height/2) - player->mo->z)*2; P_TeleportMove(player->mo, chain->x, chain->y, chain->z - (player->mo->height-chain->height/2)); if (!player->powers[pw_flashing]) // handle getting hurt { player->pflags |= PF_JUMPED; player->pflags &= ~PF_NOJUMPDAMAGE; player->secondjump = 0; player->pflags &= ~PF_THOKKED; if ((macecenter->flags & MF_SLIDEME) // Noclimb on chain parameters gives this && !(twodlevel || player->mo->flags2 & MF2_TWOD)) // why on earth would you want to turn them in 2D mode? { macecenter->angle += cmd->sidemove<mo->angle += cmd->sidemove< ANGLE_MAX if (!demoplayback || P_ControlStyle(player) == CS_LMAOGALOG) P_SetPlayerAngle(player, player->mo->angle); } } break; } case CR_DUSTDEVIL: { mobj_t *mo = player->mo, *dustdevil = player->mo->tracer; if (abs(mo->x - dustdevil->x) > dustdevil->radius || abs(mo->y - dustdevil->y) > dustdevil->radius) { P_SetTarget(&player->mo->tracer, NULL); player->powers[pw_carry] = CR_NONE; break; } break; } case CR_ROLLOUT: { mobj_t *mo = player->mo, *rock = player->mo->tracer; UINT8 walktics = mo->state->tics - P_GetPlayerControlDirection(player); if (!rock || P_MobjWasRemoved(rock)) { P_SetTarget(&player->mo->tracer, NULL); player->powers[pw_carry] = CR_NONE; break; } if (player->cmd.forwardmove || player->cmd.sidemove) { rock->movedir = (player->cmd.angleturn << FRACBITS) + R_PointToAngle2(0, 0, player->cmd.forwardmove << FRACBITS, -player->cmd.sidemove << FRACBITS); P_Thrust(rock, rock->movedir, rock->scale >> 1); } mo->momx = rock->momx; mo->momy = rock->momy; mo->momz = 0; if (player->panim == PA_IDLE && (mo->momx || mo->momy)) { P_SetPlayerMobjState(player->mo, S_PLAY_WALK); } if (player->panim == PA_WALK && mo->tics > walktics) { mo->tics = walktics; } P_TeleportMove(player->mo, rock->x, rock->y, rock->z + rock->height); break; } case CR_PTERABYTE: // being carried by a Pterabyte { mobj_t *ptera = player->mo->tracer; mobj_t *spawnpoint = ptera->tracer->tracer; player->mo->height = FixedDiv(P_GetPlayerHeight(player), FixedDiv(14 * FRACUNIT, 10 * FRACUNIT)); if (ptera->health <= 0) goto dropoff; if (P_MobjAboveLava(ptera) && ptera->movefactor <= 3*TICRATE - 10) goto dropoff; if (player->mo->eflags & MFE_VERTICALFLIP) { if ((ptera->z + ptera->height + player->mo->height + FixedMul(FRACUNIT, player->mo->scale)) <= ptera->ceilingz && (ptera->eflags & MFE_VERTICALFLIP)) // Reverse gravity check for the carrier - Flame player->mo->z = ptera->z + ptera->height + FixedMul(FRACUNIT, player->mo->scale); if (ptera->ceilingz - ptera->z > spawnpoint->ceilingz - spawnpoint->z + 512*FRACUNIT && ptera->movefactor <= 3 * TICRATE - 10) goto dropoff; } else { if ((ptera->z - player->mo->height - FixedMul(FRACUNIT, player->mo->scale)) >= ptera->floorz && !(ptera->eflags & MFE_VERTICALFLIP)) // Correct gravity check for the carrier - Flame player->mo->z = ptera->z - player->mo->height - FixedMul(FRACUNIT, player->mo->scale); if (ptera->z - ptera->floorz > spawnpoint->z - spawnpoint->floorz + 512 * FRACUNIT && ptera->movefactor <= 3 * TICRATE - 10) goto dropoff; } ptera->movefactor--; if (!ptera->movefactor) goto dropoff; if (ptera->cusval >= 50) { player->powers[pw_carry] = CR_NONE; P_SetTarget(&player->mo->tracer, NULL); P_KillMobj(ptera, player->mo, player->mo, 0); player->mo->momz = 9*FRACUNIT; player->pflags |= PF_APPLYAUTOBRAKE|PF_JUMPED|PF_THOKKED; P_SetMobjState(player->mo, S_PLAY_ROLL); break; } if (ptera->cusval) ptera->cusval--; P_TryMove(player->mo, ptera->x + ptera->watertop, ptera->y + ptera->waterbottom, true); player->mo->z += ptera->cvmem; player->mo->momx = ptera->momx; player->mo->momy = ptera->momy; player->mo->momz = ptera->momz; if (P_AproxDistance(player->mo->x - ptera->x - ptera->watertop, player->mo->y - ptera->y - ptera->waterbottom) > player->mo->radius) goto dropoff; ptera->watertop >>= 1; ptera->waterbottom >>= 1; ptera->cvmem >>= 1; if (player->mo->state-states != S_PLAY_FALL) P_SetPlayerMobjState(player->mo, S_PLAY_FALL); break; dropoff: player->powers[pw_carry] = CR_NONE; P_SetTarget(&player->mo->tracer, NULL); ptera->movefactor = TICRATE; ptera->extravalue1 |= 4; break; } default: break; } } if (thiscam) { if (!thiscam->chase) // bob view only if looking through the player's eyes { P_CalcHeight(player); P_CalcPostImg(player); } else { // defaults to make sure 1st person cam doesn't do anything weird on startup player->deltaviewheight = 0; player->viewheight = FixedMul(41*player->height/48, player->mo->scale); if (player->mo->eflags & MFE_VERTICALFLIP) player->viewz = player->mo->z + player->mo->height - player->viewheight; else player->viewz = player->mo->z + player->viewheight; if (server || addedtogame) P_MoveChaseCamera(player, thiscam, false); // calculate the camera movement } } // spectator invisibility and nogravity. if ((netgame || multiplayer) && player->spectator) { player->mo->flags2 |= MF2_DONTDRAW; player->mo->flags |= MF_NOGRAVITY; } if (player->powers[pw_dye]) { player->mo->colorized = true; player->mo->color = player->powers[pw_dye]; } if (player->followmobj && (player->spectator || player->mo->health <= 0 || player->followmobj->type != player->followitem)) { P_RemoveMobj(player->followmobj); P_SetTarget(&player->followmobj, NULL); } if (!player->spectator && player->mo->health && player->followitem) { if (!player->followmobj || P_MobjWasRemoved(player->followmobj)) { P_SetTarget(&player->followmobj, P_SpawnMobjFromMobj(player->mo, 0, 0, 0, player->followitem)); P_SetTarget(&player->followmobj->tracer, player->mo); switch (player->followmobj->type) { case MT_METALJETFUME: player->followmobj->colorized = true; break; default: player->followmobj->flags2 |= MF2_LINKDRAW; break; } } if (player->followmobj) { if (LUAh_FollowMobj(player, player->followmobj) || P_MobjWasRemoved(player->followmobj)) {;} else { switch (player->followmobj->type) { case MT_TAILSOVERLAY: // c: P_DoTailsOverlay(player, player->followmobj); break; case MT_METALJETFUME: P_DoMetalJetFume(player, player->followmobj); break; default: var1 = 1; var2 = 0; A_CapeChase(player->followmobj); break; } } } } } void P_SetPlayerAngle(player_t *player, angle_t angle) { INT16 delta = (INT16)(angle >> 16) - player->angleturn; P_ForceLocalAngle(player, P_GetLocalAngle(player) + (delta << 16)); player->angleturn += delta; } void P_SetLocalAngle(player_t *player, angle_t angle) { INT16 delta = (INT16)((angle - P_GetLocalAngle(player)) >> 16); P_ForceLocalAngle(player, P_GetLocalAngle(player) + (angle_t)(delta << 16)); if (player == &players[consoleplayer]) ticcmd_oldangleturn[0] += delta; else if (player == &players[secondarydisplayplayer]) ticcmd_oldangleturn[1] += delta; } angle_t P_GetLocalAngle(player_t *player) { if (player == &players[consoleplayer]) return localangle; else if (player == &players[secondarydisplayplayer]) return localangle2; else return 0; } void P_ForceLocalAngle(player_t *player, angle_t angle) { angle = angle & ~UINT16_MAX; if (player == &players[consoleplayer]) localangle = angle; else if (player == &players[secondarydisplayplayer]) localangle2 = angle; } boolean P_PlayerFullbright(player_t *player) { return (player->powers[pw_super] || ((player->powers[pw_carry] == CR_NIGHTSMODE && (((skin_t *)player->mo->skin)->flags & (SF_SUPER|SF_NONIGHTSSUPER)) == SF_SUPER) // Super colours? Super bright! && (player->exiting || !(player->mo->state >= &states[S_PLAY_NIGHTS_TRANS1] && player->mo->state < &states[S_PLAY_NIGHTS_TRANS6])))); // Note the < instead of <= } #define JUMPCURLED(player) ((player->pflags & PF_JUMPED)\ && (!(player->charflags & SF_NOJUMPSPIN))\ && (!(player->pflags & PF_NOJUMPDAMAGE)\ || ((player->charflags & SF_NOJUMPDAMAGE)\ && (player->panim == PA_JUMP || player->panim == PA_ROLL))))\ // returns true if the player can enter a sector that they could not if standing at their skin's full height boolean P_PlayerCanEnterSpinGaps(player_t *player) { return ((player->pflags & (PF_SPINNING|PF_GLIDING)) // players who are spinning or gliding || (player->charability == CA_GLIDEANDCLIMB && player->mo->state-states == S_PLAY_GLIDE_LANDING) // players who are landing from a glide || JUMPCURLED(player)); // players who are jumpcurled, but only if they would normally jump that way } // returns true if the player should use their skin's spinheight instead of their skin's height boolean P_PlayerShouldUseSpinHeight(player_t *player) { return (P_PlayerCanEnterSpinGaps(player) || (player->mo->state == &states[player->mo->info->painstate]) || (player->panim == PA_ROLL) || ((player->powers[pw_tailsfly] || (player->charability == CA_FLY && player->mo->state-states == S_PLAY_FLY_TIRED)) && !(player->charflags & SF_NOJUMPSPIN))); }