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64da1fada1
Handle player state is P_SetMobjState See merge request STJr/SRB2!2239
643 lines
18 KiB
C
643 lines
18 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 2007-2016 by John "JTE" Muniz.
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// Copyright (C) 2011-2023 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file b_bot.c
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/// \brief Basic bot handling
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#include "doomdef.h"
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#include "d_player.h"
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#include "g_game.h"
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#include "r_main.h"
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#include "p_local.h"
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#include "b_bot.h"
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#include "lua_hook.h"
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#include "i_system.h" // I_BaseTiccmd
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void B_UpdateBotleader(player_t *player)
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{
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UINT32 i;
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fixed_t dist;
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fixed_t neardist = INT32_MAX;
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player_t *nearplayer = NULL;
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//Find new botleader
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (players[i].bot || players[i].playerstate != PST_LIVE || players[i].spectator || !players[i].mo)
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continue;
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if (!player->botleader)
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{
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player->botleader = &players[i]; // set default
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return;
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}
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if (!player->mo)
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return;
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//Update best candidate based on nearest distance
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dist = R_PointToDist2(player->mo->x, player->mo->y, players[i].mo->x, players[i].mo->y);
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if (neardist > dist)
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{
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neardist = dist;
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nearplayer = &players[i];
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}
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}
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//Set botleader to best candidate (or null if none available)
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player->botleader = nearplayer;
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}
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static inline void B_ResetAI(botmem_t *mem)
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{
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mem->thinkstate = AI_FOLLOW;
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mem->catchup_tics = 0;
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}
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static void B_BuildTailsTiccmd(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd)
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{
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boolean forward=false, backward=false, left=false, right=false, jump=false, spin=false;
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player_t *player = sonic->player, *bot = tails->player;
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ticcmd_t *pcmd = &player->cmd;
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botmem_t *mem = &bot->botmem;
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boolean water = (tails->eflags & MFE_UNDERWATER);
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SINT8 flip = P_MobjFlip(tails);
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boolean _2d = (tails->flags2 & MF2_TWOD) || twodlevel;
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fixed_t scale = tails->scale;
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boolean jump_last = (bot->lastbuttons & BT_JUMP);
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boolean spin_last = (bot->lastbuttons & BT_SPIN);
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fixed_t dist = P_AproxDistance(sonic->x - tails->x, sonic->y - tails->y);
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fixed_t zdist = flip * (sonic->z - tails->z);
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angle_t ang = sonic->angle;
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fixed_t pmom = P_AproxDistance(sonic->momx, sonic->momy);
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fixed_t bmom = P_AproxDistance(tails->momx, tails->momy);
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fixed_t followmax = 128 * 8 * scale; // Max follow distance before AI begins to enter catchup state
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fixed_t followthres = 92 * scale; // Distance that AI will try to reach
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fixed_t followmin = 32 * scale;
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fixed_t comfortheight = 96 * scale;
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fixed_t touchdist = 24 * scale;
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boolean stalled = (bmom < scale >> 1) && dist > followthres; // Helps to see if the AI is having trouble catching up
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boolean samepos = (sonic->x == tails->x && sonic->y == tails->y);
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boolean blocked = bot->blocked;
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if (!samepos)
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ang = R_PointToAngle2(tails->x, tails->y, sonic->x, sonic->y);
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// Lua can handle it!
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if (LUA_HookBotAI(sonic, tails, cmd))
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return;
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// We can't follow Sonic if he's not around!
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if (!sonic || sonic->health <= 0)
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{
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mem->thinkstate = AI_STANDBY;
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return;
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}
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else if (mem->thinkstate == AI_STANDBY)
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mem->thinkstate = AI_FOLLOW;
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if (tails->player->powers[pw_carry] == CR_MACESPIN || tails->player->powers[pw_carry] == CR_GENERIC)
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{
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boolean isrelevant = (sonic->player->powers[pw_carry] == CR_MACESPIN || sonic->player->powers[pw_carry] == CR_GENERIC);
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if (sonic->player->cmd.buttons & BT_JUMP && (sonic->player->pflags & PF_JUMPED) && isrelevant)
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cmd->buttons |= BT_JUMP;
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if (isrelevant)
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{
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cmd->forwardmove = sonic->player->cmd.forwardmove;
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cmd->angleturn = abs((signed)(tails->angle - sonic->angle))>>16;
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if (sonic->angle < tails->angle)
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cmd->angleturn = -cmd->angleturn;
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} else if (dist > FixedMul(512*FRACUNIT, tails->scale))
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cmd->buttons |= BT_JUMP;
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return;
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}
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// Adapted from clairebun's tails_AI.wad
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// Check water
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if (water)
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{
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followmin = 0;
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followthres = 16*scale;
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followmax >>= 1;
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if (mem->thinkstate == AI_THINKFLY)
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mem->thinkstate = AI_FOLLOW;
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}
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// Update catchup_tics
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if (mem->thinkstate == AI_SPINFOLLOW)
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{
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mem->catchup_tics = 0;
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}
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else if (dist > followmax || zdist > comfortheight || stalled)
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{
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mem->catchup_tics = min(mem->catchup_tics + 2, 70);
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if (mem->catchup_tics >= 70)
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mem->thinkstate = AI_CATCHUP;
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}
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else
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{
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mem->catchup_tics = max(mem->catchup_tics - 1, 0);
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if (mem->thinkstate == AI_CATCHUP)
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mem->thinkstate = AI_FOLLOW;
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}
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// Orientation
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// cmd->angleturn won't be relative to player angle, since we're not going through G_BuildTiccmd.
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if (bot->pflags & (PF_SPINNING|PF_STARTDASH))
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{
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cmd->angleturn = (sonic->angle) >> 16; // NOT FRACBITS DAMNIT
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}
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else if (mem->thinkstate == AI_FLYCARRY)
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{
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cmd->angleturn = sonic->player->cmd.angleturn;
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}
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else
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{
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cmd->angleturn = (ang) >> 16; // NOT FRACBITS DAMNIT
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}
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// ********
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// FLY MODE
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// exiting check
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if (player->exiting && mem->thinkstate == AI_THINKFLY)
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mem->thinkstate = AI_FOLLOW;
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else
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{
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// Activate co-op flight
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if (mem->thinkstate == AI_THINKFLY && player->pflags & PF_JUMPED)
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{
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if (!jump_last)
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{
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jump = true;
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mem->thinkstate = AI_FLYSTANDBY;
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bot->pflags |= PF_CANCARRY;
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}
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}
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// Check positioning
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// Thinker for co-op flight
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if (!(water || pmom || bmom)
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&& (dist < touchdist && !samepos)
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&& !(pcmd->forwardmove || pcmd->sidemove || player->dashspeed)
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&& P_IsObjectOnGround(sonic) && P_IsObjectOnGround(tails)
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&& !(player->pflags & PF_STASIS)
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&& !(player->exiting)
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&& bot->charability == CA_FLY)
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mem->thinkstate = AI_THINKFLY;
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else if (mem->thinkstate == AI_THINKFLY)
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mem->thinkstate = AI_FOLLOW;
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// Set carried state
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if (player->powers[pw_carry] == CR_PLAYER && sonic->tracer == tails)
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{
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mem->thinkstate = AI_FLYCARRY;
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}
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// Ready for takeoff
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if (mem->thinkstate == AI_FLYSTANDBY)
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{
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if (zdist < -64*scale || (flip * tails->momz) > scale) // Make sure we're not too high up
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spin = true;
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else if (!jump_last)
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jump = true;
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// Abort if the player moves away or spins
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if (dist > followthres || player->dashspeed)
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mem->thinkstate = AI_FOLLOW;
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}
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// Read player inputs while carrying
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else if (mem->thinkstate == AI_FLYCARRY)
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{
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cmd->forwardmove = pcmd->forwardmove;
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cmd->sidemove = pcmd->sidemove;
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if (pcmd->buttons & BT_SPIN)
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{
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spin = true;
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jump = false;
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}
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else if (!jump_last)
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jump = true;
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// End flymode
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if (player->powers[pw_carry] != CR_PLAYER)
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{
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mem->thinkstate = AI_FOLLOW;
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}
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}
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}
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if (P_IsObjectOnGround(tails) && !(pcmd->buttons & BT_JUMP) && (mem->thinkstate == AI_FLYSTANDBY || mem->thinkstate == AI_FLYCARRY))
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mem->thinkstate = AI_FOLLOW;
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// ********
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// SPINNING
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if (!(player->pflags & (PF_SPINNING|PF_STARTDASH)) && mem->thinkstate == AI_SPINFOLLOW)
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mem->thinkstate = AI_FOLLOW;
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else if ((mem->thinkstate == AI_FOLLOW || mem->thinkstate == AI_SPINFOLLOW)
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&& bot->charability2 == CA2_SPINDASH)
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{
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if (!_2d)
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{
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// Spindash
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if (player->dashspeed)
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{
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if (dist < followthres && dist > touchdist) // Do positioning
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{
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cmd->angleturn = (ang) >> 16; // NOT FRACBITS DAMNIT
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cmd->forwardmove = 50;
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mem->thinkstate = AI_SPINFOLLOW;
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}
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else if (dist < touchdist)
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{
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if (!bmom && (!(bot->pflags & PF_SPINNING) || (bot->dashspeed && bot->pflags & PF_SPINNING)))
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{
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cmd->angleturn = (sonic->angle) >> 16; // NOT FRACBITS DAMNIT
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spin = true;
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}
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mem->thinkstate = AI_SPINFOLLOW;
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}
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else
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mem->thinkstate = AI_FOLLOW;
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}
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// Spin
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else if (player->dashspeed == bot->dashspeed && player->pflags & PF_SPINNING)
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{
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if (bot->pflags & PF_SPINNING || !spin_last)
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{
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spin = true;
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cmd->angleturn = (sonic->angle) >> 16; // NOT FRACBITS DAMNIT
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cmd->forwardmove = MAXPLMOVE;
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mem->thinkstate = AI_SPINFOLLOW;
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}
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else
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mem->thinkstate = AI_FOLLOW;
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}
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}
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// 2D mode
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else
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{
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if (((player->dashspeed && !bmom) || (player->dashspeed == bot->dashspeed && (player->pflags & PF_SPINNING)))
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&& ((bot->pflags & PF_SPINNING) || !spin_last))
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{
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spin = true;
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mem->thinkstate = AI_SPINFOLLOW;
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}
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else
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mem->thinkstate = AI_FOLLOW;
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}
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}
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// ********
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// FOLLOW
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if (mem->thinkstate == AI_FOLLOW || mem->thinkstate == AI_CATCHUP)
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{
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// Too far
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if (mem->thinkstate == AI_CATCHUP || dist > followthres)
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{
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if (!_2d)
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cmd->forwardmove = MAXPLMOVE;
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else if (sonic->x > tails->x)
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cmd->sidemove = MAXPLMOVE;
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else
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cmd->sidemove = -MAXPLMOVE;
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}
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// Within threshold
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else if (dist > followmin && abs(zdist) < 192*scale)
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{
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if (!_2d)
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cmd->forwardmove = FixedHypot(pcmd->forwardmove, pcmd->sidemove);
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else
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cmd->sidemove = pcmd->sidemove;
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}
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// Below min
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else if (dist < followmin)
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{
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// Copy inputs
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cmd->angleturn = (sonic->angle) >> 16; // NOT FRACBITS DAMNIT
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cmd->forwardmove = 8 * pcmd->forwardmove / 10;
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cmd->sidemove = 8 * pcmd->sidemove / 10;
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}
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}
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// ********
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// JUMP
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if (mem->thinkstate == AI_FOLLOW || mem->thinkstate == AI_CATCHUP || (mem->thinkstate == AI_SPINFOLLOW && player->pflags & PF_JUMPED))
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{
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// Flying catch-up
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if (bot->charability == CA_FLY && bot->pflags & PF_THOKKED)
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{
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cmd->forwardmove = min(MAXPLMOVE, (dist/scale)>>3);
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if (zdist < -64*scale)
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spin = true;
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else if (zdist > 0 && !jump_last)
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jump = true;
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}
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// Just landed
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if (tails->eflags & MFE_JUSTHITFLOOR)
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jump = false;
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// Start jump
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else if (!jump_last && !(bot->pflags & PF_JUMPED) //&& !(player->pflags & PF_SPINNING)
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&& ((zdist > 32*scale && player->pflags & PF_JUMPED) // Following
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|| (zdist > 64*scale && mem->thinkstate == AI_CATCHUP) // Vertical catch-up
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|| (stalled && mem->catchup_tics > 20 && bot->powers[pw_carry] == CR_NONE)
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//|| (bmom < scale>>3 && dist > followthres && !(bot->powers[pw_carry])) // Stopped & not in carry state
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|| (bot->pflags & PF_SPINNING && !(bot->pflags & PF_JUMPED)))) // Spinning
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jump = true;
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// Hold jump
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else if (bot->pflags & PF_JUMPED && jump_last && tails->momz*flip > 0 && (zdist > 0 || mem->thinkstate == AI_CATCHUP))
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jump = true;
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// Start flying
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else if (bot->pflags & PF_JUMPED && mem->thinkstate == AI_CATCHUP && !jump_last && bot->charability == CA_FLY)
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jump = true;
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}
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// ********
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// HISTORY
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//jump_last = jump;
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//spin_last = spin;
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// Turn the virtual keypresses into ticcmd_t.
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B_KeysToTiccmd(tails, cmd, forward, backward, left, right, false, false, jump, spin);
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// Update our status
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mem->lastForward = forward;
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mem->lastBlocked = blocked;
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}
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void B_BuildTiccmd(player_t *player, ticcmd_t *cmd)
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{
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G_CopyTiccmd(cmd, I_BaseTiccmd(), 1); // empty, or external driver
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// Can't build a ticcmd if we aren't spawned...
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if (!player->mo)
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return;
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if (player->playerstate == PST_DEAD)
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{
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if (B_CheckRespawn(player))
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cmd->buttons |= BT_JUMP;
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return;
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}
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// Bot AI isn't programmed in analog.
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CV_SetValue(&cv_analog[1], false);
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// Let Lua scripts build ticcmds
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if (LUA_HookTiccmd(player, cmd, HOOK(BotTiccmd)))
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return;
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// Make sure we have a valid main character to follow
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B_UpdateBotleader(player);
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if (!player->botleader)
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return;
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// Single Player Tails AI
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//B_BuildTailsTiccmd(players[consoleplayer].mo, player->mo, cmd);
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B_BuildTailsTiccmd(player->botleader->mo, player->mo, cmd);
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}
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void B_KeysToTiccmd(mobj_t *mo, ticcmd_t *cmd, boolean forward, boolean backward, boolean left, boolean right, boolean strafeleft, boolean straferight, boolean jump, boolean spin)
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{
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player_t *player = mo->player;
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// don't try to do stuff if your sonic is in a minecart or something
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if (player->botleader && player->botleader->powers[pw_carry] && player->botleader->powers[pw_carry] != CR_PLAYER)
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return;
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// Turn the virtual keypresses into ticcmd_t.
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if (twodlevel || mo->flags2 & MF2_TWOD) {
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if (player->botleader->climbing
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|| mo->player->pflags & PF_GLIDING) {
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// Don't mess with bot inputs during these unhandled movement conditions.
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// The normal AI doesn't use abilities, so custom AI should be sending us exactly what it wants anyway.
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if (forward)
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cmd->forwardmove += MAXPLMOVE<<FRACBITS>>16;
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if (backward)
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cmd->forwardmove -= MAXPLMOVE<<FRACBITS>>16;
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if (left || strafeleft)
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cmd->sidemove -= MAXPLMOVE<<FRACBITS>>16;
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if (right || straferight)
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cmd->sidemove += MAXPLMOVE<<FRACBITS>>16;
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} else {
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// In standard 2D mode, interpret "forward" as "the way you're facing" and everything else as "the way you're not facing"
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if (left || right)
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backward = true;
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left = right = false;
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if (forward) {
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if (mo->angle < ANGLE_90 || mo->angle > ANGLE_270)
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right = true;
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else
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left = true;
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} else if (backward) {
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if (mo->angle < ANGLE_90 || mo->angle > ANGLE_270)
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left = true;
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else
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right = true;
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}
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if (left || strafeleft)
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cmd->sidemove -= MAXPLMOVE<<FRACBITS>>16;
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if (right || straferight)
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cmd->sidemove += MAXPLMOVE<<FRACBITS>>16;
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}
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} else {
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angle_t angle;
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if (forward)
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cmd->forwardmove += MAXPLMOVE<<FRACBITS>>16;
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if (backward)
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cmd->forwardmove -= MAXPLMOVE<<FRACBITS>>16;
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if (left)
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cmd->angleturn += 1280;
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if (right)
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cmd->angleturn -= 1280;
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if (strafeleft)
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cmd->sidemove -= MAXPLMOVE<<FRACBITS>>16;
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if (straferight)
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cmd->sidemove += MAXPLMOVE<<FRACBITS>>16;
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// cap inputs so the bot can't accelerate faster diagonally
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angle = R_PointToAngle2(0, 0, cmd->sidemove << FRACBITS, cmd->forwardmove << FRACBITS);
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{
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INT32 maxforward = abs(P_ReturnThrustY(NULL, angle, MAXPLMOVE));
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INT32 maxside = abs(P_ReturnThrustX(NULL, angle, MAXPLMOVE));
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cmd->forwardmove = max(min(cmd->forwardmove, maxforward), -maxforward);
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cmd->sidemove = max(min(cmd->sidemove, maxside), -maxside);
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}
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}
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if (jump)
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cmd->buttons |= BT_JUMP;
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if (spin)
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cmd->buttons |= BT_SPIN;
|
|
}
|
|
|
|
void B_MoveBlocked(player_t *player)
|
|
{
|
|
(void)player;
|
|
player->blocked = true;
|
|
}
|
|
|
|
boolean B_CheckRespawn(player_t *player)
|
|
{
|
|
mobj_t *sonic;
|
|
mobj_t *tails = player->mo;
|
|
|
|
//We don't have a main player to spawn to!
|
|
if (!player->botleader)
|
|
return false;
|
|
|
|
sonic = player->botleader->mo;
|
|
// We can't follow Sonic if he's not around!
|
|
if (!sonic || sonic->health <= 0)
|
|
return false;
|
|
|
|
// B_RespawnBot doesn't do anything if the condition above this isn't met
|
|
{
|
|
UINT8 shouldForce = LUA_Hook2Mobj(sonic, tails, MOBJ_HOOK(BotRespawn));
|
|
|
|
if (P_MobjWasRemoved(sonic) || P_MobjWasRemoved(tails))
|
|
return (shouldForce == 1); // mobj was removed
|
|
|
|
if (shouldForce == 1)
|
|
return true;
|
|
else if (shouldForce == 2)
|
|
return false;
|
|
}
|
|
|
|
// Check if Sonic is busy first.
|
|
// If he's doing any of these things, he probably doesn't want to see us.
|
|
if (sonic->player->pflags & (PF_GLIDING|PF_SLIDING|PF_BOUNCING)
|
|
|| (sonic->player->panim != PA_IDLE && sonic->player->panim != PA_WALK)
|
|
|| (sonic->player->powers[pw_carry] && sonic->player->powers[pw_carry] != CR_PLAYER))
|
|
return false;
|
|
|
|
// Low ceiling, do not want!
|
|
if (sonic->eflags & MFE_VERTICALFLIP)
|
|
{
|
|
if (sonic->z - sonic->floorz < (sonic->player->exiting ? 5 : 2)*sonic->height)
|
|
return false;
|
|
}
|
|
else if (sonic->ceilingz - sonic->z < (sonic->player->exiting ? 6 : 3)*sonic->height)
|
|
return false;
|
|
|
|
// If you're dead, wait a few seconds to respawn.
|
|
if (player->playerstate == PST_DEAD) {
|
|
if (player->deadtimer > 4*TICRATE)
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
// If you can't see Sonic, I guess we should?
|
|
if (!P_CheckSight(sonic, tails) && P_AproxDistance(P_AproxDistance(tails->x-sonic->x, tails->y-sonic->y), tails->z-sonic->z) > FixedMul(1024*FRACUNIT, tails->scale))
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
void B_RespawnBot(INT32 playernum)
|
|
{
|
|
player_t *player = &players[playernum];
|
|
fixed_t x,y,z;
|
|
mobj_t *sonic;
|
|
mobj_t *tails;
|
|
|
|
if (!player->botleader)
|
|
return;
|
|
|
|
sonic = player->botleader->mo;
|
|
if (!sonic || sonic->health <= 0)
|
|
return;
|
|
|
|
B_ResetAI(&player->botmem);
|
|
|
|
player->bot = BOT_2PAI;
|
|
P_SpawnPlayer(playernum);
|
|
tails = player->mo;
|
|
|
|
x = sonic->x;
|
|
y = sonic->y;
|
|
if (sonic->eflags & MFE_VERTICALFLIP) {
|
|
tails->eflags |= MFE_VERTICALFLIP;
|
|
z = sonic->z - (512*sonic->scale);
|
|
if (z < sonic->floorz)
|
|
z = sonic->floorz;
|
|
} else {
|
|
z = sonic->z + sonic->height + (512*sonic->scale);
|
|
if (z > sonic->ceilingz - sonic->height)
|
|
z = sonic->ceilingz - sonic->height;
|
|
}
|
|
|
|
if (sonic->flags2 & MF2_OBJECTFLIP)
|
|
tails->flags2 |= MF2_OBJECTFLIP;
|
|
if (sonic->flags2 & MF2_TWOD)
|
|
tails->flags2 |= MF2_TWOD;
|
|
if (sonic->eflags & MFE_UNDERWATER)
|
|
tails->eflags |= MFE_UNDERWATER;
|
|
player->powers[pw_underwater] = sonic->player->powers[pw_underwater];
|
|
player->powers[pw_spacetime] = sonic->player->powers[pw_spacetime];
|
|
player->powers[pw_gravityboots] = sonic->player->powers[pw_gravityboots];
|
|
player->powers[pw_nocontrol] = sonic->player->powers[pw_nocontrol];
|
|
player->pflags |= PF_AUTOBRAKE|(sonic->player->pflags & PF_DIRECTIONCHAR);
|
|
|
|
P_SetOrigin(tails, x, y, z);
|
|
if (player->charability == CA_FLY)
|
|
{
|
|
P_SetMobjState(tails, S_PLAY_FLY);
|
|
tails->player->powers[pw_tailsfly] = (UINT16)-1;
|
|
}
|
|
else
|
|
P_SetMobjState(tails, S_PLAY_FALL);
|
|
P_SetScale(tails, sonic->scale);
|
|
tails->destscale = sonic->destscale;
|
|
}
|
|
|
|
void B_HandleFlightIndicator(player_t *player)
|
|
{
|
|
mobj_t *tails = player->mo;
|
|
botmem_t *mem = &player->botmem;
|
|
boolean shouldExist;
|
|
|
|
if (!tails)
|
|
return;
|
|
|
|
shouldExist = (mem->thinkstate == AI_THINKFLY) && player->botleader
|
|
&& player->bot == BOT_2PAI && player->playerstate == PST_LIVE;
|
|
|
|
// check whether the indicator doesn't exist
|
|
if (P_MobjWasRemoved(tails->hnext))
|
|
{
|
|
// if it shouldn't exist, everything is fine
|
|
if (!shouldExist)
|
|
return;
|
|
|
|
// otherwise, spawn it
|
|
P_SetTarget(&tails->hnext, P_SpawnMobjFromMobj(tails, 0, 0, 0, MT_OVERLAY));
|
|
if (P_MobjWasRemoved(tails->hnext))
|
|
return; // we can't spawn one, so it can't exist
|
|
|
|
P_SetTarget(&tails->hnext->target, tails);
|
|
P_SetTarget(&tails->hnext->hprev, tails);
|
|
P_SetMobjState(tails->hnext, S_FLIGHTINDICATOR);
|
|
}
|
|
|
|
// if the mobj isn't a flight indicator, let's not mess with it
|
|
if (tails->hnext->type != MT_OVERLAY || (tails->hnext->state != states+S_FLIGHTINDICATOR))
|
|
return;
|
|
|
|
// if it shouldn't exist, remove it
|
|
if (!shouldExist)
|
|
{
|
|
P_RemoveMobj(tails->hnext);
|
|
P_SetTarget(&tails->hnext, NULL);
|
|
return;
|
|
}
|
|
|
|
// otherwise, update its visibility
|
|
tails->hnext->drawonlyforplayer = player->botleader; // Hide it from the other player in splitscreen, and yourself when spectating
|
|
if (P_IsLocalPlayer(player->botleader)) // Only display it on your own view. Don't display it for spectators
|
|
tails->hnext->flags2 &= ~MF2_DONTDRAW;
|
|
else
|
|
tails->hnext->flags2 |= MF2_DONTDRAW;
|
|
}
|