SRB2/src/p_inter.c
2017-09-28 09:39:47 -04:00

3668 lines
102 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2016 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file p_inter.c
/// \brief Handling interactions (i.e., collisions)
#include "doomdef.h"
#include "i_system.h"
#include "am_map.h"
#include "g_game.h"
#include "m_random.h"
#include "p_local.h"
#include "s_sound.h"
#include "r_main.h"
#include "st_stuff.h"
#include "hu_stuff.h"
#include "lua_hook.h"
#include "m_cond.h" // unlockables, emblems, etc
#include "m_cheat.h" // objectplace
#include "m_misc.h"
#include "v_video.h" // video flags for CEchos
// CTF player names
#define CTFTEAMCODE(pl) pl->ctfteam ? (pl->ctfteam == 1 ? "\x85" : "\x84") : ""
#define CTFTEAMENDCODE(pl) pl->ctfteam ? "\x80" : ""
void P_ForceFeed(const player_t *player, INT32 attack, INT32 fade, tic_t duration, INT32 period)
{
BasicFF_t Basicfeed;
if (!player)
return;
Basicfeed.Duration = (UINT32)(duration * (100L/TICRATE));
Basicfeed.ForceX = Basicfeed.ForceY = 1;
Basicfeed.Gain = 25000;
Basicfeed.Magnitude = period*10;
Basicfeed.player = player;
/// \todo test FFB
P_RampConstant(&Basicfeed, attack, fade);
}
void P_ForceConstant(const BasicFF_t *FFInfo)
{
JoyFF_t ConstantQuake;
if (!FFInfo || !FFInfo->player)
return;
ConstantQuake.ForceX = FFInfo->ForceX;
ConstantQuake.ForceY = FFInfo->ForceY;
ConstantQuake.Duration = FFInfo->Duration;
ConstantQuake.Gain = FFInfo->Gain;
ConstantQuake.Magnitude = FFInfo->Magnitude;
if (FFInfo->player == &players[consoleplayer])
I_Tactile(ConstantForce, &ConstantQuake);
else if (splitscreen && FFInfo->player == &players[secondarydisplayplayer])
I_Tactile2(ConstantForce, &ConstantQuake);
}
void P_RampConstant(const BasicFF_t *FFInfo, INT32 Start, INT32 End)
{
JoyFF_t RampQuake;
if (!FFInfo || !FFInfo->player)
return;
RampQuake.ForceX = FFInfo->ForceX;
RampQuake.ForceY = FFInfo->ForceY;
RampQuake.Duration = FFInfo->Duration;
RampQuake.Gain = FFInfo->Gain;
RampQuake.Magnitude = FFInfo->Magnitude;
RampQuake.Start = Start;
RampQuake.End = End;
if (FFInfo->player == &players[consoleplayer])
I_Tactile(ConstantForce, &RampQuake);
else if (splitscreen && FFInfo->player == &players[secondarydisplayplayer])
I_Tactile2(ConstantForce, &RampQuake);
}
//
// GET STUFF
//
/** Makes sure all previous starposts are cleared.
* For instance, hitting starpost 5 will clear starposts 1 through 4, even if
* you didn't touch them. This is how the classic games work, although it can
* lead to bizarre situations on levels that allow you to make a circuit.
*
* \param postnum The number of the starpost just touched.
*/
void P_ClearStarPost(INT32 postnum)
{
thinker_t *th;
mobj_t *mo2;
// scan the thinkers
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
if (mo2->type == MT_STARPOST && mo2->health <= postnum)
P_SetMobjState(mo2, mo2->info->seestate);
}
return;
}
//
// P_ResetStarposts
//
// Resets all starposts back to their spawn state, used on A_Mixup and some other things.
//
void P_ResetStarposts(void)
{
// Search through all the thinkers.
thinker_t *th;
mobj_t *post;
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
post = (mobj_t *)th;
if (post->type == MT_STARPOST)
P_SetMobjState(post, post->info->spawnstate);
}
}
//
// P_CanPickupItem
//
// Returns true if the player is in a state where they can pick up items.
//
boolean P_CanPickupItem(player_t *player, boolean weapon)
{
if (player->bot && weapon)
return false;
if (player->powers[pw_flashing] > (flashingtics/4)*3 && player->powers[pw_flashing] <= flashingtics)
return false;
return true;
}
//
// P_DoNightsScore
//
// When you pick up some items in nights, it displays
// a score sign, and awards you some drill time.
//
void P_DoNightsScore(player_t *player)
{
mobj_t *dummymo;
if (player->exiting)
return; // Don't do any fancy shit for failures.
dummymo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z+player->mo->height/2, MT_NIGHTSCORE);
if (player->bot)
player = &players[consoleplayer];
if (G_IsSpecialStage(gamemap)) // Global link count? Maybe not a good idea...
{
INT32 i;
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i])
{
if (++players[i].linkcount > players[i].maxlink)
players[i].maxlink = players[i].linkcount;
players[i].linktimer = 2*TICRATE;
}
}
else // Individual link counts
{
if (++player->linkcount > player->maxlink)
player->maxlink = player->linkcount;
player->linktimer = 2*TICRATE;
}
if (player->linkcount < 10)
{
if (player->bonustime)
{
P_AddPlayerScore(player, player->linkcount*20);
P_SetMobjState(dummymo, dummymo->info->xdeathstate+player->linkcount-1);
}
else
{
P_AddPlayerScore(player, player->linkcount*10);
P_SetMobjState(dummymo, dummymo->info->spawnstate+player->linkcount-1);
}
}
else
{
if (player->bonustime)
{
P_AddPlayerScore(player, 200);
P_SetMobjState(dummymo, dummymo->info->xdeathstate+9);
}
else
{
P_AddPlayerScore(player, 100);
P_SetMobjState(dummymo, dummymo->info->spawnstate+9);
}
}
// Hoops are the only things that should add to your drill meter
//player->drillmeter += TICRATE;
dummymo->momz = FRACUNIT;
dummymo->fuse = 3*TICRATE;
// What?! NO, don't use the camera! Scale up instead!
//P_InstaThrust(dummymo, R_PointToAngle2(dummymo->x, dummymo->y, camera.x, camera.y), 3*FRACUNIT);
dummymo->scalespeed = FRACUNIT/25;
dummymo->destscale = 2*FRACUNIT;
}
/** Takes action based on a ::MF_SPECIAL thing touched by a player.
* Actually, this just checks a few things (heights, toucher->player, no
* objectplace, no dead or disappearing things)
*
* The special thing may be collected and disappear, or a sound may play, or
* both.
*
* \param special The special thing.
* \param toucher The player's mobj.
* \param heightcheck Whether or not to make sure the player and the object
* are actually touching.
*/
void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
{
player_t *player;
INT32 i;
if (objectplacing)
return;
I_Assert(special != NULL);
I_Assert(toucher != NULL);
// Dead thing touching.
// Can happen with a sliding player corpse.
if (toucher->health <= 0)
return;
if (heightcheck)
{
if (special->type == MT_FLINGEMERALD) // little hack here...
{ // flingemerald sprites are low to the ground, so extend collision radius down some.
if (toucher->z > (special->z + special->height))
return;
if (special->z - special->height > (toucher->z + toucher->height))
return;
}
else
{
if (toucher->momz < 0) {
if (toucher->z + toucher->momz > special->z + special->height)
return;
} else if (toucher->z > special->z + special->height)
return;
if (toucher->momz > 0) {
if (toucher->z + toucher->height + toucher->momz < special->z)
return;
} else if (toucher->z + toucher->height < special->z)
return;
}
}
if (special->health <= 0)
return;
player = toucher->player;
I_Assert(player != NULL); // Only players can touch stuff!
if (player->spectator)
return;
// Ignore eggman in "ouchie" mode
if (special->flags & MF_BOSS && special->flags2 & MF2_FRET)
return;
#ifdef HAVE_BLUA
if (LUAh_TouchSpecial(special, toucher) || P_MobjWasRemoved(special))
return;
#endif
if (special->flags & MF_BOSS)
{
if (special->type == MT_BLACKEGGMAN)
{
P_DamageMobj(toucher, special, special, 1); // ouch
return;
}
if (((player->pflags & PF_NIGHTSMODE) && (player->pflags & PF_DRILLING))
|| (player->pflags & (PF_JUMPED|PF_SPINNING|PF_GLIDING))
|| player->powers[pw_invulnerability] || player->powers[pw_super]) // Do you possess the ability to subdue the object?
{
if (P_MobjFlip(toucher)*toucher->momz < 0)
toucher->momz = -toucher->momz;
toucher->momx = -toucher->momx;
toucher->momy = -toucher->momy;
P_DamageMobj(special, toucher, toucher, 1);
}
else if (((toucher->z < special->z && !(toucher->eflags & MFE_VERTICALFLIP))
|| (toucher->z + toucher->height > special->z + special->height && (toucher->eflags & MFE_VERTICALFLIP)))
&& player->charability == CA_FLY
&& (player->powers[pw_tailsfly]
|| (toucher->state >= &states[S_PLAY_SPC1] && toucher->state <= &states[S_PLAY_SPC4]))) // Tails can shred stuff with his propeller.
{
toucher->momz = -toucher->momz/2;
P_DamageMobj(special, toucher, toucher, 1);
}
else
P_DamageMobj(toucher, special, special, 1);
return;
}
else if ((special->flags & MF_ENEMY) && !(special->flags & MF_MISSILE))
{
////////////////////////////////////////////////////////
/////ENEMIES!!//////////////////////////////////////////
////////////////////////////////////////////////////////
if (special->type == MT_GSNAPPER && !(((player->pflags & PF_NIGHTSMODE) && (player->pflags & PF_DRILLING))
|| player->powers[pw_invulnerability] || player->powers[pw_super])
&& toucher->z < special->z + special->height && toucher->z + toucher->height > special->z)
{
// Can only hit snapper from above
P_DamageMobj(toucher, special, special, 1);
}
else if (special->type == MT_SHARP
&& ((special->state == &states[special->info->xdeathstate]) || (toucher->z > special->z + special->height/2)))
{
// Cannot hit sharp from above or when red and angry
P_DamageMobj(toucher, special, special, 1);
}
else if (((player->pflags & PF_NIGHTSMODE) && (player->pflags & PF_DRILLING))
|| (player->pflags & (PF_JUMPED|PF_SPINNING|PF_GLIDING))
|| player->powers[pw_invulnerability] || player->powers[pw_super]) // Do you possess the ability to subdue the object?
{
if (P_MobjFlip(toucher)*toucher->momz < 0)
toucher->momz = -toucher->momz;
P_DamageMobj(special, toucher, toucher, 1);
}
else if (((toucher->z < special->z && !(toucher->eflags & MFE_VERTICALFLIP))
|| (toucher->z + toucher->height > special->z + special->height && (toucher->eflags & MFE_VERTICALFLIP))) // Flame is bad at logic - JTE
&& player->charability == CA_FLY
&& (player->powers[pw_tailsfly]
|| (toucher->state >= &states[S_PLAY_SPC1] && toucher->state <= &states[S_PLAY_SPC4]))) // Tails can shred stuff with his propeller.
{
if (P_MobjFlip(toucher)*toucher->momz < 0)
toucher->momz = -toucher->momz/2;
P_DamageMobj(special, toucher, toucher, 1);
}
else
P_DamageMobj(toucher, special, special, 1);
return;
}
else if (special->flags & MF_FIRE)
{
P_DamageMobj(toucher, special, special, 1);
return;
}
else
{
// We now identify by object type, not sprite! Tails 04-11-2001
switch (special->type)
{
// ***************************************** //
// Rings, coins, spheres, weapon panels, etc //
// ***************************************** //
case MT_REDTEAMRING:
if (player->ctfteam != 1)
return;
/* FALLTHRU */
case MT_BLUETEAMRING: // Yes, I'm lazy. Oh well, deal with it.
if (special->type == MT_BLUETEAMRING && player->ctfteam != 2)
return;
/* FALLTHRU */
case MT_RING:
case MT_FLINGRING:
if (!(P_CanPickupItem(player, false)))
return;
special->momx = special->momy = special->momz = 0;
P_GivePlayerRings(player, 1);
if ((maptol & TOL_NIGHTS) && special->type != MT_FLINGRING)
P_DoNightsScore(player);
break;
case MT_COIN:
case MT_FLINGCOIN:
if (!(P_CanPickupItem(player, false)))
return;
special->momx = special->momy = 0;
P_GivePlayerRings(player, 1);
if ((maptol & TOL_NIGHTS) && special->type != MT_FLINGCOIN)
P_DoNightsScore(player);
break;
case MT_BLUEBALL:
if (!(P_CanPickupItem(player, false)))
return;
P_GivePlayerRings(player, 1);
special->momx = special->momy = special->momz = 0;
special->destscale = FixedMul(8*FRACUNIT, special->scale);
if (states[special->info->deathstate].tics > 0)
special->scalespeed = FixedDiv(FixedDiv(special->destscale, special->scale), states[special->info->deathstate].tics<<FRACBITS);
else
special->scalespeed = 4*FRACUNIT/5;
if (maptol & TOL_NIGHTS)
P_DoNightsScore(player);
break;
case MT_AUTOPICKUP:
case MT_BOUNCEPICKUP:
case MT_SCATTERPICKUP:
case MT_GRENADEPICKUP:
case MT_EXPLODEPICKUP:
case MT_RAILPICKUP:
if (!(P_CanPickupItem(player, true)))
return;
// Give the power and ringweapon
if (special->info->mass >= pw_infinityring && special->info->mass <= pw_railring)
{
INT32 pindex = special->info->mass - (INT32)pw_infinityring;
player->powers[special->info->mass] += (UINT16)special->info->reactiontime;
player->ringweapons |= 1 << (pindex-1);
if (player->powers[special->info->mass] > rw_maximums[pindex])
player->powers[special->info->mass] = rw_maximums[pindex];
}
break;
// Ammo pickups
case MT_INFINITYRING:
case MT_AUTOMATICRING:
case MT_BOUNCERING:
case MT_SCATTERRING:
case MT_GRENADERING:
case MT_EXPLOSIONRING:
case MT_RAILRING:
if (!(P_CanPickupItem(player, true)))
return;
if (special->info->mass >= pw_infinityring && special->info->mass <= pw_railring)
{
INT32 pindex = special->info->mass - (INT32)pw_infinityring;
player->powers[special->info->mass] += (UINT16)special->health;
if (player->powers[special->info->mass] > rw_maximums[pindex])
player->powers[special->info->mass] = rw_maximums[pindex];
}
break;
// ***************************** //
// Gameplay related collectibles //
// ***************************** //
// Special Stage Token
case MT_EMMY:
if (player->bot)
return;
tokenlist += special->health;
if (ALL7EMERALDS(emeralds)) // Got all 7
{
P_GivePlayerRings(player, 50);
nummaprings += 50; // no cheating towards Perfect!
}
else
token++;
if (special->tracer) // token BG
P_RemoveMobj(special->tracer);
break;
// Emerald Hunt
case MT_EMERHUNT:
if (player->bot)
return;
if (hunt1 == special)
hunt1 = NULL;
else if (hunt2 == special)
hunt2 = NULL;
else if (hunt3 == special)
hunt3 = NULL;
if (!hunt1 && !hunt2 && !hunt3)
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
players[i].exiting = (14*TICRATE)/5 + 1;
}
S_StartSound(NULL, sfx_lvpass);
}
break;
// Collectible emeralds
case MT_EMERALD1:
case MT_EMERALD2:
case MT_EMERALD3:
case MT_EMERALD4:
case MT_EMERALD5:
case MT_EMERALD6:
case MT_EMERALD7:
if (player->bot)
return;
if (special->threshold)
player->powers[pw_emeralds] |= special->info->speed;
else
emeralds |= special->info->speed;
if (special->target && special->target->type == MT_EMERALDSPAWN)
{
if (special->target->target)
P_SetTarget(&special->target->target, NULL);
special->target->threshold = 0;
P_SetTarget(&special->target, NULL);
}
break;
// Power stones / Match emeralds
case MT_FLINGEMERALD:
if (!(P_CanPickupItem(player, true)) || player->tossdelay)
return;
player->powers[pw_emeralds] |= special->threshold;
break;
// Secret emblem thingy
case MT_EMBLEM:
{
if (demoplayback || player->bot)
return;
emblemlocations[special->health-1].collected = true;
M_UpdateUnlockablesAndExtraEmblems();
G_SaveGameData();
break;
}
// CTF Flags
case MT_REDFLAG:
case MT_BLUEFLAG:
if (player->bot)
return;
if (player->powers[pw_flashing] || player->tossdelay)
return;
if (!special->spawnpoint)
return;
if (special->fuse == 1)
return;
// if (special->momz > 0)
// return;
{
UINT8 flagteam = (special->type == MT_REDFLAG) ? 1 : 2;
const char *flagtext;
char flagcolor;
char plname[MAXPLAYERNAME+4];
if (special->type == MT_REDFLAG)
{
flagtext = M_GetText("Red flag");
flagcolor = '\x85';
}
else
{
flagtext = M_GetText("Blue flag");
flagcolor = '\x84';
}
snprintf(plname, sizeof(plname), "%s%s%s",
CTFTEAMCODE(player),
player_names[player - players],
CTFTEAMENDCODE(player));
if (player->ctfteam == flagteam) // Player is on the same team as the flag
{
// Ignore height, only check x/y for now
// avoids stupid problems with some flags constantly returning
if (special->x>>FRACBITS != special->spawnpoint->x
|| special->y>>FRACBITS != special->spawnpoint->y)
{
special->fuse = 1;
special->flags2 |= MF2_JUSTATTACKED;
if (!P_PlayerTouchingSectorSpecial(player, 4, 2 + flagteam))
{
CONS_Printf(M_GetText("%s returned the %c%s%c to base.\n"), plname, flagcolor, flagtext, 0x80);
// The fuse code plays this sound effect
//if (players[consoleplayer].ctfteam == player->ctfteam)
// S_StartSound(NULL, sfx_hoop1);
}
}
}
else if (player->ctfteam) // Player is on the other team (and not a spectator)
{
UINT16 flagflag = (special->type == MT_REDFLAG) ? GF_REDFLAG : GF_BLUEFLAG;
mobj_t **flagmobj = (special->type == MT_REDFLAG) ? &redflag : &blueflag;
if (player->powers[pw_super])
return;
player->gotflag |= flagflag;
CONS_Printf(M_GetText("%s picked up the %c%s%c!\n"), plname, flagcolor, flagtext, 0x80);
(*flagmobj) = NULL;
// code for dealing with abilities is handled elsewhere now
break;
}
}
return;
// ********************************** //
// NiGHTS gameplay items and powerups //
// ********************************** //
case MT_NIGHTSDRONE:
if (player->bot)
return;
if (player->exiting)
return;
if (player->bonustime)
{
if (G_IsSpecialStage(gamemap)) //After-mare bonus time/emerald reward in special stages.
{
// only allow the player with the emerald in-hand to leave.
if (toucher->tracer && toucher->tracer->target
&& toucher->tracer->target->type == MT_GOTEMERALD)
{
}
else // Make sure that SOMEONE has the emerald, at least!
{
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].playerstate == PST_LIVE
&& players[i].mo->tracer && players[i].mo->tracer->target
&& players[i].mo->tracer->target->type == MT_GOTEMERALD)
return;
// Well no one has an emerald, so exit anyway!
}
P_GiveEmerald(false);
// Don't play Ideya sound in special stage mode
}
else
S_StartSound(toucher, special->info->activesound);
}
else //Initial transformation. Don't allow second chances in special stages!
{
if (player->pflags & PF_NIGHTSMODE)
return;
S_StartSound(toucher, sfx_supert);
}
if (!(netgame || multiplayer) && !(player->pflags & PF_NIGHTSMODE))
P_SetTarget(&special->tracer, toucher);
P_NightserizePlayer(player, special->health); // Transform!
return;
case MT_NIGHTSLOOPHELPER:
// One second delay
if (special->fuse < toucher->fuse - TICRATE)
{
thinker_t *th;
mobj_t *mo2;
INT32 count;
fixed_t x,y,z, gatherradius;
angle_t d;
statenum_t sparklestate = S_NULL;
if (special->target != toucher) // These ain't your helpers, pal!
return;
x = special->x>>FRACBITS;
y = special->y>>FRACBITS;
z = special->z>>FRACBITS;
count = 1;
// scan the remaining thinkers
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
if (mo2 == special)
continue;
// Not our stuff!
if (mo2->target != toucher)
continue;
if (mo2->type == MT_NIGHTSPARKLE)
mo2->tics = 1;
else if (mo2->type == MT_NIGHTSLOOPHELPER)
{
if (mo2->fuse >= special->fuse)
{
count++;
x += mo2->x>>FRACBITS;
y += mo2->y>>FRACBITS;
z += mo2->z>>FRACBITS;
}
P_RemoveMobj(mo2);
}
}
x = (x/count)<<FRACBITS;
y = (y/count)<<FRACBITS;
z = (z/count)<<FRACBITS;
gatherradius = P_AproxDistance(P_AproxDistance(special->x - x, special->y - y), special->z - z);
P_RemoveMobj(special);
if (player->powers[pw_nights_superloop])
{
gatherradius *= 2;
sparklestate = mobjinfo[MT_NIGHTSPARKLE].seestate;
}
if (gatherradius < 30*FRACUNIT) // Player is probably just sitting there.
return;
for (d = 0; d < 16; d++)
P_SpawnParaloop(x, y, z, gatherradius, 16, MT_NIGHTSPARKLE, sparklestate, d*ANGLE_22h, false);
S_StartSound(toucher, sfx_prloop);
// Now we RE-scan all the thinkers to find close objects to pull
// in from the paraloop. Isn't this just so efficient?
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
if (P_AproxDistance(P_AproxDistance(mo2->x - x, mo2->y - y), mo2->z - z) > gatherradius)
continue;
if (mo2->flags & MF_SHOOTABLE)
{
P_DamageMobj(mo2, toucher, toucher, 1);
continue;
}
// Make these APPEAR!
// Tails 12-15-2003
if (mo2->flags & MF_NIGHTSITEM)
{
// Requires Bonus Time
if ((mo2->flags2 & MF2_STRONGBOX) && !player->bonustime)
continue;
if (!(mo2->flags & MF_SPECIAL) && mo2->health)
{
P_SetMobjState(mo2, mo2->info->seestate);
mo2->flags |= MF_SPECIAL;
mo2->flags &= ~MF_NIGHTSITEM;
S_StartSound(toucher, sfx_hidden);
continue;
}
}
if (!(mo2->type == MT_NIGHTSWING || mo2->type == MT_RING || mo2->type == MT_COIN
|| mo2->type == MT_BLUEBALL))
continue;
// Yay! The thing's in reach! Pull it in!
mo2->flags |= MF_NOCLIP|MF_NOCLIPHEIGHT;
mo2->flags2 |= MF2_NIGHTSPULL;
P_SetTarget(&mo2->tracer, toucher);
}
}
return;
case MT_EGGCAPSULE:
if (player->bot)
return;
// make sure everything is as it should be, THEN take rings from players in special stages
if (player->pflags & PF_NIGHTSMODE && !toucher->target)
return;
if (player->mare != special->threshold) // wrong mare
return;
if (special->reactiontime > 0) // capsule already has a player attacking it, ignore
return;
if (G_IsSpecialStage(gamemap) && !player->exiting)
{ // In special stages, share rings. Everyone gives up theirs to the player who touched the capsule
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && (&players[i] != player) && players[i].mo->health > 1)
{
toucher->health += players[i].mo->health-1;
player->health = toucher->health;
players[i].mo->health = 1;
players[i].health = players[i].mo->health;
}
}
if (!(player->health > 1) || player->exiting)
return;
// Mark the player as 'pull into the capsule'
P_SetTarget(&player->capsule, special);
special->reactiontime = (player-players)+1;
P_SetTarget(&special->target, NULL);
// Clear text
player->texttimer = 0;
return;
case MT_NIGHTSBUMPER:
// Don't trigger if the stage is ended/failed
if (player->exiting)
return;
if (player->bumpertime < TICRATE/4)
{
S_StartSound(toucher, special->info->seesound);
if (player->pflags & PF_NIGHTSMODE)
{
player->bumpertime = TICRATE/2;
if (special->threshold > 0)
player->flyangle = (special->threshold*30)-1;
else
player->flyangle = special->threshold;
player->speed = FixedMul(special->info->speed, special->scale);
// Potentially causes axis transfer failures.
// Also rarely worked properly anyway.
//P_UnsetThingPosition(player->mo);
//player->mo->x = special->x;
//player->mo->y = special->y;
//P_SetThingPosition(player->mo);
toucher->z = special->z+(special->height/4);
}
else // More like a spring
{
angle_t fa;
fixed_t xspeed, yspeed;
const fixed_t speed = FixedMul(FixedDiv(special->info->speed*FRACUNIT,75*FRACUNIT), FixedSqrt(FixedMul(toucher->scale,special->scale)));
player->bumpertime = TICRATE/2;
P_UnsetThingPosition(toucher);
toucher->x = special->x;
toucher->y = special->y;
P_SetThingPosition(toucher);
toucher->z = special->z+(special->height/4);
if (special->threshold > 0)
fa = (FixedAngle(((special->threshold*30)-1)*FRACUNIT)>>ANGLETOFINESHIFT) & FINEMASK;
else
fa = 0;
xspeed = FixedMul(FINECOSINE(fa),speed);
yspeed = FixedMul(FINESINE(fa),speed);
P_InstaThrust(toucher, special->angle, xspeed/10);
toucher->momz = yspeed/11;
toucher->angle = special->angle;
if (player == &players[consoleplayer])
localangle = toucher->angle;
else if (player == &players[secondarydisplayplayer])
localangle2 = toucher->angle;
P_ResetPlayer(player);
P_SetPlayerMobjState(toucher, S_PLAY_FALL1);
}
}
return;
case MT_NIGHTSSUPERLOOP:
if (player->bot || !(player->pflags & PF_NIGHTSMODE))
return;
if (!G_IsSpecialStage(gamemap))
player->powers[pw_nights_superloop] = (UINT16)special->info->speed;
else
{
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].pflags & PF_NIGHTSMODE)
players[i].powers[pw_nights_superloop] = (UINT16)special->info->speed;
if (special->info->deathsound != sfx_None)
S_StartSound(NULL, special->info->deathsound);
}
// CECHO showing you what this item is
if (player == &players[displayplayer] || G_IsSpecialStage(gamemap))
{
HU_SetCEchoFlags(V_AUTOFADEOUT);
HU_SetCEchoDuration(4);
HU_DoCEcho(M_GetText("\\\\\\\\\\\\\\\\Super Paraloop"));
}
break;
case MT_NIGHTSDRILLREFILL:
if (player->bot || !(player->pflags & PF_NIGHTSMODE))
return;
if (!G_IsSpecialStage(gamemap))
player->drillmeter = special->info->speed;
else
{
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].pflags & PF_NIGHTSMODE)
players[i].drillmeter = special->info->speed;
if (special->info->deathsound != sfx_None)
S_StartSound(NULL, special->info->deathsound);
}
// CECHO showing you what this item is
if (player == &players[displayplayer] || G_IsSpecialStage(gamemap))
{
HU_SetCEchoFlags(V_AUTOFADEOUT);
HU_SetCEchoDuration(4);
HU_DoCEcho(M_GetText("\\\\\\\\\\\\\\\\Drill Refill"));
}
break;
case MT_NIGHTSHELPER:
if (player->bot || !(player->pflags & PF_NIGHTSMODE))
return;
if (!G_IsSpecialStage(gamemap))
{
// A flicky orbits us now
mobj_t *flickyobj = P_SpawnMobj(toucher->x, toucher->y, toucher->z + toucher->info->height, MT_NIGHTOPIANHELPER);
P_SetTarget(&flickyobj->target, toucher);
player->powers[pw_nights_helper] = (UINT16)special->info->speed;
}
else
{
mobj_t *flickyobj;
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].mo && players[i].pflags & PF_NIGHTSMODE) {
players[i].powers[pw_nights_helper] = (UINT16)special->info->speed;
flickyobj = P_SpawnMobj(players[i].mo->x, players[i].mo->y, players[i].mo->z + players[i].mo->info->height, MT_NIGHTOPIANHELPER);
P_SetTarget(&flickyobj->target, players[i].mo);
}
if (special->info->deathsound != sfx_None)
S_StartSound(NULL, special->info->deathsound);
}
// CECHO showing you what this item is
if (player == &players[displayplayer] || G_IsSpecialStage(gamemap))
{
HU_SetCEchoFlags(V_AUTOFADEOUT);
HU_SetCEchoDuration(4);
HU_DoCEcho(M_GetText("\\\\\\\\\\\\\\\\Nightopian Helper"));
}
break;
case MT_NIGHTSEXTRATIME:
if (player->bot || !(player->pflags & PF_NIGHTSMODE))
return;
if (!G_IsSpecialStage(gamemap))
{
player->nightstime += special->info->speed;
player->startedtime += special->info->speed;
P_RestoreMusic(player);
}
else
{
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].pflags & PF_NIGHTSMODE)
{
players[i].nightstime += special->info->speed;
players[i].startedtime += special->info->speed;
P_RestoreMusic(&players[i]);
}
if (special->info->deathsound != sfx_None)
S_StartSound(NULL, special->info->deathsound);
}
// CECHO showing you what this item is
if (player == &players[displayplayer] || G_IsSpecialStage(gamemap))
{
HU_SetCEchoFlags(V_AUTOFADEOUT);
HU_SetCEchoDuration(4);
HU_DoCEcho(M_GetText("\\\\\\\\\\\\\\\\Extra Time"));
}
break;
case MT_NIGHTSLINKFREEZE:
if (player->bot || !(player->pflags & PF_NIGHTSMODE))
return;
if (!G_IsSpecialStage(gamemap))
{
player->powers[pw_nights_linkfreeze] = (UINT16)special->info->speed;
player->linktimer = 2*TICRATE;
}
else
{
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].pflags & PF_NIGHTSMODE)
{
players[i].powers[pw_nights_linkfreeze] += (UINT16)special->info->speed;
players[i].linktimer = 2*TICRATE;
}
if (special->info->deathsound != sfx_None)
S_StartSound(NULL, special->info->deathsound);
}
// CECHO showing you what this item is
if (player == &players[displayplayer] || G_IsSpecialStage(gamemap))
{
HU_SetCEchoFlags(V_AUTOFADEOUT);
HU_SetCEchoDuration(4);
HU_DoCEcho(M_GetText("\\\\\\\\\\\\\\\\Link Freeze"));
}
break;
case MT_NIGHTSWING:
if (G_IsSpecialStage(gamemap) && useNightsSS)
{ // Pseudo-ring.
S_StartSound(toucher, special->info->painsound);
player->totalring++;
}
else
S_StartSound(toucher, special->info->activesound);
P_DoNightsScore(player);
break;
case MT_HOOPCOLLIDE:
// This produces a kind of 'domino effect' with the hoop's pieces.
for (; special->hprev != NULL; special = special->hprev); // Move to the first sprite in the hoop
i = 0;
for (; special->type == MT_HOOP; special = special->hnext)
{
special->fuse = 11;
special->movedir = i;
special->extravalue1 = special->target->extravalue1;
special->extravalue2 = special->target->extravalue2;
special->target->threshold = 4242;
i++;
}
// Make the collision detectors disappear.
{
mobj_t *hnext;
for (; special != NULL; special = hnext)
{
hnext = special->hnext;
P_RemoveMobj(special);
}
}
P_DoNightsScore(player);
// Hoops are the only things that should add to the drill meter
// Also, one tic's worth of drill is too much.
if (G_IsSpecialStage(gamemap))
{
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].pflags & PF_NIGHTSMODE)
players[i].drillmeter += TICRATE/2;
}
else if (player->bot)
players[consoleplayer].drillmeter += TICRATE/2;
else
player->drillmeter += TICRATE/2;
// Play hoop sound -- pick one depending on the current link.
if (player->linkcount <= 5)
S_StartSound(toucher, sfx_hoop1);
else if (player->linkcount <= 10)
S_StartSound(toucher, sfx_hoop2);
else
S_StartSound(toucher, sfx_hoop3);
return;
// ***** //
// Mario //
// ***** //
case MT_SHELL:
if (special->state == &states[S_SHELL]) // Resting anim
{
// Kick that sucker around!
special->angle = toucher->angle;
P_InstaThrust(special, special->angle, FixedMul(special->info->speed, special->scale));
S_StartSound(toucher, sfx_mario2);
P_SetMobjState(special, S_SHELL1);
P_SetTarget(&special->target, toucher);
special->threshold = (3*TICRATE)/2;
}
return;
case MT_AXE:
{
line_t junk;
thinker_t *th;
mobj_t *mo2;
if (player->bot)
return;
junk.tag = 649;
EV_DoElevator(&junk, bridgeFall, false);
// scan the remaining thinkers to find koopa
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
if (mo2->type == MT_KOOPA)
{
mo2->momz = 5*FRACUNIT;
break;
}
}
}
break;
case MT_FIREFLOWER:
if (player->bot)
return;
player->powers[pw_shield] |= SH_FIREFLOWER;
toucher->color = SKINCOLOR_WHITE;
G_GhostAddColor(GHC_FIREFLOWER);
break;
// *************** //
// Misc touchables //
// *************** //
case MT_STARPOST:
if (player->bot)
return;
// In circuit, player must have touched all previous starposts
if (circuitmap
&& special->health - player->starpostnum > 1)
{
// blatant reuse of a variable that's normally unused in circuit
if (!player->tossdelay)
S_StartSound(toucher, sfx_lose);
player->tossdelay = 3;
return;
}
// We could technically have 91.1 Star Posts. 90 is cleaner.
if (special->health > 90)
{
CONS_Debug(DBG_GAMELOGIC, "Bad Starpost Number!\n");
return;
}
if (player->starpostnum >= special->health)
return; // Already hit this post
// Save the player's time and position.
player->starposttime = leveltime;
player->starpostx = toucher->x>>FRACBITS;
player->starposty = toucher->y>>FRACBITS;
player->starpostz = special->z>>FRACBITS;
player->starpostangle = special->angle;
player->starpostnum = special->health;
P_ClearStarPost(special->health);
// Find all starposts in the level with this value.
{
thinker_t *th;
mobj_t *mo2;
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
if (mo2 == special)
continue;
if (mo2->type == MT_STARPOST && mo2->health == special->health)
{
if (!(netgame && circuitmap && player != &players[consoleplayer]))
P_SetMobjState(mo2, mo2->info->painstate);
}
}
}
S_StartSound(toucher, special->info->painsound);
if (!(netgame && circuitmap && player != &players[consoleplayer]))
P_SetMobjState(special, special->info->painstate);
return;
case MT_FAKEMOBILE:
{
fixed_t touchx, touchy, touchspeed;
angle_t angle;
if (P_AproxDistance(toucher->x-special->x, toucher->y-special->y) >
P_AproxDistance((toucher->x-toucher->momx)-special->x, (toucher->y-toucher->momy)-special->y))
{
touchx = toucher->x + toucher->momx;
touchy = toucher->y + toucher->momy;
}
else
{
touchx = toucher->x;
touchy = toucher->y;
}
angle = R_PointToAngle2(special->x, special->y, touchx, touchy);
touchspeed = P_AproxDistance(toucher->momx, toucher->momy);
toucher->momx = P_ReturnThrustX(special, angle, touchspeed);
toucher->momy = P_ReturnThrustY(special, angle, touchspeed);
toucher->momz = -toucher->momz;
if (player->pflags & PF_GLIDING)
{
player->pflags &= ~(PF_GLIDING|PF_JUMPED);
P_SetPlayerMobjState(toucher, S_PLAY_FALL1);
}
// Play a bounce sound?
S_StartSound(toucher, special->info->painsound);
}
return;
case MT_BLACKEGGMAN_GOOPFIRE:
if (toucher->state != &states[S_PLAY_PAIN] && !player->powers[pw_flashing])
{
toucher->momx = 0;
toucher->momy = 0;
if (toucher->momz != 0)
special->momz = toucher->momz;
player->powers[pw_ingoop] = 2;
if (player->pflags & PF_ITEMHANG)
{
P_SetTarget(&toucher->tracer, NULL);
player->pflags &= ~PF_ITEMHANG;
}
P_ResetPlayer(player);
if (special->target && special->target->state == &states[S_BLACKEGG_SHOOT1])
{
if (special->target->health <= 2 && P_RandomChance(FRACUNIT/2))
P_SetMobjState(special->target, special->target->info->missilestate);
else
P_SetMobjState(special->target, special->target->info->raisestate);
}
}
else
player->powers[pw_ingoop] = 0;
return;
case MT_EGGSHIELD:
{
fixed_t touchx, touchy, touchspeed;
angle_t angle;
if (P_AproxDistance(toucher->x-special->x, toucher->y-special->y) >
P_AproxDistance((toucher->x-toucher->momx)-special->x, (toucher->y-toucher->momy)-special->y))
{
touchx = toucher->x + toucher->momx;
touchy = toucher->y + toucher->momy;
}
else
{
touchx = toucher->x;
touchy = toucher->y;
}
angle = R_PointToAngle2(special->x, special->y, touchx, touchy) - special->angle;
touchspeed = P_AproxDistance(toucher->momx, toucher->momy);
// Blocked by the shield?
if (!(angle > ANGLE_90 && angle < ANGLE_270))
{
toucher->momx = P_ReturnThrustX(special, special->angle, touchspeed);
toucher->momy = P_ReturnThrustY(special, special->angle, touchspeed);
toucher->momz = -toucher->momz;
if (player->pflags & PF_GLIDING)
{
player->pflags &= ~(PF_GLIDING|PF_JUMPED);
P_SetPlayerMobjState(toucher, S_PLAY_FALL1);
}
// Play a bounce sound?
S_StartSound(toucher, special->info->painsound);
return;
}
else if (((player->pflags & PF_NIGHTSMODE) && (player->pflags & PF_DRILLING)) || (player->pflags & (PF_JUMPED|PF_SPINNING|PF_GLIDING))
|| player->powers[pw_invulnerability] || player->powers[pw_super]) // Do you possess the ability to subdue the object?
{
// Shatter the shield!
toucher->momx = -toucher->momx/2;
toucher->momy = -toucher->momy/2;
toucher->momz = -toucher->momz;
break;
}
}
return;
case MT_BIGTUMBLEWEED:
case MT_LITTLETUMBLEWEED:
if (toucher->momx || toucher->momy)
{
special->momx = toucher->momx;
special->momy = toucher->momy;
special->momz = P_AproxDistance(toucher->momx, toucher->momy)/4;
if (toucher->momz > 0)
special->momz += toucher->momz/8;
P_SetMobjState(special, special->info->seestate);
}
return;
case MT_SMALLMACECHAIN:
case MT_BIGMACECHAIN:
// Is this the last link in the chain?
if (toucher->momz > 0 || !(special->flags & MF_AMBUSH)
|| (player->pflags & PF_ITEMHANG) || (player->pflags & PF_MACESPIN))
return;
if (toucher->z > special->z + special->height/2)
return;
if (toucher->z + toucher->height/2 < special->z)
return;
if (player->powers[pw_flashing])
return;
P_ResetPlayer(player);
P_SetTarget(&toucher->tracer, special);
if (special->target && (special->target->type == MT_SPINMACEPOINT || special->target->type == MT_HIDDEN_SLING))
{
player->pflags |= PF_MACESPIN;
S_StartSound(toucher, sfx_spin);
P_SetPlayerMobjState(toucher, S_PLAY_ATK1);
}
else
player->pflags |= PF_ITEMHANG;
// Can't jump first frame
player->pflags |= PF_JUMPSTASIS;
return;
case MT_BIGMINE:
case MT_BIGAIRMINE:
// Spawn explosion!
P_SpawnMobj(special->x, special->y, special->z, special->info->mass);
P_RadiusAttack(special, special, special->info->damage);
S_StartSound(special, special->info->deathsound);
P_SetMobjState(special, special->info->deathstate);
return;
case MT_SPECIALSPIKEBALL:
if (!(!useNightsSS && G_IsSpecialStage(gamemap))) // Only for old special stages
{
P_DamageMobj(toucher, special, special, 1);
return;
}
if (player->powers[pw_invulnerability] || player->powers[pw_flashing]
|| (player->powers[pw_super] && !(ALL7EMERALDS(player->powers[pw_emeralds]))))
return;
if (player->powers[pw_shield] || player->bot) //If One-Hit Shield
{
P_RemoveShield(player);
S_StartSound(toucher, sfx_shldls); // Ba-Dum! Shield loss.
}
else
{
P_PlayRinglossSound(toucher);
if (toucher->health > 10)
toucher->health -= 10;
else
toucher->health = 1;
player->health = toucher->health;
}
P_DoPlayerPain(player, special, NULL);
return;
case MT_EGGMOBILE2_POGO:
// sanity checks
if (!special->target || !special->target->health)
return;
// Goomba Stomp'd!
if (special->target->momz < 0)
{
P_DamageMobj(toucher, special, special->target, 1);
//special->target->momz = -special->target->momz;
special->target->momx = special->target->momy = 0;
special->target->momz = 0;
special->target->flags |= MF_NOGRAVITY;
P_SetMobjState(special->target, special->info->raisestate);
S_StartSound(special->target, special->info->activesound);
P_RemoveMobj(special);
}
return;
case MT_EXTRALARGEBUBBLE:
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL)
return;
if (maptol & TOL_NIGHTS)
return;
if (mariomode)
return;
else if (toucher->eflags & MFE_VERTICALFLIP)
{
if (special->z+special->height < toucher->z + toucher->height / 3
|| special->z+special->height > toucher->z + (toucher->height*2/3))
return; // Only go in the mouth
}
else if (special->z < toucher->z + toucher->height / 3
|| special->z > toucher->z + (toucher->height*2/3))
return; // Only go in the mouth
// Eaten by player!
if (player->powers[pw_underwater] && player->powers[pw_underwater] <= 12*TICRATE + 1)
P_RestoreMusic(player);
if (player->powers[pw_underwater] < underwatertics + 1)
player->powers[pw_underwater] = underwatertics + 1;
if (!player->climbing)
{
P_SetPlayerMobjState(toucher, S_PLAY_GASP);
P_ResetPlayer(player);
}
toucher->momx = toucher->momy = toucher->momz = 0;
break;
case MT_WATERDROP:
if (special->state == &states[special->info->spawnstate])
{
special->z = toucher->z+toucher->height-FixedMul(8*FRACUNIT, special->scale);
special->momz = 0;
special->flags |= MF_NOGRAVITY;
P_SetMobjState (special, special->info->deathstate);
S_StartSound (special, special->info->deathsound+(P_RandomKey(special->info->mass)));
}
return;
default: // SOC or script pickup
if (player->bot)
return;
P_SetTarget(&special->target, toucher);
break;
}
}
S_StartSound(toucher, special->info->deathsound); // was NULL, but changed to player so you could hear others pick up rings
P_KillMobj(special, NULL, toucher);
}
/** Prints death messages relating to a dying or hit player.
*
* \param player Affected player.
* \param inflictor The attack weapon used, can be NULL.
* \param source The attacker, can be NULL.
*/
static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *source)
{
const char *str = NULL;
boolean deathonly = false;
boolean deadsource = false;
boolean deadtarget = false;
// player names complete with control codes
char targetname[MAXPLAYERNAME+4];
char sourcename[MAXPLAYERNAME+4];
if (G_PlatformGametype())
return; // Not in coop, etc.
if (!player)
return; // Impossible!
if (player->spectator)
return; // No messages for dying (crushed) spectators.
if (!netgame)
return; // Presumably it's obvious what's happening in splitscreen.
#ifdef HAVE_BLUA
if (LUAh_HurtMsg(player, inflictor, source))
return;
#endif
deadtarget = (player->health <= 0);
// Target's name
snprintf(targetname, sizeof(targetname), "%s%s%s",
CTFTEAMCODE(player),
player_names[player - players],
CTFTEAMENDCODE(player));
if (source)
{
// inflictor shouldn't be NULL if source isn't
I_Assert(inflictor != NULL);
if (source->player)
{
// Source's name (now that we know there is one)
snprintf(sourcename, sizeof(sourcename), "%s%s%s",
CTFTEAMCODE(source->player),
player_names[source->player - players],
CTFTEAMENDCODE(source->player));
// We don't care if it's us.
// "Player 1's [redacted] killed Player 1."
if (source->player->playerstate == PST_DEAD && source->player != player &&
(inflictor->flags2 & MF2_BEYONDTHEGRAVE))
deadsource = true;
if (inflictor->flags & MF_PUSHABLE)
{
str = M_GetText("%s%s's playtime with heavy objects %s %s.\n");
}
else switch (inflictor->type)
{
case MT_PLAYER:
if ((inflictor->player->powers[pw_shield] & SH_NOSTACK) == SH_BOMB)
str = M_GetText("%s%s's armageddon blast %s %s.\n");
else if (inflictor->player->powers[pw_invulnerability])
str = M_GetText("%s%s's invincibility aura %s %s.\n");
else if (inflictor->player->powers[pw_super])
str = M_GetText("%s%s's super aura %s %s.\n");
else
str = M_GetText("%s%s's tagging hand %s %s.\n");
break;
case MT_SPINFIRE:
str = M_GetText("%s%s's elemental fire trail %s %s.\n");
break;
case MT_THROWNBOUNCE:
str = M_GetText("%s%s's bounce ring %s %s.\n");
break;
case MT_THROWNINFINITY:
str = M_GetText("%s%s's infinity ring %s %s.\n");
break;
case MT_THROWNAUTOMATIC:
str = M_GetText("%s%s's automatic ring %s %s.\n");
break;
case MT_THROWNSCATTER:
str = M_GetText("%s%s's scatter ring %s %s.\n");
break;
// TODO: For next two, figure out how to determine if it was a direct hit or splash damage. -SH
case MT_THROWNEXPLOSION:
str = M_GetText("%s%s's explosion ring %s %s.\n");
break;
case MT_THROWNGRENADE:
str = M_GetText("%s%s's grenade ring %s %s.\n");
break;
case MT_REDRING:
if (inflictor->flags2 & MF2_RAILRING)
str = M_GetText("%s%s's rail ring %s %s.\n");
else
str = M_GetText("%s%s's thrown ring %s %s.\n");
break;
default:
str = M_GetText("%s%s %s %s.\n");
break;
}
CONS_Printf(str,
deadsource ? M_GetText("The late ") : "",
sourcename,
deadtarget ? M_GetText("killed") : M_GetText("hit"),
targetname);
return;
}
else switch (source->type)
{
case MT_NULL:
switch(source->threshold)
{
case 42:
deathonly = true;
str = M_GetText("%s drowned.\n");
break;
case 43:
str = M_GetText("%s was %s by spikes.\n");
break;
case 44:
deathonly = true;
str = M_GetText("%s was crushed.\n");
break;
}
break;
case MT_EGGMANICO:
case MT_EGGMANBOX:
str = M_GetText("%s was %s by Eggman's nefarious TV magic.\n");
break;
case MT_SPIKE:
str = M_GetText("%s was %s by spikes.\n");
break;
default:
str = M_GetText("%s was %s by an environmental hazard.\n");
break;
}
}
else
{
// null source, environment kills
// TERRIBLE HACK for hit damage because P_DoPlayerPain moves the player...
// I'll put it back, I promise!
player->mo->z -= player->mo->momz+1;
if (P_PlayerTouchingSectorSpecial(player, 1, 2))
str = M_GetText("%s was %s by chemical water.\n");
else if (P_PlayerTouchingSectorSpecial(player, 1, 3))
str = M_GetText("%s was %s by molten lava.\n");
else if (P_PlayerTouchingSectorSpecial(player, 1, 4))
str = M_GetText("%s was %s by electricity.\n");
else if (deadtarget)
{
deathonly = true;
if (P_PlayerTouchingSectorSpecial(player, 1, 6)
|| P_PlayerTouchingSectorSpecial(player, 1, 7))
str = M_GetText("%s fell into a bottomless pit.\n");
else if (P_PlayerTouchingSectorSpecial(player, 1, 12))
str = M_GetText("%s asphyxiated in space.\n");
else
str = M_GetText("%s died.\n");
}
if (!str)
str = M_GetText("%s was %s by an environmental hazard.\n");
player->mo->z += player->mo->momz+1;
}
if (!str) // Should not happen! Unless we missed catching something above.
return;
// Don't log every hazard hit if they don't want us to.
if (!deadtarget && !cv_hazardlog.value)
return;
if (deathonly)
{
if (!deadtarget)
return;
CONS_Printf(str, targetname);
}
else
CONS_Printf(str, targetname, deadtarget ? M_GetText("killed") : M_GetText("hit"));
}
/** Checks if the level timer is over the timelimit and the round should end,
* unless you are in overtime. In which case leveltime may stretch out beyond
* timelimitintics and overtime's status will be checked here each tick.
* Verify that the value of ::cv_timelimit is greater than zero before
* calling this function.
*
* \sa cv_timelimit, P_CheckPointLimit, P_UpdateSpecials
*/
void P_CheckTimeLimit(void)
{
INT32 i, k;
if (!cv_timelimit.value)
return;
if (!(multiplayer || netgame))
return;
if (G_PlatformGametype())
return;
if (leveltime < timelimitintics)
return;
if (gameaction == ga_completed)
return;
//Tagmode round end but only on the tic before the
//XD_EXITLEVEL packet is received by all players.
if (G_TagGametype())
{
if (leveltime == (timelimitintics + 1))
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator
|| (players[i].pflags & PF_TAGGED) || (players[i].pflags & PF_TAGIT))
continue;
CONS_Printf(M_GetText("%s received double points for surviving the round.\n"), player_names[i]);
P_AddPlayerScore(&players[i], players[i].score);
}
}
if (server)
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
}
//Optional tie-breaker for Match/CTF
else if (cv_overtime.value)
{
INT32 playerarray[MAXPLAYERS];
INT32 tempplayer = 0;
INT32 spectators = 0;
INT32 playercount = 0;
//Figure out if we have enough participating players to care.
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && players[i].spectator)
spectators++;
}
if ((D_NumPlayers() - spectators) > 1)
{
// Play the starpost sfx after the first second of overtime.
if (gamestate == GS_LEVEL && (leveltime == (timelimitintics + TICRATE)))
S_StartSound(NULL, sfx_strpst);
// Normal Match
if (!G_GametypeHasTeams())
{
//Store the nodes of participating players in an array.
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && !players[i].spectator)
{
playerarray[playercount] = i;
playercount++;
}
}
//Sort 'em.
for (i = 1; i < playercount; i++)
{
for (k = i; k < playercount; k++)
{
if (players[playerarray[i-1]].score < players[playerarray[k]].score)
{
tempplayer = playerarray[i-1];
playerarray[i-1] = playerarray[k];
playerarray[k] = tempplayer;
}
}
}
//End the round if the top players aren't tied.
if (players[playerarray[0]].score == players[playerarray[1]].score)
return;
}
else
{
//In team match and CTF, determining a tie is much simpler. =P
if (redscore == bluescore)
return;
}
}
if (server)
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
}
if (server)
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
}
/** Checks if a player's score is over the pointlimit and the round should end.
* Verify that the value of ::cv_pointlimit is greater than zero before
* calling this function.
*
* \sa cv_pointlimit, P_CheckTimeLimit, P_UpdateSpecials
*/
void P_CheckPointLimit(void)
{
INT32 i;
if (!cv_pointlimit.value)
return;
if (!(multiplayer || netgame))
return;
if (G_PlatformGametype())
return;
// pointlimit is nonzero, check if it's been reached by this player
if (G_GametypeHasTeams())
{
// Just check both teams
if ((UINT32)cv_pointlimit.value <= redscore || (UINT32)cv_pointlimit.value <= bluescore)
{
if (server)
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
}
}
else
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
if ((UINT32)cv_pointlimit.value <= players[i].score)
{
if (server)
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
return;
}
}
}
}
/*Checks for untagged remaining players in both tag derivitave modes.
*If no untagged players remain, end the round.
*Also serves as error checking if the only IT player leaves.*/
void P_CheckSurvivors(void)
{
INT32 i;
INT32 survivors = 0;
INT32 taggers = 0;
INT32 spectators = 0;
INT32 survivorarray[MAXPLAYERS];
if (!D_NumPlayers()) //no players in the game, no check performed.
return;
for (i=0; i < MAXPLAYERS; i++) //figure out counts of taggers, survivors and spectators.
{
if (playeringame[i])
{
if (players[i].spectator)
spectators++;
else if (players[i].pflags & PF_TAGIT)
taggers++;
else if (!(players[i].pflags & PF_TAGGED))
{
survivorarray[survivors] = i;
survivors++;
}
}
}
if (!taggers) //If there are no taggers, pick a survivor at random to be it.
{
// Exception for hide and seek. If a round has started and the IT player leaves, end the round.
if (gametype == GT_HIDEANDSEEK && (leveltime >= (hidetime * TICRATE)))
{
CONS_Printf(M_GetText("The IT player has left the game.\n"));
if (server)
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
return;
}
if (survivors)
{
INT32 newtagger = survivorarray[P_RandomKey(survivors)];
CONS_Printf(M_GetText("%s is now IT!\n"), player_names[newtagger]); // Tell everyone who is it!
players[newtagger].pflags |= PF_TAGIT;
survivors--; //Get rid of the guy we just made IT.
//Yeah, we have an eligible tagger, but we may not have anybody for him to tag!
//If there is only one guy waiting on the game to fill or spectators to enter game, don't bother.
if (!survivors && (D_NumPlayers() - spectators) > 1)
{
CONS_Printf(M_GetText("All players have been tagged!\n"));
if (server)
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
}
return;
}
//If we reach this point, no player can replace the one that was IT.
//Unless it is one player waiting on a game, end the round.
if ((D_NumPlayers() - spectators) > 1)
{
CONS_Printf(M_GetText("There are no players able to become IT.\n"));
if (server)
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
}
return;
}
//If there are taggers, but no survivors, end the round.
//Except when the tagger is by himself and the rest of the game are spectators.
if (!survivors && (D_NumPlayers() - spectators) > 1)
{
CONS_Printf(M_GetText("All players have been tagged!\n"));
if (server)
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
}
}
// Checks whether or not to end a race netgame.
boolean P_CheckRacers(void)
{
INT32 i;
// Check if all the players in the race have finished. If so, end the level.
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && !players[i].exiting && players[i].lives > 0)
break;
}
if (i == MAXPLAYERS) // finished
{
countdown = 0;
countdown2 = 0;
return true;
}
return false;
}
/** Kills an object.
*
* \param target The victim.
* \param inflictor The attack weapon. May be NULL (environmental damage).
* \param source The attacker. May be NULL.
* \todo Cleanup, refactor, split up.
* \sa P_DamageMobj
*/
void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source)
{
mobjtype_t item;
mobj_t *mo;
if (inflictor && (inflictor->type == MT_SHELL || inflictor->type == MT_FIREBALL))
P_SetTarget(&target->tracer, inflictor);
if (!useNightsSS && G_IsSpecialStage(gamemap) && target->player && sstimer > 6)
sstimer = 6; // Just let P_Ticker take care of the rest.
if (target->flags & (MF_ENEMY|MF_BOSS))
target->momx = target->momy = target->momz = 0;
if (target->type != MT_PLAYER && !(target->flags & MF_MONITOR))
target->flags |= MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT; // Don't drop Tails 03-08-2000
if (target->flags2 & MF2_NIGHTSPULL)
P_SetTarget(&target->tracer, NULL);
// dead target is no more shootable
target->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SPECIAL);
target->flags2 &= ~(MF2_SKULLFLY|MF2_NIGHTSPULL);
target->health = 0; // This makes it easy to check if something's dead elsewhere.
#ifdef HAVE_BLUA
if (LUAh_MobjDeath(target, inflictor, source) || P_MobjWasRemoved(target))
return;
#endif
// Let EVERYONE know what happened to a player! 01-29-2002 Tails
if (target->player && !target->player->spectator)
{
if (metalrecording) // Ack! Metal Sonic shouldn't die! Cut the tape, end recording!
G_StopMetalRecording();
if (gametype == GT_MATCH && cv_match_scoring.value == 0 // note, no team match suicide penalty
&& ((target == source) || (source == NULL && inflictor == NULL) || (source && !source->player)))
{ // Suicide penalty
if (target->player->score >= 50)
target->player->score -= 50;
else
target->player->score = 0;
}
target->flags2 &= ~MF2_DONTDRAW;
}
// if killed by a player
if (source && source->player)
{
if (target->flags & MF_MONITOR)
{
P_SetTarget(&target->target, source);
source->player->numboxes++;
if ((cv_itemrespawn.value && gametype != GT_COOP && (modifiedgame || netgame || multiplayer)))
target->fuse = cv_itemrespawntime.value*TICRATE + 2; // Random box generation
}
// Award Score Tails
{
INT32 score = 0;
if (maptol & TOL_NIGHTS) // Enemies always worth 200, bosses don't do anything.
{
if ((target->flags & MF_ENEMY) && !(target->flags & (MF_MISSILE|MF_BOSS)))
{
score = 200;
if (source->player->bonustime)
score *= 2;
// Also, add to the link.
// I don't know if NiGHTS did this, but
// Sonic Time Attacked did and it seems like a good enough incentive
// to make people want to actually dash towards/paraloop enemies
if (++source->player->linkcount > source->player->maxlink)
source->player->maxlink = source->player->linkcount;
source->player->linktimer = 2*TICRATE;
}
}
else
{
if (target->flags & MF_BOSS)
score = 1000;
else if ((target->flags & MF_ENEMY) && !(target->flags & MF_MISSILE))
{
mobj_t *scoremobj;
UINT32 scorestate = mobjinfo[MT_SCORE].spawnstate;
scoremobj = P_SpawnMobj(target->x, target->y, target->z + (target->height / 2), MT_SCORE);
// On ground? No chain starts.
if (!source->player->powers[pw_invulnerability] && P_IsObjectOnGround(source))
{
source->player->scoreadd = 0;
score = 100;
}
// Mario Mode has Mario-like chain point values
else if (mariomode) switch (++source->player->scoreadd)
{
case 1: score = 100; break;
case 2: score = 200; scorestate += 1; break;
case 3: score = 400; scorestate += 5; break;
case 4: score = 800; scorestate += 6; break;
case 5: score = 1000; scorestate += 3; break;
case 6: score = 2000; scorestate += 7; break;
case 7: score = 4000; scorestate += 8; break;
case 8: score = 8000; scorestate += 9; break;
default: // 1up for a chain this long
if (modeattacking) // but 1ups don't exist in record attack!
{ // So we just go back to 10k points.
score = 10000; scorestate += 4; break;
}
P_GivePlayerLives(source->player, 1);
P_PlayLivesJingle(source->player);
scorestate += 10;
break;
}
// More Sonic-like point system
else switch (++source->player->scoreadd)
{
case 1: score = 100; break;
case 2: score = 200; scorestate += 1; break;
case 3: score = 500; scorestate += 2; break;
case 4: case 5: case 6: case 7: case 8: case 9:
case 10: case 11: case 12: case 13: case 14:
score = 1000; scorestate += 3; break;
default: score = 10000; scorestate += 4; break;
}
P_SetMobjState(scoremobj, scorestate);
}
}
P_AddPlayerScore(source->player, score);
}
}
// if a player avatar dies...
if (target->player)
{
target->flags &= ~(MF_SOLID|MF_SHOOTABLE); // does not block
P_UnsetThingPosition(target);
target->flags |= MF_NOBLOCKMAP;
P_SetThingPosition(target);
if (!target->player->bot && !G_IsSpecialStage(gamemap)
&& G_GametypeUsesLives())
{
target->player->lives -= 1; // Lose a life Tails 03-11-2000
if (target->player->lives <= 0) // Tails 03-14-2000
{
if (P_IsLocalPlayer(target->player)/* && target->player == &players[consoleplayer] */)
{
S_StopMusic(); // Stop the Music! Tails 03-14-2000
S_ChangeMusicInternal("gmover", false); // Yousa dead now, Okieday? Tails 03-14-2000
}
}
}
target->player->playerstate = PST_DEAD;
if (target->player == &players[consoleplayer])
{
// don't die in auto map,
// switch view prior to dying
if (automapactive)
AM_Stop();
//added : 22-02-98: recenter view for next life...
localaiming = 0;
}
if (target->player == &players[secondarydisplayplayer])
{
// added : 22-02-98: recenter view for next life...
localaiming2 = 0;
}
//tag deaths handled differently in suicide cases. Don't count spectators!
if (G_TagGametype()
&& !(target->player->pflags & PF_TAGIT) && (!source || !source->player) && !(target->player->spectator))
{
// if you accidentally die before you run out of time to hide, ignore it.
// allow them to try again, rather than sitting the whole thing out.
if (leveltime >= hidetime * TICRATE)
{
if (gametype == GT_TAG)//suiciding in survivor makes you IT.
{
target->player->pflags |= PF_TAGIT;
CONS_Printf(M_GetText("%s is now IT!\n"), player_names[target->player-players]); // Tell everyone who is it!
P_CheckSurvivors();
}
else
{
if (!(target->player->pflags & PF_TAGGED))
{
//otherwise, increment the tagger's score.
//in hide and seek, suiciding players are counted as found.
INT32 w;
for (w=0; w < MAXPLAYERS; w++)
{
if (players[w].pflags & PF_TAGIT)
P_AddPlayerScore(&players[w], 100);
}
target->player->pflags |= PF_TAGGED;
CONS_Printf(M_GetText("%s was found!\n"), player_names[target->player-players]);
P_CheckSurvivors();
}
}
}
}
}
if (source && target && target->player && source->player)
P_PlayVictorySound(source); // Killer laughs at you. LAUGHS! BWAHAHAHA!
// Drop stuff.
// This determines the kind of object spawned
// during the death frame of a thing.
if (!mariomode // Don't show birds, etc. in Mario Mode Tails 12-23-2001
&& target->flags & MF_ENEMY)
{
if (cv_soniccd.value)
item = MT_SEED;
else
{
INT32 prandom;
switch (target->type)
{
case MT_REDCRAWLA:
case MT_GOLDBUZZ:
case MT_SKIM:
case MT_UNIDUS:
item = MT_BUNNY;
break;
case MT_BLUECRAWLA:
case MT_JETTBOMBER:
case MT_GFZFISH:
item = MT_BIRD;
break;
case MT_JETTGUNNER:
case MT_CRAWLACOMMANDER:
case MT_REDBUZZ:
case MT_DETON:
item = MT_MOUSE;
break;
case MT_GSNAPPER:
case MT_EGGGUARD:
case MT_SPRINGSHELL:
item = MT_COW;
break;
case MT_MINUS:
case MT_VULTURE:
case MT_POINTY:
case MT_YELLOWSHELL:
item = MT_CHICKEN;
break;
case MT_AQUABUZZ:
item = MT_REDBIRD;
break;
default:
if (target->info->doomednum)
prandom = target->info->doomednum%5; // "Random" animal for new enemies.
else
prandom = P_RandomKey(5); // No placable object, just use a random number.
switch(prandom)
{
default: item = MT_BUNNY; break;
case 1: item = MT_BIRD; break;
case 2: item = MT_MOUSE; break;
case 3: item = MT_COW; break;
case 4: item = MT_CHICKEN; break;
}
break;
}
}
mo = P_SpawnMobj(target->x, target->y, target->z + (target->height / 2) - FixedMul(mobjinfo[item].height / 2, target->scale), item);
mo->destscale = target->scale;
P_SetScale(mo, mo->destscale);
}
// Other death animation effects
else switch(target->type)
{
case MT_BOUNCEPICKUP:
case MT_RAILPICKUP:
case MT_AUTOPICKUP:
case MT_EXPLODEPICKUP:
case MT_SCATTERPICKUP:
case MT_GRENADEPICKUP:
P_SetObjectMomZ(target, FRACUNIT, false);
target->fuse = target->info->damage;
break;
case MT_EGGTRAP:
// Time for birdies! Yaaaaaaaay!
target->fuse = TICRATE*2;
break;
case MT_PLAYER:
target->fuse = TICRATE*3; // timer before mobj disappears from view (even if not an actual player)
target->momx = target->momy = target->momz = 0;
if (!(source && source->type == MT_NULL && source->threshold == 42)) // Don't jump up when drowning
P_SetObjectMomZ(target, 14*FRACUNIT, false);
if (source && source->type == MT_NULL && source->threshold == 42) // drowned
S_StartSound(target, sfx_drown);
else if (source && (source->type == MT_SPIKE || (source->type == MT_NULL && source->threshold == 43))) // Spikes
S_StartSound(target, sfx_spkdth);
else
P_PlayDeathSound(target);
break;
default:
break;
}
// Enemy drops that ALWAYS occur regardless of mode
if (target->type == MT_AQUABUZZ) // Additionally spawns breathable bubble for players to get
{
if (inflictor && inflictor->player // did a player kill you? Spawn relative to the player so he's bound to get it
&& P_AproxDistance(inflictor->x - target->x, inflictor->y - target->y) <= inflictor->radius + target->radius + FixedMul(8*FRACUNIT, inflictor->scale) // close enough?
&& inflictor->z <= target->z + target->height + FixedMul(8*FRACUNIT, inflictor->scale)
&& inflictor->z + inflictor->height >= target->z - FixedMul(8*FRACUNIT, inflictor->scale))
mo = P_SpawnMobj(inflictor->x + inflictor->momx, inflictor->y + inflictor->momy, inflictor->z + (inflictor->height / 2) + inflictor->momz, MT_EXTRALARGEBUBBLE);
else
mo = P_SpawnMobj(target->x, target->y, target->z, MT_EXTRALARGEBUBBLE);
mo->destscale = target->scale;
P_SetScale(mo, mo->destscale);
}
else if (target->type == MT_YELLOWSHELL) // Spawns a spring that falls to the ground
{
mobjtype_t spawnspring = MT_YELLOWSPRING;
fixed_t spawnheight = target->z;
if (!(target->eflags & MFE_VERTICALFLIP))
spawnheight += target->height;
mo = P_SpawnMobj(target->x, target->y, spawnheight, spawnspring);
mo->destscale = target->scale;
P_SetScale(mo, mo->destscale);
if (target->flags2 & MF2_OBJECTFLIP)
mo->flags2 |= MF2_OBJECTFLIP;
}
if (target->type == MT_EGGMOBILE3)
{
thinker_t *th;
UINT32 i = 0; // to check how many clones we've removed
// scan the thinkers to make sure all the old pinch dummies are gone on death
// this can happen if the boss was hurt earlier than expected
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo = (mobj_t *)th;
if (mo->type == (mobjtype_t)target->info->mass && mo->tracer == target)
{
P_RemoveMobj(mo);
i++;
}
if (i == 2) // we've already removed 2 of these, let's stop now
break;
}
}
if (target->type == MT_SPIKE && inflictor && target->info->deathstate != S_NULL)
{
const fixed_t x=target->x,y=target->y,z=target->z;
const fixed_t scale=target->scale;
const boolean flip=(target->eflags & MFE_VERTICALFLIP) == MFE_VERTICALFLIP;
S_StartSound(target,target->info->deathsound);
P_SetMobjState(target, target->info->deathstate);
target->health = 0;
target->angle = inflictor->angle + ANGLE_90;
P_UnsetThingPosition(target);
target->flags = MF_NOCLIP;
target->x += P_ReturnThrustX(target, target->angle, FixedMul(8*FRACUNIT, target->scale));
target->y += P_ReturnThrustY(target, target->angle, FixedMul(8*FRACUNIT, target->scale));
if (flip)
target->z -= FixedMul(12*FRACUNIT, target->scale);
else
target->z += FixedMul(12*FRACUNIT, target->scale);
P_SetThingPosition(target);
P_InstaThrust(target,target->angle,FixedMul(2*FRACUNIT, target->scale));
target->momz = FixedMul(7*FRACUNIT, target->scale);
if (flip)
target->momz = -target->momz;
if (flip)
{
target = P_SpawnMobj(x,y,z-FixedMul(12*FRACUNIT, target->scale),MT_SPIKE);
target->eflags |= MFE_VERTICALFLIP;
}
else
target = P_SpawnMobj(x,y,z+FixedMul(12*FRACUNIT, target->scale),MT_SPIKE);
P_SetMobjState(target, target->info->deathstate);
target->health = 0;
target->angle = inflictor->angle - ANGLE_90;
target->destscale = scale;
P_SetScale(target, scale);
P_UnsetThingPosition(target);
target->flags = MF_NOCLIP;
target->x += P_ReturnThrustX(target, target->angle, FixedMul(8*FRACUNIT, target->scale));
target->y += P_ReturnThrustY(target, target->angle, FixedMul(8*FRACUNIT, target->scale));
P_SetThingPosition(target);
P_InstaThrust(target,target->angle,FixedMul(2*FRACUNIT, target->scale));
target->momz = FixedMul(7*FRACUNIT, target->scale);
if (flip)
target->momz = -target->momz;
if (target->info->xdeathstate != S_NULL)
{
target = P_SpawnMobj(x,y,z,MT_SPIKE);
if (flip)
target->eflags |= MFE_VERTICALFLIP;
P_SetMobjState(target, target->info->xdeathstate);
target->health = 0;
target->angle = inflictor->angle + ANGLE_90;
target->destscale = scale;
P_SetScale(target, scale);
P_UnsetThingPosition(target);
target->flags = MF_NOCLIP;
target->x += P_ReturnThrustX(target, target->angle, FixedMul(8*FRACUNIT, target->scale));
target->y += P_ReturnThrustY(target, target->angle, FixedMul(8*FRACUNIT, target->scale));
P_SetThingPosition(target);
P_InstaThrust(target,target->angle,FixedMul(4*FRACUNIT, target->scale));
target->momz = FixedMul(6*FRACUNIT, target->scale);
if (flip)
target->momz = -target->momz;
target = P_SpawnMobj(x,y,z,MT_SPIKE);
if (flip)
target->eflags |= MFE_VERTICALFLIP;
P_SetMobjState(target, target->info->xdeathstate);
target->health = 0;
target->angle = inflictor->angle - ANGLE_90;
target->destscale = scale;
P_SetScale(target, scale);
P_UnsetThingPosition(target);
target->flags = MF_NOCLIP;
target->x += P_ReturnThrustX(target, target->angle, FixedMul(8*FRACUNIT, target->scale));
target->y += P_ReturnThrustY(target, target->angle, FixedMul(8*FRACUNIT, target->scale));
P_SetThingPosition(target);
P_InstaThrust(target,target->angle,FixedMul(4*FRACUNIT, target->scale));
target->momz = FixedMul(6*FRACUNIT, target->scale);
if (flip)
target->momz = -target->momz;
}
}
else if (target->player)
P_SetPlayerMobjState(target, target->info->deathstate);
else
#ifdef DEBUG_NULL_DEATHSTATE
P_SetMobjState(target, S_NULL);
#else
P_SetMobjState(target, target->info->deathstate);
#endif
/** \note For player, the above is redundant because of P_SetMobjState (target, S_PLAY_DIE1)
in P_DamageMobj()
Graue 12-22-2003 */
}
static inline void P_NiGHTSDamage(mobj_t *target, mobj_t *source)
{
player_t *player = target->player;
tic_t oldnightstime = player->nightstime;
if (!player->powers[pw_flashing]
&& !(player->pflags & PF_GODMODE))
{
angle_t fa;
player->angle_pos = player->old_angle_pos;
player->speed /= 5;
player->flyangle += 180; // Shuffle's BETTERNIGHTSMOVEMENT?
player->flyangle %= 360;
if (gametype == GT_RACE || gametype == GT_COMPETITION)
player->drillmeter -= 5*20;
else
{
if (source && source->player)
{
if (player->nightstime > 20*TICRATE)
player->nightstime -= 20*TICRATE;
else
player->nightstime = 1;
}
else
{
if (player->nightstime > 5*TICRATE)
player->nightstime -= 5*TICRATE;
else
player->nightstime = 1;
}
}
if (player->pflags & PF_TRANSFERTOCLOSEST)
{
target->momx = -target->momx;
target->momy = -target->momy;
}
else
{
fa = player->old_angle_pos>>ANGLETOFINESHIFT;
target->momx = FixedMul(FINECOSINE(fa),target->target->radius);
target->momy = FixedMul(FINESINE(fa),target->target->radius);
}
player->powers[pw_flashing] = flashingtics;
P_SetMobjState(target->tracer, S_NIGHTSHURT1);
S_StartSound(target, sfx_nghurt);
if (oldnightstime > 10*TICRATE
&& player->nightstime < 10*TICRATE)
{
//S_StartSound(NULL, sfx_timeup); // that creepy "out of time" music from NiGHTS. Dummied out, as some on the dev team thought it wasn't Sonic-y enough (Mystic, notably). Uncomment to restore. -SH
S_ChangeMusicInternal("drown",false);
}
}
}
static inline boolean P_TagDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage)
{
player_t *player = target->player;
(void)damage; //unused parm
// If flashing or invulnerable, ignore the tag,
if (player->powers[pw_flashing] || player->powers[pw_invulnerability])
return false;
// Ignore IT players shooting each other, unless friendlyfire is on.
if ((player->pflags & PF_TAGIT && !(cv_friendlyfire.value &&
source && source->player && source->player->pflags & PF_TAGIT)))
return false;
// Don't allow any damage before the round starts.
if (leveltime <= hidetime * TICRATE)
return false;
// Don't allow players on the same team to hurt one another,
// unless cv_friendlyfire is on.
if (!cv_friendlyfire.value && (player->pflags & PF_TAGIT) == (source->player->pflags & PF_TAGIT))
{
if (!(inflictor->flags & MF_FIRE))
P_GivePlayerRings(player, 1);
if (inflictor->flags2 & MF2_BOUNCERING)
inflictor->fuse = 0; // bounce ring disappears at -1 not 0
return false;
}
// The tag occurs so long as you aren't shooting another tagger with friendlyfire on.
if (source->player->pflags & PF_TAGIT && !(player->pflags & PF_TAGIT))
{
P_AddPlayerScore(source->player, 100); //award points to tagger.
P_HitDeathMessages(player, inflictor, source);
if (gametype == GT_TAG) //survivor
{
player->pflags |= PF_TAGIT; //in survivor, the player becomes IT and helps hunt down the survivors.
CONS_Printf(M_GetText("%s is now IT!\n"), player_names[player-players]); // Tell everyone who is it!
}
else
{
player->pflags |= PF_TAGGED; //in hide and seek, the player is tagged and stays stationary.
CONS_Printf(M_GetText("%s was found!\n"), player_names[player-players]); // Tell everyone who is it!
}
//checks if tagger has tagged all players, if so, end round early.
P_CheckSurvivors();
}
P_DoPlayerPain(player, source, inflictor);
// Check for a shield
if (player->powers[pw_shield])
{
P_RemoveShield(player);
S_StartSound(target, sfx_shldls);
return true;
}
if (target->health <= 1) // Death
{
P_PlayDeathSound(target);
P_PlayVictorySound(source); // Killer laughs at you! LAUGHS! BWAHAHAHHAHAA!!
}
else if (target->health > 1) // Ring loss
{
P_PlayRinglossSound(target);
P_PlayerRingBurst(player, player->mo->health - 1);
}
if (inflictor && ((inflictor->flags & MF_MISSILE) || inflictor->player) && player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]))
{
player->health -= 10;
if (player->health < 2)
player->health = 2;
target->health = player->health;
}
else
player->health = target->health = 1;
return true;
}
static inline boolean P_PlayerHitsPlayer(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage)
{
player_t *player = target->player;
// You can't kill yourself, idiot...
if (source == target)
return false;
// In COOP/RACE/CHAOS, you can't hurt other players unless cv_friendlyfire is on
if (!cv_friendlyfire.value && (G_PlatformGametype()))
return false;
// Tag handling
if (G_TagGametype())
return P_TagDamage(target, inflictor, source, damage);
else if (G_GametypeHasTeams()) // CTF + Team Match
{
// Don't allow players on the same team to hurt one another,
// unless cv_friendlyfire is on.
if (!cv_friendlyfire.value && target->player->ctfteam == source->player->ctfteam)
{
if (!(inflictor->flags & MF_FIRE))
P_GivePlayerRings(target->player, 1);
if (inflictor->flags2 & MF2_BOUNCERING)
inflictor->fuse = 0; // bounce ring disappears at -1 not 0
return false;
}
}
// Add pity.
if (!player->powers[pw_flashing] && !player->powers[pw_invulnerability] && !player->powers[pw_super]
&& source->player->score > player->score)
player->pity++;
return true;
}
static void P_KillPlayer(player_t *player, mobj_t *source, INT32 damage)
{
player->pflags &= ~(PF_CARRIED|PF_SLIDING|PF_ITEMHANG|PF_MACESPIN|PF_ROPEHANG|PF_NIGHTSMODE);
// Burst weapons and emeralds in Match/CTF only
if (source && (gametype == GT_MATCH || gametype == GT_TEAMMATCH || gametype == GT_CTF))
{
P_PlayerRingBurst(player, player->health - 1);
P_PlayerEmeraldBurst(player, false);
}
// Get rid of shield
player->powers[pw_shield] = SH_NONE;
player->mo->color = player->skincolor;
// Get rid of emeralds
player->powers[pw_emeralds] = 0;
P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2);
P_ResetPlayer(player);
P_SetPlayerMobjState(player->mo, player->mo->info->deathstate);
if (gametype == GT_CTF && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
{
P_PlayerFlagBurst(player, false);
if (source && source->player)
{
// Award no points when players shoot each other when cv_friendlyfire is on.
if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo))
P_AddPlayerScore(source->player, 25);
}
}
if (source && source->player && !player->powers[pw_super]) //don't score points against super players
{
// Award no points when players shoot each other when cv_friendlyfire is on.
if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo))
P_AddPlayerScore(source->player, 100);
}
// If the player was super, tell them he/she ain't so super nomore.
if (gametype != GT_COOP && player->powers[pw_super])
{
S_StartSound(NULL, sfx_s3k66); //let all players hear it.
HU_SetCEchoFlags(0);
HU_SetCEchoDuration(5);
HU_DoCEcho(va("%s\\is no longer super.\\\\\\\\", player_names[player-players]));
}
}
static inline void P_SuperDamage(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 damage)
{
fixed_t fallbackspeed;
angle_t ang;
P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2);
if (player->mo->eflags & MFE_VERTICALFLIP)
player->mo->z--;
else
player->mo->z++;
if (player->mo->eflags & MFE_UNDERWATER)
P_SetObjectMomZ(player->mo, FixedDiv(10511*FRACUNIT,2600*FRACUNIT), false);
else
P_SetObjectMomZ(player->mo, FixedDiv(69*FRACUNIT,10*FRACUNIT), false);
ang = R_PointToAngle2(inflictor->x, inflictor->y, player->mo->x, player->mo->y);
// explosion and rail rings send you farther back, making it more difficult
// to recover
if (inflictor->flags2 & MF2_SCATTER && source)
{
fixed_t dist = P_AproxDistance(P_AproxDistance(source->x-player->mo->x, source->y-player->mo->y), source->z-player->mo->z);
dist = FixedMul(128*FRACUNIT, inflictor->scale) - dist/4;
if (dist < FixedMul(4*FRACUNIT, inflictor->scale))
dist = FixedMul(4*FRACUNIT, inflictor->scale);
fallbackspeed = dist;
}
else if (inflictor->flags2 & MF2_EXPLOSION)
{
if (inflictor->flags2 & MF2_RAILRING)
fallbackspeed = FixedMul(28*FRACUNIT, inflictor->scale); // 7x
else
fallbackspeed = FixedMul(20*FRACUNIT, inflictor->scale); // 5x
}
else if (inflictor->flags2 & MF2_RAILRING)
fallbackspeed = FixedMul(16*FRACUNIT, inflictor->scale); // 4x
else
fallbackspeed = FixedMul(4*FRACUNIT, inflictor->scale); // the usual amount of force
P_InstaThrust(player->mo, ang, fallbackspeed);
if (player->charflags & SF_SUPERANIMS)
P_SetPlayerMobjState(player->mo, S_PLAY_SUPERHIT);
else
P_SetPlayerMobjState(player->mo, player->mo->info->painstate);
P_ResetPlayer(player);
if (player->timeshit != UINT8_MAX)
++player->timeshit;
}
void P_RemoveShield(player_t *player)
{
if (player->powers[pw_shield] & SH_FORCE)
{ // Multi-hit
if ((player->powers[pw_shield] & 0xFF) == 0)
player->powers[pw_shield] &= ~SH_FORCE;
else
player->powers[pw_shield]--;
}
else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_NONE)
{ // Second layer shields
player->powers[pw_shield] = SH_NONE;
// Reset fireflower
if (!player->powers[pw_super])
{
player->mo->color = player->skincolor;
G_GhostAddColor(GHC_NORMAL);
}
}
else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_BOMB) // Give them what's coming to them!
{
P_BlackOw(player); // BAM!
player->pflags |= PF_JUMPDOWN;
}
else
player->powers[pw_shield] = player->powers[pw_shield] & SH_STACK;
}
static void P_ShieldDamage(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 damage)
{
// Must do pain first to set flashing -- P_RemoveShield can cause damage
P_DoPlayerPain(player, source, inflictor);
P_RemoveShield(player);
P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2);
if (source && (source->type == MT_SPIKE || (source->type == MT_NULL && source->threshold == 43))) // spikes
S_StartSound(player->mo, sfx_spkdth);
else
S_StartSound (player->mo, sfx_shldls); // Ba-Dum! Shield loss.
if (gametype == GT_CTF && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
{
P_PlayerFlagBurst(player, false);
if (source && source->player)
{
// Award no points when players shoot each other when cv_friendlyfire is on.
if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo))
P_AddPlayerScore(source->player, 25);
}
}
if (source && source->player && !player->powers[pw_super]) //don't score points against super players
{
// Award no points when players shoot each other when cv_friendlyfire is on.
if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo))
P_AddPlayerScore(source->player, cv_match_scoring.value == 1 ? 25 : 50);
}
}
static void P_RingDamage(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 damage)
{
if (!(inflictor && ((inflictor->flags & MF_MISSILE) || inflictor->player) && player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds])))
{
P_DoPlayerPain(player, source, inflictor);
P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2);
if (source && (source->type == MT_SPIKE || (source->type == MT_NULL && source->threshold == 43))) // spikes
S_StartSound(player->mo, sfx_spkdth);
}
if (source && source->player && !player->powers[pw_super]) //don't score points against super players
{
// Award no points when players shoot each other when cv_friendlyfire is on.
if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo))
P_AddPlayerScore(source->player, 50);
}
if (gametype == GT_CTF && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
{
P_PlayerFlagBurst(player, false);
if (source && source->player)
{
// Award no points when players shoot each other when cv_friendlyfire is on.
if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo))
P_AddPlayerScore(source->player, 25);
}
}
// Ring loss sound plays despite hitting spikes
P_PlayRinglossSound(player->mo); // Ringledingle!
}
/** Damages an object, which may or may not be a player.
* For melee attacks, source and inflictor are the same.
*
* \param target The object being damaged.
* \param inflictor The thing that caused the damage: creature, missile,
* gargoyle, and so forth. Can be NULL in the case of
* environmental damage, such as slime or crushing.
* \param source The creature or person responsible. For example, if a
* player is hit by a ring, the player who shot it. In some
* cases, the target will go after this object after
* receiving damage. This can be NULL.
* \param damage Amount of damage to be dealt. 10000 is instant death.
* \return True if the target sustained damage, otherwise false.
* \todo Clean up this mess, split into multiple functions.
* \todo Get rid of the magic number 10000.
* \sa P_KillMobj
*/
boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage)
{
player_t *player;
#ifdef HAVE_BLUA
boolean force = false;
#else
static const boolean force = false;
#endif
if (objectplacing)
return false;
if (target->health <= 0)
return false;
// Spectator handling
if (netgame)
{
if (damage == 42000 && target->player && target->player->spectator)
damage = 10000;
else if (target->player && target->player->spectator)
return false;
if (source && source->player && source->player->spectator)
return false;
}
#ifdef HAVE_BLUA
// Everything above here can't be forced.
if (!metalrecording)
{
UINT8 shouldForce = LUAh_ShouldDamage(target, inflictor, source, damage);
if (P_MobjWasRemoved(target))
return (shouldForce == 1); // mobj was removed
if (shouldForce == 1)
force = true;
else if (shouldForce == 2)
return false;
}
#endif
if (!force)
{
if (!(target->flags & MF_SHOOTABLE))
return false; // shouldn't happen...
if (target->type == MT_BLACKEGGMAN)
return false;
// Make sure that boxes cannot be popped by enemies, red rings, etc.
if (target->flags & MF_MONITOR && ((!source || !source->player || source->player->bot) || (inflictor && !inflictor->player)))
return false;
}
if (target->flags2 & MF2_SKULLFLY)
target->momx = target->momy = target->momz = 0;
if (!force)
{
// Special case for team ring boxes
if (target->type == MT_REDRINGBOX && !(source->player->ctfteam == 1))
return false;
if (target->type == MT_BLUERINGBOX && !(source->player->ctfteam == 2))
return false;
}
// Special case for Crawla Commander
if (target->type == MT_CRAWLACOMMANDER)
{
if (!force && target->fuse) // Invincible
return false;
#ifdef HAVE_BLUA
if (LUAh_MobjDamage(target, inflictor, source, damage) || P_MobjWasRemoved(target))
return true;
#endif
if (target->health > 1)
{
if (target->info->painsound)
S_StartSound(target, target->info->painsound);
target->fuse = TICRATE/2;
target->flags2 |= MF2_FRET;
}
else
{
target->flags |= MF_NOGRAVITY;
target->fuse = 0;
}
target->momx = target->momy = target->momz = 0;
P_InstaThrust(target, target->angle-ANGLE_180, FixedMul(5*FRACUNIT, target->scale));
}
else if (target->flags & MF_BOSS)
{
if (!force && target->flags2 & MF2_FRET) // Currently flashing from being hit
return false;
#ifdef HAVE_BLUA
if (LUAh_MobjDamage(target, inflictor, source, damage) || P_MobjWasRemoved(target))
return true;
#endif
if (target->health > 1)
target->flags2 |= MF2_FRET;
}
#ifdef HAVE_BLUA
else if (target->flags & MF_ENEMY)
{
if (LUAh_MobjDamage(target, inflictor, source, damage) || P_MobjWasRemoved(target))
return true;
}
#endif
player = target->player;
if (player) // Player is the target
{
if (!force)
{
if (player->exiting)
return false;
if (!(target->player->pflags & (PF_NIGHTSMODE|PF_NIGHTSFALL)) && (maptol & TOL_NIGHTS))
return false;
}
if (player->pflags & PF_NIGHTSMODE) // NiGHTS damage handling
{
if (!force)
{
if (source == target)
return false; // Don't hit yourself with your own paraloop, baka
if (source && source->player && !cv_friendlyfire.value
&& (gametype == GT_COOP
|| (G_GametypeHasTeams() && target->player->ctfteam == source->player->ctfteam)))
return false; // Don't run eachother over in special stages and team games and such
}
#ifdef HAVE_BLUA
if (LUAh_MobjDamage(target, inflictor, source, damage))
return true;
#endif
P_NiGHTSDamage(target, source); // -5s :(
return true;
}
if (!force && inflictor && (inflictor->flags & MF_FIRE))
{
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL)
return false; // Invincible to fire objects
if (G_PlatformGametype() && source && source->player)
return false; // Don't get hurt by fire generated from friends.
}
// Sudden-Death mode
if (source && source->type == MT_PLAYER)
{
if ((gametype == GT_MATCH || gametype == GT_TEAMMATCH || gametype == GT_CTF) && cv_suddendeath.value
&& !player->powers[pw_flashing] && !player->powers[pw_invulnerability])
damage = 10000;
}
// Player hits another player
if (!force && source && source->player)
{
if (!P_PlayerHitsPlayer(target, inflictor, source, damage))
return false;
}
if (!force && player->pflags & PF_GODMODE)
return false;
// Instant-Death
if (damage == 10000)
P_KillPlayer(player, source, damage);
else if (metalrecording)
{
if (!inflictor)
inflictor = source;
if (inflictor && inflictor->flags & MF_ENEMY)
{ // Metal Sonic destroy enemy !!
P_KillMobj(inflictor, NULL, target);
return false;
}
else if (inflictor && inflictor->flags & MF_MISSILE)
return false; // Metal Sonic walk through flame !!
else
{ // Oh no! Metal Sonic is hit !!
P_ShieldDamage(player, inflictor, source, damage);
return true;
}
}
else if (player->powers[pw_invulnerability] || player->powers[pw_flashing] // ignore bouncing & such in invulnerability
|| (player->powers[pw_super] && !(ALL7EMERALDS(player->powers[pw_emeralds]) && inflictor && ((inflictor->flags & MF_MISSILE) || inflictor->player))))
{
if (force || (inflictor && (inflictor->flags & MF_MISSILE)
&& (inflictor->flags2 & MF2_SUPERFIRE)
&& player->powers[pw_super]))
{
#ifdef HAVE_BLUA
if (!LUAh_MobjDamage(target, inflictor, source, damage))
#endif
P_SuperDamage(player, inflictor, source, damage);
return true;
}
else
return false;
}
#ifdef HAVE_BLUA
else if (LUAh_MobjDamage(target, inflictor, source, damage))
return true;
#endif
else if (!player->powers[pw_super] && (player->powers[pw_shield] || player->bot)) //If One-Hit Shield
{
P_ShieldDamage(player, inflictor, source, damage);
damage = 0;
}
else if (player->mo->health > 1) // No shield but have rings.
{
damage = player->mo->health - 1;
P_RingDamage(player, inflictor, source, damage);
}
else // No shield, no rings, no invincibility.
{
// To reduce griefing potential, don't allow players to be killed
// by friendly fire. Spilling their rings and other items is enough.
if (force || !(G_GametypeHasTeams()
&& source && source->player && (source->player->ctfteam == player->ctfteam)
&& cv_friendlyfire.value))
{
damage = 1;
P_KillPlayer(player, source, damage);
}
else
{
damage = 0;
P_ShieldDamage(player, inflictor, source, damage);
}
}
if (inflictor && ((inflictor->flags & MF_MISSILE) || inflictor->player) && player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]))
{
if (player->powers[pw_shield])
{
P_RemoveShield(player);
return true;
}
else
{
player->health -= (10 * (1 << (INT32)(player->powers[pw_super] / 10500)));
if (player->health < 2)
player->health = 2;
}
if (gametype == GT_CTF && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
P_PlayerFlagBurst(player, false);
}
else
{
player->health -= damage; // mirror mobj health here
if (damage < 10000)
{
target->player->powers[pw_flashing] = flashingtics;
if (damage > 0) // don't spill emeralds/ammo/panels for shield damage
P_PlayerRingBurst(player, damage);
}
}
if (player->health < 0)
player->health = 0;
P_HitDeathMessages(player, inflictor, source);
P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2);
}
// Killing dead. Just for kicks.
// Require source and inflictor be player. Don't hurt for firing rings.
if (cv_killingdead.value && (source && source->player) && (inflictor && inflictor->player) && P_RandomChance(5*FRACUNIT/16))
P_DamageMobj(source, target, target, 1);
// do the damage
if (player && player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]) && inflictor && ((inflictor->flags & MF_MISSILE) || inflictor->player))
{
target->health -= (10 * (1 << (INT32)(player->powers[pw_super] / 10500)));
if (target->health < 2)
target->health = 2;
}
else
target->health -= damage;
if (source && source->player && target)
G_GhostAddHit(target);
if (target->health <= 0)
{
P_KillMobj(target, inflictor, source);
return true;
}
if (player)
{
if (!(player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds])))
P_ResetPlayer(target->player);
}
else
switch (target->type)
{
case MT_EGGMOBILE2: // egg slimer
if (target->health < target->info->damage) // in pinch phase
{
P_SetMobjState(target, target->info->meleestate); // go to pinch pain state
break;
}
/* FALLTHRU */
default:
P_SetMobjState(target, target->info->painstate);
break;
}
target->reactiontime = 0; // we're awake now...
if (source && source != target)
{
// if not intent on another player,
// chase after this one
P_SetTarget(&target->target, source);
if (target->state == &states[target->info->spawnstate] && target->info->seestate != S_NULL)
{
if (player)
{
if (!(player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds])))
P_SetPlayerMobjState(target, target->info->seestate);
}
else
P_SetMobjState(target, target->info->seestate);
}
}
return true;
}
/** Spills an injured player's rings.
*
* \param player The player who is losing rings.
* \param num_rings Number of rings lost. A maximum of 32 rings will be
* spawned.
* \sa P_PlayerFlagBurst
*/
void P_PlayerRingBurst(player_t *player, INT32 num_rings)
{
INT32 i;
mobj_t *mo;
angle_t fa;
fixed_t ns;
fixed_t z;
// Better safe than sorry.
if (!player)
return;
// If no health, don't spawn ring!
if (player->mo->health <= 1)
num_rings = 0;
if (num_rings > 32 && !(player->pflags & PF_NIGHTSFALL))
num_rings = 32;
if (player->powers[pw_emeralds])
P_PlayerEmeraldBurst(player, false);
// Spill weapons first
if (player->ringweapons)
P_PlayerWeaponPanelBurst(player);
// Spill the ammo
P_PlayerWeaponAmmoBurst(player);
for (i = 0; i < num_rings; i++)
{
INT32 objType = mobjinfo[MT_RING].reactiontime;
if (mariomode)
objType = mobjinfo[MT_COIN].reactiontime;
z = player->mo->z;
if (player->mo->eflags & MFE_VERTICALFLIP)
z += player->mo->height - mobjinfo[objType].height;
mo = P_SpawnMobj(player->mo->x, player->mo->y, z, objType);
mo->fuse = 8*TICRATE;
P_SetTarget(&mo->target, player->mo);
mo->destscale = player->mo->scale;
P_SetScale(mo, player->mo->scale);
// Angle offset by player angle, then slightly offset by amount of rings
fa = ((i*FINEANGLES/16) + (player->mo->angle>>ANGLETOFINESHIFT) - ((num_rings-1)*FINEANGLES/32)) & FINEMASK;
// Make rings spill out around the player in 16 directions like SA, but spill like Sonic 2.
// Technically a non-SA way of spilling rings. They just so happen to be a little similar.
if (player->pflags & PF_NIGHTSFALL)
{
ns = FixedMul(((i*FRACUNIT)/16)+2*FRACUNIT, mo->scale);
mo->momx = FixedMul(FINECOSINE(fa),ns);
if (!(twodlevel || (player->mo->flags2 & MF2_TWOD)))
mo->momy = FixedMul(FINESINE(fa),ns);
P_SetObjectMomZ(mo, 8*FRACUNIT, false);
mo->fuse = 20*TICRATE; // Adjust fuse for NiGHTS
}
else
{
fixed_t momxy, momz; // base horizonal/vertical thrusts
if (i > 15)
{
momxy = 3*FRACUNIT;
momz = 4*FRACUNIT;
}
else
{
momxy = 2*FRACUNIT;
momz = 3*FRACUNIT;
}
ns = FixedMul(FixedMul(momxy, FRACUNIT + FixedDiv(player->losstime<<FRACBITS, 10*TICRATE<<FRACBITS)), mo->scale);
mo->momx = FixedMul(FINECOSINE(fa),ns);
if (!(twodlevel || (player->mo->flags2 & MF2_TWOD)))
mo->momy = FixedMul(FINESINE(fa),ns);
ns = FixedMul(momz, FRACUNIT + FixedDiv(player->losstime<<FRACBITS, 10*TICRATE<<FRACBITS));
P_SetObjectMomZ(mo, ns, false);
if (i & 1)
P_SetObjectMomZ(mo, ns, true);
}
if (player->mo->eflags & MFE_VERTICALFLIP)
mo->momz *= -1;
}
player->losstime += 10*TICRATE;
if (P_IsObjectOnGround(player->mo))
player->pflags &= ~PF_NIGHTSFALL;
return;
}
void P_PlayerWeaponPanelBurst(player_t *player)
{
mobj_t *mo;
angle_t fa;
fixed_t ns;
INT32 i;
fixed_t z;
INT32 num_weapons = M_CountBits((UINT32)player->ringweapons, NUM_WEAPONS-1);
UINT16 ammoamt = 0;
for (i = 0; i < num_weapons; i++)
{
mobjtype_t weptype = 0;
powertype_t power = 0;
if (player->ringweapons & RW_BOUNCE) // Bounce
{
weptype = MT_BOUNCEPICKUP;
player->ringweapons &= ~RW_BOUNCE;
power = pw_bouncering;
}
else if (player->ringweapons & RW_RAIL) // Rail
{
weptype = MT_RAILPICKUP;
player->ringweapons &= ~RW_RAIL;
power = pw_railring;
}
else if (player->ringweapons & RW_AUTO) // Auto
{
weptype = MT_AUTOPICKUP;
player->ringweapons &= ~RW_AUTO;
power = pw_automaticring;
}
else if (player->ringweapons & RW_EXPLODE) // Explode
{
weptype = MT_EXPLODEPICKUP;
player->ringweapons &= ~RW_EXPLODE;
power = pw_explosionring;
}
else if (player->ringweapons & RW_SCATTER) // Scatter
{
weptype = MT_SCATTERPICKUP;
player->ringweapons &= ~RW_SCATTER;
power = pw_scatterring;
}
else if (player->ringweapons & RW_GRENADE) // Grenade
{
weptype = MT_GRENADEPICKUP;
player->ringweapons &= ~RW_GRENADE;
power = pw_grenadering;
}
if (!weptype) // ???
continue;
if (player->powers[power] >= mobjinfo[weptype].reactiontime)
ammoamt = (UINT16)mobjinfo[weptype].reactiontime;
else
ammoamt = player->powers[power];
player->powers[power] -= ammoamt;
z = player->mo->z;
if (player->mo->eflags & MFE_VERTICALFLIP)
z += player->mo->height - mobjinfo[weptype].height;
mo = P_SpawnMobj(player->mo->x, player->mo->y, z, weptype);
mo->reactiontime = ammoamt;
mo->flags2 |= MF2_DONTRESPAWN;
mo->flags &= ~(MF_NOGRAVITY|MF_NOCLIPHEIGHT);
P_SetTarget(&mo->target, player->mo);
mo->fuse = 12*TICRATE;
mo->destscale = player->mo->scale;
P_SetScale(mo, player->mo->scale);
// Angle offset by player angle
fa = ((i*FINEANGLES/16) + (player->mo->angle>>ANGLETOFINESHIFT)) & FINEMASK;
// Make rings spill out around the player in 16 directions like SA, but spill like Sonic 2.
// Technically a non-SA way of spilling rings. They just so happen to be a little similar.
// >16 ring type spillout
ns = FixedMul(3*FRACUNIT, mo->scale);
mo->momx = FixedMul(FINECOSINE(fa),ns);
if (!(twodlevel || (player->mo->flags2 & MF2_TWOD)))
mo->momy = FixedMul(FINESINE(fa),ns);
P_SetObjectMomZ(mo, 4*FRACUNIT, false);
if (i & 1)
P_SetObjectMomZ(mo, 4*FRACUNIT, true);
}
}
void P_PlayerWeaponAmmoBurst(player_t *player)
{
mobj_t *mo;
angle_t fa;
fixed_t ns;
INT32 i = 0;
fixed_t z;
mobjtype_t weptype = 0;
powertype_t power = 0;
while (true)
{
if (player->powers[pw_bouncering])
{
weptype = MT_BOUNCERING;
power = pw_bouncering;
}
else if (player->powers[pw_railring])
{
weptype = MT_RAILRING;
power = pw_railring;
}
else if (player->powers[pw_infinityring])
{
weptype = MT_INFINITYRING;
power = pw_infinityring;
}
else if (player->powers[pw_automaticring])
{
weptype = MT_AUTOMATICRING;
power = pw_automaticring;
}
else if (player->powers[pw_explosionring])
{
weptype = MT_EXPLOSIONRING;
power = pw_explosionring;
}
else if (player->powers[pw_scatterring])
{
weptype = MT_SCATTERRING;
power = pw_scatterring;
}
else if (player->powers[pw_grenadering])
{
weptype = MT_GRENADERING;
power = pw_grenadering;
}
else
break; // All done!
z = player->mo->z;
if (player->mo->eflags & MFE_VERTICALFLIP)
z += player->mo->height - mobjinfo[weptype].height;
mo = P_SpawnMobj(player->mo->x, player->mo->y, z, weptype);
mo->health = player->powers[power];
mo->flags2 |= MF2_DONTRESPAWN;
mo->flags &= ~(MF_NOGRAVITY|MF_NOCLIPHEIGHT);
P_SetTarget(&mo->target, player->mo);
player->powers[power] = 0;
mo->fuse = 12*TICRATE;
mo->destscale = player->mo->scale;
P_SetScale(mo, player->mo->scale);
// Angle offset by player angle
fa = ((i*FINEANGLES/16) + (player->mo->angle>>ANGLETOFINESHIFT)) & FINEMASK;
// Spill them!
ns = FixedMul(2*FRACUNIT, mo->scale);
mo->momx = FixedMul(FINECOSINE(fa), ns);
if (!(twodlevel || (player->mo->flags2 & MF2_TWOD)))
mo->momy = FixedMul(FINESINE(fa),ns);
P_SetObjectMomZ(mo, 3*FRACUNIT, false);
if (i & 1)
P_SetObjectMomZ(mo, 3*FRACUNIT, true);
i++;
}
}
//
// P_PlayerEmeraldBurst
//
// Spills ONLY emeralds.
//
void P_PlayerEmeraldBurst(player_t *player, boolean toss)
{
INT32 i;
angle_t fa;
fixed_t ns;
fixed_t z = 0, momx = 0, momy = 0;
// Better safe than sorry.
if (!player)
return;
// Spill power stones
if (player->powers[pw_emeralds])
{
INT32 num_stones = 0;
if (player->powers[pw_emeralds] & EMERALD1)
num_stones++;
if (player->powers[pw_emeralds] & EMERALD2)
num_stones++;
if (player->powers[pw_emeralds] & EMERALD3)
num_stones++;
if (player->powers[pw_emeralds] & EMERALD4)
num_stones++;
if (player->powers[pw_emeralds] & EMERALD5)
num_stones++;
if (player->powers[pw_emeralds] & EMERALD6)
num_stones++;
if (player->powers[pw_emeralds] & EMERALD7)
num_stones++;
for (i = 0; i < num_stones; i++)
{
INT32 stoneflag = 0;
statenum_t statenum = S_CEMG1;
mobj_t *mo;
if (player->powers[pw_emeralds] & EMERALD1)
{
stoneflag = EMERALD1;
statenum = S_CEMG1;
}
else if (player->powers[pw_emeralds] & EMERALD2)
{
stoneflag = EMERALD2;
statenum = S_CEMG2;
}
else if (player->powers[pw_emeralds] & EMERALD3)
{
stoneflag = EMERALD3;
statenum = S_CEMG3;
}
else if (player->powers[pw_emeralds] & EMERALD4)
{
stoneflag = EMERALD4;
statenum = S_CEMG4;
}
else if (player->powers[pw_emeralds] & EMERALD5)
{
stoneflag = EMERALD5;
statenum = S_CEMG5;
}
else if (player->powers[pw_emeralds] & EMERALD6)
{
stoneflag = EMERALD6;
statenum = S_CEMG6;
}
else if (player->powers[pw_emeralds] & EMERALD7)
{
stoneflag = EMERALD7;
statenum = S_CEMG7;
}
if (!stoneflag) // ???
continue;
player->powers[pw_emeralds] &= ~stoneflag;
if (toss)
{
fa = player->mo->angle>>ANGLETOFINESHIFT;
z = player->mo->z + player->mo->height;
if (player->mo->eflags & MFE_VERTICALFLIP)
z -= mobjinfo[MT_FLINGEMERALD].height + player->mo->height;
ns = FixedMul(8*FRACUNIT, player->mo->scale);
}
else
{
fa = ((255 / num_stones) * i) * FINEANGLES/256;
z = player->mo->z + (player->mo->height / 2);
if (player->mo->eflags & MFE_VERTICALFLIP)
z -= mobjinfo[MT_FLINGEMERALD].height;
ns = FixedMul(4*FRACUNIT, player->mo->scale);
}
momx = FixedMul(FINECOSINE(fa), ns);
if (!(twodlevel || (player->mo->flags2 & MF2_TWOD)))
momy = FixedMul(FINESINE(fa),ns);
else
momy = 0;
mo = P_SpawnMobj(player->mo->x, player->mo->y, z, MT_FLINGEMERALD);
mo->health = 1;
mo->threshold = stoneflag;
mo->flags2 |= (MF2_DONTRESPAWN|MF2_SLIDEPUSH);
mo->flags &= ~(MF_NOGRAVITY|MF_NOCLIPHEIGHT);
P_SetTarget(&mo->target, player->mo);
mo->fuse = 12*TICRATE;
P_SetMobjState(mo, statenum);
mo->momx = momx;
mo->momy = momy;
P_SetObjectMomZ(mo, 3*FRACUNIT, false);
if (player->mo->eflags & MFE_VERTICALFLIP)
mo->momz = -mo->momz;
if (toss)
player->tossdelay = 2*TICRATE;
}
}
}
/** Makes an injured or dead player lose possession of the flag.
*
* \param player The player with the flag, about to lose it.
* \sa P_PlayerRingBurst
*/
void P_PlayerFlagBurst(player_t *player, boolean toss)
{
mobj_t *flag;
mobjtype_t type;
if (!(player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
return;
if (player->gotflag & GF_REDFLAG)
type = MT_REDFLAG;
else
type = MT_BLUEFLAG;
flag = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, type);
if (player->mo->eflags & MFE_VERTICALFLIP)
flag->z += player->mo->height - flag->height;
if (toss)
P_InstaThrust(flag, player->mo->angle, FixedMul(6*FRACUNIT, player->mo->scale));
else
{
angle_t fa = P_RandomByte()*FINEANGLES/256;
flag->momx = FixedMul(FINECOSINE(fa), FixedMul(6*FRACUNIT, player->mo->scale));
if (!(twodlevel || (player->mo->flags2 & MF2_TWOD)))
flag->momy = FixedMul(FINESINE(fa), FixedMul(6*FRACUNIT, player->mo->scale));
}
flag->momz = FixedMul(8*FRACUNIT, player->mo->scale);
if (player->mo->eflags & MFE_VERTICALFLIP)
flag->momz = -flag->momz;
if (type == MT_REDFLAG)
flag->spawnpoint = rflagpoint;
else
flag->spawnpoint = bflagpoint;
flag->fuse = cv_flagtime.value * TICRATE;
P_SetTarget(&flag->target, player->mo);
// Flag text
{
char plname[MAXPLAYERNAME+4];
const char *flagtext;
char flagcolor;
snprintf(plname, sizeof(plname), "%s%s%s",
CTFTEAMCODE(player),
player_names[player - players],
CTFTEAMENDCODE(player));
if (type == MT_REDFLAG)
{
flagtext = M_GetText("Red flag");
flagcolor = '\x85';
}
else
{
flagtext = M_GetText("Blue flag");
flagcolor = '\x84';
}
if (toss)
CONS_Printf(M_GetText("%s tossed the %c%s%c.\n"), plname, flagcolor, flagtext, 0x80);
else
CONS_Printf(M_GetText("%s dropped the %c%s%c.\n"), plname, flagcolor, flagtext, 0x80);
}
player->gotflag = 0;
// Pointers set for displaying time value and for consistency restoration.
if (type == MT_REDFLAG)
redflag = flag;
else
blueflag = flag;
if (toss)
player->tossdelay = 2*TICRATE;
return;
}